All Things
Mutant!
“MUBAR – slang
acronym, NuMan origin – meaning: MUtated Beyond All Recognition.” Excerpt from
the Lexicon Omega, Lodge of Recovery #667
Mutants are the
dominant species in the world of Scrappers. As such, it’s only fitting that we
Sneak Peek this Lifeform Type in anticipation of the book’s release.
In Scrappers,
when you build the stats for each model you must choose one of three Lifeform
Types for it, choosing from True Human, Mutant, or Synthetic. We are also going to show you the all Mutant
Faction the Gamma Lords, whose goal of exterminating the remaining TruMen
rivals the pro-TruMan bigots of the Purge. Read on….
Mutant – Any biological life whether human,
animal, insect, or plant, that didn’t die off or totally resist the Triple
Helix Event had a third strand of DNA activated in their cells and are
classified as Mutants. Whether their mutations are physical, mental, or merely
cosmetic Mutants constitute the largest sentient population on Earth. Mutants
with severe or debilitating defects usually don’t survive long and are rarely
if ever to be found on a Recovery Crew. Those that can join a Crew are
considered to have intelligence and mobility similar to True Humans, though
they tend to be more resistant to injury and come in a variety of shapes and
sizes. The Mutant Lifeform Trait confers the following:
- Helix Health – Mutants have a Wound Threshold
of 6+ and may re-roll their d10 result for any Trauma Check.
- Genotype – When recruited, a Mutant must select
one of the three Genotypes listed below. This is written in parenthesis
after ‘Mutant’ on the Crew Manifest. This type may never be changed and
each confers its listed effects on the Mutant:
- Bruiser – Once per Game this model may
re-roll a single d10 result for its Resistance Check. This model also
gains a +1 Encumbrance bonus and negates the Heavy and Fatigue Traits on
its Gear.
- 0-5 Strider – This Mutant has heightened
mobility and speed. It has a Move rate of 10”. This model treats all
Obstacles 2” or less as Open Ground. If this Mutant becomes subject to
the Heavy Trait its Move becomes 6” while under that effect.
- 0-3 Wyrd – This Mutant’s psychic static
confuses its enemies and inhibits their attacks. This model uses its
CMD/2 number of dice when making all Defense Checks.
- Nuclear Man – Having its genetic makeup
altered by the Triple Helix Effect and various amounts of hard radiation
this model ignores the first RAD it receives in each Game.
Gamma
Lords Faction
As the Earth became a smoking ruin following the events of the
Apocalypse, those beings that were grossly mutated and managed to survive had
come to dominate a vast amount of the wasteland. Calling this terrifying new
world Nuclear Terra, or NuTerra in their common parlance, many of the surviving
mutated humanoids built the great city of Mutopia. Here only Mutantkind may
live, and all True Humans are put to the sword. The evils of TruManity must be
avenged until only the Nuclear Man stands to inherit the NuWorld.
Mutopia is ruled by the Lord Hi-Fi Chromo-Zar, Hades Apocalon, who
acts as high priest and supreme commander of the Gamma Lords Mutocracy. Under
his iron grip a strict hierarchy has been established around the Gamma Lords
credo of ‘Mutate or Die!’ as founded in the Old Words of Char-Dar, Ancient
Father of Natural-Select. Little regard is given to the death of lower order
Mutants in these ranks of the fittest, and the more evolved of the Gamma Lords have nothing but contempt
for their fellows who cannot overcome the hazards of their planet.
A Gamma Lords Crew is led by a Chromo-Zar (Commander), its
Mutarchs (Veterans), and the ranks are filled by Slags (Troopers). These Crews
are highly dangerous having access to an array of mutations, high quality
weapons, fanatical leadership, and a thirst for power.
Rival
Faction: The
Purge
Faction
Feature: Mutocracy - A Mutant Commander is
Immune (Panic from Losses) from any of its Crew. Veterans are Immune (Panic
from Losses) from any Troopers on their Crew.
Mutation Traits
In addition to
the Core Traits all Lifeform Types may choose from when they are first
recruited, Mutant models may have one or more Mutation Trait that represents
the bizarre powers this new lifeform is capable of manifesting. These are not
required, and may also be gained later in a Campaign. Here’s a sampling…
In
addition to other types Mutation Traits are either Mental (M) or Physical (P)
as noted in their entry.
Brute (P) - Due to its size and
toughness this model has a Wound Threshold of 7+ and increases its Encumbrance
limit by +1 point.
In Close combat
this model gains a +1 bonus to both its Weapon Reach and Base Damage Rating.
15 SP
Extra Arms (P) - This model gains +1
Base Close combat Attack. It may use two single-handed Close combat Weapons as
if it had the Two Weapon Fighting Trait.
It may also have up
to two Shields and can stack their ARM Ratings with its other Armor. If
equipped with two Shields it only gets one re-roll as an Active Shield
Defender.
This Trait negates
the Heavy and Fatigue Traits from any Shields or Weapons. Its maximum
Encumbrance is increased by +1 point.
The model must have
extra arms, appendages, tails, or tentacles, etc. sculpted on it to purchase
this Trait.
25 SP
Force Field (M) – This Mutation creates a psychic force
field that surrounds the Mutant and protects it from harm.
When
Ready, this model adds its CMD/2 Rating to its ARM Rating.
While
this model is an Active Defender it gains the Shield Gear Trait even when
Defending against Ranged Attacks.
20
SP
Gammahide (P,
S) – A Mutant with this alteration has developed some type of hardened
carapace, radiation toughened skin, or other protective enhancement.
When making a
Resistance Check this model gains a +1 CON Rating bonus per level of this
Trait.
10 SP/10 EXP/10 EXP
Inhuman Strength (P) – Gifted with incredible physical
strength this Mutant is a powerhouse in battle.
It
gains a +3 CON Rating bonus to its Base Damage in Close combat and adds +3” to
any Thrown Weapon’s Effective Range when used for a Ranged Attack Check.
This Trait negates
the Heavy and Fatigue Traits
from this model’s Gear and
its Encumbrance limit is increased by +3 points.
30 SP
This looks great! I just pre-ordered my copy and am looking forward to it
ReplyDeleteGreat work on these. I sculpted the Brute for CP Models, would it be Ok for me to share the beautiful paintjob on my Facebook Page?
ReplyDeleteThank you
This looks fantastic!! Love the Gamma World references!
ReplyDeleteSounds very exciting. I hope the gang wants to try these rules.
ReplyDeleteI also like the paint job on the Anvil Industries robot and might steal it.