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Firefight Phase

Fighting

Key Principles of Kill Team

Unlike shooting, fighting is a brutal back and forth duel. Be mindful of who you select to fight against, as they retaliate.

Assisting

Operatives can assist friendly operatives in combat.

When an operative is assisted, they receive a +1 hit to the hit stat of their melee weapons.

To assist another operative, they must be in control range of the enemy operative who is fighting or retaliating.

Fighting Sequence

Select an Enemy Operative

Select an enemy operative within control range of the active operative.

That enemy will retaliate in this action.

Select a Weapon

Both players select a melee weapon (denoted by the dagger icon) that is available to that operative.

Each player collects Attack dice equal to their chosen weapon profile’s Atk stat.

Roll Attack Dice

Both players roll their dice simultaneously.

Each result greater or equal to the weapon’s Hit stat is a success and is retained.

Each result lower than the Hit stat is a fail and is discarded.

A result of 6 is always a success and 1 is always a fail.

Resolve Attack Dice

Starting with the attacker, alternate resolving attack dice, choosing to either Strike or Block an opponent.

To resolve a die, it must be

  • Unresolved/not discarded
  • Not blocked
  • Be used to either Strike or Block
Strike:

If a player opts to strike their opponent, immediately inflict wounds equal to the weapon’s Dmg profiles. For normal success, use the Normal Dmg profile, for a critical success, use the Critical Dmg profile.

Block:

If a player opts to block their opponent, allocate that dice to one of their opponents unresolved attack dice using the following rules:

  • A normal success can block a normal success
  • A critical success can block a normal success or a critical success

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