BUGS AND BEAKS THE OTHER SIDE OF THE TAU EMPIRE

AUXILIARIES

You’ve heard of sleek battlesuits, plasma precision, and drone-saturated firebases. But today, we take a step away from the clean-cut propaganda vids and into the mud — quite literally. Welcome to the Kroot Kindred and Vespid Stingwing Auxiliaries, the Empire’s “enthusiastic” extended family of hired help, flesh-eaters, and airborne mayhem machines.

These aren’t the calm, collected Tau who argue about Mont’ka vs. Kauyon over herbal tea. No, these are the ones who sharpen bones into weapons, bark at tanks, and fly into battle with wings that sound like a weed whacker having a panic attack.

Some commanders say they’re unreliable. Others say they’re unrefined. We say: they’re fun, they’re fast, and they’re probably chewing on something they shouldn’t.

So grab your field notes, duck low, and whatever you do — don’t make eye contact with the Rampagers. It’s time to meet the meat.

KROOT: THE WILD CARD OF THE GREATER GOOD

The Kroot—imagine a bunch of tall, beaked, feather-headed hunters who look like someone crossed a velociraptor with a porcupine and gave them a serious appetite for genetic experimentation. Native to the savage jungles of Pech, these birdlike humanoids survive by hunting, fighting, and—most importantly—eating their enemies. Yes, you read that right: the Kroot don’t just kill foes; they absorb their DNA by chomping down on them, evolving new traits to become tougher, faster, or even grow wings. Talk about a seriously extreme buffet.

But these feathery predators aren’t just wild beasts. Their leaders, called Shapers, are basically clan biohackers who decide what genes to steal next. Want stronger muscles? Eat some Orks. Need stealth? Try some sneaky Drukhari DNA. It’s survival of the tastiest in action.

Now, how did these savage hunters end up working with the Tau Empire—the high-tech, peace-and-plasma-loving squad that usually prefers negotiation over biting? During the War in the Place of Union, the Tau stumbled on Kroot warspheres under attack by Orks. Watching these underdog warriors getting blasted didn’t sit well with the Tau commanders (probably because they didn’t want the jungle to smell like barbecue all the time).

So, the Tau stepped in, wiped out the Ork invaders, and formed an alliance with the Kroot. The legendary Kroot leader Anghkor Prok swore allegiance to the Tau at the sacred Oathstone on Pech, pledging his warriors to the Greater Good — mostly because the Tau pay well and don’t mind when the Kroot get a little... messy.

Since then, the Kroot have become the most common alien mercenaries in the Tau armies, prized for their brutal combat skills, adaptability, and willingness to eat the enemy (which is both handy and slightly unsettling). The Tau keep hoping that their “civilizing influence” will stop the Kroot from munching on their foes, but let’s be honest—some habits die hard.

In short: the Kroot bring wild, unpredictable power to the Greater Good—kind of like having a ravenous velociraptor on your side, only with better loyalty and less drooling.



KROOT CARNIVORE: THE WILD FRONT-LINERS

Kroot Carnivores are your basic, everyday Kroot warriors—birdlike hunters who roam the battlefield hunting prey and scavenging genetic upgrades from the fallen. Individually fragile but deadly in packs, they swarm enemies and seize objectives with savage instinct.

STATS & WHAT THEY MEAN

  • MOVEMENT: 7"
    Quick on their feet and quicker on their beaks, perfect for darting across the battlefield.

  • TOUGHNESS: 3
    Average durability; they can take a hit or two but are not tanks.

  • SAVE: 6+
    Armor is basically “feathers and grit,” so keep them out of heavy fire.

  • WOUNDS: 1
    One hit and they go down—fragile little birds.

  • LEADERSHIP: 7+
    Easily rattled but held together by strong pack instincts and Shaper guidance.

  • OC (OBJECTIVE CONTROL): 2
    They’re decent at holding objectives—just the right number to contest or secure key points.

SPECIAL ABILITIES

  • STEALTH
    Harder to hit with shooting, letting them slip around and hold positions with less risk.

  • FIELDCRAFT
    If they’re near an objective you control at the end of your Command phase, that objective stays yours—even if you pull your models away—until your opponent takes it. Perfect for locking down objectives without always sacrificing your squad.

WHAT THEY’RE GOOD AT ON THE TABLETOP

  • OBJECTIVE HOLDING: With FIELDCRAFT and OC 2, Carnivores are excellent at locking down objectives and forcing your opponent to take them head-on.

  • SCREENING AND HARASSMENT: Their speed and Stealth make them great for screening your valuable units or harassing enemy flanks.

  • FLEXIBLE MELEE THREATS: Fragile but effective in numbers, they tie up enemy infantry and support your heavier hitters.

  • CHEAP AND NUMEROUS: Field in packs to overwhelm enemies and control the board.

Kroot Carnivores are fast, sneaky frontline skirmishers specialized in grabbing and holding objectives for the Greater Good. Fragile but clever, they make life difficult for your opponent by locking down key points and forcing them to respond.



KROOT WAR SHAPER: THE FEATHERED FIELD MARSHAL

Meet the War Shaper—the big boss, the genetic mastermind, and the best bird-brained strategist in the Kroot kindred. This is the Kroot who decides which tasty enemies to feast on next to get those sweet, sweet evolutionary upgrades. Want more muscle? Go beat some Orks. Need wings? Time to snack on some flying beasts. The War Shaper is part scientist, part tribal chief, and 100% savage bird boss.

They’re the Kroot equivalent of your favorite overachieving pack leader who not only leads the charge but probably critiques your fashion choices (feathers, quills—come on, keep it classy). Their wisdom (and sharp beak) keeps the whole kindred evolving and fighting smarter, not just harder.

STATS & WHAT THEY MEAN

  • MOVEMENT: 7"
    Can keep up with the wildest of their flock, darting across the battlefield with ease.

  • TOUGHNESS: 3
    Average durability but with a bit more staying power thanks to extra wounds.

  • SAVE: 6+
    Basic armor, so they’re still not tanky but can take a few hits.

  • WOUNDS: 3
    Three wounds means this bird is a little tougher than your average feathered grunt.

  • LEADERSHIP: 7+
    Like all Kroot, they’re prone to nerves but their leadership presence helps steady the flock.

  • OC (OBJECTIVE CONTROL): 1
    Not the best at holding objectives alone, but the War Shaper’s job isn’t just standing on a point—it's making sure the rest of the pack can.

WEAPONS AND WARGEAR

  • DART-BOW AND TRI-BLADE
    Ranged: Heavy, Assault, Anti-Infantry 3+

    • 24" range

    • D3+1 shots (think of it as a bird firing a rapid volley of poisoned darts—ouch!)

    • Hits on 4+, Strength 4, AP 0, Damage 2
      Perfect for shredding enemy infantry at range before swooping in.

  • KROOT PISTOL
    Pistol, 12" range, 1 shot, 4+ BS, Strength 4, AP 0, Damage 1
    The trusty sidearm for those "close but not too close" moments.

  • MELEE WEAPONS

    • Bladestave and Prey-Hook: 4 attacks, WS 2+, Strength 5, AP -1, Damage 2, Lethal Hits—this is like your War Shaper’s brutal combo move, slicing and hooking enemies with savage precision.

    • Shaper’s Blade: 4 attacks, WS 2+, Strength 5, AP 0, Damage 1 — a sleek, deadly blade for those who like their kills stylish.

Pro Tip: You can swap the dart-bow and tri-blade for the bladestave and prey-hook if you want your Shaper to get up close and personal.

SPECIAL ABILITIES

  • CORE: INFILTRATORS, LEADER, SCOUTS 7", STEALTH
    Fast, sneaky, and tough to pin down—this guy leads from the front lines.

  • WAR LEADER
    Once per battle round, when a unit with this ability is targeted with a Stratagem, reduce the CP cost of that Stratagem by 1.
    Translation: The War Shaper’s presence makes your clever tricks cheaper—more bang for your Command Points.

  • ROOT OF HONOUR
    Once per battle, at the start of any phase, pick a friendly Kroot unit within 12" that’s Battle-shocked and instantly snap them out of it.
    Basically, the War Shaper is your kindred’s emotional support bird, shaking off the trauma of war with a sharp beak and a fierce glare.

WHAT THEY’RE GOOD AT ON THE TABLETOP

  • COMMAND AND CONTROL: The War Shaper is your on-field brain, reducing Stratagem costs for your Kroot units and helping keep your troops focused and in the fight.

  • TOUGH MELEE PRESENCE: With multiple high-strength attacks and lethal hits, they’re a threat in close combat who can handle themselves.

  • STEALTH AND SCOUTING: Can infiltrate and ambush, giving you flexibility to strike where your opponent least expects it.

  • MORALE BOOSTER: Their Root of Honour ability means they can pull your shaken troops back into action—no feather ruffling here!

The Kroot War Shaper is the ultimate bird boss: part genetic engineer, part warlord, part “get your act together” coach. He leads the flock, slashes with deadly precision, and makes your Stratagems cheaper—basically the MVP of any Kroot warband. Don’t underestimate this feathered tactician; he’s as dangerous with his words as he is with his claws.



GORILLAS WITH GUNS KROOTOX TAKE THE FIELD

If you thought the Kroot were just feathered sharpshooters and sneaky hunters, think again. Meet the Krootox — the Kroot’s version of a big, angry gorilla who skipped the whole “smart evolution” thing and went straight for “I’m gonna smash stuff.”

These massive, ape-like beasts are evolutionary dead ends — which means they’re not about to evolve into anything smarter anytime soon. But who cares? With their hulking muscles and enough anger to fuel a small supernova, Krootox are perfect for carrying heavy gear, smashing through enemies, and generally causing mayhem.

Heads-up from the T’au: If you see a Krootox looking angry, your best bet is to run. Like, yesterday.

KROOTOX RIDERS

Mounted on the backs of these beasts are Kroot warriors armed with heavy weapons — because what’s better than a rampaging beast? One with a Repeater Cannon or a Tanglecannon strapped on their back!

They move fast for their size (7” movement), soak up a good amount of punishment (Toughness 6, 5 wounds), and bring some serious firepower to your army. When enemy shooters pick on nearby Kroot infantry, the riders get to retaliate immediately — like a well-aimed slap from a gorilla, but with guns.

KROOT RAMPAGERS

If the riders are the “big guns,” the rampagers are the “big fists.” These beasts charge into combat swinging their massive fists, knocking enemies to bits with brutal melee attacks. Plus, every time they charge, they have a chance to cause mortal wounds to the enemy from sheer impact — like getting hit by a runaway bus with teeth.

KROOTOX RAMPAGER STATS

  • Movement: 7”

  • Toughness: 6

  • Save: 5+

  • Wounds: 5

  • Leadership: 7+

  • Objective Control: 2

Weapons:

  • Kroot pistol and hunting javelins (Pistol, Assault) — good for a little ranged poke before charging in.

  • Close Combat Lance — a sharp poke to soften foes up close.

  • Krootox fists — four heavy-hitting attacks that can sustain damage over time.

Abilities:

  • Scouts 7” — fast movers who can scout objectives early.

  • Kroot Linebreakers: After this unit finishes a Charge, pick one unlucky enemy unit cozying up within Engagement Range. Now, for every model in your unit that’s giving them the stink eye up close, roll a D6. For every 4 or higher, the enemy unit takes D3 mortal wounds—basically, they’re getting a bit more than just a scratch! And if you manage to wipe out a few of their poor souls, those survivors have to take a Battle-shock test… because nothing says “You just got stomped” like a panic attack!

KROOTOX RIDERS STATS

  • Movement: 7”

  • Toughness: 6

  • Save: 5+

  • Wounds: 5

  • Leadership: 7+

  • Objective Control: 2

Weapons:

  • Repeater Cannon (Rapid Fire 2) — solid, reliable ranged firepower.

  • Tanglecannon (Blast, Heavy) — swap in for heavy explosive fun.

  • Close Combat Weapon — when things get up close.

  • Krootox fists — four devastating melee attacks.

Abilities:

  • Scouts 7” — just like the rampagers, they’re fast on their feet.

  • Kroot Packmates: When nearby Kroot infantry are shot at, these riders get a chance to shoot back immediately after the enemy fires. Talk about a fierce bodyguard!

ON THE TABLETOP

Krootox Rampagers are your heavy melee hitters who disrupt enemy lines with their charging mortal wounds and solid staying power. Great for breaking through infantry or holding critical points.

Krootox Riders bring a deadly mix of ranged and melee attacks, and their “packmate” ability means they keep your infantry safer by punishing anyone who tries to shoot them. Plus, they’re surprisingly quick for giant apes.

In short: if you want to bring the pain (and a few angry gorillas) to the battlefield, these two are your go-to units.



VESPID STINGWINGS: THE ALIEN WARRIORS WITH A STING (AND A CRYSTAL ADDICTION)

When the T’au first bumped into the Vespid, they spotted something shiny and smart—and not just because of the crystals these insectoid warriors are obsessed with. The Vespid evolved on a jungle world full of giant bugs and treacherous terrain, developing powerful crystal-based tech but somehow never quite figured out how to leave the planet. Space flight? Nope, they were too busy perfecting their stinging claws and perfecting their “What even is communication?” faces.

Early attempts at chatting with the Vespid were less “hello” and more “are you alive?” because their alien brains didn’t even register the T’au as sentient beings. It took a fancy Ethereal-engineered interface device called the Communion Helm to literally plug the two species into the same conversation. Suddenly, the Vespid got the memo on the Greater Good—and agreed to join the cause.

The downside? Rumors swirl that those Communion Helms might be controlling the Vespid a little more than just translating. Either way, they’re now a vital part of the T’au arsenal—zipping around with blistering speed, powerful energy weapons, and a sting that can leave enemies wondering what hit them.

VESPID STINGWINGS STATS

  • Movement: 12" — zoom zoom!

  • Toughness: 4

  • Save: 4+

  • Wounds: 1

  • Leadership: 7+

  • Objective Control: 1

Weapons

  • Neutron Blaster (Assault) — fast-firing crystal rifles, decent punch at 18", 2 shots, Strength 5, -2 AP, 2 Damage. Great for slicing through light and medium infantry.

  • Neutron Grenade Launcher (Blast, Anti-Infantry 3+) — area denial tool that hits clumped-up enemies hard. D6 shots, Strength 4, -1 AP, 2 Damage.

  • Neutron Rail Rifle (Devastating Wounds) — high-powered beam cannon that vaporizes elites. Strength 10, -4 AP, 3 Damage. Bye-bye Terminators.

  • T’au Flamer (Ignores Cover, Torrent) — automatic hits up close, Strength 4, 1 Damage. Not fancy, but guaranteed.

  • Stingwing Claws (Melee) — a last resort. 1 attack, Strength 4, -1 AP, 1 Damage. If you’re using these, something’s gone wrong.

Abilities

  • Deep Strike — drop in from the skies like angry hornets.

  • Airborne Agility — at the end of your opponent’s turn, if not in combat, zip back into Strategic Reserves. Fly in, shoot, bug out.

  • Oversight Drone (if taken) — once per battle, gives the whole unit Ignores Cover when shooting. Great for flushing out dug-in targets.


Vespid Stingwings are fast, agile insectoid warriors with advanced crystal tech. They joined the T’au after a fancy “Communion Helm” helped them understand the Greater Good—though some say the helmets might be a bit mind-controlling. On the tabletop, they strike fast with deadly neutron weapons and can swoop in and out of battle thanks to their deep strike and airborne agility. Plus, their Oversight Drone helps them blast through enemy cover, making them excellent for hit-and-run tactics and disrupting enemy lines.


Final Thoughts: The Claws, Teeth, and Wings of the Greater Good

The T’au Empire may be known for sleek battlesuits and calculated precision, but it’s their wild-hearted allies that bring raw instinct and primal might to the tabletop. From Krootox rampagers thundering into enemy lines to the aerial ambushes of the Vespid Stingwings, these units show that the Greater Good has a feral side — and it bites hard.

While we haven’t covered every unit in the Kroot arsenal, we’ve explored the beating heart of what makes a Kroot-led force tick: fast movers, deadly charges, and a flair for objective play. Whether you're building around them as a savage core or supporting your T’au tech with some much-needed teeth, these auxiliaries are more than just wildcards — they’re essential tools in the hands of a clever commander.

So rally your packs, soar with your wings, and remember: the Greater Good doesn't always wear armor — sometimes, it wears claws.

THIS IS THE WAY OF THE KROOT — NOW GO STALK YOUR NEXT VICTORY!

NEXT WEEK ON FIREBLADE

After rolling around in the mud with the Kroot, it's time to clean the dirt off our optics and dive into something sleeker.

We’re going dark — literally.

Up next the T’au Empire’s masters of misdirection.The Ghostkeel battlesuit: part assassin, part tank, all terrifying.
The Stealth Teams: think of them as the quieter cousins of the Crisis Suits — smaller, sneakier, and with a bad habit of vanishing after pulling the trigger. We’ll break down the tactics, upgrades, and shady tricks that let them win fights before the enemy even knows they’re in one.

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Konnor Collins

Konnor Collins is an avid warhammer 40k player, and has been into the hobby since he was 13. He lives in Barrow-in-Furness, UK.

You can also find Konnor on Instagram

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THE GREATER GOOD DESCENDS: THE WRATH OF THE CRISIS SUITS