Lootas kt24
Lootas are the thieves and scavengers of Ork society - light-fingered villains who will pinch anything that isn't nailed down. No one can feel safe around a mob of Lootas - a brief scuffle with a Loota over a stolen thing will most often result to the previous owner finding his lunch, his Slugga and his golden teef are mysteriously missing. Some of them are so efficient, they can even loot enemy vehicles.
Mekboy
APL
3
MOVE
6"
SAVE
4+
WOUND
14
WEAPONS | ATK | HIT | DMG |
---|---|---|---|
Kustom mega-slugga (Rng 6", Prc1, Lethal 5+, Hot) | 4 | 4+ | 5/6 |
Fists | 3 | 3+ | 3/4 |
ABILITIES
Kustom Upgrades
Da Meks Loot
GREEN TIDE, ORK, LEADER, SPESHULIST, SPANNER
Spanner
APL
2
MOVE
6"
SAVE
5+
WOUND
10
WEAPONS | ATK | HIT | DMG |
---|---|---|---|
Big Shoota | |||
- Stationary (Hvy, Dev 2) | 5 | 4+ | 3/3 |
- Sweeping (Hvy(DashOnly), Tor 1") | 5 | 4+ | 3/4 |
Kustom Mega-Blasta (Prc1, Lethal 5+, Hot) | 4 | 4+ | 5/6 |
Rokkit Launcha | |||
- Aimed (Blast 1", Ceaseless, Hvy(DashOnly)) | 6 | 4+ | 4/5 |
- Mobile (Blast 1") | 6 | 4+ | 4/5 |
Fists | 3 | 3+ | 3/4 |
ABILITIES
Kustom Upgrades
GREEN TIDE, ORK, LEADER, SPESHULIST, SPANNER
Burna Boy
APL
2
MOVE
6"
SAVE
5+
WOUND
10
WEAPONS | ATK | HIT | DMG |
---|---|---|---|
Burna (Rng 6", Tor 2", Saturate) | 5 | 2+ | 3/3 |
Fists | 3 | 3+ | 3/4 |
ABILITIES
Kustom Upgrades
GREEN TIDE, ORK, SPESHULIST, BURNA BOY
Loota
APL
2
MOVE
6"
SAVE
5+
WOUND
10
WEAPONS | ATK | HIT | DMG |
---|---|---|---|
Deffgun (Hvy (RepOnly)) | 5 | 4+ | 4/6 |
Fists | 3 | 3+ | 3/4 |
ABILITIES
Kustom Upgrades
GREEN TIDE, ORK, SPESHULIST, LOOTA
Strategic Ploys
'Eads Down
Dakka! Dakka! Dakka!
Waaaagh!
Focused Fire
Firefight Ploys
Just A Scratch
More Dakka
Dats our Loot!
Pin Down
Equipment
Choppas
Name | ATK | HIT | DMG | |
---|---|---|---|---|
Choppa | 3 | 3+ | 4/5 |
Kustom Force Field
Dakka Stockpile
Targetin' Fing
Universal Equipment
Ammo Cache
Until the start of the next turning point, whenever this operative is shooting with a weapon from its datacard, you can re-roll one of your attack dice. An operative cannot perform this action while within control range of an enemy operative, if that marker is not yours, or if that marker has been used this turning point.
Razor Wire
Obstructing: Whenever an operative would cross this terrain feature within 1" of it, treat the distance as an additional 2".
Comms Device
Mines
Light Barricades
Heavy Barricade
Ladders
- Wholly within your territory.
- Upright against terrain that is at least 2" tall.
- More than 2" from other equipment terrain features.
- More than 1" from doors and access points.
Portable Barricade
Protective: While an operative is in cover from this terrain feature, improve its Save stat by 1 (to a maximum of 2+).
Portable: This terrain feature only provides cover while an operative is connected to it and if the shield is intervening (ignore its feet). Operatives connected to the inside of it can perform the following action during the battle:
Move With Barricade (1 AP): The same as the Reposition action, except the active operative can move no more than its Move stat minus 2" and cannot climb, drop or jump.
Before this operative moves, remove the portable barricade it is connected to. After it moves, set up the portable barricade so it is connected again.
This action is treated as a Reposition action. An operative cannot perform this action while within control range of an enemy operative, or in the same activation in which it performed the Fall Back or Charge action.
Utility Grenade - Smoke
SMOKE GRENADE (1 AP):
- Place one of your Smoke Grenade markers within 6" of this operative. It must be visible to this operative, or on Vantage terrain of a terrain feature that is visible to this operative. The marker creates an area of smoke 1" horizontally and unlimited height vertically from (but not below) it.
- While an operative is wholly within an area of smoke, it is obscured to operatives more than 2" from it, and vice versa. In addition, whenever an operative is shooting an enemy operative wholly within an area of smoke, ignore the Piercing weapon rule unless they are within 2" of each other.
- In the Ready step of the next Strategy phase, roll one D3. Remove that Smoke Grenade marker after a number of activations equal to that D3 have been completed or at the end of the turning point (whichever comes first).
- An operative cannot perform this action while within control range of an enemy operative, or if you have reached the total number of times your kill team can perform it.
Utility Grenade - Stun
STUN GRENADE (1 AP):
- Select one enemy operative visible to and within 6" of this operative. That operative and each other operative within 1" of it takes a stun test. For an operative to take a stun test, roll one D6: on a 3+, subtract 1 from its APL stat until the end of its next activation.
- An operative cannot perform this action while within control range of an enemy operative, or if you have reached the total number of times your kill team can perform it.
Explosive Grenade - Frag
Name | A | BS | D | |
---|---|---|---|---|
Frag Grenade | 4 | 4+ | 2/4 | |
Special Rules | ||||
Rng 6", Blast 2", Saturate |
Explosive Grenade - Krak
Name | A | BS | D | |
---|---|---|---|---|
Krak Grenade | 4 | 4+ | 4/5 | |
Special Rules | ||||
Rng 6", Piercing 1, Saturate |
Seek And Destroy
Champion
Reveal: When you select your first Champion.
Additional Rules:
As a STRATEGIC GAMBIT in each turning point after the first, you can select one friendly operative to be your champion for the turning point.
Victory Points:
In each turning point after the first, whenever your champion incapacitates an enemy operative you score 1VP, or 2VP if that enemy operative had a wound stat of 12 or more (in either case to a maximum of 2VP per turning point).
Overrun
Reveal: When you first score VP from this op.
Victory Points:
Once per turning point after the first, if an enemy operative is incapacitated by a friendly operative, and that friendly operative is wholly within your opponent's territory when it does so, you score 1VP.
At the end of each turning point after the first, if the total APL stat of friendly operatives that both fulfilled the above condition that turning point (regardless of you scoring the VP) and are still wholly within your opponent's territory is 3 or more, you score 1 VP.
Storm Objectives
Reveal: When you first score VP from this op.
Additional Rules:
At the end of each friendly operative's activation, if it controls an objective marker that enemy operatives controlled at the start of that activation or that is wholly within your opponent's territory, and that objective marker is not contested by enemy operatives, that objective marker is stormed by friendly operatives this turning point.
Victory Points:
Once per turning point after the first, if an objective marker is stormed by Friendly operatives this turning point, you score 1VP.
At the end of each turning point after the first, if friendly operatives control an objective marker that was stormed by friendly operatives this turning point, you score 1VP.
Security
Contain
Reveal: When you first score VP from this op.
Victory Points:
At the end of each turning point after the first:
- If there are no enemy operatives wholly within your territory, you score 1 VP.
- If there are no enemy operatives wholly within 6" of your drop zone, you score 1 VP.
Secure Centre
Reveal: When you first score VP from this op.
Victory Points:
At the end of each turning point after the first:
- If the total APL of friendly operatives within 3" of the centre of the killzone is greater than that of enemy operatives, you score 1VP.
- If the total APL of friendly operatives on the centreline but more than 3" from the centre of the killzone is greater than that of enemy operatives, you score 1VP.
Take Ground
Reveal: When you first score VP from this op.
Victory Points:
At the end of each turning point after the first:
- In Killzone Volkus: if friendly operatives control any stronghold terrain features within your opponent's territory, you score 2VP; for each ruin (Large or small) terrain feature within your opponent's territory that friendly operatives control, you score 1 VP.
- In Killzone Gallowdark, for each access point you control that is on the centreline or within your opponent's territory that friendly operatives control, you score 1 VP.
- In any other kill zone, for each terrain feature with Heavy terrain within your opponent's territory that Friendly operatives control, you score 1 VP. You can score a maximum of 2VP form this op per turning point.
An operative contests a stronghold terrain feature it is wholly within. An operative contests all other terrain features within their control range, or while underneath a terrain feature's Vantage terrain. Friendly operative control each such terrain feature if the total APL stat of those contesting it is greater than that of enemy operatives.