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Version 1.1
Badlands:
A Wasteland Game.
By: WormSpeaker
0.0 Introduction.
0.1 Weasel Words. (Legal Stuff)
0.2 What Badlands is and is not.
0.3 What can you do?
1.0 Character Creation.
1.0.1 The steps of character creation.
1.1 The Attributes.
1.1.1 Strength.
1.1.2 Intelligence.
1.1.3 Dexterity.
1.1.4 Agility.
1.1.5 Constitution.
1.2 Attribute effects.
1.3 The Character Classes.
1.3.1 Soldier.
1.3.2 Survivalist.
1.3.3 Medic.
1.3.4 Rogue.
1.3.5 Mechanic.
1.3.6 Scientist.
1.4 Skills Categories.
1.4.0 Skills levels, specialization, and points cost.
1.4.1 General.
1.4.2 Survival.
1.4.3 Combat.
1.4.4 Weapons.
1.4.5 Scientific.
1.4.6 Technical.
1.4.7 Rogue.
1.4.8 Skill listings and descriptions.
1.5 Basic Equipment.
1.5.1 Soldier starting equipment.
1.5.2 Survivalist starting equipment.
1.5.3 Medic starting equipment.
1.5.4 Rogue starting equipment.
1.5.5 Mechanic starting equipment.
1.5.6 Scientist starting equipment.
1.6 Experience and you.
1.6.1 Soldier experience table.
1.6.2 Survivalist experience table.
1.6.3 Medic experience table.
1.6.4 Rogue experience table.
1.6.5 Mechanic experience table.
1.6.6 Scientist experience table.
1.6.7 Experience chart.
2.0 Game Mechanics.
2.1 Skill Checks.
2.2 Saving Throws.
2.3 Combat Mechanics.
2.3.0 Actions.
2.3.1 Initiative.
2.3.2 Strike vs. AC and Dodge.
2.3.3 Attack Action.
2.3.3.1 Single Shots.
2.3.3.2 Bursts.
2.3.3.2.1 Burst for Accuracy.
2.3.3.2.2 Burst for Volume.
2.3.3.3 Melee Attacks.
2.3.4 Armor and Damage.
2.3.4.1 Penetration and AC.
2.3.4.2 Damage and Soak.
2.3.5 Damage, death, and healing.
2.4 The Combat Round and how it proceeds.
2.4.1 Normal Full Combat.
2.4.2 Cannon Fodder Combat.
3.0 Equipment.
3.0 Encumbrance and you.
3.1 Weapons.
3.2 Armor.
3.3 Medical Supplies.
3.4 Other Equipment.
4.0 Setting.
4.1 The Holocaust
4.2 The California-Nevada border locations.
5.0 Monsters.
5.1 Monster "General" Actions.
5.2 Monster listings.
5.2.001 Rabid Dog
Appendix:
A. Contributors.
B. Version information.
C. Character Sheet.
D. Updates.
0.0 Introduction.
I would like to dedicate this "naked rip-off" of perhaps the greatest computer game of all time to all the active members of the Snake Squeezins group, Alan Palvish, and all those involved in the creation of that great game we know and love, Wasteland. I would also like to thank Stephen Sedmak and Chris Baer the creators of the Wasteland FAQ. Besides being a great source of information on playing Wasteland it is where I got most of the specific information for the equipment section.
Note that this is not intended to be a challenge to any copyright (or anything else for that matter) if you believe your legal rights are being violated, let me know and the problem will be remedied ASAP.
0.1 Weasel Words. (Legal Stuff)
This document is intended to be simply a free pen and paper role playing game. This document will be available free at "Http://www.geocities.com/wormspeaker/cochise/" as long as I retain that account. I (WormSpeaker, Charles Capko) retain ownership of this document, but give you permission to print and retransmit the document, under the following terms:
1.) The document must be whole and contain this legal disclaimer.
2.) All text in the "Original" document must be included, unchanged.
3.) You may not receive compensation for the printing or retransmission of this document.
4.) You must respect the rights of those who hold the copyrights to Wasteland.
Furthermore, I grant you permission to append this document putting additional comments, rules, explanations, house rules, expansions, etc.. in the appendix of the document. The appendix will be referenced by the section number that the addition is related to. Additions to the document that should be included in the main portion of the document must be sent to me for approval and entry. You may contact me at "Chuck-Man@Mail.Excite.Com" as long as I retain that e-mail address. Any and all additions can be sent to me for addition to the "Original" document will be credited to the person who submitted the addition.
Any deviation from the above specifications will cause me to send Finster to put the "Smack Down" on you with an industrial sized can of Whup-Ass! ;]
Note: All that stuff above is just an attempt to head-off trouble before it happens. :)
0.2 What Badlands is and is not.
Badlands is a free P&P-RPG. In other words this is a Role Playing Game that uses your imagination and those of your friends to create a story, keeping records with paper and pens. Combat and actions are resolved with dice, and "game mechanics". If you are looking for a computer game, may I recommend the all time greatest C-RPG WASTELAND. Unfortunately due to the scope of this document I will not be explaining how to play an RPG. I recommend that you know how to play RPG's before you try this one. Very little in the way of explanations will be found in this document.
0.3 What can you do?
This game is as I have noted before free, and not too detailed. If you are interested in making additions to the game (such as instructions on how to play, etc...) you are more than welcome. If you want you may simply add those things to the appendix go ahead, and of course I would love to see your ideas and be happy if you sent them to me via e-mail. Everyone who contributes will be credited.
1.0 Character Creation.
The following is the information for creating characters.
1.0.1 The steps of character creation.
1.) Roll 4d6 keeping the highest 3. The attributes are rolled in order.
2.) Choose a class that you meet the minimum attribute requirements for.
3.) Choose the skills you want for the character.
4.) Note the basic equipment and money your character has.
5.) Purchase any GM approved equipment.
6.) Complete personal details of character.
1.1 The Attributes.
Why I deviated from the attributes in Wasteland is rather complicated, except that Luck is too difficult to implement in a game as lacking in detail as this one, and charisma tends to be a "points sump", in other words people will put an abysmally low number in that attribute, so the rest of the character can look more even. Additionally because this is a ROLE playing game, charisma is better represented by how the player plays his/her character. Of course one of the early additions to the appendix would probably be a Luck and Charisma addition.
1.1.1 Strength.
STR: A measure of physical muscle power.
Gives a damage bonus in hand to hand combat.
1.1.2 Intelligence.
INT: A measure of mental sharpness and memory.
Gives additional skill points, and influences which skills are available.
1.1.3 Dexterity.
DEX: A measure of manual dexterity and reflexes.
Gives a bonus to strike with firearms and an initiative modifier.
1.1.4 Agility.
AGL: A measure of the bodies speed and flexibility.
Gives a bonus to strike with archery, thrown weapons and physical attacks. most importantly it gives you your dodge number.
1.1.5 Constitution.
CON: A measure of fortitude, health, and toughness.
The constitution score is a direct addition to the characters HP's.
1.2 Attribute effects.
______________________________________________
|# | STR | INT | DEX | DEX | AGL | AGL | MOV |
| | DAM | SKP | STK | INI | STK | DOD | SPD |
|____________________________________________|
|03| -3 | -3 | -3 | +3 | -3 | -3 | 1 |
|04| -3 | -2 | -2 | +2 | -2 | -2 | 2 |
|05| -2 | -1 | -2 | +1 | -2 | -1 | 3 |
|06| -2 | -1 | -1 | 0 | -1 | 0 | 4 |
|07| -1 | 0 | 0 | 0 | 0 | 0 | 5 |
|08| 0 | 0 | 0 | 0 | 0 | 0 | 6 |
|09| 0 | 0 | 0 | 0 | 0 | +1 | 7 |
|10| 0 | 0 | 0 | 0 | 0 | +1 | 8 |
|11| 0 | 0 | 0 | 0 | 0 | +1 | 9 |
|12| +1 | 0 | 0 | 0 | 0 | +2 | 10 |
|13| +1 | 0 | 0 | 0 | 0 | +3 | 11 |
|14| +1 | 0 | 0 | 0 | +1 | +4 | 12 |
|15| +2 | +1 | +1 | 0 | +1 | +5 | 13 |
|16| +2 | +1 | +2 | +1 | +2 | +6 | 14 |
|17| +3 | +2 | +2 | +2 | +2 | +7 | 15 |
|18| +3 | +3 | +3 | +3 | +3 | +8 | 16 |
|____________________________________________|
Note:
STR DAM: Damage bonus for hand to hand combat.
INT SKP: Bonus skill points.
DEX STK: Strike bonus for Firearms.
DEX INI: Initiative bonus.
AGL STK: Strike bonus for Archery, Thrown weapons, and Hand to hand combat.
AGL DOD: Dodge value.
MOV SPD: Average of STR, AGL, and CON. Movement in yards.
1.3 The Character Classes.
Character classes are like the job of the character, and determines what he/she is good at. In the skills category section a "#" means this is the highest level that you can select at first level, a "X" means that you can not select any skills from this category at first level, and later they will cost double points, a "*" means also they can not select at first level and the points are tripled.
1.3.1 Soldier.
The soldier is a master of combat, he/she is the best in all forms of death giving. Unfortunately, the soldier tends to rely too heavily on his/her technology to survive. In a stand up fight other characters can not hope to take a soldier on one for one and win in the early levels, but as levels progress the soldier looses much of his edge over the other classes, by level 5 or so the other classes have a much better chance against the soldier, but the soldier never looses all of his/her edge.
Class: Soldier
Attack Actions: 2 +1 pr. 4 lv.'s Skill Categories:
Move Actions: 3 +1 pr. 3 lv.'s General: 1
"Free" Actions: 1 +1 pr. 3 lv.'s Survival: X
Combat: 2
Hit Point Base: 30 + 1d10 pr. lv. Weapons: 3
Strike Base: 10 -1 pr. 3 lv.'s Scientific: *
Skill Points: 06 +1 pr. 1 lv. Technical: *
Saving Throw: +1 +1 pr. 4 lv.'s Rogue: X
Maximum Save: +5
Minimum Attributes:
STR: 08
INT: 03 Experience Base: 2,000
DEX: 08
AGL: 08
CON: 09
Special Ability: Expert Specialization.
For every weapon skill a soldier has he can select 1 free specialization. The soldier can specialize in as many weapons as he wishes, as long as he has 1 skill point to spend on the additional weapons. Soldier specialization is not limited to SL 5, but rather has access to SL 6 the Grand Master level. Most importantly, a soldier does not have the non specialized skill level reduced.
1.3.2 Survivalist.
Wilderness scouts, and decent fighters. Probably just about the best class at first level, but will have a tough time gaining experience levels.
Class:
Attack Actions: 2 +1 pr. 6 lv.'s Skill Categories:
Move Actions: 4 +1 pr. 4 lv.'s General: 1
"Free" Actions: 1 +1 pr. 3 lv.'s Survival: 3
Combat: X
Hit Point Base: 25 + 1d8 pr. lv. Weapons: 2
Strike Base: 12 -1 pr. 3 lv.'s Scientific: *
Skill Points: 12 +1 pr. 1 lv. Technical: *
Saving Throw: +1 +1 pr. 3 lv.'s Rogue: X
Maximum Save: +6
Minimum Attributes:
STR: 06
INT: 05 Experience Base: 3,000
DEX: 05
AGL: 05
CON: 10
Special Abilities: The survivalist is trained to survive off the land and track prey.
Tracking: Ability to follow a trail, determine the type, mass, number of individuals, age of the trail, and whether they believed they were followed. The ability to follow a trail is automatic unless the GM determines that there are difficulties involved in the tracking. Additional information is given as the GM desires. If a roll is necessary see the information listed in the appendix. (Apx.1.3.2.a)
Foraging: The ranger can find enough food to survive alone in a waste environment, by foraging and hunting. For additional party members or if the GM decides to require a roll see the appendix. (Apx.1.3.2.b)
Quick Reactions: The Survivalist will receive a -3 to initiative at first level and will be an additional -1 for every level thereafter, to a maximum of -10. This initiative bonus applies to all actions, not just attack actions.
1.3.3 Medic.
A must have for any party, probably even two. The only class that can actually restore HP's.
Class:
Attack Actions: 1 +1 pr. 6 lv.'s Skill Categories:
Move Actions: 2 +1 pr. 4 lv.'s General: 1
"Free" Actions: 2 +1 pr. 3 lv.'s Survival: X
Combat: *
Hit Point Base: 20 + 1d8 pr. lv. Weapons: 1
Strike Base: 15 -1 pr. 5 lv.'s Scientific: X
Skill Points: 08 +1 pr. 1 lv. Technical: X
Saving Throw: +0 +1 pr. 5 lv.'s Rogue: *
Maximum Save: +4
Minimum Attributes:
STR: 03
INT: 09 Experience Base: 1,000
DEX: 07
AGL: 03
CON: 03
Special Abilities: The most important ability of all classes is MEDIC.
MEDIC: The Medic's ability allows you to "Heal" damage done to characters. MEDIC can be applied once per wound, thus it is important to record damage "sequentially". Each application of MEDIC will heal 1d4 HP pr. 2 levels. (i.e. level 6 is 3d4 HP.) An application of MEDIC will heal only up to the damage done -1 in the specific wound. (i.e. if wound #3 was 13 HP and you healed 15 you still would only get back 12.) To use medic requires that the victim remain still, and the Medic pay 3 "Free" Actions. (A first level medic has only 2 "Free" actions and thus must trade in one attack action to use it.) The application will then use up one "unit" of medical supplies. Additional healing supplements can be used to accelerate healing, once all wounds have been treated the medic can administer quick heals and blood transfusions. Quick heals based on potency will give from 1 to 1d12 HP up to the characters max HP. Blood "Units" will give 1d6 HP up to the characters max HP. A character can not receive more than 4 units of blood or 6 quick heals per day. Other than the above restrictions MEDIC is unlimited in it's number of uses per day.
Holistic Medicine: A Medic who spends 4 skill points gets holistic medicine, the ability to make medicines and cures using natural substances. Implementation is controlled by the GM.
1.3.4 Rogue.
Maybe you can get by without this class, but if you want to go where others don't want you to, you must have a rogue.
Class:
Attack Actions: 1 +1 pr. 6 lv.'s Skill Categories:
Move Actions: 4 +1 pr. 3 lv.'s General: 1
"Free" Actions: 1 +1 pr. 3 lv.'s Survival: X
Combat: X
Hit Point Base: 15 + 1d6 pr. lv. Weapons: 1
Strike Base: 15 -1 pr. 4 lv.'s Scientific: *
Skill Points: 06 +1 pr. 1 lv. Technical: X
Saving Throw: +0 +1 pr. 4 lv.'s Rogue: 3
Maximum Save: +4
Minimum Attributes:
STR: 03
INT: 07 Experience Base: 1,500
DEX: 08
AGL: 10
CON: 03
Special Abilities: Rogues are the masters of stealth and assassination.
STELTH: A rogue can sneak up on a position in broad daylight. Under cover of darkness, and background noise they can sneak past a moderately well guarded location without a roll. If the GM decides that a roll is necessary, then see the appendix. (Apx.1.3.4.a)
Back Stab: When a rogue a sneaks up on someone and has surprise he/she can make one melee attack at less than 1 meter (or using a bullet at that range) at +1 to damage. This bonus will go up by 1 per level. (i.e. level 10 rogue +10 damage.)
1.3.5 Mechanic.
You can probably get by without a mechanic, a scientist can do his job just about as well, but a mechanic will gain levels so fast it will make your head spin.
Class:
Attack Actions: 1 +1 pr. 6 lv.'s Skill Categories:
Move Actions: 2 +1 pr. 4 lv.'s General: 1
"Free" Actions: 1 +1 pr. 3 lv.'s Survival: X
Combat: *
Hit Point Base: 20 + 1d6 pr. lv. Weapons: 1
Strike Base: 13 -1 pr. 4 lv.'s Scientific: X
Skill Points: 10 +1 pr. 1 lv. Technical: 3
Saving Throw: +0 +1 pr. 5 lv.'s Rogue: *
Maximum Save: +4
Minimum Attributes:
STR: 07
INT: 08 Experience Base: 500
DEX: 07
AGL: 02
CON: 08
Special Abilities:
Jury Rig: The mechanic using his technical skills can fix things without all the proper parts and tools. This ability also allows the mechanic to "McGuiver" weapons and equipment. The
ability has it's limits of course, generally based on the level of skill it is based on. The GM is the final arbitrator on what can and can't be done with the ability.
1.3.6 Scientist.
Just call him pocket protector boy, but hey no one else can get so many skills.
Class:
Attack Actions: 1 +1 pr. 7 lv.'s Skill Categories:
Move Actions: 2 +1 pr. 4 lv.'s General: 2
"Free" Actions: 1 +1 pr. 4 lv.'s Survival: *
Combat: *
Hit Point Base: 15 + 1d4 pr. lv. Weapons: 1
Strike Base: 15 -1 pr. 6 lv.'s Scientific: 3
Skill Points: 13 +2 pr. 1 lv. Technical: 2
Saving Throw: +0 +1 pr. 6 lv.'s Rogue: *
Maximum Save: +4
Minimum Attributes:
STR: 03
INT: 12 Experience Base: 1,000
DEX: 03
AGL: 03
CON: 03
Special Abilities: Scientists are a must in any place you will be dealing with technology and science.
KNOWLEDGE: The scientist can gain information beyond what is available to non-scientists, just with a successful roll. What this information is (or even if available) is strictly up to the GM. All decisions on amount of information, difficulty, etc. are up to the GM. Note however this information is limited to Scientific skills only.
Skill Bonus: Scientists get a +2 to all scientific skill rolls and gain an additional +1 every 3 levels to a maximum of +12. (i.e. lv. 3 is +3) All technical skills get a +1 on all rolls and this goes up by 1 every 5 levels to a maximum of +8. (i.e. lv. 10 is +3) This bonus to the skill roll is not the same as having a level in those skills, it just makes succeeding in those skills a bit easier.
1.4 Skills Categories.
1.4.0 Skills levels, specialization, and points cost.
Skills cost Skill points to purchase, and provide bonuses and skill ratings as listed in the chart below:
________________________________________________________________
Skill Level Skill Total SP Cost Incremental Cost Skill
Level average skill average skill Rating
________________________________________________________________
Novice 1 1 1 +3
Trained 2 2 1 +5
Skilled 3 3 1 +7
Professional 4 5 2 +10
Master 5 7 2 +13
________________________________________________________________
Specialization, is when you select one particular type of weapon (Colt 1911A1) from a class of weapons (Pistols) to practice with above all others. Specialization gives you the advantage of better skill with that weapon but is lost when using any other. Non Soldiers select a Particular weapon from a class of weapons they have skill in and they get a bonus of one skill level when using that weapon but loose one skill level when using other weapons of that class. An example would be if Snake Vargas had a level of 2 in pistols and chose to specialize in the VP91Z 9mm pistol. Snake would be equal to level 3 with the VP91Z but only level 1 with the Colt M1911A1 pistol. Specialization costs 1 skill point for each specialization and the maximum level with specialization is 5. The minimum level is 1 and on reaching level 5 in that skill the character can spend another 1 skill point to bring the non-specialized level up to 5 by going achieving level 6. Non-soldiers can not have more specialized weapons than they have levels.
Specialization: For Non-Soldiers
_________________________________________________________
Skill Level Specialized Level Non-Specialized Level
_________________________________________________________
1 2 1
2 3 1
3 4 2
4 5 3
5 5 4
6 5 5
_________________________________________________________
Specialization for soldiers is similar to that of non-soldiers, except that to advance to level 6 costs 3SP's., but do get a non-specialized level of 6. Soldiers can have many specialization as they can pay for, additionally they get one free specialization for each weapon class skill they have. Most importantly, a soldier does not have the non-specialized skill level reduced.
Specialization: For Soldiers.
_________________________________________________________
Skill Level Specialized Level Non-Specialized Level
_________________________________________________________
1 2 1
2 3 2
3 4 3
4 5 4
5 6 5
6 6 6
_________________________________________________________
Weapon Skill Bonuses: For all classes.
_______________________________________________________________
Level Strike Single Fire ROF Initiative Damage
_______________________________________________________________
1 +1 +0 -0 +0
2 +2 +0 -1 +0
3 +3 +1 -1 +1
4 +4 +1 -2 +2
5 +5 +2 -3 +3
6 +6 +3 -4 +5
_______________________________________________________________
1.4.1 General.
Brawling
Climb
Knife Fighting
Pugilism
Swim
Knife Throwing
Perception
Acrobat
Gamble
Confidence
Bureaucracy
First Aid
1.4.2 Survival.
Climb
Swim
Perception
Silent Movement
First Aid
Water Purification
Mountaineering
Find Water
1.4.3 Combat.
Combat Shooting
Perception
Silent Movement
Demolitions
Command
Ambush
Interrogation
1.4.4 Weapons.
Pistol
Rifle
Assault Rifle
AT Weapons
SMG
1.4.5 Scientific.
Cryptology
Metallurgy
Clone Tech
Cyborg Tech
Electronics
Artificial Intelligence
Biology
Chemistry
Astronomy
Linguistics
Nuclear Technology
Hacking
Pharmacology
1.4.6 Technical.
Demolitions
Alarm Disarm
Bomb Disarm
Energy Weapons
Electronics
Mechanics
Chopper Piloting
Cartography
1.4.7 Rogue.
Climb
Perception
Acrobat
Gamble
Pick Lock
Confidence
Sleight of Hand
Forgery
Alarm Disarm
Safe Crack
1.4.8 Skill listings and descriptions.
Brawling (1) INT: 3, Primary: STR
Any fighter who can wander through a full-fledged bar-fight without getting much more than a scratch is either very lucky or highly skilled in brawling. The higher your skill in brawling, the more attacks you get per round in hand-to-hand combat.
Mechanics: Each level of brawling gives you a hand to hand attack. (i.e. level 3 brawling gives you 3 attacks for each combat action.)(level 0 and 1 both give 1 attack.)
Climb (1) INT: 4, Primary: AGL
Gives you the ability to climb over fences, up sheer cliff faces, and out of pits.
Pistol (1) INT: 5, Primary: DEX
A must-have skill since your initial weapon issue will be either the M1911A1 .45 caliber or a VP91Z 9 mm automatic pistol. Without this skill, you won't be very accurate with the weapon or have much luck fixing it if it breaks.
Knife Fighting (1) INT: 4, Primary: AGL
When fighting with knives, this gives an advantage to a skilled fighter over an unskilled one.
Mechanics: Each level gives you a +1 to strike with knives. Level 3 and 5 give -1 initiative with knives. Level 2, 3, and 5 give +1 damage with knives. Only when hand held.
Combat Shooting (1) INT: 6, Primary: DEX
Skilled practitioners of this skill, can sight and fire their weapons faster than those not skilled in combat shooting. Combat shooting must be purchased separately for each class of weapon. Note: Combat Shooting is only applicable to Pistols, Rifles, Assault Rifles, SMG's, and AT Weapons(except spears). Combat Shooting will not affect thrown weapons or hand to hand combat.
_______________________
|#|Init.| Single Fire |
| | | ROF Bonus |
|_|_____|_____________|
|1| -1 | +0 |
|2| -1 | +1 |
|3| -2 | +1 |
|4| -3 | +2 |
|5| -4 | +2 |
|_|_____|_____________|
Pugilism (1) INT: 3, Primary: STR
One of the oldest forms of fighting, it teaches you how to dish out punches as well as avoid them. Handy for those close-up battles where the fists start flying.
Mechanics: Each level of this skill gives +1 damage with bare handed attacks. (the standard damage is 1d4+STR bonus for a hand attack.)
Rifle (1) INT: 5, Primary: DEX
A good basic skill to have since many of the weapons sold by raiders are serviceable M19 rifles. You'll rue the day you didn't pick up this skill as you look helplessly at the rifle you can't shoot accurately.
Swim (1) INT: 3, Primary: AGL
The desert sands don't blanket the entire earth. This will come in handy in those spots where you have to swim.
Knife Throwing (1) INT: 5, Primary: AGL
A tricky skill that comes in handy when fighting gets heavy. You use up all your ammo and resort to throwing knives.
Mechanics: Each level gives you a +1 to strike with knives. Level 3 and 5 give -1 initiative with knives. Level 2, 3, and 5 give +1 damage with knives. Only when thrown. As with all thrown objects knives have a short range equal to 1/2 STR in yards, a medium range of STR in yards, and a long range of STR x2 in yards.
Perception (1) INT: 8, Primary: INT
Helps the character find concealed items and notice when things are out of the ordinary. No one should be without it.
Assault Rifle (1) INT: 8, Primary: DEX
If you're using an AK-97 or M1989A1 assault rifle, this skill helps you fire, load, and un-jam it quickly. A skill that ranks up there in importance with walking and breathing.
AT Weapon (1) INT: 9, Primary: DEX
Helps you recognize and use anti-tank weapons like LAW rockets. A handy skill to have should you encounter something far tougher than your Ranger instructors ever told you about.
SMG (1) INT: 8, Primary: DEX
Lets a character control basic submachine guns like the Uzi or Mac 17. May make a big difference when you're out numbered three to one by bandits who've decided that they want the gold from your teeth.
Acrobat (1) INT: 8, Primary: AGL
This skill for the agile can get you out of a tough situation -- like leaping off of bar counters while you're surrounded by a hostile crowd.
Gamble (1) INT: 9, Primary: INT (because no luck attrib.)
The skill that built Vegas, you'll do well in all games of chance, and you'll also be able to spot a crooked game from a mile away.
Picklock (1) INT: 9, Primary: DEX
This can get you into places where you want to go, but where other don't want you to go.
Silent Movement (1) INT: 9, Primary: AGL
This helps you move unnoticed past a guard post making it tough for enemies to catch up with you.
Mechanics: Used opposed to the opponents perception. This only works when the character can not be seen. The rogue skill of stealth allows them to sneak quietly and hide in shadows. Thus while a rogue could sneak past an alert guard in a well lit guard post, a person with the silent movement skill would only have a chance if the guard was not so alert or not expecting trouble, and the guard post was relatively dark. Also this skill would allow the character to move quietly out of sight of a guard.
Confidence (1) INT: 12, Primary: INT (because no charisma attrib.)
A good confidence skill can enable one to talk to a miser out of his fortune. It's particularly useful for getting information from people who are suspicious of you.
Sleight of Hand (1) INT: 9, Primary: DEX
A thieving skill that lets you perform sleight-of-hand tricks -- perfect when you need to amaze those you meet.
Demolition (1) INT: 12, Primary: INT
Teaches you how much of an explosive substance you can use without blowing yourself up.
Forgery (1) INT: 12, Primary: INT
Helps you recognize or create a forged document. Someday you my just need to whip up a security pass to get by some vigilant guards.
Alarm Disarm (1) INT: 12, Primary: INT
Trains you to recognize and disable alarms. If you want to get into a place without getting caught, this a good skill to have.
Bureaucracy (1) INT: 12, Primary: INT
Even though most of civilization ended with the bomb, an inordinate number of petty bureaucrats managed to survive. This helps you deal with them so you can get when you want.
Bomb Disarm (1) INT: 12, Primary: INT
Allows you to defuse most explosive devices.
First Aid (1) INT: 9, Primary: INT
A vital skill that lets a character stabilize a badly-wounded comrade so he or she has a chance to recover.
Mechanics: This skill allows you to stop the HP loss of a character who is at -1 or less. It does not however allow you to regain HP's other than natural healing.
Safecrack (2) INT: 12, Primary: INT
An experienced practitioner of this art can open safe sealed even before the holocaust.
Cryptology (2) INT: 15, Primary: INT
Gives you the talent to encode and decode messages. Useful in helping you determine what a password might be.
Metallurgy (1) INT: 13, Primary: INT
Increases your ability to spot, identify, and work with some basic metals.
Mechanics (1) INT: 10, Primary: INT
The repair and maintenance of mechanical devices.
Electronics (2) INT: 15, Primary: INT
A skill enabling you to use and repair electronic devices.
Energy Weapons (2) INT: 15, Primary: DEX
The care and use of directed energy weapons.
(This skill may not be learned at first level.)
Clone Technology (2) INT: 16, Primary: INT
The skill with and use of clone creation machinery.
(This skill may not be learned at first level.)
Chopper Piloting (3) INT: 14, Primary: DEX
The ability to fly and perform basic maintenance on helicopters.
(This skill may not be learned at first level.)
Cyborg Technology (4) INT: 16, Primary: INT
The construction, repair, and diagnosis of cyborgs using the proper tools and equipment. This however does not include the programming that gives the cyborg intelligence.
(This skill may not be learned at first level.)
Artificial Intelligence (4) INT: 16, Primary: INT
The study and understanding of non-human machine intelligence.
(This skill may not be learned at first level.)
Biology (1) INT: 10, Primary: INT
Knowledge of biology. (Also the ability to perform autopsies to determine a creatures weaknesses.)
Chemistry (1) INT: 12, Primary: INT
Knowledge of Chemistry. (Also the ability to make poison and gunpowder.)
Astronomy (1) INT: 10, Primary: INT
Knowledge of Astronomy. (Also the ability to navigate by the stars.)
Linguistics (1) INT: 9, Primary: INT
Knowledge of languages, and the ability to learn new ones.
Nuclear Technology (1) INT: 15, Primary: INT
The knowledge of how to operate, maintain, and repair nuclear devices.
(This skill may not be learned at first level.)
Hacking (1) INT: 14, Primary: INT
The skill and knowledge required to gain access to protected computer files and systems.
Water Purification (1) INT: 9, Primary: INT
The ability to clean water of unwanted bacteria and chemicals. This can be as simple as a sand filter to as complex as distilling. Not necessarily a portable skill. Includes the ability to detect tainted water and foods.
Mountaineering (1) INT: 5, Primary: CON
The knowledge of mountain climbing techniques, and survival at high altitude.
Find Water (1) INT: 8, Primary: INT
The ability to find and recover subterranean water supplies.
Pharmacology (1) INT: 12, Primary: INT
The ability to make medicine (and poison) with the proper equipment and materials.
Cartography (1) INT: 9, Primary: INT
The ability to make and navigate maps.
Command (1) INT: 8, Primary: INT (because no charisma attrib.)
The ability to give a command so it will be followed by NPC's. This will not give you a "power" over NPC's but it rather can be considered a command charisma. Only NPC's who would normally obey you will. In other words a person on the street would not obey, but a reluctant retainer would.
Ambush (1) INT: 9, Primary: INT
The ability to select a good spot for ambush, as well as the skill at hiding in that ambush spot. Also the ability to better spot ambushes. (cumulative with perception)(Just as ambush is cumulative with move silently or STELTH for surprise.) (Use STELTH as if it were a move silently skill of skill level equal to the rogues exp. level with a maximum of 5.)
Interrogation (1) INT: 9, Primary: INT
The ability to "make someone talk", using guile, torture, and coercion.
1.5 Basic Equipment.
Each class gets the following equipment at first level.
1.5.1 Soldier starting equipment.
Helmet.
Colt 1911A1 pistol or VP91Z pistol. Choose one.
M19 rifle or the M17 carbine. Choose one.
Canteen.
Box of matches.
Hand signal mirror.
A map of the local aria.
Compass.
Combat knife.
$2d6x10 in gold.
1.5.2 Survivalist starting equipment.
M19 rifle or the M17 carbine. Choose one.
Spear.
Canteen.
Box of matches.
Hand signal mirror.
A map of the local aria.
Compass.
Survival knife.
First aid kit, with 5 uses.
$2d6x10 in gold.
1.5.3 Medic starting equipment.
Helmet.
Colt 1911A1 pistol or VP91Z pistol. Choose one.
Canteen.
Box of matches.
Hand signal mirror.
A map of the local aria.
Compass.
Survival knife.
Medic bag, with 30 uses.
$2d6x10 in gold.
1.5.4 Rogue starting equipment.
Colt 1911A1 pistol or VP91Z pistol. Choose one.
Canteen.
Box of matches.
Hand signal mirror.
A map of the local aria.
Compass.
Combat knife.
$2d6x10 in gold.
1.5.5 Mechanic starting equipment.
Colt 1911A1 pistol, VP91Z pistol, M19 rifle, or the M17 carbine. Choose one.
Canteen.
Box of matches.
Hand signal mirror.
A map of the local aria.
Compass.
Two sticks of Dynamite.
Mini tool kit.
$2d6x10 in gold.
1.5.6 Scientist starting equipment.
VP91Z pistol.
Canteen.
Box of matches.
Hand signal mirror.
A map of the local aria.
Compass.
Small knife.
Scientific diagnostic kit.
$2d6x10 in gold.
1.6 Experience and you.
Characters will receive experience by defeating enemies and solving puzzles. Also in the great tradition of WASTELAND, all successful skill checks (except those involved in combat) will give the character 10 Exp.
1.6.1 Soldier experience table.
Soldiers use the 2,000 column on the exp. chart.
1.6.2 Survivalist experience table.
Survivalists use the 3,000 column on the exp. chart.
1.6.3 Medic experience table.
Medics use the 1,000 column on the exp. chart.
1.6.4 Rogue experience table.
Rogues use the 1,500 column on the exp. chart.
1.6.5 Mechanic experience table.
Mechanics use the 500 column on the exp. chart.
1.6.6 Scientist experience table.
Scientists use the 1,000 column on the exp. chart.
1.6.7 Experience Chart:
________________________________________________________________________
|Level: E.V. 500 E.V. 1,000 E.V. 1,500 E.V. 2,000 E.V. 3,000 |
|______________________________________________________________________|
|1 500 1,000 1,500 2,000 3,000 |
|2 1,500 3,000 4,500 6,000 9,000 |
|3 3,000 6,000 9,000 12,000 18,000 |
|4 5,000 10,000 15,000 20,000 30,000 |
|5 7,500 15,000 22,500 30,000 45,000 |
|6 10,500 21,000 31,500 42,000 63,000 |
|7 14,000 28,000 42,000 56,000 84,000 |
|8 18,000 36,000 54,000 72,000 108,000 |
|9 22,500 45,000 67,500 90,000 135,000 |
|10 27,500 55,000 82,500 110,000 165,000 |
|11 33,000 66,000 99,000 132,000 198,000 |
|12 39,000 78,000 117,000 156,000 234,000 |
|13 45,500 91,000 136,500 182,000 273,000 |
|14 52,500 105,000 157,500 210,000 315,000 |
|15 60,000 120,000 180,000 240,000 360,000 |
|16 68,000 136,000 204,000 272,000 408,000 |
|17 76,500 153,000 229,500 306,000 459,000 |
|18 85,500 171,000 256,500 342,000 513,000 |
|19 95,000 190,000 285,000 380,000 570,000 |
|20 105,000 210,000 315,000 420,000 630,000 |
|21 115,500 231,000 481,500 462,000 693,000 |
|22 126,500 253,000 379,500 506,000 759,000 |
|23 138,000 276,000 414,000 552,000 828,000 |
|24 150,000 300,000 450,000 600,000 900,000 |
|25 162,500 325,000 487,500 650,000 975,000 |
|______________________________________________________________________|
2.0 Game Mechanics.
The following are the "nuts and bolts" of how the game is to work.
2.1 Skill Checks.
There are two types of skill checks in Badlands, the Contested, and Solitary rolls.
Contested rolls are when two characters are actively struggling against each other to win. An example would be if two people were gambling against one another. The check is made by rolling 1d20 + Attribute + Skill Bonus, the highest roll wins.
A Solitary roll is when a character is attempting a skill against an inanimate object, or a force of nature. The check is made by rolling 1d20 + Attribute + Skill Bonus, and meeting or exceeding a target number. The higher the target number the harder the task.
2.2 Saving Throws.
Saving throws is the simplest rule in the mechanics section. Simply speaking a "Save" is when the player tries to roll less than or equal to the characters attribute with a 1d20. By succeeding the character will avoid a particular nasty event, or at least reduce the effect. The attribute that is rolled against to perform the Save is determined by the type of thing you are trying to avoid. The difficulty of avoiding the event is determined by the modifier after the attribute in the save listing. Two save listing follow.
1.) Save vs. Heat Stroke:CON to avoid damage.
2.) Save vs. Explosion:AGL-2 to half damage.
In the first example rolling against CON, if the character had a CON of 12 then rolling a 12 or less on a 1d20 would indicate that the character will receive no damage from heat stroke.
In the second example rolling against AGL-2 would indicate that this save is more difficult that the first one. The player would have to roll as if he/she were saving against an attribute 2 less than it really is. For example if the character had a 15 in AGL the player would have to roll a 13 or less to succeed, and if successful the character would receive half damage from the explosion.
There is also a little used Contested Save, that is used when two characters engage in a physical or mental struggle where skills are not applicable. A contested save would involve both parties rolling 1d20 and adding the applicable attribute. Highest roll wins. An example would be arm wrestling.
2.3 Combat Mechanics.
The following is how to do all the things that section 2.4 will tell you to do.
2.3.0 Actions.
Actions are what allows your character to achieve things during a combat round. actions come in three different types:
Attack Action: Attack actions allow you to make hand to hand attacks or shoot a firearm. You may make as many hand combat actions as your brawling score allows. Firearms attacks can be either single shots equal to the weapon's SA value plus any skill values, or a burst equal to the weapons SF or FA value. Importantly for Medics, attacks can be traded for free actions. I'm sure every one will need to use that eventually.
Movement Action: Move actions allow the character to move a number of yards equal to his/her MOVE value. Alternately this action can allow the character to take cover, duck, or go prone.
Free Action: "Free" actions allow you to do things that are not covered under the other two action types. These actions include pulling a weapon from it's holster, reloading a weapon, opening a door, operate an elevator, indeed any type of action can be achieved with free actions, as long as you do not move more than 1 yard, or attack. Free actions can also be used to take cover and go prone as well.
2.3.1 Initiative.
Initiative is determined by rolling 1d10 and applying the initiative modifier. For Non-Attack actions this will just be the modifier from DEX unless you are a survivalist. For Attack actions the initiative is modified by the weapon modifier and the modifiers from such skills as Pistols and combat shooting. Attack actions will generally be very fast.
2.3.2 Strike vs. AC and Dodge.
AC (armor class) and Dodge reduce your chances of being hit in combat, and thus increase your chances of survival. AC and Dodge are added together to make a combined Difficulty modifier. The Difficulty is added to the attackers Strike Base. The attacker must then roll higher than or equal to the modified Strike Base using a 1d20 and adding all applicable strike bonuses. Note: Encumbrance will reduce your AGL and thus your Dodge (even to a negative number). Additionally a weapon's Penetration can reduce or increase an armor's AC (down to zero but never less). This is a representation to the ability for certain weapons to penetrate armor and for some to have a tougher time doing so.
2.3.3 Attack Action.
The three types of actions covered under attack actions are detailed below.
2.3.3.1 Single Shots.
Take the SA ROF value and add any skill bonuses applicable, this is the number of times you will shoot a bullet at a target using single shots. You do not need to use all the shots, but they all must be against the same target. To determine hits see section (2.3.2). Roll a separate 1d20 for each bullet.
2.3.3.2 Bursts.
A burst will fire a number of bullets equal to the weapon's SF or FA ROF. Bursts come in two varieties based on what type of effect you want. In real combat a burst both gives you a chance to score a hit on a target that otherwise would be difficult to hit, or at close ranges it can be used to score multiple hits on a target. In a P&P-RPG it is difficult to include both of those effects in a single burst rule that is not too complicated.(however JARPS includes one) So in Badlands I have separated those two effects in to different rules. Note: you do not have to fire the whole ROF for FA, you may actually fire any number up to that amount. Note: All bursts are subject to the characters full strike modifiers and the weapon's accuracy modifier for the range.
2.3.3.2.1 Burst for Accuracy.
Ever see those damn Scorpitrons that just shrug off lead like it was a spring shower? Well as we all know the only way to damage those darn things is with anti-tank weapons, e-weapons, or bursts, lots, and lots of bursts. Accuracy bursts get a +X to hit. This "X" is equal to the number of bullets in the burst multiplied by the range modifier. So at short range a burst of 3 would get a +12 to hit. However if the roll succeeds only 1 bullet will hit, though all bullets in the burst are expended. This represents the spraying of either an entire aria against an agile opponent or spraying all the bullets at a heavy target in order to find a "chink".
Accuracy Burst Modifiers.
_______________
| Short | x4 |
| Medium | x2 |
| Long | x1 |
|________|____|
2.3.3.2.2 Burst for Volume.
Some times things just don't want to lay down and die (like those damn giant wolfs in Darwin) and you gotta' go terminator on their asses. That's where the volume burst comes in. A volume burst will give you a number of dice to roll equal to the number of bullets in the burst, the down side is that recoil makes them much harder to control. A negative value equal to the number of bullets multiplied by the range modifier is applied to each bullet. So if the burst was at short range and contained 3 bullets the modifier to each bullet would be -3. Additionally a volume burst can be used to spray a group of enemies, the player gets to allot the number of dice to each target as he/she sees fit, however the GM is final arbitrator for any thing questionable. The only problem is the range modifier is increased by one for such sprays.
Volume Burst Modifiers.
_______________
| Short | x1 |
| Medium | x3 |
| Long | x8 |
|________|____|
2.3.3.3 Melee Attacks.
All melee attacks must be within range of 5 yards. All thrown weapons are subject to a short range equal to 1/2 STR in yards, a medium range of STR in yards, and a long range of STR x2 in yards. In all other ways melee attacks proceed as if they were any other type of attack. See section (2.3.0) for further info on attacks.
2.3.4 Armor and Damage.
Armor can slow you down, but remember you can't out run a bullet.
2.3.4.1 Penetration and AC.
Armors AC value will be reduced by the attacks penetration value (or in some cases it will be increased). Penetration will never reduce AC below 0, nor will it effect anyone with an AC other than 0. As long as a Monster does not have an ac of 1 or greater it will not be effected by penetration, but if it does have an AC of greater than 0 the penetration rules apply as normal. Penetration does not effect Soak. Remember: If the AC is normally 0, then even a weapon with a penetration of -1 or less will not increase the AC above 0, nor will it reduce it below 0.
2.3.4.2 Damage and Soak.
Soak is an armor's or a monster's ability to reduce the damage done. In a monsters case this represents the inherent toughness of the beast, in a humans case they will only get it from armor. When damage is rolled, but before it is applied reduce (or in some rare cases increase) the damage deducted from hit points.
2.3.5 Damage, death, and healing.
Damage is blood loss, tissue damage, bruising, and tissue shock. Once your HP are reduced to 0 you fall unconscious, at -1 you will start to worsen loosing 1HP per 2 rounds until you reach a negative value greater than your CON attribute or all your wounds of greater than 3HP are successfully bound. Also if only some of the wounds are bound but the medic skill brings the HP back up to 0 or higher the character will no longer worsen.
All damage should be recorded as "wounds" so that when healing is done the maximum recovered from that wound will be known. (i.e. if someone is shot twice, once for 12 and a second time for 8, then it would be recorded on the character sheet as "12, 8" rather than "20". However the total value of the wounds would still be 20, and if you had only 19HP you would be well on your way to death.
The character once all wounds are bound will recover 1HP per day, or 2HP if under the supervision of the medic. See section (1.3.3) for more info on the MEDIC ability.
2.4 The Combat Round and how it proceeds.
A combat round is 30 seconds long.
A.) Roll Initiative.
Initiative should be rolled separately for each PC or Important NPC, but bulk monsters should use group initiative.
B.) Announce action type, and general effect in reverse initiative order (highest to lowest).
For example if you were going to shoot finster with your pistol, you would say "I am going to use my attack action to shoot finster semi-auto with my pistol.". If you are using a movement action you might say this "I am going to run to this spot (points to a spot on the map)".
C.) The GM will start by asking who has the lowest initiative, that person will then do their action or wait until later and "interrupt" someone else's turn. The GM will then count upwards until someone says "My turn" then it will be that persons action or they may also choose to delay.
D.) Once all current actions have been resolved, ask if anyone has any further actions they would like to use.
E.) If anyone has an action left go to B. If no one has any actions left or they do not wish to use them this round start back at A. (No, actions do not "roll over" so if you do not use them they are lost.)
2.4.1 Normal Full Combat.
Normal combat allows all participants to move in any direction they wish, and use cover and the environment in any way.
2.4.2 Cannon Fodder Combat.
Cannon-fodder Combat takes a page from the C64 version of Wasteland. All combat is Linear, meaning movement can be used to move toward or away from the enemy. All enemies are grouped, and each PC is his/her own group. No map and no cover. Enemy groups can be Sprayed and explosives effect only things in one group. This is intended to speed up those quick random encounters with cannon-fodder monsters.
3.0 Equipment.
3.0 Encumbrance and you.
Simply speaking, encumbrance reduces your AGL and MOVE. For each point of encumbrance you loose one point of AGL (thus reducing your dodge) and one yard from your MOVE. Encumbrance is gained by wearing certain armor and by carrying too much equipment. You can carry up to your ((STR+CON)/2)x15 in lbs. of equipment. For each STRx3 in lbs. you carry you are penalized 1 ENC.
(i.e. If your strength is 5 and you carry 17 lbs. you are penalized 1 ENC. If you were only carrying 14 lbs. there would be no encumbrance penalty.)
3.1 Weapons.
3.1 Weapons.
Melee Weapons.
Ax: Hatchet, Fire Ax, Wood Ax, any bladed hafted weapon.
Damage: 2d10+STR bonus.
Pen.: +3
Init.: +3
Weight: 12 lbs.
Cost: $25
Club: Lead Pipe, Baton, 2x4, Wooden Handle, any blunt weapon.
Damage: 1d10+STR bonus.
Pen.: -5
Init.: -2
Weight: 5-12 lbs.
Cost: $15
Knife: Bowie Knife, Survival Knife, Small Machete, Butcher's Knife, any short bladed weapon.
Damage: 2d6+STR bonus.
Pen.: +4
Init.: -5
Weight: 1 lb.
Cost: $20
Throwing Knife: Any balanced knife for throwing.
Damage: 2d4+STR bonus.
Pen.: +3
Init.: +0
Weight: 1 lb.
Cost: $20
Spear: Spear, Lance, Pike, Etc...
Damage: 2d8+STR bonus.
Pen.: +10
Init.: +4
Weight: 6 lbs.
Cost: $35
Chainsaw: You know, the kind Jason is fond of.
Damage: 2d12+STR bonus.
Pen.: +4
Init.: +8
Weight: 11 lbs.
Cost: $500
Proton Ax: An ax forged with a mono-edge. The weapon can cut through the hardest of armor.
Damage: 3d8+STR bonus.
Pen.: +15
Init.: +1
Weight: 7 lbs.
Cost: $10,000
Sledge Hammer: Jimbo, smash, he, he, he.
Damage: 3d10+ x2 STR bonus.
Pen.: -8
Init.: +15
Weight: 15 lbs.
Cost: $25
Slug Thrower Firearms.
AK-97 Assault Rifle: Created in the image of the legendary AK-47, the AK-97 is the latest in the assault rifle line. It was created for the Comintern Combine nations of Europe and Africa, but saw large distribution throughout the world before the war. It is chambered for 7.62mm ammo and fires from a 30-bullet clip. This highly-respected weapon is fairly commonplace.
AK-97 Assault Rifle.
Cartridge: 7.62mm.
Damage: 4d6
Penetration: +1
Initiative: +1
Range: 45/90/250
Accuracy: +1/+0/-1
Clip Size: 30
Fire Selections: ROF
Semi Auto: 3
Select Fire: 3
Full Auto: 20
Weight: 7 lbs.
Cost: $1,300
M1989A1 NATO Assault Rifle: The M1989A1 is big brother to the original M16A1. It was re-chambered to accept the same 7.62mm ammo that the AK series of rifles uses so troops could use captured Soviet ammo. Although assault rifle users greatly preferred the American ammo for its damage capabilities, the military implemented this change in anticipation of front-line ammo shortages. With this arrangement, a solider could kill an enemy and replenish his supply at the same time.
M1989A1 NATO Assault Rifle.
Cartridge: 7.62mm.
Damage: 4d6
Penetration: +1
Initiative: +2
Range: 50/100/300
Accuracy: +1/+1/+0
Clip Size: 35
Fire Selections: ROF
Semi Auto: 2
Select Fire: 3
Full Auto: 15
Weight: 8 lbs.
Cost: $1,500
M19 Rifle: The M19 rifle is a single-shot weapon firing an 8-shot clip of 7.62mm ammo. When rumors of a Soviet invasion of the U.S. spread through the states, survivalists demanded a weapon that could use Soviet ammo (necessary, said the survivalists, if Americans were to be able to use captured ammo). The invasion never took place, but the M19 remains a high profile weapon. Although it can't fire more than one bullet at a time, it does have greater range than pistols.
M19 Rifle.
Cartridge: 7.62mm.
Damage: 6d4
Penetration: +2
Initiative: +3
Range: 75/150/400
Accuracy: +0/+2/+1
Clip Size: 8
Fire Selections: ROF
Semi Auto: 2
Weight: 7 lbs.
Cost: $350
M17 Carbine: The M17 Carbine is a lighter, short-barreled version of the M19 rifle. Its 10-shot clip of 7.62mm ammo gives it a faster fire rate than its big brother, but the barrel length makes it slightly less accurate at a maximum range.
M17 Carbine.
Cartridge: 7.62mm.
Damage: 5d4
Penetration: +1
Initiative: -0
Range: 45/80/250
Accuracy: +2/+0/-2
Clip Size: 10
Fire Selections: ROF
Semi Auto: 3
Weight: 6 lbs.
Cost: $250
MAC 17 SMG: The Mac 17 is the sturdiest of the compact submachine guns developed in the early 1990s. It shoots .45 Caliber slugs from a 30-shot clip and is known for its man-stopping capabilities. This small weapon is well-suited for close-up firefights.
MAC 17 SMG.
Cartridge: .45 Caliber
Damage: 5d6
Penetration: -1
Initiative: +1
Range: 10/30/90
Accuracy: +1/-1/-3
Clip Size: 30
Fire Selections: ROF
Semi Auto: 2
Select Fire: 3
Full Auto: 15
Weight: 6 lbs.
Cost: $500
UZI 27 SMG: The Uzi comes from the highly-skilled gunsmiths of Trans-Palestine. Its magazine holds 40 9mm bullets and is capable of burning a full clip in five seconds. This weapon was built specifically for fighting terrorists has proven very effective on mutant bikers or religious fanatics.
UZI 27 SMG.
Cartridge: 9mm. Parabellum
Damage: 4d6
Penetration: +0
Initiative: +0
Range: 10/30/90
Accuracy: +1/-1/-2
Clip Size: 40
Fire Selections: ROF
Semi Auto: 2
Select Fire: 4
Full Auto: 25
Weight: 5 lbs.
Cost: $750
1911A1 .45 Pistol: The 1911A1 was the standard sidearm of the previous two world wars. The .45 slug, held in an 8-shot clip, was first developed to stop Moro rebels in the Philippines. In its current role, it has no trouble slowing down desert raiders or the occasional mutant cactus. Many Desert Rangers find this a perfect weapon to take with them when they first head into the wastelands.
Colt 1911A1 Pistol.
Cartridge: .45 Caliber
Damage: 5d6
Penetration: -1
Initiative: -1
Range: 10/30/90
Accuracy: +1/+0/-2
Clip Size: 8
Fire Selections: ROF
Semi Auto: 3
Weight: 3 lbs.
Cost: $150
VP91Z 9mm Pistol: As well liked as the .45 pistol by Desert Rangers, the VP91Z is a variation on the West German design, featuring an 18-shot capacity of this weapon reduces the need to reload, making it ideal for extended firefights.
VP91Z 9mm. Pistol.
Cartridge: 9mm. Parabellum
Damage: 4d6
Penetration: +0
Initiative: -2
Range: 10/30/90
Accuracy: +1/+0/-1
Clip Size: 18
Fire Selections: ROF
Semi Auto: 4
Weight: 2 lbs.
Cost: $150
Grenades.
Grenades: Grenades are small, hand-tossed explosive devices useful for inflicting damage on an entire group of foes at one time. Grenades have a wide area of effect, so be sure your character has a good throwing arm!
Anti-Personnel Fragmentation Grenade.
Cartridge: Frag. Grenade
Damage: 3d10+10
Penetration: -5
Initiative: +5
Range: 5/15/40
Accuracy: +10/+8/+5
Clip Size: Single use device.
Fire Selections: Single use device.
Weight: 2 lbs.
Cost: $150
Note: May make a Save vs. Explosive:DEX-3 to half damage, and an additional Save vs. Explosive:AGL-3 to half damage again. (i.e. reduce damage to 1/4 if both succeed.)
Energy Weapons.
Flame-thrower
The flame-thrower is technically a chemical energy weapon, and can be very effective against personnel.
Damage: 6d6 (short) 4d6 (medium) 2d6 (long)
Pen.: N/A
Range: 5/10/20
Accuracy: +5/+0/-5
Capacity: 60 "squirts"
Weight: 12 lbs.
Cost: $3000 (refill $1,000)
Flame weapons do full damage regardless of armor or soak, flame weapons roll to hit modified only by dodge, cover, and range factors. Cyberdroids take only 1/4 damage. Persons who make a save vs. Flame:AGL take only 1/2 damage.
Laser Pistol: A highly complex weapon beyond the current manufacturing capabilities of the wasteland. Often found in pre-bomb military installations, but then again so are robotic death machines.
Laser Pistol.
Cartridge: E-Clip
Damage: 4d8
Penetration: +3
Initiative: -2
Range: 30/60/120
Accuracy: +2/+1/+1
Clip Size: 40
Fire Selections: ROF
Semi Auto: 4
Select Fire: 5
Full Auto: 10
Weight: 2 lbs.
Cost: $8,000
Laser Carbine: A highly complex weapon beyond the current manufacturing capabilities of the wasteland. Often found in pre-bomb military installations, but then again so are robotic death machines.
Laser Carbine.
Cartridge: E-Clip
Damage: 4d8+10
Penetration: +4
Initiative: +0
Range: 60/120/250
Accuracy: +2/+2/+2
Clip Size: 30
Fire Selections: ROF
Semi Auto: 4
Select Fire: 4
Full Auto: 8
Weight: 5 lbs.
Cost: $11,500
Laser Rifle: A highly complex weapon beyond the current manufacturing capabilities of the wasteland. Often found in pre-bomb military installations, but then again so are robotic death machines.
Laser Rifle.
Cartridge: E-Clip
Damage: 4d8+20
Penetration: +6
Initiative: +1
Range: 75/150/400
Accuracy: +1/+3/+2
Clip Size: 20
Fire Selections: ROF
Semi Auto: 3
Select Fire: 3
Full Auto: 10
Weight: 8 lbs.
Cost: $13,000
Ion Beamer: A highly complex weapon beyond the current manufacturing capabilities of the wasteland. Often found in pre-bomb military installations, but then again so are robotic death machines.
Ion Beamer.
Cartridge: E-Clip
Damage: 4d8+30
Penetration: +5
Initiative: +4
Range: 50/150/300
Accuracy: +2/+1/+0
Clip Size: 20
Fire Selections: ROF
Semi Auto: 2
Select Fire: 3
Full Auto: 10
Weight: 10 lbs.
Cost: $17,000
Meson Cannon: A highly complex weapon beyond the current manufacturing capabilities of the wasteland. Often found in pre-bomb military installations, but then again so are robotic death machines.
Meason Cannon.
Cartridge: E-Clip
Damage: 6d6+50
Penetration: +10
Initiative: +10
Range: 25/50/75
Accuracy: +1/-1/-3
Clip Size: 10
Fire Selections: ROF
Semi Auto: 1
Select Fire: 3
Full Auto: 5
Weight: 2 lbs.
Cost: $18,000
Disposable Anti-Armor Weapons.
LAW Rocket: The LAW rocket is a small, armor-piercing explosive rocket contained in a disposable firing tube. It was first developed to destroy tanks. The mass of the tip (made from depleted uranium) enables the rocket to blast through the armor so the explosive shell can burst, once inside. Some knowledge or skill in anti-tank weaponry is useful when employing the rocket.
LAW Rocket.
Cartridge: Armor Piercing Anti-Tank Rocket
Damage: 10d10+30
Penetration: +15
Initiative: +10
Range: 100/300/600
Accuracy: +5/+3/+1
Clip Size: Single Shot Disposable.
Fire Selections: Single Shot Only.
Weight: 20 lbs.
Cost: $2,500
Mangler: High explosive death for those on a budget.
Mangler.
Cartridge: Armor Piercing Anti-Tank Rocket
Damage: 6d10+10
Penetration: +10
Initiative: +12
Range: 10/200/500
Accuracy: -3/+1/-2
Clip Size: Single Shot Disposable.
Fire Selections: Single Shot Only.
Weight: 15 lbs.
Cost: $500
Sabot Rocket: Not as effective as the LAW or RPG-7, and much more expensive than the Mangler. Probably not the best choice, but sometimes it's all that's available.
Sabot Rocket.
Cartridge: Armor Piercing Anti-Tank Rocket
Damage: 8d10+20
Penetration: +12
Initiative: +10
Range: 100/300/600
Accuracy: +3/+2/+0
Clip Size: Single Shot Disposable.
Fire Selections: Single Shot Only.
Weight: 18 lbs.
Cost: $1,100
RPG-7: Just hope you never end up on the receiving end of one of these. The RPG-7 (Russian) is perhaps the most sought after weapon for use against armor, very tough to find.
RPG-7.
Cartridge: Armor Piercing Anti-Tank Rocket
Damage: 12d10+50
Penetration: +20
Initiative: +8
Range: 100/300/600
Accuracy: +4/+4/+1
Clip Size: Single Shot Disposable.
Fire Selections: Single Shot Only.
Weight: 21 lbs.
Cost: $5,000
3.2 Armor.
Robe
Heavy flowing robes, might soften impacts a bit.
AC: 1
Soak: 1
Enc. 0
Weight: 6 lbs.
Cost: $50
Leather Jacket
Stylish, yet useful.
AC: 1
Soak: 3
Enc. 0
weight: 6 lbs.
Cost: $200
Bullet Proof Shirt
A light kevlar vest.
AC: 2
Soak: 4
Enc. 0
Weight: 5 lbs.
Cost: $500
Kevlar Vest
A heavy kevlar vest capable of excellent protection vs. pistols but lacking in regards to rifle rounds.
AC: 4
Soak: 5
Enc. 1
Weight: 12 lbs.
Cost: $1,000
Rad Suit.
The radiation suit will provide full protection from radiation and partial protection from chemicals and biologicals. Also for some strange reason it stops bullets pretty good too.
AC: 5
Soak: 4
Enc. 3
Weight: 17 lbs.
Cost: $1,350
Kevlar Suit
Like the kevlar vest except, with lighter protection covering the extremities, for a superior overall effect.
AC: 6
Soak: 6
Enc. 2
Weight: 25 lbs.
Cost: $1,750
Pseudo-chitin Armor
Vat grown chitin (insect shells) has superior protection compared to kevlar and lighter weight compared to ceramic. An excellent find to be sure. Because the helmet is included, you gain no additional bonus for an extra one.
AC: 10
Soak: 8
Enc. 3
Weight: 45 lbs.
Cost: $5,000
Power Armor
Ceramic and steel plating combined with a powered exoskeleton, provides awesome protection and no weight penalties, very bulky though. Rare in the extreme, a power armor would be the find of a lifetime. Because the helmet is included, you gain no additional bonus for an extra one.
AC: 14
Soak: 10
Enc.: 4
Weight: 120 lbs. (it supports it's own weight, so while worn it does not count as carry.)
Cost: $30,000
Helmet
The helmet is standard issue for all troops. It provides a bonus of +1 AC or if a head shot is called it provides AC:5.
AC: (+1)
Soak: N/A
Enc.: -5 to all perception rolls.
Weight: 3 lbs.
Cost: $25
3.3 Medical Supplies.
First Aid Kit
Uses: 5 (and only Half HP gain from any MEDIC use.)
Weight: 2lbs.
Cost: $15
Medic Bag
Uses: 30 (Normal HP gain from MEDIC use.)
Weight: 10lbs.
Cost: $50
Doctor Bag
Uses: 50 (and +1d4 HP to all MEDIC uses with the doctor bag.)
Weight: 15lbs.
Cost: $150
3.4 Other Equipment.
.45 caliber ammunition. (100 cartridges)
Weight: 4 lbs.
Cost: $250
9mm. ammunition. (100 cartridges)
Weight: 4 lbs.
Cost: $300
7.62mm ammunition. (100 cartridges)
Weight: 6 lbs.
Cost: $400
Power Pack (recharge a single energy weapon)
Weight: 2 lbs.
Cost: $8,000 (when available at all.)
TNT: Fuse detonated stick explosives.
Blast: 2d6+10
Weight: 1 lb.
Cost: $50
Plastic Explosives: Bigger bang for the buck, requires an electrical ignition.
Blast: 4d10+50 (triple damage to point of contact.)
Weight: 1 lb.
Cost: $300
Canteen: Everyone needs a canteen.
Weight: 4 lbs.
Cost: $10
Hand Mirror: Can be used for signaling.
Weight: 1 lb.
Cost: $10
Gas Mask: Filters out many nasty gasses.
Weight: 3 lbs.
Cost: $150
Matches: A box of stick matches.
Weight: 1 lb.
Cost: $10
Rope: Very useful for climbing things.
Weight: 10 lbs.
Cost: $25
Shovel: Can be used as a club, or to dig.
Weight: 7 lbs.
Cost: $15
Dr. B. Bilious Balfour's Snake Squeezins: Is it really made of snake? Who knows except Dr. Balfour. Doesn't matter drink enough and you won't care.
Weight: 2 lbs.
Cost: $10
Jewelry: Real purdy.
Weight: 0 lbs.
Cost: $100 (sells for $75 at the Ag Center)
Crowbar: No rogue is complete without it. Can be used as a club.
Weight: 6 lbs.
Cost: $15
Sledge Hammer: Jimbo, smash, he, he, he.
Weight: 15 lbs.
Cost: $25
Geiger Counter: Detects radiation. If you don't want your skin to peal off, you might want to get one of these.
Weight: 2 lbs.
Cost: $300
Book: Good for reading.
Weight: 2 lbs.
Cost: $10
Map: A map, usually of the aria involved in the adventure.
Weight: 1 lb.
Cost: $50
Pick Ax: If you are going prospecting you need one.
Weight: 10 lbs.
Cost: $25
Howitzer Shell: Fired from a howitzer.
Weight: 5 lbs.
Cost: $50
4.0 Setting
4.1 The Holocaust
(Excerpt from WASTELAND manual)
The following is an excerpt from:
The History of the Desert Rangers, The Early Years.
by Karl Allard
2087
Allard Press, Ranger Center
Hardbound pp. 293
$20 gold.
Tensions grew with the coming of 1998. The United States' Citadel Starstation was slated to be fully operational by March, Soviet charges that the space station was merely a military launching platform alarmed a number of nonaligned nations. The right wing governments in the South and Central Americas, many of them set up by the U.S. during the Drug Wars (1987-1993), pledged their support to the U.S. The NATO nations, including the new African members also declared their alliance with the U.S. That move forced most of the remaining neutral powers to join the Soviet protest. In six short weeks, only Switzerland, Sweden, and Ireland continued to declare themselves neutral nations.
Two weeks before Citadel was due for full operation, the station transmitted a distress signal. Immediately after the message was sent, most of the satellites orbiting the planet were swept clean from the sky, leaving the great powers blind. In military panic, each sent 90 percent of their nuclear arsenals skyward. Although the destruction was tremendous, it was not complete. Pockets of civilization remained, some even oblivious to the military exchange.
On the same day that the U.S. and Soviet Union were attempting to extinguish each other, a company of U.S. Army Engineers were in the southwestern deserts building transportation bridges over dry riverbeds. They worked deep in the inhospitable desert valleys, surrounded by a number of survivalist communities. Located directly south of their position on that day was a newly-constructed federal prison. In addition to housing the nation's criminals condemned to death, the prison contained light industrial manufacturing facilities.
Shortly after the nuclear attack began, the Engineers, seeking shelter, took over the federal prison and expelled the prisoners into the desolate desert to complete their sentences. As the weeks passed, they invited the nearby survivalist communities to join them and to help them build a new society. Because of each communities' suspicions towards one another, times were difficult at first. But as time nurtured trust, this settlement -- which came to be known as RangerCenter -- grew to be one of the strongest outposts. RangerCenter even proved powerful enough to repel the hands of rancorous criminals who repeatedly attached in attempts to reclaim what was once "rightfully theirs."
The citizens of Ranger Center, after first believing that they were the only ones who survived the nuclear maelstrom, soon realized that communities beyond the desert's grip had also survived, Because they had such success in constructing a new community, they felt compelled to help other survivors rebuild and live in peace.
Toward this end, the Desert Rangers, in the great tradition of the Texas and Arizona Rangers a century before, were born.
4.2 The California-Nevada border locations.
(Excerpt from WASTELAND Manual)
Little Old Quartz
Quartz is a small town that suffered extensive damage from the nuclear attacks, yet managed to survive. Although located far from the large military targets, this tiny community was affected by earthquakes and low-level nuclear fallout. But in its feisty, small town way, Quartz quickly resumed normal life. About the only trouble Quartz has these days is with bandits.
Xenophobic Needles
Needles is bigger than Quartz. Aside from the flood that resulted when Hoover Dam was hit, life has not changed much in Needles. Needles is big enough to defend itself from roving bandits. However, it has become home to a couple of odd cults. The folks in Needles don't really like strangers that much, but they've welcomed Desert Rangers in the past and are always willing to trade goods with them.
Lovely Vegas
Vegas is the city of Las Vegas. No one is quite sure how the Soviet missiles managed to miss the city, but most folks figure it was because the "house" was betting against a missile landing -- and no one wins against the house. There was an international rumor about some Russian general's markers being torn up after the attack, but that has yet to be confirmed. Undaunted by its brush with perdition, Vegas is still open for business and does very well for itself. The city is large enough to avoid conquest, and many elements of the desert rabble have even found gainful employment as enforcers or casino employees. Despite the relative success of the city, however, there are dark rumors about horrors descending from the north to taking up residence in the city sewers. All may not be extremely well in the jewel of the Desert.
Deadly Deserts
The desert is just as formidable as it was before the holocaust. In addition to the lack of water and the fierce heat, there are reports of radiation zones that have melted the flesh of unwary travelers. Along with the irradiated human element -- left-over biker gangs, rabid survivalists, crazed religious zealots -- all sorts of mutant animals make their home in the desert. Some say that travelling in the desert nowadays without an experienced guide is plain suicidal.
5.0 Monsters
5.1 Monster "General" Actions.
Monsters get GA's or "general actions". General actions are used just like PC actions except that they can be used as movement, attack, or free actions. Thus if a monster had 5 actions they could all be used to attack or all used for movement, or any other combination of the three action types. This is intended to reduce the GM's workload in combat and to make monsters more "monstrous".
5.2 Monster listings.
The following is a small list of common "monster" types.
5.2.001 Rabid Dog
Exp. Value: 10 +1 pr. HP
Attributes: STR:12 INT:01 DEX:05 AGL:15 CON:13
Actions: 3 GA's
Initiative: -3
Movement: 15 yards.
Soak: 1
HP: 13+3d6 or 20
AC: 0
Dodge: +6
Attack: Bite
Range: Melee
Pen.: -2
Damage: 1d8 +Save vs. Rabies:CON+6
Effect: Rabies unless cured will reduce INT by 1 every 3 days until character reaches 0 INT. Once the character reaches 0 INT, he/she is dead. INT loss is permanent.
5.2.002 Wild Dog
Type: Canine
Exp. Value: 5 +1 pr. HP
Attributes: STR:08 INT:01 DEX:04 AGL:14 CON:10
Actions: 2 GA's
Initiative: +0
Movement: 12 yards.
Soak: 0
HP: 10+1d8 or 12
AC: 0
Dodge: +5
Attack: Bite
Range: Melee
Pen.: -2
Damage: 1d6
5.2.003 Coydog
Type: Mutant Canine
Exp. Value: 15 +2 pr. HP
Attributes: STR:15 INT:02 DEX:05 AGL:17 CON:15
Actions: 3 GA's
Initiative: -1
Movement: 14 yards.
Soak: 3
HP: 20+2d6 or 25
AC: 0
Dodge: +5
Attack: Bite
Range: Melee
Pen.: +0
Damage: 3d6
5.2.004 Slithering Iguana
Type: Mutant Reptile
Exp. Value: 10 +3 pr. HP
Attributes: STR:10 INT:01 DEX:03 AGL:09 CON:10
Actions: 1 GA's
Initiative: +5
Movement: 5 yards.
Soak: 3
HP: 30+1d10 or 35
AC: 3
Dodge: +1
Attack: Bite
Range: Melee
Pen.: +0
Damage: 2d6
5.2.005 Desert Dweller
Type: Mutant Human
Exp. Value: 10 +2 pr. HP
Attributes: STR:12 INT:06 DEX:10 AGL:10 CON:12
Actions: 4 GA's
Initiative: +0
Movement: 8 yards.
Soak: 0
HP: 30+4d6 or 40
AC: 0
Dodge: +4
Attack: Pummel
Range: Melee
Pen.: +0
Damage: 1d4+4
5.2.006 Rad Rats
Type: Mutant Rodent
Exp. Value: 30 +10 pr. HP
Attributes: STR:06 INT:01 DEX:08 AGL:12 CON:08
Actions: 2 GA's
Initiative: -1
Movement: 10 yards.
Soak: 0
HP: 5+1d6 or 8
AC: 0
Dodge: +6
Attack: Bite
Range: Melee
Pen.: -2
Damage: 1d4+Radiation. Permanently reduce HP by one for every point of damage dealt to the character. Rad treatment is possible for $500 pr. point.
5.2.007 Death Angler
Type: Mutant Worm
Exp. Value: 35 +5 pr. HP
Attributes: STR:09 INT:01 DEX:10 AGL:17 CON:08
Actions: 4 GA's
Initiative: -3
Movement: 10 yards.
Soak: 0
HP: 50+6d10 or 80
AC: 0
Dodge: +15
Attack: Bite
Range: Melee
Pen.: +2
Damage: 6d6
5.2.008 Silicon Sniper
Type: Cyberdroid
Exp. Value: 50 +5 pr. HP
Attributes: STR:10 INT:02 DEX:10 AGL:10 CON:20
Actions: 4 GA's
Initiative: +2
Movement: 16 yards.
Soak: 5
HP: 100+1d10x10 or 150
AC: 8
Dodge: +5
Attack: Laser Beam
Range: 50(+3)/100(+1)/300(+0)
Pen.: +5
Damage: 4d6+10
________________________________________________________________________________________________
Appendix
A. Contributors.
Version 1.0 No additional contributors.
B. Version information.
0.0 First created in the summer of '87 when I was like 10. Played as a "Filler" game. When waiting for members of our group to show up, or when most could not show, we played the game Badlands. Badlands at that time was essentially D&D with guns, no extra rules save the new classes needed to be learned. The similarity with D&D is what got it played at all, no one really wanted to learn new rules. The game, because it was not really that great, was canned after a while. After that time most of the materials were lost.
1.0 More than a decade later, while playing wasteland and working on my other game JARPS, I got nostalgic for the old game. I was sifting through my closet, filled with old papers, notes, and partly finished games, when I came across a character sheet and some adventure notes for Badlands. I decided that I would re-create the game. The document before you shows that I did, however this time I strayed far from the D&D roots of the original.
1.0.1 The Character Sheet is not finished, nor are the Updates. Equipment is skeletal as are monsters. version 1.1 intends to have these finished.
1.1 Character Sheet finished, Appendix / Updates expanded, Equipment updated and expanded, Monsters greatly expanded.
C. Character Sheet. (See also separate TXT file)
See end of document.
D. Updates.
Apx.1.1.a: New Attribute Determination:
Instead of rolling 4d6 and keeping 3, the GM at his/her discretion may call for a straight 3d6 roll or may allow you to place a pool of points. (Min 3 Max 18)
Suggested Points Pools:
______________________________
Type of Campaign Pool
______________________________
Realistic 50
Heroic 60
Super Heroic 75
Apx.1.3.2.a: Survivalist Tracking:
Survivalists track at 100% +3% pr. level. Under normal circumstances the roll will be automatic, however if the GM wishes the following penalties may be allotted. GM's are encouraged to ignore this rule if they feel like it, I would rather you provide a target number for the roll based on the condition in the adventure. (ie. Skilled Woodsman must roll under 50%+3% pr. level)
_____________________________________________________________________________________________
Penalty Circumstance
_____________________________________________________________________________________________
-10% For every 24 hours that have passed.
+2% For every additional set of feet in the tracked party.
-5% For every hour of high winds.
-10% For every hour of rain.
-20% If rushing.
-50% If really rushing.
-25% If tracked party is taking time to leave as little trail as possible.
-35% If want's to know number of people in party tracked.
-25% If want's to know how fast tracked party was traveling.
-10% To know age of trail.
-25% To know type of animal being tracked. (excludes humans)
-50% To know type of human being tracked. (Soldiers, scouts, indigs, city folk, etc...)
-75% To know approximate mass of particular individual being tracked.
_____________________________________________________________________________________________
Special: -1/2 of the survivalists tracking skill from a tracker if he/she is taking time to hide his/her trail.
Apx.1.3.2.b: Survivalist Foraging:
Survivalist can provide for additional persons by foraging. Success is equal to 25% plus 5% pr. level for one additional person. Roll for first person, if successful enough food is provided for that additional person, keep rolling until a failure or until all persons are satisfied.
_______________________________________________
-15% for second person.
-25% for third person.
-50% for fourth person.
-25% for every person after that.
+25% for all attempts in lush aria.
+50% for all attempts in a forested aria.
-25% for attempts in a completely wasted aria.
_______________________________________________
Apx.1.3.4.a: Rogue STELTH:
Rogues do not need to roll to successfully sneak except in situations where the GM sees fit. Rogues have a STELTH success of 100% +3% pr. level. GM's are encouraged to ignore this rule if they feel like it, I would rather you provide a target number for the roll based on the condition in the adventure. (ie. Alert guard post must roll under 45%+3% pr. level)
____________________________________________________________
Modifiers Situation
____________________________________________________________
-50% Under direct observation.
+10% Approaching when unexpected.
-25% Wearing "bright" or "loud" colored clothes.
+5% Wearing "blending" clothes.
-35% Alert guard.
+15% Un-alert guard.
-50% Bright lighting.
+10% Dim lighting.
+15% No lighting.
-75% Daylight.
___________________________________________________________
Apx.1.6.a: Alternate Exp. Award for Successful Skill.
If the GM would rather give a value other than 10 Exp. for a successful skill, he/she may give 1 exp. for every 2 points of difficulty, or 1/2 the total roll of the opposed character in an opposed skill roll.
Apx.2.1.a: Skill Check Difficulty Lists.
Unconscious 5
Trivial 10
Simple 15
Easy 20
Average 25
Challenging 30
Hard 35
Difficult 40
Impossible 45
Insane 50
Apx.2.1.b: Skill Check Modifiers.
Take extra time +1 to +15
Rushed job -1 to -15
Excellent tools +3
Excellent parts +3
Under Stress -3
Being attacked -8
Physically impaired -5
Mentally impaired -10
Using "off hand" -8
Apx.2.3.3.a: Critical Hits:
Any roll of "natural" 20 can either hit if it would not otherwise have done so or it can do double damage if it would have otherwise hit normally.
Apx.2.3.3.b: Critical Miss:
Any "natural" roll of 1, will automatically miss, and on a failed luck roll (if luck is used) or a failed weapon skill roll vs. average difficulty the weapon will jam. Roll on the jam table below.
Jam Table. (2d6)
_________________________________________________________________________________________
# Effect
_________________________________________________________________________________________
2 No effect. No Bullet Expended. (You lucked out.)
3 No effect. Bullet Expended.
4 Jammed. 1 Free Action to un-jam. (No roll required.)
5 Jammed. 1 Free Action to un-jam. (No roll required.)
6 Jam. Roll vs. Easy Task with Firearms skill to un-jam. (costs 1 Free Action)
7 Jam. Roll vs. Average task with Firearms skill to un-jam. (costs 1 Free Action)
8 Jam. Roll vs. Difficult task with Firearms skill to un-jam. (costs 2 Free Actions)
9 Jam. Roll vs. Difficult task with Firearms skill to un-jam. (costs 2 Free Actions)
10 Jammed. Must take down action after combat. Must roll vs. Firearms, failure indicates
weapon is damaged and must be repaired by a weaponsmith.
11 Weapon is damaged beyond repair.
12 Weapon explodes, 1d6 damage. Weapon is damaged beyond repair.
__________________________________________________________________________________________
Apx.2.3.0.a: Cover:
Taking cover can be one of three things.
Going Prone: This takes a Movement or Free action to do but give the character a +5 to dodge. The down side, is that the character must spend another action to get up or change position and looses half of his/her normal dodge bonus. (additionally a negative dodge bonus due to poor AGL or high ENC will no longer apply.)
Taking Full Cover: As long as sufficient cover is available and is thick enough, no attacks can be made on this character nor may the character attack others.
Taking Partial Cover: When taking partial cover the character is placing only his/her head and arms out of cover, so he/she can shoot. The character looses half his/her dodge bonus, but is -10 to hit. The characters body armor will not apply while under cover, but will receive an AC of 5 if wearing a helmet. The big problem is tat all successful hits will do double damage.
Apx.2.3.3.1.a: Head Shots:
Head shots will do triple damage, but are -10 to hit and must be a single shot. In other words only a single shot may be made, no matter what the ROF is no bursts. Also a helmet increases the penalty to hit by acting as AC5. Incidentally, the character's Dodge applies to head shots, but the body armor does not. Head shots will mostly be used if the target has some awesome body armor but no helmet, or if the character is a really good shot and is trying to conserve ammo. Head shots can be used on monsters but the monsters normal AC applies as well as the -10 to hit, but so does the triple damage.
Apx.3.4.a: Armor Piercing Ammunition.
Armor piercing bullets will cost +50% if available at all. Armor Piercing (AP) gives penetration +5 and damage of -50%.
Apx.3.4.b: Hollow Point Ammunition.
Hollow point bullets will cost +25% more than normal ammunition. Hollow Points will be referred to as (MS)(Man Stoppers) due to the confusion HP would give with Hit Points. Man Stoppers give -5 to penetration and a damage bonus of +50%.
Apx.3.4.c: Frangible Ammunition.
Frangibles (FS) cost +75% and provide -10 penetration, damage x2.
________________________________________________________________________________________________
Character Sheet:
This is formatted to be printed from a program such as MS WordPad, in "Courrier New" text.
copy the form and paste it as a seperate document.
________________________________________________________________________________________________
| Name:| | Age:| |Character description:| |
| | | Sex:| |______________________| |
|______|______________________________________| Eyes:| | |
|STR | | Damage Bonus:| | Hair:| | |
|INT | | Strike Base:| |Weight:| | |
|DEX | | Firearm Bonus:| |Height:| | |
|AGL | | Melee Bonus:| |_______|______|_____________ |
|CON | | Save Bonus:| | Class:| | |
|____|_______|_______________|________________|_______|___________________| |
| Dodge:| |Max HP:| |Exp. Level:| | |
| AC:| |_______|__________________|___________|_______________| |
| Attack A:| |Current HP:| |Exp. Points:| | |
| Move A:| |___________| |____________| | |
| Free A:| | |___________________________| |
| Init.:| | | Encumbrance:| | |
|Move Rate:| | | Max Carry:| | |
|__________|_______|__________________________|______________|____________|____________________|
|Special Class Abilities:| |
|________________________| |
| |
| |
| |
|______________________________________________________________________________________________|
|Skills:| |Equipment:| |
|_______| |__________| |
| | |
| | |
| | |
| | |
| | |
| | |
| | |
| | |
| | |
| | |
| | |
|_______________________________________|______________________________________________________|
| | | Notes:| |
| Weapon:| |_______| |
|________|________________| |
|Damage:| | |
| Pen.:| | |
| Init.:| | |
| Range:| / / | |
| Acc.:| / / | |
| Clip:| | |
| ROF:| / / | |
|_______|_________________| |
|_________________________| |
| | | |
| Weapon:| | |
|________|________________| |
|Damage:| | |
| Pen.:| | |
| Init.:| | |
| Range:| / / | |
| Acc.:| / / | |
| Clip:| | |
| ROF:| / / | |
|_______|_________________| |
|_________________________|____________________________________________________________________|
________________________________________________________________________________________________
________________________________________________________________________________________________
________________________________________________________________________________________________
________________________________________________________________________________________________
Weapon Name.
Cartridge:
Damage: d
Penetration:
Initiative:
Range: //
Accuracy: //
Clip Size:
Fire Selections: ROF
Semi Auto:
Select Fire:
Full Auto:
Weight: lbs.
Cost: $
5.2.00? Monster Name
Type:
Exp. Value: 00 +0 pr. HP
Attributes: STR:00 INT:00 DEX:00 AGL:00 CON:00
Actions: 0 GA's
Initiative: -0
Movement: 00 yards.
Soak: 0
HP: 00+0d0 or 00
AC: 0
Dodge: +0
Attack: Type
Range: Range
Pen.: -0
Damage: 0d0
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