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==Crunch== On Necromunda, Wreckers weigh in at a hefty 55 credits, but you are getting so much utility here that they become one of the most versatile and cost-effective units in the game. For stats, they pack a surprising 4+ BS, which is something no one on the Necromunda team expected. They come with the now-standard '''Hot-headed''' and '''Fast Learner''', but where they really shine lays in their equipment. Wreckers come with a jump booster and it does work. It adds 3โ to their movement and can make up to half of their movement per action vertical for free. You can supercharge the jump booster to add another d3โ of movement, but if you roll a natural 1, the Wreckerโs activation ends and they become Pinned and Prone. Additionally, any combat attacks made as a result of a charge with a jump booster get +1 to hit and +1 Strength, which is just absolutely excellent. Gear-wise, Wreckers can only take sawn-off shotguns, pistols of nearly all types, and combat weapons, but who cares when you are the only unit with movement that rivals a Space Marine [[Assault Squad]]? They can also take a selection of offensive grenades, which is something they absolutely should do as it will be trivially easy to get them into range with them. {{House Orlock}}
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