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CRIT-OPS MATCHED PLAY GAME SEQUENCE

To play a matched play game, each player must have a matched roster as described on page 90 in
the Kill Team Core Book. A matched play game is then completed by following the sequence below.

1. DETERMINE MISSION AND MAP


Determine the mission and map. On the other side of this foldout, you will find a variety of methods
to do this.

2. SET UP OBJECTIVE MARKERS AND KILLZONE


Set up objective markers in the locations specified by the map card. Determine the killzone and set
up its terrain features, ensuring the traits of each terrain feature and its parts are specified.

3. DETERMINE ATTACKER AND DEFENDER


The players roll off and the winner decides Attacker and Defender. The Defender selects one of the
drop zones as theirs, the Attacker has the other.

4. SELECT A KILL TEAM


Each player selects operatives from their matched roster to fulfil their faction's kill team
requirements, then reveals their selections to their opponent.

Each player adds 3CP to their pool.

5. SELECT TAC OPS


Each player secretly selects three Tac Ops. They can select up to one of their faction Tac Ops; all of
their remaining Tac Ops must be selected from one of their archetypes. Players only reveal each Tac
Op when it specifies, and they do not have to reveal which archetype they are using until they reveal
one of its Tac Ops.

6. SELECT EQUIPMENT
Each player selects up to 10 points worth of their faction's equipment for the battle, assigns it to
their operatives as specified, then reveals it to their opponent.

7. SET UP BARRICADES
Starting with the Defender, players alternate setting up barricades one at a time until they've set up
two each. Each time a player sets up a barricade, it must be within of their drop zone, more than
from all other barricades and not on a terrain feature (unless it has the Insignificant trait).

8. SET UP OPERATIVES
Each player separates their operatives as numerically evenly as possible into three groups. If a
player wants to use any rules (if they have any) to set up operatives in at location alternative to their
drop zone, they must declare them now, including the relevant operatives for this. Starting with the
Defender, each player alternates setting up their operatives one group at a time. When a player sets
up an operative, it must be wholly within their drop zone and must be given an Engage or Conceal
order.
9. SCOUTING
Each player secretly selects one of the pre-game scouting options, either by using the scouting cards
provided or by placing a number of dice in their hand to match their selection. Once both players
have selected, they reveal their selection simultaneously. They then resolve their selection starting
with the Attacker. The scouting options are below.

10. PLAY THE BATTLE


The first Turning Point of the battle begins. In the first Initiative phase, initiative is determined by the
players' choices in the Scouting step:

11. END THE BATTLE


The battle ends after four Turning Points have been completed. If one player has no operatives
remaining in the killzone, the other player continues to play out each remaining Turning Point until
the battle ends.

At the end of the battle, the player with the most victory points is the winner of the game. If players
are tied, the game is a draw.

Each player can score a maximum of 4 victory points from the mission objective each Turning Point,
however each player cannot score more than 12 victory points in total from the mission objective
during the battle.

Each player can score a maximum of 2 victory points from each Tac Op. Therefore a player's Tac Ops
are worth 6 victory points in total.

If every operative on a player's matched roster is painted to a Battle-Ready standard, that player
scores 2 victory points

In total, each player can score a maximum of 20 victory points from the game.

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