Cadre Mercenary

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  Warhammer 40,000 Kill Team: Compendium
  Warhammer 40,000 Kill Team: CompendiumIndex21.4May 2024

Cadre Mercenary Kill Team

Your kill team can only include up to 4 KROOT HOUND operatives. Your kill team can only include up to one KROOTOX operative and it counts as 2 selections.

Strategic Ploys

If your faction is CADRE MERCENARY, you can use the following Strategic Ploys during a game.

HUNTING CALL1CP
Strategic Ploy
Until the end of the Turning Point, each time a friendly CADRE MERCENARY operative performs a Fight action, in the Roll Attack Dice step of that combat, you can re-roll one of your attack dice.
PATIENT STALKERS1CP
Strategic Ploy
Until the end of the Turning Point, friendly CADRE MERCENARY operatives can perform a Charge action while they have a Conceal order.
FIELDCRAFT1CP
Strategic Ploy
Until the end of the Turning Point, friendly KROOT CARNIVORE operatives can perform the following action:

FIELDCRAFT1AP

Change this operative’s order.
PERFECT AMBUSH1CP
Strategic Ploy
Use this Strategic Ploy in the first Turning Point. Until the end of the Turning Point, each time a friendly CADRE MERCENARY operative is activated, you can change its order.

Tactical Ploys

If your faction is CADRE MERCENARY, you can use the following Tactical Ploys during a game.

A GORY FEAST1CP
Tactical Ploy
Use this Tactical Ploy when a friendly CADRE MERCENARY operative incapacitates an enemy operative in combat. Add 1 to that friendly operative’s APL and it regains up to D6 lost wounds.
BRUTE STRENGTH1CP
Tactical Ploy
Use this Tactical Ploy in the Firefight phase, when a friendly KROOTOX operative performs a Normal Move, Dash, Fall Back or Charge action. Until the end of that activation:
  • That operative can move through Light parts of a terrain feature as if they were not there.
  • That operative can move around, across and over other operatives (and their bases) as if they were not there, but must finish the move following all requirements specified by that move, and cannot finish its move on top of other operatives (or their bases).

Equipment

CADRE MERCENARY operatives in your kill team can be equipped with equipment from this list, as specified in the mission sequence. Any equipment marked with a + can be selected a maximum of once, and each operative can be equipped with no more than one of each item.

KROOT HUNTING RIFLE [3EP]

The operative is equipped with the following ranged weapon for the battle:
 
Name
A
BS/WS
D
Kroot hunting rifle
4
4+
3/3
Special Rules
!
Heavy, Silent
MW1

SURE-FOOT CHARM+ [2EP]

The operative gains the following ability for the battle:

Sure-foot Charm: Each time this operative is activated, you can select one other ready friendly CADRE MERCENARY operative within of and Visible to it. After this operative’s activation ends, you can activate that friendly operative.

SKINNING BLADE [2EP]

The operative is equipped with the following melee weapon for the battle:
 
Name
A
BS/WS
D
Skinning blade
4
3+
3/5

TROPHY PISTOL [3EP]

The operative is equipped with the following ranged weapon for the battle:
 
Name
A
BS/WS
D
Trophy pistol
4
4+
3/4
Special Rules
!
Rng , Blast , Balanced
-

BOLAS [3EP]

The operative can perform the following action during the battle:

BOLAS1AP

Select one enemy operative Visible to and within of this operative, then roll three D6 and add the results together. If the total is greater than that enemy operative’s Wounds characteristic, subtract 1 from its APL. This operative can only perform this action once, and cannot perform this action while within Engagement Range of enemy operatives.


Datacards


Kroot Carnivore (Warrior)

Capable infiltrators, Kroot Carnivores sneak into ambush positions. When they attack, they unleash a volley of fire from their long rifles before closing the distance with the target and tearing into them with heavy blades and sharp maws.

Kroot Carnivore (Warrior)

Capable infiltrators, Kroot Carnivores sneak into ambush positions. When they attack, they unleash a volley of fire from their long rifles before closing the distance with the target and tearing into them with heavy blades and sharp maws.

M APL GA DF SV W Base
3 2 1 3 6+ 8 25mm
 
Name
A
BS/WS
D
SR
Special Rules
!
Kroot rifle
Kroot rifle
4
4+
3/4
--
Rifle blades
Rifle blades
3
3+
3/4
--
ABILITIES UNIQUE ACTIONS
Masters of Camouflage: While this operative is in Cover, it has a Save characteristic of 4+.
-
ABILITIES
Masters of Camouflage: While this operative is in Cover, it has a Save characteristic of 4+.
UNIQUE ACTIONS
-
DATACARD-RELATED
FIELDCRAFT
CADRE MERCENARY, T’AU EMPIRE, KROOT, CARNIVORE, WARRIOR
CADRE MERCENARY, T’AU EMPIRE, KROOT, CARNIVORE, WARRIOR


Kroot Carnivore (Leader)

Though not as significant in the Kroot hierarchy as the respected Shapers, some Kroot command smaller bands from their kindreds. Expert hunters with seemingly preternatural senses, they have feasted on the flesh of many species and tracked the most dangerous prey.

Kroot Carnivore (Leader)

Though not as significant in the Kroot hierarchy as the respected Shapers, some Kroot command smaller bands from their kindreds. Expert hunters with seemingly preternatural senses, they have feasted on the flesh of many species and tracked the most dangerous prey.

M APL GA DF SV W Base
3 2 1 3 6+ 9 25mm
 
Name
A
BS/WS
D
SR
Special Rules
!
Kroot rifle
Kroot rifle
4
3+
3/4
--
Rifle blades
Rifle blades
3
2+
3/4
--
ABILITIES UNIQUE ACTIONS
Masters of Camouflage: While this operative is in Cover, it has a Save characteristic of 4+.
-
ABILITIES
Masters of Camouflage: While this operative is in Cover, it has a Save characteristic of 4+.
UNIQUE ACTIONS
-
DATACARD-RELATED
FIELDCRAFT
CADRE MERCENARY, T’AU EMPIRE, KROOT, CARNIVORE, LEADER
CADRE MERCENARY, T’AU EMPIRE, KROOT, CARNIVORE, LEADER


Kroot Hound

Notoriously bad tempered, Kroot Hounds track quarry with their keen senses. In combat, they use their beaklike mouths to rip at the vulnerable underbellies of their prey. The Kroot find them particularly useful in pursuing fleeing enemies.

Kroot Hound

Notoriously bad tempered, Kroot Hounds track quarry with their keen senses. In combat, they use their beaklike mouths to rip at the vulnerable underbellies of their prey. The Kroot find them particularly useful in pursuing fleeing enemies.

M APL GA DF SV W Base
4 2 1 3 6+ 8 25mm
 
Name
A
BS/WS
D
SR
Special Rules
!
Ripping fangs
Ripping fangs
4
3+
3/4
!Rending-Rending
ABILITIES UNIQUE ACTIONS
Hunting Beast: This operative cannot perform mission actions and cannot be equipped with equipment.
Masters of Camouflage: While this operative is in Cover, it has a Save characteristic of 4+.
-
ABILITIES
Hunting Beast: This operative cannot perform mission actions and cannot be equipped with equipment.
Masters of Camouflage: While this operative is in Cover, it has a Save characteristic of 4+.
UNIQUE ACTIONS
-
CADRE MERCENARY, T’AU EMPIRE, KROOT, HOUND
CADRE MERCENARY, T’AU EMPIRE, KROOT, HOUND


Krootox

Krootox are lumbering creatures whose broad backs serve as mobile weapon platforms, upon which a heavy gun is mounted and operated by a Kroot Carnivore. Krootox will fight ferociously to defend their bipedal comrades, whom the beast sees as herd brothers.

Krootox

Krootox are lumbering creatures whose broad backs serve as mobile weapon platforms, upon which a heavy gun is mounted and operated by a Kroot Carnivore. Krootox will fight ferociously to defend their bipedal comrades, whom the beast sees as herd brothers.

M APL GA DF SV W Base
3 3 1 3 4+ 16 40mm
 
Name
A
BS/WS
D
SR
Special Rules
!
Kroot gun
Kroot gun
4
4+
5/6
!Rending-Rending
Krootox fists
Krootox fists
5
3+
4/6
BrutalBrutal-
ABILITIES UNIQUE ACTIONS
-
-
ABILITIES
-
UNIQUE ACTIONS
-
DATACARD-RELATED
BRUTE STRENGTH
CADRE MERCENARY, T’AU EMPIRE, KROOT, KROOTOX
CADRE MERCENARY, T’AU EMPIRE, KROOT, KROOTOX

The KROOT and CARNIVORE keywords are used in the following Cadre Mercenary datacards:

Actions
Actions are categorised as follows:
  • Universal actions can be performed by all operatives. They are detailed below.
  • Unique actions are actions detailed on an operative’s datacard that only they can perform, such as the Dakka Dash action found on the example datacard.
  • Mission actions are specific to the mission you are playing, and will be detailed by that mission’s briefing. Missions can be found here (Open Play mission) and here (Spec Ops Narrative missions).
  • Free actions can only be performed when another rule specifies. Each time an operative would perform a free action, the following rules apply.
    • The operative can perform the action, so long as the requirements of the action are met.
    • The player does not subtract any additional AP to perform the action.
    • The operative would still count as performing the action for all rules purposes. For example, if it performed it during its activation, it would not be able to perform the action again during that activation.

For example, when a KOMMANDO DAKKA BOY performs a Dakka Dash action (see unique actions, above), it can perform a free Dash and free Shoot action without subtracting any additional AP (other than the AP spent on the Dakka Dash action). However, it is subject to those actions’ requirements, therefore it cannot perform the free Dash action if it is within Engagement Range of enemy operatives, and cannot perform the free Shoot action if it is within Engagement Range of enemy operatives or has a Conceal order. In addition, for each of the free actions it performs, it cannot perform them again during its activation.
Heavy
An operative cannot perform a Charge, Fall Back or Normal Move action in the same activation in which it performs a Shoot action with this ranged weapon.
Silent
While an operative has a Conceal order, it can perform Shoot actions if this is the ranged weapon (or weapon profile) that is selected for the shooting attack(s).
MWx
Mortal wounds. Each time a friendly operative makes a shooting attack with this weapon, in the roll attack dice step of that shooting attack, for each critical hit retained, inflict x mortal wounds on the target, x is the number after the weapon’s MW, e.g. MW3.
Visible
For an intended target to be Visible, the following must be true:
  • You can draw an imaginary, unobstructed straight line (known as a Visibility line) 1 mm wide from the head of the active operative’s miniature to any part of the miniature of the intended target (not its base).
In the rare instance that bases or parts of the active operative’s miniature prevent an intended target from being Visible to the active operative, such as when the active operative is directly below or above the intended target, treat those bases and parts as being invisible.

Some rare rules will require you to select a point that is Visible (e.g. a point on the killzone). In such circumstances, you must be able to draw an imaginary, unobstructed straight line 1mm wide from the head of the active operative’s miniature to the point you would select.
Rng x
Range. Each time a friendly operative makes a shooting attack with this weapon, only operatives within x are a valid target, x is the distance after the weapon’s Rng, e.g. Rng . All other rules for selecting a valid target still apply.
Blast x
Each time a friendly operative performs a Shoot action and selects this weapon (or, in the case of profiles, this weapon’s profile), after making the shooting attack against the target, make a shooting attack with this weapon (using the same profile) against each other operative Visible to and within X of the original target – each of them is a valid target and cannot be in Cover. X is the distance after the weapon’s Blast, e.g. Blast . An operative cannot make a shooting attack with this weapon by performing an Overwatch action.

  1. An operative performs a Shoot action, selects a ranged weapon with the Blast special rule, and selects operative A as the target.
  2. After making the shooting attack against operative A, it makes a shooting attack against operative B, determining if it is a valid target as if operative A was making the shooting attack.
  3. It cannot make a shooting attack against operative C, as when determining if it is a valid target in this manner, operative C is not Visible to operative A due to the terrain feature between them.
Balanced
Each time a friendly operative fights in combat or makes a shooting attack with this weapon, in the Roll Attack Dice step of that combat or shooting attack, you can re-roll one of your attack dice.
Engagement Range
Engagement Range is the zone of threat that operatives present to their enemies. Many rules in the game use Engagement Range, such as when moving and fighting. Engagement Range is mutual, therefore operatives are within each other’s Engagement Range if one of them is Visible to and within of the other.
Cover
If an operative positions themselves in Cover, they will use it for protection while they have an Engage order, or hide behind it while they have a Conceal order. For an intended target to be in Cover, both of the following must be true:
  • The intended target is more than from the active operative.
  • The intended target is within of a point at which a Cover line crosses another operative’s base (unless that other operative is not itself in the active operative’s LoS), or a terrain feature that provides Cover (see Terrain Traits).

Note that an intended target that has an Engage order can gain a defensive benefit for being in Cover as specified in the shooting sequence.

To establish Cover lines, the active operative’s controlling player draws imaginary straight lines, 1mm wide, from any part of the active operative’s base to every part of the intended target’s base.
FIELDCRAFT1CP
Strategic Ploy
Until the end of the Turning Point, friendly KROOT CARNIVORE operatives can perform the following action:

FIELDCRAFT1AP

Change this operative’s order.

The CADRE MERCENARY keyword is used in the following Cadre Mercenary datacards:

• Krootox

The T’AU EMPIRE keyword is used in the following Cadre Mercenary datacards:

• Krootox

The KROOT keyword is used in the following Cadre Mercenary datacards:

• Krootox

The CARNIVORE keyword is used in the following Cadre Mercenary datacards:

Rending
Each time a friendly operative fights in combat or makes a shooting attack with this weapon, in the Roll Attack Dice step of that combat or shooting attack, if you retain any critical hits you can retain one normal hit as a critical hit.
Brutal
Each time a friendly operative fights in combat with this weapon, in the Resolve Successful Hits step of that combat, your opponent can only parry with critical hits.
BRUTE STRENGTH1CP
Tactical Ploy
Use this Tactical Ploy in the Firefight phase, when a friendly KROOTOX operative performs a Normal Move, Dash, Fall Back or Charge action. Until the end of that activation:
  • That operative can move through Light parts of a terrain feature as if they were not there.
  • That operative can move around, across and over other operatives (and their bases) as if they were not there, but must finish the move following all requirements specified by that move, and cannot finish its move on top of other operatives (or their bases).

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