KTKTDojo
← All Kill Teams

Orks

Wrecka Krew

Seek And Destroy/Security

Wrecka Crews are infamous Ork Kill Team Units, that love to commit explosive combat during their murderous rampages. They are considered the best of their species and are larger and stronger than the typical Ork. Wrecka Crews also make use of weapons that create explosions and the thought of this empowers them to become Tanked Up and ready to fight. These attributes and their use of 'eavy Armour, makes the Wrecka Crews incredibly durable and deadly in battle.

Faction Rules

Tanked Up

The first time a friendly WRECKA KREW operative (excluding BOMB SQUIG) that has an Engage order performs either the Charge, Shoot, or Fight action (excluding Guard), during each of its activations/counteractions, add 1 to its APL stat until the start of its next activation.

Wrecka Rampage

Whenever a friendly WRECKA KREW operative is shooting, fighting, or retaliating, in the Roll Attack Dice step:

  • For each attack die result of 6 you retain, you gain one Wrecka point
  • You can spend up to 3 of your Wrecka points (unless it's a BOMB SQUIG). For each point you spend this way, retain one of your fails as a normal success instead of discarding it

You can gain and spend Wrecka points during the same action and can do so in an order of your choice, unless you started the action with 6, in which case you can only spend them.

If you start an action with 6 Wrecka points, you cannot gain any more during that action.

Operatives

Strategic Ploys

Amped Up

Each friendly WRECKA KREW operative that has an Engage order can immediately reagin 1D3+1 lost Wounds (roll separately for each).

Destruction

Friendly WRECKA KREW operatives' ranged weapons have the Saturate weapon rule.

Tuff Gitz

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!

Friendly WRECKA KREW operatives' melee weapons have the Balanced weapon rule.

Firefight Ploys

Demolition Job

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

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!

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

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.

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.

Ammo Cache (x1)

Before the battle, you can set up one of your Ammo Cache markers wholly within your territory. Friendly operatives can perform the following mission action during the battle:

AMMO RESUPPLY0AP

One of your Ammo Cache markers the active operative controls is used during this turning point.

Until the start of the next turning point, whenever this operative is shooting with a weapon from its datacard, you can re-roll one of your attack dice.

An operative cannot perform this action while within control range of an enemy operative, if that marker is not yours, or if that marker has been used this turning point.

Razor Wire (x1)

Razor wire is Exposed and Obstructing terrain. Before the battle, you can set it up wholly within your territory, on the killzone floor and more than 2" from other equipment terrain features, access points, and Accessible terrain.

Obstructing: Whenever an operative would cross over this terrain feature within 1" of it, treat the distance as an additional 1".

Comms Device (x1)

Before the battle, you can set up one of your Comms Device markers wholly within your territory.

While a friendly operative controls this marker, add 3" to the distance requirements of its SUPPORT rules that refer to friendly operatives

(e.g. ‘select one friendly operative within 6"’ would be 9" instead).

Note that you cannot benefit from your opponent's Comms Device markers.

Mines (x1)

Before the battle, you can set up one of your Mines markers wholly within your territory and more than 2" from other markers, access points, and Accessible terrain.

The first time that marker is within an operative's control range, remove that marker and inflict D3+3 damage on that operative.

Light Barricades (x2)

Light barricades are Light terrain, except the feet, which are Insignificant and Exposed. Before the battle, you can set up any of them wholly within your territory, on the killzone floor and more than 2" from other equipment terrain features, access points, and Accessible terrain.

Heavy Barricade (x1)

A heavy barricade is Heavy terrain. Before the battle, you can set it up wholly within 4" of your drop zone, on the killzone floor and more than 2" from other equipment terrain features, access points, and Accessible terrain.

Ladders (x2)

Ladders are Insignificant and Exposed terrain. Before the battle, you can set up any of them as follows:

  • Wholly within your territory.
  • Upright against terrain that’s at least 2" tall.
  • More than 2" from other equipment terrain features.
  • More than 1" from doors and access points.

Once per action, whenever an operative is climbing the terrain feature a ladder is placed against, treat the vertical distance as 1" if the ladder is within that operative’s control range during that entire climb.

Portable Barricade (x1)

A portable barricade is Light, Protective and Portable terrain, except the feet which are Insignificant and Exposed.

Before the battle, you can set it up wholly within your territory, on the killzone floor and more than 2" from other equipment terrain features, access points, and Accessible terrain.

Protective: While an operative is in cover from this terrain feature, improve its Save stat by 1 (to a maximum of 2+).

Portable: This terrain feature only provides cover while an operative is connected to it and if the shield is intervening (ignore its feet).

Operatives connected to the inside of it can perform the following unique action during the battle:

Move With Barricade1AP

The same as the Reposition action, except the active operative can move no more than its Move stat minus 2" and cannot climb, drop, jump, or use any killteam's rules that remove it and set it back up again (e.gh. HEARTHKYN SALVAGER Fly, MANDRAKE Shadow Passage).

Before this operative moves, remove the portable barricade it is connected to. After it moves, set up the portable barricade so it is connected again, but the portable barricade cannot be set up within 2" of

other equipment terrain features, access points or Accessible terrain. If this is not possible, the portable barricade is not set up again.

This action is treated as a Reposition action. An operative cannot perform this action while within control range of an enemy operative, or in the same activation in which it performed the Fall Back or Charge action.

Utility Grenade - Smoke (x1/2)

When you select this equipment, select two utility grenades (2 smoke, 2 stun, or 1 smoke and 1 stun).

Each selection is a unique action your operatives can perform, but your kill team can only perform that action a total number of times during the battle equal to your selection.

SMOKE GRENADE1AP

Place one of your Smoke Grenade markers within 6" of this operative. It must be visible to this operative,

or on Vantage terrain of a terrain feature that is visible to this operative. The marker creates an area of smoke 1" horizontally and unlimited height vertically from (but not below) it.

While an operative is wholly within an area of smoke, it is obscured to operatives more than 2" from it, and vice versa.

In addition, whenever an operative is shooting an enemy operative wholly within an area of smoke, weapons with the Piercing 2 or Piercing Crits 2 weapon rule have the Piercing 1 or Piercing Crits 1 weapon rule (respectively) instead, unless they’re within 2" of each other.

In the Ready step of the next Strategy phase, roll one D3. Remove that Smoke Grenade marker after a number of activations equal to that D3 have been completed

or at the end of the turning point (whichever comes first).

An operative cannot perform this action while within control range of an enemy operative, or if you have reached the total number of times your kill team can perform it.

Utility Grenade - Stun (x1/2)

When you select this equipment, select two utility grenades (2 smoke, 2 stun, or 1 smoke and 1 stun).

Each selection is a unique action your operatives can perform, but your kill team can only perform that action a total number of times during the battle equal to your selection.

STUN GRENADE1AP

Select one enemy operative visible to and within 6" of this operative. That operative and each other operative within 1" of it takes a stun test. For an operative to take a stun test, roll one D6: on a 3+, subtract 1 from its APL stat until the end of its next activation.

An operative cannot perform this action while within control range of an enemy operative, or if you have reached the total number of times your kill team can perform it.

Explosive Grenade - Frag (x1/2)

When you select this equipment, select two explosive grenades (2 frag, 2 krak, or 1 frag and 1 krak).

WeaponATKHITDMGSpecial
Frag Grenade44+2/4Rng 6", Blast 2", Saturate

Explosive Grenade - Krak (x1/2)

When you select this equipment, select two explosive grenades (2 frag, 2 krak, or 1 frag and 1 krak).

WeaponATKHITDMGSpecial
Krak Grenade44+4/5Rng 6", Piercing 1, Saturate

Breaching Charge

Once per battle, when a friendly operative performs the Breach action, you can use this rule. If you do, that operative can perform that action for 1 less AP (to a minimum of 1AP) as though it had the word "breach marker" on its datacard.

Building Your Roster

A WRECKA KREW KillTeam is composed of:

- 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; Pusla Rokkit; Fists
    - Rokkit Launcha; Rokkit Rack; Fists

Other than BOMB SQUIG, BREAKA BOY FIGHTER, and TANKBUSTA GUNNER operatives, your KillTeam can only include each operative above once.