TEXT:  
  Meandering - Across the Radlands #1 - Summer 2018 
  Table of Contents 
   
   
  Introduction
   
  ii 
  Buggeymen 
    A new sub-class for Insecta manimals. 
  1 
  Vault of the Ancients 
    A selection of artifacts for seekers to discover. 
  3 
  Armor in the Radlands 
    Sci-fi armor and Damage Reduction.  
  8 
  Zeros to Heroes - Mutants! 
    Paper minis for a savage future 
  Centerfold 
  Survivors in the Radlands 
    Alternate occupation table for alternate timelines  .  
  11 
  Weapons of the Radlands 
    Familiar weapons from the Radlands 
  16 
  Bestiary of the Radlands, Volume 1 
   11 Adversaries from the Radlands 
  20 
  OGL 
   
  “This product is based on the Mutant Crawl Classics Role Playing Game, 
  published by Goodman Games. This product is published under license. Mutant 
  Crawl Classics and MCC RPG are trademarks of Goodman Games. All rights 
  reserved. For additional information, visit www.goodman-games.com or contact 
  info@goodman-games.com.” 
   
  Patreon.com/EpicMeanderings 
  Epicrpgblog.blogspot.com 
   
   
   
  Summer 2018 - PDF - Not for Resale 
  Articles: R.S. Tilton 
  Editing: Jeff Scifert and Keith Garrett 
   
  Cover Art: Mario Torres (background) & Morgan Tilton (buggeyman) 
   
  Interior Art: Mario Torres (Buggeyman, Backgrounds),  
  R.S. Tilton (paper minis, misc art) 
  Morgan Tilton (buggeyman) 
  Ian Tilton (grav boots, gravitic grenade, grav board) 
  Sarah Holt (Entropy plant paper mini)  
   
  i 
  
  Meandering - Across the Radlands #1 
  Summer 2018 
   
  Welcome to the first issue of the Mutant Crawl Classics dedicated edition of 
  Meanderings. A lot of this issue has articles for running a more Fallout-style game, 
  which I’m calling the Radlands, including articles for modern weapons, armor as 
  damage resistance, and new occupation tables.  
   
  From my understanding this will be the first MCC zine on the scene, and if all 
  goes well, it will be available at the Goodman Games booth for GenCon! I really hope 
  you all enjoy this issue, I had to cut two articles due to page count, so that means 
  ATR#2 is already partially done. 
   
  A LOT of this issue is dedicated to the Radlands, as this is the first issue and 
  many of the articles reference each other. Weapons, Armor, Occupations, and a 
  Bestiary for the Radlands. This gives you enough to run an alternate setting for 
  Mutant Crawl Classics. I heartily recommend the Reid san Fillipo’s  Crawling Under a 
  Broken Moon  zines, and the  Umerica Survival Guide , for filling in the blanks on the 
  Radlands. Mix and match rules as needed to create your own gonzo post-apocalyptic 
  setting. There are so many classic settings which can be emulated with the DCC and 
  MCC rulesets. Next issue I will outline what I’m using for the Radlands setting from 
  other rulesets. 
   
  The remaining articles are more in line with the standard Mutant Crawl. Vault 
  of the Ancients brings many new artifacts for your Seekers to find. And starting off this 
  issue is a Manimal sub-class for those nasty bugs, The Buggeyman. Humans are 
  often terrified of even tiny insects, now imagine a six foot tall insect staring at you with 
  their faceted eyes, as they twist their head and grind their mandibles… 
   
  Finally, the first set of Mutant Crawl Classics paper minis. This set was 
  inspired by the pre-gens from Free RPG Day release, Museum at the End of Time. As 
  well as the Buggeyman, the telepathic rat, and my wife’s first piece a mutant plant. 
   
  Enjoy! R. Scott Tilton, July 2018. 
  ii 
  
   
  Buggeymen 
  Alternate Class for Insecta Manimals 
  By R.S. Tilton 
     Insects can be terrifying, as their alien appearance gives most humans the 
  creeps when they are suddenly startled by them. There’s nothing more 
  terrifying than a 6’ tall mantid buggeyman turning its head 180 degrees, its 
  massive faceted eyes staring at you. A Manimal with the Insecta sub-type 
  may choose to be a Buggeyman, a terrifying creature that’s more insectoid 
  than humanoid.  
   
  Hit Points:   Buggeymen gain 
  1d8 hit points at each level.  
   
  Mutations:  Upon achieving 
  1st level, a manimal gains 1d2 
  random physical and 1 random 
  mental mutation (see Table 3-2: 
  Mutations in the MCC RPG 
  rulebook). 
   
  Natural Attack: 
  Buggeymen have a natural 1d4 
  bite or claw melee attack. 
   
  Hive Mind:   When 
  coordinating melee attacks on 
  the same target, Buggeymen 
  gain a +1 to attack for each 
  Buggeyman attacking a single 
  opponent within the same 
  combat round.  
   
  Artifacts:   Buggeymen have no natural affinity for artifacts of the ancients, 
  but do gain some bonuses for them with experience. 
   
  Radburn:   Buggeymen exposed to radiation or other mutagens may also 
  develop new mutations (see Chapter 3: Mutations in the  MCC RPG 
  rulebook). Buggeymen never lose mutations due to radburn or mutation 
  check results. If a 1 is rolled due to a radburn or mutation check, the result is 
  still a failure; all other effects are ignored.  
   
  Facets:   Buggeymen have multifaceted eyes, which gives them a +1d 
  bonus on initiative rolls.  
  1 
  
   
  Glowburn:   Buggeymen may elect to use glowburn when activating a 
  mutant power (see Chapter 3: Mutations in the  MCC RPG  rulebook). 
   
  Alien Appearance:  Buggeymen can be absolutely terrifying to 
  humanoids; attempts to intimidate gain a +1 bonus per class level.  
   
  AI Recognition:   Because of their insectoid appearance, 
  Buggeymen have a natural -6 to AI recognition rolls. 
   
  Archaic Alignment:   Buggeyman player characters may begin 
  as members of  The Chosen Zuu  archaic alignment. 
   
  Table MATR 1-1: Buggeymen 
  Level 
  Attack 
  Crit 
  Die/Table 
  Action 
  Dice 
  Ref 
  Fort 
  Will 
  Artifact 
  Check 
  1 
  +1 
  1d6/II 
  1d20 
  +1 
  +1 
  +1 
  +2 
  2 
  +1 
  1d8/II 
  1d20 
  +1 
  +1 
  +1 
  +3 
  3 
  +2 
  1d8/II 
  1d20 
  +2 
  +2 
  +2 
  +4 
  4 
  +2 
  1d10/II 
  1d20 
  +2 
  +2 
  +2 
  +4 
  5 
  +3 
  1d10/III 
  1d20 
  +3 
  +3 
  +3 
  +5 
  6 
  +3 
  1d12/III 
  1d20+1d14 
  +4 
  +4 
  +4 
  +5 
  7 
  +4 
  1d12/III 
  1d20+1d16 
  +4 
  +4 
  +4 
  +6 
  8 
  +4 
  1d14/III 
  1d20(x2) 
  +5 
  +5 
  +5 
  +6 
  9 
  +5 
  1d14/III 
  1d20(x2) 
  +5 
  +5 
  +5 
  +6 
  10 
  +5 
  1d16/III 
  1d20(x2) 
  +6 
  +6 
  +6 
  +7 
   
   
  Table 1-2: Buggeymen Mutant Titles 
  Level 
  Title 
  1 
  Bug 
  2 
  Pest 
  3 
  Nuisance 
  4 
  Vermin 
  5 
  Creeper 
  6 
  Terror 
   
  2 
  
  Vault of the Ancients 
  A Collection of Artifacts for Mutant Crawl Classics  
  By R.S. Tilton 
   
  New artifacts for your seekers to discover within the ruins of the old 
  world. The first installment of a continuing series, though most won’t have 
  quite so many items, possibly, perhaps, or maybe they will. Stay tuned to find 
  out! 
   
  Defenses 
  Snap Shield 
  Tech Level:  4 
   Complexity Modifier:  2 
  Protection:  +2 AC 
  Power:  C-Cell (12 hours), F-Cell (24 hours), Q-Cell (U) 
   
  A snap shield appears to be a heavy metal gauntlet and vambrace. 
  When activated by squeezing the palm button, the vambrace quickly irises 
  outward into a round duralloy shield. 
   
  Exo-Suit 
  Tech Level:  4 
   Complexity Modifier:  6 
  Protection:  +2 AC, no check penalty 
  Special:  +4 Strength 
  Power:  C-Cell (12 hours), F-Cell (24 hours), Q-Cell (U) 
   
  A utility suit which was used to enhance strength for construction 
  tasks. The suit may be combined with other armors, though it doubles the 
  check penalty of the armor worn beneath. 
   
  Plasteel Cloak  
  Tech Level:  4 
   Complexity Modifier:  2 
  Range:  Self 
  Protection:  +2 AC, no check penalty 
   
  Advanced lightweight fashionable cloak made of plasteel fibers 
  woven into a hexagonal grid pattern. The cloak can be worn over other 
  armors, but plasteel bonuses do not stack.  
   
   
   
  3 
  
  Plasteel Coat  
  Tech Level:  4 
   Complexity Modifier:  2 
  Range:  Self 
  Protection:  +2 AC, -1 check penalty, d8 fumble 
   
  Advanced lightweight fashionable coat made of plasteel fibers woven 
  into a hexagonal grid pattern. The coat can be worn over other armors, but 
  plasteel bonuses do not stack.  
   
  Transportation 
  Grav Boots 
  Tech Level:  4 
   Complexity Modifier:  4 
  Range:  Self 
  Speed:  Wearer’s foot speed 
  Power:  C-Cell (12 hours), F-Cell (24 hours), Q-Cell (U) 
   
  Grav boots allow the wearer to walk in mid-air, and even allows the 
  wearer to walk upwards as if on stairs.  
  Grav Board 
  Tech Level:  4 
   Complexity Modifier:  5 
  Speed:  50’ 
  Power:  C-Cell (6 hours), F-Cell (12 hours), Q-Cell (U) 
   
  Grav boards are built on the same technology as grav boots. This 
  4-foot long slab of duralloy has two straps across it as well as a pulse drive. 
  The board can hover 1 to 30 feet above a surface.  
  4 
  
   
  Matter Transference Rings 
  Tech Level:  6 
   Complexity Modifier:  6 
  Range:  Unlimited to linked ring 
  Special:  Transmits matter between a pair of rings 
  Power:  F-Pack (5 minutes),  Q-Cell (U) 
   
  These 8-foot-diameter rings are programmed to send matter from 
  one ring to another linked ring. Transmission is one way for each activation 
  sequence. A data pad is embedded in the ring which can access any other 
  ring as long as the code for the other ring is known. 
   
  Weapons  
  Pain Whip 
  Tech Level:  4 
   Complexity Modifier:  4 
  Range:  10’ 
  Damage:  Pain -1d to all checks for 1d4 rounds (Fortitude save to resist) 
  Special:  Multiple hits are cumulative. Critical hit doubles damage penalty 
  Power:  C-Cell (25), F-Cell (50), Q-Cell (U) 
   
  The pain whip is a psinetic weapon which attacks the nerve clusters, 
  delivering mind numbing pain.  
   
  Psizer Glove 
  Tech Level:  5 
   Complexity Modifier:  6 
  Range:  20’ 
  Damage:  2d6 damage to a single target creature; Stun (DC 18 Will save to 
  resist; on a failure, stunned for 1d3 rounds and target’s Intelligence is 
  temporarily reduced by 1d4; on a success, half damage and no Intelligence 
  loss) 
  Special:  Disregards armor and force fields.  
  Power:  C-Cell (10), F-Cell (20), Q-Cell (U) 
   
  The psizer glove has a large crystal built into the palm, and when 
  activated, it fires a focused invisible beam which disrupt the synaptic relays 
  of the brain.  
   
   
   
  5 
  
  Stun Baton 
  Tech Level:  5 
   Complexity Modifier:  4 
  Range:  Melee 
  Damage:  2d4 non-lethal, Stun (DC 15 Fortitude save to resist; on a failure, 
  stunned for 1d4 rounds) 
  Special:  Disregards armor 
  Power:  C-Cell (10), F-Cell (20), Q-Cell (U) 
   
  The stun baton appears as a long club with 3 rings crowning the 
  head. When active, the weapon discharges a concussive burst upon a 
  successful attack.  
   
  Mining Lazer 
  Tech Level:  5 
   Complexity Modifier:  4 
  Range:  70’ 
  Damage:  Heat 12d6 at 15’ or less (-4d6 damage per each additional 30’) 
  Power:  C-Cell (10), F-Cell (20), Q-Cell (U) 
   
  A heavy lazer cutting tool designed for mining operations. Six 
  individual lazer beams are focused at a point located 15’ from the barrel.  
   
  Stutter Lazer 
  Tech Level:  4 
   Complexity Modifier:  4 
  Range:  70’ 
  Damage:  Heat 1d6 per pulse 
  Power:  C-Cell (30), F-Cell (60), Q-Cell (U) 
   
  The stutter lazer fires six short pulses of light per attack. Each attack 
  is rolled using the same action die. When shooting at multiple targets, each 
  additional target wastes one pulse.  
   
  Gravitic Grenade 
  Tech Level:  6 
   Complexity Modifier:  4 
  Range:  30’ radius 
  Damage:  1d8 per target pulled to center per pulse 
  Special:  DC 18 Reflex save or be drawn to center of 
  gravity well implosion 
  Power:  Self 
  A gravitic grenade implodes, resulting in the 
  creation of a gravity well. The well pulses once per round for 2d3 rounds until 
  it collapses under its own weight. 
  6 
  
   
  Heavy Rod Launcher 
  Tech Level:  4 
   Complexity Modifier:  4 
  Range:  200’ 
  Damage:  6d6  
  Special:  Reflex save vs. attack roll; on a failure, knocked back 1d5x5’ and 
  prone). Up to 2 additional targets in a straight line from the shooter may be 
  hit as well (DC 12 Reflex save; on a failure, damage 4d6 to one additional 
  target or 2d6 to two additional targets) 
  Power:  C-Cell (20), F-Cell (40), Q-Cell (U) 
  Ammo:  Single shot 
   
  The heavy rod launcher fires a single rod at hypersonic speeds. 
  Designed as an anti-armor weapon, this gauzer tech fires a steel projectile 
  using linear magnetic acceleration.  
   
  Molecular Blade 
  Tech Level:  5 
   Complexity Modifier:  4 
  Range:  Melee 
  Damage:  2d12 
  Special:  Disregards armor  
   
  This innocuous-looking item appears as a hilt. When given a flick, 
  the ‘blade’ telescopes out, exposing the micron filament. The weapon 
  resheathes itself after each strike. The MonoChete has found a new purpose 
  in this savage world.  
  Blast Knuckles 
  Tech Level:  5 
   Complexity Modifier:  2 
  Range:  Melee 
  Damage:  1d4 plus knockback (see below) 
  Special:  Reflex save vs. attack roll; on a failure, knocked back 10’ per 
  charge and prone (Large creatures half distance) 
  Power:  C-Cell (20), F-Cell (40), Q-Cell (U) 
   
  A handheld rod with a knuckle plate and wires extending up the arm 
  to a powerpack. Using kinetic energy, the blast knuckles discharge with a 
  deafening whoomp, sending the target flying. Originally a riot control crowd 
  dispersing tool.  
  7 
  
  Armor in the Radlands 
  Modern Armor as Damage Reduction  
  By R.S. Tilton 
   
  For the Radlands setting I’m running, armor which 
  provides damage reduction, as opposed to increasing AC, makes a 
  lot more sense. Below are conversions for a generic 
  post-apocalyptic setting.  These rules are fairly complex, but 
  give a grittier feel. Armor for larger humanoids cost double. 
   
  Armor 
  DR 
  Check 
  Penalty 
  Speed 
  Fumble 
  Die 
  Wt 
  Cost 
  (Scraps) 
  ShelterTek Suit** 
  1 
  - 
  - 
  d4 
  2 
  50 
  ShelterTek Security 
  (torso only) 
  2 
  - 
  - 
  d6 
  8 
  65 
  Leather Jacket 
  (torso) 
  2 
  - 
  - 
  d8 
  6 
  30 
  Leather (Type I) 
  2 
  -1 
  - 
  d8 
  10 
  40 
  Leather (Type II) 
  2 
  - 
  - 
  d8 
  13 
  60 
  Marauder (Type I) 
  3 
  -2 
  -5’ 
  d10 
  20 
  30 
  Heavy Marauder (Type 
  II) 
  4 
  -3 
  -10’ 
  d10 
  26 
  65 
  Battle (Type I) 
  5 
  -3 
  -5’ 
  d12 
  20 
  200 
  Battle Plate (Type 
  II) 
  6 
  -3 
  - 
  d12 
  26 
  300 
  BOSS Battle Plate 
  8 
  -2 
  - 
  d10 
  24 
  500 
  Metal Armor (Type I) 
  6 
  -6 
  -10’ 
  d16 
  40 
  200 
  Metal (Type II) 
  7 
  -6 
  -5’ 
  d16 
  45 
  300 
  Powered Armor* (Type 
  I) 
  10 
  -8 
  - 
  d20 
  90*** 
  1000 
  Powered Armor* (Type 
  II) 
  12 
  -9 
  - 
  d20 
  120*** 
  1800 
  BOSS Power Armor*  
  14 
  -10 
  - 
  d20 
  120*** 
  2800 
  *Power Armor includes a helmet. **May be worn under other armor. 
  *** No weight when worn and powered. 
  Helmets 
   (head) 
  DR 
  Check 
  Penalty**** 
   
  Cost 
  (Scraps) 
  ShelterTek  
  3 
  -1 
  2 
  15 
  Leather  
  2 
  - 
  4 
  10 
  Marauder 
  3 
  -2 
  5 
  12 
  Battle (Type I) 
  4 
  -2 
  6 
  60 
  Battle Plate (Type II) 
  5 
  -2 
  6 
  75 
  BOSS Combat 
  8 
  -2 
  6 
  120 
  Metal Armor (Type I) 
  6 
  -3 
  8 
  90 
  Metal (Type II) 
  7 
  -3 
  10 
  105 
  8 
  
  ****Check penalties for Helmets apply to perception checks. 
   
  Shields 
  AC 
  Check 
  Penalty 
  Speed 
  Fumble 
  Die 
  Wt 
  Cost 
  (Scraps) 
  Wooden 
  +1 
  - 
  - 
  +1d 
  4 
  15 
  Metal 
  +2 
  - 
  - 
  +2d 
  8 
  10 
  Riot 
  +3 
  - 
  - 
  +3d 
  5 
  15 
  Shields can either be used to deflect, and increase 
  Armor class, or to absorb a critical hit by sacrificing the 
  shield.  
    
  Armor Penetration  (AP) 
  When using armor as damage reduction, there are three 
  ways to get past armor. Either MORE damage, shooting for 
  unarmored locations, or using armor penetrating ammunition. The 
  problem with bigger damage weapons is that they annihilate 
  lower level characters; the Radlands are deadly enough without 
  a black powder weapon doing 3d8 damage. 
  Throughout these zines, you will see mention of AP 
  (armor penetration). AP ignores a portion of the armor without 
  increasing damage. A 2d4 damage sniper rifle with AP4 
  ammunition ignores 4 points of armor damage reduction (DR), but 
  still inflicts only 2d4 damage whether versus powered armor or 
  an unarmored target.  
   
  Called Shots 
  By having armor which reduces damage, aiming for 
  unprotected areas becomes a priority. A called shot for an 
  unarmored location reduces the action die by -1d, and the 
  reduced die may not result in a critical hit.  
   
  A mighty deed may also be used for a called shot.  A 
  called shot to the head increases damage by +2d. Introducing 
  the Mighty Deed in MCC RPG. Mighty Deeds are amazing, just have 
  anyone be able to attempt a deed, starts at d3, +1d per 2 
  levels. Effect only, does not modify damage or attack. 
   
  Mighty Deed: Through the Gap 
  3: 6 points of armor DR is ignored. 
  4: 8 points of armor DR is ignored. 
  5: 10 points of armor DR is ignored. 
  6: 12 points of armor DR is ignored. 
  7+: 14 points of armor DR is ignored. 
    
  9 
  
  Powered Armor 
  Simple Powered armor does 
  not have the advanced 
  features of the power armor 
  in the MCC RPG Core book.  
  Type I has 18 Strength, Move 
  25’. 
  Type II 21 Strength, Move 
  20’. 
  BOSS has 24 Strength, Move 
  20’. 
  A controlled fall in 
  powered armor reduces falling damage by 1/2 (round down) 
  or no damage if a Reflex save DC 15 is made. 
   
  Powered Armor Modifications 
  A skilled armorer can modify the Power Armor. Each 
  piece can be modified separately, and each piece may accept one 
  modification. Some examples: 
  Helmet (1) 
  Survival Filtration: This modification will 
  filter out radiation and other contaminants from food and drink 
  (+4 Fort save) 
  Night Vision: Grants 60ft Nightvision 
  Recon Interface; Ties sensors into The Gauntlet. 
  Torso (1) 
  Jet Pack: Powered Jumps. Rocket pack may be used 
  to launch up to 30 feet vertically, as well as control a 
  landing. 
  Arms (1 per arm) 
  Built-in weaponry, melee or ranged. A 
  Flamethrower will surprised your enemies, though maybe not as 
  much as claws. 
  Legs (1 per pair) 
  Reinforced Stabilizers: Increases carrying 
  capacity x2. 
  Blast Exhausts: Thruster system designed to slow 
  descent during a fall, a target which is landed on, suffers 2d6 
  additional damage. 
   
  Numerous non-mechanical modifications may be added as 
  well, including handles, pouches, spikes, etc. 
   
  Additional Armor Upgrades will appear in future issues. 
  10 
  
  Survivors in the Radlands 
  Occupations of Sun Do-a-Glow  
  By R.S. Tilton 
  Obviously, in a near post apocalyptic world you’re 
  going to see a lot more than just hunters and gatherers.  
   
  Barbaric Folk (d10)
  (1-4 PSH, 5-6 Mutant) 
  1-4 
  Hunter
  Scrap Spear (1d5) 
  5-8 
  Scavenger
  Backpack and 3d8 Scrap 
  9+
  Wise One
  Medicine Bag
   
  Gen Animal (d10) 
  (as Manimals) 
  1-5
  Hunter
  Wooden Spear (1d5) 
  6-10
  Gatherer 
  Leather Sack 
   
  Barbarians & Animals Additional Beginning Equipment 
  D100
  Result(Dmg/AC/DR)
  Scrap Value 
  01-04 Blowgun and 12 Darts (1d3) 
  10 
  05-09 Steel Pipe (as Club) (1d6) 
  3 
  10-13 Bow and 12 Arrows (1d6) 
  30 
  14-18 Scrap Dagger (1d4) 
  3 
  19-21 Leather Sling (1d4) 
  2 
  22-25 Scrap Axe (1d7) 
  7 
  26-29 Scrap Spear (1d6)
  5 
  30-33 Bone Club (1d6)
  2 
  34-37 Fur Cloak (DR 1) 
  20 
  38-41 Hide Armor (DR 2) 
  30 
  42-45 Traffic Sign (+1 AC as shield)
  10 
  46-49 Flint Fire Starter 
  5 
  50-53 Hemp Rope, 50 ft. 
  5 
  54-57 Jerked Roxen Meat 
  2 
  58-61 Leather Rucksack 
  10 
  62-65 Torch (x3) 
  3 
  66-69 Skull Hood (DR 1) 
  10 
  70-73 Bone Necklace 
  15 
  74-77 Conch Shell Trumpet 
  25 
  78-81 Healing Herbs
  30 
  82-85 Bolo(1d2+stun) 
  35 
  86-89 Small Stash of Scrap 
  40 
  90-93 Average Stash of Scrap 
  50 
  94-97 Large Stash of Scrap
   
  100 
  98-00 A Small Hound +1 bite melee (1d3) 
  250 
  11 
  
  Civilized Folk (2d10) 
  2
  Provisioner
  2d7 Days of Rations 
  3-4
  Forager
  Leather Backpack 
  5-7
  Militia
  Scrap Spear (1d6) 
  8-13
  Farmer
  Hoe (1d8) 
  14-15 Street Cleaner
  Sack of Night Soil 
  16
  Builder
  Claw Hammer (1d5) 
  17
  Caravan Guard
  Hunting Rifle (1d5) & 6 rounds 
  18
  Trader
  Roxen 
  19
  Technician
  Tool Box 
  20
  Smith
  Hammer & Anvil 
   
  Civilized Folk Additional Beginning Equipment (d100) 
  d100
   Result(Dmg/AC/DR)
  Scrap 
  Value 
  01-04  Rolling Pin (1d4)
  5 
  05-09  Weighted Boxing Glove (1d4)
  8 
  10-14  Baseball Helmet (DR 1 Helmet)
  10
  15-19  Hockey Mask
   (DR 1 Helmet)
  10
   
  20-24  Riot Shield (+3 AC)
  50 
  25-29  Scrap Spear (1d6)
  5 
  30-34  Scrap Pistol (1d4), 6 ammo
  50 
  35-39  Bag of Fertilizer
  25 
  40-44  Bundle of Firewood
  1 
  45-49  2d4 days of Jerked Roxen Meat
  2 each 
  50-54  Scrap Rifle (1d5), 5 ammo
  75 
  55-59  Water Jug
  10 
  60-64  Souvenir (Lucky charm w/1d4 Luck)
  35 
  65-69  Pipe Wrench (1d7)
  7 
  70-74  Small Tools
  25 
  75-79  Farm Tool (1d3)
  25 
  80-84  Pots & Pans (1d3)
  18 
  85-89  10mm Pistol (1d6)
  100 
  90-94  12.7mm Pistol (1d7)
  250 
  95-99  Hunting Rifle (1d5)
  100 
  00
   Oct-equine 8-legged Horse (Move 50’, 1d20+1d20 
  Hooves +2 melee (1d4))
  500 
   
   
   
   
  12 
  
  Marauders (2d10) 
  Some people live off the land; these bastards live 
  off of those who live off of the land. They are vicious 
  people bent on making their lives easier at the cost of 
  others.  
  2
  Head Honcho
  Motorcycle 
  3
  Lil Boss
  Revolver (1d5) & 6 rounds 
  4-5
  Mechanic
  100 Scrap 
  6-10
  Marauder
  Machete or Hatchet (1d5) 
  11-13 Slave
  Chains (1d4) 
  14-16 Gunner
  Belt of Ammo 
  17
  Armorer
  Metal Armor (DR 6) 
  18
  Gunsmith
  Scrap Shotgun (3d4/2d4/1d4) 
  19
  Trophy
  Leather Pants & Vest (DR 2) 
  20
  Slavemaster
  Whip (1d2) 
   
  Marauder Additional Beginning Equipment (d100) 
  d100
   Result(Dmg/AC/DR)
  Scrap 
  Value 
  01-04  Marauder Leathers (DR 2)
  50 
  05-09  Rusted Machete (1d5)
  15
   
  10-14  Scrap Grenade (3d4)
  30 
  15-19  Battle Helmet (DR 4)
  100 
  20-24  Sledgehammer (1d10, Two-Handed)
  75 
  25-29  Rail Spike Bat (1d8)
   
  45 
  30-34  1d3 Molotov Cocktails (1d6+1d6 fire) 
  10 each 
  35-39  Spiked Knuckles (1d4)
  12 
  40-44  1d4 Bottles of Booze
  4 each 
  45-49  Digging Bar (1d7)
  24 
  50-54  Firemans’ Axe (1d6)
  35 
  55-59  Gas Mask (+2 Fort saves vs. gas)
  25 
  60-64  Street Leathers (DR 2)
  30 
  65-69  Heavy Clothing (DR 1)
  10 
  70-74  Metal Breastplate (DR 6, Chest)
  200 
  75-79  Pharmaceuticals (see table below)
  Varies 
  80-84  Scrap Pistol (1d4)
  50 
  85-89  Crowbar (1d6)
  35 
  90-94  Scrap Shotgun 
  120 
  95-99  Heavy Marauder Armor (DR 4)
  250 
  00
   Motorcycle (DR 6, MV 50)
  500 
   
  13 
  
  Sheltered (2d10) 
  These are folks who survived the Great Disaster in one 
  of Shelter-Tek’s NBR Survival Shelters. All Sheltered 
  start with ShelterTek Utility suits (DR 1) and a P.I.G. 
  (Personal Information Gauntlet 
  2 
  Head of Security
  10mm Pistol (1d6) & L2 Access Code 
  3 
  Security
   Baton (1d3) & ShelterTek armor
   (DR 2) 
  4 
  Scientist
   Magazine** (see table below) 
  5 
  Mechanic
   Mechanic’s Overalls 
  6 
  Technician
   Tech Tool Kit 
  7-8 
  Medic
   MedKit 
  9-11 
  Test Subject RadiYum Cola  
  12-13 Resident
   L1 Access Code 
   
  14 
  Botanist
   Bag of Fertilizer
   
  15 
  Elder
   Cane (1d4) 
  16 
  Youth
   Backpack with School Books** 
  17 
  Instructor
   Baton (1d5) 
  18 
  Doctor  
  Doctor’s Bag 
  19 
  Armory  ShelterTek Armor (DR 2) or 10mm Pistol (1d6) 
  20 
  Overlord 
  L3 Access Code 
   
  Sheltered Additional Beginning Equipment (d100) 
  d100
   Result(Dmg/AC/DR)
  Scrap Value 
  01-04
   Flask with ShelterTek Logo
  5 
  05-09
   Stimpack
  50 
  10-14
   Tool Box
  40 
  15-19
   1d6 RadiYum Kola 
  5 each 
  20-24
   10mm Pistol (1d6, 1 clip)
  150 
  25-29   Baseball Bat (1d6)
  35 
  30-34   Pharmaceuticals (see table below)
  30 per dose 
  35-39   Magazine (see below)
  20 
  40-44   Battery (1-3: C-Cell, 4:F-Cell)
  50/250 
  45-49
   Rad-B-Gone (as Radshot) 
  75 
  50-54
   Walkie-Talkie
  50 
  55-59
   Multitool
  25 
  60-64
   Nuk-o Lantern
  100 
  65-69
   Welding Goggles
  30 
  70-74
   Stim-Gel (As Medishot)
  50 
  75-79
   Bone Knit(Regenerates breaks)
  100 
  80-84
   50 feet Fiber Cord
  20
   
  85-89
   Reinforced Backpack 
  35 
  90-94   Circuit Board
  200 
  95-99
   Hazmat Suit (DR 1)
  150 
  00
   Lazer Pistol (3d6 heat)
  500 
  14 
  
   
  Pharmaceuticals Table (d10)  (1d4 doses, 30 scrap per 
  dose) 
  1 
  Hi-Q tablet* (+2d4-X Int)
   
  2 
  SuperBuff Tablets* (+2d4-X Str) 
  3 
  StimJim* (+2d4-X Sta) 
  4 
  Mello Gel-O* (+2d4-X Skill checks) 
   
  5 
  Wicked* (no sleep 2d4-X days) 
  6 
  NTrance* (+2d4-X Per) 
  7 
  Luck Virus (+2d4 Fleeting Luck)
   
  8 
  Hype* (+2d4-X Agi) 
  9 
  Psik-Or* (+2d Mutation checks) 
  10
  Un-dict(removes addiction) 
   
  *Drugs are bad, MMMkay. When your PC uses a 
  pharmaceutical, make a Will Save at DC 12+X or become 
  addicted. Pharmaceuticals duration is 2d4-X turns. X = 
  number of times taken without resting times two. 
   
  While addicted, a character will lose 2 temporary 
  Strength, Agility, and Stamina for every 24 hours 
  without the drug. The character will enter a coma upon 
  their Stamina reaching 3 or lower. 
   
  Magazine Table (d12)** 
  1 
  Creek & Forest
   
  2 
  Hammer & Sickle  
  3 
  Guns, Guns, Guns! 
  4 
  Today’s Soldier 
  5 
  Science NOW! 
  6 
  H4ckn the Pl4n3t zine 
  7 
  Underworld
   
  8 
  Good News pamphlet 
  9 
  Tube & Circuit  
  10
  Dedicated Doctor’s Daily  
  11
  The Modern Woman 
  12
  To Protect & Serve 
  ** Magazines & books grant a +1d bonus on related skill 
  checks if the character can read for 1 turn before 
  attempting the check. 
  15 
  
  Weapons of the Radlands 
  Scrap Weaponry  & Firearm Rules 
  By R.S. Tilton 
   
  To simulate the effects of firearms without making 
  the weapons have HUGE damage dice, all firearms utilize 
  exploding dice. (When a die roll is the maximum possible 
  on a single die, it is rolled again, and the result added 
  to the original.)  
  Note: These rules use the Armor as Damage 
  Reduction rules, within this issue of  Meandering - 
  Across the Radlands . 
   
  Scrap Weapons 
  Scrap weapons are built from scrap pieces of metal 
  which have been cobbled together to make crude, yet 
  serviceable, weapons. Scrap melee weapons fumble on a 
  natural roll of 1-2 on the attack die. Scrap firearms 
  are notorious for jamming. When you roll a natural 1-3 
  on the attack die, roll on the Jam table below instead of 
  the Fumble table. Burst and Automatic scrap weapons are 
  very dangerous. Scrap weapons can be found of every 
  weapon, and cost half as much. 
   
  Jam Table  (1d8 modified by Luck) 
  1 or less:  The round explodes in the chamber, setting 
  off all the ammunition in the weapon. Wielder takes 6d6 
  damage and the weapon is rendered useless until 
  repaired. 
   
  2-4:  Round explodes in chamber, destroying the weapon 
  and causing normal weapon damage to the wielder.  
  5-6:  Round misfires, damaging the weapon. Attacks with 
  the weapon are at -1d until repaired.  
  7-8:  Round is jammed, and must be cleared. You lose your 
  turn while you try to clear the jam and reload the 
  firearm. 
   
   
   
   
  16 
  
  Here is a small selection of some standard small arms. 
  Small Arms  
  Pistol, Light  (9mm, .22 caliber) 
  1d4 damage, range: 12/24/48, shots: 11, RoF: 1 (semi)  
  Pistol  (10mm, .40 to .45 caliber) 
  1d5 damage, range: 12/24/48, shots: 10, RoF: 1 (semi) 
  Revolver  (.38 Special) 
  1d6 damage, range: 12/24/48, shots: 6, 
  RoF: Revolver (see below) 
  Revolver, Hand Cannon  
  (.44 Magnum, .454 Casull) 
  1d7 damage, range: 12/24/48, shots: 6, 
  RoF: Revolver (see below) 
  Pistol, Hand Cannon  (14mm, .50 caliber) 
  2d4 damage, range: 12/24/48, shots: 6, RoF: 1 (semi)  
   
  Submachine Guns 
  SMG  (10mm) 
  1d5 damage, range: 12/24/48, shots: 10, RoF: 3 (burst) or 3 
  (auto) 
   
  Shotguns 
  Shotgun, pump (shot)  
  3d4/2d5/1d6 damage, range: 12/24/36, shots: 6, RoF: 1 
  Shotgun, double barrel (shot)  
  3d4/2d5/1d6 damage, range: 12/24/36, shots: 6, RoF: 1 (double) 
   
  Rifles 
  Hunting Rifle  (.30-30) 
  1d5 damage, range: 25/50/150, AP2, shots: 6, RoF: 1 (bolt) 
  Battle Rifle  (FN FAL, M14; 7.62mm) 
  1d6 damage, range: 25/50/150, AP3, shots: 16, RoF: 1 (semi) or 
  Auto 
  Assault Rifle  (AK-47, M-16) 
  1d5 damage, range: 25/50/150, AP2, shots: 30, RoF: 1 (semi) or 
  3 (burst)or Auto  
  Sniper Rifle  (Barrett 82) 
  2d4AM damage, range: 50/150/450, AP3, shots: 1, RoF: 1 (semi) 
   
   
   
  17 
  
  Explosives 
  Grenade, frag:  3d6 damage, 20’ radius 
  Grenade, scrap:  2d8 damage, 20’ radius (leaves 1d4x10 
  scrap) 
  Grenade, incendiary:  3d4 Heat damage, 20’ radius, DC15 
  Reflex save to not catch fire. (1d4 additional damage 
  each round for 1d6 rounds.) 
   
  Rate of Fire (RoF) 
  Weapons which can fire more rapidly are generally less 
  accurate. Recoil compensators assist with that issue.  
  Every weapon lists its rate of fire. A ROF: 1 represents 
  the standard 1 round of ammunition using a character’s 
  action die. 
   
  ROF: 1 (bolt) 
  ROF: 1 (semi) 
  ROF: 2 (double) 
  ROF: 3 (burst)  
  ROF: Auto 
   
  Fire selection 
  Bolt Action  (bolt) 
  The weapon may only fire one shot, then a move action 
  must be used to load the next round. 
   
  Semi-automatic  (semi) 
  The weapon fires a single shot per pull of the trigger. 
  Characters with multiple action dice can fire additional 
  rounds. 
   
  Double-barrel  (double) 
  A double-barrel weapon has two barrels and two triggers; 
  both barrels may be fired on a single attack die, 
  increasing damage by +1 die. Example: 3d4 becomes 4d4. 
   
  Burst Fire  (burst) 
  A single burst fires the listed amount of ammunition, 
  but with a -2d penalty to all action dice. Example: RoF: 
  3 (burst) fires a burst of 3 shots with a single action 
  die. The player roll 3 action dice, all at -2d. 
   
  18 
  
  Automatic  (auto) 
  The weapon can fire a minimum of the listed amount of 
  ammunition with a single pull of the trigger. Additional 
  rounds can be fired; decide how many rounds you want to 
  fire. Each round fired reduces the action die by -1d per 
  round fired, to a maximum reduction of -10d. 
   
  Damage from a multi-round attack is summed prior to 
  applying armor reduction. 
   
  Reducing Recoil penalties 
  Sheer Power:  A massively strong character will reduce 
  the recoil penalty by 1 for each point of Strength 
  bonus. (Which is why machine guns in Power Armor hands is 
  terrifying). 
   
  Recoil Compensators:  Stocks, gyroscopic stabilizer, etc. 
  Each point of compensation reduces the recoil penalty by 
  1. 
   
  Vehicular Armor 
  Some armor is just too thick for small arms to 
  penetrate. Damage is reduced by -2d, prior to applying 
  armor reduction. 
   
  Anti-Materiel (AM) Weaponry 
  For penetrating a vehicle’s thick armor, you need an 
  anti-materiel (AM) weapon. An anti-materiel weapon is 
  denoted by an AM after the numeric damage listing. AM 
  Weapons are not penalized for Vehicular Armor. 
   
   
   
   
  Additional weapons and expanded firearm rules will be 
  coming in future issues. 
   
   
  19 
  
   
  Bestiary of Sun-do-a-Glow, Volume 1 
   
  Gamma Beetles:  Init +4; Atk bite +1 melee (1d3 +  radiation 
  burn for 1d2); AC 15; HD 1d4; MV 30’ wall-walking; Act 1d20; SP 
  gamma burst (radiation burst upon death (1d4+11), Range 10’); 
  SV Fort +4, Ref +3, Will +0. 
   
  Large radioactive beetles that survive by gorging themselves on 
  radiation. Often docile if a significant amount of radiation is 
  present, such as a recently burst gamma beetle, they prefer 
  radiation for sustenance, but flesh will do in a pinch. 
   
  GULE, Rabid:  As skeleton in DCC RPG Rulebook 
   
  GULEs (Genetic Un-Life Experiments) are another remnant 
  from the Great Disaster., These resurrected soldiers are imbued 
  with nano-technology which slows cellular decay by controlling 
  the genetic code for cellular regeneration. The rabid GULEs are 
  those GULEs which have lost their remaining mental faculties, 
  causing them to randomly randomly target and attack any targets 
  within melee range. 
   
  Maul Rat:  Init +1; Atk massive paw +1 melee (1d3+knockdown on 
  16+); AC 12; HD 1d6; MV 20’ burrowing; Act 1d20; SP knockdown 
  on hit 16+ (Str check versus attack total or knocked down); SV 
  Fort +2, Ref -1, Will -1. 
   
  Maul Rats are 2-3 foot-long rats with oversized forelimbs. They 
  are slow but vicious in packs. Ambush predators, they lie in 
  wait, ready to lash out with their massive paws. 
   
  Mega-Mutant:  As ogre in DCC RPG Rulebook. 
  Genetic super soldiers, created before the Great 
  Disaster. Most are armed with scrap weapons, leaders are often 
  seen carrying firearms. 
   
  MG Sentry Turret (Type I):  Init +2; Atk machine gun +2 ranged 
  (1d6); AC 14; HD 2d6; MV 0’ (Stationary); Act 3d20; SP 
  Construct, AP2; SV Fort +4, Ref +2, Will +4. Detection Range 
  20’ (DC 20). 
   
  A fully functional Machine gun turret is a brutally 
  efficient killing machine. Units lacking AI will pick out any 
  target in range and fire, typically by detecting movement.  
   
  20 
  
  MG Sentry Turret, Damaged (Type I):  Init +2; Atk machine gun -2 
  ranged (1d6); AC 14; HD 2d6; MV 0’ (Stationary); Act 3d16; SP 
  Construct, AP2; SV Fort +2, Ref +0, Will +4. Detection Range 
  20’ (DC 12). 
   
  Not all turrets are well maintained, many are barely 
  functional scrap heaps that fire at any moving target.  
   
  Robotnik Inc. manufactures a line of “Robo-Bots” which 
  have a low end set of AI. They often are programmed with only 
  rudimentary instructions, such as patrol, guard, build, or 
  assist. 
   
  Robo-Bot (Peacekeeper):  Init +0; Atk lazer +1 ranged (heat 3d6) 
  or shock hand (stun DC 18, every other round); AC 16; HD 2d6; 
  MV 20’; Act 1d20; SP immune to mind control; SV Fort +8, Ref 
  +4, Will +1. 
   
  Robo-Bot (Military):  Init +0; Atk lazer +2 ranged (heat 6d6) or 
  shock hand (stun DC 18, every other round); AC 18; HD 3d6; MV 
  20’; Act 1d20; SP immune to mind control; SV Fort +8, Ref +4, 
  Will +1. 
   
  Robo-Bot (Medical):  Init +0; Atk lazer +2 ranged (heat 6d6) or 
  shock hand (stun DC 18, every other round); AC 18; HD 3d6; MV 
  20’; Act 1d20; SP immune to mind control; SV Fort +8, Ref +4, 
  Will +1. 
   
  Robo-Bot (Construction):  Init +0; Atk blowtorch +2 ranged (heat 
  3d6, range 5’) or claw +2 melee (4d6); AC 18; HD 3d6; MV 20’; 
  Act 1d20; SP immune to mind control; SV Fort +8, Ref +4, Will 
  +1. 
   
  Entropy Plant:  Init +2; Atk +4 Deathfield 
  Generation; AC 12; HD 3d6; MV stationary; 
  Act 1d20; SP immune to mind control; SV 
  Fort +2, Ref -2, Will +2. 
   
  These insidious black plants only active 
  at night, when their black leaves and 
  stems are nigh invisible.  
   
   
   
   
  21 
  
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  15 COPYRIGHT NOTICE 
  Open Game License v 1.0 Copyright 2000, 
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  System Rules Document Copyright 2000 
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  Gary Gygax and Dave Arneson. 
   
  MCC RPG, copyright © 2018 Goodman 
  Games, all rights reserved, visit 
  www.goodman-games.com or contact 
  info@ goodman-games.com 
   
  Meanderings © 2017,2018 Curious Few 
  Productions; Author Ronald Scott Tilton 
  Meandering - Across the Radlandss © 
  2018, Curious Few Productions; Author 
  Ronald Scott Tilton 
   
  This product is based on the Mutant Crawl 
  Classics Role Playing Game, published by 
  Goodman Games. This product is 
  published under license. Mutant Crawl 
  Classics and MCC RPG are trademarks of 
  Goodman Games. All rights reserved. For 
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