Although Mutant Future has an icon in the guise of the spidergoat, this beastie pales in comparison to the most iconic figure in Mutant Future’s older brother, Gamma World – the Death Machine. That thing’s taken on gods, for crying out loud. When one of these aptly-named weapons platforms comes humming over the horizon, it’s time to find the nearest patch of purple flowers to duck behind and start praying to your tribe’s totem that it passes you by.
Slowly, the guardian arose and coasted back toward the flaming ruins of the two invaders. Training its remaining guns and weapons on the wrecks, the robot began to pound the remains until they were molten.
It was not called a Death Machine for nothing.
- “Out of the Sun…” by James M. Ward and Roger Raupp, Dragon #101
In order to share that terror with the residents of Mutant Future, I’ve converted the 1st edition Gamma World version of the Death Machine into one suitable for use in MF (and therefore Labyrinth Lord and most early versions of D&D). I’ve worked the conversion as close as I could using the Robot section of the MF rulebook and it’s about 99.8% true to the original – a hellishly nasty piece of business. Take it out for a spin.
Death Machine (Mutant Future version)
Hit Dice: 100 (750 hit points)
Frame: Armature (60’ long x 27’ wide x 12’ high)
Locomotion: Inductors (Top Speed: 100 MPH)
Armor: Force screen (AC: 1; can take 400 points of damage before collapsing), Megatanium (AC -1)
Sensors: Nerve Web (range: 6 miles)
Mental Programming: Programming
Accessories: Self-destruct system, self-repair unit (NOTE: These are optional. The Gamma World version of the Death Machine didn't possess these qualities, but they're sensible additions to it. For a more by-the-book version, remove these accessories.)
- 2 blaster cannons (short range/damage: up to 2,250’/100 points of damage; medium range/damage: up to 4,500’/75 points of damage; long range/damage: up to 9,000’/50 points of damage)
- 6 exterminator cannons (normal range/maximum range: 450’/900’; instant death to living targets not protected by a force field, otherwise no effect)
- 16 batteries of 4 fusion rifles each
- 4 plasma guns (normal range/maximum range: 300’/600’; damage as plasma bomb)
- 8 laser batteries of 5 guns each (short range/damage: up to 2,250’/20d6; medium range/damage: up to 4,500’/15d6; long range/damage: up to 9,000’/10d6)
- 6 micro-missile tubes with 1d100 missiles each
- 1 mini-missile launcher with 5d10 missiles.
- Energy damping field (150’ radius; acts as a negation bomb)