1. DataSlate
When you start a Kill Team Spec Ops campaign, you must create a Dataslate. A Dataslate is used as a reference and record of all information concerning your kill team in a SpecOps campaign. It also includes Narrative Datacards for each operative in your kill team.
On your Narrative DataSlate you will find sections such as Requisition Points, Spec Ops log, Stash and Strategic Assets. This information will be explained below.

- A dataslate, which records your kill team’s information in a Spec Ops campaign.
- Your kill team’s name, your name and the faction keyword that all your operatives have in common.
- The background of your kill team, which includes their base of operations, history and quirks.
- Your current Requisition points and Asset Capacity.
- Your Spec Ops. Note that there is room for three to be recorded, allowing you to keep track of when you have completed two other Spec Ops.
- A list of equipment in your stash.
- A list of Strategic Assets you have added to your base of operations.
- Notes for your kill team, e.g. requirements for a Tac Op.
- A narrative datacard, which is necessary for each of the operatives in your kill team.
- The operative’s name.
- The operative’s type.
- Any Battle Honours the operative has gained.
- Any Battle Scars the operative has gained.
- A tally to mark each game the operative was not selected for deployment, often used when a Recovery test is required for an operative.
- Your operative’s selected specialism.
- Your operative’s current amount of experience points.
- Your operative’s current rank, which determines how many Battle Honours it can have.
2. DataCards
Once you have chosen your kill team, you’ll need to select the operatives for one full kill team loadout. For example, Angels of Death would create a DataCard for the six individual operatives that would complete a legal AoD team.
During the campaign, the number of operatives on your Dataslate can change as recruits join and operatives are slain. You can only add more operatives to your Dataslate when a rule specifies, such as the Operative Assigned Requisition. Each time you do, complete a new narrative Datacard for that operative accordingly. You can remove an operative from your Dataslate before or after a game, but if you do, it cannot be added back to your Dataslate as it was removed – all experience points, injuries, Battle Honours etc. the operative gained are lost. You can never have more than twenty operatives on your Dataslate.

On each operative’s DataCard you will notice sections to keep track of various pieces of information, such as the XP, Specialisms, Battle Honours and Battle Scars.
3. Background [optional]
Once you have chosen your starting kill team, it is good practice to establish your kill team’s background. To establish your kill team’s background, complete each of the sections on your Dataslate that are listed below. When doing so, you can choose each element yourself, or you can use the background generator available in other sources for your KT faction.
- Name of your kill team
- Name of each of your operatives
- The base of operations from which your kill team will operate.
- The history of your kill team
- Any quirks they have
EXPERIENCE
When you start a campaign (SpecOps or Narrative), your operatives are adepts who have been formed into a new unit. As you play games with them, they will earn experience points (XP) and progress through ranks, earning new skills for doing so.
When an operative is first added to your dataslate, it always begins with 0 experience points (the Adept rank) and no Battle Honours.
During a battle, the deeds of your operatives will not only determine who wins the game, but will also earn them XP. Each time a friendly operative gains (or loses) XP, adjust its XP tally on its NarrativeDataCard accordingly. After a battle, in the Update Dataslates step of the mission sequence, operatives gain XP as follows:
- If an operative dealt the damage which resulted in incapacitating an enemy operative during their activation, it gains 1 XP. Limited to 1XP per battle.
- If an operative completes any Mission Actions in a battle (excluding the Operate Hatch action), and/or earns any Victory Points for controlling an objective marker, it gains 1 XP. Limited to 1XP per battle.
- Each time you complete a condition of a TacOp, select one friendly operative that contributed to scoring those VPs to earn 1 XP.
If an operative has gained (or lost) enough XP, its rank will change. The XP threshold for each rank is shown in the table below:
| XP | Rank | |
| 0-5 | Adept | |
| 6-15 | Veteran | |
| 16-30 | Ace | |
| 31-50 | Grizzled | |
| 51+ | Revered |
Battle Honours
Each time an operative earns enough XP to increase its rank, it gains a Battle Honour. Similarly, if an operative loses XP so that its rank decreases, it will lose a Battle Honour of your choosing. In either case, update its Battle Honours on your dataslate.
The first time an operative gains a Battle Honour, you must select one specialism for it to progress in. A specialism is a focused skill-set to which the operatives talents are suited. Each operative’s datacard will specify which specialisms you can select for it, which are as follows:
Specialisms
COMBAT
- Inexorable: Each time this operative Fights or Retaliates, the enemy operative in that combat cannot be Supported.
- Bladework: Each time this operative Fights or Retaliates, their melee weapons have the Balanced rule.
- Dirty Fighter: Each time this operative Fights or Retaliates, if any friendly operatives are supporting them, add 1 to the Attacks characteristic of their melee weapons for that combat.
- Vicious: Add 1 to the Critical Damage characteristic of this operative’s melee weapons.
- Duellist: Each time this operative Fights or Retaliates, subtract 1 from the Weapon Skill characteristic of the enemy operative for that combat.
- Savage: Each time this operative Fights or Retaliates, in the Roll Attack Dice step of that combat, if you retain any critical hits, you can inflict one Mortal Wound on the enemy operative in that combat.
STAUNCH
- Resilient: Add 2 to this operative’s Wounds characteristic.
- Shrug Off: Each time this operative is the target of a shooting attack, in the Roll Attack Dice step of that shooting attack, you can change one of your opponent’s retained critical hits to a normal hit.
- Focused: When determining control of an objective marker, treat this operative’s APL characteristic as being 1 higher. Note that this is not a modifier.
- Stalwart: This operative is never injured.
- Invulnerable: Each time this operative is the target of a shooting attack, in the roll defence dice step of that shooting attack, ignore the AP1 special rule.
- Indomitable: Each time this operative would lose a wound as a result of a mortal wound or critical damage, roll one D6: on a 5+, that wound is not lost.
MARKSMAN
- Gun Ace: Each time this operative makes a shooting attack, in the Roll Attack Dice step of that shooting attack, their weapon has the Balanced rule.
- Crack Shot: Each time this operative Shoots, their weapon gains the Devastating 1 weapon rule, this is cumulative with other weapon rules providing the Devastating rule.
- Calculated: This operative can perform the Guard action once per Turning Point in any killzone.
- Careful Aim: When using the Shoot action, this operatives weapon has the Saturate rule.
- Sharpshooter: Each time this operative performs a Shoot action, when you would retain attack dice for that action’s shooting attack, if it has not performed a Reposition, Fall Back or Charge action during that activation, you can select one of your results of 5+ to be retained as a critical hit.
- Death From Above: Once per Turning Point, after this operative makes a shooting attack while on a Vantage Point, if the target did not lose any wounds as a result of that shooting attack, repeat that shooting attack.
SCOUT
- Runner: Each time this operative is activated, so long as it does not perform a Shoot or Fight action during that activation, it can perform one free Dash action.
- Swift: This operative can perform a Dash action more than once during its Activation. In addition, it ignores the first 2″ of climbing distance and can drop up to 4″ for free.
- Covert: Once per battle, this operative can change it’s order during it’s activation.
- Picket: During the Set Up Operatives step of the mission sequence, this operative can be set up within 3″ of your drop zone.
- Evasive: Each time this operative is the target of a shooting attack, in the Roll Defence Dice step of that shooting attack, if it has a Conceal order, you can re-roll one of your defence dice.
- Dodge: Each time this operative performs a Reposition or Dash action, it can move within Engagement Range of enemy operatives, but cannot finish that move within Engagement Range of them. Each time this operative performs a Charge action, so long as it finishes that move within Engagement Range of an enemy operative, it can move within Engagement Range of any enemy operatives during that move.
CASUALITIES
As you play through a Spec Ops campaign, the impact of war will begin to take its toll on your operatives. Damage suffered can turn to Battle Scars, and at worst, death. Managing the Battle Scars of your operatives is an essential part of a Spec Ops campaign, such as knowing when to rest them so they can recuperate, and having a dataslate with enough operatives to cover their absence.
Casualty Test
At the end of each battle, a Casualty test must be taken for each friendly operative that was incapacitated in that battle.
To do so, roll one D6:
• On a 2+, the test is passed, and does not receive further negative effects.
• On a 1, the test is failed, and that operative gains a Battle Scar.
All operatives that take a Casualty Test are limited to 3XP for the previous battle.
For each friendly MEDIC operative that was selected for deployment, so long as it was not incapacitated during that battle, you can re-roll one Casualty test after the battle.
To determine what Battle Scar an operative gains, roll one D6, subtract 1 from the result for each other Battle Scar that operative has, then consult the Battle Scars table below. Each time the result corresponds to a Battle Scar that operative already has, re-roll the D6 until a Battle Scar is determined that the operative does not have.
For example, a Casualty test is failed for an operative with a Critical Impairment Battle Scar. The player rolls one D6 and the result is a 2. They must subtract 1 from the result as the operative already has a Battle Scar, therefore the final result is Slain.
| Battle Scars | |
| 1 or less | Slain: This operative can no longer be used. Remove it from your dataslate. |
| 2 | Critical Impairment: This operative cannot perform Dash actions and its APL characteristic cannot be increased. |
| 3 | Severe Concussion: This operative always suffers the penalty to the Ballistic Skill characteristic of its ranged weapons as if it were injured. |
| 4 | Sapped Strength: This operative always suffers the penalty to the Weapon Skill characteristic of its melee weapons as if it were injured. |
| 5 | Lingering Ailment: This operative always suffers the penalty to its Movement characteristic as if it were injured. |
| 6 | Cerebral Affliction: This operative does not gain a Battle Scar but does not gain any experience from this battle. |
Recovery Test
At the end of each battle, operatives will attempt to recover from their injuries and prepare themselves for the next fight. All operatives recuperate wounds lost during the battle (excluding those that are Slain), and are no longer considered injured.
A Recovery test must be taken for each operative on your dataslate that has a Battle Scar. To do so, roll one D6, adding 1 to the result for each consecutive battle in which that operative was not selected for deployment (known as ‘Rested’). On a 5+, the test is passed: remove one Battle Scar that operative gained from a previous battle (you cannot remove a Battle Scar that the operative gained from the same battle).
BASE OF OPERATIONS
In a campaign, kill teams will be operating independently for extended periods of time, so they must establish a base of operations. At the start of a Spec Ops campaign, your base of operations will be named, but will provide no other function other than a place for your operatives to rest and recover. However, certain Requisitions will allow you to add to your base of operations.
EQUIPMENT
Your army list will detail various equipment you can equip your operatives with for a battle. In a campaign, your access to this equipment is managed via your stash. When you begin a Spec Ops campaign, there is no equipment in your stash. Instead, you must add equipment to your stash, such as by using the Equipment Drop Requisition. Each time you add an item of equipment to your stash, make a note of it in the ‘Stash’ section of your dataslate.
Before a battle, you can select equipment to equip your operatives with (as specified by the mission sequence), but you can only select from the equipment you have in your stash. Note that when doing this, the quantity of equipment matters. For example, if you have one item of equipment in your stash, then only one operative can be equipped with that item of equipment. If you wish to equip more than one operative with that item of equipment (assuming the equipment would allow you to), you would have to add the relevant quantity of that equipment to your stash.
RARE EQUIPMENT
As you play through a campaign, your kill team will come across rare equipment. This could be specialised wargear that high command has assigned to you, unique artefacts your kill team discover, or personalised gear the members of your kill team utilise.
Rare equipment cannot be added to your stash like normal equipment, rather it will specifically state when you are able to, such as by completing certain Spec Ops or missions. Once you have added rare equipment to your stash, however, you can access it just like any other item of equipment, meaning you can equip operatives from your kill team with it before a battle. There is a selection of rare equipment below.
Each time your kill team gains an item of rare equipment, you must determine what item to add to your stash. To do so, you can either roll one D6 and consult the relevant table to randomly determine the rare equipment (re-rolling if it isn’t suitable), or you can select an appropriate one. Your stash cannot include more than one of each item of rare equipment (if a duplicate result is rolled, roll again until a different result is rolled).
For each of the items of rare equipment presented opposite, you must give it to one specific operative and you must select one relevant weapon (i.e. a ranged or melee weapon) that operative is equipped with to be upgraded and gain that rare equipment’s rule for the battle. You can only upgrade each weapon an operative is equipped with once.
| Ranged Weapon Rare Equipment | |
| 1 | Auto-loader: This weapon gains the Ceaseless special rule. |
| 2 | Flux Capacitor: This weapon gains the Piercing Crits rule. |
| 3 | Rending Rounds: This weapon gains the Rending special rule. |
| 4 | Propulsion Amplifier: Add 1 to both Damage characteristics of this weapon. |
| 5 | Thermal Sight: This weapon gains the Saturate rule. |
| 6 | Seeker Spirit: Each time a friendly operative makes a shooting attack with this weapon, in the Roll Attack Dice step of that shooting attack, for each critical hit you retain, you can re-roll one of your attack dice. |
| Melee Weapon Rare Equipment | |
| 1 | Power Enhancer: Add 1 to both Damage characteristics of this weapon. |
| 2 | Inertia Displacer: This weapon gains the Brutal special rule. |
| 3 | Perfectly Weighted : This weapon gains the Balanced special rule. |
| 4 | Rending Blade: This weapon gains the Rending special rule. |
| 5 | Monomolecular Edge: This weapon gains the Lethal 5+ special rule. |
| 6 | Arc Unit: This weapon gains the Stun critical hit rule. |
Strategic Assets
Your base of operations can also have strategic assets that supplement aspects of your Spec Ops campaign. Just like equipment, when you begin a Spec Ops campaign, your base of operations will not have any strategic assets. Instead, you must add them, such as by using the Asset Acquired Requisition. Each strategic asset will specify its effects on your Spec Ops campaign, and you can never have more than one of each. Each time you add a strategic asset to your base of operations, make a note of it in the ‘Strategic Assets’ section of your dataslate.
Your base of operations has a strategic assets capacity, which is the maximum number of strategic assets you can have in your base of operations. You start a spec ops campaign with an asset capacity of two, but this can be increased by completing Spec Ops. Your asset capacity can never exceed five. If a rule would increase your asset capacity but it is already at the maximum, you can instead use the Asset Acquired Requisition without spending any Requisition points. You can remove a strategic asset at any time before or after a game to make room for new strategic assets you would like to add.
| Engineering Bay Whether it be slabs of scrap metal, larvae that excrete rapidly hardening mucus or simple construction tools and materials, kill teams of all stripes have access to means to bolster defensive positions. At the end of the Set Up Equioment step of the mission sequence, you can select one terrain feature within of your drop zone. Until the end of the battle, all parts of that feature with the Light trait have the Heavy trait instead. |
| Intelligence Network Kill teams use all manner of methods to secure the intelligence they need to carry out their missions and gain advantages over the enemy Local agents, covert transit routes, stolen access codes, classified data, prisoners, scrap codes, stealth drones, sneak-squigs, memory-burrowing beetles, psychic spoor trackers and nigh-magical hacking technologies all play a role. In each game, if you select the Infiltrate option in the Scouting step, you can use that option one additional time during the first Turning Point. |
| Surveillance System The base of operations is fitted with all manner of listening devices, thermal scanners and proximity sensors in the form of surveillance servitors, advanced tactical drones, watch-squigs, makeshift devices, tentacles and highly sensitive insectoid antennae. Many of these systems are portable, lending enormous tactical advantages to the kill teams who use them. In each game, if you select the Reposition option in the Scouting step, you can use that option one additional time when resolving your selection. |
| Expanded Armoury A substantial and well-stocked armoury from which your operatives can gear up sufficiently before each mission is crucial. Some wargear will have been ripped from the dead hands of enemies, or indeed friends, while others are issued specially for field testing. Some will have been constructed by hand out of scrap, or will be standard weaponry provided by high command. This wargear may even have been grown in amniotic sacs fed by the kill team with the flesh of their prey. In the Select Equipment step of a mission sequence, you can select one additional equipment option. |
| Med Bay All operatives in a kill team will suffer wounds and injuries that need restoring after battle, and all factions have different ways of bringing their troops back to full health. Some utilise hyper-advanced medical facilities with one-use sterilised tools and stations, some depend on the brutal attention of lobotomised medicare servitors, and others even hibernate for a time in thick-membraned sacs full of restorative fluids. In each Update Dataslates step of the mission sequence, you can re-roll one Casualty test. This is in addition to any other Casualty test re-rolls. |
| War Shrine A venerated assemblage of relics, war logs and banners that exemplifies the mighty record of your kill team and inspires those that join its ranks. Your kill team might keep the skulls of fallen enemies, recorded words of encouragement from inspirational leaders, texts of battle-hymns or rags marked with the scent of those to be hunted and consumed next. In the Update Experience step of a mission sequence, you can select one operative of Adept rank that was selected for deployment to gain 1XP. You can only add this asset to your base of operations if your dataslate includes at least one operative of Ace rank or higher. |
| Comms Network A closed communications network for your operatives to receive real-time battlefield information and react accordingly as well as provide it for high command. The factions of the 41 st Millennium use myriad ways to communicate with their kill teams, whether it be the daemon-possessed and chained psykers of the forces of Chaos, data uplink nodes of the Adeptus Meehanicus or wraithbone psychic broadcast amplifiers of the Asuryani. Once per battle, when rolling off to determine initiative, you can re-roll your dice. |
| Tactical Uplink An overlay of the killzone is transmitted to your operatives, allowing them to plan their tactics and strike at the opportune moment. For some this might be a data uplink directly into mechanical minds, for others this might take the form of a sudden instinctive compulsion or a direct psychic pulse of information. Once per Turning Point, you can use a Firefight Ploy without spending any CPs. |
| Stimm Stash Whether it be stimms, combat drugs, speshul shroom brews, complex mineral supplementations or fleshy tubes of liquid painkillers and growth hormones, these restoratives are on hand to aid the recovery of your operatives and maintain their fighting strength. In the Update Dataslates step of the mission sequence, each time you take a Recovery test, you can re-roll unmodified results of 1. |