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Warhammer 40,000/Tactics/Kill Team(9E) Xenos
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===FK Campaign Additions=== <tabs> <tab name="Tac Ops"> *'''Butcher:''' Revealed the first time an enemy dies. All slain enemies drop a special token that you now need to pick up. Score 1 VP if you kill and collect a quarter of the enemy's roster, with another if you pick up a half of the enemy's roster. *'''Balance the Books:''' Pretty much dependent on your other Tac Ops. You score 1 VP if you score all VP from one Tac Op and a second if you finish the other Tac Op. *'''Bounty Hunters:''' Your enemy marks one operative for you to kill. You score 1 VP for killing this target and a second if you pick up the token that this target drops upon dying. </tab> <tab name="Spec Ops - Kin, First and Foremost"> ''Note - This counts as the Secure District Spec Op for terms of repeating'' #''Fight for Posterity'': Finish five games where you scored VP from the Balance the Books or Butcher Tac Ops. Instead, you could also complete five games where you scored VP from Security Tac Ops. #''Swift Reprisal'': Finish one last game where you win VP through the Execution Tac Op. Completing this Spec Op scores 1 RP and 5 XP for you to spread among your operatives. In addition, all operatives get to automatically pass all Casualty and Recovery checks. </tab> <tab name="Spec Ops - Guns for Hire"> ''Note - This counts as the Elimination Spec Op for terms of repeating'' #''Hit Jobs'': Finish five games where you scored VP from the Bounty Hunters, Execution or Headhunters Tac Ops. All of them require precision kills, so guarantee that your aim is good. #''Discretionary Bonus'': Finish one last game where you score VP from the Retrieval or Rob & Ransack Tac Op. You got your kills, now to get some cash. Completing this Spec Op gives you 3 RP and the option to either grab a piece of rare equipment or increase your asset cap by +1. </tab> <tab name="Battle Honors"> #'''Savage:''' +1 attack to all melee operatives to a max of 4. Easy to set for anyone, but means the Cut-Throats ploy is wasted on them. #'''Eye on the Mark:''' When this operative shoots but doesn't move, the gun gains the No Cover rule. Absolutely lethal on the Long-Sight. #'''Trapper:''' This operative can charge while under the Conceal order. Wasted on the Stalker. #'''Wiry:''' This operative can move past any operatives, circumventing the greatest threat of close-quarters environments like space hulks. #'''Leathery Physiology:''' 6+ FNP save. #'''Clandestine:''' When this operative is behind cover and under the Conceal order, they cannot be targeted, even by enemies on a vantage point. </tab> <tab name="Requisition"> *'''Negotiate (1 RP):''' Whenever you finish a Spec Op, you can replace one of the Spec Op's rewards with a reward from a second Spec Op so long as it's not something you'd already have gotten and doesn't give RP. *'''Honourable Offering (1 RP):''' Cannibalism at work. Whenever an operative of Veteran rank or higher dies, a number of operatives equal to double their rank gains +1 XP. If this operative merely suffered a Critical Impairment Battle Scar, you can only give 1 XP to up to four operatives. **A serious emergency button if there is one, as you can only use this once per operative. In addition, if you did this to a crippled Kroot, they can only recover from this scar on a 6 on the recovery check. *'''Debt Owed (1 RP):''' When an operative fails a casualty check, you gain a blood-debt towards the enemy faction that killed them. Whenever you fight this enemy, the Balanced rule lets them re-roll two hit dice instead of just one. You consider the debt settled after winning a game against this enemy, but you can also prematurely end it, rendering all operatives that didn't fail a casualty check to a Cerebral Affliction Battle Scar. </tab> <tab name="Assets"> *'''Spoils Safe:''' At the game's start, gain +1 CP to use. *'''Weapon Workbench:''' Any core Rare Equipment that works on guns is counted as in your stash, but they can only be applied on your single pistols, rifles and scatterguns. Absolutely wicked with how much you just snagged. *'''Meat Locker:''' If an operative takes a recovery check and wasn't killed during the game, they count as having rested for a second game. </tab> <tab name="Rare Equipment"> #'''Kinblade (3 EP):''' Kroot Kill-Broker only. Replaces the blade with a fancier blade with 4/5 damage and Balanced and Rending, making it more effective for fighting. #'''Knarloc Hide (2 EP):''' Reduces all incoming damage by 1 to a minimum of 2. #'''Kroothawk Totem (3 EP):''' Once per game, you can use this to re-roll for initiative. #'''Ancient Flintlock (1 EP):''' Didn't expect to see an old-timey gun in a Kroot's hands, did you? One Kroot pistol (single or dual), rifle or scattergun gains Lethal 5+. The scattergun, as expected, doesn't benefit at all from this. #'''Kin Totem (2 EP):''' Gains a 3"/square aura that lets friendly operatives ignore the Injured condition. The range sadly will be an issue for you. #'''Windmark (1 EP):''' Add +1"/triangle to movement. </tab> </tabs>
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