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FIREWALL 2136AD ============================== cyber-skirmish street warfare sf rules ============================== by Matthew Hartley, Mike Baumann & Steve Blease (print friendly version) © Wessex Games 2004, 2011
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ACKNOWLEDGEMENTS Thanks Pete Ball, the Stamford Adventurers Society, Steve Flannagan, various members of the SFSFW and WGSF Yahoo groups. These rules are dedicated to Carol and Gina for letting the boys get on with these rules and not insisting too hard that the time would have been better spent on bathrooms and other DIY projects CONTENTS Introduction Basing and scale Fire teams Gutz Leaders Turn sequence / fire team Initiative Movement Terrain Climbing, jumping & falling Other movement actions Disadvantages of running and moving at full speed Effects of suppressive on movement Non-combat movement Combat Missile weapons Grenade types Fire combat modifiers Suppression Close combat Weapons malfunction table Buildings Personal armour Cybernetics Drugs Optional rules Skills Vehicles and personal transport Personal transport Vehicles Crew and passengers Movement distances Armour Hard points and turrets Pintel mounts vehicle mounted weapons and anti-vehicle weapons Sample vehicles Scenarios Suggested reading Suggested viewing Suggested urls
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++ Sparkey felt the sweat crawl across his pallid skin, despite the temp in the Mersey Con being 20 below. Since the Gulf Stream failed Europe was always frackin’ cold and Sparkey hated it. Kicking his gear in he scanned the surrounds in IR, UV and Therm, but got nothing. Damn Frog crap, Snail had said the upgrades would pick up the stealth suits the Blue were wearing now, lying French tosser… Switching to lo-res, Sparkey drew his Malinkov burst-pistol and edged slowly back down the street. He had to make it back to the turf or he was meat. Bostik had told him to scan the docks and give him the word. There was a shipment coming in from the trop-zone and Bostik wanted no comp from the Blue. Sparkey was his eyes and Sparkey could smell a set-up even if he couldn’t eyebll it. The Blue wew out there waiting and Bostik was gonna be narked. But better narked and able to stall the drop than see his caff seized by the rozzers. Sparkey knew Bostik didn’t toast bad news bearers, only failures. “Warning, movement 20 metres, bearing 60 degrees.” The chips voice was soft and female in his inner ear. Sparkey called her The Bitch but the gear had saved his ass more than once now. Sparkey froze, spun to his right, raising the Malinkov and fired… A burst of white fire streamed from the barrel. Twenty metres away the shadows jerked as the stealth-suited policeman went down. Sparkey ran, a hail of slugs and cannon fire chewed up the ground where he’d been standing. Diving behind a refuse skip he loosed another spread ‘round the side. A scream rewarded his efforts. Useless bastards, Sparkey thought, as he ducked back into cover. Keying his e-pad he whacked off a burst to Bostik’s h-drive warning his boss that the Blue had the docks pegged. Police fire continued to rock the skip until a nite-lite beam cut the gloom and an amplified voice called out: “This is the police. You are surrounded. Lay down your weapons and surrender or face immediate termination”. Slowly, Sparkey raised his hands and kicked the Malinkov out from behind the skip. A sarcastic grin split his chalk white face. “Ok Blue, you got me. It’s a fair cop”. Sparkey stepped forward into the Police nite-lite. Poor suckers, he thought. Bostick’s solicitors ‘ll have me out in an hour… ++ INTRODUCTION Welcome to the future… to a world of dog-eat-dog, to a world of crime and corruption, to a world of cybernetic enhancements. To a world where life is just another commodity to be bought, sold and disposed of as and when. Welcome to the world of Firewall 2136AD… Firewall 2136AD is a set of miniatures gaming rules designed to allow you to fight futuristic battles between gangs of criminals, corporate security and the forces of law and order. All you need in addition to this rule book are some 28mm scale miniatures, a few dice and a fertile imagination.
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++ JUST IN. TWO MERSEYFORCE OFFICERS SHOT DEAD IN FAILED POLICE OP. THIS AND MORE AFTER THESE MESSAGES. ++
BASING AND SCALE All infantry figures should be mounted on bases 25mm square or circular bases of the same diameter. Vehicles can, optionally, be mounted on bases that just exceed the dimensions of the vehicle. ++ POLITICS. ENG-CON LEADER BYRON THATCHER-HOWARD SURVIVES REDCOMM ASSINATION ATTEMPT. THREE BODYGUARDS KILLED. EXCLUSIVE VID OF BODIES IN FIVE. ++
FIRE TEAMS All figures should be formed into Fire Teams, with a designated Leader. Each Fire Team will start with between 3 and 12 figures. This does not mean that the group is necessarily a military or paramilitary organization. People in mobs stick together and even mobs have leaders. ++ GREATER LONDON CONURNATION INTRODUCES MINDWIPE PENATLTY TO CONVCITED PERPS, NEW TECH COMPLETELY PURGES CRIMINAL’S MINDS AND ALLOWS THEM TO BE REPROGRAMMED FOR BENEFIT OF SOCIETY. WE HEAR FROM LONDON MAYOR BORIS STANLEY AFTER THESE MESSAGES. ++
GUTZ Firewall 2136AD uses a system called Gutz. The Gutz score is an attempt to distil a number of factors - morale, training, leadership, fatigue, and "friction" - into a single numerical value. A high score indicates a well-motivated individual, a low score a poorer individual. Whenever an individual tries to perform an action, its score is rolled against. Failure may not only results in the attempted action failing but a fall in the Gutz score, as the solider begins to succumb to the stresses of the battlefield. Under this system, even the most motivated troops will eventually be worn down and break. Gutz is a value between 2 and 11. If a figure's Gutz falls below 2, it is assumed to have routed or surrendered and is removed from play. A Gutz value of more than 11 is not possible, even as a result of a critical success. All Gutz rolls are made using two ordinary six-sided dice. A successful roll occurs when the score on the dice plus modifications is less than or equal to the Gutz score. A failure occurs when the modified score is more than the Gutz score. The Gutz value of a figure will vary constantly during a game, so it is vital that players keep accurate records of each figure's Gutz value. A figure's Gutz score varies as a result of combat, or a critical success or failure with movement or combat actions. The Critical Success / Failure system is designed to simulate the effects of extraordinary heroism or unfortunate calamity which afflicts individuals during battle. A critical success occurs when a natural double (two 1's, two 2's etc.) are rolled and the combined score is less than or equal to the rolling figures Gutz. A critical failure occurs when a natural double is rolled and the score is greater than the rolling figures Gutz. Modifiers have no effect on a critical success or failure, the determination of a critical result occurs prior to modifiers being added, and the modifiers cannot change a critical result. Each figure in a Fire Team starts the game with a Gutz value, which is the sum of values based upon their experience, and the training of their unit. The personal experience level of the figure can modify this base value: 4
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Types
Base Gutz level
Elite Mercenaries
9
Competent Mercenaries, Police SWAT team
8
Para-Militaries, Gangers, Hit Men
7
Crooks, Police, Corporate Muscle, Survivalists
6
Goons, Thugs, Private Detectives
5
Civilians, Non-combatants
4
Elderly or Infirm Civilians
3
Children
2
Experience Veteran Experienced Normal
Base Gutz Modifier +2 +1 0
Green
-2
In addition all Fire Teams have a Fire Team Leader, who has an additional +1 to its base Gutz score. No figure can have a base or modified Gutz score greater than 11 or less than 2. Crews for guns and vehicles (see Optional Rules) do not have an individual Gutz scores but instead a collective Gutz score for the whole team. Assign the team a Gutz score based on the tables above. All rolls and deductions / additions to Gutz totals are made against this collective score. ++ VATICAN FORCES LAUNCH OFFENSIVE AGAINST CATHOLIC REBELS IN PERU. EXCLUSIVE VID ON THE HOUR. ++
LEADERS Fire Team leaders can, by force of personality and threats of imminent violence, inspire the figures under their command. Equally, a leaders death can have a traumatic effect and lead to the Fire Team disintegrating. Any member of a Fire Team, except the Fire Team Leader, within 8cm of the Fire Team Leader, gains a modifier of + 1 to both Movement and Combat Action Gutz rolls. This modifier cannot take an individuals Gutz score beyond 11. Should the Fire Team Leader be killed, or have his Gutz score reduced to less than 2, then each member of the Fire Team must immediately make a Gutz roll: Critical Success Success
Inspired by the Leader's sacrifice the figure thirsts for revenge. + 1 Gutz. The Figure is dispirited. - 1 Gutz, and the figure is Suppressed.
Failure
The Figure is dispirited. - 1 Gutz, and the figure is Suppressed.
Critical Failure
The figure give up, routs off table not to return.
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Failure and Critical Failure rolls are treated in the same manner as normal movement and Suppression is not removed. ++ SPORTS NEWS. PREMIERSHIP BATTLEBALL CHAMPIONS HARTCLIFFE RAPTORS SIGN NOTTINGHILL GARGANTUANS MARKSMAN SAMI FREDDERSON FOR TWO HUNDRED AND FIFTY E-CREDS. EXCLUSIVE INTERVIEW IN FIFTEEN. ++
TURN SEQUENCE/FIRE TEAM INITIATIVE Firewall 2136AD is played in a series of Turns. Each Turn consists of several of Fire Team Initiative Phases; the number will depend upon the total number of Fire Teams in play. At the beginning of a new Turn, one player on each side rolls a d6 to determine which side starts with the Fire Team Initiative for that Turn. The higher scorer begins with Fire Team Initiative. The side with Fire Team Initiative chooses any one of their Fire Teams that has not previously had Fire Team initiative that Turn. The player controlling that Fire Team may then attempt movement and combat actions with figures in that Fire Team (see below). Once the player has conducted all the actions wished or he is able to complete (see below), Fire Team Initiative passes to the other player's side and he may attempt to perform actions with one Fire Team. Fire Team Initiative alternates, Fire Team by Fire Team, between both sides until all Fire Teams have had the opportunity to perform actions. If there are an uneven number of Fire Teams between the two sides, the remaining Fire Teams on one side may all have their Fire Team initiative actions one after another. When all Fire Teams have had Fire Team initiative, the Turn ends. Each figure in a Fire Team may perform up to two actions in a Turn (a Movement action, and a Combat action). These actions can be performed in any order (Combat/Movement or Movement/Combat); and actions by other members of the Fire Team may take place before the second action of any figure (Thus a figure could make a movement action, another solider could make a combat action, and then the first solider could make his second action, a combat action). A player is not forced to make any of his figures perform actions, and no solider is forced to make two actions in a Turn. A player can choose the actions of any solider in the Fire Team in any order he wishes, however he should be aware that all actions involve Gutz rolls. Once a figure has failed a Gutz roll, he may not attempt another action that Turn. Additionally once 1/3 (round down) of a Fire Team's remaining (i.e., not dead or routed) troops have failed a Gutz roll, no more figures in that Fire Team may attempt an action, and play passes to a Fire Team on the opposing side. ++ FRE MARS TERRORISTS KILL NINETY IN BOMB OUTRAGE AT BRADBURY SPACEPORT. UN GOVERNOR CONDEMNS SENSELESS ATROCITY AND VOWS REVENGE. MORE IN FIVE. ++
MOVEMENT For a movement action, the player must decide on the type of speed - crawl, walk, or run the figure will move at and the point the figure is attempting to move to and the approximate intended route. The chosen figure must then make a 2d6 roll against their current Gutz score, subtracting any modifiers for terrain (see below), and consult the table below: 6
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Critical Success Success Failure Critical Failure
+ 1 Gutz. Total movement distance may be increased by up to 25% for this action. Move up to full movement for speed type Move half intended or half maximum movement for that movement type (whichever is least) towards the target-point. -1 Gutz, Model does not move.
All Gutz modifiers are permanent. This cannot raise a figure's Gutz score above 11. If lowered below 2, the figure routs off the table. The figure's actual movement distances depends their movement type: Movement Type Figure Move (in cm)
Crawl
Walk
Run
6
18
26
++ MELTDOWN IN EASTERN EUROPE. OUR SPECIAL CORRESPONDENT VIKKI VIX REPORTS ON THE HUMAN TRAGEDY CAUSED BY WAR AND DISEASE IN WHAT USED TO BE CALLED RUSSIA. SHOCKING EXCLUSIVE VID AT NINE. NOT FOR THE WEAK OF STOMACH. ++
TERRAIN Terrain is assigned a Clutter value between 0 and 5. Zero being completely open and clear of any substantial features, and 5 being an area filled with objects of various shapes and sizes and mountains of junk. Any figure attempting to move through an area, unless moving under the non-combat movement rules (see below) must subtract the areas Clutter value from his Gutz score. Any figure attempting close combat with another figure must subtract the areas Clutter value from his Gutz score. This applies to all figures in a melee. Areas with a clutter value of 4 or 5 impose an additional -1 and -2 Gutz penalty respectively on any figures shooting at a target in them. If a figure is crossing between two different levels of Clutter during one Action, the higher level is used as the movement penalty. Remember: Critical successes and failures are determined on the dice as rolled before any modifiers are taken into account. Figures with low Gutz scores in very Cluttered rooms can still move if they make critical success movement rolls. The rational behind this is that experienced fighters are used to dodging around the debris of daily life and taking advantage of it in combat, inexperienced fighters are not, tend to panic and fall over things or hide. Some Examples: Clutter Value 0 1 2 3 4 5
Terrain Roadway, pavement, Office corridor Pavement with street furniture, Minimalist office, Normal Office, Fast food store customer area, hospital ward, Dark Ally Normal park, Most shops, Most domestic rooms Hospital A&E Dept, Research Lab room, Hotel Kitchen Junk Shop, Ruin, dense park, Kids bedroom 7
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CLIMBING, JUMPING & FALLING Figures may attempt to climb buildings or jump gaps between buildings or low (less than 2cm tall) obstacles up to their Crawl distance. Climbing or jumping require a successful Movement Action and uses the movement table with the following exceptions: A Failure indicates that no movement is made that Turn and a Critical Failure indicates a fall in addition to the -1 Gutz. A figure who falls will take a SS attack for every 4cm fallen. The Gutz level of this attack is equal to the number of centimeters fallen times two. OTHER MOVEMENT ACTIONS There are no limits on the sorts of actions that figures can undertake. Any task a player can think of should be assigned a number of successful Movement Action rolls to succeed. Once a figure has achieved the required number then the task is completed. The number of Movement Actions required should either be determined by the scenario conditions before the game begins, or on the spot by an impartial referee. DISADVANTAGES OF RUNNING AND MOVING AT FULL SPEED Figures who make a Run movement action and vehicles moving at Full speed which fail their movement rolls but do not make a critical failure must immediately roll again against their Gutz score. If the roll is a Success or Critical success result, then there are no further effects, however if the roll is another Failure or a Critical Failure, the solider or vehicle looses one point of Gutz. This second roll is not made if the figure or vehicle is moving at Walk / Cruise speed or lower. THE EFFECTS OF SUPPRESSIVE FIRE ON MOVEMENT A figure may become suppressed as a result of combat (see below). A solider under suppressive fire may not move (but may make other movement actions) until the effects of suppressive fire are removed. See Suppression in the Combat section for how to remove its effects. NON-COMBAT MOVEMENT: Fire Teams that are not aware of enemy presence (i.e. they are about to be ambushed) use their normal walk speed. They do not have to make a movement action roll until they are attacked or see an enemy. ++ PRIME MINISTERS WINSTON BLAIR JUR URGED CITIZENS TO TAKE TO THE STREETS IN PROTEST OVER COURTROOM ATTEMPTS BY SELF PROCLAIMED KING RICHARD V TO RESTORE THE MONARCHY. PM STRESSES RESTORED MONARCHY WOULD THREATEN THE IDEALS AND INSTITUTIONS ALL FREE ENGLISHMEN HOLD DEAR. LIVE VID FROM TE NEW OLD BAILEY IN THIRTY. ++
COMBAT For a figure to fire at an enemy, he must be able to draw clear line of sight to the intended target. Figures have 180-degree arc of fire from their front.
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Vehicles (see Optional Rules) with more than one weapon (say a tank with a main gun and a machine-gun) may fire each weapon once during a Turn. Firing each weapon counts as a separate Combat Action. MISSILE WEAPONS There are a variety of weapons on the street in the 22nd century. From crossbows fashioned from cargo truck leaf springs, to high-tech gauss rifles it all depends upon whom you are up against, and who's supplying them. The most commonly encountered weapons in Firewall 2136AD are similar, in function, to Twentieth Century firearms, but relying on more sophisticated mechanisms such as binary propellant or Electro-thermal chemical ammunition. Gauss weapons, which use electromagnets to propel a small-caliber, steel-jacketed projectile at a target, are encountered rarely. Only well-connected mercenaries and elite corporate muscle will be seen with these weapons. Directed energy weapons such as lasers, particle weapons and plasma guns are known, but they are almost never encountered in a street fight. Archaic Weapons
Fire
Gutz
Short
Effect
Long
Malf
Notes
Blunderbuss
B
-1
4
6
12
+1
Boomerang
SS
-1
5
10
20
n/a
Bow
SS
+0
10
20
40
n/a
Crossbow
SS
+1
10
15
30
n/a
One turn to reload
Improvised Bomb AV
SS(A)
-1
3
5
10
+2
Anti-vehicle bomb
Improvised Bomb AP
B
+0
3
5
10
+2
Anti-personnel bomb
Sling
SS
+0
6
12
24
n/a
Throwing Knife
SS
-1
2
5
10
n/a
Thrown Hatchet
SS
+0
4
6
12
n/a
Thrown Rock
SS
-2
3
5
10
n/a
Thrown Spear
SS
+0
4
6
12
n/a
One turn to reload, armour x2 Watch Mad Max
Shuriken, darts, etc
A Blunderbuss is a homemade shotgun. It requires an entire Turn (no Move or Attack action) to reload. Armour is twice as effective against attacks from this weapon. A Crossbow requires an entire Turn (no Move or Attack action) to reload. Improvised Bombs use the rules for Grenades for Critical Failures. Pistols
Fire
Gutz
Short
Effect
Long
Malf
SS/CB
+0
5
10
20
+0
Fully automatic pistol
Colt M2117
SS
+0
10
15
30
+0
ETC Pistol
Corp Arms Super High Power Isuku "Shredder"
SS
+1
5
10
20
+0
B
-1
4
8
12
+0
Armour blocks double
B
-2
3
6
10
-2
One action to reload
SS
-1
5
10
20
+1
Celtech Flannigan 9mm
Jannings "Pocket Monster" Jannings 10mm
Notes
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Rivcon "Punisher"
SS
-1
5
8
15
+0
Ruger "Defender"
SS/CB
-1
6
12
24
-1
Smith & Wesson model 144 ThorCo "Backup"
SS
0
6
12
24
-1
SS
0
3
6
10
-1
ThorCo 12mm Magnum
SS
+1
8
15
25
+0
Fully automatic pistol
"Derringer"
The Isuku "Shredder" fires a cloud of high-density plastic flechettes. Deadly against unarmoured targets, but personal armor is twice as effective against this weapon. The Jannings "Pocket Monster" is a single-shot, shotgun pistol. It takes 1 action (either Attack or Move) for a Character to reload. Sub-machineguns
Fire
Gutz
Short
Effect
Long
Malf
Celtech 9mm Tactical SMG Colt 10mm UAW
CB/B
+0
8
15
30
+0
CB
+1
10
20
30
+0
Guo Peng Model 49
CB
-1
5
10
25
+1
H&K MP5261v
CB
+0
10
20
35
+0
IMI "Buzzard"
B
-1
5
10
20
+0
CB/B
-1
6
12
24
+1
Ruger PDW
CB
+1
10
20
40
-1
Assault Rifles
Fire
Gutz
Short
Effect
Long
Malf
Corp Arms Mk II
CB
+1
10
25
40
-1
20mm GL Standard
CB/B
+0/+0
25
50
75
+0
20mm GL Standard
SS/CB
+1/+1
15
30
50
-1
35mm GL Standard
Guo Peng Model 83
SS/B
+0/-1
1-
2-
35
+1
H&K CAR-7
CB/B
+0/-1
15
25
45
+0
B
-1
10
20
40
+1
Shukla RG12 "Jezail"
SS/B
+0/+0
20
40
60
Battle Rifles
Fire
Gutz
Short
Effect
Long
Malf
Armalite HAR-19
CB/B
+1/-1
15
35
60
+0
35mm GL Standard
Celtech "Big 12"
SS
+2
30
60
120
-1
Sniper Rifle
Enfield RN87
SS
+1
40
80
140
+0
Gauss Sniper Rifle
FN M56 LAVR
SS(A)
+1
35
60
100
-1
Anti-vehicle Rifle
H&K CBR-12
CB/B
+0/=1
25
40
55
+0/+0 35mm GL Standard
Isuku "Oni"
SS/B
+1/+0
20
40
60
+0/+1 20mm GL Standard
Kalishnikov AKR-97
SS/B
+1/-1
25
35
50
-1
35mm GL Standard
ThorCo 20mm AMR
SS(A)
+0
30
50
100
+0
HEAP round
ThorCo 20mm AMR
B(MG)
+0
15
25
50
+0
"Bee hive" round
Rivcon "Gamma Five"
Enfield-Colt M159 FN M2149
Jannings "Spiker"
Notes
Can be fitted with 20mm GL
Mini gatling gun Can be fitted with 20mm GL Notes
35mm GL Standard Gauss Assault Rifle
Notes
The ThorCo 20mm Anti-material Rifle may either fire a High Explosive Armor Piercing round or an Anti-personnel "Bee hive" round of Depleted Uranium flechettes. 10
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Shotguns
Fire
Gutz
Short
Effect
Long
Malf
Corp Arms Riot Gun
B
+1
10
20
30
+0
Celtech 25mm CAW
B
+2
8
15
20
+0
Daewoo 18mm Attached B Isuku "Kamikaze" B/B(MG)
-1 +0/-2
11-
15 25
25 40
-1 +1+1
Rifle mounted Automatic Shotgun
ThorCo "Whirlwind"
+1/-2
10
20
35
+0/+1
Automatic Shotgun
B/B(MG)
Notes
All shotguns are assumed to use buckshot. Armour is twice as effective against this ammunition. A player may state that he is using slugs. Slugs act normally against armour, but change the Fire Type to SS (or B for automatic shotguns). The Daewoo 18mm Attached Shotgun may be attached to an assault rifle in place of a grenade launcher. Machineguns
Fire
Gutz
Short
Effect
Long
B(MG)
+0
25
50
75
+0
Corp Arms MG-22
B(HMG)
-1
35
65
8-
+1
Heavy, -2 Gutz for Move
Enfield-Colt SAW
B(MG)
+0
30
60
80
+0
Squad Automatic Weapon
Guo Peng AG Type 14 H&K LMG-21
B(MG) B(MG)
-1 +1
25 30
55 50
75 70
+0 -1
Celtech 12mm Auto
Malf Notes
The Corp Arms MG-22 is man-portable, but so heavy that it imposes a -2 Gutz penalty to the figure's Move actions. Figures in powered armour and vehicles may ignore this penalty. Miscellaneous Weapons 20mm Grenade Launcher Special 35mm Grenade Launcher Special Corp Arms 35mm GL Mk 5a Corp Arms MPAAW
Fire
Gutz
Short
Effect
Long
Malf
Notes
Spec
+0
10
20
40
+1
Spec
+0
15
30
50
+0
Spec
+0
15
30
60
+1
SS(A)
+0
25
50
75
+0
Guo Peng P-LAW
SS(A)
+2
20
40
60
+2
Hand Grenade
Spec
+0
4
6
12
+0
Single Shot Plasma Bazooka! See Grenades
Jannings "Incinerator"
B(MG)
+2
5
10
15
+2
Flamethrower
ThorCo "Hammer"
SS(A)
+0
20
50
80
+1
Six shot rocket launcher
Rifle mounted, see Grenades Rifle mounted, see Grenades Semiautomatic grenade "rifle" One shot rocket launcher
The 20mm and 35mm Grenade Launchers may be attached to an assault rifle. The 20mm model is a semi-automatic, magazine fed weapon. The 35mm model is a 5 shot pump action weapon. When all 5 grenades have been fired it requires 1 action (either Move or Attack) to reload. Both weapons may fire various types of grenade (see below). The ThorCo "Hammer" is a six shot rocket launcher. The player should keep track of the number of times he has used this weapon because it may not be reloaded during the course of a scenario. 11
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Non-lethal Weapons
Fire
Gutz
Short
Effect
Long
Malf
Notes
Isuku Stunner
SS
+1
8
15
30
+0
Jannings Net Gun
B
+0
5
10
15
+1
Killed figures are unconscious On turn to reload
Nukem
SS
+1
3
6
10
+0
C22nd pepper spray
Rivcon "Blinker"
B
-1
3
6
12
-1
Ignore armour
The Isuku Stunner fires a finned dart containing a micro-capacitator. When it strikes the target, it releases an electrical burst powerful enough to knock most people unconscious. "Killed" figures are considered to actually be unconscious. The Jannings Net Gun fires a large plastic net coated in an industrial-strength adhesive. "Killed" figures are actually incapacitated by this weapon (entangled in the net). It takes an entire Turn (both Move and Attack actions) to reload this weapon. Nukem is a trade name for the most popular brand of pepper spray in the 22nd century. "Guaranteed to stop a charging Grizzly in its tracks." Figures "Killed" by Nukem are actually rendered incapacitated. Sealed armour provides complete protection against Nukem. The Rivcon "Blinker" uses a stroboscopic technology to induce seizures on its target. "Killed" figures are actually rendered incapacitated. Armour does not protect against this weapon, but cybernetic eyes provide complete immunity. FIRE TYPE SS: SS (A): B: CB: B (MG): B (HMG):
Single shot - single aimed shot at the target. Single Shot anti-armour Burst - wild burst in the general direction of the target. Controlled Burst - series of short bursts in the area of the target. Machine gun burst - as burst but from a machine gun. Heavy machine gun burst. A Gutz roll is made by the attacking player, the result will depend upon the Fire type of the weapon.
Where weapons have a choice of two fire types, the player must declare before the Gutz roll is made the fire type to be used. SS (A) weapons used against infantry have a Burst fire type, with a - 2 modifier. Vehicles (see Optional Rules) with armour type Light or heavier, may only be effectively attacked by anti-armour weapons, Guns, or infantry in Close combat. All other attacks have no effect.
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GRENADE TYPES Both thrown and propelled grenades are available in the types below. Types Concussion
Attack type Notes B Burst attack, ignores negative modifiers from all non-power armour. "Killed" figures are actually rendered unconscious.
Fragmentation
B
HEAT
SS (A)
Mono-Flechette
B (MG)
Nerve Gas Poison Gas Plasma Smoke
Tangler
Tear Gas or Tranq Gas
High Explosive Anti-Tank
Similar to a fragmentation grenade, but it releases a cloud of mono-wire flechettes. Armour blocks half (round down) Gutz against this attack. Special As Smoke round, plus a SS attack against all figures within the cloud without sealed armour. Special As Smoke round, plus a SS attack against all figures within the cloud without breathing apparatus. V (MG) or Plasma grenades may be used against personal or SS (A) vehicles. They are expensive and should be rare. Special 10cm X 10cm smoke cloud placed on target. This cloud will disperse after 1d6 + 1 Turns. Critical Failure: No Effect (Dud round) B The grenade releases a cloud of plastic strands coated with an industrial adhesive. "Killed" figures are actually immobilized. Special As Smoke round, plus a SS attack against all figures within the cloud without breathing apparatus. "Killed" figures are actually incapacitated/unconscious.
Fire Combat Modifiers to Gutz roll: -1
Firing a controlled burst (CB)
-4
If Suppressed
-2
SS (A) and Guns used against infantry
+1
Firing at Short Range
-1
Firing at Long Range
-2
Firing at prone target
-1
Target in Light cover (bush, undergrowth, light woods)
-3
Target in Medium cover (low walls, smoke rounds, hasty fortification)
-5
Target in Heavy cover (loop-holed building, or bunker)
-2
Firing at target with intervening Moderate or Heavy cover that does not block line-of-sight
-2
Shooting at night / poor weather
-1
Firing into an area with a Clutter value of 4
-2
Firing into an area with a Clutter value of 5
-3
per attack, firing two single-handed weapons (one per hand) as one Combat Action
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Single Shot Result Critical Success Success Failure Critical Failure
Controlled Burst Result Critical Success Success Failure Critical Failure
Burst Result Critical Success Success Failure Critical Failure
Effect Kill Target; Firer gains +1 Gutz -2 Gutz for Target No effect No effect, - 1 Gutz for firer. Roll on Weapons Malfunction table.
Effect Kill Target; Firer gains +1 Gutz -3 Gutz for Target No effect No effect, - 1 Gutz for firer. Roll on Weapons Malfunction table.
Effect Kill Target and any other figures in 2.5cm of target; Firer gains +1 Gutz. All figures in 5cm of target are Suppressed -1 Gutz for Target and any other figures within 2.5cm of target. Target and all figures within 5cm Suppressed No effect No effect, - 1 Gutz for firer. Roll on Weapons Malfunction table.
Machine-gun Burst Result Effect Critical Success Kill Target and any other figures in 5cm of target; Firer gains +1 Gutz. All figures in 10cm of the target are Suppressed Success -3 Gutz for Target and any other figures within 5cm of target. Target and all figures within 10cm Suppressed Failure No effect Critical Failure No effect, - 1 Gutz for firer. Roll on Weapons Malfunction table. Heavy Machine-gun Burst Result Effect Critical Success Kill Target and any other figures in 7.5cm of target; Firer gains +1 Gutz. All figures in 15cm of the target are Suppressed Success -4 Gutz for Target and any other figures within 5cm of target. Target and all figures within 15cm Suppressed Failure No effect Critical Failure No effect, - 1 Gutz for firer. Roll on Weapons Malfunction table. 14
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Single Shot - Anti-armour Result Effect Critical Success Kill Target if not Heavy armour; Heavy armour -3 Gutz; Firer gains +1 Gutz. Success -3 (-4 if Soft Skin, -2 if Medium, -1 if Heavy) Gutz for Target. Failure No effect Critical Failure No effect, - 1 Gutz for firer. Roll on Weapons Malfunction table. All Gutz modifiers are permanent. This cannot raise a figure's Gutz score above 11. If lowered below 2, the figure routs off the table. If lowered below 2 for a vehicle, the vehicle is destroyed, and the crew (or what's left of them) rout off the table. SUPPRESSION Either as a result of combat or the death of a Fire Team Leader, a figure may become Suppressed. He will be keeping his head down and will be unwilling to expose himself to danger. The effects of Suppression are to give the figure a - 4 Gutz modifier for Combat actions. The effects of suppression are removed by a successful movement action. A normal successful roll removes the effects of suppression, however the figure may not actually make any movement that Turn, but may do so on subsequent Turns. If the success is critical, then the figure may move immediately but only as if a normal success had been achieved. However, the figure still receives the + 1 increase to the Gutz score from the critical success. ++ TWO DIE IN SALFORD GUNBATTLE BETWEEN POLICE SWAT AND CAFONE SMUGGLERS. MORE AFTER THE BREAK. ++
CLOSE COMBAT Any figure within 2cm of an enemy figure or vehicle may make a close combat attack against the target. Normal ranged attacks are not permitted. A Gutz roll is made by the attacker: Gutz Roll
Effect
Critical Success
Target Killed; +1 Gutz to attacker
Success Failure
- 4 Gutz for target unless vehicle. If vehicle - 2 Gutz. No Effect
Critical Failure
Attacker Killed; +1 Gutz for defender.
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Close Combat Modifiers to Gutz roll: -4
Close combat against vehicles
+4
Close combat against vehicle with Grenade / Improvised Bomb
+2
+1
Vs Infantry, if armed with Close Combat Weapon (Sword, Axe etc.) or Machine Pistol or Assault rifle Vs Infantry, if armed with a Powered Close Combat Weapon (Vibrosword, chainsaw, etc.). Vs Infantry if armed with knife / bayonet
+2
Target Surprised
+0
Vs Infantry, armed with improvised weapon (inc. rifle butt)
-2
Per additional enemy figure within 2cm
+2
Per additional friendly figure within 2cm of the target
-X
Clutter value of area
+3
(Remember lots of the modifiers are already built in to the Gutz system) ++ IN THE LAST TWENTY-FOUR HOURS BORDER PATROL OFFICERS CAUGHT OVER THIRTY ILLEDGAL IMMIGRANTS TRYING TO CROSS INTO ENGLAND FROM THE SCOT-ZONE WASTE. ANOTHER TWENTY-FIVE DIE AT BORDER PATROL HANDS WHEN THEY TRIED TO BLAST THEIR WAY THROUGH THE BERWICK LINE. LIVE REPORTS AND VID FEED FROM THE BORDER THROUGHOUT THE NIGHT. ++
WEAPONS MALFUNCTION TABLE If a figure makes a critical failure on his shooting combat action, he must make a roll on the weapons malfunction table. A d6 is rolled. Die Roll Effects 1Duds. No effect 2 Weapon jam 3 Weapon jam 4 Irreparable jam - weapon useless 5 Weapon Explodes -2 Gutz to firers. Weapon Useless 6+ Weapon Explodes Firer/s killed. Modifiers +1
H/MG firing
+1
Green experience
-1
Veteran experience
+/- X
The weapon's Malfunction number
Grenades are not jammed. Jammed results are treated as grenades that fail to explode. A roll of 5 on the table is treated as a Success (for the Grenade type) with the firer as the target. A roll of 6+ is treated as a Critical Success, again with the firer treated as the target (ouch!). The Gutz increases from the critical successes are ignored. Jammed weapons may not be fired until they are un-jammed. Un-jamming a Weapon is a special type of Movement Action. A Gutz roll is made as normal: 16
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Critical Success Success Failure Critical Failure
Weapon Un-jammed, + 1 Gutz total to figure Un-jammed Weapon remains jammed Weapon Jammed beyond repair. - 1 Gutz total to figure
++ JUST IN. POLICE IN THE TYNEWEAR CONURB HAVE FOILED GANGERS ATTEMPT TO BLOW THE GATESHEAD GYROWAY. SEVENTEEN GANGERS CONFIRMED DEAD IN POLICE AMBUSH. MORE AFTER THESE MESSAGES. ++
BUILDINGS Buildings are divided into Fire Teams of 10cm x 10cm x 10cm. Each Fire Team is assigned an armour value in the same manner as a vehicle and a nominal Gutz value of 7. Guns and anti-armour weapons (including improvised bombs) can damage building Fire Teams, other weapons cannot. Fire Teams can be "killed" (destroyed) either by an outright Kill result or by having their Gutz score reduced to less than 2, by hits from guns or other weapons. If a building section is destroyed, all figures in the section automatically reduce their Gutz scores by 4. The section area is then treated as having a Clutter value of 5. ++ THE WEATHER. TEMPS ARE NOT EXECTED TO RISE MUCH ABOVE 280 KEL THROUGH MUCH OF ENGLAND TODAY. MINISTRY OF WEATHER OFFICIALS URGE CITIZENS TO CONTINUE TO USE CARBON POLLUTANTS TO ENCOURAGE GREENHOUSE WARMING IN OUR SKIES. ++
PERSONAL ARMOUR Figures may wear body armour for personal protection. Armour reduces the Gutz loss to a figure as the result damage from a weapon attack. Armour has no effect on non-lethal weapon attacks or gas attacks (unless it is sealed or combined with other equipment which will negate these). Armour has no effect on reducing Gutz losses from causes other than weapons attack. The movement modifier is applied to the maximum movement distances, in cm, achievable by figures moving on foot. Some armour types are only available in the form of cybernetic enhancements. Like other cybernetic equipment, these enhancements have a Cyber Point (CP) value.
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Armour Type
Gutz Loss
Move Mod.
CP
Notes
Street Clothing
-0
- 0cm
0
Biker Leathers
-0
- 0cm
0
1 Gutz against Melee weapons and fire
Piece Metal Armour
-1
- 4cm
0
- 2 Gutz against Melee weapons
Mono-Weave
-1
- 0cm
0
- 0 Gutz against Melee weapons, concealable
Korlon Pleximesh
-1
- 2cm
0
Bi-Phase Inertial Plastic
-2
- 3cm
0
Isuku Ceramoplas
-2
- 4cm
0
Sealed armour, includes oxygen supply
Corp Arms High Threat Suit ThorCo Paladin
-3
- 5cm
0
Sealed armour, includes oxygen supply
-3
- 2cm
2
Seal, powered armour, 1 Hard Point
Daewoo Scout Mk II
-3
+ 4cm
3
Daewoo Specter Light Armour
-3
+ 0cm
3
Sealed, power armour, includes flight pack Sealed, power armour, 2 Hard Points
Powered armour contains Hard Points that may be used to mount weapons. Treat each weapon added to the armour as a built in weapon (see cybernetics) and add 1 CP to the armour for each weapon mounted. Light Guns take up 2 Hard Points and add 2 CP's. The standard model Daewoo Scout mounts a Flight Pack (see cybernetics). The Daewoo Specter is treated as having Light Vehicle Armour and can only be damaged by weapons that can affect such armour. ++ MUZAKSTARR BRITI SMEARZ HAS SHCOKED FANS BY REFUSING TO DATE VIDSTAR TYRONE X DESPITE CONTRACTUAL OBLIGATIONS. SHE CLAIMS SHE IS IN LOVE WITH SOMEONE ELSE. DETAILS OF JUST WHO THE PARA-LEGALS WILL BE SETTING THEIR SIGHTS ON AFTER THE BREAK. ++
CYBERNETICS Figures may be equipped with one or more cybernetic items built into them. Although cybernetics may greatly enhance a figure's abilities in certain areas, too much cyber gear can cause problems, with over-complexity or incompatibility leading to system crashes, cyber psychosis and general mayhem. All cybernetic systems have a Cyber Point (CP) value. The higher the CP value, the more complex the machinery, and the greater the opportunity for failure. Each figures sums the CP value of all the cyber gear they are wearing. If a figure makes a Critical Failure roll whilst performing any Action, and the total rolled is less than the figures CP value then the figure must roll d6 on the table below in addition to experiencing the effects of the original Critical Failure.
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Roll Effect 1
Power down / reboot - Figure may perform no Actions for the next d6 Turns
2
Error Message Overload - Figure may perform no Actions for the next 2d6 Turns
3
Ping. One cyber system used in the Action stops working with immediate effect.
4
Whirrh. Clunk. 1d6 randomly determined cyber systems stops working with immediate effect.
5
Crunch: Fault shorts out ALL cyber systems on the figure. All stop working with immediate effect
6
Kaboom! Figure explodes with the effect of a B (MG) critical success
Examples of cybernetics are: Item
Effect
Cyber Legs (basic)
Increase all non-vehicle movement distances for the figure by 50% Cyber kick counts as +1 weapon in Close Combat Increase all non-vehicle movement distances for the figure by 100% Cyber kick counts as +1 weapon in Close Combat
2
1 per two
Cyber Ear
Enhanced Vision: +1 to vision/sighting rolls. Lo Light: No negative modified for Actions performed in the dark Target Optic: +1 Modifier in Fire Combat +2 to hearing rolls.
Cyber Arm
+1 Modifier in Close combat
Skill Chip
Grants knowledge of a skill (see optional rules: Skills). The sum of the Skill Levels divided by 2 is the CP cost. Gives Strength Skill:0 CP for level 1, 1 CP for level 2, 2 CP for level 3. Allows the figure to take an additional action (Combat or Movement) every Turn. Ignores the effect of gas attacks.
Cyber Legs (advanced) Cyber Eye
Muscle Grafts Wired Reflexes Lung Filters Re-breather Built in Weapon Combat Computer Brain enhancement Flight Pack/Wings
CP
3
1 1 1 per two
4 1
As above, but may also operate in airless conditions (space, underwater, etc) for up to 3 hours + 1 Gutz when using that weapon in combat
2
+ 1 Gutz to all Combat Actions
3
May fly at Very Slow airborne speed (see optional rules: Vehicles).
4
1
All CP listed here assume "off-the-shelf" commonly available cyberware. If the scenario assumes that the cybernetics used by a figure has been personally tailored for that individual or is otherwise of exceptional manufacture, the CP cost for that system may be halved. Conversely, if a figure's cyberware is second-hand, poorly maintained, or otherwise of shoddy manufacture, its CP points cost should be doubled.
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++ AT SHEPHERDS BUSH NEWS CONF EBC BIGWIGZ ANGRILLY DENY INVOLVEMENT IN THE SHOOTING DOWN OF RIVAL ISTV PAYVIEW SAT DURING THE ANDREIVICH-JOHNSON SIPERHEAVEYWEIGHT SNUFFBOXING CHAMPIONSHIP DECIDED. WE HAVE THE ISTV RESPONSE IN TEN. ++
DRUGS A number of non-recreational drugs are available to figures to aid them in combat situations. Taking a drug is a Movement Action. A Gutz roll is required: Result Critical Success Success Failure Critical Failure
Effect Drug has effect Drug has effect Drug has no effect See specific drug critical
Drug Name
Effect on Gutz
Critical Failure Effect
P90 (Crazy Ivan)
+ 1 Close Combat
- 2 Close Combat modifier
Green Jeans
+ 2 Close Combat
Locust 8
+ 1 Shooting
Berserk - Must move into close combat with nearest figure and continue until dead. - 2 Shooting
Wah-Wah Juice
+ 2 Shooting
Zap
+ 1 Movement
Paranoid - figure controlled by opposition player for the rest of the game - 4 Movement
'lectron
+ 2 Movement
No Movement.
T80 (Terminator Hit)
+ 1 Gutz total
- 3 Gutz
Ground Zero
+ 2 Gutz Total
Death
The effects (good or bad) of a drug last until that figure rolls a critical failure. From then on the effect is lost. ++ GANGERS IN EDGBASTON KILL TWELVE IN FLY- BY SHOOTING OF MBK BURGABAR. MORE AS WE GET IT. ++
OPTIONAL RULES SKILLS Skills can enliven any game of Firewall 2136AD. Adding skills to your game will enable Players to attempt actions that are not covered by the basic rules. All skills are rated according to the EEC classification system of 2109, which outlined 4 skill levels:
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Skill Level 0:
No expertise in the skill. If a Character attempts the skill he will succeed only on double ones and then only with normal success. All other doubles are treated as if he received a Critical Failure. Skill Level 1: The most basic level of expertise. The Character will make a skill roll against one-half of his Gutz. Critical Successes and Failures are calculated normally. Skill Level 2: A solid knowledge of the skill. The Character will make a skill roll against his Gutz. Critical Successes and Failures are calculated normally. Skill Level 3: An expert level of expertise. In non-combat situations the Character will automatically succeed at the skill. In combat make a skill roll against his Gutz as normal, but a Character will never be lower than his starting Gutz score when using the skill. Critical Successes are calculated normally, but a Critical Failure will only occur on double sixes. Most skills are handled in the same manner as a normal Gutz roll. Skill use requires that Character to use either a Move Action or a Combat Action during the Turn. Gutz Roll Critical Success
Effect +1 Gutz for the Character. He has succeeded brilliantly
Success Failure Critical Failure
Normal success The Character has failed at the attempt. He may try again. -1 Gutz to the Character. He has failed abysmally
Contests of Skills: Some skills may be used directly against another skill. For example a Character may use Observation against an Opponent's Stealth skill. Both players should make a roll, as normal and compare the "level of success" of each roll (Critical Success beats Success, etc.). If both have the same success level, compare the skill level. If these are also the same use the basic experience level (Veteran, Experienced, etc.). If these are the same also roll a die to determine the winner. Default Skills: All Leaders start the game with Leadership 1 and Tactics 1. Acrobatics: All Characters may use their Gutz for climbing and jumping, but acrobats excel at these tasks. Acrobats may add their skill level times 2 to the number of centimeters they can climb or jump in one action and may reduce the "clutter" penalty by their skill level when taking a normal Movement Action. Computer: This skill is the ability to use or get information from a computer. Drive: All Characters can use their basic Gutz to drive civilian ground vehicles, but it requires the Drive skill to control aircraft or military vehicles. Drivers may add their skill level times 3 to the number of cm their vehicle can travel at Full speed and may reduce the "clutter" penalty by their skill level when taking a normal Movement Action. Intrusion: This skill may be used to break into buildings or locked vehicles. It may also be used to disarm security systems. Leadership: Leadership functions differently from normal skills in that no skill roll is ever made. The Leader's skill level is added to the Gutz total of any member of the Fire Team within 8cm. 21
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Medical: A medic may restore up to his skill level in lost Gutz to any Character once per game. He may also attempt to bring a "Killed" character back to life (at one-half his Gutz when killed), but will succeed in this task only on a Critical Success. Critical Failure with this skill will cause the patient an additional point of Gutz, while Critical Success adds an additional point. Observation: This skill is used to notice hidden items or enemies using Stealth. Stealth: This skill is used to hide from enemies or evade sensor systems. Streetwise: Can be used to find drugs, weapons, equipment or cyberware before the beginning of a game. A Character can find a number of items (hits, weapons, or CP's of cybernetics) equal to his skill level. Strength: All Characters can use their basic Gutz for tasks such as breaking down doors or lifting heavy objects. Characters with the Strength skill can perform mundane tasks with ease (no Gutz roll required) and may attempt Herculean tasks such as ripping off car doors or breaking through walls. They may also add their skill level minus 1 to all Close Combat rolls. Tactics: Tactics functions differently from normal skills in that no skill roll is ever made. The Leader may add his Tactics skill minus 1 to the die roll when rolling for Initiative at the beginning of every Turn. Technical: This skill may be used to fix jammed weapons or malfunctioning cybernetics. It may also be used to set or disarm traps. ++ MORE BREAKING NEWS. MERC TROOPS IN FRENCH PAY HAVE LANDED NEAR LUNA SIX. EXCLUSIVE VID FROM OUR MOONCAM WITHIN THE HOUR. ++
VEHICLES AND PERSONAL TRANSPORT Transport is divided into two categories: Personal Transport (pedal bikes, roller blades, skateboards) and Vehicles proper (including street cars, APC's, vans and tanks). Vehicles proper have crews, and their own armour and weapons. Personal Transport does not. PERSONAL TRANSPORT Personal Transport increases the movement distance of the rider from a Movement Action, however this is achieved at a penalty to combat actions: Transport Pedal Bike Roller Blades Skateboard Combat Action Gutz penalty
Slow 12 8 10 0
Cruise 26 22 24 -1
Full 42 34 36 -3
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VEHICLES Vehicles are classified by the Gutz score of their crew (determined in the same manner as a normal figure), movement speed, armour type, weapons, and the number of passengers (if any) the carry. Vehicles are "built" by assigning Vehicle Points (hereafter VPs) to different functions of the vehicle, such as movement, armour etc. The maximum number of VPs that can be spent on a vehicle is determined by the vehicle's chassis type: Chassis Type Motor bike Motorbike with sidecar / Trike Small car Mid-size car Luxury car / Station wagon / small air car Pick up / SUV / People Carrier / small van Big Van / Ambulance / APC IFV / Small tank / attack air car
Max VPs 10 14 18 22 28 34 38 42
Medium tank
55
CREW AND PASSENGERS Vehicles require a crew in order to function. Each crewmember costs 2 VP. All vehicles must have at least one crewmember to act as the driver. A driver may also fire one of the vehicles weapons per Turn. A copilot with an additional set of controls may be included in a vehicle crew. The copilot may also act as a Gunner for an additional 1 VP (making a total of 3 points). If the vehicle is to fire more than once in a Turn it requires one additional crewmember to act as a Gunner for each additional weapon to be fired. All Gunners fire using the collective Gutz score for the vehicles. All Crew are considered part of the vehicle and will not leave it. Vehicles may also carry passengers at the cost of 1 VP per passenger carried. Passengers may enter of leave a vehicle that has not moved in the previous or current Turn. Passengers may not fire vehicle-mounted weapons but may fire hand weapons from the vehicle using their own Gutz score and with a - 3 penalty in addition to any other penalty. MOVEMENT DISTANCES Vehicles, if equipped with the right forms or propulsion, may move on land, in the water, and in the air. A vehicle may have one of 4 different movement rates, or none at all, on a particular surface. An ordinary car for example might have a Fast movement rate on land, but would have no air or water movement rate. A Hovercraft would have a land and water movement rate but no air movement rate. All vehicles must be able to move at least Very Slow on one type of surface. A vehicle may have a different movement rate on different surfaces. For example a wadding-capable APC could have a Fast land movement rate and
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a Very Slow water movement rate. Movement rates on each surface must be paid for at the rate indicated. LAND MOVEMENT (in cm) Very Fast Fast Slow Very slow
Slow 32 28 24 14
Cruise 48 42 36 28
Full 64 56 48 40
VP cost 10 7 5 2
(in cm) Very Fast Fast Slow
Slow 64 56 48
Cruise 96 84 72
Full 128 112 96
VP cost 12 9 7
Very slow
28
56
80
4
AIRBORNE MOVEMENT
Airborne movement includes the ability to hover on the spot without stalling. WATER MOVEMENT (in cm) Very Fast Fast Slow Very slow
Slow 30 18 10 6
Cruise 42 24 16 12
Full 54 36 28 24
VP cost 10 7 5 2
ARMOUR There are four levels of vehicle armour: Type Soft skin Light Medium Heavy
VP cost 0 12 24 36
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HARD POINTS AND TURRETS All vehicles have four firing arcs: Front, Back, Left and Right: FRONT
LEFT
FRONT
RIGHT
FRONT
BACK
Hard Points and Turrets are used to mount weapons. Hard Points may only fire in one designated arc, while Turret-mounted weapon can fire into any arc. There are four types of Hard Point or Turret; classified by the type of weapon mounted: Type Machinegun (VMG) Anti-vehicle light (AV (L)) Anti-vehicle Medium (AV (M)) Anti-vehicle Heavy (AV (H))
Hard Point VP cost 1 3 6 9
Turret VP cost 4 8 12 16
No vehicle may have more than two Hard Points or Turrets in the same arc. Motorbike and Trike chassis may only mount Hard Points in the front and rear arcs and may not mount Turrets. Each Hard Point or Turret may carry one weapon of the fire type appropriate to it. For example, a VMG Hard Point can only carry weapons with the fire type VMG. PINTEL MOUNTS A pintel mount allows a relatively light weapon to be fired in a 360-degree arc by a designated gunner. That gunner cannot fire any other vehicle weapon, and is not considered covered by the vehicle's armour. He may be targeted by non-vehicle weapons, but is considered to be in cover equal to the level of armour on the vehicle. Any non-motorcycle vehicle may mount a VMG or an AV (L) on a pintel mount. A VMG on a pintel mount costs 2 VP including the cost of the gunner an AV (L) on a pintel mount costs 5 VP including the cost of the gunner. 25
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VEHICLE-MOUNTED AND ANTI-VEHICLE WEAPONS Vehicle mounted weapons are similar to infantry weapons in that they have fire types, different ranges and Gutz modifiers depending on the weapon. The Fire Type Vehiclemounted Machinegun (VMG) is exactly the same as the infantry weapon type Heavy Machine Gun (fire type B (HMG)). These guns do not affect vehicles with Light or heavier armour. Vehicle Mounted
Fire
Gutz
Short
Effect
Long
Malf
Notes
Corp Arms 14mm HGMG
VMG
+0
50
70
100
-1
Gauss MG
ThorCo 30mm "Loki"
VMG
1
40
70
100
0
Rotary Auto-cannon
Tempest Arms "Highwayman"
VMG
-1
30
60
100
1
Flechette cannon
All other vehicle mounted weapons fall into one of three fire types: Anti-vehicle light (AV (L)), Anti-vehicle Medium (AV (M)), Anti-vehicle Heavy (AV (H)). Examples of weapons from each fire type are below: Anti-Vehicle Light
Fire
Gutz
Short
Effect
Long
Malf
Notes
Braithewaite Optics L61
AV (L)
1
45
75
120
1
Laser
Korolev Rail Gun
AV (L)
0
55
80
140
0
Light gauss cannon
Kobe Arms Flamer
AV (L)
-1
10
15
20
2
Flamethrower
Note: Light Anti-vehicle weapons can be carried by characters in powered armour, or they may be crew-serviced (minimum of 2 crew) weapons in static positions. Anti-Vehicle Medium
Fire
Gutz
Short
Effect
Long
Malf
Notes
Braithwaite Optics L90
AV (M)
1
50
100
200
2
Laser
United Ballistics QV78 "Thumper" Ho Vinh Holdings "Red Flag"
AV (M)
0
45
90
180
-1
Cannon
AV (M)
-1
30
60
90
1
Poorly made cannon
Fire
Gutz
Short
Effect
Long
Malf
Notes
Braithewaite Optics L61
AV (H)
1
100
200
300
1
Laser
Korolev Heavy Rail Gun
AV (H)
0
120
240
360
0
Heavy gauss cannon
Avon Arms "Dragon's Breath"
AV (H)
2
20
40
60
2
Large Flamethrower
Anti-Vehicle Heavy
All firing against infantry by AV weapons is treated as a Burst (HMG) attack. To resolve ranged combat against vehicles, the armour types of the vehicle targeted is cross-referenced with the AV type of the weapon firing at it:
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AV-Type / Armour of Target Light Medium Heavy
Soft Skin
Light
Medium
Heavy
Crit: Kill Success: - 4 Gutz Crit: Kill Success: Kill Crit: Kill Success: Kill
Crit: Kill Success: - 2 Gutz Crit: Kill Success: - 4 Gutz Crit: Kill Success: Kill
Crit: - 4 Gutz Success: -1 Gutz Crit: Kill Success: - 2 Gutz Crit: Kill Success: - 4 Gutz
Crit : - 2 Gutz Success: - 1 Gutz Crit: - 4 Gutz Success: - 1 Gutz Crit: Kill Success: - 2 Gutz
All Critical Successes add + 1 Gutz to the firer. Failure and Critical Failure results for all guns are the same: Failure: No effect. Critical Failure: Firer - 1 Gutz. Roll on Gun Malfunction Table. SAMPLE VEHICLES British Sporting Bikes "Purple Haze" Motorbike Chassis, 1 Driver, 1 passenger, Fast, softskin armour British Sporting Bikes "Gladiator" Motorbike Chassis, 1 Driver, Fast, softskin armour, 1 VMG Hard Point (fwd arc) Wesllesley Traction "Whippet" trike Trike Chassis, 1 Driver, 2 Passengers, Fast, softskin armour 1 AV (L) Hard Point (fwd arc) "Improvised" APC Station Wagon Chassis, 1 Driver, 9 Passengers, Slow, Light armour Mercedes-Benz Urban Assault Vehicle Attack Air Car Chassis, 1 Driver, 1 Copilot/Gunner, 8 Passengers, Very Fast, Light Armour, 1 VMG Turret, 1 AV (L) Hard Point (fwd arc) Morrison Motors "City Bug" Small Car: 1 Driver, 3 Passengers, Fast, softskin armour Roll-Royce-Mercedes "Silver Ghostmaker" Luxury Car, 1 Driver, 1 Gunner, 2 passengers, Slow, Light armour, 1 VMG Hard Point (fwd arc), 1 VMG turret Roll-Royce-Mercedes "Valiant Yeoman" Luxury Car, 1 Driver, 1 Gunner, Slow, Light armour, 1 AV (L) Hard Point (fwd arc), 1 VMG turret NHS Ambulance Ambulance chassis, 1 Driver, 5 passengers, Fast, softskin armour NHS Combat Zone Ambulance Ambulance chassis, 1 Driver, 5 passengers, Fast, Light armour 27
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Wesllesley Traction Riot Vehicle APC chassis, 1 Driver, 1 Gunner, 2 Passengers, Slow, Light armour, 1 Av (M) turret, 3 VMG Hard Points (1 fwd, left, and right arcs). Avon Arms Thatcher Medium Tank Medium Tank, 1 Driver, 2 Gunners, very slow, Medium armour, 1 Av (H) turret, 1 VMG Hard Point (fwd arc), 1 AV (M) Hard Point (fwd arc). ++ FINALLY IN THIS PROGRAMME. NEWS IN THAT SEVERNZONE POLICE ATC HAVE CAPTURED NOTORIOUS GANG LEADER TIBERIUS AFTER A SIX HOUR RUNNING GUNBATTLE ALONG M-WAY FIVE. THAT’S IT FROM THE NEWSZONE FOR TODAY. AFTER THE BREAK WE GO LIVE TO HOLBORN PEN FOR TODAY’S PUBLIC EXECUTIONS. DON’T MISS THEM. ++
A WALK IN THE PARK An Introductory Scenario for Firewall 2136AD Introduction: Greater Merseyside Conurb based Bioengineering giant Anfield Industries recent successes have been based on ground breaking experimental work pioneered by brilliant but eccentric bioengineer Barry Kewell. Kewell is a stickler for routines, which include a weekly visit to Stanley Park to "feed" the cyber-deer in the Deer Park. Although Kewell is always accompanied on his walks by a pair of Elland security agents, who can contact a rapid reaction force if required, a rival Manchester company, TraffordFerguson, has decided to "acquire" him for their own research team. The rival has sent a five-man snatch squad for the purpose. Terrain: The Trafford-Ferguson snatch squad can pretty much choice their spot to ambush Kewell. The terrain must include a path crossing the length of the board, but may include and number and any size on wooded areas (medium cover, clutter 3), bushes (light cover, clutter 2), flowerbeds (no cover, clutter 2), and open grassland (no cover, clutter 0), placed as the snatch squad wishes. The game begins with either the snatch squad in area(s) of light or medium cover, or offtable and appearing at any table edge. Kewell and Handlers begin the game moving along the path. They may make no Actions until the snatch squad makes at least one Combat or Movement Action. Barry Kewell, Handlers and Support: Kewell is unarmed, but wears Body Armour. He has a starting Gutz of 7. Kewell has two Handlers, Ed and Phil. Ed is the Fire Team Leader. Both wear body armour and carry concealed (but easily accessible) Pistol 2's. Both also carry an alarm bleeper that can be activated by a successful Movement Action to summon reinforcements. Ed has Gutz 9 and Phil has Gutz 8. Beginning with the Turn after an alarm bleeper has been successfully roll 2 dice each Turn until a total of 4 sixes have been rolled, on the following Turn the reinforcements arrive on any one table edge. The reinforcements consist of one Fire Team of 8 figures. All are identically armed with a Assault Rifle 1 and Pistol 2. All wear Body Armour. The Team Leader has a Gutz of 9, all the others have a Gutz of 8.
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The Snatch Squad: has five members. All have Gutz 9 except the Fire Team Leader whose Gutz start at 10. The team members can have any combination of weapons the player wishes (no more than two guns and 4 grenades per figure though). The snatch team members may also wear body armour if the player wishes. The player should bear in mind that his mission is to capture Kewell alive. To do this he must reduce Kewells Gutz to less than 2 by using non-lethal weapons (Taser, CS/tear gas, concussion grenades, or tangle net gun), then carry him off-table by any table edge. ESCAPE FROM ASH END Introducing Vehicles and Skills into Firewall 2136AD Introduction: Balmudi Applied Engineering was one of the leader manufacturers of hydrogen cracking facilities in the world. Their flagship plant was established in London's East End in the mid 2150's. This huge facility provided fuel to run the city's hungry power grids cleanly and efficiently. In 2157 the facility exploded in a fireball that engulfed a nearly 40 square kilometer area. The fires raged for days and it is estimated that several thousand lost their lives in the inferno. Lawsuits were immediately brought against BAE, who claimed that they were the targets of industrial sabotage. The matter has resided in the courts ever since, and little has been done to rebuild East End other than the temporary barricade erected around the rubble by the Urban Planning Commission's Historically Unconcerned Citizens (UPCHUC). In the intervening years gangs have moved into the area and carved up the unwanted turf. Today, things have gotten so bad that no Police force will even enter the area, and East End has acquired a new moniker: Ash End. The following scenario is designed for two to four players. The Lord Mayor's personal air car has been shot down by the Free Radicals and has crash-landed in Ash End. The Mayor was severely injured in the crash and his bodyguards have called for extraction. The Free Radicals own vehicle was also damaged in the exchange, and they were forced to land some distance from the crash site and proceed, on foot to finish the job. They have also called for backup. The Mayor's team's objective is to transport the Mayor off the board by any table edge. The Free Radicals primary objective is to capture the mayor for a hostage and transport him off the board by any table edge. Terrain: The Players should set up a 4 by 4 foot table that represents the ruins of Ash End. The entire area should be strewn with demolished buildings, wrecked cars and piles of rubble. Building interiors and rubble areas will have a clutter value of 4 or 5, while the streets should have a clutter value of 1 or 2. Place the largest or most defendable piece of terrain in the center of the table. The Lord Mayor and his bodyguards will initially occupy this ruin. The Players should then roll dice to choose the table edge they enter from. The Lord Mayor's Body Guards: The Lord Mayor is too injured to fight, and cannot move without assistance. Anyone carrying him will not be able to shoot or engage in Close Combat and has a "clutter value" of 2 subtracted from their Movement Action rolls. Two Body Guards (Experienced Corporate Muscle, Gutz: 7, CP: 1) survived the crash and have managed to pull the mayor to the (relative) safety of an abandoned building. They are wearing Mono-Weave armour and carry Jannings 10mm Pistols. One carries a Corp Arms Riot Gun and the other an H&K MP5261v. Each has a cybernetic eye with Target Scope. Skills: Observation 2 and Strength 1. 29
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Extraction Squad: will appear on the table edge 1D3+2 Turns after the game begins. Malone and his squad are delivered to the combat zone in a Mercedes-Benz Urban Assault Vehicle (see Sample Vehicles for statistics). "Mongoose" Malone (Veteran Mercenary Leader, Gutz: 11, CP: 5) is an ex-commando who has been (falsely, we hope) accused of murdering his C.O. If he is able to rescue the Lord Mayor his death sentence will be commuted. If he fails, the sentence will be carried out remotely by detonating the explosive device implanted in the base of his skull. Mongoose wears Mono-Weave armour and a gasmask. He carries a Colt 10mm UAW, 2 Celtech Flannigan 9mm pistols, 2 tranq, 2 concussion, 3 fragmentation grenades and a knife. He has Wired Reflexes, and a cybernetic eye with Low Light and Target Scope. Skills: Acrobatics 2, Leadership 1, Observation 2, Stealth 2, Strength 2, and Tactics 3. Toddy Ramond (Normal Para-Military, Gutz: 7, CP: 2) is the squad medic. He has served with Malone before and considers him a comrade. He wears Korlon Pleximesh and a gasmask. He carries a Ruger "Defender" pistol and a knife. He has a cybernetic ear, and a cyberarm. Skills: Observation 2 and Medical 2. Two London Militia (Experienced Para-Militaries, Gutz: 8, CP: 0) volunteers are accompanying Malone. Neither of these men like Malone, and need not roll for death of a Fire Team leader. They are wearing Isuku Ceramoplas armour and carry Corp Arms Mk II assault rifles and Rivcon "Punisher" pistols. Each has 5 concussion grenades for his 20mm attached grenade launcher. Skills: Observation 1. The Janga Yardies: Mildred Gaea (Veteran Thug Leader, Gutz: 8, CP: 6) is in charge of kidnapping the Lord Mayor of London. With him as a hostage the Janga Yardies hope to force concessions on city officials. Mildred is wearing Mono-weave armour and a gasmask. She carries a Kalishnikov AKR-97 and an Isuku "Shredder". She has 2 HEAP and 3 concussion grenades for her 35mm attached grenade launcher. She has Advanced Cyber Legs and a Combat Computer. Skills: Acrobatics 1, Stealth 1, Leadership 1, Observation 2 and Tactics 1. Theo Farnsworth (Experienced Thug, Gutz 6, CP: 2) wears Biker Leathers and carries a Jannings "Spiker" assault rifle, a Guo Peng P-LAW, and a knife. He has a cybernetic eye with Target Scope and Filter Lungs. Skills: Acrobatics 1, Stealth 1, Medic 1, Observation 1, and Strength 1. Two Yardies (Normal Thug, Gutz: 5, CP: 0) carry Guo Peng model 49 smg's, and an improvised bomb. Skills: Observation 1, Stealth 1. Yardie Reinforcements: will appear on the table edge 1D6 Turns after the game begins. Whitney's team has driven to the combat zone in an Improvised APC (see Sample Vehicles for statistics). Whitney Gleason (Experienced Thug, Gutz: 6, CP: 0) is armed with an H&K LMG-21 and a Corp Arms SHP pistol. Skills: Observation 1 and Strength 2. Dennis Moab (Experienced Thug, Gutz: 6, CP: 1) is armed with a ThorCo 20mm AMR and an S&W model 144 pistol. He has a “Ticker" Roberts (Normal Thug, Gutz: 5, CP: 0) carries a ThorCo "Hammer" and a Jannings 10mm pistol. Four Yardies (Normal Thug, Gutz: 5, CP: 0) carry Guo Peng model 49 smg's, and an improvised bomb. Skills: Observation 1, Stealth 1.
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TRIPLE-CROSS AT THE THAMES A Three-Way Scenario for Firewall 2136AD Introduction: Lonnie Gates was a small-time hustler with a big-time problem. When that Korean data-spike landed in his lap he thought he had it made. Complete specs and diagrams on the prototype Daewoo battle suit; just plug it into a robofac and you could be churning 'em out by the hundreds. Now Lonnie didn't have a robofac, but that spike was still worth a mint to the right customer. Lonnie always thought himself pretty clever, if one customer would pay a mint for that data, two would pay twice as much and three well, you get the picture. Of course small-time hustlers are small-time because they're not clever enough to play with the big boys. Lonnie found out the hard way that you don't try a triplecross when Daewoo, ThorCo and the Russian Mafia are involved. The following scenario is designed for three Players and a Game Master. The Players will each control one of the Corporate or Mafia Fire Teams, while the Game Master will control Lonnie Gates and set up the scenario. Each of the Players is attempting to find the dataspike containing the prototype battle suit specs. The object of the scenario is to grab the data-spike and exit the table by the edge you entered. Any team that can force Lonnie to "go for a swim" in the Thames gets brownie points. Terrain: The Game Master should set up a 4 by 4 foot table representing a riverfront warehouse area. One side of the table should be designated as the edge of the Thames River. There should be a few main thoroughfares (clutter 0), lots of dark alleys (clutter 2) as well as a wharf along the Thames (clutter 2). The warehouse interiors can have clutter values of up to 5. After setting up the board, the Game Master should place 6 numbered counters in various places on the board. One of these counters represents the data-spike that all the players are trying to find. The others are traps (treat as Improvised Anti-Personnel Bombs with Gutz 7) set by Lonnie. Lonnie Gates begins the game as close to the center of the table as possible. Each Player should roll 1D6, with the highest roll choosing which table edge he enters from. Note: all Players are on foot and no one can enter from the river's edge. Lonnie Gates (Experienced Thug, Gutz: 6, CP: 1) wears Mono-Weave armour and carries a Rivcon "Punisher" pistol. He has a Low Light cybernetic eye and two hits of 'lectron. Skills: Observation 2, Stealth 1, and Streetwise 2. Lonnie is not allowed to move until he sights an opponent, or a firefight has started. After that the Game Master should endeavor to keep Lonnie as far away from any of the teams as possible. Daewoo Corporate Mercenaries: eight man Fire Team. Mr. Seoul (Experienced Corp Muscle Leader, Gutz: 8, CP: 4) wears Korlon Pleximesh armour and carries a Ruger PDW smg, Corp Arms SHP pistol, 2 fragmentation grenades and a sword. He has a Low Light cybernetic eye and Advanced Model Cyber-legs. Skills: Acrobatics 3, Leadership 1, Observation 2, Stealth 2, Tactics 2, and Technical 2.
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The seven remaining Daewoo men (Normal Corp Muscle, Gutz: 6, CP: 0) also wear Korlon Pleximesh, but carry IMI "Buzzard" smg's, S&W model 144 pistols and knives. Skills: Acrobatics 1, Observation 1, Stealth 1, and Technical 1. ThorCo Arms "Special Acquisitions" Squad: seven man Fire Team Charlie Deacon (Experienced Mercenary Leader, Gutz: 10, CP: 3) wears Bi-Phase Inertial Plastic armour and carries a ThorCo "Whirlwind" auto-shotgun, a pair of ThorCo 12mm Magnum pistols (a good company boy that Charlie) and 3 concussion grenades. He has a cybernetic arm with a built-in blade (total +3 modifier in Close Combat) and a cybernetic eye with both Low Light and Target Scope. Skills: Acrobatics 2, Leadership 1, Observation 2, Stealth 1, and Technical 2. His six boys (Experienced Corporate Muscle, Gutz: 7, CP: 1) wear Korlon Pleximesh and carry Celtech 9mm Tactical smg's, ThorCo 12 mm Magnums (hard to pass up that company discount) and knives. All have cybernetic eyes with both Low Light and Target Scope. Skills: Acrobatics 1, Observation 1, Stealth 1, and Technical 1. Russian Mafia Hitters: five man Fire Team. Piotr "Porky" Gorky (Veteran Hit Man Leader, Gutz: 10, CP: 6) wears Bi-Phase Inertial Plastic armour and IR goggles. He carries a Celtech 25mm CAW shotgun, a pair of Ruger "Defender" automatic pistols, a ThorCo "Backup" derringer, and a large ball-peen hammer (+2 modifier in Close Combat). He also has two hits of P90 combat drug. Cybernetic enhancements include: Combat Computer, Muscle Grafts (Strength 3) and Skill Chip (Technical 2, Intrusion 2). Skills: Acrobatics 1, Leadership 1, Observation 2, Stealth 1, and Streetwise 2. His four men (Experienced Hit Men, Gutz: 8, CP: 1) are wearing Mono-Weave armour and IR goggles. They carry H&K MP5261v smg's, Corp Arms SHP pistols, and knives. Each has a hit of Locust 8. All have Muscle Grafts (Strength 2). Skills: Acrobatics 2, Observation 1, Stealth 1, Streetwise 1, and Technical 1. Special Rules: Disarming Lonnie's Traps: A figure requires 1 Turn and a successful Technical skill roll (see Skills in the optional rules) to disarm the trap. A Critical Success allows the Figure to keep the Improvised Bomb, a Failure will set off the trap and a Critical Failure will insure that the figure is blown sky-high! Making Lonnie Talk: Lonnie's not one for fisticuffs. If a figure moves into base contact with him he will immediately surrender. Any team that captures him can "persuade" him to reveal where the data spike is located. This takes 1 Turn. The Game Master should make a Gutz roll for the interrogating figure. A Critical Success means that Lonnie has told him where the data-spike is located. A Success means that he has told him 'something': roll 1D6, this is the counter Lonnie says is the Spike. A Failure means that Lonnie laughs at the interrogator and spits in his eye. A Critical Failure means that he has successfully lied about the location and is actually leading them to one of his traps.
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SUGGESTED READING Dan Abnett T Bisson Phillip K Dick William Gibson
W Harrison K W Jeter Paul McAuley W F Nolan Masamune Shirow Brian Stapleford & David Langford N Stephenson Brian Sterling
Joss Whedon Walter Jon Williams
Sinister Dexter: Gun Lovin’ Criminals Johnny Mnemonic Do Androids Dream of Electric Sheep? Neuromancer Burning Chrome Count Zero Mona Lisa Overdrive Virtual Light All Tomorrow’s Parties Rollerball Blade Runner 2: Edge of Human Blade Runner 3 The Invisible Country Fairyland Logan’s Run Logan’s World Logan’s Search Appleseed The Third Millenium Snow Crash Mirroshades Globalhead The Artifical Kind Island in the Net Heavy Weather Holy Fire Schismatrix Plus A Good Old-Fashioned Future The Hacker Connection Distraction Involution Ocean Zeitgeist Fray Hardwired Voice of the Whirlwind
SUGGESTED VIEWING Akira Batman Beyond: Rebirth Batman Beyond: Return of the Joker Blade Runner Dark Angel The Fifth Element Firefly Hardwire Johnny Mnemonic The Matrix Robocop Serenity 33
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Tank Police SUGGESTED URLS www.sfsfw.net www.copplestonecatings.com www.em4miniatures.com www.foundry.com www.gzg.com www.kallistra.co.uk
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