Kill Team Magnetization: Is It Worth It?

Kill Team Magnetization: Is It Worth It?

Kill Team uses the same models as Warhammer 40K, but in teams of 6-14 operatives instead of full armies. That small model count changes the magnetization calculus. Is it worth drilling magnets into a handful of models, or should you just build one of each loadout?

The Case For Magnetizing Kill Team

Loadout choices matter more in Kill Team than in 40K. Every operative counts. A plasma gun vs. a melta gun isn't a minor optimization -- it can swing a game. And Kill Team rules change frequently, shifting which loadouts are competitive.

Magnetization makes sense when:

  • Your faction has many viable weapon options per operative slot. If a gunner can take four different special weapons and the meta shifts, magnets let you adapt without rebuilding.
  • You play competitively. Tournament lists shift. Magnetized operatives let you adjust between events.
  • You don't want to paint duplicate models. Painting 10 models to a high standard is more appealing than painting 20.

The Case Against

Kill Team rosters are small. You might need 14 models total. Building one operative per loadout option might mean 18-20 models -- not a massive investment compared to a full 40K army.

Magnetization also makes less sense when:

  • Your faction has few weapon options. Some Kill Teams (Kommandos, Void-Dancer Troupe) have fixed loadouts per operative with minimal swaps.
  • You're a casual player. If you're not chasing meta shifts, build what you like and play it.
  • The model's joints are tiny. Some Kill Team operatives are small enough that magnetizing is more frustrating than it's worth.

Which Kill Team Factions Benefit Most?

High Value: Magnetize These

  • Space Marine (Intercessor) teams -- Sergeants and gunners have multiple weapon options that rotate in and out of the meta. 3mm x 2mm at the shoulder joint.
  • Tau Pathfinders -- Rail rifles, ion rifles, grenade launchers. Several gunner options that matter competitively. 2mm x 1mm for the weapon attachment point.
  • Death Guard -- Fighter and gunner operatives have meaningful weapon choices. 3mm x 2mm works on the Plague Marine shoulder.
  • Legionaries (Chaos Space Marines) -- Multiple specialist roles with distinct weapon loadouts. Same shoulder joint as loyalist Marines.

Low Value: Probably Skip

  • Kommandos -- Most operatives have a fixed role. Limited swappable weapons.
  • Harlequins / Void-Dancers -- Small models, limited weapon variety.
  • Kroot Farstalkers -- Mostly fixed loadouts with a couple of exceptions.

Recommended Magnet Size

Kill Team operatives are infantry-scale. 2mm x 1mm is your primary magnet size. It fits the arm joints of most Kill Team models without requiring oversized drilling that weakens the joint.

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For bulkier models (Plague Marines, Intercessors, Legionaries), 3mm x 2mm fits and provides stronger hold. Check the shoulder socket diameter on your specific kit -- if a 3mm bit fits without breaking through, use the larger magnet.

[Buy Product=100pcs-3mm-x-2mm-1-8-x-1-16-disc-magnets,variant=All]

Basing Magnets for Kill Team

This is where magnetization is unambiguously worth it for Kill Team, regardless of whether you magnetize weapons.

Kill Team games happen on a small, dense board with lots of terrain. Models get moved constantly and knocked over frequently. Magnetized bases on a metal transport tray mean your team travels safely, and you can use magnetic terrain bases to keep things stable during play.

For GW Bases

Most Kill Team operatives use 25mm or 32mm bases. Flush-fit basing magnets embed cleanly into these.

[Buy Product=gw-flush-fit-base-magnets-large,variant=All]

For Transport

Self-adhesive magnets on the base underside work with any magnetic sheet or metal case. Quick to apply across your whole roster.

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The Starter Pack Option

If you're new to magnetizing and want to try it on a Kill Team before committing to a full army, the starter pack includes the core magnet sizes plus a pin vise and drill bits. Enough to magnetize a full Kill Team roster and see if the process works for you.

[Buy Product=magnetization-starter-pack,variant=All]

Summary

Weapon magnetization in Kill Team is worth it for factions with diverse loadout options (Marines, Pathfinders, Legionaries) and less worth it for teams with fixed roles. 2mm x 1mm is the go-to magnet size for Kill Team infantry. Basing magnets are worth it for everyone -- small teams on dense boards benefit from stable, transportable models. If you're on the fence about weapon magnets, start with basing and see how you feel about the process.


Warhammer, Kill Team, Games Workshop, and all associated logos, names, and imagery are trademarks of Games Workshop Limited. The Magnet Baron is not affiliated with, endorsed, sponsored, or specifically approved by Games Workshop Limited.

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