T’au Empire – Kroot Carnivores
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3

Kroot Carnivores

NoNAME  M WS BS S T W A Ld Sv Base
6
Kroot (base: 25mm)
10‑20
6
Kroot
7" 3+ 4+ 3 3 1 1 6 6+ 25mm
This unit contains 10 Kroot. It can include up to 10 additional Kroot (Power Rating +3). Each model is armed with a Kroot rifle.
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
+1
0
1
-
ABILITIES
ABILITIES
Stealthy Hunters: At the start of the first battle round but before the first turn begins, you can move this unit up to 7". It cannot end this move within 9" of any enemy models. If both players have units that are able to move at the start of the first battle round but before the first turn begins, the player who is taking the first turn moves their units first.
FACTION KEYWORDS: T’AU EMPIRE, KROOT
KEYWORDS: INFANTRY, KROOT CARNIVORES

Datasheet-related Stratagems

1CP

AMBUSHING PREDATORS

T’au Empire Stratagem

Kroot are fierce predators who have learned over millennia the most effective ways to hunt for prey.

Use this Stratagem in your opponent’s Charge phase. Select one KROOT unit from your army. Until the end of that phase, that unit can perform a Heroic Intervention as if it were a CHARACTER. In addition, if that unit performs a Heroic Intervention in that phase it can do so if there are any enemy units within 6" of them instead of 3", and when doing so can move up to 6" instead of 3".
1CP

HIDDEN HUNTERS

T’au Empire Stratagem

The Kroot are experts in camouflage and concealment, and utilise cover in ways most would never consider.

Use this Stratagem at the start of your opponent’s Shooting phase. Select one KROOT unit from your army. Until the end of that phase, when resolving an attack made with a ranged weapon against that unit whilst it is receiving the benefit of cover, subtract 1 from the hit roll and add 1 to the saving throw.

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

Kroot rifle (shooting) used in the following datasheets:

Heavy Support
Fast Attack
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.

Kroot rifle (melee) used in the following datasheets:

Heavy Support
Fast Attack
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.

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

Heavy Support

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.
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.
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. If a model has acquired such a bonus (to it's Save, Leadership or other characteristics), it is considered as receiving the benefit of cover. 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).
Hit Roll
When a model makes an attack, make one hit roll for that attack by rolling one D6. If the result of the hit roll is equal to or greater than the attacking model’s Ballistic Skill (BS) characteristic (if the attack is being made with a ranged weapon) or its Weapon Skill (WS) characteristic (if the attack is being made with a melee weapon), then that attack scores one hit against the target unit. If not, the attack fails and the attack sequence ends.

If an attack is made with a weapon that has an ability that says it ‘automatically hits the target’, no hit roll is made – that attack simply scores one hit on the target unit. An unmodified hit roll of 6 always scores a hit, and an unmodified hit roll of 1 always fails. A hit roll can never be modified by more than -1 or +1. This means that if, after all the cumulative modifiers to a hit roll have been calculated, the total modifier would be -2 or worse, it is changed to be -1. Similarly, if, after all the cumulative modifiers to a hit roll have been calculated, the total modifier would be +2 or better, it is changed to be +1.
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.
© Vyacheslav Maltsev 2013-2021