Freetoof Banditz

Homebrew by purtyboi

Get Da Good Bitz

Whenever an enemy operative is incapacitated, before it’s removed from the killzone, place one of your Good Bitz markers within its control range.

Whenever a friendly FREETOOF BANDITZ operative (except Ammo Runt) ends its activation with one or more Good Bitz markers within its control range, you may remove one of those Good Bitz markers from the killzone to give that friendly operative one Fancy Trophy, as shown below. That operative gains the benefits of that Fancy Trophy until it's incapacitated or until the end of the battle. You cannot give an operative a Fancy Trophy it's already benefitting from; in other words, FREETOOF BANDITZ operatives can have multiple Fancy Trophies, but you must select a new one each time.

  • Nice Teef: this operative's melee weapons gain the Rending weapon rule.
  • Kool Jakit: whenever an enemy operative is shooting this operative, you can retain one of your defence dice as a normal success without rolling it (in addition to a cover save, if any).
  • Speshul Ammunishun: this operative's ranged weapons gain the Saturate weapon rule.
  • Red Paint: add 1" to this operative's Move stat.
  • Shiny Gubbins: once during each of this operative's activations, this operative can perform the Pick Up Marker or mission action for 1 less AP.

Kompetitiv:

Whenever a friendly operative incapacitates an enemy operative, select one other friendly FREETOOF BANDITZ operative (other than Ammo Runt) visible to that enemy operative; until the end of the selected friendly operative's next activation, add 1 to its APL stat.

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Composition

A Freetoof Banditz Kill Team is composed of:

1 Kaptin with one of the following options:

  • Snazzgun; choppa
  • Shoota; big choppa
  • Slugga; 'uge choppa

2 Ammo Runt operatives

7 operatives selected from:

  • Flash Git
  • Loota Boy
  • Boarda Boy
  • Bad Doc
  • Demolishun Boy
  • Kollekta Boy
  • Boy

Other than Boy and Ammo Runt operatives, your kill team can only include each operative on this list once.

Kaptin
A 3
M 6"
S 5+
W 14
Weapons
ATK
HIT
DMG
Snazzgun (Ceaseless)
5
5+
3/5
Shoota
5
5+
3/4
Slugga (Range 8")
4
5+
3/4
Choppa
4
3+
4/5
Big Choppa
5
3+
5/6
'Uge Choppa (Brutal)
5
3+
5/7
Abilities
Dis One Iz Speshul1AP: Get In Dere!

Dis One Iz Speshul: At the end of the Select Operatives step, if this operative is selected for deployment, give this operative one Fancy Trophy (see Get Da Good Bitz faction rule).

Get In Dere! (1AP): - SUPPORT. Select one other friendly FREETOOF BANDITZ operative (excluding Ammo Runt) visible to and within 6" of this operative. Until the end of that operative’s next activation, add 1 to its APL stat.

  • This operative cannot perform this action while within control range of an enemy operative, or while counteracting.
32Freetoof Banditz, Ork, Leader, Kaptin
Ammo Runt
A 2
M 6"
S 5+
W 5
Weapons
ATK
HIT
DMG
Rusty Choppa
3
5+
1/4
Abilities
ExpendableSkulking Git1AP: Where'd Yoo Come From?

Expendable: This operative is ignored for your opponent’s kill/ elimination op (when it’s incapacitated, and when determining your starting number of operatives). It’s also ignored for victory conditions and scoring VPs if either require operatives to ‘escape’, ‘survive’ or be incapacitated by enemy operatives (if it escapes/survives/is incapacitated, determining how many operatives must escape/survive/be incapacitated, etc.).

Skulking Git: This operative cannot have an Engage order. Whenever this operative is in cover, it cannot be selected as a valid target, taking precedence over all other rules (e.g. Seek, Vantage terrain) except being within 2".

Where'd Yoo Come From? (1AP): - Select one friendly FREETOOF BANDITZ operative within this operative’s control range, that hasn't already been selected by this ability this Turning Point, and is not within 3" of enemy operatives. That friendly operative can immediately perform a free Shoot action (excluding Guard), and you can change its order to do so. After that Shoot action is complete, this operative is incapacitated.

  • This operative cannot perform this action while within control range of an enemy operative or during an activation in which it performed the Dash action (or vice versa).
25Freetoof Banditz, Ork, Ammo Runt
Flash Git
A 2
M 6"
S 5+
W 10
Weapons
ATK
HIT
DMG
Snazzgun (Ceaseless, *Steadied)
5
5+
3/5
Fists
3
3+
3/4
Abilities
*SteadiedGun-crazy Show-off

*Steadied: Whenever this operative is shooting with this weapon, if it hasn’t moved during the activation, or if it’s a counteraction, this weapon has a hit stat of 4+. Note this operative isn’t restricted from moving after shooting.

Gun-crazy Show-off: If this operative would be the target of the Kompetitiv faction rule, instead of adding 1 to its APL stat, you may instead choose to immediately perform a free Shoot action using this operative's Snazzgun; if you do, it loses the Ceaseless and Steadied weapon rules for the duration of that Shoot action.

32Freetoof Banditz, Ork, Flash Git
Loota Boy
A 2
M 6"
S 5+
W 10
Weapons
ATK
HIT
DMG
Deffgun (Heavy, Ceaseless)
6
5+
4/6
Fists
3
3+
3/4
Abilities
Oi! Dat's Mine!

Oi! Dat's Mine!: Whenever this operative incapacitates an enemy operative, instead of placing a Good Bitz marker, you may instead immediately give this operative a Fancy Trophy (see Get Da Good Bitz faction rule).

32Freetoof Banditz, Ork, Loota
Boarda Boy
A 2
M 6"
S 5+
W 10
Weapons
ATK
HIT
DMG
Twin Boardin Choppas (Ceaseless)
4
3+
4/5
Abilities
Boarda HookKommandeer

Boarda Hook: Whenever this operative is climbing up, you can treat the vertical distance as 2" (regardless of how far the operative actually moves vertically). Whenever this operative is dropping, ignore the vertical distance.

Kommandeer: Whenever this operative is fighting during an activation in which it dropped from Vantage terrain, or whenever this operative is fighting against an enemy operative that’s on Vantage terrain, this operative’s melee weapons have the Lethal 5+ weapon rule.

32Freetoof Banditz, Ork, Boarda
Bad Doc
A 2
M 6"
S 5+
W 10
Weapons
ATK
HIT
DMG
Grabby Implementz (Severe)
3
3+
4/6
Abilities
1AP: Eksperimentz

Eksperimentz (1AP): - Select one friendly FREETOOF BANDITZ operative within this operative’s control range to regain up to D3+3 lost wounds. Then, roll a die and consult the table below: - 1-2: Until the end of that friendly operative's next activation, subtract 1 from its APL stat. - 3-4: Until the end of that friendly operative's next activation, treat it as if it were injured. - 5-6: During that operative's next activation, it can perform a free Dash action.

  • This operative cannot perform this action while within control range of an enemy operative.
32Freetoof Banditz, Ork, Bad Doc
Demolishun Boy
A 2
M 6"
S 5+
W 10
Weapons
ATK
HIT
DMG
Big Stikkbomb (Range 4", Blast 1", Heavy (Reposition), Limited 1, Piercing 1, Saturate)
4
3+
3/5
Choppa
4
3+
4/5
Abilities
1AP: Dis Don't Belong 'Ere

Dis Don't Belong 'Ere (1AP): - Select a terrain feature within this operative’s control range. If it’s an equipment terrain feature, remove it. Otherwise, place one of your Breach markers within this operative’s control range as close as possible to that terrain feature. Whenever an operative is within 1" of that marker, it treats parts of that terrain feature that are no more than 1" thick as Accessible terrain.

  • This operative cannot perform this action while within control range of an enemy operative, or if a terrain feature isn’t within its control range.
32Freetoof Banditz, Ork, Demolishun
Kollekta Boy
A 2
M 6"
S 5+
W 10
Weapons
ATK
HIT
DMG
Shoota
5
5+
3/4
Choppa
4
3+
4/5
Abilities
GreedyQuick Fingerz

Greedy: The Finderz Keeperz firefight ploy costs you 0CP if this operative is the selected friendly operative.

Quick Fingerz: Once during each of this operative’s activations, it can perform the Pick Up Marker, Place Marker or a mission action for 1 less AP.

32Freetoof Banditz, Ork, Kollekta
Boy
A 2
M 6"
S 5+
W 10
Weapons
ATK
HIT
DMG
Slugga (Range 8")
4
5+
3/4
Choppa
4
3+
4/5
Abilities
Dat's Our Loot!

Dat's Our Loot!: Whenever this operative is fighting against an enemy operative that's contesting an objective, the first time you strike in that seequence inflict 1 additional damage on the enemy operative.

32Freetoof Banditz, Ork, Boy
Equipment

Finkin Kap:
You can do each of the following once per battle:

  • Use a FREETOOF BANDITZ strategy ploy for 0CP.
  • Use a FREETOOF BANDITZ firefight ploy for 0CP.

Boardin' Planks:
This equipment allows you to select two ladders from the ladders equipment (see universal equipment). If you select this equipment, you cannot also select ladders as an equipment option. When you set up a ladder during the set up equipment step, instead of following the normal requirements, you may do the following:

  • Place either end of the latter horizontally between 2 pieces of Vantage terrain, such that it forms a bridge between the terrain pieces.
  • The 2 pieces of Vantage must be within 1" vertically of each other.
  • Within friendly territory
  • More than 2" from other equipment terrain features.

Once per action, when an operative jumps, if it starts and ends that jump within 1" of the ladder, treat the horizontal distance as 1" during that jump.


Lucky Toof:
Once per turning point, when an enemy operative is shooting a friendly FREETOOF BANDITZ operative, in the roll defence dice step, if you roll two or more fails, you can discard one of them to retain another as a normal success instead.


X Marks Da Spot:
Before the battle, your opponent sets up one of your Buried Treasure markers wholly within their territory on the killzone floor, more than 6" from their battlefield edge, and more than 2" from other markers. If a friendly FREETOOF BANDITZ operative controls the Buried Treasure marker at the end of their activation, you may remove that marker to give 2 friendly FREETOOF BANDITZ operatives a Fancy Trophy (see Get Da Good Bitz faction rule).


Ploys

Firefight - 'Splodey Ammunishun:
Use this firefight ploy when a friendly FREETOOF BANDITZ operative performs the Shoot action. That operative's ranged weapons gain the 1" Devastating 1 weapon rule.


Firefight - Zog Off!:
Use this firefight ploy when an enemy operative ends its activation within control range of a friendly FREETOOF BANDITZ operative (excluding Ammo Runt) and it performed the Charge action during that activation. That enemy operative must immediately perform a free Fall Back action, and can only move up to 3" during that action.


Firefight - Just A Scratch:
Use this firefight ploy when an attack die inflicts Normal Dmg on a friendly FREETOOF BANDITZ operative (excluding Ammo Runt). Ignore that inflicted damage.


Firefight - Finderz Keeperz:
Use this firefight ploy when a friendly FREETOOF BANDITZ operative benefitting from one or more Fancy Trophies is incapacitated. Before removing it from the killzone, select another friendly FREETOOF BANDITZ operative (excluding Ammo Runt) visible to and within 6" of that friendly operative. The selected operative gains one Fancy Trophy the friendly operative is benefitting from.


Strategic - Dakka Dakka Dakka:
Friendly FREETOOF BANDITZ operatives’ ranged weapons have the Punishing weapon rule.


Strategic - Grab It Off 'Em!:
Whenever a friendly FREETOOF BANDITZ operative (except Ammo Runt) is fighting against an expended enemy operative, its melee weapons have the Balanced weapon rule.


Strategic - Keep An Eye On Dat One:
Select one friendly FREETOOF BANDITZ operative, and one enemy operative visible to that friendly operative. Until the end of the Turning Pint, when your opponent would activate that enemy operative, if that friendly operative is ready, you can activate it first. If you do, during that activation, that friendly operative must shoot against or fight against that enemy operative, and cannot do so against any other enemy operatives until it does (if this isn’t possible, the operative’s activation is cancelled). After completing thie activation, your opponent activates that enemy operative (if possible), or activates a different enemy operative if they can’t.


Strategic - Deres Loot Aplenty, Boyz!:
Select one objective marker that you haven't already selected for this ploy in a previous Turning Point. Until the end of the Turning Point, whenever an enemy operative is incapacitated while contesting that objective marker, you can place 2 Good Bitz tokens when resolving the Get Da Good Bitz faction rule, rather than one.


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 at least one objective marker (excluding your objective marker) is cleared and enemy operatives do not contest that marker, you score 1VP. If that marker also has one of your Swept tokens, you score 2VP instead.
  • If friendly operatives control an objective marker that has one of your Swept tokens, you score 1 VP.

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 or two of your Dominate tokens if that enemy operative had a Wounds stat of 12 or more.

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.