Scrappas
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 LustScrappa 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 LustScrappa 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 LustScrappa 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 LustScrappa 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' ScavengersLooted 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.
Universal Equipment
Ammo Cache (x1)
(Universal)Before the battle, you can set up one of your Ammo Cache markers wholly within your territory. Friendly operatives can perform the following mission action during the battle: AMMO RESUPPLY (0 AP): One of your Ammo Cache markers the active operative controls is used during this turning point.
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 (x1)
(Universal)Razor wire is Exposed and Obstructing terrain. Before the battle, you can set it up wholly within your territory, on the killzone floor and more than 2" from other equipment terrain features, access points, and Accessible terrain.
Obstructing: Whenever an operative would cross over this terrain feature within 1" of it, treat the distance as an additional 1".
Comms Device (x1)
(Universal)Before the battle, you can set up one of your Comms Device markers wholly within your territory. While a friendly operative controls this marker, add 3" to the distance requirements of its SUPPORT rules that refer to friendly operatives (e.g. ‘select one friendly operative within 6"’ would be 9" instead). Note that you cannot benefit from your opponent's Comms Device markers.
Mines (x1)
(Universal)Before the battle, you can set up one of your Mines markers wholly within your territory and more than 2" from other markers, access points, and Accessible terrain. The first time that marker is within an operative's control range, remove that marker and inflict D3+3 damage on that operative.
Light Barricades (x2)
(Universal)Light barricades are Light terrain, except the feet, which are Insignificant and Exposed. Before the battle, you can set up any of them wholly within your territory, on the killzone floor and more than 2" from other equipment terrain features, access points, and Accessible terrain.
Heavy Barricade (x1)
(Universal)A heavy barricade is Heavy terrain. Before the battle, you can set it up wholly within 4" of your drop zone, on the killzone floor and more than 2" from other equipment terrain features, access points, and Accessible terrain.
Ladders (x2)
(Universal)Ladders are Insignificant and Exposed terrain. Before the battle, you can set up any of them as follows:
- Wholly within your territory.
- Upright against terrain that’s at least 2" tall.
- More than 2" from other equipment terrain features.
- More than 1" from doors and access points.
Once per action, whenever an operative is climbing the terrain feature a ladder is placed against, treat the vertical distance as 1" if the ladder is within that operative’s control range during that entire climb.
Portable Barricade (x1)
(Universal)A portable barricade is Light, Protective and Portable terrain, except the feet which are Insignificant and Exposed. Before the battle, you can set it up wholly within your territory, on the killzone floor and more than 2" from other equipment terrain features, access points, and Accessible terrain.
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 unique 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, jump, or use any killteam's rules that remove it and set it back up again (e.gh. HEARTHKYN SALVAGER Fly, MANDRAKE Shadow Passage).
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, but the portable barricade cannot be set up within 2" of other equipment terrain features, access points or Accessible terrain. If this is not possible, the portable barricade is not set up 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 (x1/2)
(Universal)When you select this equipment, select two utility grenades (2 smoke, 2 stun, or 1 smoke and 1 stun). Each selection is a unique action your operatives can perform, but your kill team can only perform that action a total number of times during the battle equal to your selection.
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, weapons with the Piercing 2 or Piercing Crits 2 weapon rule have the Piercing 1 or Piercing Crits 1 weapon rule (respectively) instead, unless they’re 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 (x1/2)
(Universal)When you select this equipment, select two utility grenades (2 smoke, 2 stun, or 1 smoke and 1 stun). Each selection is a unique action your operatives can perform, but your kill team can only perform that action a total number of times during the battle equal to your selection.
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 (x1/2)
(Universal)When you select this equipment, select two explosive grenades (2 frag, 2 krak, or 1 frag and 1 krak).
| Name | ATK | HIT | DMG |
|---|---|---|---|
| Frag Grenade | 4 | 4+ | 2/4 |
| Weapon Rules | |||
| Rng 6", Blast 2", Saturate |
Explosive Grenade - Krak (x1/2)
(Universal)When you select this equipment, select two explosive grenades (2 frag, 2 krak, or 1 frag and 1 krak).
| Name | ATK | HIT | DMG |
|---|---|---|---|
| Krak Grenade | 4 | 4+ | 4/5 |
| Weapon Rules | |||
| Rng 6", Piercing 1, Saturate |
Breaching Charge
(Universal)Once per battle, when a friendly operative performs the Breach action, you can use this rule. If you do, that operative can perform that action for 1 less AP (to a minimum of 1AP) as though it had the word "breach marker" on its datacard.
Firefight 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.
Strategy Ploys
Strategy: WAAAGH!
Friendly Scrappa Operatives melee weapons have the Balanced rule.
Strategy: DAKKA! DAKKA! DAKKA!
Friendly Scrappa Operatives ranged weapons have the Punishing weapons rule.
Strategy: 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.
Strategy: Tiny Thievin' Hands
Friendly Scrappa Grots can perform a free mission action or pick up or place marker action this turning point.
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.
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.