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Core Rules
GAME DESIGNER: Phillip McGregor
Graphics are mostly sourced from the Internet and are believed to be copyright free and/or in the public domain.
Some are from Wikimedia Commons, many are from US Government sources (especially the Department of Defense),
and a large number are from the Australian Defence Department, which allows free use as long as Commonwealth
Government copyright is acknowledged, which is freely done.
EMAIL: aspqrz@tpg.com.au
DEDICATION:
These rules are dedicated to the memory of my parents, Bevan George (1913-1999) and Alice Lorna McGregor
(1919-2008) who never really understood what it was I did on my weekends and in much of my spare time (a lot of it
sitting before a computer screen, which they didn’t really understand either) for the last 35 years or so, but who was
always supportive of whatever it was I did. Great parents and really nice guys. I miss you both a lot.
KICKSTARTER
I’d like to thank all those who backed this project on Kickstarter and, therefore, helped to bring it to fruition – it is
greatly appreciated!
Corporal. Charles Lawrie, Robert, Fabio Sgambuzzi, Peter Winter, Stuart Whitehouse, Zack
Sergeant. Bradley Clark, Derrick Cook, Amanda Kear, Jarkko Koskinen, Frank Magaw Jr, John Robertson, tunglashr
Company Sergeant Major. Francesco Antonelli, Stephane Boyer, Doug Grimes, Kurt McMahon, Brian Perlis, tommy
wolfs
Regimental Sergeant Major. Peter Edlin, Jennifer McGregor, Charles Myers, Markus Plötz, Redfuji6, Adrian
Runchel, Andrew Smith, Ewan Spence, Michael Wells
Special thanks are due to Esa Elo and Ewan Spence who took the time to read through the Core Rules and make
cogent observations that led to many changes to clarify and explain some things that were less than clear and to ask
cogent questions about other things that, on examination, needed correction, rewriting or additional rules.
Extra special thanks to Adrian Runchell and Michael Wells from the NSW Wargamers gang @ Burwood who have
participated in the development of the rules and background over a decade or more – the game is much better
because of your suggestions and assistance!
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TABLE OF CONTENTS
The Three Way War 1 Aptitude Based Skills 69
Campaigns 6 (Design, Literature, Musician, Performer, Survival, Tech-
The Road to Armageddon 9 nician)
Character Creation 23 Deduction Based Skills 70
Characters 24 (Electronics, Engineering, Environ Knowledge, Financ-
Backgrounds 26 ial, Humanities, Languages, Medical, Military Sciences,
Character Creation – Abilities 28 Science)
Health 28 Command Based Skills 72
(Athletics, Damage, Health) (Etiquette, Leadership, Seduction, Streetwise)
Cunning 29 Other Skills 72
(Spotting) (Concentration)
Aptitude 29 GM Created Skills 72
Deduction 29 Techniques 72
Command 29 Health Based 73
Luck 30 (Assasssin. Fire & Move, Ground Attack, Martial Arts
Abilities & Focuses 30 Combo, Melee Combo, Snap Shot, Sniper, Tanker)
(Health, Cunning, Aptitude, Deduction and Command Cunning Based 75
Focuses) 31 (Infiltrator, Saboteur)
Character Creation – Quirks 32 Aptitude Based 76
Purchase Costs & Basic Rules 32 (Artisan, McGuyver, Star)
Advantageous 32 Deduction Based 79
(Advanced Tech Possession, Ambidextrous, Authority, (Gadgeteer, Librarian)
Brick, Changed, Connections, Enhanced Immunity, Command Based 80
Flexibility, Hero, Internal Compass, Internal Clock, (Diplomat, Fixer)
Likeable, Lightning Reflexes, Major Possession, (Milit- GM Created Techniques 82
ary) Rank, Mutable, Natural Linguist, Reputation, Ro- Troupe Play 83
bust, Sidekick, Situational Awareness, Sixth Sense, Strik- Military Units/Troupes 83
ing Looks, Tolerance of Pain, Veteran/Child Prodigy, (PC Numbers and unit Size, Troupe/Unit Organisation,
Wealth) Troupe/Unit Skill Base)
Disadvantageous 43 Multinational Ranks 85
(Addiction, Arrogant, Bad Luck, Clumsy, Coward, (US, British, German, French, Canadian, ROK, PLA
Curiousity, Debt, Disfigured, Easily Distracted, Forget- (Chinese), Russian, Japanese and North Korean Armies;
ful, Fugitive, Honest, Illiterate, Infamous, Inflexible, US and Royal Navies, Royal Marines, Bundesmarine,
Mannerism, Minor Disability, Naïve, Obligation, Pacif- Marine Nationale; US, Royal Air Forces, Luftwaffe
ist, Poverty, Reduced Immunity, Sickly, Slow Reflexes, Armee de l’Air, Legion Etranger)
Thousand Yard Stare, Vulnerability) Character Creation Examples 87
A Final Note 52 Game System 91
Character Creation – Careers 54 Tasks & Task Checks 92
Careers as Skills 54 (What is a Task?, Terminology)
Quirks acquired during Careers 54 Task Resolution 93
Careers 54 (Overall Procedure)
(Academic, Air Force, Airline Crew, Armed Forces Res- What Failure Represents 94
erve, Army, Detective, Dilettante, Diplomat, Engineer, Success & Failure 95
Entrepreneur, Factory Hand, Jack of All Trades, Journ- (Automatic Success, Success, Additional Successes and
alist, Marines, Medical, Merchant Marine, Military Critical Successes, Failure, Success Shortfall and Critical
Academy, Navy, Office Worker, Performer, Pol- Failure)
ice/Security, Professional, Scientist, Special Forces, What Critical Failure Represents 96
Technician, Trucker) (Task Checks and Unskilled Task Use)
Character Creation – Skills 66 Task Types 97
Skills and Specialisations 66 (All Out Tasks, Combination Tasks, Concentration
Health Based 66 Tasks, Continuing Tasks, Opposed/Simultaneous Tasks,
(Archery, Athletics, Brawling, Driving, Firearms, Gym- Resisted Tasks)
nastics, Martial Arts, Melee, Missile, Piloting, Riding, Are Skills always Necessary? 98
ii Seamanship, Thrown Weapons) Combat Resolution 101
Cunning Based Skills 68 Time and Ground Scale 101
(Criminal, Detective, Observation, Subterfuge, Gambling) The Passage of Time 101
(Variable Combat Turn Length Option) Rough, Extreme, Game Effects)
Distance & Travel
Actions & Time
101
101
Abstract Nature of the Rules
The Physical World
138
139
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(Terminology) 102 Armour 139
Actions & The Action Pool
(The Action Pool, Maximum Number of Actions, Action
102 (Personal/Light, Structural, Heavy)
Asphyxiation 139
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Overhead by Career, Adding Dice, Determining Action
Length and Order, When Action Resolution Occurs,
(Asphyxiation & Slow Decompression, Catastrophic De-
compression)
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Trivial Actions, Boosting Reactions) Athletics 140
Ambush and Surprise
(Ambush, Surprise)
105 (Movement, Jumping, Weightlifting)
Burns 141
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Actions 106 Collisions 142
(Active, Reactive/Passive, Types of Actions – Aim Action, Combat Damage 143
Attack Action, Defense Action: Melee: Active, Defense (General Procedure – Generic Combat Effects, Inflicting
Action: Melee: Reactive, Defense Action: Missile: Active,
Defense Action: Missile: Reactive, Held Action, Interrupt
Damage, Healing Damage)
Diseases 144
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Action, Movement Action, Movement-Dodge Action,
Prepare Action, Quick Draw Action, Reload Action, Use
(Disease Data – Mode of Infection, Check Interval, Effect
Duration, Disease Strength; Procedure – Disease Effects,
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Skill Action) Symptomatic Effects)
Attack Types 110 Electric Shock 145
(Armour Piercing: Standard, Explosive, Armour Pierc- (Procedure)
ing; Autofire: Single Target, Multi-Target, Area, Contin-
uous Area, Suppressive; Burst Fire: Single Target, Mult-
Equipment Damage
(Armour, Structure)
146
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iple Targets; Explosions: Explosive Damage, Exposure 146
Fragmentation Attacks, Blast Only Attacks, Dodging
Explosions; Indirect Fire: Communications Links, Spot-
(Extremes of Cold – Procedure; Extremes of Heat –
Procedure)
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ting, Firing Sheaf, Suppression, Calling Fire, Time on
Target; Melee Attacks: Melee Attack Types; Multiple
Falls
Health
148
148
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Shots; Thrown Weapons; Unarmed Combat: Brawling, (Fatigue Points, Fatigue Recovery, Damage & Wounds –
Martial Arts)
Combat/Crisis Modifiers 119
Recovering from Wounds, Death, Stabilisation, Surgery,
Intensive Care, Final Recovery)
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(Environmental Factors – Close Spaces, Hard Cover, Soft
Cover, Firing into Melee, Range, Target Size, Visibility,
Movement (Strategic)
(Foot & Mounted Movement – Normal, Fast, Forced;
150
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Water Obstacles; Weapon Factors – Aim, Enhancements, Using the Terrain Effects Chart, Weather Effects)
Recoil, Stability; Situational Factors – Movement, Quick
Draw, Ready Weapon, Specific Target; Other Factors; A
Poisons
(Poison Data – Mode of Operation, Check Interval,
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Final Note …)
Combat Modifiers & Range Table 124
Effect Duration, Poison Strength; Procedure – Poison
Effects, Symptomatic Effects)
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Basic Combat Example 125 The Sensory World 155
Vehicular Rules
Vehicular Combat
127
127
Spotting
(Sight, Noise, Smell; Awareness)
155 d
Time and Ground Scale
Reaction Roll/Actions
127
127
Experience and Luck
Gaining Experience
157
157
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(Ambush & Surprise; Actions – Defend Missile; Attack (Experience & Skill Use, Experience & Role Playing)
Factors – Hard Cover, Soft Cover, Movement)
Hit Location 129
Spending Experience 158
(Experience and Skills, Experience and Abilities, The
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(Turretless Vehicles: Engine or Fuel, Crew-Control or Limits of Experience: Option – Realistic Character
Passengers, Running Gear-Suspension, Cargo Area, Growth)
Equipment; Turreted Vehicles – Vehicle Hull: Engine or Using & Abusing Experience I 158
Fuel, Crew-Control or Passengers, Running Gear-Suspen- Using & Abusing Experience II 159
sion, Cargo Area-Ammo, Special Equipment; Vehicle Luck 159
Turret: Main Weapon, Secondary/Other Weapon, Crew, Experience as Luck 159
Ammo, Special Equipment) (Expending Experience as Luck)
Chases 134 Using Luck Ability 160
(Procedure) NPCs and Luck 161
Operational Data 134 Regaining Luck Ability 161
(Fuel Consumption … and Speed, … and Load, … and Index 162
Terrain, … and Fuel Type; Handling – Defense, iii
Targeting; Structure – Procedure, Game Effects; Suspen-
sion: Terrain Types – Restricted, Standard, Off Road,
ON THE ROAD AGAIN ...
So, what is RtA all about? elle’s Janissaries series (the fourth book of which we are
promised will be available “real soon now” for a couple
ORIGINS of decades now), S. M. Stirling’s Island in the Sea of
Well, it’s based on one of the most enduring tropes of Time trilogy, or Eric Flint’s 1632 cycle ... all of which
SF – the “what if I was marooned in time or a parallel have enjoyed a significant amount of sales and a strong
dimension” theme. A trope that has proved particular- fan base (the 1632 cycle currently being, by a huge and
ly popular over the last several decades. Clichéd? increasing margin, the most successful of the three).
Hackneyed? Possibly. Though I hope not.
Thus, RtA is intended to be the basis of a series of
The original, early 1980’s, background was very spec- games and supplements setting up the background for
ific – 20th century warriors in the 12th century Byzan- such a Displaced campaign – but one that can also be
tine (or, more correctly, “Late East Roman” (1)) empire. the basis for a stand alone Third World War or imm-
ediate post nuclear campaign as well.
After having completed the main RtA sequence, I fully
intend to do a rewrite of that background – modern The Core Rules that you have in your hands can be
warriors transported back to the 12th Century AD, as I used, along with the Gear Book as a standalone “After
have more than enough material to do a whole extra the Holocaust” style game, with no fantasy or science
book for it as well, which may be more of interest who fictional elements at all.
prefer a more historical and less SF/Fantasy background.
And it seems to me that this genre would stand the same
However, over the course of a number of years of sort of treatment as the time travel/parallel dimension
tinkering with it (and running it with my local games genre was given in Displaced – so expect, “real soon
group), I decided that something different, something now” (like, probably 2016 or, more likely, 2017 … PGD
really unusual, was needed. is a one man operation, after all), a supplement for such
“after the disaster” genre ... tentatively titled “After ...”
The result was the most recent version (for EABA from
BTRC), with a background that places 20th and early Of course, you don’t need to wait for After to appear –
21st century characters in the far future – the 27th the core RtA books can easily be used as they stand as
millennium. A world facing dire threat from the ultim- the basis for such a campaign – there are a number of
ate evil tm – one the characters can take a significant existing game backgrounds that set the scene and, of
part in vanquishing (or attempting to, anyway). course, as GM, you no doubt have your own ideas as
to what the “perfect” end of the world (as we know it)
DEVELOPING A THEME scenario would be ... and you can run with that.
The development of other products for the PGD line,
supplements such as Farm, Forge and Steam (shame- Alternately, these core RtA books (Core Rules, Gear
less commercial plug!), for example, led me to consider Book and Here & Now) could be used with historical
some of the elements of RtA in a different light – as a sourcebooks intended for Displaced as the basis for a
supplement for generic games in a one way parallel time travel/alternate history campaign with oomph.
dimension/alternate history/time travel vein.
When these eventually appear – “real soon now” as they
Farm, Forge and Steam covers the entire span of human say in the computer vapour ... er software ... Industry.
history and looks, realistically, at the various constraints
that have shaped human progress over that period, And, as noted in the introduction to Displaced, there
placing it in an easily digested form to allow GMs to are a large number of possible titles that I could easily
design believable campaign worlds and backgrounds. write in this vein, titles that could form the basis for
many stand alone campaign backgrounds!
The result?
Finally?
Displaced (another shameless commercial plug!), which
deals specifically with the idea – providing all the tools The F&SF 27th Millennium background could be done
needed to create a campaign background based ar- for RtA as well ... and also as a stand alone F&SF
ound such an event – allowing GMs to reasonably background.
accurately represent their favourite fictional back-
iv ground and has proved to be quite successful Thus, these core books are intended for multiple uses,
and which use you will be putting them to will depend
Such backgrounds include, for example, Jerry Pourn- on whether you have purchased them by themselves or
as part of a package deal with one of the background isn’t anywhere near a majority of those involved at
titles that will eventually become available. any given time (though the less than 20% figures given
by some authorities are … suspect).
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FURTHER DEVELOPMENTS
The next title(s) to follow these core books will be a
preliminary campaign that could go either way – be
Most rounds seem to be fired blindly from behind
cover – or just blindly – and data shows several thous-
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the precursor to a WW3 or post-WW3 “after the holo-
caust” campaign or be the precursor to a cross-time or
and rounds of small arms ammo are typically fired for
a single casualty.
a
cross-dimension campaign. This has the working title
of “Biafra (2)” and will be at least two, probably three,
connected books of ~180 pages each.
In reality, the big killer in all modern wars has been
artillery and heavy weapons. And even they expend far
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more ammo than you might expect for each casualty
Following on from that will be a Campaign book for they cause.
the 27th Millennium campaign that was the core of the
original RtA rules, tentatively titled “Thalassa! Thal-
assa! (3)” … as well as a Background book connected
Yet in all Role Playing Games PCs and NPCs fire their
personal weapons with incredibly bravery and accur-
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with it, Here and Now (probably more than one book)
and, later, a stand alone Rulebook for the 27th Millen-
acy at all stages of combat.
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nium, tentatively titled “Ashes of the Apocalypse (4)”, all Of course, applying the sort of reality factor that
... yep, you guessed it, “real soon now”). would reduce their chances of acting or hitting things
to a realistic level would neither make the players
Mixed in with all that, depending on a variety of
factors, will be versions of the background rejigged for
happy nor make for a fast playing game.
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BTRC’s EABA rules and also, probably, a version for So what can be done?
Pinnacle Entertainment’s Savage Worlds – in both
cases some additional rules are needed, the Gear in Well, you’ll notice that the number of Actions a PC
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the Gear Book has to be reworked, and the stats for the
PCs and other things in the Encounters and Campaign
(and NPC) can perform in a Combat Turn is based on
their Career Background – Civilian, Security and
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Books have to be changed over to fit the different Military Characters with the same attribute values will
systems, though that should be relatively easy. have a significantly different number of actions they
can perform with, as you might expect, Civilians being
a
Which means that 2016 (and following years) will be
very busy for PGD.
the slowest and most hobbled … in a relative sense.
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That’s on the PC side of things. On the NPC side, the
After that? Well, there’s a whole lot of stuff – some,
further developments of RtA/Displaced, others not …
Morale rules in the Modern Encounters rulebook
hobbles them much more. Depending on their morale
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both rewrites or expansions of some existing products
and new ones as well – that I would like to get around
and training, a lot of what they do will be what can
loosely called ‘spray and pray’ … firing randomly in
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doing, but that’s too far off to generate anything even random directions at random times in the hope that
vaguely resembling certain plans. they will at least throw the other guy’s aim off. d
RULES AND RULES PHILOSOPHY
The D10 System is a fairly standard sort of D10 based
So, if the Players are careful, and follow reasonably
realistic modern battlefield tactics … fire and move,
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Dice Pool mechanic – which is then used to model overwatch fire, moving from cover to cover etc. … they
something that, hopefully, at least somewhat resem-
bles real life effects …
will be able to deal with something mechanically
resembling elements of a real battlefield.
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COMBAT CAREERS AND SKILLS
In real life normal human beings find it incredibly There are a fair few Skill areas in RtA, and each of
hard to actively kill other human beings. Military (and them has a fairly long list of Specialisations – and
military style) training does the best it can to set up a Players and GMs are encouraged to add any others
system of automatic reactions that will overcome this they feel are needed.
… but evidence shows that it is, at best, minimally
successful. Even so, short of a ridiculously over the top system –
or a ridiculously generic one – there probably aren’t
Data from WW1, WW2 and more modern wars as well enough to represent what a real person can do.
as Police shootouts show that it is depressingly
common for all involved to shoot their weapons dry There are a number of ways this can be handled, but v
and not hit anyone at all. And that’s for the ones in RtA there is one that, as far as I am aware, hasn’t
involved that actually fire their weapons at all – which been used by anyone else before now – the idea that
character Careers can, themselves, represent Skills. So, in the chaos of the world of RtA it’s one of the hot
It’s pretty generic as written, but could be developed spots – Boko Haram fanatics control the North, the rump
further by individual gaming groups – and certainly Federal government controls the Southwest and a
should allow for well rounded characters without resurgent Ibo-Igbo rebel state (backed by the USA, but
being too generic. oh so covertly) controls much of the oil-rich Southeast.
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THE THREE WAY WAR
The collapse of the Russian Communist regime and its Japanese politicians eventually sought to revitalize
replacement with a nominally democratic one in the their economy by a shift to authoritarianism which,
last decade of the 20th century led, counter intuitively, unexpectedly, led to a re-development of the militar-
to massive geopolitical economic instability through- istic and expansionistic environment of the 1930’s.
out the world.
The first steps involved changing her “peace constitut-
No longer constrained by cold-war mandates, govern- ion” to allow her Self Defence Forces to become real
ments everywhere sought to express their own policies, armed forces, symbolically ending,as Japanese comm-
not merely those tolerated by the superpowers. Thus, entators stated at the time, the “ritual emasculation of
when the al Quaeda forces attacked the US on 11 SEP the Japanese state” by the West.
2001, it was both unexpected and, in retrospect (20:20
hindsight is wonderful!), entirely logical within the This was a popular move with the Japanese public –
internal logic of the changed world balance of power. especially attractive in the face of Chinese economic
resurgence, something the innately xenophobic ele-
Everyone expected the fallout of the attack to cause ments in Japanese politics and society were unable to
problems but, just as the Balkan Wars of 1912 had not come to intellectual or emotional grips with.
resulted in a continent spanning war (that had to wait
for the relatively trivial assassination of one man in Drifting away from her US ties as a result of these
Sarajevo in 1914), the US reaction to the “Attack on unexpected political developments, Japan increasing-
America” was initially relatively limited. ly aligned herself with the struggling bureaucratic
pseudo-democracy that was Russia.
However, the consequences of the US reaction rapidly
snowballed beyond all reasonably foreseeable expect- This move was necessary as the Chinese and Koreans,
ations (again, with the benefit of hindsight), actually and even the Americans, were increasingly perturbed
creating more regional and global instability. by Japanese militarism – the CIS increasingly became
Japan’s shield against such criticism.
JAPAN AND RUSSIA Japanese investment and trade stabilised the Russian
Even though US actions set the scene, so to speak, the economy, opening up an exclusive market for Japan-
proximate trigger was continuing governmental and ese goods, simultaneously undercutting US and Euro-
economic instability in the Far East, especially in pean market penetration in the Former Soviet Union.
Japan, due to generations of economic mismanage-
ment, political corruption and incompetence. AN ALLIANCE IS FORMED
Russo-Japanese ties became closer as they came to
“The Economic and Trade Recovery Act will realise how much each could gain from a relationship
regain the jobs of thousands of American workers … that would inevitably challenge what they both agreed
jobs taken … no, jobs stolen by the devious and was “undesirable” western economic and political
immoral actions of the Japanese government. dominance.
For decades we have let them do this to us … The Russians smarted under what they saw as arro-
believing that “fair play” would eventually enable gant US behaviour, claiming (and acting as if) it was
us to achieve a fair trading relationship. the “Last Superpower”, treating Russia as an irrelevan-
cy and trampling on her national pride – made espec-
We now realise this is never going to happen. The ially demeaning because of her economic weakness.
Japanese never have had any intention of “playing
fair.” Meanwhile, the Japanese were outraged by “racist” US
policies they believed were preventing free access to
On that basis I am glad to announce that the Senate US markets and the refusal to acknowledge what they
has approved the Bill and that the President has believed was their status as an economic superpower.
indicated he will approve it within the hour.
This common feeling led to the Russo-Japanese Milit-
Let the Japanese suffer the consequences of their ary and Economic Co-operation Acts in 20xx and the
actions.” fatal Economic and Trade Recovery Acts of 20xx,
2 triggering what became a devastating trade war bet-
– President pro tem, US Senate ween the newly formed Russo-Japanese Bloc and trad-
itional allies of the US-NATO-Western alliance.
The Japanese and Russians had intended their allian-
ce to be mutually beneficial – allowing the CIS to
enhance and expand their military power back to
“We declare a jihad against the apostates!
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(and, perhaps, beyond) the levels of the old Soviet Allah will support us in this holy war to restore the
Union, while allowing the Japanese to benefit from an
economic hegemony over the old Soviet client states in
Holy sites to the control of the faithful. h
somewhat less than blatant neo-colonialism. I call on all muslims to join with us in opposing the
corruptly westernized Saudi rulers – and to oppose
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the Great Satan and the Lesser Satan if they attempt
THE ISLAMIC WORLD to prevent cleansing the Holy Sites!”
Meanwhile, a series of fundamentalist Islamic instig-
ated actions triggered by the ineffective and ham-
handed US interventions in Iraq and Afghanistan,
– Mullah Omar bin Omar
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wracked and reshaped the Middle East. Morocco all elected (or acquired via coup) fundament-
In neighbouring Kuwait, the ruling family was all but When the Saudis refused, the Caliphate claimed “con-
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exterminated by violent islamist coup which led to the tamination ... [of] Islamic purity ... [with] decadent,
creation of an extremist theocratic state. An islamist
coup in Jordan at around the same time led to similar
immoral and atheistic western culture.” a
developments there.
CRISIS FOR THE WEST y
The Saudis and the smaller Gulf States, terrified they Faced with a sullen Russia, an ungrateful right wing
would be overwhelmed by a rising tide of extremism Japan, and fanatical Islamists, the US was at a loss.
that was finding significant domestic support, could It had already found its conventional military power
not even turn to NATO or the US for help as it was
their incompetent and ineffective interventions in the
quite useless to oppose the fundamentalists!
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region that were seen to be the active cause of these Worse, the American people, so their leaders believed,
islamo–fascist movements. would not be prepared to stomach another disaster
such as the failed occupation of Iraq had been.
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FUNDAMENTAL PROBLEMS
The rhetoric of fundamentalism, with its emphasis on A strong cordon sanitaire was the only viable solution
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the “Great Satan” (the US) and a general anti-western – allowing the US to expand a network of allies
slant, found wider currency than in the Middle East. amongst previously non-aligned nations in regions
where Islamic fundamentalism was growing, and who
Pakistan, Indonesia, Malaysia, Libya, Tunisia and were increasingly nervous over the situation.
CHAOS THEORY
In the growing confusion, North Korea invaded the
South – with Japanese encouragement (20xx) – and
China, in accordance with her membership in the 5
Western Alliance, launched a crushing counter-invas-
ion, extinguishing the shadow regime of Kim Jong-il.
CAMPAIGNS
It is this blindly vicious and unpredictably chaotic
situation that is the background from which the play-
ers in your campaign will be drawing their characters.
Which leads us to ...
A DARKER WORLD
older games of this type have presented.
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There are, however, some differences between the Specialist military vehicles such as Tanks have been
underlying assumptions between other, similar, pro-
ducts and RtA.
mostly destroyed over several years of intense combat. a
These differences are described in some detail in the
Even ramped up “wartime” production rates never
did more than provide a relative trickle of replace-
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following section on Harsh Realities but, basically, ments for combat losses before The Exchange pro-
RtA assumes that a limited nuclear war is simply not gressively destroyed the capacity to manufacture them
possible and that the only reason why a planet-wide
nuclear holocaust is avoided is simply because of the It took several years for the western allies to ramp up
draw down in the number of operational nuclear production to high levels of useful wartime equipment
weapons since the end of the Cold War. from a standing start (more or less) in 1937-1939.
Of course, the assumption is that any campaign will If this matters to you (and it would tend to for me, I
occur in Europe, which was less damaged than the know), then, short of waiting for (and purchasing!) an
continental US or most of Russia and China – and updated edition of the rules (please do!), then you can
that the US and Russian governments, or what rem- either assume that the timeline of the “real world” has
ains of them, are so fixated on “winning” the war that diverged from that of the RtA background in the last
they are supporting them far beyond any reasonable half of 2015 or do some quick rewrites yourself (just
level for the damage done to their homelands. please humour an Historian and try and make it
believable J).
INEVITABLE CHANGES
While the “future history”, as described above, seems Note: There are no actual dates (beyond 20xx) given for
not unreasonable as of the finalisation of the initial any of the precursor events described herein. There were,
books in the Road to Armageddon series, that’s only as originally, but it was ultimately decided that it would be
of the last half of 2014 and early 2015. best to allow individual GMs to decide when those events
happen, and, perhaps more importantly, how much time
As other publishers of military themed RPGs found in passes between each one.
the past, with an assumption that the Cold War would
last forever, and that Russia would remain the prime Originally, they were spread over several years, but it’s
enemy of the west, par excellence, it is likely that the equally possible (and likely, given it’s all speculation)
background will increasingly skew things from the that the events could occur far more quickly – likely
“real world” (the events of the so-called “Arab Spring” months, possibly weeks. Regardless, it’s something you
haven’t, yet … but they either make the rise of the get to decide!
Caliphate more, or less, likely … take your pick!).
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THE ROAD TO ARMAGEDDON t
HARSH REALITIES
they lost there (and are applying the same failed strateg-
ies in Iraq, having learned absolutely nothing at all).
h
Despite the confident projections of power and com-
petence, modern armies, even those of the superpow-
D’ya think they just might be wrong?
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ers, have little strategic resilience or depth. The Soviet leadership had no such illusions and openly
regarded the conclusions of the American analysts as
The forces they field, while extremely powerful, are crazed lunacy (and they didn’t much trust their own
equally fragile – the combat and support equipment
that provide that combat power are produced slowly
analysts on the topic either) – they knew the reality of
war, having experienced it up front in 1941-45 and
t
and/or in small quantities and/or their production is suffered from no delusions that once the nuclear genie is
spread over a long period of time. out of the bottle, it would be possible to stuff it back in. h
Once a war starts, unless it is of extremely short durat-
ion, losses of all items of equipment will quickly
They were prepared to fight a nuclear war – given their
experiences with Germany during the Great Patriotic
r
exceed new production and the inherent delays in War how could they not be – but weren’t any more likely
ramping up production to meet the demands of an
extended conflict will take considerable time. Years
to start one than the Americans were. Except, of course,
if they believed they were being (or believed they already
e
rather than months. had been) pushed into a corner.
e
One of the reasons why the Germans ran wild all over A LOSER’S GAME
Europe in the period 1939-41 was simply because they Nuclear weapons are, despite all the theories, losers
started to re-arm in 1934-5 while the allies largely did weapons. They are so terrible and destructive that,
not start their re-armament programs until 1937-8. given all major powers in a conflict have them, there
is no sane reason to use them – unless the consequen-
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Three years made a huge difference that it took the allies ces of not using them is worse.
until 1943-4 to redress. It took that long to ramp up
production to field the forces needed to take on the In short, neither side will likely to use them until they feel
a
Germans and win. backed into a corner – and, if they manage to use them
effectively and redress that imbalance, then they’ve
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THE REAL WORLD already opened the Djinni’s bottle.
What does this mean for a RtA campaign? Well, for a
start, the chances of a long-drawn-out world-spanning The other side will have much less compunction about
war in the nuclear era not going nuclear at some point
is, well, so close to nil as to not be worth considering.
retaliation to redress the now teetering “balance” – the
idea that there can be a “limited” nuclear war is a
w
fantasy beloved mainly of ivory tower academics (and
And, if it does – and it will – only the stupidest sub-
geniuses in Pentagon think-tanks evidently believed
mainly US ones at that). a
(and may still believe) that it won’t escalate. Escalation is highly likely and, given nukes are not
used if you think you’re winning conventionally,
r
These are the same analysts that managed the Vietnam probably as close to inevitable as you can get – and,
War (for the US) – and who still haven’t figured out why despite much touted ABM systems, defence against
them is likely to be of extremely limited value.
“What is clear is that from the day the survivors emerged This report cannot predict whether this race for econom-
t
from their fallout shelters, a kind of race for survival ic viability would be won. The answer would lie in the
would begin. effectiveness of postwar social and economic organizat-
ion as much as in the amount of actual physical damage.
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One side of the race would be the restoration of product-
ion – production of food, of energy, of clothing, of the There is a controversy in the literature on the subject as
r
means to repair damaged machinery, of goods that to whether a post attack economy would be based on
might be used for trade ... and even of military weapons
and supplies.
centralized planning (in which case how would the
necessary data and planning time be obtained?), or to
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The other side of the race would be consumption of
individual initiative and decentralized decision making
(in which case who would feed the refugees, and what
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goods that had survived the attack, and the wearing out would serve for money and credit?)”
of surviving machines.
Depressed? It gets worse. The report doesn’t deal with
If production rises to the rate of consumption before
stocks are exhausted, then viability has been achieved
the long term environmental effects in detail – mainly
because there were deemed to be too many variables
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and economic recovery has begun. for any realistic assessment. However, it does state the
“In both Hiroshima and Nagasaki the tremendous In particular, it would not require very large changes to
scale of the disaster largely destroyed the cities as
entities. Even the worst of all other previous
greatly diminish the production of food. The report notes
that it would be difficult to adapt to such changes in view
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bombing attacks on Germany and Japan, such as of the likelihood that much of the world’s expertise in
the incendiary raids on Hamburg in 1943 and on
Tokyo in 1945, were not comparable to the
agricultural technology might perish in the war. a
paralyzing effect of the atomic bombs. The physical and biological processes involved are not
understood well enough to say just how such irreversible
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In addition to the huge number of persons who were damage, if it occurred, would take place. Therefore, it is
killed or injured so that their services in rehab- not possible to estimate the probability or the probable
ilitation were not available, a panic flight of the magnitude of such damage.”
population took place from both cities immediately
following the atomic explosions. The report then speculates on the possibility of the
negative impact of mutations on the ecosystem –
No significant reconstruction or repair work was
accomplished ... even the clearance of wreckage and “It is certain that the radiation derived from a nuclear
the burning of the many bodies trapped in it were war would cause mutations in surviving plants and anim-
not well organized some weeks after the bombings. als; it is possible that some of these mutations might
change the ecosystem in unpredictable ways, but this
As the British Mission stated, “the impression which seems unlikely.”
both cities make is of having sunk, in an instant and
without a struggle, to the most primitive level.” And just to round things out –
11
– Manhattan Engineering District Report, 1946 “Furthermore, the possibility cannot be excluded of
major changes in human behaviour as a result of unprec-
edented trauma. Science Fiction writers have speculated,
for example, that in the aftermath of a nuclear war, the
survivors would place the blame on ‘science’ or ‘scien-
tists’ and, through a combination of lynching and book
burning, eliminate scientific knowledge altogether.
On a longer term basis, fallout will make some signif- Malnutrition and starvation are likely – and to radiation
icant areas of farmland unusable for months, perhaps compromised immune systems, further weakening by
years ... or even longer. hunger will mean increased incidence of disease and
increased likelihood of epidemics killing many of those
who survive the initial attack.
ENERGY
The US could expect around 70% of its oil refining
capacity to be destroyed in a limited exchange – at the
level assumed in RtA this would likely be closer to 90%.
Consider this as well. A counter-value attack would effect- requiring fossil fuels – the damage that any Exchange
ively destroy the US (and probably Russian) pharma- will do to a nation’s transport infrastructure will be
ceutical industry – so during the inevitable plagues in the debilitating at best and, more likely, crippling.
aftermath there will be little or nothing surviving medical
personnel (estimates are that 70% will be killed, even if For example, most transportation infrastructure is
only 50% of the population is, because of their concen- built around urban hubs – the same urban centers
tration in major urban centres) can do except tell them that are likely to be subject to massive destruction.
what they are dying of. Collateral damage effects are likely to completely
destroy much of this infrastructure.
TRANSPORT
Modern societies depend heavily on transport infra- For example, railroads are much reduced in efficiency
structure, as hinted at already in the previous sections if they do not have switching yards – normally concen-
on Energy and Food – and this will be badly affected trated in urban centers – and, of course, a large
by any major nuclear exchange. percentage of all locomotives and rolling stock will be
in those switching yards when the Exchange occurs,
The most important forms of transport within a nat- and be destroyed as well.
ion will generally be railways and roads, in that order
– and, depending on the geography of the nation, In the last six months of WW2 the allied Strategic Bomb-
riverine and coastal shipping might also be significant. ing campaign had done so much damage to the German
rail net that the Germans were reduced to having to
All of these elements rely largely, if not completely, on simply push freight cars off the tracks in order to make
petrochemical fuels and will be badly hit by damage up new consists (i.e. the components that make up a train
to the energy sector. – all goods, work and passenger cars plus the locomotive).
Even with much reduced economic activity, there may Even then, the Strategic Bombing Campaign found that
simply not be enough fuel to provide the amount of the average distance between one section of destroyed
transport needed by other competing elements of the track and the next on the German rail net was around
surviving portions of the national economy (which, as twelve (12) miles – in other words, no train could go more
detailed separately, will have their own competing than twelve miles before it could proceed no further until
fuel needs). repairs were made (if repairs were possible at all).
Even allowing that the fuel issue may be resolvable The campaign was so successful it shut down the entire
through severe rationing – which will certainly involve German War Economy by February-March 1945, and
the cessation of all forms of non-essential transport the last battles of the war were fought with stocks of fuel,
ammunition and food that had already reached the front
line units, and then only until they were exhausted.
However, it is likely that access would be strictly limited National governments will simply not be able to
to government and industrial applications because of assume that this will continue to be the case in a post
attack environment. The damage to the economy will
be so severe that it will need to redistribute goods and
services where it deems them to be necessary for the
“national good” – and this will, in a time of universal
uncertainty and widespread shortages of everything
and anything, inevitably means taking things from
people who will not be willing to give them up without
a struggle ... because they will see them as being vital
for their own personal survival (and it is very likely that
this belief will be true).
16
The government will have to rely on force to collect
and redistribute goods. Troops will have to be deploy-
ed to forcibly collect crops, for example, and make
sure that they are sent to the population in surviving
manufacturing centers rather than kept by the local
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farm communities – and there isn’t likely to be
enough food in for this to be done without leaving the
farmers short.
h
You can expect resistance, possibly passive (farmers
e
attempting to hide their crops), possibly active ...
Rural “militias” facing off the government forces sent
to confiscate ... er, collect, the “taxes”.
And, when you get down to tin tacks, the reality is that,
Naval combat was mainly limited to those sea areas
through which logistics for the major ground theaters
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in a post-Exchange environment, the difference between passed, with lesser emphasis on general commerce raid-
the “government” and a “military dictatorship” will
probably be only a matter of semantics.
ing to disrupt the closely integrated world economy in
other areas.
a
Note: This has nothing to do with the far-right, or far-left, The Exchange: When The Exchange was triggered, the
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lunatic fringe of conspiracy theorists ... none of this will major portion of the US and Russian strategic arsen-
happen in peacetime (certainly not in a major western als were dumped on the continental US (including
nation such as the US) ... but it is very likely (more or less parts of Canada) and Western Russia. Smaller numb-
certain, in fact) to happen in the case of a conflict fought
on the scale of and doing the likely damage of a major
ers of warheads were directed at Japan and Eastern
Russia (by the US), against Northern China and major
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nuclear exchange. Chinese industrial and commercial centers elsewhere
The Commonwealth has also been supplying limited Only rumours are available about Burma/Myanmar –
amounts of military aid to rebel groups in Indonesia but it seems as if the Military Dictatorship is under
fighting against the remnants of the pro-Caliphate siege from a number of previously Western and Chin-
government there and has been instrumental in prev- ese supported, ethnically based, guerilla groups, cur-
enting the complete collapse of central authority in rently receiving limited support from the rump Indian
Papua New Guinea and Irian Jaya, which are occu- government as well as from Thai authorities.
pied by Commonwealth forces supporting local pro-
Australian militias. South and Central America: The only successful nuc-
lear strikes in the region destroyed the Lake Mar-
acaibo (Venezuela) oilfields and the Gatun Locks on
the Panama Canal. Strikes against the El Tigre fields
and the petroleum refining facilities in Puerto La
Cruz (also in Venezuela) failed as the Russian MIRVs
aimed at them suffered major weapon bus failures
that led to the warheads breaking up on re-entry.
22
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CHARACTER CREATION – OVERVIEW
The character creation procedure used in Road to Note: Characters may use Focuses (see later) to differ-
Armageddon uses the D10 System. Using this system, entiate between aspects of an Ability – and Focuses do
Characters can be designed in six easy steps. allow that area to exceed the normal limit of six (6).
The Base starting age for characters is Adult. They can Young Adult or older characters may choose up to three
either choose to take a set 18 or roll 15+1d6 for a (3) Advantageous Quirks; Teenagers may only choose
random 15-21 Ability Points – plus either taking a set 40 three (3) Quirks, total.
or roll 35+1D (36-45) Skill Points.
There is (apart from Teenagers) no limit to the number
Note: In the D10 system, 1D always = 1D10. of Disadvantageous Quirks one can take – though taking
more than a couple is … unwise. GMs should use quirks
STEP 2: DETERMINE ABILITIES against greedy players without fear or favour – they are
There are six (6) Abilities but Characters have to spend intended to be a serious drawback, after all.
their base ability points (as modified by Quirks) only
on the first five – Health, Cunning, Aptitude, Deduction Quirks that form part of a Background (automatic) or
and Command. Career (optional) do not necessarily count against this
limit – except for Teenagers, who may only take one
Characters do not allocate points to the sixth and last extra Advantageous Quirk from such a source (no
Ability, Luck, which is rolled randomly – ½D-1 (1-4), limit for the number of Disadvantageous Quirks for
rounding fractions up but a minimum of 1. Teenagers, however).
Optional Rule: Characters may expend Luck Ability The younger the character the less likely they are to have
(Permanent Luck) at this point to purchase more Ability had a chance to acquire the sort of “back story” that
and/or Skill Points. Each point spent converts to either experienced, older, characters have. Hence the limit on
one (1) Ability Point or three (3) Skill Points. the number of Quirks they can acquire.
Luck expended this way must be purchased back as per Advantageous Quirks cost a character one (1) Ability or
the Luck rules in the Game System chapter and is not three (3) Skill points each, if chosen. Disadvantageous
available for any part of the character creation process. Quirks give a character one (1) Ability or three (3) Skill
points extra for each taken.
Each Attribute point costs 1 AP (except Luck, as noted
above). No Ability may normally be less than one (1) or STEP 4: DETERMINE CAREERS
greater than six (6) at game start (these values may be Determine the Career the character wishes to pursue
changed later, mainly due to external effects, such as (note Base Career Ability after the name), representing
injury or use of performance enhancing drugs). the sum total of all their educational and work exper-
ience to the point of game entry.
AGE ABILITY POINTS SKILL POINTS
If they are already at Experienced or Veteran Age, A Character with only one (1) Skill Level has an actual
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however, and take this Quirk, then cost for a second
career to them is ½d6 (1-3) Skill Points.
Check Number/2. Likewise, a character with Science
(Physics)/3 has a Check Number/4.
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Characters with this Quirk may choose which, if either,
of the Additional Quirks sections to roll for. They may
STANDARD SKILL COST
All Skills listed under the character’s chosen Career
a
choose to roll for both – and take the best of the two
outcomes if they do.
cost one (1) point per level to purchase to a value equal
to the governing characteristic – for values exceeding
t
that, cost is two (2) points per level.
The character may spend skill points on any skill from
either career at standard cost. Skills not covered by those This cost differential applies even after game start.
i
careers, however, still cost at the non-standard rate.
A character with HLT/5 could take Firearms (Pistol)/5
o
Note: Even though you choose your Career at this step, for 5 points, but Firearms (Pistol)/6 would cost 5 + 2 =
you don’t actually roll for Additional Quirks until after
you have chosen your Skills and Techniques, as the
7 points (5 for the first five levels, plus 2 for the sixth). n
process is modified using a character’s best skill level. NON-STANDARD COST
All other skills (i.e. those not listed as Career Skills)
STEP 5: DETERMINE SKILLS AND TECHNIQUES cost double that (2/level up to the value of the govern-
At this step the player allocates the Age-related Skill ing Attribute, then 4/level), even after game start.
Points amongst Skills, as modified by points gained or
lost to Quirks and any other relevant factors. A character with DED/5 who followed a career that did
not include Science as one of the listed career skills could
No Skill may be taken at a level less than one (1) or still purchase it.
greater than eight (8) at game start. Teenagers may take
no skill at greater than five (5). Purchasing Science (Physics)/5 would cost ten points
(five points, doubled because it isn’t a career skill).
Yes, that applies even to Child Prodigies. They may have 25
a wider base of skills, but they simply do not have the Science (Physics)/6 would cost 14 points (10 points for
experience to back it up. level 5, 4 extra for level 6 = 14).
TECHNIQUES based on that Ability (total, not per skill) if they are a
Characters who meet the minimum skill requirements Teenager – ranging to 12 EPs (again, total, not per skill)
may purchase Techniques at this point. for Veteran characters who also have the Veteran Quirk.
It costs two (2) Skill Points to purchase a Technique The maximum they can put into a given skill is (2 x 3) =
before game start – and a character may purchase as 6 experience (which, obviously, doesn’t apply to the
many as they meet the qualifications for. Teenager as they don’t have 6 EP in any Ability area!)
There is also a random element – all characters gain Backgrounds play an important role in determining
$(2D x Core Career Ability* x 250) in cash, bullion, or what Careers and Skills a character may pursue before
convertible trade goods. game start, so choose wisely!
STEP #7: DETERMINE AT START EXPERIENCE Limited educational opportunities mean DED (except
All characters have “left over” experience at the start appropriate Environ Knowledge) and APT (except
of the game, partly representing intermediate progress Survival) Skills are treated as non-Career (or 3 SP/level
to the next level in one or more skills but, more to DED, then 6 SP/level if already non-Career) at
importantly, being immediately usable as expendable Character Creation.
Luck (see the Luck rules at the end of the book).
Unemployed must take the Poverty Quirk but may buy
At Start Experience is based on the character’s base it off after game starts for twenty (20) Experience Points.
Ability score in each Ability (except Luck, of course),
modified by Age and some Quirks (specifically Child WORKING POOR
Prodigy/Veteran). The character was born and raised in a family where
the parent(s) or guardian(s), though in regular employ-
It may be distributed amongst any Skill or Skills the ment, had in menial, unskilled, jobs and had to strug-
character possesses that is based on that Ability, but gle to make ends meet.
no more than double the Ability value may be distrib-
uted to a single skill. Bad luck? Bad judgement? Immigrant background?
Doesn’t matter – whatever it is, it’s been more than
· Teenage characters get (Ability Score)* experience. enough to make your start in life ... Harder. It has had
A Child Prodigy gets (1½ x Ability Score)*. a permanent developmental impact on the character
though, of course, they may overcome it.
· Young Adults, Adults and Experienced characters
get (2 x Ability Score)* experience. If they also have Working Poor characters get +1 to either CUN or APT
the Veteran quirk, they get (3 x Ability Score)*. Ability and add +1 to HLT based Skills and Streetwise,
at Character Creation.
· Veteran Age characters have (3 x Ability Score)*
experience. If they also have the Veteran quirk they Limited educational opportunities means DED Skills
get (4 x Ability Score)*. (except appropriate Environ Knowledge) are treated as
non-Career (or pay 3 SP/level to DED, then 6 SP/level
* Ability Score for these calculations is base Ability, if already non-Career) at Character Creation.
unaffected by positive or negative Focuses.
26 It costs working poor characters double normal to buy
For example, a character with all five characteristics @ 3 their first level of Wealth Quirk. If they do not have the
would get 3 experience points to distribute amongst skills Wealth Quirk, they take 20% off their Starting Wealth.
RURAL (or pay 3 SP/level to DED, then 6 SP/level if already
The character has been raised in small rural town in
or on a farm or ranch and had a chance to gain skills
non-Career) at Character Creation.
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not easily available to “city slickers.” They tend to be better off than average, so they add
Or, putting it another way, is there really a reason to not To summarise – all characters get one (1) point in each
give a woman a 6 Strength? Or a man a 1? Women with of the five Wound and Fatigue grades (Flesh/Tired,
STR 6 would be much rarer than Men with the same level Minor/Stretched, Major/Winded, Serious/Exhausted,
– but so what? Disabling/Prostrate) plus an additional number of
points equal to Health distributed to the first four
The character design system isn’t trying to give an exact grades (Flesh to Serious/Tired to Prostrate).
replication of the percentage likelihood of any given
character having any given Ability rating when compar- One point is distributed per wound (or fatigue) grade
ed with the general population. until all wound/fatigue grades have two points, then
repeat from top to bottom until all points are allocated.
What its trying to allow is the creation of reasonably
believable, but sometimes exceptional, characters. Hope- Remember, no additional points from this process are
fully you will agree that it is successful in this. added to a character’s Disabling wound (or Prostrate
fatigue) level – all (human) characters have only one
ABILITY RATINGS point in this grade.
Weak 1
Therefore, HLT/3 gives a character – Flesh (Tired)/2
Below Average 2 (1+1), Minor (Stretched)/2 (1+1), Major (Winded)/2 (1+1),
Serious (Exhausted)/1, Disabling (Prostrate)/1; while
Average (Low) 3
HLT/6 would give a character – Flesh (Tired)/3 (1+1+1),
Average (High) 4 Minor (Stretched)/3 (1+1+1), Major (Winded)/2 (1+1),
Serious (Exhausted)/2 (1+1) and Disabling (Prostrate)/1.
Above Average 5
28 Exceptional (normal Human maximum) 6 Note: Other factors may also change a Character’s
base Fatigue or Wound ratings. See the rules on Dam-
Parahuman 7+ age & Wounds pg. #141
ATHLETICS (MOVEMENT) TABLE
CUNNING (CUN) HLT/DIFF WALK RUN CRAWL/CLIMB SWIM c
Cunning represents intuitive abilities, including – obser-
vation (search and detection, native intuition, discern
connection) and senses (touch, taste, smell, sight, hear-
ing – and a “sixth sense” if the GM deems it approp-
1
2
2
3
15
20
1
2
2
4
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riate, and which is not the same as the Quirk). 3
4
4
5
25
30
3
4
6
8
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Cunning is not cognate with Wisdom. The player is the
one who must provide that. Cunning is a measure of
things the character can do if the player makes the
5 6 35 5 10 r
correct decisions. 6
7
7
8
40
45
6
7
12
14
a
Anyone with any experience knows the drill. Characters
with high Wisdom and, shall we say, careless players
tend to do worse in the game than characters with low
8
9
9
10
50
55
8
9
16
18
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Wisdom and careful players.
ATHLETICS (WEIGHTLIFTING) TABLE
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That’s life.
On the other hand, a character with a high Command Abilities measure broad attributes so, to provide
will be listened too carefully even by those of higher greater differentiation, you can allow Focuses, which
Rank or Authority, and their “suggestions” given greater divide the broad Ability areas up with finer strokes.
weight, perhaps.
This section is entirely optional, as it can add con-
Remember, however, that Abilities are merely a frame- siderable complexity. It is highly recommended how-
work that allows a Character to attempt actions that the ever, especially for experienced role players.
Player running them thinks of.
Focuses apply to a subset of an Ability, for a modifier
So the Player must work Command effectively to get of +/–1 to base value – but must be balanced, so for
what they want. each +1 there must normally be a -1 Focus to match it
somewhere (not necessarily in the same Ability).
If they don’t, well, tough.
Focuses are normally limited to a maximum of +/– 2
each in Road to Armageddon (unless otherwise specif-
LUCK (LCK) ied – for example, Changed or Mutable quirks).
Luck is does not directly govern any skills. Instead, it
it is used to modify the objective “reality” of the game. At the GM’s option, they may allow a character to have
The Ability will rarely be used, but, when it is, can Focus greater than +/– 2. If they do, they should limit it
have extremely powerful, game reality altering, effects to one Ability – and, perhaps, only for characters who
– and is very hard to regain. have taken the Changed or Mutable Quirk.
Think of Luck Ability as being like a cat’s nine lives, but Note: The use of Focuses can significantly advantage
for a character. It can save your hide by rewriting reality characters over those characters who do not use them.
in beneficial ways – but its power is limited by the
limited number of Ability points you’re likely to have Focuses may not normally be applied if they would
available, and by how difficult it is to actually recover a lower the effective value of the Ability to zero (0) or less
Luck Ability point once spent. or raise the effective value above six (6) – however, see
the Changed and Mutable Quirks for exceptions.
More commonly, Experience points (see Experience)
may also be expended to increase the number of dice The 1-6 range is, of course, for Human characters.
rolled (Task Resolution) or reduce damage taken (The
Physical World) – representing a more commonly Almost all of the characters in Road to Armageddon will,
available, but less widely impacting, form of Luck. initially, be standard Humans – with a tiny percentage
being possessors of the Changed or Mutable Quirks that
Experience as Luck must be used before the die roll that allow this rule to be subverted to allow values of 7+.
the player wishes to modify.
In other d10 system games, including expansions for
For exceptional situations, Luck may be spent directly Road to Armageddon, there will be characters that
to alter game reality in major ways beyond the scope aren’t entirely (or even slightly) human, but which may
of rolling mere extra dice (see Using Luck). be playable – specific Ability ranges for such characters
will be introduced where and when they are.
Direct expenditure of Luck is normally done after a
failed roll, and is mostly an attempt to alter the conse- Also note that these ranges do not, of course, apply to
30 quences of failure. animals and the like, though the scale will be used (and
also extrapolated below one (1) and above ten (10) to
In some circumstances, the situation that the character is represent their abilities, where necessary).
stage presence, voice projection. Theatrical Trivia. Quote
HEALTH FOCUSES from Play(s).
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Agility: Reaction speed (Act first on ties) and fluidity of
movement. Reaction time (adds to Action Pool), walking Literature: Aspects of the literary arts. Spin Doctor.
a tightrope or narrow ledge (Balance), broken field
running. Dodging attacks.
Oratory or Debate. Technical/Report Writing. Literary
allusion or Appropriate quotation. Literary trivia.
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Dexterity: Hand-eye co-ordination and fine motor skills.
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Aiming, parrying, controlling a remote vehicle, drawing DEDUCTION FOCUSES
a perfect circle or straight line freehand. Calculation: Mathematical abilities. Lightning calcu-
lator, mental arithmetic, statistical pattern recognition.
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Health: contracting/recovery from injury/disease (com-
bined or separate). Resistance to poisons, Long Term Intuition: Investigation or Interpretation of a limited or
a
Endurance. Pain Tolerance. Alcohol Tolerance. specific area, Spot hidden, Sense motive, Detect false-
If you do any or all of the above, it is strongly advised Unlike an actual “Fugitive” who will find family,
that your additions follow the basic pattern that the friends, business acquaintances etc. etc. of the person
existing Quirks adhere to and/or that any changes you hunting them coming back … again, and again, and
make are internally consistent and equally applied again and again …
across all similarly functioning Quirks.
UBIQUITY
PURCHASE COSTS AND BASIC RULES With some Quirks, the GM, entirely at their discretion,
Each Advantageous Quirk costs one (1) Ability point or may decide that only one PC per group may possess it.
three (3) Skill points.
Which ones an individual GM chooses to treat in this
Each Disadvantageous Quirk adds one (1) Ability point way, and their reasoning behind such choices, are
or three (3) Skill points to a character’s total. entirely up to them. It is not open to argument, though
the GM may discuss it … again, their decision is final.
Young Adult or older characters may choose up to three
(3) Advantageous Quirks but may take more than this
by adding Disadvantageous Quirks; Teenagers may ADVANTAGEOUS
only choose three (3) Quirks, total. ADVANCED TECH POSSESSION (2 TYPES)
This Quirk allows a character to take a single possess-
Quirks gained through Backgrounds or Careers do not ion that is of higher tech than is normally available.
necessarily count against this limit.
As with the Major Possession Quirk, this does not have
Some Quirks may be purchased at two or more levels, to be from the equipment lists herein – though it does
each level costs the same Ability or Skill points as the have to have quantifiable properties in game terms
first, and does not count as an “extra” Quirk. (and the GM has to work out or approve any such).
Quirks may only be voluntarily purchased during the There are two types – Civilian and Military.
Character Creation process – however, it is possible
that the equivalent effects/benefits to some may be Civilian items are rare items of cutting edge (or,
acquired through role play entirely at GM’s discretion. maybe, bleeding edge) technology but are perfectly
legal for a civilian to own in any reasonable jurisdict-
Quirks should be purchased with great care as the intent ion (and may include some non-military weapons).
is that they are to as close to permanent as possible.
Military items are equally rare, and equally cutting (or
No arrangements are made for “buying off” disadvant- bleeding) edge, but include weapons and other items
ageous Quirks nor can characters voluntarily acquire that it would be illegal for a civilian to own.
them after game start.
A civilian item might be, for example, a PDA with the
This does not mean that it would be completely imposs- computing and storage capacity of a standard laptop
ible for characters to acquire or remove the effects of any computer and which also functions as a mobile phone,
of the Quirks listed below, but it does mean that it would walkie-talkie radio, GPS unit and much more, all with a
be extremely Difficult to do so – and could only be done full suite of civilian grade software.
through extended role playing efforts.
32 A military item, on the other hand, could be a pre-prod-
It is possible that a character may acquire the elements uction model of your PC’s Army’s latest and greatest new
of a Quirk through extended role play after the cam- pre-production prototype infantry weapon)
The item, whatever it is, does not have to be purchased
with money – so it can be of any value. However, it is
not a Major Possession and should be something the
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character could carry around on or about their person.
Focuses normally work by granting a +1 bonus in one The degree of danger, difficulty, cost or inconvenience
specific area of an Ability at the cost of a -1 DIFF to will cause a “connected” character much less difficulty
another specific area. Changed characters can, in effect, in acquiring information or services than it would a
purchase an increase with no penalty. normal character.
In Road to Armageddon such people are very rare, and This does not mean they won’t suffer difficulties – but
each level of Changed allows only one (1) Ability to be they will gain a +2D bonus to offset any penalties that
increased. may be applicable to “normal” characters.
In other circumstances, and in other PGD products, this Normally this Quirk is only applicable to areas that
may not always be the case. the character has a long association with – with time
to “make a connection” they can probably find a
Players and GMs who simply want to be part of a “friend of a friend” who owes a favour and is prepared
post-holocaust military campaign will probably not want to pay it off by performing a service anywhere.
to allow this – however, those that use the full RtA
background will face situations that make it viable. This is an innate knack – even if the PC leaves home and
travels half a world away it will only be a matter of time
Indeed, under certain exceptional circumstances they before they cultivate new “connections” there.
may even allow characters who did not take this Quirk
to acquire its benefits during the course of play (at great How much time it requires for them to get back up to
cost in experience and player effort, of course). speed depends on the needs of the campaign and the role
playing skills of the player.
Changed is also a prerequisite for Mutable.
In the meantime, any penalties that may be applied can
CONNECTIONS be negated if the character is prepared to spend extra
The character has friends or associates in some sort of time searching for just the support/info they need.
criminal, political, community, religious, military or
other organization which he can call on for assistance. Only if they are in a hurry will penalties apply.
These “connections” can be individuals rather than ENHANCED IMMUNITY (TWO TYPES)
organisations – perhaps students, followers or employ- The character has increased immunity against either
ees of the character; workmates or long term acquaint- poisons or diseases. It reduces damage inflicted on a
ances with whom they have a cordial relationship. character possessing it by half (round down), for a
minimum reduction of one (1) point.
Assistance means some form of information or service
that the “connection” can acquire or provide at no (or Characters must have a Health Ability three (3) or
minimal) expense, inconvenience or danger (or is really greater to take this Quirk and may not take it if they
an extension of their basic job) on behalf of the character. already have Addiction.
For example, your Librarian acquaintance can find out Characters may purchase both types separately.
all sorts of obscure information about the old Simpson
Estate – it’s not much different from what they normally Yes. Alcohol is a poison for the purposes of this Quirk.
do and the library’s paying for their time anyhow.
FLEXIBILITY
It might cost tickets to the next Sheffield Shield cricket Indicates that the character has the innate ability to
match (or Cubs baseball game), or a nice bottle of per- pick up new skills (or find new ways of applying
fume. Or a return favour to ask of you one day. existing ones), at least on a temporary basis.
If there is a cost or risk involved, then the “connection” Flexible characters may convert existing levels in a skill
is less likely to assist – though, if they have a long term into temporary levels in another for which they give a
commercial arrangement with you about payment, they (reasonably) convincing explanation of the connection.
still might. On credit. On the understanding that pay-
34 ment will be involved. To do this costs the character one Skill Point for each
application (consumed just as if it were being used as
So, if Sam the cabbie normally provides information for a Luck Point).
In return, for every two levels of an existing skill they been a long war, and both sides are scraping the bottom
take one level of the new skill which will apply for the
remainder of the session (or a game week for extended
of the barrel by the end?
c
sessions) or until the character desires to terminate its If you do allow this, then the maximum rank they should
use (to regain the full level of the base skill). probably be allowed to take would be CR1 or CR2 at
most (2nd Lieutenant or Lieutenant in the US Army).
h
For example a character from an Army Career back-
ground has Driving/6 (the specialisation doesn’t matter) They also get $(2D x Core Career Ability x 375) in
a
but they need to acquire Seamanship temporarily. starting cash.
They point out that most armies have some waterborne Heroes have a lot to live up to – being recognised as one
r
vehicle training and argue that they should be able to
temporarily convert Driving/6 to Seamanship/3.
is often a matter of luck, and the heroes mostly know it.
They’ve seen the same sorts of acts they are being award-
a
ed a medal for go unremarked and unrewarded.
The GM listens carefully, and agrees that this is a reason-
able request and has a solid basis in reality, and allows Which in no way takes away from the bravery they
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the character to go ahead. themselves display – except, perhaps, to them.
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The downside is that the levels they possess in the INTERNAL COMPASS (2 LEVELS)
parent skill are reduced by an amount equal to the
increase in the flexible skill.
Indicates that the character can never become lost in
either the wilderness or a city (any city). The character
e
This reduction represents the effects of the intense
can extrapolate their general location from signs in
the environment in general.
r
training and concentration needed to convert action
routines from one area of training to another. Characters may take this Quirk twice – once each for
wilderness and city environs.
In the example above, the character would gain Seaman-
ship/3 but would have their Driving skill reduced to A character who has either of these should be allowed at
c
Driving/3 for the duration. a +1D bonus to rolls to determine location/direction in
HERO
the other environment, compared to “ordinary” people. r
The character has won a major medal (or equivalent
civilian award) for their bravery (or, perhaps, has won
INTERNAL CLOCK
Indicates that the character possesses a knack for
e
a series of medals or awards?). always knowing the exact time and date (assuming no
On the other hand, being placed in suspended animation Or the Highway Patrol officer has caught you speeding.
or passing through a time portal – all you’ll get is a Maybe by a lot. But his radio check of your License
feeling that something is out of kilter at best. shows that you don’t have any recent tickets (or even any
recent warnings) … so they give you a lecture and let you
And, though it probably will be of no particular use, go on your way.
you’ll be able to determine how much time has passed
with that lacuna stripped out. LIGHTNING REFLEXES (MULTIPLE LEVELS)
Indicate a character is faster to react than their Health
So, you step through a time gate and find yourself in the would otherwise indicate.
future (or past). You will know that it’s been 30 minutes
since you entered the enemy Science Complex. Each level taken adds +1D to the character’s Action
Pool – and, in the case of otherwise tied Actions, the
Not much help if you’re now 25 millennia in the future character with Lightning Reflexes gets to act first even
– except that the CBW filters on your suits are good only on the same second.
for another 90 minutes (which may be irrelevant – or not
– depending on the situation as it now exists). MAJOR POSSESSION (2 TYPES)
This allows the character to take any item from the
LIKEABLE equipment lists (or which they can convince the GM to
You’re naturally likeable. Anyone and everyone treats run up the specs for) with the approval of the GM.
you better than you have any right to expect – even
your enemies. The two levels are actually separate, and one does not
need to be taken in order to acquire the other.
People you encounter, as well as people who know you
well, tend to give you the benefit of the doubt in any One is for Military, the other for Civilian items. Each
situation where you, your motives, or your actions are counts as one Quirk – you could take one Military and
called into question. one Civilian Major Possession if desired.
You really have to work hard to get people offside – The cost of the item is irrelevant for purposes of
pretty much deliberately trying to kill (or seriously “possession” – the character has somehow managed to
injure, or steal from) them being the only way. acquire it over and above whatever money or other
goods they gain through the character creation process.
Or looking like you’re going to try and kill (or seriously
injure, or steal from) them. The item may even be, if it is military in nature, illegal
for an ordinary private individual to have – whether
This doesn’t add anything to any particular Skill or the character has a legal license to allow possession
Check, but it does mean that, regardless of whether you (and what restrictions might apply) is up to the GM.
succeed or fail in any relevant checks, you, personally,
are treated the best of all of those in your party by those Exactly what can a character get with this Quirk? Well,
around you who do not belong to it … because you’re pretty much anything within reason – but you, as GM,
likeable (or, at least, less unlikeable than your fellows). have to decide what is reasonable.
36
The game implications of this quirk are extraordinarily Since RtA is a military oriented campaign, a character
wide and really defy easy quantification. could take a Main Battle Tank as their major possession
– which really only means that they are assigned a
specific tank and can ensure it is effectively theirs as long
as the campaign remains military in nature.
c
Or, perhaps, a wealthy character could take a Private
Jet – but unless they have a Sidekick who is a pilot, or
h
are one themselves, they don’t get a crew with it.
a
Perhaps, more realistically, they may take the Private
Jet as as part of a private air charter business they own
– which may be requisitioned, along with its crew, when
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the Three Way War goes pear shaped.
a
On the other hand, in the civilian sphere there is little
chance (outside the US and some third world hellholes)
that a private individual would be allowed to own a tank
c
under any normal circumstances – and this quirk only
provides the goods, not the license to own/use.
t
In the US, it is barely possible that a collector might get
an insanely expensive and restrictive license from the
e
BATF (Bureau of Alcohol, Tobacco and Firearms) to own
a functional obsolete tank as a “historical curio” – in be balanced according to how much of the reason for
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third world hellholes, well, anything might be possible. the item’s loss was negligence or poor decision making
by the character as opposed to bad luck.
The item must be something that one person could op-
erate, even though it might require a larger crew to be
fully operational (MBT, yes. Ballistic Missile Sub, no!).
If the player’s bad choices/negligence are the proximate
cause of loss then they should have to wait longer than if
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expended in a good cause/with good reason.
However, a number of characters with this Quirk could
(at GM’s option) pool it to acquire a larger item as long Regardless of how/why it was lost, replacement time will
r
as it is minimally operable by the number of PCs who
have clubbed together to acquire it.
depend on local conditions – if you are way to hell and
gone off from your main base, your possession isn’t
e
likely to be replaced until they return to that base.
Note that the mere possession of the item does not mean
that the character is provided with the fuel, ammunition, (MILITARY) RANK (2 LEVELS/TYPES)
a
spare parts and maintenance gear to keep it running! Indicates the character is in the military (or an organ-
isation, such as the Merchant Marine which has a rank
t
The cost of those additional items should be considered structure not represented well by Authority) and holds,
when being chosen. Be careful what you wish for! at the first level, a Non-Commissioned rank (or very
junior commissioned rank) and, at the second, a Com-
i
That Private Jet costs an awful lot to run, and its unlikely
the character is wealthy enough to keep it operational
missioned rank (or extremely senior NCO rank).
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unless they use it to earn its own keep. A character who has taken a Military Academy or
If the character does possess an Abrams MBT and it is Teenagers may not normally take this – and if they do,
destroyed – and they survive its destruction – then the only at NCO rank (however, see the Hero Quirk).
army will replace it. Eventually.
This is active military (or paramilitary) rank. The char-
Of course, in Road to Armageddon that replacement will acter will either be in the regular (full time) military or
be something functionally similar – a locally made Arm- will have an ongoing reserve commitment.
oured Car, fully equipped; or a M-113 Armoured Caval-
ry vehicle – as their are few or no MBTs available. The exact rank a character holds will partly be a funct- 37
ion of their age, career (and nationality of that career)
How long this will take is up to the GM, but it should and skill choices (NCOs are often technicians in modern
militaries) and partly a function of discussion with the Which is why it is a good idea to actually commit War
GM (and may also be affected by other Quirks, eg Crimes, under protest, and kick the possibly illegal
Hero). Read the later section(s) on Troupe Play and orders upstairs after the fact. Won’t help the poor
Ranks for guidelines on how to handle the ranks chosen. bastards you’ve killed or mistreated, not immediately,
but it may make the order-giver pay, belatedly … and
Rank means a character is able use the hierarchical even indicating that you’re acting under protest may
nature of the military or paramilitary group they calm them down and make them rethink their orders.
belong to to give orders to those of lesser rank within
that group (and, to a lesser extent, related groups of This is not a license for an Officer or NCO to simply kill
the same or allied nationality) and, under most circ- anyone who hesitates or snaps at will – their actions will
umstances, expect them to be obeyed. (probably) be scrutinised. It’s like a Policeman killing
someone supposedly in the line of duty – there may be
Subordinate NPC characters will tend to follow any an investigation, even if only by your immediate superior.
orders given by someone with superior rank – though
this will depend on a wide range of factors too large to Obviously, Player Characters of lower rank than
be specifically detailed. another PC are, theoretically, under the same strict-
ures as NPCs. In reality, it would be a very unwise
For example, if the character giving the orders has Player who gave “orders” to their fellow PCs which
shown a significant level of military incompetence or they would likely refuse to follow.
behaviour that is seen as cowardly or self-serving, their
orders may not be fully, or even partly, complied with. Killing them out of hand for such refusal? Do you
think the complete implosion of the campaign, and
(Exactly how much their subordinates might ignore or probably gaming group, too, would be a good thing?
subvert their orders depends partly on the nature of the
nation and organisation they belong to. In the Soviet If not, well … let’s have a little common sense. Even in
Army during the Cold War, the presence of Military military campaigns, PC co-operation should be the
Commissars and NKVD/KGB troops who could – and reality – not blatant and outright coercion!
would – shoot you out of hand for disobedience, real or
perceived, or for failure to successfully carry out orders, MUTABLE (PREREQUISITE = CHANGED)
for example, soldiers will tend to shut up and carry on.) Indicates that the character is somehow way beyond
normal human limits.
Likewise, if the soldier(s) being given the orders are not
in the order-giver’s specific unit or chain of command, or To possess this Quirk they must also possess the
not in their Branch of Service, or if they have specific Changed Quirk and, of course, gain the benefits that
orders from someone of higher rank to not do or not that brings – and more besides.
allow something the order-giver wants them to do/allow,
then they may well be reluctant – or outright refuse – to You may decide that this is too much, and disallow it for
follow any orders given them. modern era characters ... and it would be unwise to allow
more than one character to take it in any case.
(A Lieutenant trying to leave a Base under lockdown as
a result of orders from the commanding General will Firstly, a Mutable character can swap his Focus points
likely be ignored, even by those of lesser rank, for around. Improved night vision in one scene could
example. Likewise, an Army Captain trying to give become improved sense of smell in another!
orders to a Navy Lieutenant in charge of a shore party
may also be ignored. The exact nature of the orders It costs 1 FAT point per +1D bonus to swap the Focus
being given, the relationship between the organisations between different aspects of an Ability and 2 FAT points
(and/or nationalities) involved and a whole variety of per +1D bonus moved to swap between different Abilities.
situational factors will have an impact).
The base Focus application is fixed when first chosen
Then there is the issue of Legal and Illegal orders. If the and changes are made from that base.
order contravenes the relevant organisational code (the
Hague and/or Geneva Conventions, for example), then a Secondly, Mutable characters have no limit to the
soldier may refuse to follow the order – or, at the very bonus they can purchase (except the availability of
least, formally complain to those higher in the hierarchy Ability Points of course) or “swap around.”.
after carrying it out under protest.
Any Focus that raises an Ability to ten (10) or greater
One “advantage” of having Rank is that the holder is, is, in effect, quasi-magical. It allows characters wield-
38 theoretically, authorised to carry out field executions ing it to the seemingly impossible – within limits.
for cowardice in the face of the enemy and/or com-
plete refusal to follow orders. Exactly what this involves will need to be determined on
a case by case basis. It isn’t quite magical – there needs character with this Quirk to be able to decipher the
to be some explanation for it, however. general gist of a short written passage in a language
that they do not otherwise know.
c
For example, a character is in a pitch black deathtrap
maze with no light – if they raise their Cunning to 10
through allocating Focuses, the GM could allow them to
This means that they should be able to decipher the
equivalent of Road Signs, short Warning or Instructional
h
“see” in a limited way (through something like echo-loc-
ation – humans can’t normally do this – but Bats and
labels and any Informational Labels on devices (buttons,
switches, dials etc.) and the like. Anything longer than a
a
Dolphins can, so there is an explanation for it). sentence is really beyond this Quirk.
In this instance, since the Focus is four levels higher than Whether this is possible or not will depend on whether
r
the normal human maximum, the GM could determine
that they can “see” up to four meters in any direction.
they can read the alphabetic or ideogrammatic system
in which it is written. If they can, then they are
a
familiar enough with the language, or a related one,
The cost of using such paranormal, quasi-magical abilit-
ies is equal to (Ability Level - 6) FAT per use (or per game
to provide a general understanding of the passage. c
turn for ability use that isn’t simply instantaneous). For most characters this will mean that they should be
able to decipher anything written in a Latin-Roman-
t
Thirdly, being Mutable allows a character to move Western European alphabet initially.
around Attribute Points.
They might be able to do the same with European
e
This can only be done with Attributes that are greater
than seven (7) and takes an hour of preparation or the
languages using a Cyrillic (Eastern European) alphabet,
especially if they have any military or intelligence exper-
r
expenditure of experience points equal to the number ience before the game starts (or acquire it as it progresses).
of points to be moved instantaneously.
The Greek alphabet? Not likely, though – unless, barely
No attribute can be reduced below six (6), but any
number of points may be moved around.
possible, they have some knowledge of Maths or Science
and extrapolate from the Greek letters often used in such.
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Fourthly, Mutable allows characters to acquire Psionic
or Magic abilities and powers – in those situations
If they know Japanese, they can probably puzzle out
Chinese – though the reverse may not be true, as the
r
where such powers and abilities exist. Chinese ideograms used in Japanese are only a part of
that language (it has two alphabetical scripts as well).
e
Neither Psionics nor Magic exist in the pre-game world
of Road to Armageddon – and if all you intend to do
with these rules is run a post-holocaust military camp-
Most Eastern languages have unique scripts that make it
unlikely there will be any chance at all of deciphering
a
aign, then they probably won’t ... ever. them – since there are no close equivalents to base a “by
guess and by god” interpretation on.
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However, if you take full advantage of the Road to
Armageddon background material, then something that
is very like Magic (or, maybe, Psionics) does exist ... but,
However, this all needs to be determined, as noted, on a
case by case basis by the GM.
i
again, not for the character creation process!
REPUTATION (2 TYPES) o
NATURAL LINGUIST The character has earned a reputation as reliable and
Indicates that the character is able to pick up languag-
es far more easily and quickly than most people.
trustworthy within their chosen sphere, Civilian or
Military – and gains +2D to Command skills when
n
dealing with someone from the same background.
Firstly, for a Natural Linguist, all Language skills
(spoken and written) cost half normal cost for a char-
acter with this Quirk.
This part of the Quirk does not confer any ability with a
specific language, but a generalised skill that working
across all spoken languages. 39
The GM may also allow, on a case by case basis, a
They also have enough innate confidence and pres- do take time to replace – determined by the GM and the
ence because of their reputation such that they get +1D needs of the campaign (if the character’s negligence
even if their audience is from the other background. caused their demise, replacement should take longer, for
example).
Civilian Reputation applies fully to interactions with
other Civilians, but is halved for interactions with the SITUATIONAL AWARENESS (2 LEVELS)
military (i.e. they only get +1D to Command skills if You are at one with the aura of the battle or the
their audience knows them – and no bonus if they are surrounding environment – so you are able to sniff out
unknown to their audience). ambushes, detect booby traps, guess enemy moves in
advance with no clues and much more.
A further +1D bonus applies to purely non-combat
interactions (raising the bonus to +3D if know and +2D Characters with this gain a +1D bonus at first level
if unknown with civilians, and +2D/+1D if known/un- and +2D bonus at second to Observation or Detection
known with the military). (and related) skill rolls used in a combat situation.
A Reputation is not the same as having Authority or They also gain a +1D bonus at the first level and +2D
Rank, but may have similar effects in some ways. at the second to Military Science based skill rolls used
to determine enemy tactics or intentions in advance.
Military Reputation applies fully to interactions with
other Military personnel, but is halved for interactions Attacks made against them never gain the normal -1
with Civilians (i.e. they only get +1D to Command skills DIFF for Surprise against them personally (though this
if their audience knows them – and no bonus if they does not apply to anyone else in their group).
are unknown to their audience).
Characters cannot choose this if they have already
A further +1D bonus applies to purely combat interact- taken the Thousand Yard Stare Quirk.
ions (raising the bonus to +3D if know and +2D if
unknown with military personnel, and +2D/+1D if Think of this as being a highly tuned “sixth sense” that
known/unknown with civilians). operates at a subliminal, instinctual, level.
If you stay anywhere long enough, the locals will pick It is useful and effective not only in wartime for soldiers
up on a reputation. How long this takes is up to the GM, but also in peacetime for people pursuing Careers such
and may be gradual, first to +1D then to full value. as Police/Security, Bodyguard, or even Firemen (treat
the fire as the enemy!)
ROBUST (2 LEVELS)
Indicates that the character has a more robust Health SIXTH SENSE
ability than raw numbers would indicate. You often get “feelings” that give you, and only you,
barely enough time to attempt to avoid them (or, if you
Robust characters gain a bonus of +1D at first level feel like sacrificing such an advantage for the benefit
and +2D at second level to all rolls relating to Strength of others, barely enough time to shout a warning).
and Endurance (including Health Concentration rolls).
In effect, you get a free, one (1) second action (over and
They also heal FAT and DAM faster than normal – halve above whatever your Action total for that turn might
base healing time (even if Changed or Mutable). be under normal circumstances) which you can spend
before whatever really bad thing that’s about to happ-
Robust also affects Damage Rolls (see Determining Dam- en actually happens.
age in the Combat section).
Obviously this relies on the GM giving you such a
SIDEKICK warning. So, what does he have to warn you of? How
Indicates that the character has a colleague who ass- often? And what sort of warning?
ists them in their everyday work, either by accompany-
ing them in the field or in a behind the scenes role. You should be warned of anything that is actually
going to be dangerous or life threatening to you person-
Sidekicks are built on 14 Ability and 25 Skill Points ally (even if it is the result of actions by another), but
but may not be Changed or Mutable. only where said situation is immediately dangerous or
life threatening.
The GM must approve all of a Sidekick’s Quirks
(which should be limited to one Advantage and one If you (or a colleague) inadvertently trigger a timer on a
40 Disadvantage). bomb, say, one that will go off in 60 seconds, you don’t
get any sixth sense warning then, and you don’t get it in
Sidekicks can never really be lost – even if killed. They 59 seconds time, either.
On the other hand, if your colleague steps on the trigger
to an instantaneously fuzed booby trap, then you get the
Sixth Sense advantage.
c
The GM is obliged to give you warning of every situat-
ion where there is a proximate danger or likelihood of
h
threat to you.
a
Be sensible about this. If the party finds, for example,
that it’s in a minefield, then the character’s Sixth Sense
is triggered only for the first mine.
r
Thereafter, well, the character knows what a pile of
a
manure they’re in, and will, presumably, take active must be pre-planned … decided on before the roll. If
precautions (which may, or may not, be effective) to
minimise the danger.
the check fails, then the character still gets their one
free one (1) second action … which, now won’t be
c
What sort of warning should be given? This depends.
enough, depending on what was actually planned.
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However, the Sixth Sense quirk doesn’t provide details You pays your money and you takes your chances.
– nor does it provide exact explanations. You just get a
really bad feeling and some idea of what you need to For example, the character gets a GM generated warn-
e
do at that instant in order to avoid the worst. ing and realises that the nearest good cover is far too far
away to reach in a single second.
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The GM merely has to indicate that there is a “situat-
ion” that has triggered your sense, and that certain So they take the chance that they can reach it, and roll
response options are best. That’s all. for +1 second, at Hard DIFF. If they succeed, they get a
The character may attempt to add time to this free Just shouting “Get down!” isn’t, by itself, enough. Those
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action – the first extra second requires a Hard (DIFF 4) hearing the warning would have to know that the person
Health Concentration Check. shouting it really knows what they’re speaking about.
Each additional second, to a maximum of four (4) Which means that those in the character’s party, those
seconds (overall, 1 base + 3 additional) increases check who have known them long enough to understand their
DIFF by +2 levels (+1 second Hard (DIFF 4); +2 seconds particular skill, are the ones who will “get” the warning.
= Unlikely [DIFF 6]; +3 seconds = Incredible [DIFF 8]).
Newbies (who haven’t been in the party long enough to
This action may be taken as a single long action or a pick up on the character’s quirk), or the enemy (even if
number of actions equal to the number they could take they understand the language or signs being used), don’t
in a normal 5 second Combat Turn, with the minimum “get” it – they know lots of things get shouted or signal-
length for each action being, of course, one (1) second. led in combat (and dangerous situations in general) that 41
really don’t specifically apply to them, and will tend to
Any such attempt at an extended Sixth Sense action ignore it as “background noise”.
The character shouting or signalling the warning may The downside is that they must take an additional
then attempt to take additional seconds, but the first Disadvantageous Quirk (and no points are gained for
added second will require an Unlikely (DIFF 6) check doing so) which must be taken even if it would increase
and the second will require an Incredible (DIFF 8) check. the character’s Quirk total to more than three (3).
All the rules for “normal” additional seconds also apply WEALTH (2 LEVELS)
to these (pre-planning the move, and being caught part The character is wealthier than normal – perhaps
completed on failure being the most important). much wealthier. To gain the second level the character
must take the first level – so it is a big commitment.
Characters who are merely responding to a warning
from someone with Sixth Sense do not get the option of At the first level, day to day expenses (food, shelter,
adding additional seconds. They get a one second clothing, entertainment, transportation) are covered
action – and should think themselves lucky!. by some sort of allowance or annuity – so they don’t
have to work for a middle class standard of living.
STRIKING LOOKS
Indicates that the character is has great personal Food means that they don’t go hungry by choice – and
presence and therefore receives a +1D bonus on all can eat out regularly at nice restaurants.
Command based skills where they are personally pres-
ent to conduct the business involved. Shelter means that they either own or have a long term
lease (pre-paid or covered by other income) on a house
This is not the same as being handsome/beautiful or apartment; when travelling they have enough to pay
(though you may be), it represents a combination of for similar hotel or rental accommodation.
factors making giving them a memorable personality.
Clothing means that they have a wardrobe full – and
To use this Quirk requires the character to be personally enough money to buy whatever whenever they need it.
present to get the bonus, though the GM may allow them
to use it over a visual communications link. Entertainment means that they can purchase books,
games, CDs and go to the movies and live shows when
TOLERANCE TO PAIN they wish to.
Indicates that the character is much more highly
tolerant to pain and related sensory overload than the Transportation means that they either own their own
normal person and also has hidden reserves of energy transport or can pay to use taxis or hire limousines, or
that enable them to keep on going long after others travel on regular airline services as needed.
seemingly as fit, or fitter, collapse into a heap.
They also get starting goods/cash of – $(2D x Comm-
A character with Tolerance to Pain ignores all penal- and2 x 1000)
ties to Task Checks caused by Fatigue and Injury alone.
They also receive a monthly stipend of – $(Command2
Tolerance to Pain does not have any effect on Damage x 100)
rolls, only on penalties caused by Fatigue or Injury. The
character can keep fighting, at full effect, until they die The second level is more of the same – but the stand-
or are go unconscious – but if one of their limbs was ard of living they can maintain without working is
rendered unusable, that effect would still apply. equivalent to that of an upper class lifestyle.
The cancellation is done after the character makes their People differ in the way they handle stress/danger –
roll, giving the GM a major advantage in using the dice different “cowardice” thresholds, in effect. Most people
at the worst possible time! It is bad luck after all. who are branded “cowards” are probably represented
by this Quirk – and any true cowards (people with an
These Bad Luck dice are regained at the rate of 1D for inherent character flaw) are far too flawed to be worth-
every 2D of Luck that the character regains. while representing.
Bad Luck is intended to be a major hassle for the player, Cowards suffers a +1 DIFF penalty to all Command
but not an overwhelming one. based skills when interacting with anyone who knows
of their background.
The GM will be encouraged to use the dice sparingly and
for the greatest effect possible – not every single session! On top of this, if the character they are attempting to
Command has personally observed them performing
CLUMSY an act that could be perceived to be cowardly, then the
Indicates that the character is not physically well penalty rises to +2 DIFF
co-coordinated. Because of this they take a -1D penalty
to all Health based actions undertaken unprepared. What would be a “cowardly act”? Backing down from a
fight, no matter how justified; hesitating to go to the
It’s not intended to be completely crippling. If they make rescue of a injured comrade, no matter how little the
a Hard (DIFF 4) HLT Concentration Check beforehand, chance of success (or how great the chance of personal
then they avoid this penalty. injury) – are two possible actions that could be perceived
to be “cowardly.”
Worse, all Melee or Unarmed Combat attacks directed
at them are at -1 DIFF to the attacker (they’re easier to The GM will inform the character with this Quirk when
hit) because they’re less able to dodge effectively. they are faced with a situation where their actions could
be so misinterpreted.
If the character can prepare themselves before acting,
they can reduce this. They need to add 1 second (+1D) to The end result of this is that the “coward” will be faced
the action where they may be exposed to attack – with with the need to “prove” themselves over and over again
the extra second negating the penalty. before the eyes of their fellows.
Thus, a two (2) Second Action would take three (3) They will be continually tempted to perform acts of
44 Seconds if the penalty is to be avoided. greater than normal bravery – and yet get no credit for
being brave in the eyes of his observers (unless they do
Only those with a HLT/1 or greater may take this quirk. not know of his status, of course).
Worse. It is perceived as a cowardly act to use Luck in
such a roll! Doing so will instantly raise the Command
penalty by a further +1 DIFF with all who observe it.
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That’s right. They have to succeed on their own merits.
No Luck may be used.
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Even worse. “Cowards” only regain Luck when they
a
perform an act that would be regarded as “brave” in
a normal person. r
That is, for combat actions or for actions where they
actually risked their health or well being.
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Ordinary characters can regain Luck by finding a smart,
safe, way to solve a problem. Cowards must take the
And that temptingly laid out enemy body? If it’s the fifth
one today that, when searched by others in your
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risky option. This is a disadvantage after all. immediate vicinity that’s been boobytrapped … well,
you’ll turn it over looking for intel, OK, but in a way that
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CURIOSITY allows you to be protected.
It killed the the cat, didn’t it? And the cat had nine
lives – you don’t, do you? Or, while accepting the recon mission, the increasing
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The character has to make a Concentration Check
amount of enemy activity (including lots of active –
possibly recon – patrolling they’ve been doing in the
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versus Cunning at Hard (DIFF 4) or worse to avoid area) makes you carefully consider your route, and the
doing the curious, but unwise, thing. Whatever that possible bug-out options in case it all goes pear shaped.
may be in the specific circumstances.
You now just happen to be in the way of a major enemy It could be in the form of an amount owed to a Loan
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offensive. Running right through your current position. Shark, where even the Vig is more than the character can
pay without the most extreme measures, most of the time.
Exactly what degree of difficulty it will be to act with
curiosity depends on the nature of the situation, of Or it could be the College loans and the military service
course, but will always be a minimum of Hard. requirements that had to be accepted to pay them off.
Remember, things that are reasonably obviously danger- Which means, during the 3WW, that your life’s literally
ous or unwise aren’t triggers. not your own given that it seems to be a “war without
end” as much as a “war without mercy.”
So, for example, if you’ve just cleared the Villain’s base
and noticed that there are demolition charges all over … Whatever it is, it does not represent an ordinary debt –
well, you’re unlikely to assuage your curiosity about that and it will take a lot of work, and role playing, to pay it 45
red button until after you’ve traced the wiring, or out, not just finding lots of treasure, winning the lottery,
disabled the demo charges … or both. robbing a bank or whatever.
The player should carefully consult with the GM to ENEMIES (MULTIPLE)
determine its exact nature so they get some idea of what Indicates that someone doesn’t like the character and
will be required to buy it off – if it can be bought off! either enjoys or is duty bound to thwart his efforts.
Note that it is not necessarily the case that the character The enemy may even go so far as to actively hunt the
incurred the debt. Maybe they shouldered it to save a character or put a price on his head.
parent or sibling or lover from retribution?
A character may, in consultation with the Game
DISFIGURED (TWO LEVELS) Master, choose to have more than one Enemy – but
Indicates that the character suffers from something should be aware this will have a major impact on their
that reduces their physical attractiveness, often (but lives (and the GM will take ruthless advantage of it).
not always) the result of a war injury.
These are major enmities. They don’t simply “go away”
They take a +1 DIFF penalty per level of Disfigurement – you can’t even assume that, because you’ve killed the
(i.e. +1 or +2 DIFF) to all Command based skills in current rep, that another won’t reappear down the track.
which appearance takes a part (unless, of course, it has
been disguised in some way). They may be individuals (in which case they likely have
someone who will avenge them if you do manage to kill
If it were easily corrected with plastic surgery or cosmet- or permanently neutralise them), or they may be organ-
ics then it wouldn’t be worth a Quirk – at least in the isations of varying size and resources (and organisations
straightened circumstances of the 3WW. aren’t easy to destroy, either, and often have successor
groups who will take over when they are destroyed).
At best, makeup or prosthetics may allow temporary
negation, but don’t work full time. If this was an easy sort of Quirk it wouldn’t be a Quirk.
It will take major role playing mojo to work this off – and
Those who have been in long association with the disfig- you should consult with the GM when to determine the
ured character are not affected – and even newly enc- parameters of the problems it will be causing you.
ountered NPCs can eventually get used to it.
Characters can take multiple enemies, more than a
EASILY DISTRACTED couple is most unwise.
This Quirk indicates a character who is mentally
flighty – they have trouble keeping their attention on One enemy may turn up only infrequently – two may
anything other than a short term task or commitment. mean that they appear every second “episode.”
An Easily Distracted character must make a Concentra- More than this means they will be dogging your every
tion Check for each extra bonus die that would be waking moment, constantly interfering with your mission
gained under the Continuing Tasks rule. or plans, and at the worst possible moment, too.
A penalty of +1 DIFF applies for every second die of Indeed, if you have more than two enemies they may,
bonus sought as part of a Continuing Task (so, at +2D from time to time, actually pool their efforts to take you
there is a +1 DIFF penalty to Concentration; at +4D down – which can make for some really hairy situations.
there is a +2D DIFF and so on).
Note that enemies aren’t automatically out to kill you.
Easily Distracted characters also suffer a +1/+2 DIFF They could merely want to embarrass (or discredit) you,
penalty (perhaps higher, depending on the specific ruin you financially, destroy your personal happiness
situation) when attempting to perform any skill under and make your life seem like a living hell!
conditions where the GM deems there are external
distractions that would distract them unless they make Indeed, they may well regard death as being too easy for
a Concentration Check (which may be subject to simil- you and work, and work hard, to make you suffer.
ar penalties, depending on the GM’s assessment of the
degree of distraction inherent in the situation). Enemies are variably nasty and it is up to the Game
Master to make them so.
For example, searching for traps in a room full of treas-
ure would qualify. Or a searching for a specific suspect FORGETFUL
in a room full of a mixture or ordinary people and buff A Forgetful character often seems to find that, when he
members of their preferred sex … J needs something that they thought they had on them –
it isn’t. It’s on the bedside table, in the boot of the car
46 Another example would be attempting to finish their or somewhere other than with them.
homework (or write an “After Action Report”) instead of
playing ball (or going drinking) with their buddies. Equally, Forgetful characters often seem to find that
they didn’t do something they thought they had done, should be frequent enough to keep them on their toes.
or simply “forgot” about the whole problem. And, in any case, then there’s the matter of Luck ...
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So the car runs out of petrol on the Freeway because they Fugitives who spend any Luck points at all are, how-
didn’t fill it up, or they turn up for school the day after
it resumes after a holiday break.
ever, courting potential attention ... unless the act that
involved said expenditure was not observed by a single
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Or maybe the find that they didn’t pack the First Aid kit
living soul (or, for example, if any observer died before
passing on knowledge of what happened).
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in their backpack – when they’re in the middle of their
three day wilderness hike! When a player chooses this Quirk, the GM secretly
rolls 1D and carefully notes down the result.
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At GM option, any time the Forgetful character could
be embarrassed by finding that the item that they When the character has expended that much Luck
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think is on their equipment list actually isn’t, they can they must make a Concentration roll to avoid detection.
require a Concentration roll.
This Check is at a penalty equal to the difference
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This may be at no penalty or, depending on the
circumstances, at a penalty of +1/+2 DIFF.
between the number of Luck Command Checks (not the
number of dice they expend to be forced to make this
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roll) they had to make to that were successes and those
This shouldn’t be done more than once or twice a game
session – they’re forgetful, not brain damaged. However,
that were failures (it is the difference that counts – the
total difference is always a Penalty).
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feel free to use it ruthlessly when you do choose to apply
it – it is a disadvantage after all! Say the character rolls five (5) – when they’ve spent five
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Luck dice they will have to make a Concentration roll.
FUGITIVE
The character is wanted – by someone – for something If they spent those five dice over three rolls, and two of
serious. If they are caught then the consequences will
also be serious.
those rolls were failures (or successes) then the difference
between successes and failures is one. This would mean
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that a Concentration roll suffers a -1 DIFF penalty.
It might mean serious gaol time, or a spray of bullets
and a shallow, unmarked, grave depending on who is Failing such a roll does not mean automatic detection
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after them, but the consequences won’t be pleasant. – there may be ways and means of throwing off sus-
picion by role playing or the use of other skills.
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The character is on the run. This isn’t likely to mean
that they’re currently being actively pursued in a
manhunt ... but their description is on the wire to the
All this will be up to the GM – and it gives them a real
chance to “get creative!”
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local authorities (or the local mob!) and they have to
be on their toes all the time. The fugitive could decide the solution is to eliminate the
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witness(es). Or the witness(es) might decide they won’t
In effect, this is intermittent. It can be avoided ...to a
degree – as long as the character takes precautions.
expose the fugitive, either for altruistic reasons or
because they expect something in return (“blackmail?”).
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At the very least they’ll have to take steps to disguise their
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real identity – and avoid any publicity.
So if someone asks “Is the water shallow enough to They can only choose to pursue the following Careers
ford?” they can’t simply say “Yes” if, for example, the – Criminal, Dilettante, Jack of All Trades, Merchant
land mines strewn across the ford aren’t technically Marine and Performer.
related to whether the water is shallow or not.
They may not take any Skill (or Specialisation of a skill)
They have to say, “Sure. But the land mines make it that would require literacy to be functional – and this
unwise!” is not limited to skills based on Deduction.
It might be possible, depending, for an answer to be Many skills in Road to Armageddon either cannot be
accurate, not knowing the purpose of the question, and learnt or cannot be performed without being literate –
therefore be entirely correct … yet not telling the asker and not just Deduction based skills, either.
what they really wanted to know.
For example, you might be able to get a Driver’s License
So, if they’re asked “Is the Sheriff out of town” by even if you are illiterate (barely), but there’s no way you
someone not obviously suspicious, then the perfectly true would ever be able to learn what is required to pass the
answer “Won’t be back till a Thursday” is fine. test for a Pilot’s license.
Even though they know that there is a Federal Marshall Also, while you might be quite capable of learning
in town till Wednesday. It’s not their fault the seemingly Subterfuge (Fast Talk) there’s no way you’ll be able to
law-abiding citizen is really a would-be bank-robber! learn Subterfuge (Forgery). If in doubt, ask the GM.
An honest character has some choice as to if they tell As a result they suffer +2 DIFF to all Command based
the truth unasked. skills when interacting with anyone who knows of their
background unless they are attempting to intimidate
If they see someone doing something potentially life- them, in which case they gain +2D to roll.
threatening (or merely embarrassing), they must make
a Concentration check to see if they blurt out some- Characters with this Quirk may assume any lackeys they
thing along the lines of – “Don’t do that!” employ either identify with their villainous aims and
aren’t affected, or they are routinely cowed/intimidated.
Which, of course, is likely to prompt the question,
“Why?” – which they must, of course, answer! It does make a difference which is which.
48 There is no requirement that an honest person go out of There’s just something about the way they think, or
their way to provide such a warning. And certainly no the way they learn, that makes it harder for them to
requirement that they risk their life! pick up unfamiliar skills.
This is a severely limiting Quirk, be warned. But it does
not make the character stupid. It simply means they’ll
tend to be very much focussed on their career specialty.
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MANNERISM
The character has some persistent behaviour pattern
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they are unable to avoid exhibiting (and may even be
unaware they display such behaviour!) which defines
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them and (eventually) irritates everyone else.
It’s been a long war. When they are the subject of any attempt to interrogate
or question them, they are so gullible that the
Both sides are scraping the bottom of the barrel – and a questioner doing the questioning gains a -2/-4 DIFF to
lot of people are being conscripted who normally never their check depending on whether they are in a posit-
would have gotten a second look at by the Draft Board, ion of authority or not. 49
and even more are being kept in the service who would
normally have been discharged. If they’re being questioned by the Police, say, a -4 DIFF
would apply to the Police check, since the naïve charac- by all and sundry – every man’s hand, quite literally,
ter is predisposed to always trust authority figures! turned against you?
On the other hand, if they’re just being questioned by The player should carefully consult with the GM when
some random person, they’ll be somewhat less trusting (a considering this Quirk to determine the exact nature of
-2 DIFF would apply). the obligation and to allow both sides to get some idea of
what will be required to buy it off – if, indeed, it ever can
Finally, when they are purchasing anything at all in an be bought off!
informal setting, they always end up paying too much
or otherwise getting taken advantage of. Typically they PACIFIST (2 TYPES)
pay 10-100% more (roll 1D x 10) and will find that its The character who has taken this Quirk had better
Availability will be at +1 DIFF as well. consider its consequences carefully (especially if they
choose to be an Absolute Pacifist). Especially in a
Alternately, you could allow the Opposed Task proced- campaign the likes of Road to Armageddon.
ure and apply +2 DIFF to the naïve Character’s rolls on
an item by item basis. No, they’re not insurmountable obstacles. Even in a
military campaign.
Being “taken advantage of” = caveat emptor (“let the
buyer beware”). They may not only be paying a prem- Pacifists aren’t necessarily cowards – in fact, they may
ium, they may not be getting what they think they’re be more courageous than someone who merely goes
paying for, either … they’re too naïve to check. along with the flow and becomes a soldier because they
don’t have the courage of their convictions.
The crate of MREs they just traded for? Time Expired.
Stored at too high temperatures. A significant percentage The two types are Pacifists and Absolute Pacifists. A
of the contents are inedible, perhaps even dangerous. Pacifist gets +1 AP or +3 SP. An Absolute Pacifists gets
+2 AP or +6 SP.
The “new” tyres they acquired? They’re retreads, and
not very well made ones, either. The treads will separate Pacifists are reluctant to kill. They have strong moral
after only a couple of hundred klicks, if that far. qualms about it, but don’t object to the idea of milit-
ary service in a non-combat role, even if dangerous.
OBLIGATION
This Quirk indicates that the character has an on- Just because they’re reluctant to kill doesn’t mean that
going, unbreakable, obligation to another person (or, they are reluctant to risk their life.
perhaps, to a group) one that they cannot work off in
the normal sense (though they could be released from Look at the medals for bravery won in WW1 and WW2
it by the person/group to whom they owe it). by Medics and Stretcher Bearers, who were often consc-
ientious objectors.
Think of this as, insofar as the term applies in a modern
setting, a debt of honour. They don’t even object to learning to use weapons or
unarmed combat techniques (as a sport, for example)
The level of the obligation is such that the character is they just object to having to use them to kill people.
at the beck and call of their “master” 24/7 and cannot
really refuse any instructions they are given by them. They do not object totally to the idea of killing – in self
defence or the immediate defence of others, for exam-
This is a major obligation. Perhaps you are a “made ple, but would prefer not to have to do so.
man” and have to follow the orders of the Capo; or you
could be a “contractor” performing “black ops” for some Killing people simply because the government says so
alphabet soup agency of one government or another. is not a good enough reason.
Or maybe your very life and honour were saved by Picking up a weapon, even if they are in immediate
whomever you owe this debt to – something that, in your danger, requires an act of will – a Concentration roll.
culture (or your personal belief system) you can never
repay. If the roll fails, then they cannot try again for a
number of game turns equal to the amount they failed
It’s also possible the person/group to whom you are by (in terms of successes gained vs. successes needed).
obligated have a more sinister hold on you – they have
threatened the lives of your family or friends, perhaps? The GM may determine that there are bonuses or penal-
50 ties applied to such rolls, depending on circumstances.
Or, possibly they have some evidence, real or forged, that
would get you hunted down and killed like a mad dog For example, if defending another, especially someone
who is defenceless and under their specific care, might POVERTY
prompt the GM to grant bonus dice – on the other hand,
if the situation is morally ambiguous, then he might
Indicates that the character is extremely poor. They
have a hard time getting by – and may have to worry
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apply an increased Difficulty to the roll. about where their next meal is coming from or where
Likewise, they don’t gain experience for killing or Poverty is something innate to their character’s – even
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attempting to kill – unless, in the GM’s opinion, they
were doing it in self defence (and, then, rarely).
if they found a million dollars they’d go through it like
greased lightning. They’re just no good with money.
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Doing things in combat isn’t included. For example,
applying First Aid to a wounded comrade is fine and
How the character is separated from their new found,
but oh-so-fleeting, wealth is up to the GM. It’s likely, for
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could regain those used Luck points. a start, that all sorts of people who they “owe” will turn
up and want repayment.
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Absolute Pacifists not only refuse to kill under any
circumstances, they refuse to be part of any military
force and will often refuse to follow orders from any
No matter how careful they are, they’re going to get
ripped off whenever they buy anything ... and it doesn’t
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state authority that can compel obedience in combat. matter whether it is goods or services.
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They cannot learn any combat skill – they may not It may be that they’re unlucky – they lose things, or have
learn to use weapons, nor may they learn any offensive them stolen, or they break down (or simply break).
unarmed combat skill (and they must pay double skill
points to learn those that are defensive). Maybe they are suckers for moneymaking scams. What-
ever it is, money just doesn’t stay in their pockets.
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Attempting to pick up a weapon and use it is so
against their character that to even make an attempt
requires a Concentration roll at + 6 DIFF penalty.
Characters with this Quirk cannot take Advanced Tech
Possession or Major Possession.
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If they fail they may not make a further attempt for a REDUCED IMMUNITY (2 TYPES) e
further (6 + amount failed by) turns (in terms of Indicates that the character has reduced immunity
successes gained vs. successes needed). against either poisons or diseases (each counts as a
separate type – theoretically you could take both).
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Even if they are successful they will, of course, be using
the weapon unskilled and suffer the penalties for that Of course, you’d have to be a real glutton for punishment
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as well as the roll being +1 DIFF harder. to take reduced immunity to both diseases and poisons.
If they attempt to use a known defensive unarmed Characters with this Quirk take an extra +1D damage
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combat skill offensively they still suffer the +1 DIFF to
their attempts to do so.
(but with a maximum increase equal to the base un-
modified damage that would have been inflicted).
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Absolute Pacifists not only don’t regain any Luck for
killing (or attempting to kill) others, they are so trau-
So, if the poison did 3 DAM, the additional roll can’t add
more than another 3 DAM.
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matised by their efforts that they cannot regain any
Luck for any reason for the remainder of the session!
Characters with this Quirk often have trouble sleeping You may think (and you may be right) that there isn’t
(nightmares) or getting to sleep (insomnia), and may a Quirk that models some character aspect that you
need sedatives/sleeping tablets for a good night’s rest. and/or your players feel should be in the game.
You cannot choose this Quirk if you have already have But are you right? Or merely not thinking laterally and
52 Situational Awareness. adding needless complication or duplication to the
game? Sometimes it will be the former. But sometimes
Armies don’t like admitting it, but the proof is conclusive it will be the latter.
For example – “There’s no “Noble” quirk in the game!”,
one of your players complains. Well. Maybe. Or maybe
not. Let’s consider.
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There’s not much call for Nobles in the modern world.
Lots of countries don’t have them at all, because
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they’re illegal (the USA) or because they never had
them (most of post-Spanish South America) – in others
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where they do (or did) exist they have very limited
powers (the UK), or none at all (Germany and France). r
So, why do you need to represent them? And how?
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Well, they don’t, exactly, have Authority. Nor do they
really have (Military) Rank. They probably don’t
automatically qualify for Reputation. And they aren’t
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necessarily Wealthy, either.
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But a hypothetical modern world “Noble” (and that’s
what we’re trying to model, in RtA) may have aspects
of one or more of the above.
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So, let’s consider things. It is most likely that even not
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particularly wealthy modern “nobles” have a top level
education at the “right” schools, even if their parents
have to scrimp and save to manage this.
Career Skill listings are not 100% comprehensive. If a A PC from an Army Career needs to determine an NPC’s
Player manages to provide a convincing argument for unit based on unit patches. That is Information and uses
the inclusion of another Skill in the list (or if you, as GM, DED x 2 vs. Average DIFF. If the same PC wanted to use
feel that an obvious or likely skill was left out), then, Drive a Tank without the Skill, use HLT x 2 – but
entirely at the GM’s discretion, it may be added. increase DIFF from Average to Difficult or higher.
Likewise, if the GM determines that a Skill on the list QUIRKS ACQUIRED DURING CAREERS
probably shouldn’t be, then they may delete it. However, In most Careers, there is a chance of acquiring extra
the overall number shouldn’t be increased by more than Quirks, over and above what have already been chosen.
one or two, and shouldn’t be decreased at all.
It is likely a Player will be able to choose one they
The Careers listed represent a wide variety of profess- don’t already have – if they find that they cannot, they
ions that characters in the military/action adventure can take any other Quirk they qualify for. This applies
universe of RtA might pursue, but there is no pretence to both Advantageous and Disadvantageous Quirks.
that the list is comprehensive or complete.
In effect, the Player gets the chance to swap around
If you find a Career is not listed, consult with your GM things – as long as an additional Advantageous Quirk
and design it along the same lines as those that are replaces an existing Advantageous Quirk, and an addit-
listed – or consult other D10 System games and use ional Disadvantageous Quirk replaces a existing Disad-
professions from them. vantageous Quirks.
The Careers listed are the designer’s idea of what is It is also possible that, if several characters pursue the
likely to be important or might make for interesting role same or similar Careers, they might find themselves
play and character development in the RtA game world. faced with having to choose the same Advantageous or
Disadvantageous Quirk.
It may be that you and your players decide that some of
the included Careers aren’t appropriate or needed, or If this is the case (and it should be rare), then you, as
that other Careers that should have been included. Feel GM, may rule that either they can or, perhaps, must
free to do both! With care, of course. take different Quirks, even if it means taking one not
from the list.
Eventually, other D10 System Campaign books will
appear and will likely include Careers that are not A party full of characters with Sixth Sense, say, or
included in RtA – you include those, as well. Addiction (Alcohol) is really, really, going to be a pain.
ACTION STATUS
A Character’s initial Action Status (how many Actions CAREERS
they may take in a given Combat Phase) depends on ACADEMIC (DEDUCTION)
whether their career is rated as Civilian, Paramilitary The character has university level qualifications. They
or Military, which is detailed in the Skills Header. pursue, discover and teach knowledge. Some spend
their whole career in an office while others spend time
54 CAREERS AS SKILLS in the field sometimes (much more rarely than Holly-
While there are many skills included in the Skills wood hints!) being involved in danger or adventure
section (following), there is a likelihood that charact- (usually because of where they are, not anything else).
ACADEMIC SKILLS (CIVILIAN) SUPPORT PERSONNEL (PARAMILITARY)
Etiquette, Driving (Car or Motorcycle), Environ Know-
ledge (University) plus any specialisations chosen from
Athletics, Brawling, Driving, Environ Knowledge, Fire-
arms, Languages (Modern), Leadership, Melee (Bayo-
c
one of the following skills – Design, Languages, Liter- net, Knife) and either Technician (one) or one of Elec-
ature, Musician, Electronics, Financial, Engineering,
Humanities, Medical and Science.
tronics, Engineering and Military Sciences. h
FIELD ACADEMIC (CIVILIAN)
Instead of the above skill selection, Air Force characters
may take the Combat Personnel selection from the Army
a
Etiquette, Brawling or Martial Arts, Melee or Firearms Career to represent the Airfield Defense personnel ( for
(Handguns, Longarms [Civilian]). Driving, Environ
Knowledge, Languages (Modern), Riding, Subterfuge
some militaries, they may take Special Forces selection). r
plus any specialisations chosen from one of the following
skills – Electronics, Engineering, Humanities and Lan-
FLIGHT QUALIFIED PERSONNEL (MILITARY)
Athletics, Brawling, Concentration, Driving, Environ
a
guages (Ancient), Medical and Science. Knowledge, Firearms, Leadership, Melee (Bayonet,
AVAILABLE QUIRKS
choose a Disadvantageous quirk from the list below,
but gain no benefit from doing so.
c
Advantageous Quirks: Major Possession (either), Au-
thority or Connections, Hero, Lightning Reflexes (Com- They may add a bonus to this roll equal to the number
t
bat Personnel only) or Situational Awareness. of successes they exceed an Average difficulty Task
Disadvantageous Quirks: Addiction (Alcohol or Tob- Disadvantageous Quirks: Addiction (either) or Arro-
acco) or Debt, Curiosity or Enemies, Infamous. gant, Enemies, Coward or Pacifist, Debt or Obligation.
DILETTANTE SKILLS (CIVILIAN) Those involved in field operations may find themselves
Etiquette, Languages (Modern) and Seduction to any in exotic (extremes of temperature and a complete lack
level. Concentration and Criminal are non-Career. of civilised amenities) places and become involved in
Technician, Electronics, Engineering, Medical and “adventures” for the simple fact of where they are.
Science may be taken to a maximum of level four (4). All
other skills may be taken to a maximum of level five (5). ENGINEERING SKILLS (CIVILIAN)
Concentration, Driving (Car, Motorcycle, Truck),
MUSTERING OUT BENEFITS Technician (one only, related to core Engineering skill),
None. With Wealth already, you want more? Environ Knowledge, Languages (Modern) plus one of –
Electronics, Engineering, Military Sciences (Combat
DIPLOMAT (CUNNING) Engineering, Weapon System Engineering only)
The character pursuing this Career serves their nation
in the field of international relations which can inc- MUSTERING OUT BENEFITS
lude political, financial (trade), security and military Quirk: Engineer characters may roll for an free Quirk.
areas as well as assisting their nation’s citizens abroad. Roll 1D – if the roll is lower than their APT, they may
choose an Advantageous quirk from the list below or
DIPLOMAT SKILLS (CIVILIAN) take either 1 AP or 3 SP.
Concentration, Driving (Car, Motorcycle), Environ
Knowledge, Etiquette, Financial, Humanities, Lang- If they roll greater than their APT they must choose a
uages (Modern), Literature (Journalist, Publicist), Rid- Disadvantageous quirk (see list below), at no benefit.
ing, Seduction, Streetwise, Subterfuge (Fast Talk).
They may add a bonus to this roll equal to the number
Military Attachés or Police/Security Liaisons may take of successes they exceed an Average difficulty Task
Army, Navy, Air Force or Marines Careers for Attaché; Check made using APT + Highest Career Skill.
Detective or Police/Security for Liaison plus Etiquette
and Languages (Modern). Cash: If the Quirk Check rolls APT exactly they either
take (2D + APT)% extra cash or take either one 1 AP or
MUSTERING OUT BENEFITS 3 SP or re-roll. No bonus applies to such a re-roll.
Quirk: Diplomat characters may roll for an free Quirk.
58 Roll 1D – if the roll is lower than their CUN, they may Kit: Engineers take a Professional Kit and, if they have
choose an Advantageous quirk from the list below or Technician, a Toolkit and either a Urban or Rural
take either 1 AP or 3 SP. Resident kit (with Environ Knowledge they take both).
AVAILABLE QUIRKS FACTORY SKILLS (CIVILIAN)
Advantageous Quirks: Advanced Tech Possession,
Brick, Robust, Sixth Sense.
Driving (Truck, Semi-Trailer), Design (one), Technic-
ian (one), Environ Knowledge, Language (Modern,
c
one), Streetwise, Concentration.
Disadvantageous Quirks: Addiction (legal) or Enem-
ies, Arrogant or Clumsy, Curious or Honest. Note: A character pursuing this career may spend up to
h
ENTREPRENEUR (COMMAND)
thirty percent (30%) of their pre-game skill points on
skills from the Armed Forces Reserve career, but other-
a
This Career covers running a business – from the wise conforming to that career’s rules.
owner/manager of a small corner store through to the
CEO of a multi-national corporation. MUSTERING OUT BENEFITS
r
These are the managers. They hire specialists to do the
Quirk: Factory Hands may roll for an extra Quirk.
Roll 1D – if the roll is lower than their HLT, they may
a
detail work – accountants, lawyers, programmers etc. – choose an Advantageous quirk or take either one 1 AP
while they take care of the “big picture” and, hopefully,
make a profit to pay the staff their wages and benefits as
or 3 SP. c
well as a return on investment to the stockholders. If the roll is greater than their HLT they must choose
a Disadvantageous quirk (from the lists below), but
t
ENTREPRENEURIAL SKILLS (CIVILIAN) gain no benefit from doing so.
Concentration, Etiquette, Driving (Car, Motorcycle),
Environ Knowledge, Financial, Languages, (Modern), They may add a bonus to this roll equal to the number
e
Streetwise. of successes they exceed an Average difficulty Task
Check made using HLT + Highest Career Skill.
r
MUSTERING OUT BENEFITS
Quirk: Entrepreneurs must roll for an additional Cash: If the Quirk Check rolls HLT exactly they either
Quirk. Roll 1D – if the roll is lower than their CMD, take (2D + HLT)% extra cash or take either one 1 AP or
they may choose an Advantageous quirk or take either
1 AP or 3 SP.
3 SP or re-roll. No bonus applies to a re-roll.
c
Kit: Factory Workers take a Toolkit and, depending on
If the roll is greater than their CMD they must choose
a Disadvantageous quirk (from the lists below), but
the factory location, an Urban or Rural Dweller kit. r
gain no benefit from doing so. AVAILABLE QUIRKS
Advantageous Quirks: Ambidextrous or Lightning
e
They may add a bonus to this roll equal to the number Reflexes, any two of Brick, Likeable, Robust or Toler-
of successes they exceed an Average difficulty Task
Check made using CMD + Highest Career Skill.
ance to Pain. a
Cash: If the Quirk Check rolls CMD exactly they either
Disadvantageous Quirks: Addiction, Disfigured, Illit-
erate or Minor Disability, Poverty .
t
take (2D + CMD)% extra cash or take either one 1 AP or
3 SP or re-roll. No bonus applies to a re-roll. JACK OF ALL TRADES (ANY ABILITY)
Those with this background have learnt a moderate
i
Kit: Entrepreneurs take a Laptop/PDA and a Urban
Resident kit.
level in a lot of skills in the school of hard knocks. They
have a wide variety of skills, often picked up informal-
o
ly, but have no formal qualifications and may lack the
AVAILABLE QUIRKS
Advantageous Quirks: Advanced Tech Possession or
depth of knowledge a trained practitioner has. n
Major Possession (Civilian), Reputation, Sidekick.
If they roll higher than one of either their CUN or DED If the roll is greater than their HLT they must choose
they must choose a Disadvantageous quirk (from the a Disadvantageous quirk (from the lists below), but
lists below), but gain no benefit from doing so. gain no benefit from doing so.
They may add a bonus to this roll equal to the number They may add a bonus to this roll equal to the number
of successes they exceed an Average difficulty Task of successes they exceed an Average difficulty Task
60 Check made using CUN or DED + Highest Career Skill. Check made using HLT + Highest Career Skill.
Cash: If their Quirk Check rolls one of either their Cash: If the Quirk Check rolls HLT exactly they either
take (2D + HLT)% extra cash or take either 1 AP or 3
SP or re-roll. No bonus applies to the re-roll.
c
Kit: Support Personnel take a Toolkit or Professional
Kit. All personnel take a Military Weapon Kit (Enlisted
or Officer, as appropriate) and a Field Kit.
h
AVAILABLE QUIRKS
a
Advantageous Quirks: Major Possession (Military),
Military Rank or Connections, Hero, Lightning Reflex-
es or Situational Awareness.
r
Disadvantageous Quirks: Arrogant, Coward or
a
Disfigured or Thousand Yard Stare, Enemy, Obligation. MERCHANT MARINE (HEALTH)
MUSTERING OUT BENEFITS Most Merchant Mariners work for large shipping con-
r
Quirk: Medical characters may roll for an extra Quirk.
Roll 1D – if they roll lower than CUN, APT or DED,
cerns, but some still work for the modern equivalent of
Tramp Steamers. Likewise, the vast majority are ocean
e
they must choose an Advantageous quirk or take either going, but some ply riverine and lake routes.
1 AP or 3 SP.
MUSTERING OUT BENEFITS
a
If they roll greater than one of CUN or APT or DED
they must choose a Disadvantageous quirk (from the
Quirk: Merchant Mariners may roll for an extra Quirk.
Roll 1D – if the roll is lower than HLT, they must
t
lists below), but gain no benefit from it. choose an Advantageous quirk (see below) or take either
Kit: All medical personnel take a Doctor’s Black Bag Cash: If the Quirk Check rolls HLT exactly they take
and either an Urban or Rural Dweller’s kit (if they have (2D + HLT)% extra cash or take either 1 AP or 3 SP or
Environ Knowledge, they take both). re-roll. No bonus applies to the re-roll.
MILITARY ACADEMY * If the roll is greater than their DED they must choose a
The character is a graduate of their national military Disadvantageous quirk (from the lists below), but gain
academy (Army, Air Force or Navy/Marines) and may no benefit from doing so.
choose an Army, Air Force, Marines or Navy career as
normal with the addition that they may purchase the They may add a bonus to this roll equal to the number
Military Rank Quirk at Commissioned level without the of successes they exceed an Average difficulty Task
need to purchase it at Non-Commissioned level. Check made using DED + Highest Career Skill.
They must spend a minimum of 25% of their SP on the Cash: If the Quirk Check rolls DED exactly they either
Career skills from one of the following careers – Aca- take (2D + DED)% extra cash or either 1 AP or 3 SP or
demic, Diplomat, Engineer or Professional and must re-roll. No bonus applies.
also take Etiquette Skill (a Command based skill) at
least at SL/2 as if they were Career Skills. Kit: Support personnel take either a Toolbox or a
Professional Kit. All personnel take a Field Kit and
They’re “officers and gentlemen” – expected to have at Military Weapons Kit (Enlisted or Officer).
least a basic grounding on how to behave in polite
society and are also expected to have a grounding in an AVAILABLE QUIRKS
academic skill of use to their service (though, of course, Advantageous Quirks: Advanced Tech Possession or
they may pursue a combat command in practise). Major Possession (Military), Military Rank or Connec-
tions, Enhanced Immunity or Natural Linguist, Light-
MUSTERING OUT BENEFITS ning Reflexes or Sixth Sense (Combat personnel only).
Quirk: Military Academy graduates must roll for an
extra Quirk as per their chosen military career. Disadvantageous Quirks: Addiction (Alcohol or Tob-
acco), Coward or Enemies, Pacifist.
* Base Career Ability for determining Wealth in char-
acter creation Step #7 is the Base Career Ability of the OFFICE WORKER (DEDUCTION OR APTITUDE)
military career they are pursuing. An Office worker performs the paperwork (even if it is
mostly electronic these days) that commerce, industry,
NAVY (DEDUCTION) the law and government ticking over. This can any-
The character is a serving member of their nation’s thing from Data Entry operator to Legal Secretary,
waterborne forces. This may be a small coast guard, from Accountant to Clerk, from Print Room Assistant
riverine force or customs service (it may even be part to Receptionist, from Research Assistant to Cashier.
of the Army, especially in landlocked countries) – or it
may be a world-spanning power projection force. OFFICE SKILLS (CIVILIAN)
Driving (Car, Truck). Detective (Practical Research).
SUPPORT PERSONNEL (PARAMILITARY) Literature (Copywriter, Publicist), Technician (Book-
Athletics, Brawling, Driving, Environ Knowledge, Fire- keeper, Secretary or similar). Environ Knowledge.
arms, Languages (Modern), Leadership, Melee (Bayo- Humanities (one). Language (Modern, one). Streetwise.
net, Knife), Seamanship (Seaman, Navigation), Street-
wise, Thrown Weapons (Knife) and either Technician MUSTERING OUT BENEFITS
(one) or one of Electronics, Engineering and Military Quirk: Office Workers may roll for an additional
Sciences. Quirk. Roll 1D – if the roll is lower than one of either
their DED or APT ability, they may choose an Advant-
COMBAT PERSONNEL (MILITARY) ageous quirk from the list below or take either one 1
Athletics, Brawling, Concentration, Technician (Para- AP or 3 SP.
medic), Driving, Environ Knowledge, Firearms, Lang-
uages (Modern), Leadership, Melee (Bayonet, Knife), If they roll is greater than their one of either DED or
Military Sciences, Observation (Sentry), Riding, Sea- APT they must choose a Disadvantageous quirk (from
manship (Seaman, Navigation), Streetwise, Survival, the lists below), but gain no benefit from doing so.
Thrown Weapons (Knife).
They may add a bonus to this roll equal to the number
Navies which have their own air support may add Tech- of successes they exceed an Average difficulty Task
nician (Avionics) and Pilot to either/both of the above. Check made using DED or APT + Highest Career Skill.
62 MUSTERING OUT BENEFITS Cash: If the Quirk Check rolls DED or APT exactly
Quirk: Navy characters must roll for an additional they take (2D + DED or APT)% extra cash or take either
Quirk. Roll 1D – if the roll is lower than their DED, one 1 AP or 3 SP or re-roll. No bonus applies.
Kit: Office workers take an Urban Dweller’s Kit. POLICE & SECURITY SKILLS (PARAMILITARY)
They may add a bonus to this roll equal to the number Disadvantageous Quirks: Arrogant or Clumsy, Cow-
of successes they exceed an Average difficulty Task ard or Pacifist, Debt or Enemies, Easily Distracted or
Check made using DED or CMD + Highest Career Skill. Forgetful.
Cash: If the Quirk Check rolls DED or CMD exactly SPECIAL FORCES (HEALTH)
they either take (2D + Ability Chosen)% extra cash or This is an amalgam of all special forces – regardless of
either 1 AP or 3 SP. No bonus applies. whether military or paramilitary, which means their
degree of “eliteness” will vary somewhat). Special
Kit: Professionals gain a Professional Kit plus either an Forces are special – they are not intended to be used in
Urban or Rural Dweller’s kit. regular situations, but for Hostage Rescue, Comm-
ando Raids, Intelligence ops behind enemy lines etc.
AVAILABLE QUIRKS
Advantageous Quirks: Advanced Tech Possession or SPECIAL FORCES SKILLS (MILITARY)
Major Possession (Civilian), Connections, Likeable or Archery, Athletics, Concentration, Technician (Para-
Reputation or Wealth. medic), Design (Photography), Driving, Environ Kn-
owledge, Firearms, Gymnastics, Languages (Modern),
Disadvantageous Quirks: Arrogant, Debt, Enemies or Leadership, Martial Arts, Melee, Military Sciences,
Infamous, Honest or Poverty. Missile, Observation, Subterfuge, Survival, Thrown
Weapons.
SCIENTIST (DEDUCTION)
Scientists conduct research and/or build prototypes of Where applicable, Special Forces may also have Sea-
things that may be developed by engineers and built manship or Piloting.
by technicians. To make the world a better place – or
do a better job at destroying it! They may work from MUSTERING OUT BENEFITS
offices or the field. Quirk: Special Forces must roll for an additional
Quirk. Roll 1D – if the roll is lower than HLT they must
SCIENCE SKILLS (CIVILIAN) choose an Advantageous quirk from the list below or
Concentration, Driving (Car, Motorcycle, Truck), take either 1 AP or 3 SP.
Technician (one only, complementary to the core
Science skill) or Engineering (one only, complementary If the roll is greater they must choose a Disadvantage-
to the core Science skill) Environ Knowledge, Languag- ous one (see lists below), but gain no benefit.
es (Modern) plus one Science specialisation (or related
specialisations) They may add a bonus to this roll equal to the number
of successes they exceed an Average difficulty Task
MUSTERING OUT BENEFITS Check made using HLT + Highest Career Skill.
Quirk: Scientists may roll for an additional Quirk. Roll
64 1D – if the roll is lower than their DED ability, they Cash: If the Quirk Check rolls HLT exactly they either
must choose an Advantageous quirk from the list below take (2D + HLT)% extra cash or either 1 AP or 3 SP or
or take either 1 AP or 3 SP. re-roll. No bonus applies to the re-roll.
Kit: Special Forces characters take a Field Kit and a
Military Weapons Kit (combine the different parts of
both the Enlisted and Officer variants).
c
AVAILABLE QUIRKS
Advantageous Quirks: Advanced Tech Possession or
h
Major Possession, Military Rank or Connections or
Hero, Enhanced Immunity or Natural Linguist or
a
Lightning Reflexes or Internal Compass or Internal
Clock or Situational Awarenesss. r
Disadvantageous Quirks: Addiction (legal) or Arro-
gant or Debt, Coward or Fugitive or Thousand Yard
a
Stare, Enemies or Infamous or Obligation. roads. Anything from the big Container rigs through
TECHNICIAN (APTITUDE)
to the ubiquitous Courier vans seen on city and sub-
urban streets throughout the world right down to
c
This is also a wide-ranging Career – anyone pursuing
some a non-university technical qualification. They
Motorcycle Couriers. Sorta like a merchant mariner
on dry land, in effect.
t
work (and repair) the machines that keep the modern
world operating – keep books (or typeset or bind
them), wire (and build) houses, assemble (operate and
TRUCKER SKILLS (CIVILIAN)
Athletics, Brawling, Concentration, Technician (Mech-
e
repair) computers, and many similar things. anic), Environ Knowledge, Financial, Languages
(Modern, one), Leadership, Driving (Truck, Semi-
r
TECHNICAL SKILLS (CIVILIAN) Trailer), Seduction, Streetwise.
Brawling, Technician, Design, Driving, Environ
Knowledge, Gambling, Streetwise. MUSTERING OUT BENEFITS
GYMNASTICS
This covers training in a variety of sport based but
Specialisations: Buggy, Camel, Equine (Ass, Horse,
Mule, Donkey), Waggon.
c
basically non-movement related activities. See the
chapter on The Physical World. SEAMANSHIP
Sailing is the art of crewing and commanding a ship
r
Specialisations: Balance, Dodge, Juggle, Throw. and some basic maintenance. Shipwright covers more
advanced repair and maintenance, but is used with
e
Non-movement based in that they do not get a character APT not HLT.
from A to B (which is covered by Athletics skill, see
above), though some movement may be involved. Navigation covers position finding and course plotting
a
MARTIAL ARTS *
and is used with Deduction not Health.
t
Martial Arts covers, generically, different schools of Specialisations: Helmsman, Master’s Certificate (Sail)*,
Unarmed Combat from around the world. Master’s Certificate (Steam)*, Navigation*, Pilot*, Sea-
man (Sail), Seaman (Steam), Shipwright.
i
Specialisations: Block, Hold, Kick, Punch, Sweep,
Throw.
o
Use them to re-create your own favourite Martial Art
Technique – Capoeira to Escrima, Judo to Tae-Kwon-Do.
n
MELEE
Melee covers the ability to fight using hand-to-hand
weapons such as staves, knives, swords, and clubs.
These weapons still have their uses for a silent kill –
and when ammunition for regular firearms runs out!
Basic care is combined with APT not HLT.
A Seaman has practical ship crewing skills, which differ Practical Research indicates an ability to efficiently
considerable for sail and steam vessels. On sailing vessels access Public and Governmental records (though it does
they have special skills relating to the operation and not necessarily grant access to those records).
maintenance of the sails/rigging while on a steam vessel
they have more mechanical related skills. OBSERVATION
The art of keeping watch or being on a stakeout
THROWN WEAPONS effectively and being able to spot anything out of place
Thrown Weapons covers the ability to use weapons or out of the ordinary.
that are normally thrown at the target. Basic care is
based on APT not HLT. Specialisations: Forward Observer, Search, Spot, Track-
ing (Rural), Tracking (Urban), Sentry, Stakeout.
Specialisations: Bolas*, Boomerang*, Grenadier, Jav-
elin, Knife, Lariat, Throwing Stars, War Dart, War Quoit. Tracking allows a character to follow signs left behind
by the (potential) quarry to follow their trail and must be
bought for Urban and Rural environs separately.
CUNNING BASED SKILLS
CRIMINAL Sentry involves actively patrolling an area while Stake-
Criminal skill covers a variety of extra-legal pursuits. out involves passively watching an area.
HLT is in place of CUN for physical maneuvers and
DED is used for the planning phase. SUBTERFUGE
Subterfuge is the art of concealing one’s true motives
Specialisations: Black Marketeer, Break and Enter, in a variety of ways.
Confidence Artist, Cracksman, Fence, Forgery, Hit man,
Mastermind, Mugger, Pickpocket, Smuggler. Specialisations: Concealment, Disguise, Fast Talk,
Forgery, Sabotage.
Black Marketeers can get (or try to get) anything a
character may want, even if illegal (always for a price, Concealment involves hiding objects/oneself “in plain
of course). A Cracksman specialises in safecracking, sight” and being able to find hiding places.
either with mechanical devices or with explosives. A
Fence buys “hot” property – for a considerable mark- Fast Talk is misdirecting or confusing using verbal
down on its actual value, but with no questions asked. trickery – usually only temporarily (eventually the trail
will be picked up or the falsehood discovered).
The Mastermind is the character that does the planning
and organisation of the gang’s criminal activities – esp- Forgery requires a character have a relevant Aptitude
ecially complex activities such as Prostitution, Extortion, based skill and the lower rank of the two skills applies to
the Numbers game and selling “Protection.” any roll required.
Specialisations: Copywriter, Critic, Editor, Essayist, Performance: Actor, Cameraman, Comedian, Dancer,
r
Journalist, Novelist, Playwright, Publicist, Poet. Director, Mime, Stagehand, Singing, Special Effects,
Stunt Man.
e
Copywriter writes advertising copy – or, in wartime,
writes propaganda and conducts psyops. Editors help
authors and journalists write tighter, more logical, and
Some of the other Specialisations – like Cosmetician or
Set Designer are Technician or Design skills but are
a
better structured works. listed here to allow them to be used for specific Careers.
t
Critics deconstruct/interpret works of literature so that SURVIVAL
they can inform others whether to read them or not . This covers knowledge of staying alive in adverse
situations – finding shelter, food and water, avoiding
i
Essayists, Novelists, Playwrights and Poets informing
and/or entertaining their audiences.
getting lost, remaining hidden when and as necessary,
tracking people or animals, and treating basic injuries.
o
Journalists report on and explain events. Publicists are
interested in putting a “spin” on events and misinforming
Specialisations: Escape and Evasion, First Aid,
Hunt/Trap/Gather Food, Navigation, Track.
n
the press and the public in the interests of their client.
Survival is limited primarily to use in rural and wilder-
MUSICIAN ness (natural) environs (Streetwise is for built environs).
Musician is the ability to read and compose music, to
play a musical instrument and to lead (conduct) a The skill assumes the environment gives you something
band or orchestra (it does not cover Singing, however). to work with – finding water in the middle of a desert will
be harder than it in a temperate climate! Still, you have
Specialisations: Compose, Conduct, Play Instrument. a better chance than those without Survival.
Compose is the ability to read and write musical scores. TECHNICIAN * (VARIES)
Conduct is the ability to organise the playing of an Technician apply practical rather than theoretical
orchestra or choir to enhance its performance. Play knowledge – technical rather than scientific (engineer- 69
Instrument is by type, but possibly by family – such as ing would be partway between the two). Technicians
woodwinds, brass, strings, percussion, piano etc. generally follow designs drafted by others (Engineers
or Scientists) to build an item or are limited to repair While this knowledge might initially represent long term
or modification of existing items. residency in (or careful study of) a particular area,
moving somewhere else does not mean the skill is wasted.
Specialisations: Arbalestier, Avionics*, Baker, Black-
smith, Bookbinder, Bookkeeper, Bowyer, Carpenter, A character with this skill has an innate ability to pick up
Computer Tech*, Confectioner, Cosmetician, Dressmak- this information far more quickly than normal, though
er, Electrician, Electronics Tech*, Engraver, Farrier, Gas the speed at which it will be gained for a new area will
fitter, Glazier, Goldsmith, Gunsmith, Hatter, Jeweller, be affected by things such as language/cultural diff-
Machinist, Mason, Mechanic, Nurse, Optician*, Para- erences and is determined in consultation with the GM.
medic, Pharmacist*, Physiotherapist*, Plumber, Secret-
ary, Shipwright, Tailor, Undertaker ... and many more. FINANCIAL
Financial covers all basic aspects of monetary, comm-
These represent practical skills – not design or theory ercial and economic knowledge and practice includ-
(covered by Deduction based skills). The above list is not ing the regulatory rules applicable.
meant to be exhaustive.
Specialisations: Accounting, Commercial Law, Merch-
Paramedic/Nursing specialisations cover First Aid etc. ant, Trading.
(but see Survival also, for a version of these skills).
Accounting deals with the formal structuring of a
Note: The GM is the final arbiter of whether a technical company’s financial operations and record keeping.
skill can be used unskilled or not. Commercial Law deals with contracts and the legal
requirements for running a company.
DEDUCTION BASED SKILLS Merchant deals with the actual entrepreneurial matters
ELECTRONICS * of operating a business for fun and profit. Trading deals
Covers the designing, building, and repairing electric- with make deals – not running a business – but share or
al and electronic devices, including computers. futures trading, for example or simply “facilitating.”
Nope. There are no specialisations. None. However, if the circumstance arises such that the GM
and his players find that neither RtA nor any other
If you really feel the need to split it more finely you PGD games have a skill that covers what they deem
could divide by culture. What may be “high society” in absolutely necessary (or even just “really cool” or “nice
Europe may not be applicable in China, for example. to have”, then it should be easy enough to determine
which of the Attributes should govern it and what, if
LEADERSHIP any, specialisations there should be for it.
Leadership is the art of delegating responsibility and
gaining the trust and loyalty of one’s subordinates. In other words, feel free to add anything you deem
necessary – you have my blessing! And remember to add
Again, no specialisations for this skill. Nada. it to any relevant Career Skill List as well!
This is especially useful in combat and non-combat Of course, as usual, all decisions as to what is, or isn’t,
crisis situations. See the Combat rules for details. appropriate or allowable is entirely at the GM’s discret-
ion – and their decision is final.
SEDUCTION
TECHNIQUES
Seduction is the art of tempting others to do as you
wish, and not just members of the opposite sex You (OPTIONAL)
have a knack for manipulating people into doing what Techniques are a way of further enhancing skills and
you want – even against their better judgement. their game use – by allowing skills to be combined in
very specific ways to do very specific things.
The title and description say it all – and, yet again, no
specialisations. Whereas Skills are wide ranging in their applicability,
Techniques are much more limited in scope, but pro-
STREETWISE vide considerable bonuses within their inherent limits.
This is the mechanical equivalent of the Contacts
Quirk, and allows a character to access all sorts of Techniques cost two (2) points before game start and
services and/or information that would not be avail- five (5) points thereafter. They also require that a
able to a regular joe who just walked in off the street. character have the first listed Skill at level five (5) or
These may be legal, illegal, or merely immoral – but greater and all others at level four (4) or greater.
this skill will allow you to track them down.
When using the Technique, the character may use the
This is an urban version of Survival, and is used in skill level of the highest of the skills as the base skill for
primarily man-made and inhabited environs. And, no, Task Resolution as well as gaining any benefits listed
no specialisations either. You either have it or you don’t. under the specific Technique descriptions.
Finally, an Assassin gains +2D to their Skill Check for Finally, a Ground Attack pilot gains +2D for per point
each point of Luck (experience or full) spent to enhan- of Luck spent to enhance a Ground Attack roll and also
ce an assassination roll and also gains an additional gains +2D if they make it a All Out task.
+2D if they make it a All Out task.
MARTIAL ARTS COMBO
FIRE AND MOVE Martial Arts action, Martial Arts action and (optionally)
Archery (any one) or Firearms (Handgun) or Firearms Martial Arts action
(Longarm [Civilian or Military]) or Missile Weapon 73
(any one) or Thrown Weapon (any one), Athletics (Run), Martial Arts Combo technique allows a character to
Gymnastics (Dodge) combine two or three different Martial Arts specialis-
ations into one fluid action with characteristics of all, For example, a character who takes the technique with
enabling creation of specialised Martial Arts moves. Firearms (Longarm [Civilian]) doesn’t have to purchase
it again when they reach L5 in Archery (Longbow).
For example, a character could do Block, Hold, Sweep
or Punch, Kick, performing them all as one action. Finally, a Snap Shot attack gains +2D for each point of
Luck (experience or full) spent to enhance it and gains
To represent specific Martial Arts the GM may allow a +2D if the attacker makes it a All Out task.
character to choose a specified initial move and then
allow them to change the following moves from use to use. SNIPER
Firearms (Longarm [either]), Observation (Stakeout),
A Karate-like art could be represented by taking Punch Subterfuge (Concealment) or Concentration (may
coupled with any two other moves at the minimum level replace either Observation or Subterfuge)
and still gain the benefit of using this as a technique.
Sniper technique allows a character to stalk, attack
Finally, a Martial Artist gains +2D for each point of and do enhanced damage to their target(s).
Luck (experience or full) spent to enhance an Martial
Arts roll and gains +2D if they make it a All Out task. As long as a Sniper remains undetected they get four
bonus points to spread amongst First Shot, Attack Roll
MELEE COMBO or Damage Roll in any combination (each bonus point
Melee Weapon (any), Melee Weapon (Shield), Athletics is worth one of the following) –
(Run) or Gymnastics (Dodge), Brawling
· -1 DIFF to their first shot in an engagement, rep-
Melee Combo technique allows the character to com- resenting their careful preparation.
bine weapon and shield use with movement and en- · +1D to the Attack roll even when no time has been
abling them to use a shield offensively. spent in preparation, as long as they have not been
“pinned down” yet
When using this Technique the character can count · +1 DAM to their Damage roll
Move, Dodge and Attack as one action.
It is recommended that the Critical Success (Overkill)
The character using the technique takes no penalty for rules for damage be used for Sniper combat for the first
melee attacks at walking speed or slower, and only +1 shot against each target.
DIFF if dodging and moving at running speed or faster.
The key to this technique is remaining undetected.
They may also use the shield offensively combined Attacks (even unsuccessful ones) do not automatically
with one handed melee weapons – two attacks as one mean the Sniper is detected. People will know that they
action, though separate Task Checks are required. are there – somewhere – but that’s not good enough.
Once this has been taken for any Melee specialisation, it · If the target is killed in one shot then they die
applies for the others when they are gained at level (5). silently and, unless in plain sight, un-noticed.
For example, a character who acquires the technique Knowing a Sniper is out there “somewhere” isn’t good
with Melee (Sword) does not have to purchase it again enough to change this. Their location must be pinned
when they reach level five in Melee (Axe). down spread amongst the opposition (so shooting the
guy who’s just seen you is a good idea).
Finally, a Melee Combo attack gains +2D for each
point of Luck (experience or full) spent to enhance it Even when spotted, the Sniper may attempt to regain
and gains +2D if the attacker makes it a All Out task. concealment by moving from their current position or
attempting to kill the spotter before the spread the word.
SNAP SHOT
Archery (any one) or Firearms (Handgun or Longarm Snipers who are on the ball can be extremely nasty
[any]) or Thrown Weapon (any one), Observation
(Sentry), Concentration TANKER
Driving, Firearms (Automatic Weapons, Heavy Weap-
Snap Shot technique enables a character to draw (or ons) and/or Military Sciences (Indirect Fire Artillery)
ready for firing), aim and fire a holstered or slung
weapon as one action – making it handy in surprise Tanker technique is for armoured/combat ground
situations where a “quick draw” is required. vehicle crews and allows them to move and fire at the
74 same time – counting Move and Attack as one action.
Once this technique has been acquired for any one of the
initial three Skills, it applies for the others at level (5). They also take only a +1 DIFF for firing (even at
moving targets) while their vehicle is moving. sentries or alarms even if the Infiltrator who made the
This aspect does not have to be military related – it can It allows an Artisan to increase the actual value of any
just as easily be applied to looking at evidence of animal item that they work on.
(or peaceful human) activity and allows the Scout to
acquire as much information, but appropriate to what- A successful Difficult task check results in an increase
ever the specific situation they are examining. of 50% plus 10% per level of Critical Success (Overkill)
achieved; a successful Unlikely task check results in an
This makes them especially valuable in the intelli- increase of 100% plus 25% per level of Critical Success
gence gathering process and units will try to ensure (Overkill) achieved, and a successful Impossible task
that at least one person with this sort “skill” is in- results in an increase of 200% plus 50% per level of of
volved in information gathering patrols they send out. Critical Success (Overkill) achieved.
A Scout has an uncanny ability to sense danger, An Artisan can only improve items appropriate to the
including the most carefully prepared ambushes, and skills they have chosen to be a basis of this Technique.
always ignore any penalties that would normally be
applied to such rolls based on the actions of the A character with Tech (Mechanic) and Design (Metal
76 ambushers – with one exception. Casting) could modify sports car, but not a gun – which
would require Tech (Gunsmith) and a Design specialisat-
If a Scout sets an ambush, then any other Scout ion – say Engraving or Metal Casting.
Enhancements take time and cost money. At Difficult
they take a base of (1 day + 1 day/level of value
increase); at Unlikely, a base of (1 week + 1 week/level
c
of increase), and at Impossible a base of (1 month + 1
month/level of increase). h
If it becomes an important fact, an Artisan can work
on up to (Aptitude + Technician) items simultaneously.
a
Time requirements must be rigidly enforced to ensure the
technique is not abused. The process also assumes the
r
Artisan is working an 8 hour day/40 hour week and that
time is not available for regular adventuring.
a
DIFF (10% improvement) in two at Unlikely level
Actually, it isn’t likely that an Artisan character is work-
ing full time on a single project, but they are assumed to
· a -3 DIFF (30% improvement) in one area or -3 DIFF
(30%) spread between 2-3 areas at Impossible level.
c
be spending the rest of their time on their professional
work in related areas, not on “adventuring.” It is possible (if the GM allows – because he believes the
t
improvements are possible in the “real world”) to “imp-
The basic cost is equal to the basic cost of the item
being modified plus material cost equal to (100 -
rove” an item several times over, with each attempt
costing more time/money and additional checks.
e
[Technician Skill x 10])% of the value increase.
Cost for successive attempts is based on the modified cost
r
This basic cost may be reduced by 10% for each level of the item after previous improvements, not on the
of Critical Success (Overkill) success that the artisan original base cost, so all of this can get quite expensive.
achieves on a technique roll of +1 DIFF less than they
were required to make for the value increase roll (but
never to less than 110% of the basic cost).
Note: The GM always has final approval as to what
aspects of an item or mechanism can be improved and
c
how much they may be improved.
Cost reduction skill needs to be closely watched to
prevent abuse. Note that you can’t really tell in advance When an Artisan spends Luck (experience or full) on
r
exactly how much the additional material will cost. any artisan related roll, they get +2D for each point
expended – for a All Out task they also get +2D.
e
Say you wish to modify a .45 Automatic Pistol that costs
$250 new. You choose to go with just the minimum
improvement and a Difficult Check, which is successful
Finally, an Artisan gains a +2D bonus when repairing
or maintaining items within their normal competence.
a
and gains an extra success.
When anyone is attempting to repair or maintain an
t
So, the Automatic is now worth 60% more ($150), or artisan-modified item or mechanism that they did not
$400. The cost of the improvements are, for a minimal
Artisan (level 5 Tech), (100 - 50) = 50% of $150, or $75.
modify themselves, a +2 DIFF penalty applies to all rolls
(putting non-artisans at a disadvantage but only neg-
i
If the Artisan makes a Hard Task check with one extra
ating the Artisan bonus above for Artisans).
o
success, then this would be reduced by a further 10%, to MCGUYVER
$67.50 – giving a profit of $82.50. Technician (Electrician and Mechanic), Survival
(Escape and Evasion), Military Sciences (Unconvention-
n
The process takes two days (base one day plus an extra al Warfare).
day for one level of value increase). An Artisan with CRE
(3) and Gunsmith (5) could work on 8 projects at a time. This technique (named after the 1980’s TV series
McGyver, though spelled differently in military par-
The improvements achieved may be more than just lance) allows the character to take anything simply
artistic – they may actually improve the effectiveness laying about and turn it into an improvised weapon
of the item in practical ways. or tool and use the tool/weapon in to their advantage,
regardless of the situation they’re facing.
Actual improvements possible depend on the nature
of the item being worked on but, in general, allow – McGuyvers are able to make improvised tools from
anything that will allow them to perform basic skill
· a -1 DIFF (or a 10% improvement) in one area at functions at no penalty where the lack of tools would 77
Difficult level normally attract such a penalty. Indeed, they can even
· a -2 DIFF (20% improvement) in one area or a -1 make the use of the skill in question where it would
normally be impossible – as long as they can come up Command, they gain a +1D bonus to their attempt.
with some bafflegab “explanation” that the GM finds
halfway believable. If they have recently performed before an audience (or
are currently doing so) that includes those they are
McGuyvers can always find something on their person or attempting to Command, then the gain a +2D bonus.
in their immediate vicinity even if they have been
carefully searched and left in a bare cell. A Star draws a “regular” monthly income (in the sense
that they get an income every month, not that it will
The worst possible outcome will be that the tools are not be the same amount gained every month) equal to
as speedy to use as “regular” tools and task resolution either $(Number of Successes in a Star Technique Roll
check will take longer as a result. x 1000) or double what they would get if they possess
the Wealthy Quirk, whichever is the greater.
A MacGuyver gets a +2D bonus to task checks to create
more complex devices out of materials available close This assumes that the Star character has the chance to
at hand, though for extremely complex items they may perform that month – or, if they have been settled in a
only be able to ensure that they work once. situation for long enough, are enjoying “royalties” or
deferred payments from previous months performances.
McGuyver may also be used to improvise weapons –
If they are currently short of funds, they can put on an
· Melee weapons that can do +1 DAM impromptu performance and gain $(Number of
· Thrown Weapons that can do +1 DAM and which Successes in a Star Technique Roll x 250).
have a range of (5/10/15/30)
· Missile Weapons that can do +1 FAT and have a Additionally, in a Road to Armageddon setting they
range of (5/10/20/40) or Firearms that do +1 DAM can parlay this performance into access to item(s) or
and have a range of (5/10/40/75). service(s) that are otherwise unobtainable.
The amount and type of materials available determine This doesn’t mean that they can ask for and get an M-1
which of the above weapons might be constructed. In Abrams MBT unless there are actually some still avail-
order of Difficulty it would be – Melee (DIFF 4), Thrown able – but they would be offered a close equivalent.
(DIFF 5), Missile (DIFF 6) and Firearm (DIFF 7).
They don’t get to keep it – they get the services of it, and
When expending Luck points on a McGuyver roll, they its crew (as needed) for a “reasonable” length of time
get a +2D bonus for each point of Luck (experience or (GM’s determination) – though they may be able to
full) spent, if they make it a All Out task they get +2D. “renew” their access by further rolls down the track.
Finally, a McGuyver can always find a way out of a On the other hand, if all they want is a can of Coke,
scrape – even certain doom. Always. someone will find one that they’ve been saving for a
“special occasion” and give it (or sell it, depending on the
If it seems as if there isn’t a way out, its because its not success of their performance) to them.
at all obvious. In such a “death trap” situation, the
McGuyver can personally escape at a cost of one (1) Even though the last Coca-Cola bottling plant was closed
FULL Luck point. They may find a way to save others (or destroyed) years before. Stars get perks like that
in their party at a like cost to each comrade. because, well, they’re stars.
Yes, McGuyver characters can spend more Luck points This does not give them access to items/services that
than they currently have. Of course, there will be a are illegal or highly restricted for civilians (or, per-
downside to doing so. See the Luck rules. haps, for anyone without the correct “authorisation”).
DEDUCTION BASED
and also gains +2D if they make it a All Out task. r
GADGETEER
Engineering (any), Technician (Electronic and
LIBRARIAN
Humanities (Information Technology) or Humanities
a
Mechanic), Concentration (any two), Language (Modern or Ancient), Detective
Finally, a Fixer gains +2D for each point of Luck Exactly how improbable depends on how cinematic
(experience or full) spent to enhance a Fixer roll and you wish your campaign to be.
also gains +2D if they make it a All Out task.
The default setting for RtA is for a somewhat cinemat-
Some goods and services simply aren’t available – it’s not ic situation – short of a full Hollywood “action ad-
that they are difficult to obtain (additionally, some will venture” level (especially character level damage).
be so difficult to acquire as to constitute a role playing
adventure) – there are simply none available. A Fixer These are the most difficult part of designing a GM
will know when that is the case if they succeed. introduced technique – getting the balance correct
without allowing characters to become too power-
It may be that the item(s) aren’t available locally – in ful and, potentially, damage anything resembling
which case maybe they Fixer can arrange to have them game balance.
brought in from outside, if the roll was successful How-
ever, as GM, feel free to simply say “no” to the outland- This last step requires special care and a great deal
ish requests your players will, eventually, make. of consideration of just how a player character may
abuse it ... and they will if you’re not very careful!
Likewise, in a game covering an underlying military In the example mentioned above, five players and, there-
r
background, issues of rank and authority become ...
Problematic.
fore, around 20 people in the larger unit, you have an
under strength Rifle Platoon – which should have a
a
junior officer (or senior NCO) in charge and two or three
Reality limits the number of Officers and NCOs
possible in a unit of a given size, yet groups of players
Squads with at least one, probably two, NCOs in each. c
will often wish that an unrealistic number of their
characters possess such benefits.
Of course, it is possible that it is a specialist unit –
perhaps it is the HQ Platoon of a Rifle (or other type of)
t
Company, in which case it will include a Captain or
MILITARY UNITS/TROUPES
Major, commanding, a slightly more junior Officer as
Adjutant, and other senior NCOs and private soldiers
e
To minimise the impact of the occasional, inevitable,
death on the flow of the game, and simultaneously
with specialised skills.
r
providing some level of flexibility in the availability of In the chaos of the 3WW, of course, the organisational
rank and authority, it is strongly suggested that a charts might well be – munged. Stragglers attaching
Player Character party be represented as a military themselves to the unit ... giving more Officers, though,
unit and no just as individual characters. perhaps, not line officers (e.g. a Doctor, who is an officer
but who doesn’t normally command combat troops).
c
PC NUMBERS AND UNIT SIZE
The size of the unit that the PCs belong to needs to be
based on the GM’s estimate of how long the campaign
NCO AND OFFICER DISTRIBUTION
As much as the Players may like, not everyone can be
r
is likely to last and how lethal he intends it to be. an NCO or Officer. As a rule of thumb, units have –
e
A good rule of thumb is to allow 2-3 additional char- · 1 (Lance) Corporal and 1 Sergeant per 6 Privates.
acters for each PC in the party.
· 1 Platoon Sergeant per 3-4 Sergeants.
a
For example, if there are 5 Players who have generated
characters for the game, the overall unit size would be 5 · 1 Warrant Officer per 3-6 Platoon Sergeants.
t
+ (5 x 3) = 20 men.
Not a good trade off. However, they will also bring with them a variety of
skills from their pre-military civilian life as well as
Keep this in mind when your players are designing “hobby” skills that can quite possibly be held at levels
their characters – nudging them in the right direction. as high as their expected military skills.
TROUPE/UNIT SKILL BASE That plain Combat Rifleman with a secondary Scout
One common problem is that Player preference often specialty could well have been a keen builder and
means a group may not cover a wide skill base – and pilot of ultralight Aircraft in his spare time and may
this can limit the missions they can be easily handle. have worked as a Carpenter in his civilian incarnation.
One way to deal with this is through the use of NPC In a RtA campaign, he is most likely a conscript or
hirelings (or personnel assigned by higher command), National Guardsman/TAVR (or equivalent) “part time”
but this has its own problems – players tend to use soldier and has higher levels of skill in his hobby/civilian
such NPCs as cannon fodder. career than he did (or does) in his military skills.
A better way of providing for a wide skill base is, of In short, having a Troupe based on a military unit allows
course, through the use of Troupe play. The Players the players to have access to some really off the wall
are encouraged to create their favoured character skills in quite a reasonable way ... which, in turn, allows
“type” for initial play, and probably as a couple of the Players to have a considerable degree of flexibility in
84 backups, but are also encouraged to create further the way in which they can handle a wide variety of
backup characters that have a variety of skills they do adventure scenario types.
not normally choose.
MULTINATIONAL RANKS c
The following tables provide a simplified selection of
ranks for Private Soldiers, Non Commissioned and
while their Substantive (Peacetime) rank is much lower
– and yet others will simply be doing the job because
h
Commissioned Officers of the main Western Allied
and Russo-Japanese forces (or allies of the latter) likely
their superior(s) were all killed and there is no-one else
qualified.
a
to be encountered in the European and Far East
Theaters during the Three Way War. Note: Yes, it’s the British Army, not the Royal Army –
but it’s the Royal Navy and Royal Air Force. Likewise,
r
Because of wartime casualties, many military and
paramilitary forces will have positions being filled by
it’s the Canadian or Australian Armies, but Royal Can-
adian/Australian Air Forces/Navies (the British have
a
personnel of a much lower rank than would be normal historically mistrusted the Army as a potential force of
in peacetime. Some will have a formalised “Acting”
status, others Brevet (or “Hostilities Only”) promotions
repression, way back even before the Civil War [1642-51,
not 1861-65])
c
GRADE US ARMY BRITISH ARMY GERMAN ARMY FRENCH ARMY CANADIAN ARMY t
OR1 Private Private Soldat Soldat 2éme
Classe Private (Basic)
OR2 Private 1st Class Lance Corporal Gefreiter Soldat 1ére Classe Private e
OR3 Corporal Corporal Unteroffizier Brigadier ou Caporal (Master) Corporal
OR4 Sergeant Sergeant Unterfeldwebel Maréchal du Logis ou Sergent Sergeant r
OR5 Staff Sergeant Staff Sergeant Feldwebel Maréchal du Logis-chef Warrant Officer
OR6 Platoon Sergeant – Oberfeldwebel Adjutant Master WO
OR7 Master Sergeant CSM/WO2 Stabsfeledwebel Adjutant-chef Chief WO
OR8 Sergeant Major RSM/WO1 Hauptfeldwebel Major Formation/Command CWO c
GRADE US ARMY
CR1 2nd Lieutenant
BRITISH ARMY
2nd Lieutenant
GERMAN ARMY FRENCH ARMY
Leutnant Sous-lieutenant
CANADIAN ARMY
2nd Lieutenant
r
CR2
CR3
1st Lieutenant
Captain
Lieutenant
Captain
Oberleutnant
Hauptman
Lieutenant
Capitaine
Lieutenant
Captain
e
CR4
CR5
Major
Lt. Colonel
Major
Lt. Colonel
Major
Oberstleutnant
Chef de Battalion
Lt. Colonel
Major
Lt. Colonel
a
CR6
CR7
Colonel
Brigadier General
Colonel
Brigadier
Oberst
Generalmajor
Colonel
Général du Brigade
Colonel
Brigadier General
t
GRADE
OR1
ROK ARMY
Yi-byeong Private
PLA RUSSIAN ARMY JAPANESE ARMY
Ryadovoi Ittohei
KPA/KWPA
Chonsa
i
OR2
OR3
Il-byeong
Sang-byeong
Private 1st Class
Junior Sergeant
Yefreitor Heicho
Mladshiy Serzheant Gocho
Hagup-pyongsa
Chungup-pyongsa
o
OR4
OR5
Byeong-jang
Ha-sa
Sergeant
Senior Sergeant
Serzheant Gunso
Starshiy Serzheant Socho
Sanggup-pyongsa
Hasa
n
OR6 Jung-sa Sergeant 1st Class Starshina – Chungsa
OR7 Sang-Sa Master Sergeant Praporschik – Sangsa
OR8 Won-sa/Sun-im Won-sa Chief Sergeant 2nd/1st Class Starshiy Praporschik Jun-i Tukmu-sangsa
GRADE ROK ARMY PLA RUSSIAN ARMY JAPANESE ARMY KPA/KWPA
CR1 So-wi Second Lieutenant Mladshiy Leytenant Sho-i Sowi/Chungwi
CR2 Jung-wi First Lieutenant Starshiy Leytenant Chu-i Sangwi
CR3 Dae-wi Captain Kapitan Tai-i Taewi
CR4 So-ryeong Major Mayor Shosa Sofwa
CR5 Jung-ryeong Lt. Colonel Podpolkovnik Chusa Chungjwa
CR6 Dae-ryeong Colonel Polkovnik Taisa Sangjwa
85
CR7 Jun-jang Senior Colonel General Mayor Shosho Taejwa
GRADE US NAVY ROYAL NAVY ROYAL MARINES BUNDESMARINE MARINE NATIONALE
OR1 Seaman Apprentice Able Seaman Marine Matrose Matelot (Brevete)
OR2 Seaman – Lance Corporal Gefreiter Quartier-maitre de 2e Classe
OR3 Petty Officer 3rd Leading Rate Corporal Ober/Hauptgefreitor Quartier-maitre de 1re Classe
OR4 Petty Officer 2nd – – Stabs/Oberstabsgefreitor Second Maitre
OR5 Petty Officer 1st Petty Officer Sergeant Maat/Obermaat Maitre
OR6 Chief Petty Officer Chief Petty Officer Colour Sergeant (Ober)Bootsmann Premiere-Maitre
OR7 Senior CPO WO2 WO2 Hauptbootsmann Maitre Principal
OR8 Master CPO WO1 WO1 (Ober)Stabsbootsmann Major
GRADE US AIR FORCE ROYAL AIR FORCE LUFTWAFFE ARMEE DE L’AIR LÉGION ÉTRANGÈRE
CR1 2nd Lieutenant Pilot Officer Leutnant Sous-lieutenant Sous-lieutenant
CR2 1st Lieutenant Flying Officer Oberleutnant Lieutenant Lieutenant
CR3 Captain Flight Lieutenant Hauptman Capitaine Capitaine
CR4 Major Squadron Leader Major Commandant Commandant
CR5 Lt. Colonel Wing Commander Oberstleutnant Lt. Colonel Lt. Colonel
CR6 Colonel Group Captain Oberst Colonel Colonel
CR7 Brigadier General Air Commodore Generalmajor General de Brigade Aerienne General de Division
· FN P90 SMG. $1000, 6 x 50 round magazines. Rolling 9D normally generates 2-3 Successes, so
· +4D Telescopic Sights. $3750 (for the L42a1) Jane will have no difficulty finding a Nest and is
· 4x Binoculars. $2500. very likely to find an Escape route, but not as likely
· PASGT Body Armour. $1250 (3 FAT, 6 DAM) to find both together. Without modifiers.
· PASGT Kevlar Helmet. $50 (3 FAT, 3 DAM)
The most obvious one is added. The GM decides
For a total of $7550, leaving $7450 for other personal she’ll get +1d for each extra 5 minutes – but that
equipment and, possibly, a vehicle (or a share in one an enemy force is nearing and taking too much
with one or more other PCs). time will mean they’ll arrive before she can finish.
The GM determined that Jane’s particular SAS unit was Jane decides to spend 20 minutes, for +3D (the first
88 posted to West African and she managed to acquire the 5 minutes is the base time period), for a total of
P90 SMG from ex-Nigerian government sources while 12D – which will probably generate 4-5 successes,
there. The rest of the stuff is generically available. enough for her to find her Nest with escape route.
BRIAN JONES, WAR CORRESPONDENT
In this instance, the player has decided that he wishes
to run a Civilian character – a War Correspondent
c
who has been embedded with a front line unit.
Fixer Technique Leaving him with $3000 for other gear and, possibly,
a share in a vehicle.
Brian has Streetwise/5, Environ Knowledge/4 and
Concentration/4 – the minimum requirement is Street- SKILLS IN PRACTISE
wise)/5 and the other two at Skill/4). So, how do Brian Jones’s skills stack up? Remember,
all Skill Levels add +1 to determine the Check Number.
At this point, Brian is ready to Muster Out, and he can Lets look at several –
add a bonus equal to the number of successes a (DED
+ Highest Career Skill) Check against Average DIFF Observation/2, Stakeout/4. Brian has informat-
makes. That is (6 + 6) = 12D vs DIFF 3. He rolls 3 ion that this Port Harcourt Office Building is a
Successes (i.e. 8+), for a -0 DIFF to Mustering Out. front for a Boko Haram espionage cell – but he
doesn’t know which one. Short of breaking in to all
For Mustering Out, he may roll for an Extra Quirk, of them, his best shot is to observe the comings and
which he decides to do, and rolls 1D = 9 which is goings from a concealed (or at least non-obvious)
higher than his DED/6. This means he must take a spot – the very definition of a Stakeout.
Disadvantageous Quirk. Looking over the list, he
chooses to take – The GM determines that doing so and remaining
successfully unnoticed is Hard DIFF. Brian’s
Enemies (Boko Haram) Stakeout has CN/4+1 = 5, to which he adds his
CUN/5 as the governing Ability, for a Task Code of
Which goes with the territory – somewhere along the 10D4. He has to roll 4 or more successes on 10D,
line, his coverage of ‘unrest’ in Nigeria/West Africa which will normally roll 3-4 Successes.
really got up the nose of Boko Haram’s higher echel-
ons, and they have a ‘hit’ out on him … and their He takes a chance, and goes without any further
connections with the Caliphate mean that Brian is not modifiers, and rolls 3, 4, 8, 9, 0, 2, 6, 8, 7, 1 for four
necessarily safe even outside of Africa. successes and a re-roll (for the ‘0’), which only
comes up as a 1.
He also determines at start Experience in each Attrib-
ute, which must be distributed among the skills that That’s a normal success, so he waits several hours
have that governing Attribute (if any) – and is able to put together a plot chart that finally
pinpoints the office the Cell is operating from.
· HLT = 6 EP.
· CUN = 10 EP. · Environ Knowledge/2, 3rd World War Zones/4.
· APT = 6 EP Brian needs to find someone capable of (and po-
· DED = 10 EP tentially willing to) smuggling an associate of his
· COM = 8 EP out of Makurdi, where Boko Haram are purging
(murdering) anyone with any ‘un-islamic’ connect-
He then determines his starting Budget by rolling (2D ions, down to Port Harcourt.
x DED x 250), rolling 8. This gives him $(8 x 6 x 250)
= $12000. He also gets a Laptop and either an Urban He knows that there are smugglers who move oil
or Rural Dweller Kit … he takes the Rural Dweller one and other goods up and down the Niger and who
($1000 worth of camping and survival gear and a Bolt will be able to divert towards Makurdi and pick up
Action Rifle/Double Barrel Shotgun or $500 off a his friend – but only in the sense that he knows
Semi-Auto Rifle or Pump Action Shotgun). that they existed before the Civil War and probably
still do. In order to find them, he will have to use
Brian’s player confers with the GM, arguing that his his Environ Knowledge.
Pistol specialisation should mean he gets a free or
subsidised Pistol … and the GM agrees. So he takes a The GM determines that this is actually Difficult
S&W Model 27 .357 Magnum Revolver ($250 with DIFF. With DED/5 + War Zones/4, this gives a Task
discount) and 4 speedloaders. Code 9D5.
Out of his remaining $11750 he purchases – Brian’s 9D will normally roll 3-4 successes, which
is not enough to be certain, so he decides to spend
· Kevlar Tactical Armour, $750 (3 FAT, 5 DAM) extra time – the GM decides that this will be in 1
90 · Medium Ceramic Inserts, $1000 (+2 FAT, +2 DAM) hour increments. Each additional hour is -1 DIFF,
· PASGT Kevlar Helmet, $50 (3 FAT, 3 DAM) so he spends 3 hours for -2 DIFF, reducing TC to
· Small Solar Charger, $100 9D3 which he should be able to finesse easily.
g
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91
GAME SYSTEM
This chapter deals with the core element of the D10 your way to work when you get a flat, at worst you will
Game System – the Task Resolution and the more be late – and that’s rarely fatal.
specialised Combat/Crisis Resolution mechanics.
On the other hand, if fixing the flat quickly means
TASKS & TASK CHECKS getting to the airport for the last plane out of town before
the Nuke left by al Quaeda explodes – that’s problematic!
The key element of any role playing game is a method
for determining what a character’s chance of succeed- TERMINOLOGY
ing at a specific action might be. In the D10 System (Base) Task Number (BTN or TN): A Dice Pool equal
his is done through the Task Check procedure. to the Attribute connected to the Skill the Task Check
is based plus the Check Number (CN) of the Skill.
WHAT IS A TASK?
A Task is any situation where one or more characters A character with Health/3 and Firearms CN/3 (i.e.
needs to determine whether they are successful in Skill/2) would have BTN/6. That is, you will roll 6D.
performing either a single discrete action or a closely
related set of actions. Check Number (CN): This is the character’s purch-
ased level in a skill plus one (+1).
WHEN IS TASK RESOLUTION NECESSARY?
Not all Tasks need to follow a mechanistic resolution Yes, that means the minimum Check Number = CN/2.
procedure – only those for which success is seen to be
problematic (i.e. uncertain). Modified BTN: The sum of the BTN and any modifiers
applicable to the specific Task. Modifiers are normally
Driving long the Interstate isn’t normally problematic, for Time and Other factors (qv).
regardless of skill level. Weaving in and out of traffic to
dodge maniacs firing automatic weapons at you – that is Other (Modifier): Any other modifier that adds dice to
problematic, and requires a Task Check. the BTN to create the Modified BTN. These are norm-
ally the result of Situational factors relating to the
Even where success may seem to be certain, if there is specific circumstance or because of bonuses resulting
deemed to be a chance that completion may be delay- from Quirks and/or Techniques.
ed, and such delay could be problematic, then a mech-
anistic resolution process may also be necessary. Success/Successes: A Success is achieved when one of
the dice rolled in a Task Check shows a result of 8+
Fixing a tyre is so simple it is a certainty – but, if it needs (that is, 8-9-0).
to be done at speed by an Indy 500 pit crew, then the
speed at which the change is finished is problematic! Any result of zero (0) may be re-rolled for a possible
additional success (on the usual 8+).
Even for such tasks (with problematic outcomes or
delays), not all need be resolved mechanistically. Only This applies even to additional dice resulting from such
those where the consequences of failure or delay in rerolls – if you keep scoring zero, you keep rerolling!
completion would be … unpleasant.
For some Task Checks to be successful, more than one
Changing a flat tyre will take a variable amount of time, Success must be scored (see Task Difficulty, below).
and so is potentially problematic. If you’re simply on
Task Code (TC): The TN and the Task Difficulty (DIFF)
in the format xDy, where “x” is the TN and “y” is the
relevant Task Difficulty. This is the format for all Task
Codes as Modifiers (for Time or Other) will vary from
situation to situation.
Sometimes the results will be (or will seem to be) These will be situational, eg you may have to perform a
“black and white” – in combat, you either hit or mechanical repair on your Pickup – and, yes, you have
miss for example – but that’s not always the case. tools. However, if the repair really requires a garage –
there is a penalty for not having a full range of tools.
If you’re searching a house for a hidden safe that
contains the document you need, failure means … Other Modifiers will normally range from +6D to -6D, but
what? If the document is a necessity for progress, several may apply simultaneously.
then failure – total, complete, absolute and utter
lack of success – and the adventure grinds to a halt. Impossible Tasks. Sometimes resolving a situation is
more problematic than normal, which may be for a
Possibly permanently (all too often in linear, variety of reasons, some of which include –
commercially available scenarios).
· It really is impossible to resolve by Skill Use.
Is this what you want? More importantly, is it even · It is impossible to resolve as it is currently framed.
realistic? · It is impossible to resolve with the Skills available.
· It is impossible to resolve with the Gear available.
Surely the most likely outcome of “failure” in
such a case is that the searchers simply tear the As currently framed. If you can’t get through a jammed
house apart, spend more time, or get in a different door or caved in corridor, perhaps you can backtrack or
search team, or apply some technology … find a way under, over or around or if you can’t defuse
something. the bomb, perhaps you can move it to where it won’t do
any (or as much) harm.
The real result of “failure,” so called, will, most
likely, be a delay in progress. Even in real life this With the Skills available. You can’t do Brain Surgery
won’t always mean complete, total and utter failure with Mechanical Engineering skill … or vice versa, for
of the entire mission … and it certainly shouldn’t that matter. Being an expert Electrical Tech won’t help
in a role playing game, either! you doing Library Research. A Fighter Pilot isn’t necess-
arily a leader of men (Command).
What is more than likely is that the characters will
suffer a setback – or the next scene will find their With the Gear available. You can’t perform Brain Surg-
quarry/opponent(s) with an advantage (though ery with your bare hands even if you are a Surgeon, or
not one that means that they will be certainly, or access the Internet with a rotary dial Telephone. And
even ultimately, successful). repairing a Fighter Jet’s flak damaged engine with a
Swiss Army Knife is a non-starter.
The PCs may have lost this round. But, somehow,
there will be the chance of a rematch … where ROLL THE DICE AND CHECK SUCCESSES
they will have another chance to take down the Each Die rolling an 8+ (that is, an 8-9-0) counts as a
seemingly invincible villains. success – and the total number of successes is checked
against the Difficulty of the task.
That may not be the case, always, in real life – but
a role playing game isn’t really about fully repre- Each die that rolls a zero (0) counts as a success, and
senting real life. For the most part, the “good may be re-rolled for a possible additional success.
guys” win through in the end.
Dice may continue to be re-rolled as long as you keep
Though possibly (probably, if they are real klutzes on rolling zeroes (there is no upper limit).
or hugely unlucky at key moments) at great cost!
This makes it possible to succeed at tasks where the
Remember this both when writing up your DIFF is greater than the BTN (that is, greater than the
planned scenarios (or allow for it when using number of dice initially rolled).
94 commercial ones that don’t allow for it) and also
when considering the results of “failure.” If a character rolls 4D, and the results are 3, 4, 8, 0, then
they have scored two successes and a re-roll. If the
re-rolled die is 8+, it is another success - and if it is a zero
(0), then it counts as a success and allows another re-roll.
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Note: This applies only to dice rolled for Task Checks,
and not for Damage Dice. a
If the Check roll doesn’t generate enough “successes”
to equal/exceed the Difficulty (DIFF), it is a Failure.
m
If the roll fails to even a single success it is a Critical
Failure (see Shortfalls and Critical Failures, below).
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If the Check roll generates enough “successes” to
equal/exceed the Difficulty (DIFF), it is a Success.
Yes, random events do happen. In combat, the If they rolled one success, they would be successful only
shot that misses the target may well hit someone at a DIFF 1 task and fail those of higher difficulty. If they
miles away … someone unaware, even, that there’s rolled two successes, they would be successful at tasks up
a combat going on … miles away. to DIFF 2 and fail at those of DIFF 3 or higher.
S*** happens. Unless they can scare up some additional dice (for Time
expended, or for Other modifiers) or they manage to roll
However, it doesn’t happen as frequently as it some zero (0) results, allowing for additional dice to be
seems to in some RPGs. rolled, they cannot succeed at DIFF 6+ tasks.
And in the D10 system, as noted elsewhere, the It may still be worthwhile to attempt such tasks – where
96 characters are the “heroes” of the story – so they even “failure” will reduce the effects of or slow down
get cut some real slack. something where not trying at all would be even worse
(see What Failure Represents elsewhere).
SUCCESS SHORTFALL AND CRITICAL FAILURE
Failing is one thing. The results may not be all that
bad – and you can, in most cases, try again and again
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until you succeed, possibly with no particular penalty.
The penalty for a Shortfall equals the DIFF of the task Critical Failure: Occurs where the Check fails and all
attempted. The character who failed the roll must
choose from amongst the following –
the dice rolled turn ones (1). s
· Time Delay: Lose effective Time (and any relevant
A 7D5 task scores a Critical if the Check failed and all
seven dice rolled a 1.
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bonus dice) immediately. The amount of DIFF
absorbed is equal to cumulative value of the time
lost. One Pulse absorbs 1 DIFF; 2 Pulses absorbs 1
Yes, that would be very rare. Extremely so. Critical
Failures are deliberately less likely in the D10 System as
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+ 2 = 3 DIFF and so on. a design decision (explained elsewhere).
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This represents a gear glitch/distraction. It must be The penalty for a Critical Failure depends Task DIFF.
taken immediately – pre-empting any action. No
action may be performed until the lost time is used.
The character at whom the failed roll was directed (or
a random character from the opposing side, if not
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Any that cannot be achieved in any time that remains
directed specifically) chooses from amongst the possib-
ilities detailed for Shortfall (see above).
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may be partially attempted (such as movement) but
must be converted into a Held Action if it would have The fact that the opposition gets to choose is the kicker
to spread across to another Combat Phase. here, rather than increasing the amount of the effect.
· Dodge Loss: Lose 1D from inherent Dodge for the TASK CHECKS AND UNSKILLED SKILL USE
next action targetting them (within the next six Where a character does not have any skill at all in a
seconds, even if spread over two Combat Turns). specific skill, they may still attempt to use it unless the
Skill Description is marked with an asterisk (*).
Absorption is cumulative, as above – the first point
absorbs 1 DIFF, the second absorbs 1 + 2 = 3 DIFF. Skills marked with an asterisk (*) are so complex it is not
possible to use them without training.
The character is caught somewhat flat-footed. But
only for one Action directed against them. If you don’t have Surgery, you can’t do surgery – but
you may allow a Medic/EMT to remove an appendix at
· Skill Loss: Lose 1D from the Skill used in the next no Unskilled check. But Open Heart surgery? No way!
Action they take (regardless of how long until then,
unless Combat actually ends before the next When making an unskilled Task Check they roll a test
action). Absorption is cumulative, as above. against half the governing Attribute, rounding fractions
down … but a minimum value of 1 applies,
This reduction should, first and foremost, be in the
Skill that the character just failed the test in. Howev- For Example, a PC wants to clear a Minefield (governing
er, if the next action they take uses another Skill, that Attribute = DED), but has no Military Science Skill. They
should be affected instead … would roll half their DED, rounding fractions down. If
they had DED/3, that would mean a BTN/1 would apply.
· Odd DIFF: If one point of DIFF remains because of
the cumulative absorption to the three penalty
areas, it reduces one “success” in the next roll to a TASK TYPES
failure and a zero (0) to a non-reroll success. ALL OUT TASKS
In some situations it is possible to put in a far more
On a roll of 5D3, results of 3, 4, 9, 8 and 0 would intense level of physical or mental effort – at a cost. 97
normally be two successes and a re-roll … but are Characters may put in such an effort for any Health,
reduced to two normal successes, and a failed roll. Cunning, Aptitude, Command or Deduction based skill
ARE SKILLS ALWAYS NECESSARY? and gain +2D to the check for each one (1) grade of FAT
Given that the D10 System has an atypical they take – representing the massive extra effort.
attitude towards Failure compared to most RPGs,
it won’t come as a surprise to find that it sees the Characters making an All Out effort in non-Health based
necessity of Skills somewhat differently as well. tasks represents an expenditure of mental and/or emo-
tional effort that creates a the same level of emotional or
As it says, in Unskilled Skill Use, opposite, for mental “fatigue” that a Health based effort would.
some things, possessing the relevant Skill is a nec-
essity. Note: All Out Tasks can be made as long as the character
has any Fatigue left to spend. There is no roll required
But does that always apply? Remember, Failure to take the additional dice, only the Fatigue cost applies.
doesn’t mean a complete dead end in D10.
COMBINATION TASKS
So, are Skills always necessary? Sometimes it is possible (perhaps required) for a task
to be performed by several characters acting together,
Consider this – the party is searching an area and with one acting as the leader.
has reason to believe that their enemy may be
there (that’s why they’re searching, after all!). In such cases only the leader rolls for the Task Check
but may add +1D for each extra character (or, for
Naturally, they wish to be alert for possible really big tasks, each extra group) with a relevant skill
ambush. But nary a one has Subterfuge: Conceal- at a level appropriate to task complexity.
ment to detect such and, likewise, none of them
have Military Science: Tactics. For tasks that the GM rates as simple, a “helper” must
have a relevant Skill Level/2+ and for one rated as
But they have carefully detailed exactly what they complex they must have it at Skill Level/4+.
are going to do if they are attacked by surprise.
A simple task might be co-ordinating a group digging a
Does lack of relevant Skill completely trump their vehicle out of a bog.
detailed plans? Are they forced to rely only on the
Unskilled Skill Use rules? A complex task might be repairing a badly damaged
vehicle (each individual involved could have different
Maybe not. If they’re up against a section of skills) by co-ordinating them all.
Special Forces, well, they’re stuffed. If their enemy
doesn’t have military training either, maybe not. In the latter case there would be mechanics working on
the engine, armourers on the weapons, welders on the
Depending on the circumstances you might give frame – but all will contribute to the effort).
the plan a pseudo-Skill Level depending on how
well thought out it is (perhaps a +1/+2, making The leader would normally be the character with the
the roll an xD1 or xD2) – or you might allow a highest skill level.
Whole Party Skill roll, adding +½ per character,
rounding up (or down, it’s your call as GM!). CONCENTRATION TASKS
There are occasions when a character needs to bring
Another common occurrence, searching for some aspect of their behaviour or desires under more
hidden objects. As noted elsewhere, even a failure rigorous control than is normally the case. This is
here normally means only a delay. But what if the represented by completing a Concentration task.
party doesn’t have the requisite skill and yet
specifies, in a specific and detailed search plan, When a player wants their character to act out of charac-
an examination of the exact area where the ter, this is when a Concentration check is required.
hidden safe is?
Likewise, when attempting something beyond normal
Unless there is something very special about the human limits, you need to make a Concentration check.
safe in question, it really doesn’t matter whether
they have the relevant skill or not – they’re almost The DIFF of a check will need to be determined by the
certainly going to find it … given time. Game Master (the table above has some suggestions).
They will also need to determine which Ability will be
You may give their plan a Skill Level, as noted most appropriate to make the check against.
above, or simply tell them that, even if they fail,
98 they find the Safe in a shorter period of time than HEALTH
they would have if they had had no plan at all. A Health Concentration check is required where a
character is attempting to ignore pain or fatigue.
A wounded character can ignore Damage penalties by CONCENTRATION DIFFICULTY SUGGESTED RATING
making a HLT Concentration check per Combat Phase
in which they wish to act without penalty.
Pain 1 per grade of DAM g
Fatigue 1 per grade of FAT
A fatigued character running for their life to escape a
ravenous carnivore ignores Fatigue penalties by making
Habits from Quirks 3 a
Temper 2-5
a FAT Concentration check in the same way.
Moral Behaviour 1-4 m
CUNNING
A Cunning check is required to forego/avoid what are
habitual/innate responses/mannerisms (or attempt to
Addictions
Overcome Failure
4-5
3-5
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imitate someone else’s), or (at GM’s discretion) where a Even if you have Military Rank, trying to command a
player is attempting to have their character behave in local official over whom you have no authority whatso-
a way they would normally regard as being immoral. ever would require a Command Concentration check as
100
COMBAT RESOLUTION g
Whenever a situation arises which calls for more
detail characters act turn by turn, utilising the rules
a
described below.
m
This will mostly, but not exclusively, apply for Combat
situations. Of course, for noncombat situations many
of the specialist rules will be irrelevant.
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TIME & GROUND SCALE
THE PASSAGE OF TIME
s
Game time is measured in minutes for most things, or
hours (perhaps days) for travel time.
y
For stress situations, especially combat, where finer
gradations of time are needed, a minute is divided into
s
ten (10) Combat Turns (or Phases) – each nominally six
Pulses (each of 1 second) in length (but, see below).
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DISTANCE & TRAVEL
VARIABLE COMBAT TURN LENGTH (OPTION)
The six Pulses of a Combat Turn represent six seconds
In most combat situations distance is measured in
meters. Outside of combat, distance may be measured
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worth of action. However, one thing that all accounts
of combat seem to agree on is that perception of time
in meters or, especially for travel, kilometers.
m
in combat does not match actual time passed. For most purposes, distance travelled will be a function
of time. A character (or vehicle) will be able to travel so
Generally the perception is that less time has passed, many meters per Pulse (Second) of a Combat Phase.
but sometimes the reverse is reported as true. In either
case, it is possible that misjudging actual passage of Likewise, where speeds warrant a longer period of time
time could have serious consequences. – such as for vehicular (or animal riding) Chases – the
vehicle/mount will move so many meters (or, for really
For example, where actions are set to occur at a specific fast vehicles, perhaps so many kilometers) per minute.
time no matter what, then acting on the expectation of
them occurring when they are actually quite a way off For “strategic” movement over long periods of time, not
could be ... embarrassing, at the very least. involving combat or a direct chase, the vehicle, mount or
character will move so many kilometers per hour (or, for
Equally, missing the deadline and/or being caught really fast vehicles and/or really long distances, per day).
unawares when it arrives can have serious implications
for the players or for their opponents – or for both. For convenience the ground and time scale is usually
chosen to allow representation on a hex grid (see the
Best to avoid both, if possible, eh? Game System Chapter for details).
Action (Trivial). May be combined with another Pulse (P). An action that takes up one Pulse (second)
activity at no penalty, is an automatic response to the of actual time and/or a period of time equal to one
environment and requires no time to perform. second and representing one Action Die (AD). There
are always 6P per Combat Turn (Combat Phase).
Action Die (AD). 1D representing a Pulse’s worth of
effort, attention or activity. More than one AD may be
spent on an Action, but each added AD will normally* ACTIONS & THE ACTION POOL
add 1P to Action duration (and will determine when An Action (except Reactive Actions) requires the com-
the Action is actually resolved). mitment of at least one (1) die from a character’s
Action Dice (see previous), which are then –
* It is possible that a character may have more than six
Action Dice available – if that is the case, then any dice · Added to the number of Dice rolled for the Task
over six may be added to actions without increasing Check connected with the Action, and used to –
duration until all such additional AD have been spent.
· Determine how long an Action takes and/or what
For example, a character with 7 AD could spend 2 AD order it occurs at within a Combat Turn.
on an Action that would still take only 1P to complete.
All other Actions in that Phase would revert to 1 AD =1 THE ACTION POOL
Pulse as the additional AD has been spent. A character’s (any character’s) Base Action Dice is
normally equal to six (6) Action Dice as each die repre-
Action Pool. The number of additional Dice (normally sents one of the six Pulses of a Combat Phase.
six [6]*) available to a PC or NPC to add to their
Checks representing their focus on a particular Action. Under some circumstances a Character may find that
they may have dice added to the base number, increas-
* As noted above, it is possible that a character may have ing it to more than six dice.
more than six (6) Action Dice in their Action Pool.
The number of Action Dice may be modified by some
Combat Phase (CP). A period of time equal to six (6) Ability Focii (notably Reaction Speed, off Health), by
Pulses (each 1 second) – one of ten such in a minute Quirks, by Shortfall/Critical Failure results or by other
(the standard time period used for regularising acts in game effects to be more or less than the basic six dice.
stress situation). See also Combat Turn.
Note: These additional dice may be added as bonus dice
Combat Turn (CT). A period of time equal to six (6) to Actions/Task Checks, but cannot give a character
more than 6 actions per CP or increase the Maximum
Number of Actions (MNA, see below), to greater than 6.
· If the Action requires (or generates) only one Actions such as Aim, Prepare, Reload and Use Skill
Check Roll, then the roll must be made at the end often require more than one Pulse to allocated to be
of the Action, regardless of the length of the Action. fully effective, however (see Actions, following).
For example, a character does a 2 Action Die Attack: Think of all the decisions involved (and their interplay)
Missile Action – the Task Check occurs during the as being tactical role-playing – also consider a Combat
second Pulse of the Action (2 AD normally = 2P). Turn to be fluid, and the rules to be an artificial
construct (!) to make the GM’s and Player’s lives easier.
· If the Action requires (or generates) more than one
Check Roll, then the rolls must be spread across TRIVIAL ACTIONS
more than one Pulse of the Action. Some task checks that will occur during a turn may be
trivial – that is, they do not take up any significant
Each Pulse can only have one Check Roll until all amount of time and, thus, do not consume an Action
Pulses have had one allocated – only then can a Die (the nominal one second each such represents).
Pulse have more than one Check Roll.
Some things that might be classed as trivial actions
For example, a character does a 3P Attack: Missile include (the list is not meant to be comprehensive, just
with a weapon capable of three Auto-fire Bursts – some exemplars) –
they would make one Check = one Burst) for each of
the three Pulses the Action represents. · Shouting a few words of warning or instruction
· Making hand gestures (assuming a free hand)
· Movement not requiring a Task Check take place · Flicking a switch (say from Semi to Full Auto)
on a Pulse by Pulse basis even if spread over · Dropping something held in one’s hands
several Pulses. However, the direction of the move- · Making a GM-required* Task Check
ment for each Pulse must be pre-planned. · Taking one step forwards or backwards
· Change facing by one hexside
A character doing a 2P Move at normal speed must
indicate the distance moved for each of the two * A GM-required Task Check would typically be a Spot
Pulses and the direction of the movement in advance. check to notice something that the character is, perhaps
literally, about to step right into.
If a character wishes to change direction or distance
from Pulse to Pulse they must normally use an Say that concealed wire connected to the Grenade
Interrupt Action (see below). booby-trap, for example. Something that couldn’t have
been (or wasn’t) spotted until literally the last second.
· Movement where an Athletics: Run (or similar)
Check is required to move faster than Health If the GM decide an act is not Trivial, but could be
would normally allow. The Check must be made at combined with an existing Action that would not
necessarily involve a penalty to the main action, they
should use the Concentration Task rules (in the prior
Tasks & Task Checks section).
BOOSTING REACTIONS
Players may add an additional +2D to their Action
Pool for each point of Health or Cunning sacrificed in
order to increase reaction speed.
A Character with Health/3, Reaction Speed/4 can take Even if the door is obvious they might be surprised if it
+2D by converting one point of the latter, losing 1D from opens unexpectedly – if they failed a Detection check,
HLT for the next Combat Phase. for example, to sense anyone on the other side.
Ambush and Surprise rules are very problematic. They SUCCESSFUL AMBUSH
require considerable input from the GM. Seriously. Ambushing characters get a number of Ambush Dice
Consider the following rules to be guidelines only. equal to their Cunning or Health (or Reaction Speed, if
differentiated as a Focus), whichever is highest.
AMBUSH
This is a deliberate attempt by one person or group to Ambush Dice are then used in an Ambush Phase in
take another person or group by surprise. It is a exactly the same way Action Dice are used in a Combat
Resisted Task between the ambushers’ concealment and Phase – but only ambushing characters may act.
ambushee’s detection skills.
If PCs scored Extra Success Dice in their Ambush roll, 105
If the targets fail their chance at detection, then they they may convert these to additional Ambush Dice at the
suffer the effects of surprise (see below). rate of +1 Ambush Die/2 Extra Successes.
It is possible to end up with 6+ Ambush Dice. These Dice · They are also limited to a maximum number equal
may add extra Dice to an Action without adding extra to the character’s Health (or Reaction Speed Focus
time. For example, with 7 Ambush Dice you could per- off Health) per Combat Turn.
form one Action with +1d without adding 1 Pulse.
Active Actions occur because the Player chooses to act,
AUTOMATIC SURPRISE and occur according to the guidelines in Determining
The results are the same as for a Successful Ambush Action Length & Order above. They may be chosen
for the side achieving it. because of the actions of other characters, but are still an
individual choice.
MUTUAL SURPRISE
This occurs when the GM deems it appropriate. Both REACTIVE/PASSIVE ACTIONS
sides gain a number of free Ambush Dice dice equal to Reactive Actions do not consume time. This is why they
their Health (or Reaction Speed, as a Focus). are fundamentally different from Active Actions.
These Ambush Dice may be combined with regular · They do not require Action Dice be spent.
Action Dice and the actions that result are simultaneous
(Yes. Both sides act at the same time!). · There is no limit to the number of Reactive Actions
a character may perform in a Combat Turn.
This can be extremely nasty when it happens – and it
may happen relatively frequently, no matter how careful Reactive (Passive) Actions are done in response to other
both parties may be in their attempts to avoid it! actions. They are immediate responses, often automatic,
not done consciously, e.g. an Observation (Spot) check
BOTH FAIL to “notice” a hidden assassin.
Uncommonly, both the ambushers and the ambush-
ees might fail. The ambushers fail to even notice the The check results from something another character has
passage of the potential ambushees, while the passing revealed (the result of their action/presence) ... the detect-
ambushees also completely fail to detect the ambush- or is merely taking note (or failing to) of it.
ers. The blind leading the blind, so to speak.
TYPES OF (ACTIVE/REACTIVE) ACTIONS
Uncommonly, the party that has set up the ambush fails The following Active and Reactive actions may be
to detect the party they would like to ambush because attempted in a turn, within the limits described above:
they fail their detection roll (or their opponents are too
good at their sneak roll!) while the passing party fails to AIM ACTION (ACTIVE)
detect the expertly concealed ambushers likewise! An Aim Action must precede an Attack (Missile) Action.
An Aim Action gives a +1D bonus per Pulse* of the
Action duration in addition to any Action Dice spent –
ACTIONS and these bonus dice are added to the following Attack.
There are two types of Action a character can perform
during a Combat Turn (or during any period of time in * This is in addition to bonus dice provided by of
gameplay) – Active and Reactive (aka Passive). technology or other factors, e.g. a Laser Pointer @ +1D
Aim would give 1 + 1 = 2D bonus dice per Pulse.
ACTIVE ACTIONS
Active Actions consume time. This is what makes them A character may add a Aim bonus dice equal to weap-
fundamentally different from Passive Actions. on Skill modified by stance and weapon stabilisation
(see Attack Modifiers at the end of this section).
· They require the expenditure of at least one Action
Die (nominally one second of time). A character with Pistol/3 would have a maximum of
three (3) bonus dice added for Aim before any modific-
ation for firing stance or weapon stabilisation.
By the time you hear the gunfire, you’re most likely Yes. Players will have to make important decisions based
already seeing the bullets strike. The old saw that if you on incomplete information (aka “guesswork”). Life’s
hear the bullet, it hasn’t hit you, is mostly accurate often like that.
Dodging things you can’t see is very problematic.
Yes. Missile attacks are deadly. Especially if the attack-
Action Dice for this action must be spent at the ers get the drop on you. Was anyone out there expecting
beginning of the CP – in your first Action. Each Action otherwise?
Die adds +1 DIFF to any and all missile attacks aimed at
them for an entire Combat Phase. So, how do combatants avoid being killed or wounded in
real life? I’ll tell you a not so secret “secret”: those who
Standard attack difficulties shown for weapon range depend only on body armour and blind luck ... die.
bands on the Missile Weapon Range Table are for firing
at targets that haven’t taken a Defend (Missile) or other The smart ones (the survivors) depend on a mix of cover
action that might affect the chance of hitting. and dodging (yes, backed up by body armour). They
move quickly from cover to cover. They attack by popp-
Active Defence: Missile actions generally only apply to ing out from behind cover then popping right back, all
small arms and non-explosive rounds fired by light to as the one action.
medium support weapons. 107
This works surprisingly well for the most part – and body
Against explosions? Dive for cover – but, normally, after armour makes up for a few “mistakes.”
Heroes? Turn, then an immediate Interrupt Action is app-
lied after the Held Action is resolved.
They stand up mano-a-mano and, unless they’re damn
good, fast, and/or lucky, they die very young … with In the above example, if the Character’s Hold was
their body armour (and the body beneath it) full of holes. triggered on 2P, then as soon as the action is resolved
they implement an Interrupt Action if they have
You have been warned. remaining unused Actions and there is any time left
in the Combat Turn.
DEFENCE ACTION: MISSILE (REACTIVE)
A character’s Passive Defence against Missile attacks · Indefinite Duration. A character may simply
equals to their (Cunning/2, down) or minimum DIFF/2 indicate that they wish to remain ‘on hold’ either
(the same as for Passive Defence: Melee). until they declare otherwise or until the specified
trigger(s) occur and the Held Action is activated.
A character with Cunning/3 would have a PD (3/2) = They gain a +1 AD bonus for each Pulse they have
1.5, rounded down to one (1) … but the minimum PD is been on hold to a maximum +6 AD – and this
two (2), so it will be DIFF/2 for the attacker. carries over from one Combat Turn to another!
An Interrupt Action may be used to add DIFF to a For example, a character decides to create an Indef-
Reactive Defence action, see below. inite Hold on their first action in a Combat Turn –
and nothing happens until the last Pulse of the CT,
HELD ACTION (ACTIVE) at which point they get a +6 AD bonus to whatever
A ‘Held’ Action allows a character to pre-design a they choose to do.
specific Action (or Action Type) that will be activated
by a trigger (or set of triggers) that may (or may not) Better yet, if nothing happens that entire CT, the
occur at some time during a Combat Turn. Such a Hold rolls over to the next CT at +6 AD … which
‘Hold’ may be set to either until the character’s next would mean that if it were triggered in the first Pulse
action (Limited Duration) comes around or it may be of that next CT the character would still get the +6
set to remain in force until the character chooses to AD bonus!
revoke it (Indefinite Duration).
INTERRUPT ACTION (ACTIVE)
· Limited Duration. The character allocates one of In combat or stress situations the interplay of actions
their Actions to the task and specifies a maximum between “friendly” (PC) and “unfriendly” (NPC) part-
duration. If the specified trigger event(s) activate it ies often leads to situations where you will want (or
at any time during that time frame, the action even need) to change an incomplete Action for some-
takes place as if it were scheduled to occur in that thing else – an Interrupt Action.
Pulse – and a bonus of +1 AD is added to the roll
for each Pulse of the duration that has passed. For example, if several PCs attack an NPC and one
attack (or cumulative results) kill/disable them – PCs
For example, a PC decides to allocate 3P to a Limit- whose attack is not complete at that point will probably
ed Duration Hold – if the trigger occurs at 2P, they want to do something else.
get +2 AD and if it occurs at 3P they get +3 AD added
to their Task Check. To perform an Interrupt, a character must have both
of the following –
If the Held action is triggered and resolved before
its duration is up and the character has Actions · An unspent Action (i.e. haven’t already performed
remaining and there is time left in the Combat maximum number of actions for the Turn)
For each Action Die (notional second/pulse) spent on Committing 2P to a Move (Dodge) Action would add +4
a Movement Action, a character may move the distance DIFF to any Attack Check against them or +2 DIFF
indicated on the Table mentioned above or less. against Spot checks.
If a character wishes to move faster than normal, this For both an Active and a Passive Defence, +2 DIFF would
requires a Task Check – the rules covering this are in be added, for a total of +6 DIFF. These Defence modifiers
the Game System section mentioned above. do not add to the DIFF of Spot checks.
Movement Actions may not be combined with any PREPARE ACTION (ACTIVE)
other type of Action, unless a character has an a Skill, A Prepare Action must precede an Attack (Melee) or
Technique or Quirk that would allow this. Active Defence (Melee) Action.
MOVEMENT (DODGE) ACTION (ACTIVE) The Action adds +1D/Pulse* of the Action in addition
Characters may run or swim (but not walk, crawl or to any Action Dice – and these additional dice are
climb – see below) to get from point “a” to point “b” added to the following Attack or Active Defence Action.
while doing their best to be a difficult to hit (or spot)
target by dodging, weaving or other means. * This is in addition to any bonus dice provided by the
use of technology or other means.
Unlike Defence (Melee) or Defence (Missile) this Action 109
allows a character to spend dice on dodging/protective So, for example, using a Cybernetic Computer with +1D
actions in a more focussed manner. bonus would add +1D to +1D for +2D to the Prepare
Action every Pulse – and this may be spent on the next Depending on the weapon, ammunition and reload-
Attack (Melee) or Active Defence (Melee) action. ing mechanism this may take several actions over more
than one turn, or may be fast enough to allow reload-
The maximum bonus achievable for a Prepare Action ing to be combined with an attack action.
is equal to (5 x Pulse bonus) – which must be spent in
the same Combat Turn as it is acquired. Details are provided in the notes and technical data in
the Equipment chapter. The speed at which they reload
This means that a 5P Prepare action is the longest you will depend mainly on whether the weapon is clip or
can have, as the last Pulse of the Combat Turn is the magazine fed or is reloaded with individual rounds.
Attack/Active Defence Action using the bonus dice.
USE SKILL ACTION (ACTIVE)
QUICK DRAW (ACTIVE) The character may attempt a non-combat related skill.
Sometimes a character will need to ready an otherwise These may be tasks that can be completed with a
unready weapon into action fast. This is, normally, a single Action Turn (requiring anything from a single
special case of an Interrupt Action (even if it doesn’t Pulse to multiple Pulses) or tasks that require several
actually interrupt an action, such as in a gunfight or (perhaps many) actions to complete.
a surprise situation at the beginning of a combat).
The GM will, as usual, need to determine how long
Pistols in quick draw holsters and Long Arms or SMGs any action will require.
carried at the ready can be drawn and fired in a one
Pulse Action. This catch-all category covers anything not already
covered by other Actions. It relies entirely on GM judge-
If the order of such is important, it is in the order of ment and discretion for effective application.
the highest MNA* to the lowest (ties are simultaneous).
ARMOUR PIERCING
Armour piercing attacks are the result of a cross
correlation between the type of damage a weapon does
and the type of armour that is hit.
STANDARD DAMAGE
Weapons/Rounds that do standard damage (indicated
by the notation xD (where “x” is the number of dice to
110 be rolled) and represent the overwhelming majority of
small arms in the game. They fire non-explosive, not
specifically armour piercing, rounds usually of less
than 20 mm caliber and must hit a target directly to
have a chance to penetrate armour/cause damage.
g
Note: A weapon’s Base Damage determines PEN(etrat-
ion) – not a value due to Autofire/Multiple Shots. a
Firing many low PEN rounds doesn’t increase penetrat-
ion – but if an autofire/multiple round) attack penetrat-
m
es, the increased value does apply to damage.
A Pistol doing 3D with no extra successes hits a PC in a · If the result is equal to/less than AV, it does 1 FAT.
Heavy Kevlar vest (2 FAT, 3 DAM), equal to the highest
AV of the two – so each roll of 3+ does a point of FAT, · If the roll is greater than AV, it does a 1 DAM. If the
and a roll of 0 does 1 FAT or 1 DAM on a reroll of 0. roll zero (0), it alternates between FAT or DAM (DAM
first, then FAT).
If the same attack scored 2 extra successes it could have
3 + 2 = 5D against the same Heavy Kevlar vest, which is For example, rolling three zeroes (0, 0, 0) – is DAM,
higher than the DAM AV, a result of 3+ would do 1 DAM FAT, DAM = 2 DAM, 1 FAT on top of the base damage.
and zero (0) would do 2 DAM.
The main difference is that the explosion does not
Alternatively, the two success dice could convert 2D of the have to be a direct hit what it is applied against.
3D base damage into armour piercing dice.
VERSUS STRUCTURAL AND HEAVY ARMOUR
Those two dice would automatically do 2 DAM (1 each) To convert (xE) to PEN(etration) against anything heav- 111
plus roll for +1 DAM (+2 on a result of zero) while the 3rd ier than Personal Armour, simply divide the xE value
die would do a 1 FAT on a 3+ and a 1 DAM on a zero (0). by five (5) rounding down.
Explosions doing 1-4E damage = PEN of 0A (though this VERSUS PERSONAL (LIGHT) ARMOUR
can be raised by Additional successes) – even if they do Ignore the PEN value, only the xA (for kinetic penetrat-
not penetrate the armour, they may still have an effect. ors) or xE (for HEAT and similar) value applies, and it
is halved – and the normal armour effects apply
What do you expect for such piddling small explosions
even though they might be lethal to flesh and blood? · 1 DAM per die, and a second point per die on a roll
of zero (0).
Use the Armour Piercing Damage rules, below, to
determine what happens at this point. · Any dice from additional successes work taken as
XA damage are also halved.
ARMOUR PIERCING DAMAGE
Armour piercing damage is in the format xA (where “x” · In the case of a left over half die, roll the die – and
is the number of dice rolled) and, mostly, a PEN(etrati- it does one point of DAM on a zero (0).
on) value, are designed to work against Heavy Armour.
AP rounds are designed for a hard armour – and need a
A PEN value is only given where it differs from the actual degree of armour in their target before they will work to
damage the weapon does when it does penetrate. full effect. Hence, only the xA (for kinetic penetrators) or
xE value (for HEAT and similar explosive rounds) applies.
Standard rounds (less than 20 mm) and explosions
convert to PEN according to their separate rules above. VERSUS STRUCTURAL ARMOUR
Since AP rounds are optimised for use against Heavy
PEN(etration) is increased by +5% for each success Armour, they work less well against Structural armour.
achieved beyond the minimum required and also by
Critical and Overkill effects (see the relevant rules). This type of armour may simply not be heavy enough for
the rounds to work properly, though this will be less
WHAT AUTOFIRE REPRESENTS likely than for Personal (Light) Armour.
The rules for autofire presented here represent
long bursts of continuous fire directed at areas. Each point of Armour negates two points of PEN.
The “area” may constitute a single person, a Remaining PEN = actual penetration. If this is greater
group of people who are relatively close to each than the damage it can inflict, it does full damage – if
other and/or an area in which there may (or may remaining PEN is less than the damage that it can
be in the future) one or more people standing inflict, damage is limited to the lesser value.
there or passing through.
If a round penetrates with 20 PEN remaining and does
Because the attacks are non-specific, the penalty 20D damage, it does full damage. If it round did 30D
for recoil is built into the modifiers, but you can’t damage it is limited to 20D damage in this instance.
target specific body parts or specific anything. You
just hit the “target” in a purely generic sense. Structural armour is ablative (it wears away –
gradually). Every 20 PEN greater than base Armour
If you want to target specific body parts or specific value reduces the value permanently by one (1) point.
parts of an inanimate object while chewing
through ammo like it’s going out of fashion you The GM may do this one of two ways – either reduce
need to use Burst Fire. Armour value when a single attack causes more than 20
PEN of damage or when a total of 20 PEN is achieved.
A character firing a weapon with ROF A(6) fires six CONTINUOUS AREA AUTOFIRE
autofire bursts for a +16D bonus (+5D for the initial burst, This targets an area in the same way as Area Autofire
+2D for each of the additional five bursts). (above), but for every following Pulse until the firing
character’s next action.
For STR/3 and Recoil/3 they suffer no penalty for the
first burst, STR negates the penalty for the second, but A character starting the Phase there or moving into or
each additional burst attracts a cumulative -3D penalty, through it during the intervening period is attacked
for a total of -12D, reducing the bonus to +4D. the moment they do. Attacks are at +2 DIFF.
There’s not much chance of a hit, even if a character gets Each burst after the first is also subject to recoil
caught in the zone of effect, but that’s not the purpose. penalties, which are cumulative.
The purpose is to inhibit movement rather than hit A weapon with ROF B(5) could attack up to five adjacent
specific targets. The downside is that it chews through hexes – but the +3D burst fire bonus would be reduced
ammo at the same rate as continuous area autofire! by -5D to -2D overall, which would apply to each hex
attacked, before any recoil penalties.
FRAGMENTATION ATTACKS
Most explosive weapons kick out a lot of fragments
along with the blast (these that don’t have an asterisk
after the “E”) – and it is both possible and likely that
a character will be hit by more than one fragment.
Each additional success counts as an +2D added to
114 base damage, limited to +100% of maximum.
Cover bonuses often have specific limitations – for ex- Even with modern technology, indirect fire at map refer-
ample, if the explosion was an air burst, being in a ences is only slightly better than blind fire.
foxhole directly below would provide no cover bonus.
To have a useful effect beyond harassment requires huge
amounts of ordnance – way beyond the amounts likely
INDIRECT FIRE available to characters in a typical RtA campaign.
These are attacks made (often, but not always) by crew
served weapons against an area (individual targets Details for handling the effects of such attacks are
within the area are attacked more or less incidentally). provided elsewhere as part of the Encounter rules, since
they are treated mechanistically.
Some modern rounds made it possible to target specific
things – however, such smart munitions were quickly Indirect Fire called in by an observer (typically called
expended early in the 3WW. Production was never able a Forward Observer, or FO) and has two components –
to catch up – and the factories manufacturing the smart the skill of the observer (accuracy of fire) and the skill
rounds were largely destroyed during the Exchange. of the crew (rate of fire and speed of response).
If such rounds still exist, they are a closely held resource COMMUNICATIONS LINKS
used only in the most unusual and important instances – For Indirect Fire to be possible the FO must have a
that is, when the GM deems it appropriate (which should working commo link to the firing weapon(s).
be very rarely).
Normally two-way, but if the FO has a working
Those firing an indirect fire weapon generally cannot transmitter (how would they know if they couldn’t
see the target they are firing at – as it is often well receive?) they could call fire and correct based on visual
beyond any distance at which they could see anything observations. Dodgy but doable.
at (either because of distance or blocking terrain).
It doesn’t matter what sort of link they are using – but it
There are two sorts of Indirect Fire attacks – those needs to be close to real time (GM’s discretion). Radio. 115
controlled by a spotter within visual range of the Telephone. Telegraph. Semaphore Flag. Heliograph.
target and also in communication with the firing unit Any or all of these.
SPOTTING Light: 1-2 minutes (15-20 rounds).
A FO needs to be able to see a target or the area where Medium: 1-4 minutes (8-12 rounds).
the target is known or suspected to be. That is, within Heavy: 2-6 minutes (10-12 rounds).
visual range (see The Sensory World).
The number of rounds fired is for the whole battery, not
Since you’re firing at an area it really doesn’t matter all per gun in the battery. Suppression is achieved only once
that much if you can see a specific target therein. If you the minimum time period has passed. Artillery is not a
fire long enough, you’ll hit it by random chance. quick fix in role-playing level combat.
Of course, the size of the targeted area compared to the For Light Artillery suppression will take 10-20 combat
size of the target(s) within will have a bearing on how turns. Medium Artillery will require 10-40 combat turns
long (and how many rounds – or tons of rounds) it will and Heavy Artillery will require 20-60 combat turns.
take to be certain it is destroyed.
How many role playing level combats last that long? Not
Being able to see the target enables you to call in target many at all. Of course, RtA is somewhat different, and
corrections to reduce the size of the impact zone of the long engagements could occur – and you can always
shells and therefore increase the chance of one of them invoke the Variable Combat Turn Length optional rule!
actually hitting the specific target you are aiming at.
The chance of actually hitting (randomly) a specific
FIRING SHEAF target inside a sheaf using suppression fire is at Imposs-
When a battery (typically 4-6 tubes) fires at an area the ible DIFF unless the FO improves accuracy.
fall of shell (the smallest achievable dispersion) is
often a rectangle longer than it is wide. This is called Unless the FO can see tangible result from a hit, they will
a sheaf. Artillery can achieve sheaf sizes as follows – have no way of knowing whether the desired target has
actually been hit or not. This can have significant game
· Light (75-105 mm): 50-75 x 100 meters. effects depending on the actual circumstances.
· Medium (>105-155 mm): 100 x 100-150 meters.
· Heavy (> 155 mm): 130-150 x 100-150 meters. Within the sheaf, when suppression has been achiev-
ed, all movement is at a penalty of +2 DIFF, plus a
These are the most compact areas that such weapons can further +1 DIFF for each additional hex.
target. The shells could also be fired at larger areas, but
to lesser immediate effect. If a character begins or ends a turn in the open, there
is a chance they will be caught by the barrage – make
SUPPRESSION a Movement task check at Hard difficulty to avoid it.
Within the firing sheaf, it takes a set amount of time,
depending on the caliber of the firing weapons, to At that point they roll dice equal to their Defence
suppress any significant targets. (Missile) value. This is subtracted from the dice the
explosion does – the remainder is the amount they are
Suppression is not the same as destruction. It simply attacked with (armour might provide protection).
means that, whatever the targets are – infantry in fox-
holes, pillboxes, tanks in the open or dug in – they will A character with Defence (Missile)/4 would roll four dice,
be unable to function while the fire continues. for an average result of 21. Against an artillery round
with of 24E damage, this would mean that they would be
Assuming a standard battery, the time to suppress subject to (24 - 21) = 3D worth of damage.
targets (and the number of shells fired) within the
battery’s sheaf of fire varies by caliber – CALLING FIRE
The FO needs to know where the initial rounds fall.
This depends partly on their skill and partly on that
of the gun commander.
Only Gun Commander Successful: The sheaf hits ran- MELEE ATTACK TYPES
e
domly, short or long, left or right, by a distance equal
to double the length or width of the sheaf size multip-
Melee weapons can attack and inflict damage in
several different ways, with differing effects –
m
lied by the number of successes it was short.
· Entangling. -1d Skill, FAT Only*. With Whip skill.
It doesn’t matter how good the gun/battery) commander Impaling. -2d Skill, +4D DAM. With Pole Arm Skill.
is, if they’re getting a bum steer from their FO they don’t Piercing. -1d Skill, +2D DAM. With Fencing Skill.
have much chance of hitting. Any successes they achieve · Slashing. +2d Skill, -1D DAM.
can’t be used to “buy up” the FO’s dud roll to a success. · Stabbing. +0d Skill, +1D DAM.
· Standard. +1d Skill, +0 DAM.
Both Fail: Target? Where’s the target? The fall of shot
is way off and may, depending on the circumstances, * Entangling attacks also subtract -1 from HLT for
be invisible to the observer. Whatever, both need to try Athletics/Move and -1D to Attack/Skill rolls for each
again, but there is no penalty for doing so. point inflicted for the next Action Phase.
TIME ON TARGET
Because of the distances between the firing weapons MULTIPLE SHOTS
and the target there is a time delay between firing and Weapons that do not have Autofire or Burst* fire capa-
round(s) impacting. For high angle, relatively short bility and have a ROF (Rate of Fire) of M (Multi-fire)
range, weapons such as mortars assume 3 seconds per may fire up to six rounds in a single Action (and this
klick. For field artillery, assume 1½ seconds per klick. may be in addition to Burst or Autofire).
These are averages. Short of consulting military range * Weapons that have a Burst Fire value may also fire
tables (which provide a multitude of variables for to all Multiple (single) Shots even if they do not have a M
sorts of factors), your guess is as good as mine. value. Weapons that have only an Autofire value may not
fire multiple single shots.
If fire needs to be corrected (it isn’t initially on target)
each “correction” requires at least the original “flight This sort of attack may be used in one of two ways –
time” plus a variable amount to re-target – a number
of Combat Turns equal to the successes the gun comm- MULTIPLE ROUNDS AT ONE TARGET
ander failed their initial roll by (at least one extra). Each extra round fired at the same target in the same
action either increases the attack dice (+1D) or the
This is where having a skilled gun commander is of great damage dice (+1D) for each pair of rounds. 117
importance. The FO can get them on target (eventually),
the speed at which he can is limited by gun CO skill. A weapon with a M (Multi round) Rate of Fire gains up
to +3D for either attack or damage dice (+1D for the Distance depends on the distance it was intended to be
1st-2nd, +1D for the 3rd-4th and +1D for the 5th–6th rounds). thrown and the amount the roll was failed by. For
each success less than required, it is 1 meter short, 2
You can’t split the extra dice between attack and dam- meters long or 2 meters left or right of the target.
age, it’s all committed to one or the other.
People throwing grenades are very careful to not throw
The downside of this sort of attack is that the firing short – it is difficult to throw them far enough to be safely
character adds +1 to the weapon’s recoil for the next outside the blast zone.
attack they make for each extra +1D of bonus. The
firing character may negate this recoil penalty only by
foregoing an attack in their very next phase. UNARMED COMBAT
This applies to characters using the Brawling or
This addition to recoil will cause even weapons that do Martial Arts Skills without weapons (if using weapons of
not have a recoil rating to temporarily acquire one. A any sort they use the standard Melee Combat rules).
weapon with Recoil/0 and a +3D bonus for multiple
shots, has Recoil/3 for a second attack. BRAWLING
Characters with the Brawling Skill may make several
The six round maximum applies for the whole combat different types of unarmed combat attacks –
turn – so if a character fires off more than one round
a Pulse they need to take this into account. · Grapple. +2 Skill. No damage. Special.
· Kick. -1 Skill. +1 DAM, +1 FAT.
MULTIPLE BULLETS AT MULTIPLE TARGETS · Parry. +0 Skill. No damage. Special.
For every two rounds fired an additional target may · Punch. +0 Skill. +1 FAT.
be attacked – for a maximum of three added targets.
Grapple. This is an Opposed action. If successful the
No bonus is gained, merely the chance to attack more subject has been immobilised and the grappler may
than one target in a single action. An additional target inflict HLT (plus HLT Bonus) dice on a Brawling/+1
for the 1st-2nd , two targets for the 3rd-4th rounds and three check each following Action until the target is uncon-
targets for the 5th-6th rounds. scious, dead or breaks free. The target is at -1 Skill
break free (which requires a Contested STR action).
However, +1 is added to Recoil for each additional
target attacked (even for weapons with Recoil/0). Immobilised characters cannot move or attack, only
attempt to break free.
The first target is attacked at Recoil/0, the second at
Recoil/1, the third at Recoil/2 and the fourth at Recoil/3. Parry. Parries block any Unarmed Combat attacks as
a Resisted Task. Successes vs. DIFF 4 are added to the
DIFF of any Brawling attack against them till their
THROWN WEAPONS next Action Phase – this is halved (round fractions
Thrown weapons that miss normally just miss – how- down) against Martial Arts attacks.
ever, sometimes it is important to know exactly where
the thrown object has landed. BRAWLING AND ATHLETICS
Characters with Athletics and an appropriate sub-skill
Think Grenades and other Explosive weapons – they may use it to oppose a Grapple or to attempt a Parry.
can still do damage even if they miss! Depending on the sub-skill this may be at no penalty
(Skill +/-0) or Skill/-1 to -2. It will never offer a bonus.
Roll 1d6 to determine the directionality of the miss
compared to a standard hex grid. MARTIAL ARTS
Characters with Martial Arts Skill may make a variety
of attacks or moves –
C OMBAT/CRISIS MODIFIERS
COVER: SOFT COVER (TARGET)
This is based on how much of the target is behind
These include environmental and weapon related fac- visual cover (no armour rating, but blocking vision).
tors plus situational modifiers the GM determines.
· Half (½) Cover: Half of the target’s body is covered
ENVIRONMENTAL FACTORS (from the waist, up or down), no protection.
These are factors inherent in some aspect of the phys- · Three Quarter (¾) Cover: ¾ of the target’s body is
ical environment of the battlefield. Those listed below covered (head, shoulders, upper chest), +1 DIFF.
are merely a representative guide for the GM. · Head Only: Only the target’s head and neck are
visible, +2 DIFF.
CLOSE SPACES
Combat in where the space for using melee weapons Reduced penalties for soft cover assume the firer knows
(possibly some missile weapons – mostly rifles and it is soft cover – targeting where they believe the hidden 119
longarms) is restricted or where low ceilings interfere body part(s) actually are. If they don’t know, then they
with the firing arc of missile weapons. suffer the Hard Cover penalty until they figure it out.
FIRING INTO MELEE Roll again at the same chance that applied to the
A melee is any combat/situation where there is an original target. If this alternative target is missed,
active confrontation going on between two or more then the shot is not re-targetted per this rule (that
combatants/participants within Point Blank range (5 is, only one target shift applies).
meters) of each other.
Where the GM and players are using a looser representat-
“Point Blank–5 meters” means that the participants are ion of movement and positioning, the GM will need to
within 5 meters of at least one other person. That is, a use their best judgement as to what may occur and when
group is regarded as “In Melee” if all are within at least and where a PC or NPC may or may not be in a melee.
5 meters of at least one other participant.
RANGE
An “active confrontation” simply means that there are at There are five range bands – Point Blank (PB), Short
least two opposing sides involved – and that one or more (S), Medium (M), Long (L) and Extreme (E) – and these
of those involved have been attacked or have made an vary according to weapon or attack type.
attack against one or more others in the current situation
(the one that triggered the move into Combat time). · Point Blank: -1/+2/+3 DIFF *.
· Short: +0 DIFF.
· Firing INTO Melee: -2 DIFF *. · Medium: +2 DIFF
· Firing IN Melee: –4 DIFF or x2 Range DIFF **. · Long: +4 DIFF.
· Extreme: +8 DIFF.
* Firing INTO Melee is where the attacker is firing at a
target in Melee but is not themselves in melee, either * At Point Blank range, the modifier is -1 DIFF if the
the same one or another unconnected one. attacker is un-meleed.
** Firing IN Melee is where the attacker is firing out of If the attacker is meleed (i.e. is being attacked by Hand
Melee while they are in melee. -4 DIFF applies at Point Weapons or similar), the modifier is +2 DIFF if the
Blank and Short range while x2 Range DIFF applies at weapon is a Pistol or PDW/Machine Pistol or +3 DIFF if
Long and Extreme (or greater) range. it is a SMG, Carbine or Longarm (Rifle, LMG or similar).
It doesn’t matter whether their target is meleed or not, Firearm use in close combat is generally a very bad idea.
only whether they are. If an attacker is within PB range (5 meters) anything
larger than a Pistol or PDW/Machine Pistol goes way
Continual jockeying for advantage (or to avoid disad- down. SMGs, Carbines, Rifles, Shotguns and LMGs or
vantage) and are not predictable by anyone using a similar are worse than useless for aimed fire as they are
ranged attack into such a situation. easily knocked off target by anyone in the vicinity.
The participants may (and do) move at any time, often If the target is within Point Blank range and they aren’t
without the least warning or predictability – just enough meleeing the attacker, then the -1 DIFF modifier applies.
for even an aimed and ranged shot to miss completely.
Worse. That “missed” shot may well hit someone else in This will usually be when the target is non-reactive (an
the melee. A “friendly” target, even. inanimate object, or someone being attacked from be-
hind – which may attract further modifiers).
· Missed Shots: When an attack, either into or in
melee misses, there is a chance that an unintended Note: Firing into Melee penalties also apply.
target will be hit. If using a hex grid for movement
and positioning, any target within (success short- Unless explicitly stated otherwise, Range Penalties apply
fall meters) is a potential target. to all types of Attacks by all missile weapons that have a
Range Value in their data block.
SIZE (TARGET)
The combat rules assume attacks are being directed at
roughly human sized targets. If the target is actually
bigger or smaller, they will be easier or more difficulty
to hit, all things being equal.
“A CUNNING PLAN …”
Players often come up with some particularly unex-
pected and/or off the wall idea that they wish to apply
to a combat (or other crisis) situation for which –
If Player(s) do come up with some sort of plan that is Other modifiers may, as needed, be applied to reflect
likely to have a real game effect, then there’s absolutely any specific circumstances not otherwise covered.
no reason at all to automatically reject it.
Non-combat Modifiers may be easily extrapolated from
That’s not the same as automatically accepting any- these though, of course, the lack of life and death stress
thing they suggest. You are still the final arbiter. But – and extreme time pressure in most noncombat circum-
be flexible. stances should be taken into account, which will make
them considerably easier than may seem to be the case.
Use DIFF codes to help determine what sort of modif-
ier should apply, based on your assessment, as a result As a general guideline, you should probably at least
– typically this will be in the range of 1-6, either bonus halve the difficulty for a non-combat task that is similar
or penalty, rarely more than that … and mostly in the to a combat one – unless it really has a similar potential
1-3 range. life-threatening cachet, of course!
These don’t stack with other ‘cunning plans’ - you’re A FINAL NOTE …
being generous allowing one! Real combat, whether melee or missile, is, based on
first hand accounts, very much different from the way
If the players have a series all aimed at modifying the it is presented in the rules of any Role Playing Game
same event, then combine all of them into one effective – and RtA is no exception.
plan – and the 1-6 modifier range.
The facts stack up – the chance of hitting anything you
The idea is to reward ingenuity. But don’t let the players actually aim at in missile combat, assuming you are
run roughshod over you. actually aiming at anything, are way lower than is 123
likely in these rules. Lots of rounds get fired down
Also, this applies to one off situations or situations that range, for sure, but very very few hit.
COMBAT MODIFIERS & RANGE TABLE Very few gamers would find a realistic Combat Hit
Chance rule to be acceptable, so all RPGs allow Hit
Basic DIFF (unless otherwise stated) Average (3) Chances on Combat to be closer to those achievable in
Firing INTO Melee -2 DIFF non-stress (competition or practice) situations.
Firing IN Melee -4 DIFF
Reality is that the chance of hitting is, depending on the
Point Blank Range -1/+2 DIFF exact circumstances, probably no more than 20% of
Short Range (all Ranged Attacks) +0 DIFF what is depicted, if that much.
Medium Range (all Ranged Attacks) +2 DIFF
Paradoxically, close range firefights tend to be just as
Long Range (all Ranged Attacks) +4 DIFF inaccurate as longer range ones, at least in the initial
exchange of fire – and it is not uncommon for everyone
Extreme Range (all Ranged Attacks) +8 DIFF
on both sides to fire off an entire weapon load and hit
Close Space/Cramped Space +1/+2 DIFF … no-one. And, as often as not, any hits that are achieved
½ Cover (Hard Cover) +1 DIFF are by accident and may not even be on the actual target
(assuming there was one).
¾ Cover (Hard Cover) +2 DIFF
Head Only (Hard Cover) +3 DIFF Another thing is the reality that most people, even
those with military or paramilitary training, don’t fire
¾ Cover (Soft Cover) +1 DIFF
a lot in a combat … they take cover and hold fire, or
Head Only (Soft Cover) +2 DIFF fire blindly and randomly from cover.
Light Smoke/Mist or Heavy Rain +1 DIFF
This is especially so after the first exchange of fire and
Heavy Smoke/Fog or Torrential Rain +2 DIFF where a character is not close (within a meter or two
Dawn/Dusk +2 DIFF at most, often less) to someone else – if they’re alone,
they may fire some random rounds blindly, if that, but
Full Moon +4 DIFF
mostly remain under cover. Only if they’re with
Starlight +8 DIFF someone else do they typically fire at every opportunity.
Total Darkness +10 DIFF
You can’t force PCs to behave like this. Some do, most
Waist Deep Water +1 DIFF don’t – and it’s usually up to GM discretion as to how
Underwater (Missile Weapons) +2 DIFF active any NPCs are. Mostly erring on the side of
insanely risk taking.
Aim (Missile) per Pulse -1 DIFF
Recoil 1 +1 DIFF That’s just two of the more (or less) obvious issues –
Recoil 2 +2 DIFF but, in general, keep in mind that all RPG combat is
much more heavily influenced by Hollywood than by
Recoil 3 +3 DIFF real life!
Stability 1 -1 DIFF
Stability 2 -2 DIFF
Stability 3 -3 DIFF
Attacker is Walking/Crawling +1 DIFF
Attacker is Running +2 DIFF
Attacker is Climbing +3 DIFF
Quick Draw +2 DIFF
Ready Weapon +4 DIFF
Specific Target: Arm/Leg +2 DIFF
Specific Target: Head +3 DIFF
Specific Target: Hand/Foot +4 DIFF
Horse/Car (Size) -1/-2 DIFF
Truck/Locomotive (Size) -3/-4 DIFF
Armour Defeating Attack +1 DIFF*
124 * +1 DIFF/point of armour to be negated for Personal or
per +10% PEN (min +1) for Heavy/Structural Armour
COMBAT EXAMPLES g
The following examples hopefully make it clear how
the combat process works. They use the two sample
a
Characters, Jane Smith (the SAS Sniper) and Brian
Jones (the War Correspondent) going up against
m
various Cardboard Characters from Modern Encounters
(Core Rules, Book #3) – e
BASIC COMBAT EXAMPLE
Jane and Brian have been separated from their
embedded unit and are, if not exactly lost, don’t know
exactly where they are in the jungle of the Niger Delta
region of Nigeria (where the Biafran Campaign is set).
s
As they move as carefully through the heavy foliage as Since she has HLT/5 (Reaction Speed +1) vs CUN/4,
y
possible, Jane hears the sound of some voices ahead – the choice is easy – she takes 6AD, which are used as
male voices, so she motions for Brian to take cover
behind a fallen log while she readies her P-90 SMG
regular Action Dice in a Surprise turn during which
the Scout cannot react.
s
(preferring it over her Lee Enfield Sniper Rifle in the
closer terrain of the Jungle). So, she opens fire using Firearms/2 (the P90 counts as
t
a Pistol), HLT/5 (the governing Attribute) and +2s for
About 50 meters ahead, she spots a local in a Nigerian
Army uniform, with a Boko Haram brassard, armed
P90 = 2 + 5 + 2 = 9D. e
with an AK-47 come into view around a corner of a
jungle trail.
She decides to spend the whole 6P on one attack – so
she adds +6AD, bringing her total to 15D, but decides
m
to expend only 1 Single Target Autofire Burst (and 10
Jane has a MNA/6 and, so she can perform 6 1P rounds of ammo), for +5D bonus – bringing her total
Actions in a Combat Turn, if she so desires. to 20D!
The Boko Haram Scout is ex-Nigerian Army (see Stat The target is at 50 meters, which is Medium Range (+2
Block below) and has a MNa/3, and so can perform DIFF) and with basic Passive Dodge +2 DIFF added to
only three Actions per Combat Turn. the base Average DIFF (3), for a total of DIFF/7, making
the Task Code 20D7.
Surprise is a Resisted Task between the two – Jane
heard the Scout (or his fellows) coming, and so makes Jane rolls 8 successes, which means she has scored a
an Observation (Stakeout) Check – CUN (4) + Check hit – and has an Additional Success to spend.
Number (4 + 1 = 5) = 9D which is, as it is not otherwise
specified, vs Average DIFF, so the Task Code is 9d3. The P90 does 4D + 1D at Medium Range and decides
to use the Additional Success she rolled to do +1D DAM
Jane rolls 4 Successes, which means the BH Scout (few BH soldiers wear Body Armour in the heat and
must roll his Scout Check against DIFF 4. He has humidity) which means her total damage dice = 6D.
Mental/3 + Scout/6 = 9D, for a Task Code 9D4 and
rolls only 3 Successes, failing … which means Jane has Since the Scout has no armour, her attack does an
taken him by surprise, which gives her CUN or HLT automatic 6 points of damage and a further point for
Ambush Dice. each roll of 8+. She rolls two successes, for +2 damage,
or a total of 8 points.
BOKO HARAM SCOUT
Mental 3 Phys/MNA 3 (3/2/2/2/1) The Scout subtracts 2 points for his Passive Defence/2
– and takes 6 points, which wipes off all 3 points of
Primary Skills Flesh Wounds, the two points of Minor Wounds and one
Rifle/8; Bayonet/6, Scout/6; Survival/4, Environ point of the two Major Wounds.
Knowledge (Tropical Jungle)/4, Concentration/4
This means that he will suffer from a +2 DIFF penalty
Secondary Skills to all actions from that point, but is still in the fight.
Unarmed Combat/5; Fire & Move/3, Medic/3; 125
Drive/3, Streetwise/3, Sentry/3 The Surprise turn being over, things revert to normal
– and the BH Scout may now act (or try to) and
chooses to perform a Defence (Missile) Action, spending But the action (or the part that we’re dealing with)
4 Action Dice/4P, which will add +4 DIFF to any isn’t over yet. Remember Brian? He’s taken cover
attacks directed at him for the entire turn and is behind a log, a pretty big one as it happens, which the
applicable immediately. The downside is that he will GM allows is Hard Cover (Head Only), or +3 DIFF to
not be able to take a second Action until the 5th Pulse target … which is fortunate, as another Boko Haram
of the turn (4 AD = 4 seconds). Scout has appeared to one side, about 10 meters off!
Jane can also act, and chooses to fire another burst at Neither has surprise, but Brian, being a Civilian, has
the Scout – Firearms/2 + HLT/5 +2s for P90 = 2 + 5 + a required minimum 2AD/2P spend, a -1d penalty to
2 = 9D, but only a 1P Action, for +1D = 10D. any Action Dice spent, and an MNA/3 while the BH
Scout has MNA/3 but no other penalties.
Again, she uses a Single Target Autofire Burst (and 10
rounds of ammo), for +5D bonus – bringing her total The Scout decides to take a Defence (Missile) Action for
to 15D! 3AD, adding +3 DIFF to attempts to hit him and tying
him up for the first three Pulses of the Combat Turn.
The target is at 50 meters, Medium Range (+2 DIFF)
with +4 DIFF from the Defence (Missile) Action added Brian decides he will also take a Defence (Missile)
to the base Average DIFF (3), for a total of DIFF/8, Action, in this case for 3 AD (Pulses) also, which will
making the Task Code 15D8. add only +2 DIFF (remember the 1d penalty because
he’s a civilian).
Jane rolls 5 Successes, which isn’t enough to hit the
frantically dodging Scout. This means that the BH Scout can act again before
Brian does – and he decides to take a careful shot,
For her next Action she decides to spend 3 AD (3P) aiming for +2 AD (2P) with his AK-47.
aiming, which adds +3D for the time and +3D for the
Aim, bringing her total to 21D, and making the Task He has HLT/3, Rifle/8 and +2 AD for 13D, and
Code 21D8 and rolling on the 4th Pulse of the turn. decides to do a Single Target Autofire Burst for +10D =
23D. He is at Short Range (+0 DIFF) for the AK, but, as
She rolls nine Successes, for +1 Additional Success. noted, Brian is behind Hard Cover so you add +3 DIFF
for that as well as +2 DIFF for his Defence (Missile)
Damage is 4D + 1D (Medium Range) for the P90 and Action to the basic Average DIFF of the shot, for DIFF/8
she (again) uses the Additional Success she rolled to do and a Task Code of 23D8 and acting on the 5th Pulse.
+1D DAM = 6D total.
The Scout rolls 9 Successes, for +1 Additional Success.
Since the Scout has no armour, her attack does an The AK-47 does 6D Dam, and the Scout adds +1D for
automatic 6 points of damage and a further point for his Additional Success for 7D. Brian, however, is
each roll of 8+. She rolls two successes, for +2 damage, wearing Kevlar Tactical Armour with Medium Ceramic
or a total of 8 points. Inserts (5 FAT, 7 DAM) and a PASGT Helmet (3 FAT, 3
DAM). The Scout didn’t take the additional Diff for
The Scout subtracts 2 points for his Passive Defence/2 aiming specifically at the Head, so his shot actually
– and takes 6 points, which wipes off all the remaining takes Brian in the Body Armour.
Major Wound, the next 2 Serious Wounds and the one
Disabling Wound, leaving 2 points of damage left – The 7D done by the shot is equal to 7 DAM AV, so the
which means the NPC Scout is dead. Scout rolls 7D, and needs to roll 7+ to do 1 FAT, or a 0
to do an additional 1 FAT or 1 DAM on a reroll of 0.
All before he took a single shot! His roll scores 3 x 7+ and one 0, which, amazingly,
rerolls as a 0 for 3 FAT, 1 DAM.
126
VEHICLE RULES g
VEHICULAR COMBAT a
Vehicular Combat – combat situations where one or
both parties, attacker and/or defender, is a vehicle
m
works slightly differently to standard combat.
This is a somewhat cinematic setup, but it makes the The number of successes that they make is the penalty 127
completion of a relatively unusual situation quicker and to any attack actions directed at the vehicle for the
easier to handle for all involved. whole of the combat turn!
A Passive Defend (Missile) action adds +1 Diff to the · Half (½) Cover applies to vehicles that are only
attack roll for each point of Drive Skill committed to half exposed. For turreted vehicles, that means
the defence for one attack only. they are hull down with only the turret showing.
These points are subtracted from any other Driving This is generally the best that Soviet/Russian tanks
checks made by the driver for the rest of the Phase. can achieve (see below).
A character with Drive/3 commits two points of skill to a · Three Quarter (¾) Cover applies to vehicles that
Passive Defend, which adds +2 DIFF to the attack roll. are only ¼ exposed. For turreted vehicles, they
However, for the rest of the Combat Phase they make must be hull and turret down, with only the main
Driving task checks as if of Drive/1 skill. weapon and part of the turret showing.
The vehicle’s Handling is an upper limit to the bonus Only western Main Battle Tanks can get this bonus
that can be applied, no matter what the Driver rolls. and still be combat ready – Soviet tanks are much
squatter and, if they wish to take this bonus, they
A vehicle with Handling/3 can never have more than a cannot also use their main gun (though they could
+3 Active Defend Missile Bonus regardless of how many use the Commander’s or Gunner’s machinegun).
successes the Driver may achieve, for example.
· Head Only Cover applies only if 90% of the vehicle
ATTACK FACTORS is covered. For turreted vehicles, and only those of
These remain mostly the same – with the differences western design, it applies where they leave only the
noted below. Commander’s or Gunner’s external MG exposed.
Note: Hard Cover can still be penetrated by weapons Penalties for movement are equal to the sum of the
with enough damage capacity. In fact, if the weapon penalties for the speeds of the attacking vehicle and
used can, then apply the Soft Cover modifiers instead. defending vehicle.
· Engine Hit: If the Engine is hit, it takes damage If the fuel tank is hit by an incendiary round there
separately from the vehicle according to its Struct- is a chance that it will actually set the fuel alight!
ure. Effects directly on the Engine are assessed
separately from generic Structure effects. Despite what Hollywood movies suggest, fuel doesn’t
automatically explode when the fuel tank is hit. In
If the damage inflicted exceeds the engine’s rated fact, fuel tank explosions are quite rare (which is not
structure, then the remainder will “blow through” the same as impossible).
and and the weapon’s damage is applied to harm the
driver/passengers or controls, as appropriate. The chance of the Fuel Tank’s contents being set
alight is 20% + 1 % per damage point by incendiary
· Fuel Hit: A Fuel hit does not necessarily mean a hit rounds (the chance is 5% + 1% per damage point
on the fuel tank – it may be a hit on the engine’s for an explosive round) but may be reduced by 10%
fuel feed (or the fuel pump etc.). for each success made in a Driving task check at
Difficult level by the vehicle’s driver.
STANDARD (TURRETLESS) VEHICLE
1-2 Engine or Fuel If the tank is set alight, it will continue to burn, doing
3D damage/liter to anyone caught inside and possib-
3-4 Crew/Controls/Passengers
ly spreading to locations adjacent to the fuel tank
5-6 Running Gear/Suspension location every 1D time periods.
7-9 Cargo Area 129
If the round does enough damage to destroy the
10 Special Equipment vehicle in one shot then there is a base 50% chance
(increased by 10% for every extra success beyond RUNNING GEAR/SUSPENSION
the minimum required) that a fuel tank containing This is a hit on either the wheels or tracks (Running
petrol or aviation fuel will catch alight and actually Gear) of a vehicle or the mechanical arrangements on
explode “real soon” (at GM’s discretion, based on which they are mounted (Suspension).
the dramatic needs of the scene).
Both of these (Running Gear and Suspension) have
After a “suitable interval” such a fire will spread and (like the vehicle’s Engine) a separate Structure rated
engulf the vehicle (based on the GM’s assessment of separately from overall Structure.
the dramatic needs of the scene – 1D time periods).
· Wheeled Vehicles: If hit from the front or rear, there
For diesel, ethanol, or methanol, the chance of such is a 60% chance that the wheels are hit and a 40%
a catastrophic fire is a base 20%, increased by 5% for chance that the suspension is.
each additional success beyond fuel tank destruction.
If hit from the side, there is an 80% chance the
CREW/CONTROLS/PASSENGERS wheels are hit and a 20% chance the suspension is.
If the hit was scored against the front, then either the
occupant(s) of the front seat (80%) or the vehicle · Tracked Vehicles: If hit from the front or rear, there
controls (20%) are hit. is an 80% chance the tracks are hit (if they are,
there is a 60% chance the running gear is hit as
Which of the front seat occupants are hit is determined well) and a 20% chance that the running gear is.
randomly, depending on number and round effect.
If hit from the side, there is an 80% chance the
If the Vehicle Controls are hit (affecting Handling) – running gear is hit (if it is, there is a further 50%
and if there is a front/roof mount weapon there is a chance the tracks are hit as well) and a 20% chance
50:50 chance the Weapon be hit instead. From Left or that the tracks are hit.
Right facing who/what is hit will depend on the nat-
ionality of the vehicle. · Damage to Wheels/Tyres (Standard Vehicles): If a
wheel suffers more damage than it is rated for,
The UK and Australia, for example, have the driver on then it is knocked out.
the Right, most other countries have them on the Left
(though foreign designed and/or manufactured military If the damage is less than twice the rated Structure,
vehicles mostly remain on the Left hand drive even so). it represents a flat tyre that may easily be changed
– more than twice the rated damage, however, has
If it is the Driver’s side, there is a 60% chance the driver a flat 50% chance of destroying the wheel itself,
is hit and a 40% chance that the Controls are. If it is which will require replacement of the whole unit.
the Passenger’s side, there is an 80% chance a passeng-
er is hit and a 20% chance that the Controls are. Most vehicles carry a spare wheel/tyre unit which
makes the destruction of the wheel somewhat moot –
Note: In some vehicles the engine is front mounted and but spare tyres are more common than spare wheels
may protect the passengers/driver. If so, treat a Crew or in the supply chain and destruction of the wheel is
Passenger (but not Control) hit as an Engine hit – unless much more problematic in the chaos of the 3WW.
the damage inflicted is so much that it blows through.
If the wheel/tyre was destroyed by an explosion,
If the Rear facing is rolled, the Cargo Area is hit. any excess damage (any damage in excess of the
amount that would destroy the wheel/tyre) blows
If the engine is rear mounted it will come completely (or through to attack the rest of the vehicle.
almost) between the cargo and rear facing.
For front tyres, this will be split, 50/50, between
engine and the driver or front passengers; for rear
tyres, it is split between the cargo and passengers
(for a vehicle with a front mounted engine – see
Engine/Fuel and Cargo Area for alternatives).
Vehicles with 2+ axles and/or more than four · Track & Running Gear Hits: If the running gear is
wheel/tyre units suffer slightly different effects dep- hit, and suffers more
ending on which axle is hit.
Structure that it is rated for, then there is an 80%
If on the frontmost or rearmost axle, effects are as chance that one of the roadwheel units is destroyed
for a standard four wheel vehicle. and a 20% chance that either the drive sprocket or
the return wheel are destroyed (50:50 from the side
If on the middle axle(s), there is only a 20% reduct- aspect; return wheel from the front aspect and
ion in speed and a loss of one level of effective drive sprocket from the rear aspect) and, in any of
suspension regarding terrain effects and an addit- these instances, there is an 80% chance that the
ional one level of Handling. track will be damaged and “thrown” as well.
The speed and suspension effects apply once, but Both the roadwheel (or return wheel, or drive
Handling reduction applies once per wheel/tyre sprocket) and the track will need to be replaced for
unit lost from such middle axles. the vehicle to be fully mobile.
· Suspension Hits (Wheeled Vehicles): Hits on a Tracked vehicles normally carry at least one spare
wheeled vehicle’s suspension which destroy it (that road wheels – and, since they are intended for com-
is, which cause more Structure than it is rated for) bat, there tend to be more of these in the supply
have the same effect as if the attack had knocked chain, making availability slightly higher (compared 131
out all wheels/tyres on that axle and, at the very to scrapping the vehicle – since tracked vehicles,
least, will require extensive repairs to correct. especially armoured ones, are very expensive).
How well can tracked vehicles run with one
roadwheel destroyed? It depends ... TURRETED VEHICLES
When a turreted vehicle is hit, roll on the table below
On the actual placement of the road wheel ... but, to determine where it is hit. The effects will vary
at best, don’t plan on going very fast (no more than according to whether it penetrates any Armour (or
10 kph) or on maneuvering at even that speed. whatever sort) the vehicle might or might not have.
If the return roller is destroyed, the track is auto- · Armour Not Penetrated: The effects of the round
matically thrown even if not also damaged, and are limited to externally carried cargo or passen-
the vehicle simply cannot run. gers in the area hit per the standard damage rules.
The same applies to a disabled/destroyed drive · Armour Penetrated: The effects detailed in the
sprocket – the vehicle immobilised. following subsections are applied.
Replacing either of these is the job for an Engineer Hull: The Vehicle’s Hull is hit. Roll again on the Hull
Vehicle at the very least. Hit Table below.
A very generous GM might allow a crew with the right Hull/Turret: There is a 50:50 chance of hitting either.
spares to improvise something – but it will be much
harder to do and will take a lot of extra time. Turret: The Vehicle’s Turret is hit. Roll again on the
Turret Hit Table.
CARGO AREA
This may be an actual cargo area, a dual purpose Equipment: One item from the vehicle’s Special
cargo/passenger area or the main passenger area of a Equipment is hit.
pure passenger vehicle (there is still a 20% chance that
the small cargo area in a passenger vehicle will be hit VEHICLE HULL
instead of the main passenger area). ENGINE OR FUEL
See above.
Who or what is hit depends on seating or cargo
stowage arrangements and should be determined ran- CREW/CONTROLS/PASSENGERS
domly based on the direction of attack. See above.
TURRETED VEHICLE TURRET HIT TABLE · Main gun rounds: As per Vehicle Hull. If there is
1-3 Main Weapon provision for a “blow off” cover on ammo storages
area the explosion, if any, will blow outwards,
4 Weapon
venting the force and ensuring that, at least, the
5-7 Crew vehicle survives even if the turret crew doesn’t!
8-9 Ammunition 133
Allow the crew to attempt to Bail Out before the
10 Equipment explosion on a Difficult Athletics Check.
SPECIAL EQUIPMENT CHASE EFFECTS
One item from the vehicle’s Special Equipment is hit The two vehicles involved in a chase use their chase
if it is stored/mounted/operated from inside the turret, points as the start value – and each turn thereafter the
perhaps on the way through the armour (see above). drivers make a Driving check as a Resisted task.
· Per point of Suspension less than that required by Only if some other factor(s) intervenes will there be a
the terrain in which the chase occurs. chance to restart the chase, e.g. if the fleeing vehicle
is slowed down further by entering a different terrain
With this information you can determine whether a type that would not slow the pursuing vehicle.
chase is possible or not.
Of course, the fleeing driver can attempt to lose the
· If the difference is less than or equal to (10 + pursuit by other means ... speed isn’t everything.
Terrain Value), there is a chase.
Getting temporarily out of view and then leaving the
· If the difference is greater than (10 + Terrain pursuer at a crossroads where they have to make a
Value), there is no chase – the vehicle with the choice – perhaps the wrong one – is a classic ploy.
higher total escapes or catches its target.
Note: Given the length of the Combat Turn, you may
Of course, “catching” the vehicle merely means the decide that, to escape, the required difference bet-
pursuit vehicle gets as close as they want – ram it, ween the two parties be higher than twenty points.
even – or stay within missile range. Their choice.
O PERATIONAL DATA
Vehicle data in from the Vehicle Chapter is described
below in terms of procedure and game effects.
FUEL CONSUMPTION
These are averages (they vary according to speed, load,
terrain and other factors). These are optional rules –
· Highway/Paved Road = basic fuel consumption. This is the total number of characteristic dice and
s
· Graded Dirt or Gravel Road = +10%.
· Unimproved Dirt Road/Track = +20% (+30% if wet).
other bonus effects that the gunner (or other shooter)
can expend over the course of the entire turn – partly
y
· Cross Country with 4WD = +20% (+40% if wet). representing the vehicle’s stability and partly time.
· Cross Country without 4WD = +50% (+100% if wet).
Note: For stabilised weapons the limit is per attack.
s
… AND FUEL TYPE
Using fuels other than Petrol/Gasoline, Diesel, or
t
Aviation Fuel has an effect on fuel consumption – STRUCTURE
· Internal Combustion engine burning Ethanol
How destroyed is a destroyed vehicle? For a game
setting where the availability of spares for the maint-
e
triples basic fuel consumption.
· Internal Combustion engine burning Methanol
enance and repair of existing vehicles is problematic,
these questions are vitally important.
m
quadruples basic fuel consumption.
· Steam Engines/Diesels burning Ethanol doubles In reality, most “destroyed” vehicles are actually rep-
basic fuel consumption. airable. More often than not all “destroyed” means is
· Steam Engines/Diesels burning Methanol triples “not currently operational.”
basic fuel consumption.
· Steam Engines burning charcoal/coke use 1 kilo So, how destroyed destroyed is is a vital question.
per liter of petrol and takes up 50% more space.
· Steam Engines burning wood use 2 kilos per liter A vehicle’s structure is a rating of how much excess
of liquid fuel and takes up twice the storage space. damage it can take before it is ... well, really destroyed.
· Biodiesel is treated as diesel in all ways.
Not good for anything but scrap – and maybe not even
that if it’s not easy to move to the scrap merchant!
HANDLING
This is a measure of how responsive the vehicle is to PROCEDURE
the control system installed under normal conditions. Allocating Structure: Vehicles allocate Structure
This may be affected by other factors, including – similarly to the way in which characters allocate HLT.
· Explosive Rounds: Do (Damage)/20 (round fract- There is a 50:50 chance each 10% penalty will apply to
ions nearest) dice of structure damage. one or the other. For a Dinged vehicle a 20% penalty
applies – roll twice, once for each 10% unit.
A HE round doing 36E damage would do 36/20 =
1.8, round to nearest = 2 points. Repair: Penalties listed apply to the DIFF of repairing
a vehicle under the Breakdown rules. They also modify
· Depleted Uranium Penetrators: Do (Damage)/10 the chance of it breaking down (see Breakdown in the
(round fractions up) dice of structure damage. Logistics section of the Gear Book/Section).
An APFSDSDU round doing 80A does eight (8) points You not only have to repair specific damage, but the
of structure (depleted uranium is pyrophoric – it overall level. You can get by repairing that bad transmis-
spontaneously combusts at room temperature for a sion – but the twisted chassis means it’s under continuing
secondary incendiary effect). stress and will break down more frequently than it should.
· Standard Penetrators: Do (Damage)/20 (round Spares: When scavenging a “destroyed” vehicle for
fractions nearest) dice of structure damage. spare parts, the amount that can be stripped is equal
to – (1D x Remaining Structure), round fractions down.
A standard APFSDS round doing 60A does three (3)
points of structure. Vehicles which have a rated Structure of greater than
nine (9) are treated as if they have Structure/9 until
The number of dice inflicted are then rolled, and each their remaining Structure is reduced to less than nine.
die that exceeds the Structure value of the vehicle
inflicts one point of structure. Just because a vehicle is heavily constructed does not
mean that it has more components! It mean those
Vehicles that have a rated Structure of greater than components are more likely to survive it being damaged!
nine (9) are treated as if they have Structure/9 for the
purpose of this rule. A Mechanic can strip out one unit of spares for each
success they make at Average Difficulty (however, this
Yes, Structure acts just like Armour in this aspect. is modified by the Repair Modifier from the Structure
Damage table, opposite).
GAME EFFECTS
There are several levels of game effects resulting from A vehicle with 6 remaining structure points has 10-60
Structure damage. units of spares. A Mechanic who makes an Average check
with three successes could strip out three units of spares.
Crew Rolls: Any Driving roll made by the character
driving the vehicle is at a penalty for Dinged, Battered If the mechanic doing the stripping is using an Engin-
and Crunched damage grades (see the table below). eer Vehicle or a workshop facility the base amount of
spares is multiplied by a factor of ten (10).
Rolls made by other crew-members are at -1D less (no
penalty at Dinged, -1D at Battered and -2D at Crunched). The same vehicle will yield 100-600 spares if stripped by
a mechanic using an engineer vehicle or workshop.
The assumption is that it is less difficult for other crew to
act inside the vehicle (eg firing its weapons) than it is for Suspension: At Dinged, Battered and Crunched dam-
the driver to wrestle with the effects on steering etc. age grades, there are penalties applied to the vehicle’s
Suspension (see the Table opposite).
SUSPENSION
This is a measure of how well a ground vehicle is
capable of travelling over specific types of terrain.
TERRAIN TYPES
136 There are five generic terrain types in the D10 system
– Extreme (5), Rough (4), Off Road (3), Standard (2) and
Restricted (1). These have the following game effects –
RESTRICTED (1)
Specialised running gear is required to operate on this
terrain – and, indeed, that the vehicle may not be able
g
to operate on any other sort of terrain.
ABSTRACT NATURE OF THE RULES If you’re slightly less lucky, it hits, but the armour
Even more so than Personal Combat, Vehicular rules does its job. After that it’s a slippery slope – it
are only meant to be an approximation of the real causes a mobility or weapon kill, or it sets the
world – not a Tank Crew or Driving and Servicing vehicle alight and you have barely enough time to
MOS/Manual. So, if you know they don’t match up bail out and become infantry … or you have no
well with the real world (or even if you only believe that time and all and … well, you get the idea.
they don’t) feel free to modify them as you see fit.
Some things for you to consider, however – · Modern AT Weapons are very effective. They
may not always be able to penetrate the frontal
The Last Cavalry Charge was in WW2, and wasn’t armour of your vehicle, but you can be damn sure
really a Cavalry charge (depending on whether you that they can penetrate it somewhere, or that they
think it was the Poles or the Russians who staged can damage some of the exposed equipment.
it) – they were really Mounted Infantry more than
Cavalry – and there’s several reasons for that. Hell, even an incendiary weapon (even the time
Reasons that also applies to armoured (or any) honoured Molotov Cocktail) dropped on your
vehicles, too … engine deck will cause, at the very least, nasty
problems and, possibly, a mobility kill.
· Vehicles are BIG Targets. They have a much
harder time finding a place to hide or take cover In short – vehicles don’t make you invulnerable, reg-
ardless of the rules herein. So, as GM, if the PCs want
to play fast and loose with reality – drop it on them
from a great height and watch them cry when their
precious vehicle is turned into a blazing pile of scrap!
138
THE PHYSICAL WORLD g
This section provides rules for all those aspects of the
physical world that occur from time to time and for
a
which more detail than provided elsewhere.
m
Most of the rules covered below are subjective and rely
on the GM’s estimation of factors not easily quantifiable.
The GM may consult with the players in relation to these
e
factors, or not, as they decide – but their decision is final.
ARMOUR
There are three basic types of armour that can be
s
encountered in RtA – Light, Structural and Heavy. Structural Armour can be damaged/penetrated by
any type of damage except Blast Only explosions.
y
PERSONAL (LIGHT) ARMOUR
This is armour normally worn by characters – though
it may be incorporated in light vehicles, it is usually
HEAVY ARMOUR
This is the sort of armour carried by vehicles or
s
treated as structural armour where that is the case. applied to structures and which is specifically design-
ed to resist penetrating attacks.
t
It includes rigid armours that generally protect against
DAM and FAT, and flexible armours that may protect
against both, or only against FAT.
Heavy armour lasts. As long as it isn’t penetrated it
provides full protection. It doesn’t ablate in the way that
e
Personal Armour can be penetrated by any type of
structural armour does.
m
damage except Blast Only explosions (see Explosions). Heavy Armour ratings have the suffix “H” after their
value e.g. 5H indicates 5 points of Heavy armour.
Armour Piercing rounds are generally less effective
against Personal Armour as it is too light to trigger the
main effect – though such rounds generally do so much ASPHYXIATION
damage through simple kinetic effects (which is what From time to time characters will be exposed to situat-
is represented by standard damage) that it is rather ions where the atmospheric pressure is too low to
moot that the “extra” is lost. allow normal oxygenation of the blood (Decompress-
ion) or where the supply of oxygen needed for normal
This is typical of body armour worn through the ages – breathing is cut off (Asphyxiation).
anything from tanned hides to ballistic vests, from metal
breastplates to ceramic inserts for ballistic cloth. The end result of both circumstances are identical –
unconsciousness followed by death, though the route
STRUCTURAL ARMOUR taken to get there varies.
This actually isn’t intended to be armour – it’s just that
the nature of the material (thickness, angle, whatever) ASPHYXIATION & SLOW DECOMPRESSION
provides some protection. This is normally a slow process, and the character will
need to make HLT checks on a regular basis and at a
It also tends to be ablative in nature – worn away by gradually increasing penalty to avoid, firstly, losing
until, eventually, it ceases to provide any protection consciousness and, ultimately, death.
(see Armour in The Physical World for details).
The time period between each such check will depend
Structural Armour ratings have the suffix “S” after on the speed with which pressure is lost or the relative
their numerical value e.g. 5S would indicate five lack of oxygen in the atmosphere (or the degree to
points of Structural armour. which the character’s breathing is interfered with).
This is the protection you get from a brick wall – sure, · A very slow leak may require a HLT check only
it’ll provide some protection, but, Hollywood aside, don’t every minute or so while a very fast leak may
expect it to remain intact in a full-on firefight. require one every Combat Turn (6P/6 seconds).
139
It isn’t necessarily worn away physically, but the protect- The initial check is at Easy difficulty, but +1 DIFF
ive effect is gradually compromised. applies cumulatively for every additional check.
· A success indicates that there is no additional · An immediate Concentration check at the same
effect, while a failure causes a cumulative +1 DIFF penalty is required to remain conscious. Immed-
to all other skill checks being made and a -1 to iately lose one point of either CUN(ning), APT(it-
either CUN, APT or DED, chosen randomly each ude) or DED(uction), chosen randomly and make
time. further checks each following Combat Turn.
· If any of these abilities is reduced to zero, then the This will most commonly be when pressure is lost at high
character must make an immediate Concentration altitude – access to Space vessels not being common even
check at the current penalty to remain conscious. before The Exchange ended manned space travel!
Likewise, low pressure may simply mean that characters Option: A character can attempt to move faster, but must
will reach a certain GM specified penalty level and go no make a HLT Check (at current HLT) against the
further or, perhaps, simply lose consciousness for an difficulty indicated on the table.
extended period of time – until their body becomes
accustomed to the lower partial pressure of oxygen . Option: If player characters are competing with each
other or with NPCs, they should roll HLT dice and move
CATASTROPHIC DECOMPRESSION a number of meters equal to the number of successes.
Sometimes characters will be subjected to a rapid and
complete loss of pressure/atmosphere – which works JUMPING
rather differently from gradual decompression. Characters can jump a horizontal distance equal to
their walk movement rate from a standstill, or double
· An instant HLT check at Hard or worse difficulty. that with a running start as a base.
· Success in that roll means the character uses the Characters may make a vertical jump equal to their
Gradual Decompression rule, but with a time period crawl/climb movement rate from a standstill or one
of one combat turn between checks. level higher with a run up.
· Flamethrower: Does superficial damage the first A character who is asleep, or facing the wrong direction,
combat turn, moderate damage for the next two or not otherwise aware of any impending collision has to
and deep damage for any succeeding turns until rely on the skill of the driver to minimise damage.
the round’s burn time is exhausted.
If a (character) passenger becomes aware of an impend-
Flamethrower fuel can be doused in water or smoth- ing crash, they may prepare on their own.
ered with sand unlike white phosphorous.
· Very Slow Collisions: Involve only a single vehicle
· Napalm: Does superficial damage the first combat moving very slowly and hitting a stationary object.
turn, moderate damage the next, and deep damage
each succeeding turn until burn time is exhausted. Expected character damage is 2D. It is an easy task
to reduce this to zero. Failure increases the charac-
Napalm cannot be doused with water, but can be ter damage to 4D.
smothered with sand. Unfortunately, if the smother-
ing attempt is not done carefully, it can actually Expected vehicle damage is 1 Structure point. It is
spread the fuel and increase the damage done. an average task to reduce this to zero. Failure
increases this to ½D Structure.
Such an attempt requires a Hard DIFF check and, if
failed, increases the damage done by one grade This is basically a fender bender. The GM may rule
instantly (or by +1D if already at deep burn level). that the characters take no damage at all unless there
is some “unusual” circumstance.
· Other Flame Weapons: A Welding Torch does
deep damage but is a single turn attack. · Slow collisions: Involve two very slow vehicles
moving in opposite directions or a single slow
A “Dungeon” Torch or a flaming brand does moder- vehicle hitting a stationary object.
ate damage but is also a single turn attack.
Expected character damage is 4D, but it is an
This determination is at GM discretion, as usual. average task check to halve this (extra successes
reduce by 1D each). Failure increases character
damage by +1D per success the roll is less than that
COLLISIONS required.
Collisions are rated as Very Slow, Slow, Medium, Fast
or Very Fast categorized by the GM based on his Expected vehicle damage is ½D Structure. It is a
judgement of the situation. hard task to reduce this to one (1) point. Failure
increases this to 1D+1 Structure.
If the character is the Driver of the vehicle, they make
a Drive check to determine the success of all of those · Medium collisions: Involve two slow vehicles
on board to avoid or reduce damage. moving in opposite directions or one at a medium
speed hitting a stationary object.
Even though it may be their failure of driving skill that
resulted in the collision in the first place, a skilled (or Expected character damage is 6D, it is a hard task
lucky) driver can do something to minimise the impact, to halve this (extra successes reduce it by 1D each).
and this benefits all those aboard the vessel. Failure increases the character damage by +2D per
success the roll is less than that required.
For example, airbags or seatbelts reduce damage by · Passive Defence: Subtract the character’s Passive
-3D and reduce the difficulty of the task check to Defence value from any damage inflicted.
halve damage by one level.
· Armour: See Armour Piercing Attacks in Combat.
144 PROCEDURE
Diseases initially work against HLT – and progress to
do damage or their special effects only when it is
overcome. Disease Strength is a cumulative penalty to
HLT checks each Check Interval for Effect Duration.
g
Failure: If task check fails, then application of dam-
age (if any) and special effects begin immediately. a
If you feel nasty, add +1D to any damage for this first
application of damage for every success less than the
m
required amount the check was failed by – representing
unforeseeable natural factors. e
Success: If the task check succeeds, nothing happens
until the next Check Interval (assuming there is still
time left in the Effect Duration).
Failing the stun check means they are stunned for a Dinged -1D/+2 DIFF/-20%/+1W
number of combat turns equal to the shock rating. Battered -2D/+3 DIFF/-30%/+1W
For the first turn, a -3D penalty applies; for the second, Crunched -3D/+4 DIFF/-40%/+1W
-2D, and for all following turns until it wears off, -1D.
Disabled +5 DIFF/-50%
Now they need to roll again to see if they are stunned. +x DIFF apply to repair rolls. -xD apply to any roll
This time they’re less lucky, and their 3D roll vs the DIFF made using the item. -xx% apply to operational
3 check fails. They are stunned for three combat turns. performance. -xW apply to Wear (and are cumulative).
For example, Structure: 3 would give Scratched/2, Ding- · Layering: If more than one layer of the same PL
ed/2, Battered/2, Crunched/1, Disabled/1. of clothing is worn, subtract -1.
PROCEDURE
When (Cold Level - Clothing PL) is greater than zero (0),
a HLT task check is required at variable time intervals
and difficulty levels listed on the table over.
146
Each time the task is failed, the character loses one
point of HLT to hypothermia.
· Warmth: HLT may be regained moving to where
the effective Cold Level is zero or less – one point
of HLT is regained every 5 minutes of rest there.
g
Alternately, a sleeping bag of a Cold Rating sufficient
to prevent further hypothermia checks acts in the
a
same way for every 15 minutes spent inside.
m
· Hot Food: HLT is regained by eating hot food (a
mug of coffee/soup) – giving instant recovery of one
(1) HLT, but may only be utilised once every hour. Arid (5), Desert (6), Hot Desert (7) and Extreme Desert.
e
Other conditions may modify effective Heat Rating –
When HLT reaches zero (0), the character is dying –
but they may be revived by making a first aid task · High Humidity: When the local environment is
check (at Hard difficulty) combined with placing them
in a warm environment and giving them hot food.
humid, subtract -1 (to a minimum of HR/1). s
It is not enough to warm them and feed them hot food at
· Non-Desert, Non-Tropical: When the environ-
ment qualifies, subtract -1 (to a minimum of HL/1).
y
HLT/0 or less – they need medical care as well. The
reverse is true – medical care is fine, but unless hot food
and warmth is provided, it isn’t enough, either.
· Clothing: Add the Cold Protection Level of any
heavy clothing to the heat level.
s
It is not only possible, but likely, that effective cold level · Head Protection: If the character does not have a
t
will be higher than Extreme Blizzard (8). hat or other head protection, add +1.
7 HLT x 2 minutes, 20/20/20 Extreme A character regains a point of HLT for each 1-3 liters
8 HLT minutes, Incredible of water they are provided with and an hour of rest.
9 HLT/2 minutes, Impossible
If you want to get nasty, you can have characters suffer
Water consumption is in liters per day and the from heat stroke (gain levels of FAT instead of DAM until 147
format x/y/z where x = no exertion, y = normal they fall unconscious) if they don’t have salt tablets and
activity and z = strenuous activity yet have plenty of water!
FATIGUE GRADE DAMAGE GRADE PENALTY
FALLS
Falling damage is rated as Low, Medium and High Tired Flesh Wound –
based on the GM’s judgement. Rolls are against
Stretched Minor Wound +1 DIFF
Health or relevant skill (e.g. Athletics).
Winded Major Wound +2 DIFF
· Low Falls: Are those someone could expect to
jump without great or, possibly, any damage. Exhausted Serious Wound +3 DIFF
Prostrate Disabling Wound –
Expected damage is 2D, but it is an average task to
halve this (extra successes can reduce it to zero). The number of dice which a character can use for a
Failure (of any degree) increases the damage by task roll is reduced when fatigued or injured (see above).
+1D per success the roll is less than that required.
FATIGUE POINTS
· Medium Falls: Are those where serious (but not Fatigue represents excessive effort which wears down
certainly fatal) injuries are be expected. a character, causing them to tire. Fatigue can also
result from blunt trauma and physical strain.
Expected damage is 6D, and it is a difficult task to
halve this (extra successes reduce the damage by A character has one point in each of the five grades
-1D each). Failure increases the damage by +2D per plus additional points equal to their Health distribut-
success the roll is less than that required. ed amongst the first four grades (Tired to Exhausted) –
one point per grade from Tired down, until all have
· High Falls: Are those where almost certain death two points, then repeat until all points are allocated.
would be expected.
A character with HLT/3 would have Tired/2, Stretch-
Expected damage is 12D, and it is an extreme task ed/2, Winded/2, Exhausted/1, Prostrate/1.
to halve this (extra successes reduce the damage by
-1D each). Failure increases the damage by +3D per Likewise, a character with HLT/6 would have Tired/3,
success the roll is less than that required. Stretched/3, Winded/2, Exhausted/2 and Prostrate/1.
· Armour: This normally provides no protection As soon as one point from each grade is ticked off, any
against falls. penalties apply – but progression to the next grade
requires all the points for the current grade be ticked off.
However, depending on the GM’s determination,
they may allow a character wearing cloth or When a character has sustained five grades of Fatigue
padded armour 1D of armour effect, but. they fall unconscious. If they receive any more fatigue,
it is applied as Injury.
· Other Modifiers: It is possible to survive falls even
from great heights ... thousands of feet, in fact. Fatigue has an effect on all die rolls and task checks a
character makes except in combat, where they are
Onto/into something soft(ish) and – in game terms, pumping enough adrenaline to overcome fatigue eff-
expending one hell of a lot of Luck! Still, it is possible. ects – until after combat when it wears off!
FATIGUE RECOVERY
HEALTH Fatigue recovers at a rate equal to a character’s Health
Health is a measure of a character’s current current (Stamina) + 5 every day, with proper rest.
physical condition. There are two types of Health
which are measured in these rules – Fatigue (FAT) and If a more graduated rate is required, recover one level of
Damage (DAM). Both have five grades of severity. Fatigue for each hour of sleep or two hours of rest (no
Fatigue inducing activity). Fatigue gets you in the end.
Serious Wounds: A character recovers half their “Attendance” is defined as reasonably close proximity,
Health (Toughness) points per week. and with no more than their Skill Level in patients).
Each success in a Medical (Surgery or Veterinarian) roll If the roll is a bare success (i.e. rolls exactly the req-
at Hard Difficulty heals an extra point over the week, uired number), then the character’s life span remains
up to the character’s Health (Toughness). unchanged – and further rolls will be required every
turn to continue to work on them.
Disabling Wounds: Damage at this level may only be
recovered as a result of medical treatment by a char- Even though stabilisation may be kept up indefinitely,
acter with Medical (Surgery or Veterinarian) skill. Each the GM may rule the process will require the expenditure 149
success in a Medical (Surgery or Veterinarian) roll at of medical supplies – which are almost certain to be in
Hard difficulty heals one point per a week. finite supply.
When such supplies run out, then further dice penalties
may apply, or the the Difficulty level of the task increases. MOVEMENT (STRATEGIC)
Strategic movement is normally in kilometers/hour,
SURGERY and is used to for travel times over long distances.
A stabilised character may only be returned to “life” –
to Disabled level health – by a successful Surgery roll. Terrain and vegetation will modify the base rate, as
This requires a Medical (Surgery or Veterinarian) roll at will the type of suspension the vehicle has – and this
Difficult level – and suffers from the same penalties is determines how many hours of travel it takes to
that a stabilisation roll would. cross a map hex (or map grid) rather than how many
kilometers are travelled in an hour.
Failing the roll does not necessarily mean the patient
dies – however, it extends the surgery by a time period FOOT AND MOUNTED MOVEMENT
and increases the Difficulty of the roll by one grade. A Vehicle movement rates (in kph) are as listed in the
disaster (failing the task check by four [4] steps or Gear Book. Foot and Mounted rates are shown below.
greater) means the character dies on the operating table. These rates assume 10 minutes rest per hour, 8 hours
sleep per day, and one full day of rest every week.
INTENSIVE CARE
Once a character has been successfully operated on, NORMAL
they are still not out of the woods – they need to This is combined with hunting, foraging, or searching
remain in intensive care for a number of days equal to with many rest periods. Travel will for 8 hours per day
([7 + Dice Penalty] - Health [Toughness]). (32 km/Foot, 48 km Mounted). This rate may be
maintained indefinitely.
A character with HLT/4 and a -3D penalty would need
to be in intensive care for ([7 + 3] - 4) = six days. FAST
Continual movement with little or no rest beyond the
This requires the attendance of a Paramedic or Nurse standard ten minutes per hour, though for only 8
making a Average task check each day – failure means hours per day (40 km Foot or 64 km Mounted). This
that the intensive care period is extended by a day. cannot be maintained without loss – formed units
begin losing 2D% of their number every two (2) days
A Disaster (i.e. failing the check by four (4) steps or (these will catch up on the rest day).
more) means more Surgery is required (as above) and
that the intensive care period is re-started again (and, PCs on foot must make a HLT check at +1 DIFF
of course, the patient runs the risk of dying again). (cumulative) every two (2) days to maintain this.
The availability (or lack) of equipment or supplies, or Mounted PCs make the check every four days if they
access to facilities will have a direct impact on the bonus can obtain remounts at least every two days, otherwise
or penalty dice applicable to any of these rolls. \ they make the check every two days but at no penalty
to the check for the first two days.
It may also increase the Difficulty level – only very
unusual equipment would reduce the Difficulty level). FORCED
Continual movement with little or no rest for at least
FINAL RECOVERY 10-12 hours per day (60-72 km Foot or 120-144 km
Only once the character has managed to survive the Mounted), and may cut the rest day in a week as well.
intensive care period do they start to recover normally
– at the rate of one (1) point of Health per day – and This rate cannot be maintained without loss, either –
slowly recover to full health through the previously formed units lose 1D% on the first day, then (1D% +
described mechanisms. 1%) per six hours on the second, per four hours on the
third, per two hours on the fourth, and 1D% per hour
on the fifth and succeeding days.
150 Success means that they are able to achieve the rate
for the whole day, while failure indicates that they can
maintain it only for 2D hours.
PCs who are riding and who can acquire remounts
every two days will reduce this penalty to that apply-
ing for Forced rate.
g
These rates are based on military manuals, which ass-
ume they apply to formed bodies of troops. Individuals
a
and small parties should be able to improve on these
rates considerably.
m
Rates may be doubled for short periods at the cost of an
immediate HLT check at the end of the period at an +1D Two days of Light = Medium, 4 days of Light or 2 of
e
DIFF to whatever penalty currently applies. Medium = Heavy. Each Heavy Snow day adds
+0.25 to the Heavy Snow penalty (no upper limit).
USING THE TERRAIN EFFECTS CHART
Unlike a board game or computer game, which rate
how many hexes a unit or individual can move per
These effects subside to their minimum values
(until the thaw, whenever winter ends, mainly) at
s
turn, in the D10 system the hexes are used simply to
indicate where specific terrain/vegetation types are.
the rate of -0.1 per day without snow.
y
ATV/Track represents a generic tracked vehicle. Wheel
indicates a wheeled vehicle (motor and animal drawn).
POISONS
“Poisons” include all elements, chemicals and drugs
s
Half-tracked vehicles operate as Wheeled vehicles unless
that have a negative effect on the human body – not
just those that cause damage and kill directly.
t
their driver makes an appropriate Driving Check every
hour of movement. POISON DATA
Poisons are rated in four areas – Mode of Operation
e
Hexes represent time in the d10 System rather than
distance – so a party might take several turns (days,
(how it poisons you), Check Interval (how long it takes
to poison you), Effect Duration (how long it poisons you)
m
hours, or whatever) to cross a single hex ... depending and Poison Strength (how much damage it does to you).
on their current movement rate.
MODE OF OPERATION
To use the TEC, cross-reference method of travel with Poisons may be ingested (i.e. swallowed with food or
terrain and a multiplier is found – this is multiplied by drink), inhaled (breathed in as an aerosol or gas),
hex scale to give the effective distance, which indicates injected (piercing the skin through a bite, puncture or
the time a character or party will require to cross. cut) or may act on contact (touching the bare skin).
WEATHER EFFECTS Some poisons are only effective in one mode, and pro-
Weather also effects the movement rates in the TEC. tection against that can protect against them (a gas mask
vs inhaled poisons, for example).
· Wet Weather: Wet weather tends to slow every
form of movement down. The effect on Tracks, However, many are effective in more than one way
Roads and Highways is detailed in the table above. (nerve poisons work in all the listed modes and Mustard
Gas is similar, though it works less well in some modes).
Streams and Rivers become impassable except at
Fords (which take on the “No Ford” penalty) in CHECK INTERVAL
extended periods of Light or Medium rain, or a This is the expected time delay between each HLT
single period of Heavy rain. task check against the onset of the poison’s effect(s).
All other terrain adds +0.25 for Light, +0.5 for · Natural poisons: One Minute.
Medium and +0.75 (or higher) for Heavy Rain. · Synthetic poisons: One Combat Turn.
· Nerve poisons: One Phase.
· Snow: When cold enough, rain becomes snow.
Snow has the same effect as rain, but accumulates. Yes, every phase whether the poisoned character is
acting or not! Nerve poisons are nasty!
STRATEGIC MOVEMENT – FOOT AND HORSEBACK (KPH)
River/Ford +2.0
as other terrain in hex
If you feel nasty, add +1D to any damage for this first Once this duration has passed, recovery will occur 153
application of damage for every success less than the as normal for Fatigue and the character will be
required amount the check was failed by. able to move again once they recover to Exhausted.
· Soporific Poisons: Act on DED, treating it as if it
were fatigue for the purpose of this rule. When the
penalties accrue (per the equivalent Fatigue level),
they apply to all skill use, regardless of whether it is
physical or mental in nature.
SYMPTOMATIC EFFECTS
Most poisons have some special symptoms – the des-
cription should include any of relevance.
154
THE SENSORY WORLD g
This section provides rules for all those aspects of the
sensory world (hearing, sight, smell, taste, touch) that
SIGHT DETECTION TABLE a
occur from time to time. Weather Day Dawn Night
or Dusk
Moonlight
Twilight m
Most of the rules covered below are somewhat subjective
and rely on the Game Master’s estimation of factors that
are not easily quantifiable. You have been warned!
Clear
Light Rain
2000
200
100
80
50
40
75
60 e
Heavy Rain 100 50 25 35
Mist 200 100 40 70
SPOTTING Fog 20 15 5 10
An important aspect of the game is determining what
the player characters can spot – that is, what they can
Light Snow 150 75 30 50 s
Heavy Snow 75 35 15 25
see, hear and smell.
Blizzard 35 15 5 10 y
SIGHT DETECTION Formed bodies of troops can be sighted at much greater
The tables indicate distances (in meters) at which an
Average DIFF task check could discern individuals as
ranges. s
individuals. NOISE DETECTION TABLE
Noise Level Wind . . .
t
· At between half and full listed range, the difficulty
is reduced to Easy.
Shout
With
300-600
Against
150-300
Fog
50-150
e
· At less than half listed range, difficulty is Simple. Talking
Normal Move
20-50 *
15-25 *
10-20 *
5-15 *
5-10
1-5
m
· At every 20% greater than listed range, add +1 DIFF.
Stealthy Move 5-15 * 1-5 * 1-2
Large groups (formed bodies of troops, for example) can * Strong winds may drown out these sounds or reduce
be discerned at longer ranges, though individuals within detection range further.
the group will not be recognisable as such,
SMELL DETECTION TABLE
VISUAL SPOTTING MODIFIERS
If the object being spotted is larger than an average Smell (1) Still Air Upwind (2) Downwind (2)
human being, they can be spotted at the same base Faint 2-20 10-20 Impossible
chances but at greater ranges – especially if moving.
Strong 20-50 75-100 1-10
A cavalryman would be visible at much greater range Pungent 50-150 100-200 10-20
than an infantryman because they are mounted on a Smoke 20-100 50-150 5-15
horse, typically 4-5 times bigger than a man by itself,
(1) These listed ranges may be increased, perhaps
Likewise, a Motorcyclist will be visible at much greater markedly, at the GM’s discretion.
distances than a standing or walking man because the (2) If the wind is strong enough, the smell may be
observer’s attention will be drawn to the movement. completely dispersed.
the dust cloud their movement kicks up, even if they are
If they are smaller than the average human being, then technically speaking not in a direct line of sight.
spotting range will be similarly reduced.
NOISE DETECTION
If the object is camouflaged or actively attempting to The ranges assume sounds within the normal human
remain concealed, then the ranges at which these base hearing range – though, with technological aids, it
chances will apply will be much reduced. may be possible to detect sounds not normally audible
to humans.
The absolute maximum spotting distance is, of course,
line of sight – which will be determined entirely by Sounds – loud ones – can be detected at very consider-
local conditions. able distances. For example, before the introduction of
counter-battery radar to detect the location of enemy 155
However, under some local conditions it may be possible artillery concentrations, armies used extremely sensitive
to determine the presence of groups of men or vehicles by sound sensors to detect the sounds of firing artillery and,
through a process of triangulation, trace back where the limiting the effectiveness of their senses according to
firing was coming from. realistic external factors.
No, it wasn’t very accurate, but modern technological Characters may be at one of four Awareness levels –
aids allow for the detection of conversation at very
considerable distances through the combined use of · Basic: Occupied performing another task. All
extremely sensitive microphones and digital signal pro- spotting is at +4 DIFF.
cessing to clean up the sounds into recognisable speech.
· Average: Not engaged in any specific activity. All
SMELL DETECTION spotting is at +2 DIFF.
The least expected method of detection – humans have
a poor sense of smell compared to most mammals, but Most characters will be at this level of semi-oblivious-
we can make use of it under limited circumstances. ness most of the time unless there is a damn good
reason not to be (and ruthlessly resist player claims
For example, during the Vietnam war, communist forces that their character would be more alert than this!)
could often detect the presence of US forces because of
the slight scent to the soap they bathed with. · High: The character is in a situation where they
would likely be more attentive than average.
US Special Forces quickly learnt this, and stopped
bathing several days before going into the field – where If there is any doubt, require a Difficult Concen-
they were often able to detect the presence of communist tration Task Check to activate (and, every (5 + CUN)
guerillas by the smell of the fish sauce they used to minutes) and maintain.
flavour their boiled rice.
When activate, a character at this level of aware-
If more than one sense could be used, then the one ness allows checks at unmodified DIFF.
with the best chance of spotting should be used. The
GM may increase its base chance of detection. This requires beyond normal concentration.
Technology may also increase spotting range. A pair of Players will want you to believe that their characters
4x Binoculars increase visual spotting range by x4 – but are at this level of alertness all the time.
at the expense of a restricted arc of vision.
No. They’re not.
AWARENESS
Players would have their characters at full alert 24/7 Not in anything like “real life.”
if they were allowed – but characters have no reason to
behave this way. Require a Concentration check at significant
penalties whenever in doubt – most likely when the
Awareness deals with this problem in a realistic way by players insist that one isn’t needed.
156
EXPERIENCE AND LUCK g
Experience is the only way in which a character can
improve (or acquire new) Skills or acquire new Talents
a
– through Skill Use and through Role Playing.
m
GAINING EXPERIENCE
Characters gain experience in two main ways
e
EXPERIENCE & SKILL USE
Skill/Task Checks can result in gaining experience in
two ways – s
· Whenever a character makes a successful Task
Check at Hard Difficulty (DIFF 4) or better they are
y
awarded one (1) experience point.
EXPERIENCE & ROLE PLAYING So getting past the sentry on the camp’s outskirts by
During each game session (a single night or after- bluffing and then avoiding detection by patrols in-
noon’s play), a character should be granted EPs for – side are two discrete instances. Taking several turns
to bluff a sentry is only one instance.
· Defeating an opponent in a one-on-one combat
gives zero to three (0-3) points which are applied to · Entertaining Role Play during a game session is
any Combat Skill used in the process. worth one to three (1-3) points, which may be
applied to any Skill used in the session.
The amount of points awarded depends on the
how difficult it was (for a complete pushover, feel Any player action that brings a smile (even a wry one
free to award nothing at all) and, of course, how as they thwart your careful plans) to your face or
entertainingly the player described their charact- which makes you think – “Hey! That was neat!” is
er’s role in the denouement. what you award this for.
This is not merely an award to the character who gets It may be awarded more than once per character in
in the killing blow. To get this award the character a session, but the maximum award over a whole
must have done all the damage (Option: They must session remains three (3) points.
have done more than 50% of the damage).
At the end of a completed scenario or mission (which
· Corporate Defeat of an opponent in a small scale will often require several game sessions) characters can
combat gives zero to one (0-1) points to any Combat be granted experience points for the following –
Skill used in the process.
· Heroic Actions performed during the scenario are
All participants in the despatch of the chosen enemies worth one to three (1-3) points for any skills.
gain this award.
This does not mean the character has to have been
In general, there should have been at least one heroic every single second of the game – but that the 157
enemy for each of the friendlies actively involved for overall, overwhelming, thrust of their actions have
any award to apply at all and the award should only been heroic. GM’s determination as always, of course.
· Success in achieving mission goals (which may be Players often end up doing things that you, as GM,
either personal or corporate) is worth one to five despite all your careful planning, find so off the wall
(1-5) points distributed between any skills. The that you never even considered them.
award depends on the DIFF of the success achieved.
When they manage this successfully, reward them!
Saving a small hamlet or single family would, all
other factors being equal, qualify for one point, while
saving an entire region would likely qualify for five. SPENDING EXPERIENCE
There are two ways that Experience may be spent in
Likewise, defeating an enemy patrol might be worth the D10 system – to permanently increase skills or as
one or two points, depending on strength. a temporary boost to any game roll in the form of Luck.
On the other hand, blowing the bridge that denies EXPERIENCE AND SKILLS
passage (or otherwise holding them up – think Ther- The general rule for experience is that it costs twenty
mopylae and the 300 Spartans) to the entire enemy (20) experience points to –
army could be worth five points.
· increase Skill by one (1) level unless the new level
· Unusual Success in using skills or equipment in would exceed the Governing Attribute, in which
unexpected (and entertaining!) ways to achieve the case the cost is doubled to 40 Experience Points.
mission’s goals can be worth one to three (1-3) · gain a new Skill at level two (2).
points distributed between any skills.
EXPERIENCE AND ABILITIES
This is a surprising the hell out of the GM award. It is not normally possible to increase a character’s
Ability score – however, if the GM does allow it, it costs
USING AND ABUSING EXPERIENCE I [10 + (10 x New Ability level)] skill points.
In more than thirty years of designing and playing
Role Playing Games, I have found that one of the key That is, a character with CUN/4 wants to increase it to
problems for any game system can be the way it CUN/5 – this would cost [10 + (10 x 5)] = 60 Skill Points.
handles of experience.
Characters who have the Changed or Mutable Quirks are
If you normally run one-shot adventures, it is not the only characters who should ever be considered for
normally a problem. Likewise, if your campaigns such an increase in Road to Armageddon.
tend to last no longer than a year or so, systems
generally work fine. THE LIMITS OF EXPERIENCE (OPTION)
One major problem with role playing games is that skill
That doesn’t mean that there aren’t problems – advancement has become far too fast and easy.
merely that they don’t raise their ugly head(s) until Characters advance far quicker than anything normal
you have a long running campaign world. mortals could achieve in comparable amount of time.
When you do, you rapidly find that the characters This inevitably results in games that have to become
that your players started out with all too rapidly ridiculously high powered – to levels that are quite
become ... Unbelievable. simply fantastic simply to retain some challenge
They accrue (depending on the system) far more Some games have had to create “epic” levels to do this –
ability/characteristic and skill increases than anyone but they aren’t the only ones with the problem.
could be reasonably expected to achieve (or actually
has achieved) in several lifetimes. In the D10 system, this is partly negated by the (likely)
heavy usage of experiential luck which, I believe, more
accurately represents real life. YMMV.
There are two different sources of Luck – the Ability, It is also one of the reasons why the “Limits of
rolled in character creation, and experience points. Experience” optional rule has been provided.
Experience spent as Luck represents minor variations in Use it or not at your choice
causality and is should be widely used during the game.
a vehicle about to be totalled and you want to save
Ability Luck represents major changes in causality – your precious hide!
requiring expenditure of Luck Ability points!
· Reduce Damage, if spent immediately on the
damage being inflicted (see pg. # 128).
EXPERIENCE AS LUCK
Characters may expend experience to buy additional · One extra “free” action during their turn.
dice for Task Checks, buy off damage, gain a free
action or to modify the attack value of some weapons. · Changes the damage rating of a standard damage
Each point of Luck purchases – weapon to armour piercing damage for one attack.
· +1D added to any roll before the check is made. Allows standard weapons to do full rated damage to
structural armour (but not vs Heavy Armour).
Note: some Quirks and Techniques count each
purchased die as +2D for a Task check. · Reduces the PEN(etration) Value of Armour Pierc-
ing or HEAT rounds by 1d x 5% of the base value.
· +1 DIFF to any attack roll directed at them or the
vehicle or structure that they occupy. Most modern AP and HEAT rounds can penetrate all
except the front hull armour of modern tanks at any 159
This may prevent an attack from hitting – sometimes reasonable range – so this option allows the crew
better than reducing damage done, eg if you’re inside (any/all) to increase their chance of surviving that
surprise first shot – but they’ll soon run out of LCK · Lazarus (1): A character may negate completely
in an extended engagement unless they use cover and any combat or damage effects that would result in
overwatch just like modern tankers do. their death.
EXPENDING EXPERIENCE AS LUCK They remain down and unconscious until combat is
The amount of experience a character may expend on over – everyone is sure they are dead – but are found
a single die roll is determined by their Luck ability. to be merely Disabled (as per the Wound). This may
also be used by a vehicle crew to seem to KO the
· A character may expend a number of experience vehicle, while leaving it merely with a serious Break-
points up to their (Current Luck Ability x 2) over a down (which may be repaired under the normal rules).
whole Combat Phase
· Beans ‘n Bullets (1): A character finds more of the
A character with Current Luck/3 could spend up to vital resource (ammo, medicines, food ... whatever)
six (6) extra dice over their Combat Phase. If they can they thought they’d run out of – half of what they
perform only three (3) Actions, then those dice would had originally.
have to be split any way desired amongst those three
(and if they were all spent on the first Action, bad What counts as “originally” is up to the GM – mostly
luck if they’re needed later in the turn!) it will be what the character had at the beginning of
the encounter during which they call on the ability.
· Any experience expended as Luck must come from
a skill which has the same governing attribute as the If the encounter has been an extended one, the GM
skill it is used to modify. may choose to take the amount available from a more
realistic point during the event (remembering that
If you want to increase hit chances with Firearms spending Luck like this is a major commitment and
(Handgun) while in combat situation, it is governed should get a commensurate reward).
by Health, so you can’t use experience from Science
(Physics), governed by Deduction. If used again in the same situation (e.g. a few turns
later/same battle), they get half of what they got the
Alternatively: Allow it to come from any Skill, but first time ... and so on. This isn’t a magic cornucopia!
charge two experience points per actual Luck Dice if
taken that way. · Golden BB (1): The weapon that a character is
using temporarily disables any one item (vehicle,
So, using Science (Physics) experience for a combat weapon ... whatever) being used by the enemy for a
application would cost 2 experience for 1 die of luck. variable time in a way that requires some risk by
the crew to fix.
Note: for the limits to the amount of experience that
can be expended per Combat Turn, base it on the This applies even if the weapon could not normally
number of dice if using this alternate rule, rather do damage to the item.
than the number of experience points.
Roll 1D, and add to LCK – the result is the number
of turns that the item will remain out of action.
USING LUCK ABILITY
Characters may expend Luck Ability (Permanent Luck) The damage is not permanent. Somehow the weapon
points to change causality in major ways, and this will has managed to jam or otherwise disable some key
allow them to do one of the following – system you would think could not be affected.
Depending on the weapon and circumstances, this
may have other effects decided by the GM.
NPCS AND LUCK you’re presenting the GM with a monkey wrench for
Non-Player characters mostly don’t get any Luck (see later use against you.
the Non-Player Characters section), except …
Of course, avoiding death may well be worth it!
When PCs expend any Luck Ability, then the GM takes
an equal amount of Luck. This is done on a 1:1 basis,
for each point of Ability Luck spent. REGAINING LUCK ABILITY
Luck Ability (Permanent Luck) is regained at GM’s
NPCS AND LUCK USE discretion, granted any time for good role playing,
What can NPC’s use Luck for? The same things as are achieving goals, or positive reinforcement for selfless acts.
mentioned in Luck Ability, above.
Note: Some Techniques modify the way in which Luck
However, since they generally don’t get experiential may be used and/or regained, refer to the Character
Luck, a GM may (at their option) convert Ability Luck Creation chapter for details).
to experience Luck at the rate of 10 experience point
equivalents per point converted and these may be used Such awards may replenish a character’s Luck Ability,
by any of his NPCs (until expended or until the end of but may not increase it beyond their starting level.
the scenario, whichever comes first). There are also other ways of getting it back to normal. 161
If you’re are in a big enough hole to need to use this, · A character can replenish one (1) point of Luck
Ability by expending twenty (20) experience points A FINAL NOTE
minus Current Luck Ability (20 - Current Luck). Experience based Luck and Permanent (Ability) Luck
is there to be used. It should not be hoarded – and GMs
This experience may come from any combination of should encourage players to use it by making it plain
skills. Yes, it is easier to regain Luck if you’re lucky. that not using it will have serious consequences.
The more you’ve spent, the more costly to regain. Players who behave the way they usually do in Role
Playing Games in RtA and who don’t use that Luck –
There has to be a down side to its wide utility that will well, they will die.
make characters very careful in making decisions as
to whether they need to use it or not. Don’t hesitate to let them die.
· A character can increase initial Luck Ability above That’s the reason for the suggestions about Troupe
start level by spending twenty (20) experience and Play – if (when) the inevitable happens, the player can
rolling greater than (Current Luck + 1) on 1D. simply pick up where they left off with another mem-
ber of the Troupe … who should be brought in at
The experience points are lost if the roll fails. Such a approximately the same overall skill and experience
roll is very risky the higher your Luck is. Which won’t level as the deceased character was.
stop some players – especially if they rolled a low
initial Luck. It may even be worth it.
162
i
n
d
e
x
163
INDEX
–D–
–A–
Deduction Ability 29
A Final Note 52 Deduction Based Skills 70
Abilities – Character Creation 28 Deduction Based Techniques 79
Abilities & Focuses 30 Disadvantageous Quirks 43
Abstract Nature of the Rules 138 Diseases 144
Actions 106 Distance & Travel 101
Actions & The Action Pool 102
Action Pool 102 –E–
Actions & Time 101
Advantageous Quirks 32 Electric Shock 145
Ambush and Surprise 105 Equipment Damage 146
Aptitude Ability 29 Exposure 146
Aptitude Based Skills 69 Experience and Luck 157
Aptitude Based Techniques 76 Experience as Luck 159
Are Skills always Necessary? 98 Experience (Gaining) 157
Armour 139 Experience (Spending) 158
Asphyxiation 139
Athletics 140
Attack Types 110 –F–
Military Units/Troupes 83
Troupe Play
Troupes (Military Units)
83
83
i
Movement (Strategic) 150
Multinational Ranks 85 –U– n
–N– Using & Abusing Experience I
Using & Abusing Experience II
158
159
d
NPCs and Luck 161 Using Luck Ability 160
–O– –V–
e
Operational Data 134 Vehicular Combat 127
x
Other Skills 72 Vehicular Rules 127
–W–
–P –
What Critical Failure Represents 96
Passage of Time, The 101 What Failure Represents 94
Physical World, The 139
Poisons 151
Purchase Costs & Basic Rules 32
–Q–
–R–
Ranks (Multinational) 85
Reaction Roll/Actions 127
Regaining Luck Ability 161
Road to Armageddon, The 9
–S–
–T–
Task Resolution 93
Task Types 97
Tasks & Task Checks 92
Techniques 72
The Passage of Time 101
The Physical World 139
The Road to Armageddon 9
The Sensory World 155
The Three Way War 1
Three Way Warm The 1 165
Time 101, 127
Techniques (GM Created) 82
FARM, FORGE AND STEAM
Farm, Forge and Steam is a campaign design aid for GMs who want a realistic and
logical background. It provides information and guidelines for key areas of campaign
design including -
If you are designing a new campaign world, or overhauling an existing one (whether commercially published or
home brew), then you can't go far wrong by using FFnS to ensure that the whole creation hangs together.
Farm, Forge and Steam is usable with any game system, as it is a meta product ... it provides the underpinnings
for the campaign without affecting the actual game system.
The “rules” that are detailed in Farm, Forge and Steam are general ones, not universal mathematical formulae
(though some of them come with mathematically applicable data), and enable you to provide broad and
medium level application for your campaign.
Farm, Forge and Steam is available as an eBook download from RPGNow.com at www.rpgnow.com and is
currently an Electrum Pick for popularity.
DISPLACED
What would you do if you found yourself suddenly – and permanently – cut off from
everyone and everything you ever knew? Thrust into an alien society lacking the
accoutrements of the modern world? Where you are faced with a potentially deadly
struggle to merely survive?
One of the more popular tropes of modern day Science Fiction deals with that very
question – moderns being displaced in time and, sometimes, in space (or dimension) as
well ... where they find that they are faced with the awful (and aweful) reality of the past
or, equally, an alternate dimension where history and technology has not progressed the
same way as it has in our version of reality.
Typically the displaced will find themselves faced with a need to change things – perhaps for their own comfort,
perhaps from a sense of altruism (or, more than likely, from a desire to become wealthy and powerful beyond
any dreams of avarice), or, most likely, because they find themselves faced with a threat to their very survival.
Displaced (Book #1: Lost in Time and Space and Book #2: Survival and Rebirth) is intended to provide a solid
structure for a GM and players to build their own campaign world on.
Using the tools and information provided herein you will be able to structure a realistic background in which
they can stage their adventures and get their chance to fight the good fight against tremendous odds ... and, of
course, also get a chance to become wealthy, respected, and powerful.
The first chapter, Hard Times, covers Medieval and Feudal Government, Law and
Justice. The second chapter, Hard Money, deals with Money, Coinage, Prices,
Economics and Guilds. The third chapter, Hard Knocks, provides information on
Medieval Life, Serfdom, Living Conditions, and Legal Status and Rights (including
Women's rights).
The last chapter, The Market, is an extensive annotated Price List for goods likely to be
available during the later middle ages, specifically the 14th and 15th centuries. From Alchemetical Supplies to
Missile Weapons, from Armour to Libraries ... and much, much, more.
If you think your favourite FRPG has a background that is the most accurate representation of the middle ages
since the Middle Ages, then Orbis Mundi is not for you. If you don’t care about historical accuracy in even the
slightest respect, then Orbis Mundi is not for you.
If you do care about historical accuracy, and historically accurate prices and, for example, wish to understand
why Longbows do not cost more than Longswords and much more, then Orbis Mundi is for you.
AUDACE AD GLORIAM
Audace ad Gloriam – Boldly to Glory – is the sentiment expressed in the motto of the
Terran Federation’s Interstellar Scout & Survey Service, and is the premise for this
supplement.
Detailed in this book are a wide variety of items that may be of use to Explorers and to
anyone who finds themselves in a survival situation – which includes everything from
power sources through von Neumann Machines, from Clothing to Optics, from
Firefighting to Vacuum sealing equipment, from Tools to Weapons – Survival to Utility
Vehicles , and even transportable Bases.
All of the equipment is described in terms that makes its main uses obvious, and, where
necessary, basic rules keyed to the popular 2d6 based resolution system are provided ...
The struggle between these blocs has been going on for years, but has only recently become
a hot war ... normally called the Three Way War in the west, the Anti-Imperialist War in the
Russo-Japanese alliance and the New Jihad in the Islamic states ... and a nasty one.
Rationing is commonplace, consumer goods in short supply or, in some cases, completely
unavailable ... even the militaries of the nations involved have begun to suffer from the
inability of their damaged national economies to build the needed equipment for their
expanding war efforts (or, indeed, even to repair or replace damaged equipment).
I t is against this background that your campaign will be set, and in which your players
will be running the characters that they create using this rule booklet. They will have
the opportunity to defend their nation and its allies and to oppose the fanatical plans
of the opposition ...
T his book covers the Core Rules – for Character creation, combat, and for almost all
the actions that Characters are likely (and unlikely) to be faced with during the
course of a game.