Welcome Guest [Log In] [Register]
We hope you enjoy your visit.


You're currently viewing our forum as a guest. This means you are limited to certain areas of the board and there are some features you can't use. If you join our community, you'll be able to access member-only sections, and use many member-only features such as customizing your profile, sending personal messages, and voting in polls. Registration is simple, fast and completely free.


Join our community!


If you're already a member please log in to your account to access all of our features:

Username:   Password:
Add Reply
Oh so Many Mutants!; Background for mutants.
Topic Started: Nov 20 2011, 05:38 PM (468 Views)
mattblackgod
Member Avatar
Big boss warlord dude!
[ * ]
Here is a bit of background for the different mutants to be found on Matt Black God's World, with a few mini tips for each. Enjoy.

Half Pints:
Half Pint mutants are also known as Ratlings, Halflings or Hobbits. They are approximately 3 feet tall or less and have a rotund appearance. They are often mistaken for children. Halfpints are natural farmers and cooks. They are often employed by High Ranking individuals in the wastes to serve as cooks. It is rare to meet a force consisting of these guys as they have little strength. Halfpints have a good natural ballistic ability and they make good marksmen. Shame that rifles are seen as heavy weapons for these guys. A Halfpint or two may be in mixed human mutant party.
1% of Halfpints may have a PSI mutation.
special rule: Cannot use weapons that are heavy. This does not count fixed heavy weapons in vehicles or defences.

Minis for Half Pints: I have a load of old WHFB Halfling and 40K Ratling minis which I use for these guys. As the fantasy minis are basic armed they make great wasteland figures.

Mutie Men:
Mutie Men mutants are also known as Gobbos and Gitz. They range from 4 to 5 feet in height and often have large pointed ears and noses. They are often found wandering in large bands as raiders although they do mix with other races.

Mutie men are thieving little buggers and will make off with anything. Every time the pass or spot a looting opportunity (including their own dead) they must pass an ability/Rep test or go and loot. Looting takes 1 turn and then they return to the action. 

Mutie men are cowards and will only attack another faction with ballistic weapons if they out number them. If their headcount drops below that of the enemy the Mutie men will flee the field. 

Mutie men will only attack in Melee if they outnumber their opponent three to one. If attacked with they will defend themselves but require to pass a ability/Rep test to remain in combat. If failed they will flee.

20% chance of addition mutation
1% chance of PSI mutation.

Mini Ideas: I use 40K Grots as Mutie Men. Some Chav goblin lines are available (Hasslefree) and fantasy conversions are easy to do.


Muties:
Mutation is common in the wastes. Many places accept minor mutations as normal (PSI mutations, unusual skin colours, extra toes/fingers, unusual eye colour, fangs, too much hair, not enough hair, extra large or small body parts) however the heavily mutated are often kicked out a birth and left to fend themselves. Many don't make it. Those that do may end up in the mutie settlements. Here the more mutated the higher your status. They also accept stabilised mutants although they will be seen as second class citizens.

The heavily mutated may have all manner of mutations.
5% of PSI mutations.

Mini Ideas: For mutants I use a mix of Horror Clix figures and other odd looking minis. 2000 Ad has some nice mutants too.


Ogres:
Also known as Big Uns. Ogres stand between 7 and 9 foot in height. They are heavy set and are pure muscle.
Special rules: Ogres can use heavy weapons without penalty.
20% chance of additional mutation
60% chance of Stupid ability (low intelligence)

Mini Ideas: I use WHFB Ogres for these guys. 40K Ogryns are good and there are plenty of Fantasy manufacturers who make Ogres or giants. Some toy lines can supply suitable figures too.

Skinnies:
Skinnies look like thin humans. They are of human height. The characteristics are pail skin, pointed ears, high cheekbones and graceful movement. They often mix with human groups and can pass as norms. Skinnies are in high demand by slavers who sell them as sexual commodities. As such many Skinnies form raider bands to revenge the treatment of their kin.
10% Chance of PSI mutation
1% chance of Vampire mutation.

Mini Ideas: For Skinnie minis I use Wood Elves. I find High Elves and Eldar too clean looking for Wastelanders. Dark Elf Wytches are great minis for this lot. They may need a weapon swap or two.

Smoggers:
The Smoggers come from a mix of human and mole DNA. Smoggers stand around 3 to 4 foot in height. These little mutants are usually subterranean but surface to trade and loot. They love dirty and noisy weapons. Smoggers are from close knit communities and do not mix with other mutant types or humans. Smoggers do form alliances with Vermen communities from time to time.
Special rules: Smoggers can dig quickly through soft earth.
Smoggers without face masks are dazzled in sunlight. All stats effected,
Smoggers have no vision limitations in dark conditions.
Smogger Warbands have a 30% chance of a Verman unit in its ranks.
1% chance of PSI mutation

Mini Ideas: Um the Smoggers lines or you can make your own from Dwarves and putty.

Squats:
Also known as Stunties, Dwarves and Garden Ornaments. Squats are a stabilised mutation of Human DNA. Squats stand about 3.5 to 4.5 foot in height. Their build is often rotund and strong with a practical stoic nature. For some reason these mutants have a talent for mining, engineering and building things. Many mutant friendly factions see the Squats as a bonus due to their talents. In some places they form their own communities and these are often trading syndicates producing goods.
Special Rules: 50% chance of Mining or Engineering skill.
1% chance of PSI mutation.

Mini Ideas: Old 40K Squats or Mantic's Version. You can also convert fantasy Dwarves with putty and weapons added.

Super Mutants;
Super Mutants were human once. A scientist who survived the Nuclear bombardment kept going at his bio engineering project. He looked to create a new breed of people who could survive the rigours of the new world based on methods to create Super Soldiers. A mutating virus was created and when exposed a human would mutate in a larger, stronger, tougher, asexual creature that was radiation resistant and aged a lot slower. The downside of the process is many became more aggressive, lost their memories and became psychotically insane. Although the scientist (the Master) is now dead the Super Mutants kept capturing humans to increase their numbers until a Wastelander destroyed the virus.

Super Mutants now roam the Wastelands in bands attacking all they see. Some however are friendly to Humans, Squats and Half pints (some loony Super Mutants think that Half pints are their children). In some places Super Mutants have become miners and farmers.
5% chance of being Sane or having normal to higher intelligence.
5% chance of liking Humans, Squats or Half Pints.

Mini Ideas: 40K Space ORKs with Ghoul or Human heads.

Trogs:
Trogs were a type of GELF (Genetically Engineered Life Form) that was employed during the war. They are ORCS (Organic Reproducing Combat System) and came from the stars during the war. These creatures are tough, aggressive, tribal and skilled in knocking up weapons from what ever is laying about. Thier biology means they can survive deadly wounds, high doses of toxins and radiation. Trogs are natural survivors and the apocalypse didn't stop them. Some Trogs serve as Mercenaries in other factions.
Special rules: Trogs dislike Mutie Men who they regard as cowardly.
1% chance of PSI mutation (Weird Boys)

Mini Ideas: 40K Space Orks or Fantasy Orks converted. Mantic do Marauders too.

Vamps:
It is not generally known what caused the Vampire mutation. Unlike the creatures of legend they are not undead but very much alive. They can be killed like a normal human. The mutation means that they do not get the same sustenance from food as Humans although they will get some. A human diet will make them weak. A Vamp needs to drink blood to be healthy. It it nothing like the legends. To stay healthy a Vamp only needs a pint or two once or twice a week. That doesn't mean that they cannot drain a victim in one sitting and some do. Wounded Vamps heal a high rates when fed. Vamps can stand direct sunlight but it effects them. Vamps like the shade or the dark and as such can see well in these conditions. Vamps tend to be quicker, stronger and tougher than most humans.
Special Rules: Vamps get a +1 bonus to all stats.
Vamps have increased movement stats.
Vamps are effected in direct sunlight -2 to all rolls move halved too.
Vamps are unaffected in the dark.
20% of PSI mutation.

Mini Ideas: Various Vampire lines. I also use old Clix figures.

Vermen:
Vermen are humanoid rats. They are intelligent and cunning. They are Radiation resistant. Vermen are resilient to poisons and are often subterranean dwellers. Vermen often stay in close knit communities although they may be found from time to time in mixed groups. Vermen occasionally have alliances with Smoggers. Vermen distrust Humans, Trogs and hate Mutie Men.
Special rules: Verman warbands have a 20% chance of Smogger unit in their ranks.
10% of PSI mutation
5% chance of additional mutation.

Mini Ideas: I have some old Shockforce Gothrats. You can also use/convert WHFB Skaven.


Wretched:
Also known as Rotters, Stinkers, Zombies or Zeds. The Wretched were human..once. A bio engineered plague from the war causes them to rot whilst living. In the advanced stages they cant think and resemble a shuffling corpse hating everything around it. Areas where the Bio Plague was deployed should now been clean however those fools who venture into the areas risk catching it still. One thing to note is that the plague has mutated. It no longer goes on to kill its victims and cannot be caught by contact from them. Some victims now live in mixed communities.

Mini Ideas: Various Zombie figures.
Offline Profile Quote Post Goto Top
 
Inkwell
Member Avatar
Toenail cutter / Tin can licker
[ * ]
Oh so many great ideas! A great way to use some of those odd minis sitting around waiting for actions.
Offline Profile Quote Post Goto Top
 
mattblackgod
Member Avatar
Big boss warlord dude!
[ * ]
Give me any mini and I can dream it into a Post Apoc scenario! :D
Offline Profile Quote Post Goto Top
 
1 user reading this topic (1 Guest and 0 Anonymous)
« Previous Topic · Post Apoc Fluff · Next Topic »
Add Reply