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Made in gb
Dakka Veteran




Kroot Carnivore Pack (Troops, Power Rating 2)
5-20 Kroot Carnivore: M 8"; WS 3+; BS 4+; S 4; T 3; W 1; A 1; Ld 6; Sv 6+
If this unit contains between 6 and 10 models, it has Power Rating 3. If this unit contains between 11 and 15 models, it has Power Rating 5. If this unit contains between 16 and 20 models, it has Power Rating 7. Every model is equipped with: hunting rifle; hunting pistol.

Wargear
Spoiler:
  • Hunting pistol: Range 6”; Type Pistol 1; Strength 4; AP 0; Damage 1; Abilities: Each time an attack is made with this weapon, the target does not receive the benefits of cover against that attack.
  • Hunting rifle (shooting): Before selecting targets, select one of the profiles below to make attacks with.
  • -- Pulse rounds: Range 24", Type Rapid Fire 1, Strength 4, AP 0, Damage 1, Abilities: -
  • -- Stalker rounds: Range 12", Type Assault 1, Strength 4, AP-1, Damage 2. Abilities: Each time you select a target for this weapon, you can ignore the Look Out, Sir rule.
  • Hunting rifle (melee): Range Melee; Type Melee; Strength User; AP -1; Damage 1; Abilities: Each time the bearer fights, if it made a charge move or performed a Heroic Intervention this turn, or if it is on or within a terrain feature, it makes 1 additional attack with this weapon.

  • Abilities
  • Fieldcraft: Each time a ranged attack is allocated to a model in this unit while it is receiving the benefits of cover, that model has a 5+ invulnerable save.
  • Stealthy Hunters: At the start of the first battle round, before the first turn begins, this unit can make a Normal Move as if it were your Movement phase. This unit must end that move more than 9" away from any enemy models. If both players have units that can do this, the player who is taking the first turn moves their units first.

  • Keywords
  • Faction: T’AU EMPIRE, KROOT MERCENARIES, <KINDRED>
  • Keywords: INFANTRY, KROOT CARNIVORE PACK

  • Points Costs
    Spoiler:
  • Kroot Carnivore: 7 points

  • Kroot Hound Pack (Fast Attack, Power Rating 1)
    4-16 Kroot Hound: M 12"; WS 3+; BS –; S 4; T 3; W 1; A 2; Ld 5; Sv 6+
    If this unit contains between 5 and 8 models, it has Power Rating 2. If this unit contains between 9 and 12 models, it has Power Rating 3. If this unit contains between 13 and 16 models, it has Power Rating 4. Every model is equipped with: ripping beak.

    Wargear
    Spoiler:
  • Ripping beak: Range Melee; Type Melee; Strength User; AP -1; Damage 1; Abilities: Each time an attack is made with this weapon against an enemy unit (excluding VEHICLE or TITANIC units), on an unmodified wound roll of 6, that attack has a Damage characteristic of 2.

  • Abilities
  • Fieldcraft: Each time a ranged attack is allocated to a model in this unit while it is receiving the benefits of cover, that model has a 5+ invulnerable save.
  • Voracious Predators: In your Charge phase:
  • -- While this unit is within 3" of a friendly <KINDRED> KROOT CARNIVORE PACK unit, it is eligible to declare a charge in a turn in which it Advanced or Fell Back.
  • -- Each time this unit declares a charge against an enemy unit that is below its Starting Strength, you can re-roll the charge roll.
  • Pack Followers: If your army is Battle-forged, you cannot include more <KINDRED> KROOT HOUND PACK units in each Detachment than there are <KINDRED> KROOT CARNIVORE PACK units.

  • Keywords
  • Faction: T’AU EMPIRE, KROOT MERCENARIES, <KINDRED>
  • Keywords: BEASTS, KROOT HOUND PACK

  • Points Costs
    Spoiler:
  • Kroot Hound: 6 points

  • Krootox Rider Pack (Heavy Support, Power Rating 2)
    1-6 Krootox Rider: M 8"; WS 3+; BS 4+; S 6; T 5; W 4; A 2; Ld 6; Sv 6+
    If this unit contains between 3 and 4 models, it has Power Rating 5. If this unit contains between 5 and 6 models, it has Power Rating 8. Every model is equipped with: big game rifle; smashing fists.

    Wargear
    Spoiler:

  • Big game rifle: Before selecting targets, select one of the profiles below to make attacks with.
  • -- Pulse rounds: Range 48", Type Rapid Fire 1, Strength 7, AP -1, Damage 2, Abilities: -
  • -- Tracker rounds: Range 36", Type Assault 1, Strength 5, AP-1, Damage 2. Abilities: -

  • Smashing fists: Range Melee; Type Melee; Strength User; AP 0; Damage 2; Abilities: When resolving an attack made with this weapon, if the bearer made a charge move or performed a Heroic Intervention this turn, or if it is on or within a terrain feature, that attack has an Armour Penetration characteristic of -2.

  • Abilities
  • Fieldcraft: Each time a ranged attack is allocated to a model in this unit while it is receiving the benefits of cover, that model has a 5+ invulnerable save.
  • Agile Brutes: In your Movement phase:
  • -- Each time this unit Advances, do not make an Advance roll. Instead, until the end of the phase, add 6" to the Move characteristic of models in this unit.
  • -- Models in this unit can move through the walls, girders, chains and foliage of terrain features with the Breachable terrain trait without impediment.
  • Pack Followers: If your army is Battle-forged, you cannot include more <KINDRED> KROOTOX RIDER PACK units in each Detachment than there are <KINDRED> KROOT CARNIVORE PACK units.

  • Keywords
  • Faction: T’AU EMPIRE, KROOT MERCENARIES, <KINDRED>
  • Keywords: MONSTER, KROOTOX RIDER PACK

  • Points Costs
    Spoiler:
  • Krootox Rider: 30 points

  • Kroot Stalker (Elite, Power Rating 2)
    1 Kroot Stalker: M 8"; WS 3+; BS 2+; S 4; T 3; W 4; A 3; Ld 7; Sv 6+
    This model is equipped with: hunting rifle; hunting pistol; booby traps.
    Wargear
    Spoiler:
  • Hunting pistol: Range 6”; Type Pistol 1; Strength 4; AP 0; Damage 1; Abilities: Each time an attack is made with this weapon, the target does not receive the benefits of cover against that attack.
  • Hunting rifle (shooting): Before selecting targets, select one of the profiles below to make attacks with.
  • -- Pulse rounds: Range 24", Type Rapid Fire 1, Strength 4, AP 0, Damage 1, Abilities: -
  • -- Stalker rounds: Range 12", Type Assault 1, Strength 4, AP-1, Damage 2. Abilities: Each time you select a target for this weapon, you can ignore the Look Out, Sir rule.
  • Hunting rifle (melee): Range Melee; Type Melee; Strength User; AP -1; Damage 1; Abilities: Each time the bearer fights, if it made a charge move or performed a Heroic Intervention this turn, or if it is on or within a terrain feature, it makes 1 additional attack with this weapon.

  • Booby traps: Once per battle, at the end of the Charge phase, the bearer can use its booby traps. If it does, select one enemy unit within Engagement Range of the bearer that made a charge move or performed a Heroic Intervention this turn and roll three D6s: for each roll of 4+, that enemy unit suffers 1 mortal wound. If the bearer is on or within a terrain feature, add 2 to the roll.

  • Abilities
  • Evolved Fieldcraft: Each time a ranged attack is allocated to this model while it is receiving the benefits of cover, it has a 4+ invulnerable save. Each time an attack is allocated to this model while it is on or within a terrain piece, it has a 5+ invulnerable save.
  • Stealthy Tracker: During deployment, you can set up this unit in ambush instead of setting it up on the battlefield. If you do so, then in the Reinforcements step of one of your Movement phases, you can set up this unit anywhere on the battlefield that is more than 9" away from any enemy models.
  • Kroothawk Totem: In your Shooting phase, each time this unit is selected to shoot, if this unit was set up or Remained Stationary in your previous Movement phase, it can shoot twice this phase.
  • Prepare Traps: This model can attempt the following action: ‘Prepare Traps (Action): At the end of your Movement phase, any number of KROOT STALKER models from your army that have used their booby traps can start to perform this action. The action is completed at the end of your turn. When it is completed, that KROOT STALKER model regains its booby traps.’.

  • Keywords
  • Faction: T’AU EMPIRE, KROOT MERCENARIES, <KINDRED>
  • Keywords: CHARACTER, INFANTRY, KROOT STALKER

  • Points Costs
    Spoiler:
  • Kroot Stalker: 40 points

  • Kroot Shaper (HQ, Power Rating 2)
    1 Kroot Shaper: M 8"; WS 3+; BS 3+; S 4; T 3; W 5; A 3; Ld 8; Sv 6+
    This model is equipped with: hunting rifle; hunting pistol; ritual blade.
    Wargear
    Spoiler:
  • Hunting pistol: Range 6”; Type Pistol 1; Strength 4; AP 0; Damage 1; Abilities: Each time an attack is made with this weapon, the target does not receive the benefits of cover against that attack.
  • Hunting rifle (shooting): Before selecting targets, select one of the profiles below to make attacks with.
  • -- Pulse rounds: Range 24", Type Rapid Fire 1, Strength 4, AP 0, Damage 1, Abilities: -
  • -- Stalker rounds: Range 12", Type Assault 1, Strength 4, AP-1, Damage 2. Abilities: Each time you select a target for this weapon, you can ignore the Look Out, Sir rule.
  • Pulse rifle: Range 30”; Type Rapid Fire 1; Strength 5; AP 0; Damage 1; Abilities: -[/list]
  • Hunting rifle (melee): Range Melee; Type Melee; Strength User; AP -1; Damage 1; Abilities: Each time the bearer fights, if it made a charge move or performed a Heroic Intervention this turn, or if it is on or within a terrain feature, it makes 1 additional attack with this weapon.
  • Ritual blade: Range Melee; Type Melee; Strength User; AP 0; Damage 2; Abilities: If any models are destroyed by this weapon, until the end of the battle, each time the bearer attempts a shaping, add 1 to the roll to see if its effects last until the end of the game.[/list]

    Wargear Options
  • This model's hunting rifle can be replaced with 1 pulse rifle.

  • Abilities
  • Fieldcraft: Each time a ranged attack is allocated to a model in this unit while it is receiving the benefits of cover, that model has a 5+ invulnerable save.
  • Wisest of their Kind (Aura): While a friendly <KINDRED> unit is within 6" of this model, that unit gains the CORE keyword, and models in that unit can use this model’s Leadership characteristic instead of their own.
  • Shaper Council: If your army is Battle-forged, then for each KROOT SHAPER unit included in a Detachment, a second KROOT SHAPER unit can be included in that Detachment without taking up an additional Battlefield Role slot.

  • Priest
    This model knows the Crimson Talon and one other shaping from the Shapings of Form. In your Command phase, if this model is on the battlefield, it can enact one shaping it knows. Each enacted shaping takes effect until the start of your next Command phase, and if it has not already been enacted by a friendly model this turn, roll one D6: on a 3+, that shaping's effects last until the end of the game.
    Keywords
  • Faction: T’AU EMPIRE, KROOT MERCENARIES, <KINDRED>
  • Keywords: CHARACTER, INFANTRY, PRIEST, KROOT SHAPER

  • Points Costs
    Spoiler:
  • Kroot Shaper: 30 points


  • Shapings of Form
    All KROOT SHAPERS know the Crimson Talon (see below). In addition, before the battle, generate the additional shapings for PRIEST models from your army that know shapings from the Shapings of Form using the table below. You can either roll one D6 to generate each shaping randomly (re-rolling duplicate results), or you can select which shapings the priest knows.

    When a PRIEST unit from your army enacts a shaping, replace all instances of the <KINDRED> keyword on that shaping (if any) with the name of the Kindred that your PRIEST is drawn from. Each <KINDRED> unit can only be affected by one shaping at a time; the latest shaping replaces any previous shaping.
    Spoiler:
  • Crimson Talon: If this shaping is being enacted, select one friendly <KINDRED> unit within 6" of this PRIEST. Each time a model in that unit makes an attack, re-roll a wound roll of 1.

  • 1 – Ebon Fury: If this shaping is being enacted, select one friendly <KINDRED> unit within 6" of this PRIEST. Add 1 to the Attacks characteristic of models in that unit.
  • 2 – Sapphire Vision: If this shaping is being enacted, select one friendly <KINDRED> unit within 6" of this PRIEST. Each time a model in that unit makes a ranged attack, add 1 to that attack’s hit roll.
  • 3 – Midnight Hide: If this shaping is being enacted, select one friendly <KINDRED> unit within 6" of this PRIEST. Each time a ranged attack targets that unit, it is treated as having the benefits of Dense Cover against that attack.
  • 4 – Pale Wisdom: If this shaping is being enacted, select one friendly <KINDRED> unit within 6" of this PRIEST. That unit and the models it contains are not affected by any psychic power manifested by enemy units, and that unit can attempt to deny one psychic power in your opponent's Psychic phase, as if it were a PSYKER.
  • 5 – Sunset Haste: If this shaping is being enacted, select one friendly <KINDRED> unit within 6" of this PRIEST. Add 2 to charge rolls for this unit. Each time a model in that unit makes a pile in or consolidation move, it can move up to 6" instead of 3".
  • 6 – Emerald Vitality: If this shaping is being enacted, select one friendly <KINDRED> unit within 6" of this PRIEST. Add 1 to the Strength and Toughness characteristics of that unit.
  •    
    Made in gb
    Lord of the Fleet






    London

    I would give regular Kroot 2A basic, and maybe reduce the Stalker rounds to D1. D2 seems a bit much on a possible 20 sniper shots.

    I like the new units and the Priest ability, although I'm wondering if there should be an innate "pre-game Deep Strike" ability, representing them setting up an ambush, I don't get that impression from a pre-game move.
       
    Made in gb
    Dakka Veteran




     Valkyrie wrote:
    I would give regular Kroot 2A basic, and maybe reduce the Stalker rounds to D1. D2 seems a bit much on a possible 20 sniper shots.
    An alternative I considered was 2A base, with +1AP under the same conditions. That's quite a bit stronger as a baseline, though. Or do you mean 2A base and also keep the -1AP and the conditional +1A? That'd be a lot of melee power for a unit where I'm trying to keep costs relatively low...

    Stalker rounds are strong, but bear in mind they're only 12" in range. With a Normal Move that's an effective 20" threat radius, at which point just charging the thing is likely more effective. They're also a sniper weapon that hits on a 4+ without mortal wounds; 20 shots on 20 Kroot means 10 hits (assuming no modifiers). Against, say, a Tech-Priest Manipulus, that's 5 wounds, 1.66 unsaved wounds, for 3.33 damage. 140 points to half-kill a 70-point character within 12". 20 Kabalites with no special weapons would do 2.22 damage just with Splinter Rifles, if they could bypass Look Out, Sir!.

    Stalker rounds aren't really reliable, but they're still scary and disruptive enough to be a threat and influence the enemy, which is really what I'm aiming for with these Kroot; they're weak enough to be relatively cheap, and therefore cheap enough to play loose with, but they can be scary obstacles under the right circumstances; in terrain, with a Heroic Intervention Stratagem, if you get too close with a valuable character, etc. I tried to avoid making them combat beasts, etc, because they're meant to tie into Tau combined forces; they're the guys you send in to mess things up and get in the way of the enemy, while your Tau forces redeploy and regroup.

    An earlier draft actually gave them Heroic Intervention as a basic ability, as a parallel to For The Greater Good. I'd actually like to see almost every Tau unit have an aura ability of that sort, to encourage that kind of support and careful overlapping; For The Greater Good is an obvious one, but also things like allowing an ally to shoot and fall back so long as you stay in combat, or letting allies Advance-and-shoot so long as you Remained Stationary and they ended the move within 3" of you.

     Valkyrie wrote:

    I like the new units and the Priest ability, although I'm wondering if there should be an innate "pre-game Deep Strike" ability, representing them setting up an ambush, I don't get that impression from a pre-game move.
    At 8" move it's probbbably fine? It's kind of inconsistent which units get "free move" and which ones get "deploy anywhere", but most of the time a free move 8" from your deployment zone is barely different from being set up anywhere more than 9" from the enemy.

    The Stalker is just a generic Dayhak Grekh; AdMech got Daedalosus, Sisters got Taddeus and Vorne, so I imagine Tau will get Grekh.

    This message was edited 2 times. Last update was at 2021/06/25 18:10:32


     
       
    Made in us
    Fixture of Dakka





    Gotta love those kroot! Nothing looks broken to me, but a few things did stand out:

    *Stalker rounds did have me worried until I saw they're only 12" range. They can still be scary coming out of deepstrike; you can outflank a bunch of kroot for cheap. But it's probably fine.

    -- While this unit is within 3" of a friendly <KINDRED> KROOT CARNIVORE PACK unit, it is eligible to declare a charge in a turn in which it Advanced or Fell Back.

    * So the advance + charge part of this ability feels a little awkwardly anti-synergistic with the other kroot units. Your carnivores and krootox riders don't necessarily want to give up their rapidfire shot profiles to advance, but the hounds stand a good chance of outpacing the other kroot if they make the most of their movement stat. Granted, this is mitigated somewhat by the pregame move from Stealthy Hunters, but that weirdly makes you telegraph your punches with your ambushing chicken men. Not a big deal, but felt worth pointing out.

    Big game rifle: Before selecting targets, select one of the profiles below to make attacks with.
    -- Pulse rounds: Range 48", Type Rapid Fire 1, Strength 7, AP -1, Damage 2, Abilities: -
    -- Tracker rounds: Range 36", Type Assault 1, Strength 5, AP-1, Damage 2. Abilities: -

    * I'm not sure why I'd ever use the Tracker Rounds abilitiy unless I just really wanted to keep up with some kroot hounds or something. Taking -1 to-hit and only firing half the shots seems like a pretty rough trade for an advance roll on a unit that can't be screened by the other kroot anyway.

    * Feels like these guys should maybe be cavalry rather than "Monsters" .
    * The issue that I see on paper for these guys is that they're just so easy to kill since they can't be screened. I feel like they might make more sense as 1 per X heavy weapon upgrade for carnivore squads (isn't that how they used to work?) or as characters or simply as a unit that benefits from LoSir! when near carnivores.

    * I know you're adapting a named character, but I don't quite get the kroot stalker. He has a shoot twice rule, but none of his guns are scary enough to seem worth the time of resolving the extra attacks. His booby traps are neat, but they only trigger if the enemy chooses to charge a very non-threatening character. So unless you happen to be playing against a bunch of melee units that spent a lot of points on defenses that are ignored by the mines. The idea of a kroot sniper/sapper is cool. How about making the booby traps a bit more similar to intercessor mines? As in a token that gets laid down and goes off any time an enemy gets too close. So you'd spend all game using an action to lay mines, and then have him nope off and try to sneakily score points once the enemy gets too close. If you gave him stealthy hunters, this could make taking a mid-field objective from a bunch of carnivores and their stalker buddies more expensive than your opponent expected.

    Conceptually, you could probably justify a really expensive and killy version of this guy comparable to an imperial assassin, but that would be mechanically very different from what you seem to be going for.

    Wisest of their Kind (Aura): While a friendly <KINDRED> unit is within 6" of this model, that unit gains the CORE keyword, and models in that unit can use this model’s Leadership characteristic instead of their own.
    Shaper Council: If your army is Battle-forged, then for each KROOT SHAPER unit included in a Detachment, a second KROOT SHAPER unit can be included in that Detachment without taking up an additional Battlefield Role slot.

    I'm unclear on what you're going for with these abilities. What's the point of making a unit CORE? Does it let them benefit from some stratagems that are currently restricted to tau (the species) units? Not sure what the advantage of taking extra shapers is. Are tau generally tight on HQ slots? I'd be slightly surprised given the restrictions on commanders.

    Crimson Talon: If this shaping is being enacted, select one friendly <KINDRED> unit within 6" of this PRIEST. Each time a model in that unit makes an attack, re-roll a wound roll of 1.

    1 – Ebon Fury: If this shaping is being enacted, select one friendly <KINDRED> unit within 6" of this PRIEST. Add 1 to the Attacks characteristic of models in that unit.
    2 – Sapphire Vision: If this shaping is being enacted, select one friendly <KINDRED> unit within 6" of this PRIEST. Each time a model in that unit makes a ranged attack, add 1 to that attack’s hit roll.
    3 – Midnight Hide: If this shaping is being enacted, select one friendly <KINDRED> unit within 6" of this PRIEST. Each time a ranged attack targets that unit, it is treated as having the benefits of Dense Cover against that attack.
    4 – Pale Wisdom: If this shaping is being enacted, select one friendly <KINDRED> unit within 6" of this PRIEST. That unit and the models it contains are not affected by any psychic power manifested by enemy units, and that unit can attempt to deny one psychic power in your opponent's Psychic phase, as if it were a PSYKER.
    5 – Sunset Haste: If this shaping is being enacted, select one friendly <KINDRED> unit within 6" of this PRIEST. Add 2 to charge rolls for this unit. Each time a model in that unit makes a pile in or consolidation move, it can move up to 6" instead of 3".
    6 – Emerald Vitality: If this shaping is being enacted, select one friendly <KINDRED> unit within 6" of this PRIEST. Add 1 to the Strength and Toughness characteristics of that unit.

    * This seems to do that thing where a bunch of options all do more or less the same thing meaning that some of these options are probably statistically "traps" that are outperformed by one of the other options. I haven't crunched the numbers, but Emerald Vitality makes Kroot more stabby just like Crimson Talon and Ebon Fury. It only helps agains targets that are T4, T5, T8 and T9, but it makes them more stabby while also granting a significant defensive buff. So if I'm facing a T4 army, I'm probably just going to always take Emerald Vitality over Crimson Talon or Ebon Fury unless the math works out such that +1 Attacks or Rerolling to-wound rolls of 1 are sufficiently more killy vs T4 targets to warrant giving up the +1Toughness.

    And then competition is even tougher between Crimson Talon and Ebon Fury where they both provide only an offensive buff and provide it against all targets. I'm guessing that one of them is statistically better than the other against either all or almost all targets. So basically, a hypothetical tau player is likely to math out the scenarios in which those three shapings are most optimal and then always ignore the 1 or 2 of the 3 that are suboptimal.

    * Seems a bit weird that you are potentially gaining and losing the shaping benefits every turn. My understanding is that these physical changes are significant, semi-permanent, and probably kind of physically exhausting. Like, if I keep losing sapphire vision every turn, does that mean that the physical structure of my eyes keeps shifting back and forth? Maybe shapings would make more sense as a bonus you choose pregame (similar to wych combat drugs) and have the option to change the benefits after killing an enemy in melee via a stratagem (possibly tying the benefits you can have to various playable races; so killing an ork unit in melee lets you change your benefits to Emerald Vitality or add Emerald Vitality onto you rother benefits.) I get that you're going for a war hymn/invocation style of rule, but I'm not sure the fluff fits the crunch here. Heck, the fluff/crunch for those rules is a bit off too. (Think about how quickly a marine's zealotry seems to grow and fade over the course of a few seconds with those rules.)


    ATTENTION
    . Psychic tests are unfluffy. Your longing for AV is understandable but misguided. Your chapter doesn't need a separate codex. Doctrines should go away. Being a "troop" means nothing. This has been a cranky service announcement. You may now resume your regularly scheduled arguing.
     
       
    Made in au
    Longtime Dakkanaut




    I think this is a bit more reasonable.

    https://www.dakkadakka.com/dakkaforum/posts/list/798836.page

    Honestly, I think Kroot are just below the line of okay. Personally, all I think they need is:

    - Reduced to 5 points base. This alone is actually huge, compare them to say a Guardsmen. The Kroot get 1 extra inch of Movement, WS3+, an S4 ranged weapon and melee attack, as well as a pregame move. At the cost of no detachment buffs, and a worse save.
    - A Kroot Shaper should give a morale reroll rather than using their Ld. Simply because you can use an Ethereal for their Ld aura anyway.

    Those 2 things alone would probably make them viable. Not overpowered but at least a decent choice.

    This message was edited 3 times. Last update was at 2021/06/27 07:39:24


     
       
    Made in gb
    Dakka Veteran




    The linked version gives Kroot +1AP, +1A, +1AP, Combat Drugs, and a 6+ FNP.

    The version posted here gives Kroot +1M, +1AP, +1A on the charge, a 5+ invulnerable in cover, and a boost when shooting at close range. It's less dangerous in melee, less tough in melee, and less tough at range in most situations. In return, it can snipe, badly, at characters within 12".
       
    Made in au
    Longtime Dakkanaut




    The version posted here gives Kroot +1M, +1AP, +1A on the charge, a 5+ invulnerable in cover, and a boost when shooting at close range. It's less dangerous in melee, less tough in melee, and less tough at range in most situations. In return, it can snipe, badly, at characters within 12".


    You've given them pistols which is an indirect buff to their melee potential.

    These "bad" snipers have a 8 inch pre-game move. Then an 8 inch move. That's a 28 inch threat range, and they can advance if they need to (obviously that affects the damage potential though). They're also better snipers than Ratlings or Scout Marines because every unsaved wound is 2 damage.

    They're better at killing marines than Firewarriors with shooting alone. A squad of 20 will hit with 10, wound with 5, then the marine player will save 2 - 3. That's at least 2 dead marines, 3 if you're lucky, or 4 - 6 wounds on a T4/3+ armour character. 15 Firewarriors would shoot with 30, hit with 15, wound with 10, then the marine player will save 6-7. If they save 6 you got lucky and killed 2 marines.

    That also doesn't factor in any other buffs. Such as Shapers or markerlights.

    This message was edited 1 time. Last update was at 2021/06/28 03:54:56


     
       
    Made in gb
    Dakka Veteran




    Jarms48 wrote:
    The version posted here gives Kroot +1M, +1AP, +1A on the charge, a 5+ invulnerable in cover, and a boost when shooting at close range. It's less dangerous in melee, less tough in melee, and less tough at range in most situations. In return, it can snipe, badly, at characters within 12".


    Jarms48 wrote:

    You've given them pistols which is an indirect buff to their melee potential.
    Sure, after the first round of combat, at which point they're on 1A WS3+ S4 AP-1... and 1A BS4+ S4 AP0. As opposed to the other version, which is 2A WS3+ S4 AP-1 the whole time.

    Jarms48 wrote:

    These "bad" snipers have a 8 inch pre-game move. Then an 8 inch move. That's a 28 inch threat range, and they can advance if they need to (obviously that affects the damage potential though). They're also better snipers than Ratlings or Scout Marines because every unsaved wound is 2 damage.
    Shot for shot, no they're not; against a Marine Captain, the Scouts are landing 0.66 hits per shot, 0.27 wounds per shot, while Kroot are landing 0.25 wounds per shot at a third of the range. Kroot go up against squishier models, relatively, and down against tougher ones.
       
    Made in gb
    Longtime Dakkanaut





    If it were up to me, I’d give Kroot +1 S and +1 A across the board , so S4 and A2 baseline for normal kroot, and adjust shapers, kroot hounds etc accordingly. (If S5 is too much in melee, consider removing the +1 S from the kroot rifle in melee and give it AP-1 instead) it does seem to be the direction the rules are going to give AP -1 to more and more melee weapons after all.

    They wouldn’t become close combat monsters all of a sudden, but they would become pretty decent.

    This message was edited 1 time. Last update was at 2021/06/28 04:45:10


     
       
     
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