Skip to main content

Horrors of the Underhive

Experimental rules to spice up scenarios. Caution: These can be quite complicated, so best used with simple scenarios. Before the battle, agree if and which one should be used. The Horror is equipped to represent its inhuman resilience to harm, preternatural ability to see in low light and imbued resistance to hostile environments.

2 types, roll a D6:

  • 1-3: Possessed Hiver
  • 4+: Xenos Abomination

3 levels (depending of the lowest Gang Rating):

  • Level 1 (Peril Minoris): 1000-1300
  • Level 2 (Peril Secundus): 1301-1600
  • Level 3 (Peril Extremis): 1601+

Deployment rules:

  • Deployed by the player with Priority.
  • Not within 6” of any fighter.

Roll a D6 at the start of each round, starting with the 2nd round, after rolling for Priority. Deployed on a 4+:

  • 4: In the deployment zone of the gang with Priority.
  • 5: Within 6” of the centre.
  • 6: Anywhere.

Activation

  • Activates at the start of the End phase (before Bottle tests).
  • Roll-off to determine which gang controls the Horror.
  • Treats all fighters from all gangs as enemies.

Rewards For Defeating a Horror

  • Inflict wound: +1 XP.
  • Out of Action: +2 XP and +1 Reputation.

Horrors

Possessed Hiver (Unsanctioned)

LevelMWSBSSTWIALdClWilInt
15”4+4+3334+25+5+6+9+
25”3+4+4443+35+4+5+9+
36”2+3+5553+45+3+4+9+

Skills

Bull Charge, Catfall, Dodge, Nerves of Steel, Rain of Blows, True Grit.

Weapon & Wargear

Daemonic Invulnerability

  • Level 1: 6+ save (unmodifiable by AP).
  • Level 2: 5+ save (unmodifiable by AP).
  • Level 3: 4+ save (unmodifiable by AP).

Daemonic Speed

Can make D3 Actions instead of the normal 2 (controlling gang chooses)

Terrifying

Pass a Willpower test to target this fighter with a Fight (Basic) or Shoot (Basic) action, or the action ends immediately (wasted). However, the action does not count as being performed, so the same action can be attempted again, if the fighter has more available actions in the activation.

House Rule
  • Apply the Willpower test to any attack (ranged or melee) regardless of Basic or Double.
  • Psychic attacks that are not made as a Fight/Shoot action ignores this Willpower test.

Wyrd Powers

Telekinesis: Levitation (Basic), Continuous Effect Pyromancy: Scouring (Basic)

Add additional Wyrd Powers depending of level:

  • Level 1: +1 Wyrd Power.
  • Level 2: +2 Wyrd Powers.
  • Level 3: +3 Wyrd Powers.

Roll a D6 for each additional Wyrd Power:

  1. Biomancy: Quickening (Basic), Continuous
  2. Chronomancy: Freeze Time (Double), Continuous
  3. Pyromancy: Flame Blast (Double), Continuous
  4. Technomancy: Weapon Jinx (Simple)
  5. Telekinesis: Assail (Basic)
  6. Telepathy: Terrify (Double)

Xenos Abomination

LevelMWSBSSTWIALdClWilInt
16”3+6+2334+25+6+7+10+
15”5+6+3423+37+7+7+10+
13”4+6+3325+25+5+5+4+
26”3+6+3344+36+4+7+10+
25”4+6+3433+37+5+7+10+
24”4+6+4334+35+4+5+4+
37”3+6+4453+36+3+6+10+
36”4+6+4544+47+4+6+10+
35”4+6+5543+35+3+5+10+

Agree on which profile to use, skills and weapons (depending of level).

LevelWargearSkills
112
223
334

Skills

Choose from:

  • Agility
  • Brawn
  • Combat
  • Ferocity

Wargear

WEAPONSLStrAPDAmTraits
Custom venomous biteE---2--Toxin
Custom razor-sharp talonsE-+1-11-Rending
Writhing tentaclesE3"S-11-Entangle
Spearing spines and bony growthsE1"+1-2--
Web shooterT-2--2+Silent, Web