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===HotA Campaign Additions=== <tabs> <tab name="Tac Ops"> *'''Pay the Soul Debt:''' Revealed when you first score a pain token. Every token you get by any means adds to this tally and you score 1 VP if you end the game with seven tokens, 2 VP if you score over nine. *'''Slave Run:''' Revealed when you kill an enemy. This enemy is replaced with a Slave token your operatives can then pick up, though this costs them 2"/circle of movement while carrying the slaves back. You score 1 VP for if you're carrying two slaves and 2 VP if you're carrying 4+ slaves. *'''Contemptuous Slaughter:''' Score 1 VP for every turn where you kill more operatives than the enemy has. </tab> <tab name="Spec Ops - Slave Raid"> ''Note - This counts as the Extraction Spec Op for terms of repeating'' #''Corral the Flesh Harvest'': Finish five games where you scored VP from the Slave Run, Rob & Ransack and Capture Hostage & Infiltrate Tac Ops. #''Delivering the Quarry'': Finish one last game where you score VP from the Plant Signal Beacon Tac Op. Completing this Spec Op scores 3 RP and you can re-roll all Casualty and Recovery checks. </tab> <tab name="Spec Ops - Remove Rival"> #''Embed Rival'': Pick one operative that isn't the Archsybarite or Skysplinter Assassin to be considered the rival. You must finish five games with this operative on the team. #'''Accidental' Elimination'': Finish one last game where you get this rival killed. #*Curiously, this Spec Op does have an explicit fail state, namely getting the rival permanently killed before it you reach the second step of this Tac Op. After all, the Dark Eldar want things to look like elaborately-staged accidents, not actually be accidents. Completing this Spec Op makes the rival auto-fail any recovery checks and straight-up die without any hope of revival. Your Archsybarite gains 5 XP and you get another 5 XP to share among the rest of your operatives as well as a free use of the Operative Assigned Requisition in order to replace that loss. You also get to pick between either a piece of Rare Equipment and increasing your Asset capacity by 1. </tab> <tab name="Battle Honors"> #'''Epicurean of Suffering:''' The first time this operative uses a pain token to re-roll, they can do so for free. Awesome. #'''Pain Artist:''' This operative gains an extra pain token for killing enemies in melee. Outstanding for your melee experts, still helpful to offset your troubles on the more shooty ones. #'''Shadow Hunter:''' Whenever an enemy over 6"/pentagon tries to shoot at this operative while they're hiding in cover, they get to make an additional automatic save. #'''Spire Stalker:''' This operative ignores the first 2"/circle of movement when climbing, dropping or traversing. Not as useful in a space hulk. #'''Conniving:''' This operative can use the Cruel Deception plot every turn for free. Excellent escape button. #'''Patient Predator:''' Whenever this operative attacks an enemy that isn't readied, the enemy can't re-roll any attack or defense dice. </tab> <tab name="Requisition"> *'''Ambitious Advancement (1 RP):''' When one operative earns more XP from a game than another operative of higher rank, the first one gets some extra XP equal to the difference of how much XP they got. Great for setting up newcomers. but it can be risky. *'''Dark Resurrection (2 RP):''' Surprisingly costly for a Requisition, but this does let you straight-up resurrect a slain operative. That said, they still need to sit out the next fight for recovery. *'''Ruthless Competition (1 RP):''' Only usable during a Spec Op. You have two operatives competing by tallying up kills each game for the rest of the spec op. If you field the operative with fewer kills than the other, then the operative with fewer kills starts the game with a free pain token. </tab> <tab name="Assets"> *'''Pain-Adept Laboratory:''' One operative can immediately recover from a Battle Scar, but they need to rest for the next game so they adjust to whatever freakish mods the friendly haemonculus did. *'''Shrine of Suffering:''' One operative starts the game with a pain token. Lucky them. *'''Toxin Cryo-Distillery:''' Whenever an operative shoots a Splinter Rifle, Shardcarbine, Splinter Pistol or Splinter Cannon but only scores basic hits, one hit is automatically made into a crit for that extra damage. </tab> <tab name="Rare Equipment"> #'''Ghostplate Armor (2 EP):''' Bearer now has a 3+ save, which helps against guns. #'''Tormented Soulstone (2 EP):''' Single-use item to let an operative heal 3+d3 wounds by eating a craftworlder's soul. #'''Clone Field (3 EP):''' Once per game when the bearer is attacked, they can immediately dash away as if they could fly and any attacks the enemy made are now wasted. Absolutely dickish. #'''Pain Casket (2 EP):''' Whenever an operative within 6"/pentagon of the bearer scores a pain token, it can instead be fed to another operative within 6"/pentagon. Very handy for keeping everyone prepared, especially since the Flayer can only do the same thing on a crit. #'''Living Trophy (3 EP):''' The bearer starts the game with a pain token. #'''Soul-Scent Barb (2 EP):''' Mark one enemy operative. The bearer can re-roll any attacks against this marked enemy. </tab> </tabs>
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