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Made in sg
Fresh-Faced New User




The founding of Clan Skyre can be traced back to the origins of the Hruds when they first achieved sentience as a race. It all started when a Prospector Fleet of the Demiurg discovered the presence of as yet unknown ore within the underground cavern of a moon of a planet at the center of the galaxy. A Bastion Class Commerce Vessel was sent down to investigate the occurrence of the ore. The Bastion Class Commerce Vessel drilled a hole through the rocky surface of the moon, just big enough for it to descend into its confines. Starlight descended through the hole, unto the center of that immensely large cavern. The Bastion Class Commerce Vessel discovered huge deposits of Warpstone beneath the ground of the cavern. The Demiurg had encountered Warpstone prior, through their endless travels through space, as such, having found a purpose for them as fuel for their gigantic Commerce Vessels, among other things. As such, the finding of these huge deposits of Warpstone was an unmissable prospect to be seized upon by the Prospector Fleet. Mining crafts were sent down in due course to gather the Warpstone for the purposes of the Brotherhood. The mining crafts drilled through the surface of the underground cavern where the deposits were largest and most abundant. In this way, the Warpstone was exposed to the surface. As they were raw Warpstone in its most unrefined and purest form, these deposits were highly radioactive and would have produced mutations among the Demiurg were they not within the protective confines of their craft.

The Demiurg were not the only lifeforms within the underground cavern however; the Hrud in their presentient forms were highly similar to the rodents of Holy Terra. They populate the cavern in their millions, living off all manner of things, including their own carcasses. The reason their population continued to grow was due to the fact their females produced almost a hundred pups in a single litter. These presentient Hruds lived pretty much like beasts, and were largely ignorant of the huge amounts of Warpstone that lay beneath their paws. However, the actions of the Demiurg in extracting the Warpstone left them exposed on the surface of the cavern. The rodent-like lifeforms in their constant roaming came into contact with the Warpstone on the surface, drawn by the bright light emitted in its raw form. Some even brought back pieces of Warpstone to their dens. Thus, in this way, the raw mutagenic essence within the Warpstone came to be exposed to the population of the rodent-like lifeforms at large. All sort of physical deformities erupted within the lifeforms; however, some were fortunate enough to experience the mutations at the genetic level that would give rise to sentience within them. Slowly, the lifeforms grew to become aware of their immediate surroundings, and the conditions of their existence. Their growth of awareness led them to experiment with the objects around them, imitating the use of tools as it was with prehistoric man. The use of tools prompted the evolution of bipedal movement among the lifeforms, to free the use of their upper limbs to wield all manner of tools. By reaching a bipedal form, these lifeforms were that much closer to achieving full-blown sentience. Soon, they became aware of the presence of other lifeforms besides their kind. They marvelled at the shiny surfaces of the mining crafts, at the deliberate, mechanical movements of the craft as they excavated the Warpstone deposits. What caught their attention most however, was that big hole right at the center of the roof of the cavern, from which the only source of light poured in. Through that single patch of sky, they watched entranced, by the multitude of stars that dot the spaces between and the infinite worlds that lay beyond. To them, it presented the existence of a larger world, beyond the confines of the cavern they were born in.

The arising of sentience within the population of the lifeforms reached a critical mass. Most were now capable of bipedal movement, standing upright on their hindlimbs. The ends of their forelimbs developed into nimble digits, capable of much dexterity, able to wield simple tools with what can be called "hands". The Demiurg were largely ignorant of these developments in the native lifeforms of the cavern, concerned only with the speedy gathering of the Warpstone ore deposits. Only one thought resonated within the entire chittering mass of rodent-like lifeforms, and that was that their only recourse and escape from the dungeon that was the cavern was through force of arms, overwhelming the Demiurg occupants of those shiny vessels and seizing them from their own. So it came to be that the lifeforms, through force of numbers, wielding all manner of crude weaponry in the form of sticks and stones they could scavenged, rose against the Demiurg, and overthrew them, killing them in an event that was to be known as the Great Uprising. Although caught off-guard and vastly outnumbered, the Demiurg provided a stout resistance. When every single last one of them had succumbed, the lifeforms became divided; where once they shared unity of goal, now having achieved that goal, all that was left was the spoils of war, and the lifeforms selfishly took whatever they could for their own. The lifeforms banded together into tribes that was based on familial ties, sharing familial origins within the same brood. These tribes degenerated into warfare and conflict, in a bid to seize the most of the spoils. In an era of warfare, where only the strongest are recognised, the leaders of the individual tribes were more often than not Blackfurs, that referred to themselves almost exclusively as Warlords. This gave birth to a new era, the Age of Warlords, where the rules of war were established by the actions of the most successful Warlords. Soon however the conditions among the tribes calmed down to some degree, and the grounds within the cavern was divided into territories demarcated through some landmark or another, for instance, the presence of a Warpstone mine deposit.

Through this development, an idea occurred within the Warlord of one tribe, which happened to be one of the more successful tribes during the Age of Warlords, by the name of Skyre. He noticed the Demiurg had expressedly arrived within this cavern to exploit its vast amounts of Warpstone. He deduced that the Warpstones by their nature, possessed incalculable power, which he vowed to tap into. While the rest of the tribes were engaged in petty territorial disputes, he seized the moment by gathering the cleverest, most talented of his Chieftains, charging them with manipulating the essence of the Warpstones, through whatever experimental means, and develop weapons of war based on the Warpstones, from which the Tribe could then rise to prominence and pacify the rest of their kind with their superior firepower. These Chieftains came to be known as Warplords, after the art of Warp-engineering. Under the astute leadership of Skyre, the Tribe became the most organised and efficient among the chittering mass that characterised the "lesser" tribes. Through determined invasions, Warlord Skyre managed to secure and expand the existing Warpstone mines under their possession. The Warplords were thus free to experiment at will, using up their Warpstone stores with abandon, as they sought a means to tap into the power of the Warpstones. The Warplords made much progress in their search when certain individuals decided to use the technology present within the mining crafts to "empower" their research. Through their experimentation, they came to establish the Warpstones into a variety of forms: Warpstone in its pure solidified state; Warplasma when the Warpstone is superheated into a molten, volatile state; Warpwind when the Warpstone is decomposed leaving only its core essence and the fumes produced as a result; and Warpfire, when the volatile fumes of Warpwind is ignited through some external source. All of these various forms were harnessed into weapons of war, fueled partially by the technology of the Demiurg that was put to good use by the Warplords. The main infantry of the Warlord Skyre's forces was comprised of units of Warplock Riflemen, supported by devastating Warpflame Throwers and the noxious Warpwind Grenadiers. Units of Warpstone Shooters, troops that shot raw Warpstone directly into the blood stream of their targets, acted in the role of snipers, taking out the leaders of the various tribes that challenged the advances of the Warlord Skyre's forces. The lesser tribes had nothing to counter the Warp-based technology of Warlord Skyre's forces, rather they did not have any idea of handling the technology of the Demiurg crafts within their possession. As such, slowly but surely, each tribe succumbed to the advances of the Warlord's forces, until every single tribe was forced to acknowledge Skyre and his Tribe as the foremost Tribe among their kind, during an event that was known as the First Great War.

There was one tribe however, that provided some form of resistance against the might of Warlord Skyre's forces. The Warlords of these particular tribe had gained a keen interest in the workings of Demiurg technology and fastidiously studied the mining craft and the objects within. So it came to be that when the Warlord Skyre's forces advanced within the domains of that tribe, the warriors of the tribe were armed with the firearms they could scavenged from within the mining crafts, a whole assortment of Demiurg war gear from Lasrifles to Photon Blasters. Thus, that tribe provided the fiercest resistance Warlord Skyre faced throughout the Great War. In fact, their act of resistance was so successful that it drew the backing of many lesser tribes, who saw them as their only hope of challenging the might of Warlord Skyre's forces. During their greatest moments of defiance, the Tribe grew to such proportions that it vastly outnumbered the forces of Warlord Skyre. However, ultimately their efforts proved useless as the firearms found within the mining craft were insufficient to equip all the warriors of the tribe, and they had to surrender soon enough or face total obliteration. Their act of resistance was not entirely fruitless however as by the end of the Great War, the tribe had grown to become the largest tribe within the cavern, as the hundreds of lesser tribes eventually merged into one. Even with the Great War over and Warlord Skyre victorious, the lesser tribes continued to remain as one instead of going their separate ways, drawn together by the charismatic aspirations of the original tribe. This tribe came to be known as Tribe Rictus, or the Tribe of the Heavens, so called for their greatest dream is to leave the cavern that is their birthplace in a grand starship and sail the places between the stars, a dream that happened to be the driving motivation of their interest in the technology of the Demiurg.

Skyre changed several things immediately upon gaining complete dominance among the tribes. First of all, to distinguish his Tribe from the lesser, weaker tribes, he declared that his Tribe from now onwards be known as Clan Skyre, after his chosen name, and from that time onwards all Tribes that have reached a similar level of prominence refer to themselves as a Clan rather than a Tribe. The Warlords of Clan Skyre acknowledged Warlord Skyre as having singlehandedly engineered the rise to prominence of their Tribe, and thus deferred to him as the supreme leader of the Clan, with the title of Overlord. As Overlord Skyre, he declared the domains of the immense cavern that was their birthplace and all the tribes within the Underempire of Clan Skyre. In order to instill purpose within their kind, a purpose not felt since the Great Uprising, and to prevent them from succumbing to infighting once again, he organised the first Great Council, a gathering of the representatives of each major Tribe, which totalled 12, inclusive of Clan Skyre. He declared that there will be a thirteenth seat within this council, occupied by the Great Horned One, the archetype that represents the foremost of their kind. This invisible seat was the means in which the Great Council would maintain an odd number of seats, to destabilise any possible leagues or coercions between the Tribe representatives, such that all came to be viewed as equal. The formation of the first Great Council, and the many after it, came henceforth to be known as the Council of Thirteen. During the Great Council, Overlord Skyre declared that the true intention of the formation of the Council was to revive the purpose their kind once shared as one, which was to escape their existence trapped within the confines of this great cavern, through the use of the mining crafts of the Demiurg. He revealed that his chosen name, Skyre, was directly inspired from the patch of sky observable from the hole at the center of the roof of the cavern, from which soft starlight descended into a spot at the center of the cavern. His entire name was dedicated to the promise held within that patch of sky, of a greater world beyond the suffocating confines of the cavern they seemed condemned forever to dwell in. To this end, he revealed that his own probings into the workings of the mining crafts had proven fruitless, and as to how to control them for their own ends, that remained a mystery to be discovered. He progressed from there, declaring that if the best of his Warplords could not discover the means of controlling the mining crafts, there was little the other tribes could possibly progress in that department. (Tribe Rictus occupied one of the seats in the Great Council, having been acknowledged as the second militarily strongest tribe by the other tribes, as proven during the events of the Great War. They too, despite their efforts into studying the mechanics of the mining craft, could not deduce how they worked.) He then suggested the building of the Tower of Heaven, a vast tower built right at the center of the cavern, made from the rocks and gravel that formed the composition of the ground beneath them, that will reach the hole at the roof of the cavern at its height. None among the Council challenged him, and all deferred to the wisdom of his words. As such, effort was made towards this end, with each tribe contributing the manpower needed to lay the foundations of the Tower of Heaven. Within the timespan of a couple of starlight cycles, the foundations of the Tower of Heaven had been laid and progress had reach such a point that half of its proposed height had been reached.

It was some time during this point, that another Tribe rose to the prominence of a Clan, rather than through strength of arms as Clan Skyre had done but through its grip of influence over the lesser tribes. This Tribe was to be known as Clan Skaven. Skaven was used with various connotations to mean "select" or "chosen" within their tongue. Such was this view that the Skavens had of themselves that they sought to undermine the power and influence that Clan Skyre enjoyed, and replaced them as the foremost Clan amongst their kind. That was their ambition, and the social order of Clan Skaven proved to possess the most Machiavellian tendencies among the tribes. Theirs was an order based on ruthlessness and will to power, fuelled in large part by the actions of the Greyfurs within the Clan. It appears the Blackfurs of Clan Skaven were especially large and aggressive, so much so that the Greyfurs within the Clan had to resort to much backstabbing and manipulation to reach positions of equal standing among their darker kindred. Likewise, through much deceit and cunning had they spread their influence and established control over a large number of tribes. The Chieftains of Clan Skaven were known as Seers, for a large part of their rise to power was through the deception of their reputed ability to manipulate the Warpstone through mystic, secret means they had declared they possessed. In truth, there was much doubt regarding their mystic abilities, but as of yet, they had managed to convince a large part of the tribes that they had found a way of escaping the Underempire and the labour of creating Skyre's fatuitous Tower of Heaven. But first, they declared, much preparation had to be made if their method was to succeed. Their first act was to secure many Warpstone mines, from which their Grey Seers, what they called the elder Seers of their Clan, would congregate and work their magicks within. All this while, the Tower of Heaven progressed ever upwards, and was nearing the pinnacle of its height, reaching the hole at the roof of the cavern, and jutting into the space beyond.

Actually, the crafty Seers of Clan Skaven had deduced the true nature of the Warpstones as the solidified substance of the Immaterium. From there, their own calculations had suggested that the Warpstones could be used to open a portal into the Immaterium, from which travel to other planets became possible. Even now, the Grey Seers were capable of making mini-Warportals from which they could observe other realms while remaining safely detached within the Underempire, studying the nature of the Human population residing within these worlds. From these viewing portals, the Grey Seers bore witness to worlds where the harsh suns of their system scorch the ground bare, suns whose glaring brightness proved anathema to the eyesight of the Hruds. It was thus decided that when the Warportals were opened, each would directly lead to the under sections of the cities of the new worlds the tribes were to inhabit, where they would be away from the harsh light of the suns of those worlds. A large part of the supposed "mysticism" of the Seers of Clan Skaven stemmed from their own innate ingenuity and cunning, a result of the utterly ruthless nature of their social order, where only the strongest and smartest reached positions of power. Such a social order encouraged an extreme form of natural selection to take place, as a result, the Seers of Clan Skaven in their attempts at obtaining status within their Clan, were forced to develop the cunning and willpower needed to manoeuvre themselves within the social politics of the Clan. Having reached the highest positions possible as the Grey Seers of the Clan, the Grey Seers abandon their old ways of backstabbing and manipulation, instead consolidating their positions from ambitious Seers vying to rise in status through joint alliances of mutual cooperation with other Grey Seers. From there, they convened amongst themselves, conducting all sorts of plans to further strengthen the influence of their Clan among the other tribes. One of these plans was dubbed "The Great Migration", manipulating the burning desires within every single individual within the tribes to leave the confines of their birthplace, and explode out into the great unknown in one massive migration. From there, the tendrils of their influence over the other tribes would solidify, forever indebting them to Clan Skaven.

The Grey Seers' knowledge of the true nature of the Warpstones was leaked out however, and their attempts at transforming the Warpstone mines into dimensional portals inspired the Chieftains of Clan Rictus(at some point, the Tribe of the Heavens came to be recognised as a Clan due to its sheer size) into thinking that perhaps, the mining crafts were not navigated through physical means, but rather required a sort of psychic symbiosis with the navigational systems of the craft. The knowledge that the arising of sentience within them was a direct result of their exposure to raw Warpstone was ingrained in them at the primal level of the psyche; indeed many of them had unconsciously carried out the process of the arrival of sentience within them as a race, when they in the innate inquisitive nature of their rodent-like species, had brought back with them small pieces of Warpstone into their dens. As such, the Chieftains of Clan Rictus experimented with having various subjects ingests varying amounts of raw Warpstone, to induce psychic powers within the subjects. As raw Warpstone is poisonous to the bodies of living organisms, the Chieftains of Clan Rictus only succeeded after numerous dead subjects, having managed to find the right amount that would induce psychic abilities while still being under the lethal dosage of Warpstones. These psychic navigators came to occupy a position of power within the Clan, for the Clan is entirely dependent on their ability to control the mining crafts. Clan Rictus withheld the secrets within their possession from the other tribes of the Underempire, and especially from Clan Skyre, for it was their one means of achieving their dream and they would not allow it to be lost by the meddling of Clan Skyre or any of the lesser tribes. Towards the ends of accomplishing their dream, they salvaged as many of the mining crafts that had come to be abandoned by the other tribes, having come to be seen at large as no longer necessary with the erection of the Tower of Heaven. Having done all they could to secure their dream, all that was left was to await patiently till a wandering starship would so happened to pass by within the vicinity of the Underempire. Little did they know, such an occurrence would soon take place...

It was at about this time that the Demiurg Bastion Class Commerce Vessel that had continued through space in prospect of other ore deposits after deploying the mining crafts, had returned, to check on the conditions of the mining crafts and to collect the harvested Warpstone ore. It returned to find the hole it had created at the center of the roof of the cavern blocked by a huge, tower-like construct, hindering it from descending within its depths. In order to remove the obstruction, it sent a death beam blast that tore off about a quarter of the top portion of the Tower of Heaven, and sent it toppling down into the bottom of the cavern, killing thousands of Hruds in the process. As they descended back into the cavern in an attempt to recall the mining crafts, its sensors indicated that the cavern was teeming with activity. Millions of diminutive lifeforms scurried about the grounds of the cavern, and among them the remains of the mining crafts can be seen jutting up from the seething mass as shiny objects amidst a sea of darkness, due to their reflective surfaces. As the mining crafts were not responding to the signals of recall sent by the bridge of the Bastion Class Commerce Vessel, the Demiurg deduced that the worst had happened, that the occupants of the mining crafts had succumbed to the as yet unknown lifeforms that populate the subterranean cavern of this moon.

Meanwhile, the intrusion of the Bastion Class Commerce Vessel and the toppling of the Tower of Heaven had led to other developments below, within the domains of the Underempire. Clan Rictus knew the arrival of the Bastion Class Commerce Vessel presented the only chance of accomplishing their dream of obtaining a starship of their own. They boarded the mining crafts within their possessions in their tens of thousands, squirming and wriggling into every possible space as they made room for the rest of their kin. The psychic navigators of the Clan powered up the mining crafts and directed them ever upwards, towards the great starship that covered the sky. The bridge of the Bastion Class Commerce Vessel, although stunned by the sudden arrival of the mining crafts, had decided that indeed, some Demiurg had survived and in the commotion of the moment, had failed to respond to the recall signal sent by the bridge. The mining crafts were thus allowed to dock within the Bastion Class Commerce Vessel, and they came in their hundreds, an unexpectedly large number by the estimations of the command bridge. Unbeknownst to them, the mining crafts were infested with the rodent-like lifeforms, and they poured forth in their tens of thousands, overrunning the defenses at the docking bay of the Commerce Vessel. Soon, Clan Rictus had gained entry into the lower levels of the Vessel and were still advancing at a progressive rate like a seemingly unstoppable tide. In what came to be known as the Great Invasion, the first war between the Demiurg and Clan Rictus was fought. The Demiurgs referred to the rodent-like lifeforms that infested their Vessel as Hruds, which in their tongue meant vermin or pest. The word came to be used self-referentially by the population of Clan Rictus, as a definitive noun that meant the individual or one. From there, the usage of the word Hruds spread from Clan Rictus to the rest of the tribes of the Underempire, and came to be used as the term of reference for them as a race.

Meanwhile, the Grey Seers, through their cunning and intellect, had succeeded in opening the first of the Warportals, by freeing the essence of Chaos solidified within each and every Warpstone. The tribes began the Great Migration, selecting a Warportal specifically for the use of their tribe only, so that they would not be forced into territorial disputes with another tribe within the new world they arrived in. Overlord Skyre was rendered helpless against the events of the Great Migration, being unable to stop the actions of hundreds of tribes as they left en masse. He contented himself with the knowledge that although the power of Clan Skyre had been much diminished, they still remained the foremost power amongst their kind, and at the very least the dream of exodus from their birthplace on the moon of the planet at the center of the galaxy was achieved by the majority of their race. Acknowledging that the events of the Great Migration were beyond his power to stop, the Overlord proceeded to solidify his hold over the lesser tribes that had remained, securing each and every Warpstone mine within the Underempire for the use of the Clan in producing their weapons of war. Thus, Clan Skyre remained the foremost power within all of Hrudom, until they were ousted from their lofty seat by the actions of Clan Eshin during the Great Skirmishes. The remains of the Tower of Heaven, at once representative of Clan Skyre at the height of their power and the greatest accomplishment achieved by their race as a whole, became the Sky Warren, an intricate network of tunnels and dens that formed the home of Clan Skyre. At the base of the Tower of Heaven are the burrow holes from which the forces of Clan Skyre could pour forth at will, to face all who would challenge the supreme authority of Clan Skyre within the domains of the Underempire.

This message was edited 5 times. Last update was at 2007/12/22 07:02:22


 
   
Made in sg
Fresh-Faced New User




After the Great War which resulted in the total dominion and the rise of Clan Skyre as the ruling Clan within the Underempire, the territory of Clan Skyre was vastly expanded, and so too were the Warpstone mines in their possession. The Warpstone mines were put to use by the Warplords in manufacturing the Warpstone-based weapons of war of Clan Skyre, and mass-production of Warplock Rifles commenced. During the peace established by the union of the tribes by Clan Skyre, in the era known as the Age of the Council, trades between the various tribes were common. In an era of peace, the progressive, competitive tendencies of their race was present through exchanges of the various information and produce unique to each tribe. In this way, the technology of the race as a whole was increased, as each tribe shared what technology it possessed with the other tribes.

One such commodity was the Warplock Rifle, which Clan Skyre was able to produce in abundance, due to the simplicity of its make. Thus, the Warplock Rifle was a common item of trade for Clan Skyre, in its various exchanges with the lesser tribes. The Warplock Rifle thus proliferated among the various tribes, and came to be the standard firearm of the race as a whole. This case of issue was received with much displeasure by Overlord Skyre, who wanted to maintain the superiority of the forces of Clan Skyre, relative to the lesser tribes. The Fusil was thus developed to replace the Warplock Rifle as the standard firearm of the forces of Clan Skyre. The Fusil is almost entirely similar to the Warplock Rifle in all respects, with the sole exception that its ammunition is in the form of pellets instead of the Warplasma shells used by the Warplock Rifle. Up to three Warplasma shells are contained within a single pellet. When fired, the pellet scatters the Warplasma shells contained within, causing multiple explosions as the shells collide with the target. As such, the Fusils are heavier due to the large pellets that form their ammunition, resulting in a larger bore. The mobility of the Fusiliers are much reduced as a result, being hindered by the weight of the Fusil and the complications involved in its usage.

As it is with the rest of the infantry that comprise the forces of the war-like Clan Skyre, the Fusiliers are well-trained and disciplined, unlike the troops of the lesser tribes. The infantry of Clan Skyre are well-armoured too, due to the wealth of Clan Skyre as a major power.

Troops:
Fusilier: MS:3 BS:2 S:2 T:2 A:1 W:1 I:4 L:6 AS:5+ CS:-
Point Cost: 10
Unit Size: 10-20
Equipment: Fusil, Shell Armour, +Nightshades+4Pts

Fusil: R:30" S:5 AP:3 T:HD3, Blast, Pinning, Warplasma Acid
The Warplasma contained within the pellets are highly corrosive and burns through contact with armour. Targets splashed by Warplasma Acid suffer a -2 modifier to their AS that is accumulative.
Through engaging with expensive trades with Tribe Mors, Clan Skyre is able to procure Nightshades by trading a single Fusil for each Nightshades. The Nightshades enable the wearer to see his surroundings as if it was nighttime.

Special Rules:
Nocturnal
Heavy Equipment:
Fusiliers lose the benefits of Instinctual Preservation. They do not have a natural CS and they Fall Back at 2D6".
Fusillader: The Fusiliers of Clan Skyre are drilled to carry out various formation manoeuvres during a battle. Right before engaging with the enemy in a firefight, the troop of Fusiliers will regroup into a formation called a Fusillader, and unleash a fusillade upon the enemy. During the Shooting Phase, you may choose to position your Fusiliers such that they are right next to each other, i.e. there is no space in between each of them. The length of the unit can only be ten models long.
Echelon: After firing off a fusillade, the Fusiliers regroup into a formation known as the Echelon, in which they stagger their lines to minimalise casualties from grenades and other explosive-type weapons. During the Assault Phase, you may choose to stagger the ranks of the Fusiliers by placing each model 2" apart from each other.

The Veterans of the First Great War are seasoned warriors of many battles during the advances of Warlord Skyre's forces in his ambition to unite the lesser tribes. The Veterans are considerably lesser than the regulars of Clan Skyre, so instead of having them form their own units during times of war, they are called upon instead to lead troops of infantry into battle.

Great War Veteran: MS:3 BS:3 S:2 T:2 A:1 W:1 I:4 L:7 AS:5+ CS:-
Point Cost: 12
Unit Size: 1 for every 5 Troops
Equipment: Fusil+5Pts/Warpwind Grenades+0Pts/Warpflamer+8Pts, Shell Armour, +Stillsuit+2Pts, +Nightshades+4Pts, +Warplasma Grenade+2Pts

Warplasma Grenades are the genius creations of Clan Skyre, as a means for their forces to flush out enemy forces hiding behind cover. They are glass containers holding volatile Warplasma within. Upon breaking the glass orbs, the unstable Warplasma is released into the air, and react cataclysmically with it to produce a massive explosion. Warplasma Grenades are thrown right before engaging with the enemy in close combat. They are specially designed for use when attempting to engage enemies behind cover. For each Charge bonus you choose to lose, you may throw a Warplasma Grenade. It has the following profile: R:G12" S:5 AP:3 T:A1, Blast, Pinning, Warplasma Acid. For each casualty suffered from the Warplasma Grenade Attacks, the enemy unit must pass a Pinning Test with a -1 modifier. If the target unit fails its Pinning Test, all bonuses gained when receiving a Charge while in cover are negated. Both Attackers and Defenders engaged according to Initiatve values as if there was no cover.

Special Rules:
Nocturnal, Heavy Equipment
Troop Leaders:
Veterans are always attached to a unit of Fusiliers, Warpwind Grenadiers or Warpflame Throwers. They must always be placed at the front of the unit.

As the Greyfurs are used exclusively to wield the Warpstone-based weapons of Clan Skyre, Blackfangs are not used to lead them in battle as it is with most tribes, but are instead banded together in a single unit. They are used as close combat support to the main troops of Fusiliers, overwhelming the enemy with weight of numbers rather than through feat of arms. They are led by Fangleaders, who are larger, stronger Blackfangs that are potential candidates for the Black Guard. The Blackfangs naturally defer to their leadership, but should they fall, the Blackfangs will erupt into infighting to determine a new leader.

Blackfang: MS:4 BS:1 S:3 T:3 A:1 W:1 I:3 L:6 AS:5+ CS:6+
Fangleader: MS:4 BS:1 S:4 T:3 A:2 W:1 I:4 L:7 AS:5+ CS:6+
Point Cost: 6/8
Unit Size: 10-20/1 for every 5 Blackfangs
Equipment: Warplock Pistol and Claw/+Scimitar+1Pt, Shell Armour, +Warplasma Grenade+2Pts

Special Rules:
Instinctual Preservation, Nocturnal, Overgrown Incisors, Fleet of Paw, Pack Mentality, Pack Leaders, Ritual of Dominance

It has been speculated that Vermin Tides are Hruds in their infant forms gathered into swarms. The question is why would the Hruds sent their young in their diminutive forms into battle when they would have a near survival rate of 0%? It has been suggested that the Hrud Queen produces too many offspring at times, going beyond the ability of the tribe to provide for the increase in mouths to feed. This would be highly agreeable for indeed the Hrud Queens are capable of producing many offspring in a single given brood. Yet the rare Black-furred pups have been spotted in Vermin Tides. If the Hruds within a Vermin Tide are meant to be expendable, it would almost certainly be composed entirely of Greyfurs. The truth of the matter is that the pups that compose a Vermin Tide do not have the necessary means to achieve sentience, becoming stunted in a primitive state. The Hrud Queen is able to sense which among the brood are born without sentience. These defects are gathered into a single swarm and thrown at the enemy to act as fodder and a distraction for the more integral parts of a Hrud force. The fact that there is the presence of Hruds that lack sentience within the broods gives relevance to the fact that the Hruds achieved sentience as a species from an external source rather that through the rigours of evolution. Although it is uncertain as to how the Hrud first came into contact with Warpstone, it is undoubtable that the mutational effects of Warpstone allowed for the arising of sentience within the Hrud. The Hrud Queens knowingly repeat this process by ingesting raw Warpstone particles and allowing the Warpstone to influence the developing foetuses within Her womb. When the damaging effects of the Warpstone becomes too much for the Hrud Queen, She regurgitates the Warpstone, now in a liquefied state, which is either fed to a developing Whitefur or left to be crystallised once again into solid Warpstone. This explains the close relationship the Hruds share with Warpstone. To them it is more precious than gold for it is their lifeblood.

Vermin Tide: MS:3 BS:0 S:1 T:1 A:10 W:10 I:4 L:4 AS:- CS:4+
Point Cost: 10
Unit Size: Swarm Base
Equipment: Claws and Fangs

Special Rules:
Nocturnal, Instinctual Preservation, Fleet of Paw, Blackfurs, Swarm, Herd Mentality


Warpwind Grenadiers are support troops to the Fusiliers who are the main infantry of the combat forces of Clan Skyre. The Warpwind Grenades are glass orbs containing dense clouds of noxious Warpwind fumes created during the decomposition process of Warpstone. When the glass orbs are shattered upon contact with a hard surface on the battlefield, the noxious Warpwind fumes are released into the air and linger, until a passing wind dissipates the fumes. Due to the lingering effects of the denser-than-air Warpwind fumes, Warpwind Grenades are used to create deterrent zones to enemy units, especially enemy close combat specialists, who could potentially cause havoc within the ranks of the infantry troops of Clan Skyre.

Elite:
Warpwind Grenadier:
MS:3 BS:2 S:2 T:2 A:1 W:1 I:4 L:6 AS:5+ CS:-
Point Cost: 10
Unit Size: 5-10
Equipment: Warpwind Grenades, Shell Armour, +Nightshades+4Pts

Warpwind Grenade: R:G12" S:- AP:4 T:A1, Blast, Pinning, Warpwind Fumes, Lingering Fumes, Anti-Bio-Organic
Warpwind is created when a Warpstone is allowed to decompose through heat, and the noxious gas released as a result is the Warpwind. As such, if inhaled, the mutagenic essence of Chaos takes its toll upon the internal systems of a body. Over time, the body succumbs to the mutating effects of Chaos, and the organs of the body are attacked internally. This continues for an interminable period, as such it is called Warpwind Sickness. When an enemy unit encounters a cloud of Warpwind Fumes, it takes an immediate AS if its AS is Power Armour or any of its equivalent. If it fails or is unable to take the AS, for every Turn the unit starts within a Warpwind cloud, the unit suffers a permanent -1 modifier to its Toughness. On top of that, it takes an immediate Toughness Test with its modified Toughness value, which upon failing the unit suffers a Wound with no Armour Saves allowable.
The cloud of Warpwind Fumes linger in the air, dissipating with the passing of the wind. Leave the Blast marker where the Warpwind Grenade landed to denote the Lingering Fumes. At the start of every turn, roll a D6 for each Warpwind cloud on the battlefield. On a 4+ they dissipate. Remove the Blast marker from the battlefield.
The Warpwind Grenade and its associated effects areAnti-Bio-Organic, meaning they only work on bio-organisms. Should the enemy unit be mechanical or robotic, for instance the Drones of the Tau Empire, the Warpwind fumes would have little effect on their metallic bodies, thus they may pass through them unharmed.

Special Rules:
Nocturnal, Heavy Equipment
Detachments:
You may split your Warpwind Grenadier unit into two squads, with the numbers distributed as equally as possible between the squads. The detachments work independently of each other. For all purposes, treat them as separate units.

Warpflame Throwers wield Warp-based weapons that are equivalent to the Heavy Flamers of the Imperium. The Warpflames thrown from the Warpflamer is created by the igniting of the Warpwind fumes produced from the decomposing Warpstones contained within the fuel pack of the Warpflamer. Through atmospheric pressure, the Warpwind is forced to the nozzle of the Warpflamer, where it is ignited from sparks created by drawing a flint over an abrasive. The sparks upon meeting the Warpwind, results in a blast of superheated air that is funnelled out of the nozzle, resulting in a cone-shaped spread of Warpflames. The Warpfire is not ordinary fire, as such burns from Warpfire linger as the Warpfire feeds off the flesh of the enemy. Warpflame Throwers are used in a support role to the main troops of Fusiliers, by acting as a deterrent to any foes attempting to engage the main infantry line in close combat. During the Great War, Warpflame Throwers were used to devastating effect, steadily advancing while pouring gouts of burning Warpfire on clustered packs of the warriors of the lesser tribes. When used in conjunction with the Warplasmic acid contained within the ammunition pellets of the Fusils, the Warpflamers are able to blast through any armour, cutting right to the flesh. More devastating however, is the troop combination of Warpflame Throwers and Warpwind Grenadiers. The Warpwind fumes are highly volatile and react violently with heat. Should the fierce flames of a Warpflamer come into contact with a cloud of Warpwind fumes, the resulting explosion is a cataclysmic enough to burn through even Terminator Armour. As such, detachments of Warpflame Throwers are often side-by-side with Warpwind Grenadiers, as this deadly unit combination has become a favourite of the Warlords of Clan Skyre.

Warpflame Thrower: MS:3 BS:2 S:2 T:2 A:1 W:1 I:4 L:6 AS:5+ CS:-
Point Cost: 15
Unit Size: 5-10
Equipment: Warpflamer, Shell Armour

Warpflamer: R:T S:5 AP:4 T:A1, Template, Warpfire Burns, Fire-Wind Explosion
Even after the Warpflamer ceases to soak its victims in Warpflames, the victims suffers from Warpfire Burns, as the Warpflames continues to feed off the flesh of its victims. All units Hit by a Warpflamer suffers from a Special Attack that Hits automatically with a Strength of 5. Armour Saves of 3+ and better may be taken against this Special Attack.
Should the stream of Warpflame collide with Warpwind fumes lingering in the air, a Fire-Wind Explosion occurs. As long as the Warpflamer Hits any part of a Warpwind fume cloud, any units within the cloud of Warpwind fumes suffer a S7 AP2 Hit. Warpfire Burns from a Fire-Wind Explosion are at S7 and do not allow AS to be taken. Remove the Warpwind cloud immediately after this Special Attack.

Special Rules:
Nocturnal, Heavy Equipment, Detachments

Detachments of Warpstone Shooters are almost entirely comprised of Great War Veterans, due to the low casualty rate of the role they play on the battlefield. They are the elite of the elite among the forces of Clan Skyre. They are used exclusively in the role as snipers to take out key targets within the enemy ranks. When they run out of key targets to take down, they fit Warplasma shells into their Warplock Shooters and fire them into the ranks of the enemy's infantry. To fulfill their role, they infiltrate into a position of cover far ahead of the rest of the army. They are masters of their role, often staying in cover for many nights, not moving an inch from their positions, as they look out for potential targets. As a result, they receive the best training among the various troops of Clan Skyre, and live up to their reputation as the elite of the elite.

Warpstone Shooter: MS:3 BS:3 S:2 T:2 A:1 W:1 I:4 L:7 AS:4+ CS:-
Point Cost: 20
Unit Size: 5-10
Equipment: Warplock Shooter +Warplasma Shell+2Pts, Shell Armour, Stillsuit

Warplock Shooter: R:36" S:- AP:4 T:H1, Sniper Scope, Warpstone Essence, Warplasma Shell, Inorganic-Resistant
Sniper Scope allows all to-Hit rolls with the Warplock Shooter to be made at 2+. In addition, it confers the Pinning rule to all shots fired by the Warplock Shooter.
Warplock Shooters are high-powered Warplock Rifles that fire raw Warpstone that has been sharpened into spikes. When fired at a living target, the Warpstone spikes easily pierces the target's flesh, allowing the mutagenic essence within the Warpstone to be fed directly into the bloodstream. As the Warpstone Essence courses through the target, the internal bodily systems of a target are slowly undermined, as the mutational effects takes its toll on the target's body. For each Unsaved Hit from a Warpstone Shooter's Attack, the targets suffers a -1 modifier to its Toughness value. After resolving all Attacks, the target has to pass a Toughness Test or suffer an immediate Wound with no Armour Saves allowable. In subsequent turns, the process repeats itself, with the target having to pass a Toughness Test or suffer a Wound. This process only ends when the target dies.
The Warplock Shooter is designed to accommodate the Warplasma Shell ammunitions used by the Warplock Rifle. Warpstone Shooters equipped with Warplasma Shells may choose to fire the Warplasma Shell. It has the following profile: R:36" S:5 AP:3 T:H1, Blast, Pinning. It may be used in conjunction with the to-Hit rules for Sniping.
The Warpstone spikes fired by the Warplock Shooter are Inorganic-Resistant, meaning inorganic units are more resistant to the effects of the Warplock Shooter than organic units. While the Warpstone are unable to travel rapidly through the systems of an inorganic unit, say a Necron Warrior, the mutagenic essence of raw Warpstone still corrupts the internal systems of the Necron Warrior by warping its very substance. The same rules apply for Warpstone Essence when firing at inorganic targets with the exception that they never suffer negative modifiers to their Toughness value.

Special Rules:
Nocturnal, Heavy Equipment, Detachments, Infiltrators, Stealth
Snipers:
Warpstone Shooters are trained to take out high-priority targets within an enemy unit. You may choose to have all your Warpstone Shooters in a detachment aim their weapons at a specific model within an enemy unit. That model must be in LOS.

The Warplightning Tower is a Warpstone-based construct inspired in form from the fallen Tower of Heaven. It is made of countless coils of Warpstone bundled together that are polarily-charged. The Warplightning Tower works by placing a tractor beacon that's polarity is opposite those of the Warpstone coils. The coils within the Warplightning Tower will then generate a bolt of Warplightning for which the tractor beacon acts as a basis for the Warplightning to travel. These Warplightning Tractor Beacons are deployed by the infantry troops of Clan Skyre, whenever they are engaged in close combat with the enemy. They will then use the opportunity to plant the tractor beacons into the ground, within proximity of the enemy, in the hopes that the enemy will get blasted by the Warplightning. It is especially dangerous for the planter for the Warplightning bolt blast a sizeable area, such that all in the immediate vicinity of the tractor beacons are in danger of getting vapourised. The Warplightning bolt generated by the Warpstone coils reach such tremendously high voltage that all caught in the blast are simply torn apart by the sheer force of the blast, regardless of the class of armour worn. When multiple tractor beacons are placed simultaneously, the Warplightning forks to the various tractor beacons, with slight diminishes in power depending on the number of forks generated.

Heavy Support:
Warplightning Tower: T:7 W:3
Point Size: 75
Unit Size: 1
Equipment: -

Warplightning Tractor Beacon: R:60" S:10 AP:1 T:A1, Blast, Pinning, Warplightning Forks, Feedback
For every Warplightning Tractor Beacon placed in the same Shooting Phase, the Warplightning Forks, diminishing the S and AP for each Hit by 1.
Whenever a 1 is rolled when determining the to-Wound results or the Armour Penetration results, the Warplightning Tower suffers from Feedback, taking an immediate Hit at the Strength of the Warplightning generated.

Special Rules:
Warpstone Fuel:
The tractor wheels of the Warplightning Tower moves ahead through the combustion of Warpstones. Using Warpstones as fuel is both potent and risky at the same time, for the Warpstones have a tendency to become unstable and backfire on the vehicle itself, exploding within the combustion engine and damaging the Warplightning Tower from within. The distance the Warplightning Tower moves each Movement Phase is determined on the roll of 3D6. On any roll of a 1, the Warplightning Tower is automatically Hit at a Strength of either 6, 7 or 8, relative to the number of 1s rolled.
Plant and Run: Whenever an infantry trooper plants a Warplightning Tractor Beacon, he is extremely wary and prepares to jump out of the way of the Warplightning bolt that would soon home in on the tractor beacon. Any friendly troops in the vicinity of the Warplightning blast has to pass an Initiative Test. If upon failing to do so, they are caught in the Warplightning blast and are thus considered when determining the casualties from a Warplightning Tower Attack.

Clan Skyre is ruled by a caste of Warlords that are selected from the Black Guard through a brutal display of natural selection. Overlord Skyre is the current leader of the Clan, and has been for many decades since the Clan rose to a position of dominance amongst the lesser tribes. His fellow Warlords have been tempted many times in supplanting the Overlord's position as the supreme ruler of the Clan, but so far none has succeeded. When a Warlord goes forth to battle, he rides in the company of his elite bodyguards, the Black Guard. They are the largest and most aggressive of the Blackfurs within the Clan, specially selected for these various qualities to form the Black Guard.

HQ:
Warlord:
MS:5 BS:3 S:4 T:4 A:3 W:2 I:5 L:8 AS:3+ CS:6+
Point Cost: 45
Unit Size: 1 and 1 only
Equipment: Fusil +Rifle Sling+2Pts/Warplock Pistol and Scimitar/+Power Scimitar+5Pts/+Weeping Blade+4Pts/+Halberd+4Pts/Twin Power Scimitars+10Pts, Warpstone Armour, Stillsuit, +Nightshades+4Pts, +Warplasma Grenade+2Pts

Twin Power Scimitars are two Power Scimitars wielded together as a pair by a Warlord. In the hands of a Warlord, he becomes a blur of slicing blades on the charge, cutting down all who stand before him. Confers +2S on the Charge and ignores AS. Counts as two Hand Weapons.

Special Rules:
Instinctual Preservation, Nocturnal, Fleet of Paw
Ferocious Fighter: The Warlord is the epitome of the spirit that characterises the Blackfurs, one of unbridled ferocity. The stronger and more successful the Blackfur, the fiercer his disposition would be. In combat, the Warlord is an unstoppable whirlwind of whirling blades, giving in to his primal ferocity to channel his blows. Each blow that cuts deeper only empowers him to fight with renewed fervour, flowing with the momentum of his attacks, unleashing a devastating barrage upon the fools that dare challenge him. Each Unsaved Wound caused by the Warlord, grants the Warlord another Attack.
Great Fangs: The Warlord gains Rending for one Attack only. This only applies if the Warlord is in the proximity to use his special Fang Attack.
Tenacity: On his rise up the ranks of Hrud society, the Warlord has experienced countless brushes with death. The only thing preventing him from suffering the same fate of the many before him is his tenacious will to succeed and not succumb to the weakness of death. When the Warlord is reduced to 1 Wound, all close combat Attacks made against the Warlord suffer a -1 to-Hit penalty. The CS bonus provided by Instinctual Preservation increases to 5+. When Hit by Template and Blast weapons, as long as the Warlord is not entirely covered by the template, the Attack misses the Warlord completely on the successful passing of an Initiative Test.
Skyre's Rule: In normal occasions when a Warlord goes to war, he rides forth to establish his supremacy and through merit of victory of arms, extend his authority over a greater part of the Clan. Not so with Clan Skyre. Overlord Skyre has such a grip on the inner workings of his Clan that the Warlords ride forth to war as a delegate of Skyre. Rarely do they operate on their own intentions, instead working under orders from Skyre himself. As such there may as many Warlords as allowable within an army of Clan Skyre, however you must choose one to be the Army General.
Warlord's Pride: The Warlord never conceals himself with a Mirage Cloak, as such never benefitting from the -1 to the enemy's BS from Range Attacks.
Alpha Pack: If any unit is to break and flee on the battlefield, it immediately takes a Leadership Test using the Leadership of the current Army General. If the Test is passed, the unit flees towards the position of the Army General instead of fleeing towards the edge of the battlefield. Upon reaching the Army General, the unit automatically rallies and regroups.

The Black Guards are Blackfangs that are noted especially for their prowess in combat and has been specifically selected to form the bodyguard retinue of either a Warlord or Chieftain. The Black Guard can be seen as the cream of the crop of the various forces of the Hrud, for indeed they are. Amongst the various coloured subspecies of Hrud, the Blackfurs are the fiercest and imbued with the greatest physical strength. Then, even among this strongest of subspecies, there are those born with the raw strength that set them apart from their peers. There are those too, individuals of lion-heart and iron determination, that by their personal strength have risen against the odds and established their names on the field of battle. Whatever the means, these first among equals have garnered the attention of the ruling Warlords and have been handpicked to form his elite retinue. As the Warlord lives, these chosen warriors fight with dedication and pride, knowing that they are the elite of the elite. If any of these prideful soldiers have any designs on the seat of the Warlord, no emotion is shown, for indeed the Warlord has risen to his position not by luck or chance. Even if the Black Guard has confidence in his ability to challenge the Warlord, his intentions will not go unnoticed by his fellow Black Guards. He must contend himself with his current position, lying patiently in wait till such an opportunity presents itself to take that one step closer towards absolute power. So it comes to be that within the midst of battle, great as he may be, the Warlord will fall, and then the Hand of Fate beckons, enticing these mightiest of warriors. The tension mounts, as the mistrust and hate built up between them all this while threaten to spill out. Ambition fill their hearts; if not now, when? The vacuum created by the fall of the One has to be filled and who better than me? At last, one amongst these proudest of warriors succumbs to his inner desires, to the beast within. He is the trigger that catalyses a whole chain of reactions, the go button they were all waiting for. Now the dam has burst, the torrent of emotion rushes forth; nothing is left but for that one prize. All pretentions are abandoned, as brethren turn against brethren in this battle for one's worth. As the dust settles, one is left standing. The Fates has chosen, and as it is and always has been, there can only be one...

Black Guard: MS:4 BS:2 S:4 T:3 A:2 W:1 I:4 L:7 AS:4+ CS:-
Point Cost: 14
Unit Size: 10
Equipment: Halberd, Shell Armour, Stillsuit, +Warplasma Grenade+2Pts, +Nightshades+3Pts

Special Rules:
Nocturnal, Fleet of Paw, Overgrown Incisors
Elitist Pride: As long as the Warlord or Warplord is alive, the entire unit is Stubborn. However, if the Warlord is to fall in battle, and the Black Guards are not currently within 6" of any enemy unit at the start of the Turn, the Black Guards have to take a Leadership Test. If the dice rolled is lower than the unmodified Leadership value of the unit, the entire unit erupts into infighting. Treat the Black Guards as Frenzied and resolve all Attacks against itself. At the end of the combat, count the total number of Wounds incurred, Saved and Unsaved. If the total number is 6 or more, replace one model in the unit with the Warlord. The new Warlord is counted as salvaging all the weaponry and armour of the previous Warlord. Remove any casualties incurred from Unsaved Wounds and the unit may act as normal in each Phase except the Movement Phase for that Turn as it regroups from the chaos of the infighting. If the total number is less than 6, continue resolving Attacks against the unit until the total number of Saved and Unsaved Wounds is 6.
Martial Pride: The Black Guard pride themselves on their martial prowess, disdaining the need to seek protection in cover, as their lesser kin are so tended towards. As such, the rule Instinctual Preservation never applies to the Black Guard. As the bodyguard retinue of the ruling Warlord, diminishing their form by wearing Mirage Cloaks would reduce the impact of their presence. They see concealing their forms with the Mirage Cloaks as a sign of weakness. As such, Black Guards never deign to wear Mirage Cloaks.

Warplords are the Chieftains of Clan Skyre, specially selected by Warlord Skyre during the early years of the Age of Warlords to figure out a means of manipulating Warpstone into weapons of war, for he recognise the innate quickness of mind and intellect of Greyfurs in comparison to Blackfurs. They each carry with them a single Warpchannel Orb, from which all manner of Warp-based destruction can be wrought on the enemy. The Warpchannel Orb is a summoning portal to focus the intentions of the Warplord and allow him to establish contact with the Warp.

Warplord: MS:4 BS:4 S:3 T:3 A:2 W:2 I:6 L:9 AS:4+ CS:4+
Point Cost: 35
Unit Size: 1
Equipment: Warpchannel Orb, Shell Armour, Stillsuit, +Nightshades+4Pts

Warpchannel Orb:
Warplasma Burst: R:30" S:5 AP:3 T:A3, Blast, Pinning, Warplasma Acid
Warpstone Shot: R:36" S:- AP:2 T:A1, Warpstone Essence, Warpstone Edge(Negates IS), Inorganic-Resistant
Warpfire Blaze: R:T S:5 AP:4 T:A1, Template, Warpfire Burns
Warpwind Blast: R:T S:- AP:4 T:A1, Template, Warpwind Fumes, Anti-Bio-Organic
Warplightning Bolt: R:60" S:10 AP:1 T:A1, Warplightning Forks
As long as the Warplord passes a Psychic Test, he may use any of the 5 powers listed above, during the Shooting Phase.

Special Rules:
Instinctual Preservation, Nocturnal, Fleet of Paw
Force of Personality: All units within 12" may use the Leadership of the Warplord for all Leadership Tests. If the Warlord and his retinue is within 12", and the Warlord is the general of the army, then the Warlord has to rely on his Leadership for his own Tests.
Personal Guard: Accompanied by two Black Guards that must stay within 1" of the Chieftain at all times.

This message was edited 3 times. Last update was at 2007/12/22 07:05:05


 
   
Made in ca
Dakka Veteran




The Hammer

Couldn't even put an AV on the war machine? Why not run them as ordinary artillery?

When soldiers think, it's called routing. 
   
Made in sg
Fresh-Faced New User




What do you suggest for AV then? What do you mean by ordinary artillery?
   
Made in ca
Dakka Veteran




The Hammer

I suggest the AV because that's what every other single race in 40k has for their gun carriages. Read the section on artillery in the rulebook - artillery functions as infantry with a "vehicle" (the gun carriage) in one squad with the carriage destroyed by any shot that rolls S+D6 > 9. Fire gets randomized between crew and carriages, the unit can't shoot with either no guns or no crew. I can't remember how it worked in 3rd, but the only place I've personally played with T7 gun carriages is WHFB 5th edition. If you're not going to bother even 40kizing the Skaven Army Book, why do so much typing?

edit - which actually makes me think, I have heard of some people just straight playing Fantasy Battle Army Books against 40k codexes. The trick to a fun games is supposedly to alternate rulesets by whose turn it is, since there is some similarity to the pricing of units between the two systems. So, Space Marines firing at a unit of Knights in their shooting phase do absolutely nothing as in 40k there are no armour save reductions; but if they assault them (say it is a Brettonian lance) they will forfeit their rank bonus because that does not exist in 40k, while the Knights would benefit from +2 S from lances, armour penetration and first strike if they assaulted (since these are all WHFB rules) but would not get the +1 A for assaulting (since that is a 40k rule). Something like this might be a better way to save your sheckels if you want to try 40k but are sickened by typical GW pricing policy.

This message was edited 1 time. Last update was at 2007/12/22 23:49:04


When soldiers think, it's called routing. 
   
 
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