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===PST Campaign Additions=== <tabs> <tab name="Tac Ops"> *'''Shock and Awe:''' Score 1 VP for each turn where you wrest objectives from enemy control. *'''Saboteurs:''' You and your opponent help set up three special Sabotage tokens on the board that are at least 6"/pentagon away from your DZ and 3"/square away from the board edges at the beginning of the game. Your operatives have a special Saboteurs action to let them snag these tokens, scoring 1 VP if you remove at least two of them and another VP if you take the third. *'''Guerilla Tactics:''' Score 1 VP for each turn where you score more kills than the enemy. </tab> <tab name="Spec Ops - Tormentus Doctrine"> ''Note - This counts as the Purge Order Spec Op for terms of repeating'' #''Shock and Destruction'': Finish five games where you scored VP from the Shock and Awe, Rout, or Saboteurs Tac Ops. Lots of ground to cover, lots of things to steal. #''Wrath of Angels'': Finish one last game where you win VP through the Execution or Guerilla Tactics Tac Op. Completing this Spec Op scores 4 XP to share among your operatives and 2 RP. You also get either one piece of Rare Equipment or improve your Asset cap by +1. </tab> <tab name="Spec Ops - Scout and Sabotage"> ''Note - This counts as the Demolition Spec Op for terms of repeating'' #''Strategic Scrying'': Finish five games where you scored VP from the Plant Signal Beacon, Triangulate, or Vantage Tac Ops. All of these require covering ground to reach certain spots, so be sure you can get there with minimal interference from the enemy. #''Sabotage Strike'': Finish one last game where you score VP from the Saboteurs or Sabotage Tac Op. Finishing this Spec Op scores you 1 RP and the option of either a piece of rare equipment or improving your asset cap by +1. One of your operatives who accomplished that last Tac Op also gains a hefty 6 XP as a reward. </tab> <tab name="Battle Honors"> #'''Ghost:''' This operative can use the Guerilla Warfare at a 1AP discount once per game, usually meaning that they can pull it off for free after sniping the head off a leader. #'''Assassin:''' This operative can charge while under the Conceal order. This is best saved for your Reivers with their big knives. #'''Mobile:''' This operative can fall back at a 1AP discount, which is incredibly handy if you intend to kite enemies around or keep them away from fighting. #'''Raider:''' This operative can charge while engaged with another enemy. Best used if your guy's up against something you're sure can kill them immediately and you know there's someone nearby that's easier to wipe. #'''Guerilla:''' Reduces the minimum range enemies must be for this operative to use the Guerilla Warfare action from 6"/pentagon to 3"/square. #'''Dynamic:''' This operative ignores all APL and movement modifiers. There's a lot of these out there, so this can easily trigger plenty of enemies. </tab> <tab name="Requisition"> *'''Adaptation in the Field (1 RP):''' Before or after a game, you can replace one operative with another. While they can re-select any Battle Honours they earned, they retain any Battle Scars they suffered and set their XP to the lowest amount needed for their rank. Way more useful for lower-ranked operatives, but a lot harder to justify as campaigns go on and especially as the XP piles up. *'''Rapid Resupply (1 RP):''' Lets you either replace 1+ piece of equipment with extra equipment of equal or lesser value or replace 1+ assets with an equal number. Pretty much lets you re-shuffle all that you have available to guarantee a perfect counter to whatever your foe has set up. **Does not count Rare Equipment, but that's because it's really hard to find that stuff anyways. *'''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. </tab> <tab name="Assets"> *'''Lodestar-Class Auspex:''' Lets you use either the Vanguard or Elite Reconnaisance ploys at the beginning of the game without spending CP. Neat setup tricks. *'''Shroud Skulls:''' Lets you add +1 to one Casualty or Recovery check, helping ensure that your troops remain operational. *'''Enhanced Surveillance System:''' Lets you re-roll when determining who is the attacker who is the defender. </tab> <tab name="Rare Equipment"> #'''Artificer's Blade (3 EP):''' {{W40kKeyword|Reiver}} or {{W40kKeyword|Incursor}} operatives only. Their knives gain +1 critical damage and Lethal 5+ to see it happen more often. #'''Umbra Shroud (3 EP):''' Enemies must re-roll critical hits when shooting the bearer of this gear. Expect to see a lot of anger when facing snipers. #'''Exogheist Scrambler (2 EP):''' {{W40kKeyword|Infiltrator}} operatives only. This improves the Omni-Scrambler by now making it ignore LOS when targeting enemies and the bearer will count as 2 operatives for the sake of determining how many can go before the targeted foe can finally act. Absolute dickery taken to a whole new scale. #'''Aerial Tracking Augur (3 EP):''' Infiltrator Commsman only. Lets you re-roll initiative once per game. #'''Enhanced Optic (2 EP):''' Improves the BS of one gun to 2+. Useless for Sergeants, save for somebody else. The Infiltrator Veteran's variable bolter is a pretty easy pick, as are any of the Incursors with their cover-denial. #'''Reaper Rounds (3 EP):''' {{W40kKeyword|Reiver}} operatives only. Their bolt pistols gain Silent and AP1, making them far more dangerous whether they're hidden or not. </tab> </tabs>
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