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

1 comment:

  1. These seem like great changes. Really like the psychic power as reserve option.

    Up for playtesting soon.

    ReplyDelete