Professional Documents
Culture Documents
Price of Freedom
Price of Freedom
Players What's This Game from their silos and laid on the
ETER
The first lime you pl<1Y THE
PRICE OF FREEDOM, aU you
need to read Is the Player Brief-
About?
In THE PRIC E OF
ground for satellite inspection. AU
military personnel will report for
demobilization."
VIGILJ
FREEDOM, you play an Like hell!
ing below and the character sheet
American who chooses to resist There's been chaos in the
your gamemaster hands you. You
the Communist occupiers. You streets since then. There are, at
can start playing Immediately.
Later on, you'll want to must find the weapons and max, a few thousand Soviet ,~?"''' _~!iii
leadership 10 resist effectively. and plants in the U.S., and '
generate your own character and
The invaders have absolute going to take a while for them to
understand the rules more fully,
nuclear supremacy; regular ferry over any substantial number
When you do. read through the
military resistance Is Impossible. of troops. At the moment. It's
Player Book thai comes with
The only way they can be anarchy in the streets.
the game.
defeated Is to make the occupa- According to the news, patriots
tion of America so costly that are working to dump every dllta
they must withdraw. base they can before the Reds
Gamemasters But remember: no occupied show up. The Department of
To run THE PRICE OF nation has ever liberated itself Motor Vehicles Is burning files by
FREEDOM, you w!ll have to without outside help. the trucklolld. The F.B.I. is shred-
spend some lime leamlng the And we have no one to help ding day and night. There are
basic rules. Follow these steps: u,. more cops at 1 Polkli! Plaza
1. Read the PllIyer Briefing The fate of America Is In your dumping files than on the streets.
and the character sheets, so you hands. Supermllrkets and stores are
know what your players have to
work with.
2. Read the Player Book to
doing a land-office business.
Everyone is trying to stock up on
necess!lili!s. Somli! merchants are
Is T:
learn the basic rules.
3 . Read the firsl adventure,
"The PATH of Freedom ," In the
demanding payment In gold,
though; and everywhere, prices
are rising like a rocket.
PBICI
Ga me master Book. It describes
the adventure you will run, and
tells you how 10 run il.
4. Then, invite up to six of
The TV is full of Soviet
spokesmen claiming thli!rli!'s no
cause for hysteria. Thli! President
FBEE:
came on to ClIll for calm and
your friends over for ill game. cooperation with the occupying
(Four, five or six players are the au thorltlli!s. "The tree of liberty
preferred numbers.) Have each There's a lot of looting going refreshed from time t
read the Player Briefing (the rest on. There are people fleeing for blood of patriots and
of this 4-page folder). the countrySide. Occasional gun - natural manure."
5. Find the pregenerated shots can be heard.
characters (Free do m File B - You'VIi! brought together your
the second loose 4-page folder closest, toughest friends - men
tha t comes with the game) . Cut Maria Cagliari and women you know you can
the character sheets apart. and trust with your life. You've gol to
hand one to each player. (If you figure OUi what to do next.
prefer, photocopy character
sheets. and cut the copies apart.)
What's the Situation?
Make sure each player reads his Yesterday came the Presldent"s
over. announcement. He said the
6. Tum to the adventu re - obvious: the Russians' "Star
section 2 of the Game master Wars" defenses make them
Boo k. Expect to spend two to impregnable. They can destroy
four hours playing. America whenever they want.
They've demanded total
That's it . As you play the game American disarmament - and
more, you'U want to become the traitor agreed! "As
familiar with the rest of the rules Commander-in-Chief, I hereby
in the Game maste r Bo ok. In order American forces wherever
addition to rules, you'll find lois they may be to lay down their
of advice on effective arms. American military aircraft
gamemastering and loads of will be grounded. The Navy will
adventure Ideas. return 10 port . All nuclear sub-
marines will surface. All land-
based missiles will be removed Moishe Cohen
on your sheet - In this case, begin to talk 10 him.
Player Briefing your skill number will be the Passion: The one thing that's
lowest useful value (which 15 ''1'') . most importanl to your character.
How Do I Play? The game master knows the Interests: Other highly impor-
rules for aU this stuff. If you want tant things to your character.
1. C haracter Sheeg to, you may read the rules and You should keep aD these
look at your character sheet. learn how to modify skill
(If the gamemaster hasn't given
things in mind and try to act and
numbers yourself - but you think like your character would.
you one yet, gel one from him .) don't need to know this to play.
In addition to your name. picture 5. Hero Points
and background Information, it 3. Attributes
You have one "hero point" at
contains Information about your Every character has five the beginning of the game, as the
skills and equipment. attributes. each assigned a section of your sheet labeled
number from 1 to 19. The "Hero Points"' Indicates. You may
attributes are strength. manual gel additional points at the end
dexterity, agility, alertness, and of each adven ture. If you're In a
constitution. tight spot. you can spend a hero
Attributes are used when you point to make sure you make a
try to do something governed by critical skill or attribute roll, or to
the Innate abilities 01 you r body, do something normally impossible
rather than by a learned sklll - (like lifting a truck off your bud-
for example, when you try to lift dy's legs). Be warned, though;
a heavy ob}ect, balance on a hero points are rare and valuable.
beam, or hear something far Spend them with care.
away. When you try to do
something like this, you make an 6. Equipment
attribufe roll. following the same The "Equipment" section of
rules as for skill rolls. your sheet describes what equip-
4, Peraonal Information ment you begin with. You'll
notice Ihat you don't have a lot
At the top 01 your character of firepolAlef. Anding some
sheet, you'll find some other 1m weapons Is a good idea.
Billy Barstow
portant Information. Most Is self-
7 . Ammo Points
explanatory, but some needs
discussion: OccaSionally in your dealings
2. Skills Physical Tag: A brief descrip- with the Occupation your
All the skills your character tion of the most prominent characters may resort to gunplay.
knows are printed on the bock of physical feature of your character If they do then this box can be
his charllcter sheet . Each skill has - the first thing people notice used to help characters keep
a number printed next to II. about him. track of ammo points as they ex-
Basically, skills work like this: pend them .
when you try to use a skill. you 8 . Character Background
roll the 20-sided die that comes This section tells you about
with the game and compare the your character. It describes your
number you roll with your skill past, what you did before the
number. If the roll is Jess them or Occupation, and why you're
equal 10 your skill number. you fighting now. You'll also find
succeed. If It's higher, you fail. your character's passions more
Esample: You are firing a fully explained he re, along with
rifle. The number "12" Is printed his polillc.al and religioUS beliefs.
next to the skill on your sheet. If
you roll a 12 or less, you have 9. Beginning the Game
hit your target. After you've read over your
This Isn't the whole story. The sheet, the game master will tell
gamemaster mlly alter your skill you what situallon your
number before you roll, If you' re characters face. The next move is
trying to do something particular- up to you.
ly easy or difficult. (b.ample: If
you're firing at long range, the Johnson Meriwether
game master might halve your
skill number to 6 - or even Personality Tag: The first thing
quarter It to 3.) Also, you can people notice about your
use a skill even if It Isn't printed character's personality when they
Freedom Fighter's
Checklist
o gun If you've got any of these, take 'em:
o ammunition Boy Scout's Handbook
o oil, ramrod, etc. Handbook of PhYSics and Chemistry
o knife Anarchist's Cookbook
o good boots Weapons and Tactics of the Sovlet Army
o heavy wool clothing in dark shades Russian-English English-Russian dictionaries or phrasebooks
rain gear Books on gunsmithing, demolitions, wilderness survival
bedroll Copy of West End's Price oj Freedom and miniatures
o pack Astronomical charts
o tent, tube tent, or other protection Binoculars
o canteen Rope or twine
o 'mess kit Small shovel or entrenching tool
o two weeks rations Axe, hatchet or saw
fishline, hooks and sinkers Flashlight
needle and thread Batteries
o aspirin, antibiotics, gauze, surgical tape, etc. Transistor radio
o several changes of socks and underwear
o wire clippers or basic tools
o soap
o razor
compass
maps
matches or flint & steel
o nylons, cigarettes or other trade goods
~ OF FaEEDOM :sl
Russian: Helena Rubinstein
Liberal Dupe: Carl Skutsch
Playtesting and Acknowledgments:
Glenn Blacow, Peter Corless, William
Morris Fischbach Ill, Craig Foster, Eric
Goldberg, Guy Hall, Ken Rolston, Bill
BOLEPLAYING IN Slavicsek and Sam Weiss
OCCUPIED AMEBICA Cover Illustration: David Henderson
6. Hero Points
4. Attributes and Skills 7. Know Your Enemy
4.1 The Differences 7.1 The Soviet System
CODteDIs 4.2 Using Skills and Attributes 7.2 Three Legs of Terror
1. Introduction 4.3 Gaining Additional Skill Points 7.3 The Military
1.1 Freedom's America 5. Combat 7.4 Traitors
1.2 Some Propaganda 5.1 Combat Components 8. Waging Guerrilla War
2. Basic Game Concepts. 5.2 Combat and Gamemaster Control 8.1 Why Guerrilla War?
2.1 Example of Play 5.3 Combat Sequence 8.2 The Guerrilla's Strategy
2.2 Glossary 5.4 Actions 8.3 Support of the Masses
2.3 A Note 5.5 Panic and Observation 8.4 Why We'll Win
3. Character Creation 5.6 Decisions 8.5 How to Be a Guerrilla
3.1 How to Generate a Character 5.7 Line of Sight Weapons List
3.2 Character Background 5.8 Fire Combat Equipment Chart
3.3 Imagining a Character 5.9 Grenade Combat Map of Occupied America
3.4 Tags 5.10 Melee Combat Bibliography
3.5 Passions and Interests 5.11 Damage A Note to Liberal Readers
3.6 Background Information 5.12 Movement
3.7 Attributes 5.~3 Skill Use
3.8 Skills
3.9 Equipment Copyright 1986 by West End Games,
Inc. THE PRICE OF FREEDOM is West
3.10 Hero Points End's name for its game of resistance to
Soviet occupation; trademark applied for.
This is a work of fiction. All the
characters and events portrayed in this
This game contains: two 11" by 17" full-color game-maps; one sheet of 100 game are fictional. Any resemblance to
V2" game counters; one loose booklet of 16 pages; one 32-page Player Book; real persons or events is purely
one 64-page Gamemaster Book; one 20-sided die; one counter tray with lock- coincidental.
on lid; and game box.
If any components are damaged or missing, write to us and we'll replace ISBN # 0-87431-053-9
them.
If you have any questions about the rules to the game, write to us and we'll
Printed in the United States of America.
answer them. Write "Price of Freedom Game Questions" on your envelope.
Please print or type your questions, and ask them so we can respond "yes," WEST END GAMES, INC.
"no" or with short answers. Enclose a stamped, self-addressed envelope for 251 West 30th Street
our reply. New York, NY 10001
Nullus Tiber homo eapiatur, vel imprisonetur, Throughout its existence, America has stood
aut dissaisiatur, aut utlagetur, aut exuletur, aut for liberty and the rights of man. The struggle
aliquo modo destruator, nee super eum ibimus, between America and Russia is not one be-
nee super eum mittemus, nisi per legale tween two superpowers of more or less equal
judicium parium suorum vel per legem terrae. moral weight, but between freedom and slavery;
[No free man shall be taken or imprisoned between light and darkness; yes, between good
or dispossessed, or outlawed or exiled, or in any and evil. There can be no real peace until one
way destroyed, nor will we go upon him, nor triumphs, or the other. The world cannot live
will we send against him except by the lawful half slave and half free.
judgement of his peers or by the law of the A totalitarian state is monomaniacal in the
land.] pursuit of its goals. It builds its military, probes
- Magna Carta The World Cannot Live for weakness, bides its time until it may triumph.
Half Slave and Half Free. Democracies have short memories. The call
to Vigilance is repeated, again and again, to
In the near-future world of THE PRICE OF
decreasing effect; people become inured to the
FREEDOM, the Soviet Union and its client
struggle. Budgets are cut; the military becomes
states have achieved nuclear supremacy and
complacent and incompetent; academics and
use it to 'conquer the world. America is now
That will change. intellectuals belittle the threat. Society becomes
nominally ruled by a qUisling President, but in
As the game progresses, life in America will fat and happy, unmindful or forgetful that its
fact by the Communist occupiers.
become increasingly grim as humorless wealth and liberty is enviously coveted and
As the game begins, Communist troops -
totalitarians seek to remake American society religiously hated by an enemy whose enmity
Soviet, Cuban, Nicaraguan, Vietnamese, East
in their own mold. As the campaign in which never wavers.
German, Czechoslovakian - are landing all
you play continues, its America will diverge America has been betrayed by traitors in its
over the United States and Canada. You have
more and more from ours. Your character will very midst - stabbed in the back by
only hours or days before they take up posi-
adapt to those changes or die. pusillanimous cowards, delivered into the hands
tions in your city.
of its foes.
As the game progresses, life will change as (1.2) Some Propaganda In thiS, its darkest hour, America needs
Soviet control becomes firmer. If you wish to The Soviet Onion is the very embodiment of heroes - men and women who, without
remain alive and free, you must learn how to tyranny. It denies the most fundamentalliber- recompense, motivated only by the noblest of
cope with these changes. ties to its own citizens, treats them as resources emotions, will rise and take up the struggle
to be used, abused and disposed for the benefit against the Soviets.
(1.1) Freedom's America of the state. The corpses of hundreds of Already, their troops are landing. Soon will
The imaginary land in which THE PRICE thousands of Soviet citizens lie under the tun- come the internal passports, summary execu-
OF FREEDOM is set is much like modern-day dra of Siberia, worked and starved to death tions, psychological torture, death camps, mass
America.1 Geographically, it is the same. Your because they thought or spoke unWisely. Dis- starvation, all the humiliation, torture and agony
home town looks like your home town; the sent is classified as neurosis, and treated by the that comes with being the subject nation of
buildings are located in the same places, the most severe of psychiatric methods - including Communists.
streets are the same. electroshock therapy. Only one voice is allowed, Are you ready to pay THE PRICE OF
The same technology is prevalent, the same the voice of the Party, disseminated through its FREEDOM?
computers and weapons exist, the same car organs the press, radio and television. Some
models can be found. At least initially, the claim there is a moral distinction between Com-
culture is the same; FREEDOM's America has munist Russia and Nazi Germany; there is not.
rock stars, fast food, television, cold beer, well- One murdered millions for racial reasons; one
stocked supermarkets, and a passion for fast murdered millions for economic reasons; but
cars. murder is murder.
'Canada is being occupied at Virtually the same time, and Canadian players are free to play characters in their home towns, too.
In the United Kingdom, Militant Tendency has parlayed a majority in Parliament into what is, effectively, a dictatorship. The Resistance is numerically large, is diVided along nationalist
lines Scots, Plaid Cymru, the IRA, Ulster Loyalists, and the Home Counties' Free Albion Brigade (largely led by rock stars) - and doesn't work together well at all. The Soviets
have sent in two Spetsnaz brigades in a ''show of Socialist solidarity with our loyal allies of the Great Patriotic War."
Elsewhere, the Red Army is overrunning continental Europe, the South American, African and Middle Eastern countries are largely pro Soviet, while the two Chinas, Japan, and
the rest of the Pacific Basin have been left alone.
Though PRICE is, by design, a North American game, an imaginative gamemaster can set a campaign Virtually anywhere in the world.
(3.7) Attributes When you spend sJdll points 00 an automlltlc history skill. you must speCify whllt nallon's or
skill, add the number of points you spend to area's history you know (usullny Americlln) You
Each chMacleT has five (lttrlbules, described
the value printed on the character sheet then clln bUll hIstory skllls for more than one IIrea,
below, lind 50 attribute poInts You may divide
up the points among your attributes lIny wily
cross out the printed number and wrlte In the If you wish
new total When you spend points on a skill you SImilarly, area lore is lISted lIS "._ __
you wh. as long as no 1I1tribuie Is less than 1
don't already po$Se55.just write the number of lore" That mellns you must specify what area
Of greater
than 19 Each attribute's value should
points you spend next to the skin nllme on the is covered (New York CIty. the Grand Tetons.
be entered In the appropriate space on the
chMiKter sheet
sheet l...ovJer SIobbovIa, whatever) , '!bur "area" should
Four rules restrlc1 how many points you can more or less correspond to one pkone company
Strength measures 1I chantcter's raw physical spend on parllcular skills: area code region. (If you live In one of the big-
sirength gesl dtles, you'll be restricted to two or three
Manual Dexterity measures his hand-eye area codn"
No lliklll number can be more thlln 14.
coordination and capacity for fine manipuladon.
AgIII.ty Is 1I measure of whole-body coor- 14 is the largest permitted number for new
cha~ters. Sldlls CAR Increase above 14 liS the
Only IWO spaces are provided for skills of this
sari This does nol mean you're restricted to
dination (Juggling Involves manual dexterity. knowing at J ut two nallons' histories; If you
but walking along II narrow beam Involves game progresses, (ExceptJon: All character.;
want to know llboul more Ihlln two IOplcs.
agllity.) begin with 19 In therr native language,) simply wrlle the additional sklll names on your
Alertne58 measures the keenness of a Onl" two .klll number. can be 13 or 14. character sheet
character's sensory perceptions. (High-alertness AU your other skills have to have numbers of
characters will notlcit sights, sounds, Of smells 12 or less. (3.9) EqUipment
thai other characters may miss.)
Constitution measures stamina, ability 10
One of your two 13 or 14 .klll. mu.t A space IS provided on your character sheet
relate to your )ab. Look al the. W Pre_ fOI equIpment At the back of Ihls book. you
withstand pain. and ability to recQV('r from
occupation jobM sedon of your character sheet. will find II list o f equipment. along with kilogram
Injuries.
then look altne. list of skllls. and see which one weights lind prices In gold (The scrip Issued by
reilltes most closely to your job. Milke sure you the Occupation govemmentls essentially worth-
have a 13 or 141n thaI skUI. (A muslcliln might less; gold Is the currency of choice In the black
Eaamplr. Mike! Vitellio decides to
have a 14 In "Inslrument - Guitar") markel, which Is the only placlO! you can pur-
alloc.aie his 50 points as follo'ollS: Strength -
7, Manual DeX/eriIY - 14. Agility - 10; No mOTe th a n 40 points clln be . pe nt chase most of the goods Iisted_'
AlerlnC!S5 - 12; lind Constitution - 7 on each category. The skill sheet divides skIJIs Ask your gZimemasler how he wllnts 10 deal
Into five categories - combat. crafts. etc Of wilh equIpment If he's beginning as the Occu-
your ISO points. you can't spend more than 40 palion begins. he may let you have virtually
In any single Clltegory - no more than 40 In anythIng you want except for heavy weapons
(3.8) Skill. If he doesn'tlell you different. however, ASSume
combal. 40 In Cfilfts. lII'Id so on
Next. determ Ine your chal'llcter's skills Ihlll you mllY purchase 2 gold ounces worlh of
The avllllable skills lire listed on the chartlder "Specific" Skill.
equipment
Iheet. Some skUIs already halli! numbers printed Some skills afe followed or preceded by a
Enler the equIpment you take on your
next to them. These are (lutomoHc sid/is - skills blank. ThaI means that you muSI speclfv ex-
character sheet
which all charadl!n lIutomatlcally possess. For actly what area or loplc the skill governs. For
example, everyone has the 'Writing" sklIIs lit 10, example, the history skill Is listed lIS "._ __
History." ThaI means thai when you choose Ihe
(3.10) Hero Points
Each character hIlS ISO extra skill poInts.
Every character begins with one hero POlRt
which he may spend to buy additional skiDs. or
to Increase automlltlc skill numbers.
Chnr/l.{leT Sheet
,-,
(, .. ,tI. ""~
--
--
-"
Freedom Is fhe rlghl /0 live a! we wish Any dleroll of 20 (before modlflclltlon) Is You mlly Immediately spend the points on
- Eplctetus IIlways a failure; any unmodified dle roll of I cny of the skills you already know (wllhln the
is always a success Even If you don't have. a restrlctlOns set by the GM), or to leam new skills
(4.1) The Differe nces skUl, you may still try to use II, you raU unless The points can be divided up among sklll5 any
Whenever a character lakes some action, you roll an automalk success (a 1) way you like (again, wilhln those restrictlonsl _
elloo an allrlbllfe roll or a skill roll Is made to
Note: A skill number of "10" Is considered \-bu may Increase a skin above 14 - even
determine whether or nOllhe action succeeds competence Competence wuh a skill means above 19 Any roll of 20 when usfng a skill Is
The gamema$1"r decides wNu sldB or auri you can use It without problem unlas you're still an automatic failure - but If you're trying
bule goYeI'm the ectlon, and his decWon final under streSS. For eltample, If your Iwlmmlng 10 UH a skID to do something dlfflcuh and the
number Is 10. you do not haw 10 roll 10 deter - gamemasle'/' ~duces your sIodlI number accord
However. lIlIrlbute rolls are made only when
none of the skillJ tn the gllme logically governs mine whether you drown every lime you jump Ingiy, you may find Ihe extTll sIdIl points uwful
lhe lICtlon SkIDs lake prlorlly 0\Ia attributes Inlo the water PoInlJ racelved at the end of a wssk:In must
If your sid! number Is las chan 10, and you're be spenllmmedJaJe!y; you may not SiM! poInlJ
nOl under stress. lhe gamemastft" win ten you from game to game.
Onlp Notf: A toe of thIngs humans do 10 make a skill roll. bUI 10 dout>'e your skiD Attributes may never be increased [W~,
art' not learned over lime (or are learned number before ronlng - 50 If your SWimming hardly eYeI See section 64 In Ihe Game-
early in Infancy) For ecampk. It'Wr)I human skiD Is 8, you're only In trouble \f you roll a 17 m o. tv 8ook )
or higher
can )LImp, Exarpt through 101'19 and tedious
However, If you are under stress - 5Ome-
training. 11'1 a58ndaUy lmpoulble to learn
how to tump hlghel Of 11iTthl;!f 'Ibur Jump- one's shooting at you, you're under tJme
pressure, you don', have tools you need,
Ing range " determined Qll!nellcaUy -
atihough, 10 be ,ure, you elln j ump farther whatever - you roU against your undoubled
If you're In good phVSfcal .hllpe. number.
In practke, most chllrllCters are ~under stre:ss"
In garno Terms, characters etln Increase
Ihelr skJII numb.... and leam new skills as most of Ihe time, since skUI rolls lire usuclly
made In the face of the enemy,
lime goes on Th~ cannOI chenge Innate,
The gamemasler may further modify your
Inborn characterisllc:s That's 1M: reason for
skU! number If you are doing .something Ihal Is
Ihe ddfm!n~ betwten Ikill. and attributQ:
:skUls are learned ablUtln, attrlbucH are In- especially difficult or easy.
nat~ ones.
(4.3) Gaining Additional My Country.
SkUl Points Right or Wrong.
(4.2) Using Skills and AI the end of each game wuton, Ihe game-
Attributes masler may award you additional skill points I!
your character perfonned particularly well
When you \J$e a skiD Of actribute. roIIlhe die.
I( che number rolled Is lass than or ~qual to lhe
Somenmes he will allow you to choose on what
~ID 01' allrlbut~ numbr, you succeed If you
skl1Is 10 spend the points; somel1lT'1eJ he wililell
you that the skiD points mUSI be allcxated 10
roD highet, you filii
specific skills (e.g. "you gain t1NO points, whlc:h
must be spenl on combat skills")
~
analysis, however, the only way to defeat the
enemy is to kill enough of them that the others
lose heart. Whatever you do, combat will be a
big part of the game.
The Gamemasfer Book contains very ex-
[!J standing
character
prone
~ ~
tensive rules for the resolution of specific com-
bat problems. The rules below are just an outline horse
for the players. As a player, you aren't required
to know anything more than what's in this
booklet - although, if you like, you can learn
1"f.~1
more by reading the Gamemasfer Boak. vehicle
Be warned about one thing, though; we
specifically tell the gamemaster that he shouldn't
let rules details get in the way of the action. If
1-=1 car jeep
@] ~
you read the rules in the Gamemasfer Book,
be aware that the gamemaster may not be using weapon
all of them, and may purposefully ignore cer-
tain rules to keep the game flowing. That's okay; light MG med MG
that's his prerogative, so don't bug him with
questions like "But don't I get a + 1 die-roll MARKERS
modifier because the possum is dead, accord-
1L~l:T 1
ing to rule 7.69.2, part c?"
I
wound ---
I
(5.1) Combat Components HEAVY
light heavy
Resolving Combat
Two game-maps and a set of cardboard
counters are provided with the game.
When combat occurs, it can be resolved in
one of two ways. If the tactical situation is
simple, the gamemaster may just describe it to
you and your fellow players. If the tactical situa-
INCAP.
incapacitated
wound
kill E3Out
tion is more complex, you and the gamemaster
may find it helpful to use the counters to show
the relative positions of the player characters
1JAM 1 jam
weapon condition
ammo
depletion
of
Ammo
~ ~
Using Counters
Some of the counters provided with the game
represent characters or vehicles; others repre- smoke illumination
sent equipment; still others are markers, used
~ ]
to indicate a game status.
(7.4) Traitors
Because North America is so large and Soviet
troops will be required to maintain control across
the globe, the occupiers will seek, wherever
possible, to exploit indigenous groups to main-
tain control. Several methods will be used. Military Large numbers of American troops may be
Police A new American People's Army will be sent abroad to enforce Soviet rule in other
Any police who put up resistance to the new formed along similar lines. Its units will be direct- countries. The Soviets will calculate, correctly,
regime will be executed or (perhaps worse) sent ly attached to Soviet formations; an indepen- that American troops are more likely to fire on
to the slave labor camps in Canada and Alaska. dent American military poses too great a poten- Brazilian mobs (say) than American ones.
Police who acquiesce in the occupation will be tial danger to Soviet occupation. By spreading Balkanization
retained, at least until a new generation of state- the American People's Army among other War- The Soviets have a'iong history of using
indoctrinated policemen can be trained. The saw Pact units, complete control over its opera- national aspirations to legitimize Soviet rule. The
police will dramatically increase in number; the tions will be maintained. Soviet Union is, in fact, the last of the great
extra personnel will come largely from the The Army will initially consist of whatever multi-national empires; Austria-Hungary was
Criminal classes, whose brutality, contempt for military men are willing to lend their services. divided into its national components at the end
moral norms, and willingness to obey orders, After a period of time, conscription will be intro- of the First World War, and Britain and France
no matter how extreme, in exchange for per- duced, and young Americans inducted at .have long since lost their empires. The Soviet
sonal gain, make them well-suited to serving the whim. Conscripts will undergo the most severe Union is less than 50% Russian; it contains
regime. Uniforms will remain essentially iden- training, in the course of which casualties will within its borders dozens of other nationalities,
tical, to exploit whatever residual respect be high. some of which have independence movements
Americans have for their guardians. stretching back centuries. In order to harness
and disarm national aspirations, the Soviet
"Guerrilla strategy is the only strategy pos- equipment; and, with luck, it so dispirits him "Orthodox armies may, due to changes in
sible for an oppressed people." that he ceases to resist. The last is the key: if. the situation, temporarily junction as guerrillas.
- Kao Kang, as quoted by Mao Tse Tung an occupied nation believes it can no longer LikeWise, guerrilla units formed !ram the people
in Yu Chi Chan ("Guerrilla War"} resist effectively, or no longer cares to do so, may gradually develop into regular units."
conquering it is enough to defeat it. Germany Mao Tse Tung, Yu Chi Chan
(8.1) Why Guerrilla War? was defeated in 1945 not because Allied armies A guerrilla war is waged when a conventional
occupied its soil but because the German army cannot be fielded. The usual reason for
The way to win a war is to destroy the people were dispirited by their terrible losses in
enemy's will to resist. The strongest nation in this is that the war is a revolutionary one, and
the war against Russia, no longer had any faith the lowest classes do not have the financial or
the world (America, say} can be conquered if in the fascist regime, and knew they had no
it does not have the will to prevent it; the industrial resources to raise an army.
hope of outside help. France was never Sometimes, a different reason applies; in the
smallest, most impoverished nation (Vietnam, defeated, though occupied; so long as the
say} can liberate itself if it has the will to fight French Resistance, no conventional army could
Catholic and Communist Resistance sabotaged be raised because a substantial German occu-
when all seems hopeless. production and killed Germans, so long as De
The conventional way to win a war is to pying force stood ready to destroy any concen-
Gaulle's Free French fought on, France was not tration of men. In THE PRICE OF
defeat the enemy's army and occupy his ter- defeated.
ritory. This deprives the enemy of its most ef- FREEDOM, no army can be raised because
fective weapon (a regular army}; it makes it dif- a concentration of force invites a Soviet nuclear
ficult for the enemy to mobilize troops and attack.
PRICE OF FREEDOM 23
stranger in a foreign land, among people who goal of the American Resistance is to free we are lost; robbing them is the surest way to
cannot speak his tongue and who have no sym- America from its oppressors and, ultimate- lose that sympathy.
pathy for him. The only information he can ob- ly, free the world from tyranny. The justice of "Do not take a needle or a piece of thread
tain is through torture a dangerous and time- the cause is inarguable. from the people."
consuming process notorious for its inaccuracy. Nonetheless, the cause must be argued. - Mao Tse Tung, The Red Book
The guerrilla's strategy is to strike unexpected- Guerrillas must make every effort to disseminate
ly at a point of weakness strike quickly, then propaganda. Inan occupied nation, the natural (8.4) Why We'll Win
withdraw. The success of that strategy depends tendency of the population is to make do -
on the support of the people. to live as best they may, to protect themselves "The guerrillas are to exterminate small forces
and their families as best they can. They must of the enemy; to harass and weaken large
(8.3) Support of the Masses be persuaded that they have a duty to help the forces; to attack enemy lines of communication;
Resistance - ideally by taking up arms or to establish bases capable of supporting in-
"The guerrilla fighter needs full help from the dependent operations in the enemy's rear; to
people . . . This is clearly seen by considering sabotaging production, but at least by proViding
shelter and information to the Resistance. force the enemy to disperse his strength; and
the case of bandit gangs. They have all the to coordinate a/l these activities with those of
characteristics of a guerrilla army: homogenei- The occupiers will not hesitate to indoctrinate.
The newspapers and airwaves will be filled with the regular armies on distant battle fronts."
ty, respect for the leader, valor, knowledge of - Mao Tse Tung, Yu Chi Chan
the ground, and, often, even good understand- their lies and calumnies. Their crimes - mass
executions, torture, brutality - will be hidden. The ultimate goal of the Resistance is to force
ing of the tactics to be employed. The only thing
Citizens will be told: things are not so bad, and Soviet withdrawaL The Soviets will only
missing is support of the people; and, inevitably,
getting better; the occupiers have nothing but withdraw if they are convinced that the cost of
these gangs are captured and exterminated by
sympathy for America, and are doing their best further occupation outweighs the benefits. To
the public force."
to help; resistance is futile. The "Big Lie" tech- a degree, this depends on events elsewhere;
- Che Guevara, Guerrilla Warfare
nique works; unless the people hear otherWise, America won the Revolution not by inflicting
"Without a political goal, guerrilla warfare they will come to believe. unacceptable losses on the British Army, but
must fail, as it must if its political objectives do Since the people's support is so important, because Britain had other commitments. Faced
not coincide with the aspirations of the people the guerrilla's chief goal must be to bring them by uprisings in India, unrest in Ireland, a conti-
and their sympathy, cooperation and assistance the truth. Write, print and distribute newsheets; nuing war with France, and an unstable
cannot be gained." seize radio stations; bombard with leaflets; hold domestic situation, the British decided that the
Mao Tse Tung, Yu Chi Chan underground meetings. Do whatever you can, American colonies were not worth the effort
A guerrilla war can achieve the support of the but get the word out. needed to keep them. Similarly, the Soviets'
people only if it is fought to liberate them, and Do not denigrate a military operation if its overweening global ambitions pit them against
only if they are indoctrinated in the war's purpose seems "merely" to be the propagan- Resistance movements everywhere; the Red
rightness and necessity. (To be precise, the da value it produces; propaganda is the most Army could keep Eastern Europe down easily
ultimate end of the war may in fact be to im- important value. enough, but it will have problems enforcing obe-
pose a totalitarian tyranny, as is the case in From time to time, you may be tempted to dience to Moscow allover the globe. Too, China
Communist revolution; but Communist revolu- injure an innocent, believing that the ends are remains unconquered and hostile, a permanent
tion is always fought under the pretense of more important than the injury caused. They challenge both militarily and ideologically to
liberation, and its rhetoric and ideology is that are n?t! Without the sympathy of the people, Moscow's ambitions.
of liberation.) But much depends on us.
The struggle of the American Resistance is We must sabotage whenever possible. The
a liberation struggle. The injustices, crimes and Soviet Union hopes to exploit America's
brutalities inflicted by the occupation upon a technology and productive capacity to equip
formerly-free people demand defiance. The and maintain its own armies, and provide con-
sumer goods for its own population, convinc-
NON-IlUTOMATIC AUTOMATIC
Pistol Auto Carbine
Smith & Wesson Model 10 .38 Special Revolver (USA) Colt CAR-15 (USA)
Makarov 9mm Semi-Automatic (USSR) FNC Carbine (Belgium)
Colt .45 Semi-Automatic (USA) Auto Rifle
Smith & Wesson Model 29 .44 Magnum Revolver (USA)
Beretta 92 9mm Semi-Automatic (Italy) Kalashnikov AK-74 & AKM (USSR)
Ruger Redhawk Revolver (USA) M-16 (USA)
FN FAL (Belgium)
Rifle Heckler & Koch G-3 (West German)
Steyr-Mannlicher SSG (West Germany) Machine Rifle
Winchester Model 70 (USA)
Parker-Hale 1200 (USA) FN M249 (USA and Belgium)
Remington M700 (USA) Kalashnikov RPD (USSR)'
Carbine SMG
Ruger Mini-14 (USA) Ingram M-lO (USA)
M1 Carbine (USA) Kalashnikov AKR (USSR)'
Colt AR-15A2 (collapsible stock) (USA) + 9mm UZI (Israel)
Mannlicher Carbine (West Germany) Heckler & Koch MP-5 (West Germany)
Semi-Auto Rifle Light Machinegun
Ml Garand (USA) Kalashnikov RPK (USSR)'
Colt AR-15 (USA) + M-60 (USA)
Heckler & Koch 91 and 93 (West Germany) + Rheinmettal MG-3 (West Germany)
IMI "GaUl" (Israel) + Medium Machlnegun
Springfield Armory Ml and MIA (USA) Kalashnikov PK (USSR)'
Shotgun Heavy Machinegun
Remington 870 (USA) Degtyarev DShK (USSR)'
Mossberg M500 (USA) M-2 .50 Caliber (USA)
Winchester MIlOO (USA)
Machine Pistolt
Stechkin 9mm (USSR)
RIFLES
CARBINES'
Ml Carbine 3 1.5 troy .30 carbine
p Auger Mini14 2.25 1.5 troy .22315.56mm
Coh ARl5A2 2.25 1.5 troy .2231S.S6mm7
SEMIAUTO RIFLES'
Ml Garand 4.3 1.25 troy .30-06
pli Colt AR15 3.2 1.5 troy .22315.56mm'
Heckler & Koch HK93 4.3 2 troy .22315.56mm '
... ~
Heckler & Koch HK91
SHOTGUNS
4.3
2.5-4
2 troy
5 pw.' oz.
.30Bl7.62mm NAlO
AUTOMATIC RIFLES
M16 3.2 21my .22315.56mm'
, Ml6a2 32 2.5 troy "S$109 "8
" AK74
AKM
MACHINE RIFLES
3
4
2.5 troy
2 troy
S.45mm
7.62mmX39
. ,, ~ . M249
RPO
8
9.5
Stroy
5 troy
" $8109' "
7.62mmX39
SUBMACHINEGUNS
Ml0 2 2.5 troy 9mm
~ AKR 2.5 21my 5.45mm
UZI 4 2.5 IfOY 9mm
LIGHT MACHINEGUNS'
M60 11 7 troy 7.62mm NAlO
RPK 6 61roy 7.62mmX54
""'I PK 9 7 troy 7.62mmX54
lpw
) HEAVY WEAPONS"
M-20al bazooka
weight
(. _)
4
....
enc.
8 troy
)
REED
,
t
'~,"/'j',,",'0''%-h'''''" "'--\.\~~'~'i!
Skills Character Background: You're sick and tired of the way the system molly-
Combat Education coddles punks. Murderers and rapists roam the streets at will; those arrested
Automatic Weapons: 10 Law: 10 are rarely convicted; and those convicted are paroled in a couple of years.
Hand-to-hand: 10 Misplaced idealism has wreaked havoc with American life. For twenty long
Melee Weapons: 4 years, you've fought crime in the streets of New York, day by bloody day.
Pistols: 14 It isn't enough, but at least it's something.
Rifles: 6 Misplaced idealism has wreaked havoc with American arms, too. The end
has finally come; the miserable wimps in Washington have cravenly surrendered
Communication Survival to the Soviets. You know that the time fur fighting domestic thugs is over;
Bargain: 10 Camping: 3 now it's time to fight those international thugs, the Reds. You'll do so with
lnterrogation: 14 Criminal Operations: 10 the same cold-blooded thirst fur justice you brought to your years on the force.
Language - English: 19 New York City (Home)
Language - Spanish: 12 Lore: 12 Adventure Background: An old chess partner, Moishe Cohen, called and
Writing: 10 Stealth: 10 told you to bring your gun to 30th Street. This is it. You've brought a couple
Tail: 12 of guys you know from the National Guard.
You're a member of the 71st Infantry Regiment, 42nd New York Infantry
Crafts Division, headquartered at the 14th Street Armory. Your superior officer is
Driving: 12 Captain Wysynzowski.
Gunsmithing: 10
Locksmithing: 12
Name: George P. Background Information
RacelNationality: German-American
\\J ordo" Miller Politics: Buckleyite conservatism
Personal Information Religion: Catholicism
Physical Tag: crewcut Education: B.S., Electrical Engineering,
Personality Tag: charming, merciless University of Nebraska
Passion: adventure Pre-Occupation Job: Mercenary
Interests: weapons (6), right-wing Family Relationships: Mother dead, father lives with sister in
politics (14) Nebraska (distant relationship); ex-wife, 2 children in St.
Sex: male Age: 38 Louis
Eyes: bright blue Grew Up In: Nebraska
Hair: blond
Personal Heroes: William F. Buckley, Barry Goldwater,
Heig~t: 6' 2" Weight: 200 lb
Dwight D. Eisenhower
Attributes Hero Ammo Points Equipment
Strength: 12 Points Uzi SMG & ammo backpack, canteen Handbook of Physics
Manual Dexterity: 8 (2 clips) sleeping bag, tent and Chemistry
AglUty: 8 hunting knife survival gear Land Rover
Alertness: 12 pistol & ammo fatigues 25 one ounce gold
Constitution: 10 (2 clips) bush hat coins in money belt
Background Information
Name: Johnson Meriwether Race/Nationality: Black
Personal Information Politics: Anarchocapitalist
Physical 'lag: tall, well-groomed Religion: Lapsed Baptist
Personality Tag: businesslike, professional Education: B.S., Economics (City University of New' York)~
Passion: Money M.B.A., New York University
Interests: the market (12), military affairS (8) Pre-Occupation Job: Wall Street Broker
Family Relationships: Parents live modestly in Harlem; visits
Sex: male Age: 37 them frequently. No wife or close relationships.
Hair: black Eyes: dark brown Grew Up In: Harlem
Height: 6' 3" Weight: 210 lb Personal Heroes: Martin Luther King, George Washington
Skills Character Background: Most people in the ghetto look for hand-outs. Not
Combat Education you. You knew that government does its best to keep people down, not help
Automatic Weapons: a Computer Science: 10 them out. They stuck it to you with welfare and rat-hole state-run schools.
Hand-to-hand: 14 American History: a "The dependency trap," they call it, but it's the old game of the state keeping
Melee Weapons: a Humanities: 10 undesirables down with bread and circuses.
Thrown Weapons: 14 Law: 10 Then the state took you forcibly from your home and plopped you into a
vermin-infested swamp where little guys with Soviet rifles attempted to blow
Communication Survival your head off. You weren't fond of the little guys with rifles, but you knew
Bargain: a Drug Lore: 4 your true enemy: the government.
Buisness Management: 10 New York (Home Area) Back in the States, you worked like hell to get out of the ghetto. You paid
Con: 10 Lore: 10 your way through CUNY, then through NYU business school with the aid
Fast Talk: 12 Stealth: 12 of scholarships. You knew where the money was, and you went for it. But
Language - English: 19 . Swimming: 12 you never forgot the lesson you leaJ;lled on the streets of Harlem and the pad-
Writing: 10 dies of 'Nam: the state is the natural enemy of the penple.
The American government is bad enough; the Soviets are far worse.
Crafts <,
And you - how ironic - you're a class enemy: a capitalist; a dealer in
Driving: 11 stocks and bonds; a Wall Street broker. Doubtless you'll be one of the first
to be liquidated.
If they can find you.
Skills Character Background: Your mother, father, wife and children all died in
Combat Education the concentration camps. You fought in the Polish underground against the
Hand-to-hand: 10 Torah: 12 Nazis. You were in Warsaw during the uprising" when the Russians halted
Melee Weapon: a European History: 10 their advance scant miles from the gates of Warsaw to let the Nazis smash
Pistols: 12 Jewish History: 9 the Polish freedom fighters - to make Poland easier to dominate once
Rifles: 10 "liberated." You stayed in Poland to fight the new oppressors, but by the end
of '45, it was clear the Western Allies had abandoned Poland to her fate. You
Communication Survival fled to America.
Business Management: 10 New York Here, you've made a comfortable living as ajeweller. You had two children
Language - Yiddish: 19 (Home Area) Lore: 12 by your second wife, one of whom emigrated to Israel, the other to Califor-
Language - English: 10 Stealth: 12 nin. You never hear from either, but you live comfortably alone, doing a little
Language - Polish: 10 business, playing chess and going to temple. Only now, the Communists have
Language Russian: 10 come again, and this time there's nowhere to flee.
Writing: 10
Adventure Background: You've contacted the boy upstairs, what's his name,
Crafts Barstow. He looks like a likely resistance fighter. And Westtree, the cop, your
Craft - Jewellery: 14 chess partner, that guy's a tbugh cookie. You'll put a group together. You'll
Craft - Gem Cutting: 14 probably all be killed by the Reds, but at 72, what has an old man to look
Driving: 8 forward to? Better to be killed by the KGB than wheezing your last in a cancer
ward.
"ICI
~OrrBIDOII~
Character Sheet
Narne: _______________~---------------
Player: ______________________~------------
Background Information
Race/Nationality: ___________________________________
Politics: _ _ _ _ _ _ _ _ _ _ _ _ _ _ _ _ _~_________________________
Religion: _____________________________________________________
Education: ___________________________- - - - - - - - - - - -
Pre-Occupation Job: ________________________________
Family Relationships: _______________________________
Combat Information
Skill Fire Range Damage
Weapon. No. Jam Ammo Type Short Med Long Stun Lite Hvy fucp Kill
Equipment
Skills
ColDhal Fast Talk-------------------: Forgery --------------------- --: Survival
Automatic Weapons . : Fine Arts-------------------: Gunsmithing ------------._--: Camouflage -----------------:
Bows .......................... : Instrument - : Helicopter -------------------: Camping ----.---- ------------:
Gunnery .................. : Interrogation -----------.----: Locksmithing ---------------: Criminal Operations ____ ow:
HandtoHand . -...... -----: 2 Language - : 19 Navigation ----.. -------------: Disguise ----------------------:
Heavy Weapons ------.- -: Language - : Vehicle Repair--------------: Drug Lore ------------. -----:
Indirect Fire Weapons---: Sketching ------------------.-: BducaUOD Fishing -. ------------------:
Melee Weapons ---.-.------: 2 Writing ---.------------------~: 10 Horse Riding-------------:
Biology --.---.---.-.-----.-- :
Pistols----------------------- : Chemistry-.-----.--.- -.-: Hunting -----------.--.--.---.:
Rifles------------------ : Crafts _____________,(Home
Computer Science--------:
Thrown Weapons----------: Appliance Repair----------: Engineering .- ------.------: Area} Lore-----------: 5
_ _ _ _ _ _ _ History: ________ Lore:
ColDIDlIalcatiOD Construction Trades -------:
Craft- _ _ _ _ _ _ _ Hi~ory: Mountaineering ----.-------:
Bargain----------------------: Pickpocket -------.--.--------:
Demolition ---.---------------: Humanities ------.... --.. ---:
Bureaucracy -------.-------.: Stealth ----------.--.---------.: 4
Business Management - -: Driving -----------------------: 8 Law------------------------ :
Driving, Heavy Vehicle-ow: Medicine-------------------- : Swimming .. -..... -.--..... -.:
Con -----..... -.--.-.----------: Tail .. --.... --.-.-... -----------:
Cryptology -- -.------------: Electronics ------------------: Physics -----------------------:
Flying -------------------.. ---: Social Sciences --.--.------: Tracking .--------------------:
Character Background
Stamp:
These papers are the property of the Religious Affiliation (check one): Universal Identification Papers
government of the United American o Atheist About three months after the occupation begins,
papers will be issued by the occupying authorities
Soviets. They must be surrendered to o Other (specify): to every citizen of the U.S. Each player should fill
any agent of the federal, state, municipal Sexual Orientation: _______ out a copy of the Papers.
or other local governments, or to the Military Experience: _ _ _ _ __ The information is for the. use of the occupying
authorities, not for game use. You may, if you
agents of duly-authorized allied powers wish, lie when filling it out, but be aware of the
(as defined under Act of Occupation dangers: you are liable to be executed if anything
I am authorized to travel within the you say on the form is proven false.
17Q4a), including Soviet officials, upon A few features deserve further explanation.
demand. You are required to carry these following Area Code regions:
Although "real" ID papers would, of course, in-
papers at all times. Failure to produce clude photos, if you don't have any handy, don't
feel obligated to affix pictures of youliself (though
proper papers upon demand is a felony it's a nice touch if you do). If you have some art-
by Edict of the Provisional Government Known Pre-Liberation Fascist istic ability, you might substitute a sketch for
92.17586. Affiliations: photos. If you are not playing an avatar game, you
could clip photos from a magazine and paste them
Name ____________ in place, if you run across a picture that looks like
you imagine your character looking.
Address _ _ _ _ _ _ _ _ _ __ Look at the area code map in your local phone
book. The occupation authorities will authorize you
City _ _ _ _ _ _ _ _ _ _ __ to travel within your home area code only (unless
your place of residence and workplace are in dif-
State Zip _ _ _ __ ferent area codes, in which case you may travel in
both area code regions). Enter your area code on
Phone Number (H): L_~ ___-___ _ "I swear and affirm that all of the above the space indicated. If you are inventing a
information 1s correct, and understand character, figure out what his home area code is,
Phone Number (W): L_~ ___ -___ _ and enter it.
that I may be subject to discipline under "Known Pre-Liberation Fascist Affiliations"
Social Security #: - - --- --- - - - Martial Law Act 42B if any of this in- includes virtually everything - Republican,
Hair Eyes _ _ Race _ __ formation proves to be false." Democratic or other party memberships (only
Communists and Independents are untainted),
Height _ _ __ Weight _ _ __ membership in virtually any political organization,
contributions to PACs. Even apparently-innocuous
Distinguishing Features _ _ _ __ (sign) organizations, like the Boy Scouts, L-5 Society and
Save the Children Foundation are suspect.
Affix front and profile photos here: "I am not now, nor have I ever been, Sign on the two blanks indicated.
a member of the Republican Party or
of any other organization devoted to the
forcible overthrow of the government of
the United American Soviets." COBETCKOMY HAPOAY-nO&EAMTEAIO-CAABA!
(sign)
FREEDOM FILE D
TBE
PRICE
SKILL AND ATTRIBUTE
MODIFIERS CHART
-2 character lightly wounded
x'h character heavily wounded
-2
x 112
character
character
fatigued
exhausted ~OF FREEDOM ~
Whenever a character makes any skill or attribute roll
(including a weapons skill roll in combat), the modifiers above
apply. If the character Is lightly wounded or fatigued , his skill
or attribute number is redu ced by 2 (if both , by 4); if he is
heavily wounded or exhausted, his skill or attribute number
Is halved (quartered If both apply). (Halving occurs after all
other modifications to the skill number.) Other modifiers may
be applied at the discretion of the gamemaster. Round
fractions down .
,, .. .. ...
Range
"'"
......
"""m
.
.~
19
" .".",
'1 15-18 19 ~
""
""""
.....
Semi-aLlklmalic rille
19
" ,
"
11
, "...
"
"
A
."
"
"
".,
"..,
,.., .,. ..,.
711
1"
1215
1114
..,
11).13
16-19
15-19
14-19
14-18
"
"
.""
"'"
Target Prooe
Targel Tfmln Type
-
.
Broken, Bru$h, Swamp, Low Wall, Stream -\
hIIomatic CIrtline
" " ...... ... .., "..,
,.., .. ,.,. ....." " lS-19
Rough, Crater, Rubble, Woods, RNeI
Trench, Forest, or Dune
-2
-
.... .,
~
MachIne ritIe
"" " ...... " 717
." ,. ." ,." ,..,
14-16
WI_I_I -
MIdkIm rnad'Iinegun ""
"
"
~
~
."" . ." .
.~
,..,
1125
"-50
,..,
~
'2
,."
713
713
14-18
14-18
\117
1>"
,."
StilI........1
.""""'"
FIf8 !rom moving vehicle or amma!
-6
-,
-
Target moving -2
""-
"""""" ...
Type 01 Are
s...
Fire II Wtapons Flash
-.-,
ThrowlIl\I knNa Opportunity F1rt -2
Sh_ Procedure: Modify the firer 's skill number as the
, Ajim I'IdicaIeI 1M! !tit bow!I1ing his t:m:In - fIIlIlCIIMnI rtq .... !!om 120 eombll rCU'II!s def*IdIng on ltIIly?t 01 bcM'. chart Indicates. "J;Y:!" or "xV," means the skill
.. n.. !look number Is halved or quartered, rounding fractions
down. Any halving or quartering occurs after the
Ammo arnrne jIOIf'III in dip. LJghI. ~ 'IItIUIlded. ~. MIIriy 'O'DOIIded. 1ncIp.. 1fIeIpaciIad. skill number is modified for other reasons. Also
A ""'*I. A . ~. B. BInI. see the Skill and Attribute Modifiers Chart.
""","",'
., ,. ., " >15
"" .,., ,.
" ., ,..5,
.,
17
" ., , ,. ."
..
.
~
H2
H
~
13-15
!&-!7
16-18
1S.17
1S.19
"
1&'li
~
~
~
1 (-3)
2 (- 2)
Target Terrain Type
Wood~ Rlrest -1
""""C"",,
An:ijltrsonoeI Mirla " 17 ,. ." 13-16
1115
1118
1&-11
,.~
, .~
1 (-3J
31-~
" ., , ,. . ."
Door or Trench not adjacent to thrower -2 Artitank Mine
-, "
"'"""""... ...
Window or Slit not adjacent to thrower 13-11 1&'19 ~ 6 (- 2)1
~ ~ ~
h1jacent to Wall, Crater +1 17 ~ ~ ~
Vented
Enclosed
Terrain Type (grenade exploded outside the
+2
+5 '--
_ rules on claymore rrunes (11.3)
charaCler's hex)
Rubble, Woods -1
Crater, Forest -2
Door, Trench, Window, Slit -,
Target Prone -2
Modify thrower 's manual dexterity as
indicated. Also see the Skill and Attribute
Modifiers Chart.
When roil ing lor damage, modify rolls as GRENADE COMBAT AGAINST PERSONNEL
indicated under " Modifiers to the Damage
Die-roll." A " vented " target area is one partial- Procedure :
ly enclosed (open-top vehicle, building larger Modify the thrower's manual dexterity as directed by the Grenade Modifiers
than one halt, elc. ): an " enclosed area" is lully Against Personnel chart. Note that one modifier Is lor range; determine the range
enclosed (tank. small building, pillbo;.r;).
following the procedure described on the Small Arms Combat Table.
Make an attribute roll using the modilied manual dexterity. If the roll succeeds,
GRENADE SCATTER DIAGRAM the grenade lands In the target hex. If not, refer to the Grenade Scatter Diagram
to determine where the grenade scatters. If the roll is a 20 the grenade may be a
dud (see below).
Blast RadII : Each grenade or mine has a biast radius, printed in the " Blast Radius"
column of the table. If a grenade's blast radius is a dash ('!"':'), It does damage only
to characters In the hex where it lands. If its blast radius is a number, It can also
do damage to all characters located within its blast radius (e.g., a grenade with a
blast radius of 2 affects all characters wi thin two hexes).
Damage: Roll once on the damage section of the Grenade and Mine Combat
Table for each character within the blast radius, Modify a character's die-roll as In-
dicated in the "Damage Modifiers" section of the Grenade Modifiers AgaInst Per-
sonnel chart. If the character is not in the grenade's impact hex (or the hex where
the mine Is located), the die-roll is modified by the blast modifier, which Is printed
in paren theses after the blast radius on Ihe table. The blast modifier is multiplied
by the character's distance from the impact hex. A modified dirrroll of less than I
is treated as a roll of 1: a roil greater than 20 Is treated as a 20.
Example: A character is two hexes away from an antipersonnel mine when It ex
plodes. The mine's blast radius Is 3 and its blast modifier is (-2). Therefore the
character must make a damage die-roll. A 20 is rolled which would normally kill the
character, but since he Is two hexes from the mine the dirrroll is reduced by four
* reference hexside (2 hexes x -2 modifier ,. -4). The modified roll Is 16, and the character Is
incapacitated .
Procedure: Duds: If the character rolls a 20 on his manual dexterity roll, the grenade or mine
Trace a line from the thrower or fi rer to the may be a dud. Roll the die a second time. If the number is equal to or greater than
target hex. The hexside across which the line the dud number the grenade/mine fails to explode. Otherwise, it functions ; deter-
passes is called the reference hexslde. Roll mine scatter normally and resolve damage for any characters within the blast radius.
the die; the grenade or shell lands in the hex Mines: All of the above rules apply to mines, except that no manual dexterity roll
indicated relative to the refere nce h exside. Is made and no scatter occurs.
That is, if a 1-4 is rolled, It scatters away from
. M%tov Cocktails and Dynamite: Instead of making a " dud" roll, Ihe person who
the thrower or fi rer; if a 17-20 is rolled it scat- prepared the dynamite or molotov for throwing makes a demolitions skill roll. On
ters towards him : etc ... a 20 it blows up in the thrower's hex. On any other failed roll , it fails to explode.
MELEE MODIFIERS CHART
Target Surprised x2
Attacker Prone -4
Target Prone +4
~ OF FIEEDOM ~
ROLEPLAYING IN
OCCUPIED AMERICA
Refl"l"eelog can't in the next - unless you have a good (2.3) What's Going On
Many rolplaying go!lmes call the game reason why he cannot In pan, this goes along Aircraft carrying Sovlet troopS are landing at rna
master the "referee;" we prefer the term with being an Impartial referee - bu t con- jor airports all Oller the New York metropolitan
"gamemasler," because refereeing is only part sistency is more than Impartiality. region. Chaos reigns: most people are holed up
of his }ob. As II referee, you lire expected 10 &:! responsive to your players. I! they clear- In their homes. the streets are HUed with looters.
know the rules allellsi as weU as your players. ly wanl more description. teD them more about the President is urging calm. phone and transpor'
and preferably better. You're expected to make what they see. 11 they're bored with your tation services halle broken down. and no one
sure that the players abide by the rules, ,md briUlant exposition and chafe for action, con- knows what wIll happen next. In the midst of this
to Interpret the rules for them. Your word is form to their wishes. Answer all reasonable chaos, the player characters meet at BllIy Barstow's
final In the event 01 any dispute - but you're questions cheerfully (or at least don't throw apartment on West 30th Street.
supposed to be impartial FInally, when the Ihings at people who ask useless ones) There, Ihey look over their equipment and op-
rules do not specific<'ll1y cover 11 si!ulllian, you Don' t Panic! tions. They halle a number of vehicles parked at
liTe expected \0 decide what happens In lin 1m Does that sound like a lotto do? In a way, a parking lot nearby; some are appropriate to guer-
parHal "nd reasonable way_ It Is - but It's not as complicated as It sounds. rllla operations (e.g .. the Land ROller); others are
Playing Non-Player Ch....cte r. The first ~neration of roleplaying games didn't prelly useless (e.g .. .Ihe Bugam) . They have some
The player characters liTe the ~heroes" of the provide any hints or ideas on how to game- light weapons. but nothing Impressille. They
5101)1 you lind tha players create together Bul master, and everyone managed to puzrle 11 out should conclude that the first order of the day Is
there have to be ~vilLalnsn and 11 supportil'lg cast anyway. So don't worry about I!; loosen up. to get munitions.
lIS weD You lake the roles of the characters the Wing it. Rely on common sense a nd imagina- 11 they don't come to this conclusion, telilhem
PCs encounler - their opposition and minor tion. Don't get 100 hung up on making sure thai an urgent call has gone out over CB radio
characters. Just like the pli:lyers, you're ex- everything Is Just as It should be. Remember: for freedom -loving Americans. espedally veterans
pected to gille the characters you playa sense the purpose of the game is to halle fun. If our and membel'5 of the National Gua.rd. to assemble
of personality -10 give them Indillidual qUirks suggestions or too dose adherence 10 the rules at the 14th Street Armory. Point out the location
and beliefs. get In the wt.y - toss 'em out. Having a good of the 14th Streilt Armory on the Manhattan street
T here's sometimes a conflict between play- tIme 15 more Important than picayune atten map (Map A. which you should have given them).
ing NPCs and being a referee. There's an In tlon to the rules. and point out that several of the player characters
stlnctlve desire 10 fallOf the characters you play, are members of the New York Nat!onal Guard.
but as a referee you musl be Impartial. That should mot!lIate them 10 head toward the
Sill Useful Thlnp to Remember About Armory.
Sas hlnlng Suspension of Dis belief
Gamema. tertng
The world of THE PRICE OF FREEDOM
1. You can't learn everything al once.
Is nol the real one. Yet playing the game re
quires you and your players to suspend your 2. Understllnd the rules and talk them oller
disbelief In It. and act as though It we re real. with the players. If they ask you to describe
The ''realer'' the world and characters feel, Ihe something. do. Letlhem worry about whelher
bener the roleplaying experience. or not what you desctibe is Imponan t.
Much of your,lob involves making the world 3. Be faIr. Earn your players' trust. Players
and NPCs feel real to your players. You're the cheerfully Ignore rules mistakes and hesitations
one who tells them what they see and sense; so long as they believe the gamemaSler is be-
you create the selling and tone. Published Ing fair - that he Is not picking on them o r
adven tures, Ilke this one. help you by describ- showing fallorillsm.
ing the things players encounter - but you're 4 . Expect to extend the rules. No set of rules
reqUITed to breathe Ilfe Into those descriptions. can be as Ingenious as players. Use your com-
Be w11110g to Improvise allhe drop 01 a hal. mon sense to handle problems thai arise. and Ride Hard and Die Free.
11 the players enter a store and want to know
keep playing. Don'\ waste too much t!me look-
what they see but the advenlure provIdes no
l ing up minor rules. Reserve the right to change
description, be Inllenlille; tell them aboutlhe
your mind about rules Judgments. ("This Is my
aged shopkeeper. Ihe dusty religious Items, the ruling tonight, but after I've thought about It.
wooden Indian. whalever. A pUblished adven I may want 10 change my mind.")
lure can't provide all the ~nle de tails which
make for be!hlVabl1l1y; you mUSI often invent 5. &:! prepared. At first. use published adven
them yourself tures like this one. S tudy them carefully. Think
Be conscious of all live senses. At least as about how to present the characters and events
often as you lelia player what he sees, tell him they contain, and how to antici pate the reac-
what he hears - sounds of nature as well as tions of your players.
voices - what he smells, tastes. and feels. 6 . Exped to be wrong sometimes. P.dmit it.
Sensory depth promotes beUevabUity. Say "OoPS." do an Instant replay on Ihe ac-
Be consistent. The world Is not arbitrary; if lion If necessary, and get on wllh Ihe game.
there's a wooden IndIan In the corner one (Don't be a pushover, though. Sometimes
moment. it will be lhere the next - or If 111sn'1, somebody has to make an arbitrary judgment,
there will be a good reason. If you rule that and Ihat person is you.)
a player can use one of his skills 10 do
something In one adllenture, don't tell him he
(2.4) Beginning: Billy unimportant, no maner what hllppens In some relatives In upstate New York. She plans to
sit right Ihere unrn the first Soviet 50Idier comes
Barstow's Apartment episode 1, the players still go to episode 2 next,
to !I1Test her: she will shootlhe $Oldler, and then
and so on
Read this 1Iioud to the pklyers: A beneT advenlure is one Ihal's a ~tree struc- herself.
Getting to West 30th Street was he ll. ture.~ like this:
She declrnes any offers 01 help wilh thllnks; she
There are band. o f looter. In the street.: is too old and sick, she says, 10 bve through it all
episode 1 egain. and this way lit least she WIll be able to strike
broken glua I, everywhere. No o ne I, obey-
, Ing stop IIg hu or traffic 1__ . Not many /
episode 211
"-episode 2b one blow for In!edom before she goes 10 )oIn her
husb.llnd. If Ihe characters tell her they are going
people are out, but th Ole who afe look
either scared or determined. Phone service /
episode 3a
"-episode/ 3b episode
"- 3c to fight the Soviets, she will give them a sman pen-
dant from around her neck after removing an old.
haa broken down. According to the last
, radio report. the re wal heavy tnlHle out of
the city. and Soviet transports were landing
faded photograph Irom a hidden compartment.
(Melted down. the pendant Is IWO troy ounces of
at .hports . 11 owef the New Vork area. The gold.) KIssing the photograph, she bids them
airwaves have been I Ue nt for some ho ur Depending on what Ihe players do In farewell With her blessings
however. episode 1. they either go to 2a or 2b, lind 50
One of you ,.I0Il
sq uad of cop . They on
The problem with designing a "tree struc-
weren't bothering with the niceties: looter. GMing Tip: Setting Tone in an
are being ahot. ture" adventure Is that II 101 of it Is wasted. If
But you mallage d to get here. the players go 10 episode 2a, they never get Adventure
" He re" I, Billy Barst ow', apartment o n to experience 2b. So all the lime and ellon THE PRICE OF FREEDOM Is about
Weat 30th Street In Manhattan. All of you spent developing 2b Is useless That's why brave men and women struggling heroically
know at lust one other penon here. one m.!lny published advenlures are "flY IInur against evU, Inhuman oppressors. Unless oc-
pef80n whom you 'd truII with your life: There's no easy way out of this dilemma casionally reminded of the harsh, brulal world
you're going to have to learn 10 trU11 th e There lIle, however, a few things that (.!In under Soviet rule, players (and often you, the
othell, too. Becaule what you're con ameliorate the problem gamemaster) can slip into a Hogan's Heroes
templatl ng wllI.urely be grounds for e.ecu I , Even In a Hnellr adventure, the pillyers mlndset; a bunch 01 iunlovlng, happy-go.lucky
lion by the Soviets, when they arrive. can gain (or fan to gllln) equipment or Infor guys matching wits with those zany Nazis -
What a re you going to do? matlon In one episode which affe(:IS how well or In Ihls case, those zany Soviets
they do In the nellt ChaTl:lclers ~ke Mrs. Cherzinskl Will remind
Suggest thai the players Introduce their char 2. Any adventure Is only a guide for the the players whet they are fighting for, give them
lIc1ers 10 ellch other. Let them argue lIboul what gamemaster Players are often fill more fiend more reason to hate and despise their op-
they should do next. Don't lead t~ diScUSSion 100 Ishly Imagin.!ltlve than we can IIntldpale_ We ponents, and perhaps even set lin uample of
much can't write every possibility Into lin adventure, how 'hey shOllId lief when facing their own
Eventually they should come up with a plan and not only because it would lake 100 much space deaths_
head down to the street. to do so. but abo because we. ClIn't predict what
the players wU! do. Therefore, any adventure
What To Do If th e PlayeTi Don't Coope ra te Getting There
requires a cenaln amount of inventiveness on
There lire degrees 01 noncoopel'lllion If Ihey There lire thtee ways to get to the 14th Street
the pan of the gamemasteT. As you become
don't wanlto resist the Occupation, they aren't Armory; by walking. sutMray, Ol car II the players
mOle experienced, be mote Wilhng to diverge
playing the right gllme, Mllybe you should play try the sutMrllY, they'D find the token booth unlll-
from the adventure and head off Into un-
PARANOIA instead tended. the platform unlit, and no lraln coming
charted waters. By doing so. you let player
Jlthey want to gel out of the crty without going That leaves walking and ClIr
choice affect the game even In a hnear
for wellpons, refer to Episode 2 (the section tilled The characters have, among them. 1000r vehicles
adventure.
'"11 the Players Refuse to Cooperate") , 3. You can try to support the illUSion of !Tee - a beat-up Buick. a land Rover, a pick-up truck,
If they want to get weapons some other way and an hallan sports car (Meriwether's Bugattl)
choice even when It Is lacking. Don'tloree your
- by looking up a gun store In the Yellow Pages, Let them decide which vehicles 10 take: If they
players to go from Point A to PoInt B; Inslead.
for example - you have two options. One Is to have any sense, they'll abandon Ihe Buick, which
give them enough Information to let them
wing it - improvise $Omelhlng, using Episodes is on Its Inst legs. lind the Bugam, which WiU aI -
flQure outlhat going 10 Point Bis a good Idell
1 and 2 liS the baSis, but with the modifications tract more anention then It's worth Both the Land
Nudge, don't force. If you do this weD, your
you need . The other Is to hllve their choice fall Rover and the pick-up are potentially useful in
playelS will never know lhal going 10 Point B
For example, they could get 10 the gun store and Resistllnce operations. assuming anyone ClIn get
wasn't their own Idea all along
find it IllTeady looted, or already guarded by SovIet any gasoline once the Occupallon begins. In any
troops. That way, you ClIn guide them in the direc- event. hllve them choose the vehicles Ihey want
tion you want without forelng them. What're We Fighting ror? to take, assign occupanlS 10 each, and Indicate
Read this aloud: which vehicles go first.
As you leave the apartment. you can hear Let them examine Mllp A and choose II route
GMing Tip: to the Armory. rThls Is an example of "Illusion of
o ld Mrs. Cherzlnakl crying nexl door. A
choice:" whichever fOute they choose, they'U en-
The Illusion of Choice widow and Invalid. Mrs, Chenlnskl fled her
homeland after her activist husband w .. counteT II roadblock, but lit leaSI they'U think their
Whenever you develop an adventure for choice made a difference.)
killed in the Pollih Ililbor upri lings of the
your pillyers (or whenever we write one for
your use). you run Into II problem. The easiest
'80s. She won't lut too long once the (2.5) Episode 1:
Soviets find Ollt who I he II.
lIdventure 10 develop Is II linear one - one The Roadblock
In which the players go through episode 1. then If the charllClers knock on heT door, she asks
who they are lind Inviles them In. Upon entering, The player characters encounter II band of
episode 2, etc_ this Is easy because only one looters, who've wt up a roadblock. They reahe
story line needs development they find her sitting alone in her living room fllC-
Ing the door. an andent German Mauser clasped Ihat the normal rules of civlllxed behavior have
The dnlwback !slhat ~near advenlUfti don't gone by the wayside. There really" chaos In the
give players much freedom. Players like to fq,el In heT hllnds.
Mrs. Cheninskl, confined to a wheelchair by Ill- streets
that Whlll their charllCtlH$ do makes II dlf Once Ihe chllracters have left the apartment
ference - Ihat deciding to negotiate Instead thritis, Is fully aware of her fate under Soviet rule
bUilding and headed towllrds Ihe Armory, read:
of opening fire has an Impact on the outcome, Upon hearing 01 the Un!ted Stlltes' surrendeT, she
for example.. A linear adventure makes choices sent her niece, Margaret. who I!ves with her. to
Down the avenue. about a block away. Is wellpon, the Skulls open fire. The PCs have to Bribery
ft roadbloc k . Burned'Q ut cars, ollerturned convince the Skulls they're IIrmed without mak- The PCs could try to negotlate a bribe Instelld.
trash barrels and garbage completely block Ing any hasty moves. The chllrllder who does the negotiating must
the street. In fro nt of the roadbl oc;:k lIu II If the players want to try this, ask them whllt mllke a bargllin skill roU. Again, modify his skill
body in a pool of blood. A ba.t tered Cadillac they're saying to the Skulls. You'll take the role number If his spiel Is espedaUy good or bo'Id. If the
drives out of a slde.treet behind you, and of Deadhead, Ihe Skull leader, roll Is successful, Deadhead Jels them through for
halts. A rlne protrudes from Its windo w. $200 bucks cash or an ounce 01 gold. [f the roll
Behind the barricade three or four young falls, Deadhead tries to get one PC to apprOllCh
men dressed In bizarre punk outfits are
brutally beating a 12 or 13vearold boy.
Deadhead
Skull Leader
Ihe roadblock with the money. If the PCs fall for
this, Deadhead plans 10 shoot the money-bellter
Seeing you, they kic k the boy away and Physical Tag: Gaunt, lIene-scarred and open fire on the others. [f the players don't
crouch behind th e roadb loc k . Personalily Tag: SlIrcastic, speaks with a fall for this and announce thllt they're opening ftre
Off In the dlslance, an alarm bell rings on
and on.
Brooklyn accent.
Mot/llallon. Greed, Innllte viciousness.
Immediately, they get 1I round of surprise.
Rock ' n' Roll Is Here to Stay
The avenue Is a typiclIl Manhattan street, Applicable Skflls: Billy Barstow has had a couple of hit records.
flanked on either side by a solid wall of 12-ormore HlInd- \o-hand: 10 As do almost all Americlln kids, the SavlIge Skulls
story buildings. A number of plaleglass shop win- Melee Weapon (knife): 12 hold rock 'n' roll artists in an awe thlll sometimes
dows are at street level; parked airs (one stripped) Rifle; 10 approaches outright worship. If Barstow Is doing
and parking meters line the sidewalks. There's no Pistol: 10 the talking, there is II 50% chance thllt the gang
wily to get out of the street - ilInd the Codillac Delldhead has liVi!d on the streets sInce his will recognize him (or he could simply Introduce
blocks th e woy back. If the PCs lire In vehicles, mother threw him out of Ihe house at age 15 himself) _ If $0, double his sklll numbers when in-
they have two choices: divert down a sidestreet She feared for her I!!e; Deadhead (properly teracting with the Skulls.
immedlote/y, or hesitate and continue on toword Martin Ferguson) boasted of his robberies and If you are worried about the possible problems
the roodblock. If they're wolking, they hove no beatings. He's the virtual king of an Impover- of running a rock superstar In your campaign, don't
optio n, Ished Mell of Brooklyn, where he lind his thugs be: Barstow wasn't that big outside of the New
Yo u also might rule that Westtree's passion. prey on poor people and the few shopkeepers York area and, busy learning how to survive under
justice. forces him to intervene who live there. He's treating the Invasion the Soviet rule, most people will qUickly forget all
If they dive rt down a slde street: same way he trellted the Il15t blackout; as an about him. Such is fame .
The Cadillac lollows them. It contains two guys opportunity 10 rape, pUlage and bum to his Flreflght
- o ne wIth a rifle and a driver (who has a pistol, heart's con te nt Although the PCs are al a tllCllclI1 disadvantage
but won't use It while drlvingL The guy with the Generic Skull (they're surrounded and the Skulls behind the
rifle starts firing at the PCs. He's !!lIming at the rear PhYSical Tag: Tough-looking, varIety of racial roadblock hllve a terrain benefit) , the Skulls are
vehicle; choose a passenger at random , Resolve types. only In It for the money, and will flee If bloodied.
the fire as If It were at 5 hex r<'lnge. Personality Tag: Sadistic, inarticulate, and (See below.) As a result, the PCs should come
If the PCs shoot back, the Cadillac wUl fall foul-mouthed . through with , at worst. a few wounds. In the pro-
behind, then helld olf down II sldestreet (The Motluallon: Enjoy causing paln_ cess, you'll Introduce them to the basics of the
thugs inside the car aren't Interested in fighting Applicable Skills: combllt system.
anyone with teeth.) [f the PCs pursue, the car Ha nd-to-Hand: 8 Use "Map B" from the adventure maps to fight
heads bo'Ick to the roadblock: if the PCs keep on Melee Weapon (knife). 8 the bIIttle. Take a car counter lind place It In the
follow ing, they'll get In a lirelight with the Skulls Rifle: 6 hex labeled "B" to represent the Cadlllllc; take lour
(see below) , If they don't pursue, they can keep Pistol: 8 thug counters (provided for this very purpose) and
on heading for the Armory, place them In hexes ''1'' through "4".
Jf the PCsdon't shoot b3ck, the Cadlll!!lc keeps Have Ihe speaker make II fasllalk skill roll. in- If the PCs are wlllk!ng, tllke their counters and
on shooting at 5 hex range until the PCs do crease his skill number by 7 or so If what he says place them IInywhere within two hexes of hex ~A",
something about il or get within a block of the Ar- to the Skulls sounds convincing lind sufficiently If they're driving, take counlers for the vehicles (use
mory, FIgure the PCs move one block per com- intimidating. (Even If he doesn't have the fasl talk a jeep counter for the Land Rover, a pick-up truck
bat round on Map A_ skill, if his spiel Is good, let him make a roU.) If counter for the pick-up, and car counters for Ihe
When they get with in a block 01 the Armory, what he says sounds lame, reduce his fast talk skiU others) and place the lead vehide in hex "A."
the guys in Ihe Cadillac see the barricades there, by half {round down} . For eXllmple: Follow!ng vehicles are placed, one per hex, In Ihe
screech to a hlllt, and speed aW3y. hexes below ~A",
Deadhead: Do what we tell ya, and nobody gets
Otherwise: In this combat, we'll use a simplified version of
holl! Ihe vehicle rules. In one combo'lt round , any ve -
Someone from the roadblock yells, in a Cohen: Now, now, young man. My friends and
Brooklyn accent, MOO "",hat we tell ya, and hicle with a driver can move 5 hexes. A driver can'
I, ve are hellvily armed. Ve'U shoot If ve have
nobody geta holt,n not tllke any other <'Iclion in a combo'lt round If he
to. Nobody wants that, nu? drives. [f a driver tries something tricky, hllve him
There are four guys behind the roadblock with Are you going to believe II lillIe 72year-old make a driving skill roll; If II succeeds, 50 does he,
pistols, plus the two In the Cadillac. They're all Jewish guy If you're a sadistic thug from Brooklyn? Getting in or out of 1I stlltlonary veh!de costs 1
members of the Savage Skulls (a street gang - Co hen's fast talk won't help him much here. movement point (and no one can enler or exit on
see the box below) and wear leather jackets with a round in which Ihe vehicle moves) .
the appropriate emblems. They've set up the Deadhead: Do what we tell ya, and nobody gels
hoit! The roadblock is !rellted as rough terrain, ex-
roadblock as a trap to rob people. They'll kill If cept that II does block lines of sight,
resisted, but will be hllPPY to let the player Wl!1Ittree: Listen, punk, and lislen good. fn my
leftslde shoulder-holster. I have 1I SIG-Sauer The S!reelisllned with a solid wall of bUildings.
charaders Ihrough if the PCs surrender 1111 their All doors are locked. Doorways are recessed; II
P220 ,45 lIu tomatlc wllh custom stock_ Every
possessions. Sure. they will. character who gets 10 II doorway cannot enter the
There are three ways 10 get through the one of us Is Similarly armed. So you got ex-
actly one choice, punk; get out of my way, or building, but receives the terrain benefit for being
roadblock: intlmidllte the Skulls, bribe them, or kill behind a doorway (see the Fire Modifiers Against
get a large, ragged hole In your head.
them, Personnel chart ). However, no more than two
Gulp_ Yessir, Mr. Wesllree, sir, That's whal /'d
Intimidatio n people can squeeze into 1I doorway.
The Skulls prefer to prey on the helpless. 1 the SIIY, This man gets his skill modifier,
Some bUildings have plale glass windows, which
PCs make It dear they're IIfmed and wl11ing to If the skl11 roll succeeds, the Skulls agree to
the PCs Clln smash or dri",e through. If a vehicle
fight, the Skulls wI!! let them through. The prob- retrellt down a sldeSlreet and lei the PCs through.
drlves through a window, roll the die; on 11 roll of
lem Is this: if anyone makes a hasty move for II Otherwise, they open lire.
and s tillS for tke Spelsnol troops Agure no more the electrldty, and the air II becoming thick with a tow-chain and wlnch for sllUlItions just like
thilln 8 of them; the PCs have /I fighting chiloce with es.hO!luIL Vou lit there. And si t . Final this) or a hole can be blou.m in Ihe fence In
Unless all the Soviets lire kIlled fast. though , they Iy, the word comes back: there'l been an ac moments, the PCs are up over the hills lind Into
radio for help. and the Pes find IlJl !lmbush waiting ddent up ahead; the convoy will have to halt the Jersey City streets, heading down Kennedy
for them at the other end of the bridge or tunnel until the wrecked vehlcl. . are moved out of BouIevlIrd for Communlpaw Avenue (see Map E) .
If the PCs heild for Brooklyn lind Queens, they the way, RUlh Hour
fmd that all routes off Long Island are guarded, Nothing happens for a long time. except for the Traffic is extremely heavy as panicked cltizens
100. They must also keep their weapons OUI of sounds of men cursing and an occasional screech )am Ihe streets. eitheT attempting to rellch their
sight because. PVen though there lIren', lIny 5oYie1 of metal from up the line. Then. II vehicle can be homes or attempting to le<lYe the area altogether
roadblocks yel, buses of Soviet troops lire begin heard In the distance. speeding down the tunnel While there is less outright chaos than there was
nlog 10 mOYe out of the airporu. Essentially. they're toward the convoy. There's a tense moment when In MlInhattan. as they travel Ihe charllcters will
, trapped on the Island
One possibility 15 tO.set up guerrilla operations
everyone picks up a weapon - then a hoarse,
~At ease; hom Echmenedy. and everyone reLaKe5.
witness scattered Incidents of fighting lind looting
Once again, traffic laws are being Ignored; colll
on LDng Island. Another Idea we like Is to have Nothing happens for a few min utes. Let your slons dog Intersections and Cllr horns blare In
II Montlluk fisherman smuggle them off Long players wonder what's going on. and probably cessantly as frightened drivers vent their frustra -
Island during II fog, while Soviet patrol CI"lIft prowl begin to get nervous as their ex tremely precarious tion lind helpless terror.
the Sound. tactical position sinks In. Then. Echmenedy comes The characters driving should ellch mllke un
Or I:\nyone for guerril1l1 operations In the ma rching down the tunnel to the PCs, flanked by modi fIed driving skill rolls; the rolls represent the
HlImplons, New York's chic island getaway? (Sub aides. He stops. diffjcult task of moving Ihelr vehicles ove r
machlneguns lind canapes? Spetsnoz In Sidewalks, through fronl lawns and down con-
"weve Got a Job fur Vou, Miller"
Sagaponack?) gested side streets as they move towards the
Read Ihis aloud: .
A Trip In Darkneill bridge, You may want to caU for a fllSt talk roll or
Echmenedy layl, "'Looks like It'l time to two (double the charllcters' skills) to convince
If the PCs agree to help, Jorgesen takes them
earn your pay, Miller. I have a job for you. angry homeowners lind drivers to let the Pes pass.
to a storeroom If they walked, they're a5Signed
a }eep with a traile r and II pick-up truck (army- "Has Jorgesen briefed you? Good. As you When this begins 10 get boring, take out the fuU-
Issue, hllstlly covered wlth II COllt of blue paInt) , know, thll tunnel endl In Jersey City, JUl t color game-map which depicts a bridge (Mllp 1)
short of Journal Squ.,e. Intelligence In The flnlll climactk battle of the adventure will be
Either way, they Ire Issued IImmunltlon, lIutomlltlc
dlcatet: Soviet trOOPI have mused at fought using II
rifles 1I11eround, sewrlll grenades IIp1ece, lind two
Newark airport. and are begInning to move
walkletalkles. They're assigned severlll <:niles of What Dou the Map Show?
ammunition and told to begin loadIng their ouLIt11 c.ke us 20 mlnut.. to clear the sod
The color of each hex indicates the terraIn that
damned acddenl abead: we're afraid the
vehlclet occupies II, as follows:
Reds wtll get to Jelley City before we do.
Jorgesen briefs tkem il5 they work and responds hex tenaln type
They have 10 be delayed." He producel a ho. tenaln type
10 questions He teUs them that the Soviets lire
map. (Pull out Mlip E and show It to the players.) 1001 bro,h 2606 more road
Landing at metropobtan area aIrportS, that the pur-
"Captain Finkelstein blew up the Roule 2324 wood, 1004 broken
pose of thiS IIcllvhy is to gel the men lind equip
I bridge here lpolnt lit the lIpproprillte bridge). 2119 road 1015 river
ment of the reglmen t out InlO the countryside
the ranroad bridge here. and the Pulaski 17 10 stanchion (impassable)
where they can lICI il5 guerrillas, that lheyll be go.
Skyway here. But. as you heard, he died In addition. buildings are conSidered clear ter'
ing out through the PATH tubes, etc, Show the
before he could destroy the Communi paw rllin on theIr roofs and InSide
players Maps C and D, C shows them how the
bridge - here. I thought we lUll had enough Some symbols lire dTllwn along hexsides.
tunnels Interconnect. and 0 show5 the m thllt
time to beat the Sovleu to Jersey City, but They are:
routes off Manhlll1l1n are limIted, how the PATH
the accident II gonna make It too clOIe. black Ime wall
tunnel runs. lind where the 1I1rports the Soviets
are using are located. Ahe r you've told the pes "MUler. the Communlpaw bridge mUlt be open square wlndows
destroyed. If It II, the Sovleu will be closed square doors
whIt's goi ng on and they've had a chll nce 10 ask
a few questIons, they get the order 10 move out. delayed. and we'll be able to complete our The re are two types of "waUs" shown on the
evacuO!ltion. If It Iln'l, we may be ambulhed mllp. The walls around the buIldings I re 1m
Read thIs aloud:
In Jersey CIty. Vou're our only hope." passable; they may only be enlered through the
Vehicle. rev up and Itart moving In order- doors and wind()U,l5. All other wells ere "low walls.~
ly line. toward the hole In the noor. They One problem: there are only two vehicles on
the far side of the accldent - a }eep and II pick For the effects of differen t terrain type . see Ihe
joltle down the crude ramp the bulldozers
up. No others can get pllstthe blockage unlillt's Terrain Effects C hllrl (In Freedom Ale D )
built, and Into a tunnel beyond. Jorsesen
motlonl you to join 'the parade. deared . The two vehicles. between them, clln Lines of Sight
carry maybe eight people, uncomforlilbly The Ught bnes are elevation con tour lines;
The PCs continue down the UTIIln tunneL Ihen Echmenedy wil! send Jorgesen wlth them, but Ihey're explelned in rule section 12 of this booklet.
take a sharp righ t through a ragged. dynamited otherwise. the Pes are going to be alone. (If you'Tli! HoweveT. for Ihe sake of simplicity. use only the
hole Into the PATH tube plllying with fewe r than six player charllClers, fill following ~ne of sight rules in this adven ture:
Depending on the mood of your players, you the party oul with NPC Guardsmen) A low wall only blocks a line of sight between
can skip over the trip. or describe II In subslllnllal two chllrllClers if one of them is prone lind Is im
det.ail. Salient features life dIrk lunnels (the PATH
(2.7) Episode 3: mediately behind the waU, and the other is at the
electric system Is definitely down); dark, $Ilent sta- same or /ower elevation. low walls neveT block
tions (at 9th Strut lind Christopher in New York. Communipaw Bridge lines of sigh t to sUlnding characters,
and Pavor.la, Exchange Place, lind Grove Street Chllracters mlly walk under the brid~. Dotted
The available vehicles are loaded up wIth C4
In Jersey CIty), narrow lunnels barely big enough
explosive (plastique). blasting caps and wire. Once lInes across the bridge show where the coastline ex
10 encompass Ihe plckup trucks; loud reverbera-
the PCs are briefed, they speed down the tunnel tends under the bridge. AD hexes under a bridge ere
tions hom the closeln Willis of the tunnel; he avy clell r (or river) hexes. No charadeT under a bridge
After several kilometers. the tunnel exits Into
exha ust fumes; lind tight, drllmlltlc turns. Then: mlly observe a target on the bridge, or vice versa
daylight. The tracks continue up a narrow ravine,
Suddenly, ther. II a tremendou. crashing flanked on both sides by cliffs, to the Journal
noise from up ahud. Everyone brakes wild Square station. 1be station Is a Large, modem con-
ly. Vour vehicle camel to rest with iu crete building which sits directly II10p the trIcks. Note: As a result of a printing enor, the legend
bumper )lilt touching the one In front of you. The ravine opens ou t Into low hllls on either sIde. around hex 1218 ls reversed . The side of Ihe river
Vou un't lee whafl going on. An order C haIn-lin k fences wllh blIrbed Wire top the hJlls wIth Ihe clothing warehouse Is Kearny, New
comet: down the line : doule your englnell. to keep out trespassers. The characters can easIly Jersey; the side wllh Lincoln Park Is Jersey CIty,
The tunnel'l ventilation Iy.tem II off with rip out a section of fence (Ihe truck Is equipped
A character allAe edge of a bridge may cftmb Gridlock Read the boxed section below, '"Ct.ever PIayers,~
over the lip and OntO the superstructure Read: for suggestions on how to deal wllh thew or Olher
underneath it Each tum he continues \0 hang unexpected ploys.
The Cemmunlpaw bridge I. jammed with
onto the underside of Ihe bridge, he may, If he
c ar . Sinc e the other bridges have bee n Time Press ure
chooses any oction allowing movement, move to
b lewn, it Is the only c ennectien &-em Jeney Here's lhe problem: 10 blow lhe bridge, the Pes
one &d;acenl bridge hex, remaining Of! the under
C ity to' the mai n New J ersey hlgbw.~. Both mUSI plllntlln explosive ~k at each of the IWO
Side of the bridge. He may move two hexes, bUI
s ides of the bridge a re pac ke d with cars. hexes marked wllh lin "X". on the underalde of
\0 do 50 he must make a mountaineering skiD roJ!;
If he ftllis, he fans off
trucks, and bus ses trying to re a c h th e Turn. Ihe bridge. They must Ihen run II wire from both
Characters h"nglng onlO the underside of ill
pike a c roll th e rive r. pllcks to II hex off the bridge, lIttllch the wires 10
bridge may not observe characters on the bridge, Unless they wish to kill hundreds of Americans a battery plICk. and close a conlact. EIectrictty wlU
or vice versa. when they blow the bridge, the PCs must clear run up the wires lind set off Ihe explosives (Any
II firsl . character with II demolillons skill of 10 or better
As II generlll rule, II characler hllnglng onto II
bridge rnlly only use one hand (the other Is busy The slmplesl ..... ay to clear the traffic 15 10 blow will know Ihls: also, they will know thall! only one
keeping him from falling) , Any character under ill Ihe !ires OUI on a suffldenl number of cars to block chllrge is placed, there Is II pretty smllil chllnce of
bridge who engages another character or Is en the bridge completely. While this will InfUriate the the bridge flllllng .1
gaged In melee combat must make iI mountain - drive~. nOl mllny wm be foolish enough 10 attack Lay oUllhe map, lind telllh!! to your plllyerS
eering skill roU to avoid hilling oH the bridge. a hlllfdolen men anned with automalic rifles Then, lake counters for their jeep and pickup. lind
Any character hllnglng to the underside of the Or. the PCs can appeal to the drivers' potrlotlsm. plllCe one in hex 2126 Bnd one In 2226. Tell them
bridge who Is stunned or lightly wounded must halting the ca~ at gunpoint If necessary lind then Ihlll Newllrk Airport is down 195. Ask Ihem whllt
Immed~tely make lin agility lIttribute roll. If he explaining the situation. While some of the drivers Ihey're doing next.
laib, he falls off the bridge. Any charadeT who is will curse lIllhem and try 10 get by, many willlIgroe They're now operllling In combal rounds. A
IncapllCitllted Of heavily wounded while hanging to help Move lIc1ion gives 5 movement points; vehicles
onto the bridge Immedilltely falls off We5ttFee (Through bullhorn): USlen to mel The can move 5 road hexes per tum
When II chM!K:Ier flills Into the wllter, he Is Commies are landing In Newark Airport. We're As described lIhove. moving II10ng the under
stunned, lind mlly drown If he cannot swim (see wllh the Nlitlonitl Guard - we've got orders side of Ihe bridge tllke!i one round per hex
below) When one flills off onlo IlInd, refer to the 10 blow this bridge. You'U have to find lOme The Guardsmen hllve already assembled the
FaII!ng and CollIsIons TlIbie (see the Gomemaster OIher way out. Please eviIClUlle the bridge now! neceSSllry explosive packs. All Ihllt needs 10 be
Cherts) to see how much damage he suffe~. D river: Screw you, buddyl There lIln'l no more done Is 10 plant them. Each pack 15 lIbout 50
Trellt him liS flliling 4 meters. National Guard. Din't you hear President Mur- pounds In weight. Mllnhandllng II pack under Ihe
A chllracler hllnging onto the underside of II phy? We've surrendered. The ballgllme', over bridge lind securing It requires at !ellSt two people
bridge in II hex lIlong Ihe edge of the bridge mlly - linito, bpul - so cUllhe crap and get oulta Securing a charge In position. setting the delo.
climb back onlo it lIllhe cost of iln hiS movement the way. I gollll get home 10 my wife lind kids! Mlor. lind anachtng wire takes!lbout half II mlnule
points. He ends his move either prone or stand We sttree: Usten. you melllymOUlhed piece of (2 combal rounds) once the pack Is in the right
lng, his choice. hex.
dirt. There lire some of us who hllven't sur
The River rendered ......... ho1I never surrender! Now I've Running wire tllkes no Ilme; II charllcter with
a spool of wire can lay il OUI behind him liS he
Any chitr~er in II hex lId)ltcenl to the river (In golla job to do . . and I haven'l gotllny time
runs. (Though If wire Is run lIlong Ihe surface 01
cludlng the edges of lhe bridge) Of hitnglng onlo to Siand around arguing wllh a lousy quisling
[he bridge. an enemy could concelvilbly cui [I.) A
Ihe underside of the bridge mlly dive Inlo the river. scumbucket. Now do you wanna move your
car. or do I fire II couple of bursts Into II - and charllcter can Illy wire behind him liS he moves
DoIng 10 Is the character's IOle lICIion for the com
under the bridge as weI!
bat round you? You got five seconds.
Truc k Drtver. Hey! You guys really gannll flghl No te: The explosive packs contllin C4 lind
A charader who dives (or flills) Inlo the water
the Rem? connor be used a5 !..!Ilchel chllrges.
must mllke II swimming skin roll. If he fails, he
begins to drown. If he falls three skill rolls In a row, WesttFee: Yup. lei Ihe players teU you what they're doing _
he does In fllcl drown (unless another cha racter Truc k Driver. Fanfreaklng.la$lic! How do I gel setlmg up defensive works. running llround plllnt
gets 10 him and swims him 10 shore whhln lInotner In on il? Ing packs. whlltever. Remind Ihem thllt Jorgesen
three combat rounds). Westtree: First. gel lIli of these goddllmned Is wllh Ihem; he'lI do whal the pIlIyers wllnt him
If he succeeds In any of his rolls, he does nOI dvilillns off of this bridge. Then. get your rig 10 do. After 10 combat rounds. place a eM counler
~nk, and mlly swim. Only one success Is neces over to Joumlll Square and report to Colonel !n hex 1110 and a bus In 1011 .
!..!Iry; therellfter. the chllrllcter need not make Echmenedy - he'U lell you whitl to do. By our reckoning. If the PCs lIct In II complele
lInolher swim ron, 1m/ell lIunned or wounded. Truck Drive r. Echmenedy. huh? How'U I recog Iy optimum fitshlon, Ihey ClIn ready lind louch off
If he 15 stunned or wounded, he must make nlze him? the explosives In 17 rounds. If they're being Inef
lInother roll, II fllllure means he begins to drown, Wes ttree (smiles): He'D be the guy lellding II US ficlenl IlOOUI It, give them II few more rounds
etc. Anny convoy oul of the PATH lunnels. You before the Soviets arrive. In tInY event, Ihey'U only
An Incapacltllted chllrader automatically begins can'l miss him. Now get moving. soldier! be partly through wllh Ihe job, lind will hllve to
to drown. lind will die lifter th ree combllt rounds Truck DrIver (!..!Ilulesj: You got It, chiel- I mean, flghl off the Reds until they Clln complete U.
unless rescued. yes. sir! God bless America!
Swimming ch&-.Kters mlly choose only two ac Experienced (or jusl plain sneitky) players may
Ilons: HmOVe." lind "rapid fire lind move." Moving lIlIemPI 10 use cooperallve dvil!ans And their Lt. VuIIy Kre.plo
sw!mme~ clln move two hexes In lIny dlreclion vehicles to block Ihe ot her end of Ihe bridge. as 71h G ullrds Airborne Divlslon
(Including Into land hexes) . Rapid Itrers cannot lookouts or. Indeed, liS cannonfodder in Ihe up Phl/skel Tag; Unshaven, extremely tired
1'TlOIIe, bUI mlly make one !'lipid fire (while treading coming light. That 15 good. While it mlly show Personalltll Tag~ Depressed
water). Grenades lind heavy weapons mlly no! be regrellable lack of regard for human Hfe. to sur M otlIJQtJon: A professonal attachmenl 10 his
used by swimming chatacters. vlve, freedom IIghlers win have to learn to exploit """"-
Any Itre lit II chllracter In the water 15 subject My posslble 1001 at hand to Its fullest potentia!. Appropriate AttrlbuU!S;
to a -2 fire modifier, Any fire from II chllracter and the dvtllans who YOlunteer hllve just as much Alenness: 10
In the wllter Is subject to II -4 modlfier. right 10 die for their counlry as do the PCs. .ManulIl Dexlerity: 11
If il9J'lnade affects II chmK:ter In lhe WlIter, treat lOal doesn't make it any easier for you to figure Approprlcte Ski'lt
him liS In II "closed" lIreli. (Wliter transmits shock OUI how 10 delll with twenty Of Ihlrty ilngry A utomatic: Weapons: 10
very effedtvely.) Americans driving lICTOSS the bridge IIll1 bu$load Hllndlo Hand: 15
of very surprised RU$slans. Short movie. huh? Langu!lge - English: 10
Plslol: 13
cupied America. (For an example, see 5.2.) Sug- mindset of a character different from oneself is the about his personality and physical tags. If the
gested Reading: The Great Soviet most interesting facet of roleplaying. As players interact with the character only briefly,
Encylopedia. gamemaster, you will be called upon to take on those are the only things they'll notice about him
the roles of many characters. However, your goal knowing the character's tags will guide you in
(3.4) Plotting is different from the players'; the characters you playing his role. Giving a character one simple
Any good adventure needs a plot. Plotting is play must advance the plot and contribute to the physical feature and one personality element may
simple, once you have a good idea for a story. All game's atmosphere. not sound like much - but even that will go a
you have to do is remember a few simple rules. A cardinal rule of mystery writing is, "If you long way to making your characters feel different
A prototypical, tried-and-true, stereotyped plot mention a candlestick in chapter one, by chapter to your players.
is this: seven it must play some important role in the plot:'
1. Hero finds a goal. Characters are not to be introduced haphazardly. (3.6) Atmosphere and Mood
2. On his way to the goal, hero encounters a Spear-carriers are one thing; you can have dozens Setting
series of problems and, with effort, deals with of Soviet soldiers who do nothing but fire
As game master, you must maintain an at-
them. Maybe he deals with them one by one; weapons, grunt unintelligibly, and die. But when
mosphere - a tone. Each game has its own tone;
maybe he handles several at a time. you introduce a living, breathing character, who
THE PRICE OF FREEDOM's is that of a grim
3. Finally, hero encounters a major obstacle. talks with the player characters and develops a per-
world populated by despicable villains and
4. After a lot of time and effort, hero finally over- sonality of his own, he must make a contribution
desperate heroes.
comes the major obstacle. This is called the climax. to the story. That contribution might just be com-
ic relief; or he might provide information, or act Jingoism. In the world of THE PRICE OF
5. Hero achieves his goal. Or, he learns why
as an obstacle, a motivator or as a mood-setting FREEDOM, patriotism is not a fair-weather sport.
he doesn't really want to. Or he fails to achieve
device. Here are some examples: When, in our world, someone says something like,
his goal (this is called a tragedy).
"The struggle between Soviet Communism and
And in the process, hero learns and grows. Motivator: His face was expressionless; his
American liberty is a struggle between freedom
Roleplaying games are "multiherd' stories, in eyes glinted dangerously behind dark glasses.
and slavery," there is a temptation to smile. Even
which the player characters cooperate in pursuit "That's correct, gentlemen:' he said. "I'm prepared
if true, it seems overstated. The New Hampshire
of their goal. To this degree, adventures differ from to provide you with 3,000 Yugoslavian AK-47s
license plate says, "Live free or die;" in our world,
short stories. The basic outline doesn't change, and several dozen crates of ammunition if you will
the choice is not so stark. In the world of THE
though. All you need is: do this little job for me:'
PRICE OF FREEDOM, it is. The characters of
Information Source: The shopkeeper refused
1. A definite goal, even if it's kept secret from that world take these things very seriously; you'll
to meet our eyes. He fingered the tattooed
the players at the beginning of the adventure. help your players get in the right mood if you talk
numbers on his upper arm, and said softly, "I do
2. A reason for the characters to pursue the goal about events and characters in the right way. Look
not believe the Colonel will be at his headquarters
(a request passed down through the Resistance over the eagles and quotes throughout the game;
tonight, as he bought a box of contraceptives from
grapevine will always do in a pinch). they should give you an idea of the note we want
me this afternoon:'
3. Some obstacles for them to overcome along to strike.
Obstacle: ''I'm sorry, comrade;' said the
the way, and some ideas for how they might be bureaucrat. "Your ration coupons are past due:' Grimness. The world of THE PRICE OF
overcome. Comic Relief: You crouch behind the trash FREEDOM is a bleak one, enlightened by
4. And a major obstacle for the grand finale. can. You check to make sure your gun is limber desperate heroism. When describing things, use
In THE PRICE OF FREEDOM, a typical and loaded. The column of Soviet jeeps streams adjectives like run-down, grimy, shop-worn, hag-
adventure's goal is to obtain a piece of informa- past the alleyway opening. A small, grimy urchin gard, dull-eyed. The world is grey; whatever col-
tion or a document, to blow something up, to girl comes up to you and stands in full view of the or it contains is in the posters, uniforms and flags
thwart Soviet operations against an area, etc. passing Reds. "Gosh!" she stage-whispers. "Are of the occupiers. Think of the players as shiver-
Character motivation is often proVided by the you a real, live freedom fighter? Can I touch your ing, ill-clad men and women standing outside the
characters' background their passions or in- gun? Can I, can I?" door of a house where gaiety and celebration
terests, or a desire to protect their home town, Mood-Setting Device: The line at the general reign; the Communists party while America sinks
country, or relatives. store stretches around the corner. As you pass it, into decay.
Obstacles are more tricky. Many can be over- you overhear one of its members whispering, "I Heroism. What brightness there is shines from
come with withering firepower. Since the Soviets, hear they have shoes today:' the light of liberty, burning fiercely in the breasts
by and large, are better armed and equipped than Motivator, information source, obstacle, etc., is of a few, scattered men and women. Use words
freedom fighters, this is not always a good idea. the role the character plays in the story; but when like courage, determination, and heroism when
You don't want the players to succeed all the time you talk as the character to your players, when describing that.
just by shooting. If that were the cure-all solution you take onthe character's role, you must lend Bleak; desperate; courageous; opposed by in-
to every problem, the game would get pretty dull. the character a touch of personality. Your numerable foes; that's the world in which the
To make an adventure satisfying, the players characters should not all talk alike; each should player characters live. You'll have to work to make
must use their wits, intelligence and skill to over- use a different vocabulary, a different style of it real to your players.
come obstacles. This calls for puzzle-solving. A speech, even a different accent or tone of voice.
puzzle is an obstacle which can be overcome with Props and actions can help you establish a
a little thought. (That is, you might be able to solve character, too. If you pick up a red pen and stab (3.7) Sadistic Violence
it by going in with guns blazing, but thinking things the air with it every time you speak as John Banks Characters have to have a reason to pursue a
through will show you an easier and less costly of the Revolutionary Reflex Radicals, your players goal. To make your plot work, you must give the
way.) will associate the. pen and gesture with him. players an incentive to pursue its objective.
To construct a puzzle, think of a problem to be Perhaps the character paces when he thinks, THE PRICE OF FREEDOM is a game with
solved. Think of ways the problem could be gesticulates wildly, speaks with his hands held villains who are trying to destroy the American way
solved, and give the player characters the infor- perfectly motionless at his sides. Any little trick can of life. It's a game of violent struggle against those
mation and equipment to implement at least one add depth to the characterization. villains_ You want your playet'J> to try to defeat the
solution. Then, let them work at it. Ithey're smart, Non-player characters are mostly cardboard villains, to want badly to do so.
they'll figure out how to solve it. If they're creative, ones. You needn't spend a great deal of time
they'll solve it in a way you hadn't anticipated. If . agonizing over a character's motivation; unless the
they're not so smart, you may have to give them players are going to encounter the same NPC over
a few hints. And if they're really not so smart at and over, all the character needs is a little per-
all, they'll charge in, guns blazing. So be it. sonality. That's what the "tags" are supposed to
(3.5) Characterization provide.
When you design an NPC, it's worth thinking
As we said in the Player Book, taking on the
'''PATH'' stand. for "Port Authority Trans-Hudson Rail Tran.it System." The PATH Is a subway system Ihal runs from New 'lUrk 10 New Jersey. but which is not connected to the regular New York City subway system,
and which is operated by the Port Authority of New York and New Jersey, The Port Aulhority Is a huge agency joinlly created by the states of New York and New Jersey, which administers the Port of New York
and New York-are. airports, among other things. It also buill and owns the World Trade Center,
5 Ad venlure B 00k S
in search of a way to solve it. The result can be
11 sort of grand quest, climaxing in an epic struggle.
In any event, a timeline helps create the feel-
ing that there's a whole world going on around
the PCs, and that the actions they take, while im-
portant, are only a miniscule portion of the global
struggle. That very fact - and the fact that the
outside world can intervene in unexpected ways
- creates dramatic tension.
(4.8) Parsimony
Suppose you're told "clear the Town Hall of
"When the People contend for their Liberty, them respond only to coded commands - in
people:' If your only equipment is a pistol with two
they seldom get anything by their Victory but new other words, put them at the disposal of the
rounds of ammunition, you're going to have to
masters." Rebellion. The code can be changed periodically
- George Savile to keep the Soviets from regaining control. The
walk into the Town Hall and persuade the folks
satellites would give the Rebellion instantaneous
there to leave. If you've got an automatic grenade (5.1) Radio Free America and easy communication across the country -
launcher and a 50-shell clip of gas grenades, all
'~ .. dit dit dit dah ... dit dit dit dah ... Radio a huge benefit. The only thing the Soviets could
you have to do is set it up and squeeze the trigger.
Free America is on the air." do would be to destroy the satellites with ASAT
Which is the more interesting roleplaying
To millions of Americans, hunched over short- weapons. Even if they did so, use of the satellites
problem?
wave radios with the volume turned down low would at least be denied the Soviets.
Any problem can be easily solved with sufficient
those words are the last beacon of hope in a world Kurasawa has constructed a device to transmit
resources. Easy problems don't make for in-
gone mad. Radio Free America, the Voice of the software to the satellite net. He has it and the
teresting adventures. You want tough problems -
Resistance, is for most Americans the only source necessary software with him. The Soviets know
ones that will challenge your players.
of information not controlled by the Communists. this. They have some idea where he is located.
That's why you've got to be parsimonious:
Radio Free America is the brainstorm of short- Small bodies 01 Soviet troops are combing the area
What we mean by that is: don't give out a lot
wave ham Tony Kurasawa. Before the war, he looking for him.
of equipment. We've said that before, but it takes
built, using commonly-available parts, what was Before the PCs link up with Kurasawa, they
on a little different meaning in the context of a
for its weight the most powerful shortwave should stumble across two or three small groups
campaign. Keep equipment scarce. Your players
transmitter in the world. of Soviets. They find out the Soviets are looking
shouldn't have a lot of equipment - neither
Shortly after the Occupation, he took to Califor- for Kurasawa - but not why - from prisoners.
should anyone else, except for the Reds, of course.
nia's Coastal Range with a mule, his transmitter, Eventually, they find Kurasawa at a prearranged
Trying to solve a problem with inadequate
and several cans of gasoline to fuel a generator. rendezvous point. He demands they take him to
resources - with very few tools - is a real
Since then, he's travelled cross-country, gathering a Geological Survey benchmark. (Benchmarks are
challenge. So keep everything scarce - ammuni-
news and transmitting it. He's built several addi- small plaques scattered across the country as fix-
tion, fuel, weapons, even food 'and shelter.
tional sets along the way; the plans are widely ed locations from which surveyors may measure
Parsimony does more than make problems
distributed in samizdat form. Twelve transmitters distances. They can be located on USGS maps.)
more of a challenge. It can also be used as motiva-
now roam the mountains of America, blanketing The benchmark will give Kurasawa the fixed loca-
tion; as long as the PCs have inadequate
the nation. tion he needs to narrow-beam the software ac-
resources, you can always hold out the hope of
Shortwave radio bounces repeatedly off the curately up to the satellites.
food, ammunition or materiel as the objective of
ionosphere; Kurasawa's transmitters transmit Unfortunately, the Soviets have concluded
an operation.
straight up. Triangulation is virtually impossible; Kurasawa might use a benchmark. A bug has been
If the PCs truly want heavy weapons, there's
though they try hard, the Soviets can rarely pin- planted at everyone in the PCs' area.
a place to get them - from the enemy. Of course,
point the location of any transmitter. Since the The PCs get Kurasawa to a benchmark around
the enemy will be pointing those weapons at the
transmitters are mobile and the operators of Radio nightfall - time for his daily news broadcast. Once
PCs, but surely they can figure out how to prevail
Free America are in constant communication with the broadcast is over, he explains what the other
over such minor inconveniences. After all, guer-
the Resistance, even if the Soviets do get a good transmitter is for as he begihs to set it up ...
rillas always face superior forces; they have to be
fix, by the time they arrive the transmitter is long Then, the roar of aircraft is heard overhead.
smarter than their opponents. That's what the
gone. Parachutes bloom; a whole company of Spetsnaz
game is all about.
Kurasawa is now in the PCs' area of operations. is dropping to stop Kurasawa ...
Through the grapevine, they receive orders from
Rebel Command: escort him through your area (5.2) Jack Reed's Body
and protect him as necessary. Provide him with Reed, John. Born Oct. 22, 1887 in Portland,
whatever information he asks, and let him gather Ore.; died Oct. 17, 1920 in Moscow. American
news as he may. labor leader, writer and publicist . .. Reed came
The task sounds like a simple one. It is not. to Russia as a war correspondent in 1917, sided
What the PCs don't know is that America's com- with the Bolsheviks, and enthusiastically wel-
munication satellites are still in orbit, now in the comed the October Revolution . .. In August and
service of the Communists. The satellites' pro- September 1919, Reed helped found the Com-
gramming is intact. A group of programmers in munist Labor Party of America . .. Reed's book
contact with the Resistance has developed a piece Ten Days That Shook the World was a truly in-
of software which, if transmitted to the satellites, novative work about the October Revolution . ..
will take them out of the Soviet circuit and make The book won international renown and was
6. Attributes
"All government is evil, and parent to evil . .. Go Without food, water or rest for an extended Alertness: Noticing someone standing sti1I across
The best government is that which governs least." period of time. a field.
John L. O'Sullivan Avoid getting drunk when drinking heavily. Constitution: Voluntarily going without food for
The five attributes are strength, manual dexteri- Recover from a disease. several days while a ready supply is available.
ty, agility, alertness, and constitution. Etc. Difficult Tasks: Reduce the character's attribute
When a character tries to do something go- The above are gUidelines, not absolute rules. number by 3 to 7 before rolling.
verned by his innate bodily abilities, rather than In borderline cases, you must decide which at- Strength: Picking up and carrying someone who
by learned knowledge or skills, an attribute roll is tribute is used. Your decision is final. doesn't want to be picked up and carried.
made to determine whether he succeeds. Manual Dexterity: Setting a bone under com-
(6.2) Difficulty bat conditions.
(6.1) What Attributes Govern Agility: Running along a sloped roof.
The Player Book says that a character's at-
Make a strength roll when a character tries to: tribute or skill number is doubled before any roll Alertness: Noticing someone hiding behind a
Lift something heavier than himself. is made if he is not "under stress" when perform- tree across a field.
Carry something heavier than himself for more ing a task. You must determine when a character Constitution: Staying on a hunger strike for a
than a few meters. is "under stress" and when he is not. In general, week while a ready supply of food is available.
Break or bend an object which is difficult to break whenever there are enemies in the vicinity, the PCs Very Difficult Tasks: Halve the character's at-
or bend (e.g., a large stick, an iron bar, etc.). are trying to do something surreptitiously, they lack tribute number before rolling.
Haul someone over a cliff. tools or time, etc., they are "under pressure;' Strength: Climbing a mountain wearing a 50
Etc. In addition, attribute numbers are modified if kg pack.
Make a manual dexterity roll when a the task a character is trying to perform is especially Manual Dexterity: Throwing a grenade while
character tries to: difficult or easy. Again, you are the final arbiter. heavily wounded.
Here are some gUidelines: Agility: Running along a sloped roof while under
Do several things at once with his hands. fire.
Perform a delicate operation (e.g., solder wires Trivial Tasks: The character succeeds
automatically. No roll is made. Examples: Alertness: Noticing someone in camouflage
to an electronics board) if he has no particular hiding behind a tree across a field in the rain.
training in the relevant skills. Strength: Lifting a 5 kg weight.
Manual Dexterity: Using chopsticks. Constitution: Fasting for 40 days and 40 nights.
Throw a grenade (or other object).
Juggle several objects. Agility: Balancing on a ladder. Impossible Tasks: An attribute roll is only per-
Alertness: Noticing someone standing im- mitted if a hero point is spent (see section 8).
Etc.
mediately in front of you. Strength: Picking up a bus.
Make an agility roll when a character tries to: Constitution: Going without food for several Manual Dexterity: Skipping a rock 50 meters
Run qUickly for short distances. hours. across a river to hit someone on the other side.
Balance on a precarious perch. Easy Tasks: Increase the character's attribute by Agility: Running along a wet, sloped roof while
Jump a substantial distance. 5 before rolling. under fire, leaping off the edge, grabbing a lamp
Perform any kind of "swashbuckling" maneuver Strength: Lifting and carrying 30 kg for several post on the other side of the street, swinging
such as leaping from one moving car to another, meters. around it, and landing lightly on your feet.
swinging on a chandelier, etc. Manual Dexterity: Throwing a grenade if given Alertness: Noticing someone in camouflage
Etc. time to study the target. behind a tree across a field in a blinding
Make an alertness roll when a character tries Agility: Crawling along a sloped roof. snowstorm.
to: Alertness: Noticing someone who has just turned Constitution: Surviving nerve gas.
Hear a quiet noise (e.g., the sound of someone a corner in front of you before walking into him. Again, you decide exactly what modifier to ap-
cocking a gun). Constitution: Voluntarily going without food for ply to a character's attribute. You are not limited
Notice a camouflaged object. several days. to halVing or adding or subtracting 5; you may ap-
Notice something at a great distance. Average Tasks: Do not modify the character's at- ply whatever modifier you feel appropriate. The
Notice an unusual scent or taste. tribute score. rules above are intended as a gUideline, but you
Etc. Strength: Picking up or carrying something as are the final arbiter.
heavy as the character for several meters. Some modifiers which apply to all attribute (and
Make a constitution roll when a character
Manual Dexterity: Throwing a grenade under skill) rolls are listed in the Skill and Attribute
tries to:
combat conditions. Modifier Tables (see Freedom File DJ.
Avoid passing out when incapacitated.
Agility: Walking along a sloped roof.
Run over a long period of time or over great
distances.
8. Bero Points
(8.1) More about Hero Points the PC oway IInylWllY After all, thl5 Is heroic to award hero points to "cowardly" PCs, lind
fiction, lind not the thoroughly implaUsible we advise you to give the caullous PC li"le joy
Player characters lire beneT than others This 15 world of Saturday morning cartoons (cf. Wile In his use of the lew hero potnts he may recem
because they lire heroes The protagonists of E, Coyote and sticks of dynamIte) In the course of a campalgn. HOWt!V(!f, this be
heroic fiction are better Ihan other chalClClers~ aher However, lithe players will cooperale with Ing a world with modem wellpons. we 8llped
all. if they weren't. they wouldn', be heroes. you to teU a satisfying and plausible story, you tOe players to hoard their first few hero points
The PCs are oot. however. some form of homo shouldn't have to be bloody minded and the to protect against In}ury. Some may caD this
superior They liTe people from 011 walks of life hero point rules should be bent (but not cowardice. We call this lin eminently sensible
whose COUToge lind abilities mark them as broken) in their fa\lOr The spending of a hero response to II d,:lTlgerous environment
eKtremely capable freedom fighters, They put on polnt represents a drllmatlc moment In play, A PC should be judged undeserving, of hero
their pants one leg al II. rime, lind they obey the lind the player who spends a point should per points If he Is consistently Jess brll\le ond Jess
normal Tules of the game - eKcept In moments form occordlngly If the PC proposes that the clever than his fellow PCs. Cleverness Is ohen
of great dl!lnger or stress. when they show why main gun shell penelnltes deep Into the soU more usefulthlln bra\IeTY In guerrillll actions;
they lire the stuff of heroes. In g3me terms, we before explodJng, and his character Is hurled If the PCS succe{'d with proper gueTTlIIII tac-
represent reaching b;-Jck for 50mething II!xtra or forward by II wall of dirt from the force of the tics ("never be afraid to run IIWIlY~ lind the rest
making your own luck with hero points explosion, you could reasonably rule his player of section 8 of the PI~ Book), they should
Each PC begins with one hero point. At the end does not ha\le to roll for damage on the Vehi- receive M many hero points as they would II
01 an adventure, they may obIaln additional points. cle Weapons and Anillery Combat Table. (Cau they hlld solved the problem 0 /(I Rambo. This
0Ne srrongly recommend you follow the gukleHnes the PC stunned from the explosion. and hllw will confuse those players who think WIth their
In ~Rewards.~ section 3, 11. for now many 10Ia1 hero him spend 0 couple 01 rounds digging out from mocho and not with thetT brains but. In time.
points per adventure oughlto be given to the PCs.1 under the wllll 01 din.) they'D come to undemand thlll the best
Each hero point Is precious. Hero points should RolepLayIng gamft, like other fiction, require response to ()\/erwheimlngly su~r force Is
be aworded Infrequently, ond spending one should the willfulsuspenskln 01 disbelief [nddents like not to present yourself to be stomped by It
have a notlceoble Impact. The gamemaster hos the main gun ellllmple do happen In rell[ life E\len though you, a5 gllmemll5ter. tlln
the flnolsoy as to whether spending a hero point Our production manllger, who was II sergeant change or modify the rules to suit your (and
will hove the effect a player desires - but In in Vietnam, tells of II buddy who stepped on presumably the players') fllncy. lind the hero
general, a player should be given the benefit of lin extremely poIWI"fu[ anlltank mine. The men point rules are Intended to be especla.lly field-
the doubt within ten yards were Instantly killed, lind ble, you shouldn't ever IIIIow "succeed In a skill
A PC moy not normaUy spend more than one sewrlll others to fifty yards out were Injured or ollribute roD" lind ~mllke II heroic effort" to
hero point In a combat round or at the same tlme. His buddy was lifted straight upwards by the be. uwd In the same combat round Or on your
However. a PC may spend a hero point to Mig_ blast and, as antitllnk mines shoot out shrapnel head be It
nore a kiD" or HIgnore fatigue or exhoustion:' ond at ground level, he was unscratched by the ell-
then spend 0 sec::ond hero pointln the some com
ne_d HIb"oet: _nd DiUlgerou. Acu
plosion. (HCIWeIIeT, hts back was broken wOen The ralion of hero points lor successfully
bot round he landed on a paddy dike.) This Is plllusible.
Section 6 In the Player Book I15t5 woys In completing lin IId\lenture should dl/"ectJy cor-
Stlf\/Iving In dlreCl Une-of-ftre of shrapnel to ~, relate to the number of PCs presentet /I play
which hero points con be spent At the gllme "it's only II flesh wound" Is not.. It's aU In how
master's discretion. they can be spent In other Wily! session (per "Rewards." 3.11). When IIlWlIrdlng
you tell a story. hero points et the end 01 the dey, please keep
os well
How Heroic a Point? In mind Ihat PCS who have died will merit
[n ~nera[, if II player's actions ore sufficiently some of these hero points. Unless these Pes
heroic. or enhance the story, or entertain you, died through their own stupidIty, their dying
GMing Tips you should make his use of a hero point that actlons were almost certllinly heroic end wor-
Urin. In the Re.l Wodd much more effective. [f. at Ihe penultlmllte thy of points
Let's assume that, through foo{hardlness or stage of lin elaborate and Ingenious plan to Where do dead heroes' hero points go?
sheer bad luck, II PC 15 standing lit the point blow up the communlcatlons headquarters for These can ellher' \/IInlsh into a blade hole. TlI?YeI"
of Impac1 lor a shell from the milin gun of a the PacIfIc: Occupation Front, the only PC with to be seen agllin or. If you prefer. you cen
Soviet T-80 lonk. By the letter 01 the rules. the Ihe necessary demolitions skill Is hit by strllY award en extre hero POint to the player's next
player can elect to "dodge II bullet," thereby gunfire resu[lIng in a kill, you might allow him chaTllCler
"dl\llng out of the wily unhurt;" ond by the to reduce the result to light (Instead of heavy) A PC should aJIWlIYS be IIble to earn e hero
application of common sense and II rigorous wound by spending a hero point. Or you might point II (a) he has no hero points; end (b) he
Interpretation of the main gun combat rules, allow him to spend two hero points In a round dellberately (likes a considerable risk 01 In-
you can place his charocter one hex Into the (Just thl5 once, of course), and suffer no Injury. cllpacltlltlon or death. (If you're fu:ay on the
blast Rldlus of Ihe iheIIand wry probably blow We've advised you earlier In these rules not word "considerable". we recommend II
(continued on pege 38)
PRICE OF FREEDOM GAMEMASTER BOOK 27
= = = = = = = = = TBE BULES SECTION = = = = == = = =
minimum 20% chance.) The PC should developing an Interesting character And Ihere hiS right -h~nd men should begin receiving IIIllaln
receive INIIhero point allhe end of the adven goes your wllole plot line. points, too.
ture, assumIng the law of averages did nol Just <ls a truly heroic hero Isn't going to die leu Or feel free to lIS5ign IIIl1aln points to
C!llch up with him than heroically, so II truly villainous villain cant dramatlcaUy important NPCs. 000'1 give them 100
DlYIded We Stand. United We Take be done In casually. Villains have 1IIJ1I1!n points - many. or the players IIoIOn',lllllo'e a chance - but
Back New .Iei'M}! which behave just like hero points, only villains give them to <lnyone who must handle a couple
A PC with 10 or .so hero points Is have them of heroes <ll a lime
superhuman A group of pc, with to hero A villain who is centr~lto a plot line which you Villain points. as a practical millHer, <lre a func-
points each 15 a frightening concept We think expect to run through severa l adventures should lion of the players' on-h<lnd hero points and how
the existence of either or both of these hero begin wuh two or three villain points He ihould Import~nt you expect a Illllaln to be. If you eTT by
POint banks Is II warning sign that your cam gain additional villain points as he advances the IIsslgning a VIllain too many 1II1lain points, have
palgn may be going out of control cause of the State. lIS his maskirollko (lit., disguise, higher headquaners IIS5lgn him elsewhere - on
Consider assume each PC sets aside two colloquially, a KGB ploy) foils or fools the players ... ery shon notice. He'll always be a ... atlillble for a
hero poln!.s to guord against sll'lllY bullets, ran- or. In genenll. his plans advance at the expense reappearance whene\ler the PCS are an equal
dom explosions, natural disasters, and 1M like of the pl~yers or the Americans on whom they match for him. (And they'll remember him 01'1
This leoves a pany of she PCs with 48 hero depend If a 1II11~ln accumulales five IIIl1aln points. ...es, they'll remember him.)
points to deal wUh (more like demolish)
enythlng that gets In their way. Such a group
con ellt a ftilly-equlpped Soviet motor rifle dM
5ion for breakfast If you wanllhls 1011 of poowoer
In thll I-umds of your players. you are playing
a much different gllme than THE PRICE OF
FREEDOM design envisions.
Which Is not to lay that there should never
be II PC With 10 hero points However,
I'Chievement of this status should requIre top-
notch pkly, good lock. a sixth seme for danger,
and qulle /I few playlng sasions, (The historical
example who comes Immediately to mind is
Ho Chi Minh.)
Heroe. of the a..wtance
A Hero of the Resistance Is someone who
routinely runs through SllIggeTing numbers of
9. Movement
hero points. However, Itb hero point status Is
fat leu important than his notOrIety. He Is, If
not of the George Washington or ThomllS Jef-
fmor'! cahr, atlea$ a modem-day equivalent "10m free as nature first mode man, A QUIc:.k end Dirty Ru le: One movement
of John Hancock If he escapes from the 5cMet Ere the base lows oj uTlIl/ude beg<ln, point roughly equ<lls a movement r<lte of Ilh
manhunt, Tony KUraslllwa (see Radio Free When wild in woods the noble so ...oge ron ." kilometers per hour, or about I mile per hour
AmaicII, 5.1) wIlIalmOSl cert/llnIy become one
of the first Heroes of the Resistance
- John Dryden (9.2) Chases
\bur PCs, we expect, will become small ~h" There are two times when it 1$ useful to know Combat rales for whole clilI5seS of ... ehlcles lire
heroes of the Resistance by garnering a few
how!1ISt chMllClers can m()l,l(': during combat, and identlc<ll - for example, cars. }leps, motorcycles,
when they are inllOl ... ed In along-dlstllnce purney. APCs lind t<lnks all ha ...e mo ... ement rates of 20.
hero points each In their first couple of adven-
The Travel Chlln (In the lills! few pages of this Sometimes, howe ... er, your pl~yers will get In II
tures. A capital "H" Hero of the Resistance Is
much more than tha i He hIlS spectacular ex- booklet) pro ... ides Ihls Information. chaw. If mo ... ement rales were In fact perfectly
ploits to hIs credit. He Is f<lmous. Freedom- (9.1) In Combat Identical, no one would ever get cillught or gel
loving parents across the country teU th(lIT aWilly. Here's how to handle things:
In combelt, ch<lracters move by choosing one
children bedtime slorielaboul him If he', not 11 one vehicle Is clearly fasler than the other, It
of the movement lICIIons (move, rapid fire and
<l leader of the Rebel Command, he's a free outdlstllnces Its competition. (The T-72 Is a Illst
move, ch<lrge/melee, etc.) . The "combat rate"
agent with strong ties to the Command The tank, but Ifs not 115 fasl as an Italian sponscar.'
colum n of the Travel Chan Indicales the number
SovIets have a high price on his head, even [f the vehicles are of roughly the same speeds
If they only know him by his nom de guene.
01 movement points <l char<lcter choosing the
"move" action receives; a ch<ll"llCler choosing (or bad roads or dlfflcult leTT~in TTllIke drivers wary
THE PRICE OF FREEDOM lakes place. of using their top speeds), the chase is resolved
"rapid fire and move~ or one of the other move-
in the year after the American surrender to the lIS a serles of drilling-llersusdrilling skill contests
ment actions receives one-haH th<lt number
SovIets, before the men and women destined As gamemaSler, you must break Ihe chase Into
(rounding down).
to be Heroes 01 the ResIstance have achieved a sequence of key moments. Describe to the
Exa mpl e A wlilking chillracter who chooses
their rightful place. In Ihe annals 01 American players what happens. until they get 10 a key
~move~ has 5 movement points; one who chooses
hlstory_ When and If the SovIets are In retreat. moment. Then. make driving skill rolls for <lll
"charge/melee" h<ls 2. A charllCler riding a horse
It may be appropriate to Issue a supplement drivers
has 20 movement points, 10 If he chooses "rapid
chronicling these men ond women of v<llor Remember thaI, when performing II skill
fire and mo ... e."
Walking charllClers and ones riding horses (or conteS!. you add <l character's roll to his skill
olher similar animals) may choose number. Well, when resolving II chase, first check
(8.2) Villain Points "charge/melee;" characters riding vehicles may to see whether a charllCler's roll succeeds -
Imagine thls~ you've spent weeks seiling up not. whether or not his roll Is less than or equlIl 10 his
General G1I!nsky os a ... ilJaln of awesome pro- For combat purposes. vehicles mav accelerate skill number. Any character who falls Is 01.11 of the
portions. The players are only QJadually beginning to the top rate listed in one combat round, and race - he's CTlIshed, or sidetracked down Ihe
to discover the scope of his dlaboliall plans. Then, decelerate to 0 the next. The movement rates for wrong street, or whatnot. If both succeed, the race
one PC gelS a clear Hne of sight to GUinsky, spends vehicles presume fairly slow, cautiOUS mo ... ement continues - bUI the character with the higher
a hero point, lind shoots him dud. There goes - as is likely in combat conditions. You mllY, If combined skUl-number-plus-roli widens the lelld
II sense of accomplishment. There goes weeks of you like. allow f<lster movement, but must then (If he's being chased) or closes it (If he's the chaser).
lake Inlo account IIcceleratlon lind deceleration
6 14 15 15 15 15 rifle 0 pistol 0
MP = machine pistol
AR = automatic rifle
LMG = light machinegun
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6 15 14 15 12 10 3 2 4 AR DOD pistol 0 FG 0
,
= on the roof MMG = medium machinegun WP = white phosphorus grenade Frag = fragmentation grenade
AR = automatic rifle SK =small knife BT = bullettrap grenade FG = Flare Gun
AC = automatic carbine SMG =submachinegun SC = satchel charge
MP = machine pistol TG =thump gun Dyn = stick of dynamite.
One section of the chart is labelled "Armor points, whichever is less. Example: Burst-firing
20. VEHICLES Ratings:' It lists three armor ratings.or each vehicle a weapon containing 5 ammo points consumes
(20.1) Movement - a front rating, a flank rating, and a rear rating. all 5 points (the weapon is out of ammunition);
When a vehicle is fired upon, or a grenade or firing a weapon containing 50 ammo points
A vehicle may only move if driven. On a turn mine explodes in its hex, one of its armor ratings consumes 10.
in which a vehicle moves, the driver may take no is used to determine whether it is damaged. If it
other action. Resolving Combat
is fired upon or a grenade thrown at it from the The procedures used to resolve combat against
Vehicles' movement allowances in combat are front, the front rating is used; if from the back, the
determined by the Travel Chart (see the last pages vehicles are described on the appropriate tables.
back rating is used; and if from either side, the top,
of this booklet). Movement point costs for vehicles or the bottom, the flank armor rating is used. (Note Vehicle and Obstacle Damage Table
are determined by the Terrain Effects Chart (see that the flank armor will always be used when a When a vehicle is damaged, refer to the Vehicle
Freedom File D). mine goes off in the vehicle's hex.) and Obstacle Damage Table. It is used to
Terrain costs depend on the type of drive a There are four possible armor ratings: no armor, determine the extent of the damage, and whether
vehicle possesses - rear-wheel, 4-wheel, or light, medium, and heavy. or not the vehicle's occupants are injured.
tracked. The Vehicle Chart (see Gamemaster Obstacles
Charts) lists each vehicle's drive type. Vs. Vehicle Tables
The Gamemaster Charts contain a Small Obstacles such as walls, bunkers, overturned
A vehicle must face toward one hexside at all cars, etc., can be treated as having armor ratings.
times. If it enters one of its three rear hexes, it is Arms Vs. Vehicles Table and a Grenades and
Mines Vs. Vehicles Table. In addition, the Heavy The Obstacle Chart provides some gUidelines (see
backing up; a vehicle which backs up in a combat Gamemaster Charts), but the game master is the
round may only spend 5 movement points that Weapons and Vehicle Weapons and Artillery
Combat Tables contain sections for resolving fire final arbiter. When a weapon is fired at an obstacle,
round. (N.B.: Motorcycles need not worry about determine its armor rating. Resolve fire as you
facing.) against vehicles.
When small arms are used against a vehicle, the would against a vehicle with that armor rating.
When a vehicle moves forward, it may move
into the hex it is facing, or into either flanking hex. firer must indicate whether he's using aimed, rapid Throwing Grenades Into Vehicles
or burst fire. Regardless of the type of fire, only When a character attempts to throw a grenade
If a vehicle moves into a flanking hex, its facing
is changed so that it now faces away from the hex one die-roll is made to determine whether the into a vehicle, he uses the Grenade and Mine
it just left. vehicle is hit; depending on the type of fire, the Combat Table, not the Grenade and Mine Vs.
Tracked vehicles (but not other ones) can die-roll may be increased or decreased (see "Fire Vehicles Table. If he is throwing a fragmentation
Modifiers Against Vehicles" on the Small Arms Vs. or high explosive grenade (or Molotov cocktail,
change facing while staying in a hex. Changing
Vehicles Table). dynamite or satchel charge), and he succeeds in
facing by one hexside costs one movement point.
Since only one fire die-roll occurs, the ammo throwing the grenade into the vehicle, the
(20.2) As Targets consumption rules differ slightly. Using aimed fire occupants of the vehicle suffer damage as the
Armor Ratings costs 1 ammo point; using rapid fire consumes 2 Grenade and Mine Combat Table indicates. The
Refer to the Vehicle Chart (one of the points. A character may only perform burst fire vehicle itself is inoperable thereafter.
Gamemaster Charts). It provides data on a wide against a vehicle if his weapon contains at least The Vehicle Chart classifies vehicles as open-
range of vehicles, from passenger cars to Soviet 4 remaining ammo points; and performing burst topped, glassed, or enclosed.
tanks. fire consumes all remaining ammo points, or 10
PRICE OF FREEDOM 51
Illumination okay - indeed, preferable); and cannot travel in Any time a gun is fired or any loud explosion
Illumination rounds are treated in section 19.5. groups of more than 20. Moreover, all riders must occurs near a horse, make a combat training skill
A shell's "blast radius" is the radius of its illuminated have a riding skill of 11 or more. roll for the horse. If it fails the roll, it will run off
area (Le., a shell with a blast radius of 30 This faster speed might be helpful for messages in a random direction at maximum speed, unless
illuminates all hexes within 30 of the hex it and get-aways. its reins are tied. It will continue to panic until its
occupies). Donkeys and mules have the same movement rider makes a successful riding skill roll. He may
Gas rate as horses, but cannot use the faster speed. take no other action until such a roll is made.
There are, in fact, two kinds of artillery-delivered Mounting or dismounting a horse is an action
gas shells; regular gas and nerve gas. taking a full combat round. Tying a horse's reins
A gas shell covers its impact hex with gas, as also takes a round.
well as all hexes within its "blast radius:' The only actions a mounted man may take are:
Regular gas has the same effect on people as Dismount.
gas from gas grenades (see 14.4). Move. He moves at the horse's movement
Nerve gas kills everyone in the area. The only allowance of 20.
exceptions are people in pressurized vehicles (like Move and Rapid Fire. He suffers a fire modifier
APCs) or chemical warfare protective gear, and for firing from a moving horse. The horse still
people who have a chemical antidote. receives 20 movement points.
Death occurs within 4 to 12 combat rounds, Aimed Fire or Two Rapid Fires or Burst Fire:
depending on denseness of clothing, whether or The horse must remain stationary.
not a gas mask is used, ambient temperature, etc. We Owe Allegiance Move and Prepare Grenade. The horse receives
20 movement points; the man may prepare, but
22. BECOILLESS to No Crown. not throw, a grenade.
Move and Throw 'or Drop Grenade. The
BIFLES grenade can be thrown, or the rider may drop it
in any hex he moves through. The horse receives
A recoilless rifle is a sort of portable small main 10 movement points.
gun. Like mortars, it can be broken into four pieces (23~2) Loads Charge/Melee. The horse may move up to 10
for carriage (see EqUipment Chart). It is a crew movement points, then melee any character or
weapon and requires two to operate at its full rate Horses are not the only load-bearing animals
available. Donkeys, mules, oxen and goats have another horse in the hex where the horse ends up.
of fire. Recoilless rifles are sometimes mounted on Melee. If already in a hex containing another
jeeps or other vehicles, or fired from a tripod. all been used as pack or draft animals, with some
success. Oxen make better draft than pack character or horse, the horse and character may
Characters fire recoilless rifles using their melee.
gunnery skill. animals; their sharp spines make loading them
Recoilless rifles can only be fired at targets to with goods difficult, while their strong shoulders In addition, the rider can take any other action
which the firer can trace a line of sight. make pulling loads easy. (Indeed, the ox was the while the horse moves. If he does so, however,
The "small main gun" line of the Vehicle draft animal of choice in the ancient world; the he must make a riding skill roll. If the roll succeeds,
Weapons and Artillery Combat Table is used when lack of an adequate horSe collar meant that a horse the action also succeeds. If the roll fails, so does
a recoilless rifle fires to determine range and used as a draft animal was always on the verge the action. If the riding roll is a "20;' he falls off
damage. of strangulation.) his horse.
Goats are too small to carry any substantial load, Example: The rider's weapon is jammed. His
23. BOBSES but are at ease in rocky and mountainous terrain
(do not reduce long distance rate in hills or
riding skill number is 14, and his weapon skill is
16. He makes a roll; it's a 12, which is less than
Guerrillas may have a hard time finding both mountains). Characters operating in such terrain or equal to his riding number, so he manages to
vehicles and fuel. Too, even the hardiest of 4-wheel may find them useful. It should be noted that attempt to unjam his weapon while riding. He
vehicles may have trouble traveling the trackless Yugoslavia has maintained a unit of goat-drawn makes a second roll; it's a 19, so the weapon is
wildernesses and mountain ranges where guerrillas artillery since the Second World War. still jammed.
operate. Horses, donkeys and mules can carry The Load Table (see the back of this book) lists
substantial supplies, and live largely off locally- the number of kilograms each animal can carry (23.4) Charges and Melee
available fodder. Horses, when properly trained, as a pack animal, and typical weights than can be When a character on a horse melees, both he
can be ridden into combat. Though horses are pulled by each as draft animals. and his horse may make a melee attack each
vulnerable to modern weapons, most guerrilla Incidently, if you want to get really exotic, the combat round. The horse may not attack someone
combat is fought at close range - when the shock Forestry Service has experimented with.the use on a horse - only a character on the ground or
of a cavalry charge may still be telling. of llamas, which can carry heavier loads than another horse. If the rider is bare-handed, he may
goats, are more docile, and are equally at home only attack another rider; if he has a weapon, he
(23.1) Long-Distance in mountains. (They do smell, though.) Also, the can attack another rider, a character on the
Movement U.S. Cavalry used camels in the American ground, or a horse.
Southwest during the late 19th Century ... When a horse attacks in melee, roll against its
When out of combat, horses can be used as combat training skill to determine whether it hits.
riding and pack animals. Refer to the Travel Chart (23.3) Combat Training The Horse Combat Table (see the Gamemaster
(see the back of this book). As it indicates, a horse's and Actions Charts) is used to determine damage.
long-distance rate is 5 km/hour, the same as a
human's. Over long distances, a human can, in Horses have one skill: combat training. All (23.5) Firing At Horses
fact, outrun a horse '(as horses have inferior horses begin with a skill level of 1; it can be
stamina). increased by training, at the rate of 1 point per and Riders
Horses moving at the indicated rate fatigue at week spent training the horse. There is a chance that fire at a rider may hit his
the same rate as humans. Mules, donkeys, oxen and goats cannot receive horse, and vice versa. If one is missed, roll the die
However, specially trained horses can, with light combat training - if in a combat situation, they again; on a roll of 1, the other is hit.
loads, travel much faster - up to 20 km/hour. automatically panic and run off.
Such horses will be fatigued after 1 hour and
(23.6) Horse Damage
exhausted after 2 - and dead after 4 hours of Horses are damaged in the same way as
continuous riding. Horses travelling at this rate can humans - that is, they can be stunned, lightly
carry no more than 1 person plus 30 kg; must wounded, etc.
travel over clear terrain or roads (dirt roads are
ILLUSTRATION KEY
~ Airborne antitank
ICfP I Transport helicopter X Brigade
III Regiment
ffiiMedical
W Airborne artillery
II Battalion
8 "Field artillery
B Maintenance
I
Company
Platoon
I ~ IMultiple rocket
00 'Transportation
launcher ~ Headquarters
I7fl S~rf~ce-to-surface
L.!.U mlsslle
PRICE OF FREEDOM GAMEMASTER BOOK 55
Illustration A AMERICAN STRATEGIC DIRECTION The Pacific Occupation Front: Headquartered
in Las Vegas, Nevada, Amerindian Peoples'
I Autonomous Region.
The Canadian Occupation Front: Head-
quartered in Montreal, Republique Socialiste de
Quebec.
F2: Each front has a command staff, respon-
sible for its administration. It consists of 1200 +
officers and men.
F3: Two motor-rifle divisions (see illustration C).
F4: Three Cuban or Nicaraguan motorized in-
fantry divisions (see illustration E).
F5: One tank brigade. This is the Front com-
mander's personal guard (see illustration B).
F6: One artillery brigade: Used to reinforce ma-
jor offensives (see illustration B).
F7: One air army. Used to support activities of
the Front and maintain air superiority (see illustra-
tion B).
F8: One air assault brigade. Helicopter-
transportable quick-reaction force (see illustration
f3 f4 f5 f6 f7 f8 f9 flO fll fl2 f13 B).
F9: One airborne division. Elite troops - the
Front's vanguard for occupation (see illustration F).
FlO: One Spetsnaz brigade. A specialist unit
for use in counterinsurgency and other special war-
fare operations. Highly motivated (see illustration
BJ.
FII: Two air-defense brigades. Provide air cover
.w-, X III for Front HQ, air bases, and s\lpply depots. Equip-
~E8~ ped with 27 SA-4 missile launchers, plus 600 +
officers and enlisted men.
F12: One engineer brigade. Responsible for
f21 f20 f19 fl8 fl7 fl6 fl5 f14 construction of barracks and other facilities as well
as demolitions and clearance of major obstacles
(i.e., rivers with blown bridges). Equipped with a
multitude of heavy equipment - 800+ officers
and men.
(25.1) The American 1 "Kild' SS; 4 "Foxtrot" SSs; 4 replenishment F13: One chemical warfare regiment. Conducts
tankers; 12 Tu-95 "Bear" patrol aircraft; 12 Tu-16 chemical warfare operations as well as decon-
Strategic Direction "Badger" patrol aircraft; 6 11-38 "May" ASW taminating and performing chemical recon-
This shows all naval, air and army units attached aircraft. naissance - 300 + officers and men .
to the occupation forees. The organization of each .The Pacific Fleet: Headquartered in Bremerton, F14: One communications regiment. Provides
of the divisions and assets is shown in the illustra- Reed State, United American Soviets. Consists of: for all communications needs within the Front -
tions that follow. Illustration A shows you the total 1 "Kiev" CVH; 3 "Kresta In CGs; 1 "Sovremmeny" 400+ officers and enlisted men.
forces available to the Soviets in America. DOG; 3 "Udaloy" DDs; 4 "Kashin" DOGs; 5 F15: One medical brigade. Maintains field
FO: There are three occupation fleets: "Skory" DDs; 1 "Kon!" FF; 9 "Petya" FFs; 3 hospitals and provides medical services for Front
The Atlantic Fleet: Headquartered in Norfolk, "Nanuchka" PCMs; 10 "OSA II" PCMs; 12 "Sher- troops - 700+ officers and enlisted men.
Virginia, Confederate Soviets of America. Con- shen" PCTs; 1 "Ivan Rogov" LHA; 7 "Polnochy" F16: One KGB regiment. Not a part of normal
sists of: 1 "Kirov" BCN; 1 "Slava" CG; 2 '~Kresta LSTs; 1 "Mike" SSN; 2 ''Alfa'' SSNs; 4 "Victor" Front organization. Used to identify unworthy and
II" CGs; 2 "Sovremmeny" DOGs; 2 "Udaloy" SSNs; 4 "Charlie" SSGNs; 3 "Kild' SSs; 7 "fox- sympathetic commanders and troops to be ter-
DDs; 4 "Krivak" DDs; 3 "Koni" FFs; 4 "Mirka" FFs; trot" SSs; 8 replenishment tankers; 12 Tu-95 minated. Also provides interrogation and political
6 "Petya" FFs; 5 "Natya" MCMs; 8 "Yurka" MCMs; "Bear" patrol aircraft; 36 Tu-16 "Badger" patrol direction for the Front 300 + agents.
4 "Sonya" MCMs; 6 "Nanuchka" PCMs; 4 "Saran- aircraft; 12 I1-38 "May" ASW aircraft; 12 Be-12 F17: One transport brigade. Motor pool for all
cha" PCMHs; 12 "OSA II" PCMs; 5 "Turya" PCTs; "Mail" anti-submarine amphibians; 12 Tu-26 units attached to the Front - 1200+ officers and
4 "Alligator" LSTs; 2 "Ropucha" LSTs; 8 "Backfire" bombers; 24 Su-17 "Fitter" fighter/at- enlisted men, and 300 + trucks.
"Polnochy" LSTs; 2 ''Alfa'' SSNs; 1 "Mike" SSN; tack aircraft. F18: One maintenance brigade. Provides
2 "Victor II" SSNs; 3 "Tango" SSs; 2 "Kild' SSs; Key: CVH - helicopter carrier; BCN battle vehicular and other maintenance for all units at-
6 "Foxtrot" SSs; 2 "Charlie" SSGNs; 4 "Echo II" cruiser (nuclear); CG - gUided missile cruiser; tached to the Front - 1000 + officers and enlisted
SSGNs; 5 replenishment tankers; 12 Tu-95 "Bear" DOG guided missile destroyer; DO men.
patrol aircraft; 24 Tu-16 "Badger" patrol aircraft; destroyer; FF - frigate; MCM minesweeper; F19: Two transport helicopter regiments. Used
12 11-38 "May" ASW aircraft; 12 Tu-26 "Backfire" PCM patrol craft (missile); PCMH - patrol craft primarily to lift the air assault brigades for combat
bombers; 24 Su~17 "Fitter" fighter/attack aircraft. (mi~ile hydrofoil); PCT - patrol craft (torpedo); missions as well as for resupply (see Ulustration BJ.
The Caribbean Fleet: Headquartered in PCTH - patrol craft (torpedo hydrofoil); LST F20: Two assault helicopter regiments. Provide
Havana, Cuba. Consists' of: 1 "Kara" CG; 2 landing ship (tank); LHA - landing ship fire support for ground operations and airmobile
"Kashin" DOGs; 3 "Kotlin" DDs; 6 "Skory" DDs; (helicopter amphibious); SS - attack submarine attacks (see illustration B).
2 "KOni" FFs; 6 "Petya" FFs; 8 "Riga" FFs; 2 (diesel); SSN - attack submarine (nuclear); 'F21: One rocket brigade. Used to pacify stiff
"Yurka" MCMs; 4 "Sonya" MCMs; 3 "Nanuchka" SSGN - cruise missile submarine (nuclear). opposition without risk of injury to ground troops.
PCMs; 16 "OSA I & II" PCMs; 10 "Komar" PCMs; FI: There are three occupation fronts. Equipped with nuclear-capable missile's (see il-
18 "Shershen" PCTs; 6 "P6" PCTs; 2 "Alligator" The Atlantic Occupation Front: Headquartered lustration B).
LSTs; 1 "Ropucha" LST; 7 "Polnochy" LSTs; 1 in Langley, Virginia, Confederate Soviets of
"Sierra" SSN; 1 "Victor" SSN; 2 "Echo II" SSGNs; America.
~FA4 m
I radar, 1 counterbattery radar, 1 meteorological
~FA5
I
~FA10
radar and 6 MTLB command vehicles.
FA9 FA17: Two 130mm artillery battalions. 20 of-
ficers, 275 enlisted men, 18 M-46 130mm guns,
and 42 trucks each.
FA18: 180mm artillery battalion. 22 officers,
Rocket Brigede Tenk Brigede Art ill ery Bri gade 275 enlisted men, 18 S-23 180mm guns, and 48
X X trucks.
~FAI3
FA19: Two 152mm artillery battalions. 20 of-
ficers, 265 enlisted mEln, 18 0-20 152mm guns,
and 42 trucks.
FAIl FA20: Air assault brigade headquarters. 35 of-
FA16 ficers, 150 enlisted men, 12 motorcycles, 18 AT-4
"Spigot" suitcase ATGMs, 60 trucks, and 6 ZU-23
III II II anti-aircraft guns.
rc=;n,CJ II II II
~
FA21: Three air assault battalions. 35 officers,
FA12
~
FAI4
FAI5 ~8~
FA17 FAI8 FA19
290 enlisted men, 6 82mm mortars, and 24 trucks
each.
Air Army FA22: Spetsnaz brigade headquarters. 6 officers
Air Asseult Brigade Spetsnllz Brigade XXXX and 9 enlisted men,
~FA24
FA23: Three Spetsnaz battalions. 27 officers,
~FA22
345 enlisted men, and a wide variety of heavy
weapons and special equipment (depending on
the mission), each.
FA24: Air army headquarters. 950 officers,
tFA20 I I I 7500 enlisted men, maintenance facilities, base
construction engineers and full support troops
~ I~O~~lool
XX ~~ III III similar to those of a land division.
~ ~
00 00 FA25: Three fighter divisions. 124 MiG-29
"Fulcrum", MiG-23 "Flogger" or SU-27 "Flanker"
FA26 FA27 FA28 FA29 FA30
FA25 aircraft each.
FA21 FA23 FA26: Two fighter-bomber divisions. 124
MiG-27 "Flogger 0" or SU-25 "Frogfoot" aircraft
each.
FA27: Long-range bomber division. 93 SU-24
"Fencer" aircraft and possibly up to 30 Tu-30
(25.2) Front-Level Assets FA4: Four assault helicopter companies. 16 "Blackjack" from LongcRange Aviation.
This shows the organization of regiments and Mi-24s or Mi-28s each. FA28: Reconnaissance regiment. 30 MiG-31
brigades attached to each Front. Only the com- FA5: Two medium-lift transport helicopter com- "Foxhound" aircraft.
bat assets of each Front are shown; non-combat panies. 16 Mi-8s each. FA29: Electronic warfare regiment. 30 Tu-l44
assets, such as the transport brigade and KGB regi- FA6: Transport helicopter regiment head- "Moss" AWACS aircraft and Tu-95 "Bear" recon-
'ment, are not broken down. (You and your players quarters. 10 Mi-8s, 2 Mi-26s, 450+ officers and naissance aircraft
will not normally meet such units, and won't need men, and 30 trucks. F30: Transport regiment. 30 AN-12 "Cub"
to know their organization.) FA7: Two medium-lift transport helicopter bat- aircraft.
N.B: Equipment (e.g., Mi-24J are explained in talion headquarters. 2 Mi-8s and 16 officers and
enlisted men each.
section 25.7.
FA8: Two heavy-lift transport helicopter bat-
FAl: Assault helicopter regiment headquarters. talion headquarters. 1 Mi-8 and 9 officers and
Consists of 16 Mi-24s or Mi-28s, 4 Mi-8s, 400 + enlisted men each.
officers and men, and 24 trucks. FA9: Two medium-lift transport helicopter com-
FA2: Two assault helicopter battalion head- panies. 16 Mi-8s each.
quarters. 2 Mi-24s or Mi-28s and 10 officers and FAIO: Three heavy-lift transport helicopter
enlisted men each. companies. 8 Mi-26s each.
FA3: Two transport helicopter battalion head-
quarters. 2 Mi-8s and 16 officers and enlisted men
each.
~M1S
~~ lustration D.
M23: Air defense company. 6 officers, 59
enlisted men, 4 ZSU-23-4s, 4 SA-9 launch
I I vehicles, 3 BRDMs, and 6 trucks.
M24: Armored reconnaissance company. 5 of-
~~
M19
ficers, 45 enlisted men, 3 BMP-1s or BMP-2s, 9
BRDMs, 5 motorcycles and 1 truck with ground
H2O
surveillance radar.
M25: Electronic warfare/signals company. 9 of-
ficers, 72 enlisted men, 1 BRDM, 5 motorcycles
and 12 trucks.
M26: Engineering company. 10 officers, 85
men, 7 BTR-60s or BTR-70s, 3 minelaying
vehicles, 2 tank-deployed bridges, 4 truck-
I I I
deployed bridges, and 24 engineering vehicles.
OOEE3~ M27: Self-propelled artillery battalion. 21 of-
---M22-- M23 M24 M25 M26 M27 M2S M29 M30 M31 M32 ficers, 180 enlisted men, 6 SAU-122 self-propelled
hOWitzers, 3 trucks, and 2 MT-LBs.
M28: Military police platoon. 1 officer, 19
enlisted men, and 4 BTR-60s or BTR-70s.
M29: Service/supply platoon. 1 officer, 26
(25.3) Soviet/Warsaw Pact M7: Electronic warfare/signals battalion. 27 of- enlisted men, and 7 trucks.
Motorized Rifle Division ficers, 253 enlisted men, 4 BRDMs, 13 motor- M30: Transport company. 5 officers, 69 enlisted
cycles, and 52 trucks. men, and 45 trucks.
Motor-rifle divisions are the heart of the Soviet M8: Engineer battalion. 30 officers, 378 enlisted M31: Medical company. 10 officers, 35 men,
armed forces. This shows the organization of such men, 9 BMPs, 4 BRDMs, 50 trucks, 42 engineer- and 6 trucks and ambulances.
a division, broken down to the battalion level. ing vehicles (construction, clearance and minelay- M32: Maintenance company. 4 officers, 62
MI: Division headquarters. 105 officers, 288 ing), 3 tank-deployed bridges, 3 ferries and 4 pon- enlisted men, 2 tank-recovery vehicles, 1 crane,
enlisted men, 9 BRDMs, 40 trucks, 10 Mi-2 toon bridges. and 16 trucks.
helicopters, 8 Mi-8 helicopters, and 6 Mi-24 M9: Medical battalion. 35 officers, 123 enlisted
helicopters. men, 20 trucks and ambulances.
M2: Air defense battalion. 24 SA-11 missile MIO: Service battalion. 8 officers, 65 enlisted
launchers, 8 ZSU-23-4s, 84 officers, 595 enlisted men, and 6 trucks.
men, and 45 trucks. Mil: Transport battalion. 22 officers, 195
M3: Tank battalion. 51 T-72s or T-80s, 1 BMP enlisted men, 210 trucks.
command vehicle, 12 trucks, 35 officers, and 275 M12: Antitank battalion. 23 officers, 259
enlisted men. enlisted men, 18 Rapira-3 125mm guns, 6
M4: Rocket-launcher battalion. 23 officers, 234 BRDMs, 18 MT-LB gun tractors, 22 trucks.
enlisted men, 18 BM-21 rocket launchers, 43 M13: Supply battalion. 48 officers, 600 enlisted
trucks, and 3 BRDMs. men, 110 trucks.
M5: Chemical warfare battalion. 18 officers, 142 M14: Surface-to-surface missile battalion. 18 of-
enlisted men, 6 BRDMs equipped for chemical ficers, 138 enlisted men, 59 trucks, 4 Frog-7 rocket
reconnaissance, 34 decontamination vehicles, and launchers, 4 reload vehicles, 1 BRDM, and 1 Russki Go Home.
36 trucks with trailers. BTR-60 or BTR-70.
M6: Armored reconnaissance battalion. 39 of- M15: Military police company. 3 officers, 57
ficers, 261 enlisted men, 18 BRDMs, 4 BRDMs enlisted men, and 10 BTR-60s orBTR-70s.
equipped for chemical reconnaissance, 7 BMP-1s M16: Maintenance battalion. 19 officers, 275
or BMP-2s, and 51 trucks. enlisted men, 8 cranes and tank recovery vehicles,
and 64 trucks.
B4: Artillery company. 5 officers, 56 enlisted 3 officers, 9 enlisted men, and 2 BTR-60s or
men, 6 120mm mortars, and 7 MT-LB tractors. BTR-70s each.
B5: Medical section. 1 warrant officer, 3 enlisted B13: Three motor-rifle platoons. 1 officer, 31
men and 1 ambulance. enlisted men, 1 AGS-17, 1 SA-14, 1 PK MG, 3
B6: Three motor-rifle company headquarters. RPK MGs, 19 AK-74s, 1 SVO, 3 RPG-16s, 15
3 officers, 9 enlisted men, and 2 BMP-ls or RPG-18s and 3 BTR-60s or BTR-70s each.
BMP-2s each. B14: Tank battalion headquarters. 6 offiCers, 18
. I
B7: Three motor-rifle platoons. 1 officer, 31 enlisted men, 1 command T-72 or T-80, 1 BMP-l
0C18E3:3
83 84 85
enlisted men, 1 AGS-17, 1 SA-14, 3 RPG-16s, 15
RPG-18s, 1 PK MG, 3 RPK MGs, 19 AK-74s, 1
or BMP-2, 1 truck, and 1 BROM.
B15: Service company. 3 officers, 33 enlisted
SVO and 3 BMP-ls or BMP-2s each. men, 10 trucks, and 1 BMP-l or BMP-2.
B8: BTR-60 or BTR-70 motor-rifle battalion B16: Three tank company headquarters. 2 of-
headquarters. 7 officers, 21 enlisted men, 2 ficers, 8 enlisted men, 1 command T-72 or T-80,
BTR-60sor BTR-70s, 1 BROM, and 3 trucks. and 1 truck each.
B9: Maintenance platoon. 7 enlisted men, and B17: Three tank platoons. 1 officer, 11 enlisted
1 truck. men, and 3 T-72s or T-80s each. (In tank battalions
87 BI0: Artillery company. 5 officers, 56 enlisted of motor-rifle regiments there are 4 tanks per
men, 6 120mm mortars, and 7 MT-LB tractors. platoon.)
Bll: Service/transport/supply platoon. 1 of- B18: Medical section. 1 warrant officer, 3
ficer, 25 enlisted men; and 12 trucks. enlisted men, and 1 ambulance.
BTR-70 Motorized Rifle Bettelion
B12: Three motor-rifIe company headquarters. B19: Antitank platoon. 1 officer, 13 enlisted
men, 3 SPG-9 recoilless rifles, 4 RPG-16s, and
II
2 BTR-70s.
, ,cb,!:.
I ... .. ...,
Illustration E
Cuban/Nicaraguan Infantry Division
Tenk Bettelion
~
~814
II II II I
000@J
F12 F13
Fll F14
I I
~ ~81S
~816
I I I
[ZSJ0GJmEEOOBCJ
F16 F17 F18 F19 F20 F21 F22 F23
I~"
level. "
FI: Division headquarters. 120 officers, 340
enlisted men, 55 trucks and 6 Mi-8 helicopters.
I I I I I I I ,
F2: Air defense regiment. 60 officers, 228
enlisted men, 42 trucks, 12 S-60 guns, 6 SA-3
missile launchers and 24 SA-14s.
F3: Armored reconnaissance battalion. 25 of- ;'6 107 A8 A' Al0 All "12
ficers, 88 enlisted men, 12 BRDMs, 6 BTR-60s,
and 8 trucks.
F4: Engineering battalion. 45 officers, 170
enlisted men, 24 trucks, 1 tank-deployed bridge
and 1 pontoon bridge.
F5: Medical battalion. 11 officers, 46 enlisted
men, 7 trucks and ambulances.
F6: Transport battalion. 8 officers, 52 enlisted
1016 1017 A18 A20 ;'21 A22 A23
men, 36 trucks.
F7: Electronic warfare/signals battalion. 12 of-
ficers, 22 enlisted men, 6 trucks and 2 BRDMs.
F8: Service/supply battalion. 8 officers, 65
enlisted men and 20 trucks.
F9: Maintenance battalion. 4 officers, 20
enlisted men and 6 trucks.
FlO: Artillery regiment headquarters. 14 of-
ficers, 39 enlisted men, 3 BTR-60s and 2 BRDMs. 1026 A27 A28 A30
102'
FII: 122mm howitzer battalion. 18 officers,
145 enlisted men, 18 D-74 howitzers and 36
trucks.
F12: 152mm howitzer battalion. 24 officers, A2: Transport battalion. 24 officers, 237 men,
172 enlisted men, 18 D-l howitzers and 42 trucks. 167 trucks and 2 motorcycles.
F13: 130mm artillery battalion. 30 officers, 160 AS: Artillery regiment. 120 officers, 732 enlisted
enlisted men, 18 M-46 guns and 40 trucks. A31 men, 126 trucks, 39 SA-14s, 18 D-30s, 18
F14: Target acquisition company. 8 officers, 26 BM-14s, 18 ASU-85s, and 12 BRDMs with Span-
enlisted men, 6 BRDMs, 1 BTR-60, and 3 trucks drel ATGMs (2nd generation).
with ground surveillance, meteorological and A4: Armored reconnaissance battalion. 4 of-
counterbattery radar. ficers, 76 enlisted men, 9 motorcycles, 9 BRDMs,
F15: Three motorized infantry regiment head- 9 trucks, 9 SA-14s, and 9 RPG-16s.
quarters. 29 officers, 64 enlisted men, 2 BRDMs, A5: Air defense battalion. 24 SA-lllaunchers,
1 BTR-60, and 4 trucks each. 50 officers, 455 enlisted men, and 42 trucks.
F16: Motorized antitank platoon. 18 officers, "33 A6: Chemical warfare company. 8 officers, 90
120 enlisted men, 6 SD-44 guns, 6 AT-3 suitcase enlisted men, 28 trucks, and 3 SAI4s.
ATGMs (1st generation), and 18 trucks. A7: Maintenance battalion. 8 officers, 108
F17: Artillery platoon. 6 officers, 48 enlisted enlisted men, 20 trucks, 2 armor recovery vehicles,
men, 6 120mm mortars and 8 trucks. and 3 SA14s.
F18: Air defense platoon. 9 officers, 71 enlisted AS: Parachute rigging company. 7 officers, 94
men, 6 ZU-23 guns, 6 SA-14s and 9 trucks. enlisted men, and 3 SA-14s.
F19: Engineering platoon. 6 officers, 32 enlisted A9: Electronic warfare/signals battalion. 22 of-
men and 6 trucks. ficers, 221 enlisted men, 53 trucks, 11 motorcycles,
F20: Medical company. 4 officers, 13 enlisted (25.6) Soviet Airborne and 3 SA-14s.
men and 4 trucks and ambulances. Division AIO: Engineering battalion. 28 officers, 344
F21: Transport company. 3 officers, 29 enlisted enlisted men, 1 pontoon bridge, 36 trucks, 15
men and 20 trucks. Airborne troops are the first to be dispatched minelayers, 2 tank-recovery vehicles, and 3
F22: Electronic warfare/signals platoon. 2 of- to America, and will remain the Occupation's SA14s.
ficers, 11 enlisted men, 1 BRDM, 1 BTR-60 and shock troops in its struggle against the Resistance. .All: Medical battalion. 35 officers and 123
1 truck. In the Red Army, only the tank corps has greater enlisted men.
F23: Service/supply company. 6 officers, 38 prestige, and few tankers will see combat in A12: SerVice/supply battalion. 3 officers, 40
enlisted men and 13 trucks. America, Since the transport problems are huge. enlisted men, 6 trucks and 3 SA-14s.
F24: Three motorized infantry battalion head- Units are broken down to the section. A13: Three airborne infantry regiment head-
quarters. 3 officers, 12 enlisted men, 3 SA-14s, AI: Airborne division headquarters. 76 officers, quarters. 28 officers, 41 enlisted men, 14 trucks,
1 BTR-60 and 2 trucks each. 122 men, 2 BMDs, 39 trucks and 15 motorcycles. 3 motorcycles, 3 SA-14s, and 3 RPG-16s each.
Grenades
Grenades may not be thrown into helicopters
unless open, and grounded or at nap-of-earth.
Apply the "door" modifier to the thrower's manual
dexterity when he tries to throw into an open
helicopter.
A crewman may drop a grenade from a
helicopter by opening a window. Make a manual
dexterity roll for the dropper; if it succeeds, the
grenade lands in the hex thrown. Otherwise, it
scatters. Choose an arbitrary hexside as the
"reference hexside."
'Grenades may not be dropped from helicopters
at low or high level - they'd explode before
reaching the ground.
Passengers may throw grenades (and fire
weapons) from open helicopters on the ground
-. - - -
--- --- -- -- --
- -
-
----, --- --- -------
rl.. _,
Beo s
HII'IIS Apwtnwnt a
,
- --
::::::I
"'" .-
-- --_.
--- ------
j I j
-- --
< j j
<
I 1 a ~ "
tlonal
---_.I ---
---
--..., .-
U8
,, ,,. -- -
1.II. S _ Armory
MapA
- --
,':
-=.
a. Skills e
NPC :E .., ..,m00 =
ROSTER 0
E
m
-8 .9-
~
0
0
~
0
oS!
m
u
.2
0
..,f
0
!!"
m
~m
o~
~
08.
-"
.H
0
0
!E -"
'0
0
08.
.!!m
~~ x_
"1>
0
..,m
oX
0
0
a.
~"
0
E0
E~
~
0
8.
m
e
0
0;;
E C
EX-
"0
"0
--
z l. ~o a: 0: .. oll
SAVAGE ~ w
x
.-
.- ", ", ", "" a
a "'" "
SKULLS
" , , , "''''
...
"
..
y
z
-
''' -
.- - I- I- , ,
, ,
,
,
a
a '"'"
.......'"'"
- -
a
''' , , , a
-.,."
, , "'"
SOVIETS A ~
..., 0
"'~- ~
" ,
"" E "'"
...,
...,
""'
F .... "
"
"
" "
" "
" 10
,
,
,
"" ""
"
AA
AA
DODD
DODO
DODD
000
000
000
...,
""
""
G
, ""'
H
J
,,,
..... "
"
10
"
" "
" "
" "
" 10
,
,
"
"
"
"
AA
AA
AA
All
DODD
DODD
DODD 1-
DODD
000
000
DOC'
0110
f
.... M
N
.."'" "
"
" "
" "
"
"
AA
AA
0000
0000
000
DOD
-
0000 000
0
" " " " AA
1-
"'"
p
" " " , " AA 0000 000
GUARDSMAN
,~
0
R ...""' "
"
" "
" " "
"
AA
All
OO[lO
OOIJO
00
000
000
00
AR aulDm8lie rifle " " " " All
I I II I I I ~
Map C
- !
I Sixth Avenue
_lb _ ........ CIty on N_ i PATH 1'utme1 1b 32nd StreII:-....
fl
r--
...
, iiii l
Q)
...
I!!
U)
...
--
... j
.c
...l
ehiel
trance
Armory Vehicle
Entrance
.r:.
II>
~
L-
i.,
fl
Fifth Avenue
! I
Westchester
Queens
Brooklyn I
Staten Island
HVHE
HVHEDP
18
18
0-5
9-15
10-16
,.
16-18
17-18
"
20
20
4
2
,.,
12 18
15 1
AG5-17
Bullet-trap
AGl 30 6
,. 16 0-3 4-15 11-17
"
20 4 19
\
Rifle Grenades 0-, 8-12 13-20 21-50 1-6 7-13 14-16 17-18 2 6 12 20
."""'''
LAW
1st Generation ATGM
1
2t
'. ,.
1
'I.
19
19
0-1
0-1
Q.3O
:<'-10
2"
11-25 26-50
9-20 2132
1-10
111
1'
11-17
12-17
10-17
18
18
18
1.
1.
19
2
2
6
4
,.
12
14
1.
20
16
0-. 9-200 1-11 12-17 18 19 3 6 12
Kay:
"Ammunition Is in sheils, not clips. HE - high explosive; DP _ dual purpose; HV _ high velocity;
+Same as gas grenades - see 14.4. WP - white phosphorus; AGL ., aulomatlcgrenadelaullCher;
tAmmo supply differs for vehicle-mounted ATGMs - see the Vehicle Chart. LAW _ lightantitankweapon;ATGM _ antitankguidedmissle.
Procedure: Follow the same procedure as for grenade combat (against personnel and against vehicles), except that:
Some weapoos have minimum ranges; weapons may no! lira at ranges listed under "Imp." (lor "Impossible").
Heavy weapons skill is used instead of manual dexterity.
Each heavy weapon has a rate of lire. A character llring a heavy weapon must spend the whola round doing so. The weapon may be fired as many times
as its rate 0/ lire. Weapons with rates 01 fire 01 VI, '1.1, or If. may only be !ired every 2nd, 3rd, or 4th round; two characters must spend that many rounds doing
nothing bul preparing and firing the weapon lor it to be Urad. (II only one charactar does so, ilS rata of lira is halved.)
Rilla granade laullChers and bazookas ignore the regular ammunition rules. Ammunition lor these weapons are provided in shells. not In clips. Each time
tha waapon 1lllred, one shell 15 consumed. The waapon is never out 01 ammunilion until all ahells are consumed.
Heavy weapons lira may scatter mora than one hex. Sea section 16 under "scatter".
II e vehicle Is the target, and Is hit, characters outside the vehicla are no! affected unless the vehicle is destroyed or oblitarated.
For more Inlormatlon, sae section 16.
.,
... OCCUPANT DAMAGE Loo,
Range: ATOM
,~
...
Firing Grenade Launchar lrom
-5
,....,...ion Modiliar
"'" rTIOYing vehicle or animal
., ."
8taa modifier (vehic:1eI ObIiteraled
with no srmot 0fI/y) Modifiers
AGalnat Pe~nal Only
"'rvet '1ImIIIn ~pe
Procedure: When a vehicle Is hit In combat, this table Is used to determtne what damage Is sutf9red. Use the Smell Broken, Brush, Swamp, Low Wall, Stream -1
Arm. va. Vehlct" Tibia, the Grenadand Min.. va. Vehicles Table, the Heavy Waapon. COrnJ)at TlIble Of the
Vehicle Wee!:n. end Artillery Combet Tlble, as 'PfrlOPrlate, 10 datenn,l'ItI a penelralion moditiM.
Rough, Crater. RUbble. WOOds. River -2
Trench, Forest, Dune -.-.
Then, roll t die. Subtract Ihe penetration modifier rom the die-roll. Find the mod;tled dle-roll (which may be a
ll8IIatlve number) on the table: tha entry on the same line determines tha damage sutf9red. Example: The penetra-
lion number Is 18. A 12 I, rolled . 12-18 Is -6; -6 II leas Ihan 0, so I'lO dsmage Is clone.
If the vehicle suNers s~ damage. raler to the Oc~nl Demage Table. Roll the die once to< aach ch-aracter In
the vehlcla. Modify each d aroIl ss directed t:I'f the M lIIere Agalnsl Occupanl Damaga. Find the modified die-roll
on the table; lhe ooffespondlng entry Is the damage suffered t:I'f lhe character. Also roll dam~ for characters &djl-
000,
Window or Slit
Fira at a Weapons Fiash
Modilla...
-3
3
,.
cenl 10 obstacles which are damaged, ~ng the dllTl8g8 modiflar. Exampla: The veh
dam;:e:' Ills occupied t:I'f two characters.
has suNered heavy
dle-rolilor one is 6; the modil;ar lor heavy damage Is "+2", so lha
modi ed dle-roliis 8. The first character suffers a stun. The seco-nd die-rolill 16, modilied 10 18: the seco-nd character
AgaInst Vtlhlclft Only
Vehicle Hit Modifier .1
t
II heavily wounded. T" Vehicle Movi 3
Vehicle demage Is cumulative. If a veh,cla tekes damage leas severe Ihan lIS currenl IeveIthara Is I'lO eNact. If
II takes damage equal to Its cumlntlavel its damage goe!I up one level (I .e.. lrom light to medium), 1111 takes damage
more severe than ita current taveI. its damage t.....1 Is Increased 10 thaI damage level.
Key: Vehicle damage iSltetad In only the mosl general terms. Exactly what, for Instance, "medium dllTl8ge" means
is len 10 lhe ge.memaatef's dlscflllion. Here are S(IfI'I8 guidelines, however.
Light Demage: OCCupants may be damaged, but Ihe vehicle II still Operable (mostly oosmetlc damage). AI the
I Modlflal'S to the Demaga ot.roll
Blast Modifier
Targat Prone I:; I
gamemaster's discretion, exposed weaponry (e.g., pln-mounled machlneguns) may be ioop8fllbie. ObstacleS sre
weakened.
MecJfum Oa~: The vehlcla'l movement rate is halved <g:1 tirea Of damaged track). ~m8$ler's discretion, some Of all oItha vehicle's light weapons (coaxial
machl~na. A M launchers. grenade launchers. BIC.) ~ i~ ObstacIaa have through which obseMdlon and weapons fire may take place (treal as silts).
HeINY mage: The vehicle's movement rate il~arte (more at Ilres Of thrown uack). AI the gamemaster's discretion. some or all 01 the vehicle's ~S(including
main guns) may be lnoparabie. In addition. Itle ve icle will be unable to trayel any large distance without major repairs. Ob8taclea have holes through ich movement
is cs~treat as wlndow$).
s : Vehicle Is Inoperable. All weapons ara unusable withoul major repairs. Characters In the vehicle's he~ must roil on Ihe Occupant Damage Teble with no
modltlers. Obstacles hive major holes blown In them (treat as doonI).
CibHIBntted: The vehicle Is Inoperable. II and all weapons are irreparable, Characters In the vehicle's Of an adjacent hill( must roll on ttle OCcupant Damage Tabla
with no mQdiliers. Obstacles sre completely destroyed (tfoal as rubble).
,
,.20
HE
., ,.,." ., .".,
17
"
Small Main GunlAecoiUess Rille
Panetrator
HE
.
>100
.. ,."
""
1215
." 21-3) 15
17
18
\
Large Main Gun
Panetrator
HE
l00mm or less Artillery
HE
, ....
2150
" .
11
6,.,50
,
,
3 .. ,."
.. .., ." ...., 31-~
31-~
, ,
,, ,
12
12
"
Smoke/Gaslilluminationt
101149mm Artillery
HE
ICM
, .". nlOO
,
2 3
3
.. ....."
,, 41-2)
7Hl
3
, ,
" "
U
SmokeIGasllllumlnatlont
Artillery
." t7.7S ,..,., , , .." """ ,, , ,
3 3
.." 3 5 15
"
t See sectiOn 21 .7 lor the effectl 01 Smoke, Gas, sno Ittumlnatlon rounds.
These ate Impossible ranges lor mortars within the category. Guns and howltzars of l00mm Of less and 101mm1 49mm h..... a short rang-a of 17..&0 hexes
and 17100, respecllvely.
Light _ lightly wounded; Heavy _ heavily wou!'lCled; Incap. _ Incapacitated; Imp. _ Impossible; HE _ high explosive;
leM Improved COI1Y8ntlonai munitions.
PI'Ocedure: This table Is used In tM same way as tM Heavy Waapons Comb81 Table, exceplthat:
Ammunillon: All ammunition lor these weapons is In sheUs, not clips. On-e Shell is consumed per fire. Weapons ara n..... r out 01 ammo until allshalls are
consumed.
Gunnary or Indirect fire skill Is used Instead of heavy weapons skill.
Each weapon can lira mota than ona ammunition type. Each type has lIS own line on the tabla.
The blaat radlu, lor' gas or ,moke sl'l8l1l, the radiuS from the Impact hex ccwered by gas or smoke. For an Illumination shell, the blast radius is the radius
of the Illuminated .re.
VEHICLE WEAPONS AND OBSTACLE CHART
ARTILLERY MODIFIERS
~: ""'_.'O":
MIIIn 0.. ....; AecGI ..... RIfIn
"'"
RIo ....: ArtWt.ry
Rocta. ..... ...ns.,
~
--
-
__
plulglau ... ~
~ 01 NtIdbf,ga.
with liQukI
~M lit..., ...
e>-111n*1 cars. _ _ ....
"'"
Rat9: 1IIotIa...
MtOIum
_ _ ..,.,. 01
fiIaII willi ..-01.
......
~
"'" turned 1t
-,-,
outIoCIe dwKI... hal
f 01 the hexes of the second ring I, the Im-
pact hex; on a 13-20 the shell lands on
the third ring . In this case, roll the die
RubDlot. Woods
Cral.r, ForesI
Door. lI'&nctl. WlncIoIor<. SI~ -.
A again; on a roll of 1-18 It lands In one of
tM hexes of the third ring; on a 19 Of 20,
with artillery or vehicle weapons firing, the
HORSE COMBAT TABLE
shell Is s dud. Otherwise the die Is rolled Oamege
again until a I-IS Is rolled.
reIerenciJ hexslde
Actron
Charge/Melee ,.,
Stun
. ,.
LIght H,ovy
11-14
Incap.
15-17
Kill
,8-,.
,9-,.
Melee ..... Human
Melee vs. Horse
'7
1-14
8-"
15-17
13-15
18
16-18
19 ,.
ProcedUI1l: Use the horae's combat training skill and the Melee ModlfJer1l (see Freedom File
D) to determine whether or not the horse hits. lilt does, determine which line 01 the table a.boYe
is used - use Charge/Melee" il the ecUon was ChargelMel. . ; use " Mel. . vs. Human" If the
target Is human and the action was Melee; usa "Melee S. Horse" II the target is anotMr horse.
Usalhe same procedure as for other combat tabies to determine how much damage the target suffef"s.
NI.,
N1- NI.,
N/+2
NI-
NI+'
1/2'15
1/8-23
N~
None
Rear/Four
R.ti
Glass
Glasa
II NI.4
wlo Ir..!ler
N/+2
N/+2 NI+2
M/+2
N/+2 ,13-,
1/4()-6() None
N~.
RH'
RH'
Glau
GI...
0,.,
-
Bulldozer LI., HI.! NI+' ,n~ mega-huge mel. . _apon T~""
MlllUry V. hlel.. \
Soviet Tanks
,,
ASU-8S MI- ll- LI- SMG (PEN 10; HE 40); mmg leI (3(0) E",,....
T-82 Ml- MI.,
MI.,
lI- LMG (PEN 15; HE 25); mmg lei (500); hrng [PJ (100) T~"" E_ o
T72
T-eo
SovIeI APC.
HI-
HI- HI.,
MI-
MI-
lMG (PEN
LMG (PEN
10;
10;
HE 18), mmg Ie] (400); hmg [PI (100)
HE 18); mmg Ie) (400); tlmg WI (100)
T,"'"'"
T_
E_
E",1ooed
SMP-, lI- lI- N1- 3/8 SMO (HE 40): , .. Q8n_ A10M (5); mmg leI and mmg [PJ (400) T""",,, E",""""
MI-
~-
BMp2 ll- lI- 3/8 AC(PEN20:HE4OI;2ndgen.AlGM(S):mmg[C)andmmg[p)(AOO) EnelOMd
STA... LI- NI- NI_ 2/1. hmg [PI fOOl: mmg (PI (400) Four" E","'"
BTR70 LI- LI- lI-
N1-
2114 hmg [PI'OO): mmg IPI (4(0); AGS-17 (180) Foo,' Enclosed
STR ... LI- N1- 2/8 hmg [P (100); mmg PI (500) Foo, Ope,
MT-LS LI- lI- lI- 2/1, mmg (PJ (400) Tracked Ope,
_...
SMO lI- lI- N1- 216 SMG (HE 30); lSI gen. ATGM (4); mmg [PJ and mmg Ie) (400) Tracked E!'ICIOMd
BRDM lI- LI- N1- 216 hmg IC](I00)+mmg[P](400)or2ndgen.ATGM{8)+mmg IP](200) Foo,' Enclosed
Soviet Sell-Pro-
,,
pelled Artillery
SAUI22 lI- lI- LI- l00mm-149mm erty (HE 30; ICM 8; Smolut 4); mmg (PI (400) E","'"
SAU152 lI- lI- lI- 15O.mm erty (HE 20; IC M 5; Smoke 5); mmg [PI (400) T~"" E",_
U.s. Tanka
M-<lO
MI
M/.,
HI-
MI.,
Hf.'
lI-
MI- , LMG (PEN 20; HE 43): mmg ICI (200): limo IPI (300)
LMG (PEN 25; HE30); mmglCJ andmmgjPI (300): IImg [PI (400)
T~""
T~
E",1ooed
E","'"
U.S. APC,
104113 lI- lI- N1- 2/1, hmg (PI (eoo) T~ EnclOMd
M'
Hummer
MI.,
LI-
lI-
NI-
LI-
N1-
317
2/8
I>C (PEN 100: HE 2(0): 2nd gen . ATOM (8)
AC (PEN 50; HE 100) (X M,rIt 19 (HVHEDP 100; HVHE 200;
T~'"
Foo,
EnclOMd
Olu,
and Soviet WP 10; SITIOM 10) (X IImg [PI (500) or 2nd gen. ATOM (12)
NI- NI- NI- IlS None or limo [PI (4()()) or recoUless rUle Rear GlasslOpen
N/., N/.2 N/., 1/12-20 None Rear Glass
LI.' Nf.3 NI.2 '121-30 None RH' Gla..
N/- NI- N/.I 1/12 None R.ti Ope,
KEY:
Annot': N _no armor; L _ IighI armot; M _ INdium armor. H _ heavy armor
weaponl: mmg _ INdium maehlnegun; hmg .. heavy mad'linegun: LMG _ ..rg.e main gun; SMG .. small mlln gun: N;; .. aulOC:annon; lSI gen. AmM .. IirIt
~Iion anillank lI'l'ided missile; 2nd gen. ROM .. aecood geoerllion Intllank guided mt.alle; AGS-17 .. AG$-17 all10mllic gren.de "unci!; Mark 19 .. Mark 19
eutomllic grenade Launcher. l00-149rnm Irty .. loomm 10 149mm .rtillefy gun: 150+mm.rty .. Irtille<y gun 01 morl then l50rnm caliber; [PI" wu.pon Is pin-mounled
( _ 20.5) ; IC] .. weapon Is couJaI; (I) .. numbet' 01 ammo clips (kII' rnachlneguns) Of number oIl1he1ls (lor OIhers) carried. HE .. hogh .... pIosIve. PEN .. pene1rsIOf .
ICM .. Improved c:onventionaJ munition . WP .. wll"e phospllorus: HVHE._ high velocity 1l00h .... pIosive: HVHEDP .. high ....Iocity high .... pIosi .... dual purpoee
'TtN1 .. trac~ vehicla for strallfT\, It'Id rive ....
VehIcIu have Ihree annor r.t'ng' for lronl. !I.nk. Ind raar. ra$p8C'livaty. They ara uHd a,daKrlbed In tha Comb.t TlbIn. ln .Odlllon, 8O!TIe vahlcles h..... hll modlll ....
In lhe Iorm of a slaah snd a number alter the annOf riling. which modilies a character's ,kill nllmber when he IIrea al Ihal aida 01 a vehlele.
Thl nllmbet' of c _ carried by I .... hicle II "lied in tha CrewlPassenge.... coilimn. II I vehicle can also carry passenge ..... Ihe nllmber it can carry follows Ih. nllmber
01 crew Ind I sluh. IIlhe number 01 palsengerl I. &lCprHsed as e range (.. g. " 1220"). Ihl p.eciH nllmbe. or plSsenoa .... which can be Clr1'iltd depends on the exact
&ile oIlne Vlhocia (/.... the gamemester's whIm) . s.a 20.3.
The weapona car.1ed by each ....nicl. era IIlIed In lhe weapons section See 20.5.
A vehicle', drlvtt type Iffectslls rnovttmInt ra',: _ the T.r1"IILn Ertecl$ Chan (ifl FrHdotn FII. 0) and Ih. ~I Chan
A ....nlclll. anclosu....ffects grenade combat ( _ 20.2)
,
FALLING AND COLLISION TABLE LOAD CHART
Dlltlnc e Fl ne n
In Mete,.:
In Elev.t lon Leve l.
,..
,., 7-t2
3-' ..
13-18 '9-30
7-10
3150
11-16
5'.
17
Animal
Plock Animal.
"""
Mule or Donkey
.....
,......
,..
I
- " ..
YeIodty of eomalon O.
In ."n/hour : 5-" 1120 21-50 51-100 101-200 201< G~I
""' .
OnIfI .I.nlma's
,,..
Olml;e: ..... C~
No Effect
Stun
,-8
9-'5
-,
,.,
-
-,
-
-, --- .....
Mule 01' Donkey
.....
1<"'" ..
Ugh! Wound
Heavy WOund
Incapaci1ation
KIll
16-16
I.
20
-
10-13
1417
18-19
20
10-15
16-17
'8-20
'-6
7-10
11-20
'-3
'-8
720
,
3-20
, Coo
"""-
0._
o.C,"
Got! Can
.....
7. . . .
""'" ..
1<'" ..
Procedu re: Flnd the distance fallen or velocity of collision al the top of the table. Roll the die
and lind the number rolled on that column 01 the table. Read aCrOSS to the left to determine the c.t Small ~ vehicle
d.awn by I slngLa Inimll
degree 01 damage suffered . ~. large Iour-wtleeled vehI-
cle. drawn by two .nlmelson good
SUrl.cH. Four 10 III~ can be hL\Ch.
ltd 10 help pull when off the <OItd
.....
walking
~Drawn Vehicle
"-
Log
Rear
5
5
5
5
20
10
"""'" """
Din road
"-
1
1
R .,
1
2
1'00,
1
2
Tracked
2
1
OxeniG08ts Log. 2 10 FJelds 1 5 2 2
OxIGoat-Orawn Vehicle Rear 2 5 Wood. 2 Imp. 10 10
Bicycle Rear 15 15 ForeSC 1 Imp. Imp. Imp_
100
J...,
C8rfMocorcycle
APClTank
Rear
1'00,
Tracked
100
80
20
20
20
Swamp
Hills"
2
2
Imp.
2
10
2
5
2
Mountalnous' 3 Imp. 5 Imp.
...
W.~r:
,_,
......
none. desert 2 ' -.. 1 day 3 days
Inad~ate, deser1 1 day 3 d'Y'
, ,
,, ,,
none. & humid 1 day 3 days
Inadequata, hot & humid 3 days 2 ...",
none, cool 3 days 2 .....
Inadequate, cool
AI, 1 woe'
90 seconds
2 ...'"
3 minutes
1 month
5 minutes
30 seconds 90 seconds 4 minutes
, "I ", ,r
"," "
I .11
E"~"'~ ~~,..... :"hi' "P~'..~"'''''''''''' flU light clothing (characters Wllh light clolhlng al 50 A searchlight does nol illuminate
I
L _ _ -'. Ihese hexes.
HEALING TABLE
l
Wound Status No Medical Attention Succentul Medical Roll
Incapacitation 1 roIlIhoIJr
lallure _ death 1 ""~
success _ heavily wounded
1 _ heevy wounds 20 - death
Heavy Wounds 1 roIllday 1 roIl/Week
lailure _ Incapacitat&d success _ lightly wounded
1 _ light wounds 20 _ Incapacitation
Ught Wounds 1 roUlWeek 1 roIllday
lailure _ heavy wounds success _ healed
success .. healed
Procedure: Find the character's wound stale along the lett-hand side 01 the table. ti the character has not received medical attention, use the " No Medical
Attention" column. Make a constitution roll lor the character every time the Int&fV8llndicated passes (an hour lor an Incapacitated character. a day lor.
heavily wounded one, etc.). II the roIllalls, the severity of the character's wounds increases one level-lrom light wounds 10 heavy 10 Incapacitation 10
death. (The wounds have become Infected or Ihe character has bled to death.) It the roll Is a SI.lCC8SS then either the wound level stays the same Of decreases
ulndlcated. llthe number shown Is rolled then follow its Instructions. For e)(8mple, under " HeavyWounds" It says " 1 _ Ught wounds; " this means thai
If the character roUs a 1 when he makes his constitution roll, the wound level Is reduc&d to Ught wounds.
II another character has made a successful medical skill roll 10 treat the character, use the "successful med!cal roll" column. Make a constilulion roll
aher the Intervallndical&d; If Ihe roll succe&ds. the severity of the wounds decrease by one level (from lncapacltaUon to heavy to light 10 healed).
Flank ~
Hit Mod
D Checki!
glass broken
3. Ammo
bJ I ID
Flank
Hit Mod
Ch&ckil
glass broken
4. Ammo
Notes: bJ Rear
4.
Notes:
Ammo
bJ Rear
Weapons:
1. _ _ _ _ _ Ammo~:
I I Anmr
Front
Weapons:
1. Ammo ~
bJ ~
Front
Hit Mod Enclosure
2. Ammo~: D Check If
glass broken
2. Ammo bJ Armor
D Checki!
glass broken
3. Ammo~: Flank
I I
Hit Mod
3. Ammo Flank ~
Hit Mod
Ammo~:
4.
Notes:
4.
Notes:
Ammo
bJ
Rear
NPC ROSTER
Name: Name:
Counter: Counter:
Location: Location:
Panic: Panic:
Leadership: Leadership:
Alertness: Alertness:
Manual Dexterity: Manual Dexterity:
: :
Skills: Skills:
:
:
Hand-to-hand: Hand-to-hand:
Weapon: DOD DDDWDDD DOD Weapon: DOD DOD DOD DOD DOD
Ammo Clips: DOD DOD DOD DOD DOD Ammo Clips: DOD DOD DOD DOD DOD
Weapon: DOD DOD DOD DOD DOD Weapon: DOD DOD DOD DOD DOD
Ammo Clips: DOD DOD DOD DOD DOD Ammo Clips: DOD DOD DOD DOD DOD
Grenades DOD DOD DOD DOD DOD Grenades DOD DOD DOD DOD DOD
DOD DOD DOD DOD DOD DOD DOD DOD DOD DOD
Melee Weapon: Melee Weapon:
Other Equipment: Other Equipment:
Ammo Point Expenditure: Ammo Point Expenditure~
Purchasers of this game have West End's permission to photocopy this page.
US Helicopters
AH64 "Apache" Atk HI- M/+1 U- U- 2 AC (F] (PEN 120); 2nd gen. ATGM (16) + rockets (8),
or AlGM (8) + rockets (16), or rockets (32).
AH1 "Cobra" Atk MI- U- NI- NI- 2 AC [FJ (PEN 150); 2nd gen. ATGM (8) + rockets (8),
or AlGM (4) + rockets (16).
UHBO "Blackhawk" Tr MI- U+l U- U+l 3/11 2 Imgs' [O[ (400); 2nd gen . ATGM (16).
UH1 " Huey" Tr NI- N!+1 NI- N/+1 3/10 2 Imgs' (O[ (400).
OH58 "Kiowa" Set NI- NI- NI- NI- 214 1 hmg IF] (300).
CH46 "Sea Knight" Tr NI- N/+1 NI- N/+1 2125 None
CH47 " Chinook" Tr NI- N/+3 NI- Nf+2 2145 None
CH53 " Sea Tr NI- N/+2 NI- N/+2 2155 None
SH3 "Sea King" " Tr NI- N/+2 NI- N/+2 2130 None
Civilian Models Set NI- NI- NI- NI- '2fO..l0 None
Soviet Helicopters
Mi2 "HopUte" Set NI- NI- NI- NI- 218 None
MI..e " Hook"
MI-8 "Hlp"
Mi-24 "Hind"
..
Tr
Atk
N/+'
NI-
MI-
N/+4
NI+2
U+l
N/+2
NI-
NI-
N/+4
N/+1
U+l
3170'
3/32
2112
1 hmg (100).
None, or rockets (12) and 2 hmgs (100).
Hind A: 1 hmg (150); 1st gen. AlGM (4) ; rockets (12).
~
,
Hind 0 : 4 hmgs (150); 151 gen. AlGM (4); rockets (12).
Hind E: AC IF] (PEN 100); 2nd gen. ATGM (4);
rockets (12).
MI-26 "Halo" Tr U+1 U+5 N/+2 U+4 31100" None, or 1 hmg (200).
Mi-28 " Havoc" Atk HI- MI- U- u- 2 AC (F] (PEN 150); ISAM (2); 2nd gen. ATGM (4) +
rockets (6), or ATGM (8), or rockets (12).
Key,
Helicopter Type: Alk .. anack; Tr - transport; Set .. scout.
Armor: N .. no armor; l .. light armor; M .. medium armor; H '* heavy armor.
We_pons: Img - light machlnegun ; hmg .. heavy machinegun ; M; .. autocannon; 1s1 gen., 2nd gen. ATGM .. first or second
generation antitank guided missile; lSAM - Infantry surface-to-air missile; (OJ _ weapon is door-mounted; IF] .. weapon is I\ex-mounted;
<*l ..number of ammo clips or number 01 shells (2 or more weapons of the same type each have this many); PEN .. penetrator.
Helicopters have four armor ratings: front , flank, rear, and belly. Their use Is described In section 27.4. In additiOn, some vehicles
have hit modifiers listed. These affect a character's skill number when firing at that portion of the helicopter.
Passengers of scout and transport helicopters may fire Into the helicopter's flank arc at one quarter their skill. (exceptions: MI-6/26,
CH-53, CH-46, and CH-47).
Weapons listed on the Helicopter Chart are detailed in section 27.5.
Note: All helicopters can be litted with some sort of armament given lime. In addition. the MI-8 and Mi-24 are equipped with spray
tanks for chemical warfare.
il '
--
'/2
LASAM
AAGUN ,
'/3 0-300
0
301-1500
1-85
1500-2500
86-300
25004000
301-500
HIGH
NOE
+6
+4
SA-4I12, Petriot
ZSU-23, Vulcan
ley,
ISAM .. infantry SUrface-t~8Ir missile.
SRSAM .. shorl range lurface-to-air missile.
MASAM .. medium range 5urface-to-air missile.
LASAM .. long-range surface-to-air missile.
MGUN .. anti-aircraft gun.
Notes: -
5.4-9: The SA-9, SA-13 and Chaparral are treated as ISAMs even though vehicle-mounted.
ISAMs: An ISAM is a portable, handheld surface-to-air missile.
B/ast Radii: No blast radius is listed for these weapons. However, if a missile hits a larget at NOE in a hex occupied by or
adjacent to characters, they suffer damage as if a fragmentation grenade had exploded in their hex.
Use A(}ainst Ground Targets: Only AAGUNs may be fired against ground targets. When one does so, treat It as an
autocannon firing HE shells.
Proc.dure: Use the table to determine range in the same way as all other combat tables. "Imp." means the weapon
may not lire at that range. Weapons may only lire targets at "engagement altitude" or higher. "Rate of lire" Is used in the
same way as on the Heavy Wetipons Combat l8bIe. Damage modifiers affect dle-rolls on the Hellcopler Damage T8b1e.
"Weapons of Type" Indicate the names of Soviet and American weapon systems of the indicated type.
Helicopter
FIRE VS HELICOPTERS FIRE MODIFIERS Counters
_Fk1..
(cut on
Determine the tirer's skill with his weapon. Refer to the AGAINST HELICOPTERS solid lines)
Helicopter Chert and determine the target's armor rating
and hit modifier. Add the modifier to the skill number.
Modify the skill number as Indicated by the FIfe Modtflera Small Arms: aimed x'.
Agaln.t H.IIcop.... chart. rapid xV.
x"
Roll the die. If the number rolled Is greater than the
modified skill number, the target is missed. Otherwise, it
""'"
Heavy Weapons (excluding rille grenade
Is hit. If hit, refer to the Helicopter Damage T"lo deter- launchers) x v.
mine the damage the helicopter suffers. On any result other Rille Grenade Launchers x V.
than "no effect," refer to the Helicopter Occupant Vehicle Weapons (excluding autocannons) x V.
Movement
x"
.....
High
Medium
x2
x"
Coo, xV.
- 5-7
8-16 - 1- heavy
destroyed
1-' 1()'15 16-18 19 20
17 or more obliterated
Modifiers Against Occupant Damage
Helicopter'. Demege Modifier
Modifiers to the Damage Table
Ught Damage - 2
Armor Medium Damage 0
None +2 Heavy Damage +2
Light
- -1
-2
Destroyed
Obliterated
+.+20
Medium
Heavy -5 Crashed from High altitude +5
AA weapons + damage modifier Crashed from Low altitude +2
Crashed from NOE 0
Koy, Cras hed while laking oft -3
No effecI: No damage is sustained.
/..Jghr Damage: The helicopter's electronics and weapon systems
may have suffered damage, speed is reduced by one-Ihird
because 01 rotor damage. Repair is possible in a few hours. HELICOPTER CRASH TABLE
Medium Damage: Speed halved, weapons Inoperable. Repair ModUler to
Occurrence Pilot'. Skill
will take several days.
Heavy Damage: Speed Is quar1ered, the helicopter must land Pilot was stunned 0
, Immediately. Repair will take a week al a major repair facility. Roll
on the Helicopter Crash Table.
DesfrCld: The helicopter fal ls from the sky. Gannot be repaired.
ObIitemted: Helicopler explodes and is torn Into small pieces.
Pilot rec9!Y9d Light wound
Pilot received Heavy wound
Pilot Is Incapacitated
Pilot Is Ki lled
-.
-2
- 12
automatic
All occupants 81'8 killed automatically. II at NOE all characters on Helicopter is at High altitude +5
ground In adjacent hexes take damage as if lrag grenade Helicopter Is at Low altitude 0
exploded.
Helicopter Is at NOE -5
Procedure: Roll the die. ModIfy the number rolled as the Proc:.chu.: Roll against Ina charactllJ' s skill as
1Iocfttt.,. to the ~ Tete direcl. Find the modiftec:l rotl on modified above. II tna character lails the roll then the
the Hetlcoptef DaJMie 'r.bN.. The corntt,pOnding result Is lhe helicopler haS crashed and cannot fty until repaired ; roll
degree 01 damaged suffered (see k8y aboWt) _Note thai some anti- agaIn on the Helicopter Occupent o.m.oe rllble
aircraft weapons have " damage modifiers" which affect the die-
roll; see the AntJ.Alrcraft W"PI>M 1WM.
M48Al "Chaparral"
,
" Vulcan"
I I
Soviet AA Vehicles
ZSU-23-4 "Shilka" U.1 U.' N/+1 4 AAGUN (50) Tracked Enclosed
SA-9 U- U- N/- 3 ISAM (4+4) Rear Enclosed
SA-13 U- U- U- 4 ISAM (4+12) Tracked Enclosed
SA-a U.' Nf+2 N/+1 3 SRSAM (4) Rear Enclosed
SA-6I11 U.' Nf+3 Nf+1 3 MRSAM (3) lal Tracked Enclosed
SA-4i12 N/+2 N/+3 N/+2 5 LRSAM (2) lal Tracked Enclosed
ZU-23 AAGUN (20) Ib) Towed
US AA Vehicles
M42 "Duster" LJ- U- U- 6 AAGUN (12) Ib) Tracked Open
M163 "Vulcan" U- U- N/- 4 AAGUN (40) Tracked Enclosed
M48A1 " Chaparral" U- N/+1 N/- 4-5 ISAM (4+8) Tracked Enclosed
Hawk U., N/+2 N/+1 24 MRSAM (3) 101 Tracked Enclosed
Hawk (Towed) 24 MRSAM (3) 101 Towed
Patriot U., N/+1 Nt+1 4-6 LRSAM (6) Idl Tracked Enclosed
Roland (New Mexico
National Guard only) 5 SRSAM (2+10) Towed
la) These SAMs are generally deployed in groups of four vehicles - three launch vehicles and a radar vehicle.
Independent launch vehicles have no intrinsic radar.
Ibl These antiaircraft guns have no radar. Halve the firer 's weapon skill. after all other modifications, when firing an
AA gun without radar or whose radar has been disabled .
Icl These SAMs are generally deployed in groups of 24 vehicles - 9 launch vehicles and 15 assorted command posts,
aquisition radar vehicles, guidance radar vehicles, and spare missile carriers.
Idl Deployed in groups ollwo vehicles - one radar vehicle and one launcher.
PToced.ure: Use this chart in the same manner as the Yehle.. Cha". The number In parentheses is the number of
missiles (SAMs) or:
ammo clips (AAGUNs) carried. When two numbers are separated by a plus fag. "4+4"), the first
Is the number at missiles carried on firing racks, and the second the number of additional missiles carried. The latter
must be mounted on racks before they can be fired - a process requiring some minutes.
Weapon
Pistol
Rifle 19 5 A 0-5 6-15 16-50 1-6 7-11 12-15 16-19 20 7 16 20
Carbine 18 5 AIR 0-4 5-10 11-40 1-6 710 1114 1519 20 7 16 20
Semiautomatlc rifle 18 10 AIR 0-5 6-15 16-50 1-6 7-9 1013 14-19 20 6 15 19
Shotgun 17 5 0-2 3-4 58 1-3 48 913 1920 10 18
Shuriken
AjMI1l1ldlcaltS thai !he IxJ\\ Iring has broken - replacement requires from 1-20 combal rounds depending on Ihe I)'pe of bow.
~ Tht>t IIoeapons Ignore ammunillon rules (see PIa", Book rule 5.8. "Sows and Thrown Weapons").
}JnJ1lO = ammo poinlS in a clip. Lighl = lighlly \\~unded . Heavy = heavily ~unded. Incap. = incapacilJued.
A = .~ Imed . R = Rapid. B = Bun!.
I~
Molotov Cocktail Skill 0-1 2 3-4 1-10 11-13 14-18 19-20 6 12 20
Skill 0-2 3-4 5-6 1-9 10-12 13-18 19 20 8 12 18
GRENADES
VEHICLE AND OBSTACLE GRENADE SCATTER
DAMAGE TABLE DIAGRAM
Modified Penetration
Damage
Ole-roll
-lor less no effect
0-2 light
GRENADE MODIFIERS 3-5
6-7
medium
heavy
AGAINST PERSONNEL 8-14
15 or more
destroyed
obliterated
Modifiers to Manual Dexterity MODIFIERS TO THE DAMAGE TABLE
Range: Medium X1/2
Penetration Modifier -1
Long XV4
Blast modifier (vehicles with
Observation: Thrower does not have a line relerence he tde
no armor only) -1
of sight to the target hex XV2
~
,
Autocannon 5 01 275 76200 201-400
/ Penetrator
~
, 15 68 912 13-16 1720 1 7 15 18
~ HE 12 3-4 5-8 914 1520 2 10 17
1 20
jl
Small Main Gun/Recoilless Rifle 0-1 2-100 101250 251350
Penetrator 14 57 811 1215 16-20 4 10 17
HE 12 3-4 5-7 8-12 13-20 2 (-3) 6 15 19
1:
,~
i Large Main Gun 01 2150 151300 301500
J
, Penetrator 5 8
i
!
HE
100mm or less Artillery 5 060' 6180 81-150 151-600
2 3 4-6 720 3 (- 2) 8 12 ~
,.
~
J,
I
HE 2 3-4 57 820 3 (-2) 2 12 20 .1'
Smoke/Gaslliluminationt
~
3/3/30
101-149mm Artillery 2 070' 71100
~ HE 2 3 4-5 620 4 (-2) 1 3 8 13
leM 2 3 4 520 7 (-1) 2 7 16 20 :1
J Smoke/Gasliliuminationt 7/7/45 :i!,
J 150+mm Artillery 016 1775 76-200
hl HE
leM
2 3
2
4
3
6 (-3)
9 (-2)
1
2
520
420
1
5
3
15
7
20 ,i'
Smoke/Gasliliumi 9/9/60 I'
J
I
t See section 21.7 for the effects of Smoke, Gas, and Illumination rounds . These are impossible ranges for mortars within the category. Guns and howitzers of
I
I
1000m or less and IOlmm-149mm have a shon range of 17-80 hexes and 17-100, respectively.
Civilian Vehicles
Passenger car N/- N/- N/- 1/1-7 None Rear Glass
Van or Pickup N/- N/+l N/- 1/2-15 None Rear/Four Glass
Light Truck N/+l N/+2 N/+l 1/8-23 None Rear Glass
Tractor Tra~er
wllrailer N/+2 N/+4 MI+2 1/40-60 None Rear Glass
w/o trailer N/+2 N/+2 N/+2 113-5 None Rear Glass
Bulldozer LI+l N/+l N/+l 1/1-3 mega-huge melee weapon Tracked Open
Miiitary Vehicles
Soviet Tanks
ASU-85 MI- Ll- L1- 4 SMG (PEN 10; HE 40) ; mmg [el (300) Tracked Enclosed
T-S2 M/- M/+l L1- 4 LMG (PEN 15; HE 25) ; mmg [C] (500) ; hmg [PI (100) Tracked Enclosed
T-72 H/- M/+l M/- 3 LMG (PEN 10; HE 18); mmg [C] (400) ; hmg [PI (100) Tracked Enclosed
T-80 H/- H/+l M/- 3 LMG (PEN 10; HE 18); mmg [e] (400) ; hmg [PI (100) Tracked Enclosed
Soviet APCs
BMP-l u- u- N/- 318 SMG (HE 40); 1st gen. ATG~,g); mmg [CI and mmg [PI (400) Tracked Enclosed
BMP-2 M/- u- l/- 3/8 AC(PEN20;HE40);2ndgen . .A: M(5);mmg[Clandmrng[PJ(400) Tracked Enclosed
BTR-SO u-
U...,...
N/- N/- 2114 hmg [PI (100); mmg [PI (400) Four Enclosed
BTR-70 U- U- 2114 hmg [PI (100); mmg [PI (400); AGS-17 (180) Four Enclosed
BTR-40 U- N/- N/- 218 hmg [PI (100); mmg [PI (500) Four Open
MRB u- U- u- 2111 mmg [PI (400) Tracked Open
BMD U- U- N/- 216 SMG (HE 30); 1st gen. ATGM (4); mmg (PI and mmg (CI (400) Tracked Enclosed
BRDM U- U- N/- 216 . hmg(CI(100)+mrng[PJ(400)or2ndgen.ATGM(8)+mmg[PJ(200) Four Enclosed
Soviet Self-Pro-
pelled Artillery
SAU-122 L1- L1- L1- 4 100mm-149mm arty (HE 30; leM 6; Smoke 4); mmg [PI (400) Tracked Enclosed
SAU-152 L1- L1- L1- 5 150+mm arty (HE 20 ; leM 5; Smoke 5); mmg [PI (400) Tracked Enclosed
U.S. Tanks
M-SO M/+l M/+l U- 4 lMG (PEN 20; HE 43); mmg [CJ (200); hmg [PI (300) Tracked Enclosed
Ml H/- H/+1 M/- 4 lMG(PEN 25; HE 30); mmg [C) and mmg [PI (300); hmg [P)(400) Tracked Enclosed
u .S. APes
M113 L1- L1- N/- 2/11 hmg [PI (SOO) Tracked Enclosed
M2 M/+l L1- L1- 3/7 Ae (PEN 100; HE 200) ; 2nd gen . ATGM (8) Tracked Enclosed
Hummer L1- N/- N/- 2/8 Ae (PEN 50; HE 100) or Mark 19 (HVHEDP 100; HVHE 200 ; Four Glass
U.S. and Soviet WP 10; Smoke 10) or hmg [PI (500) or 2nd gen . ATGM (12)
Jeep N/- N/- N/- 1/5 None or hmg [PI (400) or recoilless rifle Rear lasslOpen
Medium Truck N/+l N/+2 N/+l 1/12-20 None Rear Glass
Heavy Truck L1+2 N/+3 N/+2 1/21-30 None Rear Glass
Motorcycle N/- N/- N/+l 1/1-2 None Rear Open
GRENADE MODIFIERS
Weapon
AGAINST PERSONNEL
Modifiers to Manual Dexterity
Fragmentation 19 0-2 3-4 5-7 1-8 9-15 16-17 18-19 20 1 (-3)
Range: Medium X1f2
Smoke 19 0-2 3-4 5-6
_2 _2 _2 _2 _2 _2
Long X1f4
Gas 18 0-3 4-5 6-9
Antitank 17 0-1 2 3 1-12 13-15 16-18 19 20 Observation: Thrower does not have a line
White Phosphorus' 19 0-2 3-4 5-6 1-7 8-14 15-17 18-19 20 2 (-2)
of sight to the target hex x'i2
Satchel Charge 18 0-1 2 1-4 5-12 13-16 17-18 19-20 1 (-3) Target Terrain Type
Antipersonnel Mine 17 1-4 5-10 11-15 16-17 18-20 3 (-2) Woods, Forest -1
Antitank Mine 18 Door or Trench not adjacent to thrower -2
Claymore Mine 19 15 6-12 1317 1819 20 6(-2)3 Window or Slit not adjacent to thrower -4
Gas Mine 17 _2 _2 _2 _2 _2 _2
Adjacent to Wall, Crater +1
Molotov Cocktail Skill 4 01 2 3-4 110 1113 14-18 1920
Modifiers to the Damage Die-roll
Dynamite Skill 4 0-2 3-4 5-6 1-9 10-12 13-18 19 20
Blast Modifier -?
1 At night, any hex within 6 hexes of the target hex is illuminated.
2 see the gas mine or gas grenade rules (14.4 and 17.4) Target Area
J see rules on claymore mines (17.3)
< see below
Vented +2
Enclosed +5
Terrain Type (grenade exploded outside
the character's hex )
~~:~~~~~~~>
MELEE
f::: ' ~.;,->-_~_=_=::::::==_-_-_-
. _ _">
COMBAT AND
TERRAIN EFFECTS CHART
Movement Point Cost
TERRAIN EFFECTS
Terrain Fire 4-wheel Line of
Type Modifier Legs Wheels Drive li'acked Sight
Clear
Road
0
0
1
1
2
1
1
1
1
1
-
-
MELEE MODIFIERS
Broken
Brush
-1
-1
2
2
2
2
1
2
1
1
-
-
CHART
Swamp -1 2 4 2 2 -
Rough -2 3 imp. 3 2 - Target Surprised x2
Woods -2 2 imp. 3 4 B Attacker Prone -4
Crater -2 3 imp. imp. imp. B
Target Prone +4
Rubble -2 4 imp. 4 4 -
Forest -4 2 imp. imp. imp. B
Trench -4 2 imp. imp. 4 - The attacker's skill number is modified
Dune -4 3 imp. 4 imp. - as indicated; also see the Skill and
Stream -1 2 imp. 3 2 - Attribute Modifiers Chart.
River -2 -' imp. imp. -, -
Low Wall -1 +1 imp. +3 +1 -
High Wall imp. +4 imp. imp. imp. B
Door2 -2 +1 imp. imp. imp. -
Window2 -4 +3 imp. imp. imp. -
SIit2 -6 imp. imp. imp. imp. - SKILL AND ATTRIBUTE
- -
Stairway
Cliff -
2
5
imp.
imp.
imp.
imp.
imp.
imp. - MODIFIERS CHART
Tree - 5 imp. imp. imp. -
-2 character lightly wounded
Procedure: Find the terrain type along the left-hand side. The entry in the x 1/2 character heavily wounded
"fire modifier" column is the number to be subtracted from a firer's skill -2 character fatigued
number when firing at a target in or immediately behind the indicated terrain x 112 character exhausted
type. The number under " Legs" is the number of movement points a character
spends when entering a hex of the terrain type; if the number is preceded Whenever a character makes any skill or
by a plus (" + "), the cost is for crossing a hexside printed with the terrain
attribute roll (including a weapons skill roll in
type. and is cumulative with the cost of the hex entered (e.g., crossing a
low wall into a rough terrain hex costs 4 movement points). The numbers
combat), the modifiers above apply. If the
printed under the "Wheels ," "4-wheel Drive," and "Tracked" columns are character is lightly wounded or fatigued , his skill
the movement point costs for various types of vehicles. If the letter " B" or attribute number is reduced by 2 (if both, by
is printed under the " Line of Sight" column, the terrain blocks lines of sight. 4); if he is heavily wounded or exhausted, his
"imp." means impassable; the terrain may not be entered or crossed.
skill or attribute number is halved (quartered
I Characters may only enter when swimming - see 7.6; and vehicles may if both apply). (Halving occurs after all other
only enter if able to swim or prepared for snorkeling - see 20.6 - both modifications to the skill number.) Other
in the Gamemaster Book. modifiers may be applied at the discretion of
2 Fire modifier is - 1 if firer is adjacent to aperture. the gamemaster. Round fractions down.
r
I
i
I
I
!
i
ISBN O-87431-058-X
_"WWEST
~ (END
t.~GAME5
251 West 30th Street
New York, NY 10001
(3.3) MotorRine
Troop Quality:
14 or less: Green
15-17: Veteran
18+: Elite
Soldiers in Platoon:
1-5: 23 men, 1 officer
6-10: 25 men, 1 officer
11-15: 28 men, 1 officer ,I
., Native History:
US History:
Medicine:
5
4
8
5
6
ant will kill us both if he finds you here! Go home
- now!"
Louise began to snore. Loudly.
on either the Soviet nationalities table or the
foreign nationals table to determine the precise
nationality.
Physics: 8 Bogdonav/ch looked around quickly, picked Die Roll Nationality
'I
. SUrvival
Home Area Lore: 5 5
Louise up, slung her unceremoniously over his
shoulder, and carried her back to her home, vow
ing never again to even look at a superior officer's
1-15:
16-20:
Soviet Union
Allied Nation
Area Statnd Lore: 4 mistress.
Swimming: 10 10 The two Resistance fighters slipped unseen in Soviet Nationalities
to the warehouse. Most Soviet troops in Occupation will be drawn
The next morning, over four tons of artillery from the Group of Soviet Forces Germany and
shells exploded quite satisfactorily. from the western militray districts. They are the
most capable, well-trained, and loyal troops in the
Soviet Army. Units in the eastern Soviet Union
(4.1) Race/Nationality would be otherwise occupied (with the Pan Asians)
The Soviet Union is comprised of diverse races. and probably to unreliable to be used outside of
Not surprisingly in an empire built on fear, con the U.S.S.R. Russian illiteracy is a large problem
quest, and ruthless oppression, the races which in those units, as well.
}
11-13: Byelorussian (13) Ole Roll Informant For:
14-15: Uzbek (10) 1-3: KGB
16: Tatar (9) 4-17: No One ,(4.4) Treatment of Civilians
17: Kazakh (8) 18-20: The Party Roll a die for each soldier.
18: Georgian (8)
19: Baltic (6) Die Roll Result
20: Turkoman (6)
(4.3) Tactical Tags 1-3: Barbaric: Detests and fears
There are poor, average, and good soldiers in Americans, engages in routine
the Occupying forces. Once combat is joined, this atrocities: torture, execution,
foreign Nationals intimidation, etc.
Roll for each Allied unit. is simulated by the leadership and panic values
of the soldiers; however, it is often useful to have 4-9: Poor: Dislikes Americans intensely.
foreign Nationals Table an idea of the specific tactical tendencies of the More than willing to use deadly
Die Roll Nationality (Russian Fluency) soldiers - especially officers. force when the situation warrants.
1-9: Cuban (12) Roll a die on the tactics table below for the of- Does not encourage atrocities -
10-15: Nicaraguan (9) ficer in charge of a unit or garrison. Add the troop doesn't discourage them either.
16-18: East German (13) quality modifier to the roll. 10-14: Average: Doesn't care either way
19: Vietnamese (8) about Americans. Will do whatever
20: Libyan (6) Die Roll Tactics is necessary to keep things running
1: Panics under fire smoothly - open hand, or mailed
2: Unable to react to new
(4.2) Informants circumstances
fist.
15-18: Good: Sympathizes with
In addition to official KGB and Party observers, 3: Follows "The Book" always Americans. Attempts to establish
each Occupying unit contains secret Party and 4: Rushes headlong. into combat friendly relations with them; reluc-
KGB informants. These men are chargep with 5: Takes unnecessary chances tant to utilize harsh punishments
keeping an eye on other soldiers, making sure that 6: Underestimates opposition against them unless directly
no one is conspiring against the govemment, no 7: Overestimates oppostion ordered.
one is stealing more than his due, that everyone 8: Hated by troops 19-20: Excellent: Actively likes
is meeting the production quotas (or "norms") set 9: Overcautious Americans. Maintains very good
by the high command, etc. Informants will include 10: Willing to take risks relations with civilian populace;
regular soldiers, accountants, supply clerks, of- 11: liked by troops shields them from pain and suffer-
ficers, and assassins. ing as much as possible.
) Passions
Roll once on the Passions/Interests table, below.
Interests
2:
3:
4:
.5:
Depressed
Dignified
Enthusiastic
Fanatic
10:
11-12:
13:
14:
Lumbering
Muscular
Pale
Poised
6: Gregarious 15: Scrawny
To determine a soldier's interests, first roll a die 7: Humorous 16: Slouching
on the table below to determine the number of 8: Indulgent 17: Short
interests the soldier possesses and the interest 9: Intelligent 18-19: Tall
points in each. Then roll on the Passions/Interests 10: Loud 20: Thin
table for each interest. 11: Lustful Die Roll Expression
Interests 12: Modest 1-2: Angry
Die Roll (Interest Points In Each) 13: Outgoing 3-4: Cheerful
1-2: 2 (10, 10) 14: Proud 5-6: Dour
3-4: 2 (14, 6) 15: Selfish 7-8: Dimples
5-6: 2 (18, 2) 16: Stupid 9-10: Never Changes
7-8: 3 (7, 7, 6) 17: Subdued 11-12: SmUing
9-11: 3 (11, 5,4) 18: Suspicious 13-14: Sneer
12-13: 3 (15, 3, 2) 19: Vigorous 15-16: Solemn
14-15: 4 (5, 5, 5, 5) 20: Worldly 17-18: Squint
16-18: 4 (13, 3, 2, 2) 19-20: Tick
19-20: 5 (9, 5, 3, 2, 1) (4.7) Physical Tag Die Roll Speech
Passions/lntrests Table Roll a die. on the major feature table, then roll 1-2: Accented
Die Roll again on the proper section of the specific physical 3-4: Cheerful
1-2: Sports (weightlifting, soccer, high- tag table to determine the soldier's physical tag. 5-6: Deep
jumping, cycling, polo, etc.) For more distinctive characters, roll twice. 7-8: Flamboyant
3-4: Games (chess, backgammon, crib- Note that there are literally millions of possible 9-10: Lisp
bage, Against the Reich, etc.) physical tags; feel free to make up your own for 11-12: Loud
5-6: Relatives in another country your Soviet soldiers. 13-14: Nasal
7-8: Music (classical, modern, Die Roll Major Feature 15-16: Precise
rock'n'roll, jazz, etc.) 1-4: Hair 17-18: Shrill
9-10: Art (painting, literature, sculpture, 5-8: Body
19-20: Soft
architecture, dramas, movies, etc.) 9-12: Expression Die Roll facial Features
11-12: Science (physics, chemiStry, 13-16: Facial Fe,ature 1-2: Acne scarred
biology, natural, astronomy, etc.) 17-20: Speech 3-4: Big ears
13: Relatives in United States 5-6: Bushy eyebrows
14: Sadism 7-8: Eye color
15: Self preservation Specific Physical Tag
Die Roll Hair 9-10: Scarred
16: Alcohol 11-12: Sloping forehead
17: Sex 1-3: Bald
4-6: Beard/Mustache 13-14: Steel teeth
18: Money 15-16: Strong nose
19: Gambling 7-9: Clean
10-12: Color 17-18: Sunken cheeks
20: Personal Advancement 19-20: Weak chin
13-15: Curly
16-18: Dense Die Roll Clothing
19-20: Unkempt 1-5: Clean
6-10: Dirty
11-15: III-fitting
16-20: Non-regulation (scarf, jeans, tee
shirt, etc.)
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Design
Leonard Quam
Research
Kevin Wilkins and Stephen Crane
Graphic Design
Mongol
Cover Illustration
John Tortogllone
Interior Illustrations
Dione Malz
Character Illustrations & Graphic Design
Greg Costlkyon
Original System Design
Paul Balsamo, Tim Burton, Peter Corless,
Craig Foster, Bill Hen, Len Quam, Sam
Weiss, Martin Wixted
Playtesters
Things to Stumble On
The following are a number of encounters from beneath Its hood. In back of the cabin fire or makes a break for his house. In the base-
that may occur at your discretion. is what looks llke a well house or storage ment he has some heavier we.ilpons he uses
shed. without heSitation if threatened.
3.1 A Soviet Patrol The cabin door opens. A bearded man Tucker's house contains:
Read this aloud: steps out. He's holding a rifle - It's aimed 2 kerosene lamps
straight between your eyes. 5 gallon tank of kerosene
The silence of the forest 15 broken by the
sound of voices. Thirty meters ahead, Soviet Uneasy around people, brusque to the point of 6 weeks' canned food
soldiers move along a path. They haven't being rude, and curiously private, Tucker Harroway 3 hunting knives
seen you . . . yet. has been living in his log cabin for more than twen- 2 sets of winter clothes
ty years. Folks say he moved to Idaho from L.A., 2 sets of snow shoes
Setting Up: To run this encounter, use Map 4 but no one knows for sure. Tuck receives no social 300 feet of nylon rope
but treat the cabin and the dam area as heavy security, welfare, disability Or retirement checks, 2 hunting rifles (20 ammo clips)
forest. The Russians' skills and set up are detail- nor does he have an account at any local bank,
ed in the Soviet Patrol Roster (see hand-outs); ter- yet he never seems short of cash. Any number In addition, feel free to include any common
rain is described in 0.1. household items that seem reasonable (e.g., Coke
of rumors as to the source of this wealth are cur- bottles so the PCs can make Molo~ov cocktails).
PCs may set up on any path hexes they wish. rent - from jars of money buried by the light of
The Soviets move along the path through hex the moon to counterfeiting. Tucker has a root cellar beneath his house. Here
2409, 2410, etc., at the rate of 3 hexes per turn he keeps his heavier weapons. The door is hid-
Tucker is extremely suspicious of people who den beneath his bed and is booby-trapped. To find
until they reach hex 1012 and exit the board, or trespass on "his property". Tuck doesn't actually
are activated (see 13.1. page 42 in the Game- have any claim to the land around his cabin, but 'it, a player must state that he is actively searching
master Book). Remember to make alertness rolls and make a successful alertness roll.
he protects it all the same. When the players meet The booby-trap is six sticks of dynamite attach-
as required. him his first words are, "Git off my property." Any
Normally, an NPC only makes an alertness roll fast ,moves produce a warning shot - one tats h ' ed to a tripwire and a lO-second timer. To avoid
when he can trace a line of sight to a PC, and close enough to make you wonder whether it real- activating the timer, a character must open the
woods is blocking terrain. However, for the pur- ly was a warning short, or whether Tuck missed. trapdoor slightly (8 inches or less), reach inside,
poses of this fight, the sighting rules are modified and unhook the tripwire from the nail to which
Tuck, believe it or not, is unaware that the Rus- it is attached. Otherwise, when the door is open-
as follows: if a Soviet soldier is within three hexes sians have conquered America. It's been nearly
of a PC but cannot trace a line of sight to the PC, nine months since he last traveled to Milner; his ed it pulls the tripwire and activates the timer. Ten
you still make an alertness check for the soldier, cabin has no TV or radio. If the PCs ask for help seconds later, six slicks of dynamite and a 50
but multiply his alertness by 1/4 (i.e., if the soldier's "against the Russians;' Tuck assumes that they are gallon drum of gasoline explode, killing anyone
alertness is 8, he succeeds only on a roll of lor 2). survivalists stockpiling against the future. Tuck, in the basement. Roll for anyone inside the cabin
If the patrol is encountered east of Route 93, himself a survivalist, is quite happy to tell the when the explosion occurs, and apply the effect
the Soviets' preservation level is 3 (they know rein- players where they can get what they need. below:
forcements are nearby - see 2.4 above). If west die-roll effect
of the highway, their preservation level is 5. TJ: We need some guns. 1-2 none
If the PCs capture a Soviet, they may interrogate Tuck: Uh huh, course you do. I suggest you go 3-5 stun
him. At first, all he'll say is his name (Vasily. to the smithy down in Leslie. Tell him Tuck sent 6-10 light wound
Krastik), rank and serial number. He speaks a little you. . 11-15 heavy wound
English; a successful interrogation skill roll gets him TJ: (Thinking he's been told an important con- 16-18 incapacitated
to talk. He knows the general dispositions of all nection In the underground.) Great! Now aU we 19-20 kill
Soviet forces in the Milner area. Vasily pleads for need is some explosives. If the players have won Tucker's trust, he glad-
his life, "For the sake of my two sons, Ivan and Tuck: Explosives, hey? Pretty heavy-duty stuff. ly shows them the basement and his cache of
Demitri, and my loving wife Katrina, who waits I reckon you can get some at the hardware store equipment:
for me in Leningrad". down in Milner.
TJ: Well, thanks. .. did you say the hardware 2 automatic rifles (5 ammo clips each)
3.2 01' Man Harroway store in Milner? What about the Russians? 6 sticks of dynamite
50 gallon drum of high-octane gasoline
Tucker Harroway is a hermit; he lives in a log Once the players realize Tuck doesn't know 6 fragmentation grenades
cabin near the Big Lost River. Tuck can often be America is occupied, convincing him is difficult. 3 white phosphorous grenades
seen paddling up and down Its length in his canoe. Tuck demands hard proof. Once convinced, he
When the players reach the cabin, place Map is extremely helpful, and joins the PCs if asked. The shack, behind Tuck's house, is a small
4 on the table (treat the dam area as forest) and If the players get fed up with Tucker and try to p~mp-house (Tucker's source of water). Inside are:
read: take what they need, Tuck resists. He either opens a shovel
Ahead Is a clearing of scrub and lichen. an axe and wedge
In Its center Is a log cabin. Smoke rises from a pick
a tin-pipe chimney in Its roof. In front of the saw, hammer, wrenches, etc.
shack is an old wreck of a Chevy. Its tire two canoes
rims rest on cinder blocks; weeds sprout
Chilly Air Base
Summary: The Soviets have established a pany's "Hinds;' If truth be told, the 11th Company to prOVide ann-aircraft support in the unlikely event
helicopter base at Chilly; to fulfill their mission, the has inflicted more casualties on the First Idaho than of an air attack. The air defense platoon contains
PCs must destroy or sabotage it. the rest of the 84th Guards Motor-Rifle combin- 2 officers with pistols, 14 enlisted men with
ed. Arnez and his men dread the distant sound automatic rifles, one ZSU-23-4 anti-aircraft gun,
4.1 Metropolitan Chilly of choppers. one SA9 surface-to-air missile launcher, a BRDM
Chilly, Idaho: the original wide place in the road But the company's Mi-8s are not to be dismiss- and a truck (see anti-aircraft rules and charts).
- seven houses, a ranger station, and a fourth- ed. These massive transports can carry as many A medical section of three men runs a small
rate motel a few miles south of Route 93. [t is ex- as 32 men at a time - an entire platoon. One hospital.
periencing something of a boom; its population of Arnez's few advantages is that he knows where All told, more than 150 soldiers guard Chilly.
has increased by a factor of ten in the last few days. the Soviets are - Jeremiah keeps him informed
Of course, the original population of the town - while the Soviets blunder about. The rebels can 4.3 Geography
is on a cattlecar heading for Bozeman, Montana mass to assault one point on the Soviet line. Chilly lies in a bowl formed by hills along the
and pOints north. Its current population is en- Because the advanCing Soviet infantry are without north and east. The road which connects it with
tirely Russian. their ground vehicles, it is difficult or Impossible Route 93 leads between two hills. To the southwest
When the PCs arrive at the outskirts of Chilly, to r~nforce the line where a rebel attack occurs some miles away is the Big I..Dst River (see Map DJ.
hand them Map D, and show them where they - 'doing so means climbing mountains or cross- The air defense platoon is stationed atop the
are. You must choose the speCific location, which ing rivers. The Mi-8s playa vital role - they can hills above the road. From that position, the
will depend on the direction from which they ap- transport reinforcements where no other vehicle ZSU-23-4's radar can scan the surrounding area
proached the town. Read: can. If truth be told, it is the 11ths "Hips" which for approaching aircraft. Its guns dominate the
have done most to prevent a rebel breakout. whole of Chilly; it can be used against ground
Below you lies Chilly. A few Soviet In addition to the pilots and gunners who man troops as well, and stands ready to repel a ground
soldiers stroll across the airfield. The world these fearsome war machines, more than a hun- assault.
seems cUriously quiet. Then ... dred maintenance and support personnel live in Chilly'sseven houses are more than jammed
WHAPWHAPWHAP from behind, there's and around Chilly. with Soviet troops. A temporary sheetmetal and
a roar of sound, the thunder of a helicopter An air defense platoon is deployed to' defend cinderblock dormitory has been erected; a similar
Dying nap-of-earth. It Rlls the sky, and then the company against assault and sabotage, and but larger building has been built as a hangar for
it's past, hovering above Chllly and slowly
descending to earth. The roar turns to a
whine as the rotors slow. Grass (and snow,
if the storm has occurred) whip away from the
down-blast; technicians run toward the
craft, crouching. An Exxon fuel truck pulls
up. Soldiers mount rocket pods under the
chopper's body. The pilot and gunner get out
and stretch.
4.2 Men and Machines
Chilly is occupied by the 11th Assault Helicopter
Company. Diagram A on page 21 shows the
organization of a typical company, and the men
and equipment contained in it.
The company's teeth is its four Mi-24E attack
helicopters. Each is mounted with an autocannon,
antitank missiles, and rockets; they can fly in ex-
cess of 200 miles per hour, destroy tanks from two
miles distance, shred Infantry, and dodge air-to-
air missiles. These are truly awesome weapons of
war. (See the helicopter rules and charts for more
information.)
Since the Inception of Operation Talon, they . :.......
have been the scourge of the First Idaho Brigade.
Challis Forest is a trackless wilderness of moun-
tain peaks and raging streams. The advancing
Soviet infantry was forced to leave its support
: " '~f"' ' '<: ' ;'-'-' ' ' ' "' ' -i~ ~';':'; 'p'= __ ,,'.;;.r~'-_~'v-~.~_~.,......._S:3;~
vehicles along Route 28; neither artillery nor AFVs
can help them. For heavy weapons support, they
rely on the hard-hitting power of the 11th Com-
Mackay Dam
Summary: The valley below Mackay Dam in- The dam Is made of gravel and dirt, stand-
cludes most of Route 93 down to Arco, Idaho - Ing 80 feet tall, over 70 feet thick at the top,
and the Soviet armor stationed along its length . with a span of almost 1/4 mile. Lieutenant Vladimir Kechnlk
If it can be blown, the First Idaho Brigade can The land above the east side of the dam B Squad. 2nd Platoon, D Company, 164th
make its escape. When the PCs get to Mackay, is flat, gradually turning to rolling hills. An Tank Regiment, 84th Motor-Rifle Division
they discover an unexpected problem: Mackay isn't aging Caterpillar backhoe sits by a cluster Physical Tag: Uniform and hair dishevelled.
going to be easy to blow. It's not a concrete dam, of trees. Personality Tag: Drunken.
but an earthen one - and far more difficult to On the west side, the dam abuts a wall of Motivation: Vladimir is a spoiled kid who
destroy. brown rock. This cliff, specked with birch knows Daddy will get him out of trouble, and
and evergreens, rises for 200 feet above the whose main goal is having a good time.
5.1 The Dam dam before tapering away. Applicable Skills:
Mackay Dam was constructed in 1918. Its main The only building to be seen Is located Pistol: 6
functions are irrigation and flood control. It is not near the western end of the dam. A circular Hand-to-Hand: 6
made of concrete, but of earth and gravel. While control tower rises out of the reservoir, its Melee Weapons: 8
a concrete dam is stronger per cubic foot, a pro- roof 20 feet above water level. It is con- language - English: 15
perly constructed earthen dam is actually more nected to the dam by a metal walkway. The While ignorant of military tactics, disrespect-
stable. A concrete dam is arced; the weight of the top of the tower is ringed with windows. In- ful toward military procedure and bored with
water creates compressive forces which help hold side, a fourth soldier can be seen moving military life, Vladimir has one quality that
the water back, in a manner analogous to an arch about. As you watch. one of the soldiers on assures him a successful army career: his father
or tension bridge. If any stone in an arch is remov- the dam crosses the walkway and enters the is General Kechnik, Commander of the 143rd
ed, the arch falls; if any portion of a concrete dam control tower. Spetsnaz, presently engaged in the pacifica-
is destroyed, the rest is likewise. Protruding from the dam's base on the tion of Baltimore.
An earthen dam is a pile of dirt. Destroying one near side, opposite the tower, are three 20 Papa has high ambitions for his son and ar-
part does nothing to the rest. foot pipes. Water pours from one of them. ranged his "combat assignment" through Col-
In 1980, Mackay Dam was rocked by an earth- onel Geboshnovlk (who was only too happy
quake, which, at its epicenter some 80 miles away, 5.3 The Guards to earn a few brownie pOints with the higher-
measured 8 on the Richter Scale. Mackay Dam The first step is getting rid of the guards. ups). At the conclusion of Operation Talon,
held. Guarding a dam is tedious. Guarding an in- Vladimir will undoubtedly receive glowing
Is there any way the dam can be destroyed? destructable dam in a pacified area is especially praise from Geboshnovik, at least one decora-
Yes, but it won't be easy. dull. This particular squad takes its mission about tion, and a prompt promotion to Captain.
as seriously as it deserves. (See the Dam Guard
Roster for stats.) Their leader is Vladimir Kechnik .
Mackay Dam
Vital Statistics
Span - 460 meters
Height - 27 meters
Width - 53 meters at the base, 23 meters at
the top. (Mackay Dam was originally intend-
ed to be considerably taller, hence the large
width at the base.)
Skills Character Background: You are the youngest in a family of six. Even in
Combat Education a town the size of Milner you saw the economic disparity between Native
Bows: 10 Native American History: 14 Americans and whites. Your holidays were accompanied by gifts from
Hand-to-hand: 6 Law: 14 strangers: a turkey at Thanksgiving, a worn doll at Christmas. As you got
Melee Weapons: 2 Social Sciences: 12 older you realized that these presents came from charities that allowed rich
Pistols: 12 immigrants to get rid of their guilt through anonymous tax-deductable donations
Rifles: 8 just another subtle way of oppressing the Native Americans.
Thrown Weapons: 6 By the time you were ready to attend college you'd learned to use white
guilt to your advantage and received a full scholarship to Berkeley. There you
Communication Survival studied law and worked with the Native American Movement as a part-time
Bargain: 8 Horse Riding: 10 investigator.
Bureaucracy: 10 Milner (Home Area) Lore: 5 It was during your fIrst independent assignment (studying the socio-economic
Language - English: 19 Mountaineering: 10 inequities between Native Americans and other races in Milner) that the col-
Language Sioux: 12 Stealth: 12 lapse of America occured.
Writing: 10 Swimming: 10
Adventure Background: Just move to this new land and you'll live there
Cralt forever, free and undisturbed. How many times did your ancestors hear that
Driving: 10 promise? And what are the first words of the new Soviet overlords?: "Move
to the new Amerindian Autonomous Region and you'll be free to live there
forever." Not this time. You don't know how your going to fight them, but
when the time comes you'll be ready.
Skills Character Background: You've always believed in takin' life one day at a
Combat Education time. Work the land the good Lord gave you, and have faith in your neighbor.
Hand-to-hand: 12 American History: 10 Vote Democrat in every election. Obey God and the President.
Melee Weapons: 12 These ideals, taught to you by your parents (God rest their souls), have sup-
Pistols: 10 ported you all of your years, and seen you through some pretty tough times.
Rifles: 10 But maybe its time to revise them ... slightly.
Screw the President! You'll be damned if your gonna let a buncha Commie
Communication Survival Reds overrun your farm. Not while one drop of blood remains in your veins.
Bargain: 10 Fishing: 8 Not that you're gonna get yourself killed right off, nosirree Bob. Just lay low.
Instrument - Banjo: 10 Horse Riding: n Take one day at a time, until you see your chance ...
Language - English: 19 Milner (Home Area) Lore: 6
Writing: 10 Stealth: 10 Adventure Background: Talk is, the Reds is coming. You don't know exact-
Swimming: 10 ly how you're gonna get rid of them Commies. Both boys are gone. Found
a note sayin' they'd left to join the Resistance somewhere in Challis Forest.
Craft Can't do much for 'em now, but you can keep Kim safe.
Craft - Farming: 14
Demolition: 8
Driving: 12
Gllnsmithing: 14
Skills Character Background: Between raising two sons, teaching 10th grade
Combat Education English, arid taking karate classes, you barely have a moment to yourself.
Hand-to-hand: 14 American History: 14 But it's nice to keep busy.
Melee Weapons: 10 European History: 10 Peter, your oldest son, just graduated from high school. Matthew just turned
Rifles: 8 Humanities: 10 15. Maybe when both boys are gone from college you'll leave Milner, move
Thrown Weapons: 12 Physics: 6 to California, lay in the sun. You've been teaching high school for 21 years,
no reason why you can't do that in San Francisco.
Communication Survival
Con: 12 Horse Riding: 10 Adventure Background: It happened the day after Peter received his class
Fine Arts: 4 Milner Lore: 12 schedule from Kansas State University in the mail. America surrendered. Life
Language - English: 19 Stealth: 12 has been pretty tough since then. San Francisco sounds like a bad idea at
Sketching: 7 Swimminq: 12 the moment. At least Milner was left pretty much alone - until now.
Writing: 12 Recently, some men claiming to belong to something called the First Idaho
Brigade drifted through. The boys left with them. Peter is old enough to know
Crafts what he's doing - but Matthew, Matthew!
Driving: 10 Doc and T.I. Callahan keep dropping by to make sure everything is all right.
Vehicle Repair: 6 Doc's tbe only one you've trusted enough to tell where the boys are. You just
hope and pray they'll be okay.
Skills Character Background: You grew up along the coast of southern California;
Combat Education you probably spent more time surfing than in school as a kid. You went into
Bows: 8 Bioloqy: 10 medicine as your parents wished. Life seemed simple, until Dennis,. your
Hand-to-hand: 8 Chemistry: 10 younger brother, set off an antitank mine near the Changjin Reservoit: in Korea.
Melee Weapons: 6 Humanities: 6 Two weeks later your older brother was reported MIA as the Chinese continued
Pistols: 6 Medicine: 14 their push down the Korean peninsula. Your mother, unable to withstand the
Rifles: 10 double blow, spent the next five years in a variety of sanitariums, until her
death in 1956.
Communication Survival Southern California seemed full of specters, and you moved to the most
Fine Arts: 8 Drug Lore: 8 remote place you knew - Milner. You've spent a peaceful, not too unhappy
Language - English: 19 Santa Barbara (Home) Lore: 5 life here, taking care of the local folks' medical needs and skiing in the winter.
Sketching: 14 Challis Lore: 6
Writing: 12 Horse Riding: ]0 Adventure Background: It's been two weeks and already medical supplies
Stealth: 10 are starting to dry up. Before long you won't have anything to practice medicine
Swimming: 10 with, and fighting is on the way. That's what Kim Shaw, a friend and local
teacher, says, anyway - and she should know. Both her boys joined the
Craft Resistance last week, when some guys from the "First Idaho Brigade" drifted
Construction Trades: 10 through. Fighting means il'\iured, which doesn't please you too much, but you
Driving: 12 suppose someone will haveoto glue 'em back together again.
3:
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highway
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paved road
1111111111111111 dirt road
D hill/forest
river
D clear
*1 E
E\i.
------
Mackay
Reservoir
~--~----------------------~----~--~
t------53 meters-------I o
Level 2
(see p. 29 for key)
MAPS
Key:
ROADS----
RIVER - - .
BIG LOST RIVER
FLOOD PLAIN l1li
AREA OF
CONTROL
Operation
Talon
House 1-6
Fence'---
The following regulations apply to all communities in the counties of Custer, Butte and Lemhi, Idaho:
1. Death of a single Soviet soldier will result in ten civilian deaths along with the execution of all criminals involved.
2. Curfew is 2100 hours.
3. Henceforth, gatherings of four or more citizens are prohibited except at official public meetings.
4. Citizens wishing to leave the community in which they live must obtain the approval of the local State Security
commander.
5. Destruction of property on any scale is hereby deemed a capital offense.
6. Private ownership of any firearm, bible or other religious implement, or radio is hereby deemed a capital offense.
Citizens failing to obey these or other orders of authorized military personnel are subject to confinement or
relocation.'
Imposed under martial decree by authority of Act of Occupation 16A1.