Kroot Freeguilds Codex
Kroot Freeguilds Codex
Kroot Freeguilds Codex
Army Rules
EVOLUTIONARY SKIRMISHERS
The Kroot are a highly adaptive species, this means there is no limit to the amount of
problem solving and planning each of them can do, this is further issued when lead by a
higher authority.
At the start of each Phase, count the number of models that friendly KROOT models have
killed, roll a D6 for each one of those models, on a 6+, you may pick a KROOT unit on the
table, they may move 2” extra that turn, or they may have a +1 to hit that turn.
● At the start of each phase, roll a D6 for each model a KROOT unit kills.
● On a 6+, that unit may move 2” extra or have an extra +1 to hit.
MERCENARY ALLIANCE
The tactical philosophy known as the Kauyon allows for Kroot Auxilliaries to draw the
enemy into a deadly trap, springing it at the perfect moment to deliver a storm of fatal
strikes against which none can escape.
If the model with this ability does not have the KROOT keyword, they use this ability
instead. From the first battle round onwards, all ranged weapons equipped by models that
have this ability have the [SUSTAINED HITS 1] weapon ability. If that unit has Leader core
ability, the weapons in that unit have the [SUSTAINED HITS 2] weapon ability instead.
● Unit’s that do not have the KROOT keyword gain [Sustained Hits 1] when they use
a ranged weapon
● If that unit has the Leader core ability, thay have [Sustained Hits 2] instead.
Genetic Harvest Force
The Genetic Harvest Detachment is a specialised unit within the Kroot Freeguilds, dedicated
to the clandestine extraction of adaptive DNA from their foes during the chaos of battle.
Comprising skilled geneticists, cunning scouts, and ruthless warriors, this detachment
operates with precision and secrecy.
These geneticists play a crucial role in enhancing the overall adaptability of the Kroot
Freeguilds, incorporating acquired DNA into their own warriors to bolster their resilience,
strength, and combat effectiveness. The Genetic Harvest Detachment operates in the
shadows, ensuring that the enemy remains unaware of the ongoing genetic manipulation
until it is too late.
DETACHMENT RULE
ADAPTIVE SYPHONING
All of the Kroot in the detachment have special DNA that allows their bodies to adapt
according to the creatures they kill during the battle, transferring this DNA to storage in their
bodies they can use for later purposes, this allows them to rise above their enemies
At the start of each Command Phase, Each unit with the KROOT keyword makes an
“Adaptive Creatures” roll by rolling 2D6. If you wish, you can then re-roll all of these dice,
but if you do, roll one less D6. You can continue re-rolling all of the dice in this manner,
rolling one less D6 each time you do, until you are satisfied with the results rolled (or until
you only have a single D6 remaining). keep those values in your “Adaptation Pool,” you may
write those down
Up to 3 times per turn, you can substitute a dice you have rolled, with one of the current
values you have in your “Adaptation Pool,” and when you do, you remove that value from
the pool.
● Each Command phase, roll 2d6 for each KROOT unit that is still on the table, you
may reroll all of them, but you have to get rid of one of the dice every time you do.
● Up to 3 times per turn, you may replace one of your dice values you roll with a value
from the pool, then remove that value from the pool.
ENHANCEMENT
Every variable has been factored into this strategist’s master plan.
GENESTEALER CULTS model only. While the bearer is leading a unit, models in that unit
have the Infiltrators ability and each time you select that unit as the target of a Stratagem,
roll one D6: on a 4+, you gain 1CP.
Every variable has been factored into this strategist’s master plan.
KROOT FREEGUILDS model only. While the bearer is leading a unit, models in that unit
have the Infiltrators ability and each time you select that unit as the target of a Stratagem,
roll one D6: on a 4+, you gain 1CP.
No matter how often the oppressors seek to trap or silence this leader, they always find
themselves left empty-handed and foolish, their elusive quarry long gone.
KROOT FREEGUILDS model only. Once per turn, when an enemy unit ends a Normal,
Advance or Fall Back move within 9" of the bearer’s unit, if the bearer’s unit is not within
Engagement Range of any enemy units, it can make a Normal move of up to D6".
This warlord inspires such insane devotion that their kindred will leap headlong into battle
in order to win their favour.
GENESTEALER CULTS model only. While the bearer is leading a unit, you can target that
unit with the Heroic Intervention Stratagem for 0CP, and can do so even if you have
already targeted a different unit with that Stratagem this phase.
STRATAGEMS
WHEN: Your Shooting phase. WHEN: The start of your Shooting phase or
TARGET: One KROOT FREEGUILDS unit the start of the Fight phase.
from your army that arrived from Reserves TARGET: Two KROOT FREEGUILDS units
this turn and has not been selected to from your army that have not been selected
shoot this phase. to shoot or fight this phase, and one enemy
EFFECT: Until the end of the phase, unit.
improve the BS and AP characteristics of EFFECT: Until the end of the phase, each
ranged weapons equipped by models in time a model in either of your units makes
your unit by 1. an attack, it can only target that enemy unit
(and only if it is an eligible target for that
attack), and when resolving that attack, add
1 to the Wound roll.
The Precision Fire Corps, specialised detachments within the Kroot Freeguilds, focuses on
relentless ballistic tactics. This unit excels in maintaining a constant hail of precision fire,
employing expert marksmen armed with advanced weaponry. With disciplined formations
and synchronised precision, the Firestorm Division strategically unleashes a barrage of
firepower, suppressing enemies and creating controlled devastation on the battlefield. Their
mastery of ranged combat solidifies the Kroot Freeguilds' presence as formidable
marksmen, striking down adversaries with lethal efficiency.
DETACHMENT RULE
UNRELENTING FIGHTERS
The infamous war cry of these Kroot is known and feared throughout the galaxy. When it
echoes across the battlefield, even the most stalwart warriors fear the onslaught to come,
the Kroot are unrelenting and seem to never get tired.
If your Army Faction is KROOT FREEGUILDS, once per battle round, you can call a Fury of
the Storm! If you do, until the start of the next battle round:
● KROOT units from your army are eligible to declare a charge in a turn in which they
Advanced.
● Add 1 to the Strength and Attacks characteristics of melee weapons equipped by
KROOT models from your army.
● KROOT models from your army have a 5+ invulnerable save.
ENHANCEMENT
Always found at the forefront of an assault, this Kroot is best when first into the fray.
KROOT model only. While the bearer is leading a unit, add 2" to the Move characteristic
of models in that unit.
Certain high ranking Kroot have proven their worth and have gotten bionic upgrades to
enhance their power in battle
Kroot model only. The bearer has the Feel No Pain 4+ ability.
This commander drills his warriors relentlessly; combined with the Adeptus Astartes’
incredible reflexes, they produce a devastating rate of fire.
KROOT FREEGUILD model only. While the bearer is leading a unit, ranged weapons
equipped by models in that unit have the [Sustained Hits 1] ability. In addition, each time
a model in that unit makes a ranged attack, a successful unmodified Hit roll of 5+ scores
a Critical Hit.
Artificer - 10 pts
Trained by the T’au’s finest leaders, this Kroot provides superior protection.
KROOT model only. The bearer has a Save characteristic of 2+ and the Feel No Pain 5+
ability.
STRATAGEMS
WHEN: Your Shooting phase. WHEN: Fight phase, just after an enemy
TARGET: One KROOT FREEGUILDS unit unit has selected its targets.
from your army. TARGET: One KROOT FREEGUILDS unit
EFFECT: Until the end of the phase, ranged from your army that was selected as the
weapons equipped by models in your unit target of one or more of the attacking unit’s
have the [IGNORES COVER] ability. If your attacks.
unit is under the effects of the Devastator EFFECT: Until the end of the phase, each
Doctrine, until the end of the phase, time a model in your unit is destroyed, if
improve the Armour Penetration that model has not fought this phase, do
characteristic of such weapons by 1 as not remove it from play. The destroyed
well. model can fight after the attacking model’s
unit has finished making attacks, and is
then removed from play.
Size M T Sv W Ld Oc
1 7” 6 4+ 9 6+ 3
The Great Knarloc, an integral component of the Kroot Mercenaries' arsenal, is a formidable
reptilian creature engineered through the unique evolutionary practices of the Kroot species.
This heavy support unit exhibits exceptional versatility, serving both as a potent combatant
and a reliable transport platform.
Each model is armed with a Kroot Rifle, Knarloc Beak and Talons, and the choice of either a
Kroot Bolt Thrower, Twin Kroot Gun, Kroot Grenade Blaster, Kroot Long Gun, or Kroot Melta
Gun
Loping Stride: Each time this unit Advances, do not make an Advance roll. Instead, until the
end of the phase, add 6" to the Move characteristic of models in this unit.
Crushing Strike: Each time this model finishes a charge move, select one enemy unit within
Engagement Range of it and roll one D6: on a 4-5, that enemy unit suffers D3 mortal
wounds; on a 6, that enemy unit suffers 3 mortal wounds
Size M T Sv W Ld Oc
10 6” 5 3+ 1 6+ 1
The Poy'Per Kroot Carbine Squad is an innovative fusion of Kroot prowess and Tau drone
technology, creating a formidable force on the battlefield. Clad in advanced armour, these
Armoured Kroot warriors wield powerful Kroot Carbines, while integrated drones provide
enhanced abilities.
Each model is armed with a Pulse Pistol, Pulse Rifle, and 1 for every 10 models in this unit
can be armed with a Smart Missile System, and 1 for every 10 models in this unit can be
armed with Missile Pod
Missile Pod 6” 1 3+ 7 -2 2
Core: Deepstrike
Faction: Evolutionary Skirmishers
Drone Barrage Protocol: At the beginning of the Shooting phase, choose a visible enemy
unit within 18". For this shooting phase, each member of the Poy'Per Kroot Carbine Squad
may make an additional shooting attack with their Kroot Carbine.
Keywords: Kroot Freeguilds, Kroot, Battlesuit, Infantry Poy’Per, Poy’Per Carbine Squad
Poy’Per Kroot Hardsuit Squad
Size M T Sv W Ld Oc
3 10” 6 3+ 5 6+ 3
The Poy'Per Kroot Hardsuit Squad represents the pinnacle of Kroot technological evolution,
outfitted in colossal powered battlesuits that amplify their combat capabilities. These
imposing suits merge Kroot adaptability with cutting-edge Tau technology, creating a
formidable force on the battlefield.
Each model is armed with a Kroot Combat Weapon and the choice for 2 of any one of
these: Kroot Flamer, Assault Cannon, Heavy Plasma Cannon, Missile Launcher, Multi-Melta,
Storm Bolter, and Twin Lascannon
Core: Deepstrike
Faction: Evolutionary Skirmishers
Stealthy Hunters: Each time a ranged attack is allocated to a model in this unit while it is
receiving the benefits of cover, add an additional 1 to any armour saving throw made
against that attack.
Valued Sacrifice: Each time a model in this unit is destroyed, it is ignored for the purpose of
Morale tests.
Keywords: Kroot Freeguilds, Kroot, Battlesuit, Infantry, Poy’Per, Poy’Per Hardsuit Squad
Poy’Per Kroot Anglersuit
Size M T Sv W Ld Oc
1 10” 6 3+ 8 6+ 3
The Poy'Per Kroot Anglersuit stands as a colossal embodiment of Kroot ingenuity, featuring
an imposing frame equipped with a devastating array of weaponry. This advanced battlesuit
is a formidable addition to the Kroot arsenal, designed for heavy assault and long-range
annihilation.
Each model is armed with an Ion Cannon, Smart Missile System, and Laskewer
Battlesuit: Models in this unit can make attacks with ranged weapons even when their unit
is within Engagement Range of enemy units.
Size M T Sv W Ld Oc
1 5” 6 4+ 5 6+ 2
The Kroot Scar-Warrior is a primal and visually striking combatant, embodying the fierce
spirit of Kroot warfare. Cloaked in tattered garments and wielding a unique weapon
reminiscent of a musical instrument, this warrior brings a chaotic and intimidating presence
to the front lines.
Each model is armed with a Kroot Guitar, and Close Combat Weapon
Core: Leader
Faction: Evolutionary Skirmishers
Song of Hate: While this model is 12” of a unit, any units in that range add 2 to their attack
rolls for that turn
Stage of Rage: When this model does not Advance, Charge, or Fall Back in a turn, they get
a +1 to their Armor save roll, in addition, when this model doesn’t move at all that turn, they
get 2 more attacks.
Dark Vengeance: When a unit within 6” of this unit is destroyed, you gain 1CP
Leader: This model can be attached to the following units: Kroot Carnivore Squad, Kroot
Marauders
Size M T Sv W Ld Oc
1 5” 4 5+ 4 6+ 1
The Kroot Shaman, a mystical figure within Kroot society, combines spiritual prowess with
primal instincts to serve as a conduit between the natural world and the ethereal realms.
Adorned in ritualistic attire and wielding a staff infused with ancient energies, the Shaman
harnesses the power of the warp to influence both the battlefield and the destiny of the
Kroot.
Core: Leader
Faction: Evolutionary Skirmishers
Mystic Farsight (Psychic): grants a +1 bonus to armour saves and a +1 bonus to hit rolls
for the Kroot Shaman and a selected friendly Kroot unit within 12" until the start of the next
Psychic phase.
Ethereal Warding: Each turn all friendly Kroot units within 6" gain a 4+ invulnerable save
against ranged attacks. This ability represents the Shaman's skill in manipulating spiritual
forces to shield their kin from incoming gunfire.
Leader: This model can be attached to the following units: Kroot Carnivore Squad, and
Kroot Gliders
Size M T Sv W Ld Oc
3-6 18” 5 3+ 2 6+ 1
The Powered Kroot Hounds epitomise the fusion of Kroot ferocity and advanced
technological augmentation. These cybernetically enhanced beasts, bred for swift assaults
and lethal precision, serve as rapid assault units in the Kroot Mercenary forces.
Core: Stealth
Faction: Evolutionary Skirmishers
Voracious Predators: You can re-roll Advance rolls and charge rolls made for this unit.
Stealthy Hunter: 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.
Relentless: When a model in this unit is slain, roll a d6, on a 3+, that model has 1 wound
instead of dying.
Keywords: Kroot Freeguilds, Kroot, Kroot Hounds, Powered Kroot Hounds, Infantry,
Kroot Hawks
Size M T Sv W Ld Oc
5-10 20” 3 2+ 1 6+ 4
The Kroot Hawks, diminutive avian companions of the Kroot, embody both the playful spirit
of their larger counterparts and a mischievous agility that makes them a vexing presence on
the battlefield. Resembling small, chicken-like creatures with a Kroot-like aesthetic, these
agile beings serve as both companions and tactical nuisances.
Beaks 1” 8 6+ 3 0 1
Not-So Voracious Predators: You can re-roll Advance rolls and charge rolls made for this
unit.
Distraction Dance: Enemy units attempting Overwatch against the Kroot Hawks suffer a -1
penalty to hit rolls.
Disruptive Creatures: Once per battle, during the Enemy Shooting phase, select an enemy
unit within 12" of the Kroot Hawks. The targeted unit must subtract 1 from their hit rolls until
the start of the next Battle Round.
Annoying Cacophony: During the command phase, select one enemy Psyker within 18".
Until the start of the next Command phase, the targeted Psyker suffers a -1 penalty to
Psychic tests, representing the distraction caused by the incessant noise of the Kroot
Hawks.
Size M T Sv W Ld Oc
5-10 24” 5 3+ 4 6+ 2
The Kroot Grudge Trudgers are colossal, wheel-mounted war contraptions, embodying the
Kroot's ingenuity in adapting and repurposing technology for their own martial needs.
Resembling massive wheels with Kroot riders positioned atop.
Each model is armed with Blast Pistols, and Battery Back, 1 of every 5 models in this unit is
armed with a Machine Bolter
Core: Infiltrators
Faction: Evolutionary Skirmishers
Roll Over: When this unit makes a successful charge in the charge phase, they attack with
roll over before the fight phase
Speed Burst: Once per battle during the Movement phase, the Kroot Grudge Trudgers can
make a rapid repositioning manoeuvre. Instead of their normal movement, they may
immediately make a 2d6" move in any direction.
Size M T Sv W Ld Oc
1 6” 4 3+ 4 6+ 1
The Kroot Tech Ranger is a skilled marksman and technological expert within the Kroot
Mercenary forces.adorned with integrated targeting systems, these warriors serve as
long-range support, combining their natural marksmanship with advanced Tau-inspired
technology.
Core: Leader
Faction: Evolutionary Skirmishers
Missile Strike: Once per game, if this unit is still alive, they can call in an airstrike, if they do
so, draw a line across the battlefield, any units that are in this line get attacked by the
Marked Airstrike attack.
Movement Zeal: Each friendly KROOT unit 24” this unit can perform a free Advance action,
but must finish that move closer to the enemy’s drop zone.
Clear the Line: Gives you the ability to automatically succeed on one of your attack dice
rolls in each attack action made in combat for 1 Turning Point.
Leader: This model can be attached to the following units: Kroot Carnivore Squad, And
Kroot Marauders
Size M T Sv W Ld Oc
1 12” 5 3+ 6 6+ 2
The Kroot Outrider ATV represents a swift and agile addition to the Kroot Mercenary forces,
combining natural Kroot mobility with adapted Tau technology. This fast-moving all-terrain
vehicle is designed for hit-and-run tactics, reconnaissance, and rapid response on the
battlefield.
Each model is armed with Multi Melta, Machine Bolter, Bolt Pistol, and Knife Rammers
Knife Rammers: This unit gets 3 more attacks for the Knife Rammers on the first round of
combat right after a charge
Turbo-boost: Each time this unit Advances, do not make an Advance roll. Instead, until the
end of the phase, add 6" to the Move characteristic of models in this unit.
Size M T Sv W Ld Oc
3-6 4” 4 2+ 2 6+ 1
The Greet Pilots are an enigmatic and resourceful species of spacefaring beings, their
physiology resembling a fascinating fusion of cephalopodic and humanoid traits. Possessing
armoured exoskeletons and innate technological aptitude, Greet Pilots navigate the cosmos
with an unparalleled combination of adaptability and ingenuity.
Laspistol 12” 1 3+ 4 0 1
Core: Deepstrike,
Faction: Mercenary Alliance
Augmented: Each time a model in this unit loses a wound, roll one D6, adding 1 to the
result if the Damage characteristic of that attack was 1: on a 5+, that wound is not lost.
Cyberstimms: You-can re-roll charge rolls made for this unit. Each time a model in this unit
is destroyed by a melee attack, if that model has not fought this phase, do not remove it
from play. The destroyed model can fight after the attacking model’s unit has finished
making attacks, and is then removed from play.
Size M T Sv W Ld Oc
3-6 12” 4 3+ 5 6+ 1
In the shadowy expanse of the galactic underworld, the name Ji'atrix Sniper resonates as a
cryptic figure renowned for their unparalleled skill in the art of the hunt. Cloaked in mystery
and adorned with an ensemble of high-tech gear, Ji'atrix Sniper navigates the fringes of
legality as a lone, enigmatic bounty hunter.
X-Erang 24” 2 4+ 5 0 2
Core: Deepstrike,
Faction: Mercenary Alliance
X-Erang: Whenever you hit with an X-Erang, you hit again without rolling to-hit
Stealth Suit: When resolving an attack made with a ranged weapon against this model,
subtract 1 from the hit roll. If this model is on or in a terrain feature, subtract 2 from the hit
roll instead.
Deadshot: Each time you make a ranged attack, you can ignore the Look Out, Sir rule. In
addition, on an unmodified wound roll of 6 for an attack made with an exitus pistol or exitus
rifle, change the Damage characteristic of that weapon to D6 for that attack.
Size M T Sv W Ld Oc
1 6” 4 3+ 4 6+ 1
The Nicassar, a formidable and bear-like species, present an imposing figure with their
eyless faces and split jaws adorned with razor-sharp teeth. In the heat of battle, these
powerful psykers harness the warp, unleashing telekinetic might and reality-altering abilities
upon their adversaries.
Each model is armed with Smite, Storm of Greater Wrath, and Rod of Nicassar
Mind Overtake [Psychic]: This model can stop D3 Psychic abilities cast from enemy units
Mental Fortress [Psychic]: While this model is within 24” of any models, all the models in
range have a 3+ Invulnerable save, and 1 extra attack
Psychic Veil [Psychic]: Each time a Deny the Witch test is taken for this model, if the unit
attempting to manifest the psychic power is within 12" of this model, add 1 to that Deny the
Witch test.
Exalted Ethereal
Size M T Sv W Ld Oc
1 8” 7 4+ 8 5+ 4
The Exalted Ethereal stands as the epitome of Tau leadership, a figure of unmatched
wisdom, charisma, and strategic brilliance. Cloaked in resplendent ethereal robes adorned
with intricate symbols, this commanding presence radiates an aura of authority that instills
unwavering loyalty in the Tau Empire.
Each modelis armed with Smite, Psychic Weapon, and Honour Stave
Core: Leader
Faction: Mercenary Alliance
Honour Stave: Each time an attack is made with the Honour Stave weapon, subtract 1 from
that attack’s hit roll.
Coordinated Engagement: before selecting a unit to shoot at, select a friendly TAU
EMPIRE unit within 12” of this unit (if there aren’t any then ignore this rule) That unit may
reroll any failed charge rolls next turn, and this unit gets an extra -1 AP
Wisest of Their Kind (Aura): While a friendly KROOT unit is within 6" of this model, models
in that unit can use this model’s Leadership characteristic instead of their own.
High Honour: if this unit is your general, you get 1 extra command point per turn
Failure Is Not An Option [Aura]: While a friendly T’AU EMPIRE unit is within 6" of this unit,
models in that unit can use this model’s Leadership characteristic instead of their own.
Size M T Sv W Ld Oc
5 12” 4 4+ 1 7+ 1
Agile airborne warriors of the Tau, Vespid Stingwings boast insectoid exoskeletons and
translucent wings humming with energy. Armed with Neutron Blasters, they execute
lightning-fast aerial strikes, targeting enemies with unparalleled precision. These sleek
warriors embody the Tau commitment to merging advanced technology and biological
prowess for a lethal and specialised combat force.
Core: Deepstrike,
Faction: Mercenary Alliance
Airborne Agility: At the end of your Movement phase, if this unit is not within Engagement
Range of any enemy units, you can remove it from the battlefield and place it into Strategic
Reserves.
Deep Strike: During the Declare Battle Formations step, if every model in a unit has this
ability, you can set it up in Reserves instead of setting it up on the battlefield. If you do, in
the Reinforcements step of one of your Movement phases you can set up this unit
anywhere on the battlefield that is more than 9" horizontally away from all enemy models.
Size M T Sv W Ld Oc
10-20 12” 4 5+ 1 7+ 1
Savage and adaptable, Kroot Carnivore Squads are fierce frontline warriors of the Tau
Empire. Armed with Kroot Rifles and boasting avian features, these predatory beings excel
in close-quarters combat.
Grisly Feast: If this unit destroys an enemy unit in the Fight phase, until the end of the
battle, models in this unit have the Feel No Pain 5+ ability.
Stealthy Hunters: Each time a ranged attack is allocated to a model in this unit while it is
receiving the benefits of cover, add an additional 1 to any armour saving throw made
against that attack.
Size M T Sv W Ld Oc
10-20 12” 5 5+ 1 7+ 1
Powerful and imposing, the Burly Kroot Marauders wield heavy rifles and fierce melee
weapons. Enhanced by avian features, they absorb fallen foes' strengths under the Shaper's
guidance, epitomising adaptability and strength on the battlefield.
Grisly Feast: If this unit destroys an enemy unit in the Fight phase, until the end of the
battle, models in this unit have the Feel No Pain 5+ ability.
Fight to The Death: This model rerolls all failed morale tests
Kroot Pack: For each model in this unit killed, this model gets an extra attack for that turn
Size M T Sv W Ld Oc
3 7” 5 5+ 4 7+ 2
Kroot musculature is extremely powerful and composed of dense fibre spindles with a
greater power to mass ratio than is found in humans. In battle the Kroot lash large, unwieldy
Kroot guns to the powerful shoulders of the Krootox, using the beast as a mobile weapon
platform.
Kroot Packmates: While one or more friendly KROOT units are within 6" of this unit, each
time a model in this unit makes an attack, add 1 to the Hit roll.
Size M T Sv W Ld Oc
1 7” 3 4+ 3 7+ 1
A Shaper is often an elder Kroot who has proven his ability to survive through battle and
storm. Shapers are revered amongst Kroot culture, and few Kroot have the patience and
inner strength required to achieve this lofty title
Each model is armed with Kroot Rifle, and Shaper Ritual Blade
Core: Leader
Faction: Evolutionary Skirmishers
The Shaper Commands: While this model is leading a unit, models in that unit have the
Feel No Pain 6+ ability. If models in that unit destroy an enemy unit in the Fight phase, then
until the end of the battle, while this model is leading that unit, models in the unit have the
Feel No Pain 4+ ability instead.
Ritualistic Feeding: Each time this model ends a Charge move, until the end of the turn,
add 3 to the Attacks characteristic of its Shaper’s ritual blade.
Precision of the Patient Hunter: Each time the bearer makes a ranged attack, add 1 to the
Hit roll. From the third battle round onwards, add 1 to the Wound roll as well
Leader: This unit can be attached to the following units: Kroot Carnivore Squad,
Size M T Sv W Ld Oc
4-12 12” 3 5+ 1 8+ 0
The Kroot Hounds are lean and muscular creatures, with a leathery hide, primitive armour
and spikes along their shoulders and spines. With ferocious maws and feral poses, they
make perfect additions to accompany your Kroot into battle.
Hunting Pack: While one or more friendly KROOT units within 6" of this unit are within
Engagement Range of one or more enemy units, each time a model in this unit makes a
melee attack, add 1 to the Wound roll.
Size M T Sv W Ld Oc
1 7” 3 4+ 5 7+ 1
With heightened stature and chameleon-like skin for camouflage, this unit excels in
long-range combat. Armed with a precision Farstalker Rifle, it's a master marksman,
strategically coordinating with other Kroot for hit-and-run tactics.
Each model is armed with a Farstalker Firearm, Kroot Pistol, Pulse Rifle, and Close Combat
Weapon
Core: Leader
Faction: Evolutionary Skirmishers
Bounty Hunters: At the start of the battle, select one unit from your opponent’s army. Each
time a model in this unit makes an attack that targets that unit, that attack has the [LETHAL
HITS] and [PRECISION] abilities.
Stealth: If every model in a unit has this ability, then each time a ranged attack is made
against it, subtract 1 from that attack’s Hit roll.
Infiltrators: During deployment, if every model in a unit has this ability, then when you set it
up, it can be set up anywhere on the battlefield that is more than 9" horizontally away from
the enemy deployment zone and all enemy models.
Keywords: Kroot Freeguilds, Kroot Fastalker Kinband, Kroot Farstalker Alpha, Character
Krootbull
Size M T Sv W Ld Oc
1 5” 5 4+ 4 7+ 2
The Krootbull is a massive Kroot warrior with a robust frame, excelling in close-quarters
combat. Its unique role involves protecting and taming small insectoid creatures known as
Krootlings. In battle, the Krootbull uses its strength to defend both Krootlings and Kroot
forces, while the agile Krootlings aid with strategic advantages. This fan-made unit not only
enhances the Kroot's battlefield capabilities but also adds depth to their lore by showcasing
their nurturing side and intricate species relationships.
Scaly Skin: Subtract 1 from wound rolls for attacks made with missile weapons that target
this unit.
Krootlings: 5 Krootling marker models accompany the Krootbull, they have when they are
within 4” of the Krootbull, the Krootbull has a 4+ invulnerable save, and 1 extra attack,
Enraged: Add 1 to the Attacks characteristic of this unit’s melee weapons until the end of
the phase if any models in friendly Krootling models wholly within 12" of this unit have been
slain in this phase.
Vice-Like Jaws: Each time this unit fights, after all of its attacks have been resolved, pick 1
enemy unit within 1" of this unit and roll 3 dice for each model in this unit within 1" of that
unit. These dice rolls are referred to as bite rolls. For each bite roll of 6+, that enemy unit
suffers 1 mortal wound.
Size M T Sv W Ld Oc
10-20 5” 4 3+ 1 5+ 1
A once endangered civilization of space faring reptile people rebuilds anew with the help of
the Benevolent servants of the Empire dedicated to the Common Good. In exchange, the
warriors of their race take to the stars and help their benefactors preach their ideas, expand
their alliances and defend their worlds.
Core: Infiltrators
Faction: Mercenary Alliance
Tactical Prowess: weapons equipped by the bearer have the [DEVASTATING WOUNDS]
ability when targeting units without the MONSTER or VEHICLE keywords.
Size M T Sv W Ld Oc
5-10 12” 4 5+ 2 6+ 2
The Vespid Flypack, an elite unit, utilises advanced propulsion for aerial agility. Clad in
specialised armour, armed with precision energy weapons, they excel in hit-and-run tactics,
these warriors bring a dynamic element to the battlefield, striking fear from above.
Core: Deepstrike,
Faction: Mercenary Alliance
Venomous Glide: The Vespid Clawpack possesses the unique ability to execute a
Venomous Glide, allowing them to descend rapidly from the skies with enhanced speed and
precision. During this descent, their razor-sharp claws become infused with venom,
delivering potent and debilitating strikes upon landing, making them particularly effective in
surprise attacks against unsuspecting enemies.
Airborne Agility: At the end of your Movement phase, if this unit is not within Engagement
Range of any enemy units, you can remove it from the battlefield and place it into Strategic
Reserves.
Size M T Sv W Ld Oc
1 18” 5 3+ 5 6+ 2
The Kroot Monowheel stands as one of the swiftest vehicles in the galaxy, utilising its single
large wheel for unparalleled speed across varied terrains. Manned by agile Kroot riders, this
reconnaissance vehicle excels in hit-and-run tactics, making it a formidable asset for
scouting and ambushes.
Each model is armed with Twin Storm Cannon, Modular Rammer, Monowheel Run Over,
Ballistic Canister
Advanced Strike: Once per battle, after making a Hit roll for a model in this unit, you can
change that roll to an unmodified 6.
Size M T Sv W Ld Oc
3-6 5” 5 3+ 2 7+ 2
The Morralian Annihilators, towering battlesuits armed with colossal power weapons akin to
Necrotech, conceal a surprising secret inside – Globular Pink aliens. These mysterious
beings pilot the suits, blending advanced technology with extraterrestrial prowess, making
the Annihilators a formidable and enigmatic force on the battlefield.
Each model is armed with Tesla Cannon, Close Combat Weapon, and Grav-Pistol
Implacable Eradication: Each time a model in this unit makes an attack, re-roll a Wound
roll of 1. If the target of that attack is an enemy unit within range of an objective marker, you
can re-roll the Wound roll instead.
Hyper Phasing: At the end of your opponent's turn, you can select up to 2 KROOT
FREEGUILD units from your army, Once you have made your selections, remove those units
from the battlefield and place them into reserves until the next turn
Size M T Sv W Ld Oc
6-12 10” 4 5+ 2 7+ 1
The Kroot Glider Squad seamlessly merges Kroot physiology with wings, transforming them
into agile airborne warriors. With a mastery of aerial maneuvers and armed for precision
strikes, this squad excels in surprise attacks and reconnaissance, adding a dynamic and
versatile dimension to the Kroot's tactical capabilities.
Resilience: From the third battle round onwards, all ranged weapons this model shoots with
has the [SUSTAINED HITS 1] ability.
Grisly Feast: If this unit destroys an enemy unit in the Fight phase, until the end of the
battle, models in this unit have the Feel No Pain 5+ ability.
Size M T Sv W Ld Oc
6-12 5” 5 3+ 5 6+ 1
The Tarellian Blade Leader, a revered figure, wears intricately designed armour with symbolic
blades. Rooted in martial tradition and guided by honour, their lore is a tale of valour and
strategic brilliance. As a symbol of Tarellian martial arts, they blend tradition with modern
warfare in the ever-changing galaxy.
Leader: This model can be attached to the following units: Tarellian Soldiers
Snapping Jaws: Each time this unit fights, after all of its attacks have been resolved, pick 1
enemy unit within 1" of this unit and roll 1 dice for each model in this unit within 1" of that
unit. These dice rolls are referred to as bite rolls. For each bite roll of 6+, that enemy unit
suffers 1 mortal wound.
Tactical Prowess: weapons equipped by the bearer have the [DEVASTATING WOUNDS]
ability when targeting units without the MONSTER or VEHICLE keywords.
Size M T Sv W Ld Oc
4-8 6” 5 5+ 1 6+ 2
The Kroodukens, lumpy Kroot creatures with two limbs and tails, are relentless juggernauts
on the battlefield. Fueled by raw strength and primal ferocity, they excel in brutal ripping and
stomping attacks, embodying the untamed aggression of the Kroot species
Stomp Melee 8 5+ 4 0 1
Rampage Fury: The Kroodukens unleash a Rampage Fury, temporarily increasing their
speed and attack strength. In this heightened state of aggression, their relentless ripping
and stomping attacks become even more devastating, making them a formidable force on
the battlefield.
Size M T Sv W Ld Oc
1 6” 5 3+ 5 6+ 1
The Kroot Fungal Hybrid, fueled by Mycelis Carnid fungus, wields Fungal Spore Grenades
that disorient foes with debilitating spores. Its Assault Cannon spreads Mycelis
Carnid-infused projectiles, creating chaos on the battlefield. This compact symbiosis makes
the Hybrid a formidable force, utilizing the power of fungus to sow confusion and
devastation.
Each model is armed with Feaster Gun, Light Weapon, Fungal Spore Grenades, and Assault
Cannon
Spores: All enemy units within 8” of this unit suffer a -1 penalty to both “To Hit” rolls and
“Armour Saves”
Leader: This model can be attached to the following units: Kroot Hounds, Kroodukens, or
Kroot Marauder Squad
Size M T Sv W Ld Oc
3 8” 5 4+ 4 5+ 1
The Krootor, a savage alligator-like Krootoid, thrives in Asphodel's swamps. With powerful
jaws and a brutal nature, it dominates its watery domain, embodying the untamed essence
of the Krootoid species in this harsh environment.
Each model is armed with Kroot Rifle, Twin Ion Blaster, and Rending Bites and Talons
Primal Rage: This unit has a rage score that starts at 0 at the start of the battle. At the end
of each combat phase, if this unit is within 3" of any enemy units, increase its rage score by
1 (to a maximum of 3). At the end of each combat phase, if this unit is not within 3" of any
enemy units, reset its rage score to 0. While this unit has a rage score of 1 or more, add its
rage score to the Attacks characteristic of its Rending Bites and Striking Talons.
Size M T Sv W Ld Oc
2 7” 5 4+ 5 5+ 2
The Demi-Knarloc, a hybrid creature, merges the strength of a Knarloc with agility. With
razor-sharp talons and powerful jaws, it excels in swift and devastating close-quarters
combat.
Each model is armed with Kroot Rifle, and Crushing Stomp and Bite
Core: Infiltrators
Faction: Evolutionary Skirmishers
‘Baggage Harness (Aura): While a friendly KROOT unit is within 6" of this model, each time
a model in that unit makes a ranged attack, an unmodified hit roll of 6 scores 1 additional
hit.’
Size M T Sv W Ld Oc
1 14” 9 3+ 12 7+ 2
The Gnashtorr, a formidable Kroot ship, embodies the predatory prowess of its creators.
Crafted with sleek yet predatory aesthetics, this vessel is optimised for both speed and
stealth. Equipped with advanced weaponry and cloaking technology, the Gnashtorr prowls
the void, ready to strike with precision. Its interior accommodates Kroot mercenaries,
facilitating swift boarding actions.
Each model is armed with Kroot Rifle, and Crushing Stomp and Bite
Rapid Deployment: Units can disembark from this TRANSPORT after it has Advanced.
Units that do so count as having made a Normal move that phase, and cannot declare a
charge in the same turn, but can otherwise act normally in the remainder of the turn.
1. Great Knarloc
- 1 Model - 130 Points
6. Kroot Shaman
- 1 Model - 55 Points
8. Kroot Hawks
- 5 Models - 30 Points
- 10 Models - 60 Points
9. Grudge Trudgers
- 5 Models - 120 Points
- 10 Models - 240 Points
14. Nicassar
- 1 Model - 85 Points
23. Krootbull
- 1 Model - 85 Points
30. Kroodukens
- 4 Models - 50 Points
- 8 Models - 100 Points
33. Demi-Knarlocs
- 2 Models - 65 Points
34. Gnashtorr
- 1 Model - 95 Points