Da Fun Gitz
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).
Operatives
1. DA KAPTIN
A 2
M 5"
S 5+
W 14
Weapons | ATK | HIT | DMG |
|---|---|---|---|
| Twin-Rokkit Pistols (Rng 5", Blast 1", Lim2, *Salvo) | 6 | 5+ | 4/5 |
| Da Kaptin's Sword (Severe) | 4 | 3+ | 4/5 |
Abilities
*VersatileKRUMP 'EM LADS!DAT IZ OURZ, YA GITZ!GRAB DA LOOT, LEAVE NUFFIN' BE'IND!*Salvo2. MINDER
A 2
M 4"
S 5+
W 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!3. WYRDBOY WARPHEAD
A 2
M 5"
S 5+
W 10
Weapons | ATK | HIT | DMG |
|---|---|---|---|
| Frazzle (Psychic, Rng 5", Saturate, Blast 2") | 4 | 4+ | 2/3 |
| Deff Wave (Psychic, Rng 5", Saturate, Dev1, Tor 2") | 4 | 4+ | 3/3 |
| Zzap (Psychic, Rng 8", Seek Light, Stun) | 4 | 4+ | 2/4 |
| Force Stave (Psychic, Shock) | 3 | 4+ | 2/4 |
Abilities
GREEN AN' GREENERKRUMP 'EM LADS!DEM ZOGGIN' POWERZ!GRAB DA LOOT, LEAVE NUFFIN' BE'IND!4. WILDBOY
A 2
M 6"
S 6+
W 9
Weapons | ATK | HIT | DMG |
|---|---|---|---|
| Boomy Stik (Rng 5", Dev 3, Blast 1", Lim1) | 3 | 4+ | 2/2 |
| Boomy Stik | |||
| Kaboom! (Lim1, *Explode) | 3 | 4+ | -/- |
| Naaargh! | 3 | 4+ | 2/2 |
Abilities
*ExplodeKRUMP 'EM LADS!GRAB DA LOOT, LEAVE NUFFIN' BE'IND!Feral5. MADBOY
A 2
M 6"
S 6+
W 9
Weapons | ATK | HIT | DMG |
|---|---|---|---|
| Choppa An' Fist | 5 | 4+ | D3/D6 |
Abilities
KRUMP 'EM LADS!GRAB DA LOOT, LEAVE NUFFIN' BE'IND!PROPPA' LOOPY IN 'EAD!6. KREEPY GIT
A 2
M 5"
S 5+
W 9
Weapons | ATK | HIT | DMG |
|---|---|---|---|
| Shokka (Rng 8", Dev2, Severe, Stun) | 5 | 4+ | 1/0 |
| Dagger An' Klaw (Balanced) | 4 | 4+ | 2/4 |
Abilities
1AP: StalkerGRAB DA LOOT, LEAVE NUFFIN' BE'IND!2AP: GIVE 'IM DA BUG!KRUMP 'EM LADS!7. DA UGLEZ
A 2
M 5"
S 5+
W 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!8. SCOUNDREL BOY
A 2
M 6"
S 5+
W 10
Weapons | ATK | HIT | DMG |
|---|---|---|---|
| Harpoon Launcha (Rng 8", Stun, Lim1, *Get Ova' 'Ere) | 4 | 5+ | 2/4 |
Abilities
GRAB DA LOOT, LEAVE NUFFIN' BE'IND!RUKKUSY MOB!KRUMP 'EM LADS!*Get Ova' 'Ere9. SQUIG HOPPA
A 2
M 6"
S 6+
W 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!10. SNOTZ
A 2
M 5"
S 6+
W 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!11. SQUIG
A 2
M 6"
S 6+
W 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!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:
| Name | ATK | HIT | DMG |
|---|---|---|---|
| Stikkbombs | 4 | 5+ | 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 PloyUse 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 PloyUse this firefight ploy when an enemy operative is incapacitated. You can place 2 of your Booty Markers (instead of 1).
JUST A SCRATCH!
Firefight PloyUse 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 PloyUse 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 PloyUse 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 PloyUse 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 PloyEach 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 DestroyReveal: 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 DestroyReveal: 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 DestroyReveal: 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
SecurityReveal: 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
SecurityReveal: 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
SecurityReveal: 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.