Da Kommittee
Composition
Da Kommittee kill team consists of 14 operatives selected from the following list:
1 Red Gobbo
1 Head Honcho
1 Bana Waver
11 from:
Revoloushunnist***
Grotzookanneer
Grot-Prod Masta
Grappa Stikk Masta
GrotWhip Masta
***Only Revolushunnist can be taken more than one time to your roster.
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Faction rule
Mob Takteek:
Whenever this operative charge a enemy operative, you can activate up to 2 other ready friendly DA KOMMITTEE operative within 2" of it at the same time. The chosen friendly operatives must charge the same target. Change their order to engage and complete their activations action by action in any order. Only 2 friendly operative can make the fght action after charging the target.
During the resolve step of any fight or retaliating, the enemy operative damage deal by each strike can be distribute as you wish among each friendly operative in control range of that enemy
Common Abilities and Options
Mob Takteek:
Da Red Gobbo
A 2
M 6"
S 4+
W 8
Weapons | ATK | HIT | DMG |
|---|---|---|---|
| Kustom Shoota (Rng 8", Seek(light), Severe, Lim2) | 4 | 3+ | 3/4 |
| Broken Chainsword (Stun, Brutal) | 4 | 3+ | 2/5 |
Abilities
1AP: For Da Revoloushun!!!!!Mob TakteekHead Honcho
A 2
M 6"
S 4+
W 7
Weapons | ATK | HIT | DMG |
|---|---|---|---|
| Grot Blasta (Rng 8'', Lim1) | 4 | 3+ | 2/3 |
| Grot Choppa (Severe) | 4 | 3+ | 1/4 |
Abilities
1AP: Follo' My LeadMob TakteekSecon' zin ChargeBana Waver
A 2
M 6:
S 5+
W 6
Weapons | ATK | HIT | DMG |
|---|---|---|---|
| Grot Blasta (Rng 8'', Lim1) | 4 | 4+ | 2/3 |
| Grot Choppa (Severe) | 4 | 4+ | 1/4 |
Abilities
Icon BearerMob Takteek1AP: Red is for Revoloushun!!!!!!Revoloushunnist
A 2
M 6"
S 5+
W 6
Weapons | ATK | HIT | DMG |
|---|---|---|---|
| Grot Blasta (Rng 8'', Lim1) | 4 | 4+ | 2/3 |
| Grot Choppa (Severe) | 4 | 4+ | 1/4 |
Abilities
Mob TakteekTrickee GrotUnti' Da Las' Of UzGrotzookanneer
A 2
M 6"
S 5+
W 6
Weapons | ATK | HIT | DMG |
|---|---|---|---|
| Grotzooka (6'', Rend, Pc1, Dev3, Lim1) | 4 | 4+ | 2/3 |
| Grot Choppa (Severe) | 4 | 4+ | 1/4 |
Abilities
Mob TakteekGrot-Prod Masta
A 2
M 6"
S 5+
W 6
Weapons | ATK | HIT | DMG |
|---|---|---|---|
| Grot Blasta (Rng 8'', Lim1) | 4 | 4+ | 2/3 |
| High Voltage Grot-Prod (Shock, Severe) | 4 | 4+ | 3/4 |
Abilities
Mob TakteekGrappa Stikk Masta
A 2
M 6"
S 5+
W 6
Weapons | ATK | HIT | DMG |
|---|---|---|---|
| Grot Blasta (8'', Lim1) | 4 | 4+ | 2/3 |
| Grappa Stikk (Stun, Severe) | 4 | 4+ | 1/3 |
Abilities
Mob TakteekGrotWhip Masta
A 2
M 6"
S 5+
W 6
Weapons | ATK | HIT | DMG |
|---|---|---|---|
| Grot Blasta (Rng 8'', Lim1) | 4 | 4+ | 2/3 |
| GrotWhip (Rng3", Ceaseless, Lethal 4+) | 4 | 4+ | 1/3 |
| Grot Choppa (Severe) | 4 | 4+ | 1/4 |
Abilities
Mob TakteekGrot Weirdboyz
A 2
M 6"
S 5+
W 6
Weapons | ATK | HIT | DMG |
|---|---|---|---|
| Zzap (Rng 8", Stun, Severe, Psychic) | 5 | 4+ | 2/3 |
| Smash Da Gitz (Shock, Stun, Severe, Psychic) | 5 | 4+ | 1/3 |
| Grot Choppa (Severe) | 4 | 4+ | 1/4 |
| BurnaMind* (Blast X", Pc 1, Stun) | 5 | 4+ | 2/4 |
Abilities
BurnaMind1AP: Da WAAGH! Energee Siel'Kapoww!Mob TakteekPowa Overzurg'Doubl' Burna Bottle
Once per turning point, a friendly REVOLUSHUNNIST operative can perform the following unique action:
Doubl' Burna Bottle (1 AP):
Select up to two valid targets. Shoot this weapon against both primary targets in an order of your choice, then against all remaining secondary targets in the same manner (roll each sequence separately).
Doubl' Burna Bottle(Sat, Blast 2") ATK: 5+ HIT:4+ DMG: 2/2
Improvied Scope
Whenever a friendly DA KOMMITTEE operative perform a shoot action, the maximum of their weapon range is increase by 4". Atfer the action, roll D6. On a 4+ the improsived Scope can't be used again for that ranged weapon.
WAAAGGGHHH Drum
The BANA WAVER operative can perform this unique action : SUNG OF DA WAAAGGHH --- 1AP Until the start of the next activation of this operative. Whenever a friendly DA KOMMITTEE operative within 3" of this operative is fighting, the first time you strike with a normal success during that sequence, inflict 1 additional damage
Covert Guises
After revealing this equipment option, roll one D3. As a STRATEGIC GAMBIT in the first turning point, a number of friendly DA KOMMITTEE operatives equal to the result that are wholly within your drop zone can immediately perform a free Reposition action, but must end that move wholly within 3" of your drop zone.
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: Grot r good at losin'
Whenever a friendly DA KOMMITTE is incapacitated, you can use this ploy to gain 2 CP.
Firefight: Da Suppa Soup iz good
Use this firefight ploy when an attack dice inflicts Normal Damage on a friendly DA KOMMITTEE operative. Ignore that inflicted damage.
Firefight: Dirty Choppa
Use this Firefight Ploy when a friendly DA KOMMITTEE operative is fighting with a Grot Choppa and strikes with a normal success. Inflict D3 additional damage.
Firefight: Coward Takteek
Whenever a friendly DA KOMMITTE operative is selected as a valid target for a fight or ranged attack, you can use this firefight. Each other friendly DA KOMMITTEE operative in the control range of that operative can perform a free dash action or a free fall back action(you cannot fall back more than 3"). It can’t move within control range of enemy operatives.
Strategy Ploys
Strategy: Oh! Look Wat I foun'
All weapon with rules LimX can be selected for range attack even though it already be use all limited time. If it’s used multiple times in one action (e.g. Blast), treat this as one use.
Strategy: Guerrilla Takteek
Whenever a friendly DA KOMMITTEE operative perform a dash action, you can change his order to conceal.
Strategy: Da Sneaky Tacteek
Whenever a friendly DA KOMMITTEE operative has a Conceal order and is in Cover, it cannot be selected as a valid target, taking precedence over all other rules (e.g. Vantage terrain) except being within 2".
Strategy: Da Revolushun is WAAAAAGHHHH too!!!
Friendly DA KOMMITTEE operatives' melee weapons have the Balanced weapon rule. Balanced: Can re-roll one Attack die.
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.
Recon: Flank
Reveal: As a STRATEGIC GAMBIT.
Additional Rules:
Divide the killzone into two flanks (left and right) by drawing an imaginary line that's just like the centreline, except it runs from the centre of each player's killzone edge. An operative contests a flank while both wholly within it and wholly within their opponent's territory. Friendly operatives control a flank if the total APL stat of those contesting it is greater than that of enemy operatives.
Victory Points:
- After you reveal this op, at the end of each turning point after the first, for each flank friendly operatives control, you score 1VP.
- In the fourth turning point, ff friendly operatives also controlled that flank at the end of the third turning point, you score 2VP instead.
You cannot score more than 2VP from this op per turning point.
Recon: Retrieval
Reveal: The first time you score VP from this op.
Mission Action: Retrieve (1 AP)
- If the active operative controls an objective marker that hasn't been searched by friendly operatives, that operative is now carrying one of your Retrieval mission markers and that objective marker has been searched by friendly operatives. Friendly operatives can perform the Pick Up Marker action on your Retrieval mission markers.
- An operative cannot perform this action during the first turning point, while within control range of an enemy operative, or if it's already carrying a marker.
Victory Points:
- The first time each objective marker is searched by friendly operatives, you score 1VP.
- At the end of the battle, for each of your Retrieval mission markers friendly operatives are carrying, you score 1VP.
Recon: Scout Enemy Movement
Reveal: The first time a friendly operative performs the Scout action.
Mission Action: Scout (1 AP)
- Select one ready enemy operative visible to and more than 6" from the active operative. That enemy operative is now monitored until the Ready step of the next Strategy phase.
- An operative cannot perform this action while it has an Engage order, 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, for each monitored enemy operative that's visible to friendly operatives, you score 1VP. Note that it doesn't have to be a friendly operative that performed the Scout action.
You cannot score more than 2VP from this op per turning point.
Equipment
Doubl' Burna Bottle:
Once per turning point, a friendly REVOLUSHUNNIST operative can perform the following unique action:
Doubl' Burna Bottle (1 AP):
Select up to two valid targets. Shoot this weapon against both primary targets in an order of your choice, then against all remaining secondary targets in the same manner (roll each sequence separately).
Doubl' Burna Bottle(Sat, Blast 2") ATK: 5+ HIT:4+ DMG: 2/2
Improvied Scope:
Whenever a friendly DA KOMMITTEE operative perform a shoot action, the maximum of their weapon range is increase by 4". Atfer the action, roll D6. On a 4+ the improsived Scope can't be used again for that ranged weapon.
WAAAGGGHHH Drum:
The BANA WAVER operative can perform this unique action :
SUNG OF DA WAAAGGHH --- 1AP
Until the start of the next activation of this operative. Whenever a friendly DA KOMMITTEE operative within 3" of this operative
is fighting, the first time you strike with a normal success during
that sequence, inflict 1 additional damage
Covert Guises:
After revealing this equipment option, roll one D3. As a STRATEGIC GAMBIT in the first turning point, a number of friendly DA KOMMITTEE operatives equal to the result that are wholly within your drop zone can immediately perform a free Reposition action, but must end that move wholly within 3" of your drop zone.
Ploys
Firefight - Grot r good at losin':
Whenever a friendly DA KOMMITTE is incapacitated, you can use this ploy to gain 2 CP.
Firefight - Da Suppa Soup iz good:
Use this firefight ploy when an attack dice inflicts Normal Damage on a friendly DA KOMMITTEE operative. Ignore that inflicted damage.
Firefight - Dirty Choppa:
Use this Firefight Ploy when a friendly DA KOMMITTEE operative is fighting with a Grot Choppa and strikes with a normal success. Inflict D3 additional damage.
Firefight - Coward Takteek:
Whenever a friendly DA KOMMITTE operative is selected as a valid target for a fight or ranged attack, you can use this firefight. Each other friendly DA KOMMITTEE operative in the control range of that operative can perform a free dash action or a free fall back action(you cannot fall back more than 3"). It can’t
move within control range of enemy operatives.
Strategic - Oh! Look Wat I foun':
All weapon with rules LimX can be selected for range attack even though it already be use all limited time.
If it’s used multiple times in one action (e.g. Blast), treat this as one use.
Strategic - Guerrilla Takteek:
Whenever a friendly DA KOMMITTEE operative perform a dash action, you can change his order to conceal.
Strategic - Da Sneaky Tacteek:
Whenever a friendly DA KOMMITTEE operative has a Conceal order and is in Cover, it cannot be selected as a valid target, taking precedence over all other rules (e.g. Vantage terrain) except being within 2".
Strategic - Da Revolushun is WAAAAAGHHHH too!!!:
Friendly DA KOMMITTEE operatives' melee weapons have the Balanced weapon rule.
Balanced: Can re-roll one Attack die.
TacOps
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.
Recon: Flank
Reveal: As a STRATEGIC GAMBIT.
Additional Rules:
Divide the killzone into two flanks (left and right) by drawing an imaginary line that's just like the centreline, except it runs from the centre of each player's killzone edge. An operative contests a flank while both wholly within it and wholly within their opponent's territory. Friendly operatives control a flank if the total APL stat of those contesting it is greater than that of enemy operatives.
Victory Points:
- After you reveal this op, at the end of each turning point after the first, for each flank friendly operatives control, you score 1VP.
- In the fourth turning point, ff friendly operatives also controlled that flank at the end of the third turning point, you score 2VP instead.
You cannot score more than 2VP from this op per turning point.
Recon: Retrieval
Reveal: The first time you score VP from this op.
Mission Action: Retrieve (1 AP)
- If the active operative controls an objective marker that hasn't been searched by friendly operatives, that operative is now carrying one of your Retrieval mission markers and that objective marker has been searched by friendly operatives. Friendly operatives can perform the Pick Up Marker action on your Retrieval mission markers.
- An operative cannot perform this action during the first turning point, while within control range of an enemy operative, or if it's already carrying a marker.
Victory Points:
- The first time each objective marker is searched by friendly operatives, you score 1VP.
- At the end of the battle, for each of your Retrieval mission markers friendly operatives are carrying, you score 1VP.
Recon: Scout Enemy Movement
Reveal: The first time a friendly operative performs the Scout action.
Mission Action: Scout (1 AP)
- Select one ready enemy operative visible to and more than 6" from the active operative. That enemy operative is now monitored until the Ready step of the next Strategy phase.
- An operative cannot perform this action while it has an Engage order, 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, for each monitored enemy operative that's visible to friendly operatives, you score 1VP. Note that it doesn't have to be a friendly operative that performed the Scout action.
You cannot score more than 2VP from this op per turning point.