kroot kindreds v1-1

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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.