

Unique actions are actions detailed on an operative’s datacard that only they can perform, such as the Dakka Dash action found on the example datacard.Universal actions can be performed by all operatives.For example, if you add an ADEPTUS ASTARTES INTERCESSOR to your roster and you choose for it to be from the Dark Angels Chapter, you replace the keyword in all instances on that operative’s datacard with the DARK ANGELS keyword.ĪctionsActions are categorised as follows: Your choice replaces all instances of the angular bracket keyword on that operative’s datacard. This denotes a keyword that you must choose for yourself when the operative is added to your roster. Some operatives have selectable keywords in angular brackets, such as.Pluralisation of a keyword does not affect which operative the rule applies to.This denotes a faction keyword, which is used for creating a roster ( Matched Roster and Narrative Dataslate). Some keywords are orange and have a skull symbol, e.g.For example, if a rule specifies friendly ADEPTUS ASTARTES PHOBOS operatives, it only affects operatives from your kill team that have both the ADEPTUS ASTARTES and PHOBOS keywords. Some rules will only affect operatives with the relevant keyword, identified by the KEYWORD BOLD font.A set of keywords that help to identify the operative.For example, if a D6 value is 6 and you must add 1 to the result, the final result is a 7. A dice result can be modified above or below the maximum or minimum possible value of the roll. Some rare rules will modify the result of a roll by adding or subtracting from the result. If both players would use a rule that would allow them to re-roll their dice when rolling off, both players must declare the use of this rule before any dice are re-rolled, starting with the player who lost the roll off. If there is a tie for the highest roll, make the roll-off again. To do so, both players roll one D6, and whoever scores highest wins the roll-off. You can never re-roll a dice more than once, and you cannot select the original result, even if the new result is worse. Some rules allow you to re-roll a dice roll. This means the result must be three or higher to succeed, so a dice roll value of 3, 4, 5 or 6 succeeds, whereas a dice roll value of 1 or 2 fails. For example, to make a successful roll, you might need a 3+. Many rules require a certain result to succeed, such as attacking. In such cases, roll one D6 and halve the value (rounding fractions up) to determine the result. Rolling a dice will give you a value, known as the result, which will determine the success or failure of your operatives’ deeds. Warhammer 40,000: Kill Team uses six-sided dice (D6). An operative is always within and wholly within range of itself. If a rule states something must be ‘wholly within’ a certain range, it is in range if every part of its base is no more than the specified distance. If a rule states that something must be ‘within’ a certain range, it is in range if the closest part of its base is no more than the specified distance. When measuring distances to and from operatives, measure from the closest part of the bases of operatives, rather than the miniature. Many rules, such as a Normal Move or ability, will have a distance requirement. This can be measured out as, 6, or even. For example, if an operative is going to be moved a distance of 3. Distances can be measured at any time, and can be measured out in different increments, so long as the total does not exceed the specified distance. Multiple combat gauge distances will be specified with a numerical value, e.g. In either case, the final configuration of operatives must conform to the requirements laid out by that Kill Team.Īny distances of a symbol without a numerical value correspond to one combat gauge, e.g. Others will allow you to select your own configuration of operatives (with restrictions). Some Kill Teams will specify the exact configuration of operatives it consists of. When you do, you must select one of the Kill Teams from your faction’s army list, then select the operatives as specified by that Kill Team. Once you have selected your way to play, its mission sequence will tell you when you must select a Kill Team for a battle. In battle, all your friendly operatives are collectively referred to as your Kill Team. A list of the Kill Teams available to you can be found in your faction’s army list. When you select your operatives for a battle, you are not selecting individuals, but rather a specialist squad that works together. Your operatives are known as ‘friendly’ operatives and your opponent’s operatives are known as ‘enemy’ operatives.

The Citadel miniatures that a player uses in Warhammer 40,000: Kill Team are known as operatives.
