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* AndNowForSomeoneCompletelyDifferent: Units designed specifically for ''Kill Team'' tend to represent the more obscure aspects of the ''Warhammer 40,000'' universe that wouldn't fit neatly into the releases for the base game - from Rogue Traders, to Imperial Navy marines, to Eldar Corsairs and Traitor Guardsmen.

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* AndNowForSomeoneCompletelyDifferent: Units designed specifically for ''Kill Team'' tend to represent the more obscure aspects of the ''Warhammer 40,000'' universe that wouldn't fit neatly into the releases for the base game - from games, such as Rogue Traders, to Imperial Navy marines, to Eldar Corsairs and Traitor Guardsmen.



* SelfDestructMechanism: One of the upgrades available for the Brute player in the 4th Edition ''Warhammer 40,000'' version of the game is the 'Doomsday Device', a weapon of last resort designed to destroy the battlefield to prevent the Kill-team from completing their mission. The Brute player could activate this device once there were more Kill-team models on the board then Brutes, resulting in a random chance of the battlefield exploding at the beginning of each turn.

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* SelfDestructMechanism: One of the upgrades available for the Brute player in the 4th Edition ''Warhammer 40,000'' version of the game is the 'Doomsday Device', "Doomsday Device", a weapon of last resort designed to destroy the battlefield to prevent the Kill-team from completing their mission. The Brute player could activate this device once there were more Kill-team models on the board then Brutes, resulting in a random chance of the battlefield exploding at the beginning of each turn.



* VideogameFlamethrowersSuck: {{Averted|Trope}} even more than in the parent game. As well as retaining the main game's automatic hits, the 2018 Kill Team rules make the weapon's short range less of an issue than in ''Warhammer 40,000'' due to smaller playing area. In addition to this, the Demolitions specialist has access to the Level 2 skill Pyromaniac that increases the likelihood of wounding with flamer weapons. Their main weakness remains that their lack of armor penetration.

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* VideogameFlamethrowersSuck: {{Averted|Trope}} even more than in the parent game. As well as retaining the main game's automatic hits, the 2018 Kill Team rules make the weapon's short range less of an issue than in ''Warhammer 40,000'' due to smaller playing area. In addition to this, the Demolitions specialist has access to the Level 2 skill Pyromaniac that increases the likelihood of wounding with flamer weapons. Their main weakness remains that their lack of armor penetration.----
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A second edition of ''Kill Team'' was released in 2021, with new rules which are more distinct from base ''Warhammer 40,000'', as well as with new boxed sets featuring miniatures designed specifically for the game[[note]]Though most Kill Team squads can be used in the base game, many of the upgrades and weapons featured in them don't have rules.[[/note]]. A supplement called ''Kill Team: Into the Dark'', centered around combat inside spaceships, is set to be released in late 2022.


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* AndNowForSomeoneCompletelyDifferent: Units designed specifically for ''Kill Team'' tend to represent the more obscure aspects of the ''Warhammer 40,000'' universe that wouldn't fit neatly into the releases for the base game - from Rogue Traders, to Imperial Navy marines, to Eldar Corsairs and Traitor Guardsmen.
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* EliteTweak: Heavily encouraged by the 2018 version rules via Specialists. In most standard and competitive "Matched Play" set up a player's deployed team must include one Leader specialist and may include up to three different specialists after that. Campaign play opens up the ability to level your units up, with the unit costing more points with each level. In general, every specialism favors certain play-styles, unit types, and gear, such as Sniper to increase the the chance of hitting with a high strength or damage weapon, or Demolition with auto-hit weapon such as flamers or weapons which ignore cover penalties to hit. Then there are outside the box combinations such as combining Sniper with weapons that risk damaging the unit on a hit roll of 1, such as overcharged plasma guns, to make them safer to fire by allowing a free re-roll. Or Demolitions with a model using a sniper rifle type weapon that inflicts additional wounds on a wound roll of 6+, since Demolitions has multiple traits and tactics which boost the final result.

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* EliteTweak: Heavily encouraged by Specialist models in the 2018 version of the rules via Specialists. In most standard are able to use various skills, abilities and competitive "Matched Play" set up a player's deployed team must Tactics that can vastly improve the abilities of weapons or other skills. Examples of this include one Leader specialist and may include up to three different specialists after that. Campaign play opens up the ability to level your units up, with the unit costing more points with each level. In general, every specialism favors certain play-styles, unit types, and gear, such as Marksman Sniper to increase Skill, that allows the the chance re-rolling hit roll of hitting with a high strength or damage weapon, or Demolition with auto-hit weapon such as flamers or 1, being combined weapons which ignore cover penalties to hit. Then there are outside that harm the box combinations wielder on such as combining Sniper rolls, and the Breacher Demolitions Skill that gives a bonus to wound rolls being combined with weapons that risk damaging the unit do extra Damage on a hit roll of 1, such as overcharged plasma guns, to make them safer to fire by allowing a free re-roll. Or Demolitions with a model using a sniper rifle type weapon that inflicts additional wounds on a high wound roll of 6+, since Demolitions has multiple traits and tactics which boost the final result.rolls.
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* ArbitraryMaximumRange: More so than the regular game. Regular Warhammer 40,000 effectively tries to portray a condensed battle and can be easily argued from a fluff standpoint that the events are happening on a much larger scale (with models representing approximate positions, or effectively someone observing a battle on a tactical map from an HQ). Kill Team is effectively scaled down to battles happening on a single city block, or one part of a military or industrial compound, or only one part of a star ship among several small units in a few minutes. Weapon Ranges are kept the same as the original for the sake of easily learning the game, but also adds a "Long Range" rule which imposes a penalty to accuracy beyond half of the weapon's max range.
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* ShortRangeShotgun: The 2018 version. While Shotguns or Shotgun-like weapons are not any shorter range in terms of measuring here than in regular Warhammer 40,000, because the rules impose a -1 penalty To-Hit beyond half range, this means most shotguns have a Short Range of 6", but most have a rule which makes them hit harder at short range. That said, because Kill-Team is effectively played on a much smaller scale than regular 40k, effectively shotguns (and all weapons by exention) are shorter ranged here than even regular 40,000.

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* ShortRangeShotgun: The In the 2018 version. While version, while Shotguns or Shotgun-like weapons are not any shorter have the same range in terms of measuring here than as in regular Warhammer 40,000, because ''Warhammer 40,000'', the rules impose a -1 penalty To-Hit on the hit rolls for shots beyond half range, this range means that the already short ranged shotgun has a far shorter effective range than most shotguns have a Short Range other weapons of 6", but most have a rule which makes them hit harder similar size. This is, however, compensated by the shotgun's ability to increase it's Strength characteristic at short range. That said, because Kill-Team is effectively played on a much smaller scale than regular 40k, effectively shotguns (and all weapons by exention) are shorter ranged here than even regular 40,000.range.
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** The crown winner of this however, is the T'au's Pulse Blaster which instead has three firing modes with different ranges and destructive power and manages to avert, play straight, and exaggerate it to the point of parody depending on said setting. Its Long-range has a max range of 15" with an optimal range of 7.5", which is pretty decent, but weaker than using a Pulse Carbine or Rifle. Its Medium range is shorter than an Astartes Shotgun, but doesn't have to be half-range for the strength and armor penetration increase. Its Close Range setting, which hits harder than some heavy machine guns (including the 1"/25.4mm explosive shell/mini-rocket firing "machine gun" that is the Heavy Bolter), but has the comically short max range of 5" and optimal of 2.5". And considering that models whose bases are within 1" of each other are considered to be in Close Combat and can't fire any non-pistol weapons in such situations, this means it has only about an 1.5" of between "can't fire at all" and "can't easily hit the target".
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* ArbitraryMaxRange: More so than the regular game. Regular Warhammer 40,000 effectively tries to portray a condensed battle and can be easily argued from a fluff standpoint that the events are happening on a much larger scale (with models representing approximate positions, or effectively someone observing a battle on a tactical map from an HQ). Kill Team is effectively scaled down to battles happening on a single city block, or one part of a military or industrial compound, or only one part of a star ship among several small units in a few minutes. Weapon Ranges are kept the same as the original for the sake of easily learning the game, but also adds a "Long Range" rule which imposes a penalty to accuracy beyond half of the weapon's max range.

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* ArbitraryMaxRange: ArbitraryMaximumRange: More so than the regular game. Regular Warhammer 40,000 effectively tries to portray a condensed battle and can be easily argued from a fluff standpoint that the events are happening on a much larger scale (with models representing approximate positions, or effectively someone observing a battle on a tactical map from an HQ). Kill Team is effectively scaled down to battles happening on a single city block, or one part of a military or industrial compound, or only one part of a star ship among several small units in a few minutes. Weapon Ranges are kept the same as the original for the sake of easily learning the game, but also adds a "Long Range" rule which imposes a penalty to accuracy beyond half of the weapon's max range.
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* ArbitraryMaxRange: More so than the regular game. Regular Warhammer 40,000 effectively tries to portray a condensed battle and can be easily argued from a fluff standpoint that the events are happening on a much larger scale (with models representing approximate positions, or effectively someone observing a battle on a tactical map from an HQ). Kill Team is effectively scaled down to battles happening on a single city block, or one part of a military or industrial compound, or only one part of a star ship among several small units in a few minutes. Weapon Ranges are kept the same as the original for the sake of easily learning the game, but also adds a "Long Range" rule which imposes a penalty to accuracy beyond half of the weapon's max range.


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* ShortRangeShotgun: The 2018 version. While Shotguns or Shotgun-like weapons are not any shorter range in terms of measuring here than in regular Warhammer 40,000, because the rules impose a -1 penalty To-Hit beyond half range, this means most shotguns have a Short Range of 6", but most have a rule which makes them hit harder at short range. That said, because Kill-Team is effectively played on a much smaller scale than regular 40k, effectively shotguns (and all weapons by exention) are shorter ranged here than even regular 40,000.
** The crown winner of this however, is the T'au's Pulse Blaster which instead has three firing modes with different ranges and destructive power and manages to avert, play straight, and exaggerate it to the point of parody depending on said setting. Its Long-range has a max range of 15" with an optimal range of 7.5", which is pretty decent, but weaker than using a Pulse Carbine or Rifle. Its Medium range is shorter than an Astartes Shotgun, but doesn't have to be half-range for the strength and armor penetration increase. Its Close Range setting, which hits harder than some heavy machine guns (including the 1"/25.4mm explosive shell/mini-rocket firing "machine gun" that is the Heavy Bolter), but has the comically short max range of 5" and optimal of 2.5". And considering that models whose bases are within 1" of each other are considered to be in Close Combat and can't fire any non-pistol weapons in such situations, this means it has only about an 1.5" of between "can't fire at all" and "can't easily hit the target".
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Removing a bit of unneeding information


* EliteTweak: Heavily encouraged by the 2018 version rules via Specialists. In most standard and competitive "Matched Play" set up a player's deployed team must include one Leader specialist and may include up to three different specialists after that. Additionally all units are locked at Level 1 experience, granting them their specialism's default trait and one tactical ability activated with Command Points. Campaign play opens up the ability to level your units up, as detailed below. In general, every specialism favors certain playstyles, unit types, and gear, such as Sniper to increase the the chance of hitting with a high strength or damage weapon, or Demolition with auto-hit weapon such as flamers or weapons which ignore cover penalties to hit. Then there are outside the box combinations such as combining Sniper with weapons that risk damaging the unit on a hit roll of 1, such as overcharged plasma guns, to make them safer to fire by allowing a free re-roll. Or Demolitions with a model using a sniper rifle type weapon that inflicts additional wounds on a wound roll of 6+, since Demolitions has multiple traits and tactics which boost the final result.

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* EliteTweak: Heavily encouraged by the 2018 version rules via Specialists. In most standard and competitive "Matched Play" set up a player's deployed team must include one Leader specialist and may include up to three different specialists after that. Additionally all units are locked at Level 1 experience, granting them their specialism's default trait and one tactical ability activated with Command Points. Campaign play opens up the ability to level your units up, as detailed below. with the unit costing more points with each level. In general, every specialism favors certain playstyles, play-styles, unit types, and gear, such as Sniper to increase the the chance of hitting with a high strength or damage weapon, or Demolition with auto-hit weapon such as flamers or weapons which ignore cover penalties to hit. Then there are outside the box combinations such as combining Sniper with weapons that risk damaging the unit on a hit roll of 1, such as overcharged plasma guns, to make them safer to fire by allowing a free re-roll. Or Demolitions with a model using a sniper rifle type weapon that inflicts additional wounds on a wound roll of 6+, since Demolitions has multiple traits and tactics which boost the final result.

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* EliteTweak: Heavily encouraged by the 2018 version rules via Specialists. In most standard and competitive "Matched Play" set up a player's deployed team must include one Leader specialist and may include up to three different specialists after that. Additionally all units are locked at Level 1 experience, granting them their specialism's default trait and one tactical ability activated with Command Points. Campaign play opens up the ability to level your units up, as detailed below. In general, every specialism favors certain playstyles, unit types, and gear, such as Sniper to increase the the chance of hitting with a high strength or damage weapon, or Demolition with auto-hit weapon such as flamers or weapons which ignore cover penalties to hit. Then there are outside the box combinations such as combining Sniper with weapons that risk damaging the unit on a hit roll of 1, such as overcharged plasma guns, to make them safer to fire by allowing a free re-roll. Or Demolitions with a model using a sniper rifle type weapon that inflicts additional wounds on a wound roll of 6+, since Demolitions has multiple traits and tactics which boost the final result.



* LaserHallway: One of the upgrades available to Brute squads in 4th Edition ''Warhammer 40,000'' version of Kill-Team is the Las-Trap, sophisticated alarms, represented by red string markers in the game itself, that made it more likely for the Kill-team to be discovered if they tough them.

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* LaserHallway: One of the upgrades available to Brute squads in 4th Edition ''Warhammer 40,000'' version of Kill-Team is the Las-Trap, sophisticated alarms, represented by red string markers in the game itself, that made it more likely for the Kill-team to be discovered if they tough touch them.

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* OnlyAFleshWound: Like many Creator/GamesWorkshop {{Gaiden Game}}s, when a model looses their last wound in the 2018 Edition get to make an Injury Roll to see what happens; if successful they "walk it off" and continue to function without being removed as casualty. However such wounds still deal damage, and models with flesh wounds have a harder time hitting the enemy, dodging fire and on subsequent Injury Rolls have a harder time "walking it off". Space Marines (and their Chaos Counterparts) have a special rule that lets them shrug off their first flesh wound's penalties, while Necron's Reanimation Protocols can let them instantly revive on the worst possible Injury roll.



* OnlyAFleshWound: Like many Creator/GamesWorkshop {{Gaiden Game}}'s, when a model looses their last wound in the 2018 Edition get to make an Injury Roll to see what happens; if successful they "walk it off" and continue to function without being removed as casualty. However such wounds still deal damage, and models with flesh wounds have a harder time hitting the enemy, dodging fire and on subsequent Injury Rolls have a harder time "walking it off". Space Marines (and their Chaos Counterparts) have a special rule that lets them shrug off their first flesh wound's penalties, while Necron's Reanimation Protocols can let them instantly revive on the worst possible Injury roll.

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* OnlyAFleshWound: An actual rule in the game. Kill team members who suffer their last (and often their only) wound instead get an Injury Roll to see what happens; if successful they "walk it off" and continue to function without being removed as casualty. However such wounds still deal damage, and models with flesh wounds have a harder time hitting the enemy, dodging fire and on subsequent Injury Rolls have a harder time "walking it off". Space Marines (and their Chaos Counterparts) have a special rule that lets them shrug off their first flesh wound's penalties, while Necron's Reanimation Protocols can let them instantly revive on the worst possible Injury roll.
** Played with when using the campaign rules. No model is ever considered to have been outright killed in combat until the after-battle results. Even units that failed their injury roll or removed immediately from battle because of some ill-fortune are considered "Out of Action". Units that remained in the battle but gained one or more flesh wounds need to first roll to see if it really was a minor enough wound to walk it off or if it was something more serious that adrenaline, first aid kits, combat-stims and sheer toughness and willpower let them fight through until the battle ended, and thus marking them as "Out of Action" as well. Then, all "Out of Action" units have to be rolled in a Casualty table, with four results. Dead, Convalescence (have to stay out of the next battle to recover), Full Recovery (no drawbacks), and finally Hard Knocks (the unit not only makes a full recovery, but also learns from their failure and gains bonus experience points if they're a specialist).

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* OnlyAFleshWound: An actual rule in the game. Kill team members who suffer Like many Creator/GamesWorkshop {{Gaiden Game}}'s, when a model looses their last (and often their only) wound instead in the 2018 Edition get to make an Injury Roll to see what happens; if successful they "walk it off" and continue to function without being removed as casualty. However such wounds still deal damage, and models with flesh wounds have a harder time hitting the enemy, dodging fire and on subsequent Injury Rolls have a harder time "walking it off". Space Marines (and their Chaos Counterparts) have a special rule that lets them shrug off their first flesh wound's penalties, while Necron's Reanimation Protocols can let them instantly revive on the worst possible Injury roll. \n** Played with when using the campaign rules. No model is ever considered to have been outright killed in combat until the after-battle results. Even units that failed their injury roll or removed immediately from battle because of some ill-fortune are considered "Out of Action". Units that remained in the battle but gained one or more flesh wounds need to first roll to see if it really was a minor enough wound to walk it off or if it was something more serious that adrenaline, first aid kits, combat-stims and sheer toughness and willpower let them fight through until the battle ended, and thus marking them as "Out of Action" as well. Then, all "Out of Action" units have to be rolled in a Casualty table, with four results. Dead, Convalescence (have to stay out of the next battle to recover), Full Recovery (no drawbacks), and finally Hard Knocks (the unit not only makes a full recovery, but also learns from their failure and gains bonus experience points if they're a specialist).
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** Played with when using the campaign rules. No model is ever considered to have been outright killed in combat until the after-battle results. Even units that failed their injury roll or removed immediately from battle because of some ill-fortune are considered "Out of Action". Units that remained in the battle but gained one or more flesh wounds need to first roll to see if it really was a minor enough wound to walk it off or if it was something more serious that adrenaline, first aid kits, combat-stims and sheer toughness and willpower let them fight through until the battle ended, and thus marking them as "Out of Action" as well. Then, all "Out of Action" units have to be rolled in a Casualty table, with four results. Dead, Convalescence (have to stay out of the next battle to recover), Full Recovery (no drawbacks), and finally Hard Knocks (the unit not only makes a full recovery, but also learns from their failure and gains bonus experience points if they're a specialist).
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* OnlyAFleshWound: An actual rule in the game. Kill team members who suffer their last (and often their only) wound instead get an Injury Roll to see what happens; if successful they "walk it off" and continue to function without being removed as casualty. However such wounds still deal damage, and models with flesh wounds have a harder time hitting the enemy, dodging fire and on subsequent Injury Rolls have a harder time "walking it off". Space Marines (and their Chaos Counterparts) have a special rule that lets them shrug off their first flesh wound's penalties, while Necron's Reanimation Protocols can let them instantly revive on the worst possible Injury roll.
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There is no makeup in the darkness of the 41st century!


There have been a number of different versions of the ''Kill Team'' rules over the years, beginning with a short set of alternate rules in the 4th Edition ''Warhammer 40,000'' Rulebook that altered the core game's rules for the smaller skirmish-based battles. When 4th Edition was updated to 5th Edition, the Kill Team rules were removed but a number of events adapted their own ''Kill Team'' rules. In 2016 ''Kill Team'' received its first boxed game release that used the 7th Edition ''Warhammer 40,000'' rules as a base with alterations included in the box set's supplemental rulebook. 2018 saw the release of the first standalone Kill Team game that based its rules on the 8th Edition of ''Warhammer 40,000'' but included them in its own full ''Core Manual''. The 2018 version of the game has received a number of supplements of its own including ''Kill Team: Rouge Trader'' and ''Kill Team: Commanders'' in 2018, and the competitive gaming expansion ''Kill Team: Arena'' released in 2019.

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There have been a number of different versions of the ''Kill Team'' rules over the years, beginning with a short set of alternate rules in the 4th Edition ''Warhammer 40,000'' Rulebook that altered the core game's rules for the smaller skirmish-based battles. When 4th Edition was updated to 5th Edition, the Kill Team rules were removed but a number of events adapted their own ''Kill Team'' rules. In 2016 ''Kill Team'' received its first boxed game release that used the 7th Edition ''Warhammer 40,000'' rules as a base with alterations included in the box set's supplemental rulebook. 2018 saw the release of the first standalone Kill Team game that based its rules on the 8th Edition of ''Warhammer 40,000'' but included them in its own full ''Core Manual''. The 2018 version of the game has received a number of supplements of its own including ''Kill Team: Rouge Rogue Trader'' and ''Kill Team: Commanders'' in 2018, and the competitive gaming expansion ''Kill Team: Arena'' released in 2019.
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* BadassCrew: All versions of the game see the player take command of a small squad of troopers, specifically chosen to perform covert and high priority missions, often behind enemy lines, often accompanied by specialist soldiers with skills particularly suited to the mission. Over the course of a campaign, the Kill Team can become even more badass by earning ExperiancePoints that can be spent on extra skills.

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* BadassCrew: All versions of the game see the player take command of a small squad of troopers, specifically chosen to perform covert and high priority missions, often behind enemy lines, often accompanied by specialist soldiers with skills particularly suited to the mission. Over the course of a campaign, the Kill Team can become even more badass by earning ExperiancePoints ExperiencePoints that can be spent on extra skills.
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* BadassCrew: All versions of the game see the player take command of a small squad of troopers, specifically chosen to perform covert and high priority missions, often behind enemy lines, often accompanied by specialist soldiers with skills particularly suited to the mission. Over the course of a campaign, the Kill Team can become even more badass by earning ExperiancePoints that can be spent on extra skills.
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* EliteMooks: The Doom Squad[[note]]not to be confused with the DoomTroops trope[[/note]] upgrade for Brute squads in the 4th Edition ''Warhammer 40,000'' version of the rules represent enemy tropes who had been specially trained for close combat, making them more powerful than your average {{Mook}}. In-game these powerful troops had superior close combat stats to other Brute squads.

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* EliteMooks: The Doom Squad[[note]]not to be confused with the DoomTroops trope[[/note]] upgrade for Brute squads in the 4th Edition ''Warhammer 40,000'' version of the rules represent enemy tropes troops who had been specially trained for close combat, making them more powerful than your average {{Mook}}. In-game these powerful troops had superior close combat stats to other Brute squads.
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%%
%% When adding examples for rules and other information specific to a limited number of editions rather than the game/setting as a whole,
%% please note which edition is being referred to.
%%
[[quoteright:350:https://static.tvtropes.org/pmwiki/pub/images/warhammer_40000_kill_team_title.jpg]]
[[caption-width-right:350:Deep behind enemy lines, outnumbered, unsupported & running out of time...]]
->''One blade, driven into the correct heart, at the right moment, will save or slay a world as surely as the firepower of entire armies''
-->'''Warmaster Hokaeto''', Supreme Imperial Commander, Desmaxian Crusade

''Warhammer 40,000: Kill Team'' is a squad sized skirmish GaidenGame that sees small units of elite warriors battle each other while attempting to complete covert missions.

There have been a number of different versions of the ''Kill Team'' rules over the years, beginning with a short set of alternate rules in the 4th Edition ''Warhammer 40,000'' Rulebook that altered the core game's rules for the smaller skirmish-based battles. When 4th Edition was updated to 5th Edition, the Kill Team rules were removed but a number of events adapted their own ''Kill Team'' rules. In 2016 ''Kill Team'' received its first boxed game release that used the 7th Edition ''Warhammer 40,000'' rules as a base with alterations included in the box set's supplemental rulebook. 2018 saw the release of the first standalone Kill Team game that based its rules on the 8th Edition of ''Warhammer 40,000'' but included them in its own full ''Core Manual''. The 2018 version of the game has received a number of supplements of its own including ''Kill Team: Rouge Trader'' and ''Kill Team: Commanders'' in 2018, and the competitive gaming expansion ''Kill Team: Arena'' released in 2019.

----
!!Kill Team takes place in the ''TabletopGame/Warhammer40000'' setting and follows the same tropes as its parent game. Tropes unique to the game itself include:

* BattleTrophy: Kroot are well known for collecting trophies from those opponents who have impressed them enough to contribute their DNA to the Kroot's genetic makeup, and the members of Kroot Mercenary Kill Teams[[note]]released in the January 2019 issue of Magazine/WhiteDwarf[[/note]] are no exception. The 2018 Edition of the game represents this with the Prestigious Trophy Kroot Tactic that, when used, means that a Carnivore is immune to [[MoraleMechanic Nerve tests]] after killing an enemy Leader.
* BoobyTrap: One of the actions that Kill Teams can make during the pre-battle Scouting Phase of the 2018 Edition of the game is to 'Plant Traps'. These traps can be placed in terrain features, doing [[UnblockableAttack mortal wounds]] to any enemy models that move through that terrain piece.
* CombatMedic: Medic specialists are just as capable as their fellows in battle but are also able to boost the resilience of members of the kill team and, with the right skills, heal their comrade's injuries.
* CombatPragmatist: Dirty Fighter specialists from the 2016 Edition of the standalone game are experts at using every trick in the book to gain an advantage in combat. In-game this was represented by the specialist being able to take skills such as [[AHandfulForAnEye Blinding Distraction]], [[GroinAttack Low Blow]] or PoisonedWeapons.
* CommunicationsOfficer: The background information for the 2018 game's Comms specialist mentions them being the relay between the Kill Team and their allies and commanders. This is represented in the game by the Command Relay Level 3 Comms skill that can refund Command Points.
* EliteMooks: The Doom Squad[[note]]not to be confused with the DoomTroops trope[[/note]] upgrade for Brute squads in the 4th Edition ''Warhammer 40,000'' version of the rules represent enemy tropes who had been specially trained for close combat, making them more powerful than your average {{Mook}}. In-game these powerful troops had superior close combat stats to other Brute squads.
* ExperiencePoints: The campaign rules for the 2018 Edition of ''Kill Team'' includes an experience point system to allow a player's specialists, and fire teams of regular fighters, to advance in level and gain experience. Specialists gain an experience point for taking part in a battle, as well as for using one of their specialist Tactics, and when they gain enough points to go up a level, they can choose a skill from their unique skill tree. Fire Teams meanwhile gain experience points for killing enemy models and surviving a battle with every member of the Team gaining a random advancement (such as extra Movement or re-rolls for various actions) for each level they gain.
* ImprobableAimingSkills: Weapon specialists from the 2016 game and Sniper specialists from the 2018 version can take a number of skills that increase the effectiveness of their ranged attacks above that of their fellow warriors, enabling them to fire accurately beyond the usual effective range of their weapon, hit the most vulnerable part of an enemy with pinpoint accuracy or pick out targets in cover as if they were standing in the open.
* LaserHallway: One of the upgrades available to Brute squads in 4th Edition ''Warhammer 40,000'' version of Kill-Team is the Las-Trap, sophisticated alarms, represented by red string markers in the game itself, that made it more likely for the Kill-team to be discovered if they tough them.
* {{Mooks}}: The 2004 Kill-Team rules in the 4th Edition ''Warhammer 40,000'' rulebook saw the elite Kill-team go up against enemy Mooks known as Brute squads. These Brute squads consisted of a number of enemy rank and file troops who generally outnumbered the Kill-team but were less competent in combat.
* MookLieutenant: The Brute squads from the 4th Edition ''Warhammer 40,000'' version of the Kill-Team rules are led by a Boss, a sergeant level character who replaces one of the rank-and-file Brutes. Bosses were intended to add to the narrative elements of a Kill-team game, becoming the target of assassination missions for instance, as well as adding to the difficulty of the game for the Kill-team player.
* PoisonedWeapons:
** In the 2016 game, Dirty Fighter specialists were able to poison their weapons so that they always had at least a 50% chance of wounding any non-vehicle foe.
** The Level 3 Medic Skill Toxin Synthesiser, from the 2018 Edition of the game, represents the specialist creating dangerous substances that his comrades can use to coat their weapons, giving them a better chance of wounding their enemies.
* SelfDestructMechanism: One of the upgrades available for the Brute player in the 4th Edition ''Warhammer 40,000'' version of the game is the 'Doomsday Device', a weapon of last resort designed to destroy the battlefield to prevent the Kill-team from completing their mission. The Brute player could activate this device once there were more Kill-team models on the board then Brutes, resulting in a random chance of the battlefield exploding at the beginning of each turn.
* TargetSpotter:
** In the 2018 Edition of the standalone game, Scout specialists with the Level 3 Skill Vanguard are able to relay targeting information to their comrades, granting them re-rolls to hit against enemy models close to the Scout.
** The 2018 Edition's Comms Specialist is able to use [[EnemyDetectingRadar scanners]], radio positioning and other equipment to accurately identify the position of enemy troops. In-game this is represented by a number of skills and Tactics that boost the shooting abilities of nearby allies with.
** Several of the 2018 game's factions have access to equipment, such as the [[EnemyDetectingRadar auspex]] available to Astartes Tactical Sergeants and the markerlights used by T'au Pathfinders, that can be used to target enemy troops to give the wielder's allies bonuses to their shooting.
* ThrowDownTheBomblet: Level 2 Demolition Specialists in Kill Team 2018 are able to take the Grenadier skill, making any grenade weapon they use more likely to hit their enemies, to represent their expertise with such explosives.
* TortureTechnician: 2018 Edition Medic specialists with the Interrogator Level 3 Skill are able to use their abilities to gain Intelligence during a campaign.
* VideogameFlamethrowersSuck: {{Averted|Trope}} even more than in the parent game. As well as retaining the main game's automatic hits, the 2018 Kill Team rules make the weapon's short range less of an issue than in ''Warhammer 40,000'' due to smaller playing area. In addition to this, the Demolitions specialist has access to the Level 2 skill Pyromaniac that increases the likelihood of wounding with flamer weapons. Their main weakness remains that their lack of armor penetration.

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