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Nuclear Winter Rulebook
Nuclear Winter Rulebook
Winter
1
Contents
1-Characters (page 4)
2-Skills (page 7)
2
Introduction
The year is 2075 and the Earth has been reduced to
little more than a wasteland. Ravaged by the horrors of
nuclear and biological warfare, mankind has entered an
era where only the fittest will survive; a post-Darwinist
nightmare that even he would be at a loss to comprehend.
Basic amenities and resources, once taken for granted,
are now scarce and the source of endless and bloody
conflict. The last, great, war that ended almost 30 years
ago has turned the planet that man once called home, into
a living hell...
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1-Characters
By 2035, the bio-engineering of eugenically altered
offspring was the norm. In the “brave new world” of the
21st century, a child could be genetically coded with the
necessary characteristics to enable them to fit into
predetermined roles in society. The Russian scientist,
Vladimir Ivanovich, was the first to perfect the
technique. The research that he undertook has since come
to be known as ‘The Genesis Project.’
A-Primary Statistics
Nuclear Winter uses 4 statistics to broadly define a
character’s physical and mental characteristics. These
statistics are assigned a numerical value between 2 and
6, with 2 being the worst and 6 being the best:-
Physique (PH)
Agility (AG)
Reasoning (RE)
Fellowship (FE)
4
B-Determining Statistics
Every statistic starts with a value of 2 and this is the
minimum value that any characteristic can be for a
character. It is possible that certain conditions may
reduce a characteristic below this number, but at the
start of the game, 2 is the lowest number that is allowed
by default.
C-Secondary Statistics
After the player has assigned scores to their
character’s main statistics, they must then note down the
values of their secondary statistics. The secondary
statistics used in Nuclear Winter are the following:-
Vitality (Vi)
Speed (Sp)
5
D-Areas of Expertise
After the player has finished assigning scores to their
character’s statistics they must then choose an area of
expertise for that character. The three areas of
expertise available are: combat, subterfuge and
technical. After they have chosen one of these areas of
expertise they will then have to choose which advanced
skills they wish their character to know (if any) and
which non-advanced skills they wish their character to
specialise in.
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2-Skills
Characters in Nuclear Winter are not only defined by
their statistics, but also by what skills they are good
at. Skills are grouped together in categories for easy
reference. Listed in the table below are all the skills
used in the game:-
Sleight-of-Hand AG
Subterfuge (A)
Toxins (A) RE
Subterfuge
Track (A) RE
Subterfuge
Traps (A) AG
Subterfuge
Computing (A) RE
Technical
Electronics (A) RE
Technical
Engineering (A) RE
Technical
Medicine (A) RE
Technical
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Category Skill Governing
Statistic
Appraise RE
General
Athletics PH
General
Drive AG
General
Knowledge RE
General
Perception RE
General
Persuasion FE
General
Ride RE
General
Survival RE
General
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A-Skill Descriptions
Combat Skills
Brawl-This skill determines how competent a character is
at defending themselves in unarmed combat. Whether they
are martial artists, or whether they have just had to
learn to survive on the street is irrelevant.
Subterfuge Skills
Sleight-of-Hand (A)-This skill represents a character’s
ability to perform deft manoeuvres with their hands,
allowing them to make small objects “disappear” or pick
somebody’s pockets.
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character to follow somebody or something in an urban
setting in certain circumstances as well.
Technical Skills
Computing (A)-This skill represents much more than just
being able to send emails and perform basic computer
maintenance, it enables a character to bypass software
security systems and hack into programs and databases.
General
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appliances to precious metals. It also allows them to
spot fakes and forgeries.
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3-Challenges
A-What is a Challenge?
A challenge is any situation in which a character finds
themselves that has an indefinite outcome, and usually
carries with it an element of risk or danger. When these
situations arise dice must be rolled to determine what
happens. Most of the time a character will use one of
their skills to achieve an objective, but where there is
no appropriate skill, a simple statistic test must be
made instead.
B-Undertaking a Challenge
Before any dice are rolled the President assigns a
challenge rating to the task that can range from 1-8,
with 1 being the easiest, and 8 being the hardest. This
number indicates the amount of ‘hits’ a character must
achieve when rolling the dice; a hit is indicated by
rolling a +.
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Challenge Rating (Skill) General Difficulty
1 Easy
2 Average
3 Difficult
4 Very Difficult
5 Extremely Difficult
6 Hazardous
7 Herculean
8 Nigh on Impossible
C-Aided Challenges
In certain circumstances, it may be possible for more
than one character to participate in a challenge; Nuclear
Winter leaves it up to the President to decide when this
is possible. The skill or statistic that is used for the
aided challenge will always be that belonging to the
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character taking part who has the highest value in that
statistic or skill. Only those characters with a
statistic or skill that is within two points of the
challenge’s difficulty rating will be able to offer
assistance. The amount of characters that are able to
take part in any particular challenge is up to the
President’s.
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4-Combat
A-Phases
Combat is split into phases, with each participant being
only able to perform a single action, or certain
combinations of actions during such a phase; a phase is
approximately five seconds long.
C-Actions
There are three types of action in Nuclear Winter:
important, petty, and instant.
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The maximum number and type of actions that can be
made in any particular combat phase are as follows:-
Action Type
Make an Attack Important
Undertake a Challenge Important
Draw a weapon Petty
Open a Door Petty
Walk Petty
Run Petty
Speak Instant
Drop Something Instant
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E-Defending
Provided a character is able to defend themselves, they
must make a decision as to how they are going to defend
themselves against any particular attack. There are two
options available: dodge or parry. Not every type of
attack can be both parried and dodged some are only
defendable using one option or the other. The table below
clarifies this:-
F-Damage
If an attack is successful, then damage must be
calculated: take away the number of + the defender rolled
from the number of + that the attacker rolled; this is
considered to be the base amount of damage done.
Depending on the weapon used, the attacker can then apply
a number of ‘nudges’ to their dice. The amount of nudges
they can apply is listed in that weapon’s description in
the equipment chapter (see below.) A single nudge will
allow them to change any die’s result by 1: i.e. a – can
be nudged to make it a 0, and a 0 can be nudged to make
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it a +. Two nudges will allow a die to shift two steps:
i.e. from a – to a +.
G-Death
H-Healing
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advantage will count 0 as +, and a character at a
disadvantage will count 0 as -. The defender’s dice are
always affected first unless otherwise stated.
Advantages are cumulative: i.e. two minor advantages
will make a major advantage.
Concealment
Cover
Cover is defined as being something in between an
attacker and a defender that is impenetrable to the form
of attack being used.
Helpless
A helpless character is one that is considered unable to
defend itself. Examples would be if they are restrained
in some way, or unconscious.
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5-Equipment
A-Money
In the wastelands of 2075 U.S.A., the dollar is still
used as currency; bartering is also commonplace. The
prices listed in this chapter are in no way supposed to
reflect the value of the modern dollar.
Player’s characters start the game with $500.
B-Weapons
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*Unarmed attacks grant a minor advantage when used
against a defender wearing armour (for the calculation of
damage only.)
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Ranged attacks at long range are made at a minor
disadvantage to the firer (to hit only.)
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E-Ammunition
To keep things simple, in Nuclear Winter, all ammunition
costs 10% of the price of the weapon it is designed to
fit, and will be enough to make twelve attacks.
F-Armour
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F-Armour and Movement
Archaic armours such as mail and plate will slow a
character down more than futuristic armours that are made
of complex fibres and plastics, as well as have a more
dramatic effect on their overall mobility. The table
below shows the effect of different types of armour when
attempting skill or statistic challenges based on
agility:-
G-Laser Weapons
Handheld laser weapons come in two varieties: laser
pistols and laser rifles. Unlike ordinary firearms that
use ammunition, a laser weapon uses a rechargeable energy
cell to power it. Wearers of any type of archaic armour
are at a major disadvantage when a laser weapon is used
against them (damage only) and wearers of futuristic
armour are at a minor disadvantage when a laser weapon is
used against them (damage only.)
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Laser weapon energy cells cannot be recharged, they must
be replaced. A fully charged laser weapon cell will
provide enough power for that weapon to fire 60 shots;
after that it must be replaced.
I-Other Weapons
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J-Other Equipment
26
as talk over long distances. There are currently no
communication satellites able to be accessed by wanderers
of the wasteland, so communication devices must connect
directly to each other, or via earth-based networks, and
even operational ones of those are scarce. The range of a
handheld communicator without access to a communication
network of some kind will be 10km. If a communication
network is able to be accessed, then the range could be
hundreds, or even thousands of kilometres for such a
device.
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K-Transport
Mode Cost
Horse $500
Bicycle $250
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9-Enhancements
In Nuclear Winter, enhancements come in two forms:
stimulants and implants. Stimulants are performance
enhancing drugs that can make characters stronger,
quicker, smarter etc, and implants are permanent fixtures
surgically placed inside the recipient’s body that will
permanently improve them in some way.
A-Stimulants
Stimulants can be administered in different ways: they
can be injected into the bloodstream hypodermically, as
well as taken orally in the form of tablets or capsules.
The downside to using stimulants, are twofold: the user
can become addicted to them, and they can also react
badly to something they have just taken.
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The table below lists the most common stimulants to be
found in Nuclear Winter:-
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0 The character becomes
paranoid and delusional,
and will become frightened
and hysterical. The exact
effects of their condition
are left up to the
president. This will last
for a number of combat
phases equal to 12 minus
their reasoning statistic’s
numerical value. When they
recover their senses, the
drug will have no further
effect.
B-Implants
Implants are semi-permanent alterations made to a
recipient’s body that improve their physical and mental
capabilities. They require surgery to be placed inside a
person’s body, and also surgery to be removed. A list of
the most common implants to be found in Nuclear Winter is
provided in the table below:-
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Implant Effect Cost
Neuron Chip Boosts reasoning $10,000
and reasoning
based skills.
Ocular Chips Enhances the $10,000
effectiveness of
ranged attacks and
allows the
recipient to see
as if they were
permanently
wearing infrared
goggles.
Nanobot Immune All physique $10,000
System statistic
challenges to
resist toxins and
diseases are made
easier.
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6-Environment
A-Movement
Characters can move at four different paces: crawling,
walking, jogging, and running. In a combat phase,
depending on their agility score and what pace they are
moving at, different amounts of ground will be covered.
B-Encumbrance
The amount of weight a character can carry before
becoming encumbered is determined by their Physique.
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C-Fatigue
There are various ways in which a character can become
fatigued: a lack of sleep, running, travelling long
distances on foot, a lack of food or water etc.
Characters suffering from fatigue undertaking skill and
statistic challenges will have the difficulty levels of
those challenges increased by 1. They will also receive a
-1 to all attack and defence rolls during combat.
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D-Toxins
Toxins come in many forms, from animal venom to
pharmaceutically prepared plant extracts, to entirely
synthetic compounds manufactured in a laboratory.
Regardless of what they are composed of, toxins in
Nuclear Winter are all handled in the same manner: they
are all given a potency rating (POT) from 1-6 that
determines their strength, and an effect (which will be
given in that toxin’s description.) If a character fails
in a physique test against a toxin’s potency, then they
will succumb to that toxin’s effects. To resist, they
must score a number of hits equal to, or greater than,
the toxin’s potency.
E-Diseases
A disease in Nuclear Winter encompasses everything from
a naturally occurring contagion that may be present as a
result of poor sanitation, to an especially cultured
variant of a natural virus that may be integrated into a
biological weapon. In all cases, a disease is given a
virulence rating (VIR) from 1-6 that represents how
deadly it is to living organisms. This is also the
difficulty level of the physique statistic challenge that
a character must perform in order to resist its effects.
The individual descriptions of each disease will give
their virulence rating, as well as the effect they will
have should the victim fail to resist them.
F-Asphyxiation
Asphyxiation can occur in various ways, such as drowning
or inhaling noxious gases, but Nuclear Winter handles each
the same. If a character is prepared, they can take a
deep breath. If they are not prepared and the source of
the asphyxiation takes them by surprise, then they cannot
take a deep breath.
Characters can hold their breath for a number of combat
phases equal to their physique×10 if they are able to
prepare themselves. Characters can hold their breath for
a number of combat phases equal to their physique×5 if
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they are not able to prepare themselves. If a character
is not able to get air after the period that they can
hold their breath for has expired, then they will fall
unconscious. Death will occur in a number of combat
phases equal to their physique score after this.
F-Falling
If a character is unprepared for a fall, then they will
have a greater chance of sustaining more damage from the
distance fallen than if they were prepared. To keep
things simple, armour does not reduce the damage
sustained from a fall.
The table below shows the number of damage dice that are
rolled dependant on the distance fallen, and whether the
character was prepared or not. When rolling for damage,
any die that comes up as a 0 or a – will indicate that
the falling character has sustained a single point of
damage.
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Distance Fallen Prepared Unprepared
3m - 1
4m 1 2
5m 2 3
6m 3 4
7m 4 5
8m 5 6
9m 6 7
10m 7 8
11m 8 9
12m 9 10
13m 10 11
14m 11 12
15m 12 13
16m 13 14
17m 14 15
18m 15 16
19m 16 Auto-Unconscious
20-25m Auto-Unconscious Auto-Unconscious
26-30m Auto-Unconscious Auto-Death*
31-35m Auto-Death* Auto-Death**
36+m Auto-Death** Auto-Death**
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G-Radiation
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Nuclear Derby
1-Statistics (page 41)
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1-Statistics
A-Type
Vehicles are split into categories that define their
general design. Other types of vehicle can be catered for
using the ones detailed in the table below as a
guideline:-
40
B-Statistics
Just like player characters, vehicles also have
statistics that define various aspects of their
performance, both in, and out of combat:-
Vehicle Cost
Cycle $4.000+$100/chassis point
Car $8,000+$100/chassis point
Van $16,000+£100/chassis point
Lorry $32,000+$100/chassis point
Tank $160,000+$500/chassis point
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Type Chassis Manoeuvrability* Speed Acceleration/
Deceleration
Cycle 4-6 Minor Advantage 350- 250-350m
450m
Car 8-12 - 400- 200-300
500m
Van 12-18 - 300- 150-250
400m
Lorry 16-24 Minor 250- 100-200
Disadvantage 350m
Tank 20-30 Minor 200- 50-150
Disadvantage 300m
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2-Modifications
There are various modifications (“mods”) that can be
made to vehicles including the addition of weapons,
armour, defence systems, and improvements to the engine.
The amount of mods, and what type of mods, can be applied
to a vehicle, depend on its size and type.
A-Performance Mods
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B-Weapons
Some weapons are just too big to fit on certain vehicles
and a vehicles size and design also limits the amount
that can be attached to it. In Nuclear Derby, every
weapon has a firepower rating that if fixed to a vehicle,
must be subtracted from that vehicles total firepower
score. A vehicle cannot have weapons that have a combined
firepower rating greater than its own.
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*’h’ stands for ‘hot’ dice. A hot dice is a hit that
counts as 2 points instead of 1.
45
Light Cannon-This is a very large calibre gun that fires
explosive shells.
C-Armour
Armour for vehicles in Nuclear Derby takes the form of
metal plates that are either bolted or welded on to their
chassis. All vehicles, except cycles, provide those
inside them automatic protection, provided an attacker
does not manage to hit them through a weak or exposed
spot (see the combat chapter for details.)
46
***A nudge can convert a hot dice to a normal hit. A
further nudge will render it a miss.
D-Defences
Armour plating is not the only defensive trick a vehicle
can have up its proverbial sleeve: smoke screens and
blackjacks are also very effective.
47
Defence System Type Cost
Smoke Screen Light $1,500
Blackjacks Light $1,000
Oil Slick Light $1,000
48
3-Combat
Only those combat rules that are different or new
compared to those found in Nuclear Winter will be
presented in this chapter.
A-Facing
If a weapon is not mounted on a turret then it can only
be fired in one direction which must be specified when it
is fitted to a vehicle. If a weapon is in a fixed
position, then in order to hit another moving vehicle an
opposed driving challenge must be undertaken. If the
attacking driver is the loser, then they are considered
to not have been able to manoeuvre their vehicle into a
firing position.
C-Ramming
The amount of damage caused by a ram can be dependent on
the relative speeds of the vehicles involved. This is
only the case if the vehicle being rammed is rammed from
behind and is moving away from the shunting vehicle.
Damage is calculated using the following formula:-
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Vehicle Size Base Damage*
Very Light 4d
Light 5d
Medium 6d
Heavy 7d
Very Heavy 8d
*d=dice.
The ramming vehicle will also take damage but for each
point the driver has in the drive skill, they can roll
one dice with each + result reducing the damage their
vehicle takes by 1 point. A ram will also allow them two
nudges to further reduce this damage. Armour reduces
damage from rams in all cases to both the attacking and
defending vehicles.
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4-Hazards
There are many dangers that a driver and their vehicle
can run into, apart from other driver’s vehicles.
A-Burst Tyres
Every burst tyre, or group of tyres in the case of a
heavy goods vehicle, will reduce a vehicle’s maximum
speed and its acceleration/deceleration rates by 50m.
This is increased to 100m per tyre in the case of a
cycle. All actions involving manoeuvring the vehicle in
some way will also be made more difficult: in the case of
a skill challenge, all difficulty levels will be
increased by 1 for every burst tyre or group of tyres
(maximum penalty of 2.) This is increased to 2 per tyre
in the case of a cycle. All attacks made by fixed weapons
will be at a minor disadvantage if any tyre/group of
tyres is burst; this is only applicable to the attack
roll, not the damage calculation.
B-Collisions
Vehicles that hit solid objects other than other cars
will take and deal damage based on the material of the
object struck: the President will have to decide the
amount of damage dealt based on the type, thickness and
size of this material. As a rough guide, this should
range from 4-8d. Damage is calculated in exactly the same
way as an ordinary ram (see the combat chapter.)
C-Skidding
Any time that a vehicle passes over an amount of a
slippery substance that the President deems enough to
cause it a problem, the driver of that vehicle must
undertake a drive skill challenge with failure indicating
that they have lost control of their vehicle. The vehicle
will move in a random direction (except backwards) a
total distance equal to 10% of its current speed.
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D-Falling
To calculate damage to a falling vehicle and those
inside it, use the following formula:-
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Nuclear Winter Beta Release Version 1.01
www.nuclearwinterrpg.com
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Hell Freezes Over
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