A game of Kill Team is an action-packed, back-and forth firefight in which players must make key decisions in every activation. Engaging your enemy is a sure way of gaining dominance, but doing so puts you at risk of return fire, therefore players must balance their offence with the need to conceal their operatives to keep them alive and secure the better position.

Angles of offence are critical; enemy operatives are capable of finding shelter behind cover, therefore advancing into the killzone to take advantage of vantage points or lanes of crossfire will offer powerful offensive benefits. Those that advance too far, however, will put themselves at risk of being subjected to deadly charges as the enemy breaks from cover to engage in combat. A deadly duel ensues in which operatives must balance the need to strike or parry, for combat is a reliable and consistent way of dealing damage. Aggressive chargers will quickly lose steam, however, as each enemy strike adds up, so a balanced and thought-out approach is the key to success.

No matter your preferred way to play, the missions of Kill Team ensure each battle offers exciting new challenges to the players. Operatives may have to perform vital actions to secure victory such as picking up and carrying key supplies and artefacts, or performing a task at a terminal. Similarly, key areas of the killzone may have to be controlled as your operatives seek to capture a district. The variety of missions mean a player’s plan of attack must vary in kind, adapting to the parameters of the mission for the best route to victory. This is supported by your Kill Team roster. Rather than having one kill team to complete your missions over and over, you have a list of operatives so that you can choose the right ones for the job.

Missions are supplemented further by Tac Ops - secret objectives bespoke to each player that are selected before the battle. They are revealed at various times during the battle, so mental jostling ensues as players try to establish and counteract their opponent’s Tac Ops. You will discover that the basics of Kill Team are quick and easy to learn. Combining all this at once, however, will prove a worthy tactical challenge for the aspiring generals. Combining the synergy of your operatives then dividing their output for offense and defence is the key to success. No matter how strong your plan is, however, your opponent is one activation away from neutralising a key part of it, so the best generals must also be able to adapt and overcome to achieve victory.
Actions
Actions are categorised as follows:
  • Universal actions can be performed by all operatives. They are detailed below.
  • Unique actions are actions detailed on an operative’s datacard that only they can perform, such as the Dakka Dash action found on the example datacard.
  • Mission actions are specific to the mission you are playing, and will be detailed by that mission’s briefing. Missions can be found here (Open Play mission) and here (Spec Ops Narrative missions).
  • Free actions can only be performed when another rule specifies. Each time an operative would perform a free action, the following rules apply.
    • The operative can perform the action, so long as the requirements of the action are met.
    • The player does not subtract any additional AP to perform the action.
    • The operative would still count as performing the action for all rules purposes. For example, if it performed it during its activation, it would not be able to perform the action again during that activation.

For example, when a KOMMANDO DAKKA BOY performs a Dakka Dash action (see unique actions, above), it can perform a free Dash and free Shoot action without subtracting any additional AP (other than the AP spent on the Dakka Dash action). However, it is subject to those actions’ requirements, therefore it cannot perform the free Dash action if it is within Engagement Range of enemy operatives, and cannot perform the free Shoot action if it is within Engagement Range of enemy operatives or has a Conceal order. In addition, for each of the free actions it performs, it cannot perform them again during its activation.
Cover
If an operative positions themselves in Cover, they will use it for protection while they have an Engage order, or hide behind it while they have a Conceal order. For an intended target to be in Cover, both of the following must be true:
  • The intended target is more than from the active operative.
  • The intended target is within of a point at which a Cover line crosses another operative’s base (unless that other operative is not itself in the active operative’s LoS), or a terrain feature that provides Cover (see Terrain Traits).

Note that an intended target that has an Engage order can gain a defensive benefit for being in Cover as specified in the shooting sequence.

To establish Cover lines, the active operative’s controlling player draws imaginary straight lines, 1mm wide, from any part of the active operative’s base to every part of the intended target’s base.
© Vyacheslav Maltsev 2013-2021