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0% found this document useful (0 votes)
96 views

Bhaw Beta

Uploaded by

Jack Kelley
Copyright
© © All Rights Reserved
We take content rights seriously. If you suspect this is your content, claim it here.
Available Formats
Download as PDF, TXT or read online on Scribd
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Bounty Hunters of the Atomic Wasteland

The Roleplaying Game

Art and Text by


Polar Blues Press

Copyright @ Polar Blues Press, 2013


This work is based on Fate Core System and Fate Accelerated Edition (found at
http://www.faterpg.com/), products of Evil Hat Productions, LLC, developed, authored, and edited
by Leonard Balsera, Brian Engard, Jeremy Keller, Ryan Macklin, Mike Olson, Clark Valentine,
Amanda Valentine, Fred Hicks, and Rob Donoghue, and licensed for our use under the Creative
Commons Attribution 3.0 Unported license (http://creativecommons.org/licenses/by/3.0/).

2
Contents

WELCOME TO THE ATOMIC WASTELANDS .................................................... 5


BHAW IN A NUTSHELL .............................................................................. 6
NEW TO ROLEPLAYING? ........................................................................... 8
CREATING A BOUNTY HUNTER ....................................................................10
BACKGROUNDS .......................................................................................10
The Brute ............................................................................................11
The Cyborg ..........................................................................................12
The Genius ..........................................................................................13
The Gunslinger .....................................................................................14
The Psycher .........................................................................................15
The Waster ..........................................................................................16
TRAITS ...................................................................................................17
STUNTS ..................................................................................................18
Mutant Pool Stunts ...............................................................................20
Mental Pool Stunts ...............................................................................22
Combat Pool ........................................................................................25
General Pool ........................................................................................27
ASPECTS .................................................................................................30
FINAL TOUCHES ......................................................................................31
Starting Fate Points ..............................................................................31
Starting Stress Points............................................................................31
Starting Gearing ...................................................................................31
PLAYING BHAW ..........................................................................................34
DOING COMPLEX STUFF ..........................................................................35
FATE POINTS, INVOCATIONS AND COMPELS ............................................37
REPUTATION AND ADVANCEMENT ...........................................................39
GETTING MORE STUFF ............................................................................40
Equipment Decay .................................................................................41
Gambling .............................................................................................42

3
COMBAT .....................................................................................................43
INITIATIVE .............................................................................................44
STRESS AND FATEFUL CHOICES ...............................................................45
TACTICS AND SPECIAL MOVES .................................................................48
CRITTERS ...............................................................................................49
Building the Critter Pool ........................................................................52
Generating Encounters Without the Critter Pool ......................................52
TRAVEL AND VEHICLES ...............................................................................53
ROAD ENCOUNTERS ................................................................................54
Travelling at night ................................................................................57
VEHICLE CREATION.................................................................................58
VEHICLE COMBAT ...................................................................................58
Starting the chase ................................................................................59
Driving Segment...................................................................................59
Combat Segment .................................................................................60
Improving Vehicles ...............................................................................61
SAMPLE VEHICLES ...................................................................................61
ATLAS OF THE ATOMIC WASTELANDS .........................................................63
TOWNS AND LANDMARKS ........................................................................65
RUNNING BHAW .........................................................................................68
DESIGNER NOTES ...................................................................................68
Running a Bounty Hunt .........................................................................68
Science in BHAW ..................................................................................69
BHAW as a Western .............................................................................71
OPTIONS AND ALTERNATIVES .................................................................71
Alternatives to Fudge Dice ....................................................................71
The GM Rolls Too .................................................................................72
Implied Combat Aspect .........................................................................72
More Fate Please ..................................................................................73
WANTED: A GALLERY OF ROGUES ...............................................................74
CYMBELINE ................................................................................. 75
DR KREUTZBERG ......................................................................... 77
IRINA BELINSKAYA ...................................................................... 79
SAM RUDD .................................................................................. 81
THE RAINMAKER ADVENTURE ..................................................................83

4
WELCOME TO THE ATOMIC WASTELANDS
It was the worst of time, it was the worst of times. The world had been
blasted to hell and back by the savage fires of nuclear Armageddon.
Civilisation, as we know it, was gone leaving in its place the endless,
bleak and dangerous Atomic Wastelands.

For the common folk who had managed to survive the Fall it was an age
of terror. Outlaw biker gangs, bloodthirsty warlords and insane
doomsday cults emerged from the Atomic Wastelands leaving a trail of
death and destruction in their wake. Useful people like farmers,
craftsmen and music teachers were simply no match for these wild,
violent men.

Then one day, in a little village of San Junkyardo rode in a mysterious


mutant known only as The Man With No Face. The stranger offered, for
a price, to rid the village from tyranny of the infamous Slaughter Punks
biker gang. A bargain was struck between the people of San Junkyardo
and The Man With No Face, and on that that day the legend of the
Bounty Hunters of the Atomic Wastelands was born.

Since then many more men and women have followed in the tire tracks
of The Man with No Face bringing a measure of justice and safety to the
wastelands, but always for a price.

Welcome to the world of Bounty Hunters of the Atomic Wastelands.

5
BHAW IN A NUTSHELL
Bounty Hunters of the Atomic Wastelands is a game about bounty
hunters operating in the Atomic Wastelands. In less redundant terms it's
a roleplaying game set in a wild west inspired, post-apocalyptic future.
By default the game assumes player characters will take on the role of
Bounty Hunters and band together to hunt down bad guys for a reward.
A sample setting with ready made bounties to collect is presented later
in the rules to help you get started.

BHAW uses a much abridged version of FATE rules. Veteran FATE


players can easily bring in more advanced concepts from FATE to the
game. For newcomers to FATE all the rules you need to play are in
included.

As in standard FATE most things represented in the game are measured


on an adjective based ladder. In BHAW the ladder is represented by the
following seven-level sequence:

Terrible Mediocre Fair Good Great Superb Amazing Legendary


-1 0 1 2 3 4 5 6

A capable Bounty Hunter might have GOOD Shooting Ability. A SUPERB


rifle will do a rather impressive amount of damage. A TERRIBLE banjo
will sound awful, like just a real life banjo.

Actions a Bounty Hunter might want to perform are given a difficultly


rating by the GM on the same scale. Shooting a really distant target
might have a difficulty rating of SUPERB, starting a campfire might be
FAIR.

BHAW is designed to work with FUDGE dice. These look like normal six
sided dice but are marked '+1' on two sides, '-1' on two sides and
nothing at all on the remaining two sides. When you roll four FUDGE
dice (4dF) the result will be a number between -4 and +4. Alternatives
to FUDGE dice are discussed in the Options and Alternatives section.

To resolve an action take the rating of the Bounty Hunter's most


relevant Trait, add the result from the dice (bearing in mind it could be

6
a positive or negative value) and compare that to the GM set difficulty
rating for the task. If the result meets or beats the difficulty rating the
task succeeds. The process of rolling 4dF against a Trait is referred to
as a Simple Test or, more usually, just as a test.

Example: a Bounty Hunter wants to track a giant radioactive lizard


through the desert. This requires a Thinking test.

The Bounty Hunter's Thinking is GOOD. The difficulty of the task is FAIR
(though giant radioactive lizard leave giant radioactive footprints, you
still need to concentrate a bit to see them).

The player rolls 4dF. Two of the dice come up with a face showing a '+'
sign, one of them shows a '-' sign and the last one comes up blank.
Adding them together returns '+1' as a total (1+1-1+0). The player
takes this total and adds it to his Thinking Trait of GOOD which gives
him a GREAT result. This comfortably exceeds the target difficulty of
FAIR. The test succeeds and the Bounty Hunter can follow the giant
radioactive lizard trail.

In many instances the degree by which the test succeeds is of interest.


This is called the Margin of Success (MoS). In the above example the
MoS is 2 as GREAT is two steps on the ladder above FAIR. Likewise the
Margin of Failure (MoF) is the degree (number of steps on the ladder)
by which the task failed. Note a MoS of 0 is a success, just not a very
impressive one.

Key to BHAW are Aspects. These are free-form character descriptors


that help identify what really makes your Bounty Hunter tick. Aspects
help you both earn and spend Fate Points which in turn can be used to
improve your dice rolls among other things.

There are a bunch of other rules which are covered below, but that's
basically how BHAW works.

7
NEW TO ROLEPLAYING?
In the unlikely event you got hold of BHAW and have no idea what
roleplaying games are about here is a quick overview, at least in as far
as it applies to BHAW.

The basic conceit of a roleplaying game is that each player takes on the
role of a fictional character, a Bounty Hunter, and together they work
through a fictional situation like tracking down and capturing a fugitive
from the law.

One of the players is called the Game Master (GM). His role is different
in that he manages all the other aspects of this fictional situation. He
describes what the players see and gives a voice to the all the other
fictional people involved in this situation not represented by a player.
The GM also has an important role in terms of the adjudicating the
outcome of actions taken by the players based on the game's rules.

The way the game typically plays out is that the GM describes a scene
and the players decide what they wish do. For instance a game of
BHAW might start this way:

GM: "As you drive into town, you notice a set of fresh wanted posters
outside the sheriff's office."
Player 1: "I get closer and have a look at the poster."
GM: "The poster is for Mad Dog Madison. He is wanted for murder. The
bounty has been set for $400."
Player 1: "Interesting. I'll go inside and ask the sheriff if he has more
details."
Player 2: "Not me, I've been on the road too long, I'm heading straight
to the saloon."

This back and forth of dialogue between players and GM punctuated by


dice rolls to resolve key actions is pretty much the format a roleplaying
game takes. Building on the above example, the Player 1 may learn
from the sheriff a bit more about Mad Dogs background and contacts
and pick up some clues from that. After sharing his findings with the
other players they may decide to travel to a different town to speak to
an old acquaintance of Mad Dog, possibly having a little side adventure

8
on the way there. All along the players, through their characters, are
asking the GM questions and making decisions based on his responses.

For anyone interested in GMing there is a sample adventure towards the


back of the BHAW rulebook which may be of use.

The following is a list of definitions for terms and conventions commonly


used in roleplaying games. Most of the terms and conventions specific
to BHAW are explained as they are introduced.

GM The Game Master


Player The fictional character controlled by one of the
Character players, often abbreviated to PC. BHAW uses the
term Bounty Hunter.
Non Player The fictional characters controlled by the GM, often
Character abbreviated to NPC. Minor NPCs used in combat
are sometimes called mooks or monsters or in
BHAW critters.
4dF A roll consisting of four Fudge dice producing a
result between -4 and +4.
d6 A common short hand for a roll of a regular six
sided die. Notation like '2d6' indicates how many
dice to roll, in this instance '2'.
d10 A common short hand for a roll of a 10 sided die,
available from hobby shops. Other common dice in
roleplaying games include d4s, d8s, d12 and d20s.
d100 A common short hand for a percentile roll with
results spanning from 1 to 100. This is achieved by
rolling two d10s with one representing the units
and other the tens.

9
CREATING A BOUNTY HUNTER
To create a Bounty Hunter follow these steps:

 Select an Background
 Allocated Traits based on the Background
 Select Stunts based on the Background
 Select Aspects
 Record Stress Points, Fate Points and starting gear
 And for the hardest bit, give your Bounty Hunter a name.

BACKGROUNDS
A Bounty Hunters' Background reflects aspects of his culture, race or
profession. Mechanically Backgrounds provide specific benefits and
place restrictions during character creation. A few Stunts are
Background specific.

The Backgrounds available are The Brute, The Cyborg, The Genius, The
Gunslinger, The Psycher and The Waster.

10
The Brute
Brutes are beings endowed with powerful physical mutations. Not
always the smartest member of the team, the Brute makes up for this
with his sheer 'brute' strength.

Assign the following scores to the


Bounty Hunter's primary Traits:

1 x Great
2 x Good
3 x Fair
1 x Mediocre

Adjust as follows:
+1 Fighting
-1 Thinking

Choose one Stunt from the Mutant pool, one Stunt from the General
pool and one more Stunt from any pool.

11
The Cyborg
Cyborgs are half-man, half machine. They were created as super-
soldiers before the Fall. Physically powerful they often lack in mobility
due to years without proper maintenance. While some cyborgs can pass
for human others look more like robots.

Assign the following scores to the


Bounty Hunter's primary Traits
excluding Psi (Cyborgs have no Psi
score):

1 x Great
2 x Good
2 x Fair
1 x Mediocre

Adjust as follows:
+1 Toughness
-1 Reflexes

Choose one Stunt from the General pool and one more Stunt form from
any Mutant, Combat or General pools. All cyborgs get the Psi Immunity
Stunt.

12
The Genius
The cerebral Genius relies on his brains to survive in the Wastelands. He
can out-think most opponents and can enhance his team using his
clever plans, leadership skills and scientific knowledge.

Assign the following scores to the


Bounty Hunter's primary Traits:

1 x Great
2 x Good
3 x Fair
1 x Mediocre

Adjust as follows:
+1 Thinking
-1 Cool

Choose two Stunts from the General Pool and one more Stunt from any
pool. The Stunt 'Think!' is only available to the Genius.

13
The Gunslinger
Gunslingers live by the gun. Fast and accurate, Gunslingers are deadly
in a fire fight to the extent they sometimes neglect to train in other
forms of combat.

Assign the following scores to the


Bounty Hunter's primary Traits:

1 x Great
2 x Good
3 x Fair
1 x Mediocre

Adjust as follows:
+1 Shooting
-1 Fighting

Choose one Stunt from Aimed Shot, Covering Fire or Two Gun Fighting.
Choose one Stunt from the General Pool and one more from any pool.
Only the Gunslinger can choose the Quick Draw Stunt.

14
The Psycher
Psychers are mutants that can harness the power of the mind. They are
often feared because of these abilities. In more primitive communities
they might be revered as shamen or shunned as witches. All Psychers
are natural telepaths and can project their thoughts.

Assign the following scores to the


Bounty Hunter's primary Traits:

1 x Great
2 x Good
3 x Fair
1 x Mediocre

Adjust as follows:
+1 Psi
-1 Toughness

Choose one Stunt from the Mental pool, one Stunt from the General
Pool and one more from any pool.

15
The Waster
Waster is the collective name for the inhabitants of the Atomic
Wastelands. They are a versatile, hardly folk who have literally stared
the end of the world in the face and survived it. Some Wasters also
have mutant abilities.

Assign the following scores to the


Bounty Hunter's primary Traits:

2 x Great
2 x Good
2 x Fair
1 x Mediocre

Choose one Stunt from the General Pool, one from either General or
Combat Pool and one more from any pool.

16
TRAITS
Traits are the basic building block of the Bounty Hunter. Almost all
actions are resolved with Trait tests. The Traits used in BHAW are:
Thinking, Fighting, Shooting, Reflexes, Toughness, Cool and Psi.

Thinking
This trait measures the Bounty Hunter's intelligence and perception.

Fighting
This trait measures the Bounty Hunter's effectiveness in close combat,
armed or unarmed.

Shooting
This trait measures the Bounty Hunter's effectiveness with ranged
weapons like guns and bows.

Reflexes
This trait measures the Bounty Hunter's speed, agility and overall hand-
eye coordination. Reflex checks are used among other things in combat
to dodge attacks and to throw grenades and knives, stealth and
acrobatics test.

Toughness
This trait represents the Bounty Hunter's physical strength and
endurance. It determines the Bounty Hunter's Stress Points.

Cool
This traits represents the Bounty Hunter's presence, willpower and
general ability to deal with people. It also has an impact on Rep Points.

Psi
This trait measures the Bounty Hunter's psychic potential. Psi rolls are
often required to activate mental attack or defend from one. Note that
just having a Psi score does not make the Bounty Hunter a mutant.

17
STUNTS
A Stunt is a special ability or skill that sets a character apart from your
average inhabitant of the Atomic Wastelands. At character creation new
Bounty Hunters get a choice of Stunts depending on their Background.

The Stunts are divided into four pools, Mutant, Mental, Combat and
General. The Mutant Pool contains physical mutations, the Mental Pool
is for psionic power, the Combat Pool is for special combat moves and
the General Pool contains non-combat related perks and specialist skills.

Generally speaking a Bounty Hunter with a Stunt from the Mutant or


Mental pool is considered a mutant. Mutants always have some sort of
visual telltale sign, be in an unusual hair colour, slightly enlarged
cranium or a massive, scaly tail. Cyborg Bounty Hunters can choose to
describe their Mutant Stunts as technological in nature.

Most of the Stunts are described in terms of their effect in combat.


Outside of combat the GM should take a more flexible approach on how
the Stunt works. Likewise the same basic Stunt can be reskinned to fit
character concepts. So for instance the Stunt 'Rad Screen' can be
repurposed as 'Toxic Aura' or the rules for 'Animal Companion' applied
to a robot pet.

The rules for each of the Stunts in BHAW are described in detail below.
Most Stunts have an Improved version that can be purchased with
Reputation Points. The Improved version cannot be taken at character
creation.

18
Many Stunts share some common features in terms of when and how
they can be used. The most common of these features are:

Auto The Stunt is always available to the Bounty Hunter.


<Trait> vs. Typically indicates which Trait is used to attack with
<Trait> and which to defend from for this Stunt.
Action Using the Stunt counts as the Bounty Hunter's main
action that turn. In this context an action is
anything that requires a dice on a Trait or a Stunt.
Moving around, talking or rolling up a cigarette
don't count.
Alternate Turn The Stunt can only be used on alternate turns and
never on consecutive turns during the same scene.
It is assumed the counter resets every scene.
Free Action Using the Stunt does not count as the Bounty
Hunter's action that turn and the Bounty Hunter
can, for instance, also make a normal attack that
round.
Fate Point Using this Stunt (or some aspect of this Stunt) may
require spending a Fate Point.
<Background> Stunt can only be selected by Bounty Hunters with
Only the indicated Background.
Slow This Stunt requires two turns. On the first turn the
Bounty Hunter declares he intends to use this Stunt
and can take no other action. On the second turn
he performs the Stunt. The Bounty Hunter may
choose to abort the Stunt on the second turn and
perform a different action.
Area The Stunt affects a cluster of close by targets. The
maximum number of targets within that cluster
affected is given by the MoS of the attack vs. its
Difficulty Rating. This will normally be FAIR though
range and visibility may be a factor.

19
Mutant Pool Stunts

Natural Weapon
The Bounty Hunter does +2 damage on unarmed Fighting attacks. This
bonus does not stack with other weapons.
Improved: +3 damage
Usage: Action

Life Drain
On a successful (unarmed) Fighting attack the Bounty Hunter regains as
many Stress Points for each point of damage dealt to the target, up to
full health. The target takes damage as normal.
Improved: +1 damage
Usage: Fighting vs. Reflexes, Action, Alternate Turn

Rad Screen
The Bounty Hunter emits deadly radiation as an automatic defence
mechanism. Any time an attacker successfully hits the Bounty Hunter in
close combat the attacker takes 2 points of damage due to radiation.
Improved: 3 damage
Usage: Auto

Elasticity
The Bounty Hunter can bend, twist and stretch his body in unnatural
ways up to twice their normal range of motion. This can be useful when
hiding, climbing, trying squeeze into tight spots or escape from
handcuffs. A Toughness test may be required for more extreme
contortions. In combat this ability allows the Bounty Hunter to make
close combat attacks at extended range. Note a Bounty Hunters clothes
and gear does not stretch with him.
Improved: Reduce the damage taken from any physical sources by 1.
Usage: Auto

Regeneration
During a fight regains 1 Stress Point every other turn.
Improved: Regain 2 Stress Points
Usage: Free Action, Alternate Turns

20
Adrenaline Surge
The Bounty Hunter loses a Stress Point but gets +1 Fighting on his
next attack roll. An Adrenaline Surge must be declared before the attack
roll is made.
Improved: +2 Fighting
Usage: Free Action, Alternate Turns

Body Armour
The Bounty Hunter's skin is tougher than normal. Reduce the damage
taken from any physical sources by 1.
Improved: Damage taken reduced by 2.
Usage: Auto

Chameleon Skin
The Bounty Hunter's skin and hair can change colour and blend into any
background making him virtually invisible. The Bounty Hunter's stealth
is treated as GREAT regardless of his Reflex score. For the power to
work in full the Bounty Hunter must be totally naked and must not be
carrying anything, otherwise the GM should apply penalties. The Bounty
Hunter needs to concentrate to keep the chameleon effect going and
can only engage is simple tasks while it is active.
Improved: SUPERB stealth
Usage: Action

Psi Immunity
The Bounty Hunter is immune to all Psychic attacks other than
Telekinesis and Force Blast as these are physical in nature.
Usage: Cyborg Only, Auto

Sonic Assault
The Bounty Hunter can produce a sonic attack that affects a cluster of
nearby targets. . Any target that is hit takes 2 points of Stress damage.
The MoS does not affect damage but it helps determine the number of
targets (see Area rules above). This attack takes a full turn to prepare.
Improved: +3 damage
Usage: Toughness vs. Toughness, Slow, Area

21
Mental Pool Stunts

All powers in the Mental Pool require their target to be in close 'shouting
distance' proximity.

Telekinesis
The Bounty Hunter can slowly and gently move objects with his mind.
The difficulty is set by the mass of the object and is measured on the
following chart:

MEDIOCRE A set of keys


FAIR A rifle
GOOD A person
GREAT A horse
SUPERB A person on a horse

Telekinesis itself does not normally do damage but combined with a


Fate Point it can used to put the target into harms way (for instance
using Telekinesis to knock a target off a roof top). In such instances the
damage is equal to the Margin of Success.
Improved: Psi+1 for Telekinesis
Usage: Psi vs. <Difficulty Rating>, Fate Point

Psychic Storm
The Bounty Hunter can make a mental attack against a cluster or
nearby by targets. Any target that is hit takes 2 points of Stress
damage. The MoS does not affect damage but it helps determined the
number of targets (see Area rules above). This attack takes a full turn
to prepare.
Improved: 3 damage
Usage: Psi vs. Psi, Action, Slow, Area

Mind Blast
The Bounty Hunter can make a +1 ranged mental attack.
Improved: +2 damage
Usage: Psi vs. Psi, Free Action, Alternate Turn

22
Jinx
Jinx reduces the effectives of its target. For simple critters (see below),
the target's Critter Rating is downgraded by 1 level (i.e. a GOOD target
becomes FAIR). If a MEDIOCRE target is Jinxed, it is not longer a threat
and is eliminated from combat. For complex targets, such as Bounty
Hunters or important critters, the downgrading effect is applied to a
single Trait each time, Bounty Hunter's choice. Derived traits like Stress
Points are not affected. A target may be Jinxed multiple times.
Improved: Psi+1 for Jink
Usage: Psi vs. Psi, Free Action, Alternate Turn

Puppeteer
Using this power a mutant can mentally control an opponent. The
Bounty Hunter makes an initial Psi vs. Psi attack (full action). If the
attack succeeds the target's body is taken over. On subsequent turns,
the Bounty Hunter can issue simple commands to his 'puppet' by
making a new Psi attack (free action this time). If this attack succeeds
the target executes the given command. If the roll fails, it does nothing
that round.

Note that the puppeteer controls the target's body but not it's mind.
The puppeteer cannot compel the target to give out information and the
more complex the tasks given to it the greater the chance it may find a
way to subvert the purpose of the command if not the command itself.
A target who has been puppeteered will remain in this state for roughly
two hours unless released by his controller. A target that has been
puppeteered once is harder to take over again a second time (and
receives +1 to the target's Psi for each subsequent Puppeteering
attempt on it). A Bounty Hunter cannot puppeteer more than one target
at any one time.
Improved: +1 to Psi for Attack and Command rolls
Usage: Psi vs. Psi, Attack is an Action, Command is a Free Action

23
Force Blast
Ranged mental attack that does +2 damage and pushes targets back.
This counts as a physical attack, which means that it can be dodged, is
subject to line of sight and it affects robots, cyborgs and inanimate
objects.
Improved: +3 damage
Usage: Psi vs. Reflexes, Action, Alternate Turn

Psi-Blade
The Bounty Hunter can attack using a blade made of pure psionic
energy that does +2 damage. It can only be used against adjacent
targets.
Improved: +3 damage
Usage: Psi vs. Psi, Action

Psychometry
By touching an object the Bounty Hunter can tell something about its
past and its purpose. This requires a Psi test with the Difficulty Ratings
listed below.
MEDIOCRE Just now
FAIR A day
GOOD A few days
GREAT A few years
SUPERB Dawn of creation

Improved: +1 PSI for Psychometry


Usage: Psi vs. DR, Action

24
Combat Pool

Signature Weapon
The Bounty Hunter has a unique GOOD weapon that does not decay
between sessions (see Equipment Decay below). If in the course of the
adventure this item is taken from the Bounty Hunter it will be replaced
somehow. It cannot be improved by Engineering as the parts are too
rare. Choose any weapon from the Better Stuff List ranked as FAIR (i.e.
a weapon that does not have a special effect like Auto Fire).
Improved: The existing Signature Weapon is raised to GREAT.
Usage: Auto

Aimed Shot
The Bounty Hunter can declare an Aimed Shot on any combat turn in
which his side wins initiative. He gains +2 to Shooting but must go last
in that combat turn, after both sides have completed their actions. The
Bounty Hunter cannot move that turn.
Improved: +3 Shooting
Usage: Shooting vs. Reflexes, Action, only when side wins initiative

Covering Fire
The Bounty Hunter can make a Shooting attack against all facing
opponents. Any target hit takes no damage but is forced to dive for
cover and cannot take any further action that turn. The effects of
Covering Fire are not carried over between turns so it is only useful
when Bounty Hunter's side wins initiative.
Improved: 1 point of damage
Usage: Shooting vs. Reflexes, Action, Alternate Turn

Quick Draw
On the first round of a fight, this Bounty Hunter can make a single,
normal (no other Stunt can be used with this attack) shooting attack
with a pistol even if his side loses initiative. This attack is in addition to
any other actions he may take during his normal turn.
Improved: +1 Shooting on the Quick Draw
Usage: Shooting vs. Reflexes, Free Action, Gunslinger only, First round
of combat, Requires pistol

25
Two Gun Fighting
The Bounty Hunter can make two shots if he has a pistol in each hand.
Separate targets may be chosen for each shot.
Improved: 3 attacks
Usage: Shooting vs. Reflexes, Action, Alternate Turn, Requires two
pistols

Charge
On the first round of a fight, this Bounty Hunter can charge into combat
and make a single, normal (no other Stunt can be used with this attack)
Fighting attack even if his side loses initiative. This attack is in addition
to any other actions he may take during his normal turn.
Improved: +1 Fighting on the Charge
Usage: Free Action, First round of combat only

Two Handed Fighting


The Bounty Hunter can make two Fighting attacks that turn, either on
the same target or on two adjacent ones. He cannot attack, move and
attack again.
Improved: 3 attacks
Usage: Fighting vs. Reflexes, Action, Alternate Turn

Head Butt
The Bounty Hunter can head butt an enemy as an extra +1 damage
Fighting attack. Players may select an alternative style as his extra
attack (for example kick, bite, tail swipe). This does not stack with
weapon damage.
Improved: +2 damage
Usage: Fighting vs. Reflexes, Free Action, Alternate Turn

Block
Allows you to use Fighting instead of Reflexes to defend from close
combat attacks.
Improved: On a MoS of 2 over more on a Block deal 1 point Stress
Damage to the attacker.
Usage: Auto

26
General Pool

Animal Companion
The Bounty Hunter has a pet that can perform simple task and fights at
his side. Its rating is FAIR it does +1 damage on Fighting attacks and
has 5 Stress Points. If the pet is taken out during the course of a fight,
the player can spend a Fate Point to instantly bring his pet back to full
strength (the pet was 'Faking It'). Otherwise the pet recovers lost Stress
like Bounty Hunters.
Usage: Auto, Fate Point

Follower
The Bounty Hunter is accompanied by a bodyguard or henchman who
will follow, within reason, the commands of his employer. In extreme
cases a Cool test may be required for to persuade the follower to carry
out his instructions. His rating is FAIR, has 5 Stress Points and comes
equipped with MEDIOCRE weapons. A follower can use and carry
equipment found during the adventure.
Usage: Auto

Robot Companion
The Bounty Hunter has a loyal robot companion that will perform any
task assigned to it without question until they rebel (see below). Its
rating is FAIR, has 5 Stress Points and comes equipped with MEDIOCRE
in-built weaponry likes laser beams and robotic pincer claws. Robot
companions are not designed to use human weapons. Robotic
companions also come with the Psi Immunity Stunt. As they are rare
they do draw attention wherever they go.

Rebellion: all robots harbour a secret resentment towards humans and


eventually will turn on their masters and go an a mad, murderous
rampage. Any test performed by the robot that results in a -4 on a 4df
roll will trigger the robot's rebellion and it is then treated as a hostile
critter. The Bounty Hunter gets his stunt slot back and can choose a
new stunt, including a replacement robot companion, at the next
suitable break.
Usage: Auto

27
Leadership
The Bounty Hunter with Leadership can choose to re-roll the initiative.
Outside of combat the Bounty Hunter ability to address and motivate
crowds is treated as GREAT regardless of his Cool score. If his Cool is
already GREAT his leadership skills become Superb.
Usage: Free Action, Alternate Turn

Engineering
With a successful Thinking roll the Bounty Hunter can combine two guns
or two close combat weapons of Quality Level FAIR or above into one
improved weapon. The two weapons must be no more than one Quality
Level rank apart. If successful the better of the two weapons Quality
Level is increased by 1 (a GOOD gun would become GREAT ). The
target difficulty for the Think roll is the Quality Level of the final
product. If the roll fails, the weapon being improved stays at its current
Quality Level. The other weapon is destroyed in the process either way.

Engineering also allows the Bounty Hunter vehicle to be improved, see


the section on vehicles for details.
Usage: Thinking vs. Target Quality Level, Action

Expertise <subject>
For knowledge based tests, if a Bounty Hunter has an applicable area of
expertise any '-' results on the dice roll are ignored. Expertise also
allows the Bounty Hunter to attempt a task which would require
specialist training. Suggested areas of expertise include: Arts & Culture,
World History, Law & Politics, The Great Outdoors, Science &
Technology, Medicine, Popular Culture, Motors & Engines, Business,
Current Events, Gang Lore. Expertise can be selected multiple times.
Usage: Action

Driving
When this Bounty Hunter is at the wheel his vehicle gains +1 Speed and
+1 Handling.
Usage: Action

28
Think!
At the cost of the Fate Point the Genius can use Thinking in place of
another Trait (like Shooting or Cool) for the purpose of a test, within
reason.
Usage: Genius Only, Action, Fate Point

Looter
Assuming any salvage is found, the looter can choose one item to be at
a higher Quality Level than rolled.
Usage: Auto

Keen Senses
The Bounty Hunter's perception is treated as GREAT regardless of his
Thinking score. If his Thinking is already GREAT his perception become
Superb.
Usage: Action

Gambling
The Bounty Hunter's gambling skill is treated as GREAT regardless of
his Cool score. If his Cool is already GREAT his gambling skill becomes
Superb. Gambling can be a great way to get assistance or information
out of someone.
Usage: Action

Contacting
The Bounty Hunter's ability to gathering information or find contacts is
treated as GREAT regardless of his Cool score.
Usage: Action

29
ASPECTS
Aspects are free-form descriptors for the Bounty Hunters. They are
usually a short phrase like 'Honour is my God' or 'Stubborn as a Mule'
that tell a little bit about the Bounty Hunter's identity, personality, what
really matters to him and why does what the things he does. There is
no list of Aspects to choose from because each Aspect will be unique to
a Bounty Hunter.

When choosing an Aspect try thinking about the following questions:

What might make your Bounty Hunter go that extra mile?


What might induce your Bounty Hunter to make a poor judgement call?
Does your Aspect communicate something that is interesting, unique
and personal about this Bounty Hunter?

The old seven deadly sins, things like anger, pride and greed can be a
good inspiration, but they need to be specific. Rather than just having
an generally angry Bounty Hunter, maybe it's bullies that really set him
off. This in turn could be written up as 'Can't abide bullies'.

Note how depending on the circumstances 'Can't abide bullies' can be


both an advantage and a disadvantage. This is also the mark of a good
Aspect. This is because Aspects aren't just pretty words. In play Aspects
help Bounty Hunters earn and spend Fate Points. How this work in
practice is explained in the Fate Point section.

A Bounty Hunter can have up to five Aspects. Coming up with that


many Aspect all at once can seem a little daunting at first, especially
before you've even had a chance to play your Bounty Hunter and get to
know him a little. The good news is that you don't need to choose all
your Aspects at character creation, For now, just choose one of two
Aspects and let the rest emerge during play.

Also, don't worry too much about getting your Aspects right first time.
If, with hindsight, you find a Aspect you've chosen does not fit the
Bounty Hunter (or has become obsolete) you can always rub it out and
make room for a new Aspects. Just make sure the GM knows about the
change as he may be planning your adventures around your Aspects.

30
FINAL TOUCHES

Starting Fate Points


Fate Points are a resource Bounty Hunters can spend to beat the odds
when it matters most. Bounty Hunters always start the session with at
least 5 Fate Points. If a Bounty Hunter ends a session with more than 5
Fate Points, he can carry forward the higher total.

Starting Stress Points


Stress Points are a measure of roughly how much of abuse a Bounty
Hunter can take in a scrap. It mostly about physical punishment but
things like as creeping frustration, morale or confidence can also play a
part. Bounty Hunters that run out of Stress Points are Taken Out.

Each Bounty Hunter gets as many Stress Points as the numeric value of
their Toughness Trait +4.

Starting Gearing
Bounty Hunters get to choose 2 items from the Starting Stuff Table (or
they can roll for them if they prefer) and roll one item from The Better
Stuff Table. Astute readers will notice that a lot of MEDIOCRE close
combat weapons are no better than fists but the weight of a baseball
bat is still oddly comforting.

The Starting Stuff Table


NAME CONDITION PROPERTIES
1 Baseball bat, fire axe or MEDIOCRE +0 Fighting
other medium sized
fighting weapon.
2-3 A generic pistol MEDIOCRE +0 Shooting, Pistol
4-5 A generic hunting knife MEDIOCRE +0 Fighting, Throw
6 A generic rifle MEDIOCRE +0 Shooting, Range

31
The Better Stuff Table
NAME CONDITION PROPERTIES
1 Spiked Baseball Bat FAIR +1 Fighting
2 Metal Chain FAIR +1 Fighting
3 Sawed-Off Shotgun FAIR +1 Shooting
4 Old Colt Peacemaker FAIR +1 Shooting, Pistol
Pistol
5 Dodgy Grenade FAIR +1 Throw, Area, Once
Only
6 9mm Luger Pistol FAIR +1 Shooting, Pistol
7 M1 Carbine Rifle FAIR +1 Shooting, Range
8 Meat Cleaver FAIR +1 Fighting
9 Bowie Knife GOOD +2 Fighting, Throw
10 Katana Sword GOOD +2 Fighting
11 Colt Python Pistol GOOD +2 Shooting, Pistol
12 Uzi 9mm submachine gun GOOD +2 Shooting, Auto
13 Winchester 94 hunting GOOD +2 Shooting, Range
rifle
14 Grenade GOOD +2 Throw, Area, Once
Only
15 Glock 17 9mm pistol GOOD +2 Shooting, Pistol
16 Chainsaw GREAT +3 Fighting, Oversize
17 S&W .44 Magnum pistol GREAT +3 Shooting, Pistol
18 AK-47 Kalashnikov assault GREAT +3 Shooting, Auto,
rifle Range
19 M16 Assault Rifle GREAT +3 Shooting, Auto,
Range
20 Rocket Launcher SUPERB +4 Shooting, Once Only,
Range

32
Weapons are graded by Quality Level on FATE scale like everything
else. Primarily this determines the amount of damage the weapon does
(above and beyond MoS). It is an abstract value that takes into account
both raw damage potential of the weapon and its general condition
which might in turn affect its sharpness, accuracy or rate of fire. As
such a Bounty Hunter can come across two Colt Pythons in different
conditions, one FAIR (+1 damage) and one GOOD (+2 damage).

Each weapon also has specific standard properties the implications of


which should be pretty self-evident.

Fighting With weapon is used with the Fighting Trait for close
combat.
Shooting The weapon is used with the Shooting Trait for ranged
combat.
Throw The weapon can be thrown. Thrown weapons use
Reflex as attack skill vs. target's Reflex if aiming at a
critter or a static difficulty rating set by the GM, normally
FAIR.
Pistol Pistols can be used to make Shooting attacks targets at
point blank range. They are required for Stunts like
Quick Draw and Two Gun Fighting.
Area The weapon affects all targets within the blast radius.
The Quality Level of the item determines the damage,
the MoS the number of targets caught in the blast.
Oversize Fighting weapon that requires both hands to wield and
hence cannot be used with the Two Hand Fighting
Stunt.
Once Only One use only items like bombs.
Range Required to shoot targets that are really far away.
Auto The gun may be fired normally or in full auto mode.
Using full auto the Bounty Hunter makes 3 attacks with
a -1 penalty to Shooting. The gun will require reloading
before it can fire again. Reloading takes a full turn and
counts as an Action.

33
PLAYING BHAW
As described in the introduction in BHAW everything revolves around
the ladder. Players roll 4dF, add the result to their Trait and compare
that result with the GM set difficulty.

Terrible Mediocre Fair Good Great Superb Amazing Legendary


-1 0 1 2 3 4 5 6

Actions are always resolved from the player's point of view. Outside of
rolling for initiative or consulting a random table here and there the GM
never needs to touch the dice, it's the players that make all the rolls. A
giant radioactive lizard trying to intimidate a Bounty Hunter is resolved
in terms of the Bounty Hunter making a Cool roll with the static value of
critter's Trait providing the difficulty target number. If it helps think of it
as the GM always rolls 0 on 4dF.

Hot Tip
The 'player only rolls dice' approach used in BHAW and a number of
other games is a great way to lighten the GM's load while keeping the
spotlight on the players. Occasionally you may find in cases, especially
when a critter's action only affects a Bounty Hunter indirectly, where it
doesn't quite make sense. When that occurs the GM should feel free to
pick up the dice and resolve things from the critter's point of view.

Results are capped at TERRIBLE as the lower limit and LEGENDARY as


the upper limit. As such rolling -3 on with a MEDIOCRE trait is still just
TERRIBLE and not TERRIBLE -2. Likewise rolling +4 for a SUPERB trait
is still just LEGENDARY.

34
DOING COMPLEX STUFF
A Simple Test is fine when the action isn't really that dramatic and you
just want to resolve an issue and move on. Actions like disarming a
bomb or following someone through a crowded street without getting
noticed have plenty of dramatic potential that a single dice roll can't
quite capture. In those instances you might want to consider using a
Complex Test.

Complex Tests are a bit like combat. A Bounty Hunters gets to 'attack'
the problem until he either succeeds, gives up or triggers a failure
condition.

To run a Complex Test the GM needs to:

1. Assign a Difficulty to the task


2. Allocate a number of Stress Points to the task
3. Establish a Limit, as in a condition that will trigger failure

To succeed at a Complex Test the Bounty Hunter tries to beat the task
through a series 4dF rolls. For each roll calculate the MoS of the roll and
if positive deduct that number of Stress Points from the Task. The aim
is to inflict enough Stress on the task to in Take Out before the failure
condition is triggered.

This is probably best explained with a few examples.

Interrogation or Seduction
Difficulty: Target's Cool
Stress Points: 6
Limit: Each failed roll increases the difficulty.

Repair Complex Gizmo


Difficulty: Target's Quality Level
Stress Points: 5
Limit: On the second failed roll the gizmo is broken beyond repair.

35
Intense Heavy Labour
Difficulty: FAIR
Stress Points: 6
Limit: Each roll costs the Bounty Hunter one Stress Point two of fatigue,
regardless of it's success or failure.

A chase
Difficulty: Target's Reflex
Stress Points: 5
Limit: The Bounty Hunter has four attempts to complete the task and
catch up with the target before it gets away.

Complex Tests can be extended to cover pretty much anything. When


preparing an adventure the GM my want to consider which challenges
to represent this way.

36
FATE POINTS, INVOCATIONS AND COMPELS
Fate Points are a special resource Bounty Hunters can use to beat the
odds. Fate Points have a number of different uses.

The simplest use of a Fate Point is to give the player a +1 to a 4dF roll
or a chance to rereoll of all four dice. A player can spend as many Fate
Points has he has got this way, before or after the dice roll.

Fate Points become more powerful when linked to Aspects. If the


Bounty Hunter can link one of his Aspects to the current action he can
use a Fate Point to get +2 bonus on is dice roll. In Fate terms, this is
called 'invoking an Aspect'.

For instance the Aspect 'Can't abide bullies' could be invoked to add +2
when shooting at someone the Bounty Hunter perceives as a bully, like
a group of bandits raiding helpless townsfolk. Invoking this Aspect when
fighting a giant, radioactive lizard is a bit of a stretch, though in fairness
the lizard is a giant one so it is probably picking on a target smaller than
itself. Invoking 'Can't abide bullies' to assist with a car repair action is
just plain wrong.

Hot Tip
It many cases it can be tricky to decide when an Aspect legitimately
applies to situation and when it's a bit of a stretch. As a general rule,
the GM should give the players the benefit of the doubt - they came up
with the Aspect, the know best what it means. In any event, the player
will still have to pay a Fate Point.

Any one Aspect can only be invoked once per action. However Bounty
Hunters can invoke multiple Aspects for the same action as long as they
have the Fate Points to spare. The above mentioned bandit could be in
a lot of trouble in the Bounty Hunter invoked both this 'Can't abide
bullies' and 'Deadliest man in the West' Aspects for a massive +4 bonus.

Unlike with spending regular Fate Points, invoking an Aspect in BHAW


should be done before the dice roll is made. If the Bounty Hunter
genuinely can't abide bullies, this is something that should be true and

37
obvious long before anyone even touches the dice. If after invoking an
Aspect a rolling the dice the total is still not quite enough to succeed the
Bounty Hunter can always spend a few vanilla +1 Fate Points to make
up the difference.

Hot Tip
If you find in play a situation where you really, really want that +2 but
you don't seem to have an appropriate Aspect it could be a sign there is
something in this scene that is important to your Bounty Hunter and
that should probably should be an Aspect. If you have any free Aspect
slots now might be a good time to add a new one!

Fate Points can earned in game when a Bounty Hunter is confronted


with a situation in which his Aspects could work against him. The Aspect
'Can't abide bullies' could spell trouble for a Bounty Hunter if he were to
witnesses an instance of bullying and he chooses to get involved despite
the consequences. In Fate this is called compelling an Aspect. When this
happens the GM gives the player a Fate Point reward.

The key concepts here are 'choice' and 'consequences'. With a compel
there is always a choice. The Bounty Hunter can choose to ignore the
situation, avoid the consequence but forgo the Fate Point reward or he
can act according to his Aspect, earn a Fate Point but deal with the
consequences.

The consequences have to be significant if the compel is accepted. If in


the above example if it is just two older kids picking on a younger one,
none of whom present any threat to the Bounty Hunter, he should not
get a Fate Point reward for intervening unless doing so has some other
effect like blowing the Bounty Hunter's cover.

A compel does not have to be initiated by the GM. Players should feel
free to ask the GM for a Fate Point whenever their Bounty Hunter
makes a bad or difficult choice based on one of his Aspects, and this
can be awarded post facto. But in GM remains the final arbiter whether
the complication was serious enough to warrant a Fate Point.

38
Hot Tip
If you find that you are refusing a lot of compels it is probably a sign
that your Aspects don't really reflect how you are playing Bounty Hunter
and you might want to change them around.

Finally Fate Points can be used to let the player alter little bits of the
setting or the story. They can be used by the player to justify a special
purchase, arrange for a convenient coincidence or add a detail to the
scene. Any alteration is subject to GM approval. This use of Fate Points
does not require an invoking an Aspect.

Fate Points refresh between sessions or at GM discretion. That means


you will usually start each session with at least 5 Fate Points, more if
ended the previous session with over 5 Fate Points.

Critters don't have individual Fate Points but the GM can spend Fate
Points on behalf of his critters. Each Fate Point spent this gives the
critter a +2 to its relevant Trait. Fate Points spent this way go to the
player at the end of the scene. In that respect it works a little like a
compel.

As a rule of thumb, for any one scene, the GM should limit the number
of Fate Points spent on behalf of his critter to no more than the number
of players.

REPUTATION AND ADVANCEMENT


Successful Bounty Hunters earn Rep (Reputation) Points. Rep comes
from various sources. The GM should keep tally of Rep earned during
play and then split the total evenly among the players at the end of the
session. If there is a remainder, this goes to the Bounty Hunters with
the highest Cool scores. Ties are resolved by opposed Cool rolls.

The main source of Rep is the bounties. Every time the Bounty Hunters
hand in a fugitive they earn an amount of Rep in the order of 1/100 of
the dollar value of the bounty per player. So a $2000 bounty is worth 20
Rep per player.

39
Depending on the scenario, there might also be a secret, often larger,
Rep Point reward for 'Seeing Justice Is Done'. Not everyone who is
wanted is necessarily guilty or being sought out for just reasons.

Winning fights also worth Rep Point. For simple critters the amount of
Rep is directly based on the Critter Ratings (see Critters below). Fair
critters are worth 1 Rep point, Good 2, Great 3 and Superb 4. Mediocre
critters are worth no Rep points, but if they are shooting at you, you
might as well shoot back. The total Rep for critters should be added up
and split between the players. So if a fight with 3 FAIR (1+1+1) critters
and one GREAT (3) one is worth 6 Rep in total.

The GM should award additional Rep Points each session to account for
all those less measurable achievements, general progress, good
roleplaying or whatever else the GM feels appropriate. Roughly 5 Rep
Points per player should do.

Finally the GM should award 1 Rep Point on the spot to any Bounty
Hunter that rolls +4 on 4d when performing an action – whatever it was
he was trying to do, it sure was impressive.

Rep Points can be spent to improve the Bounty Hunter in the form of
new Stunts. Stunts from the General Pool and improved version of
Stunts the Bounty Hunter already has cost 50 Rep Points. A brand new
Stunt from one of the other pools cost 100 Rep Points.

GETTING MORE STUFF


There is money in the Atomic Wastelands but we don't bother tracking
it in BHAW. You can assume your Bounty Hunters make enough to from
their job to get by and cover their expenses but not quite enough to
retire or live the high life.

The stuff sold in shops is always assumed to be of MEDIOCRE Quality


Level. It is assumed Bounty Hunters can purchase any amount of
MEDIOCRE gear with no real need for bookkeeping. The principle way
to get better stuff is by looting.

40
After a fight with armed opponents or when exploring a location of
interest the GM may ask the players may make a Loot Roll to search for
salvage. When that occurs one of the players makes a situational 4df
roll (a 4df roll not based on any Trait). If the roll is positive the Bounty
Hunters have found something useful and get to roll on The Giant Stuff
Table found at the end of the book. The total of the roll indicate the
number of items found (1 to 4).

For instance on the 4df roll the result was +2, the party get 2 rolls on
The Giant Stuff Table (not two per player, two in total). If the result is 0
or less they find nothing. Fate Points cannot be used on Loot rolls and a
+4 on 4df on a Loot Roll does not count for the purposes of earning
Rep Point.

A major exception to this rule is if the all the Bounty Hunters are down
to MEDIOCRE Quality Level weapons due to Equipment Decay (see
below). In those instances the 4df Loot Roll is replaced by a single roll
on The Better Stuff Table per player.

For other special purchases that have a direct temporary game effect
(like paying an informant or hiring extra muscle for a job) Bounty
Hunters will need to spend a Fate Point. If it is meant to have a
permanent effect it will have to be purchased as per the Reputation and
Advancement rules. Vehicle Improvements are the exception and are
covered below.

Equipment Decay
The Atomic Wastelands is a harsh environment. Much of the equipment
is old, salvaged stuff. Even when found in good condition it does not
tend to stay that way. Guns run out of compatible ammunition, blades
get dulled, things get broken, stolen or sold for food. In game terms
this means Bounty Hunters do not get to keep indefinitely the items
they find.

For an episodic campaign where each session is a new adventure, it is


recommended that all equipment is reset at the start of every
adventure. All the old, existing equipment is removed and new
equipment is allocated as described in the Character Generation section.

41
For a multi-session adventure Equipment Decay applies. Any item
brought forward from the previous session of Quality Level FAIR or
better is reduced by one rank. So for instance if a Bounty Hunter ended
the previous session with a GOOD spiked baseball bat and a MEDIOCRE
colt Python he will find that is bat is now only Quality Level FAIR. The
pistol would remain MEDIOCRE.

Items purchased with a Stunts are not subject to Equipment Decay.

Gambling
Gambling is a major pastime in the Atomic Wastelands. Given that
money is largely abstract in BHAW, in most instances, it doesn't really
matter whether the Bounty Hunter is winning or losing.

In other cases it may matter a lot. A friendly game of poker might just
be the way to persuade some folk to help your Bounty Hunters or share
some information they need. After all once schmuck has lost all his
money, what else can he offer to stay in the game?

In those instances you can use a Complex Test. The Bounty Hunter will
need to set his stake which can be either an item of equipment he
owns, a service to be performed or a Fate Point.

Gamble
Difficulty: Target's Cool Rating
Stress Points: 6
Limit: On the second failed roll the Bounty Hunter loses the game and
forfeits his stake.

42
COMBAT
Sooner or later a Bounty Hunter will find himself in a situation where
settling his differences amicably isn't going to be an option and a fight
will break out.

When a Bounty Hunter wants to attack a critter he makes a 4dF Trait


roll, usually Shooting (for ranged attacks) or Fighting (for close
combat). The result is compared to target's defence Trait which is
typically Reflexes or its Critter Rating. If the attack meets or beats the
target the attack is successful and the critter loses a number of Stress
Points equal to the MoS + weapon's Quality Level. Note that while MoS
is capped at Legendary, weapon damage is added on top of that.

Example: A Bounty Hunter with SUPERB Shooting and a GOOD (+2)


pistol rolled +4 when trying to hit a FAIR critter, the MoS would be +5
(capped at Legendary) but the Stress damage would be +7. Not many
critters can take that much stress.

When a critter wants to attack a Bounty Hunter, the Bounty Hunter


makes a defensive roll (usually a dodge roll based on Reflexes) and
adds 4dF. This is compared to the critters appropriate static attack Trait
or Critter Rating. If the roll meets or beats the target the Bounty
Hunter avoids the blow. If not the Bounty Hunter loses a number of
Stress Points equal to the MoF + any potential weapon damage from
the critter.

If a Bounty Hunter attacks another Bounty Hunter, both Bounty Hunters


make their respective attack and defence rolls but the combined total of
both dice rolls is capped respectively to +4 and -4.

For completeness sake, if a critter attacks another critter the GM just


decides how it goes.

43
INITIATIVE
Because there could be a lot of Bounty Hunters and critters engaged in
the same fight, combat scenes are arranged into turns and rounds. A
round is comprised of a Bounty Hunter Turn (in which each Bounty
Hunter gets to act) and Critter Turn (in which the critters the get to
act).

Within the Bounty Hunter Turn the different Bounty Hunters can act in
whatever order they choose. Within the Critter Turn the GM just makes
it up as he goes. If at the end of the round neither side has had enough
you move on to the next round.

The initiative roll determines the order between the Critter Turn and the
Bounty Hunter Turn for that round. At the start of each combat round
the GM makes an initiative roll. This a normal six sided die and it is used
to determine, among other things, which side goes first that round
based on the following criteria:

 On an odd result, the sequence is Critter Turn followed by


Bounty Hunter Turn.
 On an even result the sequence is by Bounty Hunter followed by
Turn Critter Turn.

Additionally, the result of '1' on an initiative roll signifies a Gallows


Round. Not only to the critters go first one of the following will occur:

 An additional critter joins their ranks


 A Critter that was previously Taken Out gets back up
 The critter with the lowest current number of Stress Points goes
berserk and gets its Critter Rating upgraded by a rank.

Some these will make more sense after reading the section on Critters.
The point is, '1' is bad.

If the result of the initiative die is '6' it's a Bonanza Round. The
Bounty Hunters go first and all their actions that turn get a free '+1'
bonus for the entire round.

44
STRESS AND FATEFUL CHOICES
When a Bounty Hunters, or critter for that matter, runs out of Stress
Points he is Taken Out and can take can take no further action that
scene. Additionally the player must make one of the following Fateful
Choices for his Bounty Hunter to determine whether he lives or die,
suffers an injury or recovers from being Taken Out at the end of the
scene scot free.

The Fateful Choices available to the Bounty Hunter are:

1. Choose His Fate


2. Roll His Fate
3. Accept His Fate

They work something like this.

With Choose His Fate the player selects one of the following Injury
Effects for his Bounty Hunter.

Dazed The Bounty Hunter can't think straight and is at -1 to all


Thinking tests
Battered The Bounty Hunter is beaten, bruised and sore as is at
-1 to all Reflex tests
Fatigued The Bounty Hunter is weakened by his injuries as is at
-1 to all Toughness tests.
Shaken The Bounty Hunter's confidence has taken a hit and is at
-1 to all Cool test.

The moment a Bounty Hunter is Taken Out he falls to the ground


unconscious. Once the scene is over, the Bounty Hunter regains all lost
Stress Points but has to deal with the selected Injury Effect until the
end of the session (or the GM deems it appropriate based on the
fiction).

45
The Roll His Fate option is very much like the Choose His Fate except
that the outcome is decided by a dice roll. The advantage of Roll His
Fate is that the Bounty Hunter has a 1/3 chance of suffering no Injury
Effect from having been Taken Out. The disadvantage is the player
relinquishes control over the specific of the Injury Effect. A Genius
Bounty Hunter for instance may prefer to be Shaken rather than Dazed.

The results for Roll His Fate a determined on this table.

Injury Effect
1 Dazed
2 Battered
3 Fatigued
4 Shaken
5-6 No effect, what a dude!

When a player chooses to Accept His Fate it signifies that the Bounty
Hunter has been fatally wounded that it's the end of the line for him.
The good news is that the player can carry across to his new character
all his old character's Rep Points plus, if the death was suitably
impressive, an extra Fate Point for being so hardcore.

Hot Tip
You might prefer to simply treat Taken Out as dead. That is a perfectly
valid option. There is a certain purity to the notion that dead is dead
and having one's character's life constantly on the line can be pretty
exciting. In that instance I would suggest starting off the Bounty
Hunters a few more Stress Points ( 6 + Toughness should do) as there
is a lot of randomness in BHAW and Bounty Hunter's can face defeat
through no fault of their own.

What if everyone gets Taken Out? Is everyone getting back on their


feet simply Dazed or Battered plausible in the wake of a wipe-out or, in
gamer slang, the dreaded TPK (Total Party Kill)? Maybe, maybe not, it
depends on the situation. It is the collective responsibility of the players
and the GM to make the fiction work. As such it may be that together
you decide to retrospectively change the Bounty Hunter's Fateful

46
Choices to Accept His Fate because that is only plausible outcome of the
TPK.

Or this may call for a little deus ex machina. Maybe after a fight that
went badly for the players the Rebel Reavers may choose not to kill
unconscious Bounty Hunters but they may strip them of all their gear
and leave them naked in the desert. Not a TPK but neither is this one of
the Bounty Hunters' finest moment. The point is, it is a joint decision.

Hot Tip
While the Injury Effect may only last till the end of the session, it could
be the inspiration for a new Aspect. For instance that terrible wound
might leave a Mean-looking Scar on the Bounty Hunter that might on
occasion make him appear a whole lot more intimidating. Likewise a
blow to the head left that left the Bounty Hunter Dazed may have
resulted in Occasional Memory Loss.

Stress damage isn't just about combat and physical challenges. Stress
can also represent frustration, mental fatigue or loss of confidence and
be associated with intellectual or social challenges.

These kinds of challenges are best modelled with Complex Tests with
Stress damage part of the Limit condition. In those instances getting
Taken Out is more likely to reflect the Bounty Hunter giving up than
passing out. The Injury Effects for being Taken Out due to non-physical
sort of challenge should be restricted to Dazed or Shaken as
appropriate.

Mixing both physical and non-physical Stress damage during the same
scene requires a certain amount of finesse by both players and GMs in
order for the fiction to remain credible. Intimidation may affect the
critter's morale if they are already losing and outnumbered, not so much
if they have the upper hand. Adjudication this sort of situation is very
subjective and can sometimes put the GM in a awkward position.

As a rule of thumb, once bullets start flying, attempts to cause Stress


damage that don't involve hitting, punching, blasting, shooting or other
commonly accepted form of attack suffer a default -2 penalty, the

47
targets have simply bigger things to worry about. The GM may waive
this penalty if the action is particularly appropriate to the fiction.

Note there are a number of non-combat actions that can be taken


during combat to create a tactical advantage. These will be covered in
the next session.

TACTICS AND SPECIAL MOVES


In a scrap, a direct attack isn't the Bounty Hunter's only option nor is it
always the best one. Players are encouraged to be creative with their
tactics and manoeuvres and it's part of the GM role to adjudicate these
in a way that is fun, fitting and fair. Rather than try to list all the
possible tactics a Bounty Hunter can try, BHAW relies on a simple
guideline: all things being equal an action is worth +2.

So for instance a Bounty Hunter chooses to forgo attacking on his turn


and just focus on defence? Give him a +2 to his defences this turn.
Another Bounty Hunter wants to take time to aim carefully, let him
forgo his action that current round and give him a +2 next round.

Another Bounty Hunter still wants to spend his action creating a


distraction and draw the attention away from a sentry. Let him make
some sort of test (Cool most likely) and if successful give his team mate
a +2 to hit that target this turn or +2 to his stealth roll to get passed
the distracted sentry.

For a longer lasting effect, you can combine these special moves with
Fate Point, or more specifically the above mentioned ability of players to
use Fate Points to make small alterations of the game fiction. So if you
wanted to distract the Sentry not just for one round, maybe suggest, for
a Fate Point, that there a cattle enclosure nearby by and arrange for a
proper stampede. That should keep the sentry distracted for the best
part of the scene.

So to recap the guideline, when it comes for adjudicating tactics and


unorthodox moves is spending an action is worth a short term +2 effect
and spend and action and a Fate Point for a scene long +2 effect.
This won't cover every possible situation, but it's a good starting point.

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CRITTERS
'Critters' is the generic term for any foe the Bounty Hunters may
encounter. In BHAW this will include humans, robots or actual critters
like giant radioactive lizards.

Important critters like the leader of the 'I, Cyborg' movement Cymbeline
are created much in the same way as Bounty Hunters with the
exception that the GM is not strictly bound by the character generation
rules. Also critters do not get Fate Points.

By contrast simple critters just have a Critter Rating, a few Stress Points
(normally between 1 to 6) and possibly some Toppings.

The Critter Rating describes the general level of threat the critter poses.
A critter with a Critter Rating of FAIR is deemed to be FAIR at pretty
much anything the critter is likely to do, within reason. The Critter
Ratting also determines the amount of Rep the critter is worth. Stress
Points have already been explained. Toppings are a little like Stunts.
They are explained in more detail below.

By default simple critters are assumed to be armed with MEDIOCRE


weapons and such the damage they inflict is just the MoS.

The recommended way of handling critters in BHAW is using the Critter


Pool. This with a bucket or other opaque container full of multi-
coloured, regular six sided dice. When a Bounty Hunters come up
against, say, a pack of hungry desert bloodstalkers or a group of toxic
zombies or even just gang of outlaw desperados the process is the
same; the GM sticks his fist into the bucket of dice blindly and whatever
he pulls out from the bucket is the encounter.

49
More specifically each die drawn from the critter pool is a critter. The
value shown on the die is its Stress Points. The colour of the die
represents it's Critter Rating and maps to the ladder as follows:

Die Colour Critter Rating


Green MEDIOCRE
Blue FAIR
White GOOD
Yellow GREAT
Red SUPERB

Note how critters of the same type don't necessarily have the same
Critter Rating or number of Stress Points. When facing a gang of
highway bandits it is easy to imagine it being made up of mix of
seasoned killers and scared rookies. Likewise the Critter Rating and
number of Stress Points are not linked.

Example: A group of Bounty Hunters are ambushed while searching a


seemingly abandoned farmhouse by a pair of hungry desert
bloodstalkers. The first critter has a Critter Rating of GOOD and 2 Stress
Points while the other desert bloodstalker has a Critter Rating of
MEDIOCRE and 5 Stress Points. Clearly the first desert bloodstalker is a
stronger, more experienced hunter than his companion, but it is also
less resilient than its partner. Maybe it's been wounded recently, maybe
its just older and gets tired faster.

Toppings allow you to personalise a critter or particular type of critter


with a Stunt some other property or codified behaviour. This ensures
that an encounter with a gang of highway bandits is mechanically
different from one with a feral robot patrol. Toppings can apply to all
individuals of a specific critter type or just to selected ones.

Some example Toppings might include:

 All hungry desert bloodstalkers have the Life Drain Stunt.


 All toxic zombies have –1 Reflexes and always lose initiative.

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 Any individual outlaw desperados with a Critter Rating of Great
can use the Two Gun Fighting stunt.
 Robotic critters all have Psi Immunity stunt.
 Human critters generally have MEDIOCRE guns.
 Giant radioactive lizards have two times normal (2-12) Stress
Points but no ranged attack.
 Mutant Activist from the Greater Nuclear Family (GNF) with a
Critter Rating of GREAT or above are Psychers and can use the
Mental Blast stunt.
 Clay people dissolve in water (splashing them with water does
MoS + GOOD damage).

Toppings can also be used to direct tactical options. For instance:

 Members of The Biker Chicks gang always target male Bounty


Hunters first.
 Neo-Soviet Troopers with an odd number of Stress Points will
tend to hang back and use ranged attacks, those with an even
number of Stress Points will tend to close in to fight.

I fully accept this last Topping makes little sense, but it works.

Hot Tip
Aspects also make good Toppings. If a gang has a particular reputation
or modus operandi this can be represented by an Aspect. When dealing
with that gang a Bounty Hunter can then invoke this Aspect much like
one of his own.

One final benefit of the Critter Pool is that the dice you draw also work
as instant miniatures. Just place them on the table in front of the
players and even without maps or tape measures the players get an
instant picture of the numbers, quality and disposition of their
opponents.

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Building the Critter Pool
The following is an example of a Critter Pool made up of 50 dice. The
exact ratio of dice isn't essential but you will probably want more Blue
and White dice and fewer Red ones.

Die Colour Number of dice


Green 9
Blue 13
White 14
Yellow 9
Red 5

When generating an encounter you should aim to draw 1 to 1.5 dice per
Bounty Hunter depending on the situation.

Hot Tip
The random nature of the Critter Pool and initiative system means
unfair fights are the order of the day in BHAW. Some encounters will be
cake walks, other unwinnable. BHAW provides a few tools like Fate
Points to help survive in the Wastelands but smart Bounty Hunter
knows when to run.

Generating Encounters Without the Critter Pool


If you don't have that many dice handy, you can generate critters
encounters with the following table.

Roll D100 Critter Rating


01 - 20 MEDIOCRE
21 - 50 FAIR
51 - 80 GOOD
81 - 90 GREAT
91 - 100 SUPERB

You can of course also create an encounter manually, deciding in


advance the Critter Ratings of the critters involved.

52
TRAVEL AND VEHICLES
While on the trail of fugitives, Bounty Hunters end up travelling a good
deal. To reflect this the Bounty Hunter party starts off with a team
vehicle which the players get to build together.

BHAW does not really worry too much about exact distances and travel
times. The distances are small in real terms but with roads in poor
state, the vehicles not a lot better and ambushes everywhere even
small distances that can take some time to cover. Using the Zaragoza
region (detailed below) as an example, roughly speaking a full days'
travel will take you pretty much anywhere provided the Bounty Hunters
set off a first light. Shorter trips just take a few hours.

No one travels at night. Things get very bad a night and Bounty Hunters
will normally stop at town or roadhouse on their if they can't get to their
intended destination during daylight.

53
ROAD ENCOUNTERS
Every time Bounty Hunters drive off to a new destination they must
make a Road Encounter roll. Roll 1D6 on the following table.

1-3 Bad Encounter


4-5 No Encounter
6 Good Encounter

A Bad Encounter almost always results in combat. They are things


that are thrust upon the Bounty Hunters. Even if the Bounty Hunters
manage to talk themselves out of fighting there will still likely be a cost,
for instance surrendering their vehicle. On the other hand loot and Rep
are there to be earned from these encounters.

Hot Tip
Of course the Bounty Hunters can always choose to run for it, especially
if they have a fast vehicle. That is perfectly fine. The GM however might
want to note down the stats for this group of critters and reuse them at
a later date, either as another Road Encounter or in some other context.
There is nothing quite like a grudge match!

The GM may want to consult the following table to generate a Bad


Encounter.

1-4 Attacked On The Road


5-6 Attacked Off The Road

An Attacked On The Road result is the cue for a little vehicle combat,
see rules below. Choose a gang like the Iron Overloads, The Biker
Chicks or Rebel Reavers, draw 1 simple critter per Bounty Hunter from
the Critter Pool, choose one of the vehicles from the examples in the
Vehicle section and enjoy.

Attacked Off The Road means the Bounty Hunter's vehicle has stopped,
perhaps because a tire blew up or the engine overheated or it might be
a trap on the road that temporarily disabled their vehicle. Either way the
Bounty Hunters are on foot which is a good opportunity for hungry

54
critters from the desert to come and say hello. As before, draw 1 simple
critter per Bounty Hunter from the Critter Pool and get the party
started.

No Encounter is a bit of a pretty much what it says. In doesn't


necessarily mean there aren't gangs and critters out their waiting for
the Bounty Hunters, just that anyone encountered on this stretch of the
journey isn't enough of a challenge to play it out.

A Good Encounter is a bit of misnomer. Bounty Hunters can still get


killed or screwed over during a Good Encounter. What Good Encounters
offer the opportunity for something a little extra.

There is also a table for Good Encounters that GMs can use.

1-2 Fugitive On The Road


3-4 Fugitive Off The Road
5-6 Chance Encounter

Fugitive On The Road is the exact mirror image of Attacked On The


Road. As the Bounty Hunters are driving they spot ahead the car that
belongs to some lesser criminal for which there is an outstanding
bounty at conveniently closest town worth $500. The difference
between Attacked On The Road is that the Bounty Hunters are the ones
in pursuit and can choose ignore this. If they however succeed and
capture the fugitive it is worth an extra 5 Rep per Bounty Hunter. Other
than that it is the same as Attacked On The Road.

Similarly Fugitive Off The Road assumes the Bounty Hunters spotted a
lesser fugitive at roadhouse or small settlement as they were travelling.
As with Fugitive On The Road this is an optional encounter worth $500
and 5 Rep per Bounty Hunter.

Chance Encounters are pretty much what you want them to be. They
are an opportunity for the GM to inject something fresh into the game
or to compel some the Bounty Hunter's Aspects that have not had a lot
of screen time so far. It might just be a bit of local colour, something

55
that will foreshadow future events or just a chance to do something
different.

The wide open nature of Chance Encounters means there is no table to


get you started. You are on your own with this one. Still I can offer a
few thoughts.

The hook for a Chance Encounter can be something as simple as


helping someone with car problems on the road or just chatting with a
stranger at roadhouse. Sudden extreme weather might force the Bounty
Hunters to seek shelter at a farm on the road, anything goes.

The people encountered as part of a Chance Encounter may require a


service from the Bounty Hunters like help repairing an engine (a
Complex Test) or ejecting an unwelcome patron from the bar, which
may or may not in turn end in a fight. Conversely, they may just want
to chat.

Likewise there are no strict guideline for rewards associate to Chance


Encounter. There could be a few Rep Points if the encounter has helped
establish the Bounty Hunter reputation in the region. A stranger might
be able help the Bounty Hunters with skills like engineering or healing
Injury Effects. They may have information on the fugitive the Bounty
Hunters are seeking. The information could also be wrong.

The advice here is for each GM to prepare before each session of BHAW
a handful of possible Chance Encounter that relate to the Bounty
Hunters and their Aspects. To keep the Bounty Hunter's reactions
genuine it is important to mix favourable encounters with unfavourable
ones, useful ones with timewasters. If you need inspiration for what
kind of chance encounter to spring on the Bounty Hunters you can
always just privately roll 4df and see what that suggests.

As with all Good Encounters the Bounty Hunters can choose to ignore
the encounter and carry on with their own business.

56
Travelling at night
Eventually some Bounty Hunters will want to travel at night. When
travelling at night there is always a Bad Encounter. At night only the
meanest radioactive monsters and the toughest, craziest gangers are
about. As such all critters encountered have the twice normal Stress
Points (2-12). Basically it just isn't a good idea.

The odds of getting attacked off the road are increased to reflect the
dangers of driving in the dark.

1-4 Attacked On The Road


5-6 Attacked Off The Road

Hot Tip
For a change of pace, if you get a Attacked On The Road result at night,
try presenting it as some horribly flying critter chasing the Bounty
Hunter's car.

57
VEHICLE CREATION
Vehicles have three Traits; Body, Speed and Handling.

 Body determines the vehicle's Stress Points and is used for


ramming other vehicles.
 Speed determines the rate at which vehicles close in or get away
from each other.
 Handling determines a vehicle's ability to avoid getting hit and
7execute special moves.

To create a vehicle set one Trait to GOOD, one to FAIR and the other to
MEDIOCRE.

The vehicle's Stress Points are equal to (4 + value of Body) x2 or more


simply:

Body Stress Points


MEDIOCRE 8
FAIR 10
GOOD 16
GREAT 24

VEHICLE COMBAT
In most instances if the Bounty Hunters are simply travelling from A to
B you don't need to reference the vehicle rules. They only come into
play when there is a chase or a combat.

A car chase sequence is played over a set of ranges measured on the


standard adjective based ladder that goes from MEDIOCRE to SUPERB.
This measures the distance between the cars, or more specifically the
range relative to the Bounty Hunters' own vehicle.

The chase is played in a series of rounds that made of a Navigation,


Driving and Combat segments. This continues until one of the vehicles
gets away or one of the sides loses the fight.

58
Starting the chase
At the start of the chase set the distance between the two vehicles to
GOOD.

One of the Bounty Hunters is designed the driver. He will do all the
driving rolls, but can't take part in the fighting. Unless one of the Bounty
Hunter has the Driver Stunt, driving tests are based entirely on the
vehicle's stats.

Whoever calls 'Shotgun!' first gets to be the navigator. The navigator


makes the Road Condition Rolls. He can take part in the fighting.

Navigation Segment
At the start of every round the navigator makes the Road Condition Roll
on the following table.

1D6 Road Condition


1 Sharp Turn - no combat that turn
2–3 Hazardous Conditions – use Handling rather than Speed
to set Range
4-6 Clear road ahead – no special rules

The result will apply for the entire round and will condition the next two
segments.

Driving Segment
The driver makes a Simple Test based on his car's Speed (or Handling
roll depending on the Road Condition) vs. the other car's Speed (or
Handling, as above).

If successful the Bounty Hunter can choose to increase or decrease the


distance between the two cars by one level, or keep it distance
unchanged.

Example: The Bounty Hunters were chasing a vehicle currently at GOOD


range. The driver succeeds at his Driving test and chooses to close in.
The distance between the vehicles in now FAIR.

59
If the Driving test fails the GM can move the chasing vehicle up or down
a range, or just keep the same distance.

If the distance between the vehicles is pushed beyond SUPERB, the


chased vehicle got away.

Combat Segment
If range and road conditions allow, the occupants of the two vehicles
may engage in combat. The chasing car always attacks first.

The aim of vehicle combat is to damage and even disable the


opponent's vehicle. When a vehicle loses half of its Stress Points it
suffers –1 to Speed. When a vehicle loses all its Stress Points it is
immobilised.

The passengers of a vehicle (including the navigator but not the driver)
fight using their regular weapons depending on range.

The ranges are:

Range Attacks
MEDIOCRE The vehicles are side-by-side, close enough for
Fighting, Psi or Ramming attacks
FAIR No penalty to Shooting attacks
GOOD Shooting -1
GREAT Shooting attacks are at -2
SUPERB Vehicles are barely in sight, no combat possible
SUPERB+ The chases is over, the chased vehicle got away

While the two vehicles are at FAIR distance or more, either side can
only target the vehicle itself, not the individuals in it. The vehicle's
defensive Trait is Handling. Bounty Hunter's trying to hit another vehicle
must meet or beat its Handling value. A driver trying to avoid getting
shot at rolls Handling for the Bounty Hunters vehicle and must try to
meet or beat the attacker's score. Damage to the vehicle is as always
weapon damage + MoS.

60
When the vehicles are at MEDIOCRE Fighting and Psi attacks are
possible. Fighting attacks can be directed against the vehicle or at its
passengers (either by jumping onto the other vehicle or reaching out
from a window). If the attack (Fighting, Shooting or Psi) is directed at a
passenger a –1 situational modifier is applied for cover and the
challenging conditions.

When vehicles are at MEDIOCRE Range or less either side (or both) can
try a ramming attack. The driver makes a Body test vs. the target car's
Body. The MoS determined the damage. If the MoS is negative then the
ramming car takes the damage. You can also ram (or should we say run
over) individual critters outside of a vehicle as long as they are at
MEDIOCRE range. In this case the test is Handling vs. the critters Reflex
and the damage is MoS + 4.

If one of the vehicles Body is reduced to 0 or less, it is immobilised. The


owners of that car can continue to fight either on foot or staying in their
car but either way they are now at a serious disadvantage and may
want to consider surrender.

If they stay in the immobilised vehicle they will find that the car has
now an effective Handling of TERRIBLE and further Stress damage the
car suffers is divided equally among its passengers.

The side which still has a vehicle can set the range each round freely
(no Speed or Road Condition Roll required) and remain protected by
their vehicles Body.

Improving Vehicles
Once combat is over a Bounty Hunters with the Engineer Stunt he can
cannibalise a parts from the other immobilised vehicles to improve his
own vehicle's Speed, Handling or Body. The Trait of the vehicle being
cannibalised must be equal or better than the corresponding Trait of the
vehicle being improved.

SAMPLE VEHICLES

61
The following are just some sample vehicles. The same exact stats can
be used for vans, SUVs, a typical sedan, a classic Cadillac or an
ambulance.

Pick Up Truck Sports Car

Body GOOD Body MEDIOCRE


Speed FAIR Speed GOOD
Handling MEDIOCRE Handling FAIR
Stress 14 Stress 8

Police Car Jeep

Body MEDIOCRE Body FAIR


Speed FAIR Speed MEDIOCRE
Handling GOOD Handling GOOD
Stress 8 Stress 10

62
ATLAS OF THE ATOMIC WASTELANDS
BHAW comes with a sample setting and a few ready made fugitives to
hunt down. The setting focuses on the Zaragoza region, an area
somewhere in the South West USA but not really based on any specific
location. Though small geographically the region is filled with plenty of
adventuring opportunities. Of course this isn't place in the Atomic
Wasteland's world you can go bounty hunting in.

The Zaragoza region features three major, rival cities, Zaragoza, Red
Star City and Mu-Town know collectively as the Big Three and a large
number of small settlements, ranches and trading posts. The pre-
apocalypse network of roads connect these settlements. Dotted along
these are fortified roadhouses where travellers can grab a coffee, fill up
their cars or spend the night.

Bounties for the entire region are posted in these three major cities,
each one of which is likely offer a different selection of bounties at
anyone time. To ensure a steady flow of work a bounty hunter quickly
learns visit each of the Big Three frequently and cultivate good relations
with whatever passes as the law there.

63
64
TOWNS AND LANDMARKS
The following is quick overview of some on the more interested
locations in the Zaragoza region.

Zaragoza
Zaragoza is the unofficial capitol of the region. It is ruled by a corrupt
regime with rich landowners at the top and poor farmers at the bottom.
Law and order is maintained by the ruthless Federales. One of the main
attraction of Zaragoza is the Plaza De Toros where bull fighting and
public executions regularly draw in large crowds. Zaragoza is relatively
safe if you know your way around and who to bribe.

Red Star City


Red Star City is a Neo-Soviet town. It enjoys a high standard of living
and technology. Meals and lodgings are communal. There is no private
property and everyone is assigned tasks from the Central Committee.
The shops are only for visitors. Around Red Star City are a number of
collective farms, military outposts and other state owned industries and
a working airstrip. Red Star City is very safe if you follow the rules but
visitors are restricted to the Foreign Quarter part of town.

Mu-Town
Mu-Town is a vibrant if dangerous town. Originally a mutant haven it is
now a major trading town. It is largely in the hands of criminal
organisations. The Church of Atomic Revelation is very influential,
especially among the mutant population. The Shipbuilder Guild is also
an important player. It controls the secret of the Desert Crawlers, the
only vehicles capable of crossing the corrosive sands of the Worm Sea
desert. As such they have the monopoly over the profitable eastern
trade routes as well as the giant worm hunting trade. Mu-Town is not a
very safe town but it is popular with Bounty Hunter nonetheless.

The Post
Trading outpost popular with biker gangs who exploit the West trade
routes. It is largely anarchic.

65
Rubens
Gambling and entertainment centre, close to Mu-Town.

The Southern Star Ranch


A very large cattle ranch owned by Major Landon who has his own
private army.

Ausburg
A mining and logging town in the mountains. It is fairly isolated and
suspicious of strangers.

San Miguel
An agricultural and industrial centre, known for its grain mills that serve
the many haciendas and villages in the area.

Motherboard
Large cyborg settlement where many of the less human cyborgs have
settled. It is a large shanty town with no form of local government.

Little Fallout City


A small prosperous agricultural town with aspirations.

Strike it Rich
Oil town that owns the richest oil fields of the region. After many battles
for control between Zaragoza and the Neo-Soviets eventually both sides
agreed joint custody of the city. The town is rich and heavily fortified.
Visitors are only allowed on temporary visas.

Toxic Creek
A miserable, windswept town. Its only claim to fame is that it's the
home of The Reanimator, a mad genius who has successfully
experimented with reanimating dead corpses through atomic radiation.

Big Fallout City


A hot zone. Used to be a major city before the fall but few people
remember it's original name and to mention it is considered bad luck.
Special guides called 'Radrunners' can be hired to navigate the ruins in
relative safety. Most Raddunners are horribly disfigured mutants.

66
The Worm Sea Desert
A large stretch of desert East of the Zaragoza region. The acid sand and
voracious giant worms make it extremely dangerous to cross. Worms
are hunted for food, oil and their hide.

The Feral Robot Lands


A region to the South West inhabited by a huge, miscellaneous
collection of rogue robots. The robots have formed combined in some
sort of hive mind. They spend most of their time building monumentally
tall structures. Occasionally they will break off and go raiding towns and
settlements for very specific materials. Feral robots are totally
unpredictable. In many instances they will just ignore humans, other
times they will hunt them down mercilessly. Cyborgs often organised
their own raids on Feral Robots lands for parts.

There many, many other small outposts, settlements and villages that
are not list here. They tend to come and go.

67
RUNNING BHAW
This section provides a few more insights and resources for GM
planning to run BHAW.

DESIGNER NOTES
Above all else BHAW is designed to be easy on the GM. The players do
all the dice rolling for you, the Critter Pool automatically takes care of
statting up stuff and bookkeeping and the bounty hunting premise give
you a clear, direct hook for adventures.

Running a Bounty Hunt


BHAW is designed to support both one-shots and extended campaigns.
That is hardly unique. However the game changes quite significantly
depending on which mode go for.

A BHAW one-shot is very straight forward to set up. All you need is a
fugitive from the law to start with, why he is being sought out and by
whom. You will also need some clues to where he may be hiding or
about what he may be doing next so that the Bounty Hunters pick up
their trail. Finally it is good to have planned some sort of complication,
twist or special thing to make it interesting.

The 'special thing to make it interesting' is what it all hinges on. Bounty
Hunters collect bounties for a living, most of their cases will probably be
pretty routine. The ones you choose to play are those cases that aren't
routine. Maybe there is a bigger conspiracy behind the bounty, a
political or sci-fi twist to the case it or perhaps a human interest story.
See the Rainmaker Adventure below to see how adding a little bit of sci-
fi, human interest and unforeseen complication can make a routine
bounty hunt into something more interesting.

With a one-shot adventure it is fair to assume the GM probably only has


one bounty hunt prepared. The GM has a choice whether to stage a
briefing scene during which the Bounty Hunters are presented the case
(with e implicit assumption that players are going to accept whatever
mission is on offer) or to start in media-res and assume the Bounty
Hunters are already on the trail of tonight's fugitive.

68
BHAW also works well for ongoing campaigns that run in a sandbox
mode. The idea is that the GM creates a large number of hooks (in the
form of a wide selection of bounties and other events) and leaves it to
the players to discover these hooks and decide which to peruse.

The Bounty Hunters might drive up to Red Star City and check what
bounties are on offer there, choose which if any to pursue and in what
order. On their way back an road encounter might suggest an entirely
different course of action or not. The point is it's all down to the Bounty
Hunter's choices.

All this of course requires a lot of improvisation on part of the GM. The
light rules, the abstract tools and random elements of BHAW are
designed to make this improvisation easy. The Critter Pool in particular
provides an endless variety of encounters with very little effort.

In an ongoing game the Equipment Decay and Road Encounters


become very important. It can be very tempting to just skip over Road
Encounters when the session has already been very busy, the Bounty
Hunters are out of Fate Points and feeling a little sorry for themselves.
For an on going campaign however maintaining this discipline is
essential. Without Road Encounters the Atomic Wastelands begins to
feel very, very small. They are also crucial to keep the flow of
equipment and Rep points going.

A final point about ongoing BHAW campaigns is that the point comes
when it's no longer really about bounty hunting any more. Eventually
the goals of the Bounty Hunters tend become more personal or more
political. That's fine, better than fine in fact. The GM must just be
careful that Rep the Bounty Hunters gain from session to session does
not end up suffering just because the characters are not collecting on
bounties regularly anymore.

Science in BHAW
The science in BHAW is bad science. It's B-Movie, comic book science. It
is also a very important aspect of the game. The introduction or
discovery of some super-science gizmo is often the perfect MacGuffin
for a BHAW adventure. The sci-fi twist brings a little mystery and

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wonder to the game and acts as that 'something special that makes the
adventure interesting' mentioned above.

If super-science is to act as your standard plot device then evil


geniuses, masterminds and mad scientists will need to feature
prominently in your rogue's gallery. You will want to populate your
game with villains such as Dr Stockhausen, wanted by the people of
Little Fallout City for the outrages they suffered at his hand while he
was in possession of a mind control device. Or conversely it may be the
mad scientist who posts bounty when one his assistant steals one of his
inventions. Either way the evil geniuses, masterminds and mad
scientists are among the movers and shakers of the setting.

Hot Tip
I our campaign we took to using the word 'Wizard' to indicated the
more impressive evil geniuses, masterminds and mad scientists. This is
very much a tribute to an old post-apocalyptic cartoon. However just to
be clear, there is no magic in BHAW, just very bad science.

Among the evil geniuses in the original BHAW campaign are The
Reanimator, who has learned the secret to reanimate the dead through
the power of the atom, Dr Kreutzberg, the botanist creator of the race
of human and plant hybrid he calls Grunmenschen and Pygmallion, the
Maker of the Clay People. The common thread between these mad
scientists was a preoccupation with apocalypse. They see how close
mankind came to extinction during the last apocalypse and concluded
that unless we find ways to move beyond mere human we may not be
so lucky next time.

The going beyond mere human theme was also reflected in two of the
other major factions, mutants and cyborgs. While most mutants and
cyborgs are just regular folk, the more militant ones see the apocalypse
as a contest to determine the planet's next dominant species.

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BHAW as a Western
The Wild West is one of the big inspirations behind Bounty Hunters of
the Atomic Wastelands. Mostly the Western helps provide a unified,
consistent look and feel to the Atomic Wastelands setting. It acts as a
short hand to describe the attitudes of the common folk and convey
how the more mundane, everyday life stuff works. The better the
players grasp how the world works, the easier it is for them to interact
with it.

The Western tone can be easily evoked by using appropriate


terminology such as saying saloon instead of bar or sheriff instead of
the police. Of course you may still want to mix it up with post-
apocalyptic touches. The guy on the piano in the saloon for instance
could be playing some Led Zeppelin or a Bon Jovi song, or maybe just
the theme from the Simpsons.

And of course the Wild West of popular fiction is the ideal place for
Bounty Hunters. It’s the classic setting in which the law falls short and
where a few men with guns can make a difference.

OPTIONS AND ALTERNATIVES

Alternatives to Fudge Dice


Fudge dice are pretty common these days. Still as not ever roleplayer
may have a set handy here are some alternatives.

The recommended alternative to 4dF is the 1d6 - 1d6 method. The


player rolls two different coloured, six sided dice, for instance a black
and a red one. The black is designated as positive, the red as negative.
Rolling them together will generate a result between -5 to +5. This isn't
mathematically identical to 4dF but for the purposes of BHAW it's close
enough.

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Using the 1d6 - 1d6 method requires a couple of rule changes,
specifically :

 Do not award a Fate Point for a natural +4 or even +5 result.


 On test where the Expertise Stunt applies, treat any negative
result as 0.

There are mathematically exact ways to reproduce 4dF but none of


them are pretty. One option is to mentally map the faces of six sided
dice to the Fudge dice so that 1,2 are read as ' -', 3,4 as '0' and 5,6 as
'+'.

Alternatively you can roll 4d3-8 to accurately mimic 4dF. This can be a
good option if you've got a dice roller app on your phone (I understand
there are some free ones) or when playing online using virtual tabletop
software. Otherwise what you probably end up rolling is (4d6)/2 -8.
Like I said, not pretty.

The GM Rolls Too


Not everyone takes to the 'player only rolls' approach. When using the
1d6 - 1d6 method described above you can have the player roll one die
adding it to his Bounty Hunter's Trait and the GM roll the other die and
adding the result to difficulty number to the test.

Implied Combat Aspect


Bounty Hunters are likely to spend a good portion of their Fate Points in
combat if for no other reason that in the normal flow of a BHAW
sessions you will probably see relatively few dice rolls out of combat and
lots and lots of dice rolls during combat. Also, wanting to survive a fight
is a fairly natural reaction.

As such it makes sense for all Bounty Hunters to have some sort of
general, all-purpose combat Aspect that they can use for the day to day
business shooting and dodging critters because frankly, they are going
to need it.

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Under this optional rule every Bounty Hunter takes on the additional
Aspect 'Seasoned Fighter' by default. This Aspect does not count
towards the total limit of Aspects a Bounty Hunter can have, it doesn't
even need to be recorded on the character sheet.

During combat Bounty Hunters can use the Aspect Seasoned Fighter
without it having to be explicitly invoked. It is simply taken as read that
the Bounty Hunter can draw on his previous combat experience when
spending a Fate Point to get the full +2 bonus, no further justification is
required.

If a player wants to spend a further Fate point on that same combat


action for an additional +2 he will need to invoke another Aspect
explicitly as per the normal rules. Likewise a Bounty Hunter can choose
to explicitly invoke in combat a different Aspect that his Seasoned
Fighter if that fits the action better.

More Fate Please


One of my aims when designing BHAW was to make it really accessible
and uncomplicated. In the pursuit of 'uncomplicatedness' BHAW reduces
the number of moving parts found in the Fate system and does away
with some of the more conceptually challenging and intimidating bits.

By and large the differences between BHAW and vanilla Fate are by
omission. Stuff has either been left out or has been hidden away as
advice as ultimately it will always be easier for Fate veterans to add
more Fate to BHAW than for newcomers to the system to strip these
things out.

Because of this modular approach it should be straightforward for GMs


to introduce more Fate concepts into BHAW like formal Concession
mechanics or Zones. Stress Points and Injury Effects can also be
replaced with Stress Tracks and Consequences from your favourite Fate
variant with little effort.

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WANTED: A GALLERY OF ROGUES

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CYMBELINE
Traits
Thinking GOOD
Fighting GREAT
Shooting FAIR
Reflexes GOOD
Toughness GREAT
Cool GREAT
Psi N/A
Stress Points 7 OOOOOOO

Stunts
Body Armour - reduce
damage taken by 1
Natural Weapon: Laser
sword (+2)

Aspects
Charismatic Leader
Blinded by Hate
Master Tactician

Bounty of $3000 for raidn' and forcible cyborg conversion.

Background
Cymbeline leads a militant, anti-human cyborgs organisation known as
'I, Cyborg'. They raid towns and villages, taking both machines and
humans for spare parts or occasionally to make more cyborgs. Recently
hit towns include Brisbane (near Rubens), Stopover, San Miguel, and a
Neo Soviet military outpost.

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Where is he now?
Although apparently nomadic, Cymbeline has a base in the mountains
south of Motherboard. This base contains a sophisticated AI called
'Agatha' and the cyborg conversion machinery.

Cymbeline is searching for a stockpile of a viral weapon, know as HL47-


B or The Reaper Virus. His plan is to release the virus to kill most
humans. Any survivors will be converted into cyborgs. Cymbeline thinks
cyborgs will be immune. He is wrong.

The military viral research facility he seeks is hidden is under Rubens.


Once he discovers this he will invade the town. But by digging out the
base under Rubens he will releases the pale, deranged underground-
dwelling descendants of US Army base and their Sterilizer Robots,
opening a third front in the war.

Possible leads and contacts


The cyborg town Motherboard will have 'I, Cyborg' sympathisers.

If one plots the plots on a maps the sites of Cymbelines latest raids it
will suggest the next target may be in the Toxic Creek area.

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DR KREUTZBERG
Traits
Thinking GREAT
Fighting FAIR
Shooting GOOD
Reflexes MEDIOCRE
Toughness FAIR
Cool GOOD
Psi GOOD
Stress Points 5 OOOOO

Stunts
Regeneration
Engineering
Expertise Botany

Aspects
Cowardly at heart
Master of the Grunmenschen

Bounty $3000 for kidnapping and unchristian experiments


on folk

Background
Kreutzberg is botanist whose research involves merging plant and
human DNA into what he calls his 'Grunmenschen'. He is convinced this
is the only way to survive the next apocalypse.

Over the past decade or so he has occasionally resorted to kidnapping


people to use in his experiments. The truth about the kidnappings has
only recently come to light when one traumatised victim (Kate
Gonzales) managed to escape.

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Where is he now?
His base is near Ausburg, He is in contact with The Reanimator in Toxic
Creek. Occasionally he travels to Zaragoza to do business with some of
the larger landowners and sell his Grunmenschen as slave labour.

Leads and possible contacts


Kate made her escape near Toxic Creek, home of the Reanimator. He
would not willingly give Kreutzberg up but people in Toxic Creek might
admit seeing Grunmenschen and heading West on the old Ausberg
road.

The hearse he drives is fairly distinctive and has been spotted by gas
stations and road houses along the way.

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IRINA BELINSKAYA
Traits
Thinking GREAT
Fighting FAIR
Shooting GOOD
Reflexes GOOD
Toughness FAIR
Cool GREAT
Psi FAIR
Stress Points 6 OOOOOO

Stunts
Two gun fighting
Pair of Glock 20 (GOOD)
Enhanced Agility

Aspects
Super Spy
Always Has an Angle
'I know someone who might be
interested'

Bounty $3000 for treason

Background
Irina was a top spy for the Neo-Soviet before she decided to go
freelance. She now runs her own operation trading (or stealing) high-
tech on behalf of various mad scientists. The Soviets want her on
principle.

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Where is she now?
Currently she currently under cover working as a receptionist for the
Shildbuilders Guild in Mu-Town under the name Alison Parker.

Leads and possible contacts


Last known deal she trying to steal sample of a Sand Crawler for
Zaragoza. The best way to get her might be if the Bounty Hunters are
on case dealing with high-tech or if they can set up a trap posing as
buyers. If the Bounty Hunters make it obvious they are after her, she
might come after them.

If caught Irina can offer to be an informant in exchange for her


freedom. There is no extra reward but she will provide a useful and true
contact.

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SAM RUDD
Traits
Thinking FAIR
Fighting FAIR
Shooting GREAT
Reflexes GREAT
Toughness GOOD
Cool FAIR
Psi MEDIOCRE
Stress Points 6 OOOOOO

Stunts
Aimed Shot
Quick Draw

Aspects
A Lot of Baggage
Found True Love

Bounty $1000 for murderin' the preacher

Background
Sam Rudkin is the younger brother of a Waltler Rudkin, leader of a big
time gang of outlaws. He and the missus, Sonia, ran a small bed &
breakfast in Ausburg where he went by the alias Sam Rudd up until he
shot dead the town's new preacher. While Sam was in jail, waiting to be
hanged, his brother's gang drove into town, busted him out of jail
seriously wounding the sheriff in the process.

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Where is he now?
Sam is in Red Star City. After being rescued, Sam parted with the gang.
His wife, originally from Red-Star herself, convinced him the only safe
option for them was to become Neo-Soviet citizens.

Sam really wanted to go straight. The trouble is the preacher he shot


was himself an former member the Rudkin gang called Fletcher The
Snake. Back in the day Fletcher and Sam had a nasty falling out over
Sonia which is what got Fletcher expelled from the gang in the first
place.

When Sam and the preacher met, they instantly recognised each other.
Sam correctly figured Fletcher was still after Sonia, the shooting was
really a last ditch attempt to protect his wife. As such a 'Seeing Justice
Is Done' reward for clearing Sam's name would be appropriate in this
instance.

Possible leads and contacts


The Rudkin gang are known to operate mostly around The Post. They
would have information on Sam but may not be so keen to share it. If
Walter hears people asking about his brother he may come after the
Bounty Hunters himself.

The B&B has some clues, pictures of Sonia in Russian peasant outfit.

Personal items of the dead preacher like a poker chip from a Rubens
casino may provide clues of Fletcher's double life.

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THE RAINMAKER ADVENTURE

Summary
Wanted: Corazon, assistant to the Rainmaker
Why: Theft of super cooling chamber
By: Dr Matteus Zigwig AKA The Rainmaker
When: Just recently
Bounty: $ 800

Background
Dr Matteus Zigwig aka The Rainmaker runs a mobile cloud seeding
operation. He travels from village to village with his assistant Corazon
on his red truck offering to make it rain. The truck contains a cloud
seeding canon that uses a rare, pre-Fall ' super cooling chamber '.

Just hours before the adventure starts Corazon assaulted Zigwig by


hitting him on the head with a heavy blunt object and then made off
with the truck. When he came to, the Rainmaker turned to the local
sheriff. The less than helpful sheriff explained that as she'd left the town
the case was no longer in his jurisdiction and suggested that he may
want to hire some bounty hunters for the job.

Hook
The Rainmaker, head bandaged, enters the saloon and calls out for any
bounty hunters.

Clues
Witnesses saw the truck leaving town heading North West. It is a very
conspicuous red truck with the writing 'The Fabulous Rainmaker' on
either side anyone travels on same road or at roadhouses along the way
is likely to take notice. The Rainmaker would know that Corzaon is
originally from San Miguel. She may be head back there. He might
suspect her of being a Zaragoza spy.

Complication
Catching up with Corazon is not difficult. Not far out of town the Bounty
Hunters will find the overturned truck, girl gone and the truck looted.

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She's been ambushed and captured by members of the Aztec
Renaissance gang.

Assuming the Bounty Hunters follow the tracks that lead deeper into the
desert they reach a camp off the road behind rocky formation with a girl
(Corazon) tied to an altar.

The Aztec Renaissance are all Simple Critters. Draw 3 Aztecs from the
Critter Pool per Bounty Hunter plus 1 Giant Snake (2-12 Stress Points)
and Aztec Renaissance High Priestess of the Serpent God (Simple
Critter, Minimum Quality Level GOOD, Force Blast and Life Drain
Stunts).

Twist
Corazon is the real brains of the operation. She brought Zigwig the
super cooling chamber artefact thinking the Rainmaker a great man and
that together they could turn the entire region in a garden, He instead
took all the credit and just used the invention to make money bringing
rain only to rich landowners who can afford his services. What the
Bounty Hunters choose to do with this information is up to them.

Corazon's aim is to get back to San Miguel and to her uncle, the
reclusive inventor known as the Watchmaker. He is in position to
protect Corazon from the Rainmaker and can vouch for the origin of the
super cooling chamber. If she can slip away from the Bounty Hunters
she will. If not she will try to persuade the Bounty Hunters to take there
with any manes she can, including the truth if she feels that might
work.

Meanwhile a second group of Bounty Hunters, also hired by The


Rainmaker, is closing in on the party.

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The Giant Stuff Table
NAME CONDITION PROPERTIES
1 Spiked Baseball Bat FAIR +1 Fighting
2 Metal Chain FAIR +1 Fighting
3 Sawed-Off Shotgun FAIR +1 Shooting
4 Sawed-Off Shotgun FAIR +1 Shooting
5 Sawed-Off Shotgun FAIR +1 Shooting
6 Old Colt Peacemaker Pistol FAIR +1 Shooting, Pistol
7 Dodgy Grenade FAIR +1 Throw, Area, Once Only
8 9mm Luger Pistol FAIR +1 Shooting, Pistol
9 Stick of dynamite FAIR +1 Throw, Area, Once Only
10 Meat Cleaver FAIR +1 Fighting
11 Crossbow FAIR +1 Shooting
12 Beretta 92f FAIR +1 Shooting, Pistol
13 Beretta 92f FAIR +1 Shooting, Pistol
14 Nagant M1895 Revolver FAIR +1 Shooting, Pistol
015 Fire axe FAIR +1 Fighting
16 Machete FAIR +1 Fighting
17 Machete FAIR +1 Fighting
18 Mosin-Nagant bolt action rifle FAIR +1 Shooting Range
19 Mosin-Nagant bolt action rifle FAIR +1 Shooting Range
20 Police baton FAIR +1 Fighting
21 Hunting Knife FAIR +1 Fighting, Throw
22 Hunting Knife FAIR +1 Fighting, Throw
23 Hunting Knife FAIR +1 Fighting, Throw
24 Foil FAIR +1 Fighting
25 Spear gun FAIR +1 Shooting
26 Bowie Knife FAIR +1 Fighting, Throw
27 Bowie Knife FAIR +1 Fighting, Throw
28 Katana Sword FAIR +1 Fighting
29 Colt Python Pistol FAIR +1 Shooting, Pistol
30 Uzi 9mm submachine gun FAIR +1 Shooting, Auto
31 Winchester 94 hunting rifle FAIR +1 Shooting, Range
32 Grenade FAIR +1 Throw, Area, Once Only
33 Glock 17 9mm pistol FAIR +1 Shooting, Pistol
34 Army .45 pistol FAIR +1 Shooting, Pistol
35 M1 carbine FAIR +1 Shooting, Range
36 Colt snub-nosed .38 Special FAIR +1 Shooting, Pistol
37 AK-47 Kalashnikov assault rifle FAIR +1 Shooting, Auto, Range
38 M1 carbine FAIR +1 Shooting, Range
39 Skorpion FAIR +1 Shooting, Auto
40 Molotov cocktail FAIR +1 Throw, Area, Once Only
41 Walther PPK FAIR +1 Shooting, Pistol
42 9mm Luger Pistol GOOD +2 Shooting, Pistol
43 Nagant M1895 Revolver GOOD +2 Shooting, Pistol
44 Tokarev TT-30 Pistol GOOD +2 Shooting, Pistol
45 Crossbow GOOD +2 Shooting
46 Hunting Knife GOOD +2 Fighting, Throw
47 Hunting Knife GOOD +2 Fighting, Throw
48 Army .45 pistol GOOD +2 Shooting, Pistol
49 Army .45 pistol GOOD +2 Shooting, Pistol
50 Colt snub-nosed .38 Special GOOD +2 Shooting, Pistol

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51 AK-47 Kalashnikov assault rifle GOOD +2 Shooting, Auto, Range
52 M1 carbine GOOD +2 Shooting, Range
53 Skorpion GOOD +2 Shooting, Auto
54 M1 carbine GOOD +2 Shooting, Range
55 Colt snub-nosed .38 Special GOOD +2 Shooting, Pistol
56 Bowie Knife GOOD +2 Fighting, Throw
57 Bowie Knife GOOD +2 Fighting, Throw
58 Katana Sword GOOD +2 Fighting
59 Colt Python Pistol GOOD +2 Shooting, Pistol
60 Colt Python Pistol GOOD +2 Shooting, Pistol
61 Colt Python Pistol GOOD +2 Shooting, Pistol
62 Uzi 9mm submachine gun GOOD +2 Shooting, Auto
63 Uzi 9mm submachine gun GOOD +2 Shooting, Auto
64 Winchester 94 hunting rifle GOOD +2 Shooting, Range
65 Winchester 94 hunting rifle GOOD +2 Shooting, Range
66 Grenade GOOD +2 Throw, Area, Once Only
67 Glock 17 9mm pistol GOOD +2 Shooting, Pistol
68 Glock 17 9mm pistol GOOD +2 Shooting, Pistol
69 Mining pick GOOD +2 Fighting
70 Remmington 870 pump action GOOD +2 Shooting
shotgun
71 Mossberg 500 pump action GOOD +2 Shooting
shotgun
72 Chainsaw GOOD +2 Fighting, Oversize
73 S&W .44 Magnum pistol GOOD +2 Shooting, Pistol
74 AK-47 Kalashnikov assault rifle GOOD +2 Shooting, Auto, Range
75 M16 Assault Rifle GOOD +2 Shooting, Auto, Range
76 Chainsaw GOOD +2 Fighting, Oversize
77 M1 carbine GOOD +2 Shooting, Range
78 Chainsaw GREAT +3 Fighting, Oversize
79 S&W .44 Magnum pistol GREAT +3 Shooting, Pistol
80 AK-47 Kalashnikov assault rifle GREAT +3 Shooting, Auto, Range
81 AK-47 Kalashnikov assault rifle GREAT +3 Shooting, Auto, Range
82 AK-47 Kalashnikov assault rifle GREAT +3 Shooting, Auto, Range
83 M16 Assault Rifle GREAT +3 Shooting, Auto, Range
84 M16 Assault Rifle GREAT +3 Shooting, Auto, Range
85 Chainsaw GREAT +3 Fighting, Oversize
86 Glock 20 GREAT +3 Shooting, Pistol
87 Glock 20 GREAT +3 Shooting
88 PPSh-41 submachine gun GREAT +3 Shooting, Auto
89 PPSh-41 submachine gun GREAT +3 Shooting, Auto
90 Sledgehammer GREAT +3 Fighting, Oversize
91 Tokarev TT-30 Pistol GREAT +3 Shooting, Pistol
92 Mosin-Nagant bolt action rifle GREAT +3 Shooting Range
93 M1 carbine GREAT +3 Shooting, Range
94 Katana Sword GREAT +3 Fighting
95 S&W .44 Magnum pistol SUPERB +4 Shooting, Pistol
96 Claymore Sword SUPERB +4 Fighting, Oversize
97 PPSh-41 submachine gun SUPERB +4 Shooting, Auto
98 AK-47 Kalashnikov assault rifle SUPERB +4 Shooting, Auto, Range
99 M16 Assault Rifle SUPERB +4 Shooting, Auto, Range
100 Rocket Launcher SUPERB +4 Shooting, Area,Once Only,
Range

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