Codex - Kroots: /tg/'s 8th Edition

From 1d4chan
AIAaward.gif This article is awesome. Do not fuck it up.

A codex created to let you craft an army exclusively out of Kroot units! Enjoy your murderous chickens!

Army Rules[edit]

Universal[edit]

  • 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.
  • 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[edit]

  • 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[edit]

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[edit]

  • 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[edit]

  • 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[edit]

At the start of each of your turns, 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 turn.

Invocations of the Kindred[edit]

  • 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[edit]

  • 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[edit]

Bounty Hunter Pack (1 CP)[edit]

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[edit]

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)[edit]

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[edit]

Melee Weapons[edit]

  • 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[edit]

  • 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 -
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[edit]

  • 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[edit]

  • 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[edit]

Beast-hunter Equipment[edit]

-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[edit]

HQs[edit]

Kroot Master Shaman[edit]

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

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

Wargear:

  • Kroot Staff
  • Ritual Blade

Special Rules:

  • Feral Hunters
  • The Wisest of Their Kind: Kroot units within 6" of this model may use the model’s Leadership characteristic instead of their own when taking Morale tests.

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[edit]

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

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

Wargear (Kroot Shaper):

  • Kroot Pistol
  • Kroot Rifle
  • Ritual Blade

Wargear (Kroot Shaper on Knarloc):

  • Kroot Pistol
  • Kroot Rifle
  • Ritual Blade
  • Sharp Beak and Talons

Special Rules (Kroot Shaper):

  • Feral Hunters
  • The Shaper Commands
  • The Wisest of Their Kind: Kroot units within 6" of this model may use the model’s Leadership characteristic instead of their own when taking Morale tests.

Special Rules (Kroot Shaper on Knarloc):

  • Feral Hunters
  • Loping Stride
  • The Shaper Commands
  • The Wisest of Their Kind: Kroot units within 6" of this model may use the model’s Leadership characteristic instead of their own when taking Morale tests.
  • Thunderous Pounce: Add 1 to wound rolls made for this unit's melee attacks if this unit made a charge move this turn.

Options:

  • This model may replace its Kroot Rifle for one of the following:
-Pulse Blaster - free
-Pulse Carbine - free
-Pulse Rifle - free
  • This model may take a Kroot Shield - 7 pts.
  • This model may ride a Knarloc - 8 pts./1 PP

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[edit]

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
Anghkor Prok 7" 2+ 3+ 4 3 5 3 9 6+

Wargear:

  • Kroot Pistol
  • Kroot Rifle
  • Ritual Blade

Special Rules:

  • Feral Hunters
  • Friend of the T'au: 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 8th Edition.
  • Great Shaper (Aura): Re-roll all failed hit and wound rolls for friendly Kroot units within 6" of this model.
  • Inspirational Presence: Kroot units within 6" of this model may use this model's Leadership characteristic instead of their own when taking Morale tests.

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[edit]

Kroot Carnivores[edit]

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
Kroot 7" 3+ 4+ 3 3 1 1 6 6+

Wargear:

  • Kroot Rifle

Special Rules:

  • Feral Hunters
  • Stealthy Hunters

Keywords:

  • Faction:Kroot
  • Troops, Kroot Carnivores, Infantry


Elites[edit]

Dahyak Grekh[edit]

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

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

Wargear:

  • Kroot Pistol
  • Kroot Rifle

Special Rules:

  • Concealed Booby Traps
  • Feral Hunters
  • Fieldcraft
  • Quarry Can't Hide
  • Tracker

Keywords:

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


Kroot Beast-hunter[edit]

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

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

Wargear (Kroot Beast-hunter):

  • Kroot Blade
  • Kroot Pistol
  • Kroot Rifle

Wargear (Kroot Beast-hunter on Knarloc):

  • Kroot Blade
  • Kroot Pistol
  • Kroot Rifle
  • Sharp Beak and Talons

Special Rules (Kroot Beast-hunter):

  • 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.
  • Feral Hunters

Special Rules (Kroot Beast-hunter on Knarloc):

  • 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.
  • Feral Hunters
  • Loping Stride
  • Thunderous Pounce: Add 1 to wound rolls made for this unit's melee attacks if this unit made a charge move this turn.

Options:

  • This model may take up to two items from the Beast-hunter Equipment list.
  • This model may take a Kroot Shield - 7 pts.
  • This model may ride a Knarloc - 8 pts./1 PP

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[edit]

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

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

Wargear:

  • Kroot Staff
  • Ritual Blade

Special Rules:

  • Feral Hunters

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[edit]

This unit contains 1 Krootox Rider (Power Rating 1). It can include 1 additional Krootox Rider (Power Rating +2) or 2 aditional Krootox Riders (Power Rating +3).

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

Wargear:

  • Kroot Gun
  • Krootox Fists

Special Rules:

  • Agile Brute
  • Feral Hunters

Options:

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

Keywords:

  • Faction:Kroot
  • Elites, Krootox Rider, Cavalry


Tribal Guards[edit]

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

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

Wargear (Tribal Guard):

  • Kroot Blade
  • Kroot Shield

Wargear (Tribal Guard on Knarloc):

  • Kroot Blade
  • Kroot Shield
  • Sharp Beak and Talons

Special Rules (Tribal Guard):

  • Feral Hunters
  • The Pack's Shields: 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.

Special Rules (Tribal Guard on Knarloc):

  • Feral Hunters
  • Loping Stride
  • The Pack's Shields: 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.
  • Thunderous Pounce: Add 1 to wound rolls made for this unit's melee attacks if this unit made a charge move this turn.

Options:

  • These models may ride a Knarloc - 16 pts./2 PP

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[edit]

Knarloc Riders[edit]

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
Knarloc Rider 12" 3+ 4+ 3 4 4 2 6 4+

Wargear:

  • Kroot Rifle
  • Sharp Beak and Talons

Special Rules:

  • Feral Hunters
  • Loping Stride
  • Thunderous Pounce: Add 1 to wound rolls made for this unit's melee attacks if this unit made a charge move this turn.

Options:

  • Any model in the unit may replace its Kroot Rifle for one of the following:
-Pulse Blaster - free
-Pulse Carbine - free
-Pulse Rifle - free

Keywords:

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


Kroot Hounds[edit]

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
Kroot Hound 12" 3+ - 3 3 1 2 5 6+
Kroot Handler on Knarloc 12" 3+ 4+ 3 4 4 2 7 4+

Wargear (Kroot Hound):

  • Ripping Fangs

Wargear (Kroot Handler on Knarloc):

  • Kroot Rifle
  • Sharp Beak and Talons

Special Rules (Kroot Hound):

  • Feral Hunters
  • Loping Stride
  • 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.

Special Rules (Kroot Handler on Knarloc):

  • Feral Hunters
  • Hound Leader: As long as this model is alive, each time this unit fails a Morale test only one model flees.
  • Loping Stride
  • Thunderous Pounce: Add 1 to wound tolls made for this unit's melee attacks if this unit made a charge move this turn.

Options:

  • This unit may include a Kroot Handler on Knarloc - 25 pts.
  • The Kroot Handler on Knarloc may replace its Kroot Rifle for one of the following:
-Pulse Blaster - free
-Pulse Carbine - free
-Pulse Rifle - free

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[edit]

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
Winged Carnivore 12" 3+ 4+ 3 3 1 1 6 -

Wargear:

  • Kroot Rifle

Special Rules:

  • Feral Hunters
  • 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.

Keywords:

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

Heavy Supports[edit]

Great Knarloc Pack[edit]

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
Great Knarloc 7" 3+ 4+ 7 7 9 4 6 4+

Wargear:

  • Razor Talons

Special Rules:

  • Crushing Beak
  • Feral Hunters
  • 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.

Upgrades:

  • Baggage Harness: Add 1 to the Leadership characteristic of Kroot units within 6" of any friendly Great Knarlocs equipped with a baggage harness.

Options:

  • Any model may take one of the followings:
-Kroot Bolt Thrower - 5 pts.
-Twin Kroot Gun - 7 pts.
  • Any model may take the Baggage Harness upgrade - 5 pts.

Keywords:

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


Krootworm Pack[edit]

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
Krootworm 12" 3+ - 7 6 9 4 6 5+

Biomorphs:

  • Drill Beak
  • Sharp Limbs

Special rules:

  • 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.
  • 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.
  • Feral Hunters
  • 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.
  • 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.

Keywords:

  • Faction:Kroot
  • Heavy Support, Monster, Krootworm


Flyers[edit]

Kroothawk Flock[edit]

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
Kroothawk 18" 3+ - 7 6 10 4 6 4+

Wargear:

  • Razor Talons

Special Rules:

  • 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.
  • Feral Hunters
  • 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.

Upgrades:

  • 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.

Options:

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

Keywords:

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


Lords of War[edit]

Knarloc Alpha[edit]

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

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

Wargear:

  • Crushing Feet
  • Heavy Kroot Gun
  • Razor Talons
  • Spiked Tail

Special Rules:

  • Baggage Harness: Add 1 to the Leadership characteristic of Kroot units within 6" of this unit.
  • Crushing Beak
  • Feral Hunters
  • 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.

Upgrades:

  • Transport Hooks: This model gains the Transport keyword and may transport up to 15 Kroot Infantry models.

Options:

  • This model may take two of the followings:
-Kroot Bolt Thrower - 5 pts.
-Twin Kroot Gun - 7 pts.
  • This model may replace it Heavy Kroot Gun with a Supremacy Railgun - 30 pts.
  • This model may take the Transport Hooks upgrade - 25 pts.

Keywords:

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


Units Point Costs[edit]

HQs[edit]

Unit Models per unit Points per model (weapons not included)
Kroot Master Shaman 1 50
Kroot Shaper 1 20

Special Characters[edit]

Unit Models per unit Points per model (weapons included)
Anghkor Prok 1 60
Dahyak Grekh 1 20

Troops[edit]

Unit Models per unit Points per model (weapons not included)
Kroot Carnivores 10-30 4

Elites[edit]

Unit Models per unit Points per model (weapons not included)
Kroot Beast-hunter 1 30
Kroot Shaman 1 30
Krootox Riders 1-3 25
Tribal Guards 2 23

Fast Attacks[edit]

Unit Models per unit Points per model (weapons not included)
Knarloc Riders 3-9 20
Kroot Hounds 4-40 4
Winged Carnivores Flock 5-15 6

Heavy Supports[edit]

Unit Models per unit Points per model (weapons not included)
Great Knarloc Pack 1-3 80
Krootworm Pack 1-3 90

Flyers[edit]

Unit Models per unit Points per model (weapons not included)
Kroothawk Flock 1-3 80

Lords of War[edit]

Unit Models per unit Points per model (weapons included)
Knarloc Alpha 1 280