Enemy Behaviour
There is three ways of determining enemy operatives behaviour in Kill Team: Acolyte.
MANUAL CONTROL
First, and the most challenging way of enemy behaviour is when the Campaign Master controls enemy operatives directly. In such case, it is recommended for Campaign Master to focus on preventing players from completing the primary mission objective, while following principles:
- Narrative Principle: This is intended to be a game of narrative fun rather than competitive precision. If it is unclear which operative should be activated or targeted, or precisely how they should act, roll a dice, or pick whichever option makes for the best story.
- Awareness Principle: Enemy operatives should focus on the targets they see / have intel about. That means in the beginning of the scenario enemy operatives should not focus on eliminating threat, unless first time friendly operative ends its activation being a valid target for them or unless first time enemy operative is being attacked. However, depending on your scenario, you may consider other things like level of communication between different enemy groups etc.
- Balance principle: Enemy operatives have no Command Points, that disadvantage may be parried by combining operatives frome different close-related factions (e.g. Imperial Guard and Kasrkin), treating enemy Strategic Ploys as random events, or using terrain and environmental effects to limit players' firepower.
JOINT OPS BEHAVIOUR TABLE
Since Kill Team Core Rules (3rd edition) provide pre-built NPO Behaviour table, you may use it for enemy operatives, with several additions:
- Brawler operatives are those operatives, whose melee weapons' Dmg stat is more than their ranged weapons Dmg stat, or who doesn't have ranged weapons.
- Marksman operatives are those operatives, whose ranged weapons' Dmg stat is more than their melee weapons Dmg stat, or who doesn't have melee weapons.
- If a Marksman operative has expended its weapons with Limited weapon rule (e.g. grenades), it then acts as a Brawler operative.
- If a Bruiser operative APL stat of 3 and more, and no opportunity to Fight multiple times that activation, it attempts to Shoot if able.
- If an enemy operative has unique actions on their datacard, it uses them at first opportunity, following that action's conditions.
- If no ACOLYTE RETINUE operatives are valid targets for enemy operatives, they perform patrol - roll a Scatter dice and make the Reposition action in that direction. LEADER operatives instead make the Reposition action to have Cover (preferring Heavy terrain); if they already are in Cover, they remain stationary and use their SUPPORT abitlites or unique actions if able. In scenario logic, though, if enemy operatives are aware of ACOLYTE threat or alerted in some way, ignore this guideline.
- On the Killzone: Gallowdark, enemy operatives perform the Operate Hatch action both to provide Line of Sight to another enemy operatives or to protect them from possible attacks with Blast weapons from ACOLYTE RETINUE operatives.
Instead of threat Principle, as described in Core Book, follow the Narrative Principle as described above.
ACOLYTE BEHAVIOUR TABLE
Alternatively, you can use the adapted behaviour table below, though it's rather random:
Activation priority | Charge Range > LOS > Visibility > Other; Most Wounds > Fewest Wounds | ||
Type | Melee | Offensive | Defensive |
Test | Melee damage > Ranged damage | Basic (< 3/4 Dmg) and/or Range-limited | Special (> 3/4 Dmg), Heavy, Silent and/or Concealed Position |
Activation priority | |||
1 | Fight | ||
2 | Charge | Shoot | |
3 | Mission | Move (Carry) | |
4 | Shoot | Move (Carry) | Move (LOS/Range) |
5 | Move (Carry) | Charge | Move (Vantage) |
6 | Move (LOS/Range) | Move (Cover) | |
7 | Move (Location) | Mission | |
8 | Move (Objective) | Guard | |
9 | End activation |
Action | Test | Behaviour |
Charge | Is there a target within Charge range? | Yes: Make a Charge action directly towards the closest target. |
Fight | Is the Operative in Engagement range? | Yes: Make a Fight action against the target with fewest wounds remaining. |
Guard | Are all other options exhausted? | Yes: Make a Guard action. |
Mission | Can the operative perform a mission action or the Pick Up Marker action? | Yes: Make a mission action or the Pick Up Marker action. |
Move (Carry) | Is the Operative carrying a marker? | Yes: Make a Reposition/Dash away from the closest ACOLYTE RETINUE operative, preferring to leave LOS or attain Cover where possible. |
Move (Cover) | Is the Operative in Cover relative to the closest Objective or ACOLYTE RETINUE operative? | No: Make a Reposition/Dash to attain the closest Cover relative to the closest Objective or ACOLYTE RETINUE operative, unless doing so would result in leaving a Vantage Point. |
Move (Location) | Does the scenario feature a Target Location? | Yes: Make a Reposition/Dash action towards the closest Target Location. |
Move (LOS/Range) | Is there a target within Visibility? | Yes: Make a Reposition/Dash action to establish Range and/or Line of Sight against this target, preferring Vantage and Cover where available.Move (Objective) |
Move (Objective) | Does the scenario feature Objective markers? | Yes: Make a Reposition/Dash towards the closest Objective not controlled by this team, preferring Cover where available, unless doing so would result in loss of control of an Objective |
Move (Vantage) | Does the scenario feature a Vantage Point? | Yes: Make a Move/Dash to attain the closest Vantage Point, preferring Cover relative to the closest Objective or Acolyte Retinue operative. |
Shoot | Is there a target within Range and Line of Sight? | Yes: Make a Shoot action with targets prioritised by cover then proximity. |