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Hrudd...

 Post subject: Hrudd...
PostPosted: Sun Nov 30, 2003 9:25 pm 
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Hrudd... What is it? Where do they come from? What do they want from us?

Seriously: My Eldar background knowledge is getting somewhat rusty and in some thread this name came up. (Sorry, could'nt find it so instead I'm just cluttering up the boards here instead :blush: ) Anyway: Exactly what/who is the Hrudd?

(I like the name: If I was on Jeopardy with a bad cold I could answer that Eldar question AND clear my throat at the same time ...sorry about that, that was just weird... :-: )

Cheers! :)

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 Post subject: Hrudd...
PostPosted: Sun Nov 30, 2003 11:29 pm 
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Quote (Warmaster Nice @ 30 2003 Nov.,20:25)
Hrudd... What is it? Where do they come from? What do they want from us?

They're one of the "races in waiting". Basically, a concept that is on the list of possibilities as the next race for 40K, but they havent really been developed.

In simple terms, they're warp Vermin - Space Skaven. I know little more than that, but I'm not sure how much there is to know.....  :blues:

What do they want from us? They want to be the second army in the 40K V4 box, but Andy C. replaced them with the 'Nids on the production list so they probably wont be very happy whenever they do arrive......  :-:

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 Post subject: Hrudd...
PostPosted: Sun Nov 30, 2003 11:35 pm 
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Yes, the Hrudd were mentioned once or twice in the very, very old fluff, IIRC? ?

Space Skaven/Giant Rats (!?) would be cool or neat or whatever, but I think they need to expand on the Necrons and Tau, before they go off on another race. ?

But as I said new aliens are always good! :;):

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 Post subject: Hrudd...
PostPosted: Sun Nov 30, 2003 11:47 pm 
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Expand the tau and necrons...or bring back something most of us miss :L

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 Post subject: Hrudd...
PostPosted: Mon Dec 01, 2003 1:52 am 
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Hi!

I never heard of this race until recently. I figure since they exist in fantasy it was only time they'd show up in the 40k universe.

Some nut already made a skaven army list for net epic, who knew he wasn't that crazy!

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 Post subject: Hrudd...
PostPosted: Mon Dec 01, 2003 10:03 am 
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Yep the Hrudd are essentially space skaven, but only in appearance.  I dont know how much they share with their fanasy cousins  as they haven't been expanded upon.

In the Inquisitor rule book, a weapon option is a Hrudd fusil.  Basically a warp based plasma rifle.  They seem very advanced in warp based technology.

IIRC they are a nocturnal race and live in warrens.  They are traders/scavengers.  I would probably invisage them as something along the lines of the Jawas in Star Wars.

Me and a few others did an army list complete with fluff and background on the Portent website.  It was quite long.

We basically made the fusil the main armament.  It had similar stats to the new Rail rifle for the Tau.

We gave the Hrudd very basic stats (I think they had T2)  but gave them a lot of good wargear.  Things like shadow cloaks (always count as nightfight rules), glare goggles (I'll go into this later), warpblades (essentially power weapons) and more but I've forgotten.

Some special rules for them were;

Nocturnal creatures- They suffer no ill effects for using nightfight rules, as their eyes are best suited for total darkness.

Glaregoggles- If fighting during daylight hours, then these are required.  If for some reason the warrior is not equipped with them, roll a D6, on a 1 they are stunned by the bright light (counts as pinned).

We really went quite deep into it, and one guy put it all together on a website.  However, as often happens in things like this, he only put in the things he wanted.  Leaving out anything that he didn't like, especially if he had not come up with the rules.  Still, at the end of the day, it was his website.


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 Post subject: Hrudd...
PostPosted: Mon Dec 01, 2003 3:12 pm 
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Any chance of getting an unedited version with all the stuff he left out?  :;):

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 Post subject: Hrudd...
PostPosted: Mon Dec 01, 2003 3:22 pm 
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Ugh.

I'll have a look what I can find.  I'll have to search for the thread, and then copy and past posts into one lump. And that's after searching through 100 odd pages.

Watch this space (not too closely  :;):   )


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 Post subject: Hrudd...
PostPosted: Mon Dec 01, 2003 3:34 pm 
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Space Skaven :O  Well it had to come sooner or later... I don't know where I got the reference to the Eldar... I guess I must have been drunk or something.
Anyway: thanks for the info guys and I must say that I look forsward to seeing what you come up with Shadowhunter.

Cheers!

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 Post subject: Hrudd...
PostPosted: Mon Dec 01, 2003 3:40 pm 
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Okay, for those who use Portent, here's the link to the thread (its big)

http://forums.portent.net/showthr....umber=1

Here's some stuff I found quickly. ?However, there's so much stuff on them (especially some really good background fluff by a guy called Alek something on about page 3)

Codex: Hrud (Space Skaven)
Intro by Shadow Hunter:

At last the children of the Great Horned One have a place amongst the stars.

This is a thread for all you Skaven out there, to compile a codex to represent our favourite race in space. You are required to work together (very un-Skaven like I know, but it'll be worth it) to come up with rules for using Hrudd (Skaven) in space. Everything from the highest ranking Skaven characters to the basic fire arms, is needed to be thought out and agreed on.

Its a big task, but its the will of the Great Horned One, that we will rise as one in the Great Ascendancy. Let the plotting begin.

Fabricator: Shadow Hunter
Adepts: TheHornedOne, Geetarman and Wormtail

*Fusil Blaster- 36" S4 AP3 Heavy 1 causes pinning Hrudd Rifle- 24" S3 AP6
*Rapid Fire Hrudd Fusil- 24" S5 AP4 Assualt 2
*Reapeter Blaster- 15" S4 AP5 shots as per ratlinggun. Needs weapon platform. (antigrav or tracked)
*Warp Plasma Cannon- 36" S4 + D6 AP 2 heavy 1 blast *Warpstream Lance- 8D6 Inch Range S7+D3 AP1 Heavy 1. May re-roll to penetrate, due to the permanant pulse of the beam.
*Warp Blades- close combat weapon, S as user plus one, Reduces save by one point excluding invulnerable saves. Ind. Characters only.
*Warp Armour- Reduces S of attacker by one point due to life draining effect, 3+ armour save.
*Cloak of the night- When in cover, attackers use nightfighting rules to target.
*Crown Of The Great Horned One- 4+ inv. save Tail weapon- Adds 1 to attack value Hrud Warrior WS3 BS3 S3 T3 W1 I4 (5??) A1 LD5 SV6+ Unit Size 5-20, May upgrade one warrior to be a Hrud Deacon (A2 LD6) All armed with Hrud Rifles. Three may be armed with Hrud Fusils.
*Fleet of Foot, He who runs away lives to fight nother day.
*Night-fighting- see as normal (they are the nocturnal warriors of the hrud after all Nocternal Hrud have superb night vision, but the day light pains them for they are a nocturnal race, on their home planet the days are short but immencly hot where as the nights are cool. Hrud do not suffer from the night fight special rule, but suffer -1 to their Ws and Bs during daylight hours.
*Hrud are notoriusly hard to draw into battle, and when they do it is on their terms. At the start of a battle roll a dice, on a 3-6 the Hrud player may chose to fight at night.

Wargear:
*Sun glasses (3pts per model in unit, 10pts for characters) Ignor the -1 to Ws and Bs for fighting during the day Fast Attack 1-3
*Bonesaws 70 pts each F S R BS 12 11 11 3 Fast, May re-roll D.Terrain tests

Weapons:-
*twinlinked Warp Plasma Cannon 36" S4+D3 AP2 Heavy 1 Blast Heavy 1 War Crusher 130pts F-13 S-11 R-11 May re-roll D.Terrain tests

Weapon:s-
*twin linked Warpstream Lance, one twinlinked Hrudd Fusil Hrud use a Pancrea to elongate life. They also have relations of somekind with the Eldar since they was a story where the Eldar prevented the Hrud from being attacked.

*NightStalkers WS4 BS3 S3 T3 I5 A1 LD7 SV6 16pts per model
Unit size: 4-10 Weapons: 2 Swords and a Hrud Rifle Options- 2 Nightstalkers may replace their Swords with a Power Weapon and Hrud Pistol for 7pts. 2 Nightstalkers may replace their Hrud Rifles with a Hrud Long rifle for 10pts. One nightstalker may be upgraded to a Deacon for +13pts (+1A, +1LD, +1Sv)
Special Rules- Infiltrate, Nightstalkers may infiltrate Behind enemy lines- for 3 pts per Nightstalker, they may come on behind enemy lines (space wolf scouts rule) Dispersed Formation- Units coherency is 4" Nightcloak- cover save is improved by 1 Hrud are as old as the Eldar since Eldar hate everyone who Came to power after the Fall except the Tau.

The use of Warp Technology is only used by Eldar so prehaps warp weapons were a gift form the old ones like the Eldar's weapons appear to be.
* Warpstone exists for the Hrud. Technically, 'we' would know it as refined warp-stuff, i.e. warp energy that has become reduced and solidified due to extreme psychic 'pressure' upon it. To the Hrud it is given the name of...well...whatever you want to call it (i'd suggest something a tad more 'mystical' than warpstone; 'Purity' or something? Mystically scientific, that's what you want For the sake of clarity, i'll refer to it as 'warp-matter' from now on, though a better name would be good). This 'reduced warp-stuff' powers their entire society. Unrefined chunks of it can be powdered and combusted to power massive engines, pure crystals of it can power more 'hi-tech' aspects of their society, tiny crystals create illumination (seemingly) forever, etc. etc.

* The Hrud came into being during the 26th Millennium, as the increasing frequency of warp-storms (Slaanesh's 'birth-pangs') caused the collapse of one of the Eldar Web-way portals on their native world (I know, I know. Unoriginal - but heck; what better way to ensure that they're similar to the skaven than to have them be 'created' in a similar way?). The psychic shockwave this created in the 'local proximity' of the warp caused warp energies to 'short-circuit' within the area, causing massive amounts of warp-energy to flow through the collapsing WebWay and to be reduced by the massive pressure. This caused the 'downpour' of purely refined warp-energies onto the planets surface.

In time, these warp-rocks mutated some of the natural fauna and flora, leading to a time now known to the Hrud as 'the Instability'. During this time, the forefathers of the Hrud emerged - humanoid Rats with developed mental functions. Unfortunately for this newly emerged race, so to did numerous other mutations, some of which were not quite as 'stable' as these newly arisen ancient-Hrud were. Constant attacks by mutated beasts [enter whatever] caused the Hrud to band together to ensure their survival. Eventually, the Hrud managed to stave off destruction at the hands of the mutated - mainly thanks to the intervention of their new deity (see below) - but over the previous centuries (?) had found that while they needed to remain together to survive, it was not to their liking. The constant struggle for resources - of which most were 'polluted' by warp-matter - left a deep seated bitterness amongst every Hrud. This would only increase under their new deity's hand.

* The Hrud worship a minor Chaos Deity, which found their world [As an afterthought - any ideas on where this world would be?] during the latter stages of what the Humans know as the Age of Strife (making it around the M27-8ish mark). Finding the already mutated Hrud (see above) working dilligently to ensure their races survival, this minor god worked hard at gathering absolute and unswavering support for himself. Working off the already present bitterness in the young race, this deity established complete control over their society by playing the Hrud off against each other. Every Hrud was to believe that only they were worthy of this Gods attention, and that they could indeed recieve it. Thus, even while the Hrud were still facing the tough times of the Instability, internecine warfare and the like was not foreign to them. Banding together to face their common foe had only driven deep wedges between them... This deity had ensured that his fellows would not interfere with his 'playthings' by attempting to promote a fracticious society in which he ruled absolutely, and no-one would have any power to change (since every Hrud was out to get someone else). Unfortunately for him, this didn't work exactly as he had planned...

* While the Hrud certainly do not trust anyone but themselves, just the way the deity wanted it, their need to bond together caused numerous Guilds to develop. Sure, none of the members of the guilds trusted any other member, but they trusted their fellow Guildmembers a little more than they did non-Guildsters. The formation of the Guilds occured in Imperial Reckoning M30, and was to forever change the Hrud's makeup, as more and more Hrud petitioned to join a Guild. The most prestigious Guild, known to the Hrud as 'Krsspec'h' (or 'Leader-Technicians'), were to dominate the politics of Hrud society, as they began to utilise the very 'warp-matter' that had caused so much trouble during the Instability. Guarding the secrets of the matters refinement carefully, the Krsspec'h crafted arcane and potentially devestating devices to hold back the rest of the Hrud attempting to take their power. As more and more power was accumulated, and more and more Hrud attempted to join them, more and more Guilds began to oppose them.

* Still, the Krsspec'h dontinued to control the Hrud, creating fantastical machines and weapons with their mastery of the warp-matter which had fallen to their world. Eventually, technology equating to about 20th century Terra was theirs, though obviously because of far different techniques. However, this was to be the furtherst the race would advance for the moment, as the Krsspec'h soon discovered that the reserves of Warp-matter were being eaten up. Soon there would be none left to power their devices, and they had no idea of how to gather or create more. They turned their beady eyes to the heavens, and numerous astral-travels were launched to discover more of the valuable material. These teams discovered nothing, and the Groos'gerlt - the Krsspec'h's most vocal opponents and masters of the Biological - increased their attacks on the Leader-technicians. Hrud society seemed to have hit a roadblock. They could not advance, for the warp-matter was in short supply. Neither could they change, since the Krsspec'h were holding onto power just barely against the other Guilds (led by the Groos'gerlt).

* The Hrud's Deity was...not annoyed, but slightly dissapointed in his disciples. They had shown so much promise, only for a group to band together and create a semblance of order. Turning his back on them in favour of another project, he allowed his 'guard' to slip for a moment. Enter Tzeentch, the great manipulator. Seeing this race working feverishly on warp-borne technology, and rife with bitterness and hatred, he gleefully set about his work, whispering in the ears of some of the most potent of the Krsspec'h opponents. He walked in the dreams of the leaders of the Groos'gerlt, showing them the basics of mysticism and of psionics. The Hrud were not, Tzeentch realised, all that attuned to the warp, and their resonances would have hardly been worth his time. However, Tzeentch showed the Groos'gelt how to create 'portals' into 'alternate dimensions' using the already present Warp-matter, and how to refine the energies they found within. Soon, the Groos'gelt were manufacturing vast quanties of warp-matter, and were becoming vastly rich as they sold the material to the Krsspec'h and other Guilds. Indeed, they soon began to rival the Leader-Technicians for power, and an uneasy period began in Hrud society. Soon, Tzeentch had revealed himself to the Groos'gelt, and the Guild was - thankful for his gifts - dedicated wholeheartedly to the Lord of Change.

* Thankfully for the Krsspec'h, the Dark Rat (?) turned his attention back to the world. Perhaps intrigued by their continued survival, or catching wind of the more powerful God 'playing' around, he diverted all his attention to the Hrud. What he saw surprised him. Where once their society was too regimented and ordered for him, and their technological ascent was stalling, he now found a world ripe with instability, political maneuverings and masses of warp-matter powered High-technology. However, he also found the taint of Tzeentch pervading one of the two Highest Guilds. Outraged, he concocted a scheme to remove the Great Manipulator from the picture. Appearing one night across the dark skies of every continent of the Hrud homeworld, multiple physical manifestations of the Dark Rat (again, big ?) declared his authority over the Hrud. Playing upon the same hatred and bitterness he had always done, he declared that the Groos'gelt were worshipping some fiendish creation of theirs, and that they were planning on sending the world back to the times of the Instability by increasing the quantities of warp-matter in the world. Thankful for this opportunity to pull down one of the two Great Guilds, the other Guilds - with support from the Krsspec'h - destroyed the Tzeentchian Guildsters in a violent civil war. The Krsspec'h were not saved from the slaughter, however, and their own numbers were heavily reduced in the warfare.

* Following his denouncement of the Groos'gelt, the Hrud deity insisted that one of the Guilds would lead the Hrud to dominance, and that this 'leading' Guild - which would control the Groos'gelt's arcane devices for 'creating' warp-matter - which no other guild could replicate - for their 'term', allowing them total control over the manufacture and distribution of warp-matter, for a period of time equivalent to Thirteen terran years. After this time, the control of the Groos'gelt devices would switch to another Guild, ensuring that - to the Hrud, it appeared that no Guild was superior to another - but to the deity allowing for plenty of instability and political wranglings. Initially outraged over their apparent 'demotion', the Krsspec'h eventually 'accepted' the declaration, especially since they realised that with their remaining power base, they could control or at least highly influence the current Guild Ascendant.

* * This system is certainly not the most effective or effecient, but it fits the Hrud to a T. Scheming, planning and alliances for the Guild Ascendant are worked out decades before they actually ascend to their position of control. Guilds in line to 'take over' have been wiped out prior to their acceptance by the Guild next in line, or Guilds have been formed to 'lengthen' the period of time before a hated Guild Ascends. Only one thing is ever constant in the process - and that is that when the Krsspec'h gain control, the Hrud advance rapidly. Weapons are mass-produced, Space Craft are created and massive armies are formed for the Hrud. Currently, this is indeed the case, with the Krsspec'h very recently gaining ascendancy once more, and instituting plans which have been centuries in the crafting...

* The Hrud are naturally aggresive to any race they meet, particularly if they are percieved to be 'stronger' than the Hrud. The Hrud rarely like to engage their enemy head on, prefering to lead them into pre-conceived killing zones where the rank and file troops of the Hrud can swarm the enemy with their numbers and destructive armament, while the highly-destructive war machines rain death upon them.

* ARMED FORCES - while Hrud society is dominated by instability and internecine warfare, they still follow the inherent 'principle' that they band together against outsiders. To further this, each Guild agreed too and supports a standing Hrud army. Of course, the readiness, capability and 'resources' of this standing army fluctuate depending upon who is in control, with it's most powerful phase being under the Krsspec'h or the militaristic T'sckk. Warp-matter based machinery and weaponry is the norm, with the fusil being the standard armament... Recently, with the Krsspec'h ganing Ascendancy, the armed forces have been massively boosted for an as yet unnamed purpose. Astral-trips have been planned and weapons stockpiled.

* SPACE TRAVEL - though the Hrud do not manipulate and use the warp in the same way that humans or Eldar do, they do understand it's inricacies more than most 'warp-blind' races. Therefore, their craft utilise highly attuned 'warp-sensors', which detect the strength and proximity of the warp tides in relation to known 'landmarks', allowing them to navigate the warps relatively safetly. Of course, not understanding the true nature of Chaos, ships are often lost to daemons and other warp-entities. But that is of no concern for the Guild Ascendant. The Hrud have a small array of attack craft, though these are nowhere near the size of Imperial vessels. More often than not, a Hrud intrastellar craft will be a Transport vessel, moving Hrud from one planet to another. However, the attack vessels the Hrud do possess are the pinnacle of their technological expertise, and carry highly destructive (and risky!) weaponry on their relatively small frame. Space Combats tend to be a hit and miss affair, with the Hrud either being utterly destroyed, or their quick-yet-powerful Cruisers decimating the enemy and forcing them back. The Hrud are yet to enter into any large scale space combats, and so tactics are scant.

* GUILDS - there are numerous Guilds in Hrud society. Unfortunately for most of them, they cannot gain Ascendancy, for the other, larger Clans prevent them from gaining access to the Groos'gelt devices. While this may seem contradictory to the Hrud Deity's proclomation, nothing is done about it, as the more powerful Guilds want to ensure that the least amount of time is spent away from Ascendancy, and the lesser Guilds have no power to force their way in. However, it can - and has - been done, mainly as a result of Hrud 'politics'. Alliances, assassinations and all-out warfare are not uncommon amongst the Guilds; and while the most powerful Guilds tend to remain the same throughout their lifetimes, lesser Guilds are highly mutatable, and sometimes change on a daily basis. By an ancient order of the Guild Ascendant (no-one knows for certain which Guild was in power at the time), Guild's must have a 'purpose' for which they work for, to reflect the 'reasons' why the Guilds were first created. Therefore, a Guild must pertain to something, be it creation of technology, public works, or military governance. This is an important element for the powerful Guilds, as it means that new Guilds cannot be created all the time to swamp them, and that the more Guilds that are created, the less powerful they are (as their 'scope' becomes narrower and narrower). The Very powerful Guilds reign supreme over incredibly vast 'domains'; the Krsspec'h hold sway over all elements of technology and it's derivatives (though many Guilds exist in more specialised niches' in this field, they must pay tribute to the Krsspec'h), while the Weik-wye control the old Groos'gelt domain of biology and the natural sciences... * 'NORMAL' HRUD - a Hrud can, in theory, start out from being gutter-trash to becoming the head of a major Guild. Of course, this theory rarely holds true. For most Hrud, the most power they will ever hold will be a position in a Guild, or by advancing through the military. On the whole, however, Hrud tend to simply be attempting to survive, whether this is farming, mining or what-have-you. Hrud born into respected litters, on the other hand, have a whole world at their paws. They can join Guilds, the Military, whatever. Guild and Family connections are worth their weight in warp-matter to the Hrud, and thus 'talent' rarely enters into the equation. A Guild will accept a Petitioner more readily if they are from a respected family, regardless of whether or not they can 'do' their prospective job or not.

*Hrud War General Ws Bs S T W I A LD 7 6 4 4 3 6 3 9 save: 3+ Weapons: Standard Hrud Weapons with options of: Sniping scope poisoned bullets warpplasma saber Special Rules: Camo cloak Anti Sun Oculars Camouflage Cloak( just as with tanith ghosts...) BioPlex armour (3+save)


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 Post subject: Hrudd...
PostPosted: Mon Dec 01, 2003 3:49 pm 
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*phew*

quite a bit for you there to go through.  I also wrote a peice on a Hrud warship on the old forum for BFG. I'll see if I can find that for you.


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 Post subject: Hrudd...
PostPosted: Mon Dec 01, 2003 3:53 pm 
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Ok, BFG Hrud:

http://cybershadow.proboards.com/index.c....8278594


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 Post subject: Hrudd...
PostPosted: Mon Dec 01, 2003 10:14 pm 
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Hi!

Wow! Lots of info to take in. They seem pretty similar to fantasy skaven with their own unique twists.

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 Post subject: Hrudd...
PostPosted: Tue Dec 02, 2003 7:28 am 
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What model would you start off with to represent hrudd troops in Epic?  :o

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 Post subject: Hrudd...
PostPosted: Tue Dec 02, 2003 8:26 am 
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Wow!  :O  Thanks, Shadow Hunter! I'll read it more thoroughly tonight but looks good at a glance.

Edit: So, Mr Hunter, what direction would YOU have taken the Hrudd? I'm curious because I always like new ideas to pillage, er, add to my own ideas.  :;):

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