Da Kommittee
Common Abilities and Options
Mob Takteek:
Unti' Da Las' Of Uz:
IIf a friendly HEAD HONCHO or a REVOLOUSHUNNIST with the keyword Leader operative is incapacitated and removed from the killzone, you can use this rule. If you do, until the end of the battle, this operative can use FOR DA REVOLOUSHAUN for 1 AP and add the keyword Leader.(even though it is not a DA RED GOBBO or a HEAD HONCHO operative). You can only have one leader a the same time.
Trickee Grot:
Whenever this operative is fighting during
an activation in which it dropped from Vantage terrain at least
2" higher than the killzone floor, or whenever this operative is
fighting against an enemy operative that’s on Vantage terrain
at least 2" higher than the killzone floor, this operative’s melee
weapons have the Relentless weapon rule
Operatives
1. Da Red Gobbo
A 2
M 6"
S 4+
W 8
Weapons | ATK | HIT | DMG |
|---|---|---|---|
| Kustom Shoota (Rng 8", Seek(light), Severe, Lim2) | 4 | 3+ | 3/4 |
| Broken Chainsword (Stun, Brutal) | 4 | 3+ | 2/5 |
Abilities
1AP: For Da Revoloushun!!!!!Mob Takteek2. Head Honcho
A 2
M 6"
S 4+
W 7
Weapons | ATK | HIT | DMG |
|---|---|---|---|
| Grot Blasta (Rng 8'', Lim1) | 4 | 3+ | 2/3 |
| Grot Choppa (Severe) | 4 | 3+ | 1/4 |
Abilities
Secon' zin ChargeMob Takteek1AP: Follo' My Lead3. Bana Waver
A 2
M 6:
S 5+
W 6
Weapons | ATK | HIT | DMG |
|---|---|---|---|
| Grot Blasta (Rng 8'', Lim1) | 4 | 4+ | 2/3 |
| Grot Choppa (Severe) | 4 | 4+ | 1/4 |
Abilities
1AP: Red is for Revoloushun!!!!!!Mob TakteekIcon Bearer4. Grotzookanneer
A 2
M 6"
S 5+
W 6
Weapons | ATK | HIT | DMG |
|---|---|---|---|
| Grotzooka (6'', Rend, Pc1, Dev3, Lim1) | 4 | 4+ | 2/3 |
| Grot Choppa (Severe) | 4 | 4+ | 1/4 |
Abilities
Mob Takteek5. Grot-Prod Masta
A 2
M 6"
S 5+
W 6
Weapons | ATK | HIT | DMG |
|---|---|---|---|
| Grot Blasta (Rng 8'', Lim1) | 4 | 4+ | 2/3 |
| High Voltage Grot-Prod (Shock, Severe) | 4 | 4+ | 3/4 |
Abilities
Mob Takteek6. Grappa Stikk Masta
A 2
M 6"
S 5+
W 6
Weapons | ATK | HIT | DMG |
|---|---|---|---|
| Grot Blasta (8'', Lim1) | 4 | 4+ | 2/3 |
| Grappa Stikk (Stun, Severe) | 4 | 4+ | 1/3 |
Abilities
Mob Takteek7. GrotWhip Masta
A 2
M 6"
S 5+
W 6
Weapons | ATK | HIT | DMG |
|---|---|---|---|
| Grot Blasta (Rng 8'', Lim1) | 4 | 4+ | 2/3 |
| GrotWhip (Rng3", Ceaseless, Lethal 4+) | 4 | 4+ | 1/3 |
Abilities
Mob Takteek8. Grot Weirdboyz
A 2
M 6"
S 5+
W 6
Weapons | ATK | HIT | DMG |
|---|---|---|---|
| Smash Da Gitz (Shock, Stun, Severe, Psychic) | 5 | 4+ | 1/3 |
| Zzap (Rng 8", Stun, Severe, Psychic) | 5 | 4+ | 2/3 |
| BurnaMind* (Blast X", Pc 1, Stun) | 5 | 4+ | 2/4 |
| Grot Choppa (Severe) | 4 | 4+ | 1/4 |
Abilities
Mob TakteekPowa Overzurg'Kapoww!BurnaMind1AP: Da WAAGH! Energee Siel'9. #1
A 2
M 6"
S 5+
W 6
Weapons | ATK | HIT | DMG |
|---|---|---|---|
| Grot Blasta (Rng 8'', Lim1) | 4 | 4+ | 2/3 |
| Grot Choppa (Severe) | 4 | 4+ | 1/4 |
Abilities
Mob TakteekUnti' Da Las' Of UzTrickee Grot10. #2
A 2
M 6"
S 5+
W 6
Weapons | ATK | HIT | DMG |
|---|---|---|---|
| Grot Blasta (Rng 8'', Lim1) | 4 | 4+ | 2/3 |
| Grot Choppa (Severe) | 4 | 4+ | 1/4 |
Abilities
Mob TakteekUnti' Da Las' Of UzTrickee Grot11. #3
A 2
M 6"
S 5+
W 6
Weapons | ATK | HIT | DMG |
|---|---|---|---|
| Grot Blasta (Rng 8'', Lim1) | 4 | 4+ | 2/3 |
| Grot Choppa (Severe) | 4 | 4+ | 1/4 |
Abilities
Mob TakteekUnti' Da Las' Of UzTrickee Grot12. #4
A 2
M 6"
S 5+
W 6
Weapons | ATK | HIT | DMG |
|---|---|---|---|
| Grot Blasta (Rng 8'', Lim1) | 4 | 4+ | 2/3 |
| Grot Choppa (Severe) | 4 | 4+ | 1/4 |
Abilities
Mob TakteekUnti' Da Las' Of UzTrickee Grot13. #5
A 2
M 6"
S 5+
W 6
Weapons | ATK | HIT | DMG |
|---|---|---|---|
| Grot Blasta (Rng 8'', Lim1) | 4 | 4+ | 2/3 |
| Grot Choppa (Severe) | 4 | 4+ | 1/4 |
Abilities
Mob TakteekUnti' Da Las' Of UzTrickee Grot14. #6
A 2
M 6"
S 5+
W 6
Weapons | ATK | HIT | DMG |
|---|---|---|---|
| Grot Blasta (Rng 8'', Lim1) | 4 | 4+ | 2/3 |
| Grot Choppa (Severe) | 4 | 4+ | 1/4 |
Abilities
Mob TakteekUnti' Da Las' Of UzTrickee GrotEquipment
Doubl' Burna Bottle
Once per turning point, a friendly REVOLUSHUNNIST operative can perform the following unique action:
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).
Doubl' Burna Bottle(Sat, Blast 2") ATK: 5+ HIT:4+ DMG: 2/2
Improvied Scope
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.
WAAAGGGHHH Drum
The BANA WAVER operative can perform this unique action : SUNG OF DA WAAAGGHH --- 1AP Until the start of the next activation of this operative. Whenever a friendly DA KOMMITTEE operative within 3" of this operative is fighting, the first time you strike with a normal success during that sequence, inflict 1 additional damage
Covert Guises
After revealing this equipment option, roll one D3. As a STRATEGIC GAMBIT in the first turning point, a number of friendly DA KOMMITTEE 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.
Ploys
Grot r good at losin'
Firefight PloyWhenever a friendly DA KOMMITTE is incapacitated, you can use this ploy to gain 2 CP.
Da Suppa Soup iz good
Firefight PloyUse this firefight ploy when an attack dice inflicts Normal Damage on a friendly DA KOMMITTEE operative. Ignore that inflicted damage.
Dirty Choppa
Firefight PloyUse this Firefight Ploy when a friendly DA KOMMITTEE operative is fighting with a Grot Choppa and strikes with a normal success. Inflict D3 additional damage.
Coward Takteek
Firefight PloyWhenever a friendly DA KOMMITTE operative is selected as a valid target for a fight or ranged attack, you can use this firefight. Each other friendly DA KOMMITTEE operative in the control range of that operative can perform a free dash action or a free fall back action(you cannot fall back more than 3"). It can’t move within control range of enemy operatives.
Oh! Look Wat I foun'
Strategy PloyAll weapon with rules LimX can be selected for range attack even though it already be use all limited time. If it’s used multiple times in one action (e.g. Blast), treat this as one use.
Guerrilla Takteek
Strategy PloyWhenever a friendly DA KOMMITTEE operative perform a dash action, you can change his order to conceal.
Da Sneaky Tacteek
Strategy PloyWhenever a friendly DA KOMMITTEE 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. Vantage terrain) except being within 2".
Da Revolushun is WAAAAAGHHHH too!!!
Strategy PloyFriendly DA KOMMITTEE operatives' melee weapons have the Balanced weapon rule. Balanced: Can re-roll one Attack die.
Tac Ops
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.
Flank
ReconReveal: As a STRATEGIC GAMBIT.
Additional Rules:
Divide the killzone into two flanks (left and right) by drawing an imaginary line that's just like the centreline, except it runs from the centre of each player's killzone edge. An operative contests a flank while both wholly within it and wholly within their opponent's territory. Friendly operatives control a flank if the total APL stat of those contesting it is greater than that of enemy operatives.
Victory Points:
- After you reveal this op, at the end of each turning point after the first, for each flank friendly operatives control, you score 1VP.
- In the fourth turning point, ff friendly operatives also controlled that flank at the end of the third turning point, you score 2VP instead.
You cannot score more than 2VP from this op per turning point.
Retrieval
ReconReveal: The first time you score VP from this op.
Mission Action: Retrieve (1 AP)
- If the active operative controls an objective marker that hasn't been searched by friendly operatives, that operative is now carrying one of your Retrieval mission markers and that objective marker has been searched by friendly operatives. Friendly operatives can perform the Pick Up Marker action on your Retrieval mission markers.
- An operative cannot perform this action during the first turning point, while within control range of an enemy operative, or if it's already carrying a marker.
Victory Points:
- The first time each objective marker is searched by friendly operatives, you score 1VP.
- At the end of the battle, for each of your Retrieval mission markers friendly operatives are carrying, you score 1VP.
Scout Enemy Movement
ReconReveal: The first time a friendly operative performs the Scout action.
Mission Action: Scout (1 AP)
- Select one ready enemy operative visible to and more than 6" from the active operative. That enemy operative is now monitored until the Ready step of the next Strategy phase.
- An operative cannot perform this action while it has an Engage order, 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, for each monitored enemy operative that's visible to friendly operatives, you score 1VP. Note that it doesn't have to be a friendly operative that performed the Scout action.
You cannot score more than 2VP from this op per turning point.