0-1 Great Knarloc Baggage Herd
| Pts/model | WS | BS | S | T | W | I | A | Ld | Sv | |
|---|---|---|---|---|---|---|---|---|---|---|
| Great Knarloc | 25 | 4 | - | 5 | 5 | 5 | 2 | 2 | 7 | 6+ |
| Kroot Goad | +10 each | 4 | 3 | 4 | 3 | 1 | 3 | 1 | 8 | 6+ |
Herd: Each herd consists of 1-3 Baggage Great Knarlocs. Each Great Knarloc must be accompanied by 1-2 Kroot Goads.
Equipment: The Great Knarloc is armed with claws. The Goads are armed with a Kroot rifle.
Troop Choice: 0-1 Baggage herd is a single Troops choice for a Kroot Mercenary army. It may not be taken as one of the compulsory Troop choices, these must be filled with other Troops before a Baggage herd can be selected. If a Kroot army is being ambushed they may add a single Baggage herd to their force for free.
A single Great Knarloc and 1-2 Kroot Goads are a Troops 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 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
Hyperactive Nymune Organ: The Great Knarloc and all of its Goads are 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. 1-2 the shot hits the Kroot Goads; 3-6 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.