Frequently Asked Questions (FAQs) about Warhammer 40k Kill Team
Q1: What is Warhammer 40,000: Kill Team?
A: A fast, squad-level skirmish game set in the Warhammer 40K universe where small, elite teams fight narrative or matched play missions.
Q2: How many models are in a kill team?
A: Typically a handful of operatives (often 6-12), depending on the faction and roster options.
Q3: Do I need a full 40K army to play?
A: No-Kill Team focuses on small squads, so it's cheaper and quicker to collect and paint.
Q4: How long does a game take?
A: Most games run about an hour once you know the rules, making it ideal for quick sessions or league nights.
Q5: What do I need to start?
A: Core rules, datacards for your operatives, measuring tools, dice, a game board, terrain and your assembled/painted models.
Q6: How do turns work?
A: Players alternate activating single operatives, creating a tactical back-and-forth rather than moving an entire army at once.
Q7: What are Orders (Conceal/Engage)?
A: Each operative chooses an Order affecting visibility and actions-Conceal is stealthy; Engage allows shooting and open combat.
Q8: What are Action Points (AP)?
A: Operatives spend AP to perform tasks like moving, shooting, charging, or performing mission actions. Efficient AP use wins games.
Q9: How does shooting and melee work?
A: Attacks roll a pool of dice against target numbers; successes can be used to inflict damage or parry in melee, with critical hits being stronger.
Q10: What are Tac Ops?
A: Secondary objectives selected before the game that reward specific plays (e.g., securing zones, eliminating targets) for extra victory points.
Q11: How important is terrain?
A: Crucial-Kill Team assumes dense terrain for cover, line-of-sight blocking, climbing and mission interactions.
Q12: Can different factions play together in one team?
A: Generally no, teams are themed to a faction or subfaction, with unique operatives, equipment and rules.
Q13: What's the difference between Matched, Narrative, and Open Play?
A: Matched emphasizes balance and points; Narrative (e.g., campaigns) focuses on progression and story; Open is casual and flexible.
Q14: How do campaigns work?
A: Your operatives gain experience, injuries and gear between games, evolving your team and creating a storyline over multiple missions.
Q15: Do I need official datacards?
A: You can use official cards or printouts from your rules; the key is having each operative's profile and equipment handy.
Q16: How are missions chosen?
A: Mission packs provide scenarios with deployment, objectives and special rules; players agree on one or use random selection.
Q17: How big is the battlefield?
A: A compact board (commonly around 22" x 30") that suits skirmish play and makes terrain setup manageable.
Q18: Are there list-building limits?
A: Yes, each faction has operative limits, unique choices and equipment budgets to keep teams balanced.
Q19: Can new players jump in easily?
A: Definitely, low model count, clear missions and alternating activations help beginners learn while staying engaged.
Q20: How do I improve at Kill Team?
A: Learn your Tac Ops, master Orders and positioning, use terrain aggressively, focus on mission actions and practice tight AP budgeting.
Common words and phrases connected to Warhammer 40k Kill Team.
1. Activation
The turn when a model performs actions (move, shoot, fight, etc.).
2. Objective
A mission goal; scoring tasks used to win the match.
3. Specialist
A model with a specific role (e.g., Medic, Demolitions) and special skills.
4. Initiative
Determines order of activations or who acts first in a tie.
5. Reaction
An action taken in response to an enemy trigger (Overwatch, Intercept, etc.).
6. Overwatch
Fire set during the enemy activation when they move or shoot into view.
7. Line of Sight (LoS)
Whether a model can physically see a target for shooting or abilities.
8. Cover
Terrain providing protection; usually gives saving throw or - to hit modifiers.
9. Morale
Tests to see if models flee or suffer penalties after casualties.
10. Kill Team Roster
The list of models, gear, and special rules you bring to a game.
11. Wargear
Weapons and equipment models are armed with (guns, grenades, frag grenades, etc.).
12. Profiles
Stat blocks showing a model's Movement, Ballistic Skill, Strength, Toughness, Wounds, etc.
13. Ballistic Skill (BS)
A stat representing how accurate shooting attacks are.
14. Weapon Skill (WS)
A stat used to resolve melee attacks.
15. APL (Action Point/Activation Points)
Points used to perform actions during an activation (terminology varies by edition).
16. Frag Grenade
Close-range explosive used to force saves and clear enemies from cover.
17. AP (Armor Penetration)
Value that reduces or negates enemy saves when hitting with a weapon.
18. Strength (S)
Determines how effective a weapon is at wounding targets.
19. Toughness (T)
Model stat used to resist being wounded by attacks.
20. Wound Roll
Dice roll to determine if an attack causes a wound after hit is confirmed.
21. Save
A dice roll to avoid taking a wound (armor, invulnerable, cover saves).
22. Invulnerable Save
A type of save that some effects ignore, often fixed value like 5+ or 4+.
23. Close Combat
Melee fighting between models (charging, striking, parrying).
24. Charge
An action to close into melee with an enemy, usually tested by a dice roll.
25. Engagement Range
Distance bracket for melee; determines who can fight whom in close quarters.
26. Ambush
Rules for deploying hidden or late-appearing models onto the board.
27. Deployment
Initial placement of you and your opponent's models before the game starts.
28. Kill
Eliminating an enemy model - commonly scores points for objectives.
29. Specialist Actions
Unique actions only certain specialists can take (e.g., healing, breaching).
30. Combat Attrition
The gradual loss of models during a skirmish, affecting roster and tactics.
31. Linebreaker
Objective where you must be inside or beyond a zone to score points.
32. Boarding Actions
Close-quarters scenarios themed on ship interiors or small arenas (often in Kill Team expansions).
33. Specialist Roles (e.g., Forward Operative)
Named roles with tailored tactical benefits and actions.
34. Leader
The team's commander model with access to command abilities and extra influence.
35. Cohort
Supporting models that accompany the leader or primary fighters (term varies by faction).
36. Blackjack/Combat Knife
Close-combat weapons and melee tools common on stealthy operatives.
37. Synapse
(Mostly Tyranid concept) ability that helps control behaviour of nearby units - similar controlling effects exist in Kill Team.
38. Line-of-Engagement
Clear path allowing interaction (melee or psychic) between models.
39. Psychic Power
Powers cast by psykers that can buff allies or harm enemies; require tests to manifest.
40. Deny the Witch
A rule that allows opponents to attempt to block a psychic power.
41. Specialist Upgrade
Extra skills, weapons, or traits purchased for a specialist during list-building.
42. Tactical Retreat
Actions and moves used to disengage while minimizing risk from enemy fire.
43. Suppressive Fire
Shooting intended to pin or limit enemy movement and actions (rules differ by edition).
44. Short Range / Long Range
Weapon range bands that affect hit/wound modifiers and accuracy.
45. Initiative Token
A marker or mechanic representing who has the initiative or special one-time options.
46. Secondary Objectives
Optional mission tasks that award extra victory points if completed.
47. Kill Team XP
Experience points earned between games to improve members (campaign play mechanic).
48. Injured / Incapacitated
States a model can be in after reaching 0 wounds but not fully removed (campaign rule dependent).
49. Campaign
A string of linked games where warbands evolve, gain XP, and suffer injuries.
50. House Rules
Local table adjustments to rules for balance, speed, or flavour-very common in Kill Team.
Description and game play for Warhammer 40k Kill Team.
Warhammer 40,000: Kill Team distills the grimdark tabletop of the 41st millennium into fast, lethal skirmishes. Small, elite teams of operatives hunt objectives, ambush foes, and pursue mirror-matched goals that reward tactical creativity and tight listbuilding. Each round is a tense mix of positioning, activation order, and micro-management - where one well-placed veteran or suppressed suppression can swing the outcome.
Build your kill team around clear roles: a reliable leader, objective grabbers, and specialists for suppression or anti-tank. Synergy beats raw power - abilities that buff nearby models or grant re-rolls to critical checks multiply effectiveness. Don't overload on fragile specialists; include at least one model who can endure punishment and contest objectives under fire.
On the table, prioritize information and initiative. Early recon (scouting and smart movement) reveals enemy plans and secures cover. Force engagements on your terms: bait opponents into chokepoints, then hit them with coordinated activations. Use terrain to deny line of sight and funnel enemy movement. Divide and conquer by isolating high-value targets - strike with a focused activation sequence to remove threats before they can react.
Master the activation economy. Kill Team's alternating activations reward efficient use of each model - combine movement, overwatch and targeted shooting to maximize value per activation. Keep objectives in mind; scoring often outweighs kills. If you can contest or secure a point safely, do so even at the cost of a trade that favors mission scoring.
Finally, adapt midgame. Read your opponent: if they focus on heavy hitters, harass and wear them down; if they swarm, use suppression and choke points. Practice lists that complement your playstyle, learn common matchups and refine activation chains. With solid list construction, disciplined positioning and sharp activation choices and tempo management, Kill Team rewards smart tactics over brute force.
About Warhammer.
Warhammer is a tabletop miniature wargame created by Games Workshop, set in rich fictional universes like Warhammer 40,000 (sci-fi) and Warhammer: Age of Sigmar (fantasy). The hobby is more than just gameplay; it's an immersive experience that combines strategy, creativity and community.
One of the core aspects of Warhammer is the modeling and painting of miniatures. Hobbyists spend hours assembling detailed figures from plastic sprues and then painting them using a variety of techniques. For many, painting is a relaxing and expressive part of the hobby, allowing for customization and artistic flair. Whether you're painting a grimdark Space Marine or a majestic Stormcast Eternal, every model is a chance to tell a story.
The game itself involves players using these painted armies in turn based battles on terrain filled boards. Each unit has its own stats, abilities and lore. Strategy and luck (through dice rolls) play key roles in every match. Army building is also a crucial component, with players balancing point costs and synergy between units to create effective forces.
Beyond the game and models, the Warhammer hobby includes an expansive universe filled with novels, animations and a passionate global community. Fans dive into the deep lore, collecting books and engaging in online discussions or local gaming clubs. Events like Warhammer Fest and tournaments give hobbyists the chance to showcase their armies and meet like minded individuals.
Whether you're drawn in by the tactical gameplay, the detailed models, or the storytelling, Warhammer offers something for everyone. It's a hobby that encourages patience, creativity and strategic thinking making it both challenging and deeply rewarding.
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