Codex: Hrud - Clan Eshin - Warhammer 40K Fantasy
 

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    Senior Member Calixtus's Avatar
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    Codex: Hruds - Clan Eshin

    During the Great Migration, the process of exodus in which the Hrud Tribes left the Underempire, the original birthplace of the Hruds in their untold hundreds, the Tribe that would rise to become Clan Eshin was one such tribe. Through the Warportals generated by the Grey Seers of Clan Skaven, the Tribe made their great exodus from their homeworld, eventually finding themselves in the sewers of Grand Cathay.

    Cathay was a Medieval World of the Imperium, living in a feudalistic society centered around the mastering of the martial arts, and even more esoteric arts such as the manipulation of an etheric substance they call Ki. Greater still was their mastery over the ways of subterfuge and stealth, such that whenever the Tribe sent their scavengers to forage for food and sustenance on the surface cities, they would fail in their attempts, coming back empty-handed, or in the worst of scenarios, ended up slain, by the ever watchful Night Sentinels maintained by the feudal lords as a necessary precaution against possible schemes of assassination by rival lords.

    For some unknown reason, the Warportal that led back to the Underempire failed and collasped, leaving the Hruds stranded on Cathay. The social situation within the Tribe soon degraded into infighting as kin fought against kin for the scarce supplies of food. Some Blackfurs, in their desperation, resorted to cannibalism, preying upon the weaker Greyfurs. The Greyfurs were forced out of the sewers and onto the surface, to escape the predations of their stronger kin. This event was known as the Great Exile of the Greyfurs. Being faced with a dilemma of which they found no escape, having been forced out of the underground by their stronger kin and having no place among the Humans on the surface, the Greyfurs were forced to adapt in the face of circumstances, resorting to acts of stealth to outwit the ever-vigilant Night Sentinels, and to conceal their presence from the rest of the Human populace of Cathay. Their existence was eventually made known among the Humans however, as small as they are, their huge numbers left little places where they could stay hidden for long periods at a time. Eventually, faced with having to continuously be on the roam for shelter and food, the knowledge of the Greyfurs' existence and their scavenging of the supplies of the Humans were made known at large to the populace. They were treated as pest, with large rewards granted for their bounty. Many took to the job of their extermination, forcing the Greyfurs to face the doom of their inevitable extinction.

    Fate had other plans in stored for the Greyfurs however, and the fugitive Greyfurs chanced upon a Sensei, whom they revered by the name of Master Eshin. Master Eshin took pity on the plight of the Greyfurs, and the Greyfurs came to seek refuge within his domain, where they remained safe from facing total extermination, at least from the time being. Master Eshin knew he could not protect them forever within his domain. Soon the Greyfurs he has taken in would have to face the harsh reality of their existence. With this grim knowledge, he trained them in the arts of the Night Sentinels, hoping that through mastering the ways of stealth, they would develop the necessary skills to adapt to life within the great cities of Cathay. Master Eshin was one of the Eight Immortals of Grand Cathay. The Eight Immortals were beings of such immense mastery over Ki that they have managed to extend their livespans many times over. Throughout his ageless life, Master Eshin had come to learn all the skills of warfare, knowledge that were accumulated over the centuries, knowledge only known to the foremost warrior masters within Grand Cathay. Master Eshin even knew the ultimate secrets of the Night Sentinels, and that was their mastery over Ki to conceal their movements, becoming almost invisible to the untrained eye. This most secret of skills was known as the Shadowmeld, which he imparted to his Greyfur disciplies. Hruds are not as adept at manipulating Ki, an etheric substance that the Cathayan warriors tap into through psychic means, as Humans are. Rather, they are not as developed psychically as Humans are, thus they are not able to connect with the flow of Ki as intuitively as Humans can. It would be many long starlight cycles before the Greyfurs finally mastered the Shadowmeld. Some of his Greyfur disciples, however showed a surprising amount of affinity with manipulating the energies of Ki. So adept were they that he dubbed them as Sorcerers. To these Sorcerers, he taught them the secrets of Ki manipulation, allowing them to affect the flow of Ki within themselves and their surroundings. These individuals came to be viewed with a certain mystique by the other Greyfurs, who marvelled at them and their wondrous skills. The Sorcerers thus came to hold a position of seniority among their kind, and were the forerunners of the Ruling Council, the select group of individuals who determined the overall movements of the Greyfurs as a whole. The Greyfurs that used to be the Smiths of the Tribe were brought aside and were instead taught the crafting techniques of the Swordsmiths, Master Eshin foreseeing the need for his disciples to have a means to equip themselves to survive the many threats they would soon face. These Greyfurs dubbed themselves Bladesmiths, after the Nightblades they painstakingly crafted after the Ninjato of the Night Sentinels. Having learnt all they could from Master Eshin, there was one last token the Greyfurs needed from their benefactor. The Greyfurs knew their exile was only temporarily. Nor would they abandon themselves to the nights of Grand Cathay, forever wandering the streets in a life of secrecy and stealth. No, such a life would not be for them. In their hearts they swore never to suffer the humiliation of the Great Exile again. What lay ahead was a journey towards redemption, climbing up from the great abyss they had fallen into, so that once again, they can stand in the light. And for that, they needed a weapon of immense power, from which they could draw strength for the struggles that lie ahead. What they vied for most was their Master's skills, the power of one of the Eight Immortals. By the calculations of the Sorcerers that comprise the Ruling Council, it was possible for them to seal their Master's soul to his skull, from which the bearer of the skull could allow the possession of his soul by Master Eshin. Towards this end, the Greyfurs turned against him in their numbers, taking his skull as a trophy. They are now the Nightbound, bound to dwell eternally within the shadows of the Night, condemned to live in secrecy and stealth, in order to survive. So are they also eternally bound to their duty of laying the foundations of Clan Eshin, raising their fallen Tribe from the ashes, and they shall leave no trace behind of their work, as they ruthlessly pursued whatever was necessary in their path of ascension.

    The first step the leaders of the Nightbound decided upon was the reclamation of the sewer network that was their former home before the Great Exile. Towards this end, they lived an existence of stealth and concealment, ever-vigilant of the bounty hunters and Night Sentinels, as they made necessary the preparations of their plans in reclaiming their former home. When all was made ready, the Nightbound descended back into the depths of the sewers, in the knowledge that they could not hope to overcome the Blackfurs in a direct confrontation. Instead, they employed the best of their assassins, having honed their skills through their constant struggle for survival on the surface, to silence each and every one of the leaders that comprise the social hierarchy of the Blackfurs. The greatest of the Assassins would adorn the skull of their late Master, allowing his soul to possess him. In this way, the skills and powers of the late Immortal lives on, through the Greyfur disciples he took on in pity. Imbued with the powers of his dead Master, the selected Assassin will be tasked with taking down the key leaders in the social hierarchy of the Blackfurs. Following the example of the Lead Assassin, the Runner Assassins quickly traced down the leaders of the Blackfurs, and taking them on the surprise, cut off their heads, which they retrieved and placed before the Ruling Council of the Nightbound. Having undermined the command structure of the Blackfurs, the Blackfurs collapsed into infighting, turning against each other in a bid for dominance. The opportunistic Nightbound seized the moment, exploiting the confusion of the Blackfurs in their infighting, and by engaging in a war of skirmishes to minimalise their casualties, the Nightbound gradually wrested dominion of the sewers from the Blackfurs. This was not the end of the agenda of the Nightbound, for they hunted the remaining Blackfurs in a merciless campaign, down to the last Hrud. These ruthless and vengeful traits came to characterise the Nightbound's outlook towards life.

    Having regained their lost homes, the Nightbound were thus in a position of relative safety to contemplate the movements of the Tribe on the whole, as they plot their way towards their ultimate goal of becoming the strongest Clan in all Hrudom. Their first act as Tribe Nightbound was to restart the Warportal that brought them to the world of Cathay in the first place, through the mystic means of the Sorcerers to manipulate the essence of Warpstone within the Warportal. Upon reentering the Underempire, Tribe Nightbound went about on a campaign of stealth that was very much akin to the circumstances of their existence during their struggles on the surface of Cathay, living a life of concealment from the eyes of their kindred Tribes. Their second act was to locate the Warpstone mines scattered over the domains of the Underempire. They would then seek to reclaim these mines from the control of Clan Skyre, then the most powerful Clan in all Hrudom. Clan Skyre rose to prominence through their monopoly of the Warpstone mines. Through the ingenuity of their Warplords, master engineers of Warpstone technology, they manipulated the essence of the Warpstones into various weapons of war, and through the power of these weapons, Clan Skyre remained unchallenged by the other Tribes who could not hope to face Clan Skyre in a direct confrontation. Thus, Tribe Nightbound saw Clan Skyre as the main obstacle posed to the Tribe in their quest for total dominance, and sought to undermine their power base by attacking them at their source. The first few mines were reclaimed without much hassle, as the vigilance of Clan Skyre had waned during their periods of unchallenged dominance.

    Soon, however, it fell to the attention of the Overlord of Clan Skyre and he proceeded to fortify the rest of the mines still in their possession. The fortified mines proved resilient to the advances of Tribe Nightbound; much like it was with the other Tribes of the Underempire, the raw firepower possessed by Clan Skyre presented an impregnable fortress even to the battle-hardened veterans of Tribe Nightbound. The Warlords of Clan Skyre, motivated by fear and ambition in equal measure, sent out their forces to secure the lost mines forcibly taken from them by the agents of Tribe Nightbound. The troops of Clan Skyre, the mainstay of which were Fusiliers, devastating ranged infantry, supported by the ranks of the elite Warpflame Throwers and Warpwind Grenadiers, were sent against the forces of Tribe Nightbound. In open, direct conflict, the stealth of the Nightbound was ineffectual as the forces of Clan Skyre could easily pick them off from a distance. Furthermore, the style of warfare that was ingrained into the warriors of Tribe Nightbound was geared towards the terrain and circumstances of the grand cities of Cathay. As such, they were ill-suited to navigate the jagged, rough terrain that formed the landscape of the Underempire. The Nightbound was not to be thwarted in their schemes however. To cope with the situation, the best of the agents of the Nightbound were hand-picked to form a group that were trained and geared towards warfare within the lightless domains of the Underempire. The Night Runners were thus born. As such, two distinct classes of warriors was formalised within the social hierarchy of Tribe Nightbound, the Gutter Runners, so named from their origins within the sewers of the grand cities of Cathay, and the Night Runners, so named after the eternal nights of the Underempire. It was during this event, faced with a need to evolve against a strong foe, that the Night Runners finally mastered the Shadowmeld, a skill well-suited to the rough terrain of the Underempire. As such, mastery of the Shadowmeld came to be seen as the skill of qualification that separates the Gutter Runners from the Night Runners. Even then, the Night Runners were barely able to halt the advances of Clan Skyre, eventually reaching a stalemate between both forces. The Warlords of Clan Skyre, decided they were content with their present amount of Warpstone mines, and to commit too much of their attention to their war with the Nightbound might jeopardise their positions with the other Tribes that populate the Underempire. Thus, Tribe Nightbound was left to its own devices for the time being, free to formulate whatever schemes of domination within their Warren.

    Clan Skyre however, was known still to engage in skirmishes within the Warpstone mines possessed by Tribe Nightbound, as a means of keeping the actions of the Tribe in check. Within these short engagements, the Night Runners saw them as opportunities to perfect their techniques. The Ruling Council of the Nightbound however viewed otherwise, seeing the conditions of their current circumstance as a repeat of the situation during their time in Cathay, having to resort to a covert existence, forever hiding in the shadows. They swore never to allow the Tribe to suffer the humiliation of the Great Exile again, and sought a means to undo the circumstances of their existence. The Night Runners were thus motivated to experiment with the Warpstones in their possession under the guidance of the Sorcerers of the Tribe, in order to develop Warpstone weapons capable of countering those of Clan Skyre in their war of ascension against Clan Skyre. They had their Bladesmiths fashioned blades made of pure Warpstone, to suit their style of warfare of close confrontation. The Night Runners were known too to wear protective amulets made entirely of Warpstone, in their superstitious belief in the Warpstone's supernatural powers. Most important of the tools of war developed by Tribe Nightbound during their experimentation with Warpstone was the Warptunnel Orb. The Warptunnel Orb is basically a self-contained Warportal, allowing instantaneous teleportation to any point, anywhere, as long as the bearer has the location strongly visualised in his mind. However, due to the instability caused by projecting a teleportation field too big within the dynamics of such a small orb, the Warptunnel Orb is capable of transporting only the bearer himself. As such, only the most skillful and adept of the Night Runners are called upon to bear the Warptunnel Orbs. These are the Warp Runners, and they are the elite of the elite within the forces of Tribe Nightbound.

    Having found a means to break the stalemate between the two forces, the Ruling Council of Tribe Nightbound employed the Warp Runners to hunt down the ruling caste of Warlords of Clan Skyre. Once again, the Lead Assassin was tasked with the bearing of Master Eshin's skull, and possessed with his prodigious skills, led the way in the assault. Through this way, Clan Skyre was brought to its knees in submission, having to acknowledge the superiority of Tribe Nightbound. Tribe Nightbound, after fulfilling their duty of rising the Tribe to its position as the absolute power in all Hrudom, abandoned the title of Nightbound, instead, declaring themselves Clan Eshin, after their benefactor. It was during this time that the Ruling Council started calling themselves the Council of the Night, in remembrance of the dark nights of the Great Exile. The entire Clan took up residence within the Sky Warren, now abandoned by Overlord Skyre who was fleeing for his life, and renamed it the Night Warren. This was not the end of the struggles of Clan Eshin in maintaining its status as the most powerful Clan in all Hrudom however. The Overlord of Clan Skyre, Skyre, managed to escape death despite being hunted by the Lead Assassin himself. In a titanic clash, the Overlord and his retinue fought with the Lead Assassin. Only through the slightest of luck did Skyre escape with his life. He and those of his retinue that were still alive fled away from the Sky Warren, seeking refuge with the Lesser Tribes. In a gathering with the Warlords of the Lesser Tribes, Overlord Skyre managed to convinced them that Clan Eshin could easily deal them the same blow, thus removing them from their positions of authority within their respective Tribes. The Warlords of the Lesser Tribes, convinced by Skyre's fiery oratory, banded together in a single Great Kinship, and in their alliance, sought to overthrow the supremacy of Clan Eshin. In the ensuing battles, known as the Second Great War, even Clan Eshin could not hope to match the combined arms and numbers of all the Lesser Tribes within the Underempire. Overlord Skyre saw this as an opportunity to regain the standing of his Clan and attempted to sway the Warlords into bringing their forces full bear upon Clan Eshin, hopefully wiping them out in the process. However, for once things did not go the way Skyre planned. The Warlords differed in opinion, seeing the value of the Runner Assassins if they could be employed in their own agendas. The Great Treaty was signed between Clan Eshin and the Great Kinship, which stated that the Lesser Tribes would recognise Clan Eshin's status as the most powerful Clan in all Hrudom if the Lesser Tribes of the Underempire were free to employ the assassins of Clan Eshin in their own dealings. Clan Eshin readily agreed to the signing of the Great Treaty, for indeed, the Clan saw it as an opportunity to maintain their hold over the Lesser Tribes. The Lesser Tribes in their own struggles for supremacy between each other, would be reliant on the assassins of Clan Eshin to regulate their war. Thus, Clan Eshin would be able to control the outcome of these battles through determining the employment of their assassins to the Tribe of their choosing, preferably the underdog. In this manner, none of the Lesser Tribes would be able to reach such a position of power as to threaten Clan Eshin's standing, through the Council of the Night's manoeuvring and manipulation of the politics of the Lesser Tribes. The petty squabbles between the Lesser Tribes came to be viewed as the War of Assassins, for the employ of the Runner Assassins of Clan Eshin was common in their squabbles. The rise to dominance of Clan Eshin ultimately led to the birth of a new era, known as the Age of Assassins, for the dark hand of the Runner Assassins of Clan Eshin was prevalent throughout the politics of that era. Among the Lesser Tribes of the Underempire, the Runner Assassins of Clan Eshin have come to be feared as the long arm of the law, with the Council of the Night as its judges.

    In the meanwhile, with Overlord Skyre still alive after the Second Great War, Clan Skyre was able to maintain its prominence within the politics of the Underempire, being recognised at least as the second foremost power within all Hrudom, next to Clan Eshin. This state of events has remained this way for several starlight cycles, at least for the time being...

    Last edited by Calixtus; July 6th, 2008 at 08:29.

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    Senior Member Calixtus's Avatar
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    Codex: Hruds - Clan Eshin

    Special Rule:
    The Nightbound: The Greyfurs of Clan Eshin referred to themselves as the Nightbound before the end of the Second Great War because they swore to raise themselves from the humiliation of the Great Exile and restore the dignity of their Tribe. In order that they would keep to their mission, they bound themselves to the shadows, forever lurking in the dark, never to face the light until the time of their ascension. The Great Downfall of Clan Skyre led to the freeing of the Nightbound from their oath for they had raised their Tribe to become the strongest power in all Hrudom, by defeating the previous Clan that laid claim to that title. This series of events led to the exile of Clan Skyre from its home, the Sky Warren. In its place, Clan Eshin has take up residence in the Tower of Heaven, renaming it the Night Warren. Whoever controls the Tower of Heaven possesses the most political influence in the Underempire, as the Council seats of the Council of Thirteen are located within the Tower of Heaven, at its very heart. To further humiliate Clan Skyre, Clan Eshin forces Clan Skyre, using its position as the Ruling Clan, to commit to one-sided trades with it. As a result, Clan Eshin is able to equip its forces at a minimal price compared to what the other tribes and clans pay for. Clan Skyre holds great hatred towards Clan Eshin for this humiliation and the defeat of their forces in the Great Skirmishes, and as such, there is great enmity between the two clans. Clan Skyre and Clan Eshin always bear Hatred towards each other in the theatre of war. In addition, the Warplasma Grenades and Warpfire Grenades of Clan Skyre are purchased at a discounted price of -2Pts by Clan Eshin.

    The Greyfurs of Clan Eshin are banded into packs during times of war and are known as Greyclaws. Unlike the Greyfurs of other Tribes which are used as ranged infantry, the Greyfurs of Clan Eshin are known as Greyclaws for they favour the use of close combat weapons. This choice of weaponry is by all means intended, for it is one of the means in which the Greyclaws are conditioned into becoming the Runner Assassins of the Clan, who are almost exclusively geared towards engaging the enemy in the melee. Although not the best of warriors, their life of constant skirmish and stealth within the great cities of Cathay has left its mark, turning them into relatively skilled close quarter combatants. Hardened by the constant life of refuge and danger in Cathay, the Greyclaws are determined foes in combat, who will not relent easily. In combat, they make up for their lack of physical strength by overwhelming the enemy with sheer weight of numbers.

    Clan Eshin exploits its position as the strongest Clan in all of Hrudom by pressuring Clan Skyre into engaging with them in one-sided trades. In this way, Clan Eshin are able to field Fusiliers in the form of their Greyclaws, and are the only Clan besides Clan Skyre to be able to do so. Greyclaws are also responsible for the digging and expanding of the Night Warren that forms the home of Clan Eshin within the Underempire.

    Even as Greyclaws, the Greyfurs of Clan Eshin are expected to practise the ways of stealth during times of war. Greyclaws are thus adept skirmishers, even in their numbers, easily outmanoeuvring the forces of the enemy in close engagements. Forming the bulk of the forces of Clan Eshin, the Greyclaws form the vanguard of the army, as forward scouts sent ahead of the rest of the warriors. The true intention however, is to increases the chances for the Greyclaws to face situations of certain death. In this way, natural selection takes place, and the best are left alive to be selected to join the ranks of the Gutter Runners.

    Troops:
    Greyclaw: MS:4 BS:1 S:2 T:2 A:1 W:1 I:5 L:6 AS:- CS:4+
    Point Cost: 5
    Unit Size: 10-30
    Equipment: Warplock Pistol and Claw/Fusil+7Pts +Rifle Sling+2Pts/+Sheath+2Pts, +Nightshades+3Pts, Mirage Cloak

    Special Rules:
    Instinctual Preservation, Nocturnal, Burrow Warren, Fleet of Paw, Scouts, Scavengers/Heavy Equipment
    Pack Skirmishers:
    Maintain up to 3" Unit Coherency at all times. Should the unit be Charged, roll a D6 and add it to the Initiative of the unit, while doing the same for the Charging unit, as if you were making a Sweeping Advance. If your unit scores higher, the unit Falls Back 2D6"+2 or 2D6" if the rule Heavy Equipment is in effect. Skirmishers may choose to regroup their formations once during the start of your Turn.

    Clawleaders are the Greyclaws who have the potential to become the elite Gutter Runners, having the finesse and physical strength necessary, only lacking the skills and training. Clawleaders are the Greyclaws who have survived the many skirmishes they have been led to engage by the Ruling Council of the Clan; to weed out the weak and worthless, so that only the strongest are left to be selected to join the ranks of the Gutter Runners. In battle, the Clawleaders are left to lead packs of Greyclaws in forward positions, acting as scouts for the rest of the Clan. Clawleaders are natural leaders, leading the packs of Greyclaws from the front.

    Clawleader: MS:4 BS:1 S:3 T:2 A:2 W:1 I:5 L:7 AS:- CS:4+
    Point Cost: 7
    Unit Size: 1 per 5 Greyclaws
    Equipment: Warplock Pistol and Claw/Fusil+7Pts/+Nightblade+6Pts +Rifle Sling+2Pts/+Sheath+2Pts, +Nightshades+3Pt, Mirage Cloak, +1Mistfield+10Pts

    Mistfields are portable devices crafted by the engineering of the Bladesmiths and sorcery of the Sorcerers of Clan Eshin. The Sorcerers capture the essence of Ki into pure Warpstones. By wielding these Warpstones, the Ki within bonds with the Ki aura of the bearer and those in his immediate vicinity, creating an invisible barrier that distorts the visions of all who peer at them. Enemy units attempting to Shoot the bearer of the Mistfield and the unit he is attached to suffer a -1 penalty to their BS.

    Special Rules:
    Instinctual Preservation, Nocturnal, Fleet of Paw, Scavengers, Pack Mentality, Pack Leaders, Scouts/Heavy Equipment

    Clan Eshin is a Hrud society dominated by the Greyfurs. To prevent an occasion similar to the Great Exile from happening again, all Blackfurs from young are gathered into packs, which are then sent into battle as fodder and a distraction for the more integral parts of a Clan Eshin Assassin force. These young pups in their premature forms are sent to face the rigours of war. As such, almost no Blackfurs make it into adulthood. Those that do are sent to work as slaves and servants of the Nightlords, lacking the numbers and organisation to make a bid for freedom.

    Blackfur Pack: MS:3 BS:0 S:2 T:2 A:10 W:10 I:3 L:5 AS:- CS:5+
    Point Cost: 15
    Unit Size: Swarm Base
    Equipment: Fangs and Claws

    Special Rules:
    Instinctual Preservation, Nocturnal, Fleet of Paw, Swarm Mentality, Swarm, Burrow Warren
    Large Incisors:
    One of the distinguishing features of Blackfurs is their larger incisors, relative to their Greyfur kindred. These incisors are not merely ornaments and present a very real threat to all those that the Blackfur pups manage to sink their teeth into. To represent the presence of their Large Incisors, for every Hit made by the Black Pack, the Hit is multiplied into two to-Wound rolls.

    Gutter Runners were the warrior adepts of the Nightbound during their times of scavenging and survival within the grand cities of Cathay. Living a life where they constantly faced the prospect of death at any moment amidst the streets of Cathay, the Gutter Runners had to resort to the ways of stealth in order to survive. They perfected their skills under the guidance of Master Eshin, before killing him and taking his skull for their own. It is said whoever possesses the skull of Master Eshin would be possessed by him, allowing his prodigious skills to be made manifest through the bearer in combat.

    Elite:
    Gutter Runner: MS:5 BS:2 S:3 T:2 A:2 W:1 I:5 L:7 AS:- CS:4+
    Point Cost: 9
    Unit Size: 5-10
    Equipment: Weeping Blade and Claw/+Nightblade+6Pt/+Warpstone Blade+8Pts +Sheath+2Pts, Warpstone Stars, +Warpstone Amulet+5Pts, +Warplasma Grenades+1Pt, +Warpfire Grenades+3Pts, +Nightshades+3Pts, Mirage Cloak, +1Mistfield+10Pts

    Nightblade: Nightblades are blades crafted by the Bladesmiths of Clan Eshin during the times of the Great Exile. They are copied in make after the Ninjato used by the Night Sentinels. The Bladesmiths devote much of effort and attention to their craft, such that the Nightblades are finely balanced weapons, with a sharp edge capable of slicing through neosteel. Grants a +1 modifier to to-Hit rolls. Ignores AS.

    Sheaths allow the hand weapons of a Gutter Runner to be kept aside, freeing his forelimbs for movement. Allows the Gutter Runner to make a Fleet of Paw Movement at 2D6" instead of just a single D6".

    Warpstone Stars are Throwing Stars used with great skill by the Runner Assassins of Clan Eshin. They have a R:12" S:X AP:5 T:AY, where X and Y is the S and A of the thrower respectively. Their Warpstone Edge allows them to ignore IS.

    The Hruds of Clan Eshin have a superstitious belief in the protective properties of Warpstone, so they wear amulets of them around their necks, believing they will protect them from all manner of danger, which surprisingly they do. It seems the Warpstone synchronises with the latent psychic emanations of the Hrud and creates a protective bubble of Warp energy around him. Warpstone Amulets provide a 5+IS to its bearer.

    Special Rules:
    [B]Instinctual Preservation, Nocturnal, Fleet of Paw, Scavengers, Scouts, Skirmishers[/B}
    Concealment: During their wanderings in the streets of Grand Cathay, the Gutter Runners were forced to learn to blend in with the surrouding terrain, becoming one with the shadows in order to escape death. They are thus masters of concealment, especially within the dense terrain of a cityscape. Within a building terrain, a unit of Gutter Runners may only be Shot or Charged at if the enemy unit and the Gutter Runners compare Initiative values as if doing a Sweeping Advance. In addition, add to the Initiative of the Gutter Runners the level of cover they are currently in. For instance, if they are within a 3+CS, they add 4 to their base Initiative. If the Gutter Runners score higher, the enemy unit is free to target any other unit but the Gutter Runners.
    Street Fighters: The Gutter Runners are adept at using their immediate surroundings to their advantage in combat, keeping to the shadows of the buildings so as to conceal their movements from their opponents. In such an advantageous position, they are able to strike swiftly from the dark, while parrying off the inefficient blows of the enemy. +1 CS within a building terrain. When engaging in combat within a building, gains +1 to-Hit and the enemy suffers -1 to-Hit against the Gutter Runner.
    Sewer Rats: During their times in Grand Cathay, it was impossible for the Gutter Runners to move about openly in broad daylight. They had to figure out a means of moving en masse across the cityscape of Grand Cathay all the while being hidden, and it is from here that they learn how to travel rapidly across the terrain through the use of the sewer network of a city. Gutter Runners begin the game by Infiltrating directly into a building terrain anywhere on the Battlefield. If the Gutters Runners begin their Movement Phase within a building, they may choose to instantly traverse ground and appear in another building terrain on the Battlefield.
    Sharpened Instincts: By spreading the attention of their focus of Ki to their immediate surroundings, the Gutter Runners can fling their Warpstone Stars with startling accuracy, based solely on instinct alone. When attempting to use their Warpstone Stars, the Gutter Runner may choose to use their Initiative value as their BS instead. To do so, roll a single D6 and add it to his Initiative value. The resulting value is the Range in which he can use his Initiative over his BS. Of course, this Range cannot exceed the natural Range of the Warpstone Stars, which happens to be 12".
    Backstabbers: The Gutter Runners are stealth killers, whose entire method of war is to take the enemy by surprise, before ending their lives with a single deft stroke. They manoeuvre themselves through a cityscape until reaching such a favourable position as to be able to catch their target unawares, before stabbing them in the back before they can react. If the Gutter Runners are to Charge an enemy unit with their backs turned towards the Gutter Runners, all their Attacks on the Charge will Hit automatically at an Initiative of 10, and always Wounds on a 2+. On a to-Wound roll of a 5, the Attack ignores AS. This rule is only applicable against non-Monstrous Creatures.
    Inner Sense: By focusing their Ki, the Gutter Runners can develop an intimate awareness with their surroundings. Acute Senses USR.

    The Night Runners were formed to deal with the unique terrain features that comprised the landscape of the Underempire. The Gutter Runners, foremost of the warrior adepts of Clan Eshin, were ill-suited to such an environment where their skills of urban warfare could not be applied. Thus, the Night Runners were born out of this necessity, as a means of dealing with the troops of Clan Skyre in their own domain. Only the very best of the Gutter Runners are selected to join the ranks of the Night Runners. As Night Runners, they undergo further training and conditioning to navigate the jagged, rough terrain of the Underempire. In the period known as the Great Skirmishes between the forces of Clan Skyre and Clan Eshin, the Night Runners were instrumental in forestalling the forces of Clan Skyre, eventually leading to a stalemate. The Night Runners were also responsible for the crafting of the Warpstone-based weapons, in their pursuit to an answer to the stalemate between both opposing forces. Under the guidance of the Sorcerers of Clan Eshin, the Night Runners sought to hone their techniques of assassination through the power of the Warpstone weapons, and thus break the stalemate and ultimately deliver victory to the Tribe. As such, the Night Runners have the greatest access to the Warpstone arsenal of Clan Eshin, besides the ruling Nightlords and the elite Warp Runners.

    Elite/Fast Attack:
    Night Runner: MS:6 BS:3 S:3 T:2 A:3 W:2 I:6 L:8 AS:- CS:4+
    Point Cost: 19
    Unit Size: 5-10
    Equipment: Weeping Blade and Nightblade/+Warpstone Blade+2Pts/+Warpfire Blade+4Pts +Sheath+2Pts, Warpstone Stars, +Warpstone Amulet+5Pts, +Warpstone Brew+10Pts, +Warplasma Grenades+1Pt, +Warpfire Grenades+3Pts, +Nightshades+3Pts, +Stillsuit+5Pts, Mirage Cloak, +1Mistfield+10Pts, +1Nightfield+18Pts

    Warpstone Blades are blades made of pure Warpstone. The Night Runners use them when facing off against a larger, stronger foe. As the Warpstone of the edges of the Warpstone Blade are left raw and unrefined, when the Blade sinks into the flesh of his victim, the mutagenic effects of raw Warpstone are let loose within the bodily systems of the victim, causing the flesh of the victim to rupture with untold mutations. The Warpstone Edge of the Blade allows it to bypass the defensive auras of Psykers and Daemonic Entities, making it the perfect weapon for hunting these beings. Attacks made by the Warpstone Blade ignores IS. Furthermore, for each Attack that Hits, the opponent receives a permanent -1 modifier to its Toughness value. After all Attacks are resolved, the opponent takes a Toughness Test, of which failing it the opponent receives an immediate Wound, bypassing Armour Saves.

    Warpfire Blades Blades are similar to Warpstone Blades in the sense that they too have their edges made from pure Warpstone. The difference is that the edge of pure Warpstone is left in a volatile, semi-liquid state, unlike Warpstone Blades, which are completely solidified. Upon hitting an abrasive, the semi-liquid ignites, turning the Warpfire Blades into weapons that can cut through any material or armour. The all-consuming Warpfire burns with an intensity that is kept alive by the flesh of its victims. As such, the Warpfire Blades work in all respects in a similar fashion to the Warpstone Blades. In addition, all Attacks made by the Warpfire Blade ignores AS on top of ignoring IS. Against the armoured hulls of tanks, the Warpfire Blade offers 2D6 Armour Penetration. After the resolving of all Attacks, the Warpfire continues to burn, feeding off the flesh of its victims. As long as a Hit is made with the Warpfire Blade, a further Attack is resolved at the Strength of the Night Runner. Armour Saves are not allowable against this additional Special Attack.

    Warpstone Brews are concoctions of the Sorcerers of Clan Eshin. Exposure to raw Warpstone is known to result in massive increases in muscle mass. Following this concept, the Sorcerers attempt to induce the same effects in their warriors but only temporarily, with the effects reversible, unlike the permanently twisted creations of Clan Moulder. The result of their experimentation is a distilled form of liquid Warpstone. Once imbibed, the user's Strength is increased twofold. The effects of the Warpstone Brew last for one turn only and is for one-use, and may be imbibed at any Phase within a Turn.

    Nightfields are the result of a combination of the devising of the Bladesmiths and the sorcerous implementations of the Sorcerers of Clan Eshin. The Nightfields are inbuilt into the Stillsuits purchasable by the Night Runners, thus only if a Stillsuit is bought can the Nightfield be gotten too. The Nightfields create a field of superdense darkness in which no light can penetrate. To the eyes of those outside the field, the Nightfield appears as a blind spot. Only those imbued with the most alert of senses can notice the presence of the Nightfield; all others treat it as a blank space. In addition, the field of superdense darkness distorts the surrounding area as it bends light away, affecting the range of projectiles passing through the field. Place the Large Blast marker centered on the Night Runner unit. All units attempting to Shoot through this spot needs to pass an Initiative Test. In addition, the unit bearing the Nightfield is always considered in cover, although there is no actual bonus additions to the CS of the unit. On top of this, the Range of any weapon Shooting through the field is reduced by the distance it travels through the field. Basically, the maximum Range of the weapon is reduced by the distance it travels through the field, making it impossible to Shoot at units if they are beyond a certain point. The units within the Large Blast marker that denotes the Nightfield treat it as if it was nighttime. Night Fight rules applies within the Large Blast marker.

    Special Rules:
    Instinctual Preservation, Nocturnal, Fleet of Paw, Scouts, Infiltrators, Skirmishers, Inner Sense, Sharpened Instincts, Stealth
    Shadowmeld:
    The Shadowmeld, the ultimate ability of the Night Sentinels, was finally mastered by the Night Runners in the face of the circumstances of the Great Skirmishes. In answer to the range firepower of Clan Skyre, the Night Runners proceed ruthlessly under the cover of darkness, drawing a dark curtain of Ki to conceal their movements and merge with the shadows. If the forces of Clan Skyre are not able to see the Night Runners, they would not be able to shoot at them. With this thought in mind, the Night Runners hoped to reach the forces of Clan Skyre and tear them apart in the melee. When the unit is in cover, any enemy units attempting to Shoot or Charge the unit must roll D6 and add it to their Initiative values. The unit does the same, as in a Sweeping Advance. If the Night Runner unit scores higher, the enemy units are free to target other units besides the Night Runners.
    Death Stalkers: When the Night Runners go forth to war, they proceed with a deliberate calm, picking out a target among the mass of enemy units. Then, they slowly work their way towards the selected target, all the while clinging to the shadows and making their presence unknown to the target. Upon reaching such a distance that it would be too late even if the enemy is so able to spot them, the Night Runners pounce onto their targets, gutting them apart with their Nightblades. When you wish to Charge your Night Runners into an enemy unit, the enemy rolls a D6 and adds the score to its Initiative value. That is the spotting distance of the enemy unit. As long as the Night Runners are beyond the spotting distance of the enemy unit, all their Attacks on the Charge Hit automatically at an Initiative of 10, while Wounding on a 2+. On a to-Wound roll of a 5, the Attack ignores AS. In addition, if the enemy unit's back is turned towards the Night Runners, the Night Runners need not check for spotting distance. On top of that, you gain the rules for Surprise Assault.
    Rough Navigators: One of they key trainings of the Night Runners was the swift manoeuvring over the terrain of the Underempire, learning to navigate smoothly over the jagged rocks and rough surfaces of the landscape. Upon mastering this essential technique, the Night Runners were able to move across the land at a startling rate, often reaching the front line of Clan Skyre's forces before they could even react. Ignore Difficult Terrain.

    Just as it is with the other clans and tribes of Hrudom, the Council of the Night bought skimmer technology from Clan Verminkin. The Bladesmiths were taught the workings of the skimmers from the Smiths of Clan Verminkin. Like most other tribes and clans, the skimmer of Clan Eshin follows after the template of the War Skiffs of Clan Verminkin. However, the Bladesmiths added a single modification, the addition of the Nightshield. The Nightshield generates a field of intense darkness over the War Skiff. The War Skiff appears as a blind spot to all observing it from the outside. In order to differentiate their version of the War Skiff from the other tribes and clans, the Council of the Night renamed theirs the Night Skiff, after the Nightshield. The Night Skiff is used mainly to ferry the Night Runners into the field of combat, although the Sorcerer Covens are known to use it as an observational platform in order to direct the forces of Runner Assassins, and as a mobile platform from which they can cast their Ki magic. Like with the Wardrivers of the Lesser Tribes, a select group of Greyfurs are trained to pilot the Night Skiffs. These are the Nightdrivers, named after the vehicles which they drive.

    Fast Attack:
    Night Skiff: FA:11 SA:10 RA:11
    Point Cost: 30
    Unit Size: 1-3
    Equipment: +Warplock Gun+15Pts, +Warplightning Cannon+20Pts, Wardrive, Front Ram, +Side Scythes+5Pts, +Nightshield+15Pts
    Nightdriver: MS:5 BS:2 S:3 T:2 A:2 W:1 I:6 L:7 AS:5+ CS:4+
    Equipment: Warplock Pistol, Pike, +Warplasma Grenades+1Pt, +Warpfire Grenades+3Pt, +Nightshades+3Pts, +Stillsuit+5Pts, Shell Armour
    Greyclaw: MS:4 BS:1 S:2 T:2 A:1 W:1 I:5 L:6 AS:- CS:4+
    Clawleader: MS:4 BS:1 S:3 T:2 A:2 W:1 I:5 L:7 AS:- CS:4+
    Point Cost: 5/7
    Unit Size: 10-20/1 per 5 Greyclaws
    Equipment: Warplock Pistol and Claw/Fusil+7Pts +Rifle Sling+2Pts/+Sheath+2Pts, +Nightshades+3Pts, Mirage Cloak
    /Warplock Pistol and Claw/Fusil+7Pts/+Nightblade+6Pts +Rifle Sling+2Pts/+Sheath+2Pts, +Nightshades+3Pt, Mirage Cloak, +1Mistfield+10Pts
    Night Runner: MS:6 BS:3 S:3 T:2 A:3 W:2 I:6 L:8 AS:- CS:4+
    Sorcerer: MS:6 BS:3 S:3 T:3 A:2 W:2 I:6 L:9 AS:- CS:4+
    Point Cost: 19/35
    Unit Size: 10-20/1 per 5 Night Runners
    Equipment: Weeping Blade and Nightblade/+Warpstone Blade+2Pts/+Warpfire Blade+4Pts +Sheath+2Pts, Warpstone Stars, +Warpstone Amulet+5Pts, +Warpstone Brew+10Pts, +Warplasma Grenades+1Pt, +Warpfire Grenades+3Pts, +Nightshades+3Pts, +Stillsuit+5Pts, Mirage Cloak, +1Mistfield+10Pts, +1Nightfield+18Pts
    /Weeping Blade+4Pts +Nightblade+6Pts/+Warpstone Blade+8Pts/+Warpfire Blade+10Pts +Sheath+2Pts, Warpstone Stars, +Warpstone Amulet+5Pts, +Nightshades+3Pts, +Stillsuit+5Pts, Mirage Cloak, +1Mistfield+10Pts, +1Personnel Nightfield+9Pts

    The Nightshields generate a powerful field of darkness around the Night Skiff. Non-Hrud units peering at the Night Skiff see it as a blind spot. It requires tremendously acute senses to even notice the blind spot. The dense darkness that envelops the Night Skiff acts as an impenetrable barrier to projectiles attempting to pass through it. The dense darkness warps the very air, and the air itself presses on the projectile, diminishing the maximum distance it can travel. Place the Large Blast marker centered on the Night Skiff. All units attempting to Shoot through this spot needs to pass an Initiative Test. In addition, the Night Skiff is always considered in cover, although there is no actual bonus additions to CS. On top of this, the Range of any weapon Shooting through the field is reduced by the distance it travels through the field. Basically, the maximum Range of the weapon is reduced by the distance it travels through the field, making it impossible to Shoot at units if they are beyond a certain point. The units within the Large Blast marker that denotes the Nightshield treat it as if it was nighttime. Night Fight rules applies within the Large Blast marker.

    Special Rules:
    Fast Skimmer, Open-Topped, Transport, Instinctual Preservation, Nocturnal, Flexible Skeletons, Skilled Rider, The Scythe, The Weave

    Warp Runners are the elite of the elite among the warrior adepts of Clan Eshin. Due to their ability to tunnel through the Warp to any location upon the battlefield, they are the most capable of assassins, easily able to track down their targets and deliver death to them. The key instrument within the arsenal of the Warp Runners is the Warptunnel Orb. This device is a miniature Warportal. The Warp Runners learn to focus their will into the Warptunnel Orbs, projecting an image of where they want to appear at within its swirling depths. As the Warptunnel Orb is only capable of transporting one individual at a time, the Ruling Council of Clan Eshin select the best among the Night Runners to undergo further conditioning and training to become the lethal Warp Runners. The training undergone by the Warp Runners is extremely tough and requires considerable physical strain. The Warp Runners put their extremities under immense strain, till their tails become highly prehensile, able to grasp all manner of weaponry. The Warp Runners use their tails to wield secondary weapons, whose purpose might come to use amidst a conflict. In combat, the Warp Runners become a spinning tornado of whirling blades, as they are able to exercise control over their tails to such an extent as if they simply are another appendage. The Warp Runners are utterly single-minded individuals, obsessed with their purpose of assassination. They are solitary figures, who operate independently from the rest of the army.

    HQ:
    Warp Runner: MS:7 BS:4 S:3 T:3 A:4 W:2 I:8 L:10 AS:- CS:4+
    Point Cost: 50
    Unit Size: 1
    Equipment: Weeping Blade and Nightblade/+Warpstone Blade+2Pts/+Warpfire Blade+4Pts +Sheath+2Pts, Warpstone Stars, +Warpstone Amulet+5Pts, +Warpstone Brew+10Pts, +Warpfire Brew+10Pts, Warptunnel Orb, +1Skull Trophy+25Pts, +Warplasma Grenades+1Pt, +Warpfire Grenades+3Pts, +Nightshades+3Pts, +Stillsuit+5Pts, Mirage Cloak, +Mistfield+10Pts, +Personnel Nightfield+9Pts

    Personnel Nightfields are smaller versions of the Nightfield projectors. They project a Nightfield just enough to accommodate the bearer and his immediate vicinity. Use the Blast marker instead of the Large Blast marker when considering the radius of the Nightfield.

    Warptunnel Orbs are miniature Warportals that allow instantaneous teleportation across the battlefield. They require the user to visualise the location of where he wishes to teleport to and will that image into the Warptunnel Orbs. The process of visualisation is very much like the exercising of a Psychic Power. The user has to pass a Psychic Test in order to use the Warptunnel Orb. Upon passing the Test, he may appear anywhere on the Battlefield even amidst the ranks of the enemy or friend. He is counted as Charging into combat for Assaults that Turn and in addition the rule of Stealth Assassin always apply, but he may not use Range Weapons if he chooses to appear within an enemy troop.

    Warpfire Brews are volatile concoctions created by the Sorcerers of Clan Eshin. Warpfire is Warpstone in a purified, plasmic state. Upon imbibing the concoction, pure Warpfire courses through the veins, boiling the blood and sending the imbiber into a blood frenzy. The user is subjected to Frenzy for one Turn only. One-use only.

    Special Rules:
    Instinctual Preservation, Nocturnal, Fleet of Paw, Scouts, Infiltrators, Skirmishers, Stealth, Inner Sense, Sharpened Instincts, Shadowmeld, Rough Navigators
    Stealth Assassin:
    The Warp Runner is the definitive stealth assassin, completely devoted to his singular purpose of hunting down the key individuals in the forces of the enemy. Due to his ability to warp to anywhere on the battlefield, it is impossible to notice when and where the Warp Runner is about to strike. When attempting to Charge an enemy unit, roll a D6 and add to your I value while doing the same for the enemy unit as if you were making a Sweeping Advance. If you scored higher, all your next Attacks Hit automatically while Wounding on a 2+. On a to-Wound roll of a 5+, your Attack ignores AS. You need not make this Special Test if the enemy unit's back is facing towards you. In that case, your Attacks will Hit automatically at an Initiative of 10, while Wounding on a 2+. In addition, you gain the rules for Surprise Assault.
    Prehensile Tail: The tail of a Warp Runner may be used to grab weapons. A Warp Runner may always wield a total of 3 weapons, benefitting from having two additional Hand Weapons and thus having a total of +2A.

    During the times of the Great Exile, when the Greyfurs were studying the ways of stealth and subterfuge under the Venerable Master Eshin, Eshin recognised the talents in some of his disciples to manipulate the etheric substance called Ki. He specially segregated these disciples from the rest of the Greyfurs, and taught them firsthand how to manipulate and exercise control over Ki, by learning to sense the flow of Ki around them by calming the nerves of the body. He taught them as Ki is flowing amidst their surroundings, so too is Ki to be found flowing within individuals. When a warrior is in combat, the Ki within him is especially excited, and it is this inner source that powers his blows. So adept were the Greyfur disciples under the tutelage of Master Eshin that they were able to affect the flow of Ki not just within their immediate surroundings, but within each other. The other Greyfurs recognise the sorcerous talents of these Ki adepts and deferred to them. The Sorcerers of Clan Eshin thus came to occupy a position of seniority among the Nightbound, some of them even occupying seats within the Ruling Council.

    The Sorcerers are adept warriors in their own right, easily the equal of the best of the Night Runners. During the Great Skirmishes against Clan Skyre, the Sorcerers were instrumental in these engagements, for the forces of Clan Eshin were greatly outmatched by the firepower of Clan Skyre. Through their sorcerous manipulations of Ki, the Sorcerers were able to make up for the deficiencies within the forces of Clan Eshin, which were mainly its lack of range troops. The Sorcerers would gather the Ki within their immediate surroundings and launch immense bolts of pure Ki energy. These Sorcerers would gather in covens of up to five upon the battlefield and tap into the collective Ki generated by the manipulations of the Sorcerers. Needless to say, the devastation a coven of Sorcerers can unleash is many times more than what a single Sorcerer can manage. On top of the range support the Sorcerers provided to the forces of Clan Eshin during the Great Skirmishes, the Sorcerers also provided support when the gangs of Night Runners clashed in close combat with the forces of Clan Skyre, through their manipulation of the flow of Ki between the two forces. The Sorcerers would force the flow of Ki to favour the side of the Night Runners, allowing the Night Runners to overrun the troops of Clan Skyre. The Great Skirmishes would eventually lead to the inevitable stalemate, as the skill of Clan Eshin matched the firepower of Clan Skyre in equal terms, none being able to overcome the other. The Sorcerers however, was recognised by the Council of the Night after the establishment of Clan Eshin, and they form a caste of seniority just below the Council of the Night. In the War of Assassins between the Lesser Tribes, the Sorcerers are the hand by which the Council of the Night regulate the movements and intentions of the Runner Assassins, ensuring their absolute control over the Clan on the whole.

    Sorcerer: MS:6 BS:3 S:3 T:3 A:2 W:2 I:6 L:9 AS:- CS:4+
    Point Cost: 35
    Unit Size: 1-5
    Equipment: Weeping Blade+4Pts +Nightblade+6Pts/+Warpstone Blade+8Pts/+Warpfire Blade+10Pts +Sheath+2Pts, Warpstone Stars, +Warpstone Amulet+5Pts, +Nightshades+3Pts, +Stillsuit+5Pts, Mirage Cloak, +1Mistfield+10Pts, +1Personnel Nightfield+9Pts, +Night Skiff+30Pts

    [B]Ki Magic:[/B
    Sense Ki: At the start of every Turn, if the Sorcerer is not within 6" of any combat engagements, he generates D6 Ki Points. If he is within 6" of any combat engagements, he generates D6 Ki Points with a -1 modifier for every combat engagement. This is to reflect the disturbances in the flow of Ki at points of heated fighting. Thus, it becomes harder for the Sorcerers to sense the flow of Ki and tap into it. If the Sorcerer is locked in combat, he instead generates D3 Ki Points. The -1 modifier for combat engagements within 6" other than his own still applies.
    Ki Tap: The Sorcerer may tap into the collective Ki energies generated by the coven. He is free to use their energies as if they were his own.
    Ki Blast: The Sorcerer gathers the Ki around him into an immense bright blue ball of pure energy, before unleashing it upon his foes. R:30" S:X AP:- T:A1, Blast, Pinning. X is equal to the number of Ki Points committed to generating the ball of pure energy. The Sorcerer may make any amount of Ki Blast Attacks as long as he is willing and able to commit the Ki Points to do so.
    Ki Bolt: The Sorcerer shapes the Ki around him into a projectile ending in an extremely sharp point, able to pierce through the armoured hulls of even the mighty Land Raiders. R:36" S:X AP:1 T:A1. X is equal to the number of Ki Points committed to generating the Ki projectile. The Sorcerer may make any amount of Ki Bolt Attacks as long as he is willing and able to commit the Ki Points to do so.
    The Flow of Ki: The Sorcerer may choose to affect the Flow of Ki within a combat engagement 6" from him. For every Ki Point committed this way he may choose to inflict a +1 modifier to to-Hit and to-Wound rolls for his side of the engagement, or he may choose instead to inflict a -1 modifier to to-Hit and to-Wound rolls for the enemy's side of the engagement.
    Drain Ki: This Ki Power is done during the Shooting Phase. The Sorcerer chooses to spent any amount of Ki Points. For each Ki Point spent this way, an enemy model within 6" has its Strength reduced by D3. For each point of Strength reduced this way, the Sorcerer gains that much Ki Points. No enemy model may have its Strength reduced by D3 more than once. The lowest the Strength of an enemy model can be reduced to is 1.

    Special Rules:
    Instinctual Preservation, Nocturnal, Fleet of Paw, Skirmishers, Inner Sense, Sharpened Instincts, Stealth
    Hand of the Council: The Sorcerers rank just below the Council of the Night, and are the means in which the Council regulates and controls the movements of the Runner Assassins during times of war. For every 5 Gutter Runners or Night Runners, you may attach a single Sorcerer to the unit.

    Nightlords are veteran Warp Runners, who having left their prime, now act in a supervisory role within the social order of Clan Eshin. They are seasoned warriors of many battles, and although their senses may have dulled with age, their skills have not, and as they are actually aged Warp Runners, their combat skills are even greater than those of the Warp Runners, having experienced through many more battles. Much of the Council of the Night is comprised of Nightlords, indeed the representative of Clan Eshin in the Council of Thirteen is a Nightlord. They are the only warriors within the Clan to have the privilege of adorning the rare suits of Warpstone Armour. The only article within the arsenal of the Clan that they do not have access to is the Warptunnel Orbs. Those remain exclusively in the possession of the Warp Runners. It is a rare sight to see a Nightlord in battle, for they are so few. When they do go to war, they ride forth in the company of Night Runners. Indeed, they are known to hide themselves within the ranks of a Night Runner gang, only to emerge and surprise the enemy in a full-blown assault.

    0-1Nightlord: MS:8 BS:5 S:3 T:3 A:3 W:3 I:7 L:9 AS:4+ CS:4+ IS:5+
    Point Cost: 50
    Unit Size: 1
    Equipment: Weeping Blade+4Pts +Nightblade+6Pts/+Warpstone Blade+8Pts/+Warpfire Blade+10Pts +Sheath+2Pts, Warpstone Stars, +Warpstone Amulet+5Pts, +Warpstone Brew+10Pts, +Warpfire Brew+10Pts, +1Skull Trophy+25Pts, +Warplasma Grenades+1Pt, +Warpfire Grenades+3Pts, +Nightshades+3Pts, +Stillsuit+5Pts, Mirage Cloak, Warpstone Armour, +1Mistfield+10Pts, +1Nightfield+18Pts, +Night Skiff+30Pts

    In dire times when the fate of the Clan is at stake, the Nightlords will bring out the severed head of their revered Master, and adorn it as a Skull Trophy around their necks. They then await for the soul of their dead Master to possess them. When the Greyfur disciples turned against their Master and cut off his head, it seems the Sorcerers bound his soul to his severed head. By adorning his skull around their necks, the Nightlords can attempt to allow the soul of their dead Master to descend into them. They are then totally lost in the conscious stream of their dead Master, but yet imbued with his deadly skills. Through this way their dead benefactor lives again, and they then beseech him to seek vengeance upon their enemies. All tremble in the wake of the "revived" Master Eshin, friend or foe alike. The Nightlord has to fail a Psychic Test in order to be possessed by Master Eshin. Upon failing the Test, his WS, S, T, A, W and I are boosted by 1. In addition, in close combat, he may re-roll all failed to-Hit and to-Wound rolls. On top of that, he has all the Ki Powers of the Sorcerers. There may only be one bearer of the Skull Trophy per Battle.

    Special Rules:
    Instinctual Preservation, Nocturnal, Fleet of Paw, Scouts, Infiltrators, Skirmishers, Stealth, Inner Sense, Sharpened Instincts, Shadowmeld, Rough Navigators, Prehensile Tail
    Shadow Dancer: The Nightlords confer their skills to the Runner Assassins being led by them. Leading by example, they move as swift as the shadows towards their intended target, while the Runner Assassins beneath them mimic their every move. When attempting to Charge an enemy unit, roll a D6 and add to your I value while doing the same for the enemy unit as if you were making a Sweeping Advance. If you scored higher, all your next Attacks Hit automatically at an Initiative of 10, while Wounding on a 2+. On a to-Wound roll of a 5+, your Attack ignores AS. You need not make this Special Test if the enemy unit's back is facing towards you. In that case, your Attacks will Hit automatically at an Initiative of 10, while Wounding on a 2+. In addition, you gain the rules for Surprise Assault. If the Nightlord is attached to a unit, the entire unit benefits from this Special Rule.
    Hidden: You may choose to declare your Nightlord hidden among any of your Night Runner gangs. That particular gang in which the Nightlord is hidden in is not revealed to your opponent. Should that particular gang be Charged or choose to Assault that Turn, the Nightlord reveals himself, taking the place of one of the Night Runners. He counts as Charging that Turn, even if the gang is currently being Charged by an opposing unit, and has +2A on the Charge instead of +1, just as if he has the Surprise Assault Special Rule. Should he be Charging the back of an enemy unit during the Assault Phase for that Turn, he gains the Surprise Assault rule in addition to his +2A on the Charge, for a total of +3A on the Charge.
    Last edited by Calixtus; July 7th, 2008 at 13:11.

  4. #3
    Relive Revive Return Soul Reap's Avatar
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    Wow, I'm surprised not many have responded to you Hrud threads. This really makes me want to go out buy some skaven and imperial guard and convert me up some Hrud.

    I think the army list is very good, and I like the idea of a Hrud assassin list. Its quite interesting. I'm looking at your other Hrud threads as well. I like um all.8Y

  5. #4
    Senior Member Calixtus's Avatar
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    Thanks a lot. I think its a pity too that most seem uninterested in what I have written.

  6. #5
    Junior Member Battle-Brother Llama's Avatar
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    Nice Job!

    Wow, well done with the Hrud, nice fluff and nice army list, I like! Keep up the great work! 8Y

  7. #6
    Member Macmoss's Avatar
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    !!!!!!!!!!!!!!!!

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


    Cheers

    Mossmac

  8. #7
    Senior Member Calixtus's Avatar
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    I need of constructive criticism and feedback. Please feel free to comment on my work.

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