These encounters have been re-worked to follow Mutant Future rules as closely as possible, and are hereby designated open content per the Open Game License. Please see the first post regarding the background notes for things like Cryptic Alliances and some mutations that aren't found in Mutant Future.
Note also that as I went through these, I noticed that they don't really all make sense for their environment (such as the mutant tribesmen at #6 that have fins and gills and are riding mutated alligators, but are supposed to be from a Desert environment). Then again, it is a game!
6. Tribesmen (12) [AL N, MV 120’ (40’), AC 5, HD 10, #AT 1, DG 2d6 (gauss pistols) , SV L6, ML 8, Mutations: aberrant form - xenomorphism (flippers that grant a swim speed equal to land speed, and also gills that allow breathing underwater), albinism, fragrance development, combat empathy, killing sphere, mind thrust, night vision, shriek]
Mounted on mutated alligators (12) [AL N, MV 150’ (50’), AC 6, HD 12, #AT 1, DG 3d6 (bite) or 1d8 (tail-slap), SV L5, ML 7, Mutations: energy-retaining cell structure, heightened physical attribute – Constitution, increased sense – smell]
One of the tribesmen is carrying two inferno grenades.7. “Ranks of Napoleon” (22) [AL C, MV 120’ (40’), AC 6, HD 14, 3 x 13, 7 x 12, 7 x 11, 4 x 10, #AT 1]
Strongest is a mutated lion (1) (DG 1d6 + Class 14 poison (claws) or 1d8 (horns), SV L8, ML 10, Mutations: aberrant form – natural weapon (toxic poison claws), aberrant form – natural weapon (horns),natural armor, spiny growth]
Next three are advanced leapers (3) [DG 2d6 + stun (stun whip, which is like a stun baton but with a range of 20’) or 1d8 (bite) or 2d6 (kick), SV L5, ML 9, Mutations: metaconcert, neural telepathy]
Next seven are mutant humans (7) [DG 1d6 + 14 (warp-field mace) or 1d6 + Class 10 poison (tail with poison stinger), SV L5, ML 9, Mutations: aberrant form – natural weapon (tail with poison stinger), temperature control (cold)]
Next seven are mutant monkeys (7) [DG 1d3 (bite) or 1d4 +6 (vibro dagger), SV L4, ML 9, Mutations: complete wing development, empathy, killing sphere]
Last four are pure humans (4) [DG 2d8 (maser pistol) or 6d6 (energy grenade; each has 2), Mutations: none]
This large group has four random pieces of “assorted junk” and 1d4 other non-weapon artifacts from either the list of “gizmos” or “drugs, chemicals and medical devices.”8. Android, Worker (4) [AL N, MV 120’ (40’), AC 5, HD 50 hp, #AT 1, DG 6d6 (laser drill), SV L5, ML 10, Mutations (android abilities): none]
These worker androids are repairing an old airplane. With a little more work and two minifusion cells, the plane will be able to fly.9. “Radioactive Cultists” (10) [AL C, MV 120’ (40’), AC 8, HD 14, 5 x 13, 4 x 10, #AT 1]
The leader is a mutant human (1) (DG 1d8 (crossbow) or 1d10 (polearm), SV L6, ML 7, Mutations: aberrant form – xenomorphism (an organ which absorbs all radiation)]
Next five are mutant humans (5) [DG 1d10 (polearm), SV L5, ML 6, Mutations: toxic weapon – gas, ultravision]
Next four are mutant humans (4) [DG 1d10 (polearm), SV L4, ML 6, Mutations: spiny growth (quills), bizarre appearance (horse-like mane)]
The leader of the group is a mutant but he prefers to be called a pure human because his only mutation is an organ which absorbs all radiation, making him immune to mutations.
10. Tribesmen (33) [AL L, MV 120’ (40’), AC 9, HD 10, 3 x 8, 8 x 7, 10 x 6, 11 x 5, #AT 1, Mutations: complete wing development, aberrant form – natural weapon (talons), mind thrust]Leader is a mutant bird (1) [DG 7d6 (fusion rifle), SV L7, ML 8]
Three sub-leaders are mutant birds (3) [DG 5d6 (laser pistol Mk 1, SV L6, ML 7]
All remaining are mutant birds (29) [DG 1d8 (spear or crossbow), SV L4, ML 6]
These are all humanoid bird-like creatures that walk upright and have hands capable of wielding weapons. They also have wings and are capable of flight. They are carrying 2d8 eggs.