Wisdom from the Wastelands Issue #9: High-Tech Weapons 2

A Review of the Role Playing Game Supplement Wisdom from the Wastelands Issue #9: High-Tech Weapons 2

Wisdom from the Wastelands Issue #9: High-Tech Weapons 2 is a role playing game supplement published by Skirmisher Publishing for use with the Mutant Future game system. As such, it is covered by the Open Game License and some parts are considered to be Open Game Content as a result. The Wisdom from the Wastelands series adds new options for the Mutant Future game; this edition is essentially a sequel to Wisdom from the Wastelands Issue #3: High-Tech Weapons and provides more high tech weaponry.

This is a bookmarked PDF which is available from RPGNow for $0.99 and is also included in the High-Tech Weapons Bundle for $2.99 and the Wisdom from the Wastelands Issues 1-52 Bundle for $27.74, although it was actually purchased as part of a special bundle for only $0.01. This is a six page PDF, one page of which is the Open Game License and front matter.

Wisdom from the Wastelands Issue #9: High-Tech Weapons 2Antimatter weapons are essentially really powerful explosive devices – that also irradiate the area of effect for a short period – that use antimatter. These come in a variety of types, such as bombs, grenades, various missiles and satchel charges.

Bead weapons are based on BB and airsoft guns, but are significantly more powerful. They are generally ineffective against targets with decent armour, although there are ammunition types which can penetrate heavier armour at the cost of reduced range. Bead guns come in various sizes from holdout to squad weapons and with different types of ammunition.

The dessicator is a strange weapon that sucks water out of a target; as such, it is fairly ineffective against robots and not that effective against androids. It comes in only one size.

EMP weapons use an electromagnetic pulse to disable targets, and are most effective against robotic and electronics devices and only mildly dangerous to living creatures. The weapons come from small pistols to squad weapons and in explosive devices from grenades to bombs.

Grenade launchers expand on the rules for such that are in the core rulebook. There are a wide variety of types from attachments to single shot weapons to multi barrel to fully automatic squad weapons. Grenade launchers are said to be capable of using any grenade type, whether in this supplement or others; there is a reference to new grenade types in #3, although the only grenade in that would appear to be the scrambler grenade.

Plasma projectors fire a stream or bolt of plasma and come in weapons from pistols to squad as well as grenades and satchel charges. They are essentially area effect weapons, due to the extreme heat, and have variable effects depending on armour type and mutations.

Screamers are sonic weapons, said to be similar to flamers in #3. These are rifle and support weapons that work by firing sound waves at the target.

Finally, there is a new condition, deafened, which is related to the effects of screamers.

Wisdom from the Wastelands Issue #9: High-Tech Weapons 2 in Review

The PDF is decently bookmarked for its length and there is a hyperlinked contents as well. Navigation is therefore good for such a small supplement.

The text maintains a two column format and no errors were noticed. The images are, as usual, simply stock images of various types. Presentation is therefore okay at best.

Like High-Tech Weapons, this supplement has a variety of new and interesting ways of inflicting death and destruction, in a range of different sizes and types and with different types of ammunition as well. The weapon types include some pretty logical ones, but ones that had not been included so far.

Wisdom from the Wastelands Issue #9: High-Tech Weapons 2 is a great collection of new weapons for Mutant Future and it can be found by clicking here.


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