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Combat on the Open Road<br />

The following new vehicle maneuvers should be added to those in the Savage Worlds rulebook Vehicle Rules section in<br />

Savaged Redline.<br />

Force (0): This maneuver may only be performed against adjacent vehicles of equal or smaller size. Make opposed<br />

Driving rolls (the driver of the smaller vehicle makes his roll at –2). The winner may either force the loser to hit an<br />

appropriate obstacle or lose control of his vehicle.<br />

Redline (–2): You may exceed your vehicle’s Top Speed by its Acceleration Value. Make a Driving roll. If you fail the<br />

roll, your vehicle suffers a Critical Hit (Engine). If you roll a natural 1, the engine explodes from the stress. Make a<br />

successful Driving roll or roll on the Out of Control Table. It requires appropriate spare parts, 4d6 hours, and a<br />

successful Repair roll in order to get the engine working again.<br />

Gear and Equipment<br />

Savaged Redline uses broad definitions for weapons and armor. Anything that can be used like a club—a baseball bat, a<br />

tire iron, a golf club—is a club. Every long piercing weapon is a spear. Box cutters, sharpened screwdrivers, and pieces of<br />

glass with electrical tape handles are all knives or daggers. The cosmetic traits of your character’s weapons are for you to<br />

decide.<br />

Each character starts the game with a rucksack (50 pound capacity), a bedroll, one set of typical clothing, and a oneweek<br />

supply of food and water. Additional items are determined by scrounging, using the method described hereafter.<br />

When determining starting gear you may start with three cards rather than two. Bennies can be used to re-roll scrounging<br />

results or to discard a card and draw another.<br />

After character generation, equipment must be bought or scrounged for. If scrounged for, use the method described<br />

below to determine what is found. If bought, an item’s value is measured in terms of food, fuel, or water. The value of a<br />

given resource depends on the character’s surroundings. For example, in the wastelands, fuel is generally less valuable than<br />

water. In the green zones, water is the resource of least value. In the ruins, food is generally easier to find than either water<br />

or fuel. Of course, sometimes an item’s value depends on whom you are buying it from or selling it to. The players should<br />

treat the buying and selling of resources as a roleplaying opportunity.<br />

There are no extensive equipment lists in Savage Redline. Players should only have access to those things that the GM<br />

allows them to have. You can easily extrapolate equipment from the lists given in the Savage Worlds rulebook. A quick and<br />

dirty method for getting a rough idea of an item’s value is to divide the listed dollar value cost by 10 and round up. This<br />

will give you a rough idea of how much fuel (in gallons), food (in terms of meals for one person), and water (in quarts) an<br />

item is worth.<br />

Scrounging: Of course, the GM is always free to simply state what the characters find when they scrounge; however, in<br />

most cases it’s simply easier (and more interesting) to randomly determine what is found. The system for handling random<br />

scrounging in Savaged Redline is a variant of the system presented in Savage Tale 6: Zombie Run by Jonathan Pierson:<br />

After spending at least 10 minutes scrounging an area you may draw two cards. Then, make a Survival roll (or the normal<br />

unskilled roll of 1d4–2 if you don’t have the Survival skill). You may draw an additional card for a success or two<br />

additional cards with a raise; however, you must discard one card for a failure (discard both cards if you rolled a natural 1).<br />

If you drew a Joker, discard it and draw two more cards. Consult the table below for each card you have in your hand:<br />

2-5 Spades 2d20 rounds of ammunition (appropriate to character’s weapon or determine randomly)<br />

6-10 Spades Melee weapon (player’s choice or determine randomly)<br />

J-K Spades Firearm (roll on the Firearms Table, below)<br />

Ace Spades Firearm with ammunition (roll on the Firearms Table)<br />

Any Clubs Random item (GM’s choice)<br />

2-5 Hearts 1d6 day supply of canned food<br />

6-10 Hearts 1d6 day supply of potable water<br />

J-K Hearts Medical supplies (enough to heal 1d10 Wounds)<br />

Ace Hearts 1d6 day supply of both food and water<br />

2-5 Diamonds 10 gallons of fuel<br />

6-10 Diamonds 1d6 explosive devices (treat as grenades)<br />

J-K Diamonds A vehicle (GM’s choice—no more than one vehicle per group)<br />

Ace Diamonds A vehicle (GM’s choice—no more than one vehicle per group) with a full tank of fuel<br />

Shark Bytes #2 - October 2004 48

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