Mutant Epoch MM 15 Arm Gunn
Mutant Epoch MM 15 Arm Gunn
Arm-Gunn Monday Mutants 15 Written and Illustrated by William McAusland Version 1.0
eous creature also wields some sort of bludgeoning tool by arm-gunns and their smaller, yet equally vicious allies,
in each of its very human-looking upper arms. Besides are among the most cruel assaults most people ever hear
these four attacks, which the beast can elect to use to of. The aftermath of such attacks usually leave a village in
unleash stun damage if it decides to take a living victim, flames, most of the populace butchered and a handful of
it can also add a bite attack with its massive, toothy maw; choice captives taken away in chains.
a bite similar to that of an enormous bear, and capable of For stationary arm-gunn packs, which often war
tearing a human’s head off. with other bands of their own kind, their territorial boundar-
Arm-gunns appear as males about 75% of the ies are always marked by gruesome displays. Called trophy
time, with females of the species easy enough to distin- poles, these sharpened logs, rebar shafts, pipes, antlers
guish on account of their pendulous breasts, more round- and other protrusions mark a section of ruins, woodland,
ed figures and garish, tangled mops of steel-blue hair. swamp or tangled forest — the favored habitats of these
These she-mutants seem to lead any pack of their kind, brutes — and erected on high ground for all to see. These
being more belligerent, bad tempered and cruel than poles are gruesome affairs, with the severed
even the notoriously savage males. heads, body parts, bones and yellowed
Young arm-gunns have been seen near the bone skulls of past victims, along with shiny
strewn, stinking dens of these foul things, although their
lump throwing appendages are underdeveloped and hang
uselessly at their sides (GM: treat these youths as skull-
ocks for stats with 3 melee attacks per round doing 1d8
damage per strike). Arm-gunn dens are always subterra-
nean affairs, and while there are plenty of bones strewn
about, such dingy places almost never hold worthwhile
loot — unless these creatures are in the service of some
powerful master.
As far as most new era people know, just where
these things came from is lost to time, although some re-
mote tribes claim they were sent from their god to punish
the descendants of the ancient ones, to torment and terror-
ize the survivors for the sins and loose morals of their fore
bearers. Others speculate that arm-gunns are engineered
beings, similar to skullocks and warmorts, and built for
battle, their ready supply of organic ammo once enhanced
with either explosive or plasma energy to better annihilate
robots, rioters, and other mutant war beasts.
While these things are capable of crude speech,
no reports have surfaced of arm-gunns ever explaining
where they originally came from, yet certain scribes and
wasteland researchers have found strange, high-tech bar
code tattoos on several specimens which they killed, while
one was a cyborg with an optical implant and communica-
tions array fitted into its head.
Regardless of their origins, these terrible
beast men are ferocious and fearless ad-
versaries. Most are highly territorial sav-
ages who seem content to dominate a
few dozen kilometers around their den.
Other groups, meanwhile, are nomadic
and known to work with war bands of other
humanoids, including skullocks, moaners, skayls
and piffers. These raiding parties are dreaded by
villagers and the occupants of outposts, for an attack led
Arm-Gunn: Creature for The Mutant Epoch RPG Page 4 of 8
objects, packs, and the weapons of the vanquished hang- and not mistreated, it will follow the character party, try to
ing from them. gain clothing to make it better blend in among human so-
Those familiar with these horrendous, cruel brutes ciety, learn the proper way to talk, and seek to become an
know to steer clear of such boundary displays as it’s high- adventurer, too. This fella is named Skatphuk, and says
ly likely that arm-gunns are in the vicinity. These mark- his people were wiped out by arm-gunns who worked for
ers also include fine relics or still-living victims and serve a golden robot god. He is 3 years old and will reach adult-
as bait to draw in either scavengers, other humanoids, hood at 8, and die of old age around 25.
or would-be rescuers. So too, veteran scavenges and dig- 11. A pump shotgun with pistol grip and folding stock
gers who are familiar with arm-gunns will know that if they hanging by a nylon shoulder strap. Has 0 to 6 (1d8 -2)
come across a trophy pole collection, that the filthy lair of shells in the tube.
these barbaric, man-eating monsters is always within a 12. A gut bag knotted to a cross brace of steel. At your
kilometer. approach, something thrashes about inside. If you tear it
Only those who have seen other horrors and aren’t open, roll 1d6: 1,2. A spotted scorpion leaps out and tries
squeamish, as well as being brave, will dare approach a to sting the nearest character once before it scuttles off
series of trophy poles. For those that do, they discover 4d6 into a deep crevice (scorpions listed on page 169 of the
scalps, 3d6 human and humanoid skulls and rotting, sev- TME hub rules)./ 3,4. A baby skullock that seems to im-
ered heads, 2d6 full human and sub-human skeletons, mediately recognize that the PCs are not arm-gunns, and
dozens of dried and barely identifiable body clippings, as- clings to whoever freed it and calls him or her ‘matha’
sorted remnants of clothing and common armor, along and thereafter considers the PC its parent./ 5,6. It’s an an-
with 4+1d6 other ‘things’ of interest. droid head with several manipulator cables hanging from
its neck cavity.
The severed head smiles when it is freed from the
stinking guts. This is a male patterned service industry
Things of Interest Among Trophy Poles Table android who says “Those atrocious monsters asked if I’d
Roll 2d20, 4+1d6 times, on the following table for what like to stay close to my master. Foolishly I said ‘yes’ and
a group of characters discovers at an arm-gunn trophy they stuffed my into his abdomen while he was still alive,
pole cluster: poor fellow. Been in there for months. But where are my
manners? I am Jordy44, at your lifelong service. My body
2. Android head with lashing, tentacle-like cables hanging is around here someplace and if you could get my head
from its neck. Its beautiful face is marred by lacerations and frame back to an authorized dealership, I could be
and the thing’s twitching mouth is stitched shut by wire. If a most useful employee even in this mad, inconceivable
wire removed, this good-looking mockery of a young wom- world.”
an talks endlessly about old world fashion trends, pop 13. A dead chicken, fresh.
music, candy, and Hollywood gossip. Worth 400+ 2d100 14. A wine skin filled with blood.
to a collector or robotics dealership. 15. A severed cyborg’s arm with a gore smeared ethanol
3. Advanced fragmentation grenade powered chainsaw arm. See the listing on page 186 of
4. Silver ring with Celtic pattern, worth 20+1d20sp the hub rules, with the stats on page 100. This unit has
5. Power cell, 90% drained enough fuel in it to operate for 20+1d100 rounds and can
6. Pair of old prescription eyeglasses, worth 30+1d20sp be modified for hand held use by non cyborg characters.
7. Magazine for an assault rifle with 0 to 5 rifle rounds 16. A silver necklace with strange hammer-like pendant
inside (1d6 -1) on end (Mjölnir or Thor’s Hammer). Worth 30+3d12sp.
8. Landmine, standard (see page TME-196) 17. An old cell phone with a cracked screen. Strangely, the
9. Thermos with lid and handle, filled with a liter of vodka. thing has power, and the screen is on! On closer inspection
Thermos worth 26+1d12sp. you see that while there is no service because most of the
10. Skullock child hanging by one leg, nearly dead, badly orbiting satellites were put out of action or burned up in
beaten and incoherent. If touched, roll 1d6: 1,2. It wakes the atmosphere a century ago… still, this thing has a thou-
and screams bloody murder, which alerts one or more sand songs, several games, somebody’s family photos, a
arm-gunns to the character’s presence./ 3,4. It takes one clock that needs to be adjusted, writing programs and an
look at you and then expires from the shock. Dead. /5,6. excellent photo and video camera. The power comes from
The 30cm long pesky stretches out a hand and mutters. a built-in solar panel on the back of the armored case. This
“Free me, Hume.” GM: If freed and given food and water is a remarkable find and would sell for 300+3d100sp.
Arm-Gunn: Creature for The Mutant Epoch RPG Page 5 of 8
18. A mountain bike with huge knobby tires and snap on 28. Rubbery fishing lure, looks like a minnow. Worth
air pump. It’s painted desert camo and seems to be in d4+6sp.
great condition. A half filled, 1 liter, leather water bottle in 29. Standard hand held communicator with 2d6 minutes
the cup holder has the initials ‘M.L’ stitched into it. Worth of use left in nearly drained battery.
500+3d100sp. 30. Power cell, drained entirely but in good enough order
19. Wide back folding camp chair with pop out, side table otherwise.
and shoulder strap. Bright orange. Worth 30+2d20sp. 31. Compound crossbow of relic design. 4d6 quarrels
20. Headlamp flashlight with 3d6 minutes of light remain- scattered about mound.
ing in battery. 32. Box of ammo in olive green, airtight case that hangs
21. Small, active humanoid shaped robot the size of a by a shoulder strap. Roll for what’s inside this latched but
teddy bear hanging by its neck. It kicks and beeps madly unlocked case, roll 1d6: 1. Empty. / 2. Ears, eyes, noses,
as you approach and stretches out its metal hands and fingers, and other body clippings, all dried out and laced
swipes at any pure stock appearing characters with pretty feathers, bits of colorful
as if it wants to rip out their throat. plastic and spent ammo casings. / 3.
This is a pocket-bot (see page 180 .22, caliber ammo, 1000+1d1000
of the TME hub rules if you rounds. / 4. Standard pistol
need stats) infected with rounds 100+1d100. / 5.
the Mecha human Standard rifle rounds,
eradication virus. Its 100+1d100. / 6. Rare
laser eye has been alloy tipped, soft
smashed in and is core, advanced rifle
useless. If restrained rounds, 20+2d20,
and a robotics or that fit any weap-
computer technician on that fires nor-
works on it, the mal standard rifle
unit could be repro- rounds. These
grammed — theo- have a higher ve-
retically. locity but mush-
22. Metal detector room magnificently in
with 3d6 hours left in targets, SV +10 bonus
battery pack. Uses 1 plus inflict +5 damage.
power cell to yield 60 hours op- 33. Army helmet, desert tan (-5 DV, -0.25m
eration. It will locate buried metal to 1 meter depth and movement, worth 200+1d100sp)
more importantly, land mines. Worth 500+4d100sp. 34. Football helmet with the logo of a pirate character
23. Fragmentation grenade painted on the sides on a red flag. Treat as sports helmet
24. Rotting human hand with a gold wedding band on fin- -3 DV, -0.25m move. Worth 100+1d20sp
ger, ring worth 50+1d30sp 35. Dozens of old milk, salad dressing and cola bottles.
25. String of human and subhuman eyes beaded on a These are knotted to a trip line around the trophy poles
string. This fly covered, hideous mess is indeed sickening and the first character to approach the mound must make
to behold, but any character with 70 or higher intelligence a type D perception based hazard check to spot the line
and at least 40 perception will notice that one eye is a otherwise snag it and cause the collection of containers
cybernetic implant eye complete with its optic nerve con- — which are filled with pebbles — to bang about and make
nector wires. Roll for the sort of cybernetic eye discovered an awful racket.
from the listing in the hub rules on page 89. If so, there is a 2 in 6 chance that a nearby arm-
26. Serrated relic fish fillet knife with wrist strap and gunn wakes from its nap and looks across the wastes to
bright orange handle. No sheath. Treat as a dagger doing see the intruders, and from 100+1d100m away, makes
+1 DMG and +1 SV. Daggers normally do 1d10 damage its approach (GM’s scenario permitting).
and have no SV modifier. 36. Tackle bag with shoulder strap. Inside are hundreds
27. Clear baggy of ammo: 1d6 each of standard rifle, stan- of ancient fishing lures, flies, hooks, several rolls of line,
dard pistol, high caliber rifle and pistol, shotgun shells, pliers and other fishing gear. The entire case and contents
.22 cartridges, and fifty caliber rounds. are worth 400+3d100sp if sold.
Arm-Gunn: Creature for The Mutant Epoch RPG Page 6 of 8
mous leathery wings similar to a bat. It can fly at a rate drum fed assault rifle. To conserve ammo, it will only use
of 14m per round and while moving in the air enjoys a this relic if engaging opponents at long range, if its life is
defense value bonus of -18 (now -40). in danger, or the intruders are heavily armed with relic
firepower themselves.
9. Plasma balls: This arm-gunn’s stone spitters are elon- Somebody seems to control this arm-gunn from
gated, have odd lumps about the muzzle and light up a afar through radio transmission, and sees through its
brilliant purple before they fire. Each ball it launches is eyes and directs it to bark commands to the others.
encased in a blazing purple light and the orb itself a siz- The drum magazine can hold 100 rounds of
zling mix of rock and destructive plasma. This ball has a ammo, but presently has 2d20+50 rifle rounds inside. As-
range of 500 meters and inflicts 2d20 damage on a hit, sault rifle implant arm: rate 3 / range 900m / SV 01-74 /
often igniting fires on, or near, the target even if it misses DMG 1d20. It will fire this weapon in conjunction with the
or cannot penetrate. rotating expulsions of bone lumps, while in melee it uses
These orbs are slow to charge up and fire, howev- this heavy implant like just another club.
er, and each arm can expel only once every fourth round.
12. Two mutations, one from this list, rolling 1d10 in-
10. Balls of fire: The gun appendages on this beast are stead of 1d12, plus random one deviation from the prime
dark red, extra lumpy and blackened with soot around the mutation list in the hub rules, page 58.
orifice. When angered or on the attack, the limbs make a
distinct hissing noise and then, one after the other, can fire H
super heated, flaming stones. While these have the same
rate of fire and range as regular bone lumps, and do identi-
cal initial damage, they will ignite any target they hit and
unless the victim is wearing fire proof attire, will burn for
1d6 rounds and inflict 1d6 damage per round. Deflections
and misses will cause the flaming orb to impact bystanders
or vegetation and likely ignite them instead.
Coming Next
11. Cyborg! Not a mutation at all, but instead somebody Monday:
has cybernetically augmented this brute. The thing has
a cluster of red and black eye implants on the right side Bog-Devil
of its head, and behind that, a series of assorted, stout-
ly built flexible wand antennas. One of its upper human
arms is knotted with cables and pistons and ends in a
Arm-Gunn Player Handout Copyright 2022 William McAusland / OutlandArts.com The Mutant Epoch
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