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Warhammer 40,000/Tactics/Kill Team(9E) Imperium
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===K Campaign Additions=== <tabs> <tab name="Tac Ops"> *'''Vital Objective:''' When you reveal this Tac Op, mark one objective that you don't control as a Vital Objective. You score 1 VP for each turn you control this Vital Objective. *'''Secure Zone:''' At the target reveal step of each Turning Point, you can set one temporary marker over 6"/pentagon of your DZ and 2 circles/4" from any enemies. You score 1 VP for each turn where you have an operative within 2 circles/4" of that marker but no enemies. *'''Stand Fast:''' 1 VP for each turn where you control 2+ objectives and have more objectives than the enemy. </tab> <tab name="Spec Ops - Neutralize Threat"> ''Note - This counts as the Purge Order Spec Op for terms of repeating'' #''Engage on Sight'': Finish five games where you scored VP from the Secure Zone, Rout, or Execution Tac Ops. #''Cripple Base'': Finish one last game where you win VP through the Secure Ground Tac Op. Completing this Spec Op scores 1 RP and the option of either a piece of rare equipment or improving your asset cap by +1. In addition, you get 5 XP to share among your operatives. </tab> <tab name="Spec Ops - Special Forces"> ''Note - This counts as the Secure District Spec Op for terms of repeating'' #''Advanced Warfare'': Pick one Kill Team archetype. Finish six games and score VP from every Tac Op on that list. Unconventional, but it will require you to focus on a particular task. Unlike other Spec Ops, this is all you need to do. Finishing this Spec Op scores you 2 RP and 5 XP to split across all your operatives. On top of that, any incapacitated operatives auto-pass all casualty and recovery checks. </tab> <tab name="Battle Honors"> #'''War-hardened:''' The first time this operative kills an enemy, you regain an Elite point. #'''Vengeful:''' Whenever this operative shoots or fights a non-{{W40kKeyword|Imperium}} enemy, you can auto-score one hit. Situational due to how many Imperial teams there are out there. #'''Resolute:''' Whenever this operative is carrying an objective or within 2 circles/4" of an objective, you auto-score one defense roll. #'''Kill shot:''' One of this operative's gun gains +1 critical damage. #'''Sharp Instincts:''' Enemies must be over 2 circles/4" away from this operative to be considered in cover. Awesome for foiling close-quarters campers. #'''Independent Equipage:''' When selecting gear for this operative, one piece gets a 1 EP discount. </tab> <tab name="Requisition"> *'''Assess and Optimize (1 RP):''' When you select a Spec Op, you can use both the Asset Acquired and Equipment Drop actions for free. Helpful, but you'd best hope that this will last you for the rest of the Spec Op. *'''Deeds of the Fallen (1 RP):''' Whenever an operative gains a Battle Scar and dies for good, the rest of the team gains 1XP as they mourn their lost comrade. *'''Elite Compatriots (2 RP):''' When you acquire a new operative, you can spend this to kick-start their experience with 6XP right off the bat. </tab> <tab name="Assets"> *'''Field Recovery Unit:''' Each operative can re-roll a recovery check in between battle. However, whenever you fail one check, this item shuts down until the next game. *'''Mission Command:''' Start the game with d3 extra Elite points. Great to offset a bad first turn. *'''Shrine to lost Cadia:''' Your operatives can only gain up to 4XP whenever they pass a casualty check. Your operatives also all count as having one less Battle Scar and consider the Cerebral Affliction result as a passed check. </tab> <tab name="Rare Equipment"> #'''Plasteel Armour Enhancement (1 EP):''' Kasrkin Demo Trooper only. Any crits the bearer suffers deals only normal damage. #'''Tactical Vox-Net (3 EP):''' Kasrkin Vox-Trooper only. Whenever you spend an Elite point during the firefight phase, you can roll a d6 and regain it when you roll a 6. #'''Memento of Cadia (4 EP):''' Once per game, you can trigger this item on the operative and gains the ability to shoot twice on this activation. #'''Diagnosticator (2 EP):''' Kasrkin Combat Medic only. This lets them heal d3+3 wounds instead of 2d3 and lets you re-roll 2 casualty checks when updating datasheets. Both of these are incredibly handy as it gives a major boost to the survivability of your troops. #'''Emperor's Light (3 EP):''' One hot-shot lasgun gains AP1 for the fight, which is flat-out incredible for your workhorse gun. #'''Kasrkin Surveyor (2 EP):''' Kasrkin Recon-Trooper only. Once per turn, the bearer can perform one objective action with a 1 AP discount. </tab> </tabs>
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