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Necromunda (2017)Expand Necromunda (2017)

Sumpkroc
Cost & Rating: 150
M
WS
BS
 S 
 T 
W
I
A
4"
3+
6+
5
5
2
6+
1
Ld
Cl
Wil
Int
8+
5+
7+
12+
Save
4+

Special

Unadvanceable: This fighter cannot gain XP and cannot gain Advancements.
Animal: This fighter cannot use gear, open doors, operate devices, or use ladders. This fighter cannot climb, but can swim and is unharmed by toxic sludge. This fighter cannot step up, leap, and go over obstacles. This fighter can use Cool instead of Intelligence when taking the Detect (Basic) action. This fighter cannot be captured.
No Permanent Injury: If this fighter is put Out of Action by injury, roll a D6 on the following chart:
  • 1-2: the fighter is Out Cold; they will be available for their next battle.
  • 3-4: the fighter suffers a Grievous Injury; they go into recovery.
  • 5-6: the fighter is dead; if they were put Out of Action by an attack the attacker gains 1 XP immediately.
Thick Hide: 4+ save (included in profile)
Big Scaly Horror: This fighter gains +1 Strength when making the Carry Heavy and Exert actions and when resisting being involuntarily moved (such as by Knockback or Drag). Enemy fighters suffer a -1 penalty on all Nerve tests they make if this fighter is within their line of sight and is not Hidden. Other fighters gain +1 to Detect this fighter.
Ferocious Jaws: This fighter's unarmed attacks have the Potent and Pulverize traits.
Low-crawler: This fighter treats both the Crawl (Double) action and the Crawl Through (Double) action as Simple rather than Double. Additionally, this fighter may make a free Stand Up action after making a Crawl or Crawl Through action if they are not Seriously Injured. Finally, there is a -1 penalty to Detect this fighter while they are Prone.
Springing Charge: This fighter may declare a Charge action while Pinned; this fighter may take a free Stand Up action at the beginning of their activation when they use this option.

Choose 1: A single skill may be selected from the list below when a Sumpkroc is added to a roster, and cannot be changed thereafter.

Berserker: When this fighter declares a Charge action, they may choose an enemy fighter in their vision arc and line of sight as their target to gain +2'' Movement, +1 Attack, and +2 Willpower until the start of their next activation. If they do, this fighter must attempt to Engage and Fight the chosen target with their Charge.
Berserker: When Charging: pick target in vision arc / LoS. Must move towards / Engage target if possible. Until start of next activation: +2'' M, +1 A, +2 Wil.
Fearsome: If an enemy attempts to Engage this fighter, they must make a Willpower check. If the check is failed they stop 1'' away from this fighter, cannot Engage, and their activation ends immediately.Enemies must succeed on Willpower check to Engage this fighter, ending their activation on failure.
Rain of Blows: When this fighter makes the Fight action, each of their missed attacks reduces the target's number of Reaction attacks by 1 (minimum 0).
Strider: This fighter's movement is unaffected by Difficult Terrain, and they may move up to +D3'' of distance whenever they take a Double Move or Charge action.
Strider: Movement unaffected by Difficult Terrain, +D3'' movement on Double Move & Charge.
Tunnel Rat: This fighter may move through Ductways as part of a Standard Move or a Charge with no movement penalty. They may also Consolidate through a Ductway if they have enough movement to get to the opening of the Ductway; if this occurs set the fighter up within 1'' of the other side of the Ductway.
Unstoppable: At the end of the Recovery Tests step in the End Phase, discard one Flesh Wound this fighter has suffered (if any).
Unstoppable: End Phase: after Recovery tests, discard 1 Flesh Wound.