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All images Copyright Games Workshop

This is an uno cial fan supplement intended to be played with the Necromunda
game system.

Check out The Dome Runners Podcast and Dome Runners TV on Youtube !
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Version 0.92:
Major updates to just about everything, tweaks to statlines, weapon options,
and major reformatting.
Still un nished: Designers notes on adding to campaigns, quotes for sidebars,
model gallery.
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Kroot Farstalker Kinbands


Hailing from the remote world of Pech, Kroot the important job of guiding a clan’s evolution
(High Gothic: Krootis Aviana) are a xenos species through selective eating. Kroot consider the
best known for their service as auxiliaries in the continued absorption of advantageous DNA to be
Tau Empire’s military, mostly due to their planet’s a religious calling, a likely factor in how the
absorption into the Tau territories during the rst species has endured in a galaxy with many
sphere expansion. Tall and lean and surprisingly threats despite fairly stagnant technology. Kroot
light and nimble considering their immense believe that strong warriors’ spirits should remain
strength; the Kroot have humanoid anatomy, but after their death, with eating the fallen being the
their biology features a number of avian best way for their spirit to endure. As a result,
characteristics, including beaks and barbed quills ritual cannibalism is an important part of Kroot
emerging from their skin, particularly funeral services.
concentrated at the crown of the head. Unlike
most avian species, they do not have a cloaca for Many view the Kroot as nothing more than
handling waste and instead excrete waste mindless animals, but those who have dealings
through their skin as an oily substance. with them soon discover this is far from the case.
Kroot seem primitive at rst glance, but they are
Known as Carnivores by much of the Imperium, quick to adapt to new technologies, They are
the Kroot have earned a reputation for eating the bound by strict codes of honor, placing the
corpses of fallen foes. This is not simply a form of ful llment of a contract for their martial services
subsistence, Kroot have a unique biology that as a religious duty second only to their quest to
allows them to absorb genetic material from their strengthen their species through eating as many
prey, incorporating it into their own genetics. viable genetic specimens as possible.
Kroot who subsist on a single food source often
begin to adapt to become more like it, so
choosing prey is considered extremely important
in Kroot culture. Shapers are Kroot tasked with
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Numerous Kroot subspecies exist as a result of
runaway uncontrolled genetic adaptation. These Kroot on Necromunda
creatures are less intelligent than Kroot and more
bestial, but they are treated by their kin with Necromunda is a study in contradictions. A
respect, and are even part of their kinbands often crucial resource for the imperium and among the
as not. The Kroot subspecies seem to be xed most productive Manufactorum worlds in the
genetically, unable to further alter their genome, galaxy, the planet is nonetheless beset by
in other words a dead end of Kroot adaptation. problems that would, on a less productive world
with a less politically in uential governor, merit
The most common of these dead ends are Kroot extreme inquisitorial intervention and potentially
3 Hounds, quadrupedal creatures the size of large
dogs, they are used by the Kroot both individually
even exterminatus. The presence of lingering
threats from the Genestealer infestation that cost
as trackers and in hunting packs on the the planet’s second largest hive and the potential
battle eld. Capable of emitting a piercing cry, for continued Ork development due to spores
Kroot Hounds are a terrifying force multiplier. remaining from the Ork invasion that destroyed
There exist at least a few species of more avian the hive known as The Skull are left up to the
Kroot, including the Pech’ra and Kroothawk. governor to manage as long as the planet’s tithes
These species may actually be the origin of the are met.
Kroot, rather than an evolutionary dead end, but
the Magos Biologis have yet to properly examine As a matter of o cial policy, Xenos species are
an intact specimen. Another common Kroot not allowed to exist anywhere on Necromunda,
evolutionary dead end is the Krootox, enormous with even the distant human relatives the Votann,
beasts of burden used by the Kroot for or Squats as they are known on the planet,
transportation and as heavy weapons platforms. prohibited from entering the hives. And yet,
Krootox have an ape-like posture, moving upright despite these o cial policies, there exists a sort
with weight on the knuckles of their arms. Their of exclusion zone in one of the upper spires of
immense stature makes them slower than their Hive Primus, known as The Stranger. Here xenos
kin, but they are remarkably hard to kill. Capable are allowed to visit, in a heavily restricted
of growth to far greater sizes than even the capacity, to negotiate trade. It also exists as a
Krootox, Knarloc are the mount of choice for the holding area for any xenos escorts or
most elite Kroot in a clan, and are also used as companions that visiting important individuals
battle eld support, carrying important supplies might bring with them planet-side.
and acting as transport for wounded kin.
As a common and sought after mercenary force,
Though the Kroot home world is part of the Tau Kroot are a relatively common sight in the
Empire, Kroot themselves exist spread across the Stranger, often accompanying Rogue Traders,
galaxy, navigating space in large Warspheres, a returning nobles, and even less o cially
ship of Kroot design. Capable of warp travel, connected merchants with particularly deep
Warspheres act as mobile Kroot hives, housing pockets. Detained in a quarantine away from the
countless clans of kindred in their enormous planet’s population centers, it is of course o cial
interiors. The ships appear to be a relic of the policy that Xenos never leave The Stranger. As
Kroot’s past, a more technologically focused era one might expect of such a blanket restriction,
before the current dominant culture developed. these rules are easier stated than enforced.
They settle on worlds with dense tree cover and
build nests from regurgitated wood pulp. The
Kroot seem to have an adaptation that allows
them to more e ectively coordinate and
communicate nonverbally when living within
these nests, ensuring a strong defense against
any attacker.

The Kroot spread beyond Pech are independent


of the Tau Empire and are known to do business
as mercenaries for any honorable employer who
is willing to pay and bring them new opportunities
to absorb the traits of their enemies and help
strengthen their species.
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Whether through bribery or guile, Xenos have on Most Kroot visiting Necromunda are under
many occasions managed to escape quarantine. existing contract, bound by the needs of their
However, what they will nd in the immediate employer and loyal to their orders. Kroot will
vicinity of the exclusion zone is heavily policed endeavor to follow the strict guidelines of their
upper hive domes, an environment where they contracts to the letter. However, it is not
both stick out like a sore thumb and risk constant uncommon for such agreements to have a clause
capture and summary execution by the Palanite that, should their employer leave them alone for a
Enforcers. A su ciently in uential gure might su cient period as to require fresh prey, that they
manage to bribe enough enforcers to keep their may send out hunting parties to nd fresh food
entourage intact, but most Xenos who manage to and in the process take side contracts.
get into the hive proper have no choice but to ee
down, past the upper domes and their opulent
This is important, as visitors to the planet do not
always return to collect their escorts,
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luxury, past the grinding industrial gears of hive Necromunda being as dangerous as it is. Kroot
city, and down into the lawless depths of the contracts are generally voided on the death of
underhive. their signatory, and must be renegotiated by any
successor.
In the Outlands and badzones, enforcers are rare
and o cial documentation for bounty hunting is As a result, though a rare sight in the vast and
more of a suggestion than a requirement. This is barely habitable wasteland of the Underhive,
a perfect environment for the heavily adaptable Kroot exist in small numbers scattered among the
Kroot, they can nd no end of deadly prey to tunnels, nesting in the hostile hive forests of the
hunt, and can get paid for their trouble. They are badzones, and even out in the harsh conditions
a rare sight, but when they do occur, their of the ash wastes. The incredible adaptive
services are sought after regardless of their capabilities of the Kroot ensure they quickly
o cial legal designation as outlaws to be purged become well suited to their surroundings, feeding
on sight. in local fauna in small quantities to gain their
particular traits, though risking diverging into a
new genetic dead end if they cannot control their
hunger and overindulge.

Despite their obvious utility, Kroot are o cially


not allowed to take bounty contracts, and indeed
are supposed to be reported and apprehended
on sight by any Guilder who encounters them. As
such, Kroot are generally only hired by the most
desperate local o cials, paid far under the
normal market rate for venators, and shunned
from most marketplaces.
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In these cases, the rule is speci c only to ghters
Kroot Gang List of that type.

When founding a Kroot Farstalker gang, players


will have a maximum budget of credits to spend
Gang Composition
on ghters, weapons and Wargear chosen from
The rst step is to choose and purchase the
the entries on the following pages. How much
ghters that make up the gang. The Kroot
this budget is will depend upon whether the gang
Farstalker gang list details all of the ghters
is being founded for Skirmish or Campaign play.
available to the gang. These ghters are
In either case, this budget may not be exceeded.
purchased by paying the credits cost shown in
5 Any unspent credits will be added to the gang's
Stash if the gang has been founded for their entry from the budget available. All Kroot
Farstalker gangs must always follow these rules:
Campaign play. However, if gang has been
founded for Skirmish play, any unspent credits
• There must be one ghter with the Leader
are simply lost.
special rule.
• The total number of ghters with the Gang
Campaign Play Fighter (X) special rule in the gang must always
be equal to, or higher than, the total number of
When founding a gang for Campaign play, the ghters without the Gang Fighter (X) special
budget available is 1,000 credits. Note, however, rule combined, not counting Hangers-on or
that should they wish, the Arbitrator can increase Hired Guns.
or decrease this budget.
Should it occur during the course of a campaign
Coming Soon: Playing Kroot in di erent that the number of ghters without the Gang
campaign types Fighter (X) special rule exceeds the total number
of ghters with the Gang Fighter (X) special rule,
the controlling player must either:
Skirmish Play
• Recruit fresh ghters with the Gang Fighter (X)
When founding a gang for Skirmish play, the special rule in order to correct the imbalance.
budget available should be agreed upon by the Or:
players. This can be as much or as little as they • Retire a number of ghters without the Gang
think appropriate, but as a general guideline a Fighter (X) special rule during the Post-battle
budget of between 1,250 credits and 2,000 sequence in order to correct the imbalance
credits is recommended.
Weapons and Wargear
Fighter Names, Categories, & Types
The next step is to choose and purchase the
Each type of ghter available to a Kroot weapons and Wargear each ghter will be
Farstalker gang is of a named type; this is the equipped with. Each ghter's entry in the Kroot
name given to that ghter's rank within the gang Farstalker gang list includes a detailed list of the
hierarchy in the parlance of their kin. In addition, weapons and Wargear that ghter may purchase.
each has a category listed in brackets. For
example, a lowly gang ghter is a Kroot Warrior Equipping a Fighter
(Ganger). This indicates that within Kroot All ghters can be equipped as follows:
Kinbands, such ghters are called Warriors,
whereas within the rules of the game, this ghter • A ghter can be equipped with a maximum of
is a 'Ganger'. three weapons purchased from those listed in
their entry.
Very often the rules will refer to ghters by • Weapons marked with an asterisk (*) take up
category (Leader, Champion, Prospect, Ganger or the space of two weapons.
Juve, for example. In such cases, the rule is • Any ghter may purchase Wargear from that
universal to all such ghters, regardless of their listed in their entry.
type. At other times the rules will refer to a ghter • Weapon accessories marked with a dagger (t)
by their speci c type, 'Kroot Warrior' for example. may not be combined together on the same
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• weapon. If one such accessory is purchased for cards, each representing a di erent set of
a weapon, another may not be added. equipment:
• If the gang is being founded for Campaign play,
ghters will be limited to equipment listed in • The controlling player can make an additional
their entry, whereas ghters in a gang founded Fighter card for a ghter with the Tools of the
for Skirmish play may also have access to Trade special rule at any time.
some items of equipment from the Trading Post • An appropriate model should be available for
and Black Market. This should be agreed upon each di erent equipment set and / or
by the players. Fighter card a ghter has.
• There is no additional cost for having multiple
New Equipment
During a campaign, gangs may gain new
equipment sets; if for example a Kroot Kill-
Broker owns a Kroot Pistol, they may include
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equipment, either by purchasing it from the that weapon in as many or as few di erent
Trading Post or Black Market, or as a result of equipment sets as the controlling player wishes
Boons. These items are added to the gang's without additional cost. The weapon is only
Stash and may be distributed among ghters purchased and paid for once.
during any post-battle sequence: • Regardless of the number of equipment sets a
• Any ghter may discard any Wargear they are ghter has, they still have a single entry on the
equipped with in favour of new gang roster. This entry should include the total
Wargear. Any Wargear discarded in this way is value of the individual weapons and items of
placed in the gang's Stash and may be given to Wargear that ghter owns. But remember, each
other ghters. individual weapon or item of Wargear is only
• No ghter may discard a weapon. Underhive counted once.
gangers become attached to the tools of their • If the ghter su ers any Lasting Injuries or gains
trade and would rather hoard weapons than any Advancements, they should be recorded on
discard them. all of their Fighter cards.
• Fighters with the Gang Fighter (X) special rule • Only one of a ghter's cards can be used for a
that do not also have the Tools of the Trade battle.
special rule cannot be given a new weapon if it • If a battle uses random ghters from the gang,
would take them above the limit of three all of the ghter's cards should be shu ed
weapons carried. together and one should be drawn at random
• Fighters with the Tools of the Trade special rule and added to the rest of the gang's Fighter
can be given more than three weapons as they cards before any cards are drawn. This means
can have multiple Fighter cards, each that only one of this ghter's cards can be
representing a di erent drawn for the battle, and that the controlling
'equipment set', as follows. player cannot choose which of their equipment
sets they will be using.
• When distributing equipment from the gang's
FIGHTER CARDS & GANG ROSTER Stash, it can be moved to any or all of a
ghter's cards, and can even be moved to more
Finally, a blank Fighter card should be completed than one.
for each ghter when they are added to the gang;
the characteristics of the ghter and any
equipment they now have should be noted down
in the appropriate sections of the Fighter card. A
gang roster sheet is also completed for the gang
as a whole.

Equipment Sets
Senior gang members, enjoying the privilege of
rank, often maintain a cache of weapons that
allows them to equip themselves appropriately
for each battle. As such, ghters with the Tools of
the Trade special rule can have multiple Fighter
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If two or more eligible ghters have the same
Death Of A Leader Leadership characteristic, use Advancements as
a tie-breaker; if there is still a tie, the controlling
All Kroot Farstalker gangs must include a single player can decide which ghter will become the
ghter with the ‘Gang Leader’ special rule. This new gang leader.
ghter is, naturally, the leader of the gang.
When a ghter is promoted in this way, they gain
If a gang’s leader is killed, a new leader must be the Gang Leader special rule, and from now on
nominated: they count as a Kroot Kill-Broker for the purposes
of determining which equipment and skill sets
• The new leader is the ghter with the highest
7 Leadership characteristic, selected from among
they can access. Their existing characteristics
and special rules do not change.
those ghters that have, in order of priority:
1. The Gang Hierarchy (X) special rule.
2. The Tools of the Trade special rule.
• If the gang contains no ghters with either
special rule, the ghter with the highest
Leadership characteristic must be selected
from among the remaining gang members.
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Kroot Kill-Broker
(Leader).......................................................120 credits

M WS BS S T W I A LD CL WIL INT

Kroot Kill-Broker 6” 3+ 3+ 4 3 2 3+ 2 6+ 6+ 8+ 8+

Special Rules:
Gang Leader: A Kroot Farstalker Gang must always include a single ghter with this
special rule: 8
•A ghter with this special rule may not retire during Campaign play. For a gang leader,
the only way out is death.
•Should this ghter die during the course of a campaign, or otherwise be removed from
the gang (for example, if a captured Leader is Sold to the Guilders), another ghter must
be promoted to replace them (see 'Death of a Leader' above).

Gang Hierarchy (Leader): During a battle, once this ghter's gang has failed a Bottle
test, during any End phase in which this ghter passes its Cool check and does not ee
the battle eld, any friendly Kroot Farstalker ghters that are within 12" of this ghter will
automatically pass their Cool check and will not ee the battle eld.

Additionally, during Campaign play, this ghter may perform post-battle actions.

Tools of the Trade: This ghter enjoys access to a wide variety of weapons. A ghter with
this special rule may take multiple equipment sets.

Group Activation (2): When a ghter with this special rule is activated, their controlling
player can choose to activate a number of additional Ready friendly Kroot ghters equal
to the number shown in brackets that are within 3" of this ghter as part of a 'Group
Activation'
The controlling player must nominate all of the ghters who will be activated in this way
before an of them is activated.

•Once all participants of the Group Activation have been nominated, the controlling player
selects one and activates them as normal, fully resolving their activation before selecting
and activating the next. Each ghter activates individually; groups do not activate
simultaneously.
•Additional ghters with this special rule activated in this way may not themselves use
this special rule during this activation.

Mealtime: When this ghter causes another ghter to go out of action in close combat,
whether with a Fight or Coup De Grace action, replace the ghter with a Feeding token (a
25mm base or other marker will su ce). A Kroot model within 1” of a Feeding token may
make the following action:
Feed (Basic): The Kroot gnaws at their fallen foe, remove the feeding token and roll a D6,
on a 3+ mark the ghter’s card with a feeding token. These can be exchanged for
adaptations.

Ravenous: If a Kroot ghter has not made a Feed action yet this game, they cannot
retreat from combat or make consolidate actions, they must Coup De Grace if they have
the opportunity and must perform a Feed (Basic) action if within 1” of Feeding token.

Skills: When Recruited, a Kroot Kill-Broker may choose 1 skill from their primary skill sets.
This skill does not cost any XP and does not increase the ghter’s credits value.
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Skill Access
A Kroot Kill-Broker has access to the following skill sets:
• Primary: Combat, Cunning, Leadership
• Secondary: Agility, Ferocity

Equipment
A Kroot Kill-Broker may purchase weapons and wargear from the Kroot Kill-Broker equipment list:
• During the course of a campaign, a Kroot Kill-Broker may be given additional weapons and Wargear
purchased from this list, from the Trading Post and from the Black Market.
• A Kroot Kill-Broker has no restrictions upon the types of weapon they can take; all weapon types are
9 available.

Kroot Kill-Broker Equipment List



Weapons
Basic Weapons
• Kroot Ri e…30 Credits
Wargear
- Master Crafted…10 Credits Grenades
- Armourbane Rounds…20 Credits • Blasting Charges…35 Credits (See Trading Post)
- Fleshbane Rounds…25 Credits • Frag Grenade…30 Credits (See Trading Post)
• Kroot Scattergun…50 Credits • Photon Flash Grenade…15 Credits (See Trading Post)
- Master Crafted…15 Credits • Quill Grenade…30 Credits
• Smoke Grenade…15 Credits (See Trading Post)
Pistols
• Kroot Pistol…20 Credits Armour:
- Master Crafted…5 Credits • Flak Armour…10 Credits (See Trading Post)
• Stub Gun…5 Credits (See Trading Post) • Mesh Armour…15 Credits (See Trading Post)
• Tau Pulse Pistol…35 Credits

Personal Equipment:
Special • Bio Booster…35 Credits (See Trading Post)
• Accelerator Bow with Fused Arrow & Glide Arrow…75 • Drop Rig…10 Credits (See Trading Post)
Credits • Kroothawk Totem…35 Credits
- Voltaic Arrow…20 Credits • Kin Totem…55 Credits
• Kroot Firespewer…145 Credits • Pech’ra…50 Credits
• Tau Pulse Carbine…85 Credits • Photo Goggles…35 Credits (See Trading Post)
• Tau Pulse Ri e…65 Credits • Respirator…15 Credits (See Trading Post)
• Web Gun…125 Credits (See Trading Post) • Waster’s Dirtbike… 50 Credits (See Book of the Outcast)
• Web Solvent…25 Credits (See Trading Post)
Heavy • Windmark…25 Credits
• Dvorgite Skinner…160 Credits
• Londaxi Tribalest…140 Credits Weapon Accessories
• Gunshroud (Basic Weapons and Pistols only)…10 credits
Close Combat (See Trading Post)
• Infra-sight (Pistols, Basic, Special and Heavy Weapons)...35
• Cutskin Blade…25 Credits
credits (See Trading Post)
• Kinblade…35 Credits
• Mono-sight (Basic, Special and
• Kroot Blade…10 Credits
Heavy Weapons).........35 credits (See Trading Post)
• Power Axe… 35 Credits (See Trading Post)
• Suspensor (Heavy Weapons only). 60 credits (See Trading
• Power Sword…50 Credits (See Trading Post)
Post)
• Ritual Blade…15 Credits
• Servo Claw…35 Credits (See Trading Post)
• Shock Stave…25 Credits (See Trading Post) Status Items
• Stalker Blade…20 Credits
• Stiletto Knife…20 Credits (See Trading Post)
Exotic Beasts
• 0-1 Kroot Hound…90 Credits
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Kroot Cold-Blood
(Champion)................................................................105 credits

M WS BS S T W I A LD CL WIL INT

Kroot Cold-blood 6” 3+ 4+ 4 3 2 3+ 2 7+ 7+ 8+ 8+

Special Rules:
Gang Hierarchy (Champion): During a battle, once this ghter's gang has failed a Bottle 10
test, during any End phase in which this ghter passes its Cool check and does not ee
the battle eld, any friendly Kroot Farstalker ghters that are within 6" of this ghter will
automatically pass their Cool check and will not ee the battle eld.

Additionally, during Campaign play, this ghter may perform post-battle actions.

Tools of the Trade: This ghter enjoys access to a wide variety of weapons. A ghter with
this special rule may take multiple equipment sets.

Group Activation (1): When a ghter with this special rule is activated, their controlling
player can choose to activate a number of additional Ready friendly Kroot ghters equal to
the number shown in brackets that are within 3" of this ghter as part of a 'Group
Activation'
The controlling player must nominate all of the ghters who will be activated in this way
before an of them is activated.

•Once all participants of the Group Activation have been nominated, the controlling player
selects one and activates them as normal, fully resolving their activation before selecting
and activating the next. Each ghter activates individually; groups do not activate
simultaneously.
•Additional ghters with this special rule activated in this way may not themselves use this
special rule during this activation.

Mealtime: When this ghter causes another ghter to go out of action in close combat,
whether with a Fight or Coup De Grace action, replace the ghter with a Feeding token (a
25mm base or other marker will su ce). A Kroot model within 1” of a Feeding token may
make the following action:
Feed (Basic): The Kroot gnaws at their fallen foe, remove the feeding token and roll a D6,
on a 3+ mark the ghter’s card with a feeding token. These can be exchanged for
adaptations.

Ravenous: If a Kroot ghter has not made a Feed action yet this game, they cannot retreat
from combat or make consolidate actions, they must Coup De Grace if they have the
opportunity and must perform a Feed (Basic) action if within 1” of Feeding token.

Skills: When Recruited, a Kroot Cold-Blood may choose 1 skill from their primary skill
sets. This skill does not cost any XP and does not increase the ghter’s credits value.
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Skill Access
A Kroot Cold-Blood has access to the following skill sets:
• Primary: Combat, Ferocity, Brawn
• Secondary: Agility, Cunning, Leadership

Equipment
A Kroot Cold-Blood may purchase weapons and wargear from the Kroot Cold-Blood equipment list:
• During the course of a campaign, a Kroot Cold-Blood may be given additional weapons and Wargear
purchased from this list, from the Trading Post and from the Black Market.
• A Kroot Cold-Blood has no restrictions upon the types of weapon they can take; all weapon types are
11 available.

Kroot Cold-Blood Equipment List


Weapons
Basic Weapons Wargear
• Kroot Ri e…30 Credits Grenades
- Master Crafted…10 Credits • Blasting Charges…35 Credits (See Trading Post)
- Armourbane Rounds…20 Credits • Frag Grenade…30 Credits (See Trading Post)
- Fleshbane Rounds…25 Credits • Photon Flash Grenade…15 Credits (See Trading Post)
• Kroot Scattergun…50 Credits • Quill Grenade…30 Credits
- Master Crafted…15 Credits • Smoke Grenade…15 Credits (See Trading Post)

Pistols Armour:
• Kroot Pistol…20 Credits • Flak Armour…10 Credits (See Trading Post)
- Master Crafted…5 Credits • Mesh Armour…15 Credits (See Trading Post)
• Stub Gun…5 Credits (See Trading Post)
• Tau Pulse Pistol…35 Credits Personal Equipment:
• Bio Booster…35 Credits (See Trading Post)
Special • Drop Rig…10 Credits (See Trading Post)
• Accelerator Bow with Fused Arrow & Glide Arrow…75 • Kroothawk Totem…35 Credits
Credits • Kin Totem…55 Credits
- Voltaic Arrow…20 Credits • Photo Goggles…35 Credits (See Trading Post)
• Grenade Launcher…65 Credits (See Trading Post) • Respirator…15 Credits (See Trading Post)
• Kroot Firespewer…145 Credits • Waster’s Dirtbike… 50 Credits (See Book of the Outcast)
• Kroot Hunting Ri e…65 Credits • Web Solvent…25 Credits (See Trading Post)
• Web Gun…125 Credits (See Trading Post) • Windmark…25 Credits

Heavy Weapon Accessories


• Dvorgite Skinner…160 Credits • Gunshroud (Basic Weapons and Pistols only)…10 credits
• Londaxi Tribalest…140 Credits (See Trading Post)
• Infra-sight (Pistols, Basic, Special and Heavy Weapons)...35
credits (See Trading Post)
Close Combat • Mono-sight (Basic, Special and
• Cutskin Blade…25 Credits Heavy Weapons).........35 credits (See Trading Post)
• Kinblade…35 Credits • Suspensor (Heavy Weapons only). 60 credits (See Trading
• Kroot Blade…10 Credits Post)
• Power Axe… 35 Credits (See Trading Post)
• Power Sword…50 Credits (See Trading Post)
• Servo Claw…35 Credits (See Trading Post) Status Items
• Shock Stave…25 Credits (See Trading Post) Exotic Beasts
• Stalker Blade…20 Credits • 0-1 Kroot Hound…90 Credits
• Stiletto Knife…20 Credits (See Trading Post)
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Kroot Tracker
(Champion)..................................................................... 110 credits
M WS BS S T W I A LD CL WIL INT

Kroot Tracker 6” 4+ 3+ 4 3 2 3+ 2 7+ 5+ 8+ 8+

Special Rules: 12
Gang Hierarchy (Champion): During a battle, once this ghter's gang has failed a Bottle
test, during any End phase in which this ghter passes its Cool check and does not ee the
battle eld, any friendly Kroot Farstalker ghters that are within 6" of this ghter will
automatically pass their Cool check and will not ee the battle eld.

Additionally, during Campaign play, this ghter may perform post-battle actions.

Tools of the Trade: This ghter enjoys access to a wide variety of weapons. A ghter with
this special rule may take multiple equipment sets

From the Shadows: If this ghter should be set up at the start of a battle, they may instead
be placed to one side. Then, at the start of any round after the rst, immediately before
rolling for Priority, their controlling player may set them up anywhere on the battle eld that is
not visible to any enemy ghters, and not within 6" of any enemy ghters. If both players
have ghter(s) with this special rule that they wish to deploy at the start of the same round,
the winner of a roll-o may decide which player places their ghter(s) rst.

Mealtime: When this ghter causes another ghter to go out of action in close combat,
whether with a Fight or Coup De Grace action, replace the ghter with a Feeding token (a
25mm base or other marker will su ce). A Kroot model within 1” of a Feeding token may
make the following action:
Feed (Basic): The Kroot gnaws at their fallen foe, remove the feeding token and roll a D6, on
a 3+ mark the ghter’s card with a feeding token. These can be exchanged for adaptations.

Ravenous: If a Kroot ghter has not made a Feed action yet this game, they cannot retreat
from combat or make consolidate actions, they must Coup De Grace if they have the
opportunity and must perform a Feed (Basic) action if within 1” of Feeding token.

Skills: When Recruited, a Kroot Tracker may choose 1 skill from their
primary skill sets. This skill does not cost any XP and does not
increase the ghter’s credits value.
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Skill Access
A Kroot Tracker has access to the following skill sets:
• Primary: Shooting, Cunning, Agility
• Secondary: Ferocity, Brawn, Leadership

Equipment
A Kroot Tracker may purchase weapons and wargear from the Kroot Cold-Blood equipment
list:
• During the course of a campaign, a Kroot Tracker may be given additional weapons and
Wargear purchased from this list, from the Trading Post and from the Black Market.
13 • A Kroot Tracker has no restrictions upon the types of weapon they can take; all weapon
types are available.

Kroot Tracker Equipment List


Weapons Wargear
Basic Weapons Grenades
• Kroot Ri e…30 Credits • Photon Flash Grenade…15 Credits (See Trading Post)
- Master Crafted…10 Credits • Quill Grenade…30 Credits
- Armourbane Rounds…20 Credits • Smoke Grenade…15 Credits (See Trading Post)
- Fleshbane Rounds…25 Credits
Armour:
Pistols • Flak Armour…10 Credits (See Trading Post)
• Kroot Pistol…20 Credits • Mesh Armour…15 Credits (See Trading Post)
- Master Crafted…5 Credits
• Tau Pulse Pistol…35 Credits
Personal Equipment:
• Bio Booster…35 Credits (See Trading Post)
Special • Drop Rig…10 Credits (See Trading Post)
• Accelerator Bow with Fused Arrow & Glide Arrow…75 • Kroothawk Totem…35 Credits
Credits • Kin Totem…55 Credits
- Voltaic Arrow…20 Credits
• Pech’ra…50 Credits
• Kroot Firespewer…145 Credits • Photo Goggles…35 Credits (See Trading Post)
• Kroot Hunting Ri e…65 Credits • Respirator…15 Credits (See Trading Post)
• Tau Pulse Carbine…85 Credits • Waster’s Dirtbike… 50 Credits (See Book of the Outcast)
• Tau Pulse Ri e…65 Credits • Web Solvent…25 Credits (See Trading Post)
• Web Gun…125 Credits (See Trading Post)
• Windmark…25 Credits

Heavy
• Dvorgite Skinner…160 Weapon Accessories
• Londaxi Tribalest…140 • Gunshroud (Basic Weapons and Pistols only)…10 credits
(See Trading Post)
• Infra-sight (Pistols, Basic, Special and Heavy Weapons)...35
Close Combat credits (See Trading Post)
• Cutskin Blade…25 Credits • Mono-sight (Basic, Special and
• Kinblade…35 Credits Heavy Weapons).........35 credits (See Trading Post)
• Kroot Blade…10 Credits
• Stalker Blade…20 Credits
• Stiletto Knife…20 Credits (See Trading Post) Status Items
Exotic Beasts
• 0-1 Kroot Hound…90 Credits
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Kroot Warrior
(Ganger)....60 credits
M WS BS S T W I A LD CL WIL INT

Kroot Warrior 6” 4+ 4+ 4 3 1 4+ 1 8+ 7+ 8+ 8+

Special Rules
Gang Fighter (Ganger): Fighters with this special rule form the backbone of Kroot
Farstalker gangs. The total number of ghters with the Gang Fighter (X) special rule in
the gang must always be equal to, or higher than, the total number of ghters without 14
the Gang Fighter (X) special rule combined, not counting Hangers-on or Hired Guns.

Promotion (Kroot Specialist): When the gang is founded, a single Kroot Warrior can be
promoted to become a Kroot Specialist. During Campaign play, additional Kroot
Warriors may become Kroot Specialists by spending Experience (XP), as described in
the campaign rules. A Kroot Specialist gains the Tools of the Trade special rule, may
purchase Special weapons and Heavy weapons, and may spend XP to gain additional
skills.

Tools of the Trade (Kroot Specialist): This ghter enjoys access to a wide variety of
weapons. A ghter with this special rule may take multiple equipment sets

Mealtime: When this ghter causes another ghter to go out of action in close combat,
whether with a Fight or Coup De Grace action, replace the ghter with a Feeding token
(a 25mm base or other marker will su ce). A Kroot model within 1” of a Feeding token
may make the following action:
Feed (Basic): The Kroot gnaws at their fallen foe, remove the feeding token and roll a
D6, on a 3+ mark the ghter’s card with a feeding token. These can be exchanged for
adaptations.

Ravenous: If a Kroot ghter has not made a Feed action yet this game, they cannot
retreat from combat or make consolidate actions, they must Coup De Grace if they have
the opportunity and must perform a Feed (Basic) action if within 1” of Feeding token.
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Skill access

Primary: Combat, Ferocity


Secondary: Agility, Cunning

Equipment

Kroot Warriors and Kroot Specialists may purchase weapons and Wargear from the Kroot Warrior
equipment list:

15
During the course of a campaign, both Kroot Warriors and Kroot Specialists may be given additional
weapons purchased from this list.
In addition, during a campaign both Kroot Warriors and Kroot Specialists may be given additional
Wargear purchased from this list, from the Trading Post and from the Black Market.
A Kroot Warrior may only be equipped with weapons chosen from the Basic Weapons, Pistols and Close
Combat Weapons sections of this list.
Once promoted, a Kroot Specialist has no restrictions upon the types of weapon they can take from this
list; all weapon types within this list become available.

Kroot Warrior Equipment List


Wargear
Weapons Grenades
Basic Weapons • Frag Grenade…30 Credits (See Trading Post)
• Kroot Ri e…30 Credits • Photon Flash Grenade…15 Credits (See Trading Post)
- Master Crafted…10 Credits • Quill Grenade…30 Credits
- Armourbane Rounds…20 Credits • Smoke Grenade…15 Credits (See Trading Post)
- Fleshbane Rounds…25 Credits
• Kroot Scattergun…50 Credits
- Master Crafted…15 Credits Armour:
• Flak Armour…10 Credits (See Trading Post)
• Mesh Armour…15 Credits (See Trading Post)
Pistols
• Kroot Pistol…20 Credits
- Master Crafted…5 Credits Personal Equipment:
• Bio Booster…35 Credits (See Trading Post)
• Stub Gun…5 Credits (See Trading Post)
- Dumdum Rounds…5 Credits (See Trading Post) • Drop Rig…10 Credits (See Trading Post)
• Photo Goggles…35 Credits (See Trading Post)
• Respirator…15 Credits (See Trading Post)
Special • Waster’s Dirtbike… 50 Credits (See Book of the Outcast)
• Accelerator Bow with Fused Arrow & Glide Arrow…75 • Web Solvent…25 Credits (See Trading Post)
Credits • Windmark…25 Credits
- Voltaic Arrow…20 Credits
• Grenade Launcher…65 Credits (See Trading Post) Weapon Accessories
• Kroot Firespewer…145 Credits
• Gunshroud (Basic Weapons and Pistols only)…10 credits
• Kroot Hunting Ri e…65 Credits
(See Trading Post)
• Web Gun…125 Credits (See Trading Post)
• Infra-sight (Pistols, Basic, Special and Heavy
Weapons)...35 credits (See Trading Post)
Heavy • Mono-sight (Basic, Special and
• Dvorgite Skinner…160 Credits Heavy Weapons).........35 credits (See Trading Post)
• Londaxi Tribalest…140 Credits • Suspensor (Heavy Weapons only) 60 credits (See Trading
Post)

Close Combat
• Cutskin Blade…25 Credits
• Kroot Blade…10 Credits
• Stalker Blade…20 Credits
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Kroot Unblooded
(Juve)......................................................................35 Credits
M WS BS S T W I A LD CL WIL INT

Kroot Unblooded 6” 5+ 5+ 4 3 1 3+ 1 8+ 8+ 9+ 9+

SPECIAL RULES
Gang Fighter (Juve): Fighters with this special rule form the backbone of
Kroot Farstalker gangs. The total number of ghters with the Gang Fighter (X) 16
special rule in the gang must always be equal to, or higher than, the total
number of ghters without the Gang Fighter (X) special rule combined, not
counting Hangers-on or Hired Guns.

Promotion (Kroot Specialist): If, during the Downtime phase of a campaign,


this ghter has gained ve or more advancements, this ghter may be
promoted to become a Kroot Specialist. When a ghter is promoted in this
way, they will from now on count as a Kroot Specialist for the purposes of
determining which equipment and skill sets they can access. Their existing
characteristics do not change, but they will lose the Gang Fighter (Juve),
Promotion (Kroot Specialist) and Fast Learner special rules and gain all the
special rules associated with a Kroot Specialist.

Fast Learner: During campaign play, when this ghter gains a characteristic
Advancement, they do not need to spend an additional 2 XP if the
characteristic being improved has already been improved. In other words, this
ghter may improve a characteristic any number of times (up to the maximum)
for the basic XP cost shown each time.
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SKILL ACCESS

Primary: Agility
Secondary: Combat, Ferocity

EQUIPMENT
A Kroot Unblooded may purchase weapons and Wargear from the Kroot Unblooded
equipment list:
17 During the course of a campaign, a Kroot Unblooded may be given additional weapons
purchased from this list.
In addition, during a campaign a Kroot Unblooded may be given additional Wargear
purchased from this list, from the Trading Post and from the Black Market

Kroot Unblooded Equipment List


Weapons Wargear
Basic Weapons Grenades
• Kroot Ri e…30 Credits • Quill Grenade…30 Credits

Pistols Armour:
• Kroot Pistol…20 Credits • Flak Armour…10 Credits (See Trading Post)
- Master Crafted…5 Credits
• Reclaimed Autopistol…5 Credits (See Trading Post)
• Stub Gun…5 Credits (See Trading Post)
Personal Equipment:
- Dumdum Rounds…5 Credits (See Trading Post) • Photo Goggles…35 Credits (See Trading Post)
• Respirator…15 Credits (See Trading Post)
• Waster’s Dirtbike… 50 Credits (See Book of the Outcast)
Close Combat • Windmark…25 Credits
• Cutskin Blade…25 Credits
• Kroot Blade…10 Credits
• Stalker Blade…20 Credits
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Kroot Krootox Rider
(Prospect)..........................................................................120 credits

M WS BS S T W I A LD CL WIL INT

Kroot Krootox Rider 6” 4+ 4+ 5 4 1 5+ 1 8+ 8+ 8+ 8+

Special Rules 18
Tools of the Trade: This ghter enjoys access to a wide variety of weapons. A ghter with this special
rule may take multiple equipment sets.

Gang Fighter (Prospect): Fighters with this special rule form the backbone of Kroot Farstalker gangs.
The total number of ghters with the Gang Fighter (X) special rule in the gang must always be equal to,
or higher than, the total number of ghters without the Gang Fighter (X) special rule combined, not
counting Hangers-on or Hired Guns.

Promotion (Kroot Cold-Blood or Kroot Tracker): If, during the Downtime phase of a campaign, this
ghter has gained ve or more Advancements, this ghter may be promoted to become either Kroot
Cold-Blood or a Kroot Tracker as the controlling player wishes.
When a ghter is promoted in this way, they will from now on count as a Kroot Cold-Blood or a Kroot
Tracker for the purposes of determining which equipment and skill sets they can access. Their existing
characteristics do not change, but they will lose the Promotion (Kroot Cold-Blood or Kroot Tracker) and
Fast Learner special rules and gain all the special rules associated with a Kroot Cold-Blood or a Kroot
Tracker, as appropriate.
Note that when a ghter is promoted in this way, an appropriate model should be used to represent their
new category and type.

Fast Learner: During Campaign play, when this ghter gains a characteristic
Advancement, they do not need to spend an additional 2 XP if the characteristic being improved has
already been improved. In other words, this ghter may improve a characteristic any number of times (up
to the maximum) for the basic XP cost shown each time.

Mealtime: When this ghter causes another ghter to go out of action in close combat, whether with a
Fight or Coup De Grace action, replace the ghter with a Feeding token (a 25mm base or other marker
will su ce). A Kroot model within 1” of a Feeding token may make the following action:
Feed (Basic): The Kroot gnaws at their fallen foe, remove the feeding token and roll a D6, on a 3+ mark
the ghter’s card with a feeding token. These can be exchanged for adaptations.

Ravenous: If a Kroot ghter has not made a Feed action yet this game, they cannot retreat from combat
or make consolidate actions, they must Coup De Grace if they have the opportunity and must perform a
Feed (Basic) action if within 1” of Feeding token.

Born in the Saddle: This ghter is more comfortable on their mount than on foot and would never be
without it. Their Krootox Wargear must be included on every Fighter card for this ghter.
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Skill Access
Primary: Cunning
Secondary: Shooting, Brawn

Equipment

A Kroot Krootox Rider is equipped with a Krootox (included in their starting cost) and may purchase
weapons and Wargear from the Kroot Krootox Rider equipment list:
• During the course of a campaign, a Kroot Krootox Rider may be given additional weapons and
purchased from this list.
19 • In addition, during the course of a campaign, Kroot Krootox Riders may be given additional wargear
purchased from this list, from the Trading Post and from the Black Market.

Kroot Krootox Rider Equipment List

Weapons Wargear
Basic Weapons Grenades
• Kroot Ri e…30 Credits • Photon Flash Grenade…15 Credits (See Trading Post)
- Armourbane Rounds…20 Credits • Quill Grenade…30 Credits
- Fleshbane Rounds…25 Credits
Armour:
Special • Flak Armour…10 Credits (See Trading Post)
• Accelerator Bow with Fused Arrow & Glide Arrow…75 • Mesh Armour…15 Credits (See Trading Post)
Credits
- Voltaic Arrow…20 Credits
Personal Equipment:
• Kroot Hunting Ri e…65 Credits
• Bio Booster…35 Credits (See Trading Post)
• Photo Goggles…35 Credits (See Trading Post)
Heavy
• Krootox Heavy Kroot Repeater…140 Credits
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Exotic Beasts
The worlds of the Imperium are host to many strange and wonderful creatures, and Necromunda is no
exception. It is well documented throughout the ages that humans have a strange propensity for keeping
all manner of creatures as pets, fascinated by their behavior and comforted by their loyalty, and in this
the denizens of the underhive are no di erent to humans anywhere else in the galaxy. What is unique to
Necromunda, though, are the type and variety of pets that people choose to keep...

Exotic Beasts are purchased as Wargear and should be recorded on their owner's Fighter card
accordingly. However, where Exotic Beasts di er to normal Wargear is that they will have their own 20
Fighter card, which details their unique stats, skills, and weaponry.

They follow all of the normal rules for a ghter, with the following exceptions:

• Whenever the ghter that owns the Exotic Beast is selected for a scenario, the Exotic Beast may also
be deployed. This may take the number of ghters in a starting crew above the number speci ed by
the scenario.
• Exotic Beasts can only be activated as part of a Group Activation with their owner. Accordingly, the
owner of an Exotic Beast gains the following:

• Group Activation (Exotic Beasts): When a ghter with this special rule is activated, their controlling
player must activate all Exotic Beasts belonging to this ghter as well as part of a 'Group
Activation’ The controlling player selects and activates each ghter in this Group Activation as normal,
fully resolving each activation before selecting and activating the next. Each ghter activates
individually; groups do not activate simultaneously. If this ghter itself is activated as part of a Group
Activation, this rule still applies, meaning any Exotic Beasts this ghter owns are activated as
described above when this ghter is itself activated as part of a Group Activation.

Exotic Beasts must always end their activation within 3" of their owner. If the Exotic Beast is more than
3" away at the end of its activation, it must pass a Nerve test or become Broken.

• Should an Exotic Beast become Broken, it will run towards its owner when activated rather than for
cover. When an Exotic Beast makes a Running for Cover (Double) action, it runs towards its owner. It is
only concerned with getting back within 3" of its owner.
• An Exotic Beast that has become Broken automatically rallies if it ends an activation within 3" of its
owner (note that, during Campaign play, Exotic Beasts do not gain XP for rallying in this way).
• If the owner is removed from the battle eld for any reason, the Exotic Beast is also removed from play.
• If an Exotic Beast is removed from the battle eld for any reason, it is not counted for the purposes of
Bottle tests.
• Exotic Beasts gain Experience and su er Lasting Injuries as a normal Ganger and may become a
Specialist.
• Exotic Beasts may not take any additional equipment. They may not use weapons other than those
detailed on their pro le. They may never use Wargear.
• Exotic Beasts can be taken Captive, in which case the owning ghter's gang can attempt to rescue
them and the capturing gang may sell them as if they were a normal ghter. Exotic Beasts taken
Captive cannot be put to work in any Territories.p

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Kroot Hound
(Exotic Beast)..........................................................110 Credits

M WS BS S T W I A LD CL WIL INT

Kroot Hound 6” 4+ - 3 3 1 3+ 2 8+ 7+ 8+ 8+

Special Rules

Honed Senses: When the Kroot Hound’s owner is a sentry, they gain +1 to their roll to spot
a ghter (a natural 1 still fails). Additionally, if the owner moves within 3” of a Trap, they may
reroll the dice to determine whether it goes o .

Loyal Kin: When the Kroot Hound is Standing and Active or Engaged within 3” of their
owner, enemy ghters may not make a Coup De Grace (Simple) action against the owner.

Bonded for Life: If a Kroot Hound is taken by a Kroot Tracker, extend the range they can
move from their owner to 9”

Mealtime: When this ghter causes another ghter to go out of action in close combat,
whether with a Fight or Coup De Grace action, replace the ghter with a Feeding token (a
25mm base or other marker will su ce). A Kroot model within 1” of a Feeding token may
make the following action:
Feed (Basic): The Kroot gnaws at their fallen foe, remove the feeding token and roll a D6,
on a 3+ mark the ghter’s card with a feeding token. These can be exchanged for
adaptations.

Ravenous: If a Kroot ghter has not made a Feed action yet this game, they cannot retreat
from combat or make consolidate actions, they must Coup De Grace if they have the
opportunity and must perform a Feed (Basic) action if within 1” of Feeding token.

Skill Access

Primary: Ferocity
Secondary: Combat

Equipment
A Kroot Hound may not purchase weapons or Wargear. A Kroot Hound is armed
with Ripping Fangs and Flak Armor.
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Hangers-on and Brutes
Once a gang establishes itself, its hideout can become as well-known as any other local landmark.
Some gangs' hideouts become centers of activity, with loyal hivers granted the freedom to come and go
as they please, while others are more like fortresses. In either case, they are sought-after destinations for
merchants and tradesmen seeking a reliable base of operations and o ering their services to the gang.

Hangers-on are primarily used in Campaign play, although some will prove particularly useful in Skirmish
play. Brutes are purchased speci cally to add some extra muscle and prowess on the battle eld and can
be elded alongside the rest of the gang normally. In the Update Roster step of the post-battle
sequence, players can recruit Hangers-on and Brutes. These are purchased with credits from the gang's
Stash in the same way as new ghters. A Fighter card is lled out for each and they are added to the
gang roster. Most Hangers-on and Brutes have various options for their equipment - these must be
decided when they are recruited and cannot be changed later.

During Campaign play, both Hangers-on and Brutes can be taken captive in the post-battle sequence,
just like any other ghter. In such cases, the gang can attempt to rescue them or make a trade with the
captor to have them returned. Should they fail to rescue them or secure a trade, the captor may sell
them as if they were a normal ghter.

The maximum number of Hangers-on and Brutes a gang can have is limited by its Reputation, as shown
by the table below. If a gang's Reputation drops to the point that it does not have enough for its
Hangers-on or Brutes, it must remove one or more of them from its roster until it is back within the limit.
Also, note that there is a limit on each type of Hanger-on and Brute - a gang can have up to two Rogue
Docs, but only one Dome Runner, for example. Hangers-on and Brutes do not count towards the
number of ghters in the gang for the purposes of determining how many ghters of other types the
gang may contain.

Reputation Max Hangers-on and Brutes

Less than 5 1

5-9 2

10-14 3

15-19 4

20-24 5
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Hangers-on
Each of the di erent types of Hanger-on brings a speci c bene t or a special rule to the gang that
employs them. Hangers-on do not normally take part in battles; their role is a non-combat one. However,
should a battle take place on the gang's own turf (i.e., when the gang has the Home Turf Advantage in a
scenario), roll a D6 for each Hanger-on before choosing a crew. On a roll of 1, 2 or 3, the Hanger-on is
unfortunate enough to be around when the ghting starts, and must be included as part of the crew.

Hangers-on cannot gain Experience or Advancements; if they su er a Lasting Injury that would make a
change to their Fighter card, they decide that the hideout is no longer safe and move on - they are
removed from the gang roster. They cannot be given any equipment other than what is listed.

Brutes
Unlike other Hangers-on, Brutes are purchased with the express intention that they be elded in battle
and are treated like any other ghter when selecting a crew. Unlike other Hangers-on, Brutes will gain
Experience and Advancements in the same manner as a Kroot Specialist (see page 42). Unlike Hangers-
on, Brutes will not leave the gang should they suffer a Lasting Injury that makes a change to their Fighter
card.
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Hangers-on
The following Hangers-on are only available to Kroot Farstalker Gangs

0-1 Kroot Shaper....................................................................75 Credits


M WS BS S T W I A LD CL WIL INT

Kroot Shaper 6” 3+ 5+ 4 3 1 3+ 2 6+ 6+ 8+ 8+

Special Rules
Guided Evolution: if the Kroot Shaper is not in recovery, when Kroot from a gang with a Shaper roll for an
adaptation, they may reroll the rst result, however they must keep the second result.
Equipment
A Kroot Shaper is equipped with a Kroot Ri e and Flak Armour.
Skills
A Kroot Shaper has the in ltrate Skill

0-1 Kroot Artisan......................................................................85 Credits


M WS BS S T W I A LD CL WIL INT

Kroot Artisan 6” 5+ 3+ 4 3 1 3+ 2 8+ 7+ 8+ 8+

Special Rules
Weapons Specialist: Kroot gangs with a Kroot Artisan treat Kroot and Tau weapons with the Limited trait
as having the Scarce trait instead.
Equipment
A Kroot Envoy has a Master Crafted Kroot Ri e and a Kroot Pistol.
Skills
A Kroot Artisan has the Fixer Skill.

0-1 Kroot Croaker..................................................................65 Credits


M WS BS S T W I A LD CL WIL INT

Kroot Croaker 6” 4+ 5+ 4 3 1 3+ 2 8+ 7+ 8+ 8+

Special Rules
Healer: If a gang has a Kroot Croaker, it can make an additional Medical Escort action in the post-battle
sequence in addition to any other post-battle actions performed by ghters with the Gang Hierarchy (X)
special rule. This visit does not cost any credits – however, a result of 6 on the table is treated as
Stabilised rather than a Full Recovery, due to the Croaker’s limited supplies.
Equipment
A Kroot Croaker is armed with a Cutskin Blade and Kroot Pistol.
Skills
A Kroot Croaker has the Medicae Skill.
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Brutes
0-1 Kroot Lesser Knarloc..............................................260 Credits

M WS BS S T W I A LD CL WIL INT

Kroot Lesser Knarloc 5” 3+ 6+ 6 5 3 5+ 3 10+ 7+ 9+ 10+

Weapons
A Lesser Knarlock is armed with Beak and Talons and is equipped with Light Carapace
Armour. At recruitment a Lesser Knarloc can be equipped with one of the following:
• Poisonous Emissions...100 Credits
• Spiked Tail...80 Credits

Special Rules
Baggage Harness: The Lesser Knarloc is laden with various supplies for the Kinband,
friendly Kroot within 1” can perform a reload action without rolling an ammo roll.

Hard to Kill: When an injury roll is made against the Lesser Knarloc, roll 2 Injury Dice, the
controlling player chooses which applies.

Mealtime: When this ghter causes another ghter to go out of action in close combat,
whether with a Fight or Coup De Grace action, replace the ghter with a Feeding token (a
25mm base or other marker will su ce). A Kroot model within 1” of a Feeding token may
make the following action:
Feed (Basic): The Kroot gnaws at their fallen foe, remove the feeding token and roll a D6, on
a 3+ mark the ghter’s card with a feeding token. These can be exchanged for adaptations.

Ravenous: If a Kroot ghter has not made a Feed action yet this game, they cannot retreat
from combat or make consolidate actions, they must Coup De Grace if they have the
opportunity and must perform a Feed (Basic) action if within 1” of Feeding token.

Grounded: The lesser Knarloc cannot climb (not even with a ladder).

Kroot Kin: Lesser Knarloc can exchange 6 feeding tokens to make a D6 roll on the following
table. If the Knarloc already has one of these adaptations, replace it.
• 1-2: Rodent paws: Remove Grounded rule, the Lesser Knarloc always counts as going up
or down a ladder while climbing.
• 3-4: Regenerative Physiology: If, at the end of a turn the Lesser Knarloc has one or more
esh wounds, roll a D6, on a 5+ remove a esh wound. This ghter can also heal a random
lasting injury each time they make an advancement. This ghter’s maximum toughness is
reduced by 1.
• 5-6: Incredible Dexterity: Increase the Lesser Knarloc’s initiative by 1, they gain the spring
up and step aside skills.

Skills: the Lesser Knarloc has the Fearsome and Nerves of Steel skills.

Skill Access
Primary: Ferocity
Secondary: Combat
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Kroot Adaptations
Kroot are best known for their unusual practice of consuming the esh of fallen combatants after and
even during battles. Even the corpses of former allies and even their own kind. For the Kroot this is not
just a practical way of nding calories, their entire culture is built around their unusual ability to absorb
the DNA of their prey and adapt their physiology. Kroot have an almost religious drive to collect as much
genetic material as possible.

Using Adaptations
At hiring, Kroot Leaders and Champions can purchase one Adaptation. During the course of a campaign,
Kroot ghters gain Feeding tokens from performing the Feed (Basic) action, during the Spend XP step, 6
feeding tokens can be exchanged for a roll on one of the adaptation tables below.

• Stat increases from Adaptations are not cumulative


• Where noted, some adaptations cannot be combined, if a ghter rolls an adaptation they cannot take
they may reroll
• A Kroot Kill-Broker can have up to 3 adaptations at once, A Kroot Cold-Blood or Tracker can have up
to 2 adaptations at once, all other Kroot can only have 1. If at the limit, they can still roll a new one but
they must choose one to discard.
• If you roll an adaptation you don’t want, you must take it anyway. Kroot sometimes lose control of their
adaptation, which is how Krootox, Knarlock, Pech’ra, and Kroot Hounds exist.

Protective

1. Lithe Frame…+15 Credits


Increase this ghter’s initiative by 1 and give them the Dodge skill, but reduce strength by 1. Cannot be
combined with Chitinous Shell.

2. Advanced Constitution…+5 Credits


This ghter’s toughness counts as 1 higher for toxin tests. This ghter cannot use any chems as they
metabolize too quickly.

3. Regenerative Physiology…+20 Credits


If, at the end of a turn this ghter has one or more esh wounds, roll a D6, on a 5+ remove a esh
wound. This ghter can also heal a random lasting injury each time they make an advancement. This
ghter’s maximum toughness is reduced by 1.

4. Chitinous shell…+30 Credits


Add +1 to this ghter’s armor save (cumulative with armor worn), and reduce the damage of incoming
attacks by 1 to a minimum of 1. Reduce the ghter’s movement and initiative by 1. Cannot be combined
with Lithe Frame.

5. Reduced sensitivity…+20 Credits


Increase the ghter’s Toughness by 1, but reduce their cool and intelligence by 1. Cannot be Combined
with Enhanced Nervous System or Potent Re exes.

6. Slippery…+15 credits
This ghter automatically passes the initiative check to make a retreat action, their opponent’s initiative
check to catch them is at -1.
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Offensive

1. Apex Predator…+45 Credits


Increase this ghter’s attacks by 1, they also add D6 inches while charging instead of D3 and gain 2
attacks on the charge instead. This ghter cannot make shooting attacks of any kind or use weapons
with the sidearm rule. This ghter is treated as always being Ravenous, even after their rst Feeding
action of a turn.
2. Raptor sight…+30 Credits
Increase the ghter’s ballistic skill by 1 and give them the Precision Shot skill. Reduce their cool by 2.
3. Adrenal boost…+20 Credits
Increase the ghter’s weapon skill by 1, if the ghter has one or more esh wounds, instead increase
weapon skill by 2 and gain +1 movement. If this ghter is not seriously injured but has a esh wound
during the recovery step, roll an injury dice, if any out of action is rolled the ghter goes out of action. Do
not roll a lasting injury, they count as rolling an Out Cold result.
4. Adaptive Talons…+40 Credits
This ghter cannot take Close Combat weapons or weapons with the Unwieldy Trait. At the end of the
pre-battle sequence, before any models are deployed, declare which mutation this ghter is using:
- Venomous claws: the ghter’s unarmed attacks are AP -1 and the toxin rule
- Bludgeon appendage: the ghter’s unarmed attacks add +1 Strength and the concussive and
knockback traits. This ghter can only used ranged weapons with the Sidearm trait for this battle
- Razor sharp: the ghter’s unarmed attacks are AP -2 and become Damage 2
5. Potent Re exes…+35 Credits
The ghter gains the Fast Shot skill and increases initiative by 1. Reduce cool by 1. Cannot be combined
with Reduced Sensitivity.
6. Terrifying Screech…+10 credits
Reaction attacks made against this ghter on a turn they charged are at -2 to hit.

Environmental

1. Enhanced nervous system…+35 Credits


The ghter gains the Overwatch skill and has +1 to hit with reaction attacks. This cannot be combined
with Reduced Sensitivity.
2. Deathworld Adaptation…+20 Credits
The ghter is not slowed by di cult terrain and gains a 5+ save against any damage caused by
environmental e ects.
3. Crude wings…+40 Credits
The ghter counts as having a grapnel launcher and never takes damage from falling. They cannot gain
the bene t of light cover.
4. Cave dweller…+15 Credits
The ghter can only make ranged attacks against enemies within 12”, +1 to their Ballistic Skill and
Weapon Skill. The ghter is una ected by the ash trait, but cannot use terminals.
5. Cerebral Enhancement…+30 Credits
The ghter gains the Fixer skill and +2 intelligence. The ghter’s weapon skill is reduced by 1.
6. Adaptive Camou age…+45 credits
The ghter gains the In ltrate skill. Reduce their cool and leadership by 1. Additionally, they can perform
the following action:
Shadowmeld (Double): If the ghter is more than 12” away from hostile models, they gain the hidden
condition until the start of their next activation.
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Weapon Reference Chart
Basic Weapons
RNG ACC

Weapon S L S L Str AP Dam AM Traits

Kroot Pistol 4” 12” +1 - 4 - 1 4+ Knockback, Plentiful, Sidearm

-Armorbane Rounds 4” 12” +1 - 4 -2 2 5+ Knockback, Limited, Sidearm

-Fleshbane Rounds 4” 12” +1 - - -1 - 5+ Adaptive Poison, Limited, Sidearm, Toxin

Tau Pulse Pistol 6” 12” +1 - 5 - 1 5+ Scarce, Sidearm

Pistols
RNG ACC

Weapon S L S L Str AP Dam AM Traits

Kroot Ri e

-Ranged 12” 24” +1 - 4 - 1 4+ Knockback, Plentiful

-Close Combat E 2” - - S+1 - 1 - Disarm, Melee, Versatile

-Armorbane Rounds 12” 24” +1 - 4 -2 2 5+ Knockback, Limited

-Fleshbane Rounds 12” 24” +1 - - -1 - 5+ Adaptive Poison, Limited, Toxin

Kroot Scattergun

-Wide spread 8” 16” +1 - 4 - 2 5+ Knockback

-Narrow Spread - T - - 2 - 1 5+ Scattershot, Template

Special Weapons
RNG ACC

Weapon S L S L Str AP Dam AM Traits

Accelerator Bow

-Fused Arrow 12” 18” +1 - 5 -1 2 4+ Knockback, Plentiful

-Glide Arrow 12” 18” +1 - 4 - 1 4+ Plentiful, Silent

-Voltaic Arrow 6” 18” - +1 4 - 2 5+ Blast (3”), Knockback, Limited

Kroot Firespewer - T - - 4 -2 1 5+ Blaze, Scarce, Template

Kroot Hunting Ri e 18” 36” - +1 5 -1 2 5+ Knockback, Unweildy

Tau Plasma Gun 12” 30” +2 - 6 -2 2 6+ Rapid Fire (1), Scarce

Tau Pulse Carbine 12” 24” +1 - 5 - 1 5+ Rapid Fire (2), Scarce

Tau Pulse Ri e 18” 36” +1 - 5 - 1 5+ Rapid Fire (1), Scarce

Toxic Emissions - T - - - -2 - 5+ Adaptive Poison, Template, Toxin


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Heavy Weapons
RNG ACC

Weapon S L S L Str AP Dam AM Traits

Dvorgite Skinner - T - - 4 -1 1 4+ Scattershot, Template, Unwieldy

Heavy Kroot Repeater 18” 36” +1 - 5 -1 2 5+ Rapid Fire (1), Unwieldy

Londaxi Tribalest 9” 18” +1 - 7 -1 2 4+ Knockback, Rapid Fire (1), Unwieldy

Missile Pod 15” 30” +1 - 7 -2 2 6+ Unwieldy

Rail Ri e 6” 30” -1 +1 8 -3 3 5+ Knockback, Scarce, Unweildy

Close Combat Weapons


RNG ACC

Weapon S L S L Str AP Dam AM Traits

Beak and Talons - E - - S -2 2 - Melee, Pulverize

Cutskin Blade - E - +1 S -1 2 - Melee

Kinblade - E - +1 S -1 2 - Melee, Parry, Rending

Kroot Blade - E - - S -1 1 - Melee

Ripping Fangs - E - +1 S - 1 - Melee, Rending

Ritual Blade - E - - S -1 2 - Melee

Spiked Tail E 3” - - S -3 3 - Melee

Stalker Blade - E - +1 S -1 1 - Melee, Rending

Vicious Kicks - E - - S +1 2 - Knockback, Melee

Grenades
RNG ACC

Weapon S L S L Str AP Dam AM Traits

Quill Grenade - Sx3 - - 4 - 1 5+ Blast (3”), Grenade, Knockback


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Equipment
Kroothawk Totem
Once per game, a gang with a ghter who has a Kroothawk Token on the board who isn’t Broken or
Seriously Injured can reroll their Priority Dice (Limit 1 per gang).

Kin Totem
A ghter with a Kin Totem can perform the following action:
Inspire Kin (Double): choose a Seriously Injured Fighter within 1”, that ghter gains a esh wound and
becomes Standing and Active.

Krootox
While equipped with a Krootox, a ghter gains the Mounted condition and all of its associated rules. In
addition, the ghter’s Movement characteristic is changed to 4", they are allowed to equip unwieldy
weapons despite being Mounted, and treat them as being equipped with a suspensor.

Pech’ra
A ghter with a Pech’ra may perform the following action:
Scout Target (Basic): Nominate a friendly Kroot model within 3” (including the ghter making this action)
and an enemy model as a target. The friendly model’s shooting attacks against the nominated enemy
model ignore modi ers from cover and can shoot through smoke, as well as treating the model as
revealed in Pitch Black conditions.

Windmark
A ghter with a Windmark increases their movement by 1”.

Weapon Traits
Adaptive Poison
Weapons with this trait add +1 to their Toxin roll (Natural 1’s still fail).
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Model Showcase
Coming soon!

If you have Kroot models you’d like to have included in this section,
email them to thedomerunners@gmail.com and include how you’d
like to be credited!

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