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===B Campaign Additions=== <tabs> <tab name="Tac Ops"> *'''Worthy Champion:''' Score 1 VP for each turn an operative under the Gaze of the Gods kills enemies within 6"/pentagon of either the board's center or the enemy's DZ. *'''Malign Command:''' Score 1 VP for each turn where you control over half of the objectives while each controlling operative has a Blooded token. *'''Bloodbath:''' Revealed at the end of the game. Score 1 VP if you kill at least half of the enemy Kill Team and another if you kill over three quarters of the team. </tab> <tab name="Spec Ops - Turncoats"> ''Note - This counts as the Demolition Spec Op for terms of repeating'' #''Marauders'': Finish five games where you won VP from the Rob & Ransack, Rout or Sabotage Tac Ops. #''Escape Vengeance'': Finish one last game where you won VP from either the Behind Enemy Lines or Interlopers Tac Ops. You've done your job, now pray that your troops can run fast enough to avoid the enemy. Completing this Spec Op scores 2 RP and can either increase your asset cap by one or gain a piece of Rare Equipment. </tab> <tab name="Spec Ops - Draw the Gaze of the Gods"> ''Note - This counts as the Purge Order Spec Op for terms of repeating'' #''Recognition Through Destruction'': Finish five games where you scored VP from either the Bloodbath or Execution Tac Ops. Both Tac Ops will require you to murder your enemies, so you're going to need all the guarantees that they can actually kill. #''A Champion Emerges'': Finish one last game where you score VP from the A Worthy Champion Tac Op. Finishing this Spec Op scores you 1 RP and 5 XP to spread across your operatives. In addition, the one objective that scored you that last Tac Op gets 5 XP to themselves, making a hefty advance towards a rank-up. </tab> <tab name="Battle Honors"> #'''Ardent on the Trigger:''' When this operative shoots at an enemy within 6"/pentagon, you can re-roll all hit rolls of one number (meaning you can re-roll all 1s, 2s, etc). #'''Motivation for Violence:''' +1"/Triangle to charge distance, edging your operative a little closer to the enemy. #'''Bitter Resolve:''' If this operative lost any wounds, they can re-roll one defense die whenever the enemy shoots them. #'''Marauder:''' Once per turn, this operative can perform a mission action at a 1 AP discount. Very handy considering that your entire force is APL2. **Does not work on Ogryns, but they were never meant for this anyways. #'''Zealous:''' If this operative dies while carrying a Blooded token and has killed someone during the game, their token gets returned to the pool. #'''Audacious:''' Whenever this operative lacks a Blooded token and is within 6"/pentagon of the enemy DZ, they count as if they had a token for the sake of benefits. Note that this isn't the same as actually having it, meaning this won't help for the Gaze of the Gods. </tab> <tab name="Requisition"> *'''Only the Strong Prosper (0 RP):''' Only usable after scoring 2 VP from the Bloodbath, Execution, or Rob and Ransack Tac Ops. This scores you an extra point of RP to spend however. *'''Rival Aspirants (1 RP):''' You can hire three Renegade Troopers to field, but each of them can only score a max of 1 XP when they are first fielded. *'''Ruthless Advancement (1 RP):''' Whenever you remove an operative from the roster, you can have another operative take their place, retaining their XP and Battle Honours where appropriate. Note that this doesn't work for the Ogryns because there's no dark power that can make you into a towering braindead brute. </tab> <tab name="Assets"> *'''Defiled Trophies:''' You can start the game with one Blooded token. *'''Malign Influence:''' You can re-roll one Casualty or Recovery check for one operative of Veteran rank or higher. If they were under the Gaze of the Gods during the game, then they can either re-roll or add +1 to their roll. *'''Unholy Altar:''' One operative that was under the Gaze of the Gods and scored XP during the game can score another 2 XP. </tab> <tab name="Rare Equipment"> #'''Alchemyk Bomb (3 EP):''' Traitor Brimstone Grenadier only. This grenade's got a pretty large Blast radius and No Cover, meaning nobody can escape the damage. #'''Unholy Sigil (2 EP):''' The bearer now counts as if they have a Blooded token. If they have a token, then they're now under the Gaze of the Gods. However, they must be attacking with every turn. If they ever go a turn without having dealt damage to someone, they suffer d3 wounds. #'''Dark Orator (3 EP):''' Traitor Commsman or Traitor Chieftain only. The bearer's ranged ability can now affect anyone on the board instead of just those close to them. #'''Cursed Rounds (3 EP):''' Traitor Chieftain only. Improves a bolt pistol or bolter by adding +1 critical damage and AP1, making it far more dangerous a weapon. #'''Diabolic Icon (3 EP):''' Provides a new action that activates an aura. Anyone within 3"/square of the bearer that also has a Blooded token can make one attack an auto-hit on top of the re-roll the token provides. #'''Baleflame (2 EP):''' Traitor Gunner with flamer only. The flamer gains +1 to crit damage and AP1, meaning that this weapon is now more dangerous against anything with a good armor save. </tab> </tabs>
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