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===VG Campaign Additions=== <tabs> <tab name="Tac Ops"> *'''Boots on the Ground:''' At end of a Turning point and subsequent turning points after revealing it, you gain a 1VP you have more operatives within Pentagon/6" of both drop zones. *'''Stand Fast:''' At end of a Turning point's reveal Tac Ops step and subsequent end of turning points after revealing, you gain a 1VP you control 2+ objectives and control more than your opponent. *'''Glory in Death:''' At end of a game, gain 2VP if your operative was incapacitated but earned more VP from mission objective. </tab> <tab name="Spec Ops - Victory or Death"> ''Note - This counts as the Honor-Bound Spec Op for terms of repeating'' #''In Life, War'': Win six games. Unlike most Spec Ops, you need to actually WIN your games, though you have free reign on Tac Ops. #''In Death, Peace'': Finish one last game where you win VP through the Glory in Death Tac Op. Completing this Spec Op scores 1 XP for all operatives who took part of this last match, 1 XP for all operatives who died in this game, and an additional 1 XP if they got downed after completing any objective actions or controlling an objective. Any operatives that pass their recovery checks can gain all 3XP from these commendations, regardless of any limitations applied to XP gain because of being incapacitated. *Doing this will demand that you actually pick winning goals for the first step, but if you pull it off, you'll manage to score hefty XP gains for each operative in the team. Just hope you've got everything in order to win. </tab> <tab name="Spec Ops - Grand Offensive"> ''Note - This counts as the Secure District Spec Op for terms of repeating'' #''Secure Approaches'': Finish five games where you scored VP from the Boots on the Ground or Stand Fast Tac Ops. Both require your guardsmen to cover ground quickly and get their goals quickly. #''All-Out Offensive'': Finish one last game where you score VP from the Plant Banner Tac Op. Finishing this Spec Op scores you 3 RP and the option of either a piece of rare equipment or improving your asset cap by +1. </tab> <tab name="Battle Honors"> #'''Capable Under Fire:''' When this operative is using the Conceal order and hiding behind Light cover, enemies can't shoot them - even when they're sitting on a vantage point. Snipers are now not gonna be able to wipe out your sniper or other key operative while being protected. #'''Brash:''' When this operative receives an order, you can make them use a completely different order than the rest of their teammates. Especially helpful for someone like the Bruiser or Confidant who won't focus as much on shooting. #'''Siege Specialist:''' One of this operatives' guns gains No Cover. Now that flashlight is now one that can ALWAYS plink off the enemy, regardless of what's in the way. #'''Grit and Determination:''' While this operative is within 2"/circle of an objective, they gain +1 to their defense. If you need to keep ana objective out of enemy hands, you might as well be the tankiest mofo there is. #'''Decorated Veteran:''' This operative improves their BS by +1 to a max of 3+. The most basic of Battle Honors and also one of the most effective. #'''Final Litany:''' When this operative dies, you can use the In Death, Redemption tactical ploy on them for free - doing so also improves their WS and BS to 2+ so you can guarantee that they go down swinging. </tab> <tab name="Requisition"> *'''Unending Manpower (1 RP):''' Whenever at least one of your operatives fails their casualty test and dies, you can use the Operative Assigned Requisition action to replace each dead guy with a fresh Veteran Guardsman. This unfortunately means that if you lose an operative, you'll need to spend that extra requisition to get their replacement on board. *'''Field Promotion (1 RP):''' You can turn an Ace, Grizzled, or Revered-rank Trooper Veteran into a different operative that isn't a Veteran Sergeant. They even get to keep the XP they had before the promotion, allowing you to pick out new Battle Honors. While this can somewhat compensate for Unending Manpower's lack of specialists, you likely won't be seeing this until you've gone for quite a while in a campaign. *'''Accolade of Distinction (1 RP):''' When an operative reaches Revered rank, you can give them a special Battle Honour rather than using the list(s) they'd normally be using. This new Battle Honour improves the operative's APL to 3, which gives you a whole load of options in setting them up. If you stack this with the Focused Battle Honor, you can even cap points from under a Custodian's nose. </tab> <tab name="Assets"> *'''Preliminary Bombardment:''' When setting up your models, you can mark one piece of terrain with Heavy; nobody can be set up within 1"/triangle of it on account of all the artillery that just shelled that place. However, this forces you into using the Fortify action during the scouting phase unless you set up a Spotter Veteran on the board. *'''Munitorum Supply Lines:''' During the first turn, you gain +1 CP. Feel free to spend it as you wish. *'''Expanded Engineering Bay:''' Incidentally doesn't need the basic one from the CRB. If you pick the Fortify option during the Scouting phase or set up a Demolitions Veteran, you can place a Fortify marker within 6"/pentagon of your DZ. Any time an operative Dashes, they can't cross within 3"/square of this token, and even operatives that fly can't land within that same range. Any operative that charges within 3"/square of the token must take 2"/circle from their charge distance, and operatives that fly still suffer that penalty if they land within that range. You now have a total no-fly zone that keeps your enemies from charging through an exposed venue. </tab> <tab name="Rare Equipment"> #'''Relic Sidearm (2 EP):''' One laspistol or bolt pistol gains +1 to BS and attacks, making it a bit more accurate and more than just a sidearm. #'''Prized Saber (1 EP):''' One power weapon gains the Balanced rule, giving a bit of reliability...which is also possible using the CRB. Only take this if you spent Perfectly Balanced on a chainsword. #'''Vid-Capture Relay (2 EP):''' Comms Veteran only. This expands the range of their Signal ability to infinity, letting you further manage AP to operatives at any part of the table. #'''Litany of Sacrifice (3 EP):''' Zealot Veteran only. The bearer gains a special action that motivates a friendly operative within 6"/pentagon of them, giving them the ability to reduce one critical hit they suffer into a normal hit. #'''Regimental Heirloom (2 EP):''' Whenever the bearer does not shoot during an activation, they count their APL as +1 higher and halve any damage they suffer until their next activation. This is especially handy for melee veterans as this makes them incredibly tanky for a guardsman. #'''Diagnosticator (2 EP):''' Medic Veteran only. Their medkit now restores 3+d3 wounds rather than 2d3 and allows you to re-roll two casualty tests. Both of these are incredibly handy as it gives a major boost to the survivability of your troops. </tab> </tabs>
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