Cadre Mercenaries kt21
The Kroot (Krootis aviana), also designated by the Imperium as Kroot Carnivore, are a xenos species of savage humanoids who are members of the T'au Empire. The Kroot evolved from avian creatures on their homeworld of Pech.
Kroot are tall (a good half-metre taller than most Humans), their avian ancestry giving them a bird-like beak and long quills protruding from their heads like hair.
Kroot Carnivore Leader
APL
2
MOVE
3⬤
SAVE
6+
WOUND
9
WEAPONS | ATK | HIT | DMG |
---|---|---|---|
Kroot Rifle | 4 | 3+ | 3/4 |
Rifle Blades | 3 | 2+ | 3/4 |
ABILITIES
Masters Of Camouflage
CADRE MERCENARY, T'AU EMPIRE, KROOT, CARNIVORE, LEADER
Kroot Carnivore Warrior
APL
2
MOVE
3⬤
SAVE
6+
WOUND
8
WEAPONS | ATK | HIT | DMG |
---|---|---|---|
Kroot Rifle | 4 | 4+ | 3/4 |
Rifle Blades | 3 | 3+ | 3/4 |
ABILITIES
Masters Of Camouflage
CADRE MERCENARY, T'AU EMPIRE, KROOT, CARNIVORE, WARRIOR
Kroot Hound
APL
2
MOVE
4⬤
SAVE
6+
WOUND
8
WEAPONS | ATK | HIT | DMG |
---|---|---|---|
Ripping Fangs (Rending) | 4 | 3+ | 3/4 |
ABILITIES
Hunting Beast
Masters Of Camouflage
CADRE MERCENARY, T'AU EMPIRE, KROOT, HOUND
Krootox
APL
3
MOVE
3⬤
SAVE
4+
WOUND
16
WEAPONS | ATK | HIT | DMG |
---|---|---|---|
Kroot Gun (Rending) | 4 | 4+ | 5/6 |
Krootox Fists (Brutal) | 5 | 3+ | 4/6 |
CADRE MERCENARY, T'AU EMPIRE, KROOT, KROOTOX
Strategic Ploys
Fieldcraft
Fieldcraft (1 AP): Change this operative's order.
Hunting Call
Perfect Ambush
Patient Stalkers
Firefight Ploys
A Gory Feast
Brute Strength
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
Bolas*
Bolas (1 AP): Select one enemy operative Visible to and within ⬟ of this operative, then roll 3D6 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.
Kroot Hunting Rifle
Name | A | BS | D |
---|---|---|---|
Kroot Hunting Rifle | 4 | 4+ | 3/3 |
Special Rules | |||
Heavy, Silent, MW1 |
Skinning Blade
Name | A | WS | D |
---|---|---|---|
Skinning Blade | 4 | 3+ | 3/5 |
Sure-Foot Charm*
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.
Trophy Pistol
Name | A | BS | D |
---|---|---|---|
Trophy Pistol | 4 | 4+ | 3/4 |
Special Rules | |||
Bal, Blast ▲, Rng ⬟ |
Rare Equipment
Auto-Loader
This ranged weapon gains the Ceaseless special rule.
Flux Capacitor
This ranged weapon gains the P1 critical hit rule.
Rending Rounds
This ranged weapon gains the Rending special rule.
Propulsion Amplifier
Add 1 to both Damage characteristics of this ranged weapon.
Thermal Sight
This ranged weapon gains the No Cover special rule.
Seeker Spirit
Each time a friendly operative makes a shooting attack with this ranged weapon, in the Roll Attack Dice step of that shooting attack, for each critical hit you retain, you can re-roll one of your attack dice.
Power Enhancer
Add 1 to both Damage characteristics of this melee weapon.
Inertia Displacer
This melee weapon gains the Brutal special rule.
Perfectly Weighted
This melee weapon gains the Balanced special rule.
Rending Blade
This melee weapon gains the Rending special rule.
Monomolecular Edge
This melee weapon gains the Lethal 5+ special rule.
Arc Unit
This melee weapon gains the Stun critical hit rule.
Infiltration
Stalk Target
Once you do so, at the end of each Target Reveal step, select one enemy operative to be stalked for that Turning Point.
- At the end of any Turning Point, if a friendly operative with a Conceal order is within ◼ but not within Engagement Range of the enemy operative you selected to be stalked for that Turning Point, you score 1 VP.
- If you achieve the first condition at the end of any subsequent Turning Points, you score 1 VP.
Gather Surveillance
Once you do so, at the end of each Target Reveal step, select one friendly operative to gather surveillance for that Turning Point.
- At the end of any Turning Point, if the friendly operative you selected to gather surveillance for that Turning Point has a Conceal order, is wholly within your opponent's territory and is more than ◼ from enemy operatives, you score 1VP.
- If you achieve the first condition at the end of any subsequent Turning Points, you score 1VP.
Implant
- Instead of inflicting damage on an enemy operative from that strike, you can implant that operative instead. That operative does not lose any wounds and you score 1 VP
- If two other enemy operatives are implanted, you score 1 VP
Seize Defences
- At the end of any Turning Point, if you control an opponent's barricade, you score 1VP.
- If you achieve the first condition at the end of any subsequent Turning Points, you score 1VP.
Install Device
- At the end of any Turning Point, if your Device token has been in the killzone for the whole of that Turning Point, you score 1VP.
- If you achieve the first condition at the end of any subsequent Turning Points, you score 1VP.
Install Device (1 AP):
An operative can perform this action while it controls an objective marker in your opponent's territory or on the centre line. Place your Device token on that objective marker. Remove it if an enemy operative controls that objective marker. An operative connot perform this action if your Device token is in the killzone.
Subversive Control
- At the end of the third Turning Point, if friendly operatives control an objective marker in your opponent's territory and not on the centre line, you score 1VP.
- At the end of the fourth Turning Point, if friendly operatives control an objective marker in your opponent's territory and not on the centre line, you score 1VP.
Recon
Outflank
- At the end of any Turning Point, if friendly operatives control both neutral killzone edges, you score 1VP.
- If you achieve the first condition at the end of any subsequent Turning Points, you score 1VP.
Courier
When you do so, select one friendly operative.
- At the end of any Turning Point, if that operative is within ⬟ of your opponent's drop zone, you score 1VP.
- If you achieve the first condition at the end of any subsequent Turning Points, you score 1VP.
Plant Transponder
- If a friendly operative performs the Plant Transponder mission action, you score 1 VP.
- If you achieve the first condition in any subsequent Turning Points, you score 1 VP.
An operative can perform this action while wholly within your opponent's territory and more than ⬤ from terrain features (barricades are terrain features; ignore terrain features that have the Insignificant trait). If it does so, place one of your Transponder tokens underneath the operative as close as possible to the centre of its base. An operative cannot perform this action while within Engagement Range of an enemy operative or ⬟ of your other Transponder tokens.
Secure Vantage
You can reveal this Tac Op in the Target Reveal step of any Turning Point after the first.
- At the end of any Turning Point, if you control a Vantage Point that is more than ◼ from your drop zone, you score 1VP.
- If you achieve the first condition with a different vantage point at the end of any subsequent Turning Points, you score 1VP.
Recover Item
Place one of your Item tokens within your opponent's territory. The Pick Up action can be performed by friendly operatives (but not enemy operatives) upon your Item token.
- At the end of any Turning Point, if a friendly operative controls your Item token, you score 1VP.
- If you achieve the first condition at the end of any subsequent Turning Points, you score 1VP.
Surge Forward
- At the end of any Turning Point, if the total APL of friendly operatives within ⬟ of your opponent's drop zone is 4 or more, you score 1VP.
- If you achieve the first condition at the end of any subsequent Turning Point, you score 1 VP
Secure Unexplored Rooms
You can reveal this Tac Op in the Target Reveal step of any Turning Point after the first.
- At the end of any Turning Point, if the total APL of friendly operatives within an Unexplored Room (see below) is greater than that of enemy operatives, you score 1VP.
- If you achieve the first condition with a different Unexplored Room (i.e. separated by access points) at the end of any subsequent Turning Points, you score 1VP.
Seek And Destroy
Headhunter
- You score 1 VP
- If it is the first or second Turning Point, you score 1 VP
Assassinate Target
Your opponent selects one of their operatives.
- If that operative is incapacitated, you score 2VPs.
- At the end of the battle, if that operative has not been incapacitated but has fewer than half of its wounds remaining, you score 1VP.
Rout
- If an enemy operative is incapacitated by a friendly operative, and that friendly operative is within ⬟ of your opponent's drop zone when it does so, you score 1 VP
- If you achieve the first condition in any subsequent Turning Point, you score 1 VP
Executioner
When you do so, select one friendly operative to be your executioner. At the end of each Target Reveal step, select one enemy operative to be executed for the Turning Point.
- If the enemy operative you selected to be executed for the Turning Point is incapacitated by your executioner during the same Turning Point, score 1VP.
- If you achieve the first condition in any subsequent Turning Points, you score 1VP.
Eliminate Guards
Once you do so, at the end of each Target Reveal step, select an objective marker on the centre line or within your opponent's territory, then select one enemy operative within ⬤ of it to be the guard for the Turning Point.
- If the enemy operative you selected to be the guard for the Turning Point is incapacitated during the same Turning Point, you score 1VP.
- If you achieve the first condition in any subsequent Turning Points, you score 1VP.
Rob And Ransack
- You score 1 VP
- At the end of the battle, if you achieved the first condition and that friendly operative has not been incapacitated, you score 1 VP