Sunday, 12 July 2020

The Coarsemen Cometh! - Mutants of Rockridge


Greetings Hivers!
With Lockdown restrictions eased, life is returning to 'normal' in the district of Rockridge. Eager to embark on our next adventure, we've completed the work on our next set of adversaries....the four Coarsemen of Rockridge.



CEREBERAX
That the Coarseman known as Cereberax has undergone extensive surgical procedures is evident for all to see, what isn't known however, is if this procedure was some horrific experiment or an attempt to stabilise the mutant's deformities....only the madman that created him knows for sure.

Cereberax is armed with a Heavy Stubber and Heavy Rockdrill. His excessive bulk (counts as Mesh Armour) grants him a 5+ save against all attacks.
His hatred towards the Marionettes means that the Coarseman must move toward any visible Renegade Ad-Mech fighter and may target them without a cool check if he wishes.

POTAMUS
Originating from the Sump Swamps of Rockridge, Potamus was perfectly suited to the environment until the Voodoo Dolls of House Escher drove him out. Now he has found sanctuary in the Badlands with the rest of the Coarsemen.

Originally I was going to give him psychic powers, but because he's effectively an NPC I wanted him to be easy to use to speed up our games (the rules for psychic powers in Necromunda are laborious at best...or downright crap in reality) so his 'psychic power' became a Balefire Thrower and his tentacles count as a Tenebrous Scourge. Like all Coarsemen, Potamus' excessive Bulk counts as Mesh Armour. His hatred of the Voodoo Dolls, means that the Coarseman will move towards any visible Escher fighter and may target them without a cool check if he wishes.

SIRENMAW
Sirenmaw is a product of the Goliath's Amneo-Vats. Most Goliaths begin life as tiny Zygotes floating in nutrient tanks. These fertilised cells are created using a poorly-understood method that combines cloning and gene-smithing. The process is not without mishaps and sometimes the embryo grows into something that bares little relation to their kin. Sirenmaw was one such creature. How such a creature could escape and flee downhive to the Badlands is shrouded in secrecy, but escape he did.

Sirenmaw is armed with a Butcher's Cleaver and his screaming maws count as a Neural Flayer. His excessive bulk (counts as Mesh Armour) grants him a 5+ save against all attacks.
His hatred towards the Goliaths means that the Coarseman must move toward any visible Goliath fighter and may target them without a cool check if he wishes.


RHINOX
Rhinox lived a relatively simple life on the outskirts of Payne's Labyrinth. The hulking mutant was a benign creature that scraped out a living labouring for miners and excavation teams. The miners cared little for his deformities in the dark confines of the tunnels and most miners are prone to the odd mutation themselves. Unfortunately for Rhinox, not all Underhivers are as tolerant.
Abel Cankerson of the Brotherhood of the Cleansing Flame was one such individual. The Cawdor leader had designs on Payne's Labyrinth and once he laid eyes on Rhinox he found the perfect excuse. It was during the massacre of the miners by the Cawdor that Rhinox discovered it was much easier to smash his way through flesh and bone than it was through compacted rubble and plascrete. The Coarseman fled into the Badlands vowing to return one day and make the Cawdor pay.

Rhinox is armed with a Grenade Launcher and talon counts as a Servo Claw. His excessive bulk (counts as Mesh Armour) grants him a 5+ save against all attacks.
His hatred towards the Abel Cankerson means that the Coarseman must move toward any visible Cawdor fighter and may target them without a cool check if he wishes.

Down in the Badlands each of the Coarsemen have amassed many followers. These lesser mutants are no less dangerous when scavenging in packs.

MUTIES ALPHA



MUTIES BETA



MUTIES GAMMA



MUTIES DELTA



In-Game use
The Coarsemen and their Mutant followers all have a card to represent them. These cards are shuffled into a pack and every time a 1 is rolled for a Priority roll a card is drawn. A d8 is rolled to determine which central area of the battlefield the unit is deployed in and then the unit scatters 2d6 to determine their final location.
After both gangs have completed their actions, each unit that arrives will move towards the nearest ganger and either shoot or charge if in range unless the unit suffers from hatred.


So there we have it. Our antagonists are ready and waiting for our next adventure in the Underhive.
Until next time....may the Hive Spirits watch over you! 😉

10 comments:

  1. By the Emperor! Such genetic aberration! Such scrofulous skin tones! I can almost smell the suppurating rad burns. Are you sure that Mean Machine Angel isn't in this gang?

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  2. Lol, these 'angels' are definitely dialled up to four!

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  3. The stench of death is palpable. Disfigured figures walk the streets.
    Their scorching breath brings mutation and madness.
    Who can stand before the harbingers of insanity?

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  4. Beautiful mutants, provided that "beautiful" and "mutant" can go in pairs ...
    Lord Adiatun Varunn

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  5. They are horrifying and I love it. Wonderful collection of horrors there and some great cnoversions.

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    1. Thanks Rory... we're both eager to get to grips with these mutie scum, although I suspect it won't be plain sailing 😉

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    2. I imagine it will be a rather brutal affair for sure.

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  6. Those are some gorgeous mutants right there! Love the table too.

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    1. Cheers howie.
      The muties have already started to make their presence felt. Several of them turned up in the middle of a territorial 'dispute' and pretty much wiped out both gangs!

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