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Warhammer 40,000: Kill Team (HoR)/Tactics (8E)
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===Tactical Points=== Of course, just like bighammer, there are Command Points available, here renamed "Tactical Points". However, the means to get them are a good lot more diverse to compensate for the lack of different detachments. The following are benefits open to all armies: *''Destined for Greatness:'' +3 TP for using a Team Leader. In campaigns, this is increased by +1 for each fight the leader took part in. *''Strength in Numbers:'' +1 TP for taking the max allotment of Core models. *''Cream of the Crop:''+1 TP for taking the max allotment of Special models. *''Mind the Boat:'' +1 TP for taking the minimum allotment of Core or Special models. This adds +2 if you have a minimum of both. *''HeroHammer:'' +1 TP per model that costs 100+ points. *''Bound By Experience:'' +1 TP if your team shares one non-faction keyword (Character doesn't count). This is increased to +3 if they share all keywords. *''Death and Diversity:'' +1 TP if your entire team has 8+ different faction and unit-specific keywords. *''Boots Before Loot:'' +1 TP if your team lacks any inventory from the Opus Armoury. *''Shiny Fingz:'' +1 TP if your team carries 3+ items from the Opus Armoury. *''Motley Crew:'' -1 TP if your team is not from a single army Opus, if possible. ====Philosophies==== These are a bit like warlord traits, but these have a direct impact on how the army can gain extra Tactical Points, and thus are influenced by your team composition/tactics. Unlike above, you can only select one of these philosophies. *''One-Track Mind:'' +1 TP if you limit yourself to using only one Tactical Action per game. *''Keep Them Guessing:'' +2 TP, but you can never use any Tactical Action more than once. *''Bloodthirsty:'' +1 TP for scoring First Blood; this is raised to +2 TP if your Warlord scored the kill. *''Raider:'' +1 TP the first time a model from your team enters the enemy deployment zone. ====Tactical Actions==== Because those Tactical Points have to be used for something, just like Command Points. *'''Tactical Re-Roll (1 TP):''' Re-roll a single die. *'''Speed is of the Essence (1 TP):''' Up to two models may ignore any terrain this phase. *'''Counter-Attack (1 TP):''' Used at the start of a charge. After the charge, you can let one model fight back. *'''Immovable Object (1 TP):''' Select one objective. So long as a model from your side is within 3" of it, you count as having one extra model there. This can be used multiple times, but only once per round. *'''Unstoppable Force (2 TP):''' One model counts as having charged for the Fight phase even if they did not do so. *'''At Any Cost (3 TP):''' Auto-pass any Rout test for the turn. *'''One Step Ahead (X TP):''' Add X (X being the number of TP spent) to the roll to determine who goes first.
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