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Kindred of the Flame by Daniel Sellers 
Creator Daniel Sellers has come up with the first Kroot Themed Army Idea for the Jungle. To use this Themed Army Idea, you'll need a copy of White Dwarf #265. Go to it, Daniel.... 

Background
The Kindred of the Flame, like some Kroot, are a mercenary band that seeks to diversify its genetic
stock to prevent stagnation. However, this Kindred has developed a taste for a particular type of genetic material, and voraciously seeks it.

During the Third Armageddon War, this kindred fought on the side of the Imperium, all the while seeking Ork genetic sequence to gain the toughness of that race. However, during the fighting, the Master Shaper came upon a find that he couldn't pass up: a completely untouched group of corpses. His Carnivore Squads immediately stripped the armor and began to consume their find. During this meal, the Shaper received yet another shock: these men had a gland with pure, refined genetic material that could be incorporated far faster and more easily than any other species he had ever encountered. 

The treasure trove he happened upon were Salamanders Space Marines.

Philosophy
The Kindred of the Flame are rather basic Kroot with a subtle twist: a love of flamer and melta weaponry. They are not intended to mimic the Salamanders, rather, they are simply Kroot which have been heavily influenced by the incorporation of Salamander genes.

HQ
As per White Dwarf #265. The Master Shaper must have wings and take a meltagun. Shaper Council members may take meltaguns or flamers. 

Elites
As per White Dwarf #265. Shapers must take flamers.

Troops
As per White Dwarf #265. Shapers normally must take flamers; however, up to two Shapers may take Eviscerators instead so long as there are at least four Carnivore Kindreds in the detachment.

Fast Attack
As per White Dwarf #265. Shapers must take flamers. This army includes several packs of Vulture Kroot, who often escort the Master Shaper. 

Heavy Support 
As per White Dwarf #265. Hunter Kindred Shapers are not required to take a flamer. Krootox are not extensively used, as they cannot infiltrate. 

Modeling and Painting
This army has several options for painting. The skin tones of the Kroot can be oranges and reds, to reflect their affinity with fire, or else they can be painted (freakishly enough!) with the skin tones of a normal human, as that is the genetic material they have been consuming. Clothing should be in the typical Kroot fashion, most likely leathery browns.

General Tactics
Even though the Kindred of the Flame are heavily influenced by Salamanders, they should use mob assault tactics instead of trying to be shooty. 

Kindred of the Flame rely heavily on infiltration and close combat. The meltaguns in the HQ can be used for destroying tanks and such heavy support. For the Master Shaper, a Veneration Charm is recommended to make sure he hits.

Any squad which can have a Hyperactive Nymune Organ Adaptation should take it, as well as a Surefoot Charm for the accompanying Shaper. The flamers given to Shapers should be very useful in thinning the opposing ranks. Hunter Kindreds are typical snipers, and should be used as such. 

Evolutionary Adaptations
Kindred of the Flame do not necessarily have to take any adaptations, as they are slowly accumulating the genetic stock they need (and Space Marines are hardly easy prey!). If adaptations are chosen, then the only ones allowed are Bold and Ork Hybrid (+1 Ld or +1 Toughness) since the other adaptations are not applicable to Salamanders.
 

Related Pages
Other Tau Themed Army Ideas
 

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© Copyright Daniel Sellers, October 2002. Used with permission.
 

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Fighting Tigers:
Codex <> Tactics <> Gallery <> Allies and Enemies <> Tales of the Tigers

Other Pages:
Main <> What's New <> Site Index <> The Tiger Roars <> Themed Army Ideas
Events and Battle Reports <> Campaigns <> Terrain <> FAQ <> Beyond the Jungle