Kill Team, Games Workshop's sci-fi minis skirmish game, is getting a new edition. This new version was basically recreated entirely from its previous iteration. In this preview, we get a look at the new activations system and how it works in the game.
From the article:
We weren’t joking when we said that the all-new version of Kill Team has been redesigned from the ground up. As we’ve seen over the last couple of weeks, the revamped unit stats, fresh rules for shooting, and a cut-and-thrust close combat system make for intense encounters, but there’s more to discover.
Today we’re talking about actions. Even the way your operatives are activated is completely new and, as we’re sure you’ll agree, this overhaul is pretty rad.
Kill Team has always been a game of alternating activations, but they were previously tied to the conventional structure of Warhammer 40,000. Even though players took turns to activate one model at a time, movements still had to happen during the movement phase, shooting in the shooting phase, and so on.
The new Kill Team rules are far more flexible. Operatives now have a stat called Action Point Limit (APL for short) – and you can spend these points (AP) on any action that’s available to them. Actions include dashing for cover, charging into combat, taking a shot, or using an ability that’s unique to a particular combatant. Here’s a choice selection of a few actions available to your operatives.