Blues
Originally thought to be extinct back around the beginning of the 21st century, it was discovered that this beautiful and rare species of Macaw was in fact thriving deep in the amazon jungle. The birds were carefully monitored and the tract of jungle that they had been discovered in was declared a preserve. This allowed the birds to continue to thrive and multiply and eventually they were taken off the endangered list.
Then the final wars broke out and the world was forever changed. Thankfully due to their remoteness and the fact that their territory had been declared a preserve, the wars barely touched their homes. Still, the species did in fact suffer the effects of the wars, as the radiation and toxins that were released finally found their secluded homes.
Many members of the species perished, and once again the small but beautiful birds were threatened with potential extinction. Despite the hardships they did manage to survive, although like pretty much all life on the planet, they re-emerged into the world changed. Mutation had come to the birds.
The myth of mermaids has been around for uncounted centuries. If one is to believe the actual origin, and it is strange enough to be true, horny sailors who spotted Sea cows and other similar marine life-forms thought that they were in fact half-fish women waiting to lure them to their deaths.
Few of the tales involving mermaids portrayed them as benevolent creatures. The rest of the tales showed them to be seductresses, who lured men into the water, where they would drown and the creatures would feast. It was really on the late 20th century where certain animated films tried to show the mer-folk as benevolent creatures.
There are several different types of merfolk inhabiting the oceans of the wastelands, and as is always the case, there are those who are not sure if they are the result of genetic tampering or just freaks created through the release of radiation and other toxins during the final wars.
These particular mermaids are usually found off the coast of Western Europe, although they have been known to haunt the Mediterranean. Some believe that they are neither a genetically engineered monster, nor are they the result of random mutation. There are tales abound of these creatures having existed since the earliest recorded histories.
Physically they have all the attributes of the typical mermaid. They are always female, and rather beautiful to behold. Unlike most mermaids however, the scales from their whale-like tails (most merfolk have fish-like tails) all the way up their torsos, only fading away once the scales reach chest-height. The gills are located low on the body, near the hips and their webbed hands are equipped with retractable claws. There are also small spine-like protrusions growing out of their elbows and partway up the forearm.
The creatures are pure carnivores, eating only meat and blood. It is not entirely sure if this is a metabolic requirement or if it is just their preferred source of food. They have never been witnessed eating anything but flesh and blood.
They are intelligent and are fully capable of speech, but it seems that all they wish to do is swim, frolic and eat, although they are known to seduce men from time to time for reproduction purposes. This act is almost always fatal for the unfortunate victim, as once the deed is done, they drown and devour the father. It gives the monsters a nasty reputation of being the ‘black widows’ of the sea. They have a hypnotic song that only males can hear. This is a mental attack and if the attack is successful, the male will claim to hear a beautiful song and will move at their regular speed towards the creature. It can be broken however by inflicting pain on the male (a sharp slap will typically do), and the victim is allowed a saving throw versus energy. If it succeeds, the victim snaps out of the trance. But as long as they are in the trance, they will walk (or swim) right up to the creature and allow it to ‘have her way’ with him.
On the extremely rare occasion, one of these creatures will fall in love with a particularly strong or comely male and will essentially make her his slave. She will use him to kill others and bring them their bodies and body parts to consume. There is a powerful bond between them and he will father many daughters with her. She will care for him and always protect him as well, and can even use her shriek to heal and bring him back from the dead (as long as he has not dropped below his constitution in negative hit points). The healing shriek will instantly heal 5d6 points of damage and she can do this once per day.
In combat they are capable of using their hands and mouth to bite. The damage is not too significant, but combined with the paralytic poison they have in their saliva, this is often the downfall of those who engage in combat with these creatures. If that does not work, they are able to use a sonic bellow to wound and deafen would-be attackers. This attack causes 5d6 damage to anything within 30’ radius of the creature. Those inside the radius are allowed two saving throws. The first is for half damage from the sonic-based attack, the other is to avoid deafness (which will last 3d6 turns).
During combat, their faces change to resemble a more reptilian nature. The lips disappear to reveal the shark-like teeth and the scales emerge to cover the creature’s entire body. The monster uses this to intimidate and cause fear in the victims, as it is speculated that the hormones and chemicals released make the flesh and blood taste all the more sweeter to the creature.
Mating is short and brutal. These monsters will find a suitable partner and spray a cloud of pheromones into the air. This cloud is a powerful aphrodisiac and hallucinogenic, causing instant arousal in those who fail a saving throw versus poison. Failure also causes the victim to see the creature as whatever he finds most sexually appealing. The radius of the cloud is only 15 feet and will remain in the air or water for only 2d3 rounds. If the wind or current is strong, it will greatly reduce the length of time the cloud will remain.
The creature will leave the water and as soon as the victim has entered her, she will bite him, paralyzing the victim for 2d6 rounds. The creature will quickly milk him for all he has and then eat him alive. The creature will bite for maximum damage each round and continue to inject the paralytic poison into the victim, to ensure that they stay docile through the act.
After mating, the creature will then return to the sea, and in three months it will give birth to a daughter. The offspring will not have any of the father’s mutations, and they are always the same species as the mother. The youngster will stay with the mother until it reaches puberty at around 8 years of age, where it appears as a fully grown member of the species. After it leaves the mother it will stake out a region of coastline to call its own.
They have no use for treasure or artifacts. They also are quite nomadic and do not have a single location that they call home. They tend to live solitary lives, only occasionally coming together with members of their own kind to spread news and any information that may be critical towards their survival. These creatures are capable of speaking the common language of the region in which they live in, but are also known to speak Siren and Polly (see Wisdom from the Wasteland issue 6: Factions Bonus Content).
Mutations: Aberrant form (natural weapons, xenomorphism), possession (modified), shriek (modified), toxic weapon.
Source: Nymph (2014)
Chris Van Deelen is the author of the Skirmisher Publishing LLC sourcebook Creatures of the Tropical Wastes sourcebook, co-author of its Wisdom from the Wastelands game supplement and contributor to the 'Sword of Kos: Hekaton' Anthology.
No. Enc: 1
Alignment: Chaotic
Movement: 150’ (50’) Swim
AC: 6
HD: 5
Attacks: 1 bite, two claws or tail slap or two elbow slashes, or sonic bellow
Damage: 1d6+2+special (see description), 1d4+1 / 1d4+1, or 2d6+2 or 1d4 / 1d4 or 5d6 sonic damage
Save: L6
Morale: 5
Hoard Class: None
Rate of fire: Single, Semi-Automatic, Full Auto
Weight: 7 pounds / 6 pounds (Mod 2)
Range: Medium (Mutant Future 450’ / 900’)
Magazine capacity: 40+1 (80+1 Mod 2)
Inherit Accuracy: +2
Base Damage: 1d10 / 1d8 (Mod 2)
Condition Level Damage Resistance: +0 / +2 Mod 2. No change on condition level damage.
Possible Accessories:
- Reflex Sight: A sight that can be added to the weapon. It uses a holographic red dot that gives the weapon an additional +2 to hit.
- Assault Scope: This adds a medium range scope to the weapon, reducing the range penalties
- Silencer: Supresses the sound of the weapon firing, increases stealth and reduces chance of detection.
- Laser Targeting System: Side-mounted red LED targeting laser. + 2 to hit.
- Extended Magazine: This increases the ammunition capacity of the weapon to 80+1 rounds. Only available on the Mod 2 version.
- Holographic Decoy: This device is attached to the side of the weapon and by using a combination of a camera, holographic projector and computer system, it can take a holographic image of the user and project it up to 150 feet from the users position, as long as there is line of sight. The computer will compensate for terrain and other factors to ensure that the projected ‘decoy’ appears as real as possible. The decoy will move, appear to fire, and perform other actions.
- Light Shotgun: Under-barrel mounted 12 Gauge shotgun (3d6/1d6 damage, 4 round magazine capacity 50’/100’ MF range.)
- Foregrip: This attachment reduces the recoil of the weapon (covered in upcoming issue of Wisdom from the Wastelands), and adds a +1 to hit when the weapon is fired.
- Muzzle Break: This helps reduce the recoil of the weapon further, adding an additional +1 to hit when the weapon is fired. It can be combined with the Foregrip and with the weapon’s inherit accuracy, it gives the user an overall +4 to hit.
- Bayonet: Allows the user to add a bayonet to the weapon for close-quarters combat.
No. Enc: 1 or 2+2d8
Alignment Neutral
Movement: 240’ (80’)
AC: 4
HD: 6
Attacks: 1 Bite or constriction
Damage: 3d6 or 2d6+special
Save: L6
Morale: 8
Hoard Class: None
Rate of fire: Single, Semi-Automatic, Full Auto
Weight: 9 pounds / 7 pounds (Mod 2)
Range: Medium (Mutant Future 450’ / 900’)
Magazine capacity: 40+1 (80+1 Mod 2)
Inherit Accuracy: +2
Base Damage: 1d10 / 1d8 (Mod 2)
Condition Level Damage Resistance: +0 / +2 Mod 2. No change on condition level damage.
Possible Accessories:
- Reflex Sight: A sight that can be added to the weapon. It uses a holographic red dot that gives the weapon an additional +2 to hit.
- Assault Scope: This adds a medium range scope to the weapon, reducing the range penalties
- Sniper Scope: This adds a long-ranged scope to the weapon, reducing the range penalties.
- Silencer: Supresses the sound of the weapon firing, increases stealth and reduces chance of detection.
- Laser Targeting System: Side-mounted red LED targeting laser. + 2 to hit.
- Flashlight: Provides the user hands-free lighting. The light acts as a standard flash-light with a 30’ beam.
- Grenade Launcher: Underslung grenade launcher (5d6 fragmentation damage, 4 round magazine capacity, 200’ range, 30’ explosive radius). Note that the grenade will not detonate until it has travelled at least 30’.This is a single shot weapon.
- Tactical Attachment: This is another underslung weapon that is used primarily to take out enemy targets via stealth. It has a magazine capacity of 6 shots and fires a dart that is coated with class 11 paralytic poison. It is silent and as such acts like the silencer when this is used. The class 11 poison can be substituted with damaging or lethal poison (Class 1-9 or 12+).
- Extended Magazine: This increases the ammunition capacity of the weapon to 80+1 rounds. Only available on the Mod 2 version.
- Incendiary: The ammunition will have a chance to light flammable material. The damage inflicted is considered to be thermal damage and each round causes an additional 1d6 points of thermal damage (on top of the regular damage). Flammable objects should be allowed a saving throw to avoid being lit. Anything burning will suffer 1d6 additional points of damage per round until the flames are put out (rolling on the ground, dousing with water, etc.) or until 1d10 rounds have passed, at which point the fire will burn itself out. Refer to Wisdom from the Wastelands issue 1: Artifacts, Manuals and Toolkits for more information.
Overall AC: 4 (medium protection)
Damage Reduction: 10 versus ballistic, 10 versus laser or light-based. 5 versus explosive or fragmentation.
Weight: 25 pounds
Saving throw modifiers: +2 versus any type of explosive, -1 condition level damage when dealing with laser or light-based attacks, fragmentation or explosive, and ballistic.
No. Enc: 1 to hundreds
Movement: 90’ (30’)
AC: 5 (or by armor type)
HD: 8
Attacks: 2 claws or 1 bite or by weapon type
Damage: 2d4/2d4 or 1d6 or by weapon type
Save: L8
Morale: 7
Rate of fire: Single shot or semi-automatic
Weight: 7 pounds
Range: Effective 450’, Maximum 2000’ (MF Range 1000’ / 2000’)
Magazine capacity: 10 shots
Inherit Accuracy: +2
Base Damage: 2d4+3d6 explosive damage
Condition Level Damage Resistance: +2 versus kinetic, impact and explosive damage, -1 condition level damage from any of the aforementioned types of damage.
Possible Accessories:
- Laser Targeting System: Side-mounted red LED targeting laser. + 2 to hit.
- S91 Dot Reflex Sight: +2 to hit
- M41A Stock Iron Sight: Standard configuration ARMAT M41A iron collapsible ghost ring sight. +1 to hit.
- S4 2x Telescopic Zoom Sight: Optical refracting telescope sight. Considered to be a short-range scope (see WftW issue 24).
- S11 Variable Zoom Sight: A more powerful telescopic scope that is considered to be a long-range scope (see WftW issue 24).
- Smart Targeting Scope a built-in computer system that automatically tracks all targets and highlights possible enemy combatants.
- A4 Stabilizing Stock: Remove the initial inherit accuracy penalty and reduce recoil modifiers by -1 (impending issue of Wisdom from the Wastelands)
- Toxic Darts: Instead of explosive darts, they can instead be filled with chemical compounds (poison or other toxins). Some can also be filled with an aerosol toxin that will have a burst radius of 10 feet. The duration the toxin will remain active depends on wind or air-currents.
Number Encountered: 1
Movement: 180’ (60’)
AC: 2
HD: 18
Attacks: 3 (bite, 2 claws), or 1 inner jaw, or 1 tail
Damage: 3d6 / 5d8 / 5d8 or 3d12 or 5d6 and special
Save: L18
Morale: 11
Rate of fire: Single Shot / Double shot
Weight: 4 pounds
Range: Effective 150’, Maximum 500’ (MF Range 150’/300’)
Magazine capacity: 2 shots
Inherit Accuracy: +0 or +4 at ranges under 20 feet.
Base Damage: 3d6 / 1d6 double damage at ranges under 20 feet.
Condition Level Damage Resistance: +0
Possible Accessories:
- ARMAT B15 Timed Explosive: This gives the weapon a 10’ burst radius. Anything within the target is subjected to 3d6 explosive damage and is allowed a saving throw versus energy. If it succeeds, those in the burst radius take half damage.
- ARMAT R1 Flechette Rounds: This shotgun round is filled with tightly packed needles, rather than round shot. It is not very effective against heavy armor (such as metal, Kevlar, and any monster AC of 2 or better), inflicting -3 damage per die. But against soft armor or unarmoured targets, the round does +3 damage per die. Range is reduced by 50%. This type of ammunition can be made Toxic as well. Also the inherit accuracy increases to +1
- ARMAT M37A2 Stock Iron Sight: Standard configuration ARMAT M37A2 iron sight gives a +1 to hit.
- Laser Targeting System: Side-mounted red LED targeting laser attachment. + 2 to hit.
- ARMAT S11 Expanding Shot: An anti-personnel solid slug that is designed to mushroom upon impact. The result is that the weapon damage is increased by +2 per dice against unarmoured or organic targets, but suffer a -1 per dice against armored (AC 5 or better) or non-organic targets. Damage is doubled against targets within 20 feet.
Number Encountered: 1 or 1d4
Movement: 120’ (40’)
AC: 0 (head), 4 side or flank.
HD: 20
Attacks: 1 ram, 1 trample, or bite or tail.
Damage: 6d6 plus special (see description), 3d8 plus special (see description), or 4d6 or 4d8.
Save: L20
Morale: 11
Rate of fire: Single Shot
Weight: 6 pounds
Range: 1250’ with a maximum range of 2500’
Magazine capacity: 4 shots
Inherit Accuracy: +3
Base Damage: 6d8
Condition Level Damage Resistance: +5 to saving throws versus thermal-based damage, and -3 condition levels damage sustained when the weapon takes damage from thermal-based attacks.
Possible Accessories:
- Laser Targeting System: Side-mounted red LED targeting laser attachment for under-barrel weapon. + 2 to hit with launcher or shotgun.
- S4 2x Telescopic Zoom Sight: Optical refracting telescope sight. Considered to be a short-range scope (see WftW issue 24).
- S11 Variable Zoom Sight: A more powerful telescopic scope that is considered to be a long-range scope (see WftW issue 24).
- Smart Targeting Scope a built-in computer system that automatically tracks all targets and highlights possible enemy combatants.
- XM2 Plasma Accelerator: An experimental attachment that greatly accelerates the speed in which the plasma is heated, allowing the weapon to be fired on the same round, but at a reduced rate. Damage is only 4d8. This modification adds 1 pound to the weapon’s overall weight. Cannot be combined with the XM2 or XM5 modifications.
- XM7 Plasma Refiner: This special plasma ignition chamber refines the plasma to a greater degree, and increases the heat produced. The weapon does an additional +2 per dice damage, but after firing 8 shots the weapon has to be allowed to cool down for 2d6 rounds (there is a special indication gauge built into this modification) or the weapon will suffer 1 condition level damage, despite the safeguards built in against thermal based condition damage. This adds an additional pound of weight to the weapon. Cannot be combined with the XM5 modification, but it can be used with the XM2.
- XM5 Power Conservator: By tweaking the power drain system, the weapon is able to fire six rounds per battery, but at the cost of the damage inflicted. The weapon will do only 5d8 points of damage. This cannot be combined with the XM2 or XM7 modifications.
Number Encountered: 1 to thousands
Movement: 240’ (80’)
AC: 4
HD: 10
Attacks: 3 (bite, 2 claws), or 1 inner jaw, or 1 tail or one spit
Damage: 1d6 / 2d8 / 2d8 or 1d8 or 2d8 (see description)
Save: L10
Morale: 11
Rate of fire: Full Auto (rapid fire)
Weight: 44 pounds
Range: Effective 2000’, Maximum 4500’ (MF Range 1500’/3000’)
Magazine capacity: 500 rounds
Inherit Accuracy: +2 manually controlled, +4 AI controlled.
Base Damage: 1d12
Condition Level Damage Resistance: +2 to saving throws, -1 condition level damage if weapon is damaged. The weapon is air-cooled and comes with a system that prevents potential cook-offs from jams or overheating. This means the weapon will never explode due to a critical failure.
Possible Variants:
- UA 571-D: While broadly similar in operation, the D variant mounts a 20 mW HF laser instead of the M30 Autocannon machine gun of the regular sentry. The weapon uses a massive battery pack (weighing 30 pounds, or in MF terms it uses a fusion cell). It is good for 500 shots and is laser (light-based). The weapon inflicts 6d6 damage per burst.
- UA 571-F: The F version employs a 40 mm automatic grenade launcher. The weapon has a magazine capacity of 200 rounds and each round has a burst radius of 15 feet and inflicts 5d6 explosive damage.
- UA 571-M: This version is fully mobile and is mounted on a tracked chassis. The weapon moves at a fast trotting rate. Otherwise it uses all the statistics of the immobile version. It can use both the 20 Megawatt laser or the 40 mm grenade launcher.
- UA 571 M(F): This version is mounted on anti-gravity plates and can fly. It has a maximum speed of 50 miles per hour and has a ceiling of 100 feet. Otherwise it uses all the statistics of the immobile version. It can use both the 20 Megawatt laser or the 40 mm grenade launcher.
- Ammunition canisters: The weapon can be attached to higher capacity canisters of either 1000 or 2000 rounds. These are more commonly used in permanent defensive positions, as the canisters can weigh as much as the weapon system itself.
Number Encountered: 1 to thousands
Movement: 75’ (25’)
AC: 5
HD: 8
Attacks: 3 (bite, 2 claws), or 1 inner jaw, or 1 tail
Damage: 1d4 / 2d6 / 2d6 or 1d6 or 2d6
Save: L8
Morale: 11
Number Encountered: 1 to thousands
Movement: 150’ (50’)
AC: 4
HD: 12
Attacks: 3 (bite, 2 claws), or 1 inner jaw, or 1 tail
Damage: 2d6 / 3d8 / 3d8 or 2d12 or 3d6 and special
Save: L12
Morale: 11
Rate of fire: Single shot
Weight: 5 pounds (10 pounds loaded)
Range: Accurate range 1200’ with a maximum of 6000’. (MF 1200’/2400’
Magazine capacity: 1
Inherit Accuracy: +4 (computer controlled 4 power telescopic sight) or +1 with iron sight.
Base Damage: 25d6 but can vary depending on warhead used.
Condition Level Damage Resistance: +3 against all impact, kinetic, explosive or thermal damage. -1 condition level damage against aforementioned types of damage.
Variant Warheads:
- M39 HEAPHVSS 60mm or High Explosive Armor Piercing hypervelocity spin-stabilized rocket. This is the standard anti-tank rocket that comes with an impact detonation feature. This weapon causes 25d6 in a 50 foot blast radius. The weapon is designed not to explode until it has travelled at least 50’. Anything caught in the blast-radius must save versus energy or take full damage. Those who save will take only half damage.
- M52 HEAP 60mm or High Explosive anti-personnel. These devices were designed to be used against groups of soldiers. It detonates by spraying an area with thousands of small steel-alloy balls, making it the equivalent of a claymore mine that has been fired. The weapon is not as effective against armor (doing only 25%) damage, but anyone not protected by heavy armor (such as that on a vehicle) must save versus death or be killed outright. Those who do save still take 20d6 damage. The weapon has a burst radius of 75’ and as such will not detonate until it has travelled at least 75’.
- M47 Dragon’s Breath 60mm. This rocket coats everything in the blast radius with a FAE or Fuel Air Explosive mixture. It is not as effective when used against armor but is absolutely devastating against personnel or soft targets (such as civilian vehicles or un-hardened structures. It has an explosive radius of 250’ and as with all other types of weapons it will not detonate until it has travelled at least that distance. Anything caught in the explosive radius (if not protected by heavy armor) will be instantly incinerated. No saving throw possible.
Movement: 120’ (40’)
AC: 4
HD: 18
Attacks: 3 (bite, 2 claws)
Damage: 5d6 / 6d8 / 6d8
Save: L18
Morale: 11
Rate of fire: Single continuous stream
Weight: 6 lbs.
Range: 30’ with a maximum range of 100’
Magazine capacity: Enough fuel for 30 individual shots, or 10 continuous rounds of fire.
Inherit Accuracy: +0
Base Damage: 5d6 thermal (reduces by 1d6 per round).
Condition Level Damage Resistance: +5 to any saving throw versus thermal, and -2 condition levels damage from thermal. +2 to all other saving throws but no change in condition level damage.
Number Encountered: 1
Movement: 150’ (50’)
AC: 2
HD: 20
Attacks: 3 (bite, 2 claws), or 1 inner jaw, or 1 tail
Damage: 2d6 / 4d8 / 4d8 or 3d12 or 4d6 and special
Save: L20
Rate of fire: Burst (4 round) or Full auto.
Weight: 41 lbs.
Range: Effective 2000’, Maximum 4500’ (MF Range 1500’/3000’)
Magazine capacity: 150 or 600
Inherit Accuracy: +4
Base Damage: 1d12
Condition Level Damage Resistance: +2 to saving throws, -1 condition level damage if weapon is damaged.
Possible Variants:
- M57D "Dirty" Smartgun: This particular version of the weapon is particularly nasty and it is only sanctioned for use in the field under the most extreme circumstances. The weapon uses modified rounds, which burst into radioactive splinters inside their target. Those who survive being hit by the weapon are fated to develop all manner of serious health issues, including cancer. In game terms, the weapon inflicts class 5 radiation (mutant future rules). To make matters worse, they suffer a -4 to their saving throw versus radiation. The operator must also don specialized armor to counteract the effects of the radioactive rounds. It should be noted that not only the initial target is affected by the radiation. All creatures within 10’ are subjected to the radiation attack as well.
- M57 Smartgun: The M57 is the latest variation to be produced to the M56 smart gun used for the better part of the last two decades. Unlike the M56 the M57's targeting system does not automatically track targets; instead the gun coordinates the programmed bursts. This increases fire rate significantly. It also means that once a target has been terminated, even rounds in flight will be re-assigned to the next target in the queue. In game terms this version of the smart gun fires twice as many bursts as its predecessor, and any rounds fired upon a target that is neutralized will automatically be redirected to the next target, requiring a new to-hit roll.
- M59/B Smartgun: This version is very similar to the original M56, although it features an upgraded computer system that will highlight all targets in the weapon's field of fire. This is similar to the M42C Scoped Rifle. All highlighted threats will be indicated with by a glowing box, which will remain even if the target is behind cover, walls and so on. The weapon’s powerful round is often more than enough to punch through such obstacles. The user can opt to turn off the targeting computer, which will then lock the barrel in place. The upside to doing so is that the weapon will fire 50% more rounds per burst, but the operator will lose the +4 bonus to hit.
Number Encountered: 4-8
Movement: 210’ (70’)
AC: 0
HD: 18
Attacks: 3 (bite, 2 claws), or 1 inner jaw, or 1 tail
Damage: 3d6 / 5d8 / 5d8 or 3d12 or 5d6 and special
Save: L18
Numbered Encountered: 1
Movement: 120’ (40’)
AC: -2
HD: 30
Attacks: 3 (bite, 2 claws), or 1 inner jaw, or 1 tail
Damage: 6d6 / 8d8 / 8d8 or 6d12 or 8d6 and special
Save: L20
Rate of fire: Single shot, semi-automatic
Weight: 6.5 lbs
Range: Effective 150’, Maximum 500’ (MF Range 150’/300’)
Magazine capacity: 8
Inherit Accuracy: -1
Base Damage: 3d6 / 1d6
Condition Level Damage Resistance: +2 saving throw, +5 versus thermal. Any condition level damage inflicted by thermal sources is 2 levels less.
Possible Accessories:
- ID16 Incendiary Shells: This type of shotgun shell inflicts thermal damage. Clothing, fur, leather armor, and flesh must save versus thermal or catch fire (see WftW Issue #1 for more information). Anything ignited will burn for 1d10 rounds or until extinguished, causing an additional 1d6 damage per round. Water and similar substances will put the fire out.
- H34 Fragmentation Rounds: The weapon can fire 15mm high-explosive grenades. The explosive radius of the grenades is 10’ and the damage inflicted is 3d6. Anything in the radius can make a saving throw versus energy. If the save succeeds, they take only half damage. The weapon has a magazine capacity of 4 grenades.
- R2 Recoil Dampening Stock: Remove the initial inherit accuracy penalty and reduce recoil modifiers by -1 (impending issue of Wisdom from the Wastelands)
- C47 Box Magazine System: This increases the magazine capacity to 16 rounds.
- S91 Dot Reflex Sight: A reflector sight that uses a red LED dot. This dot remains consistently positioned, giving the user a +2 to hit.
- Laser Targeting System: Side-mounted red LED targeting laser attachment for under-barrel weapon. + 2 to hit with launcher or shotgun.
- Motorized Cycling System: Increases the rate of fire by 1 shot per round.
Number Encountered: 1 to thousands
Movement: 180’ (60’)
AC: 3
HD: 10
Attacks: 3 (bite, 2 claws), or 1 inner jaw, or 1 tail
Damage: 2d6 / 3d8 / 3d8 or 2d12 or 3d6 and special
Save: L10
Rate of fire: Single shot, semi-automatic, full automatic.
Weight: 5 lbs.
Range: Effective 200’, Maximum 5000’ (MF Range 500’/1000’)
Magazine capacity: 48 rounds or 72 (with extended magazine)
Inherit Accuracy: -1
Base Damage: 1d10 (1d8 if using WftW issue 24 rules)
Condition Level Damage Resistance: -1 to saving throw
Possible Accessories:
- M5 Extended Magazine: Increase capacity to 72 rounds.
- A4 Stabilizing Stock: Remove the initial inherit accuracy penalty and reduce recoil modifiers by -1 (impending issue of Wisdom from the Wastelands)
- Laser Targeting System: Side-mounted red LED targeting laser attachment for under-barrel weapon. + 2 to hit with launcher or shotgun.
- S6 Reflex Sight: Zero magnification holographic reflex sight; replaces iron sight. +3 to hit.
- M41A Stock Iron Sight: Standard configuration ARMAT M41A iron collapsible ghost ring sight. +1 to hit.
- Magazine Accelerator: Motorized ammo feed mechanism increases rate of fire. Adds 1 additional shot per round on single, 1 extra burst on burst mode.
Egg
Number Encountered: 1 to thousands
Movement: None (immobile)
AC: (light) 8
HD: 1
Attacks: Special
Damage: Special
Save: L1
Facehugger
Number Encountered: 1 to thousands
Movement: Fast 240’ (80’)
AC: (Light but enhanced due to speed and small size) 5
HD: 1
Attacks: Special (see description)
Damage: Special (see description)
Save: L1
Chestburster
No. Enc: 1 to thousands
Movement: (medium) 20’ (40’)
AC: (light but enhanced due to size and speed) 5
HD: 1
Attacks: 1 bite
Damage: 1d3
Save: L1
Rate of fire: Single shot, semi-automatic
Weight: 8 Lbs.
Range: Effective 300’, Maximum 6500’ (MF Range 450’/900’)
Magazine capacity: 15 rounds
Inherit Accuracy: +2
Base Damage: 1d12
Condition Level Damage Resistance: +1 to saving throws
Possible Accessories:
- U7 Tac-Shotgun: Under-barrel mounted 12 Gauge shotgun (3d6/1d6 damage, 4 round magazine capacity 50’/100’ MF range.)
- Prox-Mine Launcher: Fires an explosive mine up to 100’ away. Magazine capacity 4, damage is 5d6 explosive in a 30’ radius. Triggered when anything larger than a small dog enters within 30’ of the mine. All targets in explosive radius save against energy for half damage. Note that the grenade will not detonate until it has travelled at least 30’
- U1 Grenade Launcher: Underslung grenade launcher (standard issue) (5d6 fragmentation damage, 4 round magazine capacity, 200’ range, 30’ explosive radius) Note that the grenade will not detonate until it has travelled at least 30’
- A9 Sound Suppressor: Supresses the sound of the weapon firing, increases stealth and reduces chance of detection.
- A14 Barrel Extension: Increases Range by 50% and damage by +1 per dice (see WftW issue 24).
- S4 S4 2x Telescopic Zoom Sight: Optical refracting telescope sight. Considered to be a short-range scope (see WftW issue 24).
- S11 Variable Zoom Sight: A more powerful telescopic scope that is considered to be a long-range scope (see WftW issue 24).
- Smart Targeting Scope a built-in computer system that automatically tracks all targets and highlights possible enemy combatants.
- A19 High Velocity Round which exits the rifle's barrel at a significantly higher velocity than the standard M4RA rounds and cause more damage.
Number Encountered: One to thousands
Movement: Fast (150' per round)
AC: (medium) 4
HD: 8
Attacks: 3 (bite, 2 claws), or 1 inner jaw, or 1 tail
Damage: 2d6 / 3d8 / 3d8 or 2d12 or 3d6 and special
Save: Average (level 8)
Rate of fire: Single shot and burst fire (3 or 5 rounds)
Weight: 11 Lbs.
Range: Effective 300’, Maximum 6500’ (MF Range 450’/900’)
Magazine capacity: 30
Inherit Accuracy: None
Base Damage: 1d12
Condition Level Damage Resistance: +3 to saving throws, -1 condition level damage if any sustained.
Possible Accessories:
- ID23 Incineration Unit: A flame-thrower attachment that causes 3d6 thermal damage, good for 8 shots and has a range of 25’.
- H34 Fragmentation Rounds: Replaces the standard 7.62 round with explosive tipped fragmenting rounds. The damage remains the same but the weapon now has a burst radius of 10’. All targets in the radius are subject to 1d12 damage per round, and are allowed a saving throw versus energy for half damage.
- U7 Tac-Shotgun: Under-barrel mounted 12 Gauge shotgun (3d6/1d6 damage, 4 round magazine capacity 50’/100’ MF range.)
- RE93 Absorbing Stock: Spring-loaded rifle stock designed to absorb a significant portion of a weapon kick. Gives a +1 to hit, reduces penalty for recoil by -1 (upcoming issue of Wisdom from the Wastelands)
- A9 Sound Suppressor: Supresses the sound of the weapon firing, increases stealth and reduces chance of detection.
- S91 Dot Reflex Sight: +2 to hit
- S4 2x Telescopic Zoom Sight: Optical refracting telescope sight. Considered to be a short range scope (see WftW issue 24)
- SR4 Burst Fire Modification: +2 Rate of Fire. Increases the number of rounds fired from three to five per burst, but without an increase in the recoil (rules for recoil covered in upcoming issue of WftW).
No. Enc: 1
Alignment: Neutral
Movement: 150’ (50’)
AC: By armor type
HD: 18+36 hit points
Attacks: 4 melee attacks or two weapon attacks
Damage: by melee weapon plus 4d6+12 or 1d6+3 plus 3 points per dice damage with any other weapon
Save: L18
Morale: 11
Hoard Class: VI, VII (75% coins and artifacts), IX (90%)x3, and always 1 suit of artifact armor, and 2d3 high tech weapons.
Rate of fire: Single shot, burst and full auto
Weight: 8 Lbs.
Range: Effective 300’, Maximum 6500’ (MF Range 450’/900’)
Magazine capacity: 40 or 60 (with extended magazine) rounds
Inherit Accuracy: None
Base Damage: 1d12 (1d10 if using WftW issue 24 rules)
Condition Level Damage Resistance: +3 to saving throws, -1 condition level damage if any sustained.
Possible Accessories:
- U1 Grenade Launcher: Underslung grenade launcher (standard issue) (5d6 fragmentation damage, 4 round magazine capacity, 200’ range, 30’ explosive radius)Note that the grenade will not detonate until it has travelled at least 30’
- U7 Tac-Shotgun: Under-barrel mounted 12 Gauge shotgun (3d6/1d6 damage, 4 round magazine capacity 50’/100’ MF range.)
- U4 Firebomb Launcher: Under-barrel mounted firebomb launcher which replaces the standard U1 Grenade Launcher. (10d6 thermal damage, 4 round capacity, 200’ range, 30’ explosive radius)
- M5 Extended Magazine: Increases the magazine capacity from 40 to 60 rounds.
- A9 Sound Suppressor: Supresses the sound of the weapon firing, increases stealth and reduces chance of detection.
- M41A Stock Iron Sight: Standard configuration ARMAT M41A iron collapsible ghost ring sight. +1 to hit.
- S6 Reflex Sight: Zero magnification holographic reflex sight; replaces iron sight. +3 to hit.
- Laser Targeting System: Side-mounted red LED targeting laser attachment for under-barrel weapon. + 2 to hit with launcher or shotgun.
- Magazine Accelerator: Motorized ammo feed mechanism increases rate of fire. Adds 1 additional shot per round on single, 1 extra burst on burst mode.
No. Enc: 2d6 or 10d10 in communities
Alignment: Neutral
Movement: 120’ (40’)
AC: 5
HD: 4
Attacks: 1 bite, 2 claws or by weapon
Damage: 1d4+1d6 / 1d3+1d6 / 1d3+1d6 or by weapon type +1d6+4
Save: L4
Morale: 9
Hoard Class: VII (x10), VIII (x4, artifact chance 65%), always one suit of armor, 50% chance it is high tech armor, 10% chance it is EMA (created to fit their size), 85% chance of 2d3 primitive firearms or high tech firearms.
Rate of Fire: Semi-automatic (1-2 shots per round) or full auto (see accessories)
Weight: 1.5 Lbs.
Range: Effective 150’, Maximum 4500’ (MF Range 400’/800’)
Magazine capacity: 18 rounds (or 30 round extended magazine)
Inherit Accuracy: +1
Base Damage: 1d10 (1d8 if using WftW issue 24 rules)
Condition Level Damage Resistance: +2 to saving throws.
Possible Accessories:
- C43 Extended Magazine: Increase capacity to 30 rounds.
- S91 Dot Reflex Sight: +2 to hit
- Full-Auto Action Replacement: Converts from semi-automatic to fully-automatic fire.
No. Enc: 2d4 or 20d12 (flocks)
Alignment: Neutral
Movement: 300’ (100’) Fly
30’ (10’) ground
AC: 3
HD: 1
Attacks: 1 peck and 2 claws or by weapon type
Damage: 1d3 / 1d4+1 / 1d4+1
Save: L1
Morale: 5
Hoard Class: I (x5), II (x5) III (x5) and 50% chance of 2d8 gizmos, and 25% chance of 1d6 grenades or pistols (primitive or high-tech)