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2024 Kill Team - Rules Reference

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100% found this document useful (2 votes)
6K views

2024 Kill Team - Rules Reference

Uploaded by

xpg56743
Copyright
© © All Rights Reserved
We take content rights seriously. If you suspect this is your content, claim it here.
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KILL TEAM 24 Q3 REFERENCE Matched Play Sequence u/armagonix v1.

12
1. Set Up the Battle 4. Select equipment 8. Scouting
- Select kill teams for the battle - Select up to 4 equip, one type only once - Reveal scouting dice simultaneously:
- Determine the killzone, set terrain - Reveal equip simulatenously 1 die - select 1 extra new equip
- Determine crit op, set obj. markers 5. Command points 2 dice - use 1 strategy ploy for 0CP in TP 1
2. Roll-off - Get 2 CP 3 dice - Repos. 1 op wholly within 3'' of drop zone
- Winner decide who has initiative 6. Select Tac Op 9. Begin battle and play Turning Point 1
- Who has initiative select drop zone - Secretly select Tac Op from KT archetype - Decide initiative: 1>2, 2>3, 3>1 or who NOT has ini
3. Select operatives 7. Set up operatives (start who has ini) - Secretly select Primary Op
- Secretly select operatives - Item by item set equip
- Divide ops in 3 groups. Set group by group
10. End battle and Determine victor
- Reveal operatives simulatenously - Player with most victory points wins
- All in Conceal order

Next Turning Point (4 per battle) Actions


Cannot repeat same action in one activation
1. Initiative Phase 2. Strategy Phase 3. Firefight Phase
REPOSITION 1 AP
- Ready operatives - Gain 1CP - Select ready operative + Move up to move distance
* Roll for initiative - Play strategic gambit - Choose Order Fall Back Charge Controlled by or through Control
Back, Charge,
* if lose initiative +1CP - Perform actions
Range of enemy (if it is not Controlled)
* Skip for Turning Point 1 CHARGE 1 AP
+ Move up to move distance +2''. Must finish within
Control range
Engage Order Conceal Order Back Dash
Repos,
Repos Fall Back, Dash, in Conceal or Controlled by
- Do any actions - Can't Shoot or Charge
- Valid target in cover - Can't be Shot in cover FALL BACK 2 AP
+ Move up to move distance. Must start within and
Valid Target (LoS) finish outside of Control range 1''
Cover / Obscured
Repos,
Repos Charge or finish in Controlled Range
Enemy on Engage order In cover
- Can be shot if visible - Operative within 1'' of cover terrain that target DASH 1 AP
line crosses, >2'' from shooter + Move up to move distance (max 3'')
Enemy on Conceal order - Retain 1 normal Save against Shoot by through Control Rng
Charge Controlled by,
Charge,
- Can be shot if visible and not in cover Obscured
- Greater than 1'' from target line point and
SHOOT 1 AP
enemy is farther than 1'' from it + 2 normal DF dice can discard 1 Crit
- Discard 1 hit to obscured op and can't use crit in Conceal by target is Controlled
Conceal, Controlled by,
FIGHT 1 AP
+ Only Crit die parry Crit
Special Rules Target is outside of Control range (1'')
Accurate x Retain x attack dice as normal success, can stack up to 2 PICK UP MARKER 1 AP
Balanced Can re-roll one of your attack dice + Remove controlled marker to carry it
Blast x After Shoot to primary do Shoot to ALL ops within x with same Cover/Obscure state by, already Carrying
Controlled by
Brutal Opponent can only block with crits
PLACE MARKER 1 AP
Ceaseless Can re-roll any attack dice with same result (e.g. 2) + Finish activation of the operative
Devastating x Each crit success do x instant damage. If y'' before Devast. do x to visible in range y''
COUNTERACT - only if no ready operatives
Heavy (x) Can't use weapon if op moved and move if op used weapon (except x move type)
+ Perform any 1AP action. Move limit 2''
Hot Roll D6 for action. If less than Hit do Damage*Roll to op
Conceal Order
Lethal x+ Inflict crits with x+ instead of 6+
Limited x Can only be used x per battle
Piercing x Target use x less defence dice
Terrain
Piercing Crit x Same as Piercing but only if you retain any crit Heavy - cover and obscuring
Light - cover
Punishing If you retain any crit retain 1 fail as normal success
Accessible - 1'' for moving through
Range x Only target in x from op is valid target Vantage - 2'' lower Engaged
Engaged: Accurate 1
Relentless Can re-roll any or all dice - 4'' lower Engaged
Engaged: Accurate 2
Rending If you retain any crits retain 1 normal success as crit too - 2'' lower Concealed and in light Cover:
Cover
Saturate Defender can't retain cover saves - ignore Cover but retain 1 crit Sv or 2 Sv
Seek x Defender can't use x terrain for cover (assume visible), doesn't remove cover save - vantage floor is light cover
- ignore heavy parts for obscuring for op
Severe If you don't retain any crit can change 1 normal as crit. Any rule for crit triggers
on vantage
Shock First crit strike in each seq. also discard 1 op unresolved normal (or crit if none)
Climb - within 1'' of climbable terrain. Vertical
Silent Can Shoot with this weapon while on Conceal order
distance min 2'', can't stop midway
Stun Crit substract 1 APL of target until the end of its next activation Drop - move complete from terrain, move vertical
Torrent x Select primary and any valid targets in x from primary and do Shoot against them distance down (first 2'' for free).
Jump - move up to 4'' horizontally and straight, can
jump on terrain 1'' higher

Injured Fight Support Modifying Limits Command Re-roll (1 CP)


- Place injury if wound < 50% - Improve HIT by 1 for each ally - APL only +/- 1 - After attack or defence
- Worsen HIT by 1 oper. engaging the same enemy MAX - MOVE. min 4'' - Re-roll 1 die
- Reduce move char. by 2'' - Supporter not controlled by other foe - HIT. 1 fail/6 succ. DEF. 1 fail - Can more than once

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