Wrecka Krew

Operatives

1. Nemesis - Large
Nemesis - Large
A 6
M 4"
S 4+
W 4/75
Weapons
ATK
HIT
DMG
Heavy Bolter (PrcCrit1, Tor1")
5
4+
4/5
Liquifier Gun (Rng8", Sat, Tor2")
5
3+
3/3
Big Shoota (Tor1")
5
4+
4/5
Kustom Mega-blasta (Lethal 5+, Prc 1)
4
4+
5/6
Fleshmower (Brutal)
5
3+
4/5
Abilities
BulkyExtra DefenceNemesis - LargeTowering Size
Options
Allegiance: OrkTrait: Close-range Lethality

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

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: Close-range Lethality: Those who venture too close to this destructive entity invite its full ire as it bends its will - and considerable firepower - to their swift eradication.

Whenever this operative is shooting the closest valid target within 8" of it, its ranged weapons have the Lethal 5+ weapon rule; if the weapon already has that weapon rule, it also has the Severe weapon rule.

NEMESIS

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.