From left to right: Strong mutant, Agile mutant, Tough mutant. The guy behind them is obviously a demon, so he doesn't count. |
These humanoids make up troops for evil mutant overlords. They are all essentially the same save for their respective mutant powers. They should all supplied with the same weapons, usually Tech Level II or III, for ease of implementation. Since these guys are fodder they shouldn't have high hit dice, except for the Toughs. I would recommend adjusting the number appearing rather than AC, HD, etc for more powerful parties. The mutations need not be applied to every single mutant of that type. Maybe just give them to the squad leaders or whatever.
TOUGH MUTANT
No. Appearing: 1-10
Armor Class: 5
Movement: 8
Hit Dice: 18
Mutations: Heightened Constitution
STRONG MUTANT
No. Appearing: 1-10
Armor Class: 6
Movement: 10
Hit Dice: 12
Mutations: Heightened Strength
Strong mutants add three dice to melee weapon damage
AGILE MUTANT
No. Appearing: 1-10
Armor Class: 7
Movement: 12
Hit Dice: 8
Mutations: Heightened Dexterity
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