Showing posts with label mutants. Show all posts
Showing posts with label mutants. Show all posts

Thursday, 12 March 2026

Mutants

 Hello and Welcome Back, 

A new pair of mutants to harrass the wastelands. 


Curtis over at Ramshackle Games is a good egg and always throws in an extra couple of figures (thank you Curtis). I always find them useful for conversions or trying out new or different paint styles.

Both figures were undercoated with white primer. The left figure was washed with my brown wash that I use for terrain (Brown acrylic paint, sepia ink, water and a couple of drops of washing up liquid). The models were painted with speed paints. 

I think the left hand brown washed figure has a warmer feel than the right hand figure. 

Thanks for reading, stay safe out there.


Friday, 19 September 2025

Wasteland Mutants

Hello and Welcome Back, 

Time is flying by and I am getting way behind on my blogging. So here is a couple of figures I finished back in August to get the ball rolling. 

The Wastelands of Mattblackgod’s world are filled with strange weird mutants. Fixture is a random warrior who will happily fight alongside the Rustlords.

Fixture is from Ramshackle Games, and is a figure with the same name. 


This mutant is particularly disturbing. No one knows what it is or where it came from. 

This figure is the Toe Tickler by Ramshackle games. This figure was quite fun to paint.


I guess I now need to get taking some more pictures to get more posts written. 

Thanks for looking

Take care out there. 






Sunday, 7 July 2024

Igorts..meet the Igorts!

Hello and welcome back,

The Igorts are a mutant clan from deep in the wastelands who now live in Last City, running a very successful vehicle building and repair business. Orginally discovered by a long range Last City Scout who was returning from a mission, after breaking down several days march from home. As he settled down in his vehicle for the night (crossing the wastelands in the dark is incredibly dangerous as there are many "things" looking for food) he heard noises. Upon seeing a mob of mutants flocking around his vehicle, the Scout fled to a safe distance fearing they wanted it for themselves. He was amazed to see the mutants fixing his vehicle up. After a while the mutants gingerly approached the scout. The Scout was ready to run, as the mutants appeared to be augmented and huffed on horrific looking pipes inserted into their mouths. Speech from the Igorts was largely unintelligible being muffled grunts and gargles, but the Scout eventually figured they were friendly and gesturing to his vehicle. 

Taking a risk and trying no to show any fear, the Scout sauntered up to his vehicle. Upon inspection (followed by excited, if somewhat muffled whoops from the Igorts) he was amazing to find his vehicle not only repaired, but serviced and improved somewhat (although the Scout wasn't sure about the addition of the pink fluffy dice). The Scout realised that these unconventional mechanics would be an asset to the Last City. He explained (somehwat slowly) that his home had lots of different vehicles and machinery to repair and maintain, news which seemed to excite his mechanic saviours (there was a lot of hooting of the word "Igort" from the mutant Blackthumbs). It took very little persuasion to get the Igorts to return to the Last City. 

The Igorts seem to love working on anything mechanical with a feavour that looks to be the reward itself. If you point them at a pile of scrap they happily dive in and start building or repairing. These mutants have proven to be cheaper than hiring Squats, more stable than Trog Mek Boys and far more honest & relaible than using Grots (who usually steal everything not bolted down before vanishing into the wastelands). Igorts seem to have no names and refer to each other as "Igort", leading to speculation that that is their word for themselves or possibly they are some sort of hive creature. In fact "Igort" appears to be a word that has hundreds of different meanings. They seem to randomly hoot the word. The Igorts have built, maintained and repaired all manner of machines across Last City and have received freedom of the city from Mattuis Black himself (which means no taxes upon entering or leaving the city and they can enter the Black City) for repairs to old power armour, weapons and vehicles. This doesn't mean he won't have them shot if they appear to be a threat to the Last City in any way.

Today the Igorts have a workshop and scrapyard on the edge of the Mutant (shanty) District of Mootle. They receive payments of scrap, junk, fuels and gases in return for their services. Despite the Irgorts disturbing appearance, thier mechanical prowess has made them popular figures in the Last City.

The arrival of the Igorts at the Last City seems to be the first occurance of them arriving in the wastelands. Reports have come back to Mattuis Black that the city of Hamsterdam in the Freepeoples Wastes (to the North) now have a Igort working for them. The question is, is there more Igorts out there? If so where are they coming from? Questions to the Igorts about thier origin just leads to blank looks, as if they do not understand the question or concept.

The Igorts are Mechanics figures by Macrocosm miniatures and were a lot of fun to paint.

Thanks for looking, take care out there. 


Sunday, 24 May 2020

Wasteland Mutants.

Hello and welcome back to my blog.

An entry in Master Knight Balthazar’s journal. 

We have slowly been going through the remains of the Bushland enclave. Several data pads and data stores have been recovered and we are slowly trying to piece together the history of this place. 

This is a particularly worrying entry found on a data pad.

“Several times now we have run into mutants in the wastelands. From what we know they seem to like living in underground places. The mutants are typically under 1.5 meters in height and have pale skin. Many of these mutants seem to be afflicted with extra limbs or heads. Typically mutants are aggressive, feral and seem to be unable to communicate verbally. Although it seems one in a hundred seems to be able to make sounds that sound like words. There is an chance that these creatures grunts and growls may be a kind of language unintelligible to pure strain humans. 

Mutant horde - these figures are mutated goblins by Ral Partha Europe.

Mutants are easy to deal with when they are alone however their strength lies in numbers. Mutants like to swamp their opponents. 

A couple of Scavs run into Mutants.

Some wastelanders claim that there are intelligent mutants out there who they have actually traded with. Most likely these are camp fire tall tales.

Having taken samples from dead mutants it looks as if the DNA was human based but has been vastly manipulated and it looks to be unstable. Who would create these creatures and why? There is some speculation that these creatures are a failed experiment that either got loose or was dumped in the wastelands.”

This is definitely a concern for our Order and we should try to find more about the origins of these creatures. However there is more. 

“A larger mutant found in the wastelands is called the Abadon. These creatures stand at 2.5 to 3 meters high. Like the smaller mutants they are aggressive and near feral. Although stories tell of them using heavy squad weapons. Unlike their smaller cousins they appear to like living above ground. Often when encountered they have a small following of mutants along side. While the Abadon keeps fighters attention the smaller mutants swarm them. Perhaps there is some intelligence in these creatures?

Abadons - these figures are 15mm Trollkin by Ral Pathra Europe. 

DNA samples suggest that Abadons come from the same genetic stock as the mutants. However it looks to be further manipulated to be more stable and much larger. From what we have seen from our encounters with Abadons is that they lack intelligence and are hard to control. It is our assumption that the same entity who created the mutants further experimented to create a more stable creature with the purpose of possibly being a super solider. However difficulties in controlling the creatures made them unusable. 

A couple of Scavs take on a pair of abadons. 

A mutant horde surprises a couple of Scavs. 

The mutant woes don’t end there. There are more stories from the wastelands of creatures akin to the mutants and abadons. Giant creatures called Crushers. These stand at least 4 meters in height and have great strength. There is many tales of them attacking settlements, far too many for these creature to be a wasteland myth.

Crushers live underground and only come out to hunt. Mutants seem to worship them in a god like way. There are no pictures on file or DNA samples as non of our personnel have run into a Crusher. It is not a massive jump to assume the same entity created these creatures too.”

These entires are concerning not only for our survival here but there must be some lab complexes that created the creatures. Their creators are definitely in violation of our Order’s objectives and must be stopped. When further information is available we will have to contact Titansark to advise them on our finds.

Master Knight Balthazar 

Thanks for reading. Take care out there.

Sunday, 17 November 2019

The shadow people

Hello and welcome back Wanderer. I told you to keep an eye open for post 501! 


Now for another wasteland hazard - the shadow people.


We found this old tunnel in the hills. Made of concrete like the buildings of old times. Excited we had found a lost bunker or vault we decided to explore. As we crept down this passage these things jumped us out of the darkness. Totally silent, quicker than a gassed up snake. In the panic Donny dropped the lantern and the whole place descended into darkness. You couldn’t see your hand front of your face. As we couldn’t see them we we couldn’t shoot. Not being able to shoot we legged it back towards the light. 



As we emerged they followed us into the light. Ugly black skinned mutants with no eyes. The daylight didn’t slow them. That’s when we let rip, firing every shooter we had. It was hard to hit them as the moved like lightening. But then they paused looking about like they where confused before fleeing back to the hole they came from. That was the first time we came across the shadow people. I hope it was the last, we lost half the crew in that tunnel. 


Found in dark underground places the shadow people are mutants who where once human. Blind, these mutants hunt for food using scent and echo location. The mutants are both feral and territorial. It is common for them to fight each other over food. When encountered your best bet is to stay still. If they start to attack try to make loud noises as this can effect the shadow people’s sonar. It confuses them forcing them to retreat. Gun shots work well. Even better if you can kill the thing while you are at it.



Here we see the shadow people jumping Masher of the Green Valley Hooligans. I think he has got this.


The Shadow people are GW Ur Ghuls from the Blackstone Fortress set - salvaged off eBay. I went for the an all black colour scheme inspired by the future beasts from the Primeval TV series. 


Thanks for reading. Take care out there and keep a eye open for the shadow people.

Thursday, 20 June 2019

More Stronties for the wastelands.

Hello and welcome back from your wasteland wandering. 


Today we have three more bounty hunter “Strontium Dogs” and friends of Johnny Alpha for your entertainment. These guys provide backup for Johnny when Brittianna City slaps a big bounty on an entire settlement or gang. 


I am using these figures in my own setting on matt black god’s world and they have their back stories tweaked to fit (just like every other figure on this blog)


Middenface McNulty:



Often drunk and great in close combat is Middenface McNulty. The Pictish mutant bounty hunter is a loyal friend of Johnny Alpha but can be bad tempered and hot headed.


Durham Red:


This dangerous mutant looks pretty normal at first glance but closer inspection shows sharp fangs. Durham Red has a unusual Vampirism mutation. Her mutation allows Red to be stronger and faster than normal humans with the draw back that she needs to drink blood to survive. Preferably human. In combat the smell of blood can cause her to lose control and start drinking the blood of her enemies or enter a blood rage. Needless to say Red’s needs cause her to be driven out of many settlements but if she can stay focused she is a formidable foe.


Maeve the Many-Armed:


Hailing from a land across the sea west of Rubbleborg, Maeve landed one dark and stormy night. Her multiple arms proved useful in combat and she drifted inland in search of the Mutant Temple lost in the Blasted Ruins. Here she heard of the Strontium Dogs bounty hunters and signed up. 

When questioned about her homeland across the sea Maeve evades and changes the subject. 


These figures are all from the Strontium Dog: SD Agents by Warlord Games.


Thanks for looking and stay safe out there.


Six Legged Mary

Hello and welcome back. 

Introducing Six legged Mary. Originally hailing from the Blasted ruins around Trashford, Six legged Mary is a mutant who now works as a barmaid in Rubbleborg’s seedy bars while avoiding the amorous advances of Mayor B’sturd (he is a leg man). She also likes to act as bait for bandits and outlaws when the town’s sheriff is out criminal hunting. 



Six legged Mary is a mutant figure by Ramshackle Games I have knocking about for a while. 


Thanks for looking and stay safe out there.

Wednesday, 13 September 2017

Matt Black Data #4 - Immortan Ork

Immortan Ork: 

30 miles south of the ruins in the wastelands of the hell zone lies a settlement built around what appears to be a old world aquifer. The leader of this settlement is a old mutated Trog known as Immortan Ork. The Trog has survived here for a long time. He was here even when the Hellzone was too toxic for anything else to live.






He and his Warboys terrorise the wastelands to the south of the ruins in souped up vehicles.







Immortan Ork would contest the Matt Black Trog's position in the city ruins but his Warboys are deeply superstitious of the ruins and cannot be coaxed or bullied to go more than a mile into the old mega city. 

The chances are that it would be suicide to contest the Matt Black Trog as his Trogs outnumber the Warboys. 

Immortan Ork is a based on a current 40K Ork Nob with a heavy amount of customisation. The mask was made to look more Orky than the Mad Max Fury Road character. The Warboys are GW Gorkamorka Digganobs painted in a Warboy style.