grm_stat.pdf
TRANSCRIPT
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FINAL, OFFICIAL
ABILITIES
6C 5 10 4 — 2
Hitch a Ride: This model may not declare
more than two Walk Actions per Activation.
When a friendly Pig withina2 declares a Walk
Action, this model may push into base contactwith the Pig after the Action is complete.
Pork Whisper'n: Friendly Pig models
Activating within a8 may ignore the Set'er
Off Ability for the duration of the Activation.
Df/Wp (C) Wall of Pork: Immediately increase
this model's final duel total by 1 for each
friendly Pig within 2" up to a maximum of +2.
Impossible to Wound: Damage flips against
this model suffer -. Damage flips against
this model may not be cheated.
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30mm
ATTACK ACTIONS
(1) Slop 'em Up (Ca 5 / Rst: Df / Rg: y4): Target suffers 1/2/4 damage and gains
the following Condition until the end of the Turn: "Tasty: Pigs targeting this model with
Attacks gain+ to the Attack Flip."
R Feeding Frenzy : After succeeding, all friendly Pigs within range and LoS
of the target may make a (1) Ml Attack targeting it.
TACTICAL ACTIONS
(1) Prod: Target friendly Pig within 2" immediately makes a (1) Ml Action. The
target gains + to the Attack flip of this Action.
(1) "Sooey!" (Ca 6 / TN: 10 / Rg: p8): Friendly Pigs in range may push their
Cg directly towards this model. If this model fails this Action, all Pigs in range
immediately Charge this model.
R Feedin' Time!: After succeeding, all Pigs pushed in this way heal 1
damage.
(0) Proper Care: This model may suffer 2 damage to heal 2 damage on all friendly
Pigs within p6.
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FINAL, OFFICIAL
ABILITIES
From the Shadows: This model may be
deployed anywhere on the board that is at
least 6” away from the enemy Deployment
Zone. This model may not take InteractActions on the first Turn.
Insignificant: This model may not take
Interact Actions.
Kept at a Distance: Friendly Pigs Activating
within a6 gain +1 Wk for the duration of
the Activation.
Pork Whisper'n: Friendly Pig models
Activating within a8 may ignore the Set'er
Off Ability for the duration of the Activation.
6 6 4 5 6 1
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30mm
ATTACK ACTIONS
(1) Rip and Tear (Ml 5 / Rst: Df / Rg: y1): Target suffers 1/2/3 damage.
R Critical Strike: When damaging the target, this attack deals +1
damage for each R in the final duel total.
TACTICAL ACTIONS
(0) Herd 'em: Target friendly Pig within 6" and LoS is pushed up to its Wk in any
direction.
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FINAL, OFFICIAL
ABILITIES
Three Headed: This model gains+ to Attack
and damage flips it makes when it has 5 or
more Wounds remaining.
Farrowing: When this model is killed or
sacrificed, summon two Piglets within 1"
before removing it. These Piglets suffer 4
damage each.
Smell Fear: Once per Turn, when an Enemy
model within 6” loses a Wp duel, this model
may immediately take a (1) Ml action after
resolving the current Action.
Terrifying (All) 12: Enemy models must pass
a TN 12 Horror Duel if they end a Walk action
within this model’s engagement range or
target this model with an Action.
4 5 10 5 9 3
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50mm
ATTACK ACTIONS
(1) Furious Mauling (Ml 5 / Rst: Df / Rg: y2): Target suffers 3/5/6 damage.
C Eat Anything : After damaging, this model heals 1/2/3 damage.
TACTICAL ACTIONS
(1) Birth (Ca 5 / TN: 10C): This model may discard an enemy Scheme Marker
within 2" to summon a Piglet into base contact with this model. The Piglet and this
model each suffer 2 damage.
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FINAL, OFFICIAL
ABILITIES
Rile 'em Up: Other friendly Pigs which begin
their Activation withina4 gain+ to Attack and
damage flips which are generated by Attack
Actions resulting from the Charge Action for theduration of the Activation.
Hard to Wound +1: Damage flips against
this model suffer -.
Ceaseless Advance: When a friendly model
ends its Activation, if the opposing player
has 0 Control Cards in hand, this model
gains the Reactivate Condition.
An Eye on the Young'uns: Other friendly Pigs
in play do not consider friendly Pigs as legal
targets for a Charge Action.
4 6 12 5 5 3
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50mm
ATTACK ACTIONS
(1) Savage Bite (Ml 6 / Rst: Df / Rg: y1): Target suffers 3/4/5 damage.
C Eat Anything : After damaging, this model heals 1/2/3 damage.
R Mauled to Slop: After killing target, all friendly Pigs inp6 may push
3" towards this model. All Pigs pushed in this way heal 2 damage.
TACTICAL ACTIONS
(1) Nudge 'em On: Discard a card to push target other friendly Pig up to 4" in
any direction. The target gains the following Condition until the end of the Turn:
"Major's Teaching: This model may add the suit of the card which was discardedto apply this Condition to all of its final duel totals."
(0) The Old Pig Knows the Way: All friendly Gremlins within p4 may push up to
their Wk towards this model.
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FINAL, OFFICIAL
ABILITIES
Bayou Two Card: This model may Cheat Fate
with the top card of its Fate Deck.
Reckless: At the start of this model's
Activation, it may suffer 1 damage to generate
1 additional General AP.
Roostercharge: This model may perform the
(2) Charge Action as a (1) Action.
Rampage: When this model has the opportunity
to declare an Action, if it has two or fewer
Wounds remaining, it must declare a Charge
Action against the closest legal target which itis not engaged with. This Charge Action may
be made while engaged. This model gains +
to Attack and damage flips during this Charge
Action. If there are no legal targets, this model
may declare an Action normally.
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40mm
ATTACK ACTIONS
(1) Beak (Ml 6 / Rst: Df / Rg: y1): Target suffers 2/4/6 damage. This Attack
must declare a Trigger if able.
R Stampede: After damaging, this model suffers 1 damage
and must charge the closest legal non-Pig target which it is notengaged with. This Charge may be made while engaged. This
model may only declare this Trigger once per Activation.
(1) Rusty Rifle (Sh 5 / Rst: Df / Rg: z12): Target suffers 1/3/4 damage. This
Attack must declare a Trigger if able.
R Dumb Luck : Instead of its normal damage, this Attack deals2/6/8 damage to the target and this model suffers damage equal
to half of the amount the target suffers.
C Whoops, Ricochet : After resolving, the closest other friendly
model within 12" and LoS suffers 1 damage.
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FINAL, OFFICIAL
ABILITIES
It Goes Pop!: When this model is killed, it may
take the Bacon Bomb Action before being
removed from play.
Insignificant: This model may not take
Interact Actions.
Stuffed With Explosives: When this model is
killed or sacrificed, all models within 3" gain
the following Condition until the end of the
Turn: "Concussion: This model suffers -1 Sh and may not cheat damage flips caused by
its Sh Actions."
4 4 4 5 6 1
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30mm
ATTACK ACTIONS
(1) Ram (Ml 4 / Rst: Df / Rg:y1): Target suffers 1/2/3 damage. This Attack must
declare a Trigger if able.
C Too Hard : After damaging, this model suffers 1 damage.
TACTICAL ACTIONS
(1) Bacon Bomb: Flip a card which can not be cheated and apply the following
effect depending on the suit of the card. After resolving this Action, if this model
is still in play, sacrifice it.
C: All models in p1 suffer 4 damage.R: All models in p2 suffer 3 damage.
t: All models in p3 suffer 2 damage.
M: All models in p4 suffer 1 damage.
Either Joker: All models in p3 suffer 3 damage and are pushed
3" away from this model.
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FINAL, OFFICIAL
ABILITIES
Dead Man's Switch: When this model is killed
or sacrificed, it may make all friendly Stuffed
Piglets in play immediately take the Bacon
Bomb Action.
Reckless: At the start of this model's
Activation, it may suffer 1 damage to generate
1 additional General AP.
Armor +1: Reduce all damage suffered by this
model by +1, to a minimum of 1.
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30mm
ATTACK ACTIONS
(1) Hide Scrapin' Knife (Ml 6C / Rst: Df / Rg:y1): Target suffers 2/3/4 damage.
C Skinned : While damaging an enemy model, the damage flip
gains + and a Corpse Marker is placed in base contact with the
target.CC Good 'un For My Collection: After killing a non-Peon enemy
model, summon a Stuffed Piglet into base contact with the model
before removing it from play. The model does not drop Corpse or
Scrap Markers.
TACTICAL ACTIONS
(1) Never Happen (Ca 6 / TN: 11M / Rg: p4): All friendly Pigs in range gain the
following Condition until the end of the Turn: "Flight: This model is immune to
falling damage and may ignore any terrain or models while moving."
(0) Purdy Fireworks: Target friendly Stuffed Piglet within 12" may be pushed up to
3" in any direction and then take a (1) Action.
(0) Taxidermin' (Ca 6 / TN: 15 / Rg: 6): Target a Corpse Marker. Summon a
Stuffed Piglet into base contact with the target. Then, discard the target Marker.
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FINAL, OFFICIAL
ABILITIES
6 6 12 5 6 2
"Get Off My Land!": After determining Initiative
on the first Turn, this model may discard a card
to push up to 8". If it does, this model may not
cross the Centerline during this push or takeInteract Actions on the first Turn.
Do It Right!: Once per Turn, if another friendly
Gremlin in LoS fails an Ml Action, this model
may sacrifice it to give all friendly Gremlins in
play+ to Ml Actions for the rest of the Turn.
Chores: This Crew gains one of the following
until the end of the Turn depending on the suit
of the card it used for Initiative this Turn:
M: Friendly models ignore severe terrain.C: When any friendly model is killed, all
models inp1 of it suffer 1 damage.
R: Friendly models gain +1 Ml.
t: If a friendly Gremlin is killed, draw 1 card.
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30mm
ATTACK ACTIONS
(1) Giant Wooden Spoon (Ml 6 / Rst: Df / Rg:y1): Target suffers 3/4/5 damage.
M Reposition: After damaging, push this model up to 3" in any direction.
t SMACK!: After damaging, push the target up to 4" in any direction.
R Critical Strike: When damaging the target, this attack deals +1damage for each R in the final duel total.
(1) Horrible Hollerin' (Ca 5 / TN: 11 / Rst: Wp / Rg: 12): Push target model up to 5"
in any direction. This Action may not target the same model more than once per Turn.
TACTICAL ACTIONS
(0) Too Much Makeup: This model may discard a card to gain the following
Condition until the end of the Turn: "Disguised: This model may not be the target
of the Charge Action."
(0) Let Mah Handle This: This model may discard a card to be pushed into base
contact with target friendly model within 6" and LoS. Push the target model up to6" in any direction.
(1) Aim For the Sore Spots (Ml 6 / TN: 14): This model gains the following Condition
until the end of the Turn: "The Bane of Kneecaps: This model's Ml Attack Actions
gain +1 Ml and +2 Rg."
C Thwap!: After succeeding, immediately take a (1) Ml Action.
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FINAL, OFFICIAL
ABILITIES
Insignificant: This model may not take
Interact Actions.
"I'll Carry That, Mah!": At the start of the
game, attach one non-Avatar Upgrade to
this model with the restriction of Mah Tucket
without paying any Soulstones. No other model
in this Crew may attach the same Upgrade. If
this model leaves play, attach the Upgrade to
a friendly Mah Tucket, ignoring any restrictions.
"Get Off My Land!": After determining Initiative
on the first Turn, this model may discard a card
to push up to 8". If it does, this model may not
cross the Centerline during this push or takeInteract Actions on the first Turn.
5 5 5 6 6 1
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30mm
ATTACK ACTIONS
(1) Medium Wooden Spoon (Ml 5 / Rst: Df / Rg:y1): Target suffers 2/3/4 damage.
M Reposition: After damaging, push this model up to 3" in any direction.
t SMACK!: After damaging, push the target up to 4" in any direction.
TACTICAL ACTIONS
(1) Aim For the Sore Spots (Ml 5 / TN: 14): This model gains the following Condition
until the end of the Turn: "The Bane of Kneecaps: This model's Ml Attack Actions
gain +1 Ml and +2 Rg."
C Thwap!
: After succeeding, immediately take a (1)Ml
Action.
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FINAL, OFFICIAL
ABILITIES
Reckless: At the start of this model's
Activation, it may suffer 1 damage to generate
1 additional General AP.
Ill Omens: After flipping Initiative and before
either Crew spends a Soulstone to reflip
Initiative, this model's Crew may Cheat its
Initiative flip.
"Don't Fight Over Me, Boys!": When this
model is targeted by an Attack Action, a friendly
Gremlin within 3" and LoS which is also a legal
target may suffer 1 damage to become thetarget instead.
6 5 8 5 6 1
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30mm
ATTACK ACTIONS
(1) Slap (Ml 7 / Rst: Df / Rg: y1): Target suffers 1/2/3 damage.
R "I Never!": After damaging, a friendly Gremlin within range and
LoS of the target may make a (1) Ml Attack Action against the target
which may not declare Triggers.M "Help!": After damaging an enemy model, any friendly Gremlins within
8" and LoS of this model may push up to their Wk towards the target.
(1) Gremlin "Lure" (Ca 6M / TN: 12M / Rst: Wp / Rg: 18): Target model is pushed
its Cg away from this model. If the target is a Gremlin, instead, it is moved its Cg
towards this model and must end the move as close to this model as possible.
C Never Needed to See That...: After succeeding, the target gains
the Slow Condition.
(0) "Buy You a Drink?" (Ca 6M / TN: 13C / Rst: Wp / Rg: 6): Target a model. The
target gains Poison +1 a number of times equal to the difference between its final
duel total and this model's final duel total.
TACTICAL ACTIONS
(0) "Presents? For me?": Target any number of Scheme Markers in base contact
with this model. At the end of this model's Activation, place the Markers in base
contact with this model.
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FINAL, OFFICIAL
ABILITIES
"Get Off My Land!": After determining Initiative
on the first Turn, this model may discard a card
to push up to 8". If it does, this model may not
cross the Centerline during this push or takeInteract Actions on the first Turn.
Lay of the Land: While in cover, this model
receives cover from all non y Attack
Actions.
Boost Their Confidence: After another
friendly Gremlin fails with an Sh Attack
Action, this model may suffer 2 damage to
immediately make a (1) Sh Attack againstthe same target without spending AP
(range and LoS are required as normal).
Only one model may benefit from this
Ability per failed Attack.
6 6 6 5 6 1
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30mm
ATTACK ACTIONS
(1) Fryin' Pan (Ml 5 / Rst: Df / Rg: y1): Target suffers 2/3/4 damage.
M Reposition: After damaging, push this model up to 3" in any direction.
t SMACK!: After damaging, push the target up to 4" in any direction.
R Critical Strike: When damaging the target, this attack deals +1damage for each R in the final duel total.
(1) Trusty Rifle (Sh 6 / Rst: Df / Rg: z14): Target suffers 1/3/4 damage. This
Attack ignores cover. If this Attack benefits from the Focused Condition, it deals
+1 damage.
M Reposition: After damaging, push this model up to 3" in any direction.
TACTICAL ACTIONS
(0) Playin' Possum: This model may discard a card to make the area a3 around
it count as soft cover until the end of the Turn.
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FINAL, OFFICIAL
ABILITIES
6 5 10 5 6 2
Penetrating Stench: Enemy models within
a6 may not take the Focus or Defensive
Stance Actions.
Unimpeded: This model ignores penaltiesfor severe terrain when moving.
The Swamp Is Our Home: Friendly
Swampfiend models gain the following
Ability while they remain within a6: "Lay
of the Land: While in cover, this modelreceives cover from all non y Attack
Actions."
ATTACK ACTIONS
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50mm
ATTACK ACTIONS
(1) "Git 'Em!" (Ml 6 / Rst: Df / Rg:y3): Target suffers 2/4/5 damage.
R Death Roll : While damaging, the damage flip receives+.
C Swallow Whole: After inflicting severe damage, kill the target unless it
discards two cards.(1) Hunting Rifle (Sh 6M / Rst: Df / Rg: z14): Target suffers 2/4/6 damage. This
Attack ignores cover. This Attack does not randomize when shooting into engagements.
M My Loyal Scouts: Immediately add 1 to the final duel total for each other
friendly Swampfiend within 6" and LoS of the target.
TACTICAL ACTIONS
(0) Hunting Screen: Place a 30mm Hunting Screen Marker in base contact with
this model. The areaa3 around this Marker is considered soft cover. Remove the
Marker when this model takes this Action again.
(0) Gator Snack: Discard a Corpse, Scrap, or Scheme Marker within 3" to push
this model into base contact with the Marker before discarding it and then flipa card which may be cheated. Apply one of the following depending on the suit:
R: This model may perform a (1) Attack Action.
C: This model heals 2 damage.
t: This model draws 1 card.
M: Push this model up to 4" in any direction.
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FINAL, OFFICIAL
ABILITIES
Melee Expert: This model gains 1
additional AP which may only be used to
take Ml Actions.
Rebound: While this model is in base contactwith impassible terrain, increase its Cg to 12.
Hard to Wound +1: Damage flips against
this model suffer -.
6 5 10 5 5 3
ATTACK ACTIONS
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40mm
ATTACK ACTIONS
(1) Grapple (Ml 6 / Rst: Df / Rg: y1): Target suffers 2/5/6 damage.
R Crushing Strike: While damaging, the damage flip gains + for
each R in the final duel total.
t Arm Lock : After damaging, the target gains the following Conditionuntil the end of the Turn: "Fracture: This model suffers- to Df duels."
M Pile Driver : After damaging, the target must pass a TN 12 Df duel
or gain the Paralyzed Condition.
C Finisher : After damaging, if the target is Paralyzed, kill the target.
(2) Whacked With a Gremlin (Ml 6t / Rst: Df / Rg:y2): Target suffers 4/6/7 damage.
t SMACK!: After damaging, push the target up to 4" in any direction.
TACTICAL ACTIONS
(0) Challenge: Until the end of the Turn enemy models within a8 of this model
must pass a TN 14 Wp duel when declaring a model other than this model as the
target of an Action, or the Action fails.
(0) One Thousand Masks: This model may discard a card to gain one of the
following Conditions until the end of the Turn, depending on the suit of the card:
M: +2 Wk, C: Immune to Slow and Paralyzed,t: +1 Df , R: +1 Ml.
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FINAL, OFFICIAL
ABILITIES
Slippery: When this model is targeted by an
Attack Action, it may select a friendly model
within 2" which is also a legal target to become
the target instead. This model is immune to
damage fromp effects.
Reckless: At the start of this model's
Activation, it may suffer 1 damage to generate
1 additional General AP.
Df (R) It's All in the Reflexes: After succeeding,
deal 2/3/4 damage to the Attacker which
cannot be cheated.
Hard to Kill: While this model has 2 or more
Wd remaining when it suffers damage, it
may not be reduced to below 1 Wd.
5 7 7 5 6 1
ATTACK ACTIONS
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30mm
ATTACK ACTIONS
(1) Lucky Knife (Ml 6Rt / Rst: Df / Rg: y1): Target suffers 2/3/4 damage.
R Critical Strike: When damaging the target, this attack deals +1
damage for each R in the final duel total.
t Sic 'em, Girl!: After damaging, a friendly Pig within 8" and LoS ofthe target may be pushed into base contact with it.
(1) Backwater Pepperbox (Sh 5R / Rst: Df / Rg: z8): Target suffers 2/3b /5b
damage.
RM Trigger Crazy : After damaging, immediately take a 1 AP Sh
Attack Action against the same target. This Action may not declare
Triggers.
t Sic 'em, Girl!: After damaging, a friendly Pig within 8" and LoS of
the target may be pushed into base contact with it.
TACTICAL ACTIONS
(1) Crackerjack Timing (Ca 7 / TN: 10 / Rg: 10): Target an enemy model. Allenemy models within p6 of the target must pass a TN 13 Wp duel or be pushed
5" towards the target. This Action may only be taken once per Turn.
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FINAL, OFFICIAL
ABILITIES
Armor +2: Reduce all damage suffered by this
model by +2, to a minimum of 1.
Hard to Kill: While this model has 2 or more
Wd remaining when it suffers damage, itmay not be reduced to below 1 Wd.
Unimpeded: This model ignores penalties
for severe terrain when moving.
Eat Your Fill: After killing or sacrificing an
enemy model, this model may choose toheal all damage it has suffered and end
its Activation.
5 6 8 4 6 2
ATTACK ACTIONS
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50mm
ATTACK ACTIONS
(1) Tusks (Ml 6 / Rst: Df / Rg: y1): Target suffers 2/4/6 damage. This Attack
must declare a Trigger if able.
R Tear 'em Apart : When damaging the target, this Attack deals +2
damage.C Lie Down and Nap: After resolving, end this model's Activation.
(1) Take a Bite (Ml 5C / Rst: Df / Rg: y1): Target suffers 1/2/3 damage.
C Eat Anything : After damaging, this model heals 1/2/3 damage.
TACTICAL ACTIONS
(0) Riled Up (Ca 5 / TN: 12): This model may suffer 2 damage which may not be
reduced to gain the Reactivate Condition.
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FINAL, OFFICIAL
ABILITIES
Flight: This model is immune to falling
damage and may ignore any terrain or
models while moving.
Reckless: At the start of this model'sActivation, it may suffer 1 damage to generate
1 additional General AP.
Immolating Demise 4: When this model is
killed, models in p2 gain Burning +4.
Exhaust Trail: Friendly models in a6 are
immune to damage fromp and b.
6 5 6 5 6 1
ATTACK ACTIONS
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30mm
ATTACK ACTIONS
(1) Flaming Bottle (Sh 5t / TN: 12t / Rst: Df / Rg: z8): Target enemy model
gains the Burning +3 Condition. This Attack ignores cover.
TACTICAL ACTIONS(1) Gremlin Cunning: This model's controller draws 2 cards and then places 3
cards from her hand on top of her deck. This Action may only be taken once per
Turn.
(0) "Bombs Away!": This model may discard a card to place a Scheme Marker in base
contact with itself. This Action may not be used to place a Scheme Marker within 2" ofanother friendly Scheme Marker.
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FINAL, OFFICIAL
ABILITIES
Bayou Rampage: At the start of this model's
Activation, if it is not engaged, withina2 of
a friendly Gremlin, or within a8 of a friendly
model with the Pork Whisper'n Ability, it
must take the Charge Action if it is able and
there is a legal target available.
On Edge: This model receives + to Attack
flips it makes outside of its Activation.
Eat Your Fill: After killing or sacrificing an
enemy model, this model may choose to
heal all damage it has suffered and end
its Activation.
From the Shadows: This model may be
deployed anywhere on the board that is at
least 6” away from the enemy Deployment
Zone. This model may not take Interact
Actions on the first turn.
5 4 8 4 8 2
ATTACK ACTIONS
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40mm
ATTACK ACTIONS
(1) Tusks (Ml 5 / Rst: Df / Rg: y1): Target suffers 2/4/6 damage. This Attack
must declare a Trigger is able.
R Stampede: After damaging, this model suffers 1 damage
and must Charge the closest legal non-Pig target which it is notengaged with. This Charge may be made while engaged. This
model may only declare this Trigger once per Activation.
C Eat Anything : After damaging, this model heals 1/2/3 damage.
TACTICAL ACTIONS
(0) Root Around: Target a Scheme Marker within 4", push this model into base
contact with the target and then discard it.
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FINAL, OFFICIAL
ABILITIES
Accomplice: After this model ends its
Activation a friendly model within 6" may
Activate immediately as a Chain Activation.
Hard to Kill: While this model has 2 or moreWd remaining when it suffers damage, it
may not be reduced to below 1 Wd.
Armor +1: Reduce all damage suffered by this
model by +1, to a minimum of 1.
6 5 4 5 6 1
ATTACK ACTIONS
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30mm
(1) Crusty Blade (Ml 3 / Rst: Df / Rg:y1): Target suffers 3/4/7 damage.
TACTICAL ACTIONS
(1) "Hit Me!" (Ca 4 / TN: 10): Until the end of the Turn, enemy models in a6 which
declare an Attack or Charge Action which can target this model must pass a TN 12
Wp duel or this model must be the target of the Action.
(0) Luck o' the Draw: Target friendly Leader within 8" gains the following Condition
until the end of the Turn: "Lucky Draw: Whenever this model flips a R in a duel, it
may immediately heal 1 damage."
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FINAL, OFFICIAL
ABILITIES
5 7 12 5 6 2
Counterspell: Enemy Ca Actions which target
this model lose all suits printed in the Ca for
the duration of the Action.
Df (M) "Squeel!": After this model isdamaged by an enemy Ml Attack Action,
push this model 4" away from the Attacker.
Glowy: When this model is deployed,
choose another non-Peon model. The
chosen model gains the following Condition
for the rest of the game: "Magical: Damage
dealt by this model ignores Armor, Hard to
Kill, and Incorporeal."
Armor +1: Reduce all damage suffered by
this model by +1, to a minimum of 1.
ATTACK ACTIONS
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30mm
(1) Iron Fan of Tsu Li (Ml 5 / Rst: Df / Rg:y2): Target suffers 1/3/5 damage.
M Poof!: After succeeding against an enemy, place this model within 6".
R Iron Storm: After damaging, flip a card which may not be cheated
for every model within p3 of the target besides this model. All
models which receives a R suffer 1 damage.
(1) Lightning Jump (Ca 7t / TN: 13t / Rst: Df / Rg: z10): Target suffers
2/3bb /5bbb damage. This model flips a card which may not be cheated for every
model withinp3 of the target. All models which receive a C suffer 2 damage.
tt Fzzzzap!: After succeeding, all models within p3 of the target
which receive a t suffer 2 damage as well.C Lightning Storm: After damaging, take this Action again at -1 Ca against
target model which suffered damage from thep generated by this Action.
TACTICAL ACTIONS
(0) What Goes Up...: Discard target friendly Scheme Marker within 4". If this happens,
at the end of the Turn place a friendly Scheme Marker within 6" of this model. All modelswithinp3 of the Scheme Marker must pass a TN 12 Df duel or suffer 1 damage.
(0) BOOM! (Ca 7 / TN: 16 / Rg:p4): All models in range must pass a TN 14 Df duel or
suffer 2 damage. This model may discard up to 3 Scheme Markers within 4" and LoS to
increase the Rg of this Action by 2 for each Scheme Marker discarded.
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FINAL, OFFICIAL
ABILITIES
Accomplice: After this model ends its
Activation a friendly model within 6" may
Activate immediately as a Chain Activation.
Insignificant: This model may not takeInteract Actions.
Evasive: This model is immune to damage
caused by p effects.
6 4 5 5 4 1
ATTACK ACTIONS
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30mm
(1) Spinning Baton (Ml 5 / Rst: Df / Rg: y1): Target suffers 1/3/4 damage.
t In the Eye!: After damaging, target gains the Slow Condition.
End this model's Activation.
TACTICAL ACTIONS
(1) Prepare the Show (Ca 5 / TN: 13): Look at the top 4 cards of this Crew's deck
and place them back on top in any order.
(1) Crackerjack Timing (Ca 5 / TN: 10 / Rg: 10): Target an enemy model. All
enemy models within p6 of the target must pass a TN 13 Wp duel or be pushed5" towards the target. This Action may be taken once per Turn.
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FINAL, OFFICIAL
ABILITIES
Blast Resistant +1: Reduce all damage this
model suffers fromp and b effects by +1, to
a minimum of 1.
Reckless: At the start of this model'sActivation, it may suffer 1 damage to generate
1 additional General AP.
Knock It Off!: When suffering damage from a
p orb effect, this model may suffer 1 damage
to take a (1) AP Action after the current Action
is resolved.
5 5 6 5 5 1
ATTACK ACTIONS
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30mm
(1) Magic Blasty Stick (Ca 6 / Rst: Df / Rg: z8 or y2): Target suffers 2/3/3
damage. This Attack ignores Armor. This Attack must declare a Trigger if able.
C To the Kneecaps: After damaging, the target gains Slow.
R The Green Wrath: After damaging, all models within p3 of the targetexcept this model must pass a TN 11 Df duel or suffer 2 damage.
M Yippie!: After damaging, all models withinp3 of the target except this
model heal 2 damage.
TACTICAL ACTIONS
(0) Leave it to Luck (Ca 6 / TN: 13): Until the end of the Turn, models within a6treat anyM cards which they flip or play as having +2 value, and anyt cards which
they flip or play as having -2 value.
(0) Tinkerin' With the Unknown : This model places a card from its hand on its stat card
face down. Discard the card if this model leaves play. At the end of the Turn, reveal the
card and apply one of the following depending on its suit, then discard it.C: This model and all models withinp3 suffer 2 damage.
t: This model performs a (1) Interact Action, if able.
R: All models withinp3 heal 1 damage.
M: All models withinp3 must pass a TN 12 Wk duel or gain Slow.
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FINAL, OFFICIAL
ABILITIES
Melee Expert: This model gains 1
additional AP which may only be used to
take Ml Actions.
Ruthless: This model is Immune to Wp duels during its Activation.
Insignificant: This model may not take
Interact Actions.
Unimpeded: This model ignores penalties
for severe terrain when moving.
5 4 6 5 6 2
ATTACK ACTIONS
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40mm
(1) Fearsome Jaws (Ml 5 / Rst: Df / Rg: y2): Target suffers 2/3/4 damage.
R Death Roll : While damaging, the damage flip receives+.
C Swallow Whole: After inflicting severe damage, kill the target unless it
discards two cards.
(3) Drag Under (Ml 5 / Rst: Df / Rg: y2): Target suffers 3/4/5 damage.
C Held Under : After damaging, the target gains the Paralyzed Condition.
TACTICAL ACTIONS
(0) Ambush: Discard a card to push this model up to 3" in any direction.
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FINAL, OFFICIAL
ABILITIES
Good Student: When hired into a Crew led
by a Master, this model may purchase one
non-Avatar Upgrade with a restriction of the
Master's name, ignoring restrictions. No other
models in the Crew may attach the same
Upgrade. Any references to the Master's name
on the Upgrade count as this model's name.
Bayou Two Card: This model may Cheat Fate
with the top card of its Fate Deck.
Winds of Fate: Once per Turn, when another
model within a6 draws a card, this model
may discard a card to draw a card.
Df (M) Regret: After inflicting moderateor severe damage on this model, end the
Attacker's Activation.
7 6 6 6 5 1
ATTACK ACTIONS
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30mm
(1) Voodoo Pins (Ml 6 / Rst: Df / Rg:y1): Target suffers 1/2/5 damage. A model
damaged by this weapon also receives the Poison +2 Condition.
(1) Jynx (Ca 6C / Rst: Wp / Rg: 8): Target suffers 2 damage. Choose one of
the following Conditions. The target gains the chosen Condition until the end of
the Turn:
Twisted Fingers: This model may not declare Triggers.
Twisted Legs: This model may not take Walk or Charge Actions.
Twisted Mind: Friendly models which Activate within a3 must
immediately take a TN 12 Horror Duel.
TACTICAL ACTIONS
(0) Putrefy (Ca 6C / TN: 14CC / Rg: 8): Target an enemy Scheme Marker.
Summon a Stuffed Piglet into base contact with the Scheme Marker, then discard
the Marker.
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FINAL, OFFICIAL
ABILITIES
"Duck!": Other friendly models within a3
gain + to Df duels.
Wizened: Other friendly models within a6
gain +1 Wp.
Old Scavenger: Once per Turn, when a
friendly model within a3 kills an enemy
model, add 1 Soulstone to this Crew's
Soulstone Pool.
4 5 4 5 - 1
ATTACK ACTIONS
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30mm
(1) Walkin' Stick (Ml 3 / Rst: Df / Rg:y1): Target suffers 1/3/4 damage.
(1) Sawed-Off Shotgun (Sh 5 / Rst: Df / Rg: z6): Target suffers 2/3b /4bb damage.
C Slug: This Attack places no blast Markers. After damaging, perform
a 2/3/4 damage flip against the target which may not be cheated. Thismodel may not take the Sawed-Off Shotgun Action again this Turn.
TACTICAL ACTIONS
(0) "Let Me Tell You a Tale, Sonny...": Discard a card to draw a card.