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Old November 14th, 2007, 22:03   #1 (permalink)
Calixtus
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Default Codex: Hruds - Clan Moulder

Within Hrud society, the Greyfurs have always lived in an oppressive state, being dominated by the whims of their stronger and more aggressive kin. It so happened that in one particular Tribe, certain Blackfurs of high status started dabbling in the mutagenic effects of Warpstone upon living organisms. Despite the seeming moral implications of such an act, using Warpstone to induce forced mutations in other lifeforms is not much of a taboo within Hrud society. After all the direct cause of their genesis as a sentient species is entirely due to exposure to raw Warpstone. The dark experiments of these Blackfurs went largely unnoticed, until an increasing number of disappearances were reported among the Greyfurs. These Blackfurs of like mind banded together into a coven, christening themselves as Moulders, after the act of biological moulding. These Moulders, as they called themselves, deemed the Greyfurs lesser by birth, and thus felt it entirely excusable to experiment exclusively on Greyfurs.

When the Greyfurs finally learnt of the horrific, abominable acts perpetrated by these "Moulders" against their fellow Greyfurs, they were incensed. Open revolt erupted within the entire Tribe as Greyfurs banded together against their former masters. The Greyfurs, carried with the moment of the times, saw it as the perfect opportunity to overthrow the authority of the Blackfurs and upturn the dominance so unjustly imposed over them through the hierarchical order within the Tribe. This turn of events was known as the Great Revolt. The Greyfurs, taking strength in their numbers, were worked up in an incensed fervour. Though stronger and more adapted to war, the Blackfurs were vastly outnumbered by at least 5-to-1. The Greyfurs proved to be an unstoppable tide that the Blackfurs were helpless to stem, and they quickly lost control of the situation within the Tribe.

In their desperation, they turned to the Moulders for help, striking a bargain that they may lawfully conduct any manner of experiments as to their whims if only they would restore the authority of the Blackfurs. This dark deal was known to both parties as the Great Pact. The Moulders, scheming and working for their own selfish ends, simply viewed the situation as the perfect means to test their creations. Advancing forth from deep within the subterranean dungeons of the Moulders came shambling huge creatures three times the height of even the largest Blackfurs, and running alongside them, tiny pups that have been twisted into slavering beasts stronger than a Greyfur. The Moulders named their creations collectively as Rats, a humiliating term in their language that roughly translates to "born slave". These Rat beasts overwhelmed the Greyfurs entirely, as each resistance met was slowly worn down by the waves after waves of mindless beasts. The Greyfurs in their desperation, discovered that the Rats, mindless as they were, were controlled by various Packmasters, who drove them forth through fear of pain. The Greyfurs then prioritised their efforts in taking down the Packmasters, hoping with the collapse of the command structure, the Rat beasts would lose their will to fight. But ultimately it was not to be, for the Packmasters were formidable opponents on their own, and were able to expertly exercised control over the Rat beasts, forming them around into a living shield.

In the face of inevitable defeat, the remaining Greyfurs were subdued by the Moulders and forced to work as slaves in their laboratories within their dungeons. Once in a while, a Greyfur slave would be selected and dragged into the deepest depths of the dungeons, never to be seen again. No one knows what exactly happens within, but the agonising cries surely reflect the committing of unspeakable horrors. Fear is instilled within the hearts of the Greyfurs, for no one wishes to suffer such a fate, and it is this fear that keeps them in line, repressing any desire for rebellion or freedom. Having settled their end of the bargain, the Moulders demanded that the Tribe be renamed after them. Thus, from that day onwards, Clan Moulder was born.

~The End~

Special Rules:
Great Wealth: The great wealth of Clan Moulder allows them to purchase their items of trade at cheaply and in bulk. These items include the Nightshades and Stillsuits from Tribe Mors, and the Warplasma Grenades and Warpfire Grenades of Clan Skyre. Clan Moulder receives a discount of 1Pt whenever it equips any of its warriors with the following items: Warplasma Grenades, Warpfire Grenades, Nightshades and Stillsuits. In addition, the cost of Warplasma Shells is at a discounted price of 0.5Pts.
Great Beast: The Blackfurs of Clan Moulder never hide their visage behind the Mirage Cloaks, for doing so would diminish the impact of their presence with the Pawslaves and Rat beasts. This is the rule of Clan Moulder, through the power of bestial fear. The Blackfurs of Clan Moulder never deign to wear the Mirage Cloaks.

Within the hierarchy of Clan Moulder, Pawslaves form the bottom rung of society. They consists of the Greyfurs who fought during the Great Revolt, and were eventually squashed into submission. Pawslaves are so called because the paws, the padded regions of the feet, have connotations of inferiority in Hrud society, being the lowest portions of the body of a Hrud. No longer referred to as Greyfurs, their Blackfur masters use the derogatory term, "Rat", to call them. As such, they are also known as Slaverats. They are a broken bunch, with their spirits crushed and their will to live diminished. In battle, the Blackfurs round up huge numbers of them into a single horde, and drive them mindlessly onwards towards the enemy. They are equipped with the barest of weaponry, having to resort to their claws and fangs in combat. They have however been known to resort to scavenging on the battlefield, salvaging the equipment of fallen soldiers of both friend and foe alike. In combat, they are driven forward for fear of the barbed lashes of their Slavemasters who lead from the back. Against a more powerful foe, they become sandwiched between two oppressive forces that are pressuring them in separate directions. Eventually, the entire mob succumbs to the pressure, either pressing forward relentlessly, or fleeing desperately from the foe, overrunning the Slavemasters through numerical superiority.

Troops:
Pawslave: MS:3 BS:1 S:2 T:2 A:1(2) W:1 I:4 L:2 AS:- CS:5+
Point Cost: 2
Unit Size: 10-50
Equipment: Claws and Fangs

Special Rules:
Nocturnal, Burrow Warren, Fleet of Paw, Instinctual Preservation
Unarmed: Being Slaves, Pawslaves are given no weaponry at all to defend themselves despite being driven into war. As such, they depend on their claws in combat and count as having an additional Hand Weapon.
Pack Mentality: The Slavemasters are not considered when determining the number of rows within the Pawslave unit, despite comprising the back row.
Scavengers: Hruds are known to live in huge underground Warrens beneath Hive Cities. In such situations, the Hruds are forced to subsist on scavenging, emerging from their subterranean dens to snatch whatever food supplies or equipment they can get their hands on. So too it is with technology. Much of their progress in science has been through the acquiring and dissecting of the gadgets of other races. This has much to do with the fact that the dens they live in do not harbour the appropriate conditions for the manufacturing of firearms or any other such technological products. So it comes to be that Hruds residing within the underground of Hive Cities resort to a life of scavenging for all manner of things, from food to weaponry. The Pawslaves in this case, in their desperate bid for survival, left to their own devices without any adequate equipment, attempt to increase their chances of survival by scavenging from fallen warriors upon the field of battle. To represent their scavenging tendencies, whenever the Pawslave unit happens upon fallen bodies on the Battlefield, you may choose to swap one model per fallen warrior, to represent the Pawslave grabbing the equipment for his own. In other words, when any soldiers on both sides are to fall in battle, place them sideways down on the Battlefield instead of removing them as usual. Soldiers that have been wiped out from a Sweeping Advance are removed as per normal and do not count towards the fallen bodies upon the Battlefield.
Fear Driven: If the Pawslave unit is to break during a close combat engagement with an enemy unit and fail its Leadership Test, the Slavemasters in the back row will start Attacking the unit with their Barbed Whips at a Strength of 2. For each Hit caused, add one to the Combat Resolution. If the new Combat Resolution breaks even, the Pawslaves retain their nerve and continue fighting. If the Combat Resolution is still negative, the Slavemasters are unable to "convince" the Pawslaves into continuing the fight, and they break away in terror, stampeding over the Slavemasters. The Slavemasters must pass an Initiative Test or are outright killed as the mass of bodies trample them. The remaining Slavemasters will attempt to regroup the Pawslaves by chasing after them in a Fall Back Move, at 2D6"+1, while the Pawslaves will continue fleeing without pause till they reach the end of the board at 2D6"+2. Should the Pawslaves rush into a friendly unit, that unit has to pass an Initiative Test to see if it manages to avoid being squashed by the stampeding Pawslaves. If they fail the Test, they are automatically Wounded. Armour Saves apply as usual. If the Slavemasters do reach the fleeing Pawslaves, the Slavemasters count as Charging into them, as the Slavemasters attempt to whip the Pawslaves into submission. The Pawslaves do not hit back, for fear of the repercussions of doing so. The Slavemasters then pass a Leadership Test, with any Combat Resolution modifiers applying, to check if they have managed to quell the Pawslaves' stampede of fear. If the Combat Resolution is instead positive, i.e. enough Hits are caused such that the Combat Resolution is now in your favour, their fear of the Slavemaster's whip override all other emotions and they throw themselves recklessly into the fray. In subsequent turns, the Pawslave unit is imbued with Frenzy that is lost when it is once again broken in combat. Should all the Slavemasters fall in battle, the Pawslaves will automatically flee towards the edge of the board.

Even among the Pawslaves, a hierarchical order of sorts is established. The stronger, more vicious Greyfurs would be able to fight for the best scraps during mealtimes. These Greyfurs, being natural leaders, are put at the front of the Slave pack during a battle, while the Slavemasters harry them from behind. Among the Pawslaves, they are known as Pawleaders, and the Pawslaves naturally submit to their leadership during a battle.

Pawleader: MS:3 BS:1 S:3 T:2 A:2(3) W:1 I:4 L:3 AS:- CS:5+
Point Cost: 3
Unit Size: 1 per 5 Pawslaves
Equipment: Claws and Fangs

Special Rules:
Nocturnal, Burrow Warren, Fleet of Paw, Instinctual Preservation, Unarmed, Scavengers, Fear Driven, Pack Mentality, Pack Leaders

In order to keep the Pawslaves in line and under control, Slavemasters are employed to lead packs of Pawslaves on the battlefield. As the task of handling Pawslaves is considerably less precarious than controlling the mutant Rat beasts of the Moulders, the selection procedure for Slavemasters is considerably less difficult compared to that of the Packmasters. Even then, the weakest of the Blackfurs is easily a match for the strongest of the Greyfurs, so there is little fear of revolt from the Pawslave packs. As a precaution though, the Slavemasters wear suits of Shell Armour, crudely forged pieces of armour made by joining the bits and pieces of scavenged armour parts. Just like the Packmasters, Slavemasters expertly wield Barbed Whips, both as a weapon and as a means of instilling control over the packs. The criteria of selection of Slavemasters include quicker wits, sharper reflexes and leadership qualities, as the Slavemasters have to keep a constant watch over the Pawslave masses. The Slavemasters are also trained to be accurate with firearms as they often see little combat due to the need for being at the back of the pack.

Slavemaster: MS:4 BS:2 S:3 T:3 A:2 W:1 I:4 L:7 AS:5+ CS:6+
Point Cost: 8
Unit Size: 1 per 5 Pawslaves
Equipment: Warplock Pistol and Barbed Whip, Sheath, +Warplasma Grenades+2Pts, +Warpfire Grenades+4Pts, +Nightshades+2Pts, +Stillsuit+4Pts, Shell Armour

Special Rules:
Instinctual Preservation, Nocturnal, Fleet of Paw, Whip Mastery
Barbed Whip: When used in instilling control over the Pawslave pack, the Slavemasters do not lash with force, but instead allow the sharp barbs of the whip to rake over the skin of the Pawslaves. Whenever the Barbed Whip is used in controlling the Slaverats, the Slavemasters make 3 Attacks each that Hits by rolling a D6 for the Slavemaster and a Pawslave and adding the scores to the Initiative of the Slavemaster and Pawslave respectively. Should the Slavemaster score lower than the Pawslave, he misses with his Barbed Whip. Should he score higher, he Wounds with a Strength of 2 upon the Pawslave. CS may be taken by the Pawslaves to denote them running for cover from the Barbed Whips of the Slavemasters.
Expendable Lives: Pawslaves are treated with the utmost contempt. In the eyes of their Slavemasters they are next to thrash. As such, they have no qualms about firing their Warplock Pistols into a combat engagement with Pawslaves and an enemy unit. On a roll to-Hit of a 1 when firing their Warplock Pistols, the Slavemaster misses and shoots a Pawslave instead. The Slavemaster may not fire his Warplock Pistol if he is within 1" of the enemy but may instead use it as a Hand Weapon.

Due to the enslavement of the Greyfurs, the Packlords of Clan Moulder have to resort to using Blackfurs to form the core of their army. These groups of Blackfangs are led by warriors that have the potential to be selected as Packmasters, or even the feared Black Guard. These warrior leaders are known as Fangleaders. As Clan Moulder is a very wealthy Clan, it is able to equip even the lowest ranking troops with the best of equipment. Every single Blackfur within a Blackfang pack is equipped with Shell Armour, a privilege that cannot be said the same of for rival Clans. The Packlords of Clan Moulder understand the limitations of the armies they can field however, noting the lack of range firepower in any form. Thus, despite being contrary to their nature, Blackfangs are known to be used as range troops in battle, creating stationary firing zones across the battlefield. However, the Packlords recognise that they are best suited to combat where their natural prowess reveal themselves. As such, within a pack of Blackfangs, it is not uncommon to find a variety of weapon types, some wielding deadly close combat weapons, while others using Warplock Rifles. A pack of Blackfangs is considerably smaller than Greyfur packs, due to their rarity within each brood. The Fangleaders are as rare to the Blackfangs as Blackfurs are rare to Greyfurs. Due to their superiority in combat, Fangleaders are almost exclusively deployed as assault specialists. Fangleaders are also essential to quell any infighting that may erupt among the Blackfangs. Blackfurs of all kinds when left among themselves, are prone to engage in fights for dominance to establish leadership within the pack. By installing Fangleaders into Blackfang Packs, the Blackfangs naturally recognise the strength of the Fangleaders and submit to their leadership. Should the Fangleaders all fall in combat however, the Blackfangs will fight amongst themselves again to establish a new leader.

Blackfang: MS:4 BS:1 S:3 T:3 A:1 W:1 I:3 L:6 AS:5+ CS:6+
Fangleader: MS:4 BS:1 S:4 T:3 A:2 W:1 I:3 L:7 AS:5+ CS:6+
Point Cost: 6/9
Unit Size: 10-30/1 per 5 Blackfangs
Equipment: Warplock Rifle +Warplasma Shell+0.5Pt/Warplock Pistol +Scimitar+1Pt +Rifle Sling+2Pts/+Sheath+2Pts, +Nightshades+2Pts, Shell Armour
/Warplock Pistol +Scimitar+1Pt +Sheath+2Pts, +Warplasma Grenades+2Pts, +Warpfire Grenades+4Pts, +Nightshades+2Pts, +Stillsuit+4Pts, Shell Armour

Special Rules:
Instinctual Preservation, Nocturnal, Burrow Warren, Fleet of Paw, Pack Mentality, Scavengers
Combined Arms: Within a pack of 20 Blackfangs, any number of them may be equipped with either Warplock Rifles, or Warplock Pistols and Scimitars.
Ritual of Dominance: If at any time during the start of your Turn there is a complete lack of Fangleaders within a Blackfang pack, having all fallen in battle in the previous Turn, as long as the Blackfang pack is not within 6" of an enemy unit, the Blackfang pack will erupt into infighting. The Blackfang pack resolve all of its Attacks against itself. For every 3 Saved and Unsaved Wounds, replace one Blackfang with a Fangleader. As long as one Fangleader is "revived", all infighting cease. If not, infighting carries on till a Fangleader is selected.

To exercise the greatest of control over such vicious, mindless beasts, an equally tough and brave individual is needed. As such, only the very best amongst the Blackfangs is selected to become a Packmaster. A Packmaster is armed with a Warplock Pistol and a Barbed Whip, which he uses with intricate skill. He wears Shell Armour, lest the wild abominations under him turn against him. He forgoes the Mirage Cloak however, as the Cloak conceals his entire visage and diminishes the power of his presence towards those under him. Beneath the Shell Armour, he wears the skintight Stillsuits. Even with the wealth of Clan Moulder, these Stillsuits are expensively procured from trading with Tribe Mors. Only Packmasters have the privilege of wearing these rare and expensive suits given the precarious nature of their work.

Elite:
Packmaster: MS:4 BS:2 S:4 T:3 A:3 W:2 I:5 L:8 AS:5+ CS:6+
Point Cost: 15
Unit Size: 1
Equipment: Warplock Pistol and Barbed Whip, Sheath, +Warplasma Grenades+2Pts, +Warpfire Grenades+4Pts, +Nightshades+2Pts, +Stillsuit+4Pts, Shell Armour, +Blood Skiff+30Pts

The Barbed Whip of a Packmaster is covered with barbs and thorns that dig deep into the skin. In order to drive his packs forward, the Packmaster lashes at them with just enough force to rupture the skin. The blow is not serious enough to be lethal to the beast, but the pain caused from the barbs digging into the flesh forces the packs into submission. When attempting to make any manoeuvres with the beast units under the control of the Packmaster, the Packmaster makes 4 Attacks that Hits by rolling a D6 for the Packmaster and the Rat beast and adding the scores to the Initiative of the Packmaster and Rat beast respectively. Should the Packmaster score lower than the Rat beast, he misses with his Barbed Whip, and the Rat beast does nothing. Should he score higher, he Wounds with a Strength of 2 upon the chosen beast unit. Armour Saves may be taken as normal. Manoeuvres include simply Moving the unit in the desired direction or Assaulting with the unit. In addition, the Packmaster must always stay within at least 4" of the beast units under his control.

Special Rules:
Instinctual Preservation, Nocturnal, Fleet of Paw
Whip Mastery: Wielding a whip requires consummate skill. In inexperienced hands, the wielder is more than likely to hurt himself than the enemy. In the hands of a Packmaster, he is able to lash out with startling accuracy, striking at targets way out of the range of conventional melee weapons. As such, Packmasters have a Range of 4" in close combat. The Barbed Whip counts as Two Hand Weapons when used at a range of 4". This allows them to stay within 4" of the packs under their control while maintaining unit cohesion with them. The Whip becomes unwieldy to use when the enemy is too close in proximity to the bearer. As such the Barbed Whip is treated as an ordinary Hand Weapon when engaged in targets within 1" and loses its additional close combat Attack.
Beastmastery: The number of beasts under the control of a single Packmaster is equivalent to the number of Attacks the Packmaster is capable of making with his Barbed Whips, i.e. 3 Attacks. This is to represents the difficulty present in dividing your attention between multiple packs. As the Packmaster only has the dexterity and reflexes to make 3 Attacks per turn, he is effectively able to control only 3 Rat beast units.
Merely Beasts: The Packmasters treat the packs beneath them as mere beasts and have little regard for them, save the accomplishment of their purpose. The Packmaster may always use his Warplock Pistol to fire into combat even if the beast units under him are within that engagement. On a roll of a 1, a beast unit is Hit instead. If the Packmaster is directly engaged with the enemy, i.e. he is within 1" of an enemy unit, he may not fire his Warplock Pistol but may use it as an additional Hand Weapon.
Master of the Pack: If the Packmasters are to fall, the Rat beasts under his control would go berserk and start attacking friend and foe alike. The Rat beasts will charged towards the unit in closest proximity, regardless if its friend or foe.

Within the brood produced by a Hrud Queen, there are some pups that are born without sentience. These pups are gathered inside the laboratory of a Moulder where he exposes them to high amounts of raw Warpstone. The radiation from the raw Warpstone accelerates their muscle growth such that they become compact killing machines of muscle and sinew. However, the high exposure to the radiation from the Warpstone damages the processes of their minds, turning them into little more than mindless killing machines.

Rat Pack: MS:3 BS:0 S:3 T:3 A:10 W:10 I:3 L:3 AS:- CS:5+
Point Cost: 20
Unit Size: Swarm Base
Equipment: Claws and Fangs

Special Rules:
Instinctual Preservation, Swarm Mentality, Swarm
Blackfurs: To denote the small percentage of Blackfurs within the pack, for every 6 rolled to Hit, one Attack will be made at +1S, i.e. S4.
Fleet of Paw: When Hruds of all kind Move over ground, they fall onto all fours to gain maximum mobility. To represent this, during the Shooting Phase, you may forgo Shooting to make a Move instead. Roll 2D6 and the combined score is converted into the distance travelled in inches. This is only applicable if the Hrud is unarmed and thus both forelimbs are free. If that is not the case, roll a single D6 instead. However, doing this forgoes the Cover Save provided by Instinctual Preservation. It is possible to keep the CS while still making a Move during the Shooting Phase. Simply Move forward your Initiative in inches. This represents them bounding forward, yet cautiously, with their senses on the alert.
Burrow Warrens: Hruds live underground in a complex labyrinth of tunnels that exit at various points on the surface. If the Hruds are on the defensive and fighting on home turf, then there will be the presence of various burrow holes across the battlefield. For every Rat Pack and Pawslave unit within your army, place a marker anywhere upon the Battlefield to denote a burrow hole. Any Hrud unit may access these burrow holes and pop out of another of these burrow holes during the Movement Phase. If an enemy unit is within 6" of a burrow exit, the Hrud unit counts as charging with a +1A bonus on top of the usual Attack bonus for charging just as if it has the Surprise Assault Special Rule. This is to represent the Hruds ability to sense the vibrations caused by movements above ground and thus gain the preemptive on units on the surface. A Hrud unit may choose instead to enter a burrow entrance and lay in wait underground till an opportunity presents itself, when an enemy crosses a burrow exit, to reemerge for a Surprise Assault.

Dire Rats are full grown Greyfurs that have been exposed to the same levels of radiation as those pups in the Rat Packs. The Greyfurs become horribly mutated, most notably experiencing a tremendous increase in size and power. As it is with the Rat Packs, the mental processes of the Greyfur is severely traumatised by the experience, causing the Greyfur to regress into a primal state. The Greyfurs lose all sense of self-preservation and their natural senses are heightened to an extreme degree. Packmasters utilise their enhanced sense of smell to track down the blood scent of the enemy, allowing the Dire Rats to operate independently of the Packmasters as they hunt down their specific prey. Permanently falling down onto all four paws, the immense limb muscles of the Dire Rats allow them to make sudden bursts of movement to cross vast distances in a split second. All Hruds are capable of burrowing, seeing as how their Warrens are made out of an intricate network of tunnels. Normally, it would be unfeasible to rely on burrowing to travel across the battlefield, given the time and effort required. However, the forelimbs of the Dire Rats have underwent such an accelerated growth of muscles that they can effortlessly tear into the ground and tunnel their way to any point upon the battlefield.

Dire Rat: MS:4 BS:0 S:4 T:4 A:2(3) W:2 I:5 L:4 AS:- CS:-
Point Cost: 14
Unit Size: 7
Equipment: Claws and Fangs

Special Rules:
Fleet of Paw, Calvary, Burrow Warren
Blood Scent: Choose a unit type for the Dire Rat unit to hunt. From now onwards, the Dire Rat unit may act independently of the Packmaster and must always Attack units of that selected type.
Burrow Earth: Remove the Dire Rat unit from play. Treat it as a reserve unit and roll for its deployment like it was in reserve since the start of the game. You may choose to Deep Strike the unit anywhere upon the table top, with the exception that if the Dire Rat unit surfaces directly next to an enemy unit, it is counted as having charged the unit with the Surprise Assault rule.
Pack Instinct: The Leadership of the Dire Rat unit is increased by 1 Point for each additional Dire Rat within the pack from the first. In addition, the Dire Rats operate in packs of 7 and as such a pack of 7 Dire Rats is considered a single unit, i.e. a Packmaster may have 21 Dire Rats under him at all times.
Instinctive Retaliation: If the Packmaster would cause a Wound on a Dire Rat while attempting to control the Movements of the pack, the Dire Rat would have to pass a Leadership Test on its own unmodified Leadership. If it passes the Test, it Attacks the Packmaster. Resolve all Attacks and all Wounds incurred upon the Packmaster. The Packmaster dodges the Attacks on a successful passing of an Initiative Test.

Rat Ogres are created in much the same way as Dire Rats and Rat Packs. The difference however is that they are an amalgamation of various body parts from all manner of creations fused together albeit in a crude fashion. That is not the end to the growth of the Rat Ogres however; they are left in the deepest, darkest levels of the Hell Warren, with walls of raw Warpstone constantly radiating the mutating energy of Chaos, to fend for themselves. Ultimately, left without food and faced with the prospect of death, they turn on each other in an orgy of cannibalism, all the while suffering a slow but sure transformation from the mutagenic effects of Chaos. These harsh conditions ensure only the strongest and fittest of the Rat Ogres survive and become the ultimate warriors of Clan Moulder. Some even after being retrieved from the Hell Pits, as they are called, have additional appendages fused onto them through the use of pure Warpstone as a adhesive. The process of fusing additional limbs onto the Rat Ogres dulls their reflexes and senses however. The hide of the Rat Ogres respond to the constant torture from the radiation within the Hell Pits by developing an extremely dense layer of dead skin and cellular outgrowth. All of this is not without its repercussions however, as the horrendous and traumatic experiences within the Hell Pits cause the Rat Ogres to become wild and uncontrollably aggressive. Prior to the start of the battle, the Rat Ogres have to be placed in chains of neosteel. Once released, the Rat Ogres would seek for a way to vent their anger. As their anger mounts, the Packmasters will find it all the more harder to control them. In the worse scenario, the Rat Ogres will turn on their masters, easily tearing them limb from limb. Thus, in order to pacify the Rat Ogres into submission, the Packmasters will continually lash at them with their whips, hopefully containing them till the opportune time comes when they can be unleashed upon the enemy.

Rat Ogre: MS:4 BS:0 S:5 T:5 A:3(4) W:3 I:4 L:7 AS:5+ CS:-
Point Cost: 25
Unit Size: 1
Equipment: Claws and Fangs

Special Rules:
Hatred, Feel No Pain
Extra Appendage: +1A, -1I. Initiative may never be made lower than one.
Tortured Hide: The intense pain suffered from the constant exposure to radiation has gifted the Rat Ogres with an unnatural resilience. After experiencing such an intense and horrific experience within the Hell Pits, the Rat Ogre has become numb to pain and is capable of surviving blows that would otherwise kill them outright. +2AS. May only ever be increased once. In addition, the Rat Ogre may never be Insta-Killed.
Rebellious: Every turn after the first, the Rat Ogre's Leadership increases by one as his pent-up rage builds up. For every Turn the Rat Ogre's Leadership exceeds that of the Packmaster, he must pass a Leadership Test to see if he goes against the Packmaster. If he passes the Test, the Rat Ogre has now gone berserk and is subjected to Frenzy. His first act is to immediately engage the Packmaster in combat. He will always charge the nearest unit, friend or foe. In order to reduce the Leadership of the Rat Ogre to prevent such a mishap, the Packmaster must lash at the Rat Ogre with his whip at a Strength of 2. For each Hit caused, the Leadership of the Rat Ogre decreases likewise. Remember that the Packmaster may only use his whip, so he is entitled to three Attacks, not forgetting that the Barbed Whip counts as Two Hand Weapons at a Range of 4". If the Rat Ogre is broken in combat with an enemy unit, use the Leadership of the Rat Ogre if it is currently higher than the Packmaster, for all Leadership Tests.

Skimmer technology came to the possession of Clan Moulder in much the same way as it was with the other Clans. Verminkin II sold the technology to Griffkin, in fact, Griffkin was so impressed with the War Skiffs in their display during the war between the combined host of the three tribes against the forces of Clan Verminkin, that it was said he was the first to ask of Verminkin III to be sold the technology. Verminkin III refused initially for he had acquired the technology to give a military edge to the forces of Clan Verminkin over the other tribes and especially against the Great Clans. However, Griffkin asked and asked, so impressed was he because although he was not at the scene of that battle, the Rat beast packs of his Clan had been hired in great quantities and at great expense by the combined wealth of the three tribes. Yet, even against such a great host with the dreaded Rat beasts of Clan Moulder, the combined host of three tribes were soundly beaten. At each refusal of Verminkin II, Griffkin insisted all the more and with each request, raised the price for the selling of the technology. At last, greed got the better of Verminkin III and he with so many demanding the technology of the skimmers, Verminkin III held it like an auction, with the skimmer technology being sold to the highest bidder. Of course, none could match the Great Wealth of Clan Moulder and thus Clan Moulder came to be the first Clan to possess the skimmer technology after Clan Verminkin. Eventually though, Verminkin II sold the technology to all who came hungering for it, for the right price. In this way, skimmer technology proliferated among the Hruds.

The Moulders were very keen with the new War Skiffs, for they saw in them the potential to transport their Rat beasts quickly into the theatre of war. If only they were larger though...and with this thought, the Bloodsmiths of Clan Moulder were put to task with enlarging the carrying capacity of the War Skiffs. The tinkering of the Bloodsmiths resulted in a 50% increase in carrying capacity, which greatly pleased the Moulders. Griffkin too was pleased with this development, and he christened the new War Skiffs, Blood Skiffs, after the Bloodsmiths who were their designers. Unlike with the other tribes and clans, Clan Moulder is unable to field Greyfurs as the drivers of the Skiffs due to the fact that all the Greyfurs have either been enslaved or mutated into hideous Rat beasts. Instead, Blackfurs are called to the task, and they undergo similar rigourous training to the Wardrivers of Clan Verminkin. These Blackfurs call themselves Bloodrivers after the selected name of their Skiff. Due to the comparatively weaker quickness of mind and dexterity of digits of the Blackfurs compared to Greyfurs, the Bloodrivers are not as adept at manoeuvring the Skiffs as the Wardrivers.

Fast Attack:
Blood Skiff: FA:11 SA:10 RA:11
Point Cost: 30
Unit Size: 1-3
Equipment: +Warplock Gun+15Pts, +Warplightning Cannon+20Pts, Wardrive, Front Ram, +Side Scythes+5Pts, +Warpshield+15Pts
Bloodriver: MS:4 BS:2 S:3 T:3 A:2 W:1 I:4 L:7 AS:5+ CS:6+
[b]Equipment:[b] Warplock Pistol, Pike, +Warplasma Grenades+2Pts, +Warpfire Grenades+4Pts, +Nightshades+2Pts, +Stillsuit+4Pts, Shell Armour
Blackfang: MS:4 BS:1 S:3 T:3 A:1 W:1 I:3 L:6 AS:5+ CS:6+
Fangleader: MS:4 BS:1 S:4 T:3 A:2 W:1 I:3 L:7 AS:5+ CS:6+
Point Cost: 6/9
Unit Size: 10-30/1 per 5 Blackfangs
Equipment: Warplock Rifle +Warplasma Shell+0.5Pt/Warplock Pistol +Scimitar+1Pt +Rifle Sling+2Pts/+Sheath+2Pts, +Nightshades+2Pts, Shell Armour
/Warplock Pistol +Scimitar+1Pt +Sheath+2Pts, +Warplasma Grenades+2Pts, +Warpfire Grenades+4Pts, +Nightshades+2Pts, +Stillsuit+4Pts, Shell Armour

Special Rules:
Fast Skimmer, Open-Topped, Transport, Instinctual Preservation, Nocturnal, Skilled Rider, The Scythe, The Weave
Flexible Skeletons: The skeletal structure of the Hruds is segmented into many joints and appendages. As a result, they have great flexibility, able to squeeze into the tightest of spaces. The Blood Skiff thus, despite being a small skimmer, is able to transport many Hruds at a time, as the Hruds simply bend their bodies to make room for more occupants. This behaviour of the Hruds has earned them the nickname "bendies" by Human crewmen. The Rat Ogre in contrast, due to the horrible mutations and the grafting of the various alien parts upon its trunk, has become far removed from the Hrud that it originally was. The unique skeletal structure of the Hruds is lost to the Rat Ogre in his grotesque, mutated state. So it is too with the Dire Rats and Rat Swarms. The mutations they have endured has caused them to lose their original Hrud skeletal composition and their large size makes that take up more space than a Hrud would require. This is the reason why Clan Moulder modified its Blood Skiff for greater transport capacity, because the Master Moulders intended to travel into battle onboard the Blood Skiffs with their Rat beast packs. The Blood Skiff has 15 Transport Slots while the other Skiff types have 10. Hruds of all kinds take up 0.5 Transport Slots, so the Blood Skiff is able to carry 30 Hruds. Rat Packs and Dire Rats take up 1 Transport Slot, while Rat Ogres take up 2 Transport Slots. So flexible and bendable are the Hruds that it is not uncommon for them to squeeze in numbers that go above the recommended carrying capacity. As such, attached unit leaders do not take up Transport Slots. They count as being 0.

The Master Moulders are the descendants of those first Moulders whose actions sparked the Great Revolt that ended in the total enslavement of the Greyfurs within the Tribe. Within the Clan, they are viewed with a mixture of conflicting emotions, at once admired for their inventive brilliance and as the saviours of the Great Revolt, on the other hand seen as mad scientists entirely obsessed with their work. During the aftermath of the Great Revolt, the Warlords feared that that the popularity of the Moulders amongst the masses would force the leadership of the Tribe to be wrested from them and given over to the Moulders. However, the Moulders in their eccentricity, refused such an offer, contend simply to continue their abominable experiments on the mutagenic powers of Warpstone and its effects on living organisms. The Warlords were both relieved and pleased; in their eyes the creations of the Moulders presented a means for the Tribe to rise up in status and power amongst the rival Tribes. Through the power presented by their twisted creations, they would dominate the battlefield, eventually elevating the status of their Tribe to that of a Clan. The Packlords, as they soon chose to refer to themselves, saw the Moulder's work as a form of currency to be exploited, and were known to engage in elaborate trades, exchanging their created monstrosities with the secret technologies of other Tribes. Clan Moulder thus became amongst the wealthiest and militarily strongest of the tribes, eventually rising to become one of the four Great Clans, together with Clan Skyre, Clan Eshin and Clan Pestilens.

When the Master Moulders go to battle, they surround themselves with the toughest of their creations. In their possessions are Warpcommand Orbs, devices of the same make as the Warpchannel Orbs used by the Warplords of Clan Skyre. The difference however, is that the Master Moulders use these Orbs as a portal to channel their influence over their subordinate creations, influencing the wavelengths of their minds, thus aligning them with the intentions of the Master Moulders. As such, they move as a single cohesive unit, needing none of the crude implements of the Packmasters to control the beast packs under them. The Master Moulders see the battlefield as an arena to put their creations to their test. They carry with them an assortment of all sorts of experimental gadgets, and being the mad scientists that they are, their only obsession is to see the successfulness of their implements in the practical field of war. One example of such a device includes the Corruptor Raygun, that has a crystal of raw Warpstone at its core that forms the fuel that powers the device. The Corruptor works by emitting rays of high radiation induced by the Warpstone, causing the flesh of its victim to erupt uncontrollably with all manner of mutations. Within the arsenal of the Master Moulder are the Warpstone Grenades. These Grenades are composed entirely of raw Warpstone in its most volatile and unstable form. The essence of these Warpstones are contained within glass orbs that crack upon impact, allowing the Warpstone essence to spill out into the surrounding area. So potent are they that they are capable of inducing rapid mutations almost instantaneously upon targets within their immediate vicinity. Master Moulders are so named however for their ability to manipulate the forms of the beasts directly under them even amidst a battle. The beasts under his control are either fed Warpstone Brew which greatly enhances its physical strength or are injected with Warpfire Brew that causes them to enter a state of frenzy. The trump within the arsenal of the Master Moulder is his own ability to induce mutations within his own body by imbibing a concoction of Warpstorm Potion. The liquid within is highly potent and invigorating, as the Warpfire scorch the insides of the Master Moulder. As such, the Master Moulder only resort to such moments when left with no other options. The changes within the body of the Master Moulder occur nearly instantaneously. The muscle bulk erupts outwards uncontrollably, turning the Master Moulder into a hulking form of muscle and sinew. In this form, the Master Moulder is known as a Master Mutant. The Master Mutant is capable of spitting vile acid at targets far away. The effects of the Warpstorm Potion only lasts so long; eventually the Master Mutant reverts back to his original form. The Warpfire Potion is not without its side-effects however, and leaves the Master Moulder very much akin to a drunken state. Over time, he slowly regains the full processes of his mind. Due to the considerable repercussions of imbibing Warpfire Potion, it is only used as a last resort, when the Master Moulder is faced with imminent death.

HQ:
0-1Master Moulder: MS:4 BS:4 S:3 T:4 A:2 W:2 I:6 L:8 AS:4+ CS:6+ IS:5+
Master Mutant: MS:4 BS:4 S:6 T:5 A:2+D3 W:2+D3 I:3 L:9 AS:4+ CS:- IS:5+
Point Cost: 50
Unit Size: 1
Equipment: Warpcommand Orb, Warprestore Orb, Corruptor Raygun, Mutagent Injector, Warpstorm Potion, +Warplasma Grenades+2Pts, +Warpfire Grenades+4Pts, +Stillsuit+4Pts, Warpstone Armour, +Blood Skiff+30Pts

The Warpcommand Orbs work slightly different than the Warpchannel Orbs. While the Warpchannel Orbs act as a medium between the user and the Warp, the wielder of the Warpcommand Orbs act as a medium between the user and the minds of those he is attempting to affect. Through channeling their wills through the Warpcommand Orbs, they are able to influence the minds of the creatures in their direct vicinity. As long as the Master Moulder passes a Leadership Test, all Rat beast packs within 6" of the Master Moulder may make a Move, be it Assaulting or simply Moving. In addition, the Warpcommand Orb have so overrided the intentions of the Rat beasts in its domain of influence, that the Rat Ogres do not suffer from the [b]Rebellious[b] Special Rule under the command of a Master Mutant.
The Warprestore Orb is a Warpstone Orb designed with the intent of healing and repairing the wounds suffered by the Rat beasts in combat. What it does is it nullifies the bleeding and cuts suffered by the Rat beasts, by programming the mutational energies within the Orb to fuse back the torn tissue and muscle at the cellular level. A loss limb can even be fused back in this manner, but of course at immense pain. This makes it not so ideal to be used on a Hrud, but with the Rat beasts, their tolerance of pain is much greater due as their senses having been made numb and insensitive from the transformative process they have experienced, so it would be of little consequence. The Warprestore Orb must be right next to the loss limb or wound to fuse and heal it back in shape. As such, the Warprestore Orb can only affect a single Rat beast at a time. A single Rat beast within the retinue of the Master Moulder gains Regeneration. For each Wound it has suffered, on a roll of a 4+ it regains it back. The Warprestore Orb can be used on the Master Moulder in much the same way as long as he has imbibed the Warpstorm Potion.
The Corruptor Raygun is a range weapon that sprays the raw mutagenic essence of the Warpstone within the containment unit of the weapon. The spray of raw Warpstone essence appears as a mist that evaporates nearly instantaneously upon contact with the air. As the mist settles upon the flesh of living organisms, the skin erupts with mutation, causing insufferable pain to the victims. The particles that constitute the mist never truly evaporates away and lingers in the air. As such, victims that have been sprayed by the Raygun inhales the toxic substance within their bodies, where the mutagenic essence of raw Warpstone undermines the internal organs of the victims, diminishing their physical fortitude and the natural resilience of the victims. In addition, as the victims slowly succumbs to the effects of the Corruptor, his senses lose their sensitivity and the nervous functioning of his limbs becomes affected. Units Hit by the Corruptor Raygun suffer a permanent reduction in their MS, T and I by 1.
The Mutagent Injector allows the Master Moulder to directly mutate his creations even upon the battlefield. One such Mutagent is the Warpstone Brew, a concoction that greatly increases the strength of the bearer, although the effects are only temporarily. Rat beast that has been injected with Warpstone Brew doubles their Strength for one turn only. Another Mutagent commonly used by Master Moulders is the Warpfire Brew. As the Warpfire courses through the blood streams of the Rat beast, its nervous system overloads, exciting it into a frenzied state. Rat beast that has been injected with Warpfire Brew becomes subjected to Frenzy. You may inject both Mutagents within the same Turn during the Assault Phase, even when the Master Moulder and his retinue is engaged in combat, as long as the Master Moulder is screened by his Rat beast packs.
When all the Rat beasts under the command of the Master Moulder is dead, the Master Moulder immediately imbibes the Warpstorm Potion that he always carries in reserve. The Warpstorm Potion is so called because its intense potency causes tremendous mutations to occur within the body of the Master Moulder, within the space of a second. The Master Moulder attains a massive hulking form that puts the Rat Ogres to shame. The Warpstorm Brew combines the effects of both the Warpstone and Warpfire concoctions, as such besides the changes to the statistics of the Master Moulder as a Master Mutant, he is subjected to Frenzy. He is also further subjected to the rules of Calvary as when he travels, he falls down on all fours for maximum mobility. The Master Mutant retains his armour as the Stillsuits are made of highly stretchable material while the Warpstone Armour, due to the fine workmanship of the Smithmasters of Tribe Dirge, hold fast together. The Master Mutant is capable of spitting acid at targets from a Range of 12". The acid is so corrosive that it is capable of penetrating neosteel plating. The Spitting Acid Attack has the following profile: R:12" S:5 AP:1 T:A1, Pinning. The effects of the Warpstorm Potion do not last forever and only by passing a Leadership Test at the end of every Turn is the Master Mutant able to retain this form. This reflects the Master Moulder's willpower as he attempts to cope with the potency of the Warpstorm Potion. Upon failing the Leadership Test, the Master Moulder succumbs to the side-effects of imbibing the Warpstorm Potion, which is similar to a hangover. In subsequent Turns, the Master Moulder regains his old profile and suffers from a -1 modifier to his WS, BS, S, and I that is only regained upon passing a Leadership Test at the start of every Turn.

Special Rules:
Instinctual Preservation, Nocturnal, Fleet of Paw, Master of the Pack
True Beastmaster: The Master Moulder sees the battlefield as an opportunity to test the effectiveness of his creations in battle. As such, his retinue always consist of the various Rat beast creations as a result of his experiments. There is no limit to the number of beast packs under his control as long as they fit within 6" of the Master Moulder.
Obsessed Experimenters: When the Master Moulder does appear on the battlefield, it is simply a situation where he attempts to gauge the effectiveness of his mad-inspired creations in the lethal conditions of the battlefield. The Master Moulder may never be the Army General.

Packlords are the Warlords of Clan Moulder. During the times when Clan Moulder was still a minor tribe, the Warlords of that era saw the Master Moulders and their twisted creations as a tool essential for the ascension of their Tribe. That was how Clan Moulder was born, named after the very individuals that gave rise to the Tribe as a major power. The Warlords saw how the twisted creatures of the Master Moulders were superior even to the elite Black Guard retinue. Thus the Black Guard was disbanded and the Warlords started to use Rat beasts to replace the Black Guards as their retinue. However, to handle and restrain the bestial instincts of the Rat beasts is no easy task and many Warlords in their inexperience have fallen prey to the Rat beasts. This led to the Great Coup, in which the Packmasters who were trained all along by the Master Moulders to handle the Rat beasts, turned against the ruling Warlords to take their place as the true masters of Clan Moulder. Some Warlords did survive the Great Coup, through tenacious will, finally mastering control over the Rat beasts. Thus it came to be that the hierarchy of Clan Moulder was to be determined by one's expertise in controlling the Rat beasts. The Rat beasts are creatures often possessing strong will and independent mind as they tend to follow their own inner instincts, so it is no easy task to tame them. The very best Packmasters are recognised for their skill and leadership by their fellow Packmasters and are elevated to the status of Packlords, individuals whose actions determine the overall movements within the Clan. The Master Moulders are an exception to the natural order of the hierarchy within Clan Moulder for they are the source of the Rat beasts and are so consumed by their own experimentations that they are very much unaware of the movements of power within the Clan structure.

Packlords come equipped with the very best of equipment the wealth of Clan Moulder is able to acquire. Their choice of weapons include the Barbed Whip, to control the Rat beasts that form their retinue, and the Weeping Blade, a steel blade dipped in a highly venomous poison. The venomous poison is extracted from the Hell Vipers that roam the lands of the Underempire. A single cut from a Weeping Blade can cause even the toughest and most strong-willed of individuals to succumb in a matter of seconds. For their protection, they wear the rare Stillsuits and the even rarer Warpstone Armour. The Warpstone Armour is intricately crafted by the greatest of the Hrud Smiths, offering protection superior to the Shell Armour. In addition, a single piece of raw Warpstone is embedded into the center of the Armour. The Warpstone chestpiece radiates an aura that extends into the Warp, protecting the bearer from Psychic intrusions. In addition, the aura acts as an invisible barrier that is capable of stopping even physical attacks. Under the leadership of the Packlords, Clan Moulder has arisen to become the wealthiest Clan in all Hrudom.

Packlord: MS:5 BS:3 S:4 T:4 A:4 W:3 I:6 L:9 AS:4+ CS:6+ IS:5+
Point Cost: 55
Unit Size: 1
Equipment: Warplock Pistol and Power Whip, Weeping Blade, Sheath, +Warplasma Grenades+2Pts, +Warpfire Grenades+4Pts, +Nightshades+2Pts, +Stillsuit+4Pts, Warpstone Armour, +Blood Skiff+30Pts

The Power Whip is a Barbed Whip imbued with Power field technology, gained from trading with one of the Migratory Tribes or Clan Pestilens. They are crafted by the Bloodsmiths just as it is with the Barbed Whips. An energy sheath envelops the entire whip, allowing it to cut through the thickest armour. Power Whips are Barbed Whips that ignore AS.

Special Rules:
Instinctual Preservation, Nocturnal, Fleet of Paw, Barbed Whip, Merely Beasts, Master of the Pack, Alpha Pack
Whip Mastery: The same rule applies as with Packmasters and Slavemasters except the Packlord has 5 Attacks instead of 4. AS may not be taken against the Power Whip.
Beastmastery: The same rule applies as with Packmasters except the Packlord has 4 Attacks instead of 3. This also means that the Packlord may commandeer up to 4 Rat beast units at a time.
Lord of Beasts: When Clan Moulder becomes threatened by an external force, Master Packlord Griffkin will send several Packlords to defend the Clan. The Alpha Pack needs to be determined among the delegated Packlords, and the Packlords duel each other in their mastery and control over the Rat beasts, before they depart for war. Eventually one of them will best the others, and he is given the title of Beastlord and the rank of Pack General. If you have more than one Packlord in your army, choose one. He will be the Army General, and he has an improved profile of A5 and I7. This means that the Army General may commandeer up to 5 Rat beast units at a time.

Last edited by Calixtus; July 29th, 2008 at 19:17..
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