Codex - Kroots: /tg/'s 9th Edition

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Revision as of 12:54, 26 December 2020 by 1d4chan>Chaledy (Units)
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A codex created to let you craft an army exclusively out of Kroot units! Enjoy your murderous chickens!

Army Rules

Universal

  • Feral Hunters: The kroots are a race of masterful hunters; swiftly, they run across their hunting grounds, chasing down their prey with no hesitation.
Kroot units can charge even if they Advanced or Fell Back during their turn.

Detachment Rules

  • Alien Mercenaries: The kroot's purpose is to hunt, and they'll take part in any sort of conflict to follow their sacred arts and money.
Kroot detachments may be taken in any army even if they don't possess any common faction keyword.
  • Evolutionary Traits: The Kroots are known for acquiring the traits of their fallen victims by a ritual of carefully selecting the various genes. Because of this, the various bands of hunters scattered across the galaxy can become quite different from the others, all due to the variety of preys they fest upon in their hunting grounds.
If your army is Battle-forged, all Kroot units gain an Evolutionary Trait. All units in the same detachment must have the same Evolutionary Trait.
  • Expert Hunters: An hunter knows how important it is to hold a position. Once hidden in the surroundings of a focal point, it will take a great amount of strength to make them move.
If your army is Battle-forged, all Troops units in Kroots Detachments gain this ability. Such a unit that is within range of an objective marker (as specified in the mission) controls the objective marker even if there are more enemy models within range of that objective marker. If an enemy unit within range of the same objective marker has a similar ability, then the objective marker is controlled by the player who has the most models within range of it as normal.

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 being air on air instead of air on skin. Not that their enemies have time to appreciate this as they’re being brutally charged down.
Units with this trait can re-roll their advance and charge distances.
  • Camouflage Skin: Colour and texture changing hairs and feathers make very flexible and effective camouflage in all environments, making hitting these kroots 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.
Add 1 to the strength characteristic of units with this trait. In addition, 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 Cavalry or Monster, the effect takes place on a roll of 5+ instead.
  • Hardened Carapace: Thickly armoured 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 armour 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 kroots 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 Beasts Weaponry list.
  • Regenerative Limbs: These regenerative capabilities mean no wound is too deep to abate these warriors' hunting spirit.
Infantry models with this trait regain 1 previously lost wound at the start of each of your turns, while Cavalry and Monsters regain D3 previously lost wounds instead.
  • Sharp Spikes: The characteristic spike of the kroots 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.

Stratagems

  • DNA Assimilation (2 CP): The Kroot are able to assimilate the genetic code of their fallen preys, become stronger or more agile as the situation commands.
Use this Stratagem when a friendly KROOT unit kills the last model of an enemy unit during the Fight phase. Depending on the faction keyword of that unit, randomly select one effect from the relative list, the effect immediately takes place and lasts until the end of the game. If a KROOT Shaper is within 6" of that unit, do not roll a die, simply choose the desired effect and apply it to both units.
-Aeldari:
  • Fragile Bones: This unit suffers a penalty of 1 to its Toughness characteristic.
  • Swift Figure: This unit can advance and fire with Assault and Rapid Fire weapons as if it remained stationary during its Movement phase.
-Imperium:
  • Fearless Devotion: Roll a die each time this unit suffers a wound, on a 6+ that wound is ignored.
  • Zelotry: This unit is unaffected by the aura abilities of any friendly units.
-Orks:
  • Simple-minded: This unit suffers a penalty of 1 to its hit rolls and has to subtract 1 from its leadership characteristic.
  • Strong Muscles: Add 1 to this unit's Strength characteristic.
-T'au Empire:
  • Pheromone Control: While this unit is within 6" of a KROOT character with the same ability, this unit automatically passes all Leadership and Morale tests.
  • Weak Figure: This unit suffers a penalty of 1 to its Toughness characteristic.
-Tyranids:
  • Feral Behaviour: This unit must fire at the closes unit (even if friendly) and must advance closer to and charge the nearest unit (even if friendly)
  • Multi-limbed: Add 2 to this unit's Attacks characteristic.
  • Hidden Hunters (1 CP): The Kroot are experts in camouflage and concealment, and utilise cover in ways most would never consider.
Use this Stratagem at the start of your opponent’s Shooting phase. Select one KROOT unit from your army. Until the end of that phase, when resolving an attack made with a ranged weapon against that unit whilst it is receiving the benefit of cover, subtract 1 from the hit roll and add 1 to the saving throw.
  • Hunting Grounds (1 CP): The Kroot unleash their razor-beaked hounds and a tide of mottled green flesh tears into the enemy ranks.
Use this Stratagem when a Kroot Hound unit from your army completes a charge against an enemy unit. Until the end of the phase, you can re-roll failed charge rolls for other friendly KROOT units that are within 12" of that Kroot Hound unit after it completes its charge move.
  • Packalpha (1 CP): Some Kroot Shapers earn dominance over their kin through fierce contests or spectacular hunting feats.
Use this Stratagem before the battle. Select one KROOT SHAPER model from your army. Until the end of the battle, when making an Advance roll or charge roll for a friendly KROOT unit within 6" of that model, roll one additional D6 and discard one of the dice.
  • Raging Beasts (1 CP): Krootox have immense physical strength, and their riders know how to coax them into a terrible rage.
Use this Stratagem when a KROOTOX RIDER unit from your army is chosen to fight with in the Fight phase. Until the end of that phase, models in that unit have an Attacks characteristic of 4. In addition, until the end of that phase, the Armour Penetration characteristic of krootox fists models in that unit are equipped with is improved by 2 (e.g. AP -1 becomes AP -3).

Warlord Traits

  • 1: Trap Expert: This strategic leader has set numerous traps across the battlefield so that its enemies may suffer when most distracted.
Once per battle, at the end of your opponent's Movement phase, you can choose up to three enemy units on the battlefield and roll a D6. Subtract 1 from the result if the unit is a Character but add 1 if the unit contains 10 or more models. On a 4+ that unit suffers D3 mortal wounds; on a 7+ it suffers D6 mortal wounds instead.
  • 2: Leader of the Pack: This Kroot guides its brethren in the midst of battle with skill and precision. If one of its kindred were to run away, it would be its duty to consume them so their spirits may partake in the war as one.
Each time a friendly Kroot unit within 6" of your Warlord fails a Morale test, only one model can flee. When that happens, your Warlord recovers 1 previously lost wound.
  • 3: DNA Sampler: The kroot are capable to assimilate the DNA of their prey to modify their appearance as they see fit; this kroot leader carries a sample of genetic material to help its kindred adapt in the middle of battle.
Once per battle, at the beginning of any turn, you can select one friendly Kroot unit within 6" of this model. Your Warlord and that unit immediately benefit from the DNA Assimilation Stratagem, select one species and apply the desired effect.
  • 4: Master of Camouflage: This kroot commander has mastered the art of hiding, becoming almost invisible to the enemy's eyes
Enemy units must subtract 1 from their hit rolls when targeting your Warlord, 2 if it has the benefit of cover.
  • 5: Veteran Mercenary: A mercenary knows how to negotiate for a more generous payment.
Roll a die each time you or your opponent use a Stratagem, on a 5+ you gain 1 Command Point. In addition, if your army is Battle-forged, you gain 3 additional Command Points, 5 if in your army there are more units that don't possess the Kroot keyword that those who do, 6 if in your army there are more T'au Empire units than Kroot units.
  • 6: Apex Predator: This kroot has carefully selected genes from thousands of species to become the ultimate predator.
Add 2 to your Warlord's Movement, Attacks and Strength characteristics.

Invocations of the Shamans

At the start of each of your Command phases, each Shaman in your army may decide to invoke an Invocation it knows that hasn't been attempted by other Shamans that turn. Roll a die, on a 3+ plus the Invocation is succesful and it immediately takes effect. Every Shaman knows the Invocation of the Hunter's Beak by default.

  • Invocation of the Hunter's Beak: The shaman invokes the spirits of his kindred to rile up their racial memories and remind them of their heritage as deadly hunters, piercing through any foe's defenses.
Until the beginning of your next turn, all friendly Kroot units which make a melee attack while within 6" of a Shaman who invoked this Invocation improve their weapon's AP by 1. This also applies to shooting attacks they make while within 6" of the Shaman, but only if their target is within 6" of them. A Shaman may always invoke this invocation, even if other friendly units invoked it already this phase.

Invocations of the Kindred

  • 1: Invocation of the Ancestor's Hunger: The shaman calls on the ancestor spirits to guide the arms and beaks of his kindred, helping them find purchase on the foe and filling their bellies with mighty prey.
Until the beginning of your next turn, all friendly Kroot units which make a melee attack while within 6" of the Shaman who invoked this Invocation re-roll all failed hit rolls.
  • 2: Invocation of the Survivor's Blood: The shaman calls on the spirits of those who have survived great hunts against superior forces to steel the bodies and minds of the kindred against harm to come.
Until the beginning of your next turn, whenever a model in a friendly Kroot unit within 6" of the Shaman who invoked this Invocation loses a wound, roll a D6 and on a 5+, the model does not lose that wound.
  • 3: Invocation of the Tracker's Speed: The shaman calls on the spirits of legendary headhunters and master trackers to reinforce the senses and legs of one kindred, speeding their steps.
Choose a friendly Kroot unit within 12" of the Shaman who invoked this Invocation. Until the beginning of your next turn, that unit rolls an extra die for Advance and Charge rolls and discards the lowest result.
  • 4: Invocation of the Hound's Chase: The shaman invokes the spirits of past kroot hounds and other bestial relatives, asking them to grant their tireless, single-minded drive to pursue to a nearby kindred.
Choose a friendly Kroot unit within 12" of the Shaman who invoked this Invocation. Until the end of your turn, that unit may Advance and shoot as though it made a normal move.
  • 5: Invocation of the Coward's Fears: The shaman reaches out to the spirits who surround the foe, pulling on their fears and instincts to make the kindred terrify them all the more.
This invocation is always answered. Until the beginning of your next turn, if a Kroot unit within 6" of the Shaman who invoked this Invocation inflicts casualties on an enemy unit, that unit counts as having lost one more model for the purpose of Morale; two if at least one of the casualties was caused by a melee weapon. This effect does not stack, neither from multiple units inflicting casualties nor from the same unit inflicting casualties multiple times.
  • 6: Invocation of the Kindred's Bond: The shaman reminds his kindred of the bonds of kinship and battle-oaths that bind them together, steeling them against death and loss.
This invocation is always answered. Until the beginning of your next turn, friendly Kroot units automatically pass Morale tests whilst they are within 6" of the Shaman who invoked this Invocation.

Invocations of the Spirits

  • 1: Invocation of Wind's Speed: Through the call of the shaman, powerful winds come to lift the kindreds into battle, gifting incredible speed with which to surprise their enemies.
Choose a friendly Kroot unit within 12" of the Shaman who invoked this Invocation. That unit may immediately move as if it was the Movement phase, though it may not Advance.
  • 2: Invocation of Life's Tenacity: A powerful strength reinvigorates the kindred's spirits and makes their already powerful attacks into even deadlier assaults.
Choose a friendly Kroot Infantry unit within 12" of the Shaman who invoked this Invocation. Add 2 to the attack characteristic of models in that unit.
Choose an enemy unit within 12" of the Shaman who invoked this Invocation that doesn't have the Fly or Titanic keyword. Until the beginning of your next turn, the target's Movement characteristic is halved (round down). In addition, if the target Advances or Charges, for each die of 5+, that unit suffers one mortal wound. If that unit possesses a special rule that makes it Advance a set distance, the unit suffers 1 mortal wound for every 5" of that distance instead.
  • 4: Invocation of Mist's Veil: At the shaman's words, the spirits of the ancient warriors rise from the ground, creating a thick white blanket to hide their brethren.
Friendly Kroot units which are within 6" of the Shaman who invoked this Invocation count as being in Heavy Cover.
  • 5: Invocation of Prey's Terror: Vision of the predators of the past flood the enemies of the pack, giving them insight on their fate to come.
Choose a non-Vehicle enemy unit within 12" of the Shaman who invoked this Invocation. The target must immediately make a Morale test. Rather than the number of models from the unit that have been slain this turn, add half of the result of the invocation roll (rounded down). If the target unit is in engagement range with a friendly Kroot unit, other than the Shaman itself, add the full result of the invocation roll instead.
  • 6: Invocation of Shaper's Might: Raising his blade high in the sky, this shaman calls upon the spirits of the great hunters of the past to aid him in the sacred rituals of the hunt.
Until the beginning of your next turn, the Master Shaman's weapons are given uncanny sharpness and weight. Change the AP value of all of this model's melee weapons to -4, and change the damage to be XD3, where X is the normal damage value (e.g. damage 1 becomes damage 1D3, damage 2 becomes damage 2D3, and so on).

Specialist Detachments

Bounty Hunter Pack (1 CP)

All Kroot Infantry, Beast and Cavalry units in this Specialist Detachment gain the Bounty Hunter Pack keyword.

Warlord Trait:

  • Bounty Hunter: Kroots from this pack have keened their senses to better wound their next bounty.
Your Warlord and friendly Bounty Hunter Pack units within 6" of your Warlord may re-roll hit roll and wound rolls of 1 against enemy Characters.

Stratagems:

  • Fearsome Ambush (1 CP): Kroots erupt from the corners of the ruined battlefield to suddenly assault the unsuspecting victims.
Use this Stratagem in the Charge phase. Select an enemy unit on the battlefield; Bounty Hunter Pack units attempting to charge it roll an additional dice and discard the lowest result if they start their charge move in cover.

Relic:

  • The Hunter's Rifle: This modified kroot rifle serves as a precision weapon that fires a powerful harpoon to impale the selected bounty and block it from escaping.
The Hunter's Rifle replaces the model’s Kroot Rifle and has the following profile:
Weapon Range Type S AP D Abilities
The Hunter's Rifle Melee Melee +2 -2 D3 Each time the bearer fights, it can make one additional attack with this weapon.
The Hunter's Rifle 30" Assault 2 5 -1 1 This weapon can target Characters even if they are not the closest enemy unit. Characters hit by this weapon must halve their Move characteristic and cannot Advance in their following Movement phase.

Special Formations

Special Formations are a special kind of detachment that is made up of variable and specific units. Each formation has to be made inside its own detachment and counts as an organized detachment that subtracts a set number of Command Points from the player's pool.

Knarloc Hunting Pack (2 CP)

Knarloc Hunting Pack:

  • Composition:
- 1 Kroot Shaper on Knarloc
- 0-1 Kroot Beast-hunter on Knarloc
- 0-2 units of Tribal Guards on Knarlocs
- 3-6 units of Knarloc Riders
- 0-3 units of Kroot Hounds
- 0-3 units of Great Knarloc
- 0-1 Knarloc Alpha
  • Restrictions:
- Each unit of Kroot Hounds must be accompanied by a Kroot Handler on Knarloc
  • Effects:
-Units in this special formation can re-roll charge distances if they begin the Assault phase within 3" of another unit from this formation.
-Each time a unit from this special formation makes a successful charge, roll a die for every unit it charged; on a 4+, that enemy unit suffers D3 mortal wounds.
  • Special Stratagems:
-Feral Mounts (2 CP):
Use this Stratagem at the beginning of the Fight phase, when choosing which unit to fight with. Chose one Cavalry unit from this formation, until the end of the Fight phase, consider the Ap value of that unit's Sharp Beak and Talons to be -4, and double the number of attacks they make with that weapon.

Wargear

Melee Weapons

  • Kroot Weaponry:
Weapon Range Type S AP D Abilities
Kroot Blade Melee Melee +1 -2 1 -
Kroot Rifle Melee Melee +1 -1 1 -
Kroot Staff Melee Melee +1 0 2 -
Ritual Blade Melee Melee User -1 1 If any enemy models are destroyed by this weapon, friendly KROOT units within 6" of the bearer do not have to take Morale tests in the Morale phase at that turn.
  • Kroot Beast-hunter Weaponry:
Weapon Range Type S AP D Abilities
Barbed Whip Melee Melee +1 -1 1 Each time the bearer fights, one (and only one) of its attacks can be made with this weapon. When the bearer fights with this weapon, make a number of hit rolls against one target unit equal to the number of models that the target unit has within 2" of the bearer.
Beast Mauler Melee Melee +3 -2 2 When attacking with this weapon, you must subtract 1 from the hit roll.
  • Kroot Beasts Weaponry:
Weapon Range Type S AP D Abilities
Crushing Feet Melee Melee User -2 2 Make 2 hit rolls for each attack made with this weapon, instead of 1.
Drill Beak Melee Melee User -3 3 Each time the bearer fights, it can make one (and only one) attack with this weapon. This is in addition to the bearer’s attacks.
Krootox Fists Melee Melee User -1 2 -
Razor Talons Melee Melee User -3 3 -
Ripping Fangs Melee Melee User -1 1 -
Sharp Beak and Talons Melee Melee 5 -2 1 After a model riding a Knarloc makes its close combat attacks, you can attack with its mount. Make 2 additional attacks, using this weapon profile.
Sharp Limbs Melee Melee User -2 1 Make 2 hit rolls for each attack made with this weapon, instead of 1.
Spiked Tail Melee Melee User -3 1 Each time the bearer fights, it can make one (and only one) attack with this weapon. Make D3 hit rolls for this attack instead of one. This is in addition to the bearer’s attacks.
  • Scavenged Weapons:
Weapon Range Type S AP D Abilities
Power Sword Melee Melee User -3 1 -

Ranged Weapons

  • Kroot Weaponry:
Weapon Range Type S AP D Abilities
Kroot Pistol 12" Pistol 1 4 0 1 -
Kroot Rifle 24" Rapid Fire 1 4 0 1 This weapon may be fired even if the wielder Advanced during its turn, however it must subtract 1 from its hit rolls.
Kroot Bolt Thrower 36" Assault D6 6 -1 1 -
Kroot Gun 48" Rapid Fire 1 7 -1 D3 This weapon may be fired even if the wielder Advanced during its turn, however it must subtract 1 from its hit rolls.
Heavy Kroot Gun 48" Rapid Fire 1 8 -3 2D3 This weapon may be fired even if the wielder Advanced during its turn, however it must subtract 2 from its hit rolls.
  • Kroot Beast-hunter Weaponry:
Weapon Range Type S AP D Abilities
Barbed Whip 12" Assault D3 +1 -1 1 Blast.
Kroot Bow 24" Rapid Fire 2 +2 -1 1 -
Precision Kroot Rifle 36" Heavy 2 6 -2 D3 This weapon may target a Character even if it is not the closest enemy unit. Each time you roll a wound roll of 6+ for this weapon, the target suffers a mortal wound in addition to any other damage.
  • Pulse Weaponry:
Weapon Range Type S AP D Abilities
Pulse Blaster (Long Range) 15" Assault 2 4 0 1 -
Pulse Blaster (Medium Range) 10" Assault 2 5 -1 1 -
Pulse Blaster (Close Range) 5" Assault 2 6 -2 1 -
Pulse Carbine 18" Assault 2 5 0 1 -
Pulse Rifle 30" Rapid Fire 1 5 0 1 -
  • Supremacy Railgun:
Weapon Range Type S AP D Abilities
Supremacy Railgun (Submunitions) 72" Heavy 2D6 6 -1 1 Blast.
Supremacy Railgun (Soild Shot) 72" Heavy 2 10 -4 3D3 Each time you make a wound roll of 6+ for this weapon, the target unit suffers D3 mortal wounds in addition to the normal damage.
  • Scavenged Weapons:
Weapon Range Type S AP D Abilities
Big Shoota 36" Assault 3 5 0 1 -
Demolition Charge 6" Grenade D6 8 -3 D3 The bearer can only use this weapon once per battle.
Shuriken Pistol 12" Pistol 1 4 0 1 When resolving an attack made with this weapon, on a wound roll of 6+ this weapon has an Armour Penetration characteristic of -3 for that attack.
Splinter Pistol 12" Pistol 1 * 0 1 This weapon wounds on a 4+, unless it is targeting a Vehicle or Titanic unit, in which case it wounds on a 6+.

Hunting Relics

  • Blood of the Stalker: The kroot hunter covers itself in the blood of its preys, enhancing its abilities to stalk the enemy.
Kroot Shaper and Kroot Beast-hunter only. During deployment, you can set up the bearer in hiding instead of placing it on the battlefield. At the end of any of your Movement phases, the model can ambush its enemy – set it up anywhere on the battlefield that is more than D3+1" away from any enemy models and at least 3" within a piece of terrain.
  • Kroothawk Totem: Use in sacred rituals, this ancient totem grants the bearer the wisdom of the ancient winds.
Shaman only. The bearer of this relic may invoke one additional Invocation at the beginning of your Command phase, or invoke an Invocation that has already been invoked in your turn.
  • Mark of the Favoured Child: Individuals marked with this ritual symbol are followed by the great hunters of the past that protect them from all physical and spiritual harm.
The bearer of this relic gains a 4+ invulnerable save. In addition, roll a die each time the bearer suffers a wound or a mortal wound; on a 5+ that wound is ignored.
  • Relic Blade: A sacred blade passed on to one generation of hunters to the next. It's said it can reap the soul of the victim directly from its body.
Model with Ritual Blade only. Add the following to that weapon’s special rule: 'This weapon always wounds on a roll of 2+, unless the target is a Vehicle. In addition, on a wound roll of 6+, this weapon inflicts D3 mortal wounds instead of the normal damage.'
  • Scavenged Weapons: Though not native to their species, the Kroot's intelligence makes them capable of understanding these weapons and using them against their foes.
Kroot Shaper and Kroot Beast-hunter only. Select one of the weapons from below, the Shaper counts as being equipped with that weapon.
-Big Shoota (replaces Kroot Rifle)
-Demolition Charge
-Power Sword (replaces Kroot Rifle)
-Shuriken Pistol (replaces Kroot Pistol)
-Splinter Pistol (replaces Kroot Pistol)
  • Surefoot Charm: The bearers of this charm are able to call forward their kin with the swiftness and strength of the winds.
Kroot Shaper only. When a charge roll is made by a friendly Kroot unit that targets an enemy unit within 1" of the bearer of this relic, roll one additional D6 and discard the lowest dice. The first model you move as part of that charge must end its charge move within 1" of that enemy unit, otherwise, the charge fails and no models in the charging unit may move that phase.

Other Wargear

  • Advanced Holo-sensors: This powerful set of goggles enhanced the wearer's vision to assure the hunt will be trimphant, even at long distances.
A model equipped with Advanced Holo-sensors has a Ballistic Skill of 2+ and doesn't suffer penalties to its hit rolls as a result of special rules such as Night Fighting or Dawn Raid. In addition, if that model has remained stationary in its previous Movement phase, it can re-roll all hit and wound rolls during the Shooting phase.
  • Frenzy Toxin Grenade: Only used in desperate situations, this small device contains a powerful cloud of toxins that infect the nervous system of nearby Kroots and send them into a blind frenzy.
At the start of any Fight phase, a model equipped with a Frenzy Toxine Grenade can decide to open it. If so, add 3 to the strength characteristic and double the number of attacks of this model and friendly Kroot units within 3" of it. Once those units have resolved all of their attacks, roll a die for each model affected; on a 1 that model is removed as the strain of the chemical on their body pushes them beyond their limit. This item can only be used once per battle.
  • Kroot Shield: Shield carved out of the most durable chitin shell, its solid molecular structure makes it perfect to block even the most brutal of enemy attacks.
A model equipped with a Kroot Shield has a 6+ invulnerable save. In addition, add 2 to armor saving throws made for that model.
  • Thunderbug Grenade: The thunderbugs housed inside this small device burst into a bright light once released, blinding the prey and leaving it vulnerable to the pack's assault.
The Thunderbug Grenade is a ranged weapon with the following profile:
Weapon Range Type S AP D Abilities
Thunderbug Grenade 12" Grenade 1 - - - This weapon does not inflict any damage. Your opponent must subtract 1 from any hit rolls made for non-Vehicle/Titanic units that have suffered a hit from this weapon until the beginning of your next turn. In addition, a unit hit by this weapon can't be selected to fire overwatch in the following Assault phase.
  • Venom Coat: Distilled from the most dangerous poison known to the Kroots, this coat of slimy fluid assures the death of anyone who touches its blade.
A model with a Venom Coat always wounds the target on a wound roll of 2+, unless the target is a Vehicle.

Kroot Mercenaries Wargear List

Beast-hunter Equipment

-Advanced Holo-sensors - +7 pts.
-Barbed Whip* - +5 pts.
-Beast Mauler* - +8 pts.
-Frenzy Toxin Grenade - +10 pts.
-Kroot Bow* - +3 pts.
-Precision Kroot Rifle* - +7 pts.
-Thunderbug Grenade - +5 pts.
-Venom Coat - +6 pts.

* This replaces either the model's Kroot Blade or Kroot Rifle

Units

HQs

Kroot Master Shaman

This unit contains 1 Kroot Master Shaman (Power Rating: 3).

Name M WS BS S T W A Ld Sv Pts/model
Kroot Master Shaman 7" 3+ - 3 3 5 2 8 6+ 50

Wargear:

-Kroot Staff

Weapon Range Type S AP D Abilities
Kroot Staff Melee Melee +1 0 2 -

-Ritual Blade

Weapon Range Type S AP D Abilities
Ritual Blade Melee Melee User -1 1 If any enemy models are destroyed by this weapon, friendly KROOT units within 6" of the bearer do not have to take Morale tests in the Morale phase at that turn.

Special Rules: <tabs> <tab name="Feral Hunters"> See Army Rules - Universal </tab> <tab name="The Wisest of Their Kind (Aura)"> Kroot units within 6" of this model may use the model’s Leadership characteristic instead of their own when taking Morale tests. </tab> </tabs>

Invocations: This model knows the Invocation of the Hunter's Beak and two more Invocations from the Invocations of the Kindred and/or Invocations of the Spirits lists. This model may attempt to invoke two Invocations at the beginning of your Command phase. In addition, this model can attempt to deny two psychic powers in each enemy Psychic phase.

Keywords:

  • Faction:Kroot
  • HQ, Kroot Master Shaman, Infantry, Character, Shaman


Kroot Shaper

This unit contains 1 Kroot Shaper (Power Rating: 1).

Name M WS BS S T W A Ld Sv Pts/model
Kroot Shaper 7" 3+ 4+ 3 3 5 3 7 6+ 20
Kroot Shaper on Knarloc 12" 3+ 4+ 3 4 6 3 7 4+ 32

Wargear (Kroot Shaper):

-Kroot Pistol

Weapon Range Type S AP D Abilities
Kroot Pistol 12" Pistol 1 4 0 1 -

-Kroot Rifle

Weapon Range Type S AP D Abilities
Kroot Rifle Melee Melee +1 -1 1 -
Kroot Rifle 24" Rapid Fire 1 4 0 1 This weapon may be fired even if the wielder Advanced during its turn, however it must subtract 1 from its hit rolls.

-Ritual Blade

Weapon Range Type S AP D Abilities
Ritual Blade Melee Melee User -1 1 If any enemy models are destroyed by this weapon, friendly KROOT units within 6" of the bearer do not have to take Morale tests in the Morale phase at that turn.

Wargear (Kroot Shaper on Knarloc):

-Kroot Pistol

Weapon Range Type S AP D Abilities
Kroot Pistol 12" Pistol 1 4 0 1 -

-Kroot Rifle

Weapon Range Type S AP D Abilities
Kroot Rifle Melee Melee +1 -1 1 -
Kroot Rifle 24" Rapid Fire 1 4 0 1 This weapon may be fired even if the wielder Advanced during its turn, however it must subtract 1 from its hit rolls.

-Ritual Blade

Weapon Range Type S AP D Abilities
Ritual Blade Melee Melee User -1 1 If any enemy models are destroyed by this weapon, friendly KROOT units within 6" of the bearer do not have to take Morale tests in the Morale phase at that turn.

-Sharp Beak and Talons

Weapon Range Type S AP D Abilities
Sharp Beak and Talons Melee Melee 5 -2 1 After a model riding a Knarloc makes its close combat attacks, you can attack with its mount. Make 2 additional attacks, using this weapon profile.

Special Rules (Kroot Shaper): <tabs> <tab name="Feral Hunters"> See Army Rules - Universal </tab> <tab name="The Shaper Commands (Aura)"> Re-roll wound rolls of 1 for friendly Kroot units within 6" of this model. </tab> <tab name="The Wisest of Their Kind (Aura)"> Kroot units within 6" of this model may use the model’s Leadership characteristic instead of their own when taking Morale tests. </tab> </tabs>

Special Rules (Kroot Shaper on Knarloc): <tabs> <tab name="Feral Hunters"> See Army Rules - Universal </tab> <tab name="Loping Stride"> When this unit Advances, add 6" to its Move characteristic instead of rolling a D6. </tab> <tab name="The Shaper Commands (Aura)"> Re-roll wound rolls of 1 for friendly Kroot units within 6" of this model. </tab> <tab name="The Wisest of Their Kind (Aura)"> Kroot units within 6" of this model may use the model’s Leadership characteristic instead of their own when taking Morale tests. </tab> <tab name="Thunderous Pounce"> Add 1 to wound tolls made for this unit's melee attacks if this unit made a charge move this turn. </tab> </tabs>

Options:

This model may replace its Kroot Rifle with one of the following:

-Pulse Blaster - free

Weapon Range Type S AP D Abilities
Pulse Blaster (Long Range) 15" Assault 2 4 0 1 -
Pulse Blaster (Medium Range) 10" Assault 2 5 -1 1 -
Pulse Blaster (Close Range) 5" Assault 2 6 -2 1 -

-Pulse Carbine - free

Weapon Range Type S AP D Abilities
Pulse Carbine 18" Assault 2 5 0 1 -

-Pulse Rifle - free

Weapon Range Type S AP D Abilities
Pulse Rifle 30" Rapid Fire 1 5 0 1 -

This model may take a Kroot Shield - +7 pts.

Kroot Shield: A model equipped with a Kroot Shield has a 6+ invulnerable save. In addition, add 2 to armor saving throws made for that model.

This model may ride a Knarloc - +12 pts./ +1 PR

Keywords (Kroot Shaper):

  • Faction:Kroot
  • HQ, Kroot Shaper, Infantry, Character

Keywords (Kroot Shaper on Knarloc):

  • Faction:Kroot
  • HQ, Kroot Shaper, Kroot Shaper on Knarloc, Cavalry, Character


Anghkor Prok

This unit contains 1 Anghkor Prok (Power Rating: 3). Only one of this unit may be included in your army.

Name M WS BS S T W A Ld Sv Pts/model
Anghkor Prok 7" 2+ 3+ 4 3 5 3 9 6+ 60

Wargear:

-Kroot Pistol

Weapon Range Type S AP D Abilities
Kroot Pistol 12" Pistol 1 4 0 1 -

-Kroot Rifle

Weapon Range Type S AP D Abilities
Kroot Rifle Melee Melee +1 -1 1 -
Kroot Rifle 24" Rapid Fire 1 4 0 1 This weapon may be fired even if the wielder Advanced during its turn, however it must subtract 1 from its hit rolls.

-Ritual Blade

Weapon Range Type S AP D Abilities
Ritual Blade Melee Melee User -1 1 If any enemy models are destroyed by this weapon, friendly KROOT units within 6" of the bearer do not have to take Morale tests in the Morale phase at that turn.

Special Rules: <tabs> <tab name="Feral Hunters"> See Army Rules - Universal </tab> <tab name="Friend of the T'au (Aura)"> This model and all friendly Kroot units within 6" of this model gain the For The Greater Good special rule from the Codex - T'aus: /tg/'s 9th Edition. </tab> <tab name="Great Shaper (Aura)"> Re-roll all failed hit and wound rolls for friendly Kroot units within 6" of this model. </tab> <tab name="Inspirational Presence (Aura)"> Kroot units within 6" of this model may use this model's Leadership characteristic instead of their own when taking Morale tests. </tab> </tabs>

Warlord Trait: If this model is your Warlord, it has the Leader of the Pack Warlord Trait.

Keywords:

  • Faction:Kroot
  • HQ, Anghkor Prok, Infantry, Character


Troops

Kroot Carnivores

This unit contains 10 Kroots (Power Rating: 2). It can include up to 10 more Kroots (Power Rating: +2) or up to 20 more Kroots (Power Rating: +4).

Name M WS BS S T W A Ld Sv Pts/model
Kroot 7" 3+ 4+ 3 3 1 1 6 6+ 4

Wargear:

-Kroot Rifle

Weapon Range Type S AP D Abilities
Kroot Rifle Melee Melee +1 -1 1 -
Kroot Rifle 24" Rapid Fire 1 4 0 1 This weapon may be fired even if the wielder Advanced during its turn, however it must subtract 1 from its hit rolls.

Special Rules: <tabs> <tab name="Feral Hunters"> See Army Rules - Universal </tab> <tab name="Stealthy Hunters">

At the start of the first battle round but before the first turn begins, you can move this unit up to 7". It cannot end this move within 9" of any enemy models. If both players have units that are able to move at the start of the first battle round but before the first turn begins, the player who is taking the first turn moves their units first.

</tab> </tabs>

Keywords:

  • Faction:Kroot
  • Troops, Kroot Carnivores, Infantry


Elites

Dahyak Grekh

This unit contains 1 Dahyak Grekh (Power Rating: 2). Only one of this unit may be included in your army.

Name M WS BS S T W A Ld Sv Pts/model
Dahyak Grekh 7" 3+ 3+ 3 3 3 3 7 6+ 35

Wargear:

-Kroot Pistol

Weapon Range Type S AP D Abilities
Kroot Pistol 12" Pistol 1 4 0 1 -

-Precision Kroot Rifle

Weapon Range Type S AP D Abilities
Precision Kroot Rifle 36" Heavy 2 6 -2 D3 This weapon may target a Character even if it is not the closest enemy unit. Each time you roll a wound roll of 6+ for this weapon, the target suffers a mortal wound in addition to any other damage.

Special Rules: <tabs> <tab name="Concealed Booby Traps"> Once per battle, at the end of your opponent's Movement phase, you can choose an enemy unit on the battlefield and roll a D6. Subtract 1 from the result if the unit is a Character but add 1 if the unit contains 10 or more models. On a 4+ that unit suffers D3 mortal wounds; on a 7+ it suffers D6 mortal wounds instead. </tab> <tab name="Feral Hunters"> See Army Rules - Universal </tab> <tab name="Fieldcraft"> Each time a ranged attack is allocated to this model while it is receiving the benefits of cover, add an additional 1 to any armour saving throw made against that attack. </tab> <tab name="Quarry Can't Hide"> Each time you select a target for a weapon this model is making an attack with, no enemy model may intercept the attack in any way. </tab> <tab name="Tracker"> During deployment, you can set up Dahyak Grekh in pursuit instead of placing him on the battlefield. At the end of any of your Movement phases he can reveal his hiding place and attack - set him up anywhere on the battlefield that is more than 9" away from any enemy models. </tab> </tabs>

Keywords:

  • Faction:Kroot
  • Elites, Dahyak Grekh, Infantry, Character


Kroot Beast-hunter

This unit contains 1 Kroot Beast-hunter (Power Rating: 2).

Name M WS BS S T W A Ld Sv Pts/model
Kroot Beast-hunter 7" 2+ 3+ 3 4 3 4 7 4+ 40
Kroot Beast-hunter on Knarloc 12" 2+ 3+ 3 4 4 4 7 4+ 52

Wargear (Kroot Beast-hunter):

-Kroot Blade

Weapon Range Type S AP D Abilities
Kroot Blade Melee Melee +1 -2 1 -

-Kroot Pistol

Weapon Range Type S AP D Abilities
Kroot Pistol 12" Pistol 1 4 0 1 -

-Kroot Rifle

Weapon Range Type S AP D Abilities
Kroot Rifle Melee Melee +1 -1 1 -
Kroot Rifle 24" Rapid Fire 1 4 0 1 This weapon may be fired even if the wielder Advanced during its turn, however it must subtract 1 from its hit rolls.

Wargear (Kroot Beast-hunter on Knarloc):

-Kroot Blade

Weapon Range Type S AP D Abilities
Kroot Blade Melee Melee +1 -2 1 -

-Kroot Pistol

Weapon Range Type S AP D Abilities
Kroot Pistol 12" Pistol 1 4 0 1 -

-Kroot Rifle

Weapon Range Type S AP D Abilities
Kroot Rifle Melee Melee +1 -1 1 -
Kroot Rifle 24" Rapid Fire 1 4 0 1 This weapon may be fired even if the wielder Advanced during its turn, however it must subtract 1 from its hit rolls.

-Sharp Beak and Talons

Weapon Range Type S AP D Abilities
Sharp Beak and Talons Melee Melee 5 -2 1 After a model riding a Knarloc makes its close combat attacks, you can attack with its mount. Make 2 additional attacks, using this weapon profile.

Special Rules (Kroot Beast-hunter): <tabs> <tab name="Beast Hunter"> Add 1 to wound rolls for attacks made by this model against Beast or Monster units. In addition, re-roll 1s to wound if the target is a Beast or Monster. This does not apply to the attacks made by the Sharp Beak and Talons. </tab> <tab name="Feral Hunters"> See Army Rules - Universal </tab> </tabs>

Special Rules (Kroot Beast-hunter on Knarloc): <tabs> <tab name="Beast Hunter"> Add 1 to wound rolls for attacks made by this model against Beast or Monster units. In addition, re-roll 1s to wound if the target is a Beast or Monster. This does not apply to the attacks made by the Sharp Beak and Talons. </tab> <tab name="Feral Hunters"> See Army Rules - Universal </tab> <tab name="Loping Stride"> When this unit Advances, add 6" to its Move characteristic instead of rolling a D6. </tab> <tab name="Thunderous Pounce"> Add 1 to wound tolls made for this unit's melee attacks if this unit made a charge move this turn. </tab> </tabs>

Options:

This model may take up to two items from the Beast-hunter Equipment list.

-Advanced Holo-sensors - +7 pts.

Advanced Holo-sensors: A model equipped with Advanced Holo-sensors has a Ballistic Skill of 2+ and doesn't suffer penalties to its hit rolls as a result of special rules such as Night Fighting or Dawn Raid. In addition, if that model has remained stationary in its previous Movement phase, it can re-roll all hit and wound rolls during the Shooting phase.

-Barbed Whip - +5 pts. (replaces Kroot Blade or Kroot Rifle)

Weapon Range Type S AP D Abilities
Barbed Whip Melee Melee +1 -1 1 Each time the bearer fights, one (and only one) of its attacks can be made with this weapon. When the bearer fights with this weapon, make a number of hit rolls against one target unit equal to the number of models that the target unit has within 2" of the bearer.
Barbed Whip 12" Assault D3 +1 -1 1 Blast.

-Beast Mauler - +8 pts. (replaces Kroot Blade or Kroot Rifle)

Weapon Range Type S AP D Abilities
Beast Mauler Melee Melee +3 -2 2 When attacking with this weapon, you must subtract 1 from the hit roll.

-Frenxy Toxin Grenade - +10 pts.

Frenxy Toxin Grenade: At the start of any Fight phase, a model equipped with a Frenzy Toxine Grenade can decide to open it. If so, add 3 to the strength characteristic and double the number of attacks of this model and friendly Kroot units within 3" of it. Once those units have resolved all of their attacks, roll a die for each model affected; on a 1 that model is removed as the strain of the chemical on their body pushes them beyond their limit. This item can only be used once per battle.

-Kroot Bow - +3 pts. (replaces Kroot Blade or Kroot Rifle)

Weapon Range Type S AP D Abilities
Kroot Bow 24" Rapid Fire 2 +2 -1 1 -

-Precision Kroot Rifle - +7 pts. (replaces Kroot Blade or Kroot Rifle)

Weapon Range Type S AP D Abilities
Precision Kroot Rifle 36" Heavy 2 6 -2 D3 This weapon may target a Character even if it is not the closest enemy unit. Each time you roll a wound roll of 6+ for this weapon, the target suffers a mortal wound in addition to any other damage.

-Thunderbug Grenade - +5 pts.

Weapon Range Type S AP D Abilities
Thunderbug Grenade 12" Grenade 1 - - - This weapon does not inflict any damage. Your opponent must subtract 1 from any hit rolls made for non-Vehicle/Titanic units that have suffered a hit from this weapon until the beginning of your next turn. In addition, a unit hit by this weapon can't be selected to fire overwatch in the following Assault phase.

-Venom Coat - +6 pts.

Venom Coat: A model with a Venom Coat always wounds the target on a wound roll of 2+, unless the target is a Vehicle.

This model may take a Kroot Shield - +7 pts.

Kroot Shield: A model equipped with a Kroot Shield has a 6+ invulnerable save. In addition, add 2 to armor saving throws made for that model.

This model may ride a Knarloc - +12 pts./ +1 PR

Keywords (Kroot Beast-hunter):

  • Faction:Kroot
  • Elites, Kroot Beast-hunter, Infantry, Character

Keywords (Kroot Beast-hunter on Knarloc):

  • Faction:Kroot
  • Elites, Kroot Beast-hunter, Kroot Beast-hunter on Knarloc, Cavalry, Character


Kroot Shaman

This unit contains 1 Kroot Shaman (Power Rating: 2).

Name M WS BS S T W A Ld Sv Pts/model
Kroot Shaman 7" 3+ - 3 3 3 1 7 6+ 30

Wargear:

-Kroot Staff

Weapon Range Type S AP D Abilities
Kroot Staff Melee Melee +1 0 2 -

-Ritual Blade

Weapon Range Type S AP D Abilities
Ritual Blade Melee Melee User -1 1 If any enemy models are destroyed by this weapon, friendly KROOT units within 6" of the bearer do not have to take Morale tests in the Morale phase at that turn.

Special Rules: <tabs> <tab name="Feral Hunters"> See Army Rules - Universal </tab> </tabs>

Invocations: This model knows the Invocation of the Hunter's Beak and one more Invocations from the Invocations of the Kindred list. This model may attempt to invoke one Invocation at the beginning of your Command phase.In addition, this model can attempt to deny two psychic powers in each enemy Psychic phase.

Keywords:

  • Faction:Kroot
  • Elites, Kroot Shaman, Infantry, Character, Shaman


Krootox Riders

This unit contains 1 Krootox Rider (Power Rating: 1). It can include 1 additional Krootox Rider (Power Rating: +1) or 2 aditional Krootox Riders (Power Rating: +2).

Name M WS BS S T W A Ld Sv Pts/model
Krootox Rider 6" 3+ 4+ 6 5 4 2 6 4+ 25

Wargear:

-Kroot Gun

Weapon Range Type S AP D Abilities
Kroot Gun 48" Rapid Fire 1 7 -1 D3 This weapon may be fired even if the wielder Advanced during its turn, however it must subtract 1 from its hit rolls.

-Krootox Fist

Weapon Range Type S AP D Abilities
Krootox Fists Melee Melee User -1 2 -

Special Rules: <tabs> <tab name="Agile Brute"> When this unit Advances, add 6" to its Move for that Movement phase instead of rolling a D6. </tab> <tab name="Feral Hunters"> See Army Rules - Universal </tab> </tabs>

Options:

Any model may replace its Kroot Gun with a Kroot Bolt Thrower - +5 pts.

Weapon Range Type S AP D Abilities
Kroot Bolt Thrower 36" Assault D6 6 -1 1 -

Keywords:

  • Faction:Kroot
  • Elites, Krootox Rider, Cavalry


Tribal Guards

This unit contains 2 Tribal Guards (Power Rating: 3).

Name M WS BS S T W A Ld Sv Pts/model
Tribal Guard 7" 3+ 4+ 3 4 2 3 7 4+ 23
Tribal Guard on Knarloc 12" 3+ 4+ 3 4 3 3 7 4+ 35

Wargear (Tribal Guard):

-Kroot Blade

Weapon Range Type S AP D Abilities
Kroot Blade Melee Melee +1 -2 1 -

-Kroot Shield

Kroot Shield: A model equipped with a Kroot Shield has a 6+ invulnerable save. In addition, add 2 to armor saving throws made for that model.

Wargear (Tribal Guard on Knarloc):

-Kroot Blade

Weapon Range Type S AP D Abilities
Kroot Blade Melee Melee +1 -2 1 -

-Kroot Shield

Kroot Shield: A model equipped with a Kroot Shield has a 6+ invulnerable save. In addition, add 2 to armor saving throws made for that model.

-Sharp Beak and Talons

Weapon Range Type S AP D Abilities
Sharp Beak and Talons Melee Melee 5 -2 1 After a model riding a Knarloc makes its close combat attacks, you can attack with its mount. Make 2 additional attacks, using this weapon profile.

Special Rules (Tribal Guard): <tabs> <tab name="Feral Hunters"> See Army Rules - Universal </tab> <tab name="The Pack's Shield (Aura)"> Roll a D6 each time a friendly Kroot Character loses a wound whilst they are within 3" of this unit; on a 2+ a model from this unit can intercept that hit - the character does not lose a wound but this unit suffers a mortal wound. Then, roll a die for each mortal wound it suffers from this rule; on a 6+ it does not lose that wound. </tab> </tabs>

Special Rules (Tribal Guard on Knarloc): <tabs> <tab name="Feral Hunters"> See Army Rules - Universal </tab> <tab name="Loping Stride"> When this unit Advances, add 6" to its Move characteristic instead of rolling a D6. </tab> <tab name="The Pack's Shield (Aura)"> Roll a D6 each time a friendly Kroot Character loses a wound whilst they are within 3" of this unit; on a 2+ a model from this unit can intercept that hit - the character does not lose a wound but this unit suffers a mortal wound. Then, roll a die for each mortal wound it suffers from this rule; on a 6+ it does not lose that wound. </tab> <tab name="Thunderous Pounce"> Add 1 to wound tolls made for this unit's melee attacks if this unit made a charge move this turn. </tab> </tabs>

Options:

These models may ride a Knarloc - +24 pts./+1 PR

Keywords (Tribal Guard):

  • Faction:Kroot
  • Elites, Tribal Guard, Infantry

Keywords (Tribal Guard on Knarloc):

  • Faction:Kroot
  • Elites, Tribal Guard, Tribal Guard on Knarloc, Cavalry


Fast Attacks

Knarloc Riders

This unit contains 3 Knarloc Riders (Power Rating: 3). It can include up to 3 more Knarloc Riders (Power Rating: +3) or up to 6 more Knarloc Riders (Power Rating: +6).

Name M WS BS S T W A Ld Sv Pts/model
Knarloc Rider 12" 3+ 4+ 3 4 4 2 6 4+ 20

Wargear:

-Kroot Rifle

Weapon Range Type S AP D Abilities
Kroot Rifle Melee Melee +1 -1 1 -
Kroot Rifle 24" Rapid Fire 1 4 0 1 This weapon may be fired even if the wielder Advanced during its turn, however it must subtract 1 from its hit rolls.

-Sharp Beak and Talons

Weapon Range Type S AP D Abilities
Sharp Beak and Talons Melee Melee 5 -2 1 After a model riding a Knarloc makes its close combat attacks, you can attack with its mount. Make 2 additional attacks, using this weapon profile.

Special Rules: <tabs> <tab name="Feral Hunters"> See Army Rules - Universal </tab> <tab name="Loping Stride"> When this unit Advances, add 6" to its Move characteristic instead of rolling a D6. </tab> <tab name="Thunderous Pounce"> Add 1 to wound tolls made for this unit's melee attacks if this unit made a charge move this turn. </tab> </tabs>

Options:

Any model in the unit may replace its Kroot Rifle with one of the following:

-Pulse Blaster - free

Weapon Range Type S AP D Abilities
Pulse Blaster (Long Range) 15" Assault 2 4 0 1 -
Pulse Blaster (Medium Range) 10" Assault 2 5 -1 1 -
Pulse Blaster (Close Range) 5" Assault 2 6 -2 1 -

-Pulse Carbine - free

Weapon Range Type S AP D Abilities
Pulse Carbine 18" Assault 2 5 0 1 -

-Pulse Rifle - free

Weapon Range Type S AP D Abilities
Pulse Rifle 30" Rapid Fire 1 5 0 1 -

Keywords:

  • Faction:Kroot
  • Fast Attack, Knarloc Riders, Cavalry


Kroot Hounds

This unit contains 4 Kroot Hounds (Power Rating: 1). It can include up to 4 more Kroot Hounds (Power Rating: +1), up to 8 more Kroot Hounds (Power Rating: +2), up to 12 more Kroot Hounds (Power Rating: +3), up to 16 more Kroot Hounds (Power Rating: +4), up to 20 more Kroot Hounds (Power Rating: +5), up to 24 more Kroot Hounds (Power Rating: +6), up to 28 more Kroot Hounds (Power Rating: +7), up to 32 more Kroot Hounds (Power Rating: +8) or up to 36 more Kroot Hounds (Power Rating: +9).

Name M WS BS S T W A Ld Sv Pts/model
Kroot Hound 12" 3+ - 3 3 1 2 5 6+ 4
Kroot Handler on Knarloc 12" 3+ 4+ 3 4 4 2 7 4+ 25

Wargear (Kroot Hound):

-Ripping Fangs

Weapon Range Type S AP D Abilities
Ripping Fangs Melee Melee User -1 1 -

Wargear (Kroot Handler on Knarloc):

-Kroot Rifle

Weapon Range Type S AP D Abilities
Kroot Rifle Melee Melee +1 -1 1 -
Kroot Rifle 24" Rapid Fire 1 4 0 1 This weapon may be fired even if the wielder Advanced during its turn, however it must subtract 1 from its hit rolls.

-Sharp Beak and Talons

Weapon Range Type S AP D Abilities
Sharp Beak and Talons Melee Melee 5 -2 1 After a model riding a Knarloc makes its close combat attacks, you can attack with its mount. Make 2 additional attacks, using this weapon profile.

Special Rules (Kroot Hound): <tabs> <tab name="Feral Hunters"> See Army Rules - Universal </tab> <tab name="Loping Stride"> When this unit Advances, add 6" to its Move characteristic instead of rolling a D6. </tab> <tab name="Voracious Predators"> You can re-roll failed charge and wound rolls for this unit when targeting a unit that has suffered any unsaved wounds this turn. </tab> </tabs>

Special Rules (Kroot Handler on Knarloc): <tabs> <tab name="Feral Hunters"> See Army Rules - Universal </tab> <tab name="Hound Leader"> As long as this model is alive, each time this unit fails a Morale test only one model flees. </tab> <tab name="Loping Stride"> When this unit Advances, add 6" to its Move characteristic instead of rolling a D6. </tab> <tab name="Thunderous Pounce"> Add 1 to wound tolls made for this unit's melee attacks if this unit made a charge move this turn. </tab> </tabs>

Options:

This unit may include a Kroot Handler on Knarloc - 25 pts.

The Kroot Handler on Knarloc may replace its Kroot Rifle with one of the following:

-Pulse Blaster - free

Weapon Range Type S AP D Abilities
Pulse Blaster (Long Range) 15" Assault 2 4 0 1 -
Pulse Blaster (Medium Range) 10" Assault 2 5 -1 1 -
Pulse Blaster (Close Range) 5" Assault 2 6 -2 1 -

-Pulse Carbine - free

Weapon Range Type S AP D Abilities
Pulse Carbine 18" Assault 2 5 0 1 -

-Pulse Rifle - free

Weapon Range Type S AP D Abilities
Pulse Rifle 30" Rapid Fire 1 5 0 1 -

Keywords (Kroot Hound):

  • Faction:Kroot
  • Fast Attack, Kroot Hound, Beast

Keywords (Kroot Handler on Knarloc):

  • Faction:Kroot
  • Fast Attack, Kroot Handler on Knarloc, Cavalry, Character


Winged Carnivores Flock

This unit contains 5 Winged Carnivores (Power Rating: 2). It can include up to 5 more Winged Carnivores (Power Rating: +2) or up to 10 more Winged Carnivores (Power Rating: +4).

Name M WS BS S T W A Ld Sv Pts/model
Winged Carnivore 12" 3+ 4+ 3 3 1 1 6 7+ 6

Wargear:

-Kroot Rifle

Weapon Range Type S AP D Abilities
Kroot Rifle Melee Melee +1 -1 1 -
Kroot Rifle 24" Rapid Fire 1 4 0 1 This weapon may be fired even if the wielder Advanced during its turn, however it must subtract 1 from its hit rolls.

Special Rules: <tabs> <tab name="Ambush From Above"> During deployment, you can set up this unit in the sky instead of placing it on the battlefield. At the end of any of your Movement phases, this unit can ambush its enemy – set it up anywhere on the battlefield that is more than D3+3" away from any enemy models. </tab> <tab name="Feral Hunters"> See Army Rules - Universal </tab> </tabs>

Keywords:

  • Faction:Kroot
  • Fast Attack, Winged Carnivores, Infantry, Fly


Heavy Supports

Great Knarloc Pack

This unit contains 1 Great Knarloc (Power Rating: 4). It contain 1 additional Great Knarloc (Power Rating: +4) or 2 additional Great Knarlocs (Power Rating: +8).

Name M WS BS S T W A Ld Sv Pts/model
Great Knarloc 7" 3+ 4+ 7 7 9 4 6 4+ 80

Wargear:

-Razor Talons

Weapon Range Type S AP D Abilities
Razor Talons Melee Melee User -3 3 -

Special Rules: <tabs> <tab name="Crushing Beak"> Each time a model with a crushing beak makes a pile-in move you can pick an enemy unit within 1" and roll a D6. On a 4+, that unit suffers D3 mortal wounds. </tab> <tab name="Feral Hunters"> See Army Rules - Universal </tab> <tab name="Hunting Pack"> The first time this unit is set up on the battlefield, all of its models must be placed within 6" of at least one other model in their unit. From that point onwards, each operates independently and is treated as a separate unit. </tab> </tabs>

Upgrades: <tabs> <tab name="Baggage Harness (Aura)"> Add 1 to the Leadership characteristic of Kroot units within 6" of any friendly Great Knarlocs equipped with a baggage harness. </tab> </tabs>

Options:

Any model may take one of the followings:

-Kroot Bolt Thrower - +5 pts.

Weapon Range Type S AP D Abilities
Kroot Bolt Thrower 36" Assault D6 6 -1 1 -

-Twin Kroot Gun - +7 pts.

Weapon Range Type S AP D Abilities
Twin Kroot Gun 48" Rapid Fire 2 7 -1 D3 This weapon may be fired even if the wielder Advanced during its turn, however it must subtract 1 from its hit rolls.

Any model may take the Baggage Harness upgrade - +5 pts.

Keywords:

  • Faction:Kroot
  • Heavy Support, Great Knarloc, Monster


Krootworm Pack

This unit contains 1 Krootworm (Power Rating: 5). It can contain 1 additional Krootworm (Power Rating: +5) or 2 additional Krootworms (Power Rating: +10).

Name M WS BS S T W A Ld Sv Pts/model
Krootworm 12" 3+ - 7 6 9 4 6 5+ 90

Biomorphs:

-Drill Beak

Weapon Range Type S AP D Abilities
Drill Beak Melee Melee User -3 3 Each time the bearer fights, it can make one (and only one) attack with this weapon. This is in addition to the bearer’s attacks.

-Sharp Limbs

Weapon Range Type S AP D Abilities
Sharp Limbs Melee Melee User -2 1 Make 2 hit rolls for each attack made with this weapon, instead of 1.

Special rules: <tabs> <tab name="Burrow"> At the beginning of any of your Movement phases, any Krootworm can burrow. Remove it from the battlefield – it can return as described in the Burrowing Explosion special rule. A Krootworm may not burrow and return to the battlefield in the same turn. If the battle ends while the Krootworm is underground, it is considered to be slain. </tab> <tab name="Burrowing Explosion"> During deployment, you can set up a Krootworm underground instead of placing it on the battlefield. At the end of any of your Movement phases, set up the Krootworm anywhere on the battlefield that is more than 1" away from any enemy models and more than 3" from any other Krootworm set up this way this turn, then roll a D6 for each enemy unit within 2" of it; on a 1 the unit escapes unharmed, on a 2-3 it suffers 1 mortal wound, on a 4-5 it suffers D3 mortal wounds and on a 6 it suffers 3 mortal wounds. The Krootworm cannot charge in the same turn. </tab> <tab name="Feral Hunters"> See Army Rules - Universal </tab> <tab name="Hunting Pack"> The first time this unit is set up on the battlefield, all of its models must be placed within 6" of at least one other model in their unit. From that point onwards, each operates independently and is treated as a separate unit. </tab> <tab name="Swallow Whole"> When attacking with this model's Drill Beak, if the hit roll is an unmodified 6, randomly chose one Infantry model in the attacked unit; that model is immediately slain. </tab> </tabs>

Keywords:

  • Faction:Kroot
  • Heavy Support, Monster, Krootworm


Flyers

Kroothawk Flock

This unit contains 1 Kroothawk (Power Rating: 4). It contain 1 additional Kroothawk (Power Rating: +4) or 2 additional Kroothawks (Power Rating: +8).

Name M WS BS S T W A Ld Sv Pts/model
Kroothawk 18" 3+ - 7 6 10 4 6 4+ 80

Wargear:

-Razor Talons

Weapon Range Type S AP D Abilities
Razor Talons Melee Melee User -3 3 -

Special Rules: <tabs> <tab name="Diving Attack"> At the end of the Movement phase, select one enemy unit this model has moved over this turn; on a roll of 4+ that unit suffers D3 mortal wounds, 2D3 on a 6. </tab> <tab name="Feral Hunters"> See Army Rules - Universal </tab> <tab name="Hunting Pack"> The first time this unit is set up on the battlefield, all of its models must be placed within 6" of at least one other model in their unit. From that point onwards, each operates independently and is treated as a separate unit. </tab> </tabs>

Upgrades: <tabs> <tab name="Transport Tent"> This model gains the Transport keyword and may transport up to 10 Kroot Infantry or Cavalry models (Cavalry models count as three models for the purpose of capacity). A model with this Upgrade cannot perform any diving attack. </tab> </tabs>

Options:

Any model may take the Transport Tent upgrade - +25 pts.

Keywords:

  • Faction:Kroot
  • Flyer, Kroothawk Flock, Monster, Fly


Lords of War

Knarloc Alpha

This unit contains 1 Knarloc Alpha (Power Rating: 14).

Name M WS BS S T W A Ld Sv Pts/model
Knarloc Alpha 12" 3+ 4+ 9 8 10-18 5 6 3+ 280
Knarloc Alpha 9" 3+ 4+ 8 8 5-9 6 6 3+ 280
Knarloc Alpha 6" 3+ 4+ 7 8 1-4 7 6 3+ 280

Wargear:

-Crushing Feet

Weapon Range Type S AP D Abilities
Crushing Feet Melee Melee User -2 2 Make 2 hit rolls for each attack made with this weapon, instead of 1.

-Heavy Kroot Gun

Weapon Range Type S AP D Abilities
Heavy Kroot Gun 48" Rapid Fire 1 8 -3 2D3 This weapon may be fired even if the wielder Advanced during its turn, however it must subtract 2 from its hit rolls.

-Razor Talons

Weapon Range Type S AP D Abilities
Razor Talons Melee Melee User -3 3 -

-Spiked Tail

Weapon Range Type S AP D Abilities
Spiked Tail Melee Melee User -3 1 Each time the bearer fights, it can make one (and only one) attack with this weapon. Make D3 hit rolls for this attack instead of one. This is in addition to the bearer’s attacks.

Special Rules: <tabs> <tab name="Baggage Harness (Aura)"> Add 1 to the Leadership characteristic of Kroot units within 6" of this unit. </tab> <tab name="Crushing Beak"> Each time a model with a crushing beak makes a pile-in move you can pick an enemy unit within 1" and roll a D6. On a 4+, that unit suffers D3 mortal wounds. </tab> <tab name="Feral Hunters"> See Army Rules - Universal </tab> <tab name="Knarloc Alpha"> Friendly Kroot Cavalry and Great Knarloc units within 6" of this model add 3" to their advance and charge distances and may add 1 to their hit rolls during the Fight phase. </tab> </tabs>

Upgrades: <tabs> <tab name="Transport Hooks"> This model gains the Transport keyword and may transport up to 15 Kroot Infantry models. </tab> </tabs>

Options:

This model may take two of the followings in any combination:

-Kroot Bolt Thrower - +5 pts.

Weapon Range Type S AP D Abilities
Kroot Bolt Thrower 36" Assault D6 6 -1 1 -

-Twin Kroot Gun - +7 pts.

Weapon Range Type S AP D Abilities
Twin Kroot Gun 48" Rapid Fire 2 7 -1 D3 This weapon may be fired even if the wielder Advanced during its turn, however it must subtract 1 from its hit rolls.

This model may replace its Heavy Kroot Gun with a Supremacy Railgun - +30 pts.

Weapon Range Type S AP D Abilities
Supremacy Railgun (Submunitions) 72" Heavy 2D6 6 -1 1 Blast.
Supremacy Railgun (Soild Shot) 72" Heavy 2 10 -4 3D3 Each time you make a wound roll of 6+ for this weapon, the target unit suffers D3 mortal wounds in addition to the normal damage.

This model may take the Transport Hooks upgrade - +25 pts.

Keywords:

  • Faction: Kroot
  • Lord of War, Knarloc Alpha, Monster, Titanic

Crusade Rules

Agendas

Requisitions

Battle Traits

Kindred Units

Kroot Beasts

Shamans

Weapon Enhancements

Batlle Scars

Crusade Relics

Artificier Relics

Antiquity Relics

Legendary Relics