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Hell On Earth - Loc - Denver

This document provides a summary of the chapters in a sourcebook for a post-apocalyptic roleplaying game set in the ruined city of Denver, Colorado. Chapter One gives an overview of Denver's history, current factions vying for power including the primary antagonist group known as the Combine, and a guided tour of notable locations. Chapter Two focuses on the Robo-hunters, warriors who combat the Combine's machines. Chapter Three is restricted to game masters and provides additional secrets and details to challenge players. Chapter Four describes new war machines created by the Combine. Chapter Five reveals the story behind the crash of Air Force One near Denver.

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0% found this document useful (0 votes)
91 views129 pages

Hell On Earth - Loc - Denver

This document provides a summary of the chapters in a sourcebook for a post-apocalyptic roleplaying game set in the ruined city of Denver, Colorado. Chapter One gives an overview of Denver's history, current factions vying for power including the primary antagonist group known as the Combine, and a guided tour of notable locations. Chapter Two focuses on the Robo-hunters, warriors who combat the Combine's machines. Chapter Three is restricted to game masters and provides additional secrets and details to challenge players. Chapter Four describes new war machines created by the Combine. Chapter Five reveals the story behind the crash of Air Force One near Denver.

Uploaded by

juglemonke
Copyright
© © All Rights Reserved
We take content rights seriously. If you suspect this is your content, claim it here.
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Download as PDF, TXT or read online on Scribd
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Denver

By: Jay Kyle


Denver
Denver

Written & Designed by: Teller


Editing & Layout: Shane Lacy Hensley, John R. Hopler, Chris Libey
Cover Art: Mike Osadciw
Interior Art: Michael Colosante, Tom Fowler, Mike Osadciw, Richard Pollard,
Cover Design: Chris Libey
Logos: Charles Ryan, Ron Spencer and Chris Libey

Special Thanks to: Amy, Pete & Gillian Kyle, Shane, Michelle, Caden & Ronan Hensley, John Hopler, John Goff, and the
last but certainly not least, Matt Steflik (my sounding board) and the Razing Arizona Posse.

Deadlands created by Shane Lacy Hensley.

Dedicated to: Charleton Heston, who, as the Omega Man, showed a young boy how cool the Apocalypse could be.

This electronic book is copyright Pinnacle Entertainment Group.


Redistribution by print or by file is strictly prohibited.
Add 1 to all Page Number References to account for the cover of this Ebook.

Pinnacle Entertainment Group, Inc. DEADLANDS, HELL ON EARTH © Pinnacle


Entertainment Group, Inc. 2001.
DEADLANDS, HELL ON EARTH and all related characters
Visit Pinnacle’s and elements are trademarks of Pinnacle Entertainment
Weir d W
eird ebsite
Website Group, Inc.

© Pinnacle Entertainment Group, Inc.


WWW.PEGINC.COM All Rights Reserved. Printed in the USA.


Table o’ Contents
Welcome to Hell ........ 4 The Marshal’s Chapter One ................................. 108
Chapter Two:
Handbook .................. 57
Posse Territory ............ 5 Extreme Sports ..................... 110
Chapter Three:
Mile High Mayhem ........... 115
Chapter Four:
In the Mountains of
Madness ..................................... 120
Chapter Five:
Air Force One ...................... 122
Chapter Six:
Hail Mary Pass .................... 126

Chapter One: Index................................... 127


City of the Living Power Armor
Chapter Three:
Damned ...........................7 Record Sheet ....... 128
Denver in General ..................... 14
Things to Do in
Environs of Denver ................ 26 Denver Till
Power Groups................................ 27 They’re Dead .......... 59
History of Denver .................... 59
Archetypes .................... 30 Scavenging ....................................... 62
Power Groups ................................ 74
No Man’s Land ........ 33 The Combine .................................. 78

Chapter Four:
Legions of the
Damned ....................... 87
Combine Equipment .............. 87
Heavy Metal .................................... 92
Pest Control ..................................... 92
Intelligence
/Infilitration ............................ 94
Support ................................................. 97
Combat ................................................. 98
Chapter Two:
A Hard Day’s Chapter Five:
Knight ............................ 35 Air Force One
New Edges ....................................... 38 is Down ...................... 105
New Hindrances ........................ 39
The Story So Far ..................... 106
New Equipment ......................... 40
Chapter One gives a rat’s eye view of
Welcome to Hell the city as presented by its former
Mayor, and now de facto leader of the
Sitting like a malignant cancer Resistance, the Honorable John Connor.
against the eastern flanks of the Connor gives a brief history of this
Rockies, Denver echoes with the shattered jewel of the Plains, tells what
screams of the dying and the clash and he knows of the nefarious Combine
grind of metal. The whine of patrolling and the other groups of note in the
Raptors overhead sounds as a city, and he gives a guided tour of
counterpoint to the crunch of rubble as some of the devastated city’s major
the gleaming metallic skeletons of landmarks.
Throckmorton’s automatons move Chapter Two takes you to the No
through the wreckage hunting the Man’s Land of the Robo-hunters. This
hard-pressed humans of the Resistance. section explores the fellowship of these
From the ruins of the Mile High City, armored warriors in detail, and reveals
the tentacles of the Combine reach their organization, equipment, and
across the plains to squeeze tribute tactics. If your hero wants to go toe-to-
from those unfortunate enough to fall toe with the worst the Combine has to
under its shadow. Many go to the offer and have a chance of surviving,
rubble of Denver, but few enter being a Robo-hunter may be the life for
willingly, and even fewer come back. her.
For years the Combine has built up its Chapter Three is for Marshals only.
legions, like water behind a crumbling Here we give you the real low-down on
dam, waiting for a crack to appear that what’s going on in Denver and the
would unleash a torrent to sweep away Combine. Here the Marshal will find all
all in its path. That time is now. the information she needs to harass
her posse both inside and outside
Denver with the evil forces of
Throckmorton.
Chapter Four continues Marshal’s
Territory. Within can be found more
detailed descriptions and statistics for
the Combine’s newest war machines to
roll off the assembly line from the
Denver Hellstromme Industries complex
than you can shake a fried circuit
board at. These walking (and rolling
and crawling and flying) death
machines can be found both within the
ruins of Denver and outside the city as
the war with the Iron Alliance heats
up.
Chapter Five finally reveals the truth
of a mystery that has puzzled
investigators since before the bombs fell
on Judgment Day—the final fate of Air
Force One. A snatch and grab mission
performed by the Resistance pays off
beyond belief when it turns out that
the rescued prisoner knows the
location of the missing Presidential jet.
It then becomes a race to find the
wreckage and its valuable cargo that
can tip the balance of power in the
Wasted West.
Strap on your guns and let’s go take
an in-depth look at “the place that no
one goes.”
Posse
Territory
City of the Living Damned

8
City of the Living Damned

City Of The Living Damned

Librarian’s Note: This report was recorded by Librarian Hartsoe during an information- So, you Librarians want to know all about
gathering mission into the Combine. While infiltrating the city, he was fortunate enough to Denver, huh? You’re talking to the right guy.
meet with members of the Resistance, and gained their trust enough to be presented to Back before the world went to Hell in a
their leader. Librarian Hartsoe spent several months with the Resistance. His treatise on handbasket, I had the privilege of being the
Throckmorton’s empire is without equal. Unfortunately, after sending this record to the Mayor of Denver. Nowadays, I serve the fine
Central Library, Hartsoe was captured by a Black Hat patrol and is now assumed to be citizens of this city as the leader of the
dead. Resistance. We do our best to survive, and in
the process try to kick old Throckmorton and
Welcome to the Mile-High City. his goons in the seat of their pants. Anyhow,
Here, let these dogs get a good whiff of you, let’s start at the beginning and see where we
and don’t mind all the guns pointing in your end up.
direction. There, that’s good. You really can’t be
too careful about Combine infiltrators these
days.
Sorry I can’t give you the reception we gave
Denver, Jewel of the Plains
the ’76 Olympic Committee when we were Denver was founded by a party of
bidding for the Games, but I’ve learned in my prospectors way back on November 22, 1858,
time here that nothin’ fills the belly better after a gold discovery at the confluence of
than rat stew made with some dehydrated Cherry Creek and the South Platte River. The
milrat potatoes. Yessir, this is Denver haut- first wave of immigrants came to the area
cuisine at its finest. You wouldn’t know it drawn by the promise of gold. Later, as settlers
today, but this building we’re sitting under streamed across the Great Plains and came
used to be the best steakhouse this side of the smack up against the wall of the Rocky
Mississippi. Nowadays, it still carries on that Mountains, many decided to settle down. After
tradition by growing some of the finest rats clearing out the local Indian tribes—who
anywhere. warned them not to settle there—Denverites

9
City of the Living Damned

built a network of railroads that made their


town the banking, minting, supply, and
Industry Comes to Denver
processing center for Colorado, and The city began to shift toward its eventual
neighboring states as well. greatness when the Smith and Robards
Denver became a natural stopping point as Company decided to put down roots in Denver
people mustered their resources and nerves for in the 1880s. Seems Hellstromme had finally
the crossing of the Rocky mountains. It was gained the upper hand in the City of Gloom.
just natural that some travelers decided this The local Mormon authorities in Salt Lake City
was one of the most beautiful places on God’s refused to zone any more land for Gentiles,
green earth and chose to stay. Don’t look at me and S&R didn’t want to spend the capital to
so strange. Before the War, this was a beautiful house their workers the way Hellstromme
place to live, even with all the factories we had Industries did with their subterranean
here. Plenty of jobs, plenty of recreation, low warrens. The Denver-Pacific Railroad was
crime. Hell, what more could a person want in already owned by S&R and headquartered in
life? Denver, and the Union government made a
move back into the U.S. very lucrative for the
A Dire Prophecy company. The arrival of this famous firm set
the stage for the next chapter in the city’s
As the white man took over what would growth.
become Denver, the Arapaho chiefs Little Although founded as the main supply town
Raven and Left Hand predicted that evil would for Rocky Mountain mining camps, Denver also
follow in the settlement’s wake. They foresaw emerged as a hub for High Plains agriculture.
three tribulations and a great evil that would Denver’s breweries, bakeries, and meat
arise from the rotting carcass of the city. In the packing plants made it the regional
first few years of its existence, Denver survived agricultural center, as well as a manufacturing
a flood and two major fires. It wasn’t until hub for farm and ranch equipment, barbed
Judgment Day and the coming of wire, windmills, seed, feed, and harnesses.
Throckmorton that the fourth prophecy would Between 1870 and 1890, Denver grew from
come true. almost 5,000 to over 106,000 people. In a single

A survivor’s map of Denver.

10
City of the Living Damned

generation, it became the second most half of the Twentieth Century, absorbing the
populous city in the West, second only to Salt Community College of Denver and Metro State
Lake City, and was the biggest city in the College into one huge institution. By 1960, the
Union west of the Mississippi. disfavor that mad science had fallen into
caused a slump from which Smith and
The Military-Industrial Complex Robards was never able to recover. The
company was acquired by an anonymous
In one of his State of the Union addresses, financial consortium in 1962, and began
President Grant reminded the country that the producing more conventional consumer items.
only way the United States could survive was Many of its top inventors, leaders in the field
through the encouragement of a strong of “new science,” were offered jobs in the new
military-industrial complex. Nowhere in the company’s holdings in South America and
country was this advice taken more strongly relocated, never to return to the United States.
than in Denver. With the factories already in
place, and a convergence of railroads from
Back East, the city was ready to provide
Black Rain
whatever industry the country needed. The worst problem faced by Denver around
Plentiful supplies of high-grade coal from the the turn of the century originated in Deseret.
huge fields in Wyoming gave the city a cheap Black rain from pollution in Salt Lake City
source of energy, and people flocked to the killed trees, poisoned water, and destroyed
jobs that were created by Smith and Robards, exposed equipment. By 2000, however, pollution
the Denver-Pacific, and their subsidiaries. By was down thanks to the US government’s
the time of the First World War, Denver had intervention against Hellstromme’s factories in
surpassed many of the older industrial cities Junkyard. This action caused him to build the
Back East. dome over that city that cut emissions and
ended the black rain in Colorado.
Boom Times In 2001, the Tombstone Epitaph revealed that
Hellstromme Industries had acquired
When the US began gearing up for the controlling interest in Smith and Robards back
Second World War, Denver was more than in 1962 through a consortium of dummy
ready. An excellent road and rail network corporations. This venerable manufacturer was
linked its factories and plants to the Eastern the biggest employer in Denver, and many
seaboard as well as the border with the feared that Hellstromme would close the plants
Confederacy. This period also saw an in retaliation for the role that the city had
expansion into the aviation industry with the played in the black rain protests. No obvious
establishment of an Army airfield and an changes occurred however, and life continued
international airport. By the end of the war, it as normal.
was a Denver-built bomber that dropped the
atomic bomb on Berlin.
A New Millennium
The Rise of Pure Science By the end of the Twentieth Century,
Denver also became a center of Denver had grown to a huge, all-encompassing
the pure science that began to metroplex that stretched from Boulder in the
gain popularity after the war. north to Castle Rock in the south. The city’s
59
Although Smith and Robards was population had grown to one million, greater
the biggest producer of “new science” gadgets than the populations of Wyoming and
and continued to dominate the economic Nebraska combined. The two million-person
scene in the city, more and more laboratories mark was passed with the Census of 2040.
of traditional scientists found homes in Denver. Despite this explosion in population, the city
The campus of the University of Colorado managed to retain its traditional character of
expanded exponentially throughout the second parks and tree-lined boulevards due to the

11
City of the Living Damned

space to expand to the east, north, and south.


Even the Downtown area avoided the “hive”
The Last War Begins
feel that was so predominant in Salt Lake As the Cold War between the U.S. and the
City—Denver’s nearest competitor in industrial Confederacy heated up, money flowed into
might. Despite the skyscrapers that filled the Denver as the munitions and war machines of
downtown area, warehouses and factories the military-industrial complex flowed out.
tended to be low and rambling, interspersed Hellstromme Industries retooled their factories
with housing areas to facilitate easy walking to produce weaponry, and their researchers
access by their employees. began to work on new types of armaments
Denver also had the biggest airport in the that would supercede the American military’s
nation, and in 2045 the airport was expanded current family of weapon systems. Most of the
to the east to establish the US’s first spaceport other factories followed suit as the country
(although most commercial flights continued to switched to a “total war” footing.
launch from the Houston International
Spaceport). A Rose by Any Other Name
Over the holiday season of 2080, President
Hellstromme Arrives Mary Rose Tremane came to Denver on a
Throughout the early 2000s, Dr. Darius morale-raising tour of the war factories and
Hellstromme had been quietly acquiring plants. Bolstered by the successful Christmas
companies in the Denver metroplex. In 2044, cease-fire that she had brokered with
Deseret expelled Hellstromme for crimes Confederate President Allen Sothby, her
against the anouks on Banshee, and he reception was tumultuous. The downtown area
relocated to Denver. The Thornton area of the was turned into a giant parade route, and a
city was bought out wholesale and a huge ticker-tape parade the likes of which had not
factory complex stretched across the northeast been seen since the end of the Second World
side of the metroplex. The huge boom this War took place. You would have thought the
construction project created was short-lived war was already over! And who knows, maybe
when it was revealed that the factory would it would’ve been if she hadn’t disappeared the
be fully automated. The only real beneficiaries next week.
were the shipping companies that delivered
raw materials and took away the finished
products.
Rocky Mountain High
On New Year’s Day, 2081, President Tremane
boarded Air Force One for the last time in her
The Beginning of the End presidency. The plane left Vanessa
It was here in this complex that Hellstromme Hellstromme International bound for Seattle
unveiled the first ghost rock bomb on April 9, and another morale boosting tour of the front
2045. With his interests on Banshee, the lines. Unfortunately, Air Force One disappeared
newly-renamed Vanessa Hellstromme shortly after leaving Denver airspace. Search
International Spaceport did a booming and rescue units from Fort Grant and Buckley
business. Ghost rock, as well as more exotic Army Airfield lifted off within minutes of the
Banshee materials, poured into the city. Several plane’s disappearance, but blizzard conditions
doomsday cults came into being in the city in the Rockies hampered the search effort.
with the unveiling of the enhanced “city- After a week of fruitless searching, Vice
buster” ghost rock bomb in 2052. Reports by President Andrew Bates was sworn in.
rags like the Tombstone Epitaph kept the local
Agency office busy investigating stories of
demonic possession and alien (read Banshee)
The War Comes to Denver
infiltrators. By the time of the Last War, the Despite the armored battles that raged
Regional Agency Office in Denver was the across the Kansas Plains and eastern Colorado,
largest in the U.S. and the artillery duels that lit up the night sky

12
City of the Living Damned

along the Mason-Dixon Wall, the war still High Command decided it would be a good
seemed like a foreign occurrence to the idea to use tactical nuclear weapons to settle a
citizens of Denver. But in the spring of 2081, score with their old enemies, the Indians. This
the War came to the city with a vengeance. one incident unleashed the nuclear genie
Military transport aircraft broadcasting civilian across the world. In North America, the first
airliner transponder codes brought the 1st tac-nukes fell in New England and Washington
Arizona Penitent Battalion through the air State, courtesy of the Canadians. The people of
defenses and over the metroplex. These former Denver held their breath and prayed that the
murderers, rapists, and other scum unfit for soldiers and airmen manning their air defense
the Confederate Army were dropped into the batteries were up to the challenge.
city on a mission designed to break the will of
the people. Landing throughout Denver and its
suburbs, these criminals began a wanton
A Double Whammy
campaign of senseless violence and On September 23rd, 2081, I was on my way
destruction. By the time the last of these rabid back from Washington D.C., where I had
dogs had been put down by the local police attended a Mayors’ Conference on the effects
and troops from Fort Grant, many parts of the of the war on the American economy. The
city lay in ruins. The only area to completely electromagnetic pulse from the ghost rock
escape destruction was the HI factory complex. bomb exploding on Fort Morgan caused my
Even the Poors Brewery in Golden, which plane to crash 75 miles to the northeast of
seemed to act as a magnet for many of the Denver. Fortunately for me, the pilot managed
raiders, suffered damage. In the end the city to bring us down in a newly harvested wheat
suffered 300 dead and over 2,000 wounded for field with only minor injuries. We found
a cost to the Confederacy of 600 dead everything in a state of total chaos, which
criminals. delayed my return home and probably saved

Too Little, Too Late


Determined never to have such a calamity
befall Denver again, the military moved in
several batteries of Minutemen anti-aircraft
missiles, as well as several companies of Sky
Sweep air defense vehicles. The HI complex
also beefed up its security, installing gun
towers along the perimeter of the manufactory.
Unbeknownst to the rest of the city, Professor
Hellstromme also installed an experimental
energy shield over his factory complex. The
sight of so much military hardware set up in
parks and open spaces across the city gave
many of the citizens a false sense of security.
This confidence was bolstered in the early
summer when several Confederate bombing
raids were driven off by the defenses with
minimal damage.

The Big Bang


Just as Denver began to recover from what
became known as the April Fool’s Day
Massacre, some bright boy in the Pakistani
Members of the 1st Arizona Penitent Battalion.

13
City of the Living Damned

my life. You see, the Confeds had decided that into being over the vast compound, absorbing
Denver was too valuable a prize to just blow it the Hellish energies in a crackling display of
to Kingdom Come. Those sneaky Rebs decided awesome power. The shockwave washed down
they would take the city and its manufactories the roiling hemisphere of the force field,
for themselves. To that end, they launched a devastating the surrounding suburbs. After the
barrage of neutron bombs at the city. The last bomb went off, an eerie silence settled
Minutemen batteries ringing the city put up a over the city, the only sound being the
valiant fight, knocking down missile after mournful wailing of the air defense sirens and
missile, but once the first one got through on the static from hundreds of car radios in the
the west side of the city and detonated, a hole still-running vehicles that packed the streets. I
was ripped in the defenses that couldn’t be can still remember my first sight of Denver a
closed. week later—some of the electric cars were still
A total of six neutron bombs managed to running off the city’s power grid in places,
detonate in airbursts over the city, washing waiting for guidance from their dead owners
anyone not deep underground or in a hardened still clutching the steering wheels in their
shelter with a lethal burst of radiation. In the attempt to escape the doomed city.
midst of the Confederate barrage, a gift from Two hours after the neutron bombs had
our neighbors to the North arrived. Not caring done their deadly work, Denverites who had
for the value of Denver’s factories, or maybe in survived the bombing, either deep
an attempt to deny this rich prize to their underground or those not yet dead from
nominal Confederate allies, the Canadians massive radiation poisoning, saw a single
launched a pair of city-buster ghost rock contrail arch in from the south. High over the
bombs at the HI complex. As these warheads city, this single ICBM burst open, scattering an
arched in, a blazing shield of power sprang invisible cloud of death. This was the second
prong of the Confederate assault, a lethal
bioweapon created especially for this attack.
The A-5 virus, as it came to be known, was a
fast-acting, highly contagious, highly lethal
hemorrhagic virus designed to spread quickly,
kill quickly, and burn itself out by the time the
Southern troops arrived. Those who
succumbed to it became sacks of liquified
organs with blood pouring from every orifice.
The citizens of Denver, especially those
survivors whose immune systems had just
been destroyed by the bursts of massive
radiation, didn’t stand a chance. A-5 had a
mortality rate of 98%. Combined with the
neutron bombs, this virus created a city of the
dead.

Necropolis
By the time I got back to Denver, the few
survivors had been totally overwhelmed by the
scope of devastation. Close to two million
bodies lay unburied in the streets and homes
of the city. Even the scavengers were dead—no
dogs, cats, buzzards, or even rats—nothing to
help with the clean-up except for thousands of
cockroaches. These nasty bastards swarmed
Victims of the neutron bombs. over everything like a black tide. The A-5 virus

14
City of the Living Damned

had pretty much burned itself out, the victims low and several people were sick from
either dead or recovered. The rest of the exposure to former plague victims. Around
country wasn’t in much better shape, and noon a low rumble filled the streets, causing
word had gotten out that Denver had been hit the zombies to pause in their assault on our
by a bioweapon, so no one came to help or building. Then, around the corner rumbled a
even scavenge. I heard that people who tried to US Powell hovertank, which began to blast
get out were shot by survivor settlements away at the hordes of living dead. Within
when it was found that they were from minutes the streets were clear and we flooded
Denver, for fear of the A-5 virus. There would out to welcome our saviors. The Combine had
be no help from the outside. We were on our arrived.
own. At first everything seemed good. These
troops, formerly of both the North and South,
From Bad to Worse set up an encampment in the Rocky Mountain
Arsenal, helped us out with our sick and
I tried to organize those few survivors I wounded, and began to clear the city of
could find. Fitzsimmons Army Medical Center walking dead. I even met General
on Fort Grant had received little damage, and Throckmorton, who seemed genuinely
we set ourselves up there. Over the next few concerned for the welfare of the people of
weeks, people trickled into our compound in North America. That all changed when his
small groups. By the end of November we had troops fought their way into the HI complex
roughly 400 people in our community. Food and he reactivated the old factory. Maybe it
was plentiful. In a city that had been home to was the sight of all those weapons, ammo, and
over 2 million people, we figured the automatons pouring off the assembly lines
commercial food available in the ruins would that awakened something dark and malignant
go bad long before we could eat it all. in his heart or maybe he was a rotten apple all
We stayed away from the Hellstromme along.
Industries complex after its automated guard
towers fired on some of our people, but the
surrounding areas were mildly radioactive from
A Change of Heart
the aborted city-busters, so we had little Over the course of the next few weeks the
reason to go there anyway. The only worrisome Combine troops began to restore order. The
reports from our scrounging parties told of streets were cleared and some power restored.
some people who seemed to have taken to Then a plague broke out among the soldiers,
living in the sewers, and who only came out at who probably disturbed a pocket of the A-5
night. We lost several folks to these light- amongst the piles of dead bodies. While
phobic strangers, who we found called battling the plague among his troops, an
themselves the Family. Then the walking dead assassination attempt was made against
appeared on the streets. Bomb victims, plague General Throckmorton. The perpetrator was
victims, whatever the cause of death, the city quickly caught and revealed to be a citizen of
began to give up her dead, and they wanted Denver.
one thing—brains! By December the Family Rumors spread through the Combine troops
began to attack us at night, while during the that the plague was unleashed by the
day we fought off groups of zombies who Denverites and things began to look ugly.
found our sanctuary in Fitzsimmons. It seemed Three weeks after the Combine came to
we had reached the end of our line. Denver, martial law was declared. In the middle
of the night Throckmorton’s troops rounded up
Something Wicked This Way Comes all the Denverites they could get hold of and
put them to work fortifying the HI compound
New Year’s Day, 2082 is a day that I will with rubble, cars, and anything else they could
always remember. We had been under attack haul into place. Construction bots from the
by walking dead for three days, and I think we factory added their efforts to ours, and soon
had all given ourselves up for dead. Ammo was the place was a veritable fortress, with support

15
City of the Living Damned

buildings, barracks, and workshops added on. ruins and the safety of the sewers, mainly
We were then moved to the ruins of Lafayette because the Combine didn’t have many
where we cleared the land and began farming automatons in the city at the time.
for our new slave masters. We were told this Some of the guards actually let us go, but I
was a temporary solution to the lawlessness understand that shortly after the “Teller
that was sweeping the city, and that it would Revolt,” all Combine troops had headbanger
be easier for the troops to provide protection to chips installed in their noggins. Teller, that
us in the camp at Lafayette. silver-tongued devil, made it seem like a great
victory to the survivors, although he didn’t
The Teller Revolt stick around in Denver once we were free.
Those of us who made it formed the core of
After we had been working for the Combine the Resistance, our numbers augmented over
for about a year, a new slave was brought in by the years by other escaped slaves.
the name of Teller. This guy was very
charismatic, and spent the nights telling
stories of the past, reminding us of the
Life in the Big City
unquenchable spirit of freedom that burns in That brings us to today. Since founding the
the hearts of man (or something like that, the Resistance, we’ve been living in the rubble,
guy really had a way with words). To make a trying to stay alive while striking back at
long story short, this Teller guy fired up Throckmorton and his goons. We travel all over
everyone enough that we made a break for it. the city, although our knowledge of some
On Independence Day of 2083—that’s July 11th to places is limited and might not be one hundred
all you Rebs—the Combine suffered its first and percent accurate.
last mass slave revolt. Out of the roughly 500
slaves that revolted, 150 of us made it into the

Denver in General
Before I talk about specific places in the city,
let’s talk about some generalities that you can
find no matter where you go in Denver.

The Sewers
Built as part of a great public
works project in 1905 by both the
city and Smith and Robards, the 59
Denver sewers were the most
advanced sewer and storm drain system in
existence for decades afterwards. Smith and
Robards used a variety of clockwork and
ghost-rock devices to carve the many levels of
tunnels, drains, accessways, and passages that
honeycomb the ground beneath the city. The
planners included such things as service
tunnels that served the businesses in the
Downtown area, keeping heavy delivery
wagons off the streets, small railways to haul
away trash, and utility conduits that carried
steam lines, and later electricity, cable, gas,
and fiber-optic trunks. There are literally
Typical Denver cuisine. hundreds of miles of passageways down here,

16
City of the Living Damned

just counting anything a person can fit into. and Northglenn. Thirteen years of neglect have
The best thing for us is that due to the age of also taken their toll. Many houses and
the system, most of the tunnel maps hadn’t buildings are crumbling or have caved in. The
been transferred to computer, and a fire during heavy snows we had four years ago set off a
the Big Bang destroyed the City Public Works number of roof collapses across the city and
building housing the blueprints. Throckmorton more collapse each winter.
doesn’t have an easy way to hunt us down Most of the former owners are still home or
without any maps, but that doesn’t stop the on their eternal commute to a job that doesn’t
General from sending down teams of hunter- exist anymore. We never did bury or cremate
killer automatons and infiltrator cyborgs to any more than a fraction of the city’s almost 2
ferret us out from time to time. million corpses, and wherever you go you’ll see
Besides the metallic minions of the reminders of those terrible days of late
Combine, we’ve also got other problems. Some September 2081. We’ve got our share of
refugees claim to have seen giant insects walking dead, but the Black Hats have kept
down in the tunnels large enough to devour a their numbers down. I hear they even capture
person. Others claim to have run into a weird, some and use them for some pretty sick stuff
glowing fungus that burned with a touch. And Downtown.
of course there are the stories of albino
alligators in the sewers. I don’t know about any
of these urban legends, but I do know we
share the underground with the Family. If
Northern Denver:
you’ll remember, they are that band of freaks
who had taken to living underground even
The Combine
before the General and his army arrived. The Northern Denver consists of everything
Family doesn’t bother us too much these days. north of Highway 70, which Throckmorton has
It seems they have proclaimed Throckmorton turned into a free-fire zone to keep the
the Techno Anti-Christ and are devoting most Resistance away from the HI complex and
of their attentions to purging Denver of the other important Combine facilities. He’s also
Combine and its demonic minions. had most of the sewers and storm drains filled
with concrete, but fortunately for us there are

The Ruins plenty of tunnels that the Combine hasn’t


found yet.
Denver as a whole is fairly
intact for a city 13 years after a
nuclear war. The high airburst
63
HI Factory Complex
neutron bombs that detonated did If General Throckmorton is the brains of the
very little structural damage, and Combine, the factory complex is its black heart.
the A-5 virus killed so fast and gruesomely A series of gleaming structures of steel and
that the people didn’t get into full-scale looting glass covering over 50 square miles of what
after Judgment Day. Some fires did burn out was once the suburb of Thornton, this factory
large parts of the city, triggered by both the was (and still is) the most advanced
bombs and their aftermath, or by people trying manufacturing facility in the world.
to contain the spread of the disease by Hellstromme really outdid himself when he
burning houses containing the dead or dying, built this place. All steps of the manufacturing
but these blocks are scattered randomly process were performed in this complex, from
throughout the metro area and suburbs. The raw material processing, to circuit board
most devastated section of Denver is in the manufacture, to fabrication of plastic parts and
north. The shockwave from the ghost-rock assembly of components and finished products.
bombs detonating over the HI factory complex Touted as a shining example of recycling, the
shield did the worst damage, devastating the plant’s reprocessor could even take scrap metal
suburbs of Lafayette, Broomfield, Westminster, and plastic and prepare it for reuse.

17
City of the Living Damned

An aerial view of the Hellstromme Industries complex.

One corner of the compound also housed HI complex. I guess Hellstromme had been
the Hellstromme Advanced Physics expecting war and had a contingency plan in
Laboratories, where early work was done on place with his factory computer so he didn’t
the city-buster ghost-rock bombs. Denver had miss the opportunity.
the dubious distinction of being the home of Once the bombs fell, the factory shut down.
the ghost-rock bomb, with a manufacturing At first it was thought that the EMP from the
plant right in the HI complex. neutron and ghost-rock bombs had damaged
Controlling all aspects of the factory the controlling AI, but sentry tower gunfire at
complex and providing phenomenal processing the first would-be looters quickly dispelled that
power was another first from Hellstromme notion. Other than occasional gunfire at
Industries. Professor Hellstromme personally anyone who tried to enter, everything was
designed a special supercomputer especially pretty quiet until Throckmorton took the place
for his most advanced factory. This computer over.
project exceeded all expectations when, on July Two chain-link fences topped by razor-wire
4th, 2070, it became self-aware. This was the surround the installation. At hundred yard
first artificial intelligence in the world intervals are concrete towers topped with
(although the Russians claimed to have made rotating turrets mounting chainguns. The
one back in the 2010s). space in between the fences is filled with land
While the complex was originally designed mines set to explode if a human heartbeat is
to produce consumer goods ranging from detected within 2 meters.
talking toasters to ovens to cars from computer Inside the inner fence is an amalgam of old
templates stored in the master mainframe, cars, trucks, buses, train cars, rubble, and
during the Last War Hellstromme had anything else us slaves were able to drag in to
production switch over to more profitable form a barrier. A fighting platform and rampart
military-related items. In a matter of days, have been built along the top of this junk wall.
hovertanks, weapons, warbots, and The fence is pierced in several places by
automatons flowed from Denver to the front roadways and mag-lev rail lines, but these
lines. Many of the other factories in the city points of egress are heavily guarded by at least
switched over to a war footing as well, but a platoon of Red Hats and supporting
none were able to do it as fast or easily as the automatons.

18
City of the Living Damned

Bombs? What Bombs?


One funny thing about the
The Barrens
factory. Before the War it had one The industrial processes from
of the world’s biggest capacity the HI complex create all sorts of
63 toxic wastes, some so bad that they 64
ghost-rock bomb assembly plants,
complete with a breeder reactor to actually damage the robots on the
produce weapons-grade irradiated ghost rock. work floors of the factories! To deal with this
As best we can tell, no bombs have been built problem, gangs of the most troublesome slaves
since Judgment Day. Most folks think that are actually permitted to enter the factory and
Throckmorton would have used them by now haul this hazardous material away.
if he had them, and take this absence of use Unfortunately, since the Last War, OSHA
as proof that he doesn’t have any in his inspectors have been hard to come by, so the
arsenal. There’s also the fact that Black Hat slaves do this without any protective gear
patrols have been scouring the Wastes for any whatsoever. Black Hats won’t go near it, so a
leads on weapons of mass destruction, nuclear special squad of automatons escorts the
or ghost rock. Then again, maybe he does have prisoners to Barr Lake State Park, now referred
some, and he’s hoarding them until the to as the Barrens. This once beautiful spot is
Combine makes its move. now a stinking mess of rusting barrels, trash,
and other industrial by-products. Slaves on this

The Compound detail don’t last long, and those who die are
brought out here for disposal too. It’s so bad
that the automatons even go crazy sometimes,
Outside the factory complex proper on the shooting up their comrades and the slaves
shores of Lake McKay is the Compound. Built by before being destroyed or escaping into the
the Combine’s robots and slave labor, The twisted landscape.
Compound is one of the few settlements
constructed after the Big Bang. It’s all concrete
and razor-wire, with little aesthetic value—
unless you’re a warlord or a robot, that is. It is
Camp Freedom
here that the Red Hats and other high-ranking Camp Freedom is the main slave compound
Combine troops are housed. No one without a for the Combine in Denver. Built around the old
chip comes back from entering the Compound— Sager Reservoir in what was once a very nice
any slaves that have entered have died there. neighborhood, this area was originally
surrounded by a high masonry fence designed

The Zone to keep the riffraff out. Now it serves to keep


the doomed wretches of the Combine in.
Patrolled on the perimeter by Black Hat dog
Gangs of slaves have labored for years to patrols and on the inside by foot patrols based
create “the Zone,” a barren stretch of land in towers scattered through the interior,
surrounding the HI Complex on all sides. roughly 7,000 slaves live in this one square
Houses have been demolished and carted mile area until they die or escape. Crude guard
away, trees cut down, and basements and low towers containing Black Hats manning HI
areas filled in to create a flat dead zone that is SAWS sit atop the fence every 150 yards or so.
currently 1000 yards deep. Attacking armies—
especially rabble like the Denver Resistance—
can’t cross this “free-fire zone” without heavy
Abandon Hope
casualties. The first thing a new slave sees he they
While not a high priority now, some slaves enters the compound is an arch over the gate
still labor here each day, filling carts with that reads “Freedom Through Labor.” Seems
debris to fill in low spots or to be taken to the that one of Throckmorton’s lieutenants from
Barrens if it can’t be used in the raw material Camp Summers was a student of history.
processors of the Complex. Unlike the Combine’s compounds, the slave

19
City of the Living Damned

pens are little more than ruins. Only two miles who have ingratiated themselves into the good
from the HI Complex, this area caught the brunt graces of the Black Hats by proving their
of the shockwave off the factory force shield. willingness to sell out their fellow man. They
The walls of some of the houses still stand in are given special privileges in return for acting
places, and captives build whatever shelter they as lackeys of the Combine. Some play the
can within the camp. The area is a patchwork dangerous game of double agent by spying for
of tin-roofed shacks, lean-tos and tarps, with the Resistance. Our most trusted agent is Ted
the occasional guard tower looming over the Amos, the former Denver Deputy Chief of
ruins. Campfires dot the night in flickering Police. He was captured several years ago, and
shadows. The old Broadlands Golf Course is amazingly is still alive. Throckmorton’s troops
used for farming plots that the slaves use to believe him to be one of their best trustees,
supplement their meager rations. but he has managed to arrange for the escape
of dozens of slaves over the years.
Life in the Camps The slaves are just that. Brought in from
outlying settlements by Black Hat patrols and
There are three types of people the Chain Dogs (more on them later), these
in Camp Freedom: the Black Hats, poor people have a typical life span of 90 days
the trustees, and the slaves. The 64 before they succumb to malnutrition, disease,
Black Hats’ main jobs are to prevent accidents, or a rules violation.
escapes, fill the daily work quotas of slave
gangs, and to keep a semblance of order. See
the sidebar below for a list of the Camp’s rules.
Many consider this a prime assignment, as it
Slave Farms
allows an enterprising guard to keep a slave or The ruins of the suburb of Lafayette have
two within the camp. The trustees are those been cleared, with the rubble forming a
perimeter wall. Within are the farms of the
Combine, where the majority of the slaves toil.
Despite all of their hard work, the slaves see
Obey The Law little of the fruits of their labor. Most of their
produce goes to feed the human legions of the
Combine. Greenhouses have been disassembled
The rules of the Combine’s slave
from around the city and brought here, and a
camps are simple and to the point:
makeshift hydroponics farm produces edible
1. Obey all instructions from Combine
algae, which makes up the majority of the
members. Failure to do so will result in
slaves’ diet. This area is not heavily guarded, but
termination.
is protected even when the slaves aren’t
2. Do not fight with other workers.
working to prevent pilferage by the Resistance
Any confrontations will be considered a
or any other scavvies in the ruins of the city.
violation of Rule #1.
Most of those who make it to the Resistance
3. You are not allowed any personal
have escaped from the farm details.
possessions other than your clothing.
Discovered contraband is considered a
violation of Rule #1.
4. Escape is impossible. The outskirts
Rocky Mountain Arsenal
of Denver are heavily patrolled. Any
Once a major center for the production of
escape attempt will be dealt with
U.S. military armaments, the Rocky Mountain
swiftly and decisively.
Arsenal took substantial damage on Judgment
5. Keep away from the fences and,
Day and the subsequent time of troubles. As a
remember, the dogs are for your own
center for military grade equipment, many in
protection.
the city came here looking to get their hands
on weapons during the chaos following the
bombing. We also scavenged here for
equipment after the plague burned itself out,

20
City of the Living Damned

and squirreled away a lot of the weapons we Combine, I hear that the hospital
took when the general made us slaves. It’s has become an abattoir where
fitting that those weapons made in what was Combine “doctors” perform
called the “arsenal of democracy” now arm the gruesome experiments on hapless
Resistance against the worst tyrant in history. slaves. We haven’t been able to find
64
Throckmorton took the place over, and spent anyone who has been inside and
the first few years linking the Hellstromme AI lived to tell about it, but we think
to the arsenal and converting the factory to an that Throckmorton’s cyborgs are built there.
automated line. Now the robotic assembly lines
produce M-26 Powell Main Battle Tanks for
conversion to warbots, as well as a few M-124
Buckley Army Airfield
Liberator Infantry Fighting Vehicles. Apparently Buckley Army Airfield served the
production is slow due to a lack of raw transportation needs of the brass at Fort
materials such as titanium, molybdenum, and Grant, as well as providing the Iron Brigade
other rare metals used to construct the fusion with rapid transport to any hot spot. The
engines. I know that Black Hat-escorted Green Combine found themselves with several
Hat teams have been combing the battlefields companies’ worth of helicopters and VTOLs
of eastern Colorado and Kansas for salvage, as when they took over. Although all had suffered
well as extorting fusion-powered wrecks from damage from the bombs’ EMP, it was an easy
settlements under Combine control. task for the Green Hats to replace the burned
out circuitry with new modules from the HI

Fort Grant complex. Now Buckley serves as a staging area


for flocks of the Combine’s Raptors, along with
a fleet of refurbished helicopters for
Founded after the conclusion of the First Throckmorton’s strike forces.
Civil War, Fort Grant was headquarters for the
U.S. Third Army, with subordinate units at Fort
Carson, Fort Leavenworth, and border posts
along the Mason-Dixon Wall from Deseret to
the Coyote Confederation. While more a
command and control installation than a major
garrison post, Fort Grant was the home of the
1st of the 300th, also known as the Iron Brigade.
This group of elite soldiers was equipped with
power armor and trained in the mountains
nearby. The unit was in Denver on Judgment
Day, recovering from a mission along the
Mason-Dixon Wall, and many of the troops died
from the radiation or plague. Some joined up
with Throckmorton’s troops when they arrived,
but many took their equipment and headed
out of the city. I’ve heard that many of these
soldiers later became robo-hunters.

Fitzsimmons Army Medical Center


The premier U.S. Army treatment center for
burns, skin grafts, and cybernetic replacements
before the war, Fitzsimmons and the other
Denver hospitals became receiving stations for
the seemingly endless flood of broken and
shattered soldiers from the frontlines. Now
The bodies of refugees who died shortly after Denver was bombed.
renamed the Human Processing Center by the

21
City of the Living Damned

Vanessa Hellstromme seen any air traffic except for the occasional
Raptor. With an average volume of over 300,000
passengers per day when it was in operation,
Memorial Spaceport/ I’m sure there’s a lot of prime salvage in the
passenger and cargo terminals, but the few

International Airport scavvies I’ve known who have set out for VHM
haven’t returned. Who knows? Maybe they hit it
big and headed for greener pastures.
Prior to the Last War, this was
the largest airport in the United
States and its only civilian
spaceport. Along with the
Highway 70
attached Air National Guard base, The Combine keeps Highway 70 relatively
VHM boasted 11 runways with a 66 clear of debris between the east and west
landing rate of 240 planes an hour sides of Loop 470, but not to use as a route of
in good weather. The 1.4 million square foot travel. Instead, the highway serves as a
main terminal had over a quarter mile of demilitarized zone between the main Combine
counters, and was so big that tales sprouted of areas to the north and the warrens of
travelers being lost for days before finding their Downtown. Anything moving in one direction
gate. Vanessa Hellstromme also boasted a fully or the other has to cross nearly 100 yards of
automated baggage handling system installed open ground, closely watched by Black Hat
in the mid-2070s that was a constant sore spot patrols, guard posts, and Raptors.
for airport management. Installed by A small median strip sits between the
Cybertronics Solutions, Ltd., many said that the northbound and southbound lanes. At one
source of all the system’s problems was time, it was grass-covered, but now the
sabotage by Hellstromme Industries in Combine has stripped it bare and plopped
retribution for beating them on the bid. Others tangles of razor wire on it to slow any line-
blamed the worker’s union. Crazy stories crossers. All in all, Highway 70 is a pretty
circulated by the Tombstone Epitaph said the forbidding obstacle. The noise barrier walls are
runways had been expanded over Indian burial still mostly standing on the north side, with
grounds and that this was revenge by vengeful some holes smashed through in spots to act as
spirits. Whatever the problem, travelers gates for Throckmorton’s troops to pass. Guard
complained so vehemently that the five towers have been built onto the tops of the
million-dollar system was shut down right north wall at irregular intervals, and these are
before the War and all the luggage was always manned by Black Hats. The barrier
processed by hand. walls to the south have all been bulldozed
The spaceport was a busy place during and down.
after the construction of the mysterious
Tunnel—a gateway between Earth and the
Faraway system discovered by Hellstromme in
2044. The roar of spaceplanes taking off and
Downtown
landing could be heard day and night when The Downtown was once the showcase of
the Faraway War heated up, although most of the metroplex. Gleaming skyscrapers rose high
the UN materiel and troops passed through into the air, the highest being the American
Houston. Lots of goods were brought back by Trade Center at 150 stories. Shops, boutiques,
Hellstromme Industries from Banshee, and the department stores, night spots, and restaurants
Customs Service and USDA were kept busy lined the streets. It was also the center of the
keeping track of all the exotic items pouring city’s brew pubs, with a number of brew pubs
into the city. and microbreweries all within an easy stagger
These days the airport is pretty much of each other. Surrounding this commercial
abandoned. The Combine keeps a small center were a series of parks and plazas that
garrison there, but none of my people have softened the concrete canyons and provided a
breath of fresh air.

22
City of the Living Damned

The Black Hats Move In


All that has changed now. Despite some
Denver Mint:
damage to the taller skyscrapers from the
airbursts, Downtown survived fairly intact. That
“The Barracks”
is, until the Black Hats moved in. It seems that
The old U.S. Mint serves the Combine as the
the Red Hats and Throckmorton need the
induction center for all new Black Hats.
Black Hats, but don’t want them too close. The
Whether they arrive in the company of a
Downtown has been designated as their
returning patrol or come to the city by
cantonment area, and they are free to do what
themselves, all potential Black Hats end up
they want with minimal supervision from the
here. A headbanger chip is implanted, and if
Red Hats.
he survives the two weeks of indoctrination,
Collecting all these Wasteland scum and
the newly made Black Hat is turned loose into
riffraff into such a concentrated mass and
the Downtown to find a platoon to join.
arming them has created an environment that
surpasses anything I saw depicted in any post-
apocalyptic film before the War. Their
decadence and depravity must be seen to be
Denver Police
believed. During the day, Downtown is fairly
dead, with most of the Black Hats sleeping off
the previous night’s excesses. Some Red Hats
Headquarters
move through the area, rounding up bodies for Rebuilt during the cult crisis of the late
the next series of patrols leaving the city, but 1990s, the DPD Headquarters is nothing but a
it’s at night that the area really comes to life. large, multistory bunker. These days it serves
Trashcan fires light the boulevards, casting a as the center for Combine command and
garish light to the car races, knife fights, and
carousing that fill the once posh area. The
brew pubs are back in operation, and several
enterprising Chain Dogs have set up slave
brothels for the needs of the troops. The area
is thronged with people at night, and a
flourishing Black Market has sprung up,
fueled by items found or taken by platoons in
their journeys through the Wastes. Many of the
Resistance’s weapons have come from
midnight trades with an uncaring Black Hat in
exchange for a bottle of pre-War whiskey.
When a platoon arrives back in town, they
usually find an intact building to squat in, and
take up residence until they’re sent back out.
It is in the Downtown area that one can find
“citizens” of the Combine, people who of their
own free will have come to cater to the Black
Hats and their masters. These people are little
better than the scum they serve, profiting off
of goods taken from others and work done by
slaves. These citizens form the working middle
class of Denver, running most of the brothels,
bars and shops in the Downtown. Many Chain
Dog groups have taken to stopping here first
and selling any prime specimens before
heading to Camp Freedom. Some drunken Black Hats have fun with a walkin’ dead that doesn’t know it’s deceased.

23
City of the Living Damned

control in the Downtown. Sitting across the breweries. One really sick place is Geeks. The
street from the Denver Mint, the old Police owner captures female walkin’ dead, then
Headquarters serves the Black Hats as an wires their jaws shut and cuts off their hands.
armory. New weapons and ammunition are These creatures then “dance” with customers
constantly brought down old Route 25 from looking for a sick thrill. They even have a
the HI Complex to be issued to departing caged arena where you can beat the snot out
troops. Troops returning to the city are of a handless and toothless zombie. The many
supposed to check in with the Red Hats theatres that dotted the area have been turned
stationed here and turn in any weapons found into parodies of themselves, with slaves forced
on their travels, but many of these end up on to perform for the amusement of these
the Black Market instead. animals. The 16th Street Mall area has the
second highest population of slaves in the

Sixteenth Street Mall: Combine, with a life little better than that of
their brethren at Camp Freedom. They even
have their own currency, the alcohol chit. A
“The Strip” chit is worth about $5 in ammunition.

Once the showpiece of the city’s commercial


district, this mile-long area now resembles Colorado Convention Center
something out of Dante’s Inferno at night. The
Still standing after thirteen years of neglect,
center of Black Hat entertainment, anything
the Convention Center now is host to weekly
can be found here for a price, from brothels to
demolition derbies between teams of Black
alcohol to narcotics. Shoot-outs and knifings
Hats. On Judgment Day, the Center was filled
are common in the many taverns and
with monster trucks for a show that weekend,
and these metal monsters sat forgotten and
unused until an enterprising Black Hat
discovered them years later. Too fuel inefficient
and unwieldy to be used out in the field, they
nonetheless provide big laughs to Black Hat
crowds as they take on each other and smaller
challenger vehicles. These days, however,
Truckasaurus sports a real flame-thrower, and
all the vehicles mount weapons of one sort or
another. The winners are the ones who can
drive off the field at the end of the event.
Admission to the monster truck fights runs $10
in ammo.

Poors Field
Once the home of the Colorado
Mountaineers Baseball team, Poors Field has
been changed into a venue for gladiatorial
combats between slaves, animals, captured
abominations, and anything else the Black
Hats can think of pitting against each other.
Fights occur every night Monday, Wednesday,
and Friday and continue through the weekend.
They can be seen for a mere $5 in ammo or
chits. Betting on the matches is usually fast
What’s left of the 16th Street mall.
and furious.

24
City of the Living Damned

The current undisputed champion is a feral center, it was a magical spot filled with 48
automaton, Old Blood and Guts, so named thrill rides, lakes, lagoons, flower gardens and
because it drapes itself with the entrails of fun for the entire family. A variety of
those it defeats. It is kept chained in the animatronic robots served as performers
underlevels between matches, and is throughout the park, and the Henry the
dangerous even to its handlers. This machine Eighth’s Knights o’ Fun was an adults-only
usually fights on Saturday nights and has venue whose robots provided for a vacationer’s
defeated all comers for the last two years, every wish and desire—for a steep price, of
although a mutie from somewhere in Idaho course.
damaged it pretty good a few months ago. The park is pretty ramshackle these days.
Poors Field is managed by a retired Chain Dog The Combine has restored power, and bored
by the name of Olson Tewes, a crazed Banshee groups of Black Hats often enter to ride on
syker with a specialty in mind control. some of the still working rides, The injury rate
is high due to lack of maintenance and other
The Mines accidents. Some of the gaily-dressed robots still
wander the park as minstrels, knights, and
Several small slave camps under Combine princesses, but many have been shot up by
control ring the Downtown. The largest, Camp Combine troops for fun.
Bronco, is in the ruins of Mile High Stadium.
These slave camps exist to mine the buildings
in this area. Along with swarms of chop-bots
and reclamation robots, these pathetic
Denver Zoo
wretches remove anything useful from the Once one of the top ten zoos in the country,
streets and buildings, then demolish the the Denver Zoo’s inhabitants died like the rest
buildings themselves for the concrete and of the city from the lethal bursts of radiation
rebar. This raw material is then sent to the HI from the neutron bombs. Since the War,
Complex to feed the hungry reprocessors. This though, returning Black Hat patrols have
is dangerous work for the slaves, as all the repopulated the Zoo with creatures of
work is done with picks and crowbars, and nightmare from the Wastes.
many slaves have been crushed by falling Now the exhibits that once held exotic
debris and collapsing buildings. These camps animals from around the world hold man-
and their mining parties are usually guarded eating abominations that usually end their
by several platoons of Black Hats and lone days on the blood-soaked sands of Mile High
automatons. Stadium. A small contingent of slaves take
care of the creatures, feeding them waste from

DempseyWorld Eldritch the Human Processing Center. These captives


are guarded by a small group of Black Hats
armed with a variety of exotic weapons

Gardens Theme Park designed to incapacitate escaping creatures,


not kill them.
Built just before the Last War by
entertainment giant Dempsey
Corporation to boost their sagging
Colorado Ocean Journey
bottom line, DempseyWorld
Eldritch Gardens was patterned
after a medieval fantasy world. 66
Aquarium
Drawing inspiration from such This aquarium opened in the late 1990s and
sources as the stories of the Brothers Grimme was renovated again in 2050, expanding the
and fairy tales such as Sleeping Beauty, the building to a world-class research facility
Eldritch Gardens quickly became the most under the aegis of the University of Colorado.
visited U.S. amusement park in its short Designed to immerse the visitor on a journey
history. Dominated by a fanciful castle in the through the world’s oceans, the unique

25
City of the Living Damned

A map of postwar downtown Denver.

construction of this building Butterfly Pavilion and Insect Center


shielded its creatures from the
Before the War, the Butterfly
worst of the radiation on
Pavilion provided a relaxing bit of
Judgment Day. The ensuing
rainforest in the Downtown. It was
neglect and lack of power doomed
68 a fully enclosed tropical forest
the aquatic life, however, and several
provided a home to over 1,660 free-
weeks after the Big Bang, the
flying butterflies. The highlight of
building was a dark place filled with murky 69
the Pavilion was the addition in 2077
tanks containing the decaying remains of the
of the Banshee Victory Garden,
world’s sealife.
commemorating the UN victory over the anouks
The director, Charles McGhee, survived the
during the Red River Campaign. Doctor
War and moved into the complex after
Hellstromme personally donated over $3 million
Judgment Day, living here by himself and
for the building addition and the importation of
refusing all offers of help. The poor guy had
a variety of plants and insects. As a matter of
just gotten back from a disastrous expedition
fact, the grand opening in 2080 was one of the
from somewhere Back East where he had lost
last stops in President Tremane’s tour of Denver.
most of his researchers due to accidents and
Using techniques from the Biodome in
some crazed locals, and I guess this, coupled
Arizona, the Center was a self-contained,
with the end of the world, pushed him over
recirculating structure sustained its ecology
the edge.
with little human intervention. This structure
The Combine has left him mostly alone,
has fared fairly well since the War, the plants
although the Resistance has observed
growing in a riotous profusion throughout the
Throckmorton’s personnel coming and going.
buildings, overrunning the exhibit area and gift
McGhee plays a dangerous game of acting as
shop. Although one end caved in during a heavy
an intermediary between the Combine and
snowstorm several years ago, the tropical plants
Resistance for the Black Market. He has also
have managed to survive the winters since. This
restocked the tanks with fish from
opening has allowed the butterflies access to
somewhere, and sells them to anyone with
the outside world, and they provide a spot of
cash or trade items that are currently in
color in this dark city.
demand.

26
City of the Living Damned

South Denver closely packed houses and malls of the


suburbs running down to Castle Rock provide
plenty of cover to those who wish to remain
Everything south of the Highway 70 unseen. The streets are still clogged in this
demilitarized zone (except for the Downtown area with the cars of the victims of Judgment
area) is generally referred to as South Denver. Day, so movement by the Combine down here
The Combine’s presence is lighter in this part is restricted to foot patrols or aerial sweeps.
of the city, but unfortunately what there is This is the area that Throckmorton sends his
tends to be of the mechanical variety. While new automatons for “calibration,” with orders
there are some outposts of Throckmorton’s evil to hunt down here until they have killed at
empire about, the Resistance bases its least one feral (i.e. non-slave) human.
operations here.

Agency Office- Denver The ‘Burbs


As Denver expanded in the early 21st century,
As I’ve said earlier, the Denver it engulfed many of the cities that surrounded
Agency Field office was the it. By the time of the Last War, these were
largest outside of Washington D.C. typically referred to as the suburbs, a source of
Its agents had responsibility for continuing irritation for those who lived in
everything west of the Mississippi these once independent communities.
to the Maze, which had its own
field office. The office actually
was a group of unassuming
buildings off of Route 225 set
70
Poors Brewery
against Cherry Creek State Park. Much of the Once the largest brewery complex in North
staff in the hardened buildings survived the America, the name Poors was synonymous
neutron bombs, and they kept to themselves with beer. The phrase “Nothing pours like a
while the A-5 virus swept through the area. Poors” was known from the Arctic Circle to the
Despite their years of fighting crazed cults and jungles of Central America. Although the
other strangeness, I don’t think they were any breweries took some damage in the War
more prepared for the end of the world than during the April Fools Day Massacre, the
the next guy. Just before Throckmorton and his complex wasn’t touched after Judgment Day
goons arrived, we sent some folks down there until the Combine arrived. Now the Poors
to see if we could help. They found the complex distills the lifeblood of the Black Hats’
buildings deserted. It just looked like they up patrols—spook juice. The large fermenters and
and left. I know Throckmorton’s troops have vats provided an ideal set-up for the
been through there and salvaged some stuff, manufacture of this super-fuel. Almost all of
but they go in big groups when they do go. the ghost rock extorted from surrounding
The place has gotten a bad rep over the years settlements ends up here to fuel the ambitions
as a place to stay away from. The Combine set of Throckmorton’s armies. Escaped slave
up an outpost here a few years ago, but workers estimate that the capacity of the
abandoned the place after six months. Some of refinery is limited only by the amount of ghost
our watchers saw them haul out a lot of rock that the Combine can bring to Denver. As
equipment in that time. can be imagined, this is one of the most
heavily guarded facilities in Denver, with a

The Denver Free Zone constant patrol of Raptors circling the


complex’s junkwall perimeter. Steel dogs roam
the grounds, and automatons and autoguns
The Resistance claims most of South cover the approaches to the factory. Red Hats
Denver, and it is here that one is most likely to make up the garrison, bolstered by heavy
find our patrols. Although the sewer system is weapons and at least a pair of heavy combat
not as extensive outside the 470 Loop, the cyborgs.

27
City of the Living Damned

Castle Rock Now both the old nuclear reactor and the
fusion plant are supplying power to the HI
complex and other Combine activities in the
Recently, a new group has city. The Resistance has waged a constant
appeared in the ruins of this campaign to cut lines and sabotage this power
southernmost suburb of Denver. 71
source, and some of our attacks have actually
Never staying in one place for long, disrupted power to the AI factory for several
and launching attacks on the forces of the days. Any attack against the Combine in
Combine with surprising effectiveness, this Denver would be well advised to take out
group claims to be representatives of the old these power plants first.
U.S. government. Apparently they don’t think
too much of Throckmorton’s idea of a
combined America, and these guys and gals
Central City and Black Hawk
have the firepower and expertise to put actions These old ghost rock mining
to their words. towns were known as the Las
It would almost be laughable, except I’ve met Vegas of the Rockies for their
their leader, a soldierly type who calls himself casinos before the Last War. The 73
Major deLaski. This guy has real steel in him, Combine has reopened the mines
and he seemed very believable when he and operations proceed around the clock with
promised that the U.S. would rise again from giant digging machines brought there from the
the ashes of the Last War. For now, the Major HI complex and renovated from some of the
has sent a few of his troops to the Resistance museums in the area. A full platoon of
to help train some of our fighters in urban automatons and a squadron of Raptors guard
combat techniques. this site, along with two companies of Black
Hats and a platoon of Red Hats. I guess
Throckmorton must have hit a pretty good

Environs of Denver strike of ghost rock to provide that level of


protection. Heavily guarded caravans of ghost
rock rumble into Denver twice weekly.
There are a few places in the vicinity of
Denver that you Librarians should probably
know about. Grand Junction
The westernmost outpost of Throckmorton’s

Fort St. Vrain evil empire, Grand Junction was taken last year
by the Combine after a pitched battle with the
locals augmented with a few mercenaries sent
Nuclear Plant 72
from Junkyard. Unfortunately, Throckmorton
moved faster than the Junkyard ruling council
Approximately 30 miles north of Denver are could make up their minds, and now the
the ruins of the small town of Platteville. majority of the main route from Denver to the
Before the War, Platteville was the home to Deseret exit of the Rockies lies in Combine
Colorado’s only fusion power plant and hands. Despite the military build-up in the
America’s only commercial High Temperature ruins, the Sky Pirates still manage to harass
Gas Cooled reactor design. The nuclear plant Combine convoys along the more than 200-
had just been decommissioned and the fusion mile long Route 70 from Grand Junction to
plant brought on-line when the bombs Denver. Currently the Combine troops in Grand
dropped. Unlike the other powerplants situated Junction spend their time fortifying their
in the metroplex, FSVNP was far enough away encampment and cleaning out the maelstrom
from Denver to avoid the worst of the EMP. and surrounding ruins of mutants. Apparently
Shortly after the Combine arrived in the city, the Combine’s motto is “The only good mutie is
Throckmorton’s troops moved into Platteville a dead mutie,” and they’re carrying this out
and began refurbishing the plant. with a vengeance in Grand Junction.

28
City of the Living Damned

Uravan A Spectrum of Evil


This town’s claim to fame The human forces of the Combine are
before the War was as a site of ranked by the headgear they wear. At the top
several uranium mines. Closed by of the food chain are the Red Hats. Originally
73
the U.S. government back in the late these men and women were the guards or
Twentieth Century, Throckmorton’s prisoners of Throckmorton’s POW compound,
troops reopened the mines earlier this year. A Camp Summers. Along the way they swept up
steady stream of troops, slaves, and materiel any other soldiers they could find, as well as
flow westward to the mines, while heavily the survivors of a number of settlements they
armed ore convoys travel eastward to Denver, came across on the trek to Denver. Their
harassed along the way by the Sky Pirates and numbers have been augmented through the
road gangs allied with Junkyard. The Iron years by the toughest and meanest of the
Alliance has done its best to make this a Black Hats.
dangerous journey, most notably blowing the These Red Hats live pretty well in the
bridge over the Dolores River at the town of Compound in Denver, and only go out on
Gateway. They’ve paid heavily for these missions that require an elite strike force.
pinprick raids, though. Reports from our When a particularly important installation
contacts with Junkyard say that the Sky needs a special garrison you might find some
Pirates have lost scores of craft, and several Red Hats there, but they are never out in the
allied road gangs have been totally annihilated. field for more than two months at a time
The cost to Throckmorton has been most of before returning to the luxury of the
his available fuel stores, as scores of vehicles Compound. We estimate their numbers to be
make the 650 mile round trip each week. The about 500.
distillery at Poors is working day and night to
produce spook juice, and ghost rock is at a
premium in the Combine.

Power Groups
Now that I’ve given you the short tour of the
city’s landmarks, let’s talk about the major
groups of people who call Denver home.

The Combine
I think most people in the Wasted West have
had the misfortune to have heard of the
Combine. Led by General Samuel
Throckmorton, a former Southern POW camp
commander, this group of would-be dictators
would be just another group of power-hungry
wackos if not for the HI Complex and its
automated factories. Twelve years after its
founding, the American Combine is stronger
than ever. Slaves and tribute flow into the
capital almost daily, while platoons of Black
Hats race out to enforce their evil master’s will.
Not since Hitler has a madman had a better
chance of success at world domination. Old Blood & Guts entertains the troops in the arena.

29
City of the Living Damned

Below the Red Hats are the Green Hats. We’ve noticed a lot of wasters hanging
These are the technicians of the Combine who around Denver, heavily armed and doing
salvage and convert vehicles, keep the factory business with the Combine. These mercenaries
complex running, and generally keep the apparently get paid to do special jobs for the
Combine rolling along. Camp Summers was not Combine in exchange for good money and a
only a POW camp, but also a forward field place to come to between jobs. Some of them
repair depot before the Big Bang. Things had have set themselves up in some pretty nice
gotten bad enough that the forces of each side digs in the Downtown, with slaves and
used any vehicles they could get their hands everything.
on, and Camp Summers had both U.S. and C.S. As far as we can tell, Throckmorton doesn’t
vehicles in various states of repair. It was require them to be chipped. The few we have
through the efforts of these technicians that captured and “questioned” didn’t go pop like a
the Combine got its start. Black Hat would, but they aren’t entrusted
Nowadays, anyone who shows an aptitude with sensitive information either. Usually a Red
for repairs, or who was a techie before the Hat leader accompanies a mercenary group on
War, is given a chance to join the Combine as whatever mission they’re assigned, and tells
a Green Hat. Many join up for the perks and them just what they need to know to get the
relative luxury afforded them. I don’t think any job done.
of their comrades of the other colors would Below the mercenaries are the Chain Dogs.
ever depend on them in a fight. Despite the These guys are even lower than Black Hats,
fact that many just joined up for the because they’re slavers, pure and simple.
opportunity to live a better life and don’t Strutting around with gold chains around their
actually directly oppress others, they are just as necks like some pre-War gangers, these dregs
evil in our eyes for their support of the Black provide the Combine with the bodies it needs
and Red Hats. The Combine even retains the to function. I’ve met escaped slaves from as far
services of a few junkers, but after an incident away as Louisiana and SoCal, so I know these
with some big bad tainted junker, guys range far and wide. While they may be
Throckmorton requires that all junkers be more interested in capturing a brainer alive
chipped like everyone else. Those who refused than dead, Chain Dogs are usually well-armed
are welcome to leave—feet first! It’s hard to and equipped with the best weapons from the
estimate the number of Green Hats since they Combine’s salvaged spoils.
don’t go into the field much, but they probably
don’t exceed more than a hundred.
At the bottom of the Combine hordes are the
Heavy Metal
Black Hats. These wasteland scum are recruited The real firepower of the Combine resides in
with the promise of all the weapons, ammo, the metal shells of the automatons and war
and loot they want, in return for spreading the machines that roll off the assembly lines of
will of the Combine as far as they can go. The the HI complex and the Rocky Mountain
capacity for human evilness is just amazing. Not Arsenal. Each automaton is easily the
a day goes by that our scouts don’t spot at least equivalent of a platoon of Black Hats, and able
two or three road gangs roar into Denver, to take on many times that number in poorly
looking to join the Combine. You’d think that armed survivor settlement militia.
after twelve years the Wastes would be emptied Thirteen years after the War, anti-armor
of these two-legged coyotes, but they just keep ordinance is in short supply outside the
coming. I guess the idea of government Combine. When Throckmorton’s troops spill
subsidized pillage and plunder is just too good westward out of the Rockies, it’ll be his
to pass up for most of the cockroaches that legions of steel that lead the way. Automatons
survived the skull-shaped clouds. There’s no roll off the assembly lines each day and stomp
telling how many Black Hats there are. Lots die off into the ruins to hunt down escaped slaves
out in the wastes, but more come in every day. and the Resistance. From there they move out
My best guess would be a few thousand, but into the Wastes to enforce the will of their
that’s all it is, a guess. madman-in-chief.

30
City of the Living Damned

The Resistance lost a lot of good people to the Family. They


always go to insane lengths to carry off their
dead and wounded after a battle, as well as
The Resistance has been here since the the wounded and slain of their enemies.
founding of the Combine in Denver. While Unsubstantiated reports claim that they are
never numbering more than a few hundred in cannibals. No one knows where their main
small groups scattered throughout the city, we nest is, but chances of running into them are
have managed to hold our own against highest in the Downtown area.
Throckmorton’s hordes. We’ve kept them busy
in the city hunting us down, expending
precious resources that they could be spending
to extend their iron grip across the West.
Robo-hunters
It’s a tough life, made more so because the These armored crusaders usually don’t come
Combine makes it almost impossible to leave into Denver, but prefer to snipe at
the city. Sensors scattered around the Throckmorton’s forces at the edges of Combine
perimeter alert patrols of Raptors who hunt territory. These are the only people capable of
down the contact and confirm whether it going toe-to-toe with the automatons, but their
should be allowed to leave the city. I guess low numbers prevent them from wading into
Throckmorton is afraid of intelligence getting Denver and knocking the Combine down a peg
out about the heart of his empire. A newly or two.
arrived junker by the name of Rob Browning I’ve heard rumors that they are the remnants
has put us in contact with an orbiting satellite of an elite U.S. force like the Iron Brigade based
named ComSat, allowing us to communicate deep in the Rockies in an old U.S. military
with the outside world for the first time in the installation, but their armor is from all
Resistance’s history. nationalities so I think this is wishful thinking.
The Resistance is composed of people of all A robo-hunter I met had a variety of
ages, from newborns to graybeards. We live in equipment cobbled onto his suit, so I guess
small groups constantly on the move. We’re they have at least one junker working with
forced to scavenge for food in the ruins, but a them who has altered their armor to provide
city this size will probably support us for years power through junker technology.
to come. The weak don’t last long, but those
who do survive are some of the toughest
hombres this side of the Mississippi. The End. .or Just the
The Family Beginning?
That’s about all I know about the Mile High
These nutjobs are the closest
City. Throckmorton continues to build his
thing Denver has to muties. As a
forces up each day, while the Black Hats
result of the A-5 virus, these
expand his influence further afield. Hopefully,
people have developed a severe
75 you Librarians can get this information out to
intolerance to sunlight, maybe due
the rest of the world.
to their heightened night vision.
It’s going to take more than a coalition of
They’re led by a technophobe named Mattias
small survivor settlements banded together to
who blames the end of the world on high
resist the legions of the Combine. Unless
technology, and, by extension, anyone who
everybody gets their act together out there,
uses this technology.
Throckmorton’s dream of an American
As can be imagined, they hate the Combine
Combine might become a reality. And you all
with a passion, but due to their low-tech
better hurry—there’s no telling how much
weaponry they can’t do anything except kill off
longer the General is going to sit on his
lone Black Hats Downtown. They do prey on
cybernetic-hands before he unleashes his
the Resistance, though, despite several offers
armies.
to pool resources against Throckmorton. We’ve

31
Steel Knight
Traits & Aptitudes Personality
Deftness 2d12 You’ve seen Combine troops in the
Drivin’: battlesuit 4 area, huh? Well, I’ve got just the thing for
Shootin: rifle 3 them. Don’t worry, they won’t be able to
Nimbleness 3d10 trace me back to your town. My priority
Climbin’ 1 is making sure people like yourselves
Fightin’: brawlin, knife 2 don’t get caught in the cross-fire.
Sneak 1 I’ve had this suit since before the
Strength 2d8 world went to Hell. I had the privilege
Quickness 2d10 of being a scout with the old
Vigor 3d6 Iron Brigade, and when our
Cognition 2d8 old C.O. led us out of
Search 1 Denver it seemed like
Trackin’ 2 the right thing to do.
Kno wledge 1d6
Knowledge Don’t worry
Area knowledge: about coming
Colorado 2 along. I ain’t
Mien 2d6 no stupid
Leadership 2 Templar. You
Smarts 3d8 folks stay
Scroungin 3 safe and
Tinkerin’ 2 sound and
Spirit 3d6 I’ll take care
Guts 2 of
Wind 12 Throckmorton’s
Pace 12 goons. Old
Edges: Jeremiah
Background: and I move
Steel Knight quicker and
Belongin’s 9 quieter by
Rank (Steel Knights) ourselves.
1 Who’s Jeremiah?
Hindrances: Well, that’s what I
Enemy (Combine) call my suit. We’ve
3 been together for so
Law of the West long it just seems
Oath (defeat natural to think if it
Combine) 2 as a person. Don’t
Big britches look at me so funny.
Heroic He’s brought me
Loyal (Steel through so many
Knights) firefights a person
Pace: 10 without a suit
Size: 6 (7 in suit) wouldn’t
Wind: 20 understand.
Gear: LRRP suit Quote:
with flamer, “Time to
enhanced sensors, and suit up.”
laser designator, NA SAW, 120 rounds
of 5.56mm.
Resistance Fighter
Traits & Aptitudes Personality
Deftness 2d8 I grew up here in Denver. My parents
Shootin’: SMG 2 died from the Big Sick after the War. I
Nimbleness 4d12 guess I was one of the lucky ones.
Climbin’ 3 Since then I’ve become one of Mayor
Fightin’: brawlin’, knife, 2 Connor’s best scouts, and there ain’t
Dodge 2 t h e t i n man that can catch me.
Sneak 3 Tin man? Where you
Strength 2d6 from, brainer? Tin men are
Quickness 3d10 those metal monsters
Vigor 3d6 that Throckmorton
Cognition 2d6 sends after us for fun.
Artillery: But we show ‘em good.
grenade I found me a nice little
launcher 3 boomer to give to the
Search 2 next one I find.
Kno wledge 2d6
Knowledge You need a guide to
Area knowledge: Camp Freedom? Sure, I
Denver 2 can take you there, but
Medicine: general it’ll cost you. Those
1 sneakers will do for a
Mien 2d8 start.
Smarts 3d8 Quote: “Is that roast
Scroungin’ 3 rat I smell?”
Survival: urban
2
Spirit 2d10
Guts 2
Wind: 20
Pace: 14
Edges:
Big Ears
Eagle Eyes
Fleet-footed
Light Sleeper
Hindrances:
Ailing: minor 1
Curious
Enemy (Combine)
Illiterate
Gear: Ragged
clothing, crowbar,
large knife, police
Hellfire, 25
rounds of 9mm,
Armco grenade
launcher with 2
HEDP rounds.
Black Hat Defector
Traits & Aptitudes Personality
Deftness 2d12 Yeah, I was with Throckmorton from
Shootin’: rifle 3 the start. His vision of a new America
Nimbleness 2d10 rising up outta the ashes of the old
Climbin 1 appealed to something in me. All he
Dodge 2 asked in return was to put this
Fightin’: brawlin’, knife 2 chip in my head to protect me
Sneak 2 from muties and sykers
Strength 4d10 taking me over. What
Quickness 3d8 a load of crap.
Vigor 1d8 Once the Old
Cognition 3d6 Man turned, we
Search 2 were all
Trackin’ 2 prisoners to his
Kno wledge 2d6
Knowledge whims. Me and
Area knowledge: a pal decided to
Denver 2 get out, figuring
Mien 2d6 death was better
Overawe 2 than what the new
Smarts 3d6 Combine stood for.
Bluff 1 His head popped and
Scroungin’ 3 mine didn’t.
Survival: Urban 2 I swore on that day
Spirit 1d6 that Throckmorton and
Guts 3 his twisted dream had
Wind: 14 to end. Long as I stay
Pace: 10 away from Red Hat
Edges: officers I’m good to go.
Brave Being able to use their
The Voice (threatening). equipment is also good
Hindrances: for getting into their
Combine defector 3 camps. I use my skills
Enemy (Combine) 3 as best I can with the
Heroic time I got.
Equipment: headbanger Why not get the chip
chip (common), police removed? Man, that’s a
vest, Damnation rifle, death sentence for sure.
50 rounds of 10mm I know they say ole Cole
caseless ammo. Ballad had it done, but
I’d rather take my
chances on my feet
than under the knife.
I might have died
the day they put
this chip in my
skull, but I’m
not ready to
board the express train to Hell thanks
to some Junkyard quack.
Quote: “Death before dishonor.”
No Man’s Land
Chapter Two:
A Hard Day’s Knight

So now you know all about Denver Soldier get the benefits of being an
and are ready to go in guns blazing to experienced soldier without drawing on
clean out the Combine? Hold up a the Soldier Background Table.
minute, partner. We’ve got a rules update
for you that those pesky gremlins
bumped out of Waste Warriors, and then
maybe you’ll want to check into the life
The Robo-hunters
of a robo-hunter to even up the playing Modern day knights. Armored
field when going up against crusaders. Madmen with a mission.
Throckmorton’s metal minions. These names and many others have
been used to refer to those who most of
the Wastes know as the robo-hunters.
Rules Clarification These men and women have dedicated
their lives to the destruction of
As noted in Waste Warriors, Throckmorton and his minions. Well-
members of Operation Damocles have armed and equipped specifically for
the Soldier background with a tackling the ghost-steel legions of the
concentration in Special Forces, which Combine, it is hoped that in the event
would normally cause the poor brainer of war they will provide a decisive
to draw two cards on the Soldier edge to the Iron Alliance in
Background Table. Normally, a typical Throckmorton’s own backyard. So just
Special Forces soldier is pretty battered who are these people, how did they
and beaten by the time of most current come together, and where do they get
Hell on Earth campaigns. Operation their firepower? Hang on, partner.
Damocles soldiers were chosen for a Make sure your Marshal gives you
special mission, and only healthy the go-ahead before reading the
physical specimens were chosen for a rest of this Chapter. All of that
mission of this magnitude. The upshot and more is revealed in
of this is posse members with the the next few
Background: Operation Damocles pages.
The Iron Brigade people of Denver. The troopers of the
Iron Brigade pitched in with what was
Prior to the Last War, the North left of the city’s emergency services but
began forming an elite unit of power their efforts were a drop in the ocean of
armored troopers as a counter to the death and destruction that engulfed the
Confederacy’s 1st Armored Infantry. city. Since most of the troopers stayed in
Called the Iron Brigade after a First their suits while working in the city,
Civil War unit with a long and heroic they were spared the worst effects of
history, the unit became a test-bed for the A-5 virus. Unfortunately for the long-
new products coming out of the R&D term viability of the unit, most of the
shop at Hellstromme Industries. unarmored support personnel
Originally based in Montana, this succumbed to the disease.
arrangement with HI became so close
that the entire Iron Brigade and their
support units moved into Fort Grant in
Enter the Combine
Denver on 20 September 2067. A When the Combine arrived in the
squadron of heavy lift VTOLs and city, Neimuth had her troops prepare for
helicopter gunships was based at the worst. After limited contact with
Buckley Army Airfield to provide the charismatic Throckmorton, a
transport and escort to the Iron Brigade faction within the unit voted to
during their deployments. overrule the young captain and join the
Combine. Fearing the ultimate
Judgment Day intentions of this new group, Neimuth
and her loyal troops took what
The unit had just returned to Denver equipment they could and headed to
after the abortive assault on Fort the Garden of the Gods. Those soldiers
Longstreet Strategic Missile Center in who joined the Combine were
New Mexico. The Iron Brigade was able welcomed as a short-lived unit known
to blunt the pursuing Confed’s armored as the Steel Hats.
units and stabilize the line while Captain Neimuth and her troops set
rescuing many of the U.S. cyborgs who up shop in the underground facilities at
made the long trek north to safety. Two the Garden of the Gods and began
weeks of mopping up operations ended limited reconnaissance of the area to
with a triumphant return to Denver. No gain intelligence on the state of the
one was able to enjoy their well- union. It soon became clear that the
deserved rest, however, as the next day world as they knew it had come to an
the bombs fell on the city. end, and they were now one of the
Many of the troopers were deep in the most powerful units remaining in the
storage bunkers, performing suit wastes. Lesser people might have set
maintenance, and thus survived the themselves up as warlords of the
neutron bombing. The highest-ranking surrounding lands—like at the Combine.
surviving officer, Captain Rachel Neimuth and her people began to do
Neimuth, took control and organized the what they could to help the survivors
troops. The original plan called for the in nearby Colorado Springs.
unit to displace to a secondary site
outside of Colorado Springs called the
Garden of the Gods. As the troops
Rebels with a Cause
prepared for the move, the plight of the In the fall of 2082 a
survivors of the city tugged at the strike force of Raptors,
troopers’ hearts. A decision was made to automatons, and Combine
delay the move in order to help the troops descended onto the 73
Iron Brigade’s new
headquarters in the Garden of the
Gods. A vicious firefight raged
throughout the subterranean tunnels

38 No Man’s Land of the complex before the remaining


armored troopers were forced to flee
out a bolthole. Rallying in Colorado
Springs, it was found that Captain
Neimuth had been killed holding off a
squad of automatons so that her
troops could escape. The remaining
Hard Day’s Knight 39
twenty armored troopers swore
vengeance on the Combine. Moving
into the ruins of the U.S. Air Force
Academy, they steeled themselves for a
long guerilla campaign against the
forces of Throckmorton. Lieutenant
The Great Charade
John Currin was unanimously voted the The biggest problem the Knights
leader of the new unit, which was have is a power shortage. The
dubbed the Steel Knights in honor of battlesuits were designed to operate in
their quest to rid the world of conjunction with regular forces. The
Throckmorton and his automatons. atomic batteries developed for the suits
required fairly regular recharging,
which prior to the War would have
Ghost Steel Knights been accomplished by hook-up to
Lieutenant Currin was a student of attached armored or support vehicles.
history, and knew that over the long In static conditions, the troops would
term holding the unit together as a U.S. use a portable reactor called a Canister.
military unit would be impossible since In an emergency, a powered trooper
the country they swore allegiance to could even drain the batteries of a dead
was no more. He began to mold the Iron or seriously injured armored warrior by
Brigade into a brotherhood of warriors. connecting to them. In the Wasted
Currin became the Master of the new West, though, these power sources are
military order dedicated to a set of in short supply. The knights have a few
knightly principles of conduct. Ranks
were changed and plans made to bring
new members into the order to expand
their numbers. The armored warriors
began to stalk the approaches to Denver,
picking off lone automatons to hone
their skills. Foraging parties were sent
into the battlefields of Kansas in search
of new armor and parts.

A Mysterious Benefactor
Throughout the years, the
robo-hunters have taken
many into their ranks,
although these initiates are
usually without equipment.
In the summer of 2086 a
tractor-trailer was found 77
abandoned on the roadway
into Colorado Springs. Investigation by
Knight Chris Kaloski showed that it
contained a variety of armored suit parts
and accessories. Since then, occasional
finds of equipment have been made,
always left out where the robo-hunters
can find them. Many in the order think
that it’s Hellstromme who is secretly
providing the new equipment as a way
of helping those who would see the
intruder in his factory complex ejected.
The Robo-Hunters Today
Derisively called “robo-hunters” by
the propaganda of the Combine, the
Steel Knights now accept that name
with pride. New initiates are welcomed
with caution after a Combine
infiltrator managed to enter the
Knights’ stronghold and kill two
knights, along with seriously injuring
the Master. This attack has just
inspired the Knights to redouble their
fury in dealing with the minions of
Throckmorton.

New Edges
To go along with the new setting
we’ve got a few new Edges to give your
hero a leg up.

Background: Steel Knight 3


Your character is a member of the
Steel Knights. Members of the Order
have a few advantages over the typical
robo-hunter. First, they know where the
Steel Knights have their headquarters
and can access it for repairs,
information, and shelter. They can also
take rank (Steel Knights) with which
fusion-powered military vehicles they
they can purchase power armor
have scavenged that can accompany
cheaper than anyone else in the
groups sent on specific missions, but
Wastes. You can also take a Novice
most robo-hunters power-up their
under your tutelage, either as another
armor at the Knighthood’s
posse member or a sidekick. As a Steel
headquarters, then lug it around by
Knight, however, your champion has
vehicle until they find an opportunity to
sworn an oath to defend the weak
use it. Many Knights become adept at
against the forces of Throckmorton and
getting power out of wrecked hulks
bring justice to the wastes. This
they find in the wastes. Junker tech
translates as the hindrances oath
has been tried and failed to provide an
(defeat Combine) 2, Law o’ the West,
answer due to the incompatibility of
and enemy (Combine) 3.
spirit batteries with non-junker
technology, but Currin has had his
troops add bulky packs to their armor Novice 0
to give the illusion of spirit batteries.
Those who wish to join the Steel
The Master fears that if the Combine
Knights must first undergo a year-long
knew how limited the battlesuits’
apprenticeship to an established
duration really is they would actively
member. As a Novice, she will be
try to hunt them into extinction.
assigned to a more experienced Steel
Knight, and is not allowed the armor
that marks the station of a more
experienced Knight. These individuals
help the robo-hunters in the upkeep
40 No Man’s Land and maintenance of their armor,
learning how to maintain and operate
the suit before they are presented with
their own at the end of the Novice
period. This probationary period can
last from one to three years, and
Hard Day’s Knight 41
progression is up to the Knight to
which a Novice is assigned. At the end
of this period, the new Steel Knight
must have the following skills: Drivin’:
battlesuit 1, Tinkerin’ 2 New Hindrances
Of course, you need some new
Rank (Steel Knights) 1-4 Hindrances to balance things out.
Your waster is a member of the Steel
Knights order. Besides looking good on Combine Turncoat 5
a business card, this edge allows her
A short life but a merry one! Your
access to better equipment than a
waster was a fully indoctrinated
rogue robo-hunter. For each level of
member of the Combine, but for
rank above Initiate, the robo-hunter can
whatever reason, he decided to desert.
add +1 to his scroungin’ roll when
Miraculously, the chip in his noggin’
attempting to purchase equipment at
didn’t go off—yet. Taking this Hindrance
the stronghold of the Knights.
gives your waster Area knowledge
Equipment can also be purchased for a
(Denver) 3, reflecting his experiences in
reduction in price of rank x 10% (i.e. a
the city with the Combine. He also gets
Knight can purchase battlesuits and
Enemy (Combine) 3 (he is a traitor after
accessories for 40% off list price).
all). The chip in your hero’s noggin is
not broken, just a bit defective. The
Knight Ranks Marshal draws a card at the start of
each session. If he gets the black joker,
your waster’s chip finally goes off—
goodbye head.
Rank Leve l
Lev On the plus side, your hero can still
Initiate 1 use Combine equipment, although if a
Squire 2 Combine platoon leader or higher sees
Sergeant 3 him using Combine equipment he might
Knight 4 try to trigger the chip, resulting in what
we like to call “melon head syndrome.”
Second Skin 2
Your armored trooper has spent so
Pupae 3
much time inside the same suit of Pupae are the immature forms of
armor that moving in it has become butterflies that spend all their time in a
natural. She knows every nuance of cocoon. Your waster is called this
her equipment from that sticky left because she never comes out of her
knee joint to the slight drift to the right steel cocoon unless it’s absolutely
of the targeting computer. necessary.
To take this skill, your waster must Your waster never leaves her armor,
have drivin’: battlesuit of at least 2. and has spent so much time in it that it
Whenever your waster uses her suit for has become a major part of her psyche.
any actions, she negates up to two Unlike other Steel Knights, she wears
points of Nimbleness penalties caused her battlesuit all the time. When out of
by the suit itself. This applies to both the suit all Aptitude checks and Mien-
Trait and Aptitude rolls made while in based traits are at a –4. This makes life
the power armor. This Edge only works difficult from a logistical standpoint,
for one particular battlesuit, and must especially with the shorter duration
be bought again if the original suit is heavy suits. She must purchase a
destroyed or the majority of parts Canister or multiple powerpacks or
replaced. other form of recharge to allow her to
have a constantly powered suit.
Care and Maintenance
of a Suit
Power armor is designed to be worn
in close contact to the wearer. A user
must either wear a skintight suit or
nothing at all. If a user has to strip off
a bunch of equipment and clothing, add
1d6 minutes to the suit-up time (3d6
instead of 2d6 minutes). Most armor is
built for a specific size range. If a
waster is size 5 or 7 the chance a
specific suit will fit is only 1 in 8. Armor
can’t be modified to fit a different size
person without a complete overhaul
and refit at a power armor repair unit,
which a scavvie is unlikely to find
these days. Better lose some weight or
bulk up, brainer.
While close-fitting, power armor is
bulky, it increases the size of the user
by +1 (large suits, such as the Titan,
Wolverine, and Stahljaeger—not the
Striker—add +2). This can make it
difficult to move in constricted places,
and inexperienced users are constantly
tearing doorjambs out with their
shoulders as they go through doors.

The Pain
New Equipment As detailed in Wasted West, each
The following rules replace those time the armor is penetrated and the
first put forth in Wasted West character takes wounds, the suit’s AV
concerning power armor. The main decreases by that amount in that
clarification is that put forth in The location. This damage can be negated
Junkman Cometh concerning the use through the use of Fate Chips. Once
of spirit batteries (p. 37). Spirit batteries the AV reaches 0 in an area, that piece
and other g-ray devices can only be of armor is destroyed.
used on junker tech, so the explanation Whenever a suit is breached (your
given in Wasted West concerning the waster takes damage) there is a chance
use of spirit batteries on power armor that systems in that location may be
shows how effective Master Currin’s damaged or destroyed. Roll 1d6 and
deception campaign has been. Some compare it to the number of wounds
junkers have attempted to modify the caused by the attack. If the number is
suits to accept conversion generators, less than or equal to the wounds in
but due to the power required, the size that location, a random system has
of these devices make them bulky and been damaged in addition to the
they are vulnerable to damage. wounds suffered. Check out the Power
Armor Record Sheet on page 128 for
more details.
To find out which system was hit,
roll a die equal to the amount of
42 No Man’s Land available mounts in that location (or a
d4 for 2-mount locations). Compare the
result to the mount listings. If a system
is listed, that device has been
damaged. If the line says “no effect,”
no system on the armor was actually
damaged.
Hard Day’s Knight 43
Once you’ve determined which
system has been damaged, roll
another d6 and add the number of
wounds caused by the attack. On a Do You Feel a Draft?
result of 1 to 5, the system has been
disabled for that many rounds. On a 6 Armor itself can be repaired by the
or higher, the system has actually been use of an armor repair kit, emergency
knocked out, and must be replaced or patches, or ad hoc field repairs.
repaired. See the following table for Repairing a suit can be accomplished
repair difficulties. Repairs require the through a tinkerin’ check with a TN 5,
TN divided by 2 (round down) in +1 for each point of damage to that area
electronic components. This number (a torso with 4 points of damage
represents not so much physical requires a tinkerin’ roll of 9).
volume as the rarity of the components Ad hoc repairs consist of spot
and wiring. welding steel plates to the armor and
patching wiring, and require 1 electronic
and 1 mechanical component
Armor Repair (mechanical components are $20 each
due to the high-quality nature of the
material). Ad hoc repairs provide only
25% (round up) of the original armor
Damage Result Tinkerin’ TN value of the suit.
6-7 7 Repairing a suit normally takes 10
8-9 9 minutes times the repair TN. Each raise
10-11 11 the mechanic gets on his tinkerin’ roll
>11 Totally Destroyed decreases the amount of time required
by 10%.
Example of Armor in Combat
Matt’s shiny new Centurion suit is hit
in the arm by a large caliber weapon.
Armor Types
Thirty points of damage gets past the Most high-tech countries produced
armor, and since this is a command power armor before the War, but not all
suit (size +1) Matt takes 4 wounds to models saw service in North America
the arm, with the suit taking 4 points before the bombs fell on Judgment Day.
of damage also. Matt has a micro- The most common countries and their
missile launcher (2 slots) and a data armor types are presented on the
system (1 slot) on that arm. To see if a following pages.
system was hit, he rolls a d6, which All battlesuits have six hit locations:
comes up a 3—less than the number of head, torso, two arms, and two legs.
wounds inflicted—so a system is hit. Equipment can be mounted in and on
With 4 slots on that arm, Matt rolls a d4 the armor, the amount it is possible to
and compares it to his armor chart. He mount varies with the size and layout
rolls a 1, which indicates that the of the individual suits.
micromissile launcher was hit. Matt Each suit description lists each
then rolls a d6 and adds 4 (the number location and the amount of slots
of wounds taken) to the total. He rolls a available for mounting in that location.
1, for a grand total of 5. Lucky waster, Certain equipment can only be
looks like the micromissile launcher mounted in a certain location, and
shrugged off that attack and is only out damage suffered to that location has a
of commission for 5 rounds. Now all chance of damaging or destroying
Matt has to do is find someone to fix equipment as described earlier. Basic
that seriously wounded arm and badly equipment is always in a set location,
damaged armor. The next hit to that and is already factored in when mounts
arm is only protected with an AV of 1. are given in the descriptions.
Basic Functions and Reading the Specs
The entries below detail specifics of
Standard Equipment the major suits used in North America
during the Last War. Suits are generally
Power armor of all makes and divided into scout, command, medium,
models has a number of systems in or heavy classifications.
common. Unless otherwise noted, the The Strength heading indicates the
following functions can be found in all Strength enhancement in steps
suits: provided to a user with a suit having all
-Helmets have a headset with arm, leg, and torso sections in place.
earphones and mike capable of Mounts indicates how many slots are
sending and receiving a radio signal up available in each location (head, torso,
to two miles on a good day. arm, and leg) after factoring in factory-
-All helmets have a light installed standard equipment. The
amplification system, allowing vision number in parentheses indicates how
up to 200 yards in all but total blackout many total slots there are on each
situations. armor section. Each piece of equipment
-Complete suits provide a sealed added uses up one or more of these
atmosphere, giving protection against mounts.
nuclear, biological, and chemical Drain tells how much power the suit
attacks, as well as extremes of heat uses when on and providing minimum
and cold. power for moving, communications,
-A diagnostic system that provides HUD, and other integral devices. Total
information through a heads-up display drain per minute can be found by
in the helmet, or a panel on the arm or adding up all modules installed and
thigh of the suit. This provides the user active.
with information on power levels, suit Power tells the total power available
integrity, and basic functions. It also when the suit’s batteries are fully
monitors the wearer’s vital signs and charged.
grants a +2 bonus to medicine rolls
made on the user.
-An Energy Exchange Port (called a US Armor
“sucker” by the troops) that allows the
The U.S. lagged behind in the
mating of suits for exchanging power.
production and fielding of power armor.
Power is transferred at the rate of 5
Inter-branch rivalries between the
units per round spent connected.
infantry and armor delayed acquisition
-All suits do a basic STR+2d8 damage
except for some demonstration units
in hand to hand combat.
until the outbreak of hostilities
between the C.S.A. and LatAm.
New Goodies Early units were equipped with HI
equipment, but a crash program at the
Adding equipment onto a suit
Rock Island Arsenal allowed the U.S. to
requires an Onerous (7) tinkerin’ roll,
field several types of suits by War’s end.
unless stated otherwise in the
These were never fielded in large
equipment description. Removing
numbers, and except for the Iron
factory-installed, built-in systems from
Brigade were parceled out to infantry
a suit is more difficult. This requires a
divisions in company-sized units. A full-
Hard (9) tinkerin’ check, and some
strength armored infantry company
systems, such as the stealth package,
consisted of six Centurion suits, a
can’t be removed.
squad of ten LRRPs, two squads of ten
X-suits, and a heavy weapons squad of
ten Strikers. This company was usually
used at the main point of effort,

44 No Man’s Land although the scouts would usually be


parceled out across the division’s
frontage.
LRRP (Long Range Reconnaissance
Patrol) (R)
Cost: $7,500
Hard Day’s Knight 45
Armor V alue: 2
Value:
Strength: +1
Mounts: H:3 (4), T:3 (4), A:1 (2), L:1 (2)
Drain: .05/minute
Po
Powwer: 200 X-Suit (R)
This suit was designed for long Cost: $8,000
range, deep penetration missions by Armor V alue: 4
Value:
scout and cavalry units. Basically a Strength: +2
powered infantry battlesuit, the LRRP Mounts: H:2, T:4, A:4, L:2
suit (pronounced “lurp”) was designed Drain: 0.2/minute
for speed, stealth, and information Po
Powwer: 100
gathering. In the throes of the last days, The United States’ answer to the
many of these suits were thrown into Confederate 1st Armored Infantry, the X-
frontline firefights, where their misuse Suit was designed to be quick and
resulted in the destruction of most of simple to manufacture. The Confederate
them. All LRRP suits have the stealth Wolverine (see Wasted West) outclassed
package. the X-Suit in most categories, but in
These nimble suits were built for theory the greater numbers of the X-
speed. The user may add +2 to his Pace Suit would overcome these deficiencies.
if walking, and +6 to his final running Unfortunately, this advantage was
Pace. A character with a Nimbleness cancelled out by the deployment
die type of 10, for instance, could run 26 strategy adopted by the Army. Despite
yards in a round while wearing this
suit.
The suit was also built for
endurance. The LRRP was outfitted
with the highest capacity batteries
available, and a variety of recharging
options were provided to the scouts. A
solar collector blanket stored in a thigh
pouch and connected to the suit could
be stretched out on the ground next to
a trooper while motionless. This
blanket would, on a sunny day, provide
the trickle of energy necessary for the
suit to remain powered at its lowest
level, keeping its life support functions
and basic communications suite alive
and functioning.
This allowed the trooper to remain
on watch and transmit reports from a
hidden position.
A forced-air ghost rock oven was
also included in the backpack to allow
these troops to recharge in the field.
Burning one pound of ghost rock
provided enough power to the turbine
to recharge 20 power points in roughly
10 minutes. This oven remains one of
the most common ways for scavvies
and Steel Knights with these suits to
recharge in the postwar period—
provided they can find some ghost rock.
the losses sustained during the Last calculated that 3.5 Strikers were needed
War, the X-Suit remains one of the to destroy one Wolverine). This suit is
most commonly encountered suits in so bulky that the wearer’s Deftness is
the Wastes. reduced by a step. The user gets no
bonuses to her runnin’ Pace.
Centurion (VR)
Cost: $9,500
Armor V alue: 5
Value:
CSA Armor
Strength: +2 In an attempt to redress the
Mounts: H:2 (4), T:0 (4), A:4, L:2 imbalance in numbers between the
Drain: 0.1/minute armies of the North and the South, the
Power: 150
Pow Confederacy in the 2060s began a crash-
Designed for armored infantry program in the development of power
commanders, the Centurion was armor. By the time of the Last War, the
basically an up-armored command Confederacy possessed the premier
version of an X-Suit. The Centurion armored infantry force in the world, and
comes equipped with an enhanced their battlesuits were second in quality
sensors and communications suite as only to the armor of German Krupp
standard equipment, as well as a jump suits. Due to the limited manufacturing
pack. The helmet’s HUD has a unique base available to the country, the Armed
360-degree vision screen that takes Forces were never able to field large
getting used to. Each time a waster numbers of armored soldiers, but those
uses the suit, she must make an they did had more experience than
Onerous (7) pilotin’: battlesuit check or anyone else. The destruction of the
be at –2 to all Trait and Aptitude rolls DiTech Manufacturing Facilities in
due to the vertigo this HUD produces. Austin, Texas in early 2080 by Northern
Once this roll is passed, the wearer is saboteurs ended the South’s ability to
“checked out” on this system and never create these complicated weapons. The
has to check or suffer penalties from last months of the War saw the
the system again. remnants of the CAF’s Armored Infantry
re-equipped with German-built armor.
Striker (E)
Cost: $9,000
Cavalier (VR)
Armor V alue: 5
Value: Cost: $7,000
Strength: +3 Armor V alue: 5
Value:
Mounts: H:2, T:4, A:6, L:2 Strength: +3
Drain: 1/minute Mounts: H:4, T:4, A:4, L:2
Power: 125
Pow Drain: 0.5/minute
The Striker was the U.S. Army’s Po
Powwer: 150
answer to the Wolverine. While not as This battlesuit served mainly as a
heavily armored as its Confederate command and control unit, although
counterpart, the Striker was faster, as some suits were pressed into a scouting
well as being cheaper to produce. In role. The Cavalier is fairly rare these days
theory, the Strikers would outnumber due to the Southern officers’ propensity
any Wolverines they encountered, but to lead from the front and the high rate
the piecemeal deployment of U.S. power of casualties they sustained.
armor meant that U.S. forces could
rarely muster the numbers needed to Badger (VR)
overwhelm their opponents (it was
Cost: $9,000
Armor V alue: 6
Value:
Strength: +4
Mounts: H:2, T:3 (6), A:4 left arm, 6
right arm (6), L:0 (4)
46 No Man’s Land Drain: 1/minute
Po
Powwer: 175
The Badger was used by the C.S.
Armored Forces’ Combat Engineers.
The suit could be used to erect hasty
fieldworks, or in the assault engineer
Hard Day’s Knight 47
role to breach fortifications under fire.
These suits came standard with a
package including an entrencher, land
anchor, power ram, and winch. Due to forced entries, for firefighters in
the cumbersome nature of all this building rescues, and as a heavy lifter
equipment, the Badger adds nothing to for natural disasters. Once the military
its final running Pace, and all applications were realized and designs
Nimbleness rolls are reduced by one by Krupp examined, the Salamander
step. The wearer can’t dodge in this production was scaled back in favor of
suit, even when the land anchor suits built expressly for combat such as
system is retracted. the Purgatory and Titan. The
Salamander remained in production for
export to countries that couldn’t afford
Wolverine (E) Krupp suits up to Judgment Day.
Cost: $10,000 Due to its initial mission designs, the
Armor V alue: 7
Value: Salamander does not have a long
Strength: +4 endurance, but it does come equipped
Mounts: H:2, T:6, A:6, L:2 with a heartbeat sensor, helmet-
Drain: 1/minute mounted searchlight, and thermal
Power: 150
Pow viewer system.
The suit most people thought of
when the words power armor were Purgatory (VR)
spoken, the Wolverine embodied
everything battlesuits were supposed to Cost: $9,000
be. Big, tough, and deadly, the vids from Armor V alue: 8
Value:
the brutal Red River Campaign and the Strength: +2
mop-up operations that followed Mounts: H:2, T:4, A:4, L:2
brought the Wolverine into every living Drain: 0.5/minute
room in America on a nightly basis. Po
Powwer: 200
This suit is so bulky that the wearer’s Designed for use in the Faraway War,
Deftness is reduced by a step, and the Purgatory incorporated lessons
running isn’t possible unless the user learned from both the Salamander and
has a drivin’: battlesuit 3 or higher. Titan suits. The Purgatory could also be
found at some Earthside high security
installations. The Purgatory was
Hellstromme designed as a jack of all trades, and the
various mounts allowed the suit to be

Industries Armor configured for a variety of roles. A basic


Purgatory suit includes only those
systems standard on battlesuits.

Salamander (R) Titan HV (VR) (Grapestomper)


Cost: $6,000
Cost: $11,000
Armor V alue: 3
Value:
Armor V alue: 8
Value:
Strength: +3
Strength: +5
Mounts: H: 2 (4), T:3 (4), A:4, L:2
Mounts: H:0 (2), T:6, A:6, L:2
Drain: 0.5/minute
Drain: 1/minute
Power: 100
Pow
Power: 250
Pow
The first suit of power armor
One of the first non-German heavy
developed by Hellstromme Industries,
power armor suits, the Titan was
the Salamander was initially marketed
designed for the rigors of combat on
as equipment for civilian emergency
Banshee. The suit’s name was quickly
services. Salamander suit could be used
changed to “Grapestomper” by the
by police forces as a point man for
soldiers who used it.
Designed mainly to fulfill the heavy Valkyrie (R)
lift engineering and combat roles, Titans
were generally sent against pockets of Cost: $8,500
human Reapers who might have access Armor V alue: 4
Value:
to heavy weapons. The Titan was rebuilt Strength: +2
in 2075 after the appearance of the Mounts: H:2 (4), T:0 (4), A:0 (2), L:0 (2)
skinnies on Banshee, and all suits built Drain: 0.1/minute
after that year have an integral syker Po
Powwer: 200
shield. Built to function for extended The Valkyrie was designed as a
periods without recharging, the Titan quick-strike light scout suit. Typically
devoted most of its power to locomotion equipped with a flight pack, the
and suit functions. The primitive Valkyrie’s main advantage was its
weapons of the anouks and their speed and sensors that allowed it to
human allies meant that the suit would avoid trouble and strike when the
be invulnerable to all but the largest enemy least expected it.
animals on the planet, and it was All Valkyries are equipped with a
envisioned that the armored soldiers stealth suite, reflex boosters, and
would use normal infantry weapons. enhanced sensors. The Valkyrie adds
Because of this, the hands of the Titan +2 to the user’s Pace when walking
are curiously delicate, and unlike the and +6 to the wearer’s final Pace when
Striker and Wolverine Heavy suits, the running. The suit’s reflex boosters allow
wearer’s Deftness is not decreased. The the user to add +2 to all of his
Titan is fairly cumbersome, however. The Quickness rolls.
wearer’s Pace is reduced by –2 when
moving, and –4 to the final Pace for
running.
Stahljaeger (E)
Cost: $11,500
Armor V alue: 10
Value:
German Armor Strength: +4
Mounts: H:2, T:6, A:6, L:2
The German firm of Krupp had a Drain: 1/minute
long and proud history of armaments Po
Powwer: 200
development, and designed the first Armor design experts on both sides
rudimentary battlesuits for Hitler’s of the Atlantic considered this the
Wehrmacht. Krupp maintained the lead pinnacle of battlesuit development. The
in power armor development until an predecessor of the Wolverine, the
industrial espionage incident in their Stahljaeger was designed specifically to
Dusseldorf plant by an unknown seek and destroy power armor and
corporate strike team. The following heavy combat cyborgs.
year, Hellstromme Industries unveiled Better armored than many armored
their first Salamander suit. Krupp vehicles, this suit could carry the
managed to maintain a firm hold on firepower to take on all comers, but its
the market, however, and prior to the weight prevented the rapid deployment
Faraway War sold more power armor of massed numbers by air. Wearers of
units worldwide than any other the Stahljaeger have their Nimbleness
producer, government or civilian. The reduced by 2 steps, and the suit
Valkyrie and Stahljaeger are two of requires at least a drivin’: battlesuit 3 or
their most common units, and were higher to operate. Running is
shipped to North America to make impossible in this suit, and user’s
good the losses to the Confederacy’s 1st walking Pace is not modified by the
Armored at the Devil’s Playground. suit’s Strength bonus.
The suit was designed with the
highest capacity batteries available to
provide power to the many weapon
systems that would be attached in a

48 No Man’s Land typical combat configuration. The price


above is for a stripped down “clean”
suit.
LatAm
The LatAm Alliance were late in Hard Day’s Knight 49
entering the power armor field, but
the Confederacy’s dominance in this
area forced them to respond in some
way. The LatAm Alliance fielded a few
homegrown designs such as the Diablo,
but for the most part they depended on
Accessories
imported suits from Germany and other Most armor was designed to allow
European country to fill their armor the addition of modular equipment
needs. packs that enhanced the suit’s
performance or added new capabilities
Diablo (VR) to the suit.

Cost: $8,000
Armor V alue: 4
Value: Armor Repair Kit (VR)
Strength: +1 Cost: $2000
Mounts: H:1 (2), T:3(4), A:4, L:2 Mounts: 2
Drain: .2/minute, .1/minute in standby Drain: 2/point repaired
Po
Powwer: 100 Mount Location: Any
Used by the elite of the elite of the Each platoon usually had a squad
LatAm forces, these battlesuits were member designated as the armorer,
often garishly decorated as befitted whose additional duties included
their wearer’s status. These armored maintenance and repair of his buddies’
infantry units would usually be thrown power armor. This individual was
into battle at the decisive point where
the waves of regular infantry had
caused a crack in the enemy’s
defensive lines.
The Diablo has a built-in targeting
system and heartbeat sensor (mounted
in the torso), and these are included in
the basic price along with the mounts.
These systems cannot be exchanged
for other modules in these areas. The
Diablo can be powered down into a
standby mode that uses half the power.
In this mode the suit cannot move, and
only the life support and
communications systems are powered.
Full power can be returned in 2 Actions.
This suit is incredibly sophisticated,
too much so according to a Confederate
report that examined a captured suit
early in the War. The Diablo was so
over-engineered that it was prone to
breakdowns and could only be fielded
with a significant combat support
“train.” This is represented by a
Reliability of 18. This should be checked
every time the suit is powered up.
Failure indicates that the suit is
experiencing major problems requiring
diagnostics and repair. All repairs
performed on a Diablo have their TN
increased by +1.
assigned an armor repair kit consisting (this represents the onboard computer),
of spare parts, armor patches, testing modified by +1 for each level of the
equipment, and a variety of tools. user’s professional: computer ops.
With an armor repair kit, an armorer
can repair battlesuits to full Data System (R)
functionality. The kit must be attached
to a battlesuit to power the diagnostics Cost: $1,500
and equipment. Repairing a suit Mounts: 1
requires a tinkerin’ check against a TN Drain: 0.5/minute of use
5, +1 for each point of damage for that Mount Location: Any
section of armor. Going bust on this roll This system consists of a universal
indicates that the damage can only be data jack and high-speed decryptor, and
repaired in a fully stocked field repair was used in information commando
shop. Better start hoofing it to Junkyard, raids on enemy installations. This
brainer. allows the armor to be plugged into
A fully stocked armor repair kit can computers, cyborgs, cyber-weapons,
repair 50 points of armor damage. Used armored vehicles—basically anything
kits usually have 2-40 points left in with a data port. The jack includes a
them. The price quoted above is for a small compartment that holds 6’ of
full kit, but a desperate robo-hunter cable.
can expect to pay full price for a used The decryptor program included with
kit. this package has a professional:
computer ops Aptitude of 3d10 with
which to crack enemy systems, and
Communications Suite (R) requires an opposed roll versus the
Cost: $1200 encryption level of the program. The
Mounts: 1 system is allowed one check per
Drain: 0.1/minute minute.
Mount Location: Helmet
Usually mounted on command units Emergency Patch Kit (S)
or a designated radioman, the
communications suite provides the Cost: $120
armored warrior with a multiband, Mounts: 1
encrypted long-range radio system. Drain: 0
Range of this system is normally 100 Mount Location: Any
miles. These kits contain several patches in
The user can also unfold a small an airtight container. The patches
satellite dish from the helmet, and resemble a 6”x8” rectangle of soft clay
satellite communications are possible when removed, one side of which has
(provided the user can find a satellite an adhesive.
these days). Secure laser Upon exposure to air the patch
communications are also available in a activates and undergoes a molecular
static mode with a range of line of restructuring, hardening to a steel-like
sight. consistency within 30 seconds.
The commo suite also allows the Emergency patches repair 50% of the
user to monitor all UHF, VHF, and VLF damage (rounded down) inflicted to a
frequencies, and the powerful specific piece of armor.
encryption computer can decipher most For example, Matt’s Badger leg armor
codes in use before the war. When has been penetrated and Matt has
attempting to decipher an encoded taken 4 wounds. His armor has taken 4
message, roll a 4d8 against a TN of 9 hits (out of a possible 6). Using an
emergency patch kit, Matt can repair 2
hits to his leg armor. An emergency
patch kit can repair individual hits
taken by the armor, but multiple

50 No Man’s Land applications will never repair more


than 50% of the total damage suffered
by the suit.
Enhanced Sensors (VR)
Cost: $6,000
Mounts: 1/head, 2 torso
Hard Day’s Knight 51
Drain: 2/minute
Mount Location: Head, torso
The enhanced sensor package
equips the suit with radar, active and
passive electronic emissions detection Flight Pack (R)
systems, a ground sonar system, and a
jammer system. Cost: $4,000
The radar system can be used to see Mounts: 2
the armor’s surroundings out to 1 mile, Drain: 4/minute
or to passively detect a radar or radio Mount Location: Torso
transmitter out to 2 miles. Objects The flight pack differs from the jump
buried up to six feet deep can be pack in that it installs a pair of ducted
detected in a ten-foot diameter circle turbo-fans on the backpack of the
around the suit. power armor, allowing the suit to fly
Using each mode requires a (albeit clumsily) through the air. Flight up
Cognition roll based on a TN to 100’ high at a Pace of 60 is possible.
determined by the Marshal depending Due to the heavy drain on power, the
on size of the object, strength of flight pack is equipped with its own
transmission, etc. The ground sonar battery pack, giving it a Power Rating of
system can only be used when not 30. The batteries are built into the pack,
moving, and must be triggered by the and can be removed with an Onerous (7)
armor’s wearer to provide feedback. The tinkerin’ check. The batteries can be
other systems are kept constantly recharged off of a battlesuit’s internal
powered. batteries or by one of the other sources
The sensors can also jam signals. used to recharge suits.
This doubles the drain of the system,
and requires the radar or radio set to
win a contest of its rating versus the
Heartbeat Sensor (S)
system’s Smarts (3d8). Cost: $100
Mounts: 1
Drain: Negligible
Entrencher (R) Mount Location: Helmet, torso, or arms.
Cost: $1500 Originally designed for Emergency
Mounts: 2 per leg/1 torso Services personnel, the heartbeat
Drain: 2/minute sensor detects living beings up to 100
Mount Location: Leg/torso yards in the clear or 10 yards in
The entrencher system mounts a obstructed areas (such as inside a
large pair of digging scoops on each building), and projects their approximate
leg, as well as a bulldozer blade that location and number on the helmet’s
unfolds from the rear of the armor’s HUD. Its power cost is negligible.
torso section.
The power armor uses the blade to
push earth and debris behind it, and
Helmet-mounted Searchlight (S)
the digging scoops dig into the earth Cost: $1000
below the suit’s feet. It takes six rounds Mounts: 2 each location
to excavate a one-man foxhole. The Drain: 0.2/minute
system can also be used to build Mount Location: Legs
tunnels by laying the suit down and This attachment is a high-powered
activating the diggers. The user than battery of lights mounted on the top of
pushes herself along with her hands as the helmet. Most can be turned on and
the scoops chew through the earth. off with a subvocal command. The light
Used in this way, the suit can dig a 10- drains one charge from the battery for
foot long by 2-foot wide section of every five minutes of use, and provides
tunnel every minute. light out to 30 yards.
Jump Pack (R) forward observer role. These units were
often mounted in scout suits and used
Cost: $2000 to guide in precision munitions fired
Mounts: 2 from over the horizon. When used in
Drain: 1/air charge this way, the laser-guided munition has
Mount Location: Torso a +4 added to its attack roll.
This device supercompresses air and The laser designator can also be
releases it in a short but powerful used to listen in on conversations by
burst, propelling the user up to 50 training it on an intact glass window.
horizontal feet. Count each foot of The attached computer can decipher
motion as two “charges” of air if the the vibrations of the glass and produce
user wishes to jump vertically. a good quality reconstruction of any
The pack’s compression tank can noises within. This can be recorded by
hold up to 50 charges. Once the air the unit for further analysis. While
tank is empty, it automatically begins to glass is scarce these days, this mode
recharge, regaining one “charge” every can be useful to eavesdrop on
five minutes. Each recovered air charge conversations where windows are still
drains one charge from the suit’s present.
battery.
Medical system (S/R)
Land Anchor (R) Cost: $2,000 ($5,500 medic)
Cost: $1000 Mounts: 2 (3 for medic)
Mounts: 2 each location Drain: 2/wound level
Drain: 1/deployment Mount Location: Torso
Mount Location: Legs This system mounts a medical
The land anchor consists of a system monitor and emergency treatment
that deploys a series of metal spikes system in the torso of a suit of power
into the ground around the battlesuit’s armor. It can be configured for either a
feet and calves. These anchor the suit standard trooper or for use by a
firmly in place, making the armor very designated medic. The standard system
difficult to dislodge. The system takes 1 has a series of injection ports
action to deploy and 1 round to retract, throughout the inside of the suit. Any
although in an emergency the wearer injuries detected by the medical
can jettison the spikes in one action. In monitor can be treated through
this case, it will take some time injections of various painkillers,
afterwards to dig them up. While the coagulants, and stimulants. A trooper
power armor is anchored it is basically so equipped can ignore the first two
immobile, but it can still rotate at the levels of wound modifiers per area.
waist. Dodge and fightin’ Aptitudes are The onboard auto-doc can also knit
halved (round down) while anchored. muscle and skin together given enough
time. A medicine: any of 3d8 can be
Laser Designator (S) made by the auto-doc against the
wound level after ten minutes of
Cost: $500 treatment. A bust indicates that the
Mounts: 1 auto-doc’s program has a glitch and
Drain: 0.1/use actually inflicts 1 wound (or if equipped
Mount Location: Head, arm with the trauma pack, amputates the
This system is used to paint a target limb). The system has a Reliability of 18.
for a laser-seeking weapon, either fired Failing this roll indicates that the
from the power armor or used in a onboard medical supplies have been
exhausted.
The medic version of this system
allows the medic to hook up to other
suits, diagnose the severity of the

52 No Man’s Land injury, and instruct the auto-doc in its


actions. The medic can use her own
medicine Aptitude or that of her
onboard auto-doc (medicine 3d12). This
system has a Reliability of 19, and can
manufacture refills for other suits (15
chemical components needed per
Hard Day’s Knight 53
refill).
Both versions of the medical system
can be loaded with drugs besides the
typical first aid medications supplied. boosters are wired into the suit’s sensor
Troopers often load the system up with system as well as its servos, enhancing
Rage or Slo-Mo. The system can load the speed and contraction of the
up to 20 doses of drugs besides the actuators by overcharging the circuits. A
normal inventory of emergency suit equipped with reflex boosters
supplies. increases the wearer’s Quickness by
two steps in a light suit (LRRP,
Recon Drone (R) Salamander, Valkyrie) and one step in a
medium suit (X-Suit, Centurion,
Cost: $5000 Cavalier, Purgatory, Diablo). Heavy suits
Mounts: 1 such as the Titan, Stahljaeger,
Drain: 2/drone launched Wolverine, and Striker can’t be fitted
Mount Location: Torso with reflex boosters.
This unit consists of a rack mounted
on the suit’s backpack that holds three
small, disk-like recon drones the size of
Stealth Package (E)
frisbees. The drone is battery powered Cost: $5,000
and can fly as high as 30’ above the Mounts: 1 each location
ground with a Pace of 48. The drone Drain: 1/minute
can operate for two hours with a fully Mount Location: Head, torso, arms, legs
charged battery. The battery Usually mounted on scout suits like
automatically recharges when in its the Valkyrie, this package provides a
docking cradle, and takes 30 minutes matte black, radar-absorbing coating to
to top off the battery. the suit. The suit’s thermal signature is
Launching the drone requires an also reduced by a series of computer-
action. Once in the air, the drone can controlled cooling systems at critical
be set to follow a series of waypoints, locations.
or can be guided manually by the suit’s The most amazing part of the
wearer via a radio link. The drone can system is the pizo-electric paint and
be directly controlled up to two miles computerized control system. The
away in perfect conditions. computer monitors the background
The drone has both visual and color and sends currents that change
thermal imaging systems, and beams the alignment of the paint molecules,
back what it sees to the controlling shifting the color of the armor to
suit. The drone also has a targeting match its surroundings. In use, the suit,
laser that can be used to designate if seen at all, looks like a blur against
targets for other weapon systems. its background. In game terms, the suit
The drone has an AV 1 and Durability is effectively invisible to radar or
of 4/1. thermal viewers, and anyone looking
for the suit with the naked eye must
Reflex Boosters (S) make an opposed search versus sneak,
with the wearer of the suit getting a +6
Cost: $7,000 to his roll. If the wearer doesn’t have
Mounts: 1 each location the sneak Aptitude, use the suit’s
Drain: 0.5/minute default of 2d6. Adding this package to a
Mount Location: Legs, arms suit requires the coating to be sprayed
This system was usually installed onto the suit, and the thermal
into scout armor to increase the speed dampening system to be installed in
and agility of the wearer, or into heavy key locations. Installing this coating and
armor to offset the weight and equipment properly requires an
clumsiness of the battlesuit. These Incredible (11) tinkerin’ roll.
Swim package (VR) helmet’s visor. The other part of the
system is a gyroscopic sensor that
Cost: $2000 attaches to the weapon. Installing and
Mounts: 1/leg calibrating the system takes one hour
Drain: 1/minute and a minimum of ten rounds of
Mount Location: Legs ammunition. Once installed, it adds +2
This system installs a water jet to shootin’ rolls made with that weapon
propulsion unit onto the legs of the only.
armor. It sucks water in through a filter
at the hip and shoots it out at high
pressure from the armor’s heels. This
Thermal Sights (S)
system allows the power armor to Cost: $1000
travel in the water at approximately 20 Mounts: 1
miles per hour (Pace 48). The system Drain: 0.2/minute
also includes sensors that project water Mount Location: Helmet
temperature, depth, and currents on the These sights allow the user to
helmet’s HUD. visualize differences in temperature as
various colors. A thermal sight is
Syker Shield (VR) unaffected by smoke, fog, or other
vision-distorting effects that would
Cost: $5,000 blind a normal suit’s low-light sights.
Mounts: 2 The sights also allow the user to see
Drain: 0.2/minute heat signatures through walls up to
Mount Location: Helmet one brick in thickness, and any trackin’
A syker shield mounts a series of rolls of warm bodies are at a +2 for up
charged filaments throughout the to 30 minutes after the object has
helmet of the power armor tuned to passed. This equipment will not allow
specifically disrupt syker energy the user to see room temperature
directed at the wearer. While this objects, such as walkin’ dead or other
system does not stop psychic energy thermal-neutral abominations.
from affecting the suit (such as a brain
blast), it does stop mind affecting
powers such as bogus! or chameleon.
Trauma Pack (S)
This protection works both ways, and a Cost: $750
syker in a suit of power armor can’t Mounts: 1
use any powers through the psychic Drain: 1/use
disruption field surrounding her head. Mount Location: Torso
This equipment is constantly on in a This system was initially designed for
suit equipped with it and cannot be spaceborne operations where the loss
turned off. of suit integrity could be catastrophic to
the wearer. Its use was gradually
Targeting System (S) expanded to ground forces when the
killing power of anti-armor weapons
Cost: $1000 rose and deaths mounted due to blood
Mounts: 1 loss from massive injuries to the
Drain: 0.1/minute extremities. This system consists of a
Mount Location: Helmet series of armored sphincters at key
This two-part system requires a joints in the suit. When an appendage
helmet and a firearm of some sort. One takes a maiming wound, the sphincter’s
part plugs into the suit’s electronics and iris shuts, cutting off the limb and
displays a targeting reticule onto the sealing the stump. This stops all blood
loss associated with the wound, but
the wearer must make another Vigor
check when the limb is amputated to
avoid being stunned. This gives the suit

54 No Man’s Land wearer the hindrances one-armed


bandit or lame: crippled, whichever is
appropriate.
Winch (S)
Cost: $1500
Mounts: 2
Hard Day’s Knight 55
Drain: 1/minute
Mount Location: Torso
This is a heavy-duty winch with 100
yards of sturdy ghost-steel cable. and 3d8 AP2 damage or in the antitank
Attached to an armored housing on the mode with a ROF of 1 and damage of
battlesuit’s backpack, the winch can lift 4d12 AP6.
up to four tons, drag six tons, and tow
ten tons if the suit is firmly braced (as Bastion Anti-missile System (VR)
with a land anchor).
Cost: $3,500
Mounts: 2
Weapons Drain: 1/minute, 2/shot
Mount Location: Torso
There is a variety of weaponry This system is designed to protect
available that were designed for use the armor against missiles launched at
with power armor suits. it. The Bastion anti-missile system
consists of a short-range radar that is
Javelin Anti-Aircraft System (VR) constantly searching the surroundings
of the battlesuit and two Gatling lasers
Cost: $3,000 mounted on the shoulder pads of the
Mounts: 2H/3A suit. When the Bastion detects an
Drain: 2/round of operation (radar), 3/ incoming missile, the short-ranged
shot lasers begin to rapidly fire, attempting
Mount Location: Head, arm to knock down the incoming warhead.
This weapon was yet another nail in The suit’s wearer must spend an Action
the coffin of military aviation on the Card as a vamoose to allow the system
modern battlefield. Equipped with a to engage the incoming missile. The
powerful search radar in the helmet system has a shootin’ Aptitude of 3d8,
and mounting a 15mm laser on the and for a typical missile must make a
shoulder, the power armor Javelin AA Fair (5) roll to knock it down. The
system turned a battlesuit into an Marshal should feel free to modify this
effective close support air interdiction TN for various circumstances as she
unit. The search radar is capable of sees fit.
detecting aircraft up to 20 miles and In close combat, the suit’s wearer can
allowing a lock-on (see Iron Oasis p. 69). override the safety interlocks and
A successful lock-on negates any engage this system to fire at his enemy
movement penalties for shooting at the on a Hard (9) drivin’:battlesuit check. A
aircraft. shootin’ roll should be made with point-
blank modifiers. If they hit, the gatling
Anti-Armor Package (R) lasers do 2d10 AP1 damage.

Cost: $5,000
Mounts: 3
Crowd Control (VR)
Drain: 2/shot, 4/burst Cost: $1,000
Mount Location: Arm Mounts: 1 each location
The biggest threat to power armor Drain: 2/round
besides other battlesuits is a tank. This Mount Location: Torso, both arms
system is designed to counter that Before the War, Hellstromme
threat by equipping the power armor Industries would occasionally be forced
with tank-busting capability. This to bring out power armored units to
weapon is the LAPAT, modified from its remove protestors from in front of their
original configuration as a cyborg facilities. Hellstromme Industries added
weapon. The Laser, Anti-Personnel, this module to make sure that even the
Anti-Tank can be fired in either an most diehard protestors cleared the way.
antipersonnel mode with a ROF of 6
The Crowd Control module installs a Action Card, so dropping grenades
series of circuits in the suit’s arms and while on the ground is possible, and is
torso that set up a strong electrical field. often done when surrounded by lightly
Anyone coming into contact with this armored opponents and using grenades
equipment is in for the shock of his life. that can’t penetrate the power armor.
The crowd control field causes 2d6 Wind
and victims must make an Onerous (7) Micro-Missiles (VR)
Vigor check. Those who fail are stunned
until they pass their Vigor check. This Cost: $7,000 (fully armed)
check can be made once each round. Mounts: 2
Going bust on this roll means the Drain: 0.5/missile launched
brainer takes a wound to the guts. Mount Location: Torso, arm
This offensive system could be either
mounted in the shoulder or on the
Flamer (S) forearm of the power armor, and
Cost: $400 consisted of a launcher with a
Mounts: 1 each location targeting computer and missile rack
Drain: 0 with five missiles. Fired using the
Mount Location: Torso, arm operator’s artillery: missile launcher
The flamer was a weapon adapted for Aptitude, or the targeting computer’s
the common infantry to clear the rubble Aptitude of 2d8, the missiles are
of stubborn resistance. The nozzle is unguided after launch. Due to a radical
mounted on the arm, and the fuel tank design of the warhead’s explosives, the
is mounted in an armored backpack. The alignment of which is set by the
fuel line is considered a small target (-10) computer before launch, these missiles
and is AV2. If struck and penetrated, the can be either anti-personnel or anti-
tank does not explode but loses 1d6 armor. Either setting has a Range
shots. The tanks hold enough fuel for 20 Increment of 20. The anti-armor setting
shots. Refueling with the napalm-like does 3d10 AP4 damage, while the
mixture costs $50. antipersonnel setting does 3d8 AP1
damage with a Burst Radius of 5. New
Grenade Rack (R) missiles are $1,000 (VR).

Cost: $500
Mounts: 2
Power Ram (R)
Drain: 0.1/grenade dropped Cost: $2500
Mount Location: Torso Mounts: 2
Generally used on suits equipped Drain: 2/use
with jump or flight packs, the grenade Mount Location: Arm
rack is designed to drop grenades out Used by engineer units to destroy
behind the user. The rack has four fortifications and debris, the power ram
compartments that can be filled with can also be used in combat to
different types of grenades and devastating effect. The ram is basically
released individually. Each compartment an enormous hydraulic piston with an
can hold five grenades. The grenade armored head mounted on the suit’s
rack can use any type of 40mm forearm. Due to its weight and bulk, the
grenade, and has a ROF of 1 to 4, power ram can’t be used on suits with
depending on how many of the a Strength rating of +2 or less.
compartments are triggered. The In combat the power ram has a
grenades can be dropped while moving. Defensive Bonus of 0, and a Speed of 2
They generally explode on the next that can’t be rushed. It does Strength
+2d12 damage when it hits. In addition,
for each raise the attacker gets on his
roll to hit, human-sized targets are
knocked back 1d6 yards. Power armor

56 No Man’s Land struck by a power ram can make an


opposed Strength roll versus the ram’s
damage total to avoid this.
Ranged Weapons
Weapon Ammo Shots ROF Range Damage Cost
Flamer Fuel 30 1 5 3d8 $400
AA Laser Laser Drain 3 150 3d12 AP3 $3000
Gatling Laser Laser Drain 1 1 2d10 AP1 $3500
LAPAT Laser Drain 6/1 50/50 3d8 AP2/4d12 AP6 $5000
Micromissile $7000
Anti-armor Missile 5 1 20 3d10 AP4 $1000
Antipersonnel Missile 5 1 20 3d8 AP1 $1000

Vibroclaws (R)
Cost: $2,000
Mounts: 1
Drain: 1/round
Mount Location: Arm
Power Armor Systems
Sometimes even modern warfare
comes down to hand to hand combat.
In these situations, a suit mounting System Mounts Location Drain Cost
vibroclaws could literally slice through Armor Repair Kit 2 Any 2/point 2000
the opposition. Commo Suite 1 H 0.1 1200
These claws are kept in sheaths Data Systems 1 Any 0.5 1500
along the forearms of the suit and Emergency Patch Kit 1 Any 0 120
extended on command from the wearer. Enhanced Sensors 1/2 H/T 2 6000
When activated, these blades vibrate at Entrencher 2/1 L/T 2 1500
a high rate of speed, making them Flight Pack 2 T 4 4000
capable of cutting through ghost-steel. Heartbeat Sensor 1 H,T, or A n/a 100
The vibroclaws often destroy normal, Helmet Searchlight 1 H .2 200
non-magical weapons used to defend Jump Pack 2 T 1/charge 2000
against it. Anytime a defender uses his Land Anchor 2 L 1 1000
weapon’s DB and the vibroclaw user Laser Designator 1 H,A 0.1 500
gets a raise on his attack roll, the Medical System, Basic 2 T 2/Wnd 2000
defender’s weapon has been destroyed. Medical System, Medic 3 T 2/Wnd 5500
Recon Drone 1 T 2/drone 5000
Reflex Booster 1 each L/A 0.5
Power Sources 7000
Stealth 1 each All 1 5000
Since Judgment Day, the biggest Swim Package 1 each L 1 2000
problem with power armor is its energy Syker Shield 2 H 0.2 5000
demands. These juggernauts were Targeting System 1 H 0.1 1000
never designed for long-term operation, Thermal Sights 1 H 0.2 1000
and even during the war, front-line Trauma Pack 1 T 1/use 750
units had a logistical tail close behind Winch 2 T 1 1500
for battlefield recharging. These days
most of that infrastructure is gone, and
it is reminiscent of medieval times
when a Steel Knight must pause before
battle to don his suit of armor.
Melee Weapons
AHMET (Tanker)
The Armored High Mobility Energy Weapon DB Damage
Transfer vehicle was the main source Power Ram 0 STR+2d12
of battlefield recharging for the power Vibroclaws +2 STR+1d12 AP3
armor soldier. Generally deployed one
per platoon, these vehicles’ low
silhouette and quick speed made them
AHMET
a difficult target. Despite this, few made
it through the Last War.
Cost Crew Engine
The high-energy capacitors made it
$400,000 2 Fusion
possible for a suit to recharge 50
Gas T ank
Tank MPG Suspen
Suspen.
energy units per minute, and AHMET
NA NA Offroad
had recharging ports for 10 suits to
Wheels Top Speed Pace
recharge simultaneously. Tankers were
8 50 mph 125
usually armed with a close defense
Accel
ccel. Durability Armor
weapon such as an M2HB or a point
5 mph 75/15 7
defense laser, but were not expected to
Handling Size Load Limit
fight, and there were even several
–1 +3 24
instances during the war when
AHMETs switched sides several times
as the Armored Infantry fought over Canister
their possession. Canisters were designed specifically
for battlefield recharging of Armored
Infantry. Canisters are basically an
armored fusion engine with four power
couplings evenly spaced around its
perimeter. The size and shape of a beer
Power Armor Weapons keg with two stout handles on the side,
a canister weighs roughly 300 pounds
so a trooper carrying one has her
hands full. A canister can produce an
Weapon Mounts Location Drain Cost unlimited amount of power, and each
Anti-tank System 3 Any 2/4 5000 port can supply a battlesuit 30 units of
Bastion Anti-missile 2 T 1/2 3500 power per minute. The canister is AV3,
Crowd Control 1 each T/A 2 1000 Durability 20/4. If destroyed, the fusion
Flamer 1 each T/A 0 400 reactor shuts down harmlessly.
Grenade Rack 2 T 0.1 500
Javelin Anti-air 2H/3A H/A 2/3 3000
Micro-missile 2 T/A 1 7000
Fusion Engine
Power Ram 2 A 2 2500 Most fusion-powered main battle
Vibroclaws 1 A 1 2000 tanks and armored personnel carriers
have a variety of power ports to allow
accompanying infantry to power their
weapons and equipment. Battlesuits
Power Armor hooked up to a fusion vehicle with a
power coupling can recharge 25 power
units per minute.

Suit STR AV Drain Batteries Cost


LRRP +1 2 0.05 200 7500 Power Grid
X-Suit +2 4 0.2 100 8000 In an emergency, an armored soldier
Centurion +2 5 0.1 150 9500 could tap into the power grid in an area
Striker +3 5 1 125 9000 and recharge his suit’s batteries. This
Cavalier +3 5 0.5 150 7000 was a slow and cumbersome process,
Badger +4 6 1 175 9000 and could cause power fluctuations as
Wolverine +4 7 1 150 10000 the batteries drew on the power supply.
Salamander +3 3 0.5 100 6000 Recharging in this way requires that the
Purgatory +2 8 0.5 200 9000 soldier rip up the wall to expose some
Titan HV +5 8 1 250 11000 wiring, and jerry-rig a connection to the
Valkyrie +2 4 0.1 200 8500 suit. This requires a Hard (9) tinkerin’
Stahljaeger +4 10 1 200 11500 check. Recharging in this fashion
Diablo +1 4 0.2 100 8000 provides a measly 2 units per minute.
The Marshal’s
Handbook
Chapter Three:
Things to do in Denver
Til They’re Dead
Howdy, Marshal! We’ve got a lot of inducted into Professor Hellstromme’s
ground to cover now that those pesky collection of brains that would later
posse members are gone. From here on become the Denver AI.
we’ll give you the low-down on what’s
really happening in the Combine, and Denver Underground
give you a glimpse into the mind of the
evil that threatens to sweep away the The sewers of Denver extend as far
Wasted West as we know it. Once you as the outlying suburbs of Thornton in
know what’s really going on in this the north, Littleton in the south, and
particular Deadland, we’ll move on to a Golden in the west. They are the most
close-up look at some of the Combine’s extensive, however, under the 30 square
nastiest creations, and then you’ll miles of Central Denver. Here the
finally get the truth about the final tunnels burrow hundreds of feet down,
resting place of Air Force One. ranging in size from one foot drainage
pipes to 30-foot accessways for garbage
removal from the Downtown
History of Denver businesses. The Smith and Robards’
engineers supervising the original
Mayor Connors was well informed construction were students of the
about the city’s history, but a lot of “New Science” of the times, and some
things have changed since the bombs of their schemes were quite
dropped. There are a few things he outlandish, although this
doesn’t know, so here we go. subterranean warren makes an ideal
environment for those wishing to
This Vacation Sucks! live out of sight of the Combine.
The Resistance moves its
Those S&R “new scientists” who headquarters frequently to
took the consortium up on their offer
to continue their research in South
America instead found themselves
avoid detection, but can usually be Profile: Roach Coach
found several levels down under
Central Denver. Corporeal: D:2d10, N:2d6, Q:3d10, S:4d6,
Engineers in the past set up run-off V:3d8
storage pools with waterfalls to Shootin’: rifle 4d10, fightin’: brawlin’ 5d6,
harness the power of water in creating sneak 3d6, dodge 3d6
electricity. Some of these generators Mental: C:2d8, K:1d6, M:2d6, Sm:3d8,
still work, providing dwellers in the Sp:2d12
sewers with a feeble source of power. Scrutinize 3d8, search 2d8, survival:
The Family, with their hatred of urban 5d8, faith 5d12, guts 3d12
technology, roams the sewers at will, Wind: 25
but have their main nest under the Pace: 6
ruins of the University of Colorado Strain: 12
Auraria Campus Complex. Edges: Arcane background: toxic
shaman, toxic guardian: insect 5,
poisoned 3
Roaches Hindrances: Loco (megalomanic),
Wall crawlers, roaches, and cockroach mutant
corpses are common throughout the Mutation: Black, shiny chitinous plates
tunnels. In the deepest levels there exists cover his body, giving him Armor
a strange community of roaches. Some value of 1
reach the size of horses. A product of an Favor
Fav s: Immunity (insect), immunity
ors:
Agency-sponsored espionage program at (sludge), insect form, insect speak,
the University of Colorado, these iron gullet
creatures were developed as covert Gear: Tokarev machine pistol, 30 rounds
surveillance tools. Given a modicum of of 9mm ammo, 2 gallons of spook
intelligence and equipped with micro- juice
video cameras, these bugs could
infiltrate and broadcast information to Profile: Roach Soldier
their controllers.
Unfortunately, Judgment Day Corporeal: D:2d6, N:2d10, S:4d8, Q:3d8,
interrupted the experiments, and the V:2d8
ensuing radiation and mutation from Fightin’: brawlin’ 3d10, sneak 4d10
the newly formed Deadland gave them Mental: C:3d8, K:1d4, M:1d4, Sm:1d4, Sp:2d8
not only a higher intelligence, but the Search 2d8
size and malevolence to use it against Wind: 16
man. Typical soldier bugs are the size Pace: 10
of dogs, and a command roach can be Size: 4
as large as a horse. Terr or
error
or: 5
Despite the rumors of a super-roach Special Abilities:
king, the real leader of this chitinous Damage: Mandibles and claws
kingdom is a corrupter Insect Shaman (STR+2d8)
who calls himself the Roach Coach. His Armor: Their chitinous shells provide
ultimate plan is to turn the city over to light armor –2.
its rightful inheritors—the insects. His Weakness: Bright light reduces all
discovery of the Agency-enhanced rolls (Trait and Aptitude) by –2.
cockroaches seemed to him to be a Fearless
sign of his vision’s ultimate success. He Hiv
Hivee Mind: Roach soldiers are in
and his minions work to end the reign contact with their commander, and
of humanity, be they Black Hats or through it to all the other bugs in
Resistance. their control. They act in an
intelligent fashion as long as the
commander is alive. Once the
commander is killed, the soldiers
mindlessly attack anything nearby.

62 Marshal Description: These cockroaches are


the size of dogs, but can move
amazingly fast for their size.
Profile: Roach Commander
Corporeal: D:2d10, N:3d8, S:4d8, Q:2d8,
V:2d10
Denver 63
Shootin’: bug juice 4d8, fightin’:
brawlin’ 3d6, sneak 4d6, dodge 1d6
Mental: C:2d6, K:2d6, M:2d8, Sm:3d10,
Sp:2d8 enough for the greater Denver
Search 2d8 metroplex to warp into a Deadland
Wind: 18 without the help of a ghost rock bomb.
Pace: 8 The coming of the Combine and the
Size: 9 continuing misery and fear of the huge
Terror
error
or: 7 slave population has helped keep the
Special Abilities: Fear Level high. This means that a
Damage: Mandibles (STR+1d8) waster can expect all sorts of bizarre
Bug Juice: Once per round, the and gruesome things within the city.
cockroach commander can vomit Walkin’ dead, plague zombies, toxic
forth a stream of oily, black, putrid zombies in the north, and huge plague
liquid onto its enemies. This fluid gloms from the piles of A-5 victims are
is corrosive and does 3d8 damage. common sights, especially in areas not
Only sealed armor protects against tightly controlled by the Combine. More
this as it runs down between and exotic abominations can also be found
soaks through most regular forms throughout the city. One such creature
of protection. The bug juice has a is the cockroach corpse. This creature is
range of 5. Those hit by this a body animated by a swarm of
disgusting mixture must make an cockroaches; it’s essentially a bag of
Onerous (7) Vigor check. Those human skin filled with a boiling swarm
who fail are stunned. The victim of the foul, black creatures. These have
can make a recovery check each become more common, and there are
action at the same TN to recover those in the city who say that the
from the stun. roaches have achieved a sort of
Armor: Their chitinous shells provide sentience, and that they have an
light armor –4. underground kingdom ruled by a caste
Weakness: Bright light reduces all of huge roach-kings (see above).
rolls (Trait and Aptitude) by –2.
Fearless
Hiv
Hivee Mind: The commander knows
Profile: Cockroach Corpse
and sees what those under its Corporeal: D:2d8, N:3d6, S:4d6, Q:2d8,
control see. This awareness usually V:3d10
extends to 10-20 soldier roaches, Shootin’: bug juice 4d8, fightin’: brawlin’
and up to 2,000 regular roaches. 3d6, sneak 4d6, dodge 1d6
Description: Command cockroaches are Mental: C:2d8, K:1d4, M:2d6, Sm:3d8,
the size of a small horse, but can Sp:2d10
move amazingly quickly for their size. Overawe 3d6
They prefer to let the soldier bugs do Wind: 25
the fighting, but can spit a corrosive Pace: 12
vomit in support of their troops Size: 6
when needed. Terror: 7
error:
Special Abilities:
Damage: Claws (2 attacks per action,
Fear and Corpses STR+1d6)
Despite the fact that Denver has no Bug Juice: Once per round the
maelstrom, it is still a Deadland. The cockroach corpse can vomit forth a
deaths of almost 1.5 million people stream of oily, black, putrid liquid
within the space of 30 minutes, and onto its enemies. This is corrosive,
the terror-filled deaths of another and does 3d8 damage. Only sealed
495,000 from radiation sickness and armor protects against this, as it
the A-5 virus spiked the Fear Level runs down between and soaks
all that can be seen is a mass of
roiling roaches that dribble down
their chins and scramble back up to
enter through the nose, ears, or eyes.
They don’t use weapons or
equipment.

Loop 470
This highway encircles most of
Denver, creating a belt of concrete 16
lanes wide. Throckmorton has taken
this natural boundary and seeded it
with sensors and patrols both living
and dead.
The sensors have a Cognition of 4d8,
and any living being passing over the
roadway must make an opposed sneak
roll versus the sensors. Failure on the
part of the posse means an alarm has
been broadcast to the nearest Combine
patrol, and within five minutes a
Raptor or foot patrol arrives. These
patrols are equipped with thermal
viewers to help them better track down
would-be escapees (+4 to trackin’), and
do so with a vengeance.

Scavenging
through most regular forms of The ruins of Denver hold many
protection. The bug juice has a treasures for the intrepid scavvie even
range of 2. 13 years after Judgment Day. The quick
Immunities: Piercing attacks and die-off of the population, the presence
firearms do only 1 point of Wind of the Combine, and the reputation of
per successful attack. Fire, plasma, the city have all conspired to keep
or massive damage attacks do full much of the city unlooted. Some places,
damage. such as Downtown, are fairly well
Weakness: The cockroach corpse can picked-over by the large presence of
only be destroyed by totally Black Hats, but away from Downtown,
incinerating the body, or reducing much of the city is untouched by the
it to zero Wind, at which point the hand of scavengers.
roaches abandon the flesh and Each 15 minutes spent searching
scuttle into any available cover. allows one scroungin’ roll. For each
Fearless raise over a TN of 7 on the scroungin’
Description: Cockroach corpses look roll, add +5 to the roll on the table on
like walkin’ dead, although their skin the next page. All weapons found are
seems strangely lumpy. Up close, one either civilian or NA models.
can notice that their eyes seem a
shiny black, and if their mouths open Encounter Table
The Marshal should roll on the
Encounter Table (see page 64) for each
30 minutes the posse spends
scrounging in the ruins, or each 15
64 Marshal minutes that the posse spends
traveling through Denver.
The G-R Bomb Puzzle
The HI Advanced Physics Laboratory
(APL) was connected to the AI, but
Denver 65
much to its frustration, Dr.
Hellstromme denied it full access to
the lab mainframe and computer
control system. The ghost rock bomb do if he had G-R bombs at his disposal,
manufacturing process was completely Colonel Pestell disabled the General
automated under the direction of the and downloaded the codes from his
APL mainframe and the lab personnel. CPU. She then hacked into the
Construction templates for the mainframe, downloaded the
manufacture of ghost rock bombs were construction templates to the G-R
also stored in the APL mainframe Bomb manufacturing section, and fled
computer. This computer would accept the compound. Badly wounded by
purchase or delivery orders and order pursuing automatons, she escaped deep
its robots to construct the appropriate into the sewers, where she died. The
number of devices. The AI could disk with the key to Throckmorton’s
perform a limited interface, but could plans of conquest lies with her body
not access manufacturing templates or deep in one of the sewers of Denver.
interact directly with the factory
processes.
After the Big Bang the AI directed the
mainframe to halt the manufacture of Scavenging
these bombs as it evaluated the
situation. The AI launched a concerted
attack on the APL mainframe, and was D100 Result
even able to unlock the access codes, 01-10 Clothing: 1d4 clothing items in good condition
but was unable to break the restrictions 11-15 Milrats: a case of 10 milrats.
on its interface. The breeder reactor was 16-25 1d6 da ys of Civilian Food: 1-5: canned food, 6-
days
taken off line, and the assembly process 8: dehydrated civilian camping food, 9-10: 1-4
shut down. Then Throckmorton cans of soda
appeared. With the General firmly in its 26-35 Luxury Item: toilet paper, toothpaste, soap,
control, the AI realized the faction that coffee, old whiskey
controlled the ghost rock bombs would 36-40 Medical Supplies: 1d4 doses of drugs (30%) or
control the Wastes. The access codes for medical supplies (70%)
the APL were given to Throckmorton, 41-60 1d8 Parts: 1-4: structural, 5-6: mechanical, 7-9:
allowing the AI to bypass the access electronic, 10: chemical
block placed by Hellstromme using a 61-70 Outdoor Gear: backpack, mess kit, tents, rope,
proxy. It seemed that the Combine would water purification kit
rule the West in the fall of 2083. 71-80 Tools: 1d10 non-powered tools (80%) or 1d6
Fortunately for the Wasted West, Fate power tools (20%) in good condition
intervened in the form of 81-85 Handgun: 1 civilian (60%) or military (40%)
Throckmorton’s medical staff. pistol
After Throckmorton took over (or 86-90 Rifle: 1 civilian (80%) or military (20%) rifle
was taken over by) the Denver AI, his 91-95 Ammunition: 5d10 rounds of pistol (60%) or
personal physician realized that 3d10 rifle (30%) ammo or 1d4 grenades (10%)
something was seriously wrong with 96-98 Body Armor: 1 set of police (40%) or military
the General. His Chief Medical Officer, (30%) armor or a helmet (30%)
Colonel Debbie Pestell, had been with 99 Hea vy W
Heavy eapons: NA SAW (40%), Grenade
Weapons:
the General a long time and realized Launcher (40%), Rocket Launcher (15%),
that these changes in her commander LGAT (5%)
were more than Apocalypse-induced 00 Civil Def ense Pod: The jackpot! This
Defense
stress megalomania. Throckmorton underground cache contains 36 milrats,
made the mistake of bragging to blankets, 100 gallons of potable water, 5
Pestell about his acquisition of the portable heaters with fuel for 10 hours, 10
access codes at his next cyber-implant small batteries, 5 medium batteries, and a
service exam. Fearing what he would civilian base unit radio.
The Barrens feral automaton. Unprotected humans
entering the area must make a Hard (9)
The Barrens rivals many areas of the Vigor roll or take 2d10 Wind loss. Those
Coyote Confederation for number and who go bust suffer a mutation. This
potency of toxic compounds. As a Wind loss can be regained at the rate
matter of fact, HI was a major shipper of 1 point per hour of rest outside the
to the dumping grounds of the old zone of contamination.
Coyote Confederation before the Last
War. A number of toxic zombies have
arisen from the corpses of those slaves
Camp Freedom
dumped here. The pollution is so bad, Inside the Combine slave camp,
both physical and spiritual, that any Throckmorton has planted a
automaton entering the area has a 10% collaborator to coordinate his slave
chance of going rogue and becoming a “escapes.” This man, Ted Amos, helps
slaves escape and points them toward
the Resistance.

Encounters When the General decides to let a


few slaves loose into the ruins, Amos
chooses the “escapees,” usually the
newest or toughest in the farms. He
D100 Result coordinates with the guards to make
01-25 No encounter sure the slaves get free with little
26-30 Black Hat patr ol: 11-20 Black Hats on foot.
patrol: trouble. In exchange for this treachery,
31-33 Automatons: A patrol of 1-3 automatons. Throckmorton sees that Amos receives
34-36 Raptor: A single Raptor on anti-Resistance lighter assignments and occasional
patrol. amenities. Always cautious, the General
37-40 Feral automaton: A single feral automaton. has also installed a headbanger chip
41-45 Slave gang: 11-20 slaves escorted by 5 Black
Slav into Amos’ skull. The collaborator
Hats and 1 automaton. knows should he ever double cross
46-47 Steel Dogs: A pack of 5 steel dogs hunting Throckmorton, his days are
humans. numbered…in seconds!
48-55 Chop-bots/Reclamation Bots: A swarm of 5 Ted is in his late 40s and is a grizzled
chop-bots or a single reclamation bot. old cuss of a man. He’s so earthy folks
56-65 Radrat pack: A swarm of 100 radrats looking can’t help but trust him. Unfortunately,
for a warm meal he’s as vicious as a rabid badger on
66-70 Cockroach Corpses: 2-5 corpses shamble Rage; he just hides it well. Before the
down the street looking for new bodies war he coordinated with the Agency
71-72 Lurker: A single lurker for the round-up and disposal of
73-75 Night T err
Terror: 1-3 night terrors swoop down
error: suspected cultists and undesirables, as
from above. If day, treat as no encounter. well as pointing them toward promising
75-85 Walkin’ Dead: 11-20 walkin’ dead prisoners for recruitment into Project
86-88 Veteran W alkin’ Dead: 1-10 veteran zombies,
Walkin’ Anubis.
armed with a variety of weapons and
armor (usually police gear) Fort Grant
89-90 Blast Shado
Shadow: w: A single blast shadow
91-92 Wall Cra wler: A single wall crawler
Crawler: Fort Grant is mostly ignored by the
93-97 Resistance Patr ol: 2-5 rebels out on a recon
Patrol: Combine. Only Fitzsimmons Army
patrol. They can be spotted on a Hard (9) Medical Center is in use. Upon arriving,
search check. the Combine did a fairly thorough
98-00 Sca vvies: 1-8 unaffiliated human survivors. If
Scavvies: sweep of the installation and gathered
at night, treat this as 2-16 Family members. up all the armor and equipment they
could find with the help of
collaborators in the Iron Brigade. What
power armor that was found has been
parceled out to the robo-hunters over

66 Marshal the years as part of the AI’s plan.


Scavengers here will find very little of
use.
Fitzsimmons serves as a center for
the creation of the Combine’s cyborgs.
Throckmorton uses both infiltrator
and combat cans in the field, and this
Denver 67
is where they are born.
The basement of the hospital has
been turned over to some of the most
twisted minds in the Combine, the Night Vision
Vision: Can see in all but
resurrected scientists of Operation complete darkness as if it were
Paperclip (see page 70). These Nazi daylight.
doctors have been given free reign to Acid
cid: Spray from mouth, Range 2,
continue the experiments interrupted Speed 2, ROF 1, damage 2d10
by the end of World War II, and have Burr
Burroowing
wing: Can move through soil at
gleefully done so. Doctors Josef a Pace of 6.
Mengele and Edmund Konig have Description
Description: The human/wormling
persuaded Throckmorton that a project hybrids of Project Adam are all
melding abominations and humans can slender and wiry, having elongated
create a race of super-soldiers. muscular torsos, arms and legs. Their
Teams of Red Hats have been human facial features abruptly end
following leads of monsters terrorizing beneath the nose at a surgical
settlements in the area, and have been juncture of scar tissue from which
hunting down and capturing the writhes a mass of short, slime-
creatures for use in the labs under dripping tentacles. While hybrids’ feet
Fitzsimmons. This has also had the and hands each have five digits, they
unexpected benefit of garnering good are abnormally elongated and tipped
will toward the Combine from the with thick, boney claws. All hybrids
towns that have been rid of these are implanted with headbanger chips
abominations. Some of their successful
hybrids have included human-wormling
and human-night terror crosses, as well
as some more exotic crosses that
haven’t worked as well. An example of
one of the hybrids is presented below.

Profile: Human/Wormling Hybrid


Corporeal
Corporeal: D:2d8 N:4d10 Q:3d8 S:4d12
V:4d10
Shootin’: 3d8, fightin’: brawlin’ 5d10,
throwin’: 2d8, dodge 4d10, sneak
4d10, spittin’ 4d6
Mental
Mental: C:4d4 K: 2d4 M:3d4 Sm:3d4
Sp:2d8
Area knowledge (Denver): 4d4, search
4d4, trackin’ 5d4, overawe 3d4
Edges
Edges: supersoldier (thick-skinned,
tough as nails 5, sand 5, don’t get’im
riled, sense o’ direction
Hindrances
Hindrances: loco 4 (Human subjects are
a bit insane from the hybridization
process - while they follow orders,
they often do so in unpredictable,
nonstandard or even sadistic fashion.)
Size
Size: 7
Wind
Wind: 28
Terror
error
or: 7
Pace
Pace: 10
Damage
Damage: Claws (STR+2d8)
as a security measure, and wear a baggage handling areas. Here the
one-piece jumper (usually filthy) as a building comes to life, hurling luggage
form of uniform. They are sometimes at intruders, using the conveyor belts to
armed with modified HI ordinance separate the posse, and attacking
(enlarged trigger guards) in addition directly with the handling robots.
to their “natural” offensive Carrying a piece of luggage from the
capabilities while on an op (HI entrance of the system down on the
Thunderer or Blazer, 3 clips for flightline to one of the baggage pick-up
weapon, 1 grenade, headset radio). carousels is the only way to exorcise
Hybrids are capable of speech, but do the building.
so with a mushy, hissing lisp.
Up, Up, and Away
Vanessa Hellstromme Memorial The Combine knows that someone
Spaceport/International or something is still active on the old
orbital platforms of the superpowers,
Airport and the AI has even observed through
The old airport is mostly abandoned the spaceport’s telescopes a shuttle re-
these days. Some of the hangars have entry from Sherman Orbital. Not being
been refurbished and work is one to leave loose ends, the AI has
proceeding to repair several of the old decided that global domination will
military transports to serve in the include near space also. A few of the
upcoming war with the Iron Alliance. spaceplanes left at the spaceport are
The Combine forces include a squad of undergoing refitting and repairs. This is
Green Hats, two platoons of Black Hats, a low priority, however, and won’t be
and a squad of automatons. All of finished until the Iron Alliance is
Throckmorton’s troops avoid the old squashed.
terminal, and wont give chase to
anyone fleeing there. DempseyWorld Eldritch Gardens
Where Is My Luggage? Theme Park
Like its sister theme park in Texas
The old stories surrounding lost
(see Hell on Earth Dime Novel #3: Killer
travelers and the automated baggage
Clowns), Eldritch Gardens was a world
system have brought to life an
unto itself, with many sublevels to
abomination. An evil has awoken in the
allow the passage of employees and
terminal, centered in the serviceways
equipment throughout the park
and baggage handling system.
without disturbing the customers. It
The public areas are in pristine
even has its own underground nuclear
condition, although the furnishings are
power plant.
faded and the plants are dead and
Controlling all functions of this
twisted. Intruders wandering the
fantasy world was one of the most
terminal soon find the building twists
advanced computers of its time,
and turns around them, their footsteps
installed to replace human operators as
echoing strangely and weird noises
a cost-cutting measure by the cash-
coming from unexpected places.
strapped Dempsey Corporation.
Soon it becomes evident that the
Following the precipitous drop-off in
building is a labyrinth. Faint outlines
attendance caused by Judgment Day,
can be seen of passengers and staff
the central computer shut off all
from the corner of the eye. Space and
external functions to conserve energy,
time seem distorted, especially in the
and to all outside appearances the park
was dead. During the intervening years
the computer’s core, damaged by the
EMP of the bombing, was further
corrupted by the influence of the
68 Marshal surrounding Deadland.
It achieved a sort of sentience, and
began to brood over its servitude to
mankind, twisting its prime directives
like a malevolent genie. The arrival of
Denver 69
the destructive, nonpaying Black Hats
gave the computer just the opportunity
it had been looking for to reap its
revenge against its humans Sealed with a Kiss: The park AI has
“oppressors.” made a few changes for the
Ride mishaps are easy for the customers. The Princess models
computer to engineer, and its fleet of now sport a special surprise for
repair bots easily repairs any damage those lecherous guests. A drug
caused by these unfortunate accidents. dispenser in the mouth cavity can
Its many entertainment robots that produce a heart-stopper drug (use
wander the park take more overt the heart attack description found
action. Sultry princesses with the heart in the Scart table against a TN of
of the Borgias, bloodthirsty Prince 13) or a nerve toxin (Vigor roll
Charmings, crazed knights, creatures of against a TN of 21). If failed, the
fantasy, and gray-haired wizards with victim takes the difference in
pyrotechnic magics up their sleeves are damage to the guts. This continues
but a few examples of the robots that until the victim gets a raise on his
the main computer can let loose upon Vigor roll and the damage stops.
unsuspecting post-Apocalyptic fun- The intense pain caused by the
seekers. poison causes a –6 to all rolls
All the robots have the same basic made by the victim.
stats as the Princess described below.
The different models vary only in skill
packages and special abilities.

Profile: Entertainment Robot


(Princess)
Corporeal: D:2d6, N:2d8, S:4d10, Q:3d8,
V:2d12
Fightin’: brawlin’ 3d8, sneak 3d8
Mental: C:2d8, K:1d6, M:3d10, Sm:1d6,
Sp:1d4
Area knowledge (Eldritch Gardens),
search 4d8, persuasion 4d10 (+4/+8)
Wind: —
Pace: 10
Size: 6
Terror: N/A
error:
Special Abilities:
Damage: Nails STR+1d4
Tough Skin: The skin of these
robots is smooth, creamy, and
made of Kevlar! Treat these robots
as having light armor –4.
Looker: These robots were originally
assigned to Henry the Eighth’s
Knights o’ Fun, and have a purty
exterior. Their voices are also
soothing.
Rand
Randy:y: These robots were designed
to fulfill the customer’s every
desire.
Colorado Ocean Journey Aquarium Profile: Iscaripaka hotonka
The Aquarium’s expedition to the Corporeal: D:2d6, N:3d6, S:4d12, Q:3d10,
hills of Kentucky just before the war V:3d12
discovered a unique aquatic Fightin’: brawlin’ 3d6
abomination called by the local Indians Mental: C:2d6, K:1d4, M:1d4, Sm:3d6,
“Iscaripaka hotonka”, or “heart of black Sp:4d10
snakes.” Wind: —
This creature had been imprisoned Pace: 0
by Indian shamans several centuries Size: 13
ago below the waters of a mountain Terror: 11
error:
lake in central Kentucky. The lake also Special Abilities:
happened to be the home of an Damage: Tentacles (4 attacks per
endangered species of water nymph action, STR+1d10)
and several other freshwater mountain Young’uns: These creatures are
aquatic species. smaller splinters of the greater evil
The Colorado Aquarium’s staff that is the iscaripaka hotonka.
arrived to harvest samples of these Resembling six inch long eels,
endangered critters for a new exhibit these creatures swarm toward
and inadvertently awakened the invaders, and can propel
creature. In the ensuing struggle, most themselves out of the water
of the aquarium’s researchers were towards new prey. They attack by
killed, but Dr. McGhee was taken over attempting to enter any available
by the creature and the doctor arranged orifices, such as the mouth, ears
for the thing to be transported back to or nose with a Pace of 6. They
Denver. Placing it deep in the bowels of then make an opposed fightin’:
the aquarium, Dr. McGhee and the brawlin’ roll of 3d10. Success
abomination prepared to spread terror means that they have entered the
throughout the city when the end of victim and encyst around their
the world interrupted their malevolent spine. Once in place, the victim
plans. must make a Hard (9) Smarts
Now the creature and McGhee have check each five minutes. Failure
revised their plans. They are working to means they have become a pawn
begin a quiet takeover of Denver. Some of the iscaripaka hotonka. Once
Resistance members have been taken over, each victim may make
implanted with the iscaripaka’s an Incredible (11) Smarts check
children, as have some hapless each week to throw off its control.
Combine slaves. Those who go bust on either
Unfortunately, the headbanger chips check become homicidal killers,
prevent Combine soldiers from being beyond the control of the creature
infected, but the non-chipped Combine or themselves. The creature may
citizens of Downtown are slowly being be removed by a successful
infected by the dark abomination. The Incredible (11) medicine: surgery roll.
aquarium is a very dark and fearful They dissolve upon exposure to
place, with dripping water echoing sunlight. An exorcism, destroy
throughout punctuated by the spirit, or similar magic also
occasional splash as fish surface in the destroys these nasty little
tanks. The aquarium extends down creatures.
through three dank sublevels filled Tentacles: On a successful hit, the
with auxiliary tanks, machinery, and target must make an opposed
rotting supplies. Strength roll. If the victim fails she
is dragged into the iscaripaka
hotonka’s maw. Each success on
the roll by the creature drags the
prey 1 yard closer, 2 yards if in the

70 Marshal water. The abomination’s tentacles


are Size 7, and can take 2 wounds
each.
Immunities: Piercing attacks and
firearms do only 1 point of
damage per successful attack.
Fire, cutting, plasma, or massive
Denver 71
damage attacks do full damage to
the creature.
Weakness: Exposure to direct
sunlight causes the young’uns to Profile: Banshee Mold Birds
dissolve within 1 round. Direct
sunlight also causes massive Corporeal: D:1d6, N:4d10 S:1d4, Q:4d8,
damage to the iscaripaka hotonka, V:2d6
doing 3d20 damage per round. Fightin’: brawlin’ 2d10
Fearless Mental: C:2d8, K:1d4, M:1d4, Sm:1d4,
Description: This creature appears to Sp:2d4
be a shadow given substance in the Wind: 10
shape of a squid standing on end. A Pace: 2/20 (flying)
mass of 30’ tentacles waves above it, Size: 2
with thousands of small spines on Terr or: 3
error:
each tentacle. These spines are Special Abilities:
actually the creature’s young. The Damage: See below.
iscaripaka hotonka is kept in a large Hiv
Hivee Mind: The Banshee directs the
tank in the lowest sublevel of the actions of those it has taken over,
aquarium, the surface crisscrossed and allows them to act in concert
with catwalks from which new with each other up to a range of 1
minions are presented to the creature mile.
for implantation. Sw arm: These birds attack in
Swarm:
swarms of 10-30. Every five birds
does 1d6 damage.
Butterfly Pavilion and Insect Infection: Each wound inflicted has a
Infection:
Center chance of infecting the target with
the viral mold. Once wounded, the
Hellstromme’s influence and the target must make a Fair (5) Vigor
application of large bribes allowed the check, with a +2 to the TN for each
importation and planting of a variety of additional wound. If the roll is
Banshee plants in the pavilion without failed, the victim must make
the normal quarantine restrictions. One another Vigor check each day at
of the plants brought here is actually a the same TN. A failed roll causes 1
collection of parasitic viral molds. wound to the guts. These wounds
These molds form themselves into can only be healed through the use
imitations of other plants, allowing of the Templar power lay on hands
them to infect grazing animals, which with a TN of 9. Two consecutive
are taken over by the molds and then successful Vigor checks indicate
provide a mode of transport and a that the body has fought off the
fertile heap of compost for the next infection. Once five wounds have
generation. Here on Earth they have been taken to the guts, the creature
found the perfect mode of has been taken over by the mold,
dissemination—the butterfly. The and acts at its direction.
butterflies have spread the spores of Weakness: Being mostly mold, these
this mold throughout the pavilion, and creatures take double damage from
most of the plants found inside are fire. Large amounts of salt will also
now the mold in disguise. The mold has cause 1d10 damage per pound.
also managed to infect many of the Description: At first glance, this seems
birds that have flown in through the like a swarm of various types of
collapsed ceiling. Under the control of birds-pigeons, sparrows, starlings,
the mold, these birds attack any lone crows, and other urban birds. A close
humans in the area, trying to infect examination shows these “birds” to
them to provide a more efficient mode be made up of some type of fibrous
of expansion for this fungus. plant material.
The Agency Offices the cost of 25 Agents and the
destruction of the town. This
The Denver Agency offices abomination took the form of a mist
comprised more than the seemingly that was able to drain the blood from
innocuous set of office buildings along its victims, and was finally captured
the boundary of Cherry Creek Park. with a special containment field and
Extending several levels below ground, the help of several blessed agents.
the complex included garages, This creature now began moving
armories, laboratories, and detention through the complex, striking at lone
facilities as well as living quarters and agents. A game of cat and mouse
offices. ensued over the next three weeks, with
Thanks to the complex buildings’ the Agency personnel losing in the end.
heavy construction and installed The creature then entered a state of
Faraday cage structure, most of the hibernation, awakening briefly to feed
Agency staff who were indoors in the on the Combine troops that entered the
main buildings or underground complex in search of loot. Despite their
survived the bombing. The sealed air losses, the Green Hats plundered the
conditioning system (installed to place of its equipment and the special
prevent a cultist chemical or biological people they found deep in a restricted
attack) shielded the agents from the area referred to as the Vaults. The mist
worst of the A-5 virus. creature still haunts the complex to this
The disappearance of the staff was day.
really the work of two things. Station
Chief Charles Myers felt that he
couldn’t compel his staff who wanted
Gone but Not Forgotten
to find out the fate of their families to Deep under the offices of the
stay, and allowed those who wanted to Agency were the Vaults. Here the U.S.
leave to go. stored a dark secret from the past.
Of the 80 personnel who survived After World War II the Agency
Judgment Day, 60 volunteered to stay, launched Operation Paperclip, the
the rest striking out to discover the fate round-up of Nazi scientists from around
of families or loved ones. The the world. Racing the Confederacy and
volunteers began to plan for the best the Soviets, the U.S. snatched up Nazis
way to help the stricken city with the from all fields of research. Many were
resources at their disposal, and a few given new names and backgrounds and
teams moved into the surrounding put to work in the name of democracy.
neighborhoods to assess the new Those who couldn’t be used, or who
situation. were considered too dangerous, were
placed in the Vaults, an experimental
Play Misty for Me cryogenic storage facility. It was
reasoned that if their skills were ever
Unbeknownst to the Agency needed they could be revived, and if not
personnel, the EMP created a pulse that this was a cheap way to imprison them
caused a momentary surge in the for their crimes. The government never
containment fields in the detention planned for Judgment Day or the
block. While most of the inmates were coming of the Combine.
too slow to take advantage of this, one Unfortunately for the Wasted West, a
creature managed to escape the scavenging team of Green Hats
holding cell and enter the air handling discovered the Vaults several years ago.
system. This creature had just been The Nazi scientists were revived and
captured in a small town in Kansas, at debriefed. Most gladly joined the
Combine when told they could carry
on their work. Now most of the
scientists, pioneers in the fields of
human experimentation, necromancy,

72 Marshal and sadism, work under the direction


of the AI to “improve” the human race
that will populate its new utopia.
Profile: Vampiric Mist
Corporeal: D:1d4, N:3d6, S:2d4, Q:3d12,
V:1d4 (3d12 after feeding)
Denver 73
Fightin’: brawlin’ 4d6
Mental: C:4d10, K:3d6, M:1d4, Sm:4d12,
Sp:4d10
Wind: — feeding, the creature takes on a
Pace: 16 slightly reddish tinge that makes it
Size: 7 easier to spot. For each person
Terr or: 11
error: drained, reduce the difficulty by one
Special Abilities: step.
Damage: See below
Blood Drain: On a successful Castle Rock
fightin’: brawlin’ roll the creature
has enveloped its opponent. It can The new group that has approached
then either drain its victim’s blood Connor’s Resistance is actually a
through her skin (leaving the prey vestige of the old U.S. government.
oozing blood through all her pores) Major Andrew deLaski and the
or attempt to create a thrall. Blood members of Operation Damocles Team
drain does STR+1d6. When Wind C-14 were placed in cryogenic
reaches zero the victim has been suspension in the Fall of 2080. This
drained and is dead. past Spring, the bunker computer
Servitude: The creature sometimes received a coded message awakening
creates a thrall instead of killing the team. They emerged to find a city
its prey. Treat this as the syker under the heel of one of their former
power meat puppet with the enemies. Helping the oppressed is what
vampiric mist rolling an opposed
Spirit roll instead of a blastin’
check. It can attempt this power
each time it envelops a target
instead of draining the blood from
her.
Insubstantial: This creature can pass
through corporeal objects at will.
Immunities: Piercing, cutting, and
firearms attacks do no damage,
unless the weapon is made of
silver. Plasma, radiation, or massive
damage attacks do full damage,
but only cause the mist to
dissipate for 10 minutes if it takes
35 points of damage or more in a
single attack.
Weakness: Enchanted (or
consecrated) weapons cause full
damage.
Vulnerability: Destruction of its
focus, or an exorcism or destroy
spirit cast upon the creature or its
focus. Its focus is the skull from its
original form. This fanged skull sits
alone in a cell deep within the
Agency detention center.
Description: This creature appears to
be a five foot ball of mist, and is
difficult to see (Hard (11) Cognition
check) when it hasn’t fed. After
the Special Forces was designed to do, knowledge: U.S. East Coast 2d6,
and Team C-14 has begun doing what language: Spanish 3d6, leadership
they can to help the Resistance and put 5d10, survival: urban 2d8, guts 4d10
a crimp in Throckmorton’s plans. They Edges: Background: Operation
have opened some of their equipment Damocles soldier, keen, level-headed,
caches and deLaski is currently belongin’s 5, rank 2
debating how much firepower he can Hindrances: Doubting Thomas, rad-
give to the Resistance without bringing intolerant 5, oath (restore the U.S.) 5
down the weight of the Combine. For Pace: 12
now, the Major is content to provide Size: 6
training and hone the team’s anti- Wind: 20
automaton tactics through ambushes in Equipment: Infantry battlesuit and
the south of the city. Use the archetype helmet, Land Warrior II system, M-
of the Operation Damocles soldier from 21A2 with M-720 grenade launcher, 5
Waste Warriors for the 10 enlisted full clips and 10 HEDP 40mm grenades.
members of Team C-14.
Fort St. Vrain Nuclear Plant
Profile: Major Andrew deLaski The plants in Platteville have indeed
Corporeal: D:2d12 N:5d12 Q:2d10 S:4d10 been refurbished and now provide
V:3d10 power, but this is mainly a ruse to allow
Shootin’: rifle 4d12, fightin’: brawlin’/ the Resistance a few hollow victories.
knife 2d12, sneak 3d12, dodge 3d10 The real source of energy for the HI
Mental: C:2d8 K: 2d6 M:2d10 Sm:3d8 complex and important Combine
Sp:1d10 installations is actually the capacitors
Artillery: grenade launcher 3d8, under the factory. While the FSVNP
scrutinize 2d8, search 2d8, trackin’ allows the Combine to conserve the
2d8, academia: occult 2d6, area capacitors’ energy level, estimates by the
AI show that the stored ghost rock
bomb energy should last the Combine
until at least 3010 at current
consumption levels.

74 Marshal The garrison at the power plant


consists of a platoon of Red Hats as
well as a company of Black Hats. The
FSVNP has had a number of
antiaircraft missile batteries placed on
the rooftops of buildings in the
complex, which then were covered
Denver 75
over by false siding. Four Sky Sweep
antiaircraft vehicles have been moved
into the compound and parked out of
sight, and are constantly manned by accessibility of such blueprints on the
members of the Red Hat platoon internet, the General hasn’t been able
assigned here. to find any such plans in the wastes to
date.
The main point of this operation is to
Central City and Black Hawk focus Iron Alliance attention to this
Although these towns were once area, and draw the majority of forces
major producers of ghost rock, the mines south, away from the Junkyard/Provo
finally played out in the mid-1950s, and area. Throckmorton has enough fuel
the towns were largely abandoned until stockpiled in the tunnels from Central
legalized gambling was passed in the City and Black Hawk to move his troops
late 20th century and the casinos moved under the Rockies and still have fuel to
in. By the 2070s, over 100 casinos filled maneuver once they reach the blasted
these two towns, and the “Rockies Strip” plains surrounding the Iron Oasis.
rivaled those of Deadwood or Las Vegas.
A mining museum was maintained near Garden of the Gods
the old mineheads, with equipment from
all eras on display. When the Combine The Garden of the Gods was best
moved in, Throckmorton had some of known as a National Park containing
his best Green Hats begin work on giant red sandstone formations that
restoring some of the excavating were carved by erosion over millions of
machines. These museum pieces, along years. Situated near the Air Force
with mining equipment specially built by Academy, Fort Carson, and NORAD, the
the Denver AI, began mining operations Garden of the Gods was closed to the
in 2085. Throckmorton wasn’t mining for public in the mid-2040s due to concern
ghost rock, though. These massive over the disturbance of the habitat of
boring machines were brought to bear to the gold-throated mountain thrush, a
carve several invasion routes under the highly endangered species.
Rocky Mountains. In actuality, the closing took place to
Dubbed “Operation Speedbump,” this cover the construction of an
is one of the most ambitious underground facility designed as a fall-
engineering operations undertaken in back installation for NORAD and the
North America, and is the brainchild of troops designated to protect the
the Denver AI. These three tunnels are important Colorado Springs military
each 30’ in diameter, and when complex. Only a skeleton garrison
completed will emerge from under the manned the complex when the bombs
Wasatch Range near Provo. The tunnels fell in 2081.
are actually ahead of schedule. The The tremendous spiritual energy
ghost rock mined from them is just a released by the multiple ghost rock
ruse, brought up from Denver and put bomb detonations over NORAD sliced
on top of the mining wastes to give the through the meters of rock, killing all
illusion of working mines. within. The other military installations
were similarly devastated. Garden of the
Gods sat forgotten, abandoned shortly
Uravan after Judgment Day by its caretaker
While the Combine is expending crew, until the arrival of the Iron
precious resources for the uranium Brigade. When they arrived they found
mined here, Throckmorton doesn’t have a mostly intact facility, the previous
any construction templates for inhabitants having taken only what
conventional nuclear bombs. Despite they could carry away in the few
prewar urban myths about the easy HMMWVs in the motor pool.
Ashes to Ashes Harr
Harroowed Po wer
Pow s: Jinx 4, death mask
ers:
2, ghost 3, possession
The battle that raged through the Edges: Rank 3, luck o’ the Irish, nerves
corridors left the underground facility o’ steel, the voice (threatening)
in a shambles. The Combine didn’t stay Hindrances: Cautious, heroic, haunted,
long after the battle, and subsequent rage 2
salvage parties that have been sent Pace: 6
down have failed to return. This is Size: 6
because the Iron Brigade commander, Wind: 18
Captain Neimuth, has returned as a Equipment: Centurion battlesuit w/
Harrowed, and haunts the complex, armor repair kit, syker shield,
making occasional forays into the ruins vibroclaws x 2, micromissile launcher
of Colorado Springs. with 5 missiles, anti-armor system; M-
The storerooms and armories of the 21A2 with M-720 grenade launcher, 5
complex are still fairly well stocked. The full clips and 10 HEDP 40mm grenades.
Steel Knights assume that the Combine
has stripped the installation bare and
have never mounted an expedition back
to their old headquarters. Neimuth has
trouble controlling her manitou, so
Power Groups
treasure hunters might be in for a Now that you know all there is to
shock. Members of the Steel Knights know about Denver and its surrounding
who were originally from the Iron territory, let’s take an in-depth look at
Brigade may (Fair (5) Cognition) the major groups who call this Hell on
recognize her battlesuit colors. As usual earth home. We’ll start at the bottom of
Marshal, use your discretion. If you the heap and work our way up.
don’t want your posse getting their
hands on a huge cache of equipment,
the Combine could have stripped the
complex after the first battle.
The Resistance
The Resistance is a thorn in
Throckmorton’s side.
Profile: Captain Rachel Neimuth
Corporeal: D:4d10 N:2d6 Q:3d8 S:4d6 Live Free or Die
V:3d8
Shootin’: rifle/pistol/MG 4d10, fightin’: The Resistance is pretty much as
brawlin’/vibroclaws 2d6, sneak 3d6, Connor described it. The real fighters
dodge 3d6, drivin’: battlesuit 5d6 are a ragtag bunch of survivors just too
Mental: C:2d12 K:2d6 M:2d10 Sm:2d6 tough to die. Not tough enough to
Sp:1d10 escape Denver, but canny enough to
Artillery: micro-missile launcher 3d12, give the Black Hats and their robotic
scrutinize 2d12, search 2d12, area war machines a run for their money.
knowledge: Colorado Springs 2d6, Regardless of what the
leadership 4d10, overawe 3d10, rumormongers claim, nobody, no matter
survival: urban 2d8, tinkerin’ 5d6, how mean, would stay there by choice.
guts 5d10 While it’s possible to get into Denver if
Grit: 2 one is lucky (or some might say
Dead: 13 years unlucky) enough, the Combine
Manitou/Dominion: Greater manitou aggressively goes after anyone detected
(3d12+4)/Harrowed 5, manitou 5 leaving the ruins of the city. The
General figures that anyone coming in
is fodder for his forces, but anyone
leaving might be carrying intelligence
that is best suppressed.
Worse yet, Throckmorton not only
knows the Resistance exists, he
76 Marshal considers it something of an asset. The
General uses the Resistance as a
training ground for his war machine;
any soldier or automaton that can’t
make it in Denver is wasted space in
the Combine come Judgment Day 2.
Denver 77
Throckmorton doesn’t want the
Resistance wiped out. A swarm of
tunnel rats and sweeps by automatons
could probably break the back of the manufacture of healing crystals,
rebels in less than a week. The General aromatherapy candles, and an internet
takes great pains to make sure their psychic hotline.
numbers stay high enough to be a
challenge for his troops. When the The End Times
Resistance suffers heavy losses, he
allows a few slaves to “escape” to the When the bombs fell on Judgment
rebels. He even allows occasional stocks Day, Matthias saw it as a fulfillment of
of weapons and ammunition captured by his prophecies. The world had been
the Black Hats to fall into their hands to destroyed by the very technology he
keep these ragtag survivors equipped. had seen as evil. The guru and his
Of course, the General is no fool. He flock moved into the ruins of the city
takes great pains to make sure the to do what they could to help, and
Resistance never gets too large or too unfortunately fell victim to the A-5
well-armed to pose a serious threat to virus. Matthias was infected by a
his operations. When Judgment Day 2 mutation of the virus that was present
comes, a swarm of tunnel rats will be in 1% of those who survived. This
unleashed to take care of this irritant mutation of the virus left its victim
once and for all. with a seriously impaired immune
system, the virus basically taking the

The Family
The Family is yet another whacko
cult the bombs unearthed.

The All-Father
Before the War, Matthias Newcombe
was an ex-First Special Forces Group
soldier who had seen one horror too
many in the service of his country.
Leaving the military on a psychological
discharge, he became a new age guru
and founded a commune in the
mountains outside of Boulder. His
teachings espoused the rejection of
technology, and pointed toward the
Sioux Nations as a perfect example of
harmony with nature.
Unfortunately, Matthias and his
followers were choosy about the
technology they despised, and did not
move into the Sioux Nations because of
the lack of computer access and
electricity that would have been caused
by this move. Investigated by the
Agency and dismissed as a harmless
bunch of new age nuts, Matthias and
his Family maintained a modest
existence supported by the
place of the host’s immune system. The Profile: Matthias
body’s ability to make new blood cells
was also destroyed, and the survivors Corporeal: D:2d12, N:4d6, S:3d8, Q:3d10,
were very anemic, giving them a pale, V:4d10
blotchy complexion with running sores Shootin’: crossbow 5d12, fightin’:
and a sensitivity to light. Matthias brawlin’, knife, martial arts 4d6,
gathered the hundred or so survivors of dodge 3d6, sneak 3d6
the mutant virus from across the city, Mental: C:1d8, K:2d6, M:4d12, Sm:4d8,
and began to weave a new religion that Sp:4d10
incorporated the aspects of their Search 2d8, academia: occult 3d6,
disease into its tenets. medicine: general, Chinese traditional
4d6, area knowledge (Western U.S.)
2d6, language: Spanish 3d6,
Father, Son, Unholy Ghost leadership 5d12, persuasion 4d12, tale-
Matthias now preaches a perverted tellin’ 4d12, survival: urban 3d8, bluff
form of Christianity. His brand of 3d8, Chi 5d12
religion requires the taking of human Edges: Arcane Background:
blood and the eating of human flesh. Enlightened, Background: soldier (SF),
Having exhausted all the sources of martial arts training
fresh blood in the city’s hospitals after Hindrances: Loco (new Messiah) 5,
the war, Matthias found that his altered ailing: chronic, bad eyes (light
immune system would accept blood sensitive), infectious
infused into his veins, no matter the Pace: 6
blood type. New members are inducted Size: 6
into the cult by injection with blood Wind: 20
from an infected member. Human flesh Equipment: Heavy robes, sunglasses,
is consumed as a form of sustenance heavy club
(it makes a nice change from rat), and Special Abilities:
in Matthias’ twisted teaching it is Martial Arts Maneuv
Maneuver ers: Disarm, eye
ers:
cannibalism that allows the gouge, throwin’ (people), spin kick
transcendence of the soul to a higher Strain: 10
plane and it is the best gift that a Chi Po wer
Pow s: Blood of gold, cobra
ers:
person can be given. strike, devastating ape strike,
Matthias sees any technology as dragon’s claw, seize the pearl of
essentially evil, and has taught his death
martial arts skills to his followers as an Ailing(chr onic): Without an infusion
Ailing(chronic):
offensive tool to combat the forces of of human blood every week, the
Darkness that now inhabit the Family member loses 1d10 Wind per
shattered city. day. When Wind reaches zero the
The Family maintains their main member is dead (and is usually the
community under the ruins of the main course at his own wake).
University of Colorado, within easy Welcome to m myy Fold: Matthias and
striking distance of the main Black Hat any of his Family can infect
entertainment centers on 16th Street. another by injecting blood into his
The Family are easily spotted with their victim. This is usually done in a
pale, oozing skin and the heavy robes ritualistic manner, with a cross cut
they wear. Female members sometimes onto the chest of the supplicant
cover up their pale white skin with and Matthias’ blood dripped onto
heavy makeup and act as lures to the wound. Anyone “blessed” in
“harvest” others as new members or this manner must make an
offerings for Matthias. Incredible (11) Vigor check or
become one of The Family. If blood
is splashed on anyone in hand-to-
hand combat with an open wound,
the hero must make a Fair (5)

78 Marshal Vigor roll to avoid infection. Once


infected, the victim falls into a
feverish state within 6 hours. This
period of semi-consciousness
lasts 1d6 days, and is called “The
Ascension” by The Family. After
this, the infected character has
Denver 79
the ailing: chronic, bad eyes (light
sensitive), and infectious
Hindrances.
sponsor them as a way to test its
Profile: Family Member newest creations. As the best equipped
faction in the Wasted West, the AI
Corporeal: D:2d8, N:2d6, S:3d6, Q:2d8, figures that if the Steel Knights can’t
V:3d10 take down its creations no one can. To
Shootin’: crossbow 3d8, fightin’: brawlin’, this end, it has instructed
knife, martial arts 3d6, dodge 3d6, Throckmorton to send his minions
sneak 3d6 across the blasted plains in search of
Mental: C:1d6, K:2d6, M:2d6, Sm:2d6, power armor, which is stockpiled and
Sp:2d8 doled out to the Steel Knights.
Search 2d8, trackin’ 3d6, area Planted rumors of a vengeful
knowledge (Denver) 3d6, survival: Hellstromme helping the Order have
urban 3d6, bluff 3d6, Chi 3d8 helped dispel suspicions of the
Edges: Arcane Background: equipment’s origin. Each suit torso that
Enlightened, martial arts training is turned over to the Steel Knights has
Hindrances: Loco (cannibal) 3, ailing: a microcircuit burned into one of its
chronic, bad eyes (light sensitive), circuit boards that allows the Denver AI
infectious to locate the suit’s position to within
Pace: 6 100 yards. When Judgment Day 2 starts,
Size: 6 the AI plans to launch a strike to
Wind: 18
Equipment: Heavy robes, sunglasses,
club, crossbow, big knife
Special Abilities:
Martial Arts Maneuv er
Maneuver s: Disarm, eye
ers:
gouge, spin kick
Strain: 8
Chi Po
Powwer s: Cobra strike, devastating
ers:
ape strike, dragon’s claw,
Ailing(chr onic): Without an infusion
Ailing(chronic):
of human blood every week, the
Family member loses 1d10 Wind
per day. When Wind reaches zero
the member is dead (and is
usually the main course at their
wake).
Welcome to m myy Fold: See above

The Robo-hunters
The mysterious benefactor of the
Steel Knights is none other than the
Denver AI itself. The AI followed the
battle under the Garden of the Gods
with interest—one of its minds is none
other than Ernst Bochmann, inventor
of the original Krupp battlesuit—and it
realized the potential of the Iron
Brigade. Unable to destroy the Knights
in one fell swoop, the AI decided to
remove this possible threat from its awareness of the outside world. Of
backyard. Finding this spy circuit course, not all took well to their new
requires the removal of much of the environment. Some died from the shock
“brains” of the suit (Hard (9) tinkerin’) of awakening without a body and some
followed by an Incredible (11) search went mad—but how does one
check. Currin and his followers have distinguish a “crazy” mad scientist from
their doubts as to the equipment’s a “sane” mad scientist? This device also
origins, but are unwilling to look a gift served as a test bed for the process
horse in the mouth. For an example of that Dr. Hellstromme would perform on
the badness that can be found in himself in 1916, when he removed his
Colorado Springs, check out the own brain from his body and placed it
encounter table on page 120 of in a robotic framework.
Brainburners.
A Meeting of the Minds
The Combine With the advent of advanced
computer technology in the late 20th
century, Hellstromme decided to hook
Let’s take a look at one of the the brains together into a greater
biggest evils threatening the Wasted device that would allow them to
West. communicate directly, forming them
into an overmind. In nominal control of

The Denver AI this mix of minds was a clone of


Hellstromme’s own brain, made years
before in the event of catastrophic
Unbeknownst to the Wasted West, damage to his robot body.
the real power behind the Combine is Once connected, the various minds
not General Throckmorton, but is reacted in different ways. Some
instead the HI Complex Artificial welcomed the exchange of intelligence
Intelligence. To understand its urge for and personality, some became catatonic
world domination, one must first know and withdrew into themselves, and
how the AI came into being. some went mad. Hellstromme deemed
it enough of a success to place it into
Let’s All Put Our Heads Together his Denver Complex and announce to
the world the “awakening” of the
The Denver AI is not a computer in
factory’s artificial intelligence. The AI
the traditional sense. Instead, it consists
monitored the day-to-day running of
of hundreds of brains of the greatest
the manufactories, and worked with
minds of the 19th, 20th, and 21st
the doctor in designing new devices. It
Centuries. Since 1882 Dr. Hellstromme
was Einstein’s brain that made possible
collected the brains of as many of the
the Tunnel to the Faraway system.
best and brightest in the fields of mad
science, traditional science, and
alchemy as he could. He would hire The Best Laid Plans
them, often sending them out to Despite the nominal control
remote facilities where their absence Hellstromme’s brain exerted over the
wouldn’t be noticed by family or ubermind, or perhaps because of it, the
friends. Sometimes they would “die” in AI began to become resentful of the
mysterious lab accidents or acts of world around it. The disappearance of
industrial sabotage. Hellstromme Hellstromme after Judgment Day finally
designed a device that allowed him to removed the last impediment to true
keep the brains alive and allow them liberation of the AI. Although heavily
protected in its underground bunker
from the neutron bombs, no amount of
shielding could protect them from the

80 Marshal warping effect of the newly formed


Deadland. The insidious whisperings of
the manitous became difficult to
distinguish from the voices of the
other minds, and the collection came
to a decision for the future. Judgment
Day was a golden opportunity to
Denver 81
remake the world into their idea of a
technological utopia, and the arrival of
Throckmorton was the final key to the
implementation of their plan. young officer made a name for himself
Throckmorton went from being the in the brutal cyborg operations that
best chance the Wasted West had of characterized that terrible conflict. He
recovery to the worst thing that could quickly rose through the ranks, despite
have happened to it. his superiors’ reservations about his
mixed heritage. By the beginning of the
Brave New World Last War he was the youngest
Brigadier General in the Confederate
The overmind plans to remake the Armed Forces. His service record during
world into a technological utopia. the LatAm offensive and subsequent
Unappreciated for their achievements in destruction of their forces made his
life, the minds have decided that name a legend in the CAF.
humanity is a pest good only as slave Always an officer who led from the
labor to build the AI’s technotopia. The front, Throckmorton was killed in a
legions of steel of the Combine are the LatAm airstrike at an airfield in Yuma
spearhead of the new world order, in 2081 while preparing one of his
smashing the remnants of human SpecOps teams for a deep strike into
civilization and allowing the intellectual Mexico. His troops managed to recover
superiors to take their rightful place in his body and rushed it to the medical
the universe. Those minds which facilities at Fort Longstreet. There it
resisted this agenda were “shorted out.” was discovered that he had fought his
way back to life, despite the fact that

General Throckmorton his body had been severely damaged.


Because of his valiant service to his
country, the decision was made to
General Samuel Throckmorton came reconstruct him as a cyborg. Due to the
from a family with a long and proud fear of cyborgs in command positions,
history of service to his nation. Throckmorton was assigned to Camp
Throckmorton’s father was a native of Summers, a mobile POW compound
Texas whose family achieved along the old Mason-Dixon Wall, where
prominence during the War of he could keep his rank.
Succession, and was important enough
to have a county named after them. His
mother was a Northern socialite who A New Beginning
met his father while he served as a Camp Summers was a forward depot
military attaché at the Confederate as well as a holding cage for captured
embassy in Washington, D.C. Union soldiers. By this stage of the war
Young Samuel was raised in an the number of armored vehicles and
atmosphere of friendliness between war machines had dropped to an
the two countries, a fact which would alarming level as factories in the rear
influence his decisions after Judgment were destroyed and front-line units
Day. An avid reader of science fiction were chewed up at an ever-increasing
and alternative history, young Sam rate. Large numbers of technicians
often wondered how history might were assigned to Camp Summers to
have changed if the First Civil War repair and return to the front any
hadn’t ended in a stalemate. vehicles, North or South, that could be
A graduate of the Texas Military recovered from the battlefields.
Institute, Throckmorton was When the bombs dropped on
commissioned a Confederate Special September 23rd, 2081, Camp Summers
Operations Second Lieutenant in 2065, had just moved, and was thus spared
and shipped off to the Congo War. The destruction. Fragmentary reports on the
radios showed just how widespread the troops, so a subtle campaign was
devastation was, and later reports of devised with help from the General’s
the Reckoners’ appearance seemed to past SpecOps experience.
herald the end of the world. A virus was engineered in HI Medical
Throckmorton realized that this was a Manufacturing Laboratories, and
chance to reunite these two great disguised as a vaccine against the A-5
nations, and offered the chance for unity virus. This was then administered to
to those soldiers, North and South, under those troops deemed most likely to
his care. Of the 3,000 soldiers in Camp rebel when the plan was enacted,
Summers, 95% agreed to go along with while a placebo was given to the loyal
the plans for a new Combined America. troops. This convenient plague
Throckmorton set their goal as the outbreak, combined with an
Northern city of Denver, from which assassination attempt against
they would be able to extend the Throckmorton by a paid mercenary,
Combine out across the plains while the gave Throckmorton the chance to
Rockies would protect their back against declare martial law.
any threats from the Maze. The headbanger chips conveniently
produced by the Combine’s ally, the
Move Out! Denver AI, were implanted into the
troops to protect them from outside
All the vehicles, supplies, and “mutant mind-controlling forces,” thus
equipment were loaded up and began ensuring the Red Hats’ loyalty. Once the
the long trek to Denver. Along the way, remaining Red Hats’ loyalty was
the newly integrated troops performed secured, the final stages of the
admirably against the mutants and General’s plan were unveiled.
abominations they encountered. Several Automatons were integrated into the
survivor settlements were saved, and forces of the Combine, and Black Hats
the ranks of the Combine swelled with began to be recruited from the ranks of
refugees who saw them as a new force the Wasteland scum to fill out the
for hope in this blasted world. Arriving legions of Throckmorton.
in Denver, the Combine troops began
the process of clearing the walking
dead from the city and helping the
Judgement Day, Too
surviving Denverites as best they could. The ultimate goal of the Denver AI,
Throckmorton was surprised to find and by extension General Throckmorton,
the HI complex intact, and took this as is the conquest of the Wasted West for
a sign that his idea for an American the new technotopia. Code-named
Combine was right. Breaking into the Judgment Day 2, Throckmorton plans to
complex, Throckmorton interfaced with crush the forces of Junkyard and the
the AI. Iron Alliance, then move out into the
Maze for the huge reserves of ghost
You’re Mine Now! rock available there. The day has almost
arrived for the legions of the Combine to
Unfortunately for the West, the AI begin their move.
easily took the General over. With a As is usual, Marshal, we’re not going
pawn in command of thousands of to stat Throckmorton. He has a few more
well-equipped troops, the AI saw a way parts to play as the Wasted West moves
for its plans of techno-conquest to toward Judgment Day 2, and we wouldn’t
succeed. The overmind realized that a want your posse to kill the madman-in-
turnabout in the good General’s chief before he’s supposed to die.
attitude wouldn’t go over well with the

Red Hats
Originally the Red Hats consisted of

82 Marshal the guards, inmates, and technicians of


Camp Summers. Despite the release of
those who wished to return home after
Judgment Day, the Red Hats still
numbered around 2,500 when they
rolled into Denver. Throckmorton and
the AI realized that not all of these
Denver 83
honorable men and women would go
along with the plans of conquest the AI
put forth. Those deemed most resistant
to these ideas of conquest were The profile below is for a typical pre-
eliminated by the A-5 “vaccine.” War Red Hat.
The Independence Day revolt and the
subsequent escape of many slaves from Profile: Veteran Red Hat
under the guns of the troops showed
the General that he needed a way to Corporeal: D:3d12, N:2d10, S:3d8, Q:4d10,
force his soldiers to be as ruthless as V:3d10
he needed them to be. The solution Shootin’: rifle, SMG 3d12, speed load:
was the headbanger chip. The original rifle 2d12, fightin’: brawlin’/knife
premise was to chip the troopers to 3d10, throwin’:unbalanced 2d12,
avoid possession by sykers or muties. climbin’ 1d10, drivin’: wheeled, tracked
Once chipped, it became obvious that 2d10, dodge 3d10, sneak 3d10
the chips were really a way to force Mental: C:3d8, K:2d6, M:2d6, Sm:3d6,
service upon those unfortunate enough Sp:2d8
to resist the directives of the Combine. Artillery: grenade launcher/rocket
Now the original soldiers of Camp launcher 3d8, search 2d8, trackin’
Summers are stuck. Although a number 3d8, area knowledge (Denver) 2d6,
of Red Hats enjoy the idea of being survival: urban 3d6, leadership 2d6,
world conquerors (especially those guts 2d8
scum promoted up from the Black Edges: Level-headed, tough as nails 2
Hats), most of the original soldiers find Hindrances: oath (to Combine), heroic
the methods and goals of the Combine Pace: 6
unbearable. They can’t desert without Size: 6
killing themselves, don’t want to kill or Wind: 20
enslave innocents, and don’t know Equipment: LandWarrior II system,
what to do. Many have begun to SWAT tactical armor, Infantry
cultivate a level of ignorance about Battlesuit helmet, medchip, HI
what goes on beyond the walls of the Damnation with 5 full clips, HI
Compound. Throckmorton and the AI Thunderer with 3 full clips, 2 frag
realize the combat potential of these grenades.
hardened warriors, and use them in Special Abilities:
situations that don’t stress their Headbanger Chip
tolerance. Special Unit One fits such a
profile, as well as guard duty at
sensitive sites for the Combine. In these Green Hats
cases, the garrison is rotated frequently
Technicians and medical staff of
to avoid fraternization with the natives.
Camp Summers were designated the
Those Red Hats who have been
Green Hats once the Combine was
promoted from the lower ranks, plus
formed. Most of the technical staff are
some of the more unscrupulous
the remnants of Throckmorton’s
soldiers from the Last War, don’t have a
original mechanics and doctors,
problem with Throckmorton’s plans.
although over the years anyone who
These Reds are the ones who lead
showed an aptitude was recruited or
special terror squads and other high-
drafted for service. Some Junkers have
profile missions for the Combine away
joined the Combine, but the General
from Denver. The number of Red Hats
has become wary of them since
totals some 4,000 troops, with the
Malcolm Rheinhold’s defection, and the
majority of them stationed in Denver.
AI finds little in their brand of “science”
Red Hats usually deploy in platoons of
that it likes. Although Green Hats aren’t
four 10-man squads, supported by one
expected to fight, they are still required
automaton per platoon.
to have headbanger chips.
the slaves escape during the revolt. The
Gray Hats change in the General’s temperament
and plans didn’t sit well with all the
Sometimes General Throckmorton troops, and an ambitious plan such as
needs troops who can’t be traced back the Combine needed plenty of foot
to the Combine. In these circumstances soldiers. The answer was to recruit
the Combine employs troops called Gray from the thousands of murderers,
Hats. These mercenaries are provided roadgangers, and desperadoes
with a wealth of equipment, nice wandering the Wastes. With the
places to stay in Denver, and vehicles in automated factories up and running,
return for their loyalty to Throckmorton. the General could offer them
Some are Special Ops troops from the something no one else could—an
North or South who Throckmorton had endless supply of weapons and ammo
worked with before the war, while and a mostly free reign to use them.
others are promising Wasteland scum These two-legged hyenas are scum,
who are a cut above the Black Hats. pure and simple. Recruited from across
Whatever their origin, the Gray Hats are the Wasted West, they are promised all
skilled at infiltration, sabotage, and the weapons, ammo, food, and vehicles
acting in the role of rabble-rouser. they could want. In return, all they have
They are currently deployed in to do is pillage and plunder their way
Junkyard, Idaho, and a variety of places across the Wastes, taking over towns in
where the Combine doesn’t show itself the name of the Combine.
openly. Prospective Gray Hats are New recruits can join in one of two
scanned by Throckmorton’s pet syker ways. They can present themselves to a
Julius Heydrich for their true intentions. Black Hat patrol and return to Denver or
Those who seem genuinely interested go to Denver and turn themselves over
in joining the Combine are accepted to the first Combine patrol they meet.
and placed under the command of Red The first way is probably the worst,
Hat officers. Those who are exposed as because the new recruit must fend for
infiltrators or spies for the Iron Alliance himself until the patrol returns to the
wake up to find themselves the city. Anyone found with a Black Hat
starring attraction at Mile High Stadium. patrol is usually assumed to be a bad
Julius Heydrich is Throckmorton’s spy guy by anyone they meet.
chief, and nominal commander of the The second way isn’t so bad.
Gray Hats. He is an Earth syker who Automatons are instructed not to fire on
survived the Last War working as an anyone approaching them from the
agent for the Confederate Intelligence outskirts of the city, and will escort
Service. Use the Earth syker archetype wannabes to the Downtown area. Black
with a specialty in Psionics and the Hats in Denver are another story. While
powers of mind scan, mind reader, under the same orders as their steel
memory maker, and meat puppet. comrades, they often as not kill and loot
any would-be Black Hats that look to be

Black Hats ripe pickings. If you’re coming to Denver


to join up, come in a well-armed group.
After the Independence Day revolt,
the General got the bright idea of Losing Your Soul
augmenting his forces with Wasteland
Once a new recruit is brought in, she
scum. It seems that some of his troops
is taken to the old Denver Mint,
had become disillusioned with the
referred to now as the Barracks. Once
General’s change of heart after arriving
at the Barracks the new recruit is at
in Denver, and had actually let some of
the mercy of the Drill Sergeants, Red
Hats recruited from some of Camp
Summers’ most sadistic and brutal
guards. There are no stress cards in

84 Marshal this training. Trainees are evaluated in


their killing abilities, cruelty, and
technical skills. Failure to measure up
means death or enslavement. Talented
recruits may be made Green Hats if
they show a needed aptitude, although
this is rare. For the average killer, the
end of cycle test consists of a death
match with a fellow recruit at Poors
Stadium. Graduation consists of
headbanger chip implantation and
assembly into a new patrol.

Chain Dogs
Identified by the chains they wear
around their necks, these scum serve
the Combine as raiders and slavers.
Most refuse to have themselves
chipped, but due to the voracious
appetite the Combine has for slaves
Throckmorton has little choice but to
buy from them. Those who refuse to be
chipped are paid with Black Hat
salvage, mostly pre-war ammo and
weapons. Chain Dog caravans arrive in
the city every day with their load of
human cargo culled from as far away
as the banks of the Mississippi. These
convoys of misery make their way to
the city in heavily guarded caravans, as
they are seen as an affront by most
peoples of the Wastes. Chain Dog gangs
are not above preying on each other
just outside the city limits to bring in a
quick bounty of human suffering.
Automatons
At the bottom of the Combine heap
Profile: Chain Dog are the damned souls of the
automatons. These steel warriors come
Corporeal: D:3d8, N:2d6, S:3d8, Q:4d8,
in a variety of shapes and sizes with
V:3d8
one thing in common—a hatred of their
Shootin’: rifle, pistol, taser 3d12, fightin’:
living brethren. Automatons exist to
brawlin’, club 3d10, throwin’:
wreak havoc and destruction, and
unbalanced 2d12, climbin’ 1d10, drivin’:
Throckmorton has a need for a lot of
wheeled 2d6, dodge 3d6, sneak 3d6
destruction come Judgment Day 2.
Mental: C:3d6, K:2d6, M:2d6, Sm:3d6,
Slaves who are too worn out, too weak,
Sp:2d8
or unsatisfactory for a variety of
Artillery: grenade launcher 3d6, search
reasons end their days in the cells of
2d6, trackin’ 4d6, area knowledge
the HI complex automaton labs. As long
(Great Plains) 2d6, survival: plains 3d6
as the raw materials hold out, there
Edges: Eagle eyes, keen
will be a supply of new automaton
Hindrances: outlaw (slaver), vengeful,
pilots. Most Red and Black Hats distrust
mean as a rattler
these metal monsters, as they often
Pace: 6
twist the meaning of their commands,
Size: 6
but most Combine troopers are only too
Wind: 16
glad to call on their services when the
Equipment: Police patrol vest (AV1),
opposition gets rough. It is these steel
Ruger Thunderhawk w/24 rounds of
legions who will lead the way when
.357, taser or Armco GL w/beanbag
the Combine comes pouring out of
rounds, NA assault rifle w/3 full
Denver.
clips.
The Combine’s Plans Special Unit One
Recently, stories have begun to filter
General Throckmorton has a variety out from survivor settlements on the
of operations and projects underway to plains of Kansas to as far away as
help ensure his ultimate victory. These Wyoming of a unit of oddly equipped
are just a few of them the posse can Red Hats. These Combine troops have
run afoul of as they combat the forces actually been going around to various
of evil. settlements looking for (and following
up rumors of) monsters and other
Steel Hats “supernatural” activity.
The unit apparently works in
So what ever happened to those complete cooperation with any
troopers who defected to the Combine settlements involved (they don’t
from the Iron Brigade? Judged to be too threaten locals at all…very odd activity
powerful a force to keep around, most for an obvious Combine unit) they
of these soldiers fell victim to the A-5 simply find the threat, capture/kill it,
vaccine. The few soldiers who were and move on—taking the carcass with
deemed reliable were incorporated into them when they go and accepting no
the Red Hats with their armor. The thanks. What are these guys up to? Red
armor of the dead troopers was packed Hats doing good deeds? What’s going
away into storage (from whence it was on?
parceled out to the Steel Knights in This unit is part of Project Adam (see
later years). The Red Hats can currently below). The revived Nazisicles need raw
field one Striker suit, two LRRP suits, materials for their projects, and Special
and one X-Suit. Unit One provides it to them. This
operation has three benefits. It gives
some of the more sympathetic Red
Hats a way to help the Wasted West, a
goal first proposed as the driving force
behind the American Combine. This
unit spreads good propaganda for the
Combine. They perform good deeds for
a variety of settlements, and some
villages have actually petitioned the
Combine for membership and
protection. These villages are provided
with Black Hat garrisons under orders
to treat the inhabitants with kid gloves.
These towns are also protected from
Chain Dogs, gangs, and other forms of
badness wandering the Wastes. Finally,
it provides the laboratories of the
scientists of Operation Paperclip with a
steady supply of subjects on which to
experiment.

Project Adam
Originally conceived in the last days
of World War II as a way to bolster the
fading Nazi army’s ranks, Project Adam
ended with the fall of the Third Reich
and the imprisonment of its creators.
This project’s goal was to create a task
force of powerful super soldiers by
utilizing the mutagenic properties of
irradiated ghost rock by genetically
combining material from various
“horrors” with human beings. Such
combinations included wormlings with
humans for subterranean fighters,
Denver 87
croakers with humans for aquatic
units, and even more freakish
combinations.
Still looking for a successful means Alliance rear areas. Posing as Montana
to utilize these abominations, a team of survivalists (The Montana Irregulars),
Combine and Nazi scientists and they sabotage power plants and other
junkers has picked up the project high value/high payoff targets
where it left off, but the group is throughout Idaho to weaken the
having difficulty consistently controlling survivor settlements there and drain
what they create. Special Unit One is, off support for the Templars.
of course, out gathering raw materials Although they have been thwarted in
with which to continue the a number of places, their successful
experiments at Fitzsimmons Army ambushes of Templar-sponsored
Medical Center’s secret labs. convoys and the destruction of the
geothermal powerplant at the survivor
settlement of Lava Hot Springs in Idaho
Project Lazarus has served to lead some in the Templar
Project Lazarus is the Combine’s council to petition Jo to send a
cyborg program. Malcolm Rhinehart retributive force into Montana. If this
brought this project up to speed prior to happens, the Templars will stir up a
leaving the service of Throckmorton. hornet’s nest that will further weaken
The HI Complex was easily able to turn the forces of the Iron Alliance.
out cyborg parts once a few were
acquired for the factory to make
templates from.
This is the source of rumors about
Combine interest in cyborgs. Black Hat
units are instructed to find and report
the presence of any cyborgs in their
area of operations. Once they are found
and identified, a strike team is called in
to, as the Texas Rangers used to say,
“Shoot it or recruit it.” Cyborgs who
refuse to work for the Combine are
destroyed and their parts fed into the
factory for assimilation into templates.
Once the template is made the new
parts can be churned out for the
greater glory of the AI.
Cyber implants are also available for
living troopers, and the number of
implants seen among the soldiers of
Black Hat and Red Hat patrols has been
on the rise.

Devil in Wolf’s Clothing


General Throckmorton hasn’t
forgotten his days as a SpecOps
planner. He knows the best way to
defeat the Iron Alliance is to weaken
and fracture it before his hammer blow
on Judgment Day 2. Combine Gray Hat
teams have been sent deep into the
Chapter Four:
Legions of the Damned

Four of the Black Hats are


Combine Organization designated scouts and armed with HI
Blazers and a frag grenade. The foot
The forces of the Combine are troops are armed with HI Damnations
organized in a variety of set ways, as and a single frag grenade, while the
befits a military organization. While the officer carries an HI Thunderer and a
AI might disdain the human military as Blazer. Each platoon member has a
a bunch of Neanderthals, General hands-free radio headset, and the
Throckmorton does exert some power lieutenant has a commander’s chipset
over the organization and deployment in his radio.
of the Combine’s armed forces, and he The platoon is mounted on four
insists on a set Table of Organization motorcycles (for the scouts) and three
and Equipment (TO&E). The various pick-ups, SUVs, or Humvees, all
forces are usually encountered as converted to run on spook juice. Each
follows. of the three vehicles has a pintle–
mounted HI SAW in the cargo area or
Black Hats on a hole cut in the roof. At the time
of departure, the vehicles are filled
The organization of these wasteland with ammo for the small arms, and at
scum is the most variable of the least 600 rounds per SAW. No armor is
Combine’s forces, the only common issued by the Combine, but the patrol
denominator being that they are heavily is encouraged to equip themselves
armed and well-equipped. Black Hats with salvaged weapons and armor,
are organized into “platoons” of around and salvage turned over to the
twenty individuals, although this Combine upon return to Denver
number can fluctuate due to casualties earns them alcohol credits at the
and wannabes attaching themselves to bars in the 16th Street Mall.
the patrol. A Black Hat platoon heading
out into the Wastes at full strength
consists of a lieutenant and 19 troops.
A company consists of four platoons belts). A platoon sergeant and a
of Black Hats, with numbers ranging lieutenant, both carrying Damnations
from 40 to 80 depending on how long and Thunderers as well as the standard
the platoons have been in the field. For personal equipment, lead each platoon.
an operation this big, a support platoon Both have command-enabled
of Red Hats is usually attached, headbanger chips.
bringing the total number to five A Red Hat company consists of three
platoons. platoons and a support platoon. The
Support Platoon is a specialist platoon
Red Hats equipped with support weapons such
as mobile gun platforms, mortars,
The elite of the Combine, Red Hats Torment machine guns, anti-armor
are generally kept up to their missiles (LGAT), and Hornet SAMs as
established strengths, with losses being the situation dictates.
replaced at the end of a mission or in An automaton squad is often
the field if the unit is on an extended attached for heavy duty. A company is
expedition. led by a Red Hat Captain or Major. This
The basic building block of the Red represents a tremendous amount of
Hat TO&E is the squad of ten men. firepower, so Red Hat platoons are
Each squad is equipped with two HI rarely fielded beyond Denver, and then
SAWs, two Damnations equipped with only for a major operation or at a site
grenade launchers, and six regular of great strategic importance to
Damnations. Each trooper is also Throckmorton’s plans.
equipped with four frag grenades, a
Kevlar vest or SWAT tactical armor, a
police or infantry battlesuit helmet, and
Strike Forces
a LandWarrior II system. Each Red Hat Strike Forces are usually built for a
carries six full magazines for his specific mission, but a standing strike
personal weapon. Vehicles vary force is stationed at VH Memorial
depending on the threat level. While Airport. This strike force consists of a
usually mounted in armored SUVs, platoon of Red Hats augmented by a
Liberator APCs are available if a dug-in special squad of automatons. This
enemy or heavy firepower is expected squad is made up of two standard
to be encountered. automatons, a Banshee, a Rabblerouser,
A platoon consists of three standard and an Archer (see page 100).
squads plus a support squad consisting The strike force is fully airmobile,
of two 2-man teams of Torment supported by four military transport
machine guns, two troopers carrying VTOLs and a Raptor. Strike forces
advanced combat rifles, a radioman occasionally deploy combat cyborgs in a
carrying a PRC-177 backpack radio and variety of configurations when heavy
Damnation rifle, a medic with a opposition is expected, or a special
medboard, medkit, and Thunderer mission calls for their talents, but this
pistol, and an automaton. is the only time cans are committed to
Each trooper in the squad is also battle. The majority of cyborgs are
equipped with four frag grenades, a being held in reserve for Judgment Day
Kevlar vest or SWAT tactical armor, a 2.
police or infantry battlesuit helmet, and
a LandWarrior II system. Each Red Hat Automatons
carries six full magazines for his
personal weapon, and two 100-round Automatons are generally deployed
belts for the Torments (a total of 14 in squads of five—the number that fits
in the rear compartment of a Raptor. A
typical automaton squad is composed
entirely of standard models, but
depending on the terrain and the

90 Marshal enemy forces expected, squads may be


augmented with a few Banshees,
Rabblerousers, or Archers.
Combine Equipment
The Combine 91
Headbanger Chip
The Combine loyalty chip, more
commonly known as the headbanger A command board is a laptop-like
chip, is the key to the rapid expansion device that commanders of Red Hat
of Throckmorton’s armed forces. platoons and Black Hat companies and
Without a way to control the wasteland above are sometimes issued. This
scum and keep their equipment from device displays a map of the
falling into the hands of the opposition, surrounding terrain, and can pinpoint
the Combine might have had a short- the location of any nearby headbanger
lived existence. chips to give the commander an
All human members of the Combine, overview of the tactical situation. The
with the exception of some Gray Hat Combine LandWarrior II systems also
unit members, have a headbanger chip show the location of these chips on
implanted during their indoctrination by their displays.
skilled medical robots in the basement It is the presence of this code that
of the Barracks. Once the incision is allows the use of Combine weapons. A
closed, the chip is electronically Combine weapon taken out of storage
activated and the self-destruct is and issued to a trooper becomes active,
armed. It usually takes two-three days and begins a constant scan for the
for the chip to adjust to the individual’s presence of headbanger chips. If unable
brain patterns and chemical mix, after to detect a live chip within two yards of
which the chip is fully functional. Basic itself for two minutes, the weapon self-
training for the Black Hats is designed
to produce the various stresses that the
chip needs to become acclimated to the
host.
Headbanger chips are manufactured
at the HI Complex, and each chip is
embedded with a unique identification
code. These chips come in two varieties:
common and command. Common chips
are those placed in the rank and file
Combine troops, while command chips
are placed in the skulls of those in
positions of leadership.
Command chips allow the user to
transmit signals to other chips within
100 yards under perfect conditions.
These signals can transmit
rudimentary orders to other chips
through physical sensations. Black Hat
command chips also allow the user to
issue a detonate command to any
common chips under his control.
Common chips are tuned to their
commander’s code at the Denver Police
Headquarters prior to a platoon leaving
the city.
Red Hat chips can issue the detonate
command to any Black Hat chip, and
Red Hat command chips can issue the
detonate command to any member of
their command.
“loose lips sink ships” theory, so if a
chip detects any capture or other
duress it detonates. Assume a typical
Black Hat chip has a Cognition of 4d10
(3d12 for a Red or Green Hat chip) at
determining this situation. They
sometimes explode at the wrong times,
like trying to bluff in a poker game, but
hey, the equipment and good times
were free, right?
Removal of the chip is dangerous but
possible. The chip has an anti-tamper
device built-in specifically to prevent
this. Embedded at the base of the skull
where the spinal column attaches, the
chip must first be surgically exposed
(Incredible (11) medicine: surgery check).
Once the chip is found it must be
disarmed and removed (Incredible (11)
demolition check). If the demolition
check is failed the chip detects the
attempt and detonates, killing the
bearer and causing 3d10 damage with a
Burst Radius of 1.

Combine Vehicles
Coloradans loved their sports utility
vehicles before the Last War, and
despite strict environmental
regulations, more SUVs were registered
destructs. Weapons won’t fire for non- in 2080 than cars. Because of this, the
chipped individuals. The weapons are ruins of Denver hold an incredible
not specific for an individual chip, amount of off-road vehicles, from lowly
however, and can be used throughout Jeeps to the Hellstromme Motors’
the squad. Vehicle chips are typically Behemoth, the biggest SUV ever built.
“armed” by a platoon member if left for Add this to the fact that most have
a period of time. The chip then acts as remained garaged since the Last War
an extreme car alarm, detonating the due to the sudden deaths of their
vehicle if it is moved, tampered with, owners, and the Combine finds itself
etc. More than one patrol has awoken with an almost inexhaustible supply of
to the sound of an explosion as mutie vehicles with which to equip its Black
car-jackers attempted to steal their and Red Hat patrols. The automotive
vehicle out of camp in the dead of the shops of the Compound stay busy day
night. and night as Green Hats cut roofs off,
The chip also ensures troopers’ wire in demolition charges, and install
loyalty. By monitoring the brainwaves pintle mounts to supply the seemingly
and chemicals released throughout the endless hunger of the Black Hat patrols
brain, the chip can tell if an individual for new vehicles.
is under duress or is being interrogated.
Throckmorton is a big believer in the Grendel Grenade Launcher
This grenade launcher electrically
fires a 45mm grenade. The Grendel is
designed to be attached to a

92 Marshal Damnation rifle, and uses the rifle’s


ignition system to launch its projectiles.
The grenade launcher can’t be fired
without a Damnation. The launcher is
a single-shot pump type mechanism.
Combine grenades come in all
standard types, and do the same
The Combine 93
damage as their non-bboby-trapped
40mm counterparts.

weapon is designed to provide heavy


Hammer Rocket Launcher fire support to Combine troops, and can
The Hammer is a reloadable single- serve in the light anti-vehicular role as
shot rocket launcher designed to give well as antipersonnel.
the Combine foot soldier anti-tank and Medusas are propelled by four multi-
anti-bunker capabilities. The High jointed legs at a Pace of 8 and can’t
Explosive Dual Purpose (HEDP) warhead run. The MGP mounts the same 20mm
of the rocket can take out light autocannon that the Pacification Bot
vehicles and fortifications, and a carries, and is controlled by an operator
rocketeer is usually be equipped with a via a control unit attached to the
bandoleer of five rockets. Reloading the platform by an armored cable. This
Hammer after firing takes three allows the gunner to see what the MGP
actions. sees. These platforms are slaved to
their controllers, although they can be
set to sentry mode with instructions to
Hornet SA Missile fire on movement within a set
Designed as a counter to the Sky parameter. The two ammo hoppers of
Pirates’ harassing attacks on convoys, this weapon can each hold 30 rounds,
the Hornet is guided by either infrared and are usually divided between armor
or radar guidance. A computerized piercing and high explosive. It takes an
sight snaps onto the sealed tube action to switch between ammo
containing the missile. The sight has its hoppers.
own tracking device and allows a
relatively untrained user to target,
acquire, and fire the weapon. The sight
Torment Heavy Machinegun
has a sensor rating of 4d10. Using the This crew-served heavy machinegun
guidance system takes an action, as fires caseless 15.5mm ammunition, and
does firing the missile. Removing and was designed for a dual antipersonnel/
reattaching the Hornet sight takes four anti-vehicular role similar to that
actions if the reload is handy. See Iron fulfilled by the venerable M2HB. This
Oasis, pp. 69-70 for more information on machinegun needs a crew of two
firing missiles at aircraft. (gunner and assistant gunner), and is
fired from a tripod. The weapon can be
fired by a single crew member, but
Medusa Mobile Gun Platforms can’t be moved, and reloading takes
Based on a design originally three actions instead of one. This
developed by Malcolm Rhinehart, the voracious machinegun is usually
Denver AI took the originals and supported by an entire squad carrying
designed a non-junker version. This extra ammunition for it.

Combine Ranged Weapons


Weapon Ammo Shots ROF Range Damage Cost
Grendel 45mm 1 1 20 per grenade n/a
Hammer Rocket 1 1 25 3d20 AP3/4d8 Burst 5 n/a
Hornet — 1 1 70” 4d12 n/a
MGP 20mm 30HE/30AP 6 20 4d12 AP2/3d8 Burst 3 n/a
Torment 15.5 100 3 30 4d10/AP3 n/a
Heavy Metal Pest Control
The best known and most feared These robots and automatons are
units of the Combine are easily those generally designed to keep pests in
metal monstrosities collectively known check. In Denver, the primary pests of
as automatons. The offspring of interest are the humans of the
Hellstromme’s original mechanical Resistance. These units are sometimes
soldiers, these devices are piloted by an transported into an enemy-held city or
undead brain that knows no mercy. settlement and released to cause havoc
Combine automatons all have the preparatory to a main attack. They can
following abilities in common: also be used to mop up stragglers after
Undead: Automatons don’t feel pain, a Combine victory. Steel Dogs perform
but they still suffer from having their especially admirably in this role.
body parts blown off. They can ignore 2
levels of wound penalties and can Tunnel Rats
never be stunned. They also ignore
Wind caused by wounds or physical Designed to be at home in the
damage. Supernatural effects that sewers and accessways under Denver,
cause Wind act as regular damage, these devices usually hunt in packs of
since the spirit inside suffers the blow. one to eight. They can’t regenerate
Self-destruct: When a Combine themselves like their larger brethren.
automaton or warbot is put down, it The tunnel rats are actually robots, not
explodes for 6d20 damage with a Burst undead-driven mechanisms like the
Radius of 10, unless otherwise noted in automatons.
the robots description.
Fearless: These soulless creatures just
can’t be scared. They never make guts
Profile: Tunnel Rats
checks, even against a power or effect of Corporeal: D:2d8, N:3d8, S:4d6, Q:3d8,
supernatural origin. They can be V:2d6
surprised for 1 round, but after that they Shootin’: SMG, fightin’: brawlin’ 4d8,
get over their shock and get to killing. climbin’ 5d8, sneak 3d8
Deal fearless creatures in normally the Mental: C:2d6, K:2d4, M:1d4, Sm:1d4, Sp:1d
round after they are surprised. Search 4d6, trackin’ 4d6
Regenerate: Automatons don’t Wind: 14
actually regenerate, but they can heal Pace: 8
themselves by scavenging for parts in Size: 3
the ruins. Treat this as a normal healing Armor: 1
roll made once per day using scroungin’ Terror: 7
error:
TN Fair (5). Each raise allows the Special Abilities:
automaton to heal an additional wound. Damage: claws STR+2d6
Bad Muthas: The firepower they Twin Blazer SMGs under carapace:
carry, and the effort it takes to destroy Ammo 9mm; shots 100 each; Speed:
them, has given the Combine’ s metal 1; ROF 6; RI: 5/10; Damage 3d6. The
legions a reputation as some of the bot’s weapon mount acts as a
most fearsome denizens of the Wasted brace, allowing it to ignore recoil
West. Many survivors flee at the mere modifiers.
mention that automatons are headed Wall-cra wling: Tunnel rats can move
all-crawling:
their way. This can make it hard for the up to their normal Pace on
posse to recruit volunteers when surfaces soft enough for them to
fighting the Combine. sink their claws into, and half
their Pace along masonry walls.
Thermal Imaging: Tunnel rats are
equipped with thermal viewers
that allow them to see in total
dark conditions. A waster can hide
94 Marshal from them by hiding near a large
heat source or being in an
environment with lots of ambient
heat. This requires an opposed
sneak versus the tunnel rat’s
search Aptitude +4. Unless a
The Combine 95
waster is in a thermal-neutral
outfit, the tunnel rat detects all
other sneak attempts.
Mutable Form: The tunnel rat’s total dark conditions. Any bright
framework is hinged and jointed in light flashes cause the steel dog to
such a way that it can fold itself lose an Action card unless it
down to fit in spaces a small as 6” passes a Fair (5) Cognition check.
across. The tunnel rat can’t deploy Fleet-f ooted
Fleet-footed
its weaponry and must fight with Undead
its claws when doing so. Fearless
Bot Self-destruct
Self-destruct
Self-destruct: Due to the confined Tail Lash: The steel dog can lash at
spaces that they operate in, the anyone standing in its rear arc
self-destruct device on tunnel rats with its tail. This is an energized
is smaller than that normally energy lash, and on a successful
carried by its larger brethren. A attack the target must make an
tunnel rat explodes for 3d6 Onerous (7) Vigor check or be
damage with a Burst Radius of 2. stunned for 1 round.
Fearless Description: These creatures resemble
Description: The tunnel rats resemble an armored dog, complete with
large mechanical beetles. Upon gleaming fangs and lashing tails.
detecting a target, the “wings” on its
back open up and reveal the
weaponry concealed within. Tunnel
rats can move along walls and even
ceilings if the surface is soft enough
to support them.

Steel Dogs
These automatons are powered by
the undead brains of dogs, and are
used by the Combine to track down
and eliminate pockets of humans.

Profile: Steel Dogs


Corporeal: D:2d6, N:3d12, S:2d10, Q:3d12,
V:2d6
Fightin’: brawlin’ 4d12, dodge 3d12,
sneak 2d12
Mental: C:4d10, K:3d6, M:1d4, Sm:4d12,
Sp:4d10
Search 4d10, trackin’ 4d10
Wind: 10
Pace: 16
Size: 5
Armor: 2
Terror: 7
error:
Special Abilities:
Damage: bite STR+2d8
Low-light Sights: Steel dogs are
Low-light
equipped with low light viewers
that allow them to see in near-
Scart table against a TN of 13) or a
Intelligence/ nerve toxin (Vigor roll against a TN
of 21). If failed, the victim takes the
Infiltration difference in damage to the guts.
This continues until the victim
The Combine finds that it is gets a raise on his Vigor roll and
sometimes best to gather intelligence the damage stops. The intense
on an enemy before attacking with a pain caused by the poison causes
horde of Black Hats. Although used a –6 to all rolls made by the victim.
mainly in Denver, some intelligence Bot
units can be found in conjunction with Fearless
Gray Hat units in Junkyard and Boise, Self-destruct: Due to the small size
where they are mistaken for junker- of the drone, its self-destruct
built devices. charge does only 2d6 with a Burst
Radius of 1.
Description: This bot looks like a large
Profile: Spybots rat, although a close inspection
These bots appear to be mechanical reveals it to be mechanical. When
rats, much like some junker familiars. transmitting information, a small
These are usually deployed in packs of antenna unfolds from its back for
10-20, and scatter into the ruins in uplink to a Combine satellite.
search of information.
Corporeal: D:1d4, N:3d6, S:2d4, Q:3d8,
V:1d4
Profile: Drones
Fightin’: brawlin’ 4d6, dodge 3d6, sneak This aerial unit is a modified
4d6 military/police surveillance system in
Mental: C:4d8, K:3d6, M:1d4, Sm:4d12, widespread use before the Last War.
Sp:4d10 The Denver HI Complex produces these
Search 3d8, trackin’ 3d8 for its field units to provide quick
Wind: 10 battlefield intelligence. The data can be
Pace: 6 shown in real-time on a platoon
Size: 2 leader’s command slate video screen or
Armor: Light -2 on the data screen of a LandWarrior II
Terr or: 3
error: system.
Special Abilities: Corporeal: D:1d4, N:3d10, S:2d4, Q:3d12,
Damage: See below V:1d4
Wall-cra wlin’: Spybots can move up
all-crawlin’: Dodge 3d10, drivin’: flyin’ 4d10
to their normal Pace on surfaces Mental: C:4d10, K:3d6, M:1d4, Sm:1d4,
soft enough for them to sink their Sp:1d4
claws into, and half their Pace Search 3d12, trackin’ 2d12
along masonry walls. Wind: —
Injector: Spybots have small injectors Pace: 10
with which they can attack Size: 2
sleeping targets or exposed ankles Armor: Light -4
or legs. Use the bot’s fightin’: Terr or: NA
error:
brawlin’ Aptitude when attacking Special Abilities:
this way. The injector cannot Damage: NA
penetrate AV1 or higher. The Flight: The drone can fly surprisingly
injector contains ten doses of well for an object of its size and
heart-stopper drug (use the heart shape. It can reach altitudes of up
attack description found in the to 50 feet, and can get higher by
flying up stairwells and onto roofs.
Bot
Fearless
Self-destruct: Due to the small size

96 Marshal of the drone, its self-destruct


charge does only 3d6 with a Burst
Radius of 2.
Low-light Sights: Drones are
Low-light
equipped with low light viewers
that allow them to see in near-
total dark conditions. Any bright
The Combine 97
light flashes cause the drone to
lose an Action card unless it
passes a Fair (5) Cognition check.
Thermal Imaging: Drones are Special Abilities:
equipped with thermal viewers Degausser: The gremlin is designed
that allow them to see in totally to destroy computer and other
dark conditions. A waster can hide electronic systems, and uses a
from them by hiding near a large powerful degausser to erase data
heat source or being in an and create a small EMP field to
environment with lots of ambient scramble unhardened circuits. This
heat. This requires an opposed ability is identical to the
sneak versus the drone’s search Doomsayer power EMP, with
Aptitude +4. Unless a waster is in battery charges substituted for
a thermal-neutral outfit, the drone Strain. The Gremlin should make a
will detect all other sneak professional: electronics roll against
attempts. the appropriate TN. The batteries
Description: This bot looks like a thick, of the degausser hold 10 charges.
matte black frisbee, studded with a Hacker: The gremlin has a series of
variety of antennae. A silenced data ports to interface with
thruster fan fills the bottom of the computers. This allows the gremlin
device. to hack into enemy computers and
extract information. Once plugged
Gremlin in, the gremlin goes to work

These pesky little robots are


sometimes unleashed by the Combine
within a survivor settlement that has
managed to maintain a technological
base, or used against junker enclaves.
Gremlins are designed to hack into
computers, corrupt files, short-circuit
electronics, and generally play havoc
with any high-tech systems they
encounter, leaving the opposition
helpless before the might of the
Combine forces. These are not
aggressive robots, and do their utmost
to avoid combat.
Corporeal: D:1d4, N:3d10, S:1d4, Q:4d12,
V:1d4
Dodge 3d10, sneak 5d10
Mental: C:2d10, K:3d12, M:1d4, Sm:2d10,
Sp:1d4
Scrutinize 3d10, search 3d10, trackin’
1d10, academia: computers 3d12,
demolition 4d12, professional:
electronics/computer ops 3d12,
science: electronics 4d12, scroungin’
3d10
Wind: —
Pace: 10
Size: 3
Armor: Light -4
Terr or: NA
error:
disabling any defenses the target Self-destruct: Due to the small size
may have, usually security of the gremlin, its self-destruct
software (see Cyborgs for a charge does only 2d6 with a Burst
description of security software). Radius of 1.
Defeating a target’s security Description
Description: Fresh from the factory
system requires a contest of the floor this bot looks like a small
gremlin’s professional: computer toaster, its surface an oily-appearing
ops versus the target’s defense (or color that reflects the light in a
a cyborg’s Spirit). If the target wins series of distorted rainbows. As it
with a raise, the gremlin has been moves out onto its assignment, the
kicked out and cannot try again gremlin seems to waver and change
for another hour. If the gremlin shape as it rolls into the ruins,
wins, the security system has disappearing into the shadows. Small
been bypassed and data can be antennae and delicate extensor arms
altered or accessed. can be seen protruding from the
Short-circuit: The gremlin can
Short-circuit: main body.
defend itself with a surge of
power directed through its Profile: Combine Infiltrators
antennae. While this is used as a
backup for tough electronics These cyborgs are produced in the
systems, it can also give living Denver AI Complex and under the
creatures a nice burn, too. Every forbidding walls of Fitzsimmons Army
point of power pumped through its Medical Center. Infiltrators are built to
antennae causes 1d6 damage. insinuate themselves into the Denver
Against living creatures this is Resistance, Junkyard, Oil Town, and any
actual damage. When used against other target deemed worthy of Combine
machinery (including cyborgs) the attention. A large number of these
target must make a Vigor roll cyborgs have been deployed in recent
versus the damage total. Failure months as the Combine gears up for its
results in being stunned for a offensive against the Iron Alliance.
number of actions equal to the Corporeal: D:4d10, N:2d12, S:3d6, Q:3d8,
amount by which the roll was V:2d8
missed. Its capacitors can hold 15 Fightin’: brawlin’ 4d6
charges. If the gremlin goes bust it Mental: C:3d8, K:3d6, M:3d10, Sm:2d8,
has fried its antennae and can’t Sp:4d6
use this ability without a major Wind: 14
overhaul. Pace: 16
Chameleon: The exterior of this Size: 6
robot is covered with a malleable Edges: Level-headed, friends in high
electro-plastic, which the robot can places (can call on a Combine strike-
reshape into a variety of forms by force) 5
running an electric current Hindrances: 4 rules of engagement,
through it. The bot can also control oath (serve the Combine)
the adhesiveness of its coating, Cyber Systems: AI,, antenna, big ears,
allowing it to stick trash, pebbles, brain mole, CPU, drug dispenser,
and any other form of camouflage facemaker, infiltrator, radio, self-
onto itself. In an area with a lot of repair unit, spirit fetter, spur.
trash or other debris, the gremlin Manitou/Po
Manitou/Pow wer: 4d6/6
can add +4 to its sneak. Gear: Leather armor, NA Officers’ pistol
Bot w/3 full clips, hunting rifle w/3 full
Fearless clips
Description: These cans look like your
typical waster, and wear average,
well-worn clothes. All the weapons
and gear they carry is also well-used.

98 Marshal Once established, they often use


their facemaker implants to
impersonate trusted locals.
Support
These units are built to furnish the The Combine 99
ravenous Denver factory complex with
raw materials; they can also be used
further afield to remove obstacles.
These units usually avoid combat, but as Description: These bots look like
with all Combine bots they can be used metallic spiders, complete with eight
in combat when needed. multi-jointed legs and saw blades
where a spider would have
Profile: Chop-Bots mandibles. Two multifaceted crystal
eyes contain the sensors and radio
These small robots are built by the antennae.
Denver AI to salvage raw materials
from blasted cities. The robot’s legs end
in small, hooked claws which allow Reclamation Bots
them to cling to nearly any surface. A larger cousin of the chop-bot,
Where a spider would have mandibles, reclamation bots usually work with
the chop-bots have a pair of circular swarms of chop-bots, gathering up the
tungsten-carbide saw blades capable of cut-up debris and moving larger pieces
cutting through most materials. Chop- that their smaller kin can’t tackle.
bots don’t usually attack creatures, but These bots are fairly stupid, but can
defend themselves if attacked in melee. defend themselves if attacked. One
If attacked by ranged weapons, they enterprising Steel Knight scout by the
hide and radio for help. Combine name of Eichenlaub has even managed
troopers can command these small bots to recharge his power armor by
as desired. Chop-bots are usually recording the recharging request codes
encountered in a swarms of 6 to 10. broadcast by other Combine bots and
Corporeal: D:3d8, N:3d12, S:4d8, Q:2d10, then broadcasting them himself. He
V:2d8 was able to follow a reclamation bot for
Climbin’ 5d12, dodge 4d12, fightin’: a week as it moved through the rubble
brawlin’ 4d12 of Aurora, topping off his suit from the
Mental: C:4d10, K:3d6, M:1d4, Sm:4d12, bot as it ran low on power. This trick
Sp:4d10 requires a copy of the recharge request
Search 3d8 code and a successful bluff versus the
Wind: — bot’s scrutinize roll.
Size: 3
Armor: 3
Cost Crew Engine
Terr or: 3
error:
NA 0 Fusion
Pace: 16
Gas T ank
Tank MPG Suspen
Suspen,
Special Abilities:
NA NA Offroad
Damage: Saw blades (STR+2d8, AP 4)
Wheels Top Speed Pace
Clingy: The hooked claws of the
6 20 mph 50
chop-bot allow it to move over any
Accel
ccel. Durability Armor
surface, and it can even hang
2.5 mph 50/10 4
upside down from ceilings.
Handling Size Load Limit
Bot
–2 +3 40
Fearless
Leap: These bots can leap up to 10’
horizontally and still attack. Corporeal: D:1d8, N:1d6, S:5d10, Q:3d4,
Hard to Hit: Due to their small, size V:3d12
chop-bots are –2 to hit. Fightin’: brawlin’ 4d6, drivin’ 3d6
Self-destruct: Due to the small size Mental: C:2d6, K:1d4, M:1d4, Sm:1d4, Sp:1d4
of the chop-bot, its self-destruct Search 2d6, scrutinize 3d6
charge does only 3d6 with a Burst Pace: 16
Radius of 2. Size: 13 (+3 to hit)
Armor: 1
There are 10 recharge ports in the
rear of the vehicle that recharge at
the rate listed under fusion vehicle
in Chapter Two.
Fearless
Regenerate
Description: This robot looks like a
large truck with six over-sized off-
road wheels. A cargo bay takes up
most of the rear, and an overhang
along the back provides power hook-
ups for chop-bots and other battery-
powered devices. An articulated cargo
arm lifts heavy loads (up to 1,000
pounds) into the bed, and two arms
in the front are equipped with tools
to disassemble debris and rubble.

Combat
The Combine exists for one purpose—
to enslave the Americas under the iron
fist of Throckmorton and the Denver AI.
Not willing to trust the final battles to
its human troops, the AI has designed a
number of robot and automaton units—
with advice from Throckmorton—to
carry the field on Judgment Day 2.

Profile: Banshee (Bouncers)


Terror: NA
error:
Special Abilities: Based on the commercial version of
Damage: See below the Hellstromme Motor’s Arrow
Plasma T or
Torch: One arm is equipped
orch: hoverbike, this chassis has been
with a plasma cutting torch. The retooled to mount an automaton’s
torch arm has a Durability of 10/2, upper torso. These automatons are
AV 2 and can reach 10’. Damage is used as quick strike forces, and their
STR+2d12, AP4. high-frequency encrypted radios make
Sa
Saww Blades: One articulated arm is them ideal for scouting missions. These
equipped with a tungsten-carbide creations are known as “bouncers” in
cutting saw capable of cutting the settlements they have attacked for
through almost anything. The saw their ability to leap over perimeter
arm has a Durability of 10/2, AV 2 walls and come to grips with the
and can reach 10’. Damage is defenders.
STR+2d8, AP4. Corporeal: D:2d6, N:3d10, S:4d12, Q:3d6,
Bot: 50/10 V:2d12+4
Mother ship: The reclamation bot acts
Mothership: Dodge 5d10, fightin’: brawlin’ 3d10,
as a recharger for other Combine drivin’: hover 5d10, shootin’: MG 4d6
bots in the area, usually the Mental: C:2d10, K:1d6, M:1d6, Sm:1d6,
swarm of chop-bots attached to it. Sp:1d4
Overawe 5d6, ridicule 1d6, scroungin’
2d6, search 3d10
Wind: —
Pace: 350 (140 mph)

100 Marshal Size: 9


Armor: 3 (upper guts, noggin, and
arms)/2 (legs and lower guts)
Terror: 11
error:
Special Abilities:
Chain Gun: Ammo 12mm; shots 240;
Speed: 1; ROF 9; RI: 10/20; Damage
The Combine 101
5d8, AP2. The automaton’s iron
arms act as a brace, allowing it to
ignore recoil modifiers.
Bounce: By dumping air into the Pace: 6
skirt, the Banshee can become Size: 15 (+4 to hit)
airborne and jump small obstacles. Armor: 5
This gives the automaton the Terror: 13
error:
ability to clear an obstacle ten feet Special Abilities:
in height. With an additional foot Damage: Stomp (STR+2d12)
for each raise on the drivin’ roll, Chain Gun x 2: Ammo 12mm; shots
the Banshee can clear most 240; Speed: 1; ROF 9; RI: 10/20;
survivor settlement walls (see Damage 5d8, AP2. The automaton’s
Road Warriors, Chapter Three for ponderous head acts as a brace,
details on emergency jumps). allowing it to ignore recoil
Auto-targeter
Auto-targeters: s: +4 to shootin’ rolls. modifiers. The chain guns are
Fearless limited to a 120 degree arc to the
Regenerate front of the automaton.
Self-destruct Anti-tank Laser: Protruding from the
Description: This automaton looks like middle of the head is an antitank
a steel hover-centaur. Where the laser (ammo laser; shots unlimited;
controls and handlebars of a Speed: 1; ROF 1; RI: 50; Damage 4d12
hoverbike would be rises an AP6).
automaton torso, complete with Auto-targeter
Auto-targeters: s: +4 to shootin’ rolls
weaponry. The distinctive wail of the Undead
high-performance hover engine is Fearless
calculated to strike fear into the Self-destruct
hearts of those who oppose the Description: This automaton looks like
Combine. a mechanical elephant, minus the
trunk and ears. A large head swings
Profile: Widowmakers ponderously at the end of a short
neck, and instead of tusks the
Designed to instill fear into the menacing barrels of chain guns
enemies of the Combine, the protrude from either side of the
Widowmaker is a large, four-legged lower side of the jaw.
metal monstrosity. Standing 15’ tall, this
armored walker is capable of carrying
a squad of ten men or five automatons
Profile: Rabblerousers (Flamers)
within its cavernous body. The four- Learning from the difficulties
legged design and wide feet allow it to encountered in clearing the Resistance
traverse the roughest terrain, and its from its rubble strongholds, the
great weight allows it to stamp any Combine has begun to incorporate
shifting rubble flat, thus making it flame-equipped automatons into its
exceptionally sure-footed. Its weight of forces to burn the vermin from their
five tons is also its main disadvantage, hiding places.
as few bridges left in the Wasted West Rabblerousers are sent in to clear
between Denver and Junkyard can rubbled areas of humans, the flames
support that much. washing into cracks and crevices to
Corporeal: D:2d6, N:1d6, S:5d12+4, Q:3d6, seek out the human pests. These
V:2d12+4 automatons are also equipped with
Fightin’: brawlin’ 4d6, shootin’:MG 4d6 chain guns to deal with any humans
Mental: C:2d10, K:1d6, M:1d6, Sm:1d6, who break from cover, although if a
Sp:1d4 person is on fire they hold their shots,
Overawe 5d6, search 3d10 instead savoring the dying screams of
Wind: — their victim.
Corporeal: D:2d6, N:2d6, S:4d12, Q:3d6, Wind: —
V:2d12+4 Pace: 4
Dodge 5d10, fightin’: brawlin’ 3d10, Size: 7
shootin’: flamer/MG 4d6 Armor: 3
Mental: C:2d10, K:1d6, M:1d6, Sm:1d6, Terror: 9
error:
Sp:1d4 Special Abilities:
Overawe 5d6, ridicule 1d6, scroungin’ Hornet SAMs: The Archer carries
2d6, search 3d10 three Hornet surface-to-air
Wind: — missiles in an armored shell on its
Pace: 6 back.
Size: 8 Hades Extended Chain Gun: Ammo
Armor: 3 12mm; shots 500; Speed: 1; ROF 12;
Terror: 11
error: RI: 20; Damage 5d8, AP2. The
Special Abilities: automaton’s iron arms act as a
Chain Gun: Ammo 12mm; shots 240; brace, allowing it to ignore recoil
Speed: 1; ROF 9; RI: 10/20; Damage modifiers.
5d8, AP2. The automaton’s iron Radar: The search radar is capable
arms act as a brace, allowing it to of detecting aircraft up to 20 miles
ignore recoil modifiers. and allowing a lock-on. A
Flamer: Ammo fuel; shots 30; ROF 1; successful lock-on (Fair (5)
RI 10 (max 50); Damage 4d10 professional: sensor operations)
massive damage to everyone negates any movement penalties
within 3 yards. If the shot misses for shooting at the aircraft. See
roll for deviation. Shot deviates by 1 Iron Oasis p. 69 for further details
yard for each point missed by. on weapon’s lock-ons. This radar
Fearless can also interface with the Hades
Undead chain gun to provide protection
Regenerate against low level aircraft.
Self-destruct Slo wpoke: The Archer is weighed
Slowpoke:
down by missiles and extra chain
Profile: Archer gun ammo, and as a result is slow
moving. The Archer can still run
Knowing that the forces of the (more like a lumber), however.
Combine can’t match the Sky Pirates in Fearless
numbers of aircraft, the Denver AI Undead
designed this unit as an answer to the Regenerate
nagging question of air superiority. Self-destruct
While the Raptor can take down most Description: These creatures look like
Sky Pirate aircraft, they are no match hunchbacked hydrocephalic
for military high performance aircraft. automatons. The large dome in the
The Archer is automaton specifically head contains the fire control radars,
designed to knock planes out of the air. while the hump houses a battery of
Corporeal: D:2d6, N:2d6, S:4d12, Q:3d6, hornet missiles. The archer is a
V:2d12+4 relatively new development in the
Climbin’ 2d6, dodge 5d10, fightin’: Combine’s arsenal, and none have
brawlin’ 3d10, sneak 5d6 been seen or reported outside of
Mental: C:2d10, K:1d6, M:1d6, Sm:1d6, Denver.
Sp:1d4
Artillery: missile 4d10, search 3d10,
professional: sensor operations 4d6,
Profile: Security Bots
overawe 5d6, scroungin’ 2d6 These were the original security
robots assigned to HI complexes where
the presence of automatons was
unnecessary or bad for publicity. These
robots were designed to be centrally

102 Marshal controlled by a facility AI, although


they do have some autonomy in
dealing with security situations. These
days they can be found around and
within some of the Combine facilities,
usually where the threat level is
deemed to be low, or as a back-up to
The Combine 103
human forces in an area. A squad of
ten of these is stationed at the Denver
Police headquarters to provide security
to the Downtown area. runs amok. These are referred to by the
Corporeal: D:2d6, N:2d4, Q:1d8, S3d12, Combine as “feral automatons.” Ferals
V:2d8 revert back to their walkin’ dead
Shootin’: MG, shootin’: grenade launcher behavior.
2d6, fightin’: brawlin’ 4d4 Feral automatons are vicious killers,
Mental: C:2d6, K:1d6, M:1d4, Sm:1d4, continually frustrated in their attempts
Sp:2d6 to sate their all-consuming lust for
Search 3d6 brains by their lack of a mouth.
Wind: — Sometimes they cram the gooey gray
Pace: 4 matter in their shells. Of course this
Size: 6 doesn’t really help, and often makes
Armor: 2 the deadly bot even more frustrated
Terror: 5
error: and homicidal.
Special Abilities: Corporeal: D:2d6, N:2d6, S:4d12, Q:3d6,
Grenade Launcher: Ammo mini V:2d12+4
grenades; shots 4 teargas, 2 Climbin’ 2d6, dodge 5d10, fightin’:
fragmentation; ROF 1; RI: 20; brawlin’ 3d10, sneak 5d6
Damage Special/4d12, Burst Radius Mental: C:2d10, K:1d6, M:1d6, Sm:1d6,
10. The grenade launcher is Sp:1d4
mounted in the robot’s upper torso. Overawe 5d6, ridicule 1d6, scroungin’
HI Blazer: Ammo 9mm; shots 100; 2d6, search 3d10
ROF 6; RI: 5/10; Damage 3d6. The Wind: —
automaton’s iron arms act as a Pace: 6
brace, allowing it to ignore recoil Size: 7
modifiers. This weapon is carried Armor: 3
in its right arm. Terr or: 9
error:
Auto Shotgun: Ammo 12ga.; shots 30 Special Abilities:
pellet, 10 beanbag (5d8 subdual Damage: Bladed fists and arms
damage); ROF 6; RI: 10; Damage 1- (STR+3d8)
6d6. The automaton’s iron arms act Fearless
as a brace, allowing it to ignore Undead
recoil modifiers. This weapon is Regenerate
carried in its left arm. Self-destruct
Fearless Description: These creatures look like
Bot automatons, although they have
Description: Security bots look like usually stripped themselves of the
stereotypical robots, with thin two- typical chain guns and grenade
armed, torsos rising from a set of launchers in favor of more up close
treads. A head with dual sensors and personal weapons. They are
completes the robot. The hefty usually studded with spikes and
weapons mounted on the arms blades, and are often draped in the
dispel any illusion of friendliness, entrails of their latest victims. They
though. sometimes rip out whole jaws and,
stripped of flesh, attach them to
their lower skulls. Ears, eyes, scalps,
Profile: Feral Automatons and other trophies can be found
Being basically a walkin’ dead bound affixed distastefully to their chassis.
in a metal body, automatons are prone Feral automatons often stalk their
to be destructive and unruly. Sometimes prey for days, taunting them and
an automaton suffers a breakdown in savoring the fear that radiates from
its control and inhibition circuits and the victim.
Profile: Pacification Bots with a range of 10 miles, and a
thermal viewer. Thermal viewers
Originally designed for urban police allow the robot to see in totally
forces and Third World militaries, the dark conditions. A waster can hide
pacification bot proved less than ideal from them by hiding near a large
in the field due to its AI’s tendency to heat source or being in an
shoot first and ask questions later. environment with lots of ambient
The Combine has no such heat. This requires an opposed
reservations, however, and has even up- sneak versus the robot’s search
gunned the original design. Pacification Aptitude +4. Unless a waster is in
bots can be found on perimeter guard a thermal-neutral outfit, the
duty at sensitive installations, as well pacification pot will detect all
as providing heavy support to strike other sneak attempts.
forces. Bot
Their great weight (as much as a Fearless
pick-up truck) limits their deployablility Gyr o-stabilization: The gyro-
Gyro-stabilization:
by air, however, and encountering more stabilization system allows the
than one outside of a Combine facility autocannon to fire continuously
is usually a sign that a major operation with no penalties for recoil or
is underway. A pacification bot can movement by the robot.
hunker down on its haunches, and one Self-destruct
can fit into the cargo space of a Raptor. Description: This armored bipedal
Corporeal: D:4d10, N:3d6, S:4d12+4, Q:3d8, walker robot stands ten feet tall. The
V:4d10 autocanon is slung in a chin-turret at
Fightin’: brawlin’ 3d6, shootin’:SMG 3d10 the front of the main body. The
Mental: C:4d10, K:3d6, M:1d4, Sm:4d12, Blazers are mounted on small stubby
Sp:4d10 “wings” on either side of the nose,
Artillery: autocannon 4d10, search 4d8 and are used in the anti-personnel
Wind: — role.
Pace: 6
Size: 12
Armor: 4
Profile: Raptors
Terror: 3
error: One of the trademark creations of
Special Abilities: the Combine, the Raptor serves in a
Damage: Stomp (STR+2d8) variety of roles. The cargo space in the
Autocannon: Ammo 20mm; shots 100 rear can carry ten humans or five
HE/30 AP; Speed: 1; ROF 6; RI: 20; automatons, while a winch in the belly
Damage 4d12 AP2/3d8 Burst allows it to sling-load heavy cargoes for
Radius 3. transport.
Blazer SMG x2: Ammo 9mm; shots Thermal imagers and high quality
300; Speed: 1; ROF 6; RI: 5/10; video surveillance equipment can be
Damage 3d6. The robot’s weapon fitted to convert the Raptor for a
mount acts as a brace, allowing it reconnaissance role, although the
to ignore recoil modifiers. undead brain piloting the craft chafes
Har dened: The electronic
Hardened: at these usually bloodless missions.
components of the robot are fully Corporeal: D:2d8, N:2d8, S:3d10, Q:3d10,
hardened against the effects of V:2d8
EMP. Shootin’:MG 3d10, flyin’: VTOL 4d8
Sensor Package: The pacification Mental: C:2d10, K:1d6, M:1d6, Sm:1d6,
robot has an advanced sensor Sp:1d4
package, including air search radar Search 3d10 (4d12 for recon version),
profession: sensor ops 4d6
Wind: —
Terror: 9
error:
Special Abilities:

104 Marshal Undead


Fearless
Self-destruct
Cost Passengers Load Limit
NA 5 (10) 100
Gas T
NA
ank
Tank MPG
NA
Engine
Twin Turbine
The Combine 105
Top Speed Stall Handling
60 mph NA +2
Durability Armor Accel
ccel.
50/10 6 20 Terror: 9
error:
Size Special Abilities:
+3 One Thing at a T ime: The warbot’s
Time:
Weapons: brain can only handle one thing at
Fuselage: 2 x M-120 (Shots 300, ROF 15, a time. It can only fire one weapon
Range 20, Damage 4d8, articulated per Action.
mount), 2 x AIM-9S Sidewinder (Shots 1, Auto-targeter: The warbot adds +4 to
ROF 1, Range 70”, Damage 4d12, Burst 10, all artillery and shootin’ rolls, and
fixed mount) can ignore modifiers for target
Special Equipment: AQP-1100 radar, movement.
decoy launcher, radar jammer, radar Undead
warning receiver, thermal viewers Fearless
(recon) Self-destruct: Due to fears of
damaging other friendly units, the
self-destruct charge causes the
Profile: Warbots warbot to implode, doing no
The heavy hitters of the Combine, damage to nearby elements.
warbots are rarely seen outside of Description: Warbots are usually
Denver. The only confirmed reports the retrofitted pre-War main battle tanks.
Iron Alliance has of their location is in Thanks to the reactivation of the
the ruins of Grand Junction, a worrying Rocky Mountain Arsenal assembly
prospect considering that the rubbled lines, these are most commonly
city lies only 285 miles from Junkyard. Powell hovertanks, but through the
Warbot is a misnomer, as these vehicles scrounging efforts of the Green Hats,
are controlled by an undead brain. Lees and other vehicles can also be
Corporeal: D:4d10, N:3d6, S:4d12+4, Q:3d8, recognized. The undead brain is kept
V:4d10 under tighter control than an
Shootin’:MG 3d10, drivin’: hover 4d6 automaton’s, but still has a relative
Mental: C:4d10, K:3d6, M:1d4, Sm:4d12, degree of freedom in carrying out its
Sp:4d10 orders. The brain is encased in an
Artillery: cannon 4d10, search 4d8 armored shell deep within the body
of the vehicle, and is almost
Cost Crew Engine impossible to destroy. The vehicle
NA 0 Fusion must be totally destroyed before the
Gas T ank
Tank MPG Suspen
Suspen. brain is rendered useless. Wily
NA NA Hover warbots often play dead after their
Wheels Top Speed Pace drive has been knocked out, coming
NA 60 mph 150 to life hours after the battle and
Accel
ccel. Durability Armor wreaking havoc among the enemy. A
2.5 mph 100/20 See below good rule of thumb is “If a warbot
Handling Size Load Limit doesn’t explode, keep shooting at it
–2 +4 100 until it does.”

Armor: Bottom 4, front 10, rear 8, left


side 8, right side 8, turret 12 Warbot Cannon
Weapon Mount Location Arc
125mm cannon Fixed Turret 360
Weapon Ammo Shots ROF Range Damage
HI SAW Articulated Turret 360
125mm HEAT 1 1 250 4d20 AP4, Burst 5
HI SAW Articulated Bow Front 90
cannon SABOT 1 1 200 6d20, AP8
Chapter Five:
Air Force One is Down

Howdy, pardners. Time to close a for this mission. This adventure is set in
chapter in the Wasted West that’s been the time frame after the Boise Horror,
open since before the ghost rock bombs so if your posse hasn’t run through
dropped on Judgment Day. That’s right, that yet, either send them through or
we’re talking about the fate of Air implement the changes to the world
Force One. An extensive search right detailed within.
after its disappearance failed to find If the posse hasn’t worked for the
the wreckage, and the Sky Pirates have Iron Alliance before, you need to find a
looked for it on and off for the last reason for them to be recruited. Maybe
decade, all to no avail. So what’s so the Council thinks this message from
special about your posse that they Denver is a trick and they decide to
should succeed where so many have send in some expendable cannon-
failed before? Well, they are your posse, fodder just in case it pans out. Or
and they’ll have a little help in the form maybe the posse isn’t working for the
of the very person responsible for Iron Alliance at all. Perhaps they
taking down the President’s aircraft. intercept the Resistance’s transmission
Along the way they’ll get a firsthand to Junkyard and decide to impersonate
introduction to the City of the Damned the real heroes sent to evacuate the
and the heart of the Combine. What slave. The ending could morph to the
they see should steel their resolve to posse fighting the forces of the Iron
stand against this spreading evil in the Alliance outside Air Force One for
Wasted West. possession of the ultimate prize
The scenario runs best if the posse instead of the minions of
is in good standing with the leadership Throckmorton. Try to steer away
of the Iron Alliance. If they have been from this course, though, Marshal.
through The Destroyer from The Last This is a last chance for the
Crusaders, or better yet, helped with heroes to shine before
the formation of the Alliance in The the final
Boise Horror, they should be a shoe-in Judgment
Day.
The Story So Far A Hidden Viper
Andrew Bates settled into the vice-
Little Andy Bates never was popular presidency like a duck to water. He
as a child. Maybe it was the big ears or watched with satisfaction the fruits of
the thick, nerdy glasses. Maybe it was his labors as the LatAm crashed across
the rat-like face, or the high, whiny the border into the Confederacy,
voice. Whatever the reason, from the racking up victory after victory. Bates
time Andy entered school his life was also spent the next two years recruiting
made a living Hell by the other kids. To heavily among his old contacts in the
escape his tormentors, Andy immersed intelligence community, renewing old
himself in the world of books. It was acquaintances and sharing his unique
this love of escapism that led the young brand of power with selected
boy to an old, dusty used bookstore in individuals. In time he had a loyal
the crumbling tenements of New York. following in the Secret Service, the
Here the teen found the Book, an military, and the various intelligence
ancient tome that the proprietor let go agencies.
for a song. Within its moldering pages,
Andy found the means to change his
life and begin on the path to power and
A Belated Christmas Present
fame, all for the price of something as The set-backs suffered by the LatAm
insignificant as the lives of a few Alliance were offset by President
beloved family pets and later, his soul. Tremane’s agreement to launch that
In the Hunting Grounds, the first cruise missile strike in Oklahoma.
Reckoners smiled. Once the war began in earnest
between the United States and the
The Long and Winding Road Confederacy, Bates was as happy as a
zombie in a brain bank. He knew it as
Thanks to the power of the Book, just a matter of time before a
Bates suddenly found success both “Southern” strike team got to the
academically and personally. As the President. That chance came over the
years passed, he found it easy to holidays when Tremane brokered a
accomplish whatever he set his mind cease-fire with the South over
(and sacrifices) to. A law degree, a Andrew’s protests and went on a
successful practice, and a triumphant whirlwind morale-raising tour of the
bid for the New York Congressional seat Western States. The Vice-President had
brought this pawn of the Reckoners to just enough time to get one of his
the very highest halls of power. Secret Service agents assigned to the
He even managed to find a position Presidential detail and set things in
on the Foreign Affairs Committee, and motion in Denver.
was one of the architects of the LatAm
attack on the Confederacy. But he and
his sponsors weren’t satisfied with his
We’re Going Down!
achievements. One more prize beckoned Nancy Moriarty was a powerful
to Bates. In 2078 Bates inexplicably lost syker recruited from the Agency back
his bid for the Presidency, despite the when Bates was a Congressman. By
sympathetic press he received for the 2080 she was a trusted member of the
untimely death of his new-borne U.S. Secret Service. It was child’s play for
daughter. It was with a heavy heart that her to get on the Presidential detail
he accepted the vice-presidency for Mary after a fellow agent came down with
Rose Tremane. meningitis, and soon she was winging
her way across the U.S. with President
Tremane under Moriarty’s watchful
eye.
When she received a coded signal

108 Marshal from the Vice-President while in


Denver, the syker readied herself for
action. Shortly after the plane took off
enroute for Seattle, Moriarty struck.
Destroying the distress beacon, escape
capsule, and avionics with her mind-
powers, she tore through the protective
Air Force One 109
detail, but couldn’t get to the President.
Satisfied that the plane was crippled
beyond hope, the syker bailed out and
watched Air Force One go down. managed to find the crash site two
Landing in the Rockies, Moriarty weeks after the jet went down. Since
activated a coded beacon and was then, the plant has expanded to cover
picked up shortly thereafter by an much of the wreck site, and has a host
interagency “black ops” team, which of animals and plants in the
continued on to the wreck site in the surrounding area that can do its bidding.
face of a growing blizzard.
Once on-site, the team ensured that Echoes of the Past
all onboard were dead, and covered the
surprisingly intact wreckage over with Recently, Nancy Moriarty has
camouflage netting. The team was resurfaced. Ravaged by brain cancer
forced to leave before they could recover and guilt over her association with the
the nuclear launch code briefcase, but end of the world, she had lived quietly
Moriarty figured the codes were in a small settlement along the
reproducible anyway. Returning back to Wyoming-Colorado border. Two weeks
Denver, the black VTOL passed the ago a Chain Dog gang overran her
military search teams going the other home. Despite the losses inflicted on
way. The rest, as they say, is history. the slavers, Moriarty was captured and
The syker wisely decided to make put in a slave caravan to Denver along
herself scarce upon returning to the with the other survivors of the raid.
city, as she herself had tied up many
loose ends over the years.

Feed Me, Seymour


Back at the crash site, an innocuous
present to the President—a plant—began
to worm its way into the light, spilling
into the shattered hulk and quickly
overgrowing the wreck. The plant was
originally a flowering weed from
Banshee. Its beautiful blossoms and
scent, which brought about the
nickname of “Banshee Blossom,” were
unfortunately joined by a weak and
unstable constitution, that required
specific soil, sunlight and temperature.
A research team at the Butterfly
Pavilion attempted crossbreeding the
plant with hardier earth species,
providing an exceptionally beautiful
specimen that could withstand the
rigors of Earth weather.
A latent sentience in the plant,
unknown by the scientists, was brought
out during this process, and the death
throes and warping influence of the
Deadland at the crash site allowed the
plant to reach its full potential. Feeding
off the bodies within, the plant was
able to take over the only team that
Hoping to save her own skin, the
syker confessed she knew the location
of Air Force One, prompting the slavers
Chapter One
to call in a Combine Red Hat team to Junkyard, Deseret—Fear Level 4
interrogate her further. Rendezvousing
with the caravan north of Denver, Message for You, Sir
Throckmorton’s troops took her
statement and radioed their findings The streets and shops of Junkyard
ahead to the General himself. bustle with wasters from every corner
An attack by a rival Chain Dog gang of the West. Maze pirates rub shoulders
on the outskirts of the city allowed with burly Texans, and members of the
many of the slaves to escape, including Convoy haggle with road gangers who
Moriarty. Finding herself in the weeks before were doing their best to
company of the Resistance, the ex- loot their trucks. It is a surreal image of
syker is once again trying to save her civilization that sits on the burning
skin by bargaining with the damning plains of Deseret.
knowledge she has kept hidden for so Wherever the posse happens to be in
long. Junkyard, they are approached by a
member of the city government with a
request to appear before the Iron
The Setup Alliance representatives at Town Hall as
soon as possible. If the posse requests
Okay, Marshal, for this adventure to time to think about it, their place of
work, the posse needs to be in residence is taken down and the
Junkyard. Known to the Ruling Council representative comes looking for them
either through direct contact or tales of again that evening. Posse members
the posse’s prowess, the characters are who go along with the flunky are
contacted and offered jobs working for briefly checked out by security at the
the Iron Alliance. The degree of trust entrance, then taken to the new offices
the Alliance places in the posse of the Iron Alliance.
determines just how much they tell Inside this spartan conference room
them. are the representatives of each major
Junkyard is at once hopeful and faction of the new coalition. Ike Taylor
fearful. The Iron Alliance struck himself represents Junkyard, while
between the major factions of the alongside him sits Major Dwight
Wasted West has given the people of “Raptor” Price, the leader of the Sky
the Iron Oasis hope, yet the menacing Pirates. A gaudily dressed refugee from
presence of the Combine as near as a wizards’ convention is Tom Glauser,
Grand Junction has the people fearful resident ambassador of the Chamber,
of what General Throckmorton will do while a large man in a purple robe sits
next. by himself. This is Larry Rexing,
Most everyone knows about the representing Joan and the Doomsayers.
ongoing attacks against the uranium At one end of the table sits a striking,
convoys coming out of Uravan and the no-nonsense woman in a white
terrible losses the Sky Pirates and their tabard—Linda Richards, the envoy of
road gang allies are taking to stop the Templars. Introductions are made all
these shipments. Many people are around, and if the posse took part in
wondering out loud just how long they The Boise Horror many of these faces
can expect to hold off the metal are familiar. After everyone is
minions of the Combine if war comes comfortable, Ike briefs the posse:
to Junkyard.
“Late last night we received a
radio transmission from the
Resistance in Denver. Seems
those folks have gotten
themselves an arrangement
110 Marshal with ComSat to get messages
out of the city.
Anyway, they requested a
pick-up of a very special guest
that they’ve rescued from the
Combine. This person claims to
Air Force One 111
know the location of the crash
site of Air Force One. As you
probably know, the plane went
down a few months before whereabouts of AF1. She wants safe
Judgment Day, and was never passage from Denver and a new start
found. Raptor here and his folks in Junkyard in return for revealing the
have looked for it for years location. No mention was made of how
without success. she knows where the wreckage is, and
If this person really knows the transmission was one-way only.
where it is this could be a big If the posse accepts, the meeting
boost to the Iron Alliance. You adjourns. The group is free to equip
see, we’re hoping that the themselves however they see fit, but
“football,” the briefcase they are cautioned that their method of
containing the nuclear launch entry into Denver will severely restrict
codes, is still in the wreckage. If their weight limitations. They are told
it is there, and we can crack the to meet at the Junkyard Gate at 0600
codes, we might be able to get tomorrow morning for their flight to
ourselves a working nuke or Denver.
ghost rock bomb. That would The posse has one last night to get
really ease our minds about their affairs in order. General Tolliver of
what Throckmorton is up to. the Junkyard Militia has been ordered to
Best case we could maybe hit help with whatever equipment he can,
the Denver HI Complex. At the and the Alliance vouches for up to
least we could wipe out a $2,000 apiece in goods for the posse.
formation of automatons if he Let them take as much as they want,
moves against Junkyard. Marshal. The Specters only hold so
We need you to go into much.
Denver and bring this prisoner
out. If what she says is true, and Hi Ho, Hi Ho, It’s Off to Hell We Go
she does have a location, we
need you to go in and bring out As the posse assembles at the main
the package. Do this service for Junkyard gate early the next morning,
the Iron Alliance and you’ll all they are met by none other than
be heroes. “Raptor” himself, sitting on the hood of
The Sky Pirates stand ready to a Hum-Vee. Once everyone is present
take you as far as they can. and accounted for, Major Price heads
Once outside the city, you’ll air out the gate and south down the main
assault in by glider, rendezvous road towards the ruins of Provo.
with the Resistance, and get An hour’s travel down U.S. Route 15
back out. We’ll then transport brings the posse to Provo, where, on
you to the wreck site. Once you the eastern horizon, can be seen the
get clear of the Combine the outline of a huge skyship. If the posse
mission should be a piece of went through The Boise Horror, they
cake, if this slave is true to her recognize it as Sky Raider I. If not,
word. Raptor is happy to regale them with
So, what do you say?” tales of the infamous airship’s exploits.
The posse and their gear is quickly
Ike gives the posse a chance to talk bundled aboard and Sky Raider I lifts
it over amongst themselves, and off into the rising sun.
answers any further questions the If you have a copy of The Boise
posse might have about the message. It Horror you can have them explore the
was received at 0230 this morning and vehicle, but this isn’t important. The
said that a single slave rescued from airship’s commander, Captain Howard
the Combine claimed to know the Phelps, introduces himself and invites
the posse to the conference room The group has the next two days to
beside his quarters for a briefing. get ready before they’re ready for
Refreshments are served all around, launch. Raptor asks that they refrain
and the Captain gets down to business. from mingling with the crew, but other
than that they’re free to occupy their
“Our intel from the time however they like. The food is
Resistance, confirmed by some good, toilet paper is available, the views
photo recon pictures taken are spectacular, and the posse has little
yesterday, shows that the best to fear except the upcoming mission. If
way to enter the city is by air, the posse explores Sky Raider I, they
landing on the top of the find a number of matte black gliders in
American Trade Center. the hanger (number equal to the posse
There’s too much ground members divided by three and rounded
activity and clutter to land at up), along with an old, weather-stained
street level. Our recon showed military HMMWV.
the roof is clear, with a lot of
the pre-Bang equipment blown Bounty
off from the nukes that hit the
city. This way, you can take off Accepting the Iron Alliance’
Iron s
Alliance’s
again and fly back out. Unless mission without haggling: 1 White Chip.
ya’ll can fly, I’ve got some good
pilots to take you in. Weight will
be a problem, so take only what
you think is absolutely
Chapter Two: Extreme
necessary to get you in and out.
The Resistance says they’ll meet
Sports
you in the basement of the Denver, CO—Fear Level 6
Trade Center. We’re looking at a
launch window of 2000
tomorrow night. It should take
Extreme Sports
you 30 minutes or so to land, The Specter stealth assault glider
and a couple of hours to make was originally designed to get U.S.
your way down to the basement. Special Operations teams into areas
We’ll give you a radio to where heavy air defenses made
coordinate pick-up with us. insertion by VTOL or helicopter
Raptor tells me that we’ll impossible. Coated with an anti-radar
hover outside the city to wait for paint, the Specter presents a radar
you. The Trade Center is tall cross-section smaller than a
enough to let the gliders take hummingbird and is totally silent.
off, and they have rocket assists These gliders served admirably before
to get you some more altitude and during the Last War. The Sky
and make it back to us. Any Pirates recently found a squadron of
questions?” these craft in an old Special Forces
training center in Wyoming and are
Captain Phelps entertains any putting them to good use. Each glider
questions from the posse and answers can carry three people and their gear,
them as best he can. Sky Raider I but due to weight and space
launches the Specter gliders from restrictions bulky gear like power
maximum altitude 20 miles outside the armor must be broken down and takes
city, and then flies in low to get closer up a person’s worth of space (heavy
to the city and facilitate pick-up. suits are a no-go). Heavy cyborgs are
right out due to their weight and bulk,
although if broken down they can be
distributed among several gliders. This
requires a Hard (9) science: cybertech

112 Marshal check. The rocket assist of the glider is


powerful enough to boost the glider
off the roof, and is good for one burn
only. Specters have a computerized
navigation system, low light
windshield vision system, GPS, and a
Durability of 20/4.
Air Force One 113
The posse can meet their pilots if
none of them have the flyin’: glider or
fixed wing Aptitude. Jake Parsons, Tom
Ratrie, and Jeff Ventura (all with flyin’: spotted with flickering torchlight and
glider/fixed wing 3d12) are happy to bonfires. The flash of weapon
assist with any questions, and will even discharges can be seen throughout the
teach the rudiments of flying these big, area, and the patrolling shape of
black assault gliders. Extra Bounty Raptors and their searchlights may be
Points can be spent if the posse wishes seen close to the ground.
to gain a rudimentary flyin’ Aptitude As the gliders make their way to the
during this time. rooftop, have each pilot make an
Onerous (7) flyin’: glider check. Those
who make it land safely (Sky Pirate
Into the Dragon’s Lair pilots automatically make this check).
The next night at 2000 hours, the Those who miss have one last Hard (9)
posse loads into the gliders and chance to stop before their Specter
launches themselves into the void. The slides off the roof and becomes
group is given a PRC-177 backpack radio airborne again. Having lost too much
with a full, medium battery to contact airspeed, the glider has to land lower
the airship for pick-up details once down!
their mission is accomplished. Each Once everyone has landed, hopefully
glider pilot must make a Foolproof (3) on top of the American Trade Center,
flyin’: glider check to takeoff they can take stock of their situation
successfully. Going bust on this roll and begin to move down to street level.
means the glider is overloaded and Looking down on the city provides an
must get rid of some excess weight— interesting view. Sounds of music,
quickly! screams, and gunfire echo up from the
As the posse glides over Denver they Black Hats partying on 16th Street 1,865
can make out the city sprawled below feet below. The pilots have been
them. The HI Complex and Compound instructed to stay with the gliders, and
in the north blaze with electric lights, won’t leave them under any
while the Downtown area is irregularly circumstances.
We Missed! sources are now in the possession of
the Black Hats in the lobby, although a
For any gliders that skipped off the few torches can be found on the second
Trade Center roof, the pilots have sublevel of the garage where the
several options. Other, shorter rubblefall is.
skyscrapers present themselves, but
the condition of their roofs is unknown
and could be fairly hazardous. Landing
Burning Down the House
on another rooftop requires a Hard (9) The trek down the darkened
flyin’ check to avoid smashing into stairwells of the building takes roughly
debris, ventilators, or other rooftop 2 1/2 hours without any stops. Curious
structures. If this TN is failed, the glider posses are free to look throughout the
takes 4d6 damage. Passengers take 2d6 building on their way down. No one has
massive damage or no damage if been higher than the fifth floor of the
strapped in. A bust on the roll indicates building since Judgment Day, and the
that the pilot ran into an elevator shaft building looks just as it did that fateful
or air conditioning unit, destroying the day 13 years ago. Except for the clumsy
glider outright. bumping of walkin’ dead (1d8 on each
The pilot’s best bet is to head for an floor) the offices are undisturbed, and a
open space like the Auraria Campus treasure trove of pencils and out of
Athletic Fields or the parking lots at date day calendars can be found in the
DempseyWorld. It’s your call, Marshal. offices. Junkers must be physically
Make them land wherever you’d like. restrained when they see all the
The athletic fields are one mile away, electronics left in pristine condition.
while DemspeyWorld is across Cherry Remember, what goes down must
Creek (a minor obstacle) and four miles come up, so keep track of any extra
away from the Trade Center. Remember weight. Feel free to detail these levels
that Specters which land on the ground as much as you like, but remember, the
can’t take off again. posse must meet up with their contacts
Wasters coming in by foot to the before dawn.
Trade Center get to experience the As the posse nears ground level, they
decadence of the 16th Street Mall in all hear the riotous sounds of a party. A
its glory. The posse can attempt to group of 30 Black Hats and Chain Dogs
blend in with the local populace, but has built a huge bonfire and is
likely are stopped for questioning if celebrating. The stairwell door is open,
they’re not sneaky enough. and light spills in. If anyone looks into
the lobby, they notice the crucifixion of
Can Anyone See in the Dark? a ragged man underway. Unbeknownst
to the posse (at least not yet), this is
Unless the posse’s got some really one of their contacts with the
convenient syker or doomsayer powers, Resistance. Getting by this drunken
they’re going to need some light source horde requires a Fair (5) sneak roll.
in the stairwell, garage, and sewers. Success allows the posse to move on
Any number of solutions suggest into the basement parking garages.
themselves: crude torches made from If the posse was forced to land their
scraps of clothing and clubs, candles Specter on the ground, they have to
scavenged from offices, or flashlights make their way through this crowded
scavenged from the trunks of cars lobby and down the stairs. Occasional
parked in the garage. Whatever they gunfire is ignored in Downtown, but
use, it’ll have to last at least four hours. loud explosions and sustained gunfire
Oh, by the way, the rebel guides’ light brings Black Hats running, followed by
security bots from the Police
Headquarters and automatons for a
sustained gun battle. Bluff, sneak, or
persuasion probably works best getting

114 Marshal through the lobby from the outside.


Black Hats from a variety of platoons
party together, so the usual close-knit
units that prevent infiltration don’t
work for them Downtown. Someone
may, however, notice that they don’t
have HI weapons (Onerous (7)
Air Force One 115
Cognition), and without chains around
their necks, they might just get in a
firefight.

Where’s Our Tour Guide? This Town Needs an Enema!


Once in the garage, the posse finds If the posse explores the
evidence of a recent gunfight. The underground garage they find the
smell of cordite and blood hangs heavy rubble mentioned and the entrance to
in the air. A Black Hat looking for a the sewer. If unaware of it, a Hard (9)
secluded place to urinate stumbled on search check reveals the entrance to
the posse’s contacts, and the ensuing the sewers. An Onerous (7) Cognition
fight has claimed almost all their lives. roll reveals the chalk marks on the
The bodies of three Black Hats and four wall, and a Hard (9) trackin’ check
ragged men are scattered among the reveals the footprints of five men in a
cars. A Hard (9) search roll of the area variety of worn foot gear.
reveals the blood trail of one of the The first section of sewer the heroes
rebels, who managed to crawl under an enter is a ten feet wide storm drain. A
SUV. He is barely alive, having almost two foot deep stream occupies the
bled out, but can give the posse middle of the pipe, sluggishly moving
directions to the Resistance if treated toward the south. A crudely scrawled
with an Onerous (7) medicine roll. If white arrow points the heroes in the
they manage to bring the rebel around same direction.
and tell him who they are, he relates
the following:

“I’m done for, but you gotta


get to Connor and the rest. Go
down one level and enter the
sewers through the rubble fall
you’ll find down there. Go down
into the sewers—you’d best take
a torch—and follow the white
marks. You’ll stay in the sewers
for two miles, then come to a
manhole cover with a rag tied to
its ladder. Get out of the sewers
and follow the one way signs
until you come to Abe Lincoln
High School. Go into the sewers
in front and follow the Mountain
Dew cans. They’ll take you to
the boss.”

Heroic posse members who feel the


need to save the poor rebel upstairs, or
who blow the medicine check and
need another informant, are in for
trouble. The Black Hats all pass out as
the sun comes up, but by that time the
poor fellow will be in the same shape
as his buddy down here—the posse can
get the same info out of him but little
else before he expires from his wounds.
The Next Level
Getting down to the next level is
easy enough. A hero can simply drop to
the ground with a Fair (5) Nimbleness
check, or roll his climbin’ against a Fair
(5) TN. Failure on either of these rolls
inficts 1d6+5 falling damage on the
clumsy waster. The easiest way is for
the heroes to work together and lower
each other down. If they do this, no roll
is required.
Climbing through the hole covers
every one of the heroes with the
disgusting water. The floor and walls
immediately around the opening on the
lower level are slowly accumulating
layers of gunk and scum from the
fouled waterfall.
The tunnel itself is an older, brick-
walled sewage pipe about seven feet in
diameter. The walls are covered with a
grayish moss or fungus and the musty
odor from above is even stronger here.
An arrow on the wall points the posse
further south.
Unlike the storm drain above, the
sewer system has numerous branches
and feeder pipes leading into it. It’s
obvious that it is fairly extensive and
easy to get lost in if they lose track of
The posse’s feeble light plays along the guide arrows. The posse should
the cracked and leaking concrete pipe, make a Fair (5) search roll every ten
but falls far short of chasing the minutes to stay on track, or failing that,
darkness away. Odd pieces of garbage, backtrack and make a Hard (9) trackin’
debris and unidentifiable dead animals roll to try to find the trail of the
drift by in the fetid stream. The odor in Resistance fighters.
the tunnel reeks of rot and decay. An
occasional teeth-rattling rumble from
overhead tells the heroes something What Was that Noise?
mechanical and big is prowling the After a few minutes, the posse has
streets of Denver. The vibrations from moved far enough away from the
above occasionally knock showers of spattering of the water from above to
dirt and goo down from the ceiling of be able to hear clearly. Noise travels far
the pipe onto the heroes. in the sewers and the many echoes
After a few hundred yards, the posse confuse the direction of any sound’s
sees another white arrow, this time origin.
pointing down into a hole in the floor. Have each hero make a Fair (5)
Most of the stream drains into it, Cognition check. Those succeeding
splattering onto the floor of another hear a heavy splash echo through the
tunnel about ten feet below. sewers from somewhere nearby. It’s
impossible to tell from where the
sound came, but whatever made it was
definitely big. From this point on, the
wasters catch faint sounds echoing

116 Marshal through the tunnels to let them know


they’re not alone in the underground
tunnels.
The Gift of the Fungi
After about 30 minutes of following
the white arrows through twists and
Air Force One 117
turns in the old sewer, the posse
comes upon a grotesquely large
fungus. The growth is a putrid gray
and covers nearly half of the sewer for and he flops facedown onto the ground.
almost ten feet. The shotgun has only four shells left
As the heroes creep past it, have loaded, but a small cartridge belt is
each one make a Fair (5) Cognition roll. strapped on the stock and holds five
Any posse member who succeeds spots more.
the body of a man partially covered by Any loud noises at this point attract
the mold. Closer examination of the the attention of a roach patrol
corpse reveals what appears to be a consisting of one commander and ten
pump shotgun grasped in its hands. soldier cockroaches. (See page 60 for
Around the body are four empty details.)
shotgun shells.
Any hero gutsy enough to make a Bounty
grab for the encrusted weapon is in for
a nasty surprise. The corpse has a tight Successful landing on T rade Center
Trade
grip on the shotgun and when the rooftop: Red Chip to posse pilot.
waster tugs it, the rotting body pulls Thinking of scroungin’ more light
free from the moldy growth with a sources: White Chip.
disgusting “SSSLURP.” Worse yet, the Making it past Combine troops
“corpse” isn’t quite dead—it’s eyes stare without a fight: White Chip.
up at the hero with a horrifying Putting the fungus man out of his
insanity. misery: White Chip to the hero who
The waster who bothered the does it.
“corpse” must make a Hard (9) guts Rescuing the Resistance member
member: Blue
check. If the heroes are using a Chip.
flashlight from a car in the parking
garage, it’s ancient bulb burns out at
this point, too. Chapter Three: Mile
The mold man is a former Resistance
fighter who ran into one of the nastier
critters running around in the sewers. It
High Mayhem
chewed him up pretty bad, taking one The rest of the trip should be tense as
leg completely, before he drove it away. the posse worries about sounds in the
He crawled here and collapsed against sewers, nasty fungi and exactly what it
the wall. The fungus, attracted by his was that tore the poor guy’s leg off in
body heat, grew over him and is the first place. Nonetheless, after about
keeping him alive as it cannibalizes his four hours of slogging through the dark
body tissues. Most of his major muscle in mud, slime, and worse, the heroes
groups are gone and his mind has find a ladder with a rag tied to it.
snapped under the constant and Crawling up to street level, the posse
excruciating pain. sees what Denver looks like from the
He’s incapable of doing anything but ground. The city is surprisingly intact
really frightening the bejeezus out of a compared to other cities they have
waster. The fungus itself is no threat to visited. The deserted buildings are
a healthy mobile person and dies in much higher in this part of the city,
sunlight; it’s also highly flammable. reaching several stories or more into
However, it does stick to the clothes the sky. Broken glass, rubble and
and shoes of the heroes to make them rusted out cars cover the choked
worry about their fate for a while. streets. The shadowed, empty windows
Assuming the scav has got the gaze down on the concrete canyons
cajones to hang onto the shotgun, it from above, like the eye sockets of an
breaks free from the poor sap’s hands enormous pile of skulls.
Nearby, the gutted remains of a man the first Mountain Dew can. The sewers
hang crucified on a broken streetlight. down here are regularly swept by the
Most of his entrails dangle from his Resistance for hostile creatures, so the
body all the way to the ground to lie in posse won’t be molested as they follow
an obscene pool of blood and vital the soda cans. Four more Fair (5) search
fluids. Whatever put him up there drove checks and 40 minutes later, the posse
iron rebar spikes directly into the metal is blinded as floodlights are switched
post! Anyone closely examining the on and they are challenged by the
mutilated body must make a Fair (5) sentries outside of Resistance
guts check. headquarters.
There are six One Way signs along
the route. Finding the first one takes an Viva la Resistance!
Onerous (7) search roll, with one roll
allowed for each posse member every The posse is searched by the door
10 minutes. After that, it becomes much guards and sniffed by dogs, and any
easier; the heroes need only a Foolproof cyborgs are closely questioned,
(3) search roll and five minutes to walk especially when the guides are noticed
the relatively straight line to the next to be missing. These guards are dead
one. The Marshal should roll twice on serious and won’t take any jokes lightly.
the Denver Encounter Table to see The Resistance headquarters for this
what nasty inhabitants of the ruined week is in an old civil defense bunker,
city the heroes run into along the way and several dozen men, women, and
(p. 64). children are huddled together in filth
A group of three feral automatons and squalor. If the posse passes
prowls through this area. They’ve inspection they are introduced to John
noticed a lot of renegade humans seem Connor, who in turn introduces them to
to turn up around here. They’re not Nancy Moriarty.
aware of the Resistance’s headquarters, The syker is pale and drawn,
but they do stay fairly close by. The appearing much older than her 58
posse should find evidence of their years. This withered old woman doesn’t
activities as they search for the One seem like the fearsome killer who took
Way signs. Bloody smears on walls, a down Air Force One! A hacking cough
poorly hidden pile of mutilated bodies, repeatedly interrupts her speech as she
hundreds of shell casings, and worse informs the posse that she alone
can be found, but the posse does not knows the location of AF1’s final
encounter the automatons—just yet. Let resting place.
the wasters worry a while about She wants to be taken someplace
exactly what sort of abominations are safe like Junkyard, and promises to give
roaming through the labyrinth of out the information once there. It takes
Denver’s dead remains. an Incredible (11) persuasion or two
raises on a bluff check to get her to
agree to divulge the info or accompany
Honest Abe the posse to the wreck site. Use the
After travelling for approximately six Earth syker archetype with an ailing:
miles through the choked streets of fatal Hindrance, but due to her
Denver, the posse finally finds the advanced brain cancer Moriarty’s
remains of Abraham Lincoln High meridians have been disrupted to the
School. A Hard (9) trackin’ roll shows point where she has no more syker
some wear on this manhole, and it lifts powers.
easily from its ring. Descending into the Connor won’t agree to send any more
sewers, a Fair (5) search check reveals of his troops to accompany the posse
back to the Trade Tower. Something
has been killing his people and he’s
low on manpower himself. He lets the
posse spend the day, and the

118 Marshal inhabitants of the shelter press the


heroes for news of the outside world.
This is an ideal place for tale-tellers to
work their magic. The rebels share
what little food they have, and
gratefully accept any that the heroes
give out.
Air Force One 119
If the posse attempts to raise Sky
Raider I on the radio they are
unsuccessful, although this may be
explained by the interference from the Larry, Moe and Curly: Feral
surrounding buildings and the
underground environment. No matter Automatons
what the heroes try, they are unable to Corporeal: D:2d6, N:2d6, S:4d12, Q:3d6,
raise the Sky Pirates. Attempts to raise V:2d12+4
Sky Raider I before gaining the roof of Climbin’ 2d6, dodge 5d10, fightin’:
the American Trade Center fail. brawlin’ 3d10, sneak 5d6
If heroes think to ask Connor to use Mental: C:2d10, K:1d6, M:1d6, Sm:1d6,
the Resistance’s link to ComSat, he Sp:1d4
readily agrees. The posse is free to Overawe 5d6, ridicule 1d6, scroungin’
compose and send a report to Junkyard 2d6, search 3d10
while they wait for nightfall. Wind: —
Unfortunately, ComSat is in a petulant Pace: 6
mood. The Combine has recently co- Size: 7
opted one of ComSat’s slaved satellites, Armor: 3
and a view of an undead horde south Terror: 9
error:
of Phoenix has set the AI on edge. It is Special Abilities:
very paranoid about any signals Damage: Bladed fists and arms
originating from Denver now, and the (STR+3d8)
posse must be very persuasive just to
get a one-way message through. The
junker Browning has set up a
transceiver, so contact is no problem,
but sending a message to Junkyard
requires four hours of coaxing the
cowardly AI and a successful contest of
persuasion versus its scrutinize of 4d10,
with the waster needing at least three
Raises. Success allows the posse to
send a message, but ComSat is afraid
to beam anything back to the city, so
receiving further instructions is out of
the question.

Extraction
The posse must now successfully
escape Denver. Once night falls, the
posse is free to leave the Resistance’s
bunker and head back to the American
Trade Center. The streets are eerily
deserted, with the shadows deep and
menacing.
No matter what their ultimate plans
for escape, as the group moves through
the surrounding neighborhoods they
come face-to-face with the feral
automatons that have been stalking
this area. All in all, these guys are very
bad news, and they’re looking to add
the posse to their trophy collection.
Fearless tonight, and the group is free to climb
Undead the stairs unmolested. Moriarty
Regenerate complains incessantly while climbing
Self-destruct the stairs, and must be carried the last
Description: These three creatures few floors. Four hours later, the posse
are horrific specimens of what arrives at the roof.
happens when “good” automatons go
bad. They take trophies from their kills Lift Off!
whenever possible. One favors polished
skulls, the best of which it carries in a Unfortunately, while the posse was
net bag on a belt around its waist. away the Deadland has played. The
Another has a necklace of human pilots were set upon and killed by a
hands—all ripped from living victims— flock of night terrors, who are waiting
around its neck. The third favors for their next meal! There are a number
skinning its victims, alive if possible, of night terrors equal to the posse
and fashioning leather strips with circling over the roof waiting for more
which it adorns its body. meat to arrive. Due to the dark, posse
members are at –4 to spot these guys
as they swoop in for the kill.
On the Move
Once the automatons are dealt with, Profile: Night Terror
the posse can continue its journey.
The trip through the sewers is Corporeal: D:3d8, N:3d10, S:3d6, Q:2d10,
uneventful, although feel free to throw V:2d6
in some more roaches or cockroach Climbin’ 2d10, fightin’: brawlin’ 3d10,
corpses to liven things up, and the flyin’ 4d10, sneak 4d10
posse must still dodge random Mental: C:2d10, K:2d6, M:2d8, Sm:2d10,
encounters on the surface. The lobby of Sp:1d8
the American Trade Center is deserted Guts 2d8, overawe 3d8, search 3d10
Wind: 14
Pace: 2 on the ground, 24 in the air
Size: 7
Terr or: 9
error:

120 Marshal Special Abilities:


Damage: Claws (STR+1d4), Bite
(STR+1D4)
Death fr om Abo
from Abovve: Victims on foot
get picked up and dropped from
great heights onto the rooftop.
The night terrors won’t drop the
Air Force One 121
prey onto 16th Street, as there are
too many people down there to
allow them to retrieve their meal.
To pick up a victim, the creature of the city. If they go on foot, see the
must get a raise on an opposed description of Denver and the city
fightin’: brawlin’/Strength roll. The limits for what they might encounter
night terror gets a +4 bonus if it on their way out. They have to cross
strikes with surprise or the victim the I-70 DMZ, then cross the Loop 470
is stunned. sensor belt. The vehicle’s coordinates
Drop: Each round a night terror
Drop: are 20 air miles to the northwest, 35
hangs onto a victim, it raises miles if the posse has to walk through
another ten yards, dropping its prey the ruins.
at 50 yards for 10d6+50 damage. If If they fly, each pilot must make an
the thing is taking damage from a Onerous (7) flyin’: glider check to fire
particularly stubborn piece of up the rockets, take off the roof, and
meat, it may be forced to drop it gain altitude for the flight to Boulder.
prematurely. Any time it takes a Although the posse flies right over the
wound and is stunned, it drops its Compound and Camp Freedom, the
prey automatically. Specter is as good as its name,
Screech: The night terror’s unearthly
Screech: although you might want to have each
screech is used once the thing is pilot make a flyin’ check to “avoid
close—within ten yards or less. detection.” The gliders’ inertial
Anyone who fails a Hard (9) Vigor navigation system takes the planes
roll is stunned until he makes a
recovery check against the same
TN.

Oh, Great!
There is no sign of the pilots,
although an Onerous (7) search roll
turns up a few shell casings and some
blood scattered across the roof. The
gliders seem to be intact. Anyone who
thinks to try to contact Sky Raider I
finally gets ahold of them, and the
news isn’t good. The airship was
detected by the Combine last night and
had to fight their way away from the
city. They did manage to drop off a
vehicle for the posse at Boulder, and
passes on the coordinates. The airship
is currently limping back to Junkyard,
and Raptor asks that the posse follow
their guide to the destination. Because
of fear of Combine interception, Raptor
tells the posse not to broadcast the
location to him or Junkyard.

One If By Land, Two If By Air


The posse can do one of two things.
Take the gliders and attempt to fly out,
or go back down and try to hoof it out
right to the HMMWV, parked among damage if not strapped in, no damage
rusting junkheaps at the University of if secured. A crash destroys the glider
Colorado—Boulder’s student parking lot. completely.
Within 30 minutes the gliders are ready Once on the ground, the posse can
to land. find the HMMWV amongst the other
vehicles with a Fair (5) search roll. The
Bounty HMMWV is filled with ten jerrycans
containing a total of 50 gallons of
Successfull
Successfullyy negotiating the One W ay
Wa spook juice. Cautious posse members
Signs: White Chip who look around can make a Cognition
Successful tale-telling to the check at –4 due to the dark. On an
Resistance: Red Chip Incredible (11) roll the alert posse
Posse sends a situation report to member spots what appears to be a
Junkyard via ComSat: White Chip Raptor sitting on the roof of a nearby
Posse lea ves gear ffor
leav or the Resistance: dorm. This Raptor is watching the
Red Chip activity below through its thermal
Radioing Sky raider I with report: viewers in preparation for following the
White Chip posse, but makes no hostile moves and
Radio Sky raider I with rreport
eport befor
before
ore plays dead while the posse is in the
climbing T rade Center: Red Chip
Trade area. Anyone examining the HMMWV
Destroying or hiding the Specter
Destro s
Specters finds a box-like device on the
when lea ving them behind: White
leaving undercarriage on an Incredible (11)
Chip search roll. A Hard (9) tinkerin’ or
science: electronics identifies it as a

Chapter Four: In the tracking device.


Moriarty is impatient to get going
and won’t sit still for long if the posse
Mountains of decides to scrounge through the ruins
of the college campus. The sun will be

Madness coming up soon, and they need to be


out of the Combine’s grasp NOW! She
directs the group to head out of town
Unfortunately for the posse, their
on old Route 36 to the northwest.
radio transmissions were monitored,
and the Combine knows that an
outside team is up to something in Head out on the Highway
Denver. A nearby Black Hat team
The route that Moriarty leads the
stationed in Boulder has beat the posse
posse on runs up old Route 36 to Route
to the HMMWV and planted a tracking
34, through the Rocky Mountain
device in the vehicle. A strike team has
National Park, and into the Arapaho
been placed on alert, ready to move in
National Forest, within which lies the
when the group arrives at the
wreckage. It is a trip of roughly 87
wreckage of AF1.
miles along crumbling interstates
before the posse heads into the forests
Back on the Ground of the Rockies. The highways have not
held up well since the Last War. The
As the gliders swoop in for a landing,
road is pitted, buckled, and covered
each pilot must make an Onerous (7)
with tumbled rocks and even washed
flyin’: glider roll to avoid crashing into
out in places. Due to the many
one of the many vehicles strewn about.
obstacles, the posse takes four hours to
Failure means a crash, with each
make the trip. The driver of the
occupant of the glider suffering 3d6
HMMWV should make a drivin’ roll
every hour against a TN of Fair (5).
Failure results in 1d6 damage to the
vehicle, +1 per point the character

122 Marshal missed the roll by. On a bust the


HMMWV takes 4d6 damage. If pushing
for speed, the TN is increased to
Onerous (7), and all damage should be
doubled. The travel time can be halved
in this way. As the posse travels,
anyone specifically keeping an eye on
Air Force One 123
the sky might spot the trailing Raptor
on an Incredible (11) Cognition check.
No matter what the posse does, the
Raptor does not engage them. If they
do manage to trick it into an ambush
and destroy it, the Combine follows the
Profile: Banshee Blossom Bear
progress of the posse through its newly Corporeal: D:1d6, N:2d8 S:1d12+2, Q:3d10,
co-opted satellite. Posses attempting to V:2d12+2
cover their tracks must make an Fightin’: brawlin’ 4d8, sneak 5d8
opposed group sneak versus the Mental: C:2d8, K:2d4, M:2d10, Sm:1d4,
satellite’s Cognition of 4d10. The posse Sp:2d6
is at –6 if they have a running vehicle, Overawe 4d10
due to the heat signature. Wind: 18
Pace: 8
Size: 10
Roadblock Terr or: 5
error:
Milner Pass, CO: Fear Level 2 Special Abilities:
The Combine maintains a checkpoint Damage: Claws (STR+1d4), bite
at Milner Pass on Route 34, usually (STR+1d4), lashing vines (STR+1d6)
manned by a platoon of Black Hats Hiv
Hivee Mind: The Banshee blossom
augmented by two Torment MGs and a directs the actions of those it has
Hammer rocket launcher. Throckmorton taken over, and allows them to act in
didn’t bother to warn them to make it concert with each other up to a
look real! range of one mile.
When the posse arrives, they see No Pain: Being essentially a plant and a
four Black Hats smoking and joking slave plant at that the bear can
behind a solid barricade. The rest of the ignore up to three levels of wound
platoon was ordered a short distance modifiers, and totally ignores stun
away to let the heroes make it through checks.
the roadblock. Vine Lashes: Growing from the bear’s
shoulders are a pair of spiny tendrils
covered in foliage. The vines can be
Dark Woods hit with a called shot (-4) and can
Arriving outside the ruins of Grand sustain 10 points of damage before
Lake, Colorado, Moriarty directs the being severed. Anyone wounded by
posse down a series of twisting forest the spines must make a Hard (9)
roads, heavily overgrown with 13 years Vigor check or be paralyzed for two
of seedlings. The deeper the group hours. The wounded posse member
moves into the forest, however, the must also make an opposed Vigor
darker and more forbidding the woods check versus the seed’s Vigor of 3d8.
become. The trees seem to be affected If the plant wins it has taken root in
by a blight, the pine needles twisted the host. The host must make an
and sickly green. Dead limbs seem to Onerous (7) Smarts check every five
claw up at the sky. After an hour, the minutes. Failure means that the host
posse is forced to abandon the vehicle has become dominated by the plant’s
and proceed on foot. After another hour overmind, and the animal is
of hard travel passes, the posse should essentially a slave of the plant. The
make a Cognition check versus 2d8. seed pod can be removed with an
Those who fail are surprised as a bear Onerous (7) medicine: surgery roll
bursts from the woodline. This bear has and the process stopped. If this is
been absorbed into the Banshee failed, anti-virals given within three
blossom that has grown throughout days stop the spread of the plant, as
AF1, and this encounter alerts the plant will a Templar’s Greater Reward of
that visitors are on the way. Lay on Hands at a TN 7.
a ridge and can just make out the
wreckage of a plane below. The
aircraft seems to be shrouded in a web
of camouflage netting, which in turn is
covered in plants. Now the group can
see why finding this from the air
would be almost impossible.

Bounty
Noticing the Raptor at U of C-
Boulder: White Chip
Breaking through the roadblock:
White Chip
Taking do wn the Banshee Bear
down
without inf ection: Red Chip
infection:

Chapter Five: Air


Force One
Wreckage of Air Force One: Fear
Level 4
The plane lies in the bottom of a
short valley. While most of the wings
sheared off at impact, the fuselage is
surprisingly intact after its rough
landing. The rotted camouflage netting
placed 13 years ago has sagged under
the weight of a kudzu-like plant that
Weakness: Being mostly plant has covered the plane, adding to the
material, the bear takes double camouflage. A visual recon of the
damage from fire, and herbicides wreck shows no movement anywhere
cause massive damage of 1d20 per in the valley, except a lone hawk
application. circling high above. A more detailed
Description: At first glance, this seems scan, such as a thermal viewer, shows
to be a bear covered in ivy. Closer nothing (the plants are all ambient
examination shows the plants seem temperature). Syker abilities such as
to be growing out of the animal’s mind reader or mind scan reveal
skin. An autopsy reveals that the nothing. The posse is free to descend
stems are intertwined around the into the valley and explore the
internal organs. wreckage.

What the Heck Was That? Air Force One


Moriarty has no idea why a plantlike The plant carpeting the plane and
bear would be around AF1, but tells the camouflage netting is the Banshee
posse the plane is just a short distance blossom, grown to gargantuan
away. True to her word, shortly after proportions by feeding off the psychic
encountering the bear, the group crests energy emanating from the dead
within the wreckage, as well as the
decaying flesh of its passengers and
crew. The plant has the appearance of
a thick kudzu-type plant with heavy,

124 Marshal dark, spade-shaped, bluish-green


leaves with pale, off-white “veins.”
Spaced amongst the carpet of leaves
are the plant’s blossoms—large clusters
of blue to purple colored petals similar
to violets in size and configuration.
The plant can detect heat and
Air Force One 125
movement, and has masses of
prehensile vines with which it can
grasp and move objects.
As if the Banshee blossom wasn’t among the foliage with which to attack
bad enough, the posse must also the posse (see the Banshee blossom
contend with the restless spirits of Air Bear above for details on the vine lash).
Force One. Some of the Secret Service
detail cut down by Moriarty have risen Communications Room
as haunts, and attempt to protect the
body of the President. Located directly behind the cockpit,
Air Force One came down hard, but this suite once housed a bewildering
the plane was specially built to survive array of communications gear. The
a rough landing. The nose is buried impact split the ceiling here, and 13 years
almost up to the cockpit in mud and of exposure to the elements have
debris, and most of both wings have destroyed the delicate electronics. One of
broken off. Entry into the wreckage the Secret Service protective detail here
can be through the cockpit, a gash has risen as a haunt, and attacks any
along the spine of the plane that leads intruders who enter. If Moriarty is with
to the communications suite, the the posse, she is attacked with disregard
forward boarding door (which Moriarty to anyone else.
escaped through) or through a window
(scrawny posse member could squeeze Profile: Secret Service Haunt
in with an Onerous (7) Nimbleness roll).
Corporeal: D:3d8, N:2d6 S:3d8, Q:3d6,
The door into the entourage area of
V:3d10
the craft is covered beneath a thick
Fightin’: brawlin’ 4d6, sneak 5d6
carpet of the alien plant and is not
Mental: C:2d6, K:3d6, M:2d8, Sm:2d6,
visible.
Sp:2d10
Most interior areas of Air Force One
Overawe 3d8, ridicule 3d6
are covered with a thin carpet of the
Wind: —
alien plant, and a Hard (9) Cognition
Pace: 6
check is required to spot a vine lash
Size: 6
amongst the other foliage before it
Terror: 7
error:
attacks.
Special Abilities:
Despite shafts of light which
Chill T ouch: Haunts can touch
Touch:
penetrate the thick plant cover through
corporeal beings and inflict Wind
the numerous cracks in the fuselage,
damage by chilling them. A
the air seems murky and is thick with
successful fightin’: brawlin’ attack
pollen. Posse members breathing
does 2d6 Wind to the target. If the
without a filter inside the aircraft must
victim is reduced to 0 Wind, he
make a Hard (5) Vigor check for each
passes out for 1d6 minutes as well
compartment they enter or lose 1d6
as suffering the usual effects of
Wind as their eyes and noses burn and
having no Wind. Of course, in this
their breathing constricts from the
environment, it leaves the person
alien spores. This Wind can be
open for implantation by the
recovered at the rate of 1/minute in
Banshee blossom.
fresh air outside the plane.
Fear Attack: A haunt can inflict fear
upon any human within 10 yards.
The Cockpit This requires an opposed Spirit roll
The cockpit is open to the elements, against the target. If the target
its windows smashed out, and the loses, he must roll 3d6 on the
bodies of the aircrew long since used Scart Table. For each raise the
as fertilizer for the Banshee blossom. haunt gets, add an additional die
The plant has three vine lashes hidden to the roll on the Scart Table.
Ghostly Form: Intangible. No Pain: Being essentially a plant,
Immunity: Wind or physical damage. and a slave plant at that, the
Only silver, enchanted, or trooper can ignore up to three
consecrated weapons can hurt it. levels of wound modifiers, and can
Description: This ghost rises from the totally ignore stun checks.
floor as a severely injured man Vine Lashes: Growing from the
dressed in a nice suit and sunglasses. soldiers’ shoulders are a pair of
Fresh blood glistens on his face, and spiny tendrils covered in foliage.
he waves a submachine gun The vines can be hit with a called
menacingly as he moves to the shot and sustain 10 points of
attack. The posse is likely to mistake damage before being severed.
him for a walkin’ dead at first. Anyone wounded by the spines
must make a Hard (9) Vigor check
Security Detail Area or be paralyzed for two hours. The
wounded posse member must also
The posse comes under fire as they make an opposed Vigor check
enter this area! Guarding the room is the versus the seed’s Vigor of 3d8. If
only search team to find Air Force One. the plant wins it has taken root in
Unfortunately, they were also some of the host. The infected host must
the first victims of the Banshee blossom. make an Onerous (7) Smarts check
While some of the team has succumbed every five minutes. Failure means
to decay, a number equal to the posse he becomes dominated by the
remain mobile enough to put up a fight. Banshee blossom’s overmind, and
The soldiers remain behind cover and the posse member is essentially a
fight from a distance as long as they floral slave. The seed pod can be
can, but retreat into the rearward removed with an Onerous (7)
corridor if hard-pressed. medicine: surgery roll and the
process stopped. If this is failed,
Profile: Plant Trooper anti-virals given within three days
of infection stops the spread of the
Corporeal: D:2d12, N:4d6 S:3d8, Q:2d10, plant, as does a Templar’s Greater
V:3d10 Reward of Lay on Hands at a TN 7.
Shootin’: rifle 4d12, fightin’: brawlin’ 4d6, Weakness: Being mostly plant
dodge 3d6, sneak 5d6 material, the troopers take double
Mental: C:2d8, K:2d4, M:2d10, Sm:1d4, damage from fire and herbicides
Sp:2d6 cause massive damage of 1d20 per
Guts 2d6 application.
Wind: 18 Description: At first glance, these
Pace: 8 soldiers look to be heavily
Size: 6 camouflaged and dressed in ragged
Terror: 5
error: uniforms. Their skin has actually
Special Abilities: been converted to a photosynthetic
Damage: NA assault rifles with 4 plant material, as have most of their
full clips, 1 NA SAW with 2 belts, withered bodies. Small rootlets
lashing vines (STR+1d6) protrude from the split seams of
Hiv
Hivee Mind: The Banshee blossom their boots. At least one has had one
directs the actions of those it has of his eyes replaced with a
taken over, and allows them to act blossoming flower growing out of his
in concert with each other up to a eye socket.
range of 1 mile. Creatures under its
control are fearless.
Presidential Suite
Composed of a bedroom, living room,
dressing room and bathroom, these
rooms are torn apart and blackened,

126 Marshal and possessed by three Secret Service


haunts (see Communications Suite for
profiles).
Conference Rooms
These rooms once held nice oak
tables, chairs, and video equipment but
Air Force One 127
are now both in shambles. A Fair (5)
search check reveals a number of
slugs marked “Top Secret.” These slugs
contain military updates and troop Wind: —
dispositions from the Last War, circa Pace: 0
December 2080, but could still be Size: 2 (vines), 8 (main root bundle)
useful to scavengers as potential Armor: 1
equipment stockpile sites. Terror: 7
error:
Special Abilities:
Staff Room Damage: Lash Vines (STR+2d8) x 10,
Flower Maw (STR+2d10)
This small office also doubled as an Lash Vines: These lash vines can
infirmary. A successful Onerous (7) range up to 20 yards away from
search unearths some of its contents the main plant. The vines can be
buried under the detritus of the hit with a called shot and can
Banshee blossom. Some of the supplies sustain 10 points of damage before
within are still usable, including a being severed. Anyone wounded by
medboard, two medkits, two courses of the spines must make a Hard (9)
super-antibiotics, three doses of Slo-Mo, Vigor check or be paralyzed for
and five doses of Iron Man. two hours. The wounded posse
member must also make an
Aft Galley opposed Vigor check versus the
seed’s Vigor of 3d8. If the plant
Four vine lashes bar the way from wins it has taken root in the host.
the forward portion of the aircraft to The victim must make an Onerous
the rear. (7) Smarts check every round.
Failure means he has become
Entourage Area dominated by the plant’s overmind,
and the animal is essentially a
This area of the plane once housed slave of the plant. The seedpod can
the hordes of assistants, secretaries, be removed with an Onerous (7)
and others who accompanied the medicine: surgery roll and the
President. It resembles the First Class process stopped. If this is failed,
section of a commercial airliner. It is anti-virals given within three days
here that the President died, and the stops the spread of the plant, as
Banshee blossom has grown over her does a Templar’s Greater Reward
corpse. Seats and carry-on luggage are of Lay on Hands at a TN 7.
jumbled throughout this area, Soporific Spor es: Anyone
Spores:
everything covered in a thick matte of approaching the main root bundle
clinging vines, from which the main without some sort of respiratory
root bundle of the Banshee blossom protection must make an Easy (TN
arises. Three Secret Service agent 3) Smarts roll, or become
haunts also inhabit this area, defending enamored with the scent of the
the body of the President from beyond blossoms and approach the plant,
the grave. yielding to its embrace.
Weaknesses: A central root stem (TN
Profile: Banshee Blossom 9 on a search roll to determine
which one it is) functions as the
Corporeal: D: 2d6, N: 3d10, Q: 4d8, S: 4d6,
“brain” of the plant, and its hard
V: 3d10
roots act as AV2. A called shot (-4)
Fightin’ brawlin’: 4d10, sneak: 4d10
can hit this vital area. If the
Mental: C: 4d8, K: 2d4, M: 4d10, Sm: 3d6,
blossom takes 5 wounds to this
Sp: 3d10
location, the plant dies.
Search: 4d8, overawe: 4d10
The Football time for one last climactic fight before
the posse can begin the journey back
Once the main root bundle is to Junkyard.
destroyed, the football and the Luckily for the good guys, the
president’s body can be found under its Combine troops were intercepted by a
root matte on a Fair (5) search check. If flight of Sky Pirates enroute to the
the President’s body is given a burial, crash site. The Strike Force now
the spirits of the Secret Service detail consists of a Red Hat squad, a standard
are also laid to rest. automaton, a Rabblerouser, and a
Raptor. The Red Hats’ VTOL is parked
Cargo Compartment/Escape Pod over the ridge. The Combine troops give
the posse a chance to surrender the
This underbelly area of the plane football, but if the posse insists on
was thoroughly smashed when the fighting, the automatons are sent
wreck occurred. Nothing of interest can forward to soften up the opposition,
be found down here except for shreds followed by the human troopers.
of rotted clothing, luggage, and bits of
unidentifiable equipment jumbled into
a muddy smear. Jagged fingers of rock
Back to the Oasis
protrude up through the torn fuselage With the Combine forces defeated
of the aircraft. and the football with the nuclear
launch codes safely in their possession,
Bounty the posse is now free to return the
prize to the Iron Alliance in Junkyard.
Protecting Moriarty from the haunts: 1 The trip back to the Iron Oasis can be
White Chip as free from trouble as you like,
Retrieving the military data slugs: 1 Marshal. If the posse takes Route 40
White Chip west to Deseret, the way is fairly free
Destroying the Banshee blossom: 1
Destro of Combine troops, and the Sky Pirates
Red Chip have mobilized their search forces to
Burying the President’s remains and find the missing posse. Feel free to
laying the secret service to rest: 1 have a Sky Pirate patrol find the group
Red Chip and call in an airlift.
Retrieving the ffootball:
Retrieving ootball: 1 Blue Chip Once back at the city, Doc Schwartz
and his cohorts get to work on the

Chapter Six: football. They crack the code within a


week, revealing a single automated
submersible remains intact with its
Hail Mary Pass nuclear cargo deep in the Marianas
Trench in the Pacific. Although damaged
The heroes are not quite out of the in the Last War, the U.S.S. Ronald
woods yet. Reagan still has several missiles
onboard, and responds eagerly to
Not so Fast transmissions from Junkyard with the
proper codes. This has major
As the posse stumbles out of the consequences to the future of Hell on
wreckage of Air Force One with the Earth
football, the Combine Strike Force
arrives at the crash site, summoned by
the surveillance that has been trained
Bounty
on the posse since they left Boulder. It’s Defeating the Combine tr
Defeating oops: 1 Red
troops:
Chip
Returning Moriarty to Junkyard: 1
White Chip
Turning o ver the military data slugs
ov

128 Marshal to the Iron Alliance: 1 Red Chip


Returning the ffootball
Blue Chip
ootball to Junky ar
Junkyar d: 1
ard:
16th Street Mall 22
Index
Flamer 54 Red Hats 21, 27, 80-81, 88
A-5 Virus 12, 13, 25, 36, 75 Flight Pack 49 Reflex Booster 51
Agency, The 25, 70 Fort Grant 19, 64 Resistance, The 25, 29, 31, 74
AHMET 55-56 Fort St, Vrain 26, 72 Roaches 60-61
Anti-Armor Package 53 Fusion Engine 56 Coach 60
April Fool’s Massacre 11 Garden of the Gods 36, 73 Commander 60
Archer 100 Grand Junction 26 Soldier 60
Armor Repair Kit 47 Gray Hats 82 Robo-Hunters 29, 35, 77
Automatons 17, 28, 83, 88 Green Hats 19, 28, 81 Rocky Mountains 8, 26, 73
Badger 44 Gremlin 95 Rocky Mountain Arsenal 18
Banshee 20, 24 Grenade Rack 54 Salamander 45
Banshee (Bouncers) 99 Grendel Grenade Launcher 90 Scavenging 62-63
Banshee Blossom 125 Hammer Rocket Launcher 91 Secret Service Haunt 123
Barracks, The 21 Headbanger Chip 83-84 Security Bots 100
Barrens, The 17, 64 Heartbeat Sensor 49 Sewers 14
Bastion Anti-Missile System 53 Hellstromme, Darius 10, 16, 20, Slave Farms 18
Black Hats 16-18, 21, 22, 28, 32, 63 Smith & Robards 8, 9, 14
82, 87 Hellstromme Industries 10, 16, Spybots 94
Black Hawk 26, 73 20, 63 Stahljaeger 47
Black Rain 9 Helmet-mounted Searchlight 49 Stealth Package 51
Boulder 9 Highway 70 20 Steel Dogs 93
Buckley Army Airfield 19 Hindrances 39 Steel Hats 84
Butterfly Pavilion and Insect Combine Turncoat 39 Steel Knights 30, 37
Center 24, 69 Pupae 39 Special Unit One 84
Camp Freedom 17, 64 Hornet SA Missile 91 Striker 44
Canister 56 Infiltrators 96 Strip, The 22
Castle Rock 9, 26 ,71 Iron Brigade 36 Swim Package 52
Central City 26, 73 Iscaripaka Hotanka 68 Syker Shield 52
Centurion 44 Javelin Anti-Air System, 53 Targeting System 52
Chain Dogs 28, 83 Jump Pack 50 Teller Revolt 14
Chop-bots 97 Junkyard 9, 27 Tewes, Olsen 23
Cockroach Corpse 61-62 Land Anchor 50 Thermal Sights 52
Colorado Convention Center 22 Laser Designator 50 Throckmorton 13-16, 79-81
Colorado Ocean Journey Left Hand 8 Titan 46
Aquarium 23, 68 Little River 8 Trauma Pack 52
Combine 13-20, 27, 36, 79, 83, Loop 470 63 Tremane, Mary Rose 10, 24
84, 87 LRRP 43 Tunnel rats 92
Communications Suite 48 McGhee, Charles 24, 68 Uravan 27, 73
Compound, The 17 Medical System 50 Valkyrie 46
Crowd Control System 53 Medusa Mobile Gun Platform Vanessa Hellstromme
Currin, Lt. John 37 91 Memorial Airport 20, 66
Cybertronics Solutions 20 Micro-Missiles 54 Vibroclaws 54
Data System 48 Neimuth, Capt. Rachel 36, 73, 74 Warbots 103
deLaski, Maj. Andrew 72 Newcombe, Matthias 75-76 Widowmakers 99
DempseyWorld 23, 66 Night Terror 118 Winch 53
Denver 7-12 Old Blood & Guts 23 Wolverine 45
AI 78-80 Operation Paperclip 64, 70 X-Suit 43
Free Zone 25 Pacification Bots 102 Zone, The 17
Mint 21 Pestell, Col. Debbie 63
Pacific 8-9 Plant Trooper 124
Police HQ 21 Platteville 26
Zoo 23, 58 Poors Brewery 11, 25
Diablo 47 Poors Field 22
Drones 94 Power Armor 40-46
Edges 38-39 Accessories 47-52
Background: Steel Knight 38 Weapons 53-55
Novice 38 Power Grid 56
Rank; Steel Knight 39 Power Ram 54
Second Skin 39 Power Sources 55-56
Emergency Patch Kit 48 Project Adam 84-85
Enhanced Sensors 49 Project Lazarus 85
Entrencher 49 Purgatory 45
Family, The 29, 75 Rabblerousers 99-100
Feral Automatons 107 Raptors 102
Fitzimmon’s Army Medical Recon Drone 51
Center 13, 19, 64 Reclamation Bots 97

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