Krumpfists
Skrag Boss*
3
4
5
Weapons | ATT | SKL |
|---|---|---|
| Thumpers (BRU1) | 2 | 5 |
| Maul (CHR1) 4GP | 3 | 5 |
| Boomstik (RNG6") | 3 | 4 |
| Drilla 4GP | 3 | 4 |
Squad Specialty ?
Skills ?
Boomlugga*
3
4
4
Weapons | ATT | SKL |
|---|---|---|
| Thumpers (BRU1) | 2 | 2 |
| Boomstik (RNG6") | 3 | 4 |
| Drilla 4GP | 3 | 4 |
| Lobba (BLS HVY) 5GP | 4 | 4 |
| Burna (CHR1 RNG6") 4GP | 3 | 4 |
| Heavy Burna (CHR2 RNG8" HVY) 4GP | 3 | 4 |
| Thudda (SPR) 5GP | 4 | 4 |
Squad Specialty ?
Skills ?
Skulla
3
4
4
Weapons | ATT | SKL |
|---|---|---|
| Thumpers (BRU1) | 2 | 4 |
| Cleavas (2MC) 4GP | 3 | 4 |
| Machete (RLT) 4GP | 3 | 4 |
| Big Hammer (CHR1) 5GP | 4 | 4 |
Squad Specialty ?
Skills ?
Bangrat
3
4
4
Weapons | ATT | SKL |
|---|---|---|
| Thumpers (BRU1) | 2 | 3 |
| Boomstik (RNG6") | 3 | 3 |
| Dynamite (RNG6" BLS) 4GP | 2 | 3 |
Squad Specialty ?
Skills ?
Grunt
2
3
3
Weapons | ATT | SKL |
|---|---|---|
| Thumpers (BRU1) | 2 | 3 |
| Boomstik (RNG6") | 3 | 3 |
| Drilla 4GP | 3 | 3 |
Squad Specialty ?
Skills ?
Weirdo*
3
3
6
Weapons | ATT | SKL |
|---|---|---|
| Thumpers (BRU1) | 2 | 3 |
Squad Specialty ?
Skills ?
Skills
- Call Dat a Krump?
Once per Turn, when this Unit is the primary target of a Melee Attack, if this Unit did not lose any HIT by the end of that Combat, it may immediately perform a Melee Attack against the original Attacker.
- Dodge 1
Each time this Unit is the target of a Ranged Combat attack, it may re-roll up to 1 of its Armor Saves. This is cumulative with other Dodge specials.
- Frenzied
This Unit's Melee Weapons gain Relentless.
- Gang Up!
Each time this Unit performs the Melee Combat Action, if it is Adjacent to at least one Squadmate that is also Adjacent to the primary target, this Unit gets
+1 ATTon its Melee Weapon. - Get 'em!
Until the end of the Turn, all Units in this Squad gain +1 ACT and +1 Melee SKL. This can only be done once per Mission. This Unit cannot perform this Action while Adjacent to any enemy Units.
- Get In Dere!
Remove 1 HIT from an Adjacent Squadmate (excluding this Unit). That Squadmate immediately performs 2 Free Basic Actions, and one of those Actions must be a Combat Action. If that Unit cannot perform a Combat Action, that Action is lost. This Unit cannot perform this Action while Adjacent to any enemy Units.
- Hard As Nails
Each time this Unit is the target of a Melee Combat attack, it may re-roll up to 1 of its Armor Saves. This is cumulative with other Tough specials.
- Leader
While this Unit is Standing, you may roll an additional 2 dice to determine Tactical Orders every turn.
- Prod
Select one Adjacent Squadmate. That Squadmate may immediately perform one free Basic or Mission Action. This Unit cannot perform this Action while Adjacent to an enemy Unit.
- Stitch'em
Select either this Unit or an Adjacent Squadmate. That selected Unit recovers 1D3 lost HIT. This Unit cannot perform this action if this Unit or the selected Unit is Adjacent to any enemy Units.
- Swift
Each time this Unit performs the Dash action, it costs one less ACT. This means that the first time this Unit performs a Dash in each of its Activations, it costs zero ACT.
- Technician*
Each time this Unit performs a Mission action, it costs one less ACT. This means that the first time this Unit performs a Mission action in each of its Activations, it costs zero ACT.
- Tough 1
Each time this Unit is the target of a Melee Combat attack, it may re-roll up to 1 of its Armor Saves. This is cumulative with other Tough specials.
- Weirdo
This Unit cannot carry anything (e.g. Intel Markers), cannot take Spoils of War, never gets Injuries (treat it as "Recovered" each time you roll for Injuries), and cannot perform Mission Actions or Control Objectives.
- Wrekstatik
When this Unit reaches 0 HIT, deal 2 Damage to all Adjacent Units (including Squadmates).
- Yellbox
All Squadmates within 6" of this Unit may re-roll up to one Attack Die each time they perform the Melee Combat Action.