FreeBooters "Kaptins Retinue"
Common Abilities and Options
Gun-crazy Show-offs:
If this unit targets the closest eligible target with its snazzgun, until the end of the activation, that weapon has an ATK of 5
Operatives
1. Kaptin
A 3
M 6"
S 4+
W 15
Weapons | ATK | HIT | DMG |
|---|---|---|---|
| Snazzgun (Ceaseless) | 4 | 5+ | 4/5 |
| BigGoldChoppa (Brutal, Punishing) | 4 | 3+ | 3/6 |
Abilities
1AP: GET KRUMPIN LADSGun-crazy Show-offs2. Flash Gitz
A 3
M 6"
S 5+
W 14
Weapons | ATK | HIT | DMG |
|---|---|---|---|
| Snazzgun (Ceaseless) | 4 | 5+ | 4/5 |
| Choppa (Punishing) | 4 | 3+ | 4/5 |
Abilities
Gun-crazy Show-offs3. Flash Gitz
A 3
M 6"
S 5+
W 14
Weapons | ATK | HIT | DMG |
|---|---|---|---|
| Snazzgun (Ceaseless) | 4 | 5+ | 4/5 |
| Choppa (Punishing) | 4 | 3+ | 4/5 |
Abilities
Gun-crazy Show-offs4. Flash Gitz
A 3
M 6"
S 5+
W 14
Weapons | ATK | HIT | DMG |
|---|---|---|---|
| Snazzgun (Ceaseless) | 4 | 5+ | 4/5 |
| Choppa (Punishing) | 4 | 3+ | 4/5 |
Abilities
Gun-crazy Show-offs5. Flash Gitz
A 3
M 6"
S 5+
W 14
Weapons | ATK | HIT | DMG |
|---|---|---|---|
| Snazzgun (Ceaseless) | 4 | 5+ | 4/5 |
| Choppa (Punishing) | 4 | 3+ | 4/5 |
Abilities
Gun-crazy Show-offs6. Mek
A 3
M 6"
S 5+
W 14
Weapons | ATK | HIT | DMG |
|---|---|---|---|
| Kustom mega-slugga (Blast1, Hot, Devastating 3) | 3 | 5+ | 5/3 |
| Killsaw (Brutal Lethal5+) | 3 | 3+ | 4/6 |
Abilities
Mekboy1AP: Mekaniak7. Pain Boy
A 2
M 6"
S 5+
W 14
Weapons | ATK | HIT | DMG |
|---|---|---|---|
| Power klaw (Brutal) | 4 | 3+ | 5/7 |
| ’Urty syringe (Lethal 5+) | 1 | 2+ | 3/3 |
Abilities
Hold Still and Say ‘Aargh!’Dok’s Toolz8. Mega Nob
A 3
M 6"
S 4+
W 18
Weapons | ATK | HIT | DMG |
|---|---|---|---|
| Twin killsaw (Ceaseless, Lethal 5+) | 6 | 3+ | 5/7 |
Abilities
GET STUCK INKrumpin’ Time9. KillaKan
A 2
M 6"
S 4+
W 20
Weapons | ATK | HIT | DMG |
|---|---|---|---|
| Kan shoota (Ceaseless) | 5 | 4+ | 3/4 |
| Kan klaw (Ceaseless, Lethal5+) | 4 | 3+ | 5/7 |
Abilities
Shooty Power Trip:Ork Heavy ArmorEquipment
Ploys
Amped Up
Strategy PloyEach friendly FREEBOOTER operative that has an Engage order can immediately reagin 1D3+1 lost Wounds (roll separately for each).
WAAAGH!
Strategy PloyFriendly FREEBOOTER operatives' melee weapons have the Balanced weapon rule. Balanced: Can re-roll one Attack die.
DAKKA!DAKKA!DAKKA!
Strategy PloyFriendly FREEBOOTER operatives' ranged weapons have the Punishing weapon Rule. Punishing: If you retain any critical successes, you can retain one of your fails as a normal success instead of discarding it.
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.