Krumpfists

Call Dat a Krump?

Skrag Boss*

15GP
ACT

3

ARM

4

HIT

5

Weapons
ATT
SKL
Thumpers (BRU1)
2
5
Maul (CHR1) 4GP
3
5
Boomstik (RNG6")
3
4
Drilla 4GP
3
4
Squad Specialty
Call Dat a Krump?
Skills
Get 'em! (1 TO)
Get In Dere! (1 ACT)
Frenzied1GP
Tough 12GP
Leader

Boomlugga*

10GP
ACT

3

ARM

4

HIT

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
Call Dat a Krump?
Skills
Frenzied1GP
Tough 12GP

Skulla

10GP
ACT

3

ARM

4

HIT

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
Call Dat a Krump?
Skills
Frenzied1GP
Tough 12GP

Bangrat

10GP
ACT

3

ARM

4

HIT

4

Weapons
ATT
SKL
Thumpers (BRU1)
2
3
Boomstik (RNG6")
3
3
Dynamite (RNG6" BLS) 4GP
2
3
Squad Specialty
Call Dat a Krump?
Skills
Frenzied1GP
Wrekstatik
Tough 12GP
Stitch'em (1 ACT)
Technician*

Grunt

8GP
ACT

2

ARM

3

HIT

3

Weapons
ATT
SKL
Thumpers (BRU1)
2
3
Boomstik (RNG6")
3
3
Drilla 4GP
3
3
Squad Specialty
Call Dat a Krump?
Skills
Frenzied1GP
Tough 12GP

Weirdo*

8GP
ACT

3

ARM

3

HIT

6

Weapons
ATT
SKL
Thumpers (BRU1)
2
3
Squad Specialty
Call Dat a Krump?
Skills
Swift
Yellbox
Prod (1 ACT)
Weirdo
Tough 12GP
Dodge 1

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.

  • 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.

  • 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*

    During each of its Activations, this Unit may perform one Mission action for 1 less 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 "Healed" each time you roll for Injuries), cannot gain XP, 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.