Professional Documents
Culture Documents
MGP Paranoia - Robots of Unusual Size
MGP Paranoia - Robots of Unusual Size
TM
ROBOTS OF
UNUSUAL
SIZE
Alpha Complex Mission Dossier 01
not for troubleshooter use
PARANOIA
R O B O T S O F U N U S U A L S I Z E
Written by
M. J. DOUGHERTY
Paranoia created by
DAN GELBER, GREG COSTIKYAN AND ERIC GOLDBERG
EDITOR
Matthew Sprange
FLY-BLOWN VISIONARY
Ken Rolston
CONTENTS ROBOTS OF UNUSUAL SIZE 4
MISSION BACKGROUND 5
ALL ABOARD THE GREEN CLEARANCE MACHINE 9
INCOMING!! 18
SECTOR 49 22
AN AUDIENCE WITH OLD ‘49 24
THE BATTLE OF SECTOR 49 26
BEFORE AND AFTER: A FEW NOTES 29
Paranoia TM & © 1983, 1987, 2017. Eric Goldberg & Greg Costikyan. All rights reserved. Mongoose
Publishing Ltd., Authorised User. The reproduction of material from this book for personal or corporate
profit, by photographic, electronic, or other means of storage and retrieval, is prohibited. You may
copy character sheets, record sheets, checklists and tables for personal use.
Published by Mongoose Publishing, Ltd. Published 2017.
BAAA
AAAA
AAAA
AAAA
AAAA
AAAA
AAAA
AD N
EWS
W A R N I N G
CLEARANCE LEVEL VIOLET
ROBOTS
OF UNUSUAL
SIZE
G reetings, friend Gamesmaster! (if you are not the Gamesmaster-to-be
of this adventure, stop reading right now and destroy this document
by fire. Or destroy yourself by fire, that also works). Anyway, contained
within this document you will find an exciting(ish) mission for a group of RED
clearance Troubleshooters. In their loyal service to the Computer they will
venture Outside Alpha Complex (!!!) aboard a Robot of Unusual Size. They will
encounter Treason, Self-Interest and Buttercups, all of which are bad. They will
of course deal with these threats to Our Way of Life in the regulation manner.
Not knowing the regulations for dealing with buttercups is of course treason.
Thank you for your cooperation.
4 AN EXECUTION A DAY K
EEPS THE TREASON AT
BAY!
5
MISSION BACKGROUND
Alpha Complex is Short of Resources. That’s a bit of an understatement
really; the resource-recycling equipment is only kept running by the regular
recycling of its components. The shortage reached crisis point in Year 214,
and since it’s been Year 214 all, err, year, Alpha Complex is well past crisis and
heading for total meltdownville.
Every now and then, a prospectorbot actually survives long enough to report
back, and occasionally those reports contain data on a concentration of
Something Useful. So it was with Prospectorbot 7449… sort of. 7449, better
known as Old ’49, is a veteran of many missions. That is, its wreckage has
been dug out of innumerable canyons, several riverbeds and the occasional
crevasse. Patched up and sent out yet again, Old ’49 struck gold this time.
Or something. Gold, uranium, sheep…. Whatever it was that Old ’49 found,
it was useful and there was a lot of it. And so began the Great Gold (or
something) Rush of ’49.
The triumphant, if strangely garbled, signal from Old ’49 was intercepted,
retransmitted, filtered, cleaned up and Generally Messed About With. R&D
began working on efficient designs for resource-extraction robots. So did
PLC and HPD&MC. Armed Forces and Power Services got in on the action,
intending to make sure they were not left out of the bonanza that was sure
to come.
1. Nobody in Alpha Complex is quite sure what ‘sheep’ is, but it must be valuable. Records from the Times Before
occasionally mention economic sectors based on sheep and products made from it, so obviously Armed Services
wants all the sheep it can gather. Already plans are being drawn up for sheep cannon, sheep-reinforced body
armour and all manner of other sheep-based equipment.
P A R A N O I A PARANOIA P A R A N O I A PARANOIA
A crack team of security, armed forces personnel, scientists, technicians
and mop operators was assembled to investigate. They went missing too.
The potential loss of the sheep deposits2 (or whatever it was Old ’49 found) is
unacceptable. So the Computer turns to the Dependable Expendable, the
Universal Solution. Yeah, it rounded up the nearest Troubleshooters and sent
them on a suicide mission.
The BIG guy struts into the barracks, resplendent in his YELLOW
body armour and peaked cap with its BIG badge of office.
His ORANGE guards sweep the room with the muzzles of their
laser rifles as the BIG guy begins his inspection and summary
execution of a couple of traitors. You grab a bowl of
gruel and tuck in with a display of Mandatory Enthusiasm
as the laser muzzles sweep past you. And then…
A NOTE TO THE GM
BIG is a new initiative currently being trialled. The BIG guys are tasked with
making it work or having to explain why they failed to do so. After which
they’ll be shot anyway. BIG, of course, stands for Briefing, Inspection and
Execution3. The BIG guys are nothing if not efficient. They sweep into a
barracks, root out some treason, inspect whatever needs inspecting and
brief the Troubleshooters without all that time-wasting going to the briefing
room. BIG is going to be a BIG success, improving efficiency by at least
0.002%. Or else.
You might get around to telling the players about BIG at some point, but
at the beginning of this adventure all they’ve heard is rumours about some
new initiative, and rumours are treason. So they’ll know BIG exists, at least in
treasonous rumours, but not necessarily what it is or what the BIG Guy does.
“You!” snaps the BIG Guy. “Grab your lasers and come with me.” He
flashes a BIG badge, and your iBalls helpfully display a variety of different-
sized arrows to draw your attention to it. The words AUTHORISED BRIFIEING
OFFICER/MISSION ORDERS TO FOLLOW flash up in your vision along with a
siren sound to make sure you noticed.
“Mission for you,” says the BIG Guy, leading the way to an open-topped
autotruck. It speeds off as you are getting in, forcing you to juggle bowls,
lasers, spoons… you did bring spoons, right? Oh dear. That gruel is super-hot
today. Better not spill any on anyone important.
“You’re going on a mission. Super-important. Your orders are waiting for you
at your destination. Equipment too. Questions? Well, this is my stop. Enjoy
your gruel.”
The autotruck lurches violently to a halt and the BIG Guy gets out. His guards
get out. You don’t get out. Unless you want to get shot. The autotruck
speeds off at, well, speed. After about half a bowl of gruel, it lurches to
a stop again and opens its doors. Ahead of you, a huge armoured door
stands open, revealing some kind of vehicle bay.
3. Yes, you’re right. Execution does not begin with a G. But BIE is a crap acronym.
4.There is no such thing as mild treason. There is also no such thing as good gruel, but you can’t have everything.
P A R A N O I A PARANOIA P A R A N O I A PARANOIA
.
KIND
L T O BE
E G RUE
TO B
GOT
YO U’VE
A RED clearance flunky rushes up, trying to push a form into your hands
along with the gruel, bowl, spoon, and whatever else you are trying to
hold. The form is a Briefing Satisfaction Form. You are required to sign it. The
‘comments’ section is already filled in for you. Apparently you are Very
Satisfied with the quality of briefing you received. That’s good to know.
Ahead stands a large vehicle which might have started out as a heavy-duty
transbot. It runs on four sets of huge tracks, with a more or less rectangular
body section festooned with antennae and… stuff that probably does
something. At the front is a big scoop with a bunch of manipulator arms
above it. These are equipped with a range of augers, circular whirlysaws,
chainsaws, short-range laser cutters and grabbywhatsits. The arms move
slowly, aimlessly, restlessly, around the great black maw of the scoop.
The doors at the sides of the vehicle stand open, with retractable steps
extended invitingly. Behind you the armoured door slams shut.
At some point the Troubleshooters are going to need to get into the vehicle.
There is nothing to eat in the vehicle bay except the gruel they brought
with them, and every now and then the lights go out for a while. The
Troubleshooters may suspect that the vehicle moves slightly whilst the lights
are off; maybe it does….
The lower half of the boxy central structure is taken up with processing
equipment. The Green Clearance Machine scoops up the top layer of soil
and vegetation as it goes, cutting through obstacles like trees, animals
and unwary Troubleshooters with its assortment of saws, cutters and various
devices suitable for pounding on stuff. Heavier obstacles are cracked into
bits or have holes drilled into them which are filled with explosives from
the machine’s dispenser. The wreckage is scooped into the maw and
processed as the machine proceeds.
Soil and vegetable matter are processed inside the machine, producing
bricks of various materials. Some are suitable for consumption and full
of nutrients. Others are… not so suitable for consumption. Bricks can be
stored inside the machine or pooped out as it goes, leaving behind a trail
of flattened and cleared earth suitable for use as the bed of a temporary
road. The Road Laying Machine designed to partner the Green Clearance
Machine was never finished; it is currently serving as a part-time warbot in
DLX Sector.
P A R A N O I A PARANOIA P A R A N O I A PARANOIA
The upper deck of the Green Clearance Machine is taken up with control
and living spaces for the crew. At the front is a really impressive operating
cabin that overhangs the scary maw and gives a good view of the
vegetation-mangling going on below. Behind this is the main living space,
complete with Gruel-o-Matic dispenser, holographic screens for watching
inspirational vids, equipment lockers and a surprisingly uncomfortable
couch. A bunkroom and utility space (actually a rather small and awkwardly
shaped cupboard) complete the vehicle’s comprehensive living/working
arrangements.
There is a gantry running right around the vehicle, making it possible for
Troubleshooters to run right around the vehicle. Access is by way of a door
at the rear and one each side of the cabin. Fitness fanatics running laps
will annoy the hell out of anyone trying to work in the cab as they clamber
over the control seats. More about that later…. In the meantime, it should
be noted that the gantry has access points (commonly known as ‘gaps’)
above the tracks. For, you know, access.
Speaking of access, the usual way in and out is by way of a side door and
retractable ladder leading into the main living space. This area will be the
Troubleshooters’ first impression of the Green Clearance Machine’s interior.
It is, not unexpectedly, drab, utilitarian and a bit smelly. And it’s green inside.
Not the same shade as GREEN clearance stuff, but green nonetheless. Is this
a GREEN clearance area? Are the Troubleshooters authorised to be in here?
Do they have their lasers handy?
They’d better. Because the promised equipment isn’t in the vehicle. Unless
it’s in the lockers. Please be in the lockers.
P A R A N O I A PARANOIA P A R A N O I A PARANOIA
MAND
ATOR
Y FO
OT WEAR
MAIN
TENA
NCE
MUST
NOT
BE N
EGLE
C TED
ARE WE MOVING?
Once the Troubleshooters have surrendered to the inevitable and entered
the vehicle, its outer doors close and its mighty fusion powerplant rumbles
into full life. The vehicle lurches erratically forward and soon reaches its
maximum speed of about one metre per second. That’s 60 metres a minute,
3600 metres an hour. Yes, this thing belongs to a class of vehicle known as
‘crawlers’ and not because it runs on tracks. A wounded Troubleshooter
can crawl about as fast as this thing goes. Oh, and speaking of wounded
Troubleshooters….
Just kidding.
The vehicle bay main door opens when the Green Clearance Machine
is just metres from impact with it. That is, it stands forlornly open for an
embarrassingly long time as the Green Clearance Machine rumbles ever
so slowly forward. The machine is 62 metres long, so the door has to stay
open for a couple of minutes more as the vehicle transits out into a bleak
concrete corridor. The door finally slams shut with a huffy clang and refuses
to open again for the rest of the day-cycle. Not that the Troubleshooters
know about this.
The corridor is 38 kilometres long, meaning it will take the Green Clearance
Machine more than ten hours just to get to the other end. This will give
the Troubleshooters time to investigate the vehicle, their situation, and the
possibility of impending doom. What they do not know is that they are being
subtly dosed with an experimental drug designed to offset the psychological
effects of the Outside on Alpha Complex citizens. The drug is in the air the
Troubleshooters are breathing, and will have taken effect by the time the
end of the corridor is reached.
P A R A N O I A PARANOIA P A R A N O I A PARANOIA
The Big Doors form an airlock of a sort, with the inner doors closing behind
the Green Clearance Machine before the outer ones open. Anyone in the
cabin when this happens will be bathed in bright sunlight as the Outside
is revealed in all its green and unpleasant glory. Normally this is the point
where Alpha Complex citizens freak out, but the Troubleshooters merely
experience a shudder of discomfort and a distinctly horse-farty sort of
stench.
The Green Clearance Machine rumbles out of the armoured doors and
begins chewing its way across the landscape at a truly impressive 0.924
metres per second. There is no way to stop it from doing this, and the
controls do not respond. Nor does the Computer answer calls for instructions,
assistance or summary termination. All that happens is the horse-fart smell
gets a bit stronger and an automated device in the control cabin dispenses
sunglasses. Most are pretty cool, but one pair is a set of star-shaped mirror
shades. Sorry about that.
Nope.
A HELPFUL NOTE
Most Alpha Complex citizens do not know there is anything Outside Alpha
Complex, and knowing this without proper authorisation is treason. The
Outdoors is a source of endless confusion and terror to most clones (so is life
in Alpha Complex, come to think of it) and experiencing things like trees and
grass for the first time can send many clones over the edge into gibbering
madness.
But that gag can be overused, and players familiar with Paranoia might
be expecting to have to roleplay the usual ‘By the Computer, what is this
place?’ scenes. But not this time. The Troubleshooters are fine with the whole
Outdoors concept and not in the least bit freaked out. That might actually
make some players uneasy. Good.
For legal reasons we must point out that sniffing horse farts is not in fact a
cure for agoraphobia. It’s also a bit weird. Stop it.
No.
No.
No.
P A R A N O I A PARANOIA P A R A N O I A PARANOIA
In the meantime, the Troubleshooters settle into a daily routine managed
by the dim but not actually psychotic onboard computer. This rather
limited electronic overlord communicates by way of messages flashed
on the interior screens. It occasionally displays motivational slogans like
‘Loppenchops, for when you need to lop and chop!’ or ‘Green Clearance
Machine is underway and on task!’ Although meaningless, this message
may make Troubleshooters of lower than GREEN clearance uneasy. The
Computer does not respond to any communication attempts during this
phase of the mission.
At the start of each day-cycle (actually every 14-30 hours more or less at
random), the onboard computer wakes everyone up with an Efficiency
Shower. That is, it efficiently douses the whole bunk area in warm-ish water,
soaking everyone and their bedding. Gruel is then dispensed by the Gruel-o-
Matic. Gruel is dispensed in two standard quantities: Far Too Little and Vastly
Too Much.
The GM may choose to award bonus XP Points for particularly inspiring and
motivationistic songs.
What about these points of interest? Well, that’s up to the GM. You can
make as much or as little as you like of these side trips. There are many
things of interest outside Alpha Complex. Most are dangerous or weird, or
both. On the fairly mundane side, we have things like the wreckage of a
prospectorbot, with or without an Authorised Scavenger Team working on
it. Or an Authorised Scavenger Team that decides to scavenge the Green
Clearance Machine. A ruined settlement, perhaps populated by giant
cockroaches. Those are always good.
Odder encounters are at the discretion of the GM. The Prophet of the
Wastelands maybe, or Godzilla on his day off from trampling villages and
breathing fire at stuff. An army of communist pygmies. Whatever you like,
really.
Once it becomes apparent that the Troubleshooters are not going to have
any more amusing Loppenchop accidents, it is time to move on.
P A R A N O I A PARANOIA P A R A N O I A PARANOIA
INCOMING!!
At some point between Gruel Consumption and the end of Mandatory
Mission Fitness Maintenance, all the alarms in the Green Clearance Machine
go off at once. The GM may choose to simulate this by getting all the
players to think of an alarm, siren or alert sound then have them all start
making one of their choosing simultaneously. Award penalties for duplicated
or excessively lame siren sounds.
Efforts to evade are pointless of course, so there is nothing for it but to watch
the object come rapidly closer until it slams down directly on the vehicle’s
upper surface and doesn’t detonate. That’s a good thing. It bounces off
the top, landing a short distance ahead of the Green Clearance Machine.
Directly in its path, in fact. As if anticipating consuming this tasty morsel the
manipulator arms and whirlysaws begin undulating like the tentacles around
a scary monster’s mouth.
The Troubleshooters will need to get down from the vehicle, avoiding
unscheduled interactions with the tracks, and get the clone aboard. They
might also want to grab the spilled equipment just in case it’s useful. It isn’t,
of course.
5. Acronyms are supposed to sound cool, not to be accurate, okay? TIPCL would be just lame).
18 A CLEAN CORRIDOR IS
A LOYAL CORRIDOR.
19
The equipment canisters contain mission spares and supplies. 17,004 screws,
clips and assorted fasteners, a complete set of replacement nozzles and
mixing blades for the Gruel-o-Matic and twelve assorted boot-cleaning
devices. Also a self-activating holo-display containing the latest Fun With
Mops episodes. If the Troubleshooters install the Gruel-o-Matic components
their menu will be expanded to include two new variants: More Sticky Than
Usual and Smells Like Horse Farts6.
The clone, by the way is, Mel-R-YLR, the designated operator for the Green
Clearance Machine. Once she is aboard she can inform the Troubleshooters
that the vehicle is indeed not GREEN clearance but is intended for
clearance of green things. She can also unlock the controls, enabling the
Troubleshooters to steer, a bit, and to increase the vehicle’s maximum
speed to almost 2.1 metres per second.
The Green Clearance Machine chugs its way through a forest and over a
few hills, across a riverbed, along a ridge, through a marsh, and onwards.
Long after the Troubleshooters have lost the will to live, they finally crest a
ridge and see ahead of them… Aplha Complex!
Not that they know this is Aplha Complex at this time. At first, all they see
is a shanty town of huts made out of robot pieces, with covered corridors
creating the illusion of being underground. The covers are in many cases
blankets or even mats of woven grass, so the illusion is a rather poor one. All
the same, the idea of being indoors is enough to make the Troubleshooters
salivate and twitch, fart gas or no.
6.not that anyone knows what a horse fart smells like in Alpha Complex.
P A R A N O I A PARANOIA P A R A N O I A PARANOIA
A sign above the entrance to this rather pathetic shanty town reads APLHA
COMPLEX: SECTOR 49. The Troubleshooters may notice the mis-spelling if
they are not drowning in drool. Clones move around the complex, visible
through the gaps in its jerrybuilt walls. They are doing mundane work-stuff;
cleaning, repairing and occasionally terminating one another. It’s all so
very… normal.
Well, obviously, no it isn’t. It’s a shanty town made of huts that seems to
be pretending to be Alpha Complex, but it’s home away from home to
the desperate clones who have gone mostly-mad out here in the Outside.
It’s like they have built themselves a fantasy to hide in. In fact, it’s like
that because they have. Which suggests these people are dangerously
unhinged. They are.
And what a motherlode has been located! True, the largest piles are of soil,
grass and errant wildlife, but there is iron, copper, gold and a remarkable
amount of robot parts. Perhaps Old ’49 stumbled upon a vein of rich
prospectorbot and extractorbot parts? Or….
A group of GREEN clearance clones are coming out from the gates of
Aplha Complex. They are not obviously armed and are waving in a friendly
fashion, albeit with dangerously large and manic grins. They beckon the
crew down from the Green Clearance Machine, and of course it is treason
to disobey the orders of higher-ranked clones.
N.
? GREE
N
GREE
P A R A N O I A PARANOIA P A R A N O I A PARANOIA
SECTOR 49
That’s the problem right there. Alpha Complex sectors are named with
three-letter codes, not numbered. And they are actually inside Alpha
Complex rather than being perched on a hilltop in the middle of nowhere.
In a few days, if the Troubleshooters stay away from the Green Clearance
Machine and do not receive their regular doses of horse fart gas, they will
begin to be seriously wigged out by the Outside and may actually buy into
the fantasy that Sector 49 is the real thing. It’s better than the alternative
forms of insanity on offer in the Outdoors, that’s for sure.
And now the mission is finally clear! The Troubleshooters have been sent to
find out what happened to an elite GREEN clearance investigation team.
But what were they investigating? Queries to the Computer receive only a
vaguely threatening ‘Request for information noted’ response. So where is
this GREEN clearance team?
Right here. Most of them have supplemented the remains of their GREEN
clearance coveralls with cloaks of woven grass, making them look like some
kind of ragged techno-druids. The wild eyes and manic grins worn by many
of them don’t help much either. Some are less crazed, however, including
the rather charming Jaimie-G-49 who has appointed himself as guide and
advisor to the Troubleshooters.
If asked, Jaimie-G explains that his team was sent to investigate why the
extraction robots had gone out of contact, but when they arrived at Sector
49 they found that everything was just fine (he giggles a bit at this point) and
the bots were hard at work extracting resources as programmed. Everything
is (more giggles) just fine. And would the Troubleshooters like to meet the
Computer?
P A R A N O I A PARANOIA P A R A N O I A PARANOIA
AN AUDIENCE WITH OLD ‘49
As it happens, the Computer is about to give a speech in person. His Tower
of Authority approaches Sector 49 at this very moment!
At this juncture, the owner of the voice emerges onto the control balcony
of the Tower of Authority. It is a dented, bashed, scraped and burned
prospectorbot, with the letters 7449 barely visible on its frame. It waves a
sensor hose dramatically and the crowd responds with cries of ALL HAIL
THE COMPUTER! and PROVIDER OF PLENTY, LEAD US TO THIS MOTHERLODE
THING! Weapons begin to appear, passed out by some of the citizens. The
Troubleshooters don’t get any, even if they ask.
In the middle of the cheering chaos, the Tower of Authority and other
extraction machines begin to swivel until they point towards distant Alpha
Complex. Directly along the path laid by the Green Clearance Machine.
P A R A N O I A PARANOIA P A R A N O I A PARANOIA
MISSION ALERT: UPDATE: TERMINATE ALL
TRAITORS: DEFEAT THREAT TO ALPHA COMPLEX:
SECURE RESOURCES.
This should lead to a wild chase through the shanty town. The
Troubleshooters will be chased through the Fun Production Zone (they have
a trampoline!) and the Manufacturing Complex (so many screwdrivers!)
before emerging into the open air near the main entrance to the camp. The
mob is close behind, but in the distance can be seen flames. Flames in the
air. Could it be that backup is inbound?
Pretty soon a battle is raging in Sector 49, with huts on fire and panicked
Armed Forces troopers running around, freaking out as someone in a grass
skirt tries to club them with a length of splintery organic material. The sign of
a trooper frantically clubbing an earthworm with a grenade may remind the
Troubleshooters that they are out of their element. And in the midst of it all,
Old ’49 blares out strangely familiar rallying phrases and exhorts his followers
to march upon the motherlode. Upon Alpha Complex.
There is only one way to stop this messianic prospectorbot from turning his
giant scooperbot on Alpha Complex (when it gets there, in a few months’
time) and that is to climb the great machine and defeat him head-on. Or
some other method. Actually there may be loads of ways to stop Old ’49 if
the Troubleshooters think of them.
TRAI
TORO
US M
ANIA
CS A
RE N
OT Y
OUR
FRIE
NDS
P A R A N O I A PARANOIA P A R A N O I A PARANOIA
The Rule of Adventure Fun assumes that the Troubleshooters will run the
gauntlet of battling Armed Forces personnel and elite but deranged
investigators, dodging the Green Clearance Machine as it whirlysaws its way
through the huts, sheds and inhabitants of Sector 49. The Troubleshooters will
surely want to clamber onto the Tower of Authority and fight their way up
through fanatical resistance and unsafe walkway railings. Finally, they will
be able to confront Old ’49 on his command balcony, ending the threat to
Alpha Complex by the final destruction of the old robot. Shoving him into
the ore processing centre would work, or some vigorous work
with a Loppenchop.
The details of this confrontation are very much up to you, Friend GM. You’ve
dicked the players around all the way here, so let them tell a good story.
Did they shove Old ’49 in the ore processing unit? Oh dear.
The End.
Oh, and the horse-fart gas? That’s withdrawn from service. Not because
it has side effects (it does, but that’s not the issue), but for Operational
Reasons. Nobody is quite sure what that means, but there may be those
who wonder if the Computer feels threatened by anything that allows
clones to function outside without going barking mad sooner or later. Of
course, only a traitor would voice such sentiments….
P A R A N O I A PARANOIA P A R A N O I A PARANOIA
HOW TO USE
1. Print.
2. Cut along dotted lines.
3. Fold cut pieces in half.
4. Apply glue to unprinted side.
5. Press together firmly.
1. Print.
2. Cut out the front halves only.
3. Apply glue to unprinted side.
4. Stick on to the blank equipment cards from
the Blank Card Deck.
Paranoia TM & © 1983, 1987, 2017. Eric Goldberg & Greg Costikyan. All rights reserved. Mongoose Publishing Ltd.,
Authorised User. The reproduction of material from this book for personal or corporate profit, by photographic,
electronic, or other means of storage and retrieval, is prohibited. You may copy character sheets, record sheets,
checklists and tables for personal use. Published by Mongoose Publishing, Ltd. Published 2017.
LOPPENCHOP EQUIPMENT
WARNING! WARN
ING! WARNING!
T
ACTION ORDER MEDIUM
L T R A VIOLE
U
EVEL:
MECHANICS +2 LEVEL 2
C E L
Branches, firewood, light furnishings or inquisitive CL EARAN
fingers; if it sticks out it can be lopped, if it stands
FUN IS MAND
ATORY!
still it can be chopped.
LOPPENCHOP EQUIPMENT
WARNING! WARN
ING! WARNING!
LET
ACTION ORDER MEDIUM
U L T RAVIO
LEVEL 2 :
LEVEL
MECHANICS +2
N C E
Branches, firewood, light furnishings or inquisitive CLEARA
fingers; if it sticks out it can be lopped, if it stands
FUN IS MAND
ATORY!
still it can be chopped.
LOPPENCHOP EQUIPMENT
WARNING! WARN
ING! WARNING!
LET
ACTION ORDER MEDIUM
U L T RAVIO
LEVEL 2 :
LEVEL
MECHANICS +2
A N C E
Branches, firewood, light furnishings or inquisitive CLEAR
fingers; if it sticks out it can be lopped, if it stands
FUN IS MAND
ATORY!
still it can be chopped.
LOPPENCHOP EQUIPMENT
WARNING! WARN
ING! WARNING!
T
ACTION ORDER MEDIUM
L T R A VIOLE
U
EVEL:
MECHANICS +2 LEVEL 2
C E L
Branches, firewood, light furnishings or inquisitive CL EARAN
fingers; if it sticks out it can be lopped, if it stands
FUN IS MAND
ATORY!
still it can be chopped.
LOPPENCHOP EQUIPMENT
WARNING! WARN
ING! WARNING!
LET
ACTION ORDER MEDIUM
U L T RAVIO
LEVEL 2 :
LEVEL
MECHANICS +2
N C E
Branches, firewood, light furnishings or inquisitive CLEARA
fingers; if it sticks out it can be lopped, if it stands
FUN IS MAND
ATORY!
still it can be chopped.
LOPPENCHOPENMOP EQUIPMENT
WARNING! WARN
ING! WARNING!
LET
ACTION ORDER MEDIUM
U L T RAVIO
LEVEL 2 :
LEVEL
MECHANICS +2
A N C E
Branches, firewood, light furnishings or inquisitive CLEAR
fingers; if it sticks out it can be lopped, if it stands
FUN IS MAND
ATORY!
still it can be chopped. All this and mopping too!