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THE Kitt TEAM '21 REFERENCE 1, Determine mission 2. Read mission briefing 43. Determine killzone 4, Set up objective markers 5. Setup the killzone 6. Select drop zone Roll off, winner decides who is ATTACKER, ‘then DEFENDER selects drop zone. 7. Selecta kill team - Gain #2 CP if LEADER on team. 8, Select Tac Ops Choose six cards of same archetype, then three times draw two and pick one. 9. Select equipment Up to 10 points worth of equipment. 10. Set up barricades: Two barricades each, all within @ of drop zone. Altemate setting up, DEFENDER goes fist. 11. Set up operatives within drop zone DEFENDER goes firs, give all operatives an order. Turning Points (4 per battle) INITIATIVE PHASE STRATEGY PHASE FIREFIGHT PHASE = = Ready operatives = Gain +1 cP = Select ready operative) ce brace peace mee peed ar Engage Order ‘Conceal Order or ~ Can do any action Can't Charge and Shoot LE Visible in cover ~Can't be shot in cover en Injured Command Re-roll (1 CP) characteristic by ©. UNE OF SIGHT Enemy on Engage order + Can be shot if visible and not obscured, Enemy on Conceal order + Can be shot if visible, not obscured COVER / Incover Operative within of terrain or other instine- cof sight operative that cover line crosses. Operatives not within of eachother Obscured = Further than © from any point where cove line crosses heavy terain, and shooter not within and natin cover. of the terain, Px Remove x defence dice rom target before rol Barrage Cover is measured fram above. Balanced Can reroll one attack dice. Blastx After shooting do shooting attacks against ll operatives within x, no Overwatch, Brutal Opponent can only pay with cts. Ceaseless Can recoll any orallresuits of 1 Fy (Can cross terrain and other operatives during a Move action without pent Fusilade Distribute the attack dice between valid targets within Qo eriginal target Heavy Cannot Shootin same activation as Move, Charge or Fal Back Hot For each discarded attack dice result of 1 inflict 3 mortal wounds tothe beare. indfeet)ignres cover when selecting vai targets. Must stil be visible and not obscured Inv. Save x Can use x instead of normal Sv. Cannot be modified by any APx ues. Lethal x+ inflict rts wit x instead of 6 Limited Can only be use once pe batt MMW //Foreach erica fitretained do x mortal wounds to target. NoCover Target can'tretain autosuccess for cover, must rl al defence die Px Weapon gains APx rule Ifyou retain a cit, where xis your weapon's Px Reap x __ For each successful cit stk, infct Mixon each other enemy within of target. Relentless Can reroll any or ll attack dice. Rending Ifyou retain any cis retain 1 normal hit as eit to, gx Rangelimit ofthe weapon Slent___Can Shoot his weapon while on a Conceal order. SplashX For each eit inflct M10 the target and any other operative within of the target Stun (shoot) For each eit subtract | from APL of target (max 1 per operative), ‘Stun (ght) stert discard t normal hit of the enemy, 2nd cit subtract 1 from APL of target. Torrent x Make additional attacks against enemy operatives within x ofthe previous target Unwieldy Shooting costs +1 AP, no Overwatch 12, Scouting « Reveal scouting dice simultaneously 1 die set up addtional barricade 2 dice - change an order during Turing Point 1 3 ice- one free Dash action 13. Begin battle and play Turning Point 1 Decide ititive: 122 293, 3°7 o attacker decides. 14. End battle 15, Determine victor Player with most victory points wins. ACTIONS Cennot repeat same action in one activation ‘Move up to move characteristic Not after Fall Back or Charge, not within ‘engagement range (within of enemy operative). Move up to move characteristic 1. Must finish within engagement renge, Not after Move, Fall Back or Dash, not ifn a Conceal ‘order and no if already within engagement range. ‘Move up to mave characteristic. Must start within {and finish outside of engagement range. Not after Move or Charge. ‘Move up to lll Not after Charge and not within engagement range ‘Not within engagement range, must contol objective. Remove objective marker fom kill zone to cary it Drop for 0AP during an activation, or if incapacitated, Not on a Conceal order, not within engagement range. Attacker ros Attack dic, compares against BS. Defender roils DF dice, compares against SV. Apply unsaved hits as Damage to defender. Must be within engagement range. + Improve WS by 1 for each friendly within d& of enemy ‘operative and not within dk of any other enemy. Both players rol attack dice, compares against WS. Alternate ether Strike or Parry uni no more hits to resolv or operative incapacitated, attacker goes first. Perform a shooting attack, but worsen BS by 1 ‘Only on Engage order and natn engagement range. Heary provides cover is obscuring ght provides cover. Traversable -costs © to move through Insignificant -no effets. Barticades ligt, traversable Sealable ignore height above 2O for climbing Vantage Point - enemy operative night cover are treated as having an Engage order Climb within of cimbable par of tein. Round vertical distance UP to nearest ©. Drop - within of climbable part of trai, Round vertical distance DOWN to nearest) ump -rol 2+ to move between two train features, witin horizontally and Overall

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