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i've had a search and haven't found to much about the little space rats
i was wondering if this is because they are a big no-no or something or if its just because of the total lack of fluff for them. i personally would love to see them and some rules for them
so i guess what i'm really saying is, does anyone want to help make and army list and rules?
I think you could represent them quite well with IG or lost and the damned. Simply model all the lasguns as crude jezzail type slugthrowers, and give every squad the maximum allowed ammount of plasma weaponry to represent fusils.
The lost and the damned mutants could be used to represent different types of rat mutations as well.
I understand Hrud were one of the races in consideration a while back, so it's quite cool to try and make rules for them if you want.
I hate making up rules, but then, that's what this particular forum is for. So maybe I'll have a shot at some things.
Well, basic troop choices seem a good place to start. Here's an idea to get the ball rolling..
Hrud Warrior WS 3, BS 4, S 2, T 3, W 1, I 4, A 1, Ld 7, Sv 5+, Cost: 9
Packmaster WS 3, BS 4, S 2, T 3, W 1, I 4, A 2, Ld 8, Sv 5+, Cost: +10
A squad contains of 10-20 Hrud Warriors.
Warplock rifles (Range: 24", Strength 4, AP 6, Rapid Fire)
Up to 2 Hrud in the squad may be equiped with either a fusil at +15 points each (Range: 24", Strength 8, AP 2, Rapid Fire, Gets Hot) or a warpfire thrower (flamer) at +8 points each.
The squad may be armed with warp-plasma grenades (krak grenades which negate the effects of cover) at +3 points per model.
1 Hrud may be upgraded to a Packmaster at +10 points. A packmaster may replace his warplock rifle with a warplock pistol (Same as rifle, but with a 12" range, and counted as a pistol) and close combat weapon at no extra cost, and has access to the armoury (which hasn't been written yet.)
Safety in Numbers: Hrud are not the most stable of species, and don't like being in small groups. For this reason, after the Hrud unit has sustained 50 percent casualties, reduce the squad's leadership value by 2.
Stealthy: Hrud are nocturnal creatures and are naturally sneaky and good at avoiding harm. Treat any cover saves as 1 point better than they would normally be. i.e. a 5+ cover save becomes 4+. In addition, Hrud may reroll any rolls to determine how far they can see in a night fight.
Just out of curiosity what is the fluff behind these hurd guys? and also are they like humanoid sized rats or smaller/larger? Just curious -BI
this is some stuff i found from google
Although not very well known amongst others, The Hrud are one of the oldest races in the known universe. They are a race of humanoid-rat like creatures that live deep underground in large tunnel networks. Despite seeming like a primal race, they have vast amounts of high technology of their own creation, and live underground as they have a natural aversion to sunlight. When venturing toward the surface or out into unknown territory, they tend to wear large dark cloaks which cover them completely, and light filtering goggles to block out the harmful rays.
The Hrud originate from a planet of the same name, but during a large scale war with Chaos, the home planet was destroyed. The remaining Hrud fled, before settling on many different planets and began spreading again. A small group of Hrud warriors were found to of been the cause of the Chaos attack, as they had been worshipping a God of Chaos (The Greater Horned One). This band was found out after the war, and were exiled to a distant planet to pay for the loss of the planet Hrud. The outcasts spread, before being wiped out by the warring inhabitants of the planet.
As the years passed other races began exploring space. None more so than Humans. They created their buildings and went about their lives above Hrud settlements, with only sightings of "giant rat men" being the "proof" of the Hrud existence. The Hrud would rarely make contact with the Humans, due to their hate of sunlight, but some places enabled them to freely enter the Human worlds. These places were known as "Hives". With no natural and very little artificial light in these giant buildings, the Hrud could explore and find new technology to research.
Very little is known about The Hrud, as they are a very secretive and hidden away race. What is known is that they have been at war with the Eldar at least once before The Fall (of the Eldar). After The Fall, the two races called a truce, and shared technology with the other. The Hrud gave the Eldar their knowledge of anti-grav devices and warp manipulation. There have also been reports by Space Marine chapters (Dark Angels) of them being fired upon by The Hrud, and the Marines having to destroy Hrud tunnel networks. They are very territorial, and guard their homes with their lives.
Female Hrud give birth to hundreds of regular sized baby rats after pregnancy, and only around one third of these will grow into fully fledged Hrud. The first third will be too weak to survive and will die, feeding the remaining babies. The next third will only grow in size, to become the famous "Necromundan Giant Rat" as they are known to the inhabitants of Hive Primus. The final group will continue growing, becoming more and more human-like until they are ready to enter into Hrud society.
Hrud are masters of the Warp, and use it in almost everything they do. It is their main power source, weapon and often a means of transport to them. Even with all of this, warp is still an unstable substance and can cause harm to them. A few Pack Rats are born with a natural resistance to the powers of the Warp, and when these individuals are discovered, they are quickly trained to be used in war, to either use giant warp firing weaponry, or to home their minds until they can use the psychic powers given by the warp.
Hrud or Skaven?
The Hrud are not Skaven, but Skaven are The Hrud. A small group of Hrud worshipped one of the dark Chaos Gods, and betrayed their race by giving the daemons entry to the planet Hrud. After the war, the Hrud high seers banished them to a distant planet, and so they became Skaven. Over the long time they were on there they forgot about much of the technology they had previously had access to, and made do with what they could find on the planet.
The major difference between the two is the Chaos influence. Skaven are spreaders of plague and illness, while The Hrud are known to create medicines and cures for illnesses. On planets with a more developed Hrud population, they are known to have anti grav vehicles for quick strikes and scouting, as well as transport machines which can drill through the ground and others that are huge buildings on wheels to move millions of rats at once throughout the deserts in which they dwell. They would never lower themselves to using machines powered by others of their kind (like giant wheels, for example...).
thats... really interesting actually. I thought ratmen would be kinda silly but they sound very sophisticated.
I think Hrud should get S3. They may be small, but not that small (Cadian Youth Army or Armageddon Hive Gangs can be 12-year-old kids, and they're still S3). Keep points costs the same, though. As for another unit, how about:
WS BS S T W I A Ld Sv
4 4 3 3 1 5 1 7 5+ 17 points
One model may be upgraded to a Warp Hunter for +10 points. He has A2, Ld8 and gains access to the armoury.
Warp Runners are equipped with miniature teleporters. These mean they move as if equipped with jump packs and can Deep Strike.
Weapons: Warp Pistol and Warp Blade (close combat weapon, always wounds on a 4+)
Catapultam habeo. Nisi omniam pecuniam mihi dabis, saxum immanem ad capitem tuum mittam.
What about this?
H.Q> Warp Reader (need better name)
WS:4, BS:6, S4:, T:4, W:2, I:4, A:2, L:8, SV:3+
May be accompanied by a retinue of ...
May be equiped with:
Warpstone Sword: A sword made entierly of of warpstone giving the bearer great strength (adds 1+S 1+A)
Warpstone Armour: Powdered warpstone was used in the forging of this armour giving its user the ability to survive atacks that would kill an ordanry mortal (adds 5+inv sv)
may also equip any items from the hrud war gear, exluding another cc weapon or armour ... (coming soon)
I love the warp-runners. The minitature teleporters sound very Hrud-ish.
Hmm.. I'm not so sure they should be CC troops though. Maybe give them a choice of powerful, close range weapon (meltagun equivallent) instead. I just don't see Hrud being very up close and personal, they're secretive and paranoid, and they have very good guns, if Inquisitor is anything to go by. The strength 2 was supposed to reflect this, but you're right, it's maybe a little too crippling. Maybe make it a bit more random as well.. It is wierd-tech.
The warp reader is good too, but too combat based for my liking. How about this one either instead or in addition. With all their warp based stuff, it makes sense that Hrud should should have psykers. And yes.. a certain cartoon was quite inspiring.
Brain-Rat (or something, couldn't think of a serious name) - 45 points
WS: 2, BS: 3, S 3:, T: 3, W:2, I:3, A:2, L:10, SV: 4+
Equipment: Has access to the armoury. (which still hasn't been written) Perhaps some measure should be taken to limit its wargear allowance, as it's basically a rat with a giant head, not the most combat-ready form.
Options: May take up to to two psychic powers from the following list.
Soothing (unsure of a cost.. perhaps +15 points?) : All Hrud squads with a model within 12" of the brain-rat no longer suffer from any leadership modifiers at all, and no longer count as being below strength for the purposes of 'safety in numbers' rule. This power is always active, and never requires a test.
Mind Flayer at +25 points. The brain rat focuses its powers to shred the body and mind of one of its foes in a horrific and graphic manner. This counts as a weapon with the following profile. (Range: 24", Strength 5, AP 2, Assault 2, Pinning)
Screaming Madness (unsure again.. perhaps +20.) The brain-rat taps into the chaos within its mind, and projects it at another being. This power may be used at the start of an opponents turn. After making a psychic test, pick a unit within 24" of the brain rat. This unit must pass a leadership test, or it will randomly wander D6" (determined by the scatter dice) and stand there squeeking inanely for the rest of the turn. It may not make any additional movement, shoot, or assault.
Independent Character: We know what this does. He should probably be able to have a retinue of some kind.
Rat Madness: Despite their incredible intellect, brain-rats have rather unstable minds, and tend to become extremely paranoid. At the start of each Hrud turn, roll a D6, on the roll of a 1, the Brain rat is convinced everyone around him is hostile to him, and will spend the turn cowering in fear. He, and any squad accompanied by him, may not move, shoot or assault. If they are already fighting an assault, they will immediately fall back, as if they just lost a combat.