T’au Empire – Kroot Carnivores
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Kroot Carnivores

NoNAME  M WS BS S T W A Ld Sv Base
7
Kroot (base: 25mm)
10‑20
7
Kroot
7" 3+ 4+ 4 3 1 2 6 6+ 25mm
If this unit contains 11 or more models, it has Power Rating 6. Every model is equipped with: Kroot rifle; quill grenades.
WEAPON
RANGE
TYPE
S
AP
D
ABILITIES 
Kroot rifle (shooting)
Kroot rifle (shooting)
24"
Rapid Fire 1
4
0
1
-
Kroot rifle (melee)
Kroot rifle (melee)
Melee
Melee
User
-1
1
-
Quill grenades
Quill grenades
6"
Grenade D6
4
0
1
Blast
Blast
ABILITIES
ABILITIES
Ambushing Predators
Stealthy Hunters: Each time a ranged attack is allocated to a model in this unit while it is receiving the benefits of cover, add an additional 1 to any armour saving throw made against that attack.
Kroot Pack: If your army is Battle-forged, then for each KROOT CARNIVORES unit included in a Detachment, up to one KROOTOX RIDERS unit, up to one KROOT HOUNDS unit, and up to one KROOT SHAPER unit can be included in that Detachment without taking up Battlefield Role slots.
FACTION KEYWORDS: T’AU EMPIRE, KROOT
KEYWORDS: INFANTRY, T’AU AUXILIARY, KROOT CARNIVORES

Datasheet-related Stratagems

THE BLOODY GORGING1CP
T’au Empire – Boarding Actions – Battle Tactic Stratagem

Through the consumption of the enemy’s flesh, Kroot are revitalised and absorb a portion of the foe’s strength.

Use this Stratagem in the Fight phase, when a KROOT unit from your army has finished making attacks. Roll one D6 for each enemy model that was destroyed by that unit this phase: on any dice result of 4+, until the end of the battle, each time a model in that KROOT unit would lose a wound, roll one D6: on a 5+, that wound is not lost.
OUTFLANK1CP
Dal’yth – Strategic Ploy Stratagem

Inspired by the fieldcraft of alien auxilia, the warriors of Dal’yth are practised in subtly encircling their foes.

Use this Stratagem at the end of your Movement phase. Select one DAL’YTH CORE unit or T’AU AUXILIARY unit from your army that is within 9" of any battlefield edges. If the mission you are playing is using the Strategic Reserves rule, you can remove that unit from the battlefield and place it in Strategic Reserves.
THE GRISLY FEAST1CP
T’au Empire – Strategic Ploy Stratagem

By devouring the flesh of fallen foes, Kroot believe they also absorb the enemy’s vigour and vitality.

Use this Stratagem in the Fight phase, when an enemy unit is destroyed by an attack made by a model in a KROOT unit from your army. Until the end of the battle, each time a model in that Kroot unit would lose a wound, roll one D6: on a 5+, that wound is not lost.
A TRAP WELL LAID1CP
T’au Empire – Strategic Ploy Stratagem

The Kroot have long perfected the art of ambush hunting, and are not above using allied forces as their bait.

Use this Stratagem in the Heroic Interventions step of your opponent’s Charge phase. Select one KROOT unit from your army that is not within Engagement Range of any enemy units. Until the end of the turn:
  • Add 1 to the Attacks characteristic of models in that unit.
  • That unit is eligible to perform Heroic Interventions as if it were a CHARACTER.
  • That unit is eligible to perform a Heroic Intervention if it is within 6" horizontally of an enemy unit, and when performing a Heroic Intervention move with that unit, you can move each model in that unit up to 6". All other rules for Heroic Interventions still apply.
A TRAP WELL LAID2CP
T’au Empire – Boarding Actions – Strategic Ploy Stratagem

The Kroot have long perfected the art of ambush hunting, and are not above using allied forces as their bait.

Use this Stratagem in the Heroic Interventions step of your opponent’s Charge phase. Select one KROOT unit from your army that is not within Engagement Range of any enemy units. Until the end of the turn:
  • Add 1 to the Attacks characteristic of models in that unit.
  • That unit is eligible to perform Heroic Interventions as if it were a CHARACTER.
FIRING LINE1CP
T’au Empire – Boarding Actions – Strategic Ploy Stratagem

Even when under intense pressure, T’au warriors remain calm and resolute to break enemy charges with salvoes of fire.

Use this Stratagem when a T’AU EMPIRE unit from your army successfully completes the Set Overwatch action. While that unit is Set Overwatch it also Holds Steady.
RAPID FIRE
Rapid fire weapons are versatile armaments capable of aimed single shots at long range or controlled bursts of fire at close quarters.
When a model shoots a Rapid Fire weapon, double the number of attacks it makes if its target is within half the weapon’s range.

  • Double number of attacks made if target is within half range.

The T’AU AUXILIARY keyword is used in the following T’au Empire datasheets:

Saving Throw
The player commanding the target unit then makes one saving throw by rolling one D6 and modifying the roll by the Armour Penetration (AP) characteristic of the weapon that the attack was made with. For example, if the weapon has an AP of -1, then 1 is subtracted from the saving throw roll. If the result is equal to, or greater than, the Save (Sv) characteristic of the model the attack was allocated to, then the saving throw is successful 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. An unmodified roll of 1 always fails.
Engagement Range
Engagement Range represents the zone of threat that models present to their enemies. While a model is within 1" horizontally and 5" vertically of an enemy model, those models are within Engagement Range of each other. While two enemy models are within Engagement Range of each other, those models’ units are also within Engagement Range of each other. Models cannot be set up within Engagement Range of enemy models.

  • Engagement Range: 1" horizontally + 5" vertically.
  • Models cannot be set up within Engagement Range of enemy models.
Terrain and Cover
Some pieces of terrain can provide certain bonuses to units in your army. Each bonus and how to acquire it is described in the Terrain Features section of the Core Rules. There are ways for some models to ignore such bonuses while making an attack, but it should be known what kind of benefit is ignored (see the Rare Rules for clarification).
Set Overwatch
One or more units from your army can start to perform this action at the end of the Move Units step of your Movement phase. The action is completed at the end of your turn. If completed, until the end of your opponent’s next turn, that unit is said to have Set Overwatch. Each time an enemy unit is set up on the battlefield or ends a Normal Move, an Advance move, a Fall Back move, a charge move, or opens a Hatchway, units from your army that have Set Overwatch can fire Overwatch at that enemy unit.

Overwatch is resolved like a normal shooting attack except that models can only target the enemy unit that has just finished moving, and an unmodified hit roll of 6 is always required for a successful hit roll, irrespective of the firing model’s Ballistic Skill or any modifiers. A unit cannot fire Overwatch while enemy units are within Engagement Range of it unless it is firing Overwatch at an enemy unit that has just finished making a charge move within Engagement Range of it. In this case it can do so even if other friendly units are within Engagement Range of the same enemy unit, and it can do so with any ranged weapon it is equipped with (excluding weapons with the Blast ability).

After a unit has fired Overwatch, it must complete the Set Overwatch action again before it can fire Overwatch again.
Hold Steady
Some rules will allow a unit to Hold Steady. If a model makes an Overwatch attack while its unit is under the effects of such a rule, an unmodified hit roll of 5+ for that attack will score a hit.

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Blast Weapons
Some weapons have ‘Blast’ listed in their profile’s abilities. These are referred to as Blast weapons. In addition to the normal rules, the following rules apply to Blast weapons:
  1. If a Blast weapon targets a unit that has between 6 and 10 models, it always makes a minimum of 3 attacks. So if, when determining how many attacks are made with that weapon, the dice rolled results in less than 3 attacks being made, make 3 attacks instead. For example, if a Grenade D6 weapon with the Blast rule targets a unit that has 6 or more models, and you roll a 2 to determine how many attacks are made, that roll is counted as being a 3 and that weapon makes three attacks against that unit.
  2. When a Blast weapon targets a unit that has 11 or more models, do not roll dice to randomly determine how many attacks are made – instead, make the maximum possible number of attacks. For example, if a Grenade D6 weapon with the Blast rule targets a unit that has 11 or more models, that weapon makes six attacks against that unit.
Blast weapons can never be used to make attacks against a unit that is within Engagement Range of the firing model’s unit, even if the weapon has the Pistol type or if the firing model is a VEHICLE or a MONSTER – firing high-explosives at point-blank range is simply unwise.

  • Blast Weapons: Minimum three attacks against units with 6+ models. Always make maximum number of attacks against units with 11+ models.
  • Can never be used to attack units within the firing unit’s Engagement Range.
Characters
Some models have the CHARACTER keyword. These models can make Heroic Interventions in Charge Phase and are not easy targets in the Shooting Phase (see Look out, Sir, rule). If your Warlord has the CHARACTER keyword he may be able to have a Warlord Trait (see Warlord Trait section on model’s faction page).

Note that CHARACTERS cannot use their Aura Abilities while performing actions.
Select Weapon
When a model makes a close combat attack, it must do so using a melee weapon (i.e. a weapon that has the ‘Melee’ type). The weapons a model is equipped with are described on its datasheet. If a model is not equipped with any melee weapons, or if it cannot make an attack with any of the melee weapons it is equipped with, then that model makes its attacks using a close combat weapon, which has the following profile:

WEAPONRANGETYPESAPD
Close combat weaponMeleeMeleeUser01

If a model has more than one melee weapon, select which it will use before resolving any attacks. If a model has more than one melee weapon and can make several attacks, it can split them between these weapons however you wish – declare which attacks are being made with which weapons before any attacks are resolved. If the selected weapon has more than one profile that you must choose between, you must declare which profile is being used at the same time. Different attacks made with such a weapon can be made using different profiles if you wish.

If your unit is making attacks with more than one melee weapon against a unit, and those weapons have different characteristics profiles, then after you have resolved an attack with one of those weapons you must, if any other weapons with the same characteristics profile are also being used to make attacks against that unit, resolve those attacks before resolving any attacks against the target with a weapon that has a different characteristics profile. Note that all the attacks you have declared are always resolved against the target unit even if, when you come to resolve an individual attack, no models in the target unit remain in range (this can happen because of models being destroyed and removed from the battlefield as the result of resolving other attacks made by the attacking model’s unit first).

  • Each close combat attack is made with a melee weapon.
  • A model makes attacks using the close combat weapon profile if it has no other melee weapons.
  • If a unit attacks with multiple weapons, all attacks made with weapons that have the same profile must be resolved before resolving attacks with the next.

Kroot rifle (shooting) used in the following datasheets:

Heavy Support
Fast Attack

Kroot rifle (melee) used in the following datasheets:

Heavy Support
Fast Attack

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

Heavy Support
Performing a Heroic Intervention
When a unit performs a Heroic Intervention, you can move each model in that unit up to 3" – this is a Heroic Intervention move. Each model in the unit must finish its Heroic Intervention move closer to the closest enemy model. Remember that a unit must finish any type of move in unit coherency.

  • Heroic Intervention: Move up to 3".
  • Must end closer to the closest enemy model.
Engagement Range
When measuring to see if one model is within Engagement Range of another, if the shortest line between those two models passes through an open Hatchway, then those models are within Engagement Range if they are within 2" of one another, as shown below.


  • Both Models B and C are within Engagement Range of Model A, as the shortest distance between them passes through an open Hatchway and they are within 2" of one another.
  • However, Model D is not within 2" of Model A and so these two are not within Engagement Range.

Quill grenades used in the following datasheets:

GRENADE
Grenades are handheld explosive devices that a warrior throws at the enemy while their squad mates provide covering fire.
When a unit shoots, one model that is equipped with a Grenade in that unit can resolve attacks with it instead of shooting any other weapons.

  • Only one model can use a Grenade when its unit shoots.
Ambushing Predators
At the start of the first battle round, models in this unit can make a Normal Move of up to 7". They cannot end this move within 9" of any enemy models.

The T’AU AUXILIARY keyword is used in the following T’au Empire datasheets:

The DAL’YTH and CORE keywords are used in the following T’au Empire datasheets:

Fast Attack

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

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

The KROOTOX RIDER keyword is used in the following T’au Empire datasheets:

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

Fast Attack

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

© Vyacheslav Maltsev 2013-2023