A nutha wrekka krew
Common Abilities and Options
Wrecka Rampage:
Whenever a friendly WRECKA KREW operative is shooting, fighting, or retaliating, in the Roll Attack Dice step:
- For each attack die result of 6 you retain, you gain one Wrecka point
- You can spend up to 3 of your Wrecka points (unless it's a BOMB SQUIG). For each point you spend this way, retain one of your fails as a normal success instead of discarding it
You can gain and spend Wrecka points during the same action and can do so in an order of your choice, unless you started the action with 6, in which case you can only spend them. If you start an action with 6 Wrecka points, you cannot gain any more during that action.
Tanked Up:
The first time a friendly WRECKA KREW operative (excluding BOMB SQUIG) that has an Engage order performs either the Charge, Shoot, or Fight action (excluding Guard), during each of its activations/counteractions, add 1 to its APL stat until the start of its next activation.
Boom!:
Whenever this operative is incapacitated during a battle in which it has not used its Explosives, roll 1D6, or 2D6 if you wish.
If any result is a 4+, this operative performs a free Shoot action with its Explosives before it is removed from the killzone.
*Explosive:
This operative can perform the Shoot action with this weapon while within Control Range of an enemy operative.
Do not select a valid target. Instead, this operative is always the primary target and cannot be in Cover or Obscured.
Expendable:
This operative is ignored for your opponent's kill/elimination op (when it is incapacitated, and when determining your starting number of operatives).
It is also ignored for victory conditions and scoring VPs if either require operatives to "escape", "survive", or be incapacitated by enemy operatives (if it escapes/survives/is incapacitated, determining how many operatives must escape/survive/be incapacitated, etc.).
Stoopid:
During the Firefight phase, whenever you determine this operative's order, you cannot select Conceal.
This operative cannot perform any actions other than Charge, Dash, Fight, Reposition, and Shoot, or use any weapons that are not on its datacard.
Break Stuff (1AP):
Select a terrain feature within this operative's control range.
If it is Equipment terrain, remove it. Otherwise, place one of your Breach markers within this operative's control range as close as possible to that terrain.
Whenever an operative is within 1" of that marker, it treats parts of that terrain feature that are no more than 1" thick as Accessible terrain.
This operative cannot perform this action while within Control Range of an enemy operative, or if a terrain feature is not within its Control Range.
Operatives
1. Muzzlechoppa
A 2
M 6"
S 4+
W 14
Weapons | ATK | HIT | DMG |
|---|---|---|---|
| Two Rokkit Pistols | |||
| Focused (Rng 8", Blast 1", Ceaseless) | 6 | 4+ | 4/5 |
| Salvo (Rng 8", Blast 1", *Salvo) | 6 | 5+ | 4/5 |
| Choppa | 4 | 3+ | 4/5 |
Abilities
Wrecka BossWrecka Rampage*SalvoTanked Up2. Doomclompah
A 2
M 6"
S 4+
W 12
Weapons | ATK | HIT | DMG |
|---|---|---|---|
| Tankhammer | |||
| Bash | 4 | 3+ | 4/5 |
| Detonate (Lethal 5+, Lim 1, *Detonate) | 4 | 3+ | * |
Abilities
*DetonateWrecka RampageReckless TemperamentTanked Up3. Igzagus
A 2
M 6"
S 4+
W 12
Weapons | ATK | HIT | DMG |
|---|---|---|---|
| Knucklebustas (Brutal, Shock, *Smash) | 4 | 3+ | 5/6 |
Abilities
Armoured UpWrecka Rampage*SmashTanked Up4. Gurozz
A 2
M 6"
S 4+
W 12
Weapons | ATK | HIT | DMG |
|---|---|---|---|
| Pulsa Rokkit (Hvy(RepoOnly), Lim 1, *Pulsa) | 6 | 5+ | - |
| Rokkit Launcha (Blast 1") | 6 | 5+ | 4/5 |
| Fists | 3 | 3+ | 3/4 |
Abilities
*PulsaWrecka RampageShokkwaveTanked Up5. Bragagas
A 2
M 6"
S 5+
W 5
Weapons | ATK | HIT | DMG |
|---|---|---|---|
| Explosives (Blast 1", Lim 1, *Explosive) | 6 | 4+ | 4/5 |
| Bite | 3 | 4+ | 4/5 |
Abilities
Boom!*ExplosiveExpendableWrecka RampageStoopidTanked Up6. Killbasha
A 2
M 6"
S 5+
W 5
Weapons | ATK | HIT | DMG |
|---|---|---|---|
| Explosives (Blast 1", Lim 1, *Explosive) | 6 | 4+ | 4/5 |
| Bite | 3 | 4+ | 4/5 |
Abilities
Boom!*ExplosiveExpendableWrecka RampageStoopidTanked Up7. Gukkud
A 2
M 6"
S 4+
W 12
Weapons | ATK | HIT | DMG |
|---|---|---|---|
| Smash Hammer (Brutal) | 4 | 3+ | 5/6 |
Abilities
Wrecka RampageTanked Up1AP: Break Stuff8. Gutzcleavah
A 2
M 6"
S 4+
W 12
Weapons | ATK | HIT | DMG |
|---|---|---|---|
| Smash Hammer (Brutal) | 4 | 3+ | 5/6 |
Abilities
Wrecka RampageTanked Up1AP: Break Stuff9. Gutzcleavah
A 2
M 6"
S 4+
W 12
Weapons | ATK | HIT | DMG |
|---|---|---|---|
| 'Eavy Rokkit Launcha (Blast 1", Heavy (Dash)) | 6 | 4+ | 4/5 |
| Fists | 3 | 3+ | 3/4 |
Abilities
Kompetitive StreakWrecka RampageTanked UpInactive Equipment
Drill Rokkits
Once per Turning Point, whenever a friendly WRECKA KREW operative is performing the Shoot action and you select a Rokkit Launcha or 'Eavy Rokkit Launcha, you can use this rule. If you do, until the end of that action, that weapon loses the Blast weapon rule but has the Piercing 1 weapon rule.
Extra Armour
Subtract 1" from the Move stat of friendly WRECKA KREW operatives and improve their Save stat by 1. This excludes BOMB SQUIG operatives and is not cumulative with the Protective rule of a Portable Barricade from Universal Equipment.
Engine Oil
Once per Turning Point, whenever a friendly WRECKA KREW operative (excluding BOMB SQUIG) 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).
Glyphs
When this item of equipment is selected, also select the Waaagh! or Destruction strategy ploy. The first time you would use that ploy during the battle, it costs 0CP; whenever you would use it thereafter, it costs 0CP if you have any Wrecka points.
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.
Strategy Ploys
Strategy: Amped Up
Each friendly WRECKA KREW operative that has an Engage order can immediately reagin 1D3+1 lost Wounds (roll separately for each).
Strategy: Destruction
Friendly WRECKA KREW operatives' ranged weapons have the Saturate weapon rule.
Strategy: Tuff Gitz
Whenever an operative is shooting a friendly WRECKA KREW operative that has an Engage order, you can re-roll one of your Defense dice.
Strategy: WAAAGH!
Friendly WRECKA KREW operatives' melee weapons have the Balanced weapon rule.
Firefight Ploys
Firefight: Demolition Job
Use this Firefight ploy after a friendly WRECKA KREW operative performs the Fight or Shoot action; just before incapacitated operatives are removed (if any). Place one of your Demolition markers within the target's Control Range (if it is using a Blast weapon, the primary target). Whenever a friendly WRECKA KREW operative (excluding BOMB SQUIG) is shooting against, fighting against, or retaliating against an operative that is within 3" of that marker, you can spend a Wrecka Point for free (even if you have none). In the Ready step of the next Strategy phase, remove that marker.
Firefight: Just A Scratch
Use this Firefight ploy when an attack die inflicts Normal dmg on a friendly WRECKA KREW operative (excluding BOMB SQUIG). Ignore that inflicted damage.
Firefight: Kaboom!
Use this Firefight ploy when a friendly WRECKA KREW operative performs the Shoot action and a weapon with the Blast weapon rule is selected. Until the end of that action, add 1" to that weapons' Blast and it has the Severe weapon rule when shooting the primary target. You cannot use this ploy and the Drill Rokkit rule (see equipment) during the same action. Note that Sever does not generate a Wrecka point (as it is not a 6).
Firefight: Proppa Scrap
Use this Firefight ploy during a friendly WRECKA KREW BREAKA BOY or WRECKA KREW BOSS NOB operative's activation. During that activation, that operative can perform two Fight actions.
A nutha wrekka krew
Muzzlechoppa
Doomclompah
Igzagus
Gurozz
Bragagas
Killbasha
Gukkud
Gutzcleavah
Gutzcleavah
Equipment
Drill Rokkits
Once per Turning Point, whenever a friendly WRECKA KREW operative is performing the Shoot action and you select a Rokkit Launcha or 'Eavy Rokkit Launcha, you can use this rule. If you do, until the end of that action, that weapon loses the Blast weapon rule but has the Piercing 1 weapon rule.
Extra Armour
Subtract 1" from the Move stat of friendly WRECKA KREW operatives and improve their Save stat by 1. This excludes BOMB SQUIG operatives and is not cumulative with the Protective rule of a Portable Barricade from Universal Equipment.
Engine Oil
Once per Turning Point, whenever a friendly WRECKA KREW operative (excluding BOMB SQUIG) 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).
Glyphs
When this item of equipment is selected, also select the Waaagh! or Destruction strategy ploy. The first time you would use that ploy during the battle, it costs 0CP; whenever you would use it thereafter, it costs 0CP if you have any Wrecka points.
Ploys
Amped Up
Strategy PloyEach friendly WRECKA KREW operative that has an Engage order can immediately reagin 1D3+1 lost Wounds (roll separately for each).
Destruction
Strategy PloyFriendly WRECKA KREW operatives' ranged weapons have the Saturate weapon rule.
Tuff Gitz
Strategy PloyWhenever an operative is shooting a friendly WRECKA KREW operative that has an Engage order, you can re-roll one of your Defense dice.
WAAAGH!
Strategy PloyFriendly WRECKA KREW operatives' melee weapons have the Balanced weapon rule.
Demolition Job
Firefight PloyUse this Firefight ploy after a friendly WRECKA KREW operative performs the Fight or Shoot action; just before incapacitated operatives are removed (if any). Place one of your Demolition markers within the target's Control Range (if it is using a Blast weapon, the primary target). Whenever a friendly WRECKA KREW operative (excluding BOMB SQUIG) is shooting against, fighting against, or retaliating against an operative that is within 3" of that marker, you can spend a Wrecka Point for free (even if you have none). In the Ready step of the next Strategy phase, remove that marker.
Just A Scratch
Firefight PloyUse this Firefight ploy when an attack die inflicts Normal dmg on a friendly WRECKA KREW operative (excluding BOMB SQUIG). Ignore that inflicted damage.
Kaboom!
Firefight PloyUse this Firefight ploy when a friendly WRECKA KREW operative performs the Shoot action and a weapon with the Blast weapon rule is selected. Until the end of that action, add 1" to that weapons' Blast and it has the Severe weapon rule when shooting the primary target. You cannot use this ploy and the Drill Rokkit rule (see equipment) during the same action. Note that Sever does not generate a Wrecka point (as it is not a 6).
Proppa Scrap
Firefight PloyUse this Firefight ploy during a friendly WRECKA KREW BREAKA BOY or WRECKA KREW BOSS NOB operative's activation. During that activation, that operative can perform two Fight actions.
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.
Plant Banner
SecurityReveal: When you perform the Plant Banner action.
Mission Action: Plant Banner (1 AP)
- Place your Banner mission marker within the active operative's control range, wholly within your opponent's territory and more than 5" from a neutral killzone edge. Operatives can perform the Pick Up Marker action on your Banner mission marker.
- An operative cannot perform this action during the first turning point, while within control range of an enemy operative, or if a friendly operative has already performed this action during the battle.
Victory Points:
At the end of each turning point after the first, if your Banner mission marker is wholly within your opponent's territory and friendly operatives control it, you score 1VP; if that's true and no enemy operatives contest it, you score 2VP instead. Note your Banner mission marker must be in the killzone (not being carried) to score.
Martyrs
SecurityReveal: The first time a friendly operative is incapacitated while contesting an objective marker.
Additional Rules:
Whenever a friendly operative is incapacitated while contesting an objective marker, that marker gains one of your Martyr tokens.
Note that this is only the first time each operative is incapacitated, so if an operative is incapacitated, set back up (e.g. HIEROTEK CIRCLE Reanimation Protocols) and then subsequently incapacitated again, a second Martyr token cannot be gained as a result.
Victory Points:
At the end of each turning point after the first, if friendly operatives contest an objective marker that has one or more of your Martyr tokens, you can remove any of those tokens. For each token you remove, you score 1VP; if friendly operatives also control that marker, you score 2VP instead.
You cannot score more than 2VP from this op per turning point.
Envoy
SecurityReveal: The first time you select an envoy.
Additional Rules:
As a STRATEGIC GAMBIT in each turning point after the first, select one friendly operative to be your envoy until the Ready step of the next Strategy phase. You cannot select an operative you selected during a previous turning point or an operative that's ignored for the kill op.
Victory Points:
At the end of each turning point after the first, if your envoy is wholly within enemy territory and not within control range of enemy operatives, you score 1VP; if this is true and your envoy has not lost any wounds during that turning point, you score 2VP instead.