Back to T’au Empire

T’au Empire

Kroot Hunting Pack

2 CP

Detachment Rules

Hunter’s Instincts

Skirmish Fighters

Enhancements

Kroothawk Flock

10 pts

This leader has painstakingly established a deep-seated bond with a small flock of Kroothawks. The avian creatures circle on high, spying out and revealing the hiding places of the prey or warning of ambushing enemies with wing-dips, diving stoops and harsh shrieks.

  • KROOT* model only. Ranged weapons equipped by models in the bearer’s unit have the [IGNORES COVER] ability, and enemy units that are set up on the battlefield as Reinforcements cannot be set up within 12" horizontally of the bearer.

Nomadic Hunter

20 pts

This Shaper’s followers have become adept at the loping pursuit, snapping off harassing fire as they tirelessly and mercilessly run their victims to ground.

  • KROOT TRAIL SHAPER* model only. While the bearer is leading a unit, add 3" to the Move characteristic of models in that unit and ranged weapons equipped by models in that unit have the [ASSAULT] ability.

Root-carved Weapons

10 pts

Just as the Kroot venerate the so-called Roots from which their culture derives, so they prize the traditional forms of Root-carved weapons and must perform exceptional deeds to be permitted to wield them in war.

  • KROOT WAR SHAPER* model only. All weapons equipped by the bearer have the [PRECISION] and [DEVASTATING WOUNDS] abilities.

Borthrod Gland

15 pts

The Kroot found the flesh of the Borthrod so irresistible they hunted them to extinction. This preserved gland still exudes pheromones that drive nearby Kroot into a ravenous frenzy.

  • KROOT FLESH SHAPER* only. While the bearer is leading a unit, each time a model in that unit makes a melee attack, an unmodified Hit roll of 5+ scores a Critical Hit.

Stratagems

eitherPlayer

Join the Hunt

2 CP
CommandMovementShootingChargeFight

When a Kroot Hunting Pack closes in on its prey, there are often other hunters waiting to join in the fray and take their share of any spoils.

When:

Any phase.

Target:

One KROOT INFANTRY or KROOT HOUNDS unit from your army that was just destroyed. You can use this Stratagem on that unit even though it was just destroyed.

Effect:

Add a new unit to your army identical to your destroyed unit, in Strategic Reserves, at its Starting Strength.

Restrictions:

This Stratagem cannot be used to return destroyed CHARACTER units to Attached units. You can only use this Stratagem once per battle.

A Trap Well Laid

1 CP
ShootingFight

The Kroot have long perfected the art of ambush hunting, their packs working in deadly concert.

When:

Your Shooting phase or the Fight phase.

Target:

One KROOT unit from your army that has not been selected to shoot or fight this phase.

Effect:

After your unit has resolved its attacks this phase, select one enemy unit that was hit by one or more of those attacks. Until the end of the phase, each time a KROOT model from your army makes an attack that targets that enemy unit, unless the attacking unit is Battle-shocked, improve the Armour Penetration characteristic of that attack by 1.

EMP Grenades

1 CP
ShootingFight

Furnished by T’au allies or returning Farstalkers, these electromagnetic grenades wreak havoc with the animuses of armoured fighting vehicles.

When:

Your opponent’s Shooting phase or the Fight phase, just after an enemy VEHICLE unit is selected to shoot or fight.

Target:

One KROOT GRENADES unit from your army within 8" of that enemy VEHICLE unit.

Effect:

Until the end of the phase, worsen the Weapon Skill and Ballistic Skill characteristics of that enemy VEHICLE unit’s weapons by 1.

The Grisly Feast

1 CP
Fight

The psychological impact of witnessing one’s comrades being dismembered and devoured by gore-splattered Kroot cannot be overstated.

When:

Fight phase.

Target:

One KROOT unit from your army that destroyed one or more enemy units this phase.

Effect:

In your opponent’s next Command phase, each enemy unit within 6" of your unit must take a Battle-shock test. If the unit taking that test is Below Half-strength, subtract 1 from that test. Enemy units affected by this Stratagem do not need to take any other Battle-shock tests in the same phase.

Your Turn

Guerrilla Warriors

1 CP
Movement

Kroot see no value in stand-up fights, caring little for honour or glory. They hit and fade, frustrating their foes and bleeding them by degrees until – weakened and out of position – they are rendered vulnerable.

When:

Your Movement phase, just after a KROOT unit from your army Falls Back.

Target:

That KROOT unit.

Effect:

Until the end of the turn, your unit is eligible to shoot and declare a charge.

Opponent's Turn

Hidden Hunters

1 CP
Shooting

The Kroot are experts in camouflage and concealment, able to utilise cover in ways most foes would never consider and – to their great misfortune – do not anticipate.

When:

Your opponent’s Shooting phase, just after an enemy unit has selected its targets.

Target:

One KROOT unit from your army that was selected as the target of one or more of the attacking unit’s attacks.

Effect:

Until the end of the phase, your unit can only be selected as the target of a ranged attack if the attacking model is within 18".