| Model Name | M | T | Sv | W | Ld | OC |
Kroot Carnivores ⌀28.5mm | 7" | 3 | 6+ | 1 | 7+ | 2 |
| Ranged Weapons | Range | A | BS | S | AP | D |
Tanglebomb launcher Blast | 24" | D3 | 4 | 5 | 0 | 1 |
Kroot pistol Pistol | 12" | 1 | 4 | 4 | 0 | 1 |
Kroot rifle rapid fire 1 | 24" | 1 | 4 | 4 | 0 | 1 |
Kroot carbine | 18" | 1 | 4 | 4 | 0 | 2 |
| Melee Weapons | Range | A | BS | S | AP | D |
Close combat weapon | Melee | 2 | 3 | 4 | 0 | 1 |
| Name | Description |
2CP COUNTER-OFFENSIVE Detachment: Core | WHEN: Fight phase, just after an enemy unit has fought. TARGET: One unit from your army that is within Engagement Range of one or more enemy units and that has not already been selected to fight this phase. EFFECT: Your unit fights next. |
1CP HEROIC INTERVENTION Detachment: Core | WHEN: Your opponent’s Charge phase, just after an enemy unit ends a Charge move. TARGET: One unit from your army that is within 6" of that enemy unit and would be eligible to declare a charge against that enemy unit if it were your Charge phase. EFFECT: Your unit now declares a charge that targets only that enemy unit, and you resolve that charge as if it were your Charge phase. RESTRICTIONS: You can only select a VEHICLE unit from your army if it is a WALKER. Note that even if this charge is successful, your unit does not receive any Charge bonus this turn. |
1CP RAPID INGRESS Detachment: Core | WHEN: End of your opponent’s Movement phase. TARGET: One unit from your army that is in Reserves. EFFECT: Your unit can arrive on the battlefield as if it were the Reinforcements step of your Movement phase, and if every model in that unit has the Deep Strike ability, you can set that unit up as described in the Deep Strike ability (even though it is not your Movement phase). RESTRICTIONS: You cannot use this Stratagem to enable a unit to arrive on the battlefield during a battle round it would not normally be able to do so in. |
1CP INSANE BRAVERY Detachment: Core | WHEN: Battle-shock step of your Command phase, just before you take a Battle-shock test for a unit from your army. TARGET: That unit from your army. EFFECT: Your unit automatically passes that Battle-shock test. RESTRICTIONS: You cannot use this Stratagem more than once per battle. |
1CP GRENADE Detachment: Core | WHEN: Your Shooting phase. TARGET: One GRENADES unit from your army (excluding units that Advanced, Fell Back or have shot this turn) that is not within Engagement Range of one or more enemy units. EFFECT: Select one GRENADES model in your unit and one enemy unit that is not within Engagement Range of any units from your army and is within 8" of and visible to your GRENADES model. Roll six D6: for each 4+, that enemy unit suffers 1 mortal wound. |
1CP COMMAND RE-ROLL Detachment: Core | WHEN: Any phase, just after you make an Advance roll, a Charge roll, a Desperate Escape test or a Hazardous test for a unit from your army, or a Hit roll, a Wound roll, a Damage roll or a saving throw for a model in that unit, or a roll to determine the number of attacks made with a weapon equipped by a model in that unit. If you are using fast dice rolling, this Stratagem can still be used after rolling multiple rolls or saving throws at once. TARGET: That unit or model from your army. EFFECT: You re-roll that roll, test or saving throw. If you are using fast dice rolling, select one of those rolls or saving throws to re-roll. |
1CP FIRE OVERWATCH Detachment: Core | WHEN: Your opponent’s Movement or Charge phase, just after an enemy unit is set up or when an enemy unit starts or ends a Normal, Advance or Fall Back move, or declares a charge. TARGET: One unit from your army that is within 24" of that enemy unit and that would be eligible to shoot if it were your Shooting phase. EFFECT: If that enemy unit is visible to your unit, your unit can shoot that enemy unit as if it were your Shooting phase. RESTRICTIONS: You cannot target a TITANIC unit with this Stratagem. Until the end of the phase, each time a model in your unit makes a ranged attack, an unmodified Hit roll of 6 is required to score a hit, irrespective of the attacking weapon’s Ballistic Skill or any modifiers. You can only use this Stratagem once per turn. |
1CP GO TO GROUND Detachment: Core | WHEN: Your opponent’s Shooting phase, just after an enemy unit has selected its targets. TARGET: One INFANTRY unit from your army that was selected as the target of one or more of the attacking unit’s attacks. EFFECT: Until the end of the phase, all models in your unit have a 6+ invulnerable save and have the Benefit of Cover. |
1CP PHEROMONE WAYPOINTS Detachment: Auxiliary Cadre | WHEN: Your Movement phase. TARGET: One Kroot or Vespid Stingwings unit from your army that has not been selected to move this phase. EFFECT: Until the end of the phase, each time your unit Advances, do not make an Advance roll for it. Instead, until the end of the phase, add 6" to the Move characteristic of models in your unit. |
1CP MULTISENSORY SCANNING Detachment: Auxiliary Cadre | WHEN: Your Shooting phase or the Fight phase. TARGET: One T’AU EMPIRE unit from your army that has not been selected to shoot or fight this phase. EFFECT: Until the end of the phase, each time a model in your unit makes an attack, re-roll a Wound roll of 1. If it is a Kroot or Vespid Stingwings unit, you can re-roll the Wound roll instead. |
1CP ALIEN EXPERTISE Detachment: Auxiliary Cadre | WHEN: Your Movement phase. TARGET: One T’AU EMPIRE unit from your army. EFFECT: Until the end of the turn, your unit is eligible to shoot in a turn in which it Advanced. If it is a Kroot or Vespid Stingwings unit, until the end of the turn, your unit is eligible to declare a charge in a turn in which it Advanced as well. |
1CP INTERLOCKING MANOUEVRES Detachment: Auxiliary Cadre | WHEN: End of the Fight phase. TARGET: One T’AU EMPIRE unit from your army that was eligible to fight this phase. EFFECT: If your unit is not within Engagement Range of one or more enemy units, it can make a Normal move of up to 6". Otherwise, your unit can make a Fall Back move. It cannot embark within a Transport at the end of this move if it disembarked from a TRANSPORT this turn. |
1CP EXPERIMENTAL MODIFICATIONS Detachment: Auxiliary Cadre | WHEN: Your Shooting phase or the Fight phase. TARGET: One Kroot or Vespid Stingwings unit from your army that has not been selected to shoot or fight this phase. EFFECT: Until the end of the phase, improve the Armour Penetration characteristic of weapons equipped by models in your unit by 1. |
1CP THREAT ASSESSMENT ANALYSER Detachment: Experimental Prototype Cadre | WHEN: Your Shooting phase. TARGET: One T’AU EMPIRE unit from your army that has not been selected to shoot this phase. EFFECT: Select the [SUSTAINED HITS 1] or [LETHAL HITS] ability. Until the end of the phase, ranged weapons equipped by models in your unit have the selected ability. You can instead select the [SUSTAINED HITS 1], [LETHAL HITS] and [HAZARDOUS] abilities to apply to those weapons until the end of the phase. RESTRICTIONS: You cannot target the same unit with the Experimental Ammunition and Threat Assessment Analyser Stratagems in the same phase. |
1CP EXPERIMENTAL AMMUNITION Detachment: Experimental Prototype Cadre | WHEN: Your Shooting phase. TARGET: One T’AU EMPIRE unit from your army that has not been selected to shoot this phase. EFFECT: Select one of the following to apply to your unit until the end of the phase:
RESTRICTIONS: You cannot target the same unit with the Experimental Ammunition and Threat Assessment Analyser Stratagems in the same phase. |
1CP EXPERIMENTAL WEAPONRY Detachment: Experimental Prototype Cadre | WHEN: Your Shooting phase. TARGET: One T’AU EMPIRE unit from your army that has not been selected to shoot this phase. EFFECT: Until the end of the phase, each time you roll one or more dice to determine the number of attacks made with a weapon equipped by a model in your unit, you can re-roll the result. |
1CP A TEMPTING TRAP Detachment: Kauyon | WHEN: Your Shooting phase. TARGET: One T’AU EMPIRE unit from your army that has not been selected to shoot this phase. The first time you use this Stratagem, you must also select one objective marker that is not in your opponent’s deployment zone; until the end of the battle, this becomes your Trap objective marker. EFFECT: Until the end of the phase, each time a model in your unit makes a ranged attack that targets an enemy unit within range of your Trap objective marker, add 1 to the Wound roll. RESTRICTIONS: You cannot use this Stratagem during the first or second battle rounds. |
1CP POINT-BLANK AMBUSH Detachment: Kauyon | WHEN: Your Shooting phase. TARGET: One T’AU EMPIRE unit from your army that has not been selected to shoot this phase. EFFECT: Until the end of the phase, each time a model in your unit makes a ranged attack that targets an enemy unit within 9", improve the Armour Penetration characteristic of that attack by 1. RESTRICTIONS: You cannot use this Stratagem during the first or second battle rounds. |
1CP PHOTON GRENADES Detachment: Kauyon | WHEN: Your opponent’s Charge phase, just after an enemy unit has declared a charge. TARGET: One T’au Empire Grenades unit from your army that was selected as one of the targets of that charge. EFFECT: That enemy unit must immediately take a Battle-shock test, and until the end of the phase, subtract 2 from Charge rolls made for that enemy unit. |
1CP COORDINATE TO ENGAGE Detachment: Kauyon | WHEN: Your Shooting phase. TARGET: One T’AU EMPIRE unit from your army that has just been selected as an Observer unit (see For the Greater Good). EFFECT: Until the end of the phase, each time a model in your unit makes an attack that targets their Spotted unit, improve the Ballistic Skill characteristic of that attack by 1 and, if your unit has the Markerlight keyword, that attack has the [IGNORES COVER] ability. |
1CP COMBAT EMBARKATION Detachment: Kauyon | WHEN: Your opponent’s Charge phase, just after an enemy unit has declared a charge. TARGET: One T’au Empire Infantry unit from your army that was selected as one of the targets of that charge, and one friendly Transport. EFFECT: Your unit can embark within that TRANSPORT. If it does, your opponent can select new targets for that charge. RESTRICTIONS: Every model in your T’AU EMPIRE INFANTRY unit must be within 3" of that TRANSPORT and there must be sufficient transport capacity to embark the entire unit. |
1CP A TRAP WELL LAID Detachment: Kroot Hunting Pack | WHEN: Your Shooting phase or the Fight phase. TARGET: One Kroot unit from your army that has not been selected to shoot or fight this phase. EFFECT: After your unit has resolved its attacks this phase, select one enemy unit that was hit by one or more of those attacks. Until the end of the phase, each time a KROOT model from your army makes an attack that targets that enemy unit, unless the attacking unit is Battle-shocked, improve the Armour Penetration characteristic of that attack by 1. |
1CP GUERRILLA WARRIORS Detachment: Kroot Hunting Pack | WHEN: Your Movement phase, just after a Kroot unit from your army Falls Back. TARGET: That KROOT unit. EFFECT: Until the end of the turn, your unit is eligible to shoot and declare a charge. |
1CP THE GRISLY FEAST Detachment: Kroot Hunting Pack | WHEN: Fight phase. TARGET: One Kroot unit from your army that destroyed one or more enemy units this phase. EFFECT: In your opponent’s next Command phase, each enemy unit within 6" of your unit must take a Battle-shock test. If the unit taking that test is Below Half-strength, subtract 1 from that test. Enemy units affected by this Stratagem do not need to take any other Battle-shock tests in the same phase. |
1CP EMP GRENADES Detachment: Kroot Hunting Pack | WHEN: Your opponent’s Shooting phase or the Fight phase, just after an enemy VEHICLE unit is selected to shoot or fight. TARGET: One Kroot Grenades unit from your army within 8" of that enemy VEHICLE unit. EFFECT: Until the end of the phase, worsen the Weapon Skill and Ballistic Skill characteristics of that enemy VEHICLE unit’s weapons by 1. |
2CP JOIN THE HUNT Detachment: Kroot Hunting Pack | WHEN: Any phase. TARGET: One Kroot Infantry or Kroot Hounds unit from your army that was just destroyed. You can use this Stratagem on that unit even though it was just destroyed. EFFECT: Add a new unit to your army identical to your destroyed unit, in Strategic Reserves, at its Starting Strength. RESTRICTIONS: This Stratagem cannot be used to return destroyed Character units to Attached units. You can only use this Stratagem once per battle. |
1CP HIDDEN HUNTERS Detachment: Kroot Hunting Pack | WHEN: Your opponent’s Shooting phase, just after an enemy unit has selected its targets. TARGET: One Kroot unit from your army that was selected as the target of one or more of the attacking unit’s attacks. EFFECT: Until the end of the phase, your unit can only be selected as the target of a ranged attack if the attacking model is within 18". |
1CP TANGLEBOMB BOLAS Detachment: Kroot Raiding Party | WHEN: Your Shooting phase. TARGET: One KROOT unit from your army. EFFECT: Select one enemy unit within 9" of and visible to your unit and roll one D6: on a 2+, until the start of your next Shooting phase, halve the Move characteristic of models in that enemy unit and halve Advance and Charge rolls made for it. |
1CP BOARDING BLADES Detachment: Kroot Raiding Party | WHEN: Fight phase. TARGET: One KROOT unit from your army that has not been selected to fight this phase. EFFECT: Until the end of the phase, improve the Armour Penetration characteristic of melee weapons equipped by models in your unit by 1. In addition, each time a model in your unit makes an attack, on a Critical Wound, improve the Armour Penetration characteristic of that attack by an additional 1. |
1CP SWEEPING AMBUSH Detachment: Kroot Raiding Party | WHEN: Fight phase. TARGET: One KROOT unit from your army that has not been selected to fight this phase. EFFECT: Until the end of the phase, each time a model in your unit makes a Pile-in or Consolidation move, it can move up to 6" instead of up to 3". In addition, when making a Consolidation move, that model can end that move within Engagement Range of the closest enemy unit that was not visible to its unit when it started that move. |
1CP AGGRESSIVE MOBILITY Detachment: Mont’ka | WHEN: Your Movement phase. TARGET: One T’AU EMPIRE unit from your army that has not been selected to move this phase. EFFECT: Until the end of the phase, if your unit Advances, do not make an Advance roll for it. Instead, until the end of the phase, add 6" to the Move characteristic of models in your unit. |
1CP FOCUSED FIRE Detachment: Mont’ka | WHEN: Start of your Shooting phase. TARGET: Two T’AU EMPIRE units from your army that have not been selected to shoot this phase, and one enemy unit. EFFECT: Until the end of the phase, each time a model in either of your units makes an attack, it can only target that enemy unit (and only if it is an eligible target for that attack), and when resolving that attack, improve the Armour Penetration characteristic by 1. RESTRICTIONS: You cannot use this Stratagem during the fourth or fifth battle rounds. |
2CP COUNTERFIRE DEFENCE SYSTEMS Detachment: Mont’ka | WHEN: Your opponent’s Shooting phase, just after an enemy unit has selected its targets. TARGET: One T’AU EMPIRE unit from your army that was selected as the target of one or more of the attacking unit’s attacks. EFFECT: Until the end of the phase, each time an attack is allocated to your unit, subtract 1 from the Damage characteristic of that attack. |