Microsoft word - kill team9.doc

Warseer's Collaborative Kill Team_V10.pdf Kill Team
A Warhammer 40,000 expansion


Major Contributors:
The Dude
spacemonkey
Hellebore
Hoshi No Koe
Captain Micha
Junglesnake
Gareth Lorn


Warseer's Collaborative Kill Team_V10.pdf Contents:
Introduction . 3
Using Kill Teams. 4
Kill Teams . 4 Defenders and Sentries . 5 Turn progression . 7 Kill Team Mission Types . 8 Kill Team Mission Special Rules . 8 Sabotage . 14 Assassination . 15 Recon . 16 Intercept. 17 Breakout . 18 Kidnap . 19 Rescue . 20 Snatch . 21 Escort . 22 Hard Point Assault. 23 Priority Target . 24 Last Stand . 25 Kill Teams. 26 Defenders . 26 Sentries . 26 Kill Team Stratagems . 27 Defenders Stratagems . 31 Place Terrain. 34 Deploy forces . 34 Begin the game . 34 Planning Missions . 35 Serious Injury. 35 Experience. 36 Requisition. 37 Special Skills . 37 Warseer's Collaborative Kill Team_V10.pdf Introduction

Kill Team is a way of representing the smaller, more heroic conflicts that occur in the
Warhammer 40,000 universe. The Stealth missions that have a far greater effect on the war
as a whole. The beleaguered squad trapped behind enemy lines. The truly heroic actions that
are so common in films and literature, but so rarely happen in regular games of Warhammer
40,000.
Every race in Warhammer 40,000 has their equivalent of Kill Teams, from Elite squads of
Imperial Guard Veterans, to lurking broods of biologically enhanced Tyranid Genestealers,
the High tech Stealth Suits of the Tau, to sneaky and brutal Ork Kommandoz. Kill Teams take
on tasks that larger forces cannot, such as assassinations, sabotage, and forward
reconnaissance, and they do it with cold and ruthless efficiency.
Similarly, each race has the kind of basic line infantry that are tasked with protecting vital
targets from attack. Be they stalwart Space Marine Tactical Squads, watchful Eldar
Guardians, or even the weak but cunning Gretchin, these Defenders heroically (or foolishly)
stand up to the elite Kill Teams and fight tooth and nail to keep their charge from harm.
The rules in this book allow players to recreate these situations on the tabletop in a tactical,
fast-paced, and very personal way. The diversity of the makeup of Kill Teams makes this type
of game infinitely re-playable as both players try completing their missions using different
tactics and forces. Should you take the slow and stealthy approach, avoiding sentries and
completing the mission unseen, or should you take the more direct approach, storming the
objective and relying on your elite team to win out? Is it better to take more Sentries and try to
spot the Kill Team earlier, or more Defenders to form a solid defence around the objective?
The cinematic nature of Kill Team games makes them perfect for narrative campaign settings,
either following the exploits of a single Kill Team, or as tie-in games to a larger Warhammer
40,000 campaign.
Ultimately the purpose of Kill Team games is for both players to have fun and to generate the
kind of heroic moments we all love to see. With this in mind, Kill Team games should never
be played competitively, nor should they be played without open discussion between both
players on the background behind the game.
Who are the Kill Team members? Why are they attempting this mission? What do they hope
to achieve for the greater war effort? These questions may seem silly, but they add a level of
depth to games of Kill Team that really help to enhance the enjoyment of both players.
So without further ado, enjoy these rules for Kill Team, and good gaming!
Warseer's Collaborative Kill Team_V10.pdf Using Kill Teams

Games of Kill Team use some additional rules to a normal game of Warhammer 40,000.
These rules help to represent the stealthy and dangerous nature of Kill Team missions and
create a tense and cinematic feel to the game. Outlined below are the special rules for the
units that are unique to Kill Team missions; Kill Teams, Defenders and Sentries.
Kill Teams
Kill Teams are the most elite forces an army can deploy. Seasoned warriors, expert at
infiltration, versatile, and fearless, they operate behind enemy lines for extended periods,
making hit and run attacks, reconnoitring, and causing general mayhem to the enemy. Kill
Teams will often be made up of various specialists hand picked for their unique skills, and
they will all work together to ensure the mission is completed.
Special Rules:
A Team of Individuals: Kill Teams are skilled at adapting their operating procedures to suit the
situation. Although selected as a unit, each member counts as an Independent Character and
therefore may form, join, or leave any number of sub teams during the movement phase.
Fearless: Constant exposure to dangerous situations gives Kill Teams the ability to shrug off
even the most extreme psychological pressure. They have the Fearless USR as outlined in
the Warhammer 40000 Rulebook.
Behind Enemy Lines: Operating mostly behind enemy lines, most Kill Teams aren’t able to
make use of specialised deployment tactics. Unless taken as a Stratagem, Kill Teams may
not benefit from any special deployment rules such as Deep Strike or Infiltrate, even if their
parent unit possesses it.
Never say die: Only the toughest, most determined warriors are selected to join a Kill Team.
At the end of the phase in which a member of a Kill Team is reduced to 0 Wounds, roll a D6
on the following chart, applying any modifiers as required:
Out of Action: The model is removed from play Incapacitated: The model has succumbed to its wounds and is Incapacitated (see below) Badly Wounded: The model is seriously injured but struggles to fight on. The model is treated as having 1 wound remaining, immediately leaves any Kill Team sub-unit they may be a part of and "Goes to Ground". The model has its WS and Initiative reduced to 1 for the remainder of the game. Any further rolls the model takes on this table will suffer a -1 penalty. Further Badly Wounded results will apply additional -1 penalties. Flesh Wound: Despite a minor flesh wound the model survives and fights on albeit slightly shaken. The model is treated as having 1 wound remaining, immediately leaves any Kill Team sub-unit they may be a part of and "Goes to Ground". Unharmed: Due to luck, toughness or sheer willpower the model gets back up and continues on unfazed. The model ignores the wound and is treated as having 1 wound remaining.
Kill Team members ignore the ordinary effects of Instant Death, removing a single wound for
any hit regardless of strength or other affects; however a hit that would cause Instant Death
and also reduces the model to 0 wounds will be treated as an Out of Action result with no roll
necessary.
Kill Team Models with the Feel No Pain USR add +2 to their Never Say Die rolls before any
negative modifiers for Badly Wounded results, but will not receive this bonus if they would be
denied the Feel No Pain rule. Note, this rule replaces the usual affects of Feel No Pain
and Kill Team models receive no other bonus from it.

Incapacitated models count as unsecured items, and may be secured as per the “Secure”
mission Special Rule. Incapacitated models that are secured by friendly Kill Team members
at the end of the game will not count towards the total number of Kill Team members
destroyed when determining Mission Success. Incapacitated models that are secured by the
enemy are immediately removed from play.
Warseer's Collaborative Kill Team_V10.pdf
Stealthy: Lightly armoured Kill Teams are expert at blending in to their surroundings,
remaining unseen until the last, deadly moment. Kill Team members with an armour save of
4+ or higher gain the Stealth USR if they do not already have it and will receive a 6+ Cover
Save when in the open. If a Kill Team member moves over 6” in the Movement Phase, or
uses any Movement related Special rules in the Shooting or Assault phases such as Jet
Packs or Run, they are considered to have broken the Stealthy Rule, and the Cover Save
bonus will not apply again until the start of their next turn. Kill Team members who perform a
Scout move before the game will also count as breaking the Stealthy rule. Kill Team
members with an armour save of 2+ or lower will always count as breaking the Stealthy rule
unless they remain stationary. Kill Team Members whose parent unit entry gives them the
Infiltrate, Scout or Stealth USRs will benefit from the Stealthy Rule as if their armour was 4+
or higher. Breaking the Stealthy Rule may also have other penalties which are described
later, and these will apply regardless of whether the Kill Team member gained the Cover
Save bonus.

Kill Team Leader: Every Kill Team is led by an experienced fighter. One Team member must
be nominated Team Leader. If the Kill Team contains a member with a Squad Leader type
upgrade, they must be Kill Team Leader. If the Team has a Seconded Specialist, you may
instead choose them to be Kill Team Leader. Due to their experience, skill and sheer luck, the
Team Leader may re-roll any single dice roll once per game, although this cannot be a dice
that has already been re-rolled.
Defenders and Sentries

Defenders and Sentries are the units charged with guarding those objectives most targeted
by Kill Teams. Whilst far from the elite squads that Kill Teams are, Defenders and Sentries
are chosen for their patience, alertness, and above all their dedication to keep their charges
safe from the enemy.
Defenders and Sentries are controlled by the Defender but do not typically act as a normal
unit until after they become Aware (see below). Unaware Defender and Sentry units are
subject to their Guard Duty and Sentry Duty rules respectively in addition to their other special
rules (see next page).
Awareness: Once Defenders and Sentries become Aware, they may act normally. Defenders
and Sentries can become aware in four ways: Spotting an Enemy/Aware Unit, Hearing
Gunfire/Movement, Being Attacked directly, and when the Alarm is raised.
If a unit is Unaware, it is bound to the movement restrictions outlined below, may not shoot or
assault enemy units, and may not use any other special abilities. Unaware units attacked in
Close Combat will suffer -2 to their WS (to a minimum of 1) and strike at Initiative 1. A unit
that has met a condition to become Aware at a later time may still become aware sooner if the
right conditions apply. For example, if a Unit has passed a Hearing check and is set to
become aware at the start of their next turn, they will still become aware immediately if
assaulted.
Spotting an Enemy/Aware Unit: In order to spot a unit (friend or foe) the Defender or Sentry
unit must first target it in the Shooting Phase with a single “spotting shot”. This shot follows all
normal rules for shooting but will wound automatically. The enemy unit may make a Cover
Save against this attack, but not Armour or Invulnerable saves.
If the shot is successful, rather than removing a casualty, the Defenders/Sentries spot the unit
and immediately become Aware.
If a Defender or Sentry unit spots an enemy unit, they may then fire at that unit as normal, but
may not use any special rules that replace shooting like Run (although special skills that act
like shooting weapons may be used).
If a Defender or Sentry unit spots a friendly aware unit, they may not shoot, but may Assault
as usual in the Assault phase.
Defender and Sentry units may only attempt to spot one unit per shooting phase.
Warseer's Collaborative Kill Team_V10.pdf Hearing Gunfire/Movement: Unaware Defenders and sentries can sometimes hear
suspicious noises that will alert them to the presence of Kill Teams. If required to make a
Hearing check, immediately roll a Leadership Test on the Defender or Sentry Unit’s basic
unmodified Leadership (Ld). If they pass the test, they have heard the noise, and will become
Aware at the start of their next turn. Unaware Defenders and Sentries will be required to take
Hearing Tests for Gunfire and Kill Team movement as outlined below.
All Unaware Defender or Sentry Units that are within 18” of any model (friend or foe) that fires
a ranged weapon or uses a psychic power with a strength value in any shooting phase will
make an immediate Hearing Check. Weapons with the Sniper special rule will not cause
these tests. Weapons with the Template or Blast rule will not only cause Hearing Checks
within 18” of the firing model, but also within 18” of the blast marker or template. If the
shooting attack or psychic power uses the Large Blast Marker, the Alarm will be raised
immediately.
If a Kill Team member breaks the Stealthy Rule they will cause a Hearing Check on all
Unaware Defender and Sentry units that they pass within 18” of in the Phase in which they
broke the Stealthy Rule.
Being Attacked: If a Defender or Sentry unit is attacked directly, either with shooting attacks
or in the Assault Phase, they will automatically become Aware immediately after the Phase in
which the attack takes place (assuming they survive). Shooting attacks that fail to hit will not
cause a unit to become aware, but they may cause a Hearing Check.
Raising the Alarm: Many things can cause the Defenders to raise the alarm. The most
common is the absence of regular reports. At the start of the Defender Players turn, roll a D6.
If the result is less than the number of aware or eliminated Defender or Sentry units, the
Defenders realise there is something wrong and raise the alarm. When the Alarm is raised, all
Defender and Sentry units become Aware, and the next Movement Phase (for either player)
marks the first of the six Turns the game will last for.
Falling Back: If required to Fall Back, Defenders and Sentries will do so towards the Kill
Team’s objective. If the Kill Team have Destroyed or Captured the objective, or there was no
Kill Team objective to start with, the Defenders will fall back towards the nearest table edge.
Defenders
Defenders are basic line infantry units that have been charged with keeping an objective safe
and secure. They may not have access to the tools and skills that a Kill Team does, but they
are numerous, alert, and often have the home ground advantage. They will have had time to
prepare all sorts of defences, and can easily call in reinforcements if overwhelmed.
Special Rules:
Guard duty: Defender units that are Unaware may not move voluntarily. If they are moved for
any other reason and remain Unaware, they must use their movement phase to return to their
starting position.
Dug in: Defenders will receive +1 to all cover saves in addition to any other bonuses. As soon
as they move for any reason, they will lose this bonus permanently.
Stubborn: The Defenders know that it is more than their lives are worth to allow anything
detrimental to befall their charge. Defenders benefit from the Stubborn USR as outlined in the
Warhammer 40000 Rulebook.
Warseer's Collaborative Kill Team_V10.pdf Sentries
Sentries are charged with patrolling the area surrounding objectives to give advanced warning
of any trouble. Their random inspection routes can make infiltration a risky business, but
boredom can sometimes make them less attentive. Regardless of their skill level, their regular
reports keep the Defenders apprised of the security of the area, and their absence is
generally not missed for long.
Special Rules:
Sentry duty: Unaware Sentries will move D6” in a random direction. Unaware Sentries may
not move more than 18” from the Kill Team Mission Objective unless otherwise stated and if
their random movement would take them further than this, their movement is halted. If for any
reason, an Unaware Sentry model ends up more than 18” from the Kill Team’s Objective, they
must move towards it as though they had broken squad coherency. Once Aware, a Sentry
may move normally.
Turn progression

The following table will help you keep track of what happens when during the different phases
of a Kill Team game.

Phase

Kill Team Turn
Defenders Turn
• Assault • Stealthy rule is suspended if movement special rules used (Hearing Checks as applicable) Warseer's Collaborative Kill Team_V10.pdf Playing a game of Kill Team

Select a Mission
The first step in playing a Kill Team mission is to select what mission you are playing. You
can do this by agreeing between yourselves, or choosing the mission randomly. It may seem
odd to determine your mission before picking your forces, but this allows you to do as the Kill
Team would and choose the right tools for the job.
Kill Team Mission Types

Kill teams will undertake various different missions, from sabotaging a supply cache to
assassinating the enemy leader. There are three levels of Kill Team Missions; Standard
Operations (SO), Hazardous Operations (HO) and Extremely Hazardous Operations (ExHO).
Standard Operations:
Sabotage
Assassination
Recon
Intercept
Breakout
Hazardous Operations:
Kidnap
Rescue
Snatch
Escort
Extremely Hazardous Operations:
Hard Point Assault
Priority Target
Last Stand
Kill Team Mission Special Rules

Deep Strike: If a Kill Team has taken the Deep Strike Insertion Stratagem, and the mission
allows Deep Strike, they may deploy at the start of the game using the Deep Strike rules no
closer than 12” from their Objective, although they may scatter closer than this.
Reserves: This rule works exactly the same way as it does in the Warhammer 40000
rulebook, but all Reserves will enter play automatically at the start of the second turn after the
Alarm is raised with no need to roll. Note there must be a full Player Turn between the point
when the Alarm is raised, and when Reserves arrive. For example, if the Alarm is Raised at
the start of the Defender Player’s Turn, Reserves will arrive at the start of the Defender
Player’s next Turn, but if the Alarm is Raised in the Defender Player’s Shooting Phase,
Reserves will arrive the Turn after next.

Dust Off: Many missions will require the Kill Team to escape after completing their primary
objective. In missions with the Dust Off rule, the Kill Team will need to escape off the board
edge specified in the Dust Off rule in the mission description. In cases where the mission
specifies the Dust Off Zone as the furthest table edge to the Kill Team Objective, and this
edge is unable to be agreed on, randomly select the Dust Off Zone by either rolling a Scatter
Dice (in cases where the Objective is in the middle of the board) or numbering the contentious
edges and rolling a D6.
Warseer's Collaborative Kill Team_V10.pdf
Generic Character: Sometimes Missions will require character objectives or specialists that
cannot be covered using the stratagems available. In these cases, the Generic Character
rules should be used. The Basic Character comes free with the mission, but any upgrades
taken must be payed for under the player’s points cost limit. Generic Characters cannot be
given Stratagems and will behave as an Independent Character unless specified otherwise in
the Mission Special Rules. In missions where the Generic Character is also the Kill Team’s
objective, the Character must always be moved first.
Generic Characters have the following profile:

Equipment: Close combat weapon
Options: The Generic Character may take up to four of the following upgrades at the points
cost listed. Multiples may be taken, but no upgrade may be taken more than twice:

Brutish
(+1 S) 10pts
Agile (+1 I) 10pts
It is recommended that you choose upgrades that represent the same race as your other
forces, so for example an Eldar Character could take 2 Agile upgrades, whereas a Space
Marine could take Brutish, Brawny, Agile and Stalwart.
The Generic Character may either:
Exchange its Close Combat Weapon for a Light Pistol (R12 S3 AP- Pistol) for free
Purchase a Light Pistol in addition to his Close Combat Weapon for 5pts The Generic Character may exchange its Close combat weapon for one of the following at the points cost listed: Light Melee Weapon (Power Weapon) 10pts Heavy Melee Weapon (Power Fist) 20pts Medium Melee Weapon (Rending) 15pts The Generic Character may exchange its Light Pistol for one of the following sidearms at the points cost listed: Medium Pistol (R12 S4 AP5 Pistol) 10pts Heavy Pistol (R12 S6 AP2 Pistol, Gets Hot!) 15pts The Generic Character may take one of the following rifles at the points cost listed: Medium Rifle (R24 S4 AP5 Rapid Fire) 5pts Heavy Rifle (R24 S6 AP2 Rapid Fire, Gets Hot!) 15pts The Generic Character may take up to one of the following armour types at the points cost listed: Light Armor (5+ Sv) 10pts Medium Armour (4+ Sv) 15pts The Generic Character may take one of the following shields at the points cost listed: Light Shield (5+ Inv Sv) 15pts Heavy Warseer's Collaborative Kill Team_V10.pdf Search Parties: Sometimes Defenders and Sentries will have prior warning that a Kill Team
is operating in the area and will organise search parties to flush them out. In missions with the
Search Parties rule, all Unaware Sentry units may wander randomly anywhere on the board
without restriction. Any Unaware Defender Squad may choose in its movement phase to
wander randomly as though it were an Unaware Sentry unit, but will lose its Dug In rule if it
does so.

Showdown:
In Showdown missions, both players will take a Kill Team. Decide beforehand or
roll off for which team will be Attacking and which will be Defending. The rules for Defenders
and Sentries will not be used for this game. Both players may select from the Kill Team
Stratagems. The Defending player may be allowed to take certain Defender Stratagems
depending on the mission. The defending Kill Team will also have the advantage of surprise,
and so all shooting attacks against them in the first turn will use the Night Fighting rules as
they skulk in their hidden positions.

Secure:
Kill Team’s will often have to secure items to complete their mission. To secure
something, a Kill Team member must simply get into base contact with it. An item is assumed
dropped if all the Kill Team models in Base Contact with it are reduced to zero wounds. The
item is not recaptured until a new Kill Team or Defender model comes into base contact.
When in possession of a secured item, the Kill Team member or Defender and any sub-group
or unit he is a part of may not move more than 6” in the Movement Phase, or use or take
advantage of any movement-based special rules or Psychic Powers such as Run or Jet-
Packs. No model may secure more than one item at a time and Sentries may not secure
items at all.
Capture: To complete their mission Kill Teams will often have to capture or rescue
characters. To capture a friendly character, a Kill Team member must simply get into base
contact with it at witch point it is treated as a member of the Kill Team. To capture an
unfriendly character, the Kill Team or Defenders must first reduce it to 0 wounds in Close
Combat. Once this happens, the Target is assumed to be knocked out and is treated like a
secured item. Characters do not become active again once recaptured by a friendly unit and
will continue to be treated as secured items. If the character is reduced to 0 wounds by
shooting or by any other means removed (such as suffering Instant Death, or from shooting),
they are considered destroyed.
Warseer's Collaborative Kill Team_V10.pdf Sabotage
The Kill Team has been sent to destroy an important enemy structure or installation which
could prove pivotal in upcoming battles.
Special Rules:
Deep Strike
Sabotage target:
The Kill Team’s objective will be a single piece of scenery, such as a
ammo/fuel dump, stationary vehicle, or long-range weapons emplacement, no larger than 8”
square. Regardless of what the objective looks like, for game purposes it will be a stationary
vehicle with no weapons and an all-round armour value of 12. Any Shaken or Stunned results
against the objective are ignored while a cumulative two results of Weapon Destroyed and/or
Immobilised are be treated as Destroyed-Wrecked result on the damage table. Any
successful hits on the Target, regardless of whether they cause damage, will cause the alarm
to be raised at the start of the Defender Player’s next turn.
Dust Off: The Kill Team’s Dust Off zone extends 6” from the board edge randomly determined
by a Scatter Die after the Defenders have set up.
Stratagems:
The Kill Team Player will receive one bonus Breaching Charge Stratagem.
Setup:
The Sabotage Target is placed no closer than 12” to any table edge, then terrain is set up
around it.
Defenders and Sentries are then set up as usual with the centre of the Sabotage Target used
as the Kill Team Objective.
The Kill Team may then deploy anywhere beyond 24” from the Sabotage Target.
Primary Mission:
The Kill Team must destroy the Sabotage Target. If they do so, they will receive one Kill
Team Victory Point.
The Defenders must stop the Sabotage Target from being destroyed. They will receive two
Kill Team Victory Points if the Sabotage Target is still intact at the end of the game.
Secondary Mission:
The Kill Team will receive one Kill Team Victory Point if they have all remaining Kill Team
Members in the Dust Off zone at the end of the game.
The Defender player will receive one Kill Team Victory Point if there are no Kill Team
members at the Dust Off zone at the end of the game.
Warseer's Collaborative Kill Team_V10.pdf Assassination
The Kill Team has been sent to kill an important enemy lieutenant, thereby interrupting the
chain of command and disrupting enemy operations the area.
Special Rules:
Deep Strike
Assassination target:
The Defender player must take an Assassination Target in addition to
his Defenders and Sentries. The Target follows the rules for Generic Characters and will
behave like a Sentry until it becomes Aware, when it is treated as an Independent Character
for the Defenders.
Dust Off: The Kill Team’s Dust Off zone extends 6” from the board edge randomly determined
by a Scatter Die after the Defenders have set up.
Stratagems:
Players may select any Stratagems they like
Setup:
After terrain has been set up, The Defender Player deploys the Assassination Target no
closer than 18” to any table edge.
The Assassination Target will count as the Kill Team objective with regards to Defender and
Sentry deployment and movement.
Once all Defenders and Sentries are set up, the Kill Team may deploy anywhere beyond 24”
from the Assassination Target.
Primary Mission:
The Kill Team must eliminate the Assassination Target. If they do so they will receive one Kill
Team Victory Point.
The Defenders must keep the Assassination Target alive. They will receive two Kill Team
Victory Points if the Assassination Target is alive at the end of the game.
Secondary Mission:
The Kill Team will receive one Kill Team Victory Point if they have all remaining Kill Team
Members in the Dust Off zone at the end of the game.
The Defender player will receive one Kill Team Victory Point if there are no Kill Team
members at the Dust Off zone at the end of the game.
Warseer's Collaborative Kill Team_V10.pdf Recon

The Kill Team has been sent to scope out an important strategic position and report back with
its findings.
Special Rules:
Deep Strike
Dust Off:
The Kill Team’s Dust Off zone is the same as its deployment zone.
Stratagems:
Players may select any Stratagems they like
Setup:
The Recon Target is placed no more than 12” from any table edge, then terrain is set up
around it.
Defenders and Sentries are then set up as usual with the centre of the Recon Target used as
the Kill Team Objective.
The Kill Team may then deploy up to 8” from the board edge furthest from the Recon Target.
Primary Mission:
The Kill Team must have at least one member within 8” of the centre of the Recon Target
from the end of the movement phase until the start of their next Turn. The Kill Team must
then escape to their dust off point. If the Kill Team has all remaining members in the Dust Off
zone at the end of the game and at least one of them has been within 8” of the Recon
objective as outlined above, they will receive two Kill Team Victory Points.
Secondary Mission:
The information gleaned from their recon mission will be far more useful if the enemy is
unaware they have it, therefore the Kill Team should attempt to escape unseen. If the Kill
Team causes the alarm to be raised at any point, the Defender player will receive two Kill
Team Victory Points.
Warseer's Collaborative Kill Team_V10.pdf Intercept

A Kill Team has been dispatched to infiltrate enemy lines on their way to complete a mission
of critical importance. Unknown to them, their enemy have sent their own Kill Team to
intercept and destroy the interlopers.
Special Rules:
Showdown: The Defending player may additionally exchange up to two of his Stratagems for
either Minefields, Barricades, or Razorwire from the Defender Stratagems.
Dust Off: The Attacking Kill Team’s Dust Off zone extends 6” from the board edge furthest
from their entry point.
Stratagems:
The Defending Kill Team Player will receive one additional Stratagem of their choice.
Setup:
The Attacking Kill Team must set up first up to 6” from any short board edge. The defending
Team will then set up their models and any Defences they have anywhere on the board, but
no closer than 24” to the Attacking Kill Team’s entry point.
Primary Mission:
The Attacking Kill Team must attempt to reach the Dust Off point with at least 50% of their
starting force. If they achieve this they will receive two Kill Team Victory Points.
The Defending Kill Team must eliminate the Attacking Kill Team. If they completely wipe out
the Attacking Kill Team, the Defending Kill Team will receive one Kill Team Victory Point.
Secondary Mission:
The Attacking Kill Team will receive one Kill Team Victory Point if they if they manage to
cripple the Defending Kill Team by reducing it to 25% or less of its starting force by the end of
the game.
The Defending Kill Team player will receive one Kill Team Victory Point if they can cripple the
Attacking Kill Team by reducing it to 25% or less of its starting force by the end of the game.
This objective is cumulative with the Primary objective.
Warseer's Collaborative Kill Team_V10.pdf Breakout

The Kill Team is surrounded by hostile, searching enemies and needs emergency extraction.
They will need to avoid detection until a dust off can be arranged.
Special Rules:
Search Parties
Dust Off: The Kill Team’s Dust Off zone is determined randomly during the game. At the start
of each Kill Team turn, roll a D6 and add the number of turns that have full elapsed. On a
score of 6 or more, the Dust Off has been set. Roll a scatter dice. The Dust Off Zone extends
6” from the point on the board edge that the dice is pointing to.
Stratagems:
The Defender Player will receive two additional Stratagems which must be Extra Sentries.
The Kill Team Player may not take the Scout Group Stratagem.
Setup:
The Kill Team will set up first up to 6” from the very centre of the board. The Defenders will
then set up their models and any Defences they have anywhere on the board, but no closer
than 18” to any Kill Team model.
Primary Mission:
The Kill Team must attempt to reach the Dust Off point. If they reach the Dust Off point with
more than 50% of their members, they will receive one Kill Team Victory Point.
The Defenders must attempt to locate and engage the Kill Team. They will receive one Kill
Team Victory Point if they reduce the Kill Team to less than 75% of its starting number.
Secondary Mission:
It makes for a safer extraction if the Kill Team determines their Dust Off whilst still undetected.
If they determine their Dust Off zone before the Alarm is raised, they will receive one Kill
Team Victory Point.
To be sure the Kill Team will not cause any further problems, the Defenders should wipe them
out entirely. If they achieve this, they will receive one additional Kill Team Victory Point.
Warseer's Collaborative Kill Team_V10.pdf Kidnap

The Kill Team has been sent to capture an important enemy figure from whom vital
information can be gleaned.
Special Rules:
Deep Strike
Kidnap target:
The Defender player must take a Kidnap Target in addition to his Defenders
and Sentries. The Target follows the rules for Generic Characters and will behave like a
Sentry until it becomes Aware, when it is treated as an Independent Character for the
Defenders.
Dust Off: The Kill Team’s Dust Off zone extends 6” from the board edge furthest from the
Kidnap Target’s starting point.
Capture: The Kill Team must capture the Kidnap Target. The Defender player will receive -2
to their rolls for Raising the Alarm once the Kill Team has Captured the Kidnap Target.
Stratagems:
Players may select any Stratagems they like
Setup:
After terrain has been set up, The Defender Player deploys the Kidnap Target no closer than
18” to any table edge.
The Kidnap Target will count as the Kill Team objective with regards to Defender and Sentry
deployment and movement.
Once all Defenders and Sentries are set up, the Kill Team may deploy anywhere more than
18” from the Kidnap Target.
The Kidnap Target will count as an Independent Character but will act like a Defender unit for
the purposes of Movement, Shooting and Awareness.
Primary Mission:
The Kill Team must capture the Kidnap Target. If they have the Target in their possession at
the end of the game, they will receive two Kill Team Victory Points.
The Defenders must stop the Kidnap Target from being captured. They will receive two Kill
Team Victory Points if the Kidnap Target is still in their possession (functional or not) at the
end of the game.
If for any reason the Kidnap Target is destroyed or in neither player's possession at the end of
the game, neither player will receive any Kill Team Victory Points for this objective.
Secondary Mission:
The Kill Team must return to their Dust Off zone with their Kidnap Target. They will receive
one Kill Team Victory Point if they have all remaining Kill Team Members in the Dust Off zone
at the end of the game.
The Kill Team player will receive one Kill Team Victory Point if they have the Kidnap Target at
the Dust Off zone at the end of the game.
The Defenders must prevent the Kill Team from escaping with the Kidnap victim. They will
receive one Kill Team Victory Point if there are no Kill Team members in the Dust Off zone at
the end of the game.
The Defender player will receive one Kill Team Victory Point if the Kidnap Victim is alive (even
if captured) and outside of the Dust Off zone at the end of the game.
Warseer's Collaborative Kill Team_V10.pdf Rescue

The Kill Team has been sent to rescue an important ally who is being held captive by the
enemy.
Special Rules:
Deep Strike
Rescue target:
The Kill Team player must take a Rescue Target in addition to his other Kill
Team members. The Target follows the rules for Generic Characters and will not move until it
is captured by the Kill Team, after which it is treated as a friendly Independent Character for
the Kill Team.
Dust Off: The Kill Team’s Dust Off zone extends 6” from the board edge furthest from the
Rescue Target’s starting point.
Capture: The Kill Team must capture the Rescue Target. The Defender player will receive -2
to their rolls for Raising the Alarm once the Kill Team has Captured the Rescue Target.
Stratagems:
The Defender Player will receive one additional Stratagem of their choice.
Setup:
After terrain has been set up, The Defender Player deploys the Rescue Target no closer than
18” to any table edge.
The Rescue Target will count as the Kill Team objective with regards to Defender and Sentry
deployment and movement.
Once all Defenders and Sentries are set up, the Kill Team may deploy anywhere more than
18” from the Rescue Target.
The Rescue Target will remain stationary until a Kill Team Member comes into base contact
with it and frees it. It will then come under direct control of the Kill Team Player
Primary Mission:
The Kill Team must capture the Rescue Target. If they have the Target in their possession at
the end of the game, they will receive two Kill Team Victory Points.
The Defenders must stop the Rescue Target from being captured. They will receive two Kill
Team Victory Points if the Rescue Target is still in their possession at the end of the game.
If for any reason the Rescue Target is destroyed or in neither player's possession at the end
of the game, neither player will receive any Kill Team Victory Points for this objective.
Secondary Mission:
The Kill Team must return to their Dust Off zone with their Rescue Target. They will receive
one Kill Team Victory Point if they have all remaining Kill Team Members in the Dust Off zone
at the end of the game.
The Kill Team player will receive one Kill Team Victory Point if they have the Rescue Target
at the Dust Off zone at the end of the game.
The Defenders must prevent the Kill Team from escaping with the Rescue victim. They will
receive one Kill Team Victory Point if there are no Kill Team members in the Dust Off zone at
the end of the game.
The Defender player will receive one Kill Team Victory Point if the Rescue Victim is alive
(even if captured) and outside of the Dust Off zone at the end of the game.
Warseer's Collaborative Kill Team_V10.pdf Snatch

The Kill Team has been sent to secure important items.
Special Rules:
Deep Strike
Dust Off:
The Kill Team’s Dust Off zone extends 6” from the board edge on which the Kill
Team deployed.
Secure: The Kill Team must secure the objective items. The Defender player will receive -1 to
their rolls for Raising the Alarm for each item the Kill Team has Secured.
Stratagems:
Players may select any Stratagems they like
Setup:
After terrain has been set up, The Defender Player deploys D3 objective counters no closer
than 18” to any table edge and no closer than 8” to each other.
The Defender player will choose one objective which will count as the Kill Team objective with
regards to Defender and Sentry deployment and movement.
Once all Defenders and Sentries are set up, the Kill Team may deploy up to 6” from a
randomly determined table edge.
Primary Mission:
The Kill Team must secure the objective items. For each objective item in their possession at
the end of the game, they will receive one Kill Team Victory Point.
The Defenders must stop the objective items from being secured. They will receive one Kill
Team Victory Point for each objective that is still in their possession at the end of the game.
Secondary Mission:
The Kill Team must return to their Dust Off zone with their objectives. They will receive one
Kill Team Victory Point if they have all remaining Kill Team Members in the Dust Off zone at
the end of the game.
The Kill Team player will receive one Kill Team Victory Point for each objective item they have
at the Dust Off zone at the end of the game.
The Defenders must prevent the Kill Team from escaping with the objective items. They will
receive one Kill Team Victory Point if there are no Kill Team members in the Dust Off zone at
the end of the game.
The Defender player will also receive one Kill Team Victory Point for each objective item still
outside of the Dust Off zone at the end of the game, even if not in their possession.
Warseer's Collaborative Kill Team_V10.pdf Escort

A Kill Team has been charged with escorting an important VIP to an extraction zone across
enemy lines. An enemy Kill Team has set an ambush in order to capture or eliminate the VIP.
Special Rules:
Showdown: The Defending player may additionally exchange up to two of his Stratagems for
either Minefields, Barricades, or Razorwire from the Defender Stratagems.
VIP: The Attacking Kill Team player must take a VIP in addition to his other Kill Team
members. The VIP follows the rules for Generic Characters and is treated as part of the Kill
Team.
Capture: The Defending Kill Team must Capture the VIP.
Dust Off: The Attacking Kill Team’s Dust Off zone extends 6” from the board edge furthest
from their entry point.
Stratagems:
Players may select any Stratagems they like
Setup:
The Attacking Kill Team must set up first up to 6” from any short board edge. The defending
Team will then set up their models and any Defences they have anywhere on the board, but
no closer than 24” to the Attacking Kill Team’s entry point.
Primary Mission:
The Attacking Kill Team must attempt to reach the Dust Off point with their VIP alive and
unharmed. If they achieve this they will receive two Kill Team Victory Points. If they make it to
the objective with the VIP unconscious (as a secure item), they receive one Kill Team Victory
Point.
The Defending Kill Team must attempt to capture the enemy VIP. If they have the captured
VIP in their possession at game's end, the Defending Kill Team will gain two Kill Team Victory
Points. If the VIP is killed, the Defending Kill Team will receive one Kill Team Victory Point.
Secondary Mission:
The Attacking Kill Team will receive one Kill Team Victory Point if they if they manage to
cripple the Defending Kill Team by reducing it to 25% or less of its starting force by the end of
the game.
The Defending Kill Team player will receive one Kill Team Victory Point if they can cripple the
Attacking Kill Team by reducing it to 25% or less of its starting force by the end of the game.
This objective is cumulative with the Primary objective.
Warseer's Collaborative Kill Team_V10.pdf Hard Point Assault

The Kill Team has been sent to destroy an important enemy fortified installation which could
prove pivotal in upcoming battles. The treat level is high, and the Kill Team is not expected to
return.
Special Rules:
Deep Strike
Sabotage target:
The Kill Team’s objective will be a single piece of fortified scenery, such as a
building, stationary armoured vehicle, or long-range weapons emplacement, no larger than 8”
square. Regardless of what the objective looks like, for game purposes it will be a stationary
vehicle with no weapons and an all-round armour value of 14. Any Shaken or Stunned results
against the objective are ignored while a cumulative two results of Weapon Destroyed and/or
Immobilised are be treated as Destroyed-Wrecked result on the damage table. Any
successful hits on the Target, regardless of whether they cause damage, will cause the alarm
to be raised at the start of the Defender Player’s next turn.
Stratagems:
The Kill Team Player will receive one bonus Breaching Charge Stratagem.
The Defender Player will receive two additional Stratagems which must be Pillboxes. These
Pillboxes will be the objectives of the Kill Team’s Secondary Mission. The Defender Player
may purchase additional Pillboxes using his remaining Stratagems, but the two that are
objectives must be clearly differentiated.
Setup:
The Sabotage Target is placed no less than 12” from any table edge, then terrain is set up
around it.
Defenders and Sentries are then set up as usual with the centre of the Sabotage Target used
as the Kill Team Objective.
The Kill Team may then deploy anywhere more than 24” from the Sabotage Target.
Primary Mission:
The Kill Team must destroy the Sabotage Target. If they do so, they will receive two Kill Team
Victory Points.
The Defenders must stop the Sabotage Target from being destroyed. They will receive two
Kill Team Victory Points if the Sabotage Target is still intact at the end of the game.
Secondary Mission:
The Kill Team must destroy the two Pillboxes specified as Targets. If they do so, they will
receive one Kill Team Victory Point per Pillbox destroyed.
The Defenders must stop these two Pillboxes from being destroyed. They will receive one Kill
Team Victory Point per Pillbox still intact at the end of the game.
Warseer's Collaborative Kill Team_V10.pdf Priority Target

The Kill Team has been sent to kill an important enemy commander and his cronies, thereby
destroying the chain of command and neutralising the enemy threat in this sector. The treat
level is high, and the Kill Team is not expected to return.
Special Rules:
Deep Strike
Assassination target:
The Defender player must take an Assassination Target in addition to
his Defenders and Sentries. The Target follows the rules for Generic Characters and will
behave like a Sentry until it becomes Aware, when it is treated as an Independent Character
for the Defenders.
Stratagems:
The Defender will also receive two free Stratagems which must be Henchmen to represent
the Assassination Target's cronies. Additionally the Defender recieves a free Extra Sentries
Stratagem.
Setup:
After terrain has been set up, The Defender Player deploys the Assassination Target no
closer than 18” to any table edge.
The Assassination Target will count as the Kill Team objective with regards to Defender and
Sentry deployment and movement.
Once all Defenders and Sentries are set up, the Kill Team may deploy anywhere more than
18” from the Assassination Target.
Primary Mission:
The Kill Team must eliminate the Assassination Target. If they do so they will receive two Kill
Team Victory Points.
The Defenders must keep the Assassination Target alive. They will receive two Kill Team
Victory Points if the Assassination Target is alive at the end of the game.
Secondary Mission:
The Kill Team must eliminate the Assassination Target’s cronies. The Kill Team will receive
one Kill Team Victory Point per Henchman killed.
The Defender must keep the Assassination Target’s cronies alive. They will receive one Kill
Team Victory Point per Henchman alive at the end of the game.
Warseer's Collaborative Kill Team_V10.pdf Last Stand

The Kill Team is surrounded by hostile, searching enemies and is unable to contact
headquarters for extraction. The best they can hope for is to take as many of the enemy down
with them as possible.
Special Rules:
Search Parties
Epic Conflict:
The game has no turn limit and will continue until one player no longer has any
models left.
Stratagems:
The Kill Team player may not use the Poisoned! Stratagem, or take any Requisitioned
Support Asset Stratagems, but may select up to three Booby Traps Stratagems from the
Defenders Stratagems section.
Setup:
The Kill Team will set up first up to 6” from the very centre of the board. The Defenders will
then set up their models and any Defences they have anywhere on the board, but no closer
than 18” to any Kill Team model.
Primary Mission:
The Kill Team must attempt to Stay alive for as long as possible whilst taking down as many
Defenders as they can. If the Kill Team player manages to destroy all enemy units, the Kill
Team player wins, scoring two Kill Team Victory Points.
The Defenders must attempt to locate and wipe out the Kill Team. If the Kill Team is wiped
out at the end of the game, the Defender player wins, scoring two Kill Team Victory Points.
Warseer's Collaborative Kill Team_V10.pdf Choose Forces

To play a game using Kill Teams, you must first set a Kill Team Point Limit and choose your
forces. In Kill Team games, the Kill Team Player will use up to their points limit on their Kill
Team and any special equipment, whilst their opponent will split their points between
Defenders and Sentries and any other forces they have been allowed through special rules
and Stratagems. It is strongly suggested that you do not use Named Characters as a part of
Kill Teams or Defender forces unless you have a very good narrative reason to.
Kill Teams
Kill Teams are chosen from any unit entry for Infantry or Jump Infantry in any army Codex. Kill
Teams cannot be selected from unit entries that include Bikes, Jet Bikes, Beasts, Monstrous
Creatures, Cavalry, Independent Characters, or Vehicles unless they are optional.
Kill Teams may take any unit options that are available to the unit type they are selected from
apart from those listed above, however any options that would ordinarily be purchased for the
entire unit may instead be selected for individual models. So for example a Kill Team of 10
Imperial Guard Veterans may choose to only arm 3 with Krak Grenades.
Defenders
Defenders are selected from any unit entry for Infantry in the Troops section of any Codex,
provided the unit entry does not include Bikes, Jet Bikes, Beasts, Monstrous Creatures,
Cavalry, Independent Characters, or Vehicles unless they are optional.
Defenders may take any options available to their parent unit apart from those listed above.
Once selected, Defender Units may be deployed in any number of units of at least 5 models
each. The number of models in the deployed unit will count as its starting strength for the
purposes of Morale Tests.
Sentries
Sentries are selected in groups of 1-3 from any unit entry for Infantry from the Troops section
of same Codex as the Defenders that does not include Bikes, Jet Bikes, Beasts, Monstrous
Creatures, Cavalry, Independent Characters, or Vehicles unless they are optional. If the unit
entry they are selected from comes in a pre-determined size, determine the per-model cost by
dividing the cost by the number of models that cost would ordinarily purchase.
Sentries will have only the basic equipment given in their unit entry. Sentries may not take
any squad upgrades and will never have Squad Leaders, even if their parent unit comes with
one.
Please note, it is advisable to have more Defenders than Sentries, but for a good game, some
Sentries should be taken.
EXAMPLE FORCES
Warseer's Collaborative Kill Team_V10.pdf Choose and Declare Stratagems

Both players must agree on a number of Stratagem Points they will use to purchase
Stratagems for their forces. Stratagems will count as part of a player’s army list and should be
disclosed appropriately before the game begins. Some missions will give bonus Stratagems
which are taken above the agreed Stratagem Points limit, but will count towards any
maximum allowable Stratagems.
Kill Team Stratagems

Kill Teams are highly trained, specialised and ferocious units deployed by a force for highly
dangerous but extremely vital missions. They can requisition non standard equipment and
learn exotic skills far outside the scope of their fellow warriors. These abilities and equipment
options are represented as Stratagems. Kill Team Stratagems are divided into several types;
Specialist Skills, Dirty Tricks, Requisitioned Equipment, and Requisitioned Support Assets.
They can be used to enhance the skills and equipment of the Kill Team. There is also an
additional Stratagem called Seconded Specialist which can be used to attach individuals with
more specialised skills to the Kill Team.
Specialist Skills - No Kill Team member may have more than one Specialist Stratagem
applied to it:

These represent abilities that a Kill Team's operatives learn over the course of their career.
Bushman (1SP): The Operative is adept at creeping silently ahead, even through dense
terrain. The Kill Team member has the Move Through Cover USR and will not cause Hearing
checks when they use the Run rule or make a Scout Move.
Combat Specialist (1SP): Either through elite training, constant practice, or psychotic
abnormality, the Combat Specialist appears as a whirling dervish of death able to outperform
most opponents in personal combat. The Combat Specialist may re-roll a single failed to-hit or
to-wound roll per Assault Phase.
Gunslinger (1SP): The Operative is particularly adept at using small firearms. Any pistol-type
weapon wielded by this Kill Team member will count as Assault 2.
Juggernaught (1SP): Whether through superior strength, or high tech devices, the
Juggernaught is able to fire weapons to their full potential, even whilst moving. The model
counts as being Slow and Purposeful.
Medic (1SP): As Kill Teams operate behind enemy lines for long periods, they often include
members with some form of medical training, be it a simple field med-kit, a primitive pouch of
balms and ointments, or a metabolism enhancing symbiotic organism. The Medic or one
member of the Kill Team unit it is with may re-roll one Never Say Die test per Player Turn.
Psychopath (1SP): This Kill Team member has been severely affected by years of high-risk
missions and will charge blindly at the enemy looking to tear them apart. The Kill Team
member gains the Furious Charge and Rage USRs.
Sharpshooter (1SP): Be it through years of practice with firearms, enhanced bio-engineered
vision, or advanced weaponry, the Sharpshooter is far more capable of placing a fatal shot.
The Sharpshooter may re-roll a single failed to-hit or to-wound roll per Shooting Phase.
Warseer's Collaborative Kill Team_V10.pdf
Dirty Tricks – Apply to a single Kill Team member
Sometimes even the most honourable warrior must stoop to underhanded tactics to win the
day. Some operatives develop unsavoury abilities that are none the less an important addition
to their arsenal.
Disguise (1SP): Sometimes a member of the Kill Team is able to disguise themselves as one
of the enemy Defenders, be it through the ultra rare Polymorphine compound, covering
themselves with brood-scent, or simply dressing up. The Kill Team member will count as an
unaware sentry unit which is controlled by the Kill Team player during his turn. The Kill Team
member cannot be spotted by Defenders or Sentries. Until the bonus is removed (see below),
the Disguised Kill Team member may not join units of Kill Team members that are not also
disguised, and must abide by all of the parameters for maintaining the Stealthy rule. If a
Defender or Sentry units comes within 6" of the disguised Kill Team member the ruse is
discovered. The Defender or Sentry Unit immediately becomes Aware and the Kill Team
member loses their Disguise. This bonus is also lost as soon as the Disguised Kill Team
member attacks an enemy unit, breaks the Stealthy Rule, or the Alarm is raised.

Distraction (1SP):
Kill Teams sometimes set up elaborate distractions in order to slip past
those guarding their objectives. At the start of any one Defender player Movement Phase and
before any moves are made, the Kill Team Player may attempt to distract one Defender or
Sentry unit that is within 12" and still Unaware. Roll a D6:
4-6 The distraction works. The Kill Team Player may move the unit in any direction. Any movement restrictions such as difficult terrain apply. This will count as the unit's movement. 2-3 The distraction fails. The Unit remains unaware and will follow its normal Kill 1 The distraction backfires. The unit moves its full movement towards the Kill Team member. Any movement restrictions such as difficult terrain apply.
Smoke Screen (1SP): When the battlefield lacks cover, Kill Teams often bring their own.
Using Smoke Grenades, Spores or high-tech hologrammatic distortion fields, they create a
visually impenetrable barrier around themselves as they cross the perilous open ground.
Once per game, the Kill Team member may deploy a Smoke Screen at the end of their
movement phase. The Smoke Screen is centred on the Kill Team member and has a 6”
radius. No unit, friend or foe may draw line of sight to, or through the Smoke Screen. The
smoke is thick enough that even the Kill Teams cannot target their enemies. The Screen can
raise suspicion though, and the Defender player will gain a -1 bonus to his Raise the Alarm
check at the beginning of his next turn to a minimum of 1. The smoke screen will dissipate at
the start of the Kill Team player’s next turn.
Poisoned (2SP): The Kill Team drops a deadly toxin into the local water supply, releases
airborne bacteria just outside the camp, or uses any other innumerable methods to poison the
enemy before starting their mission. Roll a D6:
3-6 The poisoning works. Each unit of Defenders or Sentries, must take a toughness test or remove one model with no save possible. Note, this does not affect enemy Kill Teams, Generic Characters or Henchmen. 2 The poisoning fails. No further action taken. 1 The poisoning fails, and the Kill Team member is captured, or worse. The Kill Team member will not take part in the mission and will count as being removed from play and secured by the enemy. Warseer's Collaborative Kill Team_V10.pdf Requisitioned Equipment Stratagems – Individual Kill Team members may not take any
duplicate Requisitioned Equipment Stratagems:

Even a Kill Team can struggle with the objectives of their mission. Particularly decorated and
respected Kill Team Leaders can requisition non standard equipment to augment their unit's
already prodigious combat prowess.
Advanced Targeters (2SP): Ammunition being in limited supply during behind enemy lines
operations, Kill Teams sometime manage to equip themselves with advanced targeting
equipment, ensuring all of their shots count. Advanced Targeters can take all sorts of forms,
from the advanced Bionic Eyes of Veteran Space Marines to the primitive but effective
“Soopa Skopes” manufactured by Ork Meks. The Kill Team member may count their ranged
weapons that are not Heavy, Pistol or Template weapons as Twin Linked.

Camo Gear (1SP):
The Kill Team will often cover itself in camouflage ranging from high-tech
cameleoline cloth to simple mud smeared all over their bodies. The Kill Team member may
add +1 to their Cover saves against being Spotted and may take a 6+ cover save against
being Spotted whilst not in cover if they do not already do so. Note this does not count against
regular shooting attacks and will not stack with any other cover save bonuses the model may
already have.
Climbing Gear (1SP) – The operative is equipped with grappling hooks, specially evolved
talons, or some other device for quickly scaling sheer walls. The Kill Team Operative may use
its Movement phase to move from the bottom of a vertically Impassable Terrain feature to the
top. They may not make any further movement that Phase. If the Terrain feature is over 6”
high, the operative may make no further movement until their next Turn.
Minesweeper (1SP):
Sensitive equipment, bio-sensors, or psychic divination allows one
member of the Kill Team to detect all manner of mines and hidden ordinance. The Kill Team
member and the unit he is part of to re-roll their Dangerous Terrain Test when moving through
a Minefield.
Night Vision (1SP): Be it through night vision goggles or highly evolved senses, the Kill
Team member can see greater distances in the dark. The Kill Team member gains the Night
Vision/Acute Senses USR.
Silencers (1SP): On stealth Missions noisy weapons are a liability. No matter the
technological level, Silencers ensure that death comes quietly to the Kill Team’s foes. All of
the Kill Team operative’s ranged weapons except those with the Heavy, Template or Blast
rules used by the Kill Team will not cause Hearing Checks.
Special Issue (1SP): Whether through scrounging, bartering or official special issue, the Kill
Team has managed to secure additional rare weaponry. If the Kill Team’s parent unit entry
has an option which may only be selected once, such as a special or heavy weapon option,
this option may be taken one additional time at the appropriate points cost. In cases where a
list of options is available such as Eldar Guardian Heavy Weapon Platforms, a different one
may be taken as the second choice. Note, this does not include squad leader upgrades, such
as Veteran Sergeants or Ork Nobs or weapon options that may be taken on more than one
model, such as Heavy Weapons on Space Marine Devastators.

Wirecutters (1SP):
Be it with a simple tool, or a specially mutated appendage, this Kill Team
member is responsible for clearing Razorwire and similar defences for the rest of the Team. A
Kill Team member with Wirecutters will remove any section of Razorwire he crosses after
taking a difficult terrain test.
Warseer's Collaborative Kill Team_V10.pdf Requisitioned Support Asset Stratagems - Kill Teams may not take any duplicate
Requisitioned Support Asset Stratagems:

Every job needs to the right tool and even with the wide range of abilities found in a Kill Team
it needs that little edge. Support assets are temporarily assigned to Kill Teams in order to
cover their special needs for the mission and help ensure its success.

Air Strike (3SP):
Air cover can be the perfect way for a Kill Team to clear an objective, or to
get out of a tight spot. Unfortunately it is far from the most subtle of options. At the start of any
Kill Team turn, one Kill Team member may call down an Air Strike. The model calling the Air
Strike may not do anything else for that Turn. In the Shooting Phase, declare which type of Air
Strike is being called, Incendiary or Precision, and place the appropriate blast marker
anywhere within 12” of the model that called the strike.
Incendiary Strikes will scatter 2D6”, and Precision Strikes 1D6”. This is unaffected by any
model’s Ballistic Skill. If a Precision Strike rolls a hit on the scatter dice, the Strike is on target
and does not scatter, but Incendiary Strikes will scatter in the direction of the small arrow.
After all hits are resolved using the appropriate profile below, the Alarm will immediately be
raised.
Incendiary Strike – S6 AP- Large Blast, no Cover Saves allowed Precision Strike – S8 AP2 Blast
Breaching Charge (1SP)
– The Kill Team operative is armed with a single high explosive
device designed to tear open armoured fortifications. Once during the mission the Kill Team
operative may attack a Building or Vehicle with a single Strength 8 hit.
Deep Strike Insertion (1SP):
With support from the rest of their army, the Kill Team arranges
insertion as close to their objective as possible. The Kill Team may Deep Strike in missions
with the Deep Strike rule.
Night Time Insertion (2SP): The Kill Team plans to advance on its target during the cover of
darkness. The Mission begins using the Night Fighting rules described in the Warhammer
40000 rulebook. At the start of the third turn and each subsequent turn, roll a D6. On a roll of
6, the sun rises and the Night Fighting Rules are abandoned.
Scout Group (1SP): Kill Teams often send a scout group ahead to perform reconnaissance
or outflank the enemy. Up to 3 Kill Team members or 50% of the Team (whichever is smaller)
may enter play on the board edge opposite the Kill Team’s actual board edge.

Signal Jamming (2SP): Kill Teams understand that occasionally they will be spotted, or that
the Defenders they dispose of will be missed. To minimise the impact of this, command will
often employ some manner of signal jamming to keep the Team’s presence un-reported for
as long as possible. The Defender player must re-roll any successful rolls to raise the alarm.

Twilight Raid (2SP):
The Kill Team plans to attack their target in the late evening in the
hopes that the coming darkness will cover their retreat. At the start of the third turn and each
subsequent turn, roll a D6. On a roll of 6, the sun sets and the Night Fighting Rules described
in the Warhammer 40000 rulebook come into play.
Seconded Specialists (2SP) - A Kill Team may take no more than 2 Seconded
Specialists.

Often the Kill Team’s mission will require skills or equipment not usually possessed by the
team themselves. In these cases, Specialists are attached to the Team. A single Infantry or
Jump Infantry model may be added to the Kill Team chosen from any section of the same
Codex as the Kill Team using the points cost listed. It may have any upgrades allowed by its
unit entry and will act like a regular member of the Kill Team unit. Any upgrades must be
purchased as if it were a member of the unit whose entry it is being purchased from.
For example, the model may not choose two weapon upgrades where only one is available to
the squad, or if the Specialist selected uses a Squad Leader upgrade, it may not choose
additional options not available to the Squad Leader.
Warseer's Collaborative Kill Team_V10.pdf Defenders Stratagems

Defenders Stratagems are divided into three types; Defences, Support and Special
Equipment. These stratagems can be used to either enhance the skills of the Defenders and
Sentries, or better defend the objective.
Defences – Defences Stratagems are deployed during terrain setup. Defenders may
take any number of Defences Stratagems:


Barricades (1SP): Whether hastily thrown together or specially deployed, a number of
barricades have be set up by the defenders. The Defenders receive 2 Barricades which may
deployed anywhere within 18" of the Mission Objective after the Kill Team has moved any
Terrain. Barricades may be up to 6" long, provide a 4+ Cover Save and count as difficult
terrain when moving over them.
Booby Traps (1SP): Whether crudely improvised, highly technical, or specially bred, these
deadly traps have been cleverly hidden by the Defenders. Before the game, the Defender
player secretly selects one piece of terrain on the table (write it down then reveal it to the Kill
Team player at the appropriate time). As the friendly units are well aware of the Booby Traps,
they cannot be affected by them, but when an enemy unit moves into or through a piece of
terrain concealing a booby trap, they immediately take a single Str 8 hit, at AP 2, with no
Cover Save allowed. The resulting disturbance may also catch the attention of nearby
Unaware units, who may take a Hearing Check as usual measured from the model that takes
the hit. Booby traps only work once, so after booby trap is triggered it has no further effect on
the game.
Dangerous Wildlife (1SP): Whether naturally present or deliberately introduced, aggressive
fauna or flora has taken up residence near the Kill Team’s Objective. Before the game, the
Defender player secretly selects one piece of terrain on the table outside the Defender's
deployment zone (write it down then reveal it to the Kill Team player at the appropriate time).
As the Defenders or Sentries are well aware of the Dangerous Wildlife, they cannot be
affected by it, but the first time the Kill Team moves into or through this piece of terrain they
must take Dangerous Terrain tests as they fend off the ravenous wildlife. The resulting
skirmish may also catch the attention of the Defenders, and so the Defender player may
make an additional Raise the Alarm check which takes effect immediately. After this initial
attack the creatures/plants are considered to be driven off or killed so have no further effect
on the game.
Floodlights (2SP): The Defenders have set up an elaborate set of floodlights to keep the
objective well lit. At any time after the Alarm is Raised and during their Turn, the Defender
may choose to switch on the Floodlights, causing all units within 8" of the objective to be
treated as if they had been illuminated with a Spotlight.
Minefield (1SP):
The Defenders may set up a single minefield outside their deployment zone
after the Kill Team has moved any Terrain. Minefields measure no more than 24”2 (around
6”x4”) and count as Dangerous Terrain. Defenders and Sentries will not move into the
Minefield unless directly controlled by the Defender Player. Any other movement (ie, random
movement or forced movement from the Kill Team Player) will cause the unit to stop at the
edge of the field.
Motion Detectors (1SP): Be they vibration sensitive tendrils or high-tech sensors, Motion
Detectors allow Defenders to pick up on unwanted guests. Mark a single point within 6” of a
Defender unit. If a Kill Team unit moves within 12” of this point, all Defender units (but not
Sentries) may make a Hearing Check. However, if any Defender or Sentry units within 12” of
the selected point had moved in their previous turn, they are assumed to be the cause of the
disturbance, and will not trigger the Motion Detectors.
Warseer's Collaborative Kill Team_V10.pdf Pillbox (3SP): Defenders will often set up armoured defensive positions from which to cover
the surrounding area. The Defender player may place one Pillbox within 12” of the Kill Team
objective after the Kill Team has moved any Terrain. The pillbox is an armoured bunker large
enough to accommodate one 60mm base, but no larger. The Pillbox counts as an intact
building with an Armour Value of 12 all around. The Pillbox has a capacity of 5 models, a
single access point to the rear, and 5 firing points in a 180 degree arc to the front. The Pillbox
follows damage resolution per standard building rules except, due to its lack of fuel and
ammunition, the Pillbox will never suffer an explosion result, and will simply be wrecked.
Units inside the Pillbox when it is attacked will become Aware as though they themselves
were attacked. If the Pillbox is wrecked, it will cause all Defender and Sentry units within 18”
to take an immediate Hearing Check as it crumbles to the ground.
Razorwire (1SP): The Defenders may set up 2 sections of razorwire any where on the table
after the Kill Team has moved any Terrain. Razorwire sections are 6” long and count as
Difficult Terrain to all non-vehicle units.
Sentry Gun (2SP): Machine Spirit powered tripod or Bio-engineered symbiotic structure, the
Sentry gun is an automated defence weapon system used to cover some of the more likely
approach routes to the objective. The Defender player may set up one Sentry Gun within 12”
of the Kill Team Objective. The Sentry Gun counts as Toughness 4 with a 4+ Armour Save
and the Feel no Pain USR against shooting attacks; however the Sentry Gun will be
automatically destroyed if assaulted, with the assaulters counting as wiping their enemy out.
Destroyed Sentry Guns do not count towards Raising the Alarm tests.
Sentry Guns have BS3 and must always make a test to spot their target, even if the alarm has
been raised. The Sentry Gun’s weapon has the following profile:
Sentry Gun – R: 24” S: 5 AP: 5 Special: Heavy 3 Twin Linked

Support – Defenders may take one Support Stratagem for each Defender squad taken:

Allies (3SP): The Defenders are reinforced by a squad of allies. The Defender Player may
select one Defender unit from the Troops Section of any other Codex. This squad must follow
all other rules for Defender unit selection and may not be given any other Stratagems. It
would also be wise to ensure it makes sense in the context of the mission as to why these two
forces would ally to guard the objective.
Backup (2SP): The Defenders are able to call in backup if necessary. The Defender Player
may choose one non-HQ Unit from the same Codex as the Defenders (this may include
vehicles). This unit will be payed for out of the Defender’s points limit and will remain in
Reserve until the Alarm is Raised.

Extra Sentries (1SP):
If Defenders are being particularly diligent in protecting their charge,
they may send out extra patrols to sweep for intruders. The Defender Player may take an
additional 30pts worth of Sentries.

Henchman (2SP):
Sometimes Defenders alone cannot be trusted to secure an objective, in
these special cases Henchman are often dispatched to oversee the Defenders. A single
Infantry or Jump Infantry model may be added to the Defenders chosen from any non-HQ
section of the same Codex as the Defenders using the points cost listed. The Henchman may
have any upgrades allowed by its unit entry and any upgrades must be purchased as if it
were a member of the unit whose entry it is being purchased from. So for example, it may not
choose two weapon upgrades where only one is available to the squad, or if the Henchman
selected is a Squad Leader upgrade, it may not choose additional options not available to the
Squad Leader. The Henchman will also be treated as an Independent Character but must be
placed with a Defender unit at the beginning of the game and remain with that unit until they
become Aware.
Warseer's Collaborative Kill Team_V10.pdf Reinforced Squad (2SP): Defenders will often call in reinforcements if things get particularly
hairy. One Defender team is marked as Reinforced. If this team of Defenders was Aware
when they are removed from as casualties, they will move back onto the board in the
Defender player's next movement phase and count as Aware. If the chosen Defender team
was unaware when they are removed, then they will move onto the board immediately once
the alarm is raised and will count as Aware. This Defender unit may only be recycled once in
this manner.
Special Equipment – Defenders may take no more than 3 of any one Special Equipment
Stratagem:

All Points Bulletin (2SP): Sometimes Sentries will receive orders to change their patrol
routes, making life even harder for skulking Kill Teams. Once per game all Sentry units may
re-roll the scatter dice to determine where they move
Guard Dogs (1SP): Whether Cyber-mastiffs or Kroot Hounds, Warp Beasts or Fenrisian
Wolves, the sentries in this area have taken to patrolling with a trained animal in tow. One
Sentry unit may be joined by a single Guard Dog, which uses the following profile:

The Guard Dog forms part of the Sentry Unit but will be automatically destroyed if all Sentries
in the unit are removed. Whilst the Guard Dog is alive, the Sentry Unit may re roll all Hearing
Checks and any Spotting checks for Kill Team units within 18”. If the Stimulants Stratagem is
also in play, this re-roll may not be taken on the second spot check.
Night Vision (2SP): Be it through night vision goggles or highly evolved senses, the
Defenders can see greater distances in the dark. One Defender Squad gains the Night
Vision/Acute Senses USR.
Special Issue (1SP): Whether through scrounging, bartering or official special issue, the
Defenders have managed to secure additional rare weaponry. If the Defenders’ parent unit
entry has an option which may only be selected once, such as a special or heavy weapon
option, one Defender squad may take this option one additional time at the appropriate points
cost. In cases where a list of options is available such as Eldar Guardian Heavy Weapon
Platforms, a different one may be taken as the second choice. Note, this does not include
squad leader upgrades, such as Veteran Sergeants or Ork Nobs or weapon options that may
be taken on more than one model, such as Heavy Weapons on Space Marine Devastators.
Stimulants (4SP): Whether through Bio-enhanced glands or a simple hot cup of caffeine, the
Sentries in this area are kept extra alert. Any Sentry unit that fails its spotting check on a Kill
Team unit or Alert friendly unit may attempt another spot check, either on the same Kill Team
unit or Alert friendly unit, or any other one.
Warseer's Collaborative Kill Team_V10.pdf Place Terrain

Kill Team games are best played on smaller tables with a great deal of terrain. Kill Team
missions generally rely on stealth, and this is much easier to achieve with some cover to hide
behind.
A typical Kill Team game of up to 500pts would usually be played on a 4’ x 4’ table. If you are
playing a special Kill Team scenario or larger game with lots of Defenders, you may choose to
play on a larger table.
The Defender sets up the terrain. It is suggested that the table top is at least half covered in a
mixture of terrain types. Make sure there are areas for the Kill Team to approach unseen, but
at the same time don’t make it too easy for them. After the Defender has set up terrain, the
Attacker may choose to move D3 pieces of Terrain up to 6”. Any physical Defences
Stratagems such as Razorwire and Barricades are set up after the Attacker has moved any
terrain.
Above all, your terrain placement should make sense in relation to the background of the
mission. If you are playing an Assassination mission, you could use terrain to represent the
enemy commander’s hideout safely behind the front line. A Sabotage mission could be set up
to represent a munitions factory amidst an industrial complex.
Deploy forces

Forces are deployed as outlined in the Setup section of the Mission description.
Kill Teams are deployed in whatever configuration of Sub Teams the Kill Team Player wishes.
Defenders are deployed in squads of at least 5 models.
Sentries are deployed in units of 1-3 models.
Any other types of unit being used will always be kept in Reserve as per the mission special
rule.
Begin the game

After forces are deployed, it is time to begin the game. Generally the Kill Team will get the first
turn. As the Kill Team player, you will need to decide between stealth and power to complete
your mission. It is important to remember that due to the random movement of Sentries, there
is little for the Defender player to do in the early stages of the game. Whilst you are trying to
complete your mission, you are also trying to have fun, and part of this is creating tense and
dramatic moments as your Kill Team takes risks. Unless your mission requires the Alarm not
to be raised, it is probably not worth skulking around for turns on end waiting for sentries to
move away. Take a risk, get stuck in, create some drama, and make it fun.
Warseer's Collaborative Kill Team_V10.pdf Continuing the story…

As you play more and more games with your Kill Team, you may want to string them into a
continuing story based around the exploits of those fearless heroes (or villains as the case
may be). Setting up a continuous campaign for your Kill Team is relatively easy, and the rules
below give you the opportunity to further develop your Kill Teams skills.
Kill Team Campaigns
In extended Campaigns, Kill Teams start as fresh squads, newly formed and assigned to Kill
Team missions. They will be led by a slightly more experienced Team Leader. Kill Teams
start with no Stratagems, but will gain the ability to take them and other skills as they progress
through their careers.
Defenders and Sentries increase in points limit and stratagems proportional to the Kill Team
they are facing, so that the battles are always as exciting as possible. During their first few
missions Kill Teams are given soft targets to hone their skills. After a while, proven Kill Teams
will be assigned more dangerous missions.
Keep track of the total number of Stratagem Points used by the Kill Team after buying skills.
This will determine the Stratagem Points limit for the mission.
Planning Missions
There are several methods of constructing Kill Team campaigns. The first and most simple, is
to randomly choose a mission at the start of each game. You could do this by rolling a D12, or
drawing the mission names out of a hat.
The second method is to choose the mission at the start of each game based on what makes
sense in the context of the Kill Team’s story. This could be done after friendly discussion
between both players, alternating between who gets to choose the mission, or using a “winner
chooses” method. Whichever way they are chosen, the missions should be linked with a story
justifying why the Kill team would be performing that mission next.
The third and most detailed method is to construct a campaign tree, which outlines which
mission is played in what order. You can also outline what impact the outcome of each
mission will have. For example, after playing a Recon Mission, a successful Kill Team could
have to then play a Sabotage mission, as they attempt to destroy the facility they scouted,
whereas a Kill Team that failed their Recon may have to fight a Breakout mission as they
attempt to flee the alerted defenders.
Regardless of the method used to choose the missions, players should take into account that
fresh Kill Teams are best off playing simple missions to start with, and work up to harder
missions later on, once their skills have been honed. Earlier missions should be restricted to
Standard Operations, with Hazardous and Extremely Hazardous Operations saved for later in
the campaign.
Serious Injury
Sometimes during a Kill Team mission, members of the Team may be removed from play.
Before their next mission, these members must roll on the following chart to see what
happens to them:
• If they were unsecured at the end of the game or simply removed from • If they were secured by a friendly unit at the end of the game, they will roll 2D6 and count any Killed in Action or Captured results as Maimed. • If they were removed from play by being secured by an enemy unit, they Warseer's Collaborative Kill Team_V10.pdf Killed In Action: The operative has succumbed to their wounds and died. They are considered retired. Captured: Hampered by their injuries, the operative has been captured by the enemy. You will need to play a Rescue mission with the Kill Team member as the objective before you can use them again. Alternatively, you can abandon them and consider them Killed In Action. If successfully rescued in a Rescue mission, the member will need to roll on this table again as though they were secured by a friendly unit (unless they were again Incapacitated during that mission). Maimed: As a result of injuries sustained the operative cannot take part in the next Kill Team mission whilst they recover. Additionally, roll a D6 on the following table: 1 Chest Wound: -1 Toughness 2 Nerve damage: -1 Initiative 3 Hand Wound: -1 Weapon Skill 4 Eye Wound: -1 Ballistic Skill 5 Arm Wound: -1 Strength 6 Leg Wound: May Not Run Affects from this table are cumulative and permanent. 5-6 Wounded: The operative cannot take part in the next Kill Team mission whilst they 7-10 Fully Recovered: The operative makes a full recovery in time for the next conflict with 11: Lucky Escape: The operative escapes their enemies and the battlefield on nothing but sheer willpower and courage. They are Fully Recovered and receive +1 XP for their harrowing journey. 12: Killer Reputation: The operative has performed some spectacularly bloody deeds to return to base and has the scars to prove it. HQ has heard about this particular individual’s skill, and has a good deal of respect for them. They are Fully Recovered, receive +1 XP for their harrowing journey, and gain an additional 1 RP for the Kill Team. Experience
As Kill Teams progress, they will receive Experience Points (XP) which they can use to
augment their skills, abilities and equipment. Kill Team operatives in campaigns start the
game with no XP, whilst the Leader starts with 4 XP (which may be used to buy one
additional stratagem to apply to him).
Leaders and Operatives receive XP for different aspects of each mission, which can later be
spent on Stratagems and Stat advances. Over time your Kill Team will be an experienced,
hard bitten crack unit of killers. XP can be calculated using the following table:
Took part in mission: +1 Completed Primary Mission: +1 Survived Mission (i.e. wasn't removed from play): +1 Captured: -1 (If the Leader is Captured/Killed -1 XP from the each team member) So long as the Primary Mission was completed a single extra point of XP may be given to a single surviving (not incapacitated) KT member as a Special Commendation. 4 XP - KT member gains a Specialists Stratagem (may only select 1) 8 XP - KT member gains a Special Skill or Dirty Trick Stratagem 16 XP- KT member gains a point on one Stat (as below). 24 XP- KT Leader gains a second point on one Stat (as below). Warseer's Collaborative Kill Team_V10.pdf Should the Leader be killed another KT member chosen by the Kill Team player will be promoted to Kill Team Leader, gaining the standard special rules for Kill Team Leaders. Requisition
As Kill Teams progress through their careers, they gain the ability to requisition special
equipment and If the Kill Team completes their Primary Mission they will receive one
Requisition point. If the Kill Team completes both the Primary Mission and the Secondary
Mission, they will receive two Requisition Points. If the Kill Team Fails to complete the
Primary Mission, they will receive no Requisition Points, regardless of if they completed their
Secondary Mission. Thus the more successful the Kill Team is, the more 'clout' they have in
requisitioning extra help from their commanders.
Requisitioned abilities include Requisitioned Equipment Stratagems, Requisitioned Support
Asset Stratagems, and Seconded Specialists.
These Stratagems are purchased at the following costs:
1RP – May change the weapon options of any number of Kill Team members.
1RP - A Requisitioned Support Asset Stratagem may be purchased for the next Mission only
2 RP - A Requisitioned Equipment Stratagem may be purchased for a single Team member
3 RP - A Seconded Specialist may be attached to the Kill Team for the next Mission only
6 RP - A Seconded Specialist may be attached to the Kill Team permanently
Requisition points may also be used to negate any one Maimed result on the Serious Injury
Table, be it through the use of Bionics, regeneration, or a crude transplant by an Ork Painboy.
This costs 2RP and will not negate future results.
Retirement and Recruiting
Kill Team members can be retired at any point and for any reason. They may be seriously
injured and you can’t afford to keep them in active service. Perhaps you want another
operative with different skills. Maybe you just feel like they’ve fulfilled their duty. Whatever the
reason, retired operatives are removed from the Kill Team roster and will take no further part
in your campaign.
When a regular Kill Team member is retired or killed, they are immediately replaced by a
fresh recruit. Seconded Specialists that are permanently attached are not replaced and a
replacement specialist will need to be requisitioned as normal.
The Kill Team player may use Requisition Points to increase the abilities of a permanently
attached Seconded Specialist or replacement Kill Team member. The new model may be
given 2XP for each Requisition Point spent, but the new recruit may never have more XP than
the average number of XP of all members of the Kill Team.
Special Skills
As Kill Teams become more experienced they may develop unique skills to employ in their
missions. These skills are purchased with XP as if they were Dirty Tricks, but are never used
in standalone Kill Team games. Each Special Skill counts as having a Stratagem Points cost
of 1SP for the purposes of determining the Stratagem Points limit of the mission.

Kill Team Leader Skills

Never Give Up!: The Kill Team leader doesn’t know when to quit, pushing on to complete
their mission at all costs. If the Kill Team Leader is still on the board when the game ends, the
Kill Team player may choose to play an extra Turn.
Warseer's Collaborative Kill Team_V10.pdf Tactical Mastermind: The Kill team Leader is capable of enacting daring and masterful
plans. The Kill Team may take either the Night Time Insertion or Twilight Raid Requisitioned
Support Asset Stratagems without using any RP.
Inquisitorial Mandate (Inquisitor only): Inquisitors have a great deal of influence, and can
ensure any Kill Team they lead is well supported. For each successful mission the Inquisitor
Kill Team Leader survives, the team is granted an additional +1 Requestion Point.
Kill Team Skills

Backstabber (requires Bushman): With the benefit of stealth and cunning, the Backstabber
uses surprise to their maximum benefit, killing their opponents before they even know what hit
them. The Backstabber may forego all regular attacks and instead make a single close
combat attack against an Unaware model in Base Contact, which if it successfully hits will
immediately reduce the targeted model to zero wounds with no saves allowed.
Blind Fury (requires Psychopath or Madboy): This operative is so mentally disturbed that
they attack their enemies in a flurry of unpredictable rage-fuelled blows. The operative has the
Preferred Enemy USR.

Body Shield (requires Combat Specialist)
: Extreme skill at Close Quarters fighting allows
this operative to shield himself with the corpses of his foes. If this operative kills an enemy in
close combat, it will receive a 4+ cover save as he uses the corpse of his victim as a shield!
This cover save may also be taken against close combat attacks. He retains this save until he
moves, or makes any ranged or close combat attacks (his hands are full).
Bonesinger (Eldar Warlock only)
: The Bonesinger is the Eldar craftsman responsible for
shaping the psychically sensitive material Wraithbone, from which all Eldar weapons and
armour are made. Any other Kill Team members in Bonesinger's sub unit may re-roll failed
Armour Saves. Note, Warlocks with the Spiritseer upgrade cannot take the Bonesinger Skill.

Daemonic Miasma (Chaos Daemons only)
: The Dark Gods have gifted this operative with
the ability to transform into an insubstantial mist. In the movement Phase, the operative may
choose to become insubstantial after a successful Ld test. Whilst insubstantial, the operative
may not be spotted, heard, attacked or attack any enemies, but may move and run as normal.
The operative may choose to return to normal at the start of any of their subsequent
movement Phases, but must first make a successful Ld test with a -1 modifier per turn the
operative spent insubstantial.

Duel Wield (requires Gunslinger)
: The Kill Team member has taken to wielding a pair of
side arms. One Pistol type weapon in the Kill Team member’s inventory counts as Twin
Linked and the model counts as having an Additional Close Combat Weapon if it does not
already have one.
Evac
(requires Medic): The Operative is expert at carrying stricken colleagues to safety
whilst assessing and even treating their wounds. If a Kill Team member with the Evac skill
secures an incapacitated friendly Kill Team operative, the secured operative may choose to
re-roll their roll on the Serious Injury Table, but must accept the second result.

Madboy (Ork Only)
: Madboys are disturbed Orks with wildly unpredictable behaviour. At the
start of each turn, roll a D6 and apply the following:
1 – Wotz dat? - Gains Slow & Purposeful & must shoot nearest enemy that Turn. Shooting
counts as Twin Linked.
2 – Mad Dakka! - Shooting counts as Twin Linked that Turn.
3-4 – Keep it togevva - May act normally
5 – Get ‘em!: Gains Fleet for that Turn.
6 – Raaaagh!: Gains Fleet & Rage for that Turn.
Mimicry: The warrior has an uncanny knack for imitating enemy troops' voices. The model
will avoid causing spotting checks from all enemy units on a D6 roll of 4+ as long as it has not
Warseer's Collaborative Kill Team_V10.pdf broken the Stealthy rule that turn. If the Spotting unit is 6” or less from the operative, no
amount of mimicry can save him and the roll is assumed to have failed.
Painbringer (Dark Eldar only)
: The Dark Eldar revel in inflicting pain on their victims. This
particularly sadistic operative enjoys honing his craft on the battlefield, incapacitating victims
in the most painful ways possible and leaving them to die slowly, even going so far as to
capture particularly strong enemies to work on after the mission. Roll a D6 for each enemy
Defender or Sentry destroyed by this operative in Close Combat. For each roll of 6 the
operative gains an additional +1XP. If the operative secures an enemy Kill Team member,
they will receive an automatic +1XP and the secured Kill Team member will count their roll on
the Serious Injury Table as a Captured result.

Psycho Blaster (requires Juggernaught)
: The Kill Team member is so enamoured of their
ranged weapon that they will continue to shoot it as they charge into close combat. If the Kill
Team member charges, they may choose to forego all close combat attacks in the first round
of combat and instead fire a ranged weapon. All shots are taken before any Close Combat
attacks and the target may take a cover save if able. They may not fire a weapon with the
Blast or Template rules.
Quick Shot (requires Sharpshooter): Such is the ranged skill of this Kill Team Operative
that they are able to reload and fire accurately at speed. For each roll of 6 to hit, the Operative
may take another shot from the same weapon at the same target, rolling to hit as normal.
Rolls of 6 to hit on additional shots will not generate any further shots.

Repair Scarab (Necrons only)
: This Necron operative is shadowed by its own personal
repair scarab. Any Serious Injury chart rolls of Maimed for this model are treated as
Wounded.

Suppressive Fire (Tau only)
: Tau Fire Warriors often train in suppressive fire techniques to
keep enemy combat troops at bay. Once per game the operative may fire a single ranged
weapon twice in one turn. This may not be an Assault weapon.

The Emperor Protects (Imperial Guard only)
: The fervent belief this operative has in the
God-Emperor of Mankind seems well placed, with enemy shots ricocheting harmlessly off of
surrounding cover, and sentries failing to spot them at all. The operative may re-roll any
Cover saves (including against spotting checks) that it is required to take.

True Grit (Space Marines only)
: The Space Marine operative is able to utilise the pistol grip
of his Bolter to fire it single handed. The Marine may count any Bolter or Combi-Weapon as a
Bolt Pistol in close combat. This means that it may be used in conjunction with the Marine's
standard Bolt Pistol sidearm to confer a +1A bonus in close combat.

Weapon Master (may not be taken by Daemons or Tyranids)
: The operative has learned
to use the enemy's weapons against them. The Kill Team member may choose to take a
weapon from a Defender or Sentry he has destroyed in Close Combat and use the weapon
for the duration of the mission. They may revert to their standard equipment at any time.

Source: http://www.gameshop.lv/faili/public/1331314760_2_FT390_warseers_collaborative_kill_team_v10.pdf

Executive summary

Government of Samoa MINISTRY OF AGRICULTURE IMPORT HEALTH STANDARD FOR Oranges ( Citrus sinensis ) FROM the People’s Republic of China Quarantine Division Ministry of Agriculture IHS for oranges from the People’s Republic of China Table of Contents PART A. INTRODUCTION ENDORSEMENT This Import Health Standard for oranges ( Citrus sinensis )]

Bp 5141.33 head lice

Students HEAD LICE The Governing Board believes that the district’s head lice management program should emphasize the correct diagnosis and treatment of head lice in order to minimize disruption of the education process and to reduce the number of student absences resulting from infestation. In consultation with the school nurse, the Superintendent or designee may establish a routine scr

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