Price of Freedom RPG
Price of Freedom RPG
Price of Freedom RPG
Players
The first lime you pl<1Y THE
Gamemasters
To run THE PRICE OF
FREEDOM, you w!ll have to
spend some lime leamlng the
basic rules. Follow these steps:
1. Read the PllIyer Briefing
and the character sheets, so you
know what your players have to
work with.
VIGILJ
Is T:
PBICI
FBEE:
ETER
Maria Cagliari
Moishe Cohen
Player Briefing
How Do I Play?
1. C haracter Sheeg
look at your character sheet.
(If the gamemaster hasn't given
you one yet, gel one from him .)
In addition to your name. picture
and background Information, it
3. Attributes
Every character has five
attributes. each assigned a
number from 1 to 19. The
attributes are strength. manual
dexterity, agility, alertness, and
constitution.
Attributes are used when you
try to do something governed by
the Innate abilities 01 you r body,
rather than by a learned sklll for example, when you try to lift
a heavy ob}ect, balance on a
beam, or hear something far
away. When you try to do
something like this, you make an
attribufe roll. following the same
rules as for skill rolls.
4, Peraonal Information
At the top 01 your character
Billy Barstow
2. Skills
All the skills your character
knows are printed on the bock of
his charllcter sheet . Each skill has
a number printed next to II.
Basically, skills work like this:
when you try to use a skill. you
roll the 20-sided die that comes
with the game and compare the
number you roll with your skill
number. If the roll is Jess them or
equal 10 your skill number. you
succeed. If It's higher, you fail.
Esample: You are firing a
rifle. The number "12" Is printed
next to the skill on your sheet. If
you roll a 12 or less, you have
hit your target.
This Isn't the whole story. The
gamemaster mlly alter your skill
number before you roll, If you' re
trying to do something particularly easy or difficult. (b.ample: If
you're firing at long range, the
game master might halve your
skill number to 6 - or even
quarter It to 3.) Also, you can
use a skill even if It Isn't printed
Johnson Meriwether
Personality Tag: The first thing
people notice about your
character's personality when they
Freedom Fighter's
Checklist
o gun
o ammunition
o oil, ramrod, etc.
o knife
o good boots
o heavy wool clothing in dark shades
o
o
o
o
o
o
o
o
o
o
o
rain gear
bedroll
pack
tent, tube tent, or other protection
canteen
'mess kit
two weeks rations
fishline, hooks and sinkers
needle and thread
aspirin, antibiotics, gauze, surgical tape, etc.
several changes of socks and underwear
wire clippers or basic tools
soap
razor
compass
maps
matches or flint & steel
nylons, cigarettes or other trade goods
My name is ...
Moyo eemyah ..
My rank is .. .
Moyrohng .. .
My serial number is .. .
Moy leechniy nomehr . . .
I am not now, nor have I ever been, a member of the
Republican Party.
Ya neekogdah ne bil veh Respublekonskoy Parteeee.
Yes.
Da.
No.
Nyet.
Comrade.
Tovar'shch.
Goodbye.
Do sll,danya.
TBE
OF FaEEDOM :sl
BOLEPLAYING IN
OCCUPIED AMEBICA
CODteDIs
1. Introduction
1.1 Freedom's America
1.2 Some Propaganda
2. Basic Game Concepts.
2.1 Example of Play
2.2 Glossary
2.3 A Note
3. Character Creation
3.1 How to Generate a Character
3.2 Character Background
3.3 Imagining a Character
3.4 Tags
3.5 Passions and Interests
3.6 Background Information
3.7 Attributes
3.8 Skills
3.9 Equipment
3.10 Hero Points
5. Combat
5.1 Combat Components
5.2 Combat and Gamemaster Control
5.3 Combat Sequence
5.4 Actions
5.5 Panic and Observation
5.6 Decisions
5.7 Line of Sight
5.8 Fire Combat
5.9 Grenade Combat
5.10 Melee Combat
5.11 Damage
5.12 Movement
5.~3 Skill Use
This game contains: two 11" by 17" full-color game-maps; one sheet of 100
V2" game counters; one loose booklet of 16 pages; one 32-page Player Book;
one 64-page Gamemaster Book; one 20-sided die; one counter tray with lockon lid; and game box.
If any components are damaged or missing, write to us and we'll replace
them.
If you have any questions about the rules to the game, write to us and we'll
answer them. Write "Price of Freedom Game Questions" on your envelope.
Please print or type your questions, and ask them so we can respond "yes,"
"no" or with short answers. Enclose a stamped, self-addressed envelope for
our reply.
PRICE OF FREEDOM
6. Hero Points
7. Know Your Enemy
7.1 The Soviet System
7.2 Three Legs of Terror
7.3 The Military
7.4 Traitors
8. Waging Guerrilla War
8.1 Why Guerrilla War?
PLAYER BOOK
Introduction IIIHTpo,IJ;YKU;ID1
Nullus Tiber homo eapiatur, vel imprisonetur,
aut dissaisiatur, aut utlagetur, aut exuletur, aut
aliquo modo destruator, nee super eum ibimus,
nee super eum mittemus, nisi per legale
judicium parium suorum vel per legem terrae.
[No free man shall be taken or imprisoned
or dispossessed, or outlawed or exiled, or in any
way destroyed, nor will we go upon him, nor
will we send against him except by the lawful
judgement of his peers or by the law of the
land.]
- Magna Carta
'Canada is being occupied at Virtually the same time, and Canadian players are free to play characters in their home towns, too.
In the United Kingdom, Militant Tendency has parlayed a majority in Parliament into what is, effectively, a dictatorship. The Resistance is numerically large, is diVided along nationalist
Scots, Plaid Cymru, the IRA, Ulster Loyalists, and the Home Counties' Free Albion Brigade (largely led by rock stars) - and doesn't work together well at all. The Soviets
lines
have sent in two Spetsnaz brigades in a ''show of Socialist solidarity with our loyal allies of the Great Patriotic War."
Elsewhere, the Red Army is overrunning continental Europe, the South American, African and Middle Eastern countries are largely pro Soviet, while the two Chinas, Japan, and
the rest of the Pacific Basin have been left alone.
Though PRICE is, by design, a North American game, an imaginative gamemaster can set a campaign Virtually anywhere in the world.
PLAYER BOOK
PRICE OF FREEDOM
PRICE OF FREEDOM
Mrpa
PLAYER BOOK
(2.2) Glossary
(2.3) A Note
PLAYER BOOK
games are power fantasies. In other roleplaying games, players have the fun of slaughtering dozens of orcs or aliens, or defeating incredibly powerful supervillains. In THE PRICE
OF FREEDOM, you get to slaughter lots of
Reds. Think Rambo, Sergeant York, or Red.
Dawn. The system is purposefully designed to
make a player character the eqUivalent of
several Soviet soldiers; the typical player
character is a supersoldier facing a horde of
spear carriers.
Setting: The setting, in as much as possible,
is identical to the real world. Visualizing the
world of THE PRICE OF FREEDOM should
be easy; physically it is the same as our own.
Emotionally, it is a far darker and more
desperate place.
Opportunities for Mayhem: One of the
most enjoyable aspects of roleplaying is that it
lets us release, in a SOcially acceptable way, the
negative emotions which society forbids us (for
good reason) to act upon in everyday life.
Basically, this means making things go "boom"
gunfire, explosions, Violent action. THE
PRICE OF FREEDOM offers unparalleled opportunities for mayhem. Not only are modem
weapons deadly, but there is a dear and morally
unobjectionable foe - the Communists. Furthermore, since the world of FREEDOM is so
similar to our own, players will have the fun of
blowing up buildings, people and things they
know personally - without the messy possibility of a laWSUit, being arrested, or personal
retribution.
Killing your boss is a bad idea - but no one
can object to killing the foul Commie invaders
who are systematically destroying the American
way of life. Blowing up the public library is a
bad idea, too - unless it's the local KGB headquarters. The opportunity for catharsis is
immense.
PRICE OF FREEDOM
Character Creation
We must be free or die, who speak the tongue
That Shakespeare spake; the faith and morals
hold
Which Milton held.
- Wordsworth
PRICE OF FREEDOM
POJIb Jluu;o
TBOpqeCTBO
PLAYER BOOK
(3.4) Tags
A tag is "a descriptive word or phrase;' Under
"physical tag;' we want you to write the single
most striking physical characteristic of your
character - the first thing people notice when
they encounter him, a phrase they might use
when describing him. Think about your closest
friend; if someone asked you to describe him,
you'd probably say something like "uh, he's tall,
and, uh, he has a big nose ..." That's his
physical tag.
The most common tags deal with hair, body
shape or stance, habitual expression, speech,
facial features, or clothing. For example:
Interests
After.
. Obsessive Interests are similar to passions, except that they are not so overwhelmingly important to the individual. A player must list at
least one and as many as five interests.
Each character has 20 interest points. A
player may divide the points up among his
character's interests any way he likes, as long
as the total points allocated to interests is 20.
Write the number of points allocated to an interest in the space provided.
When a player's interest is threatened or involved in some way, the player must roll the
20-sided die. If the number rolled is less than
or equal to his interest number, the interest
dominates his behavior and he must act accordingly. Otherwise, he is free to do as he wishes.
Interests are considered less compelling than
passions. An obsessive interest cannot make a
character betray his passion.
Example: Joe's KGB interrogator learns.that,
before the Occupation, Joe was an avid stamp
collector. He brings a huge stamp album, including an invaluable set of early English
stamps, to Joe's cell, and offers them to him.
Joe has an obsessional interest in stamp collecting - in fact, his interest value is 5. Joe's
player rolls a die; it comes up "4" (bad luck!).
Fascinated with the stamps, Joe lets an important piece of information slip before realizing his
mistake.
Some possible obsessive interests include:
everything listed under paSSion, guns, flashy
cars, running, skiing, roleplaying games, reputation, etc.
PLAYER BOOK
Race/Nationality
It's time for a little more detail about the
character. What's his race or nationality of extraction? Some options are:
black, Caribbean, Mexican-American, CubanAmerican, other Hispanic, WASP, Irish, ScotchIrish, Norwegian, Swedish, Ukrainian, Jewish,
Polish, RUSSian, Armenian, German, Italian,
Japanese-American, Chinese-American, ArabAmerican, any combination of these, etc.
Politics
What are his politiCS like? Many people are
apolitical, and "apolitical" is a perfectly acceptable entry here. However, many characters'
resistance is motivated in part or primarily
because of their political convictions. Here are
some possibilities:
traditional conservative, religiOUS conser~ative, free-market conservative, Rooseveltian
liberal, classical (i.e., 19th century) liberal, New
Left, neoliberal, neoconservative, anarcho-
PRICE OF FREEDOM
================*================
capitaUst. minimal statist, Objectivist, radical
vegetarian, feminist. democratic socialist,
revolutionary socll!lUst. Utopian socialist, anarchist, anarchosynrlicalist. Wobbly (I.e., Industrial
Workers of the World) , black power revolutionary, Maoist. Trotskyite, olher Communist
splinter faction, fascist. American Nazi
About the only political convlctlons that are
not possible are Stalinist, mainstream Marxlstleninist. and Soviet Communist. Members of
these groups will presumably collaborate with
the authorlties. (Padfislis kind of hard 10 JUStify.
as welL)
Religion
Again, "atheist" or "agnoslic" is a perfectly
acceptable answer. Many people are only
nominally a member of a religiOUS denomination, and you may indicate this by saying "baptized as" or "nominally," However, strong
religious convictions will motivate many
characters to resist the Soviets, as the Reds will
seek to Impose their doctrine of atheism on
society. Some possibilities include:
Catholic, Orthodox (Greek, Russian. etc.),
Presbylerlan, Episcopalian, Methodist, Baptist,
lutheran, Christian Scientist, Mormon, Seventh
Day Adventtst. Evangelical, Unitarian, Unlflca
tion Church, Quaker, Satanls!. Neopagan,
Scientologlst, Rajneeshee, Hare Krishnas.
Mainstream Hindu. Islamic, Buddhist, Shintoist,
Zoroastrian, Sikh. Jewish (Conservallve, Reform.
Orthodox. or more obscure offshoots). Jews for
Jesus, etc.
Eduation
Is your character a high school gr3duale? [f
not, when did he leave high school? Did he later
obtain a high schoo! equivalency diploma?
Did he go to college? What one? Did he complete his degree, and what Is it in? Did he obtain a higher degree, and In what and where?
Did he enter the military? Where did he
serve?
Pre.Occupation Job
11 your character is interesting in other
respects, you can be dull here - lawyer, accountant, sanitation engineer. Keep in mind that
a char3cter's job may be the reason he's willing
to figh t the Soviets: many occupations wHl be
liqUidated or in severe danger when the Rus
sians come. BUSinessmen won't last long, nor
prosperous farmers, mifil3ry men, advertisers,
journalists who've eYer been critical of the Soviet
Union, artists who will nol conform to socialist
realism. COntractors, clergymen. drug-dealers,
etc.
Family Relationships
Famlly rel<!ltionships <!ITe often highly impor'
tant 10 people; In real life, family Is many
people's "'passion." Having family connections
is a severe drawback for a Resistance fighter;
if your role In the Resistance is learned. the
authorities can use your family as a lever. We
expect that most Resistance fighters are un"ttached: but whll your character Is unattached
may provide insight into his character.
PRICE OF FREEDOM
PLAYER BOO K
*.=~~~~~~
(3.7) Attributes
Each chMacleT has five (lttrlbules, described
below, lind 50 attribute poInts You may divide
up the points among your attributes lIny wily
you
Of greater
II
Of
smells
10
14. Agility -
10;
(3.8) Skill.
Next. determ Ine your chal'llcter's skills
The avllllable skills lire listed on the chartlder
Iheet. Some skUIs already halli! numbers printed
next to them. These are (lutomoHc sid/is - skills
which all charadl!n lIutomatlcally possess. For
example, everyone has the 'Writing" sklIIs lit 10,
Each character hIlS ISO extra skill poInts.
which he may spend to buy additional skiDs. or
to Increase automlltlc skill numbers.
"Specific" Skill.
Some skills afe followed or preceded by a
blank. ThaI means that you muSI speclfv exactly what area or loplc the skill governs. For
example, the history skill Is listed lIS "._ __
History." ThaI means thai when you choose Ihe
(3.9) EqUipment
A space IS provided on your character sheet
fOI equIpment At the back of Ihls book. you
will find II list o f equipment. along with kilogram
weights lind prices In gold (The scrip Issued by
the Occupation govemmentls essentially worthless; gold Is the currency of choice In the black
markel, which Is the only placlO! you can purchase most of the goods Iisted_'
Ask your gZimemasler how he wllnts 10 deal
wilh equIpment If he's beginning as the Occupalion begins. he may let you have virtually
anythIng you want except for heavy weapons
If he doesn'tlell you different. however, ASSume
Ihlll you mllY purchase 2 gold ounces worlh of
equipment
Enler the equIpment you take on your
character sheet
Chnr/l.{leT Sheet
,-,
(, .. ,tI. ""~
..
--
--
-"
PLAYER BOOK
PRICE. OF FRE.EDOM
Attributes CBOHCTBa
and Skills MYMeHuJI
Freedom Is fhe rlghl /0 live a! we wish
- Eplctetus
Ing range " determined Qll!nellcaUy atihough, 10 be ,ure, you elln j ump farther
If you're In good phVSfcal .hllpe.
ones.
PRICE OF FREEDOM
L-
My Country.
Right or Wrong.
AI the end of each game wuton, Ihe gamemasler may award you additional skill points I!
your character perfonned particularly well
Somenmes he will allow you to choose on what
skl1Is 10 spend the points; somel1lT'1eJ he wililell
you that the skiD points mUSI be allcxated 10
specific skills (e.g. "you gain t1NO points, whlc:h
must be spenl on combat skills")
PLAYER BOOK
Combaillioit
Man was born free, and everywhere he is in
chains.
- Rousseau
A lot of the time in THE PRICE OF
FREEDOM you'll be fighting the fanatical
Commie invaders and their simpering minions
through indirection - by gathering information,
sting operations, and the like. In the final
analysis, however, the only way to defeat the
enemy is to kill enough of them that the others
lose heart. Whatever you do, combat will be a
big part of the game.
The Gamemasfer Book contains very extensive rules for the resolution of specific combat problems. The rules below are just an outline
for the players. As a player, you aren't required
to know anything more than what's in this
booklet - although, if you like, you can learn
more by reading the Gamemasfer Boak.
Be warned about one thing, though; we
specifically tell the gamemaster that he shouldn't
let rules details get in the way of the action. If
you read the rules in the Gamemasfer Book,
be aware that the gamemaster may not be using
all of them, and may purposefully ignore certain rules to keep the game flowing. That's okay;
that's his prerogative, so don't bug him with
questions like "But don't I get a + 1 die-roll
modifier because the possum is dead, according to rule 7.69.2, part c?"
10
Using Counters
Some of the counters provided with the game represent
characters or vehicles; others represent equipment; still others
are markers, used to indicate a game status.
COUNTERS
front
[!J
~
back
character
prone
standing
horse
vehicle
1-=1
@]
jeep
car
weapon
med MG
light MG
~
~
1"f.~1
MARKERS
1L~l:T 1
I
--I
wound
heavy
light
wound
INCAP.
incapacitated
1JAM 1
weapon condition
jam
~
~
kill
ammo
depletion
smoke
illumination
mine
barbed wire
PLAYER BOOK
HEAVY
E3
Out
of
Ammo
]
PRICE OF FREEDOM
No Maps
Maps aren't required. Instead, the GM may
.use the tabletop or floor. In this case, the
counters are still used to show the locations of
characters. A ruler is used instead of the hex
grid; one inch is considered the same as a "hex"
when measuring distances. That is, a target 6
inches away is considered 6 "hexes" away for
range-determination purposes, a character
spends 1 movement pOint to move 1 Inch, and
so on.
Terrain features may be indicated by pieces
of paper, loops of yarn, or other deVices, at the
gamemasfer's discretion.
Maps are "cleaner" and easier to use; but improvising a combat display from the tabletop is
fast and simple.
Miniatures
Metal figures ("miniatures") are used with
roleplaying games to provide fine detail and
"color." If you are interested in miniatures, we
recommend their use in play of THE PRICE
OF FREEDOM, because of the game's emphasis on character identification (and also, of
course, for tabletop combat). Unpainted or (particularly) painted, miniatures are an attractive
alternative to counters.
Dark Horse Miniatures is producing the official line of THE PRICE OF FREEDOM
miniatures forrelease in early 1987. These wHi
include 25mm figures of American (and SOViet!)
characters introduced in the game and succeeding supplements and adventures.
PRICE OF FREEDOM
PLAYER BOOK
11
12
(5.4) Actions
PLAYER BOOK
PRICE OF FREEDOM
Do Svldanya.
Tovarishch.
Observa~ion
The Gamemaster Book contains rules for
panic and observation. You don't have to worry
about them, although you can read up on them
if you like. Since this is a game of heroism, the
good guys never panic - only the despicable
Commie oppressors and their quisling lapdogs
panic. Also, the game master handles all observation problems.
(5.6) Decisions
During the Player Decision Segment, each
player must specify what his character is doing
during the current combat round, in detail. For
example, you can't just say, "I'll rapid fire and
move;" you must say, "I'll rapid fire at [name
or 1.0. code of target], and I'll move to [this
hex):'
Once a player has declared what his character
will do, he may not change his mind.
After all players have announced what their
characters are dOing, the gamemaster tells the
players what he's decided to have the NPCs do.
Example: There's a Soviet soldier with a submachinegun across a field in a trench, who is
holding for opportunity fire. Joe says he'll fire
at the soldier, hoping to stun him. The other
PCs say they'll charge across the field, hoping
that the Soviet will be stunned and won't able
to fire at them.
Combat is resolved first; Joe fails to stun the
Soviet. The Soviet will be able to fire at the other
PCs as they charg~ across the field; knowing
this, they'd like to change their minds, but they
are not allowed to do so.
PLAYER BOOK
13
iI
14
PLAYER BOOK
PRICE OF FREEDOM
PRICE OF FREEDOM
PLAYER BOOK
15
(5.11) Damage
Stun
When a character is stunned, he immediately
falls prone. (Flip the character's counter to his
prone side to indicate this.)
Stunned characters can't do anything for the
rest of the combat round in which they're
stunned. A character stunned while moving
immediately drops to the ground (Le., prone)
and stops moving.
Lightly Wounded
A lightly wounded character is stunned in the
round he is wounded. In addition, place a
"Light Wound" marker on the counter.
Whenever a lightly wounded character uses
a skill (including weapon skills), his skill number
is reduced by two before the roll is made (see
the Skill and Attribute Modifiers Chart in
Freedom File D).
When a lightly wounded character moves, his
movement allowance is reduced by 1 (to 4 if
using the "move" action, to 1 if using a differeht
action).
If a lightly wounded character suffers a
second wound (light or heavy), he is heavily
wounded.
HeavUy Wounded
Heavy wounds are just like light wounds,
except:
Use a "Heavy Wound" marker instead of a
"Light Wound."
Skills used by heavily wounded characters are
halved (after all other modifications), rounding
fractions down.
When a heavily wounded character moves,
his movement allowance is halved (to 2 if using
"move;' to 1 if using a different movement
action).
If a heavily wounded character suffers
another wound (light or heavy), he is
incapacitated.
Incapacitation
When a player character is incapacitated, he
must immediately make a constitution attribute
roll (see 4.2). If he fails the roll, he is unconscious. If he makes the roll, he remains
conscious.
An unconscious cl)aracter may not move, use
skills, or take any action.
A conscious incapacitated character may perform one action as if he were heavily wounded. At the conclusion of this action, he falls
unconscious.
NPCs fall unconscious automatically when
(5.12) Movement
Movement Points
A character who chooses the "move" action
has a movement allowance of 5; one who
chooses to "rapid fire and move," "prepare or
throw grenade and move;' or "charge/melee"
has a movement allowance of 2. (Movement
allowances can be modified by wound status;
see 5.11.)
A character's movement allowance is the
number of movement points he may spend in
the current combat round.
A character spends movement points by
moving from one hex to another. A standing
character may move through any number of
hexes in one round, as long as he does not
spend more movement points than his
allowance.
The movement pOint cost to enter a hex
depends on the terrain in the hex and the hexside crossed. Terrain costs are summarized on
the Terrain Effects Chart (see Freedom File
D). Example: A character moves across a low
wall hexside (1 movement point) into a brush
hex (2 points) for a total expenditure of 3 movement points. He still has 2 movement points to
spend.
If a standing character begins adjacent to a
hex which it would cost more that 5 movement
points to enter, he may move into the hex
anyway at the cost of all his movement points,
if he chooses the "Move" action.
Half hexes are treated like full hexes for
movement purposes; see 5.1.
When you aren't using a map, moving I" in
any direction costs movement points. The
Stance
There are two stances: standing and prone
(lying down). When a character is prone, flip
his counter to its reverse (prone) side.
Every character receives one free stance
change per combat round. Once during the
round, at any time the owning player (or GM)
wishes, he may change stance at no movement
point cost, regardless of what action he chose.
This free stance change may take place during
the Combat Resolution Segment (for example,
a prone character might want to stand in order
to throw a grenade). If a character changes
stance during Combat Resolution, he is considered standing for the whole segment.
A character may change stance more than
once in a combat round, but each additional
stance change costs 1 movement point (and
must take place during the Movement
Segment).
Only standing characters may move more
than one hex (or an inch) per combat round.
A prone character may crawl one hex by spending all of his movement points. (A prone
character could stand, and then perform movement normally.)
If a character moves and then falls prone, any
opportunity fire against him is resolved before
the character becomes prone.
incapacitated~
16
Peace Through
Superior Firepower.
PLAYER BOOK
PRICE OF FREEDOM
PRICE OF FREEDOM
PLAYER BOOK
17
Know Your
Enemy
(7.1) The Soviet System
Before discussing the methods the occupiers
will use to remold American society, we must
learn their objectives - the form in which they
wish to mold if.
The Soviet system is the most extreme form
of totalitarianism. In theory, and as much as
possible in practice, the state is all. The state
produces all resources, distributes all goods,
controls education and the press, dictates the
movement of populations, determines what its
people should be told, and compells all citizens
to adhere to the state religion, MarxismLeninism, while- outlawing all others.
Enthusiastic obedience to the dictates of the
state is mandatory. To ensure such obedience,
a huge army of informers and spies is maintained. Many are not paid; reporting the
behavior of others is an easy way to gain power,
prestige and worldly possessions. More, once
one falls into the hands of state security, the only
way one may escape .alive is to implicate friends,
family and casual acquaintances.
By encouraging betrayal, counter-betrayal,
and constant watchfulness, the state ensures
that the normal bonds of trust and good will
which bind people together are destroyed, and
permanent fear of and obedience to the
authorities is maintained. The state becomes the
only moral focus in each individual's life.
18
3uau Bam
Bpar
PLAYER BOOK
Si Vis Pacem.
Para Bellum.
"11 you desire peace.
prepare lor war."
(7.3) The Military
Five Services
PRICE OF FREEDOM
PRICE OF FREEDOM
PLAYER BOOK
19
Allied Forces
The armies of the Soviet Union's eastern
European allies are integrated into the "Warsaw Pact" command framework. Unlike NA1D,
the Pact does not maintain separate national
commands; divisions from different nations are
part of the same front or army. Effectively, the
Soviet Union controls the troops of its German,
Polish, Hungarian, Czechoslovakian, Bulgarian
and Mongolian allies directly. There are few differences between these units and those of the
Soviet Union, save for slightly inferior morale.
North Vietnamese, Nicaraguan and Cuban
units are not so directly controlled by the
SOViets, but in the occupation of America, they
will almost certainly be commanded by Soviet
officers. (The sole likely exception is Florida,
which may become an exclUSively Cuban
preserve.) These nations, whose Communist
masters were not imposed by conquest from
without but through indigenous revolution, have
generally higher morale than but inferior equipment and training to the eastern European
allies. The Vietnamese and Nicaraguans, with
their experience of insurgency warfare, will be
particularly useful in the fight against the
Resistance.
(7.4) Traitors
Because North America is so large and Soviet
troops will be required to maintain control across
the globe, the occupiers will seek, wherever
possible, to exploit indigenous groups to maintain control. Several methods will be used.
Police
Any police who put up resistance to the new
regime will be executed or (perhaps worse) sent
to the slave labor camps in Canada and Alaska.
Police who acquiesce in the occupation will be
retained, at least until a new generation of stateindoctrinated policemen can be trained. The
police will dramatically increase in number; the
extra personnel will come largely from the
Criminal classes, whose brutality, contempt for
moral norms, and willingness to obey orders,
no matter how extreme, in exchange for personal gain, make them well-suited to serving the
regime. Uniforms will remain essentially identical, to exploit whatever residual respect
Americans have for their guardians.
20
Military
A new American People's Army will be
formed along similar lines. Its units will be directly attached to Soviet formations; an independent American military poses too great a potential danger to Soviet occupation. By spreading
the American People's Army among other Warsaw Pact units, complete control over its operations will be maintained.
The Army will initially consist of whatever
military men are willing to lend their services.
After a period of time, conscription will be introduced, and young Americans inducted at
whim. Conscripts will undergo the most severe
training, in the course of which casualties will
be high.
PLAYER BOOK
Balkanization
The Soviets have a'iong history of using
national aspirations to legitimize Soviet rule. The
Soviet Union is, in fact, the last of the great
multi-national empires; Austria-Hungary was
divided into its national components at the end
of the First World War, and Britain and France
.have long since lost their empires. The Soviet
Union is less than 50% Russian; it contains
within its borders dozens of other nationalities,
some of which have independence movements
stretching back centuries. In order to harness
and disarm national aspirations, the Soviet
PRICE OF FREEDOM
Civilians
At first, the traitors who delivered America
into the hands of its foes will retain a vestige
of power, so long as they cooperate enthusiastically with the Occupation. Soon, American
Communists will be brought into "coalition" with
the "government:' Eventually, all other parties
PRICE OF FREEDOM
Stoolies
PLAYER BOOK
Communism, despite its political appurtenances, is a religion. Like all religions, it claims
to codify morality. Communism presumes to
dictate what is wrong and what is right. Soviet
Communism is a state religion, enforced by and
enforcing state rule. Heretics are shot.
Since Communism embodies morality and
is a state religion, obedience to state authorities
and adherence to the dictates of Communist
society is moral, while any antistate activity is
wrong. Therefore, acts which unenlightened
bourgeois might consider immoral are perfectly moral (in the eyes of the Communist) when
they promote the interests of the state. Torture,
murder, and spying are wrong - except when
used to promote the victory of the proletariat.
Communism thus provides a moral justification for betrayal.
During the forcible collectivization of Soviet
agriculture under Stalin, a boy by the name of
Pavel Morozov denounced his parents for
hoarding. They were shot. Pavel was awarded
the honor of Hero of the Soviet Union, and
statues were erected to him.
State security requires a veritable army of
spies and informants to do its job. A veritable
army will be employed; and, inducements will
be daily offered to private citizens who inform
on others. Stoolies are materially rewarded.
Wherever you go and whatever you do, you
cannot rely on the good will of others. For
many, informing is a means of personal survival.
Trust is the most preciOUS commodity.
21
Waging
Guerrilla War
22
PLAYER BOOK
PRICE OF FREEDOM
PRICE OF FREEDOM
23
24
PLAYER BOOK
of
PRICE OF FREEDOM
PRICE OF FREEDOM
PLAYER BOOK
25
26
Give Me Liberty or
Give Me Death!
PLAYER BOOK
PRICE OF FREEDOM
Weapons List
The combat system classifies weapons by their function, treating all
pistols, for example, as equivalent. (In fact, there are differences, but
on the scale of the game the distinction between a .38 Police Special
and a 9mm automatic is largely irrelevant - the minor differences in
weaponry are less important than the user's skill and other factors like
terrain.)
Many players will want to know the names of the weapons their
'characters use; because they like this sort of background "color:' because
IOpY)KHe TaMHu;a
they're gun aficionados, because thorough knowledge of their equipment helps them roleplay, and so on. The follOWing is a list of the
weapons most commonly in use in THE PRICE OF FREEDOM's
America. Players wishing a wider selection of weapon names can easily locate several good reference works, which provide exhaustive descriptions of these weapons, in their local library or major bookstore. See
the bibliography for suggestions.
NON-IlUTOMATIC
AUTOMATIC
Pistol
Auto Carbine
Auto Rifle
Rifle
Carbine
SMG
Semi-Auto Rifle
Light Machinegun
Ml Garand (USA)
Colt AR-15 (USA) +
Heckler & Koch 91 and 93 (West Germany) +
IMI "GaUl" (Israel) +
Springfield Armory Ml and MIA (USA)
Machine Rifle
Medium Machlnegun
Kalashnikov PK (USSR)'
Shotgun
Heavy Machinegun
Machine Pistolt
Stechkin 9mm (USSR)
PLAYRBOOK
27
Equipment Chart
L
PISTOLS
....
weight
(In kllognllM)
price
(In gold)
caliber
.44 magnum
1.5
1.25
1
1.25
1
1
1 troy
15 pw
12 pw
15 pw
9pw
7pw
3-4
6-16 pw
3
2.25
2.25
1.5 troy
1.5 troy
1.5 troy
.30 carbine
.22315.56mm
Ml Garand
Colt AR15
Heckler & Koch HK93
Heckler & Koch HK91
4.3
3.2
4.3
4.3
1.25 troy
1.5 troy
2 troy
2 troy
SHOTGUNS
2.5-4
MACHINE PISTOLS'
.44 magnum
.45 auto
.357 magnum 2
9 mm auto
.38 revolver2
.32 revolver
".
RIFLES
bolt-action rifles
CARBINES'
Ml Carbine
Auger Mini14
Coh ARl5A2
.2231S.S6mm7
SEMIAUTO RIFLES'
pli
...
5 pw.' oz.
1215 pw
.30-06
.22315.56mm'
.22315.56mm '
.30Bl7.62mm NAlO
AUTOMATIC CARBINES'
CAR15
2.25
2 troy
.2231S.56mml
21my
2.5 troy
.22315.56mm'
2.5 troy
2 troy
S.45mm
AUTOMATIC RIFLES
M16
Ml6a2
AK74
AKM
"
. ,,
3.2
32
3
4
"S$109 "8
7.62mmX39
MACHINE RIFLES
~
M249
RPO
8
9.5
Stroy
5 troy
SUBMACHINEGUNS
Ml0
AKR
UZI
2
2.5
4
2.5 troy
21my
9mm
2.5 IfOY
9mm
11
6
9
7 troy
61roy
7 troy
5.45mm
LIGHT MACHINEGUNS'
""'I
28
M60
RPK
PK
PLAYER BOOK
7.62mm NAlO
7.62mmX54
7.62mmX54
PRICE OF FREEDOM
11
weight
....
&rlCe
)
HEAVY WEAPONS"
0.1
0.1
0.5
0.5
lpw
lpw
3pw
6 pw
M-20al bazooka
0.5
0.5
4
4
6 pw
4pw
1 troy
(._)
1 troy
GRENADES
AND MINES
M-26 fragmentation
M-8 smoke
M-25 gas
stick of dynamite
M-1a claymore mine
M-16 antipersonnel
mine
M-19 antitank mine
0.5
0.75
0.33
0.25
1.5
16 grains
10 grains
12 grains
10 grains
15 pw
3 troy
11
6 troy
GRENADE
LAUNCHERS"
3
1.5
40
0.25
0.25
0.25
0.25
0.33
0.33
20
0.15
1 troy
1.5 troy
10
troy
lpw
1.5 pw
16 grains
16 grains
1.5 pw
2pw
9 troy
12 grains
TRADE GOODS
chocolate bar
nylons
condoms
bo"[e of liquor
drugs
VCR tape
CD
0.1
0.1
0.1
1
0.1
0.1
0.1
2pw
2pw
4pw
2 pw
1 troy
10 pw
10 pw
KEY
RGL _ rifle gren!!de launcher; AGL "" automatic
grenade launcher; HE ., high explosive: HEOP
"" high explosive dual purpose ; HVHE '" high
velocity high explosive; HVHEDP '" high velocity
PRfCE OF FREEDOM
PLAYER BOOK
shell
M-72 LAW
Dragon AlGM
shell
509ger ATGM (AT-3)
shell
Spigot ATGM (AT-4)
shell
M-40al Recoilless Rifle
shell
M-224 Mortar (60mm)
HE shell
smoke shell
M-29 Mortar (Blmm)
HE shell
smoke shell
gas shell
illumination shell
M-30 Mortar (l07mm)
HE shell
smoke shell
gas shell
illumination shell
weight
(. _)
4
1.5
1
3
10
20
9
13
14
120
10
23
1.5
1.5
50
9
9
9
9
300
20
20
20
20
enc.
....
8 troy
10 pw
2 troy
12 troy
2 troy
14 troy
3 troy
20 troy
4 troy
24 troy
1 troy
10 troy
4pw
3pw
Btroy
7pw
6 pw
Bpw
7pw
12 troy
15 pw
10 pw
12 pw
12 pw
SURVIVAL GEAR
binoculars
topographic maps
road maps
(statewide)
full uniform (U.S.)
full uniform
(occupiers)
cold weather gear
medical kits'
neg .
1 pw-l troy
8 grains2pw
5pw
neg .
neg .
S grains
4pw
neg.
5
1
7pw
tent (1 man)
tent (2 man)
tent (4 man)
tent (12 men
or vehicle)
military rations (1 day)
food (1 day)
knife
fishing tackle
horse
"Freedom
Fighter's PaCk"15
1
1.5
3
compass
0.25
0.1
10
0.5
1
0.25
1
20
10 pw
1 pw2 troy
lpw
2pw
4pw
1 troy
10 grains
5 grains
4pw
3pw
4 troy
1
29
Equipment Chart
Note: Prices are quoted in "troy" (troy ounces of gold).
"pw" (gold pennyweight) or "grains" (gold grains).
24 grains == 1 pw
20 pw = 1 troy
12 troy = 1 pound of gold
For carrying purposes. 25 troy equals 1 kilogram.
In "real world" 1986, 1 troy ounce roughly equalled $375
American. At the time the occupation begins, 1 troy ounce
roughly equals $1000 American. By year 19x2, no quantity
of United Soviets paper will buy you gold.
lThe combat system treats all weapons in a particular
category - pistols, for example - identically. We provide
a list of several different weapon types for the sake of color.
However, your game master may be more inclined to have
someone's brains litter the room if you hit him with a "Dirty
Harry" .44 mag than a little .32 caliber revolver. Also note
that we've simplified a lot of factors for the sake of sanity.
For example, though 6 is the most common number of
bullets in a pistol clip, some pistols are designed to hold
as many as a dozen bullets at once. Similarly, in most
states, 3 is the. legal maximum number of shells a pump
or automatic shotgun may hold, and almost all shotguns
are plugged to meet this regulation. It is perfectly possible
to remove the plug or to mOdify, through extensions, the
number of shells the gun can accommodate. This is not
the case, of course, with double and single barrel
shotguns.
2.357 magnum revolvers will chamber and fire .38 special
cartridges; however, .357 ammo will not chamber in a .38
revolver due to the longer length of the .357 magnum
cartridge.
3The M1 Carbine was developed for the American military
in World War II as a shorter, lightened service rif(e for
paratroops and vehicle crews, and for use in situations
where the greater size and weight of the M1 Garand would
be a liability. The M1 Carbine fires the shorter, straightcased .30 carbine cartridge which is not interchangeable
with the .30-06 cartridge used in the M1 Garand and
Springfield 1903 service rifles. The M1 Carbine was made
in vast quantities by several manufacturers during World
War II and Korea, and production continued after the war
with civilian versions being offered by Iver Johnson and
Universal. The M1 Carbine accepts box magazines commonly found with 15 and 30 cartridge capacities.
4Severa\ military firearms are currently available in their
non-automatic versions. Again, these may be modified by
a gunsmith to fire full-auto.
5Some machine pistols may be in the hands of collectors;
their combat value limits their price.
6Several models used by the U.S. military are available.
These weapons are basically shortened and lightened versions of the automatic assault rifles, from which they were
developed.
71t is important to note that stocks of .223 ammunition
(5.56mm) will begin to run low as U.S. production shifts
to 5.45mm ammunition for the occupiers. This will make
saving brass and reloading ammunition both a necessity
and a profitable business.
30
(can't.)
II of ammo
pts per clip
II of rounds
per ammo pt
II of rounds
per clip
pistol
6
1
6
rifle, carbine
5
1
5
semi-auto rifle
10
30
3
shotgun
5
1
5
machine pistol
10
1
10
auto rifle, carbine
10
3
30
machine rifle
50
5
250
submachinegun
10
30
3
light, heavy
50
5
250
machinegun
medium machinegun
25
5
125
llA player should make a weapons skill roll when
purchasing ammunition for his weapon. Modifiers include:
having a specimen of the correct ammo type; dealing with
a reputable or disreputable merchant; and time taken to
examine the ammo. A successful roll means the player has
identified the ammo as being of the correct or incorrect
type (e.g., 9mm Makarov vs. 9mm ParabeJlum), or
determined whether or not the ammunition is in usable
condition (not severely corroded or otherwise damaged).
A failed roll means that the player has misidentified the
ammo. Depending on the gravity of the error (i.e., by how
much the roll exceeds the player's modified skill number),
the ammunition could jam the weapon, explode in the
chamber, or simply not function - this is left to the
gamemaster's discretion.
If players are gullible enough to buy a crate of 10,000
rounds without examining the ammo first, they deserve
what they get.
12The M-203, M-19, and M-79 are grenade launchers; see
16.1 in the Gamemaster Book. All three weapons use the
same ammunition. The M-19 is a crew weapon; the M-203
clips onto an M-16 or AR-15 rifle.
13Heavy weapons will only rarely be available; stealing
them from the occupiers is probably easier than purchasing them.
The M-224 mortar breaks into two pieces for carriage;
the M-29 into three; and the M-30 into four. Disassembling or assembling takes 2, 3 or 4 combat rounds (respectively); two characters must take no other actions for that
period to assemble or disassemble the weapon.
14Wide variety in type"and price; those with antibiotics and
antidotes for gas weapons are extremely expensive.
15See 10.5 in the Gamemaster Book.
PLAYER BOOK
PRICE OF FREEDOM
MARITIME
SOVIET
SOCIALIST
REPUBLIC
UPUBLIOUE
SOCIALISTE
DE OUEBEC
REED
,
t
'~,"/'j',,",'0''%-h'''''" "'--\.\~~'~'i!
The redrawing of North America's geographic boundaries under Soviet occupation, c/ros 19x1 (see also
section 26.2 In the G.m.mll'.r Book). The north
western boundary Mexico Is In flux, as that country
exercises suzerainty over sections
the United
American Soviets which It plans to annex; Mexico also
occupies bits the Texas Federated Socialist Republic.
The Southern half what was Florida Is, 'or allinlenis
and purposes. a Cuban and Nicaraguan fiefdom. The
hlslorlcal slale and province boundaries have been
superimposed to orlenl the reader.
0'
0' 0'
0'
Bibliography
FM 100-2-1: The Soviet Army, Operations and Tactics. Washington: Department
of the Army, 1984.
A Nole 10
Liberal Beaders
32
Okay, we know that some of you are going to be uncomfortable with the premise
of THE PRICE OF FREEDOM. We
didn't do the game to offend your sensibilities; we did it to give you an enjoyable
roleplaying experience. And we see no
reason why you shouldn't enjoy the game
without compromising your political
beliefs, whatever they may be. Here's why:
You, personally, don't have to believe
the average Soviet soldier is a bloodthirsty
killer, or that the Soviet Union could occupy the United States in the next five
years. (We don't, either;) THE PRICE OF
FREEDOM is a fantasy roleplaying game
in the true sense of the word; its fantasy
is the right-Wing nightmare that America
is delivered into the hands of her enemies.
You don't have to approve of secret
agents blowing up everybody they take a
dislike to to enjoy a James Bond film ...
Think of the game as The lord of the
Rings meets William F. Buckley: the Evil
Empire of the East . . . uh, that is, the
Union of Soviet Socialist Republics ...
masses its troops to assault the last remaining Citadel of the Sons of the Morning
. . . oops, the last bastion of liberty in an
unfree world: Only you stand between the
forces of darkness and world dominion;
you, the valiant freedom fighter, must strike
a blow for liberty. The question isn't
whether or not such a terrible thing could
happen, but whether or not you could enjoy pretending it has.
Roleplaying works best when everybody
involved suspends disbelief and lives the
fantasy. The world of THE PRICE OF
FREEDOM is remarkably easy to enter:
You play yourself or someone you could
reasonably expect to meet on the street.
No problem imagining yourself in either of
those roles.
The setting is modern-day America.
Again, no imagination problem.
PLAYER BOOK
PRICE OF FREEDOM
Background Information
Personal Information
RacelNationality: Irish-American
Politics: patriotic but apolitical
Religion: don't go to church much
Education: high school
Pre-Occupation Job: singer in a rock 'n roll band
Family Relationships: tallts to parents once a week, brother
killed in 'Nam
Grew Up In: the Jersey shore
Personal Heroes: BrUce, Jimi Hendrix, Bob Dylan
Attributes
Strength:
Manual Dexterity:
Agillty:
Hero
Points
13
Age: 29
Eyes: dark brown
Weight: 150 lb
Ammo Points
Equipment
12
8
10
Alertn8Sl:
Constitution:
Combat Information:
Weapon
Rifle
Skill No.
12
Jam
19
electric guitar
amps
switchblade
pick-up truck
camping gear
$500 cash
deer rifle
rifle shells, 1 box
(2 clips)
jeans, T-shirt
leather jacket
Ammo
Fire Type
Sht
0-5
Range
Mad
6-15
Damage
Long
1650
Lite
7-11
Stun
1-6
Heavy
1215
Incp
16-19
Kill
20
Background Information
Race/Nationality: Italian-American
Politics: Trotskyite Marxism
Religion: Catholicism
Education: B.A., Bamard University, History
Pre-Occupation Job: Political Activist
Family Relationships: estranged from parents, only child
Grew Up In: New York City
Personal Heroes: Leon Trotsky, Che Guevara, Eden Pastora
Sex: female
Hair: dark brown
Height: 5' 7"
Attributes
Strength:
Manual Dexterity:
Agility:
Hero
Points
8
12
Age: 32
Eyes: dark brown
Weight: 130 lb
Ammo Points
Equipment
pistol
ammo (2 clips)
fatigues
$3000 cash
pocket book & cosmetics
14
7
Alertn8Sl:
Constitution:
Range
Combat Information:
Weapon
Pistol
Skill No.
10
Jam
19
Ammo
6
Fire Type
Sht
0-2
AIR
Med
3-5
14
Age: 3B
Eyes: brown
Weight: ISO lb
Alertnesa:
10
14
Hero
Points
Skill No.
14
Lite
8-14
Heavy
15-18
Incp
19
Kill
20
shoulder-holster
locksmith's tools
bag with several changes of
clothes
beatup '76 Buick
$500 cash
..
Combat Information:
Weapon
Pistol
Stun
1-7
Equipment
3 pistols
2 boxes pistol ammo
(6 clips)
switchblade
suit
Ammo Points
6
6
Constitution:
Damage
Long
6-20
Race/Nationality: WASP
Politics: Republican
Religion: nominally Protestant
Education: high school, Police Academy
Pre-Occupation Job: Detective, N.Y.P.D.
Family Relationships: Parents dead, unmarried
Grew Up In: Queens
Personal Heroes: J. Edgar Hoover,
G. Gordon Liddy, Bemard Goetz
Attributes
Strength:
Manual Dexterity:
Agility:
(treat as Molotov
cocktails)
Background Information
Personal Information
Sex: male
Hair: brown
Height: 5' 10"
3 homemade pipebombs
Jam
19
Ammo
6
Fire Type
A/R.
Sht
02
Range
Mad
Long
3-5
620
Damage
Stun
1-7
Lite
814
Heavy
1518
Incp
19
Kill
20
Skills
Combat
Hand-to-Hand
Melee Weapons:
Pistols:
Bifles:
Communication
Bargain:
lnstrument
Guitar:
Instrument - Piano:
Language - English:
Sketching;
Writing:
Crafts
Construction Trades:
Craft - Metalworking:
Driving:
Vehicle Repair:
Skills
Combat
Automatic Weapons:
Hand-to-hand:
Melee Weapons:
Pistols:
Rifles:
Communication
Cryptology:
Instrument
Guitar:
Language
English:
Language - Spanish:
Writing:
Crafts
Demolition:
Driving:
Electronics:
Gunsmithing:
Skills
Combat
Automatic Weapons:
Hand-to-hand:
Melee Weapons:
Pistols:
Rifles:
12
Education
American History:
10
10
12
8
14
10
19
4
10
Survival
Camping:
Drug Lore:
Hunting:
Jersey Shore (Home)
Lore;
Stealth:
Swimming:
8
8
8
5
4
10
10
8
14
Adventure Background: You were wondering what the hell to do when your
old friend Moishe Cohen called from downstairs. Moishe claims he's planning to resist at age 72?! He asked you to call friends who are "tough and
reliable", and set up a meeting at your place on 30th Street. The only person
you could think of you'd want at your back was Maria - and you think she'll
fight.
14
6
8
10
Education
Marxist History:
Latin Amer. History:
Humanities:
Social Sciences:
10
12
8
5
6
6
19
14
10
Survival
Camping:
Nicaragua Lore:
New York City (Home)
Lore:
Stealth:
6
6
10
Adventnre Background: When you heard about the capitulation, you contacted
radical friends to form a resistant group, but they were strangely hesitant.
Then yOu got a call from your old flame, Billy Barstow. He told you to meet
him at his studio on 30th Street ...
12
8
10
9
10
10
Education
Law:
10
14
6
Communication
Bargain:
lnterrogation:
Language - English:
Language - Spanish:
Writing:
10
14
19
12
10
Crafts
Driving:
Gunsmithing:
Locksmithing:
12
10
12
Survival
Camping:
Criminal Operations:
New York City (Home)
Lore:
Stealth:
Tail:
3
10
12
10
12
Character Background: You're sick and tired of the way the system mollycoddles punks. Murderers and rapists roam the streets at will; those arrested
are rarely convicted; and those convicted are paroled in a couple of years.
Misplaced idealism has wreaked havoc with American life. For twenty long
years, you've fought crime in the streets of New York, day by bloody day.
It isn't enough, but at least it's something.
Misplaced idealism has wreaked havoc with American arms, too. The end
has finally come; the miserable wimps in Washington have cravenly surrendered
to the Soviets. You know that the time fur fighting domestic thugs is over;
now it's time to fight those international thugs, the Reds. You'll do so with
the same cold-blooded thirst fur justice you brought to your years on the force.
Adventure Background: An old chess partner, Moishe Cohen, called and
told you to bring your gun to 30th Street. This is it. You've brought a couple
of guys you know from the National Guard.
You're a member of the 71st Infantry Regiment, 42nd New York Infantry
Division, headquartered at the 14th Street Armory. Your superior officer is
Captain Wysynzowski.
Name: George P.
\\J ordo" Miller
Background Information
RacelNationality: German-American
Politics: Buckleyite conservatism
Religion: Catholicism
Education: B.S., Electrical Engineering,
University of Nebraska
Pre-Occupation Job: Mercenary
Family Relationships: Mother dead, father lives with sister in
Nebraska (distant relationship); ex-wife, 2 children in St.
Louis
Grew Up In: Nebraska
Personal Heroes: William F. Buckley, Barry Goldwater,
Dwight D. Eisenhower
Personal Information
Physical Tag: crewcut
Personality Tag: charming, merciless
Passion: adventure
Interests: weapons (6), right-wing
politics (14)
Age: 38
Sex: male
Eyes: bright blue
Hair: blond
Weight: 200 lb
Heig~t: 6' 2"
Attributes
Strength:
Manual Dexterity:
AglUty:
Alertness:
Constitution:
Hero
Points
12
Equipment
Uzi SMG & ammo
(2 clips)
hunting knife
pistol & ammo
(2 clips)
Ammo Points
8
8
12
10
Range
Combat Information:
Weapon
Skill No.
Pistol
10
SMG
14
Jam
Ammo
Fire Type
19
IS
6
10
AIR
AIRIB
Sht
0-2
0-3
3-S
4-7
Age: 37
Eyes: dark brown
Weight: 210 lb
Hero
Points
9
14
8
9
10
Combat Information:
Weapon
Skill No.
Nunchuck*
8
Shuriken
14
Jam
Ammo
Stun
1-7
I-S
Handbook of Physics
and Chemistry
Land Rover
25 one ounce gold
coins in money belt
Damage
Heavy Incp
8-14
IS-18
19
9-13
6-8
14-18
Lite
Kill
20
19-20
Background Information
Race/Nationality: Black
Politics: Anarchocapitalist
Religion: Lapsed Baptist
Education: B.S., Economics (City University of New' York)~
M.B.A., New York University
Pre-Occupation Job: Wall Street Broker
Family Relationships: Parents live modestly in Harlem; visits
them frequently. No wife or close relationships.
Grew Up In: Harlem
Personal Heroes: Martin Luther King, George Washington
Personal Information
Physical 'lag: tall, well-groomed
Personality Tag: businesslike, professional
Passion: Money
Interests: the market (12), military affairS (8)
Sex: male
Hair: black
Height: 6' 3"
Long
6-20
8-20
Med
Attributes
Strength:
Manual Dexterity:
Agility:
Alertness:
Constitution:
backpack, canteen
sleeping bag, tent
survival gear
fatigues
bush hat
Equipment
nunchaku & 3 shuriken
3-piece suit
Bugatti
suit bag with several
changes of clothing
AmmoPolnts
Fire Type
Sht
Range
Med
Long
AIR
0-1
3-4
Stun
1-10
1-10
Lite
11-15
11-15
Damage
Heavy
16-18
16-18
Incp
19
19
Kill
20
20
Attributes
Strength;
Manual Dexterity:
AgiUty;
Alertness:
Constitution:
Combat Information:
Weapon
Skill No.
Pistol
10
Age: 72
Eyes: brown
Weight: 130 lb
Hero
Points
5
15
7
15
8
Background Iniormation
Race/Nationality: Jewish
Politics: Demoorat
Religion: Conservative Judaism
Education: 1 year at University of Warsaw
Pre-Occupation Job: Jeweller
Family Relationships: Parents and wife dead; two children, one
in Tel Aviv and the other in Los Angeles. Neither ever calls.
Grew Up In: Warsaw
Personal Heroes: John Sobieski, Moahe Dayan, Lech Walesa
Equipment
pistol & ammo
(1 clip)
suit
yarmulka
cane
Ammo Points
Jam
19
Ammo
6
Fire Type
A/R
Sht
0-2
Range
Med
3-5
Long
6-20
Stun
1-7
Lite
8-14
Damage
Heavy
15-18
Inop
19
Kill
20
Skills
Combat
Automatic Weapons:
Hand-to-hand:
Melee Weapons:
Pistols:
Rifles:
10
4
Communication
Fast Talk:
Language - English:
Language - Vietnamese:
Writing:
10
19
12
10
Crafts
Demolition:
Driving:
Vehicle Repair:
14
12
10
Skills
Combat
Automatic Weapons:
Hand-to-hand:
Melee Weapons:
Thrown Weapons:
14
a
a
a
14
14
Communication
Bargain:
Buisness Management:
Con:
Fast Talk:
Language - English:
Writing:
10
10
12
19
10
Crafts
Driving:
11
Education
Engineering:
European History:
Physics:
12
12
10
Survival
Camping:
Nebraska (Home Area)
Lore:
Stealth:
Swimming:
10
5
10
10
Education
Computer Science:
American History:
Humanities:
Law:
10
10
10
Survival
Drug Lore:
New York (Home Area)
Lore:
Stealth:
. Swimming:
10
12
12
<,
Character Background: You never could understand why other men found
war so terrible. You feel like you belong to another era. You long to make
great discoveries, to test yourself against the wilderness, to fight for God and
country in foreign lands. Vietnam was a lark, great fun - until the day you
and your squad were captured by the gooks. The heat, the tiger cages, the
degradation - you wish you could forget it all, and forget the long, grueling
struggle that brought your men out of the jungle. Since that day, you've sought
adventure where you may, and sought, too, to fight the inhuman bestiality
that is Communism. In Angola, in Nicaragua, in Afghanistan you've fought
Communism with every weapon at your disposal. Now, you'll be fighting in
America, but it is the same fight always.
Adventure Background: Jake Westtree, a fellow member of the National
Guard, has told you to come to an apartment on West 30th Street and to
bring your weapons.
You're a member of the 71st Infantry Regiment, 42nd Infantry Division,
headquartered at the 14th Street Armory. Your superior officer is Captain
Wysynzowski.
Character Background: Most people in the ghetto look for hand-outs. Not
you. You knew that government does its best to keep people down, not help
them out. They stuck it to you with welfare and rat-hole state-run schools.
"The dependency trap," they call it, but it's the old game of the state keeping
undesirables down with bread and circuses.
Then the state took you forcibly from your home and plopped you into a
vermin-infested swamp where little guys with Soviet rifles attempted to blow
your head off. You weren't fond of the little guys with rifles, but you knew
your true enemy: the government.
Back in the States, you worked like hell to get out of the ghetto. You paid
your way through CUNY, then through NYU business school with the aid
of scholarships. You knew where the money was, and you went for it. But
you never forgot the lesson you leaJ;lled on the streets of Harlem and the paddies of 'Nam: the state is the natural enemy of the penple.
The American government is bad enough; the Soviets are far worse.
And you - how ironic - you're a class enemy: a capitalist; a dealer in
stocks and bonds; a Wall Street broker. Doubtless you'll be one of the first
to be liquidated.
If they can find you.
Adventure Background: Jordo Miller, an old Army buddy, has suggested
you meet him at an apartment on West 30th Street.
Skills
Combat
Hand-to-hand:
Melee Weapon:
Pistols:
Rifles:
Communication
Business Management:
Language - Yiddish:
Language - English:
Language - Polish:
Language
Russian:
Writing:
Crafts
Craft - Jewellery:
Craft - Gem Cutting:
Driving:
10
12
10
10
19
10
10
10
10
14
14
8
Education
Torah:
European History:
Jewish History:
10
9
Survival
New York
(Home Area) Lore:
Stealth:
12
12
12
Character Background: Your mother, father, wife and children all died in
the concentration camps. You fought in the Polish underground against the
Nazis. You were in Warsaw during the uprising" when the Russians halted
their advance scant miles from the gates of Warsaw to let the Nazis smash
the Polish freedom fighters - to make Poland easier to dominate once
"liberated." You stayed in Poland to fight the new oppressors, but by the end
of '45, it was clear the Western Allies had abandoned Poland to her fate. You
fled to America.
Here, you've made a comfortable living as ajeweller. You had two children
by your second wife, one of whom emigrated to Israel, the other to Californin. You never hear from either, but you live comfortably alone, doing a little
business, playing chess and going to temple. Only now, the Communists have
come again, and this time there's nowhere to flee.
Adventure Background: You've contacted the boy upstairs, what's his name,
Barstow. He looks like a likely resistance fighter. And Westtree, the cop, your
chess partner, that guy's a tbugh cookie. You'll put a group together. You'll
probably all be killed by the Reds, but at 72, what has an old man to look
forward to? Better to be killed by the KGB than wheezing your last in a cancer
ward.
"ICI
Character Sheet
Narne: _______________~---------------
~OrrBIDOII~
Player: ______________________~------------
Personal Information
'
Sex: M F
Age:
Hair:
Eyes:
Height:
Weight:
Background Information
Race/Nationality: ___________________________________
Politics: _ _ _ _ _ _ _ _ _ _ _ _ _ _ _ _ _~_________________________
Religion: _____________________________________________________
Education: ___________________________- - - - - - - - - - - Pre-Occupation Job: ________________________________
Family Relationships: _______________________________
GrewUpfu: ________________________________
________
Attributes
Strength:
Hero Points
Ammo Points
Manual Dexterity:
Agility:
Alertness:
Constitution:
Combat Information
Weapon.
Skill
No.
Jam
Fire
Range
Damage
Ammo Type Short Med Long Stun Lite Hvy
fucp
Kill
Equipment
Skills
ColDhal
Automatic Weapons . :
Bows .......................... :
Gunnery .................. :
HandtoHand . -...... -----: 2
Heavy Weapons ------.- -:
Indirect Fire Weapons---:
Melee Weapons ---.-.------: 2
Pistols----------------------- :
Rifles------------------ :
Thrown Weapons----------:
ColDIDlIalcatiOD
Bargain----------------------:
Bureaucracy -------.-------.:
Business Management - -:
Con -----..... -.--.-.----------:
Cryptology -- -.------------:
Fast Talk-------------------:
Fine Arts-------------------:
Instrument :
Interrogation -----------.----:
: 19
Language Language :
Sketching ------------------.-:
Writing ---.------------------~: 10
Crafts
Appliance Repair----------:
Construction Trades -------:
CraftDemolition ---.---------------:
Driving -----------------------: 8
Driving, Heavy Vehicle-ow:
Electronics ------------------:
Flying -------------------.. ---:
Character Background
BducaUOD
Biology --.---.---.-.-----.-- :
Chemistry-.-----.--.- -.-:
Computer Science--------:
Engineering .- ------.------:
_ _ _ _ _ _ _ History:
_ _ _ _ _ _ _ Hi~ory:
Humanities ------.... --.. ---:
Law------------------------ :
Medicine-------------------- :
Physics -----------------------:
Social Sciences --.--.------:
Survival
Camouflage -----------------:
Camping ----.---- ------------:
Criminal Operations ____ ow:
Disguise ----------------------:
Drug Lore ------------. -----:
Fishing -. ------------------:
Horse Riding-------------:
Hunting -----------.--.--.---.:
_____________,(Home
Area} Lore-----------: 5
________ Lore:
Mountaineering ----.-------:
Pickpocket -------.--.--------:
Stealth ----------.--.---------.: 4
Swimming .. -..... -.--..... -.:
Tail .. --.... --.-.-... -----------:
Tracking .--------------------:
Stamp:
92.17586.
Name ____________
Address _ _ _ _ _ _ _ _ _ __
City _ _ _ _ _ _ _ _ _ _ __
State
Phone Number (H):
Zip _ _ _ __
___-___ _
L_~ ___ -___ _
L_~
Height _ _ __ Weight _ _ __
Distinguishing Features _ _ _ __
(sign)
COBETCKOMY HAPOAY-nO&EAMTEAIO-CAABA!
FREEDOM
FILE
TBE
PRICE
OF FREEDOM
character
character
character
character
lightly wounded
heavily wounded
fatigued
exhausted
Clear
Road
Broken
Brush
Swamp
Rough
Woods
Crater
Rubble
Forest
Trench
Dune
Stream
River
Low Wall
High Wall
Door2
Window 2
SIit2
Stairway
Cliff
Tree
Fire
Modifier
0
0
-1
-1
-1
-2
-2
-2
-2
-4
-4
-4
-1
-2
-1
imp.
-2
-4
-6
Legs
1
1
2
2
2
3
2
3
4
2
2
3
2
_.
+1
+4
+1
+3
2
1
2
2
4
imp.
Imp.
imp.
imp.
imp.
imp.
imp.
Imp.
Imp.
line of
Tracked
Sight
1
1
1
2
2
3
3
1
1
1
1
2
2
4
imp.
imp.
S
S
imp.
imp.
imp.
4
3
imp.
imp.
_.
2
+3
+1
imp.
Imp.
imp.
imp.
imp.
Imp.
imp.
imp.
imp.
Imp.
imp.
Imp.
imp.
Imp.
2
5
5
Imp.
Imp.
imp.
Imp.
imp.
imp.
imp.
imp.
imp.
--
Procedure: Find the terrain type along the lefthand side. The entry in the "fire modifier" column is the number to be subtracted from a firer's skill number when firing at a target in or Immediately behind the indicated terrain type. The number
under " Legs" is the number of movement points a character spends when entering a hex of the terrain type ; if the number
Is preceded by a plus (" + "), the cost is for crossing a hexslde printed with the terrain type, and is cumulative with the
cost of the hex entered (e.g., crossing a low wall Into a rough terrain hex costs 4 movement points). The numbers printed
under the " Wheels," "4-wheel Drive," and " Tracked " columns are the movement point costs for various type s of vehicles.
If the letter " B" Is printed under the " Line of Sight" column , the terrain blocks lines of sight.
" Imp." means impassable; the terrain may not be entered or crossed.
Characters may only enter when swimming - see 7.6; and vehicles may only enter if able to swim
Ing - see 20.6 - both In the Gamemaster Book.
2 Fire modifier is -1 If firer is adjacent to aperture.
1
Of'
FIRE MODIFIERS
AGAINST PERSONNEL
"'"
""
""""
,,
,
" ,
"
.....
Semi-aLlklmalic rille
11
hIIomatic CIrtline
AuIoolatic rifle
MachIne ritIe
-""'-....
MIdkIm rnad'Iinegun
..
......
"
"...
"
"
...
" " ......
......
" ...... .,"
"" " ...... "
""
.""
"
"
19
19
....
.
""-
.".",
"
"
..,
."
.,
.~
."
717
.~
".,
"..,
,..,
"..,
,..,
,..,
."
"-50
,..,
.
."
,..,
1125
.. ...
Range
711
1215
1"
1114
19
16-19
15-19
..,
14-19
14-18
'1
.,. ..,.
15-18
11).13
lS-19
14-19
14-16
713
'2
,."
713
14-18
14-18
1>"
\117
,."
"""m
Target Prooe
"'"
WI_I_I
StilI........1
.
.
-\
-2
-\
-2
-6
.""""'"
-,
-2
Target moving
Type 01 Are
-.-,
Opportunity F1rt
-2
s...
ThrowlIl\I knNa
Sh_
.. n..
fIIlIlCIIMnI rtq .... !!om 120 eombll rCU'II!s def*IdIng on ltIIly?t 01 bcM'.
!look
"
"
.""
"""""" ...
A ""'*I.
'IItIUIlded.
~.
B. BInI.
GRENADE MODIfIERS
AGAINST PERSONNEL
Modifiers to Manual Dexterity
Range: Medium
loog
w.","
x'k
xV
.
Rlrest
-1
-2
-,
+1
GM
MtLtan~
""","",'
""""C"",,
An:ijltrsonoeI Mirla
Artitank Mine
"'"""""... ...
MoIIXov Cockta~
17
..
.
1S.19
1 (-3)
"
H2
H
13-15
16-18
1S.17
13-16
1115
1&'li
1118
1&-11
."
17
17
!&-!7
~
,.~
2 (- 2)
1 (-3J
, .~
31-~
6 (- 2)1
13-11
1&'19
110
11.13
14.18
,. ~
B1astllodifief
-1
Target Area
Vented
Enclosed
+2
+5
-1
-2
-,
Target Prone
-2
'-...
., ,. ., " >15
"" .,., ,.
" ., ,..5,
.,
, ,. ."
" .,
,.
"
"
" ., , ,. . ."
"'"
reference hexside
Procedure:
Trace a line from the thrower or fi rer to the
target hex. The hexside across which the line
passes is called the reference hexslde. Roll
the die; the grenade or shell lands in the hex
indicated relative to the refere nce h exside.
That is, if a 1-4 is rolled, It scatters away from
the thrower or fi rer; if a 17-20 is rolled it scatters towards him : etc ...
'-_
(11.3)
x2
-4
+4
Hand-to-hand
Small knife
Medium knife
large knife
Small club
Medium club
large club
Garotte
Bush
whack
value
4
14
16
10
10
12
8
19
Damage
Stun
1-14
1-10
1-8
1-5
1-12
1-10
1-8
15-17
11-15
9-14
6-12
13-17
11-15
9-14
18 19-20 16-18
19
20
15-17 16-19 20
13-16 17-18 19-20
20
18
19
19
16-18
20
15-16 17-18 19-20
TBE
OF FIEEDOM ~
ROLEPLAYING IN
OCCUPIED AMERICA
THE ADVENTURE
SECTION
2. The PATH of Freedom
2.1 Setting Up for Your First Game
2.2 How This Adventure Is Organized
2.3 What's Going On
2.4 Beginning: Billy Barstow's Apartment
2.5. Episode 1: The Roadblock
2.6 Episode 2: The Armory
2.7 Episode 3: Communipaw Bridge
2.8 Wrapping Up the Adventure
3. Designing and Running
Adventures
3.1 Packaged Adventures
3.2 Designing Your Own
3.3 Getting Ideas
3.4 Plotting
3.5 Characterization
3.6 Atmosphere and Mood Setting
3.7 Sadistic Violence
3.8 Heroic Fiction Vs. Reality
3.9 Styles of Play
3.10 Props
3.11 Rewards
4. Setting Up a Campaign
4.1 What is a Campaign?
4.2 Avatar Campaigns
4.3 Setting
4.4 Character Backgrounds
4.5 Recurring NPCs
4.6 Integrating Packaged Adventures
4.7 A Timeline
4.8 Parsimony
5. Adventure Hooks
5.1 Radio Free America
5.2 Jack Reed's Body
5.3 The Last Congressman
5.4 Agent Provocateur
5.5 The Nuclear Express
5.6 Gulag Archipelago
5.7 "Welcome, Comrade General"
PRICE OF FREEDOM
6. Attributes
6.1 What Attributes Govern
6.2 Difficulty
6.3 Attribute vs. Attribute
6.4 Increasing Attributes (Optional)
6.5 Interpreting Rolls (Optional)
7. Skills
7.1 Roleplay It Out
7.2 Combat Skills
7.3 Communication Skills
7.4 Craft Skills
7.5 Education Skills
7.6 Survival Skills
8. Hero Points
8.1 More About Hero Points
8.2 Villain Points
9. Movement
9.1 In Combat
9.2 Chases
9.3 Long-Distance Movement
10. General Survival
10.1 Fatigue and Exhaustion
10.2 Wounds and Healing
10.3 Food, Water, Air and Exposure
10.4 Drowning
10.5 Weight
10.6 Currency
10.7 Falling and Collisions
GAMEMASTER BOOK
THE BACKGROUND
SECTION
24. Soviet Plans
24.1 Military Plans
. 24.2 Political Plans
25. The American Strategic
Direction
25.1 The American Strategic Direction
25.2 Front-Level Assets
25.3 Soviet/WarSaw Pact Motorized
Rifle Division
25.4 Motor-Rifle Division Assets
25.5 Cuban/Nicaraguan Infantry Division
25.6 Soviet Airborne Division
25.7 Soviet Equipment
26. Tlmeline
26.1 Prelude
26.2 The First Year
The Shape of Things to Come
Designer's Notes
.".WEST
~
fEND
t.J GAMES
1. Introduction
(1.1) Welcome to Liberty
Hall
THE PRICE OF FREEDOM is a bit of a
departure for West End Games. We are known
best for our satiric roleplaying games, PARANOIA
and GHOSTBUSlERS. Both have simple
systems, are designed to be played fast and loose,
and are humorous in tone and intent. THE
PRICE OF FREEDOM is clearly of a different
mold; it's fairly complex, designed as much as a
wargame as for roleplaying, and is, if anything,
, grim in tone.
Yet, in a sense, all three are similar. All set a
tone; all take pains to get the players into the right
frame of mind, to suggest ways to help the
gamemaster create an appropriate experience for
his players. Traditional roleplaying games simply
provide a rules framework, and leave it to the purchaser to figure out how to use that framework
to create satisfying adventures - what sort of
stories to tell, what sort of characters to play.
Games like this miss the whole point. What's
unique about roleplaying is not the presence of
rules, but the ability of players and gamemaster
to collectively tell a story. What's satisfying is
not using the rules cleverly, but creating a compelling tale.
In one way, THE PRICE OF FREEDOM is
very different from our previous roleplaying games;
its combat system is complex and involves a level
of technical detail lacking in our other games. The
system is complex for several reasons. First, we
believe that the people whdll be interested in telling the kinds of stories THE PRICE OF
FREEDOM can tell will also be interested in
military hardware. They'll appreciate the level of
detail, and will not be satisfied by simple combat
rules. Second, the kinds of stories THE PRICE
. OF FREEDOM tells often revolve around combat - and neat equipment. Rules to cover a wide
variety of military hardware are necessary.
We suspect that many players of PARANOIA
and GHOSTBUSTERS will be puzzled by THE
PRICE OF FREEDOM, precisely because the
game is so different. To them, we can only say
that our ambition is to publish a wide variety of
roleplaying games on many subjects something
for everyone, as it' were. If THE PRICE OF
FREEDOM is not your cup of tea, no hard feelings - rest assured that we'll continue to pUblish
GAMEMASTERBOOK
PRICE OF FREEDOM
= = = = = = = = T B E ADVENTURE SECTION========",
now
PRICE OF FREEDOM
GAMEMASTER BOOK
Refl"l"eelog
characters. Just like the pli:lyers, you're expected to gille the characters you playa sense
of personality -10 give them Indillidual qUirks
and beliefs.
T here's sometimes a conflict between playing NPCs and being a referee. There's an In
stlnctlve desire 10 fallOf the characters you play,
but as a referee you musl be Impartial.
Don' t Panic!
Does that sound like a lotto do? In a way,
It Is - but It's not as complicated as It sounds.
The first ~neration of roleplaying games didn't
provide any hints or ideas on how to gamemaster, and everyone managed to puzrle 11 out
anyway. So don't worry about I!; loosen up.
Wing it. Rely on common sense a nd imagination. Don't get 100 hung up on making sure
everything Is Just as It should be. Remember:
the purpose of the game is to halle fun. If our
suggestions or too dose adherence 10 the rules
get In the wt.y - toss 'em out. Having a good
tIme 15 more Important than picayune atten
tlon to the rules.
GAMEMASTER BOOK
PRICE OF FREEDOM
,
,
,.I0Il
GMing Tip:
The Illusion of Choice
Whenever you develop an adventure for
your pillyers (or whenever we write one for
your use). you run Into II problem. The easiest
lIdventure 10 develop Is II linear one - one
In which the players go through episode 1. then
episode 2, etc_ this Is easy because only one
story line needs development
The dnlwback !slhat ~near advenlUfti don't
give players much freedom. Players like to fq,el
that Whlll their charllCtlH$ do makes II dlf
ference - Ihat deciding to negotiate Instead
of opening fire has an Impact on the outcome,
for example.. A linear adventure makes choices
PRICE OF FREEDOM
"-episode 2b
"-episode/ 3b episode
"- 3c
/
episode 211
episode 3a
on
The problem with designing a "tree structure" adventure Is that II 101 of it Is wasted. If
the players go 10 episode 2a, they never get
to experience 2b. So all the lime and ellon
spent developing 2b Is useless That's why
m.!lny published advenlures are "flY IInur
There's no easy way out of this dilemma
There lIle, however, a few things that (.!In
ameliorate the problem
I , Even In a Hnellr adventure, the pillyers
can gain (or fan to gllln) equipment or Infor
matlon In one episode which affe(:IS how well
they do In the nellt
2. Any adventure Is only a guide for the
gamemaster Players are often fill more fiend
Ishly Imagin.!ltlve than we can IIntldpale_ We
can't write every possibility Into lin adventure,
not only because it would lake 100 much space
to do so. but abo because we. ClIn't predict what
the players wU! do. Therefore, any adventure
requires a cenaln amount of inventiveness on
the pan of the gamemasteT. As you become
mOle experienced, be mote Wilhng to diverge
from the adventure and head off Into uncharted waters. By doing so. you let player
choice affect the game even In a hnear
adventure.
3. You can try to support the illUSion of !Tee
choice even when It Is lacking. Don'tloree your
players to go from Point A to PoInt B; Inslead.
give them enough Information to let them
flQure outlhat going 10 Point Bis a good Idell
Nudge, don't force. If you do this weD, your
playelS will never know lhal going 10 Point B
wasn't their own Idea all along
What're We Fighting ror?
Read this aloud:
As you leave the apartment. you can hear
o ld Mrs. Cherzlnakl crying nexl door. A
widow and Invalid. Mrs, Chenlnskl fled her
homeland after her activist husband w ..
killed in the Pollih Ililbor upri lings of the
'80s. She won't lut too long once the
Soviets find Ollt who I he II.
If the charllClers knock on heT door, she asks
who they are lind Inviles them In. Upon entering,
they find her sitting alone in her living room fllCIng the door. an andent German Mauser clasped
In heT hllnds.
Mrs. Cheninskl, confined to a wheelchair by Illthritis, Is fully aware of her fate under Soviet rule
Upon hearing 01 the Un!ted Stlltes' surrendeT, she
sent her niece, Margaret. who I!ves with her. to
GAMEMASTER BOOK
(2.5) Episode 1:
The Roadblock
The player characters encounter II band of
looters, who've wt up a roadblock. They reahe
Ihat the normal rules of civlllxed behavior have
gone by the wayside. There really" chaos In the
streets
Once Ihe chllracters have left the apartment
bUilding and headed towllrds Ihe Armory, read:
~~~~~~~~TBEADVENTUBESECTION~~~~~~~~
Down the avenue. about a block away. Is
roadbloc k . Burned'Q ut cars, ollerturned
trash barrels and garbage completely block
the street. In fro nt of the roadbl oc;:k lIu II
body in a pool of blood. A ba.t tered Cadillac
drives out of a slde.treet behind you, and
halts. A rlne protrudes from Its windo w.
Behind the barricade three or four young
men dressed In bizarre punk outfits are
brutally beating a 12 or 13vearold boy.
Seeing you, they kic k the boy away and
crouch behind th e roadb loc k .
Off In the dlslance, an alarm bell rings on
and on.
The avenue Is a typiclIl Manhattan street,
flanked on either side by a solid wall of 12-ormore
story buildings. A number of plaleglass shop windows are at street level; parked airs (one stripped)
and parking meters line the sidewalks. There's no
wily to get out of the street - ilInd the Codillac
blocks th e woy back. If the PCs lire In vehicles,
they have two choices: divert down a sidestreet
immedlote/y, or hesitate and continue on toword
the roodblock. If they're wolking, they hove no
optio n,
Yo u also might rule that Westtree's passion.
justice. forces him to intervene
If they dive rt down a slde street:
The Cadillac lollows them. It contains two guys
- o ne wIth a rifle and a driver (who has a pistol,
but won't use It while drlvingL The guy with the
rifle starts firing at the PCs. He's !!lIming at the rear
vehicle; choose a passenger at random , Resolve
the fire as If It were at 5 hex r<'lnge.
If the PCs shoot back, the Cadillac wUl fall
behind, then helld olf down II sldestreet (The
thugs inside the car aren't Interested in fighting
anyone with teeth.) [f the PCs pursue, the car
heads bo'Ick to the roadblock: if the PCs keep on
follow ing, they'll get In a lirelight with the Skulls
(see below) , If they don't pursue, they can keep
on heading for the Armory,
Jf the PCsdon't shoot b3ck, the Cadlll!!lc keeps
on shooting at 5 hex range until the PCs do
something about il or get within a block of the Armory, FIgure the PCs move one block per combat round on Map A_
When they get with in a block 01 the Armory,
the guys in Ihe Cadillac see the barricades there,
screech to a hlllt, and speed aW3y.
Otherwise:
Someone from the roadblock yells, in a
Brooklyn accent, MOO "",hat we tell ya, and
nobody geta holt,n
ft
Intimidatio n
The Skulls prefer to prey on the helpless. 1 the
PCs make It dear they're IIfmed and wl11ing to
fight, the Skulls wI!! let them through. The problem Is this: if anyone makes a hasty move for II
Deadhead
Skull Leader
Physical Tag: Gaunt, lIene-scarred
Personalily Tag: SlIrcastic, speaks with a
Brooklyn accent.
Mot/llallon. Greed, Innllte viciousness.
Applicable Skflls:
HlInd- \o-hand: 10
Melee Weapon (knife): 12
Rifle; 10
Pistol: 10
Delldhead has liVi!d on the streets sInce his
mother threw him out of Ihe house at age 15
She feared for her I!!e; Deadhead (properly
Martin Ferguson) boasted of his robberies and
beatings. He's the virtual king of an ImpoverIshed Mell of Brooklyn, where he lind his thugs
prey on poor people and the few shopkeepers
who live there. He's treating the Invasion the
same way he trellted the Il15t blackout; as an
opportunity 10 rape, pUlage and bum to his
heart's con te nt
Generic Skull
PhYSical Tag: Tough-looking, varIety of racial
types.
Personality Tag: Sadistic, inarticulate, and
foul-mouthed .
Motluallon: Enjoy causing paln_
Applicable Skills:
Ha nd-to-Hand: 8
Melee Weapon (knife). 8
Rifle: 6
Pistol: 8
Have Ihe speaker make II fasllalk skill roll. increase his skill number by 7 or so If what he says
to the Skulls sounds convincing lind sufficiently
intimidating. (Even If he doesn't have the fasl talk
skill, if his spiel Is good, let him make a roU.) If
what he says sounds lame, reduce his fast talk skiU
by half {round down} . For eXllmple:
Deadhead: Do what we tell ya, and nobody gets
holl!
Cohen: Now, now, young man. My friends and
I, ve are hellvily armed. Ve'U shoot If ve have
to. Nobody wants that, nu?
GAMEMASTER BOOK
Bribery
The PCs could try to negotlate a bribe Instelld.
The chllrllder who does the negotiating must
mllke a bargllin skill roU. Again, modify his skill
number If his spiel Is espedaUy good or bo'Id. If the
roll Is successful, Deadhead Jels them through for
$200 bucks cash or an ounce 01 gold. [f the roll
falls, Deadhead tries to get one PC to apprOllCh
Ihe roadblock with the money. If the PCs fall for
this, Deadhead plans 10 shoot the money-bellter
and open fire on the others. [f the players don't
fall for this and announce thllt they're opening ftre
Immediately, they get 1I round of surprise.
Rock ' n' Roll Is Here to Stay
Billy Barstow has had a couple of hit records.
As do almost all Americlln kids, the SavlIge Skulls
hold rock 'n' roll artists in an awe thlll sometimes
approaches outright worship. If Barstow Is doing
the talking, there is II 50% chance thllt the gang
will recognize him (or he could simply Introduce
himself) _ If $0, double his sklll numbers when interacting with the Skulls.
If you are worried about the possible problems
of running a rock superstar In your campaign, don't
be: Barstow wasn't that big outside of the New
York area and, busy learning how to survive under
Soviet rule, most people will qUickly forget all
about him. Such is fame .
Flreflght
Although the PCs are al a tllCllclI1 disadvantage
(they're surrounded and the Skulls behind the
roadblock hllve a terrain benefit) , the Skulls are
only In It for the money, and will flee If bloodied.
(See below.) As a result, the PCs should come
through with , at worst. a few wounds. In the process, you'll Introduce them to the basics of the
combllt system.
Use "Map B" from the adventure maps to fight
the bIIttle. Take a car counter lind place It In the
hex labeled "B" to represent the Cadlllllc; take lour
thug counters (provided for this very purpose) and
place them In hexes ''1'' through "4".
If the PCs are wlllk!ng, tllke their counters and
place them IInywhere within two hexes of hex ~A",
If they're driving, take counlers for the vehicles (use
a jeep counter for the Land Rover, a pick-up truck
counter for the pick-up, and car counters for Ihe
others) and place the lead vehide in hex "A."
Follow!ng vehicles are placed, one per hex, In Ihe
hexes below ~A",
In this combat, we'll use a simplified version of
Ihe vehicle rules. In one combo'lt round , any ve hicle with a driver can move 5 hexes. A driver can'
not tllke any other <'Iclion in a combo'lt round If he
drives. [f a driver tries something tricky, hllve him
make a driving skill roll; If II succeeds, 50 does he,
Getting in or out of 1I stlltlonary veh!de costs 1
movement point (and no one can enler or exit on
a round in which Ihe vehicle moves) .
The roadblock is !rellted as rough terrain, except that II does block lines of sight,
The S!reelisllned with a solid wall of bUildings.
All doors are locked. Doorways are recessed; II
character who gets 10 II doorway cannot enter the
building, but receives the terrain benefit for being
behind a doorway (see the Fire Modifiers Against
Personnel chart ). However, no more than two
people can squeeze into 1I doorway.
Some bUildings have plale glass windows, which
the PCs Clln smash or dri",e through. If a vehicle
drlves through a window, roll the die; on 11 roll of
PRICE OF FREEDOM
bre~ks,
and every
/I
Characters inside
/I
""'YO"'
PRICE OF FREEDOM
Typical Dialog
Jordo : Howdy. I'm Lieutenant George Miller,
I71st Infantry, 42nd Division We're here to
~.
Colo.... EchmdeCly
Commanding Officer, 7lstlnfantry Regiment
PhysIcal Tag Darkskinned (lranUln descent),
sllJeats profusely.
Personality Tag Brlsk, no nonsense
MOl;uation: Get a1llhls equipment OUI of the
Armory and Into the hands of people who'D
U~
Applicoble Affribllfef
Alertnes.s: 12
Manual Dexlenty: 10
Applicable Skdla:
Automatic: Weapons: 12
Pistol: 14
Hand-te-Hand: IO
Mountaineering 8
Swimming; 8
EqllipmenJ; AUIOmll1lC rlfle, two ammo dips,
pistol, one pistol relolld, two grenades.
walkie-talkie, uniform
Colonel Echmenedy is trying to organize the
evacuatlon of The Armory. Aboul 50% of the regI.
ment's members have shown up over the last dllY;
he sent most home with M-I6s (llutomlltic rifles) ,
ammunition, light antiTank weapons. lind anything
else Ihey could carry. His orders from Washington
aTe to stand by and tum everything over 10 Soviel
inspection teams. He has no Intention of obeying
his orders,
Echmenedy has dedded that. under the drcumstances, fighting a convenllonal war Is wlelde
He knows that aircrah are disgorging SovIet troopS
all over the metropolitan area - lit Newark,
laGuardia and JFK airports, at Floyd Bennett
Reid and Brookhaven. even II few lit Telerboro
- any place Ihere's a strip long enough to land
a transport, Sovlel troopS will soon arrive In the
city; and when they do, the only options will be
death or surrender.
He figures the order of the day Is to get his men
and their equipment out of the dty and Into the
(:ountryside, where they can saotter and set up
guerrilla operations. But Soviet SpelSnal' troops
are already guarding Ihe bridges and tunnels
leading out of Manhllttan
Ex(:epl - the 14th Street Armory Is located
directly above the L subway ~ne (see Map C) - The
L train lunnel comes within ten feet of the PATH
tunnel.' The PATH tunnel goes down lown 10
ChriStopher Street, then under the Hudson River
to Jersey City (see Map D). None of the subways
are ru nning. If the troops can get across Ihe river
Into Jersey City before the Soviets seal up this one
last exil from Manhattan, Ihey should have a
couple of hours to get out of Ihe heavily-developed
urban strip running from New York through New
Jersey and Into the woodlands of Pennsylvania
and western New York,
Captain F'mkelsteln, the 7lst's demolitions ex,
pert, has blwm a hole from Ihe Armory Into the
L-traln tunnel and IInother connecting Ihe L-traln
and PATH tunnels. Bulldozers are moving the
rubble into a (;rude ramp. which the 71sl's lighter
vehicles can navigate, The large trucks won'l be
able to make It, though; 100 heavy and not enough
clearanc:e_
Typical Dllilog
Echmenedy; Who lire these feUows?
Captain: They claim they're from Wysynzoo,o,rskl's
company. They tried to get through the 15th
Street roadblock.
Echmenedy; Oka.y. (To pes.) We're evacuating
Do you want to help out?
Cohen: Actually, we wanl weapons ...
Echmenedy: I'll give you all the damn weapons
GAMEMASTER BOOK
we can spare, bUI we've gol to get this equipment off the Island before the Reds show up.
Are you game?
After II few moments of conveBlltion, read:
All you are talking, a 1I0idier runl up to
Echmenedy. "SIr! The Skyway'. blown - but
Flnkelateln and Murphy didn't gel off," The
aoldler swaUoWl, "They're dead, IIr,"
"Old they gel aU of the brldgea?"
Echmenedll demand .
"N, n ,no air, they got Route I , the railroad
bridge. and the Pulaski Skyway, The Communlpaw bridge III s tili up. si r," The .oldler
look. aa If he I. going to cry_
Echmenedll doaea his eyea:and stands ab.olutely 1It111 for a moment. Then he opena
them once again, c1a.PII the soldier on the
shoulder, and "\18, "Good work, Smitty. Go
and help Reelle with the
pleaae." The
.oldler run. off.
Echmenedy lookt: lit you. M
Any of you men
know anything about demolltlonll?"
ca""
PRICE OF FREEDOM
A Trip In Darkneill
If the PCs agree to help, Jorgesen takes them
to a storeroom If they walked, they're a5Signed
a }eep with a traile r and II pick-up truck (armyIssue, hllstlly covered wlth II COllt of blue paInt) ,
Either way, they Ire Issued IImmunltlon, lIutomlltlc
rifles 1I11eround, sewrlll grenades IIp1ece, lind two
walkletalkles. They're assigned severlll <:niles of
ammunition and told to begin loadIng their
vehlclet
Jorgesen briefs tkem il5 they work and responds
10 questions He teUs them that the Soviets lire
Landing at metropobtan area aIrportS, that the purpose of thiS IIcllvhy is to gel the men lind equip
ment of the reglmen t out InlO the countryside
where they can lICI il5 guerrillas, that lheyll be go.
ing out through the PATH tubes, etc, Show the
players Maps C and D, C shows them how the
tunnels Interconnect. and 0 show5 the m thllt
routes off Manhlll1l1n are limIted, how the PATH
tunnel runs. lind where the 1I1rports the Soviets
are using are located. Ahe r you've told the pes
whIt's goi ng on and they've had a chll nce 10 ask
a few questIons, they get the order 10 move out.
Read thIs aloud:
Vehicle. rev up and Itart moving In orderly line. toward the hole In the noor. They
joltle down the crude ramp the bulldozers
built, and Into a tunnel beyond. Jorsesen
motlonl you to join 'the parade.
PRICE OF FREEDOM
(2.7) Episode 3:
Communipaw Bridge
The available vehicles are loaded up wIth C4
explosive (plastique). blasting caps and wire. Once
the PCs are briefed, they speed down the tunnel
After several kilometers. the tunnel exits Into
daylight. The tracks continue up a narrow ravine,
flanked on both sides by cliffs, to the Journal
Square station. 1be station Is a Large, modem concrete building which sits directly II10p the trIcks.
The ravine opens ou t Into low hllls on either sIde.
C haIn-lin k fences wllh blIrbed Wire top the hJlls
to keep out trespassers. The characters can easIly
rip out a section of fence (Ihe truck Is equipped
GAMEMASTER BOOK
The River
Any chitr~er in II hex lId)ltcenl to the river (In
cludlng the edges of lhe bridge) Of hitnglng onlo
Ihe underside of the bridge mlly dive Inlo the river.
DoIng 10 Is the character's IOle lICIion for the com
bat round
A charader who dives (or flills) Inlo the water
must mllke II swimming skin roll. If he fails, he
begins to drown. If he falls three skill rolls In a row,
he does In fllcl drown (unless another cha racter
gets 10 him and swims him 10 shore whhln lInotner
three combat rounds).
If he succeeds In any of his rolls, he does nOI
~nk, and mlly swim. Only one success Is neces
!..!Iry; therellfter. the chllrllcter need not make
lInolher swim ron, 1m/ell lIunned or wounded.
If he 15 stunned or wounded, he must make
lInother roll, II fllllure means he begins to drown,
etc.
An Incapacltllted chllrader automatically begins
to drown. lind will die lifter th ree combllt rounds
unless rescued.
Swimming ch&-.Kters mlly choose only two ac
Ilons: HmOVe." lind "rapid fire lind move." Moving
sw!mme~ clln move two hexes In lIny dlreclion
(Including Into land hexes) . Rapid Itrers cannot
1'TlOIIe, bUI mlly make one !'lipid fire (while treading
water). Grenades lind heavy weapons mlly no! be
used by swimming chatacters.
Any Itre lit II chllracter In the water 15 subject
to a -2 fire modifier, Any fire from II chllracter
In the wllter Is subject to II -4 modlfier.
If il9J'lnade affects II chmK:ter In lhe WlIter, treat
him liS In II "closed" lIreli. (Wliter transmits shock
very effedtvely.)
10
Gridlock
Read:
The Cemmunlpaw bridge I. jammed with
c ar . Sinc e the other bridges have bee n
b lewn, it Is the only c ennectien &-em Jeney
C ity to' the mai n New J ersey hlgbw.~. Both
s ides of the bridge a re pac ke d with cars.
trucks, and bus ses trying to re a c h th e Turn.
pike a c roll th e rive r.
Unless they wish to kill hundreds of Americans
when they blow the bridge, the PCs must clear
II firsl .
The slmplesl ..... ay to clear the traffic 15 10 blow
Ihe !ires OUI on a suffldenl number of cars to block
the bridge completely. While this will InfUriate the
drive~. nOl mllny wm be foolish enough 10 attack
a hlllfdolen men anned with automalic rifles
Or. the PCs can appeal to the drivers' potrlotlsm.
halting the ca~ at gunpoint If necessary lind then
explaining the situation. While some of the drivers
will curse lIllhem and try 10 get by, many willlIgroe
to help
We5ttFee (Through bullhorn): USlen to mel The
Commies are landing In Newark Airport. We're
wllh the Nlitlonitl Guard - we've got orders
10 blow this bridge. You'U have to find lOme
OIher way out. Please eviIClUlle the bridge now!
D river: Screw you, buddyl There lIln'l no more
National Guard. Din't you hear President Murphy? We've surrendered. The ballgllme', over
- linito, bpul - so cUllhe crap and get oulta
the way. I gollll get home 10 my wife lind kids!
We sttree: Usten. you melllymOUlhed piece of
dirt. There lire some of us who hllven't sur
rendered ......... ho1I never surrender! Now I've
golla job to do . . and I haven'l gotllny time
to Siand around arguing wllh a lousy quisling
scumbucket. Now do you wanna move your
car. or do I fire II couple of bursts Into II - and
you? You got five seconds.
Truc k Drtver. Hey! You guys really gannll flghl
the Rem?
WesttFee: Yup.
Truc k Driver. Fanfreaklng.la$lic! How do I gel
In on il?
Westtree: First. gel lIli of these goddllmned
dvilillns off of this bridge. Then. get your rig
over to Joumlll Square and report to Colonel
Echmenedy - he'U lell you whitl to do.
Truck Drive r. Echmenedy. huh? How'U I recog
nlze him?
Wes ttree (smiles): He'D be the guy lellding II US
Anny convoy oul of the PATH lunnels. You
can'l miss him. Now get moving. soldier!
Truck DrIver (!..!Ilulesj: You got It, chiel- I mean,
yes. sir! God bless America!
Experienced (or jusl plain sneitky) players may
lIlIemPI 10 use cooperallve dvil!ans And their
vehicles to block Ihe ot her end of Ihe bridge. as
lookouts or. Indeed, liS cannonfodder in Ihe up
coming light. That 15 good. While it mlly show
regrellable lack of regard for human Hfe. to sur
vlve, freedom IIghlers win have to learn to exploit
My posslble 1001 at hand to Its fullest potentia!.
and the dvtllans who YOlunteer hllve just as much
right 10 die for their counlry as do the PCs.
lOal doesn't make it any easier for you to figure
OUI how 10 delll with twenty Of Ihlrty ilngry
Americans driving lICTOSS the bridge IIll1 bu$load
of very surprised RU$slans. Short movie. huh?
GAMEMASrER BOOK
""""-
Appropriate AttrlbuU!S;
Alenness: 10
.ManulIl Dexlerity: 11
Approprlcte Ski'lt
A utomatic: Weapons: 10
Hllndlo Hand: 15
Langu!lge - English: 10
Plslol: 13
PRICE OF FREEDOM
Swimming. 15
Mounlillineerlng 10
EqUipmeru. Uniform. pistol, two ammo dips,
Buick.
Pcm/c uue/. 5
leadershIp: 5
Cpr!. Egon Straun
Drt"~
Approprio.e Allrlbulu.
Ml\nU1I1 Dexterity: 8
Approprlllle Skills
Drive. 15
Hand'o-Hand. 6
Pisrol. 8
Equipment Uniform, pistol
Panic Level,' 15
I ....n
Soldier (one of fifteen)
Handla-Hand 12
PIstole 8
Swimming 10
MountaIn Climbing 5
EqUipment: Uniform, pack, automatlc rt!1e, 4
PRICE OF FREEDOM
Panic
After they're alerted (but noT before), you must
roll each combllt round to determine which Soviets
panko Each has a pank level (see boK llbove): if
the number you roB for a Soviel is less than or
e quilito his panic level, he panics A panicked
cheracter does nothing on the combat round he
panics (eKcept that he may. at your option, fall
prone).
If LI. Krempko Is in a vehicle, the panic level
of any o lher chllracters In the 5IIme vehicle Is
reduced by 5. II Krempko is outside the vehicle,
the panic level of any other characters within 2
heKeS and within line of sight of Krempko 15
likewise reduced by 5. {Krempko Is on effective
leader.}
810wlng th e Bridge
The PCs must finiSh pladng the charges and
laying the wire, then blow the bridge. Remember
that placing a charge once it rellches Its heK takes
2 combat rounds
Wire clln be run eIther underneath o r on top
of The bridge. The problem with running It
underneath Is that it will take a long lime. The
problem with running it 1I10ng the bridge Is that
any Soviet who gets to a hex through which wire
runs can cut It.
If the chllrge5 lite placed and wires run to the
battery pack (w hk h is in the pick-up, unless the
players have said otherwise), closing the circuit
takes 1 combat round. When the drcult is closed,
roll agllinst the demolitions skill of the chaTllCler
who placed the chllrges: If the roll succeeds, the
bridge is blown. If it laOs. the charges are Improper
ly placed o r the wires ere loose; someone must
go back out to the explosive charge to 11K the
problem
If II character Is on the bridge between heK
row :ull and the lower edge of the map when
the bridge 15 blown. roll for the c haracter on Ihe
"SIIlchel chllrge" l!ne of the Grenade end Mine
Combat Tllble to determine if he suffers any
damage from the ex.pIo$ion. Then. roll on the faDIng and Collisions Table (for a fall of 4 meters) ;
he lands (prone) In the heK below the bridge.
II only one chllrge Is placed, It can be blown
prematurely. (The players mlly figure thllt blowIng II will help kin the SovlelS, and that II new
charge can be pillced after the Soviets are dealt
wl1h.) In this case, roll for elleh charitCler within
4 hexes of the chMge on lhe 1>uUet-trap grenade~
line of the Grenade and Mine Combllt Tilble. 1hen
make one roll for the bridge: on a roll of 3 or less,
the bridge COUlipsel.
GAMEMASTER BOOK
Playing th e Sovie ts
...
11
And so on
Well, don't panic. Remember, jlOu !lIe just
ImaginatIVe as the p!lIyen; you clin
manipulate the environment 10 II greater
degree Ihan they can; and you clln be jU5\lIS
loS
E Pluribus Unum.
Fililure
If the bridge is captured int"et and unblocked
by the Soviets. Krempko's detachment stays to
guard It. A few scant minutes lllter. dOlens 01
Soviet vehicles stilln 10 pour across It. If your
players haven't made a getaway by this time.
they're in bad shape.
Journal Square comes under attack while
Echmenedy's ev"cuallon is in progress The bulk
of the 71st Regiment is destroyed by enemy action . Captured Guardsmen are execuled as examples of what happens to those who defy the
new regime, In general. the PCs' names ore mud.
You can play this one of two ways. The PCs
might be captured by the Soviets. If so, they're
t",ken to the 7th Guards Airborne DIvision's tem
porary headquarters lit the People Express terminal at Newark Airport for InterrogaUon. They
might be able to Improvise a spectacular escllpe
by, for example. stealing a corporate jet. Or they
might be made the subjects of " televised showtrial, and rescued by fellow freedom fighters at the
l;:r.st moment ... wh"teuer. In any event, this can be
saved for the next session of piIlY. Taking this tack
will me",n a lot of improvisation on your part.
Or you can simply have the PCs flee, escaping
just as the SovIets start Ihe investment of Jersey
City, as the Journal Square Transportation Center
comes under heavy artU!ery fire and Ihe mass execution of National Guardsmen begins. You can
h"'ve them sneak from house to house while
Soviet soldiers march past, eventually escaping
into the Hackensack-Meadowlands sWllmps and
toward BiUy Barstow's Jersey Shore stomping
grounds.
Either way, they blew It; the most they should
get ou t of the deal Is '" couple of skU! points e",ch
(and 1 per might be more like II) .
Wh",t Ne xt?
Now your players have to decide what they
wllnt to do next. Do they want to continue playing the pregener"ted characters or do they want
to roll up new o nes? Where do they want to set
up openllions? Do they want to set up II com
munlcallons network with Echmenedy's command
or do they want to be lone wolves?
It is worth your lime to sit down with the players
for an evening and discuss options: then you'l1
have some Idea of wh",t they want to do before
you set up the nex' adventure.
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PRICE OF FREEDOM
3. DesigDiDg aDd
BUDDiDg AdveDlures
"The mountains look on MarathonAnd Marathon looks on the sea;
And musing there an hour alone,
I dream'd that Greece might still be free."
- Lord Byron
PRICE OF FREEDOM
GAMEMASTER BOOK
13
..
cupied America. (For an example, see 5.2.) Suggested Reading: The Great Soviet
Encylopedia.
(3.4) Plotting
Any good adventure needs a plot. Plotting is
simple, once you have a good idea for a story. All
you have to do is remember a few simple rules.
A prototypical, tried-and-true, stereotyped plot
is this:
1. Hero finds a goal.
2. On his way to the goal, hero encounters a
series of problems and, with effort, deals with
them. Maybe he deals with them one by one;
maybe he handles several at a time.
3. Finally, hero encounters a major obstacle.
4. After a lot of time and effort, hero finally overcomes the major obstacle. This is called the climax.
5. Hero achieves his goal. Or, he learns why
he doesn't really want to. Or he fails to achieve
his goal (this is called a tragedy).
And in the process, hero learns and grows.
Roleplaying games are "multiherd' stories, in
which the player characters cooperate in pursuit
of their goal. To this degree, adventures differ from
short stories. The basic outline doesn't change,
though. All you need is:
1. A definite goal, even if it's kept secret from
the players at the beginning of the adventure.
2. A reason for the characters to pursue the goal
(a request passed down through the Resistance
grapevine will always do in a pinch).
3. Some obstacles for them to overcome along
the way, and some ideas for how they might be
overcome.
4. And a major obstacle for the grand finale.
In THE PRICE OF FREEDOM, a typical
adventure's goal is to obtain a piece of information or a document, to blow something up, to
thwart Soviet operations against an area, etc.
Character motivation is often proVided by the
characters' background
their passions or interests, or a desire to protect their home town,
country, or relatives.
Obstacles are more tricky. Many can be overcome with withering firepower. Since the Soviets,
by and large, are better armed and equipped than
freedom fighters, this is not always a good idea.
You don't want the players to succeed all the time
just by shooting. If that were the cure-all solution
to every problem, the game would get pretty dull.
To make an adventure satisfying, the players
must use their wits, intelligence and skill to overcome obstacles. This calls for puzzle-solving. A
puzzle is an obstacle which can be overcome with
a little thought. (That is, you might be able to solve
it by going in with guns blazing, but thinking things
through will show you an easier and less costly
way.)
To construct a puzzle, think of a problem to be
solved. Think of ways the problem could be
solved, and give the player characters the information and equipment to implement at least one
solution. Then, let them work at it. Ithey're smart,
they'll figure out how to solve it. If they're creative,
they'll solve it in a way you hadn't anticipated. If
they're not so smart, you may have to give them
a few hints. And if they're really not so smart at
all, they'll charge in, guns blazing. So be it.
(3.5) Characterization
As we said in the Player Book, taking on the
14
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PRICE OF FREEDOM
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15
(3.10) Props
It's often helpful to prepare hand-outs for your
"The PATH of Freedom" is an example;
It uses a whole series of maps as hand-outs.
Prepared maps save time; you don't have to
describe the situation, and the players can study
a map while planning their next move.
Props don't end with maps. They can include
lists equipment; letters, telegrams, newspaper
headlmes or other messages; pictures or
photographs; and so on.
Props serve several purposes. First, they contribute to the game's atmosphere. Second, since
t~ey can be examined and handled, they contribute to a sense of reality. Third, they may contain clues which the players can uncover through
close examination and analysis.
When you design your own adventures you
should give some thought to props. If the pes are
to assault. a museum now used as a fortress by
the occupIers, perhaps they will stumble on an old
touri~t:~ map of the museum (which you can get
by vlsltmg the place). If the PCs find a hastilyscrawled and partially-illegible note, perhaps you
should scribble a note, instead of just telling them
what they read.
This ~rings up a point; when you tell the players
somethmg, they often have the feeling they can
learn more by wheedling. If you say, "and then,
the note becomes illegible:' they'll say something
like, "Well, I study it harder:' or "I make a skill roll
to try to read it:' If you hand them an iUegible note
it will be easier for them to accept that it truly i~
illegible.
~layers.
0:
(3.11) Rewards
At the completion of each adventure, you
should award skill and hero points to the player
characters. They give the players a sense of accomplishment and personal growth.
How points are spent is discussed in the Player
Book.
When you design your adventure, you should
decide, in advance, how many skill and hero points
a player should receive for successful conclusion
of the adventure. The longer and more difficult
the adventure, the more points which should be
allotted. If the players botch it, they should receive
fewer points; if they do particularly well you
should give them more.
'
\bu should think about what parts of the adventure are difficult, and assign point awards for performing specific tasks within the adventure. For example, in "The PATH of Freedom;' the players get
extra skill pOints if they not only blow up the bridge
'
but take a prisoner as well.
In general, we suggest assigning 2 to 6 skill
points to each character at the successful conclusion of an adventure. If the players fail to achieve
the objective, you should assign 1 to 3 skill pOints
to each character at the end of play. A player
should only get the high end of either range (i.e.,
3 ~r points) if he did particularly well, came up
With mterestmg ideas, or amused you.
Characters should receive hero points for actin~ herOically. Cowardice or weaseling earns no
pomts. If the players really botch their mission
don't give them any hero points (at all). For th~
typical successful mission (say, blowing up the
Communipaw Bridge in "The PATH of Freedom")
you should give out no more than one hero point
per player. If the characters succeed and strike a
significant blow for the Resistance, you might
award as many as three hero points for every two
players. Two hero points per player should be (al
an exceedingly rare occurrence; and (b) the result
of a spectacular advance for the Resistance's cause.
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GAMEMASTER BOOK
PRICE OF FREEDOM
4. SelliDg Up a CampaigD
"The only purpose for which power can be
rightfully exercised over any member of a civilized
community, against his will, is to prevent harm
to others. His own good, either physical or moral,
is not a sufficient warrant."
- John Stuart Mill
(4.3) Setting
Regardless of whether or not you run an avatar
campaign, your home town or area makes a good
setting for your campaign - a good "home base"
for the player characters. It's a good setting because
it's familiar to you; when you tell your players
"some Soviets have dug in around the First National Bank on Route 46," they'll know exactly
what you mean.
If you use your home town, you'll also be able
to get props easily. You can probably buy a street
map of your area at a local stationery store. You
GAMEMASTER BOOK
17
Magna Veritas
e,t Praevalet.
Recurring characters can also come from encounters. If the players respond in an interesting
way to an NPC you had planned to use for just
one adventure, you may want to find a rationale
for bringing him back.
Lastly, recurring characters may be an integral
part of your plot. An opponent may be recurring
because you need to develop his evil plans over
time, having the players respond as those plans
become increasingly clear. One adventure may be
about thwarting the opponent's current operation;
the whole campaign may be about defeating him
over the long term.
(4.7) A Timeline
In order to tie events in your local area to largerscale, worldwide events, you should develop a
timeline. A timeline for the first year of the Occupation is provided in the Background Section
of this booklet; our adventures and newsletter will
extend it. You can use our timeline to integrate
your campaign with ours - or develop your own.
A timeline is essentially a list of events, in
chronological order and with dates attached. As
you run your campaign, you must keep track of
the passage of "game time" - if your PCs take
two "game weeks" to bring off an operation, that's
two weeks for the rest of the game world, too.
As the campaign goes on, the events you've
planned for the rest of the world occur on
schedule. These events must be ones over which
the PCs have no or little control. For example, the
Stavka (Soviet High Command) might decide to
ship two diviSions from the pacification program
in Mexico for rest and recreation in the U.S. The
PCs might learn of this from Radio Free America,
or when two new divisions show up in their home
area.
Timeline events are a way of throwing your
players a curve-ball. Something unexpected happens, and they are forced to react. A good time
t6 spring such a surprise on them is when they've
just completed one adventure - setting the scene
for the next one.
Planned timeline events can also include things
Over which the PCs do have some control. For example, your recurring villain may have planned
three operations, each of which depends on the
'''PATH'' stand. for "Port Authority Trans-Hudson Rail Tran.it System." The PATH Is a subway system Ihal runs from New 'lUrk 10 New Jersey. but which is not connected to the regular New York City subway system,
and which is operated by the Port Authority of New York and New Jersey, The Port Aulhority Is a huge agency joinlly created by the states of New York and New Jersey, which administers the Port of New York
and New York-are. airports, among other things. It also buill and owns the World Trade Center,
18
GAMEMASTER BOOK
PRICE OF FREEDOM
~~~~~~~~TBE
success of the previous one. If the PCs don't stop
him, the three will happen according to schedule.
But if they foil the first operation, the other events
are aborted.
One good hook for a campaign is to plan a longterm and major piece of nastiness (say, the Soviets
are planning on shipping everyone in the entire
state to the Yukon), and gradually allow the players
to discover the magnitude of the problem over a
series of adventures. Then, they must adventure
in search of a way to solve it. The result can be
11 sort of grand quest, climaxing in an epic struggle.
In any event, a timeline helps create the feeling that there's a whole world going on around
the PCs, and that the actions they take, while important, are only a miniscule portion of the global
struggle. That very fact - and the fact that the
outside world can intervene in unexpected ways
- creates dramatic tension.
ADVENTURE
SECTION~~~~~~~~~
5 Ad venlure B 00k S
(4.8) Parsimony
Suppose you're told "clear the Town Hall of
people:' If your only equipment is a pistol with two
rounds of ammunition, you're going to have to
walk into the Town Hall and persuade the folks
there to leave. If you've got an automatic grenade
launcher and a 50-shell clip of gas grenades, all
you have to do is set it up and squeeze the trigger.
Which is the more interesting roleplaying
problem?
Any problem can be easily solved with sufficient
resources. Easy problems don't make for interesting adventures. You want tough problems ones that will challenge your players.
That's why you've got to be parsimonious:
What we mean by that is: don't give out a lot
of equipment. We've said that before, but it takes
on a little different meaning in the context of a
campaign. Keep equipment scarce. Your players
shouldn't have a lot of equipment - neither
should anyone else, except for the Reds, of course.
Trying to solve a problem with inadequate
resources - with very few tools - is a real
challenge. So keep everything scarce - ammunition, fuel, weapons, even food 'and shelter.
Parsimony does more than make problems
more of a challenge. It can also be used as motivation; as long as the PCs have inadequate
resources, you can always hold out the hope of
food, ammunition or materiel as the objective of
an operation.
If the PCs truly want heavy weapons, there's
a place to get them - from the enemy. Of course,
the enemy will be pointing those weapons at the
PCs, but surely they can figure out how to prevail
over such minor inconveniences. After all, guerrillas always face superior forces; they have to be
smarter than their opponents. That's what the
game is all about.
PRICE OF FREEDOM
George Savile
To millions of Americans, hunched over shortwave radios with the volume turned down low
those words are the last beacon of hope in a world
gone mad. Radio Free America, the Voice of
Resistance, is for most Americans the only source
of information not controlled by the Communists.
Radio Free America is the brainstorm of shortwave ham Tony Kurasawa. Before the war, he
built, using commonly-available parts, what was
for its weight the most powerful shortwave
transmitter in the world.
Shortly after the Occupation, he took to California's Coastal Range with a mule, his transmitter,
and several cans of gasoline to fuel a generator.
Since then, he's travelled cross-country, gathering
news and transmitting it. He's built several additional sets along the way; the plans are widely
distributed in samizdat form. Twelve transmitters
now roam the mountains of America, blanketing
the nation.
Shortwave radio bounces repeatedly off the
ionosphere; Kurasawa's transmitters transmit
straight up. Triangulation is virtually impossible;
though they try hard, the Soviets can rarely pinpoint the location of any transmitter. Since the
transmitters are mobile and the operators of Radio
Free America are in constant communication with
the Resistance, even if the Soviets do get a good
fix, by the time they arrive the transmitter is long
gone.
Kurasawa is now in the PCs' area of operations.
Through the grapevine, they receive orders from
Rebel Command: escort him through your area
and protect him as necessary. Provide him with
whatever information he asks, and let him gather
news as he may.
The task sounds like a simple one. It is not.
What the PCs don't know is that America's communication satellites are still in orbit, now in the
service of the Communists. The satellites' programming is intact. A group of programmers in
contact with the Resistance has developed a piece
of software which, if transmitted to the satellites,
will take them out of the Soviet circuit and make
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19
20
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PRiCE OF FREEDOM
PRICE OF FREEDOM
"Liberators."
The PCs are stripped of all their possessions and
loaded into an unheated, ill-constructed cattle car.
The trip by rail to Keewatin takes more than a
week. The prisoners are not proVided with
blankets.
A number of other prisoners are on the same
train. Some may try to beat up the PCs and take
whatever possessions they still have. If the PCs
stick together, they should be able to survive.
However, they will be cold; several may be sick
by the time the journey ends; and all will be
hungry, for the rations are meager.
The train is staffed by more than a dozen wellarmed guards (wearing another uniform which
may be new to the PCs
that of the troops of
the Ministry of the Interior). They treat the slightest
insolence as an excuse for' a sound beating.
Anyone interfering in a beating is shot.
.Escape is Virtually impossible. Not only are the
pnsoners guarded night and day, but for the latter half of the trip the train traverses unrelieved
expanses of apparently unpopulated wasteland
dense forests, vast plains and finally, tundra. You
might, if you wish, permit the PCs to escape at
this point but if so, their chances of survival are
slim. They'll be hundreds of miles from civilization
with nary so much as a pocket knife. If you take
this route, read up on wilderness survival; an
adventure devoted to learning how to survive with
none of the accoutrements of civilized life could
be quite interesting.
When the prisoners arrive at the camp, they are
tattooed, beaten on general principles, and
escorted, to their barracks. The barracks are
unheated; the beds consist of bare, unfinished
wooden boards. Rations are 2000 calories of slop.
The prisoners are fed at haphazard times. The PCs
may not, at first, be able to believe they are expected to eat what they are fed: watery, foul-tasting
gruel, maggoty meat, lumps of animal fat. The
caloric value of each meal is small; the PCs must
learn to eat this garbage or die.
2000 calories is barely enough for a' grown man
to live on. It isn't enough if you're performing hard
physical labor during the day - which the
prisoners are. They're building a pipeline across
the Northwest Territories - without bulldozers or
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21
6. Attributes
"All government is evil, and parent to evil . ..
The best government is that which governs least."
John L. O'Sullivan
The five attributes are strength, manual dexterity, agility, alertness, and constitution.
When a character tries to do something governed by his innate bodily abilities, rather than
by learned knowledge or skills, an attribute roll is
made to determine whether he succeeds.
22
(6.2) Difficulty
The Player Book says that a character's attribute or skill number is doubled before any roll
is made if he is not "under stress" when performing a task. You must determine when a character
is "under stress" and when he is not. In general,
whenever there are enemies in the vicinity, the PCs
are trying to do something surreptitiously, they lack
tools or time, etc., they are "under pressure;'
In addition, attribute numbers are modified if
the task a character is trying to perform is especially
difficult or easy. Again, you are the final arbiter.
Here are some gUidelines:
Trivial Tasks: The character succeeds
automatically. No roll is made. Examples:
Strength: Lifting a 5 kg weight.
Manual Dexterity: Using chopsticks.
Agility: Balancing on a ladder.
Alertness: Noticing someone standing immediately in front of you.
Constitution: Going without food for several
hours.
5 before rolling.
Strength: Lifting and carrying 30 kg for several
meters.
Manual Dexterity: Throwing a grenade if given
time to study the target.
Agility: Crawling along a sloped roof.
Alertness: Noticing someone who has just turned
a corner in front of you before walking into him.
Constitution: Voluntarily going without food for
several days.
Average Tasks: Do not modify the character's attribute score.
Strength: Picking up or carrying something as
heavy as the character for several meters.
Manual Dexterity: Throwing a grenade under
combat conditions.
Agility: Walking along a sloped roof.
GAMEMASTER BOOK
PRICE OF FREEDOM
7. Skills
"If men are to wait for liberty till they become.
'wise and good in slavery, they may indeed wait
forever."
Lord Macaulay
Most character actions are governed by skills
rather than attributes. When a character tries to
use a skill, a skill roll is made. The procedure for
resolVing skill rolls is essentially identical to that
for attribute rolls; the number rolled on a die is
compared to the skill number, etc. Remember that
a skill of 10 is considered to be "competence;' and
thus any character with a skill of 10 or more need
not make a skill roll for tasks of average difficulty
when not under stress.
Rule 6.2 (modifying attribute numbers for difficult or easy circumstances) also applies to skill
rolls. So do rules 6.3 (resolving attribute contests
between two players) and 6.5 (interpreting rolls).
Note that both "skill-vs.-skill contests" and "skillvs.-attribute" contests are possible. For example,
if one character uses his camouflage skill to hide
an object, another might use his alertness to attempt to detect it.
PRICE OF FREEDOM
GAMEMASTER BOOK
23
24
Instrument: Ability to play a particular instrument. A successful skill roll means the piece is
played well; a failed roll means timing is off, notes
are missed, etc.
Interrogation: Use of this skill involves a skillvs.-attribute contest against the victim's constitution. If the modified interrogation roll is higher, the
victim talks freely, providing whatever information
he thinks his interrogators want. (He will lie if that
is what it takes to get them to stop.) If the constitution roll is higher, the victim holds out. Note:
A notably low constitution roll also causes the victim to suffer a wound, unconsciousness, or even
death.
Reasons to Modify Skill Number: Victim has no
strong reason to resist; victim is strongly
ideologically committed; victim has good reason
to hope for rescue, or good reason to abandon
hope; etc.
Extremism in the
Defense of Liberty
is No Vice ...
Language: The ability to speak a particular
language (specified on the character sheet). In
theory, a successful skill roll is necessary to understand something said by another character.
Remember that a skill of 10 is competence; in
practice, players will rarely make skill rolls for
language, except in unusual circumstances when trying to understand someone who is speaking in technical jargon, for example.
Sketching: The ability to sketch a recognizable
representation of something. A successful skill roll
means someone examining the sketch can accurately identify the object sketched and salient
features the sketcher wished to impart.
Reasons to Modify Skill Number: The sketcher
took particular care; poor-quality materials were
available (a burnt stick on birchbark); etc.
Writing: The ability to communicate cogently and
intelligibly in written form. A skill roll is made when
a reader attempts to understand what was written. A failed roll means he misunderstands at least
one important facet of the information contained.
Remember again that a skill of 10 is competence;
if neither writer nor reader are under pressure, a
character with a writing skill of 10 or more will
always succeed in imparting information. Note:
When writing in a language other than the writer's
native tongue, two skill rolls must be made - once
for the writer's language skill, once for his writing
skill.
Reasons to Modify Skill Number: Increase it
very substantially for simple messages, decrease
it for very complex or technical ones.
GAMEMASTER BOOK
Construction Trades: Knowledge of construction skills, e.g., bricklaying, tiling, electrical wiring,
plumbing, plastering, etc. A successful skill roll provides information about a building's construction,
or repairs a problem.
Reasons to Modify Skill Number: Inability to
study problem at close hand, lack of tools, etc.
Craft: Knowledge of one craft (of player's choice).
Possible crafts include pottery, blacksmithing,
goldsmithing, gemcutting, jewelling, fur-making,
sewing, glass-blowing, sword making, basketweaving, boat-building, instrument construction,
metal-working, welding, etc. A sud:essful skill roll
provides useful information about an object or indicates successful completion of a task.
Reasons to Modify Skill Number: Lack of tools,
lack of time, inability to study problem closely, etc.
Demolition: Knowledge of and experience with
explosives. Successful demolition rolls are required
to make explosives, use home-made explosives
in combat, etc. Demolitions skill may also be used
to synthesize explosives (but a skill roll failure can
be dangerous).
Reasons to Modify Skill Number: Improper
materials, etc.
Driving: Ability to maneuver a powered vehicle.
A successful skill roll is required when performing a difficult or dangerous maneuver (cornering
at high speed, etc.).
Reasons to Modify Skill Number: Difficulty of
task, road conditions, etc.
Driving, Heavy Vehicles: Ability to maneuver
large and awkward vehicles, including tractortrailers, tanks, APCs, and the like.
Electronics: Ability to repair electronic devices
and design new ones using off-the-shelf components (e.g., radios, bugs, electronic duck calls).
Reasons to Modify Skill Number: Availability of
supplies, etc.
Flying: Ability to maneuver fixed-wing aircraft (including gliders, light aircraft, jets, ultralights, etc.).
A skill roll is required when performing a difficult
or dangerous maneuver (landing under poor
weather conditions, performing an Immelman,
etc.).
PRICE OF FREEDOM
Helicopter: Ability to maneuver a rotary-wing aircraft. As with other craft, a skill roll is required
when performing difficult maneuvers.
Locksmithing: Ability to pick locks, open safes,
etc. With proper tools, plenty of time, and no
worry about making too much noise, any lock can
be opened. A skill roll is necessary when any of
the three elements is lacking, and failure means
the element is inadequate (lock cannot be opened with available tools, cannot be opened in
available time, or listeners are alerted).
Reasons to Modify Skill Number: If more than
one of the three necessary elements is lacking; or
for particularly primitive tools or particularly
sophisticated locks.
Navigation: Ability to chart a course when obvious signposts (or continuous roads) are lacking.
Location-finding principles usually depend on examining the heavens, but the skill also includes
ability to use equipment which interfaces locationfinding satellites, dead-reckoning instruments, etc.
Reasons to Modify Skill Number: Lack of or
primitive instruments, cloudy skies, etc.
Vehicle Repair: Ability to repair motorized
vehicles, including cars, trucks, tanks, APCs, light
aircraft, etc.
Reasons to Modify Skill Number: Conditions
under which repair is attempted, availability of
tools, etc.
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25
26
.. . Moderation in the
Defense of Freedom
is No Virtue.
GAMEMASTER BOOK
PRICE OF FREEDOM
..............................=-.....,......=
8. Bero Points
(8.1) More about Hero Points
Player characters lire beneT than others This 15
whose
liTe
COUToge
their pants one leg al II. rime, lind they obey the
normal Tules of the game - eKcept In moments
of great dl!lnger or stress. when they show why
they lire the stuff of heroes. In g3me terms, we
represent reaching b;-Jck for 50mething II!xtra or
GMing Tips
Urin. In the Re.l Wodd
Let's assume that, through foo{hardlness or
sheer bad luck, II PC 15 standing lit the point
of Impac1 lor a shell from the milin gun of a
Soviet T-80 lonk. By the letter 01 the rules. the
player can elect to "dodge II bullet," thereby
"dl\llng out of the wily
unhurt;" ond by the
application of common sense and II rigorous
Interpretation of the main gun combat rules,
you can place his charocter one hex Into the
blast Rldlus of Ihe iheIIand wry probably blow
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27
receive INII
38
9. Movement
"10m free as nature first mode man,
Ere the base lows oj uTlIl/ude beg<ln,
When wild in woods the noble so ...oge ron ."
- John Dryden
(9.1) In Combat
In combelt, ch<lracters move by choosing one
of the movement lICIIons (move, rapid fire and
move, ch<lrge/melee, etc.) . The "combat rate"
colum n of the Travel Chan Indicales the number
01 movement points <l char<lcter choosing the
"move" action receives; a ch<ll"llCler choosing
"rapid fire and move~ or one of the other movement actions receives one-haH th<lt number
(rounding down).
Exa mpl e A wlilking chillracter who chooses
~move~ has 5 movement points; one who chooses
"charge/melee" h<ls 2. A charllCler riding a horse
has 20 movement points, 10 If he chooses "rapid
fire and mo ... e."
Walking charllClers and ones riding horses (or
olher similar animals)
may choose
"charge/melee;" characters riding vehicles may
not.
For combat purposes. vehicles mav accelerate
to the top rate listed in one combat round, and
decelerate to 0 the next. The movement rates for
vehicles presume fairly slow, cautiOUS mo ... ement
- as is likely in combat conditions. You mllY, If
you like. allow f<lster movement, but must then
lake Inlo account IIcceleratlon lind deceleration
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(9.2) Chases
PRICE OF FREEDOM
America - Love It
or Leave It.
10. GeDeral
Survival
"It is a strange desire to seek power and to lose
liberty."
- Francis Bacon
...
PRICE OF FREEDOM
GAMEMASTER BOOK
(10.4) Drowning
If a character enters the water and fails his swimming skill roll (see 7.6), he begins to drown. A
drowning character must make another skill roll
every combat round, but his skill number is halved.
Any successful roll means he is no longer
drowning, and may swim normally, without the
need for another skill roll. If he fails twice, he is
fatigued; if he fails 6 times in a row (90 seconds),
he is exhausted and unconscious. If, once
39
(10.5) Weight
For the sake of Simplicity, all characters are
assumed to be able to carry 50 kilograms in a pack.
The Load Chart (see Gamemaster Charts) lists
the weights that various animals and vehicles can
carry.
The Equipment Chart (also in the Player
Book) lists weights for various items of equipment.
For the sake of simplicity, the game master may
assume that every character carries a "freedom
fighter's pack:' which weighs 20 kilograms, and
includes everything listed on the Freedom Fighter's
Checklist (see Freedom File A),
(10.6) Currency
At the beginning of the game, before the Occupation is fully under way, American currency
may still have some value. As time goes on, its
value will decline precipitously. As the new government nationalizes all business and as the Soviets
loot America to enrich themselves, goods will
become scarcer and scarcer. Most goods will be
distributed according to privilege, not cash; Party
members will be able to shop at special stores
where high-quality goods are widely 'available at
low prices, while no quantity of Federal scrip will
allow a normal citizen to get what he wants.
However, Virtually anything will be available on
the black market. Gold will be the most common
medium of exchange. The only paper money of
any value will be Italian lira and Japanese yen,
and both will be hard to come by.
The Equipment Chart (in the Player Book) lists
black market gold prices for a wide variety of
weapons and other forms of equipment. The
prices quoted are suggested gUidelines; prices vary
from area to area and from time to time. Feel free
to inflate or decrease prices as you wish. Be aware,
also, that Joe Freedom Fighter cannot just walk
down to the comer gun shop and pick up a 81mm
mortar; making contact with the black market and
making a deal without being turned in to State
Liberte, Egalite,
Fraternite.
In Deo Speramus.
In God We Hope.
(10.7) Falling and Collisions
When a character falls a distance greater than
3 meters (1 elevation level), or collides with an object while moving at more than 5 kilometers/hour,
a roll must be made on the Falling and Collisions
Table (see Gamemaster Charts). Follow the procedure indicated on the table; the result indicates
whether the character suffers no iU effect, or is
stunned, lightly or heavily wounded, incapacitated
or killed.
40
GAMEMASTER BOOK
PRICE OF FREEDOM
...
PRICE OF FREEDOM
(11.2) Leadership
Some NPCs are leaders; all leaders have a
leadership value between 1 and 19.
A leader reduces the panic level of all NPCs
within two hexes. Subtract the leadership value
from .the panic levels of the NPCs before rolling
for panic.
A leader's value does not affect his own panic
level.
If a leader panics, his value does not reduce the
panic levels of other characters.
A leader may benefit any number of NPCs
within two hexes; however, If there are two or
more leaders in play, each NPC can only be
benefited by one of them on a particular combat
round.
Example: Lieutenant Fomevoski has a panic
level of 3 and a leadership value of 2; he commands 6 soldiers, each of whom has a panic value
of 7. If fumevoski does not panic, any soldier
within 2 hexes of him has an effective panic value
of 5 (7-2=5).
(11.3) Preservation
If the PCs are likely to engage a group ot NPCs
in combat, the NPCs are usually .assigned a preservation level.
If the total number of "active" men in the group
is ever reduced to or below the preservation level,
the group becomes demoralized. Any
unwounded, stunned, lightly or heaVily wounded
character is active; Incapacitated and dead men
are not.
Example: A group of fifteen people has a
preservation level of 9. If six of the group are
incapacitated or dead, the group is demoralized.
When a group Is demoralized, its members
attempt to flee, hide, or surrender. You may
choose which option each individual chooses, but
in general, the group ce.ases to operate effectively
and engages In combat only If absolutely
necessary.
Player characters never become demoralized.
GAMEMASTER BOOK
(12.3) Elevation
Contour Lines
41
42
(12.4) Buildings
(13.1) Activation
A building's roof is always considered 1 elevation level higher than the building itself (unless
otherwise speCified).
In buildings with more than one floor, each floor
is 1 elevation level higher than the next, and the
roof is 1 level higher than the highest floor.
Apertures
All buildings have apertures. There are three
types of apertures; doors, windows and slits.
An aperture has a field of vision (see Arc of Fire
Diagram in the back of thiS booklet). A character
inside a building may trace a line of sight through
an aperture to any hex in the aperture's field of
vision, but not to a hex outside the field. Likewise,
a character outside a bUilding can only trace a line
of sight through an aperture into the building if
the character is located in the aperture's field of
vision.
A line of sight can never be traced into or out
of a building across a non-aperture hexside.
If a character is not adjacent to an aperture hexside, he may only see other characters immediately
adjacent to the aperture hexside, or one hex away.
A character two or more hexes behind the aperture cannot be seen.
13. OBSERVATION
AND ACTIVATION
GAMEMASTER BOOK
PRICE OF FREEDOM
Bailie SceDario:
Assaull OD GreeD MouDlaiD
Introduction
Assault on Green Mountain is a straightforward
infantry assault scenario. Its primary purpose is to
introduce you to the line-of-sight rules.
We recommend you play the Soviet side
(against one of your players), as this is the perspective from which you will conduct combat in an
adventure.
Set-Up
Use Map 2.
The American player has six characters; use
counters "I" through "6". Stats are provided on
the Character Roster below.
The American characters begin anywhere on
the game-map the American player wishes.
However, he does not actually place counters; he
should note, on the Character Roster, where each
character is located. All Americans begin standing.
The Soviet player controls twelve characters one leader (use counter ''1'(') and eleven others
(use counters D through N). On the first gameturn, the Soviet characters enter along the righthand edge of the game-map anywhere from hex
2910 to 2925, inclusive. They are placed on the
game-map. They may be standing or prone, as
the Soviet player wishes.
Sequencing
When using THE PRICE OF FREEDOM's
combat system in an adventure, all characters perform actions more or less Simultaneously, with the
gamemaster ruling when this creates a problem.
In a game played competitively between two
players, stricter rules are needed.
During the Combat Resolution Segment, both
players must declare which of their characters are
firing or throwing grenades. If any of a player's
characters are holding for opportunity fire, he must
announce this at this time. All fire is then resolved;
all non-opportunity fire is considered simultaneous
(as usual) and no combat results are applied until
fire is resolved. Then, any return fire from
opportunity-firing characters occurs.
Then, the players each roll the die. The higher
roller has the initiative. (Reroll if the rolls are tied.)
PRICE OF FREEDOM
Observation
All characters begin inactive.
An American character is automatically alerted
the instant he can trace a line of sight to a Soviet
character. (No alertness roll is required.) No
American character may take any action until
alerted.
Soviet characters are alerted normally (by the
rules of 13.1). The American player must tell the
Soviet player when an alertness roll is required.
(Note: This requires a certain amount of honesty on the American player's part.)
Soviet characters may move but may not fire,
throw grenades or engage in melee until alerted.
Map
The square in hex 1117 is a watchtower. The
hex itself is at elevation 3, but the watchtower is
at elevation 4. There are stairs in the watchtower
(see 12.4).
A character up the watchtower is treated as
behind a window when receiving fire.
Characters may leave the game-map by moving to a map-edge hex and spending one movement point.
GAMEMASTER BOOK
Preservation
Neither player has a preservation level (see
11.3). However, the victory conditions (see below)
are designed in such a way that, when a player
decides he will be defeated, he can save victory
points by having his remaining characters exit the
game-map.
43
Victory Conditions
The game ends when only one player has any
non-incapacitated, living characters on the gamemap. At that point, the players determine how
many victory points each receives, according to
this schedule:
Americans Soviets
1
2
for each enemy character
killed or incapacitated
1
for each friendly character
2
who exits the game-map
alive'
for being the only player
19
19
with active characters on
the game-map
'Only the player who does not have any active
characters left on the game-map scores points for
exiting characters.
Subtract the smaller total from the larger, and
refer to this schedule to determine the level of
victory:.
o 6 draw
7
10 marginal victory
11 - 20 substantial victory
21 + decisive victory
GBENADES
"Mine eyes have seen the glory of the coming of
the Lord:
He is tramping out the vintage where the grapes
of wrath are stored."
Battle Hymn of the Republic
Character
Roster
SOVIETS
FREEDOM
FIGHTERS
MP
AR
...
:c
::s
:::)
()
,.!.
CD
en
Q.
()
'2
as
a.
~
CD
'1:1
as
White phosphorus grenades spray their surroundings with burning fragments. Each fragment bums
and continues to burn for some time. White
phosphorus contains its own oxidizing agent, so
it will continue to burn even after penetrating flesh
- not very pleasant stuff.
White phosphorus grenades are treated in the
same fashion as fragmentation grenades, except
that:
All characters in the grenade's hex and all
characters within two hexes are affected by the
grenade.
Damage is not increased if the target area is
vented or enclosed. (White phosphorus grenades
do not do damage from fragmentation and concussion, but from the burning fragments they produce.) Terrain still affects damage.
If a character is wounded (not incapacitated) by
a white phosphorus grenade, on the next round,
roll the die again. On a roll of 1 through 5, the
burning white phosphorus inflicts more severe
damage; his wound class increases by one level
of severity (from light to heavy, from heavy to
incapacitated) .
White phosphorus grenades may also start fires
in nearby vegetation, etc.
White phosphorus grenades provide illumination at night; see 19.3., Night Operations.
gj
CD
1:::
CD
ta
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as
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15
12
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0
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12
12
10
MP
pistol
DOD
DOD
DOD
DOD
DOD
DOD
DOD
DOD
DOD
DOD
DOD
pistol
pistol
pistol
pistol
10
12
12
10
12
10
LMG
10
12
12
10
12
10
10
12
12
10
12
10
10
12
12
10
12
10
10
12
12
10
12
10
10
12
12
10
12
10
AR
AR
AR
AR
AR
AR
AR
AR
AR
AR
10
12
12
12
12
10
10
12
12
10
12
10
10
12
12
10
12
10
10
12
12
10
12
10
10
12
12
10
12
10
e
~ II(e
as
pistol
pistol
pistol
pistol
pistol
pistol
pistol
14
15
15
15
15
AR
AR
AR
pistol
14
15
15
15
15
rifle
pistol
14
15
15
15
15
rifle
pistol
14
15
15
15
15
rifle
pistol
14
15
15
15
15
14
15
15
15
15
'1:1
i:L
'0 '1:1'1:1
as
';) cc
as,as
~
as
(3
e
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12
(14.3) Smoke
(I)
Skills
.3 <C :e
3
(14.1) Fragmentation
Q.
.!
C
pistol
pistol
0
0
"
DOD
DOD
DOD
DOD
DOD
DOD
DOD
DOD
DOD
DOD
DOD
DOD
Molotov
Molotov
0
0
= machine pistol
= automatic rifle
44
GAMEMASTER BOOK
PRICE OF FREEDOM
of smoke stretches.
Several smoke markers are provided. Place one
in the hex where the grenade landed, and 0I1e in
each hex through which the line of smoke passes.
A line of smoke will not pass through walls. If
it would normally do so, a smoke marker is placed
in the last hex before the wall, but not in ones
beyond it.
A line of smoke will pass through an aperture,
but stops one hex beyond it.
A hex containing a smoke marker is treated as
a blocking terrain hex for line-of-sight purposes.
Under normal circumstances, smoke lasts for 10
combat rounds, after which it dissipates. In an
enclosed space (e.g., a building) it will last
indefinitely (relative to the timespan of a combat).
In high winds, smoke will dissipate more rapidly.
(14.4) Gas
A gas grenade produces a line of gas, in the
same fashion as a smoke grenade.
Gas does obscure vision, but not as well as
smoke. If a line of sight is traced through gas,
targets in the gas hex and the first three hexes
beyond it may be observed; targets farther away
may not.
Characters in gas masks are not affected by gas.
A character in a gas hex without a mask must
make a constitution attribute roll every combat
round. If he fails a roll, he is overcome by gas; the
only actions he may take are to crawl out of the
gas cloud, fall prone, and spend ten minutes (40
combat rounds or so) coughing and choking.
A character in a gas hex who panics is also overcome by gas.
Gas dissipates in the same fashion as smoke
(see above).
(14.5) Antitank
Antitank grenades work in the same fashion as
fragmentation grenades, except that they use a
different line of the Grenade Table (see Freedom
File D) and are more effective against vehicles
(see Gamemaster Charts).
15. MELEE
WEAPONS
There are three weapons listed on the Melee
Combat Table (see Freedom File D): knife, club,
and garotte, Knives and clubs come in three sizes
- small, medium and large.
Naturally, a character will not always be using
exactly one of these weapons - they may choose
to use nunchucks, epees, or what have you. For
PRICE OF FREEDOM
16. HEAVY
WEAPONS
"This country, with its institutions, belongs to
the people who inhabit it. Whenever they shall
grow weary of the existing government, they can
exercise their constitutional right of amending it,
or their revolutionary right to dismember or overthrow it."
- Abraham Lincoln
GAMEMASTER BOOK
Scatter
When a shell from a heavy weapon scatters, it
may scatter more than one hex. When a character
misses, subtract his modified heavy weapons skill
from the actual die-roll. If the result is 5 or less,
refer to the the Grenade Scatter Diagram to determine where the shell scatters; if the result is 6 or
more, use the Artillery Scatter Diagram (see
Gamemaster Charts).
45
(16.3) Bazookas
Bazookas are crew weapons. That means that
firing a bazooka takes two people, both of whom
must spend two full combat rounds working
together to fire the bazooka. One person acting
alone can still fire a bazooka by himself, but doing
so takes twice as long - four full combat rounds.
Bazookas ignore the ammo point rules, as do
rifle grenade launchers (see above).
46
17. MINES
There are four types of mines: antipersonnel,
antitank, gas and claymore.
If mines exist in a combat area, the gamemaster
will note in which hexes they are located before
combat begins.
If the PCs have mines, any character with a
demolitions skill can plant them. Planting a mine
is an easy task; any character with a skill of 10
or more can plant one without making a skill roll,
and other characters double skill numbers when
planting a mine. (A failed skill roll means the mine
blows up in the planter's hex.)
Improvising an antipersonnel mine from a
grenade is a normal-difficulty task, requiring an
unmodified skill roll.
A mine can only be triggered once; once triggered, it ceases to exist.
Essentially, mines act just like grenades, except
that they are not thrown and do not scatter.
Instead, a mine is triggered when someone enters
its hex.
GAMEMASTER BOOK
Vehicles
Tracked vehicles may cross straight wire with
impunity. Wheeled vehicles may cross wire ~t a
cost of 2 movement points; however, they rtsk getting a flat tire. When a wheeled vehicle crosses
straight wire, make a driving skill roll for the driver.
If the roll fails, the vehicle has suffered a flat.
Horses
Horses may jump over wire. When a horse does
so, make a horseriding skill roll for the rider. If it
fails, the horse has balked and refuses to jump.
The rider may try to get the horse to jump on a
subsequent combat round, but may not move any
farther in the current one. When a horse balks,
the rider must make a second skill roll; if this one
fails, he's been thrown into the wire, suffering a
light wound.
If a rider does not know of the presence of wire
and attempts to ride across it, make an alertness
check. If he fails, he does not see the wire in time,
and rides into it. Both rider and horse fall: the rider
suffers a light wound, and the horse a heavy one.
The horse stands up in the follOWing combat
round; it will run away unless someone grabs the
reins. The rider must spend 2 rounds disentangling
himself from the wire (unless he wants to suffer
another light wound).
If the alertness check succeeds, the character
may attempt to jump the wire, following the rules
above.
19. NIGBT
OPERATIONS
The main problem when fighting at night is
observation; observation ranges are severely
restricted (see the Sighting Range Table in the
(19.4) Flares
Characters are sometimes equipped with handfired flares.
When a character fires a flare, he should specify
a destination hex for the flare. Using his Pistol skill,
determine whether the hex is "hie' If not, determine where the flare scatters using the same rules
as for heavy weapons (see 16).
Unlike white phosphorus grenades, flares are
equipped with parachutes. They ignite, then slowly
drift toward the ground. Consequently, light from
a flare is not blocked by blocking terrain or elevation (but can be blocked by a roof).
A flare lights up all hexes within six of the target
hex.
In a moderate wind, a flare drifts 1 hex downwind per combat round; in a strong wind, it may
drift as much as 5 hexes. (If the wind is too strong,
the parachute may not open properly.)
A flare provides illul'(lination for two combat
rounds.
(19.7) Searchlights
Searchlights are stationary - their location may
not be changed. However, each searchlight has
a facing it mustface toward one ofthe six hexsides of the hex it occupies .
A character in the same hex as a searchlight may
operate it. Operating a searchlight takes a complete
combat round; the operator may take no other
action. The operator may change a searchlight's
facing by one hexside each combat round. If a
searchlight has no operator, its facing may not be
changed.
Facing changes occur at the end of the combat
round, after all movement and combat.
The area illuminated by a searchlight depends
on its current facing - see the Searchlight/Arc of
Fire Diagram (at the back of this booklet).
A searchlight does not illuminate its own hex
or the three hexes immediately in front of it. It
illuminates all other hexes in the cone determined
by the searchlight diagram, out to a distance of
15 hexes.
Searchlight illumination is blocked by blocking
terrain and elevation changes.
Characters in a searchlight's area of illumination,
and ones within the searchlight's cone but farther
than 15 hexes away, may attempt to shoot out the
searchlight. (Other characters may not.) Any
successful fire destroys the light.
Gamemaster Charts).
PRICE OF FREEDOM
GAMEMASTER BOOK
47
Bailie SceDario:
The ArseDal iD BudsoD Mall
Introduction
The Soviets are using a warehouse in Jersey
City as an ammo dump. Your mission: blow it up.
This scenario is intended as an introduction to
the heavy weapons and night operations rules.
Set-Up
Use Map 1.
It is night; it's raining heavily.
There is a searchlight on the roof of the
warehouse at hex 1523. It begins facing toward
the top of the map, and turns one hexside
clockwise every combat round until the Soviets are
alerted (at which point the operator may point it
where he wishes).
The American player controls six characters; see
the Character Roster below. On the first combat
round, they may enter in any hexes between 1001
and 1014. They are alert and can act freely from
the start of the adventure.
The Soviet player controls ten characters (see
the Character Roster). He must place them in the
hexes indicated on the Character Roster. All begin
standing.
The Soviet player has three antipersonnel
mines. Before the game begins, he must decide
where they are placed, by noting a hex number
for each on scrap paper.
48
Victory Conditions
To the Polls.
Ye Sons of Freedom.
Map
The map terrain is described in "The PATH of
Freedom," section 2.7.
A character may exit the map by moving to a
map-edge hex and spending one movement
point. Exited characters may not reenter.
There is a stairway to the roof in hex 1125.
Characters in that hex may move from or to the
roof by spending 2 movement points. A character
on the roof at the edge of the building can also
leap to the ground; if one does so, roll for him on
the left-most column of the Falling and Collisions
Table (see the Gamemaster Charts).
GAMEMASTER BOOK
PRICE OF FREEDOM
Character
RO$ter
l1
- - :.
:c
~
<
1124
10
12
1523' 5
12
1523' 7
...
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I)
0.
I
:::J
I)
FREEDOM
FIGHTERS
(.)
I!!
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2 "0
co
en
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SOVIETS
Skills
0.
III
III
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12
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1825
12
12
12
2423
10
12
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12
1125' 10
12
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E
E
co
CD
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pistol
DOD
MMG DOD
AR DOD
AR DOD
AR
DOD
AR DOD
AR DOD
SMG DOD
SMG DOD
AR
1123
10
12
12
12
1524
10
12
12
12
1525
10
12
12
12
1325
10
12
12
12
15
14
19
12
10
12
AR
15
14
15
12
18
TG
15
14
15
13
15
AR
15
14
15
18
10
18
10
12
AC
15
14
15
16
15
10
15
AR
DOD
DOD
DOD
DOD
DOD
DOD
15
14
15
12
10
AR
= on the roof
AR = automatic rifle
AC = automatic carbine
MP = machine pistol
20. VEHICLES
(20.1) Movement
A vehicle may only move if driven. On a turn
in which a vehicle moves, the driver may take no
other action.
Vehicles' movement allowances in combat are
determined by the Travel Chart (see the last pages
of this booklet). Movement point costs for vehicles
are determined by the Terrain Effects Chart (see
Freedom File D).
Terrain costs depend on the type of drive a
vehicle possesses - rear-wheel, 4-wheel, or
tracked. The Vehicle Chart (see Gamemaster
Charts) lists each vehicle's drive type.
A vehicle must face toward one hexside at all
times. If it enters one of its three rear hexes, it is
backing up; a vehicle which backs up in a combat
round may only spend 5 movement points that
round. (N.B.: Motorcycles need not worry about
facing.)
When a vehicle moves forward, it may move
into the hex it is facing, or into either flanking hex.
If a vehicle moves into a flanking hex, its facing
is changed so that it now faces away from the hex
it just left.
Tracked vehicles (but not other ones) can
change facing while staying in a hex. Changing
facing by one hexside costs one movement point.
(20.2) As Targets
Armor Ratings
Refer to the Vehicle Chart (one of the
Gamemaster Charts). It provides data on a wide
range of vehicles, from passenger cars to Soviet
tanks.
PRICE OF FREEDOM
WP
BT
SC
Dyn
=
=
=
=
III
I!!
.1::
0"0
.9-
0
0.
co
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E
cC
pistol
pistol
:::J
Explosives
1)0
1)0.
_co
~~
FG 0
pistol
pistol
DO;
Frag DO;
Frag DO;
Frag DO;
pistol
Frag
pistol
pistol
pistol
pistol
pistol
Frag
MP
DO
0
SK
Dyn
pistol
garotte
Dyn
pistol
SK
DOD pistol
WP 0; FG 0
WP 0; FG 0
WP 0; FG 0
DOD; SC 0
DOD
FG 0
GAMEMASTER BOOK
WP 0; BT 0
DO; WP 0; BT 0
Frag DO
Frag DO
Frag DO
Frag DO
pistol
E~
EO.
cC~
Obstacles
Obstacles such as walls, bunkers, overturned
cars, etc., can be treated as having armor ratings.
The Obstacle Chart provides some gUidelines (see
Gamemaster Charts), but the game master is the
final arbiter. When a weapon is fired at an obstacle,
determine its armor rating. Resolve fire as you
would against a vehicle with that armor rating.
Throwing Grenades Into Vehicles
When a character attempts to throw a grenade
into a vehicle, he uses the Grenade and Mine
Combat Table, not the Grenade and Mine Vs.
Vehicles Table. If he is throwing a fragmentation
or high explosive grenade (or Molotov cocktail,
dynamite or satchel charge), and he succeeds in
throwing the grenade into the vehicle, the
occupants of the vehicle suffer damage as the
Grenade and Mine Combat Table indicates. The
vehicle itself is inoperable thereafter.
The Vehicle Chart classifies vehicles as opentopped, glassed, or enclosed.
49
50
Self.Propelled Artillery
The SAU-122 has 4 crewmen, and acts like a
4-crew Soviet tank. The SAU-152 has 5 crewmen;
the fifth crewman is also a loader. If either loader
is missing, the vehicle fires at half its normal rate.
If both are missing, its rate of fire is quartered.
GAMEMASTER BOOK
Machineguns
Many vehicles mount medium or heavy
machineguns. Mounted machineguns are either
coaxial or pin-mounted. A pin-mounted
machinegun can fire in any direction, but can only
be fired when the vehicle is open. A coaxial
machinegun can only fire in the vehicle's arc of
fire, but can be fired whether the vehicle is open
or buttoned-up.
Characters use the automatic weapons skill to
fire vehicle-mounted machineguns.
Most pin-mounted machineguns can be dismounted - that is, detached from their vehicle
and carried elsewhere.
Main Guns
Some vehicles have small main guns; some
have large ones.
A vehicle equipped with a main gun may not
fire it at anyone within four hexes of the vehicle.
(The gun barrel cannot depress far enough to sight
on closer targets on the ground - vehicles or large
objects within four hexes can still Qe fired on.)
A character firing a main gun uses his gunnery
skilL Refer to the Vehicle Weapons and Artillery
Combat Table (see Gamemaster Charts) to
determine range.
[f the main gun fails to hit its target, use the same
rules as for heavy weapons to determine scatter
(see 16).
Main guns can fire two different types of
ammunition; penetrator rounds and HE (high
explosive) rounds. The two have different damage
sections on the Vehicle Weapons and Artillery
Combat Table.
The Vehicle Chart indicates the number of shel1s
of each type a vehicle carries for its main gun, not
the number of clips. Main gun ammunition does
not come in "clips;" as long as the loader (or
automatic loader) is operating, the weapon is
reloaded as soon as fired and can be fired every
combat round.
Recoilless Rifles
For all game purposes, recoilless rifles are treated
like small main guns.
Autocannons
Autocannons have a rate of fire of 5; like heavy
weapons, they can be fired at up to 5 targets. Like
main guns, they can fire penetrator or HE rounds.
The Vehicle Chart indicates the number of
points of each type of ammunition a vehicle can
contain. For game purposes, the ammunition is
in a single "clip", so the autocannon never runs
out of ammunition until all the autocannon ammo
in the vehicle is consumed.
Autocannons are fired using the gunnery skill.
ATGMs
Vehicle-mounted ATGMs are used in the same
way as regular ATGMs (see 16.4). The main
difference is that vehicles are equipped with a
larger number of shells ~ typically 5 to 8. An
ATGM can be fired once if the vehicle that carries
it is buttoned-up, but cannot be fired again until
it opens up. (Reloading the launcher requires the
vehicle to be open.) Exception: A buttoned-up
M-2 can fire ATGMs twice.
I\TGMs are fired using the heavy weapons skill.
Automatic Grenade Launchers
Some vehicles mount Mark 19 or AGS-17
automatic grenade launchers. They are treated like
normal such launchers. Indeed, like pin-mounted
machineguns, they can be dismounted.
PRICE OF FREEDOM
APCs
APCs can "swim:' This means that, when buttoned up, they can drive into water, run their
wheels or tracks to provide some forward propulsion, and move slowly across the water. They can't
deal with any substantial surf, and will drift fairly
quickly with currents in water.
Any buttoned-up APC may move across a
stream, river, or lake at the rate of 2 hexes per
combat round.
Tanks
Virtually all modem tanks are equipped to
"snorkel." Too heavy to "swim:' they can trundle
along the bottom of a river or lake, taking in air
through a snorkel. They cannot cross deep
obstacles or deal with surf, as the snorkel would
be swamped.
Preparing a tank for snorkeling takes between'
15 minutes and 8 hours. (The smaller figure applies to the most modem American tanks, and the
largest figure applies to somewhat antiquated
Soviet ones.) Consequently, it's not something that
can easily be done while you're being shot at.
A tank prepared for snorkeling cannot fire its
weapons.
A tank can move across a river or lake bed at
the rate of 1 hex per combat round.
N.B.: M-60s are capable of deepwading, but
cannot snorkel.
Volkswagens
Yeah, yeah, okay, if you've got an old VW bug,
it can swim, too, as long as it hasn't rusted out too
badly.
(20.7) Miscellaneous
Vehicle Rules
Motorcycles may not back up, but can change
facing at any time at no cost in movement points.
Motorcycle sidecars can accommodate 1 to 2
passengers; also, one character may ride behind
the driver.
Tractor-trailer trucks may only operate on roads,
take up two hexes, and are treated as two separate
vehicles for hit purposes
a cab and a trailer. If
the trailer is destroyed, it can be disconnected from
the cab.
Buses may only operate on roads.
Characters may ride on a tank. Six characters
may do so; tanks cannot fire their main guns while
carrying riders. Tank riders cannot be affected by
mines which the tank triggers (except for gas
mines).
Player Book).
PRICE OF FREEDOM
51
Illumination
Illumination rounds are treated in section 19.5.
A shell's "blast radius" is the radius of its illuminated
area (Le., a shell with a blast radius of 30
illuminates all hexes within 30 of the hex it
occupies).
Gas
There are, in fact, two kinds of artillery-delivered
gas shells; regular gas and nerve gas.
A gas shell covers its impact hex with gas, as
well as all hexes within its "blast radius:'
Regular gas has the same effect on people as
gas from gas grenades (see 14.4).
Nerve gas kills everyone in the area. The only
exceptions are people in pressurized vehicles (like
APCs) or chemical warfare protective gear, and
people who have a chemical antidote.
Death occurs within 4 to 12 combat rounds,
depending on denseness of clothing, whether or
not a gas mask is used, ambient temperature, etc.
22. BECOILLESS
BIFLES
A recoilless rifle is a sort of portable small main
gun. Like mortars, it can be broken into four pieces
for carriage (see EqUipment Chart). It is a crew
weapon and requires two to operate at its full rate
of fire. Recoilless rifles are sometimes mounted on
jeeps or other vehicles, or fired from a tripod.
Characters fire recoilless rifles using their
gunnery skill.
Recoilless rifles can only be fired at targets to
which the firer can trace a line of sight.
The "small main gun" line of the Vehicle
Weapons and Artillery Combat Table is used when
a recoilless rifle fires to determine range and
damage.
23. BOBSES
Guerrillas may have a hard time finding both
vehicles and fuel. Too, even the hardiest of 4-wheel
vehicles may have trouble traveling the trackless
wildernesses and mountain ranges where guerrillas
operate. Horses, donkeys and mules can carry
substantial supplies, and live largely off locallyavailable fodder. Horses, when properly trained,
can be ridden into combat. Though horses are
vulnerable to modern weapons, most guerrilla
combat is fought at close range - when the shock
of a cavalry charge may still be telling.
(23.1) Long-Distance
Movement
When out of combat, horses can be used as
riding and pack animals. Refer to the Travel Chart
(see the back of this book). As it indicates, a horse's
long-distance rate is 5 km/hour, the same as a
human's. Over long distances, a human can, in
fact, outrun a horse '(as horses have inferior
stamina).
Horses moving at the indicated rate fatigue at
the same rate as humans.
However, specially trained horses can, with light
loads, travel much faster - up to 20 km/hour.
Such horses will be fatigued after 1 hour and
exhausted after 2 - and dead after 4 hours of
continuous riding. Horses travelling at this rate can
carry no more than 1 person plus 30 kg; must
travel over clear terrain or roads (dirt roads are
52
allowance of 20.
We Owe Allegiance
to No Crown.
(23~2) Loads
Horses are not the only load-bearing animals
available. Donkeys, mules, oxen and goats have
all been used as pack or draft animals, with some
success. Oxen make better draft than pack
animals; their sharp spines make loading them
with goods difficult, while their strong shoulders
make pulling loads easy. (Indeed, the ox was the
draft animal of choice in the ancient world; the
lack of an adequate horSe collar meant that a horse
used as a draft animal was always on the verge
of strangulation.)
Goats are too small to carry any substantial load,
but are at ease in rocky and mountainous terrain
(do not reduce long distance rate in hills or
mountains). Characters operating in such terrain
may find them useful. It should be noted that
Yugoslavia has maintained a unit of goat-drawn
artillery since the Second World War.
The Load Table (see the back of this book) lists
the number of kilograms each animal can carry
as a pack animal, and typical weights than can be
pulled by each as draft animals.
Incidently, if you want to get really exotic, the
Forestry Service has experimented with.the use
of llamas, which can carry heavier loads than
goats, are more docile, and are equally at home
in mountains. (They do smell, though.) Also, the
U.S. Cavalry used camels in the American
Southwest during the late 19th Century ...
GAMEMASTER BOOK
PRICE OF FREEDOM
PRICE OF FREEDOM
GAMEMASTER BOOK
53
54
GAMEMASTER BOOK
ing unemployment to be "hooliganism;' and sending hooligans to the slave labor camps for
"reeducation;'
Private education will be abolished, and mandatory public education will become truly mandatory and public. The quality of education may
even improve, as children Jearn that failing to do
homework, attend school, and pay attention are
followed by real and severe punishment.
Needless to say, all forms of public entertainment (including teleVision, Videos, movies, books,
magazines, radiO, records, games, etc., etc.) will
come under stringent censorship. Popular culture
(genre fiction, rock, comic books, roleplaying, etc.)
will be abolished as "decadent" and "bourgeois:'
Goods will Virtually evaporate from the few remaining state-run stores. Shopkeepers, now
bureaucrats who depend on faceless bureaucracies
and not customers for their income, will have no
incentive to treat customers courteously or to provide them with goods they desire. Currency will
become increasingly irrelevant; no quantity of
dollars will get you quality goods. Only hard currency (gold) and connections can do that. The new
elite - Party members, bureaucrats, collaborators
wil11ive welL Everyone else will live miserably,
in crowded quarters, with an inadequate diet and
few outlets for recreation.
All education will contain a huge dollop of propaganda. Children will be encouraged to denounce
their parents for "counterrevolutionary activities."
The whole of society will come to realize that
critiCizing the new regime in any fashion is terribly
dangerous, and all criticism will come tq a halt.
The true state of affairs will become a secret from
Virtually the whole population; most of the country will not know about the gulags, and would not
believe it if told. Children, fed Soviet propaganda
at school and failing to receive contrary views from
frightened parents, will come to believe. Three
generations from the Occupation, America will be
a contented and enthusiastic slave to its Soviet
masters.
That's the plan, at any rate.
PRICE OF FREEDOM
When an asset's symbol is repeated (for example, see the motorized infantry symbol in Illustration AI, the major formation contains more
than one of the repeated asset. Example: The
American StrategiC Direction contains three fronts
(again, see Illustration A).
When a symbol is repeated, and one of the symbols is broken down into smaller formations, each
of the larger formations contains all of the indicated
smaller formatiOns. Example: Each front contains
two motor-rifle divisions, three Cuban/Nicaraguan
divisions, and so on.
ILLUSTRATION KEY
(wheeled)
rs::::.?I M:9torized infantry
~ (mechanized)
~ Airborne infantry
" (mechanized)
~ Airmobile infan~ry
~ Motorized infantry
(truck)
~ Motorized antitank
~ Airborne antitank
Airborne artillery
"Field artillery
G
B
Air defense
~Target acquisition
II I II Engineer
Chemical warfare
~ Parachute-rigging
1001 Aviation
Icp I Transport/Assault
helicopter
ICfP I Transport helicopter
ffiiMedical
B
B
Maintenance
Supply
ICD ISelf-propelled artillery
00 'Transportation
I ~ IMultiple
rocket
launcher
~ Headquarters
I7fl
S~rf~ce-to-surface
L.!.U mlsslle
PRICE OF FREEDOM
]KGB
GAMEMASTER BOOK
Front
Army
Division
Brigade
Regiment
Battalion
Company
Platoon
Section
55
Illustration A
f3
f4
f5
f6
f7
f8
flO
f9
fll
fl2
f13
.w-,
III
fl6
fl5
~E8~
f21
f20
56
f19
fl8
fl7
f14
GAMEMASTER BOOK
PRICE OF.FREEDOM
Illustration B
ASSAULT HELICOPTER REGI MENT
II
[,'
~'Q
II
[FA2
~FA3
[']~~
~FA5
~FA4
FAIl
~
FAI4
FA12
FA16
II
II
FAI5
Air Army
FA21
II
~8~
FA17 FAI8
FA19
~FA24
I
III
~ I~O~~lool
~~
XX
00
FA25
FA26
FA27
FA28
FA29
I
III
00
FA30
FA23
PRICE OF FREEDOM
II
XXXX
~FA22
~FA10
rc=;n,CJ
FA9
~FAI3
II
III
FA8
I
Tenk Brigede
X
Rocket Brigede
tFA20
[FA7
GAMEMASTER BOOK
57
Illustration C
Soviet/Warsaw Pact
Notorised Rifle Division
Ml
II
II
M2
M3
[;;J[9
M4
II
II
II
MS
M6
M7
II
MIS
M14
II
II
~~~mEE3~
MS
M9
Ml0
II
II
"M13
M12
MIl
M31
M32
II
~rnBIZSJOO
M17
M16
~~
~M1S
I
~~
M19
H2O
OOEE3~
---M22--
M23
M24
M25
M26
58
M27
M2S
M29
M30
M7: Electronic warfare/signals battalion. 27 officers, 253 enlisted men, 4 BRDMs, 13 motorcycles, and 52 trucks.
M8: Engineer battalion. 30 officers, 378 enlisted
men, 9 BMPs, 4 BRDMs, 50 trucks, 42 engineering vehicles (construction, clearance and minelaying), 3 tank-deployed bridges, 3 ferries and 4 pontoon bridges.
M9: Medical battalion. 35 officers, 123 enlisted
men, 20 trucks and ambulances.
MIO: Service battalion. 8 officers, 65 enlisted
men, and 6 trucks.
Mil: Transport battalion. 22 officers, 195
enlisted men, 210 trucks.
M12: Antitank battalion. 23 officers, 259
enlisted men, 18 Rapira-3 125mm guns, 6
BRDMs, 18 MT-LB gun tractors, 22 trucks.
M13: Supply battalion. 48 officers, 600 enlisted
men, 110 trucks.
M14: Surface-to-surface missile battalion. 18 officers, 138 enlisted men, 59 trucks, 4 Frog-7 rocket
launchers, 4 reload vehicles, 1 BRDM, and 1
BTR-60 or BTR-70.
M15: Military police company. 3 officers, 57
enlisted men, and 10 BTR-60s orBTR-70s.
M16: Maintenance battalion. 19 officers, 275
enlisted men, 8 cranes and tank recovery vehicles,
and 64 trucks.
GAMEMASTER BOOK
M17: Self-propelled artillery regiment headquarters. 27 officers, 144 enlisted men, 52 trucks,
3 BRDMs, and 2 BTR-60s or BTR-70s.
M18: Target-acquisition company. 12 officers,
90 enlisted men, 1 BRDM, and 7 trucks with
counterbattery radar, flash-ranging set, ground
surveillance radar and meteorological radar.
M19: One self-propelled artillery company: 21
officers, 180 enlisted men, 6 SAU-152 selfpropelled hOwitzers, 3 trucks and 2 MT-LBs.
M20: Two self-propelled artillery companies. 21
officers, 180 enlisted men, 6 SAU-122 selfpropelled howitzers, 3 trucks and 2 MT-LBs.
M21: One tank and three motor-rifle regiment
headquarters. 28 officers, 32 enlisted men, 4
BRDMs, '2 BMP-1s or BMP-Zs, 4 motorcycles and
12 trucks each.
M22: Motor-rifle regiments contain 1 tank and
3 motor-rifle battalions (two with BMP-1s or
BMP-2s and one with BTR-60s or BTR-70sl each.
Tank regiments contain 3 tank and 1 motor-rifle
battalions (with BMP-1s or BMP-2sl each. See illustration D.
M23: Air defense company. 6 officers, 59
enlisted men, 4 ZSU-23-4s, 4 SA-9 launch
vehicles, 3 BRDMs, and 6 trucks.
M24: Armored reconnaissance company. 5 officers, 45 enlisted men, 3 BMP-1s or BMP-2s, 9
BRDMs, 5 motorcycles and 1 truck with ground
surveillance radar.
M25: Electronic warfare/signals company. 9 officers, 72 enlisted men, 1 BRDM, 5 motorcycles
and 12 trucks.
M26: Engineering company. 10 officers, 85
men, 7 BTR-60s or BTR-70s, 3 minelaying
vehicles, 2 tank-deployed bridges, 4 truckdeployed bridges, and 24 engineering vehicles.
M27: Self-propelled artillery battalion. 21 officers, 180 enlisted men, 6 SAU-122 self-propelled
hOWitzers, 3 trucks, and 2 MT-LBs.
M28: Military police platoon. 1 officer, 19
enlisted men, and 4 BTR-60s or BTR-70s.
M29: Service/supply platoon. 1 officer, 26
enlisted men, and 7 trucks.
M30: Transport company. 5 officers, 69 enlisted
men, and 45 trucks.
M31: Medical company. 10 officers, 35 men,
and 6 trucks and ambulances.
M32: Maintenance company. 4 officers, 62
enlisted men, 2 tank-recovery vehicles, 1 crane,
and 16 trucks.
Russki Go Home.
PRICE OF FREEDOM
IIIIIIIIIIIIIIIIIIIIIIIIIIIIIIIIIIIIIIIIIIIIIIIIIIIIIIIIIIIIIIIIIIIIIIIIIIIIIIIIIIIIIIIIIIIIIIIIIIIIIIIII~
0C18E3:3
83
84
85
87
II
, ,cb,!:.
... .. ...,
I
~[~I
B:O
...~812
Illustration E
~~~
~
B13
Tenk Bettelion
~
~814
I
II
II
II
000@J
F14
F12
F13
Fll
~81S
~816
[ZSJ0GJmEEOOBCJ
F23
F16
F17
F18
F20
F21
F22
F19
(25.4) Motor-Rifle Division
Assets
This breaks motor-rifle battalions and tank battalions down to the platoon level. Motor-rifle and
tank troops rarely operate in smaller units.
Bl: BMP motor-rifle battalion headquarters. 7
officers, 21 enlisted men, 2 BMP-1s or BMP-2s,
1 BROM, and 3 trucks.
B2: Maintenance platoon. 7 enlisted men and
1 truck.
B3: Service/transport/supply platoon. 1 officer,
25 enlisted men and 12 trucks.
PRICE OF FREEDOM
0ffiB
F25
F26
F27
0Ei:3
F29
GAMEMASTER BOOK
F30
59
(25.5) Cuban/Nicaraguan
Infantry Division
Each occupation front contains three such divisions. The Cubans and Nicaraguans are highly
motivated, well-trained, intensely loyal, and have
considerable knowledge of counterinsurgency
operations (gained by the Cubans in Africa, and
the Nicaraguans in their war against the Contras
and later in the revolutionary struggle in Mexico).
Since Soviet troops are needed elsewhere, the
Russians treat their allies as a kind of "Hamburger
Helper;' filling out the occupation forces. This illustration breaks the division down to the platoon
level.
"
FI: Division headquarters. 120 officers, 340
enlisted men, 55 trucks and 6 Mi-8 helicopters.
F2: Air defense regiment. 60 officers, 228
enlisted men, 42 trucks, 12 S-60 guns, 6 SA-3
missile launchers and 24 SA-14s.
F3: Armored reconnaissance battalion. 25 officers, 88 enlisted men, 12 BRDMs, 6 BTR-60s,
and 8 trucks.
F4: Engineering battalion. 45 officers, 170
enlisted men, 24 trucks, 1 tank-deployed bridge
and 1 pontoon bridge.
F5: Medical battalion. 11 officers, 46 enlisted
men, 7 trucks and ambulances.
F6: Transport battalion. 8 officers, 52 enlisted
men, 36 trucks.
F7: Electronic warfare/signals battalion. 12 officers, 22 enlisted men, 6 trucks and 2 BRDMs.
F8: Service/supply battalion. 8 officers, 65
enlisted men and 20 trucks.
F9: Maintenance battalion. 4 officers, 20
enlisted men and 6 trucks.
FlO: Artillery regiment headquarters. 14 officers, 39 enlisted men, 3 BTR-60s and 2 BRDMs.
FII: 122mm howitzer battalion. 18 officers,
145 enlisted men, 18 D-74 howitzers and 36
trucks.
F12: 152mm howitzer battalion. 24 officers,
172 enlisted men, 18 D-l howitzers and 42 trucks.
F13: 130mm artillery battalion. 30 officers, 160
enlisted men, 18 M-46 guns and 40 trucks.
F14: Target acquisition company. 8 officers, 26
enlisted men, 6 BRDMs, 1 BTR-60, and 3 trucks
with ground surveillance, meteorological and
counterbattery radar.
F15: Three motorized infantry regiment headquarters. 29 officers, 64 enlisted men, 2 BRDMs,
1 BTR-60, and 4 trucks each.
F16: Motorized antitank platoon. 18 officers,
120 enlisted men, 6 SD-44 guns, 6 AT-3 suitcase
ATGMs (1st generation), and 18 trucks.
F17: Artillery platoon. 6 officers, 48 enlisted
men, 6 120mm mortars and 8 trucks.
F18: Air defense platoon. 9 officers, 71 enlisted
men, 6 ZU-23 guns, 6 SA-14s and 9 trucks.
F19: Engineering platoon. 6 officers, 32 enlisted
men and 6 trucks.
F20: Medical company. 4 officers, 13 enlisted
men and 4 trucks and ambulances.
F21: Transport company. 3 officers, 29 enlisted
men and 20 trucks.
F22: Electronic warfare/signals platoon. 2 officers, 11 enlisted men, 1 BRDM, 1 BTR-60 and
1 truck.
F23: Service/supply company. 6 officers, 38
enlisted men and 13 trucks.
F24: Three motorized infantry battalion headquarters. 3 officers, 12 enlisted men, 3 SA-14s,
1 BTR-60 and 2 trucks each.
60
Illustration F
I~"
;'6
A27
1026
1016
1017
A18
A28
102'
A30
A31
"33
GAMEMASTER BOOK
107
A8
A'
Al0
All
"12
A20
;'21
A22
A23
PRICE OF FREEDOM
GAMEMASTER BOOK
Small Arms
Stechkin Machine Pistol. 9mm. In use by some
officers.
MakarolJ Pistol. 9mm automatic. Walter PPKderivative. 6-round clip.
AK-74 Automatic Rifle. 5.45mm. 3D-round clip.
AKS-74 Automatic Rifle. Folding-stock version
of AK-74. Also available as a sUbmachinegun the AKR.
RPD Machine Rifle. 7.62mm. Drum-, belt- or
clip-fed.
RPK Light Machinegun. 7.62mm. Drum-, beltor clip-fed.
PK Medium Machinegun. 7.62mm. Drum-,
belt- or dip-fed.
DShK HealJY Machinegun. 12.7mm. Belt-fed.
SVD Sniper Rif/e. Semi-automatic. 7.62mm.
Clip-fed.
Grenades and Mines
RKG3M Antitank Hand Grenade.
RGD-5 Fragmenation Grenade.
RGD-l Smoke Grenade.
Illumination and gas grenades are known to be
in service.
Several types of antitank, antipersonnel and gas
mines are available. Gas mines usually contain
mustard gas.
Aircraft
Mi-2 Liaison Helicopter. Can carry 8 passengers
or 4 stretchers.
Mi-8 Medium Lift Helicopter. 32 passengers or
12 stretchers. Sometimes armed with rocket pods
and cannons when used for assaults.
Mi-26 HealJY Lift Helicopter. 70 passengers or
25 stretchers.
Mi-24E Assault Helicopter. 8 passengers or 2
stretchers. Armed with a mixture of rockets, AT-6
ATGMs, and a 4-barreled 23mm gatling gun.
Mi28 Attack Helicopter. 2 crewmen, no
passengers. Armed with rockets, AT-6 AlGMs, and
a 4-barreled gatling gun. Extremely fast and agile.
MiG-29 Air Superiority Fighter. l000km range.
Armed with gatling gun and 6 air-to-air missiles.
MiG-,f3 Air Superiority Fighter. 600km range.
Armed with gatling gun and 6 air-to-air missiles.
MiG-31 Long Range Reconnaissance Aircraft.
Speed in excess of Mach 3. 1500km range.
MiG-27 Multi-role Fighter. 600km range.
Armed with gatling gun, laser-gUided bombs and
rockets, also carries air-to-air missiles.
61
26. TllIELINE
America surrenders in the year "19xO." The
following years are 19x1, 19x2, and so on. The
previous decade was the 19wOs, and the following
will be the 19yOs.
(26.1) Prelude
19wO: USA, USSR sign START II, prohibiting
orbital defenses. Aid to Contras not renewed.
Communist government takes power in South
Africa. NASA's budget cut.
19w2: Panama falls to Communist insurgency.
West Germany calls for closer ties with Eastern
Europe. Democratic government established in
South Korea. America signs treaty which
effectively abolishes private property rights in space
or on the high seas.
19w5: Allegations that the Soviets are violating
START II agreements dismissed by an American
government determined to pursue good relations
with the USSR. Press decries those who press the
allegations as "right-wing lunatics:' Honduras,
Guatemala, Columbia fall to Communist insurgency. France pursues military build-up. Labor government takes power in Britain. NASA's budget cut.
19w7: Britain withdraws from NATO, all
American bases closed, unilateral disarmament.
Civil war in Mexico. Japan establishes close ties
with China. NASA's budget cut.
19w8: Ed Murphy elected President in a close
contest. His inauguration speech calls for a "new
sensitivity at home and abroad:' Berkeley elects
Communist mayor. NASA's budget cut.
19w9: Labor Party conference adopts Militant
Tendency platform Virtually unanimously.
Netherlands, Belgium, Denmark, Italy withdraw
from NATO. French military build-up continues.
Japan, China, both Koreas sign mutual defense
pact. NASA's budget cut.
19xO: Mexico City falls to Communist
insurgents. Soviet Union announces completion
of orbital defense network. Occupation begins.
THE SHAPE OF
THINGS TO COME
Note: We describe below our plans for supplementary material for THE PRICE OF
FREEDOM.
Within a few months of THE PRICE OF
FREEDOM's publication, we will publish a
game master screen, along with a booklet of supplementary material. Around the same time, we'll
also publish a full-length adventure set in Idaho,
tentatively called Your Own Private Idaho, written by Steve Gilbert.
Most adventures will include additional maps.
All will use the same scale and 16mm hexes, so
all may be used together.
Most adventures will also include several pages
of additional rules for use with THE PRICE OF
FREEDOM. We will not change the basic systems
in these rules; instead, we will introduce new
equipment and capabilities.
Miniatures for use with THE PRICE OF
FREEDOM will appear in the first quarter of
1987. Dark Horse Miniatures will be producing
these; see section 5.1 of the Player Book for
more details.
62
My Country,
Right or Wrong.
GAMEMASTER BOOK
Designer's Notes
It is traditional in notes such as these to be entertaining, or to preach pretentiously about the art
of game design. Instead, I'd like simply to thank
the intellectual forebears of the project.
Ken Rolston deserves a great deal of credit,
though his politics probably make him shudder at
the prospect. I have learned a great deal about
the nature of roleplaying from him in the last few
years - though I started by thinking there was little
I needed to learn.
Dan Palter first proposed a game set in a Sovietoccupied America some two years ago, and believed, from the start, that the idea was an extraordinarily powerful one. It was not until we
brainstormed on the background for the game's
future history that I realized how much potential
the idea had for a roleplaying setting.
Frank Chadwick deserves more credit than
anyone can give him, for breaking the path.
Twilight 2000 tells the stories of a post-nuclear
holocaust world in which the players are the survivors of a disintegrating U.S. Army Europe; THE
PRICE OF FREEDOM, of course, has the
players as guerrillas seeking to free America from
Soviet oppression. Both games have near-future
settings and a modem weapons orientation in
common, but they create two very different
roleplaying experiences.
Dave lsby is to be credited for interesting me
in modern military affairs to begin with. Adam
Kasanofs cynical right-wing sense of humor was
seminal in my conception of the game.
Finally, I'd like to thank Len Quam, whose
knowledge of military equipment nicely complemented my areas of ignorance, and without
whose research the combat system would have
been sadly deficient.
PRICE OF FREEDOM
Helicopters
They can transport troops deep behind enemy
lines at 200 miles per hour. They can destroy tanks
from better than two miles distance. They can
withstand direct hits from .50 caliber machineguns
and dodge air-to-air missiles. With lightning speed,
transport, scouting and attack capabilities, the
helicopter is the most versatile new weapon on
the modern battlefield.
'
They can land troops in. Virtually any type of
terrain, shred ground troops with autocannon fire
and provide heavy weapons support where no
other weapon system can travel. That's why
helicopters are such powerful weapons in
counterinsurgency warfare.
Because. they move so rapidly, helicopters are
often the first to react to a rebel attack. Depending on the distance to the nearest base, reaction
time can vary from a few minutes to several hours.
The charts and tables used with helicopters can
be found in the four-page cardboard screen stapled
in the center of this bookllOrt.
27.1 Missions
Helicopters are extremely versatile craft, and are
used for a wide variety' of missions, from civilian
rescue to combat troop insertion. Some of the
more common military assignments are:
Supply
Assault
11
"Free Hunt"
"Free hunt" missions.are flown by mixed groups
of scout and attack helicopters over areas of heavy
reSistance. Individual helicopters are essentially
authorized to shoot anything that moves.
.Observatlon
Individual scout helicopters (or teams of two)
are employed on these missions. The mission's
purpose can range from tracking the movement
of enemy units to coordinating artillery fire.
Scout helicopters carry little armor or weapons
and are easily destroyed. Downing a scout
helicopter may seem like a good idea but is
guaranteed to alert the Russians to a guerrilla
presence.
27.2 Movement
Helicopter Skill
Any character with a helicopter skill of 10 or
more may fly a helicopter under normal circumstances - skill rolls are only required when
difficult maneuvers are performed, when dodging fire, when flying in bad weather, and so on.
When a character with a helicopter skill less than
10 attempts to take off, he must make a skill roll,
doubling his skill number before rolling. If he fails
his roll, the helicopter crashes; it is damaged and
cannot fly again until repaired, and the occupants
may suffer damage (refer to the Helicopter Occupant Damage Table).
A character who possesses the flying skili, but
not the helicopter skill, can still try to fly a
helicopter; however, his skill number is halved,
after all other modifications, whenever a skill roll
is required.
Helicopter Counters
A number of helicopter silhouettes are printed
along the left-hand side of the cardstock helicopter
chart pull-out. Cut the strip of silhouettes along
the solid lines; the result will be double-sized
(roughly I" x 1/2") helicopter counters. These
can be used with THE PRICE OF FREEDOM's
maps.
Helicopter counters occupy two hexes. For
movement purposes, a helicopter is considered to
occupy the hex in which the main body section
of its helicopter counter is located. It is considered
to' face the hexside opposite its tail. When it
changes facing, its tail swings around its main body
section, so that the tail section moves from one
hex to another while the main body section remains in the same hex. When a helicopter moves,
it pays the terrain costs of the hexes its main body
section enters, not the costs of hexes occupied by
the tail section.
Helicopters can land or take off in clear, road,
broken and brush hexes. Both hexes it occupies
must be of these terrain types for takeoff or landing to take place.
When a helicopter is fired upon. the firer may
use either hex the helicopter occupies when
calculating the range at which he is firing
whichever he prefers. However, fire is still considered to be directed at the helicopter as a whole
(see 27.4).
Elevation
At any given time, a helicopter can be at one
of four heights: grounded, nap-of-earth, low or
12
Mov,ment Rates
The Helicopter Travel Chart lists long distance
and combat movement rates for helicopters, by
type .(attack, scout and transport). The chart is
used in the same way as the Travel Chart (see
Gamemoster Book, page 63). The Helicopter
Chart lists each helicopter's type.
When engaged in combat, helicopters use the
Helicopter Terrain Effects Chart (rather than the
normal one) to determine movement costs.
Helicopters at nap-ofearth pay conSiderably
greater costs than those at low or high level.
When flying over long distances, hehcopters flying at high level fly at the rates listed on the
Helicopter Travel Chart. Those at low level fly at
half those rates, and those at nap-of-earth, one
fourth.
facing
A helicopter must face toward one hexside at
all times (see "Helicopter Counters" above). If it
enters one of its three rear hexsides, its facing does
not change (it is backing up). A helicopter which
backs up may only move one hex per combat
round.
When a helicopter moves forward, it may move
into the hex it is facing, or a flanking hex. If it
moves into a flanking hex, its facing is changed
so that it now faces away from the hex it just left.
This change in facing does not cost any additional
movement pOints.
A helicopter may change its facing without moving from its current hex; doing so costs one movement point per hexside turned.
Ranges
A helicopter has a limited range. Helicopters'
carry only so much fuel, and consume it at a rapid
rate. Each helicopter's range is listed on the
Helicopter Range Chart. The printed range is the
total number of kilometers a fully-loaded helicopter
can travel before it must refuel. Helicopters carrying less than a full load can fly as much as four
times farther; see the "range modifiers".
Embarking Passengers
A helicopter must open up before embarking
passengers; sliding ramps are deployed from the
rear of the helicopter or sliding doors opened on
its side. Characters may embark or disembark on
the same round that a helicopter opens up.
Any number of passengers may be embarked
in a single combat round. During any subsequent
round the helicopter may fly off and/or close up.
A helicopter may fly while open.
Embarking a vehicle is a time-consuming task.
As a general gUideline, embarking a mid-sized
vehicle loaded on a pallet requires 4 combat
rounds. Vehicles which are not palle~-loaded or
awkwardly shaped may take as much'as fifteen
minutes to embark.
Disembarking Passengers
Passengers may disembark from a helicopter
while it is on the ground, jump from it while the
helicopter is at nap-of-earth, or rappel while the
helicopter is at nap-of-earth or low altitude.
Passengers jumping from a helicopter more than
5 meters off the ground should use the Falling and
Collisions Table.
Vehicles may only disembark from grounded
helicopters. Disembarking takes a single round.
27.4 As Targets
Armor Ratings
Refer to the Helicopter Chart. It provides data
on a wide variety of helicopters, including military
and civilian craft from the United States and the
Soviet Union.
The section labeled ''Armor Ratings" lists four
ratings for each helicopter - front, rear, flank, and
belly. The belly rating is used when a helicopter
is at nap-of-earth or low level and the firer is within
five hexes, or at high level and the firer is within
25 hexes. Otherwise, the front, flank, or rear rating
is used, as appropriate (see 20.2 in the Gamemaster Book).
Elevation
When a helicopter at high level is fired upon,
count the number of hexes between firer and
target, and increase this number by 25%. The
result is the effective range.
The range to helicopters at other elevations is
not affected by elevation.
Example: A helicopter 3 hexes away is 3 hexes
away regardless of its altitude, unless it's at high
level, in which case the range is 4.
A helicopter's elevation does affect the flrer's
combat skill (see Fire Modifiers Against
Helicopters) .
Ammunition
The number of ammo clips (not just points) carried for each weapon is printed after the weapon's
name on the Helicopter Chart.
Firing at Vehicles
When a helicopter fires from high altitude at a
vehicle that's within 20 hexes, or from low altitude
or nap-of-earth at a vehicle that's within 5 hexes,
it is firing at the vehicle's "top" (flank) armor. Otherwise, use the vehicle's front, flank, or rear armor,
as usual.
Machineguns
When a character fires a helicopter-mounted
machinegun, he uses his automatic weapons skill.
Note that some machineguns can be dismounted
(see Helicopter Chart),
Autocannons
Helicopter autocannons follow the same rules
as vehicle autocannons (see 20.5 in the
Gamemaster Book).
UngUided Rockets
When a helicopter fires its rockets, it may fire
any or all of its rockets at once
exhausting its
entire stock, if the firer wishes. Rockets are fired
using the gunnery skilL If more than one "clip" of
rockets is fired, they may be fired at different
targets, so long as all targets are in the weapon's
arc of fire, and each is adjacent to another target.
ISAMs
ISAMs ("infantry" surface-to-air missiles) may
normally only be fired at airborne targets
(helicopters or fixed-Wing aircraft) at a higher
altitude than the firing helicopter, or the same one.
They are fired using the heavy weapons skill, and
follow the rules of section 28.
Grenades
Grenades may not be thrown into helicopters
unless open, and grounded or at nap-of-earth.
Apply the "door" modifier to the thrower's manual
dexterity when he tries to throw into an open
helicopter.
A crewman may drop a grenade from a
helicopter by opening a window. Make a manual
dexterity roll for the dropper; if it succeeds, the
grenade lands in the hex thrown. Otherwise, it
scatters. Choose an arbitrary hexside as the
"reference hexside."
'Grenades may not be dropped from helicopters
at low or high level - they'd explode before
reaching the ground.
Passengers may throw grenades (and fire
weapons) from open helicopters on the ground
21
Anti-Aircraft Weapons
For game purposes, all anti-aircraft weapons are
divided into two types: anti-aircraft guns and
SAMs (surface-to-air missiles). SAMS are divided into ISAMs (infantry.SAMs), SRSAMs (shortrange SAMs). MRSAMS (medium-range SAMs),
. and LRSAMs (long-range SAMs). Anti-aircraft
guns are normally mounted on vehicles, though
towed versions exist. ISAMs are hand-held
weapons carried by infantry, though some are occasionally mounted on vehicles. SR, MR and
LRSAMs are almost always mounted on vehicles.
28.1 Mountings
Anti-aircraft weapons can be vehicle-mounted,
hand-held or towed. The Anti-Aircraft Vehicle
Chart describes the. vehicles which carry antiaircraft weapons; it is used in the same way as the
regular Vehicle Chart. Note also that the Mi-28
carries an ISAM.
There are towed versions of anti-aircraft guns;
there are also towed American SRSAMs and
MRSAMs (all eqUivalent Soviet weapons are
vehicle-mounted). Towed weapons are mounted
on trailers and can be pulled by vehicles.
Some ISAMs are vehicle-mounted; however,
most are hand-held. Hand-held weapons can be
carried and fired 'by indiViduals.
Gamemaster Book).
28.3 ISAMs
All ISAMs are heat-seeking missiles. This means
that they must be able to sense a target's heat to
22
The Anti-Aircraft Weapon Combat Chart provides data about the different anti-aircraft
weapons. "Range" and "rate of fire" are used in
the same way as on the Vehicle Weapons and Artillery Combat Table. "Engagement altitude" is the
maximum height at which the weapon can fire that is, anti-aircraft guns can only fire at grounded targets or ones at nap-of-earth (because their
engagement altitude is "NOE," for nap-of-earth).
The "damage modifier" modifies die-rolls on the
Helicopter Damage Table. "Weapons of Type" lists
the names of American and Soviet weapon
systems of the corresponding type.
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29
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PRICE OF FREEDOM
Sixth Avenue
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GAMEMASTER BOOK
35
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30
GAMEMASTER BOOK
PRICE OF FREEDOM
GAMIMASTIR CBARTS
GRENADES AND MINES
VS. VEHI~LES TABLE
Weapon
No
Armor
Weapon
6
6
5
5
4
3
2
15
15
12
12
10
19
20
18
16
Fragmentation
Antitank
White phosphorus
Satchel charge
Antipersonnel mine
Antitank mine
Claymore mine
Molotov cocktail
Dynamite
Pistol
Rifle
Carbine
Semi-automatic rifle
Shotgun
Machine pistol
20
20
10
20
Throwing knife
Shuriken
Procedure: When a character fires at a vehicle, refer to the Small Ar~s Combat
Table (in Freedom File D) to determine whether it jams, permitted types of fire,
ammo points per clip, and range.
1)tpe of Fire: Unlike fire against individuals, when a character uses rapid or
burst fire, he must spend the entire round firing against a single vehicle, and
resolves only one fire. Rapid or burst firing increases the chance of hitting - but
does not mean the player rolls more than once.
Ammunition: A character using aimed fire against a vehicle consumes 1 ammo point. One using rapid fire consumes 2 points. A character can only burst fire
against a vehicle if his weapon contains at least 4 remaining ammo points. When
he burst fires, 10 ammo paints are expended, or however many points are left
in the weapon, whichever is less.
Fire Modifiers: Once a player has used the Small Arms Combat Table to determine his range, he refers to the Fire Modifiers Against Vehicles, below. He
modifies his weapon skill as the Fire Modifiers direct.
The Vehicle Chart: One modification is made for the vehicle's "hit modifier."
Refer to the Vehicle Chart. Find the vehicle at which fire is performed along the
left-hand side of the chart and the side of the vehicle at which the character is
firing (front, rear or flank) along the top. ("Flank" means either side, the top, or
bottom.) At the intersection, you'll find a letter, followed by a slash and a number
or a dash .
The letter is the armor rating of that side of the vehicle - no armor, light, medium
or heavy.
The number is the vehicle's hit modifier. (If there's a dash instead of a number,
the vehicle's hit modifier is zero [0].) The hit modifier is added to the firer's skill
number.
Hitting: Once the firer's skill number has been modified, make a skill roll. If
it is successful, the target has been hit. If it is not, it has been missed. (If the
failed roll is a 20, the weapon may jam; see the Small Arms Combat Table.)
Damage: Refer to the table above. Find the weapon name along the left-hand
side of the table, and the armor rating (found on the Vehicle Chart) along the
top. Cross-reference to yield a penetration modifier. Then, refer to the Vehicle and
Obstacle Damage Table (on page 32) to determine the damage suffered.
2
6
6
4
2
6
6
Range
Medium
Long
Vehicle's Hit Modifier
Target Moving
Type of Fire
x1f2
Aimed (1 ammo point)
Rapid (2 ammo points)
x%
+1
Burst (4-10 ammo points)
-4
-2
+2
-3
Procedure: Vehicle hit modifiers are found on the Vehicle Chart. Modify
the firer's weapon skill as indicated. Halving or quartering for range occurs after all other modifications.
PRICE OF FREEDOM
Med.
17,
8
15
14
15
20
12
12
12
Heavy
20
-
14
19
17
20
4
18
20
18
20
to Manual Dexterity:
Range
Medium
Long
X1f2
+?
-3
x1f4
Weather
Conditions
Light
Clear
Light Rain/Snow
Heavy Rain/Snow
Blizzard/Smoke/Fog
Mist
Daylight
"
Dawn/Dusk
Night
any
25
40
20
8
50
20
12
10
5
2
12
10
4
25
Procedure: Find the weather condition along the left-hand side of the
table and the lighting condition along the top; cross-reference the two.
The result is the maximum distance, in hexes, at which a target can be
observed. "any" means the target can be seen at any distance.
GAMEMASTER BOOK
31
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19
high explosive;
18
19
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14
20
1.
20
16
12
Procedure: Follow the same procedure as for grenade combat (against personnel and against vehicles), except that:
Some weapoos have minimum ranges; weapons may no! lira at ranges listed under "Imp." (lor "Impossible").
Heavy weapons skill is used instead of manual dexterity.
Each heavy weapon has a rate of lire. A character llring a heavy weapon must spend the whola round doing so. The weapon may be fired as many times
as its rate 0/ lire. Weapons with rates 01 fire 01 VI, '1.1, or If. may only be !ired every 2nd, 3rd, or 4th round; two characters must spend that many rounds doing
nothing bul preparing and firing the weapon lor it to be Urad. (II only one charactar does so, ilS rata of lira is halved.)
Rilla granade laullChers and bazookas ignore the regular ammunition rules. Ammunition lor these weapons are provided in shells. not In clips. Each time
tha waapon 1lllred, one shell 15 consumed. The waapon is never out 01 ammunilion until all ahells are consumed.
Heavy weapons lira may scatter mora than one hex. Sea section 16 under "scatter".
II e vehicle Is the target, and Is hit, characters outside the vehicla are no! affected unless the vehicle is destroyed or oblitarated.
For more Inlormatlon, sae section 16.
OCCUPANT
DAMAGE TABLE
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32
GAMEMASTER BOOK
I:; I
PRICE OF FREEDOM
,
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Autocannon
Penetrator
Small Main GunlAecoiUess Rille
Panetrator
HE
HE
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These ate Impossible ranges lor mortars within the category. Guns and howltzars of l00mm Of less and 101mm1 49mm h..... a short
and 17100, respecllvely.
Light _ lightly wounded; Heavy _ heavily wou!'lCled; Incap. _ Incapacitated; Imp. _ Impossible; HE _ high explosive;
leM Improved COI1Y8ntlonai munitions.
"
15
PI'Ocedure: This table Is used In tM same way as tM Heavy Waapons Comb81 Table, exceplthat:
Ammunillon: All ammunition lor these weapons is In sheUs, not clips. On-e Shell is consumed per fire. Weapons ara n..... r out 01 ammo until allshalls are
consumed.
Gunnary or Indirect fire skill Is used Instead of heavy weapons skill.
Each weapon can lira mota than ona ammunition type. Each type has lIS own line on the tabla.
The blaat radlu, lor' gas or ,moke sl'l8l1l, the radiuS from the Impact hex ccwered by gas or smoke. For an Illumination shell, the blast radius is the radius
of the Illuminated
.re.
OBSTACLE CHART
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Bini Modifier
-,-,
lYPe (SIWI ~
outIoCIe dwKI... hal
RubDlot. Woods
Cral.r, ForesI
Door. lI'&nctl. WlncIoIor<. SI~
-,-,
"""'n
...
-3
TatgIC \llhicle
MtOIum
plulglau ... ~
~M lit...,
~ 01 NtIdbf,ga.
with liQukI
Rat9: 1IIotIa...
--
__
-.
,.,
Stun
Charge/Melee
Melee ..... Human
Melee vs. Horse
'7
1-14
. ,.
8-"
LIght
15-17
Oamege
H,ovy
Incap.
11-14
13-15
15-17
16-18
18
19
Kill
,8-,.
,9-,.
,.
ProcedUI1l: Use the horae's combat training skill and the Melee ModlfJer1l (see Freedom File
D) to determine whether or not the horse hits. lilt does, determine which line 01 the table a.boYe
is used - use Charge/Melee" il the ecUon was ChargelMel. . ; use " Mel. . vs. Human" If the
target Is human and the action was Melee; usa "Melee S. Horse" II the target is anotMr horse.
Usalhe same procedure as for other combat tabies to determine how much damage the target suffef"s.
PRICE OF FREEDOM
GAMEMASTER BOOK
33
I
N1-
N1NI.,
II
wlo Ir..!ler
Bulldozer
MlllUry V. hlel..
Soviet Tanks
ASU-8S
T-82
T72
T-eo
SovIeI APC.
SMP-,
N/+2
N/+2
LI.,
MI-
Ml-
HIHIlI-
MILILILILI-
BMp2
STA...
BTR70
STR ...
MT-LS
SMO
lIlI-
BRDM
M-<lO
MI
M'
Hummer
and Soviet
Annot': N
NI.4
NI+2
HI.!
ll-
NI+'
lIlI-
LI-
MI.,
Hf.'
lI-
lIlI-
NI-
GI~
Glass
None
R.ti
Glasa
RH'
RH'
Glau
None
NI+'
,n~
LI-
lI-
MI-
lI-
N1-
,,
3/8
3/8
2/1.
2114
N~.
SMG (PEN
LMG (PEN
lMG (PEN
LMG (PEN
10;
15;
10;
10;
SMO (HE 40): , .. Q8n_ A10M (5); mmg leI and mmg [PJ (400)
AC(PEN20:HE4OI;2ndgen.AlGM(S):mmg[C)andmmg[p)(AOO)
[PI'OO):
mmg
GI...
T~""
0,.,
T,"'"'"
T_
T~""
E",,....
E_
E_
E",1ooed
T""",,,
E",""""
~Four"
Foo,'
Foo,
Tracked
EnelOMd
Enclosed
Ope,
Ope,
E!'ICIOMd
N1N1-
2/1,
216
216
LI-
lI-
,,
l00mm-149mm erty (HE 30; ICM 8; Smolut 4); mmg (PI (400)
15O.mm erty (HE 20; IC M 5; Smoke 5); mmg [PI (400)
lIMI-
LMG (PEN 20; HE 43): mmg ICI (200): limo IPI (300)
LMG (PEN 25; HE30); mmglCJ andmmgjPI (300): IImg [PI (400)
T~""
E",1ooed
E","'"
N1LIN1-
2/1,
317
EnclOMd
EnclOMd
Olu,
lI-
2/8
NI-
NI-
IlS
1/12-20
LI.'
Nf.3
N/.,
NI.2
N/.I
'121-30
1/12
_...
Tracked
Foo,'
T~""
T~
T~
T~'"
WP 10; SITIOM 10) (X IImg [PI (500) or 2nd gen. ATOM (12)
None or limo [PI (4()()) or recoUless rUle
None
None
None
Rear
Rear
Foo,
RH'
R.ti
E","'"
2/8
N/.2
_no armor; L
R.ti
Rear/Four
,13-,
N/.,
NI-
N~
N~
M/+2
N/+2
N1lINI_
NILIN1-
In-7
1/2'15
1/8-23
1/4()-6()
lIll-
HI-
NI-
NI-
MI-
M/.,
MI.,
LI-
N/-
MI.,
MI.,
HI.,
lIlI-
N/-
KEY:
N/+2
lIlI-
U.S. APC,
104113
N/-
NI.,
Enclosed
E","'"
E",_
GlasslOpen
Glass
Gla..
Ope,
weaponl: mmg _ INdium maehlnegun; hmg .. heavy mad'linegun: LMG _ ..rg.e main gun; SMG .. small mlln gun: N;; .. aulOC:annon; lSI gen. AmM .. IirIt
~Iion anillank lI'l'ided missile; 2nd gen. ROM .. aecood geoerllion Intllank guided mt.alle; AGS-17 .. AG$-17 all10mllic gren.de "unci!; Mark 19 .. Mark 19
eutomllic grenade Launcher. l00-149rnm Irty .. loomm 10 149mm .rtillefy gun: 150+mm.rty .. Irtille<y gun 01 morl then l50rnm caliber; [PI" wu.pon Is pin-mounled
( _ 20.5) ; IC] .. weapon Is couJaI; (I) .. numbet' 01 ammo clips (kII' rnachlneguns) Of number oIl1he1ls (lor OIhers) carried. HE .. hogh .... pIosIve. PEN .. pene1rsIOf .
ICM .. Improved c:onventionaJ munition . WP .. wll"e phospllorus: HVHE._ high velocity 1l00h .... pIosive: HVHEDP .. high ....Iocity high .... pIosi .... dual purpoee
'TtN1 .. trac~ vehicla for strallfT\, It'Id rive ....
VehIcIu have Ihree annor r.t'ng' for lronl. !I.nk. Ind raar. ra$p8C'livaty. They ara uHd a,daKrlbed In tha Comb.t TlbIn. ln .Odlllon, 8O!TIe vahlcles h..... hll modlll ....
In lhe Iorm of a slaah snd a number alter the annOf riling. which modilies a character's ,kill nllmber when he IIrea al Ihal aida 01 a vehlele.
Thl nllmbet' of c _ carried by I .... hicle II "lied in tha CrewlPassenge.... coilimn. II I vehicle can also carry passenge ..... Ihe nllmber it can carry follows Ih. nllmber
01 crew Ind I sluh. IIlhe number 01 palsengerl I. &lCprHsed as e range (.. g. " 1220"). Ihl p.eciH nllmbe. or plSsenoa .... which can be Clr1'iltd depends on the exact
&ile oIlne Vlhocia (/.... the gamemester's whIm) . s.a 20.3.
The weapona car.1ed by each ....nicl. era IIlIed In lhe weapons section See 20.5.
A vehicle', drlvtt type Iffectslls rnovttmInt
the T.r1"IILn Ertecl$ Chan (ifl FrHdotn FII. 0) and Ih. ~I Chan
A ....nlclll. anclosu....ffects grenade combat ( _ 20.2)
ra',: _
LOAD CHART
YeIodty of
,..
,.,
7-t2
5-"
1120
,-8
9-'5
,,..
eomalon
In ."n/hour :
Olml;e:
No Effect
Stun
Ugh! Wound
Heavy WOund
16-16
I.
Incapaci1ation
20
KIll
3-'
..
13-18
21-50
-,
Animal
3150
11-16
5'.
7-10
51-100
101-200
201<
'9-30
10-13
1417
18-19
,.,
-,
10-15
16-17
7-10
20
'8-20
11-20
-,
'-6
'-3
'-8
720
17
--,
3-20
Procedu re: Flnd the distance fallen or velocity of collision al the top of the table. Roll the die
and lind the number rolled on that column 01 the table. Read aCrOSS to the left to determine the
degree 01 damage suffered .
Plock Animal.
"""
O.
Mule or Donkey
G~I
OnIfI .I.nlma's
..... C~
.....
"""0._
Coo
o.C,"
Got! Can
.....
,......
,..
" ..
""' .
.....
.....
""'" ..
1<"'" ..
7. . . .
1<'" ..
34
GAMEMASTER BOOK
PRICE OF FREEDOM
,
I
TRAVEL CHART
long dlst.lnce I1Ite comblit fIIte
Drive l'yJM (kllometef8lhour) (hexea/round)
Method:
.....
"Log
walking
~Drawn
Vehicle
OxeniG08ts
OxIGoat-Orawn Vehicle
Bicycle
C8rfMocorcycle
J...,
APClTank
5
5
5
Rear
Log.
Rear
Rear
1'00,
Tracked
"-
5
20
"""'" """
10
10
5
2
2
15
Rear
15
20
20
20
100
100
80
1
1
2
2
2
2
FJelds
Wood.
ForeSC
Swamp
Hills"
Mountalnous'
Rainy'
2
2
3
5
Imp.
10
10
Imp.
Imp.
Imp.
Imp_
10
Imp.
Imp.
Heavy Snows' \
ProcedUI'll: Divide movement rate from table above by the number listed.
"imp.": The whicla may not operate In Ihe kind of terrain indicated.
'Cumulative with terrain type (e.g .. lor a wl'leeled vehicle operating In hilly fields in Ihe rain, divide by 20 (5 lor fields, 2 tor hills, 2 for rain).
' 11 humans are equipped with snowshoes, crostKOuntry skis, EKC. divide by 2 In5lead 01 4. The vehicle divisors tor heavy snow apply only if on
roads. Rear-wheel and 4wheel drive vehicles may not travel off the roads in heavy snows. Tracked vehicles may still do 10.
Nole: " Woods" Implies heavy underbrush. " Forest" is a climax lorest with large trees, in which the underbrush has largely dl&d off because little
light reaches the forest lloor. Forest Is easier to walk through, but large tree boles make vehicle traffic impossible.
Food,
failure 10 eal
Inadequate ralions
exhaustion
,_,
1 dey
3 days
1 momh
W.~r:
none. desert
......
2 ' -..
Inad~ate, deser1
1 day
1 day
3 days
3 days
none.
& humid
Inadequata, hot & humid
none, cool
Inadequate, cool
AI,
woe'
, "I
I
.11
"
","
2 ...'"
1 month
5 minutes
4 minutes
2 ...",
2 .....
,r
"
...
,_,
, ,
3 days
3 minutes
90 seconds
",
1 momh
6 months
1 day
3 d'Y'
3 days
,, ,,
90 seconds
30 seconds
Death
HEALING TABLE
Wound Status
No Medical Attention
Incapacitation
1 roIlIhoIJr
lallure _ death
1 _ heevy wounds
Heavy Wounds
1 roIllday
lailure _ Incapacitat&d
1 _ light wounds
1 ""~
success _ heavily wounded
20 - death
1 roIl/Week
success _ lightly wounded
20 _ Incapacitation
Ught Wounds
1 roUlWeek
1 roIllday
success _ healed
lailure _ heavy wounds
success .. healed
Procedure: Find the character's wound stale along the lett-hand side 01 the table. ti the character has not received medical attention, use the " No Medical
Attention" column. Make a constitution roll lor the character every time the Int&fV8llndicated passes (an hour lor an Incapacitated character. a day lor.
heavily wounded one, etc.). II the roIllalls, the severity of the character's wounds increases one level-lrom light wounds 10 heavy 10 Incapacitation 10
death. (The wounds have become Infected or Ihe character has bled to death.) It the roll Is a SI.lCC8SS then either the wound level stays the same Of decreases
ulndlcated. llthe number shown Is rolled then follow its Instructions. For e)(8mple, under " HeavyWounds" It says " 1 _ Ught wounds; " this means thai
If the character roUs a 1 when he makes his constitution roll, the wound level Is reduc&d to Ught wounds.
II another character has made a successful medical skill roll 10 treat the character, use the "successful med!cal roll" column. Make a constilulion roll
aher the Intervallndical&d; If Ihe roll succe&ds. the severity of the wounds decrease by one level (from lncapacltaUon to heavy to light 10 healed).
PRICE OF FREEDOM
GAMEMASTER BOOK
63
VEHICLE ROSTER
Name:
Drive
Counter:
Panic:
Movement Rates (paved road)
Long Distance: - - Combat:
Weapons:
1.
Ammo~:
2.
Ammo
I
I
Htl Mod
Armor
I
I
Front
3.
AmmO~:
4.
Ammo
Drive Type: _ _
Name:
Panic:
Counter:
Movement Rates (paved road)
Combat:
Long Distance:
Weapons:
1.
Ammo
Armor
Flank
~
Hit Mod
D
Checki!
glass broken
bJ
Notes:
2.
Ammo~:
3.
Ammo~:
4.
Ammo~:
3.
Ammo
4.
Ammo
Front
1.
Ammo
2.
Ammo
3.
Ammo
4.
Ammo
Check If
I I
Hit Mod
Hit MOd
bJ I ID
bJ
Ch&ckil
glass broken
Hit Mod
I I
Hit Mod
bJ
Armor
Flank
bJ ~
Front
~
Hit Mod
Enclosure
D
Checki!
glass broken
bJ
Notes:
Notes:
~
Hit Mod
glass broken
Flank
Rear
Anmr
Hit MOd
Hi! MOd
Flank
Drive Type: _ _
Name:
Counter:
Panic:
Movement Rates (paved road)
Long Distance:
Combat:
Weapons:
I I
I I
Weapons:
1. _ _ _ _ _ Ammo~:
Ammo~:
Notes:
Rear
Name:
Drive
Counter:
Panic: _ _ __
Movement Rates (paved road)
Long Distance: __ Combat:
2.
I I
Rear
NPC ROSTER
Name:
Counter:
Location:
Panic:
Leadership:
Alertness:
Manual Dexterity:
Name:
Counter:
Location:
Panic:
Leadership:
Alertness:
Manual Dexterity:
Skills:
Skills:
:
:
Hand-to-hand:
Weapon:
Ammo Clips:
Weapon:
Ammo Clips:
Grenades
Hand-to-hand:
DOD
DOD
DOD
DOD
DOD
DOD
DDDWDDD
DOD DOD DOD
DOD DOD DOD
DOD DOD DOD
DOD DOD DOD
DOD DOD DOD
DOD
DOD
DOD
DOD
DOD
DOD
Melee Weapon:
Weapon:
Ammo Clips:
Weapon:
Ammo Clips:
Grenades
DOD
DOD
DOD
DOD
DOD
DOD
DOD
DOD
DOD
DOD
DOD
DOD
DOD
DOD
DOD
DOD
DOD
DOD
DOD
DOD
DOD
DOD
DOD
DOD
DOD
DOD
DOD
DOD
DOD
DOD
Melee Weapon:
Other Equipment:
Other Equipment:
Ammo Point
Expenditure~
Purchasers of this game have West End's permission to photocopy this page.
64
GAMEMASTER BOOK
PRICE OF FREEDOM
PRICE
~OFFREEDOM~
Atk
HI-
M/+1
U-
U-
AH1 "Cobra"
Atk
MI-
U-
NI-
NI-
AC
[FJ
or AlGM (4)
UHBO "Blackhawk"
UH1 " Huey"
OH58 "Kiowa"
CH46 "Sea Knight"
CH47 " Chinook"
CH53 " Sea
SH3 "Sea King"
"
Civilian Models
Tr
Tr
Set
Tr
Tr
Tr
Tr
Set
MINININININININI-
+ rockets (16).
U+l
U-
U+l
N!+1
NIN/+1
N/+3
N/+2
NININININININI-
N/+1
NIN/+1
Nf+2
N/+2
N/+2
NI-
'2fO..l0
NIN/+2
NINI-
NIN/+4
3170'
1 hmg (100).
3/32
2112
N/+2
NI-
3/11
3/10
214
2125
2145
2155
2130
None
None
None
Soviet Helicopters
Mi2 "HopUte"
MI..e " Hook"
MI-8 "Hlp"
Mi-24 "Hind"
Set
Tr
..
Atk
NIN/+'
NIMI-
NIN/+4
NI+2
U+l
N/+1
U+l
218
None
MI-26 "Halo"
Mi-28 " Havoc"
Tr
Atk
U+1
U+5
HI-
MI-
N/+2
U-
U+4
u-
31100"
Key,
Helicopter Type: Alk .. anack; Tr - transport; Set .. scout.
Armor: N .. no armor; l .. light armor; M .. medium armor; H '* heavy armor.
We_pons: Img - light machlnegun ; hmg .. heavy machinegun ; M; .. autocannon; 1s1 gen., 2nd gen. ATGM .. first or second
generation antitank guided missile; lSAM - Infantry surface-to-air missile; (OJ _ weapon is door-mounted; IF] .. weapon is I\ex-mounted;
number of ammo clips or number 01 shells (2 or more weapons of the same type each have this many); PEN .. penetrator.
<*l ..
Helicopters have four armor ratings: front , flank, rear, and belly. Their use Is described In section 27.4. In additiOn, some vehicles
have hit modifiers listed. These affect a character's skill number when firing at that portion of the helicopter.
Passengers of scout and transport helicopters may fire Into the helicopter's flank arc at one quarter their skill. (exceptions: MI-6/26,
CH-53, CH-46, and CH-47).
Weapons listed on the Helicopter Chart are detailed in section 27.5.
these Imgs may be removed and used by ground personnel.
Note: All helicopters can be litted with some sort of armament given lime. In addition. the MI-8 and Mi-24 are equipped with spray
tanks for chemical warfare.
CopyTlght
C>
Range
Civilian Models
330km
612 km
600 km
625 km
530km
AH64
AH1
UH60
UH,
Helicopter
Range
Helicopter
Range
200km
440 km
500km
400 km
530 km
OH58
500 km
CH46
"'>6
400 km
CH47
666 km
500 km
240 km
Mi-8
Mi-24
MI26
Mi-28
CH531SH3
"'>2
Range
Modlhers
Unloaded (Alk)
l~htlY
x4
x2
Loaded
r or Sct)
!I
x2
Combat Rallt
""po
(kllometerWhour)
(hexes/round)
Scoul
275
250
Transport
200
35
30
25
Al1ack
2
6
Find the terrain type along the lefthand side and cross
reference with the helicopter's altitude. The result Is the movement cost
to enter the hex.
ISAM
SRSAM
MASAM
LASAM
AAGUN
RanGe
Rate 0'
Engagement
F".
Imp.
Short
Medium
Lon.
Altitude
Damage
ModifIer
0-17
18-85
86-300
301-800
NOE
0-33
34-400
300-1000
NOE
0-85
0-300
0
86-1000
301-1500
1001-1500
1500-2500
86-300
1000-2000
1501-2500
25004000
301-500
+1
+2
+6
+4
,
,
'/2
'/3
1-85
LOW
HIGH
NOE
Weapons of
TYpe
SA-1411319f7, Stinger,
Chaparral
SA.a, Roland
SA8111 , Hawk
SA-4I12, Petriot
--
ZSU-23, Vulcan
ley,
ISAM .. infantry SUrface-t~8Ir missile.
SRSAM .. shorl range lurface-to-air missile.
MASAM .. medium range 5urface-to-air missile.
Notes:
5.4-9: The SA-9, SA-13 and Chaparral are treated as ISAMs even though vehicle-mounted.
ISAMs: An ISAM is a portable, handheld surface-to-air missile.
B/ast Radii: No blast radius is listed for these weapons. However, if a missile hits a larget at NOE in a hex occupied by or
adjacent to characters, they suffer damage as if a fragmentation grenade had exploded in their hex.
Use A(}ainst Ground Targets: Only AAGUNs may be fired against ground targets. When one does so, treat It as an
FIRE VS HELICOPTERS
Determine the tirer's skill with his weapon. Refer to the
Helicopter Chert and determine the target's armor rating
and hit modifier. Add the modifier to the skill number.
Modify the skill number as Indicated by the FIfe Modtflera
Is hit. If hit, refer to the Helicopter Damage T"lo determine the damage the helicopter suffers. On any result other
than "no effect," refer to the Helicopter Occupant
Damage Tllble to determine what damage crew and
passengers suffer.
Helicopter
Counters
(cut on
solid lines)
FIRE MODIFIERS
AGAINST HELICOPTERS
_Fk1..
x'.
xV.
x"
""'"
x v.
x V.
x V.
x"
Movement
Moving at 1h of combat rate or laster
Hoveri ng (ATGMs do not receive this bonus)
x"
x2
Altitude
NOE
High
x"
x2
.....
x"
xV.
Medium
Coo,
Ole-roll
Damage
-lor less
0-1
no effect
2-4
medium
light
- 1-
5-7
8-16
17 or more
heavy
destroyed
obliterated
Armor
Light
Medium
+2
Heavy
AA weapons
-1
-2
-5
+ damage
Stun
Light
He",
InClip.
Kill
1-'
1()'15
16-18
19
20
HELICOPTER OCCUPANT
DAMAGE TABLE
modifier
Koy,
Modifier
- 2
Ught Damage
Medium Damage
Heavy Damage
Destroyed
Obliterated
Crashed from High altitude
Crashed from Low altitude
Crashed from NOE
Cras hed while laking oft
+2
+.+20
+5
+2
0
-3
Occurrence
ModUler to
Pilot'. Skill
0
-2
-.
- 12
automatic
+5
0
-5
o.m.oe
M48Al "Chaparral"
" Vulcan"
I I
Soviet AA Vehicles
SA-6I11
U.1
UUU.'
U.'
SA-4i12
N/+2
ZSU-23-4 "Shilka"
SA-9
SA-13
SA-a
Tracked
Enclosed
ISAM (4+4)
Rear
Enclosed
Tracked
ISAM (4+12)
SRSAM (4)
Enclosed
Enclosed
Nf+1
N/+2
U.'
UU-
N/+1
AAGUN (50)
N/-
U-
Nf+2
N/+1
Nf+3
N/+3
ZU-23
Rear
Tracked
Tracked
Enclosed
Enclosed
Towed
US AA Vehicles
M42 "Duster"
LJ-
M163 "Vulcan"
UUU.,
U-
Tracked
Open
N/-
AAGUN (40)
Tracked
Enclosed
N/+1
N/-
4-5
ISAM (4+8)
Tracked
N/+2
N/+1
24
24
Tracked
Enclosed
Enclosed
Towed
Nt+1
4-6
Tracked
SRSAM (2+10)
Towed
UU-
Hawk (Towed)
Patriot
Roland (New Mexico
National Guard only)
U.,
N/+1
la) These SAMs are generally deployed in groups of four vehicles Independent launch vehicles have no intrinsic radar.
Enclosed
Ibl These antiaircraft guns have no radar. Halve the firer 's weapon skill. after all other modifications, when firing an
AA gun without radar or whose radar has been disabled .
Icl These SAMs are generally deployed in groups of 24 vehicles - 9 launch vehicles and 15 assorted command posts,
aquisition radar vehicles, guidance radar vehicles, and spare missile carriers.
Idl Deployed in groups ollwo vehicles -
PToced.ure: Use this chart in the same manner as the Yehle.. Cha". The number In parentheses is the number of
ammo clips (AAGUNs) carried. When two numbers are separated by a plus fag. "4+4"), the first
missiles (SAMs)
Is the number at missiles carried on firing racks, and the second the number of additional missiles carried. The latter
must be mounted on racks before they can be fired - a process requiring some minutes.
or:
Weapon
Pistol
Rifle
Carbine
Semiautomatlc rifle
Shotgun
Automatic rif-Ie
Machine rifle
?ubmachinegun
Light machinegun
Medium machinegun
Heavy machinegun
19
18
18
17
5
5
10
5
18
16
15
16
15
15
10
50
10
50
25
50
AIR
AIR
AlRIB
AlRiB
AlRIB
RIB
RIB
RIB
0-5
0-4
0-5
0-2
6-15
5-10
6-15
3-4
16-50
11-40
16-50
58
1-6
1-6
1-6
1-3
7-11
710
7-9
48
12-15 16-19 20
1114 1519 20
1013 14-19 20
913
1920
7
7
6
10
16
16
15
18
20
20
19
05
0-6
0-3
0-8
O-tO
0-12
6-15
717
4-7
920
11-25
1330
16-50
1850
8-20
2150
26-60
3175
16
15
15
13
1-2
79
68
68
46
3-6
25
10-13
913
913
713
7-13
610
6
5
5
4
3
2
15
12
12
10
9
5
20
19
20
18
16
10
14-19
14-18
14-18
1418
14-18
1117
20
1920
1920
1920
19-20
18-20
20
Shuriken
AjMI1l1ldlcaltS thai !he IxJ\\ Iring has broken - replacement requires from 1-20 combal rounds depending on Ihe I)'pe of bow.
~ Tht>t IIoeapons Ignore ammunillon rules (see
Book rule 5.8. "Sows and Thrown Weapons").
PIa",
}JnJ1lO
= ammo poinlS in a clip. Lighl = lighlly \\~unded . Heavy = heavily ~unded. Incap. = incapacilJued.
A = .~ Imed .
R = Rapid. B = Bun!.
SMALL ARMS
Range
Medium
Long
FIRE MODIFIERS
AGAINST PERSONNEL
Range
Medium
Long
Target Prone
-4
-2
-4
-6
Movement
Fire from moving vehicle or animal
Target moving
-5
-2
-1
-2
-4
-1
+4
-4
-3
-2
of Fire
Aimed (1 ammo point)
Rapid (2 ammo points)
Burst (410 ammo points)
. Target Moving
-4
-2
+2
-3
X1f2
Xl/4
Type of Fire
Aimed
Burst
x 1/2
x%
+7
Bushwhack
value
Weapon
Hand-to-hand
Small knife
Medium knife
Large kni fe
Small club
Medium club
Large club
Garotte
4
14
16
10
10
12
8
19
Stun
Damage
Light Heavy Incap.
114
1-10
18
1-5
112
1-10
1-8
15-17
1115
9-14
6-12
13-17
1115
9-14
18
1618
15-17
1316
18
1618
1516
MELEE MODIFIERS
Target Surprised
Attacker Prone
Target Prone
1920
19
1819
17-18
19
19
17-18
x2
-4
+4
Kill
-
20
20
1920
20
20
1920
Weapon
1-8
9-15
6-9
_2
_2
1-12
13-15 16-18
3-4
5-6
1-7
8-14
15-17 18-19
1-4
5,12
1-4
5-10
13-17 18-19
20
6 (-2)3
12
18
_2
_2
12
20
12
18
Fragmentation
19
0-2
3-4
5-7
Smoke
19
0-2
3-4
5-6
Gas
18
0-3
4-5
Antitank
17
0-1
White Phosphorus'
19
0-2
0-1
Satchel Charge
18
Antipersonnel Mine
17
Antitank Mine
18
Claymore Mine
19
1-5
6-12
Gas Mine
17
_2
_2
Molotov Cocktail
16-17 18-19
_2
_2
20
1 (-3)
_2
_2
_2
19
20
20
_2
Skill
0-1
3-4
1-10
Skill
0-2
3-4
5-6
1-9
10-12 13-18
17
20
14
15
19
1 (-3)
14
17
3 (-2)
15
20
2 (-2)
20
19
20
20
6
I~
GRENADES
no effect
light
medium
heavy
destroyed
obliterated
XV4
Penetration Modifier
Blast modifier (vehicles with
no armor only)
-1
relerence he tde
-1
XV2
-1
-2
-4
+1
-?
Target Area
Vented
Enclosed
+2
+5
OCCUPANT
DAMAGE TABLE
Stun
Light
1-9
10-15
-1
-2
-4
Target Prone
-2
Heavy Incap.
16-18
20
19
MODIFIERS AGAINST
OCCUPANT DAMAGE
Ve hicle Damage
Modifier
-2
0
+2
+8
+12
Light
Medium
Heavy
Destroyed
Obliterated
Damage
-lor less
0-2
3-5
6-7
8-14
15 or more
GRENADE MODIFIERS
AGAINST PERSONNEL
GRENADE SCATTER
DIAGRAM
Lighting
Daylight
Dawn/Dusk
Night
Clear
any
Light Rain/Snow
Heavy Rain/Snow
40
20
Blizzard/Smoke/Fog
Mist
50
25
20
10
4
25
12
10
5
2
12
Character's
Cond ition
lightly wounded
heavily wounded
fatigued
exhausted
Modifier
-2
XV2
-2
XV2
X1/2
XV4
+?
-3
Imp.
Rifle Grenade Lau
HE
HEDP
WP
Gas
0-5
6-10
11-16
Stun
Light
1-8
1-9
1-7
+
9-15
10-16
8-15
+
16-18
17-18
16-18
+
19
19
19
+
20
20
20
+
1-8
1-9
9-15
10-16
16-18
17-18
19
19
20
20
1-10
11-17
18
19
20
17-65
19
19
18
17
Mark 19 AGL
HVHE
HVHEDP
50"
AGS-17 AGL
30
0-5
10
6-15
16-32
Bazooka
LAW
1st Generation ATGM
2t
2nd Generat.ion
2t
Yo
'13
12
7
18
15
10
19
0-7
8-12
13-20
21-50
1-6
7-13
14-16
17-18
19-20
12
0-1
2-10
11-25
26-50
1-10
11-17
18
19
20
12
18
19
0-1
2-8
9-20
21-32
1-11
12-17
18
19
20
14
20
18
0-30
1-9
10-17
18
19
20
1 (-6)
10
16
19
0-8
9200
1-11
12-17
18
19
20
2 (-4)
12
19
16-24 25-250
'/2
18
(-3)
4-15
Bullet-trap
Rifle Grenades
0-3
18
15
17
33-500
18
18
16
12
7
11
201350 351650
2(-3)
20
ARTILLERY SCATTER
DIAGRAM
XV4
Range: ATGMs
Long
X 1/2
Range: Artillery
Long
Range: Mortars
Medium
Short
x%
Long
x'h
X1f4
X 1f2
Long
X 1f4
-?
-3
-2
Door
-3
Window or Slit
-4
-?
i
!
I
~
J
J
hl
Rubble. Woods
-1
Crarer. Forest
-2
-4
Autocannon
Penetrator
HE
Small Main Gun/Recoilless Rifle
Penetrator
HE
Large Main Gun
Penetrator
HE
100mm or less Artillery
HE
Smoke/Gaslliluminationt
101-149mm Artillery
HE
leM
Smoke/Gasliliuminationt
150+mm Artillery
HE
leM
Smoke/Gasliliumi
t See section 21.7 for the effects of Smoke, Gas,
-3
+?
-3
character's hex )
-4
-2
-1
X 1/2
Long
Range: Autocannon;
Main Guns; Recoilless Rifles
"reference hexslde
-7
-2
01
0-1
01
060'
070'
016
275
2-100
2150
6180
76200 201-400
15
12
68
3-4
912
5-8
13-16
914
1720
1520
1
2
14
12
57
3-4
811
5-7
1215
8-12
16-20
13-20
2 (-3)
4-6
720
3 (- 2)
3-4
57
820
3 (-2)
3/3/30
2
2
3
3
4-5
4
620
520
4 (-2)
7 (-1)
7/7/45
1
2
7
10
15
17
18
20
4
6
10
15
17
19
8
12
12
20
8
16
13
20
jl
101250 251350
151300 301500
81-150
151-600
71100
1775
3
7
76-200
7
6 (-3)
1
1
3
9 (-2)
2
5
15
20
9/9/60
These are impossible ranges for mortars within the category. Guns and howitzers of
1000m or less and IOlmm-149mm have a shon range of 17-80 hexes and 17-100, respectively.
2
3
2
4
3
520
420
1:
,~
,.
J,
.1'
~
:1
:i!,
,i'
I'
J
Civilian Vehicles
Passenger car
Van or Pickup
Light Truck
Tractor Tra~er
wllrailer
w/o trailer
Bulldozer
Miiitary Vehicles
Soviet Tanks
ASU-85
T-S2
T-72
T-80
Soviet APCs
BMP-l
BMP-2
BTR-SO
BTR-70
BTR-40
MRB
BMD
BRDM
Soviet Self-Propelled Artillery
SAU-122
SAU-152
U.S. Tanks
M-SO
Ml
u .S. APes
M113
M2
Hummer
U.S. and Soviet
Jeep
Medium Truck
Heavy Truck
Motorcycle
Rear
Rear/Four
Rear
Glass
Glass
Glass
Rear
Rear
Tracked
Glass
Glass
Open
Tracked
Tracked
Tracked
Tracked
Enclosed
Enclosed
Enclosed
Enclosed
SMG (HE 40); 1st gen. ATG~,g); mmg [CI and mmg [PI (400)
AC(PEN20;HE40);2ndgen . .A: M(5);mmg[Clandmrng[PJ(400)
hmg [PI (100); mmg [PI (400)
hmg [PI (100); mmg [PI (400); AGS-17 (180)
hmg [PI (100); mmg [PI (500)
mmg [PI (400)
SMG (HE 30); 1st gen. ATGM (4); mmg (PI and mmg (CI (400)
. hmg(CI(100)+mrng[PJ(400)or2ndgen.ATGM(8)+mmg[PJ(200)
Tracked
Tracked
Four
Four
Four
Tracked
Tracked
Four
Enclosed
Enclosed
Enclosed
Enclosed
Open
Open
Enclosed
Enclosed
4
5
100mm-149mm arty (HE 30; leM 6; Smoke 4); mmg [PI (400)
150+mm arty (HE 20 ; leM 5; Smoke 5); mmg [PI (400)
Tracked
Tracked
Enclosed
Enclosed
M/-
U-
4
4
lMG (PEN 20; HE 43); mmg [CJ (200); hmg [PI (300)
lMG(PEN 25; HE 30); mmg [C) and mmg [PI (300); hmg [P)(400)
Tracked
Tracked
Enclosed
Enclosed
L1L1N/-
N/L1N/-
2/11
3/7
2/8
Tracked
Tracked
Four
Enclosed
Enclosed
Glass
N/N/+2
N/+3
N/N/+l
N/+2
N/+l
1/5
1/12-20
1/21-30
1/1-2
N/N/N/+l
N/N/+l
N/+2
N/N/N/+l
1/1-7
1/2-15
1/8-23
None
None
None
N/+2
N/+2
LI+l
N/+4
N/+2
N/+l
MI+2
N/+2
N/+l
1/40-60
113-5
1/1-3
None
None
mega-huge melee weapon
MIM/H/H/-
LlM/+l
M/+l
H/+l
L1L1M/M/-
4
4
3
u-
uu-
N/-
318
l/-
U-
N/N/-
3/8
2114
2114
218
2111
216
216
L1L1-
L1L1-
L1L1-
M/+l
H/-
M/+l
H/+1
L1M/+l
L1N/N/+l
L1+2
N/-
M/-
uU...,...
N/-
U-
u-
U-
N/-
N/-
u-
UU-
UU-
N/-
U-
N/-
SMG
LMG
LMG
LMG
(PEN
(PEN
(PEN
(PEN
10;
15;
10;
10;
HE
HE
HE
HE
(300)
(500) ; hmg [PI (100)
(400) ; hmg [PI (100)
(400) ; hmg [PI (100)
lasslOpen
Glass
Glass
Open
OBSTACLE CHART
LOAD CHART
Animal
Rear
Rear
Rear
Rear
Armor
Class
. Load Carried
'TYpe of Obstacle
2
2
-1
2
2
2
-2
":2
3
2
-2
3
4
-1
-1
-2
4
imp.
imp.
imp.
imp.
imp.
imp.
imp.
imp.
imp.
+1
+4
+1
+3
imp.
imp.
imp.
imp.
imp.
imp.
imp.
imp.
imp.
2
2
-4
-4
-4
-1
-2
-1
imp.
-2
-4
-6
=----
5
5
1
1
1
2
2
1
1
1
1
Peck Animals
Horse
Mule or Donkey
Ox
Goat
Draft Animals
Horse Cart
Horse Wagon
Mule or Donkey
Cart
Mule Wagon
Ox Cart
Ox Wagon
Goat Cart
200
150
250
35
kg
kg
kg
kg
400 kg
1000 kg
200
750
500
2000
100
kg
kg
kg
kg
kg
2
2
3
imp.
4
imp.
imp.
4
4
imp.
4
imp.
4
imp.
imp.
+3
imp.
imp.
imp.
imp.
+1
imp.
imp.
imp.
imp.
B
-
imp.
imp.
imp.
imp.
imp.
imp.
-B
B
- .
B
In Elevation Levels
Velocity of Collision
In km/hour:
Damage:
No Effect
Stun
light Wound
Heavy Wound
Incapacitation
Kif!
3-6
1-2
7-12
3-4
13-18
5-6
5-10
11-20
21-50
1-8
9-15
2-9
IS-IS
19
20
1
10-13
14-17
18-19
20
1
2-9
10-15
16-17
18-20
2-6
7-10
11-20
1
2-3
4-6
7-20
2
3-20
"SMALL ARMSe
FIRE MODIFIERS
AGAINST PERSONNEL
Weapon
Range
Pistol
Rifle
Carbine
Semi-automatic rifle
Shotgun
Machine pistol
Automatic carbine
Automatic rifle
Machine rifle
Submachinegun
Light mach inegun
Medium machinegun
19
19
18
18
17
16
18
18
16
15
16
6
5
5
10
5
10
10
10
50
10
50
AIR
A
AIR
AIR
AIR
AIR
02
0-5
0-4
0-5
02
02
0-4
AlRJB 05
AlRJB 06
AlRJB 0-3
RJB
08
010
AlR/B
35
6-15
510
615
3-4
3-8
510
615
717
4-7
9-20
11-25
6-20
16-50
1140
16-50
5-8
920
11-40
16-50
18-50
820
2150
2660
17
1-6
16
1-6
13
16
1-6
16
15
15
13
12
8-14
7-11
710
7-9
4-8
7-13
7-9
7-9
6-8
6-8
4-6
3-6
1518
12-15
1114
10-13
9-13
1417
1014
10-13
9-13
9-13
713
20
19
16-19 20
15-19 20
14-19 20
1418 19-20
1819 20
15-19 20
1419 20
1418 19-20
1418 1920
1418 1920
19-20
Medium
Xl/2
Long
xl/4
Target Prone
Target Terrain Type
Broken, Brush, Swamp, Low Wall, Stream
-1
-2
-4
-1
Door (otherwise)
-2
-4
-6
Window (otherwise)
Slit (otherwise)
Movement
Fire from moving vehicle or animal
Target moving
Type
Aimed
Heavy
= heavily lI\Junded.
Incap.
= incapacitated.
+4
-4
-3
Opportunity Fire
-2
-5
-2
of Fire
Burst
Ajam indicales that the bowstring has broken - replacement requires from 1-20 combat rounds depending on the type of bow.
.. These weapons ignore ammunition rules (see Player Book rule 5.8, "Bows and Thrown Weapons").
-4
Weapon
Fragmentation
19
0-2
3-4
5-7
Smoke
19
0-2
3-4
5-6
Gas
18
0-3
4-5
6-9
1-8
_2
9-15
16-17 18-19
_2
_2
_2
20
_2
1 (-3)
Antitank
17
0-1
1-12
13-15 16-18
19
0-2
3-4
5-6
1-7
8-14
15-17 18-19
Satchel Charge
18
0-1
1-4
5-12
1 (-3)
Antipersonnel Mine
17
1-4
5-10
3 (-2)
Antitank Mine
18
Claymore Mine
19
15
6-12
Gas Mine
17
_2
_2
1317 1819
_2
_2
Molotov Cocktail
Skill 4
01
3-4
110
Dynamite
Skill 4
0-2
3-4
5-6
1-9
10-12 13-18
19
20
20
_2
White Phosphorus'
19
GRENADE MODIFIERS
AGAINST PERSONNEL
2 (-2)
20
6(-2)3
_2
_2
20
Medium
X1f2
Long
X1f4
-1
-2
-4
+1
2
J
<
III
-?
Target Area
+2
+5
Vented
Enclosed
GRENADE AND
MINE COMBAT
x'i2
-1
-2
-4
Target Prone
-2
Rubble, Woods
Crater, Forest
reference hexside
Procedure:
Trace a line from the thrower or firer to the target
hex. The hexside across which the line passes is
called the reference hexside. Ro ll the die; the
grenade or shell lands in the hex indicated relative
to the reference hexside. That is, if a 1-4 is rolled,
it scatters. away from the thrower or firer; if a 17-20
is rolled it scatters towards him; etc . ..
Bushwhack
value
Stun
Damage
Light Heavy Incap.
Kill
Hand-Io-hand
1-14
15-17
18
19-20
Small knife
14
1-10
11-15
16-18
19
20
Medium knife
16
1-8
9-14
15-17
18-19
20
Large knife
10
1-5
6-12
13-16
17-18
19-20
Small club
10
1-12
13-17
18
19
20
Medium club
12
1-10
11-15
16-18
19
20
Large club
1-8
9-14
15-16
17-18
19-20
Garotte
19
~~:~~~~~~~>
MELEE
f::: ' ~.;,->-_~_=_=::::::==_-_-_.
_ _">
COMBAT AND
TERRAIN EFFECTS CHART
TERRAIN EFFECTS
Terrain
Type
Clear
Road
Broken
Brush
Swamp
Rough
Woods
Crater
Rubble
Forest
Trench
Dune
Stream
River
Low Wall
High Wall
Door2
Window2
SIit2
Stairway
Cliff
Tree
-2
-4
-6
-
1
1
2
2
2
3
2
3
4
2
2
3
2
-'
+1
+4
+1
+3
2
1
2
2
4
imp.
imp.
imp.
imp.
imp.
imp.
imp.
imp.
imp.
1
1
1
2
2
3
3
1
1
1
1
2
2
4
imp.
imp.
B
B
imp.
imp.
imp.
4
3
imp.
imp.
4
2
-,
+3
+1
imp.
imp.
imp.
imp.
imp.
imp.
imp.
imp.
imp.
imp.
imp.
imp.
imp.
imp.
2
5
5
imp.
imp.
imp.
imp.
imp.
imp.
imp.
imp.
imp.
MELEE MODIFIERS
CHART
Target Surprised
Attacker Prone
Target Prone
x2
-4
+4
Procedure: Find the terrain type along the left-hand side. The entry in the
"fire modifier" column is the number to be subtracted from a firer's skill
number when firing at a target in or immediately behind the indicated terrain
type. The number under " Legs" is the number of movement points a character
spends when entering a hex of the terrain type; if the number is preceded
by a plus (" + "), the cost is for crossing a hexside printed with the terrain
type. and is cumulative with the cost of the hex entered (e.g., crossing a
low wall into a rough terrain hex costs 4 movement points). The numbers
printed under the "Wheels ," "4-wheel Drive," and "Tracked" columns are
the movement point costs for various types of vehicles. If the letter " B"
is printed under the " Line of Sight" column, the terrain blocks lines of sight.
"imp." means impassable; the terrain may not be entered or crossed.
I Characters may only enter when swimming see 7.6; and vehicles may
only enter if able to swim or prepared for snorkeling - see 20.6 - both
in the Gamemaster Book.
2 Fire modifier is - 1 if firer is adjacent to aperture.
character
character
character
character
lightly wounded
heavily wounded
fatigued
exhausted
I
i
I
I
Table of Contents
1. Introduction
(4.1) Race/Nationality
(4.2) Informants
3. Individual Units
(3.1) Airborne Troops
ISBN O-87431-058-X
_"WWEST
~
(END
t.~GAME5
Inlroduclion
The Booklet
GAMEMASTER PACK
..
Resources
None: -2
Farming, timber:
Petroleum, metal ores, coal: -+:2
Uranium, precious metals: +4
Industry
No Industry: - 2
Light Industry: 0
Transport
Railroad, Airport, and/or Major Highway: +4
Resistance Activities
None: -4
Low:
Medium: +4
High: +6
Units in Area
Motor-Rifle:
18nk:
o or less:
1-4:
5-10:
11-14:
15-17:
18-20:
Population
Medium Industry: +2
High-Tech Industry (computers,
telecommunications, etc.): +4
21 or
greater:
Unoccupied
Motor-rifle platoon
2 motor-rifle platoons
Motor-rifle company
Motor-rifle company plus airborne
platoon w/transport helicopters
Motor-rifle company plus tank
platoon
Airborne:
Spetsnaz:
Die Roll:
5 or less:
6-15:
16+:
10 or less:
11-13:
14+:
10 or less:
11-14:
15-18:
19 +:
14 or less:
15-17:
18 + :
None
Platoon
Company
None
Platoon
Company
None
Section
Platoon
Company
None
5-10 men
15-30 men
Time of Arrival
Motor-rifle company plus airborne
company w/transport helicopters
and tank platoon
Motor-Rifle
GAMEMASTER PACK
Tank:
Airborne:
Spetsnaz: '
Die RoO:
3 or less: 4 hours
2 hours
4-9:
1 hour
10-18:
19+:
30 minutes
7 or less: 4 hours
8-14:
2 hours
15-18:
1 hour
19+:
30 minutes
1 or less: 4 hours
2-3:
2 hours
1 hour
4-13:
14+:
30 minutes
6 or less: 4 hours
7-12:
2 hours
1 hour
13-17:
30 minutes
18+:
Individual Unils
This chapter details the exact makeup of the gar
risoning unit: how many soldiers are in it, how
good the soldiers are, what equipment they carry,
etc.
Each section - Spetsn(lz, airborne, motorrifle,
and tank - contains the fo\1owing parts:
Troop Quality Table: Roll a die, modifying the
ro\1 by the area importance modifier. The result
will determine if the troops are elite, veteran, or
green. Then find the troop quality modifier, below;
that is used in later steps.
Troop Quality
Green
Veteran
Elite
-3
0
+3
Soldiers in Unit: Roll a die, modified by the
troop quality modifier.
Randomizing Skills
.If you wish to randomize the average scores and
specialty ratings, roll a die and consult the randomizer table, below.
.
Skills
Combat
Randomlzer Table
Ole Roll Modifier
1-2
37
812
13-17
1820
-2
-1
0
+1
+2
Example: Sgt. Smithsky is a specialist in Mountaineering; the average rating for an elite airborne
specialty Is 15. The GM rolls a '7' {-1} on the
randomizer table: Smithsky's actual rating Is 14.
Auto. Weapons:
Handto-Hand:
Heavy Weapons:
Melee Weapons:
Pistols:
Soldiers in Section:
12
10
8
?
8
10
6
?
4
8
6
6
Communication
Bureaucracy:
Lan. - Russian:
Lan.
English:
Writing:
Crafts
Demolition:
DriVing:
Helicopter:
Navigation:
12 or less: Green
13-15:
Veteran
16+:
Elite
10
8
6
4
8
5
10
12
10
8
8
6
Education
Weapons:
Roll for each airborne soldier:
1-11:
AK74, 8 clips, 3 frag grenades
1216:
AK-74, 8 clips, 1 RPG18'
1718:
RPK MG", 8 clips, PM, 4 clips
19:
PK MG", 4 clips, PM, 4 clips
20:
RPG16t, 3 rounds, PM, 4 clips
3 per section maximum
1 per section maximum. Another soldier will carry an extra
6 clips for this weapon.
.
t 1 per section maximum. Another soldier will carry an additional 1-3 rounds for this weapon.
Biology:
ChemiStry:
Native History:
US History:
Medicine:
PhysiCS:
4
4
10
4
8
8
8
6
Survival
Camouflage:
Camping:
Home Area Lore:
Area Statnd. Lore:
Mountaineering:
Stealth:
Swimming:
4
6
5
6
6
4
10
4
10
4
6
Vehicles:
Roll for each Section:
17:
Ground (BMD, truck, bus, etc.)
810:
Civilian helicopter'
1119:
Military helicopter'
20:
Paradrop
See helicopter rules in The Price of Freedom adventure,
Your
OWTl
Private Idaho.
Attributes
Strength:
Manual Dexterity:
Agility:
Alertness:
Constitution:
Leadership:
Panic Level:
Officer Enlisted
8
10
12
12
10
12
10
10
10
Specialty Rating: 16
Attributes
Strength:
Manual Dexterity:
Agility:
Alertness:
Constitution:
Leadership:
Panic Level:
Skills
Combat
Auto. Weapons:
Hand-to-Hand:
Melee Weapons:
Pistols:
Thrown Weapons:
Communication
Bureaucracy:
Cryptography:
Interrogation:
Lan. - Russian:
English:
Lan.
Writing:
Crafts
Demolition:
Driving:
Driving, Hvy. Veh.:
Navigation:
Vehicle Repair:
Education
Biology:
Chemistry:
Native History:
Area Statnd. Hist.:
Medicine:
Physics:
Social Sciences:
Survival
Camouflage:
Camping:
Disguise:
Home Area Lore:
Area Statnd. Lore:
Mountaineering:
Stealth:
Swimming:
Officer Enlisted
8
10
10
10
14
10
6
4
10
12
10
4
8
4
12
10
6
4
6
?
10
14
?
6
10
10
12
6
8
Attributes
Strength:
Manual Dexterity:
Agility:
Alertness:
Constitution:
6
4
4
10
Officer Enlisted
10
12
12
12
12
10
10
Leadership:
Panic Level:
4
6
10
Skills
Combat
Auto. Weapons:
Gunnery:
Hand-to-Hand:
Heavy Weapons:
Melee Weapons:
Pistols:
Communication
Bureaucracy:
RUSSian:
Lan.
Lan. - English:
Writing:
Crafts
Driving:
Driving, Hvy Vhd:
Vehicle Repair:
Education
Biology:
Chemistry:
Native History:
US History:
Medicine:
8
10
10
10
6
8
6
6
8
10
?
8
?
4
4
8
14
8
8
12
6
Survival
Camouflage:
Camping:
Home Area Lore:
Area Statnd. Lore:
Mountaineerirrg:
Swimming:
10
4
6
4
8
4
6
10
4
10
4
4
4
6
6
5
4
8
6
10
4
6
6
5
10
8
10
(3.3) MotorRine
Troop Quality:
14 or less: Green
15-17: Veteran
18+:
Elite
Soldiers in Platoon:
1-5:
23 men, 1 officer
6-10:
25 men, 1 officer
11-15:
28 men, 1 officer
31 men, 1 officer
16 + :
Vehicles:
Each platoon will have 3 vehicles. Roll to determine the type.
1-3:
Civilian
US M113
4-5:
6-10:
US Hummer
11-12:
BMP-1
13:
BMP-2
14-17: BTR-60
18-20: BTR-70
GAMEMASTER PACK
,I
...
(3.4) Tank
Troop Quality:
10 or less: Green
11-14: Veteran
15+:
Elite
Soldiers/Vehicles in Platoon
Die Roll Men
Vehicles
1-3:
4-13:
6 men
2
8 men,
1 officer
3
14-20: 11 men,
1 officer
4
WeaponS: Each crewmember will cany a PM and
4 dips ammo. In addition, on a roll of 10-20, the
officer's tank will carry an SMG.
Vehicles:
1-7:
US M-60
8-10:
US M-1
11-12: T-55
13-16: T-72
17-20: T-80
Specialties: On a roll of 16 +, a tank crewmember will be a specialist in one of the following:
Gunnery, English, Driving Heavy Vehicle, Elec
tronics, Vehicle Repair, Medicine
Specialty Rating: 15
Attributes
Strength:
Manual Dexterity:
Agility:
Alertness:
Constitution:
Leadership:
Panic Level:
Officer Enlisted
10
10
9
10
9
10
12
10
10
10
5
4
9
Skills
Combat
Auto. Weapons:
Gunnery:
Heavy Weapons:
Pistols:
8
10
12
10
14
10
8
Communication
Bureaucracy:
Lan. - Russian:
Lan. - English:
4
?
Crafts
Driving:
Driving, Hvy Vhcl:
ElectroniCS:
Vehicle Repair:
8
16
10
12
8
14
8
14
Education
.,
'I
Biology:
Chemistry:
Native History:
US History:
Medicine:
Physics:
4
4
5
4
8
8
5
6
SUrvival
Home Area Lore:
Area Statnd Lore:
Swimming:
4
10
10
Non-Player Character
Personality
Private Bogdonavich stood at attention In front
of the warehouse. His back straight, his shoulders
jtrm, his stomach sucked in - the very model of
a professional soldier.
At least until Lieutenant Karimpny finished his
inspection. Then Bogdonavich's shoulders
slumped and he acquired a rather large paunch;
.he made an obscene gesture toward Karimpny's
retreating back, casually dumped his AK-74 in the
dirt and lit a cigarette.
From the darkness, John 'Stonewall' Jackson
looked on with satisfaction. "Okay folks," he
whispered to his companions. "We've got exactly 90 minutes before Karimpny comes back.
Louise, got the bottle?" The woman displayed the
liter of Absolut vodka. Jackson grinned.
"Great, You keep Bogdonavich occupied;
Harry 'n' me 'II need at least 10 minutes to set the
explosives and get out. Let's roll." The two men
moved off Silently.
.
The woman opened the bottle and, grimacing
in distaste, took a small mouthful and poured the
rest down the front of her blouse. Then she staggered toward the guard.
"Boggie," she called loudly. "Hey Boggie, wanna party?" An almost comical look of surprise and
fear on his face, the guard hastily dropped his
Cigarette and grabbed his rifle. Recognizing her,
his expression rapidly changed to disgust. The
woman winked at him lewdly and blew him an
exaggerated kiss.
"Boggie-poo," she cooed. "How come you
never come 'n' see me any more? Your little
Louisie's gettin' lonesome!" She smiled seductively
- then her eyes rolled up, and she collapsed at
his feet.
Bogdonavich smothered a curse and, dropping
his gun once again, leaned down and began shaking Louise roughly. "Wake up, you stupid drunken
woman!" he whispered. "Wake up! The Lieutenant will kill us both if he finds you here! Go home
- now!"
Louise began to snore. Loudly.
Bogdonav/ch looked around quickly, picked
Louise up, slung her unceremoniously over his
shoulder, and carried her back to her home, vow
ing never again to even look at a superior officer's
mistress.
The two Resistance fighters slipped unseen in
to the warehouse.
The next morning, over four tons of artillery
shells exploded quite satisfactorily.
(4.1) Race/Nationality
The Soviet Union is comprised of diverse races.
Not surprisingly in an empire built on fear, con
quest, and ruthless oppression, the races which
Allied Armies
The Soviet Union will call on its allies to supply
a good portion of men and equipment to the occupying forces. Cuban, Vietnamese, Nicarauguan,
East German, and other units will be stationed
across America.
While less politically reliable and more poorly
armed than the average Soviet troops, the Vietnamese, Nicaraguan, Cubans and Libyans will be
especially feared here because of their history of
conflict with the US and its people.
Morale will be good in these units; equipment
will range from average to terrible.
At Company-level and lowj:lr, Allied units will
be manned exclusively by soldiers of their own nationality; Soviet "advisors" will be in charge of
brigade-level and larger units.
Die Roll
1-15:
16-20:
Nationality
Soviet Union
Allied Nation
Soviet Nationalities
Most Soviet troops in Occupation will be drawn
from the Group of Soviet Forces Germany and
from the western militray districts. They are the
most capable, well-trained, and loyal troops in the
Soviet Army. Units in the eastern Soviet Union
would be otherwise occupied (with the Pan Asians)
and probably to unreliable to be used outside of
the U.S.S.R. Russian illiteracy is a large problem
in those units, as well.
Roll for each soldier in the Soviet unit to determine the soldier's nationality and fluency in Russian. Use the randomizer table on page 5 to vary
soldiers' Russian fluency.
Informant's Table
Ole Roll
1-3:
4-17:
18-20:
Informant For:
KGB
No One
The Party
foreign Nationals
Roll for each Allied unit.
Cuban (12)
Nicaraguan (9)
East German (13)
Vietnamese (8)
Libyan (6)
Die Roll
1:
2:
(4.2) Informants
In addition to official KGB and Party observers,
each Occupying unit contains secret Party and
KGB informants. These men are chargep with
keeping an eye on other soldiers, making sure that
no one is conspiring against the govemment, no
one is stealing more than his due, that everyone
is meeting the production quotas (or "norms") set
by the high command, etc. Informants will include
regular soldiers, accountants, supply clerks, officers, and assassins.
3:
4:
5:
6:
7:
8:
9:
10:
11:
12:
13:
14:
15:
16:
17:
18:
19:
20:
4-9:
10-14:
Tactics
Panics under fire
Unable to react to new
circumstances
Follows "The Book" always
Rushes headlong. into combat
Takes unnecessary chances
Underestimates opposition
Overestimates oppostion
Hated by troops
Overcautious
Willing to take risks
liked by troops
15-18:
19-20:
GAMEMASTER PACK
(4.5) Passions/Interests
Check the soldier's Tactics tag, Passions,and Interests, then examine the list below to see. if any
personality tag seems especially appropriate for
what you already know of his personality. If not,
roll a die.
Passions
Roll once on the Passions/Interests table, below.
Interests
To determine a soldier's interests, first roll a die
on the table below to determine the number of
interests the soldier possesses and the interest
points in each. Then roll on the Passions/Interests
table for each interest.
Interests
Die Roll (Interest Points In Each)
1-2:
3-4:
5-6:
7-8:
9-11:
12-13:
14-15:
16-18:
19-20:
2 (10, 10)
2 (14, 6)
2 (18, 2)
3 (7, 7, 6)
3 (11, 5,4)
3 (15, 3, 2)
4 (5, 5, 5, 5)
4 (13, 3, 2, 2)
5 (9, 5, 3, 2, 1)
Passions/lntrests Table
Die Roll
1-2:
3-4:
5-6:
7-8:
9-10:
11-12:
13:
14:
15:
16:
17:
18:
19:
20:
Dapper
Depressed
Dignified
Enthusiastic
Fanatic
Gregarious
Humorous
Indulgent
Intelligent
Loud
Lustful
Modest
Outgoing
Proud
Selfish
Stupid
Subdued
Suspicious
Vigorous
Worldly
Hair
Body
Expression
Facial Fe,ature
Speech
Bald
Beard/Mustache
Clean
Color
Curly
Dense
Unkempt
Angry
Cheerful
Dour
Dimples
Never Changes
SmUing
Sneer
Solemn
Squint
Tick
Accented
Cheerful
Deep
Flamboyant
Lisp
Loud
Nasal
Precise
Shrill
Soft
Acne scarred
Big ears
Bushy eyebrows
Eye color
Scarred
Sloping forehead
Steel teeth
Strong nose
Sunken cheeks
Weak chin
Beefy
Burly
Dark
Fat
Graceful
Handicapped (limps, crippled hand
or leg, etc.)
Lumbering
Muscular
Pale
Poised
Scrawny
Slouching
Short
Tall
Thin
Clean
Dirty
III-fitting
Non-regulation (scarf, jeans, tee
shirt, etc.)
Town Hall
Under the SOViets, Mayberry town hall is the
1347th Local Area Administration Center
L.AAC. (roughly equivalent to a County Seat)
- as well as the headquarters, barracks, prison,
and supply dump for the 3rd Company, 43rd
Motor-rifle batallion' - garrison, 1347th L.AAC.
The L.A.A.C. has completely supplanted the
local government. It issues internal passports and
work permits; it records births, deaths, and marriages; and it is responsible for tax collection and
issuance of the new "redbacks"
the United
American Soviet money. In addition, the L.AAC.
administers vital services: garbage collection, mail
service, street repair, citizen relocation, reeducation, etc. Until the Party can supply bureaucratic manpower, US civilians from the old
Mayberry town government are still more or less
running things - though under the close supervision of Sr. Lieut. Surakev, Lieut. Talin, and their
assistants.
Patrols/Guards
The First and Second Platoons share guard/
patrol duty. At any time, about half of the soldiers
from each platoon will be on duty; the other half
will be in the barracks (D and E sections of the
second floor; see f1oorplans, below). Coslgien's
Third Platoon is permanently stationed at the
Takidashi Computer works, 15 minutes away.
Five men from I..ekouski's Second Platoon, on
vehicular patrol of Mayberry in a BMP-2, drive past
the garrison once or twice an hour (they're also
In radio contact at all times). I..ekouski's other
BMP-2 is on extended patrol of the entire
L.AAC.; it i~ from five to 45 minutes away at any
,given time.
Gobinskl's First Platoon guards the garrison.
Two-man patrols circle the building day and
night. It takes 14 minutes to complete a circuit;
patrols run continuously during daytime, and at
Irregular intervals of not less than once an hour
during the night.
10
GAMEMASTER PACK
HQ Staff
Captain Vaslli Kararov: Commander
Sr. Lieutenant Alexl Surakev: 2nd in Command; Party/Government liaison
Lieutenant Rudl Latislaw: 3rd in Command; Duty Officer
Lieutenant Lori Talln: Civilian Affairs;
Re-education (KGB)
Sgt.. Godanskl: Radio & Supply Officer
Sgt.. Koridan: Security Officer
Sgt. Donavich: Medical Officer
6 enlisted men
Vehicles:
2 US M113 (I under repair), 1 US Hummer,
1 bus, 2 pickup trucks, 1 motorcycle
Weapons:
Soldiers Carrying
AK-74 & 10 clips, 4 frag
9:
1:
3:
2:
grenades
AK-74 & 10 clips, RGP-18, 2
phosphorus grenades
RPK MG & 10 clips, PM & 4
clips
PK MG & 8 clips, PM & 4 clips
1 AGS-17 & 36 rounds
(disassembled; each man also
carries a PM & 4 clips)
AK-74 & 10 clips (also carrying
radio)
Specialists
1 Automatic Weapons, 2 Gunnery, 1 Indirect Fire, 2 English, 3 Driving (Heavy Vehicle), 2 Vehicle Repair, 1 Medicine
Specialty Rating: 14
co.
Vehicles
3 BMP-2's, 2 sedans, 1 pickup truck, 2 motorcycles
Weapons
Soldiers
6:
10:
4:
2:
Carrying
AK-74 & 10 cliP&, 4 frag
grenades
'
AK-74 & 10 clips, RP.G-18, 2
phos grenades
RKP MG & 10 clips, PM & 4
clips
AK-74 & 10 clips (also carry
radios)
Specialists
1 Automatic Weapons, 1 Gunnery, 2 Bargain, 2
Con, 4 English, 2 Drug Lore
Specialty Rating: 13
Vehicles
1 US M113 (permanently disabled), 1 bus, 1
sedan, 1 motorcycle
Weapons
Soldiers
4:
1:
1:
Carrying
AK-74 & 12 clips, 6 frag
grenades
RPK MG & 8 clips, PM & 6 clips
AK-74 & 10 clips (also carrying
radio)
Specialists
1 Automatic Weapons, 1 Hand-to-hand, 1 English
Specialty Rating: 14
Hex
Terrain Type
1812
clear
1710
woods
1611
road
1009
stream
1808
rubble
1017
clear (playground)
Other features on the map:
Hex
Feature
1803
2013
1918
1722
2222
house
town hall
civil war memorial cannon
stone wall
bush
Buildings
The closed squares printed on the bUilding walls
represent doors; the open squares represent
Windows.
Houses
The houses are two-story wooden buildings put
up around the turn of the century. The three
houses to the north have been taken over by
Soviet officers; fhe two destroyed houses to the
south were burned to provide a free fire zone
around town hall. The other houses are still occupied by Americans.
Most houses contain basements and attics; the
stairs are located in the center-most hex In the
house.
The houses are kept locked at all times (difficult
Strength task to break open; average to difficult
manual dexterity or Locksmithing task to pick open
- if you've got the proper tools). One or two
houses have working electronic alarms.
The smaller buildings next to many houses are
garages used to store cars, bicycles, lawn-mowing
equipment and the like. The garages are one-story;
the doors are locked (average difficulty to pick).
Town Hall
A 14 by 24 meter wood and stone building put
up in 1876 to celebrate the centennial, the town
hall was considered unbelievably extravagant for
a town of 5,000, but the town planners expected
Mayberry to treble in size within the next decade
and also expected the increased tax revenue to
pay for the bUilding. They were wrong of course:
Mayberry's population remained depressingly
stable through World War I, and the town hall
wasn't paid off until 1925.
Since then, the town hall's fortunes have risen
and fallen with the town's: when times are good,
the building is modernized, painted, kept in good
repair; when times are bad, the building suffers
from neglect. Times have been good recently until the Soviets moved in, of course.
Extertor
A straight barbed wire fense surrounds the
building, running along the hexsides one hex
away. During the day, the wire is opened at hexes
1813, 2115, and 2214, allOWing safe passage to
the building; at night, the only entrance is at hex
1813.
Fixed spotlights illuminate the grounds within
two hexes of the building. (The tree in 1710 and
. the bushes in 2216 provide cover; they are slated
for removal.)
The East Face: The main entrance faces Taylor
Street. Taylor St. is closed to civilian traffic; a
BMP-2 or US Hummer is usually parked at hex
1612. There is a fixed machinegun nest above the
main entrance to the building where two soldiers
man an HMG and two AT-4 ATGMs behind a low
wall of sandbags on the balcony.
The North Face: To the north of the building
stands the Civil War memorial cannon. Beyond
that is Fife St. Soldiers and supplies are brought
in through the entrance at 2115.
The West Face: Originally a picnic area, the open
ground to the rear of the building sees little use
these days. Off limits to Americans; occaSionally
bodies or prisoners are quietly hustled out the back
door to waiting vehicles in the parking lot.
The South Face: The two houses to the south
were destroyed by the Soviets to make it difficult
for saboteurs to sneak up to the building. The door
in hex 2110 leads directly into the auditorium in
the basement; when Americans are herded into
the building for re-education or mass interroga'
tion sessions, they will use this entrance.
11
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12
GAMEMASTER PACK
First Floor
AIA3: Entrance and main hall.
. AI: Two soldiers stand guard outside the doors
Second Floor
A: Hallway and machinegun nest.
AI: Hallway. Two guards from the HQ unit
stand at the top of the stairs. (These soldiers are
assigned to escort US nationals into the Mayor's
office.) .
A2: Machinegun nest. A balcony runs along the
front of the building, providing a 2 meter by 3
meter platform directly above the main entrance.
The Soviets have placed an HMG and 2 AT-4
ATGMs and two soldiers here around the clock.
B: Third Company Headquarters.
BI: Captain Kararov's quarters. Spartan: bed,
table, chair, uniforms.
B2: Radio room. Contains R107 Manpack radio
and R-126 very low power radio for talking to 43rd
Batallion HQ and Third Company's Platoons. A
soldier on duty here at all times.
B3, B4: HQ command. Maps, duty rosters,
orders, secret files, f;iecoders, requisition forms,
reports, etc. Kararov, Surakev, or Talin, plus two
soldiers will be on duty here during the day; one
soldier will be here during the night.
B5: Enlisted HQ soldiers' barracks. Nine beds;
nine sets of dirty uniforms; three quarts vodka; 5
AK-74s; 30 clips ammo; 3 sidearms.
C: Mayor's suite.
CI: Mayor's office. Josh Bensen, acting mayor,
preSiding. Big desk, bookshelves, couch, chairs,
wet bar. Fully bugged. A Civil War Peacemaker
Colt pistol hanging on the wall above the Mayor's
desk actually works; it's cleaned and fully loaded
(it was Nancy Coopersmith's grandfather's).
C2: Soviet/American liason office. Sergeant
Koridan's office. Listens in on Mayor, tells him what
to say, threatens his life, etc.
C3: Mayor's secretary's office. Contains desk,
chair, typewriter, and Jo Marybeth Wilson, the
Mayor's secretary. Window into reception room,
C4, allows Jo to see whds waiting to see the
Mayor.
C4: Reception room. Couch, chairs, ashtrays,
Time magazines. Small window into Mayor's
secretary in C3.
0: Kitchen, mess, sick bay.
01: Kitchen. Two large stoves, four refrigerators,
two Sinks, large counter, loads of dry goods. Most
of this was installed at gunpoint against electrician's
vigorous objections; the fuses blow about once a
month, leaving the north side of the building dark.
02: Sick bay. Two beds, clean linen, medical
supplies, etc. First aid, mostly. Difficult cases
transferred to batallion hospital.
03: Enlisted men's mess. Tables, chairs, food,
posters of Lenin, etc.
04: Officers' mess. Tables, chairs, food, posters
of Lenin, vodka, Tv, etc.
E: Barracks.
20-30 men here around the clock. Beds, tables,
chairs, vodka, dirty uniforms. .
tubes, mechanical devices, etc. Furnace and electricity generator run on oil; 500 gallon oil container
buried behind town hall (heh, heh).
C2: Janitor's office. Desk, chair, couch, grease,
dirty magazines, coffee, etc.
0: Holding pen.
KGB hasn't gotten around to building separate
cells yet; everybody's thrown in one big square,
concrete, featureless room. Doors are locked and
barred from the outSide; no toilets or water, and
poor ventilation.
E: Re-Education center.
Originally the town meeting hall. Podium, slide
and movie projector, and 200 colorful plastic seats.
Talin holds weekly "seminars" for the town bigwigs
to extoll the merits of the Communist system.
The Puppet
The Soviets find it convenient to keep an
American as puppet mayor of Mayberry, both to
convince US citizens that they have some control
over their own lives, and to convince Party officials
back in the USSR that re-education of Americans
is coming along nicely. Josh Bensen, Deputy
Mayor since Nancy Coopersmith was kidnapped,
is the current puppet.
He's darn good at it, too. During the food paniC
three weeks ago, an angry and hungry crowd
gathered outside town hall, demanding that the
Commies get them SOme food. A few rocks and
bottles were thrown, and, as the soldiers nervously
fingered their weapons, Bensen came out on the
balcony and urged the civilians to go home, that
things were sure to get better real soon. "My
friends, let me assure you that we are doing
everything in our power to alleviate thiS unfortunate crisis:'
While Bensen didn't convert the townspeople
to Communism en masse, he managed to calm
them down enough to avoid bloodshed.
The Resistance needs bloodshed.
If they are to regain their freedom, the American
people must fight. By defUSing potentially explosive confrontations between US citizens and
Soviet soldiers, Bensen is deliberately harming the
Resistance.
Obviously, he must be destroyed.
The only problem is, the deputy mayor never
leaves town hall. He's living there "for the duration of the crisis." How to kill him?
The mayor's office is in the southwest comer
of the building on the second floor. Perhaps a
sniper on the roof of one of the houses to the
southwest could get a shot through the window ...
Get another riot started. Shoot the mayor when
he comes out to calm the people ...
Wangle an audience with the mayor and smuggle in some plastiC explosive and a time-delayed
fuse ...
The PrIsoner
They've grabbed Jock!
Jock Lebanis - ex-pro-running back, TV and
movie star, and now Resistance leader - has been
captured and taken to town hall! He must be
rescued!
Mabel Hightower, Resistance spy, says the
Commies are going to interrogate him back at 43rd
Batallion HQ. The 43rd has sent a chopper to pick
13
14
GAMEMASTER PACK
Character Background:
Latislaw is an orphan from the slums of Moscow.
Brought up in a State-run orphanage, at an early
age he learned both self-reliance and love for the
State.
He ~as drafted at 17. To his surprise he liked
the Army: he was used to regimented life from
the orphanage, and his shortness was much less
apparent when he was sitting at the controls of
an APC.
He also likes the attention women give a man
in uniform, and at 21 he married a Moscow barmaid who has since given him three children.
While he has tried to remain faithful to her, he has
been known to take a mistress when away from
home for a long time.
Latislaw has seen action in a few of the many
border-clashes between the USSR and the PanAsians. While an uninspired leader, tending to do
things "by the book:' he is conscientious and alert.
Veteran Motor-
Character Background:
Strength: 9
Manual Dexterity: 11
Agility: 7
Alertness: 11
Constitution: 7
Leadership: 1
Panic: 10
Important Skills:
I-Jand-to-hand: 4
Pistols: 3
Bureaucracy: 13
Language
English: 12
Sex: male
Age: 25-50
Hair: brown
Eyes: blue
Height: 5' 8" Weight: 175-225
Race/Nationality: Armenian, Ukranian, European
RUSSian
Informant For: KGB, no one, The Party
Tactics Tag: Panic under fire
Treatment of Civilians: Average
Character Background:
These three slobs are civilian accountants and
petty bureaucrats who were recalled into active
service a little over two months ago. Surly, iU-tempered, or cheerfully stupid - their personalities
are up to you, but keep them comical. Their
function is to wander around mghtenedly in the
line of fire, shouting madly and trying to shoot their
rifles with the safeties on.
They will also get captured from time-to-time,
at which point they will immediately spill what Uttle
information they have managed to jam into their
subhuman braincases. Think of them as a
combination Three Stooges/Sgt. Shultz.
They will probably have a real short lifespan.
Sergeants Gudanski,
Koridan, and Donavich
Character Background:
15
16
Pavel Partsik
Sergeant - Elite
Physical Tag: tall
Personality Tag: proud
Passion: chess
Interests: military history (10), fine art (10)
Strength: 12
Manual Dexterity: 12
Agility: 8
Alertness: 10
Constitution: 10
Panic: 9
Important Skills:
Auto Weapons: 9
Hand-to-Hand: 6
Language - English: 5
US History: 5
Medicine: 5
Sex: male
Age: 18
Hair: brown
Eyes: brown
Height: 6' 1" Weight: 195 Ibs
Race/Nationality: European Russian
Informant For: The Party
Tactics Tag: Ruthless.
GAMEMASTER PACK
Character Background:
From the age of ten, Partsik wanted to be in the
Red Army. His father, a Professor of Economics
at the Kiev Institute, Violently disapproved, but
Partsik perSisted. After a year of pleading, his .
father submitted and, using his Party connections,
secured his son a place in the prestigious Frunz
military academy. Since then, Partsik has been in
the Army.
He's a brilliant soldier. He's a tough fighter, he
understands the limitations of his men and equipment, and he isn't afraid to die. He's coltl, emotionless, calculating, cool under fire. He has no
life outside the Army.
Partsik's expecting to be promoted soon; when
it comes through, he will probably be assigned
command of the 2nd Platoon.
Soldier - Veter~n
Physical Tag: overweight
Personality Tag: gregarious
Passion: music
Interests: Germany (7), rock'n'roll (7), women (6),
Strength: 12
Manual Dexterity: 12
Agility: 8
Alertness: 10
Constitution: 10
Panic: "10
Important Skills:
Auto Weapons: 8
Language
English: 5
Age: 21
S~: male
Eyes: blue
Hair: brown
Height: 5'10" Weight: 200 Ibs
Race/Nationality: East German
Informant For: No one
Tactics Tag: Overcautious
Treatment of Ciuillans: Poor
Character Background:
Heinzelman isn't exactly sure how he got into
this mess. A native of East Germany, he was an
exchange student of classical music at the
University of Leningrad when he received his
notice of induction. Into the Russian Army. Into
the elite Third Company of the 43rd Regiment of
the Russian Army. To say the least, it is quite
unusal for East German music students to be
drafted into the elite service branches of the Soviet
Army.
Repeated requests for transfer to an East
German outfit have gotten him nowhere. His
superiors, as baffled as he, figured the best thing
to do was to pretend nothing was wrong and treat
him like any other draftee. His fellow soldiers
subject him to no little abuse, but he is such a
good-natured, likeable person that at least they
haven't killed him.
And the funny thing is, he's not a bad soldier.
He likes driving those big BMPs around, and whUe
he is none too thrilled about getting shot at, he
doesn't panic, either. He's even worked out a deal
with a crooked shipping clerkto send "decadent"
rock'n'roll records and music videOs, which he buys
by the case from the black market, back home to
East Germany.
/hcldentally, he was drafted because of a
massiue computer malfunction at the Moscow
branch of the Bureau of Military Affairs. The BMA
offiCials steadfastly deny that there was any error
at all; Heinzelman Is likely to be in the army for
a long, long time.
.
THE PRICE OF FREEDOM
'RICI
OF FREEDOM
~
Leonard Quam
Research
Mongol
Cover Illustration
John Tortogllone
Interior Illustrations
Dione Malz
Character Illustrations & Graphic Design
Greg Costlkyon
Original System Design
Introduction
o~ 1
Adventure Materials
Player Characters
The next 4-page folder inward from the center
is printed with six pregenerated characters. We
recommend that you cut the character sheets apart
and give one to each of your players. Don't worry
if you've got fewer than six players - some
characters will be unplayed - but make sure that
Nate Washington and Horatio Spaulding are used,
as they have skills vital to the completion of the
adventure.
If you prefer, you can have your players
generate their own characters (see 0.4 for using
Your Own Private Idaho in a campaign). If you
do so, we suggest that you have Nate Washington
join the PCs as a non-player character helper and
information source. Unless the PCs come from
Milner or the surrounding area, they may not know
information vital to the completion of the adventure. Nate can provide such information when
necessary.
The Helicopter Rules
Finally, the next 4-page folder in is printed with
the helicopter and anti-aircraft rules. They explain
how helicopters and antiaircraft eqUipment
operate in THE PRICE OF FREEDOM, and
how the helicopter and anti-aircraft charts are
used. You tan remove the rules and put them in
your Gamemaster Book, or leave them, as you
like.
The Map
Inserted in the booklet you'll find a new full-color
map (Map 4) for use with THE PRICE OF
FREEDOM. It depicts a section of Mackay Dam,
where the climactic battle of the adventure takes
place. It also includes a trail and section of
woodland, which is useful for staging forest ambushes and other encounters during the adven
ture. Map 2 is useful for this purpose, too.
Terrain types are:
Hex terrain type
1001 forest
1203 brush
1405 path (treat as clear)
1314 rough
1422 stream
2521 lake (treat as river)
1921 sluice gate (impassable)
2022 dam top (treat as clear)
2623 tower (treat as a building with
windows on all 6 hex sides)
0.2 Background
The Challis Area
The Challis National Forest lies in central Idaho.
It boasts the state's highest point (Borah Peak,
elevation 12,662), encompasses most of the
Sawtooth National Recreation Area, and is slightly
smaller than the state of Connecticut. Within its
borders are some ten to twelve communities,
depending on how fleXibly you use the term,
whose populations range from less than 50 to
slightly more than 1100. The total population of
Challis Forest: just under 3500 souls, 5400
assorted firearms, and 6200 Bibles, excluding the
numerous Gideon Psalters which have accumulated over the years.
Challis Forest is a conservative area, bedrock
Republican and rife with Evangelicals. Its citizens
saw the Russian invasion as a personal affront, and
were not especially surprised at having been let
down by the bureaucrats in Washington.
There are very few children in Challis Park. The
economy, based on timber, farming, and hunting,
was in depression even prior to the Occupation.
Most of the inhabitants are 35 or older. Ambitious
youngsters tended to move to Boise, or even farther afield, to Seattle or California, in search of
jobs and bright lights.
The land is rugged - mountains covered in
forest and dotted With streams, natural caves and
animal trails.
Challis was left pretty much alone for the first
few months of the Occupation. As a rural, relatively poor region (with a stiff-necked and heavilyarmed population), it was not high on the Communists' list of priorities. Life went on pretty much
as before - except that supplies of gasoline, consumer goods and produce became scarce.
The area might have been left alone for years
to come - except for Benny's Bastards.
The First Idaho Brigade
Benedict Arnez was inappropriately named; no
traitor he. At age 18, he earned a purple heart
forJreading shark-infested water off Kwajalein for
four hours, his wounded lieutenant in his arms,
after his transport was sunk by Japanese bombers.
Operation Talon
Pacific Occupation Front command knows very
little about the rebels in Challts Forest. Strength
estimates range from 100 to 1000. They do know
that the guerrillas seem to operate mostly in and
around Borah Peak. Pin-pointing their location is
impossible
the area is densely wooded, the
Brigade contains crack woodsmen, and the rebels
frequently disperse into small groups. Therefore,
air raids are of little use.
The 84th Guards Motor-Rifle Division, mountain warfare veterans from Aghanistan, was
ordered into the area. Containing 12,000 men,
it should be more than enough to supply the
lO-to-l manpower ratio theory demands for
counterinsurgency operations.
The 84th's armor elements were ordered to
spread out along Interstate 93 (see Map B), occupy the towns along it, and patrol it constantly.
The infantry regiments were to spread out along
State Road 28, and, dismounted, advance across
the Lemhi and Lost River mountains. The armor
was "The Mortar," against which "The Pestle" of
the infantry would grind the First Idaho Brigade.
An assault helicopter company was attached to
the 84th Guards. Stationed in Chilly, it would provide air support, reconnaissance, and rapid troop
transport, as necessary.
Arnez's choice: engage the 84th's veteran infantry or fall back to be crushed against the impenetrable armor curtain along Interstate 93.
Chilly Airbase
To do so, they must destroy Mackay Dam. That
would flood a section of Route 93, opening a gap
in the Soviet lines. The First Idaho Brigade could
canoe across the floodwaters, while the remaining Soviet armor would be helpless to intervene.
Only one problem: the Soviet assault helicopter
company based at Chilly
outside the floodwaters' path. Rebel canoes struggling across a
flooded Lost River valley would be so many sitting ducks for the choppers to sink.
So Chilly airbase has to be destroyed first.
Mackay Dam
Destroying Mackay Dam isn't as easy as it
sounds. either. For one thing, it's defended by a
squad of Soviet soldiers. Taking them out doesn't
solve the main problem: Mackay isn't a concrete
dam, but an earthen one. Blow a substantial hole
in a concrete dam, and the weight of water will
collapse the whole thing - but an earthen dam
is much more stable. There's a way to destroy it
- but it isn't easy.
And Afterwards
Assuming the PCs do the job, the rebels are
saved. That can be the end of the adventure or the beginning of another one.
Down the road, there's a line of graypainted vehicles. They're heading this way.
If the PCs move fast, they can get out of town
now leaving most of their possessions (including
all weapons) at home. If they do so, suggest they
set up a rendezvous (and, if necessary, mention
Jeremiah Washington's cave). OtherWise, they
may scatter to their homes, or wait for the arrival
of the Soviet convoy.
If they scatter, they hear the announcement
below over loudspeakers as Soviet vehicles drive
through the town, repeating it.
If they stay and wait, the Soviets pull up.
========================~========================
Nate Washington: Nate lives in a small, neatly
kept-up clapboard house with his grandfather. It's
just behind the Village Store, and contains three
rooms.
"Doc" Jorgensen: Doc's house is a modern
single-story brick bUilding on Milner Main Street.
It has a garage and a separate entrance for his office. Inside, it's slightly untidy; Doc has someone
come in every week to straighten up, but isn't terribly neat himself.
T.J. Callahan: T.J.'s farm is a mile outside central Milner. A storage shed is attached to the kitchen. The bUilding itself is of sturdy wood construction with a tar-shingle roof. It's quite large, and
centers on a big living room with a huge fireplace.
Diana Cohini: Diana lives in a trailer near the
railroad tracks.
Horatio Spaulding: Horatio is a boarder in
Kim Shaw's house.
A PC can return home. assemble equipment,
and get to another PC's house without difficulty.
Just as soon as they're all together, there is a knock
at the door: the Soviets have arrived. They're conducting a house-to-house search, confiscating
weapons and radios. If they're permitted entry,
they want to know why the PCs have brought their
possessions here, and why they have not gone
home as instructed. Unless the PCs resist, they are
arrested and held in the gym until 5 PM, when
Lynsie's execution in Milner Park occurs (see
below).
If they met at TJ. Callahan's farm, he can hide
the other PCs in his "storm cellar," used by his
grandfather in Prohibition days to hide illegal
hooch. The Soviets tromp around searching
Callahan's premises, but don't find the cellar; see
"Go Home and Stay" below.
If they met any place other than Diana Cohini's
trailer, can try to sneak out and into the woods
when the Reds arrive. If they do so, make stealth
rolls for each Pc. Any failure means they're seen;
four Soviets pursue. A successful agility roll (to outdistance pursuit) or Milner lore roll (to find a hiding
place) must be made by each PC to escape; see
"Sneak Into the Forest" for the Soviet's orders and
reactions. Each is armed with an automatic rifle;
one is a sergeant (skill 12, panic 5, leadership 3);
the others, enlisted men (skill 10, panic 8).
Go Home and Stay
If a PC goes home and waits for the Soviets,
as requested, four show up - a sergeant and three
privates (stats above). The sergeant reads a series
of questions, in barely comprehensible English.
They are:
"Do you have any firearms or other
weapons?" If the answer is yes, he says "Bring
them to me." He confiscates them; one of the
privates carries them to a jeep outside.
"Do you have any Bibles or other religious
icons?" Again, if so, these are confiscated.
"Do you have a radio?" Again, it's confiscated.
After he's gone down the list, two privates keep
the PC at gunpoint while the sergeant and the
other private search the house. They are not
destructive, but are quite thorough. They are fairly honest; small items may be pocketed surreptitiously, but no major theft occurs.
If any hidden firearms, bibles or radios are
found, the PC is arrested and taken to the gym,
where he is held until the meeting in the park.
If the PC complies with the Soviets' instructions,
before he leaves the sergeant says:
THE PRICE OF FREEDOM
Milner Residents
Martha Graeme
Physical Tag: Wears horn-rim glasses and a
loop of leather she uses to hang them around
her neck when she isn't wearing them.
Personality Tag: She's capable, brooks no
nonsense, and Is currently very frightened .
Age: 62
Motivation: Survival.
Applicdble Skills:
Language - Russian : 17
Description: Martha Is FUlmore Central's
language teacher. She lives parsimoniously in
an apartment above the Village Store, living
on her meager school salary. She's known to
generations of Milner students as a holy terror
- and to friends of her own age as something
of a wit.
Carey Michaels
Physical Tag: Beer gut.
Personality Tag: Annoyingly jockish - slaps
you on the back, offers to buy you a beer, tries
to break your fingers when he shakes your
hand.
Age: 34
Motivation : Get back at "them".
Description: For Carey Michaels, the Russian
Occupation is a heaven-sent way to get back
at "them" - all the wise-ass geeks, jocks and
cheerleaders who put him down In high school,
all the doctors, lawyers and storekeepers
(anyone successful) who's "kept him down"
since. He's been feeding Information about the
Milner area to a KGB agent in Pocatello for
months. The Soviets put him in the gym so
he could inform on anyone who tries to make
trouble. He might agree to help the PCs break
out, but If so, would attempt to betray them
at the earliest opportunity. He tries to force his
way into any conversation among the
prisoners.
John Maxwell
Physical Tag: Red check flannel shirt, scruffy
beard.
Personality Tag: Slightly depressed ,
hard-drinking.
Age: 36
Motivation: Protect wife and kids.
Description: John Maxwell tries to make a living out of 100 acres of farmland outside Milner.
It's been a hard life, both before and after the
Occupation, but John has doggedly stuck to
it. He's worried sick about his wife and kids,
from whom he's been separated. He's a good
friend of T.J.'s; if anyone talks to him, he
volunteers the information that "the Russians
plan on shipping us out tomorrow." He heard
it from Martha, who overheard the guards talk
Ing. John would gladly help the PCs in a breakout attempt; if he does, it's your (the
gamemaster'sl job to make certain that he Is
killed herOically in the escape. (Just another
reason for your PCs to fight for The Cause.)
Gym Guards
Attributes:
Strength: 10
Manual Dexterity: 8
Agility: 8
Alertness: 10
Constitution: 12
EqUipment: uniform, automatic rifle, three
reloads, small club, papers, knife.
Skills:
Automatic Weapons: 8
Hand-to-Hand: 6
Melee Weapons: 6
Bargain: 8
Language - English: 2
Guard 1
Physical Tag: short, dark-haired, unshaven.
Personality Tag: Eyes the women, grins nastily.
Motivallon: He'd just as soon desert and spend
======================*======================
If the pes approach at night, a heavy black
drape is hung over the mouth of the cave. As they
near, they see the outline of the drape, surrounded in steady electric light. When they look in, read:
Inside Is a cave about the size of a small
house, lit by a bulb suspended from the ceilIng. Its dim light illuminates a ham radio
set against the back wall. To your left Is a
bedroll; a young boy, dressed In camouflage,
lies In It. His right shoulder Is covered with
blood-soaked bandages. Stooping over him
Is your old friend Jeremiah Washington.
I
The Plan
Map B shows (among other things) the location of Mackay Dam, the Big wst River valley
below it, and the positions of the 164th Tank Regiment - within that valley.
It doesn't take a genius to figure out that if
Mackay Dam were blown, the whole Big wst River
valley - from the dam to Arco along Route 93
- would be flooded. The Soviet armor stationed
Planning
Ideally, the players should decide to destroy the
helicopter base and blow the dam without much
prompting from you. That's the ideal, because that
way you preserve their illusion of free will. If
Jeremiah simply lays out the plan as his idea,
they'll feel you're leading them around by the nose.
If they don't come up with a viable plan
Jeremiah Washington
PhySical Tag: Walks stooped, with a cane.
Personality Tag: Always polite, soft-spoken.
Age: 82
Race/Nationality: Black. He and his nephew
Nate are, in fact, the only blacks in Milner.
Motivation: Protect his ham radio. Make
America free for ham radio operators
everywhere.
Skills:
Cryptology: 14
Milner Lore: 16
Language - Russian: 19
Electronics: 15
Description: Jeremiah's lived a long life. It's
never easy being the only black in a town of
over a thousand people, but for 20 years that's
been Jeremiah's situation. His one all consuming passion is his ham radio. Jeremiah
was first introduced to the radio while in the
service during World War II. At the end of the
war, he Joined U.S. Army Intelligence. There
he stayed until the end of the Vietnam War.
It was during this stint that Jeremiah learned
cryptology and RUSSian. Since retirement, he's
occupied himself by talking to his old buddies
(and new ones) via ham radio. His life is
centered around his radio and the friends he
has through il.lf thiS radio were ever destroyed.
Jeremiah would sink Into an extreme and permanent depression.
Jose Mendez
PhYSical Tag: Hawk nose, dark hair.
Personality Tag: Impatient.
Age: 17
Motivation: Fight the Russians anywhere, any
time.
Skills:
Hand-to-Hand: 10
Melee Weapons: 12
Pistol: 14
Rifle: 14
Thrown Weapons: 16
Tracking: 12
First Idaho Brigade Lore: 12
Description: Jose will probably have a short Ufe
as a freedom fighter; he's rash, angry and overconfident. When the PCs first meet him he is
badly wounded, but In time may heal well
enough to aid them. He knows quite a bit
about the First Idaho Brigade, and will happily give this information to the PCs if they have
won his trust.
Benedict Arnez
Physical Tag: A nose like a smashed
mushroom (e.g., Karl Malden) ,
Personality Tag: Thinks very logically (step by
step), friendly but serious, never Impatienl.
Age: 60s
Motivation: Patriotism.
Description: Arnez is in radio communication
with Jeremiah Washington, and the PCs may,
If they wish, talk to him directly. He assumes
all communications are monitored by the Russians, and has worked out, with Jeremiah. a
kind of code using ancient baseball statistics
and dialog from television commercials (none
of which the Russians can be expected to
know),
Arnez is eager for help. He wants the PCs
to provide a diversion. He'll coordinate a final
break-out attempt with their diversion, so he
needs them to set a time for il. (The precise
date and time can be relayed by Jeremiah usIng their private code - "So what's the score?";
"Red Sox, 19-10, bottom of the seventh.")
themselves, you'll have to have Jeremiah intervene. At least he'll keep the adventure on track.
Actl;Jally, something in between is more likely.
Although the players should conclude that destroying the dam is a good idea very quickly, it may
take them a while to realize that the helicopters
must be put out of action. If they don't figure this
out and broach the idea of blowing the dam to
Jeremiah, he points out the danger posed by the
choppers. Intervene as much as necessary to keep
the adventure going
but no more than is
necessary.
Time Pressure
As long as they are in Jeremiah's cave, the PCs
can talk to Arnez and coordinate with him. Once
they leave, they're out of touch; Jeremiah has no
transmitters to spare. As a result. the players must
tell Arnei when he should launch his final attack
before they embark on their mission.
That should make them nervous. They haven't
seen Chilly or the dam, and don't really know what
doing their job will entail. Nonetheless, they have
no alternative.
Moreover. they know that the Soviets plan to
finish off the First Idaho in eight days. Arnez thinks
he can hold them off a little longer - but not
much. They've got to promise to blow the dam
within that time. If they fail, Arnez will attack at
the wrong moment - and the First Idaho will be I
destroyed.
2.1 Map A
Map A depicts the adventure's important locations. A hex grid is superimposed; each hex is 5
kilometers across. Distances can be measured by
counting hexes. Terrain is indicated by pattern.
Refer to the long distance movement rules (page
39 in the Gamemaster Book) and the Travel
Chart (page 63). Using these and the map, you
can easily calculate travel time between locations.
The PCs can travel in four ways: walking, by
horse, by canoe, or by vehicle.
~~:1d;~:(~~a~~t~~~~~~k;~~~:k~~~:~I:~
the road.
Undisguised characters who approach a
roadblock are immediately arrested and taken to
the Milner gymnasium.
Players can try to bully, bluff or bribe their way
past roadblocks while disguised as Russian
soldiers. They can try, but we don't think much
of their chances. For one thing,- none of the PCs
speaks Russian. For another, they'll need Soviet
uniforms. For a third, Nate is never gOing to pass
for a Russian - and there are no Ethiopian troops
in Idaho.
lt a firefight erupts at a roadblock, the characters
have to act fast. Three rounds after the battle
begins another squad of soldiers (same stats)
emerges from the woods on the east side of the
highway. Five rounds after that, a Hind-E assault
helicopter appears. They have five rounds from
the moment they see the helicopter till it reaches'
them. Minutes later, three T-72 tanks come rumbling down the highway.
All of this might not seem fair; it isn't. A firefight
near Route 93 is SUicidal. If the PCS haven't figured
this out after you described the situation on the
highway to them, so be it.
2.3 Horses
All of the Pes are competent horseback riders
- riding is a popular sport in the Challis area. T.J.
happens to have some horses.
Challis Forest is primarily climax forest. Horses
can travel it, with some difficulty.
As the movement rules indicate, the PCs do not
go a lot faster while riding horses - but they can
carry a great deal more gear.
~!!"~!!~~=:~~~~~;i.
,
" .:
The morning dawns gray. A thin sleet patters on your parkas as you walk. Much of It
bounces off, but enough melts to soak them
through. It's awfully cold. In places. the
dead needles that carpet the forest floor are
covered with a thin film of Ice. The wind
picks up, and sleet stings your faces.
or
2.6 Atmosphere
In "game hours;' the PCs will spend a lot of time
moving from place to place. Yet most of the play-
Things to Stumble On
The following are a number of encounters
that may occur at your discretion.
10
fire or makes a break for his house. In the basement he has some heavier we.ilpons he uses
without heSitation if threatened.
Tucker's house contains:
2 kerosene lamps
5 gallon tank of kerosene
6 weeks' canned food
3 hunting knives
2 sets of winter clothes
2 sets of snow shoes
300 feet of nylon rope
2 hunting rifles (20 ammo clips)
In addition, feel free to include any common
household items that seem reasonable (e.g., Coke
bottles so the PCs can make Molo~ov cocktails).
Tucker has a root cellar beneath his house. Here
he keeps his heavier weapons. The door is hidden beneath his bed and is booby-trapped. To find
'it, a player must state that he is actively searching
and make a successful alertness roll.
The booby-trap is six sticks of dynamite attached to a tripwire and a lO-second timer. To avoid
activating the timer, a character must open the
trapdoor slightly (8 inches or less), reach inside,
and unhook the tripwire from the nail to which
it is attached. Otherwise, when the door is opened it pulls the tripwire and activates the timer. Ten
seconds later, six slicks of dynamite and a 50
gallon drum of gasoline explode, killing anyone
in the basement. Roll for anyone inside the cabin
when the explosion occurs, and apply the effect
below:
die-roll
1-2
3-5
6-10
11-15
16-18
19-20
effect
none
stun
light wound
heavy wound
incapacitated
kill
If the players have won Tucker's trust, he gladly shows them the basement and his cache of
equipment:
2 automatic rifles (5 ammo clips each)
6 sticks of dynamite
50 gallon drum of high-octane gasoline
6 fragmentation grenades
3 white phosphorous grenades
The shack, behind Tuck's house, is a small
p~mp-house (Tucker's source of water). Inside are:
a shovel
an axe and wedge
a pick
saw, hammer, wrenches, etc.
two canoes
23
4.3 Geography
Chilly lies in a bowl formed by hills along the
north and east. The road which connects it with
Route 93 leads between two hills. To the southwest
some miles away is the Big I..Dst River (see Map DJ.
The air defense platoon is stationed atop the
hills above the road. From that position, the
ZSU-23-4's radar can scan the surrounding area
for approaching aircraft. Its guns dominate the
whole of Chilly; it can be used against ground
troops as well, and stands ready to repel a ground
assault.
Chilly'sseven houses are more than jammed
with Soviet troops. A temporary sheetmetal and
cinderblock dormitory has been erected; a similar
but larger building has been built as a hangar for
24
: " '~f"' ' '<: ' ;'-'-' ' ' ' "' ' -i~ ~';':';
YOUR OWN PRIVATE IDAHO
. :.......
'p'= __
,,'.;;.r~'-_~'v-~.~_~.,......._S:3;~
THE PRICE OF FREEDOM
4.4 Routine
Operation Talon is expected to last at least a
week. Conducting operations around the clock
that long would tire the men of the 84th Guards
excessively. Too, advancing at night invites attack
by the rebels, who know the terrain far better. Consequently, most operations take place during the
day, and that is when the 11th Assault Helicopter
Company flies its missions. The only time it fUes
at night is when a rebel attack occurs; then, klaxons sound over the base, and choppers scramble
to support the men of the 84th.
The normal daily routine is:
0500: Reveille. Klaxons sound. Men are out of
their beds and at parade attention within ten
minutes. Captain inspects company. Calisthenics.
Punishment details announced.
0530: Men eat breakfast in shifts (makeshift
dormitory doubles as mess hall). Numerous
soldiers move about the village and the hangar.
The doors of the hangar swing open to reveal eight
helicopters within. Two Chevy Blazers with red
stars painted on their sides are also kept in the
hangar. The Chevys haul the helicopters out to
their landing circles.
0545: Klaxon sounds. Pilots and gunners run
to their craft. Last inspection of craft. Last munitions loaded.
0600: In pairs, Mi-24E Hinds take off and head
east. Mi-8s mayor may not accompany them,
depending on the reqUirements of the day's
missions.
0600-1800: The entire airfield is extremely
busy. Helicopters return periodically for fuel and
munitions. An Exxon fuel truck refuels them when
needed. The Mi-8s are loaded with ammunition,
food, clothing and other supplies, and take off to
resupply the 84th Guard's infantry as necessary.
OccaSionally, wounded are taken off an Mi-8 and
to the motel on stretchers. Sometimes, a helicopter
is hauled into the hangar; there, mechanics work
it over. Once or twice a day, trucks trundle down
THE PRICE OF FREEDOM
25
26
27
Mackay Dam
Summary: The valley below Mackay Dam includes most of Route 93 down to Arco, Idaho and the Soviet armor stationed along its length .
If it can be blown, the First Idaho Brigade can
make its escape. When the PCs get to Mackay,
they discover an unexpected problem: Mackay isn't
going to be easy to blow. It's not a concrete dam,
but an earthen one - and far more difficult to
destroy.
The dam Is made of gravel and dirt, standIng 80 feet tall, over 70 feet thick at the top,
with a span of almost 1/4 mile.
The land above the east side of the dam
is flat, gradually turning to rolling hills. An
aging Caterpillar backhoe sits by a cluster
of trees.
On the west side, the dam abuts a wall of
brown rock. This cliff, specked with birch
and evergreens, rises for 200 feet above the
dam before tapering away.
The only building to be seen Is located
near the western end of the dam. A circular
control tower rises out of the reservoir, its
roof 20 feet above water level. It is connected to the dam by a metal walkway. The
top of the tower is ringed with windows. Inside, a fourth soldier can be seen moving
about. As you watch. one of the soldiers on
the dam crosses the walkway and enters the
control tower.
Protruding from the dam's base on the
near side, opposite the tower, are three 20
foot pipes. Water pours from one of them.
Mackay Dam
Vital Statistics
Guard duty in Vladimir's squad is rather informal: one man stays by the BMP, while anyone who
feels like it walks along the dam to take the air.
Usually, no one feels like it, except during the occasional piss-off-the-top-of-the-dam contests.
Mostly the soldiers remain in the tower, sleeping in the living quarters downstairs or playing
chess and drinking upstairs. Supplies are flown in
once a week by helicopter. The helicopter's pilot
is aware of Vladimir's parentage and always
manages to bring plenty of non-regulation items
- including, on his last trip, a rather voluptuous
blonde named Sheena Karn (see box on page 30).
Though the squad is completely unprepared,
attacking them is difficult. Unless they are overwhelmed qUickly, the Russians use their radio to
call for reinforcements. Destroying the dam takes
quite a while - a minimum of two days, in fact.
If the Russians call for help, the PCs aren't going
to have those two days.
Every six hours, Vladimir checks in with Operation Talon headquarters in Milner via radio. This
transmission isn't scrambled, but he does use a
code for identification - which Sheena knows.
Cliff Climbing
A character may climb down the cliff face
without a rope by making a successful mountaineering skill roll. If he fails his roll, he falls 100
or more feet - roll on the Falling and Collision
Table (see Gamemaster Charts.) on the "31-50
meter" column of the table. If he's above the lake
when he falls , roll only on the "7-12 meter" column , but the splash automatically alerts the
Russians.
To climb down the cliff during the day takes 30
minutes; at night, 45 minutes. A character climbing during the day is certain to be seen before he
reaches bottom. At night , a character in dark
clothes cannot be seen against the cliff-face.
If a character has a rope, he can climb down
the cliff with a much-reduced chance of falling.
It takes 10 rounds for one character to climb down
with a rope alone. He must make a mountaineering skill roll; if he fails, roll on the "13-18 meter"
column of the Falling and Collision Table. If he
climbs during the day, make one alertness roll for
each Russian in the tower; if at night, he is not
spotted .
With climbing rope and pitons, one character
with mountaineering skill may attempt to lead the
rest down the cliff, by roping them together. Working down the face takes 30 minutes. Each
character makes a mountaineering or agility roll
(whichever is more favorable) . Anyone who fails
falls off. At that point, the lead character makes
a mountaineering skill roll; if he suceeds he stops
the other character from falling . The faller dangles
from the cliff face by the rope, held on by the pitons
and other characters, and may resume climbing.
If the mountaineering skill roll fails , all characters
are ripped from the face and fall together. If the
characters climb during the day, they are
automatically spotted ; if at night. make one alertness roll for each Soviet in the tower, but multiply
his alertness by l/4th before rolling. If the Soviets
are activated , the characters are noticed half-way
up the cliff, and the Soviets can easily shoot them
off.
The best way to get down the cliff is to rappel.
To rappel down the cliff a character must have at
least 250 feet of nylon rope, a pair of gloves, and
a rappelling harness . Before rappelling the
character should put on the harness and gloves,
pass one end of the rope through the two rings
of the harness, tie the end of the rope to one of
the numerous trees which dot the slope and then
throw the other end of the rope off the cliff so that
it hangs freely. Next , the character must make a
successful mountaineering skill roll to rappel down
to the dam. A failed roll means that the character
lands hard and is stunned for two rounds. In addition , if he fails a guard may have heard the noise;
make an alertness roll for anyone guard in the
tower (halving his alertness if it is dark) . Rapelling
down the cliff takes only one round .
Lastly, a character may attempt to rappel down
a cliff without a rappelling belt. To do this the
character must make a mountaineering roll. Failure
means he has fallen a hundred feet (roll on the
31-50 meter column of the Falling and Collision
Table, or on the 7-12 meter column if he falls in
the reservoir). Success means that the character
has reached the dam but is stunned for three
rounds because of the extreme physical hardship
of rappelling without a harness.
Swimming
The second way to approach the tower is by
swimming. Characters with a swimming skill of 10
or more can automatically reach the tower. Those
without must make a swimming skill roll, doubling their skill number before rolling . Failure means
the character begins to drown halfway there.
Mountain water is cold. Mountain water just
after the first snowfall is close to freezing.
Characters who remain in the water for more than
five minutes must make constitution rolls. A
character who fails his roll immediately goes into
shock and begins to drown .
If the players swim to the tower during the day,
make two alertness checks for each Russian in the
tower. At night , make only one alertness che~k
for each Russian, and mUltiply his alertness by 1/4
before rolling.
Controls in the tower open and close the water
tunnels. At present, only one of the three tunnels
is open and spilling water. Its intake is behind the
tower, under the walkway (see Map C) and against
the dam. Any character within one hex of the
opening feels a strong pull toward it. If a character
swims into the opening's hex , there is a chance
that he'll be sucked into it. Make a swimming skill
roll for the character; if he fails, he's sucked in, falls
to the dam's base through the water tunnel , and
is smashed on the rocks below. Miraculous survival is possible, but it truly is miraculous; unless
the player spends several hero points, don't even
bother rolling on the Falling and Collision Table.
Canoe
There's a bend in Lake Mackay (see Map A);
a canoe on the northern half of the lake cannot
be seen from the dam , until it rounds the bend
(which is about 2 kilometers from the dam) . During the day, canoes are sure to be seen from the
dam . It would take ten minutes (40 combat
rounds) of frantic paddling to reach the tower ;
make alertness rolls for any Soviet on the dam or
in the tower each combat round.
At night, it may be possible to sneak up to the
tower itself by paddling qUietly. Only two Soviets
are conscious; make alertness rolls for them, halving their alertnesses. If either succeeds, he spots
the PCs in their canoes just as they enter the edge
of Map 4. If both fail , the PCs can canoe right up
to the edge of the tower, and can use a rope and
hook to climb in one of the windows on Levell,
or explosives to blow a hole in the side of Level 2.
Levell
A - Circular metal stairway leading to level
2.
B - Soviet field radio. It is in perfect working order and has a range of 35 kilometers,
Once every six hours, Operation Talon command checks in with the dam garrison via
radio.
C - Control panel. There are three levers
on the right hand side of the panel, marked
in English "Window 1 - Window 2 - Window 3". The three windows are located on the
side of the tower (see diagram). When a window is opened. water flows through it Into the
tower then under the dam and, finally, out the
spill tunnel. They may be partially opened to
allow for slower water flow, or multiple windows may be opened to quicken the pace.
Even if all windows are opened Simultaneously
the water rate remains at a safe level; the mission cannot be accomplished simply by
manipulating the dam's controls.
Also on the first level are; 4 chairs and table,
clockradio, refrigerator, three cases of
Budweiser, assorted meats and vegetables.
light machinegun with 20 clips ammo.
Level 2
A - Stairway.
B - This portion has been curtained off and
is deSignated as Vladimir's private 'office'.
C - Bunk area for the troops. Four cots line
the walls.
D - Storage area. The following items are
stored here: canned food for eight men for two
weeks, case of fragmentation grenades (20).
25 clips of ammo for AK-74, 6 white
phosphorous grenades.
E - Generator, with 500 liters fuel .
29
30
A Word on Pacing
The destruction of Ihe dam is a limeconsuming process: there is no way to avoid
this. You must work to keep tension high. Don'l
give the players too much lime.
Back in Jeremiah's cave. they set a lime and
date for the rebel breakout. If they don't blow
the dam in time, the First Ida ho is doomed _
That ought to provide enough tension. You
may have a problem. however, if the players
took too long to get to the dam - or gol there
too fast.
Suppose they play brilliantly and reach the
dam three days early. They Immediately fix the
backhoe loader and start to work on the dam.
If you don't interfere, they'll flnish - and then
have to wait for two days before blowing the
dam. Waiting is dull. But what if they receive
a message, "the Russian final assault has just
been moved up 48 hours"? Now, instead of
time to spare, they must struggle furiously to
meet the deadline. Make them sweat.
Of course, this works both ways. If the pes
get to the dam two hours before the final attack is scheduled to begin, have SoViet command delay 11 a day because of "heavy
resistance".
Pilot
Applicable Skills:
Helicopter: 12
Demolition: 3
Automatic Weapons: 8
Copilot
The pilot has just spotted the hole dug by th e
backhoe. His first action is to radio for help. After
that , he lands, explores the damage, and, if he
finds the explosives, tries to disconnect them.
If he sees the pes before he lands. the copilot
opens the front side door and opens fire with a
light machinegun . The pilot continues to harass
the characters for as long as possible. Note: The
Mi-8 is completely unarmored . For the pilot to
hover and exchange fire from point blank range
is near-suicide. On the other hand , it makes a nice
Applicable Skills:
Helicopter: 10
Automatic Weapons: 10
The dam still stands. But a 40-foot gap
has been blown in its center. A torrent of
water spills through it. The left side collapses in a shower of mud. Erosion Is beginning; it will be hours before the lake behind
Mackay Dam is empty, but already the river
below it Is rising sharply. Your job is done.
31
Aflermalh
And Jeremiah has a message hom
Matthew - "Thanks; Ma."
6.1 Thanks. Ma
Tucker Harroway
Sheena Karn
a/k/a
Sex: Male
Hair: brown
Height: 6 I 2"
Strength:
Manual Dexterity:
Agility:
Alertness:
Constitution:
8
8
7
15
Automatic Weapons:,
Hand-to-Hand:
Melee Weapons:
Rifles:
American History:
10
10
10
14
Communications:
Bargain:
Language - English:
Sketching:
Writing:
32
Appliance Repair:
Construction Trades:
Craft - Wood-Carving:
Demolition:
Driving:
10
10
10
10
Education:
Skills:
Combat:
10
19
14
11
SurVival:
Camping:
Fishing:
Hunting:
Challis Lore:
Stealth:
Swimming:
or cleverly
-1 if the character was particularly cowardly
or obtuse
Skill Points
-1 if you had to drop an occasional hint to
keep the adventure on track
- 3 if you practically had to tell the players what
to do
+ 2 if the players come up with clever, unanticipated solutions to problems.
Mindy Wagenzeller
Sex: Female
Hair: blonde
Height: 5' 8"
Crafts:
12
Age: 49
Eyes: brown
Weight: 200 lb.
Attributes:
Hero Points
7
10
10
5
7
10
Attributes:
Strength:
Manual Dexterity:
Agility:
Alertness:
Constitution:
Age: 22
Eyes: blue
Weight: 130 lb.
Language - English:
Language
Russian:
8
Writing:
12
Crafts:
10
Craft - Acting:
12
Driving:
8
12
8
4
10
Communication:
Bargain:
Con:
Fast Talk:
14
9
Education:
Skills:
Combat:
Hand-to-Hand:
Melee Weapons:
Pistols:
Rifles:
19
14
10
9
8
9
American History:
Russian History:
Humanities:
12
8
10
SurVival:
Fishing:
9
Horse Riding:
10
Boise (Home Area) Lore: 5
Stealth:
10
Swimming:
10
Name: Nathaniel
Background Information
Race/Nationality: Black
Politics: Apolitical, but a strong believer in self reliance
Religion: Atheist
Education: 10th Grade, High School Equivalency
PreOccupation Iob: Vehicle Repair Specialist in the Army
Family Relationships: Orphan. Distant from all relatives
except gPandfather. Relationship with grandfather
characterized by respect and unspoken admiration.
Grew Up In: South till fourteen, thereafter in Milner.
Personal Heroes: Jeremiah Washington, Lee Iaccoca,
Malcolm X
Washington
Personal Information
Physical Tag: dark eyes
Personality Tag: aggresive, knows what he wants
Passion: his grandfather
Interests: cars & other vehicles (10), Milner (10)
Sex: male
Age: 21
Hair: black
Eyes: brown
Height: 6' 2"
Weight: 190 lb
Attributes
, Strength:
Manual Dexterity:
Agility:
Alertness:
Constitution:
Hero
Points
10
12
8
12
8
Combat Information:
Weapon
Skill No.
Automatic Rifle
14
Jam
18
Ammo Points
Ammo
10
Fire'IYpe
A/R/B
Equipment
huntin9 ,knile
hikin9 boots
parka
backpack
allweather sleepin9 ba9
Iishln9 rod and tackle
banda99S, mercuroohrome
Short
0-5
Range
Med
6-15
Long
16-50
Attributes
Strength:
Manual Dexterity:
Agility:
Alertness:
Constitution:
8
IS
13
8
6
Hero
Points
Combat Information:
Weapon
Skill No.
Pistol
12
Bow
10
Ammo Points
Jam
19
19
Ammo
6
Age: 22
Eyes: black
Weight: 100 lb
Equipment
parka
winter clothin9
hikin9 boots
canteen mess kit
freezedried canned food
(for 6 people lor 1 day)
cllmbin9 rope pitons
Fire Type
AIR
A/R
Short
0-2
0-5
Stun
1-6
Light
7-9
Damage
Heavy
10-13
Incap
14-19
Kill
20
Background Information
Race/Nationality: American Indian (Blackfoot Sioux)
Politics: Native American liberation movement
Religion: Atheist
Education: B.S., Political Soience, Washington State University
PreOccupation Job: law student
Family Relationships: Only child, close to parents who live in
Chicago but haven't visited in two years.
'
Grew Up In: Milner
Personal Heroes: Russel Means, ThunderRollingOverthe
Mountain (Chief Ioseph), Sitting Bull
Personal InfOlmatlon
Physical Tag: jet black hair
Personality Tag: independant, antagonistic
Passion: Freedom
Interests: Native American history (10), law (10)
Sex: female '
Hair: long, straight, black
Height: 5' 3"
bluetip matches
a9in9 4wheel drive pickup
(2 9allons 01 9as remainin9)
automatic rille 6 reloads
3 Ibs. 01 dried salami and cheese
canteen mess kit
car repair tools (jack, wrenches,
manuals, limited supply 01
spare parts, etc.)
Range
Med
3-5
6-8
Long
6-20, '
9-13
Stun
1-7
1-8
Light
8-14
9-15
Damage
Heavy
15-18
16-18
Incap
19
19
Kill
20
20
Callahan
Personal Information
Physical Tag: thinning hair covered by a faded Seattle
Mariners cap
Personality Tag: says, "Yessiree, Bob" frequently
Passion: Kim Shaw
Interests: his farm (10), Milner (5), baseball (5)
Sex: male
Hair: brown
Height: 5' 10"
Attributes
Strength:
Manual Dexterity:
Agility:
Alertness:
Constitution:
14
Hero
Points
Age: 43
Eyes: blue
Weiqht: 178 lb
Ammo Points
8
10
8
10
Combat Information:
Weapon
Skill No.
RiUe
10
10
Shotgun
Jam
19
17
Ammo
5
5
Background Information
Race/Nationality: IrishAmerican
Politics: Democrat
Religion: Lapsed Catholic
Education: High school
Pre Occupation Job: Farmer
Family Relationships: Wife left ten years ago, close to two
sons, both of whom helped out on the farm, in love with
Kim Shaw (haven't quite gotten around to tellin' her yet).
Grew Up In: Milner
Personal Heroes: Teddy Roosevelt, FOR, Alvin Davis
Equipment
banjo
9Uncleanin9 kit
snow shoes
Kin9 James Bible
Fire Type
A
AIR
Short
0-5
0-2
Range
Med
6-15
3-4
Long
16-50
5-8
Stun
1-6
1-3
Light
7-11
4-8
Damage
Heavy
12-15
9-13
Incap
1619
14-18
Kill
20
19-20
13
Skills
Combat
Automaic Weapons:
Gunnery:
Hand-to-hand:
Melee Weapons:
14
10
8
10
Communication
Bargain:
Fast Talk:
Language - English:
Writing:
10
8
19
10
Craft
Driving:
Driving, Heavy Vehicle:
Electronics:
Helicopter:
Vehicle Repair:
10
10
6
8
14
Skills
Combat
Bows:
Hand-to-hand:
Melee Weapons:
Pistols:
Rifles:
Thrown Weapons:
10
6
2
12
8
6
Communication
Bargain:
Bureaucracy:
Language - English:
Language
Sioux:
Writing:
8
10
19
12
10
Cralt
Driving:
Survival
Camping:
Challis (Home) Lore:
Horse Riding:
Mountaineering:
Stealth:
10
5
10
6
12
Education
Native American History:
Law:
Social Sciences:
14
14
12
Survival
Horse Riding:
Milner (Home Area) Lore:
Mountaineering:
Stealth:
Swimming:
10
5
10
12
10
12
12
10
10
Communication
Bargain:
Instrument - Banjo:
Language - English:
Writing:
10
10
19
10
Craft
Craft - Farming:
Demolition:
Driving:
Gllnsmithing:
14
8
12
14
10
Skills
Combat
Hand-to-hand:
Melee Weapons:
Pistols:
Rifles:
14
Education
Engineering:
Education
American History:
10
Survival
Fishing:
Horse Riding:
Milner (Home Area) Lore:
Stealth:
Swimming:
n
6
10
10
Background Information
RacelNationality: English
Politics: Socialist
Religion: Methodist
Education: Sc. B. in geology from Blackpool University
Pre-Occupation Job: Geologist
Family Relationships: Distant from parents in Liverpool,
never visit. Close to sister who lives in London.
Grew Up In: Liverpool
Personal Heroes: Ramsay MacDonald, John Stuart Mill,
Arthur Scargill
Personal Information
Physical 'lag: sharp nose
Personality Tag: calm
Passion: geology
Interests: classical music (10), socialism (10)
Sex: male
Hair: brown
Height: 6' 0"
Attributes
Strength:
Manual Dexterity:
Agility:
Alertness:
Constitution:
Hero
Points
12
Age: 29
Eyes: green
Weight: 160 lb
Ammo Points
14
8
8
Combat Information:
Weapon
Skill No.
Equipment
ieel (10 qallollS qas remaininq)
U. .G.S. maps of Milner &
surroundinq area
Brunton oompass
qeoloqioal hammer
maqnifyinq q lass
sample oases
Ammo
Jam
Fire Type
Short
olipboard
sleel ruler
pens & penoils
hunlinq knife
baokpaok
blankets
parka, winter olothinq
hikinq boots
Range
Med
Attributes
Strength:
Manual Dexterity:
AgUity:
Alertness:
Constitution:
Age: 43
Eyes: blue
Weight: 129 lb
Ammo Points
Hero
Points
5
8
13
12
Combat Information:
Weapon
Skill No.
Shuriken
12
Ammo
Jam
Equipment
Fire Type
AIR
Short
0-1
Light
Damage
Heavy
4man tent
ponoho
portable sun stove
oanned food (enouqh for 1
person for 60 days)
aspirin, penioillin, bandaqes
kitohen matohes
star ohart taken from recent
12
Stun
Incap
Kill
Background Information
Race/Nationality: WASP
Politics: Democrat"
Religion: Baptist
Education: B.A.
PreOccupation Job: Teacher at Filmore High School
Family Relationships: Divorced. Two teenage sons - very close.
Mother and father live in St. Louis, visits every summer.
Personal Heroes: Horace Mann. Christa McAuliffe. Sally Field
Grew Up In: Milner
Personal Information
Physical Tag: alert eyes
Personality Tag: open, sincere
Passion: Doc Jorgensen
Interests: children (10). Milner (10)
Sex: female
Hair: brown
Height: 5' 5"
Long
Range
Med
2
Long
3
Stun
1-10
Light
1115
Damage
Heavy
1618
issue of
Astronomy
maqazine
flashliqhl with
batteries
Incap
19
Kill
20
Jorgensen
Background Information
RacelNationality: Swedish-American
Politics: Apolitical
Religion: Presbyterian
Education: MD, Stanford University
Pre-Occupation Job: General practitioner in Milner
Family Relationships: Parents dead, two younger bothers
both killed in Korea. Distant from other relatives.
Grew Up In: Palmetto, California
Personal Heroes: John F. Kennedy, Beach Boys. Christiaan
Barnard
Personal Information
Physical Tag: grey hair
Personality Tag: greets people with a friendly handshake
Passions: healing the sick and helping the injured
Interests: women (5), medicine (10), Beach Boys (5)
Age: 51
Eyes: blue
Weight: 185 lb
Sex: male
Hair: grey
Haight: 6' 1"
Attributes
Strength:
Manual Dexterity:
Agility:
Alertness:
Constitution:
Ammo Points
Hero
Points
"blaok baq"
stethesoope, little rubber
hammer. narrow-beam
flashliqht with maqnifyinq
qlass, rubber hose, syrinqes,
scalpel, eta.
druqs: antibiotios, diuretios,
12
5
16
9
Combat Information:
Weapon
Skill No.
8
Compound Bow
Equipment
Jain
19
Ammo
Fire Type
AIR
Short
05
morphine. aspirin
first aid equipment: bandaqes,
looal anesthetio. iodine,
surqioal thread, surqioaltape,
petroleum jelly, etc.
1 liter brandy ("medioinal
purposes")
glasses
.
heavy winter clothinq
Range
Mad
68
Long
9-13
Stun
1-8
Light
, 915
Damage
Heavy
16-18
Incap
19
Kill
20
19
Skills
Combat
Hand-to-hand:
Melee Weapons:
Pistols:
Rifles:
Thrown Weapons:
Communication
Language - English:
Sketching:
Writing:
Craft
Demolition:
Driving:
Driving, Heavy Vehicle:
Flying:
Skills
Combat
Hand-to-hand:
Melee Weapons:
Rifles:
Thrown Weapons:
Communication
Con:
Fine Arts:
Language - English:
Sketching:
Writing:
Crafts
Driving:
Vehicle Repair:
Skills
Combat
Bows:
Hand-to-hand:
Melee Weapons:
Pistols:
Rifles:
8
10
10
14
10
19
10
14
Survival
Horse Riding:
Liverpool (Home Area) Lore:
Milner Lore:
Stealth:
Swimming:
10
5
4
12
10
10
12
7
10
14
10
8
12
12
4
19
7
Education
American History:
European History:
Humanities:
Physics:
14
10
10
6
Survival
Horse Riding:
Milner Lore:
Stealth:
Swimminq:
10
12
12
12
12
10
6
8
8
6
6
Education
Bioloqy:
Chemistry:
Humanities:
Medicine:
10
10
6
14
10
Communication
Fine Arts:
Language - English:
Sketching:
Writing:
19
14
12
Craft
Construction Trades:
Driving:
12
20
Education
Chemistry:
Geology:
Social Sciences:
10
Survival
Drug Lore:
Santa Barbara (Home) Lore:
Challis Lore:
Horse Riding:
Stealth:
Swimming:
8
5
6
]0
10
10
Character Background: Frankly, Labor makes you sick half-assed weakkneed panders to bourgeois sensibilities_ England is gray, dispirited,
unemployed, and Labour plays the same damned tune. Perhaps, however, it
was inadvisable for you to call the Conservative Party chairman a "bleeding
fascist" and hurl a cream pie in his face. They deported you to America, your
"native land," although you left it at age six. (The fact that your visa had
expired twelve years previously might have had something to do with it, too.)
At least America is forthrightly reactionary. And there are pretty fair opportunties for an exploration geologist.
Adventure Background: Six months in America, working on a small survey
job in Milner, a pleasant but stale town in central Idaho. Next thing you know
you're living in an occupied country, and England is occupied also.
Stupid Russian nits. History shows Imperialism weakens the Mother State.
By occupying the world they're breeding their own destruction. Of course,
the more the occupied nation resists the quicker the collapse will occur.
A group of Resistance fighters wandered through town a few days ago; now,
it's said, there are Russians on the way. You're not sure whether to lie low
or fight.
....
NPC Name
t:
and Counter
U. ICechnik (A)
A_(O)
--
Rifleman (F)
Rifleman (G)
Rifleman (H
9
9
9
..... (.1)
i,
;;
3:
,.
I.
"
12
12
"
"
"
10
12
10
BMP Gunner (K)
's.t"" _ ... ~"'II on m. II.... "'.say. s.. ..., tor ".....
~ 1oOicI....... e..rytt19 lft/ft,fI\II'l'nnIO, ....... ~ . . . . . .i l _ In !he tonIKII_.
Drive Type: ~
Panlc: _~;-__
Movement Rates (paved road)
Name:
BMP-I
Counter:
~ao;;:~
2. 1st
Q!!!,
"
r---::==----,
r-J
~
~,
Ammo~HE r-JI:: II
~
ATGM Ammo ~:
3.
mma tel
Ammo ~ :
4.
mma(pJ
Ammo~ :
Enel'"
E-.
Il
0
F
G
H
S8.
.!t
~i
I. I. I.
I.
,
NOlI G\Iato. J _
"
AA
Eell
000
00
,~
000 FragOO
000 FragO
AA
14
K ...
" AAAA
,
I. I. ' ' '
10
12
~Il
~i
AA
000 FragOO
000 FragOO
on !he tOOl,
SOVIET PATROL
Skills
l:'
t:
3:
c
:;; :
B
c
'"
3: 3: c c
e
,c Z Cu ." t:c ii,c 3: ~ 'c" r ;;: ~ 8. EE 8. Explosive.
8 '" !l c ,. .il a: ,. ".... ~
~
'
"
,
'
"
0
.~ .508 ~
~
1- AA pEo' KnIfo
0
1L J"' I ,R . , I ..
~ gg; =~
I,~ MOl'
. ,;
AA
00: WP O
2808
" , 14- AA poe KnIfo f'"Orag 00;
G
WP ::
"
H
12
boc
I~
, 2904
SMG pOD
"
~
....
....
....
I. I.
."
I.
.
..... =
~MoI
I.I. I.I.
1.
AAGUN
Ammo~:
Ammo~ :
AmmoG;] :
Notes:
16
."
Weapo.,.:
AmmoG;J
..
QJ
[4] '-
--[4]
~-
and IoIIdet . .
"'"'
Name:
Drive Type: ~
Counter:
Panic:
Movement Rates (paved road)
[4]
~-
IJ..I
,..,."..onc.r, ",...,
H<*- THe
Weapons:
I~~I
0_.
--
ISAM
(-
2.
Ammo~ :
Ammo~ :
Ammo G;J :
Ammo ~:
01
1.
Ioc:~ ~
~
........
1.;,.1
.-
- IEncio<!l
~~
MAPA
Challis-Borah Peak Area
Key:
hill/forest
river
D
D
D
mountain peak
c::J
dam
highway
paved road
1111111111111111
dirt road
town
mountain/forest
clear
scale: 5 km/hex
15
MAPC
*1
-----E
E\i.
Mackay
Reservoir
~--~----------------------~----~--~
t------53 meters-------I
o
Level 2
(see p. 29 for key)
MAPS
Key:
ROADS---RIVER -
Operation
Talon
17
MAPD
House 1-6
Fence'--(Key on page 25)
18