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2 vs 2 Killteam Rules

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    If you've played Boarding Patrol missions before, you may have noticed that the deployment size is 500 points or less. Since the average Killteam is worth ~100 points in normal WH40k, this means that you can play 2v2 Killteam games using the Boarding Patrol missions. Here are some suggestions for how to do that:

    Team Rules

    For each team, determine who will be the team leader. The team leader is responsible for making the final call on any disputes. However, when a unit is activated, only that killteam's player can make the final call.

    As a team, you select 4 TacOps to complete. This can be any combination of either of your team's archetype and faction TacOps choices. However, an operative can only complete TacOps that are valid for its faction. You are allowed to select from two archetypes.

    For Example: If you are playing as a team of Imperial Navy Breachers and Astartes Scout Squad, the Breachers can only complete Search&Destroy and Security TacOps, while the Astartes can only complete Recon and Infiltration TacOps.

    Each Killteam player has their own independent CP pool. Command and Tactical ploys can only be used on units from the same killteam.

    Initiative

    For scouting phases, each Killteam chooses a scouting action, and team initiative is determined by which killteam has the highest initiative. However, initial activations within a team must respect that killteam's initiative order.

    For Example: Bob and John are on a team vs Alice and Mary. Bob choose Fortify, John chooses Recon, Alice chooses Infiltrate, and Mary chooses Recon. Since Bob has the highest initiative, their team goes first. However, their first activation MUST be Bob's killteam. Similarly, Alice and Mary's first activation must be Alice's killteam.

    Deployment

    Standard deployment rules apply, with the following addition: Each team deploys one group from each of their killteams at the same time.

    Alternatively, you can alternate who deploys individually, but I've found this just slows down the process without providing any more tactical value.

    Activations

    The game proceeds as normal alternating between the teams for activation. The team leader can decide which killteam can activate, but the player controlling that killteam has complete control over the actions of their units.

    For Example: Bob, John, and Alice are on a team and Bob is the team leader. On their turn, both John and Alice think they should activate first, but Bob decides that Alice should go first this time.

    Alternatively, you can have each killteam alternate activations, but I've found that allowing the teams to decide who goes next is more interesting and provides more strategic depth.

    Ability Usage

    In general, abilities from a specific killteam only impact that specific killteam. i.e. Astartes Scout Squad's Bolter Discipline would only apply to that specific Astartes Scout Squad. Even if their ally was another Astartes Scout Squad. However, abilities that change the order status of enemy units can be shared.

    For example, the Navis Surveyor (Imperial Navy Breachers) has the "Surveillance" ability which creates a zone where enemy units will be treated as having an Engage order instead of conceal. Their allied killteam can take advantage of this ability as well.

    Its a bit of a grey area, so I suggest going over the abilities of each killteam and deciding which ones should be shared and which ones should be kept separate.

    Being a Team Leader

    Since the Team Leader has their own Killteam in the fight, it's often too easy for them to forget about their ally killteams. Which will results in effectively two games of Killteam happening on the same map. However, clever leaders can interleave their team's activations to achieve devestating results.

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