Kroot Carnivores
Composition & Wargear
Ranged Weapons
| Weapon | Range | A | BS | S | AP | D |
|---|---|---|---|---|---|---|
| Kroot rifle | 24" | 1 | 4+ | 4 | 0 | 1 |
| Tanglebomb launcher | 24" | D3 | 4+ | 5 | 0 | 1 |
| Kroot carbine | 18" | 1 | 4+ | 4 | 0 | 2 |
| Kroot pistol | 12" | 1 | 4+ | 4 | 0 | 1 |
Melee Weapons
| Weapon | Range | A | WS | S | AP | D |
|---|---|---|---|---|---|---|
| Close combat weapon | Melee | 2 | 3+ | 4 | 0 | 1 |
| Onager Gauntlet | Melee | 4 | 3+ | 14 | -3 | 3 |
Abilities
At the end of the your Command phase, if this unit within range of an objective marker you control, that objective marker remains under your control, even if you have no models within range of it, until your opponent controls it at the start or end of any turn.
If this unit has a Starting Strength of 20, you can attach up to two Leader units to it instead of one, provided those Leaders are not duplicates (e.g. you cannot attach two WAR SHAPERS to this unit). If you do, and this unit is destroyed, the Leader units attached to it become separate units with their original Starting Strengths.
This ability always takes the form Scouts X". In the Resolve Pre-battle Abilities step, if every model in a unit has this ability, you can do one of the following: - If that unit is in strategic reserves, you can set up that unit anywhere that is wholly within your deployment zone. - If that unit is wholly within your deployment zone, it can make a scout move (see below). - If that unit is embarked within a DEDICATED TRANSPORT that is wholly within your deployment zone, and if every model embarked within that DEDICATED TRANSPORT has the Scouts ability, that DEDICATED TRANSPORT can make a scout move.
If every model in a unit has this ability, each time a ranged attack targets that unit, that unit has the benefit of cover against that attack (13.08).
In your Shooting phase, this unit can select one visible enemy unit within 12". That enemy unit is prey‑marked: - While a unit is prey‑marked, that unit has +3" detection range.