'Eavy Ronin Boyz
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.
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. Wrecka Boss Nob
A 2
M 6"
S 4+
W 14
Weapons | ATK | HIT | DMG |
|---|---|---|---|
| Rokkit Pistol (Rng 8", Blast 1") | 6 | 5+ | 4/5 |
| Smash Hammer (Brutal) | 4 | 3+ | 5/6 |
Abilities
Wrecka BossWrecka Rampage*SalvoTanked Up2. Tankbusta Rokkiteer
A 2
M 6"
S 4+
W 12
Weapons | ATK | HIT | DMG |
|---|---|---|---|
| Rokkit Launcha (Blast 1") | 6 | 5+ | 4/5 |
| Rokkit Rack (Blast 2", Hvy(Repos), Lim 1, Relentless) | 6 | 5+ | 4/5 |
| Fists | 3 | 3+ | 3/4 |
Abilities
*PulsaWrecka RampageShokkwaveTanked Up3. Tankbusta Gunner
A 2
M 6"
S 4+
W 12
Weapons | ATK | HIT | DMG |
|---|---|---|---|
| Rokkit Launcha (Blast 1") | 6 | 5+ | 4/5 |
| Fists | 3 | 3+ | 3/4 |
Abilities
Kompetitive StreakWrecka RampageTanked Up4. Breaka Boy Demolisha
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 Up5. Breaka Boy Fighter
A 2
M 6"
S 4+
W 12
Weapons | ATK | HIT | DMG |
|---|---|---|---|
| Smash Hammer (Brutal) | 4 | 3+ | 5/6 |
Abilities
Wrecka RampageTanked Up1AP: Break Stuff6. Breaka Boy Fighter
A 2
M 6"
S 4+
W 12
Weapons | ATK | HIT | DMG |
|---|---|---|---|
| Smash Hammer (Brutal) | 4 | 3+ | 5/6 |
Abilities
Wrecka RampageTanked Up1AP: Break Stuff7. Wrecka Bomb Squig
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 UpEquipment
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.