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The idea behind this thread is to highlight modeling and painting efforts put into producing a Kill Team. Not that extra effort is required, but if you put some thought into the story of your team, feel free to share those thoughts along with your painted models. +++ So to set the stage, I present The Scar Crusade, which is based on a small crusade (seven figures) accompanying a Mechanicus Explorator fleet, as depicted in the McNeill "Lords or Mars" trilogy. Two of the figures I did not model as one Kul Gilad, Reclusiarch is in Terminator armor and the other Auiden is an Apothecary. The five models I started out with represent the crusade after a specific point in the story line. Given that it would be a small number of figures, I also decided to true scale them using the Doghouse technique of adapting Cataphractii terminators and converting them to Mk. III armor equivalents. I am a big fan of the Mk. III set of armor. The Scar Crusade Brother Sergeant Tanna - He is described as having a beard and a widow's peak, which I thought interesting enough to model. He is the only member without a helmet on. Yael - Described as the newest member of the crusade, recently promoted to initiate, favored by the Marshal, seems to desire to prove his worth to his more experienced brethren. So I tried to give him a slightly different pose, be it impractical or not, as a way to convey his individuality and style. Also, when he sparred with Magos Dahan, he fought with his chainsword and a combat knife. Issur - If I am remembering him correctly, is a recognized bladesman, but did not receive the Emperor's vision and therefore did not get to become the Crusade's champion. There is a certain level of resentment in him about that. I opted to give him a fairly standard pose to represent his "I don't like what happened, but I am still a Templar" attitude. Bracha - I made Bracha the comms guy because I was running out of names and slots for story/game roles. Zion - Not in the story, it seems from battle reports I've seen, this additional firepower would be helpful. Aetius - Another non-story character added to potentially provide tactical options to the team. Besides, it's hard to burn witches if you don't have a lighter. Atticus Varda (Emperor's Champion) - Oddly, he is not the best bladesman in the crusade, Issur is. Yet he received the vision. He is described as wearing more ornate armor than his brethren and a laurel on his helm made out of ivory. He is the only member of the team without battle damage. It was observed by Tanna after a big fight, that although he was in the thick of huge battle they were leaving, he did not have a mark on him. I thought that comment interesting enough to want to model it. Cheers,
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From the album: Kill Team
Image of Legio-themed Commander Aura token for Warhammer 40,000: Kill Team game (image for downloads page) -
So after a delay, the outreach session finally took place today. Despite how much I suck (more on that later), I think it went very well. So how do I suck? The overall summary of my suckiness is that I allowed myself to be distracted by other things. Admittedly, some of those were Real Life things and far more important than the game, but a significant chunk of the time I should have been devoting to preparing for the big day was devoted to some site stuff. I'm kind of excited about that stuff, though, so I'll get over it. The community will be seeing that site stuff SoonTM, too. But a more detailed list of my failings is in order. For starters, I didn't get my Legio kill team finished. I'm a paint snob and, though my skills are mediocre (at best), I won't play with unpainted (or unfinished) miniatures. I allowed myself to be distracted by far too many things to get the Legio models finished to a level with which I was satisfied, so at the last minute I dug out some miniatures that I painted over 20 years ago. They're not great, but they were "finished" to a battle-ready level. I have plans to improve them, but they're serviceable. I also had a bunch of other grandiose ambitions that I failed to achieve. The other big area where I suck is that I totally forgot to take pictures of the game. I didn't quite refresh my understanding of the 2021 edition of the rules to a perfect level, so a couple of things weren't quite up to snuff. It was a friendly game, though, and we realized midway through that we should have been doing a few things a little differently, but those mistakes didn't reduce anyone's fun. Indeed, they probably sped things up a bit, so the small errors may have been beneficial. Things didn't quite go as planned, however. First, it took longer than it should have to get to the game store in which we played (which is a really cool game store, by the way - Hole in the Wall Hobbies in Universal City, TX), partly because of the construction taking place on the freeways (there's always construction taking place somewhere on the freeways here) and partly because my GPS sucks. I got there early, though, since I'm experienced enough to plan for these things. Then one additional player showed up, for a total of five (including me). That would have made things a bit hinky, so the four of them divided into two teams of two and I sat on the side and helped them learn the game. While it was disappointing to not actually play, the whole experience was well worth it and I don't feel that I lost out in the least. While we were playing the 2021 edition of the game, we used a modified version of the Joint Ops rules from the current edition, splitting each player's kill team in half so that we didn't have operatives tripping over each other (and so that the game wouldn't drag out too long). Team Black (based on a coincidence of shirt colors) ended up as a fire team of Necron Warriors and a fire team of Repentia while Team Pink (again, shirt colors) ended up as three Intercessors and two Adeptus Custodes. For terrain, we kept things very simple and used only an old Space Marine statue (from the Cities of Death era), a bunch of barricades (again, from the Cities of Death era), and the actual small barricades for the 2021 edition of the game. They fought out a basic Open Play mission, with a quick movement to contact and deadly scrum. The game ended up being called at the end of turning point three when Team Black had only one Necron Warrior remaining against one Adeptus Custode and one Intercessor. I think everyone was down on wounds, but the writing was definitely on the wall. All in all, it was great fun to introduce fellow hobbyists to a new way to enjoy the hobby. I'm certain that we played a few things incorrectly, but this wasn't a game "to win" - it was a game "to learn." And even though I was on the sidelines, it was great fun to be involved in the game and to watch as their delight in the game grew, cheering on good rolls and groaning at terrible rolls together while encouraging everyone to have fun. It's always great to spend time with good people. Overall, they all said that they had a lot of fun and were very interested in adding Kill Team to their Warhammer 40,000 hobbying, so I'll consider it a mission accomplished.
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Version 2025.05.18
507 downloads
This workbook allows you to re-create existing maps for Kill Team missions using the Gallowdark killzone. Alternately, you can use this workbook to create your own mission layouts in the Gallowdark. Microsoft PowerPoint is required to use this workbook. Map creators can choose either the standard abstracted map backgrounds (blue/pink) or they can choose the Gallowdark killzone imagery with the blue/pink overlay for their finished images. Both options allow for the player deployment zones to be on either the long or short edges. The three images below show the same map using three different background image (layout) choices (the Conduit mission from the Critical Operations 2022 Close Quarters file): (click on the images to see larger versions) -
Version 13 October, 2022
808 downloads
Zip file that includes: Microsoft Word document template for creating homegrown rules for factions in the Warhammer 40,000: Kill Team game (2021 version). Microsoft Word document with information on colors and symbols. Graphics used on datasheets. Adobe Photoshop image for creating unit portraits (with fading blue background) for datasheets. -
Version 2021 December 31
624 downloads
I got excited when I saw the rumors about the update to the asuryani/craftworlds, especially the bit about the possible inclusion of the corsairs, so I decided to update my anhrathe rules for the 2021 version of the Kill Team game. I'm skeptical about the rumors (though I'd love to see them come true). This is currently a preliminary version. These are changed substantially from the version I developed for the 2018 version of the Kill Team game. For the most part, I've limited the options to what players might create using the Eldar Guardian models and the Eldar Corsairs upgrade kits from Forge World. This means that most of the options from the drukhari have been removed. I don't know if that was a good idea, but it's what I'm going with for now (we'll see what the feedback shows). Areas of concern: Corsair Reaver and Voidstorm Corsair options allow for both melee and shooting loadouts (with both icons orange). If this is thought to be too powerful, I'll break them out into shooty and stabby units. Heavy and special weapons have been limited to those available to the asuryani (previous version followed The Doom of Mymeara in allowing both asuryani and drukhari weapons). Weapon options for felarchs are extremely limited, largely based on the upgrade sprue options. The malevolent has been removed from this version. I'm considering adding them back in as a stabby unit. The Strategic Ploys, Tactical Ploys, and Equipment are mostly cherry-picked from the Compendium (from the Craftworld, Comorrite, and Harlequin sections - only those that I thought were appropriate to the Corsairs). Corsair jet packs are an equipment choice, but they get expensive (2EP/model that gets them). I originally had them as an ability for the Voidstorm Corsairs, but made them equipment after deciding to use the Forge World images (everybody is wearing a Corsair jet pack). Images are limited. I'm using the ones from Forge World, and a few are just reversed so that they can be used multiple times. If someone has decent representative images (with white backgrounds), I might use them. Otherwise, I'll replace these at a future date when I have decent models converted and painted. I kept a modified version of the back page from the previous version, giving players that aren't familiar with the anhrathe some background. I'm considering adding in the name charts, or perhaps giving new versions to expand the options (if players have the old ones). *** 2021 December 11 Version *** The lasblaster and brace of pistols have had their special rule changed from Rending to Ceaseless. The version is now shown in the top right corner. Minor formatting improvements have been made (nothing substantive). *** 2021 December 15 Version *** Added Drukhari weapons. Added name chart. *** 2021 December 18 Version (Rogue Trader) *** Removed Ghostwalker fire team Corsair Reavers become shooty, Voidstorm Corsairs become stabby (neither is a veteran level) Added Corsair Malevolents. One Corsair Reaver fire team and one Voidstorm Corsair fire team can take a Corsair Malevolent in place of a Corsair Reaver/Voidstorm Corsair. The Corsair Malevolent can only take chainswords (1 or 2), spar-glaives (1 or 2), or a power glove (with either a chainsword or a spar-glaive). The end result is that you might be able to take up to 2 Corsair Malevolents in your kill team. Ghostwalkers become an optional upgrade that replaces a Corsair Reaver Gunner/Voidstorm Corsair Gunner. A Ghostwalker can be equipped with an Aeldari long rifle, lasblaster, or shuriken catapult. The end result is that you might have up to 2 Ghostwalkers in your kill team. Fists replaced with Corsair blades, which are mundane knives. Most models have these along with a brace of pistols. *** 2021 December 26 Version (both variants) *** After looking at the previous two versions and some of the official lists in the Kill Team Compendium, I decided to standardize the structure of both variants. I liked how the ghostwalker was an alternative to the gunner (in both fire team types), so I extended that concept. After seeing that the gunners in The Doom of Mymeara were limited to special weapons and that only the balestrike bands, a heavy support choice, had heavy weapons, I adjusted the Kill Team faction rules accordingly. Since other factions don’t have heavy support fire teams, however, I made the balestrike corsair an alternative to the gunner, but only in the corsair reaver fire team. I made the corsair malevolent an alternative to the gunner in the voidstorm corsair fire team. Both the balestrike corsair and corsair malevolent are limited to one per kill team (not fire team). The corsair reavers and voidstorm corsairs are very flexible, with options to be either shooty or stabby, so I wanted the alternatives (ghostwalker, balestrike corsair, corsair malevolent) to force choices. The voidstorm corsairs are effectively a fire team of felarchs, but with slightly fewer options than the actual Felarch. Since the previous corsair reaver felarch and voidstorm corsair felarch operative datacards were identical (minus the names), I consolidated those into a single datasheet, simply called “Felarch.” In both lists, most operatives have a brace of pistols and Corsair blades. A brace of pistols is basically a bunch of pistols, while Corsair blades is basically a bunch of knives. I’ve added the OUTCAST keyword to all of the operatives in both lists. This doesn’t haven’t any impact on these variants, but is based on what I’ve seen with the bespoke factions (e.g., Octarius and Chalnath). Each of these is similar to the counterpart lists in the Kill Team Compendium, but has unique rules and slightly different keywords. The OUTCAST keyword simply facilitates future efforts on some bespoke lists. The difference between the two variants (other than the images) is in the weapons: The Doom of Mymeara variant preserves the drukhari weapons. The Rogue Trader variant replaces the drukhari weapons with their asuryani counterparts and also allows hand flamers, power axes, and power gloves. I also created a new orange skull icon for the faction keyword and changed the abilities and special rules text to size 9 font. Both of those changes will be in the updated faction rules template (which will be uploaded once I get the portrait frame image elements separated for those hobbyists that don’t have Photoshop). The Doom of Mymeara variant supports those players that collected the more recent version of corsairs, including those that may be represented using drukhari miniatures. The Rogue Trader variant supports those players that are using the Warhammer 40,000 1st and 2nd Edition eldar miniatures. The key problem, mostly relevant to the Rogue Trader variant, is the need to convert – there aren’t any man-portable bright lances or scatter lasers. I could see using 1st edition harlequins for their power axes and power gloves, and the old 2nd edition sprues have power gloves (not to mention that some of the 1st edition models have power gloves and/or hand flamers). Some players have these models/bits, though, so the Rogue Trader variant might work for them. For those that have more recently joined the eldar corsairs fan club, The Doom of Mymeara variant, the Forge World upgrade sprues and drukhari kits will provide the bits that you need. If the rumors have any truth to them, we’ll see the corsairs in the future, at which point I’ll update these to match the models (assuming GW doesn’t give us Kill Team rules for them right away). At that point, I may keep some of the more exotic stuff for bespoke anhrathe variant lists. We should have shiny new models if the corsairs are brought back, so those will drive the options (though some conversion opportunities may be provided by other models in the aeldari ranges). *** 2021 December 31 Version (both variants) *** Removed chainsword Corsair blades changed to array of blades (identical to Comorrites) Brace of pistols changed to laspistol (see Astra Militarum) with fusillade ability Shuriken pistols and splinter pistols (latter only in DM version) added as alternative to brace of pistols Changed the celestial shield (equipment) to a shimmershield *** 2022 January 7 Version (both variants) *** Streamlined the weapon options. – operatives no longer come with a brace of pistols, array of blades, and additional weapons. Instead, they typically come with an array of blades (or some other melee weapon) and a ranged weapon. This is in line with the operatives in the official factions in the Compendium. Removed the blast pistol from the felarch (Rogue Trader version only). The RT version wasn’t supposed to include drukhari weapon options, so the blast pistol was an error (probably a cut and paste error). The blast pistol remains an option for the felarch in the Doom of Mymeara version. Removed the shimmer shield (equipment). Only a few of the official factions have an invulnerable save, so it was inappropriate to add it here when it wasn’t in the sources upon which both of these variants are based. See the support topic for details. I appreciate any feedback that players might provide in improving these rules. Note that the Rogue Trader and Doom of Mymeara versions are separate variants. choose whichever one meets your collection limitations based on the notes above.-
- Kill Team game
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Version 2.0
1377 downloads
Here is a zipped collection of three .png images of Kill Team (2021) printable game aids. I made a Match Roster Sheet, Narrative Dataslate, and a page with 3 Narrative Data Cards that can be cut out. I must credit u/evileyeball on reddit for making original Narrative Data Card and the symbols for the Ranks and "Specialisms". Their Narrative Data Card can be found on this reddit: https://www.reddit.com/r/killteam/comments/pf43cy/narrative_datacard_template_i_whipped_up/ I re-drew the info boxes, added flavorful fonts and a faded Kill Team Logo in the background and arranged the cards on a printer-friendly .png. The Match Roster Sheet & Narrative Dataslate were entirely created by me, based of course on the Official GW Kill Team sheets you can photocopy from the rulebooks. Enjoy and feel free to leave feedback! -
Version 1.2
3888 downloads
This sheet is a rules summary for kill team 21 that collates order of pregame setup, turn sequencing, actions, terrain rules and USRs into an easily referencable summary handy to have in front of you during the game. This does not, and is not intended to, replace the official kill team core book from Games Workshop and may be inaccurate or have incorrect interpretations of rules.- 4 reviews
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After 9 months the KT-21 compatible version of the Age of Darkness mod is available at https://ossifiedsite.wordpress.com Initially this is Astartes only but future updates will cover all factions in 30K 156 page Pdf, 29 mb. Reworked from the ground up to be compatible with the new edition of Kill Team. 16 pages of lore covering the end of the Great Crusade to the aftermath of Isstvan V 8 pages of additional rules including Destructible Terrain, Suppress and Challenge actions, and the core 5 Psychic Disciplines Legiones Astartes Kill Teams (34 pages): build your Age of Darkness kill team with unparalleled customisation of fire teams together with the Elite suits from the Legiones Astartes Shattered Legion Kill Teams are here too allowing you to mix legions and abilities within a single team.. 80 Pages covering all of the Legions. Each includes lore, abilities and equipment for your operatives together with Legion specific operatives, ploys, and a fifth fire team for the Wolves, The Grey Slayers Warband rules for the Blackshields including a dedicated fire team, Marauders, four detailed sub-factions, and new ploys. Kill Team - Honour and Blood (KT-18) Kill Team - Age of Darkness (KT-18) Kill Team - Age of Darkness - Isstvan III Campaign (KT-18)
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Kill Team as a separate "game" was originally part of the Warhammer 40,000 rulebook in the 4th edition of the game, published in 2004. That version was based on a special scenario for the 3rd edition of the game in which Gav Thorpe's Last Chancers were featured. The original (WH40K) Kill Team was somewhat different from what we have had for the last three editions of the game, but the Joint Ops Mission Pack in the current edition of the game evokes some of the same concepts. Switching gears, the Space Hulk boardgame was originally published in 1989, introducing players to the Adeptus Astartes Terminators, Genestealers, and space hulks. The game was fantastic, earning the Origins Award for Best Fantasy or Science Fiction Boardgame in 1989, with the Deathwing expansion receiving the same award in 1990. A 2nd edition of the game was published in 1996. The game fell into the limbo of being not supported by Game Workshop, though it remained beloved by fans. Cut to 2005 and Games Workshop catered to fans of the Space Hulk game by presenting the Return to Space Hulk rules/guidelines via the web, using the Kill Team rules as a framework. Players were thrilled. And I had the presence of mind to save everything Games Workshop gave us for this offering since I was worried about it later disappearing (spoiler: it did). Of course, Games Workshop later gave us the fantastic 3rd edition of the Space Hulk game in 2009, followed by a 4th edition in 2014 (I consider it edition 3.5, but that's just me being crotchety). The Space Hulk game hasn't received official support from Games Workshop in the time since, however, so it occurred to me that those hobbyists unfortunate enough to not have access to any edition might enjoy using the latest Kill Team rules to sort of play something kind of but not really like it. And then Games Workshop decided to release the Space Marine Heroes Blood Angels [Terminators] as the made to order Heroes of the First Company. While lacking a Terminator Librarian and the appropriate number of Terminators armed solely with power fists and storm bolters, this offering seemed like a great way for hobbyists to get ten Terminators (they would just need a few more power fist/storm bolter Terminators and a box or two of Genestealers). I have the Rise of the Orks game and a few of these Terminator models are in there, and I think they are great as an entry. Naturally, I forked over my hard-earned money for a set. So I've begun yet another project. It's still very much a work in progress, but I figured I'd leave this here as a teaser... No, nothing on that "card" is final. And no, players won't need to buy the Heroes of the First Company to use these rules (if/when I ever get them finished). I figure that anyone that already has the Space Hulk game doesn't need this, so I'm crafting this around players that don't have the Space Hulk game. I expect to use the Gallowdark terrain (I guess it's a good thing I created the Gallowdark Map Workbook ). This is currently envisioned as a Mission Pack for Kill Team - standard Kill Team rules with a few Space Hulkish things added on to evoke the older game. And for those that have their own Terminator models, I'll probably present image-less datacards for the Terminators so you can substitute your own, just for the cool factor. More to come...
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Or Strike Force Variel.
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From the album: Kill Team
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From the album: Kill Team
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From the album: Kill Team
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From the album: Kill Team
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From the album: Kill Team
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From the album: Kill Team
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