Maximum Arbitration Part 5: ‘Game Week Three’, The Colours of Tithing Season

After a harsh cold cycle where YYC Hive was often cut off due to static storms and desperate raiders along key supply routes, hivers rejoice as Tithing Season brings warmer weather…perhaps ‘rejoice’ is too strong a word. As the season progresses and the temperature rises it is not uncommon to see Barbed Venomgorse and other carnivorous plants growing in the disused sections of the Hive.

Temperature moderation and air filtration can only do so much to remove and destroy spores and seeds from out-hive. It is the duty of every hiver to not simply avoid these vegetable horrors, but to report the location and type of plant to the first Enforcement Officer or Work Boss available. They can then be dealt with in an efficient and safe manner.

Contact should be avoided and a team of Combat-Ecologists will be deployed as soon as possible. Hivers should not attempt to take matters into their own hands and are reminded that, while not illegal, many defoliatory chemicals can cause sterility and deformity.

This time, it isn’t a new scenario but rather a new scenario complication. Giant carnivorous plants! Once again, players are free to play either Sector Mechanicus or Zone Mortalis games and we have got you covered either way with an assortment of bitey, dangerous foliage.

Barbed Venomgorse (Book of Peril Pg.74) grows quickly and it’s poisonous barbs should never be discounted. If any part of a fighter’s movement takes them within 3″ of a Barbed Venomgorse (measuring from the plant’s branches), once the fighter has completed their movement, they must make an Initiative check. If they fail, they take a Strength 3 hit that causes 1 Damage and has the Web trait. Unmodified Armour rolls may be made against this hit as normal.

As if that weren’t enough, many hivers succumb to the wasting toxin in the plant’s secretions. In the End Phase, a fighter who has taken at least one hit from a Barbed Venomgorse must make a Strength check or reduce their Strength characteristic by 1. If the fighter’s Strength reaches 0, they count as having been taken Out of Action and are removed from the battlefield.

Sheesh! These carnivorous plants seem quite nasty! There better be a good reason to use these things in games, or I suspect they will simply be avoided by canny players. Some sort of reward…But we aren’t finished yet! If Barbed Venomgorse sounds a bit too dangerous why not try an area choked with Shardwrack Spines instead.

Shardwrack Spines (Book of peril Pg.74) are another type of dangerous flora that grows, and kills, seasonally in YYC Hive. If a fighter’s movement takes them within 3″ of any Shardwrack Spines (measuring from the plant’s branches), once the fighter has completed their movement, they must make an Initiative check. If they fail, they take a Strength 2 hit with an AP of -3 that causes 1 Damage.

Additionally, in the End Phase of each round, roll a D6 for each grove of Shardwrack Spines. On a 4+, it shoots spines at the closest fighter within 12″. Count this attack as being from an Autopistol with a BS of 4+. If the attack scores more than one hit, it must spread these out to as many models as possible. This attack cannot run out of ammo.

Any games this ‘game week’ may use either (or both) of the new Overgrown Dome tiles (featuring the Barbed Venomgorse) or the loose Shardwrack Spines (place D3, at least 4″ from any edge, during set-up). Ask a staff member to grab them for you, and be extra careful with these please, the kids and I painted them together. [If you are heading down to Sentry Box to play, the tiles will be in our miniatures cabinet on the Upper Mezzanine, just ask a staff member if you need access to them] Players using either of these Carnivorous Plant varietals in games can visit the Badzone Trading Post (Book of Peril Pg.42) after game. This will be the only way to access the Badzone Trading Post so gangs may want to play at least one game in the dangerous back-domes of YYC.

-Uncle Mike