Codex: Hrud - Clan Moulder - Warhammer 40K Fantasy
 

Welcome to Librarium Online!

Join our community of 80,000+ members and take part in the number one resource for Warhammer and Warhammer 40K discussion!

Registering gives you full access to take part in discussions, upload pictures, contact other members and search everything!


Register Now!

User Tag List

+ Reply to Thread
Page 1 of 3 123 LastLast
Results 1 to 10 of 29
  1. #1
    Senior Member Calixtus's Avatar
    Join Date
    Sep 2007
    Location
    Singapore
    Age
    29
    Posts
    570
    Mentioned
    1 Post(s)
    Tagged
    0 Thread(s)

    Reputation
    23 (x2)

    Codex: Hruds - Clan Moulder

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

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

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

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

    ~The End~

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

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

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

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

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

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

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

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

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

    Special Rules:
    Instinctual Preservation, Nocturnal, Fleet of Paw, Whip Mastery, Overgrown Incisors
    Expendable Lives: Pawslaves are treated with the utmost contempt. In the eyes of their Slavemasters they are next to thrash. As such, they have no qualms about firing their Warplock Pistols into a combat engagement with Pawslaves and an enemy unit. On a roll to-Hit of a 1 when firing their Warplock Pistols, the Slavemaster misses and shoots a Pawslave instead. The Slavemaster may not fire his Warplock Pistol if he is within 1" of the enemy but may instead use it as a Hand Weapon.

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

    Blackfang: MS:4 BS:1 S:3 T:3 A:1 W:1 I:3 L:6 AS:5+ CS:6+
    Fangleader: MS:4 BS:1 S:4 T:3 A:2 W:1 I:3 L:7 AS:5+ CS:6+
    Point Cost: 6/9
    Unit Size: 10-20/1 per 5 Blackfangs
    Equipment: Warplock Rifle +Warplasma Shell+0.5Pt/Warplock Pistol +Scimitar+1Pt/+5Power Scimitars+6Pts, +Nightshades+2Pts, Shell Armour
    /Warplock Pistol +Scimitar+1Pt/+Power Scimitar+6Pts/+Twin Power Scimitars+12Pts, +Warplasma Grenades+2Pts, +Warpfire Grenades+4Pts, +Nightshades+2Pts, +Stillsuit+4Pts, Shell Armour

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

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

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

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

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

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

    Rat Pack: MS:3 BS:0 S:3 T:3 A:10 W:10 I:3 L:4 AS:- CS:5+
    Point Cost: 20
    Unit Size: Swarm Base
    Equipment: Claws and Fangs

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

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

    Dire Rat: MS:4 BS:0 S:4 T:4 A:2(3) W:2 I:5 L:6 AS:- CS:-
    Point Cost: 14
    Unit Size: 7
    Equipment: Claws and Fangs

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

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

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

    Special Rules:
    Hatred, Feel No Pain, Overgrown Incisors
    Extra Appendage: +10Pts each. +1A, -1I. Initiative may never be made lower than 1.
    Tortured Hide: The intense pain suffered from the constant exposure to radiation has gifted the Rat Ogres with an unnatural resilience. After experiencing such an intense and horrific experience within the Hell Pits, the Rat Ogre has become numb to pain and is capable of surviving blows that would otherwise kill them outright. +2AS. May only ever be increased once. In addition, the Rat Ogre may never be Insta-Killed.
    Rebellious: Every turn after the first, the Rat Ogre's Leadership increases by one as his pent-up rage builds up. For every Turn the Rat Ogre's Leadership exceeds that of the Packmaster, he must pass a Leadership Test to see if he goes against the Packmaster. If he passes the Test, the Rat Ogre has now gone berserk and is subjected to Frenzy. His first act is to immediately engage the Packmaster in combat. He will always charge the nearest unit, friend or foe. In order to reduce the Leadership of the Rat Ogre to prevent such a mishap, the Packmaster must lash at the Rat Ogre with his whip at a Strength of 2. For each Hit caused, the Leadership of the Rat Ogre decreases likewise. Remember that the Packmaster may only use his whip, so he is entitled to three Attacks, not forgetting that the Barbed Whip counts as Two Hand Weapons at a Range of 4". If the Rat Ogre is broken in combat with an enemy unit, use the Leadership of the Rat Ogre if it is currently higher than the Packmaster, for all Leadership Tests.

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

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

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

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

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

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

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

    The Warpcommand Orbs work slightly different than the Warpchannel Orbs. While the Warpchannel Orbs act as a medium between the user and the Warp, the wielder of the Warpcommand Orbs act as a medium between the user and the minds of those he is attempting to affect. Through channeling their wills through the Warpcommand Orbs, they are able to influence the minds of the creatures in their direct vicinity. As long as the Master Moulder passes a Leadership Test, all Rat beast packs within 6" of the Master Moulder may make a Move, be it Assaulting or simply Moving. In addition, the Warpcommand Orb have so overrided the intentions of the Rat beasts in its domain of influence, that the Rat Ogres do not suffer from the [B]Rebellious[B] Special Rule under the command of a Master Mutant.

    The Warprestore Orb is a Warpstone Orb designed with the intent of healing and repairing the wounds suffered by the Rat beasts in combat. What it does is it nullifies the bleeding and cuts suffered by the Rat beasts, by programming the mutational energies within the Orb to fuse back the torn tissue and muscle at the cellular level. A loss limb can even be fused back in this manner, but of course at immense pain. This makes it not so ideal to be used on a Hrud, but with the Rat beasts, their tolerance of pain is much greater due as their senses having been made numb and insensitive from the transformative process they have experienced, so it would be of little consequence. The Warprestore Orb must be right next to the loss limb or wound to fuse and heal it back in shape. As such, the Warprestore Orb can only affect a single Rat beast at a time. A single Rat beast within the retinue of the Master Moulder gains Regeneration. For each Wound it has suffered, on a roll of a 4+ it regains it back. The Warprestore Orb can be used on the Master Moulder in much the same way as long as he has imbibed the Warpstorm Potion.

    The Corruptor Raygun is a range weapon that sprays the raw mutagenic essence of the Warpstone within the containment unit of the weapon. The spray of raw Warpstone essence appears as a mist that evaporates nearly instantaneously upon contact with the air. As the mist settles upon the flesh of living organisms, the skin erupts with mutation, causing insufferable pain to the victims. The particles that constitute the mist never truly evaporates away and lingers in the air. As such, victims that have been sprayed by the Raygun inhales the toxic substance within their bodies, where the mutagenic essence of raw Warpstone undermines the internal organs of the victims, diminishing their physical fortitude and the natural resilience of the victims. In addition, as the victims slowly succumbs to the effects of the Corruptor, his senses lose their sensitivity and the nervous functioning of his limbs becomes affected. Units Hit by the Corruptor Raygun suffer a permanent reduction to their MS, T and I by 1, and are required to take a Pinning Test. In addition, if they fail their AS, they have to pass a Toughness Test with their modified Toughness value, failing which they suffer a Wound.

    The Mutagent Injector allows the Master Moulder to directly mutate his creations even upon the battlefield. One such Mutagent is the Warpstone Brew, a concoction that greatly increases the strength of the bearer, although the effects are only temporarily. Rat beasts that have been injected with Warpstone Brew doubles their Strength and count as Monstrous Creatures for one turn only. Another Mutagent commonly used by Master Moulders is the Warpfire Brew. As the Warpfire courses through the blood streams of the Rat beast, its nervous system overloads, exciting it into a frenzied state. Rat beast that has been injected with Warpfire Brew becomes subjected to Frenzy. You may inject both Mutagents within the same Turn during the Assault Phase, even when the Master Moulder and his retinue is engaged in combat, as long as the Master Moulder is screened by his Rat beast packs.

    When all the Rat beasts under the command of the Master Moulder is dead, the Master Moulder immediately imbibes the Warpstorm Potion that he always carries in reserve. The Warpstorm Potion is so called because its intense potency causes tremendous mutations to occur within the body of the Master Moulder, within the space of a second. The Master Moulder attains a massive hulking form that puts the Rat Ogres to shame. The Warpstorm Brew combines the effects of both the Warpstone and Warpfire concoctions, as such besides the changes to the statistics of the Master Moulder as a Master Mutant, he is subjected to Frenzy. He is also further subjected to the rules of Calvary as when he travels, he falls down on all fours for maximum mobility. The Master Mutant retains his armour as the Stillsuits are made of highly stretchable material while the Warpstone Armour, due to the fine workmanship of the Smithmasters of Tribe Dirge, hold fast together. The Master Mutant is capable of spitting acid at targets from a Range of 12". The acid is so corrosive that it is capable of penetrating neosteel plating. The Spitting Acid Attack has the following profile: R:12" S:5 AP:1 T:A1, Pinning. The effects of the Warpstorm Potion do not last forever and only by passing a Leadership Test at the end of every Turn is the Master Mutant able to retain this form. This reflects the Master Moulder's willpower as he attempts to cope with the potency of the Warpstorm Potion. Upon failing the Leadership Test, the Master Moulder succumbs to the side-effects of imbibing the Warpstorm Potion, which is similar to a hangover. In subsequent Turns, the Master Moulder regains his old profile and suffers from a -1 modifier to his WS, BS, S, and I that is only regained upon passing a Leadership Test at the start of every Turn.

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

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

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

    Packlord: MS:5 BS:3 S:4 T:4 A:4 W:3 I:5 L:9 AS:4+ CS:6+ IS:5+
    Point Cost: 55
    Unit Size: 1
    Equipment: Warplock Pistol and Barbed Whip/+Power Whip+10Pts, +Weeping Blade+3Pts, +Warplasma Grenades+2Pts, +Warpfire Grenades+4Pts, +Nightshades+2Pts, +Stillsuit+4Pts, Warpstone Armour, +Blood Skiff+30Pts

    The Power Whip is a Barbed Whip imbued with Power field technology, gained from trading with one of the Migratory Tribes or Clan Pestilens. They are crafted by the Bloodsmiths just as it is with the Barbed Whips. An energy sheath envelops the entire whip, allowing it to cut through the thickest armour. Power Whips are Barbed Whips that ignore AS. This does not count towards the Barbed Whip Rule, as the Packlords deactivate the power sheath when used to control the Rat beasts.

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

    Last edited by Calixtus; April 22nd, 2010 at 16:34.

  2. Remove Advertisements
    Librarium-Online.com
    Advertisements
     

  3. #2
    Senior Member Calixtus's Avatar
    Join Date
    Sep 2007
    Location
    Singapore
    Age
    29
    Posts
    570
    Mentioned
    1 Post(s)
    Tagged
    0 Thread(s)

    Reputation
    23 (x2)

    Codex: Tribe Mors

    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 skintight 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:3 T:A1, Rending
    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:2 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 equal to or 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 and Blast Weapons do NOT negate the CS of Nomad Warriors behind the Trench, but Barrage 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.

    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.
    When within 12" of the enemy, the Pistol-Grip allows the Jezail to 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. Nominated by you, a single model may forego their Assault bonus to instead 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. If the Defenders are not in Cover, their Initiative is reduced by -1 for every casualty suffered from Kryshard Grenade Attacks.

    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, that strikes at +1I.

    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.

    Elites:
    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, 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 to 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, Fleet of Paw, Secretive, Sand-Warlkers, Burrow Warren, Scouts, Infiltrators, Skirmishers
    Sharpshooters: When using the Laser Sights of their Hrud Rifles, on a to-Hit roll of 6+, the Shot is fired with an AP of 1.
    Covert Adepts: Stealth USR.

    Fedayee, roughly translated from the Tallarn tongue, means "one who is ready to sacrifice his life (for his people)". 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 slowly 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 that the tides turned. 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 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. Confers Rending to Melee Attacks.

    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:4 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. Should a Fedaykin be Shot dead, place the Blasr Marker over him and resolve S8 AP2 Hits to those under it.

    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: As part of The Weirding Way, Fedaykin has developed a fighting style meant to compensate for the advanced energy shields that they had encountered against the Space Marines of the Imperium. To do this, they slow down the speed of their strikes at a certain speed, for it is found that the energy fields permit entry of objects below a set velocity. As noted by Varkin, the Kwizatchaderach, Kwizatch Champion of the entire Greater Tribe remarks, "In shield fighting, one moves fast on defense, slow on attack...Attack has the sole purpose of tricking the opponent into a misstep, setting him up for the attack sinister. The shield turns the fast blow, admits the slow Krysknife!" 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. In addition, Attacks made by the Fedaykin confers a -1 modifier to the IS roll of the enemy.

    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 2 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 2 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 Pinning. 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, +Bomb Launcher+15Pts
    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: 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 Bomb 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 Bomb 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 Bomb 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 Pinning.
    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 Eldar 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 treats Difficult Terrain as Jetbikes do.

    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:4(6) 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, Gets Hot!, Molten Scrap. For each Scrap Point spent, the Blunderbuss Cannon becomes Heavy X+1, where X is the number of Scrap Points used.
    Gets 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 2 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 3D6" per successful passing of an Initiative Test for 2 times instead of 2D6". 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 Kritislik. Kritislik 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 Kritislik 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, Kritislik 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 greater or equal to 2+. As, the AS is 1+, this means that only weapons of an AP1 can negate the Orichalcon Plating of 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, Great Fangs
    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:4 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, +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.
    Last edited by Calixtus; April 24th, 2010 at 02:12.
    This is my design blog for my future game company, check it out:

    http://creativeartisticwise.blogspot.sg/

  4. #3
    Junior Member Battle-Brother Llama's Avatar
    Join Date
    Nov 2007
    Age
    25
    Posts
    9
    Mentioned
    0 Post(s)
    Tagged
    0 Thread(s)

    Reputation
    4 (x1)

    Cool!

    Veeerrry good indeed. Given a chance, Tribe Mors could cause some havoc on the tabletop....ny ideas as to how to represent them please?

  5. #4
    Relive Revive Return Soul Reap's Avatar
    Join Date
    Apr 2007
    Location
    VA
    Posts
    340
    Mentioned
    0 Post(s)
    Tagged
    0 Thread(s)

    ReputationReputation
    42 (x1)

    I think I'd buy some skaven, imperial guard and some ork stuff to make this. It's really good. Nice stuff there.;Y

  6. #5
    Member Macmoss's Avatar
    Join Date
    Oct 2006
    Location
    UK
    Age
    42
    Posts
    229
    Mentioned
    2 Post(s)
    Tagged
    0 Thread(s)

    Reputation
    24 (x1)

    !!!!!!!!!!!!!!!!!

    Fantastic!!!!!8X

    Cheers

    Mossmac

  7. #6
    Member Macmoss's Avatar
    Join Date
    Oct 2006
    Location
    UK
    Age
    42
    Posts
    229
    Mentioned
    2 Post(s)
    Tagged
    0 Thread(s)

    Reputation
    24 (x1)

    !!!!!!!!!!!!!!!!!!

    Fantastic!!!!!!!!!!!!!!!!8X

    Cheers

    Mossmac

  8. #7
    Senior Member Calixtus's Avatar
    Join Date
    Sep 2007
    Location
    Singapore
    Age
    29
    Posts
    570
    Mentioned
    1 Post(s)
    Tagged
    0 Thread(s)

    Reputation
    23 (x2)

    So have you guys tried modelling your own modified Tribe Mors army? Tell me the results of your experimentation and play-testing Soul Reap and Battle-Brother Llama.

  9. #8
    Senior Member Calixtus's Avatar
    Join Date
    Sep 2007
    Location
    Singapore
    Age
    29
    Posts
    570
    Mentioned
    1 Post(s)
    Tagged
    0 Thread(s)

    Reputation
    23 (x2)

    Greatly in need of constructive criticism and feedback. Please comment on my work.

  10. #9
    Senior Member Calixtus's Avatar
    Join Date
    Sep 2007
    Location
    Singapore
    Age
    29
    Posts
    570
    Mentioned
    1 Post(s)
    Tagged
    0 Thread(s)

    Reputation
    23 (x2)

    Tribe Mors has been updated, with information regarding the Dusk Trawler, Dune Buggy, and Sandcrawler. Please read and criticise my rules. Thanks.
    This is my design blog for my future game company, check it out:

    http://creativeartisticwise.blogspot.sg/

  11. #10
    Senior Member Calixtus's Avatar
    Join Date
    Sep 2007
    Location
    Singapore
    Age
    29
    Posts
    570
    Mentioned
    1 Post(s)
    Tagged
    0 Thread(s)

    Reputation
    23 (x2)

    Codex: Hruds - Clan Skaven

    The Birth of the Skaven

    All Hrud tribes begin with their Queen. There so happens to be one Queen, called the Black Queen, for all her Blackfur offsprings are especially large and aggressive, and for the fact that her fur is black.

    The event that triggered the Great Uprising, the First War against the Demiurgs, was due to the arising of sentience on a massive scale within their species, and upon observing the conditions of their existence within the cavern that was their birthplace, the thought of venturing into the great unknown that lay beyond the roof of the cavern possessed the whole of their race, instilling in them the desire to seize the mining crafts of the Demiurg for their own. Once in possession of the mining crafts, they would be able to escape the confines of their birthplace and explore the myriad of worlds that lie beyond. Thus the Hruds set about, sharing a single desire, to take the mining crafts by force, rising against the Demiurg in a war that was known as the Great Uprising.

    During the Great Uprising, the Blackfurs of the Black Queen were at the front of the fighting, in fact being the key leaders in the First War against the Demiurg. The Demiurg had the technology and the firearms, but they were caught unawares and the Hruds had overwhelming numbers. Still the technology of the Demiurg was not to be underestimated. The Demiurg was quick to respond to the sudden attack and mounted their defences within their mining crafts. Demiurg guards manned the exits of the crafts, equipped with Lasrifles, while the Navigators used the great excavator-arms of the mining crafts to crush any Hrud who came within reach. The mining lasers of the mining craft were turned against the Hruds, vaporising them in a shower of steam and blood. The metallic shell of the mining crafts were impervious to the attacks of the Hruds, but the offsprings of the Black Queen were up to the task. Even among these strongest of Blackfurs, there were those whose raw power were a notch above the rest. These were the first Warlords, the Warchiefs of the Black Queen. With their tremendous strength, they tore apart the steel doors of the mining crafts and proceeded to crush the inhabitants within. The Blackfurs of the Black Queen were thus instrumental in the Great Uprising, without which victory would not have been so assured for the Hruds.

    The event of the Great Uprising was especially significant for it was the first act of their race as a whole, a symbolic rise out of the primordial darkness they had dwelled in before the light of sentience descended upon them. When the last of the Demiurgs were killed, the entire race of Hruds degraded into infighting, as the Hruds became splintered into tribes and squabbled among themselves for the spoils of war. Even then the legend of the Warchiefs remained, and none of the other tribes would provoke the offsprings of the Black Queen willingly. Such was the mystique the Warchiefs enjoyed that soon conceit grew in them, and the offsprings of the Black Queen, both Grey and Black alike, referred to themselves as Skaven, "Chosen" in the tongue of the Hruds. Thus, Tribe Skaven was born.

    The Age of Warlords

    In the Age of Warlords, Tribe Skaven was one of the foremost powers of that era, unrivalled in might with the exception of a few major tribes. The Tribe that Warlord Skyre belonged to was considered one of the few powers that could contend with Tribe Skaven, but even then only with the joint alliance of a lesser Tribe. So for a time, Tribe Skaven was the most powerful force in all Hrudom. The Blackfurs of the Black Queen were physically stronger and more aggressive than the average Blackfur, which was the key reason for the strength of the Tribe. They had by far the largest territory and the greatest spoils of that age. While the leaders of the lesser tribes called themselves Warlords, the strongest Blackfurs of Tribe Skaven referred to themselves as Warchiefs, after the first generation of Blackfurs that led the assault on the Demiurg during the Great Uprising. Due to the aggressive nature of the Warchiefs, Tribe Skaven was known to enter into unnecessary fights with border tribes over the slightest disagreements. It took very little to provoke the Warchiefs into war, even at the later half of the Age of Warlords, when some semblance of peace was restored. When the Warchiefs no longer had an excuse to go to war with rival tribes, they fought among themselves, dividing up the Tribe into sections and entering into mock warfare with each other. This led to a highly precarious situation for the Tribe, for they were at their most vulnerable to forces external to the Tribe. During this time of internal strife, the Warlord Skyre grasped his opportunity, with the temporary lapse in organisation of Tribe Skaven, to move on their territories and seized them for his own. It was at this time that Warlord Skyre was putting his Great Plan into action, delving into the workings of the Warpstone and tapping into their latent power to develop weapons of war from which the Tribe could then dominate the rest of the Hrud tribes. Warlord Skyre slowly and deliberately carved up the lands of Tribe Skaven, seizing those areas with the highest concentration of Warpstone deposits.

    This development did not go unnoticed however by Tribe Skaven. Warchief Gorisnak saw the dangers to the survival of the Tribe if Warlord Skyre's actions were left unchecked. He then broke from tradition by challenging the rival Warchiefs to a duel of single combat. One by one, Gorisnak broke each and every Warchief that accepted his challenge, slowly uniting the separate sections of the Tribe and ending the civil strife that left the Tribe vulnerable to the lesser tribes. By defeating every other Warchief and uniting the Tribe as one, Gorisnak became the first Skavenlord, undisputed and unchallenged leader of all of Tribe Skaven. Once having risen to the rank of Skavenlord, Gorisnak began his campaign of retaliation against Warlord Skyre, proceeding to reclaim the lost territories of the Tribe. However, he was too late; Warlord Skyre had succeeded with his Great Plan, and having put that into action, had turned his entire Tribe into an unstoppable war machine, equipped with bizarre Warpstone technology. Skavenlord Gorisnak, believing in the superiority of his troops, sent them forth to crush Skyre's forces. Warlord Skyre saw this as the perfect opportunity to test the newly developed Warpstone technology.

    As the mass of Blackfurs charged towards the frontline of Skyre's forces, the troops of Skyre's Tribe, wielding their bizarre Warpstone weapons, opened fire. Vicious explosions of Warplasma rocked through the lines of the charging Blackfurs, sending them into a screeching halt. Those that did manage to survive the explosions were incapacitated by the Warplasma acid. The forces of Tribe Skaven were bombarded mercilessly with Warplasma and could not proceed anywhere close to the frontline of Skyre's forces. Those that did manage somehow to get close enough were engulfed in gouts of pink Warpfire and were burnt to a crisp. Gorisnak in his desperation, thought to outmanoeuvre the slower and clumsier troops of Warlord Skyre by attacking his flanks. Together with his most trusted Chiefs, Gorisnak led the assault directly, in a pincer attack at the sides of Skyre's army. However, Skyre was well-prepared for such a manoeuvre, and commanded his Warpwind Grenadiers to lob their Warpwind Grenades in an arc around the flanks of his army. The Warpwind Grenades exploded and unleashed their noxious fumes into the air. The entire area surrounding Skyre's forces were filled with this noxious gas. The forces of Tribe Skaven, encountering this pink cloud that stretched beyond as far as they could see, saw no way around it except to proceed through the cloud. The first through quickly expended their life as they breathed in the noxious fumes. Seeing this, the Blackfurs were greatly discouraged and refused to enter the cloud. In his frustration, Gorisnak bellowed at the Blackfurs for their cowardice, and seeing as how even his most trusted Chiefs had quelled, the great Skavenlord entered the pink clouds of noxious gas alone.

    Somehow, he came through them unscathed, with much of his life force intact. Seeing the looks of surprise upon Skyre's forces, Gorisnak charged through them, slaughtering his way through as he seeked to bring Warlord Skyre himself to single combat. Once in the melee, Skyre's Warpstone weapons of war were ineffectual and could not be used to stop Gorisnak. In this manner, Gorisnak was able to fight his way through into the center of Skyre's army and face the Warlord himself, with his retinue of Black Guard. It is a testament to the raw power possessed by Gorisnak that, surrounded by enemies on all sides at the very heart of Skyre's army, he did not succumb and simply waded a path of blood through. It has been said that there has never been a stronger Warchief born to the Black Queen after Gorisnak. At the center of Skyre's army, Warlord Skyre and his Black Guard met and clashed with Skavenlord Gorisnak in a titanic struggle. The strongest Blackfur ever was face to face with the Blackfur that would become the most powerful individual in all Hrudom, the Supreme Overlord of the Underempire. The strength of the Skaven was flowing through Gorisnak, and his blows were strong enough to rip apart a Blackfur from head to toe. One by one, each of Skyre's elite Black Guard fell to the blades of Gorisnak until only Skyre was left. The two struggled, the skill of Warlord Skyre being a match for the brute force of Gorisnak. None of his death-dealing blows were able to touch the Warlord, as he skillfully parried away each attempt at his life. Gorisnak grew more frustrated and started aiming his blows at the jugular, in an attempt to end the battle quick. Warlord Skyre knew that the battle was drawing near its end. With Gorisnak's attacks becoming more predictable, Skyre no longer had to parry with his blade but could dodge instead, freeing his blade to be used on the offense. Timing his movements with that of Gorisnak, Gorisnak made the fatal mistake of committing too much to a single strike, causing him to break his stance and miss Skyre. Skyre steadily dodged this last attack, and seizing this golden moment when Gorisnak would be slow to recover, slit a deep cut across the chest of Gorisnak. Skyre stepped back in relief and exhaustion; the battle was won. That was no ordinary blade, no ordinary cut. It was a Weeping Blade, a blade soaked in the corrosive venom of the Hell Vipers that roam the land on their bellies. In a matter of seconds, the poison would work its way throughout the body of Gorisnak, incapacitating him before finally killing him. In this way, the first Skavenlord of Tribe Skaven lost his life. The news of Gorisnak's demise quickly scattered the remaining forces of Tribe Skaven. This major defeat was the first ever suffered by Tribe Skaven and it destroyed the mystique of the Blackfurs of the Black Queen. No longer were they seen as invincible or untouchable by the lesser tribes.

    The Rise of the Grey

    In the wake of Gorisnak's death, with the mystique of the Blackfurs shattered, the Greyfurs started their own agenda of recovery, attempting to seize the exalted position of Skavenlord for their own. All along in order to survive alongside their more aggressive brethen, the Greyfurs of Tribe Skaven had developed methods of manipulation and deceit in their climb up the social ladder. In a world where power and aggression is everything, the weaker, passive Greyfurs had no means of achieving equal standing with the Blackfurs. However, the cunning and willpower of the Greyfurs would not allow this. By marketing their values to the Blackfurs and proving their worth, certain determined individuals have managed to break into a realm dominated by their darker kindred. Due to the Machiavellian setting in which the Greyfurs are brought up in, they are ruthless, manipulative individuals, reputed for their increased intellectual capacity in comparison to the Greyfurs of the lesser tribes. The Greyfurs of Tribe Skaven are regarded as more intelligent because the increased aggression of the Blackfurs forces the Greyfurs to live in a tremendously harsh setting which promotes the succession of only the smartest and most cunning.

    The chiefs of the Greyfur, realising the fate of their race was twined inevitably with the Warpstones, sought to seize power before the other tribes by uncovering the secrets of the Warpstone first. Towards this end, they expended their energies towards studying the Warpstones and began secret experiments with them. It was at this point of time that the chiefs of the Greyfurs started referring to themselves as Seers, after their study of the Warpstones. The oldest of the Seers were referred to as Grey Seers, and they are among the wisest beings in all Hrudom. The Grey Seers convened among themselves and decided on the path of ascension that all would-be Grey Seers would walk from then onwards. The Grey Skavens, as the Greyfurs of Tribe Skaven called themselves, would be the starting ground for all future Grey Seers. From there, any who would vie for power and status would have to rise up among the mass of Grey Skavens, and through means of deceit and manipulation, prove their worth to the Grey Seers and thus be inducted into the circle of Seers. Once a Seer, they would be taught the secrets of the Warpstone, while the highest secrets would be withheld from them, for those are only accessible to the Grey Seers.

    In actuality, the Seers are simply a means in which to further bring apart the exalted Grey Seers from the lowly Grey Skavens. While the Grey Skavens have to contend with each other in their constant backstabbing and manipulation, the Seers have to contend with the Grey Seers as they attempt to replace existing Grey Seers, either through assassination or political manoeuvring. Therefore, it is not unheard of for senior Grey Seers to be demoted to Seers, but often times this action is checked by existing alliances between the Grey Seers themselves. The Grey Seers see themselves as too important and being occupied with the higher matters of the Tribe to be concerned with petty disputes of seniority or the contention of the Seers beneath them. Therefore they cease with their backstabbing and manipulation, and instead consolidate their positions against ambitious Seers by committing into joint alliances of mutual cooperation with other Grey Seers. The Grey Seers are as such a tightly knit group with little divisions between them. These first Grey Seers who came into allegiance with each other became the Grey Council, the highest social order among the Greyfurs, and only individuals of high intellectual capacity are allowed into this elite circle. They are the Grey Council, the gathering of the wisest and smartest Grey Seers within the Tribe.

    The Grey Council is responsible for which Grey Skaven becomes a Seer, and which existing Grey Seer is replaced with one of the Seers. The reason why they keep only a select number of Grey Seers is so that the social order of the Tribe would not be too top-heavy, and most importantly, so that there would not be sufficient Grey Seers outside of the Council to form a coven of their own and threaten the standing of the Grey Council as the sole leaders of the Greyfurs. They are responsible for all movements of personnel up and down the social ladder of the Greyfurs, and while the Grey Seers' main responsibility is the study and unlocking of the highest secrets of the Warpstones, the Grey Council's overriding concern is that of the Tribe's status and prominence among the lesser tribes. To them, the lesser tribes are meant to be exploited and only exist to substantiate the glory of the Skaven as the chosen of the Hruds. In their dealings and meetings, they congregate to formalise plans from which they could further the extent of their Tribe's influence over the lesser tribes.

    All about this time, Warlord Skyre was midway through his campaign of conquest, quelling the lesser tribes into submission with his superior firepower. The mystique of the Warpstones grew during these troubling times, as a source of incalculable power as proven by the superiority of Skyre's forces. The Grey Council seized this opportunity by sending their agents among the lesser tribes, spreading misinformation and lies of the mysticism and abilities of the Grey Seers of Tribe Skaven. Rumours abound of their mystic powers of control over the Warpstone, manipulating the essence within through secret means. Although not altogether believed in, during those times of hopelessness, it was a beacon of light for many of the lesser tribes who had suffered defeat at the hands of Skyre, and in this way Tribe Skaven gained the backing of many hundreds of tribes. As the first Great War drew to a close, the Grey Seers busied themselves with the studying of the Warpstones, while their agents continued spreading their tendrils of lies and misinformation among the defeated populace. Finally, with the defeat of Tribe Rictus, the last and only major power to face off against Skyre's Warpstone-empowered forces, the event known as the Great War was at an end. It was the time of the reign of the Supreme Overlord of the Underempire, backed by Clan Skyre, the greatest power in all Hrudom. Skyre created the divisions between Tribes and Clans as one of his first act as Supreme Overlord. From then onwards, the major Tribes which have rose to prominence in strength, wealth, power or size would regard themselves as Clans. Clans while being essentially Tribes, have the influence and power to dominate the sociopolitical workings of Hrud society at large. Thus, Tribe Skaven became known as Clan Skaven with the aftermath of the Great War, and being all along one of the foremost powers throughout the Hrud's turbulent history, was given a seat in the first Great Council, as one of the twelve representatives of the Hruds before the Great Horned One. This marked the beginning of the Age of Trade, a period of time of much technological exchange and mutual cooperation between the Tribes. It can be said to be the first era of peace enjoyed by the Hruds since their genesis as a species.

    Even with all these great developments and movements occurring outside of the Clan, the Grey Council have not forgotten their sacred duty of raising their Clan from the ashes of defeat, remembering those times long gone when the mystique of their Tribe left them unchallenged and lauded as the strongest among all the tribes of the Hruds. Such a return was their greatest desire, but first they had to seize power amongst their own kind. The seat of Skavenlord had long since been neglected after the demise of Gorisnak, and the Tribe had splintered into various factions of Warchiefs. There was little unity left within the Tribe except for the recognition that they all came from the same brood, being the only offspring of the Black Queen. This circumstance could not be left as it is if the Tribe was to maintain its status as a Clan, and more importantly, the plans of the Grey Council could not reach fruition if they had not the entire backing of the Clan behind them. Also, a representative had yet to be selected among the Clan to occupy the seat in the first Great Council. It was at about this time, faced with such pressing matters, that a Grey Seer by the name of Skittar deduced the ultimate nature of the Warpstones as the solidified substance of the Immaterium. The Immaterium was defined by Skittar as the billions of untold realities yet to be fulfilled or realised. Within each Warpstone is a drop of manifest reality, thus the incredible power contained within even a single Warpstone. The raw mutagenic essence of Chaos is solidified as Warpstone, and nearly all manner of things could be achieved with Warpstone as implements. By freeing the essence of Chaos within the core of the Warpstones, Skittar was able to break through the fabric of reality and reach into other worlds beyond their own. These Warportals Orbs were viewing points from which Skittar and his fellow Grey Seers could study the populations of other worlds, which were mainly Human worlds. From there, Skittar and the Grey Council concocted a great plan, dubbed by them "The Great Migration", a plan to transform the Warpstone mines into Warportals from which the tribes of the Underempire could travel to the worlds beyond. Understanding that it was the deepest wish of nearly every single individual among the tribes to escape the confines of their birthplace and venture into the great unknown, Skittar's Great Migration was such a plan that would enable their desires to be achieved while at the same time indebting them to Clan Skaven for all time. The Great Dream as it was known, or the First Desire, the hidden intention that underlaid all movements and decisions of the sociopolitical workings of the Tribes, was never forgotten to the Hruds at any point throughout time, and it was this desire the insidious Grey Seers of Clan Skaven so wish to manipulate and control.

    First in the order of Skittar's plan was to reunite their Clan under a single leadership. With his fellow Grey Seers deferring to him as the mastermind of "The Great Migration", all Skittar needed was the backing of the Warchiefs to become Skavenlord of the Clan. He gathered the Warchiefs in a huge meeting, and laid bare the secret workings and plans of the Grey Seers. The complexity of "The Great Migration" extended into the indeterminate reaches of time, and was such that by the Great Debt of the Migratory Tribes as they were henceforth called, Clan Skaven would forever hold a special place of recognition among the scattered tribes of their race, as well as within the Underempire. Within the Council of Thirteen, they would be the voice of hundreds of tribes, possibly thousands. During times of war, the Great Debt between Clan Skaven and the Migratory Tribes would allow the Warchiefs to field armies consisting of troops from other tribes. With so many tribes answering the call to war whenever the security of Clan Skaven is threatened, there was no longer a need to maintain their own army and Clan Skaven could simply rely on the tribes that were in their debt to fight their wars for them, with the Hruds of the other tribes dying in place of their Clan members instead. But of course the bloodthirst of the Black Skavens of the Black Queen would not be able to resist the prospect of battle, and ultimately, the Warchiefs would have to lead their own battles. The entire scheme of "The Great Migration" would ensure a place of power and influence permanently for Clan Skaven within the domain of the Underempire, while at the same time diminishing greatly the power and esteem of the Ruling Clan at that time, Clan Skyre.

    Ultimately, Skittar hoped to replace Clan Skyre as the foremost power within Hrudom and once again become the strongest Clan of their race, as it was during the times of the Great Uprising. Upon accomplishing that, they would lead their race in a new age of conquest against the races of Man, Orks and Tau. The sentient races of the galaxy would come to recognise the race of the Hruds as a substantial threat not to be overlooked. "The Great Migration" was the first step within this Greater Scheme, laying the foundations for the eventual invasions of these worlds by first seeding them with the presence of the Migratory Tribes. Once Clan Skaven has finally seized power as the strongest Clan in all Hrudom, plans could be made underway to spread the influence of the Hruds into these lands. The young race of the Hruds would be acknowledged by the standing races of the galaxy in their climb towards ascendancy or face the might of the Hruds in the field of combat. That was Skittar's ultimate intention, which he shared with the Warchiefs gathered in that fateful meeting, hoping to stir their ambition and want for power. The Warchiefs received all this with much fervour and enthusiasm. They had grown tired of all the infighting while, all this while, rival tribes grew in power. On top of that, with the humiliation of losing their mystique as the offsprings of the Black Queen and their decline from that lofty position as the strongest Tribe in all Hrudom, have left them dissatisfied and disillusioned. They had indeed so wish to regain their position as the chosen of their kind, living up to the name which they had selected for themselves, and for that they needed a plan in this new age where the strongest were no longer dictated by brute force or military strength. Thus, they decided to leave the workings of this Great Scheme to the minds of their more intelligent kin and only interfered whenever they saw necessary. To this end, they championed the cause of Skittar's and collectively recognised him as the new Skavenlord of Clan Skaven. Thus, the second Skavenlord of Clan Skaven was born.

    This marked the rising of the Greyfurs within the Clan as a prominent force within the sociopolitical workings of the Clan. No longer were they trodded upon by their darker brethen and had to take to their whims and dictates. Now they were faced as equals, a position they never used to enjoy as the offsprings of the Black Queen, for besides giving birth to larger, more aggressive Blackfurs, the Black Queen produce more Blackfurs than the Queens of other tribes, such that the ratio of Greyfurs to Blackfurs was three is to one. Thus, the Greyfurs never had the security of numbers against their larger kindred and had to resort to subtle manoeuvrings in order to survive. This resulted in a large part of their increased intelligence compared to the Greyfurs of other tribes. Now, with the rise of Skittar as the second Skavenlord, a position of leadership universally recognised by the Warchiefs despite being a Greyfur, it heralded a new era of freedom and liberation for the Greyfurs of Clan Skaven as a whole.

    The Great Migration

    At the first Great Council, Skavenlord Skittar was present before the representatives of Clan Skyre, Clan Moulder, Clan Rictus, Tribe Verminkin, Tribe Whitempest, Tribe Blackstorm, Tribe Dirge, Tribe Chittin, Tribe Scrye and Tribe Skaar. These were the members for the first Council of Thirteen, a total of 11 tribes together with the Greater Verminlord of all Verminkin, Verminlord representative of all Verminlords, and the seat of the Great Horned One, Deity and Ruler of the entire Hrud race. There, once again, the question of the Great Dream was answered by Supreme Overlord Skyre, as the acting voice of the Great Horned One in that first council. Overlord Skyre wanted a return to the times during the Great Uprising when their race shared one common purpose, and that was to escape the suffocating confines of the cavern they were born in and explode out into the greater worlds observable through that patch of sky at the roof of the cavern. And this would be achieved through whatever means possible. In his high, authoritative voice, Skyre addressed the representatives assembled before him, initiating the start of the council. "Remember, remember what motivated us to attack the occupants of those shiny vessels, in the hopes that we could seize them for our own? It was the belief that we could somehow control them and use them to ascend into the space beyond that hole at the roof of the cavern, forever leaving this dark existence behind us as we explode out into the great unknown. But yet it seems, even with the obtaining of these shiny vessels, the task of escaping our birthplace would not be so easily achieved. I am sure as it is with you, your attempts at understanding and ultimately mastering these vessels have proven fruitless and in vain. If the greatest of my Warplords are unable to discover the workings of these vessels, I am confident enough to declare that none from within the tribes gathered here would be able to progress much in that department. It would be best to leave the plan we initially had a side, for the vessels seem beyond our grasp of comprehension at this very moment. Thus I suggest instead, of the construction of a great tower, one that would reach the roof of the cavern at its height and jut out into the space beyond. May I suggest the contruction of The Tower of Heaven, made from the very rocks and gravel that form the composition of the ground beneath us. It would be the answer to the Great Dream, the key to our constant desire to leave this wretched cavern and escape into what is promised in that distant patch of sky, that there may indeed be a greater world beyond the one we know of."

    This was Skyre's answer to the Great Dream, the construction of a huge tower that would span the entire height of the cavern, reaching into that hole at the roof of the cavern and jutting into the space beyond. That would be how Skyre attempted to reach into the realm of the other worlds that lie beyond our own. This was the new propaganda spread by the agents of the Grey Seers among the tribes already within their clutches and to those yet to be caught in their tendrils. Ultimately, the Grey Seers threw down Skyre's Tower of Heaven as fatuitous and naive. Worlds could not be reached by the simple piling of gravel upon gravel. If that would be possible, they would not be stuck here in the first place. Their only course of hope if the Great Dream was ever to be achieved was to trust in the intellect and magicks of the Grey Seers, hoping that all goes well and they could proceed with their plan and finally begin the Great Migration. Every tribe that committed to the Great Migration entered with a resolve that they were severing their collective voice from the Council of Thirteen and had to depend on a medium from which to communicate their ideas and wishes to the Great Council. This burden would fall upon the shoulders of Clan Skaven, and the Grey Council would ensure that the wishes and demands of the Migratory Tribes would be heard through them. In return, for their favour of fulfilling the Great Dream, and to pay off the Great Debt incurred with the Great Migration, the armies of the Migratory Tribes were at the disposal of Clan Skaven, and could be recalled at the event of war.

    As the Grey Seers worked within the Warpstone mines in their attempts at converting them into Warportals, the Tower of Heaven progressed ever upwards, reaching into the space beyond the roof of the cavern. It was only a matter of time before its completion, and at the same time, the Grey Seers had nearly succeeded with transforming the Warpstone mines into dimensional portals that could reach other worlds. They had only wait for some significant event or other that would turn the attention of Skyre away from them and thus begin the process of the Great Migration. This significant event came about when the Bastion Class Commerce Vessel of the Demiurg returned to reclaim the mining crafts they had left behind to harvest the Warpstones. The Vessel announced its return by blasting off a quarter of the near-completed Tower, to allow it room to descend into the confines of the cavern. With Supreme Overlord Skyre momentarily distracted by this turn of events, there was no agent or force that could stop the Grey Council from enacting their plan. They proceeded with it thus, initiating the start of the Great Migration with the activation of the Warportals. A total of more than a thousand tribes left the Underempire that day, in one massive wave as they broke away from the control of Clan Skyre and founded a new life on another world. Although Skyre was helpless to stop the process of the Great Migration, he proceeded to quickly take hold of the remaining Warpstone mines and extended the territories of the Clan into the areas left by the Migratory Tribes.

    Clan Skaven was charged with high treason for concealing such a massive plan from the eyes of the Council, and Overlord Skyre intended to remove their seat and have them replaced by a lesser tribe within the Council of Thirteen. However Skavenlord Skittar was shrewd enough to warn that by removing Clan Skaven from the Council of Thirteen, they were in effect sealing off the voices of the thousand-strong Migratory Tribes and risk forever losing their connections to the Underempire. Could Skyre risk such an event? After all, Clan Skaven oversaw the Warportals from which the Migratory Tribes still maintained their links to the rest of Hrudom. With that move thwarted, Skyre as Supreme Overlord, resorted to placing strictures over the movements of Clan Skaven, limiting their influence over the remaining tribes, such that an event as massive as the Great Migration could not transpire again. Despite having a large part of their influence and power stripped from them, Clan Skyre was still the foremost power in all Hrudom, and they would not be ousted so easily from their position of strength without a more forward approach. Thus, such a case remained, and although the Great Migration had greatly rewarded Clan Skaven with much success, it was not without its repercussions. With much of their power and influence over the lesser tribes removed from them, it seemed the next step in Skittar's Great Scheme was to go to war against Clan Skyre, a manoeuvre that would result in the scenario of Clan Skaven's total defeat, given the two Clan's current military might. Much had to be done now if the Clan was to hope to challenge Clan Skyre in direct confrontation and seize the title of the strongest Tribe in all Hrudom from them. As such, the Seers turned their accumulated knowledge of the Warpstones towards manufacturing their own potent weapons of war to match those of Clan Skyre.

    The Age of Starlight

    With the exodus of Clan Rictus, and the event of the Great Migration, the Age of Trade was succeeded by the Age of Starlight. A second Great Council was immediately called to discuss the course of actions to be taken up in the light of recent events. In this second Council, the order of rank of the members is as follows: Clan Skyre, Clan Moulder, Clan Rictus, Clan Verminkin, Clan Skaven, Tribe Whitempest, Tribe Blackstorm, Tribe Dirge, Tribe Chittin, Tribe Rancour and a Warlord representative from the Lesser Tribes of the Underempire. Through Overlord Skyre's insistence, a law was passed forbidding anymore tribes from using the Warportals to migrate to other worlds. This was one of the means in which Skyre limited the powers of Clan Skaven. However, the Warportals of Clan Skaven were to remain active, as it was the one means of contact between the Migratory Tribes and the Underempire. No mention of the Great Dream was made at that second Council. At some level, the Great Dream had indeed been achieved by a large part of their race, yet somehow despite it all, it had become a taboo. The Great Dream had become cursed by Skyre as the actions of Clan Skaven had diminished much of the influence and power of his Clan. Clan Skyre would never fully recover from this and Skyre seeked Clan Skaven to pay for their losses. From then on the actions of the Grey Council was closely watched by the agents of Clan Skyre, and Skyre used the motive of the second Council to place many such strictures upon Clan Skaven, reducing much of their sociopolitical influence. In addition, sanctions were placed over the trade of weapons between Clan Skaven and the other tribes, such that Clan Skaven even now is unable to field Warplock Rifles in its army. The Tower of Heaven was left neglected in its half-finished construction, but it became occupied by Clan Skyre as their Warren, from then on known as the Sky Warren. It was the only Warren to ever be constructed above ground, and due to its location right at the center of the entire cavern, was the perfect base of operations from which Clan Skyre could maintain its dominion over the rest of the tribes within the Underempire.

    Ultimately, the Age of Starlight was so called for it was a time marked by the ascension of their race into the deep depths of space and beyond. Much of the events of that age transpired in the worlds occupied by the tribes that had left the Underempire during the Great Migration. Most were successful in settling themselves into their world of adoption, while a rare few were completely obliterated while trying to survive the harshness of their new environment, or by their Human hosts, who were not so welcoming of their new neighbours. There were those too who had to turn back and return to the Underempire, as they found their situation within the new worlds unfavourable.

    However, what marked the new age was the founding of Clan Rictus, after the event of the Great Invasion, in which the Bastion Class Commerce Vessel of the Demiurg was seized in a ruthless war of attrition. In the aftermath of that war, Clan Rictus was in full position to accomplish their dream, which was to sail the spaces between the stars in a grand starship, but they had not forgotten their kindred tribes within the Underempire. They sent their delegates in the second Great Council at the end of the Age of Trade, and were officially recognised by the Supreme Overlord and the delegates gathered there as a Clan by the standards of size, technology and power. As the largest Tribe in all Hrudom, and possessing of technology to rival that of Clan Skyre, Tribe Rictus was henceforth known as Clan Rictus. In that second Great Council, the Skylord representative of Clan Rictus, High Skylord Ricttar, made known his intention of mapping out the stars in the Clan's travels through space, and from there discover the locations of the scattered Migratory Tribes in the worlds they encountered. The Clan would then act as a medium of communication between the Migratory Tribes and the Underempire. Clan Rictus would be the means in which trade and information could be carried out between the Migratory Tribes and those of the Underempire. After visiting the world of every Migratory Tribe, the Clan would plot its way back to the Underempire and begin the cycle anew.

    This series of cycles came to be known as the Great Cycle, as it was discovered that the time it took for Clan Rictus to visit every Migratory World was the time it took for thirteen thousand starlight cycles of the Underempire. At the end of every Great Cycle, a new Council would be held to determine the policies of the Underempire against the conditions of the Migratory Tribes. Clan Rictus would begin the Great Council with their report on the situations of the Migratory Tribes and any outstanding findings, while the Supreme Overlord of the Underempire, Overlord Skyre, would start the dicussions with the actions to be taken by the Underempire as a whole against such reports. Thus, the movements of Clan Rictus came to determine the political motions within all Hrudom, which was especially significant as Clan Rictus became an unreplaceable entity within the Council of Thirteen. Even then, Clan Rictus was never recognised as one of the four Great Clans, as that title was only entitled to Clan Skyre, Clan Moulder, Clan Pestilens and Clan Eshin. Clan Skyre was the most powerful Clan before being superceded by Clan Eshin, while Clan Moulder is the wealthiest Clan, even wealthier than Clan Rictus; Clan Pestilens is the Chosen Hand of the Great Horned One, and thus these four are considered the Great Clans of the Hruds.

    The Chosen One

    All this while, Skitter had other plans in the works, plans that remained hidden from even his closest associates in the Grey Council. In secret, he was rearing a child, a Blackfur pup whom he named Morskittar, or Great Skittar, after his own name. It was an offspring of his own blood, by his secret mating with the Black Queen. Normally a Greyfur would not be allowed to mate with the Black Queen, as that was a right reserved only to the Blackfur Warchiefs, in order that the fabled strength of the Black Skavens would be passed on through the generations. Skittar, with the influence he wielded as the Skavenlord of the Clan, managed to gain access to the Queen's Chamber, and in secret, bonded with the Black Queen. There, in the next batch of pups produced by the Black Queen, Skittar chose the Hrud that would succeed him, the Blackfur pup that was the largest of the lot. Even as a pup he stood out among the other Blackfurs by merit of his greater size. As the largest Blackfur pup in the litter, he quelled the infighting of the Blackfur pups and established himself as the leader of the pack, commanding through a mixture of fear and respect. Interestingly enough, even the Greyfur pups obeyed Morskittar, and without the slightest need for aggression on his part, almost as if willingly. This is a phenomenon only attributed to Whitefurs, which Morskittar clearly is not. His most unique feature however, is the twin horns that protruded from the crown of his head. Although they called their God the Great Horned Hrud, growth of horns in Hruds is a phenonmenon that is only recorded in manifested Prophets, the Verminlords, and it both disturbed and puzzled Skittar greatly.

    Morskittar would carry on the legacy of his father and become the third Skavenlord of Clan Skaven. What was so promising of Morskittar was that he is a Blackfur, yet trained under the tutelage of the most intelligent Greyfur of that generation, and thus possessed the intellect of a Greyfur at the same time. In Morskittar's time, he would carry out the remaining half of the Great Scheme, fulfilling the plans that had been already put in place before his birth. Skittar would pave the way during his generation, creating the circumstances that would allow the rise of their Clan as the strongest in all Hrudom. Morskittar would accomplish the final leg of the Great Scheme, turning the banner of their race as one against the standing races of the Galaxy, and lead them in a path of ascendancy towards complete dominion over all races. He is the chosen one, born to the chosen Tribe of the Hruds, the Skavens of the Black Queen.
    Last edited by Calixtus; April 19th, 2010 at 15:28.
    This is my design blog for my future game company, check it out:

    http://creativeartisticwise.blogspot.sg/

+ Reply to Thread
Page 1 of 3 123 LastLast

Posting Permissions

  • You may not post new threads
  • You may not post replies
  • You may not post attachments
  • You may not edit your posts