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Codex - Kroots: /tg/'s 9th Edition
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==Evolutionary Traits== To create the Evolutionary Trait of a Kroot detachment, select two rules from the following list: *'''Aerodynamic Plumage:''' ''Some Kroot grow feathers which hold a layer of air to their surface, reducing drag by their air resistance. These feathers can have many colorful patterns, not that their enemies have time to appreciate this as theyโre being brutally charged down.'' ::Units with this trait move an additional 1" when Advancing or Charging. *'''Camouflage Skin:''' ''Colour and texture changing hairs and feathers make very flexible and effective camouflage in all environments, making hitting these kroot virtually impossible.'' ::If a unit with this trait is receiving the benefit of cover, add 2 to its saving throws instead of 1. *'''Dense Muscular Tissue:''' ''Strong muscles make not only for a great offense but a formidable defense too.'' ::Roll a die each time a unit with this trait suffers a wound, on a 6 that wound is ignored. If the unit is a {{W40kKeyword|Cavalry}} or {{W40kKeyword|Monster}}, the effect takes place on a roll of 5+ instead. *'''Hardened Carapace:''' ''Thickly armored platings render the surface of these warriors hard as cheramite, at the cost of slower movements.'' ::Subtract 2" from the Movement characteristic of units with this trait but consider their armor save as 1 point better. This trait may not be taken alongside ''Hollow Bones''. *'''Hollow Bones:''' ''At the cost of a minor defense, these hollow bones grant the holder a much more useful velocity and maneuverability.'' ::Add 4" to the Movement characteristic of units with this trait but subtract 1 from their Toughness characteristic. This trait may not be taken alongside ''Hardened Carapace''. *'''Hyper Senses:''' ''The kroot of this pack have developed such high senses that it's almost impossible to take them by surprise.' ::Units with this trait can't suffer penalties to their hit rolls when firing a ranged weapon in the Shooting phase, regardless of any modifiers (for the exception of the ''Simple-minded'' penalty of the '''DNA Assimilation''' Stratagem) and may always fire Overwatch, regardless of any special rules. *'''Overdeveloped Intelligence:''' ''Even rudimentary weapons, if held by expert individuals, can become lethal instruments of destructions.'' ::Consider the Ap characteristic of weapons from units with this trait as 1 point better. This does not apply to attacks made by weapons from the ''Kroot Predators Weapons'' list. *'''Regenerative Limbs:''' ''These regenerative capabilities mean no wound is too deep to abate these warriors' hunting spirit.'' ::Models with this trait regain 1 previously lost wound at the start of each of your turns. *'''Sharp Spikes:''' ''The characteristic spike of the kroot can grow and harden to the point of piercing the thickest of armours.'' ::At the end of the Fighting phase, roll a die for each model in a unit with this trait that is within 1" of an enemy unit. On a 5+ one enemy model within 1" suffers a mortal wound.
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