Warboss (Mekboss) fight

Operatives

1. WARBOSS
WARBOSS
A 3
M 5"
S 3+
W 25/25
Weapons
ATK
HIT
DMG
Kombi-Weapon
Twin-Rokkitz (Rng 6", Blast 3", Lim2)
6
5+
3/5
'Eavy Shoota (Rng 8")
5
5+
3/4
Krumpa Skorcha (Rng 5", Saturate, Tor 2". Lim2)
6
2+
3/3
Power Klaw (Brutal)
5
3+
5/7
Attack Squig
3
5+
2/3
Explosive Squig (Blast 1", Lim 1, *Explosive)
5
4+
4/5
Abilities
PhasesTHE BIGGEST, THE GREENEST AND THE MEANEST GIT!CATCH DIS!Ploys
Notes

MEKBOSS Kulture.

Phases: This operative has the following Phases during the battle:

  • PHASE 1: This phase occurs when this operative has 25 to 13 wounds. During this phase, you can use 1 strategy ploy for 0 CP during the Ready step of the strategy phase of the turning point.

  • PHASE 2: This phase occurs when this operative has 12 to 0 wounds. During this phase, you can use 1 firefight ploy for 0 CP during the firefight phase of the turning point. This operative is injured. Worsen its Save stat by 1.

THE BIGGEST, THE GREENEST AND THE MEANEST GIT!: This operative has the following rules for the battle:

  • In the Ready step of each strategy phase; if this operative is in the killzone, you gain 1 additional CP.

  • In the Select Operatives phase, you can select one of the following Kultur rules for this operative to have for the battle. Note that this is not obligatory:

KulturKnows-What-About
KaptinWhenever this operative performs a Shoot or Fight action, add 1 to its APL stat - Whenever this operative is wholly within your opponent's territory, its weapons have the Ceaseless weapon rule - Whenever this operative has the Engage order and not in cover, you can retain a normal save without rolling for it or a critical save if it is in cover (this is cumulative with the improved cover save from vantage terrain)
MekbossRemove the Range and Limited weapon rules of this operative's ranged weapons - Its ranged weapons have the Balanced and Severe weapon rules - You can re-roll any or all of your defence dice
PainbossIgnore any changes to this operative's stats from being injured - Whenever this operative is fighting or retaliating, its melee weapons have the Severe and Rending weapon rules - Whenever an attack die inflicts damage of 4 or more on this operative, roll a 1D6: on a 3+, halve the damage inflicted of that die
BoarbossAdd 2 to this operative's Move stat - Its melee weapons have the Relentless weapon rule and - it cannot use its ranged weapons (except Explosive Squig) - It ignores the Brutal, *Poison, *Toxic, *Gas, *Rad, Stun and Shock weapon rules

*Poison: In the Resolve Attack Dice step, if you inflict damage with any successes, the operative this weapon is being used against gains one of your Poison tokens (if it does not already have one). Whenever an operative that has one of your Poison tokens is activated, inflict 1 damage on it.

*Toxic: Whenever this operative is using this weapon against an enemy operative that has one of your Poison tokens, add 1 to both Dmg stats of this weapon.

*Gas: Whenever this weapon is used for a Shoot action, don’t roll for Atk dice. Instead, roll 1D6. If the result does not equal or beat the Save stat of the target. that target gains one of your Gas Tokens. Whenever an operative has a Gas Token, it is injured.

*Rad: In the Resolve Attack Dice step, if you inflict damage with a critical success, the operative this weapon is being used against gains one of your Rad Tokens (if it does not already have one). When an operative that has one of your Rad Tokens is activated, inflict 1 damage on it and worsen its Save stat by 1 until the end of its next activation, then remove that token from that operative.

  • For MEKBOSS Kulture only. In the Select Operatives phase and after you select this operative's Kulture rule, a friendly KILLA KAN operative can be included in your team and attached to this operative (base to base). That operative moves only when this operative moves and must stay attached to it. If that operative cannot be placed while being attached to this operative, this operative cannot perform its move. While this operative is attached to that operative, it cannot climb, jump or drop, it cannot perform the Dash or Fall Back action and cannot use nor retain a cover save from Light or Heavy terrain that is lower than 3 inches in height. This operative cannot use any of its weapons while it is attached to that operative and you can only select weapons from that operative's datacard during a Shoot or Fight action. This operative cannot be selected as a valid target during a Fight action until that operative is incapacitated. For a Shoot action, it can only be selected as a valid target if the enemy operative's weapon has the Seek or Seek Light weapon rules, if it is the secondry target of a shooting attack using a weapon with the Blast weapon rule or if that operative is incapacitated.

  • For KAPTIN Kulture only. In the Select Operatives phase and after you select this operative's Kulture rule, You can set up 2 WAAAGH! Markers wholly within your territory. At the start of the Firefight phase of each turning point; for each marker you set up, you can set up a friendly SCOUNDREL BOY within 3 inches of it and with an order of choice. This operative cannot counteract until those operatives are incapacitated.

  • This operative can be activated multiple times during the turning point if it has remaining unused AP during its previous activation. It stays Ready while it can still be activated. Once Expended, it may counteract once after all the other friendly operatives (if any) had activated and after each enemy operative's activation (excluding the last enemy operative to be activated). Note that any AP gained during this operative's counteraction(s) are added to it once it activates during the next turning point.

  • This operative can perform up two Fight actions during each of its activations during the turning point.

  • Whenever an operative is shooting this operative, worsen the Piercing x weapon rule by 1, therefore the Piercing Crits 1 weapon rule is ignored. Attack dice that have 3 or lower Dmg stats don't inflict damage on this operative.

  • Enemy operatives within 3 inches of this operative cannot perform the Pick-up Marker, Unique or Mission actions.

  • Whenever this operative incapacitates an enemy operative, it regains1D3 lost wounds and improve its weapons Hit stats by 1 (to a maximum of 3+).

CATCH DIS!: You can move one enemy operative within this operative’s control range up to 5 inches in a location where it can be placed. Then inflict D3+1 damage on it; if the 1D3 result is a 3, that operative is expended until the end of the turning point. This operative cannot perform this action unless an enemy operative is within its control range.

Ploys: STRATEGY PLOYS

You can use select from the following strategy ploys for this operative during the battle:

  • DAKKA, DAKKA, DAKKA! (1 CP): This operative can perform up to two Shoot actions each time it activates during the turning point.

  • WAAAGH! (1 CP): This operative can perform up to two Charge actions each time it activates during the turning point.

FIREFIGHT PLOYS

You can select from the following firefight ploys for this operative during the battle:

  • MIGHT IS RIGHT (1 CP): Use this firefight ploy when an enemy operative is shooting this operative, or this operative is fighting or retaliating, your opponent cannot retain attack dice results of less than 6 as critical successes (e.g. as a result of the Lethal, Rending or Severe weapon rules).

  • DA BIGGEST AND DA BEST (1 CP): Use this firefight ploy when this operative is fighting or retaliating while wholly within your territory or within 3 inches of a friendly SCOUNDREL BOY, you can retain a critical success without rolling for it.

ORK, BOSS, WARBOSS; 40
2. KILLA KAN
KILLA KAN
A 2
M 4"
S 5+
W 20/20
Weapons
ATK
HIT
DMG
Kan Shoota (Dev2, Ceaseless, Lim2)
4
5+
3/5
Rokkit Launcha (Blast 1", Lim1)
4
5+
4/5
Kan Klaw
4
4+
5/6
Abilities
MEKANIAK SCRAP!Mob (Warboss)

MEKANIAK SCRAP!: This operative cannot be activated nor counts as an activation.

Whenever this operative is attached to a friendly WARBOSS and Whenever your opponent is selecting a valid target, it can only select this operative. In addition, this operative cannot use nor retain a cover save from Light or Heavy terrain that is lower than 3 inches in height.

Mob (Warboss): In the Select Operatives phase and after you select the WARBOSS and the MEKBOSS Kulture rule for it, a friendly KILLA KAN operative can be included in your team and attached to this operative (base to base). That operative moves only when this operative moves and must stay attached to it. If that operative cannot be placed while being attached to this operative, this operative cannot perform its move. While this operative is attached to that operative, it cannot climb, jump or drop, it cannot perform the Dash or Fall Back action and cannot use nor retain a cover save from Light or Heavy terrain that is lower than 3 inches in height. This operative cannot use any of its weapons while it is attached to that operative and you can only select weapons from that operative's datacard during a Shoot or Fight action. This operative cannot be selected as a valid target during a Fight action until that operative is incapacitated. For a Shoot action, it can only be selected as a valid target if the enemy operative's weapon has the Seek or Seek Light weapon rules, if it is the secondry target of a shooting attack using a weapon with the Blast weapon rule or if that operative is incapacitated.

ORK, WALKER, MOB, KILLA KAN; 60

Equipment

Ploys

FATALITY! or "YOU DIED"
Firefight Ploy

Use this firefight ploy when an enemy operative is incapacitated. You earned your fight and won, but that is not enough for the crowd, give them a spectacle worthy of your presence and embarace the brutality of the grim dark future. Mock your opponent's pitiful existance and shout "FATALITY" (or "YOU DIED") in its face or place a marker for any of those phrases within control range of that operative. This ploy costs 0 CP.

And The Crowd Goes Wild
Firefight Ploy

Use this firefight ploy when 3 or more enemy operative are incapacitated. you can remove a light terrain piece and replace it with a heavy terrain piece, or vice versa. If setting up the terrain is not possible, select another to replace or this ploy cannot be used. This ploy costs 0 CP.

MORTAL KOMBAT!
Strategy Ploy

For the first turning point. You cannot help but have the urge to use a gong and shout these 2 words; "MORTAL KOMBAT",as if it is a part of bygone ritual or rite of battle.This ploy costs 0 CP.

Eyes In The Warp
Strategy Ploy

You can set up a random operative (from any faction or team) on the centerline of the killzone in a location it can be placed, then you and your opponent each roll a 1D6. Whoever has the higher result, that operative is a friendly to its operatives until the end of the battle. If the result is a tie, that operative is hostile to both of you and your opponent until the end of the battle.

Tac Ops

Sweep & Clear
Seek And Destroy

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.

Dominate
Seek And Destroy

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.

Rout
Seek And Destroy

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.