Da Zogger Herd

Common Abilities and Options

KRUMP 'EM LADS!:
In the Set-Up Operatives phase, set up 3 or more friendly FREEBOOTER operatives (excluding HERD) in your drop zone, then place two of your WAAAGH! Markers wholly within your territory, within 3 inches of the right and left edges of the killzone (right and left of your drop zone) and one for each of those sides.

In the Ready step of each strategy phase after the first, you can set up the rest of your team each within 3 inches of a WAAAGH! Marker.

Whenever a friendly operative is set up using this rule during a turning point after first, it cannot perform a Reposition action during that turning point. Any friendly operatives that were not set up in the killzone by this rule during the battle, at the end of the fourth turning point, they are incapacitated.

GRAB DA LOOT, LEAVE NUFFIN' BE'IND!:
Whenever an enemy operative that has a Wound stat of 10 or less is incapacitated, before it is removed, place one of your Booty Markers within control range of it, or two markers if it has a Wound stat of more than 10. Note that enemy operatives can perform the Pick-Up Marker or Place Marker action for that marker.

Whenever a friendly FREEBOOTER operative has one of your Booty Markers within its control range, it can perfom the following Mission action:

LOOT! (1 AP): Remove one of your Booty Markers from the killzone and add 1 to your "Da Kaptin's Booty" pool. That friendly operative cannot perform this action while within control range of an enemy operative.

Whenever you have 10 or more in your "Da Kaptin's Booty" pool and a friendly operative is activated, roll a 2D6 for a Mutiny Test. if the result is higher than the friendly FREEBOOTER DA KAPTIN operative's remaining wounds, subtract 2 from your pool and that friendly operative is incapacitated.

In the Ready step of each strategy phase, if your opponent controls 3 or more of your Booty Markers, you lose 1 CP.

Friendly FREEBOOTER operatives cannot perform Crit-op Mission actions. Instead, the VP for their Crit-op is scored in accordance to your "Da Kaptin's Booty" pool. At the end of the fourth turning point, add the total number of that pool halved (rounded up) as your Crit-op VP (to a maximum of 6).

Group Activation:
Whenever this operative is expended, you must then activate one other ready friendly FREEBOOTER RUNT or SNOTZ operative (if able) before your opponent activates. When that other operative is expended, your opponent then activates as normal (in other words, you cannot activate more than two operatives in succession with this rule).

*Got 'Em Boss:
In the Roll Attack Dice step, if you retained a critical success in a shooting attack using this weapon, the enemy operative this weapon is being used against cannot move until the end of the turning point.

NOT TOO BRIGHT ZOGGER!:
Whenever this operative performs any action (excluding Fallback), spend 1 additional AP for it. It can perform the Fallback action for 1 less AP.

Whenever this operative has a Conceal order and is in cover, it cannot be selected as a valid target, taking precedence over all other rules (e.g. e.g. Seek, Vantage terrain) except being within 2 inches.

TOO PUNY!:
This operative can move through parts of terrain features as if they were not there, but must end those moves in a location it can be placed.

Whenever this operative performs any action (excluding Fallback), spend 1 additional AP for it. It cannot perform Pick Up Marker, Mission or Unique actions.

This operative cannot contest markers or areas of the killzone, and are ignored for your opponent’s kill/elimination op (when it is incapacitated, and when determining your starting number of operatives). It is also ignored for victory conditions and scoring VPs if either require operatives to ‘escape’, ‘survive’ or be incapacitated by enemy operatives (if it escapes/survives/is incapacitated, determining how many operatives must escape/survive/be incapacitated, etc.).

Operatives can move through this operative, and enemy operatives can move within control range of it. Having only this operatives within their control range does not prevent enemy operatives from performing the Charge, Dash and Reposition action, and enemy operatives can leave this operative's control range when performing the Charge action.

STOOPID!:
During the Firefight phase, whenever you determine this operative's order, you cannot select Conceal. This operative cannot perform any actions other than Charge, Dash, Fight, Reposition, and Shoot, or use any weapons that are not on its datacard.

*Explosive:
This operative can perform the Shoot action with this weapon only while within Control Range of an enemy operative. Do not select a valid target. Instead, this operative is always the primary target and cannot be in Cover or Obscured.

Whenever this operative is incapacitated during a battle in which it has not used this weapon, roll 1D6, or 2D6 if you wish. If any result is a 4+, this operative performs a free Shoot action with this weapon before it is removed from the killzone.

Operatives

1. DA KAPTIN
DA KAPTIN
A 2
M 5"
S 5+
W 14/14
Weapons
ATK
HIT
DMG
Da "Kraken" (Rng 6", Dev2, Lim1, *Versatile)
1D6+1
5+
3/3
Power Klaw (Brutal)
4
4+
5/7
Abilities
*VersatileKRUMP 'EM LADS!DAT IZ OURZ, YA GITZ!GRAB DA LOOT, LEAVE NUFFIN' BE'IND!*Salvo

*Versatile: Whenever this operative is performing a Shoot action against an enemy operative using this weapon, in the Roll Attack Dice step, you can roll a number of its Atk dice (not all of it) for this action. After that sequance has ended, this operative can immediately perform another shooting attack against another enemy operative within control range of that target (if any) but must use this weapon for it. In the Roll Attack Dice step of that attack, this operative can only roll the remaining Atk dice. This operative cannot perform another shooting attack if it rolled all the remaining Atk dice of this weapon.

DAT IZ OURZ, YA GITZ!: STRATEGIC GAMBIT if this operative is in the killzone and for each turning point after the first. Select up to two Mission markers that friendly FREEBOOTER operatives don't control to place three of your Booty Markers centered on them. You can place them in any order of your choice.

*Salvo: 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). Each target (primary or secondary) cannot be shot more than once during the action.

FREEBOOTER, ORK, LEADER, DA KAPTIN; 40
2. MINDER
MINDER
A 2
M 4"
S 5+
W 13/13
Weapons
ATK
HIT
DMG
Smash Hammer (Brutal, *Breach)
4
3+
5/6
Abilities
KRUMP 'EM LADS!GRAB DA LOOT, LEAVE NUFFIN' BE'IND!*BreachSHOW 'EM 'OZ DA BOSS!

*Breach: In the Select Operatives phase, If this weapon is selected for this operative, this operative can perform the following Unique action:

BREAK STUFF (1 AP): Select a terrain feature within this operative's control range. If it is Equipment terrain, remove it. Otherwise, place one of your Breach markers within this operative's control range as close as possible to that terrain. Whenever an operative is within 1 inch of that marker, it treats parts of that terrain feature that are no more than 1 inch thick as Accessible terrain. This operative cannot perform this action while within Control Range of an enemy operative, or if a terrain feature is not within its Control Range.

SHOW 'EM 'OZ DA BOSS!: Whenever a friendly FREEBOOTER operative visible to and within 3 inches of this operative is activated, that operative does not take a Mutiny Test (i.e. from GRAB DA LOT, LEAVE NUFFIN' BEHIND! faction rule) and it cannot perform the Fallback action.

Whenever determining control of a marker, treat this operative's APL stat as 1 higher. Note this is not a change to its APL stat, so any changes are cumulative with this.

FREEBOOTER, ORK, RETINUE, MINDER; 40
3. RUNTHERD
RUNTHERD
A 2
M 5"
S 5+
W 10/10
Weapons
ATK
HIT
DMG
Slugga (Rng 5")
4
5+
3/4
Whip (Stun)
3
3+
2/3
Grot-Prod (Shock)
3
3+
1/4
Abilities
KRUMP 'EM LADS!DA 'ANDLERGRAB DA LOOT, LEAVE NUFFIN' BE'IND!1AP: YER MINE NOW!

DA 'ANDLER: Whenever a friendly RUNT or SNOTZ operative is visible to and within 3 inches of this operative, ignore any changes to that operative from being injured and they can perform any action for 1 less AP.

YER MINE NOW! (1AP): Select an injured enemy operative that does not have the "TYRANID" or "NECRON" keyword, a valid target for and within 3 inches of this operative, roll a 1D6. if the result is higher than that operative's APL stat, that operative cannot perform an action in which it can move until the end of its next activation or until this operative is incapacitated (whichever comes first). In the Ready step of the next strategy phase and if this operative is not incapacitated, roll a 1D6. If the result is higher than that operative's APL stat, that operative is incapacitated.

FREEBOOTER, ORK, CREW, RUNTHERD; 32
4. DA UGLEZ
DA UGLEZ
A 2
M 5"
S 5+
W 10/10
Weapons
ATK
HIT
DMG
Freaky Klaws An' Fist (Rending)
4
4+
4/5
Abilities
DATS WUN PROPA' ZOGGER!GRAB DA LOOT, LEAVE NUFFIN' BE'IND!KRUMP 'EM LADS!

DATS WUN PROPA' ZOGGER!: Whenever this operative ends its move during the Charge action, you can inflict 1D3 damage on one enemy operative within its control range.

FREEBOOTER, ORK, CREW, DA UGLEZ; 32
5. FLASH GIT
FLASH GIT
A 2
M 5"
S 4+
W 10/10
Weapons
ATK
HIT
DMG
Snazzgun
Ballistic (Hvy(Dash), Punishing)
4
4+
3/5
Energy (Hvy(Dash), Lethal 5+, Lim1)
4
4+
3/6
Choppa
4
3+
3/4
Abilities
1AP: SNEAKY SHOOTASKRUMP 'EM LADS!GRAB DA LOOT, LEAVE NUFFIN' BE'IND!

SNEAKY SHOOTAS (1AP): Select a ranged weapon from a FREEBOOTER OUTCAST NOB or SCOUNDREL BOY operative's datacard for this operative to use until the end of the turning point. This operative cannot perform this action while within control range of an enemy operative.

FREEBOOTER, ORK, CREW, FLASH GIT; 32
6. SUPA-RUNT
SUPA-RUNT
A 2
M 7"
S 5+
W 5/5
Weapons
ATK
HIT
DMG
Sneaky Grot Blasta (Rng 5", Silent, Lim2)
4
5+
2/3
Abilities
1AP: Grappling HookGRAB DA LOOT, LEAVE NUFFIN' BE'IND!KRUMP 'EM LADS!SNEAKY ZOGGER!

Grappling Hook (1AP): Selected a visible point on a terrain feature wihin 7 inches of this operative. Remove this operative from the killzone and set it back up within 1 inches horizontally of that point in a location it can be placed, not within control range of enemy operatives, and with that point visible to it. The operative cannot perform the Operate Hatch action during this action.

This action is treated as a Reposition action. This operative cannot perform this action while within control range of an enemy operative, or during an activation in which it performed the Charge or Fall Back action (or vice-versa).

SNEAKY ZOGGER!: This operative cannot have an Engage order. Whenever this operative is in cover, it cannot be selected as a valid target, taking precedence over all other rules (e.g, Seek, Vantage Terrain) except being within 2 inches.

FREEBOOTER, ORK, HERD, SUPA-RUNT; 25
7. SQUIG HOPPA
SQUIG HOPPA
A 2
M 6"
S 6+
W 6/6
Weapons
ATK
HIT
DMG
Grot Blasta (Rng 5", Lim1)
4
6+
2/3
Grot Sword and Bites (Severe)
4
4+
2/3
Abilities
KRUMP 'EM LADS!GRAB DA LOOT, LEAVE NUFFIN' BE'IND!LOOT ON DA MOVEDEAD FAST ZOGGER!

LOOT ON DA MOVE: Whenever this operative performs the Reposition action during its activation, it can perform the LOOT! action during that action (it must do so in a location it can be placed, and any remaining move distance it had from that Reposition action can be used after it does so).

DEAD FAST ZOGGER!: Whenever this operative is incapacitated, inflict 1D3+2 damage on each operative within it's control range before it is removed from the killzone.

FREEBOOTER, ORK, HERD, SQUIG HOPPA; 25
8. RUNT
RUNT
A 2
M 6"
S 6+
W 3/3
Weapons
ATK
HIT
DMG
Grabba Shoota (Rng 5", Lethal +4, Lim1, *Got 'Em Boss)
1
4+
0/0
Toof 'Nive
3
5+
1/2
Abilities
GRAB DA LOOT, LEAVE NUFFIN' BE'IND!Group Activation*Got 'Em BossKRUMP 'EM LADS!NOT TOO BRIGHT ZOGGER!
FREEBOOTER, ORK, HERD, RUNT; 25
9. RUNT
RUNT
A 2
M 6"
S 6+
W 3/3
Weapons
ATK
HIT
DMG
Grot Choppa
3
5+
1/3
Abilities
GRAB DA LOOT, LEAVE NUFFIN' BE'IND!Group Activation*Got 'Em BossKRUMP 'EM LADS!NOT TOO BRIGHT ZOGGER!
FREEBOOTER, ORK, HERD, RUNT; 25
10. SNOTZ
SNOTZ
A 2
M 5"
S 6+
W 1/1
Weapons
ATK
HIT
DMG
Sharp Scrap
2
5+
1/2
Abilities
Group ActivationTOO PUNY!GRAB DA LOOT, LEAVE NUFFIN' BE'IND!KRUMP 'EM LADS!
FREEBOOTER, ORK, HERD, SNOTZ; 25
11. SNOTZ
SNOTZ
A 2
M 5"
S 6+
W 1/1
Weapons
ATK
HIT
DMG
Sharp Scrap
2
5+
1/2
Abilities
Group ActivationTOO PUNY!GRAB DA LOOT, LEAVE NUFFIN' BE'IND!KRUMP 'EM LADS!
FREEBOOTER, ORK, HERD, SNOTZ; 25
12. SQUIG
SQUIG
A 2
M 6"
S 6+
W 4/4
Weapons
ATK
HIT
DMG
Explosives (Blast 1", Lim 1, *Explosive)
5
4+
3/4
Bite
3
3+
2/3
Abilities
STOOPID!*ExplosiveKRUMP 'EM LADS!GRAB DA LOOT, LEAVE NUFFIN' BE'IND!
FREEBOOTER, ORK, HERD, RUNT; 25
13. SQUIG
SQUIG
A 2
M 6"
S 6+
W 4/4
Weapons
ATK
HIT
DMG
Bite
3
3+
2/3
Abilities
STOOPID!*ExplosiveKRUMP 'EM LADS!GRAB DA LOOT, LEAVE NUFFIN' BE'IND!
FREEBOOTER, ORK, HERD, RUNT; 25

Equipment

PEG LEGS, HOOKS AND EYE-PATCHES

Once per turning point, you can ignore any changes to the Move stat of a a friendly FREEBOOTER operative (excluding HERD and KILLA KAN) from being injured until the end of the turning point.

STIKKBOMBS

Once per turing point, a friendly FREEBOOTER operatives can use the following ranged weapon for a Shoot action:

NameATKHITDMG
Stikkbombs45+2/4
Weapon Rules
Rng 6", Blast 1", *Kustomize

*Kustomize: Whenever this weapon is selected during a shooting attack, select one of the following weapon rules for it to have for that sequence: Stun, Blast 2", Balanced, *Poison.

*Poison: In the Resolve Attack Dice step, if you inflict damage with any critical success, 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.

FUNGUS RUM

Twice per turning point, during a friendly FREEBOOTER operative's (excluding HERD and KILLA KAN) activation, it can regain 1 lost wounds and you can ignore any changes to its APL stats until the end of the turning point.

SCRAPPED PLATES

Once per turning point, when a friendly FREEBOOTER operative (excluding HERD) is the target of a shooting attack. In the Roll Defence Dice step, you can re-roll one of your defense dice for that sequence.

Ploys

DAKKA! DAKKA!
Firefight Ploy

Use this firefight ploy when during a friendly FREEBOOTER OUTCAST NOB or SCOUNDERL BOY operative's activation. During that activation, that operative can perform two Shoot actions. Subtract 1 from your "Da Kaptin's Booty" pool.

MORE TEEF!
Firefight Ploy

Use this firefight ploy when an enemy operative is incapacitated. You can place 2 of your Booty Markers (instead of 1).

JUST A SCRATCH!
Firefight Ploy

Use this Firefight ploy when an attack die inflicts normal damage on a friendly FREEBOOTER operative (excluding HERD and KILLA KAN). Ignore that inflicted damage.

KORNERED AN' KRUMPED
Firefight Ploy

Use this firefight ploy when an enemy operative is performing a Fallback action, before it moves, you can strike it with 1 attack die of a friendly operative's melee weapon that is within control range of that enemy operative (roll for it).

GRAB DAT SHINY!
Firefight Ploy

Use this firefight ploy when a friendly FREEBOOTER operative is activated, it can perform a free Repsition but must end its move with one of your Booty Markers in its control range.

SCARP 'EM
Firefight Ploy

Use this firefight ploy when a friendly FREEBOOTER operative is activated while one of your Booty Markers is within its control range, remove that marker from the killzone and that operative can use a ranged weapon with the Limited 1 weapon rule that was used previuolsy for 1 more time. You cannot use this ploy if that operative is within control range of an enemy operative.

WAAAGH!
Strategy Ploy

Each friendly FREEBOOTER operative wholly with your territory can immediately perform a free Dash action but it has to end its move closer to your opponenet's terrritory. In addition, each friendly operative (excluding HERD) can perform the LOOT! action up to two times during its activation (this takes precedence over action restrictions). Subtract 1 from your "Da Kaptin's Booty" pool.

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.

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.