Muta-Rays are abominable weapons that weaponize the living brain of a psyker who has been put in a tube filled with a mixture of FEV, Medical-Gel and countless of Chems. The brain itself is alive but it is unknown if it feels pain or is conscious of its actual situation, albeit there have been cases of the gun refusing to open fire in the presence of people who were of significance to the owner of the brain so there is a lot of speculation around it.
The weapon uses Fusion Cores as ammo but how the weapon functions is an utmost mystery. The Muta-Ray appeared one day on an abandoned underground laboratory and since then several copies have been made. When the trigger is pressed the liquids where the brain is suspended in will start to vibrate and heat up and from the barrel of the weapon a viscous red beam of energy will be launched. Anything organic that the ray touches will suffer an uncontrollable mutation.
Those under the ray's influence for a short time might make people into Psykers, albeit this is an extremely rare occurrence, most of the times people mutate into an aberrant monsters and if they are lucky they lose their sanity and become unaware of what they have become. Long time exposures will lead to creatures mutating so much that their bodies won't be able to stay alive anymore and one by one their organs will start to fail, if you they are lucky a completely genetic meltdown will make their body violently explode before that happens.
Muta-Rays are considered extremely dangerous weapons, even by Wasteland standards and they are illegal in all of Ohana and many other civilized areas. Power Armor does not protect against this weapon.
- Weapon Stats:
- Weapon value: 8000 Caps
- Ammo Capacity: 1 Power Core per 20 minutes of continuous shot.
- Time to reload: 2 turns.
- Cost of Ammo: The power core costs 500 caps.
- Cost to repair: 3750 Caps.
- Strength Required: 7 ( If the required strength isn’t met then the player won’t be able to raise the weapon properly, and the dice roll requirements will double )
- Weapon's Dice Roll Tables:
- 0-15: The weapon doesn't ignite until the next turn.
- 16-30: The attack misses.
- 31-75: The attack hits your target. Doing 50 Mutation Points and 25 Insanity Points.
- 76-90: The attack engulfs your target in mutating energies. Doing 110 Mutation Points and 60 Insanity Points.
- 91-99: Critical attack. The target is covered in a corona of mutating energies, all of its cells uncontrollably changing beyond recognition. Doing 230 Mutation Points and 130 Insanity Points.
- 100: Extremely critical attack. The Target mutates so much that it becomes a tumor ridden abomination who grows uncontrollably, before exploding violently.