Beast Snaggas

Homebrew by Omnissiah

Beast Snaggas ars bands of almost feral Orks, lead by a Beastboss, who roam the galaxy on the hunt for the biggest and most exciting kills.

To build this team you can use the existing Beast Snagga Boyz models, though you need to do a light kitbash 2 operatives, which can be easily done with the Battleline box.

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Composition

A BEAST SNAGGAS KillTeam is composed of:

1 BEAST SNAGGAS operative selected from the following list:

   BEASTBOSS

   SQUIGOSAUR BOSS(1)

9 BEAST SNAGGAS operatives selected from the following list:

    NOB

    BLASTA BOY

    SLUGGA BOY      

    BERZERKA BOY

    BOY

    PAINBOSS
    
    RUNTHERD

Other than BOY operatives, your kill team can only include each operative on this list once.

(1) This operative counts as 3 selections.

Common Abilities and Options

Natural Strength:
Once per turning point for each friendly BEAST SNAGGA BOYZ; on a roll of a 5+; when fighting or retaliating and in the Resolve Attack Dice step, you can ignore the damage inflicted on it from one normal success.

Primal Instinct:
After resolving an enemy shooting attack against them, each friendly BEAST SNAGGA BOYZ operative (excluding SQUIGOSAUR BOSS) can perform a free 2" reposition in any direction.

Beast Boss
A 3
M 6"
S 4+
W 14
Weapons
ATK
HIT
DMG
Shoota
4
5+
3/4
Beast Snagga Klaw (Brutal, Shock)
4
3+
5/7
Beastchoppa (Rending)
5
3+
4/5
Abilities
Beastly RageDa Biggest BossNatural StrengthPrimal Instinct

Beastly Rage: When this operative performs a Fight action in the same turn it performed a Charge action, it's weapons have the Lethal 5+ weapon rule.

Da Biggest Boss: Once per turning, you can play a Strategy Ploy for 0CP if this operative is still alive.

BEAST SNAGGAS, ORK, BEASTBOSS, LEADER, XENOS
Squigosaur Boss
A 3
M 7"
S 4+
W 18
Weapons
ATK
HIT
DMG
Slugga (Rng 8")
4
4+
3/4
Thump Gun
Frag (Blast 2")
5
4+
2/4
Krak (Prc1)
5
4+
4/5
Beast Snagga Klaw (Brutal, Shock)
4
3+
5/7
Beastchoppa (Rending)
5
3+
4/5
Squigosaur’s Jaws (Brutal, Rending)
5
3+
4/6
Abilities
Ferocious BeastNatural StrengthPrimal InstinctSingle-minded PredatorThundering Stampede

Ferocious Beast: This operative can perform an extra free Fight action after resolving the first Fight action, but only with the Squigosaur's Jaws weapon.

Single-minded Predator: Once per turning, you can play a Firefight Ploy for 0CP if this operative is still alive.

Thundering Stampede: When charging, this operative gains an addtional 1" of movement for the Charge action.

BEAST SNAGGAS, ORK, SQUIGOSAUR BOSS, LEADER, XENOS
Boy
A 3
M 6"
S 5+
W 10
Weapons
ATK
HIT
DMG
Slugga (Rng 8")
4
5+
3/4
Choppa
4
3+
4/5
Abilities
Monster HunterNatural StrengthPrimal Instinct

Monster Hunter: When an operative with this rule is fighting an enemy operative with equal or more wounds, they get the Severe and Balanced weapon rule.

BEAST SNAGGAS, ORK, BOY, XENOS
Blasta Boy
A 3
M 6"
S 5+
W 10
Weapons
ATK
HIT
DMG
Thump Gun
Frag (Blast 2")
5
4+
2/4
Krak (Prc1)
5
4+
4/5
Fists
3
3+
3/4
Frag Grenade (Rng 6", Blast 2", Saturate)
4
4+
2/4
Krak Grenade (Rng 6", Prc1, Saturate)
4
4+
4/5
Abilities
GrenadierNatural StrengthPrimal Instinct

Grenadier: This operative can use Frag, Krak, Smoke, and Stun Grenades (see universal equipment). Doing so does not count towards any limited uses you have (i.e. if you also select those grenades from equipment for other operatives). Whenever this operative is using a Frag or Krak Grenade, improve the HIT stat of that weapon by 1.

BEAST SNAGGAS, ORK, BLASTA BOY, XENOS
Slugga Boy
A 3
M 6"
S 5+
W 10
Weapons
ATK
HIT
DMG
Double Sluggas
Focused (Ceaseless, Rng 8", Rending)
5
4+
3/4
Salvo (Salvo*, Rng 8")
4
4+
3/4
Double Sluggas (Point-Blank) (Ceaseless)
4
3+
3/4
Abilities
*SalvoDisregard For SafetyNatural StrengthPrimal Instinct1AP: Slugga Barrage

*Salvo: Select up to two valid targets. Shoot this weapon against both of them in an order of your choice (roll each sequence separately).

Disregard For Safety: This operative can perform the Shoot action while within control range of an enemy operative. If it does, when selecting a valid target, you can only select an enemy operative within this operative's control range, and can do so even if other friendly operatives are within that enemy operative's control range, but friendly operatives receive 1 wound if you choose to do so.

Slugga Barrage (1AP): Perform 2 free shoot actions with this operative (this takes precedence over action restrictions).

This operative cannot perform this action while it has a Conceal order, or during an activation in which it performed the Shoot action (or vice versa).

BEAST SNAGGAS, ORK, SLUGGA BOY, XENOS
Berzerka Boy
A 3
M 6"
S 5+
W 10
Weapons
ATK
HIT
DMG
Slugga (Rng 8")
4
5+
3/4
Double Choppas (Ceaseless, Punishing, Brutal)
5
3+
4/5
Abilities
Natural StrengthPrimal InstinctQuick To Anger

Quick To Anger: The first time this operative performs the Fight action during each of its activations, if it isn’t incapacitated, it can immediately perform a free Fight action afterwards (you don’t have to select the same enemy operative to fight against). This takes precedence over action restrictions, and you cannot use the Ruthless Rampage firefight ploy between those two Fight actions.

BEAST SNAGGAS, ORK, BERZERKA BOY, XENOS
Painboss
A 3
M 6"
S 5+
W 12
Weapons
ATK
HIT
DMG
Slugga (Rng 8")
4
5+
3/4
Beast Snagga Klaw (Brutal, Shock)
4
4+
5/7
Abilities
Dok's ToolzNatural StrengthPrimal InstinctSawbonez

Dok's Toolz: The first time during each turning point that another friendly BEAST SNAGGAS operative would be incapacitated while visible to and within 3" of this operative, you can use this rule, providing neither this nor that operative is within control range of an enemy operative. If you do, that friendly operative isn’t incapacitated, has 1 wound remaining, and cannot be incapacitated for the remainder of that action. After that action, that friendly operative can immediately perform a free Dash action, but must end that move within this operative's control range. Subtract 1 from this and that operative's APL stats until the end of their next activations respectively, and if this rule was used during that friendly operative's activation, that activation ends.

You cannot use this rule if this operative is incapacitated, or if it is a Shoot action and this operative would be a primary or secondary target.

Sawbonez: Select one friendly BEAST SNAGGAS operative within this operative's control range and roll a D6: on a 3+, it regains up to 2D3 lost wounds. If it rolls lower than this result, it takes D3 damage instead. It cannot be an operative that the Dok's Toolz rule was used on during this turning point.

This operative cannot perform this action while within control range of an enemy operative.

BEAST SNAGGAS, ORK, PAINBOSS, XENOS
Runtherd
A 3
M 6"
S 5+
W 12
Weapons
ATK
HIT
DMG
Slugga (Rng 8")
4
5+
3/4
Runtherd Tools (Shock, Severe, Stun)
4
3+
4/4
Abilities
Natural StrengthPrimal InstinctSpecial DoseSuper Runts

Special Dose: Once per turning point, select up to two friendly BEAST SNAGGAS operative visible to and within 6" of this operative; they gain +1" to their movement.

Super Runts: Friendly BEAST SNAGGAS within 4" of this operative gain the following rule:

  • When in combat, worsen the Hit stat of enemy operative’s weapons by 1. This isn’t cumulative with being injured.
BEAST SNAGGAS, ORK, RUNTHERD, XENOS
Equipment

War Paint:
Once per Turning Point, whenever a friendly BEAST SNAGGAS operative is activated, you can use this rule. If you do, until the end of that activation, you can ignore any changes to that operative's stats from being injured (including its weapons' stats).


Throwing Knives:
Once per turning point, a friendly BEAST SNAGGAS operative can use the following ranged weapon:


Beasthide Armor:
Once per turning point, when an operative is shooting a friendly BEAST SNAGGAS operative, at the start of the Roll Defence Dice step, you can use this rule. If you do, worsen the x of the Piercing weapon rule by 1 (if any) until the end of that sequence. Note that Piercing 1 would therefore be ignored.


Purple Camo:
Once per battle, one friendly BEAST SNAGGAS operative can perform a mission action for 1 less AP.


Ploys

Firefight - Just A Scratch:
Use this firefight ploy when an attack dice inflicts Normal Damage on a friendly BEAST SNAGGAS operative. Ignore that inflicted damage.


Firefight - Brutal Lunge:
Use this firefight ploy after a friendly BEAST SNAGGAS operative performs the Fight action, if it’s no longer within control range of enemy operatives. That friendly operative can immediately perform a free Charge action (even if it’s already performed the Charge action during that activation), but cannot move more than 3" during that action.


Firefight - One Last Kill:
Use this Firefight Ploy when a friendly BEAST SNAGGAS operative is incapacitated in combat by an enemy operative. Before that friendly operative is removed from the killzone, you can strike with one of your remaining attack dice before it’s removed from the killzone.


Firefight - Ultimate Form:
Use this firefight ploy when a friendly Kommando operative is activated, or when its APL stat is changed. Until the start of the next turning point, you can ignore any changes to its APL stat.


Strategic - Skulking Predators:
Whenever an enemy operative is shooting a friendly BEAST SNAGGAS operative that has a Conceal order, you can retain one of your defence dice as a normal success without rolling it (in addition to a cover save, if any).


Strategic - WAAAGH!:
Friendly BEAST SNAGGA's melee weapons have the Balanced weapon rule. Balanced: Can re-roll one Attack die.


Strategic - Get Stuck In!:
Until the end of the Turning Point, each time a friendly BEAST SNAGGAS operative performs a Fight action, in the Roll Attack Dice step of that combat, you can re-roll one of your attack dice.


Strategic - Instinctual Healing:
Each friendly BEAST SNAGGAS operative that has an Engage order can immediately reagin 1D3+1 lost Wounds (roll separately for each).


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.


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.