Kroot Farstalkers
75 pts
Characteristics
M7"
T3
Sv6+
W1
LD7+
OC1
Ranged Weapons
WeaponRangeABS/WSS / AP / DAbilities
- Farstalker firearmRange 24"A 1Skill 4+S/AP/D 4 / 0 / 1Rapid Fire 1
- T'au tech rifleRange 30"A 1Skill 4+S/AP/D 5 / 0 / 1Rapid Fire 1
Melee Weapons
WeaponRangeABS/WSS / AP / DAbilities
- Ripping fangsRange MeleeA 3Skill 3+S/AP/D 3 / 0 / 1
- Ritual bladeRange MeleeA 3Skill 3+S/AP/D 5 / 0 / 1
Abilities
- 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.
- Infiltrators
- During deployment, if every model in a unit has this ability, it can be set up anywhere on the battlefield that is more than 8" horizontally from your opponent’s deployment zone and all enemy units.
- 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
- 12 models75 pts
Keywords
InfantryGrenadesKrootFarstalkersT'au EmpireT’au Empire