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Mutants expanded; New and reblanced mutations
Topic Started: Aug 1 2009, 04:13 PM (84 Views)
dicehead
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Coldheart
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Here's an optional rebalance for mutants, the mutant stats and faction information is unchanged. You can use the rules in the rulebook or tag this onto the end of the book and use this set for more options. The cost listed is in resource points, as per the rules you can only purchase mutations when adding a new mutant to your roster. Runts and dogs belonging to mutants can have 1 mutation, brutes may have up to 3 and behemoths may purchase an unlimited number of mutations.

20pts Claws D6 damage in close combat, a critical kills the target outright.
10pts Jaws D4 damage in close combat, a critical kills the target outright.
30pts Armoured Body Damage to this mutant is reduced by 2.
10pts Fur Damage to this mutant is reduced by 1.
05pts No Head Ignore criticals to the head, in addition the mutant is immune to stun weapons.
10pts Long reach You may make close combat attacks against any creature within 3".
10pts Gas sack When this mutant is killed treat it as an exploding grenade.
10pts Two Heads No penalty for using multiple weapons, not knocked unconscious by a headshot.
20pts Acid Spit May make a ranged attack on a target up to 3" away. If the target is hit and has armour their armour is destroyed (including vehicles), if they do not have armour they take D4 damage.
30pts Wings The mutie is treated as having an anti-grav device and may attack flying vehicles and characters in close combat.
10pts Wallcrawler As long as the character can get to a horizontal place to end their movement they may walk up walls.
30pts Burrower Ignore obstructions while moving, in addition the character gains the infiltrate skill and may be set up last as per the rules anywhere where they cannot be seen by the enemy.
25pts Hooks Make a ranged attack against any character (not vehicle) within 6". The target takes a point of damage and is moved adjacent to the mutant. Mutie behemoths are too large to drag.
50pts Psionic The mutant becomes psionic as per the rules, note that you may give this power to dogs too.
20pts Tentacles An enemy that is adjacent must spend one action point to struggle free if they wish to move.
30pts Jelly The mutant is so deformed that critical hits have no effect on it.
30pts Bizarre Any enemy that starts their turn within 3" of this mutant loses an action point this turn.
10pts Spikes A failed close combat attack against this mutant deals one damage to the attacker, armour applies.
10pts Extra arm Each extra arm purchased allows you to carry an extra 1H weapon.
10pts Extra leg Each extra leg increases movement by 2".
25pts Horns For one action point the character may move its full movement distance and then make a close combat attack, if successful the target is knocked down. Horns do D4 damage.
30pts Poison You may opt to deal no damage in close combat and instead poison the target. At the end of the other players turn the character loses 1 life until they are treated with a medikit or leave the battlefield. Vac suited characters are immune. Poison ignores armour.
15pts Totally Rad Any enemy that is stood adjacent to this mutie at the end of their own turn takes 1 damage ignoring armour, mutants and vac suited characters are immune.
15pts Cannibal / Blood drinker The character gains the psychopath skill.
10pts Projectile vomit You may make a ranged attack against a character within 3", if successful they take 1 damage ignoring armour and are knocked down.
10pts Hooves The character gains the brutality skill.
30pts Supersized The character gains +6 life and loses 2 movement. Runts may not be supersized.
05pts Sludger Cannot be knocked down, moved involuntarily (except when run over), dodge or be knocked back by any means. Even remains stood up when unconscious. In addition when it moves it may place a 1" oil slick behind it once per movement.
40pts Razor limbs The character always causes a critical when it hits in close combat, razor limbs do D6 damage. You may not purchase jaws or claws for a mutie with razor limbs.
25pts Lashing tail When you make a close combat attack you may roll once against two targets. If you hit roll for damage separately, a tail does D4 damage and knocks down any target hit.
05pts Mindless The character is immune to psionics, suffers no additional ill effects from a headshot and cannot be stunned. The downside is they only get one action point per turn.
10pts Hungry blob You may spend an action point on or adjacent to a corpse to consume it. Doing so heals D4 damage.

A mutie may have fur and an armoured body if you wish, reducing damage by 3. A mutant with either of these mutations may not wear armour other than a helmet, assuming it has a head!
Power and chaos!
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