New Human Brutes

Chris Van Deelen

Chris Van Deelen is the author of the Skirmisher Publishing LLC sourcebook Creatures of the Tropical Wastes sourcebook and co-author of its Wisdom from the Wastelands game supplement. 

 

No. Enc: 1 for every 20 New Humans
Alignment:  Neutral
Movement: 120’ (40’)
AC: 3
HD: 18
Attacks: 1 weapon or 2 punches or 1 kick
Damage:  Weapon type (+ 4d6+12 if melee weapon) or 1d10+3+4d6+12 / 1d10+3+4d6+12 or 2d8+4 + 4d6+12
Save: L18
Morale: 8
Hoard Class: III, VI, VIII, IX, & (1d3 artifact weapons)

The mutants known as New Humans have a very strict military hierarchy. New Humans make up the majority of the foot soldiers but even these creatures need to have the equivalent of officers.

These mutants fill that particular role. They are larger than the other New Humans, being typically 2-4 feet taller and weighing an extra typically about three hundred pounds more than their smaller counterparts. Other than this, the Brutes do not appear to be any different physically from their counterparts.

Brutes, like all New Humans, require flesh in order to survive, the flesh of Pure Humans, Humans (see Wisdom from the Wasteland issue 4: New Races for more details) , and Mutant Humans.

The Brutes are better at combat than the others of their species, and when engaged in combat, they give all the New Humans that are in their squad a bonus of +2 to hit, +1 per dice damage, and –1 to AC, as long as the Brute is still alive. If this creature is ever killed or routed, all the New Humans that remain will instantly lose their moral and will attempt to flee. Without a Brute to lead them, the creatures lose all their bonuses and instead suffer a -2 to hit, +1 to AC and do no additional damage in combat.

These mutants do not even have to be in visual range, as they possess a type of neural telepathy and metaconcert, that allow them to keep track of their troops and help guide them in combat.

When these mutants join combat, they are truly terrifying to behold. Several of their neural mutations allow them to do incredible amounts of damage in combat and with the weapons they typically wield, one of these monsters can be utterly devastating. They gain an automatic +5 to hit with all weapons, including their natural weapons.

Unlike their counterparts, these mutants are thinkers. They will often size up a potential situation and use whatever intelligence they can gain against the enemy before attempting to engage. They are not above using New Humans as pawns and sacrifice them by the droves if it will mean victory in the end. After all, any Pure Humans, or Humans they capture and do not eat will eventually be used to create more of their own kind.

When not engaged in combat or planning operations with Overlords and Masters, they spend their leisure time fighting one another and are often seen taunting and prodding even the humongous Behemoths into action. They seem to be completely impervious to pain