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==Base of Operations== ===Strategic Assets=== An extended campaign will include the addition of a Base of Operations. Aside from being a storage for your guns and special equipment, you can also gather Strategic Assets to provide special rules via requisitions. While you start off with only being able to gather two, you can increase the number of assets you can own by fulfilling Spec Ops until you reach five assets. You can always swap out assets in between games, which can see use depending on how your game develops. *'''Engineering Bay:''' When setting up terrain, you can claim one piece with Light within 6"/pentagon of your DZ and turn it into Heavy terrain. Provides you another strongpoint to protect your team, especially for a defensively-minded one *'''Intelligence Network:''' When you use Infiltrate during the Scouting Step, you can use it a second time during the first turn. *'''Surveillance System:''' When you use Recon during the Scouting Step, you can use it a second time during the first turn. *'''Expanded Armoury:''' You gain +4 EP to spend on gear for your troops. *'''Med Bay:''' You can re-roll one Casualty test, which you'll need to keep your troops alive. This is in addition to the one offered by having a {{W40kKeyword|Medic}} operative. *'''War Shrine:''' Only usable if you have at least one operative with Ace rank or higher. When updating your dataslate, you can choose an Adept-rank operative to gain an additional point of XP. *'''Comms Network:''' Once per game you can re-roll your initiative roll. *'''Tactical Re-roll:''' Once per turn, you can use a Tactical Ploy without spending any CP. *'''Stimm Stash:''' Allows you to re-roll a roll of 1 on Recovery tests, which can help on your chances of saving your troops from their scars. ===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. ===Rare Equipment=== Rare Equipment is something that's only acquired by Spec Ops. Unlike the basic equipment, these upgrades are all unique and can be equipped by anyone. These items are also essentially shared by everyone unless you're one of the few bespoke armies with their own unique tables. <tabs> <tab name="Melee"> #'''Power Enhancer (2 EP):''' This weapon adds +1 to both damage profiles. #'''Inertia Displacer (2 EP):''' This weapon gains Brutal, letting it swat aside most parries in order to splatter enemies. #'''Perfectly Weighted (2 EP):''' This weapon gains Balanced for a re-roll. #'''Rending Blade (2 EP):''' This weapon gains Rending, making their crits more potent. #'''Monomolecular Edge (2 EP):''' This weapon gains Lethal 5+ for easier crits. Especially useful for weapons with crit effects you want to proc as much as possible. #'''Arc Unit (2 EP):''' This weapon gains Stun to sap AP from enemies. </tab> <tab name="Ranged"> #'''Auto-Loader (2 EP):''' This gun gains Ceaseless, providing a minor safety policy against nat 1s to hit. #'''Flux Capacitor (2 EP):''' This gun gains P1, making crits punch through armor. #'''Rending Rounds (2 EP):''' This gun gains Rending, making their crits more potent. #'''Propulsion Amplifier (2 EP):''' This gun adds +1 to both damage profiles. #'''Thermal Sight (2 EP):''' This gun gains No Cover, ignoring one of your biggest obstacles in the game. #'''Seeker Spirit (2 EP):''' Whenever this gun scores a crit, you can re-roll another hit die. Maybe it can be used to crit-fish, but more often it'll be used just to make sure every shot counts. </tab> </tabs>
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