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Made in us
Baby Krootling




North Carolina

Hey Dakka, new member Dr. Ando here; I came here to tell you all I love Kroot and want them to have a place in Kill Teams, and I hope that you do too.

I spent the better part of the last 2 days working on a first draft for Kroot Mercenaries rules for Kill Teams. Observations, suggestions, or complete changes are absolutely welcome; I want to make a balanced set of rules for our favorite space chickens and let other people enjoy them in both casual and competitive settings

The rules can be read here; as of writing this it is in its 1.001 version:
https://docs.google.com/document/d/1ZY4bfmeSYHmqs9kzAYsp5YBP8Nmog8LnBQS0Iw5eVG0/edit?usp=sharing

If you use these rules; please tell me how the playtest went and what can be done to improve the balance. Some units I have concerns over whether or not they are suited for Kill teams in their original state and may require tweaking or outright removal to keep the game fun for the other players.

Thank you!

(Edit: copy-paste of the entire document inside the spoiler below for viewers' convenience)

Spoiler:
Army feature: Hyperactive Nymune Organ
You may roll on this table before a battle begins. All Kroot models with this rule gain a benefit for the rest of the battle. If you do not then your Kill Team gains this unique benefit: “as long as your army is not broken, roll a d6 at the beginning of each turn: on a 4+, you may gain 1 additional CP.”
Roll | Effect
(1-2) | May ignore wounds & Mortal Wounds on a 6+
(3-4) | +1 Toughness
(5-6) | +1 Attack.

Tactics:

Feast on the Fallen: 1 CP
Use this Tactic after an enemy model without the Chaos, Necron, T’au Empire, Genestealer Cults, or Tyranids keyword is slain. Select a Kroot model within 1” of the enemy model at the time of its removal. The chosen Kroot model may (1) remove all their flesh wounds if they have any OR (2) regain 1 wound if they have lost at least 1 wound & have no flesh wounds. This model cannot consolidate this turn.

Taste of Blood: 2 CP
Use this tactic after on an enemy model that has at least 1 flesh wound. Kroot Hound models may re-roll charge & wound rolls against this model until end of turn

Sniper Rounds: 1 CP
Choose a model with a Kroot Rifle during your shooting phase. The Rifle’s ranged profile changes to Heavy 1. That model does not suffer shooting penalties due to range, & each wound roll of 6+ deals 1 mortal wound.

Emergency Rations: 1 CP Choose a friendly Kroot model. It ignores penalties caused by flesh wounds this turn.

Adaptive Gene-Shaping: 2 CP If a Kroot Shaper in your Kill Team is still alive, you may roll for a new Hyperactive Nymune Organ benefit; replacing the old benefit if you rolled before. (Note: rolling for a benefit replaces the unique benefit gained by a player who chose to not roll)

Datasheets:

Kroot Carnivore Squad

Kroot Warrior M: 7” WS: 3+ BS: 4+ S: 3 T: 3 W: 1 A: 1 Ld: 6 Sv: 6+ MAX: -
Kroot Shaper M: 7” WS: 3+ BS: 4+ S: 3 T: 3 W: 2 A: 3 Ld: 7 Sv: 6+ MAX: 1

Kroot Warriors are equipped with a Kroot Rifle. Kroot Shapers are equipped with a Kroot Rifle & Ritual Blade.
Kroot Warriors may take a Hunting Knife and/or replace their Kroot Rifle with a Hunting Knife.
One Kroot Warrior may take Photon Grenades.
Kroot Shapers may replace their Kroot Rifle with a Pulse Rifle or a Pulse Carbine.
Hyperactive Nymune Organ (page 1)
Specialists: Leader, Combat, Comms, Demolitions, Scout, Sniper, Veteran
Faction: Kroot
Keywords (Kroot Warriors): Infantry, Kroot Warrior
Keywords (Kroot Shaper): Infantry, Kroot Warrior, Shaper


Kroot Hounds

|Kroot Hound M: 12” WS: 3+ BS: - S: 3 T: 3 W: 1 A: 2 Ld: 5 Sv: 6+ MAX: -
Kroot Hounds are equipped with Ripping Fangs
Voracious predators: Kroot Hounds add 2” to their roll when they charge.
TEST RULE - Bred for the Hunt: Kroot Hounds are a non-scoring unit that cannot hold objectives (but can still destroy them if the mission allows.) The death of a Kroot Hound does not count for the purposes of morale or score either.
Specialists: None
Faction: Kroot
Keywords (Kroot Hounds): Beast, Kroot Hound

Krootox Riders

Krootox M: 7” WS: 3+ BS: 4+ S: 6 T: 5 W: 3 A: 2 Ld: 6 Sv: 6+ MAX: 3

Krootoxes are equipped with a Kroot Gun & Krootox Fists.
Up to 1 Krootox may replace their Kroot Gun with a Kroot Bolt Thrower.
Agile Brute: When this unit advances, add 2” to its move, up a maximum of 6”
Hyperactive Nymune Organ (page 1)
Specialists: Comms, Demolitions, Heavy, Scout, Sniper, Veteran
Faction: Kroot
Keywords (Krootox): Cavalry, Krootox Rider

Kroot Knarloc Riders
Knarloc Rider M: 7” WS: 3+ BS: 4+ S: 3 T: 4 W: 4 A: 3 Ld: 6 Sv: 5+ MAX: -

Knarloc Riders are equipped with a Kroot Rifle & Sharp Beak & Talons.
Knarloc Riders may take a Hunting Knife.

Loping Stride: When this unit advances, add 2” to its move, up a maximum of 6”
Thunderous Pounce: When this unit charges, add 1 to wound rolls for its Sharp Beak & Talons until end of turn.
Hyperactive Nymune Organ (page 1)
Specialists: Leader, Combat, Scout, Sniper, Veteran
Faction: Kroot
Keywords (Knarloc Rider): Cavalry, Krootox Rider

Weapons & equipment:

Ranged:
Kroot Rifle (ranged): Rapid Fire 1 24” S: 4 AP: 0 D: 1
Photon Grenades: 0 Grenade D6 6” S: - AP: - D: - (Note: if at least one grenade hits, no damage is dealt, but enemies struck suffer -1 to all hit rolls until end of turn.)
Pulse Rifle: Rapid Fire 1 30” S: 5 AP: 0 D: 1
Pulse Carbine: Assault 2 18” S: 5 AP: 0 D: 1
Kroot Gun: Rapid Fire 1 48” S: 7 AP: -1 D: D3
Kroot Bolt Thrower: Assault D6 36” S: 6 AP: -1 D: 1

Melee:
Kroot Rifle (melee): S: +1 AP: 0 D: 1
Hunting Knife: S: User AP: 0 D: 1 (Note: each time the bearer attacks, it may may 1 additional attack with this weapon)
Ritual Blade: S: User AP: 0 D: 1 (Note: if a model is slain by this weapon, Kroot Models within 6” of the bearer do not have to take nerve tests at the end of the turn.)
Ripping Fangs: S: User AP: -1 D: 1
Krootox Fists: S: User AP: 0 D: 2
Sharp Beak & Talons: S: 5 AP: -1 D: 1 (Note: you may make only 2 attacks with this weapon per attack action)

Points Costs:

Kroot Warrior: 6
Kroot Shaper: 8
Kroot Hound: 5
Krootox Rider: 18
Kroot Knarloc Rider: 20

Kroot Rifle: 0
Photon Grenades: 0
Pulse Rifle: 1
Pulse Carbine: 1
Kroot Gun: 0
Kroot Bolt Thrower: 3

Hunting Knife: 1
Ritual Blade: 0
Ripping Fangs: 0
Krootox Fists: 0
Sharp Beak & Talons: 0

This message was edited 1 time. Last update was at 2018/09/08 21:53:32


 
   
Made in us
Yellin' Yoof on a Scooter




Eastern Sierra

These look pretty cool. My big critique concerns both of the rider units. At least until Rouge Trader comes out, there are only 2 units with more than 2 wounds. From the Warhammer Community site:
Nightmare Hulks - With Toughness 5, 4 Wounds and Disgustingly Resilient, Nightmare Hulks are among Kill Team’s most durable choices and work as brutally effective biological battering rams. If you’re looking for an elite kill team, three of these guys plus a Glitchling to make up the numbers is pretty deadly!

To me, it would seem three melee only models are going to nearly fill up 100 points. As for the two current units that do have more than 2 wounds, the Tyranid Warriors and Tyranid Lictor, they come in at 20 and 25 points not counting additional wargear.

I would consider a significant point increase on both unit choices to balance that out.

EDIT: Forgot to mention your Emergency Rations tactic. It is a better better version of Gritted Teeth for exactly the same cost. Something to think about.

This message was edited 1 time. Last update was at 2018/09/09 01:48:45


 
   
Made in us
Baby Krootling




North Carolina

I wasn't particularly worried about the Krootox at the time since it's only got a 6+ armor save and the Warriors/Lictors tend to have better stats, equipment & abilities in general, except the stock Kroot Gun & 5 toughness.

but the Knarloc I did realize was a bit of a beast and had concerns. I already had to cut down a little for the first draft (5+ armor instead of 4+ like the FW FAQ made it). Do you think removing a wound from the Knarloc Rider could fix the problem?

The Emergency Rations I did realize was more or less a copy of gritted teeth; I'll have to rework it from the ground up but defintiely keep the name (gotta keep the flavor)

Currently working on porting the rules of certain 40k factions to Kill Teams with unique Tactics & generation tables. Balancing the points are the tricky part, so suggest away! 
   
Made in us
Baby Krootling




North Carolina

Here are some changes I made based on facelyss' response.

Trail Rations: 1 CP (replacing Emergency Rations)
Choose a friendly Kroot model. Add 1” to its charge or Advance roll this phase.

Knarloc Riders: 22 (increased by 2)

Krootoxes no longer benefit from the Hyperactive Nymune Organ army rule since the profile is largely based off the Krootox's physical stats instead of its rider (can't have T:6 3-wound beasts that can suddenly get an extra S:6 D:2 attack.)

The Google document has been updated with these changes as of version 1.002

This message was edited 1 time. Last update was at 2018/09/10 03:31:58


 
   
 
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