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APL (Action point limit): The total cost of actions an operative can perform during its activation, and a stat used to determine control of markers. Some rare rules change an operative’s APL. Regardless of how many APL stat changes an operative is affected by, the total can never be more than -1 or +1 from its normal APL. This takes precedence over all stat changes.
If an operative has an APL of 2, and two rules say to add 1 to the operative’s APL, it would have an APL of 3.
Move: The operative’s move distance, used when performing the Reposition, Fall Back and Charge actions. An operative’s Move stat can never be changed to less than 4”. This takes precedence over all stat changes.
If an operative’s stats are changed during an action, apply the change once the action has been completed.
Save: The result required for successful defence dice whenever another operative is shooting the operative.
Note that a higher numbered Hit and Save stat is worse because your chance of rolling a success decreases. This is important if a rule requires you to improve or worsen such a stat. For example, a 4+ Hit stat worsened by 1 is 5+.
Wounds: The operative’s starting number of wounds, which is reduced as damage is inflicted upon it.
The kill team selection pages in your kill team’s rules specify what weapons an operative has. If it doesn’t specify, an operative has all the weapons on its datacard.
Atk: The number of attack dice to roll whenever an operative uses this weapon
Hit: The result required for successful attack dice whenever an operative uses this weapon.
Dmg: The damage each attack dice inflicts with this weapon. The first value is its Normal Dmg stat (damage from a normal success), the second value is its Critical Dmg stat (damage from a critical success).
Sometimes different weapons will have the same primary name but different secondary names, represented in brackets, e.g. “plasma gun (standard)” and “plasma gun (supercharge)”. These are effectively separate profiles of the same weapon, but used as different weapons. If a rule refers to just the primary name, it includes all weapons with that primary name.
Additional rules are Additional rules the operative has.
Additional rules are Unique actions that can be performed by the operative.
Used to identify the operative for rules – some rules will only affect operatives with the relevant keywords.
Keywords in orange with a skull symbol, e.g. TEMPESTUS AQUILON, are faction keywords – used to identify all operatives from that kill team.
Bases size in mm.
All operatives are on bases. The base is an important part of the miniature for rules purposes, in particular measuring distances. Each operative’s base size is specified on its datacard. The sides of different bases can touch, but a base cannot be placed on another. Friendly operatives can move through other friendly operatives (the base and the miniature), but not through enemy operatives. Bases cannot move through terrain, or be over the edge of the killzone.
Many rules relate to control range such as moving, fighting and using cover. Something is within an operative’s control range if it’s visible to and within 1" of that operative. Control range between operatives is mutual, therefore operatives are within each other’s control range if one of them is visible to and within 1" of the other.
Cover is determined from one operative to another, usually when one of them is shooting. An operative is in cover if there’s intervening terrain within its control range. However, it cannot be in cover within 2" of the other operative. Intervening is explained here.
When damage is inflicted on an operative, reduce their wounds by that amount. An operative’s starting number of wounds is determined by its Wounds stat (see datacards). If an operative’s wounds are reduced to 0 or less, it’s incapacitated, then removed from the killzone.
While an operative has fewer than its starting wounds remaining, it’s wounded. While it has fewer than half its starting wounds remaining, it’s also injured. Subtract 2" from the Move stat of injured operatives and worsen the Hit stat of their weapons by 1.
Use 6-sided dice to determine the outcome of various rules. This will often require x+, where x is the lowest possible result, e.g., 3+. Sometimes a result within a range will be required, e.g., 1-3. Some rare rules require you to roll a D3. To do so, roll one D6 and halve the result (rounding up). Some require xD6 or xD3 (e.g., 2D6 or 3D3). Roll x number of dice and add the results together. Some require D6+x or D3+x (e.g., D6+2 or D3+3). Roll that dice and add x to the result.
Some rules allow you to re-roll a dice roll. You can never re-roll a dice roll more than once, and you cannot select the original result, even if the new result is worse. If it’s an attack or defence dice, you re-roll before it’s retained or discarded. If you can re-roll multiple different dice, you can do this in any order, including seeing the result of one re-roll before deciding on the next. If multiple players can re-roll dice at the same time (e.g., during a Fight action), they alternate either re-rolling a dice or passing until they both pass in succession, starting with the player with initiative (this takes precedence over initiative and rules that would happen at the same time).
Various rules have a distance requirement in inches. When measuring to and from something, do so from the closest part of it. For an operative, do so from its base, ignoring all parts of its miniature. When measuring to and from an area of the killzone, measure the horizontal distance only (in other words, look from above to ignore the vertical distance).
If a rule requires something to be ‘within’ a distance, the requirement is fulfilled if any part of it is that distance or less. If a rule requires something to be ‘wholly within’ a distance, the requirement is fulfilled if every part of it is that distance or less. An operative is always within and wholly within distance requirements of itself and a marker it’s carrying. If an operative is carrying a marker, that marker is the same distance as that operative.
Equipment are additional rules you can select before the battle, as specified in your game sequence (see equipment). Universal equipment can be selected for any kill team whereas faction equipment is specific. Each player cannot select each equipment option more than once per game.
Rules such as cover and obscured require you to determine if something is intervening, e.g., terrain. Most of the time this is easily determined – if it’s between the operative and the intended target, it’s intervening. Sometimes this will be unclear, so we use targeting lines.
To use targeting lines, the operative’s player draws imaginary straight lines 1mm in diameter from any point of its base to every facing part of the intended target’s base. Anything at least one of these lines cross is intervening. Anything all of these lines cross is wholly intervening.
Keywords are an identification method for certain rules. You will most commonly use keywords with operatives (see datacards) – some rules will only affect operatives with the relevant keywords.
Some rare rules also have keywords, e.g., SUPPORT or STRATEGIC GAMBIT. These keywords mean nothing on their own, but other rules interact with them. Keywords are shown in KEYWORD BOLD font. Those in orange with a skull symbol, e.g., TEMPESTUS AQUILON, are faction keywords used to identify all operatives/rules from that kill team.
Markers are placed in precise locations (this must be a location in which they can be placed) and impact the game and operatives around them. They can be placed underneath operatives (temporarily remove operatives to do so), and operatives can be placed upon them. Objective markers are 40mm in diameter. All other markers are 20mm in diameter. Some markers are known as mission markers. This means nothing on its own, but other rules interact with it.
Operatives contest markers within their control range. Friendly operatives control a marker if the total APL of those contesting it is greater than that of enemy operatives, but control cannot change during an action. While an operative is carrying a marker (see Pick Up Marker here), it contests and controls that marker, and is the only operative that can.
Obscured is determined from one operative to another, usually when one of them is shooting. An operative is obscured if there’s intervening Heavy terrain that’s more than 1” from both operatives. However, it cannot be obscured by intervening Heavy terrain that’s within 1” of either operative. Intervening is explained here.
Operatives are the Citadel miniatures used in the game. Your operatives are friendly operatives, and your opponent’s operatives are enemy operatives.
Engage: The operative can perform actions as normal and can counteract.
Conceal: The operative cannot perform Shoot and Charge actions, and it cannot counteract. However, it’s not a valid target while it’s in cover.
Operatives are given a Conceal order when they are set up before the battle. You can change an operative’s order whenever it’s activated.
Order tokens have two sides. The lighter side shows an operative is ready (it can be activated in the Firefight phase) and the darker side shows an operative is expended (it has been activated in the Firefight phase).
Players can spend CP on ploys to gain rules bonuses at the opportune moment. Unless otherwise specified, all ploys cost 1CP.
Every strategy ploy is a STRATEGIC GAMBIT (used in the Gambit step of the Strategy phase). Some apply rules that are resolved “immediately”; otherwise, they apply rules that last until the end of the turning point.
Firefight ploys are used in the Firefight phase and apply rules as the ploy specifies.
All players have access to the Command Re-roll firefight ploy below and the ploys in their kill team’s rules. Other than Command Re-roll, each player cannot use each ploy more than once per turning point.
Use this firefight ploy after rolling your attack or defence dice. You can re-roll one of those dice.
Some rare rules will conflict with each other, so it must be established which takes precedence. In order of priority, a rule takes precedence if: It specifically says so. The online designer’s commentary says so. It’s not found in the core book (i.e., other rules take precedence over core book rules). It says "cannot". The player with initiative decides.
If a rule requires a roll-off, both players roll one D6 and whoever has the highest wins the roll-off. If there’s a tie, roll-off again.
Tokens are used to help you keep track of rules effects. They are often placed next to the relevant operative, but can be moved to make space for other operatives and markers as necessary. They are removed when the tracked rules effect ends.
Some rules require you to select a valid target for an operative. This is most common when an operative is shooting, but some rare rules require it too. If the intended target has an Engage order, it’s a valid target if it’s visible to the operative. If the intended target has a Conceal order, it’s a valid target if it’s visible to the operative and not in cover.
For something to be visible, the operative must be able to see it. To check visibility, look from behind the operative and determine if you can draw an unobstructed straight line 1mm in diameter from its head to any part of what it’s trying to see. Ignore operatives’ bases when determining this. An operative is always visible to itself. The enemy operative is visible in both images below, even when partially behind the nearby ruin.
The killzone floor is the lowest level of the killzone (i.e., the game board). Anything that’s on a marker that’s on the killzone floor is also on the killzone floor.
Before the battle, you can set up one of your Ammo Cache markers wholly within your territory. Friendly operatives can perform the following mission action during the battle.
SET UP Each player selects a kill team and gathers their Citadel miniatures (operatives) for those teams, alongside their free online rules, a killzone – 30" x 22" game board (unless otherwise specified) and terrain – a measuring device in inches, 10 six-sided dice (D6), tokens and markers.
Set up the killzone, then randomly determine one player to have initiative. The player with initiative selects a drop zone from the mission map. If you're not playing a mission, the player with initiative selects one edge of the killzone to be theirs; the opposite edge is their opponent's. Each player’s drop zone is within 3" of their killzone edge.
Starting with the player with initiative, players alternate setting up one third of their kill team (rounding up). When a player sets up an operative, it must be wholly within their drop zone and be given a Conceal order (place the corresponding token next to it).
Engage Order An operative with an Engage order can perform actions as normal and counteract.
A battle includes four turning points (unless specified otherwise). Each turning point includes a Strategy and Firefight phase.
STRATEGY PHASE Each player rolls one D6: whoever rolls highest decides who has initiative; if it’s a tie, the player who doesn’t currently have initiative decides. Players start the battle with 2CP each to spend on ploys. In the first Strategy phase, they each gain 1CP. In each Strategy phase after the first, the player with initiative gains 1CP, while the player without gains 2CP. Ploys cost 1CP each.
Each player readies all friendly operatives (order token ready side up). Starting with the player who has initiative, players alternate using a STRATEGIC GAMBIT or passing, until each player passes in succession. Every strategy ploy is also a STRATEGIC GAMBIT. Each player cannot use each STRATEGIC GAMBIT more than once per turning point.
FIREFIGHT PHASE The players alternate activating ready friendly operatives, starting with the player who has initiative. Whenever an operative activates, first select its order (Engage or Conceal). It then performs actions, and is known as the active operative while doing so. Each action costs AP, and you cannot spend more AP during an operative’s activation than its APL. Unless otherwise specified, an operative cannot perform the same action more than once during its activation. When all operatives are expended, the turning point ends.
Players can spend their CP on firefight ploys in this phase, including the Command Re-roll firefight ploy (below). Ploys cost 1CP each and, other than Command Re-roll, each player cannot use each ploy more than once per turning point.
COMMAND RE-ROLL Use this firefight ploy after rolling your attack or defence dice. You can re-roll one of those dice.
LITE RULES BEGIN THE BATTLE Ready Expended Conceal Order An operative with a Conceal order is not a valid target while in cover, but it cannot perform Shoot or Charge actions.
ACTIONS REPOSITION 1AP Move the operative no more than its Move stat to a location it can be placed. It can’t move within control range of enemy operatives. An operative cannot perform this action while within control range of an enemy operative, or during the same activation as the Charge or Fall Back action.
DASH 1AP Move like a Reposition, except the operative cannot move more than 3" or climb. An operative cannot perform this action while within control range of an enemy operative, or during the same activation as the Charge action.
FALL BACK 2AP Move like a Reposition, except the operative can move within control range of an enemy operative, but cannot finish the move there. An operative cannot perform this action unless an enemy operative is within its control range. It cannot perform this action during the same activation as the Reposition or Charge action.
CHARGE 1AP Move like a Reposition, except the operative can move an additional 2". It can move within control range of an enemy operative, and must finish the move there. If it moves within control range of an enemy operative that no other friendly operatives are within control range of, it cannot leave that operative’s control range. An operative cannot perform this action while it has a Conceal order, if it's already within control range of an enemy operative, or during the same activation as the Reposition, Dash or Fall Back action.
SHOOT 1AP Shoot with the operative, as explained on the following page. An operative cannot perform this action while it has a Conceal order, or while within control range of an enemy operative.
FIGHT 1AP Fight with the operative, as explained on the following page. An operative cannot perform this action unless an enemy operative is within its control range.
COUNTERACT If all your operatives are expended but your opponent’s aren’t, when you would activate a ready friendly operative, one expended friendly operative with an Engage order can counteract to perform a 1AP action for free. Each operative can only counteract once per turning point, and cannot move more than 2" while doing so.
TERRAIN COVER Cover is determined from one operative to another. An operative is in cover if there's intervening terrain within its control range. However, it cannot be in cover while within 2" of the other operative – it’s too close to hide.
DAMAGE Operatives have a Wounds stat – the number of wounds they have. Damage inflicted reduces their wounds accordingly. Operatives with fewer that their starting wounds are wounded. Operatives with fewer than half of their starting wounds are injured: subtract 2" from their Move stat and worsen the Hit stat of their weapons by 1. Operatives with wounds of 0 or less are incapacitated and removed.
VISIBLE For something to be visible, the operative must be able to see it (look from behind the operative and see if you can draw an unobstructed straight line from its head to any part of what it's trying to see – excluding bases).
SHOOT The player whose operative is performing the action is the attacker. The player controlling the target is the defender. When rolling attack/defence dice, results of 6 are always successes and are critical; all other successes are normal; results of 1 are always a fail.
FIGHT The player whose operative is performing the action is the attacker. The player controlling the target is the defender. When rolling attack dice, results of 6 are always successes and are critical; all other successes are normal; results of 1 are always a fail.
CONTROL RANGE Something is within an operative's control range if it's visible to and within 1" of that operative. Control range between operatives is mutual, therefore operatives are within each other’s control range even if the above is only true for one of them.
WEAPON RULES Accurate x: You can retain up to x attack dice as normal successes without rolling them.
Balanced: You can re-roll one of your attack dice.
Blast x: The target you select is the primary target. After shooting the primary target, shoot with this weapon against each secondary target in an order of your choice (roll each sequence separately). Secondary targets are other operatives visible to and within x of the primary target, e.g. Blast 2".
Brutal: Your opponent can only block with critical successes.
Ceaseless: You can re-roll any of your attack dice results of one result (e.g. results of 2).
Devastating x: Each retained critical success immediately inflicts x damage on the operative this weapon is being used against, e.g. Devastating 3.
Heavy: An operative cannot use this weapon in an activation in which it moved, and it cannot move in an activation in which it used this weapon.
Hot: After an operative uses this weapon, roll one D6: if the result is less than the weapon’s Hit stat, inflict damage on that operative equal to the result multiplied by two.
Lethal x+: Your successes equal to or greater than x are critical successes, e.g. Lethal 5+.
Piercing x: The defender collects x less defence dice, e.g. Piercing 1.
Relentless: You can re-roll any of your attack dice.
Rending: If you retain any critical successes, you can retain one of your normal successes as a critical success instead.
Silent: An operative can perform the Shoot action with this weapon while it has a Conceal order.
Stun: If you retain any critical successes, subtract 1 from the APL stat of the operative this weapon is being used against until the end of its next activation.
You cannot select each universal equipment option more than once per battle.
1X AMMO CACHE: Ammo caches can provide vital ammunition in battle.
Before the battle, set up one Ammo Cache marker wholly within your territory.
Friendly operatives can perform the AMMO RESUPPLY action (0AP) if they control this marker during a turning point.
Until the next turning point, they can re-roll one attack dice per shooting action.
This action cannot be performed if an enemy is in control range, or if the marker has already been used this turn.
1X RAZOR WIRE: Razor wire serves as a deterrent and obstacle. It is Exposed and Obstructing terrain.
Before the battle, place it on the killzone floor within your territory, more than 2" from other terrain, access points, or accessible terrain.
Obstructing terrain requires operatives crossing it within 1" to treat the distance as 1" longer.
1X COMMS DEVICE: Comms devices extend the range of SUPPORT rules.
Set up one Comms Device marker within your territory.