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===CV Campaign Additions=== <tabs> <tab name="Tac Ops"> *'''Flawless Raid:''' Score 1 VP at the start of any turn where you scored more VP than the enemy, rewarding you for gaining an early lead over the opponent. *'''Soul Guard:''' Revealed in the first turn. Whenever your operatives died, they drop a Spirit Stone where they dropped. Your operatives can then spend an action to pick up these stones. While you gain 2 VP if you never lose a guy, you gain 1 VP if you are carrying at least half your total spirit stones, and another if you have all of them. *'''Opportunists:''' Revealed in the first turn. Mark three enemy operatives. When any of these enemies die, they drop a token of loot that you can pick up. You score 1 VP if you pick up at least half your loot, and another for picking up all the loot. </tab> <tab name="Spec Ops - Path of the Reaver"> ''Note - This counts as the Recover Archaeotech Spec Op for terms of repeating'' #''On the Rise'': Finish five games where you scored VP from the Boots on the Rob & Ransack, Retrieval and Opportunists Tac Ops. All of these focus on stealing the enemy's shit, so make sure you get in and out fast. #''Now the Target'': Finish one last game where you win VP through the Protect Assets Tac Op. Completing this Spec Op scores 2 RP and two pieces of rare equipment, making it an excellent choice if you're really angling to pick up something particular. </tab> <tab name="Spec Ops - Aggressive Raid"> ''Note - This counts as the Purge Order Spec Op for terms of repeating'' #''Strike Hard and Fast'': Finish five games where you scored VP from the Flawless Raid, Rout or Overrun Tac Ops. #''Fighting Withdrawal'': Finish one last game where you score VP from either the Damage Limitation or Hold the Line Tac Op. Seeing as both of these prioritize protecting your side, make sure that you have plenty of cover to work with. Completing this Spec Op scores 1 RP and a choice between one piece of Rare Equipment or expanding your Asset cap by one. In addition, your operatives will immediately pass any recovery and casualty checks they make. </tab> <tab name="Battle Honors"> #'''Important Fate:''' The first time an enemy scores a crit against this model in a turn, you degrade that crit to a normal hit. #'''Pirate Lord:''' This Operative can use the Light Fingers, Deadly Ambush or Opportunistic Fighters tactical ploys without spending CP. #'''Swift Hunter:''' Whenever this operative charges or uses the Deadly Ambush ploy, they add an additional inch/triangle to their movement. #'''Master of Concealment:''' This operative won't count as engaged when under a Conceal order and behind light terrain. #'''Expert Marksman:''' This operative can use the Take Aim action for free, which is only useful for those with a shuriken rifle. #'''Cut-throat:''' Whenever this operative fights in melee against an enemy and you either have support or attack when the enemy is not readied, these attacks gain Rending for a bit of extra crits. </tab> <tab name="Requisition"> *'''The Bounty (1 RP):''' Available whenever you score 2 VP from the Opportunists or Retrieval tac ops. This lets you throw a piece of Rare Equipment into your stash. *'''Soul Memories (1 RP):''' When an operative fails a recovery check hard enough to die, one of your remaining operatives gains d3 XP for each rank the dead guy had above Adept. *'''Corsair Hero (1 RP):''' When an operative gains the Revered rank, they gain an exclusive Battle Honour that grants you an additional CP each turn. </tab> <tab name="Assets"> *'''Hoard of Spoils:''' +1 CP for the first turn. Useful for any first-turn plans that require that additional ploy. *'''Webway Entrance:''' During the Scouting step, you can take the Recon option on top of whatever you normally chose, but your initiative will still be determined by that first choice. *'''Aerial Support:''' Once per game, one of your operatives can fire a missile from a plane, a 3/5 damage Blast with Heavy, No Cover and Unwieldy, so you'll need them to have someone stationary to fire this. </tab> <tab name="Rare Equipment"> #'''Long-Sight Helm (3 EP):''' Any guns this operative uses gain the Ceaseless rule, excellent for gunners, heavy gunners, and dual-wielding riflemen. #'''Flip Belt (2 EP):''' Grants the {{W40kKeyword|Fly}} keyword, letting them fly through a lot of difficult terrain. #'''Spirit Stone (4 EP):''' Voidscarred Soul Weaver only. This allows the Soul Weaver to use their Soul Channel twice per activation, offering more welcome support. #'''Psychoreactive Armour (3 EP):''' Bearer gains a 3+ save. #'''Relic Power Weapon (3 EP):''' One power weapon the bearer has gains the Balanced trait for a re-roll when swinging it. #'''Relic Witch Staff (2 EP):''' Voidscarred Way Seeker only. This allows your Way Seeker to re-roll their channeling check when casting a second spell. </tab> </tabs>
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