Priority announcement, commanders.
The veterans among you will have fond memories of your last close quarters foray into the perilous space hulk Gallowdark, wherein elite operatives had to contend with cramped confines and deadly ambushes while inching their way through its claustrophobic corridors. For those new to Kill Team, however, Kill Team: Tomb World will prove perilously unfamiliar – so to make sure you’re all clued in when pre-orders go live tomorrow, we’re having a quick recap of its unique threats.

This change in scenery presents all kinds of new challenges. For instance, the low ceilings and cramped corridors do not allow for Vantage Points, so marksmen will need to position themselves carefully to find firing solutions. Intense firefights across open rooms are therefore a key feature of games in this killzone, and frontal attacks become even more difficult than usual.
Successful kill teams will secure critical choke points and flank dug-in opponents, while corners, debris, and Necron miscellany become vital sources of cover. Tomb World provides a full set of this scenery so you can build a claustrophobic killzone from day one, with some of its walls including broken sections that allow you to create your own passageways before microscopic custodians stitch the breach shut.

Hatchways – as the portals in this set are known – become a major obstacle, as operatives must spend an Action Point to open or close them before anyone can move or even see through. Models can’t move through their allies while traversing the portal, so careful planning will be needed to avoid traffic jams for your assault troops while a marksman takes shots through the aperture.
Now, your operatives are the best of the best and aren’t just going to sit there when they know an enemy Tomb Crawler is about to burst around the corner, so they get the ability to Guard for 1AP. This represents them waiting for the perfect time to Shoot or Fight when they can’t initially see their quarry, and is a key component of the risk-reward gameplay in a close quarters killzone.

GUARD – 1AP
The operative goes on guard until any of the following are true:
It performs any action.
An enemy operative ends an action within its control range and you don’t interrupt that activation.
Its order is changed.
It’s the start of the next turning point.
This action is treated as a Shoot action. An operative cannot perform this action while it has a Conceal order, or while it’s within control range of an enemy operative.

ON GUARD
Once during each enemy operative’s activation, after that enemy operative performs an action, you can interrupt that activation and select one friendly operative on guard to perform the Shoot or Fight action for free (including actions that are treated as such, e.g. Hatchway Fight).
That friendly operative can even perform the Shoot action while within control range of an enemy operative (this takes precedence over the normal Shoot action conditions). This is known as a point-blank shot and has the following additional rules while your operative is doing it:
Target the enemy operative within your operative’s control range (even if it wouldn’t normally be a valid target).
Worsen the Hit stat of your operative’s weapons by 1.
Until the end of the interrupted enemy operative’s activation, your operative cannot retaliate.
The Joint Ops and Adversary Ops mission packs in the Tomb World dossier give you loads of ways to use this new terrain for exciting co-operative and competitive missions, and you can adapt many of the killzone maps and missions found in the Kill Team: Core Book for use with the Tomb World terrain. It’s also fully supported in the Approved Ops Card Pack 2025.
Prepare for a whole new way to fight in the dark and deadly corridors of a forgotten necropolis when Kill Team: Tomb World goes up for pre-order tomorrow.