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Kroot Farstalker Kinband v.9
Kroot Farstalker Kinband v.9
This is an uno cial fan supplement intended to be played with the Necromunda
game system.
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1
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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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.
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.
•
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
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.
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
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.
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.
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
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
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.
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.
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
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
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.
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
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.
Protective
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
Environmental
Pistols
RNG ACC
Kroot Ri e
Kroot Scattergun
Special Weapons
RNG ACC
Accelerator Bow
Grenades
RNG ACC
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!