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.
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.
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. |