Sunday, 27 September 2026

Some more Mutants and Death Ray Guns


Work's been hellishly busy lately, but I managed to squeeze in another game of Mutants and Death Ray Guns last night - and to make some progress on the various warbands I've been kitbashing for a big session next month.



This carnivorous plant from Reaper Bones isn't quite finished, but I thought it was good enough for the table, and it played a useful part as an NPC threat. 

I increasingly thing that MDRG is the finest expression of the Song of Blades and Heroes engine; its additional reloading actions and scope for non-combat actions (climbing, smashing down doors, figuring out artefacts) means that the SoBH action economy really comes into its own. And the simple campaign system is great. 

One thing I foresee adding some spice to multiplayer games in October is the fact that only the last band standing on the battlefield gets the chance to tend to their wounded and loot the bodies of the slain. As a lot of scenario objectives are going to be unrelated to that (e.g. carry off plunder or kill an outlaw), I can imagine various situations where the 'winner' wants to get off the table quick and the 'losers' are keen to fight things out for scavengers' rights. 

I managed to get a bit of kitbashing done yesterday too, so there will be some interesting painting in the weeks ahead:



Wednesday, 9 September 2026

A kitbashed mutant for Mutants and Death Ray Guns

Here's the first of my kitbashed mutants for the forthcoming MDRG campaign. He's made from a GW orc head on a Reaper Bones hellcat body, with a bit of green stuff around the mane. 

This guy's randomly generated profile was this Q4, C3, Bestial (entailing Long Move), Stealth, Powered Hand Weapon. His bestial nature meant that he surrendered the power weapon to the warband's leader as he can't use it.




 

Monday, 7 September 2026

Back to Mutants and Death Ray Guns



I've been playing Ganesha Games' Mutants and Death Ray Guns (MDRG) for well over a decade - with the kids and with friends. But I've never played it properly: that is, I've never used the random-generation tables to create the sorts of motley gangs and warbands that the game is designed for, and I've never used the campaign system.


That is changing, though. I've got a gaming day with some friends next month. In the past couple of years, we've played quite a bit of Mordheim and a fair bit of Frostgrave. And we've all played quite a bit of Song of Blades and Heroes and/or MDRG over the years. So actually playing MDRG as it was intended seems the obvious thing to do. 

I played a sample game last night with my son, and we've decided to keep that going as a mini-campaign. The core Song of Blades engine is just so well designed: as my son said, "it always just feels more tactical". The activation decisions and push-your-luck risk/reward balance are tremendous features: there's very rarely a 'right' think to do. Instead, you have a range of cautious choices, some riskier ones and the opportunity to roll all three activation dice and go for something bold.

The game is very fast-moving compared with most skirmish rulesets: no fiddling with measuring tapes and very few rules that aren't immediately absorbed, so that the rulebook seldom needs to be consulted. When played with randomly generated forces, there's much less firepower than in the points-based games we used to play. And that really works well: it becomes a game of sneaking, stealing and ambushing rather than a shootfest.

I've rolled up a whole lot of random warbands for the October event and have started on some kitbashing to match the fruits of the dice:




This is a complete starting warband (a flying mutant leader with psychic powers; a savage human champion; an android with an RPG; a robot; and a mutated wolf):