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
A 3
M 6"
S 4+
W 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 Instinct2. Mozrog Skragbad
A 3
M 7"
S 4+
W 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 Strength3. Nakboz Madeye
A 3
M 6"
S 5+
W 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 InstinctGrenadier4. Slazbag Steelfang
A 3
M 6"
S 5+
W 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 Strength5. Kroggler Facekrumpa
A 3
M 6"
S 5+
W 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 Anger6. Painboss
A 3
M 6"
S 5+
W 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 Strength7. Farksnog Gitstompa
A 3
M 6"
S 5+
W 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 Strength8. Blokrotz Grug
A 3
M 6"
S 5+
W 10
Weapons | ATK | HIT | DMG |
|---|---|---|---|
| Slugga (Rng 8") | 4 | 5+ | 3/4 |
| Choppa | 4 | 3+ | 4/5 |
Abilities
Monster HunterPrimal InstinctNatural Strength9. Boy
A 3
M 6"
S 5+
W 10
Weapons | ATK | HIT | DMG |
|---|---|---|---|
| Slugga (Rng 8") | 4 | 5+ | 3/4 |
| Choppa | 4 | 3+ | 4/5 |
Abilities
Monster HunterPrimal InstinctNatural Strength10. Boy
A 3
M 6"
S 5+
W 10
Weapons | ATK | HIT | DMG |
|---|---|---|---|
| Slugga (Rng 8") | 4 | 5+ | 3/4 |
| Choppa | 4 | 3+ | 4/5 |
Abilities
Monster HunterPrimal InstinctNatural Strength11. Boy
A 3
M 6"
S 5+
W 10
Weapons | ATK | HIT | DMG |
|---|---|---|---|
| Slugga (Rng 8") | 4 | 5+ | 3/4 |
| Choppa | 4 | 3+ | 4/5 |
Abilities
Monster HunterPrimal InstinctNatural Strength12. Boy
A 3
M 6"
S 5+
W 10
Weapons | ATK | HIT | DMG |
|---|---|---|---|
| Slugga (Rng 8") | 4 | 5+ | 3/4 |
| Choppa | 4 | 3+ | 4/5 |
Abilities
Monster HunterPrimal InstinctNatural StrengthEquipment
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 PloyUse this firefight ploy when an attack dice inflicts Normal Damage on a friendly BEAST SNAGGAS operative. Ignore that inflicted damage.
Brutal Lunge
Firefight PloyUse 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 PloyUse 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 PloyUse 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 PloyWhenever 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 PloyFriendly BEAST SNAGGA's melee weapons have the Balanced weapon rule. Balanced: Can re-roll one Attack die.
Get Stuck In!
Strategy PloyUntil 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 PloyEach 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 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.
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.