Threats - Kill Team Rules
Threat Range
An operative's threat range is how far it can reach to deal damage: its Move stat plus its weapon range. Everything inside the threat range can be attacked when the operative activates.
- A guardsman with 6" Move and a ranged weapon with 2" Shoot action has a total threat range of 8".
- Higher APL operatives can Dash for extra movement, extending their threat range by 3".
- Fast teams like Aeldari (7" Move) project threat further than slower teams.
Symmetric Threat
When two operatives are each within the other's threat range, the threat is symmetric. Either can strike first. The operative that activates first has the advantage — this is the most common reason to activate a model.
- Symmetric threats are dangerous — if you delay, your opponent may strike first.
- When facing symmetric threats, prioritize activating them before safer plays.
Asymmetric Threat
Terrain can make threats one-sided. Here one operative can charge around the terrain, but the opponent's path back is too long. This creates an asymmetric threat — you can attack without risk of retaliation.
- Look for terrain that creates longer paths for your opponent than for you.
- Climbing costs extra movement — an operative behind a wall may not be able to charge back.
- Asymmetric threats are safer than symmetric ones. Build your staging around creating them.