Kill Team Rules Reference
Datacards
Action Point Limit (APL)
The total cost of actions an operative can perform during its activation, and a stat used to determine control of markers.Move
The operative's move distance, used when performing the Reposition, Fall Back and Charge actions.Save
The result required for successful defence dice whenever another operative is shooting the operative.Wounds
The operative's starting number of wounds, which is reduced as damage is inflicted upon it.Bases
All operatives are on bases. The base is an important part of the miniature for rules purposes, in particular measuring distances. Each operative's base size is specified on its datacard. The sides of different bases can touch, but a base cannot be placed on another. Friendly operatives can move through other friendly operatives (the base and the miniature), but not through enemy operatives. Bases cannot move through terrain, or be over the edge of the killzone.
Control Range
Many rules relate to control range such as moving, fighting and using cover. Something is within an operative's control range if it's visible to and within 1" of that operative.
Mutual Control

Cover
Cover is determined from one operative to another, usually when one of them is shooting. An operative is in cover if there's intervening terrain within its control range. However, it cannot be in cover within 2" of the other operative.




Damage
When damage is inflicted on an operative, reduce their wounds by that amount. An operative's starting number of wounds is determined by its Wounds stat. If an operative's wounds are reduced to 0 or less, it's incapacitated, then removed from the killzone.
Wounded and Injured States
Dice (D6, D3)
Basic Roll Rules
Use 6-sided dice to determine the outcome of various rules. This will often require x+, where x is the lowest possible result, e.g., 3+. Sometimes a result within a range will be required, e.g., 1-3.If a 4+ is required, a dice result of 4, 5 or 6 fulfils this
If a 1-4 is required, a dice result of 1, 2, 3 or 4 fulfils this
D3 Rules
To roll a D3, roll one D6 and halve the result (rounding up). Some require xD6 or xD3 (e.g., 2D6 or 3D3). Roll x number of dice and add the results together. Some require D6+x or D3+x (e.g., D6+2 or D3+3). Roll that dice and add x to the result.Re-roll Rules
Some rules allow you to re-roll a dice roll. You can never re-roll a dice roll more than once, and you cannot select the original result, even if the new result is worse. If it's an attack or defence dice, you re-roll before it's retained or discarded.If you can re-roll multiple different dice, you can do this in any order, including seeing the result of one re-roll before deciding on the next
Multiple Player Re-rolls
If multiple players can re-roll dice at the same time (e.g., during a Fight action), they alternate either re-rolling a dice or passing until they both pass in succession, starting with the player with initiative (this takes precedence over initiative and rules that would happen at the same time).Distances
Various rules have a distance requirement in inches. When measuring to and from something, do so from the closest part of it. For an operative, do so from its base, ignoring all parts of its miniature. When measuring to and from an area of the killzone, measure the horizontal distance only (in other words, look from above to ignore the vertical distance).
Within and Wholly Within
Markers and Distance

Equipment
Equipment are additional rules you can select before the battle, as specified in your game sequence.
Equipment Types
Equipment Limitations
1X AMMO CACHE
Whether stockpiles deliberately set out for warriors to access quickly, or the abandoned munitions of the slain, these caches can prove vital for a swift reload in the heat of battle.
Before the battle, you can set up one of your Ammo Cache markers wholly within your territory. Friendly operatives can perform the following mission action during the battle.
1X COMMS DEVICE
Communications devices can be swiftly hijacked and employed to coordinate operations or call in support during a firefight.
Before the battle, you can set up one of your Comms Device markers wholly within your territory. While a friendly operative controls this marker, add 3" to the distance requirements of its SUPPORT rules that refer to friendly operatives (e. g. , "select a friendly operative within 6"" would be "within 9"" instead"). Note you cannot benefit from your opponent's Comms Device markers.
1X MINES
The battlefields of the 41st Millennium are plagued by myriad types of mines, from simple frag charges to monofilament web-snares and microplasma charges.
Before the battle, you can set up up to one of your Mines markers wholly within your territory and more than 2" from other markers and access points. The first time that marker is within an operative's control range, remove that marker and inflict D3+3 damage on that operative.
1X RAZOR WIRE
Spooled rapidly out and affixed to jutting posts, razor wire acts as an easily deployed barrier and a painful deterrent to enemy operatives seeking to attack along particular routes.
Razor wire is Exposed and Obstructing terrain. Before the battle, you can set it up wholly within your territory, on the killzone floor and more than 2" from all other equipment terrain features.
2X LIGHT BARRICADES
Designed to be lugged into place and then deployed by operatives and combat engineers, these barriers are proof against small arms fire.
Light barricades are Light terrain. Before the battle, you can set up any number of them wholly within your territory, on the killzone floor and more than 2" from all other equipment terrain features.
1X HEAVY BARRICADE
A redoubtable slab of plasteel and adamantine, this layered protective barrier provides shelter amidst the fiercest firefights.
A heavy barricade is Heavy terrain. Before the battle, you can set it up wholly within 2" of your deployment zone, on the killzone floor and more than 2" from all other equipment terrain features.
2X LADDERS
Carried into battle in their compacted forms, these combat ladders deploy rapidly to provide a route of ingress to strongholds, or quick access to vital vantage points.
Ladders are Exposed terrain. Before the battle, you can set up any number of them as follows: • Wholly within your territory. • Vertically against terrain that has a height of at least 2". • More than 2" from other equipment terrain features. • More than 1" from doors and access points.
1X PORTABLE BARRICADE
Little more than a suppression shield with armored feet, portable barricades can be hefted and borne forwards to provide mobile cover.
A portable barricade is Light, Protective and Portable terrain. Before the battle, you can set it up wholly within your territory, on the killzone floor and more than 2" from all other equipment terrain features.
UTILITY GRENADES
When you select this equipment, select two utility grenades (2 smoke, 2 stun, or 1 smoke and 1 stun). Each selection is a unique action your operatives can perform, but your kill team can only use that weapon a total number of times during the battle equal to your selection.
EXPLOSIVE GRENADES
The forces of the 41st Millennium utilise a wide range of offensive grenades, from simple fragmentation grenades to plasma and gravitic concussion grenades, and even more exotic devices employed to pierce enemy armour.
When you select this equipment, select two explosive grenades (2 frag, 2 krak, or 1 frag and 1 krak). Each selection is a unique weapon your operatives can use, but your kill team can only use that weapon a total number of times during the battle equal to your selection.
Intervening
Rules such as cover and obscured require you to determine if something is intervening, e.g., terrain. Most of the time this is easily determined – if it's between the operative and the intended target, it's intervening. Sometimes this will be unclear, so we use targeting lines.
Targeting Lines
Targeting Angles
Other Measurements



Keywords
Keywords are an identification method for certain rules. You will most commonly use keywords with operatives – some rules will only affect operatives with the relevant keywords.
Special Keywords
Formatting
Markers
Markers are placed in precise locations (this must be a location in which they can be placed) and impact the game and operatives around them. They can be placed underneath operatives (temporarily remove operatives to do so), and operatives can be placed upon them.
Marker Sizes
Contesting and Control
Objective Markers

Obscured
Obscured is determined from one operative to another, usually when one of them is shooting. An operative is obscured if there's intervening Heavy terrain that's more than 1" from both operatives. However, it cannot be obscured by intervening Heavy terrain that's within 1" of either operative.
Shooting Effects



Operatives
Operatives are the Citadel miniatures used in the game. Your operatives are friendly operatives, and your opponent's operatives are enemy operatives.
Orders
Engage
The operative can perform actions as normal and can counteract.Conceal
The operative cannot perform Shoot and Charge actions, and it cannot counteract. However, it's not a valid target while it's in cover.Ploys
Players can spend CP on ploys to gain rules bonuses at the opportune moment. Unless otherwise specified, all ploys cost 1CP.
Ploy Types
Command Re-Roll
Precedence
Some rare rules will conflict with each other, so it must be established which takes precedence.
Priority Order
Roll-off
If a rule requires a roll-off, both players roll one D6 and whoever has the highest wins the roll-off. If there's a tie, roll-off again.
Tokens
Tokens are used to help you keep track of rules effects. They are often placed next to the relevant operative, but can be moved to make space for other operatives and markers as necessary. They are removed when the tracked rules effect ends.
Valid Target
Some rules require you to select a valid target for an operative. This is most common when an operative is shooting, but some rare rules require it too. If the intended target has an Engage order, it's a valid target if it's visible to the operative. If the intended target has a Conceal order, it's a valid target if it's visible to the operative and not in cover.
Visible
For something to be visible, the operative must be able to see it. To check visibility, look from behind the operative and determine if you can draw an unobstructed straight line 1mm in diameter from its head to any part of what it's trying to see. Ignore operatives' bases when determining this. An operative is always visible to itself.


Killzone Floor
The killzone floor is the lowest level of the killzone (i.e., the game board). Anything that's on a marker that's on the killzone floor is also on the killzone floor.
Actions
Actions have effects and conditions. Conditions must be fulfilled for the operative to perform that action, whilst effects occur when an operative is performing that action, including any requirements when doing so.
Universal Actions
The most common actions you will use and can be performed by all operatives unless specified otherwise.Unique Actions
Rarer actions in your kill team's rules. Only specified operatives can perform them.Mission Actions
Specific to the mission or killzone you are playing. If there are any, they will be in your mission pack, killzone rules or the equipment you've selected.Free Actions
Can only be performed when another rule specifies, and the following rules apply: - The conditions of the action must be met. - It does not cost the operative any additional AP to perform the action. - The operative would still count as performing the action for all other rules purposes. - If an operative performs a free action outside of their activation, it does not prevent them from performing that action during their activation, or vice versa.Reposition
Dash
Fall Back
Charge
Pick Up Marker
Place Marker
Shoot
Fight
Counteract
Movement Rules
Operatives cannot move through terrain — they must move around, climb over or drop/jump off it.
Climbing
Dropping
Jumping
Terrain Types
A terrain feature is composed of different parts, each of which is a type of terrain. One part can be more than one type.
Heavy
Larger terrain is Heavy. It can obscure operatives.

Light
Smaller terrain is Light. It doesn't have any additional rules, but other rules interact with it differently (e. g. , Vantage terrain here).

Blocking
Blocking terrain is usually attributed to gaps between or underneath a terrain feature. Visibility cannot be drawn through such gaps, and for the purposes of cover and obscured, the gaps are intervening like the terrain around it.
Technically, Blocking terrain isn't actually physical terrain, but rather the gaps operatives shouldn't be able to see through. Blocking terrain is rare, but it exists for the necessary instances.


Vantage
Vantage terrain is the upper levels of the killzone—areas operatives can be placed upon above the game board. If terrain is not Vantage terrain, then operatives can move over it, but they cannot finish a move or be set up on it. Vantage terrain is also Light terrain.
Firstly, whenever an operative on Vantage terrain is shooting an operative that has an Engage order, its ranged weapon has the Accurate 1 weapon rule if the target operative is at least 2" lower than it, or Accurate 2 if the target operative is at least 4" lower than it.
Secondly, whenever you are selecting a valid target for an operative on Vantage terrain, operatives at least 2" lower than that operative with a Conceal order cannot use Light terrain for cover.
Thirdly, for the purposes of obscured, ignore Heavy terrain connected to Vantage terrain the active operative or the intended target is on.

Accessible
Operatives can move through Accessible terrain (this takes precedence over Bases, and Terrain and Movement), but it counts as an additional 1" to do so. Only the centre of an operative's base needs to move through Accessible terrain, so base sizes are irrelevant.

Insignificant
Insignificant terrain is usually very small. For the purposes of climbing and dropping, ignore it.

Exposed
Exposed terrain is usually very small, or terrain with large gaps that operatives shouldn't be able to take cover behind.
It's particularly important to identify Insignificant and Exposed terrain before the battle, to prevent misunderstandings later on.

Wall
Special terrain type with specific rules for movement and visibility
Barred
Visibility cannot be drawn through this terrain unless the operative or what they're trying to see is horizontally within 1" of it.
Killzone: Gallowdark
Killzone: Gallowdark uses a 606mm x 703mm game board with a 6x7 grid system for setting up. It has 4x short walls with hatchway and pillars and 2x each other terrain feature specified on page 109. It also has 8x left and 8x right pillars, and 30x pillar caps to complete terrain configuration. Note that some mission maps use less than this.
Gallowdark Wall
Hatchway
Condensed Environment
Special rules for weapons in confined spaces• Weapons with Blast, Torrent and/or x" Devastating also have Lethal 5+On Guard
Interrupt enemy actions with Fight or Shoot• Once during each enemy operative's activation, after that enemy operative performs an action, you can interrupt that activation• Select one friendly operative on guard to perform the Fight or Shoot action for free• Can perform the Shoot action while within control range of an enemy operative (point-blank shot):• - Target the enemy operative within your operative's control range• - Worsen the Hit stat of your operative's weapons by 1• - Until the end of the interrupted enemy operative's activation, your operative cannot retaliate• Determine the target as normal for these actions (don't have to target the operative you interrupted)Killzone: Bheta-Decima
Killzone: Bheta-Decima has 2x short gantries, 4x medium gantries, 2x long gantries and 1x thermometric condenser.
Gantry
Thermometric Condenser
Equipment
Equipment placement rules• Equipment can be set up on Vantage terrain (this takes precedence over setting it up on the killzone floor)Killzone: Volkus
Killzone: Volkus has 2x strongholds, 2x large ruins, 2x small ruins, 2x heavy rubble, and 3x light rubble.
Stronghold
Large Ruin
Small Ruin
Heavy Rubble
Light Rubble
Condensed Stronghold
Special weapon rules inside strongholds• Weapons with Blast, Torrent and/or x" Devastating gain Lethal 5+ against targets wholly within stronghold on killzone floorGarrisoned Stronghold
Special fighting rules for stronghold defenders• When an operative wholly within a stronghold terrain feature is retaliating against an operative that isn't, the defender resolves first (this takes precedence over the normal fight resolution order)Weapon Rules
Weapon rules apply whenever a friendly operative uses a weapon that has them. Weapons gain no benefit from having the same weapon rule more than once, unless the weapon rule has an x, in which case select which x to use. If a friendly operative is using a weapon that has multiple weapon rules that would take effect at the same time, you can choose the order they take effect.










