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!
===K Campaign Additions=== <tabs> <tab name="Tac Ops"> *'''Blow it Up!:''' Revealed during the first turn. Your operatives gain a special 2 AP action that they can use while within 1"/triangle of an enemy bulwark and over 2"/circle of any enemies to score 2VP. Whenever you do this action, you can only Dash afterwards, so you'd best find some good cover to protect yourself afterwards. *'''Shokk Taktiks:''' Revealed during the first turn. You score 1 VP if you kill an enemy during the first turn, scoring another VP if you manage to control more operatives than the enemy on your second turn. Simply put, you'd best make sure you can score everything you can ASAP or you wasted a Tac Op. *'''Get Stuck In!:''' At the end of any turn except the last, you score 1 VP if you have at least three operatives in the enemy DZ. </tab> <tab name="Spec Ops - Blitz"> ''Note - This counts as the Purge Order Spec Op for terms of repeating'' #''Rapid Assaults'': Finish five games where you scored VP from the Shokk Taktiks or Get Stuck In Tac Ops. You're sneaky orks, so you'd best make sure you can cover the ground and cap your points. #''Killing Blow'': Finish one last game where you win VP through the Execution Tac Op. You've had your fun with mucking about, now you get to krump the enemy! Completing this Spec Op scores 1 XP for all operatives who died by enemy hands and 1 RP. 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 - Rampant Destruction"> ''Note - This counts as the Demolition Spec Op for terms of repeating'' #''Light the Fuses'': Finish five games where you scored VP from the Sabotage or Blow It Up Tac Ops. Both require you to mark terrain pieces, so be sure you can get enough breathing room to finish your goals. #''Return to the Clan'': Finish one last game where you score VP from the Behind Enemy Lines Tac Op. You've done your damage by this point, so you can focus more on getting to the other side this time. Completing this Spec Op gives you 1 RP and the ability to use the Equipment Drop requisition twice without spending RP. In Addition, all your operatives automatically pass any casualty and recovery checks. Enjoy your loot! </tab> <tab name="Battle Honors"> #'''Skinna:''' When this operative fights in melee, one roll of 5+ can count as a crit. Melee is where most Kommandos belong, so any chance for more crits helps. #'''Irritable:''' This Operative adds +1 to both damage profiles of their melee weapons whenever they're not at max wounds, which can help offset their lack of sneakiness. #'''Destructive:''' Whenever this operative charges, they gain Relentless on their melee attacks for their next Fight action. Just the thing you need to guarantee those hits. #'''Shifty:''' If this operative is shot at while behind cover and are either Readied or using the Conceal order, you can score two saves as a result of cover rather than the default of one. #'''Thievin' Git:''' When selecting equipment, this operative can pick up one piece of wargear for 1 less EP. Free grenades, a cheaper upgrade, you've got plenty of reasons to save that EP. #'''Ambusher:''' Once per game, this operative can immediately change their order at the start or end of their activation. Need to hide after knocking down an enemy? Need to exploit Conceal before you can bust out and open fire? You'll get one chance with this. </tab> <tab name="Requisition"> *'''Orky Constitution (1 RP):''' An operative can re-roll their casualty test, recovery check, or battle scar roll. Orks aren't meant to be lying down to heal, they're made for fighting and winning! *'''Grab Da Loot (1 RP):''' Whenever you score your max VPs from mission objectives, you can spend use this Requisition for 1d3 more RP. While it won't cost you anything, it's gonna require a lot of effort in order to be able to even use this. *'''Fearsome Reputation (1 RP):''' One operative scores 3 XP whenever they finish a game where they kill 3+ enemies or 2+ enemies if you nailed an enemy Leader as one of them. This doesn't worry about any XP caps set by being downed, so you're not gonna have anything to worry about mortality costing you. </tab> <tab name="Assets"> *'''Territorial Glyphs:''' When setting up your models, you can drop a Glyph on the board within 6"/pentagon of your DZ. Nobody can be set up within 6" of this unless they're in their own DZ. Meanwhile any of your operatives within 6"/pentagon of this glyph can re-roll one hit die in melee. That former part will be more often usable since it can cut off enemies from a possible objective. *'''Loot Hoard:''' All grenades (whether equipment or actions) can be used twice rather than once. This also allows you to equip kommandos with extra shootas and choppas for 1 EP, though not many would ever really need both of these. *'''Explosives Stash:''' All your operatives except the Bomb Squig gain a new 2AP action. This action can be used within 1"/triangle of a Heavy obstacle and over 2"/circle of any enemies, turning that obstacle into Light terrain. While this sounds rather crushing, this also adds this cover-destruction to the Sabotage or Blow it Up Tac Ops as well, making it vital to scoring VP. </tab> <tab name="Rare Equipment"> #'''Shiny Slugz (2/3 EP):''' One slugga, dakka shoota or scoped big shoota gains AP1, an easy upgrade to punch past power armor and anything below. Costs 2 EP for a slugga, otherwise it's 3 EP. #'''Mork's Eyeball (1/3 EP):''' One slugga, dakka shoota, scoped big shoota or rokkit launcher improves their BS by +1 making it more effective as a gun. Costs 1 EP for a slugga and even removes the range limitation, but costs 3 EP for any other gun. #'''Devil's Whispa (2 EP):''' One slugga gains Silent and Lethal 4+, making it better for close-ranged marksmanship. After all, who'd expect your pistol to be a sniper rifle? #'''Skraga's Choppa (2 EP):''' One choppa, big choppa, or twin choppas gain Lethal 5+, giving you a chance for higher pain in combat. #'''Fungal Brew (2 EP):''' Provides you a sorta potion. The bearer loses one battle scar, gains immunity to the injured condition and auto-passes their casualty test. All you need to keep one boy at peak efficiency. #'''Klever Kap (2 EP):''' Gain +1 CP. All for you to blow on ploys. </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