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Made in ca
Dakka Veteran




The Hammer

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Codex: Hrud

 

*   *   *

 

Hrud Special Rules

   

Nocturnal

All Hrud are Nocturnal. Nocturnal creatures make sight checks when Night Fighting conditions are not in effect, but do not make them while Night Fighting conditions are not in effect.

 

Swarms

All Hrud models with a T and W value have the Swarms GSR, granting them the Vulnerable to Blasts and Small Targets GSRs.

 

Squash!

As small xenos, Hrud have well-developed senses of self-preservation. When a Hrud model would suffer Instant Death, it instead takes a single additional wound.

 

Nightbound Special Rules

 

The Nightbound are a fearsome breed of xenos. Few in number, their cunning, speed and savagery make them the ideal complement to the throngs of much weaker Hrud to whom they ally. They are Nocturnal, Stubborn, may Deep Strike if the mission permits, and Feel No Pain. All Nightbound are considered to be Psykers whether or not they have purchased any Psychic Powers. They may never be placed on the board while Night Fighting conditions are not in effect, and may make their first roll to arrive from Reserve on their player's first turn in which Night Fighting conditions are in effect. At the beginning of a player’s turn, if Night Fighting conditions are not in effect, for each Nightbound that player controls on the table he or she must pass a Psychic test with Perils of the Warp in effect as usual. If this test is passed, the Nightbound may continue as usual, but otherwise it must test twice for pinning, then suffer an automatic attack of Perils of the Warp.

 

Hrud Psychic Abilities

 

Call Shadows

All Hrud Psykers are assumed to have this Psychic Power and it may always be used on top of their usual one power per turn as an exception to the normal rules. At the beginning of each game-turn (as opposed to player-turn) that Night Fighting conditions are not in effect, or that Night Fighting conditions would cease to be in effect, you may take a Psychic Test using the total number of Hrud Psykers on the table as the LD value. Perils of the Warp applies to a single Psyker of your choice if it occurs. If the Psychic Test is passed, Night Fighting conditions either go into effect or do not cease to be in effect.

 

Consuming Darkness

Psychic test required. Use at the start of your turn. The Psyker calls the power of the Warp to crackle in a perverted exoskeletal arrangement, shielding himself from the attacks of enemies. As his very blows crackle with the force of the Warp, the Psyker may use any number of Psychic Powers for the remainder of your turn. If Night Fighting Conditions are in effect, these powers are immune to Psychic Hood. (so no leadership roll-off) He counts as Invulnerable and being armed with a Force Weapon as well until the end of his player's turn. May not be purchased or used by the wearer of a Nightshade Cloak.

 

Haste

Psychic test required. Use at the beginning of your shooting phase. The Psyker momentarily draws a friendly unit within LOS into the Warp. If the Psyker passes his test, the unit immediately makes a Fleet move in lieu of shooting.

 

Armoury (so far)

Ranged: (two-handed)

         Autocannon                              S7        AP4      48" Heavy 2

         Demo Charge (maybe)              S8        AP2      12" Assault 1 Ordnance

         Hrud Spike Launcher                   S5        AP4      24" Assault 1 Blast

Melta Gun                                 S8        AP1     12" Special

Plasma Gun                              S7        AP2      24" Rapid Fire Gets Hot!

Plasmortar                                 S7       AP2      G36" Heavy 1 Blast

Scavenged Firearms                 S3         AP-       12" Assault 2

 

Melee (single-handed)

Heavy Close Combat Weapon 1 point

(Rending Close Combat Weapon 5 points (maybe))

Plasma Pistol S7 AP2 Pistol Gets Hot! 5 points

 

Wargear

Plasma Grenades (ty primer) 1 point

EMP Grenades      2 points

Psychic Hood      15 points, Psyker only, 0-1 per 1000 points in army, rounded up.

Nightshade Cloak  0-1 per 1000 points in army, rounded up. The wearer of a Nightshade Cloak

will always inflict wounds in melee on a 4+, regardless of the target's T. The Cloak further produces a disorienting effect on the senses of most galactic sentients, manifesting in humans as a sort of blind spot. Enemies wishing to fire at the wearer or any friendly unit within 6" of him must take a sight test exactly as though Night Fighting Conditions were in effect. If Night Fighting Conditions are all ready in effect, the cloak instead provides +1 to any cover save the targets would have, or, if they are in the open, a 6+ cover save instead. The effects of multiple Nightshade Cloaks are NOT cumulative.

40 points.

 

Sunglasses Some Hrud wear protective lenses against the harsh glare of the world under the pitiless scorching suns of the neglected and barren worlds on which they breed. Treat these Hrud as having the Acute Senses GSR.

 

 

Vehicle Upgrades

         Gotta work on these.

 

List Organization

Hrud society is split into three general factions. The Tribe of the Soil are hoary traditionalists, relying on skills of husbandry long marginalized in the other two tribes, gumption, and their ties with the other two tribes. The Tribe of the Star are the more outward-looking Hrud. They were the first to introduce plasma, grav and force field technology to the other tribes; are willing to trade with humans and other xenos - or at least those who see them as belonging behind the snack cart rather than in it, as some Kroot leaders are wont to. They are also the tribe most suspicious of the intentions of the Nightbound to their race. The Tribe of the Sky are the most enthusiastic supporters of the Nightbound, boast the most prolific psychic powers, and are the tribe most likely to swarm - reasons for which they are also the Tribe with which the Imperium has the greatest experience.

 

When selecting your list, you must choose a single tribe. Tribal affiliation affects the type of FOC slot occupied by a given unit as well as the eligible allied contingents that tribe may take. Allied contingents consist of 0-1 HQ, 0-2 Troops, 0-1 Fast Attack and 0-1 Elite FOC choices from the allied Codex. Allied contingents may not fulfil FOC chart required selections. Eligible alliances are as follows:

Tribe of the Soil: Tribe of the Star, Tribe of the Sky

Tribe of the Star: Tribe of the Soil, Kroot Mercenaries, Tau Empire, Alien Hunters Radicals (non-Deathwatch), Blood Axes, Unmarked Lost and the Damned (representing Human and Orkish mercenaries/merchants)

Tribe of the Sky: Tribe of the Soil, Dark Eldar, Lost and the Damned (yes, they definitely ARE up to something, as they often don't just get dragged back to Commoraugh for the opening act in the Arena...)

Tentative Unit Entries

Stats to follow for blank entries

 

Tribe of the Soil

 

Troops

Hrud Swarms 6 points/base

                        WS   BS   S   T   W   I   A   LD   SV

Swarm Base      2      3      2   2    4    3   4     7     6+

Unit: 3-15 Swarm Bases per Hrud Swarm.

Equipment: Scavenged Firearms

Special Rules: Nocturnal

Options: Plasma Grenades for +1 points/Swarm Base, Sunglasses for +1 points/Swarm Base

 

Beetle Jockeys (T=Troops, F=Fast Attack, H=Heavy Support)

                                      WS     BS    S    T    W   I    A     LD     SV

Beetle Swarm (T)             1         -      2    2     4   4   3      7         6+

Man-Sized Beetles (F)      2        3      2    2     4   3    4      7         5+

Ogryn-Sized Beetles (F)   3        3      5    2(4) 4   2    5      7         4+

Monstrous Beetles (H)      4        3      8    2(7) 6   1    6      7         3+

 

Equipment:

Beetle Swarms are armed with their mandibles alone. The riders of Man-Sized Beetles and up Beetles are armed with Scavenged Firearms.

 

Options:

Sunglasses at +1/+3/+5 points respectively for any ridden beetles. Plasma Grenades for +1/+3/+5, EMP Grenades for +3. Up to one in three Ogryn-sized Beetles may mount a Hrud Spike Launcher, plasma gun, or melta gun on its head. (+5/+10/+10) Each Monstrous Beetle may make up to two such selections.

 

Special Rules:

Beetles - Beetles are Beasts, and thus are Fleet and have a 12" assault move. Beetles may further choose to move as Jump Infantry. If they do, their save is reduced to -/6+/5+/4+ respectively as their shells have to open in order for them to use their wings. Beetle Swarms are Hrud-sized and smaller beetles, too small for even a Hrud to mount. They are Swarms but do not use the Squash! special rule and are not Nocturnal. They also may not be used for compulsory FOC slots. Man-Sized Beetles carry one Hrud each and thus count as normal Hrud, plus Beasts and the option of jumping. Man-Sized and up beetles count as Nocturnal as they have Hrud riding them. Ogryn-Sized Beetles are not Swarms, are mounted one to a base, and count as being equipped with a Heavy Close Combat Weapon in Melee. They are suprisingly resilient and benefit from the Squash! special rule. Monstrous Beetles are Monstrous Creatures and benefit from the Squash! special rule.

 

Tribe of the Star

Tribe of the Sky

(unallocated unit types/iffy special rules)

HQ

Greater Nightbound

Hrud Prophet

 

Elites

Lesser Nightbound

Hrud Engineers

 

 

Hrud Weapons Teams 12 points/base

                           WS   BS   S   T   W   I   A   LD   SV

Weapons Team      2      3    2   2    2    3   2     7     6+

Independent Character: For every seven Swarm Bases in your army, you may take a single Weapons Team. Each Weapons Team counts as an Independent Character. Weapons Teams do not occupy FOC slots.

Equipment: Hrud Spike Launcher

Special Rules: Nocturnal.

Options: May exchange their  Hrud Spike Launcher for a melta gun or plasma gun for +10 points. Sunglasses for +3 points/base.

 

Hrud Chieftains 15 points/base

                               WS   BS   S   T   W   I   A   LD   SV

Chieftain                  2       3     2    2    2     3   2    8     6+

Veteran Chieftain      3      3      2    2    4     4   4    9     6+

Character: For every seven Swarm Bases in your army, you may take a single Chieftain. Each Chieftain counts as an Independent Character. (though, of course, that base will look a little empty without a trusted retainer or two on it. It's fine to show some of the Chieftain's weapons carried by his retainers if you choose to depict them, otherwise you could simply say he is a particularly potent individual with no need for the aid of such lackeys.)

Chieftains do not occupy FOC slots.

Equipment: Close combat weapon

Special Rules: Nocturnal, Independent Character

Options: Each Chieftain may select a single Psychic Power, one single-handed weapon, or a single piece of wargear. Up to one Chieftain per full 500 points in your army (i.e. round down) may ugrade to a Veteran Chieftain for + 15 points. Veteran Chieftains may make two such selections, and may stack the effects of close combat abilities they use. (i.e. can use a Rending knife and a Heavy axe for no armour saves better than 4+ allowed, +1 A, and autowound with no save on a 6 to hit, etc.) May also have sunglasses at +1 point.

 

Dusk Trawler

F     S     R     BS

13   13   13     3

 

Fast Attack (reword imminent)

Blood Skiff 60 points/vehicle

F      S      R      BS

10     10    10      2

Squadron: 2-4 Blood Skiffs

Type: Skimmer, Open-Topped

Armanent: Variable - See Modular

Transport Slots: Variable - See Modular

Special Rules: Nocturnal, Modular

Modular: Blood Skiffs are simply medium-sized grav sleds built with rudimentary grav tech, a technology presumably initially borrowed from lost STC files and honed with traded Tau devices. In civilian application, Skiffs may serve to move workers from burrows to factories, ore from mines to smelters, or dignitaries between appointments. In wartime, the similar size and power of Blood Skiffs force Hrud technicians to choose between protection, power, armanent, and transport capacity. One Blood Skiff has 25 transport slots. Each embarked stand of troops or each character occupies a number of slots equal to its W characteristic. The Skiff may sacrifice 5 transport slots to mount a pintle Hrud Rifle or Hrud Spike Launcher, or to enclose the crew and transport compartments with retractable armour plates. (ignores Open-Topped, except for purposes of access points. Mostly because I'm not about to dictate where you can and can't get off a model that's not in production...) They may sacrifice 8 transport slots to mount a pintle Plasma Gun or Melta Gun, or 13 for larger cooling systems and more fuel capacity. (counts vehicle type as Fast Skimmer) A squadron of Blood Skiff is allowed to transport multiple Hrud units, so long as no more than one unit, including attached characters, is embarked on each Skiff.

(the following part I am less sure about, but might be sort of fun) In particularly desperate times, the Hrud may load their Skiffs with high explosives to crash into their opponents, with the crew either bailing out prior to impact or fatalistically gripping the controls until the end. The Skiff sacrifices 12 transport slots for each Pintle Demo Charge it wishes to mount. In contravention of normal Ordnance rules, it may fire both of them. After the Demo Charges have been fired, remove the Blood Skiff from the game. No victory points are scored for its destruction. (You HAVE to shoot both Demos, and both at the same target as usual - no Batman Returns splitting the skiff in two, these guys aren't Krorks or anything like that.)

 

Hrud Scouts

                      WS   BS   S   T   W   I   A   LD   SV

Scouts Base      2      3     2   2    4    3   4     8     6+

 

Unit: 1-10 Scout Bases per unit.

Equipment: Scavenged Firearms

Special Rules: Hrud,

Options: Plasma Grenades for +1 points/Swarm Base

(okay, they need some work...)

 

Heavy Support

Dusk Trawler

Hrud Gun

 

 

(Pack Psychology (goes with Nocturnal II and some more rules tweaks)

The diminutive Hrud display a sort of low cunning. Timid in small groups, they grow bolder in numbers. Hrud units that are not Independent Characters count the number of four-wound stands of Hrud in their unit, round up, as their LD value. Hrud units of eleven four-wound stands, round up, are LD 10. Units of twelve or more stands – rounded up – are LD10 and Fearless.)

 

(Dodge (with Nocturnal II)

Hrud evolved from even smaller pests, and have inherited their ancestor’s aptness for dodging blows sufficiently powerful to liquefy their flesh. Whenever a Hrud model would be Killed Outright by any effect, (including anything causing Instant Death) it instead takes an I test on 2D6. The amount by which it fails is the number of wounds it takes instead.)

 

I'm less sure about the bracketted rules.

Adversaries (just for fun)

Small Hrud colonies are a nuisance more than anything, easily coped with by the underdenizens of a Hive city or the simple tribesfolk of many a Feral world. In the event of a serious infestation, a world can experience total structural paralysis as fortifications and equipment disappear – often literally – from under the noses of the PDF guarding them. For worlds of sensitive strategic or ceremonial significance to the Imperium – or in cases where heavier equipment capable of exterminatus is unavailable – the vigilant Deathwatch may attempt bold interface assaults to extricate vital relics or assassinate a particularly competent Hrud leader. Deathwatch Kill Teams deployed against Hrud may do so from Drop Pods and/or as a single FOC slot for no additional points. These pods may take any eligible upgrades. However, all Hrud Swarms gain Without Number when deployed against an FOC containing a Deathwatch Kill Team. (as in Codex: Tyranids – like “sustained assault” in 3rd)

 


When soldiers think, it's called routing. 
   
Made in us
Regular Dakkanaut





hrud wepondrey is based on warp plasma so the baseck wepon should a plasma rifle. heares a link with some back ground http://en.wikipedia.org/wiki/Hrud. and add plasma granadedes to the army list

 


Dakka, entropic Immortal, Destroyer of Disease and Fighter against Destruction
Behold I have returned! After a year and a half in the USMC I decided I needed my hobbie back
In a man to man fight the winneris he who has one more round in his magazine.
-Erwin Rommel
page 50 of Infantry Attacks  
   
Made in us
Regular Dakkanaut





i mean armory list 

Dakka, entropic Immortal, Destroyer of Disease and Fighter against Destruction
Behold I have returned! After a year and a half in the USMC I decided I needed my hobbie back
In a man to man fight the winneris he who has one more round in his magazine.
-Erwin Rommel
page 50 of Infantry Attacks  
   
Made in de
Dominating Dominatrix






Piercing the heavens

the nocturnal rule sounds very interesting, but I think Pinning is a bit too hard, they would need a high LD to make up for it.

but I like the idea with the scavanged plasma weapons and a skiff.
   
Made in gb
Regular Dakkanaut





Why would an AP- weapon be rending?
   
Made in eu
Infiltrating Broodlord





Mordheim/Germany

Is there a pic of the Hrud anywhere? While sounding funny i cannot get the space skaven image out of my head. It's cool nonetheless.

Greets
Schepp himself

40k:
Fantasy: Skaven, Vampires  
   
Made in se
Rough Rider with Boomstick





Swerike

It seems like the nightfigting psyker powers are a needless complication. Just make the game start with nightfight on a 4,5,6, and then this effect ends on a 5+ turn 2 etc.On a 1,2,3 the game stats as normal but the nightfight rules come in effect on a 5+ turn 2 etc. This would make sure that theres some random element.

Also, make the army special rules give a BIG boost at night. Something like, Infiltrate, Scouts, Stealth, Die-Hards, Furious Charge, Sharpshooters(even on plasma gun overheated shots) and some version of night vision that needs no roll at all.

Then take away them all at day and let them have the night (day) fighting rolls instead.

The core troopers could have a basic kind of plasma rifle, with a profile of S6 AP3 24" Heavy1. With a BS of 2 I dont think this would be to OTT.

With the galaxy as large as it is the odds of the average guardsmen seeing and fighting a marine or MEQ are relatively slim. Unfortunately the guardsmen in your (and anyone else who plays IG's) army are the REALLY, REALLY LUCKY ones that fight marines ALL the time... 
   
Made in de
Dominating Dominatrix






Piercing the heavens


from 3rd edition rulebook
   
Made in ca
Dakka Veteran




The Hammer

Thanks for the feedback overall. I wrote the list based on what little I knew about the race and used it to put a few ideas I had had together. I'm also going to have to figure out of what this "Warp Plasma Gun" is the equivalent.

@Banesword: Hmm. I'll have to think that over. I don't honestly think having to consult the two tables once during a game would be too much of a hindrance - if anyone has any suggestions on the wording. Your way does make there always be a chance of it being either first night and then day, or first day and then night. With my way, there would be balance issues in the points costs of Psykers, but you'd also be able to buy yourself a bit more of an insurance policy as far as what you take.

Hopefully this forces a choice between going heavy on special weapons to deal damage, or heavy on Psykers to improve conditions for the entire army. (+1 cover, +6" ranged, FC, reroll vision distance, immunity to all instant death) The nighttime bonus hopefully buffs shooting, melee and defense more or less equally well.

I should also probably introduce something to force a decision between Psykers and Vehicles as well, because the ammount of rending dice you'd be able to generate with the skimmers, for instance, would become unbalanced once night fighting conditions were in effect - five BS2 rending shots at 18" is a lot less threatening than twin-linked and at 24". BS2+twin-linked makes Hrud plasma six times as safe, and gives their rending weapons almost twice the chance of getting a 6.

I wasn't sure if I wanted them to be all infiltrating - they'll be able to do it a little, I suppose, but that would mean I'd have to come up with some "super infiltrate" rules if I wanted to put sneakier Hrud Elites or something in the list.

When soldiers think, it's called routing. 
   
Made in ca
Dakka Veteran




The Hammer

Ressurected for constructive purposes. Please do not lock.

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




the stat line is great
WS BS S T W I A LD SV
Swarm Base 2 2 2 2 4 3 4 7 6+
possibly better if they were not in swarms. then you would not suffer instant death from standard weapons like bolters.

nocturnal I
why should getting up during the night rather than in the day time make them immune to instant death when its dark?
why not just stick them on individual bases rather than multi wound blocks.

nocturnal II (+ extras)
the hruud are nocturnal so see clearly when it is dark. however when it is light they have difficulty seeing due to being unaccustomed to the brightness .
Nocturnal creatures make sight checks when Night Fighting conditions are not in effect, but do not make them while Night Fighting conditions are in effect.

nocturnal creatures will only fight during the day if there is no way to avoid it.

when fighting a batle involving nocturnal armies, the dawn and dusk rules are always in use unless it is a night fight mission.
if you roll for dawn, the first turn is fought under night fight conditions. roll a D6 at the start of every subsequent game turn. on a 4+ day breaks and the night fighting rules are no longer in effect. the rest of the game is fought as normal.
if you roll dusk, the first turn is fought under normal conditions roll a D6 at the start of every subsequent game turn. on a 4+ dusk falls and the night fighting rules are in effect from the end of that turn onwards.

rending is too powerful
give the guns a low strength but lots of shots
if you want something like rending take a lesser version and say either:
1. hrud guns/rifles will always cause a wound on a roll of 6 reguardless of target's toughness.
2. hruud guns/rifles have the 'choppa' rule ie. they are powerfull enough to go through any armour so the best possible save against them is 4+
   
 
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