Xander earned £10
in eM-4 credit

 
  AN ONGOING NEWSLETTER March 2007


Gogos in Combat Zone
by Xander Warren

Illegal or not, drugs and stims are an everyday part of life in the Combat Zone. Among their users, they are known as 'gogos.'

Because that's what you do.

Although most drugs are purely recreational, some have other benefits which are actively exploited by their users: You can be faster, meaner, smarter, tougher - all you have to do is pay your money and take your choice…

The only down-side (other than addiction, etc…) is that drugs tend to "clash" with cyberware, often with painful results for the users.

Rules: Drugs are administered before the game, and assumed to last the duration of the game. A check needs to be for each figure taking drugs to see if they overdose:

Converted from eM-4's
0118 Berserker with 
Sword & Severed HeadRoll a D8:

1-2 Overdose - Effects and overdose effects in operation
3-8 No problems - Drug works as normal (effects & side-effects in operation)

Modifiers:

Green -1
Veteran/elite +1
Resilient physical skill +1
Fast healer skill +1

Any character in the same group as a character with the Medic ability may re-roll the D8 once. Reroll stands

Multiple drugs being taken: -1 per additional drug

Drugs have no effect on robots, for obvious reasons…

NB: Only outlaw groups may use drugs (Corporations tend to frown on employees getting fuelled up on corporate time...)

Cyber'd users should roll on the following chart to see what the effects each turn. Roll a D6

1-2 Aaargh! - figure takes a 2D4 wound roll, with no armour modifiers.
3-4 Only one working. Roll another D6 to determine which is functioning: 1-3 drugs 4-6 Cyberware.
5-6 No Problems - Both drugs and cyberware functioning

Drug types

Buffout +4pts
Effects: Additional +2 damage modifier in mêlée, +1 Toughness, -1AP to firing heavy weapons (count as light)
Side effects: Cannot wear combat or assault armour
Overdose: Cannot wear any form of armour, cannot use "normal" small arms, cannot drop-down

After-burner gum +1pts
Effects: Movement +1cm
Side effects: N/A
Overdose: Figure must move at least half modified movement each turn (i.e. 3.5cm)

Speed +3pts
Effects: Movement +2cm, +1 Toughness
Side effects: Figure must move at least half modified movement each turn (i.e. 3.5cm)
Overdose: Figure must move at least whole modified movement each turn (i.e. 7cm)

Haywire (AKA Psycho) +3pts
Effects: +2 Toughness, All movement +1cm, ignore panic reactions
Side effects: Figure must move at least half modified movement toward the nearest visible enemy each turn (i.e. 3.5cm). Figure may not use opportunity fire, may not aim and may not drop down
Overdose: Figure must move at least whole modified movement toward the nearest visible enemy each turn. Opponent may reposition the figure by up to 2cm at the end of this movement (figure may not be repositioned in to or out of combat). Figure may not use opportunity fire, may not aim and may not drop down

Dope, Hash & similar +1pt
Effects: +1 Toughness
Side effects: -1 to ranged to hit roll.
Overdose: -1 to ranged to hit roll & -2 from mêlée to hit roll

Dove +2pts
Effects: Ignores panic reaction test results
Side effects: May not drop down
Overdose: Opponent may reposition the figure by up to 1cm at the end of this movement (figure may not be repositioned in to or out of combat). Figure may not drop down, claim cover bonuses or use shields against shooting attacks.

Alcohol +1pts
Effects: +1 Toughness, +1 Reaction modifier
Side effects: -2cm group coherency radius
Overdose: -2cm movement, -1 to ranged to hit roll & -1 from mêlée to hit roll, -5cm group coherency radius

Sharp +3pts
Effects: Doubles initive dice roll score for element
Side effects: Figure must always drop down after movement
Overdose: Figured is treated as permanently panicked

Equilibrium +5pts (May be used by Corporates)
Effects: Ignore reaction tests
Side effects: Figure must drop down after movement
Overdose: Figure must "hug" cover whilst moving. (i.e. The figure cannot run across an open plaza towards the enemy machine gun, but they can go around the edges of the plaza or they could run to wrecked car 1/3 way, and then the pile of barrels 2/3rds cross, etc), Figure must drop down after finishing all movement

Tranqs +2pts
Effects: +1 to hit with aimed shots at short or long range
Side effects: Initive score for this element is halved
Overdose: Movement at -2cm, -1 to hit for ranged and mêlée, Initive score for this element is halved

Nuke +2pts
Effects: +1 Toughness, +1 Reaction modifier
Side effects: May not take aimed shots
Overdose: Must make at least one move action towards nearest visible enemy each turn, may not take aimed shots

Valkyir +3pts
Effects: Ignore panicked reaction, +1Ap
Side effects: Figure may not drop down, halve cover saves.
Overdose: -D3 Ap (determined at the start of game), -1 reaction modifier, Figure may not drop down, halve cover saves.

Vodoo juice +5pts
Effects: +D3 PSI modifier, Ignore panicked reaction
Side effects: -1 Reaction modifier.
Overdose: -1 Reaction modifier, figure takes 2D4 damage each time a PSI power is used by *any* figure on the table

Jet +3pts
Effects: +1 Ap,
Side effects: Figure must move at least half of one movement toward the nearest visible enemy each turn (i.e. 2.5cm). Figure may not drop down
Overdose: Figure must move at one whole action of movement toward the nearest visible enemy each turn. Figure may not drop down

Mentats +2pts
Effects: +1 Tech tests,
Side effects: -1 Reaction modifier
Overdose: -D3 to Tech tests, -1 reaction modifier

(Have fun spotting the sources of some of these drugs - they've been drawn from an assortment of rules systems, films and PC games.)


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