Editing
Warhammer 40,000/Tactics/Kill Team(9E) Xenos
(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!
===WB Campaign Additions=== <tabs> <tab name="Tac Ops"> *'''Nowhere Unreachable:''' Revealed during the first turn, allowing your opponent to drop one objective at least 6"/pentagon from their DZ. You score 1 VP for each turn where you control that one objective. *'''Perfect Ambush:''' Revealed on any turn before the fourth. Keep a tally of how many wounds each of your operatives gives and receives; you score 1 VP for each turn where you deal more wounds overall than the enemy. You can an additional VP for every turn where your {{W40kKeyword|Cult Agent}} operatives dealt more wounds than the total number of wounds dealt to your side, which is a pretty sizeable order. *'''Mark for Assassination:''' Your {{W40kKeyword|Neophyte}} operatives gain a new action that lets them mark a visible enemy operative that has GA1 within 3"/square of them, which...doesn't do anything on its own. However, you gain 1 VP for each marked enemy you murder, letting you focus-fire on key players. </tab> <tab name="Spec Ops - Wyrmblade Assassination"> ''Note - This counts as the Elimination Spec Op for terms of repeating'' #''Insidious Invasion'': Finish five games where you scored VP from the Interloper, Capture Hostage & Infiltrate and Behind Enemy Lines Tac Ops. A lot of this requires footwork and making sure the enemy is distracted enough for you to finish your job. #''Eliminate Oppressor'': Finish one last game where you win VP through the Mark for Assassination Tac Op. Completing this Spec Op scores 1 RP and the operative that accomplished the final objective gets 5 XP. In addition, you get the option to either grab a piece of rare equipment or increase your asset cap by +1. </tab> <tab name="Spec Ops - Clandestine Warfare"> ''Note - This counts as the Purge Order Spec Op for terms of repeating'' #''Shadow Engagements'': Finish five games where you scored VP from any of your faction-exclusive Tac Ops. #''Return to Cult'': Finish one last game where you have at least one operative within the enemy's DZ and over 2"/square from any enemies by the game's end. This isn't an actual Tac Op, so you can decide how you want to accomplish it. Completing this Spec Op gives you 5 XP you can spread across all of your operatives while all of your operatives can auto-pass any casualty and recovery checks. In Addition, you get the option to either grab a piece of rare equipment or increase your asset cap by +1. </tab> <tab name="Battle Honors"> #'''Scurry:''' While this operative has the Conceal order, they gain +1"/triangle to their movement, a little boost to their speed as they run to their next goal. #'''Elusive:''' When this operative is activated while engaged with a single enemy, they have the ability to fall back for free on a 4+. #*As a kill-team with more bodies, you'll probably be using this against enemies like space marines who can crush a single cultist on their own. #'''Mercurial:''' When an enemy from beyond 6"/pentagon shoots at this operative, they can re-roll a save die. #'''Prowler:''' This operative only needs to be within range of an objective for the sake of performing mission actions rather than actively controlling it. This can allow you to swipe out items from under the enemy's nose. #'''Stalker:''' This operative can use the Slink into Darkness ploy twice per game rather than once. #'''Clandestine:''' Whenever this operative is both using the Conceal order and hidden behind light cover, they cannot be targeted by anyone with a vantage point, offering extra protection from enemy snipers. </tab> <tab name="Requisition"> *'''Honoured by the Cult (2 RP):''' Lets you hire a {{W40kKeyword|Cult Agent}} operative with enough XP to reach the current tier as your leader. Of course you want this in a longer game, you're getting all the battle honours for 1 extra point of requisition! If the game didn't run as long, you might want to wait until you get to another tier. *'''Proficient Planning (1 RP):''' Used once when undergoing a Spec Op. You gain a number of Proficient Planning points equal to the number of ranks for your leader. During any games while still in that Spec Op, you can spend one point for some extra CP. This can only be done once per game and will only last until you either use up your points or you finish the Spec Op, letting your remaining points go to waste. *'''Spiritual Aid (1 RP):''' Used when an operative suffers a battle scar. The operative isn't limited to only earning 3 XP from injury and counts as having one less battle scar when rolling for your new one. In addition, Cerebral Affliction is ignored, giving you one less thing to worry about. </tab> <tab name="Assets"> *'''Alchemical Cryo-Dispensary:''' You can re-roll one casualty test or recovery test each game. Helpful in keeping everyone in fighting shape since you lack a dedicated medic. *'''Insurgent Dead Drop:''' During your Scouting Phase, you can pick two different actions, though initiative will only be determined by your first choice. *'''Wyrmbore Network:''' When the game starts, you can use the Hiding ploy once for free and set up two operatives with it. </tab> <tab name="Rare Equipment"> #'''Splinterwyrm Knife (2 EP):''' A new melee weapon with A4 WS3+ D3/5 and Rending. A pretty nice tool to give an operative that'll likely need the melee edge. #'''Gene-Brew (2 EP):''' Grants +2 wounds and lets them ignore the Heavy trait, giving it a bit of extra use for a heavy gunner. #'''Ichor-Infused Ammunition (1/2 EP):''' One autogun, shotgun or heavy stubber gains Lethal 5+ for a lucky crit. Costs 2 EP for a heavy stubber. #'''Shadowleap Cloak (2 EP):''' Your operative now has {{W40kKeyword|Fly}}, meaning that they can run over any amount of terrain. Enjoy the three-armed acrobatics! #'''Sire-Blessed Icon (3 EP):''' Neophyte Icon Bearer only. The bearer gains +1 to saves and gives you an extra CP. #'''Neural Shroud (3 EP):''' The bearer counts as always being behind cover when over 6"/pentagon away from any enemies. That protection will be very helpful considering how much you'll be shot up. </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