Creating A Killzone
Creating A Killzone
Creating A Killzone
40,000
KILE TEAM
CREATING A KILLZONE
Kill Team games are fought in killzones - dramatic and awe-inspiring battlefields packed
with all manner of things to climb up, run along, hide behind or detonate! This article
provides rules and inspiration for creating your very own immersive killzone.
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KILLZONE REGISTER
Whether you are looking to create killzones using your existing customised killzone. For example, not all exposed plasma coils need
sot
terrain collection or begin a hobby project to build a thematic and the Dangerous trait (some may be inactive). Just make sure you decide
customised killzone, Killzone Register provides a selection of terrain all traits before the battle.
traits for you to use, along with guidance and examples of their
Remember that a terrain feature may have multiple traits. For
application (shown in italics). These should be used in conjunction
example, the most effective defensive position would have the Heavy,
with the traits in the Kill Team Core Book - namely Heavy, Light,
Defendable, Fortified and Gun Emplacement traits. Also remember
Insignificant, Traversable and Vantage Point.
that Kill Team has a large degree of specificity; traits are often applied
These traits are flexible in their application and are intended to be to specific parts and not to others, as shown in the diagram below.
applied as you wish, so only use them if you feel it's suitable for your
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WARHAMME
KILL TEAW
H 0,
Some traits require an operative to control a part of a terrain feature. A friendly operative controls it while within A of it and the total
APL characteristic of friendly operatives within A of itis greater than that of enemy operatives within A ofit.
Each time a shooting attack is made against an operative This part of the terrain feature is a Vantage Point.
within a specified distance of this part of the terrain feature,
the ranged weapon gains the Lethal 5+ special rule for that Each time a friendly operative makes a shooting attack while on a Punishing
shooting attack. If it already has the Lethal X special rule, Vantage Point against a target that is not in Cover, in the Roll Attack Dice step
improve the X by 1 for that shooting attack (e.g. Lethal 5+ of that shooting attack, before rolling your attack dice, you can retain one attack
becomes Lethal 4+). dice as a successful normal hit without rolling it.
This trait is suitable for creating areas that are risky to be Each time an operative makes a shooting attack against a friendly operative that
around when the enemy shoots. The specified distance must is on a Punishing Vantage Point, in Cover and at least 20 higher than them, in
be clearly defined before the battle. This could be as small the Roll Defence Dice step of that shooting attack, before rolling your defence
as A for things like a promethium barrel. It could be as dice, one additional dice can be retained as a successful normal save as a result
large as BB for things like promethium machinery. of Cover.
This trait is suitable for particularly high Vantage Points (e.g. more than 20
tall) that offer a commanding position of the killzone.
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Each time an operative makes a
shooting attack, if a Cover line drawn
to the intended target crosses more
than one terrain feature with this trait,
the intended target is Obscured.
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‘40,000
KILL TEAM
FORTIFIED
Each time a shooting attack is made
against a friendly operative that is in
Cover as a result of this part of the
terrain feature, in the Roll Defence
Dice step of that shooting attack, you
can re-oll one of your defence dice.
INVENTORY
Operatives can perform the following mission action:
Search 1AP
An operative can perform this action while it controls this part of the
terrain feature. Roll one D3 and add 1 to the result. You can equip the
Operative with an item of equipment with an equipment point that is
equal to or less than the total.
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WARHAMMER
40.000
KILL TEAM
This trait is suitable for areas of the killzone that are hazardous to operatives,
such as overheated plasma coils. If the terrain feature has a clearly defined area
that an operative can be placed upon (e.g. a toxic pool), you can change the
‘within MM of’ part of the rule to ‘with its base touching’.
Each time a friendly operative within this part of the terrain feature makes a
shooting attack (including Overwatch), if it has not and will not move during
the current activation, in the Roll Attack Dice step of that shooting attack, you
can re-+oll one of your attack dice.
This trait is suitable for creating powerful shooting areas. The area must be clearly
defined before the battle. This could be a part of a terrain feature an operative
can be placed upon, such as a firing position in a trench line. It could be a part
of a terrain feature the operative must be within A of and on the right side of,
such as a braced rampart for weapons to be placed upon.
Each time an operative fights in combat, if it is not the active operative but is
defending this part of the terrain feature, it is always the Attacker, regardless of
any rules the enemy operative has. For an operative to be defending this terrain
feature, all of the following must be true:
This trait is suitable for barricades and barriers where a Defender would be at an
advantage from anyone attempting to Charge and fight them over it.
An operative can move through this part of the terrain feature as if it were not
there, and can do so even if it's too large to fit through this part of the terrain
feature. Remember that an operative must finish a move in a location it can be
placed, therefore it must finish the move wholly on one side or the other.
This trait is suitable for parts of terrain features that physically block an
operative's movement, but they should still be able to move through them.
Examples can include doors or small windows. Note that such parts do not
always need this trait - doors and windows can be barricaded and locked after
all. Also note that windows would still need an operative to climb or traverse to
get to them and down the other side; this trait simply allows operatives to ignore
things like window panes and the walls either side of the window if the operative
is too large.
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epee
NEW RULES
STRATEGIC
In the Generate Command Points step of the Strategy
phase, if friendly operatives control this part of the terrain
feature, you gain 1 additional Command Point.
This trait is suitable for terrain with greater strategic
potential. It could be a unique artefact or structure or a key
terminal or interaction point.
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Over the following pages, you will find some examples of customised killzones created using Games Workshop kits. Remember that the Killzone
Register is guidance, so you can use these examples as presented or tweak the traits to suit your killzone.
Killzone: Wall of Martyrs is a killzone with an abundance of trench lines and defensive emplacements, as well as scattered supplies. A well
positioned team can look to dominate with ranged attacks, particularly against enemies in the open. However, the layered nature of the trench
lines and the lack of cover once within them provides opportunity for the other team to close the distance, get in their midst and punish them
up close.
The trench floor has the Insignificant trait. All other parts of a Trench Line terrain feature have the Fortified, Heavy and Traversable traits.
The trench floor has the Insignificant trait. All other parts of a Trench Line Gun Emplacement terrain feature have the Fortified, Gun
Emplacement, Heavy and Traversable traits. To be within the Gun Emplacement part of the terrain feature, the operative must be in the trench
and within A of the firing embrasure.
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The roof of a Trench Line Bunker terrain feature has the Vantage Point trait. The ramparts on the Vantage Point have the Fortified, Heavy and
Traversable traits. All other parts of a Trench Line Bunker have the Heavy trait.
WARHAMMER
40,000
KILL TEAM
REACTOR COMPOUND
Killzone: Reactor Compound is a killzone with industrial structures and machines. It has lots of Heavy terrain features and Vantage Points, and
the smog and fumes of industry affect how your operatives move around it. Careful positioning will be needed to get good angles to attack the
enemy and also to avoid the dangerous and volatile nature of some terrain.
Industrial Chimney
All parts of an Industrial Chimney
terrain feature have the Heavy and
Susy
Smoke Haze traits.
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Exposed
plasma coil
Industrial Structure
The levels above ground on an
Industrial Structure terrain feature
have the Vantage Point trait.
The ramparts have the Light and
Traversable traits. The ladders have
the Scalable trait (but no other traits,
therefore they do not provide Cover).
The industrial machine has the Heavy
and Scalable traits.
Haemotrope Reactor
All parts of a Haemotrope Reactor
terrain feature have the Heavy and
Volatile traits. The specified distance
for its Volatile trait is).
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