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unit
Krootox Riders

T’au Empire

Keywords: Kroot • Krootox Riders • Mounted • Grenades

Scouts 7"
Unit Profiles
ModelMTSvWLdOCInvuln
Krootox Rider7"65+57+2
Scouts 7"
Melee Weapons
ProfileKeywordsRangeAWSBSSAPD
Close combat weaponMelee23+401
Krootox fists
Extra Attacks
Melee43+6-12
Ranged Weapons
ProfileKeywordsRangeAWSBSSAPD
Repeater cannon
Rapid Fire 2
36"24+7-12
Tanglecannon
BlastHeavy
36"D6+14+601

Unit Composition

1-3 Krootox Riders

Every model is equipped with: repeater cannon; close combat weapon; Krootox fists.

Unit Abilities
Kroot Packmates

Once per turn, in your opponent’s Shooting phase, when a friendly KROOT INFANTRY unit within 6" of this unit is selected as the target of an attack, one unit from your army with this ability can use it. If it does, after that enemy unit has finished making its attacks, that unit with this ability can shoot as if it were your Shooting phase, but when resolving those attacks it can only target that enemy unit (and only if it is an eligible target).

Core Abilities
Scouts 7"

Some units have ‘Scouts x"’ listed in their abilities. If every model in a unit has this ability, then at the start of the first battle round, before the first turn begins, it can make a Normal move of up to x" as if it were your Movement phase – as can any DEDICATED TRANSPORT model such a unit starts the battle embarked within (provided only models with this ability are embarked within that DEDICATED TRANSPORT model). A unit that moves using this ability must end that move more than 9" horizontally away from all enemy models. If both players have units that can do this, the player who is taking the first turn moves their units first.

Stratagems by Detachment

Experimental Modifications
1 CP
strategic Ploy

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.


Multisensory Scanning
1 CP
battle Tactic

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.


Interlocking Manouevres
1 CP
strategic Ploy

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.


Pheromone Waypoints
1 CP
strategic Ploy

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.


Alien Expertise
1 CP
battle Tactic

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.


Guided Fire
1 CP
battle Tactic

When: Your Shooting phase.

Target: One T’AU EMPIRE unit from your army (excluding KROOT and VESPID STINGWINGS units) that has not been selected to shoot this phase.

Effect: Until the end of the phase, add 1 to the Strength characteristic of ranged weapons equipped by models in your unit. If your unit is wholly within 9" of one or more KROOT or VESPID STINGWINGS units from your army, add 2 to the Strength characteristic of ranged weapons equipped by models in your unit instead.


Automated Repair Drones
1 CP
strategic Ploy

When: Command phase.

Target: One T’AU EMPIRE BATTLESUIT unit from your army.

Effect: Select one BATTLESUIT model in your unit: that model regains up to D3+1 lost wounds.


Reactive Impact Dampeners
1 CP
battle Tactic

When: Your opponent’s Shooting phase or the Fight phase, just after an enemy unit has selected its targets.

Target: One T’AU EMPIRE BATTLESUIT 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 targets your unit, if the Strength characteristic of that attack is greater than the Toughness characteristic of your unit, subtract 1 from the Wound roll.


Experimental Weaponry
1 CP
battle Tactic

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.


Experimental Ammunition
1 CP
wargear

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:

• Improve the Strength characteristic of ranged weapons equipped by models in your unit by 1.
• Improve the Strength and Armour Penetration characteristics of ranged weapons equipped by models in your unit by 1, and those weapons have the [HAZARDOUS] ability.

Restrictions: You cannot target the same unit with the Experimental Ammunition and Threat Assessment Analyser Stratagems in the same phase.


Threat Assessment Analyser
1 CP
wargear

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.


Neuroweb System Jammer
1 CP
wargear

When: Your opponent’s Shooting phase, just after an enemy unit has selected its targets.

Target: One T’AU EMPIRE CRISIS 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".


A Tempting Trap
1 CP
battle Tactic

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.


Point-blank Ambush
1 CP
battle Tactic

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.


Coordinate to Engage
1 CP
battle Tactic

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.


Combat Embarkation
1 CP
wargear

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 embarks within that TRANSPORT.

Restrictions: Every model in your INFANTRY unit must be within 3" of that TRANSPORT and there must be sufficient transport capacity to embark the entire unit.


Photon Grenades
1 CP
wargear

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.

Restrictions: You cannot target a unit that is within Engagement Range of one or more enemy units.


Join the Hunt
2 CP
battle Tactic

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.


A Trap Well Laid
1 CP
battle Tactic

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.


EMP Grenades
1 CP
wargear

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.


The Grisly Feast
1 CP
strategic Ploy

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.


Guerrilla Warriors
1 CP
strategic Ploy

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.


Hidden Hunters
1 CP
strategic Ploy

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".


Pinpoint Counter-offensive
1 CP
battle Tactic

When: Any phase.

Target: One T’AU EMPIRE unit (excluding KROOT units) from your army that was just destroyed. You can use this Stratagem on that unit even though it was just destroyed.

Effect: Until the end of the battle, each time a T’AU EMPIRE unit (excluding KROOT units) from your army makes an attack that targets the enemy unit that just destroyed your unit, you can re-roll the Hit roll.


Aggressive Mobility
1 CP
battle Tactic

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.


Focused Fire
1 CP
battle Tactic

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.


Combat Debarkation
1 CP
battle Tactic

When: Your Shooting phase.

Target: One T’AU EMPIRE INFANTRY unit from your army that disembarked from a TRANSPORT this turn.

Effect: Until the end of the phase, each time a model in your unit makes an attack that targets the closest enemy unit, you can re-roll the Wound roll.


Pulse Onslaught
2 CP
strategic Ploy

When: Your Shooting phase.

Target: One T’AU EMPIRE INFANTRY unit (excluding KROOT units) from your army that has just shot, and one enemy unit (excluding MONSTERS and VEHICLES) hit by one or more of those attacks.

Effect: Until the end of your opponent’s next turn, that enemy unit is shaken. While a unit is shaken, subtract 2 from its Move characteristic and subtract 2 from Advance and Charge rolls made for it.


Counterfire Defence Systems
2 CP
wargear

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.


Fail-safe Detonator
2 CP
epic Deed

When: Any phase, just after a T’AU EMPIRE BATTLESUIT model from your army is destroyed.

Target: That destroyed model’s unit. You can use this Stratagem on that unit even if that unit was just destroyed.

Effect: Before removing your model from play, if it has the Deadly Demise ability, do not roll for that ability; instead, you can choose whether the result of that roll is a 1 or a 6. If your model does not have the Deadly Demise ability, roll one D6 for each unit within 6" of it: on a 4+, that unit suffers D3 mortal wounds.


Stimm Injectors
1 CP
wargear

When: Your opponent’s Shooting phase or the Fight phase, just after an enemy unit has selected its targets.

Target: One T’AU EMPIRE BATTLESUIT 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, models in your unit have the Feel No Pain 6+ ability.


The Shortened Blade
2 CP
strategic Ploy

When: Your Movement phase.

Target: One T’AU EMPIRE BATTLESUIT unit from your army that is arriving using the Deep Strike ability this phase.

Effect: Your unit can be set up anywhere on the battlefield that is more than 6" horizontally away from all enemy models.

Restrictions: A unit targeted with this Stratagem is not eligible to declare a charge in the same turn.


The Arro’kon Protocol
1 CP
battle Tactic

When: Your Shooting phase.

Target: One T’AU EMPIRE BATTLESUIT 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 an attack that targets an enemy unit that contains 6 or more models, that attack has the [SUSTAINED HITS 1] ability. If that attack targets an enemy unit that contains 11 or more models, it has the [SUSTAINED HITS 2] ability instead.


The Torchstar Gambit
1 CP
strategic Ploy

When: Your Shooting phase.

Target: One T’AU EMPIRE BATTLESUIT unit from your army that can FLY whose attacks have been resolved this phase.

Effect: If your unit is not within Engagement Range of one or more enemy units, it can make a Normal move. If it does, your unit cannot declare a charge this turn.


Grav-inhibitor Field
1 CP
strategic Ploy

When: Your opponent’s Charge phase, just after an enemy unit has declared a charge.

Target: One T’AU EMPIRE BATTLESUIT unit from your army that was selected as a target of that charge.

Effect: That enemy unit must immediately take a Battle-shock test and you must roll one D6 for each model in that enemy unit: for each 6, that enemy unit suffers 1 mortal wound.