Tuesday, 21 January 2020

Updated Kill Team Hrud List

Strategies

Glimpsed Shadows
Hrud Tactic 
Use this Tactic at the beginning of the first battle round. Pick a model from your kill team and set it up again, anywhere in your deployment zone.
2 CP

Warp Space
Hrud Tactic 
Use this Tactic after a model from your kill team shoots in the Shooting phase. The model can immediately make a normal move of up to 7" as if it were the Movement phase.
1 CP 

Slippery Blighter 
Hrud Tactic 
Use this Tactic after a model from your kill team Falls Back. That model can still shoot this battle round.
1 CP

Entropic Bait
Hrud Tactic 
Use this Tactic at the start of the Shooting phase. Pick a model from your kill team that is within 2" of a HRUD WARRIOR model. Until the end of the phase, while that Hrud Warrior model is on the battlefield, any attacks which target the chosen model are resolved against that Hrud Warrior model instead.
2 CP

Distortion Field
Hrud Tactic 
Use this Tactic in the Movement phase. Pick a model from your kill team that has not yet moved. That model may not move this phase, but for the rest of the battle round, if this model is obscured, shooting attacks that target this model suffer an additional -1 modifier to their hit rolls.
1 CP

Toxic Smog 
Hrud Tactic 
Use this Tactic at the start of the Fight phase. Pick an enemy model that is within 1" of any of your HRUD POISONER models and roll a D6. On a 4+, that enemy model suffers 1 mortal wound.
2 CP

Distortion Tunnels
Hrud Tactic 
Use this Tactic at the end of the Movement phase. Choose up to three HRUD models from your kill team that were set up in Reserve and set them up anywhere on the battlefield that is more than 5" away from any enemy models. This tactic can be used multiple times in one combat round.
1 CP

Retreat Into Darkness
Hrud Tactic 
Use this Tactic at the end of the Movement phase. Choose any number of HRUD models from your kill team anywhere on the battlefield. Remove them from the board entirely, and place them in reserve.
1 CP

Units

Hrud Warriors
Hrud Warrior: Movement 8", WS 5+, BS 4+, Strength 2, Toughness 2, 1 Wound, 1 Attack, Leadership 4, No Save, no max.
Hrud Warrior Gunner: Movement 8", WS 5+, BS 4+, Strength 2, Toughness 2, 1 Wound, 1 Attack, Leadership 4, No Save, 3 max.
Hrud Elder: Movement 8", WS 5+, BS 4+, Strength 2, Toughness 2, 1 Wound, 2 Attacks, Leadership 5, No Save, 1 max.
Equipment: Scavenged Long-arm.
Options:
This model may replace its Scavenged Small-arm with a Scavenged Shotgun, or a Marksman's Rifle.
A Hrud Warrior Gunner may replace its Scavenged Long-arm with a Flamethrower, a Scavenged Machine-gun, a Rocket Launcher, a Hrud Warp Bombard or a Hrud Warp Fusil.
A Hrud Elder may have a Poison Blade.
Special Rules:
Squirmy Anatomy: This model can climb any distance vertically (up or down) when it makes a normal move – do not measure the distance moved in this way.
Shadow Field: When an opponent makes a hit roll for a shooting attack that targets this model, and this model is obscured, that hit roll suffers an additional -1 modifier. 
Expert Infiltrators: This model may be deployed from reserve after the third battle-round. While it is in reserve, it does not count as a casualty for the purposes of Morale.Any number of models with this rule may be set up in reserves, ignoring the normal 50% limit.
Retreat Into The Shadows: Whenever you would move this model, if no enemy models can draw obscured line-of-sight to it, you may instead remove it from the battlefield entirely and place it in reserve.
Specialists: Leader (Elder only), Heavy, Coms, Scout, Sniper,
Faction Keyword: Hrud
Keywords: Infantry, Hrud Warrior

Hrud Poisoners
Hrud Poisoner: Movement 8", WS 4+, BS 4+, Strength 2, Toughness 2, 1 Wound, 1 Attack, Leadership 4, No Save, no max.
Hrud Poisoner Fighter: Movement 8", WS 4+, BS 4+, Strength 2, Toughness 2, 1 Wound, 1 Attack, Leadership 4, No Save, 2 max.
Hrud Chemist: Movement 8", WS 4+, BS 4+, Strength 2, Toughness 2, 1 Wound, 2 Attacks, Leadership 5, No Save, 1 max.
Equipment: Scavenged Small-arm.
Options:
This model may replace its Scavenged Small-arm with a Scavenged Shotgun.
This model may have a Poisoned Blade or a Chainsaw.
A Hrud Poisoner Chemist or Fighter may have a Smog-generator.
Special Rules:
Squirmy Anatomy: This model can climb any distance vertically (up or down) when it makes a normal move – do not measure the distance moved in this way.
Shadow Field: When an opponent makes a hit roll for a shooting attack that targets this model, and this model is obscured, that hit roll suffers an additional -1 modifier. 
Expert Infiltrators: This model may be deployed from reserve after the third battle-round. While it is in reserve, it does not count as a casualty for the purposes of Morale.Any number of models with this rule may be set up in reserves, ignoring the normal 50% limit.
Retreat Into The Shadows: Whenever you would move this model, if no enemy models can draw obscured line-of-sight to it, you may instead remove it from the battlefield entirely and place it in reserve.
Smog-generator: Subtract 1 from the Leadership characteristic of enemy models within 6" of any models equipped with a Smog Generator
Specialists: Leader (Chemist only), Coms, Scout, Combat, Medic
Faction Keyword: Hrud
Keywords: Infantry, Hrud Poisoner

Hrud Scavengers
Hrud Scavenger: Movement 8", WS 4+, BS 4+, Strength 3, Toughness 3, 1 Wound, 1 Attack, Leadership 5, No Save, no max.
Hrud Scavenger Gunner: Movement 8", WS 4+, BS 4+, Strength 3, Toughness 3, 1 Wound, 1 Attack, Leadership 5, No Save, 3 max.
Hrud Saboteur: Movement 8", WS 4+, BS 4+, Strength 3, Toughness 3, 1 Wound, 2 Attacks, Leadership 6, No Save, 1 max.
Equipment: Scavenged Long-arm.
Options:
This model may replaces its Scavenged Long-arm with a Scavenged Shotgun or a Marksman's Rifle.
A Hrud Scavenger Gunner may replace its Scavenged Long-arm with a Flamethrower, a Scavenged Machine-gun, a Rocket Launcher, a Hrud Warp Fusil or a Hrud Warp Bombard.
A Hrud Saboteur may have a Poisoned Blade, or replace its Scavenged Long-arm with a Scavenged Shotgun.
Special Rules:
Squirmy Anatomy: This modelcan climb any distance vertically (up or down) when it makes a normal move – do not measure the distance moved in this way.
Shadow Field: When an opponent makes a hit roll for a shooting attack that targets this model, and this model is obscured, that hit roll suffers an additional -1 modifier. 
Expert Infiltrators: This model may be deployed from reserve after the third battle-round. While it is in reserve, it does not count as a casualty for the purposes of Morale.Any number of models with this rule may be set up in reserves, ignoring the normal 50% limit.
Retreat Into The Shadows: Whenever you would move this model, if no enemy models can draw obscured line-of-sight to it, you may instead remove it from the battlefield entirely and place it in reserve.
Spotter: At the start of each Shooting phase, you can choose another HRUD model within 3" of a Hrud Scavenger that is not shaken. That model does not suffer penalties to their hit or injury rolls due to their target being obscured.
Specialists: Leader (Saboteur only), Coms, Scout, Heavy, Sniper, Demolitions, Veteran
Faction Keyword: Hrud
Keywords: Infantry, Hrud Scavenger

Hrud Witch
Hrud Witch: Movement 8", WS 4+, BS 4+, Strength 2, Toughness 2, 1 Wound, 1 Attack, Leadership 5, No Save, 1 max.
Equipment: Scavenged Small-arm.
Options:
This model may replace its Scavenged Small-arm with a Scavenged Shotgun, a Scavanged Long-Arm, a Marksman's Rifle, A Hrud Warp Fusil or a Hrud Warp Bombard.
This model may have a Poisoned Blade or a Chainsaw.
Special Rules:
Squirmy Anatomy: This model can climb any distance vertically (up or down) when it makes a normal move – do not measure the distance moved in this way.
Shadow Field: When an opponent makes a hit roll for a shooting attack that targets this model, and this model is obscured, that hit roll suffers an additional -1 modifier. 
Expert Infiltrators: This model may be deployed from reserve after the third battle-round. While it is in reserve, it does not count as a casualty for the purposes of Morale.Any number of models with this rule may be set up in reserves, ignoring the normal 50% limit.
Retreat Into The Shadows: Whenever you would move this model, if no enemy models can draw obscured line-of-sight to it, you may instead remove it from the battlefield entirely and place it in reserve.
Psyker: This model can attempt to manifest one psychic power and attempt to deny one psychic power in each Psychic phase. It knows the psychic powers Psybolt and Wormhole.
Specialists: Leader, Coms, Scout, Psyker
Faction Keyword: Hrud
Keywords: Infantry, Hrud Poisoner

Gear

Psychic Powers
Wormhole: Warp Charge 5. Pick one:
Choose a model from your killteam that was set up in Reserve and set them up within 1" of the edge of the battlefield and more than 5" away from any enemy models.
Choose a friendly HRUD model anywhere on the battlefield and remove it from the board entirely, placing it in reserve.

Ranged Weapons
Flamethrower: Range 8", Assault d6, Strength 4, AP 0, Damage 1, This weapon hits automatically.
Marksman's Rifle: Range 36", Heavy 1, Strength 4, AP 0, Damage 1, A model firing a sniper rifle does not suffer the penalty to hit rolls for the target being at long range. If you roll a wound roll of 6+ for this weapon, it inflicts a mortal wound in addition to its normal damage. 
Hrud Warp Bombard: Range 30", Heavy 4, Strength 5, AP 0, Damage 1, This weapon can be fired at models that are not visible to the bearer. If the target is not visible to the bearer, a 6 is required for a successful hit roll, irrespective of the firing model’s Ballistic Skill or any modifiers. 
Hrud Warp Fusil: Range 30", Heavy 1, Strength 8, AP -4, Damage d6, This weapon can be fired at models that are not visible to the bearer. If the target is not visible to the bearer, a 6 is required for a successful hit roll, irrespective of the firing model’s Ballistic Skill or any modifiers. 
Rocket Launcher: Range 24", Pistol 1, Strength 8, AP -2, Damage 3, No special rules.
Scavenged Machine-gun: Range 36", Heavy 3, Strength 4, AP 0, Damage 1, No special rules.
Scavenged Long-arm: Range 24", Rapid Fire 1, Strength 3, AP -, Damage 1, No special rules.
Scavenged Shotgun: Range 12", Assault 2, Strength 3, AP 0, Damage 1, If the target is within half range, add 1 to this weapon's strength.
Scavenged Small-arm: Range 12", Pistol 1, Strength 3, AP 0, Damage 1, No special rules.

Melee Weapons
Chainsaw: Melee, Strength As User, AP 0, Damage 1, When a model attacks with this weapon, it can make a single additional attack.
Poison Blade: Melee, Strength n/a, AP -2, Damage 1, This weapon wounds on a 4+.

Points Costs

Ranged Weapons:
Flamethrower 2 Pts
Hrud Warp Bombard 5 Pts
Hrud Warp Fusil 4 Pts
Marksman's Rifle 1 Pt
Rocket Launcher 3 Pts
Scavenged Machine-gun 1 Pt
Scavenged Long-arm 0 Pts
Scavenged Shotgun 0 Pts
Scavenged Small-arm 0 Pts

Melee Weapons:
Chainsaw 0 Pts
Poison Blade 2 Pts

Other Equipment:
Smog-generator 3 Pts

Models:
Hrud Warrior 5 Pts
-Hrud Warrior Gunner 6 Pts
-Hrud Elder 6 Pts
Hrud Poisoner 5 Pts
-Hrud Poisoner Fighter 5 Pts
-Hrud Chemist 6 Pts
Hrud Scavenger 6 Pts
-Hrud Scavenger Gunner 6 Pts
-Hrud Saboteur 7 Pts

Killteam Hrud Playtesting Results

Because it's my blog and I can post what I want.
Previous posts here.

Anyway, I've been giving the disgusting little entropy-xenos some playtesting, and arrived at a few conclusions:


  • Their statline being shit isn't a problem per se, but they're paying too much for their special features because of their crap base stats.
  • Special and Heavy weapons are the workhorses of the list, and they need access to more of them.
  • Having an armour save is pointless. You need to be avoiding damage by hugging cover, not getting hit is your resilience. 
  • Their Tactics are good, but don't go far enough at present. They play like a sort of cross between dark eldar and tau, rather than the horrible slippery bastards I'm going for.
  • Once the crew is broken, the combination of low bravery and high numbers mean you're totally fucked.
  • I've stopped using Poisoners entirely, which is a shame. They need a bump.
  • Overall, they feel overcosted. They have the stats of a horde list, but aren't quite cheap enough to pull this off. The costs are on par with an eldar statline, but they really can't go toe-to-toe with them.
The problem, I think, is that other lists have a bunch of built in bonuses that I'm not factoring into the points costs (tau For The Greater Good, imperial guard Orders, dark eldar Power From Pain, etc), whilst the hrud are paying for their own perks. 


So, first up, I'm modifying the statlines as follows:
  • No save at all.
  • +2 movement.
  • Cost 1 point less.
I'm also gonna tweak which units get access to which weapons, to match what I've actually been playing.

The next issue is the playstyle. I'm dropping models in from reserves every game, which is starting to get the feel I want, but in a horde list the amount of reserves you can drop in are comparatively insignificant. So, I'm going to modify the reserve rules for hrud significantly. Here are the changes: 
  • Models can come in from reserve after turn three just fine.
  • Models in reserve count as alive and safe for morale purposes.
  • Hrud can use any tactic that brings in models from reserve multiple times a turn.
  • If a hrud is hidden (IE, no enemies have un-obscured line of sight to it) it can be removed from the board and placed in reserve instead of moving.
  • A tactic exists to take remove any hrud you want from the board and put them back in reserve. 
What this means is you can be removing models from the board and placing them elsewhere, becoming very hard to pin down. I've played with & against similar lists in Malifaux (Kirai, Leviticus, and Dreamer come to mind) and it takes finesse but can be a very satisfying playstyle. 

Lastly, because I can, I'm gonna add a fourth troop type: Hrud Witches, who are psykers. Basic hrud statline, standard guns, and access to Psybolt and a 'put models into reserve or deploy them from reserve' power. +2 Points.

Friday, 17 January 2020

Hacking EE Campaigns

So. Esoteric Enterprises is out and seems to be quite popular. I've seen a few different people discussing ways they'd run the game that isn't the 'you're a gang of criminals and meddling idiots' default, and this is very cool.
Anyway, I am 100% in favour of hacking games to make them your own, so here's a few ideas for games I might run.

For more heroic, bloodthirsty or exploration-based games, here are some XP hacks that should work quite well.

By and large, you can make a game that focusses on a particular style of monster (the same way - for example - various WoD games do) by simply tacking on the perks and drawbacks of an appropriate Spook Origin and any Monstrous Powers onto all PCs. Spook PCs are just those monsters that choose to focus on developing their inner power, rather than learning more general skills or pursuing unrelated magical power.
Some example monsters:
  • Werewolves: Living origin. Achilles Heel (silver). Animal Shape, War Form, Animal Speech, Bite.
  • Standard Vampires: Undead origin (or living, perhaps). Blood Drinking. Creature of the Night. Bite Attack.
  • Clan Tzimisce: Undead origin. Achilles Heel (sunlight). Blood Drinking. Pick three from: Flesh Sculptor, Animal Speech, See the Unseen, War Form, Hypnotic, Intoxicating Blood.. Metamorphosists use the Spook class. Fleshcrafting weirdos use the doctor class. Kolduns use the Mystic class (with Kupala as their patron). Old Clan are mostly mercenaries or explorers.
  • Ghosts: the Ghostly origin (obviously) and maybe ALSO the undead origin. Everybody gets 1 spook power to let them touch physical objects (shadow tentacles, invisible hand or poltergeist, probably). 
  • Cute Zombies: Undead origin. Detach Body Parts, Achilles Heel (headshots), Painless.
  • The Lithic Courts: Mineral Origin. Everybody starts at level six, and gets: Immune to Fire. Huge Size. Whichever one gives you bonus AC I forget the name. Unnatural Strength. Painless. Tremorsense. The Lithics are fucking hardcore
  • Morlocks: Living origin. Darkvision, and pick two from Smell Magic, Magical Prodigy, Spell Warper, Spider Climbing. Can take spells tattooed into their skin at character gen (treat them like a magician buying starting grimoires) that they can then make scrolls of. Normal morlocks must be mundane classes (bodyguards, criminals, explorers, mercenaries) while Eloi are instead Undead, and must be Occultists.
  • Innesmouth People: Living origin. Aquatic. All in the cult of the Leviathan. 
Obviously, if you're doing this, all the PCs need to be the same sort of monster, or else any semblance of balance goes straight out of the window.


Monster Hunters
The world is full of inhuman predators, infiltrating society and feeding on normal humans. Like you. Your friends. Your co-workers. Your family. You've seen them. You went to the police, and they told you not to push things further, and made it very clear that doing so would attract the wrong sort of attention to you. The establishment is riddled with things that look like people, manipulate people, but aren't people - not really. The only people you can trust are those who, like you, have seen the rot lurking within society and survived.
Inspiration: Hunter the Vigil, Call of Cthulhu, Buffy.
Classes: Mundane classes only (Bodyguard, Criminal, Explorer, Mercenary and maybe Doctor).
XP: Half XP for treasure, and only when it's liberated from supernatural monsters. Killing a supernatural monster is worth 100 XP per HD, plus 100 XP more for each victim you know (or are pretty sure) it's killed.
Rules variations: You start out at -10 reputation for every faction. 
Enemies: Monsters such as vampires, fairies, werewolves, the living dead. Worse things. Things that prey on humans. Make it graphic. Make it nasty.

Supernatural Revolutionaries
Magic is the true legacy of humanity. The world has been taken over by a sinister cabal, the Men in Black, who seek to snuff out this transcendent destiny, to keep us living like beasts in the dirt. They control everything, infiltrate all levels of power. They must be overthrown. The uprising begins at home, with you. Grab a molotov and make a difference.
Inspiration: The French resistance, Mage the Ascension, Black Crusade
Classes: Any, but supernatural classes (spooks, mystics and occultists) are particularly favoured.
XP: XP only for damage to the Men in Black and their operations. Every Man In Black you kill is worth 1,000 XP. Every £ of damage you deal to Men-in-Black facilities is worth that many XP (IE, blow up a MiB laboratory that will cost them £50,000 to replace, and that's worth 50,000 XP. Every supernatural being or aware human you rescue from MiB custody is worth 1,000 XP.
Rules variations: None. 
Enemies: The Men in Black, and mundane law enforcement. The weight of societal conformity. 

The Cult
You know the truth. Below the city, there lurks a true divinity. You see it in your dreams. It speaks to you. Shows you the beautiful world it will create when it's free. Shows you your place in the world that is to come. You understand it, know that your fellow humans don't comprehend its full majesty. You must work in secret. Your master has tasks for you, so that it might be freed. The day of reckoning draws closer. Soon, all of this will have been worth it.
Inspiration: Call of Cthulhu, various sorts of religious horror, Black Crusade (again)
Classes: Any, but mystics are particularly favoured. All mystics must worship the same patron, and non-mystics will be of this patron's cult.
XP: XP for treasure replaced with XP for treasure if it's offered to the divinity as sacrifice. Completing a task set by your patron is worth XP: GM's discretion, but a task appropriate for the PCs level, taking about a month to complete, should be about enough to level up once. Less for easier tasks, more for harder ones.
Rules variations: The city's faction-map always includes a Sleeping Godling - the cult's patron - who the PCs start at +10 reputation with. All PCs get the ability to contact the divinity in their dreams: this is mostly religiously-affirming but not mechanically significant. However, they can ask the Divinity for instructions before sleeping, and if they do the divinity will communicate in pretty direct terms what it wants. The XP reward for this is a non-diegetic abstraction, but PCs get a sense of how much the deity wants this (IE, how much XP you'll get). 
Enemies: Rival cults (all heretics). Law enforcement. Anybody your god tells you is an enemy.

Vampire Broods
You woke up one night with the salt-iron taste of blood on your lips. The sun burns you now, food turns to ash in your mouth, your heart beats only reluctantly. And the thirst... it overwhelms you at times. There are others like you. Your paths cross as you search for prey, you decide to cooperate. You hold each other back from becoming truly monstrous. You avoid the attention of beings that long ago abandoned any semblance of moral restraint. You know, deep down inside, that a similar fate awaits you unless somebody puts a bullet in your head first.
Inspiration: 30 Days Of Night, Vampire the Masquerade, Let The Right One In.
Classes: Any except Spooks. All PCs gain the perks and drawbacks of being an Undead spook, as well as the following Monstrous Powers: Blood Drinker, Bite Attack, Achilles Heel (sunlight).
XP: XP for treasure at 1/10th the normal rate. Killing a mundane mortal by draining them of blood purely for the joy of feeding grants 1,000 XP. If it's somebody you have known by name for at least a year, you immediately gain a new monstrous power exactly like a spook who just levelled up.
Rules variations: Each PC must drink at least a mouthful of human blood each night, or else be Fatigued until they next drink. Each PC keeps a tally of the number of  mortals they've killed (whether or not they drunk from them, and count those they've known by name for at least a year as 5 such people). When it reaches 25, the PC only gains XP for killing mortals. When it reaches 50, they get a 'debt' of 100 XP each night they don't drink. When it reaches 75, they must Save vs Stunning to avoid drinking if they have a chance to do so without being caught. When it reaches 100, the character becomes overcome with bloodlust, and goes totally feral, becoming an NPC; their first action will be to try to devour their fellows.
Enemies: Mortal vampire-hunters. Victims, some of them not totally helpless. And, worse, the things that your kind become after too long.

Agents of the Dero
You see them at every turn. Signs of their influence. It's all one big conspiracy. They're trying to control your mind. But, you can turn their tools against them! Manipulate the perception of reality, and reality shifts to match it! Warp reality to foil their schemes. You know others like you. Between you, you can put together the truth. (Words are tricky: does put together mean work it out? Or does it mean build your own truth from fragmentary parts?) 
Inspiration: Scanners, Jacob's Ladder, Lacuna, Don't Rest Your Head, the writings of Richard Sharpe Shaver.
Classes: Human agents can be any class except mystics or occultists (but Spooks must have the Human origin, and are basically latent psychics whose potential has been unlocked by the Dero's tools). Human agents get the Mad Insight or Slippery Mind monstrous power for free.
The Dero themselves must be Spooks with the Living origin. They start with three mostrous powers: Mad Insight, Slippery Mind, and a third power of the player's choice. Players of Dero PCs must pick a delusion or compulsion that their Dero is subject to; while there are no mechanical restrictions, they're expected to roleplay this strange perspective. When the Dero gains a level, they can switch to a new madness that reflects their experiences up to that point.
XP: XP for treasure at half the normal rate. 1,000 XP for each agent of them the PCs unmask and neutralise. Whether or not they actually were working for them; if the PCs can prove why they believe the NPC was an agent to the GM's satisfaction, they get the XP (the GM doesn't tell them if their assumption was correct.
Rules variations: At first level, each PC gets an alternate perspective on reality from this list. There's 12 of 'em, so roll a d12 for which they get. Whenever an XP reward is mentioned, count it as 1,000 XP. Whenever a PC levels up, they roll again, and can take the new result, keep their current perspective, or revert to a previously-held perspective.
Enemies: Memetic Infections, magicians that focus on mind-control, other Dero, the Men in Black. The inside of your own head.

Misunderstood Kids
Sex, drugs, blood, magic. This is the shit your mum warned you about. They don't get it. You get it. Why are you bothering with school, working for the same career that's killing your folks, fitting in to mainstream society? Fuck that! You've seen some real shit and you want more. 
Inspiration: Monsterhearts, Masks, Akira, basically all the best teen fiction.
Classes: Any, but Spooks should either have the Human origin, or else have once been human (undead teens, astral projections, etc). Every PC should be roughly the same age (between 14 and 17). PCs get -3 to their Resources level.
XP: XP for treasure at half the normal rate. Every one of the big landmarks of growing up is 1,000 XP. GM discretion. Examples might include: first time you try drugs, first kiss, first date, first time seeing a nasty horror film, first time you seriously hurt somebody in a fight, first time somebody properly rejects you for being who you really are, first time you come out of the closet to somebody, first job, first time you get arrested, first time sleeping rough, first time you're properly exposed to cold reality. First time you kill somebody. First time you wish you'd never gotten involved in all this black magic shit.
Rules variations: You're all fucking kids, so a bunch of stuff is gonna work differently.
Enemies: Monsters in the underworld. Society. Your parents. Assholes at school. Your own raging hormones.


Lastly:
None of these alternate lists deals with exploring the wilderness, or leading an organisation. That stuff' will need to be more in depth than I can fit in this blog-post, but I'm working on something for each. Watch this space.

Monday, 16 December 2019

Esoteric Enterprises Is Here

Esoteric Enterprises is done!
It's been published by Soul Muppet publishing, who handled all the printer stuff for me. Zach's put a lot of work into making this happen (there were issues with things like page size) and I'm super grateful for it all.

Anyway. What's in the book? It's pretty dense:

  • Eight classes: The Bodyguard (chunky hard-to-kill combatants), Criminal (flexible skill experts), Doctor (mad frankenstein scientists with healing and experiments), Explorer (slippery survival-oriented urban explorers), Mercenary (highly effective violence experts), Mystic (spellcasters who rely on a divine patron for unreliable aid), Occultist (vancian casters with extra experimentation) and Spooks (a modular class of build-your-own-monster PCs).
  • Spells and equipment tailored to suit the setting, including 30 different narcotics and a whopping 70 magical grimoires.
  • XP for treasure that folds into a system where level equates to an abstraction for character wealth and status.
  • Combat that's nasty, brutal and short.
  • Injuries that are nasty, brutal and long-term.
  • Systems for dealing with criminal contacts, medical experiments, exploration, heists and other criminal activities.
  • Magical experimentation that can result in backlash, ranging from the surreal to the slightly apocalyptic.
  • Systems to roll up a complex network of underworld factions - ranging from street gangs to broods of vampires to weird cults - along with mechanisms to track the relationships between PCs and different factions, police activity and various events in the underworld.
  • Similar systems to roll up an undercity; basically a small megadungeon beneath the town, with 30 different types of complex, 40 example underworld hazards, and extensive treasure tables (including tables to create magical artefacts and weapons, and 40 sample magic items)
  • A bestiary with over 200 monsters and NPCs. That's more than the D&D monster manual (and mine are way cooler)
  • A bunch of other stuff I'm probably forgetting about.

So at 247 pages, it's packing an absolute TON into it. Seriously, this thing has absorbed me for a good two years now.
The whole thing is basically a mashup of lovecraft, world of darkness, crime fiction, paranoid fiction, body horror and dungeon fantasy in one package, using oldschool mechanics that should be reasonably familiar.

I've run it a bunch. It's really fucking good. Examples can be found here and here. I'm really into it, but I would be, since I made it by smashing all my favourite stuff together into one big horrible frankenstein game.\

Here's some pictures of the actual book:


Print copy available here. The print version is hardback, high quality, full colour. It's a limited run, rather than PoD, so get it while it's still there, I don't know when the next run will happen.
PDF available here.

Sunday, 8 December 2019

Class - The Corpse Doll

Because I like the idea of Nechronica but am unlikely to ever actually play it. And because I also like franken-fran, zombieland saga, and the general idea of melencholy gruesome corpse-girls. If your GM lets this in their game, they're fucked up and I approve.
I made a whole class of zombie waifus and nobody can stop me. 

I am a shameless weeb. Also this show is really good, y'all. S2 confirmed.



This was once a girl.
Somebody loved her, before she died. Couldn't face losing her. Refused to let the grave claim her. 
There are ways to bring the dead back, as well. Not wholesome, healthy, sane ways of course, but they work. Dig up your dead love, draw the right sigils, speak the right words, and that cold flesh will stir into... not life, exactly, but animation. Or perhaps inject her carcass with chemicals to kick-start the processes of life that have fallen still. Or make a pact with some dark patron to bring her back. Or hollow her lifeless body out, and fill it with clockwork and springs, set it back into motion. They're all insane, but they work every time.
Her body, moments ago lifeless and empty, stirs into motion. Eyelids flutter open, lips part to draw breath once more. On the surgeon's slab, she pulls herself upright. For any reanimator, it's a moment of elation to see her come back.  

A digression. 
Death, if you consider him really a person at all, has a sharp sense of humour. Why do you think he has that constantly-grinning skull-mask. Why is the last sensation when you die of hypothermia unexpected warmth? Life is a cruel joke, and Death is waiting at the end to share his punchline with us.

So. The clay corpse shifts and rises, as if waking from a long sleep. And here, then is Death's little jest at those who think they can defy him.

Maybe the soul doesn't return. Maybe clinical brain-death wipes the electrically-encoded memories. Maybe the waters of Lethe erase the spirit's memories. 
In any case, the thing that rises on the slab isn't her.

Her eyes are blank. Her face vacant. She doesn't remember him. She doesn't remember herself. Whatever he had hoped to achieve, she's a failure.

As I say, Death is laughing at us.

So, what happens to her? Most times, the reanimator destroys what he had created in disgust. The creature on the slab isn't his lost love, so what does she matter to him. Sometimes she's cast out into the world. Sometimes she escapes. 

Occasionally, she'll survive long enough to make a new life for herself on the fringes of society. 




Hit Dice: d6
Saves: As a Thief
Attacks: As a Thief
Equipment Restrictions: As a Thief
Experience: As a Magician
She can have any alignment; despite her gruesome origin, she is a blank slate morally and spiritually.
If your system uses it, her Prime Requisite is either Charisma or Constitution.

Unnatural Animation: A Corpse Doll is vulnerable to anything that targets undead things specifically, things created by evil magic, or unnatural things. She takes damage from holy water as normal. She takes double damage from holy things. Paladins have a tendency to try to smite her, and angry mobs have a tendency to run her out of town when they find out what she is.
Unambiguously Dead: A Corpse Doll doesn't really have functioning biology like a living thing. She functions just fine if her heart, brain, etc are destroyed, and so doesn't take additional damage from backstabs, critical hits, etc. She has no need to breath. She doesn't really age, although she will probably need to be careful to avoid rot setting in. While she doesn't 'sleep' per se, she must still spend an equivalent amount of time each day maintaining the stitching that keeps her together, keeping her embalming fresh, and so forth; if she neglects this, she suffers the same penalties as a human who doesn't sleep to represent the general degredation of her physical condition. She is immune to most poison and sickness (except those that might cause dead flesh to decay such as Mummy Rot).
Diet: It is an unfortunate fact that a Corpse Doll still requires sustenance to maintain animation. She must eat raw, fresh meat (ideally immediately after the prey has been killed), without which she will starve like any living being. There is no need for this to be human meat, but people often make assumptions.
Stitch Back Together: A Corpse Doll cannot be healed by most magic (certainly not by clerics), and doesn't heal naturally. Instead, she must physically replace her lost flesh by stitching new bits onto herself. This requires three hours' work for each HP to be restored, and a source of replacement body parts. As a rule of thumb, a human corpse is good for 6 HP if the whole thing is used. Larger or smaller corpses (or partial corpses) will vary how many HP the Corpse Doll can restore from them. Some monsters don't have flesh and bones suitable for this (it's no good trying to stitch on bits from a golem, ent or fire elemental, for example), and using non-human body-parts will result in the doll looking even more monstrous than normal; if she repairs herself by replacing an arm with one taken from a giant crab, people will see this and react accordingly. Which corpses can replenish the Doll's HP, and by how much, are a matter of GM discretion.
Staple Bits On: If a Corpse Doll can stitch an organ or body-part onto herself that is responsible for a monster having some power or ability, then she might (at the GM's discretion) gain that power. For example, she could gain a poison bite by grafting snake-fangs into her mouth, flight by stapling wings onto her back, or a rusting touch by stitching rust-monster feelers onto her hands. Like when she repairs damage, this requires a half-day's work.
We Can Rebuild Her! If a Corpse Doll dies completely, she's not necessarily gone. If her team-mates recover at least a bit of her body (even just a scrap of muscle is enough), and make a new doll, incorporating some of her previous body, the she can return. Essentially, this means that anybody who knows what she is can resurrect her exactly as if they were casting Clone on her, without needing to actually have access to the spell.
Damned Creepy: A Corpse Doll who openly reveals her unnatural nature causes enemies to make reaction and morale rolls at -1.
Damned Addictive: A Corpse Doll's flesh carries some lingering remnant of the obsession that spawned her. If she can trick, coerce or force somebody into physically ingesting some of her flesh or blood, then the victim must Save vs Magic or be Charmed by her as if by the spell. She can only have one such person Charmed in this way at a time, if she charms a new victim, the previous victim is released.
Angst: There's no mechanics for this, but honestly if you're gonna play the monstrous husk of a reanimated girl and not wallow in torment and self-doubt, what's even the point?


Thursday, 5 December 2019

Class - The Abyss Mystic

And the earth was without form, and void; and darkness was upon the face of the deep. And the Spirit of God moved upon the face of the waters.
And God said, Let there be light: and there was light.
We live in a world of light, form, stability, reality. Everything the light falls upon is defined. Pinned into place by the act of witnessing it.
It was not always this way. Before the creation of light chained the world into its current form, darkness reigned. Things were imprecise, mutable, filled with potential. Far from being empty, there were intelligences in the dark, beings of the abyss. The world was a constantly-shifting quantum foam, and these creatures shaped it to their whim.
Such true darkness is rare in our current world. Mere night-time is still touched by the faint light of the moon and stars. To escape the light entirely, one must travel into the depths of the ocean, into the lowest points of the oldest dungeons, into the deepest veins of the earth. One must descend into the abyss. Here, the world is truly lightless. Here, free from the restrictions of vision and reality, one can commune with the true darkness that predated creation.

Few mortals have any clue as to the potential held in the darkness. To turn away from the light, to willingly blind oneself and immerse oneself in the void is seemingly insane. There are a few, though, who know what is possible. Who study the true black arts. Who draw upon the darkness and channel its power.
Such individuals are frequently found in the company of adventuring parties, hoping to be taken into the earth's depths, to encounter the true darkness that can be found down there.

Hit Dice: d4
Saves: As a Magic User
Attacks: As a Thief
XP: As a Magic User
Equipment Restrictions: As a Thief
Alignment: Must be Chaotic

Darksight: In absolute darkness (including supernatural darkness), an Abyss Mystic can navigate as easily as broad daylight. This ability does not grant any ability to see better in low-light conditions. Even very dim light ruins darksight, leaving the Abyss Mystic groping about in the gloom like anybody else.
Veins of the Earth says magic darkvision doesn't really work in the veins. This stuff explicitly does; the darkness of the veins is an asset to an abyss mystic, not an impediment.
Channel The Abyss: By vomiting forth the shadows within themselves, an Abyss Mystic can create a pool of absolute darkness in a 10 foot radius around them. Doing so costs the Abyss Mystic 1 HP as they draw out the darkness inside them. This pool of darkness follows the mystic if they move, and lasts until they sleep or choose to dismiss it.

Abyss Mysticism: In absolute darkness, an Abyss Mystic can invoke the darkness from before creation to create supernatural effects, equivalent to the spells used by other classes.
To do this, they choose which spell they wish to cast, and roll a casting dice, which is normally a d20. If the result is their level, or less, the spell is successfully cast.
For each round spent gathering abyssal power before casting, reduce the size of the casting dice by 1 step (from a d20 to a d12, then d10, d8, d6 and finally d4).
If the maximum result on the casting dice is rolled (IE a 20 on a d20, a 12 on a d12, etc), then the spell automatically fails, and the mystic's form begins to dissolve into primordial darkness. They take as much damage as their maximum HP total. Roll the casting dice again, and reduce the damage taken by that much.
Example:
 A 3rd level Abyss Mystic with 9 HP wishes to cast Silence. There is no absolute darkness nearby, so they must create some using Channel the Abyss (taking 1 damage in the process, reducing them to 8 HP). They then spend two rounds gathering power, reducing their casting dice from a d20 to a d10. On the third round, they attempt to cast the spell, rolling a d10. 
If the result is 1-3 (their level or less), the spell is cast successfully.
If the result is 4-9, the spell fails but nothing bad happens.
If the result is 10 (the maximum possible), they begin to dissolve into shadow. They take 9 (their maximum hp) minus d10 (the casting dice) damage.

At first level, they know only a single spell of the Abyss. At each level, they learn another spell, either randomly chosen or of the Abyss Mystic's choice, depending on how the game you're running handles it. Abyssal spells don't use spell ranks; count them all as 1st level spells for any effect that cares.

Abyssal Spells:

  1. Abyssal Tar. Duration 1 round/level. Radius 30 feet. This spell causes the darkness to become almost tangible, slowing and constraining those within it. Any creatures within the spell's radius in absolute darkness move at half speed, and are only able to attack, cast spells or take other such dramatic actions every other round (as if affected by a Slow spell). Those in deep shadow, but not absolute darkness, get to make a Save vs Paralysis to resist the spell's effect each round. Creatures immune to darkness, such as Abyss Mystics, are immune.
  2. Arms of the Abyss.. Duration 1 round/level. Range 20 feet. This spell creates a semi-tangible black tendril that emerges from an area of shadow or darkness that the mystic can see. The arm can extend out to ten feet in length, and can manipulate objects with as much dexterity as a human hand. If issued a command by the mystic, the arm obeys, otherwise it will lash out blindly at its surroundings. It can attack (as a 1-hd monster), dealing d4 damage on a hit, or else grapple, snatch items, etc like any other creature. It has as many HP as the mystic's level. Exposure to light is harmful to the arm; it takes 1 damage a round if exposed to any light at all, while brighter light (such as torchlight) deals d4 damage a round, and full daylight does d12 a round.
  3. Charm Shades. This spell functions exactly like the spell Charm Person, except that it only effects non-physical undead or extra-planar creatures such as ghosts, invisible stalkers and so forth. Shadows, Shades and other monsters explicitly made of shadow or darkness get no save to resist the spell. Exposing the subject to bright light ends the spell immediately.
  4. Control Shadows. Duration 1 round/level. Radius 30 feet. During the spell's duration, the mystic controls the shape, movement, depth and extent of all shadows within the effect's radius (which might extend outside the pool of absolute darkness created by the mystic). They can create shadows of things that aren't there, create enough shadow for team-mates to hide in, extend pools of shadow over an enemy's eyes to blind them, or create shadows that another of the mystic's spells can make use of.
  5. Create Sensations. Duration 1 round/level. Radius 30 feet. During the spell's duration, the Mystic can create illusory sensations for any sense except vision. They can create tactile sensations, noises, smells, tastes, and even spoof unusual senses possessed by creatures (such as a shark's ability to detect electrical charge). The sensations can be tailored so different victims experience different things. There is no save initially, but a Save vs Magic is allowed when a victim has evidence that the sensation might be false, allowing them to tell for sure that it's only an illusion.
  6. Dissolve into Darkness. Duration 1 round/level. During the spell's duration, the mystic's physical form evaporates, leaving only a two-dimensional shadow behind. Equipment carried by the mystic is likewise transformed. Whilst two-dimensional in this way, the mystic cannot be physically touched or touch things, and is immune to most attacks. They can move only slowly - 10 feet per round - as their form slithers across whichever surface it's projected onto. When not hidden in darkness or shadow, exposure to dim light deals 1 damage to them per round, exposure to brighter light (such as torchlight) deals d4 damage per round, and sunlight or equivalent does d12 damage per round. The mystic can still cast other abyssal spells in this form.
  7. Enlarge/Shrink. (as the existing spell).
  8. Extinguish. Range 20 feet. This spell completely extinguishes a single fire or light source within range. 
  9. Eyes of the Abyss. Duration 1 round/level. Radius 30 feet. During the spell's duration, the mystic can see (and hear, touch, smell etc) everything that happens in any absolute darkness in the spell's radius, granting them a sort of limited-radius omniscience. The spell allows them to see through illusions, invisibility, etc within the spell's area of effect. 
  10. Feather Fall (as the existing spell)
  11. Peer Through The Abyss.. Duration 1 round/level. This spell functions exactly like the spell Clairvoyance, except that when used the mystic can only perceive things in absolute darkness. Anything in even very slight light cannot be viewed by the spell.
  12. Reach Through Shadows. Duration 1 round/level. Radius 30 feet. During this spell's duration, the mystic can reach their hand into the darkness surrounding them, and have it emerge from any shadow or darkness in range, up to the shoulder. Anything they grab can be pulled back to the mystic, or they can use the spell to place things away from them.
  13. Sever Shadow.. Range 20 feet. The mystic can extend a knife of shadow from the darkness they lurk in, attacking the shadow of an enemy nearby. As the enemy's shadow is ripped apart, corresponding wounds appear on their body. The victim must be illuminated enough to cast a distinct shadow, which must fall within the spell's 20 foot range. The shadow-knife hits automatically, dealing d6 damage plus the Mystic's level.
  14. Shroud.. Duration 1 turn/level. The mystic pulls a shroud of shadow over their allies, concealing them. The spell's subject (who must be within the mystic's pool of darkness when the spell is cast) gains the Hide In Shadows ability of a Thief, of the mystic's level. If the subject is already a thief (or otherwise has this ability), then add the mystic's level to their own for the purposes of their chance at hiding.
  15. Silence (as the existing spell)
  16. Step Through Shadows.. Range line-of-sight. The mystic steps into the darkness, and emerges from any area of shadow or darkness they can see that is large enough to fit their whole body into.
  17. Spider Climb (as the existing spell)
  18. Undo The Chains of Light. Duration 1 round/level. Radius 30 feet. This spell causes things to revert to the state they were in before light and space gave things solid, tangible existence, dissolving into their dark, primordial potential. Everything and everybody within the spell's radius is affected. Objects slowly degrade over time, crumbling to black dust, and then dissolving into raw darkness, although this will take hours to complete. Creatures are more vulnerable; it only takes a little disruption for the orrder that makes life possible to be disrupted. A creature in sunlight or similar light is unaffected. A creature in bright light (such as torchlight) takes 1 damage a round, a creature in dim light takes d4 damage a round, and a creature in absolute darkness takes d12 damage a round. Creatures immune to darkness (such as Abyss Mystics) are unaffected.
  19. Unseen Servant (as the existing spell)
  20. Water Breathing (as the existing spell)




Tuesday, 3 December 2019

Hrud for Kill Team - final rules

Strategies

Glimpsed Shadows
Hrud Tactic 
Use this Tactic at the beginning of the first battle round. Pick a model from your kill team and set it up again, anywhere in your deployment zone.
2 CP

Warp Space
Hrud Tactic 
Use this Tactic after a model from your kill team shoots in the Shooting phase. The model can immediately make a normal move of up to 7" as if it were the Movement phase.
1 CP 

Slippery Blighter 
Hrud Tactic 
Use this Tactic after a model from your kill team Falls Back. That model can still shoot this battle round.
1 CP

Entropic Bait
Hrud Tactic 
Use this Tactic at the start of the Shooting phase. Pick a model from your kill team that is within 2" of a HRUD WARRIOR model. Until the end of the phase, while that Hrud Warrior model is on the battlefield, any attacks which target the chosen model are resolved against that Hrud Warrior model instead.
2 CP

Distortion Field
Hrud Tactic 
Use this Tactic in the Movement phase. Pick a model from your kill team that has not yet moved. That model may not move this phase, but for the rest of the battle round, if this model is obscured, shooting attacks that target this model suffer an additional -1 modifier to their hit rolls.
1 CP

Toxic Smog 
Hrud Tactic 
Use this Tactic at the start of the Fight phase. Pick an enemy model that is within 1" of any of your HRUD POISONER models and roll a D6. On a 4+, that enemy model suffers 1 mortal wound.
2 CP

Distortion Tunnels
Hrud Tactic 
Use this Tactic at the end of the Movement phase. Choose up to three HRUD models from your kill team that were set up in Reserve and set them up anywhere on the battlefield that is more than 5" away from any enemy models.
1 CP

Units

Hrud Warriors
Hrud Warrior: Movement 6", WS 5+, BS 4+, Strength 2, Toughness 2, 1 Wound, 1 Attack, Leadership 4, 6+ Save, no max.
Hrud Warrior Gunner: Movement 6", WS 5+, BS 4+, Strength 2, Toughness 2, 1 Wound, 1 Attack, Leadership 4, 6+ Save, 2 max.
Hrud Elder: Movement 6", WS 5+, BS 4+, Strength 2, Toughness 2, 1 Wound, 2 Attacks, Leadership 5, 6+ Save, 1 max.
Equipment: Scavenged Small-arm.
Options:
This model may replaces its Scavenged Small-arm with a Scavenged Long-arm, a Scavenged Shotgun, or a Marksman's Rifle.
A Hrud Warrior Gunner may replace its Scavenged Small-arm with a Flamethrower, a Scavenged Machine-gun, a Rocket Launcher or a Hrud Warp Fusil.
A Hrud Elder may have a Poison Blade.
Special Rules:
Squirmy Anatomy: This model can climb any distance vertically (up or down) when it makes a normal move – do not measure the distance moved in this way.
Shadow Field: When an opponent makes a hit roll for a shooting attack that targets this model, and this model is obscured, that hit roll suffers an additional -1 modifier. 
Specialists: Leader (Elder only), Heavy, Coms, Scout, Sniper,
Faction Keyword: Hrud
Keywords: Infantry, Hrud Warrior

Hrud Poisoners
Hrud Poisoner: Movement 6", WS 5+, BS 4+, Strength 2, Toughness 2, 1 Wound, 1 Attack, Leadership 4, 6+ Save, no max.
Hrud Poisoner Fighter: Movement 6", WS 5+, BS 4+, Strength 2, Toughness 2, 1 Wound, 1 Attack, Leadership 4, 6+ Save, 1 max.
Hrud Chemist: Movement 6", WS 5+, BS 4+, Strength 2, Toughness 2, 1 Wound, 2 Attacks, Leadership 5, 6+ Save, 1 max.
Equipment: Scavenged Small-arm.
Options:
This model may replaces its Scavenged Small-arm with a Poisoned Blade, a Scavenged Shotgun, or a Chainsaw.
A Hrud Poisoner Chemist or Fighter may have a Smog-generator.
A Hrud Poisoner Chemist may have a Poisoned Blade or a Chainsaw.
Special Rules:
Squirmy Anatomy: This modelcan climb any distance vertically (up or down) when it makes a normal move – do not measure the distance moved in this way.
Shadow Field: When an opponent makes a hit roll for a shooting attack that targets this model, and this model is obscured, that hit roll suffers an additional -1 modifier. 
Smog-generator: Subtract 1 from the Leadership characteristic of enemy models within 6" of any models equipped with a Smog Generator
Specialists: Leader (Chemist only), Coms, Scout, Combat, Medic
Faction Keyword: Hrud
Keywords: Infantry, Hrud Poisoner

Hrud Scavengers
Hrud Scavenger: Movement 7", WS 4+, BS 4+, Strength 3, Toughness 3, 1 Wound, 1 Attack, Leadership 5, 6+ Save, no max.
Hrud Scavenger Gunner: Movement 7", WS 4+, BS 4+, Strength 3, Toughness 3, 1 Wound, 1 Attack, Leadership 5, 6+ Save, 1 max.
Hrud Saboteur: Movement 7", WS 4+, BS 4+, Strength 3, Toughness 3, 1 Wound, 2 Attacks, Leadership 6, 6+ Save, 1 max.
Equipment: Scavenged Long-arm.
Options:
This model may replaces its Scavenged Long-arm with a Marksman's Rifle.
A Hrud Scavenger Gunner may replace its Scavenged Long-arm with a Flamethrower, a Scavenged Machine-gun, a Rocket Launcher, a Hrud Warp Fusil or a Hrud Warp Bombard.
A Hrud Saboteur may have a Poisoned Blade, or replace its Scavenged Long-arm with a Scavenged Shotgun.
Special Rules:
Squirmy Anatomy: This modelcan climb any distance vertically (up or down) when it makes a normal move – do not measure the distance moved in this way.
Shadow Field: When an opponent makes a hit roll for a shooting attack that targets this model, and this model is obscured, that hit roll suffers an additional -1 modifier. 
Spotter: At the start of each Shooting phase, you can choose another HRUD model within 3" of a Hrud Scavenger that is not shaken. That model does not suffer penalties to their hit or injury rolls due to their target being obscured.
Specialists: Leader (Saboteur only), Coms, Scout, Heavy, Sniper, Demolitions, Veteran
Faction Keyword: Hrud
Keywords: Infantry, Hrud Scavenger

Gear

Ranged Weapons
Flamethrower: Range 8", Assault d6, Strength 4, AP 0, Damage 1, This weapon hits automatically.
Marksman's Rifle: Range 36", Heavy 1, Strength 4, AP 0, Damage 1, A model firing a sniper rifle does not suffer the penalty to hit rolls for the target being at long range. If you roll a wound roll of 6+ for this weapon, it inflicts a mortal wound in addition to its normal damage. 
Hrud Warp Bombard: Range 30", Heavy 4, Strength 5, AP 0, Damage 1, This weapon can be fired at models that are not visible to the bearer. If the target is not visible to the bearer, a 6 is required for a successful hit roll, irrespective of the firing model’s Ballistic Skill or any modifiers. 
Hrud Warp Fusil: Range 30", Heavy 1, Strength 8, AP -4, Damage d6, This weapon can be fired at models that are not visible to the bearer. If the target is not visible to the bearer, a 6 is required for a successful hit roll, irrespective of the firing model’s Ballistic Skill or any modifiers. 
Rocket Launcher: Range 24", Pistol 1, Strength 8, AP -2, Damage 3, No special rules.
Scavenged Machine-gun: Range 36", Heavy 3, Strength 4, AP 0, Damage 1, No special rules.
Scavenged Long-arm: Range 24", Rapid Fire 1, Strength 3, AP -, Damage 1, No special rules.
Scavenged Shotgun: Range 12", Assault 2, Strength 3, AP 0, Damage 1, If the target is within half range, add 1 to this weapon's strength.
Scavenged Small-arm: Range 12", Pistol 1, Strength 3, AP 0, Damage 1, No special rules.

Melee Weapons
Chainsaw: Melee, Strength As User, AP 0, Damage 1, When a model attacks with this weapon, it can make a single additional attack.
Poison Blade: Melee, Strength n/a, AP -2, Damage 1, This weapon wounds on a 4+.

Points Costs

Ranged Weapons:
Flamethrower 2 Pts
Hrud Warp Bombard 5 Pts
Hrud Warp Fusil 4 Pts
Marksman's Rifle 1 Pt
Rocket Launcher 3 Pts
Scavenged Machine-gun 1 Pt
Scavenged Long-arm 0 Pts
Scavenged Shotgun 0 Pts
Scavenged Small-arm 0 Pts

Melee Weapons:
Chainsaw 0 Pts
Poison Blade 2 Pts

Other Equipment:
Smog-generator 3 Pts

Models:
Hrud Warrior 7 Pts
-Hrud Warrior Gunner 7 Pts
-Hrud Elder 7 Pts
Hrud Poisoner 6 Pts
-Hrud Poisoner Fighter 6 Pts
-Hrud Chemist 7 Pts
Hrud Scavenger 7 Pts
-Hrud Scavenger Gunner 7 Pts
-Hrud Saboteur 8 Pts