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Hi, my proposed rules for Hrud, based on the lore I have written for it  [RSS] Share on facebook Share on Twitter Submit to Reddit
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Made in sg
Fresh-Faced New User




The History of the Hrud: https://docs.google.com/document/d/1-BWAHQKsPO9Pm8LMY5G1KAV_dJ37OZSODK9I3fHOCSw/edit?tab=t.0

Codex: Tribe Rancour: https://docs.google.com/document/d/1gYRqvBAXfg0ctZly1h4HSiAEdewYvQ6vqGG_twMw0p0/edit?tab=t.0

Codex: Clan Skyre: https://docs.google.com/document/d/1q7WGf-rxUKo8d5bYbjPmttwuvlIp7YRktuyo909sC-U/edit?usp=sharing

Codex: Clan Moulder: https://docs.google.com/document/d/1156OACZW_VlSyuclaUzDSb_z-gnQbswxUc1_8EVuxYo/edit?usp=sharing

Codex: Clan Pestilens: https://docs.google.com/document/d/1G8cy9Cd1JVuPzcwjhaNFC3vAZY3Tt-VnvM9XXpOFGno/edit?usp=sharing

Codex: Clan Eshin: https://docs.google.com/document/d/1SWH4dIDX8DMXclkZeJqmrKLyJwVELnvWZNMeVPiyQoI/edit?tab=t.0

Please note that the rules need some refining and improving, and is not the final version. There are more Codices I have written, and I am here in the hopes of meeting like-minded people, to work on and finish the Codices with me. I have actually played a Hrud army on Tabletop Simulator several times, and they are really fun, partially because of how unique they are. They are basically a glass cannon army of both quantity and quality, possessing very potent, destructive weapons, that have a chance to backfire. They are also very cheap, because of being very fragile, so their mainstay troop, the Greyfur Fusilier, are both numerous and powerful, balanced by how their potent weapons can kill themselves. I played them a few times, and really enjoyed it. I also play using my own Warhammer 40,000 version of the rules, which has the WS comparison chart, Initiative, and how Morale Checks used to be resolved. Thanks for reading this, and hoping to hear good news from you! I should also note at the end that I have written several other works besides The History of the Hrud, in chronological order, The History of the Kroot, The Asuryata, and the History of the Demiurg, before arriving at The History of the Hrud.
   
Made in us
Humming Great Unclean One of Nurgle





In My Lab

What edition are these for?

Clocks for the clockmaker! Cogs for the cog throne! 
   
Made in sg
Fresh-Faced New User




It is for my edition, either called Warspace or Warvoid, or CosmicVoid: The Miniature Game, not sure yet. Should I send the rules for the game too?
   
Made in us
Humming Great Unclean One of Nurgle





In My Lab

Calixtus wrote:
It is for my edition, either called Warspace or Warvoid, or CosmicVoid: The Miniature Game, not sure yet. Should I send the rules for the game too?
If you want people to understand them... Yes.

Clocks for the clockmaker! Cogs for the cog throne! 
   
Made in us
Arch Magos w/ 4 Meg of RAM






The Land of Humidity

Is your version based on a specific 40k edition?

 BorderCountess wrote:
Just because you're doing something right doesn't necessarily mean you know what you're doing...

 
   
Made in sg
Fresh-Faced New User




Here it is: https://docs.google.com/document/d/12RIYMAnzdTxKerJwDkzJEGfGDwPO14kWFLJyXTF9Yqc/edit?tab=t.0

It is actually based on a few versions, not just one, with my own implementation. For instance, the WS and BS comparison chart is retained from previous editions, as well as Initiative and how Morale Checks used to work. What I have retained from 8th Edition onwards is the Strength/Toughness comparison chart, how AP now works, but I have also removed random Damage, except for some Units. In my version, there are rules for Running, Go to Ground, and Unit Facing, among other things. There is also Vehicle Armour Value. Psychic Powers have a unique way of getting, and Cover Saves are resolved after rolling to-Hit. This might make most Units too hardy by appearance, but not quite from experience. Because Cover Save maxes out at 4+ for Fortifications and Ruins. Most Cover Save is at best 5+ and at worst 6+. There are other things, but the way Psychery is handled is the most interesting.
   
 
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