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Tribe Mors is splintered into a series of lesser tribes, forced to live a nomadic existence within the harsh Desert World of Tallern. These tribes chart their course over the desert sands using the locations of oasis as stops. These oases are scattered throughout the desert at random points. The tribe never stops at a location for too long so as to prevent the water source from running dry. They chart their course in such a pattern as to avoid contact with fellow tribes, so as to not exceed the limits of an oasis to provide. When they do chance upon other tribes, it is during their wanderings through the desert. A ritual exchange of information regarding the conditions of their respective tribes take place. In this way, the individual sections are made aware of the workings of the Greater Tribe on the whole. During such exchanges, the tribes use this opportunity to replenish whatever they so happened to be lacking currently, be it food supplies or firearms. In this manner, the balance of power between the tribes is kept in check, for the tribes necessarily have to sacrifice something they have in abundance in exchange for what they are in dire need of. No tribe is thus greater than another, although this system of balance is not perfect and some tribes are indeed wealthier or more powerful than their fellow tribes.

Conflicts however, do occur between the tribes at times, despite the stance of mutual aid and non-aggression practised between the tribes. These are occasions when the land dries up and the scarcity of water drives the tribes into competition for rare pockets of precious water. All this further creates an environment of harsh existence, where only the fittest survive. The Nomads of Tribe Mors are thus tough individuals, adapting to the many dangers posed by life in the Desert World of Tallarn, one such adaptation being the evolution of highly developed senses of perception. A Nomad is conditioned to be intimately aware of his immediate surroundings, thus it is extremely difficult to take one off-guard.

The Hruds of Tribe Mors have developed many means to conserve water, even the water within their own bodies. When a Hrud dies, his body is left within the Deathstill, the water extraction system within the huge Sandtrawlers that serve as the mobile homes of the Hrud Nomads. The water within the dead body is drained and stored in the water storage tanks within the Sandtrawlers. The Nomads have derived ways to conserve water to such an extent that they have developed incredibly advanced Stillsuits, at least from the standpoint of their primitive existence. These Stillsuits are made from the leathery hides of Yuks, a native lifeform of Tallarn that subsist on the sparse vegetation scattered throughout the desert. The hides of the Yuk have high water absorbent properties and have even greater water retention capabilities. The Yuks as such do not imbibe water to quench their need for it like other lifeforms but immerse their entire bodies within an oasis. In this way they can travel many miles across the desert in search of the sparse vegetation that forms their diet, never needing to drink by subsisting on the water stored in the sacs beneath their hides. The Stillsuits work by absorbing the bodily waste products naturally generated by the actions of the body. A filtration mechanism within the Stillsuits extract the water, while leaving the waste byproducts to be excreted back into the surroundings. The extracted water is then reabsorbed back into the body of the Hrud. The entire water recycling system is powered by pumps built into the heels of the suit, thus the motions of the Hrud both causes the natural excretion of waste products and the powering of the processes of the Stillsuit.

During the day, the Sandtrawlers of the Hrud seek out areas composed of soft soil. Great burrowing drills on the underside of the Sandtrawlers would dig deep into the ground, forming huge pits in which the Hruds would seek refuge from the scorching heat. The Hrud would then proceed to extend the depths of the pit horizontally through burrowing, creating a network of tunnels. These network of tunnels would have a main tunnel from which branch out the various sub-tunnels that lead to various dens. Moving down the layers of the Warren are the mating dens. Any Hruds in heat would proceed to mate within, and the young litters produced are gathered in the nursing dens at the lowest levels of the Warren where they would be furthest away from the dangers present on the surface. Having burrowed out the complex network of tunnels that comprise the interior of the Warren, the Hruds would then proceed to burrow sub-tunnels from the main tunnel route that exit onto the surface. These tunnel exits provide several routes of escape should an external force attempt to break into the Warren. The burrowing of the Warren is done by the Greyfurs of the tribe, while the Blackfurs act as sentinels guarding the Sandtrawler from threats. The Hrud Nomads reside within the Warren temporarily, until such a time that the water supply within the storage tanks of the Sandtrawler runs dry. When night falls, the tribe would then proceed on their nomadic wanderings, heading towards the nearest oasis where they can replenish their water supply.

The Hruds occasionally encounter the Tallarn Bedouins in their travels, Human nomads who live an existence of constant travel much like the Hruds. The Hrud tribes usual disposition is to avoid contact as much as possible with the Humans they coexist with. However, Hruds and Humans have been known to enter into territorial disputes over areas rich in resources. The Hruds of Tribe Mors have proven to be a resilient and resourceful foe, such that, out of respect of their adversaries, the Tallarn Bedouins have started to use Hrud terms in their everyday speech. The Hruds have likewise borrowed from the language of Man, calling themselves after them. The Fedaykin of Tribe Mors for instance, is a directly derived from the tongue of the Tallarn Bedouins, and roughly translated, means "one who is ready to sacrifice his life".

In their initial forays with the Humans, the Hrud tribes were at a disadvantage due to their relative primitivity, lacking in firearms compared to the Tallarn Bedouins. The Hruds, with their cunning minds, saw the solution to the problem by scavenging from dead Tallarn Bedouins. In the aftermath of a battle, the Hruds would return to the scene of the battlefield to salvage whatever firearms they can from the bodies of fallen Bedouins. During times of peace, the Hrud would engage in a technological exchange with the Bedouin caravans they would meet, trading knowledge of the manufacturing of Stillsuits for knowledge of the manufacturing of firearms. Through these exchanges, the Hruds learnt to built forges for the manufacturing of weapons within their Sandtrawlers. The salvaged firearms from the fallen bodies of Bedouin Warriors were modified within these forges. These modified firearms, called Jezzails by the Hruds, are highly customisable, capable of having attached double barrels, allowing the firing of two rounds in a single shot. The Jezzails formed the standard firearms of the Greyfurs of Tribe Mors, known as the Nomad Warriors of the Hrud by the Bedouins. The Blackfurs of Tribe Mors, calling themselves Dune Warriors, use a sawn-off version of the Jezzail. Its reduced size allows it to be used as an additional close combat weapon in hand-to-hand engagements, but the range of the firearm is compromised due to its shortened barrel. The Sawn-off Jezzail may be used both as a pistol as well as a rapid fire weapon due to its highly customisable design.

Within the forges of the Sandtrawlers, the Weaponsmiths of Tribe Mors developed the Hrud Rifle, an entirely original creation specifically designed to suit the nomadic style of warfare of the tribes. Its components are derived from the parts of the various types of firearms the Hruds have come across through their scavenging. It is a high-powered, single-shot slug rifle, with a long barrel that gives it incredible range. The most innovative design of the Hrud Rifle is the recoilless firing mechanism, allowing the Hrud Rifle to be fired even on the move. The Hrud Rifle is upgradeable with a laser-sighted sniper scope that allows it to hit targets at critical areas with pinpoint accuracy. The Hrud Rifle is also designed to be compatible with various types of ammunition. Indeed, it has been observed of Hrud riflemen of Tribe Mors, firing pulse shots with their rifles after an encounter with Tau Empire forces. As of yet, the Hruds have refused the invitations of the Water Caste ambassadors to join the Tau Empire, for the Hruds are a secretive race that pride themselves on their self-reliance.

Hrud Rifles are used exclusively by the Sharpshooters of Tribe Mors. It can be said that Hrud Rifles were created to fill a need for mobile, long-ranged elite fighting troops in battle, especially against the more advanced races. This motive was decided by the tribal leaders when they convened together during the Great Gathering, after the initial forays between Tribe Mors and the advanced civilisations of the Tau Empire and the Imperium of Man. Their superior firepower, and the lack of armour of the Hrud Nomads, resulted in an unacceptably high casualty rate among the Hruds. The course of action decided upon then, during the Great Gathering, was the formation of an elite fighting unit that had the range to engage the enemy at a distance where they would be safe from return fire, and the mobility to move across the battlefields should their positions be compromised, while maintaining a constant fusillade. Thus, the Sharpshooters of Tribe Mors was born. Sharpshooters are selected from Greyfurs who have shown exceptional bravery in battle. The selection criteria is extremely strict for the Sharpshooters are forced to operate independently from the rest of the tribe. They are as such a highly disciplined force, that, due to the conditioning of their role upon the battlefield, have developed acute senses as a direct result of their honed instincts developed from learning to survive while operating independently, on their own judgement. Sharpshooters are often in the most forward positions upon the battlefield, so that they are better able to target key units whose demise could possibly determine the fate of the battle. They would advance cautiously up the field of battle, moving from cover to cover in the knowledge of the vulnerability of their armour. When stationed behind rocky outcroppings or other assorted terrain features, the Sharpshooters are adept at blending completely with the terrain, almost being impossible to spot. Being desert-dwellers, Sharpshooters are expert at manoeuvering over difficult terrain, easily noticing where the land is roughest and moving in a shifting fashion over smooth ground in a pattern that mimics the movements of desert snakes. Sharpshooters have also been known to use the burrow tunnels of their Warren to move quickly from point to point. The true distinction of the Sharpshooters however, is their immense skill with the Hrud Rifles. They develop these skills by living a tough regiment everyday of their lives, perfecting their aiming skills through sheer practise. During the day in their periods of rest, they would sleep with their rifles slung to their bodies. The end result is that the Sharpshooters are able to perform unnerving feats of accuracy with their rifles, capable of targetting areas where the armour is most vulnerable, and bypassing even the formidable defences of the Terminator Armour of the Space Marines.

Elite:
Sharpshooter: MS:3 BS:2 S:2 T:3 A:1 W:1 I:6 L:8 AS:6+ CS:5+
Point Cost: 13
Unit Size: 10
Equipment: Hrud Rifle +Rifle Sling +Laser Sights +Bolt Shell +Pulse Shot, Stillsuit, Mirage Cloak, +Nightshades+3Pts

Special Rules:
Instinctual Preservation, Nocturnal, Burrow Warren, Scouts, Infiltrators
Sharpshooter:
When using the Laser Sights of their Hrud Rifles, on a to-Hit roll of 5+, the Shot is fired with an AP of 1.
Skirmishers: Each individual model within a Hrud unit may stay up to 4" of each other. When the unit is charged, it may choose to scatter instead of receiving the charge. Roll a D6 and add to the I for both opposing forces and compare the end scores just like when making a Sweeping Advance. If the Hrud unit scores higher, then it withdraws 2D6". The enemy unit is forced to move its full Charge distance, but does not get into Assault, unless it is able to reach the fleeing Hrud unit through the rules of Calvary for instance.
Sand-Walkers: Move Through Cover USR.
Covert Adepts: Stealth USR.
Secretive: The Hruds of Tribe Mors have developed a secretive way of life due to the harsh conditions of living within the Desert World of Tallarn. The dangers faced at all times within the desert has allowed them to evolve highly develop senses of perception, able to perceive the onset of danger almost instantaneously. This, together with their naturally secretive disposition towards life, has made sightings of Hrud Nomads a rare occasion indeed. To reflect this, when a Hrud unit of Tribe Mors is in Cover, any enemy units attempting to Shoot or Charge at them has to roll a D6 and add it to their Initiative. The Hrud unit does likewise, adding D6 to its Initiative and comparing the score with that of the enemy. If the Hrud unit scores higher, than the enemy unit is free to target another unit but not that Hrud unit. If the Hrud unit scores lower, than the enemy unit may Shoot or Charge the unit as per normal.
Fleet of Claw: During the Shooting Phase, the Hrud unit may opt to Move instead of Shoot. To reflect the fact that Hruds may travel on all four limbs for increased mobility, roll 2D6 and the value rolled is the distance travelled in inches. You lose the benefits of Instinctual Preservation as a result as the Hruds are too occupied with moving forward to be bothered about any possible dangers that lay ahead. This special Move is only possible if the Hrud in question is capable of coming down on all fours in the first place. Thus his forelimbs must be free from any weapons and be totally unencumbered. Sharpshooters are able to purchase a Rifle Sling for their Hrud Rifles. The Rifle Sling allows the Rifle to be slung on the back, leaving the forelimbs free for movement. You may choose to keep the benefits of Instinctual Preservation by instead moving forward the unit's Initiative value in inches. This is to reflect the Hrud moving forward with his senses on alert.

Hrud Rifle: R:36" S:4 AP:6 T:A1, Laser Sights+3Pts, Pinning, Pulse Shot+3Pts, Bolt Shell+1Pt, Rifle Sling+1Pt
Laser Sights confers the Sniping rules for the Hrud Rifle.
Bolt Shell has a S4 AP5. Each Bolt Shell must be Purchased separately. If 3 Bolt Shells are purchased then you may fire a Bolt Shell for up to 3 Turns.
Pulse Shot has a S5 AP5. Same rules of Purchasing apply as with Bolt Shells.
Nightshades, as the name suggest, are eye goggles designed to block out the burning rays of the Sun from the sensitive eyes of the Hruds. When worn, the bearer sees the surroundings as if it was nighttime. The Nightshades are most commonly seen among the denizens of Tribe Mors, for they live in an environment constantly exposed to the harsh heat of the Tallarn Sun.

Unlike the other Hrud Tribes and Clans, Tribe Mors is distinguished by the lack of racial tension between the Greyfurs and Blackfurs. The Greyfurs and Blackfurs coexist peacefully, each fulfilling a role within the tribe that they are best suited to. This culture is a direct result of a necessity derived from attempting to survive within the harsh desert environment of the world of Tallarn. If the society within Tribe Mors was atypical of the disorganised mass that characterises the other Tribes, with a great social divide between the Greyfurs and Blackfurs, Tribe Mors would easily succumb to the harsh forces of their environment. The Greyfurs, lacking the physical strength of their Black brethren, form the work force of the tribe, burrowing tunnels to create the Warrens, setting up the pumps to drain the water from oasis pools into the storage tanks within the Sandtrawlers, among other things. When the tribe goes to war, the Greyfurs too take up arms in defense of their tribe, for the entire tribe lives as one and fights as one and no personnel can forgo his responsibility to the tribe. Besides, although the Blackfurs are the warriors of the tribe, it would be impractical to depend solely on them for the defense of the tribe for they lack the numbers of the Greyfurs. The Greyfurs, forming the bulk of the tribe, are employed as range troops, where they would be safe from engaging in close combat of which they are ill suited to. Tactically, the Greyfurs are used as stationary firing bases, as a defensive deterrent against advancing enemy forces. In their forays with the Human Bedouin Warriors of Tallarn, the most commonly encountered Hrud is the Greyfur, so the Greyfurs form the archetype of the Hrud in the minds of the Bedouin. As such the Greyfurs of the tribe have come to be known as the Nomad Warriors of the Hrud to the Bedouin. The Greyfurs have adopted this name for themselves, and the Nomad Warriors of the Hrud form the bulk of the forces of Tribe Mors.

Troops:
Nomad Warrior: MS:3 BS:1 S:2 T:3 A:1 W:1 I:5 L:6 AS:6+ CS:5+
Point Cost: 5
Unit Size: 20
Equipment: Jezzail +Double-Barrelled+3Pts, +5Spike Launcher+6Pts, +2Plasmortar+10Pts, Stillsuit, Mirage Cloak, Nightshades+2Pts

Special Rules:
Instinctual Preservation, Nocturnal, Scavengers, Burrow Warren, Sand-Walkers, Secretive, Fleet of Claw, Skirmishers, Scouts, Infiltrators

Hard Targets: Nomad Warriors firing Spike Launchers may choose targets separate from the rest of the troop.
Trench Diggers: During prolonged battles, Nomad Warriors have been known to fortify their firing bases by digging trenches with their claws. Although digging a trench in the midst of battle is a risky affair, the Nomad Warriors are known to do so fairly quickly. The trenches provide exceptional cover against all sorts of firearms, at least those that travel forth horizontally. However, the trench provides no protection from artillery weapons like the mortar that bombard the enemy from above. At the start of your Turn, determine if any of your Nomad Warrior units are to dig a Trench. If so, that particular unit(s) may not make any further movements for the rest of that Turn, be it Moving, Shooting or Assaulting. Trace an imaginary line that is 6" in length across the battlefield to denote the Trench. The Trench may not be placed upon Difficult or Dangerous Terrain. The Trench provides +2 to the CS of all the Nomad Warriors within the unit as long as they are behind the imaginary line. The Trench only provides a CS from Shots that come at an angle that touches the imaginary line before Hitting any of the Nomad Warriors behind the line. Template weapons do NOT negate the CS of Nomad Warriors behind the Trench, but Blast weapons suffer no penalties against the Nomad Warriors behind the Trench. If the Nomad Warriors behind the Trench did not fire in the previous Turn, then all Shots fired at them only Hit on a roll of 6. In order to create a trench during the chaos of a battlefield, the Nomad Warriors within a single pack must band together and use their collective strength in order to dig a trench in the shortest time possible. Besides, it is unfeasible to create a trench that spreads too wide amidst a battle. As such, every single Nomad Warrior must be within 1" of each other and the entire unit must be behind the imaginary line that denotes the Trench.

Jezzail: R:24" S:3 AP:6 T:RF
Modifying a Jezzail with Double-Barrells doubles the Shots fired by the Jezzail. That means when firing within 12", the Jezzail fires 4 Shots while when firing at the maximum distance, the Jezzail fires 2 Shots.

Spike Launcher[Kryspike]: R:24" S:5 AP:2 T:A1
Spike Laucher[Spike Bomb]: R:18" S:4 AP:4 T:A1, Blast, Pinning, Multi-Layered Grenade
Spike Launchers are modified Grenade Lauchers of the Imperial Guard scavenged by Tribe Mors during a battle. The Spike Launchers are lightweight and highly portable, such that they can be fired on the move, much like they were as Grenade Launchers. The ammunition fired by Spike Launchers, as the name suggest, are formed from the teeth of dead Sandworms, called Kryspikes. Sandworms are massive creatures that reach lengths of hundreds of metres. Lining the interior of their mouths are innumerable jagged teeth that are composed of a diamond-hard substance called Krys. The Krys is then sharpened and refined into a form that can be used by the Hrud Nomads as Kryspikes. When fired from a Spike Launcher, the Kryspike is capable of piercing the toughest of armour, save the armoured hulls of the tanks of the Imperium. In their encounters with the Terminators of the Space Marines during the Great War, the armour of the Terminators proved as resilient to the weaponry of the Hrud Nomads as the armoured hulls of the tanks. The only weapon capable of piercing Terminator Armour was the Kryspike Launchers, such that within every Nomad Warrior troop, up to five Warriors are delegated with the task of carrying these Spike Lauchers into battle, selecting the hard targets while leaving the rest of the troops to mob up the light infantry.

In the aftermath of the Great War against the Humans, the Frag and Krak Grenades raided from the Imperium were dissected and the workings of their mechanism studied by the Weaponsmiths of the Hrud. Through this, the Hrud Nomads acquired the technology to create explosives that fragment upon impact. The Hrud Weaponsmiths, within their forges in the Sandtrawlers, started development on an explosive device that would be composed of several layers of fragment that shattered upon impact. Yet, instead of the scattering of mere shrapnel, the outer layer of the bombs would be composed of Kryspikes. Thus, the Spike Bomb was invented. On the surface, the Spike Bomb appears as a ball covered with spikes made of Krys protruding from every possible point. Within the Spike Bomb however, the composition and structure is very similar to a Frag Grenade, with hundreds of tiny ball bearings lining the interior, with the exception that the ball bearings are substituted by Kryshards. In other words, the Spike Bomb is a multi-layered Frag Grenade. Upon impact with an enemy unit, the Bomb shatters, showering the immediate vicinity with Kryspikes, the shrapnel of the bomb casing, and the Kryshards at the core of the Spike Bomb. The target unit is thus bombarded several times over, as the fragmentation reduces them into pieces. Unless equipped with Power Armour or stronger, the survival rate from a Spike Bomb blast is extremely low. The Spike Bomb is a Blast weapon that causes Pinning. In addition, it has the Multi-Layered Grenade rule that states that all units caught within the Blast are subjected to D3 Hits of S and AP of 4.

Plasmortar[Shell]: R:G36" S:7 AP:2 T:H1, Blast, Pinning, Overheat
Plasmortar[Grenade]: R:G36" S:5 AP:3 T:H1, Blast, Pinning
In the disarray of the Imperial forces during the death raid of those brave Fedaykin death commandos, the Imperial forces were forced into retreat. In the haste of their evacuation, the Imperial forces left many of their equipment behind. These were salvaged by Tribe Mors for their own use. Predominant among the equipment left behind are caches of Plasma Guns and Mortars, which presented too heavy an object and were thus left behind during their evacuation procedures. The Hrud Nomads disfavoured the Plasma Guns in exchange of their own hand-crafted Jezzails, for the Plasma Guns had the tendency to overheat with extended use, killing its wielder. Given the myriad of dangers already faced by the Hrud Nomads within the harsh desert environment of Tallarn, the complications of the Plasma Gun made it all too unfavourable a weapon. However, they acknowledged the awesome firepower contained within a single Plasma Gun, and as such, the Weaponsmiths of the Hruds worked on harnessing the plasma power within the Plasma Guns and combining this power with the delivery system of the Mortar, thus reducing the casualties caused by overheating. The Plasmortar was thus born. The Plasmortar is capable of firing a single Plasma Shell that contains the penetrative firepower of the Plasma Gun. It is also capable of a secondary mode of firing, in which it lobs a single Plasma Grenade that suffers from lesser strength and penetration compared to the Plasma Shell. The designs of the Weaponsmiths were unable to completely removed the complications involved with the overheating of the plasma, but at least the feedback is contained within the Plasmortar itself, and no harm comes to those found within its immediate vicinity. The weight of the Plasmortar has its setbacks however, and requires it to be transported by two Hrud Nomads. The Plasmortar has to be set up before use, to compensate for the recoil of the projectile as it is fired. The Plasmortar must be carried at all times by two Nomad Warriors. Place the Nomad Warriors at most 2" apart. This is contrary to the Skirmishers rule, which says the Nomad Warriors within a troop can maintain a distance of 4" apart. If you choose to fire the Plasmortar, the two Nomad Warriors may not choose to use their Jezzails. Should the Plasmortar Overheat, simply remove it from the battlefield. The two Nomad Warriors may continue to operate as per the normal rules applied to all Nomad Warriors.

The Blackfurs of Tribe Mors form the backbone of the fighting forces of the tribes. While the Greyfurs present the work force, Blackfurs are the warrior sentinels of the tribe, forming an ever vigilant guard against any would-be attackers. They tame their natural aggression by engaging in ritual combat among themselves, as a means to vent their pent-up energy. The ritualised combat instills discipline among the Blackfurs, suppressing their tendencies towards infighting. Indeed, over the ages, the ritual combats practised by the Blackfurs have developed into a highly technical artform. By understanding the flow of power between two opposing forces, the Blackfurs attempt to manipulate the outcome of combat by learning to apply force precisely at the right location and time. This technical outlook towards combat differs greatly from the Blackfurs of the other Tribes who rely on pure aggression and recklessly throw themselves into the fray. Much of these techniques were developed through their encounters with the Bedouin Warriors of the Tallarns. Despite their seeming frailty compared to the physique of a full-grown Blackfur, the Bedouins were easily able to overcome a Blackfang in single combat. Through their exchanges, the Blackfurs learnt of the martial art practised by the Bedouin Warriors, called by them, "The Weirding Way". Its philosophy is based on being in control of the flow of combat by adapting to the opponent's movement and seeking the weak spots in their fighting style. The Blackfurs borrowed from them by copying these techniques and adapted them to fit their physique. The constant life of warfare within the desert and the practise of ritual combat between the Blackfurs on a daily basis has made even the lowliest Blackfur a highly skilled combatant, capable of standing his own even against the combat specialists of other species. In battle, the Blackfurs would attempt to close in on the enemy, where their fighting prowess can be put to good use. The bare lands of the desert provide little places of cover, but the dunes, rising like rolling hills across the landscape, act as barriers between the Blackfurs and the enemy. The Blackfurs came to learnt to travel from dune to dune, relying on these mounts of sand for cover, till they were in such a position as to be able to engage with the enemy. The Blackfurs of Tribe Mors thus came to be known as the Dune Warriors by their Human adversaries. Even then, the Blackfurs have learnt that it is impractical to depend solely on unarmed combat and carry sidearms with them. The Dune Warriors are thus versatile troops, capable of engaging both at range and in the melee. Through their encounters with the forces of the Tau Empire and Imperium of Man, the Dune Warriorss learnt that range weaponry and physical combat were insufficient in covering the entire dynamics of warfare. The firearms of the Hrud Nomads were unable to pierce the armoured hulls of the tanks of the Imperium, and in nearly every engagement, the Hruds were forced into retreat, lacking the technology to deal with armour. The Dune Warriors, seeing themselves as the warrior sentinels of the Tribe, resorted to raiding Imperial weapon depots to discover a means to deal with the seemingly invincible tanks. During their raids, the Dune Warriors took whatever they could carry with them, and the Frag and Krak Grenades, being lightweight and carriable en masse, were easy pickings. Through the process of trial and error, the Dune Warriors learnt of the use of the Frag and Krak Grenades. The Weaponsmiths of the Hruds modified the Krak Grenades, using Kryshards to replace the ball bearings that form the basis of the Grenades firepower. These modified Grenades came to be known as Krys Grenades, and had greater penetration power than a Krak Grenade. So it came to be that in any engagements with armoured companies, the Dune Warriors were sure to carry with them these Grenades. The Dune Warriors thus came to be multi-purpose warriors, capable of fulfilling any role upon the battlefield. Through merit of their efforts, the Dune Warriors have come to be recognised by the tribal leaders as being the backbone of the forces of Tribe Mors.

Troops:
Dune Warrior:
MS:5 BS:1 S:3 T:3 A:1 W:1 I:4 L:7 AS:6 CS:6+
Point Cost: 8
Unit Size: 20
Equipment: Sawn-Off Jezzail, Claw and Fangs, Frag Grenade+1Pt, Krys Grenade+2Pts, Stillsuit, Mirage Cloak, +Nightshades+2Pts, +5Plasma Pistol+3Pts

Special Rules:
Instinctual Preservation, Nocturnal, Sand-Walkers, Secretive, Fleet of Claw, Scouts, Infiltrators

Dune-Walkers: As long as the Dune Warriors moved in the previous Turn, they are counted as having a +2 to their CS, for a total CS of 4+, that works against Template weapons too.
Way of the Claw: Gain a +1 to-Hit modifier in close combat.
Overgrown Incisors: Gain an Extra Attack as long as the Dune Warrior is within 1" of an enemy unit.

Sawn-Off Jezzail: R:18" S:3 AP:6 T:RF, P
Pistol-Grip: When within 12" of the enemy, the Jezzail may be used as if it was a Pistol, being fired once before being used as an additional Hand Weapon in combat.
Krys Grenades are Krak Grenades modified with greater penetrative power through the use of Kryshards that form the core. They function in much the same way as Krak Grenades, except striking at S7 instead of S6.

Plasma Pistol: R:12 S:7 AP:2 T, Overheat
During one of the Great Raids upon the Imperial weapon stockades, the Dune Warriors encountered Plasma weaponry. The Dune Warriors recognised them as weapons of immense power, having seen them being employed by Imperial Guardsmen during the Great War. The Dune Warriors took the Plasma Pistols for their own use, disdaining the bulk of the Plasma Guns, as a possible option against the armoured hulls of the tanks of the Imperium until a viable alternative could be found.

Fedaykin, roughly translated from the Tallarn tongue, means "one who is ready to sacrifice his life(for a cause)". During the purges of the Hrud Nomads by the Imperium on the world of Tallarn, Tribe Mors was nearly brought to extinction. The Hrud Nomads were masters over the desert of Tallarn, having become familiar with the terrain through their numerous wanderings. Despite the superior firepower of the forces of the Imperium, the Hruds used guerrilla tactics and their familiarity of the terrain to their advantage, and managed through feats of bravery to fight the Imperium to a stalemate. Hrud Sharpshooters would lure Imperial Guardsman over difficult terrain, and as they struggled across the rough terrain to get their weapons in range of the Hruds, the Sharpshooters would pick them off one by one from the safety of cover.

However, the Imperium started employing the use of tanks against Tribe Mors. The weapons of the Hrud Nomads were incapable of piercing the armour of the tanks, and their mastery over the terrain was useless as the tanks had no difficulty transversing over difficult terrain. The Hruds of Tribe Mors were thus slow but surely driven back, despite their utmost efforts. It was only when certain Dune Warriors, through much personal risk, raided an Imperium weapon supply depot and brought back with them Frag and Krak Grenades. The Weaponsmiths of the Hruds dissected and studied the workings of these Grenades and managed to create their own versions of these explosives, modified with even greater firepower, using Kryshards as the source of the fragmentation.

Meanwhile, as the Weaponsmiths worked on the creation of these new explosive devices, the Hrud Nomads attempted to delay the advances of the Imperium. During these critical periods, in their desperation, Krak Grenades were used by the Dune Warriors in suicide raids against the tanks. But even then, the actions of the Hruds only managed to delay the Imperial forces temporarily, as the Imperial forces continued their march onwards. At long last, the Weaponsmiths completed their device they were working on, made from the components of the Krak Grenade, yet containing firepower of a considerable degree higher. At this period of the war, known to the Humans as the Great Xeno-Purge of Tallarn, Tribe Mors was in the face of imminent doom. During these desperate times, a squad of death commandos were formed from the bravest of the Dune Warriors. These death commandos were christened Fedaykin by the Seer Chieftains of the Tribe, or "one who is ready to sacrifice his life for a cause". These death commandos adorned vest wrapped with these countless explosive devices, ready to be detonated by the single pull of a wire. In one of the final battles of the Great Xeno-Purge, the death commandos laid in wait in cover, while the rest of the forces of the Tribe distracted the advancing Imperial host. As the fighting grew fiercer, the Hrud forces suddenly withdrew, feigning retreat to lure the Imperial forces forward into the range of the death commandos lying in wait. The commanders of the Imperial forces, believing their withdrawal to be a sign of weakness, sent their forces forward hoping to rout and crush the Hruds in one decisive blow. The commanders were tricked; in their forays with the Hruds, the commanders had come to believe their tanks were invincible and were unstoppable against the forces of the Hruds. The advance guard of tanks pushed onwards, heedless of the doom that awaited them. When the tanks finally drew into range of the brave death commandos who were lying in wait, the death commandos sprang from their cover, charging heedlessly towards the closest tanks. The tank commanders were utterly taken by surprise and were unable to respond at all before the first of the commandos crashed into the vehicles. The collision triggered the detonation of the explosives within the vest. The detonation of multiple explosives, each with power greater than a single Krak Grenade, turned the tanks into nothing but flaming debris. One by one, the tanks fell as the death commandos collided with each one in a suicidal rampage. The Imperial forces were turned into disarray by these startling change of events. In the chaos of the moment, the Imperial infantry were taken by surprise as the retreating Hrud forces returned in full force, exploiting their moment of weakness and hunted them down to the last man. This was the first major turning point in the Great War against the Humans for Tribe Mors, and from then on Tribe Mors faced victory after victory, eventually forcing the Imperium to withdraw their forces and concede to the Hrud Nomads their territories within the desert lands of Tallarn.

In honour of these brave individuals who were solely responsible for turning the tides of battle in favour of Tribe Mors, the elite combat unit, the Fedaykin was formed. Only the strongest of the Dune Warriors are selected to join the ranks of the Fedaykin. Although the Fedaykin do not necessarily fulfill the roles played by their predecessors, they have been known to adorn the explosive vests in times of desperation when the Tribe is in most dire need again of the death commandos of the Great War. In this role, the Fedaykin sees themselves as the guardians of the Tribe, sworn protectors who would sacrifice themselves for the Greater Good of the Tribe. In working towards fulfilling this role, the Fedaykin aim to perfect their martial skills through the practising of the Way. The Way practised by the Fedaykin is a fusion of the Way of the Claw and The Weirding Way of the Tallarn Bedouin Warriors. While the Dune Warriors of Tribe Mors practise a style of combat adapted from the Weirding Way, the Fedaykin delve even further by studying The Weirding Way as it is practised by the Bedouin Warriors.

Contrary to the Way of the Claw which is purely used in unarmed combat, The Wierding Way is a combat style that incorporates the use of a single blade. This single blade is harvested from the crystalline teeth of the great Sandworms that roam the ground beneath the deserts. When a Sandworm is near death, it beaches itself on the rocky outcroppings that divide the oceans of sand from each other. The Bedouin Warriors would then proceed to dislodge one of the many thousand of teeth that line the interior of the Sandworm's mouth. These teeth is made of a diamond-hard substance called Krys. The Krys is further refined and sharpened into a form called a Krysknife. The Fedaykin copy the Bedouin Warriors and their harvesting techniques to recreate the Krysknife for themselves. A skilled warrior of The Weirding Way wielding a Krysknife, could easily overcome a stronger, well-armoured foe in a close confrontation. Thus during times of war, the Fedaykin are used as close combat specialists. Their mastery of The Weirding Way even allows them to confront the elite combat fighting units of the enemy. In times of peace, the Fedaykin do not slacken in their practise, engaging in ritual combat to keep alive their warrior instincts. They live a spartan existence, relative to the rest of the tribe, to hone their willpower and mental fortitude. Among the many practises engaged by the Fedaykin in their peacetimes is the throwing of modified Krysknifes at targets, a training undergone to perfect their aims. These modified Krysknifes are streamlined, capable of reaching considerable distances. In times of war, the Fedaykin would carry with them multiple Krysknifes that they use to skillfully throw right before charging into combat. A fully equipped Fedaykin is capable of laying down a barrage of flying missiles, as he skillfully throws multiple Krysknifes within a split second of each other.

When the splinter tribes of Tribe Mors go to war over territorial disputes, the Fedaykin of both forces a a rule would not engage in these forays, for their allegiance is to the Greater Tribe, and they see the cycle of tribal wars as fitting into the scheme of the survival of the fittest, that would benefit the Tribe as a whole in the end.

Elite:
Fedaykin: MS:6 BS:2 S:4 T:3 A:2 W:1 I:5 L:8 AS:6+ CS:6+
Point Cost: 16
Unit Size: 10
Equipment: Claws and Fangs, Krysknife, +Throwing Krysknife+2Pts, Stillsuit, Mirage Cloak, +Frag Grenade+1Pt, +Nightshades+2Pts

Special Rules:
Instinctual Preservation, Nocturnal, Sand-Walkers, Dune-Walkers, Secretive, Fleet of Claw, Scouts, Infiltrators, Overgrown Incisors, Stubborn

Way of the Claw: Gain +1 to-Hit modifier in close combat. Gain +1S.
The Wierding Way: Enemies attempting to Hit the Fedaykin in close combat suffers a -1 to-Hit modifier. If the enemy misses, the Fedaykin gains an additional Attack. This additional Attack does not gain the benefits of the Way of the Claw.

Krysknife: Negates AS.
Throwing Krysknife: R:18" S:X AP:2 T:AY, Where X and Y is the S and A of the wielder respectively.

There is a legend among the Tallarn Bedouins, of the Chosen One, the Kwisatz Haderach, that would arrive during the times of the Descent of Chaos at the end of the world. The Kwisatz Haderach would lead the Bedouins in a war of freedom against the Chaos abominations, finally triumphing over them through the sacrifice of his life.

During the practises of their ritual combat, it has been known at times for the Fedaykin to become caught up with the moment, losing themselves to their passion and accidentally killing each other. When this happens, the victor of the match is considered guilty of murder, for he could stay his hand right at the moment of the deliverance of death, yet he has chosen otherwise. The Fedaykin will choose the strongest among them to challenge him to a Deathduel, to deliver the death sentence that awaits those that commit murder against their own kind within the tribe. The duel to the death commences, and no holds are barred, with one fighting for his survival and one fighting to deliver judgement. If the one who is under the death sentence were to triumphed even against the Fedaykin champion chosen to deliver judgement against him, the Fedaykin instead of turning against him in their numbers, hail him as the Kwizatch. His survival of the Deathduel has marked him by Fate, and in their eyes, he has undoubtedly been chosen to lead them in the coming battles. Kwizatch is a term borrowed from the legends of the Kwisatz Haderach among the Tallarn Bedouins, in fact being a shortening of the term. He receives special training from the Fedaykin elders, perfecting the arts of the Way and the wielding of the Krysknife in combat. The Kwizatch is truly hailed as the One if he manages to combine the Way of the Claw with the techniques of The Weirding Way, called The Shortening of the Way, for it attempts to see through the differences presented by both martial forms. Towards this end, the Kwizatch trains constantly to see through the differences created by the Way of the Claw, adapted to suit the physique of the Hrud, and The Wierding Way, adapted to suit the physique of the Human. In mastering The Shortening of the Way, the Kwizatch has become a near peerless warrior, able to see through the movements of his enemies before their conception.

The true calling of the Kwizatch however is to lead the Fedaykin in battle. The Kwizatch presents an inspirational presence to the Fedaykin, fueling them into a fanatical state, leading them to accomplish great feats in battle.

HQ:
Kwizatch: MS:7 BS:3 S:4 T:4 A:3 W:2 I:6 L:9 AS:6+ CS:6+
Equipment: Claws and Fangs, Krysknife, +Throwing Krysknife+2Pts, Stillsuit, Mirage Cloak, +Frag Grenade+1Pt, +Nightshades+2Pts

Special Rules:
Instinctual Preservation, Nocturnal, Sand-Walkers, Dune-Walkers, Secretive, Fleet of Claw, Scouts, Infiltrators, Overgrown Incisors
Fearless:
The Kwizatch and the unit he is with is always considered Fearless.
Champion: The Kwizatch must always lead a unit of Fedaykin.
Way of the Claw: Gain +1 to-Hit modifier in close combat. Gain +1S.
The Weirding Way: Enemies attempting to Hit the Fedaykin in close combat suffers a -2 to-Hit modifier. If the enemy misses, the Fedaykin gains an additional Attack that Hits at +1S.
The Shortening of the Way: The additional Attacks gained from The Weirding Way gain the benefits granted by the Way of the Claw.

Within the social dynamics of most Hrud Tribes, the Blackfurs gain a dominant position in society, often occupying positions of authority and being the overall leaders of the Tribe. Tribe Mors is an exception to this rule. The Blackfurs see the Greyfurs as being of calmer temperament and imbued with quicker wits, and overall show signs of greater intelligence. These are the necessary attributes for survival within the desert, for it is an unforgiving environment that tests the tribe at every step. The oldest and wisest of the Greyfurs are selected to become the Seer Chieftains of the tribe. These Seer Chieftains have lived through many Sun cycles, and have seen nearly all situations that could possibly happen within the Desert World of Tallarn. Thus, they have an almost supernatural foresight that they apply on the onset of battle, organising the forces of the tribe to preempt the movements of the enemy. When they go to battle with the rest of the tribe, they inspire the troops around them with their mere presence, directing them in the heat of battle with an iron will.

The Seer Chieftain has gone through all possible occupations within the tribe throughout his long life. Thus, he has a total mastery over the ways of the desert and is at home within any unit of the tribe, save the Fedaykin who are sworn completely to the Kwizatch. As such, the Seer Chieftain is capable of wielding a wide range of weapons, depending on the unit he is joined with. The Hrud Nomads of Tribe Mors are known to encounter the Hruds of other Tribes. A trade of technology and information usually takes place during these moments, and it is through this exchanges that the Hruds of Tribe Mors have come to acquire the powerful Warplock Rifles, through much expense. The usual trade of a Warplock Rifle is a single Stillsuit, and it is through this process that the Stillsuits fall into the possession of the other Tribes and Clans. Clan Moulder for instance, considered the wealthiest Clan in all of Hrudom, are known to equip every single one of their warriors with Stillsuits.

HQ:
Seer Chieftain:
MS:4 BS:3 S:3 T:3 A:2 W:2 I:7 L:10 AS:6+ CS:5+
Equipment: Warplock Rifle/Warplock Pistol and Krysknife, Double-Barrelled Jezzail+4Pts, Hrud Rifle, +Hrud Rifle Upgrades, +Frag Grenade+1Pt, +Krys Grenade+2Pts, Stillsuit, Mirage Cloak, +Nightshades+2Pts

Special Rules:
Instinctual Preservation, Nocturnal, Sand-Walkers, Secretive, Fleet of Claw, Scouts, Infiltrators

Warrior Retinue: The Seer Chieftain must always be leading a unit that is not the Fedaykin.
Ways of the Desert: The Seer Chieftain obtains the Special Rules of the unit he is attached to.
Farsight: Before the start of battle, after the deployment of units, the Seer Chieftain may choose to redeploy D3 units onto anywhere within his side of the field.
Overseer: All units within 12" of the Seer Chieftain may use his Leadership for all Leadership Tests.

This message was edited 3 times. Last update was at 2007/11/17 20:29:28


 
   
 
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