Kill Team is a tactical combat miniatures game set in the grim dark future of the 41st Millennium.
Two rival teams of highly
                                                    trained operatives battle and complete objectives to achieve victory. The rules presented here are simplified from those
                                                    found in the Kill Team Core Book. They are intended for introductory, fast or easy play. A game is normally played with a
                                                    mission from a mission pack, but you can play without one to learn the basic mechanics of the game. Some terms will be
                                                    highlighted in orange, these are explained in more detail in their corresponding section of the Lite Rules. Rules for kill teams
               LITE RULES                           are available for free online at warhammer-community.com or on Warhammer 40,000 Kill Team: The App.
                                                      AAA
SET UP                                                                                                                     Have all your operatives been activated?
Each player selects a kill team and gathers their Citadel miniatures (operatives) for
those teams, alongside their free online rules, a killzone – 30" x 22" game board (unless
                                                                                                       COUNTERACT
otherwise specified) and terrain – a measuring device in inches, 10 six-sided dice (D6),               If all your operatives are expended but your opponent’s aren’t, when you would activate
tokens and markers.                                                                                    a ready friendly operative, one expended friendly operative with an Engage order can
                                                                                                       counteract to perform a 1AP action for free. Each operative can only counteract once
Set up the killzone, then randomly determine one player to have initiative. The player                 per turning point, and cannot move more than 2" while doing so.
with initiative selects a drop zone from the mission map. If you're not playing a mission,
the player with initiative selects one edge of the killzone to be theirs; the opposite edge is
their opponent's. Each player’s drop zone is within 3" of their killzone edge.
                                                                                                     ACTIONS
Starting with the player with initiative, players alternate setting up one third of their kill
team (rounding up). When a player sets up an operative, it must be wholly within their                REPOSITION                                                                             1AP
drop zone and be given a Conceal order (place the corresponding token next to it).
                                                                                                          Move the operative no more than its Move stat to a location it can be placed. It can’t
                                                                                                            move within control range of enemy operatives.
Engage Order                                                                                               n operative cannot perform this action while within control range of an enemy
                                                                                                          A
An operative with an Engage order can perform actions as
                                                                                                          operative, or during the same activation as the Charge or Fall Back action.
normal and counteract.
                                                                        Ready          Expended
                                                                                                      DASH                                                                                  1AP
Conceal Order
An operative with a Conceal order is not a valid target while                                             Move like a Reposition, except the operative cannot move more than 3" or climb.
in cover, but it cannot perform Shoot or Charge actions.
                                                                        Ready         Expended             n operative cannot perform this action while within control range of an enemy
                                                                                                          A
                                                                                                          operative, or during the same activation as the Charge action.
  BEGIN THE BATTLE                                                                                    FALL BACK                                                                             2AP
  A battle includes four turning points (unless specified otherwise). Each turning point
  includes a Strategy and Firefight phase.                                                                 ove like a Reposition, except the operative can move within control range of an
                                                                                                          M
                                                                                                          enemy operative, but cannot finish the move there.
  STRATEGY PHASE                                                                                           n operative cannot perform this action unless an enemy operative is within its
                                                                                                          A
  Each player rolls one D6: whoever rolls highest decides who has initiative; if it’s a tie,
                                                                                                          control range. It cannot perform this action during the same activation as the
  the player who doesn’t currently have initiative decides. Players start the battle with
                                                                                                          Reposition or Charge action.
  2CP each to spend on ploys. In the first Strategy phase, they each gain 1CP. In each
  Strategy phase after the first, the player with initiative gains 1CP, while the player
  without gains 2CP. Ploys cost 1CP each.                                                             CHARGE                                                                                1AP
  Each player readies all friendly operatives (order token ready side up). Starting                        ove like a Reposition, except the operative can move an additional 2". It can move
                                                                                                          M
  with the player who has initiative, players alternate using a STRATEGIC GAMBIT                          within control range of an enemy operative, and must finish the move there. If it
  or passing, until each player passes in succession. Every strategy ploy is also a                       moves within control range of an enemy operative that no other friendly operatives
  STRATEGIC GAMBIT. Each player cannot use each STRATEGIC GAMBIT more than                                are within control range of, it cannot leave that operative’s control range.
  once per turning point.
                                                                                                           n operative cannot perform this action while it has a Conceal order, if it's already
                                                                                                          A
                                                                                                          within control range of an enemy operative, or during the same activation as the
  FIREFIGHT PHASE                                                                                         Reposition, Dash or Fall Back action.
  The players alternate activating ready friendly operatives, starting with the player
  who has initiative. Whenever an operative activates, first select its order (Engage or
  Conceal). It then performs actions, and is known as the active operative while doing so.            SHOOT                                                                                 1AP
  Each action costs AP, and you cannot spend more AP during an operative’s activation
  than its APL. Unless otherwise specified, an operative cannot perform the same action                   Shoot with the operative, as explained on the following page.
  more than once during its activation. When the operative has finished performing
                                                                                                           n operative cannot perform this action while it has a Conceal order, or while within
                                                                                                          A
  actions, it’s expended (order token expended side up). When all operatives are
                                                                                                          control range of an enemy operative.
  expended, the turning point ends.
  Players can spend their CP on firefight ploys in this phase, including the Command                  FIGHT                                                                                 1AP
  Re-roll firefight ploy (below). Ploys cost 1CP each and, other than Command Re-roll,
  each player cannot use each ploy more than once per turning point.                                      Fight with the operative, as explained on the following page.
                                                                                                           n operative cannot perform this action unless an enemy operative is within its
                                                                                                          A
  COMMAND RE-ROLL                                                                                         control range.
  Use this firefight ploy after rolling your attack or defence dice. You can re-roll one of
  those dice.
                                                                                © Copyright Games Workshop Limited 2024
SHOOT                                                                                   CONTROL RANGE
The player whose operative is performing the action is the attacker. The player         Something is within an operative's control range if it's visible to and within 1" of that
controlling the target is the defender. When rolling attack/defence dice, results       operative. Control range between operatives is mutual, therefore operatives are within
of 6 are always successes and are critical; all other successes are normal;             each other’s control range even if the above is only true for one of them.
results of 1 are always a fail.
1. Attacker selects one of their operative’s ranged weapons.
                                                                                        VALID TARGET
                                                                                        Some rules, most commonly shooting, will require you to determine a valid
2. A
    ttacker selects an enemy operative that's a valid target for the active            target for an operative.
   operative and has no friendly operatives within its control range.
                                                                                                         If the intended target has an Engage order, it’s a valid target if
3. A
    ttacker rolls attack dice – a number of D6 equal to the selected                                    it’s visible to the operative.
   weapon’s Atk stat. Each result that equals or beats the weapon’s Hit stat is
   retained as a success. Each that doesn’t is discarded as a fail.
4. D
    efender rolls defence dice – three D6. Each result that equals or beats                             If the intended target has a Conceal order, it’s a valid target if
   the target’s Save stat is retained as a success. Each that doesn’t is                                 it’s visible to the operative and not in cover.
   discarded as a fail. If the target is in cover, the Defender can retain one of
   their defence dice as a normal success without rolling it.
5. D
    efender resolves successful defence dice, allocating them to block
   successful attack dice.
                                                                                        VISIBLE
   • A normal success can block a normal success.                                      For something to be visible, the operative must be able to see it (look from
   • Two normal successes can block a critical success.                                 behind the operative and see if you can draw an unobstructed straight line
   • A critical success can block a normal success or a critical success.               from its head to any part of what it's trying to see – excluding bases).
6. A
    ttacker resolves each unblocked attack dice (if any) to inflict damage on
   the target.
                                                                                        COVER
   • A normal success inflicts damage equal to the weapon's Normal Dmg                 Cover is determined from one operative to another. An operative is in cover if
      stat (first value of Dmg stat).                                                   there's intervening terrain within its control range. However, it cannot be in
   • A critical success inflicts damage equal to the weapon's Critical Dmg             cover while within 2" of the other operative – it’s too close to hide.
      stat (second value of Dmg stat).
FIGHT                                                                                                   Target operative
The player whose operative is performing the action is the attacker. The player
                                                                                                                                             1"
controlling the target is the defender. When rolling attack dice, results of 6 are                          in cover
always successes and are critical; all other successes are normal; results of 1
are always a fail.                                                                                                                                  INTERVENING
                                                                                                                                                        TERRAIN
1. A
    ttacker selects an enemy operative within the active operative's control
   range to fight against. That enemy operative will retaliate.
2. Both players select one of their operative's melee weapons.
                                                                                                                             2"                    Active
3. Both
       players roll attack dice - a number of D6 equal to their selected
   weapon's Atk stat. Each result that equals or beats their weapon's Hit stat                                                                    operative
   is retained as a success. Each that doesn't is discarded as a fail.
4. S
    tarting with the attacker, players alternate resolving their successful
   unblocked attack dice (or all remaining if their opponent has none). To
   resolve a dice, they must strike or block:                                                                    Target operative                        1"
   • Strike: Inflict damage on the enemy operative. A normal success inflicts
      damage equal to the weapon's Normal Dmg stat (first value of Dmg                                             not in cover
      stat). A critical success inflicts damage equal to the weapon's Critical
      Dmg stat (second value of Dmg stat).                                                                                                                     INTERVENING
   • Block: Allocate this dice to block one of your opponent’s unresolved                                                                                         TERRAIN
      successes. A normal success can block a normal success. A critical
      success can block a normal or critical success.
DAMAGE                                                                                                  2"                 Active
Operatives have a Wounds stat – the number of wounds they have. Damage                                                    operative
inflicted reduces their wounds accordingly.
Operatives with fewer that their starting wounds are wounded. Operatives
with fewer than half of their starting wounds are injured: subtract 2" from
their Move stat and worsen the Hit stat of their weapons by 1. Operatives with
wounds of 0 or less are incapacitated and removed.
                                                                   © Copyright Games Workshop Limited 2024
WEAPON RULES
Accurate x: You can retain up to x attack dice as normal successes               Piercing x: The defender collects x less defence dice, e.g.
without rolling them.                                                            Piercing 1. If the rule is Piercing Crits x, this only comes into effect if
                                                                                 you retain any critical successes.
Balanced: You can re-roll one of your attack dice.
                                                                                 Punishing: If you retain any critical successes, you can retain one of
Blast x: The target you select is the primary target. After shooting             your fails as a normal success instead of discarding it.
the primary target, shoot with this weapon against each secondary
target in an order of your choice (roll each sequence separately).               Range x: Only operatives within x of the active operative can be
Secondary targets are other operatives visible to and within x of the            valid targets, e.g. Range 9".
primary target, e.g. Blast 2" (they are all valid targets, regardless
of a Conceal order). Secondary targets are in cover and obscured if              Relentless: You can re-roll any of your attack dice.
the primary target was.
                                                                                 Rending: If you retain any critical successes, you can retain one of
Brutal: Your opponent can only block with critical successes.                    your normal successes as a critical success instead.
Ceaseless: You can re-roll any of your attack dice results of one                Saturate: The defender cannot retain cover saves.
result (e.g. results of 2).
                                                                                 Seek: When selecting a valid target, operatives with a Conceal order
Devastating x: Each retained critical success immediately inflicts               cannot use terrain for cover. If the rule is Seek Light, they cannot
x damage on the operative this weapon is being used against,                     use Light terrain for cover. While this can allow operatives to be
e.g. Devastating 3. If the rule starts with a distance (e.g. 1"                  targeted (assuming they’re visible), it doesn’t remove their cover
Devastating x), inflict x damage on that operative and each other                save (if any).
operative visible to and within that distance of it. Note that success
isn’t discarded after doing so – it can still be resolved later in               Severe: If you don’t retain any critical successes, you can change
the sequence.                                                                    one of your normal successes to a critical success. Any rules
                                                                                 that take effect as a result of retaining a critical success (e.g.
Heavy: An operative cannot use this weapon in an activation in                   Devastating, Piercing Crits, etc.) still do.
which it moved, and it cannot move in an activation in which it used
this weapon. If the rule is Heavy (x only), where x is a move action,            Shock: The first time you strike with a critical success in each
only that move is allowed, e.g. Heavy (Dash only). This weapon rule              sequence, also discard one of your opponent’s unresolved normal
has no effect on preventing the Guard action.                                    successes (or one of their critical successes if there are none).
Hot: After an operative uses this weapon, roll one D6: if the result             Silent: An operative can perform the Shoot action with this weapon
is less than the weapon’s Hit stat, inflict damage on that operative             while it has a Conceal order.
equal to the result multiplied by two. If it’s used multiple times in
one action (e.g. Blast), still only roll one D6.                                 Stun: If you retain any critical successes, subtract 1 from the APL
                                                                                 stat of the operative this weapon is being used against until the end
Lethal x+: Your successes equal to or greater than x are critical                of its next activation.
successes, e.g. Lethal 5+.
                                                                                 Torrent x: Select a valid target as normal as the primary target,
Limited x: After an operative uses this weapon a number of times                 then select any number of other valid targets within x of the first
in the battle equal to x, they no longer have it. If it’s used multiple          valid target as secondary targets, e.g. Torrent 2". Shoot with this
times in one action (e.g. Blast), treat this as one use.                         weapon against all of them in an order of your choice (roll each
                                                                                 sequence separately).
                                                            © Copyright Games Workshop Limited 2024