Codex: Kroot Mercenaries V 5.86 now up

Use this area for all discussions of the "gaming" aspect of 40K/Tau.
User avatar
Turbo_MMX
Kroot'Ui
Kroot'Ui
Posts: 302

Codex: Kroot Mercenaries V 5.86 now up

Post#1 » Mar 10 2009 01:01

(In my best Bell of lost souls voice)

Hi Everybody,

As promised, the Kroot Mercenaries codex is upon YOU! The playtesters are all playtested out, the proofreader's eyes are sore and we've had a lot of fun with this one. Within this 39 page (40 if you include the sweet cover page) Warhammer 40k mini-dex you will find:

-Background
-Modeling section
-Army List (including 1 Special Character)
-Lots of cool fluff and Kroot stories.

It has been a long road, lots of debate, lots of back and forward but I feel we have finally reached a point where we have nailed it. As many of your already know this list is for fielding a 100% Kroot force within the Warhammer 40k 5th edition rules set. Some of the rules have been borrowed from other sources, some have been made by us, but all rules are 100% Krooty and 100% Awesome!! SO!! Click away, download and Enjoy.

DOWNLOAD HERE 3.9 mb

Image Image Image Image Image Image

Please leave any feedback, comments, (mistakes we might have missed) ;)

Thanks for reading.
The KK Team

**Update** Version 5.82 now up.

**another UPDATE** Version 5.83 is now up.
Changes from version 5.82

Page 15: Anghkor Prok's Inspirational Presence rule: Word "Kroot" changed to "friendly" to prevent enemy Kroot units being inspired to kill him!

Page 18: Baggage Knarloc Initiative corrected from 3 to 2

Page 20: Stalker "Ambush" rule: Typo's corrected (Than to Then)

Page 25: Kroot rifle summary corrected to bring it line with the rules on page 11

Page 32: (non rules change) Different kroot carnivore kindred picture

**Update YET AGAIN**

Version 5.84 is now up. Changes from version 5.83

Page 10: Heavy support option removed from Mercenaries special rule. Fieldcraft rule clarified, Sixth Sense rule made clearer.

Page 18: Special rule added to Baggage Knarloc entry. "They won't fit"

Page 20: Stalker Ambush rule updated, Ambush cost corrected to 20 points.

Page 22: Kroot hound entry corrected from the squad may include up to 15 Kroot hounds ... Changed to. The squad may include up to 15 additional Kroot hounds

Page 23: Special rule added to great Knarloc entry. "They won't fit"

Page 29: (non rules change) new master shaper image added.

I know this Knarloc has probably been flogged to death n your tired of hearing about it! BUT for those of your who are not, the latest updated version of the Kompletely Kroot Kodex is now availiable for download!

Here it is :D

**Updated Yet again 15th of Feb 2010**

Page 14:

Shaman Psychic Powers added.

Page 17 (old page 16):

Shaman Initiative changed from 4 to 3.

Shaman Price upped to 80 points
Can pick any 2 powers from the powers list.
Shamans staff now free.

Prey Shaper "Master of the Hunt" ability added.

Page 19 (old 18):

Number of Ox rider now limited to 2 rather than 1.
Blood of the stalker option removed.

Page 20 (old 19)
Headhunter initial squad cost changed to 120
Headhunter points cost changed to 10 each.

Page 21 (old 20):

Stalker Price unit initial cost changed to 80 points
Stalker kindred changed to 12 points
Ambush ability updated

Page 23 (old 22):

Knarloc Riders herd cost initial changed to 90 points
Knarloc Rider shaper removed.
Melta bomb, frag and Krak grenades options for entire unit added
Extra weapons options added

Page 24 (old 23)

Great Knarloc "Greater" upgrade increased to 20 points.
Twin linked Kroot gun cost changed to 20 points.

**Updated October 19th 2011**

All GW IP image violations hopefully removed and resolved. :)
Last edited by Turbo_MMX on Oct 18 2011 09:17, edited 10 times in total.
The Mighty Kroot Power Gamer!

Ah yes, ya gotta love it

User avatar
taco
Shas
Posts: 142

Re: Codex: Kroot Mercenaries Final version 5.81

Post#2 » Mar 10 2009 01:24

Turbo_MMX

you are truly a prince amongst men, i'm downloading it now ^_^.

also well done on the look of the codex, it does look rather professional, and polished. are you guys going to forward a copy to Games-Workshop as well?

Maijin
Shas
Posts: 58

Re: Codex: Kroot Mercenaries Final version 5.81

Post#3 » Mar 10 2009 01:38

Wow. This is truly some excellent work you have done here. It's informative, clean, polished, colorful, well thought .... perfect. I would not be at all surprised if a GW spokesman contacted you in the next few days about buying the rights to publish this masterpiece. Without a doubt, the best fan-codex I have ever seen developed.

User avatar
Sholto
Shas'Ui
Shas'Ui
Posts: 282

Re: Codex: Kroot Mercenaries Final version 5.81

Post#4 » Mar 10 2009 04:03

That's a hugely impressive piece of work, there :) Thanks to you and your team for doing this!

(and Greater Knarlocs - yay!)

EDIT: spotted a slight mixup in the Ambush rules for Stalker Kindred. The rule says that if the unit cannot fit in the terrain piece chosen the player must choose another, but the rule also says that if when placing the unit you cannot fit even one model in, you roll on the Deep Strike Mishap table. It ought to be one or the other.

Sholto

User avatar
Turbo_MMX
Kroot'Ui
Kroot'Ui
Posts: 302

Re: Codex: Kroot Mercenaries Final version 5.81

Post#5 » Mar 10 2009 07:50

They are 2 parts of the rule.

You must choose a terrain peice that will fit the unit (eg a terrain feature large enough to logicaly fit the entire unit) BUT if the terrain feature is big enough but something happens eg an enemy unit OR the unit scatters to a point of the terrain where it no longer can fit then you must roll on the misshap table.


SO you can choose a small rock to deep strike the unit into. But if for example you chose a run. Scattered RIGHT to the corner and no longer had the space to place the unit. Then its a misshap.
The Mighty Kroot Power Gamer!

Ah yes, ya gotta love it

User avatar
PsyBomb
Por
Posts: 214
Contact:

Re: Codex: Kroot Mercenaries Final version 5.81

Post#6 » Mar 10 2009 08:50

Besides a few typos, I like it. It would take me a while, but I can go back through and find them again if you want.
Snow Forces of T'olku (W/L/D) 3/4/2

User avatar
Sholto
Shas'Ui
Shas'Ui
Posts: 282

Re: Codex: Kroot Mercenaries Final version 5.81

Post#7 » Mar 10 2009 08:57

Okay - I am sure it will work fine once I put some models on the table and give it a go.

Sholto

User avatar
Turbo_MMX
Kroot'Ui
Kroot'Ui
Posts: 302

Re: Codex: Kroot Mercenaries Final version 5.81

Post#8 » Mar 10 2009 09:26

It would take me a while, but I can go back through and find them again if you want.
Besides a few typos, I like it. It would take me a while, but I can go back through and find them again if you want.


If you wish that would be fine :)

I noticed a couple in the Ambush rule so i fixed that up just before :)
The Mighty Kroot Power Gamer!

Ah yes, ya gotta love it

User avatar
stillfrosty
Kroot
Posts: 229
Contact:

Re: Codex: Kroot Mercenaries Final version 5.81

Post#9 » Mar 10 2009 10:45

Lovely set of rules... I will still look for any more errors in the text of the document.

So are you going to post up a battle report with them? I would love to see kroot giving a thrashing to just about every army in the game!

User avatar
Iceplague
Shas
Posts: 69

Re: Codex: Kroot Mercenaries Final version 5.81

Post#10 » Mar 10 2009 01:30

Looks good.
Still having some split thoughts on the eviscerator..

But in general, really good work! :)

User avatar
Kauyon'la
Shas
Posts: 20

Re: Codex: Kroot Mercenaries Final version 5.81

Post#11 » Mar 10 2009 02:54

Looking pretty good, and especially like the new addition of the modeling section it really rounds it out. The only qualm that I could find isn't really important but more my OCD acting up. The Tracker kindred shaper is the only model in the entire 'dex that has the option to replace "rifle and/or pistol" with other wargear options when no other model can(including characters), only "replace rifle". It really doesn't matter too much but it is then possible to get a double-Eviscerator shaper(albeit expensive) with 5 attacks into combat or whacking a tank on first turn. Other then that I really can't say anything other then praise for the 'dex, the list seems pretty balanced with nice, valid(read: I would use) unit choices with great fluff backing. Great Job!! :) :)

~Kauyon'la

User avatar
wiele
Shas
Posts: 48
Contact:

Re: Codex: Kroot Mercenaries Final version 5.81

Post#12 » Mar 10 2009 05:07

very good work. saw them in action in the previous edition. they rocked back then. I am curious if they rock this time too.

I was looking for some forge world models (great knarlocs ...) but they are very expensive. does anyone use other (proxy) models or do you guys really use the real thing? I like the forgeworld models of course! they are really great.

and the wing bits for the vulture kroot, not that easy to find I think.

ahhhh, a lot of work to do.

greetings Bjorn

User avatar
Militant.Jester
Shas'Ui
Shas'Ui
Posts: 835
Contact:

Re: Codex: Kroot Mercenaries Final version 5.81

Post#13 » Mar 10 2009 05:44

It looks pretty good, but I really think that the Shamen should have physic powers. In fact I was thinking up some rules for a Kroot Shamen a while ago. I thought of 3 physic powers:

Smite:
The Shamen focuses his mental energies into a maelstrom of whirling air and debris:
Range 18" Str 8 AP4 Assault 1, Large Blast, Rending
*No effect against vehicles

Ancestral Guardians:
The Shamen summons forth the spirits of long-dead ancestors:
The Shamen nominates one squad within 18". If he passes a physic test, the squad gains a 4+ invulnerable save for the rest of the round. This is reduced to a 5+ invul save in close combat.

Spirits of the Forest:
The very plants rise up to destroy the enemy.
All forest terrain counts as dangerous terrain too until the Kroot player's next turn. (Kroot are not affected - Tau are).


Anyways, Like I said, it looks nice (except for the lack of Kroot physic powers! :::( ). I really like the cover art.


EDIT: It would also be cool if the Shamen could mix up some kinda potions. Maybe poisoned weapons? Does he have that already? *checks*
Ni neart go cur le cheile::Cadre Log Activating...

User avatar
Kauyon'la
Shas
Posts: 20

Re: Codex: Kroot Mercenaries Final version 5.81

Post#14 » Mar 10 2009 06:04

Militant.Jester wrote:Smite:
The Shamen focuses his mental energies into a maelstrom of whirling air and debris:
Range 18" Str 8 AP4 Assault 1, Large Blast, Rending
*No effect against vehicles

....

EDIT: It would also be cool if the Shamen could mix up some kinda potions. Maybe poisoned weapons?


Smite seems a little powerful maybe if it was at Str 6 or 5 but St r8 is a little too much especially with rending seeing as it could instakill anything at T3 on a 6. It is a cool idea fluffwise but a little misemployed.

The potions are a really cool idea though. Maybe something like poisoned attacks, weakened FNP(5+), Preferred Enemy, old Preferred Enemy(hit on 3+), Furious Charge, or something like DE combat drugs.

User avatar
Militant.Jester
Shas'Ui
Shas'Ui
Posts: 835
Contact:

Re: Codex: Kroot Mercenaries Final version 5.81

Post#15 » Mar 10 2009 06:36

Well *looks around suspiciously* I just want S8 to instakill my friend's Necrons! :P

But seriously, I know that S8 is probably the most powerful phsyker in the game, but in the fluff it describes phsykers as being able to 'rip apart battle tanks with a twitch of the eye' or something like that, so I think it would work fluff wise at least (gameplay-wise...maybe not so much)


And about the potions, I don't know anything about DE combat drugs so I can't say...
Ni neart go cur le cheile::Cadre Log Activating...

User avatar
Turbo_MMX
Kroot'Ui
Kroot'Ui
Posts: 302

Re: Codex: Kroot Mercenaries Final version 5.81

Post#16 » Mar 10 2009 09:17

The Tracker kindred shaper is the only model in the entire 'dex that has the option to replace "rifle and/or pistol"


Ummmm No?? He has the option to replace his Kroot Rifle OR Hunting Rifle. Since you can replace the entire units Kroot Rifles with hunting rifles both weapons needed to be listed.

But in it never says replace the Kroot pistol with anything..... Least not what I can see anyway..... :)

does anyone use other (proxy) models or do you guys really use the real thing?


Yeah proxies are very much the way to go. Most of us have spent the extra money to get the Proper FW models. But if your not into that. Great Knarlocs can be quite well represnted by the new Plastic Lizard man stegadon. Even the metal carnosaur can work but the stegadon is almost exact when it comes to size.

As for normal Knarloc riders the new Dark Elf cold ones work well for this. They have a good size and look quite dangerous. Having those mixed in with the Older style Cold ones for the Trackers would work quite well.

As for the wings. They can be found in the Bits section of the GW website.
http://www.games-workshop.com/gws/catal ... GameStyle=
http://www.games-workshop.com/gws/catal ... GameStyle=
The Mighty Kroot Power Gamer!

Ah yes, ya gotta love it

User avatar
Turbo_MMX
Kroot'Ui
Kroot'Ui
Posts: 302

Re: Codex: Kroot Mercenaries Final version *update* 5.82

Post#17 » Mar 11 2009 09:43

Just a quick heads up to everyone that Version 5.82 is now up. A couple of mistakes and omissions slipped the net and have now been fixed. THATS RIGHT, No waiting 5 years for an FAQ at Kompletely Kroot!! Enjoy
The Mighty Kroot Power Gamer!

Ah yes, ya gotta love it

User avatar
wiele
Shas
Posts: 48
Contact:

Re: Codex: Kroot Mercenaries Final version *update* 5.82

Post#18 » Mar 16 2009 07:24

how do we get the codex to be used in local tournaments? people (= judges) still have to be able to confirm the army lists and stuff. the old codex of kroot referred much to Imperial armour books I think. am I right? or were they chapter approved? and will this edition get chapter approved?

lots of quesions I know.

I'm going to post some more on the "completely kroot" website.

greetings

Return to “General Discussion”

Who is online

Users browsing this forum: No registered users and 2 guests