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===PF Campaign Additions=== <tabs> <tab name="Tac Ops"> *'''Mark Enemy Movements:''' Score 1 VP for every turn where you manage to markerlight at least half the enemy kill-team. This might be a bit of a hassle to pull off since it forces you to sacrifice shooting, but it's not impossible, especially with plenty of cover. *'''Patient Hunter:''' Score 1 VP for each turn where you scored more VP from the main objective than the enemy as well as having more than half your team use the Conceal order. This particular Tac Op is specially-made for a team more focused on special actions and capping rather than shooting. *'''Killing Blow:''' Score 1 VP at the end of any turn where you kill enemies with more total wounds than the total wounds of any units you lose that turn. Again, you need to prioritize cover and protection in order to maximize your odds of scoring. Killing Space Marines might help as well. </tab> <tab name="Spec Ops - Mark for Strike"> ''Note - This counts as the Elimination Spec Op for terms of repeating'' #''Track Enemy'': Finish five games where you scored VP from the Mark Target, Mark Enemy Movement, or Vantage Tac Ops. All of these pretty much require you to stick out from cover to mark the enemy, so you'll need to rely on cover in order to ensure that this doesn't end up with you getting shot up. #''Institute Strike'': Finish one last game where you win VP through the Plant Signal Beacon Tac Op. Completing this Spec Op scores 1 RP and the operative that accomplished the final objective gets 5 XP. In addition, you get the option to either grab a piece of rare equipment or increase your asset cap by +1. </tab> <tab name="Spec Ops - Philosophy of War"> ''Note - This counts as the Purge Order Spec Op for terms of repeating'' #''Kauyon'': Finish five games where you scored VP from the Patient Hunter, Protect Assets or Hold the Line Tac Ops. #''Mont'ka'': Finish one last game where you score VP from the Killing Strike or Execution Tac Op. You've probably had your fill of dancing about by this point, so now you can cut loose. Completing this Spec Op gives you 1 RP and 5 XP you can spread across all of your operatives. In Addition, you get the option to either grab a piece of rare equipment or increase your asset cap by +1. </tab> <tab name="Battle Honors"> #'''For the Greater Good:''' This operative can use markerlights twice a turn, which has uses if you can't shoot. It also comes with an extra trick that lets an operative who's about to die slap on a sacrificial markerlight on an enemy they're engaged with. #* This all sounds nice, but it comes with the caveat that you can actually perform the Markerlight action. That means for Marksman and Weapons Experts are wasted upon this, as are most of your drones. #'''Reliant Support:''' The Supporting Fire ploy costs nothing for this operative to use, which is just as well considering its importance in protecting your foes. #'''Cunning Hunter:''' Whenever this operative shoots on a turn where they haven't moved in any way, they can score one auto-hit, though can't stack with Merciless Hunter below. Practically an auto-take on the rail rifles. #'''Mercliess Hunter:''' Any time this Operative shoots at an enemy within 6"/pentagon, they can score one auto-hit. Whereas Cunning Hunter (which this cannot stack with) is more for your rifles, this sees more use on your carbines and is better suited for mobile pathfinders. #'''Martial Philosopher:''' Allows this operative to pick its own Art of War when your Shas'ui triggers the ability. #'''Capable Under Fire:''' Whenever this operative is both using the Conceal order and hidden behind light cover, they cannot be targeted by anyone with a vantage point, offering extra protection from enemy snipers. </tab> <tab name="Requisition"> *'''Exemplar of the Greater Good (1 RP):''' Whenever a non-{{W40kKeyword|Drone}} operative suffers a Battle Scar, you can trigger this to gain an instant 3XP. While this sounds awesome, you can use this on each operative only once, putting this more into the role of a desperation button for some spare XP while you focus on healing their scars. *'''Repair Damaged Drones (1 RP):''' A multi-faceted requisition focused entirely upon your drones. Any {{W40kKeyword|Drone}} operatives that are incapacitated can roll an extra d6 for their recovery checks and pick the better one. If they fail their casualty tests though, you can immediately use the Operative Assigned Requisition for free to replace them with another drone. *'''Shas'vre (1 RP):''' Whenever an operative reaches Revered rank, this provides you a special Battle Honour that lets them count Battle Philosophy as permanent after you call it. This can stack particularly well with Martial Philosopher, letting you reap all the benefits with none of the drawbacks. </tab> <tab name="Assets"> *'''Aerial Surveillance Drone:''' Once per turn you can forego activating an operative for the ability to slap a markerlight on one target anywhere on the board. Helpful in freeing up an operative so they can finish another assignment. *'''Remote Sensor Tower:''' During your Scouting Phase, you gain 1 CP if your enemy uses the Infiltrate or Recon action. In addition, you can add +1 to your initiative roll once per game. *'''Tidewall Barricade:''' Your barricades provide a 4++ invuln save for any of your operatives hiding behind them. Note that this specifically calls out {{W40kKeyword|Pathfinder}} operatives, so nobody else can turn this against you...unless you have a mirror match. </tab> <tab name="Rare Equipment"> #'''Experimental Pulse Ammunition (2 EP):''' One pulse weapon gains an extra shot and the P1 rule. Wasted on the Weapon Expert and Marksman as they already have AP1. #'''Honour Blade (1 EP):''' Shas'ui Pathfinder only. This improves their bonding knife, giving +1 to WS and both Damage stats, making it a respectable melee weapon. #'''Advanced Cogitation Chip (1 EP):''' {{W40kKeyword|Drone}} operatives only. This removes a lot of the downsides of being a drone, allowing it to operate independently without needing to be shepherded by the Drone Controller. #'''Shield Generator (2 EP):''' Grants a 4++ save, an easy and powerful safeguard. #'''Markerlight Grenade (2 EP):''' Gives you a single-use grenade. When you throw it, roll a d6 for any enemies within 3"/square of the target zone (-1 if they're not visible, -1 if they're over 6"/pentagon away from the bearer). On a 2+, they get a markerlight. #'''Projection Field (2 EP):''' Once per game you can use this to swap off the bearer's order, letting you strike and fade. </tab> </tabs>
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