Kill Team - Appendix

 

Introduction (wahapedia.ru)

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CRITICAL HIT RULES, SPECIAL RULES AND ABILITIES

APx:
Armour Penetration. Each time a friendly operative makes a shooting attack with this weapon, subtract x
from the Defence of the target for that shooting attack, x is the number after the weapon’s AP, e.g. AP1.
If two different APx special rules would be in effect for a shooting attack, they are not cumulative -
the attacker selects which one to use.
 
Barrage:
Each time a friendly operative makes a shooting attack with this weapon, for that shooting attack, the
automatic retention of defence dice as a result of cover is determined differently. Instead, if any part
of the operative’s base is hidden by a terrain feature from directly above, the defender can retain
defence dice as if they were in cover.
 
Balanced:
Each time a friendly operative fights in combat or makes a shooting attack with this weapon, in the
Roll Attack Dice step of that combat or shooting attack, you can re-roll one of your attack dice.
 
Blast x:
Each time a friendly operative performs a Shoot action and selects this weapon (or, in the case of profiles,
this weapon’s profile), after making the shooting attack against the target, make a shooting attack with this
weapon (using the same profile) against each other operative Visible to and within X of the original target –
each of them is a valid target and cannot be in Cover. X is the distance after the weapon’s Blast, e.g. Blast .
An operative cannot make a shooting attack with this weapon by performing an Overwatch action.

  1. An operative performs a Shoot action, selects a ranged weapon with the Blast special rule, and selects
  2. operative A as the target.
  3. After making the shooting attack against operative A, it makes a shooting attack against operative B,
  4. determining if it is a valid target as if operative A was making the shooting attack.
  5. It cannot make a shooting attack against operative C, as when determining if it is a valid target in this
  6. manner, operative C is not Visible to operative A due to the terrain feature between them.
 
Brutal:
Each time a friendly operative fights in combat with this weapon, in the Resolve Successful Hits step of that
combat, your opponent can only parry with critical hits.
 
Ceaseless:
Each time a friendly operative fights in combat or makes a shooting attack with this weapon, in the Roll Attack
Dice step of that combat or shooting attack, you can re-roll any or all of your attack dice results of 1.
 
Fusillade:
Each time a friendly operative performs a Shoot action and selects this weapon, after selecting a valid
target, you can select any number of other valid targets within of the original target. Distribute your attack
dice between the targets you have selected. Make a shooting attack with this weapon (using the same profile)
against each of the targets you have selected using the attack dice you have distributed to each of them.
 
Heavy:
An operative cannot perform a Charge, Fall Back or Normal Move action in the same activation in which it
performs a Shoot action with this ranged weapon.
 
Hot:
Each time a friendly operative makes a shooting attack with this weapon, in the Roll Attack Dice step of that
shooting attack, for each attack dice result of 1 that is discarded, that operative suffers three mortal wounds.
 
Indirect:
Each time a friendly operative makes a shooting attack with this weapon, in the select valid target step of that
shooting attack, enemy operatives are not in Cover.
 
Invulnerable Save x+:
Each time a shooting attack is made against an operative, the defender can use its invulnerable save instead
of its normal Save characteristic. An invulnerable save is used like a normal Save characteristic, except that it
cannot be modified in any way, and is not affected by any APx special rules (meaning the defender would use
their normal Defence characteristic). x of the invulnerable save is the dice roll required for the defence dice to
be successful, e.g. 4+.
 
Lethal x:
Each time a friendly operative fights in combat or makes a shooting attack with this weapon, in the Roll Attack
Dice step of that combat or shooting attack, your attack dice results of equal to or greater than x that are
successful hits are critical hits, x is the number after the weapon’s Lethal, e.g. Lethal 5+.
 
Limited:
This weapon can only be selected for use once per battle. If the weapon has a special rule that would allow it to
make more than one shooting attack for an action (e.g. Blast), make each of those attacks as normal.
 
MWx:
Mortal wounds. Each time a friendly operative makes a shooting attack with this weapon, in the roll attack
dice step of that shooting attack, for each critical hit retained, inflict x mortal wounds on the target, x is the
number after the weapon’s MW, e.g. MW3.
No Cover:
Each time a friendly operative makes a shooting attack with this weapon, for that shooting attack, defence
dice cannot be automatically retained as a result of Cover (they must be rolled instead).
 
Psychic Action:
This is a term for a certain kind of action. This term provides no additional rules on its own, but other rules
may interact with actions that have this term.
 
Px:
Piercing. Each time a friendly operative makes a shooting attack with this weapon, in the Roll Attack Dice 
step of that shooting attack, if you retain any critical hits, the weapon gains the APx special rule for that
shooting attack, x is the number after the weapon’s P, e.g. P1.
 
Reap x:
Each time a friendly operative fights in combat with this weapon, in the Resolve Successful Hits step of that
combat, if you strike with a critical hit, inflict x mortal wounds on each other enemy operative Visible to the
friendly operative and within of it or the target operative, x is the number after the weapon’s Reap (e.g. Reap 1).
 
Relentless:
Each time a friendly operative fights in combat or makes a shooting attack with this weapon, in the Roll
Attack Dice step of that combat or shooting attack, you can re-roll any or all of your attack dice.
 
Rending:
Each time a friendly operative fights in combat or makes a shooting attack with this weapon, in the Roll
Attack Dice step of that combat or shooting attack, if you retain any critical hits you can retain one normal
hit as a critical hit.
 
Rng x:
Range. Each time a friendly operative makes a shooting attack with this weapon, only operatives within
x are a valid target, x is the distance after the weapon’s Rng, e.g. Rng . All other rules for selecting a valid target still apply.
 
Silent:
While an operative has a Conceal order, it can perform Shoot actions if this is the ranged weapon
(or weapon profile) that is selected for the shooting attack(s).
 
Splash x:
Each time a friendly operative makes a shooting attack with this weapon, in the Roll Attack Dice step
of that shooting attack, for each critical hit retained, inflict x mortal wounds on the target and each other
operative Visible to and within of it. x is the number after the weapon’s Splash, e.g. Splash 1.
 
Stun:
Each time a friendly operative makes a shooting attack with this weapon, in the Roll Attack Dice step of
that shooting attack, if you retain any critical hits, subtract 1 from the target’s APL. Each time a friendly
operative fights in combat with this weapon, in the Resolve Successful Hits step of that combat:
  • The first time you strike with a critical hit, select one of your opponent’s normal hits from that combat to be discarded
  • The second time you strike with a critical hit, subtract 1 from the target’s APL.
 
Torrent x:
Each time a friendly operative performs a Shoot action or Overwatch action and selects this weapon,
after making the shooting attack against the target, it can make a shooting attack with this weapon against
each other valid target within x of the original target and each other, x is the distance after the weapon’s
Torrent, e.g. Torrent .

An operative performs a Shoot action, selects a ranged weapon with the Torrent special rule,

and selects operative A as the target.

After making the shooting attack against operative A, it makes a shooting attack against operative

B and C, determining if they are a valid target as normal.

It cannot make a shooting attack against operative D, as while that operative is within of operative

A and C, it is not within of operative B.

 
Unwieldy:
An operative can only make a shooting attack with this weapon if an extra AP is subtracted to perform
a Shoot action. It cannot make a shooting attack with this weapon by performing an Overwatch action.

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