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The Underempire: Most of the engagements of the war of the Hruds are between the Lesser Tribes of the Underempire. The Migratory Tribes are less prone to war as they are concerned with their survival and self-sufficiency in a foreign and potentially hostile land. Furthermore, the Migratory Tribes are secluded on different worlds and have no chance for warfare except against their host race, although it is known for several Migratory Tribes to occupy the same world. Should the engagement be between two Hrud tribes from the Underempire, the terrain will be of the Underempire, which includes rocky outcrops and fungus trees. Underground lakes are also common in the Underempire. In addition, the warriors of both Hrud tribes treat it as if it was nighttime, for the Underempire is so called for its eternal twilight. Greyfur and Blackfur alike gain a permanent +2 boost to their BS.
Instinctual Preservation: The Hruds are relatively small creatures compared to the other sentient species of the universe. Their natural genetic conditioning of self-preservation allows them to take cover even in the barest of settings. To reflect this, all Greyfurs gain a natural 5+ CS regardless of whether they are actually in cover, while Blackfurs gain a natural 6+ CS due to their larger size and their more aggressive disposition. Also, whenever a Hrud unit has to make a Fall Back Move, it flees 2D6"+2 if it is a Greyfur unit and 2D6"+1 if it is a Blackfur unit.
Nocturnal: Hruds were born as a race in the darkness of the caverns of the Underempire through exposure to Warpstone. As a result of living in conditions of eternal darkness, the eyesight of the Hruds are extremely sensitive to light. To reflect this, Hruds have a naturally low Ballistic Skill. Should however, the Battle be a Night Fight scenario, or if night is created through artificial means, the Hruds gain a +2 bonus to their Ballistic Skill. In addition, they suffer no penalties for targetting in Night Fight scenarios. On top of that, should the Hruds suffer a Grenade Attack or any Attack that generates bright flashes of light, their Initiative is reduced by half, rounding down, while their Leadership is reduced by 1. If however, the Hruds are wearing Nightshades or under the Call of the Shadows Psychic Power, then their Initiative and Leadership are not reduced by Grenade Attacks.
Fleet of Paw: The Hruds were naturally creatures that crawled on all fours, before evolving into bipedal creatures that moved upright. In the heat of a battle, in order to gain ground and move with haste across the battlefield, the Hruds may choose to fall on all fours, and use their powerful forelimbs for added mobility, traversing even over difficult terrain with ease. To represent this, during the Shooting Phase, the Hruds may choose to Move instead of Shoot that Turn. The distance travelled is determined through the roll of 2D6 and the result is translated directly into the distance Moved in inches. This rule is only applied however, if the Hruds have free use of their forelimbs, as they are unencumbered by the handling of any weapons. If the Hruds in question have their forelimbs occupied in some form or manner, roll a single D6 instead to determine the Movements of the Hruds during the Shooting Phase. The CS bonus provided by Instinctual Preservation is forgone however, to reflect the Hruds Moving forward in their need for haste, ignoring the possible dangers that lie ahead. You may instead choose to keep the CS bonus of Instinctual Preservation by Moving forward your Initiative value in inches. This is to reflect the Hruds traversing ground cautiously, with their senses on the alert.
Burrow Warren: Should the Hruds encounter enemy within their own ground, they may use the burrows of their Warren to quickly traverse ground from one point to another. Should you be the defensive player within this Battle, i.e. you take second turn after the other player, you may distribute Burrow Exits and Entrances anywhere upon the Battlefield. To determine the number of Burrow Exits and Entrances, count the number of Greyfur packs and Vermin Tides within your army. That number is the exact amount of Burrow Holes upon the Battlefield. Place a marker to determine the presence of a Burrow Hole. Any Hrud unit within your army is free to access these Burrow Holes to pop out anywhere upon the Battlefield through another Burrow Hole. If an enemy unit is within 6" of a Burrow Exit, the Hrud unit counts as charging with a +1A bonus on top of the usual Attack bonus for charging just as if it has the Surprise Assault Special Rule. This is to represent the Hruds ability to sense the vibrations caused by movements above ground and thus gain the preemptive on units on the surface. A Hrud unit may choose instead to enter a Burrow Entrance and lay in wait underground till an opportunity presents itself, when an enemy crosses a Burrow Exit, to reemerge for a Surprise Assault. Enemy Hruds from the opposing army may use the Burrow Holes too.
Scavengers: Hruds are known to live in huge underground Warrens beneath Hive Cities. In such situations, the Hruds are forced to subsist on scavenging, emerging from their subterranean dens to snatch whatever food supplies or equipment they can get their hands on. So too it is with technology. Much of their progress in science has been through the acquiring and dissecting of the gadgets of other races. This much to do with the fact that the dens they live in do not harbour the appropriate conditions for the manufacturing of firearms or any other such technological products. So it comes to be that Hruds residing within the underground of Hive Cities resort to a life of scavenging for all manner of things, from food to weaponry. To represent the scavenging tendencies of the Hrud race, whenever a Hrud unit happens upon fallen bodies on the Battlefield, you may choose to swap one model per fallen warrior, to represent the Hrud grabbing the equipment for his own. In other words, when any soldiers on both sides are to fall in battle, place them sideways down on the Battlefield instead of removing them as usual. Soldiers that have been wiped out from a Sweeping Advance are removed as per normal and do not count towards the fallen bodies upon the Battlefield.
For every Blackfur born to a Hrud Queen within a single brood, there will be 5 Greyfurs in comparison. So it is that Greyfurs form the bulk of Hrud society, but it is not always that they occupy the majority status. What the Blackfurs lack in numbers, they make up more than sufficiently with sheer physical strength and aggressiveness. The docile, passive Greyfurs are often than not turned into submission, especially when they are still pups within their broods. During their infancy, they learn that their only recourse is to rely on their numerical superiority, resorting to strength in unity, against the advances of the Blackfurs. The Blackfurs meanwhile learn of their own physical limitations, even the weak become strong in sufficient quantities. They then turn their aggression towards other Blackfurs, where it is not a contest of numbers but of individual power. Blackfurs are thus tended towards a stance of independence and individuality from infancy, while Greyfurs in deep contrast, develop their identity within a group, with their individuality replaced with the needs of the group.
This dynamic between the Blackfurs and the Greyfurs changes somewhat as both mature into adulthood. The Blackfurs hone their natural aggression into a tool of war and conflict. Against fellow kin within the same brood, the Blackfurs', having matured into adult Hruds, have the presence of mind not to turn against them needlessly unless provoked. The Greyfurs meanwhile, given their innate passivity, accept such conditions all too willingly, reaching an unspoken agreement with their Black counterparts that they be the directors and leaders in such matters that concern the security of the brood. The Blackfurs are thus free to develop their own system of hierarchy among themselves, developing a social order based entirely on physical prowess and aggression. The strongest and most tenacious become Warlords, the supreme directors of the Tribe in the theatre of war. The Greyfurs however, have their part to play too in the defence of their brood. It would be unfeasible to completely rely on the Blackfurs for the defence of the brood, when the Greyfurs do indeed form the bulk of the Tribe. These Greyfurs allow themselves to be led in war by the stronger Blackfurs, who in this position and role, refer to themselves as Blackfangs. During times of war, these packs of Greyfurs take up arms, making up for their lack of physical ability by providing range fire support to the other elements of the Tribe. The Blackfangs lead at the front of the packs, where their physical skill can be of use, screening the Greyfurs behind from would be attackers that would engage the Greyfur packs in the melee. This set-up was established by the ruling Warlords, for it was discovered that large bands of Blackfurs tended to erupt into infighting.
During times of peace, the Greyfurs have a larger standing within the Tribe, in regards to what they can do compared to the Blackfurs. The digits of their forepaws are more dexterous and nimbler than their Black-furred counterparts, which are larger and clumsier in comparison, resulting in the Greyfurs being the chief artisans of the Tribe. All manners of produce by the Tribe is done by the Greyfurs, including the manufacture of weapons of war. By exercising their mental reflexes and finesse through such creative processes, the Greyfurs access a deeper level of their psyche than the Blackfurs, which results in the Greyfurs possessing greater intelligence than the Blackfurs. This is the chief advantage the Greyfurs have over the Blackfurs, but yet the Blackfurs continue to maintain their dominance in the social hierarchy of the Tribe. This is chiefly because the Greyfurs have been so ingrained in their group identity since infancy that they find it hard to break away and stand out from the group. Those that do cherish such ambitions quickly draw the attention of the other Greyfurs, who seek to suppress and control the willful individual. All this would seem to go against their supposed greater intelligence but there is a deeper rationale behind it. The Greyfurs have been so programmed to believe since infancy that it is their strength in numbers that prevents them from succumbing to the Blackfurs, that any dissent or behavioural patterns that are deemed different is seen as a threat to that established security. However, the Greyfurs' passive nature and tendency towards peace simply allows the Blackfurs to dominate the power structure. The Blackfurs are entirely opposite to the Greyfurs in that department, born of pure aggression and want of power. The Greyfurs with their greater intelligence, do realise the danger and threat to their own standing within the social order if the Blackfurs are left unchecked, yet even with this realisation, it still takes only certain individuals of great personal strength and courage to break away from the established norm.
The Greyfurs as they grow older, learn that they are truly alone, both within and outside of the group. They learn that in order to survive, they must deceive and manipulate, first their fellow Greyfurs, by keeping their intentions of ascendancy hidden, before through some outspoken act of merit, gain the attention of the ruling Warlords and enter a class of their own. Once there, further manipulation and tact allows the Greyfur to attain the status of Chieftains, the chief judicial authority within the Tribe during times of peace. In times of war, the Chieftains become delegates of the Warlords, leading troops of Greyfurs and Blackfurs alike in the theatre of war. These Chieftains tread a precarious line between life and death, as at any moment they can expect their Greyfur subourdinates to turn on them in retribution for their deceit and manipulation. Interestingly enough though, these Greyfurs that do become Chieftains are powerfully motivated individuals of great personal strength and willpower. They are drastically removed from the established norm of the Greyfur majority, and it is through much cunning and willpower that they have manoeuvred themselves to their positions of influence and power.
Greyfur: MS:3 BS:1 S:2 T:2 A:1 W:1 I:4 L:5 AS:- CS:5+
Point Cost: 4
Unit Size: 30
Equipment: Warplock Rifle +Warplasma Shell+1Pt/Claws, +Nightshades+3Pts, Mirage Cloak
The ammunition of the Warplock Rifle is a shell of crystallised Warpstone of which encapsulates Warpstone in its volatile form as Warplasma. When the Warplock Rifle fires a shot, the force of impact of the shell of Warpstone upon contact with the armour or flesh of the target causes the shell to shatter. The volatile Warplasma is released from the casing of the Warpstone, reacting cataclysmically with the surrounding air, causing an intense explosion. The superdense heat of the Warplasma allows it to easily penetrate armour. The Warplock Rifle has the following profile: R:30" S:5 AP:3 T:H1, Blast, Pinning, Warplasma Shell, Warplasma Acid.
The Warplasma contained within a Warplasma Shell is highly corrosive. Upon contact with armour, the Warplasma Acid would simply eat away at the resistance of the armour, reducing its protective capabilities. The units caught within the Blast of a Warplasma Shell suffer a permanent -1 modifier to their AS, that is accumulative with further successful Hits.
The Warplock Rifle is useless without any ammunition. Ammunition for the Warplock Rifle is Purchased separately, due to the large calibre round of the Warplock Rifle. For each Warplasma Shell Purchased, the Greyfur is able to make a single shot with the Warplock Rifle.
The Mirage Cloaks of the Hruds are manufactured by Tribe Chittin, from the fungus that grows in the dark corners of the Underempire. They weave them into fabrics that are extremely light and durable, and worn in such a way as to cover the entirety of the body of a Hrud. The Mirage Cloak garbles the outlines of its bearer, making him a hard target to aim at. All units attempting to Shoot at a unit equipped with Mirage Cloaks suffer a -1 penalty to their BS.
Instinctual Preservation, Nocturnal, Burrow Warren, Scavengers, Fleet of Paw
Pack Mentality: Take a model at the front of the pack as a reference point. For each model directly behind that reference unit, add 1 to the Leadership value of the unit on the whole. The individual models within the pack must stay within 1" of each other at all times.
Blackfangs are Blackfurs in their role as warriors of the Tribe, during times of conflict. They are so called because of the pronounced incisors that characterises the brutal nature of the Blackfurs. These large fangs are not merely ornamental and are used to deadly effect in close combat against enemy forces. As Blackfurs are much rarer than Greyfurs, they are not banded together into a single unit, but are dispersed instead among the Greyfur packs. One reason for this is because large groups of Blackfurs have a tendency to erupt into infighting unless a clear leader is determined. By being among the Greyfurs, the superior leadership of the Blackfurs means that the Blackfurs are always in the lead of the pack. This is highly convenient because while the Greyfurs are range support units, the Blackfangs are close combat specialists. Having troops with mixed roles within a single unit might seem inefficient and counterintuitive, but in reality, the set-up works because the Blackfangs act as a screen against the assault specialists of other races who would engage the delicate Greyfur packs in close combat. During times of war, the Greyfurs depend on the Blackfurs to lead them in combat. During times of peace however, the social dynamic between the Greyfurs and Blackfurs leave them largely equal in status. The Blackfurs do see themselves as superior to a certain degree however, as the entire social order of the Tribe is ruled over by the Warlords, and thus the disposition of the Hrud Tribes is highly militaristic. While the Warlords are the overall rulers of the Tribe, the social order is maintained by the Greyfur Chieftains, who hold judicial authority during times of peace. Thus within the Tribe, both Greyfur and Blackfur alike are answerable to the judgement of the Chieftains, and are treated equally in all respects. Only the Black Guard are above the laws of the Chieftains, answerable only to the commands and whims of the Warlords.
Blackfang: MS:4 BS:1 S:3 T:3 A:1 W:1 I:3 L:6 AS:- CS:6+
Point Cost: 6
Unit Size: 1 per 5 Greyfurs
Equipment: Warplock Pistol +Scimitar+1Pt, +Warplasma Grenades+3Pts, +Warpfire Grenades+5Pts, +Nightshades+3Pts, Mirage Cloak
The Warplock Pistol uses ammunition of a much smaller calibre compared to the Warplock Rifle and as such, their ammunition is attached to it unlike the Warplock Rifle, in which the ammunition is slung into a belt around the body of a Hrud. It has the following profile: R:12" S:3 AP:5 T:P, Blast, Pinning, Warplasma Acid.
Scimitars are the preferred weapon of the Hruds. Their curved shape and design makes them lethal weapons on the charge, granting +1S to its wielder.
Warplasma Grenades are thrown right before engaging with the enemy in close combat. They are specially designed for use when attempting to engage enemies behind cover. For each Charge bonus you choose to lose, you may throw a Warplasma Grenade. It has the following profile: R:G12" S:5 AP:3 T:A1, Blast, Pinning, Warplasma Acid. For each casualty suffered from the Warplasma Grenade Attacks, the enemy unit takes their Pinning Test with a -1 modifier. If the target unit fails its Pinning Test, all bonuses gained when receiving a Charge while in cover are negated. Both Attackers and Defenders engage according to Initiative value as if there was no cover.
Instinctual Preservation, Nocturnal, Scavengers, Fleet of Paw
Pack Leaders: When determining the model as the reference point for the rules of Pack Mentality, a Blackfang must always be chosen. As such, the Blackfangs within a Greyfur pack must always be in the lead of the pack.
Overgrown Incisors: The front incisors of a Blackfang are especially large, which has given rise to their name. In combat, the Blackfangs use their fangs to rip into the enemy. As such, as long as there is an enemy unit within 1" of the Blackfang, he gains an additional Attack.
It has been speculated that Vermin Tides are Hruds in their infant forms gathered into swarms. The question is why would the Hruds sent their young in their diminutive forms into battle when they would have a near survival rate of 0%? It has been suggested that the Hrud Queen produces too many offspring at times, going beyond the ability of the tribe to provide for the increase in mouths to feed. This would be highly agreeable for indeed the Hrud Queens are capable of producing many offspring in a single given brood. Yet the rare Black-furred pups have been spotted in Vermin Tides. If the Hruds within a Vermin Tide are meant to be expendable, it would almost certainly be composed entirely of Greyfurs. The truth of the matter is that the pups that compose a Vermin Tide do not have the necessary means to achieve sentience, becoming stunted in a primitive state. The Hrud Queen is able to sense which among the brood are born without sentience. These defects are gathered into a single swarm and thrown at the enemy to act as fodder and a distraction for the more integral parts of a Hrud force. The fact that there is the presence of Hruds that lack sentience within the broods gives relevance to the fact that the Hruds achieved sentience as a species from an external source rather that through the rigours of evolution. Although it is uncertain as to how the Hrud first came into contact with Warpstone, it is undoubtable that the mutational effects of Warpstone allowed for the arising of sentience within the Hrud. The Hrud Queens knowingly repeat this process by ingesting raw Warpstone particles and allowing the Warpstone to influence the developing foetuses within Her womb. When the damaging effects of the Warpstone becomes too much for the Hrud Queen, She regurgitates the Warpstone, now in a liquefied state, which is either fed to a developing Whitefur or left to be crystallised once again into solid Warpstone. This explains the close relationship the Hruds share with Warpstone. To them it is more precious than gold for it is their lifeblood.
Vermin Tide: MS:3 BS:0 S:1 T:1 A:10 W:10 I:4 L:4 AS:- CS:4+
Point Cost: 10
Unit Size: Swarm Base
Equipment: Claws and Fangs
Instinctual Preservation, Nocturnal, Fleet of Paw, Burrow Warren
Blackfurs: For every 6 rolled when rolling to-Hit, an Attack is made at S2. This is to represent the presence of the stronger Blackfurs within the Tide.
Swarm: The Vermin Tide never gains the +1A Charge bonus for Charging into combat. For every Wound incurred, the number of Attacks is likewise reduced. They may never be Insta-Killed by all manner of weapons except Blast and Template Weapons.
Swarm Mentality: The unit of Vermin Tide must always stay within 2" of a Greyfur pack at the start of the Battle. The Greyfur pack may choose to drive forward the Vermin Tide to attack the enemy. They make a number of Attacks against the Vermin Tide as if they were engaged in combat. For every Hit incurred, the Leadership of the Vermin Tide increases by one. Decrease the unit by the appropriate number of Unsaved Wounds as usual. The Vermin Tide becomes subject to Frenzy and has to charge towards the nearest enemy unit. If the Vermin Tide is broken in combat, the unit loses Frenzy and its Leadership reverts to normal. In addition, whenever the Vermin Tide has to take a Leadership Test for losing in combat, the Test is taken with an unmodified Leadership, i.e. it will always be taken with the current Leadership value of the Vermin Tide, unmodified by Combat Resolution.
Storm Runners are the elite fast attack close combat specialist of the Hrud Tribes. Like their name suggest, they are meant to storm the front of the enemy, closing in at breakneck speeds before tearing the enemy in the melee. They are composed entirely of Blackfurs and only the fiercest and strongest of the Blackfangs are allowed to join. The early origins of the Storm Runners began when the strongest of the Blackfangs started banding together as a single fighting group during times of war. This was unheard of in the past because the natural disposition of Blackfurs when gathered in groups was to turn against each other. The Warlords of those times found a solution by splitting up the Blackfangs amongst units of Greyfurs, eliminating any chance of infighting. When the ruling Warlords first learnt of the gathering of this large group of Blackfangs, it was mostly disregarded as the possibility of any sort of determined organisation arising from such a group, especially one as large as this, was met with derision by them. Great as a threat such a large number of Blackfangs would pose, the huge size of the group meant that the Blackfangs would be all the more uncontrollable and disorganised, and it was their faith in the latter that the Warlords so trusted in. Surprisingly, the group did not succumb and the rumours abound of their sightings at critical moments on the battlefield, striking with great speed before quickly withdrawing. All this revealed an alarmingly high level of discipline. What was even more puzzling was their unpredictable behaviour, withdrawing from the scene as quickly as they came, reaping none of the spoils they had so surely earned. Clearly, they were not merely a mercenary band and moved with greater intentions. Not surprisingly, this renegade group adapted to a fighting style that most suited their nature. Being amongst the fiercest and strongest of the Blackfangs, they revelled in the melee, abandoning the use of weapons so that their claws and fangs can perform unhindered. This became their hallmark; indeed such was their prowess in combat that the mere mentioning of them caused ripples of fear among the Warlords. The Warlords, once rivals and enemies upon the battlefield, convened together for the first time in response to this threat. To the Warlords, the renegades represented a threat that could possibly destabilise the natural order of Hrud society. They presented a direct challenge to the supremacy of the Warlords, for only a Warlord had the right to wage war, as established by the traditions. The traditions were so established in order that only a select group of individuals would control the movements of the general populace as a whole during times of conflict and prevented the bulk of Hrud society from falling apart into civil war. Being under the banner of no Warlords, the very existence of this roaming renegade warband was against the traditions established during the Age of Warlords. If the traditions were to fall, so likewise would the primacy of the Warlords be questioned by their subordinates, and in the worse scenario the entire Clan would be torn apart by civil strife. The Warlords decided to parley with the leader of the renegades, offering him and his band to join the ranks of the Black Guard of the ruling Overlord, the highest honour one could offer to a mere mercenary band, or so they thought.
From their conference, the Warlords learnt that Blackstorm, leader of the renegades, had rallied the other Blackfangs under the promise of power. Through sheer feat of arms, he quelled the inevitable bickering and infighting of the Blackfangs, and against those who would challenge his leadership of the group. Upon gaining their utmost attention he revealed to them his plans in forming a specialised fighting troop that was based on manifesting the very essence of the natural instincts of the Blackfurs in combat. The random sightings of Blackstorm and his band in the beginning were simply the first few forays to test the effectiveness of this new fighting formation. All this reflected of Blackstorm to be a singular-minded individual of great personal and physical strength. Blackstorm, ultimately however refused the Warlords' offer, insisting that he would only cease with his actions if he be recognised as a fellow Warlord. Discussions fell apart after that, the Warlords being unable to accept this young upstart as their equal. Against the combined might of the Warlords, Blackstorm and his band was forced to resort to living a guerrilla existence, relying on their superior speed in ambushes before quickly withdrawing, slowly depleting the enemy forces through attrition. During these grueling months, Blackstorm and his warband lived an existence of constant warfare, and through trial and error, perfected their fighting style. Such was the height of their combat ability that the persistence of the Warlords waned, and eventually Blackstorm was recognised as a Warlord by the Tribes, as they grew tired of this fruitless chase. Thus, Tribe Blackstorm was borned. Blackstorm's first act as Warlord was to formalise the Storm Runner elite fighting regiment, which recruited Blackfurs on the basis of speed and strength. The Storm Runners carried with them the fighting traditions established and perfected by Blackstorm and his band during their days of guerrilla existance, ultimately superceding their predecessors. In battle, the Storm Runners are used as shock troops, crashing into the enemy and tying them up in combat, while the other elements of the Hrud force can proceed unhindered.
0-2Storm Runner: MS:5 BS:1 S:4 T:3 A:2(3) W:1 I:4 L:7 AS:4+ CS:-
Point Cost: 17
Unit Size: 10-20
Equipment: Claws and Fangs, Stillsuit, Shell Armour
Nocturnal, Fleet of Paw, Furious Assault, Hit and Run, Overgrown Incisors
Bestial Pride: Unlike their kin, who cower under the protection of their Mirage Cloaks, the Storm Runners stand proud in their knowledge of their battle prowess, letting not their visage be covered by the Mirage Cloaks and diminish the dominating powers of their presence on the field of battle. The Storm Runners are the epitome of the Blackfurs and all they represent, their ferocity and aggression in combat. As such, the Storm Runners do not have the same levels of self-preservation as their kin upon the battlefield. To represent this, the Storm Runners do not benefit from the rules of Instinctual Preservation. Furthermore, they never deign to wear the Mirage Cloaks.
Feral Leap: Upon approaching the enemy, the Storm Runners are known for making Feral Leaps, pouncing upon the enemy over incredible distances through the momentum gained as they bound towards the enemy on all fours. Gauge using your judgement if the target is reachable with Feral Leap. To determine the Charge distance of the Storm Runners for that Turn, take the total distance travelled during the Movement and Shooting Phase(through Fleet of Paw) and add them together. That is the maximum Charge Move they may make. The actual Charge distance is a distance up to the maximum Charge distance, arbitrarily determined by you. If the distance is misjudged and you fall short of your target, then simply Move the Storm Runners that amount of distance. The Charge distance determined by you is important because if the total leaping distance would cause you to land within the ranks of the enemy, the Storm Runners gain a further +1S on the Charge. They count as slamming into the enemy with the full momentum of the charge behind them. Simply place the Storm Runners in between the enemy models, creating space by Moving the enemy models ever so slightly apart. This means that more Storm Runners are in a position to Attack the enemy for that Turn. Also, if the leaping distance would cause some Storm Runners to land behind the ranks of the enemy, i.e. you overjudge the distance, this would never happen. Simply place the Storm Runners within the ranks of the enemy as you would in the previous scenario, with the exception that the Storm Runners do not gain the additional +1S on the Charge.
Stormlords are the Warlord equivalents of Tribe Blackstorm. They are veteran Storm Runners who have seen through many battles. Unlike mere Storm Runners, to qualify as a Stormlord, you would have to be trained in the use of weapons, both melee and range. As a consequence of this and their privilege position as the leaders of the tribe, Stormlords are the most well equipped warriors of Tribe Blackstorm. During times long gone, when the Storm Runners had yet to become recognised as a tribe, Blackstorm divided his band of hundred and thirty Blackfangs into seven units, each comprising twenty Blackfangs, with the exception of the seventh unit which was comprised of only ten. This seventh unit was led by Blackstorm himself, considering his strength as sufficient to make up for the lack of numbers. The rest of the six units were led by six select individuals, who were to become the first of the Stormlords. During their days of guerrilla existence against the might of the Warlords, these six individuals would commune with Blackstorm, to decide the tactical movements and role of each separate unit. Such communes would come to be known as Black Councils. So it is still carried on today, as per the traditions of the Tribe, that the movement and employment of the Storm Runners are determined by the gathering of all the Stormlords, in a reenactment of the Black Council. However, where in ages past the decisions made were on a tactical, military basis, the decisions of the current Black Council are to determine which side in any inter-tribal conflict would gain the support of Tribe Blackstorm and their Storm Runners. As Tribe Blackstorm is a mercenary tribe with a neutral alignment within the politics of the Underempire, their aid goes to the highest bidder. As such, Tribe Blackstorm is a very wealthy tribe, for their warriors are top quality and have proven their worth time and again on the field of battle. They thus come equipped with the very best the technology of the Hruds can offer. Whenever a band of Storm Runners is employed to fight in a particular tribe's war, they are often but not always, led by a Stormlord. By unleashing a Stormlord upon the battlefield, the Tribe risk losing one of its top members. As such, the hiring tribe would have to pay accordingly for each Stormlord it hires. The increased cost required of the tribe sometimes puts it off from hiring Stormlords in the first place, which is why Storm Runner only warbands are quite common.
0-2Stormlord: MS:6 BS:2 S:4 T:4 A:3(4) W:2 I:5 L:8 AS:3+ CS:- IS:5+
Point Cost: 55
Unit Size: 1 per Storm Runner unit
Equipment: Claws and Fangs/Twin Scimitars+2Pts/Twin Power Scimitars+12Pts, Sheath, Warplasma Grenades, Warpfire Grenades, Nightshades, Stillsuit, Warpstone Armour
The Stormlords of Tribe Blackstorm are renowned for wielding two weapons at the same time. Their preferred weapon of choice is the Scimitar. The Twin Scimitars act as a further extension of their claws, which is why they are well suited to wielding two weapons, as it fits the fighting style that has been ingrained into them perfectly. Twin Scimitars confer +2S on the Charge. They count as Two Hand Weapons.
Nocturnal, Fleet of Paw, Furious Assault, Hit and Run, Bestial Pride, Feral Leap
Champion: Stormlords are tasked with leading a band of Storm Runners in a battle. Their employment count towards the total cost of hiring the Tribe's warriors. The Stormlord must always be attached to a unit of Storm Runners.
Great Fangs: The Overgrown Incisors of a Storm Runner sharpens and grows with age and through the metabolic processes the Storm Runner undergoes when facing the dangers of battle. As such, those of a Stormlord are especially sharp and large. The Stormlord benefits from the rules of Rending for his one Special Fang Attack as long as he is within 1" of an enemy unit.
Tribe Mors was known for its secrecy and self-sufficiency, even from the eyes of their kin, the Tribes and Clans of the Underempire. However, in their own constant need for survival, the Tribe had developed such articles that would prove to become invaluable even to other Hrud tribes. These include the Nightshades, designed to protect the eyesight of the Hruds of Tribe Mors from the harsh twin suns of the desert world of Tallarn, and the Stillsuits. There was one other technology Tribe Mors was renowned for and that was its skimmer technology, the Dusk Trawlers. These vehicles were used by Tribe Mors to drive forward their great Sandcrawlers over the desert sands, immense constructs that acted as their mobile homes. How Tribe Mors acquired this technology and the raw materials to construct these vehicles, remained a mystery. They were in actual fact acquired during the Great Sundering, when several hundred tribes from the Tribe of Soil split from the main body of Clan Rictus to survive on their own. They brought with them much of the technology of the Demiurg, including the blueprints for the construction of these vehicles.
The Tribe continued their policy of isolation from the affairs of the rest of Hrudom until they encountered another Hrud tribe upon the world of Tallarn. Tribe Scrye, previously one of the Council Tribes until they participated in the Great Migration and thus revoked their seat in the Council, had migrated to the world of Tallarn. They lived within the sewers of the city, and were expanding their network of burrows into the outskirts when they met one of the splinter tribes of Tribe Mors. An exchange of trade and information took place, and from there the Prophet leaders of Tribe Scrye learnt of the Tribe's identity as the Hruds that split from Clan Rictus during the Great Sundering. From trading with the splinter tribe of Tribe Mors, the Hruds of Tribe Scrye obtained the Nightshades and Stillsuits and saw the value of these inventions, and the great benefit it would be to the rest of Hrudom if they were circulated among the Tribes and Clans. Using his powers of foresight and prediction, the Scrylord of Tribe Scrye, Sckreet, peered into the future, and saw that great wealth and power would flow to Tribe Mors should they rejoin themselves with the Underempire and sell their technology to the other tribes and clans. The Scrylord met with the Seer Chieftain of that splinter tribe, Vanacur, and told him his prophecy. He encouraged Vanacur to enter into trade with the Tribes, as surely the products of Tribe Mors would be in high demand. Vanacur was an ambitious Seer Chieftain and had held aims at bringing back their Tribe from their policy of isolation and into the political domain of the Underempire, and thus rejoin their Tribe with the rest of Hrudom. This development was exactly the motive he needed to fulfill his ambitions. Thus Vanacur called for the Council of Seers, the gathering of the Seer Chieftains of the splinter tribes that occur by tradition once every Sun cycle. He laid bare his plans to the council, telling them of the prophecy of Sckreet, Scrylord of Tribe Scrye, and the great benefits it would offer to the Greater Tribe should they reenter the political domain of the Underempire. His inspirational discourse convinced many of the council to his side. There were others though, Seer Chieftains of great foresight, who knew that to rejoin the Underempire would ultimately be to change the way of life as they have come to know and appreciate. A vote was taken and the majority were found to be in accord with Vanacur. It was then decided that Vanacur would be placed in charge of leading the Tribe in its trades with the other tribes, and ultimately, of rejoining the Tribe with the rest of Hrudom. Thus, the position of Seerlord was created for Vanacur, and he held all political and military power of the Greater Tribe within his hands as Seerlord of Tribe Mors. Trade was first established through Clan Skaven, the link between the Migratory Tribes and the Underempire. In this way, Tribe Mors was able to reconnect with the Underempire through its trade of Nightshades and Stillsuits. When the Commerce Vessel of Clan Rictus passed through the desert world of Tallarn, Vanacur reestablished ties of friendship with them, ties that were severed during the Great Sundering. Through the medium of Clan Rictus, Tribe Mors was able to establish trade with the Migratory Tribes that were scattered across the galaxy. In this way, the Nightshades and Stillsuits came into circulation with all of Hrudom, as predicted by Scrylord Sckreet. Their monopoly over the production of Nightshades and Stillsuits, and the importance of these two items to the rest of Hrudom gave the Tribe tremendous political power. They became one of the Council Tribes in the Council of Thirteen, during the Seventh Great Council, with a seat given to Vanacur.
It so happened that Verminkin II of Clan Verminkin sought to gain an edge over the rival Clans in the Underempire, by obtaining a weapon of war that would be unique to their Clan only. Verminkin II knew of the skimmers of Tribe Mors, the Dusk Trawlers, and he wished to obtain this technology for his own. During one of the Great Councils, he found an opportunity to enter into discussions with Vanacur, regarding skimmer technology, and how it would be of great use to the rest of Hrudom if it entered into circulation just as it is with Nightshades and Stillsuits. Thus in this manner, skimmer technology was sold to Verminkin II, who promised to circulate it to the rest of Hrudom. Verminkin II put the greatest Smiths of the Clan into developing a vehicle based on the skimmer technology of Tribe Mors. The skimmer of Clan Verminkin was originally supposed to be based on the design of the Dusk Trawlers, but the Smiths diverged, due to a lack of required raw materials. Instead of using the magneto-engine to power their skimmer like it is with the Dusk Trawlers, they would use an engine that used Warpstone as fuel, given the plentiful amounts of it in the Underempire, and as such, they would not have to face the problems of the shortage of fuel in their skimmers. As the Underempire is a barren setting, and it was not within the trade agreement between Tribe Mors and Clan Verminkin that the Tribe would help the Clan acquire the required raw materials, the skimmer of the Verminkin ultimately became an open-topped Skiff. In this way the War Skiff was developed, and the Warpstone-fueled turbine engine that powers the vehicle and transforms it into a skimmer was named the Wardrive, after the name of the Skiff. A group of Greyfurs, personally selected by Verminkin II himself, was assigned the task of piloting these skimmers. These are the Wardrivers, named after the Warp-powered engine of the vehicle itself. The Wardrivers train rigourously for their task, in the ways of war and in the manoeuvring and piloting of their vessel. They have great pride in their role as pilots of the War Skiffs, for they were selected under a strict criteria, requiring great wits, reflexes, and fortitude of mind. Through constant practice, they have perfected their control of the War Skiffs and are constantly daring each other to perform difficult feats and manoeuvres with the vehicles. Clan Verminkin uses the War Skiffs as both transports for their Stormvermin to quickly traverse the battlefield and as mobile firing platforms, a battle configuration in which they would mount the massive Warplock Guns onto the rear of the War Skiffs.
During the many petty wars of the Age of Beasts, the War Skiff first saw usage when a combined host of three lesser tribes challenged the dominion of the Overlord of the Great Kinship. The War Skiffs were used with great effect in that war, harassing the foot troops from afar with the Warplock Guns, then speeding away before the Greyfur Riflers could return fire. Though the combined host greatly outnumbered the forces of Clan Verminkin, they could not hit the speeding War Skiffs, which left the foot troops befuddled and disorganised. From there, they became easy pickings to the disciplined forces of Clan Verminkin, under the astute leadership of the Overlord himself. The War Skiffs thus proved to be instrumental to the victory of the Clan in that war, and the position of Dominant Tribe of the Lesser Tribes was kept by the Clan. News of the strange new vehicles that were so formidable spread among the Tribes and Clans of the Underempire. They were astounded by the vehicles for they had never seen anything so fast and elegant before. Verminkin II thus received many requests for the technology to be sold at the end of the war, some even at greatly exorbitant prices. Finally, greed got the better of Verminkin II and the technology was summarily sold. And so the technology proliferated among the Hruds of the Underempire, even reaching the Migratory Tribes, until they became a common sight within all Hrudom. Although it was with some heartache that Verminkin II had relinquished his plan of keeping the technology beholden to only his Clan, he knew that it would benefit their race as a whole, so all was not for nought. Verminkin II instilled some sense of standardisation by promoting the War Skiffs as the definitive skimmer to be emulated. From then on, all skimmers produced by the Smiths of the tribes followed the make of the War Skiffs. The War Skiffs are used for various purposes by the Hruds. This includes as a personal transport for dignitaries and as a means of transporting Warpstone ore between locations. During times of war, the War Skiffs are equipped in various fashions depending on the preference of that particular tribe or Warlord. For instance, while some prefer to use it as a fast transport for ferrying close combat troops into war, others use it as a mobile firing platform by placing Greyfur Warplock Riflers on it. The invention of the War Skiff was an important stepping-stone for the race of the Hruds, for it showed best how quickly such high technology could be spread among the realms of the Hruds through the medium of trade, and it encouraged the propagation of important discoveries of advanced technology among the Hrud Tribes. This proved especially significant in the later Ages when the Hrud Tribes came into conflict with sentient species that possessed superior technology. In order to defeat the armoured tanks of the Imperium of Man for instance, the Warplords of Clan Skyre developed the Warpfire Grenade, which was highly effectively for its expressed purpose and its cheap cost. They were then mass-produced by the Clan, and through the medium of trade, spread to the rest of Hrudom, a course of action without which the Hruds would never have been able to match the Imperium in terms of military might.
War Skiff: FA:11 SA:10 RA:11
Point Cost: 30
Unit Size: 1-3
Equipment: +Warplock Gun+15Pts, +Warplightning Cannon+20Pts, Wardrive, Front Ram, +Side Scythes+5Pts, +Warpshield+15Pts
Wardriver: MS:4 BS:2 S:2 T:2 A:1 W:1 I:5 L:7 AS:5+ CS:5+
Equipment: Warplock Pistol, Pike, +Warplasma Grenades+3Pts, +Warpfire Grenades+5Pts, +Nightshades+3Pts, +Stillsuit+5Pts, Shell Armour
Greyfur: MS:3 BS:1 S:2 T:2 A:1 W:1 I:4 L:5 AS:- CS:5+
Point Cost: 4
Unit Size: 10-20
Equipment: Warplock Rifle +Warplasma Shell+1Pt/Claws +Rifle Sling+2Pts, +Nightshades+3Pts, Mirage Cloak
Blackfang: MS:4 BS:1 S:3 T:3 A:1 W:1 I:3 L:6 AS:- CS:6+
Fangleader: MS:4 BS:1 S:4 T:3 A:2 W:1 I3 L:7 AS:5+ CS:6+
Point Cost: 6/9
Unit Size: 10-20/1 per 5 Blackfangs
Equipment: Warplock Pistol +Scimitar+1Pt +Sheath+2Pts, +Nightshades+3Pts, Mirage Cloak
/Warplock Pistol +Scimitar+1Pt +Sheath+2Pts, +Warplasma Grenades+3Pts, +Warpfire Grenades+5Pts, +Nightshades+3Pts, +Stillsuit+5Pts, Mirage Cloak, Shell Armour
Warplock Guns are heavy, stationary versions of the Warplock Rifle, mounted onto the War Skiff. Created by the Smiths of Clan Verminkin, they were designed specifically for use on the War Skiffs as they were too large to be ported by hand. They fire pellets of Warplasma Shells in a random fashion, scattering them in a huge area around their targets. This makes them slightly unreliable, but the damage they can potentially do is enormous. Two Greyfurs are required to man the Warplock Gun, which is mounted at the rear of the War Skiff. That means the War Skiff has to expose its rear to the enemy in order to fire the Warplock Gun. The Warplock Gun takes up 3 Transport Slots and has the following profile: R:30" S:5 AP:3 T:H3D3, Blast, Pinning, Warplasma Acid
Following the wars with the Imperium of Man, Verminkin II saw that it would be imperative to have weapons powerful enough to damage armour. Using the great wealth of his Clan, he hired the Warplords of Clan Skyre to develop a Warpstone weapon capable of piercing the hulls of the armoured tanks of the Imperium. The Warplightning Cannon was the result. Generating an immense bolt of Warplightning within the cannon, devastation is unleashed, vapourising the intended target and those in its immediate vicinity in a blast of pure Warp energy. The Warplightning Cannon takes up 3 Transport Slots and has the following profile: R:42" S:9 AP:1 T:H1, Blast, Pinning, Warplightning Arc
There is a slight flaw in the workings of the Cannon however. The Warplightning generated has a tendency to arc as it travels towards the intended target. This phenomenon is called the Warplightning Arc. The Warplightning Cannon actually has near indefinite range, able to reach across to any point on the board. However, the Warplightning arcs if the range exceeds the optimal range. For every 6" beyond 42", the optimum range, the shot scatters D6". That means if the range of the target is at 54", the Warplightning Cannon will scatter 2D6".
The War Skiff is so called for its Wardrive, a Warpstone-fueled turbine engine that drives the skimmer forward. Activating the Wardrive has its repercussions however, as it is prone to overheat, as the Warpstone fuel has a tendency to backfire and combust, damaging the engine from within. During the Shooting Phase, the Wardriver may choose to activate the Wardrive. Once this is done, the War Skiff may Move forward an additional 3D6". For every 1 rolled, the War Skiff suffers a S6, S7, S8 Hit to its Rear Armour, depending on the number of 1's rolled.
The Front Ram of the War Skiff is used to offensively ram into the formations of enemy troopers, or even tanks. Once having rammed into the enemy unit, the Hruds onboard the War Skiff can then assault the enemy unit, jumping out the front of the War Skiff and charging the enemy. The War Skiff may Tank Shock enemy infantry units and even ram enemy tanks and vehicles. In addition, the War Skiff may make a 6" Assault Move during the Assault Phase, Moving into the midst of enemy infantry as if making a Charge. Once this is done, the occupants onboard the War Skiff count as Charging that particular enemy unit that Turn, and all of them may make their full Attacks on the enemy unit.
Side Scythes can be attached to the War Skiff. As the War Skiff brushes past enemy units, the scythes cut a swath through the ranks of the enemy units, sending them into disarray. If the War Skiff touches an enemy unit whenever it makes a Move during any of the Phases, the unit suffers D3 Hits at S5. In addition, the unit has to take a Pinning Test that Turn.
As the War Skiff came into circulation among the tribes and clans of the Underempire, various modifications were added to it by the more innovative Hrud Smiths. One such modification is the Warpshield generator, created by the Skavensmiths of Clan Skaven when the War Skiff came into their possession. The Warpshield generator is based off the Warpbarrier Orb of Clan Skaven. It generates a protective barrier of Warp energy around the Warp Skiff. The occupants no longer have to fear being within an open-topped vehicle as the Warpbarrier covers the entirety of the vehicle. The War Skiff is no longer considered an Open-Topped vehicle. In addition, the War Skiff benefits from a 4+AS and a 5+IS. The occupants onboard the War Skiff benefits from a 5+IS. Should a Psychic Power be used against the War Skiff and its occupants, and the IS of the Warpshield successfully Saves against the Psychic Power, the Psychic Power is reflected back to its caster.
The Wardrivers wield Pikes, great, long polearms that have a sharpened end. The Pikes give the Wardrivers incredible reach, allowing them to attack from the safety of the War Skiff. Doing so gives the Wardriver greater protection from the attacks of the enemy. On the charge, the Wardrivers wield the Pikes with both hands, and its long reach means that the Wardriver has a greater chance to strike before the enemy. The impetus of the charge gives tremedous force to the thrust of the Pike. If the Wardriver is charged instead, the long reach of the Pike again allows the Wardriver to strike first, and the impetus of the enemy as he charges towards the Wardriver only strengthens the attack of the Wardriver. The Pike is thus a very powerful defensive weapon. The Pike is a Two-Handed Weapon that requires the use of both hands. On the Charge, it offers +2S and +3I to the Wardriver. If the Wardriver is Charged instead, it grants +2S and +3I. The Pike has a reach of 4", thus allowing the Wardriver to Attack from the safety of the War Skiff. If he does so, the Wardriver gains +1AS as the War Skiff provides some defence to the Wardriver from would-be Attackers.
Fast Skimmer, Open-Topped, Transport, Instinctual Preservation, Nocturnal, Flexible Skeletons
Skilled Rider: Skilled Rider USR.
The Scythe: The Scythe is an extremely difficult manoeuvre that requires tremendous concentration from the Wardriver. The Wardriver directs the craft in a zig-zag fashion, brushing past an enemy unit at every turn. This is done so only if the War Skiff is equipped with scythes, as the scythes can then cut through the enemy unit. The Wardriver has to pass a Leadership Test in order to use The Scythe. In order to initiate The Scythe, Move the War Skiff forward towards the nearest enemy infantry unit. If the Wardriver fails his Leadership Test, then the War Skiff stops at the infantry unit, but if he passes, then you may Move again towards another enemy infantry unit. You may keep doing this as long as you pass further Leadership Tests, until you have Moved your maximum Move distance allowed.
The Weave: The Weave is a tremendously difficult manoeuvre, as the Wardriver drives forward at tremendous speed before doing a 180 degree turn with the War Skiff. This is done so so as to expose the rear of the vehicle to the enemy unit and allow the Warplock Gun or Warplightning Cannon mounted at the rear of the War Skiff to fire at the intended target. The War Skiff Moves its full distance towards the intended location before turning 180 degrees and facing away from the target. Before initiating the turn, the Wardriver has to pass a Leadership Test in order to complete The Weave. If he fails the Test, he may not do The Weave.
The Black Guards are Blackfangs that are noted especially for their prowess in combat and has been specifically selected to form the bodyguard retinue of either a Warlord or Chieftain. The Black Guard can be seen as the cream of the crop of the various forces of the Hrud, for indeed they are. Amongst the various coloured subspecies of Hrud, the Blackfurs are the fiercest and imbued with the greatest physical strength. Then, even among this strongest of subspecies, there are those born with the raw strength that set them apart from their peers. There are those too, individuals of lion-heart and iron determination, that by their personal strength have risen against the odds and established their names on the field of battle. Whatever the means, these first among equals have garnered the attention of the ruling Warlords and have been handpicked to form his elite retinue. As the Warlord lives, these chosen warriors fight with dedication and pride, knowing that they are the elite of the elite. If any of these prideful soldiers have any designs on the seat of the Warlord, no emotion is shown, for indeed the Warlord has risen to his position not by luck or chance. Even if the Black Guard has confidence in his ability to challenge the Warlord, his intentions will not go unnoticed by his fellow Black Guards. He must contend himself with his current position, lying patiently in wait till such an opportunity presents itself to take that one step closer towards absolute power. So it comes to be that within the midst of battle, great as he may be, the Warlord will fall, and then the Hand of Fate beckons, enticing these mightiest of warriors. The tension mounts, as the mistrust and hate built up between them all this while threaten to spill out. Ambition fill their hearts; if not now, when? The vacuum created by the fall of the One has to be filled and who better than me? At last, one amongst these proudest of warriors succumbs to his inner desires, to the beast within. He is the trigger that catalyses a whole chain of reactions, the go button they were all waiting for. Now the dam has burst, the torrent of emotion rushes forth; nothing is left but for that one prize. All pretentions are abandoned, as brethren turn against brethren in this battle for one's worth. As the dust settles, one is left standing. The Fates have chosen, and as it is and always has been, there can only be one...
Black Guard: MS:4 BS:2 S:4 T:3 A:2 W:1 I:4 L:7 AS:5+ CS:-
Point Cost: 13
Unit Size: 10-15
Equipment: Halberd, Sheath, +Warplasma Grenades+3Pts, +Warpfire Grenades+5Pts, +Nightshades+3Pts, +Stillsuit+5Pts, Shell Armour
Halberds are two-handed polearms with a large, curved blade at one end. Due to the leverage provided by its length, blows delivered by a halberd possess considerable strength. As such, a Halberd grants +1S to its wielder and a 3" Attack Range.
Being the elite bodyguard retinue of the Warlords of the Tribe, the Black Guards have the privilege of adorning the rare Stillsuits of Tribe Mors, gained through much expense of the Tribe. The Stillsuits increases the AS by 1 while negating a single Wound suffered on the roll of a 6.
The Hrud Smiths of each tribe are responsible for the crafting of the armours and weapons that are used by the Hruds in war. The armours they forge are crude implements, having none of the aesthetics of the Eldar, or the protective powers of the Space Marines. These are the Shell Armours, so called due to their protuberant shapes. Shell Armour confers a 5+AS to its bearer.
Nocturnal, Fleet of Paw, Overgrown Incisors
Elitist Pride: As long as the Warlord or Chieftain is alive, the entire unit is Stubborn. However, if the Warlord is to fall in battle, and the Black Guards are not currently within 6" of any enemy unit at the start of the Turn, the Black Guards have to take a Leadership Test. If the dice rolled is lower than the unmodified Leadership value of the unit, the entire unit erupts into infighting. Treat the Black Guards as Frenzied and resolve all Attacks against itself. At the end of the combat, count the total number of Wounds incurred, Saved and Unsaved. If the total number is 6 or more, replace one model in the unit with the Warlord. The new Warlord is counted as salvaging all the weaponry and armour of the previous Warlord. Remove any casualties incurred from Unsaved Wounds and the unit may act as normal in each Phase except the Movement Phase for that Turn as it regroups from the chaos of the infighting. If the total number is less than 6, continue resolving Attacks against the unit until the total number of Saved and Unsaved Wounds is 6.
Martial Pride: The Black Guard pride themselves on their martial prowess, disdaining the need to seek protection in cover, as their lesser kin are so tended towards. Furthermore, as the Black Guard of the Warlords, they would have to uphold the safety of the Warlord in their charge and not wane in their duty. As such, the rule Instinctual Preservation never applies to the Black Guard. As the bodyguard retinue of the ruling Warlord, diminishing their form by wearing Mirage Cloaks would reduce the impact of their presence. They see concealing their forms with the Mirage Cloaks as a sign of weakness. As such, Black Guards never deign to wear Mirage Cloaks.
Warlords are Blackfurs who have risen in power through strength of arms. Among the offspring produced by Hruds in their mating dens, about 20% of them are Blackfurs, while the rest are Greyfurs. Within each batch of newborns, it is rare to find even a single Whitefur. Within the litter, the Blackfurs natural aggression causes them to fight amongst themselves in a bid for dominance. The weaker Greyfurs, being less aggressive, would avoid the Blackfurs, taking safety in their numbers as a deterrent from the predations of the Blackfurs. Thus, it is imprinted into the mentality of the Greyfurs from infancy of the supremacy of the Blackfurs, and this stigma is carried on even onto maturity. Due to the instilling of the dominance of the Blackfurs onto the Greyfurs right from infancy, the societal structure within the Hrud Clans is very much determined by the nature of the Blackfurs. Thus, due to their innate aggression, the dominant philosophy pervading Hrud society is based on the survival of the fittest. Even right from infancy, among the Blackfur litters, there is a struggle for dominance. In display of strengths and outright conflicts, the chief Blackfur is determined. Undoubtedly, this Blackfur would be naturally imbued with the physical strength that marks him above his peers. This, coupled with the fact that he is born into a harsh environment in which he is tested in the extreme in order to ensure his own survival, toughens him up, preparing him for the struggles up the hierarchical order within the clan. The mindset developed from exposure to the harsh reality during his time as a pup hones his natural instincts such that the driving forces of aggression and self-preservation override all other emotions, eventually leading him to wage outright war, as he comes into conflict with other such individuals who are similarly motivated. The Greyfurs are helplessly pulled along by the whims of these powerful individuals, as they struggle for supremacy. As such Hrud society is splintered into times of civil wars intermingled with periods of fragile peace when the balance of power reaches a stalemate. These Blackfurs who come to determine the fate of Hrud society at large are called Warlords. As a Blackfur ages and survives through countless battles, the natural bulk of their body increases due to the metabolic processes incurred within their bodies through facing near-death situations. As a natural consequence of this, the pronounced incisors that are native to Blackfurs become larger and sharper in the older, and consequentially more powerful Blackfurs.
0-1Warlord: MS:5 BS:3 S:4 T:4 A:3 W:2 I:5 L:8 AS:4+ CS:6+ IS:5+
Point Cost: 45
Unit Size: 1
Equipment: Warplock Rifle +Warplasma Shell+1Pt/Warplock Pistol+1Pt and Weeping Blade+4Pts/+Power Scimitar+6Pts/Halberd+3Pts/Twin Power Scimitars+12Pts +Rifle Sling+2Pts/+Sheath+2Pts, +Warplasma Grenades+3Pts, +Warpfire Grenades+5Pts, +Nightshades+3Pts, +Stillsuit+5Pts, Warpstone Armour, +War Skiff+30Pts
Weeping Blades are crudely shaped blades soaked in corrosive venom. Even the slightest contact with skin is enough for the venom to run its course through the body of the victim, damaging his internal organs. Each unsaved Wound from a Weeping Blade is multiplied into D3W.
Power Scimitar: In usual circumstances, the Hruds do not have access to the advance power weaponry of the other sentient races of the galaxy. However, when they do chance upon them through their scavenging, the Hrud Smiths would work on them under order of the ruling Warlords, for their personal use. The result is the Power Scimitar, after the design and shape so prided by the Smiths. The Power Scimitar works exactly like a Scimitar, granting +1S on the charge, but in addition, they ignore AS.
Twin Power Scimitars are two Power Scimitars wielded together as a pair by a Warlord. In the hands of a Warlord, he becomes a blur of slicing blades on the charge, cutting down all who stand before him. Twin Power Scimitars confer +2S on the Charge and ignore AS. In addition, they count as Two Hand Weapons.
Rifle Slings and Sheaths allow the bearer's hands to be kept free from his weapons of war, as the weapons are put to aside. These frees the forelimbs of the Hrud to be used in traversing ground instead. Rifle Slings are purchased if the bearer is wielding a firearm, and Sheaths are purchased if it is a close combat weapon. Purchasing both allows the Warlord to use both Range Weapons and Melee Weapons interchangeably, thus he can be armed with a Warplock Rifle and Twin Power Scimitars for instance, as when he uses the Rifle, the Power Scimitars are sheathed, freeing his arms to use the Rifle. Rifle Slings and Sheaths allows the bearer to Move 2D6" instead of D6" with Fleet of Paw. If they are not purchased, then the bearer may only Move D6" if he is equipped with a weapon. Warplock Pistols require Sheaths instead of Rifle Slings.
Warpstone Armour is armour specially crafted by the Smithmasters of Tribe Dirge. They are made of pure Warpstone but present none of the negative side effects to its bearer. As a suit of Armour, it grants a 4+AS to its bearer that is combinable with Stillsuits to be increased to a 3+AS. In addition, the Warpstone Armour naturally generates an aura that affects the bearer's presence in the Warp. The Warpstone Armour generates a natural 5+IS that benefits the bearer. In addition, should the IS prevent a Psychic Attack from harming the bearer of the Warpstone Armour, the Psychic Power is immediately reflected back onto the enemy. This works only if the IS is used in place of the AS. Due to the difficulties involved in creating Warpstone Armour, the Warpstone Armour is almost exclusively reserved for the Warlords of a Tribe, tailored to suit their stature and size.
Instinctual Preservation, Nocturnal, Fleet of Paw
Ferocious Fighter: The Warlord is the epitome of the spirit that characterises the Blackfurs, one of unbridled ferocity. The stronger and more successful the Blackfur, the fiercer his disposition would be. In combat, the Warlord is an unstoppable whirlwind of whirling blades, giving in to his primal ferocity to channel his blows. Each blow that cuts deeper only empowers him to fight with renewed fervour, flowing with the momentum of his attacks, unleashing a devastating barrage upon the fools that dare challenge him. Each Unsaved Wound caused by the Warlord, grants the Warlord another Attack.
Great Fangs: The Warlord gains Rending for one Attack only. This only applies if the Warlord is in the proximity to use his Special Fang Attack.
Tenacity: On his rise up the ranks of Hrud society, the Warlord has experienced countless brushes with death. The only thing preventing him from suffering the same fate of the many before him is his tenacious will to succeed and not succumb to the weakness of death. When the Warlord is reduced to 1 Wound, all close combat Attacks made against the Warlord suffer a -1 to-Hit penalty. The CS bonus provided by Instinctual Preservation increases to 4+. When Hit by Template and Blast Weapons, the Attack misses the Warlord entirely on the successful passing of an Initiative Test.
Overlord's Ambition: When a Warlord goes to war, he rides forth to establish his supremacy and through merit of victory of arms, extend his authority over a greater part of the Clan. As such the Warlord will always be the Army General and there may only be one Warlord in the entire army no matter the point size of the army. There may be as many Chieftains as allowable within the army though.
Warlord's Pride: The Warlord never conceals himself with a Mirage Cloak, as such never benefitting from the -1 to the enemy's BS from Range Attacks.
Alpha Pack: When the Hruds will still mere animals and did not have tribes and clans, the Hruds lived in packs, with the strongest male in the pack becoming the Alpha male. The Alpha males are the overall leaders of the pack and the rest of the pack will account themselves to the Alpha male and look towards him to protect them from stronger males from another pack. This relationship of the Alpha male to his pack is carried on in the traditions established in the Age of Warlords, as one of the Great Traditions. The Warlord and his retinue is looked upon as the Alpha pack by all the Hruds in the army. Should any of the Hrud packs be defeated by a superior foe, they will instinctively flee towards the Alpha pack, seeking their protection. If any unit is to break and flee on the Battlefield, it immediately takes a Leadership Test using the Leadership of the current Army General. If the Test is passed, the unit flees towards the position of the Army General instead of fleeing towards the edge of the Battlefield. Upon reaching the Army General, the unit automatically rallies and regroups.
Although Blackfurs dominate Hrud society, there are Greyfurs who rise to positions of power, some even having Warlords serving beneath them. More often than not however, the opposite is true. In a society ruled by physical strength and power, it is impossible for a Greyfur to rise up the ranks through the norm. Ultimately it is through a mixture of deceit and cunning, with the right amount of tact and the careful manipulation of circumstances that a Greyfur achieves an equal footing among their Black-furred counterparts. As such a Greyfur of such a standing would be in possession of tremendous willpower and force of personality. Other traits that characterise these remarkable individuals are highly developed senses of perception by virtue of birth. More probably though, it is an instinctive sense cultivated through a constant need to watch their backs given the precarious nature of their positions. The Greyfur in all possibilities, has made countless enemies in the extent of his career, by his own unscrupulous actions of backstabbing and manipulation, not to mention ambitious younglings waiting patiently in the shadows to deliver the very same fate the upstart has so ruthlessly gifted to many before him. He is constantly on the watch and within the scheme of the survival of the fittest, he has been transformed into one of iron will and unshakable determination, fueled by ambition and self-preservation. These notable individuals are delegated as Chieftains by the Warlords above them, leading entire sections of the army during times of war. During times of peace, the Chieftains hold judicial authority over parts of the clan. Due to the circumstances of their rise to power, these Chieftains are often highly paranoid amongst their fellow Greyfurs, and are thus accompanied at all times by two Black Guards who act as his personal bodyguards. It should be noted however that Greyfurs are by their nature passive and not inclined to the power struggles of their darker brethren. This further distinguishes the Chieftains as individuals of tremendous personal strength, forced by circumstances to resort to Machiavellian means. Their true motives are not always clear; it may be that they are entirely self-motivated for position and power in a world dominated by their darker brethren, or it may be that they are acting with altruistic intentions, as a bastion of pride and strength for the Greyfurs against the supreme authority of the Blackfurs. Whatever the case, they are highly complex individuals, both loathed and admired in equal measure.
Chieftain: MS:4 BS:3 S:3 T:3 A:2 W:2 I:6 L:9 AS:5+ CS:4+
Point Cost: 30
Unit Size: 1 per Greyfur pack
Equipment: Warplock Rifle +Warplasma Shell+1Pt/Warplock Pistol+1Pt and Weeping Blade+4Pts/+Scimitar+1Pt/Halberd+3Pts +Rifle Sling+2Pts/+Sheath+2Pts, +Warplasma Grenades+3Pts, +Warpfire Grenades+5Pts, +Nightshades+3Pts, +Stillsuit+5Pts, Mirage Cloak, Shell Armour, +War Skiff+30Pts
Instinctual Preservation, Nocturnal, Fleet of Paw, Scavengers
Delegate: The Chieftain and his bodyguard retinue must always be leading a unit and may never leave that unit.
Force of Personality: All units within 12" may use the Leadership of the Chieftain for all Leadership Tests. If the Warlord and his retinue is within 12", and the Warlord is the general of the army, then the Warlord has to rely on his Leadership for his own Tests.
Paranoid: Accompanied by two Black Guards that must stay within 1" of the Chieftain at all times. If the two Black Guards are to fall in battle and the Chieftain is leading a group that contains Greyfurs, at the start of every Turn, the Chieftain has to pass an Initiative Test. If the Test was to fail, the Greyfur unit he is with will Attack him as long as the unit is not currently engaged in combat. The Greyfurs are considered as Charging the Chieftain and thus must manoeuvre themselves to surround him. If the Chieftain was to fall in combat this way, you may choose to distribute the weaponry and armour of the Chieftain as you wish among the Greyfurs of that unit, as the Greyfurs salvage his equipment for their purposes.
Ruthless Cunning: If the Warlord is to break in combat and flee, the Chieftain will instantly seize this opportunity by declaring himself the new Army General. If there are more than one Chieftain, then they all consider themselves the Army General. If the Chieftain and his retinue are ever to be in Charging distance of a rival Chieftain, then that unit must Charge if at all possible. For purposes of the rule of Alpha Pack, the unit will treat the nearest Chieftain as the Army General. Once the Chieftain declares himself the Army General, he may freely join and leave any unit just like an Independent Character.
Stigma of Inferiority: The Greyfurs are programmed from young to fear the Blackfurs for their superior strength. This stigma carries on into maturity and although it is not openly admitted to, a social hierarchy of sorts is formed within the Tribe, with the Blackfurs at the top. Even in the field of battle, the Blackfurs deign it beneath them to take orders from their "lesser" kin and as a result, the Greyfur Chieftains defer to them in their presence on the battlefield. If a Chieftain is within 12" of a Warlord, you may not use the Force of Personality Special Rule.
One out of every hundred pups within a litter, a Hrud with fur of the purest white is born. Normally, it is within the instincts of the Hrud Queen to kill off any defective offspring who reveal any abnormalities in physique, a preprogramming stemming from the need to maintain the survival of the fittest. Its eyes are red, an almost certain indication that it is an albino, a mutation, an anomaly. Even more ominous, whereas Blackfurs are predominantly male, the Whitefur is without sexual organs, an outright abomination of nature. Even amongst Greyfurs, its constitution is weak, vulnerable to even the weakest of the Greyfurs. Yet, it is left alive, even nurtured, with the utmost care and concern. This is most unusual, given as how the incessant infighting of the Blackfur pups as they turn on each other, even unto the extent of cannibalism, would be disregarded by the Hrud Queen despite being aware of it, as if silently encouraging these acts. The Hrud Queen would seclude the Whitefur from its coloured brethren, although there is little need to, for despite the frail constitution of the Whitefur and the indiscriminate aggression of the Blackfurs, the Whitefur is left untouched, almost as if revered as an object of sanctity. Or perhaps it is fear that drives them away, a creature not to be associated with and to be cast aside? It has been conjectured that the Whitefurs produce a natural pheromone that affects and allows them to control to some degree their coloured counterparts, staving them off away when it would easily succumb otherwise to their superior physical strength.
The true reason for the Whitefur's seclusion however, is not for its protection but for its nurturing. It appears the true threat to the Whitefur is not the predations of its brethren but its own fragile constitution that would almost certainly deteriorate without the proper care. The Hrud Queen places the entirety of her attention upon the Whitefur and it is only upon the maturation of the Whitefur that the Hrud Queen's breeding cycle begins anew. Should the Whitefur dies under the nurturing of the Hrud Queen, the Hrud Queen would enter into a state of depression and be unable to reproduce for many cycles. As such, indirectly, the progress of the Whitefur's growth forms the cornerstone of the survival of the Hrud species as a whole. As a further complication of matters, the Whitefur's maturity is not determined by its physical growth. Indeed, the Whitefur retains its infant form throughout its life. In its premature stages the Whitefur utters not a word and is incapable of much movement, subsisting by suckling from the Queen. At regular intervals, the Whitefur is made to ingest raw Warpstone that has been regurgitated by the Hrud Queen. The regurgitated Warpstone appear as a viscous liquid, having been digested by the stomach acids of the Hrud Queen. In this form as viscous liquid, the infant Whitefur is able to swallow it whereas it would be unable to if it was raw solid Warpstone. These are the most perilous moments in the nurturing of the Whitefur, for ingesting raw Warpstone in any amount is lethal by itself. The Whitefur is able to consume them in certain amounts, yet indeed the Warpstone is anathema to the digestive systems of the Whitefur too. What happens is that the Whitefur is able to transmute the toxicity within the Warpstone and thus bypass its otherwise harmful effects.
The reason why Warpstone possesses such malevolent effects on organic lifeforms is because Warpstones are condensations of pure Chaos energy. By ingesting Warpstones, the tremendous mutating powers of Chaos is able to directly affect the inner workings of the body. Chaos is utterly defineless, as such the structural integrity of the molecules of the internal organs is undermined at the fundamental level, as they lose form due to the potency of the influencing power of Chaos. However, the Whitefur is able to transmute the mutational energy of Chaos, controlling the direction and flow of the volatile Chaos energy through sheer willpower, subverting its volatile nature entirely, the resultant product being a high energy substrate that enriches the entire being of the Whitefur. Yet if the Whitefur were to receive too potent a dosage, it would most certainly die. This is why it is so crucial that the Hrud Queen exercises the most precise of judgements, giving what is sufficient and no more. As the Whitefur progresses towards maturity, its tolerance towards the Warpstone increases and it is better able to cope with larger dosages of Warpstone. At the penultimate point of reaching full maturity, as that last dosage of Warpstone is consumed, a sudden change overcomes the entire being of the Whitefur, as if taken by some otherworldly force. The red eyes emanate with a strange luminosity that burns with a steady gleam. To peer into them is to see two glowing disks that shine with an intense light that appear to radiate from some inner source. The burning intensity of that light pierces right into the soul, as if all is laid bare, yet one is unable to turn away, entranced by its inexplicable intensity. Even the form of the Whitefur, once crumpled and diminutive, lacking in definition and shape, becomes slender and upright. It is then declared that the Prophet has arisen, the One to channel the powers of the Warp has been made manifest.
In truth, the Whitefur is indeed a mutation, an anomaly amongst Hrudkind, and the Hrud Queen recognises it for what it is. The closeness the Hrud shares with the Warpstone is due to the fact that the genesis of sentience within their species was a direct result of their gradual exposure to the warping influence of the Chaos essence within the Warpstones. Amongst the Hrud in their presentient state, white albinos were indeed rare yet not unheard of. Upon influence of the Warpstones that led to their genesis as a sentient race, white albinos that were born were more susceptible to the mutating influence of Chaos that is the source of their sentience. When they are born thus, they exist in a semi-vegetative state, unable to fully access their consciousness. As the Warpstone is fed to the Whitefurs, they are forced to undergo an excruciating process. The pain awakens them temporarily from their vegetative state, and the immediate reflexive response of self-survival causes them to instinctively transmute the Warpstone within them. This act requires tremendous willpower and self-control as the Whitefurs extend their will even over the inner workings of their bodily functions. Thus the process of nurturing of the Whitefurs can be said to be a manipulation of circumstances in order to create a situation where the Whitefur is forced to attain absolute dominion over the entire workings of its body. When the Whitefur reaches such a stage, it becomes "awakened", attaining instant recognisition of its self. To the Hrud, they interpret it as the descending of the One, possessing the vehicle that is the Prophet. The entire act of nurturing is seen as a process to prepare the Whitefur for the Descent of the One. In actuality, the Whitefur has simply unlocked the potential within it through force of will and freed itself from its vegetative state. Whitefurs, due to their own lack of pigmentation and other associated defects of albinism, have an exceptionally low resistance to the influence of Chaos. This makes them exceptional Psykers, able to easily tap into the flow of Chaos within the Warp.
The process of the Whitefurs in attaining full mastery over their body does not stop upon the Awakening. Upon achieving consciousness, the Whitefurs focus their attention into manifesting their inner psyche, their true essence, into the physical world. Such is their psychical control over the sensitivities of their body that they can cause actual physical transformations over parts of their body, influencing their shape and figure in a similar fashion to the changes wrought when Chaos affects the physical plane. This manifestation, more often than not, happens in stages, resulting in partial manifestations, due to the extreme difficulties involved in the manifestation process. The Whitefurs, having attained full awareness over the functions of their body, attempt to go beyond even that, for even complete self-control is a limitation in of itself, and all barriers and limits are broken when consciousness is utterly surrendered and control is utterly given over to one's inner instincts. That is the true manifestation. Unfortunately for the side of the Hrud, it is highly possible that a fully manifested Prophet would lash out even against their own kind, for It is given entirely to Its own instincts and in Its absolute state sees only Itself and no other. It has been conjectured that there is an even greater form to the Manifest Form, of which they call the Verminlord, after the singular deity of the Hrud, the Great Horned Hrud. In this Form of the True Avatar, the Verminlord maintains Its essential form yet retains Its awareness. In this state the paradox of giving over to one's instincts while maintaining one's logical processes is eliminated as the Verminlord's instincts becomes indistinguishable from Its willful intentions. It should be noted however, that contrary to the belief of the Hrud, the Whitefurs are not Prophets that are vehicles for the manifestation of their God, the manifestation of the Verminlord is simply a reflection of the true inner psyche of that particular Whitefur, and thus Its form differs from each individual to the next.
0-1Prophet: MS: 2 BS:5 S:1 T:2 A:0 W:3 I:4 L:10 AS:3+ CS:- IS:4+
Point Cost: 60
Unit Size: 1
Equipment: Stillsuit, Warpstone Armour, +War Skiff+30Pts
Warptravel: The Prophet is able to leave its body and allow its psychic essence to enter into the Warp. Once within the Warp, its psychic presence may register at any point on the battlefield. RIP. Once activated, the Prophet may cast his Psychic Powers from any point on the Battlefield.
Doombolt: +20Pts. Drawing from deep within the Immaterium, the Prophet sends a stream of Chaos energy towards the target. R:36" S:5 AP:3 T:A3.
Warptime: +30Pts. By warping the very reality with Chaos energy, for a short span of time the individual senses everything moving at a slower pace. A selected model within 24" may re-roll all to-Hit and to-Wound rolls in close combat.
Black Aggression: +15Pts. By invoking the very spirit of aggression that is intrinsic to the Blackfurs, the Prophet is able to spur his darker kin into greater acts of fervour. RIP. A Blackfur unit within 24" gains +1A for one Turn of combat.
Fear of the Darkness: +20Pts. A deep, thrilling fear overcomes enemies within close proximity of the Prophet, as the Prophet sends visions of the terror of the dark into their minds. All enemy units 12" of the Prophet not locked in Assault, must make an immediate Morale Check with a -2 modifier to their Leadership, or Fall Back. All normal modifiers and/or exceptions apply(i.e., units that never Fall Back are immune to this power).
Call of the Shadows: +25Pts. Casting the very fabric of reality into the deep Void, the Prophet calls a huge mass of superdense shadows to descend onto a point on the battlefield. RIP. Place the Large Blast marker anywhere within 12". Units caught under it are considered Pinned. All units may not fire through the Large Blast marker.
Summon Darkness: +30Pts. By suffusing the very skies with Warp energy, the Prophet is able to create the illusion of night. RIP. Night descends upon the Battlefield. Night Fight rules applies.
Nocturnal, Fleet of Paw, Psyker
Whitefur Pheromone: The Whitefurs exude a certain pheromone that is extremely attractive to Greyfurs and Blackfurs, such that they will obey the Whitefurs unquestioningly, and will go to all cost to protect them. All friendly units within 12" of the Prophet is subjected to Stubborn. Any units requiring to pass a Morale Check or Leadership Test across the Battlefield may choose to use the Leadership of the Prophet, as long as the Prophet is in their LoS.
Brilliant Aura: Such is the profiency of the Whitefur in the realm of the psyche that it is able to create a bubble of protective psychic energy around itself. The Prophet benefits from a 6+IS.
Luminous Presence: The white fur of the Prophet exudes a luminous glow. Should the existence of the Prophet be threatened, bolts of psychic energy in the form of rays of intense light will be instinctively released towards the source of the threat. Every single troop within a unit attempting to Shoot or Charge the Prophet suffer an automatic Hit at S1. Armour Saves do not apply. The unit then takes a Leadership Test modified by the presence of any casualties among the unit. If it passes, it may Shoot or Charge the Prophet as usual. If not, it becomes Pinned.
Warpchanneller: The Whitefur is physically very weak, but in exchange it is gifted with tremendous control over its psyche. It has a tremendously strong grasp over the realm of the Immaterium, allowing it to maintain multiple spells at the same time. The Prophet may only cast a single Psychic Power within its turn. However, it may keep a single Remains In Play Power, by passing a Psychic Test for that RIP Power on the first turn, and in subsequent Turns, continue passing a Psychic Test. Should it choose to cast another Psychic Power in addition to the one it is channelling, then it will only keep channelling the RIP Power if it passes a Psychic Test with a -1 modifier that is permanent and accumulative. In subsequent turns, should it choose to keep channelling its RIP Power while casting an additional Psychic Power, it must pass a Psychic Test with a -1 modifier that adds on to the -1 modifier of the previous Turn. The modifiers are permanent which means that should it choose not to cast a second Psychic Power, the Psychic Test for channelling the RIP Power is still taken with any negative modifiers accumulated so far. He may cast any other Psychic Powers in addition to that RIP Power per Turn, but may only channel one RIP Power per Turn.
Inner Essence: The Prophet may choose to attempt to manifest its inner essence. Take a Psychic Test at the start of the Turn, before all other Movements take place. If the Prophet fails the Psychic Test, it has broken the boundaries of its mind that limits it from freeing its inner essence. Replace the Prophet with the Verminlord model. If the Prophet were to pass the Psychic Test however, it has failed to manifest the form of the Verminlord and has become exhausted by the effort. It may not make any further Moves for the rest of the Turn, be it in the Movement Phase or Shooting Phase.
Partial Manifestation: During the procedure of manifesting its inner essence, if the Prophet was to suffer a Perils of the Warp attack while attempting to pass the Psychic Test, the usual rules for a Perils of the Warp attack do not apply. Instead, a Partial Manifestation takes place. Replace any of the statistics of the Prophet with that of the Verminlord, be it Strength, Attacks, even Leadership.
True Form: Upon attaining the form of the Verminlord, the Prophet is not truly complete as it attempts to master the beastly instincts of its inner self. Immediately take a Leadership Test, to see if It maintains Its sanity or fully gives in to Its instincts. If it fails the Test, the Verminlord goes berserk and is subject to Frenzy. On top of that, during your opponent's turn, he/she may control the Verminlord exactly as if It was his/her own unit. Whenever the Verminlord is broken in combat and loses Its Frenzy, take another Leadership Test. If the Leadership Test is passed, the Verminlord regains Its self-awareness and thus is returned to your control. Should you fail however, the cycle is repeated, the Verminlord gains Frenzy, is controlled by both sides during their respective turns until beaten in combat again, in which another Leadership Test is taken and finally the Test is passed and you break out of the cycle.
The Verminlords are the manifest forms of the Prophets. The Hruds venerate them as the living representatives of their Great Deity, the Great Horned Hrud, in this plane, but in reality, they are the psychically manifest forms of the inner psyche of the Whitefurs. Out of the billion-strong population of Hruds within the Underempire, and indeed all of Hrudom, the Verminlords are only a handful, a total of approximately one hundred individuals. This is due to the difficulties involved in manifesting the inner essence of the Whitefurs. Indeed, monstrous partial manifestations are known among the Whitefurs, leaving them grossly disfigured.
The Verminlords are the most powerful individuals within Hrudom, both physically and politically, seeing as how they are almost worshipped by Greyfurs and Blackfurs alike. They hold even greater authority than the Supreme Overlord of Clan Skyre in the Council of Thirteen. The Verminlords came about near the end of the Age of Warlords, when the first Whitefurs awakened their repressed sentience and proceeded to attempt to manifest their true form. During the first Great Council, a seat was immediately given to them by Supreme Overlord Skyre, asking for a living representative of their Deity be before them, in the Council where decisions would be made that would have an impact on the whole of Hrud civilisation. The Verminlords convened among themselves and decided that the greatest of their number would be the one to represent them in the Council. Thus, they fought a great battle among themselves, and the Hrud tribes watched in awe and terror at the great magics unleashed on that day and the great destruction that was wrought on the lands. They call that great event, the War of the Gods. The place of that great battle is called the Great Scar among the Hrud tribes, for the forces unleashed during that battle were of such a magnitude that the very ground was scarred. Fissures run across that place, and the greatest of the scars was created by Jaelarnak the First, when it unleashed its most destructive spell of its own making, the Crimson Inferno. The blast of superheated air devoured the entire surrounding area within a kilometre, and when the flames receded, only Jaelarnak was left standing. The defeated Verminlords hailed Jaelarnak as their leader, the Greater Verminlord, Lord of all Verminkin.
Jaelarnak was the first Whitefur to fully manifest its inner psyche and attain the form of a Verminlord, and is thus hailed as the First among its fellow Verminlords. It was among the first Whitefurs to be born of the White Queen and it is because of it that Tribe Whitempest got its name. During the Age of Warlords, when Jaelarnak was still a Whitefur Prophet, its tribe was almost wiped out due to its small size, but in one decisive battle, Jaelarnak gathered its psychic powers into a single focused point and unleashed a storm of unparallelled proportions, wiping out the enemy in an instant. Its one singular act gained a reputation for its tribe, and it earned the title Jaelarnak the White Tempest among rival tribes. The title was shortened to Whitempest and this was how Tribe Whitempest earned its name.
The Verminlords appear as supersized versions of the Hruds, with pointed snouts and fur ranging from the purest white to the deepest black. Grey-furred Verminlords are the most common however. They are thin and slender despite their large size and often times parts of their bodies would be in decay, especially in the weaker Verminlords. Their most prominent feature is their four great horns, two sprouting from the crown of the head and two protruding from the temple like those of a ram. They are individuals of much mystery and mystique. Their goals remain hidden even from their tribe of origin, in fact, it is not uncommon for a Verminlord to sever its ties of kinship from its tribe, as it is with Verminlord Jaelarnak. It is much of a mystery what such powerful individuals would do among Hruds much more dimunitive in size compared to them. It would be easily be done if they seeked to become totalitarian dictators, seizing control of the entire workings of a tribe, even several tribes, for such is the power they possess, even the combined might of an entire tribe might not be enough to triumphed against a single one of them. Combined, their powers rival even the billion-strong Hrudom. Yet they do not, and keep mostly to themselves. They are beings of reclusion and isolation, but intentions and plans they do have, for indeed it would be extremely boring to be able to live for many millenia yet have nothing to occupy yourself with. Thus, it has been said among the lesser tribes, in fact a widely circulated rumour, that the Verminlords have great plans and intentions, ones that will span till the era of the End of Times, the final battle in which all of creation battles against itself, and the time when their God will walk amongst them once again, and at the end of which all of creation will cease to exist.
Verminlord: MS:8 BS:8 S:6 T:6 A:6 W:4 I:10 L:9 AS:3+ CS:- IS:4+
Point Cost: 0
Unit Size: 1
Equipment: Doom Glaive, Stillsuit, Warpstone Armour
The Doom Glaive is a weapon created from the will of the Verminlord, meant to bring doom to other Daemonic Entities of equal strength to the Verminlord. Each Unsaved Wound from the Doom Glaive causes D6W.
Fleet of Paw, Nocturnal, Psyker, Monstrous Creature
The Manifest: The Hruds venerate the Verminlord as living manifestations of their God. Its presence on the battlefield inspires the Hruds to incredible feats of arms. All friendly units within 12" of the Verminlord become Fearless. Any units requiring to pass a Morale Check or Leadership Test across the Battlefield may choose to use the Leadership of the Verminlord, as long as the Verminlord is in their LoS.
Brilliant Aura: The brilliant aura of a Prophet never truly leaves it, even in its manifested form as a Verminlord. The Verminlord benefits from a natural 6+ IS that is combinable with the effects of Warpstone Armour.
Very detailed - however, HRud, whilst resembling Skaven superficially, probably aren't "Space skaven" - this is why the Squats were taken out - they just didn't translate particulalry well to a 40K setting as anything more than Space Dwarves. Eldar are a different beast in that they bear a resemblance to teh Elves, bt there are significant divergences and distinctions. Squats were just a bunch of leather-clad, short, bearded biker gangs...
I haven't read much about teh Hrud, but the evident references to Warpstone technology just seems to be a little out-of-place in 40K, even Kroot are capable of building big star-ships. All the parrallels are there - even going as far as calling their god teh Great Horned Hrud, and giving him a manifestation as the verminlord.....
Well you have certainly put the work in with this,
so well done for that.
Like Kithre said, this just doesn’t feel right.
I am all up for having unique armies in 40k,
but do you feel that your Hrud fluff and list is unique?
Or does it feel like you have tried to squish Skaven into 40k?
I AM BOOMER!
Although indeed I have borrowed elements from Skaven lore, my work is largely unique and original. There is little mention of the differences between Greyfurs and Blackfurs in Skaven lore, which has a huge emphasis in my work. Also, the rules I have created are completely independent of any existing rule either in Fantasy or 40k. I would say my Hrud fluff is utterly unique. In regards to the army list, you would be hard pressed to find equivalents for the Black Guard or Greyfurs for instance in the Skaven army list. For the Storm Runners, the closest would be the Stormvermin and that would only be in name. So I would say my work is largely unique and original and you people should have little problems viewing it that way too.
Dunno - Storm Vermin are elite, bigger Skaven, and have black fur (see also black skaven in Mordheim). The White furred Hrud are basically Grey Seers. Greyfurs seem to be rank and file. I agree some of teh rules are neat, but they complicate the mechanics of 5th Edition too much - e.g. how are you proposing on tracking how many shots a grey fur with warlock rifle (effectively a Jezzail) has fired? And teh reference to Clan Skyre for fusils is plain, I don't really see how the vast swathes of text make it unique....
Also - 40K doesn't have armour save modifiers and doesn't reflect rules for generals etc in the game mechanics unless specifics, so there is no real benefit for bein an army general
I am not too sure of the mechanics of 5th edition. I had assumed its largely similar to 4th edition. Maybe you could clarify some of its finer points?
The benefit for being an army general is in the Alpha Pack rule, which states that all units falling back, fall back towards the position of the army general instead of the edge of the board. Also, what about the armour save modifiers? I dont see any problems with that.
The problem with the amour save modifier is this,
Warplock Rifle: R:30" S:5 AP:3 T:H1, Blast, Pinning, Warplasma Shell, Warplasma Acid
The units caught within the Blast of a Warplasma Shell suffer a -2 modifier to their AS, that is accumulative with further successful Hits.
So this would make the warplock rifle a AP 1 weapon??? So a warplock rifle has a longer range than a Boltgun, and is so powerful it can slice though Terminator armour?
Also yourfleet of paw , I think is abit much, fleet of claw is 1 D6. Rolling two and picking the best would be nice but hardly fair
if your playing ‘nids or elder.
I like your fluff, but it’s a little bit too long.
It’s great that you come up with all the detailed background but I think you should have the rules and the fluff separate.
Are you planning to make this in to an actual army? Cos I feel the rules are quite complex, I mean I have trouble remembering what bio morphs all my carnifex’s have!
It would be a shame to go to all the effort of writing rules and making an army to then not be able to use it because people don’t fancy using your rules.
Do you have a legal back up list incase this happens, such as the Lost & Damned list (yes I know if defunct now, but it would be easier to get people to play with those rules than your own made up ones.)
I AM BOOMER!
Well, now I do indeed realise that the Warplock Rifles would be AP1. I changed it already so you might wanna have a look at it.
About the Fleet of Paw being too fast, yes, they are a bit fast but I dont think it would matter much because Hruds are very poor in combat, except for the Blackfurs. Furthermore, only Hruds without weapons in their arms can fleet 2D6". That is the reason why I made it 2D6" not D6" in the first place. Hruds with weapons are forced to fleet D6" instead.
I don't see what's so long with my fluff, except maybe the Whitefur fluff. Yes, indeed the rules are quite complex but I find it manageable and I believed most ppl wouldnt have a problem figuring them out.