Wrecka Krew

A Wrecka Krew is a kill team obsessed with one thing – destruction! Arguably the game’s most aggressive team to date, these Orks like nothing better than an Engage order and an enemy operative in their sights.

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  Wrecka Krew
  Wrecka KrewFaction31.1April 2025

Wrecka Krew Kill Team

Operatives

  • 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:

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

Marker/Token Guide

Wrecka Points (Values 1 & 2)

Tankhammer token

Rokkit Rack token

Pulsa Rokkit token

Pulsa Point token

Pulsa marker

Explosives token

Engine oil

Drill Rokkits token

Demolition marker

Breach marker

Faction Rules

Wrecka Rampage

The sound of explosions, the acrid stench of smoke and the screams of battle drive Wrecka Krews forwards to ever more destructive acts.

Whenever a friendly WRECKA KREW operative is shooting, fighting or retaliating, in the Roll Attack Dice step:
  • For each attack dice 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, then you cannot spend any). For each point you spend this way, retain one of your fails as a normal success instead of discarding it.
You cannot have more than 6 Wrecka points at once. 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.

Tanked Up

Wrecka Krews are empowered by the thrill of explosive combat, lending them fresh impetus as they undertake their murderous rampages.

Whenever a friendly WRECKA KREW operative (excluding BOMB SQUIG) that has an Engage order performs the Shoot or Fight action (excluding Guard), add 1 to its APL stat until the start of its next activation.

Strategy Ploys

WAAAGH!

When the Wrecka Krew’s violent rampage reaches its crescendo, a rage overcomes them. They bellow the infamous Ork battle cry as they set upon their enemies with hammer and fist.

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

If an enemy takes cover, this just provides Wrecka Krews with the opportunity to blow more stuff up.

Friendly WRECKA KREW operatives’ ranged weapons have the Saturate weapon rule.
TUFF GITZ

Wrecka Krews don’t have time for mukkin’ about. They’ll gladly take a hit if it means they get to land a few of their own.

Whenever an operative is shooting a friendly WRECKA KREW operative that has an Engage order, you can re-roll one of your defence dice.
AMPED UP

Orks thrive in the chaos and cacophony of battle. The greater the explosions and destruction around them, the more their adrenaline kicks in. When whipped up into such a fury, they can fight on through injuries that would ordinarily lay them low.

Each friendly WRECKA KREW operative that has an Engage order can immediately regain up to D3+1 lost wounds (roll separately for each).

Firefight Ploys

JUST A SCRATCH

Orks have a remarkable ability to shrug off grievous damage that would incapacitate most other creatures.

Use this firefight ploy when an attack dice inflicts Normal Dmg on a friendly WRECKA KREW operative (excluding BOMB SQUIG). Ignore that inflicted damage.
PROPPA SCRAP

Orks like nothing better than a good scrap. With fist or hammer, they seek to demonstrate that might is right.

Use this firefight ploy during a friendly BREAKA BOY or BOSS NOB operative’s activation. During that activation, that operative can perform two FIGHT actions.
DEMOLITION JOB

Should a prime target present itself, the Wrecka Krew will unleash their combined destructive might, demolishing anything in the vicinity.

Use this firefight ploy after a friendly WRECKA KREW operative performs the Shoot or Fight action, just before incapacitated operatives are removed (if any). Place one of your Demolition markers within the target’s control range (if it’s 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’s 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.
KABOOM!

The more intense the dakka and the louder the boom of explosions, the more satisfying the carnage!

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 weapon’s Blast and it has the Severe weapon rule when shooting the primary target. You cannot use this ploy and the Drill Rokkits rule during the same action. Note that Severe doesn’t generate a Wrecka point (as it’s not a 6).

Faction Equipment

DRILL ROKKITS

Mek ingenuity knows few bounds. Drill rokkits are designed to strike a target and bore through thick armour before exploding.

Once per turning point, when 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.
ENGINE OIL

Wrecka Krews are known to ingest the oils of vehicles they have destroyed. The intoxicating fluid bolsters their natural resilience.

Once per turning point, when 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).
EXTRA ARMOUR

Scrap metal Ork armour may appear haphazard, but it is no less effective for its simple construction.

Subtract 1" from the Move stat of friendly WRECKA KREW operatives and add 1 to their Wounds stat. This excludes BOMB SQUIG operatives.
GLYPHS

Back-banners, crude markings and glyph-scrawled armour proudly display the Wrecka Krew’s favoured method of destruction.

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 you 0CP; whenever you would use it thereafter, it costs you 0CP if you have any Wrecka points.

Datacards


Wrecka Boss Nob

The biggest, strongest and nastiest Tankbusta or Breaka Boy will typically rise to lead a Wrecka Krew as its Boss Nob. It takes a Boss Nob of singular determination and force of will to keep his ladz in line and prevent them from simply tearing off after the biggest target of opportunity.

Wrecka Boss Nob

The biggest, strongest and nastiest Tankbusta or Breaka Boy will typically rise to lead a Wrecka Krew as its Boss Nob. It takes a Boss Nob of singular determination and force of will to keep his ladz in line and prevent them from simply tearing off after the biggest target of opportunity.

APL
2
MOVE
6"
SAVE
4+
WOUNDS
14
 
NAME
ATK
HIT
DMG
WR
Rokkit pistol
Rokkit pistol
6
5+
4/5
Range 8", Blast 1"Range 8", Blast 1"
Two rokkit pistols (focused)
Two rokkit pistols (focused)
6
4+
4/5
Range 8", Blast 1", CeaselessRange 8", Blast 1", Ceaseless
Two rokkit pistols (salvo)
Two rokkit pistols (salvo)
6
5+
4/5
Range 8", Blast 1", Salvo*Range 8", Blast 1", Salvo*
Choppa
Choppa
4
3+
4/5
-
Smash hammer
Smash hammer
4
3+
5/6
BrutalBrutal
Wrecka Boss: Whenever this operative performs the Shoot or Fight action (excluding Guard), you gain 1 Wrecka point.
*Salvo: Select up to two valid targets. Shoot with this weapon against both primary targets in an order of your choice, then against all remaining secondary targets in the same manner (roll each sequence separately). Each target (primary and secondary) cannot be shot more than once during the action.
WRECKA KREW, ORK, LEADER, BOSS NOB
⌀40mm


Wrecka Bomb Squig

Orks breed all manner of squigs. The most iconic of these are spherical, bipedal creatures with a large number of teeth and an incredibly bad attitude. Wrecka Krews bring many of these creatures to battle, strapping explosives to them and herding them directly towards the enemy.

Wrecka Bomb Squig

Orks breed all manner of squigs. The most iconic of these are spherical, bipedal creatures with a large number of teeth and an incredibly bad attitude. Wrecka Krews bring many of these creatures to battle, strapping explosives to them and herding them directly towards the enemy.

APL
2
MOVE
6"
SAVE
5+
WOUNDS
5
 
NAME
ATK
HIT
DMG
WR
Explosives
Explosives
6
4+
4/5
Blast 1", Limited 1, Explosive*Blast 1", Limited 1, Explosive*
Bite
Bite
3
4+
4/5
-
*Explosive: This operative can perform the Shoot action with this weapon while within control range of an enemy operative. Don’t select a valid target. Instead, this operative is always the primary target and cannot be in cover or obscured.
Stoopid: In the Firefight phase, whenever you determine this operative’s order, you cannot select Conceal. This operative cannot perform any actions other than Charge, Dash, Fight, Reposition and Shoot. It cannot use any weapons that aren’t on its datacard.
Boom!: If this operative is incapacitated during a battle in which it hasn’t used its explosives, roll one D6, or two D6 if you wish. If any result is a 4+, this operative performs a free Shoot action with its explosives before it’s removed from the killzone.
Expendable: This operative is ignored for your opponent’s kill/elimination op (when it’s incapacitated, and when determining your starting number of operatives). It’s also ignored for victory conditions and scoring VPs if either require operatives to ‘escape’, ‘survive’ or be incapacitated by enemy operatives (if it escapes/survives/is incapacitated, determining how many operatives must escape/survive/be incapacitated, etc.).
WRECKA KREW, ORK, BOMB SQUIG
⌀25mm


Breaka Boy Demolisha

Demolishas aren’t satisfied with simply swinging a hammer at their chosen target. Instead, they strap explosive rockets to the heads of their weapons before swinging them in anger. Whilst the resultant explosions are potentially lethal to the Demolisha, they are almost certain to obliterate the target.

Breaka Boy Demolisha

Demolishas aren’t satisfied with simply swinging a hammer at their chosen target. Instead, they strap explosive rockets to the heads of their weapons before swinging them in anger. Whilst the resultant explosions are potentially lethal to the Demolisha, they are almost certain to obliterate the target.

APL
2
MOVE
6"
SAVE
4+
WOUNDS
12
 
NAME
ATK
HIT
DMG
WR
Tankhammer (bash)
Tankhammer (bash)
4
3+
4/5
-
Tankhammer (detonate)
Tankhammer (detonate)
4
3+
*
Lethal 5+, Limited 1, Detonate*Lethal 5+, Limited 1, Detonate*
Reckless Temperament: Normal Dmg of 4 or more inflicts 1 less damage on this operative; if this operative has an Engage order, Critical Dmg of 4 or more also inflicts 1 less damage on this operative.
*Detonate: The first time you would inflict damage on an enemy operative with this weapon profile during the battle, inflict D6+6 damage on that enemy operative and each other operative within its control range if it’s a normal success, or 2D6+6 damage if it’s a critical success (roll separately for each). Then the action ends and you gain 1 Wrecka point, plus 1 for each operative that was incapacitated during that action. Damage from this weapon rule cannot be ignored or reduced.
WRECKA KREW, ORK, BREAKA BOY, DEMOLISHA
⌀32mm


Breaka Boy Fighter

Wreckas drawn from Breaka Boy mobs prefer to get up close and personal. Whilst they always try to take on the biggest and meanest foes, they are more than happy to pulp anything the boss points at. Their weapons – referred to simply as smash hammers – are simplistic in nature, but no less effective for it.

Breaka Boy Fighter

Wreckas drawn from Breaka Boy mobs prefer to get up close and personal. Whilst they always try to take on the biggest and meanest foes, they are more than happy to pulp anything the boss points at. Their weapons – referred to simply as smash hammers – are simplistic in nature, but no less effective for it.

APL
2
MOVE
6"
SAVE
4+
WOUNDS
12
 
NAME
ATK
HIT
DMG
WR
Smash hammer
Smash hammer
4
3+
5/6
BrutalBrutal

Break Stuff1AP

Select a terrain feature within this operative’s control range. If it’s an equipment terrain feature, remove it. Otherwise, place one of your Breach markers within this operative’s control range as close as possible to that terrain feature. Whenever an operative is within 1" of that marker, it treats parts of that terrain feature that are no more than 1" thick as Accessible terrain.

This operative cannot perform this action while within control range of an enemy operative, or if a terrain feature isn’t within its control range.
WRECKA KREW, ORK, BREAKA BOY, FIGHTER
⌀32mm


Breaka Boy Krusha

Clad in bulky scrap metal armour, Breaka Boy Krushas often lead the Wrecka Krew’s advance. Their pneumatic knucklebustas make them expert siege-breakers, providing them with a right hook powerful enough to cave in a bunker door, or punch a hole bigger than a Boss Nob’s head in the armoured shell of a battle tank.

Breaka Boy Krusha

Clad in bulky scrap metal armour, Breaka Boy Krushas often lead the Wrecka Krew’s advance. Their pneumatic knucklebustas make them expert siege-breakers, providing them with a right hook powerful enough to cave in a bunker door, or punch a hole bigger than a Boss Nob’s head in the armoured shell of a battle tank.

APL
2
MOVE
6"
SAVE
4+
WOUNDS
12
 
NAME
ATK
HIT
DMG
WR
Knucklebustas
Knucklebustas
4
3+
5/6
Brutal, Shock, Smash*Brutal, Shock, Smash*
*Smash: Whenever you strike, you can move the enemy operative in a straight line increment of up to 1". If you do, it must end the move further away from this operative and in a location it can be placed. Then move this operative in a straight line increment of up to 1", but it must end that move within that enemy operative’s control range (if either isn’t possible, you cannot move them).
Armoured Up: Whenever an enemy operative is shooting this operative, or this operative is fighting or retaliating, your opponent cannot retain attack dice results of less than 6 as critical successes (e.g. as a result of the Lethal, Rending or Severe weapon rules).
WRECKA KREW, ORK, BREAKA BOY, KRUSHA
⌀32mm


Tankbusta Gunner

Armed with various forms of rokkit launcha, Tankbusta Gunners possess incredibly itchy trigger fingers. Their natural desire to chase and destroy armoured vehicles can only be reined in for so long. Thus, their Boss Nob must continually present them with opportunities to blow things up, lest they be distracted by bigger game.

Tankbusta Gunner

Armed with various forms of rokkit launcha, Tankbusta Gunners possess incredibly itchy trigger fingers. Their natural desire to chase and destroy armoured vehicles can only be reined in for so long. Thus, their Boss Nob must continually present them with opportunities to blow things up, lest they be distracted by bigger game.

APL
2
MOVE
6"
SAVE
4+
WOUNDS
12
 
NAME
ATK
HIT
DMG
WR
’Eavy rokkit launcha
’Eavy rokkit launcha
6
4+
4/5
Blast 1", Heavy (Dash only)Blast 1", Heavy (Dash only)
Rokkit launcha
Rokkit launcha
6
5+
4/5
Blast 1"Blast 1"
Fists
Fists
3
3+
3/4
-
Kompetitive Streak: Once per Shoot action, if this operative shoots an enemy operative that another friendly operative has already shot during this turning point, you gain 1 Wrecka point. Determine this when you select a valid target, but you can include any secondary targets when doing so (e.g. from the Blast weapon rule).
WRECKA KREW, ORK, TANKBUSTA, GUNNER
⌀32mm


Tankbusta Rokkiteer

Unsatisfied with the amount of firepower of a simple rokkit launcha, Tankbusta Rokkiteers have spent all their teef on additional explody gubbinz in the form of rokkit racks and pulsa rokkits. The latter is a particularly nasty weapon that knocks those caught in its blast radius from their feet, allowing the Orks to close in and club any survivors to death.

Tankbusta Rokkiteer

Unsatisfied with the amount of firepower of a simple rokkit launcha, Tankbusta Rokkiteers have spent all their teef on additional explody gubbinz in the form of rokkit racks and pulsa rokkits. The latter is a particularly nasty weapon that knocks those caught in its blast radius from their feet, allowing the Orks to close in and club any survivors to death.

APL
2
MOVE
6"
SAVE
4+
WOUNDS
12
 
NAME
ATK
HIT
DMG
WR
Pulsa rokkit
Pulsa rokkit
6
5+
-
Heavy (Reposition only), Limited 1, Pulsa*Heavy (Reposition only), Limited 1, Pulsa*
Rokkit launcha
Rokkit launcha
6
5+
4/5
Blast 1"Blast 1"
Rokkit rack
Rokkit rack
6
5+
4/5
Blast 2", Heavy (Reposition only), Limited 1, RelentlessBlast 2", Heavy (Reposition only), Limited 1, Relentless
Fists
Fists
3
3+
3/4
-
*Pulsa: Don’t select a valid target. Instead, place your Pulsa marker visible to this operative, or on Vantage terrain of a terrain feature that’s visible to this operative. That marker gains 1 Pulsa point, then roll attack dice: it gains 1 additional Pulsa point for each success (to a maximum of 3 additional points). Separately inflict D3 damage on each operative wholly within x" of that marker, where x is that marker’s Pulsa points. Then the action ends.
Shokkwave: Whenever an operative is within x" of your Pulsa marker (see left), worsen the Hit stat of its weapons by 1 and subtract 2" from its Move stat. This is cumulative with being injured. X is that marker’s Pulsa points. In the Ready step of each Strategy phase, subtract 1 from your Pulsa marker’s points. If a Pulsa marker ever has 0 points, remove it.
WRECKA KREW, ORK, TANKBUSTA, ROKKITEER
⌀32mm
Engage: The operative can perform actions as normal and can counteract.

Shoot1AP

Shoot with the active operative by following the sequence below. The active operative’s player is the attacker. The selected enemy operative’s player is the defender.

An operative cannot perform this action while it has a Conceal order, or while within control range of an enemy operative.

Fight1AP

Fight with the active operative by following the sequence below. The active operative’s player is the attacker. The selected enemy operative’s player is the defender.

An operative cannot perform this action unless an enemy operative is within its control range.

Guard1AP

The operative goes on guard until any of the following are true:
  • It performs any action, moves or is set up.
  • An enemy operative ends an action within its control range and you don’t interrupt that activation (see On Guard).
  • Its order is changed.
  • It’s the start of the next turning point.

This action is treated as a Shoot action. An operative cannot perform this action while it has a Conceal order, or while it’s within control range of an enemy operative.
Balanced
You can re-roll one of your attack dice.
Saturate
The defender cannot retain cover saves.

The BREAKA BOY keyword is used in the following Wrecka Krew datacards:

Damage
When damage is inflicted on an operative, reduce their wounds by that amount. An operative’s starting number of wounds is determined by its Wounds stat (see datacards). If an operative’s wounds are reduced to 0 or less, it’s incapacitated, then removed from the killzone. Some rules allow an incapacitated operative to perform a free action before being removed from the killzone. Such an operative cannot perform more than one free action (excluding Place Marker) in this instance, and that operative’s player decides the order of any of its rules that occur before it’s removed from the killzone (taking precedence over the player with initiative deciding).

While an operative has fewer than its starting wounds remaining, it’s wounded. While it has fewer than half its starting wounds remaining, it’s also injured. Subtract 2" from the Move stat of injured operatives and worsen the Hit stat of their weapons by 1.

Keep track of each operative’s remaining wounds with dice, tokens or by writing it down.

‘Incapacitated’ and ‘removed from the killzone’ are separate. Some rules take effect when an operative is incapacitated, but before it’s removed.

Control Range
Many rules relate to control range such as moving, fighting and using cover. Something is within an operative’s control range if it’s visible to and within 1" of that operative.

Control range between operatives is mutual, therefore operatives are within each other’s control range if one of them is visible to and within 1" of the other.

Operatives A and B are within each other’s control range.

The terrain is within both operative B and C’s control range.

Because of the terrain, operative B is not visible to operative C, and vice versa, therefore they are not within each other’s control range.


Imagine control range as an area of interaction the operative has with things close to it.
Blast x
The target you select is the primary target. After shooting the primary target, shoot with this weapon against each secondary target in an order of your choice (roll each sequence separately). Secondary targets are other operatives visible to and within x of the primary target, e.g. Blast 2" (they are all valid targets, regardless of a Conceal order). Secondary targets are in cover and obscured if the primary target was.
Wrecka Rampage

The sound of explosions, the acrid stench of smoke and the screams of battle drive Wrecka Krews forwards to ever more destructive acts.

Whenever a friendly WRECKA KREW operative is shooting, fighting or retaliating, in the Roll Attack Dice step:
  • For each attack dice 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, then you cannot spend any). For each point you spend this way, retain one of your fails as a normal success instead of discarding it.
You cannot have more than 6 Wrecka points at once. 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.
Devastating x
Each retained critical success immediately inflicts x damage on the operative this weapon is being used against, e.g. Devastating 3. If the rule starts with a distance (e.g. 1" Devastating x), inflict x damage on that operative and each other operative visible to and within that distance of it. Note that success isn’t discarded after doing so — it can still be resolved later in the sequence.
Piercing x
The defender collects x less defence dice, e.g. Piercing 1. If the rule is Piercing Crits x, this only comes into effect if you retain any critical successes.
Severe
If you don’t retain any critical successes, you can change one of your normal successes to a critical success. Any rules that take effect as a result of retaining a critical success (e.g. Devastating, Piercing Crits, etc.) still do.
DRILL ROKKITS

Mek ingenuity knows few bounds. Drill rokkits are designed to strike a target and bore through thick armour before exploding.

Once per turning point, when 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.
Equipment
Equipment are additional rules you can select before the battle, as specified in your game sequence. Universal equipment can be selected for any kill team whereas faction equipment is specific. Each player cannot select each equipment option more than once per game.
WAAAGH!

When the Wrecka Krew’s violent rampage reaches its crescendo, a rage overcomes them. They bellow the infamous Ork battle cry as they set upon their enemies with hammer and fist.

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

If an enemy takes cover, this just provides Wrecka Krews with the opportunity to blow more stuff up.

Friendly WRECKA KREW operatives’ ranged weapons have the Saturate weapon rule.
Range x
Only operatives within x of the active operative can be valid targets, e.g. Range 9".
Ceaseless
You can re-roll any of your attack dice results of one result (e.g. results of 2).
Brutal
Your opponent can only block with critical successes.

Charge1AP

The same as the Reposition action, except the active operative can move an additional 2".

It can move, and must finish the move, within control range of an enemy operative. If it moves within control range of an enemy operative that no other friendly operatives are within control range of, it cannot leave that operative’s control range.

An operative cannot perform this action while it has a Conceal order, if it’s already within control range of an enemy operative, or during the same activation in which it performed the Reposition, Dash or Fall Back action.
Counteract
When you would activate a ready friendly operative, if all your operatives are expended but your opponent still has ready operatives, you can select an expended friendly operative with an Engage order to perform a 1AP action (excluding Guard) for free. Each operative can only counteract once per turning point. That operative cannot move more than 2", or must be set up wholly within 2" if it’s removed and set up again, while counteracting (this is not a change to its Move stat, and takes precedence over all other rules). Counteracting is optional, so you can choose not to. In either case, activation alternates back to your opponent afterwards.

Counteracting isn’t an activation, it’s instead of activating. This difference is important; for instance, it means action restrictions won't apply.
Conceal: The operative cannot perform Shoot and Charge actions, and it cannot counteract. However, it’s not a valid target while in cover.
Valid Target
Some rules require you to select a valid target for an operative. This is most common when an operative is shooting, but some rare rules require it too.

If the intended target has an Engage order, it’s a valid target if it’s visible to the active operative.
If the intended target has a Conceal order, it’s a valid target if it’s visible to the active operative and not in cover.

The WRECKA KREW keyword is used in the following Wrecka Krew datacards:

The ORK keyword is used in the following Wrecka Krew datacards:

Limited x
After an operative uses this weapon a number of times in the battle equal to x, they no longer have it. If it’s used multiple times in one action (e.g. Blast), treat this as one use.

Dash1AP

The same as the Reposition action, except don’t use the active operative’s Move stat — it can move up to 3" instead. In addition, it cannot climb during this move, but it can drop and jump.

An operative cannot perform this action while within control range of an enemy operative, or during the same activation in which it performed the Charge action.

Reposition1AP

Move the active operative up to its Move stat to a location it can be placed. This must be done in one or more straight-line increments, and increments are always rounded up to the nearest inch.

It cannot move within control range of an enemy operative, unless one or more other friendly operatives are already within control range of that enemy operative, in which case it can move within control range of that enemy operative but cannot finish the move there.

An operative cannot perform this action while within control range of an enemy operative, or during the same activation in which it performed the Fall Back or Charge action.
Lethal x+
Your successes equal to or greater than x are critical successes, e.g. Lethal 5+.

The BREAKA BOY keyword is used in the following Wrecka Krew datacards:

Shock
The first time you strike with a critical success in each sequence, also discard one of your opponent’s unresolved normal successes (or a critical success if there are none).
Rending
If you retain any critical successes, you can retain one of your normal successes as a Critical success instead.
Heavy
An operative cannot use this weapon in an activation or counteraction in which it moved, and it cannot move in an activation or counteraction in which it used this weapon. If the rule is Heavy (x only), where x is a move action, only that move is allowed, e.g. Heavy (Dash only). This weapon rule has no effect on preventing the Guard action.

The TANKBUSTA keyword is used in the following Wrecka Krew datacards:

Relentless
You can re-roll any of your attack dice.
Visible
For an intended target to be Visible, the following must be true:
  • You can draw an imaginary, unobstructed straight line (known as a Visibility line) 1 mm wide from the head of the active operative’s miniature to any part of the miniature of the intended target (not its base).
In the rare instance that bases or parts of the active operative’s miniature prevent an intended target from being Visible to the active operative, such as when the active operative is directly below or above the intended target, treat those bases and parts as being invisible.

Some rare rules will require you to select a point that is Visible (e.g. a point on the killzone). In such circumstances, you must be able to draw an imaginary, unobstructed straight line 1mm wide from the head of the active operative’s miniature to the point you would select.

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Note that login database updated once a day. So, if you are a new booster - try tomorrow. And thank you!
© Vyacheslav Maltsev 2013-2025