R&D Weapons

Assorted Grenades (Steve Criddle)

    A personal favourite of mine. These can contain whatever you want. Some suggestions are:
    • Paint (of various security clearances)
    • Glue
    • Gas
    • Smoke
    • Expanding foam
    • Explosives

    The grenades have no labels to say what they contain, so you can have some real fun with them. I like to randomly decide what the contents of the grenades are, although sometimes it's more fun to fix the roll. The situation normally dictates which is best.

    If you are using EEPRFs, your victim volunteer may suggest that R&D put labels on the grenades. When they do this, R&D put very small labels on them which take a whole turn to read. This doesn't mean it takes one turn to find the grenade they are looking for. It means they have to select a grenade and then spend a turn trying to read the label.

    In low light, reading the labels would be more difficult or even impossible. Unless the clone in question arranges his grenades in such a way as to find the right one easily, he will probably end up throwing the first one that comes to hand.

B3 Grenade (Steve Criddle)

    Damage: 5          4
    Type:   Impact     Projectile
    Radius: 2 metres (damage), 5 metres (get wet)
    Range:  As far as you can throw it

    A small canister which the user shakes violently and then throws at the target.  This weapon has been known to go off in the clone's hand (but don't tell them that).  The weapon normally detonates when it hits a hard object fast enough.  Rolling it along the ground is unlikely to make it go off.

    As this is an experimental weapon, rolls of 19 or 20 mean it malfunctions.  19 means it goes off in the user's hand, 20 means it's a dud.

    Observant citizens will realise that B3 is Bouncy Bubble Beverage.

    The weapon has two damage statistics because several things can happen when it is thrown.

    If the grenade hits the target but doesn't go off, the damage is Impact 5.  Basically the equivalent of being hit by a thrown rock.  Don't forget to add the thrower's damage bonus, and deduct whatever amount you deem appropriate to account for distance.

    If the grenade misses the target only slightly (ie. within the damage radius) but does go off, the damage is Projectile 4 (mainly due to shrapnel).  If the target is within the splash radius, they get soaked with B3, which will become sticky when it dries.  (This obviously presents extra possibilities, which I won't go into here).

    If the grenade hits the target and goes off, work out the damage columns for both parts (ignore negative numbers) and then add the numbers together to give the final damage column.

    For example, the grenade hits a target with ALL3 armour.  The thrower had a damage bonus of 1 and the target was at close range, so no deductions were made for distance.  The damage is 5+1-3 for impact, and 4-3 for projectile.  3+1=4, so roll for damage in column 4.

    If the grenade fails to explode, there's nothing to stop somebody picking it up and throwing it back.  Conversely, if the citizen carrying the grenades is involved in a violent impact, this will have the effect of shaking the grenades.

    Shaking a B3 grenade twice within a 15 minute period will make it go off.

D-Beam (Gastón Flores)


This is a powerful weapons, created by the kids of R&D to help the Troubleshooter serving the Computer in very important mission. Of course, it's VERY experimental.

The first prototype, the DB Mark I, has a range of 20 meters and a 5 shots clip. It's very similar to a rifle. It only works on layers, say, if you shoot someone who has a reflec armor, the weapons desintegrates a part of the armor, only making a hole and a lot of smoke. If you want to kill the guy, then you will have to shoot again aiming to the hole and trying to make the flesh and heart disappear.

The second prototype, the Mark II, has a better range (60 meters) but the clip is almost the same, and the design is the same to. One particular improvement is that now you can amplify the beam, just like in a plasma gun, creating a conical beam the size you want (if you manage to teach yourself the controls). So, now you can, theorically, desintegrate the entire armor of the guy (with some clothes, skin, etc.) The cloud of smoke is even bigger, so the player should cough if the target is close. The amplify rate is from 0 (just a line) and 180 (semi-spherical shoot, not recommended)

The Mark III is one of the latest. It's range is about 100 meters. This prototype is totally different from the others: it's very similar to a plasma gun. The backpack has enough energy to blast 20 shots, but you can use the 5 shots clips from he other prototypes, which reduces range (60 meters) and making the weapons work on layers.

This model can amplify the beam like the Mk II (and much more easily). But it doesn't work on layers. No, it simply annihilate the enemy totally (armor, clothes, skin, equipment, everything that is attached to the guy).  NOTE: if you are targeting a something that is 100 meters away, and the amplify rate is 180... you can say goodbye.

One thing to all of the prototypes: the desintegrator beam just desintegrates what it touches. Say, if you desintegrates the head of the guy, not ALL the guy will be desintegrated, just the head. When the beam is amplified and has a conical range, is up to the GM to tell what has been hit.

I may think, as a GM: "Wow, this is really a powerful weapon. I don't even have to roll the damage. It only disappears". But, of course, I must roll to know if the weapon is working (and working good).

I mentioned that the desintegrator beam is VERY experimental. It has some very interesting features. ¿You really think that R&D make good working things?

The desintegrator beam doesn't desintegrates, in the exact meaning of the word. It doesn't separate molecules to atoms and atoms to protons, electrons and neutrons. It simply make things disappear, sending them to some parallel dimension. Yes, another dimension.

(Someone may ask about the smoke, and it's only something to make the player believe that the weapon is working out fine. Read some sci-fi novels and you will understand.)

Oh, I forgot something. This other dimension is not every parallel dimension: is one in which the Computer is a Communist Computer (this is just a detail). This dimension is stable, but the link that bounds the two dimension is not stable.

So, the problem is this: you shoot, the bad guy disappears, you win. But, somehow, somewhere, sometimes, the desintegrated things re-appears from nothing. This would not make a big problem if you, for examples, desintegrate an armor, of someone's leg (disgusting!), but, what if, by accident, you desintegrate an entire corridor of the Alpha Complex (forget the penalties and punishment.)

Eventually, it would appears. When, where and how is up to the GM. Some suggestions are:

  • in front of the only corridor that is a perfect escape, blocking the exit in the most delicate moment.
  • above the Troubleshooters, if you are not so subtle. Of course, if the last target was that corridor, so...
  • when one player is trying to demonstrate that he/she is NOT a mutant with teleport powers.
Use the Murphy's laws to make the most hilarious and inappropriate situations.

Try to include the desintegrator beam in difficult missions. Put the Mk I, let them learn how to use it, and in the next mission make them try the next prototype. When they have to use the Mk III, it would be nice if they suspect something, but try not to show the problem so evident. Another option would be a deintegrator beam (just like in the Marvin the Martian cartoons). This can be an effective way to put almost everything you want with the parallel dimension excuse.

Energy Shotgun (Geoff Gander)

    Truly a revolutionary departure from the traditional laser pistols and grenades so beloved by Troubleshooters Complex-wide, the Energy Shotgun mk 3.456 (Code: 7670.UDINOWSUKR/CB) is the latest in personal hardware for use against the Commie Mutant menace! 

    One daycycle, a bored R&D technician was sweeping up a utility closet, and stumbled across someone's stash of Old Reckoning magazines. Intrigued, he read these ancient issues of publications of "Soldier of Fortune" and the like, a came across specs for an urban combat shotgun. Tirelessly, he researched its capabilities, and "improved" them, creating the wondrous Energy Shotgun mk 3.456. 

    It measures two feet long from muzzle to butt, and is chrome coloured, save for an Yellow stripe along each side. It is meant to be used two-handed - one hand gripping the handle set below the butt, and the other grasping the forestock just short of the muzzle. There is a pump on the bottom of the forestock, which is gripped by the forward hand.  Sticking out of the top of the weapon, midway along its length, is an energy clip with a built-in charge indicator. 

    To fire this weapon, the user pulls back the pump, opening up a connection between the energy clip and the firing mechanism of the weapon - thereby "cocking" it. All that needs to be done is to pull the trigger. The weapon must be cocked before each shot, and cocking the weapon takes one round of battle (2 seconds). This means you can fire only every second round with this weapon. This is an energy weapon. 

    Security Clearance/Cost
    The Energy Shotgun mk. 3.456 is a Yellow clearance item, with a cost of 500 credits. An energy clip for this weapon costs 20 credits. 

    This weapon uses a specially-designed energy clip, capable of holding enough energy for 10 shots. 

    The Energy Shotgun mk 3.456 inflicts E14 damage on an opponent, and has an effective range of 30 metres. Victims unfortunate enough to be at the furthest extremes of the weapon's range (anyone between 20 and 30 metres away) will take only E10 damage due to the dissipated energy, but are more likely to be hit. This is possible because the energy is fired in a cone shape, giving the weapon a damage radius of 3 metres between 20 and 30 metres away. 

    Gee, this weapon seems too good to be true, for an experimental piece of equipment, doesn't it? Well, that's because it is. There are many problems that can manifest themselves in this item, among them: 

    • The electronic connection between the energy clip and the weapon has a nasty habit of malfunctioning at the worst times - meaning the weapon won't fire, or worse (see below).

    • When using the shotgun, a natural roll of 18, 19, or 20 causes a catastrophe - such as an explosion, a dimensional rift, or whatever (hey, there's a LOT of pent-up energy in that thing!).

    • The energy clips themselves are highly volatile and fragile - a PC who drops one has a 60% chance of finding him- or herself in the centre of a 3 metre-wide fireball (can you say "crispy"?).

    • The delicate electronics of the shotgun are highly susceptible to changes in temperature - too hot, and the wiring gets damp, too cold, and frost forms on it - this will make the weapon unusable unless the PC makes a successful 1/4 skill check for energy weapons.

    • Well, this isn't exactly a technical problem, but one that is sure to affect anyone assigned this thing - the weapon itself only comes with one clip when issued, and replacements are in extremely short supply (you know, budget cutbacks, etc. - there's a war on, don't you know). Good luck finding extras, 'cause PLC sure won't give any without a fight!

    GM Note: Anyone stupid enough to use an energy clip from a Sonic Rifle, Energy Pistol, or any other energy-based firearm, instead of the one made for this weapon, will find themselves in the center of an exploding fireball, as per the dropped energy clip scenario above, when they pull the trigger.

Fusion-Z (Timo Juhala)


One day Harry-G-RVY, the legendary scientist, was researching cocroaches. Suddenly, some unknown commie mutant traitor threw a grenade in the lab. One K-BOOM laiter, when Harry's new clone was activated, he noticed that the cocroaches had became radioactive. Then he understood the meaning of life, the nuclear fission and why politicians are so wicked. He built this handy rifle that gets it's power from a Mini-Nuclear reactor. Called Fusion-Z, the weapon bursts out little subnuclear ray that makes an average damage to it's prey.

Type: Energy
Range: 50 metres
Damage: 12+1d6
Security clearance: Green
Cost: 23 000 cr

Gatling Laser (Greg Bougg)

    Ahhh... my all time favorite, the Gatling Laser.  Remember that big nasty slugthrower Vasquez carried around on a steady-cam mount in Aliens?  Those slow, graceful movements, that obscene display of macho firepower? The stuff of legends.

    Take eight laser rifles. Strap them together. Put them on a rotating (a la minigun) electric rotor. Put that on a steadycam mount. Throw in a multicorder with a motion tracker package. Watch the clones' teeth clench in sheer joy.

    What's wrong with it? Nothing. It blows away enemies like no tommorow.  Sure, it runs out of ammo at inconvient times, and is almost impossible to reload.  Sure, it's bulky ("Friend Computer, is there a larger cargo elevator nearby?") and heavy ("Make a strength roll, citizen") and requires a field weapon skill to fire.  Sure, it takes a full two combat rounds to get the rotor up to speed while the clone in question is busy trying to avoid enemy fire while carrying around a gun the size and bulk of a small rhinocerous. But it's still fun.

    Oh, yeah... it's prone to overloading, too.  Roll two dice; if either is 18 or more, the thing starts to emit a high-pitched whining noice that starts getting louder.  Darn, those buckles are placed in the most inconvienient places, aren't they?  Give the clone two rounds to think of something clever before blowing him and anyone stupid enough to still be standing next to him to atoms.

    (And let's not forget jealousy on the part of other troubleshooters..) A joyous weapon for players and gamemaster alike. 

Happytyme Hand Held Artillery (DJ Hird)

Also known as "H3A".

When the PCs get the gun from R&D tell them its a large gun with a barrel about the size to hold a baseball (if they know what a baseball is send them away for termination).

The gun has three buttons for triggers.  One has the same effect as there standard issue laser, one makes a big boom, and one is classified.  The PCs are usually content with this explanation.

Later in the mission they're bound to use it.  It's then you let them know that the R&D clones didn't tell them what button does what.  To complicate matters further, throw in two opposing secret society missions.  One with a clone having to steal the gun without it ever being fired, and the other with the gun being stolen after tested in battle.  Be sure to issue the gun to an unsuspecting third clone.

If they ever fire it, here's what it does: button one is the laser, button three is the big boom (justify damage to your liking, I never followed the damage codes), and button two (the classified one) shoots out one unprocessed algietyme chip.

AKA, its a "spud gun".

Mega-Zap (Steve Criddle)

    Damage: 11
    Type:   Energy
    Range:  20 metres

    A wonderful weapon for tormenting your players.  It is a powerful energy weapon which looks a bit like a flamethrower and fires a bolt of lightning.  A backpack houses the main part of the weapon, and this is connected to a hand-held discharge unit via a thick cable.  (Think of the weapons in Ghostbusters, although this weapon doesn't provide a continuous stream of energy).

    There are two problems with this weapon.  Firstly, it takes a while to warm up - typically 3-5 combat rounds.  The unit can't be transported in a permanently warmed-up state for whatever reason you choose.  Perhaps it drains all the power if you do that, or it blacks out everything in the area if left on for too long, or it's really noisy and would attract too much attention, or metal objects fly towards the user if he's walking down a corridor with the unit powered up.  Choose whatever seems most amusing until the player gets the idea and stops doing it.

    If the player carrying the Mega-Zap gets into a combat situation, they may decide to power the unit up and use their laser pistol while they're waiting.  That's fine, but it will take 1-2 combat rounds for them to swap weapons once they see the Mega-Zap is warmed up. 

    Secondly, the weapon is powerful.  That's useful if the user hits the target, but if they miss they're going to do a fair amount of damage to Computer property.  Not a good idea...

    There are two ways to torment the hapless player with this weapon.  Firstly, keep combat sessions short.  By the time the unit has warmed up and is ready for use, the combat should be over (either the enemy are dead, or have fled).  This can be frustrating for a clone with an EEPRF, since he'll end the mission without having tested the equipment.

    Secondly, if the clone does manage to use the weapon, it takes another 3-5 combat rounds to warm up again.  The weapon may be powerful, but it's far from rapid.  (And don't forget how much damage this weapon does if you miss a target).

    If the backpack is hit while the unit is switched on, it blows up.  If the backpack is hit while the unit is switched off, it won't blow up until the unit is switched on again.  (Or it blows up when the clone tries to actually fire it - this could be fun if he has spent the entire mission trying to get a chance to use it).

    Getting the equipment wet is a bad idea, for fairly obvious reasons.

    The owner of this weapon can't use a backpack while he is wearing this weapon.

Microwave Gun (Dan Stoneley)

    Damage: 11*
      *(Damage 5 when it hits a shiny surface and reflects to fry everyone in the room for a Damage 5 hit).
    Type:   Energy

    Unfortunatly the weapon is just a prototype and can only be used by one PC and his clones (due to hand print identification on the handle or something).  The weapon must survive the mission and be brought back since its the only model. 

    Unfortunatly for the PC assigned the weapon, the weapon has a tendancy to go off with out warning (usually frying other PC's, precious equipment, or even setting alight alpha complex - this one works wonders in small rooms that the players are trapped in, especially if there are no means to put out the fire).

Plasma Grenade (Greg Bougg)

    Looks much like an ordinary grenade.  However, when thrown, it explodes plasma. No, not super hot viscous star matter.... it explodes blood plasma. All over. Yeuch. Clones hit with this weapon will look like they're in extremely bad shape, but in fact be uninjured.  Designed by R&D medical for emergency blood transfusions. 

Probability Grenade (Geoff Gander)

    A revolutionary development in modern warfare, the Probability Grenade Mk 12.4 (Code: AXC-xx.44.4.//-SXA) will surely tip the balance against the insidious hordes of traitors! 

    This weapon was the product of a late nightcycle brainbashing (no, not brainstorming, The Computer knows how to encourage fast thinking - and It will resort to anything to get results) session by those maladjusted geniuses at R&D. They thought that, since chance (or probability) has a hand in just about anything that happens, then by harnessing the laws of chance (or probability), anything can be made to happen, as long as it's even remotely possible. Well, things didn't quite work out that way. Instead of harnessing the laws of probability, the scientists were only able to find a way to force it into manifesting itself when a certain trigger is pulled - in this case, the explosion of a grenade. 

    The Probability Grenade is indistinguishable from the standard-issue Alpha Complex fragmentation grenade, except that it has a Green "P" inscribed on it. 

    The Probability Grenade works in the same way as the conventional grenade - pull the pin and throw. 

    Security Clearance/Cost
    The Probability Grenade is a Green security clearance item, and has a worth of approximately 400 credits.

    None, really. Kind of a one-shot deal. 

    The damage of the weapon is variable (see table below), though it has a range equal to the average throwing range of your average Alpha Complex Citizen. 

    The problems associated with this weapon are similar to that of normal grenades. In most cases the thing is pretty foolproof, unless the PC screws up his or her Grenade skill roll and throws the pin. Otherwise, the possible results on the table below can have a negative effect on the continued existence of the players. 

    Probability Grenade Mk 12.4 Result Table

    When the PC throws the grenade, roll d100 on the table below to determine what is called into existence in mid-throw: 
    d100 Roll
    What Pops into Existence
    Normal grenade (see general rules)
    Tac-nuke grenade (see general rules)
    Can of Mutant Spewô cola
    Laser Pistol (with Red barrel - see general rules)
    Slugthrower (unloaded - see general rules)
    Empty wall safe (200 lbs., does I13 to anyone it lands on)
    Slightly deranged scrubot (I16 to anyone it lands on)
    Large rock (500 lbs., does I16 to anyone it lands on)
    Nothing - just thin air
    4 Probability Grenades - roll 4 times on this table
    Mk 3.5 Tankbot - very angry! (activate clones)
    40 packets of Crucheetym Algae Chips
    Clip of 6 Dum-dum slugs (for slugthrower)
    High Programmer (angry about being "abducted")
    Neutronium Nightstick (see Crash Course Manual)
    1 ton of bricks (victim gets squished)
    40 litres of raw Food Vat effluvium (activate clone)
    GM's choice

Radiation Cannon (Danny White)
The RAD Cannon is a very powerful weapon that fires a ball of radiation at itís target. Count as a Plasma Generator with strength 30, but with a role of 1-5 on the d20, it inflicts severe radiation poisoning. It is powered by plutonium, and each lump of it can power it for 25 shots. It comes with 4 spare pieces of plutonium (In the backpack. Takes 5 turns to do it safely, or 3 to rush it.) and 6 doses of an antidote to radiation poisoning (May or may not work. GMís discretion). It also has a small plastic shield to protect from the radiation
(The radiation just goes round it!)

N.B. The people at R&D did'nt know how to store radioactive materials, so just copied what they saw on treasonous Pre-oops videos. As a result it is very hard to open it to change the plutonium, and gives you as much protection from the radiation, as a sheet of glass from light (If you want).


There are 2 possibilities for malfunctions here. Use your imagination if you donít like them. With this gun, anything could happen...

  1. The backpack cracks. This makes it even more likely that P.Cís will get radiation poisoning.

  3. The gun overloads. All the charges left in that piece of plutonium go off at once, In the gun. This will not only kill all P.Cís but will trigger a chain reaction, causing all other pieces of plutonium to explode. All that will be left in an area of GMís discretion is smoking ruins in a big crater. Not for indoor missions.

Scareatron 6000 (Richard Morley)
This HUGE gun looks very potent. After a warning not to fire it in a small confined area the troubleshooter wanders off with this great gun. Very light gun too. Infact VERY ligh. but lots of buttons, and some megadeath is going to come from that barrel. Unfortunately the entire gun is made of expanded polysterene. Looks scarey but doesn't actually do anything.

The best time this was used was when the group was running away from the giant mutant cockroach (sorry large IR transbot with cargo grapples). One character who had the scaretron was very bright, and had figured it out well in advance. A person infront of him gets mental blasted, falls. Citizen Veng-R-BOY then throw him the gun saying "Here: save yourself!!"

The poor mental blasted guy can't believe his luck. He picks up the gun, and starts blaaasting. As he pushes the buttons harder and harder bits of polystyrene break off. His face when realisation dawned was priceless. His death bought the rest of the group enough time to escape.

W.H.A.M. (Damian Klekawka)

(The first two letters of the acronym were classified. The last two meant Assault Missile)

This is a one-shot missile and launching tube.  It works as well as or better than an average rocket launcher except that when launched it sends a cone of burning exhaust over everything within 90 degrees and ten meters of the back of the tube.

This weapon was created merely to discourage a certain troubleshooter of mine from always hogging the coveted rear central position during firefights and catch up his clone version with the rest.

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Authors of submitted items are indicated where appropriate
All other text and graphics by Steve Criddle