Freebooterz Rove
Composition
A FREEBOOTERZ ROVE killteam is composed of:
-
1 FREEBOOTER DA KAPTIN equipped with one of the following options:
- Da “Kraken”; Power Klaw
- Twin-Rokkit Pistols; Da Kaptin's Sword
-
9 FREEBOOTER operatives selected from the following list:
- MINDER equipped with one of the following options:
- Smash Hammer
- Big Choppa
- FLASH GIT
- OUTCAST NOB equipped with one of the following options:
- Kombi-Rokkit; Fists
- Kombi-Skorcha; Fists
- Big Shoota; Choppa
- Slugga; Choppa
- WYRDBOY WARPHEAD*
- STORMBOY
- RENEGADE MEKBOY*
- BAD DOC*
- WILDBOY
- DA UGLEZ
- MADBOY
- SCOUNDREL BOY equipped with one of the following options:
- Rokkit Launcha; Fists
- Blunderbuss; Knuckles
- Kannon Shoota; Knuckles
- Burna; Fists
- Harpoon Launcha; Choppa
- Chukka 'Nivez; Blunt Sword
- Slugga; Blunt Sword
- Twin-Choppa
- RUNTHERD*
- KREEPY GIT
- RUNT (HERD) equipped with one of the following options:
- Grabba Shoota; Toof ‘Nive**
- Grot Choppa
- SQUIG HOPPA (HERD)
- SUPA-RUNT (HERD) equipped with one of the following options:
- Grot Blasta
- Grot Choppa
- SNOTZ (HERD)
- SQUIG (HERD) equipped with one of the following options:
- Explosives; Bite**
- Bite
- MINDER equipped with one of the following options:
Other than MINDER, OUTCAST NOB, SCOUNDREL BOY and HERD (excluding SUPA-RUNT) operatives, Your kill team can include each operative on this list once.
Your kill team can include up to two MINDER, three OUTCAST NOB, five SCOUNDREL BOY and ten HERD operatives. Each HERD operative (excluding SQUIG HOPPA and SUPA-RUNT) counts as half a selection.
*You cannot select more than one of these options combined.
**You cannot select this option more than once
Common Abilities and Options
*Versatile:
Whenever this operative is performing a Shoot action against an enemy operative using this weapon, in the Roll Attack Dice step, you can roll a number of its Atk dice (not all of it) for this action. After that sequance has ended, this operative can immediately perform another shooting attack against another enemy operative within control range of that target (if any) but must use this weapon for it. In the Roll Attack Dice step of that attack, this operative can only roll the remaining Atk dice. This operative cannot perform another shooting attack if it rolled all the remaining Atk dice of this weapon.
GRAB DA LOOT, LEAVE NUFFIN' BE'IND!:
Whenever an enemy operative that has a Wound stat of 10 or less is incapacitated, before it is removed, place one of your Booty Markers within control range of it, or two markers if it has a Wound stat of more than 10. Note that enemy operatives can perform the Pick-Up Marker or Place Marker action for that marker.
Whenever a friendly FREEBOOTER operative has one of your Booty Markers within its control range, it can perfom the following Mission action:
LOOT! (1 AP): Remove one of your Booty Markers from the killzone and add 1 to your "Da Kaptin's Booty" pool. That friendly operative cannot perform this action while within control range of an enemy operative.
Whenever you have 10 or more in your "Da Kaptin's Booty" pool and a friendly operative is activated, roll a 2D6 for a Mutiny Test. if the result is higher than the friendly FREEBOOTER DA KAPTIN operative's remaining wounds, subtract 2 from your pool and that friendly operative is incapacitated.
In the Ready step of each strategy phase, if your opponent controls 3 or more of your Booty Markers, you lose 1 CP.
Friendly FREEBOOTER operatives cannot perform Crit-op Mission actions. Instead, the VP for their Crit-op is scored in accordance to your "Da Kaptin's Booty" pool. At the end of the fourth turning point, add the total number of that pool halved (rounded up) as your Crit-op VP (to a maximum of 6).
KRUMP 'EM LADS!:
In the Set-Up Operatives phase, set up 3 or more friendly FREEBOOTER operatives (excluding HERD) in your drop zone, then place two of your WAAAGH! Markers wholly within your territory, within 3 inches of the right and left edges of the killzone (right and left of your drop zone) and one for each of those sides.
In the Ready step of each strategy phase after the first, you can set up the rest of your team each within 3 inches of a WAAAGH! Marker.
Whenever a friendly operative is set up using this rule during a turning point after first, it cannot perform a Reposition action during that turning point. Any friendly operatives that were not set up in the killzone by this rule during the battle, at the end of the fourth turning point, they are incapacitated.
Group Activation:
Whenever this operative is expended, you must then activate one other ready friendly FREEBOOTER RUNT or SNOTZ operative (if able) before your opponent activates. When that other operative is expended, your opponent then activates as normal (in other words, you cannot activate more than two operatives in succession with this rule).
DA KAPTIN
A 2
M 5"
S 5+
W 14
Weapons | ATK | HIT | DMG |
|---|---|---|---|
| Da "Kraken" (Rng 6", Dev2, Lim1, *Versatile) | 1D6+1 | 5+ | 3/3 |
| Twin-Rokkit Pistols (Rng 5", Blast 1", Lim2, *Salvo) | 6 | 5+ | 4/5 |
| Power Klaw (Brutal) | 4 | 4+ | 5/7 |
| Da Kaptin's Sword (Severe) | 4 | 3+ | 4/5 |
Abilities
*Salvo*VersatileDAT IZ OURZ, YA GITZ!GRAB DA LOOT, LEAVE NUFFIN' BE'IND!KRUMP 'EM LADS!MINDER
A 2
M 4"
S 5+
W 13
Weapons | ATK | HIT | DMG |
|---|---|---|---|
| Smash Hammer (Brutal, *Breach) | 4 | 3+ | 5/6 |
| Big Choppa (Punishing) | 4 | 3+ | 5/6 |
Abilities
*BreachGRAB DA LOOT, LEAVE NUFFIN' BE'IND!KRUMP 'EM LADS!SHOW 'EM 'OZ DA BOSS!FLASH GIT
A 2
M 5"
S 4+
W 10
Weapons | ATK | HIT | DMG |
|---|---|---|---|
| Snazzgun | |||
| Ballistic (Hvy(Dash), Punishing) | 4 | 4+ | 3/5 |
| Energy (Hvy(Dash), Lethal 5+, Lim1) | 4 | 4+ | 3/6 |
| Choppa | 4 | 3+ | 3/4 |
Abilities
GRAB DA LOOT, LEAVE NUFFIN' BE'IND!KRUMP 'EM LADS!1AP: SNEAKY SHOOTASOUTCAST NOB
A 2
M 5"
S 5+
W 12
Weapons | ATK | HIT | DMG |
|---|---|---|---|
| Kombi-Rokkit | |||
| Shoota (Rng 7") | 4 | 5+ | 3/4 |
| Rokkit (Rng 6", Blast 1", Lim1) | 4 | 5+ | 3/5 |
| Kombi-Skorcha | |||
| Shoota (Rng 7") | 4 | 5+ | 3/4 |
| Skorcha (Rng 5", Saturate, Tor 2", Lim1) | 4 | 3+ | 3/3 |
| Big Shoota (Hvy(Repos), Dev1) | 4 | 5+ | 3/4 |
| Slugga (Rng 5") | 4 | 5+ | 3/4 |
| Choppa | 4 | 3+ | 3/5 |
| Fists | 3 | 3+ | 3/4 |
Abilities
1AP: 'ERE, GET DIS!GRAB DA LOOT, LEAVE NUFFIN' BE'IND!KRUMP 'EM LADS!WYRDBOY WARPHEAD
A 2
M 5"
S 5+
W 10
Weapons | ATK | HIT | DMG |
|---|---|---|---|
| Frazzle (Psychic, Rng 5", Saturate, Blast 2") | 4 | 4+ | 2/3 |
| Deff Wave (Psychic, Rng 5", Saturate, Dev1, Tor 2") | 4 | 4+ | 3/3 |
| Zzap (Psychic, Rng 8", Seek Light, Stun) | 4 | 4+ | 2/4 |
| Force Stave (Psychic, Shock) | 3 | 4+ | 2/4 |
Abilities
DEM ZOGGIN' POWERZ!GRAB DA LOOT, LEAVE NUFFIN' BE'IND!GREEN AN' GREENERKRUMP 'EM LADS!STORMBOY
A 2
M 6"
S 5+
W 10
Weapons | ATK | HIT | DMG |
|---|---|---|---|
| Twin-Shoota (Rng 7", Lim1, *Versatile) | 6 | 5+ | 3/4 |
| Choppa | 4 | 3+ | 3/4 |
Abilities
*VersatileGRAB DA LOOT, LEAVE NUFFIN' BE'IND!KRUMP 'EM LADS!Rokkit PackRENEGADE MEKBOY
A 2
M 5"
S 5+
W 10
Weapons | ATK | HIT | DMG |
|---|---|---|---|
| Shoota (Rng 7") | 4 | 5+ | 3/4 |
| Big Improvised Wrench (Brutal) | 4 | 3+ | 3/5 |
Abilities
GRAB DA LOOT, LEAVE NUFFIN' BE'IND!KRUMP 'EM LADS!MekaniakKILLA KAN
A 2
M 4"
S 5+
W 20
Weapons | ATK | HIT | DMG |
|---|---|---|---|
| Kan Shoota (Dev2, Ceaseless, Lim1) | 4 | 5+ | 3/5 |
| Grotzooka (Rng 8", Saturate, Blast 1", Lim1) | D3+3 | 5+ | 4/5 |
| Skorcha (Rng 5", Saturate, Tor 2", Lim1) | 5 | 3+ | 3/3 |
| Rokkit Launcha (Blast 1", Lim1) | 4 | 5+ | 4/5 |
| Kan Klaw (Brutal) | 4 | 4+ | 5/6 |
Abilities
DAT'Z BEAUTY! FER RUNTS, DAT IZ1AP: Engine OilGRAB DA LOOT, LEAVE NUFFIN' BE'IND!BAD DOC
A 2
M 5"
S 5+
W 9
Weapons | ATK | HIT | DMG |
|---|---|---|---|
| 'Urty Syringe (Lethal 4+, Lim1, *Poison, *Assault) | 1 | 4+ | 0/0 |
| Da Doc Tools (Severe) | 3 | 4+ | 2/5 |
Abilities
*Assault*Poison1AP: DIS GOZ 'ERE... DAT GOZ DER!GRAB DA LOOT, LEAVE NUFFIN' BE'IND!1AP: KEEP FIGHTIN' LAS!KRUMP 'EM LADS!WILDBOY
A 2
M 6"
S 6+
W 9
Weapons | ATK | HIT | DMG |
|---|---|---|---|
| Boomy Stik (Rng 5", Dev 3, Blast 1", Lim1) | 3 | 4+ | 2/2 |
| Boomy Stik | |||
| Kaboom! (Lim1, *Explode) | 3 | 4+ | -/- |
| Naaargh! | 3 | 4+ | 2/2 |
Abilities
*ExplodeFeralGRAB DA LOOT, LEAVE NUFFIN' BE'IND!KRUMP 'EM LADS!DA UGLEZ
A 2
M 5"
S 5+
W 10
Weapons | ATK | HIT | DMG |
|---|---|---|---|
| Freaky Klaws An' Fist (Rending) | 4 | 4+ | 4/5 |
Abilities
DATS WUN PROPA' ZOGGER!GRAB DA LOOT, LEAVE NUFFIN' BE'IND!KRUMP 'EM LADS!MADBOY
A 2
M 6"
S 6+
W 9
Weapons | ATK | HIT | DMG |
|---|---|---|---|
| Choppa An' Fist | 5 | 4+ | D3/D6 |
Abilities
GRAB DA LOOT, LEAVE NUFFIN' BE'IND!KRUMP 'EM LADS!PROPPA' LOOPY IN 'EAD!SCOUNDREL BOY
A 2
M 6"
S 5+
W 10
Weapons | ATK | HIT | DMG |
|---|---|---|---|
| Rokkit Launcha (Blast 1", Lim1) | 5 | 5+ | 4/5 |
| Blunderbuss (Rng 5", Tor 1", Lim2) | 3 | 5+ | 4/4 |
| Kannon Shoota (Rng 8", Hvy, 1" Dev1, Blast 1", Lim1) | 3 | 5+ | 3/5 |
| Burna (Rng 5", Saturate, Tor 2", Lim1) | 4 | 3+ | 3/3 |
| Harpoon Launcha (Rng 8", Stun, Lim1, *Get Ova' 'Ere) | 4 | 5+ | 2/4 |
| Chukka 'Nivez (Rng 5", Silent) | 3 | 3+ | 2/3 |
| Slugga (Rng 5") | 4 | 5+ | 3/4 |
| Twin-Choppa (Ceaseless) | 4 | 3+ | 3/5 |
| Blunt Sword (Punishing) | 4 | 3+ | 3/4 |
| Choppa | 4 | 3+ | 3/5 |
| Knuckles (Brutal) | 4 | 3+ | 2/4 |
| Fists | 3 | 3+ | 2/4 |
Abilities
*Get Ova' 'EreGRAB DA LOOT, LEAVE NUFFIN' BE'IND!KRUMP 'EM LADS!RUKKUSY MOB!RUNTHERD
A 2
M 5"
S 5+
W 10
Weapons | ATK | HIT | DMG |
|---|---|---|---|
| Slugga (Rng 5") | 4 | 5+ | 3/4 |
| Whip (Stun) | 3 | 3+ | 2/3 |
| Grot-Prod (Shock) | 3 | 3+ | 1/4 |
Abilities
DA 'ANDLERGRAB DA LOOT, LEAVE NUFFIN' BE'IND!KRUMP 'EM LADS!1AP: YER MINE NOW!KREEPY GIT
A 2
M 5"
S 5+
W 9
Weapons | ATK | HIT | DMG |
|---|---|---|---|
| Shokka (Rng 8", Dev2, Severe, Stun) | 5 | 4+ | 1/0 |
| Dagger An' Klaw (Balanced) | 4 | 4+ | 2/4 |
Abilities
2AP: GIVE 'IM DA BUG!GRAB DA LOOT, LEAVE NUFFIN' BE'IND!KRUMP 'EM LADS!1AP: StalkerRUNT
A 2
M 6"
S 6+
W 3
Weapons | ATK | HIT | DMG |
|---|---|---|---|
| Grabba Shoota (Rng 5", Lethal +4, Lim1, *Got 'Em Boss) | 1 | 4+ | 0/0 |
| Toof 'Nive | 3 | 5+ | 1/2 |
| Grot Choppa | 3 | 5+ | 1/3 |
Abilities
*Got 'Em BossGRAB DA LOOT, LEAVE NUFFIN' BE'IND!Group ActivationKRUMP 'EM LADS!NOT TOO BRIGHT ZOGGER!SQUIG HOPPA
A 2
M 6"
S 6+
W 6
Weapons | ATK | HIT | DMG |
|---|---|---|---|
| Grot Blasta (Rng 5", Lim1) | 4 | 6+ | 2/3 |
| Grot Sword and Bites (Severe) | 4 | 4+ | 2/3 |
Abilities
DEAD FAST ZOGGER!GRAB DA LOOT, LEAVE NUFFIN' BE'IND!KRUMP 'EM LADS!LOOT ON DA MOVESUPA-RUNT
A 2
M 7"
S 5+
W 5
Weapons | ATK | HIT | DMG |
|---|---|---|---|
| Sneaky Grot Blasta (Rng 5", Silent, Lim2) | 4 | 5+ | 2/3 |
| Grot Choppa | 3 | 4+ | 1/4 |
Abilities
GRAB DA LOOT, LEAVE NUFFIN' BE'IND!1AP: Grappling HookKRUMP 'EM LADS!SNEAKY ZOGGER!SNOTZ
A 2
M 5"
S 6+
W 1
Weapons | ATK | HIT | DMG |
|---|---|---|---|
| Sharp Scrap | 2 | 5+ | 1/2 |
Abilities
GRAB DA LOOT, LEAVE NUFFIN' BE'IND!Group ActivationKRUMP 'EM LADS!TOO PUNY!SQUIG
A 2
M 6"
S 6+
W 4
Weapons | ATK | HIT | DMG |
|---|---|---|---|
| Explosives (Blast 1", Lim 1, *Explosive) | 5 | 4+ | 3/4 |
| Bite | 3 | 3+ | 2/3 |
Abilities
*ExplosiveGRAB DA LOOT, LEAVE NUFFIN' BE'IND!KRUMP 'EM LADS!STOOPID!PEG LEGS, HOOKS AND EYE-PATCHES
Once per turning point, you can ignore any changes to the Move stat of a a friendly FREEBOOTER operative (excluding HERD and KILLA KAN) from being injured until the end of the turning point.
STIKKBOMBS
Once per turing point, a friendly FREEBOOTER operatives can use the following ranged weapon for a Shoot action:
| Name | ATK | HIT | DMG |
|---|---|---|---|
| Stikkbombs | 4 | 5+ | 2/4 |
| Weapon Rules | |||
| Rng 6", Blast 1", *Kustomize |
*Kustomize: Whenever this weapon is selected during a shooting attack, select one of the following weapon rules for it to have for that sequence: Stun, Blast 2", Balanced, *Poison.
*Poison: In the Resolve Attack Dice step, if you inflict damage with any critical success, the operative this weapon is being used against gains one of your Poison Tokens (if it does not already have one). Whenever an operative that has one of your Poison Tokens is activated, inflict 1 damage on it.
FUNGUS RUM
Twice per turning point, during a friendly FREEBOOTER operative's (excluding HERD and KILLA KAN) activation, it can regain 1 lost wounds and you can ignore any changes to its APL stats until the end of the turning point.
SCRAPPED PLATES
Once per turning point, when a friendly FREEBOOTER operative (excluding HERD) is the target of a shooting attack. In the Roll Defence Dice step, you can re-roll one of your defense dice for that sequence.
Universal Equipment
Ammo Cache (x1)
(Universal)Before the battle, you can set up one of your Ammo Cache markers wholly within your territory. Friendly operatives can perform the following mission action during the battle: AMMO RESUPPLY (0 AP): One of your Ammo Cache markers the active operative controls is used during this turning point.
Until the start of the next turning point, whenever this operative is shooting with a weapon from its datacard, you can re-roll one of your attack dice.
An operative cannot perform this action while within control range of an enemy operative, if that marker is not yours, or if that marker has been used this turning point.
Razor Wire (x1)
(Universal)Razor wire is Exposed and Obstructing terrain. Before the battle, you can set it up wholly within your territory, on the killzone floor and more than 2" from other equipment terrain features, access points, and Accessible terrain.
Obstructing: Whenever an operative would cross over this terrain feature within 1" of it, treat the distance as an additional 1".
Comms Device (x1)
(Universal)Before the battle, you can set up one of your Comms Device markers wholly within your territory. While a friendly operative controls this marker, add 3" to the distance requirements of its SUPPORT rules that refer to friendly operatives (e.g. ‘select one friendly operative within 6"’ would be 9" instead). Note that you cannot benefit from your opponent's Comms Device markers.
Mines (x1)
(Universal)Before the battle, you can set up one of your Mines markers wholly within your territory and more than 2" from other markers, access points, and Accessible terrain. The first time that marker is within an operative's control range, remove that marker and inflict D3+3 damage on that operative.
Light Barricades (x2)
(Universal)Light barricades are Light terrain, except the feet, which are Insignificant and Exposed. Before the battle, you can set up any of them wholly within your territory, on the killzone floor and more than 2" from other equipment terrain features, access points, and Accessible terrain.
Heavy Barricade (x1)
(Universal)A heavy barricade is Heavy terrain. Before the battle, you can set it up wholly within 4" of your drop zone, on the killzone floor and more than 2" from other equipment terrain features, access points, and Accessible terrain.
Ladders (x2)
(Universal)Ladders are Insignificant and Exposed terrain. Before the battle, you can set up any of them as follows:
- Wholly within your territory.
- Upright against terrain that’s at least 2" tall.
- More than 2" from other equipment terrain features.
- More than 1" from doors and access points.
Once per action, whenever an operative is climbing the terrain feature a ladder is placed against, treat the vertical distance as 1" if the ladder is within that operative’s control range during that entire climb.
Portable Barricade (x1)
(Universal)A portable barricade is Light, Protective and Portable terrain, except the feet which are Insignificant and Exposed. Before the battle, you can set it up wholly within your territory, on the killzone floor and more than 2" from other equipment terrain features, access points, and Accessible terrain.
Protective: While an operative is in cover from this terrain feature, improve its Save stat by 1 (to a maximum of 2+).
Portable: This terrain feature only provides cover while an operative is connected to it and if the shield is intervening (ignore its feet). Operatives connected to the inside of it can perform the following unique action during the battle:
Move With Barricade (1 AP): The same as the Reposition action, except the active operative can move no more than its Move stat minus 2" and cannot climb, drop, jump, or use any killteam's rules that remove it and set it back up again (e.gh. HEARTHKYN SALVAGER Fly, MANDRAKE Shadow Passage).
Before this operative moves, remove the portable barricade it is connected to. After it moves, set up the portable barricade so it is connected again, but the portable barricade cannot be set up within 2" of other equipment terrain features, access points or Accessible terrain. If this is not possible, the portable barricade is not set up again.
This action is treated as a Reposition action. An operative cannot perform this action while within control range of an enemy operative, or in the same activation in which it performed the Fall Back or Charge action.
Utility Grenade - Smoke (x1/2)
(Universal)When you select this equipment, select two utility grenades (2 smoke, 2 stun, or 1 smoke and 1 stun). Each selection is a unique action your operatives can perform, but your kill team can only perform that action a total number of times during the battle equal to your selection.
SMOKE GRENADE (1 AP):
- Place one of your Smoke Grenade markers within 6" of this operative. It must be visible to this operative, or on Vantage terrain of a terrain feature that is visible to this operative. The marker creates an area of smoke 1" horizontally and unlimited height vertically from (but not below) it.
- While an operative is wholly within an area of smoke, it is obscured to operatives more than 2" from it, and vice versa. In addition, whenever an operative is shooting an enemy operative wholly within an area of smoke, weapons with the Piercing 2 or Piercing Crits 2 weapon rule have the Piercing 1 or Piercing Crits 1 weapon rule (respectively) instead, unless they’re within 2" of each other.
- In the Ready step of the next Strategy phase, roll one D3. Remove that Smoke Grenade marker after a number of activations equal to that D3 have been completed or at the end of the turning point (whichever comes first).
- An operative cannot perform this action while within control range of an enemy operative, or if you have reached the total number of times your kill team can perform it.
Utility Grenade - Stun (x1/2)
(Universal)When you select this equipment, select two utility grenades (2 smoke, 2 stun, or 1 smoke and 1 stun). Each selection is a unique action your operatives can perform, but your kill team can only perform that action a total number of times during the battle equal to your selection.
STUN GRENADE (1 AP):
- Select one enemy operative visible to and within 6" of this operative. That operative and each other operative within 1" of it takes a stun test. For an operative to take a stun test, roll one D6: on a 3+, subtract 1 from its APL stat until the end of its next activation.
- An operative cannot perform this action while within control range of an enemy operative, or if you have reached the total number of times your kill team can perform it.
Explosive Grenade - Frag (x1/2)
(Universal)When you select this equipment, select two explosive grenades (2 frag, 2 krak, or 1 frag and 1 krak).
| Name | ATK | HIT | DMG |
|---|---|---|---|
| Frag Grenade | 4 | 4+ | 2/4 |
| Weapon Rules | |||
| Rng 6", Blast 2", Saturate |
Explosive Grenade - Krak (x1/2)
(Universal)When you select this equipment, select two explosive grenades (2 frag, 2 krak, or 1 frag and 1 krak).
| Name | ATK | HIT | DMG |
|---|---|---|---|
| Krak Grenade | 4 | 4+ | 4/5 |
| Weapon Rules | |||
| Rng 6", Piercing 1, Saturate |
Breaching Charge
(Universal)Once per battle, when a friendly operative performs the Breach action, you can use this rule. If you do, that operative can perform that action for 1 less AP (to a minimum of 1AP) as though it had the word "breach marker" on its datacard.
Firefight Ploys
Firefight: DAKKA! DAKKA!
Use this firefight ploy when during a friendly FREEBOOTER OUTCAST NOB or SCOUNDERL BOY operative's activation. During that activation, that operative can perform two Shoot actions. Subtract 1 from your "Da Kaptin's Booty" pool.
Firefight: MORE TEEF!
Use this firefight ploy when an enemy operative is incapacitated. You can place 2 of your Booty Markers (instead of 1).
Firefight: JUST A SCRATCH!
Use this Firefight ploy when an attack die inflicts normal damage on a friendly FREEBOOTER operative (excluding HERD and KILLA KAN). Ignore that inflicted damage.
Firefight: KORNERED AN' KRUMPED
Use this firefight ploy when an enemy operative is performing a Fallback action, before it moves, you can strike it with 1 attack die of a friendly operative's melee weapon that is within control range of that enemy operative (roll for it).
Firefight: GRAB DAT SHINY!
Use this firefight ploy when a friendly FREEBOOTER operative is activated, it can perform a free Repsition but must end its move with one of your Booty Markers in its control range.
Firefight: SCARP 'EM
Use this firefight ploy when a friendly FREEBOOTER operative is activated while one of your Booty Markers is within its control range, remove that marker from the killzone and that operative can use a ranged weapon with the Limited 1 weapon rule that was used previuolsy for 1 more time. You cannot use this ploy if that operative is within control range of an enemy operative.
Strategy Ploys
Strategy: WAAAGH!
Each friendly FREEBOOTER operative wholly with your territory can immediately perform a free Dash action but it has to end its move closer to your opponenet's terrritory. In addition, each friendly operative (excluding HERD) can perform the LOOT! action up to two times during its activation (this takes precedence over action restrictions). Subtract 1 from your "Da Kaptin's Booty" pool.
Seek And Destroy: Sweep & Clear
Reveal: The first time an enemy operative is incapacitated while contesting an objective marker, or the first time a friendly operative performs the Clear action (whichever comes first).
Additional Rules:
When an enemy operative that contests an objective marker is incapacitated, that objective marker gains one of your Swept tokens (if it doesn't already have one) until the Ready step of the next Strategy phase.
Mission Action: Clear (1 AP)
- An objective marker the active operative controls is cleared for the turning point.
- An operative cannot perform this action during the first turning point, or while within control range of an enemy operative.
Victory Points:
- At the end of each turning point after the first, if friendly operatives control any objective markers that have one of your Swept tokens, you score 1VP.
- If this is true and any of those objective markers are also cleared, you score 2VP instead.
You cannot score more than 2VP from this op per turning point.
Seek And Destroy: Dominate
Reveal: The first time an enemy operative is incapacitated by a friendly operative.
Additional Rules:
Each time a friendly operative incapacitates an enemy operative, that friendly operative gains one of your Dominate tokens.
Victory Points:
At the end of the third and fourth turning point, you can remove Dominate tokens from friendly operatives that aren't incapacitated. For each you remove, you score 1VP.
You cannot score more than 3VP from this op per turning point.
Seek And Destroy: Rout
Reveal: The first time you score VP from this op.
Victory Points:
Whenever a friendly operative incapacitates an enemy operative, if that friendly operative is within 6" of your opponent's drop zone, you score 1VP; if this is true and that enemy operative had a Wounds stat of 12 or more, you score 2VP instead.
You cannot score more than 2VP from this op per turning point.
Security: Plant Banner
Reveal: When you perform the Plant Banner action.
Mission Action: Plant Banner (1 AP)
- Place your Banner mission marker within the active operative's control range, wholly within your opponent's territory and more than 5" from a neutral killzone edge. Operatives can perform the Pick Up Marker action on your Banner mission marker.
- An operative cannot perform this action during the first turning point, while within control range of an enemy operative, or if a friendly operative has already performed this action during the battle.
Victory Points:
At the end of each turning point after the first, if your Banner mission marker is wholly within your opponent's territory and friendly operatives control it, you score 1VP; if that's true and no enemy operatives contest it, you score 2VP instead. Note your Banner mission marker must be in the killzone (not being carried) to score.
Security: Martyrs
Reveal: The first time a friendly operative is incapacitated while contesting an objective marker.
Additional Rules:
Whenever a friendly operative is incapacitated while contesting an objective marker, that marker gains one of your Martyr tokens.
Note that this is only the first time each operative is incapacitated, so if an operative is incapacitated, set back up (e.g. HIEROTEK CIRCLE Reanimation Protocols) and then subsequently incapacitated again, a second Martyr token cannot be gained as a result.
Victory Points:
At the end of each turning point after the first, if friendly operatives contest an objective marker that has one or more of your Martyr tokens, you can remove any of those tokens. For each token you remove, you score 1VP; if friendly operatives also control that marker, you score 2VP instead.
You cannot score more than 2VP from this op per turning point.
Security: Envoy
Reveal: The first time you select an envoy.
Additional Rules:
As a STRATEGIC GAMBIT in each turning point after the first, select one friendly operative to be your envoy until the Ready step of the next Strategy phase. You cannot select an operative you selected during a previous turning point or an operative that's ignored for the kill op.
Victory Points:
At the end of each turning point after the first, if your envoy is wholly within enemy territory and not within control range of enemy operatives, you score 1VP; if this is true and your envoy has not lost any wounds during that turning point, you score 2VP instead.
Equipment
PEG LEGS, HOOKS AND EYE-PATCHES:
Once per turning point, you can ignore any changes to the Move stat of a a friendly FREEBOOTER operative (excluding HERD and KILLA KAN) from being injured until the end of the turning point.
STIKKBOMBS:
Once per turing point, a friendly FREEBOOTER operatives can use the following ranged weapon for a Shoot action:
| Name | ATK | HIT | DMG |
|---|---|---|---|
| Stikkbombs | 4 | 5+ | 2/4 |
| Weapon Rules | |||
| Rng 6", Blast 1", *Kustomize |
*Kustomize: Whenever this weapon is selected during a shooting attack, select one of the following weapon rules for it to have for that sequence: Stun, Blast 2", Balanced, *Poison.
*Poison: In the Resolve Attack Dice step, if you inflict damage with any critical success, the operative this weapon is being used against gains one of your Poison Tokens (if it does not already have one). Whenever an operative that has one of your Poison Tokens is activated, inflict 1 damage on it.
FUNGUS RUM:
Twice per turning point, during a friendly FREEBOOTER operative's (excluding HERD and KILLA KAN) activation, it can regain 1 lost wounds and you can ignore any changes to its APL stats until the end of the turning point.
SCRAPPED PLATES:
Once per turning point, when a friendly FREEBOOTER operative (excluding HERD) is the target of a shooting attack. In the Roll Defence Dice step, you can re-roll one of your defense dice for that sequence.
Ploys
Firefight - DAKKA! DAKKA!:
Use this firefight ploy when during a friendly FREEBOOTER OUTCAST NOB or SCOUNDERL BOY operative's activation. During that activation, that operative can perform two Shoot actions. Subtract 1 from your "Da Kaptin's Booty" pool.
Firefight - MORE TEEF!:
Use this firefight ploy when an enemy operative is incapacitated. You can place 2 of your Booty Markers (instead of 1).
Firefight - JUST A SCRATCH!:
Use this Firefight ploy when an attack die inflicts normal damage on a friendly FREEBOOTER operative (excluding HERD and KILLA KAN). Ignore that inflicted damage.
Firefight - KORNERED AN' KRUMPED:
Use this firefight ploy when an enemy operative is performing a Fallback action, before it moves, you can strike it with 1 attack die of a friendly operative's melee weapon that is within control range of that enemy operative (roll for it).
Firefight - GRAB DAT SHINY!:
Use this firefight ploy when a friendly FREEBOOTER operative is activated, it can perform a free Repsition but must end its move with one of your Booty Markers in its control range.
Firefight - SCARP 'EM:
Use this firefight ploy when a friendly FREEBOOTER operative is activated while one of your Booty Markers is within its control range, remove that marker from the killzone and that operative can use a ranged weapon with the Limited 1 weapon rule that was used previuolsy for 1 more time. You cannot use this ploy if that operative is within control range of an enemy operative.
Strategic - WAAAGH!:
Each friendly FREEBOOTER operative wholly with your territory can immediately perform a free Dash action but it has to end its move closer to your opponenet's terrritory. In addition, each friendly operative (excluding HERD) can perform the LOOT! action up to two times during its activation (this takes precedence over action restrictions). Subtract 1 from your "Da Kaptin's Booty" pool.
TacOps
Seek And Destroy: Sweep & Clear
Reveal: The first time an enemy operative is incapacitated while contesting an objective marker, or the first time a friendly operative performs the Clear action (whichever comes first).
Additional Rules:
When an enemy operative that contests an objective marker is incapacitated, that objective marker gains one of your Swept tokens (if it doesn't already have one) until the Ready step of the next Strategy phase.
Mission Action: Clear (1 AP)
- An objective marker the active operative controls is cleared for the turning point.
- An operative cannot perform this action during the first turning point, or while within control range of an enemy operative.
Victory Points:
- At the end of each turning point after the first, if friendly operatives control any objective markers that have one of your Swept tokens, you score 1VP.
- If this is true and any of those objective markers are also cleared, you score 2VP instead.
You cannot score more than 2VP from this op per turning point.
Seek And Destroy: Dominate
Reveal: The first time an enemy operative is incapacitated by a friendly operative.
Additional Rules:
Each time a friendly operative incapacitates an enemy operative, that friendly operative gains one of your Dominate tokens.
Victory Points:
At the end of the third and fourth turning point, you can remove Dominate tokens from friendly operatives that aren't incapacitated. For each you remove, you score 1VP.
You cannot score more than 3VP from this op per turning point.
Seek And Destroy: Rout
Reveal: The first time you score VP from this op.
Victory Points:
Whenever a friendly operative incapacitates an enemy operative, if that friendly operative is within 6" of your opponent's drop zone, you score 1VP; if this is true and that enemy operative had a Wounds stat of 12 or more, you score 2VP instead.
You cannot score more than 2VP from this op per turning point.
Security: Plant Banner
Reveal: When you perform the Plant Banner action.
Mission Action: Plant Banner (1 AP)
- Place your Banner mission marker within the active operative's control range, wholly within your opponent's territory and more than 5" from a neutral killzone edge. Operatives can perform the Pick Up Marker action on your Banner mission marker.
- An operative cannot perform this action during the first turning point, while within control range of an enemy operative, or if a friendly operative has already performed this action during the battle.
Victory Points:
At the end of each turning point after the first, if your Banner mission marker is wholly within your opponent's territory and friendly operatives control it, you score 1VP; if that's true and no enemy operatives contest it, you score 2VP instead. Note your Banner mission marker must be in the killzone (not being carried) to score.
Security: Martyrs
Reveal: The first time a friendly operative is incapacitated while contesting an objective marker.
Additional Rules:
Whenever a friendly operative is incapacitated while contesting an objective marker, that marker gains one of your Martyr tokens.
Note that this is only the first time each operative is incapacitated, so if an operative is incapacitated, set back up (e.g. HIEROTEK CIRCLE Reanimation Protocols) and then subsequently incapacitated again, a second Martyr token cannot be gained as a result.
Victory Points:
At the end of each turning point after the first, if friendly operatives contest an objective marker that has one or more of your Martyr tokens, you can remove any of those tokens. For each token you remove, you score 1VP; if friendly operatives also control that marker, you score 2VP instead.
You cannot score more than 2VP from this op per turning point.
Security: Envoy
Reveal: The first time you select an envoy.
Additional Rules:
As a STRATEGIC GAMBIT in each turning point after the first, select one friendly operative to be your envoy until the Ready step of the next Strategy phase. You cannot select an operative you selected during a previous turning point or an operative that's ignored for the kill op.
Victory Points:
At the end of each turning point after the first, if your envoy is wholly within enemy territory and not within control range of enemy operatives, you score 1VP; if this is true and your envoy has not lost any wounds during that turning point, you score 2VP instead.