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===IS Campaign Additions=== <tabs> <tab name="Tac Ops"> *'''Champions of Mankind:''' Revealed whenever you kill an enemy. You gain 1 VP if the operative that triggered this Tac Op kills more than any friendly operative and another if this operative has killed more than any enemy operative. *'''Indomitable Superiority:''' Revealed at the end of the game. You score 1 VP if you control objectives while the enemy doesn't and 1 VP if there are more friendly operatives than there are enemy operatives. **This one is incompatible with Tac Ops that require an operative to flee the field for reasons other than death, such as Interloper. *'''Shock and Awe:''' Score 1 VP for each turn where you wrest objectives from enemy control. </tab> <tab name="Spec Ops - Defenders of Humanity"> ''Note - This counts as the Secure District Spec Op for terms of repeating'' #''Establish Superiority'': Finish five games where you scored VP from the Protect Assets, Indomitable Superiority, or Hold the Line Tac Ops. Lots of tanking and survival necessary, but you've got tough guys. #''Shock Elimination'': Finish one last game where you win VP through any Security Tac Op. Completing this Spec Op scores 2 RP and you also get either one piece of Rare Equipment or improve your Asset cap by +1. </tab> <tab name="Spec Ops - Mankind's Vengeance"> ''Note - This counts as the Purge Order Spec Op for terms of repeating'' #''Strategic Dominance'': Finish five games where you scored VP from any of your unique Tac Ops. #''Targeted Destruction'': Finish one last game where you score at least 2 VP from any Seek & Destroy Tac Op. Completing this Spec Op lets you get either one piece of Rare Equipment or improve your Asset cap by +1. You also score 10 XP that you can distribute among all your operatives, with a cap of 3 XP for each one. </tab> <tab name="Battle Honors"> #'''Marksman's Honour:''' Improve the BS of one of this operative's guns by 1, to a max of 2+. #'''Bladesman's Honour:''' Improve the WS of one of this operative's weapons by 1, to a max of 2+. Not worth it for a fist, maybe for a combat blade. #'''Chapter Exemplar:''' This operative can select an additional Chapter Tactic, but it must be from one of the lists where it had already chosen one. #'''Spiritual Resolve:''' This operative can re-roll Recovery checks and roll twice when determining battle scars, picking which one fucks you over the least. #'''Specialised:''' This operative can take a Battle Honour from one of the CRB specialisms. Note that this doesn't have to be one the operative can already select, which can be very handy. #'''Honoured by the Armoury:''' This operative can take one piece of equipment for 1 EP less, meaning a grenade or combat blade can be free. </tab> <tab name="Requisition"> *'''Artificer-Wrought Weapon (1 RP):''' After any game where an operative of Ace rank or higher gains XP, you can pull this to give your operative a unique piece of Rare Equipment that is exclusive to them. Nobody else can take this equipment and if the operative dies or is otherwise removed from the roster, so is his gear. *'''Solemn Oath (1 RP):''' An operative takes an Oath of Moment, giving a special objective to either score the most kills, score the most VPs, or move into the enemy's DZ. They score 2 XP for fulfilling this Oath but failing it auto-inflicts the Cerebral Affliction Battle Scar. In any case, you can only have one operative take one Oath at a time, with each operative only able to take each oath once. **Some of these tasks are a bit of a gamble depending on the game's setup, but the XP boost is a worthwhile reward to consider, especially for those behind the curve. *'''Tribute to Noble Duty (1 RP):''' When you win a game with 16+ VP, you can spend 1 RP to gain a piece of Rare Equipment, a nice trophy for your victory. </tab> <tab name="Assets"> *'''Arsenal Sub-Vault:''' Lets you re-equip your operatives when setting up your team, allowing you to save Requisition that would've been spent on hiring new troops. *'''Hypnoindoctrination Shrine:''' Only usable if you have an operative of Veteran rank or higher. At the end of a game, one operative that didn't fail a Casualty check and has the lowest XP of the lot gains 1 free XP to keep up. *'''Intel-Cache Uplink:''' Your operatives can now be set up within 1"/triangle of your DZ instead of having to be deployed in it. </tab> <tab name="Rare Equipment"> #'''Bastion Field Generator (2 EP):''' Grants a 4++ Invuln. Not many high-AP guns are out there, but you'll be thankful for this the moment you run into one. #'''Adamantine Mantle (2 EP):''' Once per turn, the bearer can degrade one incoming critical hit to dealing normal damage. This doesn't say anything about any other effects like Stun or MW. #'''Targeting Ocular (2 EP):''' When the bearer shoots, they can easily disregard the Obscured condition. Not quite the power of the Auspex or anything with No Cover, but an equally vital edge. #'''Servo-Cherub (3 EP):''' Once per turn, the operative can perform an objective action at a 1 AP discount, which can be helpful if you intend to flee afterwards. #'''Artificer Armour (3 EP):''' Improves the bearer to a 2+ save. Breathe it in because not much else can ever reach this power. #'''Chapter Artefact (1 EP):''' Essentially a standard for other armies, this makes the bearer's APL count as one higher for the sake of capping objectives. </tab> </tabs>
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