Scrappas

Homebrew by NachoKnight

Orks are not only beasts of war and carnage. Some sophisticated Orks dream up bizarre and uncanny machines... that further their ability to carry out acts of war and carnage. But even the best Meks can't build something from nothing.

Equipped with massive deffguns, Lootas try to end fights as quick as they can from range, so that they can get to the looting as fast as possible. Burnas cut metal into desired shapes with powerful cutting torches and burn away unneeded bits that might still cling to their prize. Grots use their little hands to comb over anything their larger kin may have missed like little vultures. A crew of Scrappas can keep an enterprising Mek busy (and swimming in teef) after every battle.

100% positive
Composition

Operatives

1 Scrappa Mek with one of the following options:

  • Kustom Mega-Slugga; Wrench
  • Kustom Mega-Slugga; Killsaw

8 Scrappa Operatives selected from the following list:

  • Loota Boy
  • Burna Boy
  • Spanner with Kustom Megacannon and Wrench
  • Spanner with Big Shoota and Wrench
  • Spanner with Rokkit Launcha and Wrench
  • Grot*

Your kill team can only include up to two Spanner operatives. Grot operatives can only be selected five times total.

*These operatives count as half a selection each, meaning you can select two of them and it’s treated as one selection in total.

Common Abilities and Options

Grab those gubbins!:
Whenever an Operative that doesn’t include the Beast, or Expendable rules is incapacitated, before the Operative is removed from the killzone; place one of your Gubbinz markers within that Operative’s control range. Scrappa Operatives can use the Pick up and Place Marker actions on these markers.

Loot Lust:
Whenever a Scrappa Operative is controlling or carrying a marker, that Operative gains the Balanced weapon rule on each of their Weapons.

Loot Harness:
This operative can carry up to two markers, as long as one of those markers is a Gubbinz token.

Scrappa Mek
A 3
M 6"
S 4+
W 13
Weapons
ATK
HIT
DMG
Kustom Mega-Slugga (Rng 8", Blast 1", Hot)
4
4+
3/5
Wrench
4
3+
4/5
Killsaw (Brutal)
3
3+
3/6
Abilities
1AP: Gitfinder GogglesGrab those gubbins!Loot Lust

Gitfinder Goggles (1AP): Support: Select one Scrappa operative within 6" of this operative. It gains Seek Light until the end of the turning point.

Scrappa, Ork, Mek, Leader
Scrappa Loota
A 2
M 6"
S 5+
W 10
Weapons
ATK
HIT
DMG
Deff Gun (Heavy)
5
5+
4/6
Fists
3
3+
3/4
Abilities
Grab those gubbins!Loot HarnessLoot Lust
Scrappa, Ork, Loota
Scrappa Burna
A 2
M 6"
S 5+
W 10
Weapons
ATK
HIT
DMG
Scorcha (Rng 8", Torrent 2", Saturate)
4
2+
3/3
Cutting Nozzle
4
3+
4/5
Abilities
Grab those gubbins!Loot HarnessLoot Lust
Scrappa, Ork, Burna
Scrappa Spanner
A 2
M 6"
S 5+
W 11
Weapons
ATK
HIT
DMG
Kustom Mega-Blasta (Pierce 2, Hot)
4
5+
5/6
Rokkit Launcha (Blast 1")
6
5+
4/5
Big Shoota
- Big Shoota - Focused (Rending)
5
4+
3/4
- Big Shoota - Sweeping (Torrent 2", Rending)
4
4+
3/4
Wrench
4
3+
4/5
Abilities
Grab those gubbins!Loot Lust
Scrappa, Ork, Spanner
Scrappa Grot
A 2
M 5"
S 5+
W 6
Weapons
ATK
HIT
DMG
Grot Blasta (Rng 8")
4
4+
2/3
Grot Stabba
3
4+
1/4
Abilities
Grab those gubbins!Group ActivateLoot Lust1AP: Thievin' Scavengers

Group Activate: Whenever this operative is expended, you must then activate one other ready friendly SCRAPPA GROT operative (if able) before your opponent activates. When that other operative is expended, your opponent then activates as normal (in other words, you cannot activate more than two operatives in succession with this rule).

Thievin' Scavengers (1AP): While in control range of an objective marker, you may place a Gubbinz token in this operative's control range. This ability can only be used on each objective marker once a turning point. This ability cannot be used if this operative is within control range of an enemy operative.

Scrappa, Ork, Grot
Equipment

Looted Weapons:
Once per battle when you activate a Scrappa Operative (Except for Scrappa Grots), remove a Gubbinz token they are carrying or control. Select an incapacitated Operative either player owns. Until the end of the battle; they can use a weapon from that incapacitated Operative's Data sheet, except for weapons with the Limited X rule, is fists, or weapons that can only be fired by specific Operatives (such as Starstrider's Privateer Support Assets.)

  • Shooting with this equipment treats the hit stat as 5+ unless the unmodified hit stat is worse.

  • Fighting with this equipment, treat the hit stat of the chosen weapon as one worse than the weapon from the data card. (Maximum of 5+)


Scrap from ova dere!:
During the standby phase of the first turning point, you can either gain 1 cp or give one Scrappa Operative a Gubbinz token to carry.


Smokey Gubbinz:
Up to twice per turning point, you may remove a Gubbinz token controlled or carried by the active operative to do one of the following once each:

  • Use a Frag Grenade as the Universal Equipment
  • Use a Smoke Grenade as the Universal Equipment

These do not count against their respective Universal Equipment selection's uses.


Da Button:
Once per turning point when an Operative is taking the shoot action, their weapon gains Hot, and Lethal 5+. If the weapon already had Hot; after shooting with that weapon, treat the Hot roll as having failed and dealing the highest possible damage.


Ploys

Firefight - Just a Scratch:
Use this firefight ploy when an attack dice inflicts Normal Dmg on a friendly Scrappa operative (Excluding Grots) ignore that inflicted damage.


Firefight - Brutal but Kunnin':
Use this firefight ploy when you activate a Scrappa Operative controlling or carrying a Gubbinz marker. Remove that marker and gain d3 cp.


Firefight - Orks iz still Orkz:
Use this firefight ploy when you activate a Scrappa Operative that controls or is carrying a Gubbinz marker. Remove that marker, and that Operative can make a free Fight action during this activation.


Firefight - Fuel Ruptcha:
Use this firefight ploy when a Scrappa Burna Boy is incapacitated. All Operatives within 1” take d3+2 damage.


Strategic - WAAAGH!:
Friendly Scrappa Operatives melee weapons have the Balanced rule.


Strategic - DAKKA! DAKKA! DAKKA!:
Friendly Scrappa Operatives ranged weapons have the Punishing weapons rule.


Strategic - Dats our Loot!:
Friendly Scrappa Lootas and Scrappa Spanners gain Balanced when shooting enemy operatives within control range of an objective or marker. If their weapon already has the Balanced rule, they get Ceaseless instead.


Strategic - Tiny Thievin' Hands:
Friendly Scrappa Grots can perform a free mission action or pick up or place marker action this turning point.


TacOps
Seek And Destroy: Sweep & Clear

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.


Seek And Destroy: Dominate

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.


Seek And Destroy: Rout

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.


Recon: Flank

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.


Recon: Retrieval

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.

Recon: Scout Enemy Movement

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.