GI.TXT THESE RULES WERE WRITTEN, COMPILED AND REASEARCHED BY JOHN MUELLERLEILE PRESIDENT OF GRIFFEN SOFTWARE AND HAVE: COPYRIGHT(1991) GRIFFEN SOFTWARE GI RULES / CHARACTER SHEETS / GAME MODULES / OTHER EXTRAS THIRD PARTY MODULES ARE ALLOWED AND OTHER UNIVERSAL SOURCEBOOKS BEARING THE GI NAME IF YOU FIND THIS USEFULE PLEASE SEND 15.00 CASH OR CHECK TO JOHN MUELLERLEILE 10641 RIVERVIEW PLACE COON RAPIDS MN. 55433 THANK YOU FOR REGISTERING ME!! CONTENTS Subject Page ÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄ Character Creation 1 Strength 1 Attack Matrix 2 I.Q 2 Personality 3 Health 3 Money 1,3 Proficiencies 4-6 Martial Arts 7 Character Classes 8 Equipment 9-18 Demolitions 19-20 Black Market 21-23 Vehicles 24 The Game Master 25-26 Chapter 1: Character Ability Scores INTRODUCTION To begin this game, you must create a character. The character you create is a sort of alter ego, an imaginary person controlled by you. Each character has six ability scores: Strength, I.Q, Agility, Personality, Stamina, Health and Money. Throughout this book the following abbreviations are used: Strength -- SR; I.Q -- IQ; Agility -- AG; Personality -- PR; Stamina -- ST; Health -- HE; Money -- MO. DETERMINING ABILITY SCORES Lets discuss how to generate the ability scores. The numbers that pertain to the ability scores range between 2 and 24. These numbers are obtained by rolling two twelve sided dice and adding them. There is, however, an exception. Health is determined by rolling five six sided dice and adding them. Money is found by rolling 1d20. A roll of one to nine indicates you start with one to nine hundred dollars. A roll of ten to twenty indicates 1000 to 2000 dollars. So a roll of sixteen would be 1600. All money is measured in dollars. THE ABILITY SCORES All seven of the abilities are described below. Each description gives an idea of what that ability represents. Special game effects are also listed. At the end of each description is a table giving all the modifications and other information. STRENGTH Strength measures a characters endurance and stamina. A high Strength score indicates that a character can lift a great amount of weight and has a better chance "To Hit" another person. The rest of this section consists of descriptions pertaining to the columns listed in Table 1. Look back at Table 1 as you read. Hit Probability adjustments are added or subtracted from the number needed "To Hit". To see if you hit a person you would roll 1d20 and cross-reference that number to Table 2. When a plus occurs you would add it to your initial 1d20 roll. If the 1d20 number matches or exceeds the given matrix, you have hit whatever you have aimed at. All penalties apply the same way. The numbers down the columns of Table 2 indicate the level. Weight Allowance is the weight (in Kilograms) that the character can lift without being slowed. For every Kilogram over the initial allotment will reduce movement by 10 Meters. Movement is the number of meters a character can move. In this particular game each square equals 10 meters (m). For example, a character with 7 Strength can move 6 units or 60 meters. Table 1: Strength Score "To Hit" Adj. Weight All. Movement 2 -4 4 kg 10 m 3 -3 8 20 4-5 -2 10 50 6-7 -1 16 60 8-9 Normal 17 70 10-11 Normal 18 80 12-13 Normal 19 90 14-15 Normal 20 100 16 +1 21 110 17 +2 22 120 18 +3 23 130 19 +4 24 140 20-21 +5 25 140 22 +6 26 140 23-24 +7 30 150 Table 2: Attack Matrix (2d10) T h e D e f e n d e r 1 2 3 4 5 6 7 8 9 10 ÚÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄ T 1 ³ 11 12 13 14 15 16 17 18 19 20 h ³ e 2 ³ 10 11 12 13 14 15 16 17 18 19 ³ A 3 ³ 9 10 11 12 13 14 15 16 17 18 t ³ t 4 ³ 8 9 10 11 12 13 14 15 16 17 a ³ c 5 ³ 7 8 9 10 11 12 13 14 15 16 k ³ e 6 ³ 6 7 8 9 10 11 12 13 13 15 r ³ 7 ³ 5 6 7 8 9 10 11 12 12 14 ³ 8 ³ 4 5 6 7 8 9 10 11 12 13 ³ 9 ³ 3 4 5 6 7 8 9 10 11 12 ³ 10³ 2 3 4 5 6 7 8 9 10 11 HOW TO USE THE ATTACK MATRIX TABLE During combat, when a bullet is shot you must use the attack matrix table. The attacker must use the attacker side of the table and visa versa. For example, If the attacker (using the attacker side of the table) is tenth level and he is attacking a third level character he must roll a four or higher "To Hit" that person. when the attacker is done then he moves to the defender side of the table is the third level character is going to attack, he would need a eighteen minimum "To Hit" him. I.Q I.Q measures a characters reasoning, memory and learning ability. I.Q determines how many languages a character can learn. Table 3 shows how many languages a character can learn. Number of Languages lists the number of languages a specific character can learn. Every character can speak the full English language no matter what his intelligence. The English language does not count as one language. Table 3: I.Q Score Number of Languages 2 0 3 0 4 0 5 0 6 0 7 0 8 0 9 1 10 1 11 1 12 1 13 2 14 2 15 2 16 2 17 3 18 3 19 3 20 3 21 4 22 4 23 4 24 5 AGILITY Agility measures a characters dexterity, hand-eye coordination and reflexes. The Agility score also determines if you are harder "To Hit" than normal. If you have a high Agility score that you are quick and coordinated. On the other hand, if you have a low Agility score you are slow and clumsy. Defensive Adjustment is adjustment on your "To Hit" score. On the following table getting a negative adjustment is better than a positive adjustment because the adjustment is either added or subtracted from your "To Hit" roll. Table 4: Agility Score Defensive Adjustment 2 +3 3 +2 4-5 +1 6-7 Normal 8-9 Normal 10 Normal 11 -1 12-16 -1 17-21 -2 22-23 -2 24 -3 PERSONALITY Personality measures a characters persuasiveness and ability to lead. The Personality ability really has no adjustments. It determines if a person is willing to talk or converse. To determine if a person will talk, you must roll 2d12. If the number is below your current score, the person will talk. Another roll (2d12) will determine if the person is telling the truth. Other variables will be included such as if a person is at gunpoint they will talk, but you will still have to make a truth roll. STAMINA A characters stamina measures fitness, health and physique. A high Stamina roll makes the character tougher and harder to defeat. Health Adjustment adjusts the amount of Health (Explained Later) a character has. If a high score is rolled, your health score will be increased, if a low score is rolled your health score will reduced. Table 5: Stamina Score Health Adjustment 2 -4 3 -3 4 -2 5 -1 6 -1 7 0 8 0 9 0 10 0 11 +1 12 +1 13 +2 14 +2 15 +3 16 +3 17 +4 18 +4 19 +5 20 +5 21 +6 22 +6 23 +7 24 +8 HEALTH See "Determining Ability Scores" on Page 1 MONEY See "Determining Ability Scores" on Page 1 PROFICIENCIES Proficiencies are skills a character can specialize in. A full list of skills are found below. Each starting character begins with three Proficiencies. Acrobatics Gunning Stealth Nuclear Design Gun Repair Gun Design Assassination Robotics Electronics Programming Ninjitsu Dodging Weapon Pyrotechnics Demolitions Blindfighting Disguise Medical Training Chemistry Rope use Mining Swimming Forgery Gaming Ventriloquism Endurance Navigation Acrobatics: When using the Acrobatics proficiency can perform flips, twists and other maneuvers in the air. If the person using this skill has sufficient rope then the character can use it to their advantage. Gunning: This gives the assurance of knowing how to use any type of gun. You also get a +1 "To Hit" when using a pistol or handgun. Stealth: When using the skill of Stealth you can move silently. Although you have to roll 1d100, if the roll is a 50 or lower you succeed. If it is over fifty you fail. Nuclear Design: You then have the ability to design nuclear bombs with speed and accuracy. You also have the knowledge to actually make a nuclear bomb, if all the materials are on hand. Gun Repair: Having this skill assures that your gun will never jam or break. You also have the ability assemble a gun and unjam other peoples gun. You can, if you want, make a gun jam on purpose. Gun Design: This gives the ability to design and actually build guns from your own design. All building materials must be available. Assassination: Using this skill you have a 50% chance to silent walk, and if successful you have a 5% chance per level that you can backstab for x4 the damage with an assassins dagger. Robotics: This gives the ability to design and build robots of any type. All materials must be available, and at hand. Other tools must be used to build a robot (welders, pliers ect.) Electronics: This skill enables the character to hotwire cars rewire gadgets, and if you have the nuclear design proficiency, you are able to make radio detonators and other electronic devices. Programming: Using this skill enables you to reprogram robots, computers and the such, an I.Q of 12 or more is needed to use this proficiency. Ninjitsu: This is a form of martial arts. When using ninja weapons (like throwing spikes, throwing stars, ect.) you get a +2 "To Hit". You also get a 25% chance to hide in shadows to move in for a backstab (5% per level) that does +1 damage per point of Strength over 14. An assassins dagger is considered a ninja's weapon and has to be used for backstabbing. Dodging: This gives a 25% chance to dodge a pistol or a single shot weapon. Shotguns and Flamethrowers cannot be dodged. Weapon: This gives a +1 "To Hit" on a specialized weapon you choose. Only that weapon gets the bonus. Pyrotechnics: This proficiency is used to create and make fireworks, flares, ect. with the understanding of how they work. The characters Agility and I.Q must equal 24 or higher to prove successful or each item produced will be a dud. Raw materials are needed to make certain items. For example, a character that wants to make a firecracker that person would need Gunpowder. To make a sparkler, the character would need Iron filings or other powdered metals and gunpowder. Demolitions: This is the skill of high explosives. The use of Plastic Explosive and High Explosive is very delicate so the characters Agility, I.Q, and Strength must equal a 38 or higher to prevent a backfire. This skill also gives the ability to refill Mortar shells. NOTE: Raw materials are needed to reshell. Blindfighting: This gives a character a +1 when fighting in the dark. Otherwise characters get a -2 penalty "To Hit" in the dark. EXCEPTION: Automatic weapons get a -1 penalty. Disguise: This enables a character to change his appearance. The character viewing the Disguised character must roll his I.Q or lower at -4 or actually be fooled. Medical Training: Medical training gives the skill to mend wounds that would be fatal. For example: A character with 9 Health is hit for 10 points of Damage but a character with the Medical Training proficiency can mend them so the character hit has 1 health left. If the character hit took 15 damage he would not be mendable for 5 rounds. For every point under zero it takes one round to mend. Rope Use: This enables the proficient character tie unique knots and lasso animals with ease. The character using his proficiency can also produce assemblies to repel down the side of buildings. Mining: This gives the character the ability to dig safe tunnels under buildings, prisons, ect. There is also the ability to mine minerals, gold silver and other metals out of the rock. Swimming: This enables a character to swim with ease for 1 hr. then the character swims at half his movement rate then after 1 hr passes he drowns. Chemistry: This gives the ability to concoct poisons and antidotes. The specific poisons are given below (Prices are given in oz.): Type Cost Result/Damage -------------------------------------------------------- A 10 Sleep for 2D4 min. B 25 Sleep for 4D4 min. C 30 Sleep for 4D6 min. D 50 Sleep for 1 day E 55 1D4 Dmg. F 65 1D6 Dmg. G 80 1D8 Dmg. H 85 2D4 Dmg. I 90 1D10 Dmg. J 100 1D12 Dmg. K 105 2D6 Dmg. L 110 3D6 Dmg. M 125 1D20 Dmg. N 135 2D10 Dmg. O 150 3D10 Dmg. P 200 5D10 Dmg. Q 250 5D10 Dmg.(1% Instant Death) R 300 6D10 Dmg.(5% Instant Death) S 400 7D10 Dmg.(6% Instant Death) T 500 7D10 Dmg.(7% Instant Death) U 650 8D10 Dmg.(8% Instant Death) V 800 9D10 Dmg.(10% Instant Death) W 900 9D10 Dmg.(11% Instant Death) X 1000 10D10 Dmg.(12% Instant Death) XX 2000 12D10 Dmg.(15% Instant Death) Y 3000 13D10 Dmg.(17% Instant Death) Z 5500 15D10 Dmg.(25% Instant Death) Forgery: This enables a character to forge a documents or signatures at 5% per level of success. Gaming: This gives the character knowledge on how to play all card games and the knowledge of how to weight dice, count cards and other cheating methods. Cheating is successful only 35% of the time. Ventriloquism: This Proficiency gives the ability to throw a characters voice at a range of 10 meters. Endurance: This gives a character a +2 in stamina for 1 hr or until combat ends. This may be used once per day. Navigation: This gives the automatic ability to tell which direction you are heading, and the ability to find your way out of a building with a 12% chance per level. SECTION "B" OF CHAPTER ONE: MARTIAL ARTS This section explains the aspects of martial arts. It gives charts on what moves can be used at what level and what moves are available. It also gives guidelines to going about creating your own Martial Arts mode. MARTIAL ARTS To use the Martial Arts you musk have the Ninjitsu Proficiency. Without it you lack the needed training. In this game the Martial Arts system is divided into a points system. For each move, there is a specific point value. For each level there is a maximum to the points used in one round. The following is a list of moves and their point value. Move Points Notes ÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄ Body slam 10 Fall Unconscious Front Kick 5 Loss of air, Stun 1-2 Back Kick 6 Loss of air, Stun 1-2 Side Kick 6 10% Break Bone Step-up Side Kick 8 25% Break Bone Foot sweep 7 99% Trip Jab Punch 1 10% Break nose Power Punch 5 55% Break nose Flying Kick 12 80% Break Facial Bone Level Number of Points Allowed ÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄ 1 5 2 6 3 8 4 8 5 8 6 9 7 10 8 11 9 11 10 12 Each level after the tenth they gain one point for every level. Chapter 2: Character Classes In this game there are three main classes. They are Commando, Reconnaissance, and Assassin. Each class has a different purpose in the game. During the play of the game each time you defeat an enemy, you gain Experience. An Experience table will be given after each class description. The Commando class is a class that requires unearthly Strength. To be a Commando, you must have at least a 12 in Strength. A character in the Commando class automatically gains +2 in Health. Table 6: Commando Experience Exp. Level 0 1 2000 2 4000 3 8000 4 16000 5 30000 6 62000 7 115000 8 185000 9 250000 10 The Reconnaissance (or Recon) class demands a high amount of Intelligence. A character in the Recon class must have a 12 in I.Q. Table 7: Reconnaissance Experience Exp. Level 0 1 1250 2 2800 3 5250 4 12000 5 22000 6 45000 7 80000 8 115000 9 175000 10 The world of the Assassin is wholly different from any other. The Assassin is totally evil. Everybody is his enemy. The Assassin must have a 12 in I.Q. and Agility. He must also have a 10 in Stamina. He gains a +1 in Health. Table 8: Assassin Experience Exp. Level 0 1 1500 2 3000 3 5500 4 12000 5 28000 6 Chapter 3: Equipment In this chapter you can buy items from the list below. Most of the items are priced from 800 to 1400 dollars. Specific details are given after this table. Table 9: Equipment Item Cost Notes Transportation: Car 8000 MV/80 m Truck 12000 MV/70 m Semi- 80000 MV/70 m Motorcycle 800 MV/100 m Helicopter 100000 MV/200 m Speedboat 15000 MV/100 m Weapons: Browning HP Pistol 450 1d6 Lahti M35 Pistol 350 1d4 + 1 M63 Machine Pistol 500 1d6 + 1 M24 Sub-Machine Gun 600 1d4 M12 Sub-Machine Gun 550 1d4 + 1 Ingram MAC11 1000 1d6 M56 Sub-Machine Gun 400 1d4 + 1 Type D Browning Auto Rifle 1000 1d8 FN CAL Rifle 900 1d6 + 2 AK47 Rifle 1300 1d6 + 3 SUD Sniper Rifle 2500 1d10 M16 Rifle 1250 2d4 + 1 Colt Commando Rifle 1000 1d4 + 3 Madsen Saeterr Light Ma. Gun 1500 1d8 + 3 .30 Browning Medium Ma. Gun 1750 1d8 + 4 M60 Heavy Machine Gun 2000 1d8 + 4 M621 Heavy Machine Gun 3000 1d20 M693 Heavy Machine Gun 3000 3d10 Mk20 Rh202 Hvy. Ma. Gun 4000 3d10 + 5 Browning M2 Hvy. Ma. Gun 2000 1d12 T63 Mortar 1750 1d12 MO-81-61C Mortar 2000 1d20 + 3 MO-120-AM50 Mortar 3000 3d10 MO-120-RT-61 Mortar 8000 4d10 ECIA 60-C Mortar 2500 1d10 + 3 ECIA 105-L Mortar 5000 1d20 + 3 ECIA 120-L Mortar 5200 1d20 + 4 M120 Mortar 8500 2d20 + 5 RL-100 Mortar 4100 1d12 + 6 M29 Mortar 3000 1d12 + 3 M60 Anti-Tank Mortar 10000 3d10 RG4 Grenade 200 1d10 + 5 DM46 Grenade 1200 1d10 M34 Grenade 2000 2d20 Mk38A Grenade 2500 2d12 AM-M14 TH30 Grenade 4000 3d10 M65 Grenade Launcher 5000 4d10 ROKS-3 Flamethrower 5000 3d10 + 20 LPO-50 Flamethrower 6500 3d20 + 15 120 mm Cannon 30000 5d12 50 mm Cannon 10000 2d12 Item Cost Notes Microfilm 5.00 12 pictures Color or BW Film 3.50 24 pictures Infra-Red Goggles 75.00 40 m Range Bulletproof Jacket 300.00 -5 dmg Nightstick 10.00 1d4 (55% KO) Flashlight 10.00 20 m Range Camera 600.00 --- 1 oz. Plastic Explosive 1000.00 1d20 + 5 1 Stick Dynamite 800.00 1d20 + 3 Time Detonator 25.00 --- Automatic Detonator 30.00 --- Manual Detonator 20.00 --- Flare Gun 150.00 --- Flare (1) 2.00 1d4 Gas Mask 25.00 --- Assassins Dagger 200.00 1d4 MACE 15.00 Blindness 1 m. 10' of Fuse 5.00 --- Lighter 1.00 --- Road Flares (5) 5.00 1 hr Duration Sabre or Sword 10.00 1d6 Throwing Stars (2) 2.50 1d4 Dartgun Watch 200.00 1d4 Camera Watch 250.00 Microfilm Req. Book Of Matches (12) 0.50 --- Bottle of Smoke 4.00 Smoke for 10 s. Lasso 1.00 --- 50' of Rope 3.00 --- 50' of Twine 2.00 --- Collapsing Wand 1.00 --- Rifle-Staff 2000.00 As AK47 Rifle Metallic Paint 5.00/oz. --- Lock Picks 500.00 45% Open Locks Garrot 5.00 1d4 Needles (100) 1.00 1 Point Dmg. ea. Blowgun 25.00 --- Poison 1000.00/oz. 1d8 (5 uses) Throwing Spikes (5) 2.00 1d4 ea. Whip 2.00 1d4 Compound Bow & Arrows (10) 600.00 1d10 Axe 15.00 1d8 Whistle 5.00 --- Dog Whistle 10.00 Summons 1 Dog Sling 10.00 --- Sling Bullets (100) 10.00 2 Damage ea. Magnifying Glass 15.00 Picture x5 Spy Glass 10.00 Picture x10 Glass Cutter 20.00 --- Gloves 5.00 --- Crowbar 12.00 1d4 (40% K.O) Screwdriver 10.00 1d4 Mallet 15.00 1d6 Hammer 20.00 1d6 (45% K.O) Coping Saw 10.00 1d4 Saw 10.00 1d4 Boomerang 5.00 1d4 (5% K.O) Brass knuckles 25.00 1d4 (35% K.O) 5.56 mm to .50 in. Ammo 10.00 1000 Bullets 60 mm to 105 mm Ammo 100.00 100 Shells 107 mm to 120 mm Ammo 100.00 10 Shells GRENADE HIT CHART When a grenade is thrown the exact target may not be hit, so by using the following chart you can determine where it strikes. Roll 1d6, first number is Y coordinate, second number is the X coordinate. Grenade Target Chart (1d6): Y 1 2 3 4 5 6 X ÚÄÄÄÄÂÄÄÄÄÂÄÄÄÄÂÄÄÄÄÂÄÄÄÄÂÄÄÄÄ¿ 1 ³ ³ ³ ³ ³ ³ ³ ÃÄÄÄÄÅÄÄÄÄÅÄÄÄÄÅÄÄÄÄÅÄÄÄÄÅÄÄÄÄ´ 2 ³ ³ ³ ³ ³ ³ ³ ÃÄÄÄÄÅÄÄÄÄÅÄÄÄÄÅÄÄÄÄÅÄÄÄÄÅÄÄÄÄ´ 3 ³ ³ ³ ³ ³ ³ ³ ÃÄÄÄÄÅÄÄÄÄÅÄÄÄÄÅÄÄÄÄÅÄÄÄÄÅÄÄÄÄ´ 4 ³ ³ ³ ³ ³ ³ ³ ÃÄÄÄÄÅÄÄÄÄÅÄÄÄÄÅÄÄÄÄÅÄÄÄÄÅÄÄÄÄ´ 5 ³ ³ ³ ³ ³ ³ ³ ÃÄÄÄÄÅÄÄÄÄÅÄÄÄÄÅÄÄÄÄÅÄÄÄÄÅÄÄÄÄ´ 6 ³ ³ ³ ³ ³ ³ ³ ÀÄÄÄÄÁÄÄÄÄÁÄÄÄÄÁÄÄÄÄÁÄÄÄÄÁÄÄÄÄÙ The following is an explanation and statistics for each weapon listed on the main weapons table: AUTOMATIC WEAPONS When using weapons they can be in one of two modes, single shot or automatic mode. In the automatic mode, certain modifiers apply. There is a set formula to find damage. The formula is Rounds Per Minute divided by. Browning HP Pistol Calibre 9 mm Weight .8 KG Range 70 M Magazine 13 Round Damage 1d6 Cost 450.00 Lahti M35 Pistol Calibre 9 mm Weight 1.1 kg Range 50 m Magazine 8 Round Damage 1d4 + 1 Cost 350.00 M63 Machine Pistol Calibre 9 mm Weight 1.8 kg Range 200 m Magazine 25 Round Damage 1d6 + 1 Cost 500.00 M24 Sub-Machine Gun Calibre 7.62 mm Weight 4.1 kg Range 200 m Magazine 32 Round Cycle Rate 600 rpm Damage 1d4 Cost 600.00 M12 Sub-Machine Gun Calibre 9 mm Weight 3 kg Range 100 m Magazine 40 Round Cycle Rate 550 rpm Damage 1d4 + 1 Cost 550.00 Ingram MAC11 Calibre 9 mm Weight 1.6 kg Range 50 m Magazine 32 Round Cycle Rate 1200 rpm Damage 1d6 Cost 1000.00 M56 Sub-Machine Gun Calibre 7.62 mm Weight 3 kg Range 75 m Magazine 32 Round Cycle Rate 620 rpm Damage 1d4 + 1 Cost 400.00 Type D Browning Automatic Rifle Calibre 7.92 mm Weight 9.2 kg Range 1400 m Magazine 20 Round Cycle Rate 650 rpm Damage 1d8 Cost 1000.00 FN CAL Rifle Calibre 5.56 mm Weight 3.3 kg Range 400 m Magazine 30 Round Cycle Rate 700 rpm Damage 1d6 + 2 Cost 900.00 AK47 Rifle Calibre 7.62 mm Weight 4.3 kg Range 400 m Magazine 30 Round Cycle Rate 600 rpm Damage 1d6 + 3 Cost 1300.00 SUD Sniper Rifle Calibre 7.62 mm Weight 4.4 kg Range 900 m Magazine 10 Round Cycle Rate Semi-Automatic Damage 1d10 Cost 2500.00 M16 Rifle Calibre 5.56 mm Weight 2.9 kg Range 400 m Magazine 30 Round Cycle Rate 850 rpm Damage 2d4 + 1 Cost 1250.00 Colt Commando Rifle Calibre 5.56 mm Weight 2.9 kg Range 200 m Magazine 20 Round Cycle Rate 800 rpm Damage 1d4 + 3 Cost 1000.00 Madsen Saeterr Light Machine Gun Calibre 7.62 mm Weight 15.3 kg Range 800 m Magazine 50 Round Cycle Rate 1000 rpm Damage 1d8 + 3 Cost 1500.00 .30 Browning Medium Machine Gun Calibre .30 in. Weight 14 kg Range 900 m Magazine 250 Round Cycle Rate 50 rpm Damage 1d8 + 4 Cost 1750.00 M60 Heavy Machine Gun Calibre 7.62 mm Weight 10.4 kg Range 900 m Magazine Variable Cycle Rate 600 rpm Damage 1d8 + 4 Cost 2000.00 M621 Heavy Machine Gun Calibre 20 mm Weight 45 kg Range 2000 m Magazine 250 Round Cycle Rate 740 Damage 1d20 Cost 3000.00 M693 Heavy Machine Gun Calibre 20 mm Weight 70.5 kg Range 2000 m Magazine 250 Round Cycle Rate 740 rpm Damage 3d10 Cost 3000.00 Mk20 Rh202 Heavy Machine Gun Calibre 20 mm Weight 122.2 kg Range 2000 m Magazine Variable Cycle Rate 1000 rpm Damage 3d10 + 5 Cost 4000.00 Browning M2 Heavy Machine Gun Calibre .50 in. Weight 29.9 kg Range 1400 m Magazine 100 Round Cycle Rate 500 rpm Damage 1d12 Cost 2000.00 T63 Mortar Calibre 60 mm Weight 12.3 kg Range 1530 m Rate of Fire 20 rpm Ammunition High Explosive Crew 2 Damage 1d12 Cost 1750.00 MO-81-61C Mortar Calibre 81 mm Weight 39.4 kg Range 4100 m Rate of Fire 10 rpm Ammunition High Explosive Crew 3 Damage 1d20 + 3 Cost 2000.00 MO-120-AM50 Mortar Calibre 120 mm Weight 402 kg Range 9000 m Rate of Fire 12 rpm Ammunition High Explosive Crew 4 Damage 3d10 Cost 3000.00 MO-120-RT-61 Mortar Calibre 120 mm Weight 582 kg Range 13000 m Rate of Fire 10 rpm Ammunition High Explosive Crew 3 Damage 4d10 Cost 8000.00 ECIA 60-C Mortar Calibre 60.7 mm Weight 5 kg Range 1070 m Rate of Fire 30 rpm Ammunition High Explosive Crew 1 Damage 1d10 + 3 Cost 2500.00 ECIA 105-L Mortar Calibre 105 mm Weight 97.6 kg Range 7000 m Rate of Fire 12 rpm Ammunition High Explosive Crew 4 Damage 1d20 + 3 Cost 5000.00 ECIA 120-L Mortar Calibre 120 mm Weight 180 kg Range 7100 m Rate of Fire 10 rpm Ammunition High Explosive Crew 4 Damage 1d20 + 4 Cost 5200.00 M29 Mortar Calibre 81 mm Weight 48.5 kg Range 3500 m Rate of Fire 30 rpm Ammunition High Explosive Crew 2 Damage 1d12 + 3 Cost 3000.00 M120 Mortar Calibre 120 mm Weight 220 kg Range 8300 m Rate of Fire 10 rpm Ammunition High Explosive Crew 4 Damage 2d20 + 5 Cost 8500.00 RL-100 Mortar Calibre 101 mm Weight 12.9 kg Range 2000 m Rate of Fire 12 rpm Ammunition HEAT, High Explosive Crew 2 Damage 1d12 + 6 Cost 4100.00 H-12 Mortar Calibre 107 mm Weight 19 kg Range 8300 m Rate of Fire 10 rpm Ammunition High Explosive Crew 2 Damage 1d12 Cost 4600.00 M60 Anti-Tank Mortar Calibre 82 mm Weight 122 kg Range 4500 m Rate of Fire 10 rpm Ammunition High Explosive, HEAT Crew 4 Damage 3d10 Cost 10000.00 RG4 Grenade Weight .3 kg Body Material Sheet Steel Filling 105 g High Explosive Damage 1d10 + 5 Cost 200.00 ea. OF5 Grenade Weight 300 g Body Material Plastic Filling 225 g Tolite Damage 1d20 Cost 1000.00 ea. DM46 Grenade Weight 540 g Body Material Cast Iron Filling 90 g TNT Damage 1d10 Cost 1200.00 ea. M34 Grenade Weight 765 g Body Material Rolled Steel Filling 425 g White Phosphate Damage 2d20 Cost 2000.00 ea. Mk38A Grenade Weight 442 g Body Material Fibre Filling 225 g TNT Damage 2d12 Cost 2500.00 ea. AM-M14 TH30 Grenade Weight .9 kg Body Material Sheet Metal Filling 750 g TH3 Damage 3d10 Cost 4000.00 ea. ROKS-3 Flamethrower Weight 24 kg Range 35 m Damage 3d10 + 20 Cost 5000.00 LPO-50 Flamethrower Weight 25 kg Range 70 m Damage 3d20 + 15 Cost 6500.00 Mah F1 Anti-Tank Mine Weight 10 kg Body Material Steel Charge 6.5 kg High Explosive Damage 1d100 to only Vehicles Cost 5000.00 ea. 120 mm Cannon Calibre 120 mm Weight 432.6 kg Range 2500 m Cycle Rate 55 rpm Damage 5d12 Cost 30000.00 50 mm Cannon Calibre 50 mm Weight 244.4 kg Range 1000 m Cycle Rate 80 rpm Damage 2d12 Cost 10000.00 Chapter 4: Demolitions WORKING WITH DEMOLITIONS When working with demolitions you must have the demolitions proficiency or the explosives might trigger 25% of the time accidentally. Certain protective procedures must be taken to provide maximum control and safety over the explosives. KINDS OF EXPLOSIVES There are 7 types of explosives used in this game. They are Gunpowder, HE (High Explosive), HEAT (High Explosive Anti Tank), Tolite, Napalm, TNT, and TH3. Each one is described in detail below. Gunpowder can be bought at almost any gun shop. Gunpowder is ignited by almost any source of heat. The price is $10.00 per pound. The damage is 1d4 per oz. HE or High Explosive is a very common type of explosive material. It is rarely found on the open market, but it can be obtained from any armed forces base or the black market. The price is usually about $1000.00 per pound. The damage is about 6d6. The blast radius is 500 feet2 per pound. NOTE: The black market is a very complex scenario. Please read the section on the black market before playing any game which includes the black market scenario. HEAT or High Explosive Anti Tank material is a semi- common explosive found at Army bases. This explosive usually runs at $4500.00 per pound used. The blast radius is fairly tight, about 5 inches squared. This explosive penetrates tank armour like it's butter. It takes 1 minute to penetrate 10 cm. of armour. And one minute per 5 cm. after the initial 10 cm. Its damage to a human or animal is 10d10 Per round on skin. This is definitely not available on the black market. Tolite is actually a liquid form of TNT. It is very unstable and if it absorbs a mere shake it goes off. The blast radius is 1000 feet per pint of Tolite. The damage is 8d6 per pint. It is frequently available on the black market for about 50,000 per pint. It is not used in the armed forces any more because of instability. Napalm is often used for flamethrower fuel and bombs. If it touches any bare skin it will instantly turn to a sticky gel form and begin burning the skin. The cost is $5000.00 per oz. The damage is 10d8 per oz. on the skin. This damage does not add to the flamethrower damage. TNT or Trinitrotoluene is used for blasting. It comes in four forms: Gel, Liquid, Stick, and Putty. The Stick form is often called "Dynamite". The Liquid is often called Liquid Nitrogen. Nonetheless, They all cost $3000.00 a pound or pint. The blast radius is 150 feet per pound or pint. The damage is 4d6 per pound or pint. TH3 is a form of TNT, but it was processed before being molded. This only comes in putty and gel form. TH3 is often refined for maximum efficiency at a large refinery plant. The damage is 6d6 per pound. The blast radius is 300 feet per pound. This is NEVER found on the black market. DEMOLITION TRIGGERS Often there are traps set that use explosives, so you must be able to identify and disarm the traps. This section describes the most common triggers used for electronic ignition. There are five main types of triggers used in this game: Push-button, Rocker Switch, Potentiometer or Knob, Pressure Switch and Mercury switch. Each one is described below. The push-button is a regular old push-button. With operating weights of 1, 5, 8, and 10 grams. The rocker switch is a good choice for manual work that requires great accuracy. The rocker switch comes in two sizes: 1" and 1.5". Potentiometer or knob setups are usually for cheap and inexpensive explosive setups. It can also be used for an intensity control. Pressure switches are used for things like, when a person opens a door, it sets off some plastic explosive. Operating weight is 5 grams or 12 grams. A mercury switch is used for movement traps. If a mercury switch is tipped it turn on and lets the electricity through. Chapter 5: The Black Market THE BLACK MARKET The black market can be a very tricky place. It is very complex to run and may very well be excluded out of you campaign if you wish it so. The following paragraphs contain extensive information on the black market. The black market should be used only as a last resort. It can be useful for obtaining items not normally obtainable. Some of these items include the F-16 Fighter Jet, Phoenix Missile or even a nuclear warhead. These rules also contain information on how to devise your own custom tailored black market atmosphere. CREATING YOUR OWN BLACK MARKET When you create a black market have a full set of dice ready and on hand. To create your own black market you must fulfill the requirements. The first requirement is the location. CREATING YOUR OWN BLACK MARKET: LOCATION When you choose the scenario for the black market you should aim it towards the theme of the game. If it is an Army type game it could be housed in an abandoned warehouse. Or if it was a spy oriented game, it could be held in the back-room of a bar. CREATING YOUR OWN BLACK MARKET: SHOPS There could be any number of shops in a black market. From 1 to hundreds. The items in a black market that are sold have no set price, so use your best judgement. The items can range from an Abbot Northwestern Travel guide to a ZZ Top Audio tape. You could find a pair of jeans or a discontinued musket shotgun. The possibilities are endless. Have each shop have a shopkeeper. Use a one word description for the personality of the shopkeeper. Determine the sex of the shopkeeper, it can make a large difference in the game. Let the characters bargain a little bit, but if they get pushy have the shopkeeper give a threat. Have a list of the items he sells on hand and their prices. CREATING YOUR OWN BLACK MARKET: SHOPLIFTING There is always going to be a time when a character will want to rip something off. If so, read the following paragraph. When a character is trying to shoplift, consider the surroundings. Is it well guarded, or is sloppy, junk piles with items just laying around. Here is a table to show the percentage of success. You may modify these percentages to fit the circumstances. Table 1: Chance of Success for Shoplifting Circumstance Percentage Not guarded. Messy. 65% Loosely guarded. Semi-Neat. 51% Medium Guard. Neat. 44% Medium-High Guard. Very Neat 40% High Guard. Super Neat. 30% Super-High Guard. No Dirt. 25% Strict Guard. No Dust. 10% Security Control Systems: Type 1 20% Type 2 15% Type 3 10% Type 4 8% Type 5 4% RANDOM BLACK MARKETS Randomly making a black market scene is always a good choice if little time is available or if you just haven't created one before. Each of the following tables should be used for creating a black market, they all include important information about the scenario. However, you must choose the location of the black market scene. Table 2: Number of Shops in Scenario Roll (1d100) Number of Shops 1-10 1 11-20 2 21-30 3 31-45 4 46-60 5 61-70 6 71-80 7 81-100 8 Table 3: Shopkeepers Sex Roll (1d4) Sex 1-3 Male 4 Female Table 4: Shopkeepers Personality Roll (1d10) Personality 1-10 Cocky, Stuck up. 11-21 Suspicious. 22-30 Weird. 31-40 Too many teeth. 41-50 Aware. 51-60 Sad Sight. 61-70 Deadbeat. 71-80 Punk. 81-90 Huh? 91-100 Nice, Friendly. Table 5: Scenario Roll (1d100) Condition(s) 1-20 Very Strict. 21-30 Semi-Strict. 31-50 Normal 51-65 Messy. Abnormal. 66-69 Weird, Freakish. 70-80 He stole a WHAT??!! 81-90 I'll Kick his !@#. 91-100 Roll again. Table 6: Store Type Roll (1d100) Store Type 1-10 Specialty Weapons 11-15 Heavy Weapons 16-20 Abnormal Weapons 21-23 High-Tech Weapons 23-24 Vintage Weapons 25-30 Armour shop 31-35 Tank Rent to Own shop 36-40 Fighter Plane Rent to Own Shop 41-50 Electronics Shop 51-60 Poison shop 61-62 Nuclear Warhead Shop 63-64 Explosives Shop 65-70 Demolitions Specialty Shop 71-90 Junk Shop 91-99 Do-Dad Shop 100 Space aeronautics shop A Note to the wise: A book with 20 black market planner sheets is available. Chapter 6: Vehicle The types of vehicles in the G.I. rules book are the only types used in this game, at this moment. Variations of these vehicles may be used, and prices may differ from place to place. The subjects covered in this chapter covered are: Custom Vehicles, Vehicle Chases, Engine Modifications, Special Fuels and Turbo-chargers. CUSTOM VEHICLES Custom vehicles may only be purchased through the black market. They can range from a Jet powered three-wheeler to a Go-Cart that runs Nitro-methane. The GM may be harassed on the prices by the players. Set the prices really high then the players will consider if they really want whatever custom vehicle they were going to buy. Also to limit the number of custom buys you could set a delivery time so it takes a while to get their custom vehicles. If they do not pick it up at the delivery point, they lose the car and the money. To the GM: Be reasonable, don't be soft or they'll take advantage of you. Don't be strict, or else they won't want to play the game. TYPES OF FUEL There are many types of fuel. Different fuels can produce different or alternate effects. Such as Nitrous Oxide will make a boost of 20 miles an hour from the current speed, but only a three to six second spurt is safe, any higher dosages can overwork the engine and possibly blow it up. Here is a chart showing the different types of fuel, their effect, and their cost. Type Effect Cost ÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄ Nitrous Oxide +20 mph 500 a tank (10-12) Nitro-methane +15 mph 250 a gallon Liquid Hydrogen +50 mph 1000 a gallon Liquid Flourine +45 mph 950 a gallon Dimethyl Hydrazine +55 mph 1500 a gallon Nitric Acid +55 mph 1500 a gallon Hydrogen Peroxide +50 mph 1000 a gallon Alcohol +10 mph 50 a gallon Methane +15 mph 55 a gallon Ethane +20 mph 65 a gallon VEHICLE CHASES The first thing to talk about is fuel. When a vehicle is bought, it comes with 100 counts of fuel. All vehicles get 25 miles to the gallon. In 2,500 miles they're out of gas, their car quits. In a car chase make sure you keep a fuel count. A gallon of fuel costs 65 cents. In an adventure containing a car chase, have a road map of the area on hand. Trace the car movement with a pencil. When a gun is shot, a -1 "To Hit" penalty is used per 2 feet apart the cars are. If a car was eight feet away, there would be a -4 "To Hit" penalty per bullet shot. If an automatic weapon is used, there is a penalty given for every five bullets shot. Chapter 6:Military Aircraft In this chapter we will discuss the current variables that pertain to todays modern military combat. It will cover Training, Weapons, Specifications and Development. TRAINING To succesfully pilot, a character that's going to be doing the piloting must have the Jet Piloting proficiency. If that character does not know how, there is a 50 percent chance of knowing the basic principles to flying a plane, and the character thats flying the plane must roll a 25 or higher out of 100 or crash, taking 20d10 Damage, plus a 10 percent chance of dismemberment of a body part. This part is chosen by the table below. The loss of body part is permanent. Table 7: Body Dismemberment Table ------------------------------------------------------------- Roll Part 1 Left Arm 2 Right Arm 3 Left Leg 4 Right Leg 5 Half Left Arm 6 Half Right Arm WEAPONS Weaponry on Military Aircraft varies in a wide spectrum of colors, anywhere from a Sidewinder Missle to an armada of laser guided smart bombs. The weapons of each Airplane is fully described in the development part of the specs. One optional rule for this game is, you may not wan't to use nuclear or mass destruction weapons in your campaign because it might ruin the flowing of the games and cut your adventures short. Many mass destruction weapons are often used greedily or stupidly by crazy Hitler-Type Players to destroy millions of people for fun, that is not the purpose of this game, It is to have fun using your imagination to recreat historical events. Use caution when using mass destuction weapons in your campaign, in contrast your campaign may have no trouble using nuclear weapons strategically and responibly. SPECIFICATIONS Here comes the major part of this section, the specifications, there is absolutely no need to memorize all the airplane specs. Mikoyan/Gurevich MiG-15 MiG-15UTI Origin: A.I Mikoyan and M.I Guryvich Type: Advanced pilot and weapons trainer Engine: One 5952lb Klimov VK-1 Turbojet Dimension: Span 33 ft, Length 32 ft 111/4 in. Weight: 10,935lb Performance: 630 mph top speed, 47980 ft cieling, 885 miles cruise range. Armament: One 12.7mm UBK-E Gun(12d10) with 120 rounds or One NS-23(12d12) with 80 rounds, Kovich Piston missle(10d20) with One 12mm cannon(6d6, 2000 rpm) under each wing. Chapter 7: The Game Master In G.I. there is always a person that runs the game. That person is called the Game Master (or GM). The GM plays the parts of all the people the characters meet. For example, if the characters meet a person at a grocery store, the GM would play the part of the grocer. He (or she) would converse with the players (Providing that a Personality roll is made). The GM is also a person that runs encounters. They also run the battles. COMBAT Fighting in the G.I. world is called combat. When a character meets a person, with intent to kill or the person he meets has intent to kill, there are certain procedures that must be followed to assure the fairness of the game. The first thing is roll for initiative. Initiative is used to see who shot their gun first. This is done by having the enemy roll 1d20 and the attacker roll 1d20. The person with the higher roll shoots first. If a gun is shot, find out if it is an automatic weapon. If so consult the alternate attack matrixes on automatic weapons. Then determine the damage. The receiver of the damage them decreases his or hers Health score to the correct amount. Then the person that lost the initiative roll gets to attack. Follow the same procedures as described in the latter paragraph. When a character dies it is important to have a good reason for the characters death. The person playing the character will most likely be mad. To deal with death, have some miracle happen and the character is brought back to life. Don't do this more than one or twice or else the player will depend on you to revive his character every time he dies. If the player has problems with his character pertaining to the ability scores, change them a little bit to fit the characters needs. Some characters just cant do anything right. Then comes Experience. Experience is obtained by defeating an enemy. Experience is determined by adding the enemies total health and maximum damage together. For example, if an enemy has 4 Health and does 1d4+1 damage the person or persons would get a total of 9 Experience. Any weapon the enemy was using and any ammo left is the treasure for the characters. All the weapons found are usable. Any money found on dead enemies is also treasure. Although there is usually not any money on skilled professionals. RUNNING THE ADVENTURE The first thing the GM does when he picks up an adventure is read strait through it. If you don't do that your game is going to be slowed and will not run smoothly. Then when you are ready to play, arrange a game with the other players. Make sure you have a copy of all the players characters before play begins. To begin tell the players the name of the adventure and the levels it encompasses. If any problems occur change the character accordingly. Read the plot to the players and then go on to the first room description. All room descriptions are Italicized. You read the room description and then skim the GM's section and play any encounters found. After all the encounters have been run then tell the players the obvious exits out of that particular room. Follow the map that is included in the adventure booklet. EXPERIENCE All characters should earn experience for victory over their enemies, but there are some modifiers that apply to experience. Lets say, for example, that Private Smith is Tenth level and has a laser guided grenade launcher that shoots fragmentation grenades. He faces a second level Private with a Browning HP 9mm gun with twelve bullets left. This is overwhelmingly unfair to the enemie, so, in turn no experience should be given when defeat comes. That is because it would be very easy to kill a second level Private with a Laser guided fragmentation grenade launcher. In contrast, An eighth level general could have a laser guided M16 with radiation bullets and Private Johnson has a Ingram MAC11 with twelve bullets, set on automatic mode, Private Johnson panics and spreads his twelve bullets into a nearby oak tree and the General makes his move, Totally unfair to the player. You should have these expeiriences a near death encounter and let the character escape somehow. Experience should be awarded on the basis of deafeating of and enemy or group of enemies.When experience is given out the amount shown for an enemie is given to each character. The amount of experience is found by adding the maximum damage of all weapons owned and maximum health of the enemie(s) plus the level of the enemie. For example, Private Ben killed a second level enemie that could do 6 and 21 points of damage, with 12 Health, Private Ben would get 2+6+21+12= 39 experience.