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===INB Campaign Additions=== <tabs> <tab name="Tac Ops"> *'''Storm Target:''' Your enemy marks one permanent objective. You gain 1 VP if you control this objective at the end of a turn, with another if you control it by the end of the game. *'''Into the Breach:''' Revealed at the end of turn 4. Score 1 VP if an operative (barring the Gheistskull or C.A.T.) are within 6"/pentagon of the enemy's board edge, and another if you got more operatives there. *'''Breach and Clear:''' Requires use of the Breach and Clear ability. You gain 1 VP for each time you use this and have one operative kill an enemy while another kills a second enemy or scores an objective you didn't already own. </tab> <tab name="Spec Ops - Breach, Clear and Secure"> ''Note - This counts as the Purge Order Spec Op for terms of repeating'' #''Rapid Push'': Finish five games where you scored VP from any of the exclusive Tac Ops. All of them require covering a lot of ground quickly. #''Secure Breach'': Finish one last game where you win VP through the Seize Ground Tac Op. This is pretty much the finale after all the territory-snagging you've made. Finishing this Spec Op scores you 1 RP and the option of either a piece of rare equipment or improving your asset cap by +1. You also get 5 XP you can distribute among all your operatives. </tab> <tab name="Spec Ops - Scorched Deck"> ''Note - This counts as the Demolition Spec Op for terms of repeating'' #''Discern and Destroy'': Finish five games where you scored VP from the Execution, Headhunter, Rob & Ransack or Rout Tac Ops. Note that you need to have scored with at least three of these Tac Ops in order to move on. #''Call for Extraction'': Finish one last game where you score VP from the Plant Signal Beacon Tac Op. Finishing this Spec Op scores you 3 RP and all operatives auto-pass any Casualty and Recovery tests. </tab> <tab name="Battle Honors"> #'''Gutsy:''' This operative is always under the benefits of the Close Assault ploy for extra hits. #'''Assured:''' When this operative is shot at while within range of an objective or carrying one, they count one save as an auto-pass for guaranteed protection. #'''Deckhand:''' When operating a hatch, there's a 50% chance that your AP is refunded. #'''Bruiser:''' Melee weapons gain Brutal. Now nobody's laughing when your basic armsman's hatchet is cutting them down as well as any slasher movie. #'''Scrapper:''' This operative improves their WS by +1 to a max of 2+. The most basic of Battle Honors and also one of the most effective. #'''Gallant:''' When this operative fights or shoots within 6"/pentagon of the enemy's DZ or board edge, they can re-roll one hit. </tab> <tab name="Requisition"> *'''Reinforcements (1 RP):''' Two new Navis Armsmen enter your roster. *'''Mission Critical (1 RP):''' This can let your operatives ignore any Battle Scars they suffer for the upcoming game. After the battle, roll a d6 for any operatives that failed a Casualty check, passing on a 4+. Pretty necessary if you had a bad game and really need to catch back up with the enemy. *'''Hero in the Ranks (1 RP):''' Used when a Navis Gunner or Navis Endurant rank up. This operative can select a number of operatives (barring other Gunners and Endurants) equal to twice their rank to distribute 1 XP to. </tab> <tab name="Assets"> *'''Colours:''' Requires an operative of Veteran rank or higher. This allows you to give 1 XP to one operative you fielded and has the least XP, helping you normalize any newcomers on the roster. *'''Extended Supply Bay:''' INFINITE GEAR. Sure, you still have to contend with the relay being 0-1 and your EP limits, but you can now give fucktons of grenades to anyone you want or give everyone slugs and rebreathers. *'''Void Augur:''' Pick one turn after the first. When rolling for initiative on that turn, you can re-roll to seize. </tab> <tab name="Rare Equipment"> #'''Relic Cutlass (1 EP):''' Navis Sergeant-at-Arms with power weapon only. This improves the weapon with Balanced for a re-roll and potentially another crit. #'''Navis Cuirass (2 EP):''' Navis Sergeant-at-Arms only. Any incoming damage is reduced by 1, which makes this redundant with the Brace for Counter-Attack ploy. Still vital for keeping the leader alive. #'''Enhanced Energy Cell (2 EP):''' Navis Gunner with Navis Las-Volley only. The heavy gun gains Rending, so now your crits hurt a little harder. #'''Remote Access Device (2 EP):''' You get a remote. A remote that lets the bearer shut a hatch from 6"/pentagon away. Skip unless you're in a space hulk. #*Does not work with the Deckhand Battle Honour or when using the Hatchcutter action. #'''Auspiciator (3 EP):''' Once per turn, the bearer can perform one objective action at a 1 AP discount, which can help keep them moving when picking up the goods. #'''Auto-Medicae Unit (2 EP):''' Not quite a medic, but it can help just as much. If this operative survives a game, you can re-roll one casualty test. </tab> </tabs>
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