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During the Great Migration, the process of exodus in which the Hrud Tribes left the Underempire, the original birthplace of the Hruds, in their untold hundreds, the Tribe that would rise to become Clan Eshin was one such Tribe. Through the Warportals generated by the Grey Seers of Clan Skaven, the Tribe made their great exodus from their homeworld, eventually finding themselves in the sewers of Grand Cathay.
Cathay was a Medieval World of the Imperium, living in a feudalistic society centered around the mastering of the martial arts, and even more esoteric arts such as the manipulation of an etheric substance they call "Ki". Greater still was their mastery over the ways of subterfuge and stealth, such that whenever the Tribe sent their scavengers to forage for food and sustenance on the surface cities, they would fail in their attempts, coming back empty-handed, or in the worst of scenarios, ended up slain, by the ever watchful Night Sentinels maintained by the feudal lords as a necessary precaution against possible schemes of assassination by rival lords.
The social situation within the Tribe soon degraded into infighting as kin fought against kin for the scarce supplies of food. Some Blackfurs, in their desperation, resorted to cannibalism, preying upon the weaker Greyfurs. The Greyfurs were forced out of the sewers and onto the surface, to escape the predations of their stronger kin. This event was known as the Great Exile of the Greyfurs. Being faced with a dilemma of which they found no escape, having been forced out of the underground by their stronger kin and having no place among the Humans on the surface, the Greyfurs were forced to adapt in the face of circumstances, resorting to acts of stealth to outwit the ever-vigilant Night Sentinels, and to conceal their presence from the rest of the Human populace of Cathay. Their existence was eventually made known among the Humans however, as small as they are, their huge numbers left little places where they could stay hidden for long periods at a time. Eventually, faced with having to continuously be on the roam for shelter and food, the knowledge of the Greyfurs' existence and their scavenging of the supplies of the Humans were made known at large to the populace. They were treated as pest, with large rewards granted for their bounty. Many took to the job of their extermination, forcing the Greyfurs to face the doom of their inevitable extinction.
Fate had other plans in stored for the Greyfurs however, and the fugitive Greyfurs chanced upon a Sensei, whom they revered by the name of Master Eshin. Master Eshin took pity on the plight of the Greyfurs, and the Greyfurs came to seek refuge within his domain, where they remained safe from facing total extermination, at least from the time being. Master Eshin knew he could not protect them forever within his domain. Soon the Greyfurs he has taken in would have to face the harsh reality of their existence. Towards this end, he trained them in the arts of the Night Sentinels, hoping that through mastering the ways of stealth, they would develop the necessary skills to adapt to life within the great cities of Cathay. Some of his Greyfur disciples were so adept at manipulating the energies of "Ki" that he dubbed them as Sorcerers. These Sorcerers came to hold a position of seniority among the Greyfurs. A select group of Greyfurs were brought aside and were instead taught the crafting techniques of the Swordsmiths, Master Eshin foreseeing the need for his disciples to have a means to equip themselves to survive the many threats they would face. These Greyfurs dubbed themselves Bladesmiths, after the Nightblades they painstakingly crafted after the Ninjato of the Night Sentinels. Having learnt all they could from Master Eshin, the Greyfurs turned against him in their numbers, taking his skull as a trophy. They are now the Nightbound, bound to dwell eternally within the shadows of the Night, condemned to live in secrecy and stealth, in order to survive. So are they also eternally bound to their duty of laying the foundations of Clan Eshin, raising their fallen Tribe from the ashes, and they shall leave no trace behind of their work, as they ruthlessly pursued whatever was necessary in their path of ascension.
The first step the leaders of the Nightbound decided upon was the reclamation of the sewer network that was their former homes before the Great Exile. Towards this end, they lived an existence of stealth and concealment, ever-vigilant of the bounty hunters and Night Sentinels, as they made necessary the preparations of their plans in reclaiming their former homes. When all was made ready, the Nightbound descended back into the depths of the sewers, in the knowledge that they could not hope to overcome the Blackfurs in a direct confrontation. Instead, they employed the best of their assassins, having honed their skills through their constant struggle for survival on the surface, to silence each and every one of the leaders that comprise the social hierarchy of the Blackfurs. They quickly traced down the leaders of the Blackfurs, and taking them on the surprise, cut off their heads, which they retrieved and placed before the Ruling Council of the Nightbound. Having undermined the command structure of the Blackfurs, the Blackfurs collapsed into infighting, turning against each other in a bid for dominance. The opportunistic Nightbound seized the moment, exploiting the confusion of the Blackfurs in their infighting, and by engaging in a war of skirmishes to minimalise their casualties, the Nightbound wrested dominion of the sewers from the Blackfurs. This was not the end of the agenda of the Nightbound, for they hunted the remaining Blackfurs in a merciless campaign, down to the last Hrud. These ruthless and vengeful traits came to characterise the Nightbound's outlook towards life.
Having regained their lost homes, the Nightbound were thus in a position of relative safety to contemplate the movements of the Tribe on the whole, as they plot their way towards their ultimate goal of becoming the strongest Clan in all of Hrudom. Their first act as Tribe Nightbound was to restart the Warportals that brought them to the world of Cathay in the first place, through the mystic means of the Sorcerers to manipulate the essence of Warpstone within the Warportals. Upon reentering the Underempire, Tribe Nightbound went about on a campaign of stealth that very much mimicked the circumstances of their existence during their struggles on the surface of Cathay, living a life of concealment from the eyes of their kindred Tribes. Their second act was to locate the Warpstone mines scattered over the domains of the Underempire. They would then seek to reclaim these mines from the control of Clan Skyre, then the most powerful Clan in all of Hrudom. Clan Skyre rose to prominence through their monopoly of the Warpstone mines. Through the ingenuity of their Warplords, master engineers of Warpstone technology, they manipulated the essence of the Warpstones into various weapons of war, and through the power of these weapons, Clan Skyre remained unchallenged by the other Tribes who could not hope to face Clan Skyre in a direct confrontation. Thus, Tribe Nightbound saw Clan Skyre as the main obstacle posed to the Tribe in their quest for total dominance, and sought to undermine their power base by attacking them at their source. The first few mines were reclaimed without much hassle, as the vigilance of Clan Skyre had waned during their periods of unchallenged dominance.
Soon, however, it fell to the attention of the ruling Warlords and they proceeded to fortify the rest of the mines still in their possession. The fortified mines proved resilient to the advances of Tribe Nightbound; much like it was with the other Tribes of the Underempire, the raw firepower possessed by Clan Skyre presented an impregnable fortress even to the battle-hardened veterans of Tribe Nightbound. The Warlords of Clan Skyre, motivated by fear and ambition in equal measure, sent out their forces to secure the lost mines forcibly taken from them by the agents of Tribe Nightbound. The troops of Clan Skyre, the mainstay of which were the Fusiliers, devastating ranged infantry, supported by the ranks of the elite Warpflame Throwers and Warpwind Grenadiers, were sent against the forces of Tribe Nightbound. In open, direct conflict, the stealth of the Nightbound was ineffectual as the forces of Clan Skyre could easily pick them off from a distance. Furthermore, the style of warfare that was ingrained into the warriors of Tribe Nightbound was geared towards the terrain and circumstances of the grand cities of Cathay. As such, they were ill-suited to navigate the jagged, rough terrain that formed the landscape of the Underempire. The Nightbound was not to be thwarted in their schemes however. To cope with the situation, the best of the agents of the Nightbound were hand-picked to form a group that were trained and geared towards warfare within the lightless domains of the Underempire. The Night Runners were thus born. As such, two distinct classes of warriors was formalised within the social hierarchy of Tribe Nightbound, the Gutter Runners, so named from their origins within the sewers of the grand cities of Cathay, and the Night Runners, so named after the eternal nights of the Underempire. Even then, the Night Runners were barely able to halt the advances of Clan Skyre, eventually reaching a stalemate between both forces. The Warlords of Clan Skyre, decided they were content with their present amount of Warpstone mines, and to commit too much of their attention to their war with the Nightbound might jeopardise their positions with the other Tribes that populate the Underempire. Thus, Tribe Nightbound was left to its own devices for the time being, free to formulate whatever schemes of domination within their Warren.
Clan Skyre however, was known still to engage in skirmishes within the Warpstone mines possessed by Tribe Nightbound, as a means of keeping the actions of the Tribe in check. Within these short engagements, the Night Runners saw them as opportunities to perfect their techniques. The Ruling Council of the Nightbound however viewed otherwise, seeing the conditions of their current circumstance as a repeat of the situations during their time in Cathay, having to resort to a covert existence, forever hiding in the shadows. They swore never to allow the Tribe to suffer the humiliation of the Great Exile again, and sought a means to undo the circumstances of their situation. The Night Runners were thus motivated to experiment with the Warpstones in their possession under the guidance of the Sorcerers of the Tribe, in order to develop Warpstone weapons capable of countering those of Clan Skyre in their war of ascension against Clan Skyre. They had their Bladesmiths fashioned blades made of pure Warpstone, to suit their style of warfare of close confrontation. The Night Runners were known too to wear protective amulets made entirely of Warpstone, in their superstitious belief in the Warpstone's supernatural powers. Most important of the tools of war developed by Tribe Nightbound during their experimentation with Warpstone was the Warptunnel Orb. The Warptunnel Orb is basically a self-contained Warportal, allowing instantaneous teleportation to any point, anywhere, as long as the bearer has the location strongly visualised in his mind. However, due to the instability caused by projecting a teleportation field too big within the dynamics of such a small orb, the Warptunnel Orb is capable of transporting only the bearer himself. As such, only the most skillful and adept of the Night Runners are called upon to bear the Warptunnel Orbs. These are the Warp Runners, and they are the elite of the elite within the forces of Tribe Nightbound.
Having found a means to break the stalemate between the two forces, the Ruling Council of Tribe Nightbound employed the Warp Runners to hunt down the ruling caste of Warlords of Clan Skyre. Through this way, Clan Skyre was brought to its knees in submission, having to acknowledge the superiority of Tribe Nightbound. Tribe Nightbound, after fulfilling their duty of rising the Tribe to its position as the absolute power in all of Hrudom, abandoned the title of Nightbound, instead, declaring themselves Clan Eshin, after their benefactor. It was during this time that the Ruling Council started calling themselves the Council of the Night. This was not the end of the struggles of Clan Eshin in maintaining its status as the most powerful Clan in all of Hrudom however. The Warlords of the Lesser Tribes, realising Clan Eshin could easily deal them the same blow, thus removing them from their positions of authority within their respective Tribes, banded together in a single Great Kinship, and in their alliance, sought to overthrow the supremacy of Clan Eshin. In the ensuing war, even Clan Eshin could not hope to match the combined arms and numbers of all the Lesser Tribes within the Underempire. The Great Treaty was signed between Clan Eshin and the Great Kinship, which stated that the Lesser Tribes would recognise Clan Eshin's status as the most powerful Clan in all of Hrudom if the Lesser Tribes of the Underempire were free to employ the assassins of Clan Eshin in their own dealings. Clan Eshin readily agreed to the signing of the Great Treaty, for indeed, the Clan saw it as an opportunity to maintain their hold over the Lesser Tribes. The Lesser Tribes in their own struggles for supremacy between each other, would be reliant on the assassins of Clan Eshin to regulate their war. Thus, Clan Eshin would be able to control the outcome of these battles through determining the employment of their assassins to the Tribe of their choosing, preferably the underdog. In this manner, none of the Lesser Tribes would be able to reach such a position of power as to threaten Clan Eshin's standing, through the Council of the Night's manoeuvring and manipulation of the politics of the Lesser Tribes. The petty squabbles between the Lesser Tribes came to be viewed as the War of Assassins, for the employ of the Runner Assassins of Clan Eshin was common in their squabbles. The rise to dominance of Clan Eshin ultimately led to the birth of a new era, known as the Age of Assassins, for the dark hand of the Runner Assassins of Clan Eshin was prevalent throughout the politics of that era. Among the Lesser Tribes of the Underempire, the assassins of Clan Eshin have come to be feared as the long arm of the law, with the Council of the Night of Clan Eshin as its judges.
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Fresh-Faced New User
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The Greyfurs of Clan Eshin are banded into packs during times of war and are known as Greyclaws. Unlike the Greyfurs of other Tribes which are used as ranged infantry, the Greyfurs of Clan Eshin are known as Greyclaws for they favour the use of close combat weapons. This choice of weaponry is by all means intended, for it is one of the means in which the Greyclaws are conditioned into becoming the Runner Assassins of the Clan, who are almost exclusively geared towards engaging the enemy in the melee. Although not the best of warriors, their life of constant skirmish and stealth within the great cities of Cathay has left its mark, turning them into relatively skilled close quarter combatants. Hardened by the constant life of refuge and danger in Cathay, the Greyclaws are determined foes in combat, who will not relent easily. In combat, they make up for their lack of physical strength by overwhelming the enemy with sheer weight of numbers.
Clan Eshin exploits its position as the strongest Clan in all of Hrudom by pressuring Clan Skyre into engaging with them in one-sided trades. In this way, Clan Eshin are able to field Fusiliers in the form of their Greyclaws, and are the only Clan besides Clan Skyre to be able to do so. Greyclaws are also responsible for the digging and expanding of the Night Warren that forms the home of Clan Eshin within the Underempire.
Even as Greyclaws, the Greyfurs of Clan Eshin are expected to practise the ways of stealth during times of war. Greyclaws are thus adept skirmishers, even in their numbers, easily outmanoeuvring the forces of the enemy in close engagements. Forming the bulk of the forces of Clan Eshin, the Greyclaws form the vanguard of the army, as forward scouts sent ahead of the rest of the warriors. The true intention however, is to increases the chances for the Greyclaws to face situations of certain death. In this way, natural selection takes place, and the best are left alive to be selected to join the ranks of the Gutter Runners.
Troops:
Greyclaw: MS:4 BS:1 S:2 T:2 A:1 W:1 I:4 L:6 AS:- CS:5+
Point Cost: 4
Unit Size: 10-30
Equipment: Warplock Pistol and Claw/Fusil+7Pts, Mirage Cloak, +Nightshades+3Pts
Special Rules:
Instinctual Preservation, Nocturnal, Burrow Warren, Fleet of Paw, Pack Mentality, Scouts, Scavengers/Heavy Equipment
Pack Skirmishers: Maintain up to 3" Unit Coherency at all times. Should the unit be Charged, roll a D6 and add it to the Initiative of the unit, while doing the same for the Charging unit, as if you were making a Sweeping Advance. If your unit scores higher, the unit Falls Back 2D6"+2 or 2D6" if the rule Heavy Equipment is in effect. Skirmishers may choose to regroup their formations once during the Shooting Phase or Assault Phase.
Clawleaders are the Greyclaws who have the potential to become the elite Gutter Runners, having the finesse and physical strength necessary, only lacking the skills and training to become Gutter Runners. Clawleaders are the Greyclaws who have survived the many skirmishes they have been led to engage by the Ruling Council of the Clan; to weed out the weak and worthless, so that only the strongest are left to be selected to join the ranks of the Gutter Runners. In battle, the Clawleaders are left to lead packs of Greyclaws in forward positions, acting as scouts for the rest of the Clan. Clawleaders are natural leaders, leading the packs of Greyclaws from the front.
Clawleader: MS:4 BS:1 S:3 T:2 A:2 W:1 I:4 L:7 AS:- CS:5+
Point Cost: 6
Unit Size: Up to 6(1 for every 5 Greyclaws).
Equipment: Warplock Pistol and Claw +Nightblade+6Pts/Fusil+7Pts, Mirage Cloak, +Nightshades+3Pts, +Mistfield+10Pts
Mistfields are portable devices crafted by the engineering of the Bladesmiths and sorcery of the Sorcerers of Clan Eshin. They generate a field of mist that permeates the ranks of the troops the bearer is attached to, and conceals their entire movements from the eyes of the enemy. Enemy units attempting to Shoot the bearer of the Mistfield and the unit he is attached to suffer a -1 penalty to their BS.
Special Rules:
Instinctual Preservation, Nocturnal, Fleet of Paw, Scavengers, Pack Mentality, Pack Leaders, Scouts/Heavy Equipment
Gutter Runners were the warrior adepts of the Nightbound during their times of scavenging and survival within the grand cities of Cathay. Living a life where they constantly faced the prospect of death at any moment amidst the streets of Cathay, the Gutter Runners had to resort to the ways of stealth in order to survive. They perfected their skills under the guidance of Master Eshin, before killing him and taking his skull for their own. It is said whoever possesses the skull of Master Eshin would be possessed by him, allowing his prodigious skills to be made manifest through the bearer in combat.
Elite:
Gutter Runner: MS:5 BS:2 S:3 T:2 A:2 W:1 I:4 L:7 AS:- CS:5+
Point Cost: 9
Unit Size: 10
Equipment: Weeping Blade and Claw/Nightblade+6Pt/Warpstone Blade+7Pts +Sheath+1Pt, Warpstone Stars, Mirage Cloak, +Nightshades+3Pts, +Warpstone Amulet+5Pts
Nightblade: Nightblades are blades crafted by the Bladesmiths of Clan Eshin during the times of the Great Exile. They are copied in make after the Ninjato used by the Night Sentinels. The Bladesmiths devote much of effort and attention to their craft, such that the Nightblades are finely balanced weapons, with a sharp edge capable of slicing through neosteel. Grants a +1 modifier to to-Hit rolls. Ignores AS.
Sheaths allow the hand weapons of a Gutter Runner to be kept aside, freeing his forelimbs for movement. Allows the Gutter Runner to make a Fleet of Paw movement at 2D6" instead of just a single D6".
Warpstone Stars are Throwing Stars used with great skill by the Runner Assassins of Clan Eshin. They have a R:12" S:X AP:5 T:AY, where X and Y is the S and A of the thrower respectively. Their Warpstone Edge allows them to ignore IS.
Warpstone Amulets provide a 5+IS to its bearer.
Special Rules:
Instinctual Preservation, Nocturnal, Fleet of Paw, Scavengers, Scouts, Skirmishers
Concealment: Within a building terrain, a unit of Gutter Runners may only be Shot or Charged at if the enemy unit and the Gutter Runners compare Initiative values via Sweeping Advance. If the Gutter Runners score higher, the enemy unit is free to target any other unit but the Gutter Runners.
Street Fighters: +1 CS within a building terrain. When engaging in combat within a building, gains +1 to-Hit and the enemy suffers -1 to-Hit against the Gutter Runner.
Sewer Rats: Gutter Runners begin the game by Infiltrating directly into a building terrain anywhere on the battlefield.
Sharpened Instincts: When attempting to use their Warpstone Stars, the Gutter Runner may choose to use their Initiative value as their BS instead. To do so, roll a single D6 and add it to his Initiative value. The resulting value is the Range in which he can use his Initiative over his BS. Of course, this Range cannot exceed the natural Range of the Warpstone Stars, which happens to be 12".
Backstabbers: If the Gutter Runners were to Charge an enemy unit with their backs turned towards the Gutter Runners, the first Attack of the Gutter Runners would Hit automatically and always Wounds on a 2+. On a to-Wound roll of a 5, the Attack ignores AS. This rule is only applicable against non-Monstrous Creatures.
Inner Sense: Acute Senses USR.
The Night Runners was formed to deal with the unique terrain features that comprised the landscape of the Underempire. The Gutter Runners foremost of the warrior adepts of Clan Eshin, were ill-suited to such an environment where their skills of urban warfare could not be applied. Thus, the Night Runners were born out of this necessity, as a means of dealing with the troops of Clan Skyre in their own domain. Only the very best of the Gutter Runners are selected to join the ranks of the Night Runners. As Night Runners, they undergo further training and conditioning, to navigate the jagged, rough terrain of the Underempire. In the period known as the Great Skirmishes between the forces of Clan Skyre and Clan Eshin, the Night Runners were instrumental in forestalling the forces of Clan Skyre, eventually leading to a stalemate. The Night Runners were also responsible for the crafting of the Warpstone-based weapons, in their pursuit to an answer to the stalemate between both opposing forces. Under the guidance of the Sorcerers of Clan Eshin, the Night Runners sought to hone their techniques of assassination through the power of the Warpstone weapons, and thus break the stalemate and ultimately deliver victory to the Tribe. As such, the Night Runners have the greatest access to the Warpstone arsenal of Clan Eshin, besides the ruling Nightlords and the elite Warp Runners.
Fast Attack:
Night Runner: MS:6 BS:3 S:3 T:2 A:3 W:2 I:5 L:8 AS:- CS:5+
Point Cost: 18
Unit Size: 5-10
Equipment: Weeping Blade and Nightblade/+Warpstone Blade+1Pts/+Warpfire Blade+4Pts +Sheath+2Pts, Warpstone Stars, Mirage Cloak, +Nightshades+3Pts, +Warpstone Amulet+5Pts, +Warpstone Brew+6Pts, +Stillsuit+2Pts +Nightfield+18Pts, +Mistfield+10Pts
Warpstone Blades are blades made of pure Warpstone. The Night Runners use them when facing off against a larger, stronger foe. As the Warpstone of the edges of the Warpstone Blade are left raw and unrefined, when the Blade sinks into the flesh of his victim, the mutagenic effects of raw Warpstone are let loose within the bodily systems of the victim, causing the flesh of the victim to rupture with untold mutations. The Warpstone Edge of the Blade allows it to bypass the defensive auras of Psykers and Daemonic Entities, making it the perfect weapon for hunting these beings. Attacks made by the Warpstone Blade ignores IS. Furthermore, for each Attack that Hits, the opponent receives a permanent -1 modifier to its Toughness value. After all Attacks are resolved, the opponent takes a Toughness Test, of which failing it the opponent receives an immediate Wound, bypassing Armour Saves.
Warpfire Blades are similar to Warpstone Blades in the sense that they too have their edges made from pure Warpstone. The difference is that the edge of pure Warpstone is left in a volatile, semi-liquid state, unlike Warpstone Blades, which are completely solidified. Upon hitting an abrasive, the semi-liquid ignites, turning the Warpfire Blades into weapons that can cut through any material or armour. The all-consuming Warpfire burns with an intensity that is kept alive by the flesh of its victims. As such, the Warpfire Blades work in all respects in a similar fashion to the Warpstone Blades. In addition, all Attacks made by the Warpfire Blade ignores AS on top of ignoring IS. Against the armoured hulls of tanks, the Warpfire Blade offers 2D6 Armour Penetration. After the resolving of all Attacks, the Warpfire continues to burn, feeding off the flesh of its victims. As long as a Hit is made with the Warpfire Blade, a further Attack is resolved at the Strength of the Night Runner. Armour Saves are not allowable against this additional Special Attack.
Warpstone Brews are concoctions of the Sorcerers of Clan Eshin. Exposure to raw Warpstone is known to result in massive increases in muscle mass. Following this concept, the Sorcerers attempt to induce the same effects in their warriors but only temporarily, with the effects reversible, unlike the permanently twisted creations of Clan Moulder. The result of their experimentation is a distilled form of liquid Warpstone. Once imbibed, the user's Strength is increased twofold. The effects of the Warpstone Brew last for one turn only and is for one-use, and may be imbibed at any Phase within a Turn.
Nightfields are the result of a combination of the devising of the Bladesmiths and the sorcerous implementations of the Sorcerers of Clan Eshin. The Nightfields are inbuilt into the Stillsuits purchasable by the Night Runners, thus only if a Stillsuit is bought can the Nightfield be gotten too. The Nightfields create a field of superdense darkness in which no light can penetrate. To the eyes of those outside the field, the Nightfield appears as a blind spot. Only those imbued with the most alert of senses can notice the presence of the Nightfield; all others treat it as a blank space. In addition, the field of superdense darkness distorts the surrounding area as it bends light away, affecting the range of projectiles passing through the field. Place the Large Blast marker centered on the Night Runner unit. All units attempting to Shoot through this spot needs to pass an Initiative Test. In addition, the unit bearing the Nightfield is always considered in cover, although there is no actual bonus additions to the CS of the unit. On top of this, the Range of any weapon Shooting through the field is reduced by the distance it travels through the field. Basically, the field is treated as an area of nonexistence for determining the Range of projectiles passing through. The units within the Large Blast marker that denotes the Nightfield treat it as if it was nighttime. Night Fight rules applies within the Large Blast marker.
Special Rules:
Instinctual Preservation, Nocturnal, Fleet of Paw, Scouts, Infiltrators, Skirmishers, Inner Sense, Sharpened Instincts, Stealth
Shadowmeld: When the unit is in cover, any enemy units attempting to Shoot or Charge the unit must roll D6 and add it to their Initiative values. The unit does the same, as in a Sweeping Advance. If the Night Runner unit scores higher, the enemy units are free to target other units besides the Night Runners.
Death Stalkers: When you wish to Charge your Night Runners into an enemy unit, the enemy rolls a D6 and adds the score to its Initiative value. That is the spotting distance of the enemy unit. As long as the Night Runners are beyond the spotting distance of the enemy unit, all their Attacks on the Charge Hit automatically, while Wounding on a 2+. On a to-Wound roll of a 5, the Attack bypasses Armour. In addition, if the enemy unit's back is turned towards the Night Runners, the Night Runners need not check for spotting distance. In addition, you gain the rules for Surprise Assault.
Rough Navigators: Ignore Difficult Terrain.
Warp Runners are the elite of the elite among the warrior adepts of Clan Eshin. Due to their ability to tunnel through the Warp to any location upon the battlefield, they are the most capable of assassins, easily able to track down their targets and deliver death to them. The key instrument within the arsenal of the Warp Runners is the Warptunnel Orb. This device is a miniature Warportal. The Warp Runners learn to focus their will into the Warptunnel Orbs, projecting an image of where they want to appear at within its swirling depths. As the Warptunnel Orb is only capable of transporting one individual at a time, the Ruling Council of Clan Eshin select the best among the Night Runners to undergo further conditioning and training to become the lethal Warp Runners. The training undergone by the Warp Runners is extremely tough and requires considerable physical strain. The Warp Runners put their extremities under immense strain, till their tails become highly prehensile, able to grasp all manner of weaponry. The Warp Runners use their tails to wield secondary weapons, whose purpose might come to use amidst a conflict. In combat, the Warp Runners become a spinning tornado of whirling blades, as they able to exercise control over their tails to such an extent that they are as if simply another appendage. The Warp Runners are utterly single-minded individuals, obsessed with their purpose of assassination. They are solitary figures, who operate independent of the rest of the army.
HQ:
Warp Runner: MS:7 BS:4 S:3 T:3 A:4 W:2 I:7 L:10 AS:6+ CS:5+
Point Cost: 50
Unit Size: 1
Equipment: Weeping Blade and Warpstone Blade/+Nightblade-1Pt/+Warpfire Blade+3Pts +Sheath+2Pts, Warpstone Stars, Mirage Cloak, Stillsuit, Warptunnel Orb, +Nightshades+3Pts, +Warpstone Amulet+5Pts, +Warpstone Brew+6Pts, +Warpfire Brew+6Pts, +Personnel Nightfield+9Pts, +Mistfield+10Pts
Personnel Nightfields are smaller versions of the Nightfield projectors. They project a Nightfield just enough to accommodate the bearer and his immediate vicinity. Use the Blast marker instead of the Large Blast marker when considering the radius of the Nightfield.
Warptunnel Orbs are miniature Warportals that allow instantaneous teleportation across the battlefield. They require the user to visualise the location of where he wishes to teleport to and will that image into the Warptunnel Orbs. The process of visualisation is very much like the exercising of a Psychic Power. The user has to pass a Psychic Test in order to use the Warptunnel Orb. Upon passing the Test, he may appear anywhere on the battlefield even amidst the ranks of the enemy or friend. He is counted as Charging into combat for Assaults that Turn and in addition the rule of Stealth Assassin always apply, but he may not use Range weapons if he chooses to appear within an enemy troop.
Warpfire Brews are volatile concoctions created by the Sorcerers of Clan Eshin. Warpfire is Warpstone in a volatile, molten state. Upon imbibing the concoction, pure Warpfire courses through the veins, boiling the blood and sending the imbiber into a blood frenzy. The user is subjected to Frenzy for one Turn only. One-use only.
Special Rules:
Instinctual Preservation, Nocturnal, Fleet of Paw, Scouts, Infiltrators, Skirmishers, Stealth, Inner Sense, Sharpened Instincts, Shadowmeld, Rough Navigators
Stealth Assassin: When attempting to Charge an enemy unit, roll a D6 and add to your I value while doing the same for the enemy unit as if you were making a Sweeping Advance. If you scored higher, all your next Attacks Hit automatically while Wounding on a 2+. On a to-Wound roll of a 5+, your Attack ignores AS. You need not make this special Test if the enemy unit's back is facing towards you. In that case, your Attacks will Hit automatically, while Wounding on a 2+. In addition, you gain the rules for Surprise Assault.
Prehensile Tail: The tail of a Warp Runner may be used to grab weapons. A Warp Runner may always wield a total of 3 weapons, benefitting from having two additional Hand Weapons and thus having a total of +2A.
During the times of the Great Exile, when the Greyfurs were studying the ways of stealth and subterfuge under the Venerable Master Eshin, Eshin recognised the talents in some of his disciples to manipulate the etheric substance called "Ki". He specially segregated these disciples from the rest of the Greyfurs, and taught them firsthand how to manipulate and exercise control over "Ki", by learning to sense the flow of "Ki" around them by calming the nerves of the body. He taught them as "Ki" is flowing amidst their surroundings, so too is "Ki" to be found flowing within individuals. When a warrior is in combat, the "Ki" within him is especially excited, and it is this inner source that powers his blows. So adept were the Greyfur disciples under the tutelage of Master Eshin that they were able to affect the flow of "Ki" not just within their immediate surroundings, but within each other. The other Greyfurs recognise the sorcerous talents of these "Ki" adepts and deferred to them. The Sorcerers of Clan Eshin thus came to occupy a position of seniority among the Nightbound, some of them even occupying seats within the Ruling Council.
The Sorcerers are adept warriors in their own right, easily the equal of the best of the Night Runners. During the Great Skirmishes against Clan Skyre, the Sorcerers were instrumental in these engagements, for the forces of Clan Eshin were greatly outmatched by the firepower of Clan Skyre. Through their sorcerous manipulations of "Ki", the Sorcerers were able to make up for the deficiencies within the forces of Clan Eshin, which were mainly its lack of range troops. The Sorcerers would gather the "Ki" within their immediate surroundings and launch immense bolts of pure "Ki" energy. These Sorcerers would gather in covens of up to five upon the battlefield and tap into the collective "Ki" generated by the manipulations of the Sorcerers. Needless to say, the devastation a coven of Sorcerers can unleash is many times more than what a single Sorcerer can manage. On top of the range support the Sorcerers provided to the forces of Clan Eshin during the Great Skirmishes, the Sorcerers also provided support when the gangs of Night Runners clashed in close combat with the forces of Clan Skyre, through their manipulation of the flow of "Ki" between the two forces. The Sorcerers would force the flow of "Ki" to favour the side of the Night Runners, allowing the Night Runners to overrun the troops of Clan Skyre. The Great Skirmishes would eventually lead to the inevitable stalemate, as the skill of Clan Eshin matched the firepower of Clan Skyre in equal terms, none being able to overcome the other. The Sorcerers however, was recognised by the Council of the Night after the establishment of Clan Eshin, and they form a caste of seniority just below the Council of the Night. In the future War of Assassins between the Lesser Tribes, the Sorcerers was the hand by which the Council of the Night could regulate the movements and intentions of the Runner Assassins, ensuring their absolute control over the Clan on the whole.
Sorcerer: MS:6 BS:3 S:3 T:3 A:2 W:2 I:5 L:9 AS:6+ CS:5+ IS:5+
Point Cost: 35
Unit Size: 1-5
Equipment: Weeping Blade and Warpstone Blade/+Warpfire Blade+3Pts/+Nightblade-1Pt +Sheath+2Pts, Warpstone Stars, Warpstone Amulet, Mirage Cloak, Stillsuit, +Nightshades+3Pts, +Personnel Nightfield+9Pts, +Mistfield+10Pts
Special Rules:
Instinctual Preservation, Nocturnal, Fleet of Paw, Skirmishers, Inner Sense, Sharpened Instincts, Stealth
Sense Ki: At the start of every Turn, if the Sorcerer is not within 6" of any combat engagements, he generates D6 Ki Points. If he is within 6" of any combat engagements, he generates D6 Ki Points with a -1 modifier for every combat engagement. This is to reflect, the disturbances in the flow of Ki at points of heated fighting. Thus, it becomes harder for the Sorcerers to sense the flow of Ki and tap into it. If the Sorcerer is locked in combat, he instead generates D3 Ki Points. The -1 modifier for combat engagements within 6" other than his own still applies.
Ki Tap: The Sorcerer may tap into the collective Ki energies generated by the coven. He is free to use their energies as if they were his own.
Ki Blast: The Sorcerer gathers the Ki around him into an immense bright blue ball of pure energy, before unleashing it upon his foes. R:30" S:X AP:- T:A1, Blast, Pinning. X is equal to the number of Ki Points committed to generating the ball of pure energy. The Sorcerer may make any amount of Ki Blast Attacks as long as he is willing and able to commit the Ki Points to do so.
Ki Bolt: The Sorcerer shapes the Ki around him into a projectile ending in an extremely sharp point, able to pierce through the armoured hulls of even the mighty Land Raiders. R:36" S:X AP:1 T:A1. X is equal to the number of Ki Points committed to generating the Ki projectile. The Sorcerer may make any amount of Ki Bolt Attacks as long as he is willing and able to commit the Ki Points to do so.
The Flow of Ki: The Sorcerer may choose to affect the Flow of Ki within a combat engagement 6" from him. For every Ki Point committed this way he may choose to inflict a +1 modifier to to-Hit and to-Wound rolls for his side of the engagement, or he may choose instead to inflict a -1 modifier to to-Hit and to-Wound rolls for the enemy's side of the engagement.
Drain Ki: This Ki Power is done during the Shooting Phase. The Sorcerer chooses to spent any amount of Ki Points. For each Ki Point spent this way, an enemy model within 6" has its Strength reduced by D3. For each point of Strength reduced this way, the Sorcerer gains that much Ki Points. No enemy model may have its Strength reduced by D3 more than once. The lowest the Strength of an enemy model can be reduced to is 1.
Nightlords are veteran Warp Runners, who having left their prime, now act in a supervisory role within the social order of Clan Eshin. They are seasoned warriors of many battles, and although their senses may have dulled with age, their skills have not, and as they are actually aged Warp Runners, their combat skills are even greater than those of the Warp Runners, having experienced through many more battles. Much of the Council of the Night is comprised of Nightlords, indeed the representative of Clan Eshin in the Council of Thirteen is a Nightlord. They are the only warriors within the Clan to have the privilege of adorning the rare suits of Warpstone Armour. The only article within the arsenal of the Clan that they do not have access to is the Warptunnel Orbs. Those remain exclusively in the possession of the Warp Runners. It is a rare sight to see a Nightlord in battle, for they are so few. When they do go to war, they ride forth in the company of Night Runners. Indeed, they are known to hide themselves within the ranks of a Night Runner gang, only to emerge and surprise the enemy in a full-blown assault.
Nightlord: MS:8 BS:5 S:3 T:3 A:3 W:3 I:6 L:9 AS:3+ CS:5+ IS:5+
Point Cost: 50
Unit Size: 1 only per army
Equipment: Weeping Blade+5Pts and Warpstone Blade+7Pts/+Nightblade+6Pts/+Warpfire Blade+10Pts +Sheath+2Pts, Warpstone Stars, Mirage Cloak, Stillsuit, Warpstone Armour, +Warpstone Amulet+10Pts, +Warpstone Brew+6Pts, +Warpfire Brew+6Pts, +Nightshades+3Pts, +Nightfield+18Pts, +Mistfield+10Pts, +Skull Trophy+25Pts
In dire times when the fate of the Clan is at stake, the Nightlords will bring out the severed head of their revered Master, and adorn it as a Skull Trophy around their necks. They then await for the soul of their dead Master to possess them. When the Greyfur disciples turned against their Master and cut off his head, it seems the Sorcerers bound his soul to his severed head. By adorning his skull around their necks, the Nightlords can attempt to allow the soul of their dead Master to descend into them. They are then totally lost in the conscious stream of their dead Master, but yet imbued with his deadly skills. Through this way their dead benefactor lives again, and they then beseech him to seek vengeance upon their enemies. All tremble in the wake of the "revived" Master Eshin, friend or foe alike. The Nightlord has to fail a Psychic Test in order to be possessed by Master Eshin. Upon failing the Test, his WS, S, T, A, W and I are boosted by 1. In addition, in close combat, he may reroll all failed to-Hit and to-Wound rolls.
Special Rules:Instinctual Preservation, Nocturnal, Fleet of Paw, Scouts, Infiltrators, Skirmishers, Stealth, Inner Sense, Sharpened Instincts, Shadowmeld, Rough Navigators, Prehensile Tail, Stealth Assassins
Hidden: You may choose to declare your Nightlord hidden among any of your Night Runner gangs. That particular gang in which the Nightlord is hidden in is not revealed to your opponent. Should that particular gang be Charged or choose to Assault that Turn, the Nightlord reveals himself, taking the place of one of the Night Runners. He counts as Charging that Turn, even if the gang is currently being Charged by an opposing unit, and has +2A on the Charge instead of +1, just as if he has the Surprise Assault Special Rule. Should he be Charging the back of an enemy unit during the Assault Phase for that Turn, he gains the Surprise Assault rule in addition to his +2A on the Charge, for a total of +3A on the Charge.
Clan Eshin is a Hrud society dominated by the Greyfurs. To prevent an occasion similar to the Great Exile from happening again, all Blackfurs from young are gathered into packs, which are then sent into battle as fodder and a distraction for the more integral parts of a Clan Eshin Assassin force. These young pups in their premature forms are sent to face the rigours of war. As such, almost no Blackfurs make it into adulthood. Those that do are sent to work as slaves and servants of the Nightlords, lacking the numbers and organisation to make a bid for freedom.
Troops:
Blackfur Pack: MS:3 BS:0 S:2 T:2 A:10 W:10 I:3 L:5 AS:- CS:5+
Point Cost: 8
Unit Size: Swarm Base
Equipment: Fangs and Claws
Special Rules:
Instinctual Preservation, Nocturnal, Fleet of Paw, Herd Mentality, Swarm, Burrow Warren
Large Incisors: One of the distinguishing features of Blackfurs is their larger incisors, relative to their Greyfur kindred. These incisors are not merely ornaments and present a very real threat to all those that the Blackfur pups manage to sink their teeth into. To represent the presence of their Large Incisors, for every Hit made by the Black Pack, the Hit is multiplied into two to-Wound rolls.
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