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Made in us
Lord of the Fleet





Texas

Well I got a bit of time on my hands and one thing I always wanted to do was to create a fandex. Perhaps there are other more suited writers than me but I want to take a crack at making an entire army. I have decided to take on the mysterious Hrud since with their fluff they seem like both a nuisance in short term conflict and a threat when they bring out their numbers. Once I got a mostly complete list then I'll attempt to compile them into a PDF or something. Anyways I wanted to lay out the ground work with the basic gear and rule for them. I'm taking a lot of cues from Lexicanum, mostly because while it is a wiki, it is probably the best compiled source of Hrud out there.

The Army "archetype" I guess is suppose to be a sneaky army. Relying much more on cover and not rushing into the battle recklessly, kind of like eldar but with a more ramshackle feel like orks. They also have a unique mix of Plasma/Melta

Obviously there are a lot of holes that I am filling in.....a lot mind you. Feel free to criticize, I dont mind


Hrud Special Rules

Spoiler:
Acute Senses
Move Through Cover
Stealth

Shadow Creepers: Any unit with this rule that is not falling back, pinned, or shot/ran in the previous shooting phrase is affected by this rule. Enemy units attempting to shoot at a unit with this rule must use night fighting rules, if night fighting is already in effect then roll 3D6 and discard the highest

Hrud Presence: Any enemy unit assaulted by or assaulting a unit with this rule must take a toughness test. If failed the unit suffers -1 T for the duration of the assault. Each unit only needs to take one such test per assault. Models with this rule are not affected.

Infestation: Any unit with this rule held in reserve for purposes of outflanking or deep striking may instead when available be placed within 2” of a terrain feature that is not within 12” of the opponents' deployment zone. They count as if they have deployed by deep strike for purposes of shooting, assaulting, etc


Hrud Armory

Spoiler:
Raheed Fragment: Any friendly Hrud unit within 12” of the bearer of this wargear may reroll failed leadership checks

Scavenged Armor: This grants the bearer an armor save of D3+2. Roll collectively per unit at the beginning of the game to determine it

Scavenged Shield: This grants the bearer an invulnerable save of D3+3. Roll collectively per unit at the beginning of the game to determine it

Hrud Warp Plasma Weapons

Hrud Hand Cannon
Range 12” S7 AP2 Pistol, Gets Hot, Melta
Hrud Fusil
Range 18” S7 AP2 Rapid Fire, Gets Hot, Melta
Hrud Ribault
Range 24” S7 AP2 Assault 2, Gets Hot, Melta
Hrud Falconet
Range 30” S8 AP1 Heavy 1, Blast, Gets Hot, Melta
Hrud Culverin
Range 48” S8 AP1 Heavy 1, Large Blast, Gets Hot, Melta

Hrud Scavenged Weapons* Roll collectively for each weapon per unit, per shooting phrase

Scavenged Pistol
Range 12” SD3+1 AP6 Pistol
Scavenged Rifle
Range 24” SD3+1 AP6 Rapid Fire
Scavenged Rocket Launcher* (choose one firing mode per shooting phrase)
Anti Tank
Range 36” S8 APD3+1 Heavy 1
High Explosive
Range 36” S2D3 AP6 Heavy 1, Blast
Scavenged Machine Gun
Range 36” S5 AP5 Heavy D6* If a +4 is rolled, this weapon gains Pinning

Hrud Misc Weapons

Hrud Viper Rifle
Range 36” S4 AP5 Heavy 1, Poison +4, Sniper
Hrud Cobra Repeater
Range 18” S4 AP4 Assault 2
Hrud Battle Claws: Pair of Poison +3 Rending Weapon, adds +1A for it being a pair of weapons

General Weapons
Flamer
Poison Weapon
Power Weapon
Chain Fist


The basic Hrud unit

Spoiler:
Hrud Nocturnal Warriors: 70pts
Nocturnal Warrior: WS2 BS3 S3 T3 W1 I3 A1 LD6 Sv+6
Shadow Leader: WS2 BS3 S3 T3 W1 I3 A2 LD7 Sv+6
Wargear: Scavenged Rifle, Close Combat Weapon
Special Rules: Acute Senses, Move Through Cover, Stealth, Shadow Creepers, Hrud Presence
Unit Composition: 1 Shadow Leader and 9 Nocturnal Warriors

Options
May add up to 10 more Nocturnal Warriors for 6pts each
Any model may swap its Scavenged Rifle with a Scavenged Pistol for free
For every 5 models in the unit, a model may swap its Scavenged Rifle for a Flamer 5pts, Hrud Viper Rifle 5pts, Scavenged Machine Gun 10pts, Scavenged Rocket Launcher 15pts
One model may swap its Scavenged Rifle for a Hrud Hand Cannon 10pts, Hrud Fusil 15pts
The Shadow Leader may swap its Close Combat Weapon for one of the following: Hrud Hand Cannon 10pts, Power Weapon 10pts, Hrud Battle Claws 15pts
The entire unit may gain Scouts for 30pts

This message was edited 3 times. Last update was at 2012/03/24 17:15:20


 
   
Made in us
Lone Wolf Sentinel Pilot




According to Lexicanum the Hrud aren't exactly good at hand to hand combat (look up The Plague of Delphic). Perhaps lower their I to 3 and their WS to 2.
   
Made in ca
Mutilatin' Mad Dok





Bowsers Castle

You missed the S value on your Hrud unit

WAAAHG!!! until further notice
 
   
Made in us
Lord of the Fleet





Texas

Buttons wrote:According to Lexicanum the Hrud aren't exactly good at hand to hand combat (look up The Plague of Delphic). Perhaps lower their I to 3 and their WS to 2.


Hmm I suppose so. I just gave them better I to show their "bendiness". WS2 and I3 it is

Tazz Azrael wrote:You missed the S value on your Hrud unit


Hmm yes I should fix that

This message was edited 1 time. Last update was at 2012/03/24 17:15:07


 
   
Made in us
Lone Wolf Sentinel Pilot




Perhaps give them a special bonus, like a 6+ invulnerable in close combat save to represent their bendiness.
   
Made in gb
Focused Fire Warrior





First of all, it's nice to see some new attempts on the Hrud.

I don't see why can't have I4, considering their cunning vermin instinct, which is represented in other fandexes I've seen. Even if you're not going along with the original 'Skaven in space' concept, they are supposed to be masters of ambushing IIRC. I think that the WS2, A1 and S3 already represents their Mediocrity in CC.

I really like the Armoury and the Infestation rule though.

Tau Empire
Orks
Exiled Cadre
LatD 
   
Made in gb
Terrifying Wraith




London, England, Holy Terra

One of my ideas for them had a steampunk scrap spider-walker thing called the "Scavenger".

Pirate Vampire Counts - WIP
Feastmaster Ogre Kingdoms - WIP
Fire Lords Space Marines - working towards 1500pts
Word Bearers Chaos Space Marines - Modelling project
DR:90+S-G+M+B+I++Pwhfb09#-D+A+/eWD354R+++T(S)DM+ 
   
Made in us
Lone Wolf Sentinel Pilot




You could always give them a plethora of poison weapons to get the "sneaky" feel, perhaps give them booby traps or something as well. Overall however, they are a pretty durable and versatile army with stealth for their most basic units and the potential for 4+ invul and 3+ armour saves.
   
Made in us
Lord of the Fleet





Texas

Taking things into consideration. Very interesting responses

Anyways some more units and a few characters. Still figuring out where each slot should be filled with

Spoiler:
Hrud Family Head: 60pts
WS3 BS4 S4 T4 W3 I3 A3 LD8 Sv+6
Wargear: Scavenged Rifle, Scavenged Pistol
Special Rules: Acute Senses, Move Through Cover, Stealth, Shadow Creepers, Hrud Presence, Head of the Pack

May replace its Scavenged Rifle for Hrud Cobra Repeater 5pts, Hrud Viper Rifle 5pts, Hrud Fusil 15pts, or Hrud Ribault 25pts
May replace its Scavenged Pistol for Poison Weapon 5pts, Hrud Hand Cannon 10pts, Power Weapon 10pts, Hrud Battle Claws 15pts, or Chainfist 20pts
May take any of the following: Scavenged Armor 10pts, Scavenged Shield 15pts, Raheed Fragment 15pts

Head of the Pack: Any unit joined by a Hrud Family Head gains Preferred Enemy

Hrud Apex Family 130pts
Apex Member WS3 BS4 S3 T3 W1 I3 A2 LD7 Sv+6
Apex Senior WS3 BS4 S3 T3 W1 I3 A2 LD7 Sv+6
Wargear: Hrud Cobra Repeater, Poison Weapon
Special Rules: Acute Senses, Move Through Cover, Stealth, Shadow Creepers, Hrud Presence, Family Bond
Composition: 1 Apex Senior, 9 Apex Members

Options
Any model may swap its Hrud Cobra Repeater for a Hrud Viper Rifle free or Hrud Fusil 12pts
Up to 3 models may swap its Hrud Cobra Repeater for a Scavenged Machine Gun 5pts, Scavenged Rocket Launcher 10pts, or Hrud Ribault 20pts
The Apex Senior may swap its Hrud Cobra Repeater for a Hrud Hand Cannon 7pts or Hrud Falconet 20pts
Any model may take Scavenged Armor 3pts
The entire unit may gain Scouts for 15pts

Family Bond: As long as there is a Hrud Family Head within this unit, the entire unit gains Stubborn

Hrud Nomad Migration Master: 70pts
WS3 BS4 S3 T4 W3 I3 A2 LD8 Sv+6
Wargear: Scavenged Rifle, Close Combat Weapon
Special Rules: Acute Senses, Move Through Cover, Stealth, Shadow Creepers, Hrud Presence, Migration Plan, Inspirational Leader

Options
May replace its Scavenged Rifle for Hrud Cobra Repeater 5pts, Hrud Viper Rifle 5pts, or Hrud Fusil 15pts
May replace its Close Combat Weapon for a Poison Weapon 5pts, Hrud Hand Cannon 10pts, Power Weapon 10pts, or Hrud Battle Claws 15pts
May take any of the following: Scavenged Armor 10pts, Scavenged Shield 15pts, Raheed Fragment 15pts, Hrud Icon 20pts

Migration Plan: An army containing a Hrud Nomad Migration Master adds +1 to all reserve rolls
Inspirational Leader: All friendly units within 12” of this model may use its Ld
Hrud Icon: If a friendly unit within 12” is affected by a psychic power, roll a D6. On a +4 the power is nullified

Hrud Nomads 50pts
Nomad WS2 BS3 S3 T3 W1 I3 A1 LD6 Sv-
Wargear: Scavenged Rifle, Close Combat Weapon
Special Rules: Acute Senses, Move Through Cover, Stealth, Shadow Creepers, Hrud Presence, Migration
Composition: 10 Nomads

Options
May add up to 20 more Nomads for 5pts each

Migration: If this unit is completely wiped out or ran off the table, then you may next turn roll for reserves an exact copy of the destroyed unit. This new unit counts as a completely new unit for purposes of kill points, etc. You may only attempt to roll for reserves once per unit, if failed the new unit is not created.

Hrud Scavenge Team: 90pts
Scavenger WS3 BS3 S3 T3 W1 I3 A1 LD7 Sv+6
Collector WS3 BS4 S3 T3 W1 A2 LD7 Sv+6
Wargear: Scavenged Rifle, Scavenged Pistol, Close Combat Weapon
Special Rules: Acute Senses, Move Through Cover, Stealth, Shadow Creepers, Hrud Presence, Infiltrate, Scavengers
Composition: 10 Scavengers

Options
One model may be upgraded to a Collector for 15pts
Up to 3 models may swap its Scavenged Rifle for a Scavenged Machine Gun 5pts or Scavenged Rocket Launcher 10pts
The Collector may swap its Scavenged Rifle/Scavenged Pistol for a Hrud Hand Cannon 10pts, Power Weapon 10pts, Hrud Battle Claws 15pts, or Hrud Fusil 15pts
The Collector may have a Scavenged Shield for 10pts
The entire unit may take Poison Ammunition 20pts, Scavenged Armor 30pts

Scavengers: This unit may reroll any rolls for Scavenged Weapons and Wargear. Also if there is a Collector then you may add or subtract 1 to the roll of one Scavenged Weapon
Poison Ammunition: All Scavenged Weapons gain Poison +4


This message was edited 2 times. Last update was at 2012/03/25 02:49:11


 
   
Made in cn
Flashy Flashgitz






China

First of all, I think it's really a cool list you've got worked up, I ove the scavenged stuff.
Um, Sniper rifle though, wounds on a 4+...poison also on a 4+...not really neccesary to say it's poisoned, I get it's fluff, but, it's just, you know...it already wounded on a 4+ without the posion.

“We are the ones you left for dead. The ones you left in the ground. Buried and forgotten, we have tunneled our ways to the stars, and there will be no dirt nor cave where you can hide. The Dwellar are here.”
Dwellar Codex; 40k Dwarfs

“Well, what do you carry the gun for if you’re just going to waste bullets?” Timer reloads his Boomer as Forling fires his Shrapper.
“I may ‘ne be a good shot Timer, but I don’t miss much from this close up with my hammer,” Forling continues to fire.
“All the enemies are good and far away so what the hell does that…” Timer looks up to see Forling giving him an angry stare. “Oh, yea, ok, um, good shooting.”
 
   
Made in us
Dakka Veteran







I like what you have. My concern is the D3 +1 strength on the standard weapons. It seems like having a random strength standard weapon could bog the game down with a needless amount of rolling and randomness.

How about giving the unit lasguns/laspistols and allowing the whole unit to upgrade their weapons to shotguns or bolters. Mob weapons used by the old witch hunter frantics represented an assortment of weaponry that just counted as the whole unit being equipped with laspistols and closecombat weapons.

I also think that they should have a bit more access to the equipment of other races. IIRC the one in xenology had a human bionic arm and a dark eldar agonizer.

   
Made in us
Lone Wolf Sentinel Pilot




Runna wrote:First of all, I think it's really a cool list you've got worked up, I ove the scavenged stuff.
Um, Sniper rifle though, wounds on a 4+...poison also on a 4+...not really neccesary to say it's poisoned, I get it's fluff, but, it's just, you know...it already wounded on a 4+ without the posion.

IIRC Marbo has a poison weapon that wounds on a 2+, so there might be precedent, and sniper weapons have additional rules besides wounding on a 4+.

As for weapons and armour, rolling for them seems a tad complicated and makes modeling them difficult. My suggestion is to simply allow tons of upgrades, for example a basic troop choice can take the following types of armour.
Hrud Armour: 6+ save, free
Looted Flak or Mesh Armour: 5+ save, 2 ppm
Looted Carapace Armour: 4+ save, 5 ppm
Looted Power Armour: 3+ save, 10 ppm

Same thing with weapons, start with looted lasguns, work up to looted pulse rifles, and offer meltas, plasma guns, and Hrud Fusils as special weapons.
   
Made in ca
Shas'ui with Bonding Knife





Having a poisoned weapon and having a poisoned sniper are two different things - the Sniper is essentially Poisoned 4+, Rending, Pinning - it's just easier to say "Sniper."

Pit your chainsword against my chainsw- wait that's Heresy. 
   
Made in cn
Flashy Flashgitz






China

I'm a fan of the scavenged weapons because it makes the army very different from other armadas. However, they point out a good annoyance.

1. Rolling all the time for strength and what have you.

2. The army could randomly end up being wickedly over-powered or horribly underpowered.

3. Luck is a huge part of the game, but even when I am unlucky I can scavenge a win, that seems unlikely with your army now that I've realized this.

Solutions.
I'm not really in possession of any without getting rid of scavanged weapons. I'll throw a couple of ideas, let people on dakka pick them apart and you do what you will with them.

1. Most sqauds seem to have a leader, have that leader effect the rolls of scavenged weapons. A.K.A. as long as so and so is alive, the scavenged weapons are assault 2, if he dies they become assault 1. etc. (just an idea)

2. Don't roll for strength but purchase it, same with armor.
Just 3 pnts scavenged armor is 5+ 5 points 6+ 8 points 4+ 12pnts 3+ (something along those lines.) Same with the strength of the weapons.

3.You can simplify that by putting a purchase upgrade chart under the scavenged weapons for strength. Then stating upgrades in the unit/model area in the terms of, may purchase up to LV. 2 Upgrades for their scavanged so and so. (I kind of like this idea but I'm not sure if it keeps what you were going for.) This could allow for poison upgrade and power weapon upgrades and force weapon upgrades and etc. etc. but limit them to specific units and give you a very unique weapon system for your fandex that remains with the idea of scavenged weapons.

4. I'm out of ideas right now. I'm only trying to help your creative juices and hope I have stirred some ideas as once again, I like where this is going.


“We are the ones you left for dead. The ones you left in the ground. Buried and forgotten, we have tunneled our ways to the stars, and there will be no dirt nor cave where you can hide. The Dwellar are here.”
Dwellar Codex; 40k Dwarfs

“Well, what do you carry the gun for if you’re just going to waste bullets?” Timer reloads his Boomer as Forling fires his Shrapper.
“I may ‘ne be a good shot Timer, but I don’t miss much from this close up with my hammer,” Forling continues to fire.
“All the enemies are good and far away so what the hell does that…” Timer looks up to see Forling giving him an angry stare. “Oh, yea, ok, um, good shooting.”
 
   
 
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