Вы находитесь на странице: 1из 19

Opifex Bi-Monthly #1

Issue #1

Free!

In This Issue:
The Drooler in the Dark . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . .

The Knife . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . .

Field Weapons and Infantry

.....................................................

Missions of the Reliant! 2.0.1

..................................................

11
17

Opifex Bi-Monthly #1

Staff and Credits


Editor and Art Director: Michael C. LaBossiere, ontologist@aol.com.
Cover and Interior Art: Michael C. LaBossiere, ontologist@aol.com.

Legal Information
Opifex Bi-Monthly: Random Universes1996. All rights reserved.
Fees
Opifex Bi-Monthly: Random Universes is a free ezine.
Trademarks
Most product names are the trademarks of the companies producing those products. Use of a trademark
to identify a product discussed in this ezine should not be taken to imply the sponsorship of the holder of
said trademark, nor should the use of a trademark without explicit mention of its status as a trademark
be construed as a challenge to the trademark status.
Copyright Information
Unless otherwise noted, all of the material in this ezine is protected by the relevant copyright laws.
Contributors have given permission for their material to be used in this ezine. Contributors retain all
rights to their material. Third parties wishing to make use of any material within this ezine must
contact the relevant party or parties in order to secure permission.
Distribution
Opifex Bi-Monthly: Random Universes may be freely distributed provided that:
The ezine is not modified.
No fee is charged for the ezine over and above the normal cost of distribution. The normal
cost of distribution includes the fees for online services, the cost of a shareware CD-ROM and
such.
Distributors who wish to include the ezine on commercial CD-ROMs or shareware collections
request and receive permission for such distribution.
Game Companies Legal Information
Several game companies have been kind enough to give Opifex Bi-Monthly permission to provide
coverage of their products. Here are the current legal specifications from each company:
R. Talsorian Games
Mekton, Cyberpunk 2020 are Copyright; CyberGeneration, Castle Falk are Trademarks.
Chaosium
Call of Cthulhu is Chaosium Inc's registered trademark for their game of horror and wonder in
the worlds of HP Lovecraft. For more information, contact Chaosium Inc., 950-A 56th St,
Oakland, CA 94608 -- or call us at 510-547-7681. Visit Chaosium's web page
at http://www.sirius.com/~chaosium/chaosium.html.
White Wolf
This article contains terms that are Trademarks and Copyrights of White Wolf Inc. All rights
reserved by White Wolf Inc., 1996. This article does not challenge any property of White Wolf
Inc.

Opifex Bi-Monthly #1

The Drooler in the Dark:


The Dog That Should Not Be1996
Call of Cthulhu
Dr. Michael C. LaBossiere, ontologist@aol.com
Call of Cthulhu is Chaosium Inc's registered trademark for their game of horror and wonder in the
worlds of HP Lovecraft. For more information, contact Chaosium Inc., 950-A 56th St,
Oakland, CA 94608 -- or call us at 510-547-7681. Visit Chaosium's web page
at http://www.sirius.com/~chaosium/chaosium.html.
I stood at the door, my face pale. A cold seat dampened my brow. I turned to look at my companion to
see how he was faring.
Prepare yourself, Joe. We are about to face something so horrible and evil that I am surprised that
the very earth does not reject its presence.
What is this horror? said Joe.
The Drooler in the Dark, the Dog That Should Not Be... I said, my voice trailing off to a whisper.
A Hound of Tindalos! Joe cried as a look of terror crossed his face.
No, far worse. I said as the door swung open, revealing It.
Oh, look at the cute doggy! said Joe, stepping forward to meet the Beast.
No, Joe! I cried, but it was already too late...
Disclaimer: Any resemblance between persons or dogs, living or dead, and the characters in this
adventure is purely coincidental.
Keepers Introduction
This adventure is intended as a bit of comic relief to break up the usual tedious monotony of death and
insanity that the intrepid investigators have grown so accustomed to. This adventure works best if it is
properly set up before it is played, so as to enable it to be sprung upon the unsuspecting
investigators.The set up for the adventure is as follows: First, one of the investigators needs to
become romantically involved with a NPC. Second, that NPC must buy a dog for a pet. Unknown to the
NPC, he or she will acquire the Drooler in the Dark which will manifest itself as its current body
grows from a cute puppy to a malign mass of canine flesh. While the Drooler is growing up, it will seem
like other puppies and will cause no more destruction than any other growing and hyperactive young
pup. However, when it reaches full growth, it will become serious trouble for the investigator.
Running the Drooler
The Drooler will be basically a background element in the campaign which will involve the investigator
who has been singled out for this horrid fate. The investigator will be forced to interact with the
Drooler every time the investigator visits his or her loved one. The following charts are used to
generate the actions of the Drooler. Of course, the Keeper may freely chose an action for maximum
humor. The Drooler will never harm its owner, who will never punish it severely no matter what it
does.

Opifex Bi-Monthly #1

Situation: The Drooler meets the investigator or a friend of the investigator.


Roll (1d6) Action
1

Drooler rams its nose into the victims groin. If victim is male, he takes 1D3 and must
roll under his constitution X 3 on % dice or fall to the ground for 1D10 minutes during which
time he can only emit high pitched noises indicating his horrible pain. If victim is female,she
will be embarrassed, but unharmed.

Drooler vomits on victims shoes. Really embarrassing and the acidic vomit eats up the
victims shoes and inflicts 1D2/round until washed off.

Drooler relieves itself on victim. Not harmful but certainly not enjoyable.

Drooler barks insanely for 1D6 minutes and will not stop.

Drooler runs away, requiring the investigator to chase the damn thing down. It will lead the
investigator through the worst places it can find (dumps, swamps, crack houses, etc.).
Eventually it will ditch the investigator and return home.

Roll twice and apply the effects.

Situation: Investigator introduces the Drooler to one of his/her pets.


Roll (1d3) Action
1

Drooler vomits on pet. Pet takes 1D3/round until it is washed off.

Drooler drags the pet around until it is just about dead, then lets it go.

Drooler eats the investigators pet.

Situation: Investigator is sitting down, watching TV or working.


Roll (1D6)

Action

Drooler sneaks up on investigator and emits an unearthly howl causing a loss of 1D3
SAN on an unsuccessful SAN roll, no loss if SAN roll is made.

Drooler leaps into the PCs lap and vomits on him/her. The vomit inflicts
1D3/round until washed off.

Drooler get between the investigator and his work, TV, etc. and will refuse to move.

Drooler begins eating the PCs shoes, whether they are being worn or not.

Drooler begins to bark insanely and will not stop until the investigator goes away.

Roll Twice

Opifex Bi-Monthly #1

Situation: investigator and romantic interest are smooching, etc.


Roll (1D3)

Action

Drooler decides it has to go to the bathroom. If not taken for a walk, it


will relieve itself on the investigator.

Drooler begins to bark insanely and will not stop until the investigator goes away.

Drooler will stare intently at the investigator. The investigator must match power with
the Drooler and win in order to keep doing what he/she is doing. If not, the mood is
shattered.

Situation: The investigator is eating.


Roll(1D6)

Action

Drooler leaps up into the PCs plate and begins slurping down food.

Drooler gets its paws on the table and vomits on the PCs plate.

Drooler gets under the table and rams its head into the investigators groin (see above).

Drooler begins to bark insanely and will not stop until the investigator feeds it. If the
investigator feeds it, it will nip the hand that feeds it for 1 point.

Drooler gets beside the investigator and breaks wind. The investigator must roll under his/her
constitution on % dice or be unable to eat.

The Drooler stares at the investigator. The investigator must match power with the
and win or be unable to eat.

Drooler

Situation: The investigator is asleep and the Drooler is present (bad move).
Roll (1D3) Action
1

The Drooler awakens the investigator by stepping on his/her chest and growling.
In the process, the Drooler will dump about a liter of drool onto the investigator.
Waking up in this manner costs 1D3 SAN or 0 is a successful SAN roll
is made.

Drooler take the opportunity to eat most of the investigators clothing, including the
investigators wallet or purse (yumm! Credit cards!)

Drooler vomits on investigator. investigator takes 1D3/round until the gunk is washed off.

Opifex Bi-Monthly #1

Situation: The investigator is taking the Drooler for a walk.


Roll(1D6)
Action
1
Drooler lures the investigator near something dangerous (like traffic) and tries to drag
the investigator into the danger.
2

Drooler escapes the leash and the investigator must track it down (see above).

Drooler gets into a fight with a really big dog who has a really big owner who
really loves his dog and would really hurt the investigator if the Drooler messes up
his dog.

Drooler waits until the investigator is distracted and then tangles the investigator in
the leash and then takes off at top speed, dragging the investigator along. The investigator will
sustain 1D3 points before getting free and will look pretty stupid being dragged around by a
dog.

The Drooler bites the head of a squirrel in front of a group of young children,
runs over to them and coughs it up onto the youngest child.

The Drooler bites the head of an old ladys poodle then coughs the head up
on her foot, causing her to suffer a cardiac arrest.

Finish
The Keeper should milk the Drooler for all that it is worth. Remember that the PCs love interest will
not tolerate any harm to come to her beloved dog. Eventually, the joke will wear thin and the Drooler
can vanish into the night (or perhaps into a concrete filled 55 gallon drum ) leaving only the stale smell
of doggy vomit and lots of shed fur behind.
The Drooler
Description: The Drooler always takes the form of a very large yellow dog, with a look of keen, but
malign, intelligence in its eyes.
Notes: The Drooler is a one of a kind supernatural entity which exists to cause trouble for humans. It
will cause itself to be born as a dog and will cause someone to adopt or buy it. It will then match its
power against the people or person who bought it and if it wins, the persons or person will want to keep
the Drooler, no matter what. The Drooler is a bit evil, but will only resort to full scale violence to
preserve its body. Otherwise, it will be content to torment everyone besides those who own it (who
are oblivious to its behavior). Naturally, the person or persons who own it will never want to speak or
see the person who harms their beloved dog.
Characteristics
STR: 15
CON:
DEX: 14
HP: 15
Weapon:
Attk%
Bite
80%
Ram
95%
Vomit
95%
Armor: The Drooler has

20

SIZ:10
POW: 19
MV: 14
Damage
1D8+1D4
See above
Inflicts 1D2/round until washed off.
no armor, but takes minimum damage from non magical weapons.

Opifex Bi-Monthly #1

SAN: Viewing the Drooler costs no SAN. It can emit a howl,that costs 1D3 SAN unless the hearer makes
a SAN roll.

The Knife1992,1996
by Dr. Michael C. LaBossiere, ontologist@aol.com
Call of Cthulhu
Call of Cthulhu is Chaosium Inc's
registered trademark for their
game of horror and wonder in the
worlds of HP Lovecraft. For more
information, contact Chaosium
Inc., 950-A 56th St, Oakland, CA
94608 -- or call us at 510-5477681. Visit Chaosium's web page
at http://www.sirius.com/~chaosium/chaosium.html.
Sure weve had some killings here. Every US city and town has them these days. Theyre also getting
weirder. This latest guy, the one the media calls the Knife, has been cutting peoples hearts out and
draining their blood. Im looking forward to retiring, you bet.

Introduction/Keepers Background
This 1990s adventure can be set in any city or town that has or is near an established university,
such as Boston . Of course, setting it near Miskatonic University would be a nice touch.
Prior to the beginning of the adventure, US troops discovered a new site of Aztec ruins while they
were conducting exercises with local troops. An archeological expedition soon arrived at the site with
Professor John Wenton among them. In the course of the exploration, Professor Wenton stumbled
across an enchanted mythos knife. Contact with the knife caused him to become ill and he was forced to
return to his home. During the trip back and when he was back, the mythos being connected with the
knife gradually drove him insane. His first victim was a colleague, who was soon discovered. His next
was his wife, whom he hid in the basement freezer of his house. He has been killing one person a day
ever since. It is up to the investigators to stop him and get rid of the knife.
Getting the Investigators Involved:
The bizarre nature of the killings might intrigue the investigators to enter into the situation,
especially if they reside in the area. They may also be brought in by a professor, who knows of them,
who suspects that occult activity may be afoot. This adventure is also suitable for running in the
background. The investigators could hear of the killings while the investigators are involved in
another adventure and they could be gradually drawn into this adventure, perhaps because they believe
the incidents are connected with the original adventure.

Players Information
The following information may become available to the players. There are numerous newspaper
articles that the investigators might find. Most of them are difficult to find and the players would have
to think to check for them. Finding them requires Library Skills rolls, which may be modified at the
Keepers discretion to reflect the difficulty in coming across some of the articles. A fairly easy to find
piece of information is that a new site of Aztec ruins was discovered recently and that an expedition
visited them. A more difficult article to find is a piece in the local paper about Professor Wenton joining

Opifex Bi-Monthly #1

the expedition. A later article is about the fact that he became ill and was forced to return. There are
numerous news items about the killings.These are front page news and there is extensive TV coverage.
The killings are sometimes mentioned on the national news. Researching the killing will reveal that the
first victim was Professor Ivan Tarksi, an expert in ancient languages. He was found in his office by a
student. The next victims were of various professions (ranging from hookers to accountants) and they
were killed in various places (at home, in an alley, etc.). The only thing all the killings have in common
is that the hearts have been precisely removed and all the blood has been drained from the bodies.
If the investigators wish to learn more about the killings, they may want to speak with the police or
the coroner. The police on the case will talk about the killings if the investigators have some of official
standing (press, PIs, etc.) or if the investigators can earn their trust (or trick them). The police have
no idea who the killer is, except that he is very good with the knife and is insane. They suspect that it
is probably a surgeon, due to the precision of the cuts. In all cases, the police will say, the heart was
removed from the body and the blood was drained. If the investigators speak with the coroner, who will
talk if persuaded(expressing an interest in his work will help) or if the investigators have an official
status. He will say that the hearts were removed with surgical precision with a scalpel sharp
implement. The rib cage of each victim has been ripped out and the markings indicate it was done by a
gloved human hand( the police havent revealed this fact).The coroner will also say that the blood was
removed completely from the bodies, but there is no indication of how this was done.
Investigators with occult skill will, if they make their skill roll, recognize that the way that the
victims have been killed is very much like the way the Aztecs sacrificed their victims. According to
the Aztecs metaphysics, the universe had been made from the blood of the gods and human blood was
needed to keep the universes energy in the proper balance. The blood draining part of the killings is not
part of the standard Aztec ceremony, but a second occult roll will indicate that the investigator is
aware of a small cult that existed in the Aztec culture which removed the hearts of their victims and
drained their blood. This cult worshiped a god named Azatcl who was served by a dark god named
Thotaxtl. According to this cults mythology, the chief god lived at the center of the universe and
fed upon blood. This blood was brought to it in a variety of means, but blood from sacrifices was
brought to it by a toad like being. Many scholars doubt that the cult existed and believe the information
on it was fabricated by the Spanish to justify their wiping out the city this cult supposedly resided in,
as no evidence has ever been found supporting the documents written by a Spanish priest detailing the
cult and its practices. Ecofeminist scholars contend that the city was a peaceful, matriarchal society
which worshiped an earth goddess and this is why the city was destroyed by the patriarchal Spaniards.
Once the Aztec link is made, finding the articles about the professor will be easier, since the
investigators will be focusing on Aztec related information.
If the investigators learn about the Aztec cult, a successful Cthulhu Mythos skill check will reveal
that the cult did exist and apparently worshiped Azathoth and Nyarlathotep by sacrificing people to
them. There is also reference to an enchanted knife used in the sacrifices as well as some mention of a
toad being that drank human blood. The knife is supposed to be inhabited by or linked to the toad thing
and it is written that it can take control of anyone who possesses the knife.
The fact of the matter is that the inhabitants of the city did indirectly worship Azathoth and
sacrificed humans to it. The heart and blood of the sacrifices was consumed by the nameless toad
creature. The Spaniard came across this city and learned quickly of its practices. In response, they
wiped the city out and had all record of it destroyed so that no one would return to the cursed site. This
city is, of course, the one that was found by US troops.
If the investigators check out the first murder, that of the professor, they will find out that he was
killed in his office and that no one saw or heard anything. This is surprising, since the main office is
next to the dead professors old office and the walls are quite thin. If an investigator makes a luck role,
one of the people will say Its just terrible. First Professor Wenton took sick on the expedition and had
to come early, and now Professor Tarksi is dead. If the person is asked about Wenton, they will say
that he was on an expedition to an Aztec city and was forced to return due to an illness from which he
hasnt recovered yet. If the investigators ask (or look in the phone book) they can find his address. The

Opifex Bi-Monthly #1

book also indicates that he is married, since it lists a Mr. and Mrs. John Wenton.

Action
The professor, insane and dominated by the toad thing, will kill a person a day unless he is stopped.
He hunts each night for a suitable victim, using his own keen intelligence and the abilities bestowed upon
him by the toad thing to select the best victim and circumstances in which to kill him/her. If the
investigators go out at random, they will have little chance of finding him, if any. If they search for
him, they will also have little chance of finding him. Their best bet is to put the pieces together in order
to find out who the killer is. If the investigators call him, he will say that he is sick and doesnt feel up
to visitors. If they stop by (with or without calling) during the day, he will answer the door and explain
that he is ill and wishes to be left alone. A successful spot hidden role will reveal that his sneakers by
the door are in small puddles, indicating he was out in the rain last night (an odd thing for a sick man to
do). If the investigators ask about or to see his wife, he will say that she is out of town (and odd thing
for the wife of a very sick person to do). If he becomes suspicious of the investigators (they give no
good reason for visiting him, they mention the killings, or ask too many questions) he will track them
down and attempt to kill them.
If the investigators talk to his neighbors and can persuade them to talk (not too difficult) they will
reveal that they never see the professor leave during the day and havent seen his wife in some time
(they will give a date around the time he killed her).
If the investigators try to break in during the day, he will try to kill them. If he succeeds, he will
stash their bodies in the freezer after slicing them up into easy to store pieces. If the investigators go
to the house at night, they will see him go out the back door around 1:00 am. If they search the house
they will find that kitchen refrigerator contains spoiled food(he lives off blood now) and if they go into
the basement they will find his wifes body in the freezer. If the police are called, they will put out an
APB on him and will try to arrest him. If the toad thing is convinced that the professor will not be able
to escape, it will make him turn the knife over to another person who will take up the trade.The
professor will then be found wandering in the streets, totally insane.
The professors killings will also inspire a copy cat killer. This killer will murder people and hack
them open to remove their heart. Due to the difference in the killing styles, the police will know that
they are now dealing with two killers. This killer will cause the investigators problems and they may
run into him, since he is not as smart or cautious as Wenton and lacks the toads help. He will attack
them on sight. Of course, if the investigators take to running around at night they may be picked up by
the police for questioning (and they better not be toting around any illegal fire power).

Resolution
The killings will continue at the rate of one per night (or more if the copycat stays active) until the
investigators deal with Wenton. If the investigators defeat him directly, each involved investigator
receives 1D4 SAN. If the investigators indirectly defeat him (they find the body and call the police, for
example) they get 1 point of sanity (or none, if they didnt do enough to merit a reward). If the knife is
captured by the investigators and taken care of(by encasing in concrete, for example) and they are
aware of its nature they each receive 1D4 SAN. If the knife is not recovered or is lost, then the
investigators each lose 1D4 SAN if they are aware of the nature of the knife. If the investigators give
up, somebody will eventually take care of Wenton, but the knife may end up in somebodys possession
and if so the killings will start again.

The Knife
The knife is composed of an extremely hard metallic alloy that is not found on earth. It has very odd
markings on it that seem vaguely Egyptian in character. Used in combat, the knife inflicts 1D6+3
damage due to its enchanted nature.
The knife is linked to a horrid being. This creature manifests itself as a bloated toad whose warty
hard drips blood. The things mouth is full of bloody, writhing tentacles. The toad thing has no material

Opifex Bi-Monthly #1

10

body, except the knife, and has only intelligence and power stats. Its Intelligence is 16 and its Power is
21. The toad can manifest itself at the cost of one magic point per minute it appears.Seeing a
manifestation of the toad costs the viewer 1D6 SAN on a failed roll, 1 on a successful role. The toad
cannot physically attack people and cannot be physically attacked, but may attack and be attacked
mentally. Such an attack costs it one magic point. The toad and its victim match Power and each
attempts a resistance roll against the other. If the victim fails his/her roll, the victim loses 1D6 magic
points. If the toad fails its roll, it loses 1D6 magic points. A being (the toad or victim) who reaches 0
magic points in this battle loses consciousness and can no longer resist attacks. If the beings magic
points go below 0, the being perishes. The toad will break off attacks against more powerful beings
very quickly. It can also be harmed by attacks that affect the targets Power. Reducing its power to 0
will destroy it.
If a person touches the knife when it is not linked to another, the toad thing will attempt to link to the
person. The process begins with a mental attack on the person touching the knife (must be with bare
skin). This attack is resolved by using the resistance table using the Powers of those involved. If the
victim resists, he/she will be aware of the nature of the knife and will probably avoid it. The person is
thereafter immune to contact with the knife. If the toad thing wins, it has made a link to the victim. The
victim will immediately lose 2D6 CON and STR, which will be regained at the rate of one point a day
each. If the loss reduces one or both stats below 0, the victim dies. If the victim survives, the toad
thing will send him/her horrible visions and appear to him/her. This torment will cost the victim 1D10
of SAN each day. The victim cannot willingly get rid of the knife once the link is made ( but it could be
taken from him/her). The victim is likely to go insane before reaching 0 SAN, and while insane the
person will be completely under the toad things control. The toad thing will direct the victim to kill and
the victim cannot resist.These killings are likely to cost the victim further SAN, especially since the
toad thing makes them kill their friends and loved ones first. Once the victims sanity reaches 0, they
are permanently lost.
When the person is under the toad things control, he/she will be directed to kill one person a day for
the toad to feed upon. The toad will manifest and feed upon the blood, heart and POW of the individual.
The blood and heart are not actually eaten by the toad (it lacks the requisite body), but it does consume
them. The person will be forced to drink the blood and eat some of the heart (and the person will stop
eating normal food). The toad gains a number of magic points equal to the victims POW after the kill
and has 24 hours to use them.
The toad thing can aid its host in the following manner. First, for each magic point it expends it can
heal one point of damage the host has sustained. Second, for each magic point expended, the toad thing
can increase the hosts STR by one point for five minutes (hence the ability to rip open rib cages). This
can increase the hosts damage bonus. Third, for each magic point expended, the toad thing can increase
the hosts CON by one point for five minutes. This will increase the hosts hit points. When the time
runs out, the added points are removed. For example, a host with 13 hit points is given 6 points of CON,
increasing his hit point total to 16. He takes 14 points of damage. He will die when the magic CON runs
out unless he is healed. In both the STR and CON additions, the toad can use its magic points to increase
the points or the duration.Each point expended to increase duration increases it 5 minutes. For example,
6 magic points could increase the hosts STR by 6 for 5 minutes, or by 1 for 30 minutes. The toad thing
also confers a +20% to the knife skill of the host.
The knife is very hard to destroy. It is immune to most acids and would require an incredible amount
of heat to melt. It has 30 hit points. Destroying the knife does not destroy the toad thing, but does cut
off its connection to this world. Doing so will free any host it might have. If the host still has some
sanity left, they can be treated and returned to some degree of normalcy. The host will also be freed if
the toad thing is defeated in the mental combat earlier. The knife will turn to powder if the toad thing is
killed this way. Of course, the host will be forced to prevent the knife and toad thing from coming to
harm.

Opifex Bi-Monthly #1

11

NPCS
Professor John Wenton
STR:
14
CON:
13
SIZ:
14
INT:
16
POW:
12
DEX:
15
APP:
12
EDU:
19
SAN: 0
HP:
14
Damage Bonus: +1D4
Skills: Anthropology 15%, Archeology 85%, Computer Use 15%, Drive Auto 55%, Library Use 75%,
Martial Arts 25%, Natural History 15%, English 95%, German 25%, Latin 25%, Photography 25%,
Handgun 35%, Knife 65% (includes bonus).
Weapons: The knife, 9mm Parabellum
Description: Prior to his encounter with the knife, Wenton was a kind and loving person, happily
married to his wife and pleased with his job as an associate professor of archeology. Now he is an
insane puppet of malign forces. Though his mind has been shattered, his intelligence remains, though it
has been twisted to the toad things evil purposes. Wenton will make full use of his abilities when
stalking victims and dealing with any threats to him. Unfortunately for the investigators, Wenton is in
good physical condition, has received martial arts training (karate), and is good with a handgun. He is
incapable of surrendering and will fight to the death as long as he has the knife.
Copy Cat Killer
STR:
16
CON:
14
SIZ:
15
INT:
10
POW:
9
DEX:
12
APP:
11
EDU:
11
SAN: 38
HP:
15
Damage Bonus: +1D4
Skills: Dodge 45%, Hide 55%, Sneak 25%, Fist 65%, Grapple 55%, Knife 65%
Weapons: Combat Knife (1D6)
Description: This is a disturbed individual who hopes to gain fame for being a killer. He was inspired
partially by the psychic emissions of the toad thing, but mostly by his own evil character. He will stalk
and kill people and will attack anyone who tries to stop him. He will not attack media crews or
reporters if he recognizes them, since he is doing the killings for the notoriety.

Field Weapons and Infantry1991,1996


Dr. Michael C. LaBossiere
ontologist@aol.com
BattleTech
BattleTech is a Registered Trademark of
FASA Corporation. BattleTech Compendium
material Copyright 1990 by FASA
Corporation. All Rights Reserved. Used
without permission. Any use of FASA
Corporations copyrighted material or
trademarks in this file should not be viewed
as a challenged to those copyrights or
trademarks.
This article was originally published in
GDWs Challenge magazine. According to
GDW (just prior to its demise) it is legally
acceptable to republish this article.

Opifex Bi-Monthly #1

12

Introduction
This article is intended to provide field weapons and new infantry types to FASAs Battletech
Compendium. These additions are, of course, to be considered optional and it is recommended that
these additions be discussed and accepted by those involved.

Field Weapons
Notoriously absent from the Battletech Compendium are rules governing the construction and use of
field weapons. Field weapons are essentially standard mech and vehicle weapons on a wheeled chassis.
These weapons are mostly crew served, but some are remote controlled weapon systems.

Field Weapon Construction


These steps enable players to construct their own field weapons for their own scenarios or to
modify others. In order to design a field weapon the player will need paper, pencil, and so forth as well
as the appropriate charts from the Compendium or the Rules of War.
1. Determine Technology Level
The player has the choice of Inner Sphere or Clan technology. The Clans are not known to employ
field weapons, so it is likely only Inner Sphere field weapons will be designed.
2. Select Controls
If the field weapon is to be remote fired, it must be equipped with a remote control system. This
system weighs .5 tons. FWs that are not remote fired do not need this system. Remote systems also
require servomotors and special computers. These weigh one ton (for both together).
3. Select Weapon
A field weapon consists of one weapon. Machine guns and small lasers may, however, be mounted
together, up to four weapons per mount.
4. Select Ammunition
Ammunition is allocated as normal (tons or half tons). Energy weapons require power plants, power
amplifiers, and so forth. However, due to the open nature of field weapons only half the normal heat
sinks are required. Energy weapons are, however quite rare (generally, they have been stripped from
vehicles or mechs by desperate soldiers). Weapons are considered to be autoloaders.
5. Add Armor
Crew served field guns may have a gun shield on the front. Armor is purchased in half or full ton
lots. Remote weapons may be armored on all sides.
6. Add Chassis/Controls/Etc
Each weapon must have a chassis that weighs 10% of the weight of the weapon, ammunition, armor,
and any control systems. This chassis provides the weapon with wheels, which enables it to be towed.
Things like rotating/elevating equipment,
battery packs, and the like are also included.
7. Gun Crews
A field weapon requires one crew member for every four tons of the total system, round up to the
nearest whole number. Remote systems require no crew.

Opifex Bi-Monthly #1

13

Combat Rules
Fire
FWs fire just as normal weapons do, using the appropriate charts. Remote
weapons fire at a modification of +2 (making them harder to hit with).
Attacks on FW
FW are fired on just as any other unit, but use different hit charts.
FW(Crewed) Combat Chart
Roll
Front
2
Weapon Out
3
Armor(no movement)
4
Armor (-1mp)
5
Armor
6
Armor
7
Armor
8
Armor
9
Armor
10
Armor
11
Crew Out
12
Crew/Weapon Out

Back
Weapon Out
Weapon Out
Weapon Out
Weapon Out
Weapon Out
Crew Out
Crew Out
Crew Out
Crew Out
Weapon Out
C/W Out

Side
Weapon Out
Armor(No movement)
Armor(-1mp)
Armor
Armor
Weapon Out
Weapon Out
Weapon Out
Weapon Out
Crew Out
C/W Out

Remote Weapon Hit


Roll
Effect
2
Weapon Out
3-8
Armor
9
Armor + No Movement
10
Armor + -1mp
11
Remote Out
12
Weapon Out

Explanation of Results
Weapon Out:
Weapon can no longer fire. Extent of damage left to players discretion.
Crew Out:
Crew can no longer function. May be replaced by another gun crew.
No Movement:
Damage to chassis prevents the weapon from being towed. It may be picked up by a mech or VTOL.
-1 MP:
The chassis is damaged, making the weapon difficult to tow. This effect is applied to he towing
vehicle.
Armor:
The units armor, if any is hit. If no armor: 1-3= Crew Out and 4-6=Weapon Out.
Remote Hit:
The receiver is hit. The weapon cannot fire.

Opifex Bi-Monthly #1

14

Other Rules
Remote Weapons
Remote weapons require a command system to activate them. A C3 will do the job, but each remote
counts as a unit towards the C3s limit. A vehicle or mech can also be equipped with a Remote System
which enables it to control up to four remote systems. The remote system weighs 1 ton, takes up one
critical space, and has a range of 20 hexes. Each remote field weapon can only be controlled by the RS
it is linked to (this is designated-secretly-at the start of the game).
Remote weapons fire at +2 and a turn in which they are used a mech operating them is treated as if
it is engaging multiple targets. The remotes use the firers gunnery skill. Vehicles can be assumed to
have a crew member assigned to the remote and do not have the multiple target penalty. The remote
still fires at +2. Range is calculated from the unit which is closest (see the C3 for how this works) to
the target and the controlling units movement is used to modify fire (due to the jostling of the
operator). Naturally, the terrain modifiers are drawn from the remote as are LOS restrictions
(missiles can still indirect fire).
Towing
Field weapons cannot be fired while they are being towed. They are treated like cargo for how they
slow a towing unit down. They also require the vehicle to use the wheeled vehicles restrictions (unless
the vehicle has the weapon in an internal cargo space or it is being carried by a mech). In general, a
vehicle can only tow one weapon. It is suggested that only tracked and wheeled vehicles be permitted to
tow field weapons. Field weapons may be unloaded/unhooked like normal cargo, but require an additional
round for set up before they can fire.
Emplacements:
Field weapons can be set up in emplacements with walls around them. Assign the walls armor values
and use the front chart for shots on a walled side for crew served guns. Remotes can also be protected
by emlacements. Use the normal chart, but the walls get hit first. Weapons actually within buildings
are treated as if they were emplaced (see appropriate rules). FWs can also be hidden. Remote FWS are
often laid as traps, especially in cities.
Gunnery Skills:
If desired, FW crews may be assigned or roll for a gunnery skill level. They may also gain
experience if desired.

Examples
Type: Field Weapon
Weapon: Auto Cannon 5
Ammunition:
40 shots
Gunshield: 32 points
Chassis:
Total:
Crew: 4
Type: Field Weapon
Weapon: LRM 20
Ammunition: 18
Gunshield: 32 Points
Chassis:
Total:
Crew: 5

Tons:
Tons:
Tons:
Tons:
Tons:

8
2
2
1.5 (rounded up)
13.5

Tons:
Tons:
Tons:
Tons:
Tons:

10
3
2
1.5 tons
16.5

Opifex Bi-Monthly #1

15

Type: Field Weapon (Remote)


Weapon: SRM 6 Tons: 3
Ammunition: 30
Armor:
Tons: 4.5
Front: 32
R/L Side:
16
Back:
8
Remote:
Servos/Comp:
Tons: 1
Chassis:
Total:
Crew: None

Tons: 2

Tons: .5
Tons: 1.5 (rounded up)
Tons: 12.5

Infantry
The following additions/modifications should be treated as optional rules to be adopted if desired by
the players.
Infantry Quality
Rather than have all infantry units of the same quality, players may wish to have troops of varying
skill levels.
Troop Quality
Untrained/Mob
Green
Regular
Veteran
Elite

Hit Adjustment
+2
+1
0
-1
-2

Infantry Experience
Infantry may progress by gaining experience just as mech warriors do. Since infantry suffer heavy
casualties, record keeping will be a bit of a problem. If mixed units are created, the predominant skill
level is used (that is, the skill level of the majority is used). Less experienced soldiers may be assumed
to be killed first, and hence the quality of a mixed unit may change. Of course, if desired, the exact
skill level of the whole unit can be calculated based on the % of each troop type present.
Experience may be recorded for the unit, or individual soldiers may be kept track of.
Armored Infantry
Standard infantry units are assumed to be wearing light armor and wearing protective helmets.
Since infantry is cheap, and equipment is not, infantry units do not generally receive high quality
armor. However, some units are equipped with higher quality protective armor.
Type
Normal
Armor 1
Armor 2
Armor 3

Damage in cover
Full
Full
Half
1/4

Damage in Open
2x
1.5x
Full
Half

In Building
Full
3/4 normal
Half Normal
1/4 Normal

Explanation
Armor Type: the type of armor the infantry is equipped with.

MG
MP
2d6
N
1.5d6
N
1d6
N
1/2d6 -1

Opifex Bi-Monthly #1

16

Damage in cover: The amount of damage the infantry takes when it is hit in terrain that provides a
fire modifier. For example, an Armor 2 equipped unit hit by an autocannon while in heavy woods would
suffer 3 casualties .
Damage in the open: The amount of damage the infantry takes when it is hit in a hex that provides
no terrain modifiers. For example, a standard infantry unit hit by PPC in the open would lose 20
soldiers.
In Building: The % of damage suffered by the unit if it is fired at while in a building. The % is the %
of damage given on page 45 of the Compendium. For example, an Armor 2 equipped unit would suffer
only 1/4 of the damage of a shot fired at it while it was in a medium building.
MG: The number of dice rolled for casualties when the unit is hit by vehicle or mech machine guns
while under cover. This is doubled if the unit is in the open. 1.5 d6 = 1d6+ 1d3 (2-9 points).
M P : The effect the armor has on infantry movement. Armor 1 is actually lighter than the standard
armor and Armor 2 is only marginally heavier. Armor 3 is quite heavy. However, MP cannot be
reduced below 1.

Combat Armor Infantry


Combat Armor was developed on a Periphery world by descendants of part of Kerenskys forces
whose jump ship suffered a malfunction which prevented them from making the full journey. While
Combat Armor is far weaker than BattleArmor, it is still more effective than normal infantry. Combat
Armor has recently become available in the Inner Sphere and is being constructed by factories that
produce exo-skeletons.
Combat
Combat Armor units begin with ten soldiers in each unit (called a Decade).
The unit is fired on like a unit of BattleArmor, with the exception that a 10 sided die (or 2d6, with
appropriate reading modifications) is used to determine which soldier is hit.
It takes four points of damage to kill a Combat Armored soldier.
Combat Armor units are armed with lasers, SRMs, Flamers, or Machineguns. They are treated like
a standard infantry unit for firing purposes.
Combat Armor units have two ways of moving. They can move on the ground with 2 MP (treat as
walking) or they can jump up to 3 hexes (3MP).
Notes
A Combat Armor unit (10 soldiers) requires 2 tons of cargo space in a vehicle.
Combat Armor units should be considered to be elite troops and are capable of delivering
Anti-Battlemech Attacks, if that optional rule is used.

Opifex Bi-Monthly #1

17

Reviews
About Opifex Bi-Monthly:Random Universe Reviews
Each review is conducted in a fair and objective manner. An adequate evaluation period is utilized in
all cases in order to test the product in question. Opifex Bi-Monthly: Random Universes accepts games
for review, including software games. If you would like your product or your companys product
reviewed, please contact Dr. Michael C. LaBossiere (ontologist@aol.com). Individuals and companies
will receive a copy of the review as well as permission to use the Opifex Bi-Monthly: Random
Universes rating graphic in advertising and documentation. Readers who disagree with a review, should
feel free to contact Opifex Bi-Monthly: Random Universes.

Rating Scale
Opifex

Poor/Unacceptable

Opifex

Average/Acceptable

Opifex

Good

Opifex

Excellent

Opifex

Nearly Perfect

Missions of the Reliant! 2.0.1

Opifex

Starship Combat Game


Advantages: Well written, excellent animation, excellent
graphics, challenging.
Cons: Controls are still a bit awkward to use.
Authors: Michael Rubin
Company: PlayMaker
Contact: Michael A. Rubin: Internet: mrubin@uic.edu,
AmericaOnline: DoDProdctn; PlayMaker: PlayMaker, Inc. 19
Overshot Court Phoenix, MD 21131-1851, Internet/AOL:
PlayMaker@aol.com
How To Get: Online
Type: Macintosh Keyware Application
Size: Game + Resources 2.6 MB
Memory Use: 3,400K
Requirements: 13" Color Monitor (set to 256 colors), System 7.
Recommended User: Anyone who likes space combat games.
Reviewers Recommendation: If you like space combat games, pick up a copy.
List price: $20
Typical Street Price: $20
Reviewer: Michael C. LaBossiere
I reviewed the first Missions! In the 6/94 issue of the Low-End User and I am pleased to review the
latest version as the first software review in Opifex Bi-Monthly.

Opifex Bi-Monthly #1

18

In Missions II, you play the role of the I.A.S. Reliant's captain. The ship is equipped with warp drives,
impulse engines, shields, torpedoes, and a laser. To aid you in your missions, the ship has a crew of
four officers: weapons officer, helmsmen, engineer, and doctor. Each crew member receives a rank, a
screen image (randomized for each game, which is a nice touch), and skills (regarding their job
qualifications). You control the ship's offensive and defense systems, such as the shields, torpedoes and
lasers, through your weapons officer. Through your helmsman you control navigation, movement,
communication and your scanners. The engineer is responsible for repairing ship and the doctor is
responsible for taking care of your crew.
The main weak point of the game is that using the crew to get things done is rathercumbersome. While
some commands can be given directly via the keyboard or mouse, many commands must be given via an
old style menu (by this I mean a numbered list of options which are selected by choosing a number or
clicking on the item). What makes matters worse is that only one crew members menu can be viewed
at a time and the whole menu cannot be seen at once. As I mentioned in my original review, it would be
much easier (and more visually appealing) to have an icon based control palette for each officer. It
takes some practice to get accustomed to the controls and those who own joysticks or other such
devices will find them very handy in playing. Some users might find the controls a bit frustrating at
first, but rest assured that the quality of the game make learning them worthwhile. I must admit that
the controls have improved since the first version, but they are still a weak spot of an otherwise
excellent game.
The graphics and animation (which uses Ingemar Ragnemaln's Sprite Animation Toolkit) are excellent.
These animations and graphics are displayed in three different views . The Long Range Scan shows the
entire Interplanetary Alliance (the functional equivalent of the Federation), the systems, bases, the
enemy, and the Reliant in a sector grid map. The second type of scan is the sector scan, which shows
the sector the Reliant is in. This scan will show the Reliant and anything else in its sector. The last
view is the viewscreen, which presents a video game style view of your ship and other objects in
space (the enemy, planets, bases). In this view there are 3D-images (the others show colored dots). All
of the graphics are of high quality and are smoothly animated. In fact, the planets even rotate. The
Reliant is an attractive looking vessel and its animation is excellent.The animation of all the views is
extremely fast and smooth. Even on older color Macintoshes there was no "jerkiness" or sudden
"stalling" in the action, even with lots of action on the screen (such as during a battle). The speed of
the animation can be set by the user. I have found that it is a good idea to reduce the speed on faster
Macintoshes, otherwise the enemy units will be far too fast to fight. Of course, for users who have
mastered all three levels of difficulty, increasing the animation speed can make the game even more
challenging. Overall, the animation and game action are well implemented and visually attractive. The
static graphics are also quite good (the splash screen is especially attractive) and the sounds are also
high quality.
Missions II has three different scenarios, whereas Missions! Only offered one. In the first mission,
which is the only mission available in an unregistered version, your mission is to protect the
Interplanetary Alliance from an unknown enemy. In this mission, the enemy has a large planet killing
vessel and support vessels. The enemy will proceed from system to system, destroying I.A. planets.
Your duty is, of course, to defeat this enemy (by destroying all the vessels). While this is an old plot, it
is fun to play.
If you like the first mission, you can register the game. Missions is KeyWare and the idea is that you
contact PlayMaker via the internet, fax or your phone and pay them $20. In return you get a code that
unlocks the other two scenarios. These scenarios are both interesting. In the second scenario, a
rebellion has broken out in the Interplanetary Alliance and it is up to the Reliant to defeat the rebels and

Opifex Bi-Monthly #1

19

set things right again. The third scenario is the most interesting and perhaps the most challenging. In
this scenario, the Reliant journeys back in time to save the Alliance and then returns to a rather nasty
surprise. This scenario is tough, but has an intersting plot and is a lot of fun.
It is quite a challenge to do battle with the various enemies and achieving victory requires a great deal
of skill and planning. I quickly learned that the video game attitude of "go in and shoot until they all blow
up" will not work with Missions II. Playing this game is much more like playing Star Fleet Battles (an
excellent non-computer game from Task Force Games) or the Star Trek Combat Simulator (an
excellent Star Trek starship combat game from FASA) than playing Asteroids. When fighting the
enemy, you need to work out a strategy, use your weapons effectively, and maneuver properly. You
also need to know when to break off the fight and retreat to a base (if bases are available) for supplies
and repairs. Coordinating everything is challenging and fun. Once you master the lowest level of play,
you can move on to the higher levels to keep the game challenging. If you eventually master all levels of
play, crank up the game speed, as mentioned above.
Users of the 2.0 version should update to the 2.0.1 version, which fixes some problems.
Overall, Missions! is a very enjoyable game and I strongly recommend it. Get a copy, and don't forget
to pay your Keyware fee.

Вам также может понравиться