''This is about the Deathwatch Unit, for the game see [[Kill Team (Specialist Game)]]''
[[File:KillTeamMinis.jpg|340px|right|thumb|I USE A BROKEN [[Necron|NECRON]] WEAPON AS MY SWORD! FUCK YOU AND FUCK YOUR PREFERENCES XENO!]]
[[File:KillTeamMinis.jpg|340px|right|thumb|I USE A BROKEN [[Necron|NECRON]] WEAPON AS MY SWORD! FUCK YOU AND FUCK YOUR PREFERENCES XENO!]]
'''Kill Team''' refers to a singular form of squad organisation, closely related to the universe of [[Warhammer 40,000]]. But anyone known to [[RPG|role-playing]] are familiar with the concept.
'''Kill Team''' or '''Kill-Team''' refers to a singular form of squad organisation, closely related to the universe of [[Warhammer 40,000]]. But anyone known to [[RPG|role-playing]] are familiar with the concept.
In Warhammer 40,000, Kill-teams are squads of specialists, usually employed by the [[Space Marines]] of the [[Deathwatch]], used in missions which large forces aren't the smartest idea to deal with them ([[Imperial Guard|It doesn't stop certain individuals from trying it anyway]]), like sabotages, assassinations, objective-identifiers, information stealers/retrievers and everything involving enemy territory and not a full-fledged invasion.
There are 3(or 4) forms to play with Kill-teams: the [[/v/|X-box360/PS3 videogame]], [[Dark Heresy|the]] [[Deathwatch (RPG)|Warhammer]] [[Rogue Trader (RPG)|40.000]] [[Black Crusade (RPG)|Roleplay]] [[Only War|books]], and a digital supplement to the miniatures wargame.
Can be argued that the strikeforces lead by [[Blood Ravens Force Commander|Hairgel]] during the events of the [[Dawn of War 2|1st and 2nd Aurelian Crusades]] can be considered Kill-Teams, but the sizes are close.
==History of Kill Team Releases==
Several products named "Kill Team" have been released over the years:
* 4th Edition Rulebook (2004): contained rules for playing Kill Team games with 40k minis.
* 5th Edition "Battle Missions" book (2010): contained a simplified 'Kill Team' Special Mission.
* 6th Edition "Kill Team", released in 2013.
* [https://en.wikipedia.org/wiki/Warhammer_40,000:_Kill_Team Kill Team video game], released May 2014.
* 7th Edition "Kill Team" boxed set (September 2016): included the Kill Team rules, a tiny copy of the 40k rules, a Space Marine squad, and a Tau squad.
** Owners of the 6th Edition digital Kill Team received a free upgrade to a digital copy of the 7th Edition
** The product has been EXTERMINATUS from GW's website, but the Digital Supplement version is still available on http://www.warhammerdigital.com/ (has since been removed)
* 8th Edition Core Set (July 2018): Will include core manual, a Skitarii squad, a Genestealer Cult squad, a game board, Sector Imperialis Killzone rules, datacards for the included squads, booklets with fluff for pre-constructed Kill-teams for both factions, Tactics cards (universal, AdMech, and Genestealer Cult), dice, and rulers.
** 8th Edition Starter Set- Krogskull's Boyz (July 2018): Includes 5 pre-colored plastic Burna Boyz, 12 Orks Tactics cards, fluff booklet, pre-filled datacards for the Kill-Team, and Sector Mechanicus Galvanic Servohaulers (with rules for use in Kill Team)
**8th Edition Starter Set- Fangs of Ulfrich (July 2018): Includes 5 pre-colored plastic Reivers, Adeptus Astartes Tactics cards, fluff booklet, pre-filled datacards for the Kill-Team, and unidentified terrain
**8th Edition Starter Set- Drop Force Imperator: (Unknown, but likely to be later this year): Includes 5 pre-colored plastic Tempestus Scions, Astra Militarum Tactics cards, fluff booklet, pre-filled datacards for the Kill-Team, and Munitorum Armored Containers
**8th Edition Starter Set- The Writhing Shadow (Unknown, but likely to be later this year): Includes 8 pre-colored plastic Genestealers, Tyranids Tactics cards, fluff booklet, pre-filled datacards for the Kill-Team, and Munitorum Armored Containers
==Warhammer 40.000 8th Edition: Kill Team==
With the new 8th edition came a new Kill Team. Focus stayed on small scale combat, but focused on specific units. The limited unit lists allow for more balance and the games tend to run between 30 to 45 minutes. The starter box includes terrain and a battle map, including Adeptus Mechanicus and Genestealer Cult kill teams. Each Kill Team starter kit includes one unit, rules, and a piece of terrain. This is the first time in memory that Kill Team feels as though it is fully supported by GW, instead of just being a launch and forget it release.
The 8th Edition version of Kill Team was released in July 2018. The selection at launch include:
* Adeptus Mechanicus
* Genestealer Cults
* Adeptus Astartes
* Orks
* Astra Militarum
* Tyranids
* Drukari
* Deathwatch
* Harlequinns
* Tau
* Necrons
* Heretic Astartes
* Asuryani
* Death Guard
* Grey Knights
* Thousand Sons
Kill team expanded to:
* Rogue Traders
* TBD
==Warhammer 40.000 7th Edition: Kill Team Digital Supplement==
<s>RIP Kill team, now practically replaced by the new shadow wars Necromunda reboot. Can still use the rules for yourself if you have them, it just will not be a part of official GW events for the foreseeable future.</s> Scratch that, [https://www.youtube.com/watch?v=BYwCOrz4oEo/ <b>ITS COMING BACK</b>]
In this game mode, players usually play a VERY small force (as small as ''200 points''), usually a single or a couple of squads with all models played individually. Limitations are huge in this mode, like no [[Heldrake|Flyers]], [[Tervigon|H.Q.]], [[Riptide|anything with]] [[Wraithknight|more than 3 Wounds]], or [[Terminators|2+ armor]]. It has its own missions, "Warlord Traits" and rules specific to certain codices, but it's actually pretty fun. Vehicles can be taken, but their total Front+Side+Rear AV must total up to 33 or less, and cannot have more than 3 Hull Points.
Also, [[Warhammer 40,000]] made cheap and much [[cheese]] avoided. What's not to like?
*'''Fucking Cheap''': Let's take it like you want a Kill-Team from scratch and do not use any squads you already have which meet the criteria. Well, congrats! You probably only need one or two boxes of miniatures. This depends on armies and builds, of course; but on average, it's highly plausible to have a Kill Team for under $50.
*'''Much cheese avoided''': Enough of the [[Riptide#XV104_Riptide_Battlesuit|Riptide]], [[Wraithknight]], [[Heldrake]] (even with [[Warhammer 40,000 7th Edition|nerfs]]) and [[Wave Serpent]] dickery? Good news, many of the most overpowered units cannot be taken in a Kill-Team game. Some because they miss the requirements or because the 200 points limit makes them nonviable. In the HoR Kill Team spam and strong units are usually taken care of at army list level by the devs, so That Guy will have a hard time finding bullshit loopholes with which masturbate itself furiously.
*'''[[Your dudes]] friendly''': While much harder in entire armies, it's easy to empathize with a squad of individual miniatures and make your Kill Teams truly unique and YOURS. The Specialist rules only makes this decision easier. Remember the [[Last Chancers]], where everyone was different? Basically the same thing that you can do to your dudes, especially if you have bits of the race the Kill Team will be. "See that [[Necron]] Immortal with bits of Deathmark's rifle? That's X-547, my weapon specialist and a hotshot everywhere", or "I'm Kargoth, the Dirty fighter [[Khorne|Berzerker]]! I'm here to kick asses and chew gum! I'M OUT OF GUM." That kind of thing.
===Things that Suck in Kill Team (or don't)===
*'''Every man for himself''': That's the rule which makes all the models act as separate units. While it's cool and all, this also makes them a lot more vulnerable. There's no way any specialist can be saved from a Plasma gun unless in cover, pay an Invulnerable or a lucky Gets-Hot unless they are Characters, thus benefitting from 4+ LoS in a 3" bubble. ''(*cough*Medic*cough*FeelNoPain*cough*)'' Also, Blast and Template weapons have their effectiveness reduced heavily because of the spreading of the models.
On the other side it is also a boon: Going to ground works a lot better and everyone can throw grenades. If you send out your leader or specialists alone you are doing it wrong. Bring some bodyguards and move them in front of your special dudes, so they can at least enjoy a 5+ cover save if all else fails.
Individual model movement also allows more efficient use (or abuse) of Line of Sight, such as a single high-cost shooter carefully positioning himself at a corner so that he can only see one enemy model, which he shoots.. but when the enemy turn comes, he's completely hidden from the majority of return fire.
*'''No place for vehicles''': Honestly, the 33 combined armor limit is a good filter, but the vehicles which pass are squishy. Anything more durable than a [[Rhino Transport|metal box]] probably can't be included. And everyone knows how durable a Rhino is... Fortunately, many vehicles that can be included have nice rules that makes them gain some additional survivability. And, with the tiny points limit, it's unlikely that a "take all comers" Kill Team list will spend much points on expensive long-ranged anti-vehicle weaponry.. although meltaguns, krak grenades, (and their xenos equivalents) ''will'' show up.
Vehicles are incredible in kill teams: land speeders, sentinels, piranha, etc. are shooty as hell and almost impervious to small arms fire. Mount a heavy flamer if possible and bring a bucket for your enemy's tears. Just watch out for those heavy weapon specialists with the ignore cover USR and don't get to close to krak grenade wielding marines.
*'''Hard-as-hell assault''': Given that anyone can die more or less easily, available Assault vehicles are scarce and weak and (probably) will be a lot of scenery and cover. Assault is highly unrecommended (more so than in vanilla 40K). This makes it so that certain available non-Jump assault units - like Slugga Boyz, Berzerkers, Striking Scorpions and the like - hit the bottom of choices. However, harder and jumpier units like Ogryns, Banshees, Vanguard Veterans and even Possessed can do the trick with careful movement and avoidance of LoS.
Assaults do not need to be hard, especially if the enemy exploits the going to ground rule. And the small scale makes it even more epic. The lists of some armies can only deal with vehicles in close combat. And nothing is more satisfying then pulling of that last-round 10 inch charge against the dude holding the objective, caving in his skull und use his intestines to embellish the objective itself.
===Leaders===
Leaders are the Kill team equivalent of Warlords. Your Kill Team's leader is the model with the highest Leadership (typically a Sargent or equivalent). Any model within a 6 inch "Command Range" can use the Leader's Leadership if the team is broken (more on that later).
Leaders also get to roll on their own little trait table.
1. '''A Cunning Ruse:''' D3+2 non-vehicle models gain the Outflank special rule.
2.'''Quick thinker:''' Your kill team successfully Seizes the Initiative on a 4+ instead of a 6.
3.'''Chasing Promotion:''' You gain 1 Victory Point for slaying the Enemy Leader in a challenge.
4.'''Iron Resolve:''' Your Leader's Command Range is increased to 12"
5.'''Been there. Seen it. Done it:''' Your Leader can select a special rule from one of the Specialist Categories, though this cannot be from the Same category as any of your other specialists.
6.'''Unshakeable Dedication to Duty:''' Your leader gains the Zealot Special Rule.
===Specialists===
These Guys are where a kill team draws most of its effective force. There are five Specialist categories, Combat, Weapon, Dirty Fighter, Indomitable, and Guerilla specialists. Combat and Dirty Fighter are geared for close combat, Weapon favors shooting, Indomitable is about staying on the board as long as possible, and Guerilla is for mobility. Each Kill team is required to have exactly 3 specialists, and each specialist must be from a different category (you can't take 3 Dirty Fighters for example). Players then choose [[Awesome|(that's right choose, not randomly select, not roll on a table, choose)]] special rules from the respective categories to use in game.
'''Combat Specialist'''
In Warhammer 40,000, Kill-teams are squads of specialists, usually employed by the [[Space Marines]] of the [[Deathwatch]], used in missions which large forces aren't the smartest idea to deal with them ([[Imperial Guard|It doesn't stop certain individuals from trying it anyway]]), like sabotage, assassination, objective identification, information theft/retrieval, and everything involving enemy territory and not a full-fledged invasion.
*Counter-Attack - If this model is charged it must take an Ld test. If the test is successful you get +1A until the end of the phase.
*Furious Charge - The turn this model charges into combat it gets +1S (Unless it is a disordered charge).
*Hammer of Wrath - If you get base-to-base with the model you're charging you get a single attack that auto-hits at Initiative 10 with Str:User Ap:-
*Hatred - Choose a foe to Hate, you re-roll all misses during your first round of combat.
*Rage - +2 Attacks for charging unless it is a disordered charge.
''Supplement Rules''
*Deathblow - If a target suffers an unsaved Wound from a close combat attack made by this model, the target is reduced to 0 Wounds and is removed as a casualty
*Berserk Fighter - +D3 attacks if there are more enemy models than friendly in the combat.
*Killer Instinct - This model always wounds on a 2+ when making close combat attacks against non-vehicle models.
*Warrior Adept - This model has +1 weapon Skill.
'''Weapon Specialist'''
There are 3 (or 4) forms of play with Kill-teams: the [[/v/|X-box360/PS3 videogame]], [[Dark Heresy|the]] [[Deathwatch (RPG)|Warhammer]] [[Rogue Trader (RPG)|40,000]] [[Black Crusade (RPG)|Roleplay]] [[Only War|books]], and a [[Kill Team (Specialist Game)|Specialist Game.]]
*Sniper - Always wounds on a 4+ regardless of toughness and to hit roll of 6 grants the Precision Shot rule. Against vehicles Snipers count as Str:3 with the Pinning and Rending rule.
''Supplement Rules''
*Bane Of Vehicles - When Making shooting attacks this model re-rolls failed armour penetration rolls against vehicles and can choose to re-roll glancing hits, in an attempt to get a penetrating hit - but the second roll must be kept.
*Eagle-eye - The range of any ranged weapons fired by this model is increased by half. For example, this model could fire a boltgun (Range 24") up to 36". This increase range also affects Rapid Fire and Melta Distances but has no effect on Template Weapons.
*Machine Saboteur - When this model hits a vehicle in close combat roll a D6 to determine the effect rather than rolling fore armor penetration normally, 1 - No Effect 2/3/4 - Glancing Hit 5/6 - Penetrating hit.
*Master Craftsman - When selecting this special rule, pick a ranged weapon carried by this model. You can re-roll one failed to hit roll per turn with that weapon.
*Reaping Volley - When attacking with a ranged weapon that fires more than one shot, this this model may target different enemy models with each shot Announce the intended target of every shot before making any To Hit rolls.
*Suppressing Fire - If a non-vehicle models suffers one or more hits from a shooting attack made by this model it must take a pinning test.
'''Dirty Fighter Specialist'''
It can be argued that the strike forces lead by [[Blood Ravens Force Commander|Hairgel]] during the events of the [[Dawn of War 2|1st and 2nd Aurelian Crusades]] can be considered Kill-Teams, but the sizes are close.
*Fear - Before rolling to hit in the fight sub-phase the enemy must take an Ld test, if they fail they are reduced to WS 1
*Soul blaze - After taking a wound the enemy model must roll a D6 at the end of each turn. On a 4+ it takes D3 Str:4 Ap:5 hits. On a 3 or less the effect is lost.
''Supplement Rules''
*Blinding Distraction - Any target hit in close combat by this model must take an Initiative test at the end of the currant phase. If the test is passed, they have seen through the distraction. If the Initiative test is failed, the target is reduced to Weapon Skill and Ballistic Skill 1 until the end of their next turn. If any model does not have an initiative characteristic (Buildings, Non-Walker vehicles, Yada yada yada)is unaffected by this special rule.
*Exploit Weakness - When this model makes a close combat attack, for each roll of a 6, the target automatically suffers a wound regardless of toughness. These wounds are resolved at Ap2. Against vehicles, each armour penetration roll of a 6 allows a further D3 to be added to the total these hits are resolved at normal AP values.
*Executioner - This model re-rolls all failed To Wound rolls against targets with a Wounds characteristic of 2 or more.
*Low Blow - A target that suffers one or more hits in close combat from this model is reduced to Initiative 1 until the end of the following Assault Phase.
*Murderous Blows - This model Re-rolls failed To Wound Rolls in Close Combat.
*Poisoned Weapons - When attacking in close combat, this model always wounds their target on a 4+, unless a lower result would be required. In addition, if the Strength of this model is higher than the toughness of the target, this model re-rolls failed rolls To Wound in close combat. This special rule has no effect against vehicles.
'''Indomitable Specialist'''
==Induction in a Kill Team==
*Adamantium Will - +1 to deny the witch rolls.
*Crusader - Roll an extra D6 when making a run move, use the highest result. Also adds D3 to the total for sweeping advances.
*Eternal Warrior - Ignores instant death.
*Fearless - Automatically pass any Ld test.
*Feel No Pain - An additional 5+ save (Or +1 to an existing fnp).
*Relentless - Can shoot Heavy, Salvo and Ordinance weapons as if the model was stationary if it has moved.
*Stubborn - Ignores negative Ld modifiers.
''Supplement Rules''
*Strikedown - Any non-vehicle model that suffers one or more hits from this model in close combat moves asi if it is in difficult terrain until the end of its next turn.
'''Guerrilla Specialist'''
*Fleet - Choose to re-roll run and charge dice.
*Hit & Run - This model can leave combat at the end of any assault phase. Take an initiative test, if passed then pick a direction and roll 3D6, if the distance rolled allows this model to be at least 1" away from the enemy it disengages from combat and moves.
*Infiltrate - After both sides have deployed, but before scout moves Infiltrators can set up anywhere on the table that is further than 12" from any enemy model and they don't have line of sight. Or deploy more than 18" away and have line of sight. this model can't charge on the first turn and this model has the Outflank rule.
*Move Through Cover - Roll an extra D6 when moving through difficult terrain and pick the highest result. This model also ignores dangerous terrain.
*Night Vision - Ignores the effects of night fighting.
*Preferred Enemy - Pick a foe to be preferred enemy. Re-roll to hit and wound against them.
*Scout - After deployment you can redeploy this model anywhere withing 6" of it's original deployment that is more than 12" away from any enemy model. Also has the Outflank rule
*Stealth - +1 to cover saves to a maximum of 2+, or a 6+ if no cover is present.
''Supplement Rules''
*Promethium Charges - This model counts as being equipped with assault grenades. However, cover saves cannot be taken against Wounds Caused by Promethium Charges in the shooting Phase
==Kill Team: Heralds of Ruin==
Each [[Kill Marine]] is chosen with intense scrutiny from their original parent chapter to see whether they have the [[Grimdark|grit,]] [[Rage|rage]] and [[Exterminatus|xenophobia]] to nonchalantly butcher a entire planet's worth of filthy aliens in ways that would make the [[Red Scorpions]] tell you to calm the fuck down. Once they are chosen, each marine must force to watch hours of [[/d/|Space Marine Snuff films]] of fellow Battle-Brothers getting [[Rape|raped,]] [[RIP AND TEAR|killed]] [[Anal circumference|or shat upon]], thereby increasing the marine's [[rage]] to a spectrum of hatred which would make the [[World Eaters]] proud. Strong metallic braces are strapped on the marine's arms and legs to prevent him from ripping apart the film projector. The archives of the Deathwatch detail every member's history, the oaths he has sworn, his areas of expertise, the alien races he has engaged and any quirks or flaws he may have. The team's leader will delve long into these records before each mission, to ensure the best chances for each marine to become victorious against the xenos scum.
So GW released Kill Team, and saw that it was good. It was popular, used few models and so coaxed new players to invest in a few models and have some fun, and with the smaller size came a whole new set of possibilities...
The Battle-Brothers of the Deathwatch are exceptional individuals taken from Chapters across the galaxy. [[Tumblr|In this diversity and fund of experience lies great strength.]] Where one member of a Kill Team may not have encountered a specific breed of alien, another will have met that creature in battle and defeated it, or one roughly analogous to it. Once a Kill Team has fought together long enough to share the full extent of this knowledge, it will often be disbanded, its members assembled into different Kill Teams to learn and teach anew. Doing this allows a good degree of tactical flexibility when fighting against the myriad of alien threats facing the Imperium as well as allowing unskilled members of a Kill Team to learn the best ways to fight this particular xenos from their mentors who have previous battle experience. This means that each Kill Marine is as adaptable and pragmatic as an [[Inquisitor]] when in the midst of combat. Because of this, in a rare moment of common sense, [[Reasonable Marines|it is common for a veteran sergeant to seek his men's advice as often as the other way around, and in many cases act more as an arbiter than as a traditional commander.]]
GW had taken a hold on the skirmish tabletop scene, and everything was good. Or so they think. Unbeknownst to the british tycoon, their game had an effect on their customers, an effect they never learned to fear... Inspiration.
Deathwatch officers will invariably choose the members of their Kill Team in order to draw on as much relevant experience as possible. With different Chapters having long-standing specializations, it is easy enough to identify who will have the most relevant insights in a given circumstance. In matters of how best to launch a close assault, a [[Sternguard Veteran]] of the [[Imperial Fists]] will likely yield to the advice of a [[Vanguard Veteran]] from the [[Blood Angels|Blood Angels Chapter,]] whereas in the defense of a bastion complex, it will almost certainly be the other way around. Long-standing rivalries between Chapters do sometimes sour these relationships, at least initially -- headstrong [[Space Wolves]] may clash with dour [[Dark Angels]] in an echo of their Primarchs' famous rivalry, and a tactician from the [[Hammers of Dorn]] [[Skub|may endlessly debate the finer points of the]] [[Codex Astartes]] with his [[Ultramarines]] equivalent. Over time, however, these instances of conflict lead to long-standing respect or even firm friendship. Truly in the grimdarkness of the 41st Millennium, [[My Little Pony|friendship truly is magi-]] {{Blam}}
So hold the ''fucking'' phone, clear the goddamn calender and strap in, 'cause we're going ''warp speed'' - Suddenly was Kill Team: Heralds of Ruin, and ''gawd djammit'' isn't it the best fucking unofficial supplement for 40k since BattleScribe. Unlike the official Kill Team, Kill Team: HoR is more of a stand-alone game with its own rules, gear and playstyle, making it more of its own game than the official one. Not only that, the game took inspiration from Mordheim and Necromunda for this game, allowing for the fans of those games to get a compromise between playing the supported game and the good one.
==Role==
[[Warhammer_40,000:_Kill_Team_(HoR)/Tactics|While many rules are changed and amended in HoR to fit the new playstyle]], these relatively light changes completely turns the game on its head, changing everything most players know about playing 40k. Space Marines are weak not-really-jacks-of-all-trades, masters-of-none infantry units, you say? Nope, in HoR they are among the most badass single models you can get, with powerful weaponry, grenades that can nail most things you come up against and an armour save that can really throw a wrench into any poor sod's plan. On the flipside, models like your Guardsmen are as good as toast - Imperial Guard is noticebly weaker than most other factions, and are generally poorly optimized for Kill Team, lacking any real sort of power unit (apart from Ogryns) and armoured vehicles.
The Kill Team is the primary formation of the Deathwatch, serving as the core group that engages the bulk of their hated xenos foes, and to bring about the achievement of the Deathwatch's objectives. They are in a essence, the Deathwatch's equivalent of the vanilla Space Marine [[Tactical Squad]]. Most Battle-Brothers are veterans of a hundred alien wars before being inducted into the Deathwatch, but selection is not made upon length of service alone. In theory, even a Scout Marine who shows exceptional skill at arms against the xenos may be selected to serve, although such an event is extremely rare. In the main, it is those Battle-Brothers who have faced a broad range of alien threats and not only survived, but prevailed, learning and passing on new methods of defeating such foes. A Deathwatch Kill Team consist of no less than 5 Battle-Brothers, but they are no larger than a reinforced squad in size, tasked with carrying out a specific objective, such as the destruction of a particularly dangerous target or strategically important objective.
Kill Team: HoR is still fully supported by the Heralds of Ruin blog, who originally made the supplement in the first place, and there are several for discussing the game around the webs, though the Facebook groups is the most active. In addition to any army currently available from GeeDubs, the good blog made sure to add some fan favorites like the Deathwatch, the Adeptus Arbites, Genestealer Cults and some vastly improved Sisters of Battle, which just goes to show what can be done when you try to make a game that caters to the wishes of the customers. Currently almost all the lists are undergoing updates to balance things out and update to 7th ed. More news on the Facebook Group.
If a mission requires an unusually large number of Deathwatch Astartes to participate, the Inquisition may assemble several Kill Teams, though such instances are rare because of the elite status and potent combat ability of even a single Deathwatch Kill Team. The term Kill Team can also refer to larger, more ''ad hoc'' assemblies of Space Marines drawn from the companies of the standard Space Marine Chapters. These types of Kill Teams often consist of 3-5 squads within a standard Astartes company, or about 30-50 Space Marines. These Kill Teams are lightly armed and are intended to make use of speed and relative stealth to destroy selected, highly important strategic targets. These targets are primarily the enemy's most important command-and-control units, such as an enemy commander and his bodyguard. Additionally, standard Space Marine Chapters also make use of Kill Teams to mop up any remaining enemy troops after the primary combat has ended in an Astartes victory.
Being Supersoldier Spec-Ops, Kill Teams get all the [[Awesome]] shit. They are usually armed with a [[Special Issue Boltgun]] chambered to fire specialized rounds like Hellfire or Dragonfire rounds, [[Infernus Heavy Bolter]], [[Mark IX Sniper Rifle]], an assortment of [[Combi-weapons]] such as a [[Combi-Flamer]], [[Combi-Melta]], [[Combi-Grenade Launcher]], [[Combi-Plasma]], [[Combi-Grav]] and even the elusive [[Disintegration Combi-Gun]], the rare [[Grenades & Explosives#Egerian Geode|Egerian Geode]], as well as a [[Power weapon#Power Maul|Power Maul]], [[C'tan Phase Weapons#Xenophase Blade|Xenophase Blades]] and a motherfucking [[Power weapon#Heavy Thunder Hammer|Heavy Thunder Hammer]]. Oh yeah, and all of them wear the elusive [[Mark VIII: Errant Armour]].
==Warhammer 40,000 Kill Team: Skirmish Combat in the 41st Millennium==
==Types of Kill Teams==
Following the announcement of its return on March 18, 2018, Kill Team is now a full-fledged Specialist Game, with the addition of branching skill trees for each Specialization, alternating activations, and a modified version of the Stratagem system known as Tactics. GW has also said that it will be receiving expansions covering factions that don't appear in regular 40k- following a recent leak, GW confirmed that one of these will be focused specifically on [[Rogue Trader]]s.
*[https://www.youtube.com/watch?v=BYwCOrz4oEo Teaser Video from Games Workshop]
*[https://www.warhammer-community.com/2018/07/05/5th-july-kill-team-the-game-youve-been-waiting-forgw-homepage-post-2/ Further information, plus details on the core set and a Q&A]
*[https://warhammer40000.com/kill-team/ The official website]
Although Kill Teams are broad, there are several types of distinct Kill Teams that are specialised in murderfucking xenos ten ways to hell. These are:
Bring a lot of terrain for kill team games. Large area terrain like ruins or forests are ideal for consolidating your troops and forming firing bases, besides providing cover and creating firing lanes.
And do not forget about the terrain data sheets. If you are using weapons with the gets hot USR, bring a manufactorum to the table. If you like flamers, invest in the promethium relay pipes. Battlefield debris like the ammunition dump can make great focal points for your battles, and lines of razorwire or an aegis defense line can really spice up the terrain.
==See Also==
*'''Aquila Kill Team''' - The 'vanilla' Kill Team, the Deathwatch Tactical Marines that are meant to handle any eventuality. The team's Battle-Brothers keep in constant communication, evolving their battle plan with each new twist of fate. They assess the strengths and weaknesses of the foe with the penetrating gaze of a hunting eagle, devising the optimum courses of action before swooping in for the kill.
*[[Combat Patrol]], another way to play 40k with smaller bands of units
*'''Dominatus Kill Team''' - Kill Teams that comprised mainly of [[Assault Marines]]. Should the enemy rely on specialist forces of its own, the Dominatus Kill Team will make their destruction a priority in order to secure dominion over the field. The team's Vanguard would launch their alpha strike as the Veteran marksmen that form the rest of their Kill Team pin the enemy in place with disciplined firepower. It is a tactic that has been employed to great effect against the most marshalled xenos armies.
*The different branches of Warhammer 40,000 roleplay:
*'''Fortis Kill Team''' - A Kill Team comprised of [[Primaris Marine]]s. Due to their more fixed roles, it becomes more important that the various varieties of shiny new space marines find ways to support themselves. This leads to a Fortis team becoming more akin to a micro Kill-Team when they aren't supporting their elder brethren.
** [[Dark Heresy]]
*'''Furor Kill Team''' - A Kill Team comprised entirely of [[Terminators]]. Where the enemy still threatens the Imperial lines through sheer weight of numbers, the team’s close combat specialists will charge in at the last moment. The Furor's would teleport in the middle of enemy encampment and proceed to [[RIP AND TEAR]] survivors with powered blades, Chainswords and lightning claws. The forward elements of the Furor team drive onward with each new charge, breaking enemy offensives one after another.
** [[Rogue Trader (RPG)]]
*'''Purgatus Kill Team''' - Purgatus Kill Team specifically targets the leadership of enemy squads. Essentially a Kill Team with a [[Librarian]]. These squads hunt down and slay those dominant creatures that hold xenos forces together, whether through conventional command structures or through psychic means. When the Purgatus team is in position it will burst from concealment in a storm of Hellfire shells and purifying lightnings, destroying enemy leadership and causing [[Squad Broken]].
** [[Deathwatch (RPG)]]
*'''Venator Kill Team''' - A Venator team is assembled when the Deathwatch face a foe too agile or manoeuvrable for a conventional strike force to contain it. Essentially the Deathwatch's [[Bike Squad]]. Where such a xenos army could run rings around an armoured division or Gladius demi-company, the Venator team turns the enemy assault on its head, its bike-mounted warriors hurtling in wide sweeps to encircle the foe in their turn.
** [[Black Crusade (RPG)]]
*'''Malleus Kill Team''' - Close combat force equipped with Thunder Hammers, Power Weapons, and Storm Shields. The force of the Malleus is meant to deal with xenos that likes to charge in vicious close quarters combat. The Storm Shields and power weapons wielded by the Malleus team acts as a living bulwark of ceramite-coated, 9-foot tall walls that can slow down and even stop an entire charge of xenos hordes.
** [[Only War]].
*The blog ''The Heralds of Ruin'' have created their own Kill Team supplement which basically fucks over the Official rules by amending rules like Orders and War Hymns, having whole army lists for each faction and the most amazing Campaign system I have seen for smaller game since fucking [[Necromunda]] and [[Mordheim]]. Find it here and be amazed: http://heralds-of-ruin.blogspot.dk/p/kill-team-rules.html
**[[Warhammer_40,000:_Kill_Team_(HoR)/Tactics|Heralds of Ruin Kill Team Tactics]]
**[http://www.heraldsofruin.com/forum/ Now with a spanking new forum]
Kill Team or Kill-Team refers to a singular form of squad organisation, closely related to the universe of Warhammer 40,000. But anyone known to role-playing are familiar with the concept.
In Warhammer 40,000, Kill-teams are squads of specialists, usually employed by the Space Marines of the Deathwatch, used in missions which large forces aren't the smartest idea to deal with them (It doesn't stop certain individuals from trying it anyway), like sabotage, assassination, objective identification, information theft/retrieval, and everything involving enemy territory and not a full-fledged invasion.
It can be argued that the strike forces lead by Hairgel during the events of the 1st and 2nd Aurelian Crusades can be considered Kill-Teams, but the sizes are close.
Each Kill Marine is chosen with intense scrutiny from their original parent chapter to see whether they have the grit,rage and xenophobia to nonchalantly butcher a entire planet's worth of filthy aliens in ways that would make the Red Scorpions tell you to calm the fuck down. Once they are chosen, each marine must force to watch hours of Space Marine Snuff films of fellow Battle-Brothers getting raped,killedor shat upon, thereby increasing the marine's rage to a spectrum of hatred which would make the World Eaters proud. Strong metallic braces are strapped on the marine's arms and legs to prevent him from ripping apart the film projector. The archives of the Deathwatch detail every member's history, the oaths he has sworn, his areas of expertise, the alien races he has engaged and any quirks or flaws he may have. The team's leader will delve long into these records before each mission, to ensure the best chances for each marine to become victorious against the xenos scum.
The Battle-Brothers of the Deathwatch are exceptional individuals taken from Chapters across the galaxy. In this diversity and fund of experience lies great strength. Where one member of a Kill Team may not have encountered a specific breed of alien, another will have met that creature in battle and defeated it, or one roughly analogous to it. Once a Kill Team has fought together long enough to share the full extent of this knowledge, it will often be disbanded, its members assembled into different Kill Teams to learn and teach anew. Doing this allows a good degree of tactical flexibility when fighting against the myriad of alien threats facing the Imperium as well as allowing unskilled members of a Kill Team to learn the best ways to fight this particular xenos from their mentors who have previous battle experience. This means that each Kill Marine is as adaptable and pragmatic as an Inquisitor when in the midst of combat. Because of this, in a rare moment of common sense, it is common for a veteran sergeant to seek his men's advice as often as the other way around, and in many cases act more as an arbiter than as a traditional commander.
Deathwatch officers will invariably choose the members of their Kill Team in order to draw on as much relevant experience as possible. With different Chapters having long-standing specializations, it is easy enough to identify who will have the most relevant insights in a given circumstance. In matters of how best to launch a close assault, a Sternguard Veteran of the Imperial Fists will likely yield to the advice of a Vanguard Veteran from the Blood Angels Chapter, whereas in the defense of a bastion complex, it will almost certainly be the other way around. Long-standing rivalries between Chapters do sometimes sour these relationships, at least initially -- headstrong Space Wolves may clash with dour Dark Angels in an echo of their Primarchs' famous rivalry, and a tactician from the Hammers of Dornmay endlessly debate the finer points of theCodex Astartes with his Ultramarines equivalent. Over time, however, these instances of conflict lead to long-standing respect or even firm friendship. Truly in the grimdarkness of the 41st Millennium, friendship truly is magi-*BLAM*
The Kill Team is the primary formation of the Deathwatch, serving as the core group that engages the bulk of their hated xenos foes, and to bring about the achievement of the Deathwatch's objectives. They are in a essence, the Deathwatch's equivalent of the vanilla Space Marine Tactical Squad. Most Battle-Brothers are veterans of a hundred alien wars before being inducted into the Deathwatch, but selection is not made upon length of service alone. In theory, even a Scout Marine who shows exceptional skill at arms against the xenos may be selected to serve, although such an event is extremely rare. In the main, it is those Battle-Brothers who have faced a broad range of alien threats and not only survived, but prevailed, learning and passing on new methods of defeating such foes. A Deathwatch Kill Team consist of no less than 5 Battle-Brothers, but they are no larger than a reinforced squad in size, tasked with carrying out a specific objective, such as the destruction of a particularly dangerous target or strategically important objective.
If a mission requires an unusually large number of Deathwatch Astartes to participate, the Inquisition may assemble several Kill Teams, though such instances are rare because of the elite status and potent combat ability of even a single Deathwatch Kill Team. The term Kill Team can also refer to larger, more ad hoc assemblies of Space Marines drawn from the companies of the standard Space Marine Chapters. These types of Kill Teams often consist of 3-5 squads within a standard Astartes company, or about 30-50 Space Marines. These Kill Teams are lightly armed and are intended to make use of speed and relative stealth to destroy selected, highly important strategic targets. These targets are primarily the enemy's most important command-and-control units, such as an enemy commander and his bodyguard. Additionally, standard Space Marine Chapters also make use of Kill Teams to mop up any remaining enemy troops after the primary combat has ended in an Astartes victory.
Although Kill Teams are broad, there are several types of distinct Kill Teams that are specialised in murderfucking xenos ten ways to hell. These are:
Aquila Kill Team - The 'vanilla' Kill Team, the Deathwatch Tactical Marines that are meant to handle any eventuality. The team's Battle-Brothers keep in constant communication, evolving their battle plan with each new twist of fate. They assess the strengths and weaknesses of the foe with the penetrating gaze of a hunting eagle, devising the optimum courses of action before swooping in for the kill.
Dominatus Kill Team - Kill Teams that comprised mainly of Assault Marines. Should the enemy rely on specialist forces of its own, the Dominatus Kill Team will make their destruction a priority in order to secure dominion over the field. The team's Vanguard would launch their alpha strike as the Veteran marksmen that form the rest of their Kill Team pin the enemy in place with disciplined firepower. It is a tactic that has been employed to great effect against the most marshalled xenos armies.
Fortis Kill Team - A Kill Team comprised of Primaris Marines. Due to their more fixed roles, it becomes more important that the various varieties of shiny new space marines find ways to support themselves. This leads to a Fortis team becoming more akin to a micro Kill-Team when they aren't supporting their elder brethren.
Furor Kill Team - A Kill Team comprised entirely of Terminators. Where the enemy still threatens the Imperial lines through sheer weight of numbers, the team’s close combat specialists will charge in at the last moment. The Furor's would teleport in the middle of enemy encampment and proceed to RIP AND TEAR survivors with powered blades, Chainswords and lightning claws. The forward elements of the Furor team drive onward with each new charge, breaking enemy offensives one after another.
Purgatus Kill Team - Purgatus Kill Team specifically targets the leadership of enemy squads. Essentially a Kill Team with a Librarian. These squads hunt down and slay those dominant creatures that hold xenos forces together, whether through conventional command structures or through psychic means. When the Purgatus team is in position it will burst from concealment in a storm of Hellfire shells and purifying lightnings, destroying enemy leadership and causing Squad Broken.
Venator Kill Team - A Venator team is assembled when the Deathwatch face a foe too agile or manoeuvrable for a conventional strike force to contain it. Essentially the Deathwatch's Bike Squad. Where such a xenos army could run rings around an armoured division or Gladius demi-company, the Venator team turns the enemy assault on its head, its bike-mounted warriors hurtling in wide sweeps to encircle the foe in their turn.
Malleus Kill Team - Close combat force equipped with Thunder Hammers, Power Weapons, and Storm Shields. The force of the Malleus is meant to deal with xenos that likes to charge in vicious close quarters combat. The Storm Shields and power weapons wielded by the Malleus team acts as a living bulwark of ceramite-coated, 9-foot tall walls that can slow down and even stop an entire charge of xenos hordes.