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==The Rules== Unlike in vanilla 40k, most actions in the game are handled on a "I go, you go" basis of alternating activation, similar to [[Warhammer Underworlds]]. This means the game speed is much faster than 40k's, and also requires players to plan their actions out more carefully. ===Gameplay Type=== Just like vanilla 40k, the way you can play kill teams is divided into three distinct styles; Open, Narrative, and Matched Play. *'''Open Play:''' Introduced in August 2019's Dev Commentary and Errata for kill teams, just like regular 40k, you can basically do/bring whatever you want. *'''Narrative Play:''' Arguably the meat and potatoes of kill teams, Narrative Play is structured very similarly to Matched Play, but with the added benefits of leveling up your specialists and fireteam as they participate in a campaign. While leveling confers potent passive abilities and stratagems for your specialists to use, it also increases their total point cost in order to take, adding a slight strategic element to consider for future missions. Narrative Play also has players manage four different resources that they can win/lose for defeating or losing to your opponents (most of the time, the winning player just doesn't lose resources). Lastly, models taken out of action roll off a table to determine their fate postgame; this can range from coming back with a power boost to simply perishing and losing all progress they may have made in their respective specialization. *'''Matched Play:''' Your traditional one-and-done gametype, players fine tune a 100pt (125pt for Elite Kill Teams) list of basic, level 1 units and play like normal. As there is no continuity between games, you needn't worry about units being crippled or killed for future games, but your specialists and fireteam can't level up and get new skills. If things are going tits up for your Kill-Team in a Campaign mission, you can elect to forfeit the battle after the third round. Obviously you'll lose, but on the bright side you won't run the risk of losing an experienced Specialist to an unlucky Casualty roll. ===Scouting Phase=== After the terrain is set up but before your kill teams are placed, each player secretly chooses 1 of 6 pre-battle actions to perform in the scouting phase to either give themselves an advantage or counter opponents' Scouting Phase actions. '''1. Scout Out Enemy Forces:''' Set aside up to 20% of your kill-team when deploying them; they are set up after normal deployment takes place. '''2. Plant Traps:''' Select up to d3 pieces of terrain. Enemy models that move within 1" of those terrain pieces (or start/finish a move within 1" of them) trigger the trap. The model then rolls a d6, taking a mortal wound on a 1. Regardless of whether the trap caused a wound or not, enemy models treat the trapped terrain and a 1" space around it as dangerous terrain. '''3. Disarm Traps:''' Cancels the effect of Plant Traps, if it was used. If Plant Traps was not used, this does nothing. '''4. Scout Out Terrain:''' d3 pieces of difficult/dangerous terrain no bigger than 8" in any dimension can be moved through without movement penalties. Additionally, models which take a mortal wound from this terrain ignore the wound on a 5+. '''5. Take Forward Positions:''' After deployment, up to 20% of your kill-team can make a normal move as if it was the Movement phase. '''6. Eliminate Sentries:''' If Take Forward Positions was used, up to 20% of your models can make a shooting attack as if it was the Shooting phase, targeting enemy models that were moved by Take Forward Positions. If Take Forward Positions was not used, this does nothing. ===Deployment and Reserves=== After selecting your Scouting option, you move onto deployment. Missions usually provide rules to follow for deployment that restrict where you can set up models. These rules can be as simple as "This third of the board" to complex shapes based on radii to certain points or weird randomized position like in the Aerial Strike mission. In any mission where you don't use Arena's Ultra Close Confines rules, when you deploy your models, you can choose to set up a portion of your models in Reserve instead of on the field. The models in Reserve cannot exceed either one half of the total number of models in your kill team (if you have 10 models, you can only put a max of 5 in Reserve) OR half the total points cost of your kill team (So if you have 3 20pt Stealth Suits and 5 8pt Fire Warriors, you can't put all your Stealth Suits in reserve even though they're less than half of your total number of models). At the end of any Movement Phase, you can choose to set up any number of models in Reserve anywhere on the board that fullfills the following: *is within 1" from a board edge *is more than 5" from an enemy model *is within the deployment zone of the mission, if one is provided. Every faction has their own tactics and/or abilities that alters these restrictions, usually for a certain number of specific units. The distance from enemies is relatively constant though. Every faction also has access to the Outflank tactic, which eliminates the deployment zone restriction for the cost of 1CP When they are set up, the models are considered to have made a normal move that phase for all rules purposes, and cannot make another move that round, but otherwise act normally in the following phases. Any models left in Reserves at the end Round 3 are considered out of action. ===Initiative Phase=== At the start of each battle round, the players roll off using a 2D6 to determine their initiative for the rest of the battle round. Highest scorer has initiative. Note that it isn't a choice, the one that rolls higher must go first even if it's disadvantageous. ===Movement phase=== Movement works similarly to how it does in 40k, but with three prominent exceptions: *The player with the highest initiative moves all of their units first, then all of the player with the next highest initiative, and so on until all players have finished their movement. *Charging is now done in this phase and replaces regular movement. As in vanilla 40k, a successful charge allows the charging unit to go first in the combat phase; an unsuccessful charge does not count even if the unit ultimately ends up in close combat later in the turn. Unlike in vanilla, a charging model that fails its charge can choose to move so long as it moves as close to the intended target of the charge as is possible with that distance rolled, but it isn't forced to do so. * Because both players move during the same turn, the fall back rules can be very unkind to melee models who begin the turn engaged, As if you win initiative the model does nothing and then the enemy falls back, and if you lose the enemy falls back and you have to choose between staying put (often in the open) and shooting or "falling back" yourself (This interpretation of the rules was confirmed via the Designer's commentary/FAQ document). There are a few ways to avoid this. ** Kill everything you are engaged with during the previous turn, and don't consolidate into melee unless you're going after a non-flying model with a ranged weapon you really, really don't want to shoot next turn. Not always tenable, but something to at least keep in mind when deciding whether to charge multiple models. ** Charge the enemy with another model before it can fall back (As being charged prevents you from falling back for the turn). This only works if you have initiative or use decisive move, however (And can be foiled by your opponent's decisive move). ** Position your own models such that it is impossible for the enemy model to make a normal move without ending up or passing within 1" of one of your models. This generally requires several models and ideal terrain to pull off, but will be immensely satisfying when your opponent tries to fall back and realizes they're trapped. Does not work against Harlequins or Flying Models, who can of course bypass the normal movement restrictions. *A model can also choose to Ready, skipping their movement phase in favor of shooting first in the Shooting phase. Terrain can also interfere with movement, with different terrain having different effects. ===Psychic Phase=== Similar to vanilla, but since only a small selection of available units can even use psychic powers it's much less important; however, it becomes more prominent if Commanders are involved. By default, all psykers know Psybolt, which is basically vanilla 40K's Smite, but Commander Psykers can exchange it or other powers they might know for one of the following: *'''Iron Arm (WC 7)''': User adds +2 to S and T until the next psychic phase. *'''Forewarning (WC 6)''': User gets a 4+ invulnerable save until the next psychic phase. *'''Fire Shield (WC 6)''': A friendly unit within 8" of the psyker counts as being obscured until the next psychic phase. *'''Psychic Shriek (WC 5)''': An enemy unit within 12" is forced to take a Nerve test. *'''Enfeeble (WC 7)''': An enemy unit within 12" must subtract 1 from their rolls to hit and to wound in close combat until the next psychic phase. *'''Misfortune (WC 7)''': An enemy unit within 12" must treat all attacks aimed at them as being one AP stronger (e.g. AP0 becomes AP-1) until the next psychic phase. ===Shooting phase=== At the start of the shooting phase, the player with the highest initiative shoots first with one of his models that was readied in the movement phase then it goes to the next player with the next highest initiative, and so on until all readied models have shot. Then, each player takes turn choosing a model to shoot that hasn't already shot, starting with the player with the highest initiative then the next player with the next highest initiative until all players have shot. Cover and range are more important in Kill Team than they are in vanilla 40k; shooting a unit from more than half of a non-Grenade weapon's maximum range imposes a -1 penalty to hit them, as does shooting a unit that is obscured (i.e. if ''any'' part of it is blocked by cover). That said, an unmodified 6 to hit will always hit so doubling down on dakka to maximize the chances of a lucky hit is still a viable strategy. Of course, flamers still automatically hit as well. Units that attempted a charge, or were successfully charged, in the movement phase cannot shoot in the subsequent shooting phase. ===Fight Phase=== The Fight Phase works similarly to how it does in 40k; whoever charges first attacks first, followed by non-chargers, giving you two "subphases". In each subphase, players alternate "activating" models to fight, starting with the player with the highest initiative, then the next highest, until all players have attacked. ===Morale Phase=== Morale has two components in Kill Team: the morale of individual fighters and the morale of the team as a whole. If more than half of the squad has gone Out of Action, are shaken, or have sustained Flesh Wounds, then the squad may break and suffer penalties to their hit rolls for the rest of the game. Meanwhile, models that have taken Flesh Wounds or are part of a squad that is currently broken are at risk of becoming Shaken, which forces them to skip their turns entirely and can disable most of their Specialist abilities. The more models in the squad that are shaken or out of action, the more likely it is for other squad members to become shaken. ===Flesh Wounds and going Out of Action=== When a model loses its last Wound, the player who caused the wound makes an injury roll. On a 4+, the wounded model is Out of Action (i.e. it's no longer in the game); otherwise, it suffers a Flesh Wound and is restored to one wound. Being obscured and within 1" of the terrain that's doing the obscuring is a -1 penalty to the roll, and any previous Flesh Wounds taken by that model add a +1 bonus per wound to the roll. Additionally, attacks with a damage value higher than 1 cause multiple injury rolls, with the highest result being selected. In addition to penalizing future injury rolls (thus making them more likely to be taken Out of Action), Flesh Wounds reduce a model's hit rolls and increase the chances of them becoming shaken in the Morale Phase. ====Casualties==== Models that went Out of Action must make a Casualty roll on a d10 after the battle. This affects when (or if) you'll be able to use them again. *'''1''': The unit is dead. Remove him from the Kill-Team's roster, you can't use him again. *'''2''': The unit cannot be used in the next mission. *'''3-8''': The unit can be used in the next mission. *'''9-10''': As above, and if the unit was a Specialist it gains an extra point of Experience. Dead units can be replaced at any time during a campaign, but you ''must'' use the new guy on the next mission. And of course, he won't have any of his predecessor's Advancements if he's a specialist or benefit from being part of a Fire Team (see below).
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