Skip to content

Rules

APL (Action Point Limit)

APL is the number of actions an operative can perform during its activation — the budget that governs everything it does in a turn.

What it means

APL stands for Action Point Limit — the characteristic that sets how many actions an operative may perform when it activates. Most operatives have an APL of 2 or 3, and each action (Move, Shoot, Fight, Charge, Dash, Pick Up, mission actions, and so on) costs a number of action points. You spend from your APL pool until you run out or choose to stop.

Why it matters

APL is the single most important resource in Kill Team. A 3-APL operative might Charge and Fight, or Move, Shoot, and grab an objective; a 2-APL operative has to choose. Many effects raise or lower APL: orders and ploys can grant an extra point, while injuries or enemy abilities can reduce it. A model knocked down to a lower APL is meaningfully weaker that turn — sometimes losing an APL is more crippling than losing wounds. When planning an activation, always start from "how many action points do I have, and what's the best use of every one?"