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Changes for V3.

0
-Change the Charge vs Singling up.

-Charge Bonus, strike first.

-Change for shooting to be more standard to regular 40k.

-Added Backstory

-Added Human Teams and Bonuses

Changes for V3.1


-Added Eldar Stats

-Removed some melee weapons

-Added Kill Teams experience

Kill Teams

The world of Adradis has been covered by the blood of Imperial Troops,
Chaos, and Xenomprphs for Millennia. The last Imperial crusade left what little of
the local inhabitations in complete disarray. Furthermore, the rich trade companies
whose headquarters have been built on the surface, were utterly destroyed by the
Orks just before they were cleansed from the planet. This unclaimed loot, worth
Trillions of credits per building, is the ultimate pirates dream.

Teams from every walk of life have been sent to claim what they can from the
wreckage. As the battle has moved off planet, little is left to protect the local
population, and the items left behind to plunder.

The following groups have been spotted on the surface, either looking to reclaim the
lost goods, or take some for themselves…

Human Factions:
Imperial Patrols
Trade Commission Recovery Team (TCRT)
Slavers
Pirates

Near Human:
Eldar
Dark Eldar
Tau

XenoMorphs:
Tyranid
Ork
Imperial Patrols: Very few imperial guard were left on planet to give the image
that the Emperor cares for this semi-autonomous planet, even though the Trade
Commissions pay for their own hired guns, the Emperor Relies on this planet for
fighting the enemies of the Imperium. In return, it turns its cheek to some of the
more illegal operations the Commissions perform.

Bonus:
- The Patrol is always considered to be equipped with an open topped FA11,
SA11, RA10 troop carrier. When they have gained enough experience to gain
more vehicles, this is upgrades to armor 12 on all sides, and closed topped.

_____________________________________________________________________________________

Trade Commission Recovery Team (TCRT): The Trade commissions are very
rich, intergalactic trade organizations, most have a major operation and distribution
facility on Adradis. Each headquarters and facility was directly targeted, and the
TCRT’s have been hired and dispatched to investigate. Any information given back
to the company grants great rewards for the team.

Bonus:
- The Kill Team always receives the maximum amount of credits per relic sold
after a mission (the Column noted 1-3).

_____________________________________________________________________________________

Slavers/Pirates: Slavers have come to the planet for one thing, “free” slaves.
They could be a poorly controlled group of miscreants or a highly regimental band.

Bonus:
- Every group of slavers is different. The Leader of the Slaver group can be
chosen from the following list.
o Dark Eldar Exile ( +1 WS, +1 BS, +3 Initiative, +1 LD) (More Points)
o Human Slave Captain (Cheap Alternative)
o Adeptis Anima (a secret Imperial “Experiment” Division in need of
obtaining “willing” subjects). (Caster and Leader in one, expensive)
_____________________________________________________________________________________

Chaos Cultists: The Gods of Chaos have chosen this time to begin their conversion
of the planet Adradis. Cultist groups are led by a Chaos Chosen, a mutated leader
chosen by a Chaos God to begin the conversion.

Bonus:
- The Leader of this kill team must roll twice on the chart below when the force
is assembled.
o 1 : Furious Charge Special Rule (if rolled twice, roll again)
o 2: Initiative +2
o 3-4: Weapon and Ballistic Skill +1
o 5-6: Attack +1
Human Team Profiles
WS BS S T W I A Ld
Leader 3 3 3 3 1 3 1 8
Number 2,3 3 3 3 3 1 3 1 7
Psyker 2 2 2 3 1 3 1 8
Hired Gun 2 2 3 3 1 3 1 7

Dark Eldar Slaver Exile 4 4 3 3 1 5 1 9


Adeptis Anima 3 3 3 3 1 3 1 9

WS BS S T W I A Ld
Warlock 2 2 3 3 1 4 1 9
Aspect Warrior 3 3 3 3 1 5 1 8
Guardian 2 2 3 3 1 3 1 7
Pathfinder 2 3 3 3 1 3 1 7

Eldar Team Profiles


Turn Order
Recovery.
During the Recovery phase, a ‘Stunned’ model will become ’Knocked Down.’ A ‘Knocked
Down’ model may stand up. More on this is covered in detail in the Injury table page.

Movement
Every Model moves 6 inches per turn.

Assaults. Models making an assault gain the Always Strike First for one round. During
subsequent rounds of combat, models fight in initiative order. If a model is armed with
either a pistol or an Assault weapon, they may take a single shot at the target. The shot is
fired before the model is moved, but after the model has made the charge successfully. If
the Assault fails, the model may still make the ranged attack, but must hit on an unmodified
6.

Jumping. A model may attempt to jump over a gap connecting to point which are not
connected. Take an initiative test for every full 2” of gap attempted to cover. If any are
failed, the model has fallen. See the rules for falling.

Climbing. A model which wants to climb a ladder/rope treats it as difficult terrain, in


addition if the model rolls two ones during the test, and then fails an initiative test, the
model is treated as falling from 2”, see the rules for falling.

Falling. A model that has fallen will be automatically hit by a S2 hit, adding +1 S to the hit
for every full 2” fallen (i.e. a 7” fall will be a single S5 hit), armor saves are taken like
normal.
Shooting
Ranged weapons are used just like the shooting rules in the 40k rulebook. The exception
being weapons using the flame template.

Flame Template Shooting. Any model completely under the template takes an automatic
hit. Any model partially under the template is hit on a D6 roll of 4+.

Pinning. A model that is successfully hit must take a Leadership test. If the test is passed,
the model may continue to act normally. , If the test is passed, the model immediately goes
to ground, conferring a +1 cover save, any model within 6 inches also tests for pinning (LD
test). If this test is failed, it must also go to ground. During the pinned models recovery
phase, the model must take a leadership test, if passed may move only D6 inches and may
shoot and assault as normal. If the test is failed, the model may not move, or assault, but
may shoot. Pinned models must always attempt to fire at the model causing the pinning, if
they are out of range, the closest model has priority and is the only target allowed.

Shooting at targets that are not the closest enemy requires a Leadership test, if passed the
intended model may be fired upon.

Assault
Models fight in close combat just like Warhammer 40,000 rules except assaulting models
always strike first. Models may only declare an assault if they fired one shot with a rapid fire
weapon, with and assault weapon, or a pistol.

Fleeing Test: Take Leadership Test, if failed loser rolls D6 plus initiative, winner does the
same. If winner rolls higher loser is destroyed. If loser rolls both move result of their
roll+initiative.

Reasons for fleeing test:

All Alone.

Comrade Taken out of action within 6 inches.


Weapons of Kill Teams
Melee:
Combat Knife. A model is always considered to be armed with a combat knife/weapon.
There is no bonus other than gaining +1 attack for carrying one in each hand.

Concussive Weapon. A model carrying a concussive weapon will knock down an opponent
on a roll of a 1, and stun on a 2-4.

Two-Handed Weapon. A model armed with a Two-Handed weapon adds +2 S to attacks in


close combat.

Power fist. Doubles the user’s strength, always strikes last. Power Weapon. The models
attack profile is set at 1 while the model is using the power fist.

Force Weapon. Power Weapon, After successful wounds, the user rolls a leadership test, if
passed, model is stunned on 1-4 and out of action on 5-6.

Chainfist. Same as Power Fist, rolls 2D6 for armor penetration.

Lightning Claws. Power Weapon, may re-roll to wound in close combat.

Storm Shield. Confers a 4+ invulnerable save in close combat.

Pistol (melee; plasma pistol, bolt pistol, etc.) Counts as a Combat knife when used by itself
as a lone close combat weapon. A pistol will always add +1 attack to the bearer, however
the extra attack will be at the user’s unmodified strength, not the weapons.

Ranged
Only one shot is permitted per ranged weapon per model in any given shooting phase
(except rapid fire weapons).

Rapid Fire: May fire twice while stationary. If the firer has moved, they only hit on a 6.

Heavy Weapon: May not move and fire, nor may the model declare an assault after
shooting.

Assault: The model may always shoot the weapon once, even if the model has moved.

Pistol. Exactly like an assault weapon, with added bonuses in close combat, see the Pistols
section under melee for more details.

Template. Fires exactly like an Assault weapon. See the general shooting rules for firing a
Template based weapon.
Injuries
Injuries Table Injury Roll Modifiers
1-2 Knocked down Instant death: (double
The force of the blow knocks the warrior toughness) +1 to injury roll
down.
Place the model face up to show that he has Witch Blade: +1 to injury roll
been knocked down.

3-4 Stunned
The target falls to the ground where he lies
wounded and barely conscious. Turn the model
face down to show that he has been stunned.

5-6 Out of action


The target has been badly hurt and falls to the
ground unconscious. He takes no further part in
the game and is immediately removed from the
battle

Injuries
Most warriors have a Wounds characteristic of 1, but some have a value of 2 or more. If the target has
more
than 1 wound then deduct 1 from his total each time he suffers a wound. Make a note on the roster
sheet.
So long as the model has at least 1 wound remaining he may continue to fight. As soon as a fighter’s
Wounds are reduced to zero, roll to determine the extent of his injuries. The player who inflicted the
wound rolls a D6 for the wound that reduced the model to zero wounds and for every wound the model
receives after that. If a model suffers several wounds in one turn, roll once for each of them and apply
the highest result.

1-2 Knocked Down


A fighter who has been knocked down falls to the ground either because of a jarring blow he has
sustained, because he has slipped, or because he has thrown himself to the ground to avoid injury.
Turn the model face up to show that he has been knocked down. Knocked down models may crawl 3"
during the movement phase, but may not fight in hand-to-hand combat, shoot or use psychic abilities.
If he is in base-to-base contact with an enemy, a knocked down model can crawl 3" away only if the
enemy is engaged in hand-to-hand combat with another opponent, otherwise he has to stay where he
is. In combat he cannot strike back and the enemy will have a good chance of putting him out of
action.

A warrior who has been knocked down may stand up at the start of his next turn. In that turn he may
move 3”, shoot and use psychic abilities, he cannot Assault, or run (but may use Fleet if able). If he is
engaged in hand-to-hand combat, he may not move away and will automatically strike last,
irrespective of weapons or Initiative. After this turn the fighter moves and fights normally, even though
he has zero wounds left. If the model takes any further wounds, then roll for injury once more, exactly
as if the model had just sustained its last wound.

Models making attacks against Knocked down models automatically hit.

Models Knocked Down receive a +2 cover save to represent the model crawling for cover on all fours,
having a smaller profile.

Shooting at models Knocked Down. Once the model has been successfully wounded (after saves
are failed), roll again on the injury table, only add +2 to the result.
3-4 Stunned
When a warrior is stunned, he is either badly injured or temporarily knocked out. Turn the model face
down to show that he has been stunned. A fighter who is stunned may do nothing at all. A player may
turn the model face up in the next recovery phase, and the warrior is then treated as knocked down.

If an enemy model can make an attack against a stunned model, the model is immediately removed
from the table top. If this model is also in combat with a standing model, this auto-kill attack cannot
be used.

Shooting Stunned Models. Once the model has been successfully wounded (after saves are failed)
the model is removed from the table.

5-6 Out of action


A warrior who is out of action is also out of the game. Remove the model from the tabletop. It’s
impossible
to tell at this point whether the warrior is alive or dead, but for game purposes it makes no difference
at this stage. After the battle you can test to see whether he survives and if he sustains any serious
lasting injuries as a result of his wounds. See the Serious Injury Table.
Serious Injury Table 36 Damaged Equipment
One of the Warriors items has been damaged. Roll a D6.
1-2. The Warriors melee weapon is destroyed.
11-15 DEAD 3-4. The Warriors Ranged weapon is destroyed.
The warrior is dead and his body is abandoned in the 5-6. The Warriors Armor is destroyed.
dark pathways of eternity, never to be found again. All
the weapons and equipment he carried are lost. 41-55 FULL RECOVERY
Remove him from the Kill Team’s roster. The warrior has been knocked unconscious, or
suffers a light wound from which he makes a full
16-21 MULTIPLE INJURIES recovery.
The warrior is not dead but has suffered a lot of wounds. Roll
D6 times on this table. Re-roll any ‘Dead’, ‘Captured’ and 56 BITTER ENMITY
further ‘Multiple Injuries’ results. The warrior makes a full physical recovery, but is
psychologically scarred by his experience. From now
22 LEG WOUND on the warrior may re-roll to hit in the first turn of close
The warrior’s leg is broken. The Warrior is always combat against the following (roll a D6):
considered to be in difficult terrain when moving, even over
open ground. D6 Result
1-3 The individual who caused the injury. If it was
23 ARM WOUND a trooper, he hates the enemy leader instead.
Roll again: 1 = Severe arm wound. The arm must be
amputated. The warrior may only use a single one-handed 4 The leader of the Kill Team that caused the injury.
weapon from now on. 2-6 = Light wound. The warrior must
miss the next game. 5 The entire Kill Team of the warrior responsible for the
injury.
24 TOUCHED BY THE WARP
Roll a D6. 6 All Kill Teams of that type.
On a 1-3 the warrior suffers from warp madness;
On a 4-6 the warrior gains the ‘berserk’ rule from now on 61 CAPTURED
(see the below) The warrior regains consciousness and finds himself
held captive by the other Kill Team. He may be ransomed at
25 SMASHED LEG a price set by the captor or exchanged for one of their Kill
Roll again: 1 = The warrior may not run (or fleet) any more. Team who is being held captive.
2-6 = The warrior misses the next game. Captives may be sold to slavers at a price of D6x5 credits.
Tyranids may kill their captive and incorporate genes of the
26 CHEST WOUND Warrior into the Leader, giving +1 exp. Chaos may force
The warrior has been badly wounded in the chest. He their will on the prisoner. They will gain a new trooper.
recovers but is weakened by the injury so his Captives who are exchanged or ransomed retain all
Toughness is reduced by -1. their weapons, armour and equipment; if captives are
sold, killed or turned, their weaponry, etc, is retained by
31 BLINDED IN ONE EYE their captors.
The warrior survives but loses the sight in one eye; randomly
determine which. A character that loses an eye has his 62-63 HARDENED
Ballistic Skill reduced by -1. If the warrior is subsequently The warrior survives and becomes inured to the
blinded in his remaining good eye he horrors of the Universe. The model is Fearless.
must retire from the Kill Team.
64 WAR VETERAN
32 OLD BATTLE WOUND The warrior has been through many battles, and has the
The warrior survives, but his wound will prevent him marks, cuts, and bullet holes to prove it. Any model that is
from fighting if you roll a 1 on a D6 at the start of any not fearless will think twice before Assaulting such an
battle. Roll at the start of each battle from now on. adversary. Models must pass a Leadership Test to Assault
this model.
33 NERVOUS CONDITION
The warrior’s nervous system has been damaged. His 65 SOLD TO THE DARK ELDAR
Initiative is permanently reduced by -1. The warrior wakes up in the infamous prisons of the Dark
Eldar. The Dark Autarch would like to see the warrior fight
34 HAND INJURY against a captured Genestealer (Standard Tyranid Profile).
The warrior’s hand is badly injured. His Weapon Skill Roll to see which side charges, and fight the battle as
is permanently reduced by -1. normal. If the warrior loses, roll to see whether he is dead or
injured (ie, a D66 roll of 11-35). If he is not dead, he is
35 DEEP WOUND thrown out, without his armour and weapons and may re-join
The warrior has suffered a serious wound and must his Kill Team. If the warrior wins he gains 50 credits, +2
miss the next D3 games while he is recovering. He Experience and is free to rejoin his Kill Team with all his
may do nothing at all while recovering. weapons and equipment.

66 SURVIVES AGAINST THE ODDS


The warrior survives and rejoins his Kill Team. He
gains +1 Experience.

Berserk – The model must assault if within range to do so. Warp Madness - Model Must make a LD test each turn or go
He must forgo his shooting attacks if forced to assault in this to ground, just like he was within 6” of a model that was hit
way.. See Serious Injury Table Entry,’Touched by the Warp’. by a pinning weapon. See Serious Injury Table
Entry,’Touched by the Warp’.
Skills

Combat skills
Strike to Injure. The warrior can land his blows
with uncanny accuracy. Add +1 to all injury rolls
caused by the model in hand-to-hand combat.
Note, if the model already has +1 to injury, (from Shooting skills
a Power Weapon for example) the effect of this
ability instead allows the model to roll twice on
the chart, and choose the higher result, then add Quick Shot. The warrior may shoot one extra
+1. shot per turn with a Rapid Fire, or Pistol. He may
choose a new target for this extra shot. This may
Combat Master. The warrior is able to take on not be combined with the Relentless Special Rule.
several opponents at once. If he fights against
more than one enemy at a time, he gains an extra Pistolier. The warrior is a pistol expert. If he is
Attack in each hand-to-hand combat phase as equipped with a pistol in each hand (they must be
long as he is fighting two or more enemy models. the same type), he may fire each in the Shooting
In addition, the warrior can never be phase. He may use each pistol in close combat,
outnumbered. just as if each was a close combat weapon,
conferring +1 attack.
Weapons Training. A warrior with this skill is
adept at using many different weapons. He may Eagle Eyes. The warrior’s sight is exceptionally
choose to use any hand-to-hand combat weapons keen. He adds +6" to the range of any missile
from one specific Army List, not just those in his weapon he is using.
equipment options. Tyranids may not use this
skill. Weapons Expert. The warrior has been trained
to use some of the more unusual weapons of the
Web of Steel. Few can match the ability of this known world. He may use any missile weapon
warrior. He fights with great skill, weaving a web from one specific Army List (normal equipment
of steel around him. The model gains the Rending rules apply), not just the weapons available from
rule when using a normal Close Combat Weapon. his Kill Team’s list. Tyranids may not use this
Skill.
Powered Weapons. This warrior has been
expertly taught in the art of swordsmanship. He Relentless. The warrior has the ‘Relentless’
may re-roll all missed attacks if he is using a special rule. Note that this skill cannot be
Power Weapon in the hand-to-hand phase of the combined with the Quick Shot skill. Nor can this
turn that he charges. Note that this only applies be used to fire heavy weapons with Strength 7 or
to Power Weapons, not Power Fists, or higher.
Thunderhammers. It does apply to Witch Blades
and Force weapons. Trick Shooter. The warrior can shoot through
the tiniest gap without it affecting his aim. He
Step Aside. The warrior has a natural ability to treats all cover saves as one worse than normal,
avoid injury in combat. Each time he suffers a i.e. a 4+ cover save becomes a 5+.
wound in close combat he may make an
additional saving throw of 5+. This save is never True Grit. The warrior may carry a two handed
modified and is taken after all other armour Ranged weapon in a single hand, it counts as a
saves. Pistol in close combat only.

Grenade Expert. The warrior is an unrivalled


Parry. Melee weapons can sometimes allow you expert at using grenades for maximum effect. He
to parry incoming melee attacks. When an can throw a grenade in any assault he engages.
opponent scores a hit, warriors with the Parry skill This is done in lieu of shooting. The model being
may try to deflect the blow. Roll a D6. If the score assaulted, loses -3 Initiative during the first turn
is higher than the number your opponent rolled to of the assault
hit, the parry has succeeded. Note that it is
therefore impossible to parry a blow which scored Advanced Targeting. If the model has a
a 6 on the roll to hit. multiple shot weapon, he may choose where is
shot is targeted. Maximum of two targets.
Academic skills
Battle Tongue. This skill may only be chosen by
a leader. The warrior has drilled his Kill Team to
follow short barked commands. This increases the
range of his Leader ability by 6". Strength skills
Master Psyker. This skill may only be taken by
models with the Psyker ability. A warrior with this Mighty Blow. The warrior knows how to use his
skill subtracts 1 from his psychic test rolls. strength to maximum effect and has a +1
Strength bonus in close combat. As his Strength is
Streetwise. A warrior with this skill has good used for close combat weapons, the bonus applies
contacts and knows where to purchase rare items. to all such weapons.
He may add +2 to the roll that determines his
chances of finding such items (see the Trading Pit Fighter. The warrior has learned how to fight
section). in enclosed spaces from his time in the many city
fights he has engaged in. He is an expert at
Haggle. The warrior knows all the tricks of fighting in confined areas and adds +1 to his WS
bargaining and haggling. He may deduct 2D6 and +1 to his Attacks if he is fighting inside ruins.
credits from the price of any single item (to a It’s a good idea to define which bits of your terrain
minimum cost of 1 credit) once per post battle collection count as ‘buildings or ruins’ at the start
sequence. of a battle to avoid confusion later.

Psychic Prowess. Any warrior with this skill may Resilient. The warrior is covered in battle scars.
learn and use Psychic abilities. This confers only Deduct -1 Strength from all hits against him in
the ability to learn Psychic abilities, a further close combat.
Learn a New Skill roll must be achieved to learn
Psychic powers. Fearsome. Such is the reputation and physique
of the model that he causes fear in opposing
Scrap Hunter. The warrior has an uncanny models. Enemy models must pass a leadership
ability to find useful items from battlefields and test in order to declare an assault against a model
warzones. If a Hero with this skill is searching the with this Skill. Also, enemy models must pass a
ruins in the exploration phase you may re-roll one leadership test if they are assaulted by a model
dice when rolling on the Exploration chart. The with this skill. If this test is failed, they may only
second result stands. hit on a D6 roll of 6.

Psychic Halo. This skill may only be taken by Strongman. The warrior is capable of great feats
models with the Psyker ability, or psykers. The of strength. He may use a Power Fist/
psyker gains a 5+ invulnerable save. Thunderhammer/ Chainfist without the usual
penalty of always striking last. Work out order of
Anti-Psyker. This character may NOT have this battle using Initiative order; however the model
skill in combination with a psyker himself. strikes at -1 Initiative.
Whenever an enemy psyker within 18”
successfully passes a psychic test, roll a D6, on a Unstoppable Charge. When he charges, the
roll of a 5-6 the psychic ability is nullified. warrior is almost impossible to halt. He adds +1
to his Weapon Skill when charging, in addition to
Apothecary. Whenever another fellow Kill Team +1 attack.
member rolls on the Serious Injury Table, the
player may reroll either the first or second die. Feel no Pain. The model treats all ‘Stunned’
results as knocked down when rolling on the
injury chart.
the effects of pinning (the models surrounding are
Steadfast. When a model with ‘Steadfast’ is still affected as normal).
assaulted, his toughness is increased by +1 for
the duration of the Close combat phase. In the Scale Sheer Surfaces. A warrior with this skill
following close combats it reverts to the normal can scale even the highest wall or fence with
value. This number is not considered when ease. He can climb up or down a height equal to
calculating instant death. twice his normal Movement, and does not need to
make Initiative tests when doing so.

Hit and Run. The model may deliberately leave


combat after both sides have struck blows, and if
neither is knocked down or stunned. The model
must test on their own leadership, if passed, the
model immediately moves out of combat 2D6
inches in any direction.

Tactical Skills
And they shall know no Fear. The model can
never be instantly destroyed from a fleeing
maneuver. If he is bested on the flee roll, he will
reenter combat, and will strike with 1 attack at
initiative 1.

Sky Jump. If the model has this ability, and is


equipped with some sort of Jump Pack, (Swooping
Hawk Wings, Wings, Warp Generator, etc.) the
model may make a ‘Sky Jump’. During the
movement phase, if the model has not yet

Speed skills moved, mark a place on the board, within 20” of


the model. Roll a scatter die and 1D6 move the
Leap. Any model with the leap ability may ignore marker to the position indicated. the model will
terrain pieces (up to 3’ tall) when moving or land as close to the spot as possible. The model
assaulting. F the model ignores a piece during may fire Assault weapons, and Pistols, but may
the movement phase, they may not use it again not assault.
in the assault phase, and vice versa.
If the model lands within 6” of an enemy Warrior,
Sprint. The warrior may assault 12’ in the Assault the Jumping model may make a Sky Assault. A
phase. model making a Sky Assault gives up their chance
to shoot (as above) and may make an assault
Acrobat. The warrior is incredibly supple and move. The model may not move over difficult or
agile. He may fall or jump from a height of up to dangerous terrain to make contact with the
12" without taking any damage if he passes a enemy.
single Initiative test, and can re-roll failed Diving
Assault rolls. He can still only make a diving Biker. A model with the ‘Biker’ rule may equip a
assault from a height of up to 6". combat bike.

Counter Attack. The warrior has the ‘Counter Driver. A model with the ‘Driver’ rule may
Attack’ special rule. When a model with the ‘equip’ a transport vehicle for their Kill Team. See
Counter Attack rule is assaulted, they will also Transport Vehicles for more information.
receive +1 attack for the first round of Close
Combat. Heavy Weapons Training. The character with
this ability may carry and fire Heavy Weapons.
Jump Up. The warrior can regain his footing in an
instant, springing to his feet immediately if he is Stealth. The model may add +2 to the cover
knocked down. The warrior may ignore knocked save allowed, even when in open ground.
down results when rolling for injuries.
Infiltrate. The model may be places, after
Dodge. A warrior with this skill is nimble and as deployment anywhere on the table, 12” from any
fast as quicksilver. He can avoid any hits from a objecting, and 12” from an enemy model, 18” if in
missile weapon on a D6 roll of 5+. Note that this line of sigh
roll is taken against missiles as soon as a hit is
scored to see whether the warrior dodges it or
not, before rolling to wound. He may also ignore
Tank Hunter. The Warrior may re-roll the armor
penetration roll when rolling against vehicles. The
second result must stand, even if worse.
Character Improvement
maximum number of Heroes, roll again. The
Advance Rolls new Hero remains the same Trooper type (eg,
Make Advance rolls straight after the battle so a Fire Warrior as a Fire Warrior) and starts with
both players can witness the result. Roll 2D6 the
and consult the appropriate tables below. same experience the Trooper had, with all his
characteristic increases intact. You may choose
Heroes two skill lists available to Heroes in your Kill
Team. These are the skill types your new Hero
2D6 Result
can choose from when he gains new skills. He
2-5 New Skill. Select one of the Skill tables
can immediately make one roll on the Heroes
available to the Hero and pick a skill. If he is a
Advance table. The remaining members of the
psyker he may choose to randomly generate a
Trooper group, if any, roll again for the
new Psychic Ability instead of a skill.
advance that they have earned, re-rolling any
results of 10-12.
6 Characteristic Increase.
Roll again: 1-3 = +1 Strength; 4-6 = +1 Attack.

7 Characteristic Increase.
Maximum
Choose either +1 WS or +1 BS. W B S T W I A L
S S d
8 Characteristic Increase. Space Marine 6 6 4 4 3 5 4 1
Roll again: 1-3 = +1 Initiative; 0
4-6 = +1 Leadership. Imperial 6 5 4 4 3 4 4 1
Guard 0
9 Characteristic Increase. Tau 5 7 3 3 3 5 4 1
Roll again: 1-3 = +1 Wound; 0
4-6 = +1 Toughness. Tyranid 5 4 5 6 4 7 5 9
Eldar 7 7 3 3 3 7 4 1
10-12 New Skill. Select one of the Skill tables 0
available to the Hero and pick a skill. If he is a Orc 5 4 4 5 3 4 4 1
psyker he may choose to randomly generate a 0
new Psychic Ability instead of a skill. Necron 5 5 5 5 4 3 5 1
0
Troopers Characteristics
Troopers never add more than +1 point to any
of their initial characteristics. If the dice roll
indicates an increase in a characteristic which
has already been increased (or is at its racial
maximum), roll again until an un-increased
characteristic is rolled. All warriors in the group
gain the same advance.

2D6 Result

2-4 Advance. +1 Initiative.

5 Advance. +1 Strength.

6-7 Advance. Choose either +1 BS or +1WS.

8 Advance. +1 Attack.

9 Advance. +1 Leadership.

10-12 The lad’s got talent. One model in the


group
becomes a Hero. If you already have the
Kill Team Experience

Tactical Level 1 Level 2


Level 3 Level 4
Level 5

Recon Level 1 Level 2


Level 3 Level 4
Level 5

Research Level 1 Level 2


Level 3 Level 4
Level 5

Frenzy Level 1 Level 2


Level 3 Level 4
Level 5

Kill Team experience is gained from different places, completing missions is an easy way to
gain experience.

Ways to gain experience:


- Have a unit of troopers (non heroes) kill a hero model without any trooper dying in
the process.
- Complete the mission objective without losing a model.
- Put the entire opposing Kill Team out of action.

OR
Experien Small Heavy
ce Arms Arms
Upgrad Upgrad
e e
Light -
Vehicle
s
availabl
e
Heavy
Vehicle
s
Availabl
e
End of Battle Sequence
At the end of each battle, a Kill Team may roll on the Exploration chart. This is done as soon as a
game is over so that players can witness each other’s dice rolls. As you can see from the chart, a
Kill Team that is just starting out has little chance of finding the more obscure places after a
battle. However, a Kill Team will make more discoveries as it goes along thanks to its better
equipment and accumulated skills. Roll a D6 for each Hero in your Kill Team who survives without
going out of action. This represents the Kill Team’s efforts to unearth Imperial Relics. Do not roll
for any Heroes who went out of action during the battle; they are taken back to the Kill Team’s
staging area to recuperate instead. So, for example, if your Kill Team includes four Heroes who all
survived the last battle, you can roll four dice. If you won your last game, you may roll one extra
dice. Add the results of the dice together and consult the Exploration chart to see how many
Imperial Relics your Kill Team has found.

Do not roll for Troopers. This does not mean that they don’t search the ruins, but instead
represents the
efforts of the Heroes in coordinating the search parties.

rolling multiples
As well as finding Imperial Relics, the Kill Team can come across unusual places or encounter
inhabitants of the area. If you roll two or more of the same number while searching, you have
found an unusual building or encountered something out of ordinary. Consult the chart and refer
to the appropriate entry in the Exploration results. For example, you might roll two 3’s or three
5’s, in which case you should refer to the chart. Choose the most numerous multiples if you score
more than one set of multiples. So, if you rolled a double 3 and a triple 5, only look up the triple 5
on the Exploration chart. In the case of two doubles or triples look up the highest result. For
example, if you rolled double 1 and double 3, look up the double 3 result.

Any money or loot you find in these locations is added straight to the Kill Team’s treasury. Any
Imperial Relics you find can be sold as normal.

exploration procedure
1. Roll 1D6 for each of your Heroes who survived the battle and one extra dice if you won, plus
any extra dice allowed by skills or equipment. Note, however, that you must pick a maximum of
six dice out of all the dice you roll, even if you are allowed to roll seven dice or more.

2. Some things, such as skills and equipment, may allow you to re-roll dice.

3. If you rolled any doubles, triples, etc, you have found an unusual location in the area. Consult
the Exploration chart on the next page to see what you find. Refer to the appropriate entry on the
following pages and follow the instructions given there.

4. Add the results together and consult the chart on the next page to see how many Imperial
Relics you have found. Mark down the amount of Imperial Relics on your Kill Team’s roster sheet.
NUMBER OF TRADE RELICS FOUND
Dice Result Relics Found
1-5 1
6-11 2
12-17 3
18-24 4
25-30 5
31-35 6
36+ 7
Selling Trade Relics

Number of Warriorsin Warband


1-3 4-6 7-9 10-12 13-15 16+
1 45 40 35 30 30 25
2 60 55 50 45 40 35
3 75 70 65 60 55 50
Relics Sold

4 90 80 70 65 60 55
5 110 100 90 80 70 65
6 120 110 100 90 80 70
7 145 130 120 110 100 90
8+ 155 140 130 120 110 100
Post Operations Chart
DOUBLES
1 1. . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . Well
2 2 . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . Shop
3 3 . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . Corpse
4 4 . . . . . . . . . . . . . . . . . . . . . . . . . . . . . Straggler
5 5 . . . . . . . . . . . . . . . . . . . . . .Destroyed Vehicle
6 6. . . . . . . . . . . . . . . . . . . . . . . . . Ruined Hovels
TRIPLES
1 1 1 . . . . . . . . . . . . . . . . . . . . . . . . . . . . . Tavern
2 2 2 . . . . . . . . . . . . . . . . . . . . . . . . . . . . . Smithy
3 3 3 . . . . . . . . . . . . . . . . . . . . . . . . . . . Prisoners
4 4 4 . . . . . . . . . . . . . . . . . Overrun Defense Line
5 5 5 . . . . . . . . . . . . . . . . . . . . Space Port Market
6 6 6. . . . . . . . . . . . . . . . . . . . Returning a Favour
FOUR OF KIND
1 1 1 1 . . . . . . . . . . . . . . . . . . . . . . . . . Gunsmith
2 2 2 2 . . . . . . . . . . . . . . . . . . . . . . . . . . . . Shrine
3 3 3 3 . . . . . . . . . . . . . . . . . . . . . . . . Townhouse
4 4 4 4 . . . . . . . . . . . . . . . . . . . . . . . . . Armourer
5 5 5 5 . . . . . . . . . . . . . . . . . . . . . . . . . Graveyard
6 6 6 6 . . . . . . . . . . . . . . Tyranid Hive Catacombs
FIVE OF KIND
1 1 1 1 1 . . . . . . . . . . . . . . . . . Governor’s House
2 2 2 2 2 . . . . . . . . . . . . .Apothecary’s Laboratory
3 3 3 3 3 . . . . . . . . . . . . . . . . . . . Thieves Hideout
4 4 4 4 4 . . . . . . . . . . . . . . . . . Merchant’s House
5 5 5 5 5 . . . . . . . . . . . . . . . . . Shattered Building
6 6 6 6 6 . . . . . . . . . . Entrance to the Catacombs
SIX OF KIND
1 1 1 1 1 1 . . . . . . . . . . . . . . . . . . . . . . . . . The Pit
2 2 2 2 2 2 . . . . . . . . . . . . . . . . . Hidden Treasure
3 3 3 3 3 3 . . . . . . . . . . . . . . . . . . .Marine Outpost
4 4 4 4 4 4 . . . . . . . . . . . . .Slaughtered Kill Team
5 5 5 5 5 5. . . . . . . . . . . . . . . . . . . .Fighting Arena
6 6 6 6 6 6 . . . . . . . . . . Noble’s Defense Fortress
Doubles
(1 1) Well
(6 6) Ruined Huts
Choose one of your Heroes and roll a D6. If the
result is equal to or lower than his Toughness, You find loot worth D6 credits amidst the ruins.
he finds one Imperial Relic at the bottom of the
well. If he fails, the Hero swallows tainted water
and must miss the next game through
sickness.

(2 2) Shop

After a thorough search you find loot worth D6


credits.
If you roll a 1 you will also find a Lucky Charm
(see the Equipment section)

(3 3) Corpse

To see what you find when you search the


corpse, roll a D6:
D6 Result
1-2 D6 credits
3-4 Close Combat Weapon
5 Power Weapon
6 Lvl 1 Armor Upgrade

(4 4) Straggler

Eldar will and gain 2D6 gc.


Chaos Kill Teams can sacrifice the unfortunate
individual for the glory of the Chaos gods. The
leader of the Kill Team will gain +1 Experience.
Tyranid Landing Broods can kill the man and
gain a gaunt at no cost.
Any other Kill Team can interrogate the man
and gain insight into the area. Next time you
roll on the Exploration chart, roll one dice more
than is usually allowed, and discard any one
dice. (For example, if you have three Heroes,
roll four dice and pick any three).

(5 5) Destroyed Vehicle

Roll a D6 to see what you find:

D6 Result
1-2 Satellite Image (see Equipment)
3-4 A trophy with 2D6 credits
5-6 Engraved Power Weapon and Combat
Knife. These can be kept or sold at twice their
value, but note that the normal selling price is
half the actual cost (see the Trading section for
rules on selling items).
Triples
(1 1 1) Tavern

You could easily sell the barrels for a good


price.
Unfortunately your men are also interested in
the contents! The Kill Team’s leader must take
a Leadership test. If he passes, the Kill Team
gains 4D6 credits worth of goods which can be
sold immediately. (4 4 4) Overrun Defense Line
If he fails, the men drink most of the alcohol
despite their leader’s threats and curses. You Roll a D6 to see what you find:
have D6 credits worth of alcohol left when the D6 Result
Kill Team leaves. 1-2 D3 Rifles (S4 or less)
Eldar, Space Marines, Tyranids, Tau, and 3 D3 Pistols (S4 or less)
Necrons 4 D3 Assault guns.
Kill Teams automatically pass this test, as they 5 Heavy Weapon
are 6 D3 Heavy Weapons
not tempted by such worldly things as alcohol.

(5 5 5) Space Port Market


(2 2 2) Armory
You find several items worth 2D6 credits in
Roll a D6 to determine what you find inside: total.
D6 Result
1 Close Combat Weapon
2 Rifle (worth less than 10 credits) (6 6 6) Returning a Favor
3 2-handed weapon
4 D3 Pistols (worth less than 30 credits total) You gain the services of an extra Troop Carrier
5 Power Weapon for the next battle. The Carrier is Armor 10 on
6 2D6 credits worth of metal each side, and is open topped. It can hold 8
Models.

(3 3 3) Prisoners

Tyranid Landing Broods can sacrifice the


victims They gain D3 Experience which is
distributed amongst the Heroes of the Brood.
Dark Eldar can sell the prisoners into slavery
for 3D6 credits.
Other Kill Teams can escort the prisoners out of
the area. For their trouble, they are rewarded
with 2D6 credits. In addition, one of the
prisoners decides he wishes to join the Kill
Team (not Space Marines). If you can afford to
equip the new recruit with weapons and
armour, you may add a new Tropper to any of
your human Trooper groups (with the same
stats as the rest of the group, even if they have
already accumulated experience).
Space Marines gain a Scout, will create a new
Trooper squad.

W B
S S S T W I A Ld Sv
5
3 3 3 3 1 3 1 7 +
Four of a Kind
(1 1 1 1) Gunsmith
(6 6 6 6) Tyranid Hive Catacombs
Roll a D6 to see what you find:
D6 Result You can use the new tunnels you found in the
1 a Rifle worth up to 15 credits next battle you play. Position up to three
2 D3 Pistols (less than 10 credits each) fighters (not vehicles or Monstrous creatures)
3 Heavy Pistol (S5 or higher) anywhere on the battlefield at ground level.
4 D3 Rifles worth 10 credits or less each They are set up at the end of the player’s first
5 Heavy Weapon worth less than 40 credits turn and cannot be placed within 8" of any
6 Sniper Rifle enemy models. This represents the warriors
making their way through the tunnels,
infiltrating enemy lines and emerging suddenly
(2 2 2 2) Shrine from below ground.

Your Kill Team may strip the shrine and gain


3D6 credits worth of loot.
Kill Teams of the Imperium (Space Marines,
Witch Hunters, Imperial Guard) may save some
of the shrine’s holy relics. They will gain 3D6
credits from their patrons, and a blessing from
the emperor. One of their weapons (chosen by
the player) will now be blessed and will always
wound any Chaos or Deamonic Enemy on 2+,
regardless of strength.

(3 3 3 3) Native Hovel

Your Kill Team finds 3D6 credits worth of loot.

(4 4 4 4) Armourer

Roll a D6 to see what you find:


D6 Result
1-2 a Lvl 1 Armor Upgrade
3-4 a Storm Shield
5 D3 Lvl 1 Armor Upgrades
6 a Personal Halo, (confers a 5+ invulnerable,
may be sold for 40 credits)

(5 5 5 5) Graveyard

Any Kill Team may loot the donation bowl and


graves and gains D6x10 credits worth of loot.
(Except imperium forces) If you loot the
graveyard, the next time you play against any
Imperium Forces, the entire enemy Kill Team
will hate all the models in your Kill Team. Make
a note of this on your Kill Team roster sheet.
Imperial Kill Teams may seal the graves. They
will be rewarded for their piety by D6
Experience points distributed amongst the
Heroes of the Kill Team.
Five of a Kind
(1 1 1 1 1) Governor’s House

Inside, hidden amongst the debris, you find


D6x10 credits to add to your treasury. (6 6 6 6 6) Entrance to a Catacomb
You can use these tunnels to explore the
Battlefield more efficiently. From now on, you
(2 2 2 2 2) Apothecary’s Laboratory may re-roll one dice when you roll on the
Exploration chart. Make a note of this in your
In the ruins you find loot worth 3D6 credits and Kill Team’s roster sheet. Second and
a battered old notebook. One of your Heroes subsequent catacomb entrances you find do
may study the Apothecary’s notebook, and the not grant you any additional re-rolls, although
extra wisdom he gains will enable him to you may find further re-rolls from other
choose from Academic skills whenever he sources.
gains a new skill in addition to those skills
normally available to him.

(3 3 3 3 3) Thieves Hideout

Roll a D6 to see what you find:


D6 Result
1-2 Quartz stones worth D6x5 credits
3-4 Amethyst worth 20 credits
5 a War Trophy worth 50 credits
6 A ruby worth D6x15 credits

If your Kill Team does not sell the gems, one of


your Heroes may keep them and displays them
proudly. He will gain +1 to the rolls for locating
rare items as merchants flock to such an
obviously wealthy warrior.

(4 4 4 4 4) Merchant’s House

Inside you find several valuable objects which


can be sold for 2D6x5 credits. If you roll a
double, instead of finding money you find the
symbol of the Intergalactic Traders. A Hero in
possession of this gains the Haggle skill.

(5 5 5 5 5) Shattered Building

You find D3 imperial trophies amongst the


ruins. In addition take a Leadership test against
the Kill Team leader’s Leadership value. If
passed a Cyber dog joins the Kill Team as a
personal guard of the Kill Teams Leader that
was guarding the building.

W B
S S S T W I A Ld Sv
5
2 0 4 3 1 2 1 7 +
Six of a Kind
(1 1 1 1 1 1) The Pit
(5 5 5 5 5 5) Arena
If you wish, you can send one of your Heroes to
search for any Imperial Trophies hidden here. You find a training manual, which you can
Roll a D6. On a roll of 1 the Hero is devoured either sell for 100 credits or let one of your
by the guardians of the Pit and never seen Heroes read. The extra knowledge your Hero
again. On a roll of 2 or more he returns with gleans from reading the manual entitles him to
D6+1 Imperial Relics. choose from Combat skills whenever he gains a
new skill, and his WS may now be increased by
an extra point above his normal racial
(2 2 2 2 2 2) Hidden Treasure maximum (for example, a Human who has the
book would now have a maximum Weapon Skill
When you open the vault you find the following of 7).
items. Roll for every item on the list separately
(apart from the credits) to see whether you
have found it. For example, on a roll of a 4+ (6 6 6 6 6 6) Noble’s Defense Fortress
you find the Imperial Trophy.
Items D6 Result Needed Roll a D6. If you roll 1-2, you find D6x10 credits
D3 Imperial Relics 4+ worth of items and money to add to your
5D6x5 credits Auto treasury. On a roll of 3-4, you find D6 vials of
Holy relic 5+ Crimson Shade. On a roll of 5-6 you find a
Lvl 2 Armor Upgrade 5+ hidden piece of Legendary Wargear carefully
D3 Gems worth 10 credits each 4+ concealed in a hidden cellar or behind a secret
Eldar cloak 5+ door. Roll on the Legendary Wargear table.
Holy relic 5+
Piece of Legendary Wargear 5+

(3 3 3 3 3 3) Abandoned Marine
Outpost

Roll a D6 to see what you find:


D6 Result
1 D3 Double Handed Weapons
2 D3 Lvl 2 armor Upgrades
3 Power Weapon
4 LVL3 armor upgrade
5 Power Fist
6 LVL3 and LVL2 armor Upgrades

(4 4 4 4 4 4) Slaughtered Kill Team

Roll for every item separately (apart from the


gold coins and daggers) to see if you find it.

Item D6 Result Needed


3D6x5 credits Auto
D3 LVL 1 Armor Upgrades 4+
LVL 2 Armor Upgrades 5+
D6 Combat Knives Auto
Satellite (see p55) 4+
D3 Power Weapons 5+
D3 Pistols 3+
D3 Rifles 2+
D3 Heavy Weapons 4+
D3 Assault Weapons 2+
Legendary Wargear
Roll a D6 and use this table to determine which item you find when a result in the
Exploration
chart indicates that you have found a Weapon of Legend. In a campaign none of these
items can
appear more than once, so if you find a magic item which is already in someone else’s
possession
roll again – even if the warrior carrying it has been killed.

1 The Orb of Destruction

Grants the bearer immunity to psychic abilities. In addition, once per game, during the owning players shooting
phase, draw a straight line 8” in any direction from the bearer. All models touched (friend or foe) must pass an
initiative test or be instantly removed. (Invulnerable Saves as normal) The bearer may not assault the same turn
this ability is used.

2 Morks Mighty Claw

This is a Power Claw, it combines the rules for Thunder Hammers and Chainfists, and the users Strength is always
considered to be 10. In addition, Enemy Models may never take an invulnerable save better than 5+. (i.e. a 4+
invulnerable save is reduced to a 5+). Consequently, the bearers profile Initiative value is treated as 1 while the
bearer has the weapon in his inventory (this is in addition to the rules for thunder hammers). For example, a model
with this ability tests for jumping and pursuing using an initiative of 1 rather than his normal value.

3 Grey Armor

This armor upgrade Grants the Wearer a 2+ armor save and a 4+ invulnerable save. It also allows the bearer to go
in and out of phase with reality. The wearer can move through any type of terrain without any penalty. (He may
not end in that terrain though).

4 The Emperors Reach

Bolter. May Be used by any race (except Tyranid). The Emperors Reach is an Assault 4 weapon, with S5 and ap4
shots. Range, 24”.

5 Demonic Weapon

Power Weapon, +1 S. The model bearing a Demonic Weapon Gains D6+1 Attacks on any assault he makes. In
addition, the model suffers from uncontrollable rage. To represent this, roll a D6 every controlling players
movement phase that the model is on the board, standing. On a roll of 1, the model is filled with rage and moves
D6” towards the closest model, if he makes contact he counts as assaulting. If he contacts a friendly model in this
fashion, he will attack during the turns assault phase. At the end of the phase he comes to and is moved out of
base contact (if the victim is still alive!).

6 Eldrad’s Spirit Stones

The bearer of Eldrad’s Spirit Stones can see all models on the table top, even if they are out of sight. He treats all
cover saves as 2 worse for the target (i.e. a 4+ cover save would become a 6). He can guide his fellow Kill Team
members through the ruins (this allows you to roll two dice for the bearer after battle when rolling on the
Exploration chart). The bearer also has an additional 6+ save (which is not modified by Strength or weapon
modifiers) against all shooting attacks and strikes in close combat, as he can sense the attacks before they are
made.
Tyranid Legendary Biomorphs
Roll a D6 and use this table to determine which item you find when a result in the
Exploration
chart indicates that you have found a Weapon of Legend. In a campaign none of these
items can
appear more than once, so if you find a magic item which is already in someone else’s
possession
roll again – even if the warrior carrying it has been killed.

1 Gland of Death
All attacks from the Tyranid add +3 to injury rolls.

2 Rending Maw
For every successful hit in close combat, the Tyranid may make an additional attack at its base strength. These
attacks have the rending ability.

3 Rock Carapace
This is the hardest type of Tyranid Carapace known. The model gains a 2+ save and a 4+ invulnerable save. Every
time the model is the target of a psychic ability, roll a D6, if the result is a 4+ the ability is nullified. The model
loses 2 initiative for this biomorph.

4 Flying Barbs
This biomorph grants the Tyranid an additional ranged attack that may always be fired. (even when engaged in
close combat, although when used in close combat, the target must be one in base contact). Shoots at BS 3, S6,
ap4, Assault 3. Range 18”

5 Monstrous Growth
The Model grows to become a Carnifex Monstrosity. The Model gains the following profile and loses all previous
stat line changes. All the models attacks ignore armor saves. From This point on, the new Carnifex may only gain
experience at a half rate.

W B
S S S T W I A Ld Sv
3
3 2 7 6 5 2 3 7 +

6 Lictor
The Model becomes a Lictor. It loses all skills and may replace each lost skill with one from the speed Skills list, or
Combat Skill list.. The Model gains +1 WS, +1S, and +2 I. The model also gains the ‘Lictor Deployment special
Rule.’

Lictor Deployment. Before the start of a match, choose a specific point on the table. This point may not be
within 18” or an enemy model, or the enemies table entrance. The Lictor deploys from this point.

The Lictor has a +1 bonus to any cover save, even in the open.
Initiative increased by +D3 points, and
Miscellaneous Movement and Strength by +1 (this effect
Equipment lasts for one game).
Crimson Shade has no effect on Tyranids.
Side effects: After the battle, roll 2D6. On a
roll of
Grappling Shot & hook 2-3, the model becomes addicted and you
must try to buy him a new batch of Crimson
A warrior using a rope & hook will find it Shade before every battle from now on. If
much easier to move amongst ruins and you fail to buy any, he will leave your Kill
destroyed structures. Team. On a roll of 12 the model’s Initiative is
A warrior (and any models in his Trooper increased permanently by +1.
group) equipped with a rope & hook may re-
roll failed Initiative tests when climbing up
Combat Stimulants
and down.
Combat Stimulants increase the users
awareness and pain threshold, however the
user becomes addicted to the drug.
poisons and drugs Effect: Stims make a man almost oblivious
to pain. His Toughness is increased by +1
Black Metal Residue
for the duration of a battle and he treats all
A weapon coated with the Residue will
stunned results as knocked down instead.
wound its target automatically if you roll a 6
Stims have no effect on Tyranids.
to hit.
Side effects: If the model took stims in the
Note that you can still roll a dice for every
previous game, (and is not taking any for the
wound inflicted in this way. If you roll a 6,
current one) roll a D6, if the result is a 1 or
you will inflict a critical hit with that roll. If
2, the model strikes at -2 I in close combat,
you do not roll a 6, you will cause a normal
and is considered to be at -1 T for the battle.
wound. Take armour saves as normal. This
(this does not affect his ability to be
may not be used on any special hand
instantly killed).
weapons, only Combat Knives.

Bio Venom
This is a poison extracted from Biovores. Lucky charm
The slightest wound infected by Bio Venom The first time a model with a lucky charm
causes excruciating pain, incapacitating the is hit in a battle they roll a D6. On a 4+
bravest of men. the hit is discarded and no damage is
Any hit caused by a weapon coated with Bio suffered. Owning two or more charms
Venom counts as having +1 Strength, so, for does not confer any extra benefits, the
example, if a warrior with Strength 3 model may
wielding a poisoned weapon hits an still only try to discard the first hit.
opponent, he will cause a Strength 4 hit
instead. This may not be used on any
special hand weapons, only Combat Knives.
eldar cloak
Chaos Dust Always confers an additional +1 cover save,
Effect: Any warrior who takes Chaos Dust even in the open.
before a battle will be subject to ‘Berserk’
(see the special rules from under the Serious
Injury Table). The Chaos Dust has no effect
on Tyranids. net
Side effect: After the battle, roll a D6. On a Steel nets, such as those used by Pit
roll of a 1 the model loses -2 Ld. Fighters, can be used in battles. Once per
game, the net may be
Crimson Shade thrown in the shooting phase instead of the
Effect: A model using Crimson Shade has model
his shooting a missile weapon. Treat the net as
a missile weapon in all respects with a range
of 8". Use the model’s BS to determine
whether the net hits or not – there are no
movement or range penalties. If it hits, the
target must immediately roll a D6. If the
result is equal to, or lower than his Strength,
he rips the net apart. If the result is higher, Superior Ammunition
he may not move, shoot or cast spells in his The model has acquired a better quality of
next turn, although he is not otherwise ammunition than is normally available (even
affected. In either case the net is lost. for Space Marines). This new batch makes
any ‘Rapid Fire’ weapon an ‘Assault’ weapon
Jump Locator for the match.

If a model is attempting to use the ‘Sky


Jump’ skill on a point that is in line of sight of
the bearer of a teleport homer, the jumping
model does not scatter at all.

Mind Amplifier
If a psyker has a Mind Amplifier may attempt
to use a second psychic ability in a single
turn. The model must pass a leadership test
to do so. Satellite Image
When you buy/find an image, roll a D6:
D6 Result
Mind Calmer 1 Fake. The image is a fake, and is
A psyker can subtract 1 from the score when completely worthless. It leads you on astray.
determining whether he (or she) successfully Your opponent may automatically choose
uses a psychic ability. the next scenario you play.

2-3 Vague. Though grainy, the image is


Aid Kit generally accurate (well… parts of it are…
perhaps!). You may re-roll any one dice
A Hero with an aid kit can use them at the during the next exploration
beginning of any of his recovery phases as phase if you wish but you must accept the
long as he is not engaged in hand-to-hand result of the second roll.
combat. This restores all wounds he has
previously lost during the game. 4 Subterranean Image. The map shows a
way through the catacombs of the area. You
may automatically choose the scenario next
Holy (unholy) Relic time you fight a battle.
A model with a holy relic will automatically 5 Accurate. The map is recently taken and
pass the first Leadership test he is required very detailed. You may re-roll up to three
to make in the game. If worn by the leader, dice during the next exploration phase if you
it will allow him to automatically pass the wish. You must accept the result of the
first Rout test if he has not taken any second roll.
Leadership tests before. You can only ignore
the first Leadership test in any single game – 6 Satellite Updated Map. This map is
owning two or more holy relics will not allow electronic, it shows the image of the area in
you to ignore second and subsequent tests. real time from an overhead satellite. From
now on you may always re-roll one dice
when rolling on the Exploration chart as long
MRE’s as the Hero who possesses this map was not
taken out of action in the battle.
The Kill Team makes great use of MRE’s, the
Kill Team can carry one more model than
allowed. Space Marines, may not use this
Item.
Commissar’s Cloak
Any Human(-like) Kill Team whose leader is
wearing a Commissar’s Cloak may re-roll the
first failed Rout test. However, after each
battle in which the leader is taken out of
action, roll a D6. On a roll of 1-3 the clothes
are ruined and must be discarded.

Will of the Emperor


A model that drinks a vial of the ‘Will of the
Emperor’ at the beginning of a battle will be
completely immune to all poisons for the
duration of combat. There is enough liquid in
a vial of the ‘Will of the Emperor’ to last for
the duration of one battle.
direct hit in a key area, they are damaged for the rest of the
Vehicles game. Any auxiliary weapons may continue to fire. If the
Certain Kill Teams may wish to come prepared vehicle does not have a main weapon, treat this as a roll of 4
with some extra instead.
‘equipment.’ That will help them maneuver 6. Ricochet. The bullet finds a weak point in the armor,
around the battle field in or a small crack. The shot hits the driver, and the vehicle
relative safety. instantly plows forward 2D6 inches. If stops when it hits
scenery. Any models in the path of the vehicle must pass a
leadership test, or take a S10 hit, no armor save hit.
Vehicles types in Kill Teams are:

Bikes- Move 12” instead of 6. May not receive Note: The vehicle is still in working order,
bonus for two close combat weapons. Adds however there is no driver. If there is another
+1T. model in the vehicle with the ‘Driver’ special rule,
the vehicle may move as normal the following
Jetbikes- Move 12” instead of 6, ignore terrain. turn.
Take Dangerous Terrain test in landing in
anything other than flat ground. Roll of 6 Anti-Tank Weapons. These weapons are
means they take an automatic wound, saves as anything with S6 or higher. They follow the
normal, injuries as normal. May not use two normal rules for Vehicle Damage in the Main
close combat weapons. Adds +1T. Rule Book. However replace the ‘Immobilized’
result and replace it with ‘Ricochet.’
Jump Packs- Move 12”, may fight in close
combat like normal.

Troop Carriers – See Below

Troop Carriers
Troop Carriers are vehicles that can carry troops
into battle. They follow all the rules for vehicles
of their type in the main rule book, except what
is described below.

Small Arms Fire. A Troop Carrier can never be


destroyed by small arms fire. Any weapon
which Has Strength 5 and below rolls on the
following chart to see what happens to the
Vehicle. (Penetrate, and glance rules as normal)

1. Crew Startled. The crew was not expecting the spray


of small arms fire across the hull. The Driver jerks the wheel
slightly, rotate the front of the vehicle 15 degrees away from
where the shots were fired. If the shots were from the front,
the owning player may choose.

2. Cargo Damage. The shots loosen cargo and supplies,


the gunner moves to secure the cargo. The vehicle may not
fire any weapons the following turn.

3. Fire. The Vehicle may not move the following turn as


the crew puts the fire out.

4. Doors Jammed. The shots temporarily disable the


access hatches of the vehicle. Units attempting to
disembark from the vehicle may not do anything on the turn
they do so.

5. Main Weapons Damaged. The main weapon took a

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