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7/29/2019 Kroot Kindreds v1-1
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KROOT KINDREDSVersion 1.1 by Rob Henson
The Kroot are a unique race of xenos originating from the world of Pech, located within the Ultima Segmentum
and absorbed into the Tau Empire. The Kroot are a relatively primitive race operating in tribes known as Kindreds
and living in the most basic of buildings constructed from animal hides and located high in the treetops of the
sprawling jungles of Pech. While most Kroot are seen fighting alongside Tau armies they also operate separately
either working as a large kindred towards their own goals or working as mercenaries for the highest bidder. While
they are uncommon in the Imperium and generally frowned upon by the Inquisition it is not unknown for some
more radical Inquisitors to employ single Kroot for their impressive field craft abilities.
The primitive tribal nature of the Kroot mean that they
tend to follow a similar social system to that which is
witnessed on a number of the feral worlds located within
the Imperium. Kroot are led by a group of older
members of their society known as shapers who have an
instinctive understanding of the species and combat, as
well as having a better understanding of other species
and diplomacy. All members of Kroot society are
expected to hunt and fight when the time comes,
including the females who are hard to distinguish from
the males.
One prominent practice of the Kroot which tends to be
looked down upon by other civilizations particularly that
of the Tau is the act of cannibalism they perform on their
victims after combat, eating the flesh of the dead to
grow stronger.
SPECIAL RULES
Outlaws: Kroot kindreds are Outlaws; they may not pay
off their Outlaw status.
Hired Guns: Kroot kindreds may hire Underhive Scum
and Outlaw Hired Guns.
Territory: Kroot kindreds are an Outlaw gang and follow
the rules for Outlaws. Only Kroot Carnivores may work
territory.
Capture: Kroot may not ransom prisoners but may still
exchange them, anyone unfortunate to be captured by a
Kroot kindred will be killed and eaten unless they are
rescued or exchanged.
Leadership: Disputes are always resolved in close
combat. Only Kroot Carnivores may challenge for
leadership.
Eaters of the Dead: Every time a kindred member is
killed, or an enemy fighter is killed by the kindred, all
members of the kindred gain +D6 experience (roll oncefor the entire kindred).
Tyranids, Chaos Worshipers and non-biological enemies
do not grant any bonus experience. There are some
things even the Kroot wont eat.
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The Kroot are a unique species when it comes to their
evolution, as they evolve in a way which has never been
documented before. Rather than an evolution which
occurs through random mutation and takes many
millennia to fully realize the results, the Kroot are able to
absorb DNA through their highly advanced digestive
system.
This explains the cannibalistic practices of the Kroot as
well as the important role the Shapers play in controlling
which foods a kindred will choose to eat, allowing them
to carefully construct a more powerful group of hunters
as the generations progress.
As a result of this, individual kindreds can vary greatly
from each other although there are a number of traits
which have become heavily ingrained into the Kroot DNA
and are common amongst all Kroot as well as a number
of other species located on Pech, believed to be Krootwho have reached a genetic dead end.
Path of the Kindred
Each kindred will follow one of several evolutionary
paths in order to grow stronger. The starting path for any
kindred is that of the Carnivore. At the end of every third
game that the kindred play it must select a new path.
While following an evolutionary path, any Kroot
Carnivores or Beastmasters that are recruited by the
kindred will gain the traits listed by that path.
Path of the Carnivore: This is the starting path for any
kindred.
While following this path, any Kroot Carnivores or
Beastmasters that are recruited gain +1 Strength. Kroot
of this path may choose Muscle skills.
Path of the Chameleon: While following this path, anyKroot Carnivores or Beastmasters that are recruited gain
the Infiltration skill. Kroot of this path may choose
Stealth skills.
Path of the Vulture: While following this path, any Kroot
Carnivores or Beastmasters that are recruited gain the
Leap skill. Kroot of this path may choose Agility skills.
Path of the Hunter: While following this path, any Kroot
Carnivores or Beastmasters that are recruited gain +1
Weapon Skill. Kroot of this path may choose Shootingskills.
Path of Green Blood
Special: This path may only be chosen if the kindred
killed and consumed an Ork within the last three games.
While following this path, any Kroot Carnivores or
Beastmasters that are recruited gain +1 Toughness.
Kroot of this path may choose Muscle skills.
Path of the WitchSpecial: This path may only be chosen if the kindred
killed and consumed an Eldar within the last three
games.
While following this path, any Kroot Carnivores or
Beastmasters that are recruited have a random minor
wyrd power. Kroot of this path may choose to roll for
additional wyrd minor powers instead of skills.
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Recruiting Your KindredYou have 1,000 credits to spend on recruiting and arming
your kindred within the following guidelines.
Minimum 3 Fighters: the kindred must have at leastthree models.
Shaper: Your kindred must include one. Beastmaster: Your kindred may include up to three. Kroot Carnivores: You can include as many Kroot
Carnivores as you can afford.
Beasts of War: Your kindred may have up to eightbeasts, Krootox and Knarlocs count as three beasts.
ShaperCost to Recruit: 120 Credits
The Kroot Shapers are the military and spiritual leaders
of the Kroot. Shapers ensure the Kroot inherit only the
good traits and that they do not reach an evolutionarydead end
M WS BS S T W I A LD
4 4 4 3 3 1 4 1 8
Weapons: The Shaper may be armed with weapons
chosen from the Hand-to-Hand, Pistols, Basic, Special
and Extras lists.
Leader: The Shaper has the leader skill.
Path of the Kindred: The first Kroot Shaper recruited by
the kindred follows the Path of the Carnivore (see
above).
CarnivoresCost to Recruit: 50 Credits
The Kroot Carnivores are the basic infantry for the Kroot,
they have the ability to absorb characteristic traits from
the food or remains of any enemy they consume.
M WS BS S T W I A LD
4 3 3 3 3 1 3 1 7
Weapons: Kroot Carnivores may be armed with weapons
chosen from the Hand-to-Hand, Pistols, Basic and Extras
lists.
Path of the Kindred: Kroot Carnivores follow the path of
the kindred (see above).
BeastmasterCost to Recruit: 60 Credits
Kroot Beastmasters tend to the Kroot-based life forms
that accompany the kindred. The most common of these
is the Kroot Hound, but several other species are not
uncommon amongst them.
In battle they lead these beasts of war, herding them
forwards to attack their enemies, and occasionally as
riders for some of the larger creatures.
M WS BS S T W I A LD
4 3 3 3 3 1 3 1 7
Weapons: Kroot Beastmasters may be armed with
weapons chosen from the Hand-to-Hand, Pistols, Basic
and Extras lists.
Path of the Kindred: Kroot Beastmasters follow the path
of the kindred (see above).
Beast Handler: This model may be the handler for up to
two Kroot Hounds, one Krootox, or one Knarloc.
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Beasts of WarThe following creatures are all classes as Beasts. Beasts
never gain experience and may not be given any
weapons or equipment.
Should a Beast be taken out of action do not roll on the
Serious Injury table. Instead roll a D6 adding +1 if thehandler did not go out of action. On a 1-2 the Beast has
been killed, but on a 3+ he somehow survives!
Handler: This beast models must be assigned a
Beastmaster handler. Beasts may use their handlers
leadership if he is within 6" of them.
The beast is always deployed alongside its handler. It
does not count as a gang member in situations where
only a limited number of fighters may be used.
Except for when charging, the beast must remain within
18" of its handler. If the beast starts the turn more than
18" from its handler then he must immediately attempt
to get back to within 18" of the handler. If the beast is
engaged in hand-to-hand combat then the combat is
completed first.
If there are no handlers available the beast cannot take
part in the game.
Kroot HoundsCost to Recruit: 25 Credits
The Kroot Hound is an evolutionary dead end of the
Kroot. They are quadruped pack hunters. They are often
utilized by the Kroot for hunting and in war.
M WS BS S T W I A LD
6 4 - 4 3 1 3 1 4
Weapons: Teeth!
Frenzy: Kroot Hounds are subject o Frenzy.
Handler: (see Above)
Animal: This beast is an animal and cannot climb,
through it may freely jump onto or over any surface that
is 1" or less in height.
Animals may be ignored when determining which model
is closest for shooting.
KrootoxCost to Recruit: 120 Credits
A Krootox is a large apelike beast used in Kroot
mercenary forces. They are a dead-end evolutionary
path from Kroot who consumed the flesh of especially
muscular and barbaric beasts, losing their intelligence.
The result is a hugely muscled, oversized variant of Krootphysiology, its mind capable of little more than
unreasoning brutality. If not for the Kroot using them as
beasts of war, the Krootox might have died out
generations ago, but instead, they are a common sight
all over the Tau Empire and beyond.
M WS BS S T W I A LD
4 4 - 5 4 3 2 3 7
Weapons: Tooth and Claw
Skills: Killer Reputation, Iron Will, Juggernaut, Hurl
Opponent
Handler: (see Above)
Ridden Beast: A Beastmaster handler may ride on the
back of his Beast. Though both still fight as individual
models, they count as a single model for movement,
leadership, pinning, and any other situation that could
complicate things. If one part of the model is down or
out the other returns to being a single model.
A rider may dismount at the start of his turn. Once
dismounted the model may not remount, he must
remain on foot.
When resolving shooting attacks the mount is always
considered to be the closest model.
Gun Mount: A ridden Krootox may have a single heavy
weapon mounted on its harness. The Krootox may not
fire this weapon but still counts as encumbered in closecombat.
While mounted, a Beastmaster rider counts as being
armed with any heavy weapon on his mounts harness.
The weapon is subject to the usual restrictions for heavy
weapons, with the exception that it may be fired by the
Beastmaster rider.
Big Appetite: This beast counts as 2 gang members when
working out income and supplying the gang.
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KnarlocCost to Recruit: 100 Credits
Knarlocs are the smaller relatives of the Great Knarloc.
They are smaller in size and work more as a team, unlike
larger, solitary relations. In the wild jungles of Pech,
Knarlocs are formidable carnivorous predators using
ambush and long distance pursuit techniques to run theirprey into the ground. They work together in groups of up
to ten, including their young, and have developed a
significantly greater brain to body ratio, allowing them to
attack any size of prey native to their world.
The Kroot are known to capture and raise Knarloc young
to form elite mounted units. They mainly make use of
their razor claws, sharp beaks and powerful leg muscles
to rip apart their prey.
M WS BS S T W I A LD5 3 - 5 4 3 4 2 6
Weapons: Tooth and Claw
Skills: Killer Reputation, Juggernaut, Feint, Leap
Animal: (see Above)
Strong Legs: Because of its strong hind legs, this beast
may jump up or down vertical stories. It may jump once
per turn to a maximum height of 3". Jumps are paid forout of the beasts movement allowance.
Handler: (see Above)
Ridden Beast: (See Above)
Big Appetite: (See Above)
Kindred Equipment
KROOT WEAPONS LIST
Shaper Only Weapons
Chainsword
Hand-to-Hand Weapons
Knife
Chain or Flail
Club, Maul or Bludgeon
Massive Axe, Sword or Club
Pistols
Stub Gun
Bolt Pistol
Autopistol
Basic Weapons
Autogun
Shotgun
Boltgun
Special Weapons
Plasma Gun
Autoslugga
Heavy Weapons
Heavy StubberMissile Launcher
Extras
Grenades
Frag GrenadesKrak Grenades
Missiles
Frag Missiles
Super Krak Missiles
Ammunition
Dum-dum Bullets
Manstopper Shells
Hot Shot Shells
Bolt Shells
Miscellaneous
Weapon Reload
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ExperienceKroot follow all of the usual experience and advances
rules with the following exception.
Model Type Starting Experience
Shaper
BeastmasterKroot Carnivore
80+D6
80+D630+D6
Kroot Experience
Experience Points Title
0-5
6-10
11-15
16-20
21-30
31-4041-50
51-60
61-80
81-100
101-120
121-140
141-160
161-180
181-200
201-240
241-280281-320
321-360
361-400
401+
Kroot
Kroot
Kroot
Kroot
Hunter
HunterHunter
Hunter
Carnivore
Carnivore
Carnivore
Carnivore
Carnivore
Carnivore
Carnivore
Shaper
ShaperShaper
Shaper
Shaper
Master Shaper
Advance RollsKroot Kindreds use the standard gang advancement
table when making advancement rolls.
Maximum Characteristics
Kroot
M WS BS S T W I A LD
4 6 6 4 4 3 6 3 9
Fighter Agility Combat Ferocity Muscle Shooting Stealth Techno
Shaper - X X - - - -
Beastmaster - X X - - - -Carnivore - X X - - - -
Note that an individual Kroots Path may change what skill tables he may choose from.