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The team must include at least 4 nonvehicle models. One of these models must be the kill
teamleader,and3othernonvehiclemodelsmustbeSpecialists(seebelow).
AKillTeamcannotincludeanymodelswithmorethan3woundsorhullpointsontheirprofile
AKillTeamcannotincludeanymodelswithacombinedarmorvaluegreaterthan33(AVFront+
AVSide+AVRear)
AKillTeamcannotincludeflyers,unlesstheyarecapableofhovermode.Flyersmustremainin
hovermodeatalltimes.Flyingmonstrouscreaturesmustremaininglidemodeatalltimes.
AKillTeamcannotincludeanymodelswitha2+armorsave.
Relicwargearmaynotbeselectedbyunits.However,namedcharactersornamedcharacters
selectedasupgradesmaybepurchasedasnormal.E.g.theAnimusMalorummaynotbetaken
bythesergeantofaLegionoftheDamnedSquad,butSergeantTelionmaybetakenbyaScout
Squad.
Specialists
After establishing the Kill Team Leader, 3 nonvehicle models must be nominated as Specialists. The
Leader cannot be nominated, nor can a model with the Beast unit type or Swarm special rule. Each
Specialist must be assigned a single special rule from one of the Specialist Categories below. Each
SpecialistCategorymayonlybeselectedby1Specialist.
CombatSpecialist
Counterattack
FuriousCharge
HammerofWrath
Hatred
InstantDeath**
Rage
Rampage
WeaponSpecialist
Haywire**
IgnoresCover
Mastercrafted***
Pinning*
Rending*
Sniper
SplitFire****
TankHunter*
DirtyFighterSpecialist
Blind**
Concussive**
Fear
Fleshbane**
MonsterHunter
Poisoned(4+)*
Rending**
Shred**
SoulBlaze
IndomitableSpecialist
AdamantiumWill
Crusader
EternalWarrior
Fearless
FeelNoPain
Relentless
Strikedown**
Stubborn
GuerillaSpecialist
Fleet
HitandRun
Infiltrate
MoveThroughCover
NightVision
PreferredEnemy
Scout
Stealth
*AppliestotheSpecialistsshootingattacksonly
**AppliestotheSpecialistsclosecombatattacksonly
***NominateoneweaponcarriedbytheSpecialist,thatweaponhastheMastercraftedspecialrule.
**** A model with the Split Fire special rule can target two different enemy units with its shooting attacks.
However,thecontrollingplayermustclearlystatehowmanyshotsheintendstofireateachtarget.Thisdoesnot
allowthespecialisttofiremoreweaponsthanhewouldnormallybeable.
CodexExceptionsforKillTeamMissions
Codex:ChaosDaemons:TheWarpStormspecialruleisnotusedinKillTeammissions.
Codex:ChaosSpaceMarines:TheChampionofChaosspecialruleisnotusedinKillTeammissions.
ArmyentrieslistedasaDedicatedTransportinanolderCodex(e.g.RazorbacksinCodex:SpaceMarine)
maybeselectedasaFastAttackchoice.
ForwardPush
HeadHunt
SecuretheHighGround
SupplyDrop
ChaosintheNight
Relic
1) Forward Push
Battlefield: Use deployment map shown below. Set up terrain as described in Warhammer 40,000
rulebook.
Deployment:BeforeplacingmodelsdetermineLeaderTraits.Bothplayersrolloff,thewinnerofthe
rolloffhastheoptionofdeployingfirstorsecond.
First Turn: The player that deployed first has the option of choosing to go first or second. If the
player chooses to go first, their opponent can attempt to Seize the Initiative, as described in the
Warhammer40,000rulebook.
Game Length: The mission uses Variable Game Length, as described in the Warhammer 40,000
rulebook.
Victory Conditions:Attheendofthegame,theplayerthathasscoredthemostVictoryPointswins
thebattle.IftheplayershavethesamenumberofVictoryPoints,thegameisadraw.
Primary Objectives:Attheendofthegame,eachobjectivemarkerisworth1VictoryPointto
theplayerthatcontrolsit.
Secondary Objectives:SlaytheLeader,Linebreaker,FirstBlood,BreaktheEnemy
Deployment Zone
12"
24"
12"
Deployment Zone
2) Head Hunt
Battlefield: Use deployment map shown below. Set up terrain as described in the Warhammer
40,000rulebook.
Deployment:BeforeplacingmodelsdetermineLeaderTraits.Bothplayersrolloff,thewinnerofthe
rolloffhastheoptionofdeployingfirstorsecond.
First Turn: The player that deployed first has the option of choosing to go first or second. If the
player chooses to go first, their opponent can attempt to Seize the Initiative, as described in the
Warhammer40,000rulebook.
Game Length: The mission uses Variable Game Length, as described in the Warhammer 40,000
rulebook.
Victory Conditions:Attheendofthegame,theplayerthathasscoredthemostVictoryPointswins
thebattle.IftheplayershavethesamenumberofVictoryPoints,thegameisadraw.
Primary Objectives:Ifattheendofthegame,theenemysLeaderhasbeenslain,youscore3
VictoryPoints.Youalsoscore1VictoryPointattheendofthegameforeachenemySpecialist
thathasbeenslain.Novictorypointsareearnedformodelsthatfledthebattleasaresultofa
failedBreaktest.
Secondary Objectives:Linebreaker,FirstBlood,BreaktheEnemy
15"
Deployment Zone
9"
9"
Deployment Zone
15"
Deployment:BeforeplacingmodelsdetermineLeaderTraits.Bothplayersrolloff,thewinnerofthe
rolloffhastheoptionofdeployingfirstorsecond.
First Turn: The player that deployed first has the option of choosing to go first or second. If the
player chooses to go first, their opponent can attempt to Seize the Initiative, as described in the
Warhammer40,000rulebook.
Game Length: The mission uses Variable Game Length, as described in the Warhammer 40,000
rulebook.
Victory Conditions:Attheendofthegame,theplayerthathasscoredthemostVictoryPointswins
thebattle.IftheplayershavethesamenumberofVictoryPoints,thegameisadraw.
PrimaryObjectives:Attheendofthegame,youscore1VictoryPointforeachscoringmodel
whoseentirebaseiswithintheboundariesoftheterrainpiece.
SecondaryObjectives:SlaytheLeader,Linebreaker,FirstBlood,BreaktheEnemy
12"
Deployment Zone
24"
High
Ground
12"
Deployment Zone
4) Supply Drop
Battlefield: Use deployment map shown below. Set up terrain as described in the Warhammer
40,000rulebook.
Deployment:BeforeplacingmodelsdetermineLeaderTraits.Bothplayersrolloff,thewinnerofthe
rolloffhastheoptionofdeployingfirstorsecond.
First Turn: The player that deployed first has the option of choosing to go first or second. If the
player chooses to go first, their opponent can attempt to Seize the Initiative, as described in the
Warhammer40,000rulebook.
Game Length: The mission uses Variable Game Length, as described in the Warhammer 40,000
rulebook.
Victory Conditions:Attheendofthegame,theplayerthathasscoredthemostVictoryPointswins
thebattle.IftheplayershavethesamenumberofVictoryPoints,thegameisadraw.
Primary Objectives:Attheendofthegame,thePrimaryDrop(seebelow)isworth3Victory
Pointstotheplayerthatcontrolsit.
Secondary Objectives:SlaytheLeader,Linebreaker,FirstBlood,BreaktheEnemy
12"
Deployment Zone
24"
12"
Deployment Zone
Deployment:BeforeplacingmodelsdetermineLeaderTraits.Bothplayersrolloff,thewinnerofthe
rolloffhastheoptionofdeployingfirstorsecond.Bothplayersdeterminewhichmodels,ifany,willbe
placedinreserve(seeYoureonYourOwnabove)andwhichmodelswillbedeployed.Modelsmaynot
use the Infiltrate special rule to deploy. Starting with the player deploying first, deployment is then
performedasfollows
1) The player selects one model to be deployed (units may be deployed within their dedicated
transportasasinglemodel).
2) The player rolls a D6 for the model and determines the deployment zone for the model (see
deploymenttablebelow).ModelswiththeInfiltratespecialrulemayrerolltheD6,butmust
abidebythesecondresult.
3) The player then deploys the model anywhere in the deployment zone more than 3 from an
enemymodel.
4) Players alternate deploying models by repeating steps 13 until all models except those in
reservearedeployed.
5) ModelswiththeScoutspecialrulemaymakeScoutmovesasnormal.
First Turn:Theplayerthatfinisheddeployingtheirmodelsfirsthastheoptionofchoosingtogofirst
or second. If the player chooses to go first, their opponent can attempt to Seize the Initiative, as
describedintheWarhammer40,000rulebook.
Game Length: The mission uses Variable Game Length, as described in the Warhammer 40,000
rulebook.
Victory Conditions:Attheendofthegame,theplayerthathasscoredthemostVictoryPointswins
thebattle.IftheplayershavethesamenumberofVictoryPoints,thegameisadraw.
Primary Objectives:Attheendofthegame,eachObjectiveMarkerisworth3VictoryPoints
totheplayerthatcontrolsit.
Secondary Objectives:SlaytheLeader,FirstBlood,BreaktheEnemy
Alone in the Dark: At the start of every player turn, each model must pass an initiative test to act
normally, unless it has been Rallied (see below) or is arriving from Outflank. Models with the Scout
specialrulemayrerollfailedtests.Modelsthatfailtheirinitiativetest:
Rollascatterdicetodeterminemovementdirection,themodelmayonlymoveinthisdirection
(itmayascendanddescendlevelsasnormal).IfaHitisrolledonthedice,themodelmaymove
inanydirection.Themodelisnotrequiredtomove.
Ifthemodelruns,itrunsinarandomdirectionasformovementabove.
Themodelmayonlyshootand/orchargetheclosestenemymodelinlineofsight.
Ifthemodelcharges,itcountsasmakingadisorderedcharge.
Rallied:ModelswithinCommandRangeoftheLeaderatthestartoftheplayerturnareRalliedand
may behave as normal for the remainder of the game (they are still subject to Break Tests as
normal).LeadersandvehiclesbeginthegameasRallied.
24"
24"
Player 1 Table Edge
Deployment Zone A
Deployment Zone B
3"
24"
3"
Objective
Objective
3"
24"
3"
Objective
Objective
Deployment Zone C
Deployment Zone D
DeploymentTable:
D6Roll
1
2
3
4
5
6
DeploymentZone
OpposingPlayersChoice
ZoneA
ZoneB
ZoneC
ZoneD
OwningPlayersChoice
6) Relic
Battlefield:Usedeploymentmapshownbelow.SetuptheterrainasdescribedintheWarhammer
40,000rulebook.
Place Primary Objectives: A single Objective Marker is placed in the center of the table. If the
centerofthetableisoccupiedwithimpassableterrain,placetheObjectiveMarkerascloseaspossible
tothecenterofthetable.
Deployment:BeforeplacingmodelsdetermineLeaderTraits.Bothplayersrolloff,thewinnerofthe
rolloffhastheoptionofdeployingfirstorsecond.
First Turn: The player that deployed first has the option of choosing to go first or second. If the
player chooses to go first, their opponent can attempt to Seize the Initiative, as described in the
Warhammer40,000rulebook.
Game Length: The mission uses Variable Game Length, as described in the Warhammer 40,000
rulebook.
Victory Conditions:Attheendofthegame,theplayerthathasscoredthemostVictoryPointswins
thebattle.IftheplayershavethesamenumberofVictoryPoints,thegameisadraw.
Primary Objectives:Attheendofthegame,theObjectiveMarkerisworth3VictoryPointsto
theplayerthatcontrolsit.
Secondary Objectives:SlaytheLeader,Linebreaker,FirstBlood,BreaktheEnemy
automaticallybeforethemodelperformsitsFallBackmove.Ifthemodelisremovedasacasualty,oris
in any other way removed from the table whether voluntarily or otherwise the Relic is dropped
automaticallyandplacedwithin1"ofthespotwherethemodellastwasbeforeitleftthetable.Note
thatembarkingontoaTransportisanexceptiontothis,asdetailedbelow.
NotethattheReliccanonlybebroughtaboardaTransportvehicleifitiscarriedbyamodelthatcan
embark upon the Transport. If the Relic is dropped whilst the bearer is embarked within a Transport
vehicle,placeit1"awayfromarandomlydeterminedAccessPoint.
If the Relic is dropped in impassable terrain, place it as close as possible to the point where it was
droppedthatisnotimpassableterrain.
15"
Deployment Zone
9"
9"
Deployment Zone
15"
DeathwatchKillTeamSpecialIssueWargear
AKillTeamLeadermaytake
AdditionalCloseCombatWeapon:2pts
ItemsfromtheSpecialIssueWargear,Melee,orRangedWeaponslistsfromthemodels
ParentCodex.
MayexchangeBolter/BoltPistol/Chainsword/CloseCombatWeaponforaRelicBlade:25pts
Anyinfantrymodelmaytake:
JumpPack*:3pts
SpaceMarineBike**:7pts
MeltaBombs:5pts
AnymodelmaytakeDeathwatchSpecialIssueAmmunition(SeeProfilesBelow)fortheweaponsbelow
atthelistedpointscost.ModelswithSpecialIssueAmmunitionincludedintheirwargear(e.g.
Sternguard)mayexchangetheirSpecialIssueAmmunitionforoneoptionbelowat5ptsreducedcost
(toaminimumofzero).DeathwatchSpecialIssueAmmunitionispurchasedforeachweaponcarriedby
amodelindividually.
Boltgun,Combiweapon,orTwinLinkedBoltgun***:5pts
BoltPistol****:3pts
StormBolter:7pts
HeavyBolterorTwinLinkedHeavyBolter:10pts
*Maynotbetakenbymodelsonbikes,orWolfScouts.Maynotbetakenbymodelscarryingheavyweapons.
**MaynotbetakenbymodelswithJumpPacks.MaynotbetakenbyWolfScoutswithCamocloaks.
***ThisincludestheTwinLinkedBolteronaSpaceMarineBike.
****SelectonetypeofSpecialIssueAmmunitionandreplacetheBoltPistolsnormalprofilewiththeSpecialIssue
Ammunitionprofile.BoltPistolsmayonlyuseonetypeofammunition.
HellfireRound
Weapon
Boltgun,Combiweapon,
TwinLinkedBoltgun
BoltPistol
StormBolter
HeavyBolter
TwinLinkedHeavyBolter
KrakenBolt
Weapon
Boltgun,Combiweapon,
TwinLinkedBoltgun
BoltPistol
StormBolter
HeavyBolter
TwinLinkedHeavyBolter
VengeanceRound
Weapon
Boltgun,Combiweapon,
TwinLinkedBoltgun
BoltPistol
StormBolter
HeavyBolter
TwinLinkedHeavyBolter
Range
24
24
12
24
36
36
S
4
4
4
4
5
5
AP
5
5
5
5
4
4
Type
RapidFire,IgnoresCover
RapidFire,IgnoresCover,TwinLinked
Pistol,IgnoresCover
Assault2,IgnoresCover
Heavy3,IgnoresCover
Heavy3,IgnoresCover,TwinLinked
Range
24
24
12
24
36
36
S
4
4
4
4
5
5
AP
5
5
5
5
4
4
Type
RapidFire,Poisoned(2+)
RapidFire,Poisoned(2+),TwinLinked
Pistol,Poisoned(2+)
Assault2,Poisoned(2+)
Heavy3,Poisoned(2+)
Heavy3,Poisoned(2+),TwinLinked
Range
30
30
15
30
45
45
S
4
4
4
4
5
5
AP
4
4
4
4
3
3
Type
RapidFire
RapidFire,TwinLinked
Pistol
Assault2
Heavy3
Heavy3,TwinLinked
Range
18
18
9
18
27
27
S
4
4
4
4
5
5
AP
3
3
3
3
2
2
Type
RapidFire,GetsHot
RapidFire,GetsHot,TwinLinked
Pistol,GetsHot
Assault2,GetsHot
Heavy3,GetsHot
Heavy3,GetsHot,TwinLinked