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Kroot Killteam Rules (WiP)


TheTrans

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Hey Gang, 

 

Wanted and excuse to convert up and have a play around with some kroot models, and 40k is a big leap to go that way, so I figured I'd make a kill team for them (as its a blood travesty they don't have one).

Now this is just really a reskin of the Tyranid Kill Team as I thought they had the best stats and equipment to represent the hodge podge of stuff the Kroot have access to.

So looking for some feedback on the fluffyness of weapon names and adaptations etc.. also feel free to point out any mistakes or what not.

And if anyone wanted to jot the cheeky blurb.. or help with all the d10 generating info that'd be a massive help thanks!!

 

https://www.dropbox.com/s/x9mpbsrcqmyjp1q/Kroot%20Killteam%20V0.1.pdf?dl=0

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Okay one thing: You forgot to include most of your renamed Kroot weapons on the stats page.

 

However I'd go with a completely different approach anyway. Instead of re-skin for a different Kill Team which would ultimately be just a fancy document for your counts-as team.

I'd do it from scratch with the actual units we have available in the Codex.

  • An actual Kroot Shaper as Leader option. Why not use the model and Datasheet we already have instead of going the extra mile to give a different Kroot unit the Shaper keyword.
  • Kroot Carnivores with their proper stats (M7 WS3+ LD6 instead of M6 WS4+ LD5) with the actual Kroot rifles (Bolter with +1S in melee) for 5ppm instead of 4ppm
  • Krootox Riders with their proper stats (M7 S6 T5 W4 A2 LD6 Sv6+ instead of M6 S4 T4 W3 A3 LD9 Sv4+) with the actual Kroot gun and Kroot fists for 34ppm instead of 20ppm
  • Kroot Hounds with their proper stats (M12 WS3+ BS- instead of M8 WS4+ BS4+) with the actual Ripping fangs

The other unit variants you created I'd leave out completely since they simply don't exist in the Kroot range currently. I won't bother listing all the differences between the Tyranid special rules and the Kroot special rules and your counts-as Synapse is already there in the Kroot rules in form of the Shaper aura "Wisest of Their Kind" (tho I'd probably increase his LD to 8 and the range to 12" since LD7 and 6" is just too low for Kill team where each model is a separate unit).

 

Then we'd come to the actual interesting part of creating Tactics for the team and giving Specialism options to the units. I guess Scout, Veteran and Combat are a given for Kroot Carnivores and considering the Kroot gun on the Krootox Rider is just a Rapid fire 1 weapon I'd give a Krootox Rider Gunner the option for the Sniper Specialism additionally to the ones Kroot Carnivores have access to. Kroot Hounds with Scout and Combat as options.

More sophisticated Specialisms like Medic and Comms don't really fit in a Kroot team imo and they aren't known for being zealots either. Since there are no grenade or flamer options or multi-shot/heavy weapons I'd say Demolition and Heavy is out as well.

 

The real problem of a Kroot team would be that they all are super fraguile without huge damage output and low LD so Break tests will come soon and they WILL break your team. On the bright side you have a team full of 5p bolter and fast 4p WS3+ S3 AP-1 A2 melee units. So better overwhelm your opponent before he breaks you.

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