Wrecka Krew

SecuritySeek & Destroy
KILL GRADE [8]
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23568

What to Know

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

Unusual Shooting
Tankbusta Rokkit eer: Pulsa rokkit [Pulsa]: area damage without targeting.
Unusual Melee
Super Conceal
Out of Order Movement
Activation Manipulation
APL Modifiers
Tanked Up: +1 APL to engaged Wrecka Krew operatives on first action
Bitter Demise
Operative: Boom: Free Shoot action when incapacitated with unused explosives.
Block Rerolls
Damage Reduction
Operative: Reckless Temperament: normal/critical damage 4+ inflicts 1 less damage.Firefight Ploy: Just a Scratch: ignore damage from normal damage on attack dice.

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.

Rules Commentary

Q:
If a **WRECKA KREW BOMB SQUIG** is incapacitated during a **Door Fight** or **Hatchway Fight** action, is the other operative in that action a secondary target for a **Shoot** action caused by the Boom! rule?
A:
Not as a result of the **Door Fight** or **Hatchway Fight** rules. Note that the Kaboom! firefight ploy may cause that other operative to become a valid target during some **Hatchway Fight** actions.
Q:
If a **WRECKA KREW KRUSHA** operative using its Smash weapon rule moves an enemy operative, and during that move a marker that would 'end its action' is within that enemy operative's control range (e.g. **HERNKYN YAEGIR IRONBRAEK** Hy-Pex Mines) but not the **KRUSHA** operative's control range, does the **Fight** action end?
A:
No.

Operative Selection

  • ↘ 1 Wrecka Krew 💀 BOSS NOB operative with one of the following options:
    • Rokkit pistol; smash hammer
    • Two rokkit pistols; choppa
  • ↘ 2 Wrecka Krew 💀 BOMB SQUIG operatives
  • ↘ 5 Wrecka Krew 💀 operatives selected from the following list:
    • BREAKA BOY DEMOLISHA
    • BREAKA BOY FIGHTER
    • BREAKA BOY KRUSHA
    • TANKBUSTA GUNNER with one of the following options:
      • ○ 'Eavy rokkit launcha; fists
      • ○ Rokkit launcha; fists
    • TANKBUSTA ROKKITEER with one of the following options:
      • ○ Rokkit launcha; pulsa rokkit; fists
      • ○ Rokkit launcha; rokkit rack; fists

Other than BOMB SQUIG , BREAKA BOY FIGHTER and TANKBUSTA GUNNER operatives, your kill team can only include each operative on this list once.

Operative Datacards

Faction Rules

Strategy Ploys

Firefight Ploys

Faction Equipment

Universal Equipment