RED ELF
HEADHUNTER KINDRED

These Kroot are the result of their predecessors feeding upon the most poisonous creatures they could hunt. They are capable of spitting a highly corrosive acid at close range, burning the exposed flesh of their foes and causing horrific injuries.

HEADHUNTER KINDRED
  Points WS BS S T W I A Ld Sv
Kroot
10
4
3
4
3
1
3
1
8
6+
Shaper
+21
4
3
4
3
3
3
3
8
6+

Squad: The kindred numbers 10-20 Kroot.

Equipment: Kroot rifle.

Options: The entire kindred may be equipped with frag grenades at the cost of +1 point per model.

Character: One Kroot must be upgraded to a Shaper at an additional cost of +21 pts. Some Shapers carry weaponry gifted by their employers and may choose additional equipment from the Armoury.

Evolutionary Adaptations: Having fed upon the most poisonous of creatures, these Kroot may choose to attack with either their basic strength, or with their special poison attack. If they choose to use their poison attack then they may make a single attack (even if they assault) that will always wound on a 4+ (armour saves are allowed as normal).

The entire squad may receive the hyperactive nymune organ adaptation at +2 points per member. This allows them to use the Fleet of Foot rules. All squad members must receive the adaptation.