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Warhammer 40K: Kill Team – Expanded Terrain Rules Add New Depth To Your Games

3 Minute Read
Oct 27 2021
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Get ready for some tweaks to the Kill Team Terrain Rules that will have you using doors, hatches, and more in new ways!

Warhammer 40,000: Kill Team was completely redesigned from the ground-up. Everything in the game was reworked from the previous edition and it really does stand apart from not only it’s previous edition but also from 40k – it’s not “just” skirmish 40k now. That said, the terrain rules did get an update in the new edition and now GW is adding some more complexity to them to make them even more interactive for your games.

via Warhammer Community

“As much as we adore the incredibly detailed Ork terrain from Kill Team: Octarius, we can’t count the number of times an operative has reached that big hatch in the wall and wished they could slip right through to ambush an unsuspecting foe. With Kill Team: Chalnath arriving for pre-order this Saturday, wall-based woes are a thing of the past.”

That’s right – the terrain is getting a bit more WYSIWYG with the arrival of Kill Team: Chalnath. How so? Well, take the a simple door for example:

Yep! Doors that appear on the terrain features are now ACTUAL doors. Your operatives can move to the other side of the terrain via the doors and no longer have to travel all the way around them. This should make closing gaps and moving through the terrain a lot more interesting. And doors aren’t the only thing getting updated.

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Hatches now provide some vertical options for going up or down levels, too. As part of a climb move (or drop if you’re going down) you can now use the hatch to move vertically through the terrain. That’s going to be a welcome change for many operatives who need height to get the best angles of attack.

Speaking of height, there are also new Punishing Vantage Points in the game now as well. These provide some extra benefits because they are so tall:

Now, you might be wondering how does an operative even get up that high to being with? Well, there are new Scalable rules that allow for more “extreme” vertical movement.

“The many jagged surfaces on your average ruin (as well as the odd discarded ladder) make them especially easy to climb, represented in Kill Team by the new Scalable rule. This means that rather than rounding the last ◯ of vertical movement up when climbing, you cancel it out entirely, letting your operatives ascend to high places with ease.”

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All of these terrain changes should add some extra tactical depth to your games. Now that you can move through doors and hatches and even climb to new vantage points things should get even more interesting for your Kill Teams!

Warhammer 40,000: Kill Team: Chalnath goes up for pre-order this weekend!

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Author: Adam Harrison
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