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Offline Rasmus

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Know thine Lost [identifying the species]
« on: October 2, 2005, 02:40:27 PM »
I figured we could use a small guide to identify all those Lost and Damned, so that we don't have to answer the same questions over and over again.
Below you can find a small guide to some of them, including answers like:
  • Who are they?
  • What is the basic fluff?
  • Were they ever released?
  • Are there models? What did they look like?
  • Where did they go?
  • Can they still be played?

He have brief summaries of the following:
« Last Edit: October 27, 2005, 04:09:53 AM by Rasmus »

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Offline Drazz

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Re: Know thine Lost [identifying the species]
« Reply #1 on: October 13, 2005, 10:31:26 AM »
ADEPTUS ARBITES
The Law of the Imperium

The Adeptus Arbites are the police force for the Imperium.  On every world that still has some Imperial direct control from Earth (and some that have lost that contact), Arbites patrol the urban areas.  These arbites are resposible for bringing about and keeping the laws of the Imperial Book of Order.  (Note;  this is NOT the Imperial Creed--the official religion.  The Arbites are not on planets to enforce the "Emporer as God;" that's the job of the Ecclisiarchy.  Arbites often even allow slightly twisted versions of the Imperial Creed to become dominant in areas, as long as it helps keep order.  The Ecclisiarchy CAN, and often do, request Arbite support in route out cults, mutants and the like.  Arbites are often among the first called for such jobs.)

Te official position of the Arbite is law enforcer; essentially they are the police of the future.  They rely on their training, fearsome appearance and a healthy dose of force to keep the ord in most places.  Arbites are stationed in precincts, with most metropolitan areas having at least one pricinct, though larger areas may have more.  The heirarchy goes like this:
Judge:  commander of a pricinct; rarely leaves the safety of the pricinct compound, except for dire emergencies
Marshall: sub-commander; often in direct control of a single squad
Trooper: individual Arbite

Typically, there are two main Arbite squad types.
Patrol Squad:  waering black carapace armor, and helmets with mirrored visors, these Arbites are the ones that brave the daily patrol outings into the metro areas.  Most carry the Arbite combat shotgun, with its various armaments, and a sidearm, usually a laspistol.  Many patrol squads are given a grenade launcher; again with a variety of special munitions.  Some are armed with the highly desired boltgun, though that is usually in response to a significant threat.  A patrol group seeks out crime and criminals, and dispenses justice on the spot.  Very few criminals or suspects are taken to the pricinct for judgement.

Riot Squads:  Arbites are also required to assist in uprisings.  These Arbites wear uniforms similar to the patrolmen, with red or white helmets more common than the black.  Armament is very different, however.  Suppression shields give better protection and also give off an electical shock to any that touch, or are bashed by, the shield, stunning them.  They are carry power mauls, which also stun, though with a bit more force behind the swing.

Variety in Arms
For the combat shotguns, two types of shot are common.  The first is the typical scatter shot, much like modern bird- or buckshot.  Used for croud dispersment.  The other is a solid shot.  With more weight and a thick slug, this is used for more dire combat, such as against genestealer cults, traitor Imperial Guardsmen, or mutants.

Many grenade types are available for hand or launcher use that are not comon in other militant forced in the 41 millenium.  Smoke grenades provide cover.  Tear grenades are used to disperse crowds.  Hallucigen greades, naturally, have their own uses as well.

Patrol and riot cars are available with a variety of arms as well.  Similar to a chimera, these cars are used to give transport as well as provide a significant fire base.  Multi-lasers, heavy bolters, heavy stub guns, autocannons, and heavy webbers are the weapons usually avaible to an Arbite pricinct and its cars.  As most are connon enough in the 40K world, no explanation as needed.  The webber, however, is different.  Again, it is meant to subdue, rather than kill, in order to capture criminals to provide information rather than to be humane.  It fires a stream of a gluey, fast-drying substance to catch and subdue.


In answer to the proposed questions:
Models were released.  There were the following Arbites: boltgun, shotgun, grenade launcher, marshal (with his eagle plume), riot officers, necomunder enforcers
No full army list was ever released as a codex.  They were available for use in Imperial armies, sort of as allies wouldbe used today. 
There is a Chapter Apporved Codex released in Citidl Journal years ago.  Found here:
http://www.futurehistory.co.za/articles/chapter_aproved/articles/adeptus_arbites.htm
Note te biker squad.  Never mentioned in 40K before this army list (at least that I can recall).

They have not gone anywhere.  They have always been, and likely always will be, a prt of the 40K universe.  Its just that they were never meant to be a full army force.  Think about this: L.A. police can deal with a looting riot, but would be woefully unprepared for an invasion by alien forces. 
Rules-wise, you can still use them in your Witchhunter and Daemonhunter forces (and maybe IG, but I'd have to check).
« Last Edit: October 13, 2005, 10:42:45 AM by Drazz »
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Offline Freman Bloodglaive

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Re: Know thine Lost [identifying the species]
« Reply #2 on: October 16, 2005, 12:34:14 AM »
They have not gone anywhere.  They have always been, and likely always will be, a prt of the 40K universe.  Its just that they were never meant to be a full army force.  Think about this: L.A. police can deal with a looting riot, but would be woefully unprepared for an invasion by alien forces. 
Rules-wise, you can still use them in your Witchhunter and Daemonhunter forces (and maybe IG, but I'd have to check).

Yes, you can use the storm troopers from the Witchhunter list, give them shotguns and they become Arbites.

The models are in the Necromunda section on the GW site http://uk.games-workshop.com/storefront/store.uk?do=Individual&code=99110599138&orignav=300808
I'm planning on adding some to my Guard army when I get it finished that is.
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Offline Zzarchov

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Re: Know thine Lost [identifying the species]
« Reply #3 on: October 16, 2005, 11:18:54 PM »
Joakero  (this is a brief summary,  delete if someone makes a better one).

  The Joakero are one of the few purely hard sci-fi races ever found in the 40k universe.  Unfortunately they never really caught on and aren't really a playable race.

   The Joakero were a race of apes much like orangutangs (it is often said they may be just that, after excessive genetic modification by the Slaan/ Old ones).  They are unsurpassed engineers who can built anything from almost anything.  They are not believed to be sentient however.  Although they build starships more advanced than imperial counterparts and can make lascannons from digital watches all their knowledge seems to be genetic,  like an orks only more refined.   Joakero seem to be nomadic and are only occassionally spotted raiding for whatever supplies or equipment they wish,   they have never been communicated with however.

Offline Nuclearfeet

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Re: Know thine Lost [identifying the species]
« Reply #4 on: October 17, 2005, 02:20:16 PM »
Genestealer Cults
Cult colors: usually blue and purple.

Genestealer Cults are the forces developed by Genestealers and their offspring.  They usually arrive on a planet prior to the Tyranid hive fleet to soften up the planet's defences and make the planet ready to be consumed by the Tyranids.  Natives of the planet are slowly infected with the Genestealer implants, binding them to the cult, and also ensuring that their future children are also bound to the cult.Genestealers infect the native population via small ovipositores in their tongues.  All who carry the Genestealer implant are hypnotically linked by the Brood Telepathy of the Hive Mind.  Offspring of infected parents are born as Genestealer Hybrids, half human(sometimes half something else!) and half Genestealer.  These hybrid offspring then go out and infect others.  The new genetic coding of these hybrids makes their reproductive cycles move along faster and shortens gestation and maturation.

The offspring cycle goes like this:
(genestealer infects human)human-> Hybrid Neophyte-> Hybrid Acolyte-> Hierarch-> Magus-> Genestealer

Hybrid Neophytes:
Neophytes are the first generation of hybrid offspring, resembling Genestealers more than humans.  They possess some of the strengths and abilities of a Genestealer and usually have 2 or 3 extra arms.

Hybrid Acolytes:
Acolytes are the second generation of hybrid offspring.  They resemble humans more than the Neophytes and have purple/pink tinted skin and 0-2 extra arms.  They have none of the abilities of a purestrain Genestealer, though.

Hierarch
Hierarchs are the lieutenants of the cult forces and are nearly human looking.  They do not have any of the telepathic skills of the Magus, but their alien DNA usually makes them skilled fighters.

Magus
The most human looking of all the offspring, the Magus also possessed the best abilities of his Genestealer heritage.  The leader of the cult and second only to the Patriarch himself.  The Magus possesses strong psychic abilities, and serves as the translator of the Patriarch's will to the cult.

The last generation of the cult are purestrain Genestealers, thus starting the cycle again.

Other units of the cult:
Genestealers- Purestrain Genestealers often fight alongside the human members of the cult in battle.

Brood Brothers- Split up into two groups: Comrades and Initiates. Comrades are militarily trained, and are fewer in number.  Initiates represent the general population and are much larger in numbers, but have little if any military training.

Captured vehicles- Some of the more common vehicles seen in a cult are converted civilian vehicles, sentinels, and bike squadrons.  Some of the bigger cults will be seen fielding a Leman Russ, Predators, Rhinos, and even Land Raiders.

Genstealer Patriarch- The Patriarch is known as the father of the cult, and is the oldest and most revered.  He is the figure behind the scenes of generations of cults and ensures that a defeated cult will rise once again.

Cult weapons and equiment are stolen, scavenged, or home-made.  They have access to a wide variety of vehicles, but cannot keep them maintained.  They usually don't have access to many specialized vehicles, so much rely on more comman varieties.  Many cults convert civilian vehicles to military use.  Cult Limousines are used to transport members around without revealing their identity.  These vehicles are usually fitted with armor plates for added protection.

Once a cult is large enough, and usually involved in armed combat, their Hive Mind signal becomes strong enough to attract the Hive Fleets.  Combat between the forces creates a beacon, indicating to the Hive Fleet that food is plentiful.  Once the Tyranids arrive, the planet and all surviing cult forces are absorbed into the Hive Ships. 


To the best of my knowledge, and information that I could find, Genestealer Cults were a 2nd ed. army found in the Tyranid Codex.  A codex could also be found in CJ 40 and 41  You could get plastic Genestealer Hybrid models from the Space Hulk game, and later GW made metal models.
A full list of metal models includes:
  • 2 Magus models (one with a laspistol, and one with a staff
  • a Genestealer Patriarch
  • 3 or 4 different hybrid models
I can't get links, as my browser has been fouled up for a while.  If someone could do that, it would be appreciated  :)

Sad to say, the Genestealer Cult was phased out with the coming of 3rd ed, but Tim Huckleberry(the original author of the codex), has been working on a revised codex for 3rd and 4th ed, and has been lobbying GW for some time now about getting it officialized.  So hang in there, cult fans.  Fortunately, the CJ list is still semi-official and most RTT will let you use it.  I even got to use my cult army at Gamesday 2005  :D , so I was kind of suprised.  You can also use TH's revised list, but it is somewhat less legal.

Well, there you go. If someone has some information to add or clarify, feel free to do so.

http://games.groups.yahoo.com/group/Genestealer_Cultist_Unite

[ Link to the revised codex, if you cannot get hold of the Citadel Journals (40 & 41) ]
« Last Edit: November 7, 2005, 01:50:17 PM by Rasmus »
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Offline Rasmus

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Re: Know thine Lost [identifying the species]
« Reply #5 on: October 18, 2005, 03:18:57 AM »
Squats

Squats are an abhuman strain “rediscovered” by the Imperium after a long period of isolation during the Age of Strife. They live on a collection of Homeworlds where they are miners, traders, engineers and warriors. They have since their isolation lifted had contact with other races, and been in long wars with the Orks, trade with the Eldar, and under constant observation by the Imperium. While not technically a part of the Imperium of Man the Imperium has “observers” among them, most notably Commisars and Techpriests.
   A squat is short, robust and often adored with a long healthy beard. They organise into Brotherhoods lead by a King or appointed Thane, but a Living Ancestor is often important as well; the cultural focus of the society, a venerable individual often with psychic might.
Some squats, hit by vanderlust, form into guilds of engineers, and lead by a guidl master take to hawgs and bikes, trikes and other vehicles, and travel the sectors, building, trading and fighting.  These can also fight for a particular Stronghold, even though they are not part of its Brotherhood, or subject to the rule of any Thane.
   The squats are a technologically advanced race, and with access to STCs they are able to manufacture weapons of comparable might as the Imperium, and in some cases weapons that the Imperium can no longer make, like the mole mortar, thudd gun, Rapier laser destroyer, and Conversion beamer. This is why the Techpriests are among them.

There were even chaos-tainted squats aptly named Chaos Squats in the RT-list, and while these were rare they were a hated enemy of the non-chaos Squats.

The squats had official rules and models in the Rogue Trader-days, and had a proto-listing 2nd ed, but never received a 2nd ed codex. The model-line went out of production, and any questions as to what happened to them was met with either an outright dismissal or “the Tyranids ate them all”.
   There are rumours that the Demiurg, a Tau-connected race, is the return of the squats, just vastly revamped.
   There are currently no official rules for using squats in 40k, but suggestions ranging from using the Ork-list (which seems poetically ironic as they are mortal enemies) to some doctrines and the IG-list exists. Some fan-made lists also exist, and while some stray wildly from the original concept others are a bit more faithful to the RT-list of the squats.
« Last Edit: October 27, 2005, 04:02:08 AM by Rasmus »

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Offline Rasmus

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Re: Know thine Lost [identifying the species]
« Reply #6 on: October 20, 2005, 02:13:52 AM »
Zoats

The Zoats are the proto-tyranids, before the tyranids even became a race in their own right. They acted as forerunners to the hive fleets, and as such had a weaker link to the hivemind, and enterprising spirits. This eventually lead them to become mercenaries, as they loved money more than they loved the hivemind, and they were never a big part of the tyranids in war.
    The zoats had models and rule for their mercenary-role in Rogue Trader, and while this role was lost they still appeared in the 2nd ed “in-between” Tyranid -list (before the 2nd ed Tyranid Codex came out). They were then dropped.
    The models are in the classic and collectors' range of GW; and while you can still order some of them, a few others are lost. Ebay, as always, is the best place to get them. GW also recently made an article (anyone know the issue-number?) with ideas how to scratch-build them from various parts of the GW-range, as part of the hive fleet Colossus (Link here.) They are large centaur-like beasts, but that description does not do them fully justice. You just have to see for yourself here.
   GW streamlined the Tyranid line, and dropped them with the release of the 2nd ed codex. They are now no longer part of the official GW fluff on the tyranids, and in keeping with the nature of re-writing fluff, never were.
   They are however part of the Eldaronline/40konline pirate project (in the Harlequin-board) and can be used either as dedicated bodyguard for the lord there, or as a shock-troop in their own right.
« Last Edit: October 27, 2005, 04:02:45 AM by Rasmus »

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Offline Nuclearfeet

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Re: Know thine Lost [identifying the species]
« Reply #7 on: October 20, 2005, 11:47:24 AM »
Slann

The Slann were a reptillian race that some say were servants of the Old Ones, but current fluff points to them being the Old Ones themselves.  The Slann are reputed to have created some of the major races that are currently seen today with their psychic abilities, most notable of which are the Orks and the Eldar.  They created the Orks and the Eldar sixty million years ago to take part in their war against the Necrontyr, but the Slann were all but wiped out by the C'Tan and the Enslavers (the Enslavers were often referred to as a "plague" by both the C'Tan and the Old Ones).  Unlike Orks and the Eldar, the Human race was allowed to evolve without the guidance of the Old Ones. 
(information taken from Answers.com)
While some fluff will tell you that the Slann worshipped the Old Ones, and some will tell you that the Slann are in fact the Old Ones, the most current fluff I have found says that they are the Old Ones.

There were no models released for the WH40k game, but the Slann make an appearance in WHFB in the guise of the Lizardmen.  The name "Slann" is even found in the Lizardmen codex.  I managed to find a Slann codex for WH40k that someone compiled, and it can be found here: http://www.inisfail.com/40k3/slann3-codex.html
Note: This list is in no way legal, and you will have to get an opponent's permission to use it.  You definently can't use it in a GT!  You will find some Lizardmen-esq models with guns on that website, but they look like conversions of OOP Lizardmen models.
« Last Edit: October 20, 2005, 11:58:55 AM by nuclearfeet »
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Offline Spacedwarv

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Re: Know thine Lost [identifying the species]
« Reply #8 on: October 21, 2005, 07:40:00 PM »
The Hrud

The Hrud are a race of space-faring, rat like humanoids in the Warhammer 40,000 universe. Little is known about the Hrud but they are masters of the warp and one of the oldest races in the known universe.They live in large tunnel net works on many planets which has often led many into believing they are primal creatures. Despite seeming like a primal race, they have vast amounts of high technology of their own creation, and live underground as they have a natural aversion to sunlight. When venturing toward the surface or out into unknown territory, they tend to wear large dark cloaks which cover them completely, and light filtering goggles to block out the harmful rays.

The Hrud originate from a planet of the same name, but during a large scale war with Chaos, the home planet was destroyed. The remaining Hrud fled, before settling on many different planets and began spreading again. A small group of Hrud warriors were found to of been the cause of the Chaos attack, as they had been worshipping a God of Chaos. This band was found out after the war, and were exiled to a distant planet to pay for the loss of the planet Hrud. Which leads some to believe that the Hrud are Skaven. The outcasts spread, before being wiped out by the warring inhabitants of the planet.

As the years passed other races began exploring space. They created their buildings and went about their lives above Hrud settlements, with only sightings of "giant rat men" being the "proof" of the Hrud existence. The Hrud would rarely make contact with the terranial creatures, due to their hate of sunlight, but some places enabled them to freely enter the Human worlds. These places were known as "Hives". With no natural and very little artificial light in these giant buildings, the Hrud could explore and find new technology to research.

The Hrud, as they are a very secretive and hidden away race. What is known is that they have been at war with the Eldar at least once before The Fall (of the Eldar). After The Fall, the two races called a truce, and shared technology with the other. The Hrud gave the Eldar their knowledge of anti-grav devices and warp manipulation. There have also been reports by Space Marine chapters of them being fired upon by The Hrud, and the Marines having to destroy Hrud tunnel networks. They are very territorial, and guard their homes with their lives.

Female Hrud give birth to hundreds of regular sized baby rats after pregnancy, and only around one third of these will grow into fully fledged Hrud. The first third will be too weak to survive and will die, feeding the remaining babies. The next third will only grow in size, to become the famous "Necromundan Giant Rat" as they are known to the inhabitants of Hive Primus. The final group will continue growing, becoming more and more human-like until they are ready to enter into Hrud society.

Hrud are masters of the Warp, and use it in almost everything they do. It is their main power source, weapon and often a means of transport to them. Even with all of this, warp is still an unstable substance and can cause harm to them. A few Pack Rats are born with a natural resistance to the powers of the Warp, and when these individuals are discovered, they are quickly trained to be used in war, to either use giant warp firing weaponry, or to home their minds until they can use the psychic powers given by the warp.

Whether the Hrud are peaceful or not, many races disdain of them. Even the Tau can handle the thought of Rat Gue’la(Humans in Tau) as being part of there empire.

Gw has faded Hrud out of the fluff over the pass ten years but they are not dead. They are often mentioned in Gw's game Inquisitior and many have converted Hrud using Gw's current range of Warhammer Fantasy Battles Skaven.
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Offline Scythe

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Re: Know thine Lost [identifying the species]
« Reply #9 on: October 21, 2005, 10:49:56 PM »
What is that Spacedwarv, since when was that ever published by GW? You seem to have missed every tiny bit of fluff GW has published  on the Hrud.
Also those 2 links you provided are pieces of fluff made up by non-GW employees. Most of it is utter rubbish.

The actually printed fluff is as follows.

Hrud Fusil The Hrud are a mysterious, nocturnal race who use a warp-plasma based weapon know as a fusil.
Inquisitor Rulebook, Pg 74

The Battle of Talavar During the Imperial Crusade to cleanse the Faseene system (592-602 M41) from the H'rud an entire regiment of the Kashann Xeno-riders served with the Imperial Guard Sixtieth Army. Faseene had three worlds in its biosphere each of which was urbanised but in a state of ruined decay. One of the worlds Talavar, was home to an enslaved human population and was the first targeted. Attempts to the ruins with infantry regiments were wholly unsuccessful. The H'rud, emerging from their warrens conducted highly effective hit-and-run attacks, focused on destroying ammunition and fuel stockpiles. The preternatural speed of the H'rud defeated all attempts at pursuit until the Kashan were deployed. Using feral hunting techiniques the bulk of the regiment closely pursued the H'rud while detached squadrons raced forward on the flanks to herd them together and finally encircle them. The raids were swiftly contained allowing the Sixtieth Army's infantry to concentrate on launching set-piece assaults on the H'rud warrens themselves.
Australiasian White Dwarf: 292, Creature Feature Article, Pg 41

Of Things That Lurk In The Void ...Races such as the noisome Hrud defy rational explanation entirely as they exhibit abilities never before seen by the xeno savants of the Imperium. These particular creatures seem to exist in a timeframe out of sync with the universe around them, and have proved exceptionally difficult to tackle as a result.
Australiasian White Dwarf: 297, A Galaxy of Damnation Article, Pg 17, Line 9

...The infestation of the Hrud,
Warhammer 40,000 Rulebook 4th Edition, The Xenos Threat, Pg 139, Line 12


And that's as much as I have. As you can see nothing points to what Spacedwarv has written, which is just a work of imagination by someone who wants Skaven in 40K.

« Last Edit: October 27, 2005, 04:03:40 AM by Rasmus »

Offline Rasmus

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Re: Know thine Lost [identifying the species]
« Reply #10 on: October 22, 2005, 04:06:00 AM »
The Hrud

The Hrud are a race of space-faring, rat like humanoids in the Warhammer 40,000 universe. Little is known about the Hrud but they are masters of the warp and one of the oldest races in the known universe.They live in large tunnel net works on many planets which has often led many into believing they are primal creatures. Despite seeming like a primal race, they have vast amounts of high technology of their own creation, and live underground as they have a natural aversion to sunlight. When venturing toward the surface or out into unknown territory, they tend to wear large dark cloaks which cover them completely, and light filtering goggles to block out the harmful rays.

The Hrud originate from a planet of the same name, but during a large scale war with Chaos, the home planet was destroyed. The remaining Hrud fled, before settling on many different planets and began spreading again. A small group of Hrud warriors were found to of been the cause of the Chaos attack, as they had been worshipping a God of Chaos. This band was found out after the war, and were exiled to a distant planet to pay for the loss of the planet Hrud. Which leads some to believe that the Hrud are Skaven. The outcasts spread, before being wiped out by the warring inhabitants of the planet.

As the years passed other races began exploring space. They created their buildings and went about their lives above Hrud settlements, with only sightings of "giant rat men" being the "proof" of the Hrud existence. The Hrud would rarely make contact with the terranial creatures, due to their hate of sunlight, but some places enabled them to freely enter the Human worlds. These places were known as "Hives". With no natural and very little artificial light in these giant buildings, the Hrud could explore and find new technology to research.

The Hrud, as they are a very secretive and hidden away race. What is known is that they have been at war with the Eldar at least once before The Fall (of the Eldar). After The Fall, the two races called a truce, and shared technology with the other. The Hrud gave the Eldar their knowledge of anti-grav devices and warp manipulation. There have also been reports by Space Marine chapters of them being fired upon by The Hrud, and the Marines having to destroy Hrud tunnel networks. They are very territorial, and guard their homes with their lives.

Female Hrud give birth to hundreds of regular sized baby rats after pregnancy, and only around one third of these will grow into fully fledged Hrud. The first third will be too weak to survive and will die, feeding the remaining babies. The next third will only grow in size, to become the famous "Necromundan Giant Rat" as they are known to the inhabitants of Hive Primus. The final group will continue growing, becoming more and more human-like until they are ready to enter into Hrud society.

Hrud are masters of the Warp, and use it in almost everything they do. It is their main power source, weapon and often a means of transport to them. Even with all of this, warp is still an unstable substance and can cause harm to them. A few Pack Rats are born with a natural resistance to the powers of the Warp, and when these individuals are discovered, they are quickly trained to be used in war, to either use giant warp firing weaponry, or to home their minds until they can use the psychic powers given by the warp.

Whether the Hrud are peaceful or not, many races disdain of them. Even the Tau can handle the thought of Rat Gue’la(Humans in Tau) as being part of there empire.
   1. I asked for official fluff. This is not.

Quote
Gw has faded Hrud out of the fluff over the pass ten years but they are not dead. They are often mentioned in Gw's game Inquisitior and many have converted Hrud using Gw's current range of Warhammer Fantasy Battles Skaven.
   2. "faded out"? There was never antyhing in there to begin with. If you have access to some sources that were not widely published I would ask that you link those in, becauyse at this point it just looks like stuff you have dreamt up, to be quite honest.

Lost Roads - finally released!


YouTube-clip of my Squat army.

Offline Nuclearfeet

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Re: Know thine Lost [identifying the species]
« Reply #11 on: October 26, 2005, 08:30:53 PM »
there isn't very much information on Malal, but here is what I found:

Malal is the renegade God of Chaos, enemy to the other four. He represents absolute anarchy. He is, however, absent from the most recent editions of Warhammer games for copyright reasons. Some fans speculate that Malal is the force by which Be'Lakor, the Dark Master, the Greater Daemon of Chaos Undivided, introduced in the Storm of Chaos campaign, has gained power. -taken from Answers.com



edit: added some more I found - Rasmus

Malal is the renegade 5th Chaos God in the fictional universes of Warhammer Fantasy and Warhammer 40,000

In the storyline, both for Warhammer Fantasy and Warhammer 40,000, Malal was exiled from the rest of the Chaos Gods, but whether this was a self-imposed exile is not clear. Regardless of the reason, Malal lives only to destroy the other Gods and their followers in the name of revenge. Also known as "The Outcast God", "The Lost God" and "The Renegade God", Malal represents Chaos' indiscriminate tendency toward destruction, even of itself. The nature of Malal's powers are parasitic, as the Renegade God grows in power when the others do. The God's sacred number is 11, while his symbol is a skull bisected down the middle, one half white, one half black. Malal is the god that the lower classes turn to avenge themselves on the higher classes who attempt to strangle and stop them from their true glory. He is also the god of those who have been wronged, but lack the power to correct this. His followers come from people whose hatred of Chaos becomes so strong, that they willingly bond with Chaos to fight it at its own level.

Malal is described as being both wolf-like and crocodilian in appearance, yet still holding a humanoid form. Said to have 6 fingers on each hand, and 3 eyes on his head, Malal is also said to have sets of teeth that resemble Lions, Sharks, Cows, and Rats.

The concept of the 5th Chaos God "Malal" was created by comic artists Wagner and Grant along with the creation of Malal's champion for the Warhammer Fantasy world, Kaleb Daark, in the Citadel Miniatures Journals for Spring 1986 and 1987. In the comics, Kaleb Daark would destroy the followers of the other 4 Chaos Gods (Nurgle, Tzeentch, Khorne, and Slaanesh) with his daemon axe "Dreadaxe" that had the axe head of what resembled a shark, and the haft of a bone. The animate axe, a gift from Malal, experienced hunger and would feed on the souls of the victims of its edge. The Battle cry of Kaleb Daark was "Dreadaxe thirsts for you!".

Use of Malal in further Games Workshop productions was halted, as Games Workshop did not own the intellectual property to the concept of Malal, the comic's authors did.

The memory of Malal did not die with the ability for Games Workshop to use it. The idea of Malal is continued on by veterans of the Warhammer scene primarily through the internet via BBS (bulletin board system) and stories (such as "Divine Judgment") so Malal continues to survive, occasionally becoming the choice deity of veteran players playing Chaos. Because of Games Workshops inability to legally use the God in their Games' storyline, Malal is surrounded by a cloud of unanswerable questions that may very well be the cause of his continued existence.

The term "Doomed Ones" also go along with Malal, although there is uncertainty how exactly. Doomed Ones are often thought to be the chosen human champions of Malal, however in the old Realm of Chaos Slaves to Darkness rulebook the Doomed Ones were the daemonic entities of Malal and are described as "bipedal lizarddaemons that stand almost a head taller than a human" and had "soulblades" which were "forged from the soul of burning hatred taken from a Witchhunter that died fighting a Daemon". It is widely thought, however, that Malal has no daemons of his own.

In Games Workshop's Chaos Space Marine Codex, a number of references were made that many feel to be an attempt by Games Workshop to legally bring back the idea of Malal, or to remind players that perhaps the company has not forgotten about the Outcast God. The two widely recognized references were the appearance of a daemon weapon you could give to your leaders called a "Dreadaxe", explained further in the caption that it was used to kill other daemonic entities.

The other reference was to a picture towards the back of the codex, showing other possible painting schemes for the models. One of the examples was a group entitled the "Sons of Malice". what caught many people's attention was that the colors used were the bisecting black/white design of Malal's symbol, and how Malice was just a short jump to Malal. More on the Sons of Malice was in Games Workshop monthly publication White Dwarf, specifically White Dwarf 302. In it the Sons of Malice were supposedly prone to fighting in complete silence, and were excommunicated for a set of disgusting rituals that were reported close to cannibalism. This article did nothing to stem the questions about the connection between Malal and the Sons of Malice. At the very end of a passage, it was mentioned that the Sons of Malice also fight against other followers of Chaos frequently; also whoever the ritual was done in the name of in the story was never revealed.

In Warhammer Fantasy some speculate that Be'Lakor, the Dark Master, the Greater Daemon of Chaos Undivided, who was introduced in the Storm of Chaos campaign is Games Workshop's attempt to bring back the idea of Malal to the Fantasy game. Another speculated attempt in the entity known as the "Shadowlord" in Games Workshop's Mordheim line.

Malal is not the only version of an additional Chaos God, at least in the fantasy world of Warhammer. In The Enemy Within campaign for Warhammer Fantasy Roleplay, Something Rotten in Kislev, Zuvassin the Great Undoer and Necoho the Doubter were introduced as two renegade Chaos deities - but not specifically as number five and six. Games Workshop wrote more than once that there are more than four Chaos Gods and that a continuity of power existed from mundane daemons to greater ones up to the God status. Numbering of Chaos Gods has yet to be agreed upon by scholars.
« Last Edit: October 27, 2005, 04:07:14 AM by Rasmus »
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Offline Drazz

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Re: Know thine Lost [identifying the species]
« Reply #12 on: October 27, 2005, 04:47:18 PM »
I know no one asked for it specifically, but I thought I'd throw this out there as well.

Lost Imperial Guard Units

Beastmen
Another variant abhuman race, beastmen appeared to be half human and half goat.  (They were, essentially the same beastmen from the fantasy line.)  Conscripted into Imperial Armies, these beastmen were only somewhat trained, and only slightly reliable.  Their animalistic behaviors could mean that they did not understand all human commands and that they could potentially turn on their human commanders.  Thus, the adeptus mechanicus came up with a brilliant idea to keep them in line: explosive collars.  Each beastman was fitted with a collar that could be detonated, thus killing the wearer.  Beastmen were organized into packs of 10+, each pack led by a beastman packmaster; a trusted abhuman that served the IG.  Each pack also had a handler, that carried a remote detonator for the collars.  Beastmen units rarely were given any type of projectile weapon.  Rather, they were sent ahead as a screening force to act as shock troops as well as to protect the more important human units from fire.

Convicts
No, not conscripts, convicts.  Fellons.  Criminals.  One of the few means to reform oneself and avoid a prison or execution sentence was to volunteer for convict units within the guard.  While the only way out of a convict unit was death, at least you got to fight for the Imperium and expunge your wrongdoings from harming your family.  Convict units were also fitted with explosive collars, as the beastmen.  This was to both prevent runaways and to improve moral.  If a convict unit broke, the handler, usually a Commissar, could either explode one collar to entice the others back into service, or the whole bunch at once.  Convict units typically were given lasguns, or laspistols and close combat weapons.  They were also assembled in large units of up to 50.

Human Bombs
If a convict really wanted to atone for his crimes, he could become a human bomb.  Essentially a suicide bomber, a human bomb convict strapped heavy explosives to himself, charged forward, and left a smoldering hole signifying the end of his life.  Human bombs were part of the convict units, dashing out at the last moment to cause havoc in enemy units.

Robots
Under the guidance of the Adeptus Mechanicus, the IG would employ the use of complex military robots.  About the size of a sentinel, Imperial Robots would be armed with a variety of weapons, but usually of the lighter variety.  Storm bolters, plasma guns and the like were more common than lascannons and such.  Robots were not piloted, nor even under the direct control of the commander, but rather given a series of command pathways.  They were to interpret their current position and the desired orders of the commander, as issued at the start of the battle.  (IN game terms, you programmed the robot certain goals and priorities.  Then, as the game continued, the robot would follow the pre-set orders.  You did not directly control the robot.  Just set it loose.)

Mobile Artillery
Tarantula:  Essentially a wheeled artillery piece, the Tarantula could be armed with a mated pair of heavy weapons, i.e. a pair of heavy bolters or a pair of multi-meltas.  Operated by a pair of servitors, the weapon was capable of ether firing or moving, though not both at the same time.  As it fired two weapons, the damage done was more severe per hit.  (Basically, it was the predecessor to the modern IG heavy weapon teams, but without the servitors.)

Rapier Laser Destroyer:  A series of heavy lasguns fired in succession, the Rapier Laser Destroyer was a powerful anti-tank weapon.  Mounted on a pair of tracks for pre-battle movement, it also needed to remain stationary to fire.  Also crewed by servitors.

Thudd Gun:  Borrowed for the abhuman Squats, the Thudd Gun was a series of four mortars linked together.  They, too, were stationary during firing, but were mounted on a chassis for movement by vehicle.  The four mortars gave a satisfying 'thud' when firing, and a splatter of hits in the same area.  (A special template was designed; four circles linked to each other, about the size of modern blast markers.  Each circle was placed after rolling scatter die; since linked, they always touched one another.)

Where'd they go?; largely speculation here....
Beastmen: while used in the IG, they also tended to be used in support for Chaos.  Thus, it is clear to see that their weak minds were not fit for this galaxy.  Exterminatus was ordered on all beastmen worlds, and thus, they are no longer around for use in either the IG or chaos armies, as they have been erased from our universe.

Conscripts:  Used them all up?  More likely, the choice of allowing criminals to seek a lighter sentence (death through the IG) was seen as heresy for it did not allow the populace to see the termination process in action.

Human Bombs:  After researching the use of suicide bombers in past cultures, Inquisitors have determined that the use of such weapons is not a deterrent to the enemy.  Thus, the explosives were used for more practical purposes.

Robots:  Proved impractical.  Human leaders must be in direct control at all times.

Mobile Artillery:  A combined effort by the Adeptus Mechanicus and the Squats (pre-, um, disappearance), forced the IG to allow both parties to ignore IG requests for troops and equipment.  Thus, both the Adeptus Mechanics and the Squats were not longer forced into wars that their faiths did not support.  They tool their equipment with them.
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Offline Spacedwarv

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Re: Know thine Lost [identifying the species]
« Reply #13 on: October 28, 2005, 07:39:28 PM »
sorry rasmus i probaly should have done that better.
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Offline helsreth

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Re: Know thine Lost [identifying the species]
« Reply #14 on: April 23, 2006, 04:23:57 AM »
Genestealer Cults
Cult colors: usually blue and purple.

Genestealer Cults are the forces developed by Genestealers and their offspring.  They usually arrive on a planet prior to the Tyranid hive fleet to soften up the planet's defences and make the planet ready to be consumed by the Tyranids.  Natives of the planet are slowly infected with the Genestealer implants, binding them to the cult, and also ensuring that their future children are also bound to the cult.Genestealers infect the native population via small ovipositores in their tongues.  All who carry the Genestealer implant are hypnotically linked by the Brood Telepathy of the Hive Mind.  Offspring of infected parents are born as Genestealer Hybrids, half human(sometimes half something else!) and half Genestealer.  These hybrid offspring then go out and infect others.  The new genetic coding of these hybrids makes their reproductive cycles move along faster and shortens gestation and maturation.

The offspring cycle goes like this:
(genestealer infects human)human-> Hybrid Neophyte-> Hybrid Acolyte-> Hierarch-> Magus-> Genestealer

Hybrid Neophytes:
Neophytes are the first generation of hybrid offspring, resembling Genestealers more than humans.  They possess some of the strengths and abilities of a Genestealer and usually have 2 or 3 extra arms.

Hybrid Acolytes:
Acolytes are the second generation of hybrid offspring.  They resemble humans more than the Neophytes and have purple/pink tinted skin and 0-2 extra arms.  They have none of the abilities of a purestrain Genestealer, though.

Hierarch
Hierarchs are the lieutenants of the cult forces and are nearly human looking.  They do not have any of the telepathic skills of the Magus, but their alien DNA usually makes them skilled fighters.

Magus
The most human looking of all the offspring, the Magus also possessed the best abilities of his Genestealer heritage.  The leader of the cult and second only to the Patriarch himself.  The Magus possesses strong psychic abilities, and serves as the translator of the Patriarch's will to the cult.

The last generation of the cult are purestrain Genestealers, thus starting the cycle again.

Other units of the cult:
Genestealers- Purestrain Genestealers often fight alongside the human members of the cult in battle.

Brood Brothers- Split up into two groups: Comrades and Initiates. Comrades are militarily trained, and are fewer in number.  Initiates represent the general population and are much larger in numbers, but have little if any military training.

Captured vehicles- Some of the more common vehicles seen in a cult are converted civilian vehicles, sentinels, and bike squadrons.  Some of the bigger cults will be seen fielding a Leman Russ, Predators, Rhinos, and even Land Raiders.

Genstealer Patriarch- The Patriarch is known as the father of the cult, and is the oldest and most revered.  He is the figure behind the scenes of generations of cults and ensures that a defeated cult will rise once again.

Cult weapons and equiment are stolen, scavenged, or home-made.  They have access to a wide variety of vehicles, but cannot keep them maintained.  They usually don't have access to many specialized vehicles, so much rely on more comman varieties.  Many cults convert civilian vehicles to military use.  Cult Limousines are used to transport members around without revealing their identity.  These vehicles are usually fitted with armor plates for added protection.

Once a cult is large enough, and usually involved in armed combat, their Hive Mind signal becomes strong enough to attract the Hive Fleets.  Combat between the forces creates a beacon, indicating to the Hive Fleet that food is plentiful.  Once the Tyranids arrive, the planet and all surviing cult forces are absorbed into the Hive Ships. 


To the best of my knowledge, and information that I could find, Genestealer Cults were a 2nd ed. army found in the Tyranid Codex.  A codex could also be found in CJ 40 and 41  You could get plastic Genestealer Hybrid models from the Space Hulk game, and later GW made metal models.
A full list of metal models includes:
  • 2 Magus models (one with a laspistol, and one with a staff
  • a Genestealer Patriarch
  • 3 or 4 different hybrid models
I can't get links, as my browser has been fouled up for a while.  If someone could do that, it would be appreciated  :)

Sad to say, the Genestealer Cult was phased out with the coming of 3rd ed, but Tim Huckleberry(the original author of the codex), has been working on a revised codex for 3rd and 4th ed, and has been lobbying GW for some time now about getting it officialized.  So hang in there, cult fans.  Fortunately, the CJ list is still semi-official and most RTT will let you use it.  I even got to use my cult army at Gamesday 2005  :D , so I was kind of suprised.  You can also use TH's revised list, but it is somewhat less legal.

Well, there you go. If someone has some information to add or clarify, feel free to do so.

http://games.groups.yahoo.com/group/Genestealer_Cultist_Unite

[ Link to the revised codex, if you cannot get hold of the Citadel Journals (40 & 41) ]

More info from this blog along with some nice models
http://spaces.msn.com/buglands/blog/

It differs a bit from the info that you had posted, but read it and find out.
It also mentions space hulks and how the genestealers get around, though not where they come from.


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Offline Andro Ist Keine Schwedischen

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Re: Know thine Lost [identifying the species]
« Reply #15 on: April 30, 2006, 05:13:25 AM »
Another note of interest regarding the Squats;

One of their former worlds, Golgotha, is now the Headquarters of the Ork Warlord Ghazakhul Mag Uruk Thraka.  This leads to the idea that maybe he played a part in the Squat's downfall, though GW never elaborate on the subject.

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Offline Rasmus

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Re: Know thine Lost [identifying the species]
« Reply #16 on: April 30, 2006, 07:36:02 AM »
The time does not mesh though; the squat-ork-wars were a LONG time gone before Ghaz even was ... spored. He jus happens to live on a world held by orks since those wars.

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Re: Know thine Lost [identifying the species]
« Reply #17 on: April 30, 2006, 09:06:58 AM »
Possibly.  It's still possible that there were more wars between them during that time, and that Ghazakul conquerored Golgotha before he became the Overlord of the Goths and invaded Armegeddon.

It's impossible to tell though, since I doubt GW will explain it for us.

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Offline Mabrothrax

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Re: Know thine Lost [identifying the species]
« Reply #18 on: June 26, 2006, 06:25:14 AM »
Re Malal & the Sons of Malice;

Quote
More on the Sons of Malice was in Games Workshop monthly publication White Dwarf, specifically White Dwarf 302.

This, taken from Wikipedia, is incorrect. I've changed it there also. The Rogue Sons article in question is in WD 303 (UK).

Offline orkanoid

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Re: Know thine Lost [identifying the species]
« Reply #19 on: November 1, 2006, 09:51:30 AM »
Some info about what happened to the Squats is here
http://forums.specialist-games.com/epic/forum_b/topic.asp?ARCHIVE=true&TOPIC_ID=2532&whichpage=3
just look for the post by Jervis from GW
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