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Just needed a second, and hopefully third, fourth, fifth, etc. etc. opinion on these experimental rules for a Kroot/'Nid converted squad I'm planning once I finish my 1,500 point army.
I've taken the normal Kroot rules/stats/points cost and added what I think is fair and even in all the aspects. Only thing is the attacks; a squad of 12 would have 50 attacks. I'm deliberating on this, so we'll see. My friend said it's basically SMs without a good armour save, but a few added abilities. So...could you give your opinion?
Unit |Pts| WS BS S T W I A Ld Sv |
Mauler | 16| 4 3 4 4 1 4 2 8 6+ |
Shaper | 30| 4 4 4 4 3 4 4 8 6+ |
Kroot Hound | 6 | 4 0 4 3 1 4 2 8 6+ |
Squad: A Mauler Squad is made up of 6-12 Maulers
Equipment: Rending Claws, Biograpple
Character: The volatile nature of the Tyranid genes coursing through the Maulers' system could, if left unchecked, consume them entirely. In accordance, each squad MUST be led by a Shaper at a cost of +15 points. His stats are above, and bestows them the 6+ save and extra leadership point automatically (included in the points cost). He is equipped with a Kroot Rifle at no extra cost.
Evolutionary Trait: The evolutionary changes from consuming the genetic information of Tyranid Hormogaunts and Termagants has combined the unique Kroot musculature with the Tyranid's speed, providing specialised assault troops capable of leaping huge distances to reach combat. To represent this, the Maulers count as having jump packs for purposes of moving. Note that they cannot Deep Strike.
Range Str AP Type
9" - - Assault 1
The Maulers' Shapers have selected certain genetic traits from the Termagants to allow for a form of ranged weapon. Their adaptation allows them to discharge a grapple that embeds in flesh and armour alike, hauling their quarries in for close combat. Roll to hit as per normal after charging in the assault phase. No save (cover, armour, etc.) is permitted. Instead of wounding an opponent, the hit model is dragged into close combat. This may cause the unit to break cohesion, which is alright in this instance. If the Maulers win their assault phase, they will not sweeping advance due to the Eaters of the Dead rule (codex tau page 27). Any defeated enemy models will fall back 2D6" toward their unit.
Infiltrators: The squad may Infiltrate if the mission permits it. See the entry in the Warhammer 40,000 rulebook for the Infiltrator special scenario rules.
Fieldcraft: Kroot are naturally adept in arboreal environments and gain +1 to their cover save in woods and jungles. Kroot in woods or jungles do not have to roll a difficult terrain test; they can always move up to 6". If they do not move in the movement phase they may see and shoot through 12" of wood or jungle terrain rather than the 6" that would normally be the case.
Kroot Hounds: Mauler Squads may have Kroot Hounds attached to their unit - see the list entry (p.29 Codex Tau). The combined unit counts as a single Fast Attack choice from deployment onwards, although it may occupy several selections on a Force Organisation chart, and is also treated as such for Victory points purposes.
From what I am looking at I assume that the kroot that you have listed here are to be added in a Nid army. One of the issues I have with this is that the Nids assimilate and do not really take on too many of the features or the abilites of what they consume. Although aside from some of the suggestions that are made in the codex. The main issue is the biograpples and the kroot hounds. To me the Biograpple is like the second ed. of 40k Nids. I just do not see those going over very well with some players and it just does not work well with the rules. I would suggest maybe fleet of claw but make them cost more. As for the kroot hound they would be better off having a Genstealer as a pet. I would let go of the normal bounds of the kroot and make them stand out of their own. I would also get rid of the shaper as now they are going to be taking orders from the Hive mind.
Heh...I guess it's the sort of thing you could do either way, but this is a Kroot adaptation for a Tau army.
The grapples I used because I wanted to effectively extend their assault range and boost the survivability of the Maulers (coz they fight fewer models), evening out the 6+ save. Even then, they cost at least double a normal Kroot.
These would be better as a squad for the Kroot Mercenaries. Check out the latest CA for more info.....
And shapers should always be +21 points, as the KM list set the precident...
Nah, I know, but he's a normal Kroot, and I think he takes the normal Kroot points cost, or close to.