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Made in gb
Dakka Veteran




For those not familiar, Kroot got their own Kill Team in January's White Dwarf. Unfortunately, despite being in-theory well-suited to the game, they're obnoxiously bad. The core problems being:
  • Kroot are more expensive than Guardsmen, with a worse Save, no Orders, worse Leadership, and no Special Weapons. On average they're easier to kill and don't hit as hard.
  • Kroot Hounds are limited to four models, and are also Toughness 3 with a 6+ save.
  • The only attack above S4, D1 is available to the Krootox, whose gun and fists still don't break AP-1. Unfortunately, it's limited to one model, and is the most expensive model in Kill Team.
  • Our guns (all two of them) are all Rapid Fire, which means a number of Specialists offer Advancements that have no benefit to us (Heavy, Demo are the only unavoidable ones).
  • Fairly lacklustre Stratagems and no special abilities.


  • In a way, this was inevitable; Kill Team thrives on customization, Kroot have old models with no customization options, Games Workshop does not offer options that aren't available in the box. Nevertheless, I

  • Kroot Carnivores need a defensive ability and access to special weapons, without changing their models.
  • Therefore, give them all Fieldcraft (extra -1 to hit when obscured) at no points increase. Dayakh Grekh has it, and 40k Kroot have a Stealthy Hunters rule that vanished for Kill Team.
  • To deal with the lack of Assault/Heavy for Specialists, give them access to two mutually exclusive 1pt upgrades: the Surefoot Charm turns their kroot rifle into an Assault weapon on advance, and the Hawkeye Charm removes the long range penalty from their kroot rifle, like a sniper. No need for conversions; just add facepaint or use existing kroot bits.
  • To deal with the need for special weapons, offer unit upgrades. Kroot Tracker is a one-per-team 1pt upgrade that offers an extra pip of Leadership, a Comms specialty, and an Auspex ability. Kroot Fighter is a two-per-team 1pt upgrade that offers an extra Attack. And Kroot Gunner is a two-per-team 0pt upgrade. No need for new models on these!
  • Kroot Hounds get Fieldcraft and change the limit from 4 to "1 per Carnivore". They could also do with a corrosive vomit grenade option, with high AP and low Strength to help soften armoured units. That's not strictly necessary, however.
  • This allows us to bump the Krootox limit from 1 to 2; on paper the thing's no more powerful than a Lictor or kitted-up Warrior, neither of whom are limited, and it's also our only source of (relatively) Heavy weaponry.
  • Fieldcraft might be a bit much for the Krootox, but the Lictor gets away with it... however, my main recommendation would be the addition of a Mounted Gun rule: Advancing turns its kroot gun into Assault 1. Now it can actually use its Agile Brute rule as well as the Heavy advance.
  • Speaking of specialists; give Comms (spotter hound), Zealot (bad dog), and Veteran (stress dog) to Kroot Hounds, Sniper to krootox, and everything (except Heavy, if you like) to the Carnivores.


  • We can't offer new guns (despite Kill Team being all about personalization and conversions...), but Deathwatch provides a solution: special ammo! Kroot are ingenious and self-reliant scavengers, certain to have adapted weapons technology from across the galaxy. There's no need to replace the kroot rifle when we can just modify it.
  • Pech Hunting Sights adds the "mortal wound on 6s" sniper effect to the kroot rifle.
  • Depleted Pulse Rounds adds +2S/-2AP for a discount plasma gun (or maybe +1S/AP, +2 at close range?).
  • Scatterquill Shot turns the gun into Rapid Fire D3 and autohits at close range, giving you a discount flamer.
  • Impact Canisters modify the melee profile of the rifle for +2S/AP/D on the charge, for a variant Guard-level power fist that relies on Kroot mobility.
  • Price these all at about 1-2pts, available Tracker/Fighter/Gunner, and you've got a basic special weapons suite with no need for new models.
  • You could do the same with the Krootox's kroot gun, but it's not really necessary, so we'll leave it for it now.


  • Still needs tweaked Tactics, but how does this look to you? Workable?

    This message was edited 2 times. Last update was at 2019/05/21 10:11:52


     
       
     
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