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  Warhammer 40,000: Kill Team, Errata
  The following errata correct errors in the Kill Team 
  Core Manual and accompanying products. The errata 
  are updated regularly; when changes are made any 
  changes from the previous version will be highlighted 
  in magenta. Where the date has a note, e.g. ‘Revision 
  2’, this means it has had a local update, only in that 
  language, to clarify a translation issue or other 
  minor correction.
  Page 31 – Inflict Damage
  Change the last sentence to:
  ‘If a model’s wounds are reduced to 0, any attacks still 
  allocated to this model are not resolved, and then the 
  player controlling the attacking model makes an Injury 
  roll for the target model (see overleaf).’
  Pages 32 and 208 – Injury Roll
  Add the following row to the bottom of the table:
  INJURY ROLL MODIFIER IN ANY OTHER CASE
  Each flesh wound on the injured model
  +1
  Page 33 – Invulnerable Saves
  Change the penultimate sentence to:
  ‘If you use a model’s invulnerable save, it is never 
  modified (e.g. by a weapon’s Armour Penetration value 
  or by the Survivor ability) unless the modifier explicitly 
  applies to invulnerable saves.’
  Page 59 – Terror Tactics, Battle Length
  Change to:
  ‘At the end of battle round 4, the player with the greatest 
  advantage must roll a D6. On a 3+, the game continues, 
  otherwise the game is over. If the battle doesn’t end as 
  described above, at the end of battle round 5, the player 
  with the greatest advantage must roll a D6. This time the 
  game continues on a 4+, otherwise the game is over. The 
  battle automatically ends at the end of battle round 6.’
  Page 59 – Terror Tactics, Victory Conditions
  Change the first paragraph to:
  ‘Each player scores 2 victory points for each of their 
  models that have broken through enemy lines (see 
  below), and 1 victory point for each enemy model taken 
  out of action by one of their model’s attacks or psychic 
  powers. The player with the most victory points is the 
  winner. If there is a tie, whichever of those players 
  had the lower Force (see page 19) is the winner. If 
  there is still a tie, the tied players draw and any other 
  players lose.’
  Page 68 – Leader Specialists, Ability tree, Inspiring
  Change to:
  ‘Inspiring: Other friendly models within 3" of 
  this model – as long as this model is not shaken – 
  automatically pass Nerve tests.’
  Page 70 – Comms Specailists, Ability tree, Scanner
  Change to:
  ‘Scanner: Once per Shooting phase, if this model is not 
  shaken, when you pick another model from your kill 
  team within 6" of this model to shoot, you can add 1 to 
  hit rolls for that model in this phase.’
  Page 74 – Scout Specialists, Quick March
  Change the second sentence of this Tactic to:
  ‘Increase the model’s Move characteristic by 2" 
  this phase.’
  Page 84 – Tactical Marine, Wargear Options
  Change the last point to:
  ‘•  A Tactical Sergeant may replace their bolt pistol and 
  boltgun with a combi-flamer, combi-grav, combi-melta 
  or combi-plasma. Alternatively, he may be armed with 
  a bolt pistol, boltgun, plasma pistol or grav-pistol, and 
  may also take a chainsword, power fist, power sword 
  or auspex.’
  Page 84 – Tactical Marine, Specialists
  Add ‘Medic’.
  Errata, September 2018
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  Warhammer 40,000: Kill Team, Errata
  Page 85 – Intercessor, Wargear Options
  Add the following option:
  ‘•  One Intercessor, Intercessor Gunner or Intercessor 
  Sergeant in your kill team may take an auspex.’
  Page 85 – Intercessor, Abilities
  Add the following ability:
  ‘Auspex: At the start of the Shooting phase, you can 
  choose another Adeptus Astartes model within 3" of 
  a friendly model equipped with an auspex that is not 
  shaken. That model does not suffer penalties to their hit 
  or Injury rolls due to their target being obscured.’
  Page 85 – Intercessor, Abilities, Auxiliary 
  Grenade Launcher
  Add the following sentence:
  ‘This model’s Grenade weapons are affected by the long 
  range rule.’
  Page 85 – Intercessor, Specialists
  Add ‘Medic’.
  Page 90 – Deathwatch Veteran, Wargear Options
  Change the third point to:
  ‘•  A Deathwatch Veteran Gunner may, instead of the 
  above, replace their boltgun with a Deathwatch frag 
  cannon or infernus heavy bolter.’
  Page 95 – Grey Knights, Melee Weapons points table
  Change ‘Nemesis falchion’ to ‘Pair of Nemesis falchions’.
  Page 101 – Infantry Squad Guardsman, Specialists
  Add ‘Medic’.
  Page 101 – Special Weapons Squad 
  Guardsman, Specialists
  Remove ‘Comms’ and add ‘Medic’.
  Page 102 – Militarum Tempestus Scion, 
  Wargear Options
  Change the first and second points to:
  ‘•  One Scion in your kill team may either replace its hot-
  shot lasgun with a hot-shot laspistol and a vox-caster, 
  or take a hot-shot laspistol and a vox-caster in addition 
  to their hot-shot lasgun.
  •  A Scion Gunner may replace their hot-shot lasgun with 
  a flamer, grenade launcher, meltagun, plasma gun or 
  hot-shot volley gun.’
  Page 102 – Militarum Tempestus Scion, Specialists
  Change ‘Comms’ to ‘Comms (Scion with vox-
  caster only)’.
  Page 123 – Flail of corruption, Damage characteristic
  Change to ‘1’.
  Page 116 – Chaos Space Marine, Specialists
  Add ‘Combat’.
  Page 128 – Tzaangor, Wargear Options
  Change the second point to:
  ‘•  One Tzaangor in your kill team may instead take 
  Tzaangor blades and a brayhorn.’
  Page 135 – Guardian Defender, Abilities, 
  Crewed Weapon
  Add the following sentence:
  ‘A Heavy Weapon Platform automatically passes 
  Nerve tests.’
  Page 149 – Player, Flip Belt
  Change to:
  ‘Flip Belt: This model can move across other models 
  as if they were not there, and it can climb any distance 
  vertically (up or down) when it moves – do not measure 
  the distance moved in this way. In addition, it never 
  suffers falling damage, and never falls on another 
  model. If it would, instead place this model as close as 
  possible to the point where it would have landed. This 
  can bring it within 1" of an enemy model.’
  Page 149 – Fusion pistol, Abilities
  Delete this weapon’s ability:
  ‘If the target is within half range of this weapon, roll 
  two dice when inflicting damage with it and discard the 
  lowest result.’
  Page 149 – Neuro disruptor, Strength characteristic
  Change to ‘4’.
  Page 156 – Tesla carbine, Abilities
  Change to:
  ‘Each unmodified hit roll of 6 with this weapon causes 
  3 hits.’
  Page 170 – Fire Warrior, Abilities, Bonding Knife Ritual
  Change to:
  ‘Fire Warrior Bonding Knife Ritual: You can subtract 
  1 from Nerve tests for Shas’las and Shas’uis from your 
  kill team within 3" of any other friendly models with this 
  ability that are not shaken.’
  Page 170 – Fire Warrior, Keywords
  Change to:
  ‘Keywords (Shas’la and Shas’ui): Infantry, 
  Fire Warrior
  Keywords (Support Turret): Infantry, DS8 Tactical 
  Support Turret’
  Page 170 – Pathfinder, Abilities, Bonding Knife Ritual
  Change to:
  ‘Pathfinder Bonding Knife Ritual: You can subtract 1 
  from Nerve tests for Pathfinders, Pathfinder Gunners 
  and Pathfinder Shas’uis from your kill team within 3" 
  of any other friendly models with this ability that are 
  not shaken.’
  
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  Warhammer 40,000: Kill Team, Errata
  Page 171 – Fire Warrior Breacher, Abilities, Bonding 
  Knife Ritual
  Change to:
  ‘Breacher Bonding Knife Ritual: You can subtract 1 
  from Nerve tests for Breacher Shas’las and Breacher 
  Shas’uis from your kill team within 3" of any other 
  friendly models with this ability that are not shaken.’
  Page 171 – Fire Warrior Breacher, Keywords
  Change to:
  ‘Keywords (Shas’la and Shas’ui): Infantry, Fire 
  Warrior Breacher
  Keywords (Support Turret): Infantry, DS8 Tactical 
  Support Turret’
  Page 171 – XV25 Stealth Battlesuit, Abilities, Bonding 
  Knife Ritual
  Change to:
  ‘Stealth Team Bonding Knife Ritual: You can subtract 
  1 from Nerve tests for Stealth Shas’uis and Stealth 
  Shas’vres from your kill team within 3" of any other 
  friendly models with this ability that are not shaken.’
  Page 172 – Drone, Characteristics
  Change all Save characteristics to ‘4+’.
  Page 172 – Drone, Abilities, Shield Generator
  Add the following sentence:
  ‘In addition, each time a model with a shield generator 
  loses a wound, roll a D6; on a 5+ the model does not lose 
  that wound.’
  Page 172 – Drone, Abilities
  Add the following ability:
  ‘Stable Platform (MV7 Marker Drone only): This model 
  does not suffer the penalty to hit rolls for moving and 
  firing Heavy weapons.’
  Page 186 – Acolyte Hybrid, Wargear Options
  Change the second and third points to:
  ‘•  An Acolyte Leader may replace its cultist knife with 
  a bonesword, or its autopistol and cultist knife with a 
  lash whip and bonesword.
  •  An Acolyte Fighter may replace their cultist knife and 
  rending claw with a heavy rock drill, heavy rock saw, 
  heavy rock cutter or a demolition charge.’
  Page 188 – Melee Weapons, Heavy rock drill, Abilities
  Change the last sentence to:
  ‘Keep rolling a D6, increasing the score required to 
  cause a mortal wound by 1 each time, until the model’s 
  wounds are reduced to 0 or the roll is failed.’
  
SOURCE: textdata/thevault/Warhammer/40k/Kill Team/FAQ and Errata/Kill Team - Core Manual Errata v1.0 (September 2018).pdf