LEARN / EXPERIMENT / TRY AGAIN

Your next turn starts here.

Equip a patrol. Test a plan. Keep the original, then see what a different decision changes.

Start the guided Necron battleTry the shooting lesson
MISSIONS / SECURE

Turn control into victory points.

Choose Secure · Critical Op in Deploy team or New battlefield. The Test bench has the same mission selector. For a coached game, open Secure a victory →: your Necrons face Angels of Death in the Cargo yard, with guidance that changes as you play.

  1. Deploy and advance. Keep the prepared deployment or place bases wholly inside the highlighted drop zones. Turning point 1 earns no Secure VP. Choose ploys, activate operatives and approach the objectives.
  2. Control a marker. Contest a visible 40 mm marker within 1″ of your base. Greater combined APL controls it; equal APL is contested. Height and obstructions matter. All Secure markers are on the ground, including the marker beneath Relay ruin’s upper floor.
  3. Spend an action to Secure. From turning point 2, an active operative that controls the marker can spend 1 AP to secure it while outside enemy control range. Conceal is allowed. Each operative can use Secure once per activity. Eligible counteracting can perform it for free. The Kommando Comms Boy can use its mission-action discount once per activation; Bomb Squigs cannot Secure.
  4. Keep ownership. Secured ownership stays with your team when you move away or are incapacitated. An enemy must control the marker and perform Secure to take it back. The board’s inner marker shows secured ownership; the outer ring shows current control.
  5. Score after the fighting. At the end of turning points 2, 3 and 4, earn 1 VP for any secured markers and another 1 VP for more secured markers than the opponent. Each side can earn up to 6 VP. Both sides may score. All four turning points are played; having the most points wins, and equal points draw.

The Objective impact movement preview shows changes in control. Movement alone never secures a marker. Scoring history explains every point, and the Test bench shows average points by turning point. Open a replay to inspect a particular scoring decision.

The opponent prioritises available Secure actions and useful objective routes, then considers shots and exposure. It uses current positions and cannot see future dice. Test results reflect that limited computer policy.

Rules scope: the Secure critical objective from Approved Ops 2025 is implemented on our original terrain layouts. This is an objective-training mode, not the complete Approved Ops game: kill scoring, tac ops, primary-op bonuses, initiative cards and the full deployment sequence remain pending. Prepared placement and the existing initiative policy are used. The documented faction and terrain approximations still apply. Official rules and updates ↗

Older battles retain their original mission. Changing mission starts a new attempt. The guided mission has its own save and can be restarted without affecting built teams or ordinary battles.

START HERE / GUIDED KILL TEAM BATTLE

Your first command. Your first second chance.

Open Guided battle in the top navigation. Ten practical steps take you through placing an Immortal, beginning the battle, choosing Engage, moving, shooting, finishing the match and comparing an alternative route. The lesson uses the current Necron and Angels of Death practice profiles on the Cargo yard.

  1. Follow the highlighted controls. “Show me the controls” selects B8 and prepares the suggested coordinates or target. You still confirm the action yourself. Press Next step once it is complete.
  2. Watch the outcome. At the finishing steps, use Finish from here. Fast result speeds up both sides; pausing lets you inspect the position before continuing.
  3. Keep both endings. Pin ending & rewind restores the position before your first move. Take a different route, finish again and compare points, survivors and wounds.

Lesson progress and branches save automatically in this browser, separately from ordinary Kill Team battles and saved rosters. You can leave at any step and return using Guided battle. Collapse the guide if you need more room; the arrow reopens it. Restart lesson clears only the lesson, with an option to download its history first.

The opening is a fixed exercise with a known legal shot. Follow its listed actions until the comparison step, then freely explore the timeline. It teaches the simulator’s supported practice subset; full mission, terrain and faction rules remain listed under Rules & equipment.

01 / FIVE MINUTES TO YOUR FIRST RETRY

Play your next turn differently.

Use Guided demo in Battle test to load a difficult position in round 2. The original ending is already pinned. This adds an exercise to your history, preserving your other attempts.

  1. Survey the position. You control the blue patrol. Check wounds, ready operatives and the three objective markers. Switch to overhead view if it helps.
  2. Choose who acts first. Select a ready blue operative in the side panel. Try Flint, then choose the shooting tab and Cinder as the target. Inspect the shot before firing.
  3. Commit a different decision. Fire, or preview a destination and confirm a move. Finish that operative’s activation before selecting another. The opponent responds when its turn comes.
  4. See where it leads. Press Finish from here. Choose Fast result or Watch each action. Pause to take over whenever you like.
  5. Compare and retry. Open Compare endings from the result. Use Retry a decision to go back before one of your actions. Your next action creates another branch.

The aim is to explore a decision. There is no prescribed winning move. A worse result is still a useful comparison.

02 / BUILD YOUR EXPERIMENT

Roles, weapons and wargear.

Open Build squad in Battle test. Choose three roles within 12 points. A role supplies the weapon below. Then choose at most one equipment item per operative, spending up to 3 supplies across the patrol. Supplies are separate from role points; duplicate items are allowed.

Role / pointsWounds / moveWeapon
Scout · 3 pts6 / 7″Carbine9″ · 3 dice · 4+ · 2 damage
Rifleman · 4 pts8 / 6″Battle rifle14″ · 3 dice · 4+ · 2 damage
Marksman · 5 pts6 / 5″Precision rifle22″ · 2 dice · 3+ · 3 damage
Support · 5 pts10 / 5″Support gun12″ · 4 dice · 5+ · 2 damage
EquipmentSuppliesEffect
Standard issue0Unmodified role profile.
Armour plates1+2 wounds, −1″ movement.
Recon rig1+1″ movement, −1 wound.
Range optic1+4″ weapon range. Accuracy is unchanged.
High-impact ammunition2+1 damage per hit, one fewer attack die.

Equipment applies for the whole battle. The builder shows the final profile, including its trade-offs. High-impact ammunition changes the weapon’s dice and damage; a range optic increases reach without improving accuracy. These items are permanent modifiers, with no charges to spend.

Name and Save setup to keep a configuration. Loading a setup, renaming it and saving creates a copy; using an existing name replaces that preset. Up to 12 named setups fit in each workspace. Equipment and roles are locked into each battle attempt, so edits begin a new deployment.

Try a controlled comparison: use the same three roles in Test bench for A and B. Give Rook armour in A and a recon rig in B; keep the others on standard issue. Both spend one supply. Does extra durability or extra movement help this particular route?

The fixed opposition uses its original, unequipped profiles. The 12-point roster and 3-supply allowance are original Next Turn rules. For official team selections and equipment, use the separate Kill teams builder.

03 / KNOW THE GROUND

Move through the building.

The relay station is 30″ × 22″, with an upper floor 4″ above ground. Select a destination to preview its route and movement cost before committing. Movement follows a 1″ grid around walls and other living operatives. An occupied or obstructed base position is unavailable.

  • Changing floors: use the West ladder or East ladder shortcut. Each marked link costs 5″: 4″ vertically and 1″ horizontally. Any approach and movement after the ladder add to that cost.
  • Seeing underneath: hide the upper floor temporarily. This only changes the display; the floor still affects the rules.
  • Measuring shots: targeting uses the straight 3D distance between centres. This is different from the route cost of a move.
  • Inspecting sight: windows and broken walls affect sampled sight lines. Models use a simplified silhouette; other operatives do not block sight.

Use the view and zoom controls on the board. On a device without 3D support, the overhead board offers floor selection, click-to-preview movement, and arrow keys with Enter. The coordinate controls below the movement panel also preview an exact destination.

Terrain lab lets you move either side without battle turns. Its positions and timeline are saved separately. Jumping, dropping and arbitrary climbing routes are not supported.

04 / THE PLAYABLE DEMO RULES

Actions, shots and objectives.

A battle lasts four rounds. Blue goes first each round. Players alternate ready operatives; each has 2 action points. You may move once and shoot once, in either order, for 1 AP each. End activation passes the remaining AP. Once an operative starts, finish it before choosing another.

A legal shot needs a living enemy within weapon range and visible through the terrain. Roll the listed attack dice. Each result meeting the hit threshold deals the listed damage. Partial sampled cover increases the required roll by one. This battle mode has no defence rolls, critical hits, injury penalties, melee, orders, counteractions or ploys.

When every surviving operative has activated, each objective scores 1 point for a side with a living operative within 2″ and no enemy within 2″. The measurement includes height. Both sides present means contested and no score. Equal points after round 4 is a draw; otherwise the higher score wins. Eliminating all opponents wins immediately, even if behind on points.

The computer uses a fixed tactical planner to pursue objectives and choose shots. It knows all current positions and follows the same action rules. It cannot see future dice results.

05 / KEEP BOTH POSSIBILITIES

Rewind without losing the original.

Every committed action saves the position, equipment, wounds, AP, score and dice state. Click a timeline step to restore it. The opponent pauses during review. Your next action adds a branch; it does not erase the later history.

  • Retry a decision: select an earlier patrol action, then Retry here. You return to the moment before that action, with the original result pinned.
  • Pin comparison: choose a reference position. Compare shows scores, survivors, health and positions, plus where the paths separated. Ghost positions show the reference on the board.
  • Finish from here: let the computer control both sides from the selected position. Speed changes and pauses preserve the dice sequence. All generated actions remain in the timeline.
  • Saved battles: reopen the end of a branch, an unfinished position or an attempt’s starting point. Watch a saved path or continue it manually.
  • Result window: use its X or Inspect battlefield to close it. Show result opens it again.

Replaying the same action from the same state reproduces its rolls. Changing actions or weapon dice can consume the sequence differently. A shared seed is not a guarantee of identical rolls for corresponding shots.

TEST BENCH / YOUR BUILT KILL TEAMS

Compare the team choices you actually play.

Open Test bench for full-sized teams from the Kill Team builder. Choose two or three saved variants, current drafts or presets, an opponent, a battlefield and a mission. The Test team button in the builder brings your current selection straight here. Ten, 25 or 50 matches run per variant.

Every shared trial uses the same opponent, terrain, mission and starting seed. Automatic deployment follows the roster’s size and base dimensions, so changing the operative count can also change placement. The same limited computer controls both sides, including supported faction abilities and CP spending. All five supported factions have their ploy sets; comparisons also reflect the computer’s limited spending policy. Kasrkin skills remain automatic; Kasrkin use their default Skill At Arms choices. This does not measure how a human would use a team. Optional equipment triggers follow the practice policies shown under Rules applied in this matchup.

Results show wins, draws, losses, objective points, surviving operatives and remaining wounds. The histogram shows point differences across matches. Survivor and wound figures describe the ending; healing and reanimation mean they are not a tally of damage dealt or every incapacitation. Wins can come from elimination even when a team trails on objective points.

Stop keeps only shared trials completed for every variant. Leaving the page cancels the run. Results save locally and can be downloaded. Editing the selectors does not change a saved report: run a fresh test to apply those changes. More matches explore dice variation, but do not remove missing rules or limitations in opponent behaviour.

Open replay reconstructs the selected battle and checks every recorded outcome before opening it. Choose Watch original, Next action or Original ending. The decision selector rewinds to just before one of your recorded actions and gives you control. Make a different choice, then use Resume opponent or Finish from here. Both paths remain saved and the original ending is available for comparison.

Kill Team replays have their own workspace, separate from manual battles, the guided lesson and original demo replays. If that history becomes full, download it and use Clear replay history before importing another match. Your test report remains available. You can reach the original three-operative tests through Original demo squads.

06 / LOOK BEYOND A SINGLE ROLL

Test squads and decisions.

Original demo squads compares two or three squad setups over 10, 25 or 50 matches each. Roles and equipment are editable there. Every setup faces the same opposition, terrain and set of starting dice seeds, with the computer playing both sides.

Results show observed wins, draws and losses, objective points, survivors and damage. Open an individual match to watch its replay or take control. The replay workspace has separate history from your manually played Battle test.

Test decisions compares two first actions from one saved blue position, then lets the computer finish each. It uses fresh starting seeds for those continuations while preserving the position and equipment. You can open either outcome and keep its paired alternative as a reference.

Stop retains only trials completed for every option, keeping sample sizes equal. Leaving the page ends an active run. Results describe this scenario and planner; small samples can vary and do not predict tabletop win rates. A finished battle should be compared with another ending, rather than an unfinished snapshot.

07 / RULES SUPPORT

Build an actual Kill Team.

Open Kill teams ↗ to choose your faction’s operatives, their permitted weapons, and up to four faction or universal equipment options before scouting. Angels of Death and Plague Marines select six operatives; Hierotek Circle selects eight. Kasrkin select ten, and Kommandos field ten or eleven models depending on their Grot/Bomb Squig pairing. Angels of Death also select chapter tactics. Plague Marines have fixed weapon loadouts. The builder checks specialist limits and weapon combinations against the linked team documents, with each faction’s update date shown in the builder.

Switching teams keeps a separate draft for each. Save team stores the current selection; Create variant gives your changes a new identity. Compare selections shows a saved team beside your draft. Roster summary provides printing, copying and a JSON download. Equipment choices and notes are included. Deploy team sends the current selection to its own practice battle. The original Battle test and Test bench keep their demo rules.

Kill Team relay practice is playable. Use Deploy team in the builder. It carries your selected operatives, weapons, equipment selections and tactics into a separate battle with explicit rules support.

The referenced Lite rules distinguish orders, AP limits, defence rolls, critical damage, fighting and injury. They also define model-based visibility. The practice battle implements a supported subset; full compatibility still needs additional rules and tabletop checks. Official Lite rules, July 2025 PDF ↗

AreaAvailable hereNext implementation
Team buildingFive factions, permitted weapons, equipment and saved variantsAdditional factions and complete rules coverage
ShootingSelected weapon profiles, criticals, defence saves, Blast / Torrent, Poison, Hot and HeavyManual shooting-save choices, ploys and complete timing
Turn structureInitiative, orders, AP, counteracting, command points and alternating strategy choicesRemaining strategic gambits and broader ploy support
Movement & terrainBase sizes, route costs, sampled visibility, cover, obscuring and Vantage on the practice layoutsFull terrain exceptions, manual targeting lines and miniature-specific geometry
Close combat & resourcesMelee strikes / blocks, wounds, injury, grenades and supported faction effectsCommand Re-roll, other strategic gambits and equipment terrain

Three practice layouts are available. All five factions’ strategy and firefight ploys are available. Complete mission rules, other strategic gambits and equipment terrain remain pending. The deployment screen lists which of your equipment choices take effect; pending choices stay recorded but are not applied. Existing demo attempts will retain their own rules and loadouts.

Reference checked 14 September 2026. This lesson is pinned to the linked PDF, rather than claiming coverage of every later update. Check the official downloads and app ↗ for team documents and current updates.

SETUP / PLAYING AREAS

Pick a table and get playing.

In Deploy team, choose a prebuilt layout. The preview shows the actual terrain and numbered objectives, with your blue drop zone at the bottom and the orange opponent at the top. All three use a 30″ × 22″ board and the same four-turning-point practice mission.

  • Relay ruin: a two-level building with windows, two ladder routes and an upper objective. Practise climbing and attacks between floors.
  • Cargo yard: solid stacks, low crates and longer firing lanes. Practise ranged loadouts and crossing open ground.
  • Broken streets: ruined corners and barricades break up sight lines. Practise close approaches and charges.

Terrain and both teams start in place. Choose Open deployment → Begin battle for fast setup, or adjust operative positions first. The playing screen’s View layout & terrain shows the map again. New battlefield carries the same two teams and dice seed into setup and creates a new attempt. Earlier battles stay in Decisions & alternatives.

Each attempt keeps its own layout through saving and rewind. Pin an ending to compare scores across tables; ghost positions appear only when the layouts match. Keep the same layout, teams and seed when investigating a single decision.

These are original practice templates, not official mission layouts or claims of tournament balance. Solid walls and cargo stacks cannot be climbed; low terrain is routed around. Relay ruin’s marked ladders are the only floor transitions. New battles apply Vantage, cover and obscuring to these defined terrain pieces. Free terrain editing and equipment placement are pending. Templates currently apply to the Kill Team practice battle; the original demo modes use Relay ruin.

PLAY / YOUR SAVED TEAM

From builder to battlefield.

  1. Open Kill teams, load your saved team and press Deploy team. Choose a battlefield template, then a default opponent or another saved team. Review the equipment support list, then choose Open deployment.
  2. Your operatives appear in blue, the opponent in orange. Both teams begin in legal positions. To change them, select an operative and tap a green free-position dot in its coloured drop zone, or edit X / Z coordinates. The destination marker and message beside Place operative update immediately. Blue uses Z +9 or +10; orange uses Z −9 or −10. Press Place operative, then Begin battle when ready. You can also begin immediately to keep the default deployment.
  3. On your turn, select a ready operative and activate it with Engage or Conceal. Its model gains a double green ring and ACTIVE label, its roster row is highlighted, and the banner shows its name and remaining AP. Inspecting another model keeps these active markers in place; Select active operative returns to its controls. Engage enables normal shooting and charging. Conceal protects it in cover; Silent weapons can still shoot. The activation has the operative’s APL in action points.
  4. Choose Reposition, Dash, Charge or Fall Back and preview a route. Charge ends in enemy control range; Fall Back leaves it. Dash cannot climb. On Relay ruin, the fixed ladder routes cost 5″ for small bases or 6″ for larger bases, including a safe landing on the upper floor. Select a weapon mode and target to shoot or fight. Reasons for unavailable actions appear beside the controls.
  5. In melee, choose a strike or block for each of your retained dice. The opposing model retaliates. End activation passes remaining AP to let the next operative act.
  6. After the battle, pin the ending, close the result and choose an earlier timeline position. Rewind pauses the opponent. Take an alternative action, then Resume opponent or Finish from here. Every branch stays saved; the attempt selector reopens earlier outcomes.

The practice mission scores the selected layout’s three objectives at the end of each of four turning points. The side with more total APL within 2″ on the same floor controls an objective; the Plague Marine Icon Bearer adds one to its control value, while Necron Immortals use a control value of three. Both teams eliminated means a draw.

Casualty alerts: enemy eliminations, friendly losses and Necron reanimation appear as brief notifications, with an OUT or BACK effect at the operative’s position. Alerts show the attacker or cause, and explosions can report several casualties together. Use the X to dismiss an alert, or let it clear after eight seconds; hovering or keyboard focus holds it open. Rewinding and loading a save stay quiet. The original demo and watched replays also show casualty feedback. Reduced-motion settings replace moving effects with static markers.

Automatic choices: eligible expended models can counteract in new battles; see the counteracting guide. Shooting dice use automatic retention and allocation policies described below, optional combat equipment triggers at its first opportunity, and Blast / Torrent resolves against all eligible nearby targets. The computer can control the opposition or both sides, but its tactics are deliberately limited. You can pause it or turn Computer opponent off to play both teams yourself.

Supported faction effects: Angels chapter tactics, Chapter Veteran, Astartes, Grenadier, Camo Cloak and automatic Iron Halo; Plague Astartes, Poison, Toxic, Disgustingly Resilient, Grandfather’s Blessing, Grenadier, Icon Bearer, Repulsive Fortitude, Flail, Poisonous Miasma and Putrescent Vitality. Equipment includes Purity Seals, Tilting Shields, Plague Bells, Plague Rounds, Blight Grenades, Poison Vents, explosive grenades and stun grenades. Smoke and equipment terrain are pending. Ploys are available in the Command points panel.

Your original roster is frozen into each attempt. Changing equipment means deploying a new attempt, while changing a decision means rewinding the existing battle. Repeating the same action from the same snapshot reproduces its rolls; different action sequences may consume different rolls. All saves are local to this browser. Resume Kill Team battle ↗

BATTLEFIELD / OPERATIVE RANGES

See how far an operative can move or shoot.

Select an operative and use Movement and Shooting in the Ranges panel above the board. Both overlays start on. Show either, both, or switch both off. Selecting a ranged weapon also switches Shooting on. Choose the movement action or weapon in the same panel; these selections also update the action controls.

  • Cyan shaded circle: the selected action’s distance allowance on the operative’s current level. Injury and supported bonuses apply. Green dots show legal whole-inch stopping positions, including other floors when the route and climb fit. Tap a position to preview its actual route before confirming.
  • Unavailable movement: a distance guide when the action is unavailable. The panel explains whether to activate the operative, finish another action or choose a different move. No legal destination dots appear until that action is available.
  • Gold shaded circle: the selected weapon’s range from the shooter’s base edge on its current level. A target base can overlap the boundary. Weapons without a range limit shade the whole table gold, with a prominent No range limit label. This is a distance guide; terrain and other shooting restrictions still apply.
  • Target rings: green means the selected weapon can shoot that enemy now; a crossed coral ring means it cannot. Select the enemy to see the reason in the shooting controls. The check includes height, visibility, cover and orders, action points and actions already spent.

The circle alone does not promise a legal move or shot: walls, floor heights and action restrictions still apply. Rewinding or changing an operative updates the overlays. They also work in guided battles, replays and the overhead fallback.

TACTICS / READ THE TERRAIN

Why this shot?

Select an operative, a ranged weapon and an enemy. The Why this shot? panel separates miniature visibility, cover, obscuring and Vantage from the other action requirements. A visible enemy can still be an unavailable target because of its order, the weapon range or the shooter’s remaining actions.

  1. Show on battlefield highlights the relevant terrain: gold for cover, purple for obscuring and red for interrupted visibility samples. Show model visibility switches from base targeting lines to the sampled rays from the operative’s head.
  2. Read the effect. Heavy terrain can obscure a target even when part of its miniature is visible. An obscured shot cannot retain critical successes and discards one attack success. Within 2″ of the target, the proximity exception removes these cover and obscuring benefits.
  3. Check the upper floor. A supported Vantage floor at least 2″ above an Engage target supplies Accurate 1, or Accurate 2 at least 4″ above it. Shooting from Vantage can expose a Conceal target protected only by light cover, but that target receives improved cover saves instead of granting Accurate. Special protection, including a Plasmacyte’s, still applies.
  4. Open Terrain and dice explanation for the pieces and policies that produced the result. Connected heavy parts of the occupied Vantage building are ignored for obscuring; they still block visibility where their physical shape intervenes. A solid wall stays solid.

Try the High ground challenge →. Your Necrons begin in a prepared turning-point-two position on Relay ruin. First commit B8 from the upper floor, inspect its shot and let the computer finish. Pin that ending and rewind before the activation. Then commit B7 along the ground approach and compare the second ending. Both Immortals carry Gauss blasters; their positions and activation choice differ. This exercise compares decisions from one shared starting position, not a universal claim that either route is better.

The two guided lessons save separately from one another and from your ordinary battles. Use Guided battle → High ground challenge to resume this exercise. The computer now weighs available shots and exposure alongside objectives when choosing positions; it uses current information and cannot inspect future rolls.

Automatic defender choices: one terrain feature cannot give both cover and obscuring. The simulator keeps cover when that preserves Conceal protection; otherwise it favours obscuring from that feature. Improved cover retains one critical save when facing critical hits, otherwise up to two normal saves. Remaining saves are allocated to reduce immediate damage. These fixed choices are shown in the shot explanation and do not cover every tactical reason a player might choose differently.

Geometry limits: visibility samples a shared miniature silhouette. Base targeting uses one fixed near-edge origin and twelve points around the target base. Terrain uses the shapes and light/heavy assignments of our original layouts. This approximates physical models and player-chosen lines; miniature-specific visibility, arbitrary climbing, equipment terrain and the remaining specialist sight actions still need implementation and tabletop checks.

Earlier saved attempts and Test bench reports keep their original shooting rules and computer decisions. Use New battlefield or run a fresh comparison to include these terrain effects. The High ground challenge includes them from its start. Official core updates and commentary ↗

COMMAND / EVERY DECISION COUNTS

Choose when to spend your command points.

New battles include all four strategy and four firefight ploys for Hierotek Circle, Angels of Death, Plague Marines, Kommandos and Kasrkin. Start through New battlefield, then press Begin battle.

  1. Strategy: choose a card above the board. Select a doctrine, operative or marker position where required. Choices alternate; two consecutive passes close the step.
  2. During play: eligible firefight buttons appear under Command points. Living Lightning is offered when firing Tesla. Cortical Control is beside supported Necron abilities.
  3. Reactions: a highlighted window pauses at the relevant roll, damage or casualty. Use the ploy or decline. Neutralise Target lets you choose which eligible dice to re-roll. Inspect the board while deciding.
  4. Free actions: choose a legal operative and destination or target from the action list, then confirm. Command Dashes let you choose the order of participating models; Skip ends the remaining moves.
  5. Before scoring: resolve end-of-phase ploys, then both sides pass. A final activation window also preserves ploys usable after spending the last AP.

Each side starts with 2 CP. Secure missions include the first Strategy phase’s extra CP, so each side has 3 CP when the battle begins. Earlier practice attempts keep their original 2 CP opening. Later turning points grant 1 CP to the initiative player and 2 to the opponent. Unspent CP carry over. Cards normally cost 1 CP, with supported faction discounts shown. Each faction ploy can be used once per turning point; effects expire according to their own timing.

Kommandos · Orks · eight ploys

Strategy

  • Dakka! Dakka! Dakka!: Ranged weapons gain Punishing.
  • Waaagh!: Melee weapons gain Balanced.
  • Skulk About: Concealed operatives retain an additional normal defence die, alongside any cover save.
  • Sssshhhh!: Eligible hidden or distant concealed operatives may Dash for free. Unavailable in turning point one.

Firefight

  • Just a Scratch: Ignore one normal hit’s damage. Grots and Squigs are excluded. Normal attack damage.
  • Krump ’Em!: One operative may Fight for free. End of Firefight phase.
  • Kunnin’ But Brutal: After a concealed Charge, turn your first normal melee strike into a critical. First resolved attack die.
  • Shake It Off: Ignore APL changes for one operative until the next turning point. Activation or APL change.
Official faction reference ↗
Kasrkin · Astra Militarum · eight ploys

Strategy

  • Elimination Pattern: Hot-shot weapons gain critical piercing against exposed or scanned targets; volley guns gain Piercing 1.
  • Engage From Cover: Re-roll one defence die when in cover.
  • Clearance Sweep: Ceaseless shooting when shooter and target are both within 5″ horizontally of your marker.
  • Relocate: A selected operative and nearby allies outside enemy proximity can Dash. Unavailable in turning point one.

Firefight

  • Seize the Initiative: One free 1AP action without moving, for the side without initiative. Start of Firefight phase.
  • Cover Retreat: A nearby ready ally may fire after your Fall Back, changing to Engage if needed. Fall Back.
  • Neutralise Target: Re-roll selected attack dice against an exposed or scanned enemy. After attack roll.
  • Give No Ground: Win a marker-control tie when both sides contribute exactly 2 APL. Activation or end of phase.
Official faction reference ↗
Angels of Death · eight ploys

Strategy

  • Combat Doctrine: Balanced for distant shooting, close shooting, or melee, according to your chosen doctrine.
  • And They Shall Know No Fear: Ignore injury penalties.
  • Adaptive Tactics: Replace your secondary Chapter Tactic until this turning point ends.
  • Indomitus: Exchange two failed defence dice for one normal success.

Firefight

  • Adjust Doctrine: Change the active Combat Doctrine. Between activation actions.
  • Transhuman Physiology: Upgrade a normal defence success to critical. Roll defence dice.
  • Shock Assault: After charging, gain Shock and +1 first-strike damage, capped at seven. Start resolving Fight dice.
  • Wrath of Vengeance: Perform two different free 1AP actions in this counteraction. During a counteraction.
Official faction reference ↗
Hierotek Circle · Necrons · eight ploys

Strategy

  • Methodical Elimination: Melee Accurate 1; Accurate 2 when retaliating or movement this activation does not exceed Move.
  • Command Underlings: Free Dashes for visible allies near a Cryptek (6″) or Apprentek (3″, excluding Crypteks).
  • Relentless Onslaught: Ranged attacks against targets within 8″ gain Balanced: re-roll one attack die.
  • Undying Androids: When no cover save can be retained against shooting, retain one normal defence success instead of rolling that die.

Firefight

  • Living Lightning: Tesla gains Blast 2″; Devastating affects individual targets. Select a Tesla carbine.
  • Cortical Control: Ignore recipient distance for an Apprentek or Cryptek SUPPORT action; visibility still matters. Choose a SUPPORT action.
  • Reanimated Function: One Reanimation marker contributes 1 APL to marker control until the next turning point. Determine marker control.
  • Dimensional Ambush: A concealed Deathmark may Guard; an interruption changes its order to Engage. Deathmark activation.
Official faction reference ↗
Plague Marines · eight ploys

Strategy

  • Contagion: Nearby, mutually visible poisoned enemies—or enemies near an Icon Bearer—suffer injury-like penalties.
  • Lumbering Death: Ceaseless while retaliating, or attacking after moving no more than 3″ this activation.
  • Cloud of Flies: A placed marker obscures allies wholly within 1″ against shooters more than 3″ away.
  • Nurglings: Reduce a nearby enemy’s APL by one through its next activation; poison extends selection range.

Firefight

  • Virulent Poison: Poison a nearby enemy, with an alternative 2D6 test to reach unseen enemies. Between actions.
  • Poisonous Demise: Death poisons nearby visible enemies, damaging those already poisoned instead. Before removal.
  • Sickening Resilience: Automatically apply Disgustingly Resilient for the rest of this activity. An attack die inflicts damage.
  • Curse of Rot: Eligible enemy dice showing 3 inflict wounds and cannot succeed or be re-rolled. Enemy attack or defence roll.
Official faction reference ↗

Guard: activate a Deathmark on Conceal, use Dimensional Ambush, then spend 1 AP on Guard. An eligible enemy action can open an interruption. Choose a free shot or fight, or decline. Firing changes the Deathmark to Engage; a point-blank shot worsens Hit and prevents retaliation for the rest of the interrupted activation. Guard ends after acting, changing order, declining an enemy in control range, or reaching the next turning point. Official Guard explanation ↗

Markers and range: Cloud of Flies and Clearance Sweep appear on both battlefield views. Their circles show their measured zones; Cloud of Flies requires the entire base inside. Kasrkin Recon-Troopers can now use Auspex Scan, which also enables their scan-dependent ploys.

Rewind: pending choices, CP, used ploys, markers and effects are saved with the position. Rewind before spending to compare using a ploy with keeping the CP. The Spend or save lesson keeps its focused three-ploy rules and teaches this comparison.

Practice policies: Balanced, Ceaseless and defensive rerolls choose failed dice automatically; Neutralise Target offers manual selection. CP discounts are applied automatically where supported. The computer uses a limited spending policy, so automated results depend on that policy. These ploys operate on supported actions, the three practice objectives and approximate geometry. Unsupported specialist actions, full mission rules, Command Re-roll, additional strategic gambits and Tesseract Cube remain outside this release.

Existing battles and saved Test bench reports keep their original rules. Choose New battlefield or run a fresh comparison to use the expanded ploys.

PLAY / ONE MORE DECISION

Out of activations? You may still counteract.

New Kill Team battles and Test bench runs include counteracting. When your turn arrives and your team has no ready operatives, but the opponent still does, a Counteract available panel appears if you have an eligible model.

  1. Select one of the listed expended operatives. Press Counteract with B…, or Pass opportunity to let the opponent continue.
  2. The selected model is labelled COUNTERACTING on the roster and above the battlefield. Use the usual controls to perform one free 1AP action. Any movement route is capped at 2″, including terrain costs.
  3. After that action, the opponent continues. If you Fight, finish resolving its melee dice first. Each operative can counteract once per turning point; the roster records who has already done so.

Orders still matter: counteracting normally requires Engage. Angels of Death and Plague Marines can counteract on either order through Astartes, but ordinary shooting and charging still require Engage. Choosing to counteract does not change an order.

Action restrictions: ordinary Fall Back and guaranteed Reanimate cost 2AP, so cannot be chosen. Mobile and Plasmacyte Scuttler reduce Fall Back to 1AP, making it available within the 2″ limit. The Nob’s Get It Dun! expressly prohibits counteracting. Kasrkin Medikit and Tactical Command cost 0AP, so do not meet the required 1AP cost. Dimensional Ambush enables Guard during a Deathmark activation; unsupported actions remain unavailable. Wrath of Vengeance can add a second different 1AP counteraction, while retaining the 2″ total movement limit.

Counteracting does not trigger activation-start Poison damage or end bonuses that last until an operative’s next activation. Limited equipment and once-per-turning-point abilities remain spent. Reanimation does not give a model a second counteraction in that turning point.

Try another response: rewind to just before a counteraction and choose another model or action. The original stays saved. The computer can counteract too; its choices use the same legal-action checks.

Earlier saved attempts and reports keep their earlier rules, without counteracting. Use New battlefield or run a fresh Test bench comparison to include it. This remains a practice subset with the limitations listed under Rules & equipment.

References: Official Lite rules ↗, June 2026 core update and commentary ↗, and each faction’s linked datacards.

FACTIONS / ORKS & ASTRA MILITARUM

Stealth, discipline and a Squig full of explosives.

Kommandos: choose a Boss Nob and nine selections. Boys may repeat. The Grot and Bomb Squig together cost one selection, giving you eleven models; the builder’s pair selector can replace them with a full-size operative for a ten-model team. The Nob chooses a big choppa or power klaw. All specialists have their current datacard weapon profiles.

Orks can charge on Conceal. Grots must remain on Conceal and gain additional targeting protection in cover; Bomb Squigs must Engage. The Nob can Fight twice. Use Faction abilities for Get It Dun! and Listen In to grant an ally extra APL, or Detonate to set off a Squig. Explosions affect nearby models on both sides. If an unused Squig is incapacitated, Boom! automatically rolls two dice and explodes if either is 4+. Choppas, Dynamite, Harpoon and Collapsible Stocks are supported. Breach, Grappling Hook and Dakka Dash are pending.

Kasrkin: choose a Sergeant and nine operatives. Only Troopers repeat; you can select at most four Gunners and Sharpshooters combined, and each gunner weapon can appear once. Choose the Sergeant’s permitted weapon combination and up to four equipment options. Foregrip, Long-range Scope, Relics of Cadia and Combat Daggers are applied.

Before your first activation each turning point, choose Skill At Arms on the battle screen. A surviving Sergeant grants two different skills: ranged Severe, faster Reposition, protection against the first normal damage, or improved melee. Choices carry forward automatically until changed. Tactical Command grants one ally an extra skill for that turning point. Vox support adds an action point for an ally’s next activation, and the Medic’s Medikit restores wounds. The separate Medic! emergency rescue and Demo-trooper’s mine are pending.

Rapid Fire: Kasrkin can shoot twice with eligible bolt pistols, hot-shot lasguns or hot-shot laspistols if they do not move during that activation. Other weapons retain one Shoot action. Heavy profiles show their movement restrictions, and Concealed Position profiles are only available for the operative’s first shot of the battle.

Choose either faction through Kill teams → Deploy team, or select it as a preset opponent. Both work on all three battlefield templates. Rewind restores equipment supplies, skills, support bonuses and spent explosives. The Test bench can compare these full-sized teams; its Original demo squads tab retains the three-operative demo. Full Kill Team mission rules and several specialist abilities remain outside this practice subset; review the support list before deployment.

FACTIONS / NECRONS

Some defeats are only temporary.

In Kill teams, choose Hierotek Circle · Necrons. Select a Technomancer, Chronomancer or Psychomancer, the two required Plasmacytes, and five additional operatives. Deathmarks and Immortal Guardians may repeat; Apprentek and Immortal Despotek are limited to one each. Choose legal weapon loadouts and up to four equipment options, then Deploy team. You can also select a Necron preset as your opponent.

Living Metal automatically repairs D3+1 wounds on surviving operatives at each turning point’s ready step. First incapacitation leaves a green R reanimation marker. Reanimation Protocols tries markers in roster order until one succeeds on 3+. The operative returns at one wound, on Conceal, in the closest legal grid position within 3″. Healing happens before reanimation, so newly revived models do not heal immediately. Each operative only gets one reanimation opportunity per battle; unsuccessful rolls can be retried while its marker remains.

Activate a Plasmacyte Reanimator and use Necron abilities to choose a friendly marker visible within 6″. Spend one AP to attempt revival or two AP for a guaranteed revival. A model already expended this turning point stays expended. The Accelerator grants a Deathmark or Immortal +1 APL until its next activation ends. Plasmacytes cannot use shared grenade weapons.

The Technomancer can repair allies or reinforce their metal; the Chronomancer can protect an ally with Chronometron; the Psychomancer can activate Nightmare Shroud. Apprentek can use one supported action from your chosen Cryptek per turning point. Action controls explain range, AP and availability. Phase Shifter and Tesla Weave trigger automatically at their first eligible opportunity each turning point when selected.

Rewind restores wounds, markers, dice, protection effects and spent revival chances. Finishing an alternative preserves the original ending. A team with no survivors can remain in the battle while a future turning point offers a revival.

Supported practice subset: full Magnify targeting, additional Cryptek actions, Magnification Conduits, Tesseract Cube and several wider Kill Team rules are still pending. Automatic marker placement, return position and order are practice policies. Review the support list before deployment. Official Hierotek Circle rules ↗

08 / INTERACTIVE RULES LESSON

Which hit would you block?

You control the defender. Spend the available saves, resolve the remaining hits, then undo and try another allocation. The exercise models the basic Shoot defence step in Lite rules, page 2 ↗. It assumes eligibility has already been checked and excludes abilities and re-rolls.

Example profile: 4 attack dice, hit on 4+, damage 3 normal / 5 critical. The target saves on 4+. These are teaching values, with a legal target assumed and no weapon abilities or re-rolls.

Attack rolls

6CRIT5NORMAL4NORMAL2FAIL

Defence rolls

5NORMAL4NORMAL1FAIL

Hits remaining2 normal · 1 critical

Saves available2 normal · 0 critical

Damage if resolved now11

A critical hit deals 5 damage; two normal hits deal 6. Try both ways of spending your two normal saves.

09 / WHEN YOU NEED A HAND

Help, controls and saved data.

Why can’t I move or shoot?

Check whose activation it is, the operative’s remaining AP and whether it has already moved or shot. Finish the active operative before selecting another. Movement previews explain route problems; shooting previews explain sight and range. When reviewing a replay, use Take control or resume the opponent to reach your next decision.

Why can’t I start this squad?

Give it a name, select exactly three roles within 12 points, keep equipment within 3 supplies, and enter a whole-number dice seed from 1 to 2147483646. An invalid choice shows an explanation. All equipment items work with all four demo roles.

Where are my battles saved?

In this browser on this device. Battle test, Replays, Terrain lab and the latest test reports have separate saves. They do not sync to another browser or device. Private browsing, blocked storage or clearing site data can remove them. Watch the save status in the footer.

What happens to my older saves after equipment is added?

Older squads retain standard issue profiles and their existing outcomes. The equipment extension has its own version, stored with equipped squads. Replaying an old result uses the same original stats and dice sequence.

The test stopped or didn’t start.

Refresh and retry a 10-trial comparison. The app automatically falls back to running the simulation within the page if background loading is unavailable. Stay on the page until it finishes. Stop keeps completed groups of matches; incomplete groups are discarded. If a replay reports that its result no longer matches, run a fresh comparison.

The board is overhead rather than 3D.

The browser could not start its 3D renderer. The overhead view uses the same movement, sight and combat rules. Choose the correct floor before previewing a move. On the board, use arrow keys to move the destination cursor and Enter to preview it, or use the coordinate fields.

How do I clear history?

Open Build squad, then Clear battle history. The confirmation explains which workspace will be cleared. Named setups are retained. A workspace holds up to 1,000 timeline entries; starting additional attempts does not remove earlier ones.

Can I use this to practise official Kill Team yet?

Yes, for the mechanics explicitly supported in Kill Team relay practice. Deploy your team from the builder and review Rules & equipment. This is a practice adaptation with an original mission and approximate terrain visibility, not a complete official game. The original three-operative demo has its own separate test bench.