Editing
Warhammer 40,000/Tactics/Kill Team(9E) Imperium
(section)
Jump to navigation
Jump to search
Warning:
You are not logged in. Your IP address will be publicly visible if you make any edits. If you
log in
or
create an account
, your edits will be attributed to your username, along with other benefits.
Anti-spam check. Do
not
fill this in!
===SM Ploys=== <tabs> <tab name="Strategic Ploys"> *'''Bolter Discipline (1 CP):''' This allows any of your non-scout marines to fire all their bolt weapons twice until the end of their turning point so long as they don't fight up-close. This is especially powerful for your heavy bolters so they can clean up anything they don't blast the first time around. *'''Shock Assault (1 CP):''' This allows any of your non-scout marines to fight twice until the end of their turning point so long as they don't shoot. A lot of your weapons are quite dangerous, and this is especially the case for some of the more attack-laden ones like what your fighters and sergeants wield. If you're stuck with your hands, then this might let a lone marine still nail one enemy in the fight. *'''Tactical Precision (1 CP)''' Anyone within square/3" of a visible {{W40kKeyword|Leader}} operative (Read: Sergeants) can re-roll one hit die when shooting or fighting, which can be a bit helpful. </tab> <tab name="Tactical Ploys"> *'''And They Shall Know No Fear (1 CP):''' The chosen marine ignores all penalties to AP and won't count as injured for their activation. Helpful if you need to shut off a battle scar for a critical moment. *'''Multi-Spectrum Array (1 CP):''' When activated, your chosen {{W40kKeyword|Incursor}} can ignore the obscured condition in case terrain is being annoying. *'''Omni-Scrambler (1 CP):''' Pick an enemy within pentagon/6" of an {{W40kKeyword|Infiltrator}}. This operative can't be activated until the enemy activates someone else. *'''Only in Death Does Duty End (1 CP):''' Any time a marine dies, you can pull this and let them stay up a little longer until your next activation ends. Even after that, they won't count as injured, which can help avoid the more crippling battle scars. *'''Terror Troop (1 CP):''' The stratagem for your {{W40kKeyword|Reivers}}. Any operatives that pick up something while within square/3" of your chosen reiver must spend an additional AP to block out the spoopy noises. In addition, when determining control over an objective, Reivers count enemies as having one less APL. *'''Transhuman Physiology (1 CP):''' Your {{W40kKeyword|Primaris}} operatives can reduce one critical hit to a basic hit after rolling for saves. This can be useful considering how you'll run into guns that fire enough times to overwhelm your defenses. </tab> </tabs>
Summary:
Please note that all contributions to 2d4chan may be edited, altered, or removed by other contributors. If you do not want your writing to be edited mercilessly, then do not submit it here.
You are also promising us that you wrote this yourself, or copied it from a public domain or similar free resource (see
2d4chan:Copyrights
for details).
Do not submit copyrighted work without permission!
Cancel
Editing help
(opens in new window)
Navigation menu
Personal tools
Not logged in
Talk
Contributions
Create account
Log in
Namespaces
Page
Discussion
English
Views
Read
Edit
Edit source
View history
More
Search
Navigation
Main page
Recent changes
Random page
Help about MediaWiki
Tools
What links here
Related changes
Special pages
Page information