Scrappas

Common Abilities and Options

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

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

Operatives

1. Scrappa Mek
Scrappa Mek
A 3
M 6"
S 4+
W 13/13
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 GogglesLoot LustGrab those gubbins!

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
2. Scrappa Loota
Scrappa Loota
A 2
M 6"
S 5+
W 10/10
Weapons
ATK
HIT
DMG
Deff Gun (Heavy, Saturate)
5
5+
4/6
Fists
3
3+
3/4
Abilities
Loot HarnessGrab those gubbins!Loot Lust
Scrappa, Ork, Loota
3. Scrappa Burna
Scrappa Burna
A 2
M 6"
S 5+
W 10/10
Weapons
ATK
HIT
DMG
Scorcha (Standard) (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
4. Scrappa Spanner
Scrappa Spanner
A 2
M 6"
S 5+
W 11/11
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
Loot LustGrab those gubbins!
Scrappa, Ork, Spanner
5. Scrappa Grot
Scrappa Grot
A 2
M 5"
S 5+
W 6/5
Weapons
ATK
HIT
DMG
Grot Blasta (Rng 8")
4
4+
2/3
Grot Stabba
3
5+
1/4
Abilities
Grab those gubbins!Loot LustGroup Activate1AP: 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

Just a Scratch
Firefight Ploy

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

Brutal but Kunnin'
Firefight Ploy

Use this firefight ploy when you activate a Scrappa Operative controlling or carrying a Gubbinz marker. Remove that marker and gain d3 cp.

Orks iz still Orkz
Firefight Ploy

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 take a free Fight action during this activation.

Fuel Ruptcha
Firefight Ploy

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

WAAAGH!
Strategy Ploy

Friendly Scrappa Operatives melee weapons have the Balanced rule.

DAKKA! DAKKA! DAKKA!
Strategy Ploy

Friendly Scrappa Operatives ranged weapons have the Punishing weapons rule.

Dats our Loot!
Strategy Ploy

While within control range of an objective marker or when selecting a target within control range of an objective marker; friendly Scrappa Lootas and Scrappa Spanners operatives gain Balanced. if they already have balanced, they gain Ceaseless instead.

Tiny Thievin' Hands
Strategy Ploy

Friendly Scrappa Grots can perform a free mission action or pick up or place marker action this turning point.

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.

Flank
Recon

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.

Retrieval
Recon

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.
Scout Enemy Movement
Recon

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.