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No Quarter: Mutations (supplement)

No Quarter: Mutations (supplement)

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Published by Umroth
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Published by: Umroth on Feb 14, 2013
Copyright:Attribution Non-commercial


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Wargames Unlimited Presents
 A Supplement For No QuarterThe Fantasy Battles Miniatures Wargame
No Quarter : Mutations
The following mutations may be taken by any model with the mutation trait.Where possible, any mutation that describes a physical characteristic should be represented by an appropriatemodel.
 A model with this mutation has anextra limb which can be very usefulin close combat.The model counts as having anadditional attack. If the model hasno extra attack ability, it gains extraattack (x2). If the model already hasan extra attack ability, the level of its attack level is increased by +1 toa maximum of 4. A model with this mutation hasgrown some extra horns whichprovide an advantage whencharging into close combat.The model gains and additionalCC+1 and ST+1 for the round itcharges into combat. This is inaddition to any other modifiersnormally applied. A model with this mutationdeveloped a very nasty defensivemechanism.For each wound inflicted on amodel with this mutation, any other model in base to base contact willbe splattered by the mutants bloodand take an immediate ST 5 hit.
6 Points 2 Points 1 Point
 A model with this mutation has an extrahead. Apart from the constant bickeringbetween the heads, this mutation doesallow the model to keep an extra pair of eyes open for approaching danger.The model counts as always being onhold for the purposes of it beingcharged by an enemy model. In other words the model may always choose torespond to a charge by shooting (if ithas ranged weapons), receiving thecharge or flee.This model has developed massive jaws which can deliver a powerfulattack.
Instead of making a normal attack,the model may attempt a biteattack. The attack costs 5 actions(AC) with any normal close combatmodifiers still applying.If successful, the model delivers aST 7 hit on the target model.Normal armour saves apply.
This model has developed a large scorpiontail with a deadly sting.The model may make a single extra attackduring its activation for 4 actions (AC) atstrength 5. If successful, damage may bedealt in the normal way, but the attack alsohas the poisonous attack ability (detailedbelow).
Poisonous Attack
 A roll to hit of a natural 1, will automatically causeone wound without having to make a strength (ST)versus toughness (T) roll. Not only is the roll to hita masterful hit, and thus negates any armour test,the target model automatically suffers one wound.
 3 Points 12 Points 4 Points
No Quarter : Mutations
 A prehensile serpent tail can be used to entwine anopponent. A model with this mutation may make a closecombat UC4 attack at ST+0. If the attack strikesthe target, regardless of damage being inflicted,the target becomes entwined. An entwined target may not move away from theattacking model. As long as the attacking modelstays in base to base contact, all other closecombat attacks against the target are at CC+1 tohit. The attacking model may end the entwining atany time during its own activation.The serpent tail may not be used against modelslarger than the model with the mutation.
The creature only has one eyewhich adversely affects its depth of perception.The model suffers a CC-1 penaltyin melee combat and a RA-2penalty for all ranged attacks.
 A model with this mutation hasdeveloped the compound eyes of aninsect. This mutation does allow themodel to keep watch in multipledirection at once for approachingdanger.The model counts as always being onhold for the purposes of it beingcharged by an enemy model. In other words the model may always choose torespond to a charge by shooting (if ithas ranged weapons), receiving thecharge or flee.
6 Points -5 Points 3 Points
 A model with this mutation has hadits feet replaced with animalhooves.When making an improvised UC3base strength attack (i.e., the modeldoes not use any additionalweapons), any model struck by theattack is knocked prone. A creature with this mutation hassprouted small wings. Although notvery powerful, they do allow thecreature to make short flying hops.The creature can fly, but it may notspend more than 4 actions (AC) per activation doing so.The creature has rotting flesh thatgives off a putrid stink.In each round of close combat allopponents in base to base contactforfeit one action (AC) as they gagon the foul stench.
1 Point 4 Points 3 Points

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