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View Full Version : Right, so I had this idea about making a H'rud codex...



TheSonOfAbbadon
22-04-2005, 21:31
Well, I thought 'Why do people only make codecies on their own? Why don't a compilation of fluff/rules experts [or anyone for that matter] get together and make a codex?'

So you can guess where this is going.

Does anyone want to help me design a H'rud codex?

[Note: You can just make up the fluff [or research the fluff] and then we can design rules that reflects the fluff.]

TheSonOfAbbadon
24-04-2005, 21:49
Come on! A weapon, a great deed that a character did, a general idea about them, a skill, anything!

Strikerkc
24-04-2005, 21:56
Well, it apears you've been to the rules development forums, why not simply help out with the hrud codex thread there?

TheSonOfAbbadon
24-04-2005, 22:11
Because more people come to the 40k background forum.

And THAT H'rud codex sucks.

Brimstone
24-04-2005, 22:36
Because more people come to the 40k background forum.

not a good reason to try and start one here though.


And THAT H'rud codex sucks.

Then contribute to it then if you think it needs improving.

TheSonOfAbbadon
26-04-2005, 19:54
Contribute? They need to start again! Completely! It's not even fluffy! They have a squad that can have a 4+ save and plasma pistols or no save and sluggas! AND THEY ALWAYS COST THE SAME!

And I'm not trying to start the RULES here, I'm trying to collect some ideas for weapons, army structure, background etc. for the H'rud, therefore it doesn't fall into the RULES develoment section.

worldshatterer
26-04-2005, 20:32
Right, basic concepts for the h'rud from what gw has put into print is what i assume you desire? The good thing about this, is that all the ones i can think of are freely available online-

during the Imperial Crusade to cleanse the Faseene system (592-602 M41) from the H'rud, an entire regiment of Kashann Xeno-riders served with the Imperial Guard Sixtieth Army. Faseene had three worlds in its biosphere, each of which was urbanised but in a state of ruined decay. One of the worlds, Talavar, was home to an enslaved human population and was the first targeted. Attempts to clear the ruins with infantry regiments were wholly unsuccessful. The H'rud, emerging from their warrens, conducted highly effective hit-and-run attacks, focused on destroying ammunition and fuel stockpiles. The preternatural speed of the H'rud defeated all attempts at pursuit until the Kashan were deployed. Using feral hunting techniques the bulk of the regiment closely pursued the H'rud while detached squadrons raced forward on the flanks to herd them together and finally encircle them. The raids were swiftly contained allowing the Sixtieth Army's infantry to concentrate on launching set-piece assaults on the H'rud warrens themselves.

thats from the creature feature
http://uk.games-workshop.com/chapterapproved/creature-feature/9/


In the Inquisitor RuleBook, page 74, under alien weapons, the Hrud Fusil makes an apperance."The Hrud are a mysterious, nocturnal race who use a warp-plasma based weapon known as a Fusil." They are the same as a plasma gun basicaly. But sound like a Skaven Wyrd/WarpStone based weapon.
sgt epoch in the codex h'rud thread . the inquisitor book can be downloaded from specialist games .

Putting both these sources toghether, we have an army with a fondness for plasma weaponry and light infantry tactics . troops infiltrating, and fleet of footing, but weak in close combat except for possibly having a high initiative . no mention of vehicles so leave them out for now, and focus on them being an infantry heavy force, mobility provided by deepstriking and infiltrate .

does this help any?i also share the low opinion of the codex in the rules development thread, as it appeared to be a lazy attempt to do skaven in space .

malika
26-04-2005, 20:36
It's a shame the old Portent is gone, we used to have this big giant thread about the Hrud. Oh check these Hrud out, they've been made using the Alaitoc Craftworld Eldar armylist: http://www.pbase.com/migsula/markoparviainen

worldshatterer
26-04-2005, 20:48
The guy who made them looks to be quite a good modeller, shame he had to base them on the skaven plastics . The skaven plastic are what stopped me getting back into fantasy at the same time as 40k . when i was a kid, skaven where one of the most beautiful armies ever done, and their fluff was exciting and new . For me it was gw's first attempt to do a non-tolkeinesque fantasy race[barring chaos which was all just a tribute to moorcock, and not a race as such]. The new skaven are just plain dog ugly, which is one of the reasons i'm against h'rud being skaven in space, i do not want them to share the same 'look'.

lookswise the h'rud should all wear gasmasks like the old skaven poison wind globadier, and be covered in rags and armour . now that would make them feel ratlike but keep them in the general style of 40k imo .
models to think of
http://uk.games-workshop.com/storefront/store.uk?do=Individual&code=74458/37&orignav=301116
http://uk.games-workshop.com/storefront/store.uk?do=Individual&code=74458/1&orignav=301116
http://uk.games-workshop.com/storefront/store.uk?do=Individual&code=74457/79&orignav=301116
http://uk.games-workshop.com/storefront/store.uk?do=Individual&code=COMP0206006&orignav=301116

malika
26-04-2005, 21:19
I always liked the Hrud be to claoked or wearings gasmask like things, so that it is still a complete mystery what they really look like.

Brimstone
26-04-2005, 22:06
Contribute? They need to start again! Completely! It's not even fluffy! They have a squad that can have a 4+ save and plasma pistols or no save and sluggas! AND THEY ALWAYS COST THE SAME!

Well I hope you have put your thoughts and suggestions across.


And I'm not trying to start the RULES here, I'm trying to collect some ideas for weapons, army structure, background etc. for the H'rud, therefore it doesn't fall into the RULES develoment section.

Which is why you may have noticed I didn't close or move this thread. I find the Hrud interesting and await to see what comes of it.

Warriors of Ultramar features a Hrud weapon used by the Deathwatch and I've always liked the idea of a race co-existing in a slightly different time-frame to the rest of the universe.

Khaine's Messenger
26-04-2005, 22:24
My own idea is that the Hrud are "soft/blur/prism-edged" or cloaked in perpetual shadow thanks to their unique connection with the Warp...and that they wear tattered cloaks whose hoods fall down pretty far on the front of their faces. Gas Masks would be interesting, but I think it would be reserved for the extremely youthful or their warpscience specialists, as I also like the idea that the blur/shadow effect increases with age, meaning that after a while it would become either redundant or just a tool of the trade (although for their engineers it would be more like an actual gasmask with things like Hrud-attuned psy-occulums flapping and clacking over the eyeslits). When the blur/shadow effect almost consumes a Hrud (usually one of their elder "shaman"-figures), he's overpowered and strapped into energy generation systems as a warp plasma pump of sorts.

Given campaigns of extensive genocide often started by the Imperium, the Hrud would probably possess an acutely sensitive survival instinct. Which isn't to say they wouldn't attack anyone, just that they'd prefer to do it in a situation where they could get away with it; hence, they are more famous for hasty defensive engagements after the fact of some minor conquest (eg the one posted previously). Their space travel capabilities are probably either miniscule or nonexistant, limited to small and nimble ships and/or heavily inhabited hulk-like craft ("space warrens"), if anything at all. Warp travel would be limited to short jumps for the wary and the whimsy of the currents for the bold.

malika
26-04-2005, 23:15
cloaked in perpetual shadow thanks to their unique connection with the Warp
We already got those: Dark Eldar Mandrakes ;)

I see the H'rud as a survival race like Khaine's Messenger said, however I dont think we should put in this whole "we are rare and dying" theme the Eldar seem to have in it. These buggers are trying to escape being hunted down yes, but they do what they always so, just take what the need.

TheSonOfAbbadon
26-04-2005, 23:18
Well, as per the picture in the 3rd ed rulebook, most H'rud will be cloaked, and a decent amount will be wearing gasmasks.

I had the idea that they have been living underground on many worlds secretly for ages, and have comunicated [somehow] with other worlds with H'rud living in, and have organised an attack plan to gain an empire.

All this time underground means they have been mining minerals and smithin weapons, which they have become very adept at, and have evolved in some ways. One evolution is that they can see in the dark/extremly dim light. Another is a natural imunity to radiation poisoning and some diseases.

I've done a few sketches of the guns, the basic infantry gun which needs a name looks kinda like a shotgun. I've also had the idea for a gun that focuses warp energy and blasts it out in a beam of devastating... warp energy.

Basic infantry gun [name needed]
S: 4 AP: 6 RNG: 30" TYPE: Assault1 PTS: 2 [or 3]

I've thought up a dreadnought for them, basically, it's a big H'rud made of metal, with a different head.

I had an idea for a gun which shows the plasma-loving-ness and the don't-care-if-we-die-ness, the [for lack of a better name] Fusil gun! Basically, it's a super powerul flamer that overheats alot.

S=6 AP=1[to represent it being more powerful than other plasma weaponry] RNG: Template TYPE: Assault1/Overheats* PTS: 15

*When firing a fusil gun, you must, unlike other template weapons, roll to hit. On a 6,5 or 4 the fusil gun fires fine, the H'rud is ok, and the enemy isn't. On a 3 or 4 the Fusil gun fires but a loose cap or a dodgy weld breaks open hitting the H'rud, this counts as an S3 hit with NO armour saves alowed. On a roll of 1, the Fusil gun blows up completely, taking the H'rud with it. This is represented by the H'rud taking 1 wound [Multi-wound models take D2 wounds].

I also thought that H'rud attacks would start with a barrage of long-range anti-infantry and anti-tank shots. Therefore, I designed the Boneripper cannon [note: its not portable, it must be wheeled around like big gunz batteries].

S: 7 AP: 4 RNG: 12"-48"Guess TYPE: Heavy1/Blast PTS: 30


For vehicles, well, no proper ideas yet, perhaps a light attack vehicle that burrows underground, then pops up, shoots, then disappears quickly, called the Mole. Other than that, no ideas.

And I would like to hear more of this weapon used by the Deathwatch in Warriors of Ultramar.

malika
26-04-2005, 23:29
I think you should let all the H'rud be able to infiltrate, since most (if not entire) army is based on guerilla warfare and stealth, big open fights they would lose, the H'rad ambush, infiltrate, raid very weak forces and then dissapear. Perhaps something in the lines of Predators (yes those aliens from the movie Predator) but instead of a cloaksuit something like their influence of the Warp.

I like the idea of H'rud scientists experimenting with verious toxins, radio-actives, ets...mutated H'rud...an idea perhaps?

Oh check this, perhaps you might get a few ideas: http://groups.msn.com/projecthrud/hrudideas.msnw

Oh..another piece of information abou the H'rud, they exist out of sync with the normal timeframe or something:

'Races such as the noisome Hrud defy rational explanation entirely as they exhibit abilities never before seen by the xeno savants of the Imperium. These particular creatures seem to exsist in a timeframe out of sync with the universe around them, and have proved exceptionally difficult to tackle as a result.'

Source: WD 297

Another piece I found on several website, I dont know it it's official or not:

History:
The Hrud were once a splendorous race. Concentrated inside one small star system, they never felt the need to travel far. They were not incredibly technologically advanced, but the culture rivalled that of the Eldar, albeit in a more primal and bestial way. They formed strong family units, similar to a clan structure, and flourished. They bred quickly and profusely, and thrived.
Then, disaster struck. Suddenly, with no warning whatsoever, Warp storms began to tear through the system. Planets disintegrated gradually, with nothing but asteroid and debris fields remaining. The Hrud Elders (A council of elderly Psychics, named Seers) on the system's capital planet decided that the only way to escape this cataclysm was to build an enormous vessel, not unlike a space faring version of the Ark that is occasionally featured in Heretical ancient texts, and set it adrift on the Warp.

They had their best engineers attend to the vessel, and within a few weeks it had been constructed. Although it was nothing more than a huge Space Hulk, it was the only chance of survival for the Hrud, and they boarded it in their thousands. The Seers placed upon it psychic wards to protect it from the ravages of the warp, and launched it.

Meanwhile, those Hrud that remained on the planet (the seers, and a handful of warriors and priests, as well as the race's criminals) waited for death.

They did not wait for long. Aboard the new colony ship, there was chaos. Without the Seers to lead them, the Hrud disintegrated into petty infighting. Great battles broke out across the vessel, and many Hrud died. This lasted for 13 long months, until the ship unexpectedly dropped out of the Warp, and directly into realspace in front of an abandoned Imperial hive world. Seeing this as an opportunity for a new life, the eldest of the surviving Hrud guided the ship down using its rudimentary propulsion systems.

The Hrud, glad to see solid earth again, forgot their squabbling and set about disembarking, looting the planet for all they could find, and setting up their homes once more.

It was only after a few weeks that they realised why the planet was abandoned in the first place. Newly born Hrud began to show worrying deformities. Some were born with extra limbs, some were born particularly large or small, deaf or blind, and all manner of other, more horrific things.

The Hrud, recognizing the signs of Chaos Mutation, fled underground, hoping to save themselves from the Warp Polluted air. They built huge underground hives, and became brilliant diggers. They lived in perpetual darkness, making their eyes extremely sensitive to light, and making them more likely to emerge from their tunnels at night. However, their digging efforts unveiled more than a new life. For deep within the planet, they found shards of a material as yet unknown to them.

They named it… Wyrdstone. Now, some 'some thousands of years later, they use this Wyrdstone for a variety of things, including weapons and propulsion systems for their craft. They travel the stars as pirates and scavengers, salvaging whatever they can find and adapting it with their own Warp based technology. There are still those amongst them who have the deformities of old, but they are not shunned, instead being used for various purposes. And there are also those amongst them that show psychic power and claim to be the new Seers, but their words fall on deaf ears. The society of the once peaceful and cultured Hrud is gone. Now they are the survivors, the fighters, the pirates… The Nocturnal Warriors of the Hrud.

Khaine's Messenger
26-04-2005, 23:31
We already got those: Dark Eldar Mandrakes

You say that as if that makes it impossible for anyone else to have similar traits.


I had the idea that they have been living underground on many worlds secretly for ages, and have comunicated [somehow] with other worlds with H'rud living in, and have organised an attack plan to gain an empire.

The problem with this is that it makes them a "latest greatest" threat. There's no need to do this, and indeed there's no background that would indicate that the Hrud are as big a threat as the Skaven are in FB.


Basic infantry gun [name needed]

The "fusil"?

If you're going to write an armylist, best ship it over to the development forum. We're just here to dither over background issues, 'm afraid.


I've thought up a dreadnought for them

There really isn't a need.


Basically, it's a super powerul flamer that overheats alot.

NoNoNoNoNoNoNo, In God's Name, NO. <long rant full of swear words deleted>. Making "killing ourselves" the army's theme is not a good idea at all. Your first thought should be "what are their basic units going to be?" not "how can I make them look like idiots?"


I also thought that H'rud attacks would start with a barrage of long-range anti-infantry and anti-tank shots.

...what makes you think that? I'd imagine they would sneak in and slit everyone's throats under cover of night, or if attacking the overworld would use special weapons to "bring the enemy to their level"...blind-grenades, mole mortars, etc.


For vehicles, well, no proper ideas yet

Why do they need any? As stated earlier, they seem to generally prefer waves and waves of light infantry/tunnel fighters. Little need (or room!) for vehicles.


And I would like to hear more of this weapon used by the Deathwatch in Warriors of Ultramar.

It's just the rough equivalent of a melta/plasma-pistol.

malika
26-04-2005, 23:42
You say that as if that makes it impossible for anyone else to have similar traits.
Im just interpreting what you are saying:


cloaked in perpetual shadow thanks to their unique connection with the Warp

But okay...sorry for sounding like a smart ass :o

I also remember something vaguely..the Hrud had an advanced medical technology, I remember reading that somewhere: http://www.games-workshop.es/especialista/inquisitor/bestiario/yastobaal.html

Hrud panacea: Once per game Jan can spend one action administering a dose of the Hrud panacea. This elixir's effects last for D3+1 turns and during this period it renders him immune to the effects of the Lung Blight and increases his Strength and Toughness by +30%. It also has the effect of reducing his Damage points total by D10 and one injured location (chosen at random) is healed back one Injury level.

Sir Charles
26-04-2005, 23:46
Don't the hrud exist in some type of seperate timeframe?

Brimstone
27-04-2005, 05:53
And I'm not trying to start the RULES here, I'm trying to collect some ideas for weapons, army structure, background etc. for the H'rud, therefore it doesn't fall into the RULES develoment section.

That's what you said.



Basic infantry gun [name needed]
S: 4 AP: 6 RNG: 30" TYPE: Assault1 PTS: 2 [or 3]

I've thought up a dreadnought for them, basically, it's a big H'rud made of metal, with a different head.

I had an idea for a gun which shows the plasma-loving-ness and the don't-care-if-we-die-ness, the [for lack of a better name] Fusil gun! Basically, it's a super powerul flamer that overheats alot.

S=6 AP=1[to represent it being more powerful than other plasma weaponry] RNG: Template TYPE: Assault1/Overheats* PTS: 15

*When firing a fusil gun, you must, unlike other template weapons, roll to hit. On a 6,5 or 4 the fusil gun fires fine, the H'rud is ok, and the enemy isn't. On a 3 or 4 the Fusil gun fires but a loose cap or a dodgy weld breaks open hitting the H'rud, this counts as an S3 hit with NO armour saves alowed. On a roll of 1, the Fusil gun blows up completely, taking the H'rud with it. This is represented by the H'rud taking 1 wound [Multi-wound models take D2 wounds].

I also thought that H'rud attacks would start with a barrage of long-range anti-infantry and anti-tank shots. Therefore, I designed the Boneripper cannon [note: its not portable, it must be wheeled around like big gunz batteries].

S: 7 AP: 4 RNG: 12"-48"Guess TYPE: Heavy1/Blast PTS: 30

For vehicles, well, no proper ideas yet, perhaps a light attack vehicle that burrows underground, then pops up, shoots, then disappears quickly, called the Mole. Other than that, no ideas.

These are rules, this is your first and only warning, this is the background forum. Stay on topic i.e. background only not rules/army development or the thread will be moved.

malika
27-04-2005, 08:44
First of all look at this piece of artwork I found:
http://www.lovablelobsterproductions.com/modules/gallery/themisc/hrud

Second of all, we have been brainstorming on these Hrud on the Anargo Sector Project some time ago:
http://kagemat.proboards19.com/index.cgi?board=OtherRaces&action=display&num=1078766403

Justice And Rule
27-04-2005, 19:50
I really like Sojourner's idea in the thread linked of them having a denegerative genetic pool or such so that they have to use incredible medical technology to keep themselves alive and (For the most part) close to their normal forms without any extremely debilitating mutations.

Something like an underground race (due to perhaps the fact that they live particularly close to a star or their original planet's surface was inhospitiable, or maybe they were seriously effected by the birth of Slaanesh and the massive amount of the warp it allowed to leak into this universe, or even perhaps an extra-senstivity to the warp) that migrates from planet to planet in search of this "Wyrdstone", something that they use to power their machines and in their medical technology to reverse the warping of their already unstable genetic pool. It already gives 3 reasons for the Imperials to hate them:

1) They are shadowy aliens, of course.
2) They move from place to place, inevitably stopping on an Imperial Planet.
3) They are mutants and they use a warp-corrupted mineral 'wyrdstone' to survive. Obviously in league with Chaos!

The steampunk idea is pretty good for the general look when it comes for their machines, though they'd likely only use a few tunnellers and construction machines, and maybe one true military vehicle that was a converted miner due to hostile contact with other races (To emphasize the idea of both stealth and reclusiveness). A basic weapon with a few wyrdstone goodies, primarily a close up stealth and hand-to hand based army sounds fairly good.

TheSonOfAbbadon
29-04-2005, 13:47
Out of those 3, to stay in line with the background I've already thought up, 1 would be the best.

I don't like the idea that they'd only have converted tunnelling and mining vehicles, they've been hiding for millenia, they'll know they'll need some military vehicles, although they would probably be small, lightly armoured but well armed.

I've invented 6 new guns, and a design for a vehicle.

Plasma Blast Gun
S:8
AP:1
RNG:24"
TYPE:HVY1/Gets hot [HVY1 represents the powerful recoil].
Pts:10

Plasma Vapour Gun
S:8
AP:1
RNG:48"
TYPE:HVY1Blast/Gets hot
Pts:50

Gatling Gun
S:4
AP:3
RNG:30"
TYPE:Assault3
Pts:18

Heavy Gatling Gun
S:6
AP:5 [sacrifices decent bullets for powerful shots and greater fire rate]
RNG:36"
TYPE:HVY4
Pts:20

Orb Cannon
S:8
AP:3
RNG:72"
TYPE:Ord.1/Blast
Pts: 70pts

Remember I mentioned a big gun with spikes forming a sort of barrel? Well...

Wyrdstone Cannon
S:9
AP:2
RNG:60"
TYPE:Ord1/Blast
Pts: 80

And the design for a vehicle...

Lightly Armoured Heavy Attack Vehicle [name needed]
Front:11
Side: 11
Back:10
Type: Open-topped
Pts: 30+weapons
Squad: 1-2 Vehicles

Weapons: 2 of the following:
Plasma Vapour Guns at 50pts each
Plasma Blast Guns at 10pts each
Gatling guns at 18pts each
Heavy Gatling guns at 20pts each

Or 1 of the following:
Wyrdstone Cannon at 80pts
Orb Cannon at 70pts

People are just giving general ideas about the H'rud, I know I said anything, but I would like some ideas for guns, units, weapons, vehicles, etc. please.

DantesInferno
29-04-2005, 14:06
Mate, you've already been warned about posting trial rules in the background forum.

Not quite sure about the "Wyrdstone" link - seems a tad too overt to the Skaven.

Can anyone clarify for me a good theory for the H'rud's link with the Warp? Are they psychically active individually like humans and Eldar, or is it a gesalt racial thing (like Orks perhaps)? Someone mentioned Mandrake-like infiltration abilities, would this entail a permanent connection to the Warp?

TheSonOfAbbadon
29-04-2005, 14:51
What's a mandrake???

DantesInferno
29-04-2005, 15:04
Dark Eldar infiltration troops. They were sorta caught in between the Warp and realspace during Slaanesh's birthscream. Rather unfortunate. Now they are rather bestial, craving flesh etc, and looked on with a mixture of revulsion and fear and admiration by other Dark Eldar. Good at infiltrating because they are still caught between warp and realspace. Seems hard to see how the H'rud could have something similar.

TheSonOfAbbadon
29-04-2005, 15:25
H'rud wear dark cloaks, are usually crouching, are naturally swift and silent after living for millenia underground in rocky dark caverns. I doubt any warp-real space monsters though.

I had the idea for Ratboys[I'll probably change the name] who were young H'rud who are basically the equivelant of Gutter Runners. They have daggers and pistols, often get a bit excited and run ahead of the main army [or are put in front of the main army as gun fodder, or to make sure they get into CC quickly] hence they have the infiltrate ability. They are smaller than normal Ratmen and, without any large weapons or heavy armour, can move very easily through tough terrain, sometimes leaping over rocks or staying to the tree tops so they can drop down on their prey.

I think of Ratboys as standing upright, unlike most H'rud who usually crouch, with baggy trousers that were tightened around the waist and ankles. They also wear a black poncho-type-thing which is basically a black poncho with a hood.

Their torsos are alot smaller in relation to the rest of their bodies, their heads are about as long as their torso is tall, whereas their legs are twice as long.


I'll try and think up some kind of elite ninja unit.

Brimstone
01-05-2005, 20:16
Mate, you've already been warned about posting trial rules in the background forum.

And that's why it's now in the rules development forum where trial rules belong.

@TheSonOfAbbadon - Post a rules thread in background again and you'll get a strike.

TheSonOfAbbadon
01-05-2005, 21:53
It's NOT a rules thread! I made it so people would come up with some background for the H'rud then I could make rules that represent the ideas! I posted the rules here so I wouldn't have to make another thread in the Rules section where I would have to put the rules so people would have to check 2 threads in 2 seperate sections.

I put the rules here to make it EASIER!

Edit: Would it be ok if you moved it back to the fluff section BUT I wrote up some fluff about the guns/vehicles but still put up the rules so that you wouldn't have to jump sections to compare different rules? I would have done this anyway but I don't have any fluff for the vehicle, and I *had* written up some fluff for the guns only to accidently press the backspace button and lose it, then I was in a bit of a bad mood so I didn't write it up again.

Please?

Brimstone
01-05-2005, 22:13
OK i'll try and make this simple for you to understand as you seem to have a hard time understanding what I'm saying.

Rules go in the rules forum this goes for development of rules & descriptions for weapons, vehicles, units etc.

The background forum is for discussion of existing fluff and suggestions based upon it.

If you wish to start a thread to come up with ideas and rules for new Hrud weapons & vehicles Do it here

Edit - As there is now a index Xenos thread on the Hurd here (http://www.portent.net/forums/showthread.php?t=1816) in 40K background I see no reason to move it back, you should have listened to me the first time when I said no rules.

TheSonOfAbbadon
01-05-2005, 22:33
So, you can post fluff in the rules section, but you can't post rules in the fluff section?

worldshatterer
01-05-2005, 23:10
Yes, rules don't really fit in the background section, as we all now how far the rules and the fluff are removed from one another in 40k . When coming up with new rules however it really helps to add fluff to them otherwise they're just a statline . For instance when coming up with new units, fluff is vital-

http://www.portent.net/forums/showthread.php?t=467

so surely its even more important for coming up with rules for whole new race .

edit
how about giving them all invulnerable saves and/or night fighting rules to represent shadow tech and being out of phase with the universe?

TheSonOfAbbadon
02-05-2005, 00:00
Hmm, well I guess you're right, but more people won't see my thread down here. Oh well, at least this thread wasn't locked. :)

Anyway, I designed some new vehicles! Woo! I also decided on how I'm going to name them, I'll give them all Latin names, the 'Lightly armoured, heavily armed attack vehicle' I designed earlier is now the 'Invehor' meaning 'Attack'.

Efferor [Latin for 'to be transported']
FT: 11
SD: 10
BK: 10
BS: 3
Pts according to online VDR: 73pts
What I think the pts should be: 48pts

The Efferor is the worst of all H'rud vehicles not including the smaller bikes/jetbikes [haven't decided yet]. It is weakly armoured, weakly armed and sometimes causes more damage to the passengers than the protection is meant to give. Despite this, it does get Ratsmen to the front line easily and can deflect weak shots easily.

Type: Open-topped, transport.

Weapons: One, pintle-mounted gatling gun.

Options: The gatling gun may be upgraded to a heavy gatling gun for +2 pts.

The Efferor may take any available upgrades from the H'rud vehicles upgrades list [not made yet].

Transport: The Efferor may transport 10 H'rud Ratsmen, who may embark and disembark by the back and sides of the vehicle.


Tormentum [Latin for 'engine' because of the huge engine on the thing, it has 8 exhaust pipes!]
FT: 14
SD: 13
BK: 13
BS: 3
Pts according to online VDR: 150pts
What I think the pts should be: 160pts

The Tormentum rivals the Land raider itself for it's strength and use in battle. Although the Tormentum can carry more powerful and more guns, it is weaker armoured, and does not have the benifits of the machine spirit. The Tormentum often carries heavily armed Ratsmen or the army's Verminlord and his elite. Usually used as a fire base, the 2 transport ramps can be lowered to allow ratsmen to fire through from the other side where they are protected by the Tormentum itself.

Type: Tank, transport.

Weapons: 2 upper-sponston mounted weapons of the following list:
Plasma vapour gun at 50pts each
Plasma blast gun at 10 pts each
Gatling gun at 18pts each
Heavy gatling gun at 20pts each

2 lower-sponston mounted weapons of the following list:
Plasma blast gun at 10 pts each
Gatling gun at 18pts each

Options: The Tormentum may take any available upgrades from the H'rud vehicles upgrades list [not made yet].

Transport: The Tormentum may transport 10 H'rud Ratsmen, who may embark and disembark by the back and front ramps.

Fortress on wheels: The Tormentum is strong and can drop both ramps to allow H'rud to fire through, or drop them to allow passengers to fire through. When not transporting H'rud, the Tormentum may allow line of sight [for friendly and opposing units] through the transport bay [drop both ramps and look to see if the firing H'rud unit to see through] if the H'rud is standing just behind/infront of the bay, but not outside 3" of the vehicles, it gains a 5+ cover save against any enemy unit firing back at them through the vehicle. Enemies only gain this upgrade if you fire through the cargo bay on the your turn just before the turn as the enemy stands behind/infront of the bay, if you haven't then the bay counts as closed and the enemy can't fire through [and is probably going to get squished by the Tormentum next turn].

TheSonOfAbbadon
17-05-2005, 23:13
2 new guns:

Wyrdstone Blaster
S:9
AP:1
RNG: 24"
TYPE:HVY1
PTS:

The Wyrdstone Blaster is a weapon a great deal weaker than its larger cousin the Wyrdstone Cannon. Although it lacks the power of the Wyrdstone Cannon, the Blaster is alot smaller, infantry-portable, needs little psychic power to control, and can still blast the hell [or 'rape the *****'] out of even the strongest tank.

Special rule: Although the Wyrdstone Blaster needs only weak psychic powers to use, those who do not have a good grasp over their powers can be eaten alive by the daemons drawn to the Wyrdstone. Any model that is not a character who does not have the Vermin Preist power suffers a perils of the warp attack every time they fire the Wyrdstone Blaster.


Thunder Gun
S:6
AP:3
RNG:36"
TYPE:Assault1
PTS:

The Thunder Gun combines 3 of the H'rud's favourite things, amazing firepower, plasma and wyrdstone. It works in the same way as a grenade launcher, firing shells with an inner-layer of wyrdstone inside which plasma is held, the plasma is made more powerful by the effects of the wyrdstone.

Hoshi No Koe
28-05-2005, 20:03
I've always liked the H'rud to be a mostly light infantry/terorrist type of army, with the few vehicles available to them, being tunnellers.
I really don't know what to make of the "different time sync" thing though.
Here's an early concept of mine concerning the basic troop type statline and weapon of the H'rud. The fusil being the basic weapon.

Hrud WS 3 BS 3 S2 T2 W 1 I5 A1 Ld 6 Sv 6+
Special: Infiltrate, fleet of foot, enhanced senses, +1 cover saves and 6+ cover save in the open
(Comments: The low stat line accounts for their physical frailty, if CC troops would be included it might be worth considering allocating an increased efficiency to use of poison / toxins allowing a re-roll to wound or an always wound on 5+ rule or something. Infiltration being standard to represent the guerilla approach end enhanced senses for their nocturnal nature. Fleet and high I represents their preternatural swiftness. And the cover bonuses would be attribbuted to their time related abbilities)

Fusil: Range 24" S3 Ap5 Assault 1
special: S4 AP4 at 12", S5 AP4 at 6"
Increased S an AP capacity accounts for the warp plasma nature of the ammunition.

The list would basically be a shooty counterpart of the krooot list.