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===Differences from Bighammer=== *All distances from movement to weapon ranges are measured using certain preset ranges (Triangles, Circles, Squares, Hexagons). Guess where these preset distances can be found? If you guessed "Those fancy new Kill-Team box sets", then congratulations, you're paying attention to GW's antics. If you don't have the patience for that shit, Triangle=1", Circle=2", Square=3" and Pentagon=6". Seriously GW? Could you have called it a Hexagon instead? **Speaking of weapon ranges, most guns effectively have infinite range unless stated otherwise - again, allowing people to focus less on the shooting and more on the moving or special tactics. So far, the only weapons that seem to have limited ranges are pistols and weapons with already short ranges like flamers and meltaguns. **Crits are a bigger part of the game. Rolling a 6 to hit counts as a critical hit, dealing additional damage depending on the weapon and some triggering other effects like mortal wounds. Crits also can be saved only by rolling a crit save (6) or by spending 2 normal save successes to block one crit hit. *Statlines are practically alien when compared to basic 40K, with almost nothing but the saves being anywhere near familiar. These stats are also now condensed into index cards just like Underworlds. **You no longer make as many saves as you get attacks - That gets capped by the Defense (DF) stat, thus meaning that you won't get something like space marines soaking up absolutely everything short of plasma for ever and ever so long as the dice gods like you. **Melee is drastically different. Both sides have to roll off a number of die equal to the weapon's attack stat. After counting all the hits, starting with the attacker each player picks one of his successful dices and spends it to deal damage or parry (discard) one of enemy hits. **Action Points (AP) are a visible resource. All of your actions are governed by your AP Limit. **Group Activation (GA) allows you to activate multiple models at the same time, speeding up the turn and allowing you to outmaneuver low GA armies. That said, not many GA2 operative exist and most of the ones who do are the most basic and flimsy goons like cultists and guardsmen. *Stratagems are now split into Strategic Ploys (Which are useful for army-wide buffs) and Tactical Ploys (For one-model antics). Though every faction has their own ploys, the ever-reliable '''Command Re-roll''' Tactical Ploy remains universal. ====Boarding Actions==== Alongside all the stuff mentioned above, the current season of Kill Team (Into the Dark, Shadowvaults, Soulshackle) all include new close-quarters rules to better-simulate playing within the cramped halls of a Space Hulk. *You can't walk over walls or shoot through them. **The only exception to this rule is the hatchways, which require an action in itself to open and close. You can also have operatives that are in base contact with one end of a hatchway fight an enemy on the other end of a hatchway. **Soulshackle is looking to add an additional angle via specific walls you can apply detonation-charges on with one action only to spend another action to detonate. The detonation isn't harmless, however, as anyone nearby the wall as it explodes will take damage. *The addition of a Guard action so your operatives can attack as a response to any enemy actions. This does mean they can fire overwatch despite being in engagement range, but doing so also prevents them from using any more appropriate weapons when said enemy gets their chance to chop them to bits. *Weapons with the Blast, Splash, or Torrent rules also get the Lethal 5+ rule because there's no room to evade the AOE. *Operatives with Indirect weapons can choose to ignore that rule, but gain Range Square/3" in exchange. Frag grenades suddenly got quite an edge in close-quarters. *When determining if a target gets cover from shooting, you also have to account for any models that start with 5 or fewer wounds and any friendly operatives unless they're in base contact with the shooter. *The following Tac Ops are no longer usable: Seize Ground, Hold the Line, Sabotage, Vantage.
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