Krumpfists

22GP

1. Skrag Boss*

ACT

3

ARM

4

HIT

5/5

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

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.

Leader: While this Unit is Standing, you may roll an additional 2 dice to determine Tactical Orders every turn.

Get 'em! (1TO): 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! (1ACT): 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.

Frenzied: This Unit's Melee Weapons gain Relentless.

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.

Skrag Boss* 15+7GP