"To follow and to serve!"
Codex Arbites


Here you´ll find everything relating to rules.
There are our house rules, special characters, new beasts & equipment.


rules

advanced rules for running
* it is allowed to run away from the enemy, even if you're within 8" of the respective model.

charging
* you can only charge models which are seen by at least one of your own gang members. This should represent the impossibility of charging someone of whom's presence you know not.

pillars
* in some of the maps you'll find the sign "pillar". You should try to find some model representing one of the pillars bearing the roof of the dome.
Hive Quake: Should the pillar (i.e. the model you used) fall over for any reason (someone kicked the table, your opponent hates you, etc.) a hive quake is to occur. Roll a D6 for each model on the table. On a roll of "1" the model has been hit by falling debris and goes out of action immediately.


special characters

Ghôrm Dhûron - Bane of the living (rating: 150)

creature typeMWSBSSTWIALd
Ghôrm Dhûron- Skeleton Mage444442429
-The rules will follow soon-


new beasts

Necromundan Ash Scorpion (rating: 50)

The Necromundan Ash Scorpion is an eight- legged monstrosity living in the ash wastes. It has a black outer shell with brightly coloured markings along the tail which also carries the sting for which the scorpion is famous. Ash Scorpions lie in wait under stones and in crevices until a potential victim passes nearby. Then the Scorpion will attack ferociously.
creature typeMWSBSSTWIALd
Ash Scorpion530331414

* Weapons:the ash scorpion is armed with its sting
* Poison Sting: if the ash scorpion hits in close combat, he will always inflict only one hit regardless of the combat score. If more than one hit would be scored, each hit after the first will inrease the strength of the hit by one (eg. 2 hits would yield strength 4; 3 hits strength 5 etc.)
* Ash Scorpions in Games: Beastmaster Wyrds can use Ash Scorpions as their pets but they are also useful Arbitrator creatures. Scorpions are mostly lair beasts which hunt alone

Giant Ant (rating: 50)

The Gaint Ant is a species of insect only recently discovered in the Necromundan underhive. It is unknown how this creature came into being, whether by genetic manipulation or by mutation. Packs of Ants frequently attack lonely homesteads, using their mandibles and acid to rip and kill.
creature typeMWSBSSTWIALd
Giant Ant530331414

* Weapons:the giant ant is able to spit acid
* Acid Spit: the ant can spit acid either in the shooting phase or in hand to hand combat. The acid spit uses the hand flamer template and has strength 3
* Giant Ants in Games: Giant Ants can be used by Arbitrators. They hunt in packs and surround their prey, showering it with acid from all sides

skeletons (rating: 50)
Skeletons are the mindless walking dead which we all love so much. They are fearful in appearance, but slow in their step.
Troop typeMWSBSSTWIALd
skeleton2D630331115

* Weapons:skeletons are armed with massive weapons
* Magical Being:skeletons ignore flesh wounds / pinning because they don't care if limbs are shot off
* Brainless: skeletons are too simple- minded to know fear. They are immune to psychology and never need to take Ld based tests
* Bones: since dry bones burn quite well, there is a possibility that flames which go out for any reason will re-ignite on a 4+

Whip Wine (rating: 50)

plant typeMWSBSSTWIALd
Whip Wine-40(3)4201-

* Weapons:whip wine is armed with two whipping tentacles
* Tentacles: the tentacles attack as soon as any model moves within 5" of the whip wine. The victim must pass an Initiative test to avoid the tentacle, failure means it hits them and inflicts 1 S3 hit. If the tentacle misses, the whip wine will fight during the hand to hand phase. Once the tentacle manages to inflict a wound, it will retreat into the trunk to digest. It won't attack again during this battle (remember though that the whip wine has two tentacles)
* Whip Wine in Games: this plant is useful for blocking routes and directing players where the Arbitrator wants them


new equipment

APC (rating: 150 (self- propelled)/ 50 (towed))
APC (Armoured Personnel Carrier) are small, fast and unreliable vehicles. The capacity is from three to ten pasengers. There are bikers, which can be hired to tow APCs as well as there are self- propelled APCs.
vehicle typemax. movementarmourcapacity
ACP3D6 (self- propelled)10as many as fit

* driver: self- propelled APCs need one driver (any ganger), the driver cannot do anything except driving; towed APCs need a self- propelled APC or bike to tow them.
* move: roll 3D6 each turn to determine maximum movement; towed APCs don't roll seperately
* tracked: ignores difficult terrain, on very difficult ground max move is halved
* passengers: passengers may shoot as normal, but count as moving
* damage: when the APC is hit, roll a D6 to determine what you hit:

1-2: passenger; roll to wound at T+1 (thick armour)

3-5: hull: roll to penetrate AV10, when penetrated, roll a further D6:

1, the controls have been damaged. Roll 4+ each turn to control the APC
2-5, the APC is destroyed, passengers must pass an I test or suffer a S6 hit
6, the APC is destroyed, passengers survive on a 6 (dodges / unmodified saves apply)

6: tracks; roll to penetrate AV10, when penetrated, roll a further D6:

1, the controls have been damaged. Roll 4+ each turn to control the APC
2-5, the tracks are blown off, the APC is immobile for the rest of the game
6, the tracks are blown off, hurling the APC D6" in a random direction. Anything under the spot suffers a S8 hit, the APC is destroyed




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