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Old December 4th, 2007, 19:02   #1 (permalink)
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Default Codex: Hruds - Clan Pestilens

The Tribe that was to become Clan Pestilens was one of the hundreds of tribes that left the Underempire during the Great Migration. The Warportal they chose for their exodus landed them in the Underhive of the Hive World Necromunda. The Underhive is the lowest level within Hive City, home to the dregs of society, where they dredge out an existence under the laws of the survival of the fittest. It is filled with innumerable lawless gangs that engage in constant warfare over territorial disputes and over the scarce resources of food and other necessities within the Underhive. When the Hruds of that particular tribe first encountered the native gangs within the Underhive, they were largely treated as a nuisance, as mutated rat-men of their like were not unheard of within the polluted confines of the Underhive. But the Tribe soon prove to be vastly different in organisation and strategy from mere mutated rat-men; their first motive was to embark on a campaign of acquisition, securing whatever the Tribe needed to ensure its self-sufficiency within the domains of the Underhive. The Tribe proved to be a threat of a level distinct from mere mutated rat-men and the house-gangs of the Underhive soon had to make a decision regarding their stance of hospitality towards the Tribe. A great convention was held between the Great Houses of the Underhive, to determine the standing of the Tribe within their territories. It was decided that although the Tribe had not committed any hostility so far since their arrival, they took up a large amount of space within the already tight confines of the Underhive. Together with the already scarce resources present in the Underhive, the food supplies would be tremendously strained if the Tribe was to resort to scavenging from the Great Houses for their own sustenance. They declared the Tribe a pestilence upon the lands that needed to be cleansed, and proceeded in a joint alliance to exterminate them from the Underhive.

In the ensuing wars, the Tribe came to be referred mockingly as Tribe Pestilence, a name adopted by the Great Houses for they saw the Tribe as akin to a disease that plagued the lands. Against the combined might of the joint forces of the Great Houses, the Tribe was steadily repelled back in defeat after defeat, finally leading to their Great Sealing, in which the entire Tribe was forced into the lowest levels of the Underhive, where the toxic sewage that ran through there would almost certainly mean their demise. The lowest level of the Underhive was like the sewers of the Underhive; any means of escape was through portholes that were constantly watched by the armed guards of the Great Houses. The Tribe was effectively sealed off within the sewers of the Underhive, and left to rot there till they die. Toxic runoff from the industries within the Lowerhive is carried down to the lowest levels of the Hive City through pipes, before being left to drain away at the depths of the Underhive. The Tribe was left exposed to the toxic runoff at the lowest level of the Underhive, and soon festering sores and open wounds appeared on the bodies of the Hruds. At around the same time a virulent disease started spreading among the inhabitants of the Tribe. One by one the members of the Tribe succumbed to the disease, which they named Pestilens, a word that was actually a corruption of pestilence in the Hrud tongue.

Faced with starvation and the inevitably of death, many of the members of the Tribe had degenerated into a crazed mental state. In their desperation, the leaders of the Tribe turned towards their deity, the Great Horned One, to deliver them in their hour of need. What happened next is treated with much confusion, and the truth of the matter is left to much debate. All present acknowledge the witnessing of a blast of blazing light that appeared to descend into the corridors and passageways of the sewers. The blast was of such ferocity that it knocked down every single one of the Hruds that bore witness to this spectacle, except one. When the great flash of light finally receded, a single Blackfur stood standing. His name is Varmin and he proclaimed himself the One Prophet of the Horned One. He stood declaring in a fiery oratory, of the messages he had received from the Great Horned One Itself. He declared that the blessings of the Great Horned One had descended amongst their Tribe, and had turned what had been a disease into a weapon to be used against their enemies. From now onwards, they were to go forth to battle in the name of the Great Horned One, and were his direct emissaries in the theatre of war. He then proclaimed the Tribe as Clan Pestilens, for they were a tribe no longer having been blessed by the divine light of their deity. Although many admit that they had thought most of what Varmin said was in a spirit of disillusionment brought about by the flash of light, from then onwards, the Hruds of the Tribe appeared to become immune to the attacks of the disease that continued to run rampant among them. The Hruds of the Tribe, most having degenerated into crazed, desperate mobs, seized unto this opportunity of revival with a zealous fervour. From now onwards they are the emissaries of the Horned One, zealously spreading Its messages to all who would behold them. Those who would reject Its divine message of deliverance would face the wrath of the Tribe in battle. The disease that had plagued them would now both be their proof of divine selection and the gift of divine punishment they would deliver unto their enemies.

Their first act as the renewed Clan Pestilens was to regain their standing within the Underhive. It was actually within the incentive of the rabid hordes that constituted the Tribe to swarm all out in a fanatical rampage against the Great Houses, but the Plague Prophet Varmin, recognised as the overall leader of the Clan, knew better than to risk all in what would ultimately be a failed gamble. If they could not match the forces of the Great Houses previously, they could not hope to do so now. He allowed the rabid hordes to settle their battle lust by overrunning the armed guards stationed over the portholes that were the main exits out of the dungeon that was the sewers of the Underhive. He then organised the few remaining Greyfurs that were as yet untouched by the ravages of the plague into Scavenger squads, sent to scavenge whatever arms they could from the Great Houses to aid in the conflicts to come.

The Plague Prophet Varmin marked out the Blackfurs of the Clan from the rest, holding them as special in the eyes of the Great Horned One. They were tasked foremost with carrying out the spreading of the plague among the ranks of the enemy and they took to their task zealously. In honour of their efforts, they were named Plague Zealots. Serving directly beneath the Plague Prophet are the most powerful Blackfurs in the Clan, the Plaguelords. Varmin himself was considered a Plaguelord, an Arch-Plaguelord in fact, being the foremost of his kind. The Plaguelords maintained order within the ranks of the seething hordes through their trusted lieutenants, the Plague Apostles. These are chosen from the strongest of the Plague Zealots and are usually tasked to a group of them, to lead them in the battles ahead. These Plague Apostles were usually handpicked by the Plaguelords; it was not uncommon to see a Plaguelord followed by a retinue of his most trusted lieutenants in battle. The Greyfurs were not to be neglected however, as the Plague Prophet Varmin recognised them as integral to the Clan as well, substantiating the forces of the Clan with bulk of numbers. The rabid hordes of Greyfurs were organised into masses of Plague Monks, spurred on by the feverish oratories of the Plague Abbots. While the Blackfurs were marked out for their ferocious temperament and by a more virulent strain of the disease that plagued their bodies, the Greyfurs, with their increased intellect, were gifted the power to tap into the Warp. Only a select few Greyfurs had the strength and willpower to withstand the perils of the Warp, and these were the Plague Seers of the Clan. They were capable of wielding the magic of the Great Horned One and send devastating waves of plague and pestilence upon the enemies of the Clan. They were also charged with the studying of the Warportals, so that the Clan could further their divine work into other worlds.

The Great Houses were thrown into disarray by the sudden advances of Clan Pestilens, but were slowly recovering. In the meanwhile, the plague masses of Clan Pestilens took the initiative and brought war and pestilence to the first of the Great Houses. This was no longer the Tribe they initially faced, the one they mockingly referred to as Tribe Pestilence. The rabid hordes advanced without care for the firearms being poured into their ranks. Their diseased hides held all sorts of scabby outgrowths that formed a layer of protection against the shots fired from the firearms. Squads of Scavengers returned fire with the firearms they could scavenge, taking down whatever that was on sight, providing some relief for the advancing Plague Monks and Zealots. When the hordes of Plague Monks and Zealots finally clashed with the guards in the melee, the guards were completely overwhelmed, either taken down due to the plague or in the flurry of the melee. Having taken down the defenses of one of the Great Houses, Clan Pestilens could only expect retaliation from the joint forces of the remaining Great Houses. As such, they had to move with haste. Plague Prophet Varmin set his sights on reaching the Warportal that led back to the Underempire. They would escape this world while they still had the chance. Quickly, the plague masses moved under the direction of the Plague Prophet, squirming their way through the Warportal and back into the safety of the Underempire.

It was to much relief to the Plague Prophet Varmin and the rest of his Clan, for indeed, they had faced death and only escaped it under the slightest twist of fate. They paraded in the fashion of victors, having been sent to the jaws of death, only to escape and emerge stronger. Plague Prophet Varmin led the Clan immediately to the Sky Warren to seek an audience with Overlord Skyre, then the most powerful individual in the Underempire, and indeed all of Hrudom. As they made their way to the center of the cavern, the remaining tribes of the Underempire avoided them like the plague, afraid of the foul stench about them and the great cloud of flies that followed in their wake. Overlord Skyre did indeed receive his request and politely acceded, with the one exception that the meeting be made at a distance of ten meters apart. In their meeting, Plague Prophet Varmin requested that his Clan gain a permanent seat in the Council of Thirteen, in acknowledgment of them as the Hand of the Horned One, Chosen Vassals of their Deity in this world. He described in vivid detail the event he called the Great Miracle, in which the blazing flash of light descended upon their Tribe and gifted him with visions from the Great Horned One Itself, ultimately turning the plague that ate away at the existence of the Tribe into a weapon to be used against the enemies of the Hruds. He then declared the plague that still festered over the main body of the Clan as living proof of their ascendancy. Overlord Skyre and his Council of Warlords receive this strange news with a quiet calm. After much deliberation, the Overlord declared that indeed the Tribe has seen horrors and wonders in equal measure during their time away from the Underempire. Their experience and subsequent transformation left them indeed worthy of the title Clan. As to their request of a permanent seat on the Council of Thirteen, surely the Great Horned One's very own Chosen Clan would be most deserving of such an honour.

Before Varmin left the presence of Overlord Skyre, he told him of the Great Vision he received during that flash of light. He saw a time when the clans and tribes of all Hrudom will unite under one banner. They will then rise against the sentient species of the galaxy and wage a holy war of ascension in honour of their Great God. Their God will hear of the wars fought in His name and accede to the prayers of the Hruds. He will then manifest Himself into this war, descending into the One who will bear His form on this plane. When The Manifestation takes place, the end of times will be at hand. This is the Great Prophecy of the One Prophet of the Horned One.

Thus, Varmin and his Clan came and left with every single one of their desires fulfilled. They were free to pursue the next phase of Varmin's plans for the Clan. While they await the coming of the Great Horned One, Varmin will pave the way for the fulfillment of the Great Prophecy by engaging in a perpetual holy war against the sentient species of the galaxy. Varmin had his Plague Seers learn every secret of the Warportals from the Grey Seers, demanding their right as the Chosen Clan of the Great Horned One. When the Plague Seers returned laden full with the knowledge of the Warportals, the Plague Prophet Varmin began his Great Infestation, a plan to bring the glory of the Hruds to many countless worlds. The sentient species of the universe will be left trembling in awe at the sight of the festering legions of Clan Pestilens. He proceeded to lead his Clan from one world to the next, infesting the worlds of Man and Orks, even reaching to distant Tau. Once a world is infested, the Clan would imbed itself into the sewers of the land, employing their Scavengers to scavenge sustenance from the surface world, all the while remaining hidden in the dark. Then when night falls, the Plague Prophet will rouse the plague masses with burning oratories, lifting their spirits up and setting their battle lust on fire. They will rise from the sewers like a great, unstoppable tide, sweeping all in its path. They move as one mass, yet without direction, simply leaning on the whims of the crowd. Then when dawn breaks forth, the zealous fervour that so imbued the plague masses will die down, and they will settle forth to wait out the day within the sewers that they take for home. And so passes a day on the Infested Worlds of Clan Pestilens. Should their existence be threatened in a particular world, when for instance, a world's population rise up in arms to flush out the Hrud infestation, the Plague Seers will simply reactivate the Warportals and the entire Clan will relocate on to another planet. In this way, the Hruds' reputation for being able to go unnoticed and then slipping out of view in plain sight has spread among the populations of the Infested Worlds.

Clan Pestilens see themselves as living a life dedicated to the service of their deity, by engaging in a perpetual holy war against the enemies of the Hruds. The multitude of worlds they infest is also a means in which they ensure the survival of their Clan. Should it become impossible to continue living a scavenging existence on one planet, they would simply warp to another one. In this way, although their existence is constantly fraught with danger with their lives at risk, the survival of the Clan is at least assured. Although their policy of aggression against other races is viewed as highly extremist by the standards of other Migratory Tribes who tend to keep to themselves in their own struggles for survival, the Plague Prophet argues that such a circumstance of existence is impossible for their Clan due to the plague which they suffer from. The plague is at once both blessing and curse and guarantees that no matter the race or civilisation, they would always be ostracised and be unable to reconcile their differences with the host race. Thus, Clan Pestilens is at once the most aggressive of the Clans and Tribes of all Hrudom, who tend towards policies of secrecy and self-sufficiency in their associations with other races. It is this policy of aggression that has made Clan Pestilens the Hrud Clan that has the most contact with other sentient species. As such, the species of other worlds have come to associate Hrud behaviour and traits with those displayed by Clan Pestilens. In this way, Clan Pestilens has attained a certain status as the "front" of the Hrud race. Indeed, it has been said that it is this policy of aggression that guarantees the permanence of their seat on the Council of Thirteen more than their claim to be the Chosen Hand of the Horned One.



Last edited by Calixtus; July 6th, 2008 at 07:22.
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Old December 4th, 2007, 21:29   #2 (permalink)
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Old December 23rd, 2007, 15:51   #3 (permalink)
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Default Codex: Hruds - Clan Pestilens

Special Rules:
Hand of the Horned One: The Chosen status of Clan Pestilens as the Hand of the Horned One grants them many benefits from their kindred tribes and clans within the Underempire, and indeed the whole of Hrudom. This includes special prices for the various items of trade and weapons of war requisitioned from other tribes and clans, like the Warpfire Grenade of Clan Skyre for instance. Seeing themselves as the Chosen Vassal of the Horned One in this universe, and as they await the descent of the Great Horned One in fulfillment of the Great Prophecy, Clan Pestilens take to their holy wars with a zealous fervour and bear a special hatred for non-Hrud entities they encounter. Clan Pestilens purchase the following items at a discounted price of -1Pt: Warplasma Grenades, Warpfire Grenades and Stillsuits. As the plague masses of Clan Pestilens constantly battle the sentient species of the galaxy in their sunlit worlds, the Nightshades are necessary to protect the sensitive eyes of the nocturnal Hruds. Thus, all units within the Clan naturally come with Nightshades. When the Clan goes to war against non-Hrud armies, they bear Hatred against every single model in the opposing army.
Great Prophecy: The Hruds of Clan Pestilens wage their perpetual holy war to pave the way for the fulfillment of the Great Prophecy. As a result, the full numbers of the Clan is brought to bear on the enemy. All the units in the entire army benefits from the Without Number Special Rule, except for HQ choices.

Greyfurs who have yet to become infected with the plague are trained to become Scavengers. They scavenge for food and sustenance for the Clan during the day. During the night, when the plague masses go out to war, they provide support by supplying range firepower in the form of the firearms they managed to scavenge from the host race. Scavengers also scavenge for other necessities such as the scrap pieces of armour required to craft Scrap Armour. When travelling between worlds, the Scavengers are known to bring along whatever firearms they have managed to scavenge from their previous host race, so that they are always armed and ready on the fly. Due to their role as Scavengers, the live a life constantly fraught with danger, having to go out into enemy territory on a regular basis. They have adapted to these circumstances by developing heightened senses of perception, an uncanny ability to sense oncoming danger before it happens, and have developed nerves of steel, at least relative to the Greyfurs of other tribes.

Troops:
Scavenger: MS:3 BS:2 S:2 T:2 A:1 W:1 I:5 L:6 AS:6+ CS:5+
Point Cost: 5
Unit Size: 15
Equipment: Scavenged Firearms/Lasgun-1Pt/Shoota+1Pt/Pulse Rifle+3Pts +Rifle Sling+2Pts, Nightshades, Mirage Cloak, Scrap Armour

Scavenged Firearms are weapons scavenged from their host race of the world they have chosen to infest. Having no technology of their own since they are highly nomadic, travelling from one world to the next as the need presents itself, they do not carry along Warplock Rifles and the Warplasma Shells to use them. Rather, they employ their Scavengers to scavenge for firearms from the host race itself, as such, when they go to battle, their Scavengers would be using their own weapons against them. Should the enemy be from the Imperium, Orks or the Tau Empire, then the Scavengers' firearm would be the standard firearm for these races. Adjust the point cost accordingly. Should however, the enemy be from none of these races, then the Scavengers may be equipped as how you would please. Simply adjust the point cost accordingly to compensate for the cost of the weapon.
Scrap Armour are pieces of armour left for scrap by the host race. These scrap pieces are salvaged by the Scavengers, and worked by the Plaguesmiths into tight-fitting body armour. They provide the barest of protection, after all they are simply scrap pieces of armour crudely attached together, but the skill of the Plaguesmiths has turned them into roughly recognisable as armour. As such, although the disparate parts are crudely attached together, they carry a semblance of actual body armour, and work as such. Scrap Armour provides a 6+ AS.

Special Rules:
Nocturnal, Instinctual Preservation, Skirmishers, Scavengers, Fleet of Paw, Burrow Warren, Acute Senses, Infiltrators, Scouts
Preferred Enemy: The Scavengers have come to adapt to the fighting styles of their host race, having encountered them in their many scavenging forays. As such, Scavengers benefit from Preferred Enemy against these races: Man, Orks and Tau.[/B]

Plague Monks form the bulk of the troops of Clan Pestilens. They are the Greyfurs of the Clan that have become afflicted by the Plague. The spread of the Plague over their bodies have resulted in the development of pus and ulcers across the skin. As these dry off, they leave very hard, scabby outgrowths of dried flesh over the body. These scabby outgrowths act as a tough layer of armour, protecting the Plague Monks as they advance upon the enemy. Their own eternal torment from the Plague that continue to ravage their bodies have developed in them a stern resistance to pain. During the ordeal of the Great Sealing, due to their suffocating imprisonment within the contaminated sewers of the Underhive, the minds of many of the tribe had degraded halfway into insanity. As the Plague took its toll upon them, the pain of the suffering drove many of them to the edge of insanity. Plague Prophet Varmin exploit this by inciting the plague masses into a rabid fervour. When night falls and the plague masses proceed to lay waste to the lands of their host race, they go forth with their minds spurred into a blood frenzy by the fiery oratories of the Plague Prophet. The Plague Prophet exploits their state of insanity by inciting it into a fanatical state of zeal, such that when they do the bidding of the Clan, they accomplish all with their entire selves devoted to the task, with little regard for personal safety. This accounts for much of the destruction the Clan can wrought in a single night. Indeed, in the aftermath, it appears as if a whirlwind had ripped through the lands during the night.

Plague Monk: MS:4 BS:1 S:2 T:2(3) A:1(2) W:1 I:4 L:6 AS:5+ CS:5+
Point Cost: 7
Unit Size: 10-30
Equipment: Claws and Fangs, +6Plague Censers+5Pts +6Sheaths+2Pts, Nightshades, Mirage Cloak, Scrap Armour

When the plague masses go to war, they are followed by the Censer Bearers, Plague Monks who wield the deadly Plague Censers. Their purpose is largely ceremonial, as the Warpstone incense within the Plague Censers have highly religious significance to the fanatical Plague Monks. Although highly toxic, the inhalation of Warpwind fumes drive the already mad Plague Monks into greater acts of fervour. The Plague Censers are so heavy, a single swing is more than capable of smashing the skull of a full-grown man. If that does not kill, than the highly toxic Warpwind fumes will do the trick. The Censer Bearers, constantly shrouded with the deadly Warpwind fumes, are turned into a heady, frenzied state. Should an enemy unit come within sight, these crazed individuals will not hesitate to run all out in a suicidal rampage. One out of five Plague Monks may be upgraded to a Censer Bearer at a cost of +5Pts. They come equip with Plague Censers. Although the Plague Censers are heavy Two-Handed Weapons, the Censer Bearers swing them in rapid, vicious arcs, as such, counting as Two Hand Weapons in close combat. The Initiative of the Censer Bearer is reduced by 1 however, and the Plague Censers are considered Power Weapons on the first Turn of combat. Censer Bearers stay hidden within a plague mass. During the Shooting Phase, as long as there is an enemy unit within 12", you may choose to unleash any of the Censer Bearers. They Move 2D6" in the desired direction, dealing 3 Attacks each at S5(1 base Attack, 1 Attack for Two Hand Weapons, 1 Attack on the Charge). If the distance travelled will Move them through an enemy unit, for each model they touch, they gain a bonus Attack. At the end of the Shooting Phase, those models Hit have to pass a Toughness Test or suffer an immediate Wound. Only Power Armour and Terminator Armour may take a save from the Toughness Test, to denote the biological and chemical protection provided by such armour. Any type of Eldar armour may take a save. During the Assault Phase, the Censer Bearers may Attack as per normal, doing 2 Attacks, due to the Plague Censers being considered as Two Hand Weapons, at S4. The same case applies, for each Hit incurred, an enemy model has to pass a Toughness Test at the end of the Assault Phase, or risk losing a Wound. Lastly, all Plague Monks fighting within 1" proximity of a Censer Bearer gains +1A.

Special Rules:
Nocturnal, Instinctual Preservation, Fleet of Paw, Burrow Warren
Scabby Outgrowths: The Plague Monks' bodies are covered with tough scabs and dried skin. They have a natural 6+ AS that is combinable with Scrap Armour.
Rabid: The effects of the Great Plague has left the minds of the Plague Monks at the edges of insanity. In battle, the Plague Monks throw themselves heedlessly into the fray, regardless of personal safety. Plague Monks are always Frenzied.
Diseased Bulk: The diseased flesh of the Plague Monks have become highly resistant to pain or injury. They have +1T as shown within the brackets. The modified Toughness is not considered when choosing a value for the purposes of determining Insta-Kill.
Mark of the Horned One: Known as the Great Plague to the other Tribes and the Great Miracle to Clan Pestilens, the main body of the Clan continues to suffer from the effects of the Plague. The Plague is highly contagious and any person simply have to be within close proximity of the affected one to catch on to it. Any enemy units that are within 1" of the unit during any of the Phases, have to pass a Toughness Test, of which failing to do so it immediately suffers a Wound. The Armour Saves of Power Armour and others of similar make may take their AS from Wounds suffered from this Special Attack. Should any models within a unit succumb to the Plague, a model within 1" of that fallen model must pass a Toughness Test and so on. This Special Attack even reaches over to models of a separate enemy unit, as long as they are within 1" of a model that has succumbed to the ravages of the plague.
Cloud of Flies: The disease-ridden bodies of the Plague Monks have attracted countless flies who swarm over their bodies in a huge cloud. The countless bites suffered from these flies have left the flesh of the Plague Monks insensitive and tough, such that the occasional scratch will suffice, but enemies in proximity do not have this luxury as the flies bite into their soft flesh with a bloodthirsty vigour. Enemies attempting to Hit the Plague Monks in close combat are distracted by the flies in their attempts and suffer a -1 to-Hit modifier.
Preferred Enemy: The plague masses wage their perpetual holy war against the sentient species of the galaxy, and so far in their Great Infestation, they have come across the races of Man, Orks and Tau. They have fought against these foes countless times, and have come to learn their ways of war and fighting styles. The Hruds of the plague masses have Preferred Enemy against these three races: Man, Orks and Tau.

The Blackfurs of Clan Pestilens are marked out by the Great Horned One in the deliverance of the divine Plague to other races. As a result, the Plague that festers over their body is of a highly virulent strain compared to that which afflicts the Greyfurs. This intense variant of the Plague is called by them the Black Death. The Blackfurs carry out their task zealously and are thus known as Plague Zealots. They are the champions of the plague masses and while the Greyfurs substantiate the plague masses with bulk of numbers, the Blackfurs form its muscle and brute strength.

Elite:
Plague Zealot: MS:5 BS:1 S:3 T:3(4) A:1(2) W:1 I:3 L:7 AS:4+ CS:6+
Point Cost: 11
Unit Size: 10-20
Equipment: Claws and Fangs +4Power Scimitars+6Pts, +4Sheaths+2Pts, Nightshades, Mirage Cloak, Scrap Armour

Due to the constant waging of war against the advanced races of Tau and Man, the Hruds of Clan Pestilens come into contact with Power weapon technology more often than any other Hrud Tribe in all Hrudom. The raw materials for Power weapon technology are mostly found by scavenging. The Plaguesmiths forge the Power Swords and Blades scavenged by the Scavenger squads into the Power Scimitars, after the weapon design so prized by the Hrud Smiths. For every 5 Plague Zealots, one may be upgraded to wield a Power Scimitar. The Plague Zealot gains +1S on the Charge and his Attacks ignore AS.

Special Rules:
Nocturnal, Instinctual Preservation, Fleet of Paw, Rabid, Diseased Bulk, Cloud of Flies, Preferred Enemy
Scabby Outgrowths: Blackfurs suffer from an intense variant of the Plague. As a result, the tough scabs formed as the Plague ravages the body of the Plague Zealot are especially hard. As such, Plague Zealots have a natural 5+ AS that is combinable with Scrap Armour.
Blessing of the Horned One: Known as the Great Plague to the other Tribes and the Great Miracle to Clan Pestilens, the main body of the Clan continues to suffer from the effects of the Plague. The Plague is highly contagious and any person simply have to be within close proximity of the affected one to catch on to it. The Plague that affects the Plague Zealots is of a highly virulent strain compared to that of the Plague Monks. It is known among them as the Black Death. Any enemy units that are within 2" of the unit during any of the Phases, have to pass a Toughness Test, of which failing to do so it immediately suffers a Wound. The Armour Saves of Power Armour and others of similar make may take their AS from Wounds suffered from this Special Attack. Should any models within a unit succumb to the Plague, a model within 2" of that fallen model must pass a Toughness Test and so on. This Special Attack even reaches over to models of a separate enemy unit, as long as they are within 2" of a model that has succumbed to the ravages of the plague.
Infected Incisors: The filthy incisors of the Plague Zealots are covered with all sorts of virulent bacteria. A single bite is all that is needed to infect a person. Plague Zealots have a Special Attack usable only at a range of 1" that never requires worse than 4+ to-Wound.

Plague Apostles are called upon to lead masses of Plague Zealots. They are formed from the strongest of the Plague Zealots, which makes them natural leaders. Some of them are handpicked to form the personal retinue of a Plaguelord. As leaders of the plague masses, they are given the privilege of adorning the rare Stillsuits, specially procured from Tribe Mors by order of their Clan's status as the Hand of the Horned One.

Plague Apostle: MS:5 BS:2 S:4 T:3(4) A:2(3) W:2 I:4 L:8 AS:3+ CS:6+
Point Cost: 20
Unit Size: 1 per 5 Plague Zealots
Equipment: Weeping Blade +Power Scimitar+6Pts, +Sheath+2Pts, +Warplasma Grenades+2Pts, +Warpfire Grenades+4Pts, Nightshades, +Stillsuit+4Pts, Mirage Cloak, Shell Armour

Stillsuits are specially requisitioned from Tribe Mors through the Clan's status as the Hand of the Horned One. They offer +1 AS and negate a single Wound on a 6+.

Special Rules:
Nocturnal, Instinctual Preservation, Fleet of Paw, Rabid, Diseased Bulk, Cloud of Flies, Scabby Outgrowths, Blessing of the Horned One, Infected Incisors, Preferred Enemy

When the War Skiff skimmer entered into circulation among the Tribes and Clans of the Underempire, the technology too was brought over to the Migratory Tribes through the exchange of trade and information between the Underempire and the Migratory Tribes, through the medium of the Commerce Vessel of Clan Rictus. In this way, skimmer technology spread throughout Hrudom, and the War Skiff is now a common sight among the Hruds. When Varmin the Plague Prophet, Arch-Plaguelord of Clan Pestilens was recalled from the Infested Worlds for one of the Great Council meetings, he learnt of this new technology that was proliferating among the Hruds and saw how it would greatly aid his war effort against the Humans and Tau. Demanding by right of his Clan as the Hand of the Horned One, Varmin stood up at the Council and requested that the knowledge of this new technology be passed on to them, so that they may further their work in the lands of the Humans and Tau. As it is with any request made by the Chosen Hand of the Horned One, the Council acceded and the knowledge of skimmer technology was passed on directly from Tribe Mors to Clan Pestilens. The Weaponsmiths of Tribe Mors taught the Plaguesmiths directly, and in this manner, no expense was made by the Clan in acquiring skimmer technology. The War Skiffs were thus crafted by the Plaguesmiths of Clan Pestilens and each new War Skiff would be blessed by the Plague Seers of the Clan. The blessings of the Plague Seers made the hulls of the Plague Skiffs become infested with the Plague, transforming them into airborne carriers of the Plague to the enemies of the Hruds. The Wardrivers are selected among the Greyfurs just like as it is with the other tribes and clans, but their vehicle from then onwards was called the Plague Skiff. The Wardrivers of Clan Pestilens changed their name to suit their vehicle's, and thus became known as the Plaguedrivers.

Fast Attack:
Plague Skiff: FA:12 SA:11 RA:12
Point Cost: 35
Unit Size: 1-3
Equipment: +Warplock Gun+15Pts, +Warplightning Cannon+20Pts, Wardrive, Front Ram, +Side Scythes+5Pts, +Warpshield+15Pts
Plaguedriver: MS:4 BS:2 S:2 T:2(3) A:2 W:1 I:5 L:7 AS:4+ CS:5+
Equipment: Warplock Pistol, Pike, +Warplasma Grenades+2Pts, +Warpfire Grenades+4Pts, Nightshades, +Stillsuit+4Pts, Mirage Cloak, Shell Armour
Plague Monk: MS:4 BS:1 S:2 T:2(3) A:1 W:1 I:4 L:6 AS:5+ CS:5+
Plague Abbot: MS:4 BS:2 S:3 T:2(3) A:2(3) W:2 I:5 L:7 AS:4+ CS:5+
Point Cost: 7/25
Unit Size: 10-20/1
Equipment: Claws and Fangs, +4Plague Censers+5Pts +4Sheaths+2Pts, Nightshades, Mirage Cloak, Scrap Armour
/Claws and Fangs/Plague Censer+5Pts +Sheath+2Pts, +Warplasma Grenades+2Pts, +Warpfire Grenades+4Pts, Nightshades, +Stillsuit+4Pts, Mirage Cloak, Shell Armour
Plague Zealot: MS:5 BS:1 S:3 T:3(4) A:1(2) W:1 I:3 L:7 AS:4+ CS:6+
Plague Apostle: MS:5 BS:2 S:4 T:3(4) A:2(3) W:2 I:4 L:8 AS:3+ CS:6+
Point Cost: 11/20
Unit Size: 10-20/1 per 5 Plague Zealots
Equipment: Claws and Fangs +4Power Scimitars+6Pts, +4Sheaths+2Pts, Nightshades, Mirage Cloak, Scrap Armour
/Weeping Blade +Power Scimitar+6Pts, +Sheath+2Pts, +Warplasma Grenades+2Pts, +Warpfire Grenades+4Pts, Nightshades, +Stillsuit+4Pts, Mirage Cloak, Shell Armour

Special Rules:
Fast Skimmer, Open-Topped, Transport, Instinctual Preservation, Nocturnal, Flexible Skeletons, Skilled Rider, The Scythe, The Weave, Preferred Enemy
Blessing of the Horned One: The hulls of all new Plague Skiffs are blessed by the Plague Seers, infecting them with the Great Plague. This gives rise to their name as Plague Skiffs. Thus, they are transformed into airborne carriers of the Plague, and they serve this purpose as they ferry the plague masses into combat. All enemy units within a proximity of 6" to a Plague Skiff becomes infected with the Great Plague.
Diseased Hull: The blessings of the Plague Seers has infected the hull of the Plague Skiffs with the Great Plague. As an effect of the Great Plague, the diseased hulls of the Plague Skiffs have developed a tough resilience. This has been largely attributed to the magic of the Plague Seers, as it still lingers over the hulls of the Plague Skiffs. The Plague Skiff has an improved profile as shown above.

For some peculiar reason, every Blackfur within a newborn brood is born infected with the Plague. This is not unusual for the Plague Queens of Clan Pestilens are infected by the Plague themselves, for it is how they keep the Plague alive over the generations. The Plague appears to have a heightened affinity with Blackfurs, as if they are specially marked out by some dark power. Among the newborn Blackfurs, there would be some born without sentience. These are gathered by the Plague Queen into packs, which are then employed onto the surface world. From there, they infest the food supplies, contaminating them with the Plague, and basically act as pest to the host race. When the plague masses go out to war, the Plague Queen will summon the Pest Swarms through psychic means, controlling them to enter the frameworks of the heavy war machinery used by the host race. These Pest Swarms will create havoc within the mechanisms of these war machines, disabling them from within.

Heavy Support:
Pest Swarm: MS:3 BS:0 S:2 T:2(3) A:10 W:10 I:3 L:5 AS:5+ CS:5+
Point Cost: 20
Unit Size: Swarm Base
Equipment: Claws and Fangs

Special Rules:
Nocturnal, Instinctual Preservation, Fleet of Paw, Scabby Outgrowths, Diseased Bulk, Blessing of the Horned One, Cloud of Flies, Burrow Warren
Pest Infestation: The Pest Swarm always begin in Reserve. When they enter into play, they enter into play at any part of the Battlefield. Place their Burrow Warren marker at their point of entry to denote their entrance through a burrow tunnel. Alternately, they may choose to enter play through one of the enemy vehicles. Place the Pest Swarm 2" from the chosen enemy vehicle. On their turn of entry, they deal 10 S2+2D6 Hits on the chosen vehicle, to denote the Pest Swarm messing up the internal workings of the vehicle, destroying it from within. Which AV is taken to determine the damage done is decided by the placing of the Pest Swarm in reference to the chosen vehicle. Should they be 2" from the rear, then the Rear Armour is taken.

Plague Abbots are the Greyfur elite of Clan Pestilens. They are stronger than the average Greyfurs due to good genes but that is not the reason for their becoming. What truly sets them apart is their heightened intelligence and quick wits, allowing them to control the will of the plague masses simply through the power of speech. Their stirring oratories set the hearts of the plague masses on fire, allowing them to accomplish impossible feats, against the odds.

HQ:
Plague Abbot: MS:4 BS:2 S:3 T:2(3) A:2(3) W:2 I:5 L:7 AS:4+ CS:5+
Point Cost: 25
Unit Size: 1
Equipment: Claws and Fangs/Plague Censer+5Pts +Sheath+2Pts, +Warplasma Grenades+2Pts, +Warpfire Grenades+4Pts, Nightshades, +Stillsuit+4Pts, Mirage Cloak, Shell Armour

Plague Censers are valued by the Plague Abbots for their power in close combat. They provide +1S and count as Two Hand Weapons, bringing the total number of Attacks to 3. On the first Turn of combat, they provide +2S. For each Hit, an enemy model must pass a Toughness Test or suffer an immediate Wound. Power Armour and armour of a similar level of technology may take their Armour Saves against this Special Attack.

Special Rules:
Nocturnal, Instinctual Preservation, Fleet of Paw, Rabid, Diseased Bulk, Cloud of Flies, Scabby Outgrowths, Mark of the Horned One, Preferred Enemy
Head Monk: Plague Abbots are always attached to a unit of Plague Monks.
Chant of Zealous Fervour: Plague Abbots most important role to the plague masses is to stir their spirits up with feverish oratories so that they may better carry out the divine duty of their Clan. In this role, they are known as Festering Chanters. Such is the power of their chants that their steady rhythms are carried across the din of battle, affecting Greyfur and Blackfur alike. The Chant of Zealous Fervour is chanted right before a Charge and allows all units within 12" of the Plague Abbot, Plague Monks and Zealots, to re-roll to-Hit rolls on the Charge. To initiate the Chant, the Plague Abbot has to pass a Leadership Test.
Chant of Dire Resolve: The Chant of Dire Resolve is used to seal the will of the plague masses to the cause, steeling them in the face of insurmountable odds. Each plague mass stuck in Assault within 12" of the Plague Abbot may choose to pass a Leadership Test. Upon doing so, they become Fearless for the rest of the Turn. If you choose to use this chant, the Plague Abbot may not make any Attacks for that Turn.

The Plague Seers learnt all the secrets of the Warportals from the Grey Seers of Clan Skaven. As such, they are easily the equal of the greatest Grey Seer in the manipulation of the Warportals, which they do so through the medium of their Warportal Orbs. These Warportal Orbs are powerful tools in the right hand, and it is the means in which they enable the Clan's mass transition between worlds. The Warportal Orbs are Warpstone technology granted by Clan Skaven, so there are only a limited number of Warportal Orbs in the entire Clan. This is not the true power of the Plague Seers however. While the Blackfurs of the Clan are marked out to deliver the Plague unto their enemies, the greatest Greyfurs of the Clan are gifted with the power to wield the magics of the Great Horned One. All sorts of vicious magics can be woven among the ranks of their enemies, through psychically tapping into the Warp. Plague Seers have been known to gather into covens upon the field of battle and summon great Plagues to descend upon their enemies from the sky.

Plague Seer: MS:5 BS:3 S:3 T:3(4) A:3(4) W:3 I:6 L:8 AS:2+ CS:5+ IS:5+
Point Cost: 35
Unit Size: 1
Equipment: Claws and Fangs/Plague Censer+5Pts +Sheath+2Pts, +Warportal Orb+15Pts, +Warp Energy Condenser+30Pts +Warplasma Grenades+2Pts, +Warpfire Grenades+4Pts, Nightshades, +Stillsuit+4Pts, Mirage Cloak, Warpstone Armour, +Plague Skiff+35Pts

Warportal Orbs are able to open miniature Warportals upon the battlefield. A unit simply has to enter into these Warportals to end up at the desired point.
Summon Warportal: The Warportal Orb is used during the Shooting Phase. Use it as if it was a Shooting Weapon, i.e. roll to-Hit with it. If it is a Hit, then a point within 12" of the Plague Seer becomes the center of a Warportal. Draw an imaginary line 6" long to denote the presence of the Warportal. Any units may enter it to end up at any point on the Battlefield, but the unit must be able to fit into the 6" long Warportal. To initiate the teleportation, the unit has to pass a Leadership Test, as it attempt to brave the hazards of Warp travel. If the unit Assaults immediately upon exiting the Warportal, they count as having Surprise Assault. The Warportal may be summoned over an enemy unit.
Warpbarrier: In addition, the Warportal acts as a screen for those behind it. For all Shots fired that would Hit the imaginary line that denotes the Warportal before actually touching any of the units behind it, they would be considered as missing their intended target and have no particular effect on the game. In other words, as long as a unit stays behind the Warportal, all enemy units may not Shoot at them, at least from the front. Enemy units attempting to Charge through the Warportal will have to pass a Psychic Test, upon which failing they are beset by Daemons, suffering 3D6 S6 Hits. Should they survive or should they pass the Psychic Test, you may place them on any point on the Battlefield.
Warpshoot: In exchange, your own units may fire through the Warportal, Attacking any unit at any point on the Battlefield. The Attacking unit must have line of sight to the Warportal marker. In addition, the Plague Seer must be within 6" of the selected Warportal, as he needs to channel the exit of the Warportal since it is objects that are entering and not people. He has to pass a Psychic Test in order for the Attack to succeed. If the Attacking unit is within 12" of the Warportal, they may Rapid Fire.
Warpleak: The mutational Warp energy leaks out from a hole in the Immaterium, causing rampant mutations to course over the bodies of those within proximity of it. Warportals are constantly leaking Warp energy. The closer one is to a Warportal, the more the mutations will take its toll upon his body. Also, the longer the exposure the more serious the mutations. Within 6" of a Warportal, the model undergoes mutation on the failing of a Toughness Test. A roll of a 6 is always a fail. With every 2" closer to the Warportal, the model takes the Toughness Test with a negative modifier of 1. Should he fail the Toughness Test, all his characteristics except his Wounds is reduced by a permanent 1. For every Turn he remains within proximity of the Warportal, and should he fail the Toughness Test, his characteristics are reduced by a further -2, i.e. for the 2nd Turn his characteristics are reduced by 3, on the 3rd Turn his characteristics are reduced by 5. The furthest a characteristic can be reduced to is 1.
Warpgaze: The Warportal Orb acts as a focusing device for aiming over long distances, due to its ability to close up and reveal any point upon the battlefield to its bearer. The bearer's BS is improved by 1.
Warpview: The Plague Seer counts as having LoS to any point upon the Battlefield as the Warportal Orbs grants vision of the entire Battlefield to the bearer.
Mass Teleportation: The bearer of the Warportal Orb may initiate a Mass Teleportation in its immediate vicinity. Simply center the Large Blast marker over the Plague Seer. All units under the Large Blast marker are immediately transported to any point on the Battlefield. The Plague Seer has to pass a Psychic Test.
May maintain up to two Warportals per Warportal Orb. Bearing a Warportal Orb removes the bonus Attack granted for having Two Hand Weapons.


Warp Energy Condensers are a Warpstone technological innovation of the Plague Seers, inset within the suits of Warpstone Armour they wear. The Plague Seers manipulated the energy signature of the Warpstone that the Warp Energy Condenser is made of, programming it to trap and store the surrounding Warp energy that is carried by the winds. The Warp energy condenses within the Condenser, and the Plague Seers tap into the collected Warp energy to empower their Spells. Warp Energy Condensers are incorporated within the suits of Warpstone Armour the Plague Seers wear. They generate D3 Power Dice that can be used by any of the Plague Seers on the field of battle.

Plague Seers occupy a position of seniority within the social hierarchy of Clan Pestilens, because of their importance of their function to the overall fate of the Clan. Should they all perish, the Clan would surely follow the same fate. As a result, the Plague Seers are among the privileged few granted the benefit of wearing the rare Warpstone Armour, forged painstakingly by the Plaguesmiths of the Clan,. The Warpstone Armour counts as 4+ AS and grants a further 5+ IS. In addition, should the IS prevent a Psychic Attack from harming the bearer of the Warpstone Armour, the Psychic Power is immediately reflected back to the enemy. This works only if the IS is used in place of the AS. This reflecting back of the Psychic Power only works on Psychic Powers that are single target, for area of effect Powers would be too powerful for the Warpstone Armour to reflect back.

For each Plague Seer on the field of battle, you gain one Power Dice. For each spell you attempt to cast, you may use any number of Power Dice. Roll with the Dice and add up the resulting scores. If it is higher than the to-Cast roll of the Spell, then the Spell succeeds.

Magic of the Horned One:
Skitterleap: The Plague Seer imbues the plague masses with unholy energy, allowing them to move at great speeds. 4+ to-Cast. A unit within LoS of the Plague Seer is transported 3D6" in any direction, but not within 1" of an enemy unit. If the unit being transported is locked in close combat, they disappear in a puff of smoke and the enemy unit they were locked with have to pass a Pinning Test during their Turn.
Warplightning: Summoning the very Warplightning that occurs within a Warpstorm cloud, the Plague Seer calls forth Warplightning to descend from the skies. The Warplightning dissipates rapidly through the enemy ranks, moving quickly from one individual to another. The feedback of summoning the Warplightning puts the Plague Seer at great risk however, for wielding the Warplightning requires delicate control and mastery over the Warp. 9+ to-Cast. May be cast on any enemy unit within LoS of the Plague Seer. The unit is struck by Warplightning which deals 2D6 S9 Hits. Each result of 1 that is rolled when determining the number of Hits caused Hits the caster rather than the enemy.
Pestilence: Emanating a psychic signal to the surrounding fauna, the Plague Seer summons out the native rats and rodents, and even the Pest Swarm, to rise from the sewers and burrows of the land, and be set upon their enemies. The Pest Swarms enter into the machinery of the armoured tanks, biting the wiring and delicate circuits, short-circuiting the entire vehicle and prevent it from moving. 15+ to-Cast. D3 Pest Swarms are summoned onto the Battlefield, and they come in at any point. Place Burrow markers where they appear at. They may choose to appear within 2" of a vehicle, doing 10 S2+2D6 Armour Penetration Hits to the side of the vehicle they are facing.
Black Death: Tapping into the psychic reserves of their Great God, the Black Death, the intense strain of the virulent disease that plagues the Hruds of Clan Pestilens, becomes even fiercer, as a gift of the Great Horned One to the Clan to be used against its enemies. 21+ to-Cast. This Spell affects every unit across the board that has the Mark of the Horned One and Blessing of the Horned One Special Rules. The effects of those Special Rules are extended to 6" in all cases. The effect of this Spell lasts for the duration of the Battle, unless the Plague Seer casts another Spell.
Great Plague: A Great Plague is sent by the Great Horned One from the heavens, descending unto the bodies of the enemy, afflicting them with cancerous sores and vicious outbreaks. 27+ to-Cast. Target any enemy unit upon the Battlefield. Each model within the affected unit must take a Toughness Test. If the Test is failed, the model suffers a Wound, with no AS allowed. All enemy units within 6" of that affected unit becomes afflicted with the Plague, and so on. This only stops when all units within the opposing army becomes afflicted with the Plague, or there are no more enemy units within 6" of an affected unit.

Special Rules:
Nocturnal, Instinctual Preservation, Fleet of Paw, Rabid, Diseased Bulk, Cloud of Flies, Scabby Outgrowths, Mark of the Horned One, Preferred Enemy

The Plaguelords serve directly under the Plague Prophet Varmin, and are the undisputed lords of the Clan. They are formed from the strongest warriors among the Blackfurs and are thus given the best of equipment. They lead from the front of the plague masses, setting an example to those beneath them. In order to rise up the social order and become a Plaguelord, a Plague Zealot must brave countless dangers on the field of battle, before finally becoming recognised by the Plague Prophet as being worthy of the title.

Plaguelord: MS:6 BS:3 S:4 T:4(5) A:3(4) W:3 I:4 L:9 AS:2+ CS:6+ IS:5+
Point Cost: 50
Unit Size: 1
Equipment: Weeping Blade +Power Scimitar+6Pts/Twin Power Scimitar+12Pts, +Sheath+2Pts, +Warplasma Grenades+2Pts, +Warpfire Grenades+4Pts, Nightshades, +Stillsuit+4Pts, Mirage Cloak, Warpstone Armour, +Plague Skiff+35Pts

Special Rules:
Nocturnal, Instinctual Preservation, Fleet of Paw, Rabid, Diseased Bulk, Cloud of Flies, Blessing of the Horned One, Preferred Enemy
Scabby Outgrowths: The combination of a natural 5+ AS together with the skintight Stillsuits +1AS and the 4+ AS of the Warpstone Armour, means that Plaguelords have a total AS of 1+. This means that only Power Weapons can damage a Plaguelord, making them effectively immune to all Normal attacks.
Infected Fangs: The great fangs of the Plaguelords are especially large and sharp, due to the metabolic processes incurred within a Blackfur with prolonged exposure to danger. The Plaguelords are in fact veterans of many wars, which give rise to the size of their incisors. These fangs are infected with all manner of bacteria and toxins as a result of the filthy conditions in which the Clan lives by. Plaguelords have a Special Attack usable only at a range of 1" that never requires worse than 4+ to-Wound. In addition, this Special Attack has Rending.
The Apostlehood: The Plaguelords are accompanied by a retinue of Plague Apostles. They are the lieutenants of the Plaguelords and lead the Plague Zealots in the stead of the Plaguelords. They zealously guard the Plaguelords with their lives, as the Apostlehood of the Plague Clan. The Plaguelord has a retinue of 10 Plague Apostles. The Plague Apostles are subjected to Stubborn as long as the Plaguelord is alive.

Last edited by Calixtus; July 7th, 2008 at 07:54.
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Old January 9th, 2008, 18:45   #4 (permalink)
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My bro made his own hrud army, its pretty simple but it is very much like this
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Old July 6th, 2008, 22:31   #5 (permalink)
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Constructive criticism and feedback will be greatly appreciated. Please comment on my work.
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Old July 7th, 2008, 09:57   #6 (permalink)
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Constructive criticism Calixtus - read the 40K rulebook and associated Codices before spending hours designing armies.

1. VERY few troops have more than a couple of special rules, but it seems EVERY troop in your army has multiple special rules - the basic Clan Pestilens troop has 10!

2. Your Crossover from fantasy to 40K is too overt - it lacks credibility. I would have an issue playing "Space Skaven" where every unit seems to be a Skaven Fantasy Battle unit. Skitterleap is a very old association with Skaven - it has existed in fantasy since 3rd Edition Magic rules were released

That's the most constructive I can give you, I have designed lists for many years (most recently a Sea-Guard based fanatsy army, and variously at times Desert Foxes marine chapter, which actually looked rather like a Marine armoured company in Apocalypse) and participated in a nigh-on 5 year project at the Bolter and Chainsword in developing rules for 19 super-human warriors (the Emperor and Primarchs) and these have established fluff, but still we spent a helluva long time doing it.
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Old July 7th, 2008, 10:01   #7 (permalink)
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I would greatly appreciate it if you could forward me to those rules you developed for the Primarchs and the Emperor. I have great interest in them. And although you say that there are a lot of rules for Clan Pestilens, I have no trouble memorising them. And furthermore, the rules are quite different than the Plague Monks of Fantasy Skaven, so I don't see any problems. They are largely very different armies.
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