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ATTRITIO

Kroot Carnivores

65 - 130 pts

Characteristics

M7"
T3
Sv6+
W1
LD7+
OC2

Ranged Weapons

  • Kroot carbineRange 18"A 1Skill 4+S/AP/D 4 / 0 / 2
  • Kroot pistolRange 12"A 1Skill 4+S/AP/D 4 / 0 / 1
    Pistol
  • Kroot rifleRange 24"A 1Skill 4+S/AP/D 4 / 0 / 1
    Rapid Fire 1
  • Tanglebomb launcherRange 24"A D3Skill 4+S/AP/D 5 / 0 / 1
    Blast

Melee Weapons

  • 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