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===IA Campaign Additions=== <tabs> <tab name="Tac Ops"> *'''Seize or Incapacitate:''' Mark one enemy to be the Criminal at the start of the game. When you kill that enemy and score 1 VP, they drop an Criminal token that any operative aside the Cyber-Mastiff can pick up. Though you score an additional VP for picking up the criminal and holding it at the end of the game, it's not that easy since the enemy's heavy enough that the operative's movement is reduced by 2"/circle while carrying that enemy. *'''Contain Threat:''' Score 1 VP each turn where you have every enemy either within 6"/pentagon of their own DZ or within 2"/circle of any of your operatives. *'''Gather Evidence:''' The Malocator, Revelatum and Cyber-Mastiff gain a special action they can perform at objectives to score VP. Though this sound easy, they also need to stay alive until the game's end. </tab> <tab name="Spec Ops - Seize Lawbreaker"> ''Note - This counts as the Elimination Spec Op for terms of repeating'' #''Investigate Leads'': Finish five games where you scored VP from the Gather Evidence, Upload Viral Code or Plant Signal Beacon Tac Ops. #''Capture or Kill'': Finish one last game where you win VP through the Seize or Incapacitate Tac Op. Completing this Spec Op scores 5 XP for the operative that finished the Tac Op and another 5 XP to share among your other operatives. In addition, You get your choice of either a piece or Rare Equipment or improve the Asset capacity by 1. </tab> <tab name="Spec Ops - Crush Dissent"> ''Note - This counts as the Secure District Spec Op for terms of repeating'' #''Take Control'': Finish five games where you scored VP from the Contain Threat, Protect Assets or Central Control Tac Ops. #''Implement the Lex'': Finish one last game where you score VP from either the Execution or Rout Tac Op. Completing this Spec Op scores either 1 RP and lets all operatives auto-pass any Casualty or Recovery checks. In addition, you can pick between a piece of Rare Equipment or increasing your asset capacity by one. </tab> <tab name="Battle Honors"> #'''Obstinate:''' Rolling a 5+ on a save counts as a critical save. Might be worth it to make super-tanky shieldwalls. #'''Precinct Champion:''' Improves the WS of any melee weapons by +1 to a max of 2+. #'''Rigid Determination:''' This operative can ignore all penalties to movement, WS and BS. Not worth it on the Castigator since they already get this. #'''No Lenience:''' Ranged attacks against enemies outside of cover get the Lethal 5+ quality. Expect to use this a lot with a shotgun. #'''Judicious Efficiency:''' Ruthless Efficiency can be used on any enemies. Excellent for the Marksman and Revelatum since they got sniper weapons. #'''Priority Endowment:''' Pick one item. Any operative with this Battle Honour that can take this item can do so at a 1 EP discount. </tab> <tab name="Requisition"> *'''Focused Adaptation (1 RP):''' You can replace one Vigilant or Subductor with any other operative (aside from the dog, of course). Though they keep their Battle Scars and lose any XP that puts them over the minimum of their Rank, you can reselect any Battle Honours they get. *'''Monopoly On Justice (1 RP):''' Good ol' [[Retcon|historical revisionism]]! If you're in a Spec Op but fail to score any VP that would have contributed to the first step of that Spec Op, you can spend 1 RP to go "Nuh-uh! I totally did that thing!" *'''Terminus Decree (1 RP):''' When using a Spec Op, you can use this before or after a game to permanently mark one enemy for the Exaction Order ploy. This doesn't necessarily block you from using that ploy during the game, but it should be used just the same: On an enemy that's been such a pain in the ass that you need it dead pronto. </tab> <tab name="Assets"> *'''Portable Bibliocrypt:''' When updating dataslates, you can give d6 operatives a +1 to their recovery checks. *'''Scrutineer-Class Detection Suite:''' Whenever you're the defender in a game or whenever you use the Fortify option in the Scouting step, you get +1 CP for early ploys. *'''Writ of Judgment:''' Roll a d6 after each game, adding +2 if you won. You gain 1 CP on a 6+. </tab> <tab name="Rare Equipment"> #'''Flak-Weave Greatcoat (2 EP):''' Proctor-Exactant only. Reduces any damage they take by 1, making this great for keeping them alive. #'''Executioner Rounds (1 EP):''' Operative for Combat Shotgun only. They gain an alternate ammo they can use for their shotgun that's long-range but has 3/4 damage with No Cover and +1 to BS. Sucks that you can only give one guy this, but damn if it doesn't offset the issues with shotguns. #'''Relic Silencer (2/3 EP):''' Operative with Scoped Shotpistol (meaning the Revlatum) or Shotpistol only. Grants Silent, which is great for any close-range skirmishes. Costs 3 EP for the Scoped Shotpistol. #''''Last Breath' Gas Bomb (2 EP):''' Tear gas. Slightly bigger blast at 3"/square instead of 2"/circle, but its damage is pretty poor unless you score the Lethal 5+ crits. #'''Volition Inhibitor (3 EP):''' Enemies within 3"/square of the bearer suffer a -1 penalty to WS and BS. Excellent for trying up enemies, especially when you throw this on a shield. #'''CX-19 Web Agent (1 EP):''' Gunner with Webber only. The Webber gains Torrent 2"/circle, allowing it to tie up more enemies. </tab> </tabs>
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