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Kroot Special Rules Fieldcraft Unless otherwise stated in the unit listing, all units in a Kroot Army have the fieldcraft special rule. Fieldcraft grants the unit a +1 to their cover save when they are in woods or jungle terrain. The unit also ignores the effects of difficult terrain in the moving and assault phase if the difficult terrain is caused by wood or jungle terrain, dangerous terrain tests still apply as normal. Infiltrate Unless otherwise stated in the unit listing, all units in a Kroot Army have the Infiltrate universal special rule. Animalistic Nature A unit with this special rule can never be considered a scoring unit, even if the mission being played allows non-troop units to be scoring units. Hyperactive Adrenal Glands Some unit listings will have or have access to purchase hyperactive adrenal glands, this rule gives the unit the Fleet of Foot universal special rule. Kroot Hound Special Rules When taken independently Kroot hounds are considered beasts and are subject to the Animalistic Nature Rule. However, when taken as an upgrade to another unit the Kroot Hounds unit type is the same as the parent unit. Ie if the parent unit is Calvary the Kroot Hounds are also Calvary units. Knarloc Mount Special Rules A model mounted on a Knarloc changes its unit type to Calvary and gains all of that unit types special rules. In addition a model mounted on a Knarloc adds 1 to its Toughness. Models on Knarlocs are still subject to the Fieldcraft special rule unless otherwise stated in their unit listing. Kroot Army Warlord Traits

Kroot Fandex 6th Edition

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Page 1: Kroot Fandex 6th Edition

Kroot Special Rules

FieldcraftUnless otherwise stated in the unit listing, all units in a Kroot Army have the fieldcraft special rule. Fieldcraft grants the unit a +1 to their cover save when they are in woods or jungle terrain. The unit also ignores the effects of difficult terrain in the moving and assault phase if the difficult terrain is caused by wood or jungle terrain, dangerous terrain tests still apply as normal.

InfiltrateUnless otherwise stated in the unit listing, all units in a Kroot Army have the Infiltrate universal special rule.

Animalistic NatureA unit with this special rule can never be considered a scoring unit, even if the mission being played allows non-troop units to be scoring units. Hyperactive Adrenal GlandsSome unit listings will have or have access to purchase hyperactive adrenal glands, this rule gives the unit the Fleet of Foot universal special rule.

Kroot Hound Special RulesWhen taken independently Kroot hounds are considered beasts and are subject to the Animalistic Nature Rule. However, when taken as an upgrade to another unit the Kroot Hounds unit type is the same as the parent unit. Ie if the parent unit is Calvary the Kroot Hounds are also Calvary units.

Knarloc Mount Special RulesA model mounted on a Knarloc changes its unit type to Calvary and gains all of that unit types special rules. In addition a model mounted on a Knarloc adds 1 to its Toughness. Models on Knarlocs are still subject to the Fieldcraft special rule unless otherwise stated in their unit listing.

Kroot Army Warlord Traits

An army consisting solely of models from the Kroot Codex can roll for its Warlord trait from the Kroot Warlord Table if the warlord is a Master Shaper. This replaces the roll on the table in the 40k rulebook. The warlord trait affects every unit in the Kroot army unless otherwise stated in the unit listing.

1. Bold - Kroot units in the army add 1 to their leadership characteristic. In addition, if a unit fails a morale test after taking 25% casualties to shooting instead of falling back the unit will instead go to ground.

2. Chameleon - Kroot units in the army gain the Stealth universal special rule. This replaces the +1 to cover save granted by fieldcraft. If a unit already has the stealth it

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instead gains the Shrouded universal special rule.

3. Eagle Eyes - Kroot units in the army gain the ability to re-roll failed to hit rolls of 1 in the shooting phase.

4. Fast Reflexes - Kroot units in the army add 1 to their Initiative.

5. Ferocity - Kroot units in the army gain the Furious Charge universal special rule.

6. Ork Hybrid - Kroot units in the army add 1 to their Toughness.

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Master Shaper limited to 100 Pts of equipment, Shapers 60 Pts, and Shaper Adepts 40 Pts.

* - Master Shaper, Shaper Council, and Shapers only.** - Master Shaper Only.*** - Limited to one per army.

Weapons

Bolt Pistol- R 12" S 4 AP 5 (Pistol)Splinter Pistol - R 12" S x AP 6 (Pistol, Poison 4+)Plasma Pistol - R 12" S 7 AP 2 (Pistol, Gets Hot!!)Power Weapon - May choose one of the following Axe, Sword, Maul, or Lance.Bolter - R 24" S 4 AP 5 (Rapid Fire)Splinter Rifle - R 24" S x AP 6 (Rapid Fire, Poison 4+)Shoota - R 18" S 4 AP 5 (Assault 2)Pulse Rifle - R 30" S 5 AP 5 (Rapid Fire)Pulse Carbine - R 18" S 5 AP 5 (Assault 1, Pinning)Flamer - R Template S 4 AP 5 (Assault 1)Meltagun - R 12" S 8 AP 1 (Assault 1,

Armorbane)

Plasmagun - R 24" S 7 AP 2 (Rapid Fire, Gets Hot!!)Evisarator - Double Handed Chainsword. Contents as a Chainfist.

Kroot Rifle - R 24" S 4 AP 5 (Rapid Fire)A model armed with a Kroot Rifle counts as being armed with two CCW.Kroot Gun - R 48" S 7 AP 4 (Rapid Fire)Kroot Hunting Rifle - R 36" S x AP 5

(Sniper)Kroot Bolt Thrower - Two Profiles Explosive - R 36" S 6 AP 6 (Assault 2, Blast) Standard - R 36" S 4 AP - (Assault 2)Mounted Rockets - Two Profiles Solid - R 36" S 8 AP 3 (Assault 1) Frag - R 36" S 4 AP 6 (Assault 1, Blast)

Single Handed Double Handed Wargear Totems

CCW-1 Pt Bolter-2 Pt Frag Grenade- 1 Pt BOTS- 20 Pts

Bolt Pistol-1 Pt Splinter Rifle-2 Pt Krak Grenade- 2 Pts EOTKH -10 Pts

Splinter Pistol-2 pt Shoota- 2 Pt Melta Bombs- 6 Pts KH Totem - 25 Pt***

Plasma Pistol-10 Pt* Pulse Rifle/ Carbine- 5 pt Bionics- 5 Pts MOTFC - 15 Pts ***

Power Weapon- 14 Pts Flamer- 6 Pt Extra Armor - 5 Pts MOTH - 5 pts

Meltagun - 10 Pts* Carapace Armor - 10 Pts**

PC - 30 pts

Plasmagun- 12 Pts* SH - 5 Pts

Evisarator- 25 Pts VC - 10 Pts

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Wargear

Frag Grenade - Follows the rules found in the BRB.Krak Grenade - Follows the rules found in the BRB.Melta Bomb - Follows the rules found in the BRB.Bionics - Grants the bearer a 6+ invulnerable save.

Extra Armor - Grants the bearer a 4+ armor save.Carapace Armor - Grants the bearer a 3+ armor save.

Totems

Blood of the Stalker - The bearer and his unit may infiltrate d6" closer than would normally be allowed. Ie, 12-d6" if the unit cannot be seen and 18-d6" if the unit can be seen.Eyes of the Kroothawk - Any unit using the bearer's Leadership for morale or pinning tests may regroup at their normal leadership even when below 25%.Kroothawk Totem - An army containing the Kroothawk Totem may re-roll the dice to steal the initiative.Mark of the Favored Child - The character gains a 4+ invulnerable save.Master of the Hunt - A unit led by a MOTH may re-roll any failed morale and pinning tests, but if the MOTH is slain the unit must immediately take a morale check or fall back.Pech Cryer - The unit led a PC is fearless.Specialist Hunter- The shaper will hit on a 3+ in close combat regardless of Weapon Skill.

Veneration Charm - Must be attached to a specific weapon the character has already purchased. That weapon counts as being Master Crafted.

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HQ

Master Shaper - 60 Pts

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5 3 4 3 3 4 4 10 6+

Type: Infantry(Character)Equipment: Kroot RifleSpecial Rules: Fieldcraft, Infiltrate, Independent CharacterClan Leader: Any Kroot unit within 12" may use the Master Shaper's Leadership score.Options: The Master Shaper can be given any equipment from the armory. The Master Shaper may be accompanied by up to 2 Kroot Hounds for 6 points each.May choose one of the following:Hyperactive Adrenal Gland - 5 PtsKnarloc Mount - 20 PtsShaper Council: The master shaper can be accompanied by a Shaper council. The shaper council does not take up a Force Org Slot.

Shaper Council Member - 30 Pts

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4 3 4 3 3 3 3 9 6+

Number/Squad: 2-5 ShapersType: Infantry(Character)Equipment: Kroot RifleOptions: Each member may be given equipment from the armory. Each shaper may take up to 2 Kroot Hounds for 6 pts each.May take one of the following(all must take the same upgrade if one is chosen):Hyperactive Adrenal Glands - 4 Pts eachKnarloc Mounts - 15 Pts eachSpecial Rules: Infiltrate Fieldcraft

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Kroot Shaman - 50 Pts

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3 3 4 3 3 3 2 9 6+

Type: Infantry(Character)Equipment: Close Combat WeaponSpecial Rules: Independent Character, Fieldcraft, May not infiltrate, nor may any unit he joins, Chronicler (Units within 6" of the Shaman are fearless)Options: May be accompanied by up to 2 Kroot Hounds for 6 points each.May take up to 2 Adaptaions from list:Bio-Craft - 30 Pts - Any unit led by the Kroot Shaman is subject to the Feel no Pain universal special rule.Moment of Destiny - 30 Pts - Once per batle, after a successful psychic test, all kroot units within 3d6" gain +1 attacks until the next turn.

Big Game Hunter - 45 Pts

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4 4 4 4 3 5 4 9 -

Equipment: Kroot hunting rifle with power blades (Counts as power weapon that adds 2 to Strength)Type: Infantry(Character)Special Rules: Infiltrate, Fieldcraft, Fearless, Stealth, Night Vision, Fleet of Foot, Ambush (Subject to the same deployment rules as the Tyranid Lictor), Cannot use Kroot Warlord Traits, Doesn't count as a VP if killed.

Elite

Stalker Kindred - 11 Pts/Model

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Stalk 4 3 4 3 1 3 1 7 -

Adept 4 3 4 3 2 3 2 8 6+

Shape 4 3 4 3 3 3 3 8 6+

Number/Squad: 5-20 KrootType: InfantryEquipment: Kroot Rifle

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Character: One Stalker may be upgraded to either a Shaper Adept for +11 Pts or a Shaper for +21 Pts. Shapers and Adepts may choose additional equipment from the armory.Armor Options: If the squad contains a Shaper or Shaper Adept they may be upgraded to have a 6+ armor save for +1 pt/model.Special Rules: Fieldcraft, Infiltrate, Acid Venom(Close combat attacks are Poisoned 4+), Ambush(Unit may choose to deploy in the same way as Y'mgarl Genestealers or deploy normally)

Kroot Hunter Kindred - 9 Pts/Model

Ws Bs S T W I A Ld Sv

Hunt 4 3 4 3 1 3 1 7 -

Adept 4 3 4 3 2 3 2 8 6+

Shape 4 3 4 3 3 3 3 8 6+

Squad/Number: 5-10Type: InfantryEquipment: Kroot Hunting RifleCharacter: One model may be up graded to either a Shaper Adept for +11 pts or a Shaper for +21 pts. Shapers and Adepts may choose addition weapons from the armory.Upgrades: If the unit contains a Shaper or Shaper Adept the unit can be upgraded to have the Stealth universal special rule for +1 pt/model.Special Rules: Infiltrate, Fieldcraft

0-1 Feral Kroot Kindred - 17 Pts/Model

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Feral 4 - 5 4 2 3 2 7 -

Number/Squad: 5-10Type: InfantryEquipment: Claws and beaksSpecial Rules: Fleet of Foot, Feel No Pain, Animalistic Nature, Infiltrate, Fieldcraft

Troop

Kroot Carnivore Kindred - 7 Pts/Model

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Page 8: Kroot Fandex 6th Edition

Kroot Carnivore Kindred - 7 Pts/Model

Kroot 4 3 4 3 1 3 1 7 -

Adept 4 3 4 3 2 3 2 8 6+

Shape 4 3 4 3 3 3 3 8 6+

Number/Squad: 10-20Type: InfantryEquipment: Kroot RifleCharacter: One Carnivore may be upgraded to either a Shaper Adept for +11 pts or a Shaper for +21 Pts. Shapers and Shaper Adepts may purchase additional equipment from the armory.Armor Option: If the squad contains a Shaper or Shaper Adept the squad can be upgraded to a 6+ armor save for +1 Pt/Model.Unit Attachment: Each squad may purchase 1 unit attachment from the list below, the attachment may be deployed with the parent unit or deployed separately in which case it counts as an additional Victory Point.Special Rules: Infiltrate, Fieldcraft

Kroot Hounds - 6 Pts/Model

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4 - 4 3 1 3 2 7 -

Number/Squad: 1-8Type: Beast*Equipment: Claws and beaksSpecial Rules: Animalistic Nature, Not affected by Kroot Warlord Traits, fieldcraft

Krootox - 35 Pts/Model

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4 3 5 5 3 3 3 7 -

Number/Squad: 1-3Type: InfantryEquipment: Kroot GunSpecial Rules: Cannot infiltrate and neither can the parent unit if still attached. Fieldcraft

0-1 Mounted Rocket Team - 40 Pts/Model

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4 3 4 4 1 3 1 7 -

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Number/Squad: 1-3, only one Carnivore Squad can purchase this unit attachment due to the scarcity of rockets.Type: InfantryEquipment: Solid and Blast RocketsSpecial Rules: May not infiltrate and neither can the parent unit if still attached,Fieldcraft

0-1 Kroot Baggage Knarloc Herd - 30 Pts/Knarloc & 7 Pts/Goad

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knarl 4 0 5 5 5 2 2 7 6+

goads 4 3 4 3 1 3 1 7 -

Number/Squad: 1-3 Great Knarlocs and 1-2 Kroot Goads per Great KnarlocType: GK - Monstrous Creature KG - InfantryEquipment: Great Knarloc - claws/Goads - Kroot RifleSpecial Rules: May not infiltrate, Not affected by Kroot Warlord Trait, Fleet of Foot

Fast Attack

Kroot Hound Pack - 6 Pts/Model

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4 - 4 3 1 5 2 7 -

Number/Squad: 10-20Type: BeastEquipment: Beaks and clawsSpecial Rules: Infiltrate, Fieldcraft, Animalistic Nature

Tracker Kindred - 17 Pts/Model

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track 4 3 4 4 1 3 1 7 -

adept 4 3 4 4 2 3 2 8 6+

shape 4 3 4 4 3 3 3 8 6+

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Number/Squad: 5-10Type: CalvaryEquipment: Come with Shock Prod (poison 4+ CCW), may be exchanged for Kroot Rifle for free. Entire squad may purchase melta bombs at +5 Pts/model.Character: May upgrade one member to a Shaper Adept for +11 Pts or to a Shaper for +21 Pts. Shapers and Shaper Adepts may purchase additional equipment from the armory.Armor Option: If the squad includes a Shaper or Shaper Adept you can upgrade the unit to have a 6+ armor save for +1 Pt/model.Special rules: Fieldcraft, Infiltrate, Scout, Acute Senses

Heavy Support

0-1 'Gremlins' - 20 Pts Each

Number: 1-5Rules: After deployment but before the first turn the Kroot player nominates a unit for each gremlin taken, this can be the same unit. Roll a d6 for each gremlin, on a 1-3 the Kroot Saboteur was discovered before it had a chance to do its job. On a 4-6 the sabotage was successful. If the unit was a vehicle it suffers a glancing hit. If the unit was a infantry unit it must take a pinning test with a -2 modifier as it finds its guns not working, pungy sticks in front of their position, or giant leeches hiding in their helmets.

Krootox Herd - 35 Pts/Model

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4 3 5 5 3 3 3 7 -

Number/Squad: 3-10Type: InfantryEquipment: Kroot GunArmor Options: the squad may be upgraded to have a 6+ save for +2 Pts/model.Special Rules: Fieldcraft, May Not Infiltrate

0-1 Kroot Abomination - 100 Pts + Handlers

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Abom 4 - 6 6 6 1 4 10 5+

Hand 4 3 4 3 1 3 1 7 -

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Number/Squad: 1 Abomination and 1-5 Handlers (7 Pts Ea.)Type: Monstrous Creature(Abomination)/Infantry(Handlers)Equipment: Abomination - Claws and Fangs Handlers - Kroot RifleUpgrades: Abomination may purchase Hyperactive Adrenal Glands for +15 Pts, if it does the handlers must also be upgraded for +2 Pts/model.Special Rules: Many not infiltrate, Not affected by Kroot Warlord Traits(Abomination Only), Feel no Pain(Abomination Only), Animalistic Nature, Blinding Rage - If all the handlers are dead at the beginning of the Kroot turn, the abomination gains the Rage universal special rule and must move towards and assault the nearest visible unit(friend or foe).

Great Knarloc Herd - 60 Pts/Model + Goads

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GK 4 - 6 5 5 3 3 7 6+

goad 4 3 4 3 1 3 1 7 -

Number/Squad: 1-3 Great Knarlocs and 4-8 Goads (7 Pts/ea)Type:Monstrous Creature(Great Knarloc) Infantry(Goads)Equipment: Great Knarloc - Claws and Beak Goads- Kroot RifleSpecial Rules: Fieldcraft, May not Infiltrate, Fleet of Foot, Not affected by Kroot Warlord Trait(Great Knarloc Only)

0-1 Great Knarloc Weapon Mounts - 80 Pts/Model

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4 3 6 5 5 3 4 7 6+

Number/Squad: 1-3 Great Knarlocs w/ RidersType: Monstous CreatureEquipment: Kroot Bolt Thrower manned by the ridersWeapon Options: The bolt thrower can be equipped with explosive bolts for +15 Pt, or it can be replace with a Kroot Gun for +15 Pts or Twin-Linked Kroot Gun for +25 Pts. Special Rules: Fieldcraft, May not Infiltrate, Fleet of Foot, Not affected by Kroot Warlord Trait