Codex Kroot

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Codex for the Warhammer 40K Army Kroot by Tempus Fugitive

Transcript of Codex Kroot

Page 1: Codex Kroot
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A Warhammer 40,000 Codex

for narrative campaigns

KROOT MERCENARIES

Written by Stuart Mackaness Layout and Support by Andrew Fish

This is not an official codex. It is a supplementary army list for use with Tempus Fugitive events and should not be considered in any way official outside of those events. That said the units and rules within have been playtested and developed with balance and fairness in mind and players are welcome to use these rules in their own games of Warhammer 40,000.

The Tempus Fugitives have designed this army list to be (we hope) as enjoyable and fun to use as possible. It is our hope that we can repay some small part of the kindness that the gaming community has shown us over the years and organise a top notch event that everyone can enjoy.

IMPORTANT! This material is completely unofficial and in no way endorsed by Games Workshop Limited 2012. Games Workshop, the Games Workshop logo, Warhammer, Warhammer 40,000 and all associated marks, logos, names, races and race insignia, vehicles, locations, units, characters, illustrations and images from the Warhammer and Warhammer 40,000 universe are either (R), TM and/or © Games Workshop Ltd 2000-2012, variably registered in the UK and other countries around the world, used without permission. No challenge to their status intended. All Rights Reserved.

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Contributions by The Tempus Fugitives

Ross Hubbard

Designed to be compatible with the

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ARMY OF THE KROOT MERCENARIES

The Army of the Kroot Mercenaries section is sub-divided into two parts the first describing in detail the units that can be found in the army. The second part details the Kroot Mercenaries armoury of weapons and equipment. The army list at the back of the book shows all of the standard and optional wargear available to a particular model. You will find that some items of equipment are unique to particular characters or units, while others are used by more than one unit. When an item is unique, it is detailed in the relevant entry for its owner, and where an item is not unique, it is detailed in the wargear section.

SPECIAL RULES The models in the Kroot Mercenaries army use a number of special rules that are common to more than one unit, as specified in the individual entries that follow. Details of those shared rules are given here. If a special rule is not explained on this page or in the relevant entry, it can be found within the main Warhammer 40,000 rulebook. KROOT Models with this rule have the Fleet, Infiltrate and Move through Cover universal special rules. Too busy feasting or looting the corpses of their victims, Kroot may never make a Sweeping Advance. SUPERNUMERARY The unit can never count as either a denial or a scoring unit.

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SHAPES A unique feature of the Kroot is that they evolve by absorbing the traits of other species, a process accomplished by eating their flesh. Due to this, the many Kroot warbands across the galaxy often look radically different. Kroot leaders are known as Shapers; they are generally the Kroot with the instinctive ability to recognising desirable or detrimental traits in defeated foes and instruct his kindred what to eat to suit the task at hand. Kroot who prey extensively on a particular species will begin to take the characteristics of that creature. In sentient species such as Orks and Humans, they may also take on cultural aspects of that race as well. Kroot who have fed on Dark Eldar, for example, soon begin to show signs of the cunning and intense cruelty the Dark Eldar are known for. This eating of their foes tie s in with the religious beliefs of the Kroot: they believe that when a warrior of any race dies, his warrior spirit should be kept, and the only way to do this is by eating his flesh. The Kroot practice this in their "burial" customs, in which the body of the deceased is consumed by the kindred. However the strangest quirk of Kroot digestion is their ability to extract potentially useful strands of their food's DNA. Adeptus Mechanicus Genetors have long been aware that much of the double helix structure of DNA is in fact blank and used to separate those areas that do contain genetic information. The Kroot have somehow inherited the ability to incorporate useful DNA codes into their own genetic makeup. The process is not an exact science and there are many examples where it has gone awry, leaving some trapped in evolutionary cul-de-sacs, the Krootox and Kroot Hounds being the most visible evidence of this. At some point in their evolutionary history, both sub-species of Kroot fed upon creatures that were possessed of traits they wished to take on, but, in doing so, atrophied their intelligence. These Krootox are now much larger and stronger, but became lumbering creatures, more akin to forest-dwelling herbivores than their smaller, more intelligent kin. The Kroot Hounds became faster and leaner but, like the Krootox, their intelligence was reduced, becoming little more than vicious predators. The Kroot use these variants of themselves as labourers, pack animals, mounts, and even as weapons, especially the gargantuan Knarloc. A UNIT MAY ONLY EVER HAVE ONE SHAPE AT ANY ONE TIME. FEROCIOUS: The unit (including attached characters) has the Rending special rule which applies in combat. Only basic attacks gain this rule. If the model makes an attack using a specific melee weapon, that profile is used instead. SAVAGE: The unit (including attached characters) has +1 Attack added to their profile. SCARRED: The unit (including attached characters) has the Stubborn and Furious Charge special rules. VENOMOUS: The unit (including attached characters) has the Poisoned (5+) special rule which applies in combat. Because the poison secretes onto all equipment carried buy the unit, all melee attacks, even with specialised weapons, gain Poisoned (5+).

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WEAPONS

CRYOGUN: Used when fighting massed, lightly armoured opponents, the cryogun is a lethal weapon which freezes enemy forces and allows them to be shattered at the slightest touch – ideal for fighting in amongst densely- packed terrain.

FUSION BLASTER: Fusion blasters are carried by battlesuit equipped warriors as anti-tank weapons, and many pilots have become adept at stalking enemy armour, using their high mobility to outflank the enemy and engage his weaker, rear armour.

KROOT AXE: A deadly combination of balance and a razor sharp axe head make this a fearsome weapon indeed in the hands of the Kroot.

KROOT BOLT THROWER: The Kroot Bolt Thrower is so heavy it must be mounted upon the back of the lumbering Great Knarlock or the sides of the nimble Kroot Warwheels. Operated by a warrior skilled in loading the explosive bolts with care, the weapon finds its primary use in engaging massed enemy forces. Alternate warhead types enable it to defend the Kroot against enemy aircraft and other high speed threats or hurl a primed EMP grenade at the vehicle. Choose your warhead type before rolling to hit. EMP Bolt

Explosive Bolt

Flak Bolt

KROOT BOMBS: Dropped from Wargliders, Kroot Bombs are essentially large jars or renovated fuel drums filled with whatever explosive and flammable material the Kindred can obtain.

These Bombs have the following profile: Some Kroot Bombs are given a Shamanic Blessing. These gain the Soul Blaze special rule

KROOT GUN: A larger calibre version of the Kroot rifle, the Kroot Gun remains a primitive slug-thrower relying on chemical propellant and the transfer of kinetic energy. As with the Kroot rifle, the Tau have adapted the weapon to fire a charged heavy pulse round. The new ammunition gives the Kroot gun far greater penetrative power.

KROOT RIFLE: The Kroot rifle is fitted with blades near the muzzle and stock, which are a throwback to early traditional Kroot fighting staves. The incredible hand speed that a Kroot possesses makes these blades effective assault weapons.

A Kroot rifle counts as two close combat weapons in an assault.

SHAMANIC STAVE: The symbol of office for a Kroot Shaman, this gnarled wooden pole can channel potent energies along its haft.

ION BOLTER: Hurling a tightly packed stream of high-energy particles in a decaying electromagnetic field, the particles are given an explosive charge as the field collapses, obliterating any matter they encounter.

ION RIFLE: Ion weaponry generates a stream of high-energy particles that are accelerated by an electromagnetic field. These will react explosively with the target as a result of direct transfer of energy at the atomic level.

PLASMA RIFLE: Plasma technology is used by many races, despite its unstable nature. Tau favour a form of the technology that foregoes a degree of stopping power for increased safety of the operator.

Range Strength AP Type 18” 7 4 Assault 1

Range Strength AP Type 48” 7 4 Rapid Fire

Range Strength AP Type 24” 4 5 Rapid Fire

Range Strength AP Type 48” 6 5 Heavy 1 Blast

Range Strength AP Type - +1 4 Melee, Rending, Unwieldy

Range Strength AP Type Template 4 5 Assault 1, Rending

Range Strength AP Type 12” 8 1 Assault 1, Melta

Range Strength AP Type 24” 3 4 Rapid Fire

Range Strength AP Type 24” 6 2 Rapid Fire

Range Strength AP Type 48” 7 - Heavy 1 Skyfire

Range Strength AP Type - +2 4 Melee, Force, Concussive

Range Strength AP Type - 5 4 Heavy 1, Large Blast

Range Strength AP Type 48” 2 - Heavy 1 Haywire

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PULSE CARBINE: The pulse carbine sacrifices range for portability and the chance to mount an underslung photon grenade launcher. Any unit suffering at least one wound from pulse carbine fire must test for pinning. PULSE PISTOL: The pulse pistol is a smaller version of the pulse rifle, used by some Kroot as a hold-out weapon for use in desperate situations.

PULSE RIFLE: The standard weaponry of Tau Fire Warriors. While about the size of an Imperial Lasgun, it is far more powerful. It fires a plasma pulse, which is generated when an accelerated particle breaks down as it leaves the barrel. The particle is accelerated by means of an induction field. The small circular device near the end of the barrel is a housing for a gyroscope that is part of an aim-stabilization system that allows the rifle to remain steady on target and angled for optimal firing at distance regardless of factors like shaking hands This helps to give pulse rifles a greater effective range than many other infantry weapons.

RAILGUN: The Railgun uses linear accelerator technology to project a solid projectile at hypervelocity. It is capable of punching through the thickest of armour and of taking down the largest of enemies. TARELLIAN CHAINGUN: Cruel and brutal, these weapons match their owners well. Each weapon consists of a pair of wide blades surrounded by whirling teeth much like a chainsword. However between the blades is a deadly short ranged fragmentation cannon, able to rip a face off as easily as the toothed blades might.

A Tarellian Chaingun is an Evicerator that may be used in the Shooting Phase has the following profile:

TARELLIAN RAZORCLAW: These heavily armoured gauntlets with a pair of curved razor-edged talons mounted on the back are a symbol of authority amongst the Tarellians and are often found amongst their Alpha class of soldier. Razorclaws allow the wielder to cut twice with each stroke, either in a slashing motion to maximise the chance of hitting the foe or stabbing deep to ensure a swift kill.

A Tarellian Razorclaw allows the wielder to either re roll his To Hit rolls or gain the Shred special rule - the owner must choose at the beginning each Close Combat phase.

Range Strength AP Type 12” 5 5 Pistol

Range Strength AP Type 30” 5 5 Rapid Fire

Range Strength AP Type 18” 5 5 Assault 1, Pinning

Range Strength AP Type Template 3 - Assault 1, Rending

Range Strength AP Type 72” 10 1 Heavy 1

Range Strength AP Type - User 5 Melee, Specialist Weapon

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EQUIPMENT

EMP GRENADES: EMP grenades emit a brief electromagnetic pulse that overloads circuitry, causing fires, meltdowns and other critical malfunctions.

EMP Grenades are treated exactly like Haywire Grenades. KROOT BIRD

Kroot Birds are separate models with their own profile (see below) and the unit type 'infantry'. If a Shaman with a Kroot Bird is slain, the Bird scampers off and is removed too. A Kroot Bird provides the Shaman and any unit he is joined the Acute Senses and Night Vision special rules. Additionally, the range and line of sight for any psychic powers made by the Shaman may be taken from the Kroot Bird. A Kroot Bird must always remain with the Shaman it is purchased for.

KROOTHAWK

An army that includes a Kroothawk may place the Kroothawk marker anywhere upon the battlefield before to enemy has deployed. This marker must be smaller than a Kroot Carnivore model and cannot be destroyed. Enemy units may not use their infiltrate rule to deploy within 18" of a Kroothawk marker. Should the owning character or his unit be in combat with a target that has line of sight to the Kroothawk marker, they receive Preferred Enemy against that target. If a character with a Kroothawk is slain, the Kroothawk flies off and is removed too. TAU BATTLEPLATE: A combination of sturdy solid plas-ceramic plates with a flexible mesh under weave, the Battleplate is the heaviest protection the Kroot Mercenaries see.

Models with Battleplate have a 4+ Armour save. TAU SHIELD GENERATOR: The cohesive energy field projected by the shield generator gives significant protection to the wearer.

A Shield Generator confers a 4+ Invulnerable Save.

WS BS S T W I A Ld Sv Kroot Bird 1 0 1 2 1 4 1 10 -

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KROOT MERCENARIES ARMY LIST The following army list enables you to field a Kroot Mercenaries army and fight battles using the scenarios included in the Warhammer 40,000 rulebook.

USING THE ARMY LIST The Kroot Mercenaries army list is split into six sections: HQ, Elites, Troops, Fast Attack, Heavy Support and Special Characters. All of the squads, vehicles and characters in the army are placed into one of these sections depending upon their role on the battlefield or their allegiance. Each model is also given a points value, which varies depending on how effective that model is in battle. Before you choose an army, you will need to agree with your opponent upon the type of game you are going to play and them maximum total number of points each of you will spend. Then you can proceed to pick your army. USING A FORCE ORGANISATION CHART The army list is used in conjunction with the force organisation chart from a scenario. Each chart is split into five categories that correspond to the sections in the army list, and each category has one or more boxes. Each greytoned box indicates that you may make one choice from that section of the army list, while a dark-toned box indicates a compulsory selection. STANDARD MISSIONS

COMPULSORY OPTIONAL OPTIONAL 1 HQ 1 HQ 3 Elites 2 Troops 4 Troops 3 Fast Attack

3 Heavy Support

ARMY LIST ENTRIES Each entry in the army list represents a different unit. More information about the background and rules for the Kroot Mercenaries and their options can be found in the Army of the Kroot Mercenaries section, while examples of the miniatures or conversions you will need to represent them can be found in the Forces of the Tau’va section.

Each unit entry in the Kroot Mercenaries army list is split into several sections: Unit Name: At the start of each army list entry you will find the name of the unit alongside the points cost of the unit without any upgrades. Unit Profile: This section will show the profile of any models the unit can include. Unit Composition: Where applicable, this section will show the number and type of models that make up the basic unit, before any upgrades are taken. If the Unit Composition includes the word 'Unique', then you may only include one of this unit in your army. Unit Type: This refers to the Warhammer 40,000 Unit Type Rules chapter. For example, a unit may be classed as infantry, vehicle or cavalry, which will subject it to a number of rules regarding movement, shooting, assault, etc. Wargear: This section details the weapons and equipment the models in the unit are armed with. The cost for all these models and their equipment is included in the points cost listed next to the unit name. Special Rules: Any special rules that apply to the models in the unit are listed here. These special rules are explained in further detail in either the Army of the Kroot Mercenaries section or the Universal Special Rules section of the Warhammer 40,000 rulebook. Dedicated Transport: Where applicable, this section refers to any transport vehicles the unit may take. These dedicated transports will always be found within their own section of the army list. The Transport Vehicles section of the Warhammer 40,000 rulebook explains how these dedicated transport vehicles work. Options: This section lists all of the upgrades you may add to the unit if you wish to do so alongside the associated points cost for each. Where an option states that you may exchange one weapon 'and/or' another, you may replace either, neither or both provided you pay the points cost.

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HQ

Kroot Warchief…..…..…………...…...…....…...…..…..……………..…..…………….…..……….…..…..…..…..…...…..….…..……...…..…..……………..............…70 PTS

Unit Composition: • 1 Kroot Warchief Unit Type:

• Infantry (Character)

Wargear • Heavy Chainsword • Kroot Rifle

Special Rules • Kroot • Independent Character • Feel No Pain • Zealot

Options: • The Kroot Warchief may replace his Heavy Chainsword with a Kroot

Rifle for free, a Kroot Axe or Tarellian Razorclaw for +10pts, an Ork Power Klaw or Imperial Power Maul for +15pts or a Tarellian Chaingun for +25pts.

• The Kroot Warchief may replace his Kroot Rifle with a Pulse Rifle or a Pulse Carbine for +5pts, a Cryogun or an Ion Rifle for +10 pts or an Ion Bolter, Fusion Blaster or Plasma Rifle for +15pts.

• The Kroot Warchief may take Tau Battleplate for +10pts • The Kroot Warchief may take a Tau Shield Generator for +25pts • The Kroot Warchief may take a Kroothawk for +25pts

Dedicated Transport: The Kroot Warchief can either be mounted on a Warchariot (replacing the Kroot Gladiator) for +50pts or may take a Great Knarloc Howdah as a dedicated transport.

Kroot Shaman…..…..…………...…...…....…...…..…..……………..…..…………….…..……….…..…..…..…..……....…..….…..……...…..…..……………..............…70 PTS

Unit Composition: • 1 Kroot Shaman Unit Type:

• Infantry (Character)

Wargear • Shamanic Stave Special Rules • Kroot • Independent Character • Eternal Warrior • Mastery Level 2

Options: • The Kroot Shaman may be accompanied by a Kroot Bird for +20pts • The Kroot Shaman may take a Kroothawk for +25pts Psychic Disciplines: The Kroot Shaman draws his power from both the creatures he has consumed as well as channelled through the air and land. He may randomly generate two powers from any of the psychic disciplines outlined in the Warhammer 40,000 rulebook. Warchariot: The Kroot Shaman can be mounted on a Warchariot for +50pts. The Shaman replaces the Kroot Gladiator.

Kroot Shaper Council.…....…...…..…..……………..…..…………….…..……….…..…..…..…..…...…..….…..……...…..…..……………..............…70 PTS

Unit Composition: • 3 Kroot Shapers Unit Type:

• Infantry (Character)

Wargear • Heavy Chainsword • Kroot Rifle

Special Rules • Kroot • Independent Character

Options: • Add up to seven Kroot Shapers to the unit at +24pts per model. • Any Shaper in the Council may replace his Heavy Chainsword with a

Kroot Rifle for free, a Kroot Axe or Tarellian Razorclaw for +10pts, an Ork Power Klaw or Imperial Power Maul for +15pts or a Tarellian Chaingun for +25pts.

• Any Shaper in the Council may replace his Kroot Rifle with a Pulse Rifle or a Pulse Carbine for +5pts, a Cryogun or an Ion Rifle for +10 pts or an Ion Bolter, Fusion Blaster or Plasma Rifle for +15pts.

• Any Shaper in the Council may take Tau Battleplate for +10pts • Any Shaper in the Council may take a Kroothawk for +25pts Dedicated Transport: The Kroot Shaper Council may take a Great Knarloc Howdah as a dedicated transport.

WS BS S T W I A Ld Sv

Kroot Warchief 5 4 5 4 4 5 4 9 6+

WS BS S T W I A Ld Sv

Kroot Shaman 4 3 4 3 3 4 3 9 6+

WS BS S T W I A Ld Sv

Kroot Shaper 4 3 4 3 3 4 3 8 6+

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TROOPS Kroot Carnivore Kindred..…..…...…..….……....….…..…..…..…..…...…..……….….....……..…..…..…..…...…..….…..…..…..…..…...…60 PTS

Unit Composition: • 5 Kroot Carnivores • 1 Kroot Shaper Unit Type: Infantry

Wargear • Kroot Rifle Special Rules • Kroot

Options: • Add up to fourteen Kroot Carnivores to the unit at +8pts per model. • The Shaper may replace his Kroot Rifle with a Kroot Axe or a Pulse Rifle

or a Pulse Carbine for +5pts, a Cryogun or an Ion Rifle for +10 pts or an Ion Bolter, Fusion Blaster or Plasma Rifle for +15pts.

Shape: The Kindred may take a shape from the following for +20pts: Ferocious, Savage, Scarred or Venomous.

Dedicated Transport: Provided it numbers six models, the squad can select a Kroot Warwheel as a dedicated transport. Alternatively, provided it numbers no more than fifteen models, the squad can select a Great Knarloc Howdah as a dedicated transport.

Kroot Hound Kindred..…..…...…..….…...…..…..…...…..….…..…..…..…..…...…..……….….....……..…..…..…..…...…..….…..…..…..…..…...…36 PTS

Unit Composition: • 6 Kroot Hounds Unit Type: Beasts

Wargear • None Special Rules • Kroot • Supernumery

Options: • Add up to six Kroot Hounds to the unit at +6pts per model. Shape: Despite being an evolutionary dead-end, Kroot Hounds can be fed certain meats before battle to hone a particular shape. The Kindred may take a shape from the following for +20pts: Ferocious, Savage, Scarred or Venomous.

DEDICATED TRANSPORTS

Kroot Warwheel...…..…...…..….…...…..…..…...…..….…..…..…. …..…...…....…...…..…………….…..…..…..…..…...…..….…..…..…..…..…………….....…45 PTS

Unit Composition: • 1 Kroot Warwheel Unit Type: • Vehicle (Fast, Open Topped)

Wargear • Twin-Linked Kroot Gun

Transport Capacity • 6 Models

Special Rules • Scout • Jink

Options: • The Kroot Warwheel may replace its Twin-Linked Kroot Gun with a

Kroot Harpoon for free.

Kroot Great Knarloc Howdah..…...…..….…...…..…..…...…..….…..…..….…..…..…..…..…...…..….…..…..…..…..…..…100 PTS

Unit Composition: • 1 Kroot Great Knarloc Unit Type: • Monstrous Creature

Wargear • None Special Rules • Kroot • Transport

Transport: The Great Knarloc may transport up to fifteen models who either sit in the Howdah on the back of the Knarloc or hang from straps on the sides. The Great Knarlock Howdah is treated as an open topped vehicle for the purposes of embarking, shooting and disembarking.

Shape: As an evolutionary dead-end, Great Knarloc may not take shapes or be led by a Shaper.

WS BS S T W I A Ld Sv Kroot Carnivore 4 3 4 3 1 4 1 7 6+ Kroot Shaper 4 3 4 3 3 4 3 8 6+

WS BS S T W I A Ld Sv Kroot Great Knarloc 4 3 6 5 6 3 4 7 5+

WS BS S T W I A Ld Sv Kroot Hound 4 0 4 3 1 5 2 7 -

Armour WS BS S F S R I A HP

Kroot Warwheel - 3 - 11 11 10 - - 2

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ELITES Kroot Scarred Carnivore Kindred..……..…..…...…..……….….....……..…..…..…..…...…..….…..…..…..…..…...…75 PTS

Unit Composition: • 5 Kroot Carnivores • 1 Kroot Shaper Unit Type: Infantry

Wargear • Kroot Rifle Special Rules • Kroot • Stubborn

Options: • Add up to four Kroot Carnivores to the unit at +11pts per model. • The Shaper may replace his Kroot Rifle with a Kroot Axe or a Pulse Rifle

or a Pulse Carbine for +5pts, a Cryogun or an Ion Rifle for +10 pts or an Ion Bolter, Fusion Blaster or Plasma Rifle for +15pts.

Shape: The Kindred have the Scarred shape and may take a further shape from the following for no additional cost: Venomous, Ferocious or Savage.

Dedicated Transport: Provided it numbers six models, the squad can select a Kroot Warwheel as a dedicated transport. Alternatively, the squad can select a Great Knarloc Howdah as a dedicated transport.

Kroot Howler Kindred...…..…...…..….…...…..…..…...…..….…..…..…..…..…...…..…………….…..…..…..…..…...…..….…..…..…..…...…60 PTS

Unit Composition: • 5 Kroot Howler Unit Type: Infantry

Wargear • Two Kroot Axes

Special Rules • Kroot • Fearless • Feel No Pain • Rage

Options: • Add up to fifteen Kroot Howlers to the unit at +12pts per model.

Shape: As an evolutionary dead-end, Howler Kindred may not take shapes or be led by a Shaper.

Kroot Gladiator…..…..…………...…...…....…...…..…..……………..…..…………….…..……….…..…..…..…..…...…..….…..…..…..…..……………..............…45 PTS

Unit Composition: • 1 Kroot Gladiator Unit Type:

• Infantry (Character)

Wargear • Heavy Chainsword Special Rules • Kroot • Independent Character • Fearless • Monster Hunter • Preferred Enemy

Options: • The Kroot Gladiator may replace his Heavy Chainsword with a Kroot

Rifle for free, a Kroot Axe or Tarellian Razorclaw for +10pts, an Ork Power Klaw or Imperial Power Maul for +15pts or a Tarellian Chaingun for +25pts.

Shape: As they are not influenced or led by Shapers, Kroot Gladiators may not take shapes.

WS BS S T W I A Ld Sv Kroot Howler 4 3 4 3 1 4 1 10 -

WS BS S T W I A Ld Sv Kroot Carnivore 4 3 4 3 1 4 1 7 6+ Kroot Shaper 4 3 4 3 3 4 3 8 6+

WS BS S T W I A Ld Sv

Kroot Gladiator 5 3 4 4 1 3 2 10 6+

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FAST ATTACK

Kroot Knarloc Rider Kindred…..…..….….…..…..…..…..…..….…..….....…..….…..…..…..…..…...…..….…..…..…..…..…..100 PTS

Unit Composition: • 2 Kroot Knarloc Riders • 1 Kroot Knarloc Shaper Unit Type: Cavalry

Wargear • Kroot Rifle Special Rules • Kroot • Furious Charge

Options: • Add up to three Kroot Knarloc Riders to the unit at +25pts per model. • The Shaper may replace his Kroot Rifle with a Kroot Axe or a Pulse Rifle

or a Pulse Carbine for +5pts, a Cryogun or an Ion Rifle for +10 pts or an Ion Bolter, Fusion Blaster or Plasma Rifle for +15pts.

Shape: The Kindred may take a shape from the following for +20pts: Ferocious, Savage, Scarred or Venomous.

Kroot Vulture Kindred..…..……….....…..….…...…..…..…...…..….…..…..…..…..…...…..….…..…..…..…..…...…..….…..…..…..…..…...…60 PTS

Unit Composition: • 5 Kroot Vultures Unit Type: Jump Pack Infantry

Wargear • Kroot Rifle Special Rules • Kroot • Hit and Run • Bird-Strike

Options: • Add up to fifteen Kroot Vultures to the unit at +12pts per model. • Any Kroot Vulture may replace his Kroot Rifle with a Kroot Axe for

+1pts per model. Shape: As an evolutionary dead-end, Howler Kindred may not take shapes or be led by a Shaper. Bird-Strike: Kroot Vulture Kindred may assault Zooming Flyer models, even though normally this is not possible. The Zooming Flyer is hit on a roll of a 6 in combat and all such hits by a Kroot Vulture Kindred are resolved against its rear armour. Kroot Vultures tend to target vulnerable systems such as engine intakes and the pilot canopy and so Kroot Vultures gain the Rending special rule with attacks made in combat against a Zooming Flyer. Each Kroot Vulture that successfully hits a Zooming Flyer in combat is immediately removed from play.

Kroot Warchariot…..…..…………...…...…....…...…..…..……………..…..…………….…..……….…..…..…..…..…...…..….…..…..…..…..…………….....…80 PTS

Unit Composition: • 1 Kroot Warchariot Unit Type: Kroot Gladiator

• Infantry (Character)

Warchariot • Vehicle (Chariot, Fast, Open Topped)

Wargear • Heavy Chainsword

Special Rules (Gladiator) • Kroot • Independent Character • Fearless • Monster Hunter • Preferred Enemy

Options: • The Kroot Gladiator may replace his Heavy Chainsword with a Kroot

Rifle for free, a Kroot Axe or Tarellian Razorclaw for +10pts, an Ork Power Klaw or Imperial Power Maul for +15pts or a Tarellian Chaingun for +25pts.

Transport Capacity 1 (Kroot Gladiator, Kroot Shaman or Kroot Warchief only)

Shape: As they are not influenced or led by Shapers, Kroot Gladiators may not take shapes

WS BS S T W I A Ld Sv Kroot Knarloc Rider 4 3 4 4 2 4 2 7 5+ Kroot Knarloc Shaper 4 3 4 4 4 4 4 8 5+

WS BS S T W I A Ld Sv Kroot Vulture 4 3 4 3 1 3 1 7 6+

Armour WS BS S F S R I A HP

Kroot Warchariot - 3 - 11 11 10 - - 2

WS BS S T W I A Ld Sv

Kroot Gladiator 5 3 4 4 1 3 2 10 6+

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HEAVY SUPPORT Kroot Great Knarloc Kindred…..…...…..….…...…..…..…...…..….…..…..….…..…..…..…..…...…..….…..…..…..…..…..…100 PTS

Unit Composition: • 1 Kroot Great Knarloc Unit Type: • Monstrous Creature

Wargear • None Special Rules • Kroot

Options: • Add up to two Kroot Great Knarloc to the unit at +100pts per model. • Any Kroot Great Knarloc may exchange a wound and an attack for a

Kroot Bolt Thrower or a twin linked Kroot Gun for free. Shape: As an evolutionary dead-end, Great Knarloc Kindred may not take shapes or be led by a Shaper.

Kroot Krootox Kindred..…..….......…..….…...…..…..…...…..….…..…..…..…..…...…..….…..…..…..…..…...…..….…..…..…..…..………105 PTS

Unit Composition: • 3 Krootox Unit Type: Heavy Infantry

Wargear • Kroot Gun Special Rules • Kroot • Slow and Purposeful • Furious Charge

Options: • Add up to three Krootox to the unit at +35pts per model.

Shape: As an evolutionary dead-end, Krootox Kindred may not take shapes or be led by a Shaper.

Kroot Warglider...…..…...…..….….....………..…...…....…...…..…………….…..…..…..…..…...…..….….…..…..……...….…..……..…..…..………………….100 PTS

Unit Composition: • 1 Kroot Warglider Unit Type: • Vehicle (Flyer)

Wargear • Twin-Linked Kroot Gun • Kroot Bombs

Special Rules • Vector Dancer • Strafing Run

Options: • The Kroot Warglider may replace its Twin-Linked Kroot Gun with a

Kroot Harpoon for free. • The Kroot Bombs may be given a Shamanic Blessing for +10pts.

Kroot Heavy Warwheel...…..…...…..….….....………..…...…....…...…..…………….…..…..…..…..…...…..….…..…..…..…..…………………...95 PTS

Unit Composition: • 1 Kroot Heavy Warwheel Unit Type: • Vehicle (Fast)

Wargear • Two Twin-Linked Kroot Guns

Special Rules • Scout • Jink

Options: • Add up to two Heavy Warwheels to the squadron at +95pts per model. • Any Kroot Heavy Warwheel may replace either Twin-Linked Kroot

Gun with a Kroot Harpoon for free.

WS BS S T W I A Ld Sv Kroot Great Knarloc 4 3 6 5 6 3 4 7 5+

WS BS S T W I A Ld Sv Krootox 4 3 6 4 3 3 3 7 5+

Armour WS BS S F S R I A HP

Kroot Heavy Warwheel - 3 - 11 11 10 - - 3

Armour WS BS S F S R I A HP

Kroot Warglider - 3 - 10 10 10 - - 2