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Killzone Tomb World – Dare you enter the Necrons’ domain?

In the Nephilim Sector, deep below the surface on the desolate planet of Somneft, lies a nasty surprise. A Necron tomb complex slumbers beneath the wastes, its dozing inhabitants just waiting for their wake-up call. They’d probably be hitting the snooze button for a few more eons, but with all these Deathwatch Space Marines stomping around, they may be forced awaken sooner than they’d like.

Kill Team: Tomb World contains two new kill teams and a new arena – Killzone: Tomb World. Similar in playstyle to Killzone: Gallowdark, it's a collection of modular wall pieces that snap together to create deadly kill-corridors and claustrophobic rooms. 

Even though there’s more xenos detritus in these walls, the rules keep things consistent across both sets. So while the Tomb World uses fancy phasing portals for doors rather than good old Imperial hatches, such esoteric thresholds are still labelled as hatchways, and operatives still perform the Operate Hatch action to use them. Similarly, breachable terrain remains – and it’s just as fun to pop out the segments as it ever was.

There’s plenty of fun light terrain to scatter across your sector of the tomb world, including a sarcophagus and some crumbled ruins – and the teleport pad. From the second turning point onwards, when a friendly operative on a teleport pad performs the Charge, Fall Back, or Reposition action they are taken off the battlefield and set back up on the opposite teleporter to complete their move. Any conditions of the move must be honoured (no charging to nowhere!) and if another operative is on the other pad, you swap places with them.*

This new killzone will be supported in the Approved Ops Card Pack 2025, which contains layouts for Killzones Gallowdark, Bheta-Decima, Volkus, and Tomb World. You’ll get six maps for each one, plus six non-specific maps with deployment zones you can use with any layout.

The Tomb World Dossier uses all this new terrain in its Joint Ops and Adversary Ops missions. In the former, every action will increase the threat level, which in turn will awaken more NPOs and force you to draw new Tomb World event cards. In Adversary Ops, you’ll use them as one of the NPOs’ two mandatory Strategic Gambits.

A newly Awakened Warrior can detach from a wall without warning, setting up in range of a wall section with the appropriate sculpting. Tomb complexes are strange, shifting places that constantly repair and reconfigure themselves, so drawing The Maze Reforms closes one breach point and up to three hatchways. Stirrings of Horror keeps the pressure up, increasing the threat level that governs the behaviour of the tomb complex in Joint Ops, and adding new threats to the field in Adversary Ops.

Test your mettle against the tomb complex and its denizens with the new Kill Team: Tomb World boxed set, which hits pre-order on Saturday alongside 10 Necron Warriors, three Canoptek Scarab Swarms, and the Canoptek Circle kill team.

* No teleporter accidents here, these are smart and safe Necron devices.

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