| Pts/model | WS | BS | S | T | W | I | A | Ld | Sv | |
|---|---|---|---|---|---|---|---|---|---|---|
| Great Knarloc | 60 | 4 | - | 6 | 5 | 5 | 3 | 3 | 7 | 6+ |
| Kroot Goad | +10 each | 4 | 3 | 4 | 3 | 1 | 3 | 1 | 8 | 6+ |
| Shaper | +21 | 4 | 3 | 4 | 3 | 3 | 3 | 3 | 8 | 6+ |
Herd: Each Great Knarloc must be accompanied by 4-8 Kroot Goads. A maximum of one Kroot must be upgraded to a Shaper at an additional cost of +21 pts. Some Shapers carry weapons gifted by their employers and may choose additional equipment from the armoury.
Equipment: The Great Knarloc is armed with a large, sharp beak and claws. The Goads and Shaper are armed with a Kroot rifle and a goad-stick (used for prodding the Great Knarloc in the right direction).
Heavy Support: 1-3 Great Knarlocs and Goads are a single Heavy Support choice for a Kroot Mercenary army.
A single Great Knarloc and 4-8 Kroot Goads are a Heavy Support choice for a Tau army or any other army allowed to use a Kroot Mercenary force. The army may only include a Great Knarloc if it also includes at least one Kroot Carnivore squad.
For the purposes of mission objectives, a Great Knarloc with no remaining Goads cannot capture table quarters, hold objectives, or count as surviving troops in a Meat Grinder battle.
Special Rules
Rending Beak: The Great Knarloc has a powerful beak, capable of crushing through armour and bone. Any close combat attacks which roll a 6 to hit automatically inflicts a wound with no Armour Save possible. Other attacks which hit must roll to wound as normal, and the victim receives their normal Armour Save.
If a Great Knarloc rolls a 6 for armour penetration against a vehicle, it rolls another D6 and adds the result to the total armour penetration score.
Feeding Frenzy: An angry Great Knarloc is a voracious creature. When rolling its 'to hit' dice in close combat, if the Great Knarloc rolls more 1s than 6s it gets carried away and eats one of its Goads. Immediately remove the closest Goad from play.
Hyperactive Nymune Organ: The Great Knarloc and all its Goads are all affected by the Hyperactive Nymune Organ adaptation. This means that the entire unit counts as Fleet of Foot. In the Shooting phase you may declare that the unit is going to run instead of shoot. Roll a D6. The result is the distance the unit may move in the Shooting phase. This move is unaffected by difficult terrain.
Hits on the Squad: The Great Knarloc is far larger than its Goads and is more likely to be hit by incoming fire. Randomise any hits on the squad by rolling a D6. 1-3 hits the Kroot Goads. 4-6 hits the Great Knarloc.
If all the Goads are killed then the Knarloc must make a Leadership test. If it passes it is enraged enough to fight on as normal. If it fails the Great Knarloc flees the battlefield, remove it from play.
Signature Evolutionary Adaptations: The Great Knarloc is not affected by signature evolutionary adaptations. The Goads and Shaper must take the same adaptation as the rest of the army.
Fieldcraft: The Great Knarloc benefits from the Kroot Fieldcraft special rule. They gain the +1 to their Cover Save in woods or jungles, and do not take Difficult Terrain tests when moving in woods or jungles. The Goads also benefit from the Fieldcraft special rule.