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Next, select the Crit Op. This mission defines how objectives score points.
Now it's time for the initiative roll. The winner chooses either initiative or side selection. The loser gets whichever remains.
choose operatives. This is typically done in secret. Write your selections down or use a screen for privacy.
select equipment. Each team chooses four equipment items in Approved Ops. Universal and faction-specific items are available.
Equipment choices should consider mission objectives and enemy capabilities.
After equipment selection, both teams generate two command points.
Now select your Tac Op. This is a secret mission based on your team's archetype.
Tac Ops are simpler than in older editions but can yield significant points.
place equipment like barricades, wire, or mines. The initiative holder places one item, then the other player places one. Alternate until all items are placed.
Players deploy operatives in thirds, rounding up when dividing teams.
All operatives start in Conceal unless a rule says otherwise.
the scouting step. Players secretly choose one of three scouting options: Equip: Gain an extra equipment item. Ploy: Gain a free strategy ploy in the first turn. Reposition: Move one operative up to their full move distance before the game begins.
Equip beats Ploy. Ploy beats Reposition. Reposition beats Equip.
Kill Team is played over four turning points. Each turning point consists of: 1. The Strategy Phase. 2. The Firefight Phase.
The Strategy Phase begins with an initiative check. For the first turning point, this was determined by the scouting phase. For subsequent turning points, players roll dice. The player who lost initiative in the previous round wins ties.
In turning point 1, each player gains one command point.
From turning point 2 onward, the player with initiative gains one CP, while the other player gains two.
Players alternate activating strategic ploys or abilities. A player can pass to skip their turn. The Gambit Step ends when both players pass consecutively.
The Strategy Phase ends after the Gambit Step.
Now we enter the Firefight Phase. Players alternate activating operatives.
When activating an operative: 1. Set the operative's order: Conceal or Engage. Conceal makes the operative harder to target but prevents shooting or charging. Engage allows all actions but exposes the operative to more attacks.
Perform actions using Action Points (AP). Each operative has an APL (Action Point Limit) stat. Actions cost AP and cannot be repeated unless a rule allows it.
Actions include: Reposition: Move up to the Move stat. Dash: Move up to 3 inches. Shoot: Target an enemy within range and line of sight. Mission Action: Interact with objectives if allowed. Fight: Engage an enemy in melee combat.
Each action costs AP as indicated on the operative's data card.
Shooting follows the attack-defense-roll sequence. The attacker rolls dice based on the weapon's attack value.
Hits are results equal to or greater than the hit value. Crits are 6s, unless the weapon has a Lethal rule that lowers the crit threshold.
The defender rolls defense dice equal to their Save value.
Cover allows one defense die to auto-succeed as a normal success.
Critical saves block critical hits.
Two normal saves can block a critical hit if allowed by the weapon's traits.
Melee follows a different process. Both players roll dice simultaneously. Players alternate actions: strike to deal damage or block to prevent damage. Strikes deal damage equal to the weapon's normal or critical damage values. Blocks remove attack dice based on success types.
The Firefight Phase continues until all operatives are activated. When one player runs out of operatives, the other can still act.
If the acting player runs out of operatives, the opponent can perform a counteract action.
Counteract allows an operative with an Engage order to perform a 1AP action. The action must not move the operative more than 2 inches.
The Firefight Phase ends when all operatives have been used.
The turning point ends after the Firefight Phase.
The next turning point begins with a new Strategy Phase.
After four turning points, the game ends.
Score points as follows: Crit Op: Score points based on the mission objectives. Kill Op: Score points based on incapacitated enemy operatives. Tac Op: Reveal and score any Tack Ops achieved. Primary Op: Earn bonus points based on the selected Primary Op.
The player with the highest score wins.
Ties are possible.
The full game flow: 1. Setup Phase: Choose teams, set terrain, select missions, place equipment, and deploy units. 2. Four Turning Points: Each turn has a Strategy Phase and Firefight Phase. 3. Scoring Phase: Calculate scores from Crit Op, Kill Op, Tack Op, and Primary Op.
After selecting your Kill Teams for the battle, determine the Kill Zone and set up the terrain features.
roll off to determine initiative. The winner chooses their drop zone; the other player takes the remaining one.
Each player secretly selects operatives for the battle, following their team's rules and requirements. Both players reveal their selections simultaneously.
each player secretly selects up to four equipment options. An equipment option can't be selected more than once per player.
Equipment selections are revealed simultaneously.
Archetypes include Infiltration, Recon, Security, or Seek and Destroy.
Next is the Setup Operative step. Players alternate setting up items of equipment, starting with the initiative holder. Then, players alternate setting up one-third of their Kill Team, rounding up.
Operatives must be set wholly within their drop zone and start with a Conceal order.
Now comes the Scouting Step. Each player secretly selects one of three scouting options: Equip: Select one additional equipment option. Ploy: Use one strategy ploy for free during the first strategy phase. Reposition: Perform a free reposition action with an operative wholly within your drop zone. This operative must f...
In the first turning point, initiative is determined by the scouting step. If there's a tie, the player who didn't have initiative during setup chooses who goes first.
As part of the strategic gambit, players secretly choose one of their three ops—Crit, Kill, or Tack—to be their Primary Op.
Each turning point has: 1. The Strategy Phase.2. The Firefight Phase.
These phases are completed in full before the turning point ends.
Repeat this process until the battle ends, as specified by the mission pack.
For example, the Approved Ops 2024 card pack uses four turning points.
In the first turning point, initiative is determined by scouting. In subsequent turning points, players roll off to decide. The player who didn't have initiative in the previous round wins ties.
Now let's go through the Strategy Phase. Step 1: Initiative Check. Step 2: Ready. Each player gains one Command Point. Starting in turning point 2, the player without initiative gains 2 CP instead. All friendly operatives are set to Ready.
Step 3: Gambit. Starting with the player who has initiative, players alternate using strategic gambits or passing. This continues until both players pass in succession. Strategic ploys are the most common gambits, but some operatives have special gambits as well. Each gambit can only be used once per turning point.
The player with initiative activates a ready friendly operative. When that activation ends, the opponent activates one of their ready friendly operatives. This alternating pattern continues until all operatives are expended.
If a player runs out of operatives, they may use Counteract. Counteract allows an expended operative with an Engage order to perform a 1AP action.
An operative can only Counteract once per turning point.
Counteract actions can't move the operative more than two inches.
When activating an operative: Step 1: Determine the operative's order. Choose Engage or Conceal. Engage allows normal actions and Counteract. Conceal prevents Shoot and Charge actions but provides cover protection. Step 2: Perform actions. Actions cost Action Points (AP).The Action Point Limit (APL) on the data sheet d...
Some actions have variable AP costs.
An action's AP cost can't go below 0.
Actions can be chosen one at a time; you don't need to plan them all at once.
If an action can't be completed, the game state is restored to what it was before the action started.
Now let's look at common actions. **Reposition**: Move up to the Move stat in straight-line increments. Movement is rounded up to the nearest inch.
An operative can't move within control range of an enemy unless another friendly operative is already within that range.
**Climbing**: Vertical movement counts as straight-line distance. Climbing 4 inches and moving 2 inches horizontally counts as 6 inches of movement.
**Dropping**: The first 2 inches of a vertical drop are ignored.
**Dash**: Move up to 3 inches but can't be used to climb.
**Mission Action**: Interact with mission objectives.
Now let's go over shooting. Step 1: Choose a valid target.
To target an enemy: The target must be visible. The target can't have a Conceal order unless the attacker is on a vantage point. Cover provides one auto-retained normal save.
The attacker rolls dice equal to the weapon's attack characteristic. Results that meet or exceed the hit value are successes. 6s are critical hits.
The defender rolls dice equal to their defense characteristic. Cover allows one dice to auto-succeed as a normal success. Results meeting or exceeding the save value succeed.
Critical hits can only be blocked by critical saves unless two normal saves are used.
Unblocked hits deal damage based on the weapon's damage profile.
**Melee Combat**: Step 1: Select melee weapons and roll dice. Both players roll simultaneously. Attack dice results equal to or greater than the hit value are successes. 6s are critical hits. The attacker resolves the first action.They can choose to: Strike: Deal damage or Block: Cancel an opponent's success. A critica...
**Counteract**: Once all of a player's operatives are expended, Counteract can be used. An expended operative with an Engage order can perform a single 1AP action. It can't move more than 2 inches.
After all turning points are completed, the game ends.
Scoring is as follows: **Crit Op**: Points earned by controlling objectives. **Kill Op**: Points earned by incapacitating enemy operatives. **Tac Op**: Points earned by completing the secret mission. **Primary Op**: Bonus points based on the Primary Op selected during the first strategy phase.
The winner is the player with the highest total.
Ties are possible.