Equipping Muties (Tactica)

You could always swap that loadout with
Seeker - Jezail and Arbalast (or Caliver)
Keeper - Jezail and Arbalast (or Caliver)
3 Snagas with Calivers
or
Seeker - Fusil
Keeper - Jezail Caliver and Harbegeon
3 Snagas with Calivers
which would be both be good loadouts IMO but I personally find Fusils fun and the scatter dice if you miss makes the fusil effectively get a second 5+ to hit on a vehicle adds a bit of the Gorkamorka silliness to muties (my Seeker has 'accidentally' exploded several boys running back to their truck with scrap)
 
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so my standard mutie run for a starting mob is
Seeker - Fusil
Keeper - Jezail and Fusil
3 Snagas with Calivers
total 98 teef

I don't bother with hth weapons until someone gets either toughness or wound upgrades as I don't like the risk, generally I find that the keeper will take out a vehicle pretty quickly and having the two heavy guns on him almost makes for mobs actively trying to avoid him (they see one volley then realise he's got a nasty backup when the seeker shoots),

I take calivers as I find the sustained fire is more of an advantage to the extra 6" an Arbalast gives and is safer than how close you have to get for the Arqueba (generally you will find more pistols than shootas and kannons are trying to fire back so 18" with 16" movement is more than enuogh). The one downside of this run is that your Keeper getting captured can totally break a campaign due to mutie weapons selling at full price so even if you rescue him there is now a 36teef difference between yours and the capturing mob (believe me ive had this happen and actually then had my seeker captured during the rescue, captured is by far the worst roll for mutie keepers) and you will more than likely never recover and if it happens early on then the mob that got the bonus 18teef will usually be the steamroller

That's about how I equipped mine. Except I think I took Arbalasts just because they are cheaper and got grenades instead of the Fusil. Muties are very dicey. One early casualty (or worse Capture) and it's make a new mob time. You are right there. You really do have to play them as hit-and-run raiders. Sticking it out to make bottle tests is rarely worth the pain.
 
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Yeah hit and run is how you gotta do it, I've never really ended up with grenades yet, I generally aim to save for a sixth body first then depending on advances (you usually will have a few by the time you save 11-15teef) will work out what to get next
 
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Agreed with those suggesting ranged skirmishers over close assault. The ability to move long distances and fire at a decent range can't be easily ignored. Firing while running without needing a distinct skill is useful, especially when combined with template weapons that deviate instead of outright miss. Also not to be forgotten, the being-harder-to-hit modifier for running about.

Keep distance, avoid being swarmed, aim to grab some loot, and keep distance, and avoid being swarmed. Kiting and terrain.

So for equipment? Longer range guns with moderate stopping power over short range with more. Krak grenades on any Unks [range and the Mutie grenades rule give decent 'accuracy' on the run]. Grip nets for scrap as soon as can be bought [to help with getting scrap counters]. Only bother with assault gear if/when models advance such that they become obvious assault monsters.

Sound reasonable?
 
Agreed apart from the krak grenades and grip nets. Although mutie grenades are better, 6teef for something where I'd have to be within 10" is not money well spent IMO, I would be more inclined to spend it on a weapon customization and possibly extra ammo than grenades and grip nets while useful in theory I've found that the only time they come in handy is if you are assaulting the fort, otherwise battles are usually over before one model needs to carry two bits of scrap so generally I'd go for more stopping power before grip nets
 
Whereas I was thinking of having one model picking up scrap behind your own "skirmish line" rather than diverting multiple Muties to do it.

More stopping power does have merit too, however. Mind you, neither grip nets nor weapon upgrades become available until after at least one scenario.
 
Got a snaga with a skill from amy chart, which chart should I grab? I'm thinking muscle, ferocity or odd since they don't normally have them, but cant figure which one.
 
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Edited my post, my phone changed it. Yea I want a skill that let's me breed them instead of paying 10 teeth a pop ;)

In all seriousness, not sure which chart to roll on.
 
Disclaimer: this is pre theory-hammer.

Assuming you have Unks, they can take Muscle and Ferocity skills, so I'd initially lean towards Odd. Although it looks like, despite re-rolling two of these, he could still get stuck with the useless Fixer skill. An oversight?

And, actually, Wrecka also seems useless unless he either gets Pounce (Riding skill) or you assume that Wrecka itself allows him to make this 'special boarding action'.

At this point, things probably depend on your group's interpretation/house rules, but potentially half of the available Odd skills are useless. That makes them risky, even if the two 'good' ones (Doc and Gunboy) are very useful. (Perhaps having a 50/50 chance of either of these would be over-powered.)

Similarly, he could get stuck with Headlong Leap (Ferocity), which would be useless (unless he gets the Pounce skill from the Mutie Riding list). Another oversight?

It seems whoever wrote the Mutie rules didn't put enough thought into how they interact with existing skills...
 
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Also where are you guys seeing the no minus 1 for krak grenades? I only see a reroll of a scatter.

Disclaimer: this is pre theory-hammer.

Assuming you have Unks, they can take Muscle and Ferocity skills, so I'd lean towards Odd. Although it looks like, despite re-rolling two of these, he could still get stuck with the useless Fixer skill. An oversight?

Further observation: it looks like he could get stuck with Headlong Leap (Ferocity), which would be useless (unless he gets the Pounce skill from the Mutie Riding list). Another oversight? (Although if it were re-rolled, there would only be three skills available from that list. And, of these, Waaagh looks really good, since he has the speed to charge and 2 Attacks.)

That's a good point. Waagh did catch my eye. I'm already making fixer a reroll. I could do the same for headlong leap. Though your right, that's probably an oversite too, unless they expected you to get pounce as well. Hmm.

I have one unk. 3 snagga, and the keeper and seeker. Waagh and the chance to ignore ammo rolls on a 4 caught my eye.
 
Sorry, I edited my post as I kept noticing more oversights.

I think you need to discuss additional re-rolls with your group. RAW, several skills are (near) worthless, but unilaterally deciding to re-roll them doesn't seem right - especially since it increases your chance of getting the 'good' skills.
 
I didnt notice that with wrecka. Yea rerolling till you get one of two skills is a little much. Maybe I'll see if they are ok with either allowing the effects anyway like how muties can attack just not board.
 
I rolled waagh btw.

So I had an idea, while fixer will still be rerolled. What if headlong leap or wrecka gave pounce if the warrior doesnt already have it? (So I roll on ferocity, get headlong leap, if I dont have pounce, I get that instead). Just a thought I had. Only negative to it is it hurts an any skill tree roll. Might just have them apply to the attacks muties can do without boarding, but pounce let's them actually board. This way getting the skills ismt near useless.
 
I just discovered from a whitedwarf report muties start with knives, that makes getting the extra attack in h2h easier
 
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