Jump to content



Photo

INDEX XENOS - Alternate Aliens


  • Please log in to reply
21 replies to this topic

#1 Giaus Novus Khan

Giaus Novus Khan

    Member

  • Members
  • 201 posts

Posted 10 February 2010 - 01:41 PM

For the past few years I have been finding 'one-liners' on 'other' alien races from all of the 40K codices & books and developing them into their own Index Xenos articles (and then modeling them into 40K 'alternate' armies - with extensive modeling blogs). I thought that they would make good material for 'alternate aliens' for Rogue Traders and decided to share them here. Most of the work is mine - and where I have copied stuff from GW it is meant as a tribute only. I hope I put this in the right place? The first aliens were the K'Nib - and they're still my favourite.

 

Index Xenos:
The K’Nib

By Lachlan Abrahams

 

“What makes these bipedal monkeys so afraid of us?”
Alcayde Silthvrene, Moon 898

Physical characteristics
The K’Nib are the most vile of Xenos to behold – tall, arachnid-like beings with scything fangs dripping with acidic Venom. Their carapace or chitin is incredibly hard, able to withstand substantial damage. Their limbs end in spear-tip points which are able to punch the hardest armour with ease. Due to their metabolism and use of their spear-like limbs, they are capable of scaling the most precarious of surfaces. Of their eight limbs, four are used for mobility whilst the upper four are usually used for fine manipulation, but are also used in vertical movement. They possess incredibly hardy physiologies, capable of processing atmospheres with very little oxygen and other toxic substances, the K’Nib are even capable of surviving in the void of space for several hours. The K’Nib make no use of clothing, often fixing necessary equipment to their carapace though adhesive spittle.

As the K’Nib age they loose much of their preternatural speed, but grow steadily stronger and tougher. The K’Nib have several other arachnid-like qualities also producing acidic venom through their mouth parts which, whilst generally not fatal in small amounts, they spit at opponents as they charge. They also have spinnerets at the bottom of their abdomen which produce a fine silk – Silk farming by the Imperium using lobotomised K’Nib has however proved unsuccessful.

The K’Nib do not reproduce sexually, instead breeding ‘females’ known as Alcaydes exchange genetic information by producing a waxy globule which they sometimes share in a communion like fashion. Alcaydes frequently greet another Alcayde by exchanging these waxy morsels – in fact delegates from one K’Nib planet have been known to travel to other K’Nib planets to exchange this wax in order to preserve their genetic diversity. Radical Xenos researchers suggest that this wax is also able to transmit messages that can only be accessed by the Alcaydes – though such ridiculous rumour mongering has been harshly dealt with.

This reliance on a few breeding individuals would seem to present a perfect opportunity for culling the Xenos numbers considerably. Unfortunately however, the K’Nib are still capable of breeding in absence (or destruction) of all their Alcaydes – any non-breeding K’Nib can transmute themselves into a breeding Alcayde in the absence of an Alcayde.

Ordo Xenos researchers have identified over the past few millennia that broods of K’Nib appear to be developing ‘skull-like’ markings on their bodies – these markings are believed to be ‘threat/warnings’ against Humans who have become the major ‘predator’ of the species.

Psychological Characteristics
Often know as the festering K’Nib, they are indeed a loathsome species. Despite existing in a universe of loathsome Xenos, the K’Nib are universally hated by all races. Research shows that K’Nib cause a similar reaction of revulsion in almost all know species. Whether this ability is a minor psychic manifestation of perhaps the festering K’Nib trigger some ancestral memory is unknown. Other research indicates that it is perhaps the universal urge to ‘crush the arachnid’ that may be the cause.

This ‘ability’ is rather unfortunate – If one could suppress all their senses to fight back the revulsion that the K’Nib install in every being, that being would find that there is truth behind the cliché of ‘the friendly monster’. The K’Nib are an industrious and calm species, more than happy to share the universe with other species. Their fleets will often go out of their way to come to the aid of stricken ships – only to have those same ships open fire on them in fear. The foul Xenos will exhaust all avenues of diplomacy before going to war, but once committed to that course of action are grim and unfailing in its execution – firm in the knowledge that they have done everything possible to avoid the conflict.

Social Structure
A brood has a number of dominant beings, called Alcaydes who lay their larvae in spawning pools. Remarkably prolific, a single Alcayde is able to spawn several thousand larvae in a single year if necessary. The non-breeding K’Nib will then heap the spawning pools with rotting corpses and offal. Surprisingly even K’Nib corpses are also respectfully placed into the spawning pools to raise the next generation of K’Nib. In K’Nib settlements the stink of death is inescapable and to human eyes resembles a butcher’s yard left to the crows – hence the title, the ‘Festering K’Nib’. As they mature the larvae then sprout legs and leave the spawning pools as swarms of “K’Niblets’. These K’Niblets regularly return to the spawning pools for nutrition but are now able to function as an active part of the K’Nib society.

Home World
The original home world of the K’Nib has yet to be discovered by the Imperium. Its location, or the history of its location, has either been long forgotten by the K’Nib or is a closely guarded secret kept by the highest leaders of their race. Many K’Nib specimens interrogated by Adeptus Mechanicus have referred to the whole of the galaxy as their birthright - though apparently they are more than content to live peacefully beside all other alien species (however, of all the vile races in existence, none have been found that can stomach the K’Nib’s appearance or behaviour).

First Contact
First official contact with the K’Nib was reported in M24 by Rogue Trader Xerxes Varl who was returning to a remote human ‘non-imperialised’ outpost. The K’Nib had just colonised the planet and were in dispute with the local humans about desecration of burial sites. Rogue Trader Xerxes Varl was able to request support from a nearby expansion crusade – the world was pacified and all tainted beings on the planet exterminated.

The Adeptus Mechanicus were able to match the specimens taken from the expedition with several other samples from various points around the galaxy taken in the previous millennia – and so ordered the investigation of the potentially galaxy spanning species. It was also noted during this time that many K’Nib had been identified on pacified worlds, but were thought only be local wildlife – scavengers feasting upon the bodies of the fallen on the massive battlefields. Radical Xenos researchers have theorised that the expansion of the Imperium provided the K’Nib with the bodies and salvaged materials to exponentially increase their colonisation of the stars.

Technology
The K’Nib are masters of acidic venom which they use in most of their weaponry. Settlements are often defended by system-wide clouds of acidic mines. However they are also known to make use of dark technologies that harness the unstable power of the Warp to power their alien technology.

Their technology is believed to be less advanced than that used by the Imperium – In fact many of their technological advancements seem to have been gained by the sacrilegious act of reverse engineering Imperial Technology. It is suspected that this technology has been acquired by the K’Nib through heretical Rogue Traders and Imperial settlements. Certainly their protection of their colony ships by swarms of space fighters, closely resembling the Imperial Thunderbolt fighter, is highly disturbing. These space fighters have been further modified into warp capable messenger boats!

The K’Nib colony ships are vast modular ships used to transport a brood of Alcayde and retinue to a new world to set up a new colony. The first priority of the Alcaydes will be to set up a manufacturing base when they will disassemble the colony ship and then replicate each module several times. By the time the settlement has reached a large enough size the Alcaydes will each spawn several Alcayde Larvae – these larvae will take their place on the new colony ships to start their own colony. This ‘planet-hopping’ colonisation process has been remarkably effective! Xenos researchers indicate this spawning period can take as little as five to ten years depending upon the manufacturing capability of the newly colonised planet and the supply of corpses for the spawning pools.

Combat Capabilities
In war the K’Nib are typically led by an Alcayde with a retinue of young Cidae. The Cidae are in their first decade of adulthood and rely on their natural stealth as hunters and their species’ natural strength. An Alcayde and their retinue of Cidae avoid the use of ranged weapons preferring to close with the enemy. It was this reliance on stealth and close combat that first made Imperial researchers believe that the species was much less advanced as is now believed to be the case.

The K’Nib seem to loose much of their speed and combat effectiveness as they age. These older and more experienced K’Nib form units of Mordax. Mordax wield heavy projectile weapons known by Imperial Troops as Multi-Launchers and Acid Launchers which are able to fire a fusillade of acidic rounds into the foe. Even the elderly K’Nib (known as Ordgarius) have a place in war, crewing Acid Mine Launchers, larger mortar like weapons which launch hovering acid mines into the foe from a distance.

Whilst the vast majority of K’Nib train to defend their broods, two subspecies of the K’Nib appear to have also been specifically genetically engineered for war - the Misgolas and the Apocrita.

The Misgolas are martially superior to other K’Nib and are also augmented with alien bionics, enhancing their terrifying abilities. Though they have a lighter carapace than other K’Nib, their chameleon like qualities enhancing their hunting ability, allowing them to range far ahead of the K’Nib brood, disrupting the foe and reaping a harvest of corpses for the Larvae. It is theorised that only the Misgolas are incapable of become a breeding Alcayde – a sacrifice that is greatly honoured and feared by the K’Nib.

Another second aberration amongst the K’Nib, the Apocrita are said to be the shaman/technicians of the K’Nib. These are thought to be the psychers of the race, infusing their bodies with dark technologies to wield the power of the Warp. It is hypothesised by radical researchers that the K’Nib’s ability to the Warp is much more limited, and therefore stable, than the techniques of the Imperium. The vast majority of sanctioned Xenos researchers suggest that the K’Nib’s utilization of the warp is proof of an ultimately more sinister agenda. The powers of the Apocrita are primarily to steer the race’s colony ships through the warp, but also have practical battlefield capabilities – shielding the Apocrita and allowing it to send bolts of the warp into the foe. The Apocrita are surrounded by a disturbing warp ‘ion’ field which confuses and disrupts the senses. Battlefield observations have also reported Apocrita crewing their race’s work-harness or ‘Tholus’ in battle, armed with ranged weaponry.

Whilst the adult K’Nib are fearful opponents in war, the K’Nib also use swarms of their young K’Niblets – a sight which causes revulsion amongst most other alien races. It has been observed that K’Niblets are able to regenerate massive damage to their new bodies and throw themselves into any situation with reckless abandon. In this way the K’Niblets are able to learn the art of war and yet survive the experience (and those that don’t; participate in the natural selection process). Still relatively clumsy, not having achieved their martial height as Cidae, the K’Niblets are capable of great leaps despite their diminutive size – this leap surprises many foes who see the ‘carpet’ of spiders as a slow moving threat! Such a tactic however is only ever used in dire circumstances.

Threat Index and Imperial Policy
The noisome K’Nib are unfortunately common throughout the Imperium, Imperial Xenos have recently concluded a detailed logistic study of their numbers in the Donorian Sector (a small cross section of Segmentum Ultima), having declared the sector ‘in plague’ and petitioned for a crusade to cull the K'Nib numbers.

Fortunately, all alien species view the K’Nib as repulsive – even the Tau, it is reported, having recently come in contact with the species, are having extraordinary difficulty setting up diplomatic relationships. The water caster refusing a second meeting. Original estimate cogitations cautioned against K’Nib and Ork alliances, however it was discovered the Orks take special glee in attacking K’Nib colonies, whilst the K’Nib seem quite adept at harvesting Ork spore to compost in their spawning pools. Other minor species such as the Clawed Fiends of the Donorian Sector have been recorded fighting besides the K’Nib – however this cooperation may have been forced due to the Imperial anti-Xenos Cull in this sector.

It is interesting that whilst many estimate cogitations have suggested that the K’Nib have spawning practices similar to the Tyranid menace – the K’Nib maintain a special loathing for the Tyranids. Settlements of K’Nib have been known to detonate fusion devices to incinerate themselves rather than be absorbed by the voracious Tyranids.

Whilst Imperial policy on all Xenos is that they are anathema, the only species that seems capable of dealing with them is in fact humans. Despite several cleansings of collaborators, many pirates continue to trade with the noisome species. Commonly known as ‘Corpse-runners’, many human freighter captains continue to trade shiploads of human dead with the K’Nib every year.

The last recorded major battle between the Imperium and the K’Nib was on the Imperial world of Assumptus V which had been ‘squatted’ on by an entire over-brood lead by one of the foul races most repulsive leaders, a High Alcayde. Several Imperial Guard Regiments commanded by Brother Artemis leading elements of the Adeptus Astartes ‘Deathwatch’ routed the K’Nib armies and purged the Xenos taint from the world. The Kaslon Regiment was recommended several times (varying from valour, bravery, diligence & fervour in pursuing the Emperor’s edicts) in dispatches from the commander – a consignment of over two thousand various awards await their emergence from a five year quarantine period.

A K’Nib Settlement
A typical scene in a K’Nib settlement would contain a central marketplace inhabited by the giant spider-like beings discussing in their whispering tongue the latest production achievement in the latest colony ship construction, strengths of various acids and venoms as well as the capricious nature of the swarms of K’Niblets these days. Here and there K’Nib at rest will idle away the time by skilfully carving body art into the chitin of another. At a medical tent a K’Nib has a crack in their exoskeleton sealed and smoothed by a special combination of ceramics and K’Nib spittle. Swarms of K’Niblets scurry underfoot or crawl overhead, eager to be included in the adult’s culture.

Over by the spawning pools some K’Nib carers sing to the spawning pools of larvae. Other K’Nib carers scatter swarms of persistent K’Niblets returning to feed. An Alcayde patiently sits in a new spawning pool laying a new batch of Larvae as her attendants bring her a gift of genetic wax from a recently docked messenger boat from an Alcayde several hundred light years away. As she chews on the waxy morsel she catches up on the gossip of the distant settlement though the meal – learning to her surprise that another species called the Tau have recently approached the settlement with messages of peaceful co-existence. Unfortunately the waxy message continues saying that only the first meeting was held and then the Tau withdrew.

Nearby, tents of earthen coloured silk hide the settlement’s work trenches. In one trench a vast production line of K’Niblets work, under the watchful eye of an Apocrita – the races’ strange mechanical adepts and psychers. A K’Nib instructor plays an eerie tune on pan-pipes made from K’Nib leg exoskeleton, teaching the working K’Niblets with the whispering song.

At a field nearby another Alcayde instructs a retinue of young ‘Cidae’ K’Nib in close combat techniques, and congratulates one of her students on a six meter venom spit. Older Mordax, fix weapons to their carapace with adhesive spittle before practicing with their multi-launchers and acid launchers at a range nearby. Elderly Ordgarius, watch the martial display commenting on the lack of accuracy of the Mordax these days, spinning silk from their spinnerets to be used in insulation of their colony ships, manufacturing solar sails and a thousand other uses.

In the distance an Alcayde dickers with a human trader, suited in a fully enclosed ship’s suit despite the warm summer air. They negotiate over a shipload of salvage from a recent imperial purge – the human, despite being obviously uncomfortable near the K’Nib is eager to trade for the K’Nib silk. An Apocrita crewing a massive work-harness or ‘Tholus’ watches the transaction with disinterest. Ordgarius diligently crew a battery of Acid Mine Launchers near the landing field – their caution a product of frequent human treachery.

In the mountains above the settlement a squadron of K’Nib space fighters stand by in hidden hangers. Outside a squadron of ‘Portia’ on flat hovering platforms fly past on patrol. Surrounding the secret installation, several swarms of K’Niblets squat in the bushes – eager for battle, despite their lesson being one of protection. Watching over the young and foolish K’Niblets from cover is a terrifying, ghostly Misgolas. Ever wary in defence of the Brood, the Misgolas scythes its mouthparts together as it samples the air.

During our sweep of Moons 698 to 898 we discovered a large K’Nib settlement and immediately engaged them with our forward units. These were beaten back with heavy losses. The K’Nib offered to send emissaries which were ignored. They even sent a messenger boat which was promptly destroyed. Despite the K’Nib suggesting a 20 hour ceasefire our second assault went in – and was soundly beaten back. Their counter assault was overwhelming. Despite the loss of three Imperial Guard regiments, I believe it is important to continue the assault against this hideous foe. Please find attached to this message an urgent request for reinforcements.

Prefect Marlain, Moon 898, Gideon Sector, Segmentum Pacificus

The army modeling blog:

http://www.wargamera...wtopic=26953=

K'Nib Army

K'Nib Alcayde and host

K'Nib Psychers

 

 



#2 Giaus Novus Khan

Giaus Novus Khan

    Member

  • Members
  • 201 posts

Posted 10 February 2010 - 01:52 PM

The Next army I embarked on was the Hrud – now at the time I didn’t know about the fluff in Xenology, but quickly tried to adapt to include it. At first there is only one image of the Hrud - in the OLD 40K rulebook where they show the Necron Warrior, the Kroot with a carapace, a clawed fied and a hooded Hrud! There are however several references to them in various texts - space marines and IG cleaning out infestations of them, Hrud working for the Tau as mercs, etc. In Inquisitor (I think I remember correctly) they mention Hrud being masters of plasma tech and living beneath the human's civilisation... Sounded a bit skaven to me but I ignored that! lol!

Index Xenos:
The Hrud

By lachlan Abrahams

 

“When the light of man is extinguished we will restore the natural beauty of the universe”

Hrud Litany 111

Physical characteristics

The Hrud are a mysterious, nocturnal species that infest countless planets throughout the Imperium. They are a subterranean and evasive, supposed to have originally come from a desert world. Small and shadowy looking creatures, the Hrud hide their horrific Xeno appearance by draping themselves in rags and cloaks. Of a diminutive stature, the Hrud are nocturnal and unclean, adept at stealth and infiltration and also seem to have the ability to navigate impossibly difficult mazes. Their chief weakness appears to be an almost crippling inability to cope with bright lights.

Covered in filth and protected by armour plates, the Hrud also have a skeletal structure that allows for maximum flexibility (nicknamed "bendies" by Imperial ship crews which are often require to search for Hrud stowaways). Furthermore the Hrud seem to be able to blend in with their surrounding, not so much like a chameleon, but instead a passing shadow that a viewer would dismiss as nothing. Certainly several conflicts against the Hrud have all reported massive thrusts by the Hrud from combat zones only just previously scanned and declared empty of all life.

Ordo Xenos researchers have reports of a dissected ‘female’ Hrud and a hastily draw artist impression of an unclad Hrud in which the artist has portrayed as a slimy insectoid. It should be noted that this portrayal is clearly marked as 'speculative', and the images of the Hrud dissection do not include any portrayal of the creature's skin, which apparently rapidly decayed after the subject's death. It is perhaps also worth noting here that the term ‘female’ is also purely speculative as recent evidence suggests that each Hrud is asexual and therefore able to reproduce.

Social Structure

The Hrud are an enigmatic species of which very little is known. To Imperial Xenos Researchers the Hrud seem scattered and disconnected, do not gather in great numbers, and seem to be benevolent at best and pests at worse. Individual Hrud seem devoid of personality, and groups have little variation or individualism.

The few sources of information relating to Hrud origins and society are of dubious origin. One of these questionable sources mentions a similarity of the Eldar and Hrud mythology. Hrud mythology bears several similarities to the Eldar in that their god of the forge, like the Eldar god Vaul, was sealed away, and all the other gods either died or shared this fate with the exception of one. Though this single surviving Hrud god seems to vary – instead of being either of the supposedly surviving Eldar gods; Khaine – shattered into a thousand pieces and living within each craftworld, or the enigmatic ‘laughing’ god – hiding in the webway, it seems to be the forge god that survived in Hrud mythology (due to his continued imprisonment).

This fiction has been rashly corroborated by Ordo Xenos Inquisitor Yon Varle who cites Imperial Archive #681894684768A58864H654RF365468OX3684 detailing an encounter of the Imperial Fleet, near planets that the Eldar had warning satellites in orbit forbidding all trespassers. Ignoring the warning, the Imperial ships were fired upon by weapons hidden within the planet. Investigating Imperial troops discovered the planets populated by large numbers of Hrud. Inquisitor Yon Varle speculates that the Hrud may be allies of the Eldar and perhaps another creation of the purely hypothetical Old Ones.

Many Ordo Xenos have scoffed at the idea that the terrible Eldar could be even vaguely related by common creator to the scrofulous Hrud. Undaunted however, Ordo Xenos Inquisitor Yon Varle theorized that this alliance is tenuous at best and that the Hrud and Eldar were constructed by the Old Ones for vastly differing purposes. He quotes a text, known only as ‘Quotations from the Legend Seer’, that the Eldar were created to rule the stars and the Hrud to act as their servitors, literally to clean after them. The text explains Hrud infestations or migrations as ‘in-built programming’ in which the Hrud are compelled to move from system to system infesting and ‘cleansing’ the planets. The Ordo Xenos have declared that the idea that the Hrud are the janitors of the galaxy, is however laughable.

Ordo Xenos Inquisitor Yon Varle is known to include several Hrud mercenaries in his entourage. He is currently on the Deathwatch observation list.

Home World

Almost nothing is known of the Hrud Homeworld. Even the Hrud seem wholly unconcerned with the matter. Ordo Xenos Inquisitor Yon Varle suggests that the concept of a ‘home’ is completely alien to the Hrud. The Hrud have no unifying government or ruler. They live as pirates, mercenaries and traders in the galaxy or in underground planetary colonies. Often colonies of other races are built on planets that are already inhabited by the Hrud without realizing they are there.

One fanciful text tells of the destruction of one of their original homeworlds. This planet was tragically close to a powerful warp storm, which may well have given them their original form. Their planet was rich in the warp crystals which are utilized in their technology. A warp storm came close to devouring their world, and so as many Hrud as could manage it fled the world. Those who left late became mutated and those mutations have carried on through the generations. This is believed to be simply a fictional creation, again confusing the Eldar with the Hrud – additionally no Hrud mutations have ever been observed to verify this theory.

First Contact

The first chronological reference to the Hrud is near the end of the Great Crusade, when the Iron Warriors Legion is noted for "cleansing the Hrud Warrens on Gugann" just prior to the Horus Heresy. Sporadic encounters between Imperial and Hrud forces have continued to occur over the following ten millennia till today.

Technology

Hrud technology is based on plasma, a common example that finds its way into the Xeno artefact black-market is the Plasma Fusil. Unlike plasma weaponry of the Imperium, the Hrud use contained plasma technology – allowing a Hrud weapon to continue to be operational for hundreds of years without recharge. This efficient use of energy is counter-intuitive to Imperial Researchers who are baffled at why a numerical species with no obvious sense of individuality would forgo the destructive power of plasma weaponry for use against their foes for increase energy efficiency and conservation.

Another oddity of the Hrud is though they seem to have the ability to salvage alien technology and put it to their own uses – they only do so in the first stages of an infestation. After which they uses special bombs to rapidly decay any alien technology and structures. Once broken down sufficiently, the raw materials are collected and recycled. Hard recycled plastics are used in all Hrud construction, from their Plasma weapons, their combat blades, to even their large transport vehicles and spaceships.

The Hrud spaceships are small compared to the vessels of other races and are rarely seem – A matter which disturbs Imperial Defence Cogitators immensely as they cannot predict Hrud Migrations by ship movement.

The most alarming technological feat of the Hrud is that it is believed they are capable of traveling through a dimension outside our own. Because of this it is theorized that they are able to phase in and out of their planes to infest a wide variety of areas. Other theories on their abilities of inter-planetary travel without the use of ships include the utilization of the webway often employed by the Eldar or something similar.

Ordo Xenos Inquisitor Yon Varle theorizes erroneously that in fact both are true; that Hrud have access to the Eldar Webway, as well as a smaller more intricate system of worm holes throughout the galaxy. He speculates that their ships are only used where these worm holes are not present or have collapsed. He does however state that this limited ability to translate dimensions and manipulate time is evident in their ‘decay bombs’ used to break down structures during a Hrud infestation. Inquisitor Yon Varle also states that use of portable devices, that are able to distort space and time temporarily, allow the Hrud to infiltrate into combat so efficiently.

Combat Capabilities

The Hrud combat organisation is highly efficient, comprising of several different elements. The standard Hrud trooper is armed with a ‘Plas-gun’ or ‘Fusil’ and is capable of remaining combat effective as long as they are able to breathe! It is believed that this lack of reliance on re-supply allows them to infiltrate a position for several months before becoming active.

Other infantry weapons employed by the Hrud are a plasma based sniper rifle which familiar shape was the originally named ‘Plasma Fusil’. However the Hrud also use a number of heavier Plasma weaponry either carried by teams, mounted on dedicated tracked carriages or on small, four wheeled all-terrain buggies. However the Hrud have recently shown changes in some of their battle doctrines after the cleansing of the Faseene System Hrud infestation (592-602 M41) at the Battle of Talavar by the entire Kashann Xeno-Rider Regiment and the Imperial Guard Sixtieth Army. The Kashann Xeno-mount units allowed the Hrud to be corralled, allowing the sixtieth army infantry to concentrate on launching set piece assaults on the Hrud warrens themselves. Latest reports from the 49th Barakland Imperial Regiment warn of Hrud using Xeno mounts – an obvious adoption of the tactic that proved so successful against them.

Without any sense of individuality, it is perplexing that the Hrud are still able to adapt to battlefield conditions – here Ordo Xenos Inquisitor Yon Varle has redeemed himself describing the Hrud combat organisation. The Hrud leaders, or ‘Ubiquitors’, are seldom seen – apparently only making an appearance in matters of high importance. Mostly the forces of the Hrud are lead by ‘Directors’ and individual smaller units are led by ‘Organisers’.

An imperial commander facing the Hrud is likely to find themselves automatically surrounded and beset by a range of powerful weaponry. The Imperial Commander cannot rely on his scouts as they will often be caught out of position by the Hrud, who appear in areas already believed swept clean. Hrud are a tenacious foe that, once established, are impossible to shift with sustained artillery barrages. Normal anti-Xenos ‘terror’ tactics are ineffective against the Hrud as their moral is not lessened by such acts. The most recommended weapon against the Hrud is the flamer, and allot of guardsmen!

Threat Index and Imperial Policy

The Hrud have been in conflict against the Imperium for over ten thousand years and, by all estimates, will continue to pester Planetary Defence Forces in all segmentums in the millennia to come. With no obvious plans to conquer or dominate the galaxy however, the Hrud are considered to be an annoyance only. To Imperial Segmentum Command, the presence of Hrud infestations are often considered highly beneficial – as the subsequent Xeno purges are the best training in tunnel warfare the Imperial Guard Regiments can hope to have. The Imperial Guard Regiment, the ‘Mordant Acid Dogs’ known for their tunnel fighting, were trained during just such an infestation on Mordant.

It is only during the Hrud ‘Migrations’ where the Hrud seem capable of inflicting major damage on the Imperium. The last Migration in 983-985.M41 saw twelve Cadian regiments deployed to quell it – most notably the 8th (commanded by the now Lord Castellan of Cadia, Ursarka Creed) and the 39th, highly decorated on Chincare with the title “Xenobane”.

Prior infestations have been recorded, and though they do not equal the great battles against Chaos, the Orks or the Tyranids, they each have created Imperial Heroes and also cost the Imperium. The most renown of these was in M38 the destruction of Imperial Navy Emperor-class vessel Paternus Gloriem and several of its support vessels after their infiltration by the Hrud.

For the Full Modelling Blog goto:

 http://www.wargamera...topic=28834&hl=

 

Hrud Warrior

 

Hrud riders, tech team & tanks

Hrud Buggies



#3 Giaus Novus Khan

Giaus Novus Khan

    Member

  • Members
  • 201 posts

Posted 10 February 2010 - 02:00 PM

Very soon after the Hrud (or during) I started on the Tarrellians - based on a single image in the 2nd ed 40K rule book and mention of them in one of the Imperial Guard Codices...  These were lots of fun!  However I noticed in the latest Tyranid Codex that the Tarrellians were wiped out by Hive fleet Moloch!  lol!  Though I'm sure scattered bands remain somewhere in the galazy... 

Index Xenos:
The Tarellians

By Lachlan Abrahams

If the Children of the Human Emperor did indeed leave our own beloved Emperor’s mantle on Logres, then we have a duty… nay an Obligation… to recover it and unite the Tarellian Race under a new Royal caste!

Peer of ‘Burning Sun’ House at the amnesty of five Houses

Physical characteristics

Though commonly known as ‘Dog Soldiers’ the species is more reptilian than mammal, resembling dogs only in their rolling gait. For many millennia it was believed that Tarellians were just as comfortable on all four limbs as they are on their hind legs, but Inquisitorial studies have since disproved this theory. The Tarellian troops were named during the Great Crusade when humanity first came into contact with the species. The Imperial Guard regiments named the ‘Dog Soldiers’ due to their tenacity and were noted as both highly aggressive and effective combatants.

The Tarellians are an extremely fast reproducing species, who vastly overpopulate the few worlds under their control. Due to this overpopulation, foodstuffs are thought to be in high demands by the Tarellians and their armies are logically suspected to be most commonly mobilised to gather supplies.

Physically the Tarellians are an impressive species with heavily muscled physiques. As well as being protected by thick scales, the species possesses a highly charged nervous system that allows them to react much faster than many other species.

Psychologically the Tarrellians are creatures of pattern and structure. Though a highly advanced species when man began their assent to the stars, there is little indication of any technological progression since that time. [Ordo Xenos Imperative: Recent evidence of technological advancement to be verified through technological examples to be captured at all costs for further investigation].

Social Structure

The Tarellian society is based on a strict caste hierarchy. Unlike the Tau Caste system, in which all castes seem relatively equal in respect of their particular contribution to society, the Tarellians have two castes; the warrior-caste and the under-caste. Everyone in the military and governing hierarchy, from Colony Directors to a settlement leader – from general to foot-soldier, is a member of the warrior-caste. Every other Tarrellian falls into the under-caste. The leading authority on the Tarrellians, Ordo Xenos Inquisitor Kuhav Favalprama (executed by the Ordo Xenos as a traitor to the species) recorded that there was once a third Royal-Caste who ruled over all Tarrellians, however this caste was entirely wiped out in the destruction of their home world.

Whilst Tarellian Society may appear a completely functional totalitarian society, the Warrior-caste is also ruled by an internal code of conduct and a way of life. The core tenets of this code of conduct are formalized into Tarellian Law. These ideals consist of the following principles:
? Courage
? Glory
? Loyalty
? Moral righteousness
? Noble conduct

It is this code of principles by which the Tarrellian warrior-caste lives and dies.

Though the Tarrellians are unified by this central code of conduct, they are not unified as a species. The Tarrellians were once ruled by an Emperor, but since the destruction of their home world and ruling House, the Tarrellians have been unable – or unwilling – to unify as a whole species.

Tarellian society is typified by their many thousands of Warrior Caste ‘Houses’. Each House bears a martial title and is responsible for their own holdings. A house is ruled by a ‘House Peer’ who has at their disposal thousands of warriors to rule over millions (or sometimes billions) of lower caste Tarrellians. A House Peer will not hesitate to order their soldiers to death to empower their house – nor would a ‘Dog Soldier’ hesitate in obeying their Peer. Occasionally a ‘Peer of the Caste’ will be recognised by several Houses to lead them in a joint venture.

It is not uncommon for several other House Peers, upon hearing of an alliance, to join together under another ‘Peer of the Caste’ so as not to be over-shadowed by the original alliance. It is also not uncommon for alliances to fail as the Houses take the opportunity to enhance their own power by attacking another allied House.

Home World

The Tarrellians home world of Tarrel Prime was virus bombed by forward elements of the Emperor’s Children Legio Astates during the great crusade of the god emperor. However the campaign to exterminate the species was unable to be completed due to the traitorous actions of the very same legion in support of the reviled Horus.

The Tarellian home world is believed to have been a heavily industrialised Swamp world made of thousands of island archipelagos. Each island had become a small hive city run by a separate House. Surrounding the swampy islands were narrow strips of ocean patrolled schools of voracious Tarellian Blood Sharks – unfortunately one of the most successful Xenos animal import throughout the galaxy. It is believed that this isolation of each House was instrumental in the formation of Tarellian society.

With the loss of their home world and the death of their own Emperor research indicates that the Tarrellians went through their own revolution, dissolving into petty in-fighting. This civil war saw many Houses fleeing the Tarellian sector to establish independent holdings throughout the universe.

Many of these holdings still uphold the ancient alliances and vendettas between Houses, but equally as many have since formed their own alliances and/or even spurned other houses, and even their race, entirely.

First Contact

The first chronological reference to the Tarellians is during the Great Crusade, when Imperial Guard forces investigated a report from the Emperor’s Children on a potentially threatening Xeno infested sector. Initial reports indicate heavy losses on both sides, however during a bold move against the home world of Tarrel Prime, the Expedition’s flagship ‘Iron Will’ with many losses amongst its support fleet, managed to overwhelm the Tarrellian Home world orbital defences and conduct the sacred act of exterminatus upon the xeno world.

Remnants of data from the campaign also indicate that the Emperor’s Children saw action on the planet’s surface before being teleported out as the planet was destroyed. Unfortunately after this action Tarrellian resistance increased significantly (much to the surprise of imperial tactical cogitators at the time). The Imperial forces attempted to hold the line whilst awaiting reinforcements – reinforcements which never arrived. No trace remains of the final fate of the Imperial expedition.

It is believed that had the campaign been able to continue, the Tarellian Species would have been removed from the universe. Unfortunately, yet another sin to lay against the breast of Horus, the Tarellians were able to regroup during the great Heresy and encounters between Imperial and Tarrellian forces have continued to occur over the following ten millennia till today.

Technology

Tarellian technology is advanced, intricate and labour intensive in its creation. The Tarellians spare no expense in the equipment provided to their warrior caste; a single Dog Soldier wields the efforts of hundreds of lesser Tarellians. Each Dog Soldier is equipped with custom made bionics incorporating a range of functions, most importantly being an internal energy based ‘Concussion’ field, providing each soldier with armour effectively equivalent to powered armour. The concussion field is cable of stopping even the mighty Imperial Boltgun and attracts an astronomically high price in illegal Xenos artefact circles despite its incompatibility with human biology.

The Tarellian Thumper is the basic weapon of the Tarellian Dog Soldier, named by Imperial Guard due to the particular dull concussion it makes when firing. Each Thumper is individually crafted and has the equivalent performance of an Imperial Boltgun. However they also incorporate variable ammunition types, able to be used in close combat situations to replicate frag or krak grenades. Also popular amongst the Xeno are flamer weapons, concussion maces similar to power weapons and concussion-wave launcher that produce similar effects to melt weapons.

Some Leaders are also fitted with additional Cybernetics allowing them to coordinate the attacks of their Dog Soldier units more efficiently. This use of cybernetics also extends to limb replacement and even crude weaponry wielded by leaders of the Warrior-Caste.

In an alarming departure from the expected Tarellian lack of advancement – Recent battlefields observations have reported “Peer Surgeons” with bionic amplifiers enhancing the effectiveness of the Dog Soldiers – often at the expense of the soldier themselves. Rumours also persist of additionally enhanced Dog Soldiers who are used as berserker assassins – though it is expected these are specimens of ‘Blood Shark’ Assassins. [Ordo Xenos Imperative: Examples of recent technological enhancements must be captured for further investigation].

The Tarrellians also make extensive use of vehicles, preferring mostly reaction drives with hover propulsion. These vehicles cannot be classified as true skimmers as they hover only a few centimetres above the ground.

Combat Capabilities

The Tarellian Warrior caste is highly structured and is the basis of their combat organisation. Considering the entire Tarellian society is dedicated to supporting the warrior caste, their combat capabilities are sufficient to give most Imperial Commanders considerable pause and doubt.

Each individual Dog Soldier is a force to be reckoned with – with their custom made shield generators, cybernetics and weapons they are a match for the mighty Adeptus Astartes. Trained from birth as warriors to protect their house and die for their lord, a Dog Soldier is resolute and tenacious in defence, furious in attack and loyal unto death. Thankfully, the Tarellians are a society who staunchly believes in quality over quantity – the Imperium can consider itself lucky that the Tarellians have never discarded their caste system and armed every single Tarellian!

The Tarellians use of vehicles in combat is usually as fast personal hover bikes or ‘Lancers’ and large battle tanks that use a similar adaptation of the hover drive. These vehicles fill heavy transport and tank roles (see Adeptus Mechanical file #3029: Lupa-class Battle Tank) that use highly powered laser arrays as weapons. These laser arrays have been found to be only marginally more efficient than Imperial laser cannon design – with only a tiny gain in efficiency for each weapon is hand-crafted. Air capable fighters have also been encountered, but as yet no bomber role has been documented.

Tarellian Technology has remained constant and efficient since the discovery of the species, however, in the last three centuries Imperial commanders have reported several disturbing variations (See Ordo Xenos Files: XNEDT41.0005 Xeno-design jump packs - Designated: ‘Devils’). As there have no prior details of such technology used by the Tarellians, it is feared that this recent tactical innovation is perhaps only the first of many surprises for Imperial Commanders.

In another departure from Xenos pattern cogitations, the major houses have begun fielding cadres of Assassins called simply ‘Blood Sharks’. Ordo Xenos Inquisitor Kuhav Favalprama states that these ‘Blood Sharks’ are however a re-emergence of an ancient Tarellian martial tradition, rather than an advancement. The ‘Blood Sharks’ are reported to have been the Tarellian ruling class’s primary form of dispute resolution when dealing with errant houses – they would often swim the ‘Blood Shark’ infested strips of ocean between islands in order to launch surprise attacks. The aftermath of these assassin’s assaults resemble a ‘Blood Shark’ attack – perhaps intentionally to inspire terror amongst the foe.

Threat Index and Imperial Policy

The most consistent and regular interaction with the Tarellians in the last decade is on the Imperial Ice world of Logres where the local PDF regiments are adept at defending against the alien’s raids again the massive food stores of the Krill farmers. Sector command is regularly required to bolster the local PDF regiments, supplying freshly tithed Imperial Guard regiments from nearby worlds to defend the important resource world. In the Interrogation of Ordo Xenos Inquisitor Kuhav Favalprama it was discovered that the last raid consisted of an alliance of at least five Houses that had been brokered amongst the local cluster of Tarellian holdings. Sector command believes a raid of this magnitude in order to gain more resources suggests the species are in dire straits.

Tarellian Dog Soldiers have also been encountered in the employ of other races and traitors to humanity, and it is believed these contracts are paid in food and supplies to the Tarellian holdings.

Inquisitor Kuhav Favalprama however, has speculated an alternate reason for the constant attacks by Tarrellians against Logres since the great crusade. He suggests that directly after their rebellion against the God Emperor, elements of the Emperor’s Children Legio Astartes left the Tarellian Campaign and assaulted Logres, enslaving a million Krill farmers before sacrificing them to the dark powers. Inquisitor Kuhav Favalprama cites Tarrellian texts that reason that the Emperor’s children brought with them to Logres the royal mantle of the Tarrellian Emperor. Therefore the attacks are not acts of resource raiding but attempts to regain the missing Royal-Caste Mantle – believed to be buried in stasis under the planet’s pack ice. This statement has since been dismissed as fabrication, given by the Inquisitor as a ploy to misdirect his torturers.

As long as the stars hold their heat the ‘Noble Shield’ House will resist the ‘Burning Sun’ House being crowned as Emperor of the Tarellian Race. We were once the Royal House’s most trusted of servants and we will protect their exalted memory.

Peer of ‘Noble Shield’ House upon hearing of the amnesty of five Houses

 

The modelling Blog:

http://www.wargamerau.com/forum/index.php?showtopic=41345&hl=

Tarrellian Army

Tarrellian Bikers

Tarrellian Shark
 


  • pearldrum1 likes this

#4 Giaus Novus Khan

Giaus Novus Khan

    Member

  • Members
  • 201 posts

Posted 10 February 2010 - 02:10 PM

The last one for today - though Nekuli & Caradocians are one the drawing board - was the Barghesi.  These aliens have the darkest story line, so I think I captured the 40K feel well!

 

Index Xenos:

The Barghesi

By Lachlan Abrahams


My Pack will destroy all the Humans – then you will give us something new to destroy.

Pack Leader Ghervis

Physical characteristics

Described in the official Xenos records as ‘Hyper Violent’, this species would be hard to classify as sentient were it not for their annoying ability to pre-plan and utilise technology for their violent needs. The Barghesi are a degenerate species, wracked by mutations. Autopsies conducted many millennia ago show the species to have been genetically manipulated and multiple redundancies created amongst their organs. These redundancies, which include a decentralised nervous system and hyper-efficient healing processes, allow the Barghesi to swiftly recover from even the most hideous of wounds. The Barghesi often mutilate their own bodies in order to attempt to feel concept only vaguely know to them… pain. Additionally oversized organs have been found, capable of producing literally litres of adrenalin which increase their combat abilities. Who modified the Barghesi’s biology remains unknown.

Social Structure

The Barghesi are divided into packs which can range from a mere handful of troops to a hoard of hundreds of thousands. A Barghesi pack will go where the fighting is – under any commander. The Barghesi records indicate that they long ago eradicated their second sex, so Barghesi are no longer born, but rather produced, fully formed and functional, from the Pack’s Clone factories. In a species where violence is ever present, battles to the death are surprisingly few and far between. The Barghesi save the privilege of death for their enemies. Barghesi will often take prisoners in combat – only to pit them against their champions, one by one, until they are all dead. Other civilians are taken as slaves.

A very few Barghesi emerge from the cloning tubes with technical or mechanical knowledge. These Pack Leaders, who still retain a semblance of sanity, are given control over a war pack of Barghesi warriors. The role of Pack leader is not highly coveted – rather a position of responsibility to be avoided – after all how can a warrior focus on the glory of battle if it has to worry about everyone else? If a pack leader is challenged by a junior pack leader, the junior will likely be promoted to a strike position with the pack. If the pack is large enough, or has access to cloning facilities, the challenger may be given a cadre of newly produced warriors and given the old leader’s blessing to become a new pack. If the old pack leader is nearing death, then they will often hand over the role (often to an unwilling recipient), to indulge in one last glorious charge at a foe – any foe.

Pack leaders are protected by their packs – as it seems few others want their worries. Pack leaders are not only responsible for leading the pack, but also the use and maintenance of the Pack’s technology. Thus the pack leaders are usually augmented with advanced bionics and trained in the art of cloning allowing their pack to grow.

The Barghesi make bad workers, they have learnt however that other species are capable of working for them – given the proper incentives, such as not killing them. This concept – not killing the workers – is hard to teach the newly produced clones as they experience their first blissful moment of berserk. Every year the Barghesi ship millions of slaves back to their manufacturing centres – where they are worked to death and their biological remains used as material to create more Barghesi clones.

Magos Biologus Hein Njarlson, sanctioned by the Ordo Xenos, has interviewed many thousands of liberated Human slaves of the Barghesi before processing and remains the greatest source of information on the foul species. He speculates that the Barghesi have a religious code, many fearing it to be a reverence of Chaos – however none of the race’s iconography seems to provide any clear evidence. Part of this code involves a ‘priest cast’ often referred to only as the ‘inspired’. Magos Biologus Hein Njarlson has shown evidence that the ‘inspired’ are the operators of the cloning technology, he also speculates that the ‘inspired’ are merely the most insane of an insane species. Sometimes ‘inspired’ will cause a variation in the Barghesi cloning technique, leading to a batch of devolved warriors. Many of these Devolved are mindless husks and do not survive, but those that do are hulking primitive beasts.

If they were not the most despicable of Xenos, one might feel sorry for them – they destroy everything they touch in a pathetic attempt to feel the merest of sensations which might justify their pointless existence.

Magos Biologus Hein Njarlson (Sanctioned)

Technology & Combat Capabilities

Barghesi technology is simple, brutal and directly tied to their combat capabilities. Most advanced technology used by the Barghesi is invariably crafted by human slaves – usually in captured human factories. The Warriors utilise unstable and static weapons, which cause disease and illness amongst the slave workers who make them. These electrically based weapons case lightning fields or wild arcs of electricity which, though highly unstable, is highly effective on the battlefield. The knowledge of how to make their own technology is handed down by the pack leaders. It is thought that the Barghesi can no longer create much of their own technology, using a process similar to Humanities STC templates in order to direct their slave populations to manufacture the required weapons – no Barghesi STC has even been recovered however.

The Barghesi’s war machines are of an ancient – yet still effective – design. Piloting Barghesi craft often involves painful and invasive surgery for the pilots, a job that is eagerly sought after. The ‘War Spites’ and ‘War Furies’ are lethal designs of rocket engines which burn out regularly; causing hideous injuries to the pilots. These rockets create static fields around them which can be earthed amongst their enemies with terrifying results. The Barghesi also make extensive use of walkers from the ‘War Bringer’, a dreadnaught scale vehicle which has its entire canopy electrified, to the massive ‘War Monger’ walker tank festooned with lightning weapons and revered by the Barghesi for the damage and mayhem it leaves in its wake.

Home World

The Hyper Violent Barghesi inhabit the Grendle Stars (originally called the wings on Sanguinius) located in the Grendle stars in the Ultima Segmentum. Despite the Barghesi home world being virus bombed in M37 there continue to be thousands of reports of Barghesi incursions into the Imperium every year of varying sizes. It is suspected that the race has received sizable assistance by rebel forces & mercenary organisations to expand their bases through the galaxy. Barghesi have also been reported using Space Hulks to transport their forces – however it is suspected that the original intention was the battle against the original inhabitants of the space hunk, rather than the destination. Currently the designated Barghesi quarantine zone is undergoing an invasion by a Tyranid Hive Fleet designated Colossus – Reports conclude that the Barghesi have been able to hold against the Tyranids so far. Truly the Barghesi’s endless copies serve as an antithesis to the ever dynamic Tyranids. Imperial shipping is forbidden to encroach on the Barghesi quarantine zone lest they draw the attention of either the Barghesi or the Tyranids.

Threat Index and Imperial Policy

Barghesi are considered a threat to the Imperium, however one which can – given sufficient resources – be dealt with. Though over five thousand packs have been catalogued, a mere three hundred of these have been identified as having cloning facilities. Since evidence exists that the Barghesi are unable to construct further cloning facilities, if resources could be dedicated to these three hundred facilities it is believed that the Barghesi Xenos threat would decrease dramatically – and given time, permanently. Fortunately it is estimated over 90% of the cloning facilities lay in the path of Hive Fleet Colossus. Unfortunately to destroy the remaining 10% of facilities, tech-logos have factored in the increasing spread of the Barghesi War Packs throughout the galaxy and have indicated that any comprehensive action against them would require several cooperating sector commands.

My pack destroyed and my war machines in smoking ruin… I’ve waited my whole life for this!

Pack Leader Hr’Hrall

 

The Modelling Blog:

http://www.wargamerau.com/forum/index.php?showtopic=51921&hl=

Barghesi army

Barghesi leaders

Bikers

support weapons
 



#5 MKX

MKX

    Member

  • Members
  • 864 posts

Posted 12 February 2010 - 11:49 AM

Great read, will be a handy GM's tool :)



#6 LordMunchkin

LordMunchkin

    Member

  • Members
  • 161 posts

Posted 12 February 2010 - 03:14 PM

This is brilliantly good. Got any stats for these Xeno Empires?



#7 Giaus Novus Khan

Giaus Novus Khan

    Member

  • Members
  • 201 posts

Posted 13 February 2010 - 06:45 PM

LordMunchkin said:

This is brilliantly good. Got any stats for these Xeno Empires?

Thankyou - as for stats I was using other codicies rules for the models to 'count' as.  K'Nib = Tyranids, Hrud = Imperial Guard (last ed - this ed I'm going to convert them to a Gretchin Army), Tarrellians = Chaos Space Marines & Barghesi = Orks.



#8 Giaus Novus Khan

Giaus Novus Khan

    Member

  • Members
  • 201 posts

Posted 28 February 2010 - 11:27 AM

Index Xenos:
The Nekulli

 

By Lachlan Abrahams

...Either the remnants of a great race enacting vengeance upon their destroyers, or a species of cowards who have fed us to the Tyranids to secure their own survival?

Recovered Notes from Magos Guisarm, Mechanicus Biologis and Ordo Xenos – assassinated by unknown assailants in a firestorm attack 776.M41

Physical characteristics

The Nekulli are a mysterious race, subtle and furtive. Whilst they resemble large bipedal flightless birds, very few specimens have been recovered in order to conduct a thorough investigation. Therefore it is unknown if they are more reptilian than avian or produce eggs or live young - Very little is known of their productive cycle or their population growth.

From combat video evidence physically the Nekulli look to be a tall species with a lithe physique.

Psychologically the Nekulli are devious creatures. Willing to trade with a world one season and then burn it to the ground the next season.

Social Structure

The Nekulli are divided into Refugee Fleets, scattered amongst the universe. Little is known of their social structure though Magos Guisarm’s notes on Nekulli translations describes the fleets as Families or ‘Hosts’.

Recovered notes of Magos Guisarm’s translations of the Nekuli ‘Holy texts’ indicate the xenos to be a simplistic and spiritual species which misguidedly believes that they will ultimately prevail. At the point of their victory universe will undergo a cosmic renovation and time will end. In the final renovation, all of creation — even the souls of the dead that were initially banished to "darkness" — will be reunited. Though what they will prevail against seems to have been left out of the translations.

Further investigation of Magos Guisarm’s notes revealed that the Nekulli traditionally burn their dead. Religious rituals related to death are all concerned with the Nekulli’s soul and not the body. In fact the Nekulli believe unless the body is destroyed the soul remains bound therefore most are fitted with an immoliant that consumes the empty shell or body at death (Which could explain the failure of the Xeno Biologis specimen gathering).

Home World

The Nekulli have no home world, in fact it is believed that their home Galaxy was devoured by the Tyranids. The Nekulli inhabit only refugee fleets. If they take a world, it is only to take what they need and leave an intricate series of automated defences behind them.

The Nekulli refugee fleets are believed to have only inhabited Imperial space for one to three millennia, travelling in refugee bands of ramshackle fleets. From these ancient or stolen space vehicles the Nekulli often trade their xenos wares with unsavoury elements of Imperial society.

First Contact

The Nekulli were first officially mentioned during the investigation report of Inquisitor Gideon Ravenor whilst investigating the Space Hulk Allure.

However the first chronological reference to the Nekulli was by Magos Guisarm, Mechanicus Biologis and member of the Ordo Xenos. The Magos had been part of a Mechanicus fleet investigating Nekulli activity for several centuries and was the first to ascertain that the Nekulli fleets ships were in fact refugee vessels, fleeing from the Tyranid Vanguard. His paper titled ‘the Nekulli Vermin’ was never published within the Ordo Xenos as he was assassinated by unknown assailants in a firestorm attack 776.M41.

Technology

Nekulli Whisperlance technology was first catalogued by Inquisitor Gideon Ravenor and his retinue board the Allure while searching for artifacts. It is believed that the Nekulli had used the Allure as a refugee vessel and then later abandoned it due to either Warp or Genestealer incursion. The Nekulli Whisperlance was first identified as possibly a tool or weapon and was studied in depth by the radical member of the Ordo Xenos Inquisitor Ralei.

Nekulli technology is advanced and alien in design and use. Each Nekulli ‘Knight’ is a precious commodity to the Remnant Fleet and is equipped with the best of equipment. The Nekulli often employ Drones for more mundane combat tasks. Drones are equipped with simplified cognitive abilities and advanced electrical discharge weaponry.

The Whisper Lance is the main Nekulli weapon utilising an amplified electrical discharge technology. This technology is used in a wide spectrum of Nekulli weaponry; larger versions have also been witnessed in combat against the Nekulli.

The Nekulli make extensive use of a bio-combat suits which have exhibited camouflage abilities as well as extensive carapace growths. Magos Guisarm suggests that these bio-suits share a common heritage with several Tyranid species. According to his recovered notes this genetic history also extends to the bio-engineered combat mounts that the Nekulli ‘Knights’ use in combat.

In addition to their riding beasts, the Nekulli are reported to use jump packs, the design of which has been used by Spyers on Hive worlds throughout the Imperium. It is the belief that this illegal trade continues currently.

Nekulli space technology is quite advanced, however without dedicated construction facilities to construct their ships, the Nekulli have taken to using recovered ships of other species – including space hulks.

An alarming speculation amongst Magos Guisarm’s notes suggest that the Nekulli are able to access the Warp with ease yet without warp taint – constructing their own ‘worm-holes’ that are not affected by the phenomenon known as the ‘Tyranid Warp Shadow’.

Combat Capabilities

The Nekulli strike teams or ‘Hosts’ are extremely versatile in their deployment and unpredictable in their tactics. The Nekulli rely on rapid strikes to quickly gain territory, and install Legions of Drones and automated fortifications. Once deployed the Nekulli will rarely deploy live soldiers, leaving only automated defences. Tactical Cogitators have determined that Nekulli refugee ships will not have sufficient resources to be able to suffer sustained casualties and Imperial Commanders are advised to employ siege or attrition tactics against the Xenos.

It is theorised that Nekulli automated defences that are installed on worlds taken by the Nekulli, and then abandoned as the Xenos leave, are not necessarily to deprive the Imperium of the resources on the planet, but to form a defence network against future Tyranid invasion. This distinction however is irrelevant as the Imperium requires the resources in order to combat any further threat. Case where planets have cooperated with the construction of their fortified zones is a clear breach of ‘Suffer not the Xenos to Live!’ (Example: The Imperium Governor [Name withheld] of the planet [Name withheld] allied with the Vermin Nekulli and allowed massive polar defences to be constructed that ‘would not impede Imperium use of the planet’. These defences later turned on Imperial Tithe Vessels and the Planet was Chastised.)

Threat Index and Imperial Policy

Nekulli Refugee fleets have been observed throughout the Galaxy. Though the Nekulli presence in a system is as much of a hazard as any other Major Pirate incursion, if the final sentence of the texts of Magos Guisarm are to be believed then these Xenos are the Heralds of the Hive fleets and the doom of mankind.

“...said that as it was before, so it shall be, that only by inciting war can we stir the Empires of this galaxy into enough activity to delay the Hive Mind, thus it is...”

Attributed to Nekulli text Translation ‘Conclave of Refugee Fleets V94,562’ in recovered Notes from Magos Guisarm, Mechanicus Biologis and Ordo Xenos – assassinated by unknown assailants in a firestorm attack 776.M41
 

Nekulli Knight

Nekulli in Progress



#9 Giaus Novus Khan

Giaus Novus Khan

    Member

  • Members
  • 201 posts

Posted 28 February 2010 - 11:38 AM

Index Xenos:

 

The Carodocians

By Lachlan Abrahams

 

 

 

 

We can supply two thousand winged warriors, four supply barges of power packs, promises of non-interference from the Red-Razor Pirates and contacts for four other mercenary groups – all for a very reasonable fee… of course we would be interested in trade or planetary concessions… is there any other way we can help?

Th’vis Family Chief Executive (Carodocian)

Physical characteristics

Carodocians are a winged race commonly found throughout the Imperium; where-ever foul Xenos lurk. These aliens are mammalian, but lay eggs like the ancient monotremes of earth. They have an excelled sense of hearing, which test cases have proved is used to compensate for their poor eyesight.

The Carodocians are a species filled with constant nervous energy - a necessary trait as at any time a Carodocian’s own boon companions could decide their death might advance their own cause. Perhaps it is this mercurial sense of loyalty that dictates that the Carodocians are capable of rapid reproduction to replace their losses – a trait essential in a species that begin their back-stabbing careers whilst still in their nests.


Social Structure

The term “Winged and Fickle” commonly used to describe the Carodocians is by no means undeserved. Carodocian society is a cut throat affair, with alliances being formed and broken every day, often within a single family group. To non-Carodocians it is unclear what exactly the worth of these alliances might be, whether they involve currency, supplies, favour or even the death of other family members.

Despite the Imperial interdiction on the species, Carodocian family groups can be found on any planet or plying their services throughout the space ways. Many Imperial commanders have been lured by the idea of cheap Winged Mercenaries only to find the Xenos to have left their positions open to the enemy. The adage “Lock up your supplies and never pay a Carodocian until the fighting is done” is the product of hard experience.

[Ordo Xenos: Exposure to Xenos is Heresy]


Home World

The Carodocian homeworld apparently exists somewhere in the Maelstrom. Several thousands of years ago the Maelstron began to become the home of Pirates, Mutants and rebels against the Imperium. It is believed that the Carodocians did not resist this influx, but rather welcomed it, offering repairs yards, resupplpy and recreation. Billions of malcontents soon became indebited to the Carodocians and were put to work by the cunning xenos. Carodocia soon became an imensly populated hive planet, producing all manner of goods available to any willing to pay the price. However, not all family groups were satisfied with their cut of the markets and soon indebted Pirate ships were transporting Carodian families across the universe. Carodocian colonies thrived where-ever they went, usually at the expense of what ever other race also lived on the planet. Ever keen to control the market share, the Carodocians recognised the most profitable industry in the Impeirum – War. Carodocians mercenaries became more and more common throughout the galaxy appearing beside Rebel and loyalist forces alike.


Technology

Carodocian technology seems to be for the most part adapted Imperial technology. However the Carodocians have developed a particular weapon – the sonic blaster – that is highly effective, particularly against their own species. The sonic blaster is the primary weapon of the winged mercenaries and though it is remarkably short ranged, opponents are often surprised by its capability to deliver a wide burst at extremely close range.


Combat Capabilities

Carodocian Mercenaries are effective flying troops, but have been known to abandon their employer mid battle for any number of illogical reasons. Though each Carodocian is only very lightly armoured, their speed can give even a doughty Imperial Guardsman pause. Rumours persist the Carodocians also use great flying reptiles thought to be a native of a deathword world within the Maelstrom, arming them with high powered Hertz cannons – though no evidence exists of this threat, nor any eyewitness account – the Ordo Xenos discount such stories as Carodocian lies to frighten their weak minded victims.
 



#10 Giaus Novus Khan

Giaus Novus Khan

    Member

  • Members
  • 201 posts

Posted 09 March 2010 - 10:57 AM

Sorry  - I forgot to add the Modelling Blog Link for the Nekuli!  Here it it.



#11 VarniusEisen

VarniusEisen

    Member

  • Members
  • 61 posts

Posted 17 March 2010 - 10:50 PM

Dude, your stuff absolutely rocks, 10/10 for the conversions and the writing. Where did you come up with idea for using tryanid guns as heads?



#12 Giaus Novus Khan

Giaus Novus Khan

    Member

  • Members
  • 201 posts

Posted 19 March 2010 - 07:06 PM

VarniusEisen said:

Dude, your stuff absolutely rocks, 10/10 for the conversions and the writing. Where did you come up with idea for using tryanid guns as heads?

 

Thankyou!  As to 'where did I come up with the idea' = I tend to stare long at hard at the models before a conversion idea jumps out at me, usually by simply turning something upsidedown you can uncover a wealth of alternative possibilities.



#13 TCBC Freak

TCBC Freak

    Member

  • Members
  • 222 posts

Posted 07 April 2010 - 09:10 AM

Awesome work. I will use this info; mos def. With Deathwatch just around the corner it'll be good to have out of the box Xenos for my group to fight and for their Rouge Trader (till then) to have to deal with.


I wish I lived around people who actullay played games instead of just calling themselves gamers....


#14 Brother-Captain Polemus Krieg

Brother-Captain Polemus Krieg

    Member

  • Members
  • 18 posts

Posted 30 August 2010 - 09:30 PM

Friend this material is excellent! The universe is full with xenos races and all can claim their share of space as much needed territory ...and came in conflict with the Imperium! And as the friend above mentioned, these aliens can be used in Deathwatch as ...target practise

Do not suffer the Xenos and the Mutant to Live



#15 Luddite

Luddite

    Member

  • Members
  • 736 posts

Posted 31 December 2010 - 09:04 AM

Giaus Novus Khan my friend, that is quite simply some astonishing work you've done there.

Yet again, an example of how the fans do 40k better than GW.

The effort, the love for the hobby and the universe, the sheer madcap, Heath Robinson brilliance of the conversions...breath-taking.

You've raised the bar and should rightly take a bow and feel immense pride at what you've done there sir.

I applaud your insane genius!



#16 Helios_Five

Helios_Five

    Member

  • Members
  • 26 posts

Posted 11 January 2011 - 01:57 AM

This is amazing. Could definitiely be of use in my own campaign.



#17 hereticmarine4321

hereticmarine4321

    Member

  • Members
  • 55 posts

Posted 06 February 2011 - 11:48 AM

wow this must have taken a long time it is so cool thanks for sharing



#18 Badlapje

Badlapje

    Member

  • Members
  • 355 posts

Posted 12 February 2011 - 07:19 AM

very nice stuff :)



#19 Data007

Data007

    Member

  • Members
  • 37 posts

Posted 28 March 2011 - 12:49 PM

I'd definitely like to see these pop up in my game.



#20 Alpha Chaos 13

Alpha Chaos 13

    Member

  • Members
  • 270 posts

Posted 06 April 2011 - 01:41 AM

Excellent work!






© 2013 Fantasy Flight Publishing, Inc. Fantasy Flight Games and the FFG logo are ® of Fantasy Flight Publishing, Inc.  All rights reserved.
Privacy Policy | Terms of Use | Contact | User Support | Rules Questions | Help | RSS