TEXT: By Chris “Outlander” Van Deelen and the Skirmisher Game Development Group
  This publication is dedicated to providing useful information, game content, and ideas to players of modern, science
  fiction, and post-apocalyptic table-top and role-playing games in general and to fans of Goblinoid Games’ Mutant
  Future RPG in particular. The material contained herein are compatible with it and any others that use the “Basic”
  system introduced in the most popular role-playing games of the early 1970s and are easily adaptable to many other
  games (especially successor systems, to include those covered by the Open Game License).
  Inside this issue
  Beam Laser ............................................. 2
  Dart Gun,
  Micro Nuclear Warhead Launcher ......... 3
  Warp Energy Blaster ................................ 5
  Issue #46:
  High-Tech
  Weapons 4
  I
  n this issue, the fourth installment of our popular “weapons for every budget and apocalypse” series, we are proud to
   present more high tech implements of destruction for your gaming pleasure. There are new laser weapon variants, tools to
   make an assassin drool, and even a little baby designed to pop the hardest armor and heaviest shields on the Ancient
  battlefields. So suit up, buckle in, and set the trigger select to “Mayhem” — ’cause it’s a mean old world out there.
  ATOMIC MODIFICATION SYSTEM
  More commonly known as “Grazer” weapons, members of
  the AMS family resemble firearms mated to old-fashioned
  video equipment. With a hand grip and trigger attached to a
  slightly cylindrical box, and a trio of lenses located on the
  business end, the pistol version could easily be mistaken for
  an Ancient “Super 8” video camera. The carbine and rifle
  configurations have a standard long weapon’s stock and
  trigger assembly, but instead of a single, open-ended barrel,
  the weapon has a trio of barrels each tipped with a camera
  lens. Seemingly modeled after the Ancient reel-to-reel film
  projectors used in 20th century theaters, the support weapon
  is not designed for dismounted infantry; it is huge and bulky,
  with a thick power cord leading to its energy source, and
  requires a tripod, vehicle mount, or one immense mutant
  gunner. Like the smaller variants, the support AMS has lenses
  capping the ends of its three barrels.
  Those lenses are the visible parts of beam projectors.
  AMS technology works on the atomic level; when the trio of
  energy beams properly converge on a target, they disrupt
  sub-atomic bonds, converting up to 5% of the target’s carbon
  structures into silicon and inflicting massive tissue damage.
  The victim must save versus death or take the Damage
  indicated in the AMS Weapon Table, possibly being killed
  outright.
  However, a successful save means at least one of the
  beams was off-target, so nothing happens, aside from a mild
  tingling sensation and some sandy grit left on the skin. Even
  with properly aligned lenses, firing through smoke, water,
  glass over 1/4" thick, or even thick fog is useless, as all these
  substances diffract the beams.
  The carbon-silicon conversion generates a great pulse
  of heat and radiation. Anyone — including the original target
  — caught within the Burst Radius listed on the AMS
  Weapon Table must make two saves, one versus energy and
  another versus radiation. Those who fail the energy save take
  Thermal Damage; a successful save reduces the damage by
  
  2
  Wisdom from The Wastelands
  half. Anyone who fails the radiation save immediately suffers
  the appropriate damage or mutation effect. The class is
  randomly generated, as indicated on the table. This radiation
  is the default version from the Mutant Future core rules, but
  if Mutant Lords wish, they can use any of the alternate forms
  presented in WftW issue #41.
  There are also longer-term effects to the elemental
  transformation. Although it does take some time, the target’s
  body heals naturally, eventually forcing out the silicon pieces,
  much like a splinter emerging from the skin. Mechanically,
  the target suffers Stat Damage to both Strength and
  Constitution until all his hit points return. After this, the
  lost statistic damage heals at his normal daily rate. Some
  might think the change to silicon could potentially give the
  target some kind of bonus, perhaps damage reduction or
  minor AC adjustment, but this is not the case; surviving
  victims just feel bad, though lucky to be alive.
  Note: the AMS only damages living targets. It has no
  effect on robotic units, vehicles, or anything not organic.
  However, when hit by the intense thermal effect, a victim’s
  equipment or clothing could suffer condition damage. All
  items carried must save versus energy (or thermal, see WftW
  issue 1 for details). Items that fail take condition damage
  based on the weapon variant, outlined in the Condition
  Damage Table.
  Condition Damage Table
  Variant
  Condition Damage
  Pistol
  1 level
  Carbine
  1d2
  Rifle
  1d3
  Support Weapon
  1d4+1
  BEAM LASER
  Laser weapons from the MF core rules are considered “pulse
  lasers,” inflicting damage with short bursts of coherent light.
  Variants from a slightly different weapon family, beam lasers,
  fire continuous energy streams instead of bursts. This increase
  a gunner’s accuracy, and it causes greater damage.
  Unfortunately, it also uses a great deal more energy than
  equivalent pulse lasers.
  Keeping a beam laser trained on the same target for more
  than a single round gives the attacker a cumulative +1 to hit
  in each successive round. This bonus reaches a maximum of
  +5 after five full rounds. Also, for each consecutive round
  the weapon hits the same target, there is a cumulative damage
  bonus of +1 per die, up to a maximum of +3 after three full
  rounds. For example, Tanith shoots a Goliath with her beam
  laser rifle. Firing at the same monster for a second round,
  she gets a +1 to-hit bonus and the damage increases to 6d6+6.
  If she hits and continues firing on the Goliath in a third
  round, Tanith gets a +2 to hit and the damage rises to 6d6+12.
  Instead of concentrating on a single target, the shooter
  can opt to hose down an area up to 15' wide. The shooter
  makes individual to-hit rolls against everyone in the target
  area and the damage is split evenly among them — but only
  applied to anyone hit. When dividing up the damage there
  are no fractions, some unlucky targets just take a point more,
  and the ML distributes the amounts. Even with some misses,
  the gunner can still fire into the same target area and gain
  the bonuses described previously for firing at a single target.
  As an example of this firing technique, Tanith sprays a
  cluster of three Goliaths with her beam rifle. She rolls to hit
  three times, connecting once, and rolls 19 points of damage.
  Because of the number of Goliaths in the target area, the
  damage is divided into three parts of 6, 6, and 7 points. Two
  of the damage chunks hit empty space and the ML rolls a d6
  to randomly determine whether the extra point of damage
  lands on a monster or not. If she sticks around next round to
  fire at the Goliath group again, Tanith gets the +1 bonuses
  to hit and per damage die.
  Beam lasers always have a Normal trigger type. They
  do, however, have two settings: full beam (described here)
  or regular pulse (lasers from the core rules). Using the full
  beam drains more energy, using two charges per round. To
  conserve power, a gunner can opt to use the regular pulse
  setting, which only uses one charge.
  In addition to the three laser weapon variants from the
  core rules, several more are listed in the Beam Laser Table
  and have similar properties to the three canon models. All
  these weapons can use the various laser crystals introduced
  in WftW issue #21. Each beam laser variant can be powered
  AMS “Grazer” Weapon Table
  Variant
  Damage
  Range
  Burst
  Thermal
  Radiation
  Stat
  Weight
  Power
  Shots
  Radius Damage
  Class
  Damage
  Source
  Pistol
  5d10
  30'
  5'
  2d6
  1d3
  1d2
  2 lbs.
  Backpack
    4
  Carbine
  10d10
  60'
  10'
  4d6
  1d3+2
  1d4
  6 lbs.
  Backpack
  12
  Rifle
  Death
  90'
  15'
  6d6
  1d3+2
  2d3
  10 lbs.
  Mini Fusion
  24
  Support
  Death
  150'
  30'
  10d6
  2d3+3
  2d4
  35 lbs.
  Mini Fusion
  50
  
  Issue #46: High-Tech Weapons 4
  3
  by either a power clip, beltpack, or backpack. The # of
  Charges column in the Beam Laser Table lists the charges
  each source provides, respectively. One exception to this, the
  hold-out pistol, can only accommodate a power clip and is
  limited to 10 charges per clip.
  DART GUN
  Although this archaic weapon might seem out of place in
  the high-tech world of firearms and lasers, this is simply not
  the case. Many Ancient organizations regularly used dart
  guns: animal management officers sedated dangerous
  creatures, police and military forces used them when
  vulnerable individuals could have been seriously injured or
  killed by powered stun weapons, and the underworld loved
  these weapons for their ability to silently kill at some distance.
  Dart guns typically have a limited range, often cannot
  penetrate armor, and do little damage, but the darts can inject
  various toxins. Poisons or tranquilizers are the most common
  payload, but the effects are left up to the ML. See Poisons in
  the Mutant Future rules for more information.
  The weapon’s greatest weakness is an inability to
  penetrate any plastic or metal armor. Targets with an AC of
  5 or better are effectively immune to dart guns, unless the
  ML has a hit location mechanic that allows a shooter to target
  specific body areas. If desired, one can be found in WftW issue #11.
  The Assassin’s Special variant does not look like a
  weapon; instead, it was designed to prevent discovery,
  typically disguised as something innocuous, like a pen or
  lapel pin. It has only two moving parts, a trigger and the
  launching spring, and usually is discarded after use. However,
  the weapon can be reloaded and used again with little effort.
  Only the assault weapon configuration uses a power
  source, a power clip, which has to be replaced after the
  magazine is exhausted. All other versions propel darts using
  either a simple spring or compressed gas cartridge.
  MICRO NUCLEAR WARHEAD LAUNCHER
  As EMAs came to dominate Ancient battlefields, and many
  armies equipped their troops with nearly-impenetrable
  personal shields (see WftW issue #22), military engineers
  raced to develop technology able to penetrate these defenses.
  City-killer weapons were a last resort, as they made the
  concept of “danger close” laughable and “scorched earth”
  fighting did just that — leaving nothing for anyone. So
  scientists worked toward creating something powerful enough
  and precise enough to take out those well-protected point
  targets, but wouldn’t destroy vast areas doing so.
  The result was a micro nuclear warhead launcher. A
  ranged weapon with a relatively small area of effect, the
  launcher had enough oomph to vaporize even the most
  powerful EMA units. Engineers developed several versions,
  but all were single units with inserted magazines. The most
  common type resembles a slightly oversized cross between
  the M-79 “Blooper” grenade launcher and the equally archaic
  M-72 LAW (light anti-tank weapon).
  Dart Gun Table
  Variant
  Damage
  Range
  Weight
  # of Shots
  Trigger
  Assassin’s Special
  1
  5’
  1 lb.
  1
  Single Shot
  Hold Out Pistol
  1d2
  15’/30’
  1 lb.
  2
  Single Shot
  Pistol
  1d2
  30’/60’
  2 lbs.
  6
  Normal
  Carbine
  1d3
  50’/100‘
  5 lbs.
  20
  Normal
  Hunting Rifle
  1d3
  75’/150’
  8 lbs.
  30
  Normal
  Assault Rifle
  1d3
  75’/150’
  10 lbs.
  60
  Automatic
  Sniper Rifle
  1d4
  250’/500’
  14 lbs.
  5
  Normal
  Beam Laser Table
  Variant
  Damage
  Range
  Weight
  # of Charges
  Hold-Out Pistol
  3d6
  100’/200’
  1 lb.
  10
  Pistol Mark 1
  5d6
  300’/600’
  2 lbs
  10/25/50
  Pistol Mark 2
  6d6
  400’/800’
  2 lbs.
  10/25/50
  Carbine
  6d6
  750’/1,500’
  5 lbs.
  10/25/50
  Rifle
  6d6
  900’/1,800’
  7 lbs.
  10/25/50
  Rifle Mark 2
  8d6
  1,200’/2,400’
  9 lbs.
  10/25/50
  Rifle Mark 5
  10d6
  1,200’/2,400’
  12 lbs.
  10/25/50
  Sniper Rifle
  12d6
  2,500’/5,000’
  14 lbs.
  10/25/50
  
  4
  Wisdom from The Wastelands
  Like nearly all military equipment, both the launcher
  and warhead models were given nicknames that could be
  either affectionate, derogatory, ironically descriptive, or all
  of the above, simultaneously. Launcher names hearkened back
  to the dawn of nuclear weapons, while ammunition types
  had variations riffed off its Mil-speak acronym “Mike
  November Whiskey” — things like Mickey Whiskey,
  Mick(ey) No, or Mike Winter. Other names included Mike-
  1 (2,3, etc.) or simply “the boom.”
  Despite being called “micro-nukes,” these weapons are
  incredibly deadly. The Launcher Table outlines various
  delivery systems and their capabilities. These are similar (with
  incremental increases in size, range, capacity, and rate of
  fire), except for the Mark 5 MWL, which fires up to 6
  warheads in a single volley, spread over a specific range for
  maximum damage. This version was designed to destroy
  entire platoons of EMA-equipped soldiers in one shot.
  Launchers can fire all six MNW warheads, and do have
  the capacity to fire other munitions. Although they are not
  described here, these might include high explosive; armor
  piercing; HE-AP; various chemical rounds such as marking
  or concealing smoke, tear gas, white phosphorus, etc.;
  illumination; flechette or canister; sonic or other crowd
  dispersal/control rounds; fire retardant; nanite weapons,
  electro-magnetic pulse; and so on. There are a number of
  WftW issues able to provide more information or ideas, but
  ML is also encouraged to come up with her own toys.
  The destruction caused down-range depends on the
  particular warhead used, but all of them kill in the same
  three ways: the initial explosion and radiation exposure,
  secondary effects, and a lingering contamination field.
  Detonation
  When a warhead hits, for an instant, it brings forth an angry
  young god: fire and radiation sear and smash in a torrent of
  atomic fury. The Micro Nuclear Warhead Table describes
  this blast area by breaking it into four concentric circles.
  Immediately around the impact site is Ground Zero. Moving
  outward are Zones 1-3, regions of gradually less intense
  exposure. The cells in these four columns contain the
  following information, respectively: that zone’s radius, the
  blast damage suffered by anyone within it, and the class of
  radiation encountered there. Note: the warhead’s entire blast
  radius is calculated by adding the radius lengths of all four
  zones; for example, the MNW-1’s danger area is 110' (15',
  15', 30', and 50'). This distance is also the system’s “minimum
  safe” lockout to keep gunners from being hurt by their own
  rounds.
  Everyone caught within the explosion first takes damage
  based on their range from the impact. Anyone at Ground
  Zero is instantly vaporized, unless protected by a force field
  or similar shield able to withstand at least 500 points of
  damage. There is no save, just death. Characters in the outer
  Zones do not get a save versus the explosion, either, so
  chances of living are slim, but they do increase with distance.
  However, survivors must immediately save versus the
  radiation class listed for their zone. If the ML is feeling
  particularly evil, she can even incorporate the radiation
  sickness rules presented in WftW issue #38. The radiation
  presented here is the default type from the core rules, but if
  the ML wishes, she can use any of the alternate radiations
  introduced in WftW issue #41.
  As an example, an MNW-1 hits a Goliath standing 25'
  from Turok. The monster simply vanishes. Gone. Not even a
  fine pink mist. The distance (16'-30') from the impact puts
  Turok within Zone 1, so he takes 20d6 damage from the
  explosion and has to save versus class 7 radiation. If Min
  were standing a further 15' away (40' total) from the impact,
  she would be in Zone 2, taking 10d6 damage and saving
  against class 5 radiation.
  Vehicles, structures, and other items in the blast area
  stand a significant chance of being destroyed or damaged.
  See WftW issue #1 for structural damage resistance.
  After Effects
  Living through the initial explosion is just the beginning.
  Those in the three outer zones must also deal with a variety
  of other problems, listed in the Secondary Effects Table.
  Blast victims must first save versus stun to avoid being dazed
  by the shockwave. Next, they must save versus energy to
  avoid being blinded by the intense light for the indicated
  time; if the victim fails by rolling a natural 1, the blindness
  is permanent. Last, is another save versus energy to avoid
  being deafened; again, failing by rolling a natural 1 means
  the character is permanently deafened. Fortunately, these
  problems result only from the explosion.
  However, there is one longer-lasting effect: a
  contamination field. The explosion creates a radiation hazard
  with the same zone radii and radiation classes listed in the
  Micro Nuclear Warhead Table. In service to taking and
  holding terrain, Ancient engineers designed the warheads
  with short half-life fissile material, so the target area would
  not stay contaminated long.
  The Dissipation column gives the rate of radiation decay.
  The energy fades one step at a time, moving one Zone column
  to the right after the stated time period elapses. Continuing
  the example blast from above, after 12 hours the Ground
  
  Issue #46: High-Tech Weapons 4
  5
  Zero radiation decays from class 10 to class 7; Zone 1
  becomes class 5; Zone 2 becomes class 3; and Zone 3’s
  radiation is negligible. This cycle repeats until the entire
  radioactive field is not a concern.
  Note: many artifacts and items can protect against the
  secondary effects. For example, EMA is usually able to shield
  its wearer. The ML is encouraged to create other protective
  gear, things like helmets with blast goggles and sonic
  dampeners.
  WARP ENERGY BLASTER
  By perfecting warp field technology, and miniaturizing the
  generators, the Ancients could create weapons able to pass
  through obstacles and ignore armor. Initial advances were
  applied to melee arms, but after much research and
  experimentation, engineers eventually adapted the technology
  to ranged weaponry.
  The new warp generators projected a beam of energy
  that travelled simultaneously through the real world and the
  quantum dimension. This had two interesting effects. First,
  the energy bolt could frequently bypass physical barriers to
  hit a target. Second, because the weapon drew partially upon
  the Quantum Sea, it used much less energy than comparable
  armaments. Mechanically, this means a target’s AC is treated
  as two levels worse, e.g., armor normally providing an AC
  of 2 only protects an AC of 4 against these weapons.
  Unfortunately for the gunner, the warp beam is rendered
  completely useless by even the most basic force field or
  personal screen.
  Launcher Table
  Launcher
  Range
  Magazine Capacity
  Weight
  Rate of Fire
  Mark 1 “Fat Man”
  500’
  2
  40 lbs.
  1/4 rounds
  Mark 2 “Little Boy”
  750’
  2
  55 lbs.
  1/2 rounds
  Mark 3 “Rising Sun”
  1,000’
  4
  70 lbs.
  1/round
  Mark 4 “Alpha”
  2,000’
  6
  80 lbs.
  1/round
  Mark 5 MWL “Maul”
  5,000’
  12
  115 lbs.
  6/round
  Micro Nuclear Warhead Table
  Warhead
  Ground Zero
  Zone 1
  Zone 2
  Zone 3
  Dissipation Rate
  MNW-1
  15’/Death/Class 10
  15’/20d6/class 7
  30’/10d6/class 5
  50’/5d6/class 3
  12 hours
  MNW-2
  25’/Death/Class 10
  25’/20d6/class 7
  50’/10d6/class 5
  100’/5d6/class 3
  1 day
  MNW-3
  35’/Death/Class 10
  35’/20d6/class 7
  70’/10d6/class 5
  140’/5d6/class 3
  1 week
  MNW-4
  50’/Death/Class 10
  50’/20d6/class 7
  100’/10d6/class 5
  200’/5d6/class 3
  1 month
  MNW-5
  100’/Death/Class 10
  100’/20d6/class 7
  200’/10d6/class 5
  400’/5d6/class 3
  1d3 months
  MNW-6
  200’/Death/Class 10
  200’/20d6/class 7
  400’/10d6/class 5
  800’/5d6/class 3
  2d3 months
  Secondary Effects Table
  Zone Save
  Penalty
  Stun
  Blindness
  Deafness
  Ground Zero
  -10
  1d6 turns
  1d4 days
  4d6 hours
  One
  -5
  4d6 rounds
  4d6 hours
  1d6 hours
  Two
  -3
  2d6 rounds
  1d6 hours
  1d6 turns
  Three
  -1
  1d6 rounds
  1d6 turns
  4d6 rounds
  Warp Energy Blaster Table
  Variant
  Damage
  Trigger
  Range
  Weight
  # of Shots
  Power Source
  Pistol
  2d8
  Normal
  250’/500’
  2 lbs.
  18
  Power Clip
  Submachine Gun
  2d8
  Automatic
  250’/500’
  4 lbs.
  90
  Belt or Backpack
  Carbine
  3d8
  Normal
  400’/800’
  6 lbs.
  90
  Belt or Backpack
  Hunting Rifle
  4d8
  Normal
  700’/1,400’
  7 lbs.
  24
  Belt or Backpack
  Assault Rifle
  4d8
  Automatic
  600’/1,200’
  10 lbs.
  120
  Belt or Backpack
  Sniper Rifle
  7d8
  Normal
  1,200’/2,400’
  15 lbs.
  18
  Power Clip
  Support Weapon
  4d8
  Rapid Fire
  500’/1,000’
  35 lbs.
  600
  Plutonium Clip
  
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  30 days of becoming aware of the breach. All sublicenses shall survive
  the termination of this License.
  14 Reformation: If any provision of this License is held to be
  unenforceable, such provision shall be reformed only to the extent
  necessary to make it enforceable.
  15 COPYRIGHT NOTICE. Open Game License v 1.0 copyright
  2000, Wizards of the Coast, Inc. Wisdom from the Wastelands copyright
  2014, Skirmisher Publishing LLC.
  6
  Wisdom from The Wastelands
  All contents of this publication, regard-
  less of other designation, are copyright
  2014 Skirmisher Publishing LLC, all
  rights reserved.
  Mutant FutureTM is copyright 2008,
  Daniel Proctor and Ryan Denison. Mu-
  tant FutureTM and Mutants & MazesTM
  are trademarks of Daniel Proctor. These
  trademarks are used under the Mutant
  FutureTM Trademark License * (where
  * indicates the license version number)
  available at www.goblinoidgames.com.
  First Electronic Publication:
  November 2014; SKP E 1424.
  Skirmisher Publishing LLC
  499 Mystic Parkway
  Spring Branch, TX  78070
  http://skirmisher.com
  http://d-infinity.net
  d20@skirmisher.com
  Authors: Derek Holland, Chris Van Deelen
  Editor: Greg Chapin
  Editor-in-Chief: Michael O. Varhola
  Technical Editor: William T. Thrasher
  PDF Publications Manager:
  Richard T. Balsley
  Portions of this book are published un-
  der Open Game License version 1.0.a.
  “Wizards of the Coast” is a registered
  trademark of Wizards of the Coast Inc.
  and is used with permission. Illustrations
  courtesy of Wikimedia Commons.
  
  Cat Calls
  Cat Calls
  Cat Calls
  Cat Calls
  Cat Calls
  Explore the world of Kos through the five detailed campaign sourcebooks dedicated to it,
  Kos City, Kos Island, Lands Beyond Kos, Lives of Kos, and Encounters! There is also a
  growing body of Kos fiction, including the novel Swords of Kos: Necropolis and the Swords
  of Kos: Hekaton anthology and custom miniatures that you can use in your games. Skir-
  misher Publishing’s Kos setting is also fully supported by the d-Infinity
  d-Infinity
  d-Infinity
  d-Infinity
  d-Infinity     multi-platform
  game supplement, online magazine, and weekly webcast. Among other things, its website
  contains Swords of Kos fiction and a section dedicated to free bonus material tying in with
  the campaign setting.
  KKKKKos 
  os 
  os 
  os 
  os IIIIIsssssllllland
  and
  and
  and
  and
  Swords of K
  Swords of K
  Swords of K
  Swords of K
  Swords of Kos F
  os F
  os F
  os F
  os Fantasy Campaign Setting
  antasy Campaign Setting
  antasy Campaign Setting
  antasy Campaign Setting
  antasy Campaign Setting
  Swords of K
  Swords of K
  Swords of K
  Swords of K
  Swords of Kos F
  os F
  os F
  os F
  os Fantasy Campaign Setting
  antasy Campaign Setting
  antasy Campaign Setting
  antasy Campaign Setting
  antasy Campaign Setting
  Swords of K
  Swords of K
  Swords of K
  Swords of K
  Swords of Kos F
  os F
  os F
  os F
  os Fantasy Campaign Setting
  antasy Campaign Setting
  antasy Campaign Setting
  antasy Campaign Setting
  antasy Campaign Setting
  Swords of K
  Swords of K
  Swords of K
  Swords of K
  Swords of Kos F
  os F
  os F
  os F
  os Fantasy Campaign Setting
  antasy Campaign Setting
  antasy Campaign Setting
  antasy Campaign Setting
  antasy Campaign Setting
  Swords of K
  Swords of K
  Swords of K
  Swords of K
  Swords of Kos F
  os F
  os F
  os F
  os Fantasy Campaign Setting
  antasy Campaign Setting
  antasy Campaign Setting
  antasy Campaign Setting
  antasy Campaign Setting
  Swords of K
  Swords of K
  Swords of K
  Swords of K
  Swords of Kos F
  os F
  os F
  os F
  os Fantasy Campaign Setting
  antasy Campaign Setting
  antasy Campaign Setting
  antasy Campaign Setting
  antasy Campaign Setting
  By Michael O
  By Michael O
  By Michael O
  By Michael O
  By Michael O. V
  . V
  . V
  . V
  . Varhola, Brendan Cass, and the Skirmisher Game Development Group
  arhola, Brendan Cass, and the Skirmisher Game Development Group
  arhola, Brendan Cass, and the Skirmisher Game Development Group
  arhola, Brendan Cass, and the Skirmisher Game Development Group
  arhola, Brendan Cass, and the Skirmisher Game Development Group
  KKKKKos 
  os 
  os 
  os 
  os IIIIIsssssllllland
  and
  and
  and
  and
  KKKKKos 
  os 
  os 
  os 
  os IIIIIsssssllllland
  and
  and
  and
  and
  KKKKKos 
  os 
  os 
  os 
  os IIIIIsssssllllland
  and
  and
  and
  and
  KKKKKos 
  os 
  os 
  os 
  os IIIIIsssssllllland
  and
  and
  and
  and
  KKKKKos 
  os 
  os 
  os 
  os IIIIIsssssllllland
  and
  and
  and
  and
  By Michael O
  By Michael O
  By Michael O
  By Michael O
  By Michael O. V
  . V
  . V
  . V
  . Varhola, Brendan Cass, and the Skirmisher Game Development Group
  arhola, Brendan Cass, and the Skirmisher Game Development Group
  arhola, Brendan Cass, and the Skirmisher Game Development Group
  arhola, Brendan Cass, and the Skirmisher Game Development Group
  arhola, Brendan Cass, and the Skirmisher Game Development Group
  By Michael O
  By Michael O
  By Michael O
  By Michael O
  By Michael O. V
  . V
  . V
  . V
  . Varhola, Brendan Cass, and the Skirmisher Game Development Group
  arhola, Brendan Cass, and the Skirmisher Game Development Group
  arhola, Brendan Cass, and the Skirmisher Game Development Group
  arhola, Brendan Cass, and the Skirmisher Game Development Group
  arhola, Brendan Cass, and the Skirmisher Game Development Group
  By Michael O
  By Michael O
  By Michael O
  By Michael O
  By Michael O. V
  . V
  . V
  . V
  . Varhola, Brendan Cass, and the Skirmisher Game Development Group
  arhola, Brendan Cass, and the Skirmisher Game Development Group
  arhola, Brendan Cass, and the Skirmisher Game Development Group
  arhola, Brendan Cass, and the Skirmisher Game Development Group
  arhola, Brendan Cass, and the Skirmisher Game Development Group
  By Michael O
  By Michael O
  By Michael O
  By Michael O
  By Michael O. V
  . V
  . V
  . V
  . Varhola, Brendan Cass, and the Skirmisher Game Development Group
  arhola, Brendan Cass, and the Skirmisher Game Development Group
  arhola, Brendan Cass, and the Skirmisher Game Development Group
  arhola, Brendan Cass, and the Skirmisher Game Development Group
  arhola, Brendan Cass, and the Skirmisher Game Development Group
  By Michael O
  By Michael O
  By Michael O
  By Michael O
  By Michael O. V
  . V
  . V
  . V
  . Varhola, Brendan Cass, and the Skirmisher Game Development Group
  arhola, Brendan Cass, and the Skirmisher Game Development Group
  arhola, Brendan Cass, and the Skirmisher Game Development Group
  arhola, Brendan Cass, and the Skirmisher Game Development Group
  arhola, Brendan Cass, and the Skirmisher Game Development Group
  Lands Beyond K
  Lands Beyond K
  Lands Beyond K
  Lands Beyond K
  Lands Beyond Kos
  os
  os
  os
  os
  Swords of K
  Swords of K
  Swords of K
  Swords of K
  Swords of Kos F
  os F
  os F
  os F
  os Fantasy Campaign Setting
  antasy Campaign Setting
  antasy Campaign Setting
  antasy Campaign Setting
  antasy Campaign Setting
  Swords of K
  Swords of K
  Swords of K
  Swords of K
  Swords of Kos F
  os F
  os F
  os F
  os Fantasy Campaign Setting
  antasy Campaign Setting
  antasy Campaign Setting
  antasy Campaign Setting
  antasy Campaign Setting
  Swords of K
  Swords of K
  Swords of K
  Swords of K
  Swords of Kos F
  os F
  os F
  os F
  os Fantasy Campaign Setting
  antasy Campaign Setting
  antasy Campaign Setting
  antasy Campaign Setting
  antasy Campaign Setting
  Swords of K
  Swords of K
  Swords of K
  Swords of K
  Swords of Kos F
  os F
  os F
  os F
  os Fantasy Campaign Setting
  antasy Campaign Setting
  antasy Campaign Setting
  antasy Campaign Setting
  antasy Campaign Setting
  Swords of K
  Swords of K
  Swords of K
  Swords of K
  Swords of Kos F
  os F
  os F
  os F
  os Fantasy Campaign Setting
  antasy Campaign Setting
  antasy Campaign Setting
  antasy Campaign Setting
  antasy Campaign Setting
  Swords of K
  Swords of K
  Swords of K
  Swords of K
  Swords of Kos F
  os F
  os F
  os F
  os Fantasy Campaign Setting
  antasy Campaign Setting
  antasy Campaign Setting
  antasy Campaign Setting
  antasy Campaign Setting
  Lands Beyond K
  Lands Beyond K
  Lands Beyond K
  Lands Beyond K
  Lands Beyond Kos
  os
  os
  os
  os
  Lands Beyond K
  Lands Beyond K
  Lands Beyond K
  Lands Beyond K
  Lands Beyond Kos
  os
  os
  os
  os
  Lands Beyond K
  Lands Beyond K
  Lands Beyond K
  Lands Beyond K
  Lands Beyond Kos
  os
  os
  os
  os
  Lands Beyond K
  Lands Beyond K
  Lands Beyond K
  Lands Beyond K
  Lands Beyond Kos
  os
  os
  os
  os
  Lands Beyond K
  Lands Beyond K
  Lands Beyond K
  Lands Beyond K
  Lands Beyond Kos
  os
  os
  os
  os
  By Michael O
  By Michael O
  By Michael O
  By Michael O
  By Michael O. V
  . V
  . V
  . V
  . Varhola and the Skirmisher Game Development Group
  arhola and the Skirmisher Game Development Group
  arhola and the Skirmisher Game Development Group
  arhola and the Skirmisher Game Development Group
  arhola and the Skirmisher Game Development Group
  By Michael O
  By Michael O
  By Michael O
  By Michael O
  By Michael O. V
  . V
  . V
  . V
  . Varhola and the Skirmisher Game Development Group
  arhola and the Skirmisher Game Development Group
  arhola and the Skirmisher Game Development Group
  arhola and the Skirmisher Game Development Group
  arhola and the Skirmisher Game Development Group
  By Michael O
  By Michael O
  By Michael O
  By Michael O
  By Michael O. V
  . V
  . V
  . V
  . Varhola and the Skirmisher Game Development Group
  arhola and the Skirmisher Game Development Group
  arhola and the Skirmisher Game Development Group
  arhola and the Skirmisher Game Development Group
  arhola and the Skirmisher Game Development Group
  By Michael O
  By Michael O
  By Michael O
  By Michael O
  By Michael O. V
  . V
  . V
  . V
  . Varhola and the Skirmisher Game Development Group
  arhola and the Skirmisher Game Development Group
  arhola and the Skirmisher Game Development Group
  arhola and the Skirmisher Game Development Group
  arhola and the Skirmisher Game Development Group
  By Michael O
  By Michael O
  By Michael O
  By Michael O
  By Michael O. V
  . V
  . V
  . V
  . Varhola and the Skirmisher Game Development Group
  arhola and the Skirmisher Game Development Group
  arhola and the Skirmisher Game Development Group
  arhola and the Skirmisher Game Development Group
  arhola and the Skirmisher Game Development Group
  By Michael O
  By Michael O
  By Michael O
  By Michael O
  By Michael O. V
  . V
  . V
  . V
  . Varhola and the Skirmisher Game Development Group
  arhola and the Skirmisher Game Development Group
  arhola and the Skirmisher Game Development Group
  arhola and the Skirmisher Game Development Group
  arhola and the Skirmisher Game Development Group
  By Michael O
  By Michael O
  By Michael O
  By Michael O
  By Michael O. V
  . V
  . V
  . V
  . Varhola and the Skirmisher Game Development Group
  arhola and the Skirmisher Game Development Group
  arhola and the Skirmisher Game Development Group
  arhola and the Skirmisher Game Development Group
  arhola and the Skirmisher Game Development Group
  Swords of K
  Swords of K
  Swords of K
  Swords of K
  Swords of Kos F
  os F
  os F
  os F
  os Fantasy Campaign Setting
  antasy Campaign Setting
  antasy Campaign Setting
  antasy Campaign Setting
  antasy Campaign Setting
  Sourcebooks, F
  Sourcebooks, F
  Sourcebooks, F
  Sourcebooks, F
  Sourcebooks, Fiction, and Companion P
  iction, and Companion P
  iction, and Companion P
  iction, and Companion P
  iction, and Companion Publications
  ublications
  ublications
  ublications
  ublications
  Swords of K
  Swords of K
  Swords of K
  Swords of K
  Swords of Kos F
  os F
  os F
  os F
  os Fantasy Campaign Setting
  antasy Campaign Setting
  antasy Campaign Setting
  antasy Campaign Setting
  antasy Campaign Setting
  Sourcebooks, F
  Sourcebooks, F
  Sourcebooks, F
  Sourcebooks, F
  Sourcebooks, Fiction, and Companion P
  iction, and Companion P
  iction, and Companion P
  iction, and Companion P
  iction, and Companion Publications
  ublications
  ublications
  ublications
  ublications
  Swords of K
  Swords of K
  Swords of K
  Swords of K
  Swords of Kos F
  os F
  os F
  os F
  os Fantasy Campaign Setting
  antasy Campaign Setting
  antasy Campaign Setting
  antasy Campaign Setting
  antasy Campaign Setting
  Sourcebooks, F
  Sourcebooks, F
  Sourcebooks, F
  Sourcebooks, F
  Sourcebooks, Fiction, and Companion P
  iction, and Companion P
  iction, and Companion P
  iction, and Companion P
  iction, and Companion Publications
  ublications
  ublications
  ublications
  ublications
  Swords of K
  Swords of K
  Swords of K
  Swords of K
  Swords of Kos F
  os F
  os F
  os F
  os Fantasy Campaign Setting
  antasy Campaign Setting
  antasy Campaign Setting
  antasy Campaign Setting
  antasy Campaign Setting
  Sourcebooks, F
  Sourcebooks, F
  Sourcebooks, F
  Sourcebooks, F
  Sourcebooks, Fiction, and Companion P
  iction, and Companion P
  iction, and Companion P
  iction, and Companion P
  iction, and Companion Publications
  ublications
  ublications
  ublications
  ublications
  Swords of K
  Swords of K
  Swords of K
  Swords of K
  Swords of Kos F
  os F
  os F
  os F
  os Fantasy Campaign Setting
  antasy Campaign Setting
  antasy Campaign Setting
  antasy Campaign Setting
  antasy Campaign Setting
  Sourcebooks, F
  Sourcebooks, F
  Sourcebooks, F
  Sourcebooks, F
  Sourcebooks, Fiction, and Companion P
  iction, and Companion P
  iction, and Companion P
  iction, and Companion P
  iction, and Companion Publications
  ublications
  ublications
  ublications
  ublications
  Swords of K
  Swords of K
  Swords of K
  Swords of K
  Swords of Kos F
  os F
  os F
  os F
  os Fantasy Campaign Setting
  antasy Campaign Setting
  antasy Campaign Setting
  antasy Campaign Setting
  antasy Campaign Setting
  Sourcebooks, F
  Sourcebooks, F
  Sourcebooks, F
  Sourcebooks, F
  Sourcebooks, Fiction, and Companion P
  iction, and Companion P
  iction, and Companion P
  iction, and Companion P
  iction, and Companion Publications
  ublications
  ublications
  ublications
  ublications
  Cardstock Characters
  Cardstock Characters
  Cardstock Characters
  Cardstock Characters
  Cardstock CharactersTM
  TM
  TM
  TM
  TM/////Swords of K
  Swords of K
  Swords of K
  Swords of K
  Swords of Kos F
  os F
  os F
  os F
  os Fantasy Campaign Setting
  antasy Campaign Setting
  antasy Campaign Setting
  antasy Campaign Setting
  antasy Campaign Setting
  Heroes and Monsters of the
  Heroes and Monsters of the
  Heroes and Monsters of the
  Heroes and Monsters of the
  Heroes and Monsters of the
  Necropolis
  Necropolis
  Necropolis
  Necropolis
  Necropolis
  By Amanda Kahl, Michael O
  By Amanda Kahl, Michael O
  By Amanda Kahl, Michael O
  By Amanda Kahl, Michael O
  By Amanda Kahl, Michael O. V
  . V
  . V
  . V
  . Varhola, and the Skirmisher Game Development Group
  arhola, and the Skirmisher Game Development Group
  arhola, and the Skirmisher Game Development Group
  arhola, and the Skirmisher Game Development Group
  arhola, and the Skirmisher Game Development Group
  By Amanda Kahl, Michael O
  By Amanda Kahl, Michael O
  By Amanda Kahl, Michael O
  By Amanda Kahl, Michael O
  By Amanda Kahl, Michael O. V
  . V
  . V
  . V
  . Varhola, and the Skirmisher Game Development Group
  arhola, and the Skirmisher Game Development Group
  arhola, and the Skirmisher Game Development Group
  arhola, and the Skirmisher Game Development Group
  arhola, and the Skirmisher Game Development Group
  By Amanda Kahl, Michael O
  By Amanda Kahl, Michael O
  By Amanda Kahl, Michael O
  By Amanda Kahl, Michael O
  By Amanda Kahl, Michael O. V
  . V
  . V
  . V
  . Varhola, and the Skirmisher Game Development Group
  arhola, and the Skirmisher Game Development Group
  arhola, and the Skirmisher Game Development Group
  arhola, and the Skirmisher Game Development Group
  arhola, and the Skirmisher Game Development Group
  By Amanda Kahl, Michael O
  By Amanda Kahl, Michael O
  By Amanda Kahl, Michael O
  By Amanda Kahl, Michael O
  By Amanda Kahl, Michael O. V
  . V
  . V
  . V
  . Varhola, and the Skirmisher Game Development Group
  arhola, and the Skirmisher Game Development Group
  arhola, and the Skirmisher Game Development Group
  arhola, and the Skirmisher Game Development Group
  arhola, and the Skirmisher Game Development Group
  By Amanda Kahl, Michael O
  By Amanda Kahl, Michael O
  By Amanda Kahl, Michael O
  By Amanda Kahl, Michael O
  By Amanda Kahl, Michael O. V
  . V
  . V
  . V
  . Varhola, and the Skirmisher Game Development Group
  arhola, and the Skirmisher Game Development Group
  arhola, and the Skirmisher Game Development Group
  arhola, and the Skirmisher Game Development Group
  arhola, and the Skirmisher Game Development Group
  By Amanda Kahl, Michael O
  By Amanda Kahl, Michael O
  By Amanda Kahl, Michael O
  By Amanda Kahl, Michael O
  By Amanda Kahl, Michael O. V
  . V
  . V
  . V
  . Varhola, and the Skirmisher Game Development Group
  arhola, and the Skirmisher Game Development Group
  arhola, and the Skirmisher Game Development Group
  arhola, and the Skirmisher Game Development Group
  arhola, and the Skirmisher Game Development Group
  Cardstock Characters
  Cardstock Characters
  Cardstock Characters
  Cardstock Characters
  Cardstock CharactersTM
  TM
  TM
  TM
  TM/////Swords of K
  Swords of K
  Swords of K
  Swords of K
  Swords of Kos F
  os F
  os F
  os F
  os Fantasy Campaign Setting
  antasy Campaign Setting
  antasy Campaign Setting
  antasy Campaign Setting
  antasy Campaign Setting
  Heroes and Monsters of the
  Heroes and Monsters of the
  Heroes and Monsters of the
  Heroes and Monsters of the
  Heroes and Monsters of the
  Necropolis
  Necropolis
  Necropolis
  Necropolis
  Necropolis
  Cardstock Characters
  Cardstock Characters
  Cardstock Characters
  Cardstock Characters
  Cardstock CharactersTM
  TM
  TM
  TM
  TM/////Swords of K
  Swords of K
  Swords of K
  Swords of K
  Swords of Kos F
  os F
  os F
  os F
  os Fantasy Campaign Setting
  antasy Campaign Setting
  antasy Campaign Setting
  antasy Campaign Setting
  antasy Campaign Setting
  Heroes and Monsters of the
  Heroes and Monsters of the
  Heroes and Monsters of the
  Heroes and Monsters of the
  Heroes and Monsters of the
  Necropolis
  Necropolis
  Necropolis
  Necropolis
  Necropolis
  Cardstock Characters
  Cardstock Characters
  Cardstock Characters
  Cardstock Characters
  Cardstock CharactersTM
  TM
  TM
  TM
  TM/////Swords of K
  Swords of K
  Swords of K
  Swords of K
  Swords of Kos F
  os F
  os F
  os F
  os Fantasy Campaign Setting
  antasy Campaign Setting
  antasy Campaign Setting
  antasy Campaign Setting
  antasy Campaign Setting
  Heroes and Monsters of the
  Heroes and Monsters of the
  Heroes and Monsters of the
  Heroes and Monsters of the
  Heroes and Monsters of the
  Necropolis
  Necropolis
  Necropolis
  Necropolis
  Necropolis
  Cardstock Characters
  Cardstock Characters
  Cardstock Characters
  Cardstock Characters
  Cardstock CharactersTM
  TM
  TM
  TM
  TM/////Swords of K
  Swords of K
  Swords of K
  Swords of K
  Swords of Kos F
  os F
  os F
  os F
  os Fantasy Campaign Setting
  antasy Campaign Setting
  antasy Campaign Setting
  antasy Campaign Setting
  antasy Campaign Setting
  Heroes and Monsters of the
  Heroes and Monsters of the
  Heroes and Monsters of the
  Heroes and Monsters of the
  Heroes and Monsters of the
  Necropolis
  Necropolis
  Necropolis
  Necropolis
  Necropolis
  Cardstock Characters
  Cardstock Characters
  Cardstock Characters
  Cardstock Characters
  Cardstock CharactersTM
  TM
  TM
  TM
  TM/////Swords of K
  Swords of K
  Swords of K
  Swords of K
  Swords of Kos F
  os F
  os F
  os F
  os Fantasy Campaign Setting
  antasy Campaign Setting
  antasy Campaign Setting
  antasy Campaign Setting
  antasy Campaign Setting
  Heroes and Monsters of the
  Heroes and Monsters of the
  Heroes and Monsters of the
  Heroes and Monsters of the
  Heroes and Monsters of the
  Necropolis
  Necropolis
  Necropolis
  Necropolis
  Necropolis
  
SOURCE: textdata/thevault/Mutant Future/Wisdom From the Wastelands (MuFut)/Wisdom from the Wastelands #46 High-Tech Weapons 4.pdf