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

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Army Rules

Universal

  • Name: Lore description.
Effect

Detachment Rules

  • Name: Lore description.
Effect
  • Object Secured: Lore Description
If your army is Battle-forged, all Troops units in Skaventide 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.

Stratagems

Battle Tactics Stratagems

  • Stratagem Name (X CP): Lore description.
Effect

Requisition Stratagems

  • Stratagem Name (X CP): Lore description.
Effect

Strategic Ploy Stratagems

  • Stratagem Name (X CP): Lore description.
Effect

Wargear Stratagems

  • Stratagem Name (X CP): Lore description.
Effect

Warlord Traits

  • 1: Trait Name: Lore description.
Effect

Specialist Detachments

Name (X CP)

Lore description

All Skaventide x and x units in this Specialist Detachment gain the Name keyword.

Warlord Trait:

  • Trait Name: Lore Description
Effect

Stratagems:

  • Stratagem Name (X CP): Lore description.
Effect

Relic:

  • Relic Name: Lore description.
Effect

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. Stratagems found in this section can only be used on units from the correspondent formation.

Name (2 CP)

Lore Description

Composition:

  • Number Unit

Restrictions:

  • Restriction (if any)

Effects:

  • Effect Name: Effect

Special Stratagems:

  • Stratagem Name (X CP): Lore description.
Effect

Apocalypse Rules

Apocalypse rules are special rules that are meant to represent the power of an immense force on the tabletop. Each army has one and it differs from effects and restrictions.

Name: Lore Description

If your army is Battle-forged, and contains at least 6000 points of Skaventide units, then effect

Wargear

Melee Weapons

  • Weapon category: Lore Description
Weapon Range Type S AP D Abilities
Name Melee Melee User 0 1 -

Ranged Weapons

  • Weapon category: Lore Description
Weapon Range Type S AP D Abilities
Name Range Type User 0 1 -

Hunting Relics

  • Relic Name: Lore description.
Effect

Other Wargear

  • Wargear Name: Lore description.
Effect

Units

HQs

Unit Name

Lore Description

This unit contains x "Models" (Power Rating: y). It can include up to x more "Models" (Power Rating: +y) or up to x more "Models" (Power Rating: +yy).

Name M WS BS S T W A Ld Sv Pts/model
"Models" - x+ x+ - - - - - x+ x

Wargear:

-Wargear name

Weapon Range Type S AP D Abilities
Name range type S AP D -

Special Rules: <tabs> <tab name="Rule name"> See Army Rules - Detachment Rules </tab> <tab name="Rule name1"> See Army Rules - Universal </tab> <tab name="Rule name2"> Effect </tab> </tabs>

Upgrades: <tabs> <tab name="Upgrade name"> effect </tab> </tabs>

Options:

Any model may replace its weapon name with a weapon option - cost

Weapon Range Type S AP D Abilities
Name range type S AP D -
  • The entire unit may take the Upgrade upgrade - +x pts./model

Keywords:

  • Faction: x
  • x


Troops

Kroot Carnivores

The most common of kroot kindreds. Even with their fragile-looking physique, these fearsome hunters are extremely capable and have mastered the fundamentals of hunting and mercenarism. They are a force to be reckoned with in every field.

This unit contains 10 Kroots (Power Rating: 6). It can include up to 10 more Kroots (Power Rating: +6) or up to 20 more Kroots (Power Rating: +12).

Name M WS BS S T W A Ld Sv Pts/model
Kroot Carnivore 7" 3+ 4+ 4 3 1 2 6 5+ 12

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, Kindred


Elites

Dahyak Grekh

A kroot mercenary who has entered the bowels of a Blackstone Fortress and lived. He's an expert on far-away killings and carefully placed traps. These abilities are what kept him alive inside that black tomb and that marked his figure in the lenses of the machines within.

This unit contains 1 Dahyak Grekh (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
Dahyak Grekh 7" 3+ 3+ 4 3 3 3 7 5+ 60

Wargear:

-Kroot Pistol

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

-Dahyak's Precision Kroot Rifle

Weapon Range Type S AP D Abilities
Dahyak's 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. If the target is a Blackstone Constructs Control unit, add 1 to the damage of the attack.

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 phase, 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>

Warlord Trait: If this model is your Warlord, it has the following Warlord Trait: <tabs> <tab name="Raider of the Blackstone Fortress"> Re-roll wound rolls of 1 against enemy Blackstone Constructs units. </tab> </tabs>

Keywords:

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


Kroot Beast-hunter

A strain of kroot specialized in the hunting of great beasts and monsters. The initiation on this path of the hunter is almost seen as taboo and few are the ones that follow it. Those that do are usually mentally deranged and obsessed with killing and the dark path they go down only accentuates this warped view.

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+ 4 3 3 4 7 4+ 40
Kroot Beast-hunter on Knarloc 12" 2+ 3+ 4 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>

Upgrades: <tabs> <tab name="Krootor Companion"> Each time this model fights make two additional attacks at Strength 4, Ap -2, and Damage 1, these are in addition to the model's attacks. In addition, add two wounds to this model's Wounds characteristic; these two wounds can't be recovered in any way, and once lost, remove this Upgrade from this model's profile. </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" Assault 2 +2 * 1 The AP characteristic of this weapon is equal to a third of the Strenght characteristic of its bearer, rounding down (e.g. Strenght 4 means an AP of -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 or a Titanic unit.

This model may replace its Kroot Rifle with an Eviscerator - +10 pts.

Weapon Range Type S AP D Abilities
Eviscerator (swipe attack) Melee Melee User -1 1 Each time the bearer fights, it makes 1 additional attack with this weapon.
Eviscerator (pierce attack) Melee Melee +3 -4 2 You can only use this profile in a turn in which the bearer charged.

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 take one of the followings:

-Knarloc - +12 pts./ +1 PR

-Krootor Companion Upgrade - +5 pts.

Keywords (Kroot Beast-hunter):

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

Keywords (Kroot Beast-hunter on Knarloc):

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


Kroot Shaman

Kroot Shamans channel the spirits of the dead kindreds to aid their kin into battle. Their wear isn't as light and made for movement like that of other members of their species and they often carry the weight of the numerous talismans and relics that grant them their great strength. Even though they don't seem to be made for combat, they are an integral part of a kroot tribe and they should never be underestimated.

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+ 4+ 4 3 3 1 7 5+ 35

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 Kindred 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="Aura of the Spirits"> This model has a 5+ Invulnerable save. </tab> <tab name="Feral Hunters"> See Army Rules - Universal </tab> </tabs>

Invocations: This model knows the Invocation of the Hunter's Beak and one more Invocation 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, Kindred


Krootox Riders

Mounting the ferocious Krootox, these carnivores advanced towards the enemy with the same confidence the other species have when riding in their armored vehicles. Although slow in movements and reaction, these beast are excellent at carrying heavy weaponry, and even in close combat one can see what just one specimen is able to achieve.

This unit contains 1 Krootox Rider (Power Rating: 3). It can include 1 additional Krootox Rider (Power Rating: +3), 2 aditional Krootox Riders (Power Rating: +6), 3 aditional Krootox Riders (Power Rating: +9) or 4 aditional Krootox Riders (Power Rating: +12).

Name M WS BS S T W A Ld Sv Pts/model
Krootox Rider 6" 3+ 4+ 6 5 4 3 6 4+ 50

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, Kroot Predators


Tribal Guards

The proud guards of the shapers and shamans of their tribe, these kroot soldiers are ready to lose their life to save that of the one to guide them. Even if it may seem primitive, the shields wielded by these protectors are made out of the most durable of substances known to krootkind and even the blades they held proudly in the air are as sharp as the weapons of any other species.

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+ 4 3 2 3 7 4+ 28
Tribal Guard on Knarloc 12" 3+ 4+ 4 4 3 3 7 4+ 40

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, Kindred

Keywords (Tribal Guard on Knarloc):

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


Fast Attacks

Knarloc Riders

Natives of the lush world of Pech, Knarlocs are powerful and agile creatures that find many purposes in the life of a kindred. They are often used as a transport method for kroots and light materials but also have a use during the many hunts they take part in. With their agility, no prey is safe against them, and when they find their target, their thunderous pounce is sure to finish them quickly.

This unit contains 3 Knarloc Riders (Power Rating: 5). It can include up to 3 more Knarloc Riders (Power Rating: +5) or up to 6 more Knarloc Riders (Power Rating: +10).

Name M WS BS S T W A Ld Sv Pts/model
Knarloc Rider 12" 3+ 4+ 4 4 4 2 6 4+ 35

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:

-Eviscerator - +10 pts.

Weapon Range Type S AP D Abilities
Eviscerator (swipe attack) Melee Melee User -1 1 Each time the bearer fights, it makes 1 additional attack with this weapon.
Eviscerator (pierce attack) Melee Melee +3 -4 2 You can only use this profile in a turn in which the bearer charged.

-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 2 -

-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 Attacks, Knarloc Riders, Cavalry, Kindred, Kroot Predators


Kroot Hounds

Loyal bloodhound from generations, these creatures of a fine sense of smell are excellent at tracking down a wounded prey or hidden target and their flexibility in uses makes them the perfect companion for lone hunters and hunting packs alike.

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+ 4 4 4 2 7 4+ 30

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 - +30 pts.

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

-Eviscerator - +10 pts.

Weapon Range Type S AP D Abilities
Eviscerator (swipe attack) Melee Melee User -1 1 Each time the bearer fights, it makes 1 additional attack with this weapon.
Eviscerator (pierce attack) Melee Melee +3 -4 2 You can only use this profile in a turn in which the bearer charged.

-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 2 -

-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 Attacks, Kroot Hounds, Beast, Kroot Predators

Keywords (Kroot Handler on Knarloc):

  • Faction: Kroot
  • Fast Attacks, Kroot Handler on Knarloc, Cavalry, Character, Kindred, Kroot Predators


Kroot Hound Alpha

When free in the wilderness, kroot hounds packs are lead by a fearsome alpha hound who rules over his underlings with ferocity and might. Although rare to capture and contain, if taken on a battlefield he'll surely find his use charging into the enemy ranks with swarm of lesser creatures nearby.

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

Name M WS BS S T W A Ld Sv Pts/model
Kroot Hound Alpha 12" 3+ - 4 4 4 4 6 5+ 40

Wargear:

-Ripping Claws

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

-Savage Maw

Weapon Range Type S AP D Abilities
Savage Maw Melee Melee +2 -2 D3 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.

Special Rules: <tabs> <tab name="Feral Hunters"> See Army Rules - Universal </tab> <tab name="Leader of the Pack"> You can re-roll failed hit rolls for friendly Kroot Hounds units within 12" in a turn in which they charged, were charged, or performed a heroic intervention. </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>

Keywords:

  • Faction: Kroot
  • Fast Attacks, Beast, Kroot Predators, Kroot Hound Alpha


Winged Carnivores Flock

A winged variant of the normal carnivore. Although the kroots have long since lost their ability to fly, this small group of individuals has adapted to function as a vanguard or strike force, able to deploy quickly in any type of situation.

This unit contains 5 Winged Carnivores (Power Rating: 4). It can include up to 5 more Winged Carnivores (Power Rating: +4) or up to 10 more Winged Carnivores (Power Rating: +8).

Name M WS BS S T W A Ld Sv Pts/model
Winged Carnivore 12" 3+ 4+ 4 3 1 2 6 7+ 15

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 Attacks, Winged Carnivores, Infantry, Fly, Kindred


Heavy Supports

Greater Knarloc Pack

A staple of kroot mercenaries bands, these enormous beasts are a common sight on planets that host kroot troops. A bigger variant of the knarloc that has adapted to biomes without the presence of great vegetation. Like the krootoxes, they too are capable of transporting heavy weapons, although the strength of those armaments and their hauler is greatly superior.

This unit contains 1 Greater Knarloc (Power Rating: 5). It can contain 1 additional Greater Knarloc (Power Rating: +5) or 2 additional Greater Knarlocs (Power Rating: +10).

Name M WS BS S T W A Ld Sv Pts/model
Greater Knarloc 7" 3+ 4+ 7 7 9 4 6 4+ 100

Wargear:

-Crushing Beak

Weapon Range Type S AP D Abilities
Crushing Beak Melee Melee User -4 3 -

-Razor Talons

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

Special Rules: <tabs> <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="Trampling Charge"> Each time a model with this special rule 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> </tabs>

Upgrades: <tabs> <tab name="Baggage Harness (Aura)"> Add 1 to the Leadership characteristic of Kindred 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 Supports, Greater Knarloc, Monster, Kindred, Kroot Predators


Krootworm Pack

A less known variant of kroot, a Krootworm is a giant worm-like creature found in desert areas of Pech. It uses its enormous beak to dig into the sand and dirt and burst from under its prey to swallow it whole. Due to their nature, they aren't always seen alongside their more intelligent relatives, although some mercenary bands do in fact sport a few exemplars.

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 Supports, Monster, Krootworm, Kroot Predators


Flyers

Kroothawk Flock

The original ancestors of the current days kroot, in ancient times the skies of Pech were filled by these enormous beasts, but now only a few are left. They are venerated by the shamans and to possess even one of them is a great reason of pride for a tribe. They are only used in dire situations and carry their descendants into battle as they carried their history into the heavens.

This unit contains 1 Kroothawk (Power Rating: 4). It can 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
  • Flyers, Kroothawk, Monster, Fly, Kroot Predators


Lords of War

Greater Knarloc Alpha

The supreme and undiscussed king of the food chain of Pech. These gargantuan beasts are powerful engines of war capable of standing their ground against the titans of other species. They say the valleys of Pech were molded by the footsteps of the primordial knarloc and when one of these monsters descends into battle, the entire earth trembles in fear.

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

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

Wargear:

-Crushing Beak

Weapon Range Type S AP D Abilities
Crushing Beak Melee Melee User -4 3 -

-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 Kindred units within 6" of this unit. </tab> <tab name="Feral Hunters"> See Army Rules - Universal </tab> <tab name="Knarloc Alpha"> Friendly Kroot Cavalry and Greater 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> <tab name="Trampling Charge"> Each time a model with this special rule 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> </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
  • Lords of War, Greater Knarloc Alpha, Monster, Titanic, Kindred, Kroot Predators


Fortifications

Hidden Mines

Ambushes are a specialty of the kroots like many other subtle ways of fighting. One of the most obscure but effective is the employment of explosives hidden under the ground that blow up any intruder that steps on it. They are quite dangerous, as friendly kroots can be hit by the explosion, but the damage they produce is well worth the risk.

This unit contains 3 Hidden Mines (Power Rating: 2). It can contain up to 3 additional Hidden Mines (Power Rating: +2) or up to 6 additional Hidden Mines (Power Rating: +4).

Name M WS BS S T W A Ld Sv Pts/model
Hidden Mine - - - - 2 1 - 10 6+ 10

Special Rules: <tabs> <tab name="Hidden Mines"> Before the battle begins, before both armies are deployed, secretly decide a number of points on the battlefield equal to the number of hidden mines in this unit. These models are hidden in those places. A Hidden Mine explodes if it is within 3" of any enemy units at the end of any Movement or Charge phase. Each time a Hidden Mine explodes, roll a D6; on a 1 it fails to inflict any harm, on a 2-5 it inflicts D3 mortal wounds on every unit within 3", and on a 6 it inflicts D6 mortal wounds instead. The Hidden Mine is then destroyed. </tab> </tabs>

Keywords:

  • Faction: Kroot
  • Fortifications, Hidden Mines, Building


Kroot Towers

Kroot towers are a common sight in battles in which these mercenaries are employed and near their various outposts. They are not very durable but can offer a good amount of fire support and can hold their own against smaller hordes.

This unit contains 1 Kroot Tower (Power Rating: 4). It can contain 1 additional Kroot Tower (Power Rating: +4) or 2 additional Kroot Towers (Power Rating: +8).

Name M WS BS S T W A Ld Sv Pts/model
Kroot Tower - - 4+ - 7 10 - 10 4+ 80

Wargear:

-Kroot Bolt Thrower

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

Special Rules: <tabs> <tab name="Explodes"> If this model is reduced to 0 wounds, roll a D6 before removing it from the battlefield. On a 6 it explodes, and each unit within 3" suffers D3 mortal wounds. </tab> <tab name="Kroot Fortification"> A Kroot Tower is no larger than 4"x4"x6". This unit must be deployed once both players have finished setting their armies on the table and models in this unit don't have to be put in unit coherency. From that point onwards, each model operates independently and is treated as a separate unit. </tab> <tab name="Immobile"> This model cannot move for any reason, nor can it fight in the Fight phase. Enemy models automatically hit this model in the Fight phase – do not make hit rolls. Friendly units can still target enemy units that are within Engagement Range of this model. </tab> </tabs>

Options:

This model may replace its Kroot Bolt Thrower for one of the following:

-Heavy Kroot Gun - +10 pts.

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.

-Twin Kroot Gun - free

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.

Keywords:

  • Faction: Kroot
  • Fortifications, Kroot Tower, Building, Kindred

Crusade Rules

Agendas

  • Hunting Expedition: The shaper has spoken, a new hunt will begin, and with that a new harvest for his kindred.
Keep an Hunting tally for each Kroot Kindred unit from your army. At the end of each Shooting or Fight phase, add 1 to that unit's Hunting tally if it destroyed 1 or more enemy units that battle round.
At the end of the battle, each unit gains 1 experience point for every 2 marks on its Hunting tally.
  • Military Espionage: Sometimes the contract requires a stealthy approach to the battle, this is of no problem to the kroot, for their abilities are well adapted to work in the dark.
Kroot Infantry units from your army can attempt the following action:
Military Espionage (Action): At the end of your Movement phase, one unit from your army that is within 12" of an enemy Character and not inside its line of sight can start to perform this action. This action is completed at the start of your next Command phase. This action cannot be attempted more than once for each enemy Character.
Each time this Action is completed you gain 3 Victory Points.
  • Taker of Heads: The best way to defeat one's target is to cut their head, be it figuratively or literally, it works either way.
Each time a unit from your army kills an enemy Character or leader model (e.g. Space Marine Seargent) during the Fight phase, that unit gains 1 experience point.

Requisitions

  • DNA Acquired (2 RP): Battling against a myriad of opponents has its benefits, like obtaining different sorts of DNA with which to evolve.
Purchase this Requisition after a victory is achieved in a battle against an army that doesn't have the Kroot, Necrons, Blackstone Constructs or Chaos keyword. Select one unit from your army and randomly assign one trait from the DNA Assimilation Stratagem from the respective faction to that unit. If your Crusade force includes a Kroot Shaper unit, then you can choose the trait instead of rolling it and apply it both to that unit and the Kroot Shaper. Add 1 to the Crusade points of units affected by this Requisition accordingly and make a note on its Crusade card. This Requisition can only be used once per battle.
  • Healthy Budget (0 RP): Achieving the employer's goals is something indeed important for a mercenary. If those who pay you become richer, then so will your payment.
Purchase this Requisition when you purchase the Increase Supply Limit Requisition. If your army contains a number of units that don't possess the Kroot keyword greater than those who do, select one Kroot unit in your army; that unit immediately benefits from the Fresh Recruits or Rearm and Resupply Requisition.
  • Mount Acquired (1 RP): Owning a Knarloc is a symbol of great courage and control, these warriors have differed from the rest on the battlefield and so they are granted their place in the winds.
Purchase this Requisition after a battle. Select one Infantry Kroot Shaper, Kroot Beast-hunter or Tribal Guards unit from your army that has obtained a Battle Trait this game. That unit can be upgraded to ride a Knarloc without any additional points increase. If so, add 1 to the Crusade points of the unit and make a note on its Crusade card. This Requisition can't target Kroot Shaper units with Wings or units with the Krootor Companion Upgrade.

Battle Traits

Kindred Units (without the Kroot Predators keyword)

  • 1) Alien Reinforcements: When the chances are odd, it's always nice to have additional troops on the field, for an additional price that is.
This unit does not count towards the number of Kroot units in your army when following the Alien Mercenaries Detachment Rule.
  • 2) Fearsome Hunters: Countless battles have turned these kroot warriors into fearsome experts at killing their target.
Add 1 to the attack characteristic of models in this unit.
  • 3) Genetic Code Reshuffling: Kroot physiology is extremely versatile when it comes to evolutionary traits and some kroots are capable of assuming multiples at once.
This unit benefits from one additional Evolutionary Trait.

Kroot Predators Units

  • 1) Accelerated Metabolism: The cellular functions of these kroot beasts are highly sped up, granting them more energy but at a higher food cost.
When this unit charges, roll an additional D6 and subtract the lowest result.
  • 2) Aggressive Predators: Nurtured with the blood of their prey, these beasts know well the warmth of fresh insides and that has turned them into fearsome predators.
Add 1 to the attack characteristic of models in this unit. If this unit is a Cavalry, then instead make one additional attack with that unit's Sharp Beak and Talons.
  • 3) Unparalleled Ferocity: These beasts have been trained in the midst of war; for them, every second is a battle for survival, and they'll show their strength with every bite and scratch.
Re-roll hit rolls of 1 when attacking with weapons from the Kroot Predators Weapons list.

Kroot Shaper Units

  • 1) Leader of the Pack: In this tribe, no one dares to argue the will of this individual, for only he is the true leader of the kindred.
Add 3" to this model's The Shaper Commands special rule.
  • 2) Renowned Mercenary: As the fame of this individual rises, so does the pay required to keep it on this side of the conflict.
If your army contains a number of units that don't possess the Kroot keyword greater than those who do, each time this model gains a Battle Trait after this, you gain 1 Requisition point. Requisition points gained this way can only be used to purchase Requisitions that target Kroot units in your Crusade force.
  • 3) Taker of Trophies: This individual takes great pleasure in taking little mementos of its past hunts. These trophies only serve to boost the fighting spirit of those around it.
Each time this model slays an enemy Character or leader model (e.g. Space Marine Seargent) during the Fight phase, friendly Kindred units within 6" of it add 1 to their Leadership characteristic to a maximum of 10.

Shaman Units

  • 1) Channeling of the Ancestors' Might: With great concentration, this shaman channels inside itself the power of the past high shamans, so they can guide it once more.
This unit can invoke one additional Invocation during your Command phase.
  • 2) Favored of the Spirits: Those watching from above have taken a particular liking to this kroot and they do their best to aid it when the time comes.
Invocations invoked by this unit do not count towards the number of times those Invocations can be invoked during your Command phase.
  • 3) Wisdom of Past Hunts: Stories passed down from one generation to the next have provided this shaman with great knowledge in the sacred arts of the kindred.
When this unit is trying to invoke an Invocation, add 1 to the result of the roll.

Hunting Trophies

Each time a Kroot Shaper or Kroot Beast-hunter from your army kills an enemy Character or leader model (e.g. Space Marine Seargent) during the Fight phase, add one Trophy token to its Crusade card.

For every fifth trophy gained, you can select one of the abilities shown below for that Character unit. Increase its Crusade points by 1 for each of these abilities selected. No model can have more than three of these abilities.

  • Adept of the Killing Blow: This dreaded hunter has mastered the art of the Killing Blow. When facing against it, there's no armor too thick or blade too strong which can withstand its attack.
When this Character attacks during the Fight phase, instead of rolling for its attack as usual, it can perform a Killing Blow. If so, make only one hit roll with the chosen weapon, but double the Strength and Damage characteristic of that attack. In addition, enemy models must halve the result of their save rolls when rolling for this attack. After performing a Killing Blow, the Character can't fight again that Fight phase, regardless of any Stratagem or Special Rule.
  • Breaker of Machines: Mechanical adversaries aren't seen often by the kroots, but this individual has fought far and wide and is now adapted to these strange beings' weaknesses.
On a wound roll of 6+ against Vehicle, Blackstone Constructs or Necrons units, the target suffers D3 mortal wounds in addition to the normal damage.
  • Master of Venom: Venom is a brutal weapon capable of instantly ending a hunt if used correctly. It's only natural for a skilled hunter to take full advantage of this deadly substance.
Attacks made by this model always wound on a wound roll of 2+, unless the target is a Vehicle or a Titanic unit. If this model is equipped with Venom Coat, then add 1 to the damage characteristic of weapons this model is equipped with instead.
  • Patient Assassin: The most deadlier of hunters is the one that knows when is the perfect time to strike its target from the shadows.'
At the start of the game, before the battle begins, chose one enemy Character that is on the battlefield. This model can only target that enemy model but, in addition, for each battle round in which this model is not in the Engagement Range of that enemy Character, it gains one of the traits below. These traits are cumulative but they stop being awarded after the first time this model arrives within the Engagement Range of that enemy model.
-This model adds 1 to its hit rolls against the enemy Character.
-Wounds caused by this model can't be intercepted in any way.
-The enemy Character can't disengage from this model.
-Halve the result of the enemy Character's armor saving throws against attacks made by this model.
  • Slayer of Warpspawn: Creatures tainted by the influences of the otherworld risk to ruin the hunting grounds who are homeland to the kroot from generations. For this reason, they have to be stopped.
Daemon and Psyker units suffer one additional damage from attacks made by this model. In addition, Daemon and Psyker must subtract one from their Invulnerable saves while within 6" of this model.
  • Striker of the Weak: This kroot knows the best time to strike is when its enemy is at its lowest because is at that time that its defenses are the most fragile.
This Character can re-roll failed wound rolls against models that have lost at least half of their starting number of wounds.

Weapon Enhancements

Kroot Weapons

-1) Fast Reload: Strength isn't the only thing that makes a weapon powerful on the battlefield, rate of fire too is an essential characteristic to consider, and the added magazine capacity of this weapon makes full use of this logic.

If this weapon has a random number of shots, then double the number of shots it fires (up to a maximum of 10).

-2) Firm Handle: An abrasive layer wrapped around the handle greatly improves efficiency in battle, albeit at the cost of slight discomfort.

Each time the bearer fights, it makes 1 additional attack with this weapon.

-3) Tracker Rounds: Special rounds fired in the confusion of battle work on the peculiar sight of kroot organism. An enemy marked by this visible scent will never be able to escape its cruel trackers.

If this weapon hits an enemy unit during the Shooting phase, then this unit can re-roll charge rolls and hit rolls of 1 during the following Fight phase against the same enemy unit.

Kroot Beast-hunter Weapons

-1) Balancing Weight: The added weight on the handle of this gruesome weapon, negates its iconic slowness, granting an even heavier impact.

Beast Mauler only. Add 1 to the Ap characteristic of this weapon; in addition, attacking with this weapon no longer inflicts a penalty to the bearer's hit rolls.

-2) Light Bow: An upgraded version of the standard model, this bow has an added rate of fire on top of improved maneuverability.

Kroot Bow only. Change the Type of this weapon to Rapid Fire 2; in addition, this weapon may be fired even if the wielder Advanced during its turn, however, it must subtract 1 from its hit rolls.

-3) Serpentine Flail: Betterly balanced with added spikes, this whip soars through the air to envelop the enemy in a barbed prison.

Barbed Whip only. When making an attack with a Barbed Whip, make two hit rolls for each enemy model within 2" instead of only one.

Kroot Predators Weapons

-1) Cheramite Fangs and Talons: These fangs are so sharp, they are able to pierce through anything like air.

Improve the Ap characteristic of this weapon by two points (e.g. Ap: 0 becomes Ap: -2, and so on).

-2) Implanted Toxins: Careful selection of alien DNA has developed toxin glands inside the bodies of these kroot beasts, making every wound and scratch even deadlier.

When making an attack with this weapon, add 1 to the wound roll.

-3) Improved Muscle Strength: Thicker muscles turn the fearful impact of a kroot beast into an unstoppable force of carnage.

Improve the Damage characteristic of this weapon by one point (e.g. Damage: 1 becomes Damage: 2, and so on).

Battle Scars

Kindred Units Only

-Crippled Fighter: A hunter that cannot move is of no use to the kindred.

  • This unit loses its Feral Hunters special rule and must halve all movement and charge distances (rounding up).

Kroot Predators Units Only

-Deadly Rabies: A strong infection has transformed these predators into untamable monsters.

  • This unit must advance closer to, charge, and attack the nearest unit (even if friendly).
  • If a Kroot Predators unit is wounded by a unit with this Battle Scar, then at the end of the battle, that unit also receives this Battle Scar.

Kroot Shaper and Kroot Beast-hunter Units Only

-Blood-starved Hunter: Drunken by the hunt, these fallen predators wander the field without a goal, the only thing they seek is to bathe in the blood of the beasts.

  • This unit must advance closer to, charge, and attack the nearest Beast or Monster unit (even if friendly).
  • Each time this model fights, consider its Weapon Skill as one point worse.
  • This unit loses its The Shaper Commands and The Wisest of Their Kind special rules.

Shaman Units Only

-Forsaken by the Ancients: This Shaman has dishonored the ancient spirits of the past and has lost all of their protection and wisdom.

  • This unit loses its Aura of the Spirits special rule.
  • This unit cannot invoke any Invocations.

Crusade Relics

Artificer Relics

  • Body-Restoring DNA Strain: This kroot has developed a mutation that lets it shape its body structure to quickly repair body damage.
At the start of your Command phase, the bearer regains D3 lost wounds.
  • Kroothawk Feather: Kroothawk descend from the long-lost ancestors of the kroots. Even after innumerable generations, the bond between these two species is still strong.
Add 2 to the Movement characteristic of the bearer. In addition, when the bearer advances or charges, you can re-roll the result.
  • Krootwood Amulet: A small fang-shaped amulet carved from the hardwood of a petrified tree of Pech. A feeble warp-repellent aura propagates from its inside.
The bearer has a 5+ invulnerable save. In addition, once a turn, the bearer may attempt to Deny the Witch as if it was a Psyker.

Antiquity Relics

  • Anghkor Prok's Mantle: The long-lost mantle of the legendary shaper Anghkor Prok, a symbol of status and respect among any kroot tribe.
Kroot Shaper model only. Add 2 to the leadership characteristic of friendly Kindred units within 12" of the bearer. Each time the bearer slays an enemy Character during the Fight phase, all friendly Kindred units within 6" have a bonus of 1 to their attack characteristic for the remainder of the phase.
  • Krootwood Relic Blade: A charred knife fashioned from the petrified trunk of a tree inside Pech's core. The sharp edge is covered in dried, black blood. This blade has done terrible things.
This Relic replaces a Ritual Blade and has the following profile:
Weapon Range Type S AP D Abilities
Krootwood Relic Blade Melee Melee User -3 2 Roll a die each time a model suffers a wound from this weapon. On a 5+, that model suffers D3 mortal wounds.

Legendary Relics

  • Heart of the Core-beast: Rumored to be the beating heart of a forgotten gargantuan beast that ruled over Pech in the ancient time. Just being near it, a kroot may feel its dark influence.
The bearer of this Relic has a 3+ Invulnerable save. Add 3 to the bearer's Strength and Attacks characteristics. Invulnerable saves may not be taken against wounds inflicted by the bearer during the Fight phase.
  • Krootwood Lightning Staff: A sacred staff of glowing blue taken from the branch of a petrified tree inside Pech's crust. Its core crackles under the strength of thunder. It's said this weapon houses the spirit of an ancient kroot deity.
Kroot Master Shaman model only. This Relic replaces a Kroot Staff and has the following profile:
Weapon Range Type S AP D Abilities
Krootwood Lightning Staff Melee Melee +1 -3 2 Each time an attack is made with this weapon a wound roll of 6+ inflicts 1 mortal wound on the target in addition to any normal damage.
Krootwood Lightning Staff 12" Pistol 3 7 -3 2 Each time an attack is made with this weapon, a hit roll of 6+ scores 2 additional hits. Each time an attack is made with this weapon a wound roll of 6+ inflicts 1 mortal wound on the target in addition to any normal damage.