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===Kroot Units=== *'''Kroot Carnivore (Leader, Combat, Scout, Sniper, Veteran, Zealot):''' Unlike in a T'au team, Carnivores are essential here as this is the only model that can become your leader, and your other unit choices are limited in number, so even if you're loaded up with Hounds and a Krootox a full team will always have at least 8 Carnivores. Decent in both shooting and melee, and are quite fast. *'''Kroot Hound (Combat, Scout):''' Fluffy Kroot Doggos! In comparison with Carnivores, Hounds are almost twice as fast, have an extra attack, their Ripping Fangs have -1 AP rather than the +1 S of the Carnivore's rifle, ''and'' Hounds have a much lower profile to make better use of cover. However, Hounds (naturally) have no shooting, and have a limit of 4. Bring at least two, to provide your Combat (if you don't have a Krootox Rider, or your Rider is being used as a Heavy) and Scout specialists if nothing else. *'''Krootox Rider (Combat, Veteran):''' Space Harambe is one of the most expensive units in Kill Team at 27 points, and you can only have one of him, but for that price you get a brute that few will be willing to tangle with, or be able to escape. A 6+ save isn't worth much, but he's got 4 wounds, Plague Marine toughness, and the ability to move an extra 6" when advancing to make up for it. Also, between the Kroot Gun and Krootox Fists, a Krootox has a choice of some fairly mean shooting and melee, so the choice between Combat and Heavy specialization depends entirely on how you prefer to use him. **Downside of being the single most threatening unit in a Kroot team (or really the ''only'' truly threatening unit) is that Space Harambe can and will be focused on ''hard'' by your enemy, and those 4 wounds won't last long when everyone and their squig is shooting at him. Whatever plan you got in mind for the Krootox should probably account for the high likelihood that he won't live to see the end of the match, win or lose. ====Kroot Commanders==== *'''Dahyak Grekh (Blackstone Fortress) (Stealth):''' He has a good distance and offers plenty of S4 shooting between his pistol and rifle which doubles as an S+1 melee weapon (Which with his S3 still leads to S4). He doesn't give a fuck about concealment obscuring his aim while also making enemies take -1 if they shoot at him while in cover. If you set up booby traps at the start of the game, you can add another one.
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