|Roll (D100)||Weapon||Roll (D100)||Weapon|
|01-02||Airgun (pellet/BB)*||51-52||Light Anti-Tank Weapon|
|03-04||Automatic Pistol||53-54||Machine Gun|
|05-06||Automatic Rifle||55-56||Maser Pistol|
|07-08||Automatic Shotgun||57-58||Maser Rifle|
|09-10||Ball Pitching Machine*||59-60||Micro-Missile Launcher|
|11-12||Black Powder Pistol||61-62||Mini-Missile Launcher|
|13-14||Black Powder Rifle||63-64||Missile Launcher|
|21-22||Chemical Sprayer*||71-72||Plasma Pistol|
|23-24||Clay Trap*||73-74||Plasma Rifle|
|25-26||Cryo Cannon*||75-76||Radiation Rifle|
|27-28||Dynamite Gun*||77-78||RPG Launcher|
|33-34||Gas Projector*||83-84||Sport Rifle|
|35-36||Gauss Auto Rifle||85-86||Steam Cannon*|
|37-38||Gauss Machine Pistol||87-88||Stun Pistol|
|39-40||Gauss Pistol||89-90||Stun Rifle|
|41-42||Grenade Launcher||91-92||Sub-Machine Gun|
|43-44||Harpoon Gun*||93-94||Tranquilizer Gun*|
|45-46||Laser Pistol Mk 1||95-96||Water Cannon*|
|47-48||Laser Pistol Mk 2||97-98||Water Jet Cutter*|
|49-50||Laser Rifle||99-00||X-Laser Rifle|
This is a quick and dirty table meant as a place holder and for those who just have the Mutant Future rulebook. I recommend (and may create later) an expanded table including all the weapons from sources like Wisdom from the Wastelands. (See WftW #3, WftW #9, & WftW #26)
Weapons marked with an * are new and will be detailed below.
Other weapon damages can be found in the Mutant Future Rulebook.
|01||Air Cannon||T-Shirt Cannon. Can fire a 1 pound object 200 feet|
|02||Air Compressor||A device which forces gasses (typically air) into a pressurized storage tank up to a certain pressure.|
|03||Airbrush||Device which uses pressurized air to spray a chemical, typically paint, ink, or dye. Range 10 feet.|
|04||Alligator Shear||A powered, metal-cutting hinged jaw. Damage 2d6|
|05||Angle Grinder||Powered rotating device which can be mounted with cutting or grinding wheels. Damage 1d8|
|06||Arc Welder||Welding device which uses an electric arc. Damage: 2d8 Range: 10 feet|
|07||Backhoe||An excavating bucket on an articulated arm. Damage: 2d6 Range of Arm: 10-20 feet|
|08||Band Knife||A powered looping blade designed to cut soft materials. Damage: 1d6|
|09||Bandsaw||A powered rotating saw blade designed to cut wood and metal. Damage: 2d4|
|10||Belt Sander||A powered abrasive tool used to smooth surfaces. Damage: 1d2|
|11||Biscuit Joiner||Powered tool used to join two pieces of wood.|
|12||Boring Tool||A large powered drill. Damage: 3d6+6|
|13||Brushcutter||Powered spinning steel chipper designed to shred vegetation. Damage: 2d6+6|
|14||Bucket Scoop||A simple type of powered shovel. Damage: 3d4|
|15||Bulldozer Blade||A large metal plate used to push large amounts of dirt. Damage: 2d6|
|16||Ceramic Tile Cutter||A powered tile saw with a water-cooled diamond blade. Damage: 3d4|
|17||Chain Trencher||Powered rotary chain device used to cut into hard earth. Damage: 5d6|
|18||Chainsaw||Rotary chain saw used to cut wood. Damage: 2d8|
|19||Cherry/Picker||Boom Lift. Work platform at the end of a hydraulic boom. Damage: 1d10|
|20||Circular Saw||A powered rotary saw. Damage: 2d4 Sawblades themselves do 1d4 if thrown.|
|21||Cold Saw||Powered rotary saw designed to cut metal. Damage: 2d4+4|
|22||Concrete Mixing Drum||A powered drum which mixes cement with gravel to make concrete.|
|23||Concrete Saw||Powered saw designed to cut concrete, cement, masonry, brick, etc. Damage: 2d4+4 for small. 4d4+8 for large versions.|
|24||Crane||A moveable boom connected to a chain or wire hoist to raise, lower, and move materials horizontally. Damage: 1d10 to 1d12|
|25||Crusher||Powered device designed to turn big rocks into smaller rocks or gravel. Damage (if one falls in): 3d8+16|
|26||Die Grinder||Small powered rotary tool used for grinding, polishing, or abrading materials. Damage: 1d2|
|27||Disc Cutter||Powered rotary cutter for hard materials such as tile. Damage: 1d10|
|28||Disc Sander||A powered rotary sander. Damage: 1d3|
|29||Drill (powered)||Powered boring tool. Damage: 1d4 for small bits, 1d6 for medium bits, 2d6 for large bits|
|30||Earth Auger||A large drill used to bore holes in earth. Damage: 2d6+6|
|31||Floor Buffer||Powered rotary scrubber used to polish and was stone, tile, or linouleum floors. Damage: 1d8|
|32||Floor Sander||Powered rotary sander used to smooth floor surfaces. Damage: 1d6|
|33||Fork Lift||A pair of metal bars connected to a hydraulic lifting boom. Damage: 2d6 if rammed with forks|
|34||Free Floating Screed||A large metal leveling blade used to smooth asphalt, concrete, or earth. Typically found on road graders. Damage: 2d4|
|35||Grader Blade||Similar to the free floating screed above, but usually used for initial surface leveling. Damage: 1d6|
|36||Grappling Gun||A pneumatic device used to propel a grapple and line. Range for a small gun is 100', range for a medium gun is 300 feet, and range for a large gun is 750 feet.|
|37||Grinding Machine||Powered rotary grinding wheel. Damage: 1d4|
|38||Heat Gun||Heated air device used to heat materials. Damage: 1d4 to 3d4, depending on heat|
|39||Hedgecutter||Powered vegetation cutting device which uses flails. Damage: 2d4|
|40||Hydraulic Breaker||Large, powered pneumatic hammer, typically mounted on an articulated boom. Damage: 4d10|
|41||Hydraulic Rescue Cutter-Spreader||Jaws of Life. Hydraulic powered tool with shears that cut into and then spread metal. Damage: 4d6|
|42||Impact Driver||Powered tool used to loosen nuts and bolts.|
|43||Impact Wrench||Powered tool used to tighten nuts and bolts|
|44||Jackhammer||Pneumatic powered hammer designed to break up rock and concrete. Damage: 2d10|
|45||Jigsaw||A powered reciprocating saw blade. Damage: 2d4|
|46||Jointer||Powered wood surface flattening tool. Damage: 1d3|
|47||Laser Welder||Powerful laser designed to join two pieces of metal. Damage: 4d6 Range: 10 feet|
|48||Lathe||Device designed to rotate and object so it can be molded, smoothed, cut, or faced.|
|49||Lawn Mower||Device with sizable rotating blades used to cut vegetation. Damage: 3d4|
|50||Leafblower||Forced air blowing device that can move objects up to 1/2 pounds in weight up to 10 feet.|
|51||Mechanical Broom||Street Sweeper. Large rotating scrubbers used to clean roadways. Damage: 2d8|
|52||MIG Welder||Gas induced welding device. Damage: 2d10 Range: 5 feet|
|53||Mining Drill||Large Boring Tool. Damage: 6d6+12|
|54||Mining Laser||Large laser used to cut rock. Damage: 6d6x10 Range: 50 feet|
|55||Miter Saw||Powered rotary saw used to cut angles. Damage: 2d4|
|56||Nail Gun||Powered device used to drive nails into a material. Most have an actuator that must physically contact the material, but some have either been modified to remove this feature or designed without one. Damage: 1d6 for most nails. Some larger versions do 1d8. Range: about 30 feet.|
|57||Needlegun Scaler||A pneumatic device with small chisels "needles' used to remove rust, scale, and paint from metal surfaces. Damage: 2d4+2|
|58||Oxyacetylene Torch||Uses oxyacetylene gas and oxygen to weld materials. Damage: 3d10 Range: 5 feet|
|59||Plasma Cutter||Metal cutting plasma torch. Damage: 6d6 Range: 10n feet|
|60||Plow Blade||Metal blade designed to turn and loosen dirt. Damage: 1d6|
|61||Pneumatic Torque Wrench||See Impact Wrench|
|62||Power Shovel||Powered digging bucket mounted on a boom. Damage: 3d6|
|63||Power Cultivator||A powered rotary bar with teeth designed to churn up soil. Damage: 1d4|
|64||Power Wrench||Powered socket wrench used to tighten or loosen nuts and bolts.|
|65||Pressure Washer||High pressure liquid sprayer designed to clean surfaces. Can be pressurized enough to do 1d6 damage. Range 20 feet|
|66||Radial Arm Saw||Powered Rotary saw mounted on a movable horizontal arm. Damage: 2d4|
|67||Random Orbital Sander||Powered rotary sander. Damage: 1d2|
|68||Reciprocating Knife Cutter Bar||Combine Harvester head. Large rotating cutting bar with teeth. Damage: 3d8+16|
|69||Reciprocating Saw||Large blade powered saw. Damage: 2d4|
|70||Rivet Gun||Pneumatic powered gun used to drive rivets into metal. Most are contact only, some have a limited range of 10 feet. Damage: 2d8|
|71||Road Roller||A large cylinder used to flatten road surfaces. Damage: 4d8+20 if you get crushed by one. (You'd have to be paralyzed or otherwise immobilized to be unable to move out of the way of one.)|
|72||Roadheader||Powered cutting device with a rotating head. Mounted either vertically or horizontally on a boom. Damage: 3d6+6|
|73||Rotary Arm Wrapper||An articulated boom designed to rotate around and object in order to apply wrapping material to it. If a creature is "attacked" by one, save vs Stun Attacks or be asphyxiated in 2d4 rounds. Success means suffering the Paralysis penalties for 2d4 rounds.|
|74||Rotary Reciprocating Saw||Powered saw that spins around a rotary axis. Damage: 2d6|
|75||Rotary Tool||Similar to a die grinder, but has more types of tool heads which can be mounted. Damage: 1d4|
|76||Rotovator||Heavy duty power cultivator. Damage: 1d6|
|77||Sabre Saw||Powered reciprocating saw. Damage: 2d4|
|78||Sand Blaster||High pressure projector which sprays abrasive material against an object. Damage: 3d4 Range: 20 feet|
|79||Sander||Powered abrasive device used to smooth surfaces. Damage: 1d2|
|80||Scroll Saw||Small powered saw for intricate cuts. Damage: 1d2|
|81||Snow Blower||Small powered auger used to remove snow from surfaces. Damage: 2d8 if one encounters the auger. Larger versions which do 4d8 are often mounted on vehicles.|
|82||Snow Pusher||Essentially a light bulldozer blade. Damage: 2d4|
|83||Soldering Iron||A heated metal tool used to melt solder. Damage: 1d6|
|84||Spray Brush||A larger version of the Air Brush which uses pressurized aerosol inks and paints to cover large surfaces. Range: 30 feet|
|85||Steam Mop||Powered mop which uses steam to clean floors. Damage: 1d4 for direct contact with steam.|
|86||Steel Cut Off Saw||Powered rotary saw used to cut metals. Damage: 2d4+4|
|87||String Trimmer||Wheedwhacker. A powered tool using mono-filament line to cut grass. Damage: 1d2|
|88||Suction Hose||A large vacuum generating hose. Can suck up small objects.|
|89||Table Saw||Large, mounted circular saw. Damage: 2d4|
|90||Thickness Planer||Powered device used to trim wooden boards to a consistant thickness. Damage: 2d4 for contact with blades|
|91||TIG Welder||Inert gas welder. Damage: 2d10 Range: 5 feet|
|92||Tree Felling Head||A large clam and chainsaw mounted on an articulated boom designed to cut down trees. Damage: 4d8|
|93||Trencher||An earth-digging device which uses a wheel to dig. Damage: 3d6|
|94||Ultrasonic Welder||A welder using ultrasonic frequencies to join plastics or dissimilar materials. Damage: 2d4|
|95||Vacuuming Unit||A small suction hose system used to suck up very small materials.|
|96||Wall Chaser||Powered tool used for cutting small grooves in walls. Damage: 1d3|
|97||Winch||Device used to coil or wind out a length of rope or wire (usually attached to a hook). Usually equipped with about 100, 200, or 250 feet of line. There are three strength capacities: 8000 lbs, 12,000 lbs, and 16,000 lbs.|
|98||Wood Chipper||A powered device used to break up tree limbs into wood chips. Damage: 2d6+6|
|99||Wood Router||Powered tool used to hollow out the surface of a soft material.|
|00||Wrecking Ball||A large demolition ball connected to a Crane. Damage: 5d10, -4 to hit targets though.|
Scrap Frame: A robot design made of cobbled together devices and materials and given programming. They can appear as just about anything.
New Power Sources
Biomass Converter: A power source where organic matter from plants and creatures is combusted to generate power. While the power generation is fairly low (on par with a steam engine), requiring fairly large amounts of biomass to generate energy, there does happen to be quite a bit of biomass available, usually from what ever creatures and plants a robot powered by this power source comes across. Of course, this makes robots with this type of power source feared by the inhabitants of the wasteland, as they might become fuel for the robot. A device with this power source can operate for 12 hours for every 150 lbs of organic matter consumed.
Broadcast Power: Wireless power transmitted from a power broadcast station or tower to the robot without a direct wire. Broadcast stations typically have a limited range of power transmission (typically 1d4x100 miles, depending on many, many factors), however, at the Mutant Lord's discretion, Broadcast Power may be transmitted from orbital satellite systems and effectively have no range limitations for robots on or near the surface of the planet. Treat as a Radioactive Battery for power source purposes.
Gaseous Fuel: The use of gas state chemicals which can be combusted to generate energy. The run times are per unit, basically I'm going with 1 gallon of gas. Obviously, a gallon of gas will weigh differently, depending on the gas, but that's beyond the scope of this quick and dirty usage. Useful Sites: http://www.propanetankstore.com/propane-tank-sizes-and-dimensions/ , http://missiongas.com/lpgascylinders.htm
|1||Acetylene||2 hours 42 minutes|
|2||Biogas||1 hour 30 minutes|
|3||Butane||2 hours 42 minutes|
|5||Methane||1 hour 25 minutes|
|6||Propane||1 hour 24 minutes|
Liquid Fuel: Liquid state chemicals combusted to generate energy. I'm using the standard of Gasoline = 3 hours/gallon operational time for fuel tank size determination. To make the robot powered equivalent to a rechargeable battery (24 or 48 hours of operational time), figure out 8 or 16 gallons of gasoline for the same amount of operation, then use the variable fuel values below to determine how big the equivalent tanks would be. Naturally, it is possible to have larger or smaller fuel tanks than these values. I might include values for 300 mile range gas tank and 600 mile range gas tank, since those are fairly standard for vehicle gas tank sizes (@ 30 mpg these would be 10 and 20 gallons respectively)
|Roll (2d10)||Fuel||Run Time|
|2||Alcohol: Ethanol||2 hours|
|3||Alcohol: Methanol||1 hour 30 minutes|
|4||Alcohol: Butanol||3 hours|
|5||Avgas/Jet Fuel (Naptha)||3 hours|
|6||Benzene||2 hours 42 minutes|
|7||Biofuel: Biodiesel||3 hours|
|8||Biofuel: Biogasoline||3 hours|
|9||CNG (Compressed Natural Gas)||45 minutes|
|10||Diesel||3 hours 20 minutes|
|11||Flex Fuel (E85%)||2 hours 12 minutes|
|12||Fuel Oil||3 hours 36 minutes|
|13||Gasohol (E10%)||2 hours 50 minutes|
|14||Gasoline (Petrol)||3 hours|
|15||Kerosene||3 hours 18 minutes|
|16||Liquid Natural Gas||2 hours|
|17||Nitromethane||6 hours 54 minutes|
|18||Toluene||2 hours 15 minutes|
|19||Processed Vegetable Oil||3 hours|
Steam Engine: Heating water into steam in order to generate energy. One of the easiest power generators to create, but suffers from low power to weight limitations and low efficiency. While these power sources can be fueled as per Gaseous Fuel or Liquid Fuel power sources above (though they are larger for the same level of efficiency as those internal combustion engines (about 1/3 as efficient for the same size), they can also burn solid fuels like wood, peat, charcoal, and coal (or, at the Mutant Lord's discretion, hexamine fuel, jellied alcohol (sterno), ammonium nitrate (a fertilizer), and some simple biofuels (usually animal dung/manure or treated sewage sludge). A unit of dry fuel will vary, typically 5 or 10 pounds of material (I'm going to go with 10 pounds for ease of reference).
|1||Ammonium Nitrate||80 minutes|
|9||Treated Sewage Sludge||17 minutes|
Articulated Boom: A moveable robotic limb with two to four bend or joint sections. Maximum length is Robot Size Class x # of feet. A variety of manipulator attachments can be applied.
Hook: A simple hook. Usually mounted on a boom.
Interface Plug: This manipulator consists of a simple machine interface plug. Cables are typically fairly short, no more than ten feet in length.
Tail: The robot is equipped with a tail appendage. This can be decorative, prehensile, or the tail can accept a weapon mount (typically spikes, stinger, axe, spear tip, or a projectile weapon). (See Natural Weapon Damage Tables for damages, spiked tails do damage as thagomizers, axe tails do damage as Tail Bash, stingers do damage as per stingers, spear tips as per stabbing tail, and for projectile weapons, consult the robot weapons tables.) Length can be up to 2x the Size Class of the Robot in feet.
Telescoping Boom: A simple moveable pole-like limb which can extend or retract. Maximum extended length is based on Robot Size Class, with the formula: Size Class x # of feet of maximum extension.
Tentacle: A tentacle manipulator. Otherwise identical to a Tail Manipulator.
Cheap Plastic (AC 9): This includes PET, Polystyrene, ABS and other light plastics.
Glass (AC 9): Basic silicate glass, may include basic ceramics and porcelain at the Mutant Lord's option.
Good Plastic (AC 8): This includes PVC, Acrylic, and Plexiglass and other, sturdier plastics.
Wood (AC 8): May be purpose built planks or scraps of wood.
Bone (AC 7): Any creature with a vertebral skeleton can provide bone material. Does not include insect shells or arachnid carapaces.
Cast Iron (AC 7): An iron-carbon alloy with a two percent or higher carbon content.
Fiberglass (AC 7): Fiber reinforced glass.
Aluminum Oxynitride (AC 6): A transparent ceramic often used as "bullet proof glass." (Transparent aluminum, though they didn't use the name.)
Wrought Iron (AC 6): Iron-carbon alloy with low carbon content.
Stainless Steel (AC 5): Steel alloy with a certain amount of chromium content.
Spidersilk (AC 4): Typically either giant spider silk or spidergoat silk. This is a woven armor with somewhat better protective qualities than Ballistic Nylon.
Titanium Alloy (AC 4): Titanium alloyed with aluminum or vanadium, generally used in military or high performance applications due to its high cost.
Carbon Fiber (AC 3): Fiber reinforced plastic generally using carbon nanotube fibers.
Artificial Sapphire (AC 2): Synthetic sapphire crystal used as armor and sapphire glass.
A simple device designed to project heated air onto hair or hands (and sometimes other body parts, depending on how it is used) in order to dry the surface. May be a fixed unit or attached to a tool mount. Generally units intended to dry hair have no time limitations, while other units may be timed, or have a proximity sensor for operation. There is a 50% chance that the unit is connected to a Currency Detector and operates for a given time based on how much time is purchased.
Clothes Cleaning Unit
A combination of clothes washing unit and clothes drying unit. There is a 50% chance that the unit is connected to a Currency Detector and operates for a given time per use purchased.
A type of vending unit used to modify meals with condiments or spices. There are generally 1d4+2 individual dispensers for each unit. Roll on the following table for each type. There is 30% chance (or 33%) that the unit is connected to a Currency Detector and dispenses a specified amount based on how much is purchased.
2 Yellow Mustard
3 Pickle Relish
5 Salt & Pepper
6 Roll on the tables at http://mutationapocalypse.blogspot.com/2016/08/post-apocalyptic-rations-food-beverages.html
A device designed to accept one or more forms of currency (see currency table below) in exchange for goods or services. Roll Currency Validated
1 Tokens (50% chance metal, 50% chance plastic)
2 Metal Coinage (25% chance of accepting given coinage)
3 Paper Money (40% chance of accepting given paper bill)
4 Electronic Currency (Credit (cards), Money Cards, ATM/Debit Cards, etc.) May operate on magnetic strips, bar code scans, RFID tags, or QR Codes.
5 Accepts two forms of currency, roll 1d4 twice to determine types.
6 Accepts all forms of currency
This unit is designed to work with one or more power plug ports designed to recharge electrical and electronic devices. There is a 50% chance of plug compatibility for any given unit and a 20% chance that the robot has a compatible adapter available if the plug is not compatible.
This device is designed to clean food handling materials can handle about 30 different cooking and eating utensils, dishes, and cookware. There is a 50% chance that the unit is connected to a Currency Detector and operates for a given time based on how much time is purchased.
Electronic Gambling Unit
External Storage Unit
This accessory covers a variety of cargo racks, open cargo beds (like those found on a pickup truck) and other cargo attachment devices. Consult the table below to determine maximum external storage capacity.
|Robot Size Class||Maximum External Storage Capacity|
Specially designed and constructed cargo robots can carry more cargo in external mounts. Robots of Size Class 1-4 can carry double the listed amount, Size Class 5-6 can carry triple the listed amount, Size Class 7-8 can carry quadruple the listed amount, and Size Class 9-10 can carry five times the listed amount.
A device which can generate hard copy (60% chance paper sheet, 40% chance plastic flimsy) documents, maps, images, etc. This is generally limited to what information the robot has stored, but there is a 20% chance that the robot has a data interface which can be used to transfer information which can then be printed. There is a 25% chance that the unit is connected to a Currency Detector and prints out hard copy priced per sheet.
One of several different devices designed to heat objects. Consult the table below for type. There is a 40% chance that the unit is connected to a Currency Detector and charges per time of operation.
5 Toaster Oven
6 Microwave Oven
This device usually consists of a display, a song collection and selection interface, and 1d4 microphones and allows users to sing along to accompanying music, with the lyrics being provided on the display. There is a 75% chance that the unit is connected to a Currency Detector and charges either per song, or for a set period of time.
Liquid Fuel Dispenser
This device is almost always connected to a liquid fuel tank and is used to dispense fuel of a given type (or, in about 50% of such units, to 1d4 types of fuel, with a separate tank for each). There is a 90% chance that the unit is connected to a Currency Detector, and charges are generally priced per gallon.
An internal or external tank which holds liquids. The amount of liquid which can be held depends on the size class of the robot, consult the table below. The maximum liquid storage can be broken down into smaller individual tanks for robts of Size Class 4 and higher.
|Robot Size Class||Maximum Liquid Storage Capacity|
This accessory contains the devices necessary to make and store beer (including ale, pilsner, stout, lager, bock, bitter, porter, etc.) given the proper ingredients. Most microbrewing units are designed to only produce one type and style of brew, but about 20% are programmable, with data ports designed to accept instruction data. A robot must be at least Size Class 6 to mount a microbrewing unit, consult the table below.
|Robot Size Class||Maximum Brewing Capacity|
|6||1 keg (15.5 gallons)|
Refrigerated Storage Unit
This device is a storage unit designed to cool and maintain objects at a low temperature. The size of the unit varies by robot size class, but is generally about half the size of the External Storage Unit listed above.
Sexual Intercourse Modification
Fairly self explanatory, though there are often a variety of "special" features that may or may not be included.
See Robot Roundup
This device is a smoke generator that functions as per the Smoke Grenade (MF, page 119), but comes in a variety of sizes, see the table below. Each generator has 1d6 uses before it needs to be recharged/reloaded.
|Generator Size||Smoke Screen Size|
A device used to compress objects in the hopper into a compact form. Not found or robots smaller than Size Class 4. The size of the hopper is determined by the robot's Size Class, and generally has a capacity half that of an External Storage Unit. The resulting compacted mass is generally about 1/4 the size of the original material.
See Robot Roundup
A pneumatic weapon which projects BBs or pellets (usually 0.177 in (4.5 mm) caliber) with compressed air.
Ball Pitching Machine
A projectile launcher which uses either a mechanical throwing arm or circular wheel to launch small sports balls, typically tennis balls, soft balls, baseballs and the like.
A simple pressurized air device which projects chemicals stored in its' reservoir.
A mechanical device designed to project clay "pigeons" for sport shooting. They can hold up to 100 clay pigeons in an automated loading carousel. In the post apocalypse, many of these have been modified to launch other projectiles, such as plastic frisbees, chakrams, shuriken (throwing stars), ceramic plates, sharpened tin plates or pans, circular saw blades, etc.
Projectile weapon designed to spray a freezing liquid at a target.
Compressed air cannon designed to launch explosive projectiles.
A simple device used to spray an area with a gas.
Projectile weapon designed to launch a harpoon (usually attached to a cable or wire) into a target. Typically uses a black powder or gunpowder charge to launch the harpoon. This type can be used as a two handed projectile weapon.
Artillery weapon which launches projectiles in a high-arc trajectory (indirect fire).
Non-lethal weapon designed to propel a net onto a target in order to capture the target. While there are a variety of sizes and types, I use a simplified system for small targets (light net gun), man-sized targets (medium net gun), and large targets (heavy net gun).
Compressed air device which launches paint filled capsules, typically .68 caliber (17.3 mm), designed to burst on impact, covering the target with paint, ink, or a dye.
A projectile weapon which uses a rubber band or compressed air to project a small fishing spear or trident into fish while underwater.
Projectile weapon which uses high-pressure steam to launch projectiles.
Pneumatic weapon designed to launch a chemical filled dart (usually a sedative, anaesthetic, or paralytic agent) into a target in order to capture the target. Obviously, other chemicals, such as poisons, can be used in the darts.
A type of fire fighting water projector, which is typically used in riot control. Other liquids can be projected, and dyes can be added to the water in order to mark targets.
Water Jet Cutter
High Pressure water projector used to cut a variety of materials. Typically mixed with abrasive agents in order to cut hard materials like rock or metal.
NEW ROBOT WEAPONS TABLE
|Airgun (pellet/BB)||Normal||1 (BB) 1d2 (pellet)||250 ft./600 ft.||6 lbs||1 of 50|
|Ball Pitching Machine||Automatic||
1d2 tennis/racquet ball
|240 ft/300 ft||1d4+2x10 lbs (varies)||5d4|
|Chemical Sprayer||Spray||Varies with chemical||20 ft/40 ft||5 lbs||1|
1d2 for clay
1d2 for plastic frisbee
1d3 for ceramic plate
1d4 for shuriken
1d4 for sharpened metal pan
1d6 for chakram
2d4 for circular saw blade
|100 ft/300 ft||2d4+2x10 lbs||1 to 100|
|Cryo Cannon||Normal||5d8 cold||75 ft./150 ft.||15 lbs||1|
|Dynamite Gun||Normal||15d6||1350 ft/2700 ft||1000 lbs||1|
|Gas Projector||Spray||Varies with gas||30 ft radius||1d3x10 lbs||1d6|
80 ft/160 ft underwater
250 ft surface
|Mortar, Heavy||Normal||250 (plus warhead)||5 miles||350 lbs||1|
|Mortar, Lightx||Normal||100 (plus warhead)||2.5 miles||45 lbs||1|
|Mortar, Medium||Normal||175 (plus warhead)||3.5 miles||90 lbs||1|
|Net Gun, Light||Normal||Special; 4x4 ft net||150 ft/330 ft||4 lbs||1|
|Net Gun, Medium||Normal||Special; 8x8 ft net||150 ft/330 ft||10 lbs||1|
|Net Gun, Heavy||Normal||Special; 16x16 ft net||150 ft/330 ft||40 lbs||1|
|Paintball Marker||Normal||1d2 (paintball) or chemical||100 ft/300 ft||5 lbs||1|
16 ft/30 ft underwater
about 45 ft surface
|Steam Cannon||Normal||50 (plus warhead)||1000 ft/2500 ft||600 lbs||1|
|Tranquilizer Gun||Normal||1 plus chemical||230 ft/500 ft||10 lbs||1|
|Water Cannon||Spray||4d4, plus knockdown||100 ft/150 ft||1d4+2x10 lbs||1|
|Water Jet Cutter||Stream||6d6||100 ft/150 ft||40 lbs||1|
|1||Acid/Corrosive||See Acid Table. Acid has a 50% chance of being organic (does not affect metals, only organic material) or inorganic (affects metals).||Note 5|
|2||Bio-Toxin Agent||As per Bio-Toxin Bomb, MF Rulebook||
|3||Blister Agent||Effects as per itching, plus take damage as 1d6 class acid per turn||
|4||Blood Agent||As per Blood Agent Grenade, MF Rulebook||
|5||Choking Agent||Save vs Poison or die, success means being unable to act||5d4|
|6||Diarrhea Agent||3 in 6 chance of a very noticeable scent (may attract creatures or repel) Save vs Stun or don't make it to toilet in time.||
|7||Euphoric Agent||Automatically loses initiative, -2 to hit and damage, no DEX bonus to AC||
|8||Flammable Gas||As per Inferno Grenade, MF Rulebook||
|9||Hallucinogenic Agent||Roll on the Random Hallucination Table||1d4|
|10||Irritant Gas||As per Irritant Gas Grenade, MF Rulebook||
|11||Laughing Agent||STR -2, -2 to hit and damage||
|12||Mutagen Agent||As per Mutation Grenade, MF Rulebook||
|13||Nerve Gas||As per Nerve Gas Grenade, MF Rulebook||
|14||Paint, Ink, or Dye||Generally marks the target in a color. May glow or be distinctive at ML's discretion.||
|15||Paralytic Agent||As per Paralysis, MF Rulebook||
|16||Poison||Roll on Poison Type Table, MF Rulebook||
|17||Puke/Vomit Agent||50% of normal strength||1d3+5|
|18||Radioactive Gas||As per Radiation, MF Rulebook||
|19||Sedative/Tranquilizer||Puts the target to sleep for the duration. Slapping or wounding awakens an affected creature, but normal noise does not.||
|20||Smoke Gas||As per Smoke Grenade, MF Rulebook||
1. Agents can be injected, inhaled (gas), or absorbed through the skin (blister agent, blood agent, nerve agent, and mutagen agent).
2. Acids/Corrosives and Paint, Ink, or Dye are splash agents that generally affect the skin of the target, but have a 1 in 6 chance of blinding the target on a normal strike, or blind the target if specifically targeted at the eyes (requires a critical strike). Save vs Poison to avoid being blinded.
3. Gasses typically take one round to fill a 30 foot radius that persists in still conditions for 1d3+6 turns and in windy conditions for 1d3+1 turns. Persistent gasses change the duration from from turns to rounds (i.e. 1d3+6 rounds in still conditions, and 1d3+1 rounds in windy conditions).
4. Duration for injected chemicals is the listed duration in turns, gasses in rounds, absorbed through skin in twice as many turns.
5. Duration for acids is special. Unless the acid is neutralized or scrubbed off (requiring one round), acids will continue to do damage. Weak acids (Class 1-6) will do damage for 1d4 rounds. Mild Acids (Class 7-12) will do damage for 2d4 rounds. Strong Acids (Class 13-20) will progressively lose their strength, doing half damage each round until no dice of damage remain. (i.e. a Class 15 acid will do 4d10 damage on the first round, 2d10 damage on the second round, 1d10 damage on the third round, and no damage on the fourth round.)