Wrecka Krew

SecuritySeek & Destroy
KILL GRADE [8]
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What to Know

Meet the Wrecka Krew! This 8-Ork kill team (1 Boss Nob, 2 Bomb Squigs, 5 Breaka Boys/Tankbustas) is a tough, aggressive force that thrives in melee and explosive shooting. With 'Tanked Up' giving APL boosts for charging, shooting, or fighting, and 'Wrecka Rampage' turning 6s into extra successes, they're relentless brawlers. Use ploys like 'Waaagh!' for balanced melee and 'Destruction' for saturating fire. They're durable with 4+ saves, 12-14 wounds, and tricks like 'Just a Scratch' to ignore damage. Get ready to smash, blast, and wreck everything in your path!

Core Abilities

Unusual Shooting
Tankbusta Rokkit eer: Pulsa rokkit [Pulsa]: damages operatives in area without target selection
Unusual Melee
Super Conceal
Out of Order Movement
Activation Manipulation
APL Modifiers
Tanked Up: adds 1 APL to friendly operatives with Engage order
Bitter Demise
Wrecka Bomb Squig: Boom: free Shoot action before removal when incapacitated
Block Rerolls
Damage Reduction
Operative: Reckless Temperament: reduce damage by 1 for normal 4+ and critical with EngageFirefight Ploy: Just a Scratch: ignore normal damage on friendly operative

Faction Rules

  • Tanked Up: Add 1 APL on first CHARGE, SHOOT, or FIGHT action per activation.
  • Wrecka Rampage: Gain Wrecka points on 6s, spend to turn fails into successes.

Strategic Ploys

  • Waaagh!: Melee weapons gain Balanced rule.
  • Destruction: Ranged weapons gain Saturate rule.
  • Tuff Gitz: Reroll one defence dice when shot.
  • Amped Up: Regain up to D3+1 wounds with Engage order.

Firefight Ploys

  • Just a Scratch: Ignore normal damage from an attack
  • Proppa Scrap: Perform two FIGHT actions in activation
  • Demolition Job: Place marker for free Wrecka point spending
  • Kaboom!: Increase BLAST and add SEVERE to weapon

Equipment

  • Drill Rokkits: Once per turning point, rokkit weapons lose Blast but gain Piercing 1 on a Shoot action.
  • Engine Oil: Once per turning point, ignore injury penalties to stats for an operative's activation.
  • Extra Armour: Improve Save by 1 but subtract 1" from Move for operatives.
  • Glyphs: First use of selected strategy 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.