Edmond earned 15
in eM-4 credit

 
  AN ONGOING NEWSLETTER April 2008


The Running Man
by Edmond Barrett

Hacking into a computer and finding a hidden key is easy, unless you're being hunted by trained killers on live TV

The Plot

Two or more teams of captured rebels must hack into the government computer network and escape the arena before being hunted down by the gladiators.

The Table

  • Entrance point in middle of board for competitors.
  • Four exit points, one on each side of the board.
  • 40 Boxes
    • two lots marked on the underside 1-10,
    • two lots marked on the underside A-J.
  • These should be distributed as evenly as possible across the arena.
  • Four computer points evenly spaced.
  • Lots and lots of terrain.
    (I would suggest this site for some suitable boxes)

Teams

    Each competitor team consists of
  • 1 hero (use usual game mechanics for heroes)
  • 1 sidekick (or love interest)
  • 1 techhead (+4 on tech rolls, -3 on close combat results)

The 'Gladiators' get one Gladiator per competitor team that started the game, plus one.

Roll or select from following Gladiators: All Gladiators have veteran status

1) Sister Superior: (You've been a bad boy) Equip, autopistol, Sword, Motorbike.
2) Corporal Punishment: (Spare the rod, spoil the child) Equip, flak armour (with NBC protection), Heavy Pistol, grenade
3) Captain Justice: (Do you feel lucky punk?) Equip, Flak armour, Bolt action rifle, baton (club)
4) Samurai: (Meet your end with honour) Equip, combat armour, sword, natural +4 in close combat.
5) Mr Fireball: (Burn baby burn) Equip, primitive armour, flamethrower, pistol
6) The Thug: (Durr?) Equip, natural +2 in close combat, knuckledusters.
7) Mr Fantastic: (I'll rock you world) Equip, autopistol, primitive armour, guitar (club)
8) The Hunter: You'll never see me coming)( Equip, punch dagger, autopistol and primitive armour

Gladiators enter the arena randomly from one of the exit point (roll a D4).

If (or when) a gladiator is killed roll again for a replacement, these appear in the next round.

Competitors may loot fallen gladiators; all guns however contain only 1D6 of ammunition (D3 case of flame throwers and autopistol grenades)

Note: Squad coherency rules are not used in this game.

Objectives

To escape (and win), a competitor team must reach a computer terminal and hack the system requiring a tech roll of 10 or better. Player must then find the key to the exit and leave the arena with at least one figure.

The Gladiators' objective is to simply to find'em and kill'em.

Initiative

Gladiators make a single roll of 1D6 for Initiative.

Each player team rolls 1D8+2 if all three figures are still alive.

This drops to 1D8+1 if one figure is killed and straight D8 if the team is reduced to one member.

Action Points

Open a box: 1AP (must be within 1" of box, can open multiple boxes in one turn)
Attempt computer hack: 5AP
Swap guns or equipment: FREE but giver and receiver must be within 1" of each other.

Weapons (two of each per box)

1) Exit Key
2) Shotgun
3) Toxigun
4) Crossbow
5) Spear gun
6) Blunderbuss
7) Chainsaw + fuel for D3 rounds of close combat, +4 Dam
8) Sword +1D6 Att Mod, +3 Dam
9) Grenade
10) Trapped

Ammo And Equipment (two of each per box)

A) Trapped!
B) 1D6 +1 Shogun rounds
C) 1D6 +1 Toxi rounds
D) 1D6 +1 ordinary Crossbows bolts, one explosive bolt
E) 1D6 +1 Spear gun bolts
F) Gunpowder for 1D4 +1 shots (blunderbuss ammo is stones, glass, loose change, etc)
G) Fuel for chainsaw: 1D6 +1 close combat rounds worth of Alternatively this fuel can be use as ONE (and only one) petrol bomb.
H) Suit of flak armour (4AP to put on)
I) Computer pad, +5 to tech rolls
J) Lazarus Med kit: figure may ignore one kill result

Trapped boxes contain a BOMB (complete with Red LED count down)

  • Treat as grenade blast except get an opportunity to dodge the blast.
  • Roll a D6, Heroes dodge on a 4+, sidekicks 5+, Tech 6+.
  • If successful move the figure to the edge of the blast radius.

Weapon And Equipment Profiles

Crossbow:
RoF t Dam Point Short Long Cost
1 2D8 3 15 50 3

  • The crossbow is silent and deadly, but slow to reload.
  • The Crossbow costs 3AP to reload, and if enough AP are available they may loose another bolt.
  • Bolts can also have explosive tips. Explosive tips cause 3D8.
  • Normal bolts cost are included in the price of the weapon. Special bolts must be bought before the game and recorded as such.

Bolt-Action Rifle:
RoF t Dam Point Short Long Cost
1 3D6 3 25 100 6

The bolt-action rifle is based on designs that predate the Twentieth Century, and were considered obsolete upon the arrival of assault rifles.

Toxigun:
RoF t Dam Point Short Long Cost
2 3D8 3 10 20 10

The Toxigun was an innovative weapon designed for use in Gladiatorial Games. The weapon was the brainchild of the Hazardous Waste Disposal arm of the Brittannia Corporation, who saw it as a way to offload toxic waste easily.

  • The weapon sports a short, large-bore barrel, a pistol grip & trigger and a tank of toxic sludge. The weapon charges its firing mechanism and then launches a blob of Toxic sludge. The weapon has been copied by many manufacturers and there are several homemade versions.
  • It is slow to fire and awkward to use costing 2AP per attack.
  • The weapon fires a blob of highly toxic sludge with a diameter of 2cm which lasts for 3 turns. Anything stepping in the sludge takes a 3D8 hit.
  • Troops equipped with NBC suits get a -2 damage modifier from the weapon

Spear Gun:
RoF t Dam Point Short Long Cost
1 4D6 3 10 25 4

The Spear gun is a diver's weapon, powered by a spring or compressed air. Deadly and silent, there are also both commercial and homemade versions.

  • Spear guns cost 3AP to reload, and another spear may be launched if enough AP are available

Blunderbuss:
RoF t Dam Point Short Long Cost
1 Var 3 10 15 2

The Blunderbuss or Scattergun is a development of the shotgun. The end of the weapon is tapered outwards into a cone. This scatters shot over a very wide area. Most of these weapons are primitive powder weapons, although a few are converted shotguns. All are homemade.

  • At point blank range a blunderbuss inflicts 3D8 damage, 2D8 at short range and 1D8 at long range.
  • A Blunderbuss can potentially hit all targets not in cover over a 30 degree arc. Roll to hit every potential target in the arc (hostile or friendly).
  • On a hit roll of a natural 1 roll a D8. On a roll of 1 the Blunderbuss explodes causing a D6 hit to the firer.
  • The firer must spend 4AP to reload and it may be refired if enough AP are available.

Sister Superior's Motorbike
MovementMajorDamDestroyed Ram Mod
15cm per AP 7 - 9 10+ 1D4

  • Max speed 50cm per turn.
  • It costs 2AP to perform a 0-90 turn
  • For every AP spent on moving the vehicle, a driver or passenger firing from within the vehicle suffers a -1 to the 'Hit Roll' .
  • Drivers may only fire pistols/machine pistols while driving a vehicle and suffer an additional -1 on the 'Hit roll'.

Firing at a Vehicle

While vehicles can be fast-moving targets, they tend to be large, making them easier to hit.
Vehicle Speed To-Hit Modifier

0-29cm None 30-40cm -1 40-50cm -2 and so on

Damaging Vehicles

  • If the damage score is equal to the bike's major damage score then the bike has suffered Major Damage, refer to the table below.
  • If the damage score is equal to the bike's destroyed score then the vehicle has been destroyed.
  • Motorbike with Major Damage - Roll 1D6 and refer to the chart below

D6 Roll Effect

  • 1-2 Flat tire. Speed drops to 10cm per AP, Max speed 30cm
  • 3-4 Steering damaged. Roll D6 on 1-3 may no longer turn left, 4-6 may no longer turn right.
  • 5-6 Fuel tank holed. All riders take an automatic 2D6 wound from a fire in the vehicle. Bike is rendered unusable.

Destroyed motorbike

  • A bike which has been destroyed moves 2D6cm then stops.
  • All Occupants take an automatic 3D6 wound. Armour offers no protection.

Ramming Pedestrians

  • You may ram any pedestrians foolish enough to get in your way.
  • The pedestrians may try to jump out the way. Running over pedestrians will not damage vehicles.

Evading Vehicles

If the pedestrian does not have a death wish they may try to jump out of the way. If successful move the pedestrian to the side of the vehicle

  • Roll 1D6, add any modifiers and refer to the table below. D6 Effect
  • 1-3 The pedestrian is hit and takes an automatic 2D6 Wound. Armour offers no protection.
  • 4-5 The pedestrian just leaps out the way in time place a Panic counter next to the pedestrian.
  • 6+ The pedestrian just leaps out the way in time
    • +1 if the pedestrian is a hero
    • 1 if pedestrian is techhead.

Bolt-Action Rifle:
RoF t Dam Point Short Long Cost
1 3D6 3 25 100 6

The bolt-action rifle is based on designs that predate the Twentieth Century, and were considered obsolete upon the arrival of assault rifles.

Toxigun:
RoF t Dam Point Short Long Cost
2 3D8 3 10 20 10

The Toxigun was an innovative weapon designed for use in Gladiatorial Games. The weapon was the brainchild of the Hazardous Waste Disposal arm of the Brittannia Corporation, who saw it as a way to offload toxic waste easily.

  • The weapon sports a short, large-bore barrel, a pistol grip & trigger and a tank of toxic sludge. The weapon charges its firing mechanism and then launches a blob of Toxic sludge. The weapon has been copied by many manufacturers and there are several homemade versions.
  • It is slow to fire and awkward to use costing 2AP per attack.
  • The weapon fires a blob of highly toxic sludge with a diameter of 2cm which lasts for 3 turns. Anything stepping in the sludge takes a 3D8 hit.
  • Troops equipped with NBC suits get a -2 damage modifier from the weapon

Spear Gun:
RoF t Dam Point Short Long Cost
1 4D6 3 10 25 4

The Spear gun is a diver's weapon, powered by a spring or compressed air. Deadly and silent, there are also both commercial and homemade versions.

  • Spear guns cost 3AP to reload, and another spear may be launched if enough AP are available

Blunderbuss:
RoF t Dam Point Short Long Cost
1 Var 3 10 15 2

The Blunderbuss or Scattergun is a development of the shotgun. The end of the weapon is tapered outwards into a cone. This scatters shot over a very wide area. Most of these weapons are primitive powder weapons, although a few are converted shotguns. All are homemade.

  • At point blank range a blunderbuss inflicts 3D8 damage, 2D8 at short range and 1D8 at long range.
  • A Blunderbuss can potentially hit all targets not in cover over a 30 degree arc. Roll to hit every potential target in the arc (hostile or friendly).
  • On a hit roll of a natural 1 roll a D8. On a roll of 1 the Blunderbuss explodes causing a D6 hit to the firer.
  • The firer must spend 4AP to reload and it may be refired if enough AP are available.

Sister Superior's Motorbike:
MovementMajorDamDestroyed Ram Mod
15cm per AP 7 - 9 10+ 1D4

  • Max speed 50cm per turn.
  • It costs 2AP to perform a 0-90 turn
  • For every AP spent on moving the vehicle, a driver or passenger firing from within the vehicle suffers a -1 to the 'Hit Roll' .
  • Drivers may only fire pistols/machine pistols while driving a vehicle and suffer an additional -1 on the 'Hit roll'.

Firing at a Vehicle

While vehicles can be fast-moving targets, they tend to be large, making them easier to hit.

Vehicle Speed To-Hit Modifier
0-29cm None 30-40cm -1 40-50cm -2 and so on

Damaging Vehicles

  • If the damage score is equal to the bike's major damage score then the bike has suffered Major Damage, refer to the table below.
  • If the damage score is equal to the bike's destroyed score then the vehicle has been destroyed.
  • Motorbike with Major Damage - Roll 1D6 and refer to the chart below

D6 Roll Effect

  • 1-2 Flat tire. Speed drops to 10cm per AP, Max speed 30cm
  • 3-4 Steering damaged. Roll D6 on 1-3 may no longer turn left, 4-6 may no longer turn right.
  • 5-6 Fuel tank holed. All riders take an automatic 2D6 wound from a fire in the vehicle. Bike is rendered unusable.

Destroyed motorbike

  • A bike which has been destroyed moves 2D6cm then stops.
  • All Occupants take an automatic 3D6 wound. Armour offers no protection.

Ramming Pedestrians

  • You may ram any pedestrians foolish enough to get in your way.
  • The pedestrians may try to jump out the way. Running over pedestrians will not damage vehicles.

Evading Vehicles

If the pedestrian does not have a death wish they may try to jump out of the way. If successful move the pedestrian to the side of the vehicle

  • Roll 1D6, add any modifiers and refer to the table below. D6 Effect
  • 1-3 The pedestrian is hit and takes an automatic 2D6 Wound. Armour offers no protection.
  • 4-5 The pedestrian just leaps out the way in time place a Panic counter next to the pedestrian.
  • 6+ The pedestrian just leaps out the way in time
    • +1 if the pedestrian is a hero
    • 1 if pedestrian is techhead.


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