Da Seeker's Freebooterz krew

Da Seeker's Freebooterz krew

Common Abilities and Options

Looter shooter:
Whenever a friendly FREEBOOTERZ operative is shooting, fighting or retaliating, in the Roll Attack Dice step:

• For each attack dice result of 6 you retain, you gain one Loot point.

• You can spend up to 3 of your Loot points in each activation.

For each point you spend this way, retain one of your fails as a normal success instead of discarding it. You cannot have more than 6 Loot points at once. If you start an action with 6 Loot points, you cannot gain any more during that action.

Thrill of a fight:
Whenever a friendly FREEBOOTERZ operative performs the Shoot or Fight action (excluding Guard), it can perform the same attack again once if that operative still have enough AP to perform.

More Dakka taktik:
Whenever this operative is shooting, if it hasn’t performed the Dash or Reposition action during the activation, or if it's a counteraction, its ranged weapons have the Ceaseless weapon rule. This operative isn’t restricted from performing these actions after shooting.

Operatives

1. Kaptin
Kaptin
A 3
M 6"
S 4+
W 18/18
Weapons
ATK
HIT
DMG
Kaptin's Snazz kannon
Dakka round (Piercing 1, Balance)
5
4+
4/5
Kaboom round (Blast 1, Balance)
5
4+
3/4
Kaptin's cutlass
4
3+
5/6
Abilities
Looter shooterThrill of a fightKaptin's old trickMore Dakka taktik

Kaptin's old trick: Whenever this operative performs the Shoot or Fight action (excluding Guard), you gain 1 Loot point.

32Ork, Xenos, Flash gitz, Freebooterz, Kaptin
2. First mate
First mate
A 3
M 6"
S 4+
W 15/15
Weapons
ATK
HIT
DMG
Snazz kannon
Dakka round (Piercing 1)
5
4+
4/5
Kaboom round (Blast 1)
5
4+
3/4
Mortar! (Dirty bomb) (Heavy (Reposition only), Limited 1, Dirty bomb*, Radiation*)
4
4+
Fist
4
3+
3/4
Abilities
Looter shooterMore Dakka taktikRadiation*Thrill of a fightDirty bomb*

Radiation:* Whenever an operative is within X" of your Radiation marker, worsen the Hit stat of its weapons by 1 and subtract 2" from its Move stat. This is cumulative with being injured. X is that marker’s Pulsa points. In the Ready step of each Strategy phase, subtract 1 from your Radiation marker’s points. If a Radiation marker ever has 0 points, remove it.

Dirty bomb:* Don’t select a valid target. Instead, place a Dirty bomb marker visible to this operative, or on Vantage terrain of a terrain feature that’s visible to this operative. That marker gains 1 Radiation point, then roll attack dice: it gains 1 additional Radiation point for each success (to a maximum of 3 additional points). Separately inflict D3 damage on each operative wholly within x" of that marker, where x is that marker’s Radiation points. Then the action ends.

32Ork, Xenos, Flash gitz, Freebooterz, First mate
3. Kannoneer
Kannoneer
A 3
M 6"
S 4+
W 15/15
Weapons
ATK
HIT
DMG
Snazz kannon
Dakka round (Piercing 1)
5
4+
4/5
Kaboom round (Blast 1)
5
4+
3/4
Fist
4
3+
3/4
Abilities
Looter shooterMore Dakka taktikThrill of a fight
32Ork, Xenos, Flash gitz, Freebooterz, Kannoneer
4. Bosun
Bosun
A 3
M 6"
S 4+
W 15/15
Weapons
ATK
HIT
DMG
Snazz kannon
Dakka round (Piercing 1)
5
4+
4/5
Kaboom round (Blast 1)
5
4+
3/4
Fist
4
3+
3/4
Abilities
Looter shooterMore Dakka taktikThrill of a fight
32Ork, Xenos, Flash gitz, Freebooterz, Bosun
5. Sail master
Sail master
A 3
M 6"
S 4+
W 15/15
Weapons
ATK
HIT
DMG
Snazz kannon
Dakka round (Piercing 1)
5
4+
4/5
Kaboom round (Blast 1)
5
4+
3/4
Fist
4
3+
3/4
Abilities
Thrill of a fightLooter shooterMore Dakka taktik
32Ork, Xenos, Flash gitz, Freebooterz, Sail master

Equipment

Monokular

Once per turning point, when a friendly FREEBOOTERZ operative is performing the Shoot action and you select a Snazz Kannon, you can use this rule.If you do, until the end of that action, that weapon loses the Blast or Piercing weapon rule but has the +1 accuracy instead. You cannot use this Equipment with the ploy Extra powder at the same activation.

Looted armour

Subtract 1 from the Move stat of friendly FREEBOOTERZ operatives and add 1 to their Save stat.

Ork's fungus rum

Once per turning point, when a friendly FREEBOOTERZ 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.

Ship's log

When this item of equipment is selected, also select the Waaagh! or Shrapnel strategy ploy. The first time you would use that ploy during the battle, it costs 0CP; whenever you would use it thereafter, it costs 0CP if you have any Loot points.

Ploys

JUST A SCRATCH
Firefight Ploy

Use this firefight ploy when an attack dice inflicts Normal Dmg on a friendly FREEBOOTERZ operative. Ignore that inflicted damage.

X-MARKS DA SPOT
Firefight Ploy

Use this firefight ploy after a friendly FREEBOOTERZ operative performs the Shoot or Fight action, just before incapacitated operatives are removed (if any). Place one of your X Mark's marker within the target’s control range (if it’s using a Blast weapon, the primary target). Whenever a friendly FREEBOOTERZ operative is shooting against, fighting against or retaliating against an operative that’s within 3" of that marker, you can spend a Loot point for free (even if you have none). In the Ready step of the next Strategy phase, remove that marker.

GITZFINDA SQUIG
Firefight Ploy

Use this firefight ploy during a friendly FREEBOOTERZ operative’s Shooting activation. Once per turning point during that activation, that operative's range weapon will have Seek Light effect on if shooting at the enemy operative within 8.

EXTRA POWDER
Firefight Ploy

Use this firefight ploy when a friendly FREEBOOTERZ operative performs the Shoot action and a weapon with the Blast weapon rule is selected. Until the end of that action, add 1" to that weapon’s Blast and it has the Severe weapon rule. You cannot use this ploy with the equipment Monokular at the same activation.

WAAAGH!
Strategy Ploy

Friendly FREEBOOTERZ operatives’ melee weapons have the Balanced weapon rule.

TUFF GITZ
Strategy Ploy

Whenever an operative is shooting a friendly FREEBOOTERZ operative that has an Engage order, you can re-roll one of your defence dice.

SHRAPNEL
Strategy Ploy

Friendly FREEBOOTERZ operatives ranged weapons have the Saturate weapon rule.

SLUG YER GROG
Strategy Ploy

Each friendly FREEBOOTERZ operative can immediately regain up to D3+1 lost wounds

Tac Ops

Plant Banner
Security

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.

Martyrs
Security

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.

Envoy
Security

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.