Beast Snaggas
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 InstinctSquigosaur 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 StampedeBoy
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 InstinctBlasta 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 InstinctSlugga 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 BarrageBerzerka 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 AngerPainboss
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 InstinctSawbonezRuntherd
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 RuntsWar 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.
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: 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.
Strategy Ploys
Strategy: 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).
Strategy: WAAAGH!
Friendly BEAST SNAGGA's melee weapons have the Balanced weapon rule. Balanced: Can re-roll one Attack die.
Strategy: 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.
Strategy: Instinctual Healing
Each friendly BEAST SNAGGAS operative that has an Engage order can immediately reagin 1D3+1 lost Wounds (roll separately for each).
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.
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.