Smashemupp

Common Abilities and Options

Dead Tough Mob:
Whenever a HUNTA-KILLA operative is shooting, fighting or retaliating against an enemy operative, for each friendly HUNTA-KILLA operative within that enemy’s control range, add 1 to any damage inflicted on targets of those attacks. Whenever a attack dice inflicts damage of 3 or more on a HUNTA-KILLA operative (except BOMB SQUIG), roll one D6: on a 5+, subtract 1 from that inflicted damage.

Killsteala!:
Whenever a friendly HUNTA-KILLA operative is shooting and you are selecting a valid target, you can use this rule. If you do, having other friendly HUNTA-KILLA operatives within an enemy operative's control range does not prevent that enemy operative from being selected. Until the end of that action, whenever you discard an attack die as a fail, inflict 1 damage on one random friendly operative within control range of the target, modifying it by the Dead Tough Mob rule as usual.

Big Git:
Whenever your opponent is selecting a valid target, if this operative has a conceal order, it cannot use Light terrain for cover. While this can allow this operative to be targeted (assuming it is visible), it does not remove its cover save (if any). This operative can move through Light terrain parts less than 2" tall. It cannot move through Accessible terrain (excluding hatchways) unless that terrain is also less than 2" tall. Whenever this operative would finish a move in a Light terrain feature less than 2" tall, temporarily remove that terrain feature from the killzone, then return it when this operative leaves that location; if it is an equipment terrain feature, remove it from the battle instead.

*Ekstra Dakka (0AP):
Whenever this operative activates, it must perform a free Shoot action with this weapon, but must target the closest operative. This action does not count against the normal restrictions for performing an action during a turning point, and may be performed while in control range of an enemy operative. It cannot use this weapon more than once per turning point.

Mounted:
Each MOUNTED operative is activated twice per turning point (it’s only expended after the second activation), but no more than 2AP can be spent on its actions per activations. Note that the Sprint action is 0AP, and MOUNTED operatives have a higher APL for the perpusose of determining control (ie. markers).

Each MOUNTED operative cannot be in cover or obscured unless Heavy terrain is wholly intervening, and a part of the Heavy terrain that’s intervening (and within that operative’s control range if it’s for cover) is at least 2” tall. Whenever a MOUNTED operative would perform the Fight action, the distance requirements of its control range can be changed to 1” horizontally and 4” vertically until the end of that action.

MOUNTED operatives cannot perform the Charge, Dash, Fall Back or Reposition actions; instead they can perform the Sprint and Turn unique actions (as per the Exodite Dragon Masters Kill Team rules).

Operatives

1. Boy
Boy
A 2
M 6"
S 5+
W 10/10
Weapons
ATK
HIT
DMG
Choppa (Punishing)
4
3+
3/4
Slugga (Range 8")
3
5+
3/4
Abilities
Dead Tough MobKillsteala!
32HUNTA-KILLA, ORK, BOY
2. Bomb Squig
Bomb Squig
A 2
M 6"
S 5+
W 5/5
Weapons
ATK
HIT
DMG
Explosives (Blast 1", Limited 1, *Explosive)
6
4+
4/5
Bite
3
4+
4/5
Abilities
Killsteala!Dead Tough Mob*ExplosiveBoom!ExpendableStoopid

*Explosive: This operative can perform the Shoot action with this weapon 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.

Boom!: Whenever this operative is incapacitated during a battle in which it has not used its explosives, roll one D6, or two D6 if you wish. If any result is a 4+, this operative performs a free Shoot action with its explosives before it is removed from the Killzone.

Expendable: This operative is 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 that require operatives to "escape", "survive", or be incapacitated by enemy operatives (if it escapes/survives/is incapacitated, determining how many operative must escape/survive/ be incapacitated, etc).

Stoopid: In 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 data card.

25HUNTA-KILLA, ORK, BOMB SQUIG
3. Thumpa
Thumpa
A 2
M 6"
S 5+
W 10/10
Weapons
ATK
HIT
DMG
Thump Gun (Blast 1", Heavy (Reposition only), Punishing)
4
4+
4/5
Fists
3
3+
3/4
Abilities
Killsteala!Dead Tough Mob
32HUNTA-KILLA, ORK, BOY, THUMPA
4. Squighog Boy
Squighog Boy
A 3
M 12"
S 4+
W 20/20
Weapons
ATK
HIT
DMG
Saddlegit weapons (Range 8", *Ekstra Dakka)
4
4+
2/3
Stikka (Range 8", Blast 0", Piercing Crits 1)
4
5+
4/5
Stikka and squig jaws (Balanced, Piercing Crits 1, Rending)
5
3+
4/5
Abilities
Big Git0AP: *Ekstra DakkaDead Tough MobMountedKillsteala!
75HUNTA-KILLA, ORK, MOUNTED, SQUIGHOG BOY
5. Squighog Boy
Squighog Boy
A 3
M 12"
S 4+
W 20/20
Weapons
ATK
HIT
DMG
Saddlegit weapons (Range 8", *Ekstra Dakka)
4
4+
2/3
Stikka (Range 8", Blast 0", Piercing Crits 1)
4
5+
4/5
Stikka and squig jaws (Balanced, Piercing Crits 1, Rending)
5
3+
4/5
Abilities
Big Git0AP: *Ekstra DakkaDead Tough MobMountedKillsteala!
75HUNTA-KILLA, ORK, MOUNTED, SQUIGHOG BOY
6. Boy
Boy
A 2
M 6"
S 5+
W 10/10
Weapons
ATK
HIT
DMG
Choppa (Punishing)
4
3+
3/4
Slugga (Range 8")
3
5+
3/4
Abilities
Dead Tough MobKillsteala!
32HUNTA-KILLA, ORK, BOY
7. Boy
Boy
A 2
M 6"
S 5+
W 10/10
Weapons
ATK
HIT
DMG
Choppa (Punishing)
4
3+
3/4
Slugga (Range 8")
3
5+
3/4
Abilities
Dead Tough MobKillsteala!
32HUNTA-KILLA, ORK, BOY
8. Boy
Boy
A 2
M 6"
S 5+
W 10/10
Weapons
ATK
HIT
DMG
Choppa (Punishing)
4
3+
3/4
Slugga (Range 8")
3
5+
3/4
Abilities
Dead Tough MobKillsteala!
32HUNTA-KILLA, ORK, BOY

Equipment

Boom-boosta

Weapons with the Blast weapon rule increase their Blast by 1”.

Kill-Rig Plannin'

Once per battle as a STRATEGIC GAMBIT, you may select a friendly HUNTA-KILLA operative (excluding BOMB SQUIG) in the killzone. That operative gains +1 APL until the end of their next activation.

Wurrboy Tamperin'

Once per battle, select a point on the killzone floor wholly within 3” of the operative with the largest base size in the killzone. Place a Wurrboy Wizardin’ marker within control range and roll a D6 to determine a random direction, 1 being toward the controlling player’s killzone edge, and proceeding clockwise around the killzone for 2-4. Then move the marker D3” toward that killzone edge. On a roll of 5-6, do not roll for movement. Then inflict D6 wounds on every operative within 3” of that marker, rolling separately for each.

Squighog Krushaplates

Whenever a SQUIGHOG operative performs a Fight action immediately after it charged, rather than block or strike with an attack dice, you can instead push. Inflict 1 wound on the enemy operative and then move it in a straight line increment of up to 1”. If you do, it must end the move further away from this operative and in a location it can be placed. Then move this operative in a straight line increment of up to 1”, but it must end that move within that enemy operative’s control range (if either isn’t possible, you cannot move them).

Ploys

Instinctive Hunters
Firefight Ploy

Use this Firefight ploy in the Set Up Operatives step after all operatives have deployed. You may remove 1 friendly MOUNTED operative from the killzone and set it up along a killzone edge within 3” of your drop zone.

Just a Scratch
Firefight Ploy

Use this Firefight ploy when an attack die inflicts Normal damage on a friendly HUNTA-KILLA operative (excluding BOMB SQUIG). Ignore that inflicted damage.

Unstoppable Momentum
Firefight Ploy

Use this Firefight ploy when a friendly MOUNTED operative finishes a Charge action. Select one enemy operative within this model’s control range and inflict D3+1 wounds on it. If it is your Prey, inflict D6+1 wounds instead.

Where d'Ya Fink Yer Goin'?
Firefight Ploy

Use this Firefight ploy when an enemy operative ends a Fall Back action within 3” of a friendly HUNTA-KILLA operative. That friendly operative may immediately perform a free Charge action of up to 3”, but must end its movement within that enemy operative’s control range. The friendly operative may not Counteract for the rest of the turning point.

Dat One’s Even Bigga!
Strategy Ploy

Friendly HUNTA-KILLA operatives may perform a Charge action from control range. They must end their movement in control range of an enemy operative with a higher Wound stat or larger base size than themselves.

Glory Hog
Strategy Ploy

A NOB operative and any friendly HUNTA-KILLA operatives (excluding MOUNTED operatives) within 3” may immediately make a free Dash action. It must end its movement closer the nearest enemy operative.

Stalkin’ Taktiks
Strategy Ploy

Whenever a friendly HUNTA-KILLA operative is targeted by a ranged attack, if you cannot retain any cover saves, you can retain one of your defence dice as a normal success without rolling it.

Waaagh!
Strategy Ploy

Friendly HUNTA-KILLA operatives’ melee weapons have the Balanced weapon rule.

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 at least one objective marker (excluding your objective marker) is cleared and enemy operatives do not contest that marker, you score 1VP. If that marker also has one of your Swept tokens, you score 2VP instead.
  • If friendly operatives control an objective marker that has one of your Swept tokens, you score 1 VP.

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 or two of your Dominate tokens if that enemy operative had a Wounds stat of 12 or more.

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.

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.