Warhammer 40,000/Tactics/Kill Team(9E)

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Tactics

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The Rules[edit]

Unlike in vanilla 40k, most actions in the game are handled on a "I go, you go" basis of alternating activation, similar to Warhammer Underworlds. This means the game speed is much faster than 40k's, and also requires players to plan their actions out more carefully.

Your models are DRASTICALLY different than how they are in regular 40K, with only scraps remaining from any old ruleset.

GW also decided to get off their lazy asses and upload Free Rules to understand the fundamentals without needing to buy a whole boxset.

Differences from Bighammer[edit]

  • All distances from movement to weapon ranges are measured using certain preset ranges (Triangles, Circles, Squares, Hexagons). Guess where these preset distances can be found? If you guessed "Those fancy new Kill-Team box sets", then congratulations, you're paying attention to GW's antics. If you don't have the patience for that shit, Triangle=1", Circle=2", Square=3" and Pentagon=6". Seriously GW? Could you have called it a Hexagon instead?
    • Speaking of weapon ranges, most guns effectively have infinite range unless stated otherwise - again, allowing people to focus less on the shooting and more on the moving or special tactics. So far, the only weapons that seem to have limited ranges are pistols and weapons with already short ranges like flamers and meltaguns.
    • Crits are a bigger part of the game. Rolling a 6 to hit counts as a critical hit, dealing additional damage depending on the weapon and some triggering other effects like mortal wounds. Crits also can be saved only by rolling a crit save (6) or by spending 2 normal save successes to block one crit hit.
  • Statlines are practically alien when compared to basic 40K, with almost nothing but the saves being anywhere near familiar. These stats are also now condensed into index cards just like Underworlds.
    • You no longer make as many saves as you get attacks - That gets capped by the Defense (DF) stat, thus meaning that you won't get something like space marines soaking up absolutely everything short of plasma for ever and ever so long as the dice gods like you.
    • Melee is drastically different. Both sides have to roll off a number of die equal to the weapon's attack stat. After counting all the hits, starting with the attacker each player picks one of his successful dices and spends it to deal damage or parry (discard) one of enemy hits.
    • Action Points (AP) are a visible resource. All of your actions are governed by your AP Limit.
    • Group Activation (GA) allows you to activate multiple models at the same time, speeding up the turn and allowing you to outmaneuver low GA armies. That said, not many GA2 operative exist and most of the ones who do are the most basic and flimsy goons like cultists and guardsmen.
  • Stratagems are now split into Strategic Ploys (Which are useful for army-wide buffs) and Tactical Ploys (For one-model antics). Though every faction has their own ploys, the ever-reliable Command Re-roll Tactical Ploy remains universal.

Boarding Actions[edit]

Alongside all the stuff mentioned above, the current season of Kill Team (Into the Dark, Shadowvaults, Soulshackle) all include new close-quarters rules to better-simulate playing within the cramped halls of a Space Hulk.

  • You can't walk over walls or shoot through them.
    • The only exception to this rule is the hatchways, which require an action in itself to open and close. You can also have operatives that are in base contact with one end of a hatchway fight an enemy on the other end of a hatchway.
    • Soulshackle is looking to add an additional angle via specific walls you can apply detonation-charges on with one action only to spend another action to detonate. The detonation isn't harmless, however, as anyone nearby the wall as it explodes will take damage.
  • The addition of a Guard action so your operatives can attack as a response to any enemy actions. This does mean they can fire overwatch despite being in engagement range, but doing so also prevents them from using any more appropriate weapons when said enemy gets their chance to chop them to bits.
  • Weapons with the Blast, Splash, or Torrent rules also get the Lethal 5+ rule because there's no room to evade the AOE.
  • Operatives with Indirect weapons can choose to ignore that rule, but gain Range Square/3" in exchange. Frag grenades suddenly got quite an edge in close-quarters.
  • When determining if a target gets cover from shooting, you also have to account for any models that start with 5 or fewer wounds and any friendly operatives unless they're in base contact with the shooter.
  • The following Tac Ops are no longer usable: Seize Ground, Hold the Line, Sabotage, Vantage.

Battle Honours[edit]

Another major change is that battle honours only activate after the operative ranks up and aren't a static leveling path. In fact, the upgrades you get from each specialism can be randomized based on the specialty you pick. You can even get access to multiple specialisms if you spend requisitions on it. In addition, you can play as one of the "bespoke" teams that have access to an exclusive list of battle honours.

<tabs> <tab name="Combat">

  1. Inorexable: Whenever this operative fights, engaged enemies can't be supported. If you expect to fight plenty of mobs or weaker enemies that rely on support, you'll be needing this.
  2. Bladework: This operative can re-roll one hit die in melee. Of course, this can stack with Balanced for an additional re-roll and guarantee a hit.
  3. Dirty Fighter: This operative gets an extra attack in melee when they're supported in combat. If your operatives rely upon support to get things done, you'll absolutely want to cheese it.
  4. Vicious: This operatives melee weapons deal +1 critical damage.
  5. Duellist: Enemies suffer -1 to WS when rolling to hit this operative, making this a great defense for melee-focused operatives.
  6. Savage: Whenever this operative retains any critical hits in melee, they can deal an additional MW on the enemy.

</tab> <tab name="Marksman">

  1. Gun Ace: This operative can re-roll one hit die in shooting. You can stack this up with Ceaseless or Balanced to guarantee some extra hits.
  2. Crack Shot: Whenever this operative scores any crits while shooting, they also deal an additional MW.
  3. Calculated: Whenever this operative performs Overwatch, their BS does not degrade. Excellent for flamers or other rapid-fire guns with good BS.
  4. Careful Aim: When shooting, this operative doesn't count any intervening models as cover, so mobs are no longer an obstacle.
  5. Sharpshooter: If this operative doesn't move, fall back, or charge when shooting, they count one hit roll of 5+ as a crit. This is especially handy for snipers and heavy gunners, who tend to remain still when shooting anyways.
  6. Death From Above: Once per turn, if this operative shoot from a vantage point and misses every shot, they can shoot again.

</tab> <tab name="Scout">

  1. Runner: This operative gets a free Dash on any activation where they don't shoot or fight. Save this for the tac ops that require capping a point.
  2. Swift: This operative can Dash more than once in an activation and can jump without needing to test anything or expending any movement.
  3. Covert: During their first activation, this operative can swap their Order. Not too big a deal for Kroot or Wyrmblade cultists, who have their own ways to do so.
  4. Picket: When setting up your models, this operative can be set up within square/3" of your DZ, giving you an early scout move.
  5. Evasive: Whenever an enemy tries to shoot this operative while they're using the Conceal Order, your operative can re-roll one defense die.
  6. Dodge: This operative can move or dash while going in and out of engagement ranges, allowing them to dodge any inconvenient tie-ups while reaching an objective. They can also weave in and out of engagement ranges while charging an enemy, which is excellent for target prioritization.

</tab> <tab name="Staunch">

  1. Resilient: This operative gains +2 max wounds, giving you a sizeable boost to durability.
  2. Shrug Off: Whenever this operative gets shot, they can reduce one critical hit to a normal one, which can help against the crueler crit effects like Stun or MW.
  3. Focused: Whenever this operative caps an objective, they count their APL as 1 higher so you can edge over most guardsman-tier operatives. Since this isn't considered a modifier in a traditional sense, this means that this can stack with the APL bonus of any icon bearer operative.
  4. Stalwart: This operative can never be considered injured. While useless for Death Guard, Custodes, and Plaguebearers, this can be critical in ensuring peak effectiveness from an operative even in the direst of circumstances.
  5. Invulnerable: This operative ignores AP1 from any guns. Unfortunately, the cases of this showing up aren't too often - Take it depending on what your enemy has on hand.
  6. Indomitable: This operative gains a 5+++, same as the Death Guard.

</tab> </tabs>

Building a Kill-Team[edit]

Kill-Teams in this edition are a drastically different affair when compared to prior editions. Rather than buying weapons and whatnot for each model, you're flat-out given the options to pick whatever you want according to what's available. Points no longer matter, meaning that you don't need to scrimp and save to throw that precious plasma pistol on your leader.

However, you do have limitations on how many of each operative you can bring, and each kill team can only take a certain number of operatives. Related to this is the existence of fire teams, specially-themed lists based upon a certain squad (e.g. a fire team based on tactical marines, a fire team based on a platoon of guardsmen, so on and so forth). With the exception of the loyalist marines and any factions with only one fireteam (Kroot, Grey Knights, any of the WD and box-set kill teams), you can only equip take two fire teams.

After that is the option for specialty equipment. Each player gets 10 Equipment Points (EP) you can use to buy special items from their faction's specific list of gear or any Rare Equipment you picked up in a campaign. These items give you a particular edge, be it a grenade, a backup weapon or some other means of assisting you in accomplishing your goal.

Tac Ops[edit]

Tac Ops are secondary objectives based upon the particular archetype of your fire team/faction. Only a maximum of three of these can be faction-exclusive, which you can find on their particular tactica, while the rest have to be based on one of your kill-team's archetypes.

<tabs> <tab name="Seek and Destroy"> These objectives are the most keyed for offensive kill-teams, focusing on killing key operatives on the field.

  • Headhunter: Revealed when you kill the enemy's Leader operative. Score 1 VP for killing them, plus another one if you did it during the first or second turning point. Lucky for you if you managed to score that kill so early.
  • Challenge: Revealed during the first turning point. You mark one enemy operative and one of your operatives. You get 1 VP for just killing that enemy with your operative, but you score another one if your chosen operative was within 6"/pentagon of that enemy.
  • Rout: You gain a VP for killing an enemy with an operative that's within 6"/pentagon of the enemy's DZ. You gain another VP if you do this on any outfit after revealing it.
  • Execution: Revealed during any turning point where you've taken down more enemies than they did. If you manage to keep that advantage for two turns you score 1 VP, but you score more if you keep it for three. If you pick this, it's either because you've got a guaranteed advantage and want to press it, like marines clearing out guardsmen.
  • Deadly Marksman: Mark one of your operatives to be the Marksman. You can reveal this Tac Op whenever the marksman kills an enemy with a gun while totally within 3"/square of the DZ. You score 1 VP if you manage to kill another enemy with their shooting and gain another if they survive until the end of the game with this. This will likely be relegated to your snipers.
  • Rob & Ransack: Revealed when an enemy is killed by an operative within 1"/triangle and over 3"/square of any other enemy operatives. You score a VP just by doing it, and then get another one if that operative lives until the end of the game.

</tab> <tab name="Security"> These objectives focus more on covering territory. While not exactly focused on capping points, they still seek to reach the enemy's territory as quickly as possible.

  • Seize Ground: Revealed in the first turning point. Mark one piece of terrain that's more than 3"/square from your DZ that lacks any parts with the Heavy trait. You score 1 VP if, at the end of the game, the total APL of your units within triangle/1" of this terrain exceeds that of your opponent. You score another VP if there are no enemies near your terrain piece and the total APL of your units is 4 or higher.
  • Hold the Line: Revealed in any turning point after the first. You gain 1 VP for each turning point where there are no enemies within 6"/pentagon of your DZ, meaning that you'll need to keep your forces close by to intercept the enemy.
  • Protect Assets: If you kill two or more enemies while they're within circle/2" of an objective or when carrying it, you score 1 VP. You then score another VP for each turn that you do this, which prioritizes setting up a kill-zone and baiting your opponents to this one spot.
  • Damage Limitation: Score 1 VP for each turn where none of your operatives died. While your operatives are a little tanky here, this is easier said than done when you account the Defense stat, how melee overwhelms armor saves and invulns, and the general damage scaling.
  • Plant Banner: Mark one operative to carry the banner. You reveal this tac op when you drop this banner, planting it for all to see. You win 1 VP if you have this banner within 6"/pentagon of the enemy's DZ but not totally within it, while having the banner within the DZ scores you 2 VP. If you think this is a one-and-done deal, don't - enemy operatives gain a new action to destroy this banner when they're near it, meaning that you'll need to protect it.
  • Central Control: A fairly similar objective to Seize Ground except you can reveal this at any turning point. You score 1 VP at the end of any turn where the total APL of your operatives within 3"/square of the center of the board exceeds that of your enemy. While it doesn't prioritize keeping the enemy away from any point, it still focuses heavily on keeping your side locked down.

</tab> <tab name="Infiltration"> These objectives focus on isolation and working behind the scenes. Very few of these actually focus on up-front combat but instead rely on special actions.

  • Capture Hostage & Infiltrate: Revealed when an operative kills an enemy within 2"/circle and more than 6"/pentagon from any other enemies. You score 1 VP just for accomplishing it and a second if you pull it off within the third or fourth turn.
  • Behind Enemy Lines: You score a VP for each turn any of your operatives enter the opponent's DZ and more than square/3" of any enemies.
  • Upload Viral Code: Your operatives gain a special 2AP action. This action can only be performed within 6"/pentagon of your opponent's DZ and over 2"/circle of any enemies, granting you a VP for each turn where you can accomplish it. If you pull off Behind Enemy Lines or Plant Banner, you can try with this so long as you're able to keep your enemies away.
  • Implant: Triggered whenever you attack an enemy in melee. Rather than dealing damage, you instead plant a tracker on them, scoring 1 VP. You score another VP if you tag two more enemies in such a manner. This work especially well for kill teams with poor melee output but good BS.
  • Sabotage: Your operatives gain a new 2AP action. Whenever your operatives are next to a piece of terrain within 6"/pentagon of or within the enemy DZ and without a piece with the Heavy trait, you can sabotage this terrain, granting you 1 VP. Unlike other tac ops like this, you can only perform this action on a terrain piece once, meaning you'll need to split your attention on multiple targets to maximize your profit.
  • Interloper: Mark one operative as the interloper. This tac op gets revealed when they perform a special 2AP action, which lets them vanish off the enemy's table edge so long as there's no enemies within 3"/square of them and give you a flat 2 VP. While it sounds easy, this will also potentially rob you of an operative, meaning that you'll need to time your interloper's departure and make sure that nobody takes them down before they reach their goal.

</tab> <tab name="Recon"> These objectives aren't built upon killing either, but more upon marking certain areas and operatives.

  • Mark Target: Revealed when your operative shoots the enemy's Leader operative. Rather than dealing damage, you can make one successful hit instead mark the enemy, scoring you a VP. This can even be repeated each turn, scoring you another VP if you have a good BS like the Tau or Marines.
  • Triangulate: Your operatives gain a new action that they can use within square/3" of a table edge that isn't yours, marking the territory as yours. If you manage to score two edges you get 1 VP, while scoring all three nets you 2 VP.
  • Place Signal Beacon: Your operatives gain a special 2 AP action that lets them place a signal beacon token right next to them and you gain 2 VP if it's within 6"/pentagon of the enemy DZ. This isn't so easily done, however, as if the enemy ends up right beside the token and none of your operatives are nearby, they can immediately break it and foil your plans. You'll be needing to protect that objective for the whole game once placed.
  • Vantage: Your operatives gain a new 2 AP action that lets them mark any Vantage Points that aren't within your DZ as yours. You score 1 VP for each turn where you mark a Vantage Point, requiring your operatives to travel the board and probably secure an escort or protector of some sort.
  • Retrieval: Revealed during the first turning point. Your enemy can place a token at any spot that isn't a Vantage Point and is at least 3"/square from their DZ. Your operatives have to rush over to this token and then pick it up. You score 1 VP if an operative is controlling it and another for carrying it. This is a pretty long-term goal as it will require that you protect your carrier for long enough to end the game.
  • Overrun: The most aggressive objective of the lot. You score 1 VP for every turn where you have operatives within 3"/square of each table edge, which will require you to defend your territory on each edge.

</tab> </tabs>

Spec Ops[edit]

Spec Ops are more ongoing objectives, focused more on a greater goal than any archetype (though faction-exclusive ones exist too). These are generally split into two phases: the first requires you to finish a number of games while accomplishing certain tac ops, the second requires you to finish a game while accomplishing a specific tac op. Fulfilling both phases gives you a pretty sizeable reward, usually requisition and some other big benefits. <tabs> <tab name="Elimination">

  1. Draw Them Out: Finish five games where you scored VP from the Mark Target, Execution, or Rob & Ransack Tac Ops.
  2. Neutralize Threat: Finish one last game where you score VP from the Headhunter Tac Op. Better make sure you kill that leader and kill them quick!

Clearing these goals gives you 1 RP and the option between a piece of rare equipment or improving your asset capacity by 1. In addition, the operative who accomplished the Headhunter Tac Op gains an automatic 5 XP that isn't affected by being incapacitated. </tab> <tab name="Recover Archaeotech">

  1. Investigate Sites: Finish five games where you scored VP from the Seize Ground or Vantage Tac Ops. Incidentally, these Tac Ops are both based around reaching specific objectives, meaning killing everything isn't as high a priority.
  2. Retreive Archaeotech: Finish one last game where you score VP from the Retrieval Tac Op, meaning that you'll need to rush to that objective before the enemy cuts you off.

Clearing these goals gives you 3 RP and the option between a piece of rare equipment or improving your asset capacity by 1.

  • While simple, 3 RP is absolutely nothing to sleep on. Especially for the Box/WD Kill Teams, you've got plenty of options to spend these points.

</tab> <tab name="Perform Ritual">

  1. Commence Rites: Finish five games where you scored VP from the Hold the Line or Protect Assets Tac Ops. Both of these Tac Ops are very defensively focused, requiring you to deter enemies from entering your territory.
  2. Complete Ritual: Finish one last game where you score VP from the Upload Plant Banner Tac Op. Again, make sure your team can protect that banner to max out your VP.

Clearing these goals get you 1 VP as well as 5 XP you can share among your operatives, whether it's just bumping one operative a rank or evening out some casualties. The operative who scored the Plant Banner Tac Op scores 5 XP on his own that isn't affected by being incapacitated. </tab> <tab name="Demolition">

  1. Plant Charges: Finish five games where you scored VP from the Plant Signal Beacon or Sabotage Tac Ops. Both of these require that you keep enemies away from an operative while they're performing shady deeds.
  2. Detonate: Finish one last game where you score VP from the Upload Viral Code Tac Op. Again, make sure your team can protect that banner to max out your VP.

Clearing these goals gives you 3 RP and the option between a piece of rare equipment or improving your asset capacity by 1.

  • While simple, 3 RP is absolutely nothing to sleep on. Especially for the Box/WD Kill Teams, you've got plenty of options to spend these points.

</tab> <tab name="Infiltrate Enemy">

  1. Gather Intelligence: Finish five games where you scored VP from the Rob & Ransack, Implant or Behind Enemy Lines Tac Ops.
  2. Plant Operative: Finish one last game where you score VP from the Interloper Tac Op. You need to guarantee that one of your guys makes it to the enemy DZ.

Clearing these goals gives you 1 RP and the option between a piece of rare equipment or improving your asset capacity by 1. In addition, the operative that scored the Interloper Tac Op gains an instant 5 XP that isn't limited by being incapacitated. </tab> <tab name="Purge Order">

  1. No Prisoners: Finish five games where you scored VP from the Deadly Marksman, Rob & Ransack or Execution Tac Ops. This Spec Op is pretty much entirely focused upon killing, so bring your biggest guns and pointiest swords.
  2. Rout: Finish one last game where you score VP from the Rout Tac Op. As Varnus would say, "To the last, kill them all."

Clearing these goals gives you 1 RP and the option between a piece of rare equipment or improving your asset capacity by 1. You also gain 5 XP you can share among your operatives, letting you either rank up one or even out any issues on your list. </tab> <tab name="Breakout">

  1. On the Run: Finish five games where you scored VP from the Overrun, Vantage or Triangulate Tac Ops. All of these Tac Ops require that your troops move quickly before the enemy can catch them.
  2. Last Dash to Safety: Finish one last game where you score VP from either the Behind Enemy Lines or Interloper Tac Op. Both of them require you getting at least one of your operatives to the enemy DZ, but you'll need to make sure more can reach there.

Clearing these goals gives you 3 RP and all of your operatives automatically pass any casualty and recovery tests.

  • While simple, 3 RP is absolutely nothing to sleep on. Especially for the Box/WD Kill Teams, you've got plenty of options to spend these points.
  • The lack of rare equipment or extra asset slots means that this shouldn't be something you take unless you're in dire circumstances where you'll need the recoveries and the RP.

</tab> <tab name="Extraction">

  1. Secure Extraction Point: Finish five games where you scored VP from the Hold the Line or Damage Limitation Tac Ops. Both of these are focused on protection, either of your operatives or of your DZ
  2. Exfil: Finish one last game where you score VP from the Seize Ground Tac Op. While this still requires protecting your troops, the bigger focus is capping that point with as many of your operatives as possible.

Clearing these goals gives you 1 RP and the option between a piece of rare equipment or improving your asset capacity by 1. In addition, all of your operatives automatically pass any casualty and recovery tests.

  • While you lack as many RP as Breakout offers, this does give you the option for another asset or rare equipment.

</tab> <tab name="Honour-Bound">

  1. Pursue Atonement: Finish five games where you scored VP from the Execution, Headhunter or Rout Tac Ops. All of them require killing, so bring out your big guns.
  2. Glory and Vindication: Finish one last game where you score VP from the Challenge Tac Op. This should be when your big melee beatstick makes their big appearance.

Clearing these goals gives you 1 RP and 5 XP you can share between all your operatives. In addition, the operative that accomplishes the Challenge Tac Op scores 5 XP of their own, unaffected by being incapacitated. </tab> <tab name="Secure District">

  1. Drive them Back: Finish five games where you scored VP from the Protect Assets or Plant Banner Tac Ops. Both of them are fairly defensive, though Protect Assets requires kills to be closer to the objective.
  2. Stand Your Ground: Finish one last game where you score VP from the Central Control Tac Op. The goal of this game should be keeping your guys alive while keeping the enemies at bay.

Clearing these goals gives you 3 RP and the option between a piece of rare equipment or improving your asset capacity by 1.

  • While simple, 3 RP is absolutely nothing to sleep on. Especially for the Box/WD Kill Teams, you've got plenty of options to spend these points.

</tab> </tabs>

Base of Operations[edit]

Strategic Assets[edit]

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 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[edit]

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[edit]

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">

  1. Power Enhancer (2 EP): This weapon adds +1 to both damage profiles.
  2. Inertia Displacer (2 EP): This weapon gains Brutal, letting it swat aside most parries in order to splatter enemies.
  3. Perfectly Weighted (2 EP): This weapon gains Balanced for a re-roll.
  4. Rending Blade (2 EP): This weapon gains Rending, making their crits more potent.
  5. 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.
  6. Arc Unit (2 EP): This weapon gains Stun to sap AP from enemies.

</tab> <tab name="Ranged">

  1. Auto-Loader (2 EP): This gun gains Ceaseless, providing a minor safety policy against nat 1s to hit.
  2. Flux Capacitor (2 EP): This gun gains P1, making crits punch through armor.
  3. Rending Rounds (2 EP): This gun gains Rending, making their crits more potent.
  4. Propulsion Amplifier (2 EP): This gun adds +1 to both damage profiles.
  5. Thermal Sight (2 EP): This gun gains No Cover, ignoring one of your biggest obstacles in the game.
  6. 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>

Factions[edit]

Imperium[edit]

Chaos[edit]

Xenos[edit]