The Wasteland

In This Is Not a Test your warband’s problems don’t just start with your opponent, the wasteland itself can be just as danger.  TNT offers rules for both hazards of wastes as well as a bestiary of wasteland denizens.   At the beginning of each battle, players roll to determine if any hazards are present.  There roughly a 50% chance something bad will occur.  The point was to offer something a little different without over burdening the players with too much going on.

Hazards are natural, and unnatural, phenomena that pervade the wasteland.   Earthquake, ash storms, unexploded ordinance and other dangerous events.  Below are just two examples taken directly  from TNT.

Animal Colony

Almost all animals in the wastes are dangerous to some degree, especially when their homes are disturbed by wasterlanders. During a scenario with an animal colony, players should place D3 5-inch diameter markers randomly throughout the board. These are the lairs and nests of mutated creatures that happen to live in the area. These markers count as difficult terrain. Additionally, animals may be disturbed by any model traveling through the lair, or any ranged attacks made through the lair. The offending player should roll a D10 if this happens. On an 8 or higher, D3 Nuisance-class creatures appear and attack the closest target. These creatures will never move further than 6 inches away from their nests.

Emberquake

Art-Emberquake-500x352Before the Great Fall, Appalachian areas of the Mid-Atlantic States were known for the presence of coal underground. After the nuclear bombs shattered the land, underground veins of coal ignited in a blazing fire that continues today. In the southern areas of Appalachia and into the Penn Territories, vast areas are virtually uninhabitable due to the continuing fires, noxious fumes, and underground explosions. Some areas suffer from the sudden onset of the so-called emberquake. In any scenario with emberquakes, place a small marker at the center of the table and scatter it 3D10 inches. At the beginning of each game turn the marker will scatter D10 inches in a random direction. If the marker should ever leave the board, the emberquake has passed and no further rolls are necessary. Each turn after scattering, all models within D10 inches must pass a Strength test or are placed prone and suffer an automatic hit with a Strength of D6 with the Flammable special rule. Any model hit by the emberquake, regardless of the Strength test results, moves as if in difficult terrain for the rest of the game turn due to the shaking ground.

Denizens of the Wastes

The wasteland is full of dangerous, and very mutated, fauna. Creatures big and small stalk the wastes hoping to catch your warband off guard. TNT offers rules for over 30 creatures.  Creatures are ranked by how dangerous they are and can be interchangeable.  So if you don’t have a model of one type you can easily substitute for one you may have.  There are rules for everything from rad zombies to psychic husks.  Below are just three examples you will find in TNT.

Walking Mudcat

Art-Cat-Fish-350x212The Walking Mudcat is the mutated descendent of the Pre-Fall catfish.  Standing upright and similar in size to a tall human, the Walking Mud Cat is equipped with primitive legs and the ability to breathe on land and in the water.  Their primary method of attack is to use their large mouths, which are lined with jagged teeth, but they can also use their front claws for vicious swipes.  Mudcats have been known to both lie in wait for their victims in fresh water lakes, streams, and ponds, and to gather in groups to attack settlements along shore lines.   Walking Mudcats are particularly common around the Great Deep and the tribals have learned to fear and prepare for their inevitable attacks.

Name

Type

Defense

Wounds

Walking Mudcat

Animal

6

O

Stats

Move

Melee

Ranged

Strength

Mettle

5

5

0

5

5

Skills and Mutations

None

Special Abilities

 Amphibious – Treats water terrain features as open ground.

Equipment

Natural Weapons

Classification

Nuisance

Rad Roach

It was surmised that in the event of a nuclear attack, only lawyers and roaches would survive – and the old cliché was half right. Roaches mutated quickly when exposed to the radioactive ruins of the cities and grew large as a result. Though not as dangerous as other wasteland creatures by themselves, rad roaches are never found in anything short of large numbers.  They are, however, considered to be a delicacy in some of the finer dining establishments in the Wastes.

Name

Type

Defense

Wounds

Rad Roach

Animal

6

O

Stats

Move

Melee

Ranged

Strength

Mettle

7

4

3

5

5

Skills and Mutations

None

Special Abilities

  Oblivious – Automatically passes all Will tests.

Equipment

Pincers (Natural Weapons)

Classification

Nuisance

Toxic Jelly

One of the stranger monstrosities roaming the wastes, the toxic jelly is nothing short of a living blobby mass of toxic goo. Able to move via internal spasm, the toxic jelly is dangerous for its ability to attack with its many pseudopods and noxious nature. A simple touch from a toxic jelly can wither plants, shrivel flesh, and poison the earth. While seemingly easy to kill, toxic jellies are resilient to firearms, making them a serious challenge. The most common method for dealing with jellies is to use fire, one of their few weaknesses.

Name

Type

Defense

Wounds

Toxic Jelly

Mutant

6

O

Stats

Move

Melee

Ranged

Strength

Mettle

5

5

0

5

5

Skills and Mutations

Blob Form, Flurry of Blows, Poison Secretion

Special Abilities

 Oblivious – Automatically passes all Will tests.

Equipment

Natural Weapons

Classification

Dangerous