Rules Question regarding Mutations

okay, each mutant can take 3 mutations... the first costs the price given, the 2nd and 3rd cost double. None of those 3 can be the same (so one mutant cant take 2 sets of snake tail for +2movement).

I believe that is it. So if you want 2 separate mutants, both to have snake tails (for example) then they will both pay 10 for it, and have +1 movement each.

Hope that helps :)
 
Yeah same as though the movement side just as a basic mutation, multiple ones of those plus a few agility skills and your covering like 18"+ running, as a CloseCombat orientated mutant, that would be pretty terrifying! :D
 
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They can... but imunda isn't exactly meant to be uber competitive in it's environment. There are some very broken other combos that can be made too... it's about working out what style you want. So maybe you run an entire chameleon list who have mutated claws but cant use anything more complicated than a stubgun...

Remember if you make it too powerful you'll lose folk to play against...
 
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Yeah true like that combo you explained to me, that's OP/Broken :D Fun to use but not play against!

Sent from my GT-I9505 using Tapatalk
 
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With great power comes great responsibility...
 
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Absolutely. However most of my close gaming friends play almostevery system we do with tournaments and competition in mind. Even when we try to play nice we just can't help but abuse any system we play. It's kinda expected and acceptable within our group [to a point ]but I totally understand and respect when people just want to play fun gameswithout being in a hyper competitive environment.
 
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I have made a list of many other mutations for Necromunda but now with mutant mobs in ][munda I think it's worth showing it to the ][munda crowd. http://thefatgitseffort.blogspot.de/p/mutations-used-in-my-necromunda-40k.html I wrote this up a while ago and I would love some feedback on it. I admit the costs would have to be brought into line with the ][munda values but what do you guys think?
 
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I have made a list of many other mutations for Necromunda but now with mutant mobs in ][munda I think it's worth showing it to the ][munda crowd. http://thefatgitseffort.blogspot.de/p/mutations-used-in-my-necromunda-40k.html I wrote this up a while ago and I would love some feedback on it. I admit the costs would have to be brought into line with the ][munda values but what do you guys think?

That's a great list, and I would love to see the mutations expanded in Inquisimunda. It might be worth splitting off the cosmetic mutations that don't have an effect or cost into a separate list. And we'd have to determine how the detrimental mutations that reduce points cost would interact with the warbands (like Tzeentch chaos cults) that gain a discount on mutations, or with the rule that a second and third mutation costs double. I'd probably say detrimental mutations don't count for that purpose, but you can only ever have one.
 
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