Hrudd... |
vanvlak
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Post subject: Hrudd... Posted: Thu Dec 04, 2003 7:33 am |
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Joined: Fri Oct 31, 2003 7:52 am Posts: 10348 Location: Malta
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Quote (Legion 4 @ 04 2003 Dec.,00:14) | Hey with all this talk about Space Rats/Vermin, don't forget about the Demiurg (Squats 2.0 !)! We'll see them before the Hrudd. Of course, the whole thing is all speculation, and at the rate they are doing Epic ... it will be a long, long time, if at all ... | Philosophically speaking: demi is half, right? So if GW show just 'half the urg-e' to get these out....
Back to Hrud(d) and sanity: wasn't there a pic of a Hrud in the 40K rule book?
And - as a thought - these are the people (sic) who should get something like a snotling shokk attakk gun - projecting ratty critters to gnaw the wiring in Titan (must be km in those things). Big vehicles (Jawa-like) would make sense, I'd see them as smallish types projecting a HUGE image to surface dwellers.
Incidentally - being subterranean dwellers, these could be the types to survive a Tyranid infestation - if they dig deep enoug, at least. ok, 'nuff sed, back to grindstone 
_________________ Back from oblivion (again)?
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Mojarn Piett
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Post subject: Hrudd... Posted: Thu Dec 04, 2003 8:46 am |
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Joined: Fri Feb 14, 2003 7:35 am Posts: 5455 Location: Finland
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I collected about all the suggestions from the thread Mr. Shadow was kind enough to give a link to.
Few comments: -If they are a subterranean race, where do they need the praetorian -sized sandcrawler?
-The queen-centered reproduction system doesn't really work with mammals. Insects can just chug out a large amount of eggs each day but unless the Hrudds' gestation period is unbelievebly short it won't fit with the "breed like rabbits" idea.
So: how about if their society is matriarchal, with every family headed by a female related to the queen? that way they'd still be a "big, happy family" but could breed really fast with more than one female available for the "job".
-Have you read the Judge Dredd comic "Apocalypse War"? The Sov Block T-1000 tanks are IMO just too "Hrudd looking" to pass, eg. have big tracks, are pretty low and mean looking.
-Personally I don't like the tail attack idea. IMO they can have two attacks but it would be better explained by their somewhat mole-like forelimbs, eg. they have wicked claws in each paw and are ambidextrous by default.
- Psst, just off the record, I am all for making a 40k Codex for them. I am a closet Warhammerist and actually have spent the money to get all the Codexes for v3.
-For artillery they could have something different, like a souped up Eldar Vibrocannon or something.
-In addition to "houses" there could be guilds or castes or something similar.
-I really liked the idea of a "moving bunker" APC. Heavily armored but with little armament save firing ports for the infantry.
Ahh, there's nothing like the smell of fresh armylists in the morning... 
_________________ I don't know and I let who care. -J.S.
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Mojarn Piett
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Post subject: Hrudd... Posted: Thu Dec 04, 2003 8:56 am |
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Joined: Fri Feb 14, 2003 7:35 am Posts: 5455 Location: Finland
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One more comment: to incorporate the pestilence factor, Hrudd could:
a) have low personal hygiene standards which would mean they're carriers of some nasty diseases and
b) be experts in bioweapons.
_________________ I don't know and I let who care. -J.S.
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Shadow Hunter
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Post subject: Hrudd... Posted: Thu Dec 04, 2003 9:46 am |
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Joined: Fri Jan 17, 2003 11:41 am Posts: 1747 Location: Norton Canes, Cannock, Staffs, UK
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Good ideas.
I'm fine with altering anything I said. Most of it is off the top of my head, and not really looked into. So I have no problem altering things.
The multiple breeding females idea is fine. As you say, its still enough to keep it in the family.
I haven't read any comics I'ma fraid, so references to those wont work for me
I think I get what you mean though. A low, flatish MBT. That could look really nice.
The Sand crawlers came about from their homeworld. With the days being an intense heat, they needed protection from it. They also needed to travel to the crops in order to harvest them in large groups. So they created these large harvesters. All the Hrudd would have safety from the daylight hours inside, and work at night. They would fill the harvester, and then return with their produce to the warrens.
The tail attack was from a Mordheim idea. I have no problem dropping it. Another idea could be to allow Hrudd two single hand weapons and a two handed weapon, unlike humans, the tail able to hold one.
In the Portent thread, we created a Plasma warp stream Cannon (IIRC). This was basically the 40K equivalent to the WarpLightning Cannon in WHFB. It fires a beam of warp energy into its target, a bit like a Distort Cannon.
The difference is the distort cannon opens a pocket, this fires a continues beam. So potentially all targets under its path are hit.
'Houses' wasn't a final term. I quite like guildes, factions and castes as names for the 'clans'.
Going back to the sandcrawler, its original fitment never had weapons (harvester), but they were fitted with firing ports as needed. Eventually the odd one would be upgraded to carry a Warp Plasma Stream Cannon. (hmmmm, bit of a mouthful that )
I have no problem with a low hygiene. They wear rags and robes for clothing, which project that a little already.
Bioweapons would be something I'd be very keen to expand on. 
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Mojarn Piett
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Post subject: Hrudd... Posted: Thu Dec 04, 2003 11:48 am |
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Joined: Fri Feb 14, 2003 7:35 am Posts: 5455 Location: Finland
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Quote (Shadow Hunter @ 04 2003 Dec.,08:46) | I haven't read any comics I'ma fraid, so references to those wont work for me
I think I get what you mean though. A low, flatish MBT. That could look really nice. |
I could scan a pic of one and then send it to you.
The Sand crawlers came about from their homeworld. With the days being an intense heat, they needed protection from it. They also needed to travel to the crops in order to harvest them in large groups. So they created these large harvesters. All the Hrudd would have safety from the daylight hours inside, and work at night. They would fill the harvester, and then return with their produce to the warrens.
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So that settles it then. Good idea; I obviously thought they just ate mushrooms.
The tail attack was from a Mordheim idea. I have no problem dropping it. Another idea could be to allow Hrudd two single hand weapons and a two handed weapon, unlike humans, the tail able to hold one.
In the Portent thread, we created a Plasma warp stream Cannon (IIRC). This was basically the 40K equivalent to the WarpLightning Cannon in WHFB. It fires a beam of warp energy into its target, a bit like a Distort Cannon.
The difference is the distort cannon opens a pocket, this fires a continues beam. So potentially all targets under its path are hit.
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That sounds like a nice weapon. Yum!
'Houses' wasn't a final term. I quite like guildes, factions and castes as names for the 'clans'.
Going back to the sandcrawler, its original fitment never had weapons (harvester), but they were fitted with firing ports as needed. Eventually the odd one would be upgraded to carry a Warp Plasma Stream Cannon. (hmmmm, bit of a mouthful that

)
They would need a smaller vehicle, though. The Sandcrawler is a bit large for 40k. For Epic it's an ideal centerpiece.
I have no problem with a low hygiene. They wear rags and robes for clothing, which project that a little already.
Bioweapons would be something I'd be very keen to expand on.

Me too. Other than Tyranids no other race really has bioweapons on smaller scale than planetbusting virus bombs. Hmm, how about some kind of bio grenades fired from a grenade launcher? Kind of a modernized version of the poison wind globardiers.
Shadow Hunter
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Post subject: Hrudd... Posted: Thu Dec 04, 2003 12:30 pm |
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Joined: Fri Jan 17, 2003 11:41 am Posts: 1747 Location: Norton Canes, Cannock, Staffs, UK
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Man, there's so much to go over on Portent. I had forgot a lot of the stuff we came up with.
Here's some weapon stats
Mostly Shadow Hunter's ideas with a bit of tweaking and renaming. The "Warp-Plasma Rule" is if you roll a 1 to hit (in the case of a weapon) or save (in the case of a field) reroll the dice. On a second 1 the model is hit by a S5 attack as Warp-Plasma leaks out.
Hrud Fusil - 24" S5 AP4 Heavy 1, Warp-Plasma rule. This is the standard Hrud firearm.
Hrud Arqueba - 18" S4 AP5, Assault 1, Warp-Plasma Rule. A "sawn-off" Fusil for use by scouts.
Hrud Pistol - 12" S4 AP5, Pistol, Warp-Plasma Rule.
Hrud Jezailchi - 36" S6 AP3 Heavy 1, Causes pinning, Warp-Plasma rule. Long-barrelled Fusil used by Hrud snipers.
Gatling-Fusil - 24" S4 AP5 Heavy D6, Warp-Plasma rule. A heavy multi-barrelled Fusil carried by heavy troopers.
Warp-Plasma Cannon - 36" SD6+4 AP 2 Heavy 1, Blast, Warp-Plasma rule. The heaviest of the Fusil-type weapons, manned by teams of 2 Hrud.
Flamer - As the Imperial weapon.
Heavy Flamer - As the Imperial weapon.
Hrud Cloak - When in cover, attackers use nightfighting rules to target.
Warp-Plasma Field - 4+ inv. save, Warp-Plasma rule.
Goggles - Counters "Dazzled" rule (see below).
Special Rules.
Fleet of Foot - as Eldar.
Nocturnal - Hrud may reroll the dice to see how far they can spot an enemy when the nightfighting rules are being used. If the Hrud are the attacker in a scenario they must always attack at night.
Dazzled - However Hrud see less well during the day. Roll a D6 for each unit at the start of each turn. On a 1 they are dazzled by the sun and count as pinned.
Strength in Numbers - Add 1 to the Ld for every full 5 Hrud in the unit. So at a base Ld 5 a unit of ten would have Ld 7, a unit of 14 would have Ld 7 also, but at 15 it goes up to 8.
Fast Fall Back - Hrud fall back 3D6. Note that they do not sweeping advance 3D6, but 2D6 as per normal troops.
*************** Even these weapon stats change over the pages.
And then here's a pic for people to visulise. They would be more hunched over than this, with a tail visible.
http://forums.portent.net/attachm....=796731
Here's the light vehcile http://forums.portent.net/attachm....=704516
And the heavy http://forums.portent.net/attachm....=704618
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Shadow Hunter
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Post subject: Hrudd... Posted: Thu Dec 04, 2003 1:42 pm |
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Joined: Fri Jan 17, 2003 11:41 am Posts: 1747 Location: Norton Canes, Cannock, Staffs, UK
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And for you BFG types, here's the cruiser I came up with on the old forum.
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Cruiser 6 hits Speed 25 Turns 45 Armour 5+front/4+ sides+rear Shields 1 Turrets 1
weapons Warp Plasma Beam S=D6 Range=9D6 Arc=Front
Rapid Guns S=Special Range= 25 Arc= L/F/R
Torps S= 4 Speed= 30 Arc= Front
Points=185? (A total random figure)
Warp plasma beam As lances with random strength and range
Rapid guns For Strength roll a D6, and continue until you decide to stop. This is the strength. However, on the first double refer to following. 1-3 malfunction, no shots fired at all. 4-6, overload all shots fired, but need to be reloaded to fire again.
Torps (warp power war heads/unstable) Every turn at start of ordanance phase roll a die, on a one torp salvo self destructs. Every hit causes a critical on a +1 to normal (usually 5+).
Movement- The Hrudd ships are very manouverable, and can choose to turn at any point in their movement phase.
**************** And Hrudd swarms (somewhere between fighters and escorts)
The ships from SD3000 (the fighters) are probably the best way to represent a swarm. A flying base with about six ships on it. For the stats though I'm unsure. Maybe have hits just like cruisers. If a criticle is scored you destroy the entire swarm, otherwise each hit reduces the hit total. At half strength (3) the swarm become crippled, representing the fact that there's now less of them.
Originally posted by C.S.I would move them as normal ships myself. Having 3 hits and reducing firepower could work, and might be a good idea, for firing against them I would make them weak armour, but treat them as ordnance. A critical to destroy the swarm seems an interesting idea too. *************************
A couple of alterations that C.S. came up with have been added in also.
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