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| | New Squad Idea: Hrud Scavengers | |
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Librarian

Posts: 316 Join date: 2009-07-12 Age: 27 Location: Rio de Janeiro, Brazil
 | Subject: Re: New Squad Idea: Hrud Scavengers Sat Nov 28, 2009 7:33 am | |
| I REALLY like the idea of the entropy making you go slower. Your life force is being drained, it's understandable that you'll be tired, thus striking last. My opinion on the 'bendie' is this: We already have a lot hard-hitting big units and a strategic one is a nice change of scenery. Besides, you would guess that since they use hit-and-run, it's not HtH units aren't THAT useful, only in extreme cases! Now, back to painting... _________________ Bringing you the Internet, one meme at the time!Click on the little creature! Only a click a day is not heresy!  |
|  | | DeathGuard

Posts: 95 Join date: 2009-10-23 Age: 24
 | Subject: Re: New Squad Idea: Hrud Scavengers Sat Nov 28, 2009 5:07 pm | |
| Hey folks sorry I haven't been around all week, had some visitors for the holidays.
I really like where this squad is going! My thoughts:
"bendie" as a big guy is a great idea - although one other possible variant occurred to me. He could easily be a "big guy" by Hrud standards, but be an in-betweener in gaming standards. I'm thinking something roughly like a possessed - big and beefy stats, maybe 2 wounds instead of 3 though, and on a large round base (Terminator-sized).
Snipers - seems like a great idea, and I'm with Styro on the general feel of the weaponry; technologically an inferior race, but also with some very high-powered stuff like the plasma sniper. Personally I'd say limit it to one officer type in the band, and make it quite expensive.
Stats - actually I think those "rogue trader" era stats look pretty darn good. Yes, you will have a very, very shooty squad. Because we're all used to Mordheim, where overly-shooty warbands can quickly rule the table, at face value that sounds bad. However these guys aren't just "leaning towards ranged combat," they're melee-crippled. WS and S are abysmal, and their max stats shouldn't even allow them to be too good in melee. I mean let's be honest, we're talking about a diminutive subterranean scavenger race. They just don't have the physique for hand to hand combat. So an officer type or two that can hold his own, and the bendie, sure, but for the most part as everyone has said these guys follow a "hit and run" strategy. They take a couple of shots, move on, and generally keep pestering the enemy, but if the enemy gets too close then they're in real trouble.
The entropy field - sounds very cool but I have a hard time thinking of a non-game breaking way to do this. Any automatic penalty is, in my opinion, way too good for an entire squad to be carrying (unless Harlequin end up in here somehow, but they are the elite of elite squads, and would be in such small numbers to counter that). However, the idea of them is great, and adds to the alien nature of the Hrud. My thoughts? Either make it a piece of equipment available to officers only, or (if it is going to apply to everyone), make it so that models in base-to-base must take a Toughness test (always failing on a 6), and if they fail suffer -1 S, WS, T, I or something like that (one of those, not all of them).
Hmm, well, there's a lot to chew over but hope it helps. |
|  | | Mordheimer

Posts: 3076 Join date: 2009-07-12 Age: 36 Location: Cape Coral, FL
 | Subject: Re: New Squad Idea: Hrud Scavengers Sun Nov 29, 2009 12:32 am | |
| StyrofoamKing is starting to toy with the Rogue Trader Squad... well I suggested 'testing' the Hrud out by making one unit for the Rogue Traders. That way he can implement the idea and tweak it there, in a 'controlled environment' and depending how it works then he could create a new Squad/Race. Designing the sneaky way. I'm patenting the concept... Ninja Design!
So keep pouring ideas of what you think the Hrud should be... maybe he takes couple things in considerations for the initial test runs (if he takes the Ninja Designer advice!) _________________ . The Mordheimer - Death Squads' Chief Editor & Ninja Designer. Support Bacteria; it is the ONLY culture some people have! . |
|  | | DeathGuard

Posts: 95 Join date: 2009-10-23 Age: 24
 | Subject: Re: New Squad Idea: Hrud Scavengers Sun Nov 29, 2009 12:44 am | |
| | Mordheimer wrote: | StyrofoamKing is starting to toy with the Rogue Trader Squad... well I suggested 'testing' the Hrud out by making one unit for the Rogue Traders. That way he can implement the idea and tweak it there, in a 'controlled environment' and depending how it works then he could create a new Squad/Race. Designing the sneaky way. I'm patenting the concept... Ninja Design!
So keep pouring ideas of what you think the Hrud should be... maybe he takes couple things in considerations for the initial test runs (if he takes the Ninja Designer advice!) |
Aha! Count on me to miss something relatively important like that. Well then in that case, I'm psyched to see how the playtesting goes. I love the idea of Rogue Traders, so this could be a very interesting band. I'll keep my eyes open and my trigger (read: typing) fingers ready. |
|  | | Da Bank

Posts: 1225 Join date: 2009-07-29
 | Subject: Re: New Squad Idea: Hrud Scavengers Sun Nov 29, 2009 9:05 am | |
| Interesting....there could be a place in DS for them but much later, especially after we finish the other squads we need to get finished. |
|  | | StyrofoamKing

Posts: 598 Join date: 2009-11-02 Age: 26 Location: Fairfax, VA, USA
 | Subject: Re: New Squad Idea: Hrud Scavengers Sun Nov 29, 2009 12:20 pm | |
| Well, as I mentioned to Mordheimer in the last email, the way I see Xenos in the Rogues squad is through Hired Guns. However, with that in mind, should we set our sites on a a simple Hrud Nocturnal Warrior Hired Gun? If he tests out, it'll give us more footing for a Squad.  (I were my sunglasses at nocturne) NOCTURNAL WARRIOR HRUD COST: ? Who May Hire: Kroot, Imperial Renegades?, Chaos Cultists?, Rogue Traders, & Genestealer Cult. May not be hired by any Imperial Squads. M WS BS S T W I A LD 5 3 4 2 3 1 4 1 7 Gear: combat knife, autopistol? Plasma Sniper Rifle, rope & hook, filter plugs, (Same as a sniper, S5, gets hots / gets really hot?) Can receive additional equipment from...? Special Rules: Entropy: The Hrud have a natural entropy field, warping the space around them, making them difficult to see. The Hrud always counts as having a 6+ Cover Save or, if already behind cover, has his cover save increased by +1. Skills: May learn Shooting, Speed, & Stealth Skills Special Skills: Er, No clue. |
|  | | Mordheimer

Posts: 3076 Join date: 2009-07-12 Age: 36 Location: Cape Coral, FL
 | Subject: Re: New Squad Idea: Hrud Scavengers Sun Nov 29, 2009 9:23 pm | |
| | StyrofoamKing wrote: | (I were my sunglasses at nocturne) | LOL! Another 80's child!
More than a Hired Gun, I would suggest making it a 'special' unit for the Rogue Traders. That way you avoid the 'hassle' of the upkeep and 'tempt' more use of the unit (thus more feedback!) Now, before you jump on stats and stuff... and I guess you did not heard me the first time ... lets focus (LASER BEAM!) on the unit's form & function. WHY is it there. First some background from the Warhammer 40,000; Rogue Trader Book (page 166) 1987.
Interesting! In particular the part of "If he decides a race maybe of use to humanity he may attempt to make contact and establish relations." So you can have limited number of little guys (GET IT! Hrud... little guys... what? Not funny? Fine...) as part of the crew. The reason can be left to the player, but some basic background on why they could be there should be established. Based on this, I would suggest keeping a population control (GET IT! Population Control... Hrud like Skaven in Space... rats! Not funny? Again?) of 0-1. It allows room to mess up and not being noticed too much. 
Now, the unit would be a "Xenos among humans"... this is one of the worst "crime against humanity" anyone could do in the Imperium. This unit should be Hated (as in the Psychology) by 'official' Imperial entities (like the Commissar, Astartes, etc.) Maybe even extend the Hatred to the Rogue Trader Leader (for loving the Xeno!)
What are the key points for the race? They are fast and small. They tend to be very sneaky. Because of their size they are not particularly strong. So a movement of 5 seems very appropriate, as well as a Small classification. They should infiltrate and maybe hide better than the common folk. Now this is a 'test' unit. If you make it too powerful, you get no room to grow if the Squad will be done at a later time. In terms of fluff, this is not the 'leader' type... if is to act as an 'ambassador' or a 'form of payment' is irrelevant. Nobody would send their 'best rat' for something like this. So, take the stats of a typical 'small creature' as a base, and let modify them accordingly.
Gretchin
| M | WS | BS | S | T | W | I | A | Ld | | 4 | 2 | 3 | 2 | 2 | 1 | 4 | 1 | 5 |
Hrud Nocturnal Scavenger
| M | WS | BS | S | T | W | I | A | Ld | | 5 | 2 | 3 | 2 | 3 | 1 | 4 | 1 | 6 |
Special Rules:
- Small: The Hrud are considered tiny creatures and gain all benefits and detriments of being a Small Target; -1 to-hit & +1 to-wound.
- Entropy Field: The Hrud have a natural entropy field, warping the space around them, making them difficult to see. The Hrud always counts as having a 6+ Cover Save or, if already behind cover, has his Cover Save increased by +1.
- Infiltrators: This unit has the ability to Infiltrate, just like the Skill, and may use it at will during the deployment phase of the game, unless the Scenario specifically prohibits it.
- Allied with the Darkness: The Hrud has the Hide in Shadows skill.
- Hated Xeno: Every Officer of the Imperium is conditioned to seek any Xenos and destroy them on sight. Officers and Hired Guns form any Imperial forces (Imperial Guard, Astartes, etc) suffer from Hate (see Psychology section) against the Hrud.
- No Hope of Command: Can never become an Officer, if Lad’s Got Talent Skill is rolled, keep rolling until another result happens.
_________________ . The Mordheimer - Death Squads' Chief Editor & Ninja Designer. Support Bacteria; it is the ONLY culture some people have! . |
|  | | StyrofoamKing

Posts: 598 Join date: 2009-11-02 Age: 26 Location: Fairfax, VA, USA
 | Subject: Re: New Squad Idea: Hrud Scavengers Sun Nov 29, 2009 10:33 pm | |
| *Sigh* I was originally thinking of the Xenos being a separate part of the Rogue Traders warband (like the Hired Guns), but you've convinced me to make them a special unit type for the Rogues. I'll reprint the above 'Hrud' in the Rogue post, brainstorming for aliens. |
|  | | Mordheimer

Posts: 3076 Join date: 2009-07-12 Age: 36 Location: Cape Coral, FL
 | Subject: Re: New Squad Idea: Hrud Scavengers Mon Nov 30, 2009 2:25 am | |
| Good idea...  Its time we continue the detailed discussions on design to the proper place.  _________________ . The Mordheimer - Death Squads' Chief Editor & Ninja Designer. Support Bacteria; it is the ONLY culture some people have! . |
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