Glossary - Kill Team
- Action economy
- Getting the most value out of your limited AP and activations each turning point. The core efficiency game of Kill Team.
- Alpha strike
- Front-loading a big attack early (often turning point 1) to incapacitate key enemies before they can act.
- AP — Action Points
- The currency you spend to perform actions during an activation, capped by the operative's APL.
- APL — Action Point Limit
- How many AP an operative can spend in its activation; also the value used to decide marker control.
- Board control
- Dominating space on the killzone so the opponent has fewer safe positions and weaker scoring options.
- Chip damage
- Small amounts of damage dealt repeatedly to wear an operative down rather than killing it outright.
- CP — Command Points
- Resource gained each turning point and spent on ploys.
- Crit op
- Points both players score the same way from the shared objective, e.g. controlling markers.
- Elite
- A kill team of few but powerful, durable operatives (low model count). The opposite of a horde.
- FNP — Feel No Pain
- Reduce the damage from an attack by 1, usually only on damage of 3 or 4 and greater. Some require a dice roll (e.g. 5+, 4+) like Disgustingly Resilient and Revoltingly Resilient. Others are automatic like Tough and Bionics. Variants also differ in what they reduce — some only reduce normal damage, some also reduce crits. More powerful versions cancel the entire attack dice instead of subtracting 1, like Aerial Agility and Oubliex.
- Get down Mr President
- Community name for a type of ploy or ability that redirects a Shoot/Fight attack from the Leader to a nearby bodyguard instead. For example, Unquestioning Loyalty
- Horde
- A kill team fielding many cheap, individually weaker operatives. The opposite of an elite team.
- Hugging
- Charging an enemy and staying within control range of them without fighting, preventing other operatives from shooting you.
- JAS — Just a Scratch
- A type of ploy or ability that ignores the damage from one attack dice on a friendly operative. For example, Just a Scratch
- Kill op
- The points scored by incapacitating enemies.
- Killzone
- The board you play on, including all its terrain — e.g. Volkus, Gallowdark, or Bheta-Decima.
- Super Conceal
- A casual name for a type of ability where an operative on Conceal and in cover can't be a valid target (except within 2") and ignores Seek and Vantage targeting.
- Super Injure
- A rule that makes an operative count as Injured (worse Hit and Move) regardless of how many wounds it has left. It may or may not stack with the normal Injured status.
- Tac op
- A secret objective drawn from your kill team's archetypes (Seek & Destroy, Security, Recon, Infiltration) in the Approved Ops mission pack.
- Tempo
- Controlling the pace and order of the game so you act on your terms and force reactions from the opponent.
- Threat range
- The total distance an operative can cover and still attack this activation. For example, Charge + Fight (Move + 2"), or Reposition + Dash + Shoot (Move + 3").
- TP — Turning Point
- One full round of the game (Strategy phase + Firefight phase). A standard battle runs for 4 TPs.
- Trade
- Deliberately losing or risking one of your operatives to take out one of the opponent's — ideally a favourable exchange, your weaker piece for their stronger one.
- VP — Victory Points
- What you score from each op. Most VP at the end of the battle wins.
- Zoning
- Positioning operatives (and threat ranges) to deny the opponent key space without necessarily attacking.