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===CC Campaign Additions=== <tabs> <tab name="Tac Ops"> *'''Rampant Nightmare:''' Count a tally for every wound your {{W40kKeyword|Nightmare Hulk}} operatives inflict in melee. Score 1 VP for 30 wounds, and another for 40+ wounds. *'''Pestilent Hosts:''' Revealed the first time an enemy dies. That enemy turns into a special token that stays on the board. Score 1 VP if you kill at least a third of the enemy's roster and another VP if you kill over two-thirds of the enemy's roster. *'''Tech Infection:''' Your operatives gain a new action that lets them infect objectives. You gain 1 VP for three objectives, and another if you corrupt any beyond that. </tab> <tab name="Spec Ops - Spread the Pox"> ''Note - This counts as the Perform Ritual Spec Op for terms of repeating'' #''Propogate Infection'': Finish five games where you won VP from the Pestilent Hosts or Tech Infection Tac Ops. #''Infection Unleashed'': Finish one last game where you won VP from the Rout Tac Op. Now that your minions have done their work, now your monsters can go to town! Completing this Spec Op scores 5 XP for the operative that finished the last Tac Op and can either increase your asset cap by one or gain a piece of Rare Equipment. In addition, you gain two free uses of the Equipment Drop Requisition. </tab> <tab name="Spec Ops - Pestilence Ex Machina"> ''Note - This counts as the Demolition Spec Op for terms of repeating'' #''The Incision'': Finish five games where you scored VP from either the Rampant Nightmare, Rout or Execution Tac Ops. All of these Tac Ops will require you to murder your enemies, so you're going to need all the guarantees that they can actually kill. #''The Seeding'': Finish one last game where you score VP from the Upload Viral Code or Plant Signal Beacon Tac Op. Finishing this Spec Op scores you 2 RP and 5 XP to spread across your operatives. </tab> <tab name="Battle Honors"> #'''Repulsive Resilience:''' This operative can reroll Disgustingly Resilient rolls of 1. #'''Obstinate Gifts:''' This operative ignores all APL and movement penalties, which you'll need because you don't have a whole lot. #'''Twisted Talons:''' Melee weapons gain Brutal. If this operative is a Glitchling, they instead gain Lethal 5+ on their melee weapons. #'''Fly Swarm:''' When enemies from beyond 6"/pentagon shoot at this operative, they can reroll save rolls of 1 #'''Repugnant Stench:''' Enemies within 3"/square of this operative count their movement as if they were Injured. Great for trapping your enemies within charging range, and especially locks them within Techno-Curse range. #'''Freakish Follower:''' This operative can be activated by anything for the sake of Group Activation, meaning it can be activated by anything with a higher GA despite being a different type (such as a Glitchling following a mutant) or having GA1 (like Vulgrar following a pack of vermin). </tab> <tab name="Requisition"> *'''Communion with the Entity (1 RP):''' After a game, you can make one operative that rested that game automatically roll a 6 for their Recovery check. *'''Benediction of Chaos (1 RP):''' One {{W40kKeyword|Nightmare Hulk}} operative of Veteran rank or higher can swap out one Battle Honour for another it can access. As your top bruisers, you'll need them to be at their best builds. *'''Techno-Viral Shockwave (1 RP):''' Lets you straight-up shut down an enemy's asset. Sucks to be them, huh? </tab> <tab name="Assets"> *'''Vermin Nest:''' Pick one {{W40kKeyword|Mutoid Vermin}} type. You now have infinite quantities of that vermin in your inventory. Prepare to flood the board with the fuckers. *'''Possessed Cogitator:''' {{W40kKeyword|Nightmare Hulk}} operatives gain 2 XP for murdering victims. What better way is there for rewarding something for doing what it does best? *'''Pulsating Plaguenode:''' When an enemy attacks one non-{{W40kKeyword|Mutoid Vermin}} operative, you can automatically make one Disgustingly Resilient roll a 6. </tab> <tab name="Rare Equipment"> #'''Vermin Infestation (3 EP):''' Lets you resurrect one dead base of {{W40kKeyword|Mutoid Vermin}} as an action once per game, placing them within 3"/square of the bearer. #'''Toxic Pus (1 EP):''' Whenever the bearer is wounded, all engaged enemies take a mortal wound on a 6+. #'''Unreal Aura (1/2 EP):''' Grants a 5++ Invuln save, which is a lot for a band of zombies and bugs wearing mere tatters, if that. Costs 2 EP for {{W40kKeyword|Nightmare Hulk}} Operatives. #'''Scrapcode Emanator (2 EP):''' Gain a 6"/circle aura that forces enemies within it to re-roll one crit they score when they fight or shoot. Great security policy for those who manage to make do with the Techno-Curse if they don't outright ignore it. #'''Flesh Hunger (1/3 EP):''' Lest you forget that you're running a bunch of mutant ''zombies''. Any time the bearer kills an enemy in melee, they recover d3 wounds. Costs 3 EP for {{W40kKeyword|Nightmare Hulk}} operatives. #'''Mutoid Pheromones (1 EP):''' Gain a 3"/square aura that lets {{W40kKeyword|Mutoid Vermin}} inside it improve their WS and BS by 1. Not like they'll be much better, but it's the thought that counts. </tab> </tabs>
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