Kroot Hunter Pack

Shadow War Kroot Hunter Pack 2020-01-09

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Aulenback

Hive Guilder
Yak Comp 3rd Place
Mar 29, 2016
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Aulenback submitted a new resource:

Kroot Hunter Pack - SW:A Kroot Hunters, based on Ratskin Renegades

Shadow War: Armageddon is fully compatible with both Original Rule Book Necromunda and with GorkaMorka. Despite this flexibility, it completely lacks the option of a Kroot kill team, focusing instead entirely on the Tau. Luckily, a careful adoption of the ORB Ratskin Renegades template allows the easy creation of a set of rules to allow your cannibal space dinosaur chickens to devour the hearts of your enemies among the spires of whatever hive world suits your fancy.

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Aulenback updated Kroot Hunter Pack with a new update entry:

Credit where due

Added to credits
the “Dapakkani” tribe rules by Andrew Strickland from Citadel Journal n18.

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In Citadel Journal n18, Strickland's article on the various tribes included one with shooting rather than melee skills, and this formed the template for these Kroot, allowing their increased strength and the rifle's parry to carry the Kroot initial melee capabilities.
 
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So I will be giving these rules a spin this year in our local SW:A/Necromunda campaign. It is a large change for me, given that my previous NM gangs have been pretty close combat oriented. Anyone here played the Dapakkani variant Ratskins, or played against them, and can give input about their balance, or good tactics? Shooting-heavy gangs are not in my experience for NM.
 
Aulenback updated Kroot Hunter Pack with a new update entry:

Updated 1b

Updated. Strength of Kroot Mercenaries and Shaper reduced to 3, and +1S incorporated into Kroot Rifle, per current WH40K rules in Kill Team. Costs for Shaper and Mercenary NOT lowered, despite. Would rather err on the side of overcosted slightly, than on the side of undercosted.

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The Kroot Rifle looks cheap when compared to a boltgun. At the same time, the kroot themselves are more expensive than their Ratskin equivalents, with slightly fewer advantages, so look slightly expensive. Since not all Kroot will be taking the Kroot Rifle, theoretically they should trend toward very slightly overcosted, rather than undercosted [as might be the case if the cost were buried in the rifles themselves]. On the Black Market, if somehow available in trade, the Kroot Rifle might well cost double.
 
Aulenback updated Kroot Hunter Pack with a new update entry:

Tweaking Credits.

Fiddling costs slightly. The alteration of Strength back to 3 [rolling the strength bonus into the Kroot Rifle instead] means that the immunity to the Treacherous Condifitons benefit and the free maul/club are traded for just a +1 Initiative bonus, making the extra 10 credit cost on the "ganger" and the 25 credit increase over the Chief seem unduly penalizing. As such, the Shaper now costs the same as the Chief, and the Mercenary now costs the same as the Ratskin. Greenquills already did cost the same as Braves...

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Playtesting continues apace. Won their first game [their second]. Hunting rifles are hard to use well. This is good, really. Krootox are vulnerable to pinning, but make a great Second Attacker in a messy melee multiple combat.

Ideal scenario would likely be The Raid for the gang as built. This makes sense, as that is an ideal scenario for Ratskins in general.