Freetoof Banditz
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!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?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-offLoota 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!Boarda Boy
A 2
M 6"
S 5+
W 10
Weapons | ATK | HIT | DMG |
|---|---|---|---|
| Twin Boardin Choppas (Ceaseless) | 4 | 3+ | 4/5 |
Abilities
Boarda HookKommandeerBad Doc
A 2
M 6"
S 5+
W 10
Weapons | ATK | HIT | DMG |
|---|---|---|---|
| Grabby Implementz (Severe) | 3 | 3+ | 4/6 |
Abilities
1AP: EksperimentzDemolishun 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 'EreKollekta 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 FingerzBoy
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!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).
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: '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.
Strategy Ploys
Strategy: Dakka Dakka Dakka
Friendly FREETOOF BANDITZ operatives’ ranged weapons have the Punishing weapon rule.
Strategy: 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.
Strategy: 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.
Strategy: 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.
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.
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.