Bad Moonz
Common Abilities and Options
Available Equipment:
- Stikkbomb
- Eavy Armour
- Drum Mag
- Targetin' Fing
- Choppa
- Bosspole
Dakka Dash (1 AP):
Perform a free Shoot action and free Dash action with this operative in any order.
A Good Foight:
When an operative with this rule is fighting an enemy operative with equal or more wounds, they get the Severe and Balanced weapon rule.
Operatives
1. Ploys
A 3
M 4"
S 4+
W 1
Abilities
Krumpin’ TimeAvailable EquipmentGet It DunOptions
GREENTIDE (Strategy Ploy)DATS OUR LOOT! (Strategy Ploy)MORE FOIGHTIN! (Tactical Ploy)LOIGHT 'EM UP (Tactical Ploy)2. CORE
A 0
M 0"
S 1+
W 1
Weapons | ATK | HIT | DMG |
|---|---|---|---|
| New Weapon | 1 | 1+ | 0/0 |
Abilities
WAAAAAAGH!Options
DAKKA! DAKKA! DAKKA! (Strategy Ploy)KRUMP 'EM (Strategy Ploy)JUST A SCRATCH (Tactical Ploy)FUEL RUPTCHA (Tactical Ploy)3. Warboss
A 3
M 6"
S 4+
W 16
Weapons | ATK | HIT | DMG |
|---|---|---|---|
| Shoota | 4 | 3+ | 3/4 |
| Kombi-Skorcha (Lim1, Rng 8'', Tor 2'', Bal) | 6 | 2+ | 3/3 |
| Big Choppa | 5 | 2+ | 5/6 |
Abilities
’Ere We Go, Waaagh!Strategise (1 AP)Da Biggest Boss4. Loota [20R]
A 2
M 6"
S 5+
W 10
Weapons | ATK | HIT | DMG |
|---|---|---|---|
| Burna (Rng 8'', Sat, Tor 2'', Bal) | 5 | 2+ | 3/3 |
| Fists | 3 | 3+ | 3/4 |
Abilities
Available EquipmentDakka Dash (1 AP)5. Loota [20R]
A 2
M 6"
S 5+
W 10
Weapons | ATK | HIT | DMG |
|---|---|---|---|
| Burna (Rng 8'', Sat, Tor 2'', Bal) | 5 | 2+ | 3/3 |
| Fists | 3 | 3+ | 3/4 |
Abilities
Available EquipmentDakka Dash (1 AP)6. Boy [15R]
A 2
M 6"
S 5+
W 10
Weapons | ATK | HIT | DMG |
|---|---|---|---|
| Slugga (Rng 8'') | 4 | 5+ | 3/4 |
| Choppa | 4 | 3+ | 4/5 |
Abilities
A Good FoightAvailable Equipment7. Boy [15R]
A 2
M 6"
S 5+
W 10
Weapons | ATK | HIT | DMG |
|---|---|---|---|
| Slugga (Rng 8'') | 4 | 5+ | 3/4 |
| Choppa | 4 | 3+ | 4/5 |
Abilities
A Good FoightAvailable Equipment8. Boy [15R]
A 2
M 6"
S 5+
W 10
Weapons | ATK | HIT | DMG |
|---|---|---|---|
| Slugga (Rng 8'') | 4 | 5+ | 3/4 |
| Choppa | 4 | 3+ | 4/5 |
Abilities
A Good FoightAvailable EquipmentSelected Equipment
Drum Mag [2R]
Select one shoota or big shoota this operative is equipped with. That weapon gains the Ceaseless special rule for the battle.
'Eavy Armour [2R]
Change the operative’s Save characteristic to 4+ for the battle.
Inactive Equipment
Stikkbomb [2R]
The operative is equipped with the following ranged weapon for the battle:
| Name | ATK | HIT | DMG | WR |
|---|---|---|---|---|
| Stikkbomb | 4 | 3+ | 2/4 | Lim, Sat, Blast 2'', Rng 6'' |
War Paint [3R]
Once per Turning Point, whenever this 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).
Choppa [2R]
The operative is equipped with the following melee weapon for the battle:
| Name | ATK | HIT | DMG | WR |
|---|---|---|---|---|
| Stikkbomb | 3 | 3+ | 4/5 |
Kovert Git [3R]
Roll one D3. As a STRATEGIC GAMBIT in the first turning point, a number of friendly GROT 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.
Dynamite [4R]
The operative is equipped with the following ranged weapon for the battle:
| Name | ATK | HIT | DMG | WR |
|---|---|---|---|---|
| Dynamite | 4 | 3+ | 5/6 | Lim, Sat, Blast 2'', Rng 6'', Piercing 1, Unwieldy |
Kommspack [2R]
The operative can perform the following action for the battle:
- Listen In (1 AP): SUPPORT. Select one other friendly ORK operative visible to and within 6" of this operative. Until the end of that operative’s next activation, add 1 to its APL stat. This operative cannot perform this action while within control range of an enemy operative.
Doubl' Burna Bottle [3R]
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).
| Name | ATK | HIT | DMG | WR |
|---|---|---|---|---|
| Doubl' Burna Bottle | 5 | 4+ | 2/2 | Sat, Blast 2'' |
Targetin' Fing [3R]
Select one ranged weapon this operative is equipped with (excluding a burna or a ranged weapon with the Kombi special rule). Improve that weapon’s Ballistic Skill characteristic by 1 for the battle (to a maximum of 4+).
Engine Oil [2R]
Once per turning point, when this 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).
Beasthide Armour [3R]
Once per turning point, when an operative is shooting this 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.
Stun Grenade [2R]
The operative can perform the following action for the battle:
- Stun Grenade (1 AP): Select one point on the battlefield within 6'' of this operative. Roll one D6 for each operative within 2'' of that point, subtracting 1 from the result if they are not Visible to this operative. On a 4+, subtract 1 from that operative’s APL. This operative can only perform this action once, and cannot perform this action if it is within the Engagement Range of an enemy operative.
Boss Pole [3R]
Add 1 to the operative’s APL for the battle.
Climbing Rope [1R]
The operative gains the following ability for the battle:
- Climbing Rope:
- Each time this operative ascends or descends a terrain feature while climbing, the first vertical distance of up to 6'' it travels are counted as 2'' for that climb.
- This operative only needs to be within 1'' horizontally of a terrain feature in order to climb it.
- Each time this operative drops, the intended location can be any vertical distance from the level it occupies.
- Each time this operative drops, it counts any vertical distance it travels as half for that drop.
Harpoon [3R]
The operative is equipped with the following ranged weapon for the battle:
| Name | ATK | HIT | DMG | WR |
|---|---|---|---|---|
| Harpoon | 4 | 4+ | 4/5 | Rng 6'', Stun |
Sledgehammer [3R]
The operative is equipped with the following melee weapon for the battle:
| Name | ATK | HIT | DMG | WR |
|---|---|---|---|---|
| Sledgehammer | 4 | 3+ | 4/4 | Stun |
Throwing Knives [3R]
The operative is equipped with the following ranged weapon for the battle:
| Name | ATK | HIT | DMG | WR |
|---|---|---|---|---|
| Throwing Knives | 4 | 3+ | 2/5 | Range 6'', Silent, Lim 2 |
Improvised Scope [2R]
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.
Drill Rokkits [2R]
Once per turning point, when this operative is performing the Shoot action and you select a rokkit launcha or ’eavy rokkit launcha, you can use this rule. If you do, until the end of that action, that weapon loses the Blast weapon rule but has the Piercing 1 weapon rule.
Purple Camo [2R]
Once per battle, this operative can perform a mission action for 1 less AP.
Extra Armour [2R]
Subtract 1" from the Move stat of this operative and improve their Save stat by 1.
Smoke Grenade [3R]
The operative can perform the following action for the battle:
- Smoke Grenade (1 AP): Place the centre of one Smoke token on a point within 6'' of this operative. That token creates an area of smoke with a 2'' radius and unlimited upward height (but not below) measured from the centre of that token. Until the end of the Turning Point, an operative is Obscured if every Cover line drawn to it crosses an area of smoke. This operative can only perform this action once, and cannot perform this action if it is within Engagement Range of an enemy operative.
Dok'z Tools [3R]
The operative gains the MEDIC keyword until the start of the next battle and can perform the following action during the battle:
- Dok'z Tools (1 AP): Select one friendly ORK operative within 1'' of and Visible to this operative. That operative regains 2D3 lost wounds. This operative cannot perform this action while within Engagement Range of enemy operatives.
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 - 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 |
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 |
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.
Battle History
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Equipment
Stikkbomb [2R]
The operative is equipped with the following ranged weapon for the battle:
| Name | ATK | HIT | DMG | WR |
|---|---|---|---|---|
| Stikkbomb | 4 | 3+ | 2/4 | Lim, Sat, Blast 2'', Rng 6'' |
War Paint [3R]
Once per Turning Point, whenever this 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).
Choppa [2R]
The operative is equipped with the following melee weapon for the battle:
| Name | ATK | HIT | DMG | WR |
|---|---|---|---|---|
| Stikkbomb | 3 | 3+ | 4/5 |
Drum Mag [2R]
Select one shoota or big shoota this operative is equipped with. That weapon gains the Ceaseless special rule for the battle.
Kovert Git [3R]
Roll one D3. As a STRATEGIC GAMBIT in the first turning point, a number of friendly GROT 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.
Dynamite [4R]
The operative is equipped with the following ranged weapon for the battle:
| Name | ATK | HIT | DMG | WR |
|---|---|---|---|---|
| Dynamite | 4 | 3+ | 5/6 | Lim, Sat, Blast 2'', Rng 6'', Piercing 1, Unwieldy |
Kommspack [2R]
The operative can perform the following action for the battle:
- Listen In (1 AP): SUPPORT. Select one other friendly ORK operative visible to and within 6" of this operative. Until the end of that operative’s next activation, add 1 to its APL stat. This operative cannot perform this action while within control range of an enemy operative.
Doubl' Burna Bottle [3R]
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).
| Name | ATK | HIT | DMG | WR |
|---|---|---|---|---|
| Doubl' Burna Bottle | 5 | 4+ | 2/2 | Sat, Blast 2'' |
Targetin' Fing [3R]
Select one ranged weapon this operative is equipped with (excluding a burna or a ranged weapon with the Kombi special rule). Improve that weapon’s Ballistic Skill characteristic by 1 for the battle (to a maximum of 4+).
Engine Oil [2R]
Once per turning point, when this 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).
Beasthide Armour [3R]
Once per turning point, when an operative is shooting this 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.
Stun Grenade [2R]
The operative can perform the following action for the battle:
- Stun Grenade (1 AP): Select one point on the battlefield within 6'' of this operative. Roll one D6 for each operative within 2'' of that point, subtracting 1 from the result if they are not Visible to this operative. On a 4+, subtract 1 from that operative’s APL. This operative can only perform this action once, and cannot perform this action if it is within the Engagement Range of an enemy operative.
Boss Pole [3R]
Add 1 to the operative’s APL for the battle.
Climbing Rope [1R]
The operative gains the following ability for the battle:
- Climbing Rope:
- Each time this operative ascends or descends a terrain feature while climbing, the first vertical distance of up to 6'' it travels are counted as 2'' for that climb.
- This operative only needs to be within 1'' horizontally of a terrain feature in order to climb it.
- Each time this operative drops, the intended location can be any vertical distance from the level it occupies.
- Each time this operative drops, it counts any vertical distance it travels as half for that drop.
Harpoon [3R]
The operative is equipped with the following ranged weapon for the battle:
| Name | ATK | HIT | DMG | WR |
|---|---|---|---|---|
| Harpoon | 4 | 4+ | 4/5 | Rng 6'', Stun |
Sledgehammer [3R]
The operative is equipped with the following melee weapon for the battle:
| Name | ATK | HIT | DMG | WR |
|---|---|---|---|---|
| Sledgehammer | 4 | 3+ | 4/4 | Stun |
Throwing Knives [3R]
The operative is equipped with the following ranged weapon for the battle:
| Name | ATK | HIT | DMG | WR |
|---|---|---|---|---|
| Throwing Knives | 4 | 3+ | 2/5 | Range 6'', Silent, Lim 2 |
Improvised Scope [2R]
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.
Drill Rokkits [2R]
Once per turning point, when this operative is performing the Shoot action and you select a rokkit launcha or ’eavy rokkit launcha, you can use this rule. If you do, until the end of that action, that weapon loses the Blast weapon rule but has the Piercing 1 weapon rule.
Purple Camo [2R]
Once per battle, this operative can perform a mission action for 1 less AP.
Extra Armour [2R]
Subtract 1" from the Move stat of this operative and improve their Save stat by 1.
'Eavy Armour [2R]
Change the operative’s Save characteristic to 4+ for the battle.
Smoke Grenade [3R]
The operative can perform the following action for the battle:
- Smoke Grenade (1 AP): Place the centre of one Smoke token on a point within 6'' of this operative. That token creates an area of smoke with a 2'' radius and unlimited upward height (but not below) measured from the centre of that token. Until the end of the Turning Point, an operative is Obscured if every Cover line drawn to it crosses an area of smoke. This operative can only perform this action once, and cannot perform this action if it is within Engagement Range of an enemy operative.
Dok'z Tools [3R]
The operative gains the MEDIC keyword until the start of the next battle and can perform the following action during the battle:
- Dok'z Tools (1 AP): Select one friendly ORK operative within 1'' of and Visible to this operative. That operative regains 2D3 lost wounds. This operative cannot perform this action while within Engagement Range of enemy operatives.