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Arena Deathmatch
Arena Deathmatch
Netherhound AD 3
Ag
3 4 5
St
3 4 5
Mi
3 4 5
Mov 1 2 2
Pop
3 4 5
CS
3 4 5
RS
3 4 5
Arm 3 4 5
SPECIAL RULES
8
8
8
3
8
8
8
8
9
9
9
4
9
9
9
9
10
10
10
4
10
10
10
10
Netherhound behaviour
Its three brains fight for command of the Netherhounds body and
they do not always they agree.
Upon activating the Netherhound, roll 1d10 to determine its
actions on the following table:
Awareness
Rending jaws
The Netherhound catches its victim with the jaws of its middle
head and then uses the tremendous strength of the jaws of the
other two heads to pull in opposite directions to tear its victim to
pieces.
Stocky
Action stat: St
Restriction/notes: Victim must be on the front of the
Netehrhound.
Training cost: N/A
No effect.
Victim suffers a strength 10+n attack.
Roll
Behaviour
If not in CC, the Netherhound engages in
CC (charging if possible) the model with
the lowest Pop in LoS. If unable to reach its
victim, it moves as close as possible towards
it (sprinting if necessary).
CD 3
6 7
6 7
6 7
3 3
6 7
6 7
6 7
6 7
FEATS
1-7
An
8-0
Combat style
While in close combat against an Avatar or supporter, the
Netherhound is controlled by any player who is an opponent of
the attacked model controller. If there is more than one opponent,
the Netherhound is controlled by the player with the highest
round initiative
The Netherhound never abandons close combat.
Netherhound deployment
A Netherhound is situated randomly on any edge of the beasts
entrance scenery element, and then faced randomly.
Determine both situation and facing with a direction roll.
96
97