Cyborg Commando Rpg-players' Adventure Notes

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    ClrBOR.COI.I. IIIDOSCIENCE FICTION ROLE PLAYING GAME

    Players dventure Notes

    CYBORG COMMANDO and the Cyborg Commando logoare trademarks owned by Trigee Enterprises Corporation.

    The New Infinit ies logo is a trademark owned byNew Infinities Productions Inc .

    987 Trigee Enterprises Corporation

    by Gary GygaxFrank Mentzer

    Kim Mohan

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    C Y O R G C O M M N D O T MSCIENCE FICTION ROLE-PLAYING GAME

    by Gary Gygax, Frank Mentzer, Kim Mohan

    Adventurelayers Notes

    Ed it in g Layou t : Penny PetticordCover Art: Valerie ValusekInterior Art: Diane Hamil , Valer ie A .

    Valusek & Gary M . Williams

    The Five Alliances 1Elements of Good Play 4Weapons Equipment 5

    CYBORG COMMANDO and the Cybo rg Commando logo are trademarks owned by TrigeeEnterprises Corporation . The New Infinities logo is a trademark owned by New Infinities Pro -ductions, Inc . 1987 Tr igee Enterprises Corporation . All Rights Reserved .

    New Infinities Productions, Inc.P.O . Box 127,Lake Geneva, WI

    53147ISBN : 0-941993-18 -3

    The Five Alliances

    Your first CYBORG COMMANDOTMgames will probably take place in thesame country , and in fact the same state ,where you now live . But this is only astarting point ; the campaign takes a muchmore cosmopolitan view. Your characterswill soon be traveling to far-off lands,working and fighting in deserts , jungles,and many other exotic places .

    The world of 2035 is of course a bitdifferent than the current one, not merelybecause of the remarkable technologicaladvances of the near future, but also

    reshaped by the forces that producedthem. The political geography of the worldis quite as important as the physical inshaping the history of Man. The bounda-ries and goverments of the Earth are thusmajor factors in the campaign game , andmust be dealt with in due course - per-haps not inyour early games, but certainlyin the long run.

    AlthQugh most of the countries weknow today (late 1980s) are sti ll present inthe setting of this game, many changes

    have also occurred. The most extensivechanges came with the South AmericanTerritorial Wars (2005-2009). Still more-occurred when one country seized an -other, or when two or three united .

    The period of 2014-2018 was notewor-thy for the number of secessions . Duringthis period , many island groups brokeaway from the nations with which they hadbeen associated as territories. Such con-trol was often a remnant of exploration andcolonization that had taken place centu-ries ago. When the new world government

    emphasized the rights of member coun-tries, i ts position apparently encouragedmany would-be nations to achieve theirown goals.

    The following is basically a condensedsummary of world history from 1990 to2030. The information is arrangedalphabetically in the order of the five politi-cal blocs , or alliances . The names ofcoun-tries used here are the English versions,which are in many cases not the onesused by the local inhabitants.

    European Commonweal th

    Various islands in the north Atlanticseceded from their founding nations andunited to form the new North AtlanticStates. Led by gallant little Iceland , theyincluded the Faeroes , Shetlands, and

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    Th e Fiv e Al lianc es

    others. In similar maneuvers, the Azores &Madeira Islands (in the mid-Atlantic)pulled free of Portugal, and many islandsof the Mediterranean (including Corsica,Sardinia, and the Balearics, but not Sicily)joined to form Tyrrhenia. All these new na-tions prospered.

    The infamous Berlin Wall was removedin 2003 , but by then the border betweencommunist East Germany and demo-

    cratic West Germany was ignored bymost . The East was not evacuated bysuch freedom, as some had predicted.Monaco finally asked to join France, andwas welcomed. Andorra was similarlywelcomed by Spain . In a different type ofmaneuver, Liechtenstein allied withSwitzerland , and the union called itselfSuisse. Northern Ireland won its hard-fought battle against English rule andalmost immediately joined the rest of theisle.

    Pan-Asian Union

    Changes were few in the two dominantnations, Russia and China. Afghanistan,Poland, and Rumania were absorbed byRussia, but the process took many yearsofslow assimilation and was no surprise toanyone. Meanwhile , China slowly butsurely reabsorbed Hong Kong, Taiwan,and Mongolia under similar circum-stances. In all cases, protests werelodged by other politically powerful na-tions of the globe, and some resistancewas offered by the victims, but this wasquite expected and did not hinder theprocess.

    The Middle East changed significantly.Palestinians, finding no holes in the Israelidefense and eroded by years of oppres-sion, moved into the Sinai peninsula andeventually seceded from Egypt . The latteroffered lit tle resistance, realizing that theaction provided a solution for a problemthat had plagued the region for decades.Israel maintained its isolation, ownershipof the Gaza strip, and close ties with theUnited States. The last was its strongest

    defense against the United Arab States(greater Syria, in practice), which gobbledup the war -torn and mismanaged nationsof Lebanon and Jordan. Tiny Bahrain andQatar joined the existing United ArabEmirates, which was complemented bythe new United Hadramawt Emirates, thelatter being an alliance (mostly for defen-sive purposes) of Yemen, Oman, and theP.D.R. Yemen.

    Southeast Asia rearranged itselfslightly when Laos, the only stable gov-ernment in the region, successfully in-vaded Cambodia, Thailand, and Vietnamwithin a ' seven-month period. Only thepeople of the Malay peninsula escapedthe Laotian maneuver, establishing them-selves in the process as a new nationcalled Kra, Itis noteworthy that the Laotiangovernment thereafter proved itself quitecapable, making much progress whereonce there was only strife. This successwas partially because the new regimefollowed the lead of the regional govern-ment and emphasized the preservation ofthe cultures of its member states . Kra, onthe other hand, has stagnated.

    In central southern Asia, the large is-lands of Andaman and Nicobar secededfrom India to protest its absorption ofBangladesh and the small Laccadive,Maldive, and Minicoy islands. Thereafterthey found that self-government can behard work, but they survived.

    Trans-Amer ican Union

    The north polar region was divided bythe U .S.A. and Russia, and is maintainedas a research area open to all . Canada for-mally absorbed the tiny islands of St .Pierre and Miquelon (formerly Frenchterritories) into Newfoundland.

    The United States added Midway Is-land to its state of Hawaii and offeredstatehood to Puerto Rico . The latter re-fused , instead becoming a dominantmember of the new democratic state ofHispaniola, which included Jamaica,Haiti, and the Dominican Republic. Cuba

    politely declined to join the new nation,rnaintaininq its independence and itssocialist regime.

    Bermuda and the Bahamas becameseparate nations, breaking their last ties toGreat Britain, and the nearby Turks &Caicos Islands joined in. The southeast-ern islands of the Caribbean followedBermuda's lead, and formed a loose con-federation called the Republicas America-

    nas. This group included the Virgin Is-lands, which was until then a territory ofthe U.S .A. The latter considered retakingthem, but decided that such actions wouldbe contrary to the spirit of the new era.

    Guatemala absorbed the nation ofBelize. The coup was bloodless, mostlybecause the latter secretly gave its whole-hearted support but did not want to revealpublicly the failures and near-collapse ofits inept government .

    All of the above is quite benign andminor when compared with the changesthat occurred in South America. The onlymajor war of the century was foughttherein, from 2005-2009. Only four nu-clear weapons were used, and they wereof the small tactical variety; nevertheless,several million people died, and the poli-tics and geography of the continent weremarkedly changed.

    In the weeks before the war, the part ofBrasil west of the Tocantins, Araguaia,and Taquari rivers seceded from the rest,calling itself Selvas. In a joint maneuvershortly thereafter, the Atlantic States (theunion of Guyana, Suriname, and FrenchGuiana established in 1997) claimed thatpart of Selvas north of the Amazon buteast of the Trombeias , while Venezuelaseized all the other territory north of the

    great river. Colombia and the AtlanticStates then disputed the latter's claim,however. The Atlantics attacked Vene-zuela at about the same time as the Sel -vas dispute (later known as the BrasilianCivil War). Argentina seized the opportu-nity to sweep through Chile, Paraguay,and Uruguay, and tried to take southernBrasil as well . Bolivia stayed neutralthroughout the conflict, and was ultimatelythe only country to remain essentiallyunchanged by the war .

    Venezuela, anxious to maintain thesafety of its oil industry and strengthenedby backing from the U.S .A., quickly nego-tiated a treaty with Colombia, allowing thelatter to take that part of Selvas betweenthe Negro and Amazonia rivers.Colombia's massive preparations for warwere thus unneeded to the east, andturned south, seizing western Selvas(down to the Madeira river). Encouragedby its easy victories in that region as well,Colombia then turned against its southernneighbors.

    Capitalizing on Venezuela's pacifism,the Atlantics seized northern central Sel-vas between the Rios Branco and

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    The i ve l li ances

    Trombetas. Meanwhile, Selvas was suc-cessfully resisting reabsorption by Brasil .The latter, severely angered byArgentina 's maneuvers and seeing morelikelihood of success in a southern war,achieved a cease-fire with Selvas andeventually recognized its independence ,while shifting the bulk of its forces south-ward . Argentina was able to maintain itshold on the docile Chile , but internal dis-sent led to very poor performance in theeast .

    When the dust cleared , Brasil hadtaken Paraguay and Uruguay , plus all ofthe formerly Argentine territory east of theParana river . Colombia had absorbed theformer countries of Ecuador and Peru,and western Selvas east to the Rio Negroand south to the Madeira. Venezuela hadtaken the islands of Trinidad and Tobago,and held a small tr iangle of land north ofthe Amazonas from Rio Negro to RioBranco; the Atlantic States controlledlands from there to the Atlantic. With theloss of these northern regions,the proudlyindependent Selvas settled for lands be-

    tween R iosAmazonasand Madeira (northand west), the Bo livian border to thesouthwest, and its first-proclaimed east-ern border at the Rios Tocantins , Ara-gua ia , and Taquari .

    Although Trinidad and Tobago hadsuccumbed to Venezuelan control , theother islands of the south Caribbeanunited and established their independ-ence, becoming the Confederated Carib-bean Terr itories (C .C.T.).

    The Archipfelago de Col6n and T ierradel Fuegowere technically established asseparate nations , though neither wasdensely enough settled to support a res-

    taurant , let alone a ruling body. Each wasdeclared a Wildlife Preservation Area,underdirect administration bythe govern-ment of the Trans-American Union.

    United Afr ika

    Minor coups swept through most ofAfrica in the 21st century, but all were

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    relatively small and quite bloodless. Thenortheast remained essentially un-changed , except for the secession ofeastern Libya (sponsored secretly byEgypt) . The new nation was calledBanqhazi,

    Western Africa has a lways beendom i-nated by the coast . The aggressive Mo -roccans intensified their claim on theWestern Sahara by occupying it, andseized the Canary islands as well . As if inresponse, Senegal gobbled up TheGambia and the Cape Verde Islands .About the same time, Ghana absorbedthe small country of Togo, and Guineatook Guinea-Bissau. But peacefulmergers occurred as well ; Liberia andSierra Leone, in a spirit of progress andfriendship , merged to form a new nationthey called Freeland. And Niger , Benin(aka Dahomey), and Nigeria united asNew Nigeria .

    Central Africa was a lso a mixtu re o fben ign and violent changes . Ethiopia in-vaded and annexed Dj ibouti,and Ugandafinally succeeded in a long fight to absorbBurundi and Rwanda . Following the ex-ample o f other is land groups worldwide ,those off the central west coast united ,taking the name of one of the larger (theSao Tome Islands); they included Anno -bonand Bioko (Fernando Poo).ln anothergesture of peace , Gabon , EquatorialGuinea, and Cameroonjoined the Congo ,forming the new People 's Republicsof theCongo. Zaire negotiated with Angola andpurchased the province of Cabinda . But ina re ligious dispute thereafter , southernZaire seceded and cal led itself Katanga .

    Other island group ings occurred, ofcourse. St . Helena and Ascencion (plus

    others) formed the South Atlantic States,and Madagascar convinced Comores,Reunion, the Seychelles, and others ofthe southern IndianOcean to join inform-ing the alliance of Madagasikara.

    The nation of South Africa was spl it bycivil war in 1990-1992 (though preliminarysymptoms appeared in the early 1980s),and the liberal southern region brokeaway, retaining the national tit le . The rac-ist northeast became the Orange F reeState, and prompt ly annexed the nationsof Lesotho and Swaz iland . That sit uationis still turbulent , and further change isexpected.

    Afrika is simultaneously the wor ld'sworst problem and its best hope. Beneathits soil lie the answers to Man 's distantpast; in time, that info rmation may shapethe future. But within the continent's darkcorners lurk the d iseases, superstitions,and fears of the distant past . And yet, thegreat experiments - the redevelopmentof jungle into rich agricultural land , the ir-rigation ofthe Sahara,and others - mayeventually provide the answers to prob-lems that occur not merely here, butthroughout the world.

    United Nations of Oceania

    With many regroupings, secessions,and some armed conflicts , this a reachanged greatly between 1995 and201 When Laos took over southeast As ia andthe Malay peninsula became Kra (seeP.A.U. , page 2) , the rest of Malaysia onand near the island of Borneo renameditself Ka limantan ( the local name fo r Bor -neo) and promptly invaded the res t of theisland , mostof which was part of Indone-sia , though a small chunk was the inde-pendent nationof Brunei . Mostofthe Indo-nesians, who lived on Java and Sumatra ,were busy fighting off repeated attemp tsby Kra to invade Sumatra , sothey of feredno resistance whatsoever. The timeseemed appropriate , so the rest of Indo -nesia (everyoneeastof the Lombokstrait)also seceded . They l impedalongwith littlesuccess, a nd those on NewGu inea even-

    tually gave up and joined Papua NewGuinea , unit ing their island . The smallerisles f inally formed a loose and chaot icgrouping called Molucca , but that willprobably be reabsorbed by Indonesia inthe future .

    The vast numberof small islands intheSouth Pacific grouped as Northwest ,Southwest, and Eastern Polynesia ,breaking their anc ient ties to the Europe-ans . The first group included Bik ini, theMarshall Islands , and Micronesia ; theSouthwestern group gathered most ofthose in the Coral Sea . The Easterngroup , a very loose and disorganizedfederation at best, took in all the rest,reaching far across the Pacific to includeeven the remote Pitcairn Island.

    Littlechanged in the south , except thatthe population of Australia grew by leapsand bounds, and Tasmania was grantedits independence. Intensive developmentof Antarctica as both a huge technologicalresearch base and a water source led toits establishment as a separate nation,though it (expectedly) has fewer peopleper square mile than any other nation onthe globe.

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    Play ing Tips

    In most types of games, players com-

    pete against each other to reach an objec-tive. But in this and other role-playinggames, players form a group, and thatgroup strives toward the goal . Individualplayers do not win or lose; the groupsucceeds or fails . This is the crucia l poin ttha t makes role-p laying games differentfrom all o ther types .

    You will plID' the role of a CYBORGCOMMANDO character . The fun of thegame comes from playing that role, andfrom interac ting with other players as theyportray their characters . That 's the mostimportant part of the game - not thespecif ic deta ils about tactics , or die rolls,or character construction, or anythingelse. Some fun can come from these othere lements, but if the ro les are improper ly orincompletely played , the game won'treach its full poten tial for entertainment .

    The group 's goals are to have fun andto succeed in reaching the specific objec-tives set forth in the adventures . Theindiv idual's primary goal is to improve thecharacter. This progress occurs in theform of SP (Stat/Skill points), which areawarded to characters by the GameMaster . These can be spent in a varietyof ways to improve the character's mind,nerves, and body, and to improve or add tothe character 's skills . The awarding of SP

    usually occurs at the end of each playsession, though points may be accumu -lated in the course of an adventure thatspans many such sessions, the total beingawarded at its end .

    Your Game Master will reward goodplay with SP awards, and will d iscouragebad play by omit ting rewards.

    What Good Play?

    Since good play is the goal of both thegroup and the individual players, youobviously need to know what const itutes

    good and bad play before you enter agame . The many elements of play in aCYBORG COMMANDO game can begrouped into three general areas: role-playing, cooperation , and strategy .

    Role-Playing

    At the start of a game , the GameMaster gives you an objective. You thendisplay your role -playing skills as yourcharacters pursue that goal . In an ideal

    Playing Tips

    the answers . You might think you under-

    stand what's going on, but you probablydon't know the whole truth - perhapsbecause of inaccurate deductions or in -comple te information-gather ing on yourpart.

    Strategy

    Inthe setting ofthis game, your charac-ter is a hero, working with others to savethe world from the alien invaders . But yourcharacter is also a rational, thinking being,and would not per form heroic act ions tha twould be sure to result in its own destruc-tion. Courage must be tempered by good

    judgment to produce t ruly heroic act ions.Heroism should be combined with a

    sense of responsibility and duty - yourcharacter 's duty to the CCF, to the othercharacters, and to achieving the goals ofthe adventure. Even truly heroic deedsare flawed when they are used to accom-plish irrelevant results . Your motivationsmay be very good, and your actions veryhumane, but if they are not important toaccomplishing the task at hand , theyprobably won 't earn any rewards .

    Also remember that your Game Masterhas spent a considerable amount of timein developing an exciting adventure foryour entertainment . Though it may beamusing for you to go off on some othertask, it may aggravate your GM unneces-sarily . But watch for clues of such dis-pleasure; a devious plot may require youto go off in some unexpected direction . Ifthe GM seems unprepared - back off.You'll all have a better game .

    Remember that violence is dangerous.When you start or encourage violence inreal life, you can get hurt or killed. Sincesurvival is a basic goal of all characters,avoiding unnecessary violence will berewarded. But note that very importantword unnecessary In the war-torn set-ting of this game, combat is sometimes

    utterly unavoidable (such as in an am-bush), and may be the best tool availableto cope with a given situation .

    Finally , try to come up with ingenioussolutions for problems .of all sorts. Youmay think of something that surpriseseven your Game Master. This doesn'tmean silly things or gimmicks; those usu-ally just waste everyone's t ime. But searchfor solutions beyond the logical, meansother than the expected, and asse ts out ofthe ordinary.

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    scenario , role-p laying blends with action

    and adventure to produce an entertainingand fulfilling game. But if either e lement islacking - if the adventure has too muchrole-playing or too much action - thegame fails to reach its full potential . Indi-vidual game sessions may have more ofone or the other, but the balance should bemaintained in the long run.

    The game can be fun as a simpletactical exercise in which your charactersdestroy enemy aliens , but this kind ofadventure is not much more than anelabora te game of chess. A k ill- the-mon-sters game will lose its appeal in a rela-t ively short t ime.

    If you only want to sit around and talk,playing the role of your character to theutmost , that too can be fun. But it will alsolose its appeal in time, just as surely as ashallow kill-the-monsters game.

    Consistency is an important part ofro le-playing . For a role to be rewarding, itmust be stable and not vary widely fromone session to another. If your portrayalconflicts with what is known about yourcharacter, you will certainly get no awardsfor good role-playing.

    Cooperation

    For you as players to act as a group,working together to achieve the goals ofan adventure, you must cooperate . Inde-pendent actions are certainly a llowed, butan overly independent style can disruptthe flow and ruin the fun of the game. Acharacter who is a loner could be used inspecial games with only one or two play-ers plus a Game Master, but this is not agood character type for group games.

    Beware of se lf-pro tective cowardice incombat . You will become fond of yourcharacter , and will naturally want it tosurvive. But when this attitude becomesan overriding fear of all risk , it can in turnendanger all the characters in the group.Such actions are not in the best interests

    ofthe group as a whole, and will eventuallybr ing resentment from the other players.

    Politeness and consideration of othersare basic parts of cooperation. Don 't playyour role to the exclusion of others; char-acters should interact, not give speeches .When another player is describing acharacter 's act ions , don't interrupt . If yourGame Master is a good one, he or she willalways be sure to get your commentsbefore resuming the action.

    And don't be too sure that you've got all

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    Accessories: Armor

    The following listings will give you

    some idea ofthe possible accessories youmay use in your game. For specificweapon descriptions, refer to any of theexcellent guides available at your localbookstore or library; some fill many vo-lumes .

    The cost and avai lability of any acces-sory is left to the Game Master's choice.Individual styles of play vary widely; someGMs will want to keep equipment expen-sive and rare, while others may want theconverse . Items may always be found, ofcourse, and in any condition from new (ina store or warehouse) to useless (in thefield) . If a certain item would help signifi-cantly in a specific adventure, it shouldeither be given to characters at the Pri -mary base or made available for purchasevia SP expenditure. If the item is of critica limportance , however , it should always beprovided free, not sold.

    Armor

    Armor may be available as enti re suitsor specific parts, as follows:

    Full armor : All parts in one suit .Body armor: All but head , hands, and feet .Body area armor: Head (al l), face (front

    only), eyes, ears, mouth & nose, torso,all (front & back), torso (front only),arm, arm & hand, leg, leg & foot .

    Anyone piece of armor can be de-signed to protect against one or more ofthe following dangers: chemicals, cold,electricity, heat, impacts, lasers, lightflashes, magnetism, microwaves, radia-tion, sound loudness, sound vibration .

    Weapons

    Grenade: A small missile containingexplosives, possibly with other sub-stances.

    Gun : A device that can hurl a projectile ofany sort directly at a target ; may involverecoil or be recoilless.

    Laser (Light Amplification by StimulatedEmission of Radiation): A device thatprojects a beam of coherent light .

    Launcher: A device that propels an ob-ject at a target indirectly , or providesstability so that a rocket may accuratelypropel itself .

    Accessories

    Maser (Microwave Amplification by

    Stimulated Emission of Radiation): Adevice that projects a beam of coher-ent microwaves.

    Missile: Any projecti le or thrown weapon.Particle Beam: A beam of alpha, beta,

    gamma , or other atomic part icles .Projectile: An object hurled directly at a

    target .Rifle: A gun that causes a projectile to

    rotate ( for stability during trajectory)upon leaving the barrel .

    Rocket: An action-reaction propulsionmotor , or a missile or vehicle propelledby same .

    Sonic: A device that produces sound.The intensity can vary widely in effect .Low power has a mental effect (irrita-tion or fear) , medium power causesphysical damage from molecular vibra-tion , and very loud sound can causephysical d isplacement (a shock waveeffect).

    Stattor (short for E lectrostaticprojector): A device that creates and/or emits an electrostatic charge.

    Thrower: A device that hurls a substance(rather than a projectile) , such as:Flame thrower. Emits burn ing or flam-

    mable solids , liquids , or gases ,leer. Emits supercold l iquified gases

    (nitrogen being the cheapest and

    most common),Aeer. Emits acid (limited use, due to

    scarcity of ammo).

    Special Effects & Abilities

    The following effects may be applied toalmost any type of missile , given sufficienttechnological resources :

    Armor-p iercingAttaching (probably with very thin trailing

    line)Chemically treated (poison , fire retardant ,

    tranquilizer, gas effects , etc .)Electrically loaded/charged (including

    programs for electronic targets)Explosive (light, medium , heavy)FragmentationGas (tear , knockout, nerve/paralysis ,

    nerve/deadly)Liquid payloadNoisemaking (in flight)Noise-releasing (after impact or timed)Self-propelled (for longer range)Shaped (for travel through specific envi-

    ronments, air, water, solid)

    Smart (programmed , self-aiming , and/or

    self-firing ; will either communicate withprogrammed gun for tim ing and a im orbe target-seeking; might take evasiveaction , follow odd, unpredictable tra-jectories , seek targets, re lay informa-tion, and so forth).

    Smoke (normal, hot, radioactive)Splitt ing (comes apart in flight)

    Weapon Damages

    Hand -held weapons usually inflict fixeddamages ranging from 1 to 20 IPs. YourGM will decide the amount of fixed dam-age for a given weapon. I f variable dam-

    age is des ired , roll a d10 and add a bonusif your GM deems it appropriate . For ex-ample, a rifle might infl ict 6 -15 points ; rolla d10 and add 5 to the result to determinethe damage. As a general guide, remem-ber that a typical adult civi lian has about20 IPs (or 30 total IPs in the advancedgame , divided amongst body parts) . Fixeddamage amounts may be estimated ac -cording to the possible effects of a particu-lar weapon on such a person . Weaponswith unusual effects , such as tranquil iz-ers, typ ically infl ict only 1 to 5 po ints ofdamage.

    Large and heavy weapons normally

    inflict standard (d1Ox) damage , and dam-age bonuses of 5 to 50 points may beadded at the GM's discretion. Very largeand very fast missiles may have evenhigher bonuses; for example, a shot froma large cannon might inflict as much asd10x plus 100 points.

    Effects that fill a volume or otherwiseaffect multiple targets may inflict fulldamage on all targets, or , depending onthe effect, damage penalties may apply toall targets except a single central one. Forexample , an explosive grenade might in-flict a full d1Oxdamage to a victim imme -diately beside it when it goes off , but 20points less to all others within 3 mete rs /yards , 40 points less to those between 3and 6 meters/yards , and so forth. A ma -chine gun burst , on the other hand, mightinflict full d1Oxdamage to all targets withina given area .

    Weapon Types by Skill Areas

    230 . Personal Weapons231 . Ancient bladed melee weapons:

    axe, bayonet, knife, combat knife (dag -ger), bladed pole arm, sword (long, short ,

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    Accessories: Equipment

    or two-handed) .232. Ancient blunt melee weapons:

    blackjack (cudgel) , chain with ball(s), thinclub (stick or staff) , thick club, flail, mace,mallet (maul) .

    233. Ancient missile weapons : artillery(ballista, catapult, trebuchet), small axe ,box , crossbow , sling , spear (short , long ,javelin , trident) .

    234. Common devices as weapons :Chain (and related ancient weapons) ,pipe, rope (lasso), tools (saw, dril l, screw-driver), whip, wire (including garrote).

    235 . Modern small arms: grenades(various types) , one -hand laser ( pistol ),two-hand laser ( rifle ), mounted laser( cannon ), sound projector (for stun ordamage) , radiation sprayer (gamma par -ticles , microwaves , or X-rays) , projectileguns (automatic pistol, revolver, rifle,shotgun , submachine gun) , specialty gun(powered grappling hook, tranquilizerpistol or rifle) , throwers (fire , cold sub-stances, or acid).

    236 . Heavy and Special weapons :machine gun (light , medium , heavy) ,

    mortar, rocket .237 . Artillery: cannons , mounted guns ,

    howitzers, rocket artillery.

    Per so nal Weap on Sk il ls

    The Game Master may require a playerto specify a s ingle weapon when purchas-ing a personal weapon skill . To apply sucha skill , use the following procedure.

    Normal humans : Divide the Skill Ratingby 5 and round down to the nearest wholenumber. Subtract that result from the

    normal Combat Rating ( miss roll ). Thetotal is the rev ised CR when using thatweapon . The CR can never be less than 1(i.e., there is always a 1% chance of aclean miss) except in special circum -stances, such as attacking an unprotectedtarget at point-blank range.

    CYBORG COMMANDO characters:As above , but divide by 10 instead of 5 .CCs improve at a slower rate than normalpersons because they gain Mad Mac as-sistance in aiming , so skill has corre-spondingly less effect on the attack proba-bility. In the event of MadMac failure , usethe procedure for Normal Humans , butremember that the character 's CR is 30 (-20 penalty for lack of Mad Mac assis-tance).

    Equipment

    Various standard equipment may beneeded during the course of adventures .Special types are listed below ; morecommon types may also be available atthe GM 's discretion.

    Vehicles

    Though most vehicles can easily beplaced with in the skill system , the follow-ing additional notes may be helpful . Whendeveloping the details for any vehicle ,specify the following : length , width , height,speed, range per fuel unit ,lPs by location ,built-in weaponry , crew complement, andmaximum number of passengers . DVbonuses to crew and passengers , consid -ered with respect to each of the five basicattack forms , should vary by the construc-tion of the vehicle and the amount of coverprovided .

    131 . Landcraft , small: includes groundautomobiles (compact, small, medium , orlarge) , hovercars, bicycles and motor-cycles , carts , jeeps , vans , and armoredcars.

    132. Landcraft , large : includes bus ,hovertruck (cargo vehicle) , and hovercraft(large vehicle for cargo and passengers).

    Other Equipment

    Communications Optical DevicesCamera , film

    Camera, videoBinoculars, normalBinoculars, range-finding (may com-

    bine with others)Binoculars, infraredBinoculars, ultravioletComm unit , radioComm unit, laserComm unit , A-VComm scramblerGoggles (eye protection only)Goggles, amplifying (ambient)

    Goggles , infraredGoggles , U-VMicrophone, standardMicrophone, miniature (tracer or bug)Microphone, parabolicMinistudio (audio-visual)Sensor : incorporates various scanning

    modes (IR, UV , etc .)headband sensor (using

    goggles)helmet sensor (using binocu-

    lars)Medical

    First aid kitGeneral medical kitField surgical kitLaser scalpelMinihospital kitMinilab (for chemical analysis)

    Personal Miscel lanyCarryall bagFlashlightHandcuffsLantern (50 ' rad)Rope , 100 'Wristwatch (with alarm)

    Protect ive equipmentAirmask & oxygen bottle(s)Diving gear , light (face mask, fins)Diving gear , heavy (SCUBA)Radiation suitVacuum suit

    RobotsAg ricu IturalConstructionIndustrial (factory type)Personal service (valet , waiter, etc .)Security (police 'bot)

    Sensors/scannersDosimeter (radiation)Infrared (heat/cold)Microwave fence generatorMotion detectorRadar/sonar scannerRadar detectorSound enhancer/filterSmell enhancer/analyzerWide-angle vision (180 , 270 , 360 )X-ray machine, portable

    Tool Kits each contains spare par ts & disposablenecessary tools

    Cutting & welding kitElectrical kitLockpick set (12 pieces)Lockpick , electronicMechanical kit

    Travel EquipmentBackpackCampkit (butane stove , messkit , and

    accessories)CanteenFlashlightSleeping bagSunglassesTentTrip 'puter (includes recorder, com-

    pass, etc.)Water jug

    6