Wrecker: Difference between revisions
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[[File:Wreckers.jpg| | [[File:Wreckers.jpg|290px|right|thumb|Your Seraphim Squads from Alibaba.]] | ||
Wreckers are a type of [[House Orlock]] ganger on [[Necromunda]]. | Wreckers are a type of [[House Orlock]] ganger on [[Necromunda]]. | ||
==Overview | ==Overview== | ||
For all intents and purposes, budget [[Seraphim Squad]]s. Wreckers are prospectors who take on the most dangerous jobs and missions in an attempt to prove themselves to their gang fellows. Each wears a jump booster which can be used to swiftly get around the battlefield – though not without some degree of risk, as they are not meant to be used | For all intents and purposes, budget [[Seraphim Squad]]s. Wreckers are prospectors who take on the most dangerous jobs and missions in an attempt to prove themselves to their gang fellows. Each wears a jump booster which can be used to swiftly get around the battlefield – though not without some degree of risk, as they are not meant to be used indoors. | ||
Because of their unique fighting style, Wreckers carry weapons that | Because of their unique fighting style, Wreckers carry weapons that are small, light and easy to use, but also packs a respectable punch. This includes [[Stub Gun]]s, [[Hand Cannon]]s, [[Autopistol]]s, [[Hand Flamer]]s, [[Sawn-Off Shotgun]]s, [[Basic Close Combat Weapons#Combat Knife|Combat Knives]], [[Basic Close Combat Weapons#Flail|Flails]], [[Grenades & Explosives#Frag Grenade|Frag Grenades]], [[Grenades & Explosives#Krak Grenade|Krak Grenades]] and a [[Grenades & Explosives#Demolition Charge|Demolition Charge]]. | ||
==Crunch== | ==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. | 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 3” 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 d3” of movement, but if you roll a natural 1, the Wrecker’s 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]]? | Wreckers come with a jump booster and it does work. It adds 3” 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 d3” of movement, but if you roll a natural 1, the Wrecker’s 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. | 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}} | {{House Orlock}} |
Latest revision as of 17:14, 23 June 2023
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Wreckers are a type of House Orlock ganger on Necromunda.
Overview[edit | edit source]
For all intents and purposes, budget Seraphim Squads. Wreckers are prospectors who take on the most dangerous jobs and missions in an attempt to prove themselves to their gang fellows. Each wears a jump booster which can be used to swiftly get around the battlefield – though not without some degree of risk, as they are not meant to be used indoors.
Because of their unique fighting style, Wreckers carry weapons that are small, light and easy to use, but also packs a respectable punch. This includes Stub Guns, Hand Cannons, Autopistols, Hand Flamers, Sawn-Off Shotguns, Combat Knives, Flails, Frag Grenades, Krak Grenades and a Demolition Charge.
Crunch[edit | edit source]
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 3” 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 d3” of movement, but if you roll a natural 1, the Wrecker’s 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.
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Command: | Road Captain - Road Sergeant |
Troops: | Arms Master - Greenhorn - Orlock Gunner - Wrecker |
Constructs: | Ambot - Cyber-Mastiff - Servitor (Lugger) - Servitor-Ogryn |
Vehicles: | Cargo-8 Ridgehauler - Chronos Pattern Ironcrawler - Outrider Quad |
Hired Guns & Neutrals: |
Agitator - Ammo-Jack - Beastwrangler - Bone Scrivener Brute-Handler - Chem Dealer - Corpse Grinder - Dome Runner Gang Lookout - Gun-smyth - Hive Scum - Jagerkin Outland Beastmaster - Krieg Mester - Master Nautican Pale Consort - Relicmonger - Rogue Doc - Scabber - Scalies Slopper - Subnautican - Syphonite - Pit Slave - Propagandist Spyrer - Bounty Hunter |