A Warhammer 40k & Wargaming Convention

40k Kill Team

Painting and Basing Models

Fully Painted Rosters are not required.

Kill Teams and Command Rosters

All games will be played using Kill Teams of 100 points.

Official Model and Game Rule Sources

You MUST possess an official print or digital copy of the Kill Team Rulebook, as well as any relevant additional rules or tactics cards for your roster.

Model rules and tactics may be taken from the following sources:

Kill Team: Core Manual, Kill Team: Elites, Kill Team: Arena, Rogue Trader, Kill Team Annual.

Where there are differences in wording or costs, the most recent supplement applies.

No commanders or tactics from any source will be allowed. Tactics found solely in expansion boxes (faction box, terrain) will not be allowed. Specialisms found only in Kill Team: Commanders, such as Stealth, will also not be allowed.

Time Policy

If for some reason you have not completed a game and there is less than 15 minutes remaining, contact a Judge to determine if you may begin a subsequent Battle Round.

Pairings and Score Reporting

All Kill Team events will make use of Best Coast Pairings for score reporting, as well as generating pairings and table assignments. All players should endeavor to install the BCP Player app prior to event check-in.

Missions and Scoring

Players can score a maximum of 18 victory points each game, broken down as follows:

Primary Mission (9 points maximum)

All missions will use the following as the Primary Mission for scoring

1. If you control at least 1 Objective, earn 1 Point

2. If you control at least 2 Objectives, earn 1 Point

3. If you control more Objectives than your opponent, earn 1 Point

Secondary Missions (9 points maximum total)

For all Battlefields in all rounds, secondary objectives will be determined as follows. The players roll off, and the winner shuffles all of their Arena Objectives cards together, places them face down, and then draws six cards that they show their opponent. The opponent draws the same six cards from their own Arena Objectives. Each player then secretly chooses and notes down three of the six Arena Objectives they have drawn to be their Arena Objectives in this game. Each of the three objectives is worth a maximum of three points for a total of 9 points from secondaries. The chosen objectives must be noted down before the game begins.

This process is also described in Kill Team: Arena, page 53, “Arena Objectives”.


In the event of the same victory point score, ties will be broken using the following criteria (applied in order):

1. Player who has scored the maximum of 3 points on the highest number of Arena secondaries wins.

2. Player who holds the highest number of objectives at the end of the game wins.

3. Player with the most points worth of unshaken models remaining on the board wins.

The Final Tiebreaker

In the extremely unlikely event that players are still tied after all scoring criteria are applied victory will be determined by a best of three D6 roll-off in front of the lead judge.


Battlefields for each event will be an even split of Arena and Open (i.e., traditional buildings, ruins etc) layouts. For each event, players will play at least one Arena Battlefield game and at least one Open Battlefield game.

Do not use the environment table when playing the missions in this pack.


For the Grand Tournament, after Round 4 the entire field will be reseeded into 8-person groups based on tournament standing. The winner of each bracket will be determined by tournament score. For Rounds 5-7, players will compete against the other players in their bracket in an 8-person, 3-round tournament.

One and One Format

For Round 7 of the Grand Tournament we will be using a one-and-one format to determine the winner of the round. After Game 1 players will move to a new table with a different terrain type (Open to Arena, Arena to Open), The second game is treated as an entirely new game, with a new pool of Arena Objectives and players the opportunity to muster new Kill. After Game 2 the combined score of the two games will be tallied and the winner of the Round is the player with the highest total score. In the event of a tie in total VP ties will be broken as described in Section 3.3.3, using the total tiebreakers scored by each player in the two games.

Playing the Game

Command Roster

Before the event, each player must create a command roster consisting of between 3 and 20 models, all of which must share a Faction keyword and at least one of which must be a Leader. Players must share a copy of their command roster with their opponent before mustering for each mission.

Generate Arena Objectives

Generate the pool of six Arena Objectives to choose from, following the procedure described in “Secondary Objectives”.

Muster Kill Teams

Once the mission has been determined, players will muster their Kill Teams and choose their secondary objectives (see page 4). Players have a maximum of five minutes to select datacards for models from their command roster, following all the normal restrictions for Battle-forged kill teams as found on page 62 of the Kill Team Core Manual.

Once a player has selected a datacard, it must be placed face down in a stack, which should be concealed from their opponent. Players may need to add or remove datacards from their stack during this mustering period in order to not exceed the 100-point limit. When a player has finished selecting datacards, they must declare to their opponent that their muster is complete. If all players declare that their muster is complete before the time limit is reached, the datacard stacks are revealed simultaneously. Each player checks their opponent’s datacards to ensure that they have a Battle-forged kill team, and then the players collect the models for the datacards in their stack and proceed to the next mission step.

If the time limit is reached and not all players have declared that their muster is complete, players who have not completed their mustering can only use datacards that are already in their stack at the point the time expires. If the datacards in their stack break any of the Battle-forged kill team restrictions, their opponent must carry out the following steps:

1. If more than one Leader is in the stack, or if there are no Leaders in the stack, choose which of the player’s Leaders is included in the stack, removing or adding datacards as necessary.

2. If the stack contains more than 3 specialists (excluding the Leader), remove specialists until the specialist limit is reached.

3. If the stack includes more than the maximum of any particular model, as detailed on its datasheet, remove datacards for that model until the limit is reached.

4. If, after carrying out the necessary steps above, the Force of the datacards in the stack exceeds 100 points, remove one datacard at a time from the stack, excluding the Leader and prioritising non-specialists, until the Force is less than or equal to 100 points.

If the time limit is reached before any players have declared their muster is complete, the muster continues until one player declares their muster complete, at which point the other player can only use datacards that are already in their stack. If the datacards in a player’s stack breaks any of the Battle-forged kill team restrictions, their opponent must carry out the steps above.

Select Secondary Objectives

Once players have completed mustering their Kill Teams they should each select their three Secondary Objectives, note them down, then commence play.

The Battlefield

Arena-Specific Rules

A number of specific rules apply to Arena Battlefields. For convenience they are summarized here – see Kill Team: Arena for full details.

1. Walls – Walls are a special type of terrain feature. Models cannot move, draw visibility, or attack through walls. Distances cannot be measured through walls but must instead be measured around them using the shortest possible path. No ability of any kind allows movement or LOS through walls.

2. Doors – Doors are a special type of terrain feature. At setup, Doors are in the Closed position, and are treated as walls. An INFANTRY or BATTLESUIT model can open a closed door or close an open door if it either starts the Movement phase within 1” of that door’s doorway and remains stationary that phase, or if it ends a normal move within 1” of a doorway and there are no enemy models within 1” of that doorway. If there are enemy models (other than shaken models) within 1” of the doorway of the door the model is trying to open or close, one can attempt to stop the door from being operated. Of one does, the controlling player of the model trying to prevent the operation rolls a D6; on a 5+ they choose whether or not the door remains closed (or open).

If a door is open place it off to the side. If a door is subsequently closed, move it back to the closed position. If a model’s base is even partially in the doorway when that door is closed then the door will remain open and the controlling player must roll a D6 for each such model; on a 1, that model suffers a mortal wound.

3. Due to the restricted sightlines, the following tactic may be used on Arena Battlefields:

Open Battlefield Terrain

The Open Battlefield boards use True Line of Sight to determine line of sight to models, and consist of a number of ruined buildings with damage, open windows, etc. This can make determining line of sight to models challenging in some instances. Players should always feel free to ask a Judge to provide a ruling in these instances. A useful guideline is that if a model isn’t clearly visible to the Judge on a quick glance then it will be ruled there is no LOS.