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

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

Contents

Army Rules[edit]

Universal[edit]

  • 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]

  • 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 (with the exception of Tyranids and Blackstone Constructs). If so, then in your army you need to have a number of units that don't possess the Kroot keyword greater than those who do; in addition, no Kroot Character in your army may be your Warlord, even though they can still obtain a Warlord Trait through the use of the The Wisests Command Stratagem.
  • 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.
  • Object Secured: 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.
  • The Chain of Command: Even if they may seem like nothing more than brute creatures, the bond shared by the members of a kindred is no less than that of other beings. At the height of that bond lie the only ones who can dare to command these fearsome hunters.
When mustering your army, if it contains Anghkor Prok, that model must be selected as your Warlord. Otherwise, if your army contains a Kroot Shaper, that model must be selected as your Warlord. Otherwise, if your army contains a Kroot Master Shaman, that model must me selected as your Warlord. If your army contains none of the listed models, select your Warlord 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]

Battle Tactics Stratagems[edit]

  • Encircling the Prey (1 CP): A good part of a successful hunt is to take the prey by surprise, cutting its ways of escape and striking from behind.
Use this Stratagem in the Reinforcements step of your Movement phase, when one of your units is arriving from Strategic Reserves. That unit can be set up within 6" of any battlefield edge and more than 9" from any enemy unit. If this Stratagem is used during the third battle round or onward, then the unit must be set more than 6" away instead.
  • Furious Charge (1 CP): When launched at full force, the hard beak of a Knarloc can pierce through any defense.
Use this Stratagem during your Assault phase. Select one friendly Kroot Cavalry or Monster unit that has made a successful charge move this turn. Roll a die for each model in the unit that is within 1" of an enemy model; on a 2+ that unit's model suffers 1 mortal wound, D3 mortal wounds if it is a Monster instead.
  • Hidden Hunters (1 CP): The Kroot are experts in camouflage and concealment, and utilize cover in ways most would never consider.
Use this Stratagem at the start of your opponent’s Shooting phase. Select one Infantry or Cavalry Kindred 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 Light or Heavy Cover, subtract 1 from the hit roll and add 1 to the saving throw.

Epic Deed Stratagems[edit]

  • For the Glory of the Hunt! (2 CP): A hunter's purpose is to hunt, if a prey resists that end, then it shall meet a gruesome fate.
Use this Stratagem at the end of the Fight phase. Select one Kroot Character unit from your army that has already fought that phase. That model may immediately fight again.

Requisition Stratagems[edit]

  • 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. That model gains the Packalpha keyword, and each time a friendly Krindred unit within 6" of this model makes an attack, you can re-roll the wound roll. If a unit has both the Kindred and Kroot Beasts keyword, then the bonus does not apply to attacks made with weapons from the Kroot Beasts Weaponry.
  • Sacred Feast (1 CP): In times of feast, the Shamans of the pack gift upon their kindred the sacred weapons used by the great generations of hunters that came before, so that their spirit may guide those who bear them.
Use this Stratagem before the battle, when you are mustering your army, if your Warlord has the Kroot keyword. Select one Kroot Character model in your army and give them one Relic (this must be a Relic they can have). Each Relic in your army must be unique, and you cannot use this Stratagem to give a model two Relics. You can only use this Stratagem once, unless you are playing a Strike Force battle (in which case you can use this Stratagem twice), or an Onslaught battle (in which case you can use this Stratagem three times).
  • Seasoned Predator (1 CP): Some hunters are legends even amidst their kin and their talent for precise killing echoes through the galaxy. These individuals have seen them all and bring only the finest of gear to help them in their never-ending hunt.
Use this Stratagem before the battle. Select one Kroot Beast-hunter model from your army. That model may take one additional item from the Beast-hunter Equipment list. This Stratagem may by used more than once.
  • The Ancient Among the Land (1 CP): Through a forgotten invocation, the spirit of a great sage of the past enters the shaman's body, so it can join guide the new generations once more.
Use this Stratagem before the battle. Select one Kroot Master Shaman model from your army. That model gains the Ancient Sage keyword, add 2 to its Leadership characteristic. In addition, each time it tries to invoke an Invocation, add 1 to the result of the die.
  • The Wisests Command (1 CP): It's the duty of the Shapers and those who have seen the old days of the hunt to command their kindred into the feasts to come.
Use this Stratagem before the battle, when you are mustering your army, if your Warlord has the Kroot keyword. Select one Kroot Character model in your army and determine one Warlord Trait for that model (this must be a Warlord Trait they can have); that model is only regarded as your Warlord for the purposes of that Warlord Trait. Each Warlord Trait in your army must be unique (if randomly-generated, re-roll duplicate results), and you cannot use this Stratagem to give a model two Warlord Traits. You can only use this Stratagem once, unless you are playing a Strike Force battle (in which case you can use this Stratagem twice), or an Onslaught battle (in which case you can use this Stratagem three times).

Strategic Ploy 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. If playing a Crusade campaign, these effects remain between games until the unit is completely destroyed.
-Aeldari:
1) Ephemeral in Form: Subtract 1 from all hit rolls which target this unit.
2) Fragile Bones: This unit suffers a penalty of 1 to its Toughness characteristic.
3) Frail Physique: This unit suffers a penalty of 1 to its Strength characteristic.
4) Keen Senses: Wound rolls of 6+ made by this unit improve the ap characteristic of the weapon used by 1.
5) Psychic Sensitivity: This unit, once a turn, may attempt to Deny the Witch as if it was a Psyker.
6) Swift Figure: This unit can advance and fire with Assault and Rapid Fire weapons as if it remained stationary during its Movement phase.
-Imperium:
1) Fear Inhibitor: This unit may re-roll failed Morale tests.
2) Fearless Devotion: Roll a die each time this unit suffers a wound, on a 6+ that wound is ignored.
3) Next Wave Hormones: Each time a model in this unit is slain, roll a die; on a 3+ that model may shoot as if it was the Shooting phase or fight as if it was the Fight phase.
4) Order Obeying Receptors: Models in this unit count as being in range of an Aura ability even if they are at most 3 inches away from the ability's range.
5) Unending Dedication: This unit's Rapid Fire weapons fire 3 times the number of shots instead of 2 times the shots when shooting enemy units at half range.
6) Zealotry: This unit is unaffected by the aura abilities of any friendly units.
-Orks:
1) Desire for Carnage: Hit rolls of 6+ with ranged weapons made by this unit count as 2 hits instead of 1.
2) Increased Bulk: Add 1 to the Wound characteristic of each model in this unit.
3) Infused by the Wargh: Whenever this unit charged, was charged or performed a heroic intervention add 1 to its Attack characteristic and hit rolls for the duration of the following Fight phase.
4) Simple-minded: This unit suffers a penalty of 1 to its hit rolls and has to subtract 1 from its Leadership characteristic.
5) Strong Muscles: Add 1 to this unit's Strength characteristic.
6) Tough Skinned: Add 1 to this units Toughness characteristic.
-Q'Orl:
1) Acid Glands: At the beginning of each Fight phase, you can pick a single enemy unit within 1" of this unit. Roll a D6 for each model in this unit; for each roll of 6, the enemy unit suffers a mortal wound.
2) Chitinous Shell: Add 1 to armor saving throws made by models in this unit.
3) Compound Eyes: Consider the Ballistic Skill of models in this unit as one point better.
4) Fused Skin: Subtract 2” from this unit's movement distances.
5) Insectoid Brain: This unit may only move, advance, charge, shoot or fight if there's at least one Kroot Character within 6" other than itself.
6) Keen Olphactory Organs: This unit ignores all rules that negatively impact their hit rolls during the Fight phase.
-T'au Empire:
1) Dampened Reflexes: This unit loses its Feral Hunters special rule.
2) Instilled Hierarchy: Whenever a friendly Kroot Character looses a wound within 3” of this unit roll a D6; on a 2+ that Kroot Character does not loose the wound. Instead, this unit suffers a mortal wound.
3) Pheromone Control: While this unit is within 6" of a friendly Kroot Character with the same trait, this unit automatically passes all Leadership and Morale tests.
4) Sense of Unity: Whenever this unit fires at an enemy unit in the Shooting phase and at least 1 hit is made, all other friendly Kroot units with this trait may re-roll failed hit rolls of 1 against that unit for that Shooting phase.
5) Weak Figure: This unit suffers a penalty of 1 to its Toughness characteristic.
6) Wide-spectrum Retinas: This unit may always shoot Overwatch, without the need for the associated Stratagem.
-Tyranids:
1) Access to the Tyranid Genetic Library: This trait can never be manually selected, neither from the DNA Sample Relic and neither from the presence of a Krot Shaper. When this trait is randomly picked, this unit immediately rolls for 1 trait for each other faction keyword in this stratagem and applies each result. You may not choose which traits to apply.
2) Feral Behaviour: This unit must fire at the closes unit (even if friendly) and must advance closer to, charge, and attack the nearest unit (even if friendly).
3) Mindless Drones: This unit always succeeds all Morale tests but can never benefit from friendly Aura abilities.
4) Multi-limbed: Add 2 to this unit's Attacks characteristic.
5) Precognitive Senses: If an enemy unit enters the battlefield within 24” of this unit then this unit may fire at that enemy unit as if it was the Shooting phase, but at a minus 1 to hit.
6) Remembered Foes: This unit may re-roll failed hit rolls against Character units.
  • Favour of the Ancestors (X CP): Sometimes during the hunt, the spirits of the ancestors come to aid their fellow kindred into battle.
When you use this Stratagem, pick any other Stratagem from this codex that isn't from the Requisition Stratagems section, this Stratagem obtains the effect and cost of that Stratagem. You can only use this Stratagem once per battle round and only during a phase the Stratagem whose effect is taken would be used.
  • 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 Hounds 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.
  • Rapid Unhook (1 CP): The transport hooks employed on Kroothawk and Greater Knarloc Alpha are specially designed to allow a rapid deployment on the field, as to not sacrifice the beasts' innate velocity.
Use this Stratagem at the end of your Movement phase. Select one Kroothawk or Greater Knarloc Alpha with the Transport keyword. Models embarked on that unit may disembark even if that model has moved during your Movement phase.

Wargear Stratagems[edit]

  • Explosive Arrows (2 CP): Micro explosives mounted on the tips of arrows make this already deadly weapon into a force even armored tanks are afraid of.
Use this Stratagem during your Shooting phase, when a unit from your army is firing with its Kroot Bow. Don't make wound rolls for these attacks, instead, roll a die for each attack that hit the target; on a 3+ that unit suffers D3 mortal wounds.
  • Overwhelming Assault (2 CP): Launching into the heart of the conflict, the Kroot mercenaries begin a fearful assault on the chosen target, drowning it into waves of salvos.
Use this Stratagem during your Shooting phase, when a unit from your army is firing with its Kroot Rifle. Until the end of that phase, change the Type of the Kroot Rifle that unit is equipped with to Rapid Fire 2. In addition, that unit doesn't suffer penalties to its hit rolls for having advanced the preceding Movement phase.
  • Raging Beasts (1 CP): Krootoxes 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 during 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: 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. If the model is riding a Knarloc, ignore the bonus to its Movement characteristic.
  • 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 Infantry Kindred 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: 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: In addition, it if your Warlord has the benefit of Light or Heavy cover, you can re-roll 1s for its saving throws.
  • 4: Stalker of Prey: Some leaders are made rulers of others by their great deeds. This kroot marks out a single prey, ignoring all others to stalk this one foe.
At the start of the battle select an enemy character in your opponent's army; your Warlord may re-roll all failed to-hit and to-wound rolls against that unit, and the enemy character may not re-roll any dice for attacks that target your Warlord. In addition, if your Warlord slays that enemy character you gain twice as many victory points than you would normally for slaying that unit.
  • 5: 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+1 mortal wounds; on a 7+ it suffers D6+3 mortal wounds instead.
  • 6: 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.

Invocations of the Shamans[edit]

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

-Invocation of the Hunter's Beak: The shaman invokes the spirits of his kindred to rile up their racial memories and remind them of their heritage as deadly hunters, piercing through any foe's defenses.

Until the beginning of your next turn, all friendly Kroot units which make a melee attack while within 6" of a Shaman who invoked this Invocation improve their weapon's AP by 1. This also applies to shooting attacks they make while within 6" of the Shaman, but only if their target is within 6" of them. A Shaman may always invoke this invocation, even if other friendly units invoked it already this phase.

Invocations of the Kindred[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 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.

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.

-3): 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.

-4): 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.

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.

-5): 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.

-6): 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.

Invocations of the Spirits[edit]

-1): 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.

-2): 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.

-3): 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.

-4): 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).

-5): Invocation of Soil's Grip: "Stones will break, and roots will squeeze, vines will grow and bend all knees; mushrooms hunt and thorns yolk; weeds strangle and flowers choke. The time of waiting is done. The hour of hunt has come."

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.

-6): 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.

Specialist Detachments[edit]

Bounty Hunter Pack (1 CP)[edit]

All Kroot Infantry and Beast 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.
This Relic replaces the model’s Kroot Rifle and has the following profile:
Weapon Range Type S AP D Abilities
The Hunter's Rifle Melee Melee +1 -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. Stratagems found in this section can only be used on units from the correspondent formation.

Knarloc Hunting Pack (2 CP)[edit]

When hunting particularly agile preys, the knarloc hunting pack is tasked to catch up to and capture the objective or stall it to wait for the rest of the kindred.

Composition:

  • 1 Kroot Shaper on Knarloc
  • 0-1 Kroot Beast-hunter on Knarloc
  • 0-1 units of Tribal Guards on Knarlocs
  • 3-6 units of Knarloc Riders
  • 0-3 units of Kroot Hounds
  • 0-1 units of Greater Knarloc

Restrictions:

  • Each unit of Kroot Hounds must be accompanied by a Kroot Handler on Knarloc

Effects:

  • Ramming Charge: 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.
  • Riders' Advance: Units in this special formation can re-roll charge distances if they begin the Assault phase within 3" of another unit from this formation.

Special Stratagems:

  • Feral Mounts (2 CP): xx
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
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.
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 Kindred 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 Beak Melee Melee User -4 3 -
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.
  • The Deboner:
Weapon Range Type S AP D Abilities
The Deboner (ripping mode) Melee Melee +3 -3 3 When attacking with this weapon, choose one of the two profiles, all attacks made during that phase must be done with the same profile. When attacking with this profile, you must subtract 1 from the hit roll.
The Deboner (slashing mode) Melee Melee +1 -2 1 When attacking with this weapon, choose one of the two profiles, all attacks made during that phase must be done with the same profile. When the bearer fights with this profile, 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.

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" 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 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 2 -
Pulse Carbine 18" Assault 2 5 0 1 -
Pulse Rifle 30" Rapid Fire 1 5 0 1 -
  • Supremacy Railgun:
Weapon Range Type S AP D Abilities
Supremacy Railgun (Submunitions) 72" Heavy 2D6 6 -1 1 Blast.
Supremacy Railgun (Soild Shot) 72" Heavy 2 10 -4 3D3 Each time you make a wound roll of 6+ for this weapon, the target unit suffers D3 mortal wounds in addition to the normal damage.
  • The Deboner:
Weapon Range Type S AP D Abilities
The Deboner 12" Assault D6 +1 -2 1 Blast.

Hunting Relics[edit]

  • Blood of the Stalker: The kroot hunter covers itself in the blood of its prey, enhancing its abilities to stalk the enemy.
Infantry Kroot Shaper and Infantry 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.
  • DNA Sample: The kroot are capable to assimilate the DNA of their prey to modify their appearance as they see fit; this kroot hunter carries a sample of genetic material to better adapt to the battle ahead.
Kroot Shaper and Kroot Beast-hunter only. Once per battle, at the beginning of any turn, the bearer of this Relic immediately benefits from the DNA Assimilation Stratagem, select one species and apply the desired effect. If the bearer is a Kroot Shaper, then also select one friendly Kroot unit within 6" of that model; that unit also benefits from the selected effect.
  • 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.
  • Krootwood Heavy Bow: This heavy bow has been carved from petrified wood found in the deepest depths of Pech. The detailed carvings on its surface tell the stories of the ancient beasts hunted by the first kroots on the newborn planet. Only wielding it grants the bearer immense pride and strength.
This Relic replaces a Kroot Bow and has the following profile:
Weapon Range Type S AP D Abilities
Krootwood Heavy Bow 36" Heavy 2 +3 * D3 The AP characteristic of this weapon is equal to half of the Strength characteristic of its bearer, rounding down (e.g. Strength 4 means an AP of -2). A unit hit by this weapon must halve its Movement characteristic until the beginning of your next 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 model counts as being equipped with that weapon.
-Big Shoota (replaces Kroot Rifle)
Weapon Range Type S AP D Abilities
Big Shoota 36" Assault 3 5 0 1 -
-Demolition Charge
Weapon Range Type S AP D Abilities
Demolition Charge 6" Grenade D6 8 -3 D3 The bearer can only use this weapon once per battle.
-Power Sword (replaces Kroot Rifle)
Weapon Range Type S AP D Abilities
Power Sword Melee Melee User -3 1 -
-Shuriken Pistol (replaces Kroot Pistol)
Weapon Range Type S AP D Abilities
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 (replaces Kroot Pistol)
Weapon Range Type S AP D Abilities
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+.
  • 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 it.
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.

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 Pts/model
Kroot Master Shaman 7" 3+ 4+ 4 3 5 3 8 5+ 55

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:

This model has a 5+ Invulnerable save.

See Army Rules - Universal

Kindred 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, Kindred


Kroot Shaper[edit]

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

Name M WS BS S T W A Ld Sv Pts/model
Kroot Shaper 7" 3+ 4+ 4 3 5 4 8 5+ 45
Winged Kroot Shaper 12" 3+ 4+ 3 4 5 4 8 7+ 50
Kroot Shaper on Knarloc 12" 3+ 4+ 4 4 6 4 8 4+ 57

Wargear (Kroot Shaper):

-Kroot Pistol

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

-Kroot Rifle

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

-Ritual Blade

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

Wargear (Winged Kroot Shaper):

-Kroot Pistol

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

-Kroot Rifle

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

-Ritual Blade

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

Wargear (Kroot Shaper on Knarloc):

-Kroot Pistol

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

-Kroot Rifle

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

-Ritual Blade

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

-Sharp Beak and Talons

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

Special Rules (Kroot Shaper):

See Army Rules - Universal

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.

Re-roll wound rolls of 1 for friendly Kindred units within 6" of this model. If a unit has both the Kindred and Kroot Beasts keyword, then the bonus does not apply to attacks made with weapons from the Kroot Beasts Weaponry.

Kindred units within 6" of this model may use the model’s Leadership characteristic instead of their own when taking Morale tests.

Special Rules (Winged Kroot Shaper):

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.

See Army Rules - Universal

Re-roll wound rolls of 1 for friendly Kindred units within 6" of this model. If a unit has both the Kindred and Kroot Beasts keyword, then the bonus does not apply to attacks made with weapons from the Kroot Beasts Weaponry.

Kindred 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):

See Army Rules - Universal

When this unit Advances, add 6" to its Move characteristic instead of rolling a D6.

Re-roll wound rolls of 1 for friendly Kroot units within 6" of this model. If a unit has both the Kindred and Kroot Beasts keyword, then the bonus does not apply to attacks made with weapons from the Kroot Beasts Weaponry.

Kroot units within 6" of this model may use the model’s Leadership characteristic instead of their own when taking Morale tests.

Add 1 to wound tolls made for this unit's melee attacks if this unit made a charge move this turn.

Options:

This model 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 -

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:

-Wings - +5 pts./ +1 PR

-Knarloc - +12 pts./ +1 PR

Keywords (Kroot Shaper):

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

Keywords (Winged Kroot Shaper):

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

Keywords (Kroot Shaper on Knarloc):

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


Anghkor Prok[edit]

This unit contains 1 Anghkor Prok (Power Rating: 4). Only one of this unit may be included in your army.

Name M WS BS S T W A Ld Sv Pts/model
Anghkor Prok 7" 2+ 3+ 5 3 5 4 9 5+ 70

Wargear:

-Kroot Pistol

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

-Kroot Rifle

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

-Ritual Blade

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

Special Rules:

See Army Rules - Universal

This model and all friendly Kindred units within 6" of this model gain the For The Greater Good special rule from the Codex - T'aus: /tg/'s 9th Edition.

Re-roll all failed hit and wound rolls for friendly Kindred units within 6" of this model. If a unit has both the Kindred and Kroot Beasts keyword, then the bonus does not apply to attacks made with weapons from the Kroot Beasts Weaponry.

Friendly Kindred 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 following Warlord Trait:

Friendly Kroot units within 12" of this model may re-roll any Advance and Charge rolls.

Keywords:

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


Ghen Kath[edit]

This unit contains 1 Ghen Kath (Power Rating: 4). Only one of this unit may be included in your army.

Name M WS BS S T W A Ld Sv Pts/model
Ghen Kath 7" 2+ 3+ 5 3 3 5 8 4+ 85

Wargear (Kroot Beast-hunter):

-The Deboner

Weapon Range Type S AP D Abilities
The Deboner (ripping mode) Melee Melee +3 -3 3 When attacking with this weapon, choose one of the two profiles, all attacks made during that phase must be done with the same profile. When attacking with this profile, you must subtract 1 from the hit roll.
The Deboner (slashing mode) Melee Melee +1 -2 1 When attacking with this weapon, choose one of the two profiles, all attacks made during that phase must be done with the same profile. When the bearer fights with this profile, 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.
The Deboner 12" Assault D6 +1 -2 1 Blast.

Special Rules:

This model has a 4+ Invulnerable save.

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.

See Army Rules - Universal

When making an attack against a Tyranid unit, consider the Thoughness characteristic of that unit as one point worse.

Warlord Trait: If this model is your Warlord, it has the following Warlord Trait:

When a Monster unit attacks this model during the Fight phase, it must halve its Strength characteristic and all saving throws made against this model's attacks (rounding up).

Keywords:

  • Faction:Kroot
  • HQ, Ghen Kath, Kroot Beast-hunter, Infantry, Character, Kindred


Troops[edit]

Kroot Carnivores[edit]

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:

See Army Rules - Universal

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.

Keywords:

  • Faction:Kroot
  • Troops, Kroot Carnivores, Infantry, Kindred


Elites[edit]

Dahyak Grekh[edit]

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 -

-Precision Kroot Rifle

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

Special Rules:

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.

See Army Rules - Universal

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.

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.

During deployment, you can set up Dahyak Grekh in pursuit instead of placing him on the battlefield. At the end of any of your Movement phases he can reveal his hiding place and attack - set him up anywhere on the battlefield that is more than 9" away from any enemy models.

Keywords:

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


Kroot Beast-hunter[edit]

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):

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.

See Army Rules - Universal

Special Rules (Kroot Beast-hunter on Knarloc):

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.

See Army Rules - Universal

When this unit Advances, add 6" to its Move characteristic instead of rolling a D6.

Add 1 to wound tolls 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.

-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 ride a Knarloc - +12 pts./ +1 PR

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 Beasts


Kroot Shaman[edit]

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:

This model has a 5+ Invulnerable save.

See Army Rules - Universal

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, Kindred


Krootox Riders[edit]

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:

When this unit Advances, add 6" to its Move for that Movement phase instead of rolling a D6.

See Army Rules - Universal

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 Beasts


Tribal Guards[edit]

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):

See Army Rules - Universal

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):

See Army Rules - Universal

When this unit Advances, add 6" to its Move characteristic instead of rolling a D6.

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.

Add 1 to wound tolls made for this unit's melee attacks if this unit made a charge move this turn.

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 Beasts


Fast Attacks[edit]

Knarloc Riders[edit]

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:

See Army Rules - Universal

When this unit Advances, add 6" to its Move characteristic instead of rolling a D6.

Add 1 to wound tolls 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 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 Attack, Knarloc Riders, Cavalry, Kindred, Kroot Beasts


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 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):

See Army Rules - Universal

When this unit Advances, add 6" to its Move characteristic instead of rolling a D6.

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):

See Army Rules - Universal

As long as this model is alive, each time this unit fails a Morale test only one model flees.

When this unit Advances, add 6" to its Move characteristic instead of rolling a D6.

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 - +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 Attack, Kroot Hounds, Beast, Kroot Beasts

Keywords (Kroot Handler on Knarloc):

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


Winged Carnivores Flock[edit]

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:

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.

See Army Rules - Universal

Keywords:

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


Heavy Supports[edit]

Greater Knarloc Pack[edit]

This unit contains 1 Greater Knarloc (Power Rating: 5). It 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:

See Army Rules - Universal

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.

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.

Upgrades:

Add 1 to the Leadership characteristic of Kindred 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.

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

-Twin Kroot Gun - +7 pts.

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

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

Keywords:

  • Faction:Kroot
  • Heavy Support, Greater Knarloc, Monster, Kindred, Kroot Beasts


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 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:

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.

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.

See Army Rules - Universal

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.

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, Kroot Beasts


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 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:

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.

See Army Rules - Universal

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:

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, Monster, Fly, Kroot Beasts


Lords of War[edit]

Knarloc Alpha[edit]

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:

Add 1 to the Leadership characteristic of Kindred units within 6" of this unit.

See Army Rules - Universal

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.

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.

Upgrades:

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

Options:

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

-Kroot Bolt Thrower - +5 pts.

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

-Twin Kroot Gun - +7 pts.

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

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

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

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

Keywords:

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

Crusade Rules[edit]

Agendas[edit]

  • 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[edit]

  • 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 or Chaos keyword. Select one unit from your army and randomly assign one trait from the DNA Assimilation 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.

Battle Traits[edit]

Kindred Units (without the Kroot Beasts keyword)[edit]

  • 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 Beasts Units[edit]

  • 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 Beasts Weaponry list.

Kroot Shaper Units[edit]

  • 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[edit]

  • 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[edit]

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 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 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 when 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[edit]

Kroot Weapons[edit]

-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 one during the following Fight phase against the same enemy unit.

Kroot Beast-hunter Weapons[edit]

-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 Beasts Weapons[edit]

-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[edit]

Kindred Units Only[edit]

-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 Beasts Units Only[edit]

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

  • This unit must advance closer to, charge, and attack the nearest unit (even if friendly).
  • If a Kroot Beasts 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[edit]

-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[edit]

-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[edit]

Artificer Relics[edit]

  • 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[edit]

  • 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[edit]

  • 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.