Kroot Carnivores
65 - 130 pts
Characteristics
M7"
T3
Sv6+
W1
LD7+
OC2
Ranged Weapons
WeaponRangeABS/WSS / AP / DAbilities
- Kroot carbineRange 18"A 1Skill 4+S/AP/D 4 / 0 / 2
- Kroot pistolRange 12"A 1Skill 4+S/AP/D 4 / 0 / 1Pistol
- Kroot rifleRange 24"A 1Skill 4+S/AP/D 4 / 0 / 1Rapid Fire 1
- Tanglebomb launcherRange 24"A D3Skill 4+S/AP/D 5 / 0 / 1Blast
Melee Weapons
WeaponRangeABS/WSS / AP / DAbilities
- Close combat weaponRange MeleeA 2Skill 3+S/AP/D 4 / 0 / 1
Abilities
- Fieldcraft
- At the end of the your Command phase, if this unit within range of an objective marker you control, that objective marker remains under your control, even if you have no models within range of it, until your opponent controls it at the start or end of any turn.
- Bodyguard
- If this unit has a Starting Strength of 20, you can attach up to two Leader units to it instead of one, provided those Leaders are not duplicates (e.g. you cannot attach two WAR SHAPERS to this unit). If you do, and this unit is destroyed, the Leader units attached to it become separate units with their original Starting Strengths.
- Blade-sharp Senses
- If this unit is in Strategic Reserves, for the purposes of setting up that unit on the battlefield, treat the current battle round number as being one higher than it actually is.
- Great Endurance
- Add 2" to the Move characteristic of models in this unit.
- Predatory Swiftness
- You can re-roll Advance and Charge rolls made for this unit.
- Leathery Resilience
- Add 1 to the Toughness characteristic of models in this unit.
- Lethal Instincts
- Each time a model in this unit makes an attack that targets a unit below Starting Strength, you can re-roll the Hit roll.
- Corded Muscle
- Add 1 to the Attacks and Strength characteristics of melee weapons equipped by models in this unit.
- Scouts 7"
- This ability always takes the form **Scouts X"**. In the Resolve Pre-battle Abilities step, if every model in a unit has this ability, you can do one of the following: - If that unit is in **strategic reserves**, you can set up that unit anywhere that is wholly within your deployment zone. - If that unit is wholly within your deployment zone, it can make a **scout move**. - If that unit is embarked within a **DEDICATED TRANSPORT** that is wholly within your deployment zone, and if every model embarked within that **DEDICATED TRANSPORT** has the Scouts ability, that **DEDICATED TRANSPORT** c
- Stealth
- If every model in a unit has this ability, each time a ranged attack targets that unit, that unit has the **benefit of cover** against that attack (13.08).
- Harnessed Alien Instincts
- In your Shooting phase, this unit can select one **visible** enemy unit within 12". That enemy unit is **prey‑marked**: - While a unit is **prey‑marked**, that unit has +3" **detection range**.
Points
- 10 models65 pts
- 20 models130 pts
Keywords
InfantryGrenadesKrootCarnivoresT'au EmpireT’au Empire