Mutants

by
WarlordQueek

Mutants are the freaks of humanity. Twisted by their genes, exposed to Warpstone as dust or in its pure form, altered by sorcerous or alchemical experiments. They are outcasts from civilisation, shunned by all "straights" or no-mutant humans. Some gather into tribes, and make their homes in the deep spider-haunted forests of the Old World, where they scrape an existence from the forest, and raid the occasional farmstead. Occasionally, bands of these mutants are called to the armies of Chaos, by the taint within them, or by their burning hatred of humanity. There they join the warbands of the Beastmen, whom they feel a kinship with, to bring woe on those who shunned them.

Mutants are mostly human-shaped, but in most cases, there the similarity ends. Many have warped or twisted limbs, scaly skin, eyestalks, wings, long tails, or countless other abnormalities. They are all however, strong and tough, for in their harsh environment, only the strong survive, so those that remain are hardened fighters, tough and strong, and burning with hate.

This entry is to be added to the Monstrous Host section of the Realm of Chaos army lists.

 
Mutants
M
Ws
Bs
S
T
W
I
A
Ld
Mutant
4
4
1
4
4
2
2
2
7
13 points per model

If your General is a Beastmen Warlord your army may include up to 1 unit of Mutants for every 1,000 points in your army. A unit of Mutants must include at least 5 models.

Weapons/Armour: Hand Weapon.

Save: None

Options: Any unit of Mutants may be armed with extra hand weapons(+1 point per model), halberds(+2 points per model) or double-handed weapons(+2 points per model). They may wear light armour(+2 points per model) and/or carry shields(+1 point per model).

Standard bearer and musician: Any unit of Mutants may include a Standard bearer and/or musician, each costing double the points values of an ordinary trooper.

Special Rules: Mutants are affected by the rules for hatred when fighting against humans.

Modelling Mutants

Modelling mutants can be as hard as you want it to be, depending on the complexity of each mutant. As described earlier, mutants can look like anything at all. For most mutants, just get a human torso or head, and attach anything that looks right, to anywhere. Chaos Spawn spares would be good, or practically anything organic-looking in your bits box is fine. Wings, tails, long legs, claws, spikes, extra eyes, faces set into chests, beastman legs, multiple arms, legs or heads, horns, rat faces, pink horror arms, tentacles, fur, scales, cloven hooves, bird feet, chitinous hides, faces covered in mouths......these are just some examples of mutations that can occur. There is no limit to what a suffieciently warped Chaos player's imagination can create. One thing that is essential to mutant construction, however, is modelling putty, as it can cover up all the lines and allow each strange part to mold into the next. If you make any particularly imaginative mutants, do not hesitate to send me a picture of them at warlordqueek@yahoo.com