Meet the Wrecka Krew! 8 Ork operatives (1 Boss Nob, 2 Bomb Squigs, 5 Breaka Boys/Tankbustas) who thrive on aggressive, explosive combat. They're a tough, mid-speed (Mv6) brawler team that excels in both melee and shooting with Blast weapons. Unique faction rules like 'Tanked Up' (gain APL on first attack) and 'Wrecka Rampage' (convert failed hits into successes) let them snowball momentum. Strategy ploys boost melee (Balanced) and shooting (Saturate), while firefight ploys enable double fights, ignore damage, and enhanced explosions. They're durable (4+ save, 12-14 wounds) but reward bold, in-your-face play—get stuck in and watch things go BOOM!
Core Abilities
Faction Rules
- Tanked Up: Add 1 APL to Wrecka Krew operatives after first Charge, Shoot, or Fight action.
- Wrecka Rampage: Gain Wrecka points on attack dice 6s, spend points to convert fails to successes.
Strategic Ploys
- Waaagh!: Friendly melee weapons gain BALANCED rule.
- Destruction: Friendly ranged weapons gain SATURATE rule.
- Tuff Gitz: Reroll one defence dice when shot at.
- Amped Up: Heal D3+1 wounds for ENGAGE operatives.
Firefight Ploys
- Just a Scratch: ignore normal damage from one attack
- Proppa Scrap: perform two Fight actions in one activation
- Demolition Job: place marker for free Wrecka point spending
- Kaboom!: increase Blast range and add Severe rule
Equipment
- Drill Rokkits: Once per turn, rokkit weapons lose Blast but gain Piercing 1 when shooting.
- Engine Oil: Once per turn, ignore injury stat penalties for an operative's activation.
- Extra Armour: Reduce Move by 1" and improve Save by 1 for operatives.
- Glyphs: First use of selected ploy costs 0CP; later uses cost 0CP with Wrecka points.