TEXT: wisdom
  Wastelands
  From
  The
  Inside this issue
  Desiccator .................................................. 3
  EMP Weapons ........................................... 3
  Grenade Launchers .................................. 4
  Plasma Weapons ...................................... 4
  Screamers .................................................. 5
  Issue #9: High-Tech
  Weapons 2
  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).
  d
  he second installment of our weapon-themed series, this issue picks up where Wisdom from the Wastelands Issue #3:
  High-Tech Weapons left off and presents more than a half-dozen new sorts of combat systems for both players’ and
  Mutant Lords’ enjoyment!
  Bead Weapons
  Bead systems were based upon the ancient air-soft and BB
  guns, but are far more advanced and powerful versions.
  Rather than using compressed air to push a projectile, these
  weapons use the energy from a clip, belt, or backpack power
  source to suck air from the barrel, creating a vacuum to propel
  the subsonic rounds. The beads are drawn from a magazine
  and are typically two millimeters in diameter, with standard
  Antimatter Weapons Table
  Weapon
  Damage
  Burst Radius Radiation Class Radiation Duration
  Weight
  Shield Damage
  Bomb
  See Above
  1,500’
  10
  6 Months
  300 lbs.
  500
  Grenade
  18d6
  30’
  5
  24 Hours
  2 lbs.
  50
  Micro Missile
  21d6
  30’
  5
  24 Hours
  20 lbs.
  50
  Mini-Missile
  See Above
  60’
  7
  7 Days
  120 lbs.
  75
  Missile
  See Above
  300’
  10
  21 Days
  200 lbs.
  150
  Satchel Charge A
  12d6
  10’
  5
  24 Hours
  2 lbs.
  200
  Satchel Charge B
  18d6
  30’
  5
  24 Hours
  2 lbs.
  250
  Satchel Charge C
  30d6
  90’
  7
  21 Days
  16 lbs.
  300
  Satchel Charge D
  36d6
  150’
  10
  62 Days
  22 lbs.
  400
  Antimatter Weapons
  Antimatter, for all intents and purposes, appears to be regular
  matter, but the atoms, the charge, and the related magnetic
  properties are opposite what is usual. As a result, if matter
  and antimatter come into contact, they annihilate each other
  in a devastating burst of energy.
  Several weapon series were created with this technology,
  using antimatter contained in a magnetic force field to prevent
  it from interacting with regular matter. Although used
  primarily for either bombs or missiles, there were hand
  grenade and satchel-sized versions created for infantry and
  combat engineer/demolition use. (The satchels are described
  in the Technological Artifact section of the Mutant Future
  core book.)
  Antimatter mini-missiles, missiles, and bombs wreak
  such horrific blast damage that they
  instantly destroy any target not
  protected by a force field. Any force
  field hit will suffer the damage
  listed on the weapons table
  below. If the shield withstands
  the damage, the target
  survives. If the shield fails,
  the target is killed
  outright.
  In addition, all antimatter weapons also irradiate the
  burst area for a short time. This means any target surviving
  a blast is still doused with hard radiation, since force shields
  do not protect against this form of energy.
  
  2
  Wisdom from The Wastelands
  ammunition made from a lightweight composite alloy.
  Although similar in many ways to gauss weapons, the
  Bead technology is considered a weaker cousin. Besides being
  relatively short ranged, the weapons have less penetration,
  usually effective only against unarmored or lightly armored
  targets. Any target wearing plastic or stronger armor is
  effectively immune to this attack—unless hit with Depleted
  Uranium core or Tungsten beads, which will pierce heavier
  armor.
  In the table below, the first number in the Charges
  column indicates how many shots can be taken before a fully-
  charged power source is drained. The second number
  indicates how many rounds a full magazine holds.
  Bead Weapons Table
  Weapon
  Damage
  Trigger Type Range
  Weight Battery
  Charges
  Bead Holdout
  2d3
  Normal
  15’/30’
  1 lb.
  Power Cell, Two-Bead Slot
  50/2
  Bead Pistol
  2d3
  Normal
  100’/200’ 2 lbs.
  Power Clip, Magazine
  100/10
  Bead SMG
  2d3
  Automatic
  100’/200’ 3 lbs.
  Power Clip, Magazine
  100/30
  Bead Rifle (hunting)
  4d3
  Normal
  200’/400’ 6 lbs.
  Power Beltpack, Magazine
  300/15
  Bead Rifle (Assault)
  4d3
  Automatic
  200’/400’ 10 lbs.
  Power Beltpack/Backpack, Magazine
  300 or 600/60
  Bead Squad Weapon
  2d3
  Rapid Fire
  200’/400’ 30 lbs.
  Power Backpack
  1,200/100
  There are various types of ammunition available for these
  weapons, each having different effects.
  Depleted Uranium Core beads are extremely heavy,
  having the shortest range, but doing greater damage than
  normal. They also contaminate the target and anything within
  10’ of it with class 3 radiation, which will dissipate in 24
  hours.
  Explosive beads have slightly reduced range and
  damage, but can injure others within 15’ of the target.
  Gas beads contain any type of gas—toxin, smoke, or
  something else. These beads cause no damage but instead
  shatter upon impact and emit the gas in 20’ radius from the
  target.
  Glass beads are composed of a small iron core
  surrounded by a toxin and the glass container. They are only
  effective against lightly or unarmored targets (leather or
  worse). These beads do only half the normal damage, but
  can be filled with a single dose of toxin, typically destructive
  or paralytic poison.
  Tungsten beads are heavier ammunition, but do not
  suffer from a decrease in range, and do more damage because
  of the greater kinetic energy.
  Bead Ammunition Table
  Type
  Range Modifier
  Effect
  Depleted Uranium Core
  -50%
  Regular damage against heavy armor, +25% damage against light armor,
  and radiation effect
  Explosive
  -25%
  -25% damage, but causes burst damage in a 15’ radius.
  Targets in the burst radius can save versus energy for half damage. 
  Gas
  None
  No damage, emits gas upon impact
  Glass
  +100%
  -50% damage, can be filled with toxins
  Tungsten
  None
  Regular damage against heavy armor, damage of +1 per die against light or
  unarmored targets
  
  Issue #9: High-tech weapons 2
  3
  EMP Weapons
  Considering the vast numbers of electronic weapons and
  devices, robots, and androids in existence before the final
  days, it was logical for the police and military to use weapons
  that generated electromagnetic pulses (EMP) in order to deal
  with them. This technology was incorporated into everything
  from pistols to bombs, all designed to specifically damage
  the circuits and electrical components of robotic units,
  powered weapons, and devices, while having little to no effect
  on living tissue. Of course many units and devices were
  “hardened” against these effects and suffer significantly less
  damage, or none at all.
  When an electronic entity (robotic/similar) or device is
  attacked with an EMP weapon, it gains no bonus from armor
  used, and must rely solely on its base AC and Dexterity
  bonuses. In addition to any damage it will sustain, a robotic
  unit must immediately save against energy attacks or be
  stunned for 1d6 rounds while its internal circuits re-rout and
  reboot. Unless hardened against EMP, electronic entities or
  devices caught within the blast radius of an EMP bomb, will
  be, respectively, killed outright or rendered condition level 0.
  EMP weapons inflict minor burns on living creatures.
  This damage is indicated after the slash in the Damage
  column of the EMP Weapon Table. Also, anyone hit by an
  EMP weapon must make a save versus energy attacks roll
  for each electronic device or weapon carried, including power
  clips. If a save fails, the weapon or item is automatically
  degraded, depending on the strength of the EMP weapon
  used. See the Technology Condition table located in the
  Adventuring Rules section of the Mutant Future core book
  to understand the extent of the damage and to see if the item
  still functions.
  Desiccator
  For many years, scholars of the wastes have debated the origin
  of this deadly weapon, which causes terrible physical damage
  by rapidly evaporating water in the target. Some think it was
  designed as a terror weapon, while others believe the
  Desiccator was originally a tool developed by the agricultural
  industry.
  The weapon is only available in a heavy rifle
  configuration, a bullpup design with a thick cable running
  from behind the trigger to either a belt or backpack power
  source. The two grips are with the trigger and under the
  long barrel. The barrel itself widens slightly at the end of the
  muzzle, which is 3” in diameter.
  The Desiccator fires a bolt of deep crimson energy that
  inflicts both energy and thermal damage (50% for each type,
  when dealing with damage reduction), but is not hot enough
  to set things on fire. Because robotic units do not have any
  true liquid inside their bodies (other than lubricants), they
  take only 10% of the rolled damage, and do not suffer any
  Constitution loss. Androids are affected slightly more, taking
  25% of the rolled damage, but they also do not suffer any
  Constitution loss. However, replicants suffer the full effect
  of the weapon, including the Constitution score loss. The
  water evaporation is so devastating, all other entities hit by a
  Desiccator bolt must save versus stun or be stunned for 1d4
  rounds.
  Two forms of life are especially susceptible to this
  weapon’s damage: aquatics and plants. When hit by a
  Desiccator bolt, aquatic creatures must save versus death, or
  be killed instantly. Even if they make the saving throw,
  aquatics still suffer double damage—and double the
  Constitution score loss. If they fail to save versus stun, aquatic
  creatures are stunned for 3d4 rounds. Plants also suffer double
  damage from the weapon, but they do not have to save versus
  death (although the damage could still be enough to kill them
  outright). If they fail to save versus stun, plants are stunned
  for 2d4 rounds.
  Creatures losing Constitution from the weapon effect
  will also lose hit points (3 hit points per point of Constitution
  damage), as well as any high Constitution benefits. If the
  Constitution score is reduced to zero, the target creature is
  killed outright. Lost Constitution returns at the rate of 1d3
  points per day. For creatures that do not have a Constitution
  score listed, it is up to the ML to provide a score for them.
  Desiccator Weapon Table
  Weapon
  Damage
  Trigger Type
  Range
  Weight
  Battery
  Shots
  Constitution Damage 
  Desiccator
  8d6
  Normal
  250’/500’ 17 lbs.
  Beltpack/Backpack 10/25
  1d6 
  
  4
  Wisdom from The Wastelands
  Grenade Launchers
  Several different variants of this weapon are available, from
  a single shot rifle (otherwise known as a “blooper”), to a
  EMP Weapon Table
  Weapon
  Damage
  Trigger Type Range
  Weight Battery
  Shots
  Cond. Damage
  EMP Hold Out
  1d8 + special/1
  Normal
  20’/40’
  1 lb.
  Cell
  2
  1
  EMP Pistol
  2d8 + special/1d3
  Normal
  30’/60’
  2 lbs.
  Clip
  8
  1-2
  EMP Rifle
  3d8 + special/1d4+1
  Normal
  75’/150’
  6 lbs.
  Clip/Beltpack
  8 or 25
  1-3
  EMP Assault Rifle
  3d8 + Special/1d6+2
  Automatic
  75’/150’
  7 lbs.
  Belt-/Backpack
  25/50
  1-3
  Squad Support
  3d8+ Special/1d6+2
  Automatic
  75’/150’
  20 lbs.
  Backpack
  50
  1
  EMP Explosive Weapon Table
  Weapon
  Damage
  Blast Radius
  Weight
  EMP Grenade
  5d8/2d6+2
  20’
  1 lb.
  EMP Satchel
  10d8/5d6
  75’
  10 lbs.
  EMP Bomb
  Destruction/Death
  500’
  40 lbs.
  device attached beneath the barrel of an assault rifle, to fully
  automatic launchers designed for squad support. Although a
  grenade launcher is listed in the Technological Artifact
  section of the Mutant Future core rulebook, this entry expands
  upon it dramatically.
  The grenade pistol and the underslung launcher are
  single-shot variants and must be reloaded after every use.
  All other forms have a magazine capacity, and are able to
  fire multiple shots before being reloaded. All Grenade
  Launchers have built-in minimum safe distances, which equal
  the particular grenade type’s blast radius plus 50%. For
  example, a standard fragmentation grenade (with a blast
  radius of 20’) will not detonate until it has travelled a
  minimum of 30’ from the launcher. If a grenade is launched
  at a target within this minimum safe distance, the grenade
  will not detonate.
  This weapon can fire any of the grenades listed in the
  Technological Artifact section of the Mutant Future core
  rulebook, the new grenade types introduced in Wisdom from
  the Wastelands Issue #3, and those included in this issue.
  Grenade Launcher Table
  Weapon
  Trigger Type Range
  Shots
  Weight
  Grenade Pistol
  Single Shot
  100’/200’
  1
  2 lbs.
  Grenade Rifle
  Single Shot
  1,000’/2,000’
  6
  7 lbs.
  Underslung Launcher
  Single Shot
  500’/1,000’
  1
  3 lbs.
  Underslung Multi-launcher Single Shot
  500’/1,000’
  4
  5 lbs.
  Multi-Barrel
  Normal
  750’/1,500’
  12
  12 lbs.
  Automatic
  Automatic
  750’/1,500’
  30
  22 lbs.
  Full-Auto Squad Support
  Rapid Fire
  1,000’/2,000’
  200
  50 lbs.
  Plasma Projectors
  Unleashing a stream or bolt of plasma — extremely hot,
  highly energetic matter — this weapon family inflicts massive
  thermal damage, severely burning or killing living creatures,
  and melting or evaporating other materials. Plasma Projectors
  come in several different configurations, including grenade,
  satchel charge, pistol, rifle, and squad support. The weapon
  range is quite short, so it is not suitable for a sniper weapon.
  Although primarily point-target systems, plasma
  projectors also have a “splash” radius, as the plasma disperses
  around the target. Anything caught in this area takes half
  
  Issue #9: High-tech weapons 2
  5
  Screamer Rifle
  Range
  Cone Width
  0-25’
  5’
  26-50’
  10’
  51-75’
  15’
  76-100
  20’
  damage, and is allowed a save versus energy. If the save
  succeeds, the victim takes no splash damage. In addition to
  the heat, part of the weapon’s damage is also kinetic, so there
  is a chance the target is knocked down when hit (save versus
  energy or be knocked prone).
  In game terms, the damage dealt by plasma projectors is
  half thermal, half kinetic, which means certain types of armor
  will be more effective than others, and even certain types of
  mutations will provide some protection against this weapon.
  The ML can also determine if flammable material catches
  fire when hit by a plasma bolt.
  Plasma Weapon Table
  Weapon
  Damage
  Trigger Type Range
  Weight
  Battery
  Charges
  Splash Radius
  Plasma Pistol
  4d8
  Normal
  150’/300’ 1 lbs.
  Mini Fusion Cell
  10
  5’
  Plasma SMG
  4d8
  Automatic
  125’/250’ 3 lbs.
  Mini Fusion
  10
  5’
  Plasma Assault Rifle
  6d8
  Automatic
  450’/900’ 10 lbs.
  Plutonium Cell
  30
  10’
  Plasma Squad Support 8d8
  Automatic
  450’/900’ 25 lbs.
  Radioactive Battery 100
  20’
  Plasma Grenades and Similar Explosive Weapons
  Weapon
  Damage
  Blast Radius
  Weight
  Plasma Grenade
  5d8
  75’
  1 lb.
  Plasma Satchel
  10d8
  150’
  10 lbs.
  Screamers
  These weapons use powerful sonics to damage and
  incapacitate targets. More an area effect technology than
  direct fire, screamers have properties similar to flamers (see
  Wisdom from the Wastelands issue #3), Although with
  significantly greater range. The weapon fires an energy-
  enhanced cone of sound waves that spreads out from the
  muzzle of the weapon (which appears to be a megaphone
  amplifier attached to a rifle barrel). This energy wave easily
  damages flesh and is exceptionally hard on both glass and
  crystalline structures.
  The device’s sound energy has a twofold effect. First,
  any creature with an auditory system hit by this weapon must
  save versus energy or be deafened for 2d12 minutes and
  stunned for 2d6 rounds. Second, if the first save was failed,
  the target must make Dexterity save (roll under their Dexterity
  score) or be knocked prone. When considering resistances,
  all damage done by the weapon is 50% sonic, 50% energy.
  Any glass or crystal items caught within the sonic cone must
  make a save or suffer 1d3 condition levels of damage (see
  Wisdom from the Wastelands issue 1 for more details, or the
  Encounters and Combat section of the Mutant Future core
  book for more information).
  To account for the effect shape, increase the sonic cone
  width as the range to target increases. The screamer rifle
  cone expands by five feet for every 25’ of range; for the
  support configuration, the cone expands 7.5 feet for every
  50’ of range.
  Screamer Weapon Table
  Weapon
  Damage
  Trigger Type Range
  Max. Cone Width
  Weight
  Shots
  Power Source
  Screamer Rifle
  5d8
  Automatic
  100’
  20’
  15 lbs.
  20
  Backpack
  Screamer Support
  8d8
  Normal
  200’
  30’
  35 lbs.
  50
  Radioactive Battery
  New Condition
  Deafened
  Deafened characters are not able to react to any auditory
  stimuli. While in this state, they suffer a -2 to their initiative
  rolls, and cannot make any sort of audio perception check or
  take audio commands. Mental communication such as neural
  telepathy will still work, as will visual methods such as
  written commands or hand commands (assuming the victim
  can read or understand them).
  Support Weapon
  Range
  Cone Width
  0-50’
  7’
  51-100’
  15’
  101-150’
  22’
  151-200’
  30’
  
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