RED ELF
KROOT MERCENARY SPECIAL RULES

There are two ways to use Kroot Mercenaries in your games of Warhammer 40,000. The first way is to use a number of Kroot squads as auxiliaries to your main force. In order to do this you must first have filled all of the compulsory force selection criteria applicable to the mission with your main army. Furthermore, you may not include more Kroot squads than you have Troops choices in your own army. For example, in a Standard Missions game you must take an HQ and two Troop choices for your army before filling any additional force organisation slots with Kroot Mercenaries. In this example, you could choose any two Kroot Mercenary squads.The following armies may NOT make use of Kroot Mercenaries:

Space Marines, Necrons, Sisters of Battle, Tau, Tyranids.

After all compulsory slots have been filled the following units may be added to your army from the Kroot Mercenaries list:

0-1 HQ choices,
0-1 Elites choices,
0-2 Troops choices,
0-1 Fast Attack choices,
0-1 Heavy Support choices

In games of 2,000+ points, instead of making the above additions, a second detachment may be chosen from the Kroot Mercenary list.

The second way to field Mercenary Kroot is as an army on their own. If you take this option you will be rewarded with a highly individual force tailored to your playing and modelling styles in a way few armies can match. Having said this, the Kroot are far and away better off fighting battles using the Jungle Fighting rules. In this respect they make an excellent adversary for the Catachan Jungle Fighters, and are quite capable of taking on just about anyone in this environment. Be warned though, if you field a Kroot Mercenary army in 'normal' conditions you will need quite a lot of troops; especially if you plan a headlong charge into Space Marine bolter range!

Strategy Rating: To represent the fact that the Mercenaries fight when and where someone else tells them to, they use the following chart to determine Strategy Rating when fighting on their own:

D6 roll Strategy Rating
1-3 1
4-5 2
6 3

Eaters of the Dead: Kroot are extremely voracious carnivores and will often let a defeated enemy escape while they feast on the flesh of the fallen. Master Shapers and Shapers, and squads led by them MUST consolidate, as it is their responsibility to ensure that the bodies of the fallen enemy are not wasted.

FILE: W:

REF: Terra/OrdXen/83O74O322.

AUTHOR: Aide Secondus to the Bureau of External Threat Evaluation and Analysis, Genetor Quilon.

TITLE: Kroot itinerants - initial data gathering.

Report logged 367997.M41 Inquisitor Chan.

The 'Seven Wings Coalition' has roamed these regions north of Ultramar for the past three decades. In this period these mercenary Kroot have been reported as having taken part in over two dozen major campaigns. By my best estimate, the band's Master Shaper, one Jiynko Chagrill, leads close to two thousand warriors. My sources have observed that after the Coalition's involvement in the Chthonian Wars, in which they fought for three blistering seasons in the vitrified groves of Hades IX, the entire force had gained the ability to fight effectively in temperatures far higher than any Imperial soldier' short of a Space Marine could hope to match. I recommend further investigation, and request aid in allaying this potential threat before it grows out of hand.

Report logged 487998.M41 Genetor Lukus Anzion.

I have determined that the DNA of every Kroot kindred contains a certain amount of Orkoid material. However, Master Shaper Lucu Trosk has evidently taken every opportunity to hire his mercenary band to employers fighting against Orks. His intention can only be to absorb as much of their genetic make-up as possible. All Trosk's warriors are large brutes, with green skin and pronounced, thickset jaws. The warriors of the band refer to themselves as Lucu's Ladz ahd fight primarily for teeth and with large, loud weapons.

Report logged 897998.M41 Extract from Segmentum Command operational rolls, Ensign < purged >

977.M41 - Dictator Class Cruiser Manifest Destiny - extended long-range patrol sweep of the Hangman's Void region, Ultima Segmentum. Seven months into mission, ship's long-range scanners detected residual comm-traces of alien origin. Cruiser's Master of Auguries divined the source of the signal as the fourth world of system classified KV/0348.

Site investigated - a small group of Kroot appear to have been stranded on the world. Somehow, a Dark Eldar raiding force had discovered their presence and assaulted the aliens with typical arrogance, certain that the primitive treetop settlement would make an easy target.

Evidence suggests that the pirates were drawn into the densely wooded areas surrounding the village, where they were ambushed piecemeal and completely annihilated.

Addendum: This same Kroot band was later identified fighting alongside human pirates and, less than twenty years after their absorption of the Dark Eldar DNA, seemed to have inherited all the speed, viciousness and capacity for wanton cruelty that is characteristic of the Eldar's dark kin.

Fieldcraft: Kroot are naturally adept in arboreal environments and gain +1 to their cover save in woods or jungles. Kroot in woods or jungles do not have to make a difficult terrain test, they can always make a normal move. If they do not move in the Movement phase, they may see and shoot through 12" of woods or jungle terrain rather than the 6" that would normally be the case.

Infiltrate: If the squad does not contain a Krootox, it may infiltrate if the mission permits it. See the Warhammer 40,000 rulebook for the Infiltrate scenario special rules.

Kroot Hounds and Krootox: Some squads may have Kroot Hounds or Krootox attached. They count as a single unit and must keep normal coherency. Both Kroot Hounds and Krootox gain the benefit of the adaptations and rules of the parent Kroot unit.

KROOT HOUND SPECIAL RULES

Release the Hounds: Whilst the Kroot themselves rarely pursue a beaten enemy, the Kroot Hounds will pursue viciously for a while before returning to their unit. If the enemy fall back from close combat with a Kroot unit, each Kroot Hound will inflict a single automatic Strength 4 hit.

KROOTOX SPECIAL RULES

Attached Herd: Krootox whose parent Carnivore squad falls back will accompany it. If the entire Kroot Carnivore squad is wiped out, the Krootox will disperse and are removed as casualties. Krootox will move with their parent unit at the same speed, each staying within 2" of a Kroot. If the combined unit is engaged in close combat then the Krootox fight as if they were part of the parent unit.

Note: The Krootox only has a Toughness of 3 for determining whether a weapon is capable of inflicting an instant kill, so weapons of Strength 6 or higher will kill them outright. In practice the blast will have killed the Kroot rider, leaving the Krootox to wander off harmlessly. Remove the model as a casualty.

HYPERACTIVE NYMUNE ORGAN ADAPTION

Certain kindreds can purchase the hyperactive nymune organ adaptation at an additional points cost. This ability allows the model to Fleet of Foot. In the shooting phase you may declare that a model is going to run instead of shoot. Roll a D6. The result is the distance the unit may move in that shooting phase. This move is unaffected by difficult terrain or any other shooting restrictions.

SIGNATURE EVOLUTIONARY ADAPTATIONS

If you are fielding an army consisting entirely of Mercenary Kroot, rather than taking them as mercenaries for another force, then you may purchase a special Evolutionary Adaptation. You may choose a single Signature Evolutionary Adaptation for your Mercenary Kroot army. This represents the specific evolutionary path on which the Master Shaper has led his band, directing them to feed on specific prey in order to gain the characteristics of the creatures native to the warzones in which the band must fight. Choose one adaptation from the list below, and apply it to every Kroot in the army. Krootox and Kroot Hounds do not benefit from these signature adaptations.

Bold: By concentrating on hunting prey known for its courageousness, the squad adds +1 to its Leadership characteristic, up to a maximum of 10.
Points cost: +1 per Kroot

Chameleon: Having feasted upon the flesh of chameleonic reptiles, the band has gained a limited ability to blend into its surroundings. All models have a 6+ cover save when in the open.
Points cost: +1 per Kroot

Fast Reflexes: Many creatures rely on their fast reactions to avoid predators and this band has inherited some of this speed. All models have +1 Initiative.
Points cost: +1 per Kroot

Nocturnal: The band has inherited excellent night vision, and may re-roll the dice to determine how far it can see in a Night Fighting Mission.
Points cost: +1 per Kroot

Ork Hybrid: Often referred to as 'Green Kroot', all models increase their Toughness by +1. Strength 8 is needed to Instant Kill models with this adaptation.
Points cost: +2 per Kroot / +5 per Shaper & Master Shaper

Sixth Sense: These Kroot display an unnerving ability to predict imminent danger. If targeted by any template, blast or ordnance blast weapon, models under the template count as being partially covered - therefore only hit on a D6 roll of 4+ (including flamer hits which do not usually allow partial hits).
Points cost: +2 per Kroot

SCENARIO SPECIAL RULES

In missions that use the Sentries scenario special rule, 8 Kroot warriors with no Evolutionary Adaptations are used as the sentries.