Krumpfists

100GP

1. Skragnok

ACT

3

ARM

4

HIT

5

/5
Weapons
ATT
SKL
Maul (CHR1) 4GP
4
5
Drilla 4GP
4
4
Skills
Get 'em! (1 TO)
Get In Dere! (1 ACT)
Leader
Squad Specialty
Call Dat a Krump?

Call Dat a Krump?: Each time 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.

Skrag Boss* 15+8GP
FV: 2

2. Kolgraz

ACT

3

ARM

4

HIT

4

/4
Weapons
ATT
SKL
Thumpers (BRU1)
3
2
Lobba (BLS HVY) 6GP
5
4
Squad Specialty
Call Dat a Krump?

Call Dat a Krump?: Each time 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.

Boomlugga* 10+6GP
FV: 2

3. Ghukkax

ACT

3

ARM

4

HIT

4

/4
Weapons
ATT
SKL
Big Hammer (CHR1) 5GP
5
4
Squad Specialty
Call Dat a Krump?

Call Dat a Krump?: Each time 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.

Skulla 10+5GP
FV: 2

4. Nuzdrakk

ACT

3

ARM

4

HIT

4

/4
Weapons
ATT
SKL
Cleavas (2MC) 5GP
4
4
Squad Specialty
Call Dat a Krump?

Call Dat a Krump?: Each time 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.

Skulla 10+5GP
FV: 2

5. Bazguz

ACT

3

ARM

4

HIT

4

/4
Weapons
ATT
SKL
Thumpers (BRU1 RLT)
3
3
Boomstik (RNG6")
4
3
Dynamite (RNG6" BLS) 4GP
3
3
Skills
Relentless (Melee)1GP
Wrekstatik
Stitch'em (1 ACT)
Technician*
Squad Specialty
Call Dat a Krump?

Call Dat a Krump?: Each time 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.

Wrekstatik: When this Unit reaches 0 HIT, deal 2 Damage to all Adjacent Units (including Squadmates).

Stitch'em (1ACT): 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.

Technician: During each of its Activations, this Unit may perform one Mission action for 1 less ACT.

Relentless (Melee): This Unit's Melee Weapons gain Relentless.

Bangrat 10+5GP
FV: 2

6. Zogzog

ACT

3

ARM

3

HIT

3

/6
Weapons
ATT
SKL
Thumpers (BRU1)
3
3
Skills
Swift
Yellbox
Prod (1 ACT)
Weirdo
Dodge 1
Squad Specialty
Call Dat a Krump?

Call Dat a Krump?: Each time 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.

Yellbox: All Squadmates within 6" of this Unit may re-roll up to one Attack Die each time they perform the Melee Combat Action.

Prod (1ACT): 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.

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.

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.

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.

Weirdo* 8GP
FV: 1

7. Gulgrokh

ACT

2

ARM

3

HIT

3

/3
Weapons
ATT
SKL
Thumpers (BRU1)
3
3
Boomstik (RNG6")
4
3
Squad Specialty
Call Dat a Krump?

Call Dat a Krump?: Each time 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.

Grunt 8GP
FV: 1