Hrudd... |
stormseer
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Post subject: Hrudd... Posted: Mon Dec 15, 2003 11:50 pm |
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Joined: Fri Feb 14, 2003 9:52 pm Posts: 4598 Location: Suffolk, UK.
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..As Mojarn said;
When we started to discuss Hrudd, the concept ideas immediately brought it to my mind. As said earlier, it's a Sov-Block T-1000 tank from the Judge Dredd comic "Apocalypse War". |
..I really enjoy the humour of the Dredd comics- I just finished the excellent "Muzak Killer" mini series.. great if you can track down a copy of the collected set! ?
_________________ www.darkrealmminiatures.com
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primarch
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Post subject: Hrudd... Posted: Tue Dec 16, 2003 12:37 am |
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Joined: Fri Feb 14, 2003 12:46 am Posts: 27069 Location: Edmond, Oklahoma USA
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Hi!
Who does the judge dread trademark belong too? GW?
Primarch
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stormseer
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Post subject: Hrudd... Posted: Tue Dec 16, 2003 2:14 pm |
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Joined: Fri Feb 14, 2003 9:52 pm Posts: 4598 Location: Suffolk, UK.
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To make games in the JD setting you mean?
Well, GW did produce the RPG, figures and several other games based on JD in the late 80s, so maybe they still hold the rights?
_________________ www.darkrealmminiatures.com
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vanvlak
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Post subject: Hrudd... Posted: Tue Dec 16, 2003 2:20 pm |
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Joined: Fri Oct 31, 2003 7:52 am Posts: 10348 Location: Malta
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CyberShadow
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Post subject: Hrudd... Posted: Tue Dec 16, 2003 2:42 pm |
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Swarm Tyrant |
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Joined: Thu Jan 02, 2003 6:22 pm Posts: 9350 Location: Singapore
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Yes, the original JD trademark belongs to 2000AD. However, GW produced a board game based on him in the 80's. In addition, Black Library has been linked to the publisher who has the rights to produce JD novels now as well.
_________________ https://www.cybershadow.ninja - A brief look into my twisted world, including wargames and beyond. https://www.net-armageddon.org - The official NetEA (Epic Armageddon) site and resource.
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primarch
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Post subject: Hrudd... Posted: Tue Dec 16, 2003 11:04 pm |
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Joined: Fri Feb 14, 2003 12:46 am Posts: 27069 Location: Edmond, Oklahoma USA
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Hi!
Thats why I asked, it seems GW has the rights for some things andf 2000AD for others.
Somewhat confusing...
Primarch
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Shadow Hunter
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Post subject: Hrudd... Posted: Wed Dec 17, 2003 2:00 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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Mojarn Piett- Those tanks would fit in fine to the overall theme.
A low wide tank would be very distinctive, and a unique flavour for the Hrudd. And maybe do the large sand crawler in a similar theme. (it couldn't be the same as the Star Wars sandcrawler, even though I really like it, as it'd never fit down the burrows/warrens)
Maybe have a wide low transporter, with wide low trailers. Maybe even multiple trailers in a cenitpede type fashion. (I have images of Thunderbird/Captain Scarlet vehicles coming to mind )
I would see the tanks as a rally point, and moveable cover for the hrudd. A swarm of infantry around each as they advance towards the enemy lines, taking cover and being inspired from the monstrositites.
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Mojarn Piett
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Post subject: Hrudd... Posted: Wed Dec 17, 2003 3:54 pm |
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Joined: Fri Feb 14, 2003 7:35 am Posts: 5455 Location: Finland
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That sounds good. For some reason I don't think tank companies would fit the Hrudd army flavor.
Ok, so far we have: -Large mobs of infantry as the mainstay of the army. -Large tanks and crawlers supporting the infantry. -Snipers -Infiltrators -Bio/Chemical warfare troopers
Hrudd most likely do not like flying, so that will be one thing missing form the Epic scale army.
How about tunnellers? Did somebody already mention them?
Support artillery could be combined with the chemical/biological warfare theme and would fit the overall fluff very well.
What else?
_________________ 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: Wed Dec 17, 2003 4:40 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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Yep, I think tunnelers are another valid choice. Maybe only for use with epic scale though. The rules in the collector model section for the moles etc are okay for that.
Some kind of Bio Artillery would be good. Pinning and disrupting troops, rather than actually killing. Maybe the gasses could also reduce the targets stats as an effect. E.g. a trooper that suffers a wound has all stats reduced by 1 due to the effects of the gas (except wounds obviously).
As the weapon causes no actual kills, it would be a relatively cheap weapon, which also fits.
I agree with you, flyers seem a no-no. I would imagine Hrudd prefer to keep their paws on the floor. Only starships (which are huge, and project an air of confidence) are exempt.
What else? Erm.....
What about psykers? Would they have any? I'm unsure on this. If anything I think they would lack natural abilities, but be able to, with the help of their great understanding of warp based technology, manipulate warp energy.
This, however, is very similar to the Skaven Warlock engineers.
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primarch
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Post subject: Hrudd... Posted: Thu Dec 18, 2003 1:29 am |
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Joined: Fri Feb 14, 2003 12:46 am Posts: 27069 Location: Edmond, Oklahoma USA
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Hi!
How about a bio-artillery piece that works like the old Ork "squig catapult", in this case some disgusting vermin would be launched instead of squigs.
I think Hrudd would be the kings of tunneler units, perhaps having superior direction sense when surfacing.
Primarch
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vanvlak
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Post subject: Hrudd... Posted: Thu Dec 18, 2003 7:40 am |
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Joined: Fri Oct 31, 2003 7:52 am Posts: 10348 Location: Malta
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Quote (primarch @ 18 2003 Dec.,00:29) | How about a bio-artillery piece that works like the old Ork "squig catapult", in this case some disgusting vermin would be launched instead of squigs.
I think Hrudd would be the kings of tunneler units, perhaps having superior direction sense when surfacing.
Primarch | I'd think something similar to the Ork shokk Attakk gun more likely - perhaps on a larger scale.
I like the borers though. And perhaps the mole mortar could start to make sense again... somehow. Boring shells? 
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Mojarn Piett
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Post subject: Hrudd... Posted: Thu Dec 18, 2003 4:43 pm |
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Joined: Fri Feb 14, 2003 7:35 am Posts: 5455 Location: Finland
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The improved tunneller accuracy idea is IMO a good one. As for the bioweapon, I was thinking along the lines of virulent gas or something, a bit like a mini-sized virus bomb.
_________________ I don't know and I let who care. -J.S.
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primarch
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Post subject: Hrudd... Posted: Thu Dec 18, 2003 9:13 pm |
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Joined: Fri Feb 14, 2003 12:46 am Posts: 27069 Location: Edmond, Oklahoma USA
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Hi!
Modified rules from the old "rad bomd" the squat train uses may be good for a Hrudd "bio-bomb".
Primarch
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Mojarn Piett
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Post subject: Hrudd... Posted: Tue Dec 30, 2003 9:21 am |
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Joined: Fri Feb 14, 2003 7:35 am Posts: 5455 Location: Finland
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Ok, one more concept to think about. Go to the Excelsior website User Gallery and check out the Blight Commandos from the Concept art section. Of course they are (or were ) humans but the dress style and weapons are IMO just like Hrudd chemical warfare troopers. The other image I have in mind is a chemgrunt from the VOR Neo-Soviet list.
_________________ I don't know and I let who care. -J.S.
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primarch
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Post subject: Hrudd... Posted: Tue Dec 30, 2003 2:24 pm |
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Joined: Fri Feb 14, 2003 12:46 am Posts: 27069 Location: Edmond, Oklahoma USA
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Hi!
Thats a cool idea, I like it! Of course the problem is to get a proxy that would look somewhat like a humanoid with a chem suit.....
Primarch
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