Wrecka Krew DEFF DREAD

Wrecka Krew DEFF DREAD

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 2 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.

Eq: 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.

Operatives

1. Deff Dread
Nemesis - Large
A 6
M 6"
S 4+
W 75/75
Weapons
ATK
HIT
DMG
Crushing Claw (Brutal, Shock)
4
3+
6/8
Abilities
BulkyExtra DefenceNemesis - LargeTowering Size
Options
Behaviour: BrawlerAllegiance: OrkTrait: FuryTrait: ShroudedTrait: Tough

Bulky: - This operative cannot be placed on Vantage terrain higher than 2" from the killzone floor

  • Whenever this operative would perform the Fight action, the distance requirements of its control range can be changed to 1" horizontally and 4" vertically until the end of that action
  • This operative can move through other operatives (excluding NEMESIS operatives)
  • Ignore all changes to this operative's APL and if it is a player operative, APL changes do not affect the 5AP you can spend per turning point.

Extra Defence: Whenever an operative is shooting this operative, collect and roll one additional defence die, unless this operative is injured.

Nemesis - Large: ### Weapon and Option Selection

  • Select three weapons
  • Select one Faction Allegiance
  • Select one Nemesis Trait

KillTeam Composition

Normal Op CountAdjusted Op Count w/ Nemesis
52
62
72
83
93
103
114
124
134
145

Towering Size: - In the Firefight phase, whenever you determine this operative's order, you cannot select Conceal

  • This operative cannot be in cover or obscured by Light terrain, terrain parts less than 3" tall or terrain that is not wholly intervening
  • Whenever another operative is performing the Shoot action, being within control range of other operatives does not prevent this operative from being selected as a valid target. In other words, this operative can be shot while within control range of friendly operatives
  • This operative can move through terrain parts less than 2" tall. It cannot move through Accessible terrain (excluding hatchways) unless that terrain is also less than 2" tall
  • Whenever this operative would finish a move in a terrain feature less than 2" tall, temporarily remove that terrain feature from the killzone, then return it when this operative leaves that location; if it is an equipment terrain feature, remove it from the battle instead

Behaviour: Brawler: This NPO will move towards the enemy to fight them, but will seek cover on its way. When activated, if it's a NEMESIS NPO or will perform the Fight or Charge action during that activation, give it an Engage order. Otherwise, give it a Conceal order.

  1. Fight.
  2. Charge the closest player operative via the shortest possible route.
  3. Reposition towards the closest player operative, to cover if possible (a subsequent Dash action can fulfil this).
  4. Dash towards the closest player operative, to cover if possible.

Allegiance: Ork: Waaagh!:

Whenever an Ork NPO is fighting, its weapons have the Balanced weapon rule. Worsen the hit stat of the Ork Nemesis operatives' ranged weapons by 1, but their melee weapons have the Severe weapon rule.

Trait: Fury: Unbridled wrath consumes some powerful operatives: a blinkered anger that can only be briefly sated in destruction at close quarters.

This operative's melee weapons have the Ceaseless weapon rule; if the weapon already has that weapon rule, it has the Relentless weapon rule. Worsen the Hit stat of this operative's ranged weapons by 1.

Trait: Shrouded: Whether a creature capable of disguise or concealment, or a vehicle that carries disruptive technology, this operative is able to evade the enemy's attention despite its size.

Whenever an operative is shooting this operative from more than 8" away, attack dice cannot be re-rolled.

Trait: Tough: Some operatives are exceptionally hardy, capable of enduring even in the face of horrific wounds. Such a trait may be due to thickened endoskeletons, reinforced subsystems or even supernatural warding.

Whenever an attack dice inflicts damage of 4 or more on this operative, roll one D6: on a 5+, subtract 1 from that inflicted damage.

NEMESIS
2. Wrecka Boss Nob
Wrecka Boss Nob
A 2
M 5"
S 3+
W 14/14
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 Up
Options
Eq: Extra Armour

Wrecka Boss: Whenever this operative performs a Fight or Shoot action (excluding Guard), you gain 1 Wrecka point.

*Salvo: Select up to two valid targets. Shoot this weapon against both primary targets in an order of your choice, then against all remaining secondary targets in the same manner (roll each sequence separately). Each target (primary or secondary) cannot be shot more than once during the action.

WRECKA KREW, ORK, LEADER, BOSS NOB
3. Breaka Boy Krusha
Breaka Boy Krusha
A 2
M 5"
S 3+
W 12/12
Weapons
ATK
HIT
DMG
Knucklebustas (Brutal, Shock, *Smash)
4
3+
5/6
Abilities
Armoured UpWrecka Rampage*SmashTanked Up
Options
Eq: Extra Armour

Armoured Up: Whenever an enemy operative is shooting this operative, or this operative is fighting or retaliating, your opponent cannot retain attack dice results of less than 6 as critical successes (e.g. as a result of the Lethal, Rending or Severe weapon rules).

*Smash: Whenever you strike, you can move the enemy operative in a straight line increment of up to 1". If you do, it must finish the move further away from this operative and in a location it can be placed. Then move this operative in a straight line increment of up to 1", but it must end that move within that enemy operative's control range (if either is not possible, you cannot move them).

WRECKA KREW, ORK, BREAKA BOY, KRUSHA
4. Tankbusta Rokkiteer
Tankbusta Rokkiteer
A 2
M 5"
S 3+
W 12/12
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 Up
Options
Eq: Extra Armour

*Pulsa: Do not select a valid target. Instead, place your Pulsa marker Visible to this operative, or on Vantage terrain of a terrain feature Visible to this operative. That marker gains 1 Pulsa point, then roll attack dice: It gains 1 additional Pulsa point for each success (to a maximum of 3 additional points). Separately inflict 1D3 damage on each operative wholly within x" of that marker, where x is that marker's Pulsa points. Then the action ends.

Shokkwave: Whenever an operative is withing x" of your Pulsa marker, worsen the Hit stat of its weapons by 1 and subtract 2" from its Move stat. This is cumulative with being injured. X is that marker's Pulsa points. In the Ready step of each Strategy phase, subtract 1 from your Pulsa marker's points. If a Pulsa marker ever has 0 points, remove it.

WRECKA KREW, ORK, TANKBUSTA, ROKKITEER

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 Ploy

Each friendly WRECKA KREW operative that has an Engage order can immediately reagin 1D3+1 lost Wounds (roll separately for each).

Destruction
Strategy Ploy

Friendly WRECKA KREW operatives' ranged weapons have the Saturate weapon rule.

Tuff Gitz
Strategy Ploy

Whenever 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 Ploy

Friendly WRECKA KREW operatives' melee weapons have the Balanced weapon rule.

Demolition Job
Firefight Ploy

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.

Just A Scratch
Firefight Ploy

Use 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 Ploy

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).

Proppa Scrap
Firefight Ploy

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.

Tac Ops

Sweep & Clear
Seek And Destroy

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 at least one objective marker (excluding your objective marker) is cleared and enemy operatives do not contest that marker, you score 1VP. If that marker also has one of your Swept tokens, you score 2VP instead.
  • If friendly operatives control an objective marker that has one of your Swept tokens, you score 1 VP.

You cannot score more than 2VP from this op per turning point.

Dominate
Seek And Destroy

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 or two of your Dominate tokens if that enemy operative had a Wounds stat of 12 or more.

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 Destroy

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.

Plant Banner
Security

Reveal: 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
Security

Reveal: 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
Security

Reveal: 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.