Players:
Each player begins with $12,000 to buy vehicles and equipment. Players can have as many characters as they can fit into their vehicles, up to four characters each. Each character begins with 80 skill points. No character can begin with a skill above level two. Your characters may purchase any weapons and supplies they can afford, except for firearms, explosives, and Kevlar armor.
Skills:
10/level
5/level
New Body Building rules: The base level of bodybuilding adds +1 GE to the character's encumbrance limit. Level one gives the character +1 DP and adds 25 lbs. to the character's weight. The cycle repeats up to level four, so that the maximum limits for any character is GE 9, DP 5, and weight 200 lbs.
New Hit Location rules:
Location | 2d6 | To Hit |
---|---|---|
Leg | 2-5 | -2 |
Body | 6-8 | 0 |
Arm | 9-10 | -2 |
Head | 11-12 | -4 |
Head: Double damage. Any hit to the head, even if it does zero damage, causes the victim to roll on the concussion grenade table.
Leg: One DP to the leg reduces movement by ¼". Damage equaling or exceeding half the character's DP (round up) cripples the leg; the character loses 1" from his movement. With both legs gone, the character can only crawl ¼" every other turn.
Arm: One DP forces the character to roll 1d6; on a 5 or 6 he drops whatever he was carrying in that arm. Damage equaling or exceeding half the character's DP cripples the arm. A character with a crippled arm fires all hand weapons at —1.
New Mortality rules:
Characters begin with 3 DP, modified by bodybuilding skill. When a character is reduced to zero DP he must roll every turn to retain consciousness. Roll 1d6 against the character's original DP score. If the character rolls less than or equal to his original base DP, he remains conscious that turn. If he rolls higher than his base DP, he falls unconscious for 1d6 hours unless revived. When a character reaches his negative DP (for example, when a character starting with 3 DP reaches —3 DP), he will die unless he receives medical attention within 10 turns. If a character is reduced to twice his negative DP (a character starting with 3 DP reaches —6 DP), he dies automatically.
New Encumbrance Rules:
Characters begin with a GE limit of six, modified by bodybuilding skill. For each GE the character is carrying above his limit, he loses ¼" from his movement. While sitting in a vehicle, no character may carry more than his GE limit.
Fast-Drawing Weapons:
To fast-draw a weapon make a basic Handgunner or Martial Arts skill roll (target number 7), minus the weapon's GE.
Critical Hit Rules:
Any natural 12 rolled on a to hit roll is an automatic hit. A critical hit ignores the armor of the target and automatically scores the weapon's maximum damage. Any natural 2 is an automatic miss, with potentially nasty consequences if the character fails a luck check with a target number of 6 or better.
Rapid Fire:
Any automatic, semi-automatic, or double-action weapon may fire twice per second with a —2 penalty applied to each shot. Rapid fire shots do not earn bonuses for braced weapons or sustained fire. In addition, the range modifier is halved. Both shots must be taken at targets within a one inch zone like area effect weapons.
Damage Rolls:
For hand weapons that always do a minimum one DP damage, such as bows, firearms, and edged melee weapons, I suggest using an alternate method of rolling damage. For weapons doing 1d-4, divide 1d6 by 3 and round up. For 1d-3, divide 1d6 by 2 and round up. For 1d-2, simply re-roll any 5 or 6. For 1d-1, re-roll sixes. This method increases the average damage done by these weapons, which fits well with the new mortality rules.
Firearms & Missile Weapons:
Item | GE | Damage | Hit# | Range | Cost | Ammo | CPS | Notes |
Assault Rifle | 3 | 1d+1 | 6 | 8" | 800 | 10 | 15 | Area Fire |
Boomerang, Metal | 1 | 1d-3 | 8 | 3" | 10 | -- | -- | 6" max range |
Compound Bow | 2 | 1d-3 | 8 | 6" | 50 | 1 | 2 | One turn to reload |
Crossbow | 3 | 1d-2 | 7 | 8" | 75 | 1 | 2 | Two turns to reload |
Crossbow, Pistol | 1 | 1d-4 | 8 | 4" | 40 | 1 | 2 | Two turns to reload |
Derringer | ½ | 1d-3 | 8 | 2" | 100 | 2 | 1 | No extended mags |
Flare Pistol | 1 | 1d-2 | 10 | 4" | 300 | 5 | 10 | BM1/BD0 |
Knife, Thrown | 1 | 1d-3 | 8 | 2" | 50 | -- | -- | 4" max range |
Machine Pistol | 1 | 1d-1 | 7 | 4" | 500 | 6 | 12 | Area Fire |
Molotov | 1 | 1d | 9 | 2" | 10 | -- | -- | 5" max range |
Pepper Spray | ½ | -- | 5 | -- | 25 | 5 | 1 | 1" max range |
Pistol, Heavy | 1 | 1d-3 | 8 | 4" | 100 | 8 | 1 | |
Pistol, Light | ½ | 1d-4 | 8 | 4" | 75 | 8 | 1 | |
Revolver, Heavy | 1 | 1d-3 | 8 | 4" | 80 | 6 | 1 | No extended mags |
Revolver, Light | ½ | 1d-4 | 8 | 4" | 60 | 6 | 1 | No extended mags |
Revolver, Single-Action | 1 | 1d-3 | 8 | 4" | 60 | 6 | 1 | No rapid fire or extended mags |
Rifle, Bolt-Action | 2 | 1d-2 | 7 | 10" | 120 | 5 | 1 | No rapid fire |
Rifle, Semi-Auto | 2 | 1d-2 | 7 | 10" | 240 | 10 | 1 | |
Rifle, Single-Shot | 2 | 1d-2 | 7 | 10 | 90 | 1 | 1 | No rapid fire or extended mags |
Rock, Thrown | 1 | 1d-4 | 8 | 2" | -- | -- | -- | 4" max range |
Shotgun | 2 | 1d-4x3 | 6 | 4" | 120 | 5 | 1 | |
Shotgun, double-barrel | 2 | 1d-4x3 | 6 | 4" | 90 | 2 | 1 | No extended mags |
Shuriken, 5 | ½ | 1d-4 | 8 | 2" | 10 | -- | -- | 4" max range |
Submachinegun | 2 | 1d | 6 | 6" | 500 | 10 | 12 | Area Fire |
Hand Weapon Accessories:
Hollow Point Ammo for LP, HP, MP, R, SG, AR: Double CPS, +1 damage versus pedestrians only. Treat hollow points as bow/melee damage against vehicles (vehicle armor value is tripled.)
Folding stock: $10. For pistols: +1 GE, -1 to hit, +2" range. For long arms: -1 GE, +1 to hit, -2" range.
Laser Sight: $1000. +1 to Hit.
Telescopic Scope: $200. Doubles range modifier and extends point blank range to 2 inches when braced and stationary.
Bulk Ammo Boxes: $50, one space, 10 lbs. Holds 12 GE worth of hand weapon magazines. Protects contents with one DP of vehicular armor.
Melee Combat:
The base To Hit number for fists is 6 (not including the plus four point-blank and minus three for pedestrian, with these modifiers factored in the final To Hit number = 5). The base damage for human fists is 1d-5, modified by Martial Arts skill. The minimum damage possible is zero, so normal humans only score one hit of damage on a natural six. Melee weapons add to the base damage roll. Edged weapons (axe, hatchet, knife, sword, spear, chainsaw) always do at least one point of damage when they hit.
Melee Weapons:
Item | GE | Damage | Hit# | Cost | Notes |
---|---|---|---|---|---|
Axe | 3 | +3 | 9 | 50 | Full damage to vehicles |
Brass Knuckles | ½ | +1 | 6 | 10 | |
Chain/Whip | 1 | +1 | 8 | 10 | ½" HTH range |
Chainsaw | 4 | +5 | 9 | 150 | |
Club, Heavy | 2 | +3 | 8 | 30 | |
Club, Light | 1 | +2 | 7 | 20 | |
Hatchet | 2 | +2 | 9 | 25 | Full damage to vehicles |
Knife, Small | ½ | +1 | 8 | 25 | |
Knife, Large | 1 | +2 | 8 | 50 | |
Spear | 3 | +3 | 8 | 80 | ½" HTH range |
Stun gun | 1 | -- | 7 | 75 | See below |
Sword | 2 | +3 | 7 | 100 |
Body Armor:
Item | DP | GE | Cost | Coverage | Notes |
---|---|---|---|---|---|
Fireproof Suit | 1* | 0 | 500 | All | |
Flak Vest | 1 | 0 | 150 | Body | |
Gas Mask | 0 | 1 | 60 | -- | |
Helmet, Cycle | 1* | 0 | 50 | Head | |
Helmet, Kevlar | 2 | 0 | 150 | Head | |
Helmet, Steel | 1 | 0 | 75 | Head | |
Kevlar Vest, Battle | 3 | 3 | 1000 | Body | See Battle Vest |
Kevlar Vest, Heavy | 3 | 1 | 750 | Body | |
Kevlar Vest, Light | 2 | 0 | 500 | Body | |
Leather Jacket | 1* | 0 | 50 | Body, Arms | |
Leather Jacket, Spiked | 1* | 0 | 75 | Body, Arms | +1 HTH damage |
Leather Pants | 1* | 0 | 75 | Legs | |
Riot Shield | 2 | 3 | 750 | All | Activate 1-4 (d6) |
Equipment:
Item | GE | Cost | Notes |
---|---|---|---|
Arrows, 5 | ½ | 2 | For any bow |
Backpack | +5 | 40 | |
Battle Vest | 3 | 75 | Holds knife, two grenades, two magazines, and a pistol. |
Binoculars | 1 | 100 | |
Crowbar | 2 | 25 | Treat as hatchet in HTH |
Fire Extinguisher | 3 | 150 | |
Flashlight | ½ | 10 | |
Flashlight, Heavy | 1 | 25 | Treat as light club in HTH |
Hand Cuffs | ½ | 25 | |
LI Goggles | 1 | 300 | Reduces darkness penalty by two. |
LIG/Gas Mask | 1 | 400 | Reduces darkness penalty by two. |
Liquor Bottle | 1 | $10 | |
Magazine, Ammo | ½ | 10 | For LP, HP, R, SG |
Magazine, Ammo | 1 | 25 | For MP, SMG, AR |
Magazine, Extended | 1 | 20 | Double ammo. For LP, HP, R, SG |
Magazine, Extended | 2 | 50 | Double ammo. For MP, SMG, AR |
Medi-Kit, First Aid | 1 | 30 | +0 Paramedic (-1 Paramedic without one) |
Medi-Kit, Paramedic | 6 | 1000 | +2 Paramedic. 2 Spaces. 50lbs. 3 DP |
Medi-Kit, Portable | 3 | 750 | +1 Paramedic |
Mini-Mechanic | 1 | 50 | -1 Mechanic (-2 w/ no tools) |
Rations (3 days) | ½ | 25 | |
Shovel | 3 | 30 | Treat as heavy club in HTH |
Tool Kit | 6 | 600 | +0 Mechanic. 1 Space. 40 lbs. 2 DP |
Walkie-Talkie | 1 | 250 | Three mile range. |
Vehicle types available to players: Cars, motorcycles, sidecars.
Engines larger than 350ci are rare (x2 cost).
Turbos and superchargers are rare (x2 cost).
Turbo-superchargers and NO2 bottles are very rare (x4 cost).
Gasoline costs $3/gallon when available. May be rare, very rare, or worse in some areas.
Chassis: Every vehicle has chassis DP equal to its total spaces (including cargo spaces).
Drivers take two spaces; Gunners occupy one space only.
Rare items (x2 cost)
Tripod MG, MG, PFT, SS, OJ, SD, SMG, AR, MP, Laser Scope, PR Tires, HD Fuel Tanks.
Very Rare items(x4 cost)
VMG, ATG, Tripod RR, RR, FT, RL, MD, LAW, VLAW, Bazooka, GL, URGL, Stinger, Plastique, Pintle Mount, Solid Tires, Racing Fuel Tanks, External Weapon Pods.
Normal Price Weapons & Accessories:
Debris Dropper, Body Blades, Roll Cage, Metal Wheelguards, Portable Fire Extinguisher, Radial and Steel-belted tires, HD Tires, Brushcutter, Articulated mount, Ring Mount, Bumper Spikes, Safety Seats, Sunroofs, Car Top Carrier, Fake Passengers, Long Distance Radio, Portable Shop, Sound System, Spoilers & Airdams, Tow Bar, Trailer Hitch, Winch.
Articulated Mount: Mounted facing the front, back or to one side, the articulated mount allows vehicle or hand weapons to fire into these arcs. It requires a gunner to sit behind the weapon and physically move and fire it. Only the designated gunner may fire this weapon. The gunner still suffers a —1 to hit penalty. Costs $500, weighs 50 lbs., and takes one space in addition to the gunner and the weapon (hand weapons in articulated mounts require no additional space).
Ring Mount: Mounted on the top of a vehicle that has either a sun roof or no top armor. It requires a gunner standing behind the weapon to move and fire it. Only the designated gunner may fire the ring-mounted weapon. The weapon can be fired in a 360 degree arc, but can only swing 90 degrees in one turn. A ring mount for a one space weapon costs $1000, weighs 100 lbs., and requires no space (besides the space taken up by the gunner). A ring mount for a two space weapon costs $1500, weighs 200 lbs., and requires no space.
Pintle Mount: Mounted on the top of a vehicle that has either a sun roof or no top armor. It requires a gunner standing behind the weapon to move and fire it. Only the assigned gunner may fire the pintle-mounted weapon. The weapon can be fired into a 180 degree arc designated upon installation. A pintle mount for a one space weapon costs $600, weighs 20 lbs., and requires no space. A pintle mount for a two space weapon costs $1200, weighs 40 lbs., and requires no space.
Vehicle Armor: The skin of unarmored vehicles provides 1 DP protection versus hand weapons only. Other weapons cut right through unimpeded.
Metal armor is available at x10 weight, x5 price of plastic armor. This primitive metal armor has x2 DP value versus hand-held firearms, and x3 DP value versus bows, melee weapons, and collisions.
Targeting a person in a car through a window imposes a -5 hit penalty. If you miss by two or less, then you hit the car instead.
Burst Effect:
When a burst effect weapon penetrates the crew compartment of a car, all passengers and crew suffer burst damage. Cyclists suffer burst damage if any part of their cycle is hit by a burst effect weapon. Other vehicles within the burst radius also suffer damage. Roll hit location and treat burst damage as hand weapon fire (vehicular armor values are doubled).
Collisions:
Apply one-quarter of the collision damage that penetrates armor (rounded down) directly to internal components (engines, gas tanks, weapons, crew, cargo). The remaining damage is halved (round down) and applied to the chassis. For every 10 mph a vehicle loses in a collision, apply 1d-5 damage to each crew member. Armor does not protect against this damage.
Vehicle Hit Location:
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