MutarDs. All Mutards are immune to the effects of Contaminated terrain.
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1 MutarDs No one knows exactly when the first mutants started to appear, but there were rumors about people with strange powers even before the population was expelled from the Megalopoli and thrown out to the Wasteland. Their origins can vary a lot; maybe all the chemical agents and radiation levels that accumulated in the marginal areas back in the days took a heavy toll on their inhabitants, or they might be the flawed outcomes of sinister genetic investigatory experiments, or just plain and simple natural selection. The fact is that their ranks have increased notably since people have been forced to live in the Wasteland. Mutants are not very popular and most people have reactions that vary from grudging acceptance to hunting posses in some towns. Some individuals with small mutations try to hide their condition to the others, while those far beyond human appearance are shunned even in the most openminded places. Most mutards have established themselves in their own settlements or gangs, whether to live in peace or to start a pure colony populated exclusively with what they see as the next evolutionary stage. As a rule of thumb Mutards are not very well equipped, as usually nobody trades with them, but they possess a wide array of mutations that can counter that drawback. Disambiguation: when a given rule refers to Mutards (troop) it will affect the type of miniature with that name. When it refers simply to Mutards, it will affect the gang as a whole. All Mutards are immune to the effects of Contaminated terrain. Due to the fact that almost anyone will trade with them, and everything they can get is just garbage, all cutting weapons used by the Mutards will have the Rust special rule. Bobblehead Among mutards those usually in charge are called Bobbleheads, individuals whose intellect has been boosted beyond human limits. Their superior brains allow them to achieve wonders such as telekinesis, telepathy, mental control but in exchange for weak and crippled bodies. Some of them have lumps and overdeveloped brain mass, while others look like parasites attached to a human body. Truth is none of them is pretty. Bobblehead Psychic powers: a bobblehead has all the psychic powers detailed in the corresponding section. Cost: 80 pts. Mutard (troop) This is the typical Mutard, someone with a general human appearance but with something else. He might have tentacles instead of arms, two heads, finfeet or the like. Mutard Mutations: MUST choose at least and up to different mutations paying their point cost. Weapons: can be equipped with ONE of the following weapons. Throwing daggers Small blade Medium blade Light mace Mace Cost: pts. pts. pts. 0 pts. pts. 5 pts.
2 Pit beast Some mutards are quite big and strong creatures, a huge mass of muscles that sometimes reaches 9 high. But for some reason their brains not only haven t increased their size accordingly, but they have grown even smaller. In the typical fighting pits found in many settlements, these Mutards are the usual evil beast held by the local overlord to win every combat, where they are treated little better than slaves. In a Mutard band, among other people who share their differences, you could think this situation would be different, but let s get it straight: these fellows are quite dumb and they are only appreciated for the mighty blows they can deliver, so they are usually used as first line fodder with little concern about their safety. Pit beast 6 6 Mutations: already has the Hunk and Resilient mutations (included in the profile) and Tough skin (). It can choose another ONE among Acid spit, Brutal charge, Extra limbs, Poisoned claws, Prehensile limb, Sharp tail, Sure feet or Thorns, paying its point cost. Weapons: can be equipped with ONE of the following weapons. Heavy blade Mace Heavy mace 8 pts. 5 pts. 6 pts. Special rules: Berserk. Cost: 70 pts. Addler Contamination, chemical products or radioactivity have taken a heavy toll on some people, to such an extent that they have been turned into little more than empty mindless husks, the closest thing you will find in the Wasteland to a zombie. They are slow and clumsy, but in return they are also tireless and can be really dangerous in large numbers. They attack any living thing they can sense nearby except, for some unknown reason, the Mutards (maybe because they just see them as their own). Although they are usually seen more like things than even beasts, in combat they can be a great asset. They are usually tossed in great numbers against the enemy, to hinder and distract them for a while. Addlers are too dumb to cooperate or coordinate their acts, but Bobbleheads seem to be able to control some small groups of these beings. There can only be a maximum of TWO groups of Addlers for each Bobblehead present in the gang. Addler Weapons: Claws and teeth. Special rules: Pack, Mong.. Mongrelmorph Under this wide meaning we can find all those mutant creatures that still keep some resemblance to a dog. They are the usual pets of the Mutards and some of them are trained to fight. Mongrelmorph Weapons: Claws and teeth. Special rules: Beast, Swift.. 7
3 MUTATIONS Every Mutard has some kind of strange mutation, to a greater or lesser extent. After all, they wouldn t be mutants otherwise. Due to the genetic diversity among them, Mutards (troop) can t repeat the same mutation more than three times in the same gang. Able The mutard is more able than the average. It gets a + bonus to the attribute. Cost: 0 pts Acid spit The mutard can spit highly corrosive saliva. When assaulting or being assaulted, a miniature with Acid spit which is not already engaged in Close combat can make a free shooting Action with the following profile: Pen, Str. This shoot is not modified by distance or cover, unless the cover is granted by the enemy s equipment (such as a shield, for example). Cost: 5 pts Brutal charge The mutard is able to ram with savage energy when it assaults an enemy. It gets a + bonus to Penetration and Strength for each movement Action made to Assault. Claws The mutard has Claws and teeth to fight with. This cannot be used with any other weapon. Cost: pts Extra limbs The mutard has some extra limb that allows it to fight more effectively. It gets a + bonus to its attribute. Frog The mutard has incredibly strong legs that allow it to make giant leaps. It gets the Special rule Jump. Cost: pts Hunk The mutard has a higherthannormal strength. It gets a + bonus to its Strength attribute. Mimetism The mutard can disguise itself with its surroundings with great skill, maybe changing its skin tones or the like. It gets the Special rule Camouflage. Organic missile The mutard is capable of projecting something lethal out of its mouth (or any other body hole) to a notable distance. The only problem is that the mutard usually won t have enough ammo for a long combat. The mutard is considered to have a Ranged weapon without long range (only short and medium) with Range /8/, Penetration and Strength, and the Special rules Pellets and KABOOM!!!
4 Poisoned claws The mutard s body contains a highly venomous poison. This works exactly as the Claws mutation, except for the fact that the attacks made with them also have the Special rule Poison (). Cost: 8 pts Prehensile limb The mutard has a limb with an outstanding strength or grippers of some kind. One enemy miniature engaged in Close combat with the mutard will suffer a penalty to its rolls. Besides, if that same enemy miniature wants to Disengage from combat, it will suffer a penalty to its check. Cost: 5 pts Psychic echo This mental power has less physical foul effects on the mutard, and its main utility is being used as psychic relays by the greater minds of the bobbleheads. A bobblehead will be able to cast any of its psychic powers (except Psychic barrier) on a mutard with Psychic echo. This power will then be immediately recast from this second mutard, with no further Action spending, to another target that is within the power s usual range and line of sight limitations. This way, a bobblehead will be able to use Enhancement on a mutard with Psychic echo within the usual range, and then redirect the power to any other second mutard within of the one with Psychic echo. Or, likewise, use Mindshock on a mutard with Psychic echo within 6 and in Line of sight, and then redirect it at once against any enemy within 6 and in Line of sight of the one with this power. Cost: 0 pts Resilient The mutard has a higher than normal toughness. It gets a + bonus to its Toughness attribute. Runner The mutard has strong legs that allow it to reach faster speeds. It gets the Special rule Swift. Sharp senses The mutard has almost supernatural senses that allow it to move more precisely. It gets a + bonus to its attribute. Cost: 8 pts Sharp tail The mutard has a sharp tail capable of delivering mighty slashes against its enemies. If it wishes to, it can make an extra Close combat attack with the stats of a Small blade (which does not count as a weapon for the equipment limits), but with a penalty to its attribute to the attack made with the tail. Sonar The mutard has the ability to pinpoint its enemies on the surrounding area, even without a direct line of sight towards them. The mutard has a full arc of vision of 60ª (instead of the usual frontal 80ª) and, besides, when making a Charge, it will always be considered to all purposes that it could see its target at the beginning of all its. Cost: 5 pts
5 Sticky The mutard exudes some kind of sticky substance all over its body. This miniature gets the Special rule Creeper, and every rival in base contact with it who tries to Disengage from combat will get a penalty to its check. Cost: 8 pts Sure feet The mutard has an extra leg, or maybe its limbs are abnormally wide or with claws to grab onto any surface. It gets the Special rule Offroad. Thorns The mutard s body is covered with a great number of thorns or spikes, that can be shot at great speed against the enemy. It can spend an Action to shoot the thorns, that have these statistics: Range /8/, Penetration // and Strength. Tough skin (X) The mutard has some thick skin that gives it Armour, or 5. Each Armour value counts as a different mutation when it comes to calculate the gang s mutations limit. Cost: 5, 0 or 0 pts.
6 PSYCHIC POWERS A Bobblehead can spend an Action to automatically use a psychic power. No power can be cast twice on the same miniature. These powers have a maximum range, beyond which they can t be used. Unless stated otherwise, these powers don t need Line of sight to the target. Disarm The Bobblehead can try to disarm a disengaged enemy miniature in Line of sight using telekinesis. To avoid losing a weapon, the target miniature must pass a Strength test. If failed, one of his weapons (Bobblehead s choice) will fall to the floor, and must spend an Action to get it back. Range: inches Enhancement The Bobblehead can enhance other miniatures by raw psychic energy. This power will grant a + bonus to, or to a friendly miniature. That miniature will enjoy the granted bonus from this power until it is used for the first time, in which moment it will be spent and lost. Until this happens, the miniature will not be able to benefit from this power a second time, even if applied to a different Attribute. Addlers have a weaker mind, easily manipulated, so this power will allow the Bobblehead to enhance a whole bunch of Addlers instead of only one. Range: inches Master of puppets The Bobblehead can get inside the mind of other Mutards, taking actions in their name. The Mutard chosen with this power will be able to make a free Action immediately. Addlers have a weaker mind, easily manipulated, so this power will allow the Bobblehead to control a whole bunch of Addlers instead of only one. Range: inches Mindshock The Bobblehead can unleash a psychic wave to fry an enemy s brains. It can be used to eliminate a disengaged enemy miniature in his Line of sight. The Bobblehead makes an opposed Strength roll against the target s Toughness. If the mutant gets the same or better result, the target will go down. Range: 6 inches Psychic barrier This power creates a barrier of pure energy that grants Armour 5 to the Bobblehead. From that moment, if the Bobblehead wants to keep this power active he will have to spend one Action each turn to do so (i.e., he will only have two each subsequent turn). The Bobblehead can choose to stop this power at the beginning of any following Action Turn, not being able to use it again until the next Turn. Range:
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