Da Snakebitez

Da Snakebitez

Common Abilities and Options

Natural Strength:
Once per turning point for each friendly BEAST SNAGGA BOYZ; on a roll of a 5+; when fighting or retaliating and in the Resolve Attack Dice step, you can ignore the damage inflicted on it from one normal success.

Primal Instinct:
After resolving an enemy shooting attack against them, each friendly BEAST SNAGGA BOYZ operative (excluding SQUIGOSAUR BOSS) can perform a free 2" reposition in any direction.

Monster Hunter:
When an operative with this rule is fighting an enemy operative with equal or more wounds, they get the Severe and Balanced weapon rule.

Operatives

1. Druhrunakk da Gutshredda
Beast Boss
A 3
M 6"
S 4+
W 14/14
Weapons
ATK
HIT
DMG
Shoota
4
5+
3/4
Beast Snagga Klaw (Brutal, Shock)
4
3+
5/7
Beastchoppa (Rending)
5
3+
4/5
Abilities
Beastly RageDa Biggest BossNatural StrengthPrimal Instinct

Beastly Rage: When this operative performs a Fight action in the same turn it performed a Charge action, it's weapons have the Lethal 5+ weapon rule.

Da Biggest Boss: Once per turning, you can play a Strategy Ploy for 0CP if this operative is still alive.

BEAST SNAGGAS, ORK, BEASTBOSS, LEADER, XENOS
2. Mozrog Skragbad
Squigosaur Boss
A 3
M 7"
S 4+
W 18/18
Weapons
ATK
HIT
DMG
Beast Snagga Klaw (Brutal, Shock)
4
3+
5/7
Thump Gun
Frag (Blast 2")
5
4+
2/4
Krak (Prc1)
5
4+
4/5
Squigosaur’s Jaws (Brutal, Rending)
5
3+
4/6
Abilities
Ferocious BeastPrimal InstinctThundering StampedeSingle-minded PredatorNatural Strength

Ferocious Beast: This operative can perform an extra free Fight action after resolving the first Fight action, but only with the Squigosaur's Jaws weapon.

Thundering Stampede: When charging, this operative gains an addtional 1" of movement for the Charge action.

Single-minded Predator: Once per turning, you can play a Firefight Ploy for 0CP if this operative is still alive.

BEAST SNAGGAS, ORK, SQUIGOSAUR BOSS, LEADER, XENOS
3. Nakboz Madeye
Blasta Boy
A 3
M 6"
S 5+
W 10/10
Weapons
ATK
HIT
DMG
Thump Gun
Frag (Blast 2")
5
4+
2/4
Krak (Prc1)
5
4+
4/5
Fists
3
3+
3/4
Frag Grenade (Rng 6", Blast 2", Saturate)
4
4+
2/4
Krak Grenade (Rng 6", Prc1, Saturate)
4
4+
4/5
Abilities
Natural StrengthPrimal InstinctGrenadier

Grenadier: This operative can use Frag, Krak, Smoke, and Stun Grenades (see universal equipment). Doing so does not count towards any limited uses you have (i.e. if you also select those grenades from equipment for other operatives). Whenever this operative is using a Frag or Krak Grenade, improve the HIT stat of that weapon by 1.

BEAST SNAGGAS, ORK, BLASTA BOY, XENOS
4. Slazbag Steelfang
Slugga Boy
A 3
M 6"
S 5+
W 10/10
Weapons
ATK
HIT
DMG
Double Sluggas
Focused (Ceaseless, Rng 8", Rending)
5
4+
3/4
Salvo (Salvo*, Rng 8")
4
4+
3/4
Double Sluggas (Point-Blank) (Ceaseless)
4
3+
3/4
Abilities
*SalvoPrimal Instinct1AP: Slugga BarrageDisregard For SafetyNatural Strength

*Salvo: Select up to two valid targets. Shoot this weapon against both of them in an order of your choice (roll each sequence separately).

Slugga Barrage (1AP): Perform 2 free shoot actions with this operative (this takes precedence over action restrictions).

This operative cannot perform this action while it has a Conceal order, or during an activation in which it performed the Shoot action (or vice versa).

Disregard For Safety: This operative can perform the Shoot action while within control range of an enemy operative. If it does, when selecting a valid target, you can only select an enemy operative within this operative's control range, and can do so even if other friendly operatives are within that enemy operative's control range, but friendly operatives receive 1 wound if you choose to do so.

BEAST SNAGGAS, ORK, SLUGGA BOY, XENOS
5. Kroggler Facekrumpa
Berzerka Boy
A 3
M 6"
S 5+
W 10/10
Weapons
ATK
HIT
DMG
Double Choppas (Ceaseless, Punishing, Brutal)
5
3+
4/5
Slugga (Rng 8")
4
5+
3/4
Abilities
Primal InstinctNatural StrengthQuick To Anger

Quick To Anger: The first time this operative performs the Fight action during each of its activations, if it isn’t incapacitated, it can immediately perform a free Fight action afterwards (you don’t have to select the same enemy operative to fight against). This takes precedence over action restrictions, and you cannot use the Ruthless Rampage firefight ploy between those two Fight actions.

BEAST SNAGGAS, ORK, BERZERKA BOY, XENOS
6. Painboss
Painboss
A 3
M 6"
S 5+
W 12/12
Weapons
ATK
HIT
DMG
Slugga (Rng 8")
4
5+
3/4
Beast Snagga Klaw (Brutal, Shock)
4
4+
5/7
Abilities
SawbonezDok's ToolzPrimal InstinctNatural Strength

Sawbonez: Select one friendly BEAST SNAGGAS operative within this operative's control range and roll a D6: on a 3+, it regains up to 2D3 lost wounds. If it rolls lower than this result, it takes D3 damage instead. It cannot be an operative that the Dok's Toolz rule was used on during this turning point.

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

Dok's Toolz: The first time during each turning point that another friendly BEAST SNAGGAS operative would be incapacitated while visible to and within 3" of this operative, you can use this rule, providing neither this nor that operative is within control range of an enemy operative. If you do, that friendly operative isn’t incapacitated, has 1 wound remaining, and cannot be incapacitated for the remainder of that action. After that action, that friendly operative can immediately perform a free Dash action, but must end that move within this operative's control range. Subtract 1 from this and that operative's APL stats until the end of their next activations respectively, and if this rule was used during that friendly operative's activation, that activation ends.

You cannot use this rule if this operative is incapacitated, or if it is a Shoot action and this operative would be a primary or secondary target.

BEAST SNAGGAS, ORK, PAINBOSS, XENOS
7. Farksnog Gitstompa
Runtherd
A 3
M 6"
S 5+
W 12/12
Weapons
ATK
HIT
DMG
Slugga (Rng 8")
4
5+
3/4
Runtherd Tools (Shock, Severe, Stun)
4
3+
4/4
Abilities
Special DoseSuper RuntsPrimal InstinctNatural Strength

Special Dose: Once per turning point, select up to two friendly BEAST SNAGGAS operative visible to and within 6" of this operative; they gain +1" to their movement.

Super Runts: Friendly BEAST SNAGGAS within 4" of this operative gain the following rule:

  • When in combat, worsen the Hit stat of enemy operative’s weapons by 1. This isn’t cumulative with being injured.
BEAST SNAGGAS, ORK, RUNTHERD, XENOS
8. Blokrotz Grug
Boy
A 3
M 6"
S 5+
W 10/10
Weapons
ATK
HIT
DMG
Slugga (Rng 8")
4
5+
3/4
Choppa
4
3+
4/5
Abilities
Monster HunterPrimal InstinctNatural Strength
BEAST SNAGGAS, ORK, BOY, XENOS
9. Boy
Boy
A 3
M 6"
S 5+
W 10/10
Weapons
ATK
HIT
DMG
Slugga (Rng 8")
4
5+
3/4
Choppa
4
3+
4/5
Abilities
Monster HunterPrimal InstinctNatural Strength
BEAST SNAGGAS, ORK, BOY, XENOS
10. Boy
Boy
A 3
M 6"
S 5+
W 10/10
Weapons
ATK
HIT
DMG
Slugga (Rng 8")
4
5+
3/4
Choppa
4
3+
4/5
Abilities
Monster HunterPrimal InstinctNatural Strength
BEAST SNAGGAS, ORK, BOY, XENOS
11. Boy
Boy
A 3
M 6"
S 5+
W 10/10
Weapons
ATK
HIT
DMG
Slugga (Rng 8")
4
5+
3/4
Choppa
4
3+
4/5
Abilities
Monster HunterPrimal InstinctNatural Strength
BEAST SNAGGAS, ORK, BOY, XENOS
12. Boy
Boy
A 3
M 6"
S 5+
W 10/10
Weapons
ATK
HIT
DMG
Slugga (Rng 8")
4
5+
3/4
Choppa
4
3+
4/5
Abilities
Monster HunterPrimal InstinctNatural Strength
BEAST SNAGGAS, ORK, BOY, XENOS

Equipment

War Paint

Once per Turning Point, whenever a friendly BEAST SNAGGAS operative is activated, you can use this rule. If you do, until the end of that activation, you can ignore any changes to that operative's stats from being injured (including its weapons' stats).

Throwing Knives

Once per turning point, a friendly BEAST SNAGGAS operative can use the following ranged weapon:

Beasthide Armor

Once per turning point, when an operative is shooting a friendly BEAST SNAGGAS operative, at the start of the Roll Defence Dice step, you can use this rule. If you do, worsen the x of the Piercing weapon rule by 1 (if any) until the end of that sequence. Note that Piercing 1 would therefore be ignored.

Purple Camo

Once per battle, one friendly BEAST SNAGGAS operative can perform a mission action for 1 less AP.

Ploys

Just A Scratch
Firefight Ploy

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

Brutal Lunge
Firefight Ploy

Use this firefight ploy after a friendly BEAST SNAGGAS operative performs the Fight action, if it’s no longer within control range of enemy operatives. That friendly operative can immediately perform a free Charge action (even if it’s already performed the Charge action during that activation), but cannot move more than 3" during that action.

One Last Kill
Firefight Ploy

Use this Firefight Ploy when a friendly BEAST SNAGGAS operative is incapacitated in combat by an enemy operative. Before that friendly operative is removed from the killzone, you can strike with one of your remaining attack dice before it’s removed from the killzone.

Ultimate Form
Firefight Ploy

Use this firefight ploy when a friendly Kommando operative is activated, or when its APL stat is changed. Until the start of the next turning point, you can ignore any changes to its APL stat.

Skulking Predators
Strategy Ploy

Whenever an enemy operative is shooting a friendly BEAST SNAGGAS operative that has a Conceal order, you can retain one of your defence dice as a normal success without rolling it (in addition to a cover save, if any).

WAAAGH!
Strategy Ploy

Friendly BEAST SNAGGA's melee weapons have the Balanced weapon rule. Balanced: Can re-roll one Attack die.

Get Stuck In!
Strategy Ploy

Until the end of the Turning Point, each time a friendly BEAST SNAGGAS operative performs a Fight action, in the Roll Attack Dice step of that combat, you can re-roll one of your attack dice.

Instinctual Healing
Strategy Ploy

Each friendly BEAST SNAGGAS operative that has an Engage order can immediately reagin 1D3+1 lost Wounds (roll separately for each).

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.

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.