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NETHERHOUND

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

Netherhounds are a rare mix: a hybrid of


mammal and reptile caused by
the
aberrance.
The
Netherhounds
three
snapping heads loom
above a stocky and
thickly muscled body.
Although not directly
related
to
the
Netherdome,
the
Netherhounds affinity
for living in deep and warm caves
means it is very easy to find a pack of these beasts in the tunnels
that serve as entrances to the Netherdome. Anyone approaching
its lair is sure to be attacked by the Netherhound as it
continuously roams its hunting grounds looking for prey. There
is usually time for a final prayer before one is torn asunder by its
three vicious maws.

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:

CLOSE COMBAT ACTIONS

Awareness

Rending jaws

The Netherhound always has a spare head to confront an attacker.

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.

A Netherhound doesnt suffer a penalty when attacking to its


flanks.
Additionally, the Netherhound has a Field of View from the rear
of its base instead of from the front of it.

Stocky

Action stat: St
Restriction/notes: Victim must be on the front of the
Netehrhound.
Training cost: N/A

Its stocky build makes the Netherhound extremely stable.


C: Rending jaws (St vs St/CS)

All blow effects applied against a Netherhound are reduced by


two points.

Successful CD rolls Outcome


A0

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).

This is the origin of tales that speak of these creatures as guardians


of the entrances to the secret and subterranean realm of the
Netherdome and give the creature its name, the Netherhound.

Beast type: Generic (rare). Up to two Netherhounds can appear


in a deathmatch.
Miniature base: 40x40 mm Size: Large
Main homeland: Entrance caves of the Netherdome
Weapons: Mouths and claws
Armour: Fur

CD 3
6 7
6 7
6 7
3 3
6 7
6 7
6 7
6 7

FEATS

1-7

An

If victim dies (the Netherhound tears it to


pieces), the crowd goes crazy upon seeing such
a gory spectacle. Add one point to any
associated crowd modifier and generate a
crowd event (rolled by the Netehrhound
controller).

If no model is in LoS of the Netherhound, it


walks in a random direction (direction roll).
If the Netherhound is afraid of the model
selected as its victim, the Netherhound must
pass a Pop check, or select another model as
its target. To do so, ignore the current
selected victim and choose a new target
following the same procedure.

8-0

The Netherhound remains static, its three


heads pulling it in different directions.

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

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