RED ELF
KROOT MERCENARY WARGEAR

KROOT RIFLE: A basic slug-thrower relying on chemical propellants and the transfer of kinetic energy, adapted by the Tau to fire a charged pulse round supplied by them. The Kroot rifle is fitted with blades near the muzzle and stock. These are a throwback to early traditional Kroot fighting staves. The incredible hand speed that a Kroot possesses due to its unique musculature makes these blades effective assault weapons and Kroot with Kroot rifles accordingly count as having an additional close combat weapon. The Kroot rifle is a two-handed weapon, and therefore cannot be combined with another weapon in close combat.

SPLINTER RIFLE: This two handed weapon is fitted with similar spikes to the Kroot rifle, and when used by the Kroot confers an extra attack in close combat. The same restrictions regarding the use of additional close combat weapons apply.

KROOT GUN: The Kroot gun is a larger, unwieldy version of the Kroot rifle, lashed to the back of the Krootox and fired in battle by the rider.

KROOT HUNTING RIFLE: This is a variant on the standard Kroot weapon, and counts as a sniper rifle. The additional close combat attack granted by the spiked attachments is lost.

Weapon Range Str AP Type Notes
Kroot rifle
24"
4
6
Rapid Fire
See above
Kroot gun
48"
7
4
Rapid Fire
See above
Kroot hunting rifle
36"
X
6
Heavy 1
Sniper rifle

AUSPEX: An auspex is a short-ranged scanner used to detect hidden troops. If enemy infiltrators set up within 4D6" of a model with an auspex, then that model is allowed to take a 'free' shot at them (or sound the alarm in a Raid scenario). If the model is part of a unit then the whole squad may shoot.
These shots are taken before the game begins, and may cause the infiltrators to fall back. The normal shooting rules apply.

TOTEMS

The Kroot shaper led his kindred through the dense undergrowth, his tongue flicking in and out of his beaked mouth as he tasted the air. His heightened senses picked up the presence of the Gaunts before he actually saw them skulking through the undergrowth up ahead. At his unspoken command the Kroot warriors sunk into the jungle foliage, their keen eyes regarding their foe with a series of clicks and whistles in the Kroot tongue indicated the warriors desire to get to grips with this new enemy, to feast of its flesh and add its strengths to their own.

Regarding the vicious claws and agile limbs, the Shaper felt the urge to attack, to consume, to please the ancestors and take as his own those predatory traits he watched stalking towards him beneath the dark jungle canopy.

As the Gaunts drew nearer, his whipping tongue savoured the pheromone messages permeating the humid jungle air: the lust to survive, the drive to consume and integrate. Something in the scent made the Shaper pause. The warriors behind him were becoming impatient and the enemy were getting closer. High pitched whistles from behind told him his kindred was almost beyond the point where he could control their carnivorous appetites and with an angry series of warbling clicks he silenced the impatient warriors. He needed more time to consider the meanings in the enemy's musky scent.

In a moment of instinctive insight, the Shaper sensed what was wrong with the enemy`s scent; they too were predators who survived by consuming their foes, by taking within themselves the traits of those they defeated so that successive generations could survive and prosper in an ultimately hostile world. Something in this was wrong, something about this foe made it imperative that their spirits must not be allowed to mingle with those of the Kroot.

Lacking the time to fully explain his terrible realisation, the Shaper saw the aliens were too close, and had no option but to order the attack. He just hoped he could exert enough control over his kin to suppress their carnivorous instincts...

KROOTHAWK TOTEM: A fetish used in ancestor worship ceremonies providing foresight and wisdom. You may re-roll the dice to determine who gets the first turn of the game.

VENERATION CHARM: Valuable tools and possessions are often placed in the case of the Shaper's ancestors, who he prays will guide him in their use. A veneration charm must be applied to a specific weapon carried by the character, and counts the weapon as master-crafted. A master-crafted weapon follows the normal rules, except that you may re-roll one failed To Hit roll per turn for an attack made by the master-crafted weapon. Note that you may not master-craft grenades.

MARK OF THE FAVOURED CHILD: The ancestors have clearly marked this character as bound for great things. The character gains a 4+ Invulnerable save.

SUREFOOT CHARM: This charm often takes the form of a wind-chime or cluster of small bells adorning the Shaper's rifle barrel. The sound made by the charm, although unnoticeable to other races, allows the Shaper's kindred to follow his lead when stalking the enemy. The character and any squad he joins may roll two dice and pick the highest when rolling to Fleet of Foot using the hyper active nymune organ adaptation, picking the highest result to determine the distance moved.

BLOOD OF THE STALKER: Some kindreds daub themselves with the blood of local predators before battle. This has the effect of augmenting their already prodigious ambush skills. In missions where the Kroot can infiltrate, the character and his kindred may deploy D6" closer to the enemy than indicated in the scenario set-up instructions. For example, in a Recon mission, infiltrators may set-up anywhere outside of 18" from the enemy. The Blood of the Stalker allows the unit to deploy anywhere outside of 12" to 17" from the enemy, depending on the roll.