Monday, July 30, 2012

"D" is for "Drednek"


No. Enc.:  0 (1d3)
Alignment:  Chaotic
Movement:  240' (80')
Armor Class:  5
Hit Dice:  11
Attacks:  2 (2 bites)
Damage:  1d10 / 1d10
Save:  L6
Morale:  10
Hoard Class:  VII
XP:  8,400

Ferocious, cunning, and sadistic predators, the 20' tall, muscular dredneks stalk herd animals and nomadic peoples alike on the plains of the Mutant Future.  They are intelligent enough to set ambushes and makeshift traps (which usually amount to log obstacles, or precariously-piled wreckage).

If a drednek successfully bites the same target with both heads in the same round, the victim takes an additional +2d6 tearing and twisting damage.

Lacking eyes, ears, and nostrils, dredneks compensate with the bulbous sensory nodules on their heads.  Through these organs, the creatures gain access to the equivalent abilities derived from Echolocation, Increased HearingIncreased Smell, and Increased Vision.  [XP adjusted accordingly.]  They are also immune to attacks that disorient, blind, and/or disrupt the conventional senses (tear gas, sonic screeches, illusions/holograms, etc.).  A drednek gains no extra mutations from its Dual Cerebella, and its collective WIL score is determined randomly on 3d6.

Dredneks always birth twins...but the mother starves the newborns until they turn on each in a ravenous frenzy, leaving only the strongest, most vicious offspring.

Mutations:  Dual Cerebellum (Modified), Echolocation, Extra Parts (Heads), Unique Sense ("Hyper-Sensing")

Saturday, July 28, 2012

Mutants In The News — "Beyond Thunderblock" Edition

It's pretty clear that I'm fond of micro-monsters and minuscule mutants, so it should come as no surprise that Legos are on my list of favorite playthings, too.  Particularly the minifigs, as those tiny guys just crack me up.

And the word "post-apocalyptic" is just about the last thing you'd use to describe, well, anything involving those adorable teeny people as they go about their adorable teeny lives in their adorable teeny towns and playsets.


Courtesy of those customizing artisans known as the BrickWarriors come...


I ordered several kits just today, and you can, too!!!

Friday, July 27, 2012

"F" is for "Fenk"

Fenk  ("Dunedog")

No. Enc.:  1d10 (6d10)
Alignment:  Neutral
Movement:  120' (40')
Armor Class:  4
Hit Dice:  4
Attacks:  1 (bite, or weapon)
Damage:  1d4, or by weapon
Save:  L4
Morale:  9 (or 12)
Hoard Class:  VII, VIII
XP:  190

The diminutive, 2' tall Fenks are a race of militant, desert-dwelling canoids that travel in close-knit family bands.  Even their smallest kits carry weapons.  Fenks mate for life, and fight to the death (Morale 12) when their spouses are threatened.

Fenk families truly work as a unit, and are able to manipulate Ancient artifacts many times their size.  They can even pilot Ancient vehicles, with each member working a particular aspect of control.

Sharing the same habitats, the Fenk come into constant conflict with the Var-King.  The two races often invade and conquer each other's subterranean compounds in a never-ending turf war.

Mutations:  Enhanced Vision (Night Vision), Increased Sense (Hearing)

Thursday, July 19, 2012

"Y" is for "Yux"


No. Enc.:  0 (4d6)
Alignment:  Neutral
Movement:  180' (60')
Armor Class:  7
Hit Dice:  4
Attacks:  1 (butt)
Damage:  3d4
Save:  L3
Morale:  7
Hoard Class:  None
XP:  300

The triple-horned yuxen are shaggy, fetid, half-ton ovines found in frigid climes devastated by Ancient drilling and mining practices.  They are ornery and stubborn, and quite protective of their young.

Their filthy fur drips with cancerous petrochemicals that inflict both Class 6 poison damage and Class 3 radiation damage, requiring dual Saving Throws upon exposure.  (Accordingly, yuxen are immune to all known toxins, diseases, and radioactive contaminants.)  A single yux produces upwards of 5 gallons of "oil" a day. Cunning warlords have been known to set yuxen alight, and then send them stampeding into enemy villages....

Domesticated yuxen provide valuable meat, milk, hides, and fuel...but only to the hardiest of mutant tribes.

Mutations:  Dermal Poison Slime, Reflective Epidermis (Heat, Cold)

Saturday, July 14, 2012

Mutants In The News — "Lions, Tigers, Bears, Sharks, Bats, Turtles, Swordfish, and Giraffes, Oh My!!!" Edition

I've mentioned my great affection for the old Hasbro Battle Beasts toy line before, but better bloggers than me keep track of all the hot toy gossip that's fit to print.

And pictures are flooding in about not just one, but TWO, revival lines.

Finally revealed at this year's San Diego Comic Con, the first is Diamond Select's long-teased version, which uses the name and (kinda-sorta) trade dress of the original Hasbro toys.

As much as I love me some mutants, I'm disappointed in these, as they're just Minimates with animalistic exoskeletons.  Yes, really.  They're just not "cute enough" for me.

But just try telling me that's not a picture-perfect Gamma Worldian Hisser.

(Photo from

(Gamma World 2e Art)

The second—called Beast Saga—comes from Takara-slash-Tomy, makers of the original toys...and these are PERFECT.

Even more interesting, they're keeping the gaming element intact.  Granted, they've eschewed the rock-paper-scissors aspect to go with something involving dice that fit in the figs' chests (which is REALLY HONKING GOOFY)...but, boy howdy.  Just LOOK at those beauties.

Check out more here.  

I say with some embarrassment that I just dropped a king's ransom on pre-ordering these adorable li'l mutants.  Yeesh.

Friday, July 13, 2012

"M" is for "M'moth"


No. Enc.:  0 (2d10)
Alignment:  Neutral
Movement:  150' (50')
Armor Class:  5
Hit Dice:  11
Attacks:  2 or 1 (2 tusks, or trample)
Damage:  2d4 / 2d4, or 4d8
Save:  L5
Morale:  8
Hoard Class:  None
XP:  6,800

Herds of lumbering m'moths travel through overgrown, verdant regions, both feeding off of, and pollinating, the twisted vegetation.  The creatures are massive enough so as to be generally immune to the more dangerous plant mutations.

M'moths gain +4 when Trampling, and their hides are coated with a Class 3 hyper-allergenic powder.

M'moths evince a culinary fondness for fabrics both natural and synthetic, and being semi-intelligent, have been known to barter for them (which usually amounts to, "Please take these goods in return for not  razing our village.").  And they are attracted to bright lights, so rural communities know to keep their nighttime fires and light sources dim.

Mutations:  Chameleon Epidermis, Dermal Poison Slime, Force Screen, Increased Sense (Hearing), Shriek

Sunday, July 8, 2012

"Z" is for "Zapwidow"


No. Enc.:  1d4 (1d4)
Alignment:  Neutral
Movement:  150' (50')
Armor Class:  3
Hit Dice:  5
Attacks:  1 (bite)
Damage:  1d4
Save:  L3
Morale:  9
Hoard Class:  VI
XP:  800

Zapwidows are spiky, 5'-tall-at-the-shoulder arachnids that lurk in overgrown forests and areas rife with mutant vegetation.  They spin enormous webs (often exceeding 180' in diameter) to trap prey...but also truss up victims stunned by their electricity-generating abilities.  Escaping zapwidow webbing requires an Ability Check Versus Strength at a +2 penalty.

Excepting illusion-based attacks, zapwidows are immune to all other forms of mental combat.

Mutations:  Energy Ray (Electricity), Energy-Retaining Cell Structure

Designer's Notes (or Not-The-Designer's Notes, as the case may be):  This is my tribute to the Blackun ("Attercop"), which first appeared in the 1983 2nd edition of Gamma World by James Ward, Gary Jaquet, and David James Ritchie.  

But I changed the name (simply never liked the original), so I don't feel right calling it a straight-up Gamma World conversion...though it will read so in the tags.

And here's the original graphic... Jeff Easley or Keith Parkinson (specific credit unknown).

Friday, July 6, 2012

Welcome To The Jungle. Meet... The Horned Hippo.

Fire In The Jungle, that is!

Horned Hippo

No. Enc.:  0 (1d2)
Alignment:  Neutral
Movement:  120' (40')
     —Swim:  45' (15')
Armor Class:  3
Hit Dice:  4
Attacks:  1 (bite or gore)
Damage:  1d8 or 2d6
Save:  L2
Morale:  8
Hoard Class:  None
XP:  80

The diminutive (reaching just 4' long and 150 lbs) horned hippo dwells in the most isolated lagoons and tropical waterways.  Despite its intimidating assortment of tusks, spurs, antlers, and horns, the shy beast usually flees from conflict.

It is claimed that a horned hippo's ivory can purify the most radioactive and contaminated of waters, meaning the creatures have been hunted to extinction in many parts of the Mutant Future.

Mutations:  None

Not-The-Designer's Notes:  Name and base stats by Dustin Brandt, as seen in his Fire In The Jungle supplement.  Download it today...or, even better, buy a print copy!

Wednesday, July 4, 2012

Let's Go To Gamma World. Meet... The Cal-Then.

Cal-Then  ("Flying Ripper")

No. Enc.:  1d2 (1d4)
Alignment:  Chaotic
Movement:  60' (20')
        —Fly:  120' (40')
Armor Class:  7
Hit Dice:  6
Attacks:  1 (bite)
Damage:  10d6
Save:  L3
Morale:  10
Hoard Class:  None

The dreaded cal-thens are 8' long insects with enormous dual mandibles capable of rending even the hardest substances, up to and including duralloy (AC 3) armors.  (They may even be able to gnaw through crystal carbon and neovulcanium armors, given time [see p. 128 of the Mutant Future Core Rules]).  They crave the bone marrow of living prey, and relentlessly tear through anything to satisfy their hungers.

Even more horrifying than their insatiable appetites is their intelligence.  Cal-thens are considered to have WIL scores of 18, making them extraordinarily resistant to Mental Attacks.

Mutations:  Reflective Epidermis (Heat, Cold)

Not-The-Designer's Notes:  The Cal-Then first appeared in 1978 in the 1st edition of Gamma World, by James M. Ward and Gary Jaquet, and again in the 2nd edition of Gamma World from 1983, by Ward, Jaquet, and David James Ritchie.  Illustration by Jeff Easley or Keith Parkinson (specific credit unknown) from the 2e set.

Not-The-Designer's Notes Addendum:  I left these straightforward murder-machines pretty much unchanged, but lowered their AC from 9 to 7 because almost all old school Gamma World bugs have awful defenses.

Tuesday, July 3, 2012

"C" is for "Corruptus"

Corruptus  ("Filthfiend")

No. Enc.:  1d3 (1d6)
Alignment:  Chaotic
Movement:  30' (10')
Armor Class:  5
Hit Dice:  13
Attacks:  1d4 (tendrils)
Damage:  1d8, + Special
Save:  L13
Morale:  9
Hoard Class:  XV, XXII
XP:  10,500

The race of amorphous grimenoids known as the Corruptus (both singular and plural) dwell in the vast, polluted under-ruins of obliterated cities, factories, reactors, and installations.  Their tyrannical "Councils Of Sewage" enslave subterranean races and beasts alike, and use them as footsoldiers to wage war on the surface world.

A corruptus can generate 1d4 tendrils (of up to 15' in length) per round, each inflicting 1d8 damage plus an additional 1d6 acidic damage that lasts for 1d4 rounds.  And anyone lacking the appropriate environmental gear while engaged in melee combat with a corruptus for more than 3 successive rounds must make a Saving Throw Versus Poison or come down with a debilitating disease [as determined at random on p. 48-49 of the Mutant Future Core Rules].

The corruptus can ooze through even the smallest openings, and are utterly immune to conventional melee weapons and firearms, and all known toxins and diseases.  Fire-based attacks inflict only half-damage.

Mutations:  Aberrant Form (Amorphousness), Empathy, Optic Emissions (Gamma Eyes), Precognition, Toxic Weapon ("Plague Transmission") (Modified)