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Warhammer 40,000/Chapter Approved/Kroot Mercenaries
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== Army-Wide Special Rules == === Weapons === {| class="wikitable" border="1" |- ! ! Range ! S ! AP ! Type |- | Kroot Bolt Thrower (Iron Bolts) | 36" | 4 | - | Assault 2 |- | Kroot Bolt Thrower (Explosive Bolts) | 36" | 6 | 6 | Assault 1, Blast |- | Kroot Gun | 48" | 7 | 4 | Rapid Fire |- | Kroot Rifle (Shooting) | 24" | 4 | 6 | Rapid Fire |- | Kroot Shotgun (Shooting) | 12" | 4 | 6 | Assault 2 |- | Kroot Rifle and Shotgun (Melee) | -- | User | 5 | Melee, Two Handed, +1 attack |- | Kroot Sniper Rifle | 36" | X | 6 | Heavy 1, Sniper |- |} *'''Hyperactive Nymune Organ''' - Certain units may purchase this as an upgrade at a cost indicated in the unit entry. This adds the ''Fleet'' rule to a model who purchases it. *'''Knarloc Mount''' - This turns the model's type to Cavalry and grants +1 S/T/W and +2 A to the model's statline. However, doing so will replace the Infiltrate special rule with Outflank and make the unit unable to make a Sweeping Advance, and must always consolidate after a unit disengages from combat. *'''Purchased Kroot Hounds''' - Certain units may purchase Kroot Hounds. These Kroot Hounds form a unit with their buyer, and models with ''Independent Character'' will remain able to join other units. If the Independent Character ever dies while attached to a unit, then the purchased Kroot Hounds are attached to that unit instead. If the Independent Character ever dies unattached to another unit, then the purchased Kroot Hounds cannot attach themselves to another unit. === Signature Evolutionary Adaptation === The army must select a single Evolutionary Adaptation from the list below ''at no cost'' and apply it to every Kroot model in the detachment. Note, this means that every model will benefit ''other'' than Kroot Hounds, Unmounted Krootoxes or Great Knarlocs. *'''Bold''' - Add +1 Leadership to their profile values and gain the ''Stubborn'' USR. *'''Chameleon''' - Gain the ''Shrouded'' USR. *'''Fast Reflexes''' - Add +1 Initiative to their profile values and gain the ''Hit and Run'' USR. *'''Nocturnal''' - Gain ''Night Vision'' and ''Acute Senses'' USR. *'''Ork Hybrid''' - Add +1 Toughness to their profile values. *'''Sixth Sense''' - Models with this adaptation gain a 4+ invulnerable save against template or blast weapons. ''Authors note - this is far more than originally presented in Chapter Approved 2004, however with the changing of the editions things have become cheaper and rules more freely distributed, this is an attempt at a "Chapter Tactics" style army benefit that comes at no cost'' === Totems === *'''Kroothawk Totem''' - An army containing this totem may re-roll the dice to determine first turn and may also re-roll to seize the initiative. *'''Veneration Charm''' - One weapon (except for grenades) carried by the character gains the '''Master-Crafted''' special rule *'''Mark of the Favoured Child''' - The wielder gains a 4+ invulnerable save *'''Surefoot Charm''' - When running, the character and his unit may roll an additional dice and discard the lowest (note this stacks with ''Fleet'', allowing one dice to be re-rolled if desired) *'''Blood of the Stalker''' - The character and any attached unit gain the ''Scout'' special rule and also may deploy D6" closer to the enemy than normally permitted when Infiltrating.
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