I'm well into my third warband for Mutants and Death Ray Guns. This lot have an android (a straight-up Stargrave automaton), a robot (from some board game), a mutated wolf (see last post) and a human champion (more or less a straight build from Frostgrave Cultists 3). There's also a flying mutant leader to come - I'm hoping to finish her today.
Hobgoblinry
Sunday, 18 October 2026
A Mutants and Death Ray Guns warbands in progress
Saturday, 17 October 2026
A mutant ... wolf? Hyena? Aardwolf?
The first of a new gang for Mutants and Death Ray Guns: a mutant 'wolf' - although it looks a bit more like some sort of hyena.
Friday, 16 October 2026
Toad rider
Tuesday, 13 October 2026
More mutants!
Sunday, 11 October 2026
"A shattered visage lies ..."
But is it entirely deactivated?
Thursday, 8 October 2026
Another mutant
Sunday, 4 October 2026
A human 'purity squad'
One of the features of Mutants and Death Ray Guns is that you get certain benefits and drawbacks from fielding a squad that consists entirely of humans, mutants or robot-types. Human 'purity squads' get extra equipment but fewer troops; in a game set up for five-strong squads, they get only four characters to start with.
This is a purity squad made with the Nemesis the Warlock strip from 2000 AD in mind and especially its villain, the Arch-Bigot Torquemada and his human supremacists. The red capirotes (from the first Frostgrave cultists set) are a nod to that.
The squad is for a forthcoming one-day MDRG campaign; it's one of the better-armed ones that I've rolled up, in that every member has a firearm (one rolled two laser pistols but opted to share). So they should prove fairly formidable villains.



















