SQUIGHOG kill team
Composition
A SQUIGHOG Killteam is composed of
1 SQUIGHOG BOSS NOB on SMASHA SQUIG
3 SQUIGHOG BOYZ with one of the following options: *
- Stikka and Bitey squig blasta
- Stikka and Dynamite
- Stikka and Boost rockit
1 SQUIGHOG BOMB SQUIG
1 SQUIGHOG GROT
*Each Squighog Boy has a different option
Common Abilities and Options
Dead tough:
Whenever an attack dice effects damage of 3 or more to this operative roll one D6. on a 5+ substract 1 from that inflicted damage.
Instinctiv hunters:
When setting up an
SQUIGHOG kill team before the battle, the
first third of your kill team must be friendly
Grot and Bomb Squig operatives set up as normal. Each
friendly SQUIGHOG MOUNTED
operative thereafter must be set up in reserve:
place it to one side instead of in the killzone.
In the first Firefight phase, each friendly SQUIGHOG MOUNTED operative set
up in reserve is activated as normal. When it is,
set it up in a location it can be placed on the
killzone floor with its base touching your killzone
edge (it’s no longer in reserve). The operative
is treated as performing the Turn action (spend
the AP accordingly), then continue its activation
as normal.
Each friendly SQUIGHOG
MOUNTED operative is activated twice per turning
point (it’s only expended after the second
activation). You cannot spend more than 2 APL (3 APL SQUGHOG Boss) for
it per activation, or more than its APL stat per
turning point.
Each friendly SQUIGHOG
MOUNTED operative cannot be in cover from or
obscured by Light terrain, terrain parts less than
2" tall or terrain that's not wholly intervening.
Whenever a friendly SQUIGHOG
MOUNTED operative would perform the Fight
action, the distance requirements of its control
range can be changed to 1" horizontally and 4"
vertically until the end of that action
Mercurial speed:
Each friendly SQUIGHOG MOUNTED
operative has a SPEED that has three levels:
SPEED 3-, SPEED 4+ and SPEED 7+. An operative
can only have one SPEED level at a time, and it
starts the battle with SPEED 3-.
An SQUIGHOG MOUNTED
operative has SPEED 3- if either of the following
are true:
• It ends the Sprint action and it either moved
backwards or less than 4" forwards.
• It ends its activation without performing the
Sprint action.
An SQUIGHOG MOUNTED
operative has SPEED 4+ if it ends the Sprint
action and moved 4" or more during that action,
or SPEED 7+ instead if it moved 7" or more during
that action
Sprint (0AP):
SQUIGHOG MOUNTED
operatives cannot perform the Charge, Dash,
Fall Back or Reposition actions; instead they can
perform the Sprint and Turn unique actions.
SPRINT:
Move the active operative to a location it can
be placed. This must be directly forwards
or backwards in one or more straight-line
increments, and increments are always
rounded up to the nearest inch. It cannot move
more than 9" forwards or 3" backwards per
activation, and it cannot move more than 12"
per turning point.
Before or after one of the increments, you
can pivot the active operative up to 45°. This
doesn’t use any of its movement allowance,
and it can then continue its movement with
any remaining move distance.
The active operative cannot climb or finish
the move on Vantage terrain higher than 2"
from the killzone floor. It can move through
operatives and it treats terrain parts less than
2" tall as Accessible terrain. Whenever it
moves through an equipment terrain feature,
remove that terrain feature from the battle.
An operative cannot perform this action
while counteracting. For the purposes of your
opponent's rules, mission rules and killzone
rules, this action is treated as the Reposition
action, or the Charge action if the active
operative ends the action within control range
of an enemy operative.
Turn (1AP):
Pivot the active operative up to 45°. This
doesn’t use any of its movement allowance.
An operative cannot perform this action
while counteracting. For the purposes of your
opponent's rules, mission rules and killzone
rules, this action is treated as the Dash action,
or the Charge action if the active operative
ends the action within control range of an
enemy operative
Squighog Boss nob on smasha squig
A 4
M 12“
S 4+
W 24
Weapons | ATK | HIT | DMG |
|---|---|---|---|
| Thumb gun (Blast 2“, saturate) | 4 | 4+ | 3/5 |
| Big choppa (Punishment) | 5 | 3+ | 5/6 |
Abilities
Dead toughInstinctiv huntersKrumpin‘ timeMercurial speed0AP: Smasha squig0AP: Sprint1AP: TurnSquighog Boy
A 3
M 12“
S 4+
W 20
Weapons | ATK | HIT | DMG |
|---|---|---|---|
| Stikka (Range 8“, Piercing 1) | 4 | 4+ | 4/5 |
| Bitey squig blasta (Range 8“, devasting 2, Severe, stun, blasta git*) | 6 | 4+ | 1/0 |
| Boost Rockit (Range 16“, Limited 1, Lethal 5+, Piercing 1) | 4 | 4+ | 5/6 |
| Dynamite (Range 4“, blast 1, saturate, boom git*) | 5 | 4+ | 4/5 |
| Stikka & Squig jaws | 5 | 3+ | 4/5 |
Abilities
1AP: *blasta git1AP: *boom gitDead toughInstinctiv huntersMercurial speedSaddlegit0AP: Sprint1AP: TurnBomb squig
A 2
M 6"
S 5+
W 5
Weapons | ATK | HIT | DMG |
|---|---|---|---|
| Explosives (Blast 1“, limited 1, explosive*) | 6 | 4+ | 4/5 |
| Bite | 3 | 4+ | 4/5 |
Abilities
*ExplosiveBoom!ExpandableStoopidGrot
A 2
M 6"
S 5+
W 5
Weapons | ATK | HIT | DMG |
|---|---|---|---|
| Grot choppa | 3 | 5+ | 1/4 |
Abilities
1AP: Grappling hookSneaky gitBoar Blood
Once per turning point, when a friendly SQUIGHOG operative (excluding BOMB SQUIG and Grot) 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)
Squig Armour
Once per turning point, when an operative is shooting a friendly SQUIGHOG MOUNTED operative, in the Roll Defence Dice step, you can retain one of your normal successes as a critical success instead
Glyphs
When this item of equipment is selected, also select the Waaagh! or Drag it down strategy ploy. The first time you would use that ploy during the battle, it costs you 0CP; whenever you would use it thereafter, it costs you 0CP if 2 or more friendly operatives have an engage order.
Squig injection
Once per turning point when a friendly operative (excluding Bombsquig and Grot) is shooting, fighting or retaliating, squig jaws from one friendly operative have the ceaseless weapon 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: Krump em
Use this firefight ploy at the end of the Firefight phase. Select one friendly SQUIGHOG operative. It can immediately perform a free Fight action
Firefight: Leap
Use this firefight ploy when a friendly SQUIGHOG MOUNTED operative performs the Sprint action. Instead of moving that operative, remove it from the killzone and set it back up in a location it can be placed within 1" horizontally of its original location. This distance cannot be measured through terrain features more than 2" tall, and that operative cannot be set up on Vantage terrain higher than 2" from the killzone floor. That operative is treated as having moved 3" for the purposes of its movement allowance and has SPEED 3-
Firefight: Just a scratch
Use this firefight ploy when an attack dice inflicts Normal Dmg on a friendly SQUIGHOG operative (excluding BOMB SQUIG and GROT). Ignore that inflicted damage
Firefight: Instinctive aggression
When a friendly operative is incapacicated while fighting or retaliating you can strike the enemy operative in that sequence with one of your unresolved successes before this operative is removed from the killzone.
Strategy Ploys
Strategy: Waaagh!
Friendly SQUIGHOG operatives’ melee weapons have the Balanced weapon rule
Strategy: Tough as squig hide
For purposes of rule Dead Tough reduce 1 from inflicted damage on a 4+ (instead of 5+)
Strategy: Get da big git
Whenever a friendly operative is shooting against or fighting against the enemy operative that has the most wounds remaining, that operative weapons have the Lethal 5+ weapon rule.
Strategy: Drag it down
Once during each friendly SQUIGHOG MOUNTED operative’s activation, whenever it ends its move during the Sprint action: • If it moved 4" or more during that action, you can inflict 1 damage on one enemy operative within its control range. • If it moved 7" or more during that action, or it's a SQUIGHOG BOSS operative, you can inflict D3 damage on one enemy operative within its control range instead
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.
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
Boar Blood:
Once per turning point, when a friendly SQUIGHOG operative (excluding BOMB SQUIG and Grot) 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)
Squig Armour:
Once per turning point, when an operative
is shooting a friendly SQUIGHOG MOUNTED operative, in the Roll
Defence Dice step, you can retain one of your
normal successes as a critical success instead
Glyphs:
When this item of equipment is selected, also
select the Waaagh! or Drag it down strategy ploy.
The first time you would use that ploy during the
battle, it costs you 0CP; whenever you would
use it thereafter, it costs you 0CP if 2 or more friendly operatives have an engage order.
Squig injection:
Once per turning point when a friendly operative (excluding Bombsquig and Grot) is shooting, fighting or retaliating,
squig jaws from one friendly operative have the ceaseless weapon rule.
Ploys
Firefight - Krump em:
Use this firefight ploy at the end of the Firefight
phase. Select one friendly SQUIGHOG
operative. It can immediately perform a free
Fight action
Firefight - Leap:
Use this firefight ploy when a friendly SQUIGHOG MOUNTED operative
performs the Sprint action. Instead of moving that
operative, remove it from the killzone and set it
back up in a location it can be placed within 1"
horizontally of its original location. This distance
cannot be measured through terrain features
more than 2" tall, and that operative cannot be
set up on Vantage terrain higher than 2" from the
killzone floor. That operative is treated as having
moved 3" for the purposes of its movement
allowance and has SPEED 3-
Firefight - Just a scratch:
Use this firefight ploy when an attack dice
inflicts Normal Dmg on a friendly SQUIGHOG
operative (excluding BOMB SQUIG and GROT).
Ignore that inflicted damage
Firefight - Instinctive aggression:
When a friendly operative is incapacicated while fighting or retaliating you can strike the enemy operative in that sequence with
one of your unresolved successes before this operative is removed from the killzone.
Strategic - Waaagh!:
Friendly SQUIGHOG operatives’ melee
weapons have the Balanced weapon rule
Strategic - Tough as squig hide:
For purposes of rule Dead Tough reduce 1 from inflicted damage on a 4+ (instead of 5+)
Strategic - Get da big git:
Whenever a friendly operative is shooting against or fighting against the enemy operative that has the most wounds remaining, that operative weapons have the Lethal 5+ weapon rule.
Strategic - Drag it down:
Once during each friendly SQUIGHOG MOUNTED operative’s activation,
whenever it ends its move during the
Sprint action:
• If it moved 4" or more during that action, you
can inflict 1 damage on one enemy operative
within its control range.
• If it moved 7" or more during that action, or
it's a SQUIGHOG BOSS operative, you can inflict
D3 damage on one enemy operative within its
control range instead
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.
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.