ACOLYTE ASSISTANT

CORE RULES

Section:  

Kill Team may play a little differently to other systems you are familiar with. the following is an introduction to fundamental concepts as a supplement to the Lite or full KT rules; consult these for full detail of the below.

KT is a D6-based skirmish ruleset simulating combat between groups of individual operatives via alternating activations. All operatives have multiple wounds, inflict multiple points of damage, and have a range of actions they may perform each activation.

Operative Stats

KT operatives have a block of characteristics that determine their capabilities:

OPERATIVE NAME APL MOVE HIT SAVE WOUNDS
NARRATIVE DESCRIPTION 3 6" 4+ 6+ 8
Abilities
UNIQUE ACTIONS 1AP

Unique action effects

Unique action restrictions

KEYWORDS: ACOLYTE RETINUE, IMPERIUM, LEADER, ACOLYTE
  • Operative name: name that determines the operative
  • APL: action points per turn
  • Move: movement in inches
  • Hit: attack roll difficulty (lower is better)
  • Save: defence roll difficulty (lower is better)
  • Wounds: how much damage can the operative withstand
  • Abilities: passive abilities the operative has during Scenario
  • Unique actions: actions specific to this operative.
  • Keywords: words that refer to operative's faction and may be used by other rules.

Weapon stats

KT weapons are either Melee or Ranged, with impact determined as follows:

  NAME ATK HIT DMG WR EP
  Hot-shot laspistol 4 - 3/4 Range 8", Piercing Crits 1 7
  • Name: name that determines the weapon
  • Atk: quantity of the attack dice
  • Hit: modifier to hit; dash (-) means use raw operative Hit stat, positive modifiers (+X) mean add modifier to attack dice result, negative modifiers (-X) mean subtract modifier from dice result, specific dice roll (X+) means replace operative's hit stat with following for the attack
  • Dmg: quantity of damage inflicted when you resolve normal/critical hit respectively
  • WR: weapon rules; additional rules used when you attack with this weapon; mostly described in Weapon Rules section, those marked with * described under the table that contains that weapon
  • EP: equipment points; specify relative cost of the weapon

Actions

Each operative may perform a given number of actions (Move, Shoot, etc.) per turn, and can only perform each action once per turn, if there is no rule that states otherwise. Some operatives have access to unique actions.

All operatives start the Scenario with Conceal order. Operatives are given either Engage or Conceal orders at the start of each their activation. Operatives with Engage order may perform all actions; operatives with Conceal order are more limited but cannot be targeted by most ranged attacks while in cover.

Combat

Combat is resolved through comparison of dice pools. Critical hits and saves (normally rolls of a 6) are more powerful. A roll of 6 is always a critical hit. A roll of 1 is always fail.

In a ranged attack, the attacker rolls a given number of attack dice, retaining hits, and the defender attempts to avoid damage by rolling a given number of defence dice, retaining saves. Good save values can be overwhelmed by quantity of attacks or armour penetration, while poor save values can be reinforced by use of cover.

Melee is reciprocal, with each combatant taking turns to inflict damage or remove a die from their opponent's pool via parrying. with mutual damage and no armour saves, melee is quick and bloody.

Cover

Effective use and circumvention of terrain is key to success in KT. Where terrain intersects a potential ranged attack, targets may benefit. Operatives within 1” behind intervening cover can normally automatically retain one save without rolling.

Operatives in cover with a conceal order normally cannot be targeted, and operatives more than 1" behind intervening heavy/large terrain are normally considered to be obscured and are hard to hit.

Kill Team may be deadly but there is more to it than just killing, and securing your Master's objectives can often be better served by avoiding combat.