Warhammer 40,000 Kill Team Core Manual
A fast paced tabletop miniatures game, Warhammer 40,000: Kill Team pits teams of elite specialists, ragtag zealots and hard-bitten veterans against each other in vicious skirmish battles to the bitter end. A single squad of well-trained and well-equipped warriors can tip the balance of a wider conflict – with Kill Team, you’ll play through countless stories of your own devising that could alter the fate of the galaxy itself.
The Core Manual is a 208-page softback book which contains complete rules for choosing and constructing a kill team from 16 factions in the Warhammer 40,000 range (Adeptus Astartes, Deathwatch, Grey Knights, Astra Militarum, Adeptus Mechanicus, Heretic Astartes, Death Guard, Thousand Sons, Asuryani, Drukhari, Harlequins, Necrons, Orks, T’au Empire, Tyranids and Genestealer Cults), along with background explaining the importance of kill teams to the wider battle for supremacy:
- Shadow War: this section of the book takes you through the roles of kill teams in the 41st Millennium – whether surgically removing an enemy commander or dangerous demagogue, desperately fighting their way through a battlefield to reinforce stranded comrades or finding themselves the last line of defence against an overwhelming force, every battle between kill teams tells a story of heroism and adventure;
- Heroes All: every kill team is different, but all have certain features in common – each features a charismatic, cunning or domineering leader and specialists, skilled individuals who bring vital equipment and talents;
- Theatres of War: the supreme commanders of the 41st Millennium have incredible military might at their disposal, and yet there are many scenarios in which the precise application of a small, highly trained force is appropriate. Thousands of war zones have seen drastic changes after a kill team incursion; this section describes but a few of the myriad different environments these small squads have battled in.
- Core Rules: covering the basics of Kill Team, this section takes you through exactly what you need in order to play, explains how to interpret and use datasheets, and how to set up your battle. It takes you through Battle Rounds, which consist of Initiative, Movement, Psychic, Shooting, Fighting and Morale phases with annotated, easy to follow guides and photographs;
- Fighting a Battle: here you’ll learn how the structure of your game will be defined – deciding on a mission, setting up the battlefield, and deploying your kill teams. Included is an example Open Play mission – Covert War – which serves as an easy introduction;
- Advanced Rules: this section adds a variety of optional rules for complexity and depth, recommended for use after players are familiar with the core rules. It includes different types of terrain, rules for climbing, mantling, leaping over gaps and covers damage received by falling from heights;
- Killzones: these are environment-specific rules, adding danger and advantages according to the area your miniatures find themselves in. This section includes Sector Imperialis rules, which are designed for use with the scenery found in the box;
- Missions: this section introduces 3 Open, 4 Matched and 4 Narrative play missions, showing you how to pick and choose elements from each to create your own games, the way you want to play them. It includes details of the Scouting Phase, in which planning, preparing and luck can dictate the direction of the battle to be fought. Each included mission features advice on selecting your teams, setup, deployment and victory conditions;
- Kill Teams: this section takes you through building your kill team in a thorough and easy to follow manner, covering Open, Matched and Narrative play-specific teams;
- Command Points: Matched play kill teams can be Battle-forged – this section describes the tactics specific to these teams;
- Specialists: these are experienced fighters with certain abilities, split into 9 disciplines: Leader, Combat, Comms, Demolitions, Heavy, Medic, Scout, Sniper, Veteran and Zealot, each featuring 3 exclusive Tactics. These Tactics are increasingly powerful, and are unlocked by acquiring experience during a campaign;
- Background information for each of the following factions: Adeptus Astartes, Deathwatch, Grey Knights, Astra Militarum, Adeptus Mechanicus, Heretic Astartes, Death Guard, Thousand Sons, Asuryani, Drukhari, Harlequins, Necrons, Orks, T’au Empire, Tyranids, and Genestealer Cults. This section can be used to add character to your kill team, with name and characteristic generators, faction-specific Tactics, and even quirks for each of your squad members. Each faction also features datasheets and comprehensive wargear tables with points lists and abilities.
Kill Team can be played and enjoyed in one-off missions, but included are a suite of comprehensive optional rules for fighting multiple battles in a connected series, forming a narrative of covert battles fought alongside a greater war. This section of the book walks you through a Kill Team campaign: the victory conditions, how to select missions, gain experience and upgrade your team, deal with injuries, manage resources and even escalate conflict. This includes blank command rosters and datasheets which you can photocopy and use to keep track of your campaign.
On top of all this is a miniatures showcase, brimming with inspiration photos of kill teams and battle scenes.
The Pariah Nexus, a growing area of space in which worlds have been silenced, baffles and disturbs the Imperium. Within this region, Space Marines of the Ultramarines Chapter wage a desperate war to retake the Imperial world of Vertigus II from the soulless Necron legions of the Szarekhan Dynasty.
The shadow wars of the 41st Millennium are more widely fought than many suspect. Hazardous frontiers and sanctified districts are fought over by elite operatives, while other combatants strive to evade hidden fangs in death world jungles. Warriors clash among vaulted warehouses and dense machinery, and ordnance drowns out the skirmishes fought across defence networks.
While many kill teams, such as those of the Deathwatch Space Marines, are made up of hand-picked, specially trained warriors, others are taken from the rank and file of the galaxy’s many armies. While these impromptu operatives are often given little more than a mission description and a firm pat on the back, the harsh conditions of a killzone quickly turn them into hardened veterans in their own right.
While armies numbering millions clash on battlefields spread across a thousand worlds, specialised teams of elite operatives are dispatched on dangerous missions to accomplish vital objectives from the shadows. These kill teams, as they are known, are picked from the most capable and independent of their kind, using strange and esoteric skills to achieve what a mighty army could not.
Some warriors are destined to bear the mantle of command. Whether hardened veterans, inspirational orators or blood-hungry champions, these leaders are worth many times their number, possessing the might and sheer force of will to change the course of battle in an instant. These legendary commanders instil dread in their enemies just as they inspire fierce loyalty in their comrades, tipping the balance of entire war zones and turning impending routs into triumphant victories. No matter their chosen expertise, all are exemplars of their kind, the embodiment of their Faction’s martial strengths.
The immense supply districts known as Sectors Munitorum can be found across the Imperium of Mankind. They house the resources needed to power Humanity's vast armies: millions of tonnes of munitions, equipment, weapons, and fuel. Such priceless stockpiles draw the eyes of avaricious raiders, leading to brutal, close-quarter battles amidst looming canyons of rusted containers.
A fast paced tabletop miniatures game, Warhammer 40,000: Kill Team pits teams of elite specialists, ragtag zealots and hard-bitten veterans against each other in vicious skirmish battles to the bitter end. A single squad of well-trained and well-equipped warriors can tip the balance of a wider conflict – with Kill Team, you'll play through countless stories of your own devising that could alter the fate of the galaxy itself.
At the farthest reaches of space, the boundaries of the Imperium change almost daily as new worlds are discovered and settled while others fall to predations of aliens or rogue factions seeking freedom from of the crushing yoke of Imperial oppression. Open hostility is a common occurrence on such lawless worlds, yet with fewer resources to call upon, many such conflicts are resolved as guerrilla or shadow wars.
Keep track of your kill team’s development with this handy set of dice and datacards. In addition to a set of black and orange Kill Team dice (six 6-sided dice and two 10-sided dice), the pack includes 23 blank datacards that you can fill out. Three of the datacards have been specifically designed for your kill team’s Commanders, while the other twenty cater for your Leader, specialists and other warriors. The Kill Team Card and Dice Set comes neatly presented in a tuck box.
Though kill teams may number only a handful of individuals, they are sent to achieve victory where entire armies cannot. Assassination, sabotage, couriering vital messages through active war zones – these and hundreds of similar missions fall to the kill teams. However, when the stakes are highest and the objectives are most crucial, those teams will comprise the most elite specialists that the warlords of the Warhammer 40,000 galaxy can deploy.
Sprawling over countless Imperial worlds, the landscapes known as Sectors Mechanicus are tangled mazes of pipes, conduits, and heaving machinery. Without these rumbling furnaces and smog-belching chimneys, the ceaseless war industries of Humanity would stall, and the armies of the Imperium of Man – shorn of materiel reinforcement – would fall to the xenos and the heretic.
A rogue Inquisitor’s gambit has failed. Hordes of Orks and Tyranids, set against each other in hope of mutual destruction, only grew stronger and now threaten to spill out of the Octarius sector into surrounding space. Only the desperate actions of highly specialised kill teams keeps their rampage in check, but they are not the only ones skulking through the shadows. Elite operatives clash in close confines, engaging in furious firefights and deadly duels, and the fate of billions hangs in the balance.
Commanders of elite kill teams know that victory is often a matter of securing the proper resources and ensuring their operatives have the tools they need to get the job done. Given the critical nature of their missions, kill teams often find themselves equipped with all manner of useful tools, from measuring devices to portable barricades.