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T’au EmpireKroot Hounds
1

Kroot Hounds

NAME M WS BS S T W A Ld Sv
Kroot Hound 12" 3+ - 3 3 1 2 5 6+
This unit contains 4 Kroot Hounds. It can include up to 4 additional Kroot Hounds (Power Rating +1) or up to 8 additional Kroot Hounds (Power Rating +2). Each model attacks with its ripping fangs.
WEAPON
RANGE
TYPE
S
AP
D
ABILITIES
0
Ripping fangs
Melee
Melee
User
-1
1
-
ABILITIES
Voracious Predators: You can re-roll failed charge rolls for this unit when targeting a unit that has suffered any unsaved wounds this turn.
FACTION KEYWORDS
T’AU EMPIRE, KROOT
KEYWORDS
BEAST, KROOT HOUNDS

This datasheet has Fast Attack Battlefield Role. Full list of T’au Empire units sharing same Battlefield Role follows:

Does not include wargear or Drones
Melee Weapon
Each time a model makes a close combat attack, it uses a melee weapon – the weapons a model is equipped with are described on its datasheet. In addition to their other weapons, all models are assumed to be equipped with a close combat weapon, which has the following profile:

WEAPONRANGETYPESAPD
Close combat weaponMeleeMeleeUser01

If a model has more than one melee weapon, choose which it will use before rolling the dice. If a model has more than one melee weapon and can make several close combat attacks, it can split its attacks between these weapons however you wish – declare how you will divide the attacks before any dice are rolled.
Charge move, charge roll
After any Overwatch has been resolved, roll 2D6. Each model in the charging unit can move up to this number of inches – this is their charge distance this turn. The first model you move must finish within 1" of an enemy model from one of the target units. No models in the charging unit can move within 1" of an enemy unit that was not a target of its charge. If this is impossible, the charge fails and no models in the charging unit move this phase. Once you’ve moved all the models in the charging unit, choose another eligible unit and repeat the above procedure until all eligible units that you want to make charge moves have done so. No unit can be selected to charge more than once in each Charge phase.
Saving Throw
The player commanding the target unit then makes a saving throw by rolling a dice and modifying the roll by the Armour Penetration characteristic of the weapon that caused the damage. For example, if the weapon has an Armour Penetration of -1, then 1 is subtracted from the saving throw roll. If the result is equal to, or greater than, the Save characteristic of the model the wound was allocated to, then the damage is prevented and the attack sequence ends. If the result is less than the model’s Save characteristic, then the saving throw fails and the model suffers damage. A roll of 1 always fails, irrespective of any modifiers that may apply.

The KROOT keyword is used in following T’au Empire datasheets:

Troops
Elites
Fast Attack
Heavy Support
Army List
Dedicated Transport
© Vyacheslav Maltsev 2013-2020