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THE Kitt TEAn *21 REFERENCE MATE! 1. Determine mission 8. Select Tac Ops 2, Read mission briefing = Choose six cards of same archetype, +3. Determine killzone then three times draw two and pick one. 4. Setup objective markers 9. Select equipment 5. Set up the killzone - Up to 10 points worth of equipment. 10. Setup barricades Two barricades each al within @ of drop zone Alternate setting up, DEFENDER goes fst. 11. Set up operatives within rop zone DEFENDER goes first, give all operatives an order. 6. Select drop zone - Rol off, inner decides who is ATTACKER, then DEFENDER selects drop zone. 7. Select akill team + Gain +2 OP if LEADER on team. Turning Points (4 per battle) INITIATIVE PHASE ‘STRATEGY PHASE HIREFIGHT PHASE -Reaty operatives = Gain s1 CP __- Selet ready operative = Rol forinitine -Play Strategic Poys Choose order* areal =Perorm actions + sip for Tring Pin 1 ar concen Order Engage Order ae Can Charge and Shot Cand any action ee Cane sot ight cover Visible ight cover LINE OF SIGHT COVER / OBSCURED Enemy on Engage oder Incover Fem aie vine em eee = Operative within df train or other operative Enemy on Conceal oder that cover Ine crosses. Can be shot ile, ot absurd = Operatives nt witincof esc other and atin corer Obscared = Fre than © from hey train that over ne roses and shooter not withing ofthe ean Injured Command Rell (1 CP) Place injury token when wounds below 50°. Reroll attack or defend dice Worsen 8S/WS by 1 and move characteristic by ©). SPECIAL RULES ‘APx Remove x defence dice from target before roll. Barrage Cover is measured from above. Balanced Can roll one attack dice. Blastx _After shooting do shooting attacks against all operatives within x, no Qverwatch, Brutal Opponent can only parry with its. Ceaseless Can reroll any or all results of 1 Fiy Can cos tern and other operatives during a Move action without penal. Fusillade Distribute the attack dice between vali targets within© of original target. Heavy Cannot Shoot in same activation as Move, Charge or Fall Back Hot For each discarded attack dice result of 1 inflict 3 mortal wounds tothe bearer. Indirect") lgnores cover when selecting valid targets. Must stl be visible and not obscured, Inv. Save x+ Can use x+ instead of normal Sv. Cannot be modified by any APx rules. Lethal x Infict crits with x+ instead of 6. Limited Can only be used once per battle. Mw Fr each critical it retained do x mortal wounds to target. No Cover Target can't retain autosuccess for cover, must roll all defence dice. Px Weapon gains APx ule if you retain a crit, where xis your weapon's Px. Reapx For each successful cit strike, inflict MWx on each other enemy within of target. Relentless Can resol any oll attack dice. Rending if youretan any cits retain 1 normal ht as cit too gx Range mit ofthe weapon, Silent Can Soot this weapon while on Conceal order Splashx For each rt inflict Mx to 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 igh), st rt discard T normal ht ofthe enemy, 2nd crit 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, vat 12, Seouting Reveal scouting dice simultaneously 1 die- setup additional barricade 2 dice change an order during Turing Point? dice one free Dash action 13. Begin battle and play Turning Point 1 Decide initiative: 122, 223, 3>1 or attacker decides 14, End battle 15. Determine victor - Player with mast victory points wins. Cannot repeat same action in one activation Move upto move characteristic. Not after Fall Back or Charge, and nt within engagement range (within of enemy operative). Move up to move characteristic +1. Must finish within engagement range, + Not after Move, Fall Back or Dash, not ifn a Conceal crder and nat if already within engagement range. Move upto move characteristic. Must start within and finish outside of engagement range Not after Move or Charge. ‘Move up to Hil ot after Charge and not within engagement range. | Remove objective marker from killzone to carry it. Not within engagement range, Not on a Conceal order, not within engagement range. Attacker rolls Attack dice, compares against BS. Defender rolls DF dice, compares against SV. -Apply unsaved hits as Damage to defender. «Must be within engagement range. Improve WS by for each friendly within of enemy ‘operative and not within of any other enemy. + Both payers roll attack dice, compares against WS. Alternat ether Strike or Parry until no more hits to resolve of operative incapacitated, attacker goes fis. Can be repeated in same activation. « Perform a shooting attack, but worsen BS by 1. + Only on Engage order and notin engagement range. Heary provides cover, is obscuring Light = provides cover. Traversable costs Qt0 move through. Insignificant no effects. Barricades ight, traversable. Vantage Point - enemy operatives in light cover are treated as having an Engage order. ‘Climb - within dof climbable part of terrain, Round vertical distance UP to nearest ©. Drop - within A of climbable part of terrain. Round vertical distance DOWN to nearest Jump - roll 2+ to move between two terran features, within I) horizontally and O vertically

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