KILL TEAM / MATCHED TRIALS

Test the team you built.

Compare saved variants against the same opposition. Open a result, change a decision and see where it leads.

Build or edit teams →

Choose your variants

Same opponent · shared starting seeds

Save variants in the builder to add them here. Drafts and presets are also available. Each match copies the selected roster and uses automatic deployment for its team size.

A

Necrons · Technomancer

Hierotek Circle · Necrons · 8 operatives

Operatives, weapons & equipment
  1. TechnomancerStaff of light
  2. Plasmacyte AcceleratorSpark / Claws
  3. Plasmacyte ReanimatorAtomiser beam / Claws
  4. ApprentekArcane conduit
  5. Immortal DespotekGauss blaster / Bayonet
  6. DeathmarkSynaptic disintegrator / Fists
  7. Immortal GuardianGauss blaster / Bayonet
  8. Immortal GuardianGauss blaster / Bayonet

No equipment selected.

Rules applied in this matchup

Playable practice rules · Selected operatives and weapons, Engage / Conceal, movement, charge, shooting saves, melee strikes and blocks, Astartes extra attacks, chapter tactics and injury. Weapon modes, Blast / Torrent, Heavy, Hot, Poison and grenade limits are applied.

Counteracting applied: eligible expended models can perform one free 1AP action, once per turning point, while their opponent still has ready operatives. Movement is capped at 2″. Astartes permits either order; normal action restrictions still apply. Counteracting guide ↗

Command points and alternating strategy choices are applied. All four strategy and four firefight ploys for each supported faction are available in new battles. Reactions, free actions and end-of-phase choices pause for a decision. Command Re-roll, other strategic gambits and Tesseract Cube CP generation remain pending. Command points guide ↗

Vantage and obscuring applied. The shot inspector separates model visibility, targeting protection and dice effects. Improved cover and critical suppression are resolved automatically. Terrain guide ↗

Secure critical objective: Secure costs 1 AP from turning point 2, requires marker control and cannot be used within enemy control range. At each turning point’s end after the first, gain 1 VP for any secured markers and 1 VP for more than the opponent. Ownership persists until the enemy secures a marker. All four turning points are played; points decide the winner. Marker control uses visible 40 mm markers within 1″ of a base. Mission guide ↗

Your team · Necrons · Technomancer

No equipment selected.

Applied: Living Metal, Reanimation Protocols, Reanimate, Accelerate, Scuttler, Steadfast, Deathmarked, Canoptek Repair, Reinforce Metal, Chronometron, Nightmare Shroud and Apprentek Assistance for these actions. Shooting applies Devastating splash damage.

Revival policy: markers use the fallen base centre. Automatic attempts follow roster order until one succeeds; the closest legal grid position within 3″ is chosen, on Conceal. Living Metal repairs survivors before reanimation, so a newly returned model starts at 1 wound. A team can remain in play without survivors while it has a possible future revival.

Pending: Combat assistance; Magnify and Magnification Conduits; Interstitial Command; Timesplinter, Nanomine, Augment Weapon, Despair and Madness; Multi-dimensional Vision, melee Devastating and equipment terrain.

Opponent · Kasrkin · Astra Militarum

No equipment selected.

Applied: all four Skill At Arms choices, Veteran Leadership, Tactical Command, Rapid Fire, Battle Comms, Medikit, Sharpshooter Camo Cloak, first-shot Concealed Position and Trooper stun grenades. All four faction equipment options are active.

Choose skills in deployment or before your first activation each turning point. The computer retains its previous skills, dropping to one if its Sergeant has fallen. Camo Cloak automatically retains a critical cover save. Blast Padding prevents Devastating splash; its defence reroll is pending.

Pending: Combat assistance; Medic! prevention and rescue Dash, Melta Mine / Proximity Mine, Blast Padding defence reroll; Additional specialist rules, smoke and equipment terrain.

Ploy scope: supported actions and the selected mission are used throughout. Cortical Control extends supported SUPPORT actions. Guard uses the current terrain approximation. Reanimated Function and Give No Ground affect objective control. Secure is available in Secure missions; tac ops and other mission actions are not simulated. Marker placement uses the board’s grid.

How decisions are resolved: the computer chooses its orders and actions; shooting saves minimise immediate damage. Optional combat equipment, including Phase Shifter and Tesla Weave, triggers automatically at its first opportunity, and Stealthy retains a critical cover save. Blast and Torrent include all eligible secondary targets. The computer strikes or blocks in melee; you choose for your side. Balanced, Ceaseless and Engage From Cover use automatic failed-die rerolls; Neutralise Target lets you select eligible dice. Free CP discounts from Doctrine Warfare, Chapter Reliquaries and eligible Heroic Leader uses apply automatically. The computer uses a limited spending policy and does not explore every ploy combination.

Terrain approximation: bases use their recorded diameters. Models use a shared simplified silhouette. Routes use a 1″ grid. This layout has no upper floors or climb routes. Solid walls and cargo stacks block movement; go around them. New terrain checks use twelve target-base samples from a fixed near-edge origin; miniature visibility remains sampled. The defender keeps Conceal protection where possible, otherwise prefers obscuring over cover from a disputed feature. Cover from another feature can coexist. These are explicit practice policies. This is not a complete Kill Team rules implementation or an Approved Ops mission.

B

Necrons · Chronomancer

Hierotek Circle · Necrons · 8 operatives

Operatives, weapons & equipment
  1. ChronomancerAeonstave
  2. Plasmacyte AcceleratorSpark / Claws
  3. Plasmacyte ReanimatorAtomiser beam / Claws
  4. ApprentekArcane conduit
  5. Immortal DespotekGauss blaster / Bayonet
  6. DeathmarkSynaptic disintegrator / Fists
  7. Immortal GuardianGauss blaster / Bayonet
  8. Immortal GuardianGauss blaster / Bayonet

No equipment selected.

Rules applied in this matchup

Playable practice rules · Selected operatives and weapons, Engage / Conceal, movement, charge, shooting saves, melee strikes and blocks, Astartes extra attacks, chapter tactics and injury. Weapon modes, Blast / Torrent, Heavy, Hot, Poison and grenade limits are applied.

Counteracting applied: eligible expended models can perform one free 1AP action, once per turning point, while their opponent still has ready operatives. Movement is capped at 2″. Astartes permits either order; normal action restrictions still apply. Counteracting guide ↗

Command points and alternating strategy choices are applied. All four strategy and four firefight ploys for each supported faction are available in new battles. Reactions, free actions and end-of-phase choices pause for a decision. Command Re-roll, other strategic gambits and Tesseract Cube CP generation remain pending. Command points guide ↗

Vantage and obscuring applied. The shot inspector separates model visibility, targeting protection and dice effects. Improved cover and critical suppression are resolved automatically. Terrain guide ↗

Secure critical objective: Secure costs 1 AP from turning point 2, requires marker control and cannot be used within enemy control range. At each turning point’s end after the first, gain 1 VP for any secured markers and 1 VP for more than the opponent. Ownership persists until the enemy secures a marker. All four turning points are played; points decide the winner. Marker control uses visible 40 mm markers within 1″ of a base. Mission guide ↗

Your team · Necrons · Chronomancer

No equipment selected.

Applied: Living Metal, Reanimation Protocols, Reanimate, Accelerate, Scuttler, Steadfast, Deathmarked, Canoptek Repair, Reinforce Metal, Chronometron, Nightmare Shroud and Apprentek Assistance for these actions. Shooting applies Devastating splash damage.

Revival policy: markers use the fallen base centre. Automatic attempts follow roster order until one succeeds; the closest legal grid position within 3″ is chosen, on Conceal. Living Metal repairs survivors before reanimation, so a newly returned model starts at 1 wound. A team can remain in play without survivors while it has a possible future revival.

Pending: Combat assistance; Magnify and Magnification Conduits; Interstitial Command; Timesplinter, Nanomine, Augment Weapon, Despair and Madness; Multi-dimensional Vision, melee Devastating and equipment terrain.

Opponent · Kasrkin · Astra Militarum

No equipment selected.

Applied: all four Skill At Arms choices, Veteran Leadership, Tactical Command, Rapid Fire, Battle Comms, Medikit, Sharpshooter Camo Cloak, first-shot Concealed Position and Trooper stun grenades. All four faction equipment options are active.

Choose skills in deployment or before your first activation each turning point. The computer retains its previous skills, dropping to one if its Sergeant has fallen. Camo Cloak automatically retains a critical cover save. Blast Padding prevents Devastating splash; its defence reroll is pending.

Pending: Combat assistance; Medic! prevention and rescue Dash, Melta Mine / Proximity Mine, Blast Padding defence reroll; Additional specialist rules, smoke and equipment terrain.

Ploy scope: supported actions and the selected mission are used throughout. Cortical Control extends supported SUPPORT actions. Guard uses the current terrain approximation. Reanimated Function and Give No Ground affect objective control. Secure is available in Secure missions; tac ops and other mission actions are not simulated. Marker placement uses the board’s grid.

How decisions are resolved: the computer chooses its orders and actions; shooting saves minimise immediate damage. Optional combat equipment, including Phase Shifter and Tesla Weave, triggers automatically at its first opportunity, and Stealthy retains a critical cover save. Blast and Torrent include all eligible secondary targets. The computer strikes or blocks in melee; you choose for your side. Balanced, Ceaseless and Engage From Cover use automatic failed-die rerolls; Neutralise Target lets you select eligible dice. Free CP discounts from Doctrine Warfare, Chapter Reliquaries and eligible Heroic Leader uses apply automatically. The computer uses a limited spending policy and does not explore every ploy combination.

Terrain approximation: bases use their recorded diameters. Models use a shared simplified silhouette. Routes use a 1″ grid. This layout has no upper floors or climb routes. Solid walls and cargo stacks block movement; go around them. New terrain checks use twelve target-base samples from a fixed near-edge origin; miniature visibility remains sampled. The defender keeps Conceal protection where possible, otherwise prefers obscuring over cover from a disputed feature. Cover from another feature can coexist. These are explicit practice policies. This is not a complete Kill Team rules implementation or an Approved Ops mission.

Opposition for every match

Kasrkin · Astra Militarum · 10 operatives

Operatives, weapons & equipment
  1. Kasrkin SergeantBolt pistol / Power weapon
  2. Kasrkin Combat MedicHot-shot lasgun / Gun butt
  3. Kasrkin Demo-trooperHot-shot laspistol / Gun butt
  4. Kasrkin Gunner · Plasma gunPlasma gun / Gun butt
  5. Kasrkin Gunner · Hot-shot volley gunHot-shot volley gun / Gun butt
  6. Kasrkin Gunner · Grenade launcherGrenade launcher / Gun butt
  7. Kasrkin Recon-trooperHot-shot lasgun / Gun butt
  8. Kasrkin SharpshooterHot-shot marksman rifle / Gun butt
  9. Kasrkin TrooperHot-shot lasgun / Gun butt
  10. Kasrkin Vox-trooperHot-shot lasgun / Gun butt

No equipment selected.

Control a marker, spend 1 AP to Secure it, then stop the opponent taking it back. Score in turning points 2–4; up to 6 VP per team.

Secure critical objective only, on our practice terrain. All markers are on the ground. Tac ops, kill scoring, primary-op bonuses and initiative cards are not included. Mission guide ↗

Choose a battlefield

Ready to play: terrain, three objectives and both drop zones are already placed. Every template uses a 30″ × 22″ playing area.

Firing lanes · 4 solid cargo stacks · 4 low crates · ground level only

Practise ranged loadouts, concealment and crossing an exposed lane.

Pale blocks: solid walls · olive: low cover · gold circles: objectives. Raised floors are shaded.

Original practice layouts with fixed terrain. They are not official mission maps. Solid stacks and walls cannot be climbed; only marked ladders change floors. Full terrain editing and equipment placement are still to come.

Computer controls both teams.
Four turning points per match.

Technomancer or Chronomancer?

The ready-to-run example compares two Necron leaders against Kasrkin in a Secure mission in the Cargo yard. Replace either variant with a team you have built.