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===WC Campaign Additions=== <tabs> <tab name="Tac Ops"> *'''Scry Secret:''' Revealed during the first turn, letting your opponent pick one priority target for you. Your {{W40kKeyword|Sorcerer}} operatives gain a new action that lets them mark that enemy when they're within 6"/pentagon and score 1VP. You gain the other VP if that sorcerer survives until the end of the game. *'''Sorcerous Ritual:''' All your {{W40kKeyword|Sorcerer}} operatives gain a new action, letting them mark the center of the table or one objective over 6"/pentagon from your DZ as the ritual site. Any further attempts to perform this action MUST be at this spot, so you'll need to be exceedingly careful where you decide to perform this ritual. You score 1 VP if you manage to perform this action during 2 different turns, with another VP if you perform it during a third turn. **While this fortunately doesn't cripple the entire utility of your sorcerers, using up one action in order to perform this action is still an action you could have used to cast another spell or shoot at something that could potentially be in the way. Fortunately, this ''only gets revealed the moment you use this action'', meaning you can play mind games on that un-revealed Tac Op and what your enemy might think you'll try to do. *'''Grand Plan:''' Revealed during the start of the game, allowing your enemy to pick one objective over 6"/pentagon from their table edge and one of their operatives. You score one VP by killing the operative and another for taking the objective. </tab> <tab name="Spec Ops - Labyrinthine Plans"> ''Note - This counts as the Perform Rituals Spec Op for terms of repeating'' #''Strands'': Finish five games where you won VP by performing either the Sorcerous Ritual, Triangulate, or Plant Signal Beacon Tac Ops. All of these will require you to protect your operatives, whether it's the very vulnerable sorcerer or a mere Tzaangor. #''Destiny's Moment'': Finish one last game where you win VP through a randomly assigned Tac Op you picked from the top of your deck of Tac Ops. Completing this Spec Op scores 2 RP and 5 XP to share among all of your operatives. In addition, you gain one free use of the Beseech the Changer of Ways Requisition, allowing you to bestow one free Boon for a lucky operative. </tab> <tab name="Spec Ops - Arcane Artefact"> ''Note - This counts as the Recover Archaeotech Spec Op for terms of repeating'' #''Discern Location'': Finish five games where you scored VP from the Scry Secrets, Rob & Ransack or Interloper Tac Ops. Incidentally, all of these require one operative to perform some dirty deed before escaping, requiring you to keep them protected from enemy aggression. #''Extract Artefact'': Finish one last game where you score VP from the Sorcerous Ritual Tac Op. Finishing this Spec Op scores you 1 RP and a piece of rare equipment. In addition, the sorcerer who scored VP from performing the Sorcerous Ritual Tac Op scores an additional 5 XP and can automatically pass any recovery checks they need to make. </tab> <tab name="Battle Honors"> Unlike any other faction, your Battle Honors are split between three smaller lists - One for {{W40kKeyword|Sorcerers}}, one for {{W40kKeyword|Rubric Marines}}, and one for {{W40kKeyword|Tzaangors}} {{W40kKeyword|Sorcerers}} #'''Boon:''' Congratulations! Gain one Boon of Tzeentch. #'''Studious:''' This sorcerer knows one power from a psychic discipline they aren't using, which can lend to some fun synergies based on what you cast. #'''Rubric Affinity:''' This sorcerer claims one {{W40kKeyword|Rubric Marine}} operative as their pet. Their Rubric Command ability no longer has any range restrictions when used on their pet, which is quite handy. #*While this is awesome, this only adds one more reason on top of many others for enemies to snipe out this chosen sorcerer lest they feel the full anger of the pet tin can. {{W40kKeyword|Rubric Marines}} #'''Warded:''' The first time this operative suffers damage in the game, that incoming damage is halved. #'''Unwavering:''' This operative now has a 4++ invuln to make guns even less of a hassle. #'''Automata:''' This operative ignores both Stun and all APL penalties. Since your Rubricae suffer the most with AP, this is a very useful way to guarantee that they won't be shafted by any interference. {{W40kKeyword|Tzaangors}} #'''Avian Mobility:''' This operative ignores all penalties to their movement. In addition, they gat a 2"/circle discount on any climbs or drops they perform, giving them a minor edge on vertical mobility. #'''Mutation:''' Congratulations! Gain one Boon of Tzeentch. #'''Savage:''' This operative's weapons gain the Rending trait, making for a </tab> <tab name="Requisition"> *'''Beseech the Changer of Ways (1 RP):''' Your singular way of scoring Boons of Tzeentch. Expect to use it at least once for your Tzaangors. *'''Lore Study (1 RP):''' Allows one {{W40kKeyword|Sorcerer}} operative to switch psychic disciplines. Note that this also affects the power provided by the Studious Battle Honour. *'''Pursuit of the Arcane (1 RP):''' Whenever you score a piece of Rare Equipment or increase your asset cap, (meaning any time you finish the appropriate Spec Op) you can grant 2 XP to any non-{{W40kKeyword|Rubric Marine}} operative. While a small perk, this is still helpful in nudging one up a rank by that smidgen. </tab> <tab name="Assets"> *'''Rebinding Altar:''' Whenever you roll for battle scars on a {{W40kKeyword|Rubric Marine}} operative, this can let you treat any result short of death into Cerebral Affliction, ensuring that your biggest tanks remain at peak effectiveness. *'''Divine Orrery:''' Pick a certain turn after your first turn. On that turn, you can roll d3 and add it to your initiative to guarantee you go first. If you ever re-roll that initiative, you're also re-rolling your d3, so keep an eye on that. *'''Herdstone:''' One {{W40kKeyword|Tzaangor}} operative without a boon gains a temporary one for the battle, which can give you a momentary boost when you haven't yet scored one out. It can also help give you a test drive of certain mutation and battle honour combinations. </tab> <tab name="Rare Equipment"> #'''Oculus (1/2 EP):''' One autopistol or inferno pistol now has infinite range. Costs 2 EP for the inferno pistol. #'''Animate Avians (3 EP):''' When engaged with the bearer, enemies lose out on one attack, making them more of a roadblock for duelists and some mobs. #'''Witchfire Mantle (3 EP):''' {{W40kKeyword|Sorcerer}} operatives only. Whenever they cast an offensive spell, they can re-roll one hit die to score a guaranteed hit. #'''Aeonglass (3 EP):''' Grants your operative a +1 to their APL once per game. This means the same to both your Rubricae and Tzaangors due to being APL2 while the Sorcerer might just enjoy being able to pop out to cast some evil things before slipping back into cover. #'''Fluxhelm (3 EP):''' {{W40kKeyword|Sorcerer}} operatives only. Grants the bearer a random Boon for the battle. Unfortunately, this MUST be rolled so this can potentially throw things off for you. #'''Changeblade (3 EP):''' Grants a new action that you can use to bless a nearby {{W40kKeyword|Tzaangor}} operative within 1"/triangle and roll a d6. On a 1-2, the unlucky birdman just eats a mortal wound, on a 3-4 the birdman gains +1 to WS/BS, and a 5+, on a 5+ the birdman gains 3 wounds, potentially bringing them over their max wounds. While both benefits sound pretty good to equip, you can only use it once per operative so you'll need to figure out which ones you want to risk the roll for. </tab> </tabs>
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