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Old November 16th, 2007, 18:30   #2 (permalink)
Calixtus
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Tribe Mors is splintered into a series of lesser tribes, forced to live a nomadic existence within the harsh Desert World of Tallern. These tribes chart their course over the desert sands using the locations of oasis as stops. These oases are scattered throughout the desert at random points. The tribe never stops at a location for too long so as to prevent their water source from running dry. They chart their course in such a pattern as to avoid contact with fellow tribes, so as to not exceed the limits of an oasis to provide. When they do chance upon other tribes, it is during their wanderings through the desert. A ritual exchange of information regarding the conditions of their respective tribes take place. In this way, the individual sections are made aware of the workings of the Greater Tribe on the whole. During such exchanges, the tribes use this opportunity to replenish whatever they so happened to be lacking currently, be it food supplies or firearms. In this manner, the balance of power between the tribes is kept in check, for the tribes necessarily have to sacrifice something they have in abundance in exchange for what they are in dire need of. No tribe is thus greater than another, although this system of balance is not perfect and some tribes are indeed wealthier or more powerful than their fellow tribes.

Conflicts however, do occur between the tribes at times, despite the stance of mutual aid and non-aggression practised between the tribes. These are occasions when the land dries up and the scarcity of water drives the tribes into competition for rare pockets of precious water. All this further creates an environment of harsh existence, where only the fittest survive. The Nomads of Tribe Mors are thus tough individuals, adapting to the many dangers posed by life in the Desert World of Tallarn, one such adaptation being the evolution of highly developed senses of perception. A Nomad is conditioned to be intimately aware of his immediate surroundings, thus it is extremely difficult to take one off-guard.

The Hruds of Tribe Mors have developed many means to conserve water, even the water within their own bodies. When a Hrud dies, his body is left within the Deathstill, the water extraction system within the huge Sandcrawlers that serve as the mobile homes of the Hrud Nomads. The water within the dead body is drained and stored in the water storage tanks within the Sandcrawlers. The Nomads have derived ways to conserve water to such an extent that they have developed incredibly advanced Stillsuits, at least from the standpoint of their primitive existence. These Stillsuits are made from the leathery hides of the Desert Yaks, a native lifeform of Tallarn that subsist on the sparse vegetation scattered throughout the desert. The hides of the Yak have high water absorbent properties and have even greater water retention capabilities. The Yaks as such do not imbibe water to quench their need for it like other lifeforms but immerse their entire bodies within an oasis. In this way they can travel many miles across the desert in search of the sparse vegetation that forms their diet, never needing to drink by subsisting on the water stored in the sacs beneath their hides. The Stillsuits work by absorbing the bodily waste products naturally generated by the actions of the body. A filtration mechanism within the Stillsuits extract the water, while leaving the waste byproducts to be excreted back into the surroundings. The extracted water is then reabsorbed back into the body of the Hrud. The entire water recycling system is powered by pumps built into the heels of the suit, thus the motions of the Hrud both causes the natural excretion of waste products and the powering of the processes of the Stillsuit.

Another invention of the Nomads of Tribe Mors is the Nightshades. The twin-suns of Tallarn scorch the barren ground with harsh, glaring rays, making it a setting most unfavourable to the Hruds, for due to their nocturnal origins, were highly susceptible to bright lights. The sensitive eyes of the Hruds could not take bright flashes of light, which made it even worse that the star system of Tallarn contained two suns. This prompted the Hruds to formulate a device which would ensure the protection of their eyesight in this harsh world. The Nightshades was thus invented to fulfill this need. It is made of two lenses that have been shaded to appear dark when viewing through it. The lenses is made of obsidian, a mineral, that due to its dark shade, prompted the Hrud Weaponsmiths of Tribe Mors to use in the creation of the Nightshades. To the Hruds wearing them, the time of the day would appear to be night, for everything is shrouded in darkness. This makes it perfect for the eyesight of the Hruds for they were born in a dark place, the Underempire of a moon of a planet at the center of the galaxy.

Another item the Nomads of Tribe Mors have taken to manufacturing is the Mirage Cloak. Although common and in wide circulation in the Underempire of the Hruds, the Hruds of Tribe Mors, due to their location and segregation from the rest of the tribes and clans of the Underempire, have taken to manufacturing their own Mirage Cloaks to weather the cold nights and hot days of the Desert World of Tallarn. While the first Mirage Cloaks and the Mirage Cloaks used by the tribes of the Underempire are black, for the landscape of the Underempire is shrouded in a deep twilight, the Mirage Cloaks used by the Nomads is brown, the colour of the sand that surrounds them for miles in all directions. This gives them a limited amount of camouflage, and it is the source of their reputed ability to go unnoticed, and part of the reason why they are so hard to spot. The Mirage Cloaks serve greatly in both war and peace times. In war, the Mirage Cloaks further obscure the silhouettes of their Nomads from their enemies, appearing as a "mirage" caused by the heat of the sun. This has given rise to its name among the Hruds, for its camouflaging properties. In peace times, it keeps out the heat of the sun, and gives some protection from the cold of the night. The Mirage Cloak is thus a prized possession of the Nomads, and even a necessity.

During the day, the Sandcrawlers of the splinter tribes of Tribe Mors seek out areas composed of soft soil. Great burrowing drills on the underside of the Sandcrawlers would dig deep into the ground, forming huge pits in which the Hruds would seek refuge from the scorching heat. The Hruds would then proceed to extend the depths of the pit horizontally through burrowing, creating a network of tunnels. These network of tunnels would have a main tunnel from which branch out the various sub-tunnels that lead to various dens. Moving down the layers of the Warren are the mating dens. Any Hruds in heat would proceed to mate within, and the young litters produced are gathered in the nursing dens at the lowest levels of the Warren where they would be furthest away from the dangers present on the surface. Having burrowed out the complex network of tunnels that comprise the interior of the Warren, the Hruds would then proceed to burrow sub-tunnels from the main tunnel route that exit onto the surface. These tunnel exits provide several routes of escape should an external force attempt to break into the Warren. The burrowing of the Warren is done by the Greyfurs of the tribe, while the Blackfurs act as sentinels guarding the Sandcrawler from threats. The Hrud Nomads reside within the Warren temporarily, until such a time that the water supply within the storage tanks of the Sandcrawler runs dry. When night falls, the tribe would then proceed on their nomadic wanderings, heading towards the nearest oasis where they can replenish their water supply.

The Hruds occasionally encounter the Tallarn Bedouins in their travels, Human nomads who live an existence of constant travel much like the Hruds. The Hrud tribes usual disposition is to avoid contact as much as possible with the Humans they coexist with. However, Hruds and Humans have been known to enter into territorial disputes over areas rich in resources. The Hruds of Tribe Mors have proven to be a resilient and resourceful foe, such that, out of respect of their adversaries, the Tallarn Bedouins have started to use Hrud terms in their everyday speech. The Hruds have likewise borrowed from the language of Man, calling themselves after them. The Fedaykin of Tribe Mors for instance, is derived from the tongue of the Tallarn Bedouins, the original word being "Fedayeen", and roughly translated, means "one who is ready to sacrifice his life".

In their initial forays with the Humans, the Hrud tribes were at a disadvantage due to their relative primitivity, lacking in firearms compared to the Tallarn Bedouins. The Hruds, with their cunning minds, saw the solution to the problem by scavenging from dead Tallarn Bedouins. In the aftermath of a battle, the Hruds would return to the scene of the battlefield to salvage whatever firearms they can from the bodies of fallen Bedouins. During times of peace, the Hrud would engage in a technological exchange with the Bedouin caravans they would meet, trading knowledge of the manufacturing of Stillsuits for knowledge of the manufacturing of firearms. Through these exchanges, the Hruds learnt to built forges for the manufacturing of weapons within their Sandcrawlers. The salvaged firearms from the fallen bodies of Bedouin Warriors were modified within these forges. These modified firearms, called Jezails by the Hruds, are highly customisable, capable of having attached double barrels, allowing the firing of two rounds in a single shot. The Jezails form the standard firearms of the Greyfurs of Tribe Mors, known as the Nomad Warriors of the Hrud by the Bedouins. The Blackfurs of Tribe Mors, calling themselves Dune Warriors, use a sawn-off version of the Jezail. Its reduced size allows it to be used as an additional close combat weapon in hand-to-hand engagements, but the range of the firearm is compromised due to its shortened barrel. The Sawn-off Jezail may be used both as a pistol as well as a rapid fire weapon due to its highly customisable design.

Another source from which Tribe Mors are able to gain access to firearms is from the fellow Tribes and Clans of the Underempire and the rest of Hrudom. The Nightshades and Stillsuits manufactured by Tribe Mors are goods of high demand in all Hrudom, and fetch tremendously high prices. The usual exchange of a Nightshades or Stillsuit is commonly either a Warplock Rifle or Fusil. Besides the trading of firearms, Tribe Mors use their monopoly over the production of Nightshades and Stillsuits to procure valuable raw materials and food sustenance that would be otherwise scarce on the Desert World of Tallarn. The denizens of Tribe Mors do not use these firearms in their engagements but rather use the parts and pieces as raw materials for their own modified weapons of war. An example of such a weapon that contain parts of the Warplock Rifle is the Hrud Rifle. The only individuals in the entire Tribe to use Warplock Rifles or Fusils in engagements of war are the Seer Chieftains. The main reason why Warplock Rifles are not used as a standard firearm by the warriors of the Tribe is due to the fact that the weapon restricts mobility as it is a move or shoot weapon. Battles fought under the harsh Suns of Tallarn are quick and decisive, with mobility being integral to victory. On the open, bare lands of Tallarn, there is no place to take cover and being able to be constantly on the move is essential to survival. The Seer Chieftains on the other hand do not have to be constantly on the move. Rather, holding a stationary position in the center of the army in full view of the movements of each element of the Tribe would be more favourable as the Seer Chieftains are responsible for coordinating and commanding the forces of the Tribe. As such, the Seer Chieftains choose weapons of war that have great range and possess tremendous firepower. The Warplock Rifle and the Fusil is easily among the most powerful weapons available to Tribe Mors, so they are considered a staple equipment of the Seer Chieftains. However, it is also not uncommon for the Seer Chieftains to equip themselves with the weapons of the various warriors of the Tribe. For instance, if the Seer Chieftain so chooses to join a Sharpshooter unit, he would wield instead the Hrud Rifle. Over his long lifespan, he has so trained in all the ways of war mastered by the warriors of Tribe Mors, he is at home within any unit upon the battlefield, able to fulfill each distinct role equally well.

Within the forges of the Sandcrawlers, the Weaponsmiths of Tribe Mors developed the Hrud Rifle, an entirely original creation specifically designed to suit the nomadic style of warfare of the tribes. It is so called for it was designed by the Weaponsmiths to be the definitive weapon of war for the Hruds. Its components are derived from the parts of the various types of firearms the Hruds have come across through their scavenging. It is a high-powered, single-shot slug rifle, with a long barrel that gives it incredible range. The most innovative design of the Hrud Rifle is its recoilless firing mechanism, allowing the Hrud Rifle to be fired even on the move. The Hrud Rifle is upgradeable with a laser-sighted sniper scope that allows it to hit targets at critical areas with pinpoint accuracy. The Hrud Rifle is also designed to be compatible with various types of ammunition. Indeed, it has been observed of Hrud riflemen of Tribe Mors, firing pulse shots with their rifles after an encounter with Tau Empire forces. As of yet, the Hruds have refused the invitations of the Water Caste ambassadors to join the Tau Empire, for the Hruds are a secretive race that pride themselves on their self-reliance.

~End~

Unlike the other Hrud Tribes and Clans, Tribe Mors is distinguished by the lack of racial tension between the Greyfurs and Blackfurs. The Greyfurs and Blackfurs coexist peacefully, each fulfilling a role within the tribe that they are best suited to. This culture is a direct result of a necessity derived from attempting to survive within the harsh desert environment of the world of Tallarn. If the society within Tribe Mors was atypical of the disorganised mass that characterises the other Tribes, with a great social divide between the Greyfurs and Blackfurs, Tribe Mors would easily succumb to the harsh forces of their environment. The Greyfurs, lacking the physical strength of their Black brethren, form the work force of the tribe, burrowing tunnels to create the Warrens, setting up the pumps to drain the water from oasis pools into the storage tanks within the Sandcrawlers, among other things. When the tribe goes to war, the Greyfurs too take up arms in defense of their tribe, for the entire tribe lives as one and fights as one and no personnel can forgo his responsibility to the tribe. Besides, although the Blackfurs are the warriors of the tribe, it would be impractical to depend solely on them for the defense of the tribe for they lack the numbers of the Greyfurs. The Greyfurs, forming the bulk of the tribe, are employed as range troops, where they would be safe from engaging in close combat of which they are ill suited to. Tactically, the Greyfurs are used as stationary firing bases, as a defensive deterrent against advancing enemy forces. In their forays with the Human Bedouin Warriors of Tallarn, the most commonly encountered Hrud is the Greyfur, so the Greyfurs form the archetype of the Hrud in the minds of the Bedouin. As such the Greyfurs of the tribe have come to be known as the Nomad Warriors of the Hrud to the Bedouin. The Greyfurs have adopted this name for themselves, and the Nomad Warriors of the Hrud form the bulk of the forces of Tribe Mors.

Troops:
Nomad Warrior: MS:3 BS:1 S:2 T:3 A:1 W:1 I:5 L:6 AS:6+ CS:5+
Point Cost: 5
Unit Size: 10-20
Equipment: Jezail +Double-Barrelled+3Pts, +5Spike Launchers+10Pts, +2Plasmortars+20Pts, Nightshades, Stillsuit, Mirage Cloak

The Jezail is a modified autogun, the weapon of choice of the Tallarn Bedouins. As a result, the availability of Jezails is directly related to the scavenging of fallen Bedouins in the aftermath of a war. The Jezail is almost a direct copy of the autogun except it is more customisable, and use Kryshards for ammunition, giving it greater penetrative power. Its modifiability includes its ability to extend its barrel into a double-barrelled version of the Jezail, allowing it to fire two shots instead of one. It has the following profile: R:24" S:3 AP:6 T:RF.
Modifying a Jezail with Double-Barrells doubles the Shots fired by the Jezail. That means when firing within 12", the Jezail fires 4 Shots while when firing at the maximum distance, the Jezail fires 2 Shots.

Spike Launcher[Kryspike]: R:24" S:5 AP:2 T:A1
Spike Laucher[Spike Bomb]: R:24" S:4 AP:4 T:A1, Blast, Pinning, Multi-Layered Grenade
Spike Launchers are modified Grenade Lauchers of the Imperial Guard scavenged by Tribe Mors during a battle. The Spike Launchers are lightweight and highly portable, such that they can be fired on the move, much like they were as Grenade Launchers. The ammunition fired by Spike Launchers, as the name suggest, are formed from the teeth of dead Sandworms, called Kryspikes. Sandworms are massive creatures that reach lengths of hundreds of metres. Lining the interior of their mouths are innumerable jagged teeth that are composed of a diamond-hard substance called Krys. The Krys is then sharpened and refined into a form that can be used by the Hrud Nomads as Kryspikes. When fired from a Spike Launcher, the Kryspike is capable of piercing the toughest of armour, save the armoured hulls of the tanks of the Imperium. In their encounters with the Terminators of the Space Marines during the Great War, the armour of the Terminators proved as resilient to the weaponry of the Hrud Nomads as the armoured hulls of the tanks. The only weapon capable of piercing Terminator Armour was the Kryspike Launchers, such that within every Nomad Warrior troop, up to five Warriors are delegated with the task of carrying these Spike Lauchers into battle, selecting the hard targets while leaving the rest of the troops to mob up the light infantry.

In the aftermath of the Great War against the Humans, the Frag and Krak Grenades raided from the Imperium were dissected and the workings of their mechanism studied by the Weaponsmiths of the Hrud. Through this, the Hrud Nomads acquired the technology to create explosives that fragment upon impact. The Hrud Weaponsmiths, within their forges in the Sandcrawlers, started development on an explosive device that would be composed of several layers of fragment that shattered upon impact. Yet, instead of the scattering of mere shrapnel, the outer layer of the bombs would be composed of Kryspikes. Thus, the Spike Bomb was invented. On the surface, the Spike Bomb appears as a ball covered with spikes made of Krys protruding from every possible point. Within the Spike Bomb however, the composition and structure is very similar to a Frag Grenade, with hundreds of tiny ball bearings lining the interior, with the exception that the ball bearings are substituted by Kryshards. In other words, the Spike Bomb is a Multi-Layered Frag Grenade. Upon impact with an enemy unit, the Bomb shatters, showering the immediate vicinity with Kryspikes, the shrapnel of the bomb casing, and the Kryshards at the core of the Spike Bomb. The target unit is thus bombarded several times over, as the fragmentation reduces them into pieces. Unless equipped with Power Armour or stronger, the survival rate from a Spike Bomb blast is extremely low. The Spike Bomb is a Blast Weapon that causes Pinning. In addition, it has the Multi-Layered Grenade rule that states that all units caught within the Blast are subjected to D3 Hits of S and AP of 4.

Plasmortar[Shell]: R:G48" S:7 AP:2 T:H1, Blast, Pinning, Overheat
Plasmortar[Grenade]: R:G48" S:5 AP:3 T:H1, Blast, Pinning
In the disarray of the Imperial forces during the death raid of those brave Fedaykin death commandos, the Imperial forces were forced into retreat. In the haste of their evacuation, the Imperial forces left many of their equipment behind. These were salvaged by Tribe Mors for their own use. Predominant among the equipment left behind are caches of Plasma Guns and Mortars, which presented too heavy an object and were thus left behind during their evacuation procedures. The Hrud Nomads disfavoured the Plasma Guns in exchange of their own hand-crafted Jezails, for the Plasma Guns had the tendency to Overheat with extended use, killing its wielder. Given the myriad of dangers already faced by the Hrud Nomads within the harsh desert environment of Tallarn, the complications of the Plasma Gun made it all too unfavourable a weapon. However, they acknowledged the awesome firepower contained within a single Plasma Gun, and as such, the Weaponsmiths of the Hruds worked on harnessing the plasma power within the Plasma Guns and combining this power with the delivery system of the Mortar, thus reducing the casualties caused by overheating. The Plasmortar was thus born. The Plasmortar is capable of firing a single Plasma Shell that contains the penetrative firepower of the Plasma Gun. It is also capable of a secondary mode of firing, in which it lobs a single Plasma Grenade that suffers from lesser strength and penetration compared to the Plasma Shell. The designs of the Weaponsmiths were unable to completely removed the complications involved with the overheating of the plasma, but at least the feedback is contained within the Plasmortar itself, and no harm comes to those found within its immediate vicinity. The weight of the Plasmortar has its setbacks however, and requires it to be transported by two Hrud Nomads. The Plasmortar has to be set up before use, to compensate for the recoil of the projectile as it is fired. The Plasmortar must be carried at all times by two Nomad Warriors. Place the Nomad Warriors at most 2" apart. This is contrary to the Skirmishers rule, which says the Nomad Warriors within a troop can maintain a distance of 4" apart. If you choose to fire the Plasmortar, the two Nomad Warriors may not choose to use their Jezails. Should the Plasmortar Overheat, simply remove it from the Battlefield. The two Nomad Warriors may continue to operate as per the normal rules applied to all Nomad Warriors.

Special Rules:
Instinctual Preservation, Nocturnal, Scavengers, Burrow Warren, Sand-Walkers, Secretive, Fleet of Paw, Scouts

Skirmishers: Each individual model within a Hrud unit may stay up to 4" of each other. When the unit is Charged, it may choose to scatter instead of receiving the Charge. Roll a D6 and add to the I for both opposing forces and compare the end scores just like when making a Sweeping Advance. If the Hrud unit scores higher, then it withdraws 2D6"+2. The enemy unit is forced to Move its full Charge distance, but does not get into Assault, unless it is able to reach the fleeing Hrud unit through the rules of Calvary for instance. Skirmishers may choose to regroup their formations once during the start of your Turn.
Sand-Walkers: Living within the deserts of Tallarn, one must always be wary of the Sandworms of the Desert, Shai-Halud as known to the Human Bedouins. They eat anything that moves upon the desert sands, for they are the lords of the desert, and nothing that moves upon the surface is free from their clutch. The Bedouins however, have learnt of a way of moving that is able to deceive the Sandworms burrowing deep within the earth, that they are simply the Sand Vipers that roam the land, or even the wind shifting and turning the sands. This is possible because the Sandworms sense the vibrations on the surface from the sensitive hairs on the soft skin that lay beneath the hard armour plates that cover the length of their bodies. By moving in a certain pattern, making one forward step with the foot, while dragging the other behind, the Sandworm is deceived into thinking the vibrations is made from the wind lifting and plowing the sands. In this rather slow and haphazard manner, the Hrud Nomad is able to move undetected over the sandy deserts. Move Through Cover USR. Only applies if they are fighting within a desert terrain.
Secretive: The Hruds of Tribe Mors have developed a secretive way of life due to the harsh conditions faced when living within the Desert World of Tallarn. The dangers faced at all times within the desert has allowed them to evolve highly develop senses of perception, able to perceive the onset of danger almost instantaneously. This, together with their naturally secretive disposition towards life, has made sightings of Hrud Nomads a rare occasion indeed. To reflect this, when a Hrud unit of Tribe Mors is in Cover, any enemy units attempting to Shoot or Charge at them has to roll a D6 and add it to their Initiative. The Hrud unit does likewise, adding D6 to its Initiative and comparing the score with that of the enemy. If the Hrud unit scores higher, than the enemy unit is free to target another unit but not that Hrud unit. If the Hrud unit scores lower, than the enemy unit may Shoot or Charge the unit as per normal.
Hunter-Seekers: Nomad Warriors firing Spike Launchers may choose targets separate from the rest of the troop.
Trench Diggers: During prolonged battles, Nomad Warriors have been known to fortify their firing bases by digging trenches with their claws. Although digging a trench in the midst of battle is a risky affair, the Nomad Warriors are known to do so fairly quickly. The trenches provide exceptional cover against all sorts of firearms, at least those that travel forth horizontally. However, the trench provides no protection from artillery weapons like the mortar that bombard the enemy from above. At the start of your Turn, determine if any of your Nomad Warrior units are to dig a Trench. If so, that particular unit(s) may not make any further Movements for the rest of that Turn, be it Moving, Shooting or Assaulting. Trace an imaginary line that is 6" in length across the Battlefield to denote the Trench. The Trench may not be placed upon Difficult or Dangerous Terrain. The Trench provides +2 to the CS of all the Nomad Warriors within the unit as long as they are behind the imaginary line. The Trench only provides a CS from Shots that come at an angle that touches the imaginary line before Hitting any of the Nomad Warriors behind the line. Template Weapons do NOT negate the CS of Nomad Warriors behind the Trench, but Blast Weapons suffer no penalties against the Nomad Warriors behind the Trench. If the Nomad Warriors behind the Trench did not fire in the previous Turn, then all Shots fired at them only Hit on a roll of 6. In order to create a trench during the chaos of a battlefield, the Nomad Warriors within a single pack must band together and use their collective strength in order to dig a trench in the shortest time possible. Besides, it is unfeasible to create a trench that spreads too wide amidst a battle. As such, every single Nomad Warrior must be within 1" of each other and the entire unit must be behind the imaginary line that denotes the Trench.

The Blackfurs of Tribe Mors form the backbone of the fighting forces of the tribes. While the Greyfurs present the work force, Blackfurs are the warrior sentinels of the tribe, forming an ever vigilant guard against any would-be attackers. They tame their natural aggression by engaging in ritual combat among themselves, as a means to vent their pent-up energy. The ritualised combat instills discipline among the Blackfurs, suppressing their tendencies towards infighting. Indeed, over the ages, the ritual combats practised by the Blackfurs have developed into a highly technical artform. By understanding the flow of power between two opposing forces, the Blackfurs attempt to manipulate the outcome of combat by learning to apply force precisely at the right location and time. This technical outlook towards combat differs greatly from the Blackfurs of the other tribes who rely on pure aggression and recklessly throw themselves into the fray. Much of these techniques were developed through their encounters with the Bedouin Warriors of the Tallarns. Despite their seeming frailty compared to the physique of a full-grown Blackfur, the Bedouins were easily able to overcome a Blackfang in single combat. Through their exchanges, the Blackfurs learnt of the martial art practised by the Bedouin Warriors, called by them, "The Weirding Way". Its philosophy is based on being in control of the flow of combat by adapting to the opponent's movement and seeking the weak spots in their fighting style. The Blackfurs borrowed from them by copying these techniques and adapted them to fit their physique. The constant life of warfare within the desert and the practise of ritual combat between the Blackfurs on a daily basis has made even the lowliest Blackfur a highly skilled combatant, capable of standing his own even against the combat specialists of other species.

In battle, the Blackfurs would attempt to close in on the enemy, where their fighting prowess can be put to good use. The bare lands of the desert provide little places of cover, but the dunes, rising like rolling hills across the landscape, act as barriers between the Blackfurs and the enemy. The Blackfurs came to learn to travel from dune to dune, relying on these mounts of sand for cover, till they were in such a position as to be able to engage with the enemy. The Blackfurs of Tribe Mors thus came to be known as the Dune Warriors by their Human adversaries. Even then, the Blackfurs have learnt that it is impractical to depend solely on unarmed combat and carry sidearms with them. The Dune Warriors are thus versatile troops, capable of engaging both at range and in the melee. Through their encounters with the forces of the Tau Empire and Imperium of Man, the Dune Warriorss learnt that range weaponry and physical combat were insufficient in covering the entire dynamics of warfare. The firearms of the Hrud Nomads were unable to pierce the armoured hulls of the tanks of the Imperium, and in nearly every engagement, the Hruds were forced into retreat, lacking the technology to deal with armour. The Dune Warriors, seeing themselves as the warrior sentinels of the Tribe, resorted to raiding Imperial weapon depots to discover a means to deal with the seemingly invincible tanks. During their raids, the Dune Warriors took whatever they could carry with them, and the Frag and Krak Grenades, being lightweight and carriable en masse, were easy pickings. Through the process of trial and error, the Dune Warriors learnt of the use of the Frag and Krak Grenades. The Weaponsmiths of the Hruds modified the Krak Grenades, using a casing made of Krys to replace the usual shrapnel used by the Imperium. These modified Grenades came to be known as Krys Grenades, and had greater penetration power than a Krak Grenade. So it came to be that in any engagements with armoured companies, the Dune Warriors were sure to carry with them these Grenades. The Dune Warriors thus came to be multi-purpose warriors, capable of fulfilling any role upon the battlefield. Through merit of their efforts, the Dune Warriors have come to be recognised by the tribal leaders as being the backbone of the forces of Tribe Mors.

Troops:
Dune Warrior: MS:5 BS:1 S:3 T:3 A:1 W:1 I:4 L:7 AS:6 CS:6+
Point Cost: 7
Unit Size: 10-20
Equipment: Sawn-Off Jezail and Claw/+5Plasma Pistols+5Pts, Kryshard Grenades+1Pt, Krys Grenades+2Pts, Nightshades, Stillsuit, Mirage Cloak

The Sawn-Off Jezail is a modified version of the Jezail with a sawn-off barrel and a built-in pistol grip. The pistol grip allows it to be fired with a single hand, freeing the other hand to be used in hand-to-hand combat. The Sawn-Off Jezail has the following profile: R:18" S:3 AP:6 T:RF, Pistol-Grip.
Pistol-Grip: When within 12" of the enemy, the Jezail may be used as if it was a Pistol, being fired once before being used as an additional Hand Weapon in combat.
During one of the Great Raids upon the Imperial weapon stockades, the Dune Warriors encountered Plasma weaponry. The Dune Warriors recognised them as weapons of immense power, having seen them being employed by Imperial Guardsmen during the Great War. The Dune Warriors took the Plasma Pistols for their own use, disdaining the bulk of the Plasma Guns, as a possible option against the armoured hulls of the tanks of the Imperium until a viable alternative could be found. The Plasma Pistol has the following profile: R:12 S:7 AP:2 T:P, Overheat.
Kryshard Grenades are modified Frag Grenades with the ball bearings at the core replaced with Kryshards. They are thrown right before engaging the enemy in close combat and are specially designed to flush out enemy forces in cover. For each Charge bonus you choose to lose, you may throw a Kryshard Grenade. It has the following profile: R:G12" S:4 AP:4 T:A1, Blast, Pinning. For each casaulty inflicted from the Kryshard Grenade Attacks, the enemy unit must pass a Pinning Test with a -1 modifier. If the target unit fails its Pinning Test, all bonuses gained when receiving a Charge while in cover are negated. Both Attackers and Defenders engaged according to Initiative value as if there was no cover.
Krys Grenades are Krak Grenades modified with greater penetrative power through the use of Krys as the constituent material of both the casing and the core. They function in much the same way as Krak Grenades, except striking at S7 instead of S6.

Special Rules:
Instinctual Preservation, Nocturnal, Sand-Walkers, Secretive, Fleet of Paw, Scouts, Skirmishers

Dune-Walkers: If the Dune Warriors choose to Move as if they were in Difficult Terrain instead of moving normally, they are counted as having a +2 to their CS, for a total CS of 4+, that works against Template Weapons too. This Special Rule only applies if the Dune Warriors are fighting in desert terrain.
Way of the Claw: Gain a +1 to-Hit modifier in close combat.
Overgrown Incisors: Gain an Extra Attack as long as the Dune Warrior is within 1" of an enemy unit.

Hrud Rifles are used exclusively by the Sharpshooters of Tribe Mors. It can be said that Hrud Rifles were created to fill a need for mobile, long-ranged elite fighting troops in battle, especially against the more advanced races. This motive was decided by the tribal leaders when they convened together during the Great Gathering, after the initial forays between Tribe Mors and the advanced civilisations of the Tau Empire and the Imperium of Man. Their superior firepower, and the lack of armour of the Hrud Nomads, resulted in an unacceptably high casualty rate among the Hruds. The course of action decided upon then, during the Great Gathering, was the formation of an elite fighting unit that had the range to engage the enemy at a distance where they would be safe from return fire, and the mobility to move across the battlefields should their positions be compromised, while maintaining a constant fusillade. Thus, the Sharpshooters of Tribe Mors was born. Sharpshooters are selected from Greyfurs who have shown exceptional bravery in battle. The selection criteria is extremely strict for the Sharpshooters are forced to operate independently from the rest of the tribe. They are as such a highly disciplined force, that, due to the conditioning of their role upon the battlefield, have developed acute senses as a direct result of their honed instincts developed from learning to survive while operating independently, on their own judgement. Sharpshooters are often in the most forward positions upon the battlefield, so that they are better able to target key units whose demise could possibly determine the fate of the battle. They would advance cautiously up the field of battle, moving from cover to cover in the knowledge of the vulnerability of their armour. When stationed behind rocky outcroppings or other assorted terrain features, the Sharpshooters are adept at blending completely with the terrain, almost being impossible to spot. Being desert-dwellers, Sharpshooters are expert at manoeuvering over difficult terrain, easily noticing where the land is roughest and moving in a shifting fashion over smooth ground in a pattern that mimics the movements of desert snakes. Sharpshooters have also been known to use the burrow tunnels of their Warren to move quickly from point to point. The true distinction of the Sharpshooters however, is their immense skill with the Hrud Rifles. They develop these skills by living a tough regiment everyday of their lives, perfecting their aiming skills through sheer practise. During the day in their periods of rest, they would sleep with their rifles slung to their bodies. The end result is that the Sharpshooters are able to perform unnerving feats of accuracy with their rifles, capable of targetting areas where the armour is most vulnerable, and bypassing even the formidable defences of the Terminator Armour of the Space Marines.

Elite:
Sharpshooter: MS:3 BS:2 S:2 T:3 A:1 W:1 I:6 L:8 AS:6+ CS:5+
Point Cost: 13
Unit Size: 5-10
Equipment: Hrud Rifle +Bolt Shell+1Pt +Pulse Shot+3Pts +Warplasma Shell+5Pts +Laser Sights+5Pts +Rifle Sling+2Pts, Nightshades, Stillsuit, Mirage Cloak

The Hrud Rifle is made out of the parts of countless lesser firearms, but take its key components from the Warplock Rifle. This includes the long barrel of the Warplock Rifle, the flintlock firing mechanism, its ammunition casing and its compatibility with a wide range of ammunition types. However, the most prominent feature of the Hrud Rifle, its ability to fire on the move, is due to its recoiless firing mechanism that is technology stolen from the Storm Bolter of the Imperium. The chief implement is believed to be a great spring shock absorber at the butt of the Rifle. The Hrud Rifle has the following profile: R:36" S:4 AP:6 T:A1.
Being on a Human world means that the Hruds of Tribe Mors come into contact with Humans on a regular basis. Scavenging through the equipment of fallen Human soldiers, the Hruds have gotten their hands on the Boltgun and its Bolt Shell. This has inspired the Weaponsmiths to modify the Hrud Rifle to be compatible with various ammunition types, allowing the Sharpshooter to fire a round with increased penetration. The Bolt Shell has a S4 AP5. Each Bolt Shell must be Purchased separately. If 3 Bolt Shells are purchased then you may fire a Bolt Shell for 3 Turns.
The Hruds of Tribe Mors have encountered the Tau when they came to the world of Tallarn. Engagements with the Tau brought to the Tribe the realisation that the weaponry of the Tau was superior even to the Humans. The Hruds thus have resorted to scavenging their equipment, in the same way they scavenge from fallen Human warriors. As the Tau equipment is sophisticated and well-crafted, the Weaponsmiths have been unable to crack their secrets. However, they have been able to configure the Hrud Rifle to accept Pulse rounds as ammunition. Pulse Shot has a S5 AP5. Same rules of Purchasing apply as with Bolt Shells. Like the Bolt Shell, the Sniping rule conferred by Laser Sights may be combined with the rules of firing Pulse Shots as long as the Sharpshooter did not Move that Turn.
Trade of Nightshades and Stillsuits with their kindred tribes in the Underempire has allowed Tribe Mors to gain Warplasma Shells. They are given as an ammunition option to the Sharpshooters. Warplasma Shell has a S5 AP3, Blast, Pinning, Warplasma Acid. Units splashed by Warplasma Acid suffer a -1 modifier to their AS that is accumulative.
Laser Sights confers the Sniping rule for the Hrud Rifle. In addition, shots from the Hrud Rifle causes Pinning. The Sharpshooter may choose to use the Laser Sights for targetting an enemy unit. They gain a Hit on a D6 roll of 2+, and may choose to Wound on a 4+ instead of using the Strength of the Hrud Rifle. In addition, these attributes can only be gained if the Sharpshooter did not Move that Turn. In other words, the Hrud Rifle becomes a Type Heavy 1 firearm.
Nightshades, as the name suggest, are eye goggles designed to block out the burning rays of the Sun from the sensitive eyes of the Hruds. The Nightshades were invented by the Greyfurs of Tribe Mors, due to the need to protect their light-sensitive eyes from the harsh twin-suns of the Desert World of Tallarn. When worn, the bearer sees his surroundings as if it was nighttime. The Nightshades have proliferated among the other tribes of Hrudom, through trades of mutual exchange, whenever the mothership of Clan Rictus would pass through the Tallarn system. The most common item of trade for every Nightshades is the Warplock Rifle. The more advanced Fusils have found its way to the possession of Tribe Mors through exchanges with Clan Skyre.

Special Rules:
Instinctual Preservation, Nocturnal, Secretive, Sand-Warlkers, Burrow Warren, Scouts, Infiltrators, Skirmishers
Sharpshooters:
When using the Laser Sights of their Hrud Rifles, on a to-Hit roll of 5+, the Shot is fired with an AP of 1.
Covert Adepts: Stealth USR.
Fleet of Paw: During the Shooting Phase, the Hrud unit may opt to Move instead of Shoot. To reflect the fact that Hruds may travel on all four limbs for increased mobility, roll 2D6 and the value rolled is the distance travelled in inches. You lose the benefits of Instinctual Preservation as a result as the Hruds are too occupied with moving forward to be bothered about any possible dangers that lay ahead. This special Move is only possible if the Hrud in question is capable of coming down on all fours in the first place. Thus his forelimbs must be free from any weapons and be totally unencumbered. If that is not the case, then roll a single D6 instead to determine the distance Moved. Sharpshooters are able to purchase a Rifle Sling for their Hrud Rifles. The Rifle Sling allows the Rifle to be slung on the back, leaving the forelimbs free for movement. You may choose to keep the benefits of Instinctual Preservation by instead moving forward the unit's Initiative value in inches. This is to reflect the Hrud moving forward with his senses on the alert.

Fedaykin, roughly translated from the Tallarn tongue, means "one who is ready to sacrifice his life(for a cause)". During the purges of the Hrud Nomads by the Imperium on the world of Tallarn, Tribe Mors was nearly brought to extinction. The Hrud Nomads were masters over the desert of Tallarn, having become familiar with the terrain through their numerous wanderings. Despite the superior firepower of the forces of the Imperium, the Hruds used guerrilla tactics and their familiarity of the terrain to their advantage, and managed through feats of bravery to fight the Imperium to a stalemate. Hrud Sharpshooters would lure Imperial Guardsman over difficult terrain, and as they struggled across the rough terrain to get their weapons in range of the Hruds, the Sharpshooters would pick them off one by one from the safety of cover.

However, the Imperium started employing the use of tanks against Tribe Mors. The weapons of the Hrud Nomads were incapable of piercing the armour of the tanks, and their mastery over the terrain was useless as the tanks had no difficulty traversing over difficult terrain. The Hruds of Tribe Mors were thus slow but surely driven back, despite their utmost efforts. It was only when certain Dune Warriors, through much personal risk, raided an Imperium weapon supply depot and brought back with them Frag and Krak Grenades. The Weaponsmiths of the Hruds dissected and studied the workings of these Grenades and managed to create their own versions of these explosives, modified with even greater firepower, using Kryshards as the source of the fragmentation.

Meanwhile, as the Weaponsmiths worked on the creation of these new explosive devices, the Hrud Nomads attempted to delay the advances of the Imperium. During these critical periods, in their desperation, Krak Grenades were used by the Dune Warriors in suicide raids against the tanks. But even then, the actions of the Hruds only managed to delay the Imperial forces temporarily, as the Imperial forces continued their march onwards. At long last, the Weaponsmiths completed their device they were working on, made from the components of the Krak Grenade, yet containing firepower of a considerable degree higher. At this period of the war, known to the Humans as the Great Xeno-Purge of Tallarn, Tribe Mors was in the face of imminent doom. During these desperate times, a squad of death commandos were formed from the bravest of the Dune Warriors. These death commandos were christened Fedaykin by the Seer Chieftains of the Tribe, or "one who is ready to sacrifice his life for a cause". These death commandos adorned vest wrapped with these countless explosive devices, ready to be detonated by the single pull of a wire. In one of the final battles of the Great Xeno-Purge, the death commandos laid in wait in cover, while the rest of the forces of the Tribe distracted the advancing Imperial host. As the fighting grew fiercer, the Hrud forces suddenly withdrew, feigning retreat to lure the Imperial forces forward into the range of the death commandos lying in wait. The commanders of the Imperial forces, believing their withdrawal to be a sign of weakness, sent their forces forward hoping to rout and crush the Hruds in one decisive blow. The commanders were tricked; in their forays with the Hruds, the commanders had come to believe their tanks were invincible and were unstoppable against the forces of the Hruds. The advance guard of tanks pushed onwards, heedless of the doom that awaited them. When the tanks finally drew into range of the brave death commandos who were lying in wait, the death commandos sprang from their cover, charging heedlessly towards the closest tanks. The tank commanders were utterly taken by surprise and were unable to respond at all before the first of the commandos crashed into the vehicles. The collision triggered the detonation of the explosives within the vest. The detonation of multiple explosives, each with power greater than a single Krak Grenade, turned the tanks into nothing but flaming debris. One by one, the tanks fell as the death commandos collided with each one in a suicidal rampage. The Imperial forces were turned into disarray by these startling change of events. In the chaos of the moment, the Imperial infantry were taken by surprise as the retreating Hrud forces returned in full force, exploiting their moment of weakness and hunted them down to the last man. This was the first major turning point in the Great War against the Humans for Tribe Mors, and from then on Tribe Mors faced victory after victory, eventually forcing the Imperium to withdraw their forces and concede to the Hrud Nomads their territories within the desert lands of Tallarn.

In honour of these brave individuals who were solely responsible for turning the tides of battle in favour of Tribe Mors, the elite combat unit, the Fedaykin was formed. Only the strongest of the Dune Warriors are selected to join the ranks of the Fedaykin. Although the Fedaykin do not necessarily fulfill the roles played by their predecessors, they have been known to adorn the explosive vests in times of desperation when the Tribe is in most dire need again of the death commandos of the Great War. In this role, the Fedaykin sees themselves as the guardians of the Tribe, sworn protectors who would sacrifice themselves for the Greater Good of the Tribe. In working towards fulfilling this role, the Fedaykin aim to perfect their martial skills through the practising of the Way. The Way practised by the Fedaykin is a fusion of the Way of the Claw and The Weirding Way of the Tallarn Bedouin Warriors. While the Dune Warriors of Tribe Mors practise a style of combat adapted from the Weirding Way, the Fedaykin delve even further by studying The Weirding Way as it is practised by the Bedouin Warriors.

Contrary to the Way of the Claw which is purely used in unarmed combat, The Wierding Way is a combat style that incorporates the use of a single blade. This single blade is harvested from the crystalline teeth of the great Sandworms that roam the ground beneath the deserts. When a Sandworm is near death, it beaches itself on the rocky outcroppings that divide the oceans of sand from each other. The Bedouin Warriors would then proceed to dislodge one of the many thousand of teeth that line the interior of the Sandworm's mouth. These teeth is made of a diamond-hard substance called Krys. The Krys is further refined and sharpened into a form called a Krysknife. The Fedaykin copy the Bedouin Warriors and their harvesting techniques to recreate the Krysknife for themselves. A skilled warrior of The Weirding Way wielding a Krysknife, could easily overcome a stronger, well-armoured foe in a close confrontation. Thus during times of war, the Fedaykin are used as close combat specialists. Their mastery of The Weirding Way even allows them to confront the elite combat fighting units of the enemy. In times of peace, the Fedaykin do not slacken in their practise, engaging in ritual combat to keep alive their warrior instincts. They live a spartan existence, relative to the rest of the tribe, to hone their willpower and mental fortitude. Among the many practises engaged by the Fedaykin in their peacetimes is the throwing of modified Krysknifes at targets, a training undergone to perfect their aims. These modified Krysknifes are streamlined, capable of reaching considerable distances. In times of war, the Fedaykin would carry with them multiple Krysknifes that they use to skillfully throw right before charging into combat. A fully equipped Fedaykin is capable of laying down a barrage of flying missiles, as he skillfully throws multiple Krysknifes within a split second of each other.

When the splinter tribes of Tribe Mors go to war over territorial disputes, the Fedaykin of both forces a a rule would not engage in these forays, for their allegiance is to the Greater Tribe, and they see the cycle of tribal wars as fitting into the scheme of the survival of the fittest, that would benefit the Tribe as a whole in the end.

Fedaykin: MS:6 BS:2 S:4 T:3 A:2 W:1 I:5 L:8 AS:6+ CS:6+
Point Cost: 13
Unit Size: 5-10
Equipment: Krysknife and Claw, +Throwing Krysknives+5Pts, +Kryshard Grenades+1Pt, +5Explosive Vest+5Pts, Nightshades, Stillsuit, Mirage Cloak

The diamond-hard substance that compose the Krysknife allows it to cut through the Power Armour of the Space Marines with ease. Negates AS.
The Weaponsmiths have made aerodynamic versions of the Krysknife, allowing them to be thrown in combat. The Fedaykin call this the Throwing Krysknife. The Throwing Krysknife has the following profile: R:18" S:X AP:2 T:AY, Where X and Y is the S and A of the wielder respectively.
When the need calls for it, some of the numbers of the Fedaykin will adorn the Explosive Vest. They will then await a suitable moment when the tanks of the enemy are close enough, before launching in a Deathraid, throwing themselves suicidally onto the vehicles. When a Fedaykin is within 1" of an enemy vehicle, he may choose to collide suicidally with the vehicle in a Deathraid. By passing an Initiative Test, the Fedaykin explodes with the vehicle in a massive display of fireworks. The Explosive Vest causes D6 Hits with the Blast marker at Strength 8.

Special Rules:
Instinctual Preservation, Nocturnal, Sand-Walkers, Dune-Walkers, Secretive, Fleet of Paw, Scouts, Infiltrators, Skirmishers, Overgrown Incisors, Stubborn

Way of the Claw: Gain +1 to-Hit modifier in close combat. Gain +1S.
The Wierding Way: Enemies attempting to Hit the Fedaykin in close combat suffers a -1 to-Hit modifier. If the enemy misses, the Fedaykin gains an additional Attack. This additional Attack does not gain the benefits of the Way of the Claw.

During the Great Sundering of Clan Rictus, the Hruds that split from Clan Rictus were mainly from the Tribe of the Soil. The Hruds of that Tribe were the crewmen and workforce that managed the technology of the Vessel, which included all the vehicles and firearms that could be found in the lower sectors. This was because the Tribe of the Soil had the lowest status among the three Tribes despite being the largest, and they inhabited the lowest sectors of the Commerce Vessel. In their exodus, they brought with them the great Scavenger Class Mining Tanks, immensely huge vehicles, to act as their mobile homes. Thus, boarding the Scavenger Class Mining Tanks in their hundreds of thousands, they drove out into the desert wilderness of Tallarn, severing their ties to Clan Rictus and freeing themselves from their rule. Contained within the docking bays of the great Scavenger Class Mining Tanks were countless other smaller crafts, called Magnetocrafts by the Demiurg. The Hruds of Tribe Mors used these vessels as advance scouts for their mobile homes, as they were skimmers and could traverse across all manner of terrain. These crafts had tremendously powerful engines, the Magnetodrive, and so additionally, they were used as tugboats to pull the Scavenger Tanks over the sand, and in this way the entire splinter tribe crawled across the vast desert from one oasis to another. This all-important craft of the Nomads came to be known as the Dusk Trawler, for they were deployed from the Scavenger Tanks that serve as their mobile homes at the onset of the setting of the suns, to scout for the nearest oasis in proximity to the Scavenger Tanks, and then the entire Hrud splinter tribe could proceed towards that source. This was because the Nomads only became active in the night, when they did not have to bear the harsh desert heat and the glaring lights to their sensitive eyes, whereas in the day, the entire tribe would rest within a Warren dug into the ground.

Like the Mining Crafts of the Demiurg, the Magnetocrafts are piloted by a psychic symbiosis with the navigational systems of the craft, so in order to use the Dusk Trawlers, Tribe Mors needed the Star Navigators of the Tribe of the Stars. Fortunately, some of the Tribe of the Star had departed with the Hruds from the Tribe of the Soil during the Great Sundering, unsatisfied with the domineering rule of the Tribe of the Sky, who possessed all privileges and rights within the Clan. When the Nomads of Tribe Mors were forced into conflict, they realise the effectiveness of these fast skimmers in the theatre of war, so the Weaponsmiths modified and retrofitted the Dusk Trawlers to match the environment of Tallarn, which was quite different from the original conditions they were meant to operate in as the Magnetocrafts of the Demiurg. They even redesigned the shape and feel of the trawler to make it distinct from the Magnetocrafts. They painted them brown to match the colours of the desert sands, giving them some level of camouflage in the desert where they was used as advance scouts to seek out oases and spot for danger for the main body of the tribe, increasing their chances of spotting the enemy before they get spotted themselves. However, the most important enhancement to the craft, an innovation of the Weaponsmiths that they take great pride in, is the Mirage Field, a technological device that generates a distortion field that envelops the entire vehicle, making the vehicle almost impossible to spot in the harsh desert heat of Tallarn. The Mirage Field works by the same physical principles of a mirage, by displacing the Dusk Trawler's actual position through refraction from the heat rays of the sun. Thus, when enemy troopers attempt to shoot at it, they are more often than not missing the target, hitting the Dusk Trawler's mirage instead. By default, the Magnetocrafts are equipped with a single main weapon, as a primary defence given their intended role and purpose as an advance scout to navigate the mineral-rich asteroid belts in prospect of precious metals and ore. As such, the Dusk Trawlers are already fitted for war, and the Weaponsmiths need not expend effort in that department.

Fast Attack
Dusk Trawler: FA:12 SA:12 RA:10
Point Cost: 40
Unit Size: 1-3
Equipment: Ion Cannon, Magnetodrive, Mirage Field
Star Navigator: MS:2 BS:2(4) S:2 T:3 A:1 W:2 I:5 L:8 AS:6+ CS:5+ IS:6+

The mass-production Magnetocrafts come with an Ion Cannon as a standard primary defence weapon. The Ion Cannon is the pride of Demiurg war technology, and is of a power greater than even the weapons of the Imperium. The Ion Cannon works by firing a stream of charged ions at the target. The charged ions, when it hits the molecules of the vehicle or armour, destabilises the molecular structure of the target by stripping down its molecular composition at the atomic level. In this way, the Ion Cannon is able to pierce the hulls of even the thickest armour. It has the following profile: R:60" S:7 AP:3 T:H3, Ionised Stream.
The Ionised Stream of charged particles strip the electrons of the molecules that form the atomic composition of the target, causing the molecular structure to disintegrate, in this manner eating through the resistance of the armour. For every 6 rolled when rolling to-Hit, the AP of the Shot becomes 1.

The Magnetodrive was developed to navigate the Magnetocraft of the Demiurg through asteroid belts rich in minerals and precious metals. The Magnetodrive interacts with the slight magnetic fields produced by the individual asteroids. As there are millions of asteroids in an asteroid belt, and they are all clustered together with little space in between, their magnetic fields interlace, and with the sudden, unpredictable movements of the asteroids within the asteroid belts, it would be highly dangerous to navigate an asteroid field. The chance of colliding with an asteroid in an asteroid belt is very high. The Magnetocraft of the Demiurg was especially developed to overcome such terrain, by using the differences in the magnetic field where they interlace, and making slight adjustments according to the changes in the magnetic field as the asteroids move. This way sudden movements in the asteroids are easily compensated for, and as such, the Magnetodrive is akin to a defence mechanism of the craft for surviving asteroid fields. The random movements of the asteroids means that there are at times when the craft will be forced to reverse and move to the side in order to avoid the danger. In other words, the Magnetocraft is a highly manoeuvrable vessel, able to propel itself in any direction instantly due to its Magnetodrive, unlike most starships of sentient species, which can only move forward and back. The Dusk Trawler is a Fast Skimmer, and follow the rules for one. In addition, it may make an additional D6" Movement in the Movement Phase. The Star Navigator has to activate the Magnetodrive in order to Move faster, and doing so requires the Star Navigator to pass a Psychic Test. If she is successful, the Magnetodrive activates, and you may move D6". However, as shifts in the magnetic field are sudden and random, the Dusk Trawler may not Move in the desired direction. The Navigator has to pass an Initiative Test to see if she manages to sense the directional shift in the magnetic field and adjust the propulsion systems of the craft in accordance with it. If she fails the Initiative Test, the Dusk Trawler scatters. Roll the Scatter Dice. Should a Hit be rolled, the Dusk Trawler Moves forward in the desired direction. The Dusk Trawler may keep up this Movement as long as the Magnetodrive is activated. As long as the Star Navigator passes further Initiative Tests, the Dusk Trawler will keep Moving an additional D6", for up to 4 times. If the Dusk Trawler is in a terrain that has a high magnetic field, or in an asteroid belt, the Dusk Trawler Moves 2D6" for up to 4 times. When it scatters in such a high magnetically charged place, roll 2 Scatter Dice and choose the one that has your preferred direction.

The Mirage Field works especially well during the day, when the heat of the hot twin-suns of Tallarn contribute to the effect of the mirage. The Mirage Field works by the same physical principles of a mirage, by displacing the Dusk Trawler's expected position through refraction from the heat rays of the sun. Thus, when enemy troopers attempt to shoot at it, they are more often than not missing the target, hitting the Dusk Trawler's mirage instead. The Mirage Field in addition, makes the Dusk Trawler extremely hard to spot under the harsh Tarellian suns, as to a viewer at a distance away, the Dusk Trawler appears nothing more than what is easily mistaken as a puddle of water. Any unit attempting to Hit the Dusk Trawler rolls 2D6 if it is nighttime, and 4D6 if it is daytime, and add that to the actual distance between the Dusk Trawler and the Attacking unit. If the distance is greater than the range of the firearm of the unit, the unit may not Shoot at the Dusk Trawler. It may not choose to Shoot at another target, as the unit is momentarily confused as it attempts to discern what the mirage produced by the Mirage Field is. If the projected distance is within the range of the firearm, the unit has to pass an Initiative Test, failing which it may not Shoot at the Dusk Trawler. If it passes the Initiative Test, it Shoots at the Dusk Trawler with a -2 modifier to its BS, i.e. its BS is considered 1 if it is actually 3. If it is nighttime though, the unit does not suffer any modifiers to its BS.

Special Rules:
Fast Skimmer, Nocturnal, Flexible Skeletons, Scouts
Transport: The Magnetocrafts were meant to navigate mineral-rich asteroids, so that the Miners could be transported to the asteroids and the ore could be mined. Once the ore was mined, the Magnetocrafts were meant to transport the collected ore back to the main ship of the Demiurg. They were thus fitted as a transport, with large spaces for storage and personnel within. The Dusk Trawler has 20 Transport Slots. This means that it can fit up to 40 Nomads, as a single Hrud takes up only 0.5 Transport Slots.
Psychic Symbiosis: The Magnetocrafts of the Demiurg, in fact all other ships and vessels meant for interspace navigation, are piloted by psychic navigators who form a psychic symbiosis with the navigational systems of the craft. As such, all actions taken with the craft have to be initiated by the psychic motives of the navigator, by focusing their intentions and tapping into the Warp. For every action you wish to make with the Dusk Trawlers, be it Moving, Shooting, or even the loading and unloading of transported crew, the Star Navigator has to pass a Psychic Test, failing which the Dusk Trawler may not make its intended action. Should the Star Navigator perish from a Perils of the Warp Attack, the Dusk Trawler crashes, for there is no one to maintain its action of hovering.
Instinctual Preservation: Should the Dusk Trawler becomes destroyed in the heat of battle, the Star Navigators are known to preserve their life from the burning wreckage by squeezing their flexible bodies through the debris and escaping the confines of the damaged craft. Should the Dusk Trawler be destroyed, the Star Navigator immediately takes her CS. Should she succeed with her CS, she manages to escape the burning debris, and is placed up to 2" away from the Dusk Trawler. She may resume activities like a normal unit, without suffering from Entanglement, and need not take Last Man Standing Tests. She has all the Kinetic Powers of the Star Navigators of Clan Rictus.
Tug: The Dusk Trawlers are used to tug the huge Sandcrawlers over the deserts of Tallarn. As the Sandcrawlers are immensely huge, they are very slow, and the powerful engines of the Dusk Trawlers are strong enough to tug them across the sand. The Dusk Trawler lets loose a magnetic harness from its rear, catching onto the magnetic receivers in the front of the Sandcrawlers, and from there, the Star Navigator of the Dusk Trawler starts the Magnetodrive, powering the vehicle forward. The Dusk Trawler may choose to tug the Sandcrawlers. It must first Move within 6" of the front of the Sandcrawler. Harnessing the skimmer to the Sandcrawler takes up 1 Turn. Once that is done, the Star Navigator must pass a Psychic Test in order for the Magnetodrive to activate. Once activated, the Dusk Trawler tugs the Sandcrawler D6"forward. Up to 3 Dusk Trawlers may be harnessed to the Sandcrawler, allowing the Sandcrawler to be tugged up to a maximum of 18" forward.


Within the cargo bay of the Sandcrawler are parked many small vehicles called Dune Buggies by the Demiurg. These are four-wheeled carriages that were designed to cross the rocky landscape of the asteroids. They are used as scouts and light attack vehicles by the Demiurg, and may even carry ore in the space at the rear of the vehicle. The Dune Buggies have been found to be perfect for the sandy deserts of Tallarn, for the terrain of the deserts is very much similar to that of an asteroid. As the Dusk Trawlers are used in the role of advance scouts to the main body of the tribe, the Dune Buggies have been converted into vehicles built purely for war by the Weaponsmiths. They are thus heavily equipped for their intended purpose. They are known to carry up to four Hrud Nomads in the rear of the vehicle that was intended to transport ore, acting as a mobile platform from which the Hrud Nomads can engage at range with the enemy.

Dune Buggy BS:1(3) FA:9 SA:9 RA:9 I:5 L:6 AS:- CS:5+
Point Cost: 20
Unit Size: 1-5
Equipment: +Photon Blaster+10Pts, +Cluster Launcher+15Pts
Nomad Warrior MS:3 BS:1 S:2 T:3 A:1 W:1 I:5 L:6 AS:6+ CS:5+
Unit Size: 4
Equipment: Jezail, Nightshades, Stillsuit, Mirage Cloak

The Photon Blaster is a fine example of Demiurg Laser technology. They call their Laser Photon because the streams of light energy are thick instead of the slender beams of the Lasgun of the Imperium. This increases the area of impact of the Photon stream, allowing it to do heavier damage to the target than Imperium Las weaponry, but it loses penetrative power in exchange. The Photon Blaster works by firing a concentrated stream of Photon energy down a shaft where a great, many-sided mirror is located at the end. The mirror reflects the light stream into multiple barrels, and the multiple barrels direct the light stream into many smaller beams, blasting forth into the enemy ranks in a hail of light energy, which gives rise to its name. The Photon Blaster has the following profile: R:24" S:4 AP:- T:H6.

The Cluster Launcher is so called because its a grenade launcher that launches clusters of either concussion grenades, percussion grenades, or incendiary grenades. Percussion grenades detonate on impact, while concussion grenades use pure explosive power rather than fragmentation to kill their targets. Incendiary grenades are both intended to be used against personnel and vehicles, using compressed heat to burn through armour. The Cluster Launcher has 3 modes of fire and has the following profile:
[Percussion] R:G24" S:4 AP:6 T:H3, Blast, Pinning, Percussion
[Concussion] R:G24" S:7 AP:- T:H2, Blast, Pinning, Concussion
[Incendiary] R:G24" S:5 AP:4 T:H2, Blast, Pinning, Incendiary, Fire Path

Percussion grenades detonate upon impact, making it ideal for use by the Cluster Launcher, while holding more risks for personnel who attempts to lob it by hand. Percussion Grenades scatter D6" instead of 2D6".
Concussion grenades deliver a concussive blast upon detonation, knocking the targets out cold. Those caught in the Blast of a Concussion Grenade but do not suffer any Wounds must pass a Leadership Test with a modifier equal to the score rolled when determining to Wound. If it fails, its Initiative is reduced to 0, and all Attacks made against it in close combat Hit automatically, while it may not Attack back in a close combat engagement. In addition, the entire unit is automatically Pinned.
Incendiary grenades are used to destroy lightly armoured vehicles, and to create Paths of Fire which deter enemy troops from moving through. Incendiary Grenades gain 2D6 Armour Penetration against vehicles. Upon exploding upon the ground, the flames generated by the Incendiary Grenade continue to linger. Any units passing through the area suffer a single S4 AP5 Hit. The flames linger for 2 Turns.

Special Rules:
Nocturnal, Flexible Skeletons, Scouts, Open-Topped
Instinctual Preservation: In the event that the Dune Buggy is destroyed, its crew of two Greyfur drivers are known to evacuate the wreckage before they get caught up in the explosion. Given their heightened ability to sense danger, the casualty rate from destroyed vehicles is extremely low among the Hrud Nomads. On the successful passing of their CS, both the crew of 2 Nomad Warriors and the transported crew evacuates the confines of the Dune Buggy in the event that it is destroyed, never suffering from Wounds taken from Blast and Entanglement.
Transport: The space at the rear of the Dune Buggy is intended to carry ore. In times of war however, the space is used to transport Hrud Nomads into the theatre of war. Nomad Warriors have been known to use it as a mobile firing platform, firing their weapons into the enemy ranks as they drive pass at tremendous speeds. The Dune Buggy has 2 Transport Slots, allowing it to carry up to 4 Hrud Nomads at a time, who may fire their Rapid Fire Weapons as if stationary even if the Dune Buggy has moved.
Jet: The Dune Buggy is extremely fast, and due to its speed, is used as scouts and light attack vehicles by the Demiurg. Dune Buggies follow the rules for Jetbikes.
Suspensor Wheels: The wheels of the Dune Buggy are attached the main chassis of the vehicle through suspensors, allowing it to move over rocky ground with little decrease in speed. The Dune Buggy has the Move Through Cover Special Rule.


Prior to the Great Sundering, the Soillords of the Tribe of the Soil met in secret to organise their break away from Clan Rictus. It was decided that they would seize most of the equipment in the lower sectors for their own, seeing as how they would need technology to survive in the new world they will land in. It would be convenient if they brought with them the essential items like food with them, thus, to carry all that they required, they decided they will stow away on the monolithic Scavenger Class Mining Tanks that were berthed at the cargo bay at the lowest level of the Commerce Vessel. The Scavenger Class Mining Tanks were large enough to house an entire splinter of the Tribe if need be. It was decided that the individual Soillords will lead separate groups of Hruds, lesser tribes if you will, and each tribe will board a single Scavenger Tank. In the new world where they will live in, they will go their separate ways, splintering off in different directions to live a new life on an unknown world. The Soillords promised to maintain contact in the new world, remembering their ties as a Tribe, so they called themselves Tribe Mors, or Greater Tribe, abandoning the old name of Tribe of the Soil which was gifted to them by the Skylords of Clan Rictus. Thus, the individual, separate tribes were called the splinter tribes of the Greater Tribe. The next step was to hijack the nuclear reactor of the Bastion Class Commerce Vessel, causing a meltdown and forcing the Sky Bridge to land on the nearest planet, allowing the Soillords the chance to escape with their respective splinter tribes on the great Scavenger Tanks. As planned by them, the Sky Bridge was forced to land the Bastion Class Commerce Vessel on the nearest planet, Tallarn. The Soillords seized their chance, and unbeknownst to the Skylords of the Tribe of the Sky, almost the entirety of the Tribe of the Soil broke away from the main body of the Clan, to lead a solitary existence in the deserts of Tallarn.

The tremendously heavy Scavenger Tanks moved very slowly across the sands of the desert, almost crawling, and the Soillords, learning the use of the Magnetocrafts docked within the Tanks as tugs for the Scavenger Tanks, designated those members of the Tribe of the Star that broke away with them as pilots of the crafts. The Magnetocrafts were summarily deployed, and tugged the great Scavenger Tanks forward. Having yet to have a name for their newfound mobile homes, they called them Sandcrawlers, as they appeared to "crawl" over the sands as the Magnetocrafts tugged them forward. The Scavenger Tanks were developed by the Demiurg to be used on asteroids rich in minerals and metals, as a primary base on the surface of the asteroid, and to pinpoint the locations of the concentrations of minerals and metals underneath the surface of the asteroid. Thus, they were equipped with an extremely advanced ore detection system that let loose a sonar pulse that is reflected back to the main controls of the control cabin at the top of the Scavenger Tanks upon hitting any objects within the radius of the pulse, where upon it is analysed and identified as ore worthy of investigation. Then, the Scavenger Tanks will let loose the Magnetocrafts to transport the Miners to harvest the ore. In order to navigate the rocky, barren surface of an asteroid, the Scavenger Tanks moved on great heavy-duty tread assemblies, allowing them to cross rough terrain without any difficulty. The Scavenger Tanks were further designed to smash apart obstacles rather than having the trouble of navigating around it given its sluggish speed, therefore the front hulls were reinforced and shaped into a knife-like edge. In fact, the edge that forms the part of the front hull that extends into a point is formed of monomolecules of Diamonds. Thus, it is a monomolecular Diamond edge, making it razor sharp, able to smash through even Orichalcon. The Demiurg calls the specially shaped front hull of the Scavenger Class Mining Tank, the Earthbreaker. In order to withstand and protect itself from the harsh environment upon an asteroid field, the Demiurg reinforced the hulls of the Scavenger Tanks with a Titanium alloy, an alloy discovered by the refining processes of the Refiners of the "Golden Elixir" Guild that is still unknown to the Imperium. This Titanium alloy, called Orichalcon by the Demiurg, is the pride of the Refiners of the "Golden Elixir" Guild. The most important adaptation to the environment of an asteroid field however, is the Black Sun Gravity Inducer. This tremendous generator is located right at the core of the Sandcrawler, exactly at its center of gravity. This is because the Gravity Inducer is meant to interact with the gravity produced by the asteroid which surface it currently in on, by inducing its own localised gravitic field to anchor the weight of the Sandcrawler onto the asteroid's surface, stabilising it. This was discovered to be essential in the void of space, where given the constant movement of the asteroids, colliding with one another in the deep void of space, the Sandcrawlers, despite their massive weight, could be tipped over onto its side.

The Magnetocrafts are docked at the highest level of the Sandcrawler, and when they are deployed, almost the entire top deck is lifted and raised to allow room for the Magnetocrafts to ascend out of the docking bay. However, there are several top hatches that lead to the very roof of the Sandcrawler that do not get lifted. These top hatches leads to a platform where the Blunderbuss Cannon is located. The Blunderbuss Cannon is the main weapon of the Sandcrawler. As within the Sandcrawlers are smelting ore refineries, the scrap from the refining processes are gathered and fed to the Blunderbuss Cannon at the top of the Sandcrawler. Seeing as how they have no use for the scrap metals, the Demiurg decided to use it as the components and ammunition for the main weapon of the Sandcrawler, that became the Blunderbuss Cannon. The Blunderbuss Cannon's origins were as such, as a byproduct of scrap metal, and the Demiurg have come to realise they are essential to the defence of the Sandcrawler against whatever manner of alien monstrosities that propagate in the void of space. What happens is that the molten scrap metal is fed to the Blunderbuss Cannon from the smelting ore refineries at the core of the Sandcrawler, and the cabin crew that manages the Blunderbuss Cannon proceeds to lob the molten scrap in the general direction of the enemy, showering them in a rain of molten scrap metal. While the molten scrap melts through the armour of the targets, the superheated scrap metal burns through the flesh, causing intense pain. This is not all to the array of defences the Sandcrawler is able to put up however. Lining both sides of the Sandcrawler are ten Cannons. In the event of an attack, the side hatches that hides the Cannons will lift, and the Cannons are pushed into a forward position, whereupon they will begin their barrage. Scattered across the the Sandcrawler at strategic points are various firepoint hatches, to be used by armed personnel within the Sandcrawler as firing points from which they can engage with enemy troops outside of the Sandcrawler. There is one main hatch, the loading hatch that forms the lower half of the front hull of the Sandcrawler, that is dropped to form a ramp from which leads to the cargo area of the Sandcrawler, the largest enclosed space within the Sandcrawler. Most of the splinter tribe stay ready for mobilisation within this area, and they proceed en masse from the loading hatch, descending down the ramp in the occasion when their home becomes threatened by a hostile force.

Heavy Support:
0-1Sandcrawler: BS:3(5) FA:14 SA:14 RA:12 SP:5 I:7 L:10 AS:1+
Point Cost: 500
Unit Size: 1
Equipment: Blunderbuss Cannon, 10 Cannons, Advanced Detector System, Magnetic Field Projector, Magnetic Suction Tube, Black Sun Gravity Inducer, Nuclear Fusion Reactor

The Blunderbuss Cannon is named from the Blunderbuss of the Demiurg, a firearm that sprays molten scrap metal, and is the main defensive weapon of the Sandcrawler. Molten scrap metal is fed to the Blunderbuss Cannon from the smelting ore refineries at the core of the Sandcrawler, and the crew that manages the Blunderbuss Cannon proceeds to launch the molten scrap in the general direction of the enemy, showering them in a rain of molten scrap metal. While the molten scrap melts through the armour of the targets, the superheated scrap metal burns through the flesh, causing intense pain. The Blunderbuss Cannon has the following profile: R:G54" S:7 AP:2 T:H1, Barrage, Large Blast, Pinning, Get's Hot!, Molten Scrap. For each Scrap Point spent, the Blunderbuss Cannon becomes Heavy X+1, where X is the number of Scrap Points used.
Get's Hot!: The heat from the molten scrap that forms the ammunition of the Blunderbuss Cannon causes the exterior of the Blunderbuss Cannon to reach extreme temperatures. Fortunately, the Blunderbuss Cannon is remotely controlled, as there is no need for personnel to load up the ammunition, for the scrap metal is fed directly to the Blunderbuss Cannon from the smelting ore refineries at the core of the Sandcrawler.
The Molten Scrap that is rained down upon the foes of the Hruds is composed of molten metal and sharp bits of metal scraps. The molten metal reaches temperatures equivalent to the Melta weapons of the Imperium, allowing it to melt through the thickest of armour. The sharp, tiny bits of superheated metal scrap then imbeds itself into the flesh of the target, causing intolerable pain. Hits from the Blunderbuss Cannon may re-roll failed to-Wound rolls.

Five Cannons line up each side of the Sandcrawler, for a total of ten. The Cannon is the lesser variant of the two types of cannons. As the Grand Cannon is a monstrously huge construct, it would be wiser to fit the smaller Cannons into the side hulls of the Scavenger Tanks, which is what the Demiurgs did. At all times, the Cannons are manned by the Sharpshooters of the tribe, specially designated for their superior aim to the average Nomad Warrior. The Cannons are able to fire two types of shots. Against tough armoured units, the Cannon Ball is used, and it flies towards the target, smashing into the target, and upon impact, rolls through the ranks of the unit until it loses kinetic energy, causing massive damage. The Grapeshot is used instead if it is clusters of lightly armed troops. It fires a cluster of small cast-iron balls into the ranks of the target, decimating them in a shower of metal. [i]5 Cannons line each side of the Sandcrawler, and because of their stationary position, may only fire within a certain arc, a 45 degrees tilt from the center to each side. The Cannon has 2 firing modes, the Roundshot and the Grapeshot. The Roundshot has the following profile: R:G60" S:8 AP:3 T:H1, Pinning, Bounce Ball. The Grapeshot has the following profile: R:G48" S:6 AP:5 T:H1, Pinning, Ball Cluster.
Upon impacting with the target, the Ball Bounces, rolling through the ranks of the enemy units at a distance depending on the range of the target to the Cannon. Choose a model within the unit. That is the initial point of the bounce. Roll a D6 if the target is greater than 30" and roll 2D6 if the target is equal and below 30". That is the distance travelled from the initial point to the end point of the Roundshot, where all kinetic energy has been expended. The direction of the Ball Bounce is determined by drawing a line from the Cannon to the initial point. That is the angle of impact of the Cannon round. For each model lying on the line that the initial point forms with the end point, they are Hit by the Cannon Attack and every Wound becomes D3 Wounds if they fail their AS. If the Roundshot Penetrates enemy armour, the inches between the initial point and the end point becomes the number of Penetrating Hits.
The Grapeshot fires a cluster of iron-cast balls, that upon impact, scatters into the ranks of the enemy, fragmenting and wounding the enemy with shrapnel and the balls themselves. The Ball Cluster blossoms out into a teardropped shape, upon impact, giving it a larger wounding radius compared to the Roundshot, making it better suited towards tight clusters of enemy infantry. Choose a model within the unit you are firing the Grapeshot at. That model becomes the initial point of impact of the Ball Cluster. Place the Template on that intial point, with the angle of coverage depending on an imaginary line drawn from the Cannon to the initial point. All models that lie completely or partially under the Template are Hit automatically.

The Advanced Detector Systems of the Sandcrawler are used to pinpoint the locations of precious ore within the rocky surface of the asteroid, so that the Magnetocrafts and their cargo of Miners can be transported to the location and begin the mining process. A sonar pulse is sent out from the cabin control at the top of the Sandcrawler, and the sonar pulse rebounds upon meeting any objects buried within the rock, back towards the magnetic receivers within the cabin room, whereupon the data received is analysed and the object is identified as ore deposits worthy of investigation. So advanced is this system that it reaches for more than a mile around the Sandcrawler, and is used by the Demiurg to detect for lifeforms in the vicinity of the Sandcrawler that could prove a threat to their mining operations. Before the beginning of the Battle, you may roll 12D6. The total score is the distance from which all infiltrated units and units in cover become spotted, losing their stealth and revealing their locations to the cabin room. Within the Nightshades is inbuilt an advanced optical relay system that receives optical data of the discovered locations of infiltrated units hiding in cover, which is fed directly to the digital screen that forms the goggles of the Nightshades. To the Hrud Nomads, the units camouflaging themselves with stealth technology appear as glowing red objects on their field of vision. In this way, the individual Hrud Nomad units may fire at any infiltrated units in cover, or other units being shrouded through some stealth technology, within the distance of 12D6" rolled prior to the start of the Battle. Distance Spotting for Night Fight rules may use the 12D6" rolled. In addition, at the start of every Turn, the Advanced Detector System may emit the sonar pulse again, revealing all cloaked units within 12D6" and sending the optical data to the optical feed within the Nightshades of the Hrud Nomads, where upon they may fire at the cloaked units without suffering any penalty from their stealth capabilities. Should any Invulnerable Save be conferred onto the target from some special shrouding or cloaking technology, it too is ignored.

The Magnetic Field Projector is located right at the top of the Sandcrawler, like an antenna protruding from the top deck of the Sandcrawler where the observational platform and the Blunderbuss Cannon is held. It projects an enormous magnetic field around the Sandcrawler, extending up to more than a mile. The field creates a highly magnetised environment for the Dusk Trawlers to perform, allowing the Magnetodrive to operate at full efficiency. The Demiurg came up with the Magnetic Field Projector to neutralise the random shifts in the magnetic field that occurs when the asteroids move and collide with each other. This creates an environment that is highly conducive for the optimum performance of the Magnetocrafts, allowing them to manoeuvre better than usual. The magnetic field projected is so strong that vehicles that do not have the protective shielding of the alloy that is layered onto the vehicles of the Demiurg have their command systems and databanks scrambled as their own magnetic core becomes influenced by the magnetic field. Furthermore, the magnetic field disturbs and interferes with communication devices and Auspexes as the signal waves become erratic due to the intense magnetism of the field. The magnetic field produced by the Projector has a range of 72", surrounding the Sandcrawler. The Dusk Trawlers operate as if within an asteroid field, Moving up to 2D6" for 4 times and scattering 2 Dice instead of 1 should it fail its Initiative Test, when it activates its Magnetodrive. If within an asteroid field in the first place, the magnetic field projected by the Magnetic Field Projector overwrites the magnetic fields of the asteroids, allowing the Dusk Trawlers to Move up to 4D6" per successful passing of an Initiative Test for 2 times instead of 2D6" for 4. In addition, when they scatter within an asteroid field, roll 3 Scatter Dice and choose one of the results to be the desired direction. All enemy vehicles that are not of Demiurg origin, and use high tech computerised systems to function and Move have to roll a D6. On a 5-6, they may not make that particular action. Communication devices and stealth detection devices like the Auspex, do not function when within 72" of the Sandcrawler. Determine the distance to the Sandcrawler by taking the exact center where the Projector is upon the top deck of the Sandcrawler as the reference point.

The Magnetic Suction Tube of the Sandcrawler is designed to suck up wreckage from the battlefield. It was a modification added onto the Sandcrawler by the Weaponsmiths of the splinter tribe, as the Hruds scavenge the technology of other races and remodify the technology to suit their needs. The Weaponsmiths added this feature onto the underside of the Sandcrawler, where the Suction Tube would be closest to the metal wreckage on the ground. The splinter tribe to first implement this feature was the tribe led by Seer Chieftain Vanacur. Vanacur all along was an ambitious Greyfur, who wished to see the rise of the Greater Tribe back into the politics of the Underempire, where they will break from their isolation and rejoin the rest of Hrudom. Given such views, it was not hard to see why Vanacur would want to scavenge the wreckage of the technologically more advanced Humans, using the technology gained to enhance the Hrud's. At the next Council of Seers, Vanacur made known his innovation to the rest of the Seer Chieftains that comprised Tribe Mors, in this way benefitting the whole of the Greater Tribe, and increasing the cumulative technology of the Hrud Nomads. Any models that perish on the field are placed on their side on the field of battle. Wreckages of vehicles are left where they are. Should the Sandcrawler Move within 2" of any of these "sites of casualties", for each model, the Sandcrawler gains that much Scrap Points. Remove all the models to represent the wargear being sucked up the Suction Tube. The Scrap Points may be instantly used up to "buy" either Nomad Warriors, if the models "sucked up" are Range troops, or Dune Warriors if the models are Assault troops. For each Scrap Point, one Nomad Warrior or Dune Warrior is deployed from the loading dock from the front ramp of the Sandcrawler, at the end of your Turn. This is to represent the salvaged scrap being used to arm the Nomads waiting within the Sandcrawler, and then using the enemy's own technology against them. The Nomads are armed according to the armament of the models that have been sucked up.. For instance, should 5 Fire Warriors be sucked up, then 5 Nomad Warriors may be deployed for up to 5 Scrap Points. Should the Sandcrawler come within 2" of a wrecked vehicle, according to the Front Armour of the vehicle, it gains a certain number of Scrap Points. If the wrecked vehicle's FA is 10, then roll D6 to determine the number of Scrap Points gained. If the vehicle's FA is 11, roll 2D6, if the vehicle's FA is 12, roll 3D6, and so on.

The Black Sun Gravity Inducer is located right at the core of the Sandcrawler, at its center of gravity. By inducing its own localised gravitic field, the weight of the Sandcrawler is able to interact with the minute gravitic field produced by the asteroid it is upon, and anchor the monolithic Sandcrawler onto the surface of the asteroid, stabilising it. The Sandcrawler becomes so firmly anchored onto the ground, that its own Nuclear Fusion Reactor is unable to move it. Should the Sandcrawler opt not to Move for this Movement Phase, you may choose to ignore all "Crew Shaken" and "Crew Stunned" results on the Armour Penetration Tables.

The Sandcrawler is powered by a Nuclear Fusion Reactor, an immensely powerful engine. Given the power of the Nuclear Reactor, the Sandcrawler should be able to achieve speeds other than its usual, sluggish mode, but the immense energy requirements for moving a monolithic construct such as the Sandcrawler demands that the Nuclear Reactor be overtaxed, which the Greyfur Mechanics are keen not to in the case of a meltdown. However, if enough scrap has been gathered for smelting, the Nuclear Reactor could be fed the energy obtained from the generated heat energy, and powered up to its maximum capacity. Should you choose to power up the Nuclear Fusion Reactor, roll up to 3D6. Should the number be lesser than or equal to the Scrap Points collected by the Magnetic Suction Tube, that much Scrap Points are burnt, and the Sandcrawler Moves the total sum of the Dice scores in inches. Should however, the total sum of the Dice be greater than the amount of available Scrap Points, for each Point the total sum exceeds by, the Sandcrawler suffers that many Penetrating Hits to its Rear Armour, with no AS allowed.

Special Rules:
Nocturnal
Mobile Home: The Sandcrawlers serve as the mobile homes of the Hrud Nomads of the splinter tribes of Tribe Mors. The entire splinter tribe may reside within the Sandcrawlers at any one time, so massive are they. Most of the work force and fighters of the tribe sleep within the cargo area at the lowest level of the Sandcrawler, while the Weaponsmiths and Mechanics occupy the mid-levels where the Nuclear Fusion Reactor is located, together with the armoury, Smithery and smelting ore refinery. The Seer Chieftains, and the Kwizatch of the tribe reside at the upper most layers, together with the Star Navigator crew of the Dusk Trawlers, which are docked at the Docking Bay at the upper most layer of the Sandcrawler. The Sandcrawler is a transport that is able to house the entire tribe. The entire tribe may be transported within the Sandcrawler, deploying out 6" from the loading ramp at the front hull of the Sandcrawler. As a result of the fact that should a Sandcrawler be seen in any engagements, possibly the entire splinter tribe has gone to war, they may only be used in Battles that are 2000Pts and greater.
Shaded Cabins: The control cabin of the Scavenger Tanks were tinted black by the Demiurg to prevent harmful rays of radiation from the galactic background from reaching their eyes. This was highly convenient for the Hrud Nomads, for the shaded cabins allowed them to see for miles around the Sandcrawler without the need for Nightshades, as the tinted windows blocked out the rays of sunlight from reaching their sensitive eyes. The control cabin is where the Seer Chieftains of the splinter tribe are gathered. They control all layers of Movement within the Sandcrawler from the cabin, and the controls that Move the Sandcrawler are situated in the cabin. The shaded cabins allows the Seer Chieftains to look at the outside world as if it was nighttime, thus it is as if they all are equipped with Nightshades, gaining the +2 bonus to BS, and thus firing the Blunderbuss Cannon at a BS of 5.
Docking Bay: The Docking Bay is at the upper most level of the Sandcrawler, just below the roof. From there, the Dusk Trawlers are launched, as the top deck opens up for the Dusk Trawlers to ascend. There are repair facilities within the Docking Bay that refits and repairs the Dusk Trawlers in the event that they suffer damage. The nano-technology of the Demiurg allows repairs to be done within a few minutes, in the case of a full-scale war, allowing the Dusk Trawlers to reenter battle at a startling rate. The Dusk Trawlers may begin the Battle within the Sandcrawler, as if they are being transported. They may lauch at the beginning of any Turn, simply pass a Psychic Test and the Dusk Trawlers may make their full Movement rate in that Turn itself. The Dusk Trawlers may be repaired within the Docking Facility. The Dusk Trawler has to fly back to the top of the Sandcrawler, whereupon it is repaired on a roll of a 4+. If it is not repaired, then in the next Turn, it is repaired on a roll of a 3+, if it is still not repaired, then on the next Turn it is repaired on a roll of a 2+. If it still fails to be repaired, on the final Turn it automatically is repaired and reenters the battlefield fully operational.
Observational Platform: The Blunderbuss Cannon is located at the top deck of the Sandcrawler, where a huge observational platform is. The observational platform was formally used by the Demiurg for the Cannoneers that manned the Blunderbuss Cannon to have a vantage point to observe possible targets in sight. As in new models of the Scavenger Tanks, the Blunderbuss Cannon was fired and aimed directly from the control cabin through computerised systems that calculated the trajectory and distance to the intended target, this has become largely obsolete. Now, the Hrud Nomads used it as a vantage point for their Sharpshooters. The observational platform is wide enough to fit an entire unit of Sharpshooters, and the increased elevation of the platform allows them to pick at targets further than they normally could. An entire unit of Sharpshooters may be deployed on top of the Sandcrawler. They have LoS to all units around them, even if they are hidden behind cover, for instance a destroyed vehicle, as the height of the Sandcrawler confers a tremendous vantage point to the Sharpshooters. In addition, the Range of the Hrud Rifle is increased to 42", the elevation of their vantage point causing the trajectory of the slug to reach further than if they were fired from ground level. The Sharpshooters always count as stationary when firing Rapid Fire Weapons and not Moving when firing Heavy Weapons, even if the Sandcrawler has Moved in that Turn.
Firepoint Hatches: The great Sandcrawlers are filled with numerous firepoint hatches at various strategic points, allowing the soldiers within the Sandcrawler to engage the enemy while being transported by the Sandcrawler. It has a total of ten firepoint hatches, scattered across the front and sides of the Sandcrawler. The units being transported within the Sandcrawler may fire out at enemy targets within sight of that particular firepoint hatch. There are 20 firepoint hatches all together, 4 at the front hull, and 8 each at the side hulls. The 20 Nomads firing out of the firepoint hatches have a 45 degree LoS to the left and right of the firepoint hatch. In addition, they never count as Moving when firing Rapid Fire and Heavy Weapons.
Orichalcon Plating: To withstand the hazardous environment of an asteroid field, the hull of the Scavenger Tanks were reinforced with Orichalcon plating, an alloy of Titanium that is the strongest known metal discovered by the Refiners of the "Golden Elixir" Guild of Alchemists, known for being extremely light, yet extremely resilient. The Sandcrawler has a 1+AS. This means that should the Sandcrawler suffer a Glancing or Penetrating Hit, as long as the AS is not negated, you may prevent the Hit by rolling on greater or equal to your AS. As, the AS is 1+, this means that only weapons of an AP1 can even inflict any damage upon a Sandcrawler. This makes the Sandcrawler extremely resilient, together with the 5 Structure Points it already has. Remember though, a roll of a 1 is always a failure, even for AS.
Heavy-Duty Tread Assembly: The Demiurg chose to have treads for their Scavenger Tanks rather than wheels because the treads would better absorb the monolithic weight of the vehicle, and the greater surface area of the tread assemblies would stabilise the vehicle. The truth worth of the Heavy-Duty Tread Assemblies however, is that they could traverse the rough terrain of the asteroid with ease. As the surface of the asteroid is very much similar to the terrain of a desert, the Hrud Nomads have found the Heavy-Duty Tread Assemblies to the benefit of the tribe. They are able to traverse across any point in the desert world of Tallarn, save a mountain or an oasis. The Sandcrawlers creates tremendous amounts of vibration through simply moving, that the Sandworms can sense, but even the great Sandworms can do nothing to the immensity of the Sandcrawler. The Sandcrawler ignores all Difficult Terrain, treating it as normal ground.
Earthbreaker: The front hull of the Sandcrawler is shaped into a knife-like point, and the edge of the front hull is made up of a monomolecular edge of Diamonds. It was designed as such by the Demiurg so that the Sandcrawler need not navigate around obstacles but may simply bash through them. The Sandcrawler always ignore obstacles in front of it, treating it as flat ground, unless the obstacle is taller than it. The Sandcrawler may ram into other vehicles, causing massive damage with the monomolecular Diamond edge of its front hull. If it rams into a vehicle, roll XD3 for the Armour Penetration, where X is the distance travelled by the Sandcrawler. All Glancing Hits automatically become Penetrating Hits.
Earthshaker: The Sandcrawler is so large, the ground shakes whenever it moves. All units within 18" of the Sandcrawler always Move as if in Difficult Terrain as long as the Sandcrawler has Moved in the Movement Phase of the previous Turn.

There is a legend among the Tallarn Bedouins, of the Chosen One, the Kwisatz Haderach, that would arrive during the times of the Descent of Chaos at the end of the world. The Kwisatz Haderach would lead the Bedouins in a war of freedom against the Chaos abominations, finally triumphing over them through the sacrifice of his life.

During the practises of their ritual combat, it has been known at times for the Fedaykin to become caught up with the moment, losing themselves to their passion and accidentally killing each other. When this happens, the victor of the match is considered guilty of murder, for he could stay his hand right at the moment of the deliverance of death, yet he has chosen otherwise. The Fedaykin will choose the strongest among them to challenge him to a Deathduel, to deliver the death sentence that awaits those that commit murder against their own kind within the tribe. The duel to the death commences, and no holds are barred, with one fighting for his survival and one fighting to deliver judgement. If the one who is under the death sentence were to triumphed even against the Fedaykin champion chosen to deliver judgement against him, the Fedaykin instead of turning against him in their numbers, hail him as the Kwizatch. His survival of the Deathduel has marked him by Fate, and in their eyes, he has undoubtedly been chosen to lead them in the coming battles. Kwizatch is a term borrowed from the legends of the Kwisatz Haderach among the Tallarn Bedouins, in fact being a shortening of the term. He receives special training from the Fedaykin elders, perfecting the arts of the Way and the wielding of the Krysknife in combat. The Kwizatch is truly hailed as the One if he manages to combine the Way of the Claw with the techniques of The Weirding Way, called The Shortening of the Way, for it attempts to see through the differences presented by both martial forms. Towards this end, the Kwizatch trains constantly to see through the differences created by the Way of the Claw, adapted to suit the physique of the Hrud, and The Wierding Way, adapted to suit the physique of the Human. In mastering The Shortening of the Way, the Kwizatch has become a near peerless warrior, able to see through the movements of his enemies before their conception.

The true calling of the Kwizatch however is to lead the Fedaykin in battle. The Kwizatch presents an inspirational presence to the Fedaykin, fueling them into a fanatical state, leading them to accomplish great feats in battle.

HQ:
0-1Kwizatch: MS:7 BS:3 S:4 T:4 A:3 W:2 I:6 L:9 AS:6+ CS:6+
Equipment: Krysknife and Claw, +Throwing Krysknives+5Pts, +Kryshard Grenades+1Pt, +Krys Grenades+2Pts, Nightshades, Stillsuit, Mirage Cloak

Special Rules:
Instinctual Preservation, Nocturnal, Sand-Walkers, Dune-Walkers, Secretive, Fleet of Paw, Scouts, Infiltrators, Skirmishers, Overgrown Incisors
Fearless: The Kwizatch and the unit he is with is always considered Fearless.
Champion: The Kwizatch must always lead a unit of Fedaykin.
Way of the Claw: Gain +1 to-Hit modifier in close combat. Gain +1S.
The Weirding Way: Enemies attempting to Hit the Kwizatch in close combat suffers a -1 to-Hit modifier. If the enemy misses, the Kwizatch gains an additional Attack that Hits at +1S.
The Shortening of the Way: The additional Attacks gained from The Weirding Way gain the benefits granted by the Way of the Claw.

Within the social dynamics of most Hrud Tribes, the Blackfurs gain a dominant position in society, often occupying positions of authority and being the overall leaders of the Tribe. Tribe Mors is an exception to this rule. The Blackfurs see the Greyfurs as being of calmer temperament and imbued with quicker wits, and overall show signs of greater intelligence. These are the necessary attributes for survival within the desert, for it is an unforgiving environment that tests the tribe at every step. The oldest and wisest of the Greyfurs are selected to become the Seer Chieftains of the tribe. These Seer Chieftains have lived through many Sun cycles, and have seen nearly all situations that could possibly happen within the Desert World of Tallarn. Thus, they have an almost supernatural foresight that they apply on the onset of battle, organising the forces of the tribe to preempt the movements of the enemy. When they go to battle with the rest of the tribe, they inspire the troops around them with their mere presence, directing them in the heat of battle with an iron will.

The Seer Chieftain has gone through all possible occupations within the tribe throughout his long life. Thus, he has a total mastery over the ways of the desert and is at home within any unit of the tribe, save the Fedaykin who are sworn completely to the Kwizatch. As such, the Seer Chieftain is capable of wielding a wide range of weapons, depending on the unit he is joined with. The Hrud Nomads of Tribe Mors are known to encounter the Hruds of other tribes. A trade of technology and information usually takes place during these moments, and it is through this exchanges that the Hruds of Tribe Mors have come to acquire the powerful Fusils, through much expense. The usual trade of a Fusil is either a single Nightshades or Stillsuit, and it is through this process that the Nightshades and Stillsuits fall into the possession of the other tribes and clans. Clan Moulder for instance, considered the wealthiest clan in all Hrudom, are known to equip every single one of their warriors with Stillsuits.

HQ:
Seer Chieftain: MS:4 BS:3 S:3 T:4 A:2 W:2 I:7 L:10 AS:6+ CS:5+
Equipment: Warplock Rifle +Warplasma Shell+1Pt/Fusil+15Pts/Sawn-Off Jezail and Krysknife+5Pts/Double-Barrelled Jezail+5Pts/Hrud Rifle+5Pts +Hrud Rifle Upgrades +Rifle Sling+2Pts/+Sheath+2Pts, +Kryshard Grenades+1Pt, +Krys Grenades+2Pts, Nightshades, Stillsuit, Mirage Cloak

Special Rules:
Instinctual Preservation, Nocturnal, Sand-Walkers, Secretive, Fleet of Paw, Scouts, Infiltrators, Skirmishers

Warrior Retinue: The Seer Chieftain must always be leading a unit that is not the Fedaykin.
Ways of the Desert: The Seer Chieftain obtains the Special Rules of the unit he is attached to.
Farsight: The Seer Chieftain has encountered all possible scenarios during his long life as the Chieftain of the tribe. With this knowledge, they are imbued with an almost supernatural foresight which they use to adapt to the given scenario and preempt the movements of the enemy. This has given rise to their names as Seer Chieftains.Before the start of the Battle, after the deployment of units, the Seer Chieftain may choose to redeploy D3 units onto anywhere within his side of the field. In addition, add +1 to the roll that determines who goes first at the start of the Battle. In the matter of a draw when both sides roll 6, the Seer Chieftain always has priority and goes first.
Overseer: All units within 12" of the Seer Chieftain may use his Leadership for all Leadership Tests.
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Codex: Hruds - Clan Moulder

Last edited by Calixtus; August 25th, 2008 at 04:33..
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