Professional Documents
Culture Documents
Aftermath - Boxed Set
Aftermath - Boxed Set
-.
Post-Holocaust world
I
henry christen (order #23380)
Actual Age
Recog. Fanor
looks
Personal ENC
Talents (15 + 2D6 = -points
to allocate
Charismatic
Combattve
Communlcatlve
Esthetic
Mechanical
Natural
Scientific
Encumbrance
Maximum value carried with status
__
------BCS
Caveroae Farmnt
fade AV E N C I
Type
Current
ISkills
Weapons
Worn
ltlocmrd
Off-hand Dexterity
Brawling
Survival,
Item
Bus
length
Formal
Survival
Value
WDM
ENC
Total
ENC Carried
1-4
1
1D3
5-14
2
1D6
15-24
3
lDlO
25-34
4
2D6
35-44 45-54
55-64
65-74
5
6
7
8
2D10 2D10+1 2D10+2 2D10+2
REACTION TABLE
01.
It signals a deteriorating
offered free'
EN-
0.1
0.3
0.6
1.o
3.5
7.0
ltindicatesgrowing fri--*'..
Sm
Med
The mosi common mount for a man IS the horse The
statistics for an average horse are given here.
eAP MNA PCA CDA DRT
STR DFT SPD HLH
6
2
60
30
14 24
24
12
2
AV
SF
ENCCAP MASS
3
12
12
32
Attack modes. WDM Length BCS Notes
S
7
minus1 STR Group
Teeth
15L
Hoof, unshod 1.5C
2 attacks when used
Hoof, shod
1.7C
and a WDA equal
to 3
. . medium..
Lg ....I
....
.. .
HVY
.. . very light
Lt ..... light
Hvy .
VH'
MS
.........
. . heavy .. . . . . ..
very hear
massive,
ENCUMBRANCE STATUS
Status
Unencumb
I
up to 1/2 ENC CAP
Partially Encumbered
up to 314 ENC CAF
Fully Encumbered
up to full ENC CAF
Frontal
Rear
linaness
- ._
e aid is
01
06
1.o
15
35
50
10 0
.,
BULK
VSm . .very small
It can signal an in
Rear
Deftness
Speed BCS
* * no modifications ***
-25%
-50%
-25%
-1
.2
Copyright
INHERENT ACCURACY TABLE
Weapon
Inherent
Uaed
Size
Accuracy
-1
SNUB
SHT
+0
STD
+1
LNG
+2
XLNG
+2
Shotgun
Rifle
Slug
Shot
&
+ 4
+2
+4
y Robert N. Charrett
and Paul R. Humt
Damage Capability
The number of damage dice a round will do against the
3T if it penetrates, is
Armor Value of a struck target, and t
)r a bullet strike are
based on the BDG. The Damage D
calculated as follows:
number of D10 of Damage equals dDG/'^
"p.
Range 1 ita
SHT
1BL : SNUB
SHT
STD
LNG
XLNG
FF
LNG
EXT
io
n
100
19')
2-3
320
Long Guns
IO00
!OOO
STOPPING
Au
500
)
t '1
Shotguns
Slug Load
Shot Load Full Choke
Modified Choke
50
BCS Modifiers
BDG Modifiers
C.-l
To use the Range Table, simply note the range to the target
in meters on the combat display Locate the Range Step
under which this figure fails on the Table This is the Range
Step for that shot
minus 2
....,.-" ,-Oh
minus 5
barrel length
CENTERFIRE PISTOL
AMMUNITION
Caliber
BDG
22 Jet
4
8
221 Fireball
25 ACP (6 35mm) 1
256Magnum
10
30 (765mm)
6
32 Short
2
32 Long
32 ACP
32-20
3
11
357 Magnum
9mm Parabellum 5
9mm Short
2
38Long
5
38 Special
10
38 Short
380 ACP
38 SuperAuto
38-40
41 Magnum
44 Special
44 Magnum
44-40
45LongColt
45 ACP
11
RIMFIRE AMMUNlTlOL
22 Short
22 Auto
22 Long Rifle
22 Stinger
22 Long
22RF Magnum
5mm Magnum
2
4
6
2
6
5
CRITICAL MISSES
FIREARMS, BLACK POWDER
DlOO RESULT
1-10
. .- .Nn
.- affect
-. .- - ..
11-40 Primer flash. Primer is expended but the round is
still good.
41-70 Main load is a dud. Primer and powderforroundare
expended. Gun must be reloaded.
71-85 Cook-off. Appears to beadud round. It will gooff on
the bookkeeping phase. There is a 50%chance of it
going off if there is an attempt t o remove it before
Action Phase 0. If it goes off, treat as if it were a
chamber explosion as below.
86-95 Chamber explosion. Burst effect of BDG of the
round/30, nearest. Burst effect minus the Durability
of the weapon is the number of DlOs of Lethal
Damage done to the character's Location that is
nearest to the breech of the gun. If the number of
DlOs is less than 1 , reduce the Durability of the gun
by 1 and treat as if the main load was a dud. If the
number is greater than or equal to 1 (the chamber
actually doesexplode). thegun is Disrepaired with a
chance (equal to the number of DlOs) in 6 of it being
Junked.
96-00 Chamber explosion as above but burst effect is BDG
of the round/20. nearest.
41-70
71-85
86-95
96-00
Aftermath! contains:
Basic Rules book with multiple examples
and illustrations of play.
Players' Handbook detailing construction
of characters, equipment and life after the Ruin.
Referee's Handbook detailing construction of the
environment and running the game.
Introductory Scenario to allow you t o start play easily.
Aftermath! provides a solid basic play mechanic that has been over2 years in playtesting. Rules are provided
l o r m o d e r n firearms, NBC weapons a n d protections, mutations, survival, h i g h technology a n d more. T h e
game is structured to allow the referee t o decide the nature of the holocaust that destroyed the w o r l d In
w h i c h play will occur. Aftermath! is a step forward in the art of role-playing games.
P.O.BOX 1082
GILBERT, ARIZONA
85234
CREDITS
L
henry christen (order #23380)
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............. 35
.................. 35
Damage. Health and Healing ............ 36
Healing Damage .....................
36
Modifications to Healing Rate ...... 36
Immediate First Aid ................ 37
Restoration of Lost Attribute Points . 37
Restoring a Character t o
Consciousness .................. 37
Infection ..........................
37
37
Diseases ..........................
Disease Symptons ............... 38
Dealing with Disease ............. 39
Crisis Point of the Disease ........ 39
Doctors and Disease ............. 39
Antibiotics and Disease .......... 40
Recovery from Disease ........... 40
Immunity from Disease (Option) . 41
Poisons ...........................
41
Effects of Poisons ................ 41
41
Lethal .........................
41
Narcotic ......................
Depressant ....................
41
Treatment of Poisoning .......... 42
Encoding a Poison ............... 42
Character Improvement ................ 43
43
Improving Skills .....................
Learning-by-Doing .................. 43
Study and Skill Improvement ......... 44
Table of Learning Rate Modifications 44
Initial Score in New Skill (Option) ..... 44
Improvement of Attributes Through
Learning (Option) ................. 44
Increase of TalentsThrough Learning
(Option) ..........................
44
Improving Attribute Scores ........... 45
Effects of Age on Attributes ........... 45
Improving Off-hand Dexterity ......... 45
Quantifying the Environment ........... 46
46
Barriers .............................
Barrier Factor of Materials Table .... 46
Doors and Locks ................... 46
Tools and Their Use ................ 47
Sample Locking Mechanisms ....... 47
Fire and its Effects ................... 47
Fire and Armor Materials ........... 48
Fire and Barriers ................... 48
Smoke and its Effects .............. 48
Acid and its Effects .................. 48
Acid Special Effects Table .......... 49
49
Splashing Results ....................
Jumping on Horseback
Unseating a Rider
50
O n Being a Player ......................
Read the Game
50
Being Born ..........................
50
Growing U p
50
Getting Your Head On ................ 51
51
Being a Hero
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O n Being a Gamesmaster .............. 52
52
Before Play ..........................
Reading it .........................
52
Planning the Campaign ............ 52
The Scenario ......................
53
During Play .........................
53
Enjoying Things ................... 53
Running the Session ............... 54
The Other Guys (or Girls) .......... 54
AfterPlay ...........................
54
Keeping Your Balance .............54
It's a Big. Wide. Wonderful World ... 55
Housecleaning ....................
L'Envoi .............................
55
55
WHOS WHO IN
T H E ROLE PLAYING GAME?
There are several individuals involved in playing a Role
Playing Game. Some are real (i.e. inhabitants of 20th
Century Earth, having existence outside the Game), while
others are not or at least do not exist outside the Game world.
THE GAMESMASTER
We have referred to this person before. Every Role Playing
Game must have a Gamesmaster, also known as a Referee,
Judge, etc. We will call him the Gamesmaster from now on.
In the last section, it was remarked that everything that
happens in the Game is described to the Players as if it were
really happening to them. Aha! Who do you think does the
describing? Right-the Gamesmaster. Using the rules and a
series of maps, notes, charts, and scenarios of his own
design, the Gamesmaster is the one who lays out the Game
before it is played. He is responsible for setting up everything
that the Characters will encounter while playing, either in
advance with loving detail, or at random during the course of
play. When something develops in the course of the Game
that the players should not know about, the Gamesmaster
operates to keep it that way.
As for Role Playing, consider this: players need only act
the parts of their individual characters. The Gamesmaster
plays the role of every other being encountered in the Game.
Some of these are not even human! In a typical, fast paced
evening playing a Sword-and-Sorcery based Game, the
Gamesmaster may be playing a wandering knight one
moment and a raging dragon the next! The job of
Gamesmaster is so important to Role Playing Games that a
PLAYER
As is already obvious, players are the flesh and blood
people who sit around and play a Role Playing Game. They
are able to participate in the Game by pretending to be, and
controlling the actions of, one or more Characters,
individuals who live in the World where the Game takes
place.
A player has designed a Character for himself, sometimes
using random numbers and sometimes allocating an
assigned number of points, to develop a clear model of what
this alter ego is like. The physical and mental ability of the
Character, what skills he will have studied and how much
time he has given to each of them, all of these are under the
players control. When the character is actively adventuring
in the Game, the player will decide when he fights and when
he flees, and is, usually, in full control of the characters
actions for better or worse.
So it is up to the player to know how the rules work for
those things he has designed his character to do (combat,
magic, medicine, whatever). It is also best if the player can
think with the characters head. This means, look at a
situation in the Game and react properly for the Character
according to his personality and cultural background. A
character who has dedicated himself to one set of ideals will
hardly act in a way contrary to those beliefs just because the
situation offers some benefit for so doing. A crude peasant is
unlikely to leave behind a purse of gold in order to retrieve a
rare artwork from a treasure trove. The player should work
out the behavior pattern for a character and keep to it as
much as possible.
CHARACTERS
Unlike the Gamesmaster and players, characters do not
really exist. Any entity (man, manlike being, intelligent
creature, animal, self-aware computer, spirit, you-name-it)
that takes an active part in the Game is a character. Those
designed by or under the control of a player are called Player
Characters. All the rest, usually under the control of the
Games master, are called Non- PIayer-C haract e rs ,
Taken all together, the Characters make up the cast of this
great big dramatic event called a Role Playing Game. Some
will be heroic, champions of good, saving damsels,
distressed communities, etc., as a matter of course. Others
will be villains, dealing in destruction and casual death. Most
will be a combination of both, as different conditions arise in
play.
THE CAMPAIGN
A Campaign is the particular version of a Role Playing
Game as it is played by a given Gamesmaster and group of
players. No two sets of garners will play in exactly the same
way. Characters, especially Player Characters, are all
different, and the adventures designed by one Gamesmaster
will rarely resemble those set up by another.
It often amazes new gamerson the Role Playing scene that
the same Game, identical rules, same setting, can be played
in so many different ways. But this is part of that tremendous
flexibility mentioned before, the ability of a good Role
Playing Game to allow the participants to fulfil their special
fantasy.
Of course, the main thrust in a Campaign is designed by
the Gamesmaster. Using the rules, he will be the one to
decide on the political climate of the countries in the Gameworld, the locations of those mysterious sites where much
adventure is to be found, as well as the specific kinds of risk
and reward that exist there, the laws, customs, religion, and
all the factors that go into the fully designed Campaign to
give it a feeling or reality that makes for enjoyable play.
Some Campaigns are small in scope, perhaps limited to a
single piece of territory with a base for Characters to operate
from as they carry out raids on some huge maze-like place of
danger and treasure. Other campaigns cover whole continents, or planets. Some (and this is not limited to science
fiction Games by any means) comprise many worlds in the
Campaign-universe. The size and complexity of a Campaign
is limited only by the imagination and energy of the
Gamesmaster and the desire of the players for new worlds to
explore.
The Game, as such, is the rules package, the system for
playing. It is the Campaign that is actually enjoyed by the
group, a never-ending story of heroic adventure. The books
you have in your hands are written to allow you to join in
those epics. The only thing ittakesissomeofyourtimeanda
lot of your imagination. We hope you will enjoy playing this
Game, in your unique Campaign, as much as we have
enjoyed writing it for you.
THE DICE
This game uses two kinds of dice as detailed below. Such
dice should be available in your local gaming store or can be
ordered direct from Fantasy Games Unlimited.
TYPES OF DICE
6-Sided Die: Called a D6. This is an everyday cubical die,
numbered from 1 to 6.
2
henry christen (order #23380)
D30: Roll a D20 and a control die. If the control die is a 12, the 020 result is read as 1-10; if the control die is 3-4, the
020 result is read as 11-20; if the control die is5-6, the 020
result is read as 21-30.
D100: Roll two D20, to get a result of 1-100. Multiply the
roll of one D20 by 10, and add to it the roll of the second
D20 to get your result. Read a result of 00as100. D20s
of different colors are very helpful for this.
The DlOO is a very important type of roll. With DlOO
(percentage) rolls, you can easily determine
probabilities that may not be specified in the rules. If you
feel there is a 60% chance of something happening, roll
D100. A result of 60 or less means it happens. A higher
result means it does not.
Good Gaming!
3
henry christen (order #23380)
ATTRIBUTES
Attributes are the basic mental and physical .components
that make up the character. They define such things as how
hard he hits, how fast he runs, how well he retains what he
learns, how well he resists disease, and many other things.
These rules use six Attributes: Wit (WT), Will (WL), Strength
(STR), Deftness (DFT), Speed (SPD) and Health (HLH). The
first two are Mental Attributes; the last four are Physical
Attributes.
Normal human ratings range from 1 to40. A character with
a rating of 1 in an Attribute is severely handicapped in the
areas that Attribute governs. With a rating of 40 he is, in that
regard, a peak specimen of human development. The
mythical average man would have a score of 10 to 12. A
character with a rating less than 1 in an Attribute is totally
non-functional in that area. A rating greater than 40 is not
possible for a human without mechanical, cheinical or
supernatural aid.
TEMPORARY ALTERATION OF
ATTRIBUTES
Various situations that may arise in play call fortemporary
reductions, expressed in percentages, of a characters
Attributes. This may be due to wounds, encumbrance,
poisons, drugs or many other factors. Such reductions are
usually made in two steps: 25 percent and 50 percent.
Subtract the required percentage from the characters
current Effective rating in the Attribute, to get the new
Effective rating.
When a character moves from astateof lesser reduction to
a greater reduction, the procedure is somewhat different.
Subtract the lesser percentage from the greater percentage,
and use the result as a percentage reduction.
For example, a character who is Wounded (25% reduction
of Deftness and Speed Attributes) becomes Seriously
Wounded (50% reduction of both Attributes). In this case
subtract 25% (50%-25%) from the current (Wounded)
Attribute rating to obtain the new Effective rating.
Of course, if an unwounded character becomes Seriously
Wounded in one step, simply apply the 50% reduction.
If a reduction in Basic Chance of Success (BCS) is to be
applied to a character who has already suffered some
reduction in BCS, apply the new reduction directly.
Various categories of situations which can came
temporary alterations of Attribute ratings are treated
1-4
1
1D3
5-14
2
1D6
15-24
3
1D10
25-34
4
2D6
35-44
5
2D10
45-54
55-64
65-74
6
7
8
2D10+1 2D10+2 2D10+2
WIT
WILL
LEARNING RATE
A characters Learning Rate is the base used t o determine
STRENGTH
WEAPON DAMAGE
The characters Strength Group will determine the Effect
Die to be rolled (see chart, p. 4). Since weapons are treated
as mechanical devices, the result of the Effect Die Roll will be
multiplied by the weapons Damage Multiplier to yield the
Damage Potential of the characters attack, if successful.
Naturally, a character with a high Strength Group will tend to
do more damage when he makes a successful attack.
WEAPONS USE
A characters Strength Group determines what kinds of
weapons he may use when attacking with a Hand-to-Hand
Combat Skill. All Hand-to-Hand weapons are rated by the
Strength Group required to use them without difficulty. A
character may freely use any Hand-to-Hand weapon rated
equal to or less than hisstrength Group. A character may not
use a weapon whose rating exceeds his Strength Group by2
or more.
If a character uses a weapon with a rating 1 greater than his
Strength Group, he must use the Effect Die listed for the
Group 1 lower than his actual Group.
If a weapon noted as a 1-1/2H(a hand-and-a-half type
weapon) or 2H (a two-handed weapon) is used one-handed,
its rating goes up by 1. That is, a character would need t o be
in a Strength Group 1 higher to use such a weapon onehanded than he would to use it normally.
When a character is using the Two Weapon Combat Skill,
and the rating of one weapon exceeds, or that of both equals,
his Strength Group, then the effective rating of each weapon
is increased by 1.
The penalties noted in the preceding two paragraphs are
cumulative. Note that a character using the Two Weapon
Combat Skill may find, due to cumulative increases in
weapon ratings, that he is totally unable to use one weapon.
Jo the Strong is a character with a Strength of 35.
He is thus in Strength Group5, and his normal Effect
Die will be 2010. He wishes to use a two-handed
sword with a Strength Rating of 5. He may do so
freely, if he wields it with two hands. I f he tries to
swing i t one-handed, its effective Strength Rating is
raised to 6. Jo can use i t this way, but his Effect Die
will be that of Strength Group 4 or 206.
I f Jos Strength were less than 31 he would be in a
Strength Group lower than 5, and he would be
completely unable to use the sword one-handed.
DEFTNESS
Deftness is a measure of a characters manual dexterity
and reaction time. It is used to determine how often a
character may act in a given situation, and whether he can
complete a task requiring dexterity.
SPEED
Speed is a measure of a characters agility and rapidity of
action. It is used to determine when a character may act in a
given situation. Speed also determines the characters rate of
travel.
HEALTH
Health is a measure of a characters constitution,
resistence to disease and recuperative powers.
HEALING RATE
Healing Rate is the basic amount of damage, expressed in
points, that a character can heal in a period of time.
Applications of Healing Rate are explained in Damage,
Health and Healing, p 36.
Healing Rate equals Health Group.
SAVING THROWS
When a player wants his character to perform an action
which lies in the province of an Attribute, or when the rules
call for it, the Gamesmaster will ask the player to make a
Saving Throw (ST). This may be an Attribute Saving Throw
(AST) or a Critical Saving Throw (CST). The CST is used
OPTION
An alternate method for modifying difficulty:
T h e Gamesmaster may assign a die with a greater or lesser
range than 1 D20 to be used for the Saving Throw, instead of
modifying the number needed for success. If he wishes t o
increase difficulty, for example, he might require the Saving
Throw t o be rolled on 1 D30 instead of 1 D20.
TALENTS
Talents are a measure of the characters aptitude and raw
ability in the areas specified. Talents can modify the
characters Learning Rate and enable him to learn by the
successful application of his Skills. For specifics on these
functions, see Character Improvement, p. 43.
A Talent has a maximum score of 20 and no minimum
natural score. A score of less than 1 indicates that the
character has no native aptitude at all in that area. A score
greater than 10 indicates significant aptitude.
PSYCHOLOGICAL PROFILE
Each character will have apsychologica1 profile when he
is created. the method is detailed in Book 2. This profile gives
the base starting values for the character in eachTalent. T h e
player will then roll 2D6 + 15. The result isa numberof points
which he may allocate among the variousTalents. N o initial
score may be lowered in order to add points to another
Talent. No final score may exceed 20. Any Talent score may
be left at its initial value, even if that value is negative.
John Smith, player, is creating a character. He
wishes the character to be a fighter, who is at home
in the outdoors. After determining his characters
psychological profile, he finds that the characters
Talent scores are. charismatic -2; Combative -2;
Communicative + l ; Esthetic 0; Mechanical t l ;
Natural +2; Scientific t1.
John rolls 2 0 6 t 15. The roll is 8, so he has 23
points io allocate among his characters Talents.
ABILITIES
Each character has certain Abilities which are derived
from a combination of his Attributes. They are aspects of
quantifying the character before play begins. Once the
values have been calculated, they should be entered in the
proper place on the Character Record Sheet. Each of these
Abilities will be introduced and explained below.
If a characters Ability values should be altered in the
middle of a turn in Detailed Action Time, the new values will
not be applied until the bookkeeping phase of that turn.
a
henry christen (order #23380)
ENCUMBRANCE CAPACITY
The Encumbrance Capacity (ENC CAP) is a measure of
how much the character can wear, carry and use without
getting in his own way. Acharacterwhose Encumbrancetotal
is less than or equal to his CAPM, nearest is considered to be
Unencumbered and receives no modifications.
A character whose Encumbrance Total is greater than
CAP/:! and less than or equal to (3 x ENC CAP)N nearest, is
considered to be Partially Encumbered. This character will
have his effective Deftness and Speed lowered by 25% and
will suffer a Basic Chance of Success modification of -1 to all
endeavors requiring physical exertion.
A character whose Encumbrance Total is greater than
(3 x ENCCAP)MisconsideredtobeFullyEncumbered. lnthis
state, effective Deftness and Speed will be lowered by 50%
and he will have a modification of -2 instead of -1 for physical
endeavors.
A character may not have an Encumbrance total that
exceeds his Encumbrance Capacity.
A character may lift up to 150% of his Encumbrance
Capacity for a very short time only. A Strength Critical
Saving Throw which is required to be made o n each Combat
Turn is a good way of determining how long a character can
lift such a weight. The Gamesmaster is urged to levy subdual
points for actions of this kind. One point per turn for each
10% over the characters Encumbrance Capacity is a good
scale.
A character may shift, without lifting, an Encumbrance
Total equal to twice his Encumbrance Capacity. It is
suggested that this kind of action be subject to the same
penalties and limitations as the rule for lifting above.
The concepts of Encumbrance are dealt with in the
section on page 14.
Encumbrance Capacity equals
3 plus Strength Group plus Deftness Group
These values are taken from the Permanent values of the
characters Attributes.
OFF-HAND DEXTERITY
Characters are assumed to favor one hand with regard to
manual dexterity. For convenience, the Gamesmaster may
wish to assume that the characters favored hand is thesame
as the players favored hand, unless the player specifies
otherwise before the character enters play. All Skills using
the hands will be assumed to be using the favored hand in
their primary applications. Should the character be brought
to the point where he must attempt to utilize such a Skill and
his favored hand is disabled or absent, he will have to
average his Basic Chance of Success in that Skill with his
Off-hand Dexterity score. The Off-hand Dexterity score will
never raise the Basic Chance of Success above the value the
character would have is he were performing normally with
the Skill.
Off-hand Dexterity can be increased as detailed in the
section on Character Improvement on page 43. The initial
value is based on the characters Attributes and a random
factor. This value is calculated from the Allocated Attribute
scores and will not be affected by changing the Attribute
scores.
Off-hand Dexterity equals
(Wit plus Will plus Deftness)/G, nearest plus 2D3
Kelson is left handed and has a Pistol Combat
Skill with a BCS of 72. He has been wounded in the
left arm and cannot use it. Groggily, he picks up his
RECOGNITION FACTOR
PHYSICAL CHARACTERISTICS
The quantification of the physical aspects of the character
is on a completely random basis, unlike the Attributes,
Talents and Abilities. As a result, any player who can present
a convincing case to the Gamesmaster as to why the
character he is playing should have certain specified
statistics should be allowed to use those statistics rather
than rolling randomly to determine them.
01
02-05
06-26
27-74
75-95
96-99
100
Looks
Very Low
Low
Below Average
Average
Above Average
High
Very High
Ugly
Homely
Mediocre
Average
Above Average
Comely
Handsome
Recognition Value
3
2
1
0
1
2
3
Equivalent
Height
under 5'4"
5'418-5'5"
5'6"-5'7"
5'8"-5'10"
5'1 1"-6'
6'1 "-6'2"
over 6'2"
Average
Weight
for Height
71-100 Ib.
101-120 Ib.
121-140 Ib.
141-160 Ib.
161-180 Ib.
181-200 Ib.
201-230 Ib.
SIZE
Very LOW
Low
Below Average
Average
Above Average
High
Very H i g h
BULK
Very
Low
3.0
3.1
3.3
3.5
3.7
3.9
4.0
Low
Below
Average
Average
Above
Average
High
Very
High
3.1
3.3
3.5
3.7
3.9
4.0
4.1
3.3
3.5
3.7
3.9
4.0
4.1
4.3
3.5
3.7
3.9
4.0
4.1
4.3
4.5
3.7
3.9
4.0
4.1
4.3
4.5
4.7
3.9
4.0
4.1
4.3
4.5
4.7
4.9
4.0
4.1
4.3
4.5
4.7
4.9
5.0
OPTION
To Personal Encumbrance add (Strength -10) x .l.
10
SKILLS
A major aspect in the quantification of the character is the
concept of Skills. Functionsof importto the game that do not
involve the simple exercise of body or mind by the character
are governed by Skills. The Skill score is a quantification of
the characters expertise and ability in a given area. The
characters score in a Skill represents his basic competency
in the area or areas covered by the Skill. This is hard-won,
ingrained knowledge and is not to be gained from casual
instruction or undisciplined study.
If a character does not have the Skill required to perform a
function, he is usually thrown back on his Talents or
Attributes. These are a poor substitute for rigorously
acquired expertise. Though a characters initial scores in the
Skills with which he begins the game are based on
appropriate Attributes and Talents, he can improve the
scores by diligent study and significant, successful
application of those Skills.
Certain Skills cover things that anyone can do. This does
not mean that a character who does not have a score in that
Skill can not perform in that area. It does mean that when the
situation is such that a character has difficulty performing in
the area governed by the Skill, a character without a score in
the Skill will almost certainly fail. For example, anyone can
ride a horse, but a character who does not have a score in
Beast Riding Skill will probably fall off if the horse gallops
and will almost certainly fall off if the beast bucks.
The very choice of initial Skills often defines the
characters past and hischances in the future. In this fashion,
the player may tailor his character t o suit whatever
conceptions he has about that character.
Skills, as presented in Book 2, are given in a particular
format. The name of the Skill is followed by the calculation
for the initial score. The first Attribute in the formula is the
Governing Attribute and the first Talent is the Governing
Talent. These come into play with regard to character
improvement. If the Skill is a Combat Skill, the Positioning of
a character using the Skill is placed in parentheses after the
name of the Skill. The initial score formula is followed by a
number indicating the Format of theskill. If theskill requires
any prerequisite Skills, they are listed in parentheses under
the Skill name. A description and pertinent rules concerning
the Skill will follow.
FORMATS
Skills are presented in three basic formats. Most Skills are
in the first format which is the simplest. All other non-combat
Skills are in the second format. The third format is reserved
for Combat Skills.
Format 1: The values for the score in this format range
from 0 to 100.
Format 2: The principal values range from 0 to 100 but
the Skill has a secondary area of expertise
which has a value equal t o one half the
principal score. This secondary area may be
improved independently of the principal area.
Once it is raised independently, it essentially
becomes a separate Skill of format 1 and the
principal area does the same.
Format 3: This type of Skill acts as a format 1 Skill, but
there is a second range of value beyond the
score of 100. This range goes from 101-200.
Score in the second range can not be
accumulated until the score in the first range
equals 100.
11
AVERAGING SKILLS
Some Skills are designated as Averaging Skills. This
means that a character attempting to utilize another Skill
while operating in the province of an Averaging Skill will use
a modified Basic Chance of Success. The scores that the
character has in the Skill he is attempting to use and in the
Averaging Skill are added together. They are then divided by
5 and rounded down to yield the modified BCS. This BCS
may not exceed the normal BCS of the Skill that the
character is attempting to use, although it may exceed the
normal BCS of the Averaging Skill unless the Averaging Skill
is a Combat Skill.
When dealing with a Combat Skill as the Skill that the
character is attempting to use, any BCS after averaging that
exceeds 20 becomes the characters modified Control
Throw. This will also affect his aim. A simple rule is that he
will have 1 point of Location modification for each 4 points of
modified Control Throw.
Beast Riding Skill is designated as an Averaging
Skill. This means that when a character wishes to
use another Skill such as Single Weapon Combat
while mounted on a horse, he must average his
scores in Single Weapon Combat and Beast Riding
Skills.
Hawk Jensen has a score in Single Weapon
Combat of 62 (BCS equals 12) and in Beast Riding
of 94 (BCS equals 18). His opponent, Jake the
Shiv, has values of 152 (BCS equals 20; Control
Throw equals 10; Aim equals 2 ) and 40 (BCS
equals 8), respectively. Hawk would have an
effective score to determine his BCS of 15612 or 76.
This yields a BCS of 13. Phis is greater than his
normal BCS with Single Weapon Combat of 12.
Therefore his modified BCS is lowered to 12. He is at
no disadvantage for being mounted. Jakes average
score is 19212 or 96 yielding a BCS of 19. This leaves
Jake still superior to Hawk in Combat Skill but Jake
has lost his Control Throw and his Aim.
I f Jakes Beast Riding Skill had been 66, his
averaged score would have been 21812 or 109. This
would have given him a BCS of 20, a Control Throw
of 1, but still n o aim. I f he had been a superb
horseman with a score of 100, his averaged score
would have been 25212 or 126 yielding a BCS of 20, a
Control Throw of 5 and an Aim of 1.
PREREQUISITES T O SKILLS
Some Skills are designated as requiring a Prerequisite
Skill. This means that a character must have a score of at
least 25 in the Skill or Skillsspecified as being prerequisiteto
the Skill he wishes to learn before he can acquire a score in
that Skill.
COMBAT SKILLS
There are several things peculiar to Combat Skills and so
they are dealt with in this section. Combat Skill will, when in
use, result in the character having a certain positioning. This
is used as a modification to the exact Location of a hit in
combat. It is particularly pertinent in determining which arm
or leg is hit. Also, Combat Skills have chances for Aim and
Control Throws arising from the second range of score.
12
Frontal
Refused
Percentage Breakdown of exact hit Location for attack coming from surrounding hexes
70% Right
70% Right
70% Right
30%
50% Right
50% Left
30%
50% Right
Left
50% Right
50%
Left
50% Right
50% Left
50% Right
50% Left
30% Right
70% Left
30% Right
70% Left
70% Right
30% Left
30%
70%
Right
Left
50%
Right
50% Right
50% Left
Right
30% Right
70% Left
50% Right
50% Left
70% Right
30% Left
Deliberate Miss
Deliberate Miss
Deliberate Miss
Deliberate Miss
13
ENCUMBRANCE
The encumbrancesystem isa way of measuring how much
of a load the character iscarrying and how thedistribution of
that load will affect the character when he attempts to
perform various actions while carrying the load. Each
character has an Encumbrance Capacity which is the
maximum value of Encumbrance (ENC) that the character
may carry o n any kind of a sustained basis. The
Encumbrance value of any item is rated on an abstract scale
which compares the bulkiness of an object to its mass. A
simplistic expression of this is presented in the
Encumbrance Value Chart below. This chart will yield a
rough figure for the object being considered which may then
be adjusted by the Gamesmaster as he feels properto reflect
the Encumbrance value of the item. In general, an item
designed to be handled or stored conveniently will have a
lower ENC value than an item of the same mass and bulk
which has many protrusions or is of an awkward shape.
Representative examples of each bulk and mass
classification are given following the chart.
For items which are presented in the weapons, armor or
equipment lists, we will give a specific ENC value. These
values can be used by a Gamesmaster as a guideline in
tailoring specific Encumbrance values for items which are
introduced to the campaign.
DISTRIBUTION OF ENCUMBRANCE
A character has a limited amount of space over which he
may distribute a load upon his person. This is broken down
VLt
0.001
0.05
0.1
0.3
0.6
2
4
6
SM
Med
Lg
VL9
HG1
HG2
HG3
Lt
0.05
0.1
0.3
0.6
1.o
3.5
7.0
10.5
HVY
VHvy
0.1
0.6
0.6
1.o
1.6
2.0
4.5
6.0
12.0
18.0
1.o
1.5
3.5
5.0
10.0
15.0
MS2
2.0
3.5
5.0
7.0
10.0
16.0
32.0
48.0
MS1
1.o
1.6
2.0
3.5
5.0
8.0
16.0
24.0
BULK
VSm
.......
Sm
Med
Lg
......
......
very small..
small
HG
.......
huge ....
medium..
...
V L g . . . . . . . very large
...
MASS
VLt
......
very light..
Lt . . . . . . . . light
Hvy
......
...
......
heavy
MS3
3.0
5.0
7.5
10.0
15.0
22.0
44.0
66.0
........
14
into areas such as his hands, his back, at his belt and slung
from his side. The character may wear or carry containers at
these locations which will hold other items. Each container
will be rated according to the maximum ENC value it will hold
and the maximum bulk grouping which will fit into the
containers opening. Once an item is placed into a container
its effective ENC will be halved. This half value is what is
assessed against the characters Encumbrance Capacity.
However, the items full ENC value is what is assessed
against the containers maximum capacity. Containers such
as backpacks, when worn properly merely occupy space and
do not count against the total Encumbrance value that the
character is carrying.
A character may carry:
1 thing on his back.
1 thing up to Very Large in each hand.
1 thing slung over each shoulder.
10 things on a belt.
It should be noted that athing may actually occupy more
than one position on a belt. For example, a tool kit designed
for belt wear is only one thing for determining its ENC
value but it will take up about 5 places on a belt.
Armor and clothing that is worn should have the total ENC
value of each garment or item calculated and the total of the
ENC value for all the garments and items is the ENC value
that will be assessed against the characters Encumbrance
Capacity. Any garments or items of armor that are carried
rather than worn will have their ENC values doubled.
ENCUMBRANCE STATUS
Once a player has calculated his characters Encumbrance
Capacity and the Encumbrance Total of all gear carried and
worn, the characters encumbrance status may be
determined. The requirements for each status and its effects
are listed in the table below.
Status
Deftness
Unencumbered
up to 1/2 ENC CAP
Partially Encumbered
up to 3/4 ENC CAP
Fully Encumbered
up to full ENC CAP
Speed BCS
** no modifications **
-25%
-25%
-1
-50%
-50%
-2
15
PERSONAL MASS
A characters mass must be known to determine the
Encumbrance Total for any mount the character may ride
and for calculations involving Bash effects. Personal Mass is
equal to the characters Personal Encumbrance plus one
third his Encumberance Total, rounded down.
A character who is charging will increase his Personal
Mass by 50%. An unconscious character will have his
Personal Encumbrance increased by 50% before the
Personal Mass calculation. A struggling character trying to
avoid being carried off will have twice his normal Personal
Encumbrance for purposes of making the Personal Mass
caluculation.
1\
19
20
OPTION
ENHANCED ARMOR VALUES
Under this Option a character receives ttie Armor Value of
additional layers worn on top of or underneath his best
armor. He does not, however, receive the full value. Each
extra layer will have an Armor Value equal to its normal value
divided by 4, rounded down. The character is still subject to
the full encumbrance values of the extra layers.
16
ARMOR FORMATS
Each of the various types of armor that a character can
wear is specified as having a format. These formats are Rigid
( R ) ; Semi-Rigid (SR); Flexible, Hard (FH); Flexible, Soft
(FS) and Flexible, Quiltable (Fa). The format of an armor is
important for determing its use when an armor is reinforced
and when the character is subject to damage due to
constriction.
REINFORCING ARMOR
All Flexible, Quiltable materials may bequi1ted to yield a
more protective armor. This increases the Armor Value by 1
and doubles the ENC value for each Location the garment
covers. This process may be done properly by any character
with Tailor Skill. T o indicate that the armor has been treated
in this fashion the designation Q- is placed in front of the
code for that type of armor. Thus Heavy Cloth with a
designation of HC, a format of Flexible, Quiltable and an
ENC value of .0008per Location would, when quilted have a
designation of Q-HC, the same format and an ENC value of
.0016 per Location covered. It would also have its Armor
Value increased from 2 to 3.
All Flexible, Soft and Flexible, Quiltable materials may be
Reinforced. The Reinforcing will raise the Armor Value by
one third the Armor Value of the Rigid format reinforcing
material rounded to the nearest. The ENC value per Location
will be raised by the ENC value of the Rigid format material.
The format of the resultant armor will be Flexible, Hard. A
given armor may only be Reinforced once, although a
Flexible, Quiltable material may be both Quilted and
Reinforced. I f the example above were to be Reinforced with
bronze studs (Designation: BP; Format: R; ENC: .06), its new
designation would be A(BP)-Q-HC. Its new Armor Value
would be 3 + (6/3) or 3 + 2or5 and its ENC value per Location
would be ,0016 + .06 or .0616. Any character with Armorer
Skill may Reinforce armor.
Only those armor materials dealt with above may be
reinforced in any way.
OPTION
DESTRUCTION OF ARMOR
17
18
MOVEMENT IN TACTICAL OR
STRATEGIC TRAVEL
Each character will have a movement rate fora day's travel.
This rate assumes ten hours of travel and includes proper
rest breaks. A character wishing to exceed these rates is
subject to the Forced March rules. The basic rates are
subject to modifiers due to terrain and weather conditions.
A character's basic traveling rate is equal to 10 plus his
effective Speed in kilometers. This is for oneday's travel. For
the hourly rate, simply divide by 10.
When calculating the modified travel rate, all the
percentages in the chart below should be treated as decimals
and multiplied consecutively by the basic travel rate.
J.J. Jones is travelling through hills ( x 5)on a Good
Road(x 1.0) on the seconddayaftera LightSnow(x
.75). With a Speed of 32, her daily travel rate is 42
kilometers and her hourly rate is 4.2 kilometers. A
day's travel under the conditions above, therefore,
will be 42 x .5 x 1.0 x .75 or 15.75, rounded to 16
kilometers that day. This also means her hourly rate
will be 1.6 kilometers an hour.
On Day After
Heavy Rain (day 1) ... 75% (day 2 ) .
100%
Light Snow (day 1) ... 50% (day 2 ) . ... 75%
Heavy Snow (day 1)
25% (day 3 ) .
75%
(day 2) .. 50% (day 4 ) . .. 100%
Prolonged Snow: for each additional day of snow
add 1 day at the worst penalty
..
..
...
FORCED MARCH
Forced March entails the character pushing himself
beyond the pace assumed in the travel rules. This can be
done in one of two ways: the Fast March or the Long March. If
either form is attempted on a second consecutive day, a
Health Ability Saving Throw is required for it to be used. On
the third day, a Health Critical Saving Throw is required. O n
following days, a Health Critical Saving Throw at one half the
normal value is required. If the Saving Throw is not made, no
Forced March is allowed o n that day. Normal travel is
allowed. After one day at normal pace, the ability to Force
march is regained.
19
20
ACTIVE ZONE
PASSIVE ZONE
V
CHARACTER WITH A LONG OR
EXTRA LONG WEAPON
E
1
21
henry christen (order #23380)
Character
hex
Extra-Long
Long
Average
Short
-1
-1
Front, Side
Rear hex
Long Front,
Long Side
hex
0
0"
0
-1
0
0
Not Allowed
1
0
Not Allowed
No secondary strike allowed.
22
henry christen (order #23380)
MOVEMENT
The basic rule of movement in Detailed Action Time is that
a character may move a distance equal to his Base
Movement Allowance on each Action Phase in the
countdown beginning with his own Base Action Phase. This
movement is through one of the hex sides between the hex
the character is in and one of his Front Hexes. Once the
character has entered a new hex his facing will be adjusted
so that the hex he has just vacated will be his Rear hex. This
means that a character with a Base Action Phase of 12 and a
23
henry christen (order #23380)
CHARGING
In order to be eligible for charging benefits, the character
or his mount must have moved for a minimum number of
phases equal to 10 minus his Speed Group at arun.This
movement must be essentially in a straight line but the
Gamesmaster may, at his discretion, allow deviations in the
path due to circumstances such as a character attempting to
charge to the intersection with the path of another character.
Naturally such intent must be made known to the
Gamesmaster, although he may or may not reveal it t o the
second character. (Is he watching the first character or is he
too busy running?)
Obstacles in the way of a charging character will be
subject to a Bash (see page 31). A successful Bash against
the charger or an unsuccessful Bash against the obstacle
will break the charge and subject the charger to the rules for
stopping forward motion. Each such successive result will
reduce the stopping category by 1. If the charger wishes to
continue to charge he must satisfy the conditions for a
charge as if he were starting all over again. If the obstacle to
the charging character is a weapons set against the charge
and the character controlling the set weapon makes his BCS
roll for the weapon Skill, the weapon will haveitschancesfor
a special effect doubled and the charger will be subject to a
Bash with achance in twenty equal to his own effective Mass.
If the set weapon has a longer effective length than the
chargers weapon, this will occur before the charger can
attack. I f not, the chargers attack will be resolved first.
Category 3:
achieved by running for a full Combat Turn or
Charging. Character must move on a number
of phases equal to his PCA at his normal BMA
after which he will be at category 2. All
movement must be out of the central Front
hex.
Category 2:
achievea by moving at a dodge-run or by
reduction from above. Character must move
one phase at his normal BMA after which he
will be at Category 1. All movement must be
out a Front hex.
Category 1:
achieved by moving at a dodge or a run or by
reduction from above. Character must move
for one phase at his normal BMA after which
he will beat Category 0. All movement must be
out a Front hex.
Category 0:
achieved by moving at a walk or by reduction
from above. Character is subject to normal
rules for movement in DAT.
Method
or
iurface BMA
Notes
Simple
rope
.1
ENGAGED STATUS
A character who is in the Active Zone of a hostile character
who is capable of attack, is in Engaged status. It is important
to note that some Actions can not be undertaken while
Engaged. Others will require a Saving Throw to complete.
Still others, particularly actual combat Actions, are under no
penalty.
PERFORMING ACTIONS
When the character wishes to do something other than
simply move during the Combat turn, he must perform an
Action. Simple Actions require a number of Action Phases to
complete equal to the characters Phases Consumed in
Action number. If there are insufficient Action Phases
Consumed in Action number. If there are insufficient Action
Phases left in the Combat Turn for the character to complete
the Action, it may not be initiated in that Combat Turn. More
complex Actions will require the character to continue
performing the Action at successive opportunities which
may go on for several Combat Turns beforeenough time has
been spent to resolve the Action.
The basic rule for resolution of an Action is that it will be
rolled for on the last of the Action Phases consumed by its
performance. An Action initiated on Action Phase 7 by a
character with a PCA of 3 will be resolved on Action Phase5.
The same character can not initiate an Action after Action
Phase 3, although he could still move subject to normal
movement rules.
A character performing most Actions is allowed a one
meter move. This move may be in any direction and may
involve a facing change of 60 degrees. When in, entering, or
leaving the Active of Passive Zone of a hostile character, this
movement is known as a Combat Move. This may take place
25
SIMPLE ACTIONS
Most of the simple Actions are involved with combat, while
more complex ones are usually not directly related to
cornbat.
Attack - This Action is used for armed and unarmed Handto-hand combat utilizing an appropriate Skill for the
character. This Action may only be initiated if an
opponent is already in range or the characters Combat
Move will bring the opponent into range when initiating
the attack. If the opponent leaves the Zone of lnfluenceof
the character before the attack is resolved and the
character cannot move to keep the opponent in his Zone,
the attack is resolved on the phaseon which theopponent
moves. The character may not move or initiate another
action until the usual Phase.
Defend - This Action allows the character to increase his
Weapon Defense Ability to 150%of its normal value forthe
duration of the Action. No attack allowed.
Fire Weapon - This Action is required when using missile
of any kind if negative modifiers due to motion are to be
avoided. Muscle-powered weapons resolve at the end of
the Action, and single-shot non-muscle-powered
weapons in the middle, although the character may not
move or initiate another action until the usual phase.
Multiple shots are spaced as evenly as possible through
the available phases used by the Action. In these cases,
fractional values should be rounded down. This Action
requires a Deftness Ability Saving Throw while Engaged.
Reload Weapon - The number of times this Action must
be performed before the weapon is ready to fire again will
vary by weapon type. This Action requires a Deftness
Ability Saving Throw while Engaged.
Exchange Weapons - This Action covers the return of a
weapon to its holster, sheath, or carrying place and the
drawing of a new one. Some pieces of equipment (shields,
polearms, etc.) may require longer and this is adjudicated
by the Gamesmaster. A weapon can be voluntarily
dropped without difficulty in the space of an Action. This
Action requires a Deftness Ability Saving Throw while
Engaged.
Survey and Command This Action allows the character to
observe what is going on around him. Normally a
character will observe only what is in front of him. This
Action also allows the character to make a short coherent
statement to other characters without using the normal
rules for communication in Detailed Action Time. This
Action may not be performed while Engaged.
Jump - This Action allows the character to execute a jump
under the following restriction: To qualify for a running
version of a jump the character must satisfy the
conditions of charging. The character does not get the
normal one meter move associated with an Action. The
character may add the result of a Strength Group Effect
Die roll to his Current Strength for the distance
calculation i f he makes a Strength Critical Saving Throw.
COMMUNICATION IN DAT
Once DAT is begun characters must utilize appropriate
Actions to communicate information among themselves. TO
simulate the confusion and independent action common to
people in stress situations the Gamesmaster should rigidily
enforce these communication limitations. I t gives a more
26
COMBAT PROCEDURE
The basic procedure for Combat is straightforward. The
attacking characters Basic Chance of Success in the
Combat Skill that is being applied is modified by
Restrictions, Distractions, Situational Modifiers and the
opponents Defensive Ability. The player then rolls 1D20. If
the number falls in the modified range the opponent has
been hit. I f not, he has been missed. Oncetheopponent is hit
the player determines his Damage Potential white the
Gamesmaster determines the Location of the hit. The Armor
Value of the protection that the opponent is wearing is
subtracted from the characters Damage Potential and the
result is the damage applied to the opponent.
A die roll of 1 always hits except in the case of the
hopeless attack. A die roll of 20 always misses. Under most
circumstances these die rolls indicate a Critical Hit and a
Critical Miss, respectively.
A flowchart of the combat procedures is provided in
Appendix 2.
CONDUCTING AN ATTACK
To conduct an attack the player states to the Gamesmaster
what Combat Skill the character is using and whether any
secondary strikes will be attempted. This is done when the
character initiates the attack. The primary strike (the only
one if there is no secondary strike) uses the full Basic
Chance of Success (BCS) and the secondary strike uses the
average BCS.
This is the Base BCS.
The Base BCS if then modified by the Restrictions due to
positioning on the DAT Display. It is further modified by an
Distractions present. The above can be determined by the
player. The player and Gamesmaster jointly determine if
there are any situational Modifiers. This is done jointly
because while some of the modifiers will be perfectly
obvious, there may be modifiers, k n o w n t o t h e
Gamesmaster, of which the character is unaware. The
Gamesmaster will then subtract the Overall Defense Ability
of the defender. This yield the Adjusted BCS which i s the
number which the player must roll less than or equal to on
1D20 in order to hit the defender.
SITUATIONAL MODIFIERS
These Situational Modifiers are given as a guideline for the
Gamesmaster in determining what kind of modifications
should be made. It would be impossible to list all the
potential situations that characters can get themselves into
in the course of an adventure. It is up to the Gamesmaster, in
the end, to determine what Situational Modifiers apply and
their value. Discretion is advised.
BCS
Each Distraction
-1
Each Restriction
-1
Target is prone.
+2
Attacker is prone..
-10
+2
Target is sitting or kneeling
Attacker is sitting or kneeling
-5
Attacking to a Side or Long Side hex
-5
Attacking from a Side or Long Side hex ........ +5
Attacking to a Rear hex,.
-10
+10
Attacking from a Rear hex
Attacking from a superior position such as
a table or stairs, etc.
+1
Attacking from an inferior position such as
the reverse of the above
-1
In Dim light
-3
In Poor light*..
-5
-9
In Darkness or Partially blind*.
Totally blind..
-12
-2
Attacker is over 50% wounded.
-4
Attacker is over 75% wounded.
These also apply when using missile weapons.
...............................
...............................
...............................
............................
....................
...................
............
......................
....................
...........................
........................
...................................
.................................
..................
................................
.................
.................
MISSILE WEAPONS
Situation
BCS
Hip fire
use Average BCS
-(damage taken/2)
Damaged in that Combat Turn
-1 to all shots
Firing a gun in each hand..
Surprised
-2
Shooting at a newly acquired target ............. -2
In firing stance..
+1
+1
Braced weapon (requires firing stance)
Sighted in (requires stance)
+1
Shooting out a side hex..
-2
Shooting out a Rear hex
-4
.........................
.
.........
......................................
..............................
.........
....................
.......................
........................
RESULTS OF A HIT
Once the player has made the appropriate die roll and the
Gamesmaster has announced that a hit has been made, the
Gamesmaster will determinethe Location of the hit by rolling
1D100 and consulting the table and Location maps below.
If the Location indicated by the die roll is considered to
have a covering barrier between the attacker and it, the
attack must penetrate the barrier before any results can be
applied to the target. The effects of barriers on a guns Bullet
Damage Group and the effective Strength Group for other
27
henry christen (order #23380)
BIPEDAL
DIOO
1-4
5-8
9-1 1
12-20
21-29
30-38
39-47
48-53
54-59
60-65
66-69
70-74
75-80
81-86
87-93
94-98
99-00
D100
1-4
5-1 2
13-20
21-28
29-36
37-44
45-48
49-56
57-64
65-72
73-80
81-88
89-92
93-96
97-00
LOC
1
2
3
4/5
6/7
8/9
io11 1
12
21/22
23/24
25/26
27/28
29/30
13/14
15/16
17/18
19/20
LOC
1
2
3/4
5/6/7
18/17
20119
22/21
8/9/10
11/12/13
14/15/16
24/23
26/25
28/27
29
30
a re
MOD IF1CAT1ONS
Bipedal
from above . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . .
from below . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . .
-5
+5
Quadrupedal
from the front . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . .
from the rear . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . .
-5
+5
28
DAMAGE POTENTIAL
Once it has been established that a hit has been made, the
player may determine the characters Damage Potential for
that hit. If it is a Critical Hit, the normal Damage Potential is
altered. The exact changes are dealt with in the section o n
Critical Hits.
The calculation of the Damage Potential will vary by the
weapon system in use.
0 Hand-to-hand weapons - Each such weapon is rated
for a Weapon Damage Multiplier (WDM). Each
character has an Effect Die in accordance with his
effective Strength Group. The characterk Effect Die is
rolled and the resulting number is multiplied by the
Weapon Damage Multiplier. The result of this
calculation is the Damage Potential.
Guns - Each round fired from a gun is rated for a
Bullet Damage Group (BDG). The BDG of each round
striking the same Location on thesame Action Phase is
totaled. This number is divided by IO. The resultant
number when rounded up yields the number of DlOs
of damage and the number rounded to the nearest is
the addition to the number of points of Damage
Potential rolled on those DlOs.
Damage Potential equals
(BDG/10, up) in DlOs + (BDG/10, nearest)
in points of damage
Muscle powered missile weapons - Each kind of
weapon in this category varies and the specifics are
given with the description of the Skill required to use
the weapon. Bascially, the Damage Potential is
calculated as for Hand-to-hand weapons but Strength
Group is modified for range rather than for position on
the DAT Display.
It is important to note that if the adjusted Damage Potential
does not exceed the Armor Value of the target Location,
there is no Critical Effect due to a Critical Hit or a Missile
Special Effect.
DAMAGE DONE
Once the Damage Potential and the hit Location is known,
the actual damage done can be calculated. The Armor Value
that the target of the hit has at the Location hit is subtracted
from the Damage Potential to yield the Damage Done.
SYSTEM SHOCK
If the Damage Done exeeds the Shock Factor (SF) of the
recipient, he issubject toacheckforSystemShock Toavoid
System Shock, the character must make a Health Ability
Saving Throw. If he fails he will fall unconsciousfora number
of Combat Turns equal to 50 -Health of the character.
The Shock Factor for humans is set at 10. Player
Characters and Personality Non-Player Characters may add
their Healing Rate to their Shock Factor. T h r Shock Factor
for non-human species is given with their other statistics.
TYPES OF DAMAGE
Each type of weapon or damage-causing attack is rated for
the type of damage caused. If there is no specification then
the damage done is assumed to be Lethal.
Lethal (L) -This is the type of damage done by edged
and pointed weapons. Most weapons in this
classification may be used to produce Crushing type
damage when used with the flat. When this is done
the normal Weapon Damage Multiplier is halved.
Combination (B)
This type of damage is done by
massive weapons which has some edges or points
such as spiked maces. The Damage Done is divided
evenly between Subdual and Lethal. That is, every
second point inflicted is Lethal while the rest is
Subdual. Ode points are thus Subdual.
IMPALEMENT
All thrusts have a chance of Impalement. The percentage
chance is equal to the Damage Potential. If Impalement
occurs the Gamesmaster will treat it as if a Missile Special
Effect had occurred. See below.
STOPPING
The effect number for Stopping is equal to the Adjusted
BDG (used to determine if a Special Effect would occur) or
the Damage Potential for muscle powered missile weapons
and Impalements divided by the Mass of the target.
I F > l Knock back for 2D3 meters. A Deftness Ability
Saving Throw is required to prevent being knocked
down. Each two meters of knock back will drop a
target one category for purposes of stopping
forward motion.
29
CRITICAL HITS
When a Critical Hit has occurred the Gamesmasterwill roll
on the appropriate Critical Hit Enhancement Table to
determine the increase to the Damage Potential.
Enhancement
+1 to WDM
+2 to WDM
+3 to WDM
+4 to WDM
CRITICAL MISSES
GUNS
Pistol
Rifle
Burst
+ 1DlO to BDG
+ 2D10 to BDG
all rounds hit plus
the effect of 1D3
additional rounds.
When the die roll for any attack is 20, there is a chance of a
Critical Miss. The Gamesmaster will request that the player
make a Control Throw for the character to avoid a Critical
Miss. If the Adjusted BCS of the attack exceeded 20, the
number required for the Control Throw may be increased by
the Adjusted BCS minus 20 at the discretion of the
Gamesmaster. Such circumstances will; at least with Handto-hand and muscle powered missile weapons, allow a
Control Throw for a character who would not normally have
one. If the character fails the Control Throw, theappropriate
Critical Effect Table should be consulted.
If a character is ignoring the distraction of friendly
characters, in his Zone of Influence if using Hand-to-hand
weapons or in the line of fire if using missile weapons, the
result that normally indicates no Critical Effect means that he
has automatically scored a successful hit on one of the
friendly characters who qualified as a Distraction. The
character to be struck should be determined at random.
30
henry christen (order #23380)
FIREARMS, MODERN
DlOO RESULT
1-10 No effect.
11-40 Dud round. Autoloaders and autoweapons require 1
Action to manually clear the round. Other types
clear with the next round, no special action is
necessary.
41-70 Jammed round. Requires 2 Actions to clear
manually. A weapon with an extractor will clear in 1
Action.
71-85 Cook-off. See Black Powder firearms.
86-95 Chamber explosion. Burst effect is BDG of the
round/30, nearest.
96-00 Chamber explosion. Burst effect of the round is
BDG/20, nearest.
OPTION
THE CLASH OF WEAPONS
This section deals with the circumstances arising when an
attack fails to strike the opponent himself and is only stopped
by his skill with the weapon system he is using to defend
himself. The basic mechanic works as follows: the last thing
to be subtracted from the attackers Base BCS is the
opponents Weapon Defense Ability. If the players die roll is
such that, if the Weapon Defense Ability had not been
subtracted from the Base BCS to give the Adjusted BCS,it
would have indicated a hit, it means that the opponent used
BASHING
When a greater effective mass strikes a lesser, a Bash may
occur. This can occur from a large animal striking a human, a
human striking a smaller animal, a charging horseman
striking or overrunning an opponent, etc. The chance in 20 of
a Bash occuring is equal to the larger effective mass minus
the smaller. If the Bash ocurs, this samedifference is used as
an effect number and the Bashed character is treated as if he
had received Stopping from a Missile Special Effect.
OPTION
SPECIAL EFFECT
In human to humancombat, theGamesmaster may allow a
Bash to occur i f the character has successfully hit his
opponent and the attackers Mass plus his weapons Size
Factor (see above) exceeds his opponents Mass. The
difference would be the chance in twenty of a Bash occuring.
DELIBERATE KNOCKDOWN
A character may deliberately attempt to knockdown
another character. This is accomplished by moving into the
hex occupied by the second character and comparing the
31
.....
......
~~
~~~.
~~
GRAPPLING
Grappling is a form of rough and tumble, close-in fighting.
A character does not need to exercise a Skill in order to
Grapple. A Deftness Ability Saving Throw is required to
perform a Grapple. If the player r o l l s a l when making thedie
roll, he may choose the general location of the Grapple. I f the
Grapple attempt fails, the player must make another Ability
Saving Throw; this time using Speed; to avoid having the
character fall down. If the player rolls a 20 on the Grapple
attempt, the character automatically falls down.
When a Grapple attempt is successful, the Gamesmaster
will roll for Hit Location as if a normal hit had been scored.
The exact Location and the General Location are both of
import. That is the head, neck, torso, right or left arm and the
right or left leg is of signifigance. as well as the exact
Location on the body map.
A Grapple to the arm will allow an attempt to disarm the
target. The Grappler will roll the Effect Die for his effective
Strength Group. The targets Armor Value on the exact
Location is subtracted from the die roll. The result is the
chance in 20 that the target must make a Strength Ability
Saving Throw in order to retain his grip on whatever he is
holding in his hand. If the target makes his Saving Throw, the
grapple is not broken and the Grappler may roll his Effect Die
again at the end of his next Action unless he initiates a new
attempt to Grapple in the hope of getting a Grapple o n a
more useful Location or he initiates some other Action.
A Grapple to the leg indicates a takedown attempt. Each
characters will roll their Effect Die. If the Grappler rolls
higher, the target will fall down. I f the target rolls higher,
there is no effect. If both roll the same number, each must roll
a Speed Ability Saving Throw to avoid falling down. The
Grappler is not considered to have maintained a hold on the
target at the end of a takedown attempt regardless of its
results. He must initiate a new attempt to Grapple on his next
Action, if he wishes to continue in his efforts to subdue his
opponent by Grappling with him.
A Grapple to the head, neck or torso indicates a hug or
choke. A torso Location result will cover both of the
Locations level of the body map. For example, a Location to
point 4 will cover both 4 and 5. The attack will be against the
less effective armor covering the Locations attacked. This
kind of Grapple is a constriction attack and armor defends
according to the rules on page 17. Any damage done is
subdual. The Grappler is assumed to keep his hold on the
target unless it is broken or he voluntarily relinquishes it in
order to seek a new grip or perform some other Action. As
long as the Grapple is maintained, the Grappler may roll his
Effect Die at the end of each Action.
A character who has an arm Grappled may not use that
arm to perform an Action. That is he may not strike the
Grappler with it or use askill or weapon requiring two hands.
A character whose head, neck or torso is subject to a Grapple
may not move.
When a character is considered Grappled he has several
options:
EFFECTS OF WATER ON
MOVEMENT AND COMBAT
There are three general situations where water will have
effects on movement and combat. These occur when the
character is ON the water in some form of boat, when the
32
ON T H E WATER
A character on the water will be on some form of platform
which can range from a raft to a large ocean going ship.
Whether the roll of the waves has any effect will depend on
the roughness of the water and the size of the platform. As
this is highly variable, it is left t o the Gamesmaster to decide
if the situation will call for the following rules to be applied.
When the platform is affected by the water on which it
rides, characters must make a Seamanship Skill roll on each
Combat Turn if the effect on the platform is significant.
With less significant effects, a longer time period may be
allowed between rolls. A character may substitute a Natural
Talent roll if he has no score in Seamanship Skill or hisTalent
score exceeds his Seamanship BCS. Once the roll is
successfully made, the character will suffer no ill effects for
that time period.
Failure to make the roll will cause the characters.effective
Deftness and Speed scores to be dropped by 25%. Critical
failure will drop them by50%. In both cases, all footing will be
considered Treacherous Ground.
Any character without Seamanship Skill will be subject to
seasickness when the platform is affected by water. A
Health Saving Throw .must be made. If the die roll is in the
Critical Saving Throw range, the character will feel no
effects. If it is in the Ability Saving Throw range, he will have
his effective Wit, Will, Deftness and Speed Attributes
reduced by 25%. All of his Basic Chances of Success will be
reduced by 2. If the die roll indicates failure, those Attributes
listed above will be reduced by 50% and all BCSs will
receive a -4 modification. A critical failure will indicate that
the character is overcome by sickness for the duration of the
period in which the platform is affected.
Whenever the platform is affected and the character
wishes to exercise any Skill requiring physical exertion, the
characters Basic Chance of Success in that Skill should be
averaged with his BCS in Seamanship Skill to get a base
BCS. The averaged BCS is not allowed to exceed the
characters base BCS in the Skill he is attempting to utilize. If
the characters Natural Talent score exceeds his
Seamanship BCS he may use the Talent score to average
with the Skill BCS to give the base BCS.
IN T H E WATER
Movement in water will be affected by the relative depth of
the water. A check of the table below will give the depth
groupings for water and the effect on the Base Movement
Allowance.
Depth
BMA
notes
to
to
to
to
1
0.5
0.25
0.1
Treacherous Ground
Treacherous Ground
Treacherous Ground
Treacherous Ground
or character may swim
ankles
knees
waist
chest
over head
GOING UNDER
Whenever a character has gone under, he must make a
Health Ability Saving Throw or take 2D6 points of subdual
damage from swallowing water. A character who exceeds his
Damage Resistance Total in this fashion will become
unconscious. If a characters die result is 20. he will
immediately become unconscious. Once unconscious, the
character will receive 2D6 additional points of damage each
Combat Turn. When this additional damage exceeds the
value of the characters Damage Resistance Total, the
character has drowned.
FLOATING
The time period for checks to see if a character has
remained afloat will vary due to water conditions. This is left
for the Gamesmaster to adjudicate. To prevent going
under, the character must make a Swimming Skill BCS or a
Critical Saving Throw based on the average of the
characters effective Strength and effective Health. The
character may use whichever value will give him the best
chance. A full life jacket will add 12 to the score needed, a life
vest or ring will add 10 and other objects such as inflated
bladders, drums or wreckage will add 5.
UNDER T H E WATER
Movement under the water is the same as for movement in
the water. Naturally, if the character has some sort of air
supply, it will not matter if he goes under. This does not
refer to holding ones breath. A character may hold his
breath for a number of Combat Turns equal to:
6 x Health Group + Effect Die for Will Group
The die roll for the Will Group should be made by the
Gamesmaster and not revealed to the player. A character
who is active while holding his breath will use up his stored
oxygen at the rate of 2 Combat Turns for each Combat turn
that he is active.
Jan is moving through a submerged tunnel
system. She has a Health Group of 3 and a Will
Group of 2. This means she can hold her breath fora
minimum of 19 Combat Turns while inactive and a
m i n i m u m o f 9 while active. Secretly the
Gamesmaster rolls 1 0 3 for her when she
submerges. The result is 2. He now knows her
maximum time is 20 Combat Turns.
Jan swims through a tunnel for 8 Combat Turns.
This puts her at the end of the tunnel. A check for
discovery of Hidden Things expends 1 Turn at
inactive rate. The roll is successful and reveals a
guard pacing the shore. Jan has now been holding
her breath for an effective time of 17 Combat Turns.
The player decides that Jan will stay under hoping
that the guard will leave before she runs out of
breath. By doing this she risks unconsciousness
and possible drowning. Two more Combat Turns
pass before the guard leaves. On the next Turn Jan
surfaces, lungs aching and panting for breath.
Under water a characters effective Strength when using a
thrusting weapon will be reduced 25%. If he is using a
weapon with astrikeattack form hiseffectivestrength will be
reduced 50%. Hand held weapons will have modifications to
the Basic Chance of Success dependent on the attack form
and the size of the weapon. These are listed in the table
below. The modifications for thrust attacks replace the
normal thrust BCS modifications.
33
Weapon Length
short
average
long
extra long
+O
-1
THE HORSE
The most common mount for a man is the horse. The
statistics for an average horse are given here:
STR DFT SPD HLH
BAP MNA PCA CDA DRT
30
14
24
24
12
2
6
2
60
AV
SF
ENCCAP MASS
3
32
12
12
Attack modes: WDM Length BCS Notes
S
7
minus 1 STR Group
Teeth
1.5L
Hoof, unshod 1.5C
A
10
2 attackswhen used
and a WDA equal
1.7C
A
Hoof, shod
to 3
A horse has four gaits and each gait has its own Base
Movement Allowance. The horse may change a gait to the
next slower or faster one at the start of any Action. It must
proceed at that speed until the next Action. At any gait with a
Base Movement Allowance of greater than 1 only one facing
change of 60 degrees per Action is allowed. At these gaits,
the horse must move its Base Movement Allowance on each
Action Phase. A Speed Ability Saving Throw by an
uncontrolled horse will allow it to change to 2 gait classes
slower if necessary. A Critical failure will result in the horse
falling. When the horse is controlled, the riders Beast Riding
Skill BCS must first be made. A die roll of 1 for the Horses
Saving Throw or the riders BCS will allow the gait to be
reduced a step further.
Eff. Mass
Gaits
BMA
Mod.
Notes
Walk
1
x ,251
May start and stop on any phase
Trot
2
x .5
2 in 10 chance of slipping per
Action on Treacherous ground
Canter
4
xl
4 in 10 chance as above
Gallop
6
x 1.5
6 in 10 chance as above
A horses effective Combat Dodge Ability for purposes of
incoming missile fire is his BMA times his normal CDA. A
horse must be moving at a Walk gait before initiating an
Attack Action. Fire directed at the rider suffers the same
penalty.
meters for a total jump of eight meters. Thus the horse will
leave the group two meters in front of the obstacle and land
two meters beyond it.
The failed BCS to get the horse to jump will result in the
horse independantly attempting to decelerate as much as
possible to avoid hitting the obstacle. If the horse can slowto
a Walk, it will stop on the next Action Phase and the rider
must make a Beast Riding BCS to retain his seat. A Critical
Miss on the riders attempt to get the horse to jump will result
in the horse crashing into the obstacle. Solid obstacles will
cause a number of DlOs of B type damage to the horse equal
t o its BMA when the jump was attempted. The rider will be
thrown from the horse and is subject t o damage as indicated
below.
UNSEATING A RlbER
JUMPING O N HORSEBACK
If the rider makes his Beast Riding BCS, he can cause his
mount to jump over an obstacle. The horse must be moving
at a gait faster than a Walk. The total distance of the jump
(vertical, both up and down, and horizontal) is the Effect Die
roll in meters for an effective Strength equal to the horses
Strength minus the Encumbrance Total it is carrying.
For each meter of height that an obstacle has, the
horizontal distance required to make the jump is two meters
greater than the width of the obstacle. The total additional
length is split evenly on either side of the obstacle. Thus an
obstacle that is two meters high and two long will require a
horizontal jump of six meters and a vertical jump of two
Situation
character braced and ready
rider without saddle at Walk
rider without saddle at Trot
rider without saddle at Canter
rider without saddle at Gallop
horse at Canter, riCler saddled
horse at Gallop, rider saddled
rider in high cantled saddle
Modification
+1 Group to the character
-1 Group to rider
-2 Groups to rider
-3 Groups to rider
-4 Groups to rider
+1 Group to rider
+2 Groups to rider
+1 Group to rider
35
HEALING DAMAGE
Subdual damage heals fairly quickly. A character may
subtract a number of points equal to his Healing Rate from
the total of subdual damage points taken for each ten
minutes of game time spent in complete rest. If the character
is active the recovery period will be 1 hour instead of 10
0
-1
-2
-1
+1
+1
+1
+1
36
OPTION
RESTORATION OF
LOST ATTRIBUTE POINTS
If the character has lost Attribute points due to some form
of attack, he may regain them at a rate equal to one half his
Healing Rate, rounded down, per week. His Healing Rate for
this purpose is subject to similar modifications to those
received when healing lethal or critical damage. In this case,
though, the period is a week instead of a day for each
modification and the appropriate medical care is Therapy
Skill, not First Aid Skill. All modifications are made to the
characters Healing Rate before it is halved. By this method a
character may not regain Attribute points lost due to aging.
RESTORING A CHARACTER
TO CONSCIOUSNESS
If a character is unconscious due to System Shock, a
Critical Effect result of having his Damage Resistance Total
exceeded by a subdual attack, he may be restored to
consciousness by another character,who mhkes his BCS roll
for Advanced Medical Skill. If the character is unconscious
due to being in a comatose state, the reason for the coma
must be eliminated first. If coma was caused by critical
damage to the head, neck or body, the critical damage must
first be healed. If it is due to the characters Damage
Resistance Total being exceeded by lethal damage, the
characters current damage total must be lowered to within
his Damage Resistance Total.
INFECTION
A character may be subject to infection if Lethal or Critical
damage has been caused to him by the bite of a predator or
scavenger, an attack with a dirty or rusty weapon or, if the
character does not keep himself decently clean (for example,
sleeps in his armor for days on end), any weapon that breaks
the skin.
Once the character is exposed to an opportunity for
infection to set in, the Gamesmaster will make a secret
Health Ability Saving Throw for the character. This throw
should be made at the next time that healing would be
calculated. If the throw is failed, the wound has become
infected. The character may not heal as long as he is subject
to the infection.
DISEASES
Diseases can be broken down into three basic formats:
acute, episodic and chronic. In game formula they will be
coded (-), (+) and (0) respectively.
Each time an acute disease has an effect, whether its first
effect of at the end of a Cycle, it will subtract the result of its
Effect Die from its target Attribute. The character must then
function at the reduced value of the Attribute. When the
disease reduces the target Attribute to zero or below, the
Crisis stage is reached.
When dealing with an episodic disease, a count of the
cumulative result of the Effect Die rolls is kept. When the total
exceeds the Critical Saving Throw range in the target
Attribute, the Attribute will be reduced by25% till thedisease
achieves its next stage. When the total exceeds the Ability
Saving Throw range, the target Attribute will be reduced to
50% for the duration of the disease. At the end of each Cycle
of the disease, the character is allowed to make an Ability
Saving Throw with the target Attribute to avoid specific
episode effects. A specific episode automatically occurs
when the disease first takes effect. When the total of the
Effect Die rolls exceeds the score in the target Attribute, the
Crisis state occurs.
A chronic disease will have its effect at the end of the
Incubation Period. This effect will remain until the character
throws off the disease or the time limit on the duration of the
disease runs out. If a target Attribute is specified, it will be
decreased by the Effect Die roll for the duration of the
disease. The Attribute will return to normal at the end of the
disease.
If a disease has more than one main target, each will be
treated independently. The Crisis stage will occur when the
first Attribute satisfies the conditions for its occurrance.
Diseases may also have specific symptoms which will have
an effect on the character. I f a disease has such symptoms
they will be listed after the formulaic expression of the
37
DISEASE SYMPTOMS
This section presents typical disease symptoms and the
effects on the character with the disease. Not all diseases will
have symptoms as severe as these. Many diseases will have
these type of symptoms but their effects will not be great
enough to warrant an effect on the character.
Attribute Disfunction - The specified Attribute has its
effective Group lowered by the total advance divided
by 10, rounded down.
Dizziness - When the disease's advance is greater than
the character's Health CST, treat all of the character's
38
henry christen (order #23380)
Rhuematoid Condition
CRlSlS POINT
OF THE
DISEASE
40
OPTION
IMMUNITY FROM DISEASE
Any character who has once had a specific strain of an
acute or episodic disease will be immune to that strain in
the future. In game terms, this means that a character who
has made his Saving Throw after the first effects of the
disease have evidenced themselves will automatically make
his Health Ability Saving Throw when exposed to the same
strain of the disease.
The bookkeeping of which strains the character has had is
the responsibility of the player. When the character is
exposed to a disease, the player should inform the
Gamesmaster of the strains to which the character is
immune. The Gamesmaster will take this information into
account but should have the player roll a Saving Throw for
the character anyway, since even an immune character has
no natural automatic way of recognizing a strain of disease.
POISONS
Poisons function much like diseases since they have
characteristics that resemble Vector, Incubation Period,
Virulence Group, and Cycle Time. The effects that a poison
has will depend on its type and whether it has any side
effects. The three general types of poisons are lethal,
narcotic and depressant.
The Vector of a poison is the same as that of a disease. That
is, it may be Aerosol, Subcutaneous, Gastric or Dermal. This
is the method by which the poison is introduced into the
characters system.
Once the poison has been introduced to the .characters
system, there will be a period of time until if first shows its
effects. During this time attempts may be made to remove the
poison from the characters system. The exact requirements
and procedures will depend on the Vector as follows:
Aerosol
Application of an antidote is the only way to
halt this type of poison before it takes effect.
Subcutaneous
A successful application of First Aid
Skill will remove the poison before it causes harm.
Gastric The proper aid to apply can be one of two kinds,
induced vomitting or dilution. A successful BCS roll
utilizing Advanced Medical Skill will determine which
is appropriate. In either case, a First Aid Skill BCS will
apply the required aid. In the formercase, the recipient
will be incapacitated until he makes a Health Ability
Saving Throw. Attempts may be made on the
bookkeeping phase of each Combat Turn. In the latter
case, a number of units of the correct substance
(water, acid, base, etc.) equal to the strength of the
poison is required. If an insufficient number is available, the number used will reduce the strength of the
poison by the number administered. Application of the
wrong aid will reduce the recipients required Saving
Throw to cancel the effects of the poison from the
Ability to the Critical range.
Dermal
The proper aid to apply may be one of two
kinds, flushing or treatment. A successful BCS roll
utilizing Advanced Medical Skill will determine which
is appropriate. In the former case application of one
liter of solvent (such as water) per Location covered by
the poison for each Strength point that the poison has
is required. I f insufficient water is avilable, the water
that is applied will reduce the strength of the poison by
one point for each unit amount applied. In the latter
case, an Advanced Medical Skill BCS and the
application of a number of medical supplies equal to
the strength of the poison is required. If the BCS is
made and an insufficient number of units of medical
supplies is applied, the poisons strength will be
EFFECTS OF POISONS
If a specific poison is listed as having side effects or
episodes they will occur at the times and have the effects
that are detailed in the description of the poison. The general
effects of each kind of poison are presented below:
Lethal
First Stage - The Attributes specified as targets of the
poison are reduced by 25%. All BCS rolls are -1.
Second Stage - The target Attributes are reduced by
50%. All BCS rolls are -2.
Crisis Stage - The character is allowed one last Health
Critical Saving Throw. Failure indicates death.
Success leaves the character comatose. After
recovering consciousness the character will have the
target Attributes reduced by the strength of the poison.
This damage may be healed following the rules on
page 37.
Narcotic
First State - The characters Wit, Deftness and Speed are
reduced by 25%. All BCS rolls are at -2.
Second Stage - The characters Wit, Deftness and Speed
are reduced by 50%. All BCS rolls are at -4.
Crisis Stage - The character is rendered unconscious.
This state will naturally last for a number of hours equal
to the strength of the poison.
Depressant
First and Second Stage - as with Narcotic.
Crisis Stage - Character retains reduced values of the
affected Attributes. All BCS rolls are at half value. This
condition will last for a period of hours equal to the
strength of the poison.
Any character surviving the Crisis stage of a poison will
have symptoms equivalent to the second stage effects of a
narcotic poison at the end of the time period of the Crisis
41
stage effects. This will last for a number of hours equal t o the
strength of the poison or until the character makes a Health
Ability Saving Throw. This may be attempted once per hour.
The character will then evidence symptoms equivalent t o
first stage narcotic poisoning for a number of hours equal t o
the strength of the poison or until a Health Ability Saving
Throw is made. At this time the character will return to his
normal condition barring any side effects or damage caused
by the poison.
TREATMENT OF POISONING
I f a character is poisoned, treatment may be applied t o
counteract or remove the poison as specified in the
description on the Vectors of poisons earlier in this section.
Once the Gamesmaster has made the first Effect Die roll for
the poison, the only treatment allowed is for the symptoms
by the use of drugs or some other method that will negate the
effects of the poison at that level. T h e poison will continueto
work its insidious way in the character's system. Only by
making Saving Throws can the character rid his system of
poison unless a specific antidote is available.
Specific antidotes work with poisons exactly as specific
a n t i b i o t i c s w o r k w i t h diseases. T h e p o i n t s of
correspondance are Attributes attacked (all must
correspond t o count as one factor), Type, Vector and any
specific side effects. A tailored antidote will negate the
poison after completion of its own Incubation Period. See
page 40 for the mechanics of antibiotics. Antidote formulae
follow the same format as poison formulae.
ENCODING A POISON
The procedure for encoding the game formula for a poison
works much the same as the process forthe game formula of
a disease. The basic format is:
Vector - Type - Attribute(s) attacked - Incubation
Period - Strength - Cycle Time - notes.
The code for the type is the first letter of its name. Thus, a
fast acting Dermal nerve poison might have a formula as
follows:
D, dilution (water) - L - DFT, SPD - 1 Combat Turn 2 - 1 Combat Turn - Survivors have 1 Distraction
Factor under stress due to nervous twitching.
Specific poisons
Gamesmaster.
will
be
detailed
later
for
the
42
CHARACTER IMPROVEMENT
As the game progresses, the player will wish to see his
character improve his abilities, his chances of success and,
in short, his ability to survive. Since this system contains no
artificial level increments as a measure of a characters
abilities, the character must be improved in other ways.
Diligent study, rigorous training and learning through
practical experience are all valid ways for the character to
improve.
The process of improvement may be rapid or slow
depending on the situation surrounding the improvement
and the character himself.
IMPROVING SKILLS
A character may improve his score in a Skill in one of two
ways. These are Study and Learning-by-doing. In both
processes, it is the score in the Skill, not the Basic Chance of
Success that is raised by the amount indicated. The Basic
Chance of Success will increase when the characters score
is raised sufficiently that a new calculation of the BCS yields
a higher number. Remember that a character has one point
of Basic Chance of Success for every five points of Skill
score.
A Skill score may not be increased over the maximum
score. Any extra points are lost. When a character reaches a
score of 100 (BCS 20) in most Skills, he has learned what
their is to know in that Skill. He is assumed to be an effective
inaster of the Skill. A die roll of 20 when making a Basic
Chance of Success roll will still indicate failure but in most
cases the failure will not have critical effects. When using a
Combat Skill which has a maximum scoreof200 (though the
BCS maximum is still 20) a die roll of 20 will indicate that
critical effects occur if the character cannot make a Control
Throw (the BCS of thesecond 100 points). A character with a
score of 200 in a Combat Skill will still feel critical effects if
the die roll on the Control Throw is a 20.
LEARNING-BY-DOING
When the character has successfully utilized a Skill, he
may attempt to Learn-by-doing. It is the responsiblity of the
Gamesmaster to decide if a s k i l l use during the game makes
the character eligible for the attempt. The general
requirement the use of the Skill significantly advances the
position of the characters in the game situation. Thus a
character who spends his time between adventures rolling
his BCS in Lockpicking Skill is ineligible since there is no
pressure on him, no significant need for locks to be picked
and he is facing no new challenges. The character is
effectively conducting Solo Study as detailed later in this
section.
A character is allowed to attempt to Learn-by-doing for
each eligible Skill used successfully in a Detailed Action
Time situation. Multiple successes in oneskill during a given
DAT situation will not allow more than one attempt to Learnby-doing.
To be able to Learn-by-doing the character must have a
score greater than zero in the Governing Talent for the Skill.
The Governing Talent is the first Talent listed in the
calculation for the initial score in the Skill.
In order to successfully Learn-by-doing, the character
must roll less than or equal to his score in that Governing
Talent on 1 D20. If he does so, he may add one to his score in
that Skill.
43
that the lock has been picked since that result was
predetermined but he informs the player that you
dont seem to have picked it. The player in his
frustration has Jus kick the door which amazingly
(to him) comes open. The player is now allowed b y
the Gamesmaster to roll for Learning-by-doing for
the lockpicking attempt.
~~
TABLE OF
LEARNING RATE MODIFICATIONS
LEARNING AIDS
VALUE
Expert Teacher
Gifted Teacher
Characters Governing Talent is greater than 0
Character is Studying a language in current
local use
Character is Studying a firearm Skill &
expends one unit of ammunition
over the required amount
1
1
1
1
LEARNING HINDRANCES
Solo Study (no teacher available)
Proper facilities unavailable
Character is studying an ancient language
no longer in use
Characters Governing Talent for the Skill being
Studied is less than 1
Character is acting as a Teacher during the
Study period
The Skill being Studied is not a
Freely Improvable Skill for the character
Character is Wounded for at least part of the week
Character is Seriously Wounded for at least part
of the week
Character does not have the required score in a
Prerequisite Skill
Character does not make unit expenditure of
ammunition while studying a firearm Skill
2
2
2
2
3
2
2
3
tt
2
Current Skill score areater than 50
3
Current Skill score Greater than 75
* Once per week only.
* * Study not allowed.
OPTION
INITIAL SCORE IN NEW SKILL
When a character Studies a new Skill and has a months
worth of Study period all together, he may acquire an initial
score in the Skill rather than the value that would accrue
through normal Study. Each Hindrance that applies will
reduce the initial value by half. If the character would gain a
higher score by using normal methods of Study, he may do
so.
OPTION
IMPROVEMENT OF
ATTRIBUTES THROUGH LEARNING
Each time a character achieves another point of BCS, he
may add .05 to the Governing Attribute. No value is received
for the fractional scores until a full Attribute point is
accumulated.
The Governing Attribute for a Skill is the one that appears
first in the calculation for the initial score in that Skill.
It does not matter if the score sufficient for the increase in
the characters Basic Chance of Success is the result of
Learning-by-doing or Study.
OPTION
INCREASE OF TALENTS
THROUGH LEARNING
Each time a character reaches maximum score in a Skill,
he has a chance of increasing his score in the Governing
Talent. To do this he must roll 1D100 and consult the
Reaction Table presented in Appendix 1 of this Book. I f the
44
.05.
I f Harmon had not been acting as a Teacher
during those four weeks his Learning rate would
have effectively been 5 and in four weeks he would
have accumulated 20 points. This would have made
his score 108. Since Safecracking Skill is a format 1
Skill, its maximum score is 100. Harmon would not
even have had to spend the fourth week studying
Safecracking Skill. He could have Studied
something else and still perfected his skill. I f the
Option for improving Talents is in effect, Harmon
would have a chance to improve the Governing
Talent for Safecracking Skill which is Mechanical.
Harmons player would roll l D l 0 0 and consult the
Reaction Table. A die roll of 97 would be an
Excellent result and Harmon could add one to his
Mechancial Talent.
Effects
+2 to each Mental Attribute; -1 to each
Physical Attribute.
-2 to each Physical Attribute; a Reaction
roll is made and the results are interpreted
as follows:
worse than Bad -4 to Mental Attributes
Bad
-2 to Mental Attributes
-1 to Mental Attributes
Poor
Mediocre
no change to Mental
Attributes
Good
+1 to Mental Attributes
Excellent
+2 to Mental Attributes
72, 76
BARRIERS
Various materials are rated for a Barrier Factor. This
number represents the barrier effect of 1 inch of the material.
To determine the value of a barrier of something like awall or
a door, determine the materials that compose it and their
thicknesses. Multiply each thickness by the Barrier Factor of
the material and sum the results for all the materials involved.
This will yield the overall barrier effect of the wall or door.
Any gumhots that hit a barrier will have their Bullet
Damage Group reduced by the overall barrier effect. If the
Bullet Damage Group is reduced to zero or below the bullet
will not penetrate the barrier. If it is not reduced t o zero, any
target struck will only receive theeffect of the reduced Bullet
Damage Group.
A muscle powered missile weapon will have its effective
Strength Group reduced by 1 for each 5 points of Barrier
Factor. This works in a fashion similarto the rangeeffects on
such weapons.
Hand-to-hand weapons which strike a barrier must
succeed in penetrating a barrier. When the barrier is struck
the damage done by the attack is assessed against the
Barrier Factor. Any points in excess of the Factor may be
applied as Damage Potential to a Location on the other side
of the Barrier
Glass
Glass, safety
Glass, shatter resistant
Heavy Leather
Light Leather
Metal, veneer
Metal, light
Metal, heavy
Metal, hardened or structural
Plastic, light
Plastic, medium
Plastic, heavy
Plastic, structural
Sand
Soil
Stone
Wicker
Wood, veneer
Wood, solid
Wood, plywood
5
20
25
20
15
20
30
40
*60
5
10
20
'40
8
variable 8 to 20
'30
10
5
10
20
46
Skill needed
Lockpicking
Lockpicking
Lock picking
Safecracking
Safecracking
Safecracking
Safecracking
none allowed
none allowed
none allowed
Complexity
0
1-3
1-6
0-5
1-5
1-10
11-16
Barrier Strength
5
10
20
10
20
20
50-200
10
varies by size and material of bar
5
acid minus one and a Cycle Time of one Combat Turn. The
poison has n o target Attributes. See the section on poisons
on page 41 for the mechanics of dealing with poison. A
character will be partially blinded during the period that hte
poison is active in his system.
If the character takes damage to Location 2, he will be
subject to a roll o n the Acid Special Effects Table. Any
damage done to that Location will be added to the result of
the roll of 1D l O O and the result checked o n the Table.
--
Thrower
Target
Landing hexdue
to miss
Lineof trajectory
S1
S2
It is left to theGamesmastertoadjudicatetheresultin
subsequent adventuresof thecharacter's impairment in
smell, taste, hearing or speech. Other effects are self
explanatory. In all cases, the character will be left with
sufficient scars to be considered a distinguishing mark.
SPLASHING RESULTS
When a character is hit by a flask of acid, flaming oil or
some other such nasty thing, it will affect the target Location
and 0-2 contiguous Locations. The number of Locations is
determined by rolling 1D3 and subtracting 1. The exact
Locations are to be determined by the Gamesmaster
according to the circumstances and the position of the
character being struck.
When such nasties impact o n the ground they will affect
the target hex and 0-2 additional hexes. The first additional
hex will be in the line of the throw. There is a50% chance that
the second will also be in the line of the throw. Otherwise it
wiil be adjacent to the first hex of splash. See illustration.
Such things will spread further on the next Combat Turn
unless eliminated by dousing or counteracting. The second
turn spread will be to all hexes contiguous to the original
hexes and have a rating for strength equal to the nasty's
current strength minus 1. If this reduces the strength t o zero
there is no spreading effect.
49
ON BEING A PLAYER
Your old buddy, Joe Gamesmaster has invited you over
one evening for a session of something called a Role
Playing Game Whassa Role Playing Game? When you get
there, Fred and Charley are sitting on the sofa, talking about
last week, when they opened the door and killed 4 or 6,
nowaittaminnit, did they say ORCS? Joe is sitting in a corner,
half buried behind a wall of papers, charts, graphs, and
assorted stuff, punching his calculator and fiddling with
some little plastic doodads that look like weird dice (at least
he is rolling them and looking at numbers on their sides). Of
course, he always was into weird cults. Maybe this is a new
religious kick. What you dont see, and this puzzles you, is a
board, darts, hockey sticks, a catchers mitt, or anything else
to give you a clue as to just what kind of game a Role
Playing is. You may, at this point, be justified in whimpering,
NOW what have I gotten myself into?
Well, it actually isnt as bad as that. First thing, if Joe is a
hardshell Gamesmaster, he probably has explained what
Role Playing is until youre ready to slug him. In any case, he
probably filled you in over the phone, and you know how
such games work, to a degree. I f not, then read the
introduction to Role Playing in this book, paqe 1. What we
are going to look at with a bit more detail here is just what
your job is, as a Player in an on-going Campaign.
BEING BORN
Ideally, the Gamesmaster should hold a special
Character Design session before presenting the Players
with their first adventure, orScenario. At this point, he and
his Players go over the basic rules, clear up any overall
questions on procedure, and design at least one Character
for every Player. It is probably advisable that each Player
have two Characters to start with, so that asad mishap part
of the way through the first scenario will not leave the Player
with nothing to do for the rest of the evening. O n the other
hand, it may be desirable to limit the first adventure to one
Character per Player.
This will permit the participants to concentrate o n properly
handling their figures without trying to keep both Characters
going at the same time. The final say o n the Character to
Player ratio for a given adventure is the Gamesmasters.
The first step in building a Character is quantifying his
physical and mental traits. This usually includes such
characteristics as physical strength, reaction speed,
intellect, and so on. Some games assign a random score,
rolled on dice, to these areas. Other, including this one, give
Players a basic number of points which they may allocate
among the Characters traits pretty much as they please.
The idea behind this system is to permit the Player to build
what he conceives to be the ideal hero. It will soon become
apparent that you cannot make the Character above the
average in one area without putting some other Attribute
below the norm. See page 4 of this book for the detailed
rules on designing these physical and Mental Attributes.
GROWING UP
The next step in Character design takes the Player through
what we call the Pre-Adventure period. This can be fairly
detailed, providing for the social standing of the Character,
his early training in schools or military service, or what have
you. Or it may be an abstract, generating a given number of
years, and the things acquired in those years, which the
Player may turn intoskills, knowledge, and cash. Again, the
final form is Campaign dependent, and options should be
checked with the Gamesmaster.
Opportunities will exist to improve the Attributes, and to
acquire Skills. See page 11 of this book for a description of
skills and how they work. It is at this point that the Player
needs to really think out the question of what he feels this
Character is like: what personal goals has he set for himself,
what were his formative years like? Should he concentrate
on the Combat Skills, having the Character begin to acquire
mastery of the arms of his culture? Or is the Character more
studious, a scholar of the mysteries of nature, science, and
philosophy? has he studied the arts of the thief, mastering
locks and stealth, or, if the Campaign admits of such arts, the
dark knowledge of the occult? In other Games, the usual
technique is to have the Player assign his Character a
profession, which defines theskills available to him. We offer
50
the ability to pick freely what areas your Character can enter,
and in the future, if he lives, he can branch out into other,
unconnected, fields of endeavor.
Upon finishing the Pre-Adventure, the Character is fully
designed on the outside. He will have achieved his fullest
development in his inherent and acquired capabilities, and
can only go further after entering the danger fraught world of
an adventurer. There will remain only one step more.
BEING A HERO
One thing about Role Playing Games that can confuse the
new Player is the fact that the Games never end, there is not
real way to lose, except to die, and no final winner, except
those who survive. Sometimes even a Characters death can
be a victory, if it is heroic.
It is necessary to understand that the essence of Role
Playing is autobiographical. Players and Gamesmaster are
combining to write the life history of the Characters, who
are presumed to be heroic in stature. A biography may be
episodic, with the high points of the subjects career
providing plateaus in the storyline, but the book never ends
until the subject is dead. In a full Campaign, where Players
have other Characters operating, the loss of one particular
figure ends his story, but there are others ready to fill the
gap, with ongoing sagas of their own, and the overall flow of
things is not interrupted.
In order for the Characters to develop along these heroic
lines, it will be best form the Campaign to all epic scope.
Not that it need encompass huge territories or immense
conflicts, but the challenges to the heroes must allow them to
face and overcome greater-than-normal challenges, just as
their training gives them greater than normal potential. A
reading of heroic literature will provide the Gamesmaster
and Players with a view of what this entails. We might
suggest:
-The Iliad and Odyssey of Homer
-Malorys Morte DArthur, and the related Arthurian
works of de Troyes and the trouveres, and von
Eschenbach and the minnesaenger.
-Modern heroic fantasy, in all its legions, led by Robert
E. Howard, Poul Anderson, Alan Burt Akers, Michael
Moorcock, Fritz Leiber, Roger Zelazny, et al.
All of these, and other works, illustrate the concept of the
hero in a vital and entertaining manner, and the sensitive
reader will come away with a powerful impetus in his playing
style, with the all-important realization that death only hurts
a little, and glory lives on forever.
It is easy to slip into a one-dimensional value system in a
Role Playing Game. The term hero embraces the Bad
Guys as well as the Good. The latter can be narrow-minded,
callous, self-righteous and vindictive. Galahad, in the
various Grail legends, is such a one at times. Villains,
contrariwise, can be generous, brave, noble, merciful to foes,
honest and honorable. Observe the traitor, Lord Gro, and
even his necromantic master, King Gorice of Witchland. in
Eddisons The Worm Ourobouros. The greatness of heroes
is proved only when they fight equally great villains.
So let the Players demand the utmost of the Gamesmaster
in the challenges they face, and as long as he keeps the
abilities of the Player-Character in mind, let the
Gamesmaster in kind. Apply courage, cunning, and honor in
equal parts when playing, according to your Character and
the Campaign, and even if you lose, you will win the Game.
Because played in this light, you will find it an exhilarating
and cathartic exercise in imagination and vicarious
excitement. And that is how to really win in Role Playing:
ENJOY!
51
ON BEING A GAMESMASTER
To a new Gamesmaster (and often to an old one) the
demandsof the job can makethestrongestquaiI.To beinsole
charge of the way a given group plays the Game, tormented
by doubts as to whether one is doing it right, whether the
Players are enjoying it and what to do for the next Adventure.
Its enough to give you gray hairs!
Any Role Playing Game depends in large measure on the
Gamesmaster. The rules cannot be written to cover every
case in detail, and they should not be. The flexibility to meet
any demands placed upon the Game system by the
requirements of the Players and Gamesmaster is what gives
a Game its attraction. For the rest, lots of notepaper, a good
imagination (with some cribbing from genre literature), and
patience all stand the Gamesmaster in good stead.
This overview of the Gamesmasters task is broken down
into three broad areas:
Planning
individual
scenarios
for
BEFORE PLAY
Lets assume you have never run a role Playing Game
before. You have a nice, new Game, not an hour out of the
store, box just opened in front of you. Now what?
READING IT
Quite seriously, the first thing to do is read it. Start with
whatever book is labelled #1 and skim through the whole
thing, all the books in order. Dont try to bash your memory
into retaining all the details at this point. Try and get an
overall picture of the following:
-What kind of fantasy setting(s) idare approriate for
this Game?
-Does it lack anything I really want to see done?
-How do individual Characters work in the system?
-Does it offer any helpful hints to the Gamesmaster in the
rules?
Now, you probably would not have bought the Game
unless you wanted to run a Campaign based on what it
simulates. But you wont really know how it operates until
you have completed this first read-through. I f you have
bought something suitable for Musketeers in the hopes of
using it to set up a Wild West Campaign, you missed
something somewhere.
If the Game has the potential to do what you want, then you
are halfway home. Next we look at what specific rules it has,
what it might have left out, and what rules you dont care for
(too sketchy, too complex, boring etc.). If the rules do not
cover something you wanted in the Campaign, then you will
52
THE SCENARIO
Once you have the background for the Campaign, which
can be as diverse or as limited as you wish although having
capacity for expansion as the Campaign proceeds, it is time
to turn to the first in a series of design tasks: the scenario.
A scenario is the outline of an Adventure in which a group
of Player-Characters are going to try and accomplish some
goal. This can be fairly open or very specific. The Classic
Example of the open scenario consists of sending the party
into an elaborate Place of Mystery, (a haunted castle, lost
city, derelict starship, or some other place of treasure and
danger) to try and survive while they loot the place. Such
scenarios are useful, since once the initial design work on
the place is finished, it can be used over and over, until looted
out. The problem with open scenarioes is that if they are all
the Players can tackle, the Campaign tends to get into a rut.
Specific scenarios might be described as missions. The
Player-Characters have some task to perform. Rescuing the
kidnapped princess, bearing the vital dispatches to General
Garcia, running Damnation Alley with a truckload of antiplague serum, are classic literary examples of specific
scenarios. The advantage is that such adventures
give the Players a definite goal to achieve, and permit the
Gamesmaster to write a somewhat more detailed storyline.
Their main disadvantage is that once accomplished, the
scenario cannot be tackled again by the same players.
DURING PLAY
Once the Gamesmaster has a comfortable degree of
familiarity with the rules and has prepared a scenario (or
decided to use the starting scenario enclosed with this
Game), then he is ready to invite the Players over for a
session.
It is advisable to get your Players together prior to this first
adventuring session in order to go through designing a
Player-Character, to get the Characters outfitted, to orient
Players to your Campaigns history and culture, and to
answer questions about the gaming process. If the Players
have not bought copies of the Game, they will need to read
this book and also Book 2, as well as any other reference
materials aimed at the Players. Under n o circumstances
should players read Book 3 or other material marked as
sacred to the Gamesmaster! They may have read these
materials on their own, if they also own copies of the Game,
but this should not happen during playing time. If something
occurs to allow Players direct reference to some information
in Book 3, or other such restricted material, the
Gamesmaster can either read it to them, jot down a note, or
allow them to look up the particular reference.
So, Characters ready and armed with knowledge of their
World, the Players wait for the scenario to begin. This can be
accomplished in an infinite number of ways. Gamesmasters
have been known to offer the opportunity to undertake a
scenario as a commission from mysterious, cloaked figures,
or by shanghaiing the Player Characters onto a ship which
eventually runs aground on a certain uncharted isle, or
otherwise contriving to put the adventure in their path, or
conversely, put the Characters in the adventures path.
Sometimes the Players miss theclues and walk right by the
opening of the scenario. A creative way to nudge them into
ENJOYING THINGS
There are no compelling reasons for playing games if the
participants do not enjoy themselves. Wewill not presume to
try and define just what appeals to you in Role Playing. The
attractions are so varied that it is not really material what
turns you on to them. What is germane is the need for
empathy among the garners. If the Players really loathe some
type of situation, it behooves the Gamesmaster to think long
and hard about using that element of the Game in his
Campaign. If the Players are eager to tackle some particular
type of adventure, then the Gamesmaster is well advised to
quietly draw up a scenario along those lines.
But Players should not dictate the course of the Campaign.
That is the Gamesmasters domain, and the fun he has
planning things is the recompense he receives in lieu of the
swashbuckling his Players get to indulge in. If the
Gamesmaster plunges the Campaign world into a war, or
interdicts travel in certain areas, it is improper for the Players
to gripe at him for it. And, just as their Characters may decry
fate to no avail, so shall Player complaints about such
matters come to naught.
The touchiest situation in Player-Gamesmaster relations
arises when the Players can justly complain that the
Gamesmaster is being unfair. Not in the sense that Fate is
unfair when random events plague their Characters, but
that the Gamesmaster is deliberately fudging things so that
the Characters lose (i.e. die during adventures). The
converse is equally ugly: when the Gamesmaster suspects or
proves that somebody among the Players is deliberately
cheating.
The former situation can be due to oversight by the
Gamesmaster (Come to think of it, that really was too
rough) or a common point of view in Role Playing which we
feel is not conductive to enjoyable gaming: when the
Gamesmaster feels he is competing with Players, andwins
if he can kill off as many Characters as possible. The
Gamesmaster should preserve a detached view of the
Campaigns progress. What good the Players have
accomplished should be rewarded. If they have
accomplished something particularly dumb, it should be its
own punishment with no extra salt rubbed into the wounds
by the Gamesmaster.
When Players are deliberately cheating, the rest of the
group must exercise its best judgement. I f the offender
shows no signs of correcting his behaviour, then he must
obviously be barred from further play. Be careful not to jump
to the conclusion that someone is trying to pull a fast one
when it may be that he is misunderstanding the rules. When
something happens in play that should not have occurred
under the rules, the Gamesmaster and Players should calmly
examine the result. If it is possible to roll the action back to
the point where the error occurred and pick it up from there,
this is the best solution. If such a decision will adversely
affect the sessions play, it is probably best to let things
stand. Patience and rational discussion will serve all
concerned much better than unfounded accusations. This is
a GAME: that implies that it is not worth playing if the rules
are not followed, but likewise should preclude severe
emotional upsets if things do not always go smoothly. In
any case: The Gamesmaster has the FINAL word in
resolving all questions of procedure during play.
53
everyone in your Game world.is going to be a PlayerCharacter. There are also the NON-Player-Characters, the
Other Guys.
The Gamesmaster plays all the Characters in the
Campaign not under Player control. Ideally, he will be able to
speak/act in character for at least the major membersof his
cast. There are several levels of complexity involved with
Non-Player-Characters. At the bottom of the list are what we
call Extras. These are the non-combatants. When one of
them gets in harms way, he is usually doomed. Next are
those we call Rabble. Rabble are slightly more resistant to
getting offed than Extras. It is usually not necessary for the
Gamesmaster to get too involved with characterizations for
these types of Non-Player-Characters, as they do not last
long enough to develop well. To be brutally frank, their main
purpose is to get killed fighting with Player-Characters, or
by valiantly joining them against a common foe.
Other Non-Player-Characters function exactly as do
Player-Characters. In general, the better developed such a
Character is, the more detail the Gamesmaster will have
designed for his personality and background. At the top of
the list one finds the Personality Non-Player-Characters.
These are the big-time operators designed by the
Gamesmaster to fill particular niches in a given scenario or
the Campaign world in general. This bunch includes the
great heroes of the Campaign, the ones who have already
achieved the heights the Player-Character are after. Of
course, the Personality figures also include the Bad Guys,
against whom most Player-Characters will find themselves
opposed in the scenarioes. (Just reverse certain words in the
preceding two sentences if you are dealing with PlayerVi I lains).
But besides other human beings, the Gamesmaster will be
simulating the behavior of animals and creatures falling into
the twilight zone category of monsters. In Book 3 we have
provided data in the sections cataloging the non-human
Characters as to their general personality traits (if any trend
exists), special fighting tactics (how is a lion likely to fight in
close quarters?) and other general guides. The
Gamesmaster should familiarize himself with these.
In general, the same remarks made about Player
consistency in portraying their Characters should be
observed by the Gamesmaster.
AFTER PLAY
The last section of this article will try and give an overview
of the Gamesmasters job in keeping the Campaign going
outside of the actual playing time. The care and feeding of
Characters as they increase their abilities, the Happening
World the Characters live in, the retooling of scenarios in
the wake of an invasion by Player-Characters, these will all
be touched in the other rulebooks of the set.
54
HOUSECLEANING
There comes a sad time in every Gamesmasters career,
and usually it is an early experience, when the first adventure
set in his carefully constructed Place of Mystery has ended
and he must assess the damage. A skillful (or lucky) group of
Players can go through the most exquisitely planned
labyrinth like army ants, disabling traps, slaying guards,
extracting valuables, busting in barriers, scribbling on the
walls, littering, you name it.
Now you had figured the Place to be good for half a dozen
expeditions, but the shape it is in now, a three-year-old with a
slingshot could knock it over. What do you do?
Your options will vary according to your Campaign. If the
Place has any sort of residents, with some access to
maintenance gear, they could conceivably reset traps and fix
doors, move treasure and post new guards. Invaders who
rashly re-visit human establishments will usually find things
considerably tightened up since their last raid. If the main
villain of the scenario avoided death or capture, he will
probably abandon the stronghold if it cannot be re-fortified.
Surely he will remember the strangers who wiped out his
holding! Likewise, loot missed the first time around will
probably not be there if all the defenses have been wiped out.
There are jackals who follow the tracks of the Players
lions. Specific details will depend soley on the
Gamesmasters wit and whim. They will often tie in to the
Happenings described above.
The same philosophy applies to the more public activities
of the Player-Characters. Many cultures have laws regarding
such lighthearted pastimesasduels to thedeath, and Players
who flout such conventions too often or too openly risk legal
sanctions. Again, this is entirely Campaign dependent.
Players often seem to forget that the Barbarian societies (socalled) are usually more rigorous in the adherence to custom
in such matters than many more civilized ones. Depending
on your worlds view of such matters, it may be sheer folly for
Player-Characters to try and behave in a town the way they
would on an expedition. Some fascinating possibilities are
inherent in this concept and a wise Gamesmaster will exploit
them fully.
LENVOI
General discussion of the Gamesmasters task could go on
indefinitely. Put two of this breed down in a corner
somewhere to see a convincing example of verbal perpetual
motion. The main precept to remember is this:
You will make errors early on in the Campaign. At
times you will have no idea what to d o next. It is a big
headache of a job. But as things progress, you will
find new ideas and fresh insights into the Game
process coming to you. It can only get more
interesting. It is your world! G o to it.
55
REACTION TABLE
DESCR lPTl O N
DIE RESULT
(D100)
VALUE
NUMBER
NOTES
01-05
Bad
-6
06-1 5
Very Poor
-4
16-30
31-45
-2
Negative Indifference
-1
+O
56-70
71-85
86-95
96-00
'
Positive Indifference
G
d
o: : :
Excellent
+1
It signals a deteriorating
+2
+4
+6
56
APPENDIX 2
57
(continued)
58
/
A
~~
TABLE OF CONTENTS
Introduction. .........................
Age Group.. ...........
Origins for Characters
Development Points .....
Psychological Profile and Talents
Initial Attribute Values
Skills Determination ............
Alterations to Attributes.. . . .
............... 2
............ 2
................... 3
Basic Clothing ......
Initial Armor ...........
Initial Equipment ........
Hand-to-hand Combat Skills ......
Muscle Powered Missile Weapons ............ . 5
Non-Technical Physical Skills ....
High-Technology Physical Skills .............. 5
Final Calculations .............................
.6
dotes on Character Generation ................ . 6
ple Character ..........
.................................. 8
8
.................
.........................
...............
8
8
Firer Movement . . . . . . . . . . . . . . . . . . . . . . . . . 3 2
Firing From Cover ...................... . 3 3
Kneeling 8 Prone Position . . . . . . . . . . . . . . . 3 3
One HandITwo Hand-Offhand . . . . . . . . . . . 3 3
Surprise 8 New Targets.. . . . . . . . . . . . . . . . . 3 3
Sighted Fire.. . . . . . . . . . . . . . . . . . . . . . . . . . . . 33
.................0
. . . . . . . . . . . . . . . . .0
Combat Skills .
Hand-to-hand
.........
Barter
.............................. 51
Trad
.......................
51
Barter Process ............................... . 5 1
Barter Values.. ................................
51
Guideline Barter Values
Clothing and Armor .
Guns and Bullets.. ........................
52
Muscle-Powered Missile Weapons . . . . . . . . . . 5 2
Hand-to-Hand Weapons . . . . . . . . . . . . . . . . . . . 5 2
Firearm Ammunition.. ....................
.52
Grenades and Explosives . . . . . . . . . . . . . . . . ..5 2
Gear and Equipment
53
Armor ..................................... . 5 3
Auto Repair Kits.. ..........................
.53
Batteries . . . . .
..................... 53
....................
.53
Books ......................................
53
Calculators.. . .
54
Chemical Gear
54
Clothing ......
54
Communications Equipment . . . . . . . . . . . . . . . . .54
Compasses
54
Containers .................................. 54
Decontamination Equipment . . . . . . . . . . . . . . . . 5 4
Drafting Equipment
............... 5 5
Jacketed Bullets
Fragmenting Bul
Tools
...............
.....................
.43
..........................
..........................
.44
.44
...........................
Reloading Timetables.
.28
................................
.32
.58
.59
59
Terrain Danger Factors ......................
Durability Consumptio
Explosive Rating . . .
Vehicle Safety Devices
Firing on Vehicles ............................
.60
Barrier Effect, of Vehicles . . . . . . . . . . . . . . . . . . . 6 0
Vehicle Critical Hit Table ................... . 6 1
Hard Targets Special Effects Table ........... 6 1
Anti-vehicle Ammunition. .................... 6 2
Anti-Tank Guided Missiles . . .
............
Demolition Skill
Unskilled Use
Operating a Vehicle
KPH to DAT Move
Conversion Tab
Maximum Safe Sp
Vehicle Type Safe
Tactical Travel ...............................
Accidents ....................................
Accident Type Table
Starvation.. . . .
Water .......................
Hand Grenades
...
INTRO DUCTlO N
This is the first book of the rules as they specifically relate
to an Aftermath! campaign. This book deals with the creation of characters, the Skills available to them, and rules for
dealing with life after the Ruin.
Detailed character creation and the equipment available
are based on certain premises. These are that civilization
continued to develop until sometime in the late twentieth or
early twenty-first century. Things then began to fall apart or
were ripped asunder. The time is now about twenty years
after the collapse of organized society as we would come to
know it. The nature of the collapse is left unspecified. This is
the Gamesmasters province and should be specific to his
campaign.
If the Gamesmaster does not wish to accept the basic premise as detailed above, modifications should be made to the
character generation system and the level of equipment
available. The game as designed can be used to simulate a
wide variety of ruined worlds and can be set in the recent
past, the present, or the near, or even far, future.
Group 0-Character
Group 1-The
character receives an initial score in PostRuin Culture, 1 non-Firearm Combat Skill, and the
players choice of Literacy or Technology Use. The
character receives 2D5 Attribute Increase Points. The
character has a 1 in 6 chance of being Changed. The
player must check on the Origins Table on page 2.
Group 2-The
AGE GROUP
Each player should roll 1D20 to determine his characters
Age Group. If a player strongly desires to play a character in
a given Age Group, the Gamesmaster may allow this without recourse to a random die roll.
The results of the die roll are checked on the table below.
1
2
3
4
5
22
31
40
49
58
Group 4-The
I
Die
Roll
No increase i n points.
i 1-3
4-6
7-9
Receive 2D5 Development Points.
10-12 Receive 105 Development Points and 1D3
Attribute Increase Points.
13-15 Receive 2D5 Development Points and 2D3
Attribute Increase Points.
I
1
2-3
4-6
7-8
9
10
-2
-1
0
1
2
3
I
I Talents
Charismatic
Combative
Communicative
Esthetic
Mechanical
Natural
Scientific
to allocate
-- -- -lu
UWd
CurrmI
-- --
---
---
DEVELOPMENT POINTS
Each character will have some Development Points. These
can be used in two ways. They can be used as Skill Pointsto
buy Skills or they can be used as Attribute Increase Points
to buy increases to the characters Attribute scores.
Each character receives a number of Development Points
equal to his base age. These may be split as the player desires between Skill Points and Attribute Increase Points
Characters in Age Groups 2 through 5 should roll 1D10,
add their Age Group to the result and consult the Development Point Table below.
Whensthedivision of the total Development Points is made,
the total Attribute Increase Points and the total Skill Points
should be noted in the margin of the Character Record
Sheet .
SKILLS DETERMINATION
At this point the player should decide what Skills the
character will possess. Ski1lsarebought using Skill points.
The cost in Skill Points for each Skill is given along with the
Skill and its initial score i n Appendix 2. A character with insufficient Skill Points to pay the cost of the Skill may not
begin with that Skill.
A Skill may be bought at twice the norma1costin order
for the character to receive a doubled initial score in that
Skill. This is the maximum initial score that a character may
have.
Some Skills have Prerequisite Slfills. The character must
have all Prerequisite Skills with a iminimum score of 25 in
each if he is to acquire theskill which has such prerequisites.
A character who does not have the Prerequisite Skills or
whose score i n the Prerequisite Skills is less than 25 is not
allowed to begin play with the Skill in question.
The values used for any calculations of an initial score in a
Skill are taken from the characters Allocated Attribute
scores and the Allocated Talent scores.
The name of each Skill and thecharacters initial score in it
should be entered on the Character Record Sheet in the
,y;on
for
Off-hand Dexterity
Brawling
Survival,
Skijlsc-oRE
* - - - - A -
\-
Attribute Increase Points are the voluntary method of Attribute increase before the beginning of play. The total number
of Attribute Increase Points is the number of D3s that the
player may roll. The sum of these die rolls is the number of
points that the player may distribute among the characters
Attributes. These increases may be used to counteract the
effects of age or mutation or toenhance such of those effects
as the player considers beneficial.
When these modifications have been made, the new
Attribute scores are entered in the Permanent column of the
Character Record Sheet. Any subsequent changes to the
Attribute scores which are not specified as permanent
changes will be entered in the Current column. If no such
change has occurred, the Current score will be the
Permanent score.
PHYSICAL CHARACTERISTICS
---
r------T-T--
ALTERATIONS TO ATTRIBUTES
Attribute scores may be altered before play in any of three
ways. These alterations can be due to aging effects,
Changed status or Attribute Increase Points.
The effects of aging are given in Book 1 on page 45. The
character is assumed to undergo the effects of each breakpoint up to and including his current actual age.
Changed status may or may not affect Attributes
depending on the nature of the mutation. This information
will be provided by the Gamesmaster. He has the rules
concerning mutants in Book 3 and will inform the player of
the nature of the characterk mutation and its effects on the
character.
The player will roll 1DlOO for each of the following characteristics: Size, Bulk and Looks. The category for each is
entered on the Character Record Sheet and the total of the
recognition factors for each characteristic is entered as the
Base Recognition Factor.
The player may cross-index the characters Size and Bulk
groupings on the Personal Encumbrance Chart to determine
this value. It should also be entered on the Character Record
Sheet.
The necessary Table and Chart are found i n Book 1 on
page 10.
b6mP
sue
lkrrC
Bulk
Adulb
LDdu
Ihcog.Ficlw
patolul EWC
BASIC CLOTHING
Each character will begin with some basic clothing. To
determine what the character begins with, the player should
roll 1D10, add the characters Age Group and consult the
table below.
Roll (D10)
1
2-5
6-10
11-13
Itern
Coverage
Shorts
Sandals
Shirt
Pants
Sneakers
Shirt
10-12
17-20
4-9,21-22
10-18
19-20
4-9,21-28
Fatigue Pants
Combat Boots
Shirt
Field Jacket
10-18
17-20
4-9,21-28
4-1 1,21-28
HC
LH
LC
HC
HC
HC
HC
LL
LC
HC
1
29-30
HC
LL
.001
PC
SY
PC
SP
.0135
.04
.024
.07
Total ENC
.003
.016
.004
,009
.002
.014
.009
.016
.007
.016
Armor Value/Location
2
2
1
2
2
2
2
3
1
2
AS 6-10 PIUS
Hat
Gloves
14-15
Code
As 11-13 except
Pants
Boots
Jacket
plus Steel pot
.008
2
3
3
5
3
9
INITIAL ARMOR
Each character receives a number of Barter Pointsequal to
twice clis Base Age which the player may use tobuyarmor.
Guideline Barter Values are on page 52 and in Appendix 3.
All prices are base prices and these Barter Points may only
be used for acquiring armor for the character. Any extra
points are lost.
Armor acquired in this fashion should be in the form of
some real sort of armor. Each item and the pertinent information concerning it should be entered on the Character
Record Sheet in the Armor section. The best ArmorValueon
each Location should be entered on that Location on the
Body Map provided on the Character Record Sheet
The Total Encumbrance Worn may now be calculated.
The Average Armor Value is calculated following the rules
on page 17 of Book 1 and entered on the Character Record
Sheet.
2-4
5-7
8-9
10
INIT1AL EQUIPMENT
All characters will receive certain basic equipment. This is
listed on the reverse side of the Character Record Sheet. If a
die roll is indicated the player should roll the appropriate die
or dice and record the number on the CRS. This collection of
initial gear is known as a survival kit. In addition to this
gear, a charactei will receive a container in which to carry
things. The player will roll on the Utility Number Table and
may choose any container of the indicated Utilityfrom those
listed in the container section of gear and equipment on page
54.
Various Skills are noted as having the possibility of initial
equipment. For any Skill so noted the player should roll1 D10
and note the number indicated on the Utility Number Table.
This will indicate what i f anyequipment is received for that
Skill. Later in this section such Skills and the appropriate
starting equipment are listed.
When checking for a Small Arms Skill, a special roll must
be made before checking for the Utility Number. Forthe first
Small Arms Skill that the character has, the player must roll
less than or equal to the characters Age Group for him to
have a firearm appropriate to that Skill. The die rolled in this
case is 1D6. For the second such Skill, the die is 1D10. For
Archery
u-0
u-1
u-2
u-3
u-4
Arrows
None
2D2 x
2D3 x
3D2 x
4D3 x
None
Totally improvised
Shafts only improvised
Standard construction
Fiberglass shafts
10
10
10
10
Lockpicking:
U-1 Crude lockpicks. ENC equals .2. Efficiency factor
equals .8. BCS modification equals -2.
U-2 Standard lockpicks. ENC equals 2. Efficiency factor
equals 1.
U-3 Quality lockpicks. ENC equals .25. Efficiency factor
equals 1.2.
U-4 High-quality lockpicks. ENC equals 3. Efficiency
factor equals 1.5. BCS modification equals 1.
First Aid:
U-0 1D10 Bandages.
U-1 Medkit 1 with 2D5 bandages.
U-2 Medkit 1 with 2D5 bandages and 205 units of medical
supplies.
U-3 Medkit 2 with supplies as U-2.
U-4 As U-3 plus roll 1D10:
1-3 1D3 units of Panomycin
4-6 1D3 units of Polycellulac 3
7-9 Roll 1D6 for type but double
quantity
10 2D3 of each drug
FINAL CALCULATIONS
Having determined the equipment received by the character, the player must make the final calculations of various
numbers and enter them on the Character Record Sheet.
The Encumbrance Total for the character is made from the
ENC carried and the ENC worn. This is checked against the
characters Encumbrance Capacity to see if he is Partially or
Fully Encumbered. If he is, it will affect his Current score in
the Deftness and Speed Attributes.
Ability scores should be calculated according to the
appropriate formulas. Remember that some of these may
change if the characters Attribute scores change.
The Basic Chance of Success for each of the characters
Skills should be calculated now. Having these numbers precalculated will save time during actual play.
After conferring with the Gamesmaster the player will be
able to enter the characters base Recognition Factor on the
Character Record Sheet.
mwcrlnkrcd partiallyE~
IIII~EK
SAMPLE CHARACTER
Jack Smith is creating a character for an Aftermath!
campaign. He envisions a man who longs for the lost technology and strives to retain it whenever possible.
SKILLS
Characters will have the Skills chosen for them by their
players. These will allow the characters to function in the
game environment. Besides the basic functioning of Skills as
explained in Book 1 some Skills can be used to perform
tasks.
TASKS
A Task is a job involving a Skill which can not be resolved
by a simple die roll in Detailed Action Time. A given Task is
rated for a Task Value (the number ofrask Points required to
complete it) and a Task Period at the end of which a
character accumulates Task Points.
At the end of a Task Period, the length of which is
determined by the Gamesmaster, a character will make a
BCS roll for the Skill Involved. A successful roll will allow the
character to roll the Effect Die for a specified Attribute,
usually Deftness or Wit. A critical success (die roll of 1 when
the BCS is greater than 1) raises the characters Attribute
Group by 1 for that die roll. This die roll result is the base
number of Task Points that the character will finish in that
Task Period. Failure o n the BCS roll will mean that no
progress is made during that Period towards finishing the
Task. A critical failure (adie roll of 20) will result in thetotal of
finished Task Points being reduced. The base reduction is
determined in the same way as the base progress is
determined.
If a Skill requires tools, equipment or facilities, they will be
rated for their Efficiency Factor. This Factor will be
multiplied by .1 times the Effect Number (the difference
uetween the die roll and the characters BCS). The modified
Efficiency Factor is multiplied by the base Task Points
finished. These are added to the total finished if the BCS roll
was successful and subtracted i f the result was a critical
failure.
With some Skills, units of supplies are necessary to
produce the finished product. For these the type of material
required will be specified. Some Skills will result in a smaller
number of units of finished product than of initial material.
The method for calculating the percentage of original
material turned into product will be given with the Skill
Description. In these cases round fractions down.
Occasionally one Skill is needed to determine what is to
be done and another is used to do it. A BCS roll is made with
the first Skill, with success meaning that the character knows
what to do. Failure means he does not know what to do and
critical failure means he thinks he knows what to do. In the
latter case, performance of the task will proceed normally
but the end product will be wrong. Such boondoggles waste
time and materials and, in some cases, can be downright
dangerous.
For the most part the formulation of the difficulty of aTask
is left to the Gamesmaster. He has the final say as to the
number of Task Points required to finish the Task and the
length of the Task Period. Some guidelines are given in the
Skill descriptions where the products are not so variable as
to be beyond space limitations. A Task with a short Period
but a high number of Task Points may beas difficult and time
consuming as one with a longer Period but a lower number of
Task Points. The Gamesmaster may make a Task more
difficult by imposing a negative modification to the BCS.
This can be done to reflect the character dealing with an
obscure or unusual or very difficult application of the Skill.
SKILL DESCRIPTION
The Skills presented in this section are a cross-section of
skills available to a character in Aftermath! world. The
Gamesmaster may add additional Skills or eliminate some
that are presented here in order to tailor the game to hisown
campaign. Players should always check on the availabilityof
Skills with the Gamesmaster.
Skills are presented as follows: The name of the Skill; the
Positioning if a.Combat Skill; a letter code; the initial score
for the Skill; and a number indicating the Format on the first
line. I f the Skill is Format 2, the number will be followed by
the names of the areas the Skill is broken down into. The
second line will contain in parentheses any prerequisite
Skills required by the Skill. Following this will be the
description of the Skill.
Once a player is generally familiar with what the Skills can
do he can consult the Skills Listing in Appendix 2 when
constructing a character. This listing does not contain
descriptions but does contain the cost of a Skill in Skill
Points.
COMBAT SKILLS
HAND TO HANDE
Brawlinb (Frontal)s
STR + DFT + Combative
3
This is unskilled, knock-down and drag-out style fighting
The fighter may strike with a hand and receive a secondary
strike or he may strike with a foot and make only the one
attack. Hand attacks receive -5 to the Hit Location roll and
are considered Short length weapons. Foot attacks receive
+5 to the Location roll, are considered Average length
weapons, and add the Mass of the fighter to his Strength for
determining the Effect Die to be rolled for a successful
attack.
The fighter has a Weapons Damage Multiplier of 1 plusthe
Armor Value of the Location with which hestrikes divided by
30, rounded to the nearest. Damage done is 75%subdual (C
type) except on Critical Hits when it is 50% subdual (B type).
For details of the effects of blows on armor see Unarmed
Com bat Skill.
Brawling Skill covers the use of improvised weapons such
as bottles, broken bottles, chairs, table legs, etc. The fighter
uses an Average BCS in these cases to resolve his attack.
When the ravening hordes are closing in and there is no
better option, a fighter may utilize a rifle or pistol butt as an
improvised weapons and attack with an Average BCS
using Brawling Skill.
3
Fencing (Presented)T
SPD + DFT + Combative
This Skill is a refined form of Single Weapon Skill. Its
difference from that Skill lies in the Positioning used and the
Attributes involved. Fencing Skill operates as a normal HTH
Combat Skill.
Knife (Frontal)
DFT + SPD + Combative
3
This Skills is also a specialized form of Single Weapon
Skill. It governs the specialized use of short, edged weapons
which are held in one hand, such as knives, daggers, broken
bottles, razors and short bayonets.
Due to the training i n this Skill, there is no penalty when
using the Off-hand to make an attack. This is not a TWO
Weapon Skill, however, so a character attempting to fight
with two knives is subject to the rules for two weapon
combat.
Torso
LOC4-12
No Effect
Leg
LOC13-20
ArmZ
LOC21-30
Distraction
Distraction
2-3
Multiple
Distraction
Distraction
Abort Action
Abort Action
4-6
AS 2-3 PIUS
Check for Daze
Multiple
Distraction
Dazed
Dazed
7-9
AS 2-3 PIUS
Dazed
AS 4-6 PIUS
Check for Daze
Knocked over
Stunned
t o & up
Stunned
AS 4-6 PIUS
Dazed
Knocked over
plus check for
Fall results
AS
Distraction
Distraction
Multiple
Distractions
Check for
Daze
Dazed
Stunned
7-9 PIUS
Check for
Knocked Over
Abort Action
Knocked
Over
Knocked
Over plus
effect Daze.
The effect functions as the critical effect
Stun except that the target functions
normally on the next Combat Turn.
Check for
Knocked
Over
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henry christen (order #23380)
Longsword (Frontal)T
Nunchaku (Frontal)T
Polearm (Frontal)T
Sai (Frontal)T
Defense Ability, the Sai user may exercise this ability. Each
character will roll his Strength Group Effect Die. If the Sai
users result is higher, the opponent is disarmed and the
weapon will land 1D3 meters away in a random direction.
If using the Option Clash of Weapons, whenever the
circumstances arises that a clash is called for, the Sai user
may attempt to disarm his opponent. Failure to disarm his
will subject the Sai to chances of being broken.
+ DFT + Combative 3
This Skill governs the use of one handed weapons in
combat. Any weapon designated as one-handed may be
used. The user usually has his off-hand empty.
Tonfa (Frontal)T
3
DFT + SPD + Combative
This Skill represents a no-holds-barred conglomeration of
modern martial arts techniques. There are three different
techniques available to the character using this Skill:
Striking, Throwing and Grappling. Both of the characters
hands must be free to use the latter two techniques. When
fighting an opponent who is using Unarmed Combat Skill or
Brawling Skill, a character does not receive the Situational
Modifier penalties for attacking to a Side or Rear hex or those
for prone or kneeling position.
STRIKING TECHNIQUES
These attacks are made with the hands or feet. They
normally do C type damage but, on a Critical Hit, they will do
B type.
HANDBLOWS: One handblow may be made with each
Hand in an Action. The second blow is averaged with
the Off-hand Dexterity score and causes the character
to lose his Weapon Defense Ability for that Action,
When only one hand is used for striking, the character
is assumed to be parrying with his other forearm, or
hand. Handblows are treated as Short length weapons.
They have a WDM of 1 + (AV on the hand/20) or 1 +
10
2-3
4-6
7-9
lG+
Outcome of Throw
The throw is incomplete. Target must abort any
Action in progress that does not resolve that
Action Phase. If able under the normal rules for
initiation of Actions, he may reinitiate the Action
on the next Phase.
Target is treated as Dazed (see Book 1, page 30)
for a full Combat Turn. He remains on his feet.
Target is actually thrown. He will be proneon the
next Action Phase. He is also subject to the
results of an Effect Number of 0 or 1 and must
make the usual Saving Throw to avoid theeffects
of a fall (see Book 1, page 32).
As 4-6 above and the thrown character will take
subdual damage equal to the throwers Strength
Group Effect Die roll. Armor will not reduce this
damage but each level of Blast Buffering will
eliminate 5 points of it.
As 7-9 above plus the victim must make an
immediate Health Ability Saving Throw or
succumb to System Shock. Blast Buffering will
add twice its level to the number needed.
11
GRAPPLING TECHNIQUES
These techniques represent cunning grips on limbs,
chokes designed to render an opponent unconscious or
simple pinning holds. They are intended to disable or subdue
an opponent. Normally they may only be used against a
prone enemy or one in the same hex.
Against a prone oponent the character may perform a
Change Position Action as part of an Unarmed Combat
Grappling Attack Action. The attack is resolved at the end of
the Action. If the character has succeded with a Deftness
AST following a successful throw, he is assumed to have
done this as his free attack.
If the character makes his Unarmed Combat BCS roll
when using Grappling Technique, the hold is in effect and
will remain so without necessity for further BCS rolls until
the character releases the hold or his opponent breaks it.
Damage is resolved at the end of the Action during which he
maintains that grip. Damage done by Grappling Techniques
is 50% subdual and 50% psuedo-damage which is only
accumulated to determine when a Grapple is complete.
The Hit Location indicates the type of technique being
applied. A Hit Location to a limb (LOC 13-30) indicates a
Limblock. One to the torso (LOC 10-12) indicates a Pin and
one to the head or neck (LOC 1-3) indicates a Choke.
LIMBLOCKS: Limblocks do damage with a WDM equalto
1 + the characters total score in the Skill divided by 20
and rounded to the nearest tenth. The victim is unable
to move except at the grapplers whim. If the Limblock
is on an arm, the grappler may force the victim to move
at a maximum rate of a walk. If the Limblock is on a leg
the victim will be held motionless. This mastery is
achieved when the total damage done by the Limblock
exeeds the victimsstrength. Thevictim ofasuccessful
Armlock must release anything held in that hand.
If he wishes the grappler may attempt to disable the
limb when voluntarily releasing a Limblock. He rolls a
Strength Saving Throw. I f the result is in his Critical
Saving Throw range, the limb is broken. I f it is in his
Ability Saving Throw range, the limb will take critical
damage. I f the throw is in neither range the limb
receives damage which will disable it but the damage
will heal as if it were subdual damage. A critical failure
means that the victim receives no damage from the
attempt at all. The damage done by such a technique is
determined by the grapplers Strength Group Effect
Die roll. Such a release requires an Action to perform.
PINS. A Pin result against a non-prone opponent is
treated as a miss! A successful Pin means that the
opponent is held motionless on the ground by the
grappler. To be successful the accumulated damage
must exceed the victims Strength. Once successful
the accumulated damage must exceed the victims
Strength. Once successful, the grappler may only
continue t o hold his victim motionless or try toshift his
grip. Shifting grip requires a new BCS roll. The
grappler will receive an extra point of Aim even if he
normally has none. If the new BCS roll fails, the Pin is
lost and the opponent is free. Unless he has Unarmed
Combat Skill (when he will add hisWDA) thevictim will
only have his Combat Dodge Ability to oppose the BCS
of an attempt by a grappler to shift his grip.
CHOKES:Chokes are treated as Pins with the following
exceptions. The accumulated damage is measured
against the victims Health. When his Health is
exceeded he will be unconscious as if he had
succumbed to System Shock. If the Choke is
maintained past this point, all damage done will be
subdual. For each successive Action of Choking the
grappler will now increase his effective Strength group
by 1 for determining damage. He will eventually kill the
victim by subduing him to death (see Book 1,
page 36).
OPTION
COUNTERS IN UNARMED COMBAT
When a character using Unarmed Combat Skill is attacked
and the opponents attack fails in the range of the characters
Weapon Defense Ability, the character is allowed a free
attack against the attacker. He may use any Technique but
the type must be declared before the BCS is rolled. The free
attack is subject to the normal modifiers.
If the character using Unarmed Combat Skill is utilizing a
Defend Action, any attack which misses will allow the
character to make a free attack on his opponent.
12
henry christen (order #23380)
Class
+ t o O D A vs.
missiles
to ODA In
HTH Combat
Factor
Locations Covered
0
2
30
1
0
5
28,30
2
10
26,28,30
0
3
3
1
15
24,26,28,30
4
4
2
25
22,24,26,28,30
5
5
Minimum Barrier Effect = (Barrier value of material x thickness)
Overall Barrier Effect = (ClassM, u p ) x (minimum Barrier Effect)
ENC value = (overall Barrier Effect x Factor x thickness x K)
K = .005 for plastics; .02for metals; and .01 for other materials.
1
2
Description
Very Small
Small
Medium
Large
Very Large
13
3
This Skill governs the use of a bow of any sort. The Basic
Chance of Success is modified by the strength of the bow,
the range of the target, the type of arrow being fired, and the
situation. Bows have no Weapon Damage Multiplier. This is
dependant on the type of arrow fired. The Strength Group
used to determine the Effect Die rolled is also range
dependent. The percentage chance of an arrow hit
achieving a Missile Special Effect is equal to the Damage
Potential.
Bows are rated by their Pound Pull. This will determine
their Range Factor, Durability and Encumbrance value.
Range Factor (RF) = Pound Pull/lO, rounded nearest.
Durability (or DUR) = Range Factor/2, rounded nearest.
Encumbrance (or ENC) = Range Factor/lO, rounded
nearest tenth.
Thus, a bow with an 80 Pound Pull has a Range Factor of 8, a
Durability of 4 and an Encumbrance of .8.
How far a bow will throw an arrow, how clean the shot will
be and how long the bow takes t o draw will be dependent on
the character attempting to use the bow.
results in
4x
3x
2x
1x
STR
STR
STR
STR
Grp
Grp
Grp
Grp
BCS mod.
Actions to Reload
unusuable by character
-4
2
-2
1
+O
0
5
RF x STR Grp
5 x RF x STR Grp
10 x RF x STR Grp
20 x RF x STR Grp
BCS mod.
+1*
+O
+o
-1
-2
-5
-1
-2
-3
Modification to Weapon Damage Multiplier of .1 x STR Grp.
BCS mod.
Target arrow
+O
+1
Armor piercing arrow
Hunting arrow
-1
-2
Barbed arrow
as appropriate
Improvised head
Improvised shaft
-1
Improvised fletching
-2
Aluminum or Fiberglass shaft +1
Mopdifications due to situation
Situation
BCS mod.
Archers ring
No bracer
Interfering clothing
Sights in use
+1
-1
-2
+1
+1
OPTION
WDM
1.8
1.5
2
2.5
l/i normal
14
Blowgun (Frontal)
HLH + WT + Combative
3
A blowgun is a delivery system for darts carrying some
kind of drug. Dart damage is calculated for penetration
purposes only. Darts will never damage shields. The Effect
Die for determing the penetration is based on the users
Health Group. The die result is multiplied by the WDM of the
dart. If the result is greater than or equal to the Armor Value
on the Location hit, the substance of the dart will be
introduced to the targets system.
Range Modifications
Distance
Category
in meters
BCS Mod.
WDM
-2
-1
+o
0.8
1.o
1.3
-3
-6
doubled strength value of wind
Bola (Frontal)
DFT + WT + Combative
3
This weapon system requires 1 Action to prepare and a
minimum of 1 Action to windup to toss. For each additional
Action spent in windup the range groupings will be modified
by a multiplier of .5 per Action to a maximum of 3. Thus, after
4 additional Actions of windup the upper limits of all range
groupings will be multiplied by 2.
Use of this weapon requires a clear area around the
character. The minimum radius of clear space is 1 meter.
Each additional Action of windup will increase this radius
by .5 meters. Any obstruction that occurs during the windup
will abort the attack with the bola. The object or character
that aborted the attack will receive a Strike attack from the
bola.
A character may maintain a bola in windup for a number of
Combat Turns equal to his Strength. A character
maintaining a windup may only move 1 meter per Action.
This weapon has two forms of attack and the form in use
must be specified before the attack is resolved. Strike is an
attack to damage. The Gamesmaster, using a flat curve, will
determine how many of the balls in the bola strike. Each ball
has a WDM of 1.5C and an ENC value of .2. The Effect die is
rolled separately for each ball that strikes. Capture is an
attack which does not directly damage. Again the
Gamesmaster determines how many of the balls actually
affect the target. The total number striking is multiplied by .5
to get the WDM to be multiplied by the Effect Die roll. This
will yield an Effect Number for use with the Entaglement
Attack rules given with Flexible Weapon Skill.
The Damage Potential is the percentage chance of a
missile special effect occurring. A Flesh Wound result for a
Capture attack requires the target to make a Speed Ability
Saving Throw to avoid a fall.
Range Modifications
Category
BCS Mod.
Crossbow (Frontal)
DFT + WT + Combative
3
This skill governs the use of all crossbow type weapons.
The Basic Chance of Success is modified by the range to the
target, the type of bolt being fired, and the situation. The
Weapon Damage Multiplier is, like bows, dependent on thc
type of bolt being fired. Unlike bows, the range and damage
done is based on the weapon rather than thecharacter using
it. Crossbows have a recoil effect which may affect the users
chance of hitting his target. The percentage chance of a bolt
hit achieving a Missile Special Effect is equal t o the Damage
Potential.
Crossbows are rated by their Pound Pull as are bows. The
Pound Pu11/2, nearest is used for crossbows as the users
Strength is used with bows, to determine ranges and the
effective Strength Group for Effect Die determination. Thus,
a crossbow with a Pound Pull of 120would haveaStrength
of 60 and a Strength Group of 7 with an Effect Die of 2010 +2.
This Strength Group would be used to make the range
calculations and would receive the modifications due to
range for determining the Effect Die to be roiled.
The Range Factor, Durability and Encumbrance valuesfor
a crossbow arecalculated in afashion similarto that done for
bows.
Range Factor = Pound Pull/lO, rounded nearest tenth
Durability = Range Factor/3, nearest
Encumbrance = Range Factor/5, nearest tenth
Thus, a crossbow with a Pound Pull of 120 has a Range
Factor of 12, a Durability of 4, and an Encumbrance of 2.4.
The recoil effect of a crossbow will give the usera negative
modification to his BCS. If the recoil effect calculation yields
a negative number there will be no effect to the users BCS. It
does not give a positive modification.
Recoil Effect = (RF/2, nearest) Strength Group
For determination of effects to BCS and for the Weapon
Damage Multiplier to use, bolts function in all ways as do
arrows.
A crossbows Point Blank range is 10 meters, not 5 as with
a bow.
Unlike a blow, a crossbow must be cocked. Once cocked,
it may be carried loaded and ready to fire. A crossbow
requires a number of Strength Points equal to its Pound Pull
in order to be cocked. For each Action spent cocking the
crossbow, a character may apply his Strength in Strength
Points toward cocking the crossbow. If the crossbows
Pound Pull is greater than or equal to 4 times the users
Strength, the user will be unable to cock the crossbow
without the aid of a mechanical device. If the mechanical aid
is incorporated into the crossbow, it will take one additional
Action before the weapon is reloaded. If the aid is separate,
two additional Actions will be required. If the multiplier for a
separate mechanical aid does not put the characters
Strength into the range where he would be allowed to cock
the weapon if that were his natural Strength, that crossbow
may not be cocked and a more powerful aid or a stronger
character is required.
Mechanical aids:
separate: Belt hook
x 1.5
Goats foot
x2
x 1.8
built in: Cranechin
x2
Windlass
Sling (Frontal)
DFT + WT + Combative
3
The sling is a simple sling of David. The rules governing
its range and the increase of range by longer windup are the
15
henry christen (order #23380)
same as for Bola Skill. The WDM that the sling imparts t o its
bullet will depend on the number of turns spent in windup. A
character has an effective upper limit on the numberof turns
spent in windup of his Strength Group. This is for purposes
of determining the WDM only. It does not apply to range.
Actions in windup
1
WDM C type damage: .5
2
1
3
1.5
4-5
2
6-7
2.5
Slingshot (Frontal)
DFT + WT + Combative
3
Slingshots are rated for Elasticity. The effective Elasticity
of a slingshot is the actual elasticity or the user's Strength
Group, whichever is lower. The upper limit on the range
groupings is multiplied by the effective Elasticity.
Range Modifications
Distance
Eff. STR Grp.
in meters BCS Mod. for Effect Die
Point Blank
3
+1
+1
Effective
5
+O
+O
Long
10
-1
+O
Extreme
15
-2
-1
Maximum
20
-4
-2
The WDM of the slingshot is equal to the effective
Elasticity divided by 2. The damage is C type. BCS
modifications for ammunition are the same as for slings.
The percentage chance of a missile spec'ial effect is equal
to the Damage Potential.
Throwing (Frontal)
DFT + WT + Combative
3
This Skill represents a trained ability to throw weapons. It
is required for the successful throwing of such things as
knives, small axes and spears but such things as rocks, hand
grenades, and chairs may be thrown without recourse to this
Skill. In thelattercase,acharacterwith theskill ismorelikely
to hit his target than one without it.
To be thrown without penalty, the Strength Rating of the
weapon must be less than the Strength Group of the
character. For each point over this number there is one
penalty shift on the range table. The BCS modification, the
Strength Group modification and the throw required for
Deftness are shifted to the next most difficult category for
each penalty shift. Distances do not alter. Thus, a character
attempting to throw a weapon with a Strength Rating of 5
while he has a Strength group of 3 will receive a penaltyshift
of two. If the target were 6 meters away (within his normal
Long range) he would have the BCS and Strength Group
modifications as if it were two range steps further away
(Maximum range).
+1
+1
+O
+O
-1
-2
-4
-8
-1 6
will not hit
+o
-1
-2
-3
-4
2 x AST
AST
CST
CSTM, down
1
1 followed by CST
1 followed by 1
will not hit
Determination of Direction
16
henry christen (order #23380)
SMALL ARMS
The details of the use of firearms are given i n the section on
guns on page 24. It is noted here that a character possessing
the skill t o fire a given format of gun such as a pistol may fire
any loaded and ready pistol. The Skills are separated into
Modern and Primitive to deal with the preparation before
firing, drill while firing and basic maintenance after firing.
The Skill can also be used as a measure of the characters
ability to recognize specific weapons covered by the Skill.
Pistol, Modem
(standard: Presented)
DFT + WT + Combative
3
Pistol, Primitive same as Pistol, Modern
Rifle, Modern (Refused)
DFT + WT + Combative
3
Rifle, Primitive same as Rifle, Modern
SUPPORT WEAPONS
Autowea ponA
DFT + WT + Combative
1
This Skill is dealt with in more detail in thesection on guns.
It is primarily designed to deal with fixed mount automatic
weapons. It also is used to average with the appropriate
modern Firearm Skill if the character is using a weapon
which has automatic or burst fire capability and is operating
it in such a mode.
Breech Loading Artillery
DFT + WT + Combative
1
This Skill covers serving as a member of a gun crew for a
modern style breech loading artillery piece. As with many of
the Support weapon Skills it has little place in the standard
rules which are designed for man-to-man conflict but is
included in the Skills listing as a guileline.
1
Direct Fire Cannon
DFT + WT + Combative
This Skill is intended to cover such weapons as recoilless
rifles, anti-tank artillery and tank main guns.
Grenade Launcher A
DFT + WT + Combative
1
This Skill covers the use of such weapons as the M-79
grenade launcher and also has an averaging function with
such things as rifle grenades. When a miss occurs with one of
these weapons use the procedure for a miss with a thrown
weapon but the destination hex will be 2D10 meters away
from the target hex instead of 203.
Missile Launcher
WT + OFT + Combative
1
(Technology Use)
This Skill covers the launching and subsequent control of
non-portable missile systems whether for surface-to-surface
or surface-to-air systems.
Mortar
DFT + WT + Combative
1
This Skill covers serving as a member of a mortar crew.
Muzzle Loading Artillery
DFT + WT + Combative
1
This Skill covers serving as a crew member for a primitive
cannon.
Primitive Seige Engine
WT + DFT + Combative
1
This Skill governs the design and employment of such
seige engines as catapults, rams, onagers, etc.
Rocket Launcher
DFT + WT + Combative
1
This Skill covers the use of man-portable rocket and
missile systems such as bazookas, LAWSand other portable
anti-tank or anti-aircraft guided missiles.
Boating
STR + WT + Natural
1
This Skill governs the running of small sail or oar powered
vessels. It also serves to allow a character to function as a
crew member on a large vessel of the type covered.
Climbing
STR + DFT + Natural
1
This Skill governs the climbing of sheer surfaces or manmade edifices. The rate of climb is the result of a Deftness
Group Effect Die roll multiplied by a factor representing the
difficulty of the surface. This factor is at the discretion of the
Gamesmaster. A Critical Failure on the Basic Chance of
Success roll indicates a fall. A normal miss requires another
BCS roll with another miss indicating a fall. A successful roll
indicates no progress.
When climbing natural formations Climbing Skill is also
usef u I.
Various pieces of equipment can be useful in aiding the
BCS roll, increasing the distance climbed or preventing falls.
See also Climbinq in Detailed Action Time on page 25 of
Book 1.
Fishing
DFT + WT + Natural
2(Trap/Hook)
This Skill allows tne cnaracter to acquire food from the
water. The character must be using some form of equipment
and will use his BCS for the type in use. If using a net he
would use his Trapping BCS.
The character will acquire a number of man-days of
rations equal t o the result of an Effect Die roll times a
multiplier representing the abundance of fish in the area.
This factor is at the Gamesmasters decree. With Trap form,
use characters Wit Group and with Hook form use his
Deftness Group to determine the Effect Die t o be rolled.
Acquiring these rations will take the whole day. Any travel
done that day will reduce the characters base BCS to one
half. More than a half days travel will prevent him from
practicing this Skill.
When Trapping a plus 1 will be added to the multiplier for
each set trap. When using Hooking methods, a failure
indicates the loss of 1D6 hooks whileasuccessful roll means
the loss of only 103 minus 1.
Gambling
DFT + WT + Charismatic
1
This Skill can provide a source of income to the character
if he is successful. The Effect Number of the characters roll
indicates the multiplier to the base bet if he should win. If he
fails his BCS roll the difference between the die roll and his
BCS is the multiplier to the base bet used to determine his
losses. The characters opponent will also make a Gambling
BCS roll. i f he makes it the Effect Number will be subtracted
from the characters BCS before he rolls. If the opponent fails
his roll, the difference between the roll and the BCS will be
added to the Player Characters BCS before he rolls.
Initial equipment for this Skill will be dice or playing cards
at the players option.
1
Handicraft (specify)s
DFT + WT + Talent
This is a grouping of Skills rather than a single Skill. A
character will have a specified handicraft such as rope
making, basket weaving, pottery making, etc. A character
may have more than one Handicraft Skill. The Gamesmaster
will adjudicate which Talent is the Governing Talent for a
particular Handicraft.
Any initial equipment would depend on the Handicraft in
question and it is left for the Gamesmaster to decide what if
anything would be received.
1
SeamanshipA
HLH + DFT + Natural
This Skill represents the characters sea-legs and his
general knowledge of the sea and its ways. For details of the
effects of this Skill in Detailed Action Time see Effects of
Water on Movement and Combat on page 32 of Book 1.
Survival (specify)
HLH + WL + Natural
1
This Skill represents a characters basic capability to fend
17
henry christen (order #23380)
SwimmingA
Tracking
WT + Natural + Natural
1
This Skill allows a character to follow a trail. A BCS roll
must be made at each decision point (anywhere the trail may
lead in more than one direction). The older the trail is, the
harder it will be to follow. The exact difficulty is left to the
Gamesmaster. A basic difficulty might be -1 to the baseBCS
for every 3 hours that have passed since the trail was made.
Trails can also be obscured using this Skill. A successful
BCS allows the character to roll the Effect Die for his Wit
Group. This result is the negative modifier to the BCS of
anyone trying to use Tracking Skill to follow the trail.
Hunting*
DFT + WT + Natural
2(Trap/Shoot)
In form this Skill operates exactly like Fishing Skill except
that it operates in a non-watery environment.
When using Shooting, 1D6 rounds will be expended for
each BCS roll whether or not it is successful. If the missile
weapon in use has reusable ammunition, the character may
recover a number of rounds equal to his Wit Group Effect Die
Roll.
Search
WT + WT + Natural
2(Urban/Rural)
This Skill represents a practiced ability to locate
something significant. It is used for locating a useful item in a
pile of junk, ascertaining the structural soundness of
something like a staircase or a log over a chasm, and
discovering things which have been hidden.
In general, one character will lead a search and his BCS
will be modified by the number of other characters who are
under his direction.
The Gamesmaster will decide if a particular application of
the Skill requires Urban or Rural form.
Stealth
DFT + WT + Natural
2(Urban/Rural)
This Skill allows the character to move and/or perform
actions quietly. Outside of Detailed Action Time, a character
may move a distance in meters equal to his Base Action
Phase before having to check his Stealth BCS again. In
Detailed Action Time, the checks are made on each Combat
Turn.
NON-TECHNICAL KNOWLEDGES
Advanced FarmingT
WT + DFT + Natural
1
(Dirt Farming)
This is a reconstructionist Skill dealing with proper farm
planning and scientific methods of maximizing production.
A successful roll will increase the crop yield multiplier by .1
times the Effect Number. A failure will decrease the
multiplier by the Effect Number. Critical failure results in the
loss of the crop.
Soil analysis equipment, almanacs and weather forecasts,
chemical fertilizers, etc., are needed to perform with this
Skill.
Bowyer
DFT + WT + Mechanical
1
This Skill allows a character to produce arrows and bows.
With the proper materials and equipment, the character may,
in a day, produce arrows or work on a bow. The character
can produce a number of arrows equal to his Deftness Group
Effect Die roll. The production work on a bow wi!l take a
number of days equal to 15 minus his Deftness Group Effect
Die Roll. In the case of a bow using wood in its construction,
the wood must be cured and prepared. This process will take
2D6 weeks but does not require the constant supervision of
the Bowyer.
A unit of arrow type material (whether for heads, shafts, or
fletching) will serve for 10 arrows. The tools needed for this
Skill are found in aTool Kit 1. A simple knife is sufficient but
will triple all working times.
CarpentryT
DFT + WT + Mechanical
1
Using various tools with this Skill, the character may build
various things of wood. A job should be rated by the
Gamesmaster as to how many units of material i t will take, its
Task Value and Period.
This Skill utilizes the basic Task mechanic. Finished Task
Points are based on the characters Deftness.
Commerce
1
WL + WT + Charismatic
This Skill is used in the barter process in attempts to get a
better price, for either the good offered or those sought. It
is averaged with the characters best Skill governing the use
of the item sought or offered. In this case of averaging, the
modified BCS may not exceed the BCS in Commerce
although it may exceed that in the other Skill. Any Skill that
deals with the item being bartered may be used to average
with Commerce. For details of the barter process and the
appropriate uses of the Commerce Skill see page 51.
Culture
18
Dirt Farming
HLH + DFT + Natural
1
This Skill allows a character t o raise a crop. Hoes, plows,
gathering equipment and seeds are needed. The basic yield
is the characters Wit Group Effect Die roll divided by 2 and
rounded to the nearest tenth. This is multiplied by the units of
seed in cultivation to get the units of crop.
Masonrys
DFT + DFT + Mechanical
1
This Skill allows the character to perform such tasks as
bricklaying. The Gamesmaster will assign a Task Value and
the character may perform it following the basic Task rules.
This Skill may also be used to gauge the strength of a wall
or man-made edifice.
1
Fermentation
WT + Natural + Natural
This Skill allows a character to produce such things as
beers, wines, and meads. The Effect Die roll of the Group for
the characters combined Wit and Deftness times 10 is the
percentage of the starting materials that is transformed into
liters of potable product (to a maximum of 100%). The
maximum percentage of alcohol present is equal to the
Effect Number. This may be reduced to any level below the
maximum that the character desires.
A Character may work with a number of units of raw
materials (yeast, water, and fermentable material) equal to
his Deftness times 2. Exercising this Skill is usually done in
weekly turns. The character may perform other long-term
actions during the week but he will be Hindered by his
activity using this Skill.
Nutritionist
WT + Scientific + Natural
1
This Skill allows a character to determine the edibility of
foodstuffs. This allows contaminated food to be avoided.
1
Salvage Food
WT + DFT + Scientific
(Nutritionist)
This Skill allows a character to salvage a portion of
contaminated foodstuffs. A successful BCS roll allows the
character to make a Wit Group Effect Die roll. This result is
multiplied by 5 to give the percentage of the food that is
salvaged.
Tactics
WT + Combative + Communicative
1
This Skill allows a character to make observations of the
tactical situation, causing the Gamesmaster to give the
player information regarding thesituation that the player has
not figured out for himself. Such things as where the leader
is, the possible presence of snipers or flanking forces, the
implications of an observed move on the part of an enemy,
etc., can be learned. The exact knowledge given out is at the
discretion of the Gamesmaster and should be considered
ca refuIIy.
Tailor
DFT + DFT + Esthetic
1
This Skill allows a character to produce garments in
Flexible, Quiltable materials. Garment production follows
that presented with Leatherworking Skill.
WeaverISpinner
DFT + WT + Esthetic
Basic Research
WT + WT + Scientific
1
This Skill represents the characters ability to get
information from research materials. It is a basic Skill
required for some sciences. In cultures with computer
storage of such materials, the additional use of Technology
Use will allow a character access to such materials.
Heavy Equipment DrivingT
DFT + WT + Mechanical 1
(Technology Use)
This Skill governs the operation of such things as
bulldozers, cranes, and other earthmovers. It also governs
the driving of military vehicles such as tanks and armored
personnel carriers.
Lab Technique
DFT + WT + Mechanical
1
(Technology Use)
This Skill represents the characters ability to perform
functions in a laboratory environment. It is used to perform
tasks which require chemical synthesis or analysis.
This Skill is required for many advanced scientific
knowledges.
19
LockpickingTSE
DFT + WT + Mechanical
1
The name of this Skill explains its nature. The rules for
locks and lockpicking are found in Book 1 on page 46.
(Technology Use)
Magnalocks are locks using card-keys. They require
power to be operative. If they are operative, a character with
this Skill, who also has a magnatuner, can attempt to open
them. They operate like combination locks (as presented on
page 46 in Book 1) in that they have numbers in the
combination which must be separately achieved.
Motorcycle DrivingTpA
DFT + WT + Mechanical
(Technology Use)
This Skill governs the control of motorcycles. It can also be
used for controlling mopeds.
Powerboat Pilot
DFT + WT + Mechanical
1
(Technology Use)
This Skill governs the control of motor-powered small
craft.
Botany is
WT + Scientific + Natural
2(Pre-/Post-Ruin)
This Skill allows the character to recognize plant life. I f the
plants involved have specific functions in the game, the
Gamesmaster would inform the player of the nature of those
functions.
Chemistry
WT +. Scientific + Mechanical
1
This Skill is a basic science required for the basic
performance with Skills requiring chemical knowledge.
Computer ScienceS
WT + DFT + Scientific
1
(Lab Technique and First Aid)
Many of the applications of this Skill are given in the
sections on damage and healing in the first book.
WT + Scientific + Mechanical
2( Programming/System Design)
Each of the areas of this Skill works differently.
For each 20 points of Programming the character acquires
1 computer language. A character must know the correct
language for a program in order to apply Programming Skill.
Either a character knows a language or he does not.
Variations on a language are treated as negative modifiers to
his BCS roll. Computer languages are numbered 1 to 5 for
convenience. Any Gamesmaster wishing to get into more
specific detail is encouraged to do so, but he should
remember that some of his players may not have the same
expertise with modern computers that he does.
With Programming, a character may write new programs
for a computer as a Task. Cracking acomputers security isa
lengthy Task and should have increased turn lengths on the
order of a week per turn, as opposed to a normal
Programming turn of a day.
System Design is the Skill used to coordinate the
programming of a computer with the various peripheral
devices which will execute the program and perform the
functions called for in the program. The proper design for
integrating all this is treated as a Task.
ArchitectureS
DecontaminationS
Technology UseS
DFT + WT + Mechanical
1
This is a basic Skill required for most technical Skills. It
represents the characters ability to deal with mechanical
contrivances and the rationale behind them. For example,
to operate an elevator correctly a character would require
Technology Use Skill.
TECHNICAL KNOWLEDGES
Aerial Recon InterpretationS WT + Scientific + Esthetic 1
(Technology Use, Basic Research, and Mathematics)
A successful use of this Skill allows correct interpretation
of aerial reconnaissance photographs and other similar
intelligence materials.
Advanced MedicalS
WT + Scientific + Mechanical
1
(Technology Use, Basic Research, and Mathematics)
Besides allowing a character to perform the Task of
designing structures, this Skill allows a character to gauge
the structural soundness of a man-made construction.
ArmorerT
DFT + WT + Mechanical
1
(Blacksmithing for metal armors/Plastics Forming for plastic
armors)
This Skill allows the character with the proper tools to
produce armor in the same way that a character with
Leatherworking Skill produces garments, except that his
score in Armorer Skill is averaged with his score in the Skill
governing the material being worked in order to determine
the characters BCS for performing theTask.This BCS is not
to exceed the lower of the two normal Basic Chances of
Success.
This Skill requires a forge and the proper tools for
working the materials involved
Automobile MechanicT
DFT + WT + Mechanical
1
(Technology Use)
This Skill allows a character to make repairs on cars,
trucks, motorcycles and other land vehicles. Repairs are
treated as a Task. Details of Repairing vehicles are found in
the section on Vehicles on page 62.
Blacksmithing
DFT + WT + Mechanical
1
(Technology Use)
This Skill allows the character to make useful items out Of
metal. Each item is treated as a Task and the Gamesmaster
must decide on the required amount of raw material and the
number of Task Points involved.
(Technology Use)
WT + DFT + Scientific
1
(Lab Technique)
This Skill represents the characters ability to cope with
decontamiation of persons and things with regard to
nuclear, biological, or chemical contaminants. Proper
technique may require equipment. A successful BCS roll will
mean that the character knows the proper technique. A
second roll, and the proper supplies or equipment, are
necessary to complete the process.
Defusing Explosives AS
DFT+ WT + Mechanical
1
(Technology Use)
The name of this Skill is self-explanatory. T o perform with
it, a character must average his score in this Skill with the
score in the Skill governing the type of explosive to be
defused in order to determine his BCS. At the
Gamesmasters decree the Task of defusing an explosive
device may require tools. The Task Periods may be as short
as 1 Combat Turn.
A failure will mean the device will explode at its planned
time. A Critical failure will cause it to explode immediately. A
character with a BCS of 20 will avoid the critical failure i f he
can make a Deftness Critical Saving Throw.
Demolitions A;r
DFT + WT + Mechanical
1
(Technology Use)
This Skill governs the placement and use of explosive
substances. A character will average his score with his score
in the Explosives Skill governing the type of explosives in
use. Details of use of this Skill are given in the section on
explosive devices on page 44.
DistillationT
WT + Mechanical + Scientific
1
(Technology Use)
20
henry christen (order #23380)
Electrician
DFT + WT + Mechanical
1
(Technology Use)
A character with this Skill may perform electrical repairs
and rework circuits. Such attempts are Tasks and will be
treated as such. Some operations will require tools but the
simple tracing of a circuit will not. Thisskill does not include
the design of new electrical circuits, although it will allow a
character to build a new one from a circuit diagram and the
proper materials.
Encryption
WT + Scientific + Esthetic
1
(Basic Research)
Decoding and encoding messages are Tasks. Decoding
requires a successful BCS roll to achieve the characters Wit
Group Effect Die roll inTask Pointsfinished. Critical success
indicates the code is broken and critical failure seems to
indicate the same thing but the message will be read
incorrectly. Encoding does not require a BCS roll but the
character still requires time to perform the Task.
A code will subtract its Difficulty from the BCS roll of any
character trying to break it. A character can produce a code
as aTask. In weekly turns,thecharactermayfinishanumber
of Task Points equal to his Wit Group Effect Die roll. For
every 20 points thus accumulated,the character will give the
code a difficulty of 1. The maximum difficulty that a
character may give to the code is equal to twice his Wit
Group.
DFT + WT + Mechanical
1
(Firearms Repair, Primitive and Machining)
This Skill allows a character to restore Durability to
firearms given time, equipment, and parts. It also allows a
character to lay down specifications for parts of firearms to
be produced using other Skills such as Machining.
Each point of Durability requiresa unit of parts, aTool Kit2
and the accomplishment of 10 Task Points.
First Aid
WT + DFT + Scientific
1
This Skill covers basic medical treatment on an immediate
level. Specific applications are given in the section on
damage and healing in Book 1.
Handloading
DFT + WT + Mechanical
1
(Technology Use)
This Skill allows a character to reload spent centerfire
cartridges when he has the tools, supplies, and time
necessary.
Handloading Kits are classified as pistol, rifle, or shotgun.
They are also rated for an Efficiency Factor. Cartridges and
bullets are specific to a given caliber. Primers are
interchangeable and powder is allocated according to the
BDG. For each reloading period of an hour, a character may
assemble a base number of rounds equal to his Deftness
Group Effect Die roll. This base number is multiplied by the
modified Efficiency Factor of the Handloading Kit to give the
Machining
DFT + WT + Mechanical
1
(Technology Use)
This Skill is a metal-working Skill allowing a character to
produce metal artifacts when using at least a Tool Kit 2. Each
artifact will be rated by the Gamesmaster as a Task.
This Skill can also govern woodworking with power tools.
Marine Mechanic
DFT + WT +Mechanical
1
(Technology Use)
This Skill functions as does Automobile Mechanic except
that it deals with vehicles which move on the water.
Mathematics
WT + Scientific + Communicative
1
This is a basic scientific Skill and is also required if a
character is to perform mathematical computations.
Operational Command
(Tactics)
WT + Combative + Scientific
1
This Skill is used by the commander of a side in Tactical
Level Combat as explained in Book 3. It representstheability
to command large groups of men in military endeavors.
Pathology
WT + WT + Scientific
1
(Chemistry and Advanced Medical)
This is the medical Skill which deals with diseases. Details
are given in the section dealing with diseases in Book 1 .
Pharmacy
WT + DFT +Scientific
1
(Chemistry and Lab Technique)
This Skill represents the characters knowledge of the
techniques necessary to produce particular drugs. A
successful BCS means that he has remembered the technique correctly. Critical failure means that he only believes
that he has, and the end product will be something else
enti rely.
The actual production of a drug requires the exercise of
Lab Technique Skill. Each drug should be rated as a Task
and Task Periods are usually a day. Once the Task is
finished, the number of units of drug will be determined. A
potential unit of drug will consume a number of units of
chemical supplies. The maximum number of potential units
controllable by a character is equal to his Wit Group times
the Efficiency Factor of the Lab, round nearest. The
ai
henry christen (order #23380)
Plastics Forming
DFT + WT + Mechanical
1
(Technology Use)
This Skill allows a character with the tools and units of
plastic stock to produce artifacts of plastic. Each artifact will
be rated by the Gamesmaster as aTask for the amount of raw
material to be consumed, time period required, and number
of Task Points.
Practice of this Skill requires the use of a Plastics Forming
Kit. Such Kits will be rated for weight of plastics that they can
deal with and for the type of forming that may be done with
them.
Radio CommunicationsS
WT + DFT + Mechanical
1
(Technology Use)
This Skill represents the characters understanding of the
principals and mechanics of radio communication and the
devices used in it. Electrician Skill is required to make repairs
or build such devices but a character with Electrician Skill
must follow the directions of a character with this Skill to do
so.
Design of radio communications is a Task that is governed
by this Skill.
Simple ExplosivesS
DFT + WT + Mechanical
1
(Chemistry and Lab Technique)
This Skill functions with respect to producing simple
explosives such as TNT, nitroglycerine, blasting caps, etc.,
as Pharmacy Skill does with respect to drugs.
Initial critical failure on the Simple Explosive BCS roll will
result in an inert substance. The explosives equivalent of a
poison is an unstable substance which will explode at the
end of the manufacturing process. The Simple Explosives
BCS roll to identify such a failure may br made before the
explosion, allowing the character to aborr the process with
only the loss of time and materials.
This Skill also represents the characters ability to
assemble simple detonation devices and the proper
placement of explosives of the type covered by the Skill.
Strategic Command
WT + Scientific + Combative
1
(Operational Command)
This Skill is a higher powered version of Operational
Command Skill. It is called into play when the Gamesmaster
wishes to resolve the results of a whole series of Tactical
Level Battles forming a military campaign in short order. If he
is using the military campaign rules presented in Book 3, this
Skill has a different function which is explained in detail
there. Simply put, it may affect the size of the forces
involved.
Telegraphy
DFT + WT + Mechanical
1
(Technology Use)
This Skill functions as does Radio Communications Skill,
22
DFT + WT + Mechanical
1
This Skill governs the operation and control of fixed-wing
aircraft.
'
Pilot, Submersible
DFT + WT + Mechanical
1
This Skill governs the operation and control of small
underwater vehicles such as mini-subs.
'
DFT + WT + Mechanical
1
This Skill governs the operation and control of rotarywinged aircraft such as helicopters.
Pilot, Spacecraft'
DFT + WT + Mechanical
1
(Zero-G Training and High Technology Use)
This Skill governs the operation and control of small to
medium spacecraft such as the shuttle.
DFT + WT + Mechanical
1
This Skill governs the operation and control of VTOL or
STOL aircraft such as the Hawker Harrier.
Plastic Synthesizatlon'
WT + Scientific + Mechanical 1
(Chemistry and Lab Technique)
This Skill allows a character, with the proper equipment
and the raw materials, to produce plastic stock. The
process works as the production of drugs using Pharmacy
Skill. The equivalent to the production of a poison is a
useless batch which only costs time and raw materials. Fora
Lab, a Plastics Synthesization Kit is substituted. These are
rated according to Efficiency Factor and type of production.
DFT + WT + Mechanical
1
This Skill governs the opening of combination locks
without having the combination. Combination locks are
dealt with on page 47 of Book 1.
SCUBA DivingAsT
DFT + WT + Mechanical
1
This Skill governs the use of underwater breathing
apparatus. It may be used to substitute for Swimming Skill
whenever it is called for in the rules for operating underwater
in Detailed Action Time on page 33 i n Book 1.
SafecrackingTsE
Zero-G Training A
Computer Design
WT + Scientific + Mechanical
1
(Computer Science, Mathematics, and High Technology
Use)
This Skill allows the character to design computer
hardware as a Task. Once designed, it must be built and
powered before it can be operated. This Skill isalso useful in
figuring out a computer layout, if one should be found, and
determining what would have to be done to get it functioning
again.
ECM Operation'
DFT + WT + Mechanical
1
(High Technology Use)
This Skill allows a character who has access to Electronic
Counter Measure equipment a chance t o increase its
efficiency by the Effect Number of his BCS roll. He may
decrease it if his BCS roll fails.
Laser Technology
WT + Scientific + Mechanical
1
(High Technology Use)
This Skill represents the character's understanding of
laser technology for the purposes of working with it,
repairing it or designing it. Any repair or construction work
would be in the province of an appropriate Skill but the
knowledge of what to solder where, for example, would
come from this Skill. Designs or other working diagrams are
a Task.
23
FIREARMS
Characters may well be said to live (and die) by the Gun.
Current estimates place millions of weapons and billions of
rounds in this country alone. With modern storage
techniques, guns and ammo broken out of factory packaging
will almost certainly work as well 20-30 years after
manufacture as they do fresh from the maker.
Garners with firearms experience will find some rules here
that they disagree with (if we may judge by the response from
our playtesters). As always, the Gamesmaster may certainly choose to modify the rules for his campaign in any way
he sees fit. We would like to point out that more authentic gun rules may be difficult for Players who do not share
his experience with such weapons, and counsel prudence in
any such expansions.
This chapter is divided into several sections:
A brief introduction to the workings of modern firearms.
Rules for the operation of guns.
Rules for ammunition and gunshop effects.
Other fixearms (machine guns, black powder weapons,
heavy weapons, mortars, etc.).
Appendices appear at the end of Book 3, containing
examples of real weapons translated into Aftermath! terms
and a Gun List for the Gamesmasters use.
BARREL LENGTH
Up to a given length, the longer a barrel is, the faster its
bullet will travel. Longer weapons are more accurate (as a
rule) than shorter ones. This is one reason why rifles have
greater range than pistols, and fire with more power. But of
course, the longer a barrel is, the bulkier the weapon will be,
making for higher Encumbrance, and requiring two handsto
fire properly.
The standard abbreviation for Barrel Length is BBL. The
standard BBL values are as follows:
PISTOLS
Snub-nosed (SNUB): BBL less than 3 (7.62cm).
Short (SHT): BBL 3-4 (7.62-10.16cm)
Standard (STD): BEL 4-7 (10.16-17.78cm)
Long (LNG): BBL 10-12 (17.78-25.3cm)
Extra Long (XLNG): BBL 10-12 (25.4-30.48crn)
Pistol Carbine BBL 12 (30.48crn) o r more
ENCUMBRANCE
The Encumbrance of a gun is drawn from the weapons
size and the weight of the real model being adapted to the
game system.
A Base ENC is assigned to the form of the weapon, to
which its real weight in kg/lO is added.
Pistol SNUB or SHT: Base ENC equals .2
Pistol STD or LNG: Base ENC equals .3
Pistol XLNG: Base ENC equals .5
Pistol Carbine or Carbine: Base ENC equals .7
Rifle: Base ENC equals 1
Shotgun: Base ENC equals 1.2
Riot Gun (Sawed-off Shotgun): Base ENC equals .8
Eg. the M-1 Garand Rifleof WWll i s a BIG gun. Weighing in
at 4.4 kg (9.5 Ib.) it will have an ENC of 1 (Base ENC for Rifles)
plus .4, or 1.4.
Contrariwise, a little 32 ACP caliber autoloading pistol, a
Saturday Night Special, weighing barely 10 oz., has an
ENC of .24.
357 Magnum
24
GUN ACTION
The Gun Action is the internal mechanism of the weapon,
controlling how often it fires, the manner in which it clears
the spent cartridge casing, prepares a new cartridge, cocks,
and fires again.
There are three major classes of Gun Action:
SINGLE SHOT ACTIONS: The weapon requires manual
action by the firer to prepare for each shot. The principal
forms of Single Shot Actions are as follows:
Single Shot (SS): The weapon only holds one cartridge at a
time. After it is fired, the gun must be reloaded.
Single Action (SA): The weapon must be manually cocked
after each shot. This type of Action is usually found in the
six-shooters of the Old West, although modern replicas
of these guns may also be made with Single Action
mechanisms.
Bolt Action (BA): Usually found only in rifles, a bolt mounted
at the back of the barrel must be worked manually to eject
the spent shell, chamber a new one for firing, and cock the
weapon.
Lever Action (LA): The famous Winchester carbine is the
classic example of a Lever Action rifle. A lever mounted
around the guns trigger must be pumped to perform the
eject-chamber-cock cycle needed for the next shot.
Pump Action (PA): This is also called Slide Action, or even
Trombone Action. A sliding sleeve is mounted along the
bottom of the gunstock, along the barrel. The firer must
pump this forward and then back in order to eject,
chamber, and cock the weapon.
MULTI-SHOT ACTIONS: These firearms are designed SO
that all the user needs to do for his next shot is pull the
trigger. The principal forms are:
Folding Stock
Many SMG and some other weapons have this Feature, a
shoulder stock which can be removed or folded out of the
way. When this stock is extended, the weapon is fired using
Rifle Skill in combination with Autoweapon to derive the
BCS. When the stock is folded up, the Skill used is Pistol.
AM MUNIT10N
In discussing the specifications of a gun, only two aspects
of the ammunition it fires need be taken intoaccount: WHAT
does the weapon fire, and HOW is it loaded?
Further discussion of ammunition and its effect will be
found in the section entitled Bullets and Ballistics (P. 34).
CALIBER
The question What does the gun fire relates to the
particular cartridge it is designed to use as ammunition. Asa
rule, if a gun is made to use one type of cartridge, it cannot
fire any other round at all. Trying that will only get you an
exploding weapon in your hands. Most unpleasant.
Many people are aware that cartridges are measured by
their Caliber. Most also know that Caliber is a measure of
the bullets diameter either in inches or in millimeters. Giving
things a bit of thought, it becomes apparent that a 45
Caliber slug cannot be 45 inches across, and the reason
why it is properly written as .45 becomes clear. But what
most people do not know, unless they are familiar with guns
to some extent, is that there are about 3 different kinds of .45
Caliber ammunition in existence, none of which are
interchangeable. Likewise, such arcane facts as the
similarity between NATOs 7.62mm cartridge and the ,308
Winchester load (they are the same) are not in everybodys
general body of knowledge.
It is not enough to call a gun a 45. If one speaks of a45
Automatic, then it is a safe bet that the ammunition in
question is .45 ACP (for Automatic Colt Pistol), the round
designed by Colt Firearms for use with that weapon. But a
38 Revolver might load any one of several cartridges;
which is the proper type of .38 caliber ammo?
It must be clearly understood when describing a gun just
what exact ammo it can use.
BALL AND SHOT
There are two types of Small Arms ammunition to be
considered. The usual type referred to by such terms as
cartridge or round is called Ball Ammunition. This is a
metal bullet encased in a brass jacket, or case. But there is
25
MAGAZINES
Magazine refers to the part of thegun in which theammo
is carried for firing. In some firearms, this is an integral part of
the weapons structure, In others, a removab1eclip is used.
The particular type of magazine is very important in at least
one common situation in Aftermath!: reloading an empty
weapon in the middle of a fight.
INTEGRAL MAGAZINES
Also called Non-detachable magazines. These are all of
a piece with the gun itself.
Swing-out Cylinder (Swing-Cyl): Found only in revolvers.
The cylinder swings out at the touch of a small release.
Empty cases are ejected in the same motion. New rounds
are loaded in by hand, or in a group if using a Quick
Reload device, a small spring clip holding a full load of
ammo. The cylinder is then snapped closed and the gun is
ready to fire.
Snap-out Cylinder (Snap-Cyl): Again found only in
revolvers. Very similar to Swing-Cy1 weapons, except that
the cylinder is remover completely, instead of swinging
out on a non-detachable axle. Thus, it is possible to carry a
spare cylinder already loaded, eliminating the need to
reload rounds into the removed one.
Portal Cylinder (Port-Cyl): Found only in replicas of Old
West revolvers. The cylinder does not come out. Spent
rounds are removed and new ones loaded through a small
portal mounted to the right of the guns trigger. This is
the slowest reloading revolver in the system.
Portal Magazine (Port-Mag): Formally known as the NonDetachable Staggered Box Magazine. This is a standard
magazine found in rifles that dont use clips. It is loaded
through a small portal mounted under the gunstock, in
front of the trigger guard. The usual capacity is5 rounds of
standard ammo or 3 of Magnum ammo.
Tubular Magazine (Tub-Mag): Similar to Port-Mag, but
rounds are loaded in through a side port, being held in a
long, tubular magazine mounted under the barrel. Almost
exclusively found in lever-action weapons and Shotguns.
Falling Block (Fall-Block): A breech-loading system found in
many Single Shot pistols and rifles. A small lever rolls out
the firing chamber, the round is inserted, the gun is closed,
and is ready to fire.
Break Loading (Break): Found mostly in Single Shot or
Double Barrelled Shotguns, and in some Single Shot ball
firing weapons. The gun is broken, hinged between
stock and receiver, to open up and eject the spent casing.
A new round is inserted, the gun is closed, and ready to
fire.
DETACHABLE MAGAZINES
There are only two real types to consider. The box clip,
described briefly in the outline of Autoloading Action, and
the stripper clip, a metal or plastic spring enclosing the
weapons load, which is inserted in one movement into the
gun.
OTHER FACTORS
There are several miscellaneous factors in iirearms design
under the headings of Durability and Features.
DURABILITY
This is an abstract figure from 1 to 5, expressing the
weapons overall quality and strength of construction. It has
many applications under the rules to follow. Under somecircumstances the weapons Durability (or DUR) may be
reduced. When the DUR falls below 1, the weapon is in a state
of Disrepair, and must be worked on by a Gunsmith under
the proper circumstances if it is to function again.
The general meaning of a DUR value can vary, reflecting
the initial quality of craftsmanship that went into the gun, or
conversely the lack thereof, or simply the shape it is in after
years of hard use (or abuse). The base DUR score is like a
characters DRT. While it may be reduced, the proper action
will restore it. The Gamesmaster may exercise his discretion
in decreeing that such damage be comes permanent if not
tended to within a given time.
DUR values as we see them may be categorized as follows:
Broken. Gun will not work. Repairs required.
Low-quality weapons, especially handguns. The cheap
Saturday Night Special type of gun. Antique arms that
have not been maintained well also fall into this
category.
Cheap weapons, or very much abused ones. Dime
Store sporting arms, inexpensive replicas, massproduced pistols, again of the Saturday Night Special
variety.
26
henry christen (order #23380)
RANGE
Range is a function of the size and type of gun being used.
The range to the target affects the firers chance to hit and the
amage potential of the bullet.
The following Table gives the Range Steps for each class
of firearm. There are six Range Steps to be considered in the
system:
Point Blank Range (PER)
Short Range (SHT)
Effective Range (EFF)
Long Range (LNG)
Extreme Range (EXT)
Maximum Range (MAX)
Also given are the Modifiers to the Basic Chance of
Success and Bullet Damage Group for shots fired at these
Ranges.
Feature
Match Weapons
A Feature available on some firearms will be Match quality.
These weapons are designed for use in international
competition and have incredible accuracy. Weapons having
this Feature add 50% to the distance defining their Range
Steps.
Eg., a Match Rated LNG Pistol will have the following Rage
Steps: PBR 7.5, SHT 15, EFF 60, LNG 90, EXT 180, MAX 360.
Match Weapons also have an Inherent Accuracy bonus of
1 in the hands of unskilled users(see p.31 for the Inherent
Accuracy rules).
RATE OF FIRE
The Rate of Fire is directly based on the Gun Action used.
It defines the number ofshotsthat thecharacter may fireina
single Action, as defined in Book 1 on p. 25. If a gun has a
Rate of 1 Shot per Action and is being used by a character
with an MNA of 3, he may fire up to3shots per CombatTurn,
if all he does is fire the gun.
Range Table
Weapon
PBR
Pistols
SHT
EFF
LNG
EXT
MAX
50
60
100
120
160
100
120
200
240
320
BBL : SNUB
: SHT
: STD
: LNG
: XLNG
2
4
5
5
5
10
10
10
10
20
15
20
30
40
60
25
30
50
60
80
Carbine
Rifle
10
10
25
30
50
100
250
500
500
1000
1000
2000
Carbine
Rifle
SMG
10
10
5
15
20
10
25
50
20
125
250
40
250
500
80
500
1000
160
10
10
5
5
5
20
25
20
10
10
50
30
30
20
15
100
60
40
30
20
200
100
80
60
30
400
150
120
90
50
plus 1
plus 1
plus 0
minus 1
minus 2
minus 5
plus 0
minus 10%
Long Guns
Autofire
Shotguns
Slug Load
Shot Load Full Choke
Modified Choke
Open Choke
Riot Gun
BCS Modifiers
BDG Modifiers
plus 10
plus 0
To use the Range Table, simply note the range t o the target
in meters on the combat display. Locate the Range Step
under which this figure falls on the Table. This is the Range
Step for that shot.
27
ss
SA
BA
LA
PA
DA
AL
FA
AB
SHOT SPACING
Firing a gun is an Action, and thus will consume a PCA as
set down in the basic Combat rules. The exact Action Phase
on which shots are resolved will depend on the firers PCA
and the number of shots he is firing in that Action.
Firing 1 Shot (or Burst): Firer will initiate Action on the first
Action Phase of his PCA. The Shot is resolved (ie., a hit
rolled for) on the middle Action Phase. The firer recovers
from the shooting routine on the last Action Phase of the
Action.
Firer has 6AP of 10 and PCA of 5. His first act in the
Combat Turn is firing a gun. He initiates Action on Action
Phase 10. He resolves the Shot on Action Phase 8. He
completes the routine on Action Phase 6.
OPTION
Squeeze Off Shots
The tradition of the dead eye marksman includes the
ability to slo-0-owly squeeze off shots, for significant
increases in aim. The Gamesmaster may allow this to be
done in the following manner.
The firer takes TWO Actions to compete afiring routine. In
effect, he doubles his PCA. For example, a character with an
MNA of 2 and BAP of 10 has two Actions available per
Combat Turn, with a PCA of 5. If he elects to squeeze off a
routine of 3 Shots, firing semi-automatic, he will initiate the
routine on Action Phase 10 and resolve his first Shot, resolve
his second Shot on Phase 5, and his third on Action Phase 1.
In other words, he will fire as i f his PCA were doubled, for a
score of lo!
Characters with an MNA of 1 must spread this option out
over two Combat Turns. The real slowpokes, with an MNAof
0, would require 4 Combat Turns to squeeze off a firing
routine.
The character must be in Full Stance (see below) to
Squeeze Off shots.
Squeezing off your shots will add the Deftness score to the
firers Skill Score with the weapon, If this increases the first
100 points only, the BCS to hit benefits. If the second 100
points of Skill are raised, the Location alteration is improved.
If the bonus increases the Skill beyond 200, this is allowed,
being reflected by greater-than-normal Location movement.
Skill increase in the first 100 points does not improve Control
die rolls!
Two points to clarify in the above rules are:
Shot: The term Shot refers to the normal discharge of the
weapon. This may be a single Round, as with nonautomatic weapons, a Burst of rounds, when firing automatic, a blast of shot from a shotgun, or the beam from an
energy weapon, i f your campaign uses such devices.
Other meanings include rifle grenades, mortar shells,
40mm grenades from a launcher-in short, any projectile
launched from a firearm.
28
AUTOFIRE
Full Automatic fire from small arms has several unique
rules attached to it. In firing any other weapon, 1 Shot
discharges 1 bullet (or charge of shot, if using a shotgun).
Firing on automatic, a weapon will discharge aset number of
Rounds per Burst. As stated, the usual number is 3 rounds.
This has two major effects. First, the recoil of firing the
weapon is equal to the number of Rounds per Burst times the
ammo's base BOG. Second, the damage potential of the
Burst will vary. A die of the typeappropriate to the number of
Rounds per Burst is rolled, a D3 for a gun firing 3 per Burst, a
D6 for weapons firing 6 per Burst. The indicated number of
rounds will hit the target on the same location, adding their
individual BOG to get the total. This can make even the lowpower slugs from some automatics quite lethal.
Remember to deduct all the rounds in the Burst from the
weapon's magazine load, even if all do not hit the target.
Likewise, Recoil for Bursts is calculated on the basis of how
many rounds are fired, not how many hit.
Autoextractor
This Feature is a small lever operating a plunger insidethe
gun. It will allow jams to be cleared by the end of the Action in
which they occur. It causes jams to be treated as if they were
simply duds.
OPTION
Full Automatic Jamming
When firing FA, there is no strict limit to the number Of
Bursts which may be fired in an Action as such. The limit
comes from the tendency of automatic weapons to jam
during sustained fire. A single Burst can always be fired with
no fear of this happening (hence the development of AutoBursts to circumvent the problem in later designs). But if
more Bursts are fired in an Action, the chances mount
rapidly.
The tendency to jam is limited by the gun's Durability. If
firing multiple Bursts, roll dice of the type appropriate to the
Rounds per Burst for the gun, 1such die per DUR point. For a
gun firing 3 Rounds per Burst, with a DUR of 3,3D3 would be
rolled. The number rolled indicates the round which will jam
after the first Burst. A score of 3 would indicate a jam on the
third round of the second Burst fired that Action. If two
Bursts were indeed fired, the second would jam. If the score
had been 4, indicating a jam on the first round in the third
Burst, and only two Bursts were actually fired, then no jam
would occur.
OPTION
Fumbling Bursts
One of the problems with FA fire is that the firer needs to
exercise great control to stop shooting when he wants to.
The high rate of fire may cause shots to be wasted. TO
simulate this, the Gamesmaster may require those using FA
to make a Deftness AST. If the Saving Throw fails, then roll a
die appropriate to the Rounds per Burst, and the indicated
number of extra rounds were fired. As such shots are not
well-controlled by the firer, they will not hit any target, and if
RELOADING TIME
Digger popped his head up from behind the
embankment. BLAM! Another ghoul hit the dust. From
several locations, return fire kicked up dust as the
cannibals tried to bag their "meat."Digger drew a bead on
one of his hunters. CLICK! Click?
Digger's continued career in Aftermath! has just
become dependent on one vital question: can he reload
his piece before the ghouls turn him into cold cuts? The
time this is going to take depends on his native speedand
the type of magazine his gun has.
In any situation such as this, the first thing that must be
asked is, does the character have more ammo, ready to
load, in an accessible place? A glance at the rulesfor pawing
through your backpack or pockets shows the unwisdom of
storing spare loads there, unless you carry nothing but fresh
cartridges in that locale. The wisest course is an ammo
pouch, or bandolier, which will allow you to flip open the
container and pull out your rounds without fumbling past all
the other junk stored there.
Once you have the cartridges ready to go- the rest depends
on your gun.
29
LOOSE ROUNDS
If the weapon does not use a clip, stripper, or similar device
allowing the new ammo to be placed inside in one mass, then
the Loose Round Rule applies. In one Action, the character
can handle a number of rounds equal t o his Deftness Group.
This handling can consist of taking out a spent round or
putting in a new one.
Swing-Cy1 or Snap-Cyl:
1 Action to break open cylinder. Empties are ejected in
same motion.
Port-cy1
Old rounds must be removed and new rounds loaded
using Loose Round Rule. If weapon not fully reloaded, 1
Action required to be sure to get fresh cartridge under
hammer for firing. Chance of blowing this and getting a
spent round (ie.,adud) inthefirst position isthenumberof
such rounds left in a gun or less on a D6.
Port-Mag or Port-Tub
Load using Loose Round Rule. N o empties to worry
about, as these have been ejected during firing.
Falling Block
1 Action to open Gun Action, ejecting empty casing.
1 Action to load new round in.
Break
1 Action to open gun. Empties are ejected by this
movement.
Box
1 Action to remove old magazine.
Strip
1 Action to load in new Stripper (empty clip was ejected on
last shot).
1 Action to chamber first round for firing.
OPTION
Quick Chamber Rule
Likewise, in a weapon requiring chambering, thecharacter
may attempt to do this in the Action in which the last round
was reloaded. The same rules apply as those governing the
Quick Close. If the Quick Close option has been used in that
Action already by the character, a Speed CST is needed, at
the same penalty as always for the number of rounds
handled. This rule can also be used in the event of trying to
properly align the cylinder on a partially reloaded revolver.
READY WEAPONS
A Ready weapon is defined as a gun which is:
@Loaded,with a round in the chamber for firing, cocked,
and with the safety off. In other words, if the trigger is
pulled, the gun will fire.
@In the firers hands, properly held for use. A character
carrying a Rifle in one hand and a flashlight in the other
does not have a Ready weapon, as he needs both hands to
fire the gun. A Pistol that has just been used to conk a
guard over the head is not being held ready to fire.
Obviously, holstered or slung weapons are not ready. It
will normally require 1 Action to ready such a weapon.
If the gun is carried in a closed holster (strapped or
buttoned down flap) or in any other kind of container, this
must be opened and the gun found according to the normal
rules for such activity.
OPTION
Quick Draws
Pistols or Rifles can be drawn and fired in the same Action
in certain cases. The former weapon must be in an open
holster, or in the carriers belt. Long Guns cannot be drawn
if they are slung over the carriers back or shoulder, but if
they are being carried, the option may be tried.
A Pistol can be Quick Drawn from a holster i f the user
makes a Deftness AST. From the belt or waistband a CST is
needed. The use of special, fast draw holsters will add a
bonus to the score needed. The Gamesmaster may impose
penalties if the circumstances warrant.
Quick Draws with Long Guns require a Deftness CST.
If the Fast Draw Saving Throw is made then a single shot
may be fired at the end of the Action. All other modifiers
apply and such shots are always assumed to be Hip Fire (see
p. 31).
The Gamesmaster may feel freeto introduceaQuick Draw
Skill, if he finds it appropriate to his campaign. The use of the
30
Weapon
Used
Pistol:
SHT
STD
LNG
XLNG
Long Guns: Carbine
Rifle
Shotgun:
Slug
Shot
+o
+ 1
+ 2
+2
+3
+ 4
+ 3
+ 4
Action to assume Full Stance, and the firer must refrain from
shooting during this Action. He must be in Present Stance
(see below) when starting the Action. Full Stance has the
following advantages:
0 A plus 1 to the BCS is received.
0
Hip Fire
As the name implies, the weapon is held low, braced
against the body for support, rather than high ,,lough to
allow even a minimal sighting technique to be used. Hip Fire
is assumed when no other circumstances cover the
conditions under which the gun is fired.
Advantages of Hip Fire are:
0 Character may perform any movement: Walk, Run, Dodge,
Change Position, you name it.
0
Disadvantages are:
0 Use Average BCS to resolve Hip Fire shooting.
0
WEAPON MODIFIERS
Several of the weapon design factors discussed previously
have direct bearing on the BCS when firing the weapon.
31
Range
The Range Step affects the BCS as follows:
PBR
SHT
EFF
LNG
EXT
MAX
plus 2 to BCS
plus 1 to BCS
no effect on BCS
minus 1 to BCS
minus 2 to BCS
minus 5 to BCS
Feature
Telescopic Sights
The use of Telescopic Sights will serve to reduce the
effective Range as far as its effects on BCS go. Effects on
Bullet Damage Group are not modified. Simply divide the
actual Rangeof sighted shots by the magnifying power of the
scope. The resulting figure is the effective Range, used to
determine the Range Step to be used.
Recoil
All cartridges are rated as to their Bullet Damage Group
(BDG) and, besides indicated how much damage they can
do to a target, this BDG also determines the recoil suffered
by the firer.
To measure the Recoil penalty (if any) proceed as follows:
Take BDG/10, up. This is the Recoil base.
0
Recoil Reduction
There are a variety of Features to be found in firearms
which have the express purpose of reducing the effects of
Recoil. On Long guns, the simplest form known is simply a
pad, fitted to the butt of the stock. Other firearms use
carefully crafted weighting in the barrel, special vents that
release some of the force of the propellant explosion, and so
on.
Weapons equipped with Recoil Reduction other than a
Pad will be noted as having 1, 2, or 3 factor. That is, they
reduce the Recoil base by that number.
Recoil Pads always reduce Recoil base by 1.
FIRER ACTIONS
The firer will often be in a position to improve or worsen his
BCS by certain actions during his firing routine. Some of
these are things the character must perform deliberately,
others are natural by-products of specific events.
Brace Weapon
The firer may assume a Brace with the weapon if he is in
Full Stance. Both hands must be used, whether firing Pistol
of Long Gun. With the former, both hands are used to hold
the butt, as in standard police firing stance for handgun use.
With a Long Gun, the Brace also requires that the weapon
be equipped with a sling, or carrying strap. This is wrapped
around the forearm of the hand supporting the forward
gunstock, under the barrel.
It requires 1 Action without firing to assume a Brace, and
the firer must be in Full Stance before commencing the
Action.
Feature
Swivel Sling
The sling on a Long Gun can be mounted with universally
jointed swivels. These speed up the Bracing process so that
it may be performed in the same Action as the one in which
the firer assumes Full Stance.
Rest Weapon
The firer rests the weapon on a stable, horizontal surface.
This surface must be at a level between the firers sternum
(LOC6-7) and face (LOC2). The firer must be in Fu!l Stance
but may not Brace the weapon if using the Rest option.
Firer Movement
It is generally agreed that firing a gun on the run is tricky!
The rules reflect this.
As stated in the rules on Firing Stance, Present Stance
allows the firer to make only a 1 meter Combat Move during
his firing Action. Any greater degree of movement
automatically drops the firer into Hip Fire. The Gamesmaster
should enforce this rigorously.
Besides limiting Firing Stances, any movement reduces
the BCS directly as follows:
Combat Move (lm): -1 to BCS
Walking: Use Hip Fire and -2 to BCS
Running: Use Hip Fire and -4 to BCS
Dodging: Use Hip Fire and double penalty for basic
movement being used
Changing Position: Kneeling down, standing up, hitting
the deck, etc. A flat -10 to the BCS. If the move is being
performed in 1 Action Phase, i.e., the character is doing so
32
removes the lower body from the field of returning fire) and
when firing down at a target and over some cover, such as
the edge of a roof. Again, the Gamesmaster will modify the
effects of Prone firing to reflect the angles of fire involved.
The position used, standing, kneeling, or prone, has no
direct effect on the BCS. It merely provides a means of
maximizing the protection of available cover, which can
effect the BCS.
One H a n d n w o Hand-Offhand:
There are several possible ways that the hand used to hold
the gun, or the number of hands used, will affect play.
Normal Pistol use requires only the gun hand to be free,
unless the Brace Weapon modifier is being used by the
character. If firing a Pistol with a BBL of the Pistol Carbine
size, both hands are needed.
Firing a Long Gun with one hand is not easy! For a Rifle or a
full-sized shotgun, asling must beattached tothegun, which
the character must wrap around the forearm of his firing
hand.
This takes 1 Action if his other hand is free to help. If it is
not, a Deftness AST is required.
Firing aTwo Handedlgun with only one hand will have the
following effects:
0
33
Target Cover
This does not often affect the BCS. Cover defends against
gunfire by stopping bullets (one hopes). But there is a class
of cover classified as Visual Cover.
Visual Cover will effectively reduce the visual contact that
the firer has with the target, with effects according to the
prevailing light conditions. This type of cover is
usually gotten from heavy brush, loose rubble, etc. It will
rarely offer Barrier protection against bullets. What it does
do is reduce the Light for the firer by a number of steps.
These combine with prevailing visual conditions to
determine the effective eye contact for the shot. For
example, Visual Cover with a rating of 1 would have the same
effect on a shot in Good Light as the firer would suffer in
Dim Light. If it is dusk, when prevailing light is Dim, the
Target is in Poor Light. And so on. The firer can offset this
cover by making his Wit ST. If his die roll is in the AST range,
it reduces the rating of the Visual Cover by 1. A CST reduces
it by 2. A Critical Save negates it altogether. Targets moving
in Visual Cover reduce its effect on their behalf by 1 per level
of movement used (i.e., -1 for a Walk, -2 for a Run). Ifthey use
Stealth successfully, this is negated. Target firing from
Visual Cover will be spotted by any observer who makes a
Wit AST on a DlO!
FN Rifle (FA)
CENTERFIRE OR RIMFIRE
The two forms of primer used in modern cartridges are:
Rimfire: The primer is contained in a soft rim around the
base of the casing. This is struck at the bottom of its
circumference by the pin, igniting the primer which in turn
sets off the main charge.
Centerfire: The primer is contained in a small cap, in the
center of the casings bottom. The firing pin on CF-loading
guns is set to strike here.
Rimfire ammo comprises the immensely popular .22
caliber ammo, generally low-power but the commonest
single caliber in the world today. Not much of a manstopper,
but you will find weapons loading the RF 22 in any sporting
goods store. Rimfire ammo WILL interchange between
Pistols and Long Guns, and many weapons are made to
accept ANY RF 22 cartridge: Short, Long, Long Rifle, etc.
34
DAMAGE CAPABILITY
The number of damage dice a round will do against the
Armor Value of a struck target, and his DRT if it penetrates, is
based on the BDG. The Damage Dice for a bullet strike are
calculated as follows:
number of D10 of Damage equals BDG/10, up.
plus Damage Points equal BDG/10, nearest.
Thus, a bullet with BDG of 33 would do 4D10 plus 3 to a
character it hits. 33/10 equals 3.3. Rounded up, this equals4.
Rounded to the nearest whole number, it is 3.
With a BDG of 35 or more, 4D10 plus4 would be the bullets
Damage roll, as 35/10 is 3.5, which rounds nearest to 4.
4
8
1
10
6
2
4
5
3
11
5
2
5
10
2
5
6
4
16
6
21
6
6
11
RIMFIRE AMMUNITION
22 Short
22 Auto
22 Long Rifle
22 Stinger
22 Long
22RFMagnum
5mm Magnum
1
2
4
6
2
6
5
8
13
20
14
18
21
24
25
6
15
18
20
18
25
31
28
28
28
25
36
12
21
26
24
38
23
27
21
17
6
25
40
41
20
35
15
20
.410
28
12
16
20
10
14
18
8
12
18
6
10
16
4
8
16
2
6
14
4-3 Buck
2-1 Buck
00 Buck
22
28
36
18
24
32
18
22
30
18
20
x
x
x
Slug
27
23
17
12-9
8-5
4-BB
Buckshot
BALLISTIC MODIFIERS
The BDG values given in the Table are the base values.
This is the inherent BDG of a given round and is subject to
modification before an effective BDG is applied to the target.
Ballistics, the study of projectile motion, is divided into
three stages, which suit our needs here exactly. These are:
conditions
pertaining from the moment the charge ignites until the
bullet leaves the gun barrel.
Feature
High-Power Firearms
These are simply firearms reinforced to allow use of High
Power ammo without suffering the increased risk of a
Critical Miss.
BBL
Rifle: The BDG from the Long Gun Table is the Base BDG
for rounds fired from Rifles.
The general formula for adapting Pistol Ammunition to
firing from Long Guns, or Long Gun Ammunition tofire from
weapons shorter than a Rifle, is:
Critical Hits
Apart from their other effects, Critical Hitswith a bullet will
increase the effective BDG, varying by the type of weapon
used:
Aufofire: All the shots in the Burst will hit their target, and
their total BDG is increased as if a D3 more rounds
impacted with them. E.g.,a Critical Hit is scored with a
SMG firing 9mm Parabellum. These have a base BDG of 5.
Fired from a Pistol XLNG,_thedefault BBL for SMG, they
add lo%, for 5.5, or 6. The gun fires a Burst of 3 rounds.
Thus, all 3 rounds hit, for an effective BDG of 18, and
rolling a D3 for 2, 2 x 6 is added, or 12, for a total of 30,
doing 3D10 plus 3.
Hollow-Point Bullets
These are specially-made bullets with hollowed, cupped,
or flattened tips. There are also bullets designed to expand
upon striking a target. All such bullets are designated as
Hollow Points for convenience.
The effective BDG for Hollow Points is not affected for
purposes of determining damage, but when checking for
Missile Special Effects, double the effective BDG to derive
the percentage chance.
When hitting a Barrier, the Barrier value is also doubled for
the Hollow Point bullet. A 10-point Barrier would reduce the
effective BDG of a Hollow Point by 20.
36
Jacketed Bullets
These are the direct opposites of Hollow Points. Coated
with steel to allow maximum penetration, Jacketed rounds
will suffer only half the Barrier value as a BDG reduction, but
their chance of causing Special Effects is likewise halved.
Fragmenting Bullets
The very latest in lethality. These nasty little slugs are
designed to fragment on hitting a target, propelling several
slivers of metal in an expanding pattern through the wound.
The Special Effects probabilities of Fragmenting rounds
are not altered. However, they will increase their Damage roll
by a factor of 1.5. In effect, these bullets have a WDM of 1.5.
Fragmenting rounds suffer the same, doubled Barrier
effects as Hollow Points.
OTHER FIREARMS
In previous sections we have dealt with the two main
classes of Small Arms: those firing Ball Ammo and the
shotguns. This covers about 80% of the weapons you will
find in an average Aftermath! campaign. But it is not the
whole ball game. There is considerable firepower, heavy firepower, available in the form of heavy machine guns, various
gun-propelled grenades, mortars, and so on, which will be
floating around a post-Ruin world. These are classified as
Support Weapons in the Skill system.
Moving back through time, we also have Black Powder
firearms to consider. There are a lot of advantages to a gun
which uses good old smokygunpowder, does not have many
carefully crafted moving parts in it, and needs no fancy
contained cartridges. Of course, your first shot had better
count!
SUPPORT WEAPONS
The Gamesmaster will need to exercisediscretion in using
Support Weapons in the campaign. When directed against
Player-Characters, they will tend to lead to a new character
design session at the end of the adventure. Used by PlayerCharacters, they tend to take a lot of the challenge out of
combat (by slaughtering the opponents at a range of, say,
1000 meters). We do not provide the same extensive data on
Support Weapons as we have for Small Arms. The models
given here will serve as guides to the Gamesmaster in adding
other specimens to his campaign, should he wish todoso.
Many Support Weapons are capable of use against
armored vehicles. For applications of firearms against
vehicles, see the Vehicle rules starting on p. 57.
MACHINE GUNS
True Machine Guns differ from Sub-Machine Guns in
several ways. They are not man-portable, requiring a mount
of some kind (bipod, tripod, or vehicular). They are capable
of sustained autofire, laying down a hail of bullets very
effectively, even when the firer is spraying an area. They are
deadly weapons in most tactical situations.
BDG
Caliber
BDG
30 Browning
7.62mm NATO
5.56mm
20
27
20
7.62 x39mm
40 Cal.
50 Cal.
20mm
35
60
90
100
Using MGs:
The Autoweapon Skill is used alone (no averaging with
anything) to fire Machine Guns. This extends to servicing the
weapon, aim, and control rolls.
Range
These are divided into LMG and HMG Range Steps
LMG
HMG
PBR
50
50
SHT
125
250
EFF
250
500
LNG
500
1000
EXT
1000
2000
MAX
2000
4000
OPTION
Tracers
The use of Tracers, bullets loaded with a flare powder
which causes them to show a thin path of flame, will increase
the BCS of the firer by 1 . Maximum efficiency suggested by
military doctrine is achieved when every 10th round is
Tracer. Less will not give the bonus. More will not increase it.
Rate of Fire
The MG can lay down heavy fire over an extended target
area (thats what its for), Built to take punishment, it is
capable of sustained fire without the jamming that plagues
Sub-Machine Guns.
All MGs have an assigned Rate of Fire, drawn from the
Specifications of the real weapon. This determines the
Machine Guns Rate Factor and the number of rounds it fires
in 1 Action.
Actual Rate in
Rounds per Minute Rate Factor
Rounds Fired
per Action
D6 x .5
500-750 RpM
751-1000 RpM
2D3 x .5
D10 x .5
20
30
40
2D5 x .5
50
MG Construction
As you may have gathered, Machine Guns are big, heavy,
rugged weapons. But nothing is perfect and even the most
durable weapon will tend to jam i f firing at MG rates for long
periods.
If the gun is fired for a consecutive series of Actions
38
OPTION
Changeable Barrels
The working life of a Machine Gun is limited by the barrel,
which has a distressing tendency to warp under the
tremendous heat generated by sustained fire.
There are two ways to measure this operating lifespan.
One deals with the immediate effects of overlong firing
periods, and the other with the slow effects of even normal
use.
In the first case, it posits that the gunner has been firing
well past the period requiring a rest to avoid possible jams.
If the DUR roll has been made for a number of firing Actions
equal to the DUR value of the gun, then a failed roll will
indicate barrel warpage, instead of a simple jam. I.e.,an MG
with a DUR of 4 has been fired for 8 consecutive Actions,
without allowing a 1 Combat Turn rest. It has obviously had
to make the DUR roll for the last 4 Actions, or it would have
jammed. If this concentrated fire continues, and the DUR roll
fails, the gun is kaput until a new barrel is mounted (an
operation requiring 5 Actions if one has a new barrel handy).
Over the long term; a Machine Gun can fire a total number
of rounds equal to its DUR times the Roundsfired per Action
at its maximum Rate times 100.
For example, a Machine Gun with DUR of 4, a maximum
RpM of 800, firing 40 rounds per Action, will have a minimum
barrel life of 4 x 40 x 100 or 1600 rounds, or 400 Actions at
maximum rate. This is probably too tedious to bother with
unless it is desired to cut short the lifespan of an MG for some
reason.
As MGs are always fired from some kind of mount, it is
impossi ble to either assume Full Stance or drop to Hip Fire. If
the gun is not properly mounted, it cannot be used. If it is, the
rules governing Present Stance always apply, although the
gunner cannot exercise the Combat Move option, since he
must be positioned behind the gun.
Initial Machine Gun
Lethal Zone
Magazines
Most Machine Guns, designed to fire from a fixed postion,
with a two-man operating crew, do not limit their huge
appetite for ammunition to simple clips or boxes. Ammo in
long, linked belts feeds endlessly into the guns receiver.
Belts are of the fabric or non-disintegrating type, or the
metal, disintegrating link type. The former is a long canvas
strip with loops for the cartridges. The latter is compsed of
individual metal clips, hooked together, which are ejected
from the gun singly as it fires. Both are re-usable. If it really is
necessary to try to reload or rebuild a belt in Detailed Action
Time, use the Loose Rounds Rule. In a looser time frame,
allow a character to reload his DFT Group x MNA x 20 rounds
into a belt in 1 minute.
There are also various box magazines used on some
lighter Machine Guns. Treat these as any other Box clip.
Reloading prepared magazines or belts into an MG is
handled under the Box magazine rules for Small Arms.
In closing on Machine Guns, Appendix 1 of Book 3
includes a sample of some half-dozen current models, both
U.S.-made and European. These should give the
Gamesmaster enough help to add his own designs to the
campaign.
MORTARS
Mortars are essentially big tubes, firing explosive shells in
high, arcing trajectories (Indirect Fire) to drop onto a target
area. The effects of Mortar Shells are given in the section on
Explosives.
A Mortar gives a shell afixed velocity. Aiming the weapon
consists of angling the tube so that this velocity will propel
the shell in an arc terminating at the desired point. Mortars
range in size from man-portable weapons with roughly a
60mm diameter, up to wheel-mounted monsters, 120mm in
diameter, requiring a vehicle or animal tow to move. All
Mortars are fitted with a butt plate which restson theground,
transmitting the recoil of the discharge directly to earth.
Encumbrance
There are three classes of Mortar: Light, Medium, and
Heavy. Light and Medium Mortars will break down into three
parts, Buttplate, Mount, and Tube, for man-carrying. Heavy
Mortars will not.
~~A
Range
Examples of MG Lethal Zones
Traverse 0
Traverse 1
Traverse 2
39
henry christen (order #23380)
Critical Misses
If the Loader did not make his Control throw, a Critical
Miss (indicated by a 20 on the Gunners BCS roll) is handled
differently from Small Arms Criticals. A No Effect result
means a dud Shell. It lands harmlessly in the indicated area.
Any other result indicates a jammed Shell, lodged in the
tube. This presents an effective Barrier value of 20 to
attempts to remove it. Due to the awkward wedging of Shell
in tube, a Strength CST is needed to try to extract it, rolling
once per Action (only one character may work on the jam at
one time).
Only on a roll of 100 when checking Critical Miss effects
does the Shell blow up in the tube, exposing the crew to a
blast with its effects reduced by half. Even with this reduction
such a result is usually lethal.
RIFLE GRENADES
Rifle Grenades are explosive projectiles designed t o be
fired from a military rifle. Early models required special
ammunition in the gun and bulky adapter mechanisms.
Modern grenades dovetail with standard designs on most
assault rifles and carbines to permit firing with no special
operations required.
The effects of Rifle Grenades on a target area are
discussed in the Explosives section. What concerns us here
is how the projectiles are fired. A characters BCS for firing
Rifle Grenades is determined by averaging Rifle and
Grenade Launcher Skills.
40
Grenade Ranges
This varies among Ballistite-fired, Adapter-fired, and Live
Ammo types.
GRENADE TYPE
PBR
Adapter
20-30
22mm Ballistite 20-30
22mm Live Ammo 20-30
SHT
50
75
50
EFF
75
100
100
500
400
700
650
Types of Grenades
Any 40mm Launcher will accomodate any 40mm grenade.
The specific effects of the projectiles are described
elsewhere, but in general terms they are:
GRENADE LAUNCHER
Unlike the Rifle Grenade, which is to an extent an attempt
to turn rifles into Support Weapons, Grenade Launchers are
special weapons designed to toss a 40mm projectile for a
limited distance.
Types of Launchers
40mm Grenade Launchers come in three configurations.
41
ENCUMBRANCE
Unquestionably, the old firearms bulk more than the sleek
killers of today. In the absence of hard data on actual
weights, assume standard Encumbrances for the weapons of
.4 for all Pistols and 1.5 for all Long Guns.
le
1 Action to cock.
The gun is now, finally, ready to fire!!!
of the gun.
EXT
MAX
60
150
90
200
Feature
Rifled Barrels
It was not until the 17th century that someone noticed that
spinning projectiles hit harder and fly truer than those that
do not spin. The way to get bullets to do this was by rifling the
gun barrel, incising grooves in a long spiral along the inside
to impart this spin to the projectile as it rushed u p the tube.
Rifled gun barrels increase the range steps of the weapon
by 50%, just as Match Quality weapons do with modern guns.
BLACK POWDER B D G
The BDG for a bullet from a Muzzle Loader is dependent
on the Powder Charge and the Caliber. The powder loaded
into the gun is measured in Drams (of which there are24to
the ounce). The Caliber is, of course, in fractions of an inch.
The base BDG for a given load in the gun is equal to 10 x
(Charge in Drams) x (Caliber in inches). This is the BDG
from Long Guns. Pistols halve this just as they do in modern
guns.
Please remember that the Caliber value must be in
fractions of an inch. For a 45 Caliber weapon, usepoint45 as
a factor-45flOOths of an inch!
This is used as the base BCS, subject to all the usual
Ballistic modifiers.
42
EXPLOSIVES
This Section deals with chemical explosives: dynamite,
plastic explosive, blasting powders, and the weapons made
from them: hand or rifle grenades, mortar shells, mines, etc.
We do not discuss atomic explosives (Gamesmasters will
find some ideas on nukes in Book 3, but frankly, theyre not
our thing).
These rules govern the use of explosives in two roles: antipersonnel (i.e. against characters) and demolition (i.e.
against the Barrier valueof structures). The useof explosives
against Vehicles is specifically outlined at the end of the
section.
RATING EXPLOSIVES
All explosive materials generate a concussion effect when
detonated. This is called Blast. It is effective against both
characters and Barriers.
Most explosive weapons will produce a fragmentation
effect as well. This is called Frag (for Fragmentation). It is
produced by sheathing an explosive charge with a metal or
plastic jacket, which is smashed into shards by the force of
the explosion andhurled outwards like a hail of bullets.
In codifying explosives or explosive weapons, the format
NAME BLASTjFRAG is used. NAME is the name of the
material or the weapon. BLAST is its Blast rating. FRAG
is its Frag rating.
An explosive will almost always produce Blast, but not
necessarily Frag. Thus, an entry like TNT 10 is assumed to
mean a charge of TNT, or Dynamite, with a Blast of 10, but n o
Frag. The entry Hand Grenade 5/5 would indicate a
grenade with a Blast of 5 and a Frag of 5.
There are some exotic exceptions (see Claymore Mines
later in this section), but they represent special cases.
BLAST EFFECTS
These operate on two fronts: against characters in range,
and against structures and items either deliberately or
incidentally exposed to significant Blast ratings.
43
If the character can put a 90 degree corner between himself and the explosion, the Blast will be cut in half. Each such
turn halves the effective Blast yet again.
Crazy Isaiah bellows, Seek Ye the Justice o f the Lord,
SINNERS! and tosses a grenade down the corridor.
Being crazy does not mean hes stupid, so Isaiah ducks
back around a corner. The grenade goes off with a base
Blast of 10. The blast front travels down the corridor to
Isaiahs turnoff. I t has an effective Blast o f 6. But to
Isaiah, flattened against the wall around that corner,
the effective Blast is reduced to 3.
Certain forms of Integral Armor (Military and Police suits,
protective coveralls for Disaster workers, racing drivers, etc.)
will provide a protection called Blast Buffering.
When the wearer of Blast Buffered armor is hit by an
explosive effect, the effective Blast is reduced by the value
assigned to this Blast Buffering.
Character actions will not overly affect Blast. Hitting the
Deck (changing position by the end of the Action Phase in
which the explosion goes off) will serve to reduce the
effective Blast by the characters CDA. He may expose
himself to Fall results if he does not take a full Action to get
down, of course. Characters trying this maneuver in the
same Action Phase as the detonation must make a Speed
AST to get the defensive bonus from it.
Soft Cover can also soak up some Blast, usually giving up
the ghost in the process. Heavy draperies, piles of cloth,
mattresses, loose boxes, etc., can reduce Blast for those
sheltering behind them. The Gamesmaster will often have to
assign some arbitrary value (roll 1D3 if you need a good
range) to such protections.
And, of course, hurling your own body (or someoneelses)
across the explosive before it goes off to drastically reduce
Blast (for everyone else).
The base Blast used in this case is divided by the Mass plus
Average AV of the hero on top of it. But he will suffer twice the
base Blast rating with no reductions, both as a Stopping
Effect and in calculating the Subdual Damage. For example,
jumping on top of a Grenade 10/5,the sacrifice character
takes a Stopping Effect Number of 20, and 40 points of
Subdual Damage. The Frag effect will probably finish him
off, but that is discussed later. His armor and mass do not
reduce this damage.
Using inanimate objects (mattresses, spare corpses, tarps,
etc.) in this manner will only subtract their value from the
base Blast rating (Yes, self-sacrificing heroes get a bonus
toward saving their comrades).
DEMOLITION
Any structure or object exposed to a good-sized Blast is
not going to benefit by it. But this can be glossed over by the
Gamesmaster in normal play, when the bombs are flying for
anti-personnel reasons, rather than working out the effects
on every stick of furniture in the room. The Gamesmaster
may destroy items in close range by fiat, and likewise decree
any minor architectural changes wrought o n the
surroundings. Light doors, windows, etc., will probably go
away. Heavier features will probably survive. If there is too
much indiscriminate use of explosives in tottering buildings,
the site of the explosions can conveniently be made to cave
in, the chance in 20 being equal to the Base Blast Rating
minus the buildings Structural Stability rating, that the room
in question has just dropped its ceiling in.
However, controlled use of explosives to demolish an
particular barrier or structure is another thing entirely. While
any dolt can charge up to a door, lay an armed grenade by it,
and run like blazes for cover, it is not automatically going to
remove the door for him.
DEMOLITION SKILL
The Demolition Skill described in part in the Skills section 1
will simultaneously enhance the destructive power of a
charge in a controlled manner (i.e., vs. the desired target
only) and at thesame time reduce its Blast effects on the area
around the obstacle.
When a charge is set to knock over a Barrier, it will receive
a multiplier to the effective Blast against that Barriers value.
Unskilled Use
The character has not used Demolition Skill to set the
charge. Just plopping a bundle of TNT down by a door falls
into this category. The Blast directed at the Barrier is equal to
the effective Blast multiplied by a factor equal to the roll on a
D3 times .5.
Rocco runs up to a door, finds i t locked, and being in
a hurry, decides to blow i t down. He arms a hand
grenade with a Blast of 10, drops i t by the obstruction,
and runs like a bandit for cover. KA-BLAM! The
grenade had rolled about 1 meter away, so the effective
Blast for the door is 9. Rolling a 03,the Gamesmaster
gets a 2. Thus, 2 x .5equals 1, so the doortakes9points
o f damage to its Barrier value. Even assuming i t to be a
flimsy wooden door with only 15 points to start with, i t
remains in place, leaving Roccos path still obstructed.
Skilled Use
Under normal circumstances, small-scale demolition (i.e.
doors, portions of walls, locked areas, rubble, etc.) requires
10 minutes work to properly set the charge when using
Demolition Skill. The Gamesmaster may require the
possession of certain tools, such as drills, picks, shovels, or
what have you, to make holes into which the explosives will
be placed. Working without such tools will reduce the
effective BCS for the Demolition worker. Also recall that the
character must average his Demolition Skill with the
Explosives Skill appropriate to the type of material being
worked with. Explosives on the Table below are divided by
the Skills governing their manufacture and use.
If the Demolition user makes his BCS (rolled when he
triggers the charge) then the multiplier for Blast will be his
Wit Group Effect Die roll but he will at least get to roll a 03,
should he be afflicted with a Wit Group of 1. If the BCS fails,
then use the die roll specified for Unskilled use. A Critical Hit
increases the effective Group by 1. A Critical Miss indicates a
bum charge, doing only half the base Blast value to the
Barrier as damage.
Skilled Demolition work also can reduce backblast from
a charge. This is simply the normal Blast effect occurring on
the characters side of whatever he is trying to blow up. If the
BCS is made, the base Blast for determining the effects on
characters in range is divided by the Demolition workers
Effect Number. Roll a separate BCS for this, also at the time
the charge is triggered.
OVERKILL
I t is desirable to havesome ideaof just how much Barrier is
being faced when setting a demolition charge. If the base
Blast of the charge is more than twice the value of the Barrier,
any Blast in excess of twice the Barrier value is called
Overkill. Overkill may do just a bit more damage than
anticipated.
It is difficult to give more than guidelines in how to handle
this situation. All we can do is illustrate the way several
particular cases might go, as asignpost to other solutionsfor
the Gamesmaster.
0
44
Burst Range of a
U.S. Mk. 8
Defensive Gren
FRAGMENTATION EFFECTS
Fragmentation is a purely anti-personnel effect, measured
by a Frag rating. This number determines the damage
potential of a Frag hit in the same way that BDG does for a
buIIet.
Frag rating is equal to thenumber of DlOof Lethal Damage
done by a hit. A bonus is added to this die roll equal to the
Frag rating. Thus, a Frag 5 weapon will do 5010 plus 5 in
Lethal Damage when it hits.
As with bullets a fragment may get Missile Special Effects
when it hits. The effective chance of this is 10% x Frag rating.
A hit from a Frag 5 weapon has a 50% chance of causing
Missile Special Effects. Note: the effects of a single explosive
will only get one Stopping Effect on a given target. The
Stopping Effect for a fragment hit isnot applied tothosewho
have taken Stopping from the Blast.
When a character is within the range of a weapon's Frag
effect, the Gamesmaster will roll a BCS for the fragment to
see if it hits him. Normally, only one such attack is made on a
target per explosion.
FRAGMENTATION RANGES
The base Range for fragmentation effects is determined by
adding the Blast and Fragmentation ratings of theexplosive.
The specific ranges derived from this figure and their effects
are as follows:
Primarv Zone: Base Ranae/?, down.
Fragments havekCS of 16.
45
operation of the latter. All of the materials given here fall into
two categories:
AIR BURSTS
Air Bursts, the detonation of Mortar Shells, Rifle Grenades,
Artillery Shells, etc., at a given height above the ground, will
double the Base Range of Fragmentation effects.
The Blast is treated normally, so that in general, an Air
Burst sacrifices this effect for more penetrating fragment
dispersal.
To determine the height of an Air Burst, the Gamesmaster
will roll 2D10, add 5 meters to the result, and get the height in
meters of the explosions center.
CONFINED BURSTS
When the explosion of a fragmentation weapon occurs in
an area which is smaller than the Outer Zone of the
Fragmentation Range, then all characters exposed to it will
be attacked by two fragments instead of one. Roll BCS
separately for each such attack, using the BCS for the
characters range from the explosions center.
EXPLOSIVES TABLE
Blast
Charge
Name of Material
Rating
Size
Simple Explosives:
Dynamite (or TNT)
Nitroglycerine
10
15
Nitrocellulose (Guncotton)
Black Powder (Gunpowder)
Ammonium Nitrate
Complex Explosives:
Plastique
Blasting Powder
Mercury Fulminate
10
5
5
1 stick
1 deciliter
(about 3 fl. 02.)
1 kg
1 kg
1 kg
Varies
1 kg
15
1 kg
See Primers
BLAST RATINGS
In general, if 1 unit of explosive produces a Blast of X, then
2 units produce a Blast of 2X.
Plastic Exploslves
The Table ascribes a variable Blast to Plastic Explosive (or
Plastique, as it is also known). This form of explosive is, after
Dynamite, the most common Industrial Explosive used
today. It is found in engineering and mining applications as
well as military and intelligence uses. A given formula of
Plastique is codified as Plastique X , where X is the Blast
rating for 1 kg of explosive. Plastique 20 indicates a type of
Plastic Explosive with a Blast of 20 for a 1 kg charge. To find
out how much Plastique will produce a Blast of 1, divide 1000
by the Blast per Kilo figure, yielding an amount in grams.
Plastique 20 will produce a Blast of 1 per (1000/20) grams.
There is no absolute limit to the maximum rating for
Plastique. Assume that the heftiest formula around runs to
about Plastique 100, in explosives designed for military or
intelligence use. This is the approximate strength used in
such terrorist ploys as letter bombs, where a standard charge
runs to about 500 grams (about 1 pound).
Nifroglycerlne
This compound is the basis for other materials in the list:
dynamite, nitrocellulose. In the pure form it is shockingly
easy to make and equally easy to detonate.
Nitroglycerine, or Nitro, is an oily liquid obtained by
heating glycerine, nitric acid, and other chemicals. Once
manufactured, it remains potent, even if dried out into
crystals.
4&
Black Powder
.extreme
Ammonium Nltrate
A simple chemical treatment with a substance so common
we are not really sure we should mention it will turn any
ammoniated nitrate fertilizer into a very efficient explosive.
The fertilizer is sold in 25 kg sacks, which should be
soaked in kerosene (kerosene is not the correct material)
and allowed to dry. Use of a fulmiating primer (see below)
will set it off. Extreme heat will cause it t o ignite and burn, but
not explosively. It is otherwise completely stable.
Plastlque
The Blast on Plastiquevaries as stated above. Note that the
formulae used to make it in the lab may be different for
Plastiques of different strengths.
Plastique is portable, malleable, completely stable (it will
not detonate unless a proper primer is used), and resistant to
water, temperature changes, etc. It is potentially the ideal
explosive for almost applications in Aftermath!
Most military explosive weapons (grenades, mines, HE
shells) use a Plastique charge for their explosive component.
Blasting Powder
This is simply the smokeless gunpowder used in modern
ammunition, acting in explosives exactly as Black Powder
does.
If you want to figure the amount of Blasting Powder you
can get out of your cartridges, figure the average round of
Ball Ammo or Shot Shell will yield about 1 gram.
PRIMERS
The most efficient way to detonate any charge is by
exposing it simultaneously to extreme heat and high impact.
In other words, it takes a small boom to make a big BOOM.
The standard means of achieving this is by using Primers,
also called Blasting Caps. The Primer is also known as a
Fulminating Primer, indicating that it blows up in a gout of
flame, and also referring to the material that gives the Primer
this quality: Mercury Fulminate.
This highly volatile substancewill go off if exposed to heat,
pressure, impact, electrical current, or flame. A Primer
generates a Blast of 1, sufficient to trigger any explosive on
the Table when the unit is in contact with the main charge.
Fulminate also releases a burst of intense flame, level 4 as fire
is rated in the basic rules in Book 1, to trigger explosives with
more control.
Primers can be attached to the end of a stick of dynamite,
or a bundle of sticks (maximum of 12 sticks per primer). They
can be imbedded in a lump of Plastique, dangled in a flask of
Nitro, or just shoved into containers of Powder or
Guncotton. They will detonate by one of three methods:
.a
47
EXPLOSIVE WEAPONS
The subject here is specifically such goodies as Hand
Grenades, Rifle- or Launcher-fired Grenades, Mines, and so
on. It does not seem necessary to discuss such simple do-ityourself efforts as a bundle of TNT with a fuse of the right
length attached. These are the military firecrackers, usually
using both Blast and Frag to spread death from the point of
the explosion.
HAND GRENADES
These are meant to be lobbed at the enemy by hand, using
Combat Throwing or raw Deftness to get the bomb there.
The models used in Aftermath! are:
Grenade
US Mk.1
US Mk.6
US Mk.7 Defensive
US Mk.8 Offensive
Concussion
Blast
5
10
10
5
15
Frag
5
5
10
2
0
Grenade
Blast
Frag
M-1 Adapter
M-14 Adapter
22mm Rifle Grenade
40mm Launcher Grenade
40mm Canister
10
15
5
5
10
15
5
5
Special.
See below.
Note that Adapter Grenades are specific to the Rifle
designated. You must have an M-1 semiautomatic rifle to
take the Adapter device for the M-1 Rifle Grenade. Thesame
applies to the M-14 model.
MORTAR SHELLS
These are the big babies delivered by Mortars, as
described in the Firearms rules. Their effect is based on their
diameter.
Caliber
Blast
Frag
60mm
80mm
120mm
15
20
30
5
10
10
LAND MINES
Unlike most explosives weapons, which a user actively
directs at a target area, the Land Mine sits and waits for a
target to come by. Most of the Mines in Aftermath! are of the
classic anti-personnel type: one buries them a few
centimeters under the surface, leaving a pressure plate
exposed, or barely covered. When someoneenters the hex in
which the mine is buried, it goesoff, usually with very painful
results for the victim.
It is difficult to give a Table of Land Mine types, since any
reasonable charge may be used to provide a Blast, and for
Frag if desired, many mines have optional casings of
fragmented iron. The standard Land Mine is about 1 kg of
Plastique, say a Blast of 10-30. If provided wilh a fragmenting
casing, it will have a Frag of 5. But because the explosive is
buried, its force will be somewhat shaped. Most of the
damage goes straight up.
Whoever steps on the Mine will be exposed to double the
Blast and will always take a fragmentation hit which attacks
his Average AV, if the mine is equipped for Frag. If a Location
PRESSURE PLATES
The mine is designed to go off in the Action Phase it is
stepped on. The Pressure Plate triggers a very short-term
Chemical Timer. But there is a variable in this. Roll a D20. On
a 1-10, it goes off at once, as planned. On an 11-19, it goes off
in 1 Combat Turn. On a 20, i t is a dud, and will not go off at all.
All mines count as Hidden Things. Electromagnetic Mine
Detectors, the pancakes on a stick used today by treasure
hunters, will detect a mine within a 3-meter radius, if the
mine has any metal in its makeup. Mine Probes, 1-2 meter
sticks tipped with thin rods, are used t o prod the ground at a
sharp angle, theoretically hitting the side of the mine, which
will not be triggered by such contact. Their use gives the
searcher a Wit AST on finding the Hidden Thing (i.e., the
Mine) rather than the usual CST.
Proper use of any mine detection gear requires the
concentration of the character using it and halves his normal
Base Movement Allowance. It is possible to improvise a Mine
Probe by crawling along a proposed route using a knife for
the purpose.
Characters expending 2 phases can safely pass through a
hex holding a mine that they know is there.
CLAYMORE MINES
These are not buried. They resemble squat cylinders with
an opening in one face, covering a 30-degree arc. When
triggered, they act like very large 40mm Canister rounds,
hurling a mass of steel ball bearings out along this line of fire.
This mass of shot covers a 5-meter front, centered on the hex
designated as the front of the Claymore. it has a maximum
range of 60 meters. Both the BCS and the Frag of the mass
are reduced as the range increases.
49
ANTI-VEHICLE MINES
These are treated much as normal Land Mines, but they
are usually buried deeper (about 50cm to 1 meter) and have
Pressure Plates set to go off only when pressed by objects of
greater than human or animal mass (tanks, cars, etc.). For
their effects, they are similar to other mines except that the
chance of Vehicle Special Effects is not halved and, if no
Special Effects occur, there is a flat percentage chance equal
to the base blast that the vehicles motive system is
destroyed.
BOOBY TRAPS
There are so many ways to set a Booby Trap that one
cannot give hard and fast rules for dealing with them.
Assume that Demolition and the appropriate Explosives Skill
are averaged to give the BCS needed to construct the charge
and prepare the trigger. The Gamesmaster decides on the
Task Points needed to finish the job, and establishes the
SPECIAL TRIGGERS
Assuming a simple time bomb is not used, whereby a
concealed charge is set to go off at a given time or after a
given interval, the Booby Trap may be tied in to one of a
number of triggers.
50
BARTER
With civilization in ruins, mans monetary systems are also
likely to go down the drain. A currency is only worth
something in this day and age if people believe in it. With a
collapse of organized governments, man will probably revert
to a barter economy. The value of an item to a person will be
related to the persons needs and wants, in that order.
Any attempt to classify all the possible items and their
values to defferent people with different priorities would be
hopelessly doomed before it was begun. The entire process
of bartering, as presented here, is a guideline. The activity of
bartering for goods and services is variable by its nature. A
good trader will get a better deal than a poor trader but the
price in one town might be cheap, in another expensive,
and in a third the item may be totally unavailable.
When the Gamesmaster allows the players to have a barter
session, he should be aware that it can get very involved.
Players are always on the lookout for the best possible deal
or arrangement for their characters. This may result in
involved sessions where the players are constantly asking
the prices of items to figure out the arrangement most to
their advantage, reneging on earlier arrangements because
they have thought of something better, and attempting t o
trade back something they have just bought because a
friend traded for something else they find more attractive.
This sort of thing will get on the Gamesmasters nerves. It is a
safe bet that it would also get on the nerves of the non-player
character represented by the Gamesmaster in these
curcumstances. Such traders may refuse to make further
deals in that session and would certainly raise the value of
any other items that they offered.
When there is a lot of trading to bedone, the Gamesmaster
may wish t o obtain from the players a list of what the
characters have available to trade. He should put a value on
the items on the list. Totalling all the values will yield a
number of Barter Points available to the Player-Characters.
These can be treated as money to buy items and/or services
from the trader at prices set by the Gamesmaster. Doing
things this way is less colorful than dickering x e r e a c h item,
but will avoid spending the hours required to do just that.
TRADERS
Traders are a vital link between survivor communities.
They carry goods, services, and news between such
holdings. As this is the case, the communities would not take
kindly to their being killed or robbed. Characters who think
that it might be easier to kill a trader and take what they want
should keep this in mind. Traders generally haveestablished
routes where they are known. This gives them a Recognition
Factor which is applied to the goods that th?y carry. Any
character seen carrying or using the goods of a trader who
has been robbed or killed will be immediately suspected of
the deed.
This Recognition Factor can bedetermined by the Gamesmaster with the roll oy 2010. He may add to this any
modifications he deems appropriate due to length of time on
the trade route, distinctiveness of material, any certifiable
markings on the goods, etc. This Factor is the chance in 20
that goods will be recognized. For each week since the
discovery of the traders loss the Factor will be reduced by 1.
The Gamesmaster should remember that this sort of thing
will only apply within the territory of the trader.
The Gamesmaster can probably assume that a trader
BARTER PROCESS
The barter process consists of establishing the price and
either meeting it or not. To establish the price, the
Gamesmaster will first determine the overall attitude of the
trader in the transaction. By making a roll on the Reaction
Table, and multiplying the Value Number by 5%, the
Gamesmaster will get a modification to the base Barter Point
value of all goods or services in the transaction. This applies
only to the traders evaluation of the Player-Characters
offered trading stock.
Both sides will roll a Cdmmerce Skill BCS. If individual
items are being bartered, a roll will be made for each
transaction. In this case the Commerce score will be
averaged with the score in a Skill which governs the use of
the items in the transaction before the BCS is calculated.
The value of the Player-Characters goods will be altered
by a factor. This factor is 1% times a number, whether
positive or negative, arrived at by subtracting the Effect
Number of the traders BCS roll, if successful, from the
Player-Characters Effect Number, i f his BCS roll was
successfu I .
These modifications are not added together but are done
successively. If the traders reaction was Excellent, the
basic values of the Player-Characters goods is increased by
25%(+5 times 5% means an increase of 5 x 5% or 25%). If the
traders Effect Number was 12 and the Player-Characters
was 2, the net Effect Number is-10. Multiplied by 1%, this will
give a negative modification of 10%. If the base Barter Point
value of the item was 100, the first modification would raise it
by 25% to 125. The second modification would reduce it by
10% or 12.5, rounded to the nearest yielding 13, for a Barter
Point value for the item of 112. Note that his is not the same
result that would be obtained if the two modifications were
added together. Such a process would give a modification of
115%of 100,
the baseof 2~0/~-100/~or1~0!o,andafinalvalueof
or 115 Barter Points.
BARTERVALUES
The actual Barter Point value of an item can vary widely. In
any barter economy the price of an item or service is
directly dependent on need. The value of a curativedrug t o a
sick man is well above the base value of the drug. The value
of a .38 caliber round to a man with a .45 caliber pistol is
minimal. The Gamesmaster is the final arbiter of the base
value of an item. It may not have the same value at the next
trading session.
51
x .5
x l
x 1.5
x l
x 1.5
x2
Action
Value
Format
Value
0
1
2
2.5
3
Pistol
SMG
Carbine
Rifle
Shotgun
1
5
4
3
5
ss
Feature
Value
Match Weapon
2
Target Weapon
2
Multi-Round Capable # of rounds
(use highest BDG for base value)
Other features values are at Gamesmasters discretion.
Thus, a gun that fires a round with a BDG of 15, with a
Durability of 3, DA Action, and a Pistol Format will have a
base value of 15 and a Factor of 3 + 2 + 1 or 6, for a total
value of 15 x 6, or 90.
Factor
Length
Factor
L type
B type
c type
3
2
1
Short
Average
Long
Extra Long
0
1
1.5
2
Blast buffering
Fire resistance
Electrical insulation
factor
Thermal insulation
Explosive Type
Factor
Grenade
Dynamite (TNT)
Plastic Explosive
HE Shells
Other
1.5
1.5
2
2
1
52
Item
Army Helmet
Chainmail Shirt
Flak Jacket
Flak jacket, plastic
Motorcycle helmet
Police riot helmet
with gorget
Hardened leather
body armor
AV ENC
9
6
6
8
.07
.936
.468
,288
.02
MP
.072
H-HL
.072
4-12
4-1 2
4-12
1-2
FH
SR
SR
R
M-SP
LP-AA
LP-MP
SY
1-3
4-1 2
FH
3
(1000 BPI
--
53
1
2
3
3
3,4
Notes
This is basically a home chemistry lab. Its
Efficency Factor is .5.
A more complete but portable lab with an
Efficiency Factor of 1.
A full educational lab. About half the equipment
is non-portable, but that which is would yield
two Lab 2 sets. Such a Lab usually requires
power (Wattage Rating of 1500) and has an
Efficiency Factor of 2.
An industrial production lab. Breaks down as a
Lab 3. This lab requires power (Wattage Rating
of 3000) and has an Efficiency Factor of 3.
Coverage
Format Code
Field jacket
Pants
Leather jacket
Street Suit
Winter jacket
4-12, 21-28
10-11
4-9, 21-28
3-18, 21-28
4-12, 21-28
FQ
FQ
FS
PX
Q-HC
HC
HC
HL
FQ
Q-FQ
AV
2
2
4
6
3
ENC Notes
,016
,009
,112
.48
,032
1
2
3
4
5
Notes
1
2
3
4
ENC
Capacity Barter
Utility Collapsed (Max. Bulk) Value Notes
0
1
1
2
2
3
3
,1
,2
,5
,3
,4
4
3
3
2
2
2
3
.5
.5
,5
.2
.4
.1
.1
.3
.5
1 (Small)
3 (Medium)
5 (Medium)
5 (Medium)
5 (Medium)
10 (Medium)
10 (Medium)
1
1
2
2
2
3
4
12 (Medium)
100 rounds
10 clips
.5 (Small)
1 deciliter
5 deciliters
1 liter
10
5
5
1
3
4
5
3,5
6
6
7
8,9
8,9
8,9
Notes
1 Must be carried
2 Worn side-slung
3 Worn on back
4 Has 2D2 large pockets
5 4 large and 2 medium pockets
6 Snaps shut over clips
7 Snap, button closure
8 Fragile glass. Plastic not fragile U-3 and twice Value
9 Liquid container ENC values are constants
Containers only count against a characters total
Encumbrance value if they are holding less than their
collapsed ENC value inside. When worn in a proper fashion
the ENC value of an item inside is only counted as half its
ENC value in the characters Encumbrance Total. The items
full value is counted against the containers capacity.
54
henry christen (order #23380)
ENC Notes
1
(50)
2
(100)
10
(300)
FABRIC GEAR: A Spinning Kit (20 BP) will turn raw wool into
thread with an Efficiency Factor of 1 and an ENC of 3. A
Powered Spinning Kit (50 BP) has double the Efficiency
Factor and ENC value.
Weaving kits are the same as Spinning Kits except they
take thethread, as produced by Spinning Kits, and turn it into
cloth. It requires 10 units of thread to produce 1 unit of cloth.
One unit of cloth will cover one Location.
Sewing kits (5 BP) are used to turn cloth into garments.
They follow the pattern for Spinning and Weaving kits but a
simple kit hasand ENCof .3. It requires 1 unit of thread (2 BP)
to turn 5 units of cloth into garment(s).
FIRE EXTINGUISHERS: This gear comes i n small (5charge), medium (20-charge), and large (50-charge) They
are rechargeable. An extinguisher has an ENC value of .1
times its maximum charge and a Barter Value equal to 5
times its capacity. A unit of charge has a Barter Value of 10.
One charge will reduce the strength of a fire by 1 in 1 cubic
meter.
HANDLOADING
55
.5
Medkit 2
(100 BP)
Medcomp
2
(1000 BP)
Surgery
(2500 BP)
Kit 2
(50 BP)
Kit 3
2
(100 BP)
5
Kit 4
(1000 BP)units
of 6
ENC Notes
.05 Has Thermal Factor of 1. Covers 1 to 28.
SCUBA
tank
3
(100 BP)
Weight
belt
(25 BP)
Flippers
(10 BP)
Spear Gun 1
(70 BP)
ENC Notes
Plastics
Repair Kit 1
(25 BP)
ENC Notes
Kit 2
(50 BP)
Mask
(20 BP)
Kit 3
(100 BP)
Depth
gauge/
watch
.01 Allows the character to monitor his air
supply and safe rate of ascent.
(100 BP)
.01
.05
Snare
(2 BPI
Magnifying
Lens
.01 Will ignite tinder in 2D3 Combat Turns
(usable on sunny day only).
(2 BP)
Space
Blanket .1
Used as a bed roll. Has a Thermal Factor
(10 BP)
of 2.
56
VEHICLES
The intention of this section is to provideguidelines forthe
inclusion of vehicles of varyina sorts into the world of
Aftermath! Vehicles, by their very nature, are difficult to deal
with in the same scale that one is dealing with a single man.
The Gamesmaster will probably find that he must use a
combination of Detailed Action and Tactical Scales to
handle situations involving vehicles.
Vehicles are only dealt with in general terms. The
Gamesmaster is left to provide specific details of vehicles
that he wishes to include in his campaign. Provided in
Appendix 7 is a selection of some sample vehicles to give the
Gamesmaster, or player, a better idea of the transition from
the generalized guidelines presented in this section to the
specifications for a particular vehicle.
The Gamesmaster is warned that these rules are not
designed to handle situations with large numbers of
vehicles. If he wishes to devise situations which will result in
the use of large numbers, he is advised to work out a
compromise between Aftermath! and some other rules
designed to deal with the complex interactions of many
vehicles. The rules as presented deal primarily with ground
vehicles though adaptation to aircraft and boats is minimal.
QUANTIFYING VEHICLES
Each particular vehicle is described by a listing of its
specifics in relation to certain categories. These categories
include Durability, Structure, Area, Damage Resistance and
Fuel System. Each of these categories will be dealt with in
turn.
The Durability of a vehicle is a measure of its condition.
Durability ratings run from 1 to 20. A vehicle with a Durability
of 20 is in absolute top condition while a vehicle with a
Durability to 1 is barely able to function. When a vehicles
Durability reaches 0, it is considered to be Disrepaired. If the
vehicles Durability reaches a negative value beyond its
Structure rating it is considered Junked. Beyond twice its
Structure rating, the vehicle is considered totally destroyed
and is even useless for parts. Thus, a vehicle with a Structure
rating of 2 is Disrepaired if its Durability rating is in the range
from 0 to -2 and Junked if the rating is from -3 to -4. If the
rating is -5 or less, the vehicle is totally destroyed.
The Durability will also affect the maximum speed that the
vehicle is capable of achieving. The Durability rating times
10% (maximum value is 100%) is the percentageof thestated
top speed after modification for Fuel System, that the
vehicle, in its current state, is capable of reaching. Note that
this speed is not the same as the Maximum Safe Speed.
The Basic Structure rating of a vehicle is based on the
ruggedness of its construction. The values run from 1 to 5.
Each general class of vehicle may have any rating assigned
to it by the Gamesmaster that falls into the general range for
that class.
FUEL SYSTEMS
System
Petroleum
Rating
1-2
2-3
3-4
4-5
Mileage*
Kilometers per Liter
or per Charge
120%
Gasoline
100%
100% (85%)
Alcohol2
60%
80% (70%)
Hydrogen3
50O/o
60% (50%)
Electric4
40%
50% (45%)
Notes
__
STRUCTURE RATINGS
General Vehicle Class
Velocity Efficiency
Kelometers per Hour
100%
57
OPERATING A VEHICLE
A character driving a vehicle is committed to driving the
vehicle for a whole Combat Turn. During that Combat Turn
he will have his Base Action Phase altered to 20. This is the
Base Action Phase of any vehicle. This BAP will be used to
calculate the characters new Phases Consumed in Action
Number which will be in effect as long as the character is
driving the vehicle.
At the beginning of any of his Actions, all of which are
Drive Vehicle, the character may alter the direction of the
vehicle. The turning radius of a vehicle is one vehicle length
per 10 kph of current speed. The Gamesmaster must use his
discretion in applying this if the vehicle is being represented
on a DAT Display. A Driving Skill BCS roll will alter the
effective speed used in thiscalculation by the Effect Number,
subtracting from it or adding to it according to the success of
failure indicated by the roll.
The speed of a vehicle may be safely decreased by 5 kph
per Action Phase. On the Action Phase that the driver
declares that he is decelerating, the vehicle will move at the
speed at which it had been travelling. At theend of that phase
it will be moving at the new speed. On the following phase, it
will move at its new speed. This process continues until the
vehicle is at the speed desired by the driver or its speed is
reduced to zero and it has come to a stop.
Eva is driving at 20 kph. A figure darts out in front of
her about 12 meters down the road. Eva decelerates
but does not slam o n the brakes. Eva starts the
deceleration on Action Phase 6 which is the first
time she can react since she did not see the figure
until Action Phase 7. For Phase 6, the vehicle is
moving at 20 kph and will cover 1.6 meters. On
Phase 5, i t will be moving at 15 kph and cover 1.2
meters. On phase 4 , the speed is 10 kph and the
distance covered is .8 meters. Action Phase 3 will
reduce the speed from its current 5 kph to 0 but the
vehicle will cover an additional .4 meters. The
vehicle will not be moving on Action Phase 2. The
total distance covered since deceleration was
started is 1.6 plus 1.2 plus .8 plus .4 equals 4 meters
which is well short of the figure in the road.
As shown in the example, the distance traveled by a
moving vehicle in one Action Phase is related to the speed at
which it is traveling. The basic rule is that a vehicle will cover
1.6 meters per Combat Turn per kilometer/hour of speed. To
find the distance covered in a single Action Phase at a given
speed, divide the number obtained for the entire Combat
Turn by 20.
A vehicle may accelerate at 1 kph per Action Phase. If the
Gamesmaster wishes, he may designate a vehicle as having a
higher or lower rate of acceleration. For convenience. the
Gamesmaster may wish to only deal with speeds in 5 kph
increments.
If a given movement calls for a fraction of a meter and there
is doubt as to which hex of a DAT Display a vehicle will
be in, round up to the nearest meter to avoid arguments.
The table on this page gives calculated values for various
speeds.
If a character wishes to decelerate at a rate faster than
5 kph per Action Phase he will find himself subject to the
rules for Slamming on the Brakes.
I f the weather conditions are less than optimal the safe rate
of deceleration will be reduced. For example, in the rain the
safe rate may only be3 kph per Phase and on ice it might only
be 1 kph per Action Phase.
120
115
110
105
100
95
90
85
80
75
70
65
60
55
50
45
40
35
30
25
20
15
10
5
192
184
176
168
160
152
144
136
128
120
112
104
96
88
80
72
64
56
48
40
32
24
16
8
9.6
9.2
8.8
8.4
8.0
7.6
7.2
6.8
6.4
6.0
5.6
5.2
4.8
4.4
4.0
3.6
3.2
2.8
2.4
2.0
1.6
1.2
0.8
0.4
10
9
9
8
8
8
7
7
6
6
6
5
5
4
4
4
3
3
2
2
2
1
1
1
8
60
80
90
100
120
TACTICAL TRAVEL
When vehicles are used for travel in Tactical Scale, the
driver determines the speed at which the vehicle will travel.
Consideration should be given to the terrain over which the
travel is taking place, as this will affect the Maximum Safe
Speed at which a vehicle can travel. The Gamesmaster may
use the kph chosen by the driver to determine how far the
characters will travel in an hour. If asudden change in terrain
occurs and the driver cannot slow the vehicle in time, an
accident may occur. In an attempt to avoid an accident, the
58
ACCIDENTS
Vehicle accidents can occur under any one of the
circumstance slisted below. Thedriver of a vehicle may make
a Driving Skill BCS in an attempt to avoid the accident.
Movement, when in Tactical Scale, at a speed which
exceeds the maximum safe speed for the terrain and
weather conditions. A Driving Skill BCS roll must be
made each hour. The drivers BCS receives a
modification of -1 for each 5 kph, or fraction thereof, in
excess of the maximum safe speed.
When the terrain or weather conditions change to
lower the maximum safe speed and the driver does not
alter his speed to a safe level. The check for an accident
should be made when this occurs. The BCS receives
modifications as above.
Slamming o n the Brakes and failing the BCS roll to
stop safely.
When the driver is attempting a high speed manuver.
This is defined as any manuver at a speed which
exceeds, in kph, the total of the drivers Deftness and
Speed. The drivers BCS receives a modification of -1
for each 10 kph, or fraction thereof, by which the
vehicles speed exceeds that value.
CRASHES
If a vehicle crashes, a Crash Factor will becalculated.This
is important in determining the results of the crash.
The base Crash Factor is equal to the speed of the vehicle
at the time of the crash in kph minusthecurrent Durabilityof
the vehicletimes itsstructure minusthedriversSkill score in
Driving Skill divided by 10 and rounded to the nearest, if he
makes his BCS roll. In pseudo-mathematical terms this is
[kph (Durability x Structure) - (Skill score/lO, nearest)].
The base Crash Factor is multiplied by the Terrain Danger
Factor to yield the adjusted Crash Factor. If the terrain
Danger Factor is 0 or less, the crash is reduced to the results
equivalent to a die roll of 61-85 o n the Accident TypeTable.
The Terrain Danger Factors are given on the chart below.
1D10/2
1D2 minus 1
2D6/2
1D2 minus 1
1D3 minus 1
1D10/2
59
1D3 per
Combat Turn
1D2 per
Combat Turn
1D2 minus 1
per Combat Turn
5/53
2/3
1/o
~~~~
FIRING ON VEHICLES
Sooner or later, vehicles will be fired on. The resultsof this
fire will depend on what is being fired and the nature of the
target. Vehicular targets are placed in one of two categories:
Hard or Soft. Hard targets are those vehicles which are
armored against incoming fire, such as tanks and other
combat vehicles. Soft targets are all those other vehicles
whose tasks generally involve more peaceful pursuits.
Barrier value
10
Light metal
as in small cars
20
Medium metal
as in average cars and light truck bodies
30
Heavy metal
as in big cars and standard truck bodies
40
Engine blocks
100
,------
60
Die
result Effect
01-20 No significant effects occur.
00
Hit with a weapon rated for VDG will also cause this table to
be checked.
The adjusted VDG divided by 10 and rounded to the
nearest is the number of points of Durability lost by the
vehicle. In addition, a vehicle will receive damage from the
VDG in the same way that a character receives damage from
BDG. That is, theVDG is divided by 10 and rounded up; that
is the number of DlOs that will be rolled. TheVDG divided by
10 and rounded to the nearest is the number of additional
points of damage that will be added to the result of the DlOs
rolled. If such damage indicates additional Durability loss, it
occurs in the normal fashion.
If the vehicle loses Durability due to a hit of this sort, the
number of Durability points lost is the number of D6s of C
type damage taken by each member of thecrew. The number
is reduced in the same way as crash suits, blast buffering,
and Average Armor Value reduce the effects of an adjusted
Crash Factor.
The Durability Loss is also the chance in 20 that the Fuel
System will ignite or lose charge. Some fighting vehicles will
have fire control systems which will reduce the chance by
their rating.
61
~-
~~
~~
~~~~
~~
REPAIRING VEHICLES
ANTI-VEHICLE AMMUNITION
Infantry weapons
Tank or APC rounds
VDG
Recoilless Rifle
Round
Artillery Rounds
VDG
55
Round
106mm
105mm HEAT
48
90mm
40
105mm APDS
44
Machine gun
90mmHEAT
30mm AP
42
12
with AP ammo
LAW
36
20mm AP
33
152mm HEAT
51
120mm APDS
Round
VDG
105mmHEAT
15
Non-HEAT
Treat as exdosions
to exposed crew.
Vehicle takes VDG
hit of 1/2 explosion
s t r e n g t h at i t s
range from the
ground zero.
50
Non-AP
Range (m)
VDG
Max.
2000
300m
500m
lOOOm
1500m
60
Min.
400
-8/-9
-6/-8
-2
Swingfire
60
150
4000
-a/-9
-51-6
TOW
90
65
3000
-2
TOW(imp)
90
65
4550
-2
+O
+O
HOT
90
75
-5
-2
Shillelagh
90
aoo
4000
5500
MILAN
Dragon
60
60
25
65
2000
1000
-5
-2/-5
+O
+O
+O
+O
+O
+O
+O
+O
+O
+O
+O
+O
+O
+O/-2
+0/-5
Type
Cobra
Max.
+O
+O
+O
+o
-1
-1
-1
-
_
I
SURVIVAL
In between fighting for their lives, characters i n the
Aftermath need to eat, just likeeverybody else. Besides fresh
ammo, they need to procure clothes, shoes, and so on. How
do they go about this?
EATING
The first thing to go in urban areas after a general collapse
will be food. Unlike rural locales, which can become selfsupporting in such matters, the city provides no arable
acreage, at least not without some lengthy preparations.
The city survivor has several options:
He can hunt. Since AHefmafh! generally assumes a few
decades between the Ruin and the start of play, there will
be game present in the urban environment. And, as the
inhabitants of any wartime city would tell you, some game
abounds from the start.
Rattus Rattus Norvegicus, the Black Norway Rat, is
edible, even nourishing, and has long been known as a
staple for starving civic populations. During the last year
of WWII, the city of Berlin was almost 100%de-ratted, as
the people eked out their sub-starvation level rations by
hunting the grey residents of their sewers and walls. Man,
backed into a survival corner, still seems able to make a
cornered rat look like a day-old kitten when it comes to
savage survival potential. Cats, dogs, pigeons, and the
other passengers on the citys bounty would also become
fair game.
a The average city can feed its full population for only a day
or two on stored, preserved foods. But if war or disaster
has eliminated most of that population, the situation is
altered. As long as food stocks last, they will feed the
survivors. In this as in much of Affermafhl we have made a
basic assumption about packaging. We are not far from
developing commercial packing techniques for edibles
that will last indefinitely. Chemically inert plastic
containers, 100% effective sterilization techniques for
preserved food, freeze-drying , effective vacuu m-pac king,
all would produce a stored treasury of foodstuffs that
would be edible after centuries.
So, just as they search for guns, ammo, machinery, and
So on, the characters can scavenge food, luxuries like
tobacco and liquor, and such necessities as medical
supplies and drugs. Positing that the increased need to
save energy and prevent waste during the pre-Ruin years
leads to a highly developed technology of storage and
preservation, the extrapolation is not outrageous.
.Besides
doctrinal Hunting and Fishing, using the
appropriate Skills, or using Survival Skill to feed oneself
on a day-to-day basis, the character may be able to eat
such beings as come out on the short end of afight. In the
Animal descriptions in Book 3, we give figures as to the
edible portionsof the larger creatures that characters may
encounter. That lion you shot in Central Park may also
keep you fed for a couple of days.
Terrain Type
City, ruined or built up
Hunting
BCS Modifier
-3
Effect Die
Modifier
-1 Group
-1
No change
+2
+1 Group
Mountains, Desert
+1
No change
Open rural
(Plains, Farmland)
TYPES OF FOODSTUFFS
For purposes of calculating bulk, there are several broad
classifications of edibles.
Natural Foods (1 BP/Ration): Enough t o keep a man
going for 1 day at full efficiency bulks 1 ENC. These are
fresh (relatively) animal foods, grain or grain products, or
vegetables.
Preserved Natural Foods (2 BP/Ration): Dried meat,
vegetables, hard-breads (the jerky, gorp, and hardtack of
the backpacker) run to .7ENC per days rations per man.
63
STARVATION
A character can go on half rations for a number of days
equal to twice his Healing Rate before it really starts to slow
him down. He can go without food for a period equal to the
Healing Rate on the same terms. After that, he will start to
starve.
Starvation acts like a Disease in some ways. It has a base
Virulence of 1 on the first day after the safe period is over if
on half rations. It has twice that if fasting completely. Each
subsequent day of half-starving will add 1 to the Virulence
Group. If the character is not eating at all, each day doubles
the Group. Starvation advances up HLH. When the advance
exceeds the HealthCST, the victim is in a permanent state of
Partial Fatigue. When the AST is exceeded, this becomes
Full Fatigue. When the Health is exceeded, the character
passes out. He will die in a number of hours equal to his
Health Group Effect Die roll.
Getting a days rations into the victim will arrest the
process at any time. For each day of proper eating, the
character will reduce the Advance by his Healing Rate. Once
it is restored t o a point past his Health AST, the episode is
over, the rest of the Advance simply goes away, and if
necessary the character could go on short rations again.
Going off full rations before reaching this point starts the
Advance from the point reached in the healing process, at
whatever initial Virulence is appropriate forthe new level of
intake (Le., half rations or no food).
During the Incubation period before Starvation starts its
advance, should the character go from half rations to no
food, his safe period becomes his Healing Rate. Should he
do the reverse, his safe period would become twice his
Healing Rate. If hesuffersthe reduction in period after he has
been on short rations for more days than his Healing Rate, he
starts to starve at once. If, during this time, he eats halfrations, then that days Virulence Group is increased by 1
over the previous days. If he fasts the next day, then the
Group doubles, based on the adjusted Group.
Frank, with a Health of 30 (Healing Rate ofrl), has three
days Rations. Sensing that things are getting tight, he
parcels this out to last for 6 days, going on half rations.
H e was right: there is nothing to be found that is even
remotely edible. On half rations, he can go for8 days (2
x Healing Rate, which is 4). But on day 7 he can eat
nothing (nothing is left), so he starts to starve then, as i t
WATER
The need for Water is handled much like that for Food. At
random, when characters state they are looking for water,
the Gamesmaster may require that they spend an hour doing
so. This requires no BCS or Saving Throw, but will allow
them to find any local source of freelv available water (or
other liquid that will do the job). If this fails, there may yet be
water available, but it is a Task requiring the use of the
appropriate Survival Skill to find. The Gamesmaster will set
the Task Points needed, and the Task Period is set by the
terrain type. The chances of locating Water are given on the
following Table.
Water
Findable
Free by Survival No
Chanceof
Terrain Type Water Skill BCS Water Contamination
City (Intact)
1-4
6-9
0
30O/o
City (Rubbled) 1-3
4-8
9-0
50%.
Open Rural
1-6
7-0
05%
Forest, Woods,
Hills
1-7
8-0
10%
2-6
7-0
10%
1-0
80%
Desert
Swamp
ti4
THIRST
Anyone with a background that includes getting lost in the
wild will tell you-thirst kills you faster than hunger.
The mimimum daily ration of water is 1 liter (1 quart) per
day. If fresh food is plentifully available, we can assume that
about half of that will be obtained from the water content of
fruits and vegetables, or animals juices. The Safe Period for
Thirst is equal to the Healing Rate on less than full rations. It
is only 1 day if no water is available. Thirst kills just as
Starvation does, but allvalues for its Advance are doubled. In
effect, Thirst is Starvation with a WDM of 2!
However, if a character at any point in dying of Thirst can
get a liter of water into him, all effects of the Thirst are wiped
out immediately.
ABOUT CANNIBALlSM
We might as well get this problem out in the open. It is
highly likely that humans driven to the wall by hunger in the
collapse of their civilization will turn to cannibalism. It has
happened in less widespread disaster situations, and there is
no logical reason to suppose it wont happen in the
Aftermath.
Players and Gamesmasters must discuss such things until
a mutually satisfactory answer is found. In Playtesting, the
universal response has been a preference for starvation.
Several Players designed Characters who killed cannibals
on sight, or upon first learning of their diet. The usual reason
was a Character History that included losing loved ones to
the roving Ghoul gangs, the slang nomenclature we used
to designate cannibals.
Our own feeling is that the impact upon a human being
who turns to eating his own kind for food will be such that he
will tend to lose much of his humanity, becoming a predator
by nature and a ravening threat to his fellows. The overall
ethos of the survivor communes and wanderers in the
playtest Campaign was that Ghouls, as their nickname
implied, had become a form of monster, set in eternal enmity
with the rest of the race.
In the Bibliography, we recommend several novels that
deal with the cannibal problem in an aftermath. It is acentral
plot element in Lucifers Hammer, by Larry Niven and Jerry
Pournelle, and also appears in such works as Some Will Not
Die by Algis Budrys, A Canticle for Liebowitz by Walter
Miller, and numerous works of Post-Holocaust fiction.
On the pragmatic side, we give the nutrifive values of
human flesh on the Tables in Book 3.We would like t o point
out that the closer a food animal is t o our own cell structure,
the more likely its meat is to carry germs or parasites which
will infect us. Fish is quite safe for humans to eat raw: it is not
at all like human tissue. Pork, a very close twin of our own
structure, requires extensive cooking to eat safely.
Therefore, human meat will be a risky dish for human
consumption.
It is an ugly question, but it must be dealt with by each
Campaign. Who goes Ghoul, and what does it cost him in
mind and soul?
SURVIVAL SKILL
Whenever faced with a survival problem (this includes
dead cities), the character can always be given a last-ditch
solution by making his Survival Skill BCS. The Gamesmaster
will be the final a r b k r o f what applications are permitted this
Skill, but we offer these possibilities:
0
WEATHER
We do not deal with Weather much. Since the ideal
Affermathf campaign is in the Gamesmasters home
territory, he knows better than we what theclimate is like. An
all-embracing weather rule that fits the Middle Atlantic
states, where we are writing this, will freeze characters in the
ruins of Miami, but leave the survivors of the Fall of Toronto
in shirt-sleeve comfort.
Unless you are in Death Valley, great heat is not really a
problem. The blanket rules for hot climate can be summed
up as requiring a Survival BCS each day, or else the
character needs twice as much water that day.
Cold weather will not bother characters warmly dressed
(quilted cloth over half their bodies, and at least light cloth
everywhere else). Gamesmasters setting an adventure in
arctic conditions can require special clothes, likewise those
having characters assault mountain peaks. Characters not
dressed for winter will suffer from Exposure. They are
always Partially Fatigued when in the cold for over 10
minutes times Healing Rate. If forced to spend the night
exposed t o the elements, they must use Survival Skill to
protect themselves, or risk catching Pneumonia, which is
described in the Gamesmasters rule book under Sample
Diseases.
If Climate is a more central element of your Campaign, you
will have to elaborate on these foundations for yourself.
65
66
67
henry christen (order #23380)
PRACTICAL CONSIDERATIONS
We think enough grist has been provided for the mill in
terms of things to consider in building the characters
personality. Now how about playing the game?
The general caveats to garners in Book 1 speak to the
overall task. Familiarize yourself with the rules enough to be
able to flow in a fight, or any other common situation, without
constant hesitation or rule-questioning. If the Players find
something really unplayable, offensive, or just loathesome
for indefinable reasons, they should let the Gamesmaster
know it. If they want to expand on some ideas, the same
applies.
Remember several things:
0 Nobody
.A
68
APENDIX 1
CHARACTER GENERATION CHECKLIST
1. Determine Age Group and note information due to it on CRS.
2. Determine actual age.
3. Determine psychological profile.
4. Distribute 15 + 206 points among the Talents.
5. Distribute 75 points among the Attributes.
6. Determine which Skills the character has for initial scores.
7. Determine the initial scores and Off-Hand Dexterity.
8. Apply the effects of Age, "Changed" status and Attribute Increase
points.
9. Determine the character's Physical Characteristics.
10. Determine base clothing.
11. Determine the character's armor.
12. Determine the character's equipment.
13. Calculate Encumbrance Total.
14. Calculate Abilities, Basic Chance of Success scores and base
Recognition Factor.
15. Inform the Gamesmaster that you are ready to play.
APPENDIX 2
SKILLS LIST
May have initial equipment
Always requires tools or weapons
Sometimes requires or uses tools or weapons
Has an "averaging" function
SKILL
COST
INITIAL SCORE
FORMAT
COMBAT SKILLS, HTH ' *
Brawling
1
STR + DFT + Combative
3
1
SPD + DFT + Combative
Fencing
3
1
DFT + STR + Combative
Flexible Weapon
3
Knife
1
DFT + SPD + Combative
3
1
STR + DFT + Combative
Longsword
3
Nunchaku
1
DFT + STR + Combative
3
1
STR + DFT + Combative
Palearm
3
Sai
1
DFT + STR + Combative
3
1
STR + DFT + Combative
Single Weapon
3
1
DFT + STR + Combative
Tonfa
3
1
STR + DFT + Combative
Two Weapon
3
Unarmed Combat
1
DFT + SPD + Combative
3
1
STR + DFT + Combative
Weapon and Shield
3
MUSCLE POWERED MISSILE WEAPONS *
Archery
2
DFT + WT + Combative
Blowgun
2
HLH + WT + Combative
Bola
2
DFT + WT + Combative
Crossbow
2
DFT + WT + Combative
Sling
2
DFT + WT + Combative
Slingshot
2
DFT + WT + Combative
Throwing
2
DFT + WT + Combative
SMALL ARMS 1 *
Pistol, Modern
3
DFT + WT +Combative
Pistol, Primitive
3
DFT + WT +Combative
3
DFT + WT + Combative
Rifle, Modern
3
DFT + WT + Combative
Rifle, Primitive
SUPPORT WEAPONS *
Autoweapon
4
DFT + WT + Combative
DFT + WT + Combative
Breech Loading Artillery 4
4
DFT + WT + Combative
Direct Fire Cannon
4
DFT + WT + Combative
Grenade Launcher
Missile Launcher
4
DFT + WT + Combative
(Technology Use)
Mortar
4
DFT + WT + Combative
Muzzle Loading Artillery 4
DFT + WT + Combative
DFT + WT + Combative
Primitive Seige Engines 4
NON-TECHNICAL, PHYSICAL SKILLS
Beast Riding4
1
WL + DFT + Nature
1
1
DFT + STR + Mechanical
Bicycle Riding 2
1
1
STR + WT + Natural
Boating
1
1
STR + DFT + Natural
Climbing 3
1
1
DFT + WT + Natural
Fishing 3
2 (Trap/Hook)
Gambling
1
DFT + WT + Charismatic
1
1
DFT + WT + Talent
Handicraft (specify) 5
1
Seamanship
1
HLH + DFT + Natural
1
Survival (specify) 3
1
HLH + WL + Natural
1
SKILL
COST
Swimming
1
Tracking
1
Hunting
1
Search
1
Stealth
1
KNOWLEDOES
Advanced Farming 2
(Dirt Farming)
2
2
Bowyer 2
Carpentry
1
Commerce
2
0
Culture
Dirt Farmlng *
1
Fermentation *
2
Foreign Language (specify)
INITIAL SCORE
HLH + STR + Natural
WT + Natural + Natural
DFT + WT + Natural
WT + WT + Natural
DFT + WT + Natural
FORMAT
1
2
2
2
2
(Urban/Rurrl)
(Trap/Shoot)
(Urban/Rural)
(Urban/Rural)
WT + DFT + Natural
1
DFT + WT + Mechanical
1
DFT + WT + Mechanical
1
WL + WT + Charismatic
1
WT + Communicative +Esthetic 2 (Pre/Post Ruin)
HLH + DFT + Natural
1
WT + Natural + Natural
1
1 WT + WL +Communicative
3 WL + WT + Charismatic
Interrogation 8
Leatherworking 2
2 DFT + WT + Esthetic
1 WT + WT + Communicative
Literacy (specify)
1 DFT + DFT + Mechanical
Masonry 3
Nutritionist
2 WT + Scientific + Natural
Repair, Muscle powered vehicles
(Carpentry)
2 DFT + WT + Mechanical
Salvage Food
2 WT + DFT + Scientific
(Nutritionist)
Tactics
2 WT + Combative+ Comm
Tailor 2
1 DFT + DFT + Esthetic
1 DFT + WT + Esthetic
Weaver/Spinner 2
TECHNICAL, PHYSICAL SKILLS
Automobile Driving
2 DFT + WT + Mechanical
(Technology Use)
Basic Research 3
1 WT + WT + Scientific
Heavy Equipment Driving'2 DFT + WT + Mechanical
(Technology Use)
1 DFT + WT + Mechanical
Lab Technique 2
(Technology Use)
Lockpicking I 2
2 DFT + WT + Mechanical
Magnalock Penetration' 2 DFT + WT + Mechanical
(Technology Use)
Motorcycle Driving 2
2 DFT + WT + Mechanical
(Technology Use)
Powerboat Pilot 2
2 DFT + WT + Mechanical
(Technology Use)
Technology Use 2
1 DFT + WT + Mechanical
2 (Spoken/Written)
1
1
1
1
1
1
1
1
1
1
1
1
1
1
1
69
henry christen (order #23380)
SKILL
COST
INITIALSCORE
FORMAT
KNOWLEDGES
Aerial Recon Interpretation 2 WT + Scientific + Esthetic
1
(Technology Use and Basic
Research and Mathematics)
3 WT + DFT + Scientific
1
Advanced Medical
(Lab Technique and First Aid)
Architecture
3 WT + Scientific + Mechanical 1
(Technology Use and Basic
Research and Mathematics)
Armorer
3 DFT + WT + Mechanical
1
(Blacksmiting for metal/
Plastics for Forming plastic)
Automobile Mechanic 2
3 DFT + WT + Mechanical
1
(Technology Use)
Blacksmithing
2 DFT + WT + Mechanical
1
(Technology Use)
Botany
2 WT + Scientific + Natural
2
(Pre-/Post-Ruin)
Chemistry
2 WT + Scientific + Mechanical 1
Computer Science
2 WT + Scientific + Mechanical 2
(Technology Use)
(Programming/
System Design)
Decontamination
3 WT + DFT + Scientific
2
(Lab Technique)
(Biological &Chemical/
Radioactive)
Defusing Explosives3
2 DFT 7 WT + Mechanical
1
(Technology Use)
Demolitions '
2 DFT + WT + Mechanical
1
(Technology Use)
Distillation
2 WT + Mechanical + Scientific 1
(Technology Use)
Electrician
2 DFT + WT + Mechanical
1
(Technology Use)
Encryption
2 WT + Scientific + Esthetic
1
(Basic Research)
Firearms Repair, Modern
1 DFT + WT + Mechanical
1
(Firearms Repair, Primitive &
Machining)
2 DFT + WT + Mechanical
Firearms Repair, Primitive
1
(Blacksmithing or Machining)
First Aid
2 WT + DFT + Scientific
1
Handloading
2 DFT + WT + Mechanical
1
(Technology Use)
Internal CombustionEngine 3 WT + Scientific + Mechanical 1
(Physics 8 Mathematics)
Machining
2 DFT + WT + Mechanical
(Technology Use)
Marine Mechanic
2 DFT + WT + Mechanical
(Technology Use)
Mathematics
2 WT +Scientific + Comm
1
Mechanically Generated
2 WT + Mechanical + Scientific 1
Power 3
(Technology Use & Physics)
Operational Command
2 WT +Combative + Comm
(Tactics)
Pathology
3 WT + WT + Scientific
(Chemistry & Advanced Medical)
Pharmacy
3 WT + DFT + Scientific
(Chemistry & Lab Technique)
Physics 3
2 WT + Mechaical + Scientific
(Mathematics)
Plastics Forming 2
2 DFT + WT + Mechanical
(Technology Use)
1
Radio Communications 3
2 WT + DFT + Mechanical
(Technology Use)
SKILL
COST
Simple Explosives 3
2
(Chemistry & Lab Technique)
2
Strategic Command
(Operational Command)
Telegraphy 3
2
(Technology Use)
TelephoneCommunications 3
(Technology Use)
Television Communications 3 3
(Electrician)
Therapy
3
(Advanced Medical)
Weaponsmithing
3
(Blacksmithing. Machining or
Carpentry-according to
material)
2
Zoology 3
INITIAL SCORE
FORMAT
WT
DFT + Mechanical
WT
Scientific
DFT + WT
Combative
Mechanical
WT
DFT + Mechanical
WT
DFT + Mechanical
WT
DFT + Scientific
DFT + WT
WT
Mechanical
Scientific + Natural
(Pre-/Post-Ruin)
KNOWLEDGES '
Complex Explosives
2 DFT + WT + Mechanical
(Simple Explosives)
Computer Design
4 WT + Scientific + Mechanical
(Computer Science 8
Mathematics & High Technology
Use)
ECM Operation 2
2 DFT + WT + Mechanical
(High Technology Use)
Laser Technology
4 WT + Scientific + Mechanical
(High Technology Use)
Plastic Synthesization
3 WT + Scientific + Mechanical
(Chemistry 8 Lab Technique)
Power Generation
Electrical
3 WT + Scientific + Mechanical
(Physics, Electrician 8
Mechanicall Generated
4 WT + Scientific + Mechanical
Nuclear
(P.G., Electrical)
Solar
3 WT + Scientific + Mechanical
(Physics & High Technolgy Use)
Production of Fuel
4 WT + Scientific + Mechanical
Hydride
(Chemistry & Lab Technique)
Petroleum
4 WT + Scientific + Mechanical
(Chemistry & Lab Technique)
1
1
1
1
1
1
1
1
1
1
1
1
1
70
henry christen (order #23380)
APPENDIX 3
ARMOR MATERIALS LIST
MATERIAL
PLASTIC
Plasteel
Armorplast
Plated Plasteel
Denisplast
Plated Armorplast
Mesh Plasteel
Macroplast
Plated Densiplast
Mesh Armorplast
Plated Macroplast
Mesh Densiplast
Plastex
Mesh Macroplast
Synthiplast
Plastihide
Plasticloth
Heavy Plastisheet
Light Plastisheet
CODE
FORMAT
R
R
SR
PS
AM
LP-PS
DP
LP-AM
M-PS
MP
LP-DP
M-AM
LP-MP
.036
,052
.03
SR
,046
FH
.06
,024
.04
,054
,032
,046
.02
,036
.01
,002
.0015
,001
.o005
FH
SR
FH
FQ
FH
FQ
FQ
FQ
FQ
FQ
PX
M-MP
SY
PH
PC
HP
LP
FH
FH
FS
FH
FS
FS
FS
FS
FQ
FS
FQ
.02
.008
CA
LP-CA
MS
M-CA
R
SR
R
as
R
SR
R
SR
.072
.08
.07
.09
.07
,092
.07
,092
,104
.06
,092
.04
,078
,104
.06
.052
,104
AL
H-HL
HL
SL
AH
LL
HH
SH
HC
LH
LC
METALLIC
Carballoy
Plated Carballoy
Macrosteel
Mesh Carballoy
High Quality Steel
Plated Macrosteel
Steel
Plated High Quality Steel
Mesh Macrosteel
Light Ferrous Metal
Plated Steel
Aluminum Alloy
Plated Ferrous Metal
Mesh High Quality Steel
Bronze
Plated Aluminum Alloy
Mesh Steel
Mesh Ferrous Metal
Plated Bronze
Mesh Aluminurn Alloy
Mesh Bronze
.04
R
SR
M-DP
NON-METTALLIC
Natural Armor Leather
Hardened Heavy Leather
Heavy Leather
Scaled Leather
Natural Armor Hide
Light Leather
Heavy Hide
Scaled Hide
Heavy Cloth
Light Hide
Light Cloth
ENCILOC
,008
,008
.02
,004
.008
.008
,001
,004
,0005
FH
LP-MS
SP
LP-as
M-MS
FP
LP-SP
AA
LP-FP
M-QS
EP
LP-AA
M-SP
M-FP
LP-EP
M-AA
M-EP
FH
R
SR
R
SR
FH
R
SR
FH
FH
.09
,078
.06
.09
SR
FH
FH
ARMOR VALUE
15
13
13
11
11
11
9
9
9
8
8
6
6
5
4
3
2
BARTERVALUE
PER LOCATION
3C
26
26
22
22
22
14
14
14
12
12
9
9
5
4
3
2
1
5
5
4
4
4
3
3
3
2
2
1
3
3
2
2
2
2
2
2
1
1
0.5
14
13
12
11
10
10
9
9
9
21
8
7
7
7
6
6
6
6
5
5
4
8
7
7
7
6
6
6
6
5
5
4
20
18
17
15
15
9
9
9
Ballistic Cloth
This material presents an effective barrier to bullets but still does not
perform as well against hand held weapons. To determine the Ballistic Cloth's
Armor Value when struck by a hand-held weapon, divide the Barrier Factor by
10 and round to the nearest whole number. If the character sfruck is wearing
other armor that has a higher Armor Value than thecloth. thisotherarmorwill
be used to subtract from the Damage Potential.
MATERIAL
CODE
FORMAT
ENCILOC
Empilon
Fabulon
Armorlon
Hercuweave
BC5
EClO
EC20
EC35
FQ
FQ
FH
,001
,002
.01
.025
FH
ARMOR VALUE1
BARRIER FACTOR
1f5
1/10
2/20
4/35
BARTER VALUE
PER LOCATION
10
15
25
50
71
henry christen (order #23380)
APPENDIX 4
WEAPONS LISTING
allowed under the usual rules for such, and T means a second attack is allowed
in a Single Action.
Surv.: This is the Survival Value of the weapon if the Clash of Weapons
Option is in use.
Format: This details whether or not the weapon may be used to thrust. T
means thrust only, S means a normal striking attack, and E meansan Entangle
attack allowed.
Length This is the length category of the weapon. It will affect the Zone of
Influence. the Strength Group used for the Effect Die and other things as
described in Detailed Action Time.
S-Short
A-Average
L-Long
XL-Extra Long
ENC: This is the Encumbrance value of the weapon.
WDM: This is the Weapon Damage Multiplier of the weapon. It is followed
by a letter indicating the kind of damage done.
L is all Lethal
C is 75% Subdual and 25% Lethal
D is 50% Subdual and 50% Lethal
SKILLS
UTILITY
Ax, fire 6
hatchet
hand l 3
lumber
Baseball bat
Bat with nails 5
Bayonet, short t 3
long
Belt Buckle 2
Brass Knuckles t 3
Chain e 3
Club 5 3
Cudgel 5 l 3
Hammer 5 13
Knife, belt l 2
bowie l 3
jack l2
Kukrij
switchblade i2
throwing 13
trench
l3
Knife-spear l 3
Nunchaku, wood
metal
Pipe Light
sw, PI
SW. Th
2
1
2
2
1
1
2
2
1
3
2
1
2
sw
PI
sw, PI
sw, PI
Kn
Kn
FW
Br
FW
SW, Th
sw
sw
PI2
Nn, Fw
Nn, Fw
sw
PI
Pick ax
Pistol butt
Pitchfork l 3
Rifle butt
Rope
Sai
Sap
Shuriken lo
Sledge hammer
Staff. crude l 3
hardened 5
Straight razor
Sword, ceremonial
machete
saber
trench
Tonfa
Whips
Rope, hemp
nylon
cable
weighted version
Whip, leather
steel tip version
cable
sw
PI
PI
Br. SW
3
1
2
4
2
2
1
2
1
1
3
1
2
2
1
2
1
2
1
1
2
2
2
3
2
3
3
4
3
2
1%
1
1
2
1%
1%
1
1
1
1
1
1
1%
1
1
1
1
1
1
1
1
2
1
1
1
2
1
2
1%
1
2
2
1
2
2
3
3
4
2
2
3
2
2
3
3
3
1
2
2
2
2
2
1
2
3
+1
2
3
3
2
2
3
+1
2
2
3
2
2
2
1
2
0
2
1
2
3
1
3
4
1
1
2
2
2
PI
Br, PI
Sai
special
Th
sw, PI
PI
PI
Kn
l3
HAND
Kn, Th
Kn, Th
Kn. Th
Kn. Th
Kn. Th
Th
Kn
heavy
STR
3
1
3
2
1
2
1
sw
sw
sw
sw
Tonfa
FW
FW
FW
FW
FW
FWl3
FW2
j2
1
1h
2
2
1
1
1
1
1
1
2
1
1
SEC.
SURV.
FORMAT
LENGTH
ENC
WDM
6
4
S
S
1
.4
1.EL
1.lL
1.3L
1.EL
1.3c
1.58
1.3L
1.5L
1.16
1.38
1.58
1.1 (1)C
2c
1.2c
1.1L
1.3(1.5)L
1L
1S(1.3)L
1.2L
1.5L
1.4L
1.5L
1.5c
2c
1.6C
2c
2c
2.3C
1.5L
1 +(ENCof
Gun) C
1.3L 1
ENCofGun
1.7C/1.2L
special
1.6L
28
1.8C
2c
1.2L
1.7L
1.EL
1.EL
1.7L
1.3c
N
N
N
N
N
S
N
N
N
S
N
N
S
S
5
7
4
A
XL
A
A
9
10
3
6
10
3
T
S.T
E.S
S
S,E
S
S
4
8
9
7
S
S
S
3
8
10
5
N
N
N
N
S
N
S.T
S,T
S,T
S
S.T
ST
T
S
S
S
S
S
S
A
A
A
S
S
S
S
S
S
S
S
S
XL
S
S
.6
1.1
0.9
1
0.3
0.4
0.1
1
0.5
0.7
0.5
0.3
0.3
0.1
0.3
0.2
0.2
0.4
1.1
0.4
0.6
1
1.5
1.5
1.7
1.1
A
L
A
L
L
L
L
1.2
S
S
0.4
0.3
0.2
1.5
1
1
0.2
0.8
1
S.T
S
S
3
4
3
S
S
S.T
S
L
XL
XL
S,T
10
10
10
3
S.T
S,T
A
A
A
A
E
E
S. E
XL
XL
L
1
0.8
1.2
+0.3
XL
XL
L
0.6
0.6
0.8
T
N
N
N
N
S
N
N
N
N
N
N
N
109
+S
4
4
10
S, E
S.E
S.E
0.9
0.8
0.6
BARTER
VALUE
5
3
4
5
7
8
2
2
2
5
1
5
3
5
6
3
3
5
1
2
2
3
5
5
8
4
2
1
9
9
9
9
6
05/m
0.8
+1
1.2
1.5
1.7
1/m
l/m
+1
4
5
6
72
henry christen (order #23380)
___~
2
2
3
3
3
2
2
2
2
3
3
2
3
3
2
3
3
2
2
2
4
2
2
3
4
2
2
3
3
4
4
2
2
2
3
5
3
4
1
2
1
1
3
4
5
3
5
8
10
S
S.T
S
S
S
S
S
S
S
S
S
A
A
L
A
XL
XL
XL
0.4
0.3
2
3
4.5
2
4
7
15
1.2
1L
2c
2.3C
3c
2c
2c
2.5C
3c
2L
1.4L
1.4L
2.2c
2.4C
1.7C
10
7
8
4
6
4
1.98
2c
2.28
2.5L
2.5L
1.5L
1.5L"
1.6L
2L
3L
2.5L
2.5L
1.7L
1.9L
4
6
8
7
5
1'h
1
1
2
S'
1.2
9
9
S
S
0.5
1
1
1'h
1'h
2
2
2
2
2
1
2
1'h
1'h
1
N
N
S'
6
11
8
8
9
S'
9
9
XL
XL
A
A
L
L
XL
S
S
S
S
N
N
S
S
N
N
8
8
8
10
12
11
11
90
10
XL
XL
XL
XL
A
XL
L
L
A
A
0.7
1.2
1.5
0.9
0.9
1.4
1.4
1.6
1.5
1.2
1.3
1.2
1
2
1.2
1.5
0.9
0.9
8
6
10
15
14
12
9
10
73
APPENDIX 5
SHIELDS
Shields may be made out of almost any materialthat a man can get his hands
on. For convenience we list a variety of shields in the table below. FACINGS
may be added towoodenshields.They add to the Barrier Effect (minimum and
overall). ENC value and Barter Point value. If a player or the Gamesmaster
finds he wishes to have a characterwho uses a shield not on the list, it may be
constructed.
The minimum Barrier value is the BAR value of the material times its
thickness.
The overall Barrier thickness is the shield Class divided by 2, rounded up,
multiplied by the minimum Barrier value.
The ENC value is the overall Barrier value times the Shield Factor times the
thickness times a constant. This constant is .005 for plastics, .02 for metals.
and .01 for wood, wicker and leather.
To get an approximate Barrier value for armor materials,multiply the Armor
value by 5.
The Batter Point valueis one quarter the overall valuetimesthe Shield Class,
nearest. Plastics are doubled, Wicker is halved.
MATERIAL
CLASS
OVERALL
BARRIER
ENC
W Wicker'
1
2
3
4
7
7
10
10
15
0.16
0.4
0.76
1.12
1.88
5
5
0.06
5
W' Plywoodz
W Plywoodz
U" Plywood'
1
2
3
4
5
1
2
3
4
5
1
2
3
2
3
8
8
16
16
10
10
20
0.12
0.50
1.76
1.88
0.2
0.26
1.00
3.00
5.50
0.46
1.12
2.26
3.38
5.62
0.16
0.40
1.60
2.40
0.20
0.50
2.00
2
4
2
3
11
22
6
12
0.14
0.82
0.18
0.80
4
5
W Bronze
%" Iron
Plastic Police
Shield'
Streetsign
1
2
3
4
1
10
10
15
10
10
20
20
30
15
15
30
30
45
1
2
3
4
4
4
8
8
12
BARRIER
POINT
VALUE
1
2
4
5
10
1
3
8
10
14
2
5
15
20
36
4
8
23
30
56
2
4
12
16
3
5
15
11
44
3
9
0.1
2
3
0.02
varies by piece
0.08
0.12
0.50
0.76
1.88
0.2
0.6
0.24
0.36
0.9
0.4
0.08
0.32
0.48
1.20
1
3
8
10
19
1
2
5
6
11
1
2
6
8
15
Wicker will ignite if the Strength Rating of the fire or-less is rolled on 106.
Wood will ignite if the Strength Rating of the fire or less is rolled on 1D10.
Leather will ignite if the Strength Rating of the fire orless is rolled on 1D20.
These may be totally (60% chance) or partially clear.
APPENDIX 6
FIREARM FEATURES
In the firearm rules and the Gun List we have discussed Features hereand
there. When a Featurepotentially affected a specific rule, it wasspelledouton
the spot. But the immense creativity of firearms designers has spawned
numerous remarkable devices and processes in their search for increased
lethality. There are some that require a section of their own.
About Slghtr
"If I can see it, I can hit it." This boast is often true for the shooter who has a
decent Set of sights on his gun. There are two kinds of sights: Iron Sights,
referring to non-magnifying sights, used to indicate the precise direction of
the gun's line-of-fire, and Telescopic Sights. There are also special sights
permitting fire in the dark. by enhancing low light levels (Star-Light Scopes) or
by using invisible frequencies in the spectrum, the Infra-Red Scope.
Iron Sights: As the name indicates. these are metal sights, usually an
open notch at the back of the gun, and a corresponding bead,
barleycorn. or other convex form at the front of the barrel. Ordinary
Iron Sights are always present on a gun unless specifically noted
otherwise in its Spec Sheet. They permit Sighted Fire as described in
the firearms rules (Sighting Modifier).
Click Sights: Guns can be fitted with adjustable "Click' sights, set with
a micrometer knob to compensate for windage and elevation. Such
sights add +1to the firer's BCS when using Sighted Fire.
Peep Sights: These sights use a small bead centered in the sighting
aperture.to be lined up on the target's body. This will increasetheAim
of the shot (Hit Location alteration) by *1, even if the firer has no Aim
normally.
Match Sights: These precision instruments combine the features of
Click and Peep Sights, allowing +1 to the BCS and to Aim when in
Sighted Fire.
LED Sights: These can be used as normal Iron Sights during the day,
and in light levels of Dim or better. If the light level is Pooror Dark.they
have another effect. The sight consists of a small. LED (Light Emitting
Diode) serving as thesight element on the front of thegun barrel. When
firing from Full Stance in Poor Ligpt, the user is only penalizedas if for
Dim Light. In Full Darkness, he is only penalizedas if for Poor Light. I f
he wishes, he may assume normal. Sighted Fire and receives all the
benefits normally accruing to such an Action. This is not permitted to
Characters in bad light with normal Iron Sights. The LED Sight is
powered for 1 year by an E-1.
Laser Sight: This device is an oblong box, about 3" wide by 8" long by
1" thick. (75mm x 200mm x 25mm). It will operate for 10 "shots"on 1
Charge of electricity. It can be charged with either an E-1 or E-5 and
has an ENC value of 5. The Laser Sight projects a low power laser
beam which appears as a bright red dot when it hits a solid object, and
this dot is visible at ranges of up to 1500 meters.
Used with a non-automatic weapon, it allows. in essence, two BCS
rolls for the first shot in the firer's Action. The basis of aiming of the
Laser Sight is the DFT AST of the firer, subject to no modifiers of any
kind. If this is made. the 1st shot fired will automatically hit. If firing an
automatic weapon with the Laser Sight, the first burst will hit if the AST
is made. The firer must declare that he is using the Sight at the
beginning of this Action. and will resolve the DFT AST when he
resolvedhis first shot. If the Sight misses (i.e. AST fails) he still can fire
normally at the target i f he wishes.
The laser dot is not visible in Good Light, unless the user is wearing
special goggles. It is also not as useful in thick smoke or fog. its
effective range being cut to 500 meters.
Star-Light Scope: These are Telescopic Sights with an extra bonus.
They can utilize the lowest light levels to allow the user to see without
difficulty. Unless the firer is in pitch blackness (say a completely
lightless cave or basement) he will have no penaltyto sighted fire using
this device.
Infra-Red Scope: Similar to the Star-Light Scope, but this sight UMM
the invisible frequency of the infra-red spectrum (heatwsves) tosee,
boosting them electronically into visible images. Thew are tricky to
adjudicate. Any contrasting heat fields will stand out in high contrast a
man against the sky, or a building, for instance. On the other hand, a
few meters of forest cover will effectively jam the scopes pickup. As a
rule of thumb, I-R can locate living targets in a non-vegetable
background no matter what the light level is. A fire or hot spotlight will
tend to be as distractingto the I-R scope as it is to the naked eye, if the
target is backed by it.
In general, think of objects emitting light in proportion to their body
heat. Ifthey arecold (concreteatnight, forexample) theyareverydark.
I f animal life, they areslightly luminous. If very hot, they arevery bright.
Compare this image to the background of the target, and if they
contrast by very much, then a clear sighting has been obtained.
As long as these conditions are satisfied. fire using an I-R scope is
Pretty much exempt from penalties for less-than-Good Light.
* Telescopic Sights: These are thoroughly described in the Firearms
rules and the text at the end of the Gun List.
Doscrlbod In the Flnrrm R u k r In odor of appeamnw
Match Weapons: Add 50% to the distance of their Range Steps.
Hair Trigger: Allow an addition of 1 ShoVAction to maximum
allowable Rate of Fire. Unless this is on a gun with an adjustable
trigger, the presence of a Hair Trigger is always in force. The
Gamesmaster should enforce a SPD AST upon Characters with Hair
Trigger weapons who start to set up a shot and then try to abort it. If
they miss the AST they must fire.
Autoextractor: Weapons with an Autoextractor level will clear jams at
the end of the firing Action in which they occured. A separate Action to
clear the jam is not required.
Recoil Reduction: Ranging from a recoil pad on the buttplateof a Long
Gun to fancy venting systems and brakes, Recoil Reductionsystems
reduce the penalty (if any) due to Recoil by their rated factor. A Recoil
Pad always has Recoil Reduction of 1. Other systems are given a
Rating in the Feature notes on their Spec Sheets.
Tunable Guns: These firearms permit the user to adjust them to his
personal anatomical and behavioural needs as a shooter. It requires 1
week of practice as if studying the Firearm, expending the minimum
amount of ammo needed to learnwithout a Hindrance, to tune thegun.
No skill points are acquired when this is done. At the end of that week,
thegun will increase the users BCS by+l,andreduceanyotherusers
by 2, unless retuned to him.
Handed Guns: In the rules, we refer only to Pistols but there are also
handed Long Guns. Using a handed weapon in the correct hand
gives +1 to BCS. using a handed gun in the other reduces BCS by 2. If
the gun is also tunable, it must be of the same handedness as the
user.
I f a handed gun is found there is a 60% chance it will be a right
handers weapon and a 40% chance of a southpaws shooting iron.
Swivel Swing: This allows a Long Gun to be braced using the sling
strap in the same Action the Firer assumes Stance. Normally, this
requires a separate Action.
* Hi-Power Firearms: Or more formally, High Power Firearms. These
weapons can fire High Power cartridges without risking the increased
chance of a Critical Miss prescribed by the Firearms rules.
F..tum
Addlng Features
A skilled Gunsmith can modify firearms toincludefeaturesthey didnot have
when they came from the plant: Changed BBL. Recoil Reduction, remounted
Iron Sights or a Scope Mount where one was not before, etc. The
Gamesmaster must assign a base Task value to such jobs.
A rule of thumb is 10 points per point of BCS or other advantage gained by
the Feature for the firer (use maximum possible values). The Task Period is
based on the guns OUR. Assume a base Period of 20 Hours, divided by the
weapons Durability score.
The workman must have the necessary parts and tools. One can hardly
mount a Click Sight which one does not have on a gun when one has no tools
with which to work.
APPENDIX 7
SAMPLE VEHICLES
The vehicles included in this appendix are not intended t o b e the
only versions o f the prototype vehicles that can b e used in the game.
Different versions o r models will have varying statistics. These can
be determined using the rules in the chapter o n vehicles. Each
vehiclein the appendix is given with the pertinent data. Following the
list is a sample Vehicle Record Sheet which may be photocopied for
use in your campaign.
Soft Target
Structure: 5
Area: 4 x 7 = 28
Damage Resistance: 70
Maximum Speed: 48 kph
Notes on Barrier Effects: Vehicle Armor Value: 10;
impervious to small arms fire
Special Features: Crew of 4 (driver, gunner, loader and
commander); 105mrn Direct Fire Canon; Carries 63 rounds for
main gun (APDS, HEAT. HE or WP); Coaxial 7.62mm MG
(M60 MG equivalent); Carries 5.950 rounds for coaxial MG;
One .50 caliber Browing M2 machine gun in commanders
turret; Carries 900 rounds for commanders MG: IR main gun
sight (effective to 2,000 meters); Turret turns at 120 degrees
per Combat Turn (electrically powered): Military quality radio;
Can be sealed against biochemical agents.
ton truck)
Vehicle: Bicycle
Vehicle: Rowboat
76
henry christen (order #23380)
Vehicle
Classification
Soft/Hard Target
- Mileage
Capacity Structure Area
Damage Resistance - Current Durability
Current Max. Speed Maximum Speed
Fuel System
Special Features
77
henry christen (order #23380)
APPENDIX 8
GLOSSARY
A Code letter for a Disease, Poison, or other form of contaminant
70
henry christen (order #23380)
79
henry christen (order #23380)
Healing Rate: The base figure governing the recovery of lost DRTof
higher the Pound Pull, the greater the range potential of the
weapon, but the higher the Strength neededto use it effectively.
RPG: Standard abbreviation for Role Playing Game.
Range Factor: A figure used in archery. It is equal to the Pound
Pull/lO, nearest.
Rep: A system for determining the reputation enjoyed by a given
known.
Restriction Zone: The area within which a character is subject to
Learning Rate: The base figure governing the rate at which the
shoulder.
M N A Standard abbreviation of Maximum Number of Actions.
Maximum Number of Actions: The greatest number of Actions a
quickly healed.
Self Contained Underwater Breathing Apparatus.
SMG: Standard abbreviation for Sub-Machine Gun.
S P D Standard abbreviation of the Speed Attribute.
STOL: Standard abbreviation for Short Take-Off and Landing.
rather than a single bullet. Can also fire single, large caliber
Slugs.
Soft Target: Used in determining the effects of Vehicular Combat.
under attack. It is the sum of his CDA and WDA (if applicable).
The ODA is subtracted from the attackers BCS to hit the target.
P C See Player-Character.
P C A See Phases Consumed in Action.
PNPC: See Personality Non-Player-Character.
Partial Fatigue: A condition in which the sufferers Effective values
in Deftness and Speed are reduced by 25% and all BCS and
Saving Throw scores receive a penalty of minus one
Partially Encumbered: A character with an Encumbrance Total
between 50-75% of his Encumbrance Capacity is Partially
footing for characters in motion upon it: ice, rubble, mud, etc.
DAT display.
Personality Non-Player-Character A Non-Player-Character with
hand.
80
henry christen (order #23380)
Unengaged Status: A character who does not satisfy the requirements for Engaged Status is Unengaged.
NOTES
81
henry christen (order #23380)
TABLE OF CONTENTS
Running an Aftermath! campaign....... . I
Elephant ...................................
. 2 7 Tactlcal Battler and Large Scale Combats . . . . . . ..53
. 2 7 The Course of the Battle., ....................
.53
This is the Way the World Ends ................ 1 Mutant Animals ..............................
Rodents.. ..................................
.27
Pre-Ruin Unrest .............. ............... 1
Modifications to the Die Roll . . . . . . . . . . . . . . . . .53
Results of the Battle Determination.. . . . . . . . . ,54
Primary Kill .................. ............... 1
Insects.. ...........
Morale Failure.. . . . . . . .
. . . . . . . . . . . . . .54
Secondary Kill ............... ............... 1
Apes.. .............
1
Usefulness of Animals ........................
.30
The Dogs of War ...............
Ending a Battle.. .......
. . . . . . . . . . .54
Strength Determinations
. . . . . . . . . . ,54
1 The Non-Player Character ......................
.31
Conventional .................
2
Handling Non-Player Characters .............. . 3 1
Loss Modification Char
. . . . . . . . . . .54
Biochemical ..................
3
Too Many Characters.. .......................
. 3 2 Military Campaigns ........
NBC War ....................
. . . . 55
3
Non-Player Character Quality ...
The Hammer of Nature .........
Logistics .............. , ....................
.56
.............. . 3
Expertise
.............32
The Aliens .....................
Army Movement.. .......................... . 5 6
Armor Kits
A Twist in Space ............... .............. . 3
Positional Battles.. .........................
.56
4
SampleSh
The Years to Come .................
Custom Armies.. ............................. . 5 6
.4
Long After the Ruin .........................
Using Multiple Characters .................. .33
Calculating Values for a Custom Army., . . . . .. 5 6
HoDe for the Future .........................
.5 Technoloav In the Aftermath ....................
.34
Custom Armv Values Table . . . . . . . . . . . . . . ., 5 7
Pacing Thing
6
.. . 3 4
Example of a Custom Army . . . . . . . . . . . . . . . . . 5 7
The Unexpec
7
.34
Custom Armies after the Batt
Creating the Environment.. ......................
.8
Measuring Electricity .......................
. 3 4 Characters in a Tactical Battle
The City Map .................................. . 8
35
Battle Results for Characters
.. . 3 5
Enclave City ................................
.8
Fortunes of War Table ....................
.59
35
Boss City ...................................
.8
Critical Battle Resutts Table.. . . . . . . . . . . . . ..59
The Condition of the City.
35
After-Battle Results ....
Wind and Water Power ..................35 The Changed . . . . . . . . . . . . .
The Residential Areas . .
The Commercial Areas .......................
9
.. . 3 6 Physical Mutations ........................... . 6 1
Motorized Generators
Fuel Cells ...................
........ 36
Strongs . . . . . . . . .
The lndustr
s ....
......... 9
Communities
......
......... 9
Solar Screens ...............
........ 36 Ouicks . . . . .
Territory . .
......
......... 9
Nuclear Power ...........................
.36
Toughs ....
Salvaging Electricity
.... 36
lmmunes ...
Size ........................................ . 9
Military Strength ............................
.9
Wattage Output Ta
Resources ...................................
9
..
. .38
............... 12
............... 12
FueVPower . . . . .
Clothes/Armor .
Tools/Kits., ...............................
Medicine.. ................................
14
14
...............14
...............
Class of Encounter ........................
16
Men Encounters.. .........................
16
Origins/lntentions of Groups.. ............. 17
18
Nuclear Weapons.
.....
............ . 4 4
Stability., ...................................
19
Hazard Special Effects.. ................... 19
Beasts .........................................
Hostile Animals ..............................
Bears .
.....................
Cats ...............................
Dogs ..............................
Reptiles. ...................................
Sharks , . . , . .
Non-Hostile An
Razorback
........
.21
.21
.21
Modified Diseases
........................
.......................
.......................
.47
.40
.48
.24
.............. . 2 5
............... 2 6
......... . 2 7
Medicine ..............
Drugs .......................................
Medical Technology ........................
50
.52
Pre-Ruin Unrest
Primary Kill
This is the actual Ruin itself. Whatever form it takes, we
posit that it will wipe 90% or more of the population from the
face of the globe, and directly or indirectly shatter the major
edifices of mans culture into the bargain. The Ruin may be
over in a matter of hours or it may drag on for years. But when
it is over, the Earth will seem an alien and savage world.
Secondary Kill
When civilization collapses, think of what will go with it. The
first to die will be those whose lives directly depend on its
resources: diabetics, others on major medical support, city
dwellers cut off from food and water, light and power, those
who survive in remote areas only by virtue of supplies from
more plentifully endowed markets. Famine will stalk our
overpopulated nations as support from the agricultural
powers is cut off. Plagues will sweep thesurvivors, no longer
able to tap the mighty resources of modern hospitals, and
living in the carnage following the Ruin. This wave of death
and destruction is the Secondary Kill. It will probably slay
50% or more of those who lived through the Ruin. It will also
complete the assassination of the works of mankind. Fires
will tear through vast areas of the deserted cities. Battles for
food and resources between groups of survivors will ravage
the land. Earth as we know it, alreadyacorpse, will be kicked
to shreds by the final spasms of the Secondary Kill.
When it is done, the fall of civilization will be complete.
From now on those who live at all will do so in the Aftermath!
Conventional
It is very unlikely that aconventional war could put modern
civilization into an Aftermathlsituation. It does just fine in the
Secondary Kill, but the world today seems too large, too
decentralized, for the limited capabilities of chemical
explosives and mass armies to be enough to destroy it. Oh,
such a global war could cause widespread suffering, local
When it is all over, the world is fast sinking into the new
dark age. Only God knows when it will rise again. The
survivors move through a plague-blasted, germ-laden
environment, seeking only one day of life at a time.
Biochemical War
Sometime in the late 20th century, the nations of the world
finally came t o an agreement regarding nuclear
disarmament. To unbounded relief and rejoicing, the big
bombs were dismantled, fired into space, or converted to
peaceful uses. The era of world peace and safety was at
hand! The first plague bombs fell about ten years later.
If we posit that nuclear conflict does not happen, the above
scenario is a very real possibility. Nations that never could
have mounted the expensive support needed for nuclear
expansion can easily handle the modest bill for biological
research. With recombinant DNA studies a reality today, any
ethical cripple with a good research facility can produce a
mutated virus or bacterium that modern medicine cannot
recognize, and send it on its merry way via aerial sprays,
small missiles, or even an agent with a flask of the culture in a
briefcase. Release a few dozen rats carring fleas infected
with Bubonic Plague into New Yorks waterfront area, and in
a week you will see that city tottering on the path todeath, its
populace fleeing madly out, some of them bognd to be
carriers. Now multiply that by several hundred seaports all
over the world. In the middle ages, successive pandemics of
plague reduced the population of Europe by up to 90% in
some places. Overall, two persons in three had died when the
Plague Years ended.
If a long period of building international tension, with afew
brushfire wars that bear home the feeling that the end is in
sight for modern civilization, is posited in the Pre-Ruin
period, then a Phase of Unrest will begin the events of the
campaigns history. After a few years of this initial death
agony, the final war breaks out. Laboratory-spawned
plagues will sweep the globe. A s fast as medicine finds one
cure, a dozen new pathogens are released from the military
research centers, or, far more likely, spawned by unforeseen
mutations in the old organisms. Genetically unstable, the
virus that one nation meant as a non-lethal means of
incapacitating an enemy force is suddenly transformed into
a raging pestilence that strikes down friend and foe alike,
ignoring vaccines prepared to deal with its original form.
Amidst the almost-deserted cities, riots break out. The
scientists who caused it all are lynched in their hundreds.
The madness spreads. He knows how machines work, so
string him up. Hewasa politician, burn him! He knows howto
read, kill him!!!
NBC War
Tnis
offers
the Gamesmaster several handy options. If he
.
-
THE ALIENS
The less-likely campaign premises include at least one
classic: Earth enslaved, a conquered world under the
uncaring heel of an alien invader. Humanityskulks in the rayblasted, bomb-cratered ruins of its cities or the returning
forests in the countryside, struggling to survive until i t is
strong enough to drive the overlords off the planet, making it
free oncemore.Theclassic, albeit dated, workoffiction which
deals with this idea is H.G. Wells War of the Worlds. In one
of our playtest campaigns, the basic premise of the Ruin was
that the Martians, as Wellsdescribed them, returned. Finding
humanity on the verge of world war, they fomented this
divisiveness, stoking human passions to further the ends of
their own gigantic and passionless intellects. When the
nations had set each other reeling in a dozen brushfire wars,
Martian missiles were launched from translunar orbit,
striking at targets in both superpowers territories. Each
government assumed that the other was responsible. WWlll
broke out, but within days it wasovershadowed by Planetary
War II, as the great Martian landers touched down,
disgorging the tripodal battle machines familiar from Wells
history of the first conflict. With almost a century of
continued research and development, the Martians
possessed even more potent weapons than before. Their
own experience of germ warfare, at the hands of Earths
biosphere in their former invasion, had led them to develop
human-compatible bio-weapons of their own for this return
match. Alien fevers scythed down the dazed survivors of the
human war.
Now the planet is a wasteland, a wilderness. Martian
centers dot the globe, each widely removed from the other.
Between them, amidst the ruins, men fight to live, and await
the day when they are strong enough to arise in rebellion
against the masters.
Here and there, men have turned their coats with a
completeness never before recorded in the annals of
treason. The Hunters serve the Martians, Janisaries who
carry out the missions the aliens do not wish to undertake
themselves. Why Hunters? You will recall that Wellss
history intimates that Martians are carnivores. He was right.
The alien conquest campaign may not appeal to everyone.
Players have reported feeling intense helplessness when
confronted with the monolithic power of the Martians. But it
provides two important factors to the campaign: alien
technology allows the Gamesmaster to introduce artifacts
beyond our own ability to develop, and a single goal
confronts those Players who have undertaken to follow the
Promise of new birth: cast out the invader!
The Alien campaigns will require a bit of rule-writing by the
Gamesmaster: what kind of alien is involved, their goals,
how their devices work, and which ones, if any, can be take
over by humans. The Martian Campaign has evolved a whole
series of designs for various models of the tripods, for
example, each with its special strengths and weaknesses. We
have found that the time invested in this activity will beamply
repaid by a fast-moving, very unusual campaign.
A TWIST IN SPACE
Earth swims silently through the endless cosmos. Infinite
in scope, can we say that its secrets will ever reveal
themselves fully? Can we be sure that fate, or our own apecurious probings of those secrets, will not one day alter life
on Earth into a new form, shattering the old life forever?
Should our world violently transmigrate into a new
dimension or a twist in space, suffering outrageous stresses
upon its very fabric, triggering quakes, storms, mountainous
waves, thiswould in itself bea Ruin in thegrand tradition. But
as the battered survivors drag themselves out from beneath
the rubble of their civilization, there are other changes to
consider.
They share a world with the creatures of dream-or
nightmare! Vampire shapes flit on bat wings through the
night. Dragons dwell beneath theearth. The Little People are
a folk-tale no more, but a living reality. Dormant within
humanity since the elder days, the forces we call magic are
now there for those who would plumb their dark secrets. A
force of enchantment is loose in the world and shall not be
put back.
This may sound far-fetched, but at least one post-Ruin
trilogy. Fred Saberhagens Changling Earth books, (now
collected as Empire of the East), is set in exactly this kind of
world. The protagonists of this series use the forces of magic
and the ancient, mysterious technology to combat the
despotic Empire of the East.
Those of you who prefer the scintillating charms of a
traditional fantasy campaign to the harder-edged world of
a realistic Aftermath! game should consider the hours of
fascinating play to be had by combining the two concepts.
As with most of the more exotic scenarios, this will require
some extra homework. An occult science will have to be
designed or adapted from an existing Role Playing Game.
Scores must be worked out for fantasy creatures, and their
powers carefully quantified. The Gamesmasterwill probably
want to edit the technology available to the characters, SOaS
to preserve a balance between the new magic and the old
science. Each set of Skills should have areas of competence
denied to the other, so that sorcerer and engineer alike have
unique abilities, granting great power to the man who can
combine knowledge in both fields.
5
henry christen (order #23380)
PACING THINGS
The overall view of the campaign is one thing, but when it is
boiled down into its basic components, any Role Playing
Game consists of a series of discrete adventures, which will
relate to an overall history according to the campaigns
culture and the deeds of the Player Characters. These are the
scenarios. At first they should be fairly short and to the point:
There is a bunch of bandits holed u p in theold warehouse
on the south side of town.
They say that old Army base has some good weapons still
in it. If the Master Rats there havent found them.
As the Players and Gamesmaster gain familiarity with the
rules, and the driving concepts behind their campaign
become less nebulous, the scope of the scenarios can
expand:
That bunch of goons you wiped out last month? They
belonged to the Cartel, over in New Jarvis. Theyve put a
price on your head.
The Regis Commune is offering a reward for anyone who
can supply them with Solar Screens.
There is a trader caravan hiring guards to head out to the
Lake Communities.
Such challenges can impel the characters to travel to the
new locations the Gamesmaster has prepared, either
because their current one is getting unhealthy, or because
there are greener pastures in the new site. Of course, either
the local threat or the distant attraction can be nonexistent,
founded on the hyper-active rumor mill of the inhabitants of
the Aftermath.
A scenario can be a straight challenge, or have a definite
mission attached. In either case, risks overcome should
carry proportionate rewards, although this is not an absolute
rule. If you knock a 75-year-old guard over the head, he
should not turn out to be protecting a years supply Of
Polycellulac-4. If you have to fight your way through 50
heavily-armed fanatics, they would not have been defending
3 flat tires and a copy of Newsweek. In terms of loot,
especially combat gear, keep in mind that winning the fight
can indeed lead directly to commensurate reward. Unless
you had to blow the opponent up to kill him, his armor and
weapons will usually be intact. Stripping the fallen of their
gear can swiftly enrich the characters beyond any need on
the Gamesmasters part to add more goodies to the pot. This
can lead to further complications in itself. Lugging a small
arsenal around for later barter will impede the characters
considerably. They may have to face Hobsons Choice,
leaving valuable goods lying around where they are certain
to be snapped up by scavengers, or carrying them around so
that they are easy prey for robbery, as the characters stagger
full-loaded around the hazard-infested Ruins. The need for a
place to store or trade goods on an organized basis should
motivate most Players to seek a Community or personal
stronghold that will maintain fairly good relations on a
constant basis, so that they can dispose of loot as it
accumulates.
As characters increase in power (firepower or otherwise),
it is important that the scenarios they face grow in
complexity. Situations where guts and cleverness are more
important than brute force are not difficult to contrive.
Limited space, or foes who are resistant to gunfire, coupled
with some kind of mystery, can pose a greater challenge that
simply upping the ante i n terms of how many guns they face
in their next firefight.
THE UNEXPECTED
We will close by pointing out that the demands made upon
the Gamesmasters creative imagination are continuous in a
Role Playing Game. Scenarios should not be different
versions of the same basic plot, with new backgrounds; they
should be entirely new experiences. The proliferation of
strange new phenomena and creatures can aid in keeping
the Players in a constant state of both curiosity and
apprehension, as can new and weird physical locations. We
give several interesting types of threat below, to spark the
imagination of Gamesmasters in designing their own
strange inhabitants for the Aftermath.
WL
STR
30
DFT
10
SPD
10
HLH
The Vampires
These mutants, altered by biological agents or radiants,
are not the supernatural creatures their names would lead
one to expect. They are gifted with extreme strength and fast
reaction time. They have both the Eye and Ear mutations
given in the Changed rules. Membranous growths along
their sides allow them to glide, rather like flying squirrels, at
an airborne BMA of about 3,losing 103 meters of altitude per
30 mleters of distance covered (they can lose altitude faster if
they desire).
They have extremely high DRT, and are immune to all
known biological weapons and diseases. They wear little
armor, since they cannot encumber their wings, but will
use helmets and can buckle protection over Locations 8-12,
where the arrangement of the membranes allows some
constriction.
WT WL STR DFT SPD HLH
50
25
30
60
15 15
BAP MNA PCA CDA
DRT
Shock Factor
1
5
3
5
3
110
20
(The above statistics represent the average vampire. Add
l D l 0 or even 2D10 for Leader types among this race.)
The vampires are not a large group yet. Their infection may
be passed on by their bite, as in the old legends, but this is a
disease, formula 1-(+)-1
Day-3-3
Days. Its symptoms
are Weakness, sensitivity to light (treat as an Eye once the
Advance exceeds the Health AST), and coma once the
Advance exceeds the Health CST. Crisis will cause death in
the normal sense, but the body will regain consciousness as
a Vampire-mutant 1D3 days after death.
The victim who is killed by the vampire (or anyone else)
before the disease runs its course is just dead. Since the
Vampires are usually hungry, they do not often expand their
race, preferring to finish the meal completely. They will seek
to render their victim unconscious, or even dead if they can
do it without wasting too much of his blood. When dining
off a victims veins, roll l D l 0 0 to see how much of his blood
they drain. The score rolled is the percentage of the victims
full DRT (not effective DRT) they will take. If losing that many
points will kit1 him, the victim dies. If hesurvives, check to see
if he is infected.
Most of the Vampires will use weapons doing Crush or
Combination damage, to avoid too much blood loss in their
victims. They do like Lasers, since these cauterize their
wounds, avoiding the wastage of food.
Some Vampires see themselves as the homo superior,
the next step in mans evolution. These will tend to control
their hunger better, in order to make more like themselves.
Gizmos
These are automated devices of any kind which have
suffered program change or degradation. The Cybernetics
section (p. 38) discusses the heavier forms of such
machinery, with deliberately programmed changes. Gizmos
are, say, automated vacuum cleaners, industrial size, which
have become programmed to attack anything with dirty feet.
At some 5-10 kph, they will zoom along a corridor to bash a
newly arrived intruder with dusty boots.
Depending on the level of automation achieved in the preRuin culture, Gizmos can be anything from televisions to
buses, rampaging around the city or lying in wait for the
unwary, only needing the strange trigger that the
Gamesmaster has designated to send them into a weird
attack on the characters. More than one character in the
playtest has been knocked silly by a contrary, automatic
door slamming shut in his face after opening invitingly.
The strange creatures listed above partake more of the
nature of fantasy than of science fiction, and are included in
these rules to reassure those who might otherwise hesitate to
introduce such factors into their campaign.
If it reads well, do it!
Size: The scale should be such that details are clear. The
larger the better, really. U.S. Geodesic Survey maps,
cheaply available from the Government Printing Office,
are ideal as far as scale goes, but lack certain other
features.
Enclave City
Small, widely separated communities. Each is fiercely
independent, although trade and cooperation are not
impossible. Four such enclaves in the D.C. campaign are
signatory to a treaty providing protection for the medical
community based at D.C. General Hospital. Inhabitants of
enclaves are generally reluctant to become involved with
affairs outside their turf,and the wastes of the city combine
with this to constitute an effective barrier to travelers, with
the notable exceptions of Player Characters, bandits and
other human predators, and weirds.
Boss City
Some group or individual occupies a central power
position in the city. This is usually a result of superior survival
planning ability and/or firepower. The upshot of such a
situation may well be an incipient feudal society, the Boss
and his men being the aristocracy, offering protection, order,
and military defense to those who in turn proffer obedience
and a tithe of their products. The footloose adventurers who
seem to be the bulk of Player Characters are unlikely to be
very happy as permanent citizens of such a regime, although
if they can establish good relations with the inhabitants, such
cities would provide a useful base from which to operate on
expeditions into other territories.
Communities
Not every survivor is a lone wolf. Human nature is such that
within months of the collapse, there will be social groups
springing up amid the ruins of civilizations. Some will be
pragmatic organizations, devoted to survival and preserving
the members lives in some comfort. Others will be motivated
by strange drives, holding on to the last shredsof their sanity
by their fingernails, probablyat thecost of unhealthy fixation
Territory
This is the actual home ground occupied by the
Community. It should be outlined on the Campaign map,
labelled so he knows who it is at a glance. Communities will
generally maintain a watch on their borders, according to
their powers, and react to insure that approaching strangers
pose no threat. This can be as simple as sending an official
greeter to meet the strangers, or setting up a mortar to cover
them and hailing them via bullhorn with a warning to stop
and drop their weapons. It will depend a lot on the
psychology of the Community.
Size
A simple population figure will do, to get an idea of how
many mouths there are to feed, and how large a population
the characters are likely to see o n the streets of the groups
territory when they come to call. A corollary of Size is the
next factor to be considered.
Military Strength
This figure should be given in the number of TSP points
the Community can field in a battle. The Military Strength
an arbitrary figure which the Gamesmaster can assign to fit
his own conception of what kind of fight the Community can
put up, or can work out as a Custom Army. Our feeling is
that 3O-8O0/o of the total population will be able to bear arms in
a general war.
The value of a TSP can be adjusted up or down to reflect
the power of the weapons available to the Cgmmunity.
Special note should be taken of any uniquc
.dchines the
Community can field: artillery, tanks, catapults, chemical
weapons.
Resources
Does the Community produce or control some special
resource? Farming groups are of course rich in food, but
how about manufactured products? The medical staff of the
D.C. General Treaty Hospital were the areas prime suppliers
of medical supplies and expertise, but were almost always
short of certain fuels for their diminishing fleet of copters and
ambulances.
This entry should concern itself with special strengths or
weaknesses of the Communitys economy. General
considerations come in the next entry.
Trade
Is the Community interested in trade at all? If so, are they
pretty sharp or are they easy marks for a smooth line? The
Gamesmaster should note the following:
e Expertise of the Communitys chief traders. BCS scores
should be generated in Commerce.
.Areas
General Reactions
This is a flat modifier to dealing with outsiders, added to
the Reaction Die rolls. A very suspicious, hostile enclave will
have a negative modifier. An outgoing community, one
devoted to trade, let ussay, orwith a numberof commissions
for freelance adventurers, will tend to have a decently high
positive modifier.
Background
A few brief paragraphs or pages of detailed description.
This is a text outline of the principal characters in the
Community, the type of rulership maintained, the overall
thrust of the group, and any notable adventures to be found
within its borders. It fleshes out the bare bones of the other
data to provide an atmosphere uniquely the Communitys
own.
Example 1
Name: Hitlerville
Size: 1200
Military Strength: 250
2 Commando Armored Cars
Resources: Busy industry, producing explosives,
including some hand grenades. Runs very skilled
Search groups, composed of slave labor under welltrained guards, on scavenging runs into Northwest
D.C., producing mixed amounts of material for internal
use and some trade.
Trade: will not export weapons, except light sporting
rifles (Rimfire or Shotguns). 30% chance of most gear
being available, but payment in anything but armament
is at 1.3 times base value. They willpay double the base
value for gasoline for their Armored Cars. The
Community also maintains a small fleet of trucks and
motorcycles, for which they will buy alcohol fuel at 50%
above base value if it is in appreciable quantity (say 10
gallons or more).
General Reaction: -20 (dont tell me youre surprised)
Background: Run by the local survivors of the
American Nazi Party, the Community is a frustrated
10
11
UTILITY
We discussed Utilityas a concept in the various Equipment
rules in Book 2. It carries over to the quality of finds made in
foraging. Regrettably, the vast range of possible finds makes
it impossible for us to give overmuch detail here. The
following rules will act as a guide to the Gamesmasters
imagination in deciding what the characters have found.
Gamesmasters are encouraged to expand the Utility lists.
A Sears Roebuck catalog, or some similar map of the vast
array of possible goodies our technology can provide for
those who are picking its bones, will beof tremendousvalue.
Die Rolls:
Rural
01 -20
21-25
26-40
41-45
46-50
51-65
66-70
71-72
73-80
81-90
91-00
Rubble
01 -05
06-10
1 1-25
26-35
36-40
41 -50
51 -55
56-65
66-80
81-95
96-00
Residential
01-15
16-30
31 -40
41 -55
56-65
66-70
71-75
76-85
86-90
91-95
96-00
Commercial
01-10
1 1-25
26-40
41-45
46-55
56-65
66-70
71 -85
86-90
91-95
96-00
Industrial
01 -05
06-10
1 1-20
21-30
31 -35
36-50
51-55
56-70
71-85
86-95
96-00
Hazard
Die Roll
1
Result
2 -4
5-7
Utility 0
Utility 3
+O
8-10
11-13
14-17
18-19
Utility 2
Rubble
Utility 3
Residential
Utility 4
Commercial
Utility 5
Cache
Industrial
-2
+O
-1
+O
20
Hazard located
Cache
A treasure trove has been discovered. This represents a
hidden stock of various items, a working shop of some kind, a
lab, a firing range with weapons, etc. The Gamesmaster must
fill in the blanks according to the kind of area and the Overall
nature of the find, although this latter area need not limit him.
A Food Cache might also include contamination detectors
and purification gear, for instance.
OPTION
Ownership
Especially when some valuable item has been found, or a
Cache, there is a chance that it was stashed there by
someone else. The Gamesmaster should construct a person
or persons, or other logical owner (a Master Rat, perhaps) to
whom the goods belong. He will have a 40% chance of
discovering the characters busily looting his material;
otherwise he will come upon the carnage of his hideout and
track the thieves. The owner has a 5% chance per day
cumulative probability of overtaking the characters. That
means that, on the day they steal the goods, a Dl00 roll less
than or equal to 05 indicates an avenging owner catching up
to them. The next day, the chance is lo%, the day after that,
15%, and so on. Roll the chance of the owner catching them
at the location of the stash once every hour that they are on
the site.
12
CATALOGUE
WEAPONS
The next set of lists are idea sheets for what the searchers
have actually come across. If quantity is needed, roll a D20.
The score represents a Group. The Effect Die roll for the
indicated Group is the number of Units, or ENC, or items, or
days worth of material, or what have you, that the characters
have found. Caches double the Effect Die roll at least. Of
course, if a working Lab or similar installation has been
found, then there is usually only the one unit.
If firearms or ammo have been found, their specific
determinations have been given in Appendix 2.
FOOD
Quantity determinations are in Days Rations for 1 man.
Water supplies are assumed to be as much as they need, but
the supply may not be there later.
Utility 0 Spoiled foods. A portion of the food found is
contaminated (1DlOO determines what proportion
is spoiled.
Contaminated Water source.
Utility 1 Pure Water source.
Utility 2 Fresh stock of natural foods (recently-killed animals
or freshly-gathered or gatherable vegetable food).
Utility 3 A stock of preserved natural food.
Utility 4 Freeze-Dried food.
Utility 5 Super-K Ration.
Stocks of High-Energy Glucose solution, in
disposable plastic packs. Used to speed recoveryof
starvation or dehydration victims.
LUXURIES
Non-essentials that may have considerable trade value or
may actually fall into other categories of goods.
Utility 0 Junked household appliances or office supplies.
Phonograph records. Stereo sets, etc. Bad liquor:
causes Nausea for 1D3 hours if drunk.
F UE L/POW ER
Stocks of chemical fuels for vehicles, sources of electrical
power, and so on. The Gamesmaster may have to juggle
types and quantities to make the find logical for the area of
the search.
Utility 0 Dry and unrotted wood for fires. Also suitable for
improvising torches.
Utility 1 Irreparably damaged batteries.
Crank-operated manual generator.
Sterno or similar portable fire.
Utility 2 Bicycle-operated generator.
E-type Eternabatteries.
Utility 3 Treadmill generator setup.
Alcohol fuel (also drinkable with safety).
Ev-type Eternabatteries.
Utility 4 Salvageable electricity (live circuits) of wattage
suitable to area of search.
Motorized generator.
Working wind or water generator, or parts for same
if there is no logical reason for one to be set up.
Gasoline or Hydride fuels.
Utility 5 Leech transformer.
Fuel Cells.
Solar Screen panels.
13
CLOTHES/ARMOR
Utility 0 Light cloth stock.
Material which can be improvised into armor or
shields.
Utility 1 Stored clothing (Natural Materials). Max. Armor
Value of 4.
Utility 2 Heavy leather armors, light metals. Max. Armor
Value of 7.
Utility 3 Metal Armors up to Armor Value 10.
Utility 4 Heavier metallic Armors.
Plastics of Flexible or Semi-Rigid types.
Utility 5 Rigid Plastic Armors.
Integral Suits of Police and Military Armor.
Protective Armors, Lazab and Anti-radiation sprayon units.
TOOLS/KITS
This is very free-form. The Gamesmaster should try to
come up with a logical reason for the type of kit to be there.
See the closing section on Favorable Finds for ideas.
TRANSPORT
If the characters are deep in the center of a building block,
they will just not find a transport system lying around, unless
the Gamesmaster cares to adjudicate that they have floated
into the garage in the basement. And isnt it a shame that the
driveway up to the street is choked with rubble?
MEDICINE
Utility 0 Stocks of bandages.
Utility 1 Medical Supply units.
Utility 2 First Aid Kit.
Utility 3 Medical Kit.
Utility 4 Drugs.
Medical Computer. Defibrillator. Other Medical
Technology devices.
Utility 5 Surgery setup.
Mobile surgeries (ambulances with clinical gear).
Encephalographic Educators.
D ATA/C 0M M UN ICAT IO NS
Again, a rationale for what is found should be developed.
The Gamesmaster will need to assign Skills and ranges to
instructional materials.
Utility 0 Fiction. Newspapers, magizines, etc. Used
computer punch-cards.
Utility 1 Maps (until Player Characters have found a map of
the campaign city, the Gamesmaster may forbid
them to use such a document as Players).
Popular texts. Rated for 01-05 in their respective
Skills.
Utility 2 Beginners Texts. Have range starting atOl, plus roll
of (D6 x 10).
Manuals with BCS D6 + 6.
ENVIRONMENT
The term applies to devices or materials which analyze or
otherwise affect the characters environment.
Utility 0 A Junked or Disrepaired item from a higher Utility
on this list.
Utility 1 Matches, detergents, other household goods.
Utility 2 Optical gear (telescope, binoculars).
Mine probes.
Candles, oil lamps, other non-electrical light
sources.
Utility 3 Flashlights, other electrical light sources.
Binary Detector gear (Yes/Nodetection of various
radioactive, chemical, or biological
contaminants). Mine-detecting equipment.
Chemical testing kits for water, soil,etc., quality and
contamination.
Utility 4 Detailed readout detectors (detect presence and
give formula of or intensity for the hazard).
Various forms of intruder-alert systems (portable or
non-portable). Burglar alarms, smoke detectors,
etc.
Utility 5 Radar installations.
Enhanced Vision Optical devices (Star-Light or
Inf ra-Red).
H i g h - s e n s i t i v i t y l i s t e n i n g devices, e i t h e r
microphonic (bugs) or remote (like a shotgun
mike, capable of picking up a whisper at 100
meters).
14
SU RVlVAL
This is a bit of a catch-all category. The Survival materials
include such goods as winter clothing, camping gear, rope,
cookpots, canteens, etc.
Utility 0 Frayed thermal underwear (Thermal Factor 1.5).
Gunny sacks.
Twine or string.
Old blankets (ENC of .4 bundled up).
Utility 1 Small carrying sacks. Baggies. Light rope or
clothesline.
Heavy cloth overgarments for winter (Q-HC).
Thermal Factor of 2.
Mess kits. Eating utensils. Large glass bottles,
flasks, jugs.
Utility 2 Heavy rope. Shoulder bags. Web belts.
Heavy cloth tents (1.2 ENC broken down for
carrying). Holds 2-6 characters.
QUALITY OF FINDS
The simplest way to narrow down the choices as to just
what kind of goodies a search has turned up is to slant it
toward what the characters need and can use (this
presupposes that something anyone can use, like medical
Rain gear.
Life preservers, inner tubes, etc.
Utility 3 Mountaineering rope. Other climbing gear.
Highway (or Railroad) flares.
Sleeping bags, backpacks, pack frames, rucksacks,
etc.
Other containers, bottles, satchels, etc. Canteens.
Compass.
Utility 4 Backpackers tents, at half the Encumbrance of the
normal type.
Good thermal underwear (Thermal Factor 2). Light
Cloth equivalent.
Hiking gear: foam instep pads (+5 toeffectivespeed
for Strategic Movement), alpenstock, etc.
Axes, machetes, brush knives, collapsible saws, etc.
Utility 5 Flare guns or other long-distance signalling
devices.
Electrically-heated underwear.
Space heaters, electrical (uses E-5 at 1 Charge per
hour).
Inflatable life rafts, canoes, kayaks.
LOGIC OF FINDS
Let us say it just once more: try and provide a reason (even
if it is only in your own mind) for the goods located being
where they are. Fill in some cheap fiction to flesh it out. If the
first couple of findsform a pattern, assume that it will hold for
the rest of that search (a Medical Supply find might decide
the Gamesmaster that they are looting a medical office
building). This can, in turn, give background to the
encounter they have next turn. The table says its a bunch of
Ghouls. Well swell, but this way they are all crazy doctors,
perverting their surgical skill to butcher their meat, and
armed with anesthetic dart guns instead of normal firearms.
This kind of thing turns random searching from a rather
boring way to gain doctrinal treasures into an organic
(sometimes overly organic) part of adventures in the world of
the Aftermath.
15
Men
9-15
Beasts
16-18
Event
19
Contamination
20
Phenomenon
Group-Small
31-40
41-50
Group-Medium (3D6+10men)
Group-Large (3020 + 20 men)
51-55
Solo Traveler
56-70
RANDOM ENCOUNTERS
There are several traditional gaming techniques for
determining when characters will have a random
encounter, and just what that encounter is. The usual one is a
table, keyed to various die rolls, to generate a particular
encounter situation. It has the advantage of availability: it is
there when you need it. The considerable effort in
constructing it has been done, and all that is needed to
generate an encounter is the time to roll the dice. The
4-5
6
(2D3 men)
71-80
81-85
Maniac
86-90
Disease-carrying Maniac
91-00
Special
16
1-3
4-6
7-9
09-11 Tiger
01-03 Lion
12
D3 Tigers
65
66
67
Rhinoceros
68
Rhinoceros, 1D3
69
Elephant
70-72 Razorbacks
73-88 Game (see page 26)
89-00 Rats
17
7-11
12
13-16 2D6 Ruin Rats. Armed with long spikes (WDM of 1.5).
There is a 60% chance that these weapons are coated
with some low-grade form of poison. In any case, they
will be filthy and expose those hit to infection
17-18
t9-20
CONTAMINATION ENCOUNTERS
This is hard to quantify. The type of contamination in
question depends on the campaign. Radioactivity is not likely
if no atomic weapons were used in the Ruin. It boils down to
this: what kind of contamination is encountered (atomic,
biological, or chemical), is it passive (only endangers
characters if they walk into it) or active (it comes to them, like
plague carried by a victim)? If the characters have detectors,
they should be able to avoid the encounter. As Such
encounters can be extremely deadly and very hard to game
fairly outside of DAT display, you may not wish to include
them in your Encounter Table as such.
PHENOMENON ENCOUNTERS
Another tricky one. In general, it means a significant
environmental change or condition. But the exact type
depends on your campaigns climate and the nature of the
Ruin. Are earthquakes common in the campaign? Then they
should appear on this table. Lightening Bolts? Then let
random strikes with a given BCS attack thecharacters. doing
1D6 Charges of electrical damage. Is the rain likely to carry
contamination? If so, then what kind? When you have a
clear picture of these factors, you can build your table.
Examples of Phenomenon Hazards are:
18
LOCAL CONDITIONS
These will not usually be the kind of thing encountered
without pre-planning. As far as the more fixed and generally
known Local Conditions in the campaign go, they will be the
major Communities and tribal or gang territories, major
contaminated areas, and places having reputations as
strange or dangerous. This is assuming that the Player
Characters are all natives of the area in question. Locals
would know where you do not want to go in their territoryjust ask your host the next time you visit New York City (if
you already live in New York, you know what I mean).
Of course, there are Local Conditions that no one is really
sure of. That bandit gang is likely to start staking out new
areas once everybody gets the word about their old turf. The
contaminated rain might leave a new section of town
unhealthy for humans. Such things would receive the
Gamesmasters attention from time to time, as he does the
housekee pi ng on his c a mpaig n .
STABI LITY
The Structural Stability is a score measuring the physical
condition of a given building, buildings, or even
neighborhood. It is expressed as a number from 1 to 10,
where 1 means that the building is little more than ashell and
10 implies that it is as solid as the day it was built. Some
buildings (earthquake-proof or hardened sites) will have a
higher score than 10. Exposure to fire, explosives, storms,
and the inexorable passage of time all tend to lower the
Structural Stability of a building. When the Characters enter
a building with a score of less than 10, they are in danger of
encountering a Building Hazard.
In larger time scales than Detailed Action Time, each turn
(of whatever length) spent moving in a building with a lessthan-perfect Structural Stability requires a check for
Hazards. Roll lD10: if the die roll is greater than the
Structural Stability of the building, a Hazard has been
encountered.
This will expose the members of the party who fail to make
a Search, Urban BCS roll, minusa penaltyequal to lodivided
by the Structural Stability, nearest, to an attack by the
Hazard. The BCS for the Hazard is equal to 18 minus the
Structural Stability score. Characters can defend against
this only with their CDA, reducing the BCS by that amount. If
they make a Speed AST, they will double their CDA. A CST
will triple it. A Critical Hit will avoid the Hazards attack
entirely.
If the Hazard hits a character, he is exposed to a damage
potential in Crush type damage equal to the Effect Die roll for
a Group determined by subtracting the Structural Stability
from 10, multiplied by a random WDM equivalent. This is
determined bv rolling 1D6 and multiplying that score times
.5. This attacks the victims Average Armor Value.
A building with Structural Stabilityof 3 will havea Groupof
7, for an Effect Die of 2D10 + 2, and rolling the D6, the
Gamesmaster gets a 5, for a WDM of 2.5. This is the kind of
damage potential that a Hazard in that building would levy
against a character.
The damage potential of a given Hazards attack on a
character is also the percentage chance of Hazard Special
Effects, some quirk of the situation that may redound to his
good or ill. After generating the damage potential, the
RANDOM COVER
Another element of creating the environment that Player
Characters may evince a keen interest in from timeto time, is
the availability of some form of cover from missile fire. As
they wander a wilderness peopled by trigger-happy
neighbors, the ability to get ones person out of harms way in
a hurry may be of critical importance.
19
City
Suburbs
Open
Forest
Swamp
No Cover
1-3
1-2
1-4
1-3
1-3
1-5
Visual Cover 1
4-5
2-3
3-5
5-8
4-7
4-8
6-9
Visual Cover 2
6-7
4-6
6-9
9-10
8-1 1
9-13
10-11
Prone Cover
8-12
7-8
10-13
11
12-15
14-16
12
1 m. Cover
13-15
9-12
14-16
12-17
16-17
17-18
13-18
Chest Cover
16-18
13-16
17-18
18-19
18-19
19
19
Full Cover
19-20
17-20
19-20
20
20
20
20
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henry christen (order #23380)
BEASTS
The clash between man and beast is a classic situation of
fantasy adventure. Many tales of Post-Ruin worlds postulate
the release of animals in zoos and their subsequent readaptation to the wild and proliferation in the city owning the
zoo. This allows a Gamesmaster to present the adventuring
characters with encounters involving beasts not native to the
country in which the campaign is set. Many Post-Ruin
scenarios also posit the return of native animal species to
former numbers and habitats.
In a world of reduced resources, encountered animals
may also prove to be a valuable food resource for characters
short on rations. The preceding, of course, assumes that the
animals do not first make the characters into rations to feed
the wife and cubs.
Beasts are presented in two categories, the hostile
(carnivores, omnivores, and scavengers which might attack
a man as a food source) and the non-hostile (herbivores
which would rather flee or hide than fight).
Most animals operate according to programmed response
patterns. A deer, for example, will run when threatened
unless it is cornered, or believes itself cornered. The
Gamesmaster is provided with some guidelines for the
responses of the animals detailed later in this section.
Animals are, however, notorious for doing the unexpected.
This should be kept in mind by the Gamesmaster to be used
when Players let their characters get too confident.
Each detailed animal is presented with a set of statistics
similar to those used for humans. These are a collection of
abilities, characteristics, and skills. In many cases, the
derivation of an animals Ability is not the same as for a
human. If an animal is required to make a Saving Throw for
zome reason, the number to be used can bedetermined from
the statistics given. I f a Deftness or Speed Saving Throw is
required use the beasts Base Action Phase times 2 as its
Attribute for the Throw. Treat its Mass as its Strength for
Saving Throws involving that Attribute or for determining an
Effect Die, if a matching of Strengths is needed for any
reason. For Health Saving Throws,Hostile animals will have a
value of one-third their Mass. This is used for both Critical
and Ability Saving Throws. Non-hostile animals have a
percentage Saving Throw equal to their Shock Factor.
Most animals are not particularly intelligent, as we use the
term, but are crafty and wary. Their keener senses prevent
them, in many cases, from being fooled as easily as a man.
HOSTILE ANIMALS
The kinds of hostile beasts are grouped according to the
kind of animal (cat, dog, etc.). A general description is given
of attack and response patterns. This is followed by a listing
of specifics for some beasts in that grouping.
BEARS
Bears are omnivores and do not really hunt prey of a
substantial size. They have been known to attack men when
wounded, threatened, frightened, protecting young, or
denied something they want, such as a picnic lunch. Bears
are given two Base Movement Allowances, one for
quadrupedal and one for bipedal stance. They will move
about quadrupedally, but will tend to attack men in bipedal
stance. Use the appropriate Hit Location Table.
Bears favor attacking with their paws. Such blows have
incredible power behind them and a check fora Bash should
be made when a Paw attack is successful. If the bear scores
two successful Paw hits on the body of acharacter, there isa
50% chance that the attack will become a hug. Damage for
only one of the paws is delivered to the character, but he will
be held as if he had received a Pin from a character using
Unarmed Combat Skill. The character need not be prone to
receive this result. Once the bear has a character in a hug, it
will attempt to bite him on each Action. It will also do
constriction attacks on each Action. The Mass of the bear is
used to determine the Effect Die to generate the constriction
results.
Black Bear
BAP: 10
WDM: l , L
MNA: 2
PCA: 5
BMA/quad.: 1 1/4
bi.: 1
Mass: 20
AV: 5
WDA: 2
CDA: 2
DRT: (3D6 + 15) x 2
SF: 20
21
Grizzly Bear
BAP: 8
MNA: 1
PCA: 8
BMNquad.: 1 1/2
bi.: 1
Mass: 40
WDM: l , L
WDM: 2.5,B
rolls are compared. If the cats is higher, the victim will fall
and is treated as if he had fallen from a height equal to twice
the CDA multiplier gained by the speed at which he was
traveling. That is, a character Running (CDA modifier is 3)
will be treated as falling 2 x 3 or 6 meters.
BAP: 16
MNA: 3
AV: 5
PCA: 5
Mass: 4
WDA: 2
BMA: 2
CDA: 1
AV: 3
WDA: 2
SF:25
CDA: 4
BAP: 8
WDM: 1.2,L
SF: 10
WDM: 3.5,B
Feral Cat
WDM: 1.5,L
MNA: 2
PCA: 4
BAP: 15
WDM: 1.3,L
BMNquad.: 1 1/2
bi.: 1
Mass: 55
MNA: 3
WDM: 1.5,L
PCA: 5
BMA: 1
Mass: 1
AV: 5
WDA: 2
CDA: 1
DRT: (4010 + 15) x 2.5
SF:35
CATS
Cats are hunters capable of silently stalking their prey. The
usual tactic is t o approach quietly, if possible, then to leap
upon it to drag it down and kill it. Most cats are solitary
hunters though some will hunt in pairs.
A cat may pounce. This involves making a Jump Action
at the end of which an attack is resolved. The animal can
cover a maximum distance equal to its PCA times its BMA in
the leap, if moving, and half that from a standing start. The
attack at the end of the leap will consist of a Bash and two
Claw attacks. These claw attacks do half the normal damage
but serve to let the cat grip its victim. Once gripped, the
victim will be encumbered by the cats Mass. The cat will then
either bite (60% chance) or claw with the hind feet in an
attempt to disembowel the prey. The claw attacks receive a
-10 to the Hit Location roll. A bite attack has a Hit Location
die roll modifier of +lo. If a bite is successful on Locations 1
or 2, the cat and the victim will match Strength Effect Die
rolls. If the cats is higher, the victim must make a Health
Saving Throw as if he had fallen. A die roll of 2Owill requirea
save as if the character had received aTrauma Critical Effect
at that Location. A successful hit by thecat on Location 3 will
allow it to attack as if it were a character achieving a Choke
with Unarmed Combat Skill.
Cats killing for food will make a single kill. Some will then
remove the victim from the site preparatory to eating. Like
most animals, cats will fight to the death in defense of young.
Unlike many animals, some cats will hunt even when a food
supply is available.
AV: 2
WDA: 1
CDA: 4
DRT: 2D10 + 3
SF: 5
Puma or Leopard
BAP: 14
WDM: 1.5,L
MNA: 2
WDM: 1.7,L
PCA: 7
BMA: 2
AV: 3
Mass: 10
WDA: 2
CDA: 3
DRT: (1 D6+10)x2.5
SF:15
Lion
Lions operate in prides of 2D3 which cooperate in hunting.
BAP: 12
WDM: 1.5,L
MNA: 2
WDM: 1.8,L
PCA: 6
BMA: 1 1/2
Mass: 18
AV: 3 except for males: Locations 3-7 have AV 4
WDA: 2
CDA: 3
DRT: (2D6 + 15) x 2.5
Cheetah
The cheetahs attack methods follow those of dogs more
than those of cats. For one Combat Turn while at a Run, a
cheetah may increase his BMA to 8.After this Combat Turn,
the cheetah must decelerate to a stop. It may not use this
burst of speed again for one-half hour. This burst will
damage the animal by 1 point of subdual damage for each
Action Phase on which it was moving at the special BMA. If
the cheetah achieves a successful bite attack while pursuing
(it may make this attack while moving), Strength Effect Die
22
henry christen (order #23380)
Tigers
BAP: 11
WDM: 1.5,L
MNA: 2
WDM: 2,L
PCA: 5
Damage Die: l D l O + 1
BMA: 1 1/2
Mass: 18
Wolf
Bap: 15
AV: 3
WDA: 2
CDA: 3
MNA: 2
PCA: 7
BMA: 2 112
Mass: 4
WDM: 1.7
AV: 3
WDA: 2
DOGS
SF: 15
CDA: 3
DRT: 4D10 + 20
Feral Dogs
Statistics will vary by the size of thedog. A pack may easily
be composed of dogs of various sizes. The smaller dogs are
often the ones "assigned" the task of encumbering the
victim. Dog sizes are given a classification (I, II, Ill, etc.) to
identify the size grouping. Dogs only occupy 1 hex on the
DAT display. Dogs I and II may have as many as 3 in one hex
without restriction and Dogs Ill may have 2 in one space
without restriction.
Dog
BAP
I (5 kg)
16
MNA
PCA
BMA
1/2
AV
WDA
CDA
DRT
1D6
SF
II (10 kg)
14
2
7
1
1
1
4
1 1/2
IV (20 kg)
12
V (30 kg)
10
VI (40 kg)
12
4D6 + 3
306 + 8
2D10 + 10
2D10 + 3
4
12
3D10
12
15
3D10 + 20
15
10
1.5
1.5
1.2
1.6
14
1.5
11
1.5
13
WDM: L
1.6
1.7
Damage Die
1 point
1 point
1D2
1D3
1D3
1D6
Mass
.5
1.5
2.5
1D6
4
23
henry christen (order #23380)
REPTILES
Reptiles are for the most part non-aggressive toward man
but are included here for their dangerous potential and
popular appearances i n fiction.
Alligator
The alligator is generally inoffensive to something thesize
of a full-grown human, although its relative the crocodile will
attack a man. Alligators will defend their nests and attack
threats if they cannot escape from them.
An alligator will occupy 3 hexes on the DAT display. A
character entering the Tail Zone of the alligator (see
illustration) is subject to a free attack from the tail. An
alligator may attack targets in his Tail Zone as well as regular
targets in one Attack Action without negative modifiers for
the two attacks.
TAIL ZONE
Alligator on land
BAP: 8
BAP: 6 (16)
MNA: 1 (2)
PCA: 6(8)
PCA: 4
BMA: 1/2
Mass: 13
AV: 3
MNA: 2
AV on Locations 17 to 28: 4
7, 10, 13, 16, 29, 30: 5
4: 3
other Locations: 6
BMA: 1/2
WDA: 2
CDA: 2
DRT: 4D6 + 25
SF: 25
WDA: 1
Rattlesnake
CDA: 1
PCA: 5
CDA: 2
BAP: 6 (18)
MNA: 2
Constrictor
PCA: 3 (9)
Mass: .5
BMA: 1/2
WDM: 1.5,L
plus poison
AV: 2
WDA: 2
CDA: 2
DRT: 2D6
SF: 10
* A character's WDA is not applicable against this attack.
24
henry christen (order #23380)
Super- Rat
MNA: 2
hours-per
unit
BAP: 17
PCA: 8
RODENTS
BMA: 1/4
AV: 1
Mass: .3
WDA: 1
CDA: 6
DRT: 2
SF:
SHARKS
Sharks are killing machines of an unpredictable nature.
A shark may make one attack per Action but it may make it
at any point in the Action. Sharks are always moving and the
minimum move per Action Phase is the BMA. Sharks usually
move a high speed during an attack run, but at low speed at
all other times.
Hit Location on a shark uses a special table:
Head (1)
Body (2)
Right Fin (3)
Left Fin (4)
Dorsal Fin ( 5 )
Tail (6)
Rats
BAP: 15
MNA: 2
PCA: 7
BMA: 1/4
AV: 1
WDM: .2/Rat
Mass: .25
WDA: 0
CDA: 6
DRT: 1
SF: -
25
henry christen (order #23380)
Shark
I ( 1 m)
II (2 m)
111 (4 m)
BAP
14
13
MNA
PCA
BMA
VI (over 8 m)
12
IV (6 m)
11
11
10
CDA
DRT
2D5 x 2
(2D5+5)x2
(2D 10+5)x2
(2D10+10) x2.5
(3D10+1O)x2.5
(4D10+15)x3
SF
10
20
30
40
40
50
Bite BCS
12
12
16
16
18
18
2D10
3D10
AV
WDA:
10
none
WDM
Damage Die
2,L
1D3+3
1D6+1
lDlO+l
2 D6
Mass
24
72
72 +
Attack abandonment
percentage
70O/o
60%
50%
35%
20%
10%
NON-HOSTILE ANIMALS
For the most part, non-hostile animals will appear in the
course of play simply as Game, a food source. To this end,
whenever t h e c h a r a c t e r s e n c o u n t e r Game, t h e
Gamesmaster should consult the table below. It will require
the expenditure of a round of ammunition and a successful
BCS roll to acquireeach animal. Reusableammunition, such
as arrows, may be recovered if the BCS roll is successful. The
BCS will receive a negative modifier of 206 for the first shot
and an additional -2 for each shot thereafter until all the
game has been shot or missed. Only one attempt is allowed
per animal.
GAME TABLE
Classification
Mass
Hide Available
In Locations (Armor Material)
01-1 5
Small Game
1D3x.5
103 (LH)
16-55
2D3 (LH)
2D6x2.5
2D6x5
Die roll
56-69
Medium Game
70-79
80-93
Large Game
94-95
96-99
00
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henry christen (order #23380)
Razorback
This is a pig which has reverted back toward the wild boar
of its ancestry. Such animals are well-known for the
tendency to hunt a hunter who has wounded them. When
engaged in such activity, they show considerable cunning.
These can be very dangerous game.
BAP: 12
MNA: 3
PCA: 4
Mass: 15
BMA: 1
AV: 3
WDA: 3
CDA: 3
DRT: (2D10+10)x1.5
SF: 15
MUTANT ANIMALS
The mutagen-rich world of Affermafh! will undoubtedly
produce changes in the fauna of earth. Most mutations will
be harmfvl but some will be beneficial and someof these will
become established in the gene pools of species. Such
processes are lengthy in terms of generations.
New species arising from mutations due to the Ruin will
first be seen in animals with a short generation period. The
effects of such mutations can be widely varied. A
Gamesmaster who wishes to include mutant animals in his
campaign should design a mutation that suits him. Peshould
keep in mind that fantastic powers will not appear overnight.
Such things take time to prove their worth and increasetheir
strength.
Some examples of possible paths of mutation are provided
in this section. The Gamesmaster should guide himself with
realistic parameters, but should also not allow himself to be
trapped by them if he feels that an improbable mutation will
make the game more exciting.
Rodents
Rhinoceros
A large brute which will charge anything it thinks is worth
charging; that is to say, anything. Poor eyesight is part of the
reason behind this behavior. The rhino's hearing and sense
of smell are reasonably good, as is its ability to detect
motion. A rhinoceros will move through a character's hex
and subject him totrampling possibilitiesas a horsedoes but
the damage done will be different. This will occur if the strike
with the horn does not succeed. If the horn strike succeeds, a
character will be thrown 2D3 meters from the rhino. He will,
of course, be subject to falling results as if he had fallen the
distance he was thrown. A thrown character will not be
trampled at that point although the animal may return to
trample him.
Giant Rats
These monsters resemble regular rats in most particulars,
although they arevery large. They occupy asingle hex on the
DAT display. Weighing in at about 10 kilograms, they are the
size of a small dog.
Super Giant Rats are further along in the evolutionary
process and are even larger. They mass about 20 kilograms.
They do not use Mob attacks.
Giant Rat
BAP: 12
MNA: 2
PCA: a
BMA: .33
BMA: 2
Mass: 100
AV: 2
BAP:
MNA: 1
PCA: 6
WDA: 1
AV: 5
CDA: 5
WDA: 0
DRT: 2D3x2
CDA: 2
SF: 5
SF: 35
Elephant and
Rhinoceros on
Elephant
An elephant's principal form of attack will be either by
trampling a character or by grabbing him with the trunk and
flinging him through the air. Flung characters will travel 206
meters.
Elephants occupy several hexes on the DAT display as
shown in the illustration.
BAP: 10
MNA: 1
PCA: 10
Mass: 200
BMA: 1
AV: 4
WDA: 1
CDA: 1
DRT: (2D10 + 60)
2.5
SF:40
27
INSECTS
BAP: 8
MNA: 1
PCA: 8
Mass: 2
Giant Cockroaches
BMA: 1
AV: 2
WDA: 2
CDA: 4
DRT: (206 + 5) x 2
SF: 12
Ruin Rats
These monstrosities followed a different path from the
giant rats. They are beginning t o develop intelligence. Their
manipulative abilities are still poor, although they can use
simple tools. I n times of stress, they tend to revert to animal
instincts and lose the benefits of their semi-intelligent status.
BAP: 20
Ruin Rat
AV: 0
BAP: 12
MNA: 2
PCA: 6
BMA: .33
AV: 2
CDA: 4
DRT: (10 3 + 5) x 1.5
SF: 5
PCA: 5
BMA/quad.: 1
bi.: .5
WDA: varies by Skill
PCA: 4
Mass: .1
BMA: .5
WDA: none
CDA: 6
DRT:
SF: -
APES
Master Rats
MNA: 2
MNA: 5
WDA: 3
BAP: 10
Mass:
CDA: 4
DRT: (1D6 + 10) x 1.5
SF: 10
AV: 2, some have been known to use scraps of armor which
adds to their natural AV.
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The Gorillas
Ape Society
The Chimpanzees
The Chimpanzees are the scientists and artisans of the
new order. They are pacifists and prefer to let others decide
their own courses, rather than forcing one upon them.
Chimps consider the martial Gorillas uncouth and
obnoxious but, following their general philosophy, rarely
bring this hostility into the open. The Chimps often use
humans as laboratory animals, since the latter are so close to
the structure of the higher species of apes. The
Chimpanzees comprise about 40% of the ape population.
Chimpanzees will always have a Hindrance when studying
Combat Skills are receive only one-half the initial score
value.
The Orang-utans
The Orang-utans are the politicians and leaders of the
apes. They are notoriously conservative and are fully
capable of warping the truth to their own ends. They tend
toward a scientific bent and, though few are warriors
themselves, they often have a good command of strategic
Deftness
Speed
Health
-(30)
-1
-(50)
+1(45)
-5(25)
-
+1(45)
-5(30)
Gorillas
Chimpanzees
-5(30)
3
-5
-
+8(50)
430)
+2
Orang-utans
+5
+2
+2
-5(30)
Wild Humans
-5(10)
-5(10)
City Men
+5
+5
430)
-5(30)
-(30)
-
+2
Mechanical
Natural
Scientific
Gorillas
Charismatic
-3
Combative
+4
Communicative
+O
-2
-2
+O
-2
Chimpanzees
-2
+o
+3
+4
+o
+3
Orang-utans
+O
+O
-4
+O
+3
+4
-2
-2
-10
-2
+3
-1
+o
Wild Humans
+10
City Men
+O
-3
+5
+2
+1
-5
-5
+5
:
i
I,,
I.,
i c(
USEFULNESS OF ANIMALS
Beasts will have uses to a man in the Aftermath. The Flesh
is food, and the hide may be turned into clothing or armor.
Each kind of animal, and in some cases a specific animal, is
rated for the amount of edible mass in the body, the chance
of contamination, the food value of the edible mass, and the
amount and kind of hide available from the carcass. These
values are found on the chart below.
EFFECTIVE
OIo OF BODY
MASS EDIBLE
FOOD VALUE
I N MAN-DAYS OF
RAT1ONS/ENC
Bear
25%
25%
20 of HH
Cat, large
ANIMAL
Hostile
O/o CHANCE
OF IT BEING
CONTAMINATED
25O/o
25%
3 o f LH
feral
25%
30%
3 of LH
Dog
Reptiles
33%
15%
30%
20%
2ofHH 5ofSH
Alligator
25%
Snake
50%
1 0 o f HH
5ofAH
Rodent
50%
50%
l/Mass of LH
Shark
25%
25O/o
Game
10%
variable
Razorback
8 of HH
Rhinoceros
60%
15%
Elephant
15%
50 of HH
Non-hostile
25 of AH
Other
Man
80%
15 of LH
Cockroach
Horse
50%
100/0
none
10 of LH
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HANDLING
NON-PLAYER CHARACTERS
Most of the Gamesmasters characters will be humans. As
can be seen by simply looking at a Character Record Sheet,
there are a great number of statistics involved in quantifying
a character. For the purposes of simple non-player
characters, these can be reduced somewhat. Several
assumptions are made.
0
.If
WL
12
MNA
2
STR
12
PCA
3
DFT
12
CDA
1
SPD
12
HLH
12
DRT
24
31
WL
STR
DFT
SPD
HLH
11
11
11
11
11
11
Superior Quality 21
21
21
21
21
21
Heroic Quality
31
31
31
31
31
31
BAP
MNA
PCA
CDA
DRT
22
Average Quality
Superior Quality
10
42
Heroic Quality
15
62
EXPERTISE LEVELS
The most common application of Expertise Levels is in
regard to Combat Skills. The characters primary weapons
are used with the BCS for the Expertise Level for which the
character is rated. Secondary weapons are used at a lower
level of Expertise. The Gamesmaster may find it simplest
always to use the next lower level of Expertise rather than
designate tertiary, quarternary, etc., Skills.
The Expertise Levels are:
Green
BCS 5
Novice
BCS8
Trained
BCS 11
Veteran
BCS 14
Elite
BCS 17
Heroic
BCS 20 +
If a character is designated
Heroic with a Combat Skill, he will
have a Control Throw of 2D5. Aim,
if available, will be determined
from this second BCS.
Thus, a Trained character whose primary weapons are a
rifle and a knife, and whose secondary weapons are the
bayonet on the rifle as a polearm, Brass Knuckles, and a
Ceremonial Sword, would have a BCS of 11 if Rifle, Modern,
and Knife Combat Skill. He would also have a BCS of 8 in
Polearm, Brawling, and Single Weapon Skills. It is assumed
that he will be classified as Green with any other Weapons.
I f the weapons listed are not broken down into primary and
secondary, the Gamesmaster may assume that the first
weapon listed is the primary and all others are secondary. A
weapon listed in the notes section indicates that the
character has a Green Expertise with theskill governing that
weapons use.
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ARMOR KITS
Armor Kits may be simple or complex. They may consist of
many or only a few garments. The Gamesmaster should keep
a careful note of what garments he designates as comprising
an Armor Kit. Characters may also be designated as having
an Armor Kit plus some other garments in addition to those
in the Kit. If a character is specified as having a garment that
could not be worn over a specific Location along with a
garment noted as being in the Kit, the garment in the
character description can be assumed to replace the
garment in the Armor Kit for that character only.
A sample Armor Kit might be the one presented as the
Armor for John Sample on page 31. If the Gamesmaster has
more than one non-player character in a group wearing this
type of clothing, he can designate it as Armor Kit 1. A
character with a steel army helmet in addition to the fatigues
could then be specified as having Armor Kit 1 plus Helmet
(1, SP).
33
PACKAGING
The mundane-seeming question of packaging is central to
the use of High Technology in Aftermath! This stuff is going
to be sitting around for years, decades, even centuries in
some campaigns. Characters should be able to mine the
ruins for usable manufactured resources, things their own
culture is unable to produce. This is hardly worth theeffort if
the goods are not to be found in edible-wearable-shootableotherwise usable shape.
As we discussed briefly in the Survival section of Book 2,
we are positing an improved system of packaging in the preRuin civilization. Plastics technology and a more rigorous
method of eliminating contaminants, chemical or bacterial,
from the packaged substance, point the way t o a means of
sealing anything from foodstuffs to industrial machinery
away from the effects of passing years.
Small items: food, liquor and tobacco, light machines,
clothing, medical supplies; all could be vacuum packed, or
sealed in an inert atmosphere (nitrogen or argon) for
storage. Larger items would be sprayed in an epoxy-like
resin which would solidify into a time-proof outer skin. Apply
a solvent, attach a power supply, and bingo! It works again as
if it were just off the assembly line. New silicone lubricants
would replace grease as a preservative and greasing
medium, much more resistant to the passage of time than the
petroleum compounds used today.
But why should such a packaging renaissance happen in
the first place? We can see one possible rationale emerging
today. Western Civilization is developing an increasing
horror of wasting resources. Yet much of what our industries
produce is never used! It sits on the shelf, or i n the
warehouse, until it is not useful any longer, and then it is
thrown away. But is something could be produced, and
stored until needed, a week later, or a year, or ten years, then
it becomes logical that stockpiles of goods will long outlast
ELECTR ICITY
When you come down to it, the single most important
resource in modern technology is energy, usually in the form
of electrical energy. The bulk of our electricity today (as we
are all too well aware) come from petrochemicals: oil mainly,
followed by coal. But there is study going forward in
alternate forms of energy, sources of electricity that need not
die when our civilization does. Someof thesecould continue
to operate via automated control and maintenance, or by the
efforts of dedicated bands of survivors who feel an obligation
to keep their part of the old knowledge alive. Other sources
might be reproduceable by survivors on a local basis.
Electricity might be something scavenged from the ruins,
like food or weapons, or something that can be homebrewed,
like alcohol for your truck (or for a cold winter night).
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ETERNABATTERIES
The use of the Eternabattery is classically simple in most
cases. To charge it, hook it up to any source of current via a
leech, or induction transformer, to give it its formal name.
When the connection has existed long enough for the
wattage of the current to reach 100 x the Charge rating of the
battery, the leech shuts down, and the battery is charged.
Unless physically destroyed, the battery is indefinitely
rechargeable.
The only real difficulty in getting the power out of an
Eternabattery occurs when it is being used t o supply the
electricity for some device that is not.designed to use Ebatteries. This constitutes a Task, to be assigned a value by
the Gamesmaster. The average Task Point range would be
about 10-50, for fairly small conversions. The same applies to
linking several smaller Eternabatteries together in series, to
provide the necessary current to operate a device normally
requiring a larger type of battery. For example, preparing a
battery pack of ten E-5s to run a vehicle normally operated
by one Ev-50: the relevant Skills would be Electrician,
averaged with any relevant types of Mechanic or other
related field of endeavor, and the usual Task Period would be
on the order of 10-20 hours. Tools of some kind would be a
necessity.
ACCUMULATORS
When dealing with large amounts of power, theoutput of a
regional plant for instance, then another type of storage
battery comes into the picture: theaccumulator. This is a big,
fixed installation, holding hundreds or thousands of
Charges. If you use an analogy of electricity as water, then
Eternabatteries are canteens. Accumulators are the
reservoirs. When power is being generated, it is a use-it-orlose-it situation. Accumulators are designed to take the
surplus current and hold it as Charges. When the power is
needed later, it is tapped and fed into the distribution system.
They will generally be found in power plants, in factories, as
auxiliary power supplied in small municipalities or rural
areas, or in the holdings of technologically-oriented
survivors. The Gamesmaster may assign any value he wishes
to the accumulator, but in situations where the defenses a
non-player character is bringing to bear upon the Player
Characters are electrically powered by an accumulator, the
Gamesmaster may wish t o limit the opponents resources to
give the Players a chance to wear down his reserves.
Controlling accumulators, or working with them in any
decisive way, is under the jurisdiction of the Power
Generation, Electrical Skill. Such operations will be on an
industrial scale, requiring long Task Periods, and extensive
tools and resources.
GENERATORS
With Generators, we pass from electrical storage to
systems which convert one form of energy into electrical
current. A generator is, specifically, a machine which
converts mechanical energy into electricity. A shaft runs
through a magnetic core. Turning the shaft interrupts the
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FUEL CELLS
Fuel Cells are the first of several power sources we will
examine that produce current by non-mechanical means.
They derive electricity from the chemical action of breaking
down certain substances (water, methane, oil) in a manner
that we confess we do not quite understand. But as research
in forging ahead on these, lets posit the desigr; achieved
before the Ruin as something like this.
Water is passed through a specially designed membrane
that chemically separates the hydrogen and oxygen i n it,
tapping the small amount of electricity which derives from
the reaction. The fuel cell is a small cube, 50cm on a side,
weighing about 2 ENC, and designed to be hooked u p in
series to produce any desired current. Each fuel cell
produces a current of 10 watts, running for 1 hour on .5 liter
of water. This should be distilled or filtered water, to avoid
clogging the membrane with debris.
SOLARSCREENS
If you wish to use true solar power (i.e., photovoltaic
power, electricity derived directly from sunlight), here is a
system designed for use in Aftermath!
A screen-like device was discovered shortly before the
Ruin. Cheap, easily transportable, and completely modular,
it is manufactured in 1-square-meter units, and was widely
distributed before the end came.
A single Solar Screen weighs 1.5 ENC. It will convert about
10% of impinging sunlight into current. This works out to
about 100 watts under ideal conditions. To figure the daily
output in a lump sum of watt-hours, multiply the area of the
screen in square meters by900. This representstheoutput in
NUCLEAR POWER
This subject is not going to be treated exhaustively here, it
is just too darn big. Suffice it to say that in the authors
opinion, if large power plants can be kept alive by automated
controls or survivor groups, they will probably be nuclear
rather than other types that we have today. At that, modern
fission reactors may not outlive the technology that bore
them by long, requiring too many external facilities (fuels,
waste disposal) to survive in the jungle of the Aftermath. But
we can always assume cleaner reactor designs have been
introduced. Moreover, nuclear fusion provides a very
hopeful picture, producing minimal wastes, and possibly
requiring less complicated rare fuels to operate.
Building such plants is not within the scope of the Nuclear
Power Generation Skill. This is an operators knowledge of
such plants: how to handle routine maintenance, minor
troubleshooting, and ongoing production of energy.
The main reason for keeping a nuclear capability in the
campaign is to provide a rationale for the next section.
Voltage Amperage
110
20
Current
2200 watts
30
6600 watts
Lt. Industrial
50-100
22-44 kilowatts
100-200
100-200 kilowatts
Hvy. Industrial
440
1000
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ELECTROCUTION
When dealing with electricity, the subject of electrocution
must be mentioned. A character may be exposed to this
hazard by accident (a Critical Miss while working with a hot
circuit), carelessness (messing with a hot circuit without
proper tools or Skills), or attack (electroweapons, electrified
fences, lightning bolts, etc.).
If the damage is being put out by a battery, i.e., dumping a
bolt of power out in one shot, the base damage is 1D10 per
Charge.
I f the shock comes from a live wire, one carrying current,
then the base damage is derived as if the line wereattacking.
An Effect Die is calculated as if the Strength of the line =
Voltage/lO. The Effect Die roll receives a multiplier, like the
WDM, equal to the Amperage/lO. Thus, a 110-volt line with a
20-amp fuse will have a score of 110/10, or 11, for a Group of
3,and will therefore roll a base damage of 1D10. This die roll
receives a multiplier of 20/10, or 2.
Electrocution does Subdual damage, capable of killing
only if it exceeds the DRT, as specified in Book 1.
OPTION
Burn Damage
The Gamesmaster may specify that the hand/hands
grasping the wire, if that is how the damage was taken, idare
disabled with burns. The character will suffer Critical
Damage to his hand(s) equal to 10% of the Lethal damage
done by the shock (i.e., of the damage done in excess of the
DRT). A Speed CST allows him to have released his grip
before the burns had this effect and only the normal damage
is suffered.
INSULATlON
Insulation can be derived from specially-designed
materials, which reduce the base damage of electrical shock,
or from protective clothes or armor designed to stop more
material hazards, but which provide some protection.
If using, say, insulated gloves to handlea line, weare in the
first case given above. Such insulation is rated as class 1,2,3,
and so on. It will stop 1 Charge per point of insulation if the
shock derives from a battery, or reduce the base damage
Group by 1 per point i f a current is being used.
If the protection is from armor, the Armor Value reduces
the points of damage done by the shock. Plastic armor
receives its full Armor Value against such damage. Natural
materials (cloth, leathers) receive half their Armor Value
(round up). Metal armor does not impede electrical shock at
all.
In manipulating electrified objects, a piece of plastic or
wood will be quite safe. Metallic items, unless insulated for
such use, will be exposed to current. If a character is
touching the base metal at the other end of the item, he will
37
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COMPUTERS
The big machines are perhaps the single most pivotal
change in human resources in the late 20th centurys
impressive list of such marvels.
The principal uses of Computers in Aftermath! are:
Data Storage: Material of all kinds can be retrieved by
proper use of the system, according to the
Gamesmasters decision as to what is in there in the first
place. In playtest, we posited a number of access points
(terminals) tied into a Public Data Bank, which could
produce hard copy from libraries, news services, etc.
Mack Reynoldss novellprojection Looking Backwards
From the Year 2000 shows the capabilities of such a
system when fully supported by a working technology.
DATA STORAGE
Requires a Programming BCS. Locating a given piece of
information is a 10-Task-Point job for every level of
specification, with a 10-minute Task Period. So a Character
wants printout on a Reference manual: find Reference
section of data bank (10 points). Next, find Skill or
Knowledge in question (10 points). Activate printer now if
you want a copy of the text. If you are looking for a specific
reference only-that is, the answer to only one query-then
that is another 10-point Task. When it is finished, the answer
prints out. Hardcopy devices are quite valuable, since they
allow the work retrieved to be taken with the character. As
paper is going to be hard to find, the Gamesmaster can avoid
a sudden wealth of books from developing by limiting most
terminals found to the CRT (Cathode Ray Tube) type, where
data is displayed on a T.V. screen.
PROCESSING MODELS
Programming Skill is used, averaged with the Skills
governing the process being simulated. The Programming
job has 5 times the Task Cost of theactual work understudy,
and a l-day Task Period as a rule.
Once the program is completed, however, it can run
through probable outcomes of the Task under study at a rate
of 100 Task Points per hour, or faster (see Computer
Resources below). I t requires 1 hour and a System Design
BCS to interpret the printout back into the terms of the actual
Task. Once a satisfactory way to do the job has been found,
the Task will always come out that way when done according
to the computers instructions.
This is valuable in that it allows the character to avoid
processes which might produce dangerous or inert
materials.
SYSTEMS CONTROL
Programming is used to set up the Task for the automated
shop or other system as specified above. The System
Designer then performs his Task of tying in the various
devices to proper computer control.
Linkages between the computer and the device must be
built if they do not already exist.
COMPUTER RESOURCES
These are the capabilities the Gamesmaster has designed
into the computer system. The categories are:
Task Points per Hour: Used to see how fast the system can
run through Process Models. The default value is 100
Task Points of simulated work per hour. Mini- or MicroComputers will be much slower (by up to a factor of 10).
Big systems (IBM 370) will be much faster, about as fast as
you care to name in most cases.
CYBERNETICS
Cybernetics, as used in this game, covers several topics
often used in Science Fiction: Robots, Robot-Controlled
Devices, and Artificial Intelligence. Robots are machines
designed to perform some function on their own without
human guidance. They can range from industrial robots for
welding car frames to surveying robots such as have been
sent to Mars to the utility devices commonly found in SF
stories. We distinguish robots designed to look like humans,
and often to stand in for humans, by the name of Animatron.
Robot-Controlled Devices are machines or mechanisms
normally controlled by a human or several humans, but
which have been put under the control of a robot brain. Such
machines may be simple or complex. The after-hours walkup window used by many banks is a good example of this
kind of device.
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ROBOTS
Robots can be built in many ways toserve many functions.
They may or may not be mobile. They may or may not havea
self-contained power source. In general, they will only be
capable of a certain number of functions which will be
guided by a basic set of programmed instructions.
Robots will tend to be large, bulky, and awkward. Power
will generally be supplied by cable to non-mobile Robots
and, while mobile Robots often are battery-powered, they
will usually contain an adaptor to allow them to draw power
from a live circuit.
The exact specifics of a Robots design will be left t o the
Gamesmaster, as many such things are still prototypes and
one-of-a-kind items. Production Line Robots will tend to be
simple, rugged, dumb, and basically harmless. The
Gamesmaster is enjoined to consider such things as power
sources and demands on that source. Difficult or complex
tasks will require the Robot to expend more power. If the
Robot has a limited power source, it will eventually run down.
If it has a limit on the amount of power that it can draw on,
some tasks will be beyond its power.
Also consider the nature of the device and the tasks for
which it is programmed. A Robot will have a limited number
of tasks which it may be programmed to perform. Simple
tasks would not take up much of the Robots memory
capability, while complex tasks or tasks requiring many
decisions to be made during the execution will often take
large amounts of memory capacity.
ROBOT-CONTROLLED DEVICES
Such devices could be almost anything. I f the device does
not use its own power to function, the Robot Controller
would have tosupply powerforthedeviceas well as for itself.
Such devices are usually maintenance units allowing a
human controller to leave and still have whatever the device
does continue even though no human is there to supervise.
Alternatively, a Robot Controller would be used to control a
device or mechanism which will go wherea human controller
cannot or will not go. Such a device would have to carry its
own power supply with it.
Robot Controllers would be constructed by the
Gamesmaster in the same way as regular Robots in terms of
power and memory considerations.
ROBOT TASKS
Function
Memory
Power
Perform an action
variable by
complexity
.2Charge per
based on Skill
.5 Charges per
Action spent
Action
Knowledge Memory
of BCS in the
knowledge
see above
.5 Charges times
Effect number
of die roll when
knowledge used
Knowledge Integration
with Performance of Skill
10
Simple tasks: 1 E
charge per hour.
More complex tasks
will vary by the
Gamesmasters
evaluation
Maintenance function
allowing Robot to be
aware and wait for a
specific signal to return
to full operation.
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ARTIFICIAL INTELLIGENCE
No hard-and-fast rules will be given concerning Artificial
Intelligence. The Gamesmaster must decide on the
limitations and power requirements of such things. A system
of computers simulating a living intelligence, if it could be
built today, would be quite large. With the advances in
computer technology that are occurring even today, such a
system might be smaller by a power of ten in twenty years or
less.
An Artificial Intelligence should be given goals to
accomplish and parameters inside which it will function.
Traditionally, such things are emotionless.
The Gamesmaster will have to decide if the general
opinion of the populace and/or the legal system sees
intelligent machines as entities due treatment as any other
intelligent entity, or if they are considered non-persons.
Although such things may not be possible in the near
future, they can make for an interesting scenario if handled
properly.
ANIMATRONS
Animatrons are Robots designed to function and look like
humans. A prototype of such machines can be seen in the
audio-animatronic creations of Walt Disney Enterprises.
These represent a first generation of device. The power
source and brain are not included in the body of the Robot.
Motions and actions are preprogrammed and restricted to a
fairly limited repertoire. These Robots are effectively nonmobile.
We postulate several generations for each major system
in Animatron construction. These are presented in brief in
this chart:
SECOND
THIRD
FIRST
GENERATION GENERATION GENERATION
MOBILITY Non-mobile
POWER
BRAIN
Pre-programed specific
instructions
Limited
Wide rangeof
response but response withsome decision- i n a r e a s o f
making capa- programming
bility
A fourth-generation brain would be Artificial Intelligence.
......:-
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Body: 25
Limb: 10
Servant
Head: 15
8.4
Body: 25
Limb: 10
Simulation
Head: 20
Body: 35
Limb: 15
Usually contains sufficient blood to simulate 20
wounds.
Surrogate
Head: 30
Body: 50
Limb: 20
Often incorporates special equipment specific to
its job.
Wardroid
Head: 50
10
15
10
Body: 80
Limb: 30
IR and light amplification sensors standard. Frequently contains a self-destruct device to prevent
capture.
Effect
01-10 No effect
11-20 Daze
21-40 Stun
41 -60 General Efficiency reduction. Attributes reduced
by 10% and BCS by 2
Systems loss:
61 -64 Fine Control. Unit must make a Deftness AST
to perform any function requiring fine
coordination. This includes such things as
firing a gun
65-68 Identification. Unit will not recognize normal
controllers or deactivation orders
69-72 Logic. Unit effectively acts in a random
fashion
73-75 Manipulative. Unit may not manipulate
objects
76-77 Motive. Unit is frozen where it is. It may not
move on the DAT display or change facing
78-80 Sensory. Units sensory apparatus is
destroyed
81-95 Power outage. Unit goes on reserve power or
ceases function
96-00 Destructive dysfunction. Unit is junked. A
40% chance of destruction beyond repair
LASERS
If a workable ray gun is going to evolve from our present
technology, it will be based on the Laser principle. While
there are several ways in which Laser action can be
simulated, the simplest one we have found posits that the
amount of power used to generate the beam, modified by the
tightness of the beams collimation, determines the
weapons damage potential.
Assume Lasers eat power in Charges. If fitted with a power
source drawing current, they must recycle between shots
until the desired amount of power has built up in a capacitor
as Charges. The Lasers base damage potential is 1D10 per
Charge. The weapons should be assigned a maximum
number of Charges per shot by the Gamesmaster, an upper
limit on how much they can pump out at one time. The
collimation of the Laser acts as a WDM for this power. It may
be fixed or adjustable. Laser fire is handled as if it were a
Single Action firearm: 1 Shot per Action is fired, resolving
41
the BCS on the middle Action Phase of the firers PCA. The
Skill used to aim and fire is the Small Arms Skill appropriate
to the form of the Laser gun (it is shaped like a Pistol or a
Rifle). But a permanent bonus equal to the users Deftness
score is added to the Skill score. If the user has no Firearms
Skill, he will still have a BCS derived from his Combative
Talent plus his Deftness.
Firing Stance does not affect Lasers, as there is no recoil
and the beam goes exactly where you point it. Likewise, no
bonuses to BCS derive from Brace Weapon, Rest Weapon, or
other steadying modifiers.
Range with Lasers boils down to Short (10 meters),
Medium (100 meters), and Long (over 100 meters). These are
qualities of human vision rather than the weapon. The BCS
modifiers for Range are +1, +0, and -1 respectively. As there
is no BDG, no ballistic modifiers apply as such.
A Laser will shed 1 Charge forevery500 metersof distance
traveled: out to 500 meters it is at full power; from 500 to 1000,
it is down 1 Charge; and so on. Thus, a 3-Charge Laser hasa
maximum range of 1500 meters.
This is the situation in comparativelyclearair. Light rain or
misty air will alter the distance from 500 meters to 100
meters. Heavy rain will knock it down to 50 meters. A Smoke
grenade cloud or similar dense smoke concentrations will
reduce Laser fire traversing it by a factor of 1 Charge per (10
meters/Smokes rating). A cloud of Smoke rated 1, Le.,
reducing Light conditions 1 step, will knock 1 Chargeoff of a
Laser beam for every 10 meters it travels through the cloud.
Smoke rated at 2 will do so for every 5 meters traversed.
If the Gamesmaster wishes to introduce Smoke charges
specifically designed to limit the effectiveness of Lasers in a
battlefield situation, then the Beam will suffer the attrition as
given for normal Smoke, but does so if it traverses any
fraction of the stipulated distance, instead of only after it has
traveled the entire distance.
When a Laser hits a flammable material, it will have a
chance of igniting it as open flame does. It has a Strength
Rating for this purpose equal to the Group derived from its
damage potential times the collimation. Use the fire rules in
Book 1, page 40.
Maintenance, repair, and modification of Laser devices is a
function of the averaged Skills of Laser Technology and
Electrician.
OPTION
Laser Trauma
The effects of a high-energy Laser beam passing through a
human body are pretty gruesome. The heat of the beam will
blast the water in the tissues into steam in micro-seconds,
causing extensive damage. There is a chance of taking an
automatic Critical Hit effect of Trauma to the affected
Location. This is a percentage equal to the damage that
penetrates the Armor Value on that Location: the actual
damage suffered.
If the percentage roll indicated Trauma, half the total
damage done is the amount of damage taken as Critical
Disabling damage. The victim should be permitted a Health
AST to resist this effect.
Note: Sever effects due to Laser Trauma are cauterized by
the beam. Bleeding to death is not possible.
42
U.S.
Army XLMR-4:
LAZAB
A special bonded, spray-on material that will takeon any
plastic armor or clothing, or a Rigid non-plastic armor.
Dispensed in 100-unit sprayers; 1 unit of this materia1,called
Lazab (for Laser Ablative), will coat 1 Location on the
users person.
1 layer of Lazab will reduce the Collimation of impinging
Laser fire by 1. Each such reduction also evaporates the
layer. The material functions by subliming intoavaporwhich
breaks up the coherent light beam of the Laser. A character
treats a plastic breastplate with 3 layers of Lazab. He is later
hit on a chest Location by a beam from a Laser with
Collimation 2. The Lazab cancels both points of Collimation,
leaving 1 layer still on that Location. A subsequent hit on the
same Location is also at Collimation 2. 1 factor of this is
cancelled, so that the impinging beam has a multiplier of 1
for its damage potential. The Lazab on that Location is now
gone.
Optionally, the Gamesmaster may simply rate various
pieces of treated armor as having a given Lazab factor, ifthe
potential bookkeeping problems involved in the spray-on
system dismay him. A constant divisor might be a betterway
of measuring its protective value in this case, so that
complete immunity to Laser fire is never achieved by wearing
Lazab with a greater value than most Collimations. Lazab 2
would halve the Collimation, Lazab3 reduce it to 1/3 of its full
value, and so on. This saves a good deal of record-keeping. If
the Laser still manages to eliminate the Locations armor
despite the reductions of the Lazab, then both the ArmQr
Value and the Lazab value are gone.
Alternatively, an armor material with integral Lazab may
have its Armor Value reduced by the Collimation of the hit. If
this method is used, the Lazab need not be rated for strength
factors.
XLMR-4
ELECTROWEAPONS
These are hand-to-hand weapons developed from the
cattle prod. The theory is simple: modify a handweapon to
deliver an electric shock in connection with a physical blow.
Any standard weapon in the Gear section can be found in
Electroweapon form. The most common are: Mace, Baton
(Club), Sword, Knife, Spear. Military models were in field test
when the Ruin struck, for both Electroweapon bayonets and
trench knives, although Pentagon sources admited that
these were principally intended to improve troop morale,
rather than to increase fighting effectiveness.
The standard Electroweapon carries an E-5 in its haft or
handle. When the shock function is switched on (requiring 1
Action), the weapon will emit a 1-Charge jolt of power
whenever it hits a grounded object. The Gamesmaster will
have to determine if the object is really grounded or not.
If the weapon hits the target (i.e., the BCS is successfully
rolled) then the Charge does damage in one of two ways. If
the normal damage for the blow penetrates the armor at that
Location on the targets body, the 1D10 of electrical damage
is added to the damage that penetrated. I f the damage
potential was insufficient to penetrate the armor, the
electrical damage is rolled separately in an attack upon that
armor. This i s defended against by the armor as described
under Insulators in the Electrocution rules (p. 37).
It is therefore possible for a steel breastplate, Armor Value
9, to completely stop the damage from the sword blow of an
Electrosword, but presenting no defense against the
electrical current, expose its wearer to the full value of the
damage die for shock.
Remember that the electrical damage done will be
Subdual damage, no matter what kind of damage the
weapon does as a physical weapon.
TASERS
A form of Electroweapon is use today, in limited
circumstances, is the Taser. This is a small air gun,
modified to fire a short harpoon, a missile fitted with a
barbed point. The harpoon is attached to the gun by a fine
wire. Once the weapon has hit thetarget, the firer can pressa
stud which will release current into the wire and thus the
victim.
Specifications for the Taser as it is used in Aftermath! are:
Skill Used: Pistol
ENC: .5 Single Barrel
Range: 25 meters
The weapon can be pumped up to firing pressure (5 Task
Points required to charge it with enough air pressure to fire
once). The reservoir holds 20 Task Points of air at a time. A
Strength AST allows the pumper to put Task Points equal to
his Effect Die roll into the reservoir and the Task Period is 1
Action. Air guns using Con cartridges can fire 10 shots on
one cartridge. A battery case holding an E-5 is attached t o
the gun, providing power for the electric effect.
The Tasers harpoon is about pencil-sized and barbed. It
will hit the target with 1DlOof force, and if it penetrates, it will
sink its nasty head into the victim. This only causes 1 point Of
actual lethal damage. He must expend an Action to try to pull
it out. To do so, he must roll a score on his Strength Effect Die
that is higher than the damage done by the dart when it hit
him. This will do him another D3 of damage as the barbs tear
loose.
Meanwhile, once the barb is sticking in the target, all the
firer need do is press a button mounted on the battery case.
He may continue doing this until he runs out of power or the
victim pulls the barb out. If the victim is still holding on to the
barb when the Charge is sent, he may take the shock i n his
hand.
SABOT ROUNDS
A cartridge case is loaded with a bullet of smaller caliber
than the cases. Surrounding the bullet is a plastic sheath, or
sabot. The force of the burning powder can impart a much
higher velocity to the lighter bullet, so that it maintains its
speed far longer than do ordinary projectiles. Since the
velocity is higher, the BDG is not appreciablyaffected bythe
use of a smaller slug.
Firing a sabot round will have the same effect as the Match
Weapons feature: 50% increase in the Range Steps for the
weapon. This reflects the lack of BDG loss over longer
rounds and the flatter trajectory of the bullet.
EXPLOSIVE ROUNDS
The bullets are made of a high-impact-triggered explosive,
producing a Blast of 1 for a 1-meter radius. If theshot misses
its target, roll for scatter as for a miss with any missile weapon
(roll a D6 for direction of scatter) with a distance off target
equal to the effective BDG in meters times 1D10. Read a roll
of 0 as zero, not ten. If the hit is within 1 meter of a character,
he gets the Blast 1 effects. If the bullet hits the target, add
1DlO to the damage roll for the effective BDG. If the bullet is
stopped by cover, apply the Blast effect to the cover, as if
using explosives in an Unskilled manner. Also, the target will
experience the Blast 1 effects if any part of his body is not
behind the cover, i.e., if he is not completely behind it.
INCENDIARY ROUNDS
The bullet is packed with a high-temperature incendiary
compound. On impact, it does not do normal bullet damage,
but spatters into an small areaof intensely hot fire, which will
burn for 1 0 3 Combat Turns.The initial strength group of this
fire is 4. Use the fire rules from Book 1.
FLAME WEAPONS
These are the flamethrowers, white phosphorus shells and
grenades, napalm bombs, and so on.
FLAMETHROWERS
These are capable of squrting a stream of napalm for a
maximum distance of about 100 meters. No Skill directly
governs their use, the BCS (if needed) being derived by
adding the users Combative Talent and Deftness as ascore.
Actually, if you know how to operate it, all that need be done
43
FLAME RIFLE
Functions as does the Flamethrower, but lacks its bulk and
its capacity. The maximum range is only about 20 meters, the
splash radius where the stream hits the ground is only 1
meter, and the Flame Rifle does not have traverse capability.
It has an ENC of 2. No backpack for fuel is needed. Small
canisters of pressurized napalm are loaded under the barrel,
providing fuel for 5 shots. If a shot misses, check scatter as
with the larger weapon.
In the event of a Critical Miss, a scatter result with either
weapon which shows the stream landing with the firer in
range is allowed. Otherwise, such a scatter cannot occur.
Roll again for the vector in such a case.
NAPALM
Napalm is the incendiary fuel made for f!amethrowers,
flame rifles, and aerial napalm bombs. I t can beextinguished
by rolling or smothering, by chemical extinguishers, and in
water it will float off the victim if he can immerse himself
completely, although if he surfaces into a patch of floating
napalm it will cover him again. I f hit by napalm splatter from a
flame weapon, the victim is assumed to be fairly evenly
covered by the stuff. It will attack his Average Armor Value
for purposes of doing damage, and the fire effects on armor
are applied to everything he is wearing. At the
Gamesmasters option, a Location roll may be made, and
that part of the body (limb, torso, or head) is what isattacked
by the fire.
Napalm has an initial strength Rating of 4 for fire effects,
and will burn for 203 Combat Turns before going out on its
own, if not extinguished earlier.
WHITE PHOSPHORUS
Powdered white phosphorus burns fiercely once ignited,
settling over an area in a fine drift of dust. Roll for the
Location hit by exposure to White Phosphorus and apply the
effects to the part of the body indicated, as was suggested
for napalm. White Phosphorus will burn for 206 Combat
Turns or until extinguished. It has an initial Strength Rating
of 3 for fire effects, but it increases that figure by 2 for every
Combat Turn of burning, instead of by l!
White Phosphorus can be extinguished by rolling or
smothering, or by chemical extinguishers. Water has no
effect on it.
NUCLEAR WEAPONS
How much higher can the technology behind a weapon
get? The first major assumption to be made is that no matter
how you ended the world in your campaign, there are not a
lot of strategic nukes left. If you want the characters to find
(or at least seek) a legendary last big bomb in a silo
somewhere, then fine. But there is really no reason to put
them in possession of a city-killer more than once.
This leaves us the tactical stuff, including the so-called
neutron bomb. Even here, unless you are positing some
pretty remarkable weapons research breakthroughs, the
smallest delivery system around will be a 105mm howitzer.
The Gamesmaster will have to do the research on this
subject in terms of delivery systems.
Our concern here is the potential destructiveness of
nuclear explosives. Even a small nuke will reduce most
buildings to rubble for a radius of almost 1 km. It will put out
lethal levels of gamma radiation to the same distance,
sentencing the unprotected to slow death. For a slightly
greater radius, exposed individuals will suffer third degree
burns from the heat pulse of the weapon, which is almost
certain to bring death within hours at the most. And that is for
a 1 kiloton weapon-almost picayune by modern standards.
The new Neutron bomb, or Enhanced Radiation, Reduced
Blast (ERRB) in polite company, does not, as popular belief
would have it, noiselessly emit a blast of radiation which
sweeps people down in windrows while leaving buildings
intact. I n fact, it puts out blast effects equivalent to that 1
kiloton weapon we described. Lethal radiation, however, is
present at out to 3 kilometers! Significant radiation hazards
are encountered as far away as 6 or 7 km. Within the primary
radation zone, even personnel protected by the heavy steel
armor of tanks would suffer serious overdoses of gamma
radiation. Unshielded individuals would almost surely suffer
a killing dose.
The rule of thumb for exposure to a nuclear blast is: within
the total destruction area of the blast, there will be no
survivors, unless in a hardened site or a tank or othervehicle
hardened to withstand the weapons effects. Within an inner
radius of thezone (say half its overall radius) there will beno
chance of survival. Beyond this, anyone inside substantial
coverage (concrete buildings, dugouts, tanks) will ride out
the detonation of the device fairly safely. Exposed personnel,
however, will suffer casualties out to the full radius of nuclear
frightfulness.
These are the tactical nukes (with the exception of the 1
megaton warhead, which represents a fairly small strategic
44
henry christen (order #23380)
1 kiloton
.25 km
.5km
3rd Degree
Burns
.75 km
100 kiloton
1.0 km
2.0 km
3.0 km
10 km
15 km
1.0 km
2.5 km
5.0 km
50 km
10 km
20 km
25 km
1.0 km
3.0 km
5.0 km
8.0 km
Weapon
Size
Total
Destruction
Major
Destruction
2nd Degree
Burns
1st Degree
Burns
500
REM
200
REM
100
1.5 km
2.0 km
.5 km
.75 km
1.0 km
1 megaton
4.0 km
10 km
15 km
25 km
ERRB (Neutron)
.2 km
.5 km
.6km
.8 km
REM
GASES
Gas weapons may be delivered by hand grenade, 40mm or
22mm grenades from launchers or rifles, artillery shells, or
aerial bombs. They range from the ubiquitous but essentially
merciful Tear Gas and other riot control substances, to the
Nerve Gases (Sarin, VN, and their lethal kin).
Any Gas delivery system will be rated for base volume and
duration. These terms refer to how much Gas they will put
out in a Combat Turn, and how many Combat Turns they will
continue to give off Gas. A 5/5Tear Gas Grenade will put out
a cloud of Tear Gas to the radius of 5 meters, and will do so
for 5 Combat Turns. Each Combat Turn after the first will
extend the radius of the Gas by the volume figure, so that
after the full 5 Combat Turns, a cloud of gas will extend from
the grenade for 25 meters in all directions, wherever space
exists for it.
Some standard Gas deliver systems are:
ENC
of
.2,
45
henry christen (order #23380)
NON-LETHAL GASES
Tear Gas (C-type)
The mainstay of riot control the world over. The gas will
impose 1D10 of non-ignorable Distractions and Partial
Blindness on anyone in the cloud area without a gas mask of
some kind. It will add 1D10 to the Distractions every Combat
Turn of exposure. When the total Distractions are greater
than the victims Will score, he will be seized only by the
motivation to get out of the cloud. If he cannot make a Will
AST, he does not even get to pick the direction of flight, but
will charge blindly off in a randomly :olled direction. He will
not change direction until he runs into something. A
character in the cloud with no protection can resist the first
Combat Turn of exposure if he makes a Health AST. He can
resist the second Turn if he makes a CST, and if he rolls a 1 on
the D20, he can hold out for a third Turn. After that, the Gas
takes effect normally. A makeshift mask of wet cloth held or
tied over the face will hold off the effects of the Gas for 1D3
Combat Turns.
LETHAL GASES
Mustard Gas
Discovered in WWI, this nasty substance is a poison both
to breathe and to skin contact. It is not only a chemical
poison, but a vesicant or blister gas, acting on unprotected
flesh like an Acid.
A gas mask is required to withstand the effects of inhaled
Mustard Gas.
Mustard Gas:
A,(D)-(-)-HLH-1
Combat Turn-31 Combat Turn/l Hour-Lethal Poison
The two values for the Cycle represent the values when in the
cloud as opposed to those in force once out of the cloud.
While exposed to Mustard Gas, or any other poison gas, it is
not possible to throw off the effects until out of the cloud, as it
just repoisons the victim. The Gas does its damage every
Cycle period, with no Saving Throw possible.
Due to the vesicant action of Mustard Gas, those who have
breathed it face a further danger once the principal effects
have been thrown off: pneumonia. The effects of this
infection are given later in this section (Germ Warfare). The
chance a Mustard Gas Victim will contract the disease is
equal to the total Advance of the poisoning down the Health
score, before it was thrown off, as a percentage. If the D l 0 0
roll indicates that this has occurred, the character must save
as if exposed to the disease, and if he fails his Health AST, he
Sarin
A Nerve Gas, acting to destroy directly the function of the
victims central nervous system. It can be breathed in, or
absorbed through the skin. Personnel not wearing gas
masks and protective clothing rated to defend against war
gases will be affected. Sarin is both colorless and odorless,
being detectable only by devices or chemically treated
paper, which turns different colors in its presence.
In the first Combat Turn of exposure, all unmasked
characters will be affected, and masked characters without
protective clothing will resist the Gas with a Health AST, to
which their Average Armor Value has been added. On the
next Combat Turn of exposure, such characters receive an
unaugmented Health AST. On the third Combat Turn, they
receive only a CST as a chance of resisting exposure, and on
the fourth Combat Turn, only a die roll of 1 will save them.
Thereafter, they are exposed.
Sarin:
A,D-(+)-HLH-1
10 minutes
to 4 Combat Turns-4-
PERSISTENCE
Combat Turn-2-5
OF
Combat Turns
GASES
46
henry christen (order #23380)
MACE
Mace is not a Gas but an aerosol spray, used in Mace Gas
to augment its effects, or from a small spray can as a personal
weapon. In this latter form it has an optimum range of 2-3
meters. If the target is at that range, the spray will hit i f the
Attacker can roll a Deftness AST. From 4-6 meters, a CST will
hit. The Target may use his flat CDA to dodge, receiving no
bonuses for movement since the spray covers a wide area.
At 1 meter or less, the Attacker must make a Deftness CST
just to get the sprayer in position to use. If he succeeds, he
also uses a CST to try to hit the target as given out above.
A shot of Mace will hit 1 Location on the Targets body. It
will automatically penetrate any Flexible non-plastic
clothing with an Armor Value of 4 or less. Plastic cloth will be
penetrated only if it has an Armor Value of 3 or less.
The number of Locations affected by Mace, divided by 2,
up, represents a Group. When the Group is increased, roll
the Effect Die for that Group. Thisscore represents a number
of non-ignorable Distractions that the character will suffer
until the Mace wears off. When another increase occurs, roll
again. If the new die roll exceeds the highest previous score,
that die roll is the number of Distractions in force. I f it is lower
than the current number of Distractions, there is no change.
A Mace Hit to a Head Location (Locations 1-3) will have
more pronounced effects. This is treated as a caseof System
Shock. Even if the victim makes his Health CST, to avoid
unconsciousness, he will be Partially Blinded until the Mace
effects wear off. Any hit to the Head will also increase the
current Group of the Mace effects by 1 full point, not half a
point, as others do. The protection on these locations must
provide facial coverage for Location 2, to defend against the
Mace hit. Otherwise, the armor protection described for
other Locations applies.
The Mace victim may make a Health AST to throw off the
effects of the Mace every 5 Combat Turns. Special formulae
for persistent Mace exist, requiring longer Cycles (up to 10
minutes). These are generally available only from military or
police supplies.
GERM WARFARE
Anthrax
D or A-(+)-HLH-1
D3 Days-3-2
Days-Lesions.
Nausea. Pain.
There is also a chance that the disease will cause the loss of
facial and head hair. When the disease is cured, roll a Health
AST. If it fails, the character is permanently bald. Once this
disease has-been overcome, the character is immune to it.
Cholera
G-(0)-None-1
D3 Days-Special-1
Day
The victim of Cholera begins dying of thirst as described in
Book 2 under Survival. This process continues until he is
healed. He will remain at the stage of the dehydration
process he reached when he overcame the disease until he
makes a Health AST, rolling once per day. He will then be
fully recovered. Cholera is generally contracted by drinking
impure water, infected with the bacteria of the disease.
Boiled water will not carry the disease.
Pneumonic Plague
A--(-)-HLH--PDG
Hours-4-2
Hours-Nausea.
Weakness. Fainting.
Once the disease passes the Health CST in its Advance, the
victim will just go into delirium until death or healing takes
place.
GENERAL DISEASES
These are likely to reappear in even the healthiest of
regions when modern medical science is no longer
controlling their spread.
Pneumonia
A-(-)-HLH-1
Hours-Pain. Weakness.
Rabies
BIOLOGICAL WEAPONS
Eyeburn
D3 Hours-3-3
I-(+)-DFT-l
D3 + 5 Days-5-1
Day-Rheumatoid
condition of arms and legs. Nausea. Pain.
Rabies is transmitted by the bite of a rabid animal.
Hepatitis
G or A- (+)-STR-1
Nausea. Dizziness.
D3 Days-3-1
Day-Weakness.
MODIFIED DISEASES
Diseases show a distressing sameness. If we have mutated
people and animals, we can surely mutate the teeming
swarms of bacilli to produce new, mad, exotic plagues. Some
of those which strike terror into our playtesters hearts
include:
Brain Lighting
A-(-)-WL-2D6
Hours-3-1
Hour.
day-2-1
2 Hours-Dystopia.
47
ARMOR
The kind you wear, not the kind you drive. We have
discussed the materials pretty thoroughly in the Equipment
rules. However, as far as military and police applications go,
personnel will not be outfitted in piecemeal array like the
average character is. Integral, standardized suits would be
the rule, and when such suits, or certain parts of them, have
been assembled, special capabilities will be gained.
POLICE ISSUE
If your campaign assumes, as our test campaigns did, that
a time of grievous social disorder preceded the Ruin proper,
then metropolitan police units will be outfitted with fairly
heavy riot armor by the time the end comes. Light, quicklyassembled suits would be dispensed to normal officers,
activated for riot control. SWAT teams and Civil Disorder
Units would be issued more durable stuff, since their
standard assignments will put them in positions of greater
personal danger.
Locations
Covered
ENC
Material
Helmet
1-2
.048
MP
Gorget
,024
MP
Flak Jacket
4-12
,288
LP-MP
Coverall
4-18, 21-28
,046
PH
Boots
17-20
,016
LL
Gloves
w/Cuffs
29-30
27-28
,008
,070
LL
SY
ENC
Material
Helmet
1-2
.06
DP
Gorget
.03
DP
Breastplate
4-9
.18
DP
Hip Guards
10-12
,096
LP-MP
Coverall
4-18, 21-28
,046
PH
Boots
17-20
,016
LL
Gloves
w/Cuffs
29-30
27-28
,008
.020
LL
SY
Joint Guards
15-16, 25-26
.280
LP-PS
Item
Locations
Item
Covered
ENC Material
Jumper
4-1 2
.018
px
Upper Arm Guards 21-24
,096
MP
Thigh Guards
13-14
,048
MP
Coverall, helmet, gloves are standard Metpol issue.
Patrolman
48
henry christen (order #23380)
MILITARY ISSUE
The combination of protection and lightness which
plastics bring to the field of personal armor may well give us
infantryment who look like medieval knights, or at least
Cromwellian lronsides. Military troop specialization will be
more extensive than police (unless the cities get very hostile
before the Ruin hits them). Here, we give the statistics for
four of the most common types of armor in modern military
issue (circa 2000).
Locations
Covered
ENC
Locations
Covered
ENC
Material
Helmet
1-2
,072
AP
Gorget
.036
AP
Body Armor
4-9
,270
DP
Material
Hip Protection
10-12
,120
LP-DP
4-18, 21-28
,460
PX
Helm
1-3
,108
AP
Fatigues
Torso Protection
4-9
.18
DP
Gauntlets
27-30
,150
LP-DP
17-20
,040
SY
Hip Guards
10-12
,096
DP
Boots
Arm Harness
21-30
.36
M-MP
Leg Harness
13-20
,288
M-MP
Boots
17-20
.04
SY
Joint Guards
15-16,25-26
.28
LP-PS
Locations
Covered
ENC
Material
Helm
Articulated
Body Unit
1-3
.12
PS
4-1 2
.48
PS
Articulated
Leg Harness
13-20
.32
PS
Articulated
Arm Harness
14-28
.20
PS
Gauntlets
29-30
.08
PS
W
Mark I
Mark llla
Intruder
49
Crash Suits
Designed for use by racing drivers, stunt men, etc., these
are constructed of a unique material called Rigiplast.
Rigiplast is an impact-sensitive plastic, soft and malleable
under most circumstances, with an ENC of ,005 per Location
covered. But when it is struck with any force, it will become
momentarily rigid, presenting an Armor Value of 7.
When worn as a suit, Rigiplast acts to provide Blast
Buffering with a base value of 5. If only partial coverage is
acheived (say by a jacket or trousers), the Blast Buffering is
equal to 5 times the number of Locations covered, divided by
30. Round fractions nearest.
Crash suits may also be provided with flame protection, as
are the Fire Protection Suits.
Rigi-Gloves
Gloves made of Rigiplast are much favored, since they add
so appreciably to the impact of blows. Such hand
protections will add 1 to the WDM of punches or chops, using
any unarmed combat Skill (Brawling or Skilled Unarmed
Combat). These are known as karatands.
Antl-Radiation Suit
For use by disaster workers or plant workers in
radioactively contaminated areas. A simple air filter keeps
radioactive particles out of the wearers lungs, so no
breathing apparatus is needed. The exposure to local
radioactivity is cut by 100% when the suit is at full efficiency
(Le., never before used). This protection is degraded by 5%
per 100 REM of exposure taken by the suit. In a 500-REMper-Hour area of contamination, the suit will be reduced 5%
in efficiency every .2 hours, or 12 minutes. It will be down to
75% after the first hour, 50% after the second, and completely
useless after a total of four hours. Its wearer will be exposed
to increasing dosages of radiactivity as his protection
erodes. Rips or tears in the suit negate is effect by 5% per
Location torn. Used-up suits are at best n o good and
should be discarded. They have a high likelihood of being
contaminated themselves (say 10-60 REM per hour) and
should not be handled over-much. They are Armor Value 5
vs. normal damage.
MEDICINE
As the technological arts of destruction are much
advanced, so are the healing disciplines. Wondrous drugs,
remarkable devices cooperate with the skills of the physician
to offset the hideous damage of wounds, the killing diseases
of the Ruin. Even death, if it be not too long in control and the
cause of death has left some shell into which life may flow
again.
Here we give some samples of the medicinal arts that
flourished before the Ruin. As with much of our material it
includes things known to us now, sometimes without any
real change in how the device operates. Other entries here
are developments that may be seen occurring in modern
medicine, some laudable, some not. We will posit that they
were brought to fruition before the end came.
INJECTORS
Street Suits
DRUGS
Polycellulac-3
Heals 2D10 of Lethal Damage per dose. Must be
administered within 10 minutes of suffering the damage. The
drugs action accelerates the normal healing systems of the
body tremendously. As a result, the Healing Rate is reduced
by 1 per dose. When the Healing Rate is0, further doses will
have no effect. The lost Healing Rate is restored at 1 point per
day. Note that the characters Shock Factor will be reduced
while his Healing Rate is reduced.
Polycellulac-4
Neo-Heroin
Panomycin
Cardiacine
An extremely powerful cardiac stimulator. Can restore the
heartbeat in the newly dead. The body must be intact
enough to support life: no severs, no enormous holes in the
guts, etc. The Gamesmaster is the final arbiter on this point.
The injection must be made directly into the heart (i.e.,
Location 6 must be used to inject) within 3 minutes of
death. Only one shot is allowed. The patient is permitted a
Health CST when injected. I f he makes it, hewill have0 DRT,
and be comatose but alive. If he fails to make it, he does not
revive, and is dead.
OPTION
Brain Damage
This is a gruesome but accurate element of any simulation
of non-magical resurrection. If the Cardiacine is not
injected within 5 Combat Turns of death, the patient will
start to lose Wit and Will points. These losses are permanent.
The character can still gain in these Attributes, but his
maximum possible score is reduced from 40 by the number
of points lost due to oxygen starvation while his heart was
stopped.
If the injection is given 6-10 Combat Turns after death,
1D3 of Wit and Will are lost. From 11-15 Combat Turns after
the heart stopped, 1D6 is lost in addition. From 16-20,l D10
more is lost. During the period 21-30 Combat Turns after
heart activity stopped, a further 1D20 is lost. After30 Combat
Turns, it is irrelevant, as the 3-minute limit is up.
If the current Wit or Will score is reduced to 0 or less, the
physical revivification of the patient i f still possible, but not
really desirable, as he wili be a permanent vegetable, brain
activity wiped out by oxygen starvation.
Syrefie
OPTION
Superior Broad-Band Antibiotics
The Gamesmaster may introduce more powerful, general
remedies into his campaigns pharmacopeia. Assign a value
of 2D3 to such drugs, which otherwise operate as does
Panomycin. Alternatively, massive Panomycin treatment
can fill this function, two Doses acting to give +1 to the base
value of the first Dose. Thus, 3 Doses give +2 to the Saving
Throw in question, 5 doses give +3, and so on.
Tailored Antibiotic
There is, theoretically, one of these for every disease the
Gamesmaster has put in the Campaign. The antibiotic has a
formula written exactly as is the formula for the disease. If
used in a different case (i.e., for another disease) it will still
give a bonus to the Saving Throw as does Panomycin, with a
+1 for every element in its formula that matches the coding of
the disease it is fighting.
An injection of the tailored antibiotic that exactly matches
the disease code is the same thing as making the relevant
Saving Throw. It cures the disease.
HDAP (Hyper-dexamylophet)
A powerful amphetamine. Reduces fatigue by 1 step. I f the
patient is not currently Fatigued, it will add 2D5 to Deftness
and Speed. When the drug wears off (2D6 hours later), the
patient will be Fully Fatigued until he has slept for 24 hours
minus his Health AST. If another Dose is taken while under
the influence of HDAP or in the Fully Fatigued state that
follows its use, a Health CST is needed if the drug is to have
its usual effect. Failure means that the patients system will
not accept more HDAP at that time, and will not do so until he
has slept for the specified period. A Critical Failure will cause
collapse for 2D10 hours.
HDAP is addictive, exactly as is Neo-Heroin. This is for
convenience. The detoxification period for the
amphetamines is much more drawn-out than that of heroin.
If the Gamesmaster is interested, there is a glut of data
available in modern books on the effects of drugs.
8-Gamma-PCP-Ill
Derived from the notorious drug PCP (angel dust or
KW in modern slang). It was developed by the Army in
experiments seeking a drug to increase the effectiveness of
the infantryman in combat.
Strength, Deftness, and Speed are all increased by So%,
although the Strength bonusdoes not increasethe DRT. The
Shock Factor is increased by 10. Wounds are resisted as
when under the influence of Neo-Heroin. The effect lasts
3D3 hours.
In stress (combat, hostile activities, personal danger, pain,
etc.) the victim/user must make a Will AST to control himself
(one such roll at theonset ofthesituation isenough, unlessit
is very drawn out, in which case the Gamesmaster may
choose to require subsequent re-rolls). If he fails, he will go
berserk, attacking any apparent threat in his vicinity,
including armed or violent-looking members of his own
party. He will not break off a fight until his opponent is
obviously dead, and he will try to kill with no regard for other
factors. I n this state, the user will double the Effect Die rolls
for such things as breaking restraints, great leaps, etc. He
will be absolutely fearless, but will view any opposition to his
ideas as a direct attack. He is immune to Fatigue.
When the drug wears off, the user must make an immediate
Health AST, as well as checking for any results of losing his
drug-given powers (wounds, pain, fatigue, etc.). I f he fails to
make the roll, he will undergoamental flashback2D12 hours
later, lasting for 10-60 minutes. His mental attitudes will be
the same as in the berserk state, but he will have none of the
51
Anagathon
MEDICAL TECHNOLOGY
Anarad
A chemical compound of the versene series, operating to
flush radioactive ions from tissues of the human body. A
Dose of Anarad is a series of graded injections, used daily
over the course of a week. It increases the rate at which REM
are purged from the body by 20. A full set is .25 ENC.
Antl-REM
An injection which helps the body resist external levels of
high radiation. Rated from 1 to 5, a Dose of Anti-REM will
cause the actual REM rating of the environment to be
multiplied by a factor equal to (10-Drug Ratirlg)/lO. A shot of
Anti-REM 1 will cause only 9090 of impinging radiation to be
absorbed. Anti-REM 5 halves the effects of radioactive
exposure.
One Dose will last for 48 hours. Multiple Doses may be
used to add up the effects, as in taking two Doses of AntiREM 1 to get the effect of Anti-REM 2, but the maximum
protection the drug can afford is a rating of 5. Further Doses
have no effect.
Memory RNA
Doses are rated from 1-10, This represents a BCS in some
Skill. When the Dose takes effect, the character acquires the
specified BCS in the Skill. If he already possesses the Skill,
the figure is a bonus to his current BCS. If not, it is his total
BCS in the Skill.
Alternatively, the drug may be rated with a Skill and a
score (01-30,51-75, etc.). Ifthe character does not have that
score in the Skill, he will acquire it. He cannot use it unless he
possesses a total score from 1 to the lowest point to be
acquired. Thus, the data acquired from a Dose of Memory
RNA for Driving Skill, 51-80, is useless to the character until
he gains a score of his own up to 50.
The former type is suitable for RNA Doses designed t o act
as temporary boosts to knowledge, the latter for permanent
implants of knowledge.
It is not advisable for very physical Skills to be included in
those available from Memory RNA, although some fictional
treatments of the subject use them this way. The premise is
Defibrillator
I f the physician has this device (1.2 ENC, operating from
the charge in an E-10) he may use it in lieu of Cardiacine,
subject to the same restrictions. The defibrillator is a small
valise, and if you do not recognize the name, it is used to
administer an electric shock to restart a heartbeat.
The defibrillator consumes 1Charge per use. The patients
chest (Locations 4-7) must be exposed, and the device itself
open and turned on (1 Action to get it ready).
Upon applying the Charge, the physician must make an
Advanced Medical Skill BCS. If hesucceeds, the patient may
make the Health CST as with Cardiacine. Unlike Cardiacine
use, the defibrillator may be used more than once, until:
1. The physician makes a Critical Miss in his BCS roll.
Electric Cautery/Knife
Uses electrical current to cut or cauterize tissues. In
surgical applications gives a +2 to the Advanced Medical
BCS and to the patients saving throws if any are used to
avoid bad reactions to surgery. If used to cauterize Severed
wounds, to prevent bleeding, the patient need not roll the
Health AST to survive. It does put him into shock, but the
tissue damage is more controlled, and unlikely to kill the
victim. The device is about the size of a soldering iron,
attached to a control pack which can be powered off an E-10
or Hvy. Household Current. It is rated at 2500 watts (that will
consume .05 Charges per Combat Turn when operating on
battery).
Inflatable Splints
Plastic bags, inflatable in 10 Actions, which can be fitted
52
Encephalographic Educator
A large and intricate computer and equipment complex
capable of inscribing a permanent range of Skill score onto
the memory of a character over a course of days (1 Skill point
can be transmitted per hour). The maximum daily session is
a number of hours equal to the sum of the Wit, Will, and
Health Groups.
It is a very large unit, non-portable, requiring a Lt.
Industrial Line of at least 22 kilowatts rating tooperate. It can
instruct only one subject at a time, since it must beattuned
to that individuals brain-wave pattern, a process requiring a
20-point Task by a Computer Science user.
The Task Period is one day.
On each Battle Turn, 1D6 will be rolled for each side. This
is the Battle Determination roll. The side with the higher
modified roll is considered to be Winning This Turn. The
lower modified roll is considered to be Losing This Turn. If
the modified rolls are equal, the turn is Deadlocked.
On a Turn when one side is reduced below 1 TSP, the
side(s) which has (have) a TSP less that 1 is (are) considered
to have Lost the Battle. The other side, if there is one, is
considered to be Victorious.
The commander of each side (in some circumstances this
may be a Player Character) will make a BCS roll on the
appropriate Command Skill. A critical success will add the
characters Wit Group to the D6 rolled for the Battle Turn
results. A critical failure will subtract the opposing
commanders Wit Group from the result of the failing
characters Battle Determination roll, and the opposing side
in considered to have made the Command BCS roll for
purposes of Loss modification to the side with the Critical
Miss. These die rolls will be used to modify the effects of the
Battle Turn determination.
These steps are repeated until the battle is resolved or
halted.
53
Superiority Factor
1 or less
+O
+1
+2
4
5 or more
+3
+4
MORALE FAILURE
A side in a Tactical Battle will have to check for its morale
in one of three circumstances.
rn Loss in one Battle Turn exceeds 25% of the sides original
TSP total.
ENDING A BATTLE
A battle is ended when one side loses all its TSP points,
Retreats, Routs, or Surrenders. A Battle may also end by
mutual consent of the commanders. The latter case is
usually due to such things as the fall of night (Command
BCSs receive a -10 at night), adverse weather conditions (a
variable modifier to the Command BCS), advent of a new
force into the Battle (particularly if neither side knows if it is
friendly), or any other circumstance that the Gamesmaster
feels is sufficient cause.
STRENGTH DETERMINATIONS
Base Loss
Base Loss
54
MILITARY CAMPAIGNS
In the course of a game campaign, one or more military
campaigns may be waged. The simplest and fastest way to
resolve a military campaign is to total all the Troop Strength
points available to each side and treat the entire military
campaign as if it were a single Battle. The appropriate
Command Skill for this would be Strategic Command.
A more interesting way to deal with it is to treat the military
campaign as a series of battles. This requires the
Gamesmaster to make a number of decisions with regard to
available supplies and facilities for transporting them,
continuing morale modifications, positional Battles, reengagements, and other such details as apply to military
campaigns. The rules presented in this section are provided
as a guideline for this sort of thing.
In a military campaign, a commander may have a large
number of Troop Strength Points available to him. These
probably will not be all in the same location.
An armys TSP will be classed as Ready and Unready. If
used in a Battle, Unready TSP are at one-third of their value,
rounded down. Thus, it requires 3 Unready TSP to equal 1
Ready TSP.
All TSP, on both sides, are Unready at the end of a Battle.
The rate at which they may.be made Ready will vary by how
the side fared in the last Battle in which the particular TSP
was engaged.
A Victorious army may check for Battle-Ready TSP each
day after the Battle. A successful Operational Command
BCS roll will allow a number of TSP equal to the
commanders Wit Group Effect Die roll to be Readied.
Failure results in no additional TSP being Readied.
Critical success adds 1 Group to the commanders
effective Wit Group and critical failure means that the
commander may not make a roll on the following day (in
addition to none being Readied that day).
0
55
LOGISTICS
If the Gamesmaster desires, he may assign an upper limit
to the number of Unready TSP that may be made into Ready
TSP during a campaign. This is the simplest way of
representing the resources available to a side.
Alternatively, a side may be given an upper limit which
represents the stockpiled resources and a rate of production
which will raise that limit. This allows planning of campaign
strategy to eliminate stockpiles, resource centers, and
production facilities.
ARMY MOVEMENT
An army, represented by even 1 TSP, has a base marching
allowance of 8 kilometers a day. Vehicle-borne TSP have a
base of 20 kilometers per day. This is used in Tactical Scale
travel as a characters Speed is used.
For purposes of using Forced March, an army has a
pseudo-DRT of 20. The reductions in Attributes called for by
fatigue represent the percent of the total TSP that become
Unready. If they are already Unready, one-half of the number
called for are actually lost. A completely Unready army may
not use Forced March.
Thomas of the previous example decides to move
out before he has readied all his TSP. He leaves on the
third day with 3 Ready and 7 Unready TSP. He travels
with Forced March until he accumulates 16 subdual
points. This would reduce a characters Deftness and
Speed to 50%. Thus, 50% of Thomass army is made
Unready. f i f t y percent of his total of 10 is5. His3 Ready
TSP become Unready but he must still account for 2
more TSP. Since the rest are Unready, he will lose onehalf o f the unaccounted-for TSP, or 112 of 2 = 1.
Thomass army has been reduced to 9 TSP and all are
Unready.
POSITIONAL BATTLES
When one side is attacking another which is holding a
given position, the defending side will be given additional
TSP representing the advaritage of the position. This
additional TSP should be kept separate from the defending
sides normal TSP.
When Losses are assessed, one-half of the actual Loss will
be assessed against the defenders normal TSPand one-half
against the positions TSP. Fractions are rounded in the
usual fashion for the defender but are retained for the
position. Fractional position TSP are treated as having the
Strength of the next-higher whole number. Thus, a
positional TSP reduced to 5.5 still functions as if it were 6.
Once the positions TSP has been eliminated, the Battle
proceeds in the normal fashion.
CUSTOM ARMIES
This section gives guidelines for evaluating a force
composed of disparate elements. It is of greatest use when a
character acquires sufficient forces to require combat to be
resolved on a Tactical Battle scale.
Each Custom Army will be composed of units. Each
units is a separate entity.
A unit of a Custom Army is made up of all the men of one
Training Category who are armed and armored alike. A unit
may also be a combat vehicle or a crew-served weapon.
CALCULATING VALUES
FOR A CUSTOM ARMY
In order to determine the TSP for a unit of aCustom Army,
its value must be assessed. Unready units have 1/3 the
normal values.
The value of the unit in each category (Offensive,
Offensive with Ammo and Defensive) will be divided by a
number chosen by the Gamesmaster to yield values in a
convenient range for play. Divisors of 5, 10, or 20 will not
affect the scale of Battle Turns. Increasing the divisor by a
power of 10 (50, 100, 200 respectively) will double
ammunition expenditures and the time taken by a Battle
Turn.
Values for each unit are calculated separately and rounded
to the nearest hundredth when the conversion to TSP is
made.
A units Defensive value is equal to the Average Armor
Value of a man in the unit times theTraining Rating times the
number of men in the unit. A crew-served weapon works the
same way. A vehicle has a Defensive rating equal to its
Vehicle Armor Value converted to regular Armor Value (Le.,
multiplied by 10). If the vehicle is currently suffering a
reduction in maximum speed due to reduced Durability, this
same reduction is applied to its Defensive value.
A units Offensive value is equal to its Defensive value, if
infantry. A crew-served weapon has no Offensive rating but
that of its crew (to be used when the ammunition is gone). A
vehicle has an Offensive value equal to its Structural Rating
times the crews Training rating when it carries no weapons
or is out of ammunition.
A units Offensive Value with Ammo only applies to units
which use firearms. For these units, the value of a single
weapon is added to the base value. For infantry the Average
AV of a man is added to the value for the weapon being used,
at the rate being used, and the result is multiplied by the
Training Rating. For crew-served weapons, the BDG of the
weapon is the base. If a full crew is not present, the base is
56
henry christen (order #23380)
Rounds per
Battle Turn
Value
Weapon Ratings
Black Powder
Training Ratings
Training Category
20
Hand-to-hand
Green (untrained)
x .25
AL, SB
50
Bow
Novice
x .5
FA
10
100
Crossbow
Trained
x l
Machine Gun
15
1000
Firearm
BDG of 1 round x .1
x Gun Action Value
VeteranIElite
x 1.5
Player Character/Heroic
x2
Artillery
20
Artillery
Value
Multiplier
lnfantry
Defensive (1 man)
Offensive
Trained Riflemen
( 8 1~) = 8
same
Green Riflemen
(6 x .25) = 1.5
same
Other lnfantry
(5 x .25) = 1.25
same
-
none
(7th Turn)
(10 x 2 ) = 20
none
as men: (8 x 1 ) = 8
(5x1)=5
((5oo/o0f56) + 90) X 1
118
This results in Caldwells army having units with TSP values listed below. The Gamesmaster decided to divide by 20.
Unit
Offensive (TSP)
200 ( 10 )
200 (10 )
525 (26.25)
#2 Green Rifles
(50 men)
75 (3.75)
75 (3.75)
237.5 (11.88)
#3 Green lnfantry
(50 men)
62.5 (3.13)
62.5 (3.13)
#1 Trained Rifles
(25 men)
#4 HMG crew
( 2 men)
16 (.8)
16 (3)
#5 Tank
90 (4.5)
5 (.25)
plus Caldwell
Turns 1-6
Turn 7
After Turn 7
60 ( 3 )
118 (5.9)
60 ( 3 )
31 (1.55)
57
henry christen (order #23380)
CHARACTERS IN A
TACTICAL BATTLE
Characters may participate in a large-scale combat. Their
fates, though related to that of the side on which they are
fighting, are determined in a different way than that of the
whole army.
Each character should have his Offensive Value assessed
if a Custom Army is in use. If the Gamesmaster feels that this
will involve too much work he may dispense with the
calculations but should still charge the characters for
ammunition expended in the battle. This should be done for
the rate at which the character normally fires when in
combat. If no normal pattern is established, assume the
highest rate possible.
T h e calculated Offensive value for the characters is added
to the total of the side on which they fight.
If a randomly-generated army is in use, the characters'
offensive capabilities are ignored, although they are still
assessed for ammunition expenditure.
For each Battle T u r n , a character must choose a level of
participation. A character may change from one level to the
next between Battle Turns. He may not change more than
one level at once. That is, he may not go from Courageous to
Hanging Back or vice versa in oneTurn. He must first spend a
Battle T u r n at Average level of participation.
50
henry christen (order #23380)
Winning
That Turn
Deadlock
Losing
That Turn
Lost
Courageous
w:9
L:16
R:30
W:ll
L:12
R:25
W:l3
L:8
R:20
W:15*
L:4
R:15
W:l7'
L:O
R:10
Average
w:7
L:l8
R:20
w:9
L:14
R:15
W:ll
L:10
R:10
W:13*
L:6
R:5
W:15'
L:2
R:O
Hanging Back
w:5
L:20
R:10
w:7
L:16
R:5
w:9
L:12
R:O
W:ll*
L:8
R:-5
W:ll*
L:4
R:-10
.5
1.5
3
1
2
1
1.5
1.5
1
2
1
3
1
1
1
1.5
.5
2
Modifying Factors
Wounds
Loot, successful roll
unsuccessful roll
Recognition, successful roll
unsuccessful roll
2
1.5
.5
1
The amount of damage taken that Turn is the percent
chance that the character has been captured. All captives
of a totally defeated army (TSP reduced to zero) or a
Routed army are freed.
59
+10
+15
General equivalent
+20
AFTER-BATTLE RESULTS
There are no hard-and-fast rules to follow when dealing
with the results of a Battle, but some guidelines can be
presented.
The Gamesmaster may make a Reaction Roll for each
character. This is modified by the characters Recognition
total. The purpose of this roll is to get the evaluation of the
characters performance in the eyes of his superiors. The
Gamesmaster knows the results of the Battle and the
characters actions in it. Using this, he should decide
whether a character should be castigated or congratulated.
The coward in a Victorious army is often ignored, whileeven
the brave man in a defeated army may face hard times.
The Gamesmaster should also modify the results for
player character officers. A defeat is harder on the officer
corps than on the soldiers in terms of the wrath it brings from
an armys superiors and/or sponsors.
In general, a negative result may only bring a reprimand
and a fine, or it may be serious enough t o have the character
brought up on charges of cowardice which could result in an
execution. Player Characters should be allowed a chance
for a jailbreak t o avoid such unpleasant side-effects. This can
provide material for a gaming session.
A good result may earn the character a commendation, a
medal, or a reward in the form of more pay. A very good result
may cause the character to be promoted or t o receive an
exceptional reward.
In any case, the characters should be rewarded or
punished according to their actions and the Gamesmasters
view of how those actions fit in with the situation. The nature
of the army is also important. A Gamesmasters shrewdest
judgements can be called for in these situations.
THE CHANGED
This is a brief outlineof the mutationsof human stock to be
encountered in Aftermath! Primary consideration is given to
the basic forms of alteration in the first five generations or so,
although some comments will be made on potentials for
development in later generations.
PHYSICAL MUTATIONS
STRONGS
Strongs add 10 to their Strength (i.e., they effectively go up
a Group). Gamesmasters Option: allow Strongs to train to 50
in Strength, as opposed to 40. For a more normal version,
allow a score greater than 40 in a Changed Attribute only if
the initial Permanent score reached such a figure. If points
are lost due to healable Attribute damage, allow healing back
to Permanent Value. I f points are lost due to re-trainable
damage, sllow training back to Permanent Value.
Strongs also suffer losses i n other Attributes,
proportionately based on their gains in Strength.
Gamesmaster and Player may exercise options:
0
.Add
the Resistance number to all STs against
succumbing to physical damage effects such as being
winded, knocked out by a sandbag effect, stunned by
falls, and so on.
.The Tough will not die, if knocked below 0 in his DRT,
until the total damage below 0 is greater than his Healing
Rate plus Resistance Number.
Interesting options with this mutation might include tying
the Resistance Number into the Power Rolls discussed
under Psionics later on. The Resistance Number equals the
Toughs Power Group. Thus, the changes start in early
adolescence and continue into young adulthood. Outward
manifestations of the mutation would be less noticeable for
those with low Resistance Numbers, but as such factors as
inherent AV increase, thecoarsening of skin, the roughening
of voice as cartilage in the throat thickens, the stiffening of
joints as bone cells increase in density, will mark him for a
Changed One.
Penalties to abilities of Toughs are potentially numerous
and the Gamesmaster should balance their severity with the
levels of superiority gined by the mutant. Some possibilities
i ncl ued:
Reduce all BCS and Saving Throws based on sensitivity of
touch or lightness of movement by the Resistance
Number. The heavy bones and thick, insensitive skin do
not do much for such operations.
QUICKS
Quicks receive enhancements to Deftness and Speed in
the same way that Strongs get enhanced Strength. They may
have a boost in only one of these Attributes or in both.
Penalties are levied against them as with Strongs, but are
probably targeted at Strength and Health. This is based on
the image of their mutation as an increase in the basal
metabolic rate, permitting greater reflex speed and muscle
firing at a cost in the storage of protein as muscle and the
general ability of the system to maintain homeostasis,
reflected by Health reductions.
Other requirements based on this image could include
doubled requirements for rations by the Quick, as well as
player design of habits and quirks that non-Quick humans
are likely to find highly irritating.
TOUGHS
Toughs resist physical damage in a gross anatomical
sense. Possessed of metabolisms which fiercely resist
certain forms of injury, they also have heavier skeletal
IMMUNES
I mmunes have systems which responded to the bacterial
fury of germ warfare by developing tremendous resistance to
subtler forms of injury than the Toughs. They also have a
Resistance Number,but it acts as follows.
61
SMARTS
AS you might guess, Smarts have increased Mental
Attributes. If theonly form of the mutation is a flat add t o Wit
and Will, there is no reason to penalize them in any other
area. Such a change is certainly in homo sapienss main
evolutionary stream, and increased power of mentation in
itself will not affect the biological balance as extremely as the
more overt mutations do.
However, we can also posit the super-minds among the
Changed, even though we are not yet speaking of the
psionically gifted ones, who whould suffer some offsetting
penalty to preserve game balance. A case can be made that
this increased mental ability will adversely affect physical
development.
For such advanced Smarts, the abilities gained could be:
*Hidden Thing detection by AST rather than CST
.For Knowledges at least, a gain of the Initial Score in the
Skill every time a full month is spent on the subject. This
might not apply to Skills having a strongly physical side,
as abstract theory is less important than reflex training
and exercise. The Gamesmaster must apply his own view
of hermeneutics to the question.
a N o limit to Freely Improvable Skills
aAllowed intuitions (hints from the Gamesmaster) on
making a Wit CST, allowed once in a given situation
In either type of mutation, the Smart will enjoy an increase
of around 10 in Wit and Will, and in the case of SuperSmarts should suffer reductions in proportion of a//
Physical Attributes (say 5 apiece).
The nice thing about Super-smarts is that they present a
new thought process as the mutation, without necessarily
requiring a measurable increase in brain-power. This is a
truer kind of change than a straight jump in IQ.
SENSERS
These are mutations enhancing the physical senses and
the neural structures devoted to their interpretation. Do not
confuse them with the ESP abilities described under
Psionics. Basically, Senser abilities can run in two
directions: increased power of reception (i.e., response to
lower threshold of stimulation than normal) or increased
range of perception (e.g., seeing farther into the spectrum,
hearing higher or lower frequencies, etc.). The latter is a
lesser form of the mutation and less prone to compensating
penalties.
EYES: Eyes have an enhanced visual sense. In the
perceptive form of the mutation, the Eye can see slightly
farther into the ultraviolet and infrared than normal. Thus,
he can perceive such phenomena as the U V aura caused
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BALANCERS
One could argue for putting such a mutant under Sensers,
but the Balancer is quite unique. He has a heightened
BLENDS
The Blend is equipped with a photosensitive skin, some
control over his body chemistry and involuntary muscular
movements, and an instinctive sense of his surroundings.
He is essentially a human chameleon. A Blend (stripped) can
develop astoundingly effective personal camouflage,
becoming a Hidden Thing.
If motionless, the Blend is afully HiddenThing, requiring a
Wit CST to detect (for normal human senses). He will
only assume a skin coloration matching his background, but
his Infrared signature, scent, etc., will not match the
environment.
In motion, the Blends power will still maintain visible
coverage, though he must use Stealth to cover thesounds of
movement. His Infrared signature is still detectable to
Infrared scans. It requires a Wit AST to spot the Blend in
motion, with a bonus of +1 if he is running and +1 if he is
dodging (cumulative) .
In close combat, the Blend is visible enough to his
opponent to hit effectively, although the bewildering shifting
colors and patterns of his skin will confuse attempts to strike
precisely. If the Gamesmaster feels that this rather neutral
little mutation needs some frosting to make it appealing, the
Blends opponent in hand-to-hand combat needs to use his
Average BCS.
Missile fire against the Blend always uses an Average BCS.
The penalties levied on the Blend vary and should be minor
i f the heftier benefits are not used.
The powers of the Blend do not work if he is clothed. One
might permit a breechclout in the Comics Code tradition.
The heavier version of this imposes a constant irritation at
wearing an Average Armorvalue higherthan the Blends Will
Group, due to the increased pressure sensitivity of his skin.
Blends are a Changed type that presents a challenge to the
player. A multiple Changed, such as a Blend who is an Eye,
might be a lethally successful night fighter, effectively
invisible but capable of moving freely. With proper training,
he would be a near-perfect commando.
PSIONICS
Besides changes in gross physical anatomy and body
chemistry, one might expect to see mental mutation in the
mutagen-rich wake of NBC warfare. Sections of the brain
now unused by Man could become active or more powerful.
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PSlONlC POWERS
There are two main formats governing the use of Psi
Powers in Aftermath!: Projected (P) and Receptive (R). You
may also think of them as active and passive.
Projected Powers
P-Powers require active concentration by the user to work
and using them may exert a strain on his system.
The player controlling thechanged must declarethat he is
trying t o use a P-Power. He then must make a Will AST to
tune in the characters Psi abilities. This attempt requires 1
Action. Retries in theevent of failure are permitted. There are
no Critical Miss penalties or Critical Save bonuses.
Receptive Powers
Unlike the Projected Powers, these Receptive, or RPowers, function continuously, doing their office fortheuser
at a level of effectiveness dictated by the Changeds Psi
Group. Let us say that an R-Power gives a permanent plusto
the Changeds score in some area, such asaSaving Throw, a
BCS, or some other Ability. The user recives such a bonus
equal to his Psi Group at all times, every time the affected
Abilities, Attributes, or Skills are used.
TELEPATHIC POWERS
The Powers listed below are usable by all Changed with
the Telepathic Function if they have a score above 10 in the
indicated Talent.
Charismatic
Psychic Induction (P). The Changed may attempt to take
over the mind of a victim by mental invasion. The modified
Effect Die roll must exceed the targets Will for this to occur.
The Changed may implant a strong belief, image, or
suggestion in the victims mind. The victim will act upon this
as if it were his own conviction uritil he is released from
control by psionic activity (a Psychic Induction to that end
must generate an Effect score greater than the victims CST
to work), or until his senses provide proof that the suggestion
is untrue. In all such actions the victim acts at full efficiency.
This form of Psychic Induction may be used as often as
desired by the Changed.
Alternatively, the Changed may take over the victims body
entirely. Resistance to such domination will have the effect
of Fatiguing the victim 1 level while under such control. The
Changed will have the use of his own Skills and mental
Attributes, but the possessed body exercises its own
Physical Attributes and Activities. The Changed may not use
the victims Skills in this case, as they are walled away from
the controlling centers of the brain along with the victims
consciousness. The Changed may so control only one victim
at a time, but he can switch from victim to victim without
64
Combative
Mind Bomb (P). The Changed can blast at the victims
consciousness with volts of mental force, confusing him or
even rendering him unconscious.
If the Effect Die roll exceeds the victims Will CST, he is
Dazed for a full Combat Turn.
If the Effect Die roll exceeds the victims Will AST, he is
Stunned for a full Combat Turn.
If the Effect Die roll exceeds the victims Will, he is exposed
to System Shock.
The victim will reduce the effect of the mental attack if he
can make a Will Saving Throw, with a penalty equal to the
Changeds Psi Group, based on the Power used. An AST
result will reduce the severity of the effect by one step. A CST
reduces it by two steps.
Effects are cumulative. If a Changed can hit a Dazed victim
with another Daze before he comes out of it, the victim
suffers the Stunned result. If he Stuns a Dazed victim, the
victim may suffer System Shock. A Daze effect against a
victim suffering any effect of Mental Stun will put the target in
danger of System Shock.
Communicative
Mental Telepathy (P or R). This is pure and simple
telepathic communication: two or more minds linked
together in an exchange of information. Range and
effectiveness of communication will vary.
Among Telepaths
If all involved in communication have the Mental
Telepathy Power, it may be used as either an R- or a PPower.
If it is used as an R-Power, the maximum range for
communication is the Psi score in kilometers.
If both succeed in using it as a P-Power, the maximum
range is 100 times that. This is the maximum distance
which can separate any two members of the link-up, so
that relay chains can be forged across great distance by
concerted telepathic action. The maximum duration of a
P-Power link-up is equal to the Effect Die roll in minutes.
Use the individual telepaths Effect Die roll to see how
long he can stay in the link before trying to Project the
Power again.
T o A Non-Telepath
The sending range to a non-telepath is more limited. T o
a willing mind known to the telepath (some character in
his group of friends, close associates, etc.), the maximum
range is the telepaths Psi x 100 meters. He must make a
Psi AST to initiate contact, but this does not count as
using Mental Telepathy as a P-Power. It merely indicates
that his signal has become readable to his contact.
To send to a closed, hostile, or unknown mind requires
a P-Power use of Mental Telepathy. Some idea of the
minds physical location is needed, and if thedirection roll
succeeds, it is merely a request to allow communications
as described above between willing minds. Range
maximum is Psi x 10 meters.
Esthetic
Empathy (P or R). Using it an an R-Power, the Empath is
sensitive to emotional states of creatures (sentient or nonsentient) in his field of vision, to a range equal to his Psi in
meters. He receives such data only as a one-word statement
from the Gamesmaster summarizing the dominant emotion
in the observed characters mind: Fear, Anger, Love, Trust,
Hostility, Hatred, Hunger, etc. He may use this R-Power on
one character at a time, and a reading requires an Action to
become clear.
As a P-Power, the Empathy facility allows modification of a
targets basic emotional state.
The target must be in range as defined for the R-Power
Empathy. The Effect Die roll must exceed his Will score to
take full effect, which is an overmastering emotiorial State,
flooded with a single-minded fixation on the emotion named
by the empathic character. In applying this full-fledged
force, the Gamesmaster should allow some measure of
control to the Empath. He may specify that the emotion i S
directed at some particular individual or group, or tailor the
condition so that he can manipulate the victim further by
playing on his mental state. I f the Effect Die roll exceeds the
victims AST, he will indeed be inclined along the lines of the
stated emotion, but remains in some measure of control. He
will be in amood. Player Characters should be enjoined to
portray their mood honestly for the effects duration. The
Gamesmaster will manipulate the responses of non-player
characters the same way.
One-Eyed Harry has Telepathic Function and high
Esthetic Talent, so he can function as an Empath.
Confronted by two rough muggers in the ruined
streets, he tries to drive them off by empathic attack. He
hurls a sensation of intense fear a t one of the pair,
rolling out a high Effect and far exceeding the victims
Will. The stricken robber flees, screaming. Trying the
same tactic on the other goon, he only manages to beat
his foes Will AST. Shaking but determined, the man
slips out a knife and closes on Harry, mouthing fearful
obscenities. Weakened by his efforts (Harry did badly
o n his Saving Throws against strain), the mutant
moves to meet him.
In the above case, as the thief may be fairly assumed
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Natural
Cellular Psychokinesis (P). The Changed can heal
wounds, restoring the Effect Die roll in Lethal or Subdual
Damage, or the Psi Group in Critical Damage, by successful
use of the Power. Such an act reduces the natural Healing
Rate of the recipient by 1 point per use. as it draws upon this
energy to accelerate the regeneration process. Unlike most
drugs with this effect, however, the psionic form may be
applied after the Healing Rate reaches 0. It will continue to
reduce the Shock Factor of the recipient, and must cease
when this is at 0. Such lost points are recovered only by the
passage of time, at 1 per day. Until the 10-point basic Shock
Factor is recovered, no restoration of the Healing Rate
occurs.
The Changed must be within 1 meter of the target and both
must be concentrating on the psychic link to accomplish this
activity. It requires 10 minutes per use to complete. If
interrupted, pro-rate the healing done at 10%of rolled value
per minute spent. Fractions are lost. The check for stress on
the mutant is not made until the use of the Power ends,
naturally or by interruption.
Scientific
Electrokinesis (P). The psychokinetic can influence the
flows of electrical current in circuits, or generate a bolt of
power for combat.
In controlling circuitry, the Gamesmaster must exercise
his judgment. Basically, the Power can interrupt a circuit for
a maximum number of Combat Turns per use equal to the
users Psi Group. It can reduce the flow of heavy voltage in
electrical defenses of similar circuits by the Psi Group. Thus,
the Electrokinetic mutant could reduce the charge in an
electrified fence by his Group for an equal number of
Combat Turns. He could do the same to a power supply.
When dealing with more delicate flows, as in electronic
devices, the Changed can switch them off for a period equal
to the Effect Die roll. Lasers, radios, ignition systems, alarms,
sensors, or cameras are some of the possible targets.
Contrariwise, the Changed may generate power into a
suitable storage battery (Le., an Eterna type) at .1 charge per
Effect point rolled.
In its more dramatic manifestation, the Electrokinetic may
alter the targets charge with respect to the earth, essentially
hitting it with a small lightning bolt. This will act as an
electrical attack with a Charge equal to the users Psi Group.
Insulation will defend as normal. This may be directed
against ungrounded objects as well, doing considerable
damage to metal and light plastics, very littleto wood. Adjust
the effect on Barrier values according to the Gamesmasters
decision.
The maximum range for Electrokinetic phenomena is 10
meters x Psi.
PRECOGNITIVE POWERS
These powers are available to the Changed having the
Precognition Function and a score above 10 in the
designated Talents.
Ch8rlBmatiC
Reaction Reading (R). The Precognitive Changed may
foresee the effects of his words or actions upon another
Characters attitude. He can, in effect, alter the results of an
Attitude Die roll by his actions. The Gamesmaster may limit
the scope of the power to one use per situation. The
Changed player must announce that he is using Reaction
Reading, and rolls his Effect Die for his current Psi Grouop.
The result may be applied in full or in part to raise or lowerthe
Attitude roll in questioli. Non-Player Characters using the
power on Player-Characters will be able to convince the
Players of whatever attitude they desire, within limits
determined by the Gamesmaster on how unlikely this may
seem. A sallow-faced rogue, just swallowing a mouthful of
man-flesh, will not foresea the right words to use to convince
Players that he is not a cannibal since NO foreseeable words
to that effect exist.
Combative
Combat Precog (R). The Combat Precog power is similar
to the Combat Sense Power enjoyed by Changed with ESP. It
adds the current Psi Group to the characters effective CDA,
AFTER all modifiers for movement have been calculated.
Unlike Combat Sense, it operates at full value vs. any form of
attack or danger which is relevant to CDA. The user does
NOT have to know that the attack is coming.
The Combat Precog cannot apply his analytical
consciousness to the data he receives from his Psi. The
information obtainable by Combat Sense users is not
available to him.
Communicative
Presience (P). Thepowertoforeseethefutureisgained. At
any point where the Precognitive and those with him are
confronted by a choice of actions (e.g. to enter a building, to
follow a given strategy, etc.), the Changed may go into a
prophetic trance, requiring one minute on the average.
Successful use of the power is checked secretly by the
Gamesmaster, and a secret roll of the appropriate Effect Die
isalso made.Thisgivesthenumberof minutes into thefuture
which the psychic has seen.
Play then proceeds normally, with the following exception:
until the end of the time rolled by the Gamesmaster, the
Players may decide that they did not perform the action at
the Decision Point where the Precog used Prescience. In
other words, having foreseen the events the (presumably)
wish to avoid, they simply did not put themselves in a
situation where they would encounter them. Play is rolled
back to the point where Prescience was used (the end of that
one minute Trance) and the Players may undertake any
actions they wish except the one that they chose in the
vision. The operation of the power may be summed up as a
second chance to rectify a bad decision.
The Players lose this option if, during the timecovered by
the vision, one of the followins thinss occurs:
The precog who foresaw theevents is killed or knocked
out. This reflects the traditional theory that prophets
cannot foresee personal danger or death in their
visions.
Another precog is present in the group (if any) which
poses a danger to them. The two mutants will cancel
each others powers out.
I f the party cannot agree on how or when to alter their
course of action, i.e. to exercise the option to cancel
the recent events or not. The Gamesmaster may
impose a limit in real time on such disputations.
68
Esthetic
Alarm (R). The power much resembles Risk Sense, the
power derived from Esthetic Talent by those with ESP.
Unlike using the Risk Sense, the Precog will not be able to
use his Will to determine the nature of the danger. He will,
however, receive a similar bonus to his Saving Throws, BCS
rolls, or other defenses (including CDA if germane) against
the results of the danger. Again, Precognition is handled
here as something operating below the threshold of
conscious thought.
Mechanical
Techanalysis (P). The precog can determine what a given
device does with a single successful use of this power. He
can work out how t o make it work (in the sense of turning it
on) by performing a Task to that end under terms set by the
Gamesmaster, using the power for a BCS and his Psi Effect
Die roll to generate the base Task Points achieved. When the
Task is completed, he knows how to handle the device. This
does not confer skill in its use, if such is needed. as in the
case of a weapon or vehicle. Assume a BCS in using that
particular device is gained. This would be equal to the
Changeds Psi Group. This is not generalized toother similar
devices. Thus, a Precog who has a Psi Group of 4 and who
uses Techanalysis to deduce the operation of a Jet Plane,
has a BCS of 4 in flying the plane, ONLY while using that
Particular jet. He does NOT gain a BCS of 4 in the Skill
Fixed Wing Jet Aircraft Pilot.
Natural
This is identical with the ESP power of Phenomanalysis.
Scientific
Process Precognition (R). The Precog can subject any
given process (Lab Practice, Technological Task, etc.) to an
analysis which will reveal any potential dangers or critical
failures in his handling of it. This must be applied to Tasks
which the Precog is conducting personally. He cannot
interpret the data relating to fields in which he has no
knowledge. Basically, the Precog may roll a Psi AST to
negate any failure he may encounter while performing some
Task of a scientific or technological nature. He may attempt
to do so once per failure. If the AST is made, it will turn a
simple failure into a success, allowing the Precog to
accumulate Task Points, and turns a Critical Failure into a
simple miss.
DETERMINING MUTATIONS
Consider the purely random alterations in mind and body
that could result from the game of mutagenic Russian
Roulette that will be played with man in a Post-Holocaust
environment; as radiation, drugs, viral elements or whathave-you act upon the deepest recesses of his cell structure.
Some of these changes will be beneficial, others will be
deleterious. Still others will have no direct impact on his
survival capacity. In game terms this may mean the character
has one of the types of mutations described later in this
section, a simple change from the human norm, or no visible
sign or manifestation of a change in his genetic material. We
make the assumption that a serious mutation that was
deleterious to the organism would have killed it before the
beginning of play.
For the Gamesmasters convenience, we provide a table
for selection of mutations. If he decides to alter the types of
mutations present in his campaign, he should draw up a
suitable table. For a campaign using these mutations where
the setting is shortly after the Ruin or the mutagenic agents
are not very active, a negative modifier (say 5 or 10) might be
used on the die roll. I f the mutagenic are extremely active
(perhaps due to a deliberately designed mutation causing
virus) or the campaign is set several generations after the
Ruin, a positive modifier could be used. For the 200 Years
1Mutation
1
Function
Telepathy
ESP
Pychokinesis
Precognition
Choice of Function
Two Functions. Reroll ignoring results over 90
Mutation
81-85 EYE
86-90 BALANCER
91-95 BLEND
96-99 OPTIONS:
A. Player picks 1 mutation without penalties applied
to his power.
6. Roll for 2 physical mutations (ignore rolls over95).
C. Player picks 1 mutation and alters its abilities to
suit himself then the Gamesmaster alters its weaknesses t o suit himself!.
00 Player designs his own mutation with Gamesmasters
aid; treat as 96-99.
R EPUTAT IO N
During the course of his adventuring career, a character
will acquire a reputation. In many campaigns, a
Gamesmaster will treat this in a very nebulous fashion. In
some, it will not be a factor at all. This is certainly allowable
and, in some campaigns, the play group might even find it
preferable. For the Gamesmaster who wishes to have a more
concrete handle on the concept of reputation, or Rep, we
provide these guidelines.
Reputation is gained by singular execution of a deed or by
continued performance in an area of expertise. The
performance may be successful or not. In some cases,
reputation is inherent in holding a given position.
The components of a characters reputation will affect the
way in which non-player characters will react to him and with
him. A character with a reputation as a tough fighter will find
that pacifistic characters fear and/or respect him while
belligerent young punks occasionally challenge him to
prove that they are better than he is.
A characters reputation will add to his Recognition Factor.
This represents, in some cases, the circulation of his
description along with the tales that form the basis of his
reputation. Thus, when a character is recognized, those
recognizing him will be aware of his reputation. At the least,
they will know of thegeneral areas in which thecharacter has
gained his reputation.
EARNED REPUTATION
The Gamesmaster will adjudicate when an action on the
part of a character is of a level sufficient to affect his
reputation. The action will be assigned afigure of merit. If the
character performs the action successfully, the value will be
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POSITIONAL REPUTATION
Sometimes reputation will be attached to a position. Much
as the marshal of Tombstone was expected to be a good shot
with a six-shooter, a position may indicate that a character is
successful in an Area for which reputation can be gained.
Such reputation only belongs to the character as long as he
is in that position. Optionally, the Gamesmaster may allow
some of the glitter of a position to remain with a character
after he has left the position. This may decay over time, or
simply be a constant value that is afraction of thevalue of the
position.
The value of Rep points gained by a position may vary. The
marshal of Tombstone gains Rep due to the fact that he is a
marshal and that the town is which he is marshal is atough
town. If someone is unaware that the man at the bar is the
marshal (his badge being hidden), he will not be influenced
by the Rep of the position of marshal.
VARIATIONS ON REPUTATION
DUE TO LOCATION
Needless to say, the strongest effect achieved by a
reputation will be in the locality where the reputation was
gained. The sphere of influence of a reputation will depend
on the foms of communication in use. Mass media, if
operating, will enhance the effects of reputation.
The Gamesmaster should designate on his map, spheres
of influence which are representative of communities in
communication to such a degree that a characters
reputation will be spread within one. These can be referred
to as Reputation Zones. A Reputation Zone may be as small
as a building or as large as a country, with steps in between at
neighborhood, town/village, city, state, and regional
networks of interacting communications.
When a character crosses into a new Zone of Reputation,
the Gamesmaster should make a Reaction Roll to see if his
reputation has preceded him. The chart below shows what
roll is needed for the Rep to remain intact. If that level of
reaction is not achieved, the character has no reputation in
that Reputation Zone. His effective Rep for Recognition
Factor enhancement is his normal Total Rep divided by 1
plus the number of Recognition Zones between the Zone he
i s currently in and the Zone in which the reputation was
made.
Characters who move around a lot will require players to
maintain several different reputations for them. This is not
necessarily a bad thing. It can be downright advantageous
for undercover work. This can lead to interesting
consequences if a character is recognized by a non-player
character who knows him by sight and reputation from one
Zone and only by reputation or positional reputation from
another Zone. When the non-player character puts the two
together, the fireworks may start.
to retain Reputation
automatic
Mediocre
Good
Excellent
automatic loss
71
APPENDIX I
PISTOLS
REVOLVERS:
CODE P1
BEL: SHT
ACTION: DA
ENC: .25
DUR: 3
MAG: Snap-Cy1 5
CALIBER: 44 Special (1-3)
38 Special (3-5)
357 Magnum (6-8)
22 Long Rifle (9)
32 Long (0)
FEATURES: None.
BEL: SNUB
ACTION: DA
CODE P2
DUR: 3
ENC: .2
MAG: Snap-Cy1 5
CALIBER: 38 Special (1-6)
22 Lona Rifle (7-8)
32 Long (9-0)
FEATURES: None.
COOE P3
BEL: SNUB
ACTION: DA
ENC: .25
DUR: 4
MAG: Swing-Cy1 6
CALIBER: 38 Special (1-6)
357 Magnum (7-0)
FEATURES: 357 Magnum model can also be use 38
Special.
BEL: STD
ACTION: DA
CODE P3
DUR: 4
ENC: .4
MAG: Swing-Cy1 6
CALIBER: 38 Special (1-6)
357 Magnum (7-0)
FEATURES: 357 Magnum model can also use 38 Special.
BEL: LNG
ACTION: DA
CODE P5
DUR: 4
ENC: .45
MAG: Swing-Cy1 6
CALIBER: 38 Special (1-6)
357 Magnum (7-0)
FEATURES: 357 Magnum model can also use 38 Special.
BEL: STD
ACTION: DA
CODE: P6
DUR: 3
ENC: .4
MAG: Break 9
CALIBER: 22 Short (1-2)
22 Long (3-5)
22 Long Rifle (6-0)
FEATURES: High quality Sights give a t1 to Sighted Fire.
CODE: P7
BEL: SHT
ACTION: SA
MAG: Snap-Cy1 6
DUR: 3
ENC: .3
CALIBER: 22 Long Rifle
FEATURES: Also fires 22 Rimfire Magnum.
COOE P8
BEL: STD
ACTION: SA
DUR: 3
ENC: .4
MAG: Snap-Cy1 6
CALIBER: 22 Long Rifle
FEATURES: Also fires 22 Rimfire Magnum.
CODE
BEL: LNG
ACTION: SA
MAG: Snap-Cy1 6
DUR: 3
ENC: .45
CALIBER: 22 Long Rifle
FEATURES: Also fires 22 Rimfire Magnum.
COOE: W
BEL: XLNG
ACTION: SA
MAG: Snap-Cy1 6
DUR: 3
ENC: .6
CALIBER: 22 Long Rifle
FEATURES: Also fires 22 Rimfire Magnum.
CODE: P10
MAG: Snap-Cy1 6
CALIBER:
FEATURES:
COOE: P11
MAG: Swing-Cy1 6
CALIBER:
CODE P13
MAG: Break 5
CALIBER:
FEATURES:
BEL: SNUB
DUR: 2
38 Short
None.
ACTION: DA
ENC: .27
CODE P14
MAG: Snap-Cy1 6
CALIBER:
FEATURES:
BEL: SNUB
ACTION: DA
DUR: 5
ENC: .3
357 Magnum
Also fires 38 Special. High quality Sights give+l
to Sighted Fire.
CODE: P15
MAG: Snap-Cy1 6
CALIBER:
FEATURES:
CODE:
MAG:
COOE:
MAG:
ACTION: DA
BEL: SHT
DUR: 5
ENC: .35
357 Magnum
Also fires 38 Special. High quality Sights give +l
to Sighted Fire.
P16
BEL: STD
ACTION: DA
ENC: ,451
Snap-Cy1 6
DUR: 5
CALIBER: 357 Magnum
FEATURES: Also fires 38 Special. High quality Sights give +1
to Sighted Fire.
P17
BEL: SNUB
ACTION: DA
Snap-Cy1 6
DUR: 5
ENC: .3
CALIBER: 357 Magnum (1-3)
38 Special (4-8)
9mm Parabellum (SO)
FEATURES: None.
72
CODE: P I 8
BBL: SHT
MAG: Snap-Cy1 6
DUR: 5
CALIBER: 357 Magnum (1-3)
38 Special (4-8)
9mm Parabellum (9-0)
FEATURES: None.
CODE: P I 9
BBL: STD
MAG: Swing-Cy1 6
DUR: 4
CALIBER: 41 Magnum
FEATURES: None.
CODE: P2D
BBL: LNG
MAG: Swing-Cy1 6
DUR: 4
CALIBER: 41 Magnum
FEATURES: None.
CODE: P21
BBL: XLNG
MAG: Swing cy1 6 6DUR: 4
CALIBER: 41 Magnum
FEATURES: None.
ACTION: DA
ENC: .4
ACTION: DA
ENC: .45
ACTION: DA
ENC: .5
ACTION: DA
ENC: .65
AUTOLOADERS
CODE: P22
BBL: SHT
ACTION: DA
MAG: Swing-Cy1 6
DUR: 4
ENC: .37
CALIBER: 44 Magnum (1-6)
44 Special (7-0)
FEATURES: 44 Magnum also fires 44 Special.
CODE: P23
BBL: STD
ACTION: DA
ENC: .47
MAG: Swing-Cy1 6
DUR: 4
CALIBER: 44 Magnum (1-7)
44 Special (8-0)
FEATURES: 44 Magnum model also fires 44 Special
CODE: P24
MAG: Swing-Cy1 6
CALIBER:
FEATURES:
BBL: LNG
ACTION: DA
ENC: .5
DUR: 4
44 Magnum (1-7)
44 Magnum model also fires 44 Special.
CODE P25
BBL: STD
ACTION: SA
MAG: Port-Cy1 6
DUR: 3
ENC: .45
CALIBER: 357 Magnum (1-3)
44 Special (4)
45 Long Colt (5-8)
44 Magnum (9-0)
FEATURES: Replica of Colt 45, the Peacemaker.
BBL: LNG
ACTION: SA
CODE: P26
MAG: Port-Cy1 6
DUR: 3
ENC: .45
CALIBER: 357 Magnum (1-3)
44 Special (4)
45 Long Colt (5-8)
44 Magnum (9-0)
FEATURES: Match weapon. Superior Sights give +1 to
Sighted Fire.
CODE: P27
BBL: STD
ACTION: SA
MAG: Port-Cy1 6
DUR: 2
ENC: .36
CALIBER: 32-20 (1)
38 Long (2-3)
38 Short (4)
38-40 (5-6)
44-40 (7-8)
45 Lorig Colt (9-0)
FEATURES: Again, a replica of the frontier Colt 45. The
Calibers shown are historically correct
CODE: P28
MAG: Port-Cy1 6
CALIBER:
FEATURES:
CODE: P29
BBL: STD
MAG: Port-Cy1 6
DUR: 2
CALIBER: 22 Short (1)
22 Long (2-3)
22 Long Rifle (4-7)
22 RF Magnum (8-0)
FEATURES: None.
ACTION: SA
ENC: .45
CODE: P30
BBL: LNG
MAG: Port-CY1 6
DUR: 5
CALIBER: 357 Magnum (1-3)
ACTION: SA
ENC: .47
CODE P31
BBL: SHT
ACTION: AL
MAG: Box Variable
DUR: 2
ENC: .35
CALIBER: 32 ACP 8 Rounds (1-3)
380 ACP 7 Rounds (4-7)
22 Long Rifle (8-0)
FEATURES: None.
CODE: P32
BBL: SNUB
ACTION: AL
MAG: Box 6
DUR: 2
ENC: .2
CALIBER: 25 ACP
FEATURES: None.
CODE: P33
BBL: SHT
ACTION: AL
MAG: Box Variable
DUR: 3
ENC: .37
CALIBER: 32 ACP 12 Rounds 11-3)
380 ACP 13 Rounds (4-6)
9mrn Parabellum 15 Rounds (7-0)
FEATURES: None.
CODE: P34
BBL: STD
ACTION: AL
MAG: Box Variable
DUR: 3
ENC: .37
CALIBER: 32 ACP 12 Rounds (1-3)
380 ACP 13 Rounds (4-6)
9mm Parabellum 15 Rounds (7-0)
FEATURES: None.
CODE: P35
BBL: STD
ACTION: AL
MAG: Box Variable
ENC: .38
DUR: 4
CALIBER: 45 ACP 7 Rounds (1-6)
9mm Parabellum 9 Rounds (7-0)
FEATURES: None.
CODE: P36
BBL: STD
ACTION: AL
MAG: Box 13
ENC: .35
DUR: 5
CALIBER: 9mm Parabellum
FEATURES: Hi-Power weapon - uses High Power ammo
at no risk. Safety catch is High Security. Gun
cannot discharge when safe even if dropped
or struck.
CODE P37
BBL: SNUB
ACTION: AL
MAG: Box 6, 7, or 9 DUR: 4
ENC: .3
CALIBER 45 ACP
FEATURES Can use the 7 or 9 round Magazines from
ANY other 45 ACP Autoloading Pistol.
CODE: P38
BBL: STD
ACTION: AL
MAG: Box 18
DUR: 3
ENC: .4
CALIBER: 9mm Parabellum
FEATURES: Military issue of this model has capability
for AB Gun Action. Civilian model given here
can be adapted for this use by a Gunsmith.
CODE: P39
BBL: STD
ACTION: AL
MAG: Box 9
DUR: 3
ENC: .42
CALIBER: 22 Long Rifle
FEATURES: Match Weapon. +1 when using Sights.
CODE: P40
BBL: SHT
ACTION: AL
MAG: Box Variable
DUR: 2
ENC: .27
CALIBER: 22 Long Rifle 9 Rounds (1-2)
32 ACP 8 Rounds (3-6)
380 ACP 7 Rounds (7-0)
FEATURES: None.
73
BBL: STD
ACTION: AL
CODE P41
DUR: 2
ENC: .3
MAG: Box Variable
CALIBER: 38 Super Auto 8 Rounds (1-6)
45 ACP 7 Rounds (7-0)
FEATURES: None.
CODE P42
BEL: STD
ACTION: AL
MAG: B o x 8
DUR: 4
ENC: .4
CALIBER: 30 (1-4)
9mm Parabellum (5-0)
FEATURES: Replica of the Luger.
BEL: SNUB
ACTION: AL
CODE P43
DUR: 2
ENC: .2
MAG: Box Variable
CALIBER:
22 Lon9 Rifle 10 Rounds (1-4)
.~
25 ACP-8 Rounds (5-0)
FEATURES: May be equipped with conversion kit
consisting of the Barrel, Clip, and Bolt of the
specified Calibers. This allows the gun to be
altered from one to the other.
BBL: STD
ACTION: AL
COOE P44
DUR: 3
ENC: .4
MAG: Box 11
CALIBER: 22 Long Rifle
FEATURES: Luger replica.
COOE P45
BEL: STD
ACTION: AL
MAG: Box 7
DUR: 5
ENC: .5
CALIBER: 44 Magnum (AMP)
FEATURES: The ammo fired by this gun acts as 44
Magnum in all respects BUT a special AMP
case is needed. Standard 44 Magnum ammo
will always Jam the gun. The weapon is
made of stainless steel and is known as an
Auto-Mag .
TARGET WEAPONS
All the Pistols listed here are Match Weapons!
BEL: STD
ACTION: AL
CODE: P46
DUR: 4
ENC: .45
MAG: Box 10
CALIBER: 22 Long Rifle
FEATURES: Left or Right Handed Grips. Can be set for
Hair Trigger or normal pull. Tunable Gun if
used by a Character with the same
handedness as grips.
BEL: STD
ACTION: AL
CODE: P47
DUR: 5
ENC: .45
MAG: Box 7
CALIBER: 45 ACP
FEATURES: Target model of famous Colt 45 Autoloader.
t l to BCS when using Sights. Trigger
adjustable to Hair Trigger or normal pull.
BEL: STD
ACTION: AL
CODE: P48
DUR: 5
ENC: .55
MAG: Box 5
CALIBER: 32 Long
FEATURES: Tunable gun. t1 to AIM when firing with
Siaht. Conversion Kit available to switch to
22Long Rifle.
TARGET REVOLVERS
ACTION: DA
COOE P49
BEL: SNUB
ENC: .32
MAG: Swing-Cy1 6
DUR: 5
CALIBER: 22 Short (1)
22 Long (2-3)
22 Long Rifle (4-5)
38 Special (6-7)
357 Magnum (8-0)
FEATURES: All models have t 1 to AIM using Sighted Fire.
357 Magnum model can also fire 38 Special.
BEL: STD
ACTION: DA
CODE P50
DUR: 5
ENC: .42
MAG: Swing-Cy1 6
CALIBER: 22 Short (1)
22 Long (2-3)
22 Long Rifle (4-5)
38 Soecial 16-71
357Magnum (6-0)
FEATURES: All models have t 1 to AIM using Sighted Fire.
357 Magnum model can also fire 38 Special.
BBL: XLNG
ACTION: DA
CODE P51
DUR: 5
ENC: .62
MAG: Swing-Cy1 6
CALIBER: 22 Short (1)
22 Long (2-3)
22 Long Rifle (4-5)
38 Special (6-7)
357 Magnum (EO)
FEATURES: All models have t1 to AIM using Sighted Fire.
357 Magnum model can also fire 38 Special.
BEL: Pistol Carbine ACTION: DA
CODE P51
DUR: 5
ENC: .82
MAG: Swing-Cy1 6
CALIBER: 22 Short (1)
22 Long (2-3)
22 Long Rifle (4-5)
38 Special (6-7)
:57 Magnum (EO)
FEATURES: All models have t 1 to AIM using Sighted Fire.
357 Magnum model can also fire 38 Special.
BBL: LNG
ACTION: DA
CODE: P53
MAG: Swing-Cy1 6
DUR: 5
ENC: .65
CALIBER: 45 ACP
FEATURES: High quality Iron Sights give t1 to Sighted
Fire BCS. Tapped for Telescopic Sight.
CODE P54
MAG: Swing-Cy1 6
CALIBER:
FEATURES:
CODE P55
MAG: Swing-Cy1 6
CALIBER:
BBL: STD
ACTION: DA
DUR: 5
ENC: .5
44 Magnum
Tapped for Telescopic Sights.
BBL: LNG
ACTION: DA
DUR: 5
ENC: .43
22 Long Rifle (1-2)
22 RF Magnum o(3-5)
32 Lono 16-7)
38 Special
FEATURES: Tunable gun. If Tuned, and fired as a SA gun,
the Character receives a bonus as if using
Squeeze-Off Option: adds his DFT to his pistol
Skill score.
(BO)
CODE:
MISCELLANEOUS
P56
PISTOLS
BBL: Varies
ACTION: SA
DUR: 4
ENC: Varies
MAG: Swing-Cy1 6
CALIBER: 38 Special (1-4)
357 Magnum (5-0)
FEATURES: EsuiDped with a special Quick Change
Barrel system, the gun may be given a Barrel
of ANY size: SNUB up to Pistol Carbine.
Barrels must be of P56 type and it takes 10
Actions to accomplish change.
The ENC of the gun is .15 t the Base ENC
for the BEL size.
BBL: SNUB
ACTION: SA
COOE P57
MAG: Break 2
DUR: 1
ENC: .2
CALIBER: 22 Short (1-3)
38 Special (4-5)
38 Short (6-9)
38 Long (0)
FEATURES: This is a Derringer, the hideaway gun of the
frontier gambler. It uses Over-Under Barrels
which must be turned manually to bring the
next round under the hammer. This requires
an extra Action.
BBL: XLNG
ACTION: SS
CODE P58
MAG: Break 1
DUR: 5
ENC: .75
CALIBER: 22 Short (01-03)
22 Long (04-05)
22 Long Rifle (06-15)
22 RF Magnum (16-25)
22 Jet (26-35)
357 Magnum (36-50)
38 Special (51-60)
256 Magnum (61-65) see Long Gun Ammo Table
45 Long Colt (66-75)
30-30(76-85) See Long Gun Ammo Table
44 Magnum(86-00)
FEATURES: The gun may be adapted to take ANY of the
specified rounds. Interchangeable barrels are
74
CODE PS
MAG: Falling Block 1
CALIBER:
FEATURES:
BBL: XLNG
ACTION: BA
DUR: 5
ENC: .8
221 Fireball
Recoil Reduction. Right or Left-Handed Grips.
If used by Character with correct
Handedness it i s a Tunable gun. Tapped for
Telescopic Sights.
CODE Pal
MAG: Break 1
BBL: LNGlXLNG
DUR: 4
ACTION: SS
ENC: .55 with LNG BBL
ENC: .7 with XLNG BBL
LONG GUNS
Rifles (BBL longer than 207
CODE: R1
ACTION: AL
DUR: 4
ENC: 1.4
MAG: Box Variable
CALIBER: 243 4 Rounds (1)
270 4 Rounds (2)
30-06 4 Rounds (35)
308 4 Rounds (6-7)
7mm Magnum 3 Rounds (8)
300 Magnum 3 Rounds (90)
FEATURES: Tapped for Telescopic Sight mounts. t1 to
Aim using guns own Sights to fire.
CODE R2
MAG: Box 5
ACTION: AL
DUR: 4
ENC: 1.25
CALIBER: 223
FEATURES: Civilian model of the M-16. Can be converted
to permit FA fire by a Gunsmith. Uses
government magazines, so that M-16 Box 30
clips can be used by this model as well.
CODE R3
ACTION: AL
MAG: Port-Mag 3
DUR: 3
ENC: 1.25
CALIBER: 308
FEATURES: Tapped for Telescopic Sight mount.
CODE R4
MAG: Box 4
ACTION: AL
DUR: 4
ENC: 1.3
CALIBER: 243 (1-2)
6mm (3-4)
280 (5)
308 (6-7)
30-06 (8-0)
FEATURES: Tapped for Telescopic Sight mounts. Swivel
Sling feature.
CODE R5
ACTION: PA
MAG: B o x 4
DUR: 4
ENC: 1.3
CALIBERS: 243 (1-2)
6mm (3-4)
280 (5)
308 (6-7)
30-06 (8-0)
FEATURES: Tapped for Telescopic Sight mounts. Swivel
Sling feature.
CODE R6
ACTION: PA
MAG: Port-Mag 3
DUR: 4
ENC: 1.2
CALIBER: 30-30(1-6)
35mm (7-0)
FEATURES: Tapped for Telescopic Sight mounts.
CODE: R7
ACTION: AL
.MAG: Box 10 or 20
DUR: 4
ENC: 1.5
CALIBER: 7.62mm NATO
FEATURES: Commercial replica of M-14. Gunsmith can
convert to allow FA fire. Has no provision for
bayonet. There is a 20% chance that a
specimen of this gun will be a Match Weapon.
Takes government issue 4X or 6X Telescopic
Sight.
CODE: RE
ACTION: LA
MAG: Tub-Mag 6
DUR: 3
ENC: 1.45
CALIBER: 44-40 (1-6)
357 Magnum (7-0) See Pistol Ammo Table
FEATURES: Replica of 1873 Winchester.
CODE: R9
ACTION: LA
MAG: Tub-Mag 4
DUR: 5
ENC: 1.25
CALIBER: 444 Marlin
FEATURES: Swivel Sling. Tapped for Telescopic Sights.
CODE R10
ACTION: LA
MAG: Port-Mag Var. DUR: 4
ENC: 1.3
CALIBER: 300 Magnum 5 Shot (1-3)
243 5 Shot (4-5)
308 5 Shot (6-8)
250 5 Shot (9)
358 6 Shot (0)
FEATURES: Tapped for Telescopic Sights. Swivel Sling.
Recoil Pad. Magazine is actually a Rotary
Magazine, extremely efficient and resistant
to jams. Adds t3 to Control BCS even if user
has no Control of his own.
CODE: R11
ACTION: BA
MAG: Box Variable
DUR: 4
ENC: 1.5
CALIBER: 25-06 4 Round (1-2)
270 4 Round (3)
30-06 4 Round (4-5)
300 Magnum 3 Round (6-7)
7mm Magnum 3 Round (8-9)
458 Magnum 3 Round (0)
FEATURES: Recoil Pad. NO SIGHTS ON GUN! Iron or
Telescopic Sights must be mounted by a
Gunsmith.
CODE R12
ACTION: BA
MAG: Port-Mag 5
DUR: 3
ENC: 1.25
CALIBER: 30-06
FEATURES: Recoil Pad. Tapped for Telescopic Sight.
Swivel Sling.
CODE: R13
MAG: Box 3
ACTION: BA
OUR: 3
ENC: 1.2
CALIBER: 222 (1-2)
243 (3-4)
308 (5-7)
22-250 (8)
6mm (9-0)
FEATURES: Adjustable trigger can be set for Hair Trigger
or normal pull. Tapped for Telescopic Sights.
Sling Swivels.
COOE: R14
MAG: Box 3
ACTION: BA
DUR: 3
CALIBER: 7mm Magnum (1-6)
300 Magnum (7-0)
ENC: 1.25
75
__-
CODE
MAG:
CODE
MAG:
COOE R17
ACTION: SS
ENC: 1.35
MAG: Fall-Block 1
DUR: 3
CALIBER: 45-70
FEATURES: Tapped for Telescopic Sight. Swivel Sling.
CODE R18
ACTION: SS
MAG: Fall-Block 1
DUR: 5
ENC: 1.3
CALIBER: 30-06 (1-3)
25-06 (4-5)
6mm (6)
243 (7)
22-250 (8)
7mm Magnum (9-0)
FEATURES Taooed for TelescaDic Siaht. Recoil Pad. GUN
CODE Rl9
ACTION: SS
MAG: Port-Mag 1
DUR: 3
ENC: 1.3
CALIBER: 44 Magnum (1-7)
45-70 (8-0)
FEATURES: None.
COOE A 2 0
ACTION: SS
MAG: Fall-Block 1
DUR: 5
ENC: 1.4
CALIBER: 22-250 (01-10)
243 (11-15)
6mm (16-25)
25-06 (26-30)
270 (31-40)
30-06 (41-55)
7mm Magnum (56-60)
300 Magnum (61-70)
45-70 (71-75)
30-40 Krag (76-80)
458 Magnum (81-85)
375 Magnum (86-00)
FEATURES: Swivel Sling. NO IRON SIGHTS ON GUN'
Equipped with mounts for Iron or Telescopic
Sights.
COOE R21
ACTION: AL
MAG: Tub-Mag 20
DUR: 4
ENC: 1.2
CALIBER: 22 Long Rifle
FEATURES: Grooved for Telescopic Sight.
CODE R22
ACTION: PA
MAG: Tub-Mag Var. DUR: 4
ENC: 1.3
CALIBER: 22 Long Rifle (1-5)
22 RF Maanum (6-0)
FEATURES: Grooved h r Telescopic Sights.
ACTION: AL
..
COOE R23
ENC: 1.3
DUR: 3
MAG: Box 5
CALIBER: 22 RF Magnum
FEATURES: Tapped for Telescopic Sight.
COOE R24
ACTION: AL
MAG: Tub-Mag Var. DUR: 4
ENC: 1.25
76
CODE R34
MAG: Port-Mag 5
CALIBER:
FEATURES:
ACTION: BA
DUR: 4
ENC: 1.25
22 RF Magnum
Grooved for Telescopic Sight.
CODE R35
MAG: Box 5
ACTION: BA
DUR: 5
ENC: 1.3
CALIBER: 22 Long Rifle (1-4)
22 RF Magnum ($0)
FEATURES: Fully adjustable trigger, settable for Hair
Trigger or normal pull. Grooved for Telescopic
Sight.
CODE R36
MAG: Fall-Block 1
CALIBER:
FEATURES:
ACTION: SSlBA
DUR: 3
ENC: 1.2
Any 22 Rimfire non-Magnum
Equipped with Sights giving +I to Aim when
using Sighted Fire. Grooved for Telescopic
Sight (if so equipped, the Peep Sight cannot
be used).
CODE: R45
ACTION: SSlBA
MAG: Fall-Block 1
OUR: 5
ENC: 2
CALIBER: 22 Long Rifle
FEATURES: Sights give t i to Aim when using Sighted
Fire. No provision for Sling. Tunable Gun.
There is a fully adjustable trigger (Hair
Trigger or normal pull).
DOUBLE RIFLES
All of the following Guns are Double-Barreled. Single Shot weapons. A Rllle
Barrel is mounted on top of a Shotgun Barrel, or vice-versa. Caliber Is
recorded as {Top Barrel / Bottom Barrel). A "12 Ga/30-06" has a 1 2 Gauge
Shotgun Barrel on top and a Single-Shot 30-06 Barrel on the bottom.
CODE: R46
ACTION: SA
MAG: Break 111
DUR: 4
ENC: 1.4
CALIBER: 12 Gal30-06 (1-6)
12 Gal243(7:0)-'
FEATURES: Recoil Pad.
CODE A47
MAG: Break 111
CALIBER:
FEATURES:
ACTION: SA
OUR: 4
ENC: 1.35
12 Gal222
Equipped with changeable Choke Tubes,
allowing the Choke on the shotgun barrel to
be changed in 10 Actions. Swivel Sling.
Grooved for Telescopic Sight.
CODE R38
ACTION: SS
MAG: Fall-Block 1
DUR: 4
ENC: 1.3
CALIBER: Any 22 Rimfire non-Magnum (1-6)
22 RF Magnum (7-0)
FEATURES: Grooved for Telescopic Sight.
COO R48
MAG: Break 111
CALIBER:
FEATURES:
ACTION: SA
DUR: 4
ENC: 1.4
12 Gal308
Modified Choke only. Tapped for Telescopic
Sight. Recoil Pad. Swivel Sling.
CODE R39
MAG: Break 1
CALIBER:
FEATURES:
ACTION: SS
DUR: 4
ENC: 1.25
Any 22 Rimfire non-Magnum
Grooved for Telescopic Sight.
CODE R40
MAG: Fall-Block 1
CALIBER:
FEATURES:
ACTION: SS
DUR: 4
ENC: 1.3
22 RF Magnum
Grooved for Telescopic Sight. Sling Swivel.
COOE: R49
ACTION: SA
MAG: Break 111
DUR: 5
ENC: 1.5
CALIBER: 12 Gal375 Magnum (1-3)
12 Ga Magnum1375 Magnum (4-6)
12 Gal458 Magnum (7-8)
12 Ga Magnum1458 Magnum (9-0)
FEATURES: lnterchaneable barrels are available, although
it requires a Gunsmith to change them (per
barrel: Task Points = 10, Task Period = 2
hours). Tapped for Telescopic Sight. Swivel
Sling. Recoil Pad.
COOE: R50
ACTION: SA
DUR: 3
ENC: 1.3
MAG: Break 111
CALIBER: 22 RF Magnuml20 Ga (1-2)
222120 Ga (3)
30-30120 Ga (4-5)
Any 22 Rimfire non-Magnuml410 (E-7)
22 RF Magnum1410 (8-0)
FEATURES: Grooved for Telescopic Sight.
CODE: R37
ACTION: SSlBA
MAG: Fall-Block 1
DUR: 5
ENC: 1.2
CALIBER: Any 22 Rimfire non-Magnum
FEATURES: Equipped with Iron Sights giving t 1 to BCS
and Aim when using Sighted Fire. Swivel
Sling.
TARGET RIFLES
All of the following Rifles have the Match Weapon Feature.
CODE R41
MAG: Fall-Block 1
CALIBER:
FEATURES:
ACTION: SS/BA
DUR: 5
ENC: 1.7
22 Long Rifle
No sling provided for. Has no Iron Sights but
can be fitted with Match Sights giving t i to
BCS and Aim when using Sighted Fire. Also is
a Handed Gun (Right or Left). Can be used as
a Tunable Gun by Character with
corresponding handedness.
CODE R42
MAG: Strip 5
ACTION: BA
DUR: 5
ENC: 1.5
CALIBER: 7.62mm NATO
FEATURES: Match version of M-1 but firing 7.62mm
instead of 30-06. No Iron Sights but can have
these or Match Sights mounted by a
Gunsmith. Swivel Sling.
COOE R43
MAG: B o x 7
ACTION: EA
DUR: 5
ENC: 1.4
CALIBER: 22 Long Rifle
FEATURES: Iron Sights give t i to Aim. Grooved for
Telescopic Sight but this precludes using Iron
Sights. Also has adjustable trigger (Hair
Trigger or normal pull).
CODE: R44
ACTION: EA
MAG: Port-Mag 5
DUR: 5
ENC: 1.6
CALIBER: 222 (1-2)
222 Magnum (3-5)
223 (6-8)
7.62mm NATO (9-0)
FEATURES: Tapped for Telescopic Sight. No Iron Sights
No provision for Sling. Some models (30%)
have Hair Trigger.
CARBINES
All of the following guns have BEL less than or equal to 20".
COOE: C I
MAG: Box 5
ACTION: AL
DUR: 3
ENC: 1
CALIBER: 223
FEATURES: Civilian model of M-18 Assault Rifle. 3X
Military issue Telescopic Sight. Folding stock.
Can be given FA capacity by Gunsmith. Also
uses military issue Box 30 magazine.
CODE: C2
ACTION: AL
MAG: Box 5, 10,20, 30DUR: 5
ENC: 9
CALIBER: 223
FEATURES: Can be converted to FA Action by Gunsmith.
Swivel Sling.
CODE: C3
MAG: Tub-Mag 4
CALIBER:
FEATURES:
ACTION: AL
DUR: 5
ENC: .9
44 Magnum
Swivel Sling. Peep Sight gives +I to Aim for
Sighted Fire. Tapped for Telescopic Sight.
COOE: C 4
MAG: Box 4
ACTION: LA
DUR: 4
ENC: 1
CALIBER: 243 (1-2)
308 (3-6)
358 Magnum (7-0)
FEATURES: Recoil Pad. Tapped for Telescopic Sight.
77
CODE c5
ACTION: LA
MAG: Tub-Mag 6
DUR: 3
CALIBER: 30-30 (1-7)
35 (8-0)
FEATURES: None.
ENC: 1.2
SHOTGUNS
CODE C6
ACTION: LA
ENC: .8
MAG: Tub-Mag 4
DUR: 3
CALIBER: 44-40 (1-4)
357 Magnum (5-0)
FEATURES: None.
CODE c7
ACTION: BA
ENC: 1.2
MAG: Port-Mag 5
DUR: 5
CALIBER: 22-250 (1-2)
6mm (3)
243 (4)
270 (5-6)
30-06 (7-9)
308 (0)
FEATURES: Tapped for Telescopic Sight.
ACTION: AL
CODE C8
DUR: 3
ENC: .75
MAG: Box 8
CALIBER: 22 Long Rifle
FEATURES: A specially designed survival and packers
weapon. The barrel, main body, and buttstock
of the weaoon can be broken down into
separate pieces. The first two pieces fit into a
carrying compartment in the stock.
CODE c9
MAG: Tub-Mag 9
CALIBER:
FEATURES:
ACTION: AL
ENC: .9
DUR: 4
22 Long Rifle
Grooved for Telescopic Sight.
CODE c 1 0
ACTION: AL
MAG: Port-Mag 10
DUR: 5
ENC: .9
CALIBER: 22 Long Rifle
FEATURES: Tapped and Grooved for Telescopic Sight.
Swivel Sling.
CODE c11
ACTION: LA
MAG: Tub-Mag 15
DUR: 3
ENC: .85
CALIBER: 22 Long Rifle
FEATURES: Grooved for Telescopic Sight.
CODE c12
ACTION: LA
MAG: Tub-Mag Var. DUR: 3
ENC: 1
CALIBER: 22 Short 21 Rounds
22 Long 16 Rounds
22 Long Rifle 15 Rounds
FEATURES: Swivel Sling. Tapped for Telescopic Sight.
CODE C13
ACTION: BA
MAG: Box 5
DUR: 4
ENC: .85
CALIBER: 22 RF Magnum
FEATURES: Grooved for Telescopic Sight.
CODE C14
ACTION: PA
DUR: 4
ENC: .8
MAG: Box 5
CALIBER: 22 Long Rifle (1-6)
22 RF Magnum (7-0)
FEATURES: Grooved for Telescopic Sight. Swivel Sling.
CODE C15
ACTION: SS
MAG: Port-Mag 1
DUR: 2
ENC: .75
CALIBER: Any 22 Rimfire non-Magnum
FEATURES: A skeleton stock weapon. Made of light
alloys, the gun resembles a tube with the
outline of a stock at one end.
CODE C16
MAG: Fall-Block 1
CALIBER:
FEATURES:
ACTION: SS
DUR: 4
ENC: .95
Any 22 Rimfire non-Magnum
None.
CODE C17
MAG: Fall-Block 1
CALIBER:
FEATURES:
ACTION: SS
DUR: 3
22 RF Magnum
None.
ENC: 1
CODE C l 8
ACTION: SA
MAG: Break 1/ 1
DUR: 2
ENC: .8
CALIBER: 22 Long Riflel410 Magnum
CODE SG1
MAG: Break 2
ACTION: SA
DUR: 3
GAUGE: 12 Ga (1-6)
20 Ga Magnum (7-0)
FEATURES: None.
CODE SG2
ACTION: SA
MAG: Break 2
DUR: 5
GAUGE: 10 Ga Magnum
FEATURES: Recoil Pad.
ENC: 1.6
ENC: 1.8
CODE: SG3
MAG: Break 2
ENC: 1.6
CODE SG4
MAG: Break 2
ENC: 1.5
ACTION: SA
DUR: 5
GAUGE: 10 Ga Magnum (1)
12 Ga Magnum (2-3)
20 Ga Magnum (4)
410 Magnum (5)
12 Ga (6-0)
FEATURES: Recoil Pad.
ACTION: SA
DUR: 4
GAUGE: 12 Ga (1-4)
16 Ga (5-6)
20 Ga (7)
12 Ga Magnum (8)
16 Ga Magnum (9)
20 Ga Magnum (0)
FEATURES: None.
AUTOLOAOING SHOTGUNS
CODE: SG5
ACTION: AL
MAG: Tub-Mag 5
DUR: 4
ENC: 1.5
GAUGE: 12 Ga (1-4)
20 Ga (56)
12 Ga Magnum (7)
20 Ga Magnum (8)
12 Ga Slug (9)
20 Ga Slug (0)
FEATURES: Interchangeable barrels available, permitting
alteration of Choke. Must be SG5 barrel.
CODE SG6
ACTION: AL
DUR: 4
ENC: 1.3
MAG: Tub-Mag 5
GAUGE: 12 Ga (1-3)
20 Ga (4-5)
12 Ga Magnum (6)
20 Ga Magnum (7)
12 Ga Slug (8-9)
20 Ga Slug (0)
FEATURES: Recoil Pad. Swivel sling.
CODE SG7
ACTION: AL
MAG: Tub-Mag 4
DUR: 5
ENC: 1.6
GAUGE: 12 Ga (1-4)
20 Ga (5-6)
12 Ga Magnum (7-8)
20 Ga Magnum (9-0)
FEATURES: Quick-change Choke tubes inserted in barrel
an alter Choke setting in 10 Actions (5 to
remove Choke, 5 t o insert new one). Recoil
Pad.
CODE SG8
ACTION: AL
MAG: Tub-Mag 5
DUR: 4
ENC: 1.5
GAUGE: 12 Ga (1-2)
20 Ga (3-5)
20 Ga Magnum (6-7)
Slug (8-0)
FEATURES: All barrels interchangeable to alter Choke.
Has built in Recoil Reduction of 1.
CODE SG9
ACTION: AL
MAG: Tub-Mag 5
DUR: 5
GAUGE: 12 Ga Magnum (1-5)
12 Ga Slug (6-0)
ENC: 1
---
CODE SGlO
ACTION: AL
MAG: Tub-Mag 3
DUR: 4
ENC: .8
GAUGE: 12 Ga Magnum (1-4)
12 Ga Slug (5)
10 Ga (6-8)
10 Ga Slug ($0)
FEATURES: Another Riot Gun, fitted with a Folding Stock,
allowing it to be fired with Pistol Skill. A very
mean looking gun, it is colloquially known as
a Room Broom.
ENC: 1.5
ACTION: PA
CODE SG12
DUR: 4
ENC: 1.3
MAG: Tub-Mag 5
GAUGE: 12 Ga (1-4)
16 Ga (5-7)
20 Ga (8-0)
FEATURES: t l to Aim with Sighted Fire, due to special,
transluscent Sight with Peep function.
COOE: SG13
MAG: Tub-Mag 5
GAUGE:
FEATURES:
ACTION: PA
DUR: 4
ENC: 1.7
12 Ga Magnum
Interchangeable barrels for different Chokes.
Recoil pad.
CODE SG14
MAG: Tub-Mag 5
GAUGE:
GAUGE:
FEATURES:
ACTION: PA
DUR: 4
ENC: 1.8
12 Ga Slub
12 Ga Slug
Recoil pad. Beaded Sight gives t1 to Aim with
Sighted Fire.
ACTION: PA
CODE: SG15
DUR: 5
ENC: 1.5
MAG: Tub-Mag 5
GAUGE: 12 Ga (1-3)
12 Ga Magnum (4-5)
20 Ga (6-7)
20 Ga Magnum (8-9)
410 Magnum (0)
FEATURES: Interchangeable Choke Tubes available, same
models as used with SG7. Recoil pad.
ACTION: PA
COOE: SG16
DUR: 4
ENC: 1
MAG: Tub-Mag 5
GAUGE: 12 Ga (1-3)
12 Ga Magnum (4-5)
10 Ga (6-8)
10 Ga Slug (9)
12 Ga Slug (0)
FEATURES: A Riot Gun. Swivel Sling
FEATURES:
ACTION: BA
DUR: 4
ENC: 1.8
10 Ga (1-4)
10 Ga Maanurn (5-7)
10 Ga S l u i (8-0)
Swivel Sling.
ACTION: BA
DUR: 4
ENC: 1.4
12 Ga (1-4)
12 Ga Slug (5-7)
410 Ga (8-9)
410 Ga Slug (0)
Gun is fitting with a Variable Choke device on
non-Slug models. This permits user to set for
a given Choke in 1 Action by turning a small
dial around the muzzle. Swivel Sling. Recoil
pad. Slug firing models have high quality Iron
Sights given t l to Aim using Sighted Fire.
ACTION: SS
DUR: 4
ENC: 1.5
GAUGE: 10 Ga (01-10)
10 Ga Magnum (11-15)
12 Ga (16-45)
12 Ga Magnum (61-70)
16 Ga (61-70)
16 Ga Magnum (71-80)
20 Ga (81-85)
20 Ga Magnum (86-90)
410 (91-95)
410 Magnum (96-00)
FEATURES: Recoil pad. Changeable barrels to alter
Choke.
ACTION: SS
DUR: 4
GAUGE: 10 Ga Slug (1-2)
12 Ga Slug (3-6)
16 Ga Slug (7-8)
20 Ga Slua (91
410 slug (0)
FEATURES: None.
CODE SG20
MAG: Break 1
ENC: 1.6
ENC: 1.6
CODE: 22
MAG: Break 2
ENC: 1.8
CODE: SG23
MAG: Break 2
ENC: 1.6
CODE: SG24
MAG: Break 2
ENC: 1.5
ACTION: SA
DUR: 3
GAUGE: 12 Ga (1-6)
20 Ga Magnum (7-0)
FEATURES: None.
ACTION: SA
DUR: 5
GAUGE: 10 Ga Magnum
FEATURES: Recoil Pad.
ACTION: SA
DUR: 5
GAUGE: 10 Ga Magnum (1)
12 Ga Magnum (2-3)
20 Ga Magnum (4)
410 Magnum (5)
12 Ga (6-0)
FEATURES: Recoil pad.
ACTION: SA
DUR: 4
GAUGE: 12 Ga (1-4)
16 Ga (5-6)
20 Ga (7)
12 Ga Magnum (8)
16 Ga Magnum (9)
20 Ga Magnum (0)
FEATURES: None.
MAG: Box 15 or 30
ENC: .9
MIA1 Carbine
ACTION: AL
MAG: Box 15 or 30
CALIBER: 30 Carbine DUR: 4
ENC: .9
FEATURES: Auto-extractor. May be equipped with Folding
Stock.
M-14Rifle
ACTION: AL-FA
MAG: Box20
CAL: 7.62 NATO (308) DUR: 5
ENC: 1.4
FEATURES: Auto-extractor. Bayonet lug. Can be fitted
with bipod for Rest Weapon Modifier. Takes
Adapter device to fire M-14 Rifle Grenade.
79
ACTION: AL-FA
MAG: Box 20 or 30
M-16 Rllle
DUR: 4
ENC: 1.3
CAL: 5.56 (223)
FEATURES: Auto-extractor. Bayonet lug. Can be fitted
with Bipod for Rest Weapon Modifier. 22mm
Grenade Launcher built into Flash Hider.
Takes military issue Telescopic Sight, StarLight Scope, or I-R Scope. Can be fitted with
under-slung 40mm Grenade Launcher.
MAG: Box 20 or 30
Colt Cammando Carbine ACTION: AL-FA
DUR: 4
ENC:1
CAL:~5.56mm
FEATURES: Folding Stock. Auto-extractor. Flash Hider.
ACTION: AL-FA-AB
MAG: BOX 30
M-18 Rifle
DUR: 5
ENC: 1.2
CAL: 5.56mm
FEATURES: Auto-extractor. Bayonet lug. Can be fitted
with Bipod. 22mm Grenade Launcher built into
Flash Hider. Can take military issue
Telescopic Sight, Star-Light Scope, or I-R
Scope. Can be fitted with underslung 40mm
Grenade Launcher. Date of issue - 1985.
M-22 Rifle
ACTION: AL-FA-AB
MAG: BOX30
CAL: 5.56mm
OUR: 5
ENC: 1.3
FEATURES: Auto-extractor. Bayonet lug. Can be fitted
with Bipod. 22mm Grenade Launcher. Flash
Hider. Takes military issue Telescopic, StarLight. or I-R Sights. Has Built-in LEO Peep
Sight. Supermachine Gun rate of autofire: 06
per Burst. Can be equipped with Laser Sight
or 40mm Grenade Launcher in underslung
position. Folding Stock, allows fire with Pistol
Skill, but Rifle characteristics (two hands
required for proper use). High Power Feature.
Date of issue 1995.
lThe following 2 weapons are made by FN In Belguim. and are widely used
by NATO forces]
ACTION: AL-FA
FAL Assault Rifle
MAG: Box 20
CAL: 7.62mm NATO OUR: 4
ENC: 1.45
FEATURES: Auto-extractor. Bayonet lug.
PISTOLS
There are only two that really need to be discussed: the Colt .45 M1911 A1 and Its
9mm counterpart. the Browning High Power.
BEL: STD
ACTION: AL
M1911A1
CAL: .45ACP
DUR: 5
MAG: Box 7
ENC: .4
FEATURES: None.
BBL: STD
ACTION: AL
Browlng High Power
CAL: 9mm Parabellum OUR: 4
MAG: Box 13
ENC: .4
FEATURES: High Power weapon. Some models have a
Detachable Stock, allowing Rifle Skill to be
used to fire the gun.
SUB-MACHINE GUNS
Thompson M192BA1
BEL: XLNG
ACTION: AL-FA
MAG: Drum 50
CAL: 45 ACP
OUR: 3
ENC: 1.2
FEATURES: The famous "Tommy Gun," introduced late in
WWI and beloved of both the cobs and
robbers of the "Roaring 20s." Although it has
a Pistol size barrel. it is fired using Rifle Skill
(averaged with Autoweapon when firing
automatic). A number of models (40%) are
equipped with the Cutts Compensator, an
anti-recoil device mounted at the mouth of
the barrel giving a Recoil Reduction of 2.
ACTION: AL-FA
Thompson M1A1 Automatic Carbine
MAG: Box 20 or 30
CAL: 45 ACP
OUR: 4
ENC: 1.2
FEATURES: This is the later, massproduced version of the
Thompson which saw extensive service in
WWII. It has no special Features.
ACTION: FA
M3A1 Sub-Machine Gun BBL: XLNG
MAG: Box 30
CAL: 45ACP
OUR: 4
ENC: 1
FEATURES: Folding Stock. The "Grease Gun" developed
during WWII.
Other contemporary SMGs of note are to be found in the US, although often
Illegally.
Uzl SMG
BEL: XLNG
ACTION: AL-FA
MAG: Box 25, 32 or 40 CAL: 9mm Parabellum OUR: 3
ENC: .0
FEATURES: Removable wooden stock or Folding Wire
stocks, depending on the model. When in
Pistol configuration, the balance of the Uzi
permits normal, one-handed use, with no
penalties normally accruing to firing Rifle
class weapons in that manner. It is probably
the commonest modern SMG in the world,
manufactured under license in a number of
countries.
MP-40
BBL: XLNG
ACTION: AL-FA
MAG: Box 32
CAL: 9mm Parabellum OUR: 3
ENC: .9
FEATURES: Folding stock. This is the standard German
SMG of WWII. Well constructed, at least in the
early years of the war, a number of them
have found their way into this country as
souvenirs and collector's pieces, where loving
care keeps them at their deadly best.
Mk.2 Sten
BBL: XLNG
ACTION: FA
MAG: Box 32
CAL: 9mm Parabellum DUR: 2
ENC: .8
FEATURES: Folding stock. Specially made socket bayonet
made for the Sten. Silencers for some models
are available. The Sten was the "tin tommy
gun" of the British infantry in WWII. Almost
250.000 were produced during the war and in
tha decade following.
MAC-10
BBL: STO
ACTION: AL-FA
CAL: 45ACP
OUR: 3
MAG: Box 30
ENC: .6
MAC-11
Same specifications as MAC-10 but fires 9mm Parabellum
FEATURES: The MAC-10 and 11 represent a new. nonmilitary application of the SMG idea. The size of
an ordinary pistol. the MAC series are not
suitable for battlefield use, but are ideal for
police, security, and espionage activities.
Both the MAC-10 and MAC-11 are equipped
with Folding Stocks. and may be fitted wrth
an extremely efficient silencer. although
autofire through the silencer is not
recommended.
80
American 180
MAG: Drum 177
ENC: 1.2
BBL: Carbine
CAL: 22 Stinger
ACTION: AL-FA
DUR: 4
BBL: XLNG
American 180 Machine Pistol
ENC: .9
Other specs as above
Introduced for police work i n 1974, the American 180 Carbine, or
its pistol-size cousin, the 180 Machine Pistol, both fall into the
"Supermachine Gun" class, firing a Burst of 6 rounds instead of the
normal 3 rounds. If hit by the weapon, a D6 is rolled to see how
many slugs actually got in.
As 22 Stinger is simply a super-high velocity 22 Long Rifle round, the
weaDon can also fire that ammo, but does so as a normal SMG.
(3 RoundslBurst)
Other Features include a Recoil Reduction of 1. Ammo is fed from
a flat Drum maaazine attached to the toD of the receiver. The gun is
specifically deigned to accept a Laser Sight, but i s equipped with
normal Iron Sights as well. The authors have seen film clips of this
little buzz saw in action. It was used to cut a Volkswagen in two,
and after that, the demonstrator wrote his initials on a brick wall.
Longhand.
It is really a remarkable weapon.
MACHINE GUNS
These are 7 of the best known machine guns in use since WWII. They range
from the standard US weapons of that period to the Heckler and Koch guns
used by NATO forces. All may be vehicle mounted.
81
APPENDIX 2
RANDOM FIREARMS DETERMINATION
HOW T O USE THE GUN LIST
The most direct use of the Gun List is quite simple: there are 60
Pistols, 50 Rifles, 18 Carbines, and 24 Shotguns on the tables.
Determine the kind of gun required on the index given below, and
then roll a die of the appropriate type for the number of possible
choices (i.e. roll a D60 if you need a Pistol, a D50 for a Rifle, and so
on). The die roll is the Code number from the Gun List. If other rolls
need to be made, such as the Frequency roll for Caliber if the guh is
made in more than one size, then roll that die. When all the extra
determinants, the break down on the Gun List are as follows:
Plrtolr-Contains 30 Revolvers. 15 Autoloaders. 10 Target
weapons. 5 Miscellaneous.
Rifler-Contains 40 regular weapons. 5 Target weapons. 5
"Double" Rifles.
Carbines-Contains no differentiated types.
Shotguns-Contains 4 Double Barreled. 6 Autoloading. 5 Pump
Action. 2 Bolt Action. 4 Over-Under.
So if you really want a Revolver, specifically, then roll a 030 for the
Code number. A Dl5 plus 30gives you the Code for an Autoloader, a
D10 plus 45 for a Target Pistol, and so on.
SUBSIDIARY DIE ROLLS
When you just want a random determination on a gun, roll DlOO
and consult this table.
Dle Roll
01-30
31-50
51-70
71-90
90-00
Pistol
Rifle
Carbine
Shotgun
Military Issue Weapon
Ammo Oualltles
Dle Roll Ball Ammo
Standard
01-60
61-75
Hollow Point
76-85
Jacketed
86-95
High Power
96-00
Fragmenting
1-5
M-1 Garand Rifle
6-8
M-1 Carbine
9-10
M1A2 Carbine
11-14
M-14 Rifle
15-17
M-16 Rifle
18-19
Colt Commando Carbine
20-21
M-18 Rifle
22
M-22 Rifle
23-25
FAL Assault Rifle
26-27
FAR Assault Carbine
28-29
Mk.4 Rifle
30
EM-2 Carbine
Sub-Machine Gun Table: Roll 1030
Die Roll Result
1-2
Thompson M1928A1
3-7
Thompson M l A l
8-12
M3A1 SMG
13-16
UZI SMG
17-19
MP-40
20-24
Mk.2 Sten
25-26
MAC-10
27-28
MAC-11
29
American 180 Carbine
30
American 180 Machine Pistol
Pistol Table: Roll 1D10
Die Roll Result
1-6
M1911A1
7-0
Browning High Power
No tables are given for other, heavier weapons, as we do not feel
random assignment is valid in their case. If firepower like that is
going to appear in the Campaign, it should be as a result of careful
planning.
a2
henry christen (order #23380)
APPENDIX 3
0ESIG NING FIR EAR MS
This appendixgives an overview of howvalues werearrivedat, and
how weapons not given here may be inserted in the Campaign.
Finding The Model
It is really necessary to locate a moderately detailed description of
the gun. I n the Bibliography, we list several highly useful sourcebooks of weapon statistics which wiH provide the information
necessary to work out the game-version of the gun.
The model should provide the weapons Weight, Barrel Length,
Caliber, Rates of Fire, indications of the type of Magazine used, and
notes regarding any gamable Features.
One fact that is N O T going to b e found in any reference book is the
DURABILITY of a given weapon. This is entirely i n the hands of the
Gamesmaster. It is difficult to prescribe a method for determining
the Durability. Any manufacturer worth his salt is going to claim his
product has a score of 5. Gun-fanciers will differ widely on the
subject, each favoring his ideal weapon o r most admired gunmaker.
For commercial guns, one possible guideline is the price. We have
tended t o assign higher Durability to the more expensive weapons.
But this can result in giving too low a value to a well-made but
inexpensive gun. For convenience, the DUR=1 is only encountered
in weapons found as U-1 loot (ie. low-value treasure). The DUR=5
score is restricted to late-model military weapons and ultra-high
quality commercial ones. If you need a figure in between, roll a D3
and add 1. If dealing with one of the giants in the gunmakers field,
Smith and Wesson, or Colt, add 2 instead. Treat rolls of over4 as 4.
has a Barrel Length o f just under 20, but we feel it operates in the
Rifle class.)
ACTION: BA
MAG: Port-Mag 5 (This is the correct classification for any integral,
top- or bottom-loading magazine.)
CALIBER: 222 (1-3), 30-30 (4-6). 30-06 (7-0) (The frequency
numbers for the caliber are again a judgement call for the Gamesmaster. I n this case, the idea is an even split between the two
smaller cartridges, but giving the lions share to the30-06, the most
popular rifle load in the US.)
DUR: 3 (The weapon is made by a top-rated firm, but is not nearthe
top of their line. It will not b e junk, but it is not going to be better
than average either. So, a 3 seems called for.)
ENC:
1.25 (Base ENC for Rifles is 1. The rifle weights 5.5 Ib. The
weight in kg is 5.5/2.2, which is exactly 2.5. 2.5/10=.25, therefore
the ENC of this gun is 1+.25=1.25.)
FEATURES: The relevant ones are the Tapped for Telescopic
Sights, Recoil Pad, and Swivel sling elements in the guns design.
Any other unique characteristics about the weapon would be
noted here as well.
Special Weapons
There are numerous guns that, for one reason or another, do not fit
exactly into the Aftermath! simulation. usually, there is an
equivalent mechanic in the game to allow for them. For example,
Double-Barreled Shotguns are not exactly Single-Action
weapons, but as far as Aftermath! is concerned, they handle as if
they were, and they are so classified on the G u n Table.
When a unique weapon is encountered, such as the American 180
described on Page 81, it is best to do as we have done and write
rules dealing specifically with that weapon. They usually justify the
trouble, in that they are special cases, giving the user some
advantage which should be carefully quantified for the most faithful
simulation,
There are also cases where the thing just does not look right! The
ENC is not high enough, or the weapon should act differently than its
mere physical specs indicate, if it is to perform i n the way it should.
The answer here issimple: the Gamesmaster alters the Spec Sheet to
suit the image he has of the weapon, rather than its (usually brief)
outline in the source book used.
a3
formula may help. It is accurate only for the Mass of a Lead musket
ball. It will be off the mark for modern bullets which are neither
spherical nor necessarily made of lead.
Mass in Grains = 1500 x (Caliber in i n ~ h e s ) ~ .
As with the BDG formula for Muzzle Loaders in the Firearms rules,
remember to use the fractional values of the Caliber inches, or you
SELECTED BIBLIOGRAPHY
FICTION
Wells, H.G.
War of the Worlds
Classic novel of the invasion of Earth and the destruction of its
civilization by the Martians.
Anthony, Piers
The Battle Circle
A trilogy of novels set in a curiously barbaric-cum-technological
culture, some 500 years after a nuclear war.
SOURCE BOOKS
Barrett, Neal
Adair of Albion
The adventures of animal-descended heroes, seeking the lost race
of Man in a ruined world. The Millenia After the Ruin type of
Campaign.
Bearse, Ray
Sporting Arms of the World
Comprehensive guide to sporting firearms, target weapons, and
other civilian weapons in modern use.
Brunner, John
The Sheep Look Up
Pre-Ruin environment in a world heading for suicide by pollution.
Budrys. Algis
Some Will Not Die
Primary and Secondary Kill through first few generations. Postplague world, tracing organization of various communities. Valuable
for political view of an Aftermath! world.
Burroughs, E.R.
Lost Continent
Also published as Beyond Thirty. Adventures of intrepid American
hero exploring the savage junglesof post-Ruin Europe. Ideal outline
for those using Conventional Warfare as Ruin.
Ellison, Harlan
A Boy A n d His Dog
Gervasi, Tom
Arsenal of Democracy
Invaluable guide to American military vehicles, weapons, etc. made
today for domestic use and for export. Includes aircraft, naval
vessels, small arms, artillery. etc.
Herring, William
Ballistics and The Muzzle Loading Rifle
Compact study of the ballistics of black powder firearms. Clear and
readable.
McGregor, Malcolm
Armoured Fighting Vehicles
Survey of the tank and armored car from WWll to the present.
Owen, J.I.H.
Brasseys Artillery of the World
Broad guide to direct and indirect fire artillery ordance in modern
use.
Owen, J.I.H., Ed.
Brasseys Infantry Weapons of the World
Comprehensive reference work on military issue small arms,
machine guns, grenades, and other personal and support weapons
in use by modern infantry.
Rivlere, Bill
The Gunners Bible
Detailed introduction to modern firearms for the beginner.
Smith, W.H.B. and Smith J.E.
Small Arms of the World
A wide-ranging guide to military firearms in use from WWll to the
mid-Sixties.
PERIODICALS
xxi
Guns Illustrated
An annual digest of articles, data, and advertising. Includes an
illustrated section on EVERY major firearm available for public Sale
in the US.
xx2
Gun Digest
An annual publication of great value to the Campaigner who needs
more data on firearms. Comprehensive listing of firearms available
in the US.,profusely illustrated.
xx3
Soldier of Fortune
Hairy-chested but informative magazine often dealing with the
subject of post-collapse survival. Advertising sections include
publishers of many other useful works.
84
CONTENTS
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----
MAP KEY
---%-
Door
Door with Push Bar
Sliding Door
Elevator Door
See-thru Door
y-
Window
See-thru Section of Wall
Counter or Railing
Stairs
Ladder
---------Significant Line
,--- ,,,$
I
,
'
Significant Area
SURVIVE!
An Introductory Scenario
This scenario pack is designed to allow players to get the
feel of Aftermath! movement and combat rules. The
background presented is generalized t o allow a
Gamesmaster t o fit it into his own campaign. Beginning
characters are assumed.
When the players have finished constructing their
characters, the Gamesmaster may inform them that they
have met and formed a group since their individual efforts in
combing the ruins have not met with much success recently.
The sight of their meeting is Leftys Trading Post and
Flophouse.
The Situation
The player characters are sitting at atablediscussing their
plans when a group of tough-looking customers enter the
tavern room. The new group moves t o the bar, and after
casually assessing the crowd, approaches the table at which
the player characters are seated. Opening the conversation
with This is our table that you scum are slobbering on, the
new group proceeds t o pick a fight. The player characters
have just met Joey White and his gang. They make part of
their living by winning brawls in Leftys Trading Post and
Flophouse.
The Gamesmaster: can easily escalate the brawl into
including most of the patrons on the premises by such
means as misthrown punches, hurtling bodies, poorly aimed
missiles, etc.
This free-for-all is intended to get players used to the
movement and hand-to-hand combat rules.
The Cast
THE CAST
DFT
SPD
HLH
13
18
30
BAP
MNA
PCA
CDA
DRT
11
2
5
2
45
Skills: Brawling (20/4); Rifle, Modern (16); Commerce (17);
Knife (12)
Armor: Denim shirt (4-9, 21-28, HC); Fatigue pants (10-18.
HC); Combat boots (19-20,LL); Vest (4-9,PX)
Weapons: Trench Knife
Notes: Will only get involved i n the brawl if necessary to
protect his operation or personnel. He keeps a shotgun
SGlO in 10 Gauge, behind the bar.
15
22
Leftys Boys
All 4 of these men are Superior Quality Veterans. Their
primary Combat Skills are Brawling and Knife. All have
Secondary Skills of Rifle and Pistol, Modern and Throwing.
Their armor is determined using the Armor Kit Table at the
end of the scenario pack.
Other Patrons
The number and natureof other patrons in the tavern room
is left to the Gamesmaster. This can prove to be a good way
of trying out some ideas. One might be adept in Unarmed
Combat or another of the more exotic Hand-to-Hand
Combat Skills. Another might be the classic big, dumb guy
with a 40 in Strength but only a 2 or 3 in Wit. Be careful notto
overdo it because there will probably be more than enough
statistics floating around for a first attempt at running this
sort of game.
THE HIDEOUT
After the brawl the player characters may spend the rest of
the night in peace. The next morning, however, they will
discover that one of the regular patrons died (of a terrible
disease) during the night. All present in the Tavern the
previous night may be presumed to have been exposed. A
raid was conducted on the Trading Post's medical supplies
and the possible antidote stolen. One of the raiders wasshot
while fleeing. If questioned he will reveal that Joey White's
gang was responsible. He will also reveal their hideout but
will die of his wounds before any other useful data can be
gotten from him.
All of Lefty's boys have dontracted the disease and some of
the player characters are showing early signs. It is up t o the
player characters to recover the antidote in time to save
themselves and, if they are feeling noble, the other patrons of
the Trading Post.
The Disease
If the Gamesmaster is feeling kindly, he may allow the
player characters t o be free from the danger of the disease.
He should not tell them this if it is so. Allow them to think that
they have it. Later those "early signs" of the disease can be
chalked up to paranoia.
The disease is coded:
3-6
7-9
10
Closing Remarks
r
I
Remember that this scenario pack is for your aid and is not
in itself gospel. It was written to allow room for you as
Gamesmaster to exercise your own creativity and ingenuity.
Adjust it to suit you own campaign. As you add or subtract
from it, recall that balance is needed if everyone involvedis to
enjoy the adventure.
GENERATORI
ROOM
The
Hideout
SHOWER 1
MANAGER'S
OFFICE
I
I
K I I I I I
STR1
I
SPOI
.earnino rate
YT Group)
IHLH Grouol
Shock Factor
NT
d WLI
fHLH
STR
WLI
Lethal-
Subdual
;PO AST)
Total
Critical damage
Iocation
Looks
Bur
Rscog. Factor
Personal EWC
Actual Aye
TR Group
l8APIMNAj.d)
Base Age
Bulk
Aye Group
Size
Healing Rate
Charismatic
Combative
Communicative
Esthetic
Mechanical
Natural
Scientific
to allocate
A l l D c ~ ~ d Cuntnl
- -- -- ---- ------
Changed
amount
OFT 6 SPD)/20.n)
~~
~~~
8CS
Encumbrance
Maximum value carried with status
unencumbered
partially Enc.
fully Enc.
On Belt
LOC
Item
ENC
3
4
6
7
8
9
10
Left Slung
Right Slung
Left Hand
Right Hand
Pockets
1
2
5
I
5
5
?
suns
Weapon
ENC Carried
Worn
Format
Action
Magazine Caliber
Capacity
(BDG)
ENC
Type
length
Format
VOluC
WOM
ENC
Total
story of
Characters Name
Hunter, HTH
, missile
, gun
Competence
nontech skill
tech skill
Other
Gear
ENC
ENC
matches (3D6)
.01/5
flint & steel (1D3 flint) .01
chalk (1 D3)
.01
snares (2D3)
.05
magnifying lens
.01
compass
.1
jackknife
.1
.2(fu II)
1 L canteen
space blanket
.1
Recog. Factor
Personal EHC
Actual Age
Looks
Charismatic
Combative
Communicative
Esthetic
Mechanical
Natural
Scientific
-----
Skills
Off-hand Dexterity
Brawling
Survival,
fully Enc.
Cuntnl
---
Changed
to allocate
AllocJtId
SCORE
BCS
Guns
Weapon
Format
Action
Magazine
Capacity
Yeapons
Caliber
(EDG)
ENC
we
length
Formal
Survival
Value
wOM
ENC
Rep
story of
Character'sName
Areas
Merit
Raling
Fighter, HTH
, missile
, gun
Personal Bravery
~
~~
__
Survival, self
, others
Hunter, HTH
, missile
, gun
Competence
nontech skill
tech skill
Other
Gear
ENC
ENC
matches (3D6)
.01/5
flint & steel (1D3 flint) .01
chalk (103)
.01
.05
snares (2D3)
magnifying lens
.01
compass
.1
jackknife
.1
1 C canteen
.2(full)
"space" blanket
.1
IAge Group
WT
--
Learning rate
Size
Healing Rate
WT Group)
(HLH Group)
Shock Factor
Base Age
Bulk
WLI
Lethal--
Subdual
SPD AST)
Tola1
Critical damage
I(BAPIMNA).d)
location
arnounl
Charismatic
Combative
Communicative
Esthetic
Mechanical
Natural
Scientific
to allocate
Cunenl
Allocated
-----
---
Changed
Skills
Off-hand Dexterity
Brawling
Survival,
Encumbrance
Maximum value carried with status
= -points
Bua
WT 6 WL)
STR
looks
Talents (15 + 206
;TR Group
IHLH
Recog. Factor
Personal ENC
Actual Age
fully Enc.
SCORE
BCS
On Belt
LOC
Item ENC
2
3
4
5
6
7
9
10
Left Slung
Right Slung
Left Hand
Right Hand
Pockets
I
I
I
b
;uns
Neapon
ENC Carried
Worn
Formal
Action
Magazine
Capacity
Caliber
(BDG)
Weapons
ENC
Type
lenglh
Formal
Survival
Value
WDM
ENC
Total
story of
Characteri Name
Rep
current merit total
Areas
Negative
Merit
Overall
Rating
Fighter, H T H
, missile
Personal Braverv
Survival, self
, others
Hunter, HTH
, missile
gun
t
Other
Gear
ENC
ENC
matches (306)
.01/5
flint & steel (1D3 flint) .01
chalk (103)
.01
snares (2D3)
.05
magnifying lens
.01
compass
.1
jack knife
.1
1 C canteen
.2 (fu II)
space blanket
.1