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Alternatively.

for ease of play players may choose to not allow


Kill Team AI Rules Enemies to use ploys.
These are some AI rules which can be used for Solo or
Cooperative play. They are mainly pulled and modified from the
Faction AI
games Five Parsecs From Home and Starbreach. They are
The type of AI that applies to each faction will depend heavily
likely best suited for Open Play or Narrative Play games where
on what models or fireteams that faction brings as well as who
players are not looking for a truly “balanced” or competitive
they are playing against. For example, Death Guard pox
game but want to fight an opponent that isn’t just them
walkers might be played as Rampaging while Plague Marines
controlling both sides entirely.
could be played as Tactical. Space Marines might normally be
played as Tactical but against Tyranids might be played as
Missions and Objectives
Defensive.
To simplify things, the AI exists only to stop the player from
achieving the objectives. Players choosing to play standard What AI types are used can also be modified depending on the
missions/tac ops can judge the success of their play using the mission objectives. Below is simply a list of guidelines as to
number of VP they scored during the game what AI types could apply to each faction. Players should feel
free to modify or change AI type as appropriate.
VP Scored Mission Outcome
Faction AI Types
0-2 Crushing Defeat. Never
speak of this day again
Veteran Guardsmen Tactical/Cautious/Defensive
3-6 Objective failed. A costly
Ork Kommandos Aggressive
operation with little to show
for it.
Space Marines Tactical/Aggressive
7-10 Stalemate. A few gains were Grey Knights Tactical/Aggressive
made but was it enough?
Imperial Guard Tactical/Cautious/Defensive
11 -14 Objective accomplished. The
operation goals were Ad Mech Tactical/Cautious/Defensive
successfully achieved.
Sisters of Battle Tactical/Aggressive
15+ Heroic Victory. A decisive
blow was struck today. Custodes Tactical/Aggressive/Defensive

Chaos Marines Tactical/Aggressive/Rampaging


Alternatively, players or enemies could be given very simple
objectives similar to the example ones listed in the Open Play Death Guard Tactical/Rampaging
section of the core rules.
Thousand Suns Tactical/Aggressive
AI Difficulty Levels
Enemies using the AI system may not always play “optimally”. Daemons Aggressive/Rampaging/Beast
Thus, players may wish to modify the AI kill team composition
to add additional operatives/weapons/equipment if desired. Aeldari Tactical/Cautious/Defensive

Drukhari Aggressive
Hard mode - If an enemy Kill Team is composed of two
fireteams, add one additional fireteam. Otherwise, add Harlequins Aggressive
additional operatives equal to half the normal max number of
operatives available rounded down. Greenskins Aggressive/Rampaging

Ploys and Command Points Necrons Tactical/Cautious/Aggressive


Due to the varied nature of each faction’s Strategic/Tactical
Tau Tactical/Cautious/Defensive
Ploys there is no easy “one-size-fits-all” rule for how AI
enemies can utilize them. Players can judge for themselves Kroot Aggressive/Beast
whether the Enemies will make use of any specific Strategic or
Tactical Ploys. A general rule of thumb might be that if there is Tyranids Aggressive/Rampaging/Beast
ever a chance a Strategic or Tactical Ploy would have a
significant impact on the game, the AI will use it if they have Genestealer Cults Aggressive
the CP available.
Cautious Rampaging Enemy Activation Order
• Cautious enemies will attempt to stay in • Rampaging enemies will move as Use the following sequence to determine
Cover whenever possible fast as possible towards the closest the priority of which enemies should
. opponent, and will always attempt to activate:
• Figures with an opponent in sight and Charge as soon as possible. 1. Enemy in Grave Danger AND a
range will remain where they are and Substantial Threat
shoot. Otherwise, they will advance in or • Rampagers with Heavy weapons will 2. Enemy in Grave Danger OR a
behind terrain features trying to establish stand still/dash and fire, if in sight of a Substantial Threat
Line of Sight to opposing figures. target. 3. Enemy with the highest APL value
4. Enemy closest to an opponent.
• They will attempt to engage targets at Defensive
as close to maximum range as possible, • Defensive enemies will advance to “Grave Danger” meaning that the models is
and will not advance voluntarily within weapons range, but will remain in their in danger of being incapacitated (such as a
charge range of opposition. initial half of the table, and will remain severly injured model or model in charge
in Cover or behind terrain whenever range of a significant CC threat)
• As a general rule, they will not enter possible.
Close combat and if engaged will fall back “Substantial Threat” meaning that the
unless they have better close combat • Once in position, they will fire from model is in a position to do significant
weapons or abilities those positions, and will charge if damage to an opponents (compared to
opponents enter their terrain features and other models eligible to activate)
Aggressive they have equal or better close combat
• Aggressive enemies with opponents in weapons or abilities. Overwatch
sight will advance at least half their move Enemies will overwatch using the same
towards them, attempting to remain in • If a terrain feature with friendlies has activation and targeting priority as normal
Cover if possible. been entered by the player’s forces,
those within adjacent features will move to AI Deployment in Dropzones
• Enemies that are unable to see any reinforce. • Aggressive and Rampaging enemies set
opposition, or which are within 12”, will up in two or three “clusters” with 1”
advance as far as possible towards the Beast between each figure. All figures will deploy
nearest opponent. • Beast enemies will always attempt to and remain engaging (unless they have
move as far as possible towards the weapons/abilities that benefit from being
• If activating in charge range they will nearest opponent, while remaining in concealed).
charge/fight unless the opponent has better Cover/concealment.
close combat abilities or weapons. If the • Tactical and Defensive enemies set up in
target is injured they will change regardless • They will only break Cover if they teams divided evenly with 2-3 figures per
can charge an opponent. otherwise they team. Team members should be 1-2” apart,
• Heavy weapon figures will not move if will move to break Line of Sight and depending on terrain. Figures will deploy in
they have a Line of Sight to a target. maneuver closer. cover either engaging or concealed
depending on their weapons/abilities or the
Tactical • When possible, Beasts will attempt to mission objectives. Elite and ranged
• Tactical enemies will advance, always remain within 2” of a friendly figure, oriented enemies will prefer engaging
retaining Cover where possible. They will attacking the same targets. whereas horde, short ranged, or CC
dash to cross open ground if needed. oriented enemies will prefer concealing
Movement:
• They will attempt to secure key points of Enemies will Move so as to reach Cover or • Cautious enemies are set up in two
the killzone (vantage points, objectives), move into range. An enemy with a ranged “groups”. Members of those groups should
then will move to outflank and get clear weapon will fire at a target in LOS. be 1.5-2” apart. All figures will deploy/stay
Line of Sight where possible. Enemies may instead charge and fight concealed/in cover until they have a line of
depending on their AI type. Enemies with fire on an opposing figure
• If within charge range of an injured leftover AP will dash.
opponent and possessing better close • Beast enemies are set up in pairs. Divide
combat abilities/weapons, they will charge Enemy Targeting the dropzone in 3 roughly equal parts, and
and fight; otherwise they will fire. Enemies always fire at the easiest target to place one pair in each, evenly spaced.
hit or most threatening target, and will Each pair should have 2” between figures.
• Tactical enemies will attempt to remain prefer a closer target to a distant one. In Any odd figure left over is set up on its
within 3” of a friendly figure whenever the event targets are equally close, simply own. All figures will deploy and stay
possible. pick at random. concealed until they have the ability to
charge/shoot.

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