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Only a fool or a madman ventures out into the wilds of the Wasted West without proper survival gear. Of course, the problem in a ruined world is that hardly anything works right. First you have to find what you want, then make sure it’s got all its parts, isn’t full of mud, and isn’t going to fall apart the first time you bank it off some wormling’s skull.
Equipment on the gear list is considered to be in good condition. Some other bozo has already cleaned it up, taped it together, and used it enough to know it probably isn’t going to blow up.
Currency
There’s no standard currency in the Wasted West. Assume “dollars” are trinkets, small food items, bullets, bits of jewelry, a squirt or two of toothpaste, matches, and the like. In general, think of these as currency and nothing else. In a pinch, the Marshal might let a waster roll to find something important in his “cash,” like a match or one more bullet for his gun. This is based on what the character was smart enough to pick up, so he makes a Smarts roll at –2 applying the item’s scarcity Streetwise modifier (see page 42). On a success, he has the item and deducts the cost from his “money.”
Scrounging
Scrounging is the ability to find these little baubles and more in the ruins of the wasted world. This is such an important part
of life in Hell on Earth that we’ve included special Setting Rules for it on page 66.
Selling Goods
Posses occasionally wind up with spare gear. A Streetwise roll in a settlement of fair size or larger allows the seller to dump the goods at a quarter the normal value. A raise nets half the list price. This roll may be attempted once a week per settlement. Bartering of larger goods is trickier but tends to pay a little better. A working computer, for example, is useless to most wastelanders, even with a generator. A scientist with power and a lab, however, might pay dearly. Special cases like this usually require a little roleplaying to sell properly.
Availability
The fall of civilization means your hero can’t simply waltz into the local S-Mart and buy whatever he wants. As such, goods are rated for scarcity, being Common, Uncommon, Scarce, Rare, or Very Rare. This represents how hard it is to find the item, as well as how many of a particular item can be bought or sold by the characters in a particular day. This includes all transactions within a 24-hour period, not just those conducted at a single shop or market—though if the shoppers travel to
an entirely different settlement, they may try again. This limit does not apply during character creation. Some items listed here do not have a rarity, which means they are not generally available for trade. To find a particular item, a character makes a Streetwise roll. This roll is modified by the scarcity of the item as well as the size of the settlement in which the player finds himself. Small but well-equipped stores (such as a traveling salesman) are simply treated as larger settlements.
Rarity Table
Number
Scarcity Streetwise Available
Common (C) +2 1d8
Uncommon (U) 0 1d6
Scarce (S) –1 1d4
Rare (R) –2 1d3
Very Rare (VR) –4 1d2
Population Modifiers
Streetwise
Population Modifier
Less than 500 –6
500–1,000 –4
1,001–2,000 –2
2000+ +0
Junkyard +2
Damaged Goods
Most anything except services can be bartered for cheaper than the listed price—if a waster is willing to settle for a little less quality. Common items such as clothes are ratty and torn, hats are crumpled, and dinged up playing cards can’t be used anywhere except by the campfire. The effects of these items are usually situational, though many items can cause bigger problems…or become them!
Damaged vehicles go for 75% of the list price. Cheap guns, tools, and so forth—anything a brainer has to roll to use—malfunction when the player rolls a 1 on the skill die. Your warrior’s dinged-up golf club, for example, might fall apart while
whacking on some no good mutie. Items that don’t come into play for skill rolls might affect others’ perception. A ratty leather jacket, for example, has blood stains, tears, and other signs that it might be fresh off a corpse. These items inflict a –1 Charisma modifier on your waster. Even after the Apocalypse a blood-stained wanderer gives others the creeps.
Gear Notes
Ammunition
•Standard Rounds: Bullets are increasingly hard to come by, but a number of places, notably Junkyard, continue to manufacture them. Standard rounds cause the normal damage listed with the weapon types later in this chapter, but for weapons that fire standard cased bullets (not blackpowder or shotguns) other rounds are also available:
• Armor Piercing: This type of ammo is designed to pierce armor and obstacles, but does less damage against unarmored soft targets as the bullets don’t deform as much and inflict less trauma. AP rounds gain +2 AP, but against targets without armor they subtract 2 from their damage. Armor piercing rounds cost 1.5 times more than normal rounds, and increase the rarity one step.
• Brass: The casings left over when a bullet is fired have value in the wastelands since manufacturing them these days is almost impossible. Shell casings are worth half the price of the base ammunition type (ignore the price of special types, like frangible or AP).
• Frangible: Frangible ammo is designed to break apart on impact. This reduces the chance of dangerous ricochets and (most importantly for wasters) increases the amount of damage the bullet inflicts on living targets. Frangible rounds do +4 damage to unarmored targets. Against armor they lose the bonus, any AP value listed for the gun, and add +4 to the target’s armor value. Frangible rounds double the cost of the bullet, and increase the rarity by two steps. Frangible rounds cannot fire through any obstacle (see Savage Worlds).
• Hollow Point: These nasty killers are designed to flatten on impact, tearing a bigger hole in the target. Hollow point rounds cause +2 damage to targets with no armor, but against armor they lose the bonus, any AP value listed for the gun, and add +2 to the target’s armor value. They can be made fairly easily from normal ammunition and a file. A Repair roll and 30 minutes “hollows” 5 bullets with a success or 15 with a raise. Failure grants only a +1 damage bonus against unarmored foes while a result of 1 or less means 1d10 bullets are ruined. Hollow point rounds cost 1.5 times more than normal rounds, but have the same rarity.
• Tracer: These rounds have small flares in the tail of the bullet which help the shooter see where it’s going and adjust his aim based on where he sees the shots fall. Tracers negate the penalty for automatic fire, including using suppressive fire. In addition, the magnesium flare burns very hot. Targets hit by a tracer may catch fire (see Savage Worlds), and the damage counts as fire damage for creatures affected by such. Tracer ammo costs $1 more per round than standard ammo, and increases the rarity by a step.
• Gyrojet Ammunition: Introduced into the Last War by British Forces, the gyrojet is a small, self-contained rocket that causes little recoil when fired. The propellant in the slug continues to accelerate it after it leaves the gun, resulting in a bullet with an extremely flat trajectory and much greater effective range than an ordinary pistol round. The rounds are stabilized in flight by small fins which pop out after the rocket leaves the barrel. The hollow slugs fired by this pistol deform easily on impact, which makes them unable to penetrate armor well (half damage versus armored targets). These rounds are fully consumed in their firing and can’t be reloaded, so this ammunition, already scarce, gets rarer with each pull of the trigger.
• Caseless Ammunition: Standard issue to the Combine’s troops, these rounds are difficult to come by outside of Denver. The caseless, solid propellant rounds are fired with an electric charge, leading observers to dub them “pulse” weapons. They leave no telltale casing on the ground after a firefight and thus can’t be reloaded. The Black Hats hate being fired on with their own ammunition!
Armor
Civilian Executive Protection Armor:
For the VIP who needs low key protection, this armor looks like thin thermal underwear, and can be worn under clothing with no one the wiser. It covers the torso, arms, and legs, and requires a Notice roll at –4 to spot unless it’s the only thing worn.
Improvised Armor: Wasters try to put all sorts of things between themselves and incoming fire. Improvised armor can be
made of tires, football helmets, stove pipes, or whatever else is on hand.
Infantry Battlesuit Helmet: Helmets worn by active duty military units of the North and South before and during the Last War were basically identical. The ferocity of the fighting means these items are extremely hard to find intact these days. The helm is full-faced with mirrored visor, 0.5 mile radio that can run indefinitely off the body’s bioelectric field, and a full respirator system. Unfortunately, most of the respirator filters have been removed and few of the radios work these days. The helmet grants +4 Armor against head shots. If the filters (which are rare) are in place, the helmet provides sealed protection against gases and airborne inhaled toxins.
Kevlar Vest: Kevlar offers 2 points of protection against most attacks. Kevlar weave “binds” spinning bullets and so negates up to 4 points of AP from bullets, and provides +4 protection from them as well.
Common Gear
Batteries: Some items require batteries. Small batteries require one hour of charging, medium batteries two, and large three—assuming one can find a generator.
Compass: This handy item adds +2 to Smarts and Survival rolls made to navigate the Wasted West.
Dr. Pepper: Urban legend from before the Last War reported that Dr. Pepper had certain curative properties in regards to rad poisoning. Thanks to the strange supernatural energy of the Reckoning, this became true. A waster who drinks a can of Dr. Pepper regains all Fatigue lost to radiation. The soft drink is anathema to Doomsayers, who must make a Vigor roll upon tasting the stuff or suffer a level of Fatigue that can only be recovered by basking in radiation. An entire can kills a Doombringer outright—if one can force it down his throat.
Gas Mask: A gas mask negates airborne toxins and gases. The bulky mask, hood, and limited vision reduces Notice rolls by –1, however.
Geiger Counter: A Geiger counter detects the strength of radiation when activated. They run off medium batteries that last five hours of continuous use.
Ghost Rock Batteries: Ghost rock batteries exist for all sizes. These increase the usage (time or charges) by 50% but cost double the normal cost for that size battery.
Hatchet: Treat this as a knife when used as a weapon.
Laser Sight: Laser sights may be attached to any ballistic weapon. The user gains a +1 bonus to Shooting rolls against targets in Short Range unless using the automatic fire maneuver. If using an optic scope in conjunction with the laser sight, the bonus is good for all Ranges. The sight uses small batteries that last for roughly 100 shots.
Lockpicks: A waster who tries to pick a lock without these tools suffers a –2 penalty to his Lockpicking roll.
NBC Environmental Protection Suit: the Nuclear Biological Chemical ensemble or environmental protection suit (the civilian version) is designed to be worn over clothing and footwear and provides protection against everything from the common cold to biological agents to chemical weapons. Complete protection also requires that a gas mask be used with the NBC oversuit, while the civilian version has a full-face hood built in. The suits give +2 to Vigor rolls against normal radiation. If the wearer suffers any wounds, the suit is compromised and provides no protection. These outfits are hot and bulky, reducing Agility-related rolls by –1, and subtracting 2 from Vigor rolls made to resist heat.
Night Vision Goggles: Night vision goggles enhance any ambient light and allow the wearer to ignore Dim or Dark conditions entirely and treat Pitch Darkness as normal Darkness. It has no effect if absolutely no light is available at all (such as the total darkness found in caves). Also, when wearing the goggles, the user suffers –1 to Notice rolls due to his reduced peripheral vision. Night vision goggles require a small battery that provides about four hours of use. A bright light shined in the goggles forces the wearer to make a Vigor roll or be Shaken.
Pick: Picks make awkward weapons due to their weight and poor balance, but they can be used as a medium improvised weapon in a pinch (see Savage Worlds).
Radio: One of the only remaining ways to communicate over long distances (and an iffy one at that), radios come in all shapes and ranges. The price given is for a hands-free set or walkie-talkie capable of broadcasting for a half mile. For every multiple of 4 the range is increased (2 miles, 8 miles, 32 miles, up to a maximum of 128 miles), double the cost and the weight of the radio and increase the scarcity by a level. Basic radios with an 8 mile or less range use small batteries lasting for two hours of total use; larger ones use medium batteries that last for four hours or can be connected to a vehicle for continuous use as long as the engine is operational.
Rope (20 yards): This rope can safely handle 500 pounds without difficulty. For every 100 pounds over that, roll a d6 every minute of use, or whenever the rope suffers sudden stress. On a 1, the rope snaps.
Scope: Scopes may only be mounted on rifles. When a shooter uses a scope, he gains +2 to Shooting rolls against targets at
Medium or Long Range.
Suppressor: Suppressors impose a –1 penalty to Shooting rolls while using the suppressed weapon. On the plus side, characters within 5” (10 yards) of the fired weapon (and not in line of sight) must make a Notice roll to realize a weapon’s been fired. Those beyond 5” suffer a –2 to this roll, beyond 10”, a –4. Beyond 20”, no roll is possible unless the character is looking at the user. In all cases, if someone is observing the shooter, the shooter may make a Stealth roll (opposed by Notice) to hide the use of the weapon, which incurs the usual multi-action penalty to the Shooting roll.
Water Purification Kit: A single dose of the chemicals in this kit instantly purifies enough water for a single person for one day. The water still tastes awful, though. A fully charged kit has 10 doses. Refills, which are scarce, typically cost $25
Water Test Kit: A use of this kit and a successful Smarts roll determines if a body of water is safe to drink. This uses small batteries. A single small battery provides 20 tests.
Wood Axe: This axe is intended for chopping lumber and makes an awkward weapon, at best. If used in this fashion, it acts like a large improvised weapon. On the plus side, it gets AP 2 against targets made of wood or using wooden armor.
Common Gear
Crowbar: Crowbars, also sometimes referred to as wrecking bars, are a vital tool for any serious scavenger. It’s about as basic a tool as a hammer, consisting of little more than a long metal bar about two and a half to three feet long with ends shaped into wedges for prying. It provides a +2 to any Strength roll to force a door or pry something loose. Crowbars aren’t balanced for use in combat and therefore count as improvised weapons (Str+d6, Min Str d6, –1 attack and Parry). The most commonly available models are steel, but occasionally the lucky scav can find a titanium model.
(Steel Crowbar: Steel: 5 lb, $15, Common; Titanium Crowbar: 2 lb, $110, Rare)
Data Slug: Data slugs are digital storage devices with capacities often reaching more than 100 terabytes. They are durable metal slugs, about the size of AA batteries. These data slugs are compatible with nearly all full-size computers, as well as most video and audio equipment. Many of these were destroyed by EMPs during Judgment Day, making those that survived valuable not just for the information contained, but also simple rarity. They can be used for anything from recording entertainment (the Director releases all of his vids on data slugs) to holding entire reference libraries. Reference data slugs are often focused on a single scientific topic. Generalized information slugs similar to encyclopedias—or more accurately entire local libraries—also exist. Maps, atlases, and guidebooks are also available in this format. Regardless of
the media, the slug is useless without a device capable of reading it. Data slugs of this sort add +4 to Knowledge skills
associated with the information on the slug, or provide pre-war maps, fiction, or other texts in their original form. The cost varies greatly depending on how rare of a topic is covered by the data slug. For example, a data slug containing obscure occult texts might well be one of only a couple remaining in existence, and run a waster as much as a motorcycle!
Data Slug, General: 0 lb, $75, Scarce.
Data Slug, Mapping: 0 lb, $200, Rare.
Data Slug, Specialized: 0 lb, $200—$500+, Very Rare.
Metal Detector: This handheld device looks like a horseshoe at the end of a 3’ length of pipe with a pair of headphones attached to it. It adds +2 to all Notice rolls to detect buried metal objects at shallow depths (less than 3’ or so). It
also provides a +2 bonus to Notice rolls to find buried land mines (page 22). For both reasons, this piece of equipment is highly desired by many scav. It requires two small batteries to operate, and a fully-charged pair can power it for 24 hours of use. (5 lb, $250, Rare)
Palmcorder: These versatile devices record still pictures, video, and sound. They can also scan photographs and printed text—optical character recognition is standard. They can also play back video, provided it is either recorded on a data slug or on a device capable of interfacing with a palmcorder. Its computing functions are limited, as it was initially designed to act as an interface to larger computers. It has a touch-sensitive screen. It can translate and record text, perform the same functions as a high-end scientific calculator, and can sync with other palmcorders via both infrared and shortrange radio (approximately 10 yards). Palmcorders use data slugs to record and access data. They are powered by small batteries and are capable of
running continuously for about a week on a single charge. (1 lb, $500, Scarce)
Solar Charger: This device allows a character to recharge batteries using only sunlight. It is a flexible black panel about one foot square that can be rolled up for transport. Although handy, a solar charger is much slower than a generator and requires generally clear skies to charge a battery to usable levels. A small battery takes about two hours, a medium battery four hours, and a large battery requires eight hours. (2 lb, $1500, Very Rare)
Medical Equipment
Although all the countries involved in the Last War had scientists slaving away to find better and more efficient ways to destroy their enemies, they also had doctors hard at work looking for better ways to keep their own people alive. This had the benefit of not only preventing the loss of veteran troops, but it also boosted the soldiers’ morale by letting them know they could expect the best medical care available in the event they were wounded.
Medchip: The US Army was the first force to use these chips, but others quickly adopted them. A medchip is a small chip implanted under the skin that contains a soldier’s entire medical history and scans his vital signs. This chip can be read by a handheld scanner carried by most medics or a medboard (see below).
Early chips were implanted in the upper arm, but it was quickly found that this could cause a problem if the patient had lost the limb. Later chips were implanted at the base of the skull just below the hairline (anyone missing the chip in this case was more than likely beyond any help a doctor could give). Any hero who was a soldier before the Last War may have a working medchip if they desire (and the Marshal agrees).
A working chip grants a +2 bonus to all Healing rolls made to treat the soldier by anyone with a medchip scanner or medboard. The medchips of many soldiers who survived the war no longer work because they were fried by an EMP on Judgment Day, so just because someone is an old soldier doesn’t mean they have one.
Medchip Scanner: This is a small, handheld device about the size of a cell phone. It reads the information contained on a soldier’s medchip. All information is displayed on a small screen. It uses one small battery for two hours of operation.
Medboard: This is a metal stretcher with built-in sensors and a number of video displays. It can read the basic vital signs of anyone lying on the board. If the patient also has a medchip, the board can scan this and provide even more detailed information. This grants a +2 modifier to any Healing rolls made to treat patients without medchips and a +4 modifier when treating patients with a chip. It uses one medium battery for one hour of operation (six 10-minute Healing rolls).
Medkit: This is the typical medical kit issued to most field medics. A fully-stocked bag contains a selection of scalpels, IV tubing, a manual respirator, 100 yards of gauze, a stethoscope, inflatable pressure cuffs, suture needles and thread, and a variety of basic medications. Healers with this item ignore the –2 penalty for not having basic supplies. If the user rolls a 1 on their Healing die, they run out of some item in the kit and suffer a –1 penalty until they restock it.
Sprayskin: Sprayskin comes in an aerosol can. It’s a spray-on medication that contains a disinfectant, an antibiotic, a coagulant, and a painkiller. When sprayed on a wound, it forms a plastic skin over the affected area. The medications stop anyone who is Bleeding Out as if they made their Vigor roll. Sprayskin also grants a +2 bonus to all Vigor rolls made to resist infection and perform natural healing. Sprayskin also negates one level of wound modifiers for six hours. A full can holds 20 applications.
Weapons
Below is a sampling of weapons found scattered throughout the Wasted West. The Last War left many such relics. The initials before certain weapons refer to the force that used them. NA stands for Northern Alliance, SA is Southern Alliance, IW refers to “Infantry Weapon”, and HI is the abbreviation for Hellstromme Industries. “M” simply means “military,” and is used by many nations’ armies.
Boomerang/Sharpened Hubcap: Given the appropriate materials, these can be made with a Repair roll.
Grenades: These can be either thrown or fired from a grenade launcher. Individual grenades have special functions.
• Beanbag: This ammo was initially designed for nonlethal crowd control and police situations. Bean bag rounds are designed to be fired from any 20mm or 40mm grenade launcher; they cannot be thrown. When fired, they expand to a flat “bean bag” which smacks into the target with stunning force. Bean bag grenades only affect a single target, and their damage is nonlethal. Due to their lack of aerodynamics, bean bag grenades halve the range increments for the launcher used.
• Flare: Fired from a grenade launcher, this round shoots a flare that bursts several hundred feet above the ground and floats down on its own parachute. The flare provides light in a two mile radius, reducing lighting penalties by two levels (Dim and Dark are negated and Pitch Darkness becomes Dim) for 4+1d4 rounds. If thrown, the area is greatly reduced, though still an impressive 100” radius. If shot or thrown at a target, a flare causes 2d6 damage for each round it burns, requiring a Strength roll at –4 to remove. Others can attempt to remove the grenade but suffer the damage before making the roll. Targets have the standard chance of catching fire (see Savage Worlds).
• Flash Bang: These grenades flash with brilliant light and stun with concussion. Characters within a Large BurstTemplate must make a Vigor roll at –4 or be Shaken.
• Inferno: “Hell ‘nades” burst with little concussive force but plenty of flame. Targets have the standard chance of catching fire (see Fire in Savage Worlds).
• Multiprojectile/Buckshot: This “grenade” is a giant shotgun shell filled with steel balls and like the bean bag can only be fired from a launcher. The shooter places the small end of the Cone template adjacent to himself and the large end on his targets. He then makes a shooting roll. Any character under or partially under the template makes an opposed Agility roll at –2 to dodge out of the way. If the shooter gets a raise over the target, he gets bonus damage as usual.
• Riot Control: Strong tear gas pours forth from this grenade upon detonation. Anyone within the Medium Burst Template must make a Vigor roll at –2 (–4 if in an enclosed space). Those who fail are Shaken and remain Shaken while in the gas cloud. Once out of the gas, a victim suffers a –4 to recover from being Shaken for three rounds. Characters with gas masks, creatures that don’t breathe, or similar abilities are unaffected.
• Smoke: Smoke grenades are primarily used to provide cover for advancing troops, or to blind a fixed position such as a machine gun nest. The Medium Burst Template remains in play for 2d4 rounds (4d4 in an enclosed area). All attacks through the cloud suffer a –2 vision penalty.
IW-40: This rifle, which equipped British Army infantry squads, fires a .50 gyrojet round. Venting the exhaust through a compensator allows users to ignore the auto-fire penalty. Unlike the IW-91, the IW-40 cannot fire normal .50 bullets.
IW-91: Originally used by British forces in America, this is a six shot, smooth bore revolver that fires gyrojet rounds. The weapon may be fired with ordinary .50 rounds, but its Range is reduced to 6/12/24, and it does 2d6+2 damage, AP 2 (not halved vs. armor).
Mini-Chainsaw: With the advances in battery technology, many power tools went cordless, and with the Apocalypse, their use as weapons was unavoidable. Mini-chainsaws are the most common, but the same stats can be used any similar power tool (circular saws, masonry drills, etc.). Such weapons suffer penalties as improvised weapons (–1 to Fighting and Parry), which can be removed with the Improvisational Fighter Edge (see Savage Worlds). Mini-chainsaws can normally run for 2 hours off a large battery but aren’t designed for combat. If a 1 is rolled on the Fighting die, the stress drains any remaining power in the battery.
NA M-42: The sniper rifle of the Northern Alliance, this state of the art weapon boasts a laser sight, bipod, and scope. In addition, the special electric trigger adds +3 when aiming rather than +2.
NA M-92 Officer’s Sidearm: This was the standard sidearm for US officers. Its integral laser sight grants +1 to Shooting rolls made against targets in short Range.
NA XM-21: Originally developed for use on Faraway by sykers on extended recon patrols deep in the wilds of Banshee before being rushed into service as the primary NA assault rifle, the idea behind the XM–21 was to provide a weapon which could replenish its ammo supply from local materials when standard rounds were unavailable. It does so by firing 5.56mm slugs propelled by one-ounce chunks of ghost rock good for firing 10 shots (though only in single shot mode, no autofire or three round bursts). A small casting kit in the stock allows creating additional slugs in the field—usually from scrap metal.
Ruger Redhawk: This pistol is chambered to handle .357 and .38 rounds.
SA XM-40 “Ripper”: The XM–40 assault rifle was designed to be the first successful .50 caliber assault rifle. The secret to the weapon is its slower rate of fire combined with a battery-powered gyroscopic compensator. The weapon can be fired without an active compensator, but single shots suffer a –1 penalty to Shooting and any other use (double tap, three round burst, autofire, rapid fire, etc.) suffers an additional –2 penalty. The XM-40 uses a small battery good for 20 shots. The battery is installed in the magazine, so reloading the weapon replaces the battery at the same time.
SA M-50: This Southern sniper rifle is equipped with a laser sight and scope.
Drugs
Before Judgment Day, a bewildering array of drugs filled the pharmacies of the world. From pain killers to combat drugs, if you had a need, companies like Pentacorp or Smith & Robards could fulfil it with a pill, elixir, or salve. The following list is by no means exhaustive, but contains those drugs most likely to interest wasteland survivors. Each drug is listed with an addiction modifier. When taking any substance with a modifier, the user must make a Spirit roll or gain a level of Fatigue for 24 hours after the drug wears off. If the brainer rolls snake eyes, she acquires the Habit (Major) Hindrance for that particular substance.
Brainburst
Addiction: 0; Cost: $300/dose; Scarcity: Uncommon
Originally designed as a commercial pick-me-up, users quickly found high doses stimulated creative and cognitive thought. Of course, these high doses led to even longer mental short circuits, and the drug was carefully regulated before the Apocalypse. Brainburst is the ultimate synaptic superjuice. The drug can be ingested (1d6 rounds to kick in) or injected for immediate results. The user undergoes a jolting brainstorm of logical and intuitive thought. One dose of Brainburst raises a hero’s Smarts die type by 2 for 2d6 minutes, along with giving all Smarts-based skills a +2 modifier. Now for the bad news. When the drug wears off, the survivor’s Smarts and Smarts-based skill rolls are made at –4 for the next 2d6 hours.
Hot Dog
Addiction: –1; Cost: $50/dose; Scarcity: Uncommon
Named for their brown color and rounded cylindrical shape, these diet pills simulate the consumption of food, making a person feel fully fed after the ingestion of just one tablet. One dose allows a character to ignore all Fatigue penalties due to lack of food for 24 hours. After one week of continual use the drug’s beneficial effects are neglible for a week (when the drugs are finally out of the user’s system).
Iron Man
Addiction: –4; Cost: $150/dose; Scarcity: Scarce
A combat drug widely used by both sides in the Last War, Iron Man adds +2 to the user’s Toughness. The drug lasts 2d10 minutes.
Rad-Gone
Addiction: N/A; Cost: $300/dose; Scarcity: Scarce
This drug was designed as a chelator, a chemical that attaches to another and allows it to be removed. Rad-gone courses through the body, binding with any radioactive particles. These particles are removed from the body at the next visit to the outhouse. A dose of Rad-gone cures a character of the glows (see page 95) in minutes. Doomsayers are affected in strange ways by Rad-gone. Any user of the Glow who is administered a dose of the chelator must make a Vigor check at –4. Failure causes the loss of 2d6 Power Points which can be recovered normally. Those who critically fail this roll actually have their meridians altered, suffering a loss of 5 Power Points until the Doomsayer sacrifices an Advance to recover them. Vials of Rad-gone are commonly found in the ruins of military bases, nuclear power plants, or hospitals located near nuclear facilities.
Rad-Protect
Addiction: N/A; Cost: $300/dose; Scarcity: Rare
Another fine chemical from your friends at Pentacorp, this drug binds with the user’s DNA, protecting it from damage caused by radiation. Any Vigor rolls caused by radiation poisoning are at +2. The effects of Rad-protect last for six hours before the chemical breaks down and is removed from the body. Rushed through the approval process by Pentacorp execs, not all the kinks were worked out of this drug before the Last War. A critical failure on any radiation-induced Vigor checks while under the influence of Rad-protect indicates the drug has become fused to the DNA. This prevents the DNA from dividing normally. The long-term effect is the character gains the Ailin’ (Major) Hindrance as her body is unable to repair itself. This effect can be removed with the healing power at –4 or greater healing at no penalty, but each healer only gets one attempt (one per power if they have both).
Rage
Addiction: –2; Cost: $100/dose; Scarcity: Scarce
Another combat enhancement popular among military personnel and private security forces, this drug boosts the user’s strength at the cost of brainpower, turning him into a frenzied killing machine. A dose of Rage gives the user the Berserk Edge for 2d10 minutes. Once the drug has worn off, the user must make a Spirit roll or suffer a loss of one die type in Smarts for 1d6 hours. Snake eyes on the roll results in the permanent reduction of Smarts by one die type.
Slo-Mo
Addiction: –3; Cost: $150/dose; Scarcity: Uncommon
Any character on Slo-Mo feels like the world is moving in slow motion around her. The user draws an additional Action Card (and may take the highest) in combat for 1d6 minutes, and her Pace is increased by 2. This stacks with Level Headed, Improved Level Headed, and Fleet-Footed. Unfortunately, the drug works a little too well. Unless a Vigor check is made with a –2 penalty when the drug is taken, the user gets “the shakes,” causing all Agility-based skills to be made at –2 for 1d6 hours.
Super Antibiotics
Addiction: N/A; Cost: $150/course; Scarcity: Rare
Heralded by pharmaceutical companies and medical experts as “the cure for the common cold” in 2050, these super drugs were expensive and rare, and have been made even rarer after being out of production for more than 18 years. A week-long course of Super Antibiotics allows a +2 to natural Healing rolls, or +4 to Vigor rolls if used to treat diseases.
Weapons
Bows Range Dmg RoF Cost Avail Wgt Shots MinStr Notes
Bow 12/24/48 2d6 1 $25 C 3 1 d6
Compound Bow 15/30/60 2d6+1 1 $50 U 7 1 d6 AP 2
Crossbow 15/30/60 2d6 1 $50 R 10 1 —
Thrown Weapons Range Dmg RoF Cost Avail Wgt Shots MinStr Notes
Boomerang 4/8/16 Str+d4 1 $15 U 2 1 — AP 2; Reload 1 (for 2x cost, a levered version removes Reload 1)
Knife 3/6/12 Str+d4 1 $10 C 1 1 —
Knife, Bowie 3/6/12 Str+d4+1 1 $25 U 2 1 — AP 1
Sharpened Hubcap 4/8/16 Str+d6 1 $10 C 3 1 d6 AP 1
Shuriken 3/6/12 Str+1 1 $10 U 1/2 1 —
Pistols Range Dmg RoF Cost Avail Wgt Shots MinStr Notes
Colt Peacemaker (.45) 12/24/48 2d6+1 1 $50 R 2 6 — AP 1
Flintlock Pistol (.60) 5/10/20 2d6+1 1 $25 R 3 1 — Reload 2
IW-91 (gyrojet) 24/48/96 2d6+2 1 $300 R 9 6 — Half damage vs. armored target
Marlin Target Pistol (.22) 10/20/40 2d6—1 1 $75 C 2 15 —
Police Pistol (.45) 12/24/48 2d6+1 1 $100 U 4 7 — AP 2
NA Sidearm (9mm) 12/24/48 2d6 1 $100 U 4 15 — AP 1; 3RB; See weapon notes
Ruger Redhawk 12/24/48 2d6+1 1 $125 R 4 6 — AP 1, fits .357 or .38
Ruger Thunderhawk (.357) 12/24/48 2d6+2 1 $125 R 5 8 d6 AP 2
SA Sidearm (.50) 15/30/60 2d8 1 $150 U 8 6 d6 AP 2
S&W .38 Snub 10/20/40 2d6 1 $50 C 3 6 —
S&W 85 (.44 Mag) 12/24/48 2d6+1 1 $125 U 5 7 — AP 1
S&W 683 (.50) 15/30/60 2d8+1 1 $175 U 7 5 d6 AP 2; Cannot Double Tap
Rifles Range Dmg RoF Cost Avail Wgt Shots MinStr Notes
Blunderbuss (8G) 10/20/40 1—3d6 1 $50 U 15 1 d6 Notes: Reload 2
Lever-Action (.30) 24/48/96 2d8 1 $100 C 12 15 — Notes: AP 2
HI Damnation (10mm) 24/48/96 2d8+1 3 $300 U 12 30 d6 Notes: AP 2; 3RB; Caseless ammunition
Hunting Rifle (.30—06) 24/48/96 2d8 1 $150 C 10 9 — Notes: AP 2
IW-40 (.50 gyrojet) 50/100/200 2d10 3 $450 S 26 20 d6 Notes: 3RB; Half damage vs. armored targets
NA M-42 (.50) 40/80/160 2d10 1 $800 R 11 10 - Notes: AP 2; Snapfire Penalty
NA XM-21 (5.56mm) 24/48/96 2d8 4 $200 C 14 30 d8 Notes: AP 2; 3RB; See weapon notes
SA M-50 (.50) 40/80/160 2d10 1 $800 R 11 10 — Notes: AP 2’ Snapfire Penalty
SA XM-40 “Ripper” (.50) 24/48/96 2d10 2 $500 R 16 20 d8 Notes: AP 2; 3RB; See weapon notes
Springfield Musket (.52) 15/30/60 2d8 1 $30 R 11 1 d6 Notes: Reload 2
Shotguns Range Dmg RoF Cost Avail Wgt Shots MinStr Notes
Scattergun 5/10/20 1–3d6 1–2 $150 C 6 2 — Notes: +2 to hit; 12-Gauge
Double-Barrel 12/24/48 1–3d6 1–2 $200 C 11 2 — Notes: +2 to hit; 12-Gauge
Pump or Semi-Auto Shotgun 12/24/48 1–3d6 1 $150 U 8 6 — Notes: +2 to hit; 12-Gauge
Auto-Shotgun 10/20/40 1–3d6 3 $600 R 15 20 d8 Notes: +2 to hit; 12-Gauge
Submachine Guns Range Dmg RoF Cost Avail Wgt Shots MinStr Notes
HI Blazer (10mm) 12/24/48 2d6 3 $125 R 10 30 — Notes: AP 2; 3RB; Caseless ammunition
HI Thunderer (10mm) 24/48/96 2d8+1 3 $300 U 12 30 d6 Notes: AP 2; 3RB; Caseless ammunition
HK MP-20 (10mm) 12/24/48 2d6 3 $150 U 10 20 — Notes: AP 2; 3RB
NA Commando (5.56mm) 12/24/48 2d6 4 $150 U 11 30 — Notes: AP 3; 3RB
SA Commando (.50) 12/24/48 2d8 3 $150 U 14 20 d6 Notes: AP 2; 3RB
Tokarev Machine Pistol (9mm) 10/20/40 2d6 3 $150 R 7 15 — Notes: AP 1; 3RB
Heavy Machine Guns Range Dmg RoF Cost Avail Wgt Shots MinStr Notes
NA SAW (5.56mm) 30/60/120 2d8 5 $750 S 29 100 d6 Notes: AP 2; 3RB; Snapfire
SA SAW (.50) 50/100/200 2d10 3 $1000 S 37 60 d8 Notes: AP 3; 3RB; Snapfire
Other Range Dmg RoF Cost Avail Wgt Shots MinStr Notes
Armco Grenade Launcher (40mm) 75/150/300 ** 1 $2000 R 32 12 d6
NA M-720 (20mm) 50/100/200 ** 1 $2000 U 22 6 —
SA M-230 (40mm) 60/120/240 ** 1 $1250 U 27 1 —
Rocket Launcher (88mm) 30/60/120 4d8+2 1 $1000 VR 10 1 — Notes: AP 40; LBT; Heavy Weapon; Snapfire; Single use
Grenades
Type Range Damage Cost Avail Wgt Notes
Bean Bag Half 3d6 $50 U 1 Nonlethal; See notes
Buckshot Cone 2d10 $100 U 1 See notes
Flash Bang See below None $150 U 1 LBT; See notes
Frag See below 3d6 $100 U 1 MBT
Inferno See below 3d8 $150 R 1 MBT; See notes
Riot Control see below None $100 C 1 MBT; See notes
Smoke See below None $25 C 1 MBT; See notes Notes: Hand Range is 5/10/20. The Range for a 20mm grenade launcher is 30/60/120, and the Range for 40mm grenade launchers is 24/48/96.
Hand Weapons
Type Damage Wgt Cost Avail Notes
Axe Str+d6 2 $50 C
Axe, Battle Str+d8 10 $75 U
Axe, Great Str+d10 15 $150 R AP 1; Parry –1; 2 hands
Bayonet Str+d4 1 $25 C As spear when on a rifle
Brass Knuckles Str+d4 — $25 C
Club Str+d4 1 $25 C
Knife Str+d4 1 $10 C
Knife, Bowie Str+d4+1 2 $25 C AP 1
Machete Str+d6 4 $75 C
Mini-Chainsaw Str+d6+2 10 $500 U AP 2; 2 hands
Spear Str+d6 5 $25 C Parry +1; Reach 1; 2 hands
Sword Str+d8 8 $100 U
Ammo
Cost Avail Caliber/Type per Bullet (25 rounds) Wgt
Arrow $.50 C 1/5
.22, .38 $.50 U 3/50
9mm, 10mm, .30, .30-06, .45, 5.56, 7.62 $1 U 5/50
.50 pistol/SMG, shotgun slug, unusual calibers $2 R 8/50
.50 rifle/MG, shotgun shell $5 R 8/50
10mm caseless, military calibers $10 S 5/50
Spare magazines for most weapons $20 U 1/2
Hand Weapons
Chain: Whether a broken motorcycle chain or just good, old-fashioned steel links, a three to four foot length of chain is a popular weapon with raiders and a few savages. It wraps around and over other weapons and shields, negating any Parry bonus they would otherwise provide and doing Str+d4 damage. Chains are difficult weapons to control. Anytime the wielder misses with a 1 on his Fighting die, the chain gets tangled on something—a piece of scrap, a post, wall, or even the wielder himself. Since the chain is wrapped around the wrist for pull, entangling or even dropping it takes an action. (3 lb, $20, Common)
Ranged Weapons
The North American continent was home to some of the heaviest fighting throughout the Last War, so the battlefields are strewn with a variety of weapons from all around the planet. As in Hell on Earth Reloaded, NA stands for Northern Alliance, SA for Southern Alliance, and HI for Hellstromme Industries. Other letters in a weapon’s nomenclature are simply part of its military designation.
AK-2047: Unlike many militaries, the Warsaw Pact countries opted to take a step back to an older design for its primary assault rifle as a cost-cutting measure. The AK-2047 is virtually identical to the old AK-47 of the previous century. In fact, in many cases, the new rifles were simply refurbished versions of the original models, outfitted with polymer telescoping stocks, foregrips, and magazines to lighten the weapon’s weight. The foregrip has accessory rails for mounting a variety of accessories from targeting lasers to telescoping sights, and the rifle has a built-in, folding bayonet (Str+d6). Up to four accessories can be attached in this fashion. The weapon can employ a snap-on bipod, but requires a specially-designed one due to the unusually long magazine.
Breacher: The breacher is a shortbarreled shotgun designed to be mounted on the rail system found on many modern assault rifles. It must be mounted under the main weapon’s barrel and has no stock or pistol grip, so it cannot be fired when unmounted. The listed weight is added to that of the assault rifle. A weapon cannot mount both a breacher and a grenade launcher at the same time.
Flechette Gun: This nasty little weapon was originally designed for use in areas with sensitive equipment or on spacecrafts, where traditional firearms could cause serious collateral damage. It’s the size of a submachine gun and fires slivers of ballistic plastic shaved from a block inserted into the handle. While the razor-sharp, plastic shards are deadly against unprotected flesh, they have no armor penetrating ability. Ammunition for flechette guns comes in the form of a solid block of special plastic. The blocks are Rare and cost $50 each.
Fusil-20: This was the standard assault rifle of the Mexican Army and most other LatAm forces. It is most often found along the Confederacy’s southern border. It has a bullpup design, which means the action is moved back into the stock of the weapon, shortening its overall length. The Fusil-20 also has an integral, fold-out, spike-type bayonet (Str+d4) and mounting studs for a bipod. When the bipod is attached, however, the bayonet’s position cannot be changed.
G-22: The G-22 was the German Army’s newest assault rifle, and very few made it to the North American continent. Like the Fusil-20, the G-22 is a bullpup weapon, but it fires 4mm caseless ammo. The small cartridge gives the weapon a large ammo capacity, but also causes it to lack the punch of larger caliber weapons. These special bullets are available as either AP or frangible rounds only. The G-22 also uses a unique recoil compensator that, combined with the small caliber ammunition, greatly reduces recoil climb. The penalty for full-auto fire with a G-22 is only –1. Unlike other assault rifles, the G-22 has two magazine wells, and the weapon can be set to feed from one well, or alternate between the two. The ammunition for this weapon comes preloaded in clips that disintegrate as the rounds feed into the rifle. Individual rounds for the G-22 are never encountered, but it is possible to find partially expended magazines.
Grendel Grenade Launcher: The Grendel is mounted under the barrel of the HI Damnation assault rifle. It electrically fires a 45mm grenade, using the rifle’s ignition system to launch the round. It cannot be fired without attachment to a Damnation. Combine grenades come in all the standard types listed in Hell on Earth Reloaded and do the same damage as their 40mm
counterparts.
Hammer Rocket Launcher: The Hammer is a reloadable, single-shot, rocket launcher designed to give Combine troops limited anti-tank or anti-fortification capabilities. It can fire either an armor-piercing (AP) rocket against heavily armored targets or a high-explosive dual-purpose (HEDP) round to take out light vehicles and fortifications, or simply to engage enemy foot soldiers in the open more effectively. Like all of Throckmorton’s weapons, the Hammer is chipped to only work for Combine troops.
HI Brimstone: This is the light, squad-level machine gun (or SAW, squad automatic weapon) developed by Hellstromme Industries prior to Judgment Day. It fires caseless ammunition. Like other HI weapons, these days it’s commonly found only in the hands of Combine troops—and booby-trapped.
HI Torment: This is a crew-served heavy machine gun firing 15.5mm caseless ammunition used by Combine troops. Far too heavy to be hand- or shoulder-fired, the weapon can only be operated from a tripod or vehicle mount. Like the venerable M2HB, the Torment is usually operated by a crew of two, but can be handled by one. If only a single firer is manning the weapon, reloading takes three actions instead of one. The Torment is chipped like all Combine weapons, and its voracious
appetite for ammunition usually results in an entire squad carrying spare belts for it.
M2HB: The M2 Heavy Barrel machine gun is an old warhorse whose use dates back to the middle of the last century. However, there’s no reason to mess with success, and the big, belt-fed weapon remained popular with survivalists,
militias, and even some less advanced militaries up to the Last War. Due to its massive weight, it is always either mounted on a tripod or a vehicle of some sort. The M2HB was initially intended as an anti-vehicular weapon, but also works just fine for shooting softer targets—like people. The .50 caliber round used by the M2HB is much higher powered than that fired by more modern rifles, submachine guns, and machine guns. It cannot be chambered in any other weapon.
M-120: The M-120 is an electrically-driven Gatling minigun. It has a high rate of fire, making it ideal for infantry support fire and light air-defense use. Several companies manufactured versions of this weapon which differ only cosmetically, and it was used by both NA and SA forces. Ammunition for this bullet hog is stored in a 300-round hopper that sits atop the weapon. Its weight and recoil require the M-120 to be mounted on either a tripod or vehicle mount to fire it.
M-200 MPSW: The M-200 Man Portable Support Weapon was developed exclusively by Rhein-Metal in Germany, but sold to both the US and Confederacy prior to the Last War. It is a bulky weapon consisting of a backpack-like ammo container which feeds ammunition via a flexible metal tube. All told, the M-200 is nearly four feet long, and the entire weapon system weighs in at 75 pounds when fully loaded. It is normally used in conjunction with a gyroscopic harness (included in the price and weight) that not only helps offset the unbalancing effect of the long barrel, but also helps compensate for the gun’s massive recoil. When using the harness, a firer suffers only a –1 penalty for full automatic fire. Without the harness, the M-200 imposes a –4 penalty to all Shooting rolls, due to its awkward weight distribution and recoil. The M-200 fires a high-explosive, dual purpose round that explodes when it impacts, causing 2d10 damage to the target it hits and 2d8 damage to all other targets in a Small Burst Template.
NA M-21: This weapon was introduced near the end of the war to replace the XM-21 as the standard assault rifle for the US military. Based on the same design, it reduces the weight by only using normal ammunition. The weapon has a telescoping stock and marginally shorter barrel than many other assault rifles, which reduces its effective range slightly. The M-21 can mount a bipod, but was never designed to accept a bayonet. It has a rail system along the top, sides, and bottom of the foregrip, allowing it to mount a variety of accessories, such as laser or telescopic sights, flashlights, or the M-730 grenade launcher. The M-21 can mount a total of four such attachments, one each on the top, bottom, and two sides. Some accessories must be mounted in specific locations, such as sights (top) or the M-730 (bottom).
NA M-730: The M-730 is the Northern Alliance’s standard single-shot 20mm grenade launcher. It was designed to be attached under the barrel of the NA M-21, but has a foregrip and collapsible stock of its own, allowing it to be fired independently of the assault rifle. It fires all standard 20mm grenades.
RPK-2047: This is the light machine gun version of the AK-2047 and was used by Warsaw Pact forces. It fires the same 7.62 mm x 39 round as the AK, but can use a 30-round magazine, a 50-round drum, or a 100-round belt.
SA M-10: Like the M-21, the M-10 was introduced near the end of the war to become the standard assault rifle for the Confederate ground forces. It was a significant improvement over the XM- 40 removing the need for a gyroscope compensator, though it sacrifices the ability to use burst fire and can only fire single shots or fully automatic. Like its Northern counterpart, it has a folding stock. It can accept a bipod or bayonet, but not both at the same time. The M-10 is also equipped with a rail system, allowing it to mount up to four accessories like a flashlight, laser sight, or the M-202 grenade launcher
SA M-202: The M-202 is a single-shot, 40mm grenade launcher. It is designed to be attached under the barrel of the SA M-10 assault rifle and cannot be fired independently. It fires all standard 40mm grenades.
SK-70 / SK Sporter: The SK-70 was the primary assault rifle of the Chinese military at the time of the Last War. It has a built-in, folding spike bayonet (Str+d6, Reach 1, two hands), but cannot mount a bipod. Like other contemporary assault rifles, the SK-70 has an integral rail system for mounting three accessories like flashlights or telescopic sights. It has no lower rail and cannot mount a grenade launcher. The rifle uses the same 7.62 round as the AK-2047 and can accept that weapon’s magazines as well. Prior to the war, a civilian version of the SK-70 called the SK Sporter was fairly popular in both the US and Confederacy. It does not have a bayonet and is limited to semi-automatic fire. It was sold with a limited, 10-round magazine, but can accept standard SK-70 or AK-2047 magazines.
Wrist Crossbow: A wrist crossbow is a small metal crossbow mounted on a leather or metal bracer. Its short range limits its effectiveness, but it is popular with some wasters—particularly raiders—because it does not require an action to ready it. Like a pistol, it can be fired while in melee combat, and the TN for the Shooting roll is the target’s Parry. It can be fired with a single hand (the one wearing it), but takes an action and both hands to reload it. Weapon Notes: The ranged weapons listed on the following pages use these abbreviations: 3RB=Three Round Burst, AP=Armor Piercing, HW=Heavy Weapon, SA=Semi-Auto (may fire single shots and double-tap).
Ranged Weapons Table
Bows
Range Dmg RoF Shots Min Str Wgt Cost
Wrist Crossbow 4/8/16 2d6-1 1 1 — 2 $50
Rifles
Range Dmg RoF Shots Min Str Wgt Cost
AK-2047 24/48/96 2d8+1 3 30 d6 8 $200 Notes: Rare, 7.62mm, AP 2, SA
Fusil-20 24/48/96 2d8 3 30 — 8 $200 Notes: Rare, 5.45mm, AP 2, 3RB, SA
G-22 24/48/96 2d6 4 50 — 7 $1000 Notes: Very Rare, 4mm, AP 2, 3RB, SA, Caseless ammo
NA M-21 20/40/80 2d8 4 30 — 6 $500 Notes: Rare, 5.56mm, AP 2, 3RB, SA
SA M-10 24/48/96 2d10 3 30 d6 10 $1000 Notes: Very Rare, .50, AP 2, SA
SK-70 24/48/96 2d8 3 30 d6 10 $300 Notes: Rare, 7.62mm, AP 2, SA
SK Sporter 24/48/96 2d8 1 10 d6 9 $150 Notes: Common, 7.62mm, AP 2
Shotguns
Range Dmg RoF Shots Min Str Wgt Cost
Breacher 5/10/20 1-3d6 1 3 d6 4 $200 Notes: Rare, 12–Guage, +2 to hit
Submachine Guns
Range Dmg RoF Shots Min Str Wgt Cost
Flechette Gun 12/24/48 2d4+1 3 50 — 6 $500 Notes: Rare, SA. Reload cartridges cost $50 and weigh .5 lb.
Heavy Machine Guns
Range Dmg RoF Shots Min Str Wgt Cost
HI Torment 50/100/200 2d10 4 250(B) — 70 N/A Notes: Very Rare, 15.5mm, AP 3, Heavy Weapon, Snapfire, See notes
HI Brimstone SAW 30/60/120 2d8+1 4 60 d8 32 $1500 Notes: Very Rare, 12mm, AP 2, 3RB, Caseless ammo, Snapfire
M2HB 50/100/200 2d10 3 250(B) — 84 $1000 Notes: Rare, .50, AP 3, HW, Snapfire
M-200 MPSW 24/48/96 2d10 3 50 d8 75 $2000 Notes: Very Rare, 20mm, AP 3, Heavy Weapon, Snapfire
M-120 (7.62mm) 30/60/120 2d8 6 300 d10 100 $1500 Notes: Very Rare, 7.62mm, AP 2, May not move, Snapfire
RPK-2047 (7.62mm) 24/48/96 2d8 4 30 d6 11 $1000 Notes: Very Rare, 7.82mm, AP 2, Snapfire
Special Weapons Table
Grenade Launchers & Rocket Launchers
Range Damage RoF Shots Min Str Wgt Cost
Grendel Grenade Launcher 24/48/96 By Grenade 1 1 d6 4 NA Notes: Very Rare, 45mm
Hammer Rocket Launcher 30/60/120 4d8 1 1 d6 20 NA Notes: Very Rare, AP 30, SBT, Heavy Weapon, or HEDP round with AP 10, LBT
NA M-730 24/48/96 By Grenade 1 1 — 3 $2000 Notes: Rare, 20mm, MBT
SA M-202 30/60/120 By Grenade 1 1 d6 5 $3500 Notes: Very Rare, 40mm, MBT
Armor
Type Armor Weight Cost Avail Notes
Boiled Leather Shirt +1 3 $100 C Covers torso, arms
Boiled Leather Pants +1 3 $75 C Covers legs
C. E. P. Armor +1 2 $500 R Covers torso, arms, and legs; –4 to Notice
Cold Weather Gear +1 15 $200 C Covers entire body; +1 to Fatigue rolls vs cold
Improvised Armor +2 5 $50 C Per location; See notes
Infantry Battle Suit +6 35 $1100 S Covers entire body
Infantry Helmet +4 5 $500 U 50% chance to protect vs headshot
Kevlar Vest +2/+4 (bullets) 8 $750 R Torso only; negates 4 AP; See notes
Motorcycle Helmet +2 3 $250 U 50% chance to protect vs headshot
Ballistic Shield: These shields are heavy and cumbersome, standing about 2’ wide by 3’ high. Melee combat is difficult with these large shields, and the user suffers a –1 to all Fighting rolls while attempting to wield it, but gains +2 Parry. The real purpose of a ballistic shield is to provide cover from firearms. A character standing while holding a ballistic shield receives Medium Cover (–2). If she crouches, that increases to Heavy Cover (–4). The shield’s material counts as an obstacle providing +4 Armor against any attack that hits it and reduces the AP of any bullet by 4. Most have a small window of bullet resistant plastic to allow the wielder to see through them. The bulletproof plastic provides only +2 Armor (and doesn’t reduce AP any), but targeting the window is a –6 penalty to attack rolls. (16 lb, $200, Very Rare)
Improvised Shield: These are created out of everything from street signs to sections of oil barrels to reinforced hubcaps. They’re common among savages and mutant tribes and provide +1 Parry, +2 Armor to ranged shots that hit. (8 lb, $25, Common)
Riot Shield: Mainly used by police departments prior to the Last War to control mobs, riot shields are constructed of high impact plastic, and like ballistic shields, often measure up to 2’ wide by 3’ high. Unlike their heavier counterparts, they’re much easier to wield, and the clear plastic allows the user to see incoming attacks easily. However, they are not nearly as effective versus firearms as the ballistic models. They add +2 to Parry and +2 Armor vs successful ranged attacks. (5 lb, $100, Rare)
Gear List
Item Cost Wgt Avail
Clothes
Boots $100 4 U
Cowboy Hat $50 — U
Duster $100 4 R
Jacket $50 2 C
Jacket (Leather) $200 3 U
Jeans $50 — U
Pants (Handmade) $10 — C
Shoes $25 — C
Shirt $25 — U
Shirt (handmade) $10 — C
Sneakers $100 — R
Food & Drink
Canned Goods $5 1 U
Dr. Pepper (12 oz.) $100 ¾ S
Coffee (pound) $20 1 R
Fresh fruit (Piece) $5 ½ U
Jerky (1 Meal) $1 1/16 C
Loaf of Bread $10 1 U
Milrats (1 Day) $20 2 U
Soda $50 ¾ R (12 oz. Can, not Dr. Pepper)
Veggies $55 ½ U (1 Serving, Fresh)
Whiskey $100+ 4 R (Bottle, Pre-War)
Whiskey $10 4 C (Bottle, Moonshine)
General Equipment
Backpack $30 3 U
Battery, Ghost Rock x2 By Size R
Battery, Large $100 3 U
Battery, Medium $50 1 U
Battery, Small $20 ½ C
Bed roll $15 10 C
Binoculars $100 3 R
Canteen $10 5 (full) C
Cigar (Pre-War) $25 — S
Compass $100 R U
Drill $10 2 U
File $2 1 C
Flashlight $50 4 U
Gas mask $30 2 U
Geiger Counter $100 8 R
Ghost Rock (ounce) $15 1/16 U
Guitar $100 6 U
Hammer $5 2 C
Handcuffs $20 1 U
Harmonica $5 — C
Hatchet $10 2.5 U
Iron skillet $5 5 C
Lockpicks $50 1 R
Matches (100) $5 ¼ C
Mess kit $15 3 C
NBC Suit $100 20 S
Night Vision Goggles $1,000 3
Pick $10 12 U
Pipe $10 ¾ C
Playing cards $5 — C
Radio $40 1 C
Rope (per 50’) $25 8 C
Shovel $10 5 C
Spook Juice (per gal.) $20 6 C
Sunglasses $10 - U
Tent (2 Person) $100 4 U
Tobacco, chewing $10 1 U (tin or pouch)
Toothpaste $10 ½ U
Watch, Wrist (Analog) $30 — U
Watch, Wrist (Digital) $15 — R
Watch, pocket $30 — R
Water Purification Kit (10 Doses) $100 1 R
Water Test Kit $100 3 R
Wood Axe $50 5 U
Gun Accessories
Bandolier $10 1 U
Holster $30 1 C
Laser Sight $150 ½ R
Scope $200 ½ R
Suppressor (Pistol) $100 1 R
Suppressor (SMG) $150 4 R
Medical Equipment
Medchip Free — Notes
Medchip Scanner $50 1 S
Medboard $250 7 S
Medkit $100 4 S
Medkit Restock $25 — S
Sprayskin $200 ½ U
Drugs
Brainburst $300 — U
Hot Dog $50 — U
Ironman $150 — S
Rad-Gone $300 — S
Rad-Protect $300 — R
Rage $100 — S
Slo-Mo $150 — U
Super Antibiotic $150 — R
Vehicles
Here’s a rundown of the more common vehicles in the Wasted West. Before we get into the nitty gritty of statistics, let’s talk about fuel. Pretty much every vehicle in the Wasted West runs on spook juice. As a rule, they can generally travel about 20 miles on a gallon of go juice. That may seem low, but keep in mind it’s tough to maintain a fuel-efficient speed on the wrecked highways. Some vehicles may get better or worse mileage (see the notes below) but typically, they are all designed to travel about 300 miles on a full tank. That means most tanks hold about 15 gallons, but a vehicle with Fuel Hog would hold 30 gallons and one with Light Weight would hold 10.
Vehicle Notes
• Anti-infantry Charges: Designed to protect the vehicles against enemy infantry, these charges are mounted on the outside armor. When triggered by a crewmember, this charge bounds into the air and explodes. Center a Large Burst Template over the vehicle. Anyone caught under it takes 2d8 damage. • Air Defense Radar: This radar and targeting system is designed to track and engage high speed aircraft. It halves the movement penalty when firing against aircraft (see Savage Worlds vehicle rules).
• Fuel Efficient: These vehicles sip spook juice, and give 50 miles per gallon.
• Fuel Guzzler: These vehicles go through fuel like their gas tank is leaking, and barely make 5 miles per gallon.
• Fuel Hog: Fuel hogs guzzle spook juice, and make about 10 miles per gallon.
• Fusion Powered: The vehicle has a fusion-powered engine and essentially never needs fuel.
• Hover: Hover vehicles use huge fans to inflate a tough skirt of ballistic material and create a cushion of air that moves the vehicle. Hover vehicles negate penalties for rough terrain and water with one limitation—hills. The vehicle must remain within 15% of horizontal to function. Passing over hills is next to impossible and requires two raises on a Driving roll. Hovertank drivers have taken to skimming the side of hills—a tactic to which their enemy is becoming accustomed. With a raise on a Driving roll, the skirt can be overpressurized, allowing the vehicle to clear an obstacle up to ten feet in height. Snake eyes on this roll damages the skirt, reducing the Top Speed of the vehicle by half until Repaired.
• Laser Weapons: Laser weapons can’t fire if the vehicle’s powerplant is turned off or disabled.
• Light Weight: These vehicles give you a lot of bang for your spook juice buck, and travel 30 miles per gallon.
• Sealed: This AFV is fully sealed against nuclear, biological, and chemical agents.
Vehicle Fatigue
All the rough roads in the Wasted West are tough on any vehicle, and scheduled maintenance is pretty much impossible. For each day traveling by car, the driver must make a Driving roll or the vehicle suffers a level of Fatigue. Fatigue has the same effect on vehicles it does on people. Recovery requires a Repair roll and one hour of work per Fatigue level. On a success, the vehicle recovers one Fatigue level, two with a raise. If a Repair roll is failed the Fatigue can only be recovered with 1d6 x $100 worth of spare parts per Fatigue level (no roll required).
Spook Juice
For a while, most industrial nations relied on gasoline for fuel, but when the 1973 Oil Crisis rolled around, the United States decided to rely more heavily on domestic fuel sources. It was pretty obvious North America lacked the easily accessible oil resources of the Middle East, so the US instead turned to ghost rock. A few big brains managed to invent a process through which ghost rock could be melted without catching fire, and then figured out how to distill the good parts out as fuel. At the time, drivers needed to purchase a fuel converter for their vehicles to run on spook juice, but it didn’t take long for Detroit to fall in step and start manufacturing cars that ran exclusively on the stuff. At first, spook juice multiplied noise pollution many times, but engineers pretty quickly figured out how to modify mufflers to stifle the screaming. Technological espionage being what it was between the two nations, CSA spies quickly stole the process for refining spook juice. It wasn’t long before first world nations the world over were refining spook juice and driving spook juice powered cars. By the way, if you’re stupid enough, you can drink spook juice. It’s go.t twice the kick of any other hooch, but sometimes the kick is deadly. A pint of the stuff causes a level of Fatigue that takes 6 hours to recover. Unless you are a Toxic Shaman (page 90), draw a card for each pint consumed. If you pull a Joker, you die, amigo
Civilian Vehicles
Vehicle Acc/TS Toughness Crew Cost Avail
Horse & Carriage Animal’s Pace 10 (2) 1+3 $1–3K U Notes: See horse in the Bestiary
Four-Wheel All Terrain Vehicle 10/30 10 (2) 1+1 $1500 U Notes: Light Weight; 4WD
Motorcycle 20/36 8 (2) 1+1 $3000 U Notes: Street bike; Fuel Efficient
Dirt Bike 15/32 8 (2) 1 $2000 U Notes: +4 Toughness vs. jumps; Light Weight; 4WD
Hover Bike 25/55 8 (2) 1+1 $8000 S Notes: Fuel Efficient, Hover
Compact Car 10/36 10 (3) 1+3 $5–14K S Notes: Light Weight
Mid-Sized Car 20/40 11 (3) 1+4 $20–60K R Notes: Air bags; luxury features
Van, Passenger 20/40 12 (3) 1+10 $5000 S Notes: Fuel Hog
Jeep 12/36 12 (2) 1+3 $12K U Notes: 4WD
Pickup; Small 12/36 11 (1) 1+2 $3000 R
SUV 20/40 14 (3) 1+7 $20–60K R Notes: Luxury features; 4WD; Fuel Hog
Sports Car 30/56 10 (3) 1+3 $15–300K VR
Semi 5/30 16 (4) 1+1 $150–300K VR Notes: Trailer is Toughness 14 (2); Fuel Guzzler
Fighting Vehicles
Below is a rundown of the more common military vehicles in the Wasted West. The huge armored battles across the Great
Plains destroyed many of each country’s inventories of front line vehicles, causing each to throw obsolete models into the fray. The US Army was the most highly mechanized force in the world and possessed more fusion-powered fighting vehicles than any other army. The fusion-hover AFV had only become widespread in the 2060s, so much of the US and CSA’s arsenals were still conventional wheeled and tracked vehicles. The second-line models used by the National Guard and Confederate State Militias were almost all of conventional designs powered by gas or diesel engines. Many surviving fusion vehicles now exist as power plants for survivor settlements.
HMMWV
These rugged vehicles were used by NA and SA military units all over the West before Judgment Day. They were pretty popular among survivors right after the bombs fell, but their poor fuel efficiency means they don’t see much use these days.
Acc/Top Speed: 12/36; Toughness: 18 (6); Crew: 1+7; Cost: $10,000; Availability: R; Notes: Four Wheel Drive; Fuel Hog, Weapon Mount (swivel-roof)
M-26 Powell
The main hovertank of regular Army divisions for the US Army, the Powell was designed mainly for combat across the open plains of the Americas. This fusion vehicle provides nearly unlimited amounts of power, and has power ports on its upper deck that allow any infantry riding there to hook in and recharge or even fire their energy weapons off of the vehicle’s powerplant. It also has a large power coupling on its stern that allows a heavy-duty cable to be run to a disabled tank. Both vehicles can run at half speed from a single tank’s reactor. The Powell is highly prized by survivor settlements for its preexisting power couplings; a community can have lights in a matter of minutes by hooking into a Powell. The main gun can fire either anti-infantry rounds (AI) against a variety of targets, or depleted uranium (DU) rounds against armored vehicles. The cannon has separate feeds for both types of ammunition, and can freely switch from one to the other. One laser can be set to automatic and fired by the tank’s air defense radar computer with a Shooting skill of d8.
Acc/Top Speed: 10/40; Toughness: 140/90/70 (120/70/50); Crew: 3; Cost: $1,000,000; Availability: R; Notes: Air Defense, Fusion Powered, Hover, Heavy Armor, Improved Stabilizer, Night Vision, Radar, Sealed Weapons: 125mm cannon, 10mm lasers (x3)
M-24 Schwarzkopf
An older main battle tank that was relegated to National Guard units by the time of the Last War, the Schwarzkopf was the last of the tracked internal combustion AFVs in the US inventory. Its excellent main gun, developed in conjunction with the German firm Rheinmetall, was retained for the M-26 Powell.
Acc/Top Speed: 8/24; Toughness: 100/70/40 (80/50/30); Crew: 3; Cost: $1,000,000; Availability: R; Notes: Fuel Hog, Heavy Armor, Improved Stabilizer, Night Vision, Sealed, Sloped Armor (–2) Weapons: 125mm cannon, NA SAW (x2) M-124 Liberator
IFV
Designed to carry the standard US 10-man infantry squad, the Liberator was intended to get the squad to their objective, then support them with fire from the vehicle’s weapons. It is equipped with a turret mounting a 15mm anti-vehicle laser and an M-95 missile launcher. The Liberator also has weapon ports along all sides but the front (4 per side, two in the rear ramp) allowing the squad to fight while within the vehicle. The missile launcher must be reloaded by an exposed crewman, and takes 2 rounds per missile.
cc/Top Speed: 12/48; Toughness: 25/20/20 (15/10/10); Crew: 3+10; Cost: $450,000; Availability: R; Notes: Fusion Powered, Hover, Heavy Armor, Improved Stabilizer, Night Vision, Sealed Weapons: 15mm AT laser, M-95 missile launcher, NA SAW M-38
Sky Sweep Air Defense Vehicle
Taking advantage of the US’s lead in the field of laser weaponry, the Sky Sweep was equipped with a high-performance radar system for detection of incoming aircraft and a high-speed turret mounting a 15mm beam laser. This laser differed from the usual laser in the US inventory in that it fired not a pulse of light, but a beam that could track onto the aircraft it was attacking. Gunners firing the AA laser count as if they Aimed the first round after they fire the laser at a target (+2 to Shooting). They lose the bonus if they ever stop firing at the target. The laser is temperamental and prone to overheating, though. If the gunner rolls a 1 on his Shooting die (regardless of the Wild Die), the laser shuts down for 1d6 rounds. For this reason, the Sky Sweeps were usually deployed in teams of two during the Last War.
Acc/Top Speed: 12/48; Toughness: 30/20/20 (20/10/10); Crew: 3; Cost: $750,000; Availability: VR; Notes: Air Defense, Radar, Fusion Powered, Heavy Armor, Hover, Improved Stabilizer, Night Vision Weapons: 15mm AA laser, 10mm laser (x2)
T-12 Lee Main Battle Tank
Designed by the venerable Tredegar Iron Works, the Lee was the South’s answer to the hi-tech composite armor of the Powell. Tredegar engineers designed an ingenious dual projectile system to crack open the Powell’s armor. The leading projectile is a baseball bat-sized, depleted uranium slug, followed a few milliseconds behind by the main explosive round. The slug carried enough force to crack the sheets of composite armor, allowing the second explosive round to penetrate the hull and achieve a kill. The nature of the round allowed it to work equally well for anti-personnel usage. The gunnery computer and sights on the main gun allow the gunner to ignore any penalties for movement of the target or light/smoke/fog, but not for movement of the Lee itself.
Acc/Top Speed: 8/32; Toughness: 105/75/55 (80/50/30); Crew: 3; Cost: $1,100,000; Availability: VR; Notes: Fusion Powered, Hover, Heavy Armor, Improved Stabilizer, Night Vision, Sealed Weapons: 140mm cannon, 10mm laser, SA SAW (x3) M-12
Stuart APC
The Stuart APC (armored personnel carrier) epitomized the Confederacy’s military doctrine of overwhelming the enemy with firepower to make up for their smaller numbers of troops. While not heavily armored, the Stuart was expected to provide a substantial amount of support to its dismounted infantry squad with its variety of weaponry. The XL-99 pulse laser requires one round to recharge between shots. The M-240GL is an automatic grenade launcher mounted in tandem with the XL-99 (so it can be fired while the other recharges), and can be loaded with three different types of linked grenades, which can be selected with a thumb switch on the gunner’s controls.
Acc/Top Speed: 10/30; Toughness: 40/35/20 (25/20/5); Crew: 3+8; Cost: $750,000; Availability: VR; Notes: Fusion Powered, Heavy Armor, Hover, Improved Stabilizer, Night Vision, Sloped Armor (–3) Weapons: XL-99, M-240GL, SA SAW, Flamer
A-4 York Air Defense Vehicle
Named after the famous Southern hero of the First World War, the York was designed to provide close, battlefield, anti-air defense of the Confederacy’s forward elements. Its rail gun fires clusters of metal flechettes in one burst to take down aircraft instead of rapid firing multiple shots. The designer was noted as saying, “You hunt birds with a shotgun not an assault rifle.” The rail gun’s main limitation was that it required both ammunition and power to function. This vehicle was found to be an excellent weapon in the ground support role, and surviving Yorks are found almost exclusively in this mode.
Acc/Top Speed: 10/30; Toughness: 45/30/30 (30/15/15); Crew: 3; Cost: $500,000; Availability: VR; Notes: Air Defense, Radar, Fusion Powered, Heavy Armor, Hover, Improved Stabilizer, Night Vision Weapons: 8mm railgun, SA SAW, 10mm laser (x2)
Pimp My Ride!
Okay, brainer, now that you’ve got wheels, it’s time to shine ‘em up real nice. Well, nothing really shines anymore, but you get the idea. Here are a bunch of modifications you can make to your vehicle. Each modification has a listed cost and availability (which works the same as vehicle availability). Each modification also lists a Repair roll modifier, which is the roll required to install the modification. Your wrench-monkey can do this work himself or he can pay double the cost and increase the availability rating by one step—if he has a mechanic to do it for him. If the character fails his own attempt, he’ll need to find someone to show him how it’s done. He may also try again if he later increases his skill level.
Air Dam
Cost: $200; Availability: U; Repair Roll: –2 (2 hours)
An air dam is a funnel-shaped accessory installed beneath a vehicle. Its shape accelerates the air passing beneath the vehicle, lowering air pressure, and causing the vehicle to ride lower to the ground. This gives vehicles extra stability, adding +1 to Driving rolls at speeds of 20 and higher. Air dams may not be installed on two-wheeled vehicles.
Combat Shocks
Cost: $200/wheel; Availability: R; Repair Roll: –2 (4 hours)
Combat shocks are designed to stabilize moving vehicles, allowing passengers to fire weapons with better accuracy. The vehicle’s axles are cut in half and reconnected through a joint, which allows the individual wheels to compensate more easily for uneven terrain. While this doesn’t do much for the chassis—the underside of the vehicle still gets beaten up during off-road driving—it reduces the unstable platform penalty by one when passengers fire weapons from a moving vehicle.
Extra Armor
Cost: $500 per point of Armor; Availability: C; Repair Roll: 0 (1 hour/ point of armor)
If you thought road rage was bad before the Last War, wait ‘til you try to pass a road ganger on the right! For these occasions,
smart wasters have begun bolting additional armor to their rides. This modification could be anything from scrap metal to sandbags in the door panels. A vehicle can only add as many points of extra Armor as it has Armor to begin with, so an HMMWV could add a maximum of 6 points of armor, while an SUV is limited to 3. Either way, the vehicle’s handling suffers
under all that extra weight. Driving rolls are reduced by half the armor added (round up).
Fighting Position
Cost: $100/person; Availability: C; Repair Roll: 0 (2 hours + 1 hour per person accommodated)
This accessory is basically a sandbagged bunker on the roof of a vehicle. It can only be applied to the largest of vehicles, like buses, campers, or semi trailers. A single fighting position can hold up to three people, or two people if the position includes a Weapon Mount. A vehicle can fit one fighting position for every 10 people it can fit inside the vehicle itself. Fighting Positions give those inside Medium Cover, and also grant a +2 bonus to any rolls made to retain footing atop a moving vehicle.
Heavy Duty Shocks
Cost: $50/wheel; Availability: U; Repair Roll: 0 (2 hours)
Heavy duty shocks decrease the risk of damage while driving off-road. This modification gives a vehicle the Four Wheel Drive (4WD) ability. Additionally, the vehicle gains a +1 bonus to avoid Vehicle Fatigue; this bonus can be gained by adding the shocks even if the vehicle already has the 4WD ability.
Hooch Converter
Cost: $1,000; Availability: R; Repair Roll: –4 (4 hours)
Since Judgment Day, you can’t just roll up to a gas station and top off your tank. Spook juice is often hard to come by in the Wasted West, and resourceful road warriors have found alternate sources of fuel. A Hooch Converter enables your vehicle to run on either alcohol or spook juice. When fueled up with alcohol (regardless of quality), it gets only half the usual mileage. This is rough on the engine, so Vehicle Fatigue rolls suffer a –2 penalty when running on booze (see page 56).
Nitrous Oxide
Cost: $600; Availability: U; Repair Roll: –2 (1 hour)
This system injects highly flammable gas from canisters right into the engine. A driver may activate it at the beginning of an action for free, doubling his vehicle’s Acceleration and Top Speed for the round. A canister contains enough nitrous for six rounds, and refills go for $200 (Scarce Availability: there are more systems lying around than unused canisters).
Ram Plate
Cost: $250; Availability: C; Repair Roll: 0 (1 hour)
A ram plate is a heavy piece of metal wielded to a vehicle’s front end. Often, these nasty pieces of work include heavy spikes, or are sharply angled at the center, creating a wedge. When this vehicle rams another, it suffers 1d6 less damage than normal and the target suffers 1d6 more.
Sidecar
Cost: $1000; Availability: U; Repair Roll: –2 (2 hours)
A sidecar increases a motorcycle’s passenger rating by 1 but inflicts a –1 penalty to Driving rolls. For extra mayhem, sidecars can also carry one additional Weapon Mount. Sidecars can only be mounted on motorcycles.
Spoiler
Cost: $200; Availability: U; Repair Roll: 0 (1 hours)
Spoilers deflect air passing over a vehicle, pushing it down and improving traction. This adds +1 to the driver’s Driving roll at speeds of 20 and higher. Spoilers can’t be fitted to motorcycles.
Supercharger
Cost: $800; Availability: R; Repair Roll: –2 (2d4 hours)
A supercharger improves an engine’s performance by forcing additional air into the pistons. This provides more oxygen for
combustion inside the engine, increasing its power output. Your vehicle’s Acc/Top Speed is increased by +2/+4, and it gets five more miles per gallon of spook juice.
Weapon Mount
Cost: Fixed: $250 + weapon; Swivel: $750 + weapon; Availability: C/U; Repair Roll: 0/–2
Weapon mounts help your wasteland warrior do unto others before they can do unto him. These vital accessories come in two varieties: fixed mounts and swivel mounts. The statistics above indicate fixed mount information to the left of the slash, with the swivel mount information to the right. A fixed mount, as the name implies, is in a fixed position relative to the vehicle. Usually this is forward, but more than one lucky waster has escaped a road gang by virtue of a SAW stuffed in his trunk. In any event, this weapon can only fire in the direction it is mounted, but since the fire controls are usually wired to the driver’s steering wheel, he can fire it once each round without incurring a multi-action penalty. To make an attack, the driver rolls the lower of his Driving or Shooting skills. Swivel mounts can be as crude as a hole hacked in a car roof or as sophisticated as a motorized turret, but always require a passenger to serve as gunner. This style of mount allows a weapon to be fired in any direction. Don’t forget that unstable platform penalty, though. Vehicles can only carry as many weapon mounts as their base Toughness divided by 4, rounded down.
Vehicle Modifications
Type Avail Cost
Air Bags*: Halves collision damage to passengers. Cannot be placed in motorcycles, but can be installed in sidecars. C $200
Automatic Fire Extinguisher: Rolls to determine the effects of a fire suffer a –2 penalty each round (non-stacking) until the fire is extinguished. These systems are usually good for one use, then must be recharged (Rare, $200). S** $300**
Hardened Wheels: Renders the vehicle immune to spike traps. The price is for every four wheels. U $500
Improved Suspension: +1 to Driving rolls made to avoid going Out of Control. C $1,000
Infrared Night Vision*: Halves darkness penalties (round down) for any of the vehicle’s integral weapons. U $2,000
Mine Dropper: Mine droppers discharge a cluster of anti-vehicular micromines. Place a Small Burst Template at the rear of the vehicle. Other vehicles touching the Template automatically detonate the mines (and remove the template). Damage is 4d6, AP 5, vs the vehicle’s base Toughness. Active mines must be deactivated with a successful Knowledge (Demolitions) check before they can be reused. A reload of micromines are Scarce and costs $300. U $500
Mine Plate: Adds +4 Armor vs mines but reduces Acc and Top Speed by 10%. C $500
Night Vision*: Eliminates lighting penalties for any of the vehicle’s integral weapons. S $3,000
Oil Sprayer: Place a Cone template streaming from the back of the vehicle. Any other vehicle that hits the spot must make an Out of Control roll at –4. It holds 5 Shots; each Shot is Common and costs $50. If ignited (triggered automatically for 2× the price), vehicles which contact the oil slick suffer 2d10 damage to base Toughness. C $500
Smokescreen: Place a Medium Burst Template touching the rear of the vehicle. Smokescreens give a –6 penalty to Driving or Shooting rolls made through them (such as when driving through one to perform a Ram). Smoke lasts until the user’s next turn. Recharging the smoke canisters costs $50 of Uncommon cartridges. U $300
Spikes: These devices drop caltrops or sharp junk onto the road that flatten tires. Place a Small Burst Template adjacent to the appropriate side of the vehicle. Any vehicle that drives through the spikes (and doesn’t have hardened wheels) automatically suffers an Out of Control roll at –4, and loses 20% of its Top Speed until the tires are repaired. Reloading the canister costs $20 (Common). C $200
Stabilizer*: Reduces the Unstable Platform penalty for integrated weapons penalty to –1, or 0 if an Improved Stabilizer for $8K. S $5,000
Stealth Paint: –4 to spot the vehicle with sensors. VR $2000
* Can be fitted in a sidecar or trailer
** Double cost and space for trailers
Vehicular Weapons
Weapon Range Damage RoF Cost Avail
8mm Rail Gun 200/400/800 3d10 1 $8,000 R Notes: AP 4, Heavy Weapon, Small Burst Template, 40 shots
10mm Laser 100/200/400 3d6 3 $12,000 R Notes: AP 8, Heavy Weapon, unlimited shots with fusion reactor
15mm AT Laser 150/300/600 4d8 3 $20,000 R Notes: AP 40, Heavy Weapon, unlimited shots with fusion reactor
15mm AA Beam Laser 120/240/480 3d8+2 1 $25,000 VR Notes: AP 16, Heavy Weapon, unlimited shots with fusion reactor,
see M-38 Sky Sweep Air Defense Vehicle notes
125mm (AI Rounds) 120/240/480 3d8+2 1 $10,000 VR Notes: AP 80, Heavy Weapon, Medium Burst Template, 5 shots
125mm (DU Rounds) 120/240/480 5d8 1 $10,000 VR Notes: AP 120, Heavy Weapon, 5 shots
140mm 100/200/400 5d10 1 $12,000 VR Notes: Halves most armor, AP 60, Heavy Weapon, Medium Burst Template, see T-12 Lee Main Battle Tank notes
Flamer Cone 3d10 1 $1,500 S Notes: Ignores armor except sealed, unlimited shots with fusion reactor
M-95 Missile Launcher 100/200/400 4d10 1 $5,000 VR Notes: AP 65, Heavy Weapon, Medium Burst Template, 2 shots
M-240GL 100/200/400 By grenade 3 $3,000 R Notes: Firest 40mm grenades, 30 shots (3 hoppers of 10 each)
XL-99 100/200/400 5d10 1/2 $7,000 R Notes: AP 30, Heavy Weapon, Small Burst Template, unlimited shots with fusion reactor
Ammunition: Unless otherwise specified (such as the cost for grenades), ammunition for each weapon costs 10% of the weapon’s cost for a full load of ammunition. For example, 40 shots for the 8mm rail gun cost $800.
Vehicular Weapons Table
Weapons
Range Dmg RoF Shots Cost
20mm Autocannon 50/100/200 2d12 4 80 $2500 Notes: Scarce, AP 4, HW. A full reload is Rare and costs $250.
30mm Autocannon 50/100/200 3d8 3 60 $3500 Notes: Rare, AP 6, HW. A full reload is Rare and costs $350.
40mm Autocannon 50/100/200 4d8 3 40 $5000 Notes: Rare, AP 5, HW. A full reload is Rare and costs $50.
Flamethrower Cone or 40” 3d10 1 10 $2000 Notes: Uncommon. Unlike the flamer from Hell on Earth Reloaded, this version can place a MBT up to 40” distant rather than using the Cone Template. It holds 10 gallons of spook juice (each Shot is a gallon), so a refill is typically $200.
Vehicles
With all the traveling your posse is bound to do in the campaign, eventually they’ll leave the heel-toe express behind and get a sweet ride for themselves. Here are some more options they can add to their wasteland runner. Note: For more detailed vehicle creation rules, use the Savage Worlds Science Fiction Companion instead. The vehicles and systems here reflect slightly older technology, sometimes enhanced by junker tech or advancements. More on Vehicle Weapons On the previous page are a number of new vehicular weapons. Note that most weapons must be mounted facing forward, left, right, rear, or be in a turret. Unless they’re mounted in a turret, weapons count as Fixed Guns, and regardless of how many gunners the
vehicle has, each weapon may only be fired once per round.
Weapons and Bikes
Bikes may mount a maximum of two weapons, firing either forward or rear. They may not mount side firing weapons. Sidecars, however, may have a sidemounted weapon facing away from the bike. Cars, trucks, and semis can mount a maximum of two weapons in each facing. Trailers, buses, and other long vehicles may mount four to each side but only two front and rear. Note that front firing weapons can’t actually fire if the trailer is attached to a truck.