Kill Team Into the Dark Review: Farstalker Kinband – Kroot come to Kill Team

So Kroot are back, with new plastic models and options. Kroot were originally launched in late third edition with a plastic kit alongside the release of Codex: T’au, with metal Kroot Hounds and Krootox. These were options you bought to add to your Kroot squad, but they took up slots in Fast Attack and Heavy, filling slots you needed for other things (Pathfinders and XV-88s/Hammerheads). The range was interesting and good for the time, but metal Krootox were a nightmare to put together and needed a good pinning.

Forge World would later add some interesting new models in the Knarloc riders and Great Knarlocs, which were Kroot cavalry and large beasts, and filled out the Kroot-based ecosystem of Pech, the Kroot homeworld. GW had a number of interesting ideas around Kroot, and there was a kitbashed army list in Chapter Approved. They’d later go on to produce Angor Prok as a Games Day miniature, and later a plastic Kroot Hunter – Dahyak Grekh – for Blackstone Fortress.

This new plastic kit means that Kroot are getting some love again, and is much more like a modern troop squad kit, with options for two different standard weapons, a special weapon, a choice of two heavy weapons and a couple of Kroot Hounds on the sprue.

Today’s Kill Team Coverage:

Before we dive in, we’d like to thank Games Workshop for providing us with preview copies of the Annual and Into the Dark boxed set for review purposes.

Farstalker Kinband Kill Teams

Farstalker Kinband teams will always have 11 operatives, though you’ve got some options in how you build them. Each team comes with a single Kroot Kill-Broker to act as your leader, and he’ll have a blade and your pick of a kroot rifle, pulse rifle, or pulse carbine. After that you can pick 10 operatives from the following list:

  • Kroot bow-hunter
  • Kroot cold-blood
  • Kroot cut-skin
  • Kroot heavy gunner (with your choice of weapon)
  • Kroot Hound
  • Kroot Pistolier
  • Kroot Stalker
  • Kroot Tracker
  • Kroot Warrior

As usual, your team can only include multiples of the Kroot Warrior and Kroot Hound operatives, and you can only have up to two Kroot Hounds.


There’s a single ability for Farstalker Kinband kill teams: Rogue.

Rogue – Retain one additional dice as a success on defence rolls if the model is in cover OR retain one dice as a critical success if the model is in cover.

This means every model should try to always be in cover, because retaining two normal saves is pretty great against anything rolling 4+ to hit, because standard weapons generally roll 4 dice, translating to two hits, translating to not much if you have either two successful defences or a critical defence.

This also means teams with a lot of No Cover shooting (like Phobos) are a hard counter to Kroot teams, as their standard save is a mediocre 5+.


A Farstalker Kinband team is going to generally consist of eight specialists and then the decision on whether to double up on Warriors or Hounds. This will lead to some hard choices, as Kroot Warriors and Kroot Hounds are both GA:2, and both have some significant upsides.

Credit: Greg Chiasson


Your leader, and the model that can take a Tau trade weapon. You can select a Kroot Rifle, Tau pulse rifle or Tau pulse carbine. All of these have different advantage. The Kroot rifle hits on 3+, while the Tau weapons hit on 4+. The pulse rifle does 4/5 damage, but the pulse carbine, with 4/4, lets you use the Photon Grenade special action once per game to slow down an opponent. In melee it hits on 2+, but only has 3 dice. You can buy the Ritual Blade equipment, but this only increases the damage from 3/4 to 4/5. I wouldn’t risk this model in melee, but opportunistic quick kills that don’t leave it hanging are good.

Call the Kill works like a free strategic ploy (you use it when declaring Strategic Ploys). Designate an enemy operative Visible to the Kill Broker. When friendly operatives fight or shoot at this operative before they roll the dice they automatically retain one dice as a success. This is a really good ability for a Kill Team with a lot of 4+ shooting, and great when fighting an elite team where a) you need to stack up hits and b) they only have so many models.


Essentially the special weapon operative for the team, the Bow Hunter has an Accelerator Bow, which is a very cool weapon. Able to choose from three firing modes, this allows it to tailor it’s shooting to the target it’s up against. Against armour you can fire a Fused Arrow, for 4/5 damage and AP1. Against a clumped up horde you can fire a Voltaic Arrow with 3/2 Splash 2 (extra good in Into the Dark). When you’re sitting in a sniper next and you want to be super annoying by Concealing but still being able to fire you have the Glide Arrow with 3/4 Silent.

This gives you an incredibly flexible shooting model. It is hitting on 4+ with 4 dice for each of these shots, but you have an additional special action, Energise (1AP), that gives your bow shots Lethal 5+ (provided you aren’t in Engagement Range of an enemy operative).

This team is very much about interlocking buffs, with things like Call the Kill, Prey and Vengeance for the Kin-Band all providing the ability to reroll or retain dice as successes without rolling.

Credit: Greg Chiasson


A veteran type operative, this model is a Kroot Warrior with +1 wound and the Hardy rule, which lets it downgrade hits resolved against it from critical damage to normal damage. The Well-Stocked rule gives it two Poison and two Piercing shots for free.

Put together this makes it a sensible choice over a Kroot Warrior, because it’s a bit better and comes with a bunch of free equipment.

Credit: Greg Chiasson


A pure melee operative, this model has 4 dice, hits on 3+, 3/4 damage with Lethal 5+ and Balanced. This means you’ll likely get a critical and 2 normal hits in an attack, which makes it good for targeting 7 wound enemies, or enemies chipped down to 7 wounds or less.

Vicious Duellist (if the enemy discards dice in the roll attack dice step, they take a mortal wound for each dice discarded) and Savage Assault (a special version of the Fight action that lets you fight again against the same target using the same weapon) increase the effectiveness of the model, but it is still an 8 wound model with a critical hit of 4 damage, making it likely you’ll take strikes back. Against injured models and models with low WS, you’ll do even better in attacks due to Vicious Duellist, and judicious parrying to fight twice and let the enemy wound themselves with misses is a valid tactic.

Credit: Greg Chiasson

Heavy Gunner

This is what the Kroot have been waiting for, something with some punch, and the heavy gunner delivers. You have two choices – the Dvorgite Skinner or the Londraxi Tribalest.

The Dvorgite Skinner is 6 dice, 2+ to hit, 2/3 damage with a six inch range, AP2, Torrent and Cumbersome. This means it’s basically an armour piercing flamer, and great for hosing down armoured targets, especially if they’ve clumped up. In the tight confines of a Space Hulk, you can really rack up some damage with that.

The Londraxi Tribalest is more of a heavy bolter equivalent, with 5 dice, 4+ to hit, 4/4 damage, AP1 and Rending. You don’t get additional damage on the crit, it just gives you another crit and makes it harder for your opponent to get saves (particularly useful in getting round the retained dice from cover). On a big open table this is the obvious choice, given you can sit back in cover with Rogue and pop away at enemies.

Both weapons have the new Cumbersome rule, which is a sort of not as bad as Heavy version of Heavy, limiting you to moving a maximum of 6” a turn in the same activation that you Shoot in. This means you can’t Shoot then Charge more than 6”, though given the model is APL 2 and a gunner you aren’t really going to be trying to charge in and Move+Dash leaves you without any APL left anyway (barring one piece of equipment or interactions with other special rules).

Credit: Greg Chiasson

Long Sight

The Sniper of the team. With a 3/3 rifle hitting on 3s with Heavy and MW3 rules it’s a decent gun to start with, but combined with the Long Sight unique action giving it Lethal 5+, Silent and removing the target being Obscured, then it’s a great weapon to sit on a Vantage Point while in Conceal. Possibly limited use on a space hulk, but very good on an open board.


A solid close range fighter with dual Kroot pistols (6” range, 4 dice, 4+, 3/4, Balanced and Lethal 5+) boosted by it’s ability and unique action.

Quick Draw allows you to interrupt an enemy Shoot action targeting this model to Shoot them first. The enemy operative much be a valid target (so Visible, within 6”, etc) and only gets to complete it’s Shoot action if it survives yours. This is great for short range space hulk shootouts, where you get to Han Solo the other guy, and even if you don’t kill them, you may injure them and make it more likely they miss you. Remember that you can only do this if you are Ready, if you have activated this operative then you can’t do it, and you can only do this once per Turning Point. It’s a good ability, but you can’t gun everyone down as they draw a bead on you like in a western.

Gunslinger Salvo is a special Shoot action where if you don’t Fall Back, Charge or Normal Move you can spend a 1AP to Shoot twice. This means you can Dash and then go ham on enemy operatives within six inches. This is absolutely worth using if you can, and helps you get that kill in if you shoot someone and they roll good saves.

Credit: Greg Chiasson


A close range/melee-focused operative, I actually feel this is a better melee model than the Cut Skin. Armed with a Kroot scattergun (6” range, 4 dice, 3+, 3/3 damage) and a Stalker’s Blade (3 dice, 3+, 3/4, Balanced and Rending) but with the Stalker ability (which lets you Charge when you have the Conceal order) and the Stealth Attack special action.

Stealth Attack is a 2AP special action that means you can Charge then Fight, and when you resolve successful hits you can resolve two hits before your opponent. A hit and crit is 7 damage, letting you take a human type model out without taking a punch back.

Stealth Attack, particularly paired with the Cut-Throats strategic ploy, can be very nasty, and I feel the model is more flexible than the Cut-Skin.

Blackstone Fortress Dahyak Grekh. Credit: Crab-stuffed Mushrooms


This operative is a compulsory take in your Kill Team. It’s a normal Kroot warrior stat wise, but has the Pech’ra Ability and two unique actions, Marked for the Hunt and From the Eye Above.

The Pech’ra ability gives you a bird counter for your bird friend, which you move up to 6” horizontally every turn when the Tracker activates (and that is important) and any distance vertically. The Marked for the Hunt action measures from this counter so it’s important you think where it is going. GW didn’t give you a little bird model, and I think that was a mistake. I anticipate people making little bird friends for their Kroot fairly sharpish.

Marked for the Hunt (1AP) lets you select an enemy operative. While the Pech’ra is within 6” horizontally (and any distance vertically) of the enemy operative then any Farstalker Kinband operatives within 6” horizontally of the Pech’ra token benefit from the enemy operative marked not being able to use Light Cover as Cover. As all of these models and the Pech’ra token can move during the turn, it’s important to read the rule carefully. This also means you can play head games with your opponent by marking something to encourage them not to move it closer or bring it out to attack.

From the Eye Above (1AP) lets you select a friendly operative visible and within 6” and add one to it’s APL. This is super useful, as 3 APL Kroot suddenly have a 15” threat on grenades or scatterguns, or can Shoot/Charge/Fight.

Both of these actions can’t be performed within 6” of an enemy operative.

You can see why I’m recommending this operative as a must take.

Credit: Greg Chiasson


Finally the answer to the question of whether Kroot Hounds are the best doggos in Kill Team, and the answer is “Yes. 13/10.” You can take a maximum of two of these in your team, and given they are GA:2, there are real benefits to having two. They can’t perform mission actions or take equipment, but the world isn’t ready for doggos holding guns in their mouths.

Kroot Hounds have a basic 8” move, meaning they have a 10” Charge to go with a melee attack of 4 dice, 3+ to hit and 3/4 damage with Rending. They’re no slouch in melee, and have the speed to seek out and chow down on wounded operative your opponent is trying to keep safe. But they also have a great ability and unique action.

The Bad-tempered ability lets Kroot Hounds essentially act as bodyguards for your Kroot operatives. If an enemy operative performs a Fight action, and the Kroot Hound is a valid target (so in Engagement range) you can choose to have the Fight action target the Kroot Hound instead. Even better, if an enemy operative finishes a Charge action within engagement range of a friendly operative within 3” of the Hound, then the Kroot Hound can perform a free Charge action but must finish it within Engagement range of that enemy operative. This is great for having Kroot hounds cover a model you don’t want in melee (cough, Heavy Gunner, cough) or pile in to provide Combat Support (giving whichever of your operatives, the Kroot Hound or the original target, +1 weapon skill). Getting free Charge actions is generally pretty great, and there are a fair few things a clever player can do with them.

Gather (1AP) is a unique action where the Kroot Hound can perform a free Dash, Fall Back or Move, and at any point in that movement, perform a free Pick Up. This can be used to great effect in missions or with Tac Ops where you have Pick Up actions, as you can essentially grab stuff for free as you move around the board. If you’re clever you can Fall Back, grab something on the way, and Dash to get 11” from where you started and holding the McGuffin.

Overall I highly recommend not leaving home without a couple of Kroot Hounds.

Kroot - Based
Kroot – Based Credit: ThatGobbo


Your standard Kroot is an 8-wound, 5+ save, 6” move little guy, with a Kroot Rifle or Kroot Scattergun and a Blade. Kroot Rifles are 4 dice, 4+, 3/4  (so basically bolter stats undermined slightly by low ballistic skill) while Kroot Scatterguns are 4 dice, 3+, 3/3 but have only a 6” range (basically the same as shotguns for a lot of factions. The Kroot Blade is 3 dice, 3+, 3/4 for melee.

This seems like a not impressive statline. Kroot are a team that rely a lot on buffs, from Rogue giving two retained successes for defence while in cover, to the Kill-Brokers Call the Kill, to the Cut-Throats strategic ploy giving an extra dice in melee, to Prey making your ranged weapons Balanced and Heavy, to Vengeance for the Kinband giving you rerolls against an enemy operative that killed one of yours.

GA:2 is where these models shine, as while double grenading your opponent is gone now, double shooting them or double shotgunning them in the face isn’t going to get old anytime soon. Nor is double moving APL2 models onto an objective in the last activation to seize it, or using them to move and open/close doors in Into the Dark maps.

If you are taking one Kroot warrior, I would recommend taking two. I would also recommend making a couple of them up with shotguns for Into the Dark in order to blow things off objectives with 3+ to hit.

Strategic Ploys

Farstalker Kinband teams have some absolutely brilliant Strategic Ploys.

Cut-Throats: Add 1 to the number of dice your operatives roll in melee (to a maximum of 4). This is huge, as most Kroot operatives have 3 melee dice, and this makes them significantly more likely to murder stuff in melee.

Farstalk: Change up to three operatives orders (with the caveat of having to be more than 3” from enemy operatives). This lets you take a bunch of models left in Engage from last turn, and switch them to Conceal so they can’t be shot at.

Prey: All your operatives gain the Prey ability, where if they choose to do so they can count their ranged weapons (except quill grenades) as Balanced and Heavy. So they get a re-roll, but can’t Charge, Fall Back or Normal Move in the same activation that they Shoot. If you aren’t pushing forward and are planning to do a lot of shooting, a re-roll is great, and you can make the decision on a per-operative basis as you activate them

Bound: Ignore the first 2” of distance when your operative Climbs, Drops, or Traverses, and automatically pass Jump tests. If you’ve got a lot of climbing to do, it’s really useful, particularly on a board with tall terrain.

Tactical Ploys

Mercenary Contract: Use this when building your Tac Ops deck, and it lets you add a card to the deck from an archetype you did not choose. I think this may get Designer’s Noted at some point, because I can see an argument that it means from any Archetype, rather than the two the band can take (Recon and Seek and Destroy). I think it probably means if you take Recon, you can pay a CP to take one from Seek and Destroy, but if it’s any archetype it’s really good.

Slip Away: Use this when activating a friendly operative. That operative can Fall Back for one less AP, to a minimum of 0. Useful to say, get a Heavy Gunner out of combat and leave them an AP to shoot.

Poach: Use this when activating a friendly operative. That operative can perform mission actions or Pick Up actions if in range of the objective (they don’t need to control it) and can perform these actions when within Engagement range of an enemy operative. This lets you do mission actions and pick ups when the enemy hold the objective, and can be key to scoring VPs.

Vengeance for the Kinband: Use this when a friendly operative is incapacitated by an enemy operative. Spend 1CP to get re-rolls against this model when your operatives fight it in combat or make a Shoot action with it as the target. This is great, and particularly good for screwing over a key enemy model. You can’t use this ploy again until you kill the marked target though.

Kroot Shaper
Kroot Shaper. Credit: That Gobbo


Quill Grenade [2EP]: Well it’s a Frag grenade with a different name. Good for clumped up lightly armoured targets, and it’s the only grenade Kroot can have, so no double grenading using GA:2 models for them.

Piercing Shot [2EP]: Give a Kroot Rifle, Pistol, or Dual Pistols AP1 for one shot. It’s useful for cracking armour, though you’ll want it on a model benefiting from re-rolls to hit.

Toxin Shot [2EP]: Give a Kroot rifle, Pistol, or Dual Pistols 2/2 damage, Lethal 5+ and Stun on a critical. Useful for knocking an AP off something to enable you to hold an objective, or if it’s something like an Ogryn, to mess up its activation.

Meat [3EP]: Once per battle, regain D3+1 lost wounds. Great for key models (Kill-Broker, Gunner, Bow Hunter) to keep them in the game.

Trophy [4EP]: Once per battle, when the operative activates, add +1 to its APL. Really useful on an operative you want to have a 3APL turn, and to pull two 3APL turns off in the same Turning Point, in concert with the Tracker’s unique action.

Ritual Blade [2EP]: Kill-broker only. Upgrades the 3/4 Blade to a 4/5 Ritual Blade. Since the Kill-broker hits on a 2+, it ups their melee damage output considerably, and with the Cut-Throats Strategic Ploy it’s even better.

Kroot Pistol [1EP]: A 6” Kroot pistol, it gives you a ranged weapon on models like the Cut-Skin which normal don’t have one. It’s cheap, but most of the time you won’t have an EP to spare.

Tac Ops

Farstrider Kinband get access to the Recon and Seek and Destroy Archetypes. This gives you access to potentially quick scoring Recon Tac Ops like Triangulate, Vantage and Overrun, or Seek and Destroy for more violence-based objectives. As usual you get three faction Tac Ops, all of which are characterful, and require careful thinking about. You can also use the Mercenary Contract ploy when building your deck to include a card from an archetype you didn’t pick.

Butcher – reveal the first time an enemy operative is incapacitated, and place a Meat token under the operative as they are removed. These can be picked up by friendly operatives, even if a token or mission item is already being carried. If at the end of the game you control a number of Meat tokens equal to or greater than a quarter of the number of enemy operatives deployed, score a VP. Equal to or greater than half, score another VP.

The difficulty in achieving this varies a lot depending on the size of the enemy Kill Team. An elite team with six models, and you need three Meat counters to get both VP. Veteran Guard or Blooded with 14 operatives and the number is four and seven. This can equate to a lot of fuss trying to pick up or control additional objectives. Kroot Hounds can help a lot with this due to their Gather unique action which lets them move and do a free pick up during that movement. While it’s an incredibly characterful Tac Op, in competitive play think seriously about it depending on the opponent.

Balance the Books – reveal this when you score maximum points from a Tac Op. If no more than half your operatives have been incapacitated, score a VP. If you meet the same criteria, score another VP.

You need to very carefully select the other two Tac Ops for this to be useful, and ideally they need to be Tac Ops you can score in the first two Turning Points. Recon is good for this. End of battle to score the second VP Tac Ops are right out if you want to choose this. It’s interesting to help you snowball your victory points early in the game but it requires you to think really hard about what Tac Ops go into your deck.

Bounty Hunters – reveal in the Target Reveal step of the first Turning Point. Your opponent selects one of their operatives. If you incapacitate that operative you get a VP, and place a Bounty Token where they were. If one of your operatives performs the Confirm Hit action on the Bounty Token, get a second VP.

This is a fairly nice and characterful Tac Op. Against an elite team where every model counts they can’t really leave a model out of the game to foil you on this, against a horde team they may hide the model away to frustrate you.

Credit: Greg Chiasson

Example Kill Team

The Kroot kit you get gives you ten operatives and two hounds. In a competitive roster you will almost certainly want to have both Heavy Gunners and a two rifle/two scattergun warriors, which will necessitate sourcing a handful of extra models, most of which you can get from the normal Kroot sprue.

I would construct a competitive roster like this:

Operative Weapons
Kill-Broker Pulse Rifle & Blade
Kill-Broker Kroot Rifle & Blade
Bow-Hunter Accelerator Bow & Blade
Cold-Blood Kroot Rifle & Blade
Cut-Skin Cut-Skin’s Blades
Heavy Gunner Dvorgite Skinner & Blade
Heavy Gunner Londaxi Tribalest & Blade
Kroot Long-Sight Kroot Hunting Rifle & Blade
Pistolier Dual Kroot pistols & Blade
Stalker Kroot scattergun & Stalker’s blade
Tracker Kroot Rifle & Blade
Kroot Hound Ripping Fangs
Kroot Hound Ripping Fangs
Kroot Warrior Kroot Rifle & Blade
Kroot Warrior Kroot Rifle & Blade
Kroot Warrior Kroot Scattergun & Blade
Kroot Warrior Kroot Scattergun & Blade


The Kill-Broker options I would choose are a pulse rifle, for a high damage output gun, and a Kroot rifle, for the better to hit roll. The Heavy Gunner you want both options. The Kroot Warriors you have two of each weapon. This let’s you customise the team depending on the opponent and map.

Example Team – Into the Dark

This is an example team built from a single box.

Operative Weapons
Kill-Broker Pulse Rifle & Blade
Bow-Hunter Accelerator Bow & Blade
Cold-Blood Kroot Rifle & Blade
Heavy Gunner Dvorgite Skinner & Blade
Kroot Long-Sight Kroot Hunting Rifle & Blade
Pistolier Dual Kroot pistols & Blade
Stalker Kroot scattergun & Stalker’s blade
Tracker Kroot Rifle & Blade
Kroot Hound Ripping Fangs
Kroot Warrior Kroot Scattergun & Blade
Kroot Warrior Kroot Scattergun & Blade

I’ve built it with Into the Dark in mind, and I’ve deliberately taken two Kroot Warriors. I’ve left the Cut-Skin at home to make space, and I’ve taken Scattergun warriors for short ranged punch and the better to hit roles. I’ve picked the Dvorgite Skinner for the Heavy Gunner, again because of the incredibly nasty short ranged punch.

Credit: Greg Chiasson

The Models

Hi, Greg here, taking over to talk about the models, which GW was nice enough to send my way.

It took almost 20 years, but we finally got a new Kroot kit. It was probably worth the wait. The sprues are densely packed, as most modern GW kits are, and have a lot of the same frustrations: parts numbers continue to not make any sense, sometimes the joins are weird, and they can be a little fiddly to get glued. I doubt anyone will really care about any of those, because the models are fantastic.

Most of the models have two options, a specialist build and a regular Kroot, and there are something like 25 different heads in the box. The bodies have loads of character, and some of the poses are insanely bad ass. Screaming Kroot With Shotgun is classic, but Kroot Walking With Gun Held Pointing up might be my favorite. Sniper Kroot and Axe Kroot are no slouches either. They still have the same design language as the old Kroot, with a lot of leather and cloth, wooden furniture on the weapons, just updated to modern standards. There are some new  elements, like bionic limbs and capes. They’re also kind of huge. I don’t have an Old Kroot to compare against, but:

The Hounds, though, are something of a letdown. Each one is two halves of the body, and a single-piece head. They aren’t bad models, just not particularly exciting ones.

Painting the Kroot ended up being easier than I’d feared, and as satisfying as I’d hoped. The new GW house style involves a lot of varied materials and dangly bits, but the Kroot painted up fairly quickly (not quickly enough, mind: I’m sure you’ve noticed by now that I didn’t actually finish the entire Kill Team, to which I will hide behind the fact that I have a newborn and my hobby time has been shredded). The quills – basically the hair – ended up being particularly enjoyable. The details are layered up fantastically, with skin poking through holes in the leather and belts on top of belts on top of capes. If you like painting leather, and capes, and weird types of muscles, these are a treat.

The main question I had was whether these would be usable as Kroot Warriors in a Tau army, which I also have. Here the results are mixed. You don’t get enough Kroot Hounds (minimum squad size in 40k is 4 models) to make a legal unit, but you do get enough extra bits to make a full set of 10 Kroot Warriors instead of all the specialists with the fancy guns and birds. If you do that though, it means giving up the Kill-broker, who can otherwise be used 1:1 as a Kroot Shaper, since you don’t have enough models (they come 10 to a squad). If they’d included one extra Kroot body in here, you could use this Kill Team as a legal Patrol Detachment – albeit one that clocks in at 85 points. They’re also on the wrong base size, 32mm instead of the official 25. I doubt anyone will mind.

Ok bye, back to Thundercloud.

Final thoughts

Kroot are an interesting faction with access to some very good abilities. Kroot were always interesting in the background, and the new kit gives them options to reflect this. Weapon choices for warriors between rifles and scatterguns (rifles potentially do more damage, scatterguns get more hits but have a six inch range), special weapons (Accelerator Bow and Long-Sights Hunting Rifle) and Heavy weapons (Dvorgite Skinner and Londaxi Tribalest). This is good news for the Kroot, and the team is so much more interesting than the Compendium team.

You’ll struggle against Phobos, because No Cover craps on you hard, but the non-elite teams that are most of the options in Kill Team don’t have that, and Rogue helps you a lot. Kroot are a solid team with good tricks, and I look forward to seeing what top competitive players do with them.

Have any questions or feedback? Drop us a note in the comments below or email us at contact@goonhammer.comAlso if you’re a Space Marines player, check out the new Intercession Squad Kill team – you can find the free rules here and our writeup here.