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==Tac Ops== Tac Ops are secondary objectives based upon the particular archetype of your fire team/faction. Only a maximum of three of these can be faction-exclusive, which you can find on their particular tactica, while the rest have to be based on one of your kill-team's archetypes. <tabs> <tab name="Seek and Destroy"> These objectives are the most keyed for offensive kill-teams, focusing on killing key operatives on the field. *'''Headhunter:''' Revealed when you kill the enemy's {{W40kKeyword|Leader}} operative. Score 1 VP for killing them, plus another one if you did it during the first or second turning point. Lucky for you if you managed to score that kill so early. *'''Challenge:''' Revealed during the first turning point. You mark one enemy operative and one of your operatives. You get 1 VP for just killing that enemy with your operative, but you score another one if your chosen operative was within 6"/pentagon of that enemy. *'''Rout:''' You gain a VP for killing an enemy with an operative that's within 6"/pentagon of the enemy's DZ. You gain another VP if you do this on any outfit after revealing it. *'''Execution:''' Revealed during any turning point where you've taken down more enemies than they did. If you manage to keep that advantage for two turns you score 1 VP, but you score more if you keep it for three. If you pick this, it's either because you've got a guaranteed advantage and want to press it, like marines clearing out guardsmen. *'''Deadly Marksman:''' Mark one of your operatives to be the Marksman. You can reveal this Tac Op whenever the marksman kills an enemy with a gun while totally within 3"/square of the DZ. You score 1 VP if you manage to kill another enemy with their shooting and gain another if they survive until the end of the game with this. This will likely be relegated to your snipers. *'''Rob & Ransack:''' Revealed when an enemy is killed by an operative within 1"/triangle and over 3"/square of any other enemy operatives. You score a VP just by doing it, and then get another one if that operative lives until the end of the game. </tab> <tab name="Security"> These objectives focus more on covering territory. While not exactly focused on capping points, they still seek to reach the enemy's territory as quickly as possible. *'''Seize Ground:''' Revealed in the first turning point. Mark one piece of terrain that's more than 3"/square from your DZ that lacks any parts with the Heavy trait. You score 1 VP if, at the end of the game, the total APL of your units within triangle/1" of this terrain exceeds that of your opponent. You score another VP if there are no enemies near your terrain piece and the total APL of your units is 4 or higher. *'''Hold the Line:''' Revealed in any turning point after the first. You gain 1 VP for each turning point where there are no enemies within 6"/pentagon of your DZ, meaning that you'll need to keep your forces close by to intercept the enemy. *'''Protect Assets:''' If you kill two or more enemies while they're within circle/2" of an objective or when carrying it, you score 1 VP. You then score another VP for each turn that you do this, which prioritizes setting up a kill-zone and baiting your opponents to this one spot. *'''Damage Limitation:''' Score 1 VP for each turn where none of your operatives died. While your operatives are a little tanky here, this is easier said than done when you account the Defense stat, how melee overwhelms armor saves and invulns, and the general damage scaling. *'''Plant Banner:''' Mark one operative to carry the banner. You reveal this tac op when you drop this banner, planting it for all to see. You win 1 VP if you have this banner within 6"/pentagon of the enemy's DZ but not totally within it, while having the banner within the DZ scores you 2 VP. If you think this is a one-and-done deal, don't - enemy operatives gain a new action to destroy this banner when they're near it, meaning that you'll need to protect it. *'''Central Control:''' A fairly similar objective to Seize Ground except you can reveal this at any turning point. You score 1 VP at the end of any turn where the total APL of your operatives within 3"/square of the center of the board exceeds that of your enemy. While it doesn't prioritize keeping the enemy away from any point, it still focuses heavily on keeping your side locked down. </tab> <tab name="Infiltration"> These objectives focus on isolation and working behind the scenes. Very few of these actually focus on up-front combat but instead rely on special actions. *'''Capture Hostage & Infiltrate:''' Revealed when an operative kills an enemy within 2"/circle and more than 6"/pentagon from any other enemies. You score 1 VP just for accomplishing it and a second if you pull it off within the third or fourth turn. *'''Behind Enemy Lines:''' You score a VP for each turn any of your operatives enter the opponent's DZ and more than square/3" of any enemies. *'''Upload Viral Code:''' Your operatives gain a special 2AP action. This action can only be performed within 6"/pentagon of your opponent's DZ and over 2"/circle of any enemies, granting you a VP for each turn where you can accomplish it. If you pull off Behind Enemy Lines or Plant Banner, you can try with this so long as you're able to keep your enemies away. *'''Implant:''' Triggered whenever you attack an enemy in melee. Rather than dealing damage, you instead plant a tracker on them, scoring 1 VP. You score another VP if you tag two more enemies in such a manner. This work especially well for kill teams with poor melee output but good BS. *'''Sabotage:''' Your operatives gain a new 2AP action. Whenever your operatives are next to a piece of terrain within 6"/pentagon of or within the enemy DZ and without a piece with the Heavy trait, you can sabotage this terrain, granting you 1 VP. Unlike other tac ops like this, you can only perform this action on a terrain piece once, meaning you'll need to split your attention on multiple targets to maximize your profit. *'''Interloper:''' Mark one operative as the interloper. This tac op gets revealed when they perform a special 2AP action, which lets them vanish off the enemy's table edge so long as there's no enemies within 3"/square of them and give you a flat 2 VP. While it sounds easy, this will also potentially rob you of an operative, meaning that you'll need to time your interloper's departure and make sure that nobody takes them down before they reach their goal. </tab> <tab name="Recon"> These objectives aren't built upon killing either, but more upon marking certain areas and operatives. *'''Mark Target:''' Revealed when your operative shoots the enemy's {{W40kKeyword|Leader}} operative. Rather than dealing damage, you can make one successful hit instead mark the enemy, scoring you a VP. This can even be repeated each turn, scoring you another VP if you have a good BS like the Tau or Marines. *'''Triangulate:''' Your operatives gain a new action that they can use within square/3" of a table edge that isn't yours, marking the territory as yours. If you manage to score two edges you get 1 VP, while scoring all three nets you 2 VP. *'''Place Signal Beacon:''' Your operatives gain a special 2 AP action that lets them place a signal beacon token right next to them and you gain 2 VP if it's within 6"/pentagon of the enemy DZ. This isn't so easily done, however, as if the enemy ends up right beside the token and none of your operatives are nearby, they can immediately break it and foil your plans. You'll be needing to protect that objective for the whole game once placed. *'''Vantage:''' Your operatives gain a new 2 AP action that lets them mark any Vantage Points that aren't within your DZ as yours. You score 1 VP for each turn where you mark a Vantage Point, requiring your operatives to travel the board and probably secure an escort or protector of some sort. *'''Retrieval:''' Revealed during the first turning point. Your enemy can place a token at any spot that isn't a Vantage Point and is at least 3"/square from their DZ. Your operatives have to rush over to this token and then pick it up. You score 1 VP if an operative is controlling it and another for carrying it. This is a pretty long-term goal as it will require that you protect your carrier for long enough to end the game. *'''Overrun:''' The most aggressive objective of the lot. You score 1 VP for every turn where you have operatives within 3"/square of each table edge, which will require you to defend your territory on each edge. </tab> </tabs>
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