Cadre Mercenary

Homebrew by Raddarat

Though humanoid in shape, the Kroot have slender, bird-like forms, with hollow bones crowned by spiny crests that rise and quiver as they sense their surroundings. Guided by their many Shapers, they lead them through the various aspects of life, such as warfare, rituals, travel, and consumption. The food eaten by the Kroot can rapidly evolve their species, as their alien biology allows them to absorb the DNA of flesh and adopt elements of it before digestion. However, this evolution can be a danger; sub-breeds like the Krootox and Kroot Hounds are living reminders of what comes from consuming another creature's essence too deeply, losing one's sentience and transforming into an animal. Sensing the world through pheromones, heat, and instinct, Kroot hunting packs move in unison: an intelligent, ever-evolving organism, bound by blood, hunger, and shamanic beliefs. Encountering them means being hunted not only by predators, but by nature itself.

83% positive
Composition

A CADRE MERCENARY Kill Team is composed of:

1 CADRE MERCENARY operative selected from the following list:

  • WAR SHAPER operative with one of the following options:
    • Dart-bow, Tri-blade and Blade
    • Kroot pistol, Prey-hook and Bladestave
  • FLESH SHAPER
  • TRAIL SHAPER
  • VOICE SHAPER

10 CADRE MERCENARY operatives selected from the following list:

  • CARNIVORE GUNNER
  • CARNIVORE operative with one of the following options:
    • Kroot Rifle, Blade
    • Kroot Scattergun, Blade
  • KROOT HOUND
  • KROOTOX RIDER operative with one of the following options:
    • Repeater cannon, Krootox fists
    • Tanglecannon, Krootox fists
  • KROOTOX RAMPAGER

KROOTOX operatives counts as 2 selections.

Other than CARNIVORE and KROOT HOUND operatives, your kill team can only include each operative on this list once.

Your kill team can only include up to 5 KROOT HOUND operatives.

If the enemy kill team has most operatives with one of the following Keywords: GENESTEALER CULT, TYRANID, CHAOS, NECRON or DAEMON, your Kill Team can select an additional CARNIVORE operative.

Common Abilities and Options

Feast (1AP):
Whenever this operative is fighting or retaliating and incapacitates an enemy operative within control range of this operative; after it is removed from the killzone, you can perform this action, if you do this operative regains D3+1 lost wounds.

This action cannot be done after incapacitating enemy operatives with Keywords GENESTEALER CULT, TYRANID, CHAOS, NECRON or DAEMON.

This operative cannot perform this action while within control range of an enemy operative.

Masters of Camouflage:
Whenever an operative is shooting a friendly CADRE MERCENARY operative that is at least 6" away and you can retain any cover saves, you can retain one additional cover save.

Avalanche of Muscle:
Whenever this operative ends its move during the Charge action, you can inflict D3 damage on one enemy operative within its control range.

Brute Strength:
When this operative performs a Reposition, Dash, Fall Back or Charge action.

This operative can move through Light parts of a terrain feature as if they were not there.

This operative can move within control range of other operatives as if they were not there, but must finish the move following all requirements specified by that action.

Monster:
This operative cannot use any weapons that are not on its datacard, or perform unique actions. Whenever your opponent is selecting a valid target, if this operative has a conceal order, it cannot use Light terrain for cover. While this can allow this operative to be targeted (assuming it is visible), it does not remove its cover save (if any).

War Shaper
A 3
M 6"
S 5+
W 9
Weapons
ATK
HIT
DMG
Dart-Bow and Tri-Blade
Tri-Blade (Rng 8", Tor 2", Rnd, Lim1)
4
3+
2/3
Dart-Bow (Dev2, PrcCrit1, Sil)
4
3+
2/3
Kroot pistol (Rng 8")
4
3+
3/4
Prey-Hook (Rng 8", Severe, Stun, Lim1)
4
4+
3/5
Ritual Blade
4
3+
4/5
Bladestave (Brutal)
5
4+
4/5
Abilities
1AP: FeastMasters of CamouflageRoot of HonourWar Leader

Root of Honour: While a friendly CADRE MERCENARY operative is Visible and within 6" of this operative, it is not treated as being injured.

War Leader: In the Ready step of each Strategy phase, when you gain CP, if this operative is in the killzone and not within control range of enemy operatives, you can use this rule. If you do, roll one D6: on a 4+, you gain one additional CP.

CADRE MERCENARY, T'AU EMPIRE, KROOT, LEADER, WAR SHAPER
Flesh Shaper
A 3
M 6"
S 5+
W 9
Weapons
ATK
HIT
DMG
Kroot scattergun (Rng 6")
4
3+
3/3
Twin ritualistic blades (Ceaseless, Rnd)
4
3+
4/5
Abilities
1AP: FeastMasters of CamouflageRites of FeastingRitual Butchery

Rites of Feasting: While a friendly CADRE MERCENARY operative is Visible and within 6" of this operative, if it does the action "Feast" the friendly operative regains 2D3 lost wounds rather than D3+1.

Ritual Butchery: While a friendly CADRE MERCENARY operative is within 6" of this operative, its melee weapons gain Balanced.

Balanced: You can re-roll one of your attack dice.

CADRE MERCENARY, T'AU EMPIRE, KROOT, LEADER, FLESH SHAPER
Trail Shaper
A 3
M 6"
S 5+
W 9
Weapons
ATK
HIT
DMG
Kroot rifle
4
3+
3/4
Ritualistic Blade
4
3+
4/5
Abilities
1AP: FeastKroot AmbushMasters of CamouflageTrail Finding

Kroot Ambush: While a friendly CADRE MERCENARY operative is Visible and within 6" of this operative, that friendly operative can perform the charge action while it has a Conceal order.

Trail Finding: In the first Turning Point, the first time each friendly CADRE MERCENARY operative performs a Fall Back or Normal Move action, it can perform a free Dash action after that action.

CADRE MERCENARY, T'AU EMPIRE, KROOT, LEADER, FLESH SHAPER
Voice Shaper
A 3
M 6"
S 5+
W 9
Weapons
ATK
HIT
DMG
Vawk's Talon (Psychic, Dev2, Lethal 5+)
4
3+
4/2
Shamanic Stave (Shock)
4
3+
3/5
Abilities
1AP: FeastForetold HuntMasters of Camouflage1AP: Psychic Illusions1AP: Vawk's Call

Foretold Hunt: When players roll-off for initiative and you roll a "1" you may reroll the dice once.

Psychic Illusions (1AP): PSYCHIC Until the start of this operative’s next activation or until it’s incapacitated (whichever comes first), whenever a friendly CADRE MERCENARY operative is within 3" of this operative, has a Conceal order and is in cover, that friendly operative cannot be selected as a valid target, taking precedence over all other rules (e.g. Seek, Vantage terrain) except being within 2".

This operative cannot perform this action while within control range of an enemy operative.

Vawk's Call (1AP): PSYCHIC One other friendly CADRE MERCENARY operative visible to and within 9" of this operative can immediately perform a free Fight action.

This operative cannot perform this action while within control range of an enemy operative.

If you select a friendly KROOTOX operative this action costs 2AP.

CADRE MERCENARY, T'AU EMPIRE, KROOT, LEADER, VOICE SHAPER
Carnivore Gunner
A 2
M 6"
S 5+
W 8
Weapons
ATK
HIT
DMG
Tanglebomb Launcher (Blast 2")
4
4+
2/5
Blade
3
3+
3/4
Abilities
1AP: FeastMasters of Camouflage
CADRE MERCENARY, T'AU EMPIRE, KROOT, CARNIVORE GUNNER
Carnivore
A 2
M 6"
S 5+
W 8
Weapons
ATK
HIT
DMG
Kroot rifle
4
4+
3/4
Kroot Scattergun (Rng 6")
4
3+
3/3
Blade
3
3+
3/4
Abilities
1AP: FeastMasters of Camouflage
CADRE MERCENARY, T'AU EMPIRE, KROOT, CARNIVORE
Hound
A 2
M 8"
S 5+
W 7
Weapons
ATK
HIT
DMG
Ripping Fangs (Rnd)
4
3+
3/4
Abilities
Beast1AP: GatherHunting HoundsLoping PounceMasters of Camouflage

Beast: This operative cannot perform any actions other than Charge, Dash, Fall Back, Fight, Gather, Guard, Reposition, Pick Up Marker and Place Marker. It cannot use any weapons that aren’t on its datacard.

Gather (1AP): Perform a free Dash or Reposition action with this operative. During that move, you can perform a free Pick Up Marker or Place Marker action with this operative (you can determine control during that action to do so), and any remaining move distance it had from the Dash or Reposition action can be used after it does so.

Hunting Hounds: Whenever this operative is expended, you must then activate one other ready friendly KROOT HOUND operative (if able) before your opponent activates. When that other operative is expended, your opponent then activates as normal (in other words, you cannot activate more than two operatives in succession with this rule).

Loping Pounce: Whenever an enemy operative performs the Fight action, if this operative is a valid operative to fight against, you can force them to select this operative to fight against instead. Whenever an enemy operative ends the Charge action within control range of another friendly CADRE MERCENARY operative within 3" of this operative, if this operative isn’t within control range of enemy operatives, this operative can immediately perform a free Charge action, but must end that move within control range of that enemy operative.

CADRE MERCENARY, T'AU EMPIRE, KROOT HOUND
Krootox Rider
A 3
M 6"
S 4+
W 16
Weapons
ATK
HIT
DMG
Repeater cannon
Focused (PrcCrit1)
5
3+
4/5
Sweeping (PrcCrit1, Tor 1")
4
3+
4/5
Tanglecannon (Blast 2", Sat, Hvy(Dash))
4
3+
3/5
Krootox fists (Brutal)
4
3+
4/6
Abilities
Avalanche of MuscleBrute StrengthMonster
CADRE MERCENARY, T'AU EMPIRE, KROOTOX, KROOTOX RIDER
Krootox Rampager
A 3
M 7"
S 4+
W 15
Weapons
ATK
HIT
DMG
Kroot Pistol (Rng 8")
4
3+
3/4
Hunting Javelin (Rng 6", Silent)
4
3+
4/5
Krootox fists (Brutal)
4
3+
4/6
Abilities
Avalanche of MuscleBrute StrengthMonster
CADRE MERCENARY, T'AU EMPIRE, KROOTOX, KROOTOX RAMPAGER
Equipment

Skinning Blades:
Once per turning point, a friendly KROOT operative can use the following Melee Weapon:

NameATKHITDMGWR
Skinning Blades43+3/5*Flay Alive

*Flay Alive = If this weapon resolves any critical stikes on an enemy that the action "Feast" can be performed on, after this fight/retaliation if this operative isn't incapacitated it regains D3 lost wounds.


Vulture Kindred:
Once per turning point, when a friendly CARNIVORE operative performs an action in which it moves, it can FLY. If it does so, do not move it. Instead, remove it from the killzone and set it back up wholly within a distance equal to its Move stat (or 3" if it was a Dash) of its original location, measuring horizontal distance only. Note that it gains no additional distance when performing the Charge action.

It must be set up in a location it can be placed, and unless it was the Charge action, it cannot be set up within control range of an enemy operative. In a killzone that uses the Close Quarters rules (e.g. killzone Gallowdark), you cannot measure the distance over or through wall terrain, and that operative cannot be set up on the other side of an access point (in other words, it cannot FLY through an open hatchway).


Sure-Foot Charm:
Once per turning point, when a friendly KROOT operative is expended, you can then activate one other ready friendly KROOT operative within 2" and Visible to this operative (if able) before your opponent activates. When that other operative is expended, your opponent then activates as normal (in other words, you cannot activate more than two operatives in succession with this rule).


Hunting Bolas (X2):
Your friendly KROOT operatives can perform the following action, however your kill team can only perform the following action 2 times during the battle.

THROW BOLAS (1 AP):

  • Select one enemy operative visible to and within 6" of this operative, then roll 1D6: on a 3+, the enemy cannot perform Reposition, Charge or Fall Back in their next activation.
  • Each operative can only perform this action once. An operative cannot perform this action while within control range of an enemy operative, or if you have reached the total number of times your kill team can perform it.

Ploys

Firefight - The Grisly Feast:
Use this firefight ploy when a friendly CADRE MERCENARY operative would perform the "Feast" action. Add 1 to that friendly operative’s APL for this turning point.


Firefight - Quarry Can’t Hide:
Use this firefight ploy when a friendly CADRE MERCENARY operative wants to shoot an obscured enemy, for this action that enemy isn't obscured.


Firefight - Primal Savagery:
Use this firefight ploy when a friendly KROOTOX operative is incapacitated while fighting or retaliating.

You can strike the enemy operative in that sequence with one of your unresolved successes before it’s removed from the killzone.


Firefight - Feral Leap:
Use this firefight ploy after a friendly KROOT operative performs the Fight action (and optionally the "Feast" action), if it’s no longer within control range of enemy operatives. That friendly operative can immediately perform a free Charge action (even if it’s already performed the Charge action during that activation), but cannot move more than 3" during that action.


Strategic - Fieldcraft:
This Strategic Ploy costs 2CP. Objective markers under friendly CADRE MERCENARY operative's control at the beginning of the turning point remain under your control even if no operatives are near them. If an enemy operative contests one of these objectives it returns to normal and is in enemy control.


Strategic - Eye on the Prey:
Whenever a friendly CADRE MERCENARY operative is shooting during an activation in which it hasn’t performed the Charge, Fall Back or Reposition action, its ranged weapons have the Balanced and Severe weapon rules;

If the weapon already has the Balanced weapon rule, it has the Ceaseless and Severe weapon rules instead.

Note that operative isn’t restricted from performing those actions after shooting.


Strategic - Guerrilla Warriors:
If a friendly CADRE MERCENARY operative performs a Fight action, yet after it they are still in control range of an enemy, they can roll a D6, if the dice rolls above the enemy's APL the friendly CADRE MERCENARY operative can perform the Fall Back action for 1 less AP.

(If there are multiple enemies in control range pick the one with the highest APL and increase it by 1 for each additional enemy)


Strategic - Killing Strike:
Friendly CADRE MERCENARY operatives' melee weapons have the Balanced weapon rule (this cumulates with Ritual Butchery).

Balanced: Can re-roll one Attack die.


TacOps
Infiltration: Track Enemy

Reveal: The first time you score VP from this op.

Additional Rules:

An enemy operative is being tracked if it's a valid target for a friendly operative within 6" of it. That friendly operative must have a Conceal order, cannot be a valid target for the enemy operative it's attempting to track, and cannot be within control range of enemy operatives.

Victory Points:

At the end of each turning point after the first:

  • If one enemy operative is being tracked, you score 1VP, or 2VP instead if it's the fourth turning point.
  • If two or more enemy operatives are being tracked, you score 2VP.

You cannot score more than 2VP from this op per turning point.


Infiltration: Plant Devices

Reveal: The first time a friendly operative performs the Plant Device action.

Mission Action: Plant Device (1 AP)

  • One objective marker the active operative controls gains one of your Device tokens.
  • An operative cannot perform this action during the first turning point, while within control range of an enemy operative, or if that objective marker already has one of your Device tokens.

Victory Points:

At the end of each turning point after the first:

  • If your opponent's objective marker has one of your Device tokens, you score 1VP.
  • For each other objective marker enemy operatives contest that has one of your Device tokens, you score 1VP.

You cannot score more than 2VP from this op per turning point.


Infiltration: Steal Intelligence

Reveal: The first time an enemy operative is incapacitated.

Additional Rules:

Whenever an enemy operative is incapacitated, before it's removed from the killzone, place one of your Intelligence mission markers within its control range.

Friendly operatives can perform the Pick Up Marker action on your Intelligence mission markers, and for the purposes of that action's conditions, ignore the first Intelligence mission marker the active operative is carrying. In other words, each friendly operative can carry up to two Intelligence mission markers, or one and one other marker.

Victory Points:

At the end of each turning point after the first, if any friendly operatives are carrying any of your Intelligence mission markers, you score 1VP.

At the end of the battle, for each of your Intelligence mission markers friendly operatives are carrying, you score 1VP.


Recon: Flank

Reveal: As a STRATEGIC GAMBIT.

Additional Rules:

Divide the killzone into two flanks (left and right) by drawing an imaginary line that's just like the centreline, except it runs from the centre of each player's killzone edge. An operative contests a flank while both wholly within it and wholly within their opponent's territory. Friendly operatives control a flank if the total APL stat of those contesting it is greater than that of enemy operatives.

Victory Points:

  • After you reveal this op, at the end of each turning point after the first, for each flank friendly operatives control, you score 1VP.
  • In the fourth turning point, ff friendly operatives also controlled that flank at the end of the third turning point, you score 2VP instead.

You cannot score more than 2VP from this op per turning point.


Recon: Retrieval

Reveal: The first time you score VP from this op.

Mission Action: Retrieve (1 AP)

  • If the active operative controls an objective marker that hasn't been searched by friendly operatives, that operative is now carrying one of your Retrieval mission markers and that objective marker has been searched by friendly operatives. Friendly operatives can perform the Pick Up Marker action on your Retrieval mission markers.
  • An operative cannot perform this action during the first turning point, while within control range of an enemy operative, or if it's already carrying a marker.

Victory Points:

  • The first time each objective marker is searched by friendly operatives, you score 1VP.
  • At the end of the battle, for each of your Retrieval mission markers friendly operatives are carrying, you score 1VP.

Recon: Scout Enemy Movement

Reveal: The first time a friendly operative performs the Scout action.

Mission Action: Scout (1 AP)

  • Select one ready enemy operative visible to and more than 6" from the active operative. That enemy operative is now monitored until the Ready step of the next Strategy phase.
  • An operative cannot perform this action while it has an Engage order, during the first turning point, or while within control range of an enemy operative.

Victory Points:

At the end of each turning point after the first, for each monitored enemy operative that's visible to friendly operatives, you score 1VP. Note that it doesn't have to be a friendly operative that performed the Scout action.

You cannot score more than 2VP from this op per turning point.