Thursday, November 3, 2016

Curse of the Alabaster: Arbites warband rules

Justice has a price. The price is freedom.
With the Alabaster event only days away, we decided that now is a good time to reveal the rules that we designed for them.  They were created using Migsula’s “Dozens” system, with the Necromunda ruleset.  In addition to the rules themselves, we also included the warband’s basic objectives for the games as a whole.  Let us know what you think!
It had been 56 days since the Alabaster catastrophe.  In the initial days following the incident, planetary officials had hoped that the local Arbites precincts, coupled with the standing Astra Militarum forces, would be able reestablish order in the devastated hive city.  Such was not the case, and the situation continued to spiral into Warp-addled madness, with every relief effort ending in abject failure.  As the days and weeks slipped onward, the hope of resolving the incident without lasting planetary damage became nothing but a naive dream of the Noble Families and Administratum officials of Tarantus.  But with each failed attempt to quell the disaster, the fear of Inquisitorial rebuke increased.  With resources dwindling and planetary unrest reaching unprecedented levels, representatives from each major hive spire met and devised a desperate effort to save [redacted], and possibly their planet.  Pulling specialists from Adeptus Arbites precincts all over Tarantus, they assembled a team with a simple mission.  Infiltrate the condemned hive and establish a beachhead for further intervention by installing a series of high powered psi-null generators.  Any and all psykers they encountered in the process were to be terminated with extreme prejudice.

Objectives:
Main:  Setup a base of operations within the hive to serve as a focal point and foundation for the subsequent relief effort: Install a heavy grade null generator and vox system into an easily defendable location within the hive (ie H8 platform’s ship).

Secondary: Kill or subdue as many psykers as possible.

Secondary: Find and establish contact with local arbites forces.

Hara Taa
Leader, CQC specialist/tactical insertion specialist


M
WS
BS
S
T
W
I
A
Ld
4
5
4
3
3
2
3
2
9

Tronsvasse .44: weapon reloads (does not explode)

S
L
S
L
Str.
Dam.
Sav.
Ammo
0-8
8-16
+2
-
4
1
-2
3+

Hecuter 9: Autopistol

Close combat weapon

Carapace armor: 4+ save (no I penalty)
Photo-visor


Psi-shield

Disarm
The Law does not bend; the Law does not break
Jian Zhou
Technical specialist


M
WS
BS
S
T
W
I
A
Ld
4
3
4
3
3
2
3
1
8

Shotgun: weapon reloads (does not explode)

Hecuter 9: Autopistol

Close combat weapon

Carapace armor: 4+ save (no I penalty)

Photo-visor

Psi-shield

Hip Shooting
The Law does not bend; the Law does not break
Valentina Radonovich
Demolitions specialist


M
WS
BS
S
T
W
I
A
Ld
4
3
4
3
3
2
3
1
8

Shotgun: weapon reloads (does not explode)

Hecuter 9: Autopistol

Melta bombs

Close combat weapon

Carapace armor: 4+ save (no I penalty)

Photo-visor

Psi-shield

Hip Shooting
The Law does not bend; the Law does not break
Marion Helm
Medic


M
WS
BS
S
T
W
I
A
Ld
4
3
4
3
3
2
3
1
8

Lasgun: weapon reloads (does not explode)

Hecuter 9: Autopistol

Medi-pack

Close combat weapon

Carapace armor: 4+ save (no I penalty)

Photo-visor

Psi-shield

The Law does not bend; the Law does not break
Ada Fortescue
Sniper


M
WS
BS
S
T
W
I
A
Ld
4
3
5
3
3
2
3
1
8

Sniper rifle: weapon reloads (does not explode)

S
L
S
L
Str.
Dam.
Sav.
Ammo
0-24
24-48
-
+2
4
1
-2
4+

Hecuter 9: Autopistol

Close combat weapon

Carapace armor: 4+ save (no I penalty)

Photo-visor

Psi-shield
Rapid Fire (Sniper rifle)
The Law does not bend; the Law does not break

Psi-shield: A small, disc-shaped device hung round one's neck that nullifies psychic powers. The shield nullifies all psychic powers that target the wearer on a 2+.  If it is a psychic shooting attack, the nullification occurs on a 5+ (afterall, once a fireball is conjured, it is just a ball of flame!)


The Law does not bend; the Law does not break: The Ld value of the Arbitrators is 8 rather than 7. The Arbitrators are also immune to and do not take Bottle tests, and will fight until the last survivor.
+++
I hope that you have enjoyed seeing this Alabaster warband come together over the last few months, culminating with these rules. We will be sure to let everyone know how the arbites fare amidst the ruins of the Alabaster!

- Eric Wier

11 comments:

  1. Cool.looking forward to seeing how the game turns out!

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    Replies
    1. Thanks! I am really excited to see how they do too!

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  2. Awesomeness - love how they turned out and the rules sound rather cool!

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    Replies
    1. Happy to hear you like the rules! They were really fun to design!

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  3. I like these rules, but it seems like the "no bottle" rule might be a bit powerful. Maybe just a modifier to tests? These are, after all, still humans.

    And now that you can get a webber (and some decent looking shotguns) from the Acolyte box, I think you need to expand your team...

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    Replies
    1. Yeah, the no bottle test rule is powerful, too powerful for normal games of necromunda. But in this particular setting, just one or two games for the Alabaster event, I think it is appropriate. The team was sent in on a do or die mission. They are not going to flee after one of their team dies, their home world is at stake.

      You are right about the Webber and new shotguns! We will certainly have to expand the group.

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  4. I certainly have enjoyed it as your work is first class & I look forward the reading the AAR.

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    Replies
    1. Thanks for the kind words! I think the Arbites turned out really well, better than I could have hoped. We will be sure to put up a detailed report of the event soon!

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  5. The team looks great and their rules seem well thought out! Cant wait to see coverage of this event!

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    Replies
    1. Thanks! We will be sure to let you know how they do, and if they run into some of your creations!

      Delete
  6. These really highlight the strength of you guys - making the ordinary man extraordinary.

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