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===Requisition=== Along with XP, you also win Requisition Points in order to attain special perks for your army. While managing your base, you can spend RP in order to utilize these special resources. *'''Operative Assigned (1 RP):''' Hire a new operative from your faction to join your army. Useful for replacing losses or acquiring a new specialist to cover any holes your force has. *'''Equipment Drop (1 RP):''' Gain 5 EP to spend on special gear. Just in case you have something you REALLY need. *'''Asset Acquired (1 RP):''' Acquire one of the assets mentioned above. ** If you've reached the limit of how many assets you can use at a time, you can "use" this requisition to buy one asset and trade off another one. *'''Medivac (1 RP):''' When an operative is rolling for battle scars, using this will immediately set them to a Cerebral Affliction. This is probably the best you can get, as the operative won't get any battle scars for it. *'''Recuperate (1 RP):''' When an operative that didn't fight in the last game is rolling a recovery check, you can use this to add +1 to their roll. *'''Proficient Operative (1 RP):''' When an operative reaches the Grizzled or Revered rank, you can spend RP in order to open a second specialism to pick Battle Honors from. Depending on your kill-team, this can either be kinda pointless to pretty vital, especially for the ones with bespoke Battle Honors to pick from. *'''Weaponsmith (1 RP):''' An Ace, Grizzled, or Revered-rank operative can equip two pieces of rare equipment at once. Depending on how long your campaign goes, this might probably be the last one you'd consider picking, if at all.
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