Codex Tau Empire, Chapter Approved 2004: Kroot Mercenaries: Kroot Hounds As Wargear
Codex Tau Empire, Chapter Approved 2004: Kroot Mercenaries: Kroot Hounds As Wargear
Codex Tau Empire, Chapter Approved 2004: Kroot Mercenaries: Kroot Hounds As Wargear
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
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
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
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
NAME M WS BS S T W A Ld Sv
Tauros 12” 5+ 4+ 5 4 4 1 9 4+
EQUIPMENT - Heavy Flamer
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