Codex Tau Empire, Chapter Approved 2004: Kroot Mercenaries: Kroot Hounds As Wargear

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CODEX TAU EMPIRE, CHAPTER APPROVED KROOT HOUNDS AS WARGEAR

2004: KROOT MERCENARIES Some Team Leaders have the ability to be


This team list uses the GW Chapter Approved accompanied by Kroot Hounds. Kroot Hounds
2004 book as its basis for rules. Any rules that are taken in this manner count as, for all intents and
not in the Warhammer 40,000 main rule book will purposes, wargear. They do not count when
be stated in this Kill Team list. determining the number of models on the table
for taking a Rout Test. In a campaign, Kroot
Hounds taken in this manner do not need to roll
FACTION KEYWORDS
All models in this list have the Xenos, Kroot keywords.
on the Injury chart and are automatically
replenished after a game.

EATERS OF THE DEAD


Units with this special rule may not make
MODEL AVAILABILITY
You must adhere to the following model requirements
Sweeping Advances. when building your Kill Team:

HYPERACTIVE NYMUNE ORGAN • 1 Team Leader model


Models with this upgrade gain the Fleet special • 1-30 Core models
rule. • 0-5 Special models
SIGNATURE EVOLUTIONARY ADAPTATIONS • Ork Hybrid: Increase the Toughness
You may choose one adaptation from the list characteristic of any model with this adaptation
below. If a Signature Evolutionary Adaptation is by 1. Points Cost: +5 pts per Team Leader, +3 pts
chosen, you must apply it to every eligible model per model for all other models
in your Kill Team, only once, for the points listed. • Sixth Sense: Any model with this adaptation
Krootox, Hounds, and models with Knarloc gains a 4+ invulnerable save while in melee. Points
Mounts do not benefit from these signature Cost: +2 pts per model
adaptations.

• Bold: Increase the Leadership characteristic of


any model with this adaptation by 1. Points Cost:
+1 pt per model
• Chameleon: Add +1 to the cover save of any
model with this adaptation. Points Cost: +2 pts per
model
• Fast Reflexes: Increase the Movement
characteristic of any model with this adaptation
by 1”. Points Cost: +1 pt per model
• Sharp Eyes: Any model with this adaptation may
reroll 1s when shooting. Points Cost: +2 pts per
model

Infiltrate Hold in reserves as per HoR rules. When this model arrives, set it up anywhere on the table
more than 9” from any enemy models. Counts as having moved but otherwise acts normally
Stealth This model gets the benefit of cover even when in the open
Scout This model may deploy anywhere on the board as long as it is more than 12" from any enemy
deployment zone
Shrouded This model gets +2 to its armour save from cover rather than +1
Preferred In campaign play, pick a faction keyword when this model joins you. In normal play pick
Enemy a non faction keyword before deployment begins. In either case, this model may reroll failed
rolls to Wound against enemy models with that keyword.
Acute Senses You may reroll reserve rolls for this model
Move Through Is not slowed by terrain when moving and charging
Cover
KROOT SHAPER 25
NAME M WS BS S T W A Ld Sv
Shaper 7” 3+ 4+ 4 3 2 3 9 5+
Master Shaper 7” 3+ 4+ 4 3 2 3 10 5+
EQUIPMENT - Kroot Rifle
RULES - Inspiring Presence, Infiltrate, Move through Cover, Stealth, Eaters of the Dead
OPTIONS - Shaper may upgrade to a Master Shaper for 10 pts.
- Shaper or Master Shaper may take a Hyperactive Nymune Organ 5 pts.
- Shaper or Master Shaper may replace its Kroot Rifle with a Stormbolter 5 pts.
- Shaper or Master Shaper may be accompanied by up to 2 Kroot Hounds 7 pts each

- If a Shaper or Master Shaper takes neither the Hyperactive Nymune Organ nor is
accompanied by Kroot Hounds, then it may take Vulture Wings 15 pts.
Vulture Wings change the unit type to Jump Infantry (Ch).
- Shaper or Master Shaper may upgrade to one of the following Specialists:
• Headhunter Specialist 5pts
• Stalker Specialist (Gains Punji Traps, see Stalker Entry) 5pts
• Vulture Specialist (Also requires Vulture Wings) 5pts

A Kill Team with a Specialist is allowed to take more than five models of its associated
type. In addition, a Headhunter Specialist gains the Poisoned special rule and a Stalker
Specialist gains the Scout special rule
KEYWORDS Xenos, Kroot, Infantry

KROOT SHAMAN 35
NAME M WS BS S T W A Ld Sv
Shaman 7” 3+ 4+ 4 3 2 3 10 5+
EQUIPMENT - Kroot Rifle
RULES - Inspiring Presence, Psyker, Infiltrate, Move through Cover, Stealth, Eaters of the Dead

This model can attempt to manifest one psychic power in each friendly psychic phase and
attempt to deny one psychic power in each enemy psychic phase. It knows Smite and the
Spirit of Pech power.

Spirit of Pech – Warp Charge 2 – If successful you may place a 6” (or GW) Jungle/Forest
Terrain piece within 12” of the Shaman
OPTIONS - May upgrade to manifest two psychic powers per phase 20pts

KEYWORDS Xenos, Kroot, Infantry


KROOT HOUND PACKMASTER 30
NAME M WS BS S T W A Ld Sv
Master 7” 3+ 4+ 4 3 2 3 9 5+
EQUIPMENT - Kroot Rifle
RULES - Inspiring Presence, Infiltrate, Move through Cover, Stealth

Master Hound Trainer In a Kill Team led by a Kroot Hound Master, Kroot Carnivores do
not need to be taken to take Kroot Hound Packs.
OPTIONS - May take a Hyperactive Nyume 5pts
- May be accompanied by up to 5 Hounds 7pts each
KEYWORDS Xenos, Kroot, Infantry
KROOT CARNIVORE 10
NAME M WS BS S T W A Ld Sv
Carnivore 7” 3+ 4+ 4 3 1 1 8 6+
EQUIPMENT - Kroot Rifle
RULES - Infiltrate, Move through Cover, Stealth, Eaters of the Dead
OPTIONS - May take Sniper Rounds 1pt
KEYWORDS Xenos, Kroot, Infantry

KROOT HOUND PACK 7


(You may only take one Kroot Hound for every five Carnivores in your kill team)

NAME M WS BS S T W A Ld Sv
Hound 12” 3+ - 4 3 1 2 8 6+
EQUIPMENT - CCW (Beak/Teeth/Claws)
RULES - Infiltrate, Stealth, Eaters of the Dead, Release the Hounds, Acute Senses, Non-Learning

Release the Hounds If one or more enemy units fall back from combat with a Kroot Hound
Pack, then each Kroot Hound in the combat inflicts an automatic S4 AP- hit on any target
in a unit that is falling back
OPTIONS
KEYWORDS Xenos, Kroot, Beast

KROOT HEADHUNTER 12
(No more than five Headhunters may be taken in your kill team)

NAME M WS BS S T W A Ld Sv
Headhunter 7” 3+ 4+ 4 3 1 1 8 6+
EQUIPMENT - Kroot Pistol
- CCW
- Hyperactive Nyume Organ
RULES - Infiltrate, Move through Cover, Eaters of the Dead, Preferred Enemy Infantry
OPTIONS - May take any of the following:
• Frag Grenades 1pt each
• Karak Grenades 1pt each
- May replace Kroot pistol with one of the following:
• Kroot Longrifle 5pts
- May replace CCW with one of the following:
• Placeholder for further testing
KEYWORDS Xenos, Kroot, Infantry
KROOT VULTURE 14
(No more than five Vultures may be taken in your kill team)

NAME M WS BS S T W A Ld Sv
Vulture 7” 3+ 4+ 4 3 1 1 8 6+
EQUIPMENT - Kroot Rifle
- Wings (Jump Pack)
RULES - Infiltrate, Move through Cover, Stealth, Eaters of the Dead
OPTIONS - May take any of the following:
• Frag Grenades 1pt each
• Krak Grenades 1pt each
• Melta Bombs 5pts each
- May replace Kroot Rifle with one of the following:
• Shotgun 5pts
KEYWORDS Xenos, Kroot, Infantry, Fly

KROOT STALKER 18
(No more than five Stalkers may be taken in your kill team)

NAME M WS BS S T W A Ld Sv
Stalker 7” 3+ 4+ 4 3 1 1 8 6+
EQUIPMENT - Kroot Rifle
RULES - Infiltrate, Move through Cover, Stealth, Shrouded, Scout Eaters of the Dead
OPTIONS - May take any of the following:
• Frag Grenades 1pt each
• Krak Grenades 1pt each
- May replace Kroot Rifle with one of the following:
• Kroot Pistol and Serrated Knife (Poisoned 4+) 10pts
- May take up to 4 Punji Traps 00pts each
Before deployment, you must mark down on a piece of paper where each Punji trap is
located at on the table. You may revel them during your opponents movement phase
when they move within 3” of a trap
Range 3” S3 AP- D1 Automatically halves the enemy models M next turn, One Use
Only
KEYWORDS Xenos, Kroot, Infantry
KROOT KNARLOC RIDER 30
(You may take no more than three Knarlocs in your kill team)

NAME M WS BS S T W A Ld Sv
Knarloc 12” 3+ 4+ 5 5 2 3 8 6+
EQUIPMENT - Kroot Rifle, Knarloc Mount, Hyperactive Nyume Organ
RULES - Infiltrate, Move through Cover, Stealth, Eaters of the Dead, Scout

Native Scouts Knarloc Riders may be deployed normally even in scenarios where they
could not normally be deployed. For a given mission, if you can only deploy a limited
number of units, then any Knarloc Riders that are deployed do not count against the limit.

Knarloc Claws and Beak When in melee, a Knarloc Rider may choose to attack with either
the Knarloc’s Claws or trade all of its attacks for a single attack with the Knarloc’s Beak. If,
when attacking with the Knarloc’s Claws, at least two 6s are rolled To Hit, then the Knarloc
gets a single attack with its Beak. The profile for these weapons can be found under Kroot
Wargear.
OPTIONS

KEYWORDS Xenos, Kroot, Cavalry


KROOTOX RIDER 30
(You may only take one Krootox for every three Kroot Carnivores in your kill team)

NAME M WS BS S T W A Ld Sv
Krootox 7” 3+ 4+ 6 5 3 2 8 6+
EQUIPMENT - Kroot Gun
RULES - Infiltrate, Move through Cover, Stealth, Eaters of the Dead, Bulky
OPTIONS
KEYWORDS Xenos, Kroot, Infantry

TAUROS ASSUALT VEHICLE 40


(You may only take one Tauros in your kill team)

NAME M WS BS S T W A Ld Sv
Tauros 12” 5+ 4+ 5 4 4 1 9 4+
EQUIPMENT - Heavy Flamer

RULES - Scout, All Terrain, Galvanic Motor

All Terrain: Tauros may re-roll all dangerous terrain tests.

Galvanic Motor: May ignore immobilized results on a 5+.


OPTIONS - May upgrade to a Tauros Venator
• Costs an additional 20pts
• S increase to 6, T to 5
• Heavy Flamer is replaced with a Multi-Laser
KEYWORDS Xenos, Kroot, Vehicle

BAGGAGE KNARLOC 80
(You may only take one Minor Knarloc in your kill team)

NAME M WS BS S T W A Ld Sv
Knarloc 7” 3+ - 6 5 4 4 7 5+
Goad 7” 3+ 4+ 4 3 1 1 8 6+
EQUIPMENT - Knarloc Beak and Claws (Knarloc)
- Kroot Rifle (Goads)
RULES - Scout, Move Through Cover, Shrouded (Both)

Knarloc starts with 4 Goads attached. They must remain within 2” of the Knarloc. After the last
Goad dies or is out of 2”, each turn from there the Knarloc must pass a nerve/morale test to
move/assault

Knarloc Claws and Beak When in melee, a Knarloc may choose to attack with either the Knarloc’s
Claws or trade all of its attacks for a single attack with the Knarloc’s Beak. If, when attacking with
the Knarloc’s Claws, at least two 6s are rolled To Hit, then the Knarloc gets a single attack with its
Beak. The profile for these weapons can be found under Kroot Wargear
OPTIONS - May take flak armour (increases save to 4+) 15 pts

KEYWORDS Xenos, Kroot,


Weapon Range Strength AP Damage Type
CCW --- User --- 1 Melee
Kroot Rifle (CC) --- User 5 1 Melee, Two Handed
Eviscerator --- Sx2 2 D3 Melee, Armourbane
Knarloc Claws --- User 5 D3 Melee, Rending
Knarloc Beak --- 8 2 D6 Melee, Unweildy
12” 3 0 1 Assault 2, If target is in hald range,
Shotgun
add 1 to Str
Kroot Pistol 12” 4 6 1 Pistol
Kroot Rifle (pulse) 24” 4 6 1 Rapid Fire
Kroot Rifle (Sniper) 24” X 6 D3 Heavy 1, Sniper
Kroot Longrifle 36” 5 5 D3 Assault 2
Kroot Gun 48” 7 4 D6 Rapid Fire

Two Handed Do not receive +1 A


When attacking a VEHICLE, wound rolls of 6+ cause a mortal wound in addition to any other
Armourbane
damage
Rending Wound rolls of 6 are resolved at AP-3
Unweildy -1 to Hit rolls when attacking with this weapon
Sniper Sniper rules per HoR Rulebook

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