Strike Squad - Play test

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Zaf

Zaf

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I’ve been working on some child friendly rules for kill team to play with my 5 year old, and it’s developed in to the following…

If anyone has time over the weekend, it would be great to see what you think and if your children picked it up or not.

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Strike Squad!

A fast-and-fun, kid-friendly skirmish game for ages 5+
Grab your mini-models, roll some dice, and see which team can grab tokens and outplay the other in just 6 turns!

What You Need:
• 2x small Strike Squads (3–5 models each)
• A play area (2’x2’ is plenty)
• Dice (D6s – regular six-sided dice)
• Tokens or coins (to track wounds and missions)
• Simple terrain (books, blocks, or boxes)
• 6” ruler (to measure movement) 

Optional 
• 6 - 10 Special Ability Cards (shuffle and deal one to each model)

A grown-up or older kid to help guide the game

How to play:
1. Setup:
• Each player picks 3 - 5 models (miniatures, action figures, LEGO mini figures etc) 
• Place 3 Mission Tokens (small toys, coins, counters) per side, spread across the 2’x2’ board.
• Place terrain around the board to make the battlefield. 
• Teams start on opposite edges.
• Each model gets 2 Hearts (Token) and one Special Ability Card.

2. Turn order
Each player takes turns activating one model at a time. On a model’s turn, it can do TWO actions:

Actions:
• Move: Move up to 6 inches.
• Shoot: Roll to attack an enemy you can see.
• Fight: If next to an enemy, fight in close combat.
• Pick Up a Token: If next to a mission token, pick it up!

3. Attacking
Shooting or Fighting: Roll 1 D6:
• 4, 5, or 6 = Hit! The enemy loses 1 Heart.
• If a model loses both Hearts, it’s removed from the game.

4. Winning the Game

The game ends after 6 turns or if one team is entirely knocked out.

Then, each player counts points:
• 1 point for each mission token they picked up.
• 1 point for each enemy model they knocked out.

The player with the most points wins!

This lets the game end naturally without needing to wipe out the other team, and makes it more about grabbing tokens and clever moves — ideal for younger kids.

Extra Tips:
• Use colourful dice and fun sound effects!
• Keep games short (15–20 minutes).
• Let kids choose their favourite toys to play with.
• Praise all moves to keep it fun and light.

(Optional) Special Ability Cards

Each card gives a model one unique ability for the game.

How to Use Them:
• Print them on small cards with fun icons or stickers.
• Deal 1 card to each player or model before the game starts.
• Encourage kids to name their models and say their powers out loud when using them — it makes it more exciting!

Movement & Positioning Ability cards 

1. Rocket Boots
Effect: When you take a Move action, you may move 2 extra inches beyond your normal distance.

How to Use: Combines with your 6″ Move to reach up to 8″ in a straight line—perfect for closing gaps quickly!

2. Spider Climb
Effect: You can move up, down, or over any terrain feature as if it were flat ground.

How to Use: Ignore all elevation changes—ideal for scaling walls, rocks, or obstacles without needing extra actions.

3. Zoom Zoom!
Effect: Once per game, when you take your normal two actions, you may immediately take a third Move action.

How to Use: Use it at the best moment—dash past an enemy to grab a token or escape danger.

4. Long Arms
Effect: When you take a Pick Up action, you may pick up any Mission Token within 2″ of your model instead of needing to be right on top.

How to Use: Makes grabbing tokens safer—stay behind cover and still claim the prize!


5. Blink Blink!
Effect: Once per game, instead of performing your Move action, you may teleport anywhere on the board.

How to Use: Reposition instantly—drop in behind enemy lines or steal a token from their side.


Attack Bonus Ability cards 

6. Laser Aim
Effect: When you take a Shoot action, you Hit on a roll of 3–6 instead of 4–6.

How to Use: Boosts your accuracy—great for picking off distant targets.

7. Smash Fists
Effect: When you take a Fight action in close combat, you Hit on a roll of 3–6 instead of 4–6.

How to Use: Makes you a close-quarters bruiser—ideal for taking down tough foes up close.

8. Rapid Fire
Effect: Once per game, when you Shoot, you may roll your attack dice twice and apply both results.

How to Use: Unleash a burst of firepower—guarantee a hit on a tough target.

9. Boom Boom!
Effect: Once per game, when you Shoot, you may Hit up to two different enemies in range with a single attack.

How to Use: Perfect for when enemies huddle together—take them both out in one go!

10. Battle Shout!
Effect: Once per game, at the start of your turn, all friendly models on the board get +1 to their Hit rolls (i.e. Hit on 3–6 instead of 4–6) for that turn.

How to Use: Rally your team for a coordinated strike—best used just before a big attack round.

Defence & Healing Ability cards

11. Iron Armor
Effect: Whenever an enemy scores a Hit against you, they must roll again—only if they Hit twice in that same attack do you lose a Heart.

How to Use: Extra tanky—survive that one unexpected blast!

12. Bounce Back
Effect: Once per game, at the end of your turn, you may recover 1 Heart (as long as you have at least 1 remaining).

How to Use: Use when you’re down to 1 Heart to stay in the fight.

13. Shadow Dodge
Effect: Once per game, when an enemy rolls a Hit against you, you may ignore that Hit completely.

How to Use: A perfect “get out of jail free” for a clutch moment.

14. Bubble Shield
Effect: Once per game, choose yourself or an adjacent friendly model: that model is immune to all attacks until the end of this turn.

How to Use: Save an ally or protect yourself while you reposition.

Special Tricks Ability cards

15. High Five Boost
Effect: Once per game, choose any one friendly model: they immediately gain 1 extra action this turn.

How to Use: Give a buddy a crucial second Move, Shoot, Fight, or Pick Up when they need it most.

Include these full-text descriptions on your printable cards so that kids (and parents) can easily see exactly what each power does!
 
I'll have to have a look at some of this as my 14y/o is trying to look at KillTeam and already finds it unnecessarily complicated...
 
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Thanks, yes it’s stupidly complicated!

I naively picked up the starter set thinking I could teach myself, and then play a cut down version
 
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