Skip to main content

Adversaries

Adversaries

Not all enemies a gang can face in the underhive are their fellow gangers.

The Rat Mother

The great houses of Necromunda all think that the underhive belongs to them. It doesnt.

A player controlling the Rat Mother uses the following pieces.

1x Rat Mother - see below 2x Rat Cultists (Represented by an Outlands Beastmaster with 3 Wasteland Giant Rats) N/2 Rat Nest where N is the crew size for that mission

For example if a a gang with 1 Spyrer and 8 fighters (crew size 10) fights the Rat Mother, they would be facing the Rat Mother, 2 Cultists (and their pets) and 5 Rat Nests

In usual play the gang facing the Rat Mother will probably just want to kill her*. However the gang facing her may instead choose on of the 3rd Player missions to play. In this case then taking the Rat Mother out of action is worth an additional D3+3 XP to the fighter who acomplishes it.

*In truth the Rat Mother inevitably recovers from her injuries or one of her many spawn simply grows ever larger untill she is functionally replaced.

The Rat Mother N/A
MWSBSSTWIALdClWilInt
5"3+5+5533+37+6+8+9+
WeaponRg SRg LAc SAc LSAPDAmTraits
Ferocious Jaws-E-S–11-Melee, Rending
Lashing TailE6"S–11-Impale, Melee, Versatile

Skills: Unstoppabble, Fearsome, True Grit

Special Rules: Summon, Mother of Rats, Scaly Hide

Special Rules

Summon: Unlike most fighters the Rat Mother is not deployed on the battlefield at the beginning of the game. Instead in the end phase following both Rat Cultists going out of action deploy the Rat Mother anywhere more than 6'' away from an enemy fighter and in base contact with some kind of terrain.

Mother of Rats The Rat Mother is treated like a Monster Nest(Rats)

Scaly Hide The Rat Mother has a 4+ save.

Too Many Rats

Rat Nest
MWSBSSTWIALdClWilInt
---443------

Special Rules: Spawner(Underhive Rats - D3)

Special Rules

Spawner: This model is immune to all conditions other than blaze, in addition it does not activate or take actions. Instead this model spawns a number of adversary models at the start of the round shown in the brackets. A model with this rule automatically passes any mental skills it's required to take.

Swarm: The Rat Nest itself does not fight and makes no reaction attacks if attacked in melee. Instead an additional 2 Underhive Rats are spawned if an enemy model is within 6'' of it.

Underhive Rat
MWSBSSTWIALdClWilInt
6"4+6+2212+112+10+12+12+

Skills: Evade, Dodge

Special Rules: Critter

Special Rules

Critter: This model never grants XP/Benefits/Bonuses for being Seriously Injured or taken Out of Action.

Brainleaf Overgrowth

The dreaded brainleaf plant, normally native to death worlds like Catachan is stubbornly effective at colonizing human habitats. The high pH of industrial runoff, humidity of environmental systems, and ready supply of underhivers to enthrall makes it a serious hazard in the worst badzones of the planet.

The Brainleaf overgrowth should be played on a Zone Mortalis board. The player controlling the Brainleaf Overgrowth deploys the following:

1 Brainleaf Overgrowth N/2 Infection Markers N Brainleaf Zombies

Where N is the crew size for this mission

Brainleaf Overgrowth
MWSBSSTWIALdClWilInt
-5+-5666+D3----

Special Rules: Spawner(Brainleaf Zombies - D3+1), Pheramones

Special Rules

Spawner: This model is immune to all conditions other than blaze, in addition it does not activate or take actions. Instead this model spawns a number of adversary models at the start of the round shown in the brackets. A model with this rule automatically passes any mental skills it's required to take.

Pheramones: The Brainleaf Overgrowth controlls all the nearby brainleaf zombies, and when threatened will spur them into a heightened state of violence. If an enemy fighter is within 6'' of the Brainleaf Overgrowth than all Brainleaf Zombies within 6'' gain the True Grit, Berserker and Rain of Blows special rules.

Fire, Fire Works The Brainleaf Overgrowth's Toughness is reduced to 3 while it's under the blaze condition.

Don't Dead, Open Inside

If possible the infection markers should be placed on doors, if they do so then the door is closed if it wasn't already.The first time the door is opened roll a D6, on a 4+ immediately deploy D3+1 Brainleaf Zombies on the other side of the door, add a +1 to the roll if the previous roll was a failure.

For Infection Markers not placed on a doorway, instead roll when the marker comes into line of sight of a non-adversary model.

Brainleaf Zombie

Brainleaf Zombie
MWSBSSTWIALdClWilInt
2D6"5+6+3316+112+4+4+12+

Skills: Iron Jaw

Special Rules: Brainleaf Zombie

Special Rules

Brainleaf Zombie:

  • Brainleaf Zombies cannot be Pinned and automatically pass any Cool checks they are required to take.

  • Brainleaf Zombies cannot be made insane.

  • If taken Out of Action, roll an Injury dice instead of removing them like a regular Roaming Horror. However, Treat Flesh Wounds as Seriously Injured results.

  • In the Recovery phase, Seriously Injured Underhive Zombies stand back up, recovering from their injuries, but do not gain a Ready marker in the following round.

  • Zombies subject to the Blaze condition are not automatically Broken and cannot attempt to put out the fire.

  • Brainleaf zombies subject to the Blaze condition have -1 Toughness.

  • Brainleaf Zombies can only make a single action each activation, and move 2D6" when making a Move action. If this movement brings them into base contact with an enemy, they are considered to have made a Charge action and immediately attack.

  • Any enemy fighter taken Out of Action by an Brainleaf Zombie is replaced with an Brainleaf Zombie in the End Phase. (Roll a lasting injury for them as usual but apply it after the battle)