Ra eal
CCTM cs:
KILL TEAM ENGAGE!
ae
rage on thousands of worlds
5s the galaxy. Yet amidst the camage and
on of planet-spanning warfare, there ar
smaller ~ but no less important — battles taking
place. Covert teams of highly skilled operatives are sent
cn dangerous missions deep into hostile tertitory. Som
are sent on sions to scout out the
enemy's positions in preparation for a major offensive.
Others sabotage key facilities, disrupt vital supply line
ure important strategic assets. The more bloodthirsty
violent teams are sent ate enemy
commanders ¢ ps, revelling in the fear
and confusion they cause.
act as terror
Whatever their mission, these operatives can have a
ignificant impact on the outcome of a battle, campaign or
ven an entire war;
And five such kill teams have just been deployed!
10 haan
‘ATALE OF FIVE KILL TEAMS
This series follows five members of the White Dwarf tearm
as they build, paint and play games with their kill teams,
their ultimate goal being to complete a Spec Op from their
chosen narrative campaign,
Managing editor Lyle is fielding a highly (clovert and
while
designer Sophie has hand-picked a Void-dancer Troupe
Harlequins to terrorise her foes. Designer Matt has
summoned a Warpcoven of sorcerously inclined
Thou: igner Ben (the third in thi
designer triumvirate) has created a Veteran Guardsman
kill team ~the Hutanian Bullsharks. Last is writer Dan, who
to explain the
f the galaxy
mmander?
But who will be the most successful kill team
Let's meet them!LUT
OCU RUG WCU aCe Iau Ret UCR SS UE
crack team of operatives and embarked on a series of covert missions. Who will be the
ultimate Kjll bo Cg EUR) eS Pe) ieee eg
a 4 ‘ ss
THE SPECIAL OPERATIONS EXECUTIVE
For this series of articles, the White Dwarf team will be using rules from a selection of source materials.
Ben's and Lyle's rules are featured in Kill Team: Octarius, while Dan's are found in Kill Team: Chalnath. Matt's
‘Thousand Sons and Sophie's Harlequins were featured in White Dwarf issues 469 and 474 respectively.
Crai
ORK KOMMANDOS
SNEAKY LADZ
Da Sneaky Ladz have donned their super-stealthy red camouflage, reloaded their loudest silenced
shootas and blackened their already filthy blades. Covert violence is very definitely on the cards.
We
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Lyle: The Ork Kommandos are just fantastic
models, full of character and personality
Naturally, I called dibs on them
Take that, Dan!
One of the first units [ ever painted was a unit of
Kommandbs in the red-and-black camo suits they
were featured in back in Warhammer 40,0005.
dition. In homage to that classic scheme,
mandos have red trousers daubed
with black camo, and the Nob has a camo jacket.
Their black tactical tees update the look a bit,
and many of the ladz have night-vision goggles
painted with Tesseract Glow, so they glow in
black-lit darkness! Some of their blades are
blacked for extra sneakiness, but they haven't
entirely grokked the principles of stealth and
camouflage, so there are still some areas of
brighter colour and metal here and there.
The team’s Nob, Grok Throatslita, is a thinker, or
so he fancies himself thence the name). The r
of the team more or less runs around play
Kommando, being sneaky or loud depending on
their mood. I's the Grot Zippa, though, that might
truly be the brains of the operation. While the
others skulk, shoot and chop, Zippa silently but
iftly darts around the battlefield with his
‘grappling hook to secure objectives and
complete Tac Ops. And Pop, well, he pops.
My starting kill team is equipped with a wide
-cause why not? Pop might
be my favourite model of the bunch, so he’s in.
Zippa can get pretty much anywhere at any time,
making him really good at getting the job done.
Ragga can shoot from a Concealed position while
the rest of the ladz get stuck into the fightPrd
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ILL TEAM EN-GAUGE!
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HARLEQUIN VOID-DANCER TROUPE
CAST OF THE CRIMSON SUN
Having ventured deep into the webway, the Cast of the Crimson Sun have emerged into the abandoned
halls of a Blackstone Fortress. They now use it as a base of operations for their covert missions.
rte
of Magu for
ths chalenge a
Sophie: | really like the Harlequins models, and |
especially enjoy the Kill Team game system, so it
brainer combining them for this series
It would also be an opportunity
my painting skills with those infamous diamonds.
articl
I generated the background for my kill team using
e tables in the Void-dancer Troupe artic
‘While Dwarf 474, I rolled W bur for the!
base of operations, Fate's Messengers for their
background and Like Shac
their quirk. Their name ~ the Cast of the C
‘Sun ~ comes from the same article. | like
idea of them exploring the furthest reache:
webway, and that gave me the idea that they
uuld have emerged from it inside a Blackstone
Fortress, They have now made part of it into a
labyrinthine nightmare
their deadly dances,
I built my Harlequins straight out of the box.
except for their bases. As they've taken up
residence inside a Blackstone Fortress, | di
to give them fitting bases, which | made out of
hobby clay and chunks of mm pi ut and
painted to resemble shards of blackstone.
painted my Harlequins to match their sombre
environment, with black bod nite masks
and a splash of red for their coats to match their
name. To make my new troupe more interesting
and identifiable, | decided that they would only
weara pattern of golden diamon¢ they had
proven their abilities as a performer on the field
of battle. This would also make them mo
visually distinct from each other and easier to
identify on the tabletop. My plan is
intricate patterns to my operatives(MD eH
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KILL TEAM
THOUSAND SONS WARPCOVEN
PRODIGAL SONS
The Prot
yal Sons are Ahriman’s warband, and like their master, they are always on the hunt for
valuable artefacts and forbidden knowledge. They are currently hunting for the fabled Black Library.
MATT
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at wa the fs
tothe
ean whch san
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Soran Hehas
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Guogle Mags mai
besa
Matt: | chose a kill team from an army | already
have ~ the Thousand Sons. My army is led by
Ahriman and is based around his Prodigal Sons,
so it made sense that my kill team was a special
operations force from that warband. I didn’t take
models from my existing collection, though ~
every model is converted and painted fresh,
Eventually, when I hire enough operatives (by
which | mean paint enough models}, they will
enter the army proper.
I heavily converted several of my Thousand Sons
to mark them out as special operatives. What
wanted was slightly grander Rubric Marines and
slightly less grand Sorcerers. That may seem odd
but Tzeentch has a strict hierarchy — Aspiring
Sorcerers, Sorcerers and Exalted Sorcerers. To
represent this middle-tier Sorcerer, I combined
parts from the Exalted Sorcerers and Rubric
Marines kits. His body, head and backpack are
from the Exalted Sorcerers kit, while his shoulder
pads and pistol are from the Rubric Marines. The
unit's Icon Bearer uses another Sorcerer's robed.
body and shoulder pads, but the rest of him
‘comes from the Rubric Marines kit, There's a
deliberate bird motif to the force, too. lonly used
bird-head backpacks and feathery trinkets, and |
picked the avian head and force stave top for my
Sorcerer. Other conversions include giving the
‘Tzaangor Hom Bearer a chainsword
For my colour scheme, | painted my Thousand
‘Sons just like the rest of my army but with green
horizontal bands on their headpieces instead of
yellow or pink ones like my existing squads. |
chose the pink spot colour | used on my
Sorcerers’ robes as the skin colour for my
‘Tzaangor, helping to tie them in with the force.Pons
Paes
or
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SPEC OP: ARCANE ARTEFACI
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Following my first battle against Dan, 1
salised how awesome Sorcerers were. So I
Pere eee ncaa es
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Sorcerer parts combined with Rubric Marine
pieces to create a mid-tier Sorcerer.
cory
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ASTRA MILITARUM VETERAN GUARDSMEN
HUTANIAN BULLSHARKS
The Bullsharks hail from the jungle world of Hutan, so they are no strangers to close-quarters
fighting and carnivorous vegetation. For this deployment, they brought all the big guns.
BEN
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Ben: I've always had a soft spot for the Astra
Militarum and, having recently started working on
an army of them, decided to add a kill team to
their ranks, Thus, the Hutanian Bullsharks were
bom! Named for the aggressive, adaptable and
ancient Terran apex predator, the Bullshai
no-nonsense crack team of the toughest, most,
able-bodied and most adequately trained
the Hutanian 91st could muster at short notice.
Right from the start | knew I wanted to includ
one of each Gunner type in my force to help me
deal with tougher targets. They are better than
regular troopers after all, and there's always the
Ancillary Support option to boost my numbers
for objective taking. | also wanted to include
Sniper (because why wouldn't you?) and a
Comms Veteran, who will ensure my Serge
th the whole kill team
used Cadian kits for my Veteran Guardsmen to
tie them in with my Hutanian regiment, which is,
ave forests
and jungles. I tried to model
to represent their specific roles and charact
the experienced Sergeant has a beret and a fanc
moustache, while the Zealot is scarred and
looking. They all have plenty of kit
ets, utility pouches and backpacks
ut on a mission behind enemy
Except for the plasma gunner, that is, who
never survives long enough to need them. He has
his arm in a sling instead
I paint me colour s
rest of my army but with the addi
orange shoulder stripe - a
‘many of my models. It also ties in nicely with the
Kill Team design aesthetic.Cet
og MEMORANDUM | BULLSHARKS NEED You!
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An
Ive been working on some killzone scenery
for my kill team to fight over in future issues.
ream ree Soret Rae ed
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Sanctus Green H44. It was lost to the jungle
See eee eed
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interest and character, I've made a few tiny
eee ee ence ced
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HUTANIAN BULLSHARKS
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TAU EMPIRE PATHFINDERS
DESIGNATION: DARKLICHT
The Pathfinder team designated ‘Darklight’ hail from D'yanoi Sept. They are currently stationed in the
Damocles Gulf, where they have been deployed against the forces of the Adeptus Mechanicus.
AN
HARDEN
Dan fas colt
Tu ice they
fist came ca ard
he's now on i
for ainy of be
let guys.
Ereything he des
ifr the Groat
Good be thang
the set or ctne
the ae of cake
tohapoters
‘ato eptation,
Dan: When it came to choosing a kill team, I was
initially going to pick Orks, but Lyle jumped on
that Battlewagon before | got the chance, So |
tured to my other favourite alien race - the Tau,
already have a T’au army but no Pathfinders, so
this was the ideal opportunity to add some to my
collection. Enter kill team Darklight.
{built my kill team using the parts in the kit that
thought looked coolest (which, to be fair, was a
hard choice). 1 knew | wanted a leader, a
Marksman (for cinematic sniping) and a
Transpectral Interference Pathfinder (because it
sounds cool). Aside from that, I just built a team
Cf Pathfinders that looked like they were all up to
sneaky stuff: looking round corners, running and
ducking into cover, preparing to fre, and so on. 1
used bare heads for all my operatives, as | think
it gives each of them their own personality
In the background for my army, my D'yanoi force
is fighting on a world where most of the light is
ultraviolet, hence why my colour scheme is dark
purple and blue (the sept colour). | think it fits the
covert style of the T’au, especially as '™m an avid
practitioner of the Kauyon ~ the Patient Hunter.
And that’s how I'll play my games, keeping
everyone concealed until the last moment, and
then ... BAM! Rail rifle, pulse carbine and ion rifle
death. Overcharged, of course!
My starting force consists of a mix of regular
troopers and specialists. My Shas‘ui, Blooded
and three Pathfinders make up the core of my
force, with a Marksman and Weapons Expert
providing fire support. The Medical Technician
and Transpectral Interference Pathfinder are
there to help and hinder, while the Drone
Controller looks after the team’s faithful helpers,mri
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Ym currently building a killzone for my
Pathfinders to represent the terrain they're
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PeerTM
CREATING
Kill Team games are fought in killzones - d
with all manner of things to climb up, run al
provides rules and inspiration for creating
A KILLZONE
ramatic and awe-inspiring battlefields packed
long, hide behind or detonate! This article
your very own immersive killzone.
ML
he war zones and battlefields of the dist
Millennium are treacherous places at the best of
times — sectors, cities, even entire planets are
reduced to little more than rubble and ruination
by cataclysmic battles, Once-proud mega-structures are
now bombed-out shells. Industrial complexes have been
turned into wastelands of wrecked factories and twisted
machinery. Fortifications are left derelict, pipes and fuel
lines are ruptured, and vital supplies are left forgotten
amidst the destruction. Shrines, statues and other such
holy places are defiled, pulled down and ransacked.
Yet still these places are fought over, for every scrap of
fuel, every holy relic and every inch of ground is valuable
to one side or the other in the wider theatre of war. It's on
these battlefields ~ these killzones ~ that kill teams truly
excel, for they can move through the wreckage of war
unseen and undetected to carry out missions that far
larger armies would not be able to achieve, But such
landscapes are not without their dangers
28
‘THE KILLZONE REGISTER
Over the next eleven pages, you will find a host of useful
and inspiring rules to help you create your very own
killzone (something that several members of the White
Duurf team are alzeady doing!) The rules presented here
are shown with examples, but they can be applied to
numerous kits from the Warhammer 40,000 scenery range
For example, parts ofa plasma conduit are considered
dangerous (no, really2), but you could apply the
Dangerous trait to any bit of scenery, lke the massive
claw-limbed servo-skull on the Galvanic Magnavent kit. Or
perhaps the sewer vent with the tentacle sprouting out of
itin the Necromunda Barricades and Objectives set. A
Noctlith Crown could be just as Inspiring as an Adepta
Sororitas Battle Sanctum, Or ust as Strategic as a Necron
Starstele. Or both Inspiring and Strategic at the same
time! Now all that remains is to build your killzone,
complete with all the hazards, pitfalls and hidey-holes
you'd expect to find on a war-ravaged world, So what are
you waiting for? Get gluingKILLZONE
‘Whether you are looking to create kileones using your existing
terain collection or begin a hobby project to build a thematic and
customised killzone, Kileone Register provides a selection of train
tai for you to use, along with guidance and examples of their
application (shown in tlc). These should be used in conjunction
with the traits inthe Kill Tam Core Book - namely Heavy Light
Insignificant, Traversable and Vantage Point.
These traits are flexible in ther application and are intended to be
applied as you wish, so ony use them if you feel i's suitable for your
Vantage Point
Daa
REGISTER
customised killzone. For example, not all exposed plasma coils need
‘the Dangerous trait (some may be inactive). Just make sure you decide
all traits before the battle.
Remember that a terrain feature may have multiple tats. For
‘example, the most effective defensive postion would have the Heavy,
Defendable, Fortified and Gun Emplacement traits. Also remember
that Kill Team has a large degree of specificity, traits ae often applied
to speciic parts and not to others, as shown in the diagram below.ai
‘Some traits require an operative to control a part of a terrain fe
endl operatives within A of ts greater than that of enemy operatives within oft
APL characteristic of
Each time a shooting attack is made against an operative
within a specified distance ofthis part ofthe terain feature,
the ranged weapon gains the Lethal 5+ special rule for that
shooting attack. Ifit already has the Lethal X special rule,
improve the X by 1 for that shooting attack (eg, Lethal 5+
becomes Lethal 4+)
This rats suitable for creating area that ae risky to be
round when the enemy shoots. The specified distance must
be clearly defined befor the battle. This could be os sa
os for things io promethium bare. coud be os
lange as Wil for things lite promethiam machinery.
Operatives cannot be set up on this terrain feature. They
cannot move over or through it unless they can FLY.
This trait is suitable for tern that operatives would be
tunable to novigate over or through, such as a destroyed
Vehicle or wrecked building. tis also suitable for areas of
the kilzone operatives cannot move across, such as chasms
and lava flows.
ive controls it while within A. of it and the total
ture. A friendly op
This part ofthe terrain feature is a Vantage Point
Each time a friendly operative makes 2 shooting attack while on a Punishing
Vantage Point agains a target that is not in Cove, inthe Roll Attack Dice step
ofthat shooting attack, before rolling your attack dice, you can retain one attack
dice as a successful normal hit without rolling it
Each time an operative makes a shooting attack against a friendly operative that
is on a Punishing Vantage Point, in Cover and at least 2.) higher than them, in
the Roll Defence Dice step ofthat shooting attack, before rolling your defence
dice, one additional dice can be retained as a successful normal save as a result
of Cover.
This trait is suitable for particulaly high Vontage Points (eg. more than X
tall) that offer a commanding positon ofthe killzone.ach time an operative makes a
shooting attack, iF a Cover line drawn
to the intended target crosses more
than one terrain feature with this trait,
the intended target is Obscured,
This traits suitable for abstract
increasing the siz of certain train
features to block Line of Sight. Is
especialy suitable in heavily wooded
Iileares where Cover fines would
cross multiple tees. Note that the trait
‘applies to the whole tena feature, 50
in the image tothe let, the parts that
extend out fom the tre have this trait
too. Tis means the terain feature will
‘more effectively simulate the feeling of
a dense wooded area,
While an operative is within MA of this
part of the terain feature, rll one DS
each time it would lose a wound, On a
54, that wound is not lot.
This wait is suitable for terrain features
(or specific parts of them, if necessary)
that would have a significant
psychological effect on operatives
Examples include a stotue, banner or
‘ancient relic. Note that it i fine for
‘both kil teams to be inspired perhaps
the enemy is motivated to destroy it!
WHITE DOME 37aie
ar
aaa
FORTIFIED
Each time a shooting attack is made
against a friendly operative that is in
Cover as a result of this par ofthe
terrain feature, in the Roll Defence
Dice step of that shooting attack, you
‘an reroll one of your defence dice.
This traits suitable for reinforced
defensive positions such as defence
lines and bunkers.
PROTECTION
Each time a shooting attack is made against a friendly operative that
is protected by this part of the terain feature, inthe Roll Defence Dice
step ofthat shooting attack, it has a 4+ invulnerable save.
This titi suitable for creating areas that offer advanced and esoteric
protection. The area must be clearly defined before the battle, This could
‘ea part ofa eran feature an operative can be placed upon, such as
‘skull altar. I could be @ part ofa terrain feature the operative must be
within a certain distance of (e.g. Mil) such as a shield generator.
32 wWMTE pune
SMOKE HAZE
This part of the terain feature creates an area of smoke (
horizontally from it and to an unlimited upward and downward
height. An operative is Obscured if every Cover line drawn to it crosses
an area of smoke.
This tat is suitable for abstractly increasing the size of certain terain
features to block Line of Sight. ts especialy suitable in industrial
Killeones with chimneys and vents, or destroyed kilzanes with buming
buildings ond vehiclesWhile an operative swith ll ofthis par ofthe tein feature,
its treated as being injured (only subtract from its Movement
characteristic a a result of being inured fits activated within ll of
this terrain feature).
This traits suitable for poisonous and toxic terrain features, as well as
terrain features corupted by the Chaos God Nurgle
SCALABLE
ach time an operative climbs this part ofthe terain feature, the
final incremental distance of less than (is ignored, instead of being
rounded up to
This trait is suitable for tenain mere than 2) tal, such as tll runs or
{gantres, when you want your operatives t be climbing onto the train
features Vantage Point during the bate Its also suitable for ladders
INVENTORY :
Operatives can perform the following mission action:
Search 1AP
‘An operative can perform this action wile it controls this part ofthe
‘terrain feature, Roll one D3 and add 1 to the result. You can equip the
operative with an item of equipment with an equipment point that is
equal to or less than the total
It must be an item of equipment from your faction’s equipment lst
that they can be equipped with. It cannot be an item they are already
equipped with, or an item that can only be selected once that you
have already selected forthe battle, An operative cannot perform
this action if it cannot be equipped with equipment, or if any ather
operative has performed this action at this terain feature during the
Turning Point
This traits suitable for collections of supplies stackpiled in certain
{areas ofthe killzone. For things like munitorum containers, remember
to specify the part that has this trait so it's clear where operatives must
perform this action (e.g. atthe door)eT
If an operative is activated within d& or moves within A of this part of the
terrain feature (whichever comes first during the activation), roll one D6:
Ona 1-2, nothing happens.
Ona 34, it suffers 1 mortal wound.
Ona 56, it suffers 3 mortal wounds.
This wats suitable for res ofthe kiln that are hazardous to operatives,
such as overheated plosme cols Ihe tain feature has cea dened ceo
that an operative canbe placed upon (eg, atxi pool, you cam change the
within dao part ofthe nl to it ts base touching’
Each time a friendly operative within this pat of the terain feature makes a
shooting attack (including Overwateh), if it has not and will not move during
the current activation, in the Roll Attack Dice step ofthat shooting attack, you
can reroll one of your attack dice.
This tits suitable or creating power soaing creas. The area mus be cary
debe before the ate Tis cold bea pot of ¢ tera feature on operative
Can be laced upon such fing poston in a ench line cou beo part
Of tein eae te operative must be within dof ad of height side of,
Such a braced rompar fr weapons to be placed upon
Each time an operative fights in combat, iit isnot the active operative but is
defending this part ofthe terrain feature, itis always the Attacker, regardless of
any rules the enemy operative has. For an operative to be defending this terrain
feature, all ofthe following must be true
Ithas an Engage order.
The active operative performed a Charge action during this activation
The active operative'scontolling player cannot draw any Cover lines tothe
target operative without them crossing this terrain feature.
This traits suitable for baticades and barriers where a Defender would be at an
‘advantage from anyone attempting to Charge and fight them over it
‘An operative can move through this part of the terrain feature as if it were not
there, and can do so even if i's too large to fit through this part ofthe terain
feature. Remember that an operative must finish a move in a location it can be
placed, therefore it must finish the move wholly on one side or the other.
This tarts suitable for pars of tertain features that physically block an
‘operative's movement, but they should stil be able to move through them,
Examples can include dears or smal! windows. Note that such parts do not
always need this trait ~ doors and windows can be baricaded and locked after
all, Also note that windows would stil need an operative to climb or traverse to
{get to them and down the other side, this tat simply allows operatives to ignore
things like window panes and the walls either sie of the window ifthe operative
fs too lage.
24In the Generate Command Points step of the Strategy
phase, if fiendly operatives control this part ofthe terrain
feature, you gain 1 additional Command Point.
This trait is suitable for terran with greater strategic
potential, It could be @ unique artefact or structure ora key
terminal or interaction point
36rTM 1
Over the folowing pages, you wil find some examples of customised kileones created using Games Workshop kits, Remember that the Killaone
Register is guidance, so you can use these examples as presented or tweak the traits to suit your killzone.
Killzone: Wall of Martyrs isa kilzone with an abundance of trench lines and defensive emplacements, as well as scattered supplies. A well
positioned team can look to dominate with ranged attacks, particularly against enemies in the open. However, the layered nature of the trench
lines and the lack of cover once within them provides oppartunity forthe other team to close the distance, get in their midst and punish them
The trench floor has the insignificant trait. All other parts of a Tench Line terain feature have the Fortified, Heavy and Taversable traits
The tench oor has he isgnficant rat. ll cter pars cf Tench Line Gun Emplacement train feature hae the Fried, Gun
Emplacement, Heavy and Taversable tats. To be within the Gun Emplacement part ofthe tein feature, the operative must bein the wench
and within ds ofthe fring embrasure
36“The roof of a Tench Line Bunker terrain feature has the Vantage Point tait. The ramparts on the Vantage Point have the Fortified, Heavy and
‘Taversable traits. Al other pats ofa Trench Line Bunker have the Heavy trait
All parts ofa Tench Line Supply Dump terrain feature have the Light, Inventory and Traversable triscau!
rar,
REACTOR COMPOUND
Killzone: Reactor Compound isa killzone with industrial structures and machines. It has lots of Heavy terrain features and Vantage Points, and
the smog and fumes of industry affect how your operatives move around it. Careful positioning will be needed to get good angles to attack the
enemy and also to avoid the dangerous and volatile nature of some terran,
trial Chimney
Al pas of an industrial Chimney
terrain Feature have the Heavy and
Smoke Haze tats.
Thermie Plasma Condui
Al pat ofa Theric Plasma Conduit
terrain feature have the Light and
Taversable tats. The exposed
plasma cols also have the Dangerous
trait. Note that, in our example, the
damaged plasma col doesnot have
the Dangerous trait
Damaged
Plasma Cail
plasma coil
38 WHITE DuarIndustrial Structure
‘The levels above ground on an
Industial Structure train feature
have the Vantage Point trait.
The ramparts have the Light and
Traversable traits. The ladders have
the Scalable trait (out no other traits
therefore they do not provide Cover.
The indusval machine has the Heavy
and Scalable traits.
HWaemotrope Reactor
Al pans ofa Haemotrope Reactor
terain feature have the Heavy and
Volatile traits. The specified distance
forts Volatile traits)
WHITE OwnRE 20THE DEPTHS OF DUTY
The 2,302nd Krieg Siege Regiment is locked in a war of attrition against the heretics of
the Gundian 4th. In a bid to give Imperial forces the upper hand and hasten the end of the
war, Watchmaster Veilgardt leads a team of veterans on a desperate mission.
eteran Watchmaster Veilgardt of the 2,302nd
Krieg Siege Regiment stood in a storage vault
dug into the wall of the regiment's primary
trench, flanked by his kill team of regimental
veterans, The heavy blast door creaked as it closed.
Soldiers on the other side, in the filth of the trench line,
pulled on the slab until it shut with a thud. A dun-
coloured glow shone weakly from grimy globes in iron
cages, their surfaces spattered with the mud that coated
every surface ~ including the Guardsmen’ uniforms.
Veilgardt glanced sharply at each of his soldiers in turn,
He searched for imperfections in their tumout with a
veteran's gaze, his posture stiff and a ticking chronometer
in his hand. While most carried their las weapons
shouldered, Gunner Kahlas bore the weight of a flamer in
two hands across his chest, and Sniper Fahlbek cradled
her long-las. Young Dovorr's sparse frame was bulked up
with the timers, loops of wire, detonator caps and
carefully stowed explosives that marked him as the team's
Demolition Veteran. In a short time, Dovorr had become
an expert at his craft. Between Trooper Trymon and the
broad-shouldered Bruiser, Keist, was a plasteel crate
upon a bier as long as Veilgardt was tall
Cd
Crates filled half the storage chamber from floor to ceiling.
‘The room was one of hundreds dug into the steep and
high inner sides of the trench outside. Others held
munitions, weapons, tools, and resources required to
prosecute the grinding wars Krieg was famous for.
Veilgardt had been told it was a recent attempt to expand
this chamber that was the cause for his mission. The
engineers had discovered other tunnels, far older.
Veilgardt's chronometer chimed dully, and he pocketed it;
the time had come. The Watchmaster steadied the
chainsword at his hip as he spun on the heel of his
mud-encrusted boots to face the rear of the vault. In the
far wall was a ragged breach. Piles of earth marked what
looked like a cave-in, and emergency supports framed the
aperture where regimental engineers had accidentally
broken into an ancient tunnel network
No wonder this expansion was never finished, Veilgardt thought:
The danger of collapse was something all Krieg soldiers
leaned to both fear and live with. As such, the Death
Korps worked hard to dig strong tunnels. But they couldn't
count on others to do the same, as their engineers had
found here.
“Trymon, Keist’ he barked. ‘Let's have it up, and let's be
off.
Veilgardt heard grunts of exertion as the two Guardsmen
picked up either end of the bier carrying the long crate.
This was followed by a dull clunk and a hiss of admonition
from Dovorr,
‘Careful,’ Veilgardt growled. Iwill not be responsible for
we demolishing my own trench, he thought.
Veilgardt paused before stepping into
Be the breach. Recon teams had probed
some of the maze-like network, laying
strings of lumen globes. According to
his briefing, they had detected
transmission echoes and been forced
to fall back before reaching the
traitors’ lines, However, they
estimated that the tunnels
reached all the way across
no man's land.
o
‘Zero vox activity from
here,’ Veilgardt
ordered.The kill team followed Vellgardt into the darker space
beyond the breach. Dovorr cleared his throat, and the
Watchmaster nodded brusquely over his shoulder in the
young Guardsman's direction.
-Watchmaster, how deep did the recon teams judge these
tunnels to be?’ Dovorr asked,
Veilgardt pulled a crumpled sheet from a breast pocket as
the squad emerged into a curving tunnel that swept away
to ither side. It was a map carefully drawn onto a tattered
scrap of stiff fabric. He looked up to orientate himself,
against its directions. To the left, the tunnel was
swallowed by darkness after only a few feet. To the right,
more of the lumen globes had been affixed to the walls,
loops of brass wire connecting them and leading back the
way they had come.
“They estimated 1,500 feet,’ Veilgardt replied, setting off
down the lit tunnel. ‘Current thinking is that this network
predates the city the traitors are holding by centuries. The
captain's intelligencers couldn't find any mention of them
in the city’s Enforcer archives.’
Veilgardt stowed the map, confident he had memorised
those sections the recon teams had outlined. He glanced
behind him as the squad advanced, weapons at the ready,
and noted that Trymon and Keist seemed to be handling
the weight of the bier and its cargo well.
And when each the lit of hose sections, he recalled telling
Captain Stigler, we do what needs tobe done, and we find a way,
tie te regiment always does. And ft means our lives, they will be
aay given fr this chance to strike atthe traitors. This i Ue
regiment's chance to brea the deadlock inthe war above
‘The squad passed dark openings as they worked their way
‘ever further from their trenches, A few were cramped side
tunnels, leading to places Veilgardl’s map didn't disclose,
but most were chambers gouged out of the dense earth.
Dim shapes could be glimpsed in some - ill-defined and
sagging lumps that could equally have been mouldering
crates, piles of uncleared infill or the corpses of those who
had once used this network.
‘What is this place, Watchmaster?’ asked Keist, panting as
she bore the front of the bier
‘Smugglers’ network,’ replied Veilgardt, tersely. We think,
he thought. Captain Stigler had disclosed to him the
assumption that the tunnels were the long-since
abandoned work of black marketers or other low lifes,
‘Soon, Veilgardt’s team reached the limit of the recon
team’s lumen globes. The way ahead became pitch black.
‘The Watchmaster was all too aware that this was also the
region in which the recon teams had detected possible
‘enemy transmission echoes. He turned to his kill team,
pitching his voice as loudly as he dared.
‘Guardsmen, chem-sticks, and be quick about it. Dovorr,
he turned to address the Demolition Veteran as a sickly
THT]
green glow spread from their chemical illuminators. ‘I want
your sharp eyes out front.”
Dovorr jogged a few yards ahead, but when Veilgardt
turned to follow, he saw the soldier's outline freeze and
dart to the tunnel’s side. He strode to catch up with
demolition expert, whose head was bent close to the
passage wall. Dovorr motioned to the Watchmaster to
listen. Veilgardt pressed his helmet against the passage,
its external pick-up relaying a faint jumble of noises. From
inside the wall? he thought.
He could hear thuds, the unmistakable strike of metal on
stone and a bass susurrus that he guessed was voices. The
implications struck him as the rest of the squad caught up.
‘They were not alone down here, and the noises behind
the wall were getting louder. Whoever it was would break
through at any moment. Surely we would have fnown of other
teams operating fere, Veilgardt thought.
‘The Watchmaster hurried his soldiers ahead of him, even
as he saw the first cracks appear in the passage wall. There
‘was no time left to get completely out of sight. Veilgardt
knew he needed to find a position from which to hold
them off so that his team could complete their mission.
‘Trymon and Keist stomped past as quickly as they could
with the heavy bier and its dangerous cargo. Wwilhaff, the
kill team’s Medic, rushed past in their wake. Veilgardt
turned to follow, the last three Guardsmen on his heels.
‘They were barely a dozen yards past the now bulging wall
when it burst outwards in a rumble of debris. Veilgardt
saw glints from the edges of digging tools and heard loud
curses of blasphemous heresy. It could be nothing but
traitors, breaking into the smugglers’ network themselves.
He drew his laspistol
Yells erupted from beyond the rupture, and heavy-set,
figures boiled out into Veilgardt's tunnel backlit by harsh.
lights glaring through the newly created aperture. The
figures were shadowed, but, glancing back as he ushered
his soldiers on, Veilgardt saw the silhouettes of rifles and
shotguns. A shout of surprise and anger followed him — the
traitors had seen his squad's chemical illuminators.
Rearguard!' Veilgardt shouted, gladdened to see the
three soldiers assigned to the role react immediately. The
rest of you, go!’ He turned once to loose a shot from his
laspistol at the enemy before leaving the three
Guardsmen tasked with covering the rest of the squad's
continued advance.
‘The Watchmaster pushed onwards, the glow from his
remaining soldiers ahead of him. Behind him, he heard
the crack of displaced air from lasguns, yells and cries in
voices he didn't recognise, and the loud retum fire of
automatic weapons.
As he ran, Veilgardt holstered his pistol and drew out the
map again, hoping that they had not lost their way in the
confusion. He could barely make out the inked design,
but he grew more confident that they were still heading to
‘wae RE 41ra 11
their intended destination. The recon teams had
determined the position of a large chamber that auto-
theodolite divination had deemed sat below the
‘outermost of the traitors’ trench lines. There, the device
his soldiers carried upon the bier was to be activated
Veilgardt glanced back, suddenly aware that the sounds of
the firefight — unnaturally loud in the confined tunnels =
had ceased. In their place, he heard pounding feet and
echoing voices.
‘Ahead of him, Veilgardt saw that his remaining soldiers
had gathered at a broad widening of the passage, beyond
which he could just make out a honeycomb of age-worn
chambers, galleries and apertures. Curse these smugglers and
their labyrinth, he thought,
‘We need to draw them away from our route. The mission's
too important to allow these filth to compromise it!’ he
told his soldiers. ''m staying with the device. Dovor,
you're with me. We'll use this warren to our advantage.
Veilgardt scattered his troops, sending Fahlbek and
Kahlas into a collection of dark passages to the left and.
ordering Medic Wilhaff and three Guardsmen to find firing
Positions to the right. He and Dovorr pounded after
‘Trymon and Keist towards an obscuring outcrop of rock
dead ahead. A smell of damp air laced with stale
promethium worked its way past Veilgardt’s rebreather
filter. Moisture glistened on the earthen walls, Even as he
ran, desperately trying to maintain his orientation in the
poor light, his experience told him these were the markers
of a sump run-off region. We must be near the city; the traitors
forward trenches can't be far.
Even as hope rose in his chest, the deafening chatter of
automatic fire erupted from behind. Shadowed by Dovorr,
‘Trymon and Keist made it to the outcrop just before
Veilgardt skidded around it to join them,
The walls of the passages were threaded with hatch-like.
apertures, affording limited fields of fire from tunnel to
tunnel and giving him glimpses of the green glow that
signified his veterans’ presence. Veilgardt guessed,
generations of smugglers had carved them — and what he
recognised as fire steps ~ to enable defence against rivals
or, more likely, inquisitive Enforcers. it pleased him that
loyal sons and daughters of the Emperor would now use
the rough defences against traitors
Lasfire pulsed out from the direction he'd sent Wilhaff and
the Guardsmen, illuminating several of the traitors in
strobing flashes and felling at least two. In the glare, he
saw uniforms almost as mud-streaked as his own, but he
glimpsed enough of the crimson tunics to identify them as
heretics of the Gundian 4th - the Fallen Fourth, as many
Krieg soldiers now called them
Veilgardt motioned for Dovorr, Trymon and Keist to move
‘again as the Guardsmen with Wilhaff drew the traitors’
attention. Following them, he looked back in time to see a
gout of burning promethium roar from Gunner Kahlas’
42 wae ouaRr
flamer. He heard agonised screams as the sheet of flame
subsided, and he knew that Kahlas would already be
moving to evade reprisals. One snarling traitor bounded
after the Gunner, but she was suddenly pitched
backwards, her skull spraying dark blood as the unerring
aim of Fahlbek made itself known.
Veilgardt’s soldiers had drawn some heretics away through
the passages to either side, but many more had clearly
spilled into the smugglers’ network. Shots chased
Veilgardt’s group, but echoes in the close confines made
the enemy's distance hard to gauge. In the glow of his,
Guardsmen's illuminators, Veilgardt glimpsed rotting
ducts andl corroded pipework overhead, some following
the soldiers’ route, others disappearing into dark side
chambers. Noisome smells oozed from many, strong
enough to penetrate his rebreather mask.
Veilgardt saw Dovorr suddenly double back towards him,
lasgun raised; the soldier shouted a warning. The
Watchmaster spun to see a scarred traitor almost upon
him, swinging a thick blade, and a knot of others behind
her. He instinctively swayed back against the tunnel wall
The blow missed by a hair's breadth, but the traitor had
overstretched herself.
Veilgardt pushed off from the wall, head lowered, and
smashed his helmet into her exposed face. She went
down hard as he drew his chainsword and thumbed its
activation rune in one movement. He slashed it through
the traitors neck in a messy execution.
Dovorr fired from Veilgarcl'’s side as more traitors ran at
them. The first fell, but Dovorr only grazed another who
barrelled into him, the traitors body and arms covered in
welts of burning flesh where the Demolition Veteran's
shots had clipped him. They collided and went down in a
tangle of punches and kicks, rolling into the dark mouth of
aside tunnel. Desperate screams came from in:
moment later but quickly choked of
Veilgardt gutted the last traitor who had reached him,
then tuned for the side tunnel’s entrance. Before he could
enter, Dovorr lurched out, clutching the doorway. Scarlet
vapour trailed after him, and patches of his uniform
started to disintegrate before Veilgardt’s eyes, Dovort
coughed painfully, his rebreather corroded by whatever
lay within
‘The traitors dead,’ Dovorr rasped. ‘Contaminant leak. I've
had worse.’
Veilgardt grabbed the Demolition Veteran, supporting
him as they ran to catch up with Trymon and Keist.
Flashes, screams and the noise of ragged fire followed
them. Keep them back, Vellgardt silently ordered.
The four of them reached a large chamber, the entrance of
which was framed with visibly corroded plascrete.
Veilgardt saw vast sections of pipework rising from the
floor to the ceiling. In the comer was an obviously broken-
down transit shaft. Shots and shouts followed them inaslug hit the chamber's door jamb as Veilgardt ran past, ‘The device, Veilgardt had been assured, was more than
and it creaked ominously. powerful enough to reach far above him to the enemy's
trench lines. The immense explosion would disintegrate
Veilgardt checked his chronometer and ordered the bier _an entire stretch of the heretics’ defences, leaving them ~
to be laid in haste against the far wall vulnerable to a massed infantry advance
“This has to be it. We've gone as far as we need. Dovor, _Veilgardt glared upwards. He imagined the foulness of the
set the charge, he barked. Ifwe havent reached the enemy _traitors above him — as promulgated by his regiment's
lines, he thought, noting the absence of any further exits, Commissars ~ and relished their imminent and
we've come as far as we can. unexpected demise.
Dovorr jammed his trench shovel into the earthen floor, _‘Krieg sends her best regards.
leaning on itas he lowered himself to kneel by the
reinforced crate, Trymon and Veilgardt took position near He slammed his fist against the activation rune.
the doorway, and Keist guarded Dovorr's back. The noise
of battle suddenly became louder, and the Watchmaster
saw Wilhaff dragging a wounded Guardsman towards him.
From another direction, Kahlas and Fahlbek weaved their
way forward, Fahlbek suddenly slumped, twisting. Kahlas
ran on, turning when he neared the doorway to unleash
his flamer over Fahlbek’s prone form
‘Traitors converged from several directions. Veilgardt
shouted at his soldiers to hurry, firing at enemies where
he could see them, Trymon ran back out to cover Kahlas
as heretics piled forward, starting a brutal melee just
beyond the doorway. Veilgardt realised Wilhaff and her
stumbling charge wouldn't make it.
Ithappened so quickly that Veilgardt didn’t have time to
react. Keist streaked past him from where she had been
‘guarding the bier— the Bruiser had snatched up Dovorr’s
trench shovel. She pushed Veilgardt back into the
‘chamber before using all her strength to chop into the
creaking frame around the doorway. The corroded.
plascrete gave way under Keist’s assault. Ifher fellow
soldiers in the tunnels beyond knew what she was doing,
they would understand. Just as I do, Veilgardt thought.
The collapse was shockingly fast. The traitors and
Veilgardt’s soldiers vanished in a moment, but the
rumbling noise continued for some time. Veilgardt
assumed the tunnels were being buried by mud and rock
as a result of a chain reaction caused by Keist's actions,
He glanced again around the chamber its interior
supports didn’t appear much stronger than those that had
framed the doorway. When he looked to the bier, he saw
Dovorr appraising them himself
‘They should collapse almost immediately, Watchmaster.
She'll do her job,’ Dovorr wheezed, laying his hand
respectfully on the crate’s casing.
Dovorr accessed the crate’s control panel, methodically
entering a series of commands he had been taught by
rote by the regiment's Enginseer. Finally, the
device activated. He stood painfully, as much
at attention as his ravaged body would
allow. Veilgardt joined him at the
massive bomb's side.
43i
NC
aah Te
ELLIOT HAMIER
Elliot has worked at Games Workshop for
almost five years, first in the Events Team
and now as.a games developer in the
Warhammer 40,000 Studio. He's been
absent from the studio recently. He claims
that he was engaged in special operations
in distant lands. The bottle of suntan
lotion and beach towel on his desk reveal
Just what a dangerous mission it was.
ntel briefing, rookie! P
dangerous operatives this side of the Great
up on us, | want fo now you've got my bac
uick end for te lot of us
attention, as it'll you about the most
if fone ofthese creeps
As the new edition of Kill Team approaches its first birthday, |
thought it would be fun to look back on the previous twelve months
and pick out some of my favourite operatives dropped into the
killzone from the newly released kill teams. There's no particular
criteria; I've ju e back at bi
whether that’s t ffer useful rules, feel unique
extremely cool! I've al ed my Top Op for the
operative that’s risen above all the others. So, le
ATTRIBUTES
ono
Forget powerful guns and fancy swords, binoculars
Ee sma
Ce oe coer ety
Cee en ice eee a
‘operative may not get medals and accolades for
Sa ace ea nea
ability to spot fora fellow operative - allowing
them to target a concealed enemy operative - is
2 quality in its own league. This works especially
\well with a Sniper Veteran on a Vantage Point, as
eee eee)
Cee ee ee es
though, the Spotter can even callin a mortar
barrage while concealed,
Oy
Ros Sd
a)
Eee aad
UO eC eae
‘most operatives have to move around walls to get
ee ery
COE eee
See eae
Cee sree
‘and board control it keeps the Breacha Boy safe
ere
‘move through the wall and cause a whole load of
Da ee om aru
Pe eae eter ed
CO eeeTete ue CUE Oe meee od
TCU CIRCUS Msn Sn nun OCC RUC’
CRS Ce CE Ruste Ouse eS aL
Py
Close Combat Assassin
ey
rg
ee eed
‘operative when fighting in combat. However, your
Pee gee ee
Se ee eed
to be patient to get the best out of it: When the
Ruststalker Assassin moves sneakily by using Heavy
eee ee eed
‘a nightmare primed to pounce. When you get that
Peet esac
eer tc
a key target in one Fight action, i's a satisfying
play for a combat assassin specialist. At that point,
anything extra is a bonus, so use the Accelerant
ee eee)
Sy
eer
ro
eee
Seeger
penance and a really big chainsword! When you
absolutely, positively have to charge in and wreak
havoc in close combat, whip a Novitiate Penitent
ce RUE ence a
tip! She'll more than likely go down swinging, but
ea ee a
Sen ee er ie
nice weapon to have at your disposal. Woe betide
the poor enemy on the receiving end of it!
SS
Modular
Poe
Versatile
a Ped
operative of choice has to be the Sorcerer - the very
operative the kill team functions around, With an
APL of 3, fearsome weapons, a selection of psychic
Cee Eee oad
See eee rue?
Pee ace ee
eee ee et
ea te
eee rey
Dee eee
You can take up to three of them!
Ma A
Veteran
Sey
ey
eee ee
Creer eee ae ae
enn ee eee)
eee een
en ee eer
Pee eto
ea eens
(fora Pathfinder) and a Markelight the Blooded
ee ee
ee eee eee
We can see the propaganda posters already.Sead
RILE TEAM
ATTRIBUTES
ray
ong
ea
When it came to the Wyrmblade, it had to be a
Cult Agent, but choosing which one was tough.
In the end | picked the Kelermorph. This pistol
toting hybrid can blast multiple enemies during
CE eee a oar}
Cee econ ea ey
enemy is too cowardly to face them in a quickdraw,
Ce Cec een a ety
perform the perfect shot on an enemy concealed
in Cover. What gives this operative the edge,
though, is its legendary status as an inspirational
folk hero. When the Kelermorph does its thing,
your regular Neophytes are inspired to emulate its
Pear ae ec
ree
Oy
Se
cen
cea
lethally armed shadow just as capable of stalking
and toying with its prey as itis of launching an
alkout attack. With the FLY keyword and the ability
Od ee cae
Ce cee en oes
ee ae
See ed
assassin stand out though is its Slicing Attack
Se ee eed
against an enemy operative that it performs a
Normal Move near. Pair this witha silent throwing
blade and you've got an operative who can deal
‘out some great damage while safely concealed.
Cee ee
poe
CUTTY
ence
Distinctive Rules
os
With the introduction of the Death Jester, the
Ce eee cd
something they lacked previously - scary ranged
firepower. The Death Jester’s distinctive rules are
where it really feels different. An enemy operative
Cr a eos
re ee ra
Shrieking Harvest lets you fire with Torrent - the
first weapon that can do so at unlimited range!
es te
Jester though; use its high movement to get in
position, then cackle like Cegorach as it mows
down exposed enemies.
ATTRIBUTES
re
Wanton Slaughter
peteno)
Caution advised to enemy operatives! Quite
Pe ee ene ec
the Butcher is your pick when you need nothing
less than outright slaughter. He can carve up lesser
Se ee ear ad
used the Hateful Assault Strategic Ploy, charging
Se eee tence
Te ue ee eres
the Reap critical hit rule, they'll be tied down by
eee eee ee)
Engagement Range. Be mindful: when the Butcher
Se eet ed
tee ecATTRIBUTES
‘Accurate and Lethal Aim
Covert
ra
Re een
Emperor's Angels, once an enemy operative isin
ee a eee Lee cas
Pee nee oes
See ee an
Pee eR cd
Divinatorclass auspex allows the Incursor
Or eats
After an enemy operative performs an action, you
ee eee eee?
Se re eau
oe a eur
Sey
oe
orl
re
Seed
Killzone, mighty champions leave a trail of corpses
SR oe en
ere ee et ee
ess ee
Kommando Grotis the greatest grt to eve take
ee ent
eS eR ee
err rs
clever work your regular Kommandos are too stupid
re ee
hook! Watching a grt being propelled through
Ce ee ey
ee er cre ee
See ee ea)
Se ng
eer eae eons
Kommando Grotis my Top Op ofthe year
Ta Te
ATTRIBUTES
Pare}
Regio
es
Se
Ce RS Le nord
Cae ee ae
roma Meera
Sener teenie)
and boosted with the Traitor Corpseman's Stimms.
action, launching one of these brutes into the foe
‘mid game will force the enemy to deal with it while
Pre ee ee
operative is one that will draw a lot of attention
to itself, but that's nota bad thing; it can keep
Se Een ae)
‘them to score alkimportant victory points. Use this
to your advantage and employ the Traitor Ogryn as
ete sas
round-up of the m«
tives to take to the killzone over the past
twelve months, What are some of your
favourites, and who's your Top Op? Thanks to
all of you who have joined usin the ne\
edition of Kill Team. We've had an absolute
blast working on it, and we can't wait to show
you what we've got planned for the future. Ill
see you in the killzone!
ii
rie
re
irr
Retna
pore