ASH WASTE NOMAD ARTHROMITE (VEHICLE) RULES
NEW WARGEAR
All Ash Waste Nomad Chieftains, Watchers, and Warriors add the following Wargear to their equipment list:
· Dustback Helamite +60 Credits
DUSTBACK HELAMITE
While equipped with a dustback helamite, a fighter gains the Mounted condition and all of its associated rules. In addition, increase the fighter’s Movement characteristic to 8" and the fighter gains the Mighty Leap skill (see the Necromunda Rulebook).
ARTHROMITE CREW
Ash Waste Nomad Arthromite Handler = 50 Credits
BS 4+, Ld7+, CL6+, WIL7+, INT8+
Gang Fighter (Crew): Fighters with this special rule form the backbone of Ash Waste Nomad tribes. The total number of fighters with the Gang Fighter (X) special rule in the gang must always be equal to, or higher than, the total number of fighters without the Gang Fighter (X) special rule combined, not counting Hangers-on or Hired Guns.
Arthromite Crew: An Ash Waste Nomad Arthromite Handler must always be equipped with an Arthromite.
SKILL ACCESS
Primary = Handling and Shooting
Secondary = Savant
For the Handling Skill, use the standard Driving Skills.
EQUIPMENT
An Arthromite Handler is equipped with an ash cloak (included in their starting cost). An Arthromite crew must be equipped with an Arthromite and they may purchase Wargear and weapons from the Arthromite Crew equipment list.
· During the course of a campaign, an Arthromite crew may be given additional weapons and Wargear from the Trading Post and from the Black Market.
· An Arthromite crew can only be equipped with weapons from this list or the Pistols section of the Trading Post or Black Market.
· An Arthromite crew may be given a replacement Macro-Arthromite from either this list or the Trading Post or Black Market, in which case their existing Macro-Arthromite (if any) is placed into the gang’s Stash.
ARTHROMITE CREW EQUIPMENT LIST
ARTHROMITES
· Small Arthromite +50 Credits
· Medium Arthromite +130 Credits
· Large Arthromite +175 Credits
· Macro Arthromite +205 Credits
WEAPONS
PISTOLS
· Blast Pistol +15 Credits
· Scavenged Stub Gun +5 Credits
· Web Pistol +90 Credits
WAR GEAR
PERSONAL EQUIPMENT
· Bio-Booster +35 Credits
· Photo Goggles +35 Credits
WEAPON ACCESSORIES
· Infra-Sight (Pistols, Basic, Special, and Heavy Weapons) +25 Credits
· Mono-Sight (Basic, Special, and Heavy Weapons) +35 Credits
· Telescopic Sight (Pistol, Basic, and Special Weapons) +25 Credits
ARTHROMITE CORRAL
1. Choose Base Arthromite Size
2. Purchase Arthromite Upgrades
3. Purchase Arthromite Wargear
SMALL ARTHROMITE +50 Credits
Small Arthromites are the lightest and quickest Arthromites used in the ash wastes, generally sacrificing strength and durability for speed and maneuverability.
Arthromite Characteristics | Crew Characteristic | ||||||||||
M | Toughness | HP | Hnd | Sv | Arthromite Handler | ||||||
Front | Side | Read | BS | Ld | Cl | Wil | Int | ||||
7” | 3 | 3 | 3 | 1 | 6+ | 5+ | 4+ | 7+ | 6+ | 7+ | 8+ |
SPECIAL RULES
Ash Waste Fauna: Arthromites have evolved to survive in the harsh environments of the Ash Wastes. Arthromites suffer no penalty for moving over difficult terrain.
Weapon Hardpoints: A Small Arthromite has 1 Weapon Hardpoint as Standard.
Locomotion: Arthromites are highly maneuverable and agile, using the Walker form of locomotion. A Walker may make as many turns during their activation as they wish. Walkers are unable to take certain Upgrades and Wargear – these will be indicated in the Upgrade’s or Wargear’s description.
Upgrade Slots: A Small Arthromite has the following Upgrade slots available.
Body | Limbs | Biology |
1 | 2 | 2 |
MEDIUM ARTHROMITE +130 Credits
Medium Arthromites are the most frequently utilized Arthromites in the wastelands. These Arthromites balance speed and durability suitable for most situations. These form the backbone of any Ash Waste Nomad tribe.
Arthromite Characteristics | Crew Characteristic | ||||||||||
M | Toughness | HP | Hnd | Sv | Arthromite Handler | ||||||
Front | Side | Read | BS | Ld | Cl | Wil | Int | ||||
6” | 5 | 5 | 5 | 3 | 7+ | 4+ | 4+ | 7+ | 6+ | 7+ | 8+ |
SPECIAL RULES
Ash Waste Fauna: Arthromites have evolved to survive in the harsh environments of the Ash Wastes. Arthromites suffer no penalty for moving over difficult terrain.
Weapon Hardpoints: A Small Arthromite has 1 Weapon Hardpoint as Standard.
Locomotion: Arthromites are highly maneuverable and agile, using the Walker form of locomotion. A Walker may make as many turns during their activation as they wish. Walkers are unable to take certain Upgrades and Wargear – these will be indicated in the Upgrade’s or Wargear’s description.
Upgrade Slots: A Small Arthromite has the following Upgrade slots available.
Body | Limbs | Biology |
2 | 2 | 3 |
LARGE ARTHROMITE +175 CREDITS
Large Arthromites are the largest Arthromites that an Ash Waste Nomad Tribe can domesticate for themselves. Lumbering beasts, they are ideal for hazardous journeys across the ash wastes. In firefights they rely upon their ability to take damage rather than evade it.
Arthromite Characteristics | Crew Characteristic | ||||||||||
M | Toughness | HP | Hnd | Sv | Arthromite Handler | ||||||
Front | Side | Read | BS | Ld | Cl | Wil | Int | ||||
5” | 7 | 7 | 7 | 4 | 8+ | 4+ | 4+ | 7+ | 6+ | 7+ | 8+ |
SPECIAL RULES
Ash Waste Fauna: Arthromites have evolved to survive in the harsh environments of the Ash Wastes. Arthromites suffer no penalty for moving over difficult terrain.
Weapon Hardpoints: A Small Arthromite has 2 Weapon Hardpoints as Standard.
Locomotion: Arthromites are highly maneuverable and agile, using the Walker form of locomotion. A Walker may make as many turns during their activation as they wish. Walkers are unable to take certain Upgrades and Wargear – these will be indicated in the Upgrade’s or Wargear’s description.
Upgrade Slots: A Small Arthromite has the following Upgrade slots available.
Body | Limbs | Biology |
4 | 3 | 2 |
MACRO ARTHROMITES +205 CREDITS
Although rare, the most talented of Arthromite Handlers can tame the largest of the Arthromites to roam the Ash Wastes. Macro Arthromites are notoriously wild and violent, yet still highly prized due to their imposing presence out in the wastes.
Arthromite Characteristics | Crew Characteristic | ||||||||||
M | Toughness | HP | Hnd | Sv | Arthromite Handler | ||||||
Front | Side | Read | BS | Ld | Cl | Wil | Int | ||||
7” | 8 | 8 | 7 | 5 | 7+ | 4+ | 4+ | 7+ | 6+ | 7+ | 8+ |
SPECIAL RULES
Ash Waste Fauna: Arthromites have evolved to survive in the harsh environments of the Ash Wastes. Arthromites suffer no penalty for moving over difficult terrain.
Weapon Hardpoints: A Small Arthromite has 2 Weapon Hardpoints as Standard.
Locomotion: Arthromites are highly maneuverable and agile, using the Walker form of locomotion. A Walker may make as many turns during their activation as they wish. Walkers are unable to take certain Upgrades and Wargear – these will be indicated in the Upgrade’s or Wargear’s description.
Upgrade Slots: A Small Arthromite has the following Upgrade slots available.
Body | Limbs | Biology |
4 | 4 | 4 |
ARTHROMITE EQUIPMENT
An Arthromite may be equipped with Arthromite Upgrades, Arthromite Wargear and weapons from the Arthromite equipment list.
· During the course of a campaign, an Arthromite may be fitted with additional Arthromite Wargear and Arthromite Upgrades from the Arthromite equipment list, the Trading Post and the Black Market.
· During the course of a campaign, any Arthromite hardpoints can be equipped with a weapon from this list or the Basic, Special or Heavy sections of the Trading Post or Black Market.
ARTHROMITE EQUIPMENT LIST
ARTHROMITE UPGRADES
BODY UPGRADES
· Handler Saddles: Crash Cage +15 Credits
· Quick Release Handler Saddles: Escape Hatches +10 Credits
· Improvised Scrap Armor: Extra Armor +25 Credits
· Hardened Chitin: Reinforced Armor
· Claws: Ram +15 Credits
· Pincers: Rockgrinder Ram +40
· Stinger: Explosive Ram +25
· Howdah: Transport Bed +15 Credits
· Small Armored Howdah: Small Transport Cage +20 Credits
· Large Armored Howdah: Large Transport Cage +50
· 0-2 Weapon Hardpoints +40 Credits
o 360-degree arc +45 Credits
LIMB UPGRADES
· Arthromite Enhanced Conditioning: All-Wheel Steering +15 Credits
· Arthromite Strengthened Limbs: Redundant Drive System +15 Credits
· Arthromite Wings: Antigrav Generators +50 Credits
· Arthromite Conditioning: Tyre Claws +10
BIOLOGY UPGRADES
· Redundant Organs: Easy Turnover +5
· Organ Shell: Engine Shell +15
· Adrenal Glands: Glys Injector +20
· Hot-Blooded: Nitro Burner +15
· Exo-Thermic Spray: Smoke Vents +25
WEAPONS
BASIC
· Blast Rifle +15 Credits
· Long Rifle +30 Credits
SPECIAL
· Venom Caster +160 Credits
· Web Gun +125 Credits
HEAVY
· Charge Caster with Shock Blast and Krak Rockets +155 Credits
· Heavy Blaster +140 Credits
ARTHROMITE WARGEAR
· Boarding Ramp +15 Credits
· Body Spikes +10 Credits
· 0-4 Fire Points +15 Credits
· Flare Launchers +10 Credits
· Headlights +15 Credits
· Search Lights +10 Credits
· Smoke Launchers +20 Credits
· Wheel Scythes +20 Credits
· Caltrop Launcher +20 Credits
· Mine Layer +35 Credits
o Additional Mines +20 Credits Each
ARTHROMITE DAMAGE TABLES
Body Damage:
Use the standard Body Location Dice Roll and Body Damage Table.
Biology Damage:
Use the standard Engine Location Dice Roll and Engine Damage Table.
Crew Damage:
Use the standard Crew Location Dice Roll and Location Damage Table.
Limb Damage:
Use the standard Drive Location Dice Roll and Drive Damage Table
INJURED ARTHROMITE CREW
Use the standard Lasting Injury Table for Vehicle Crew
LASTING ARTHROMITE DAMAGE
Use the standard Lasting Damage Table for Vehicles. But instead of going into Repair, the Arthromite goes into Recovery, utilizing the same rules for Vehicle Repair. Also, replae the following Lasting Damage names with the following:
D6:
1. Old Battle Wound: Use Persistent Rattle rules.
2. Crippled: Use Handling Glitch rules.
3. Lingering Injuries: Use Unreliable rules.
4. Hobbled: Use Loss of Power rules.
5. Weakened Chitin: Use Damaged Bodywork rules.
6. Damaged Chitin: Use Damaged Frame rules.
7. Lame: Use Write-Off rules.
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