Editing
Warhammer 40,000/Tactics/Kill Team(9E)
(section)
Jump to navigation
Jump to search
Warning:
You are not logged in. Your IP address will be publicly visible if you make any edits. If you
log in
or
create an account
, your edits will be attributed to your username, along with other benefits.
Anti-spam check. Do
not
fill this in!
==Battle Honours== Another major change is that battle honours only activate after the operative ranks up and aren't a static leveling path. In fact, the upgrades you get from each specialism can be randomized based on the specialty you pick. You can even get access to multiple specialisms if you spend requisitions on it. In addition, you can play as one of the "bespoke" teams that have access to an exclusive list of battle honours. <tabs> <tab name="Combat"> #'''Inorexable''': Whenever this operative fights, engaged enemies can't be supported. If you expect to fight plenty of mobs or weaker enemies that rely on support, you'll be needing this. #'''Bladework''': This operative can re-roll one hit die in melee. Of course, this can stack with Balanced for an additional re-roll and guarantee a hit. #'''Dirty Fighter''': This operative gets an extra attack in melee when they're supported in combat. If your operatives rely upon support to get things done, you'll absolutely want to cheese it. #'''Vicious''': This operatives melee weapons deal +1 critical damage. #'''Duellist''': Enemies suffer -1 to WS when rolling to hit this operative, making this a great defense for melee-focused operatives. #'''Savage''': Whenever this operative retains any critical hits in melee, they can deal an additional MW on the enemy. </tab> <tab name="Marksman"> #'''Gun Ace''': This operative can re-roll one hit die in shooting. You can stack this up with Ceaseless or Balanced to guarantee some extra hits. #'''Crack Shot''': Whenever this operative scores any crits while shooting, they also deal an additional MW. #'''Calculated''': Whenever this operative performs Overwatch, their BS does not degrade. Excellent for flamers or other rapid-fire guns with good BS. #'''Careful Aim''': When shooting, this operative doesn't count any intervening models as cover, so mobs are no longer an obstacle. #'''Sharpshooter''': If this operative doesn't move, fall back, or charge when shooting, they count one hit roll of 5+ as a crit. This is especially handy for snipers and heavy gunners, who tend to remain still when shooting anyways. #'''Death From Above''': Once per turn, if this operative shoot from a vantage point and misses every shot, they can shoot again. </tab> <tab name="Scout"> #'''Runner''': This operative gets a free Dash on any activation where they don't shoot or fight. Save this for the tac ops that require capping a point. #'''Swift''': This operative can Dash more than once in an activation and can jump without needing to test anything or expending any movement. #'''Covert''': During their first activation, this operative can swap their Order. Not too big a deal for Kroot or Wyrmblade cultists, who have their own ways to do so. #'''Picket''': When setting up your models, this operative can be set up within square/3" of your DZ, giving you an early scout move. #'''Evasive''': Whenever an enemy tries to shoot this operative while they're using the Conceal Order, your operative can re-roll one defense die. #'''Dodge''': This operative can move or dash while going in and out of engagement ranges, allowing them to dodge any inconvenient tie-ups while reaching an objective. They can also weave in and out of engagement ranges while charging an enemy, which is excellent for target prioritization. </tab> <tab name="Staunch"> #'''Resilient''': This operative gains +2 max wounds, giving you a sizeable boost to durability. #'''Shrug Off''': Whenever this operative gets shot, they can reduce one critical hit to a normal one, which can help against the crueler crit effects like Stun or MW. #'''Focused''': Whenever this operative caps an objective, they count their APL as 1 higher so you can edge over most guardsman-tier operatives. Since this isn't considered a modifier in a traditional sense, this means that this can stack with the APL bonus of any icon bearer operative. #'''Stalwart''': This operative can never be considered injured. While useless for Death Guard, Custodes, and Plaguebearers, this can be critical in ensuring peak effectiveness from an operative even in the direst of circumstances. #'''Invulnerable''': This operative ignores AP1 from any guns. Unfortunately, the cases of this showing up aren't too often - Take it depending on what your enemy has on hand. #'''Indomitable''': This operative gains a 5+++, same as the Death Guard. </tab> </tabs>
Summary:
Please note that all contributions to 2d4chan may be edited, altered, or removed by other contributors. If you do not want your writing to be edited mercilessly, then do not submit it here.
You are also promising us that you wrote this yourself, or copied it from a public domain or similar free resource (see
2d4chan:Copyrights
for details).
Do not submit copyrighted work without permission!
Cancel
Editing help
(opens in new window)
Navigation menu
Personal tools
Not logged in
Talk
Contributions
Create account
Log in
Namespaces
Page
Discussion
English
Views
Read
Edit
View history
More
Search
Navigation
Main page
Recent changes
Random page
Help about MediaWiki
Tools
What links here
Related changes
Special pages
Page information