Firefight PhaseKillzone Actions
Close Quarters
Key Principles of Kill Team
Operate Hatchway – Movement (1AP)
Allows an operative to open or close a hatchway.
This action can be performed in the middle of a Dash or Reposition. If so, any remaining move distance can be used after this action is complete.
To perform this action, an operative must:
- Have the hatch in its control range
- Not operate a hatchway that is open and in control range of an enemy operative
Hatchway Fight – Combat (1AP)
Allows an operative to fight through a door.
To perform this action, an operative must:
- Be touching a doorway
- Not within control range of an enemy operative
- Select an enemy operative within 2” of the door way, instead of the ‘Select Enemy Operative’ step of a fight sequence
Guard - Combination (1AP)
Allows the operative to go On Guard.
The guard action is considered a Shoot action and so the operative must be on an Engage order and not in control range of an enemy operative.
The operative remains on guard until any of the following apply:
- It performs an action, movement or is setup
- An enemy operative ends an action within control range of this operative and you chose not to interrupt this action
- Its order is changed
- It is the start of the next turning point