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Title: The Kroot of Sept world Sah’iro


Sting52jb - March 30, 2008 12:07 PM (GMT)
I'm not sure if this is the right board but I thought it made more sense hear than elsewhere. Anyways I figured for my first post I would introduce the Kroot that I have living on my Sept world Sah’iro

Sah'iro is a decently sized planet with a heavy carbon atmosphere causing much of the planet to be covered in lush jungle. The planet was colonized late in the second sphere of Tau expansion and received massive support until its distance and trouble with both a Tyranid hive fleet and the empire forced the Tau to regulate supplies away from the planet to other sectors of their empire. For the next fifty years the planet had to maintain its self with no major support from the core Septs.

At this point Sah'iro had a rather large Kroot contingent present on planet. These Kroot continued to serve the Tau until the loss of their Shaper during a skirmish with a Chaos raiding force, at which point many of the Kroot gathered into a large Kindred and set up a settlement deep in the jungle.

Due to the fact that the Kroot had no contact with the Homeworld their stock of Knarloc and Great Knarloc began to dwindle. At this point the new leader of the Kroot Kindred decided that utilizing the natural Sauropods indeginous to Sah'iro would fill the gap forming in their ranks left buy the loss of their Knarloc Herds.

Utilizing scraped out Imperial Guard Leaman Russ battle tanks the Kroot began to slowly build up their strength once again.

When the Tau reintegrated Sah'iro back into the Empire they knew the situation with the Kroot due to reports from Aun'tul, and sent a new Master Shaper to help Aun'tul bring the remaining Kroot back into the greater good.

So with the return of the Kroot Kindred into the Sah'iro Sept they Kroot Auxiliaries received a larger contingent of heavy support units than before they had split from the empire.

New Kroot Units and Wargear.


WARGEAR

Kroot Battle Cannon
The Kroot Battle Cannon launches heavy high explosive shells capable of penetrating light armor with easy, and usually enough to tackle even the heaviest of armors. While not a very advanced weapon it is quiet effective and one of the most powerful heavy weapons employed by any of the Tau’s Auxiliary races.
Range Str AP Type
60” 8 3 Ordnance 1/Blast

FAST ATTACK

KROOT RAPTOR SCOUT
Raptors are medium-sized predatory bipeds. Their natural lifestyle, pursuing flying insects and small agile herbivorous, has given them exceptional reflexes, the ability to run fast for short distances and the vicious temperament necessary for killing animals extremely quickly lest they run away. The Kroot use them for quick deployment into kill zones.
Points WS BS S T W I A Ld Sv
Raptor 35 4 3 4 3 3 4 1 7 6+

Team: A Raptor Team consist of 1-5 Raptors.
Unit Type: Cavalry
Equipment: A Raptor riders are armed with a Kroot Rifle. The Raptor is armed with a large, sharp claws.

SPECIAL RULES
Camouflage: This ability adds +1 to any cover saves. If the Raptor is out in the open, it benefits from a 6+ invulnerable save.
Fleet of Foot: Normally, cavalry maneuver at the walk so that they can easily handle their weaponry, keep their mounts fresh and maintain formation. When necessary, they can break into a trot or gallop. In the Shooting phase you may state that the unit is going to move rather than shoot. Roll a D6 – this is the extra distance the unit may move in the Shooting phase.
Razor Sharp Claws/Fangs: Any rolls to hit of 6 in close combat will inflict an automatic Wound with no armor saves possible. Resolve other rolls to hit normally.


HEAVY SUPPORT

KROOT SCOUT TERRASAUR

user posted image

Terrasaur’s are massive, stocky herbivorous reptiles that are low-slung, with short, stout legs.. The Kroot use these species because of the relative high intelligence of the animals. The Terrasaur responds to simple commands from handlers. The military applications of such a beast are obvious, and in combat they make excellent mobile heavy weapon platforms, combining long range artillery capability with some close combat ability.

Points WS BS S T W I A Ld Sv
Scout Terrasaur 40 4 3 5 5 3 3 2 7 6+
Team: A Scout Team consist of 1-3 Terrasaur.
Unit Type: Creature
Equipment: The 2 riders are armed with Kroot rifles. The Scout Terrasaur is armed with large, sharp horns and hoofs.

SPECIAL RULES
Horns/Spiky: The creature gains an additional Attack at +1S on the turn it assaults.

KROOT TERRASAUR LIGHT TANK

user posted image

Terrasaur’s are massive, stocky herbivorous reptiles that are low-slung, with short, stout legs.. The Kroot use these species because of the relative high intelligence of the animals. The Terrasaur responds to simple commands from handlers. The military applications of such a beast are obvious, and in combat they make excellent mobile heavy weapon platforms, combining long range artillery capability with some close combat ability.

Points WS BS S T W I A Ld Sv
Light Tank 85 4 3 5 5 4 3 2 7 5+
Unit Type: Creature
Equipment: The Terrasaur Light Tank is armed with a Kroot Battle Cannon. The


Due to size this is the first post of two or three. Any suggestions are appreciated. also the difference in the Terrasaur represents the fact that one is heavily armored while the other is just saddled.


Sting52jb - March 30, 2008 12:19 PM (GMT)
Second installment. The Big boys.

KROOT BEHEMOTH TROOP TRANSPORT

user posted image

Behemoth’s are among the largest and most aggressive of Kroot mounts. They are strong enough to uproot entire trees, and they can crack stone with their heavy footfalls. Their bodies are covered in spikes and bony armour plating. Their tails are heavy and barbed, and can be swung with devastating force. Behemoth’s are terrifying and lethal in battle, crushing anything beneath their massive bulk and scattering the enemies of the Kroot.
Points WS BS S T W I A Ld Sv
Behemoth TT 120 4 3 6 6 5 3 3 9 4+

Unit Type: Creature
Equipment: The Behemoth Transport is armed with two Kroot Heavy Bolt Thrower. The Behemoth is armed with a large, sharp horns and hoofs.

SPECIAL RULES
Horns/Spiky: The creature gains an additional Attack at +1S on the turn it assaults.
Fearful Presence/Disturbing Aura: Enemies fighting the Creature/Flora suffer -1 to their Leadership characteristic.
Intimidation: If the creature does not move, shoot, or assault in its turn, all enemies must pass a Leadership test at -1 to assault the creature. Models that are Fearless are not affected.
Gaping Maw: Any rolls of a 6 to Wound in close combat mean that an enemy model may be swallowed whole. The controller and the victim both roll a D6. If the Creature die roll is greater than the victim’s roll, the victim is swallowed whole without recourse or saves. This ability can only be used on creatures that are roughly man sized or modeled on a 40-mm or 25-mm base. Larger creatures like Tau Battle Suits or Hive Tyrants cannot be affected by this ability.

KROOT BEHEMOTH SUPPORT TANK

user posted image

Behemoth’s are among the largest and most aggressive of Kroot mounts. They are strong enough to uproot entire trees, and they can crack stone with their heavy footfalls. Their bodies are covered in spikes and bony armour plating. Their tails are heavy and barbed, and can be swung with devastating force. Behemoth’s are terrifying and lethal in battle, crushing anything beneath their massive bulk and scattering the enemies of the Kroot.
Points WS BS S T W I A Ld Sv
Behemoth ST 140 4 3 6 6 5 4 3 9 4+

Unit Type: Creature
Equipment: The Behemoth Tank is armed with a Kroot Battle Cannon. The Behemoth is armed with a large, sharp horns and hoofs.

SPECIAL RULES
Horns/Spiky: The creature gains an additional Attack at +1S on the turn it assaults.
Fearful Presence/Disturbing Aura: Enemies fighting the Creature/Flora suffer -1 to their Leadership characteristic.
Intimidation: If the creature does not move, shoot, or assault in its turn, all enemies must pass a Leadership test at -1 to assault the creature. Models that are Fearless are not affected.
Gaping Maw: Any rolls of a 6 to Wound in close combat mean that an enemy model may be swallowed whole. The controller and the victim both roll a D6. If the Creature die roll is greater than the victim’s roll, the victim is swallowed whole without recourse or saves. This ability can only be used on creatures that are roughly man sized or modeled on a 40-mm or 25-mm base. Larger creatures like Tau Battle Suits or Hive Tyrants cannot be affected by this ability.

SPECIAL CHARACTERS

MASTER SHAPER KHI SHEELAL
For generations the Kroot colony world of Kale had been assaulted without respite by the Orks. Khi Sheela was born on this world embroiled in brutal conflict, so it was perhaps, inevitable that he grew up hating the Orks. Sheelal’s father, seeking a useful outlet for his son's anger, taught him how to handle a Kroot rifle at an early age. The young Sheelal proved himself an excellent marksman, with a mind as finely honed as any weapon; by eight years of age he had already become an expert sniper, with more than forty Ork kills to his credit. By the age of twenty-two, he had slain so many Orks that the Kroot of Kale made Khi Sheelal a Shaper. He is known as one of the greatest hunters ever to be born off of Pech.
Gathering to his side a group of equally bloodthirsty Kroot elite, Khi Sheelal became a vicious Shaper and managed to force the Orks from Kale. But his bitterness did not end with that triumph, and he pushed them further back, storming other Ork worlds. During battle Khi Sheelal utilizes chaotic battle strategies that appeared random, but in fact are carefully calculated to encourage misconceptions.
Khi Sheelal has become a cold, merciless being. On the battlefield, he is an excellent commander and an ingenious tactician, cold and calculating who will fight hard to bring down his enemies. However, despite these traits, or rather because of them, Khi Sheelal has become arrogant. Though Khi Sheelal is brutal and merciless, he is not heartless and does show empathy, Khi Sheelal especially cares for his people.
With the reintegration of Kal'dath back into the Tau Empire Aun’tul requested a Master Shaper to reintegrate many of the Kroot who had taken to the jungles and forests of Kal’dath. The Ethereal’s contacted the Kroot. It was Shaper Khi Sheelal who was assigned as the ambassador to the Kroot on behalf of the Tau Empire, and while he does not have the same skills in diplomacy as the revered Anghkor Prok, Sheelal was able to get the Kroot to come out of the jungles and join the Tau again.
Ever since the negotiations, Master Shaper Khi Sheelal has been influential in Tau and Kroot relations on Kal’dath, helping both to recruit more Kroot for the cause, but also deflating tensions when Kroot mercenaries from outside the Empire encounter the Tau. In those instances, they are either allowed to return to Pech, or they are brought in to assist Commander Kais. Either way, Khi Sheelal has earned the respect of Aun’tul.
Points WS BS S T W I A Ld Sv
Khi Sheelal 100 5 4 4 3 3 4 3 9 6+

Special Character: A Tau or Kroot Mercenary army may include Khi Sheelal as a special character. If you decide to take him then he counts as one of the HQ choices for the army. If used in the Tau army, you must include at least one Kroot Carnivore Squad. He must be used exactly as described below and may not be given extra equipment from the Tau Armory.
Equipment: Khi Sheelal is armed with the Sword of the Ancestors and a Kroot Rifle.

SPECIAL RULES
Independent Character: Khi Sheelal is an Independent Character and (See Warhammer 40K Rulebook).
Fearless: Khi Sheelal will never fall back and automatically pass any moral tests (even against attacks which normally force their target to fall back without any tests). Khi Sheelal cannot be Pinned.
Hyperactive Nymune organ adaptation: Khi Sheelal is able to manipulate his nymune organ in order to boost his energy levels. This allows him to use the Fleet of Foot rules.
Master Shaper: Any Tau army that includes Khi Sheelal may take units from the Kroot Mercenary list as normally allowed to other armies, except for the 0-2 troop limitations.
Bodyguard: Khi Sheelal may be accompanied by a Kroot carnivore squad, either from Codex: Tau Empire, or from the Kroot mercenary list. All the normal options may be taken.
Sword of the Ancestors: This potent artifact has been handed down from master shaper to master shaper, and has slayed many enemy commanders. In game terms, it is a powerweapon.


wiplash - March 30, 2008 02:19 PM (GMT)
WOW add sikes to them then they would be fine
I didnt look at the rules but as longas you show them to who you are playing that it should be fine

where are those from? the game/make?

Sting52jb - March 30, 2008 05:09 PM (GMT)
Thanks for the commit. And oops I guess I should have given an idea where I got the models from. Any ways they are from an older game that is mostly out of print called Void 1.1. The game was originally produced by IKor games, latter purchased by Urban Mammoth, and finally is currently in limited production by Soctia Grendel. I have not got my pictures of the Kroot Raptors taken yet but they are based on the Sandrunner miniature from that same line.




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