Da Kommittee

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
Da Red Gobbo
A 2
M 6"
S 4+
W 8/8
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 Takteek

For Da Revoloushun!!!!! (1AP): SUPPORT Select 1 other ready friendly DA KOMMITTE operative visible to and whitin 8" of this operative then choose one:

That operative can immediately perform a free charge action. or That operative can immediatly perform a free shoot action

This operative cannot perform this action while within control range of an enemy operative.

Da Kommittee, Grot, Leader
2. Head Honcho
Head Honcho
A 2
M 6"
S 4+
W 7/7
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 Lead

Secon' zin Charge: If a friendly Da RED GOBBO 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 operative)

Follo' My Lead (1AP): select up to 2 other friendly ready DA KOMMITTEE operative visible and within 8" of this operative. They must make a free dash action and must finish their action closer as possible of this operative.

Da Kommittee, Grot
3. Bana Waver
Bana Waver
A 2
M 6:
S 5+
W 6/6
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 Bearer

Red is for Revoloushun!!!!!! (1AP): Each other friendly DA KOMMITTEE operatives visible and within 6" to this operative can make a free dash action.

Icon Bearer: 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.

Da Kommittee, Grot, icon bearer
4. Grotzookanneer
Grotzookanneer
A 2
M 6"
S 5+
W 6/6
Weapons
ATK
HIT
DMG
Grotzooka (6'', Rend, Pc1, Dev3, Lim1)
4
4+
2/3
Grot Choppa (Severe)
4
4+
1/4
Abilities
Mob Takteek
Da Kommittee, Grot,
5. Grot-Prod Masta
Grot-Prod Masta
A 2
M 6"
S 5+
W 6/6
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 Takteek
Da Kommittee, Grot,
6. Grappa Stikk Masta
Grappa Stikk Masta
A 2
M 6"
S 5+
W 6/6
Weapons
ATK
HIT
DMG
Grot Blasta (8'', Lim1)
4
4+
2/3
Grappa Stikk (Stun, Severe)
4
4+
1/3
Abilities
Mob Takteek
Da Kommittee, Grot,
7. GrotWhip Masta
GrotWhip Masta
A 2
M 6"
S 5+
W 6/6
Weapons
ATK
HIT
DMG
Grot Blasta (Rng 8'', Lim1)
4
4+
2/3
GrotWhip (Rng3", Ceaseless, Lethal 4+)
4
4+
1/3
Abilities
Mob Takteek
Da Kommittee, Grot,
8. Grot Weirdboyz
Grot Weirdboyz
A 2
M 6"
S 5+
W 6/6
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'

Powa Overzurg': Whenever this operative perform a action with the Psychic keyword, roll D3. Place a Zurg' marker on this operative equal to the result. Whenever you place a Zurg' marker on this operative if there is 6 or more marker on it roll 1D6 or 2D6 if you wish. If any result is a 4+, remove all the Zurg' marker and this operative performs a free Shoot action with its BURNAMIND before it is removed from the killzone. Do not select a valid target. Instead, this operative is always the primary target and cannot be in Cover or Obscured.

This operative is ignored for your opponent's kill/elimination op (when it is incapacitated with POWA OVERSURG'). It is also ignored for victory conditions and scoring VPs if either require operatives to "escape", "survive", or be incapacitated by POWA OVERSURG' (if it escapes/survives/is incapacitated, determining how many operatives must escape/survive/be incapacitated, etc.).

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

BurnaMind: If BurnaMind is perform with Powa OverZurg', the blast rule is 2" If BurnaMind is perform with Kapoww!, the blast rule is 1"

Do not select a valid target. Instead, this operative is always the primary target and cannot be in Cover or Obscured.

Da WAAGH! Energee Siel' (1AP): Psychic Whenever an operative is within 6" of this operative, it’s within ENERGEE SIEL'.

Each friendly DA KOMMITTEE operative within ENERGEE SIEL' is obscured to enemy operatives more than 2" from it. Each enemy operative enter or start is activation within ENERGEE SIEL' must choose 1 : -Worsen by 1 the atk stat of is melee weapon -subtract 1 from the APL stat of the operative until the end of its next activation.

Da Kommittee, Grot, Psyker
9. #1
Revoloushunnist
A 2
M 6"
S 5+
W 6/6
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 Grot
Da Kommittee, Grot,
10. #2
Revoloushunnist
A 2
M 6"
S 5+
W 6/6
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 Grot
Da Kommittee, Grot,
11. #3
Revoloushunnist
A 2
M 6"
S 5+
W 6/6
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 Grot
Da Kommittee, Grot,
12. #4
Revoloushunnist
A 2
M 6"
S 5+
W 6/6
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 Grot
Da Kommittee, Grot,
13. #5
Revoloushunnist
A 2
M 6"
S 5+
W 6/6
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 Grot
Da Kommittee, Grot,
14. #6
Revoloushunnist
A 2
M 6"
S 5+
W 6/6
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 Grot
Da Kommittee, Grot,

Equipment

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 Ploy

Whenever a friendly DA KOMMITTE is incapacitated, you can use this ploy to gain 2 CP.

Da Suppa Soup iz good
Firefight Ploy

Use this firefight ploy when an attack dice inflicts Normal Damage on a friendly DA KOMMITTEE operative. Ignore that inflicted damage.

Dirty Choppa
Firefight Ploy

Use 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 Ploy

Whenever 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 Ploy

All 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 Ploy

Whenever a friendly DA KOMMITTEE operative perform a dash action, you can change his order to conceal.

Da Sneaky Tacteek
Strategy Ploy

Whenever 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 Ploy

Friendly DA KOMMITTEE operatives' melee weapons have the Balanced weapon rule. Balanced: Can re-roll one Attack die.

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.

Flank
Recon

Reveal: 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
Recon

Reveal: 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
Recon

Reveal: 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.