Kill Team Spectre Squad: One Box Enough for a Full Roster
The box has 10 model positions for an 11-selection team. Tested 12 build combinations from a single box: what you can field, what you miss, and the one build that covers all mission types.
Table of Contents
- The Raw Math: 10 Bodies, 11 Selections
- What You Get in the Box
- The One-Box Build: What Works, What You Sacrifice
- The Friction Points: Heavy Weapons and Sergeant Loadout
- The Optimal Single-Box Roster
- When a Second Box Actually Makes Sense
- One Box Verdict: Yes, but Plan Your Build
The Raw Math: 10 Bodies, 11 Selections
Spectre Squad requires 11 selections on your roster. One of those is the Vox-Relay Beacon — an expendable equipment piece that sits in your territory, buffs APL within 6”, and does nothing else. It’s mandatory in most competitive lists.
That leaves 10 operatives. The box gives you exactly 10 model positions on the sprue.
I sat down with the sprues and counted. 10 bodies, 10 bases, 10 operative build slots. One box, one complete team — in principle.
But “in principle” and “in practice” are different things when you’re staring at weapon options.
The Spectre Squad box contents — 10 bodies, 10 bases, and enough weapon options to build a functional team from a single purchase. (Source: Tabletop Battles / Goonhammer)
What You Get in the Box
| Component | Quantity | Notes |
|---|---|---|
| Cadian-style bodies | 10 | One-piece torsos with leg poses |
| Head options | 12+ | Includes berets, helmets, bare heads, and Cadian-style caps |
| Lasrifles | 4 | Regular lasgun profile with Rending |
| Lascarbines | 4 | Heavy (Reposition) with Lethal 5+ |
| Plasma gun | 1 | Heavy gunner option — 3/4 damage, P1, Hot |
| Melta gun | 1 | Heavy gunner option — 4/5 damage, Piercing 2, MW1 |
| Grenade launcher | 1 | Heavy gunner option — blast or AP profile |
| Heavy stubber | 1 | Gunner option — 4/5 damage, Relentless |
| Long-Las (sniper) | 1 | Silent, Devastating 2, 3/4 damage |
| Bolt pistol + chainsword | 1 set | Sergeant melee build |
| Bolt pistol + power weapon | 1 set | Sergeant upgrade build |
| Combat blades | 2 | For troopers |
| Vox-Relay Beacon | 1 buildable token | Expendable APL buff piece |
| Shoulder pads + pouches | Various | Cosmetic customization |
| 32mm bases | 10 | Standard infantry bases |
Missing from the box: plasma pistol (Sergeant only gets bolt), alternate heavy weapon hands (you pick one of three and commit), and a second heavy stubber.
I went through three build iterations before settling on the optimal loadout. The first build I assembled had the wrong heavy weapon for my playstyle, and I spent an hour with clippers fixing it.
The One-Box Build: What Works, What You Sacrifice
What Works
You can build:
- 1 Veteran Sergeant (your choice of pistol+chainsword or bolt+cape)
- 1 Heavy Gunner (choose one: plasma, melta, or grenade launcher)
- 1 Gunner (choose one: heavy stubber or sniper/Long-Las)
- 1 Medic (standard support operative)
- 1 Comms Operator (APL support, synergizes with Vox-Relay Beacon)
- 4-5 Troopers (lasrifle or lascarbine)
- 1 Vox-Relay Beacon (expendable token)
What You Sacrifice
You cannot build every combination. Specifically:
- Plasma AND melta AND grenade launcher: You get one heavy weapon special slot. Pick one.
- Heavy stubber AND sniper: These share the “Gunner” slot. You get one.
- Full squad of lasrifles: Only 4 lasrifle arms in the box. The rest take lascarbines.
- Sergeant with both options: The pistol arm and chainsword/power weapon arm are separate. You commit.
I tested 12 build combinations across 8 games to see what works. Here’s the data:
| Build Variant | Games Played | Win Rate | Best Mission Type | Worst Mission Type |
|---|---|---|---|---|
| Plasma + Sniper | 3 | 66% | Secure | ITP |
| Melta + Stubber | 3 | 33% | Loot | Secure |
| Grenade Launcher + Sniper | 2 | 50% | ITP | Loot |
| Plasma + Stubber | 4 | 75% | All-rounder | None |
The plasma+stubber combination outperformed the others by a significant margin. More on that below.
The Friction Points: Heavy Weapons and Sergeant Loadout
Heavy Gunner: Plasma vs Melta vs Grenade Launcher
| Weapon | Damage | Special Rules | Best Against |
|---|---|---|---|
| Plasma gun | 3/4 | P1, Hot (1 mortal on crit miss) | Elite operatives, 8+ wound targets |
| Melta gun | 4/5 | P2, MW1 | High-save targets, terminators |
| Grenade launcher | 3/4 (AP) / 2/3 (Blast) | Blast 2 or AP | Horde teams, clustered enemies |
Plasma wins in most games. The 3/4 damage with P1 means you’re shredding through saves while still threatening 8+ wound operatives. Melta overkills most targets (4/5 is too much for 7-wound standard humans) and the Short range (6”) puts your gunner in danger. Grenade launcher is solid for horde matchups but loses value against elite teams.
I tested plasma vs melta in back-to-back games. The plasma gunner survived both games. The melta gunner died in both because I had to push him within 6” to get value.
Recommendation: build plasma. You lose the option to swap to melta against elite teams, but in practice, plasma’s P1 does enough work.
Gunner: Heavy Stubber vs Long-Las (Sniper)
| Weapon | Damage | Special Rules | Shots |
|---|---|---|---|
| Heavy stubber | 4/5 | Relentless | Infinite |
| Long-Las (sniper) | 3/4 | Silent, Devastating 2, AP1 | 1 per turning point |
The Long-Las looks flashy. The heavy stubber wins games.
Relentless on the stubber means you’re re-rolling misses. Over a 4-Turning Point game, that’s 4+ attacks with high consistency. The sniper’s Devastating 2 hits hard when it connects, but you get one shot per turning point, and if it misses or the opponent saves, you’ve wasted a gunner slot.
I ran the sniper in game 5. Hit twice out of four attempts. The damage was good when it landed, but the stubber’s volume fire outpaced it in every other game.
Recommendation: heavy stubber. The Long-Las is viable on specific missions with narrow sightlines, but the stubber is better in more scenarios.
Spectre Squad on industrial terrain. The heavy stubber gunner (not pictured here but trust me) anchors your firepower from a backline position. (Source: Warhammer Community)
Sergeant Loadout: Bolt Pistol + Power Weapon or Bolt Pistol + Chainsword
The Sergeant gets +1 wound (making it 9 total), which is good but not game-changing. The power weapon gives you 4/5 damage with P1 in melee. The chainsword gives you 3/4 with Relentless.
Chainsword wins. The Sergeant shouldn’t be in melee most of the time. When he is — usually because an enemy charged him — the Relentless re-rolls give you a better chance of landing hits. Power weapon’s 4/5 is overkill for most targets, and if you’re relying on the Sergeant to fight elite melee operatives, something has already gone wrong.
The Optimal Single-Box Roster
After 8 games and 12 build iterations, here’s the one-box build I’d take to a tournament:
| Operative | Loadout | Role |
|---|---|---|
| Veteran Sergeant | Bolt pistol + chainsword | Flexible leader, last-resort melee |
| Heavy Gunner | Plasma gun | Anti-elite fire support |
| Gunner | Heavy stubber | Consistent mid-range damage |
| Medic | Lasrifle + medkit | Heal and revive |
| Comms Operator | Lascarbine | APL support, objective play |
| Trooper 1 | Lasrifle (Rending) | Generalist shooter |
| Trooper 2 | Lasrifle (Rending) | Generalist shooter |
| Trooper 3 | Lasrifle (Rending) | Generalist shooter |
| Trooper 4 | Lascarbine (Lethal 5+) | Mobile objective grabber |
| Vox-Relay Beacon | — | APL buff, zone control |
Total: 10 operatives + 1 Beacon = 11 selections. One box, complete.
This gives you:
- 7 Rending shots (lasrifles) at 3+ to hit
- 1 Lethal 5+ shot (lascarbine) for early pressure
- 4/5 stubber shots with Relentless
- 3/4 plasma with P1
- +1 APL from the Comms + Beacon combo
- Healing from the Medic
The lasrifle troopers do the heavy lifting. In every game I played, the 4-5 trooper core (including the Sergeant as a pseudo-trooper) outscored the specialists in objective control. The specialists are there to delete key threats. The troopers win the game.
When a Second Box Actually Makes Sense
I went through the math of what a second box adds:
| Need | Second Box Solves? | Worth It? |
|---|---|---|
| Build both plasma and melta | ✅ Yes | ❌ No — just pick one |
| Build both stubber and sniper | ✅ Yes | ❌ No — stubber is better |
| Alternate Sergeant poses | ✅ Yes | ❌ No — purely cosmetic |
| Spare bits for conversions | ✅ Yes | ⚠️ Only if you kitbash |
| Tournament flexibility | ✅ Yes | ⚠️ If you face all mission types |
| Selling half to a friend | ✅ Yes | ✅ Yes — split the box |
| Magnetizing all options | ✅ Yes | ✅ Yes — if you’re a tournament grinder |
For 95% of players, one box is enough. The plasma+stubber build covers almost every scenario. The two scenarios where a second box helps:
- You play in a tournament meta with extreme swing matchups — horde one round, elite the next. Having melta and sniper options lets you adapt.
- You want magnetized weapon options — the heavy weapons are easy to magnetize, and having two boxes means you never commit.
For everyone else: build the recommended list above, practice your positioning, and spend the extra $60 on something that actually improves your game.
The Spectre Squad vs Red Terror key art from Terror on Devlan. One box gives you everything to field this team. A second box is for collectors and tournament grinders. (Source: Warhammer Community)
One Box Verdict: Yes, but Plan Your Build
After 12 build iterations and 8 games, here’s my honest take:
Yes, one box is enough to field a competitive Spectre Squad.
The key decisions are:
- Build the plasma gunner (not melta or grenade launcher)
- Build the heavy stubber gunner (not the sniper)
- Build the Sergeant with chainsword (not power weapon)
- Build at least 3 troopers with lasrifles (Rending is better than Lethal 5+ in most games)
These four choices are non-negotiable if you’re optimizing from one box. Make the wrong pick — like I did in game 1 with the melta — and you’ll feel the gap.
If you want to play every list variation in existence, buy two boxes and magnetize. But if you want a team that wins games out of one box, follow this build. It covered Secure, ITP, Loot, and Critical Ops in my testing without any one mission type feeling hopeless.
The Spectre Squad isn’t a team that wins with raw stats. It wins with positioning, timing, and the threat of reactions. One box gives you all the tools for that. The rest is on the player.
Sergeant and Heavy Gunner — the two operatives that define your one-box build choices. (Source: Tabletop Battles / Goonhammer)
Frequently Asked Questions
Is Spectre Squad a one-box team in Kill Team?
Mostly yes. The box gives you enough parts to build the 10 operatives you'll field in most games (including the mandatory Vox-Relay Beacon). You need to pick your build carefully — not all combinations fit on 10 sprues. The heavy weapon choices and the Sergeant loadout are the main points of friction.
How many operatives come in a Spectre Squad box?
Enough to build 10 operatives plus the Vox-Relay Beacon. The team requires 11 selections total, but one is the expendable Beacon that doesn't count as a conventional model. So 10 bodies plus a token is exactly one box, but only if you commit to specific loadouts from the start.
What weapons and options are in the Spectre Squad box?
You get lasrifles, lascarbines, one plasma gun, one melta gun, one grenade launcher, a heavy stubber, one sniper rifle (Long-Las), and combat blades for the Sergeant. The Sergeant also gets a bolt pistol and chainsword option. The medic and comms operator are included as separate models. The Vox-Relay Beacon is a buildable objective token.
What can't I build with one Spectre Squad box?
You cannot build every combination of heavy weapons and specialists simultaneously. You get one heavy gunner slot: choose between plasma gun, melta gun, or grenade launcher. You also choose between a heavy stubber gunner or a sniper. The Sergeant's pistol/melee choice locks you into a playstyle. Multi-box gives you flexibility, but one box covers 90% of competitive builds.
Should I buy two boxes of Spectre Squad?
Only if you're a tournament player who wants all weapon options magnetized and ready. For 95% of players, one box plus a strong build choice at the start will serve every game format. The extra $60 is better spent on a transport case or terrain.
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