gone with the blastwave
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"Do not touch anyt hing unnecessarily. Beware of pret ty girls in dance halls and
parks who may be spies, as well as bicycles, revolvers, uniforms, arms, dead
horses, and men lying on roads - - they are not there accidentally. "
Soviet inf antry manual, issued in the 1930' s
UNI VERSAL STATS
These stat ist ics ar e universal t o all char act ers, and cannot be upgraded or modif ied in
any way.
Speed
All char act ers move at t he Speed of Plot . This means, t hey can get as f ar as t he GM
t hinks is appr opr iat e. Consider t he capabili t ies of an armored, hungry human f oraver ages. I f necessary, Speed of Plot can be assumed t o be about 2 met ers per second
when walking, or 10 met ers per second when running.
Wound Levels
All char act ers have t en wound levels. A charact er suf f ers a penalt y t o all dice rolls equal
t o half t he number of wound levels he suf f er s f rom. When the char act er has t aken a
number of wounds gr eat er t han his wound levels, he' s dead. At least beyond help or j ust
a hindrance t o t he squad. Free ammo and spare par t s, people!
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"The best tank t err ain is that without ant i- tank weapons. "
- Russian milit ary doctr ine.
VI OLENCE
Violence is used t o cause damage, and li t t le else. The skill r epr esent s t he abil it y t o
dest roy, maim, mut ilat e, r uin, break and annihi lat e t hings in any number of inhumane,
basic, and down-t o ear t h ways.
Heavy Weapons
The use of big weapons such as machine guns or r ocket launchers. Weapons t hat might
not always be available, but you sur e as hell want t he biggest bang f or your buck once
you' ve got some.
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Melee Combat
The noble ar t of clubber ing someone t o deat h wit h t he but t -end of your r if le, kicking his
br ains out , and ot herwise making people' s lives miserable while not able t o do so f r om asaf e dist ance.
Small Arms
How t o shoot people. Pref erably in t he head or in any other way t hat r esult s in t hem
dying. Or perhaps not , if you are r eally bored, have no mor als, and nothing bet t er t o do
t han wat ch someone die.
Throwing
How to hur t people by hur ling st uf f at t hem, be it st ones, r ocks, r ubble, debr is, chunksof concr et e or anyt hing else at hand. Perhaps a knif e, or even a grenade. J ust r emember
t o pull t he pin. Or not .
"Just drive down t hat road, until you get blown up"
- General George Pat ton, about reconnaissance troops
SURVI VAL
This is t he ar t of st aying alive, and – possibly – keeping ot her s alive wit hout t he use of
Violence. While i t might sound bor ing, it will let you make it t hrough t he day, laughing atyour clumsy companions as t hey f all over and br eak t heir legs.
First Aid
I n addit ion t o pat ching yourself up, you can count eract poisoning, disease, radiat ion and
all sor t s of st uf f . You can do t his t o your squad mat es t oo, making ever yone else want t o
keep you alive.
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Percept ion
The ar t of not walking onto a land mine, a live bomb, an unst able t ent h-st ory f loor , a
ki lling zone, toxic wast e, or anyt hing else. Also helps you f ind t hings such as dinner and
enemy sniper s.
Stealth
How to st ay hidden, how t o hide st uf f , and how to sneak up on someone so you can stab
t hem t o deat h wit hout anyone not icing. Very usef ul f or moving around wit hout get t ing
shot at , or r unning away.
Tactics
Car ef ul st udy of t he composit ion of t err ain and milit ar y asset s which let s you know your
chances of sur vival and/ or ki lling t he enemy. People wit h high Tact ics scor es of t ensuf f er f r om depression.
"They couldn' t hit an elephant at this dist . . . . "
- Major- General John Sedgwick, 9 May 1864.
Killed by a sniper dur ing the bat t le of Spotsylvania.
HARDWARE
The use of any and all sor t s of t echnical gadget s not associat ed wit h Violence or
St ealt h, Hardwar e is nif t y f or big explosions and f ast , f ur ious f un (of t en ending in mor e
big explosions) and f or f ix ing st uf f so you can have more f un wit h it .
Artillery
How t o shell t he living * ** * out of anyone you don' t like, assuming you have t he r ight
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weapon on hand. Also can be used when spot t ing f or ar t il ler y, assuming you ar e lucky
enough t o have 1) A r adio and 2) Allies near by. Use Ar t iller y t o shoot mort ar s, cannons
and any ot her kind of indirect , explosive f ir e.
Demolit ions
The power t o make and plant chemical compounds t hat t ear apar t buildings, people, and
t anks alike. Also handy t o avoid blowing yourself up when plant ing a bomb, a land mine or
a claymore.
Driving
Making t he t r acked, wheeled, f lying, sail ing t hings move about wit hout causing damage t o
you and your f r iends. Used t o operate any and all kinds of vehicles, regardless of t ype.
Repair
The repair skill is used t o f ix anyt hing, be it r uptured gas masks, j ammed guns, f lat t ir es
or f lashlight s wit h dead bat t er ies. I t can also be used t o j ur y-r ig stuf f so t hat it wor ks
when it shouldn' t . Handy!
"Gentlemen, we are being killed on the beaches. Lets go inland and be killed. "
General Norman Cot a: Omaha Beach, 1944
EDGE
Edge is a special at t r ibut e, available in equal amount s t o all players. A player ' s Edge
star t s at 5, and can be increased t hrough providing ent er t ainment value to t he game.
Humor provided in-game by t he charact er should be rewar ded more t han out of game
humor provided by t he player . Not e t hat Edge is t ied t o t he player , not his char act er ,
and f ollows t he player t o his next char act er should t he f ir st one die. Edge can be used in
a var iet y of ways:
Extra Action
One point of Edge can be spent t o t ake an ext r a act ion in a combat t ur n. This can be
done only once per t ur n, and t he act ion is t aken on t he char act er' s t urn. A player does
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not have to declare in advance that he is spending Edge t his way.
I ncrease Chance of Success
One point of Edge can be spent t o double a char act er ' s bonus to any roll. I f t hechar act er suf f ers a penalt y t o t hat par t icular r oll, Edge can be spent t o halve t he
penalt y. Only one point of Edge may be spent t his way per dice roll.
Weird Stuff
Whenever somet hing comes up t hat isn' t r eally covered in t he r ules, but a player wants
t o t ake a shot at it , he can use his Edge at t r ibut e to t r y it . To do so, he r olls a dice
against a TN as usual (see Rolling Dice, below), adding his Edge scor e as a bonus t o t he
dice roll. This does not spend Edge in any way, but Edge may be used t o modif y t he dice
roll.Not e t hat some st uf f may be declared impossible by the GM.
"You really can' t blame t he military f or want ing to go to war. They' ve got all these
new toys and they want to know whether t hey work or not . "
— Andy Rooney
ROLLI NG DI CE
Whenever someone at t empt s t o do somet hing which is cover ed in t he skills, t he
char act er r olls a dice and adds t he bonus of his skill t o t he dice roll. I f he scor es higher
t han a Tar get Number (TN) set by t he GM, he succeeds at his t ask. I f he rolls lower , he
f ails. I f he rolls lower by a par t icular ly large amount , somet hing goes wrong. The lower
t he number , t he worse t he result . TNs should be determined by consider ing t he chance
t he char act er has of complet ing it .
Dice Type
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Any t ype of dice can be used t o play, depending on t he playing gr oup' s desir e f or
r andomness. The mor e sides t he dice have, t he higher t he r andomness. Also, TNs should
be higher in games using dice wit h many sides than in games wit h f ewer -sided dice.
Unless t he GM wants t hings t o be really hard – or easy – of cour se
Distract ions
Dist r act ions ar e anyt hing annoying, uncomf or t able or even f unny happening t o divide t he
char act er ' s at t ent ion. Examples include air st r ikes, ear t hquakes, get t ing shot at , or
being in a moving vehicle. Depending on t he int ensit y of t he dist r act ion, shoot ers suf f er
somewher e between a -1 and -5 penalt y. This penalt y applies t o all skill r olls, not only
Rule of One
Whenever a char act er ' s dice t urns up a “1”, somet hing f unny, but annoying, happens.Guns j am, cover f alls away, recoil smacks the char act er in t he f ace. While not t ied t o
any game mechanics, t hese glit ches cause ot her char act er s t o laugh, and may r equire t he
char act er who glit ched t o t ake some kind of unwanted act ion. The char act er who
glit ched may come up wit h something f unny himself , and if t he GM likes it , it happens
and t he player wil l be r ewarded wit h Edge. I f t he GM comes up wit h something f unnier ,
t hat happens instead.
"War is much too serious a matter t o be entrust ed to the military. "
— Georges Clemenceau
COMBAT RULES
Whenever one or more char act ers at t empt t o murder any other s, and t he ot her side is
awar e of t heir at t empt s, t hese r ules are used. I f t he ot her side is unawar e, t hey' r e
stat ic t ar get s, and pr obably j ust going t o die.
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I nit iat ive
When combat star t s, all char act er s immediat ely declare t heir act ions. Along wit h t heir
act ions, t hey provide me wit h an appr opr iat e skill roll f or t hat act ion, and an init iat ive
roll. This init iat ive r oll will det er mine when t hey t ake t heir act ions. When at t acked, t heGM r olls your char act er ' s def ense rolls t o det ermine whet her your char act er s have
been hit or not (at t ack and def ense r ules det ailed below). Players must declar e on t heir
act ion whether t hey want t o use Edge t o dodge at t acks t hat t ur n or not . Edge spent in
t his way will be applied on all def ense-relat ed Sur vival/ Melee Combat r olls unt il t he
player ' s next t urn.
So, to boil down the new combat sequence:
1. GM declar es t he beginning of a combat 2. Players declare act ions
3. Players r oll dice t o det ermine how well t hey per f or m t heir act ions
4. Players roll init iat ive to det ermine when t heir individual act ions t ake place
5. Players declare whet her or not t o use Edge f or any def ense rolls t hat t urn.
6. GM per f orms steps 2 t o 5 f or any enemies and allies (NPCs)
7. GM det ermines changes t o t he bat t lescape based on Player and NPCs act ions, t heir
success or f ailure, and cir cumst ant ial st uf f .
8. Repeat st eps 2 t o 7 unt il combat ends.
Combat Turns
A combat t urn is somewher e bet ween t wo and f ive seconds
long. Dur ing t his t ime, each char act er get s t o do one t hing.
Things include shoot ing a gun, st abbing someone, t hrowing
a grenade, or r unning f or cover . Char act ers can spend one
point of Edge t o do t wo t hings in one t ur n, but no more
t han one point may be spent t his way each t urn.
Melee At tacksTo at t ack someone in melee, a char act er r olls t he Melee Combat skill. I f he is awar e of
t he at t ack, t he def ender r olls his Melee Combat skill t o avoid get t ing punched, kicked,
clubbed, st abbed, et c. The at t acker must beat t he def ender ' s r oll in or der t o hit him. I f
he hit s, he deals damage.
Ranged At tacks
When shoot ing at someone or somet hing, a char act er r olls a dice, adding his skil l wit h
t he weapon t ype being used as a bonus. I f he at t empts t o hit a t arget t hat cannot
dodge, t he GM set s a f lat TN t hat he must beat . I f t he t ar get is awar e of t he shoot er ,
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he may at t empt t o doge by r olling Survival against a TN equal t o t he at t acker ' s roll. The
t ar get may also chose t o f or f eit his next act ion t o roll Violence + Sur vival t o avoid
get t ing shot . I f he scores higher t han t he at t acker , t he shot misses. I f he scor es lower ,
t he shot hit s.
A couple of t hings can make shoot ing a lit t le mor e dif f icult .
Range: Ranges ar e divided int o Point -Blank, Close, Medium, and Long. Point -Blank shot s
are so close and easy t he char act er s gains a +2 bonus t o his at t ack r olls. Al l point -blank
shot s, r egardless of gun t ype, ar e wit hin 5 met ers or so. Close shots ar e wit hin t he
weapon' s close r ange, and suf f er no modif iers. Medium shot s ar e f ur t her out , and suf f er
a -2 penalt y. Long shot s suf f er a -5 penalt y.
Cover: Cover is anyt hing t hat makes a shot har der . Smoke, dar kness, r ubble, or screensof t er r if ied civil ians act ing as human walls all count as cover . Depending on the densit y
of t he cover , it can cause a -1 to -5 penalt y on any at t acks.
Wounding
When a char act er has hit , he rolls a
dice, adding his weapon' s damage
scor e t o t he damage. He also adds
half t he amount by which t he at t ack
roll beat t he def ense roll t o damage.The vict im t hen t akes t his amount of
damage, and suf f ers penalt ies
depending on his wound.
Healing
A charact er wit h t he First Aid skill can heal up wounds he – or anyone else, if he want s
t o – has t aken. To do so, he rolls a dice and adds his Fir st Aid skill. For every mult iplier
of f ive t he dice t ur n up, he heals one wound level. Any charact er can only benef it f r om
Fir st Aid once per scene, so once one at t empt has been made, he has t o wait f or t he GMt o let anyone work on him again. A player may spend Edge t o I ncrease Chance of Success
on any Fir st Aid r oll made on him, even if he' s not t he one r olling t he dice.
Running Out of Ammo
Occasionally, when t he GM deems it appropr iat e or t he charact er rolls a “1” on a
shoot ing-r elat ed roll, t hat char acter r uns out of ammo. Aside f r om t r acking clips, t her e
is no more advanced ammunit ion t r acking system.
Basic Gear
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All char act ers star t wit h a unif orm, a gas mask, and a helmet . The unif or m and helmet
protect t he soldier s f r om t he host ile envir onment and ser ve t o ident if y f r iend and f oe.
The gas mask pr otect s against t he host ile envir onment and causes people a gr eat deal of
conf usion and mix-ups.
"We are not retreat ing—we are advancing in another direction. "
— General Douglas MacArthur
WEAPONS
HEAVY WEAPONS
Guns kil l people by shoot ing met al pellet s at t hem unt il t hey die. Because keeping t r ack
of ammo is bor ing and r ules f or f ir e modes complicat ed, t his is not included. Char act ers
occasionally r un out of ammo when a dice r oll associat ed wit h t he gun t urns up as a “1”, or
when t he GM says so. All t hese weapons ar e used wit h t he Heavy Weapons skil l specialt y.
Light MG: Short 100 m; Medium 250 m; Long500 m; Damage 7; -2 at t ack penalt y if not
set up proper ly.
Medium MG: Shor t 160 m; Medium 400 m;
Long 800 m; Damage 8; -4 at t ack penalt y if
not set up pr oper ly.
Heavy MG: Shor t 200 m; Medium 500 m;
Long 900 m; Damage 9; Can not be f ir ed if
not set up pr oper ly; Requir es a t eam of 2 t o
operat e and car r y.
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Grenade Launcher: Short 40 m; Medium 100 m; Long 200 m; Damage as gr enade t ype
Rocket Launcher: Minimum 15 m; Shor t 40 m; Medium 100 m; Long 200m; Against
inf ant r y, gr oups et c damage is as a Grenade, but it also can damage ar mored t ar get s
well. Flame Thrower: Short 10 m; Medium 25 m; Long 50 m; Damage 4; Tar get usually ignit ed,
Can ignore cover in most cases.
MELEE WEAPONS
Dangerous st uf f used to ki ll people t he good old way.
Also known as emer gency combat solut ions f or
desperat e soldiers wit h no real weapons. Al l t hese
weapons ar e employed wit h t he Melee Combat skil l
specialt y.
Body (Self ): Damage 1
Body (Other ): Damage 2
Knif e: Damage 3
Close Combat Weapon: Damage 4
Debr is (anything else): Damage 1-5 , depending on mat er ial and size
SMALL ARMSGuns kil l people by shoot ing met al pellet s at t hem unt il
t hey die. Because keeping t r ack of ammo is bor ing and
r ules f or f ir e modes complicat ed, t his is not included.
Charact ers occasionally r un out of ammo when a dice roll
associat ed wit h t he gun t ur ns up as a “1”, or when t he
GM says so. Al l t hese weapons are used wit h t he Small
Ar ms skill specialt y.
Pistol: Shor t 10 m; Medium 25 m; Long 50 m; Damage 4Revolver: Shor t 12 m; Medium 30 m; Long 60 m; Damage 5
SMG/ Carbine: Shor t 40 m; Medium 100 m; Long 200 m; Damage 4
Shotgun: Shor t 20 m; Medium 50 m; Long 100 m; Damage 6; -1 damage at Medium r ange,
-2 damage at Long range
Assault Rif le: Shor t 60 m; Medium 150 m; Long 300 m; Damage 5
Batt le Rif le: Short 80 m; Medium 200 m; Long 400 m; Damage 5; -2 at t ack penalt y if
not st at ionar y
Sniper Rif le: Short 200 m; Medium 500 m; Long 1000 m; Damage 6; -2 at t ack penalt y if
not set up pr oper ly; -4 penalt y if not set up and moving.
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THROWI NG WEAPONS
Unlike ot her r anged weapons, t hrown weapons ar e one-shot t hings, which don' t r un out
of ammo only when you have a bad dice r oll. Once used, t hrown weapons must beret r ieved bef ore you can use t hem again. Of t en an impossible t ask, since t hey blow up.
All t hese weapons use t he Thr owing skil l specialt y.
Knif e: Short 6 m, Medium 15 m; Long 30 m; Damage 3; no point -blank r ange
Grenade: Shor t 10 m; Medium 25 m; Long 50 m; Damage 7; damage not incr eased f or
accur acy, can t arget ground, not enemy, damage incr eased in t ight condit ions
Napalm Grenade: Shor t 10 m; Medium 25 m; Long 50 m; Damage 2; damage not
increased f or accur acy, can t ar get ground, not enemy, bur ns f or f ive rounds unless
choked.St un Grenade: Shor t 10 m; Medium 25 m; Long 50 m; Damage 0; Usually does no act ual
damage, but disor ient s and dist r act s opponent s and can give an advant age.
OTHER WEAPONS
Ther e ar e many ot her weapons t han t he ones on t his list , when appr opr iate t hey’ll be
creat ed and put int o t he game, and per haps added t o t he list .
OTHER EQUI PMENT
Ther e is ot her st uf f in t he cit y, wait ing t o be used – and t o malf unct ion spectacular ly!Ther e is no need to develop specif ic st at s or r ules f or it . The GM will develop r ules f or
t hese t hings as necessary. J ust roll t he dice and apply t he corr ect modif ier s when and
how t he GM t ells you t o.
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