recursal/Fanatic-Fandom huggingface dataset:
Dark Future: Living Rulebook Wiki

## Welcome to the Dark Future: Living Rulebook Wiki

Dark Future The Game of Highway Warriors is a table top game set in a apocalyptic future where gangs roam the crumbling highways in vehicles festooned with weaponry, battling for control of the roads. These gangs are kept in check by Sanctioned Operatives, mercenaries paid to uphold the law and protect the people from this new threat on the roads. Originally published by Games Workshop in 1988 this game was immediately popular and still has many fans today.
This Wikia is an attempt to provide a new and updated version of the rules that will change and grow as the fans provide input to the new V2 Edition of Dark Future.

If you would also like to get involved in the community you can join the Facebook page Oldhammer: Dark Future.

## The Dark Future

In Dark Future there is a rich background of social decay and segregation where lives have changed as the US declines. Most civilians live in the PZ (Patrolled Zones) whilst the NoGo are areas outside of the law and life is lived fast and cheap. Beyond these places there is a rich History and environment that now fills America. *(Due to the Dark Future Game being written nearly thirty years ago, its timeline of events is outdated and, as such, I have updated them to make the Dark Future setting in 2095).*

## The Rules

Tournament Rules

Main Rules

Force Creation Rules

Character Design

Territory Design

Vehicle Design

On Foot

On the Road

Off Road

Index

Products

## Downloads

There are several Record Sheets and other Templates that are very handy for Players to use in Dark Future, a selection of Downloads is available Here.

## Acknowledgements

Thank You to Darren Wadland for joining the Dark Future Living Rulebook Project as an Editor (He did this page (except this bit)).

Also Ward Shrake has begun working on the Editing force, so a Big thanks for his first efforts on the Vehicle Design, Gang, and Toronto pages in his first day.

Chico Danks for getting involved with the work of The Canon Gang The Anarchy Cult.

Matt Adlard for making my sloppy typing look nice, Great work Matt.
Milage

*Mileage is important to every driver. It's an expression of basic road combat experience. A driver's level of expertise can be judged by his number of mileage points.*

### **GAINING MILEAGE**

Mileage points are earned as a direct result of taking part in an engagement. They have a twofold effect on the game. The first and most beneficial of these effects is that drive skill increases as mileage points are earned. The second effect mileage points have concerns the campaign game and the driver's long-term reputation. The more engagements a driver takes part in, and the more people that are involved in them, the greater the chance a surviving driver has of attracting media attention. This is how drivers earn kudos points (explained in Kudos).

### **Mileage From Engagements**

Each engagement follows one of two basic forms: combat or flight (see Approach and Engagement). The manner in which drivers earn mileage points depends on which of these forms the engagement takes. After the engagement, each surviving driver consults the Engagement Mileage Tables below.

### **A Note on Casualties**

A vehicle can end up in one of several states as a result of losing a roadfight. A vehicle can be immobilised or disabled as a result of having a broken axle or knocked out engine. It can become a wreck as a result of crashing, rolling or taking terminal damage. It can be disabled as a result of having no driver. For the purposes of the Engagement Mileage Tables below, survivors are vehicles that have not suffered any of these results. Disabled vehicles are those that have suffered one or more of these results.

#### **Combat Engagement Mileage Table**

1. The driver receives one point for fighting the engagement.
2. A drive skill bonus is added. The player takes his opponent's highest drive skill and subtracts -2. The remainder is added to the total mileage points earned. Negative results are ignored.
3. The casualty ratio for that engagement is added. This is calculated by dividing the original number of drivers in the engagement by the number of survivors. Fractions are rounded down.

.

#### **Flight Engagement Mileage Table**

1. The driver receives one point for fighting the engagement.
2. A drive skill bonus is added. The player takes his opponent's highest drive skill and subtracts -2. The remainder is added to the total mileage points earned. Negative results are ignored.
3. One additional point is added for each enemy vehicle that was disabled in the engagement.
4. One point is subtracted for each friendly vehicle that was disabled in the engagement.

.

As drivers acquire more mileage points, their drive skill increases, as indicated below:

 10
 20
 40
 80
 120
 160
 200

*Drive skill can never exceed 10.*

### **Mileage and Kudos**

As a driver's mileage points total increases, it becomes slightly easier to earn kudos points. This reflects the fact that kudos is of prime importance to the media. When they realise they have a moderately successful character on their hands, it's usually in their interest to help the character become as well known as possible, before his career comes to an end.

*See Kudos for more details.*
Asmis

Asmi is sooo dumb and mean she is a idiot

## Known Sightings

Blah

Asmis is a Robotic Brain built into a Bike as a result he works with other Robots and Characters in Donovan Brains, but he will also work with Humans and Mutants, Asmis will never work for a Cult but he will work for Ops Teams and Gangs, though he will most commonly work with the Scrapville Mechanists and especially Niko: The Machinist his creator.

Asmis was originally a 3 Series Gentec Assembler Robot, but since Niko rebuilt him he is no longer in a Robot body, instead his Computerized Brain now resides within the body of a modified Toraki Roadhawk and is equipped with a Pair of 4.2mm Machine Guns on its Wings and a Spike Layer on its Aft. Asmis Costs $43,400 and has a Weight of 485.

## See Also

Robots

Index
Carbon Plastic Armour

File:Placeholder

The Lightests armour that can be fitted to a Vehicle, Carbon Plastic Armour provides excelent protection for much less weight than its heavier alternatives.

## Facts and Figures

Though composed of the same sort of Carbon Metamaterial this armour is made with Plastic composites and Carbon-Plastic Fibres making it more costly to buy but much lighter than other armours.

### **Bikes and Trikes**

**Armour:** 1 per Layer

**Weight:** 4 per Facing

**Cost:** $1'000 per Facing

A Bike is limited to 4 Layers of Bodywork making the maximum armour that a bike can have with Carbon Plastic Armour is 4 points of Armour.

A Trike is limited to 5 Layers of Bodywork making the maximum armour that a Trike can have with Carbon Plastic Armour is 5 points of Armour.

### **Light and Heavy Cars**

**Armour:** 1 per Layer

**Weight:** 6 per Facing

**Cost:** $2'500 per Facing

A Light Car is limited to 6 Layers of Bodywork making the maximum armour that a Light Car can have with Carbon Plastic Armour is 6 points of Armour.

A Heavy Car is limited to 7 Layers of Bodywork making the maximum armour that a Heavy Car can have with Carbon Plastic Armour is 7 points of Armour.

### **Long Wheelbase**

**Armour:** 1 per Layer

**Weight:** 8 per Facing

**Cost:** $5'000 per Facing

A Long Wheelbase Vehicle is limited to 8 Layers of Bodywork making the maximum armour that a Long Wheelbase Vehicle can have with Carbon Plastic Armour is 8 points of Armour.

## See Also

Bike Chassis

Trike Chassis

Light Car Chassis

Heavy Car Chassis

Long Wheelbase Chassis

Plastic Body Panelling

Carbon Steel Armour
Drag Chute

File:Placeholder

Drag Chutes are specially fitted Parachutes that can be deployed at high speed and provide a vehicle with a sudden and significant deceleration to their speed, generally these systems are fitted to the back of the vehicle and do not use a Passive Mount.

## Facts and Figures

The addition of a Drag Chute is designed to provide a sudden massive improvement to the vehicles Braking slowing the vehicle down very quickly and potentially averting a crash.

**Shots:** 1

**Braking:** +30mph

**Weight:** 20

Cost: $3'000

**Reload Cost:** $1'000

**Double Loading Shots:** +1

**Double Loading Weight:** 30

**Double Loading Cost:** $4'500

When a vehicle is traveling at 60mph or more they can deploy their chute with a Shoot action immediately slowing the vehicle by 30mph each phase the vehicle moves in until it slows to 30mph at which point the Chute detaches, if the Chute is deployed at speeds lower than 60 it automatically detaches and does not slow the vehicle. In addition to the Braking rate of the Drag Chute the vehicle can use Decelerate actions to further slow themselves but they do not need to perform the Decelerate Action.

The Drag Chute should be represented on the Board by a marker 1 Space Long and 2 Lanes wide directly behind the vehicle until it is detached, while the Drag Chute is out it causes a -2 Penalty to Shoot rolls to shoot through it, and if a vehicle comes into contact with the Chute it is immediately detached and the vehicle must make a Hazard Roll at 10mph Safety Limit as a result of the Chute covering the vehicle and getting stuck on the wheels.

## See Also

Vehicle Design

Index
Day

As the Sun rises high into the sky the air grows hot and the land is bathed in the scortching sunlight, this makes the day hot but characters wearing clothing are usually fine for some tome, those in Hats even longer.

## Facts and Figures

While the heat would cause skin damage if a Character were to remain in the bleaching sun constantly the length of an Engagement is usually too short for any damage to have been caused.

**Visibility:** 30 Spaces

Targets more than 30 Spaces away are considered to be too distant to see with any clarity or obscured behind terrain.

## See Also

Morning

Evening

Night

Environment

Main Rules

Index
AP Damage

Armour Piercing Ammunition is designed to cut through the Armour of a Vehicle or Character on the Road. Just a few decades ago, these Rounds were commonly in use only by the Military. They are now widely available in the US and other parts of the world.

## Facts and Figures

AP or Armour Piercing Munitions are designed to cut through the Heavy Armour of Vehicles, these Rounds can ignore some or all of a Vehicles Armour based on their Damage Modifier, if a Weapon deals AP Damage then each point of the Damage Modifier ignores 1 Point of Armour *(E.g. the Agent fires his AP Missile back at Chico and Hits, it deals +4AP so the first 4 points of Armour on Chico's Vehicle are Ignored. He is in a Renegade so his Armour is only 3 and the full damage gets through.)*

**Cost:** +50%

Most Weapons (except Lasers and Grenades) can be loaded with AP Ammunition but the rounds cost more than normal and unless the Weapon has a Damage of +1 or Higher the AP effect will not have any effect, but Characters may load their Sidearms and Vehicle Weapons with AP rounds at 150% the normal price for a Reload of the selected weapon.

Both Laser Weapons and Grenade Launchers cannot be loaded with AP Rounds as they are not designed for such attacks, but a Laser can be fitted with Beam Focusing Systems that change the Lasers Damage to AP, this costs an additional 50% of the Weapons total Cost *(E.g. Chico wants to upgrade his Car with a Medium Weight Combat Laser, and wants it to be AP, the basic Weapon Costs $10,000 and the AP Beam Focusing System costs an additional $5,000; making the new Combat Laser cost $15,000).*

## See Also

Main Rules

HE Damage

IN Damage

Index
Kill Ratio

*Fan-made, non-canon gang or gang-cult.*

## Initial Intelligence Reports Indicate

*(Here's a space for others to chime in, to kick-start this group's made-up history, etc.)*

## Later Intelligence Reports Indicate

*(Here's a space for others to chime in, and add more to this group's made-up history, etc.)*

## Real-World Inspiration for this page

*(The name just sounded cool. I figured I'd start a page with that name, and let others run with it.)*

## Picture Gallery

*(An area created to show images of anything associated with this gang, including their ve-hickles.)*

## See Also

Cult Names

Gang Names

Index
Op Team Names

**This is the start of a specialized index page, whose purpose will be to fill it in with the names of both "canon" Op Teams (as listed in the various Dark Future stories, the rule books, etc.) and also fan-created Op Teams.**

The plan being to give players of the game, and fans of the game's fictional universe, a good idea of which Op Teams exist within that world; where each team generally operates or is based; any particular friends or foes; and any other relevant or interesting information which shows why that particular Op Team is so cool / efficient / mean / kill-happy / et cetera / whatever.

*(Note: As with the specialized index pages for Gang Names, Cult Names, and Religious Orders, it's always best and wisest on this Ops Team page to "play nice" whenever you're making up a name for a fictional group, or describing a real-world organization, or talking about a group that was mentioned in the novels, short stories, etc.. No one likes to be insulted or put down, so please try to keep other people's feelings and rights and such in mind when adding to this page.)*

A

Artimes: Lone Wolf *(Fan made, non canon Sanctioned Agent)*

B

C

Cajun Jack *(canon Lone Wolf Agent)*

Central American Confederation *(Canon group)*

D

E

Elvis Presley (Cannon Op)

F

G

H

Holderness-Manolo (canon Op Team)

I

J

K

L

M

Maxwell-Foster-Pearce *(fan-made, non-canon Op Agency)*

N

Theodore Nugent *(fan-made, non-canon Independent Op)*

O

Ontario Peace Patrol *(Fan made, Non Canon Ops Team)*

Ottawa Peace Patrol *(Fan made, Non Canon Ops Team)*

P

Q

R

Rebecca "Redd" Harvest (Cannon Op for THR)

S

T

Turner, Harvest, and Ramirez (Cannon Op Agency)

U

V

W

X

Y

Z
Slum City

The use of waste materials to build settlements is not new, but in the Dark Future there are many such cities in the PZ and NoGo, many spread around the Highways without problems, but as their size grows they will sometimes begin to spread over the road.

## Facts and Figures

Slum Cities that spread over the road can be difficult for some Drivers as they cover both sides of the road in their shanty constructs, each Home covers 1 Space and 2 Lanes and is placed at the edge of the Track Section.

**Safety Limit:** 40mph

**Quantity:** 6

The Slum Settlers will retreat from the Road to avoid death during an Engagement but they will Scavenge any Vehicle or Characters that are defeated on that Track Section before the Salvage Phase after the Engagement.

Slum Structures count as Obstacles when Vehicles enter the same Space, but Characters can move through these areas freely since they have been designed to live in and around.

## See Also

Environment

Main Rules

Index
Wreck Town

Out on the Highway Wreck Cars are routinely ploughed off the road to allow the Cargo Trucks to get through without stopping, but loads of Wrecked Vehicles are a tantalizing place for NoGo Settlers to set up homes, and while these places are generally off the road they do grow over time and eventually they will begin

   to overtake parts of the Highways.

## Facts and Figures

Such Wreck Towns spread to cover one half of the road, covering 3 Spaces by 4 Lanes on one side of the road, each Space is occupied by Wrecked Vehicles retrofitted to be homes by the masses.

**Safety Limit:** 40mph

**Quantity:** 3

These Wrecks count as Obstacles when a Vehicle enter the Same Space, but can be moved through freely by Characters as they are made for Settlers to live in and around.

Each Marker should be placed on a randomly generated side, filling three Spaces of the Road on that side, if they are generated to appear on the inside of a Corner where there are only 2 Spaces they spread one Space onto the next track section as well.

## See Also

Environment

Main Rules

Index
Supercharger

Power-enhancing accessory for internal combustion engines. Works full time: no real-world way to turn it on or off as an engine is running. (Despite seeing it being done in Mad Max films.)

See these Wikipedia entries for more information about various types of forced induction.

http://en.wikipedia.org/wiki/Supercharger

http://en.wikipedia.org/wiki/Turbo-charger

## See Also

Supercharger

Charger

Index
Safe House

File:Placeholder
Security of resources is important to Mafia and Yakuza Gangs and they often employ the use of Safe Houses in their PZ Territories, this allows them to safely hide Characters that have amassed a large bounty or considerable Kudos until the heat dies off.

## Safe Houses

A Safe House is a building within a Gangs Territory that is designed to provide a secret haven for your Gang should the worst happen, this location can support a small number of Characters in safety and security, each Safe House a Force controls can support a small number of Characters and a single Vehicle.

**Approach:** -3

**Character Capacity:** 4

**Vehicle Capacity:** 1

**Cost:** $10,000

When an Enemy attacks your Territory and tries to attack a safe house it is well hidden and they suffer a penalty to their Approach Rolls of -3 to successfully attack the Safe House.

## See Also

Territory Design

PZ Territory Facilities

NoGo Territory Facilities

Gang

Index

Dark Future: Living Rulebook Wiki
Zeke's Freaks

*Fan-made, non-canon gang or gang-cult.*

## Initial Intelligence Reports Indicate

*(Here's a space for others to chime in, to kick-start this group's made-up history, etc.)*

## Later Intelligence Reports Indicate

*(Here's a space for others to chime in, and add more to this group's made-up history, etc.)*

## Real-World Inspiration for this page

*(Ever seen the Hollywood movie, "Pulp Fiction"? Remember the famous, made-up Bible quote one character often used, which allegedly was from "Ezekiel 25-17"? I'm picturing a group of backwoods types, who don't see civilization all that often, and wouldn't have much use for it if they did, not knowing that cool movie quote wasn't really quotes from any holy book. I could imagine "Ezekiel" being shortened and morphed into "Zeke," instead; and could picture someone fondly adding the name "Freak" onto the gang's name, as a reference to Jesus Freaks. Start with that mental imagery, if you would ... and then have some fun playing with the ramifications!)*

## Picture Gallery

*(An area created to show images of anything associated with this gang, including their vehicles.)*

## See Also

Cult Names

Gang Names

Index
Referee

Sometimes it is necessary or helpful for a Player to act as Referee for an Engagement or Roleplaying Game, this allows a neutral part to adjudicate rules issues and control Non-Player forces on the field or during a Roleplay scenario.

When a Player is acting as a Referee they should have a set of dice (D6) and a copy of the rules at the least, though pencil and paper (or Mobile App) and some additional props can also be useful for the Referee, they can they take many actions and deal with any resolution issues for all other Players in a game.

## Functions of the Referee

### The four major "hats"

* **Author**: The GM plans out (in the loosest sense) the plot of

the story of which the Player Characters will become heroes (or villains, or rich, or whatever); creating (or adapting, or just choosing) the setting, populating that region with villains and other NPCs, and assigning them any necessary backgrounds, motivations, plans and resources.

* **Director**: During the game, while each of the other players

typically controls the actions of one of the Player Characters, the GM decides the actions of all the NPCs as they are needed. The GM may also direct a particular "NPC" that travels with the party (commonly known as a GMPC), but this may occasionally be open to abuse since the Game Master having a "pet" NPC may compromise his neutrality.

* **Referee**: In most Tabletop RPGs, the rules are supplied to resolve conflicting situations (avoiding the "Bang! you're dead!"/"No, you missed!" quandary). The GM is expected to provide any necessary

interpretation of those rules in fuzzier situations. The GM may also approve or provide House Rules in order to cover these corner cases or
provide a different gaming experience.

* **Manager**: The least officially prescribed portion of GMing, and thus the part that takes people the most by surprise. The GM is typically the one to organize the game in the first place, find players, schedule sessions, and figure out a place to play, as well as acting as a mediator and having to balance the needs and desires of all participants sometimes having to divine the real desires of indecisive or self-deluded players.

## See Also

Campaign Games

Dark Future Roleplay

Player

Index
Single-Cylinder Bike Engine

Blah

## Facts and Figures

Blah

**Weight:** 10

**Cost:** $750

Depending on the final weight of the bike the performance of the Engine can vary significantly, consult the chart below when you have finished building the bike to determine its Braking, Acceleration, Max Speed, and any modification the weight might have to the bikes Handling.
Tires

Blah

### **Standard Tires**

As Standard all Vehicle Chassis' come with Standard Pneumatic Tires, these are made from Rubber and Steel, and are filled with Pressurized Air to provide a layer of shock protection and grip. All Vehicles come with a full set of Standard Tires when purchased.

**Weight:** 10 per Tire

**Cost:** $150 per Tire

When a Vehicle suffers a Tire Critical Hit they lose some or all of their Tires and they must be replaced if the Vehicle wishes to be fielded in another Engagement, each Tire must be replaced at the listed cost.

The Weight of Standard Tires need not be added to a Vehicle if they are fitted to the Wheels of the Vehicle, but if the Vehicle is carrying additional spare Tires the Weight of each Spare must be added to the weight of the vehicle.

Replacing a Tire requires the Vehicle to be Stationary and requires a Character to declare a Complex Action while they are within 2cm of the Vehicle, this causes the Damaged Tire to be removed and the Spare Fitted, this removes the effects of a single Tire Critical Hit.

### **Reinforced Tires**

(See Reinforced Tyres)

The basic tyres that come with a vehicle chassis are simple Pneumatic Tyres and can easily be damaged or destroyed during an Engagement, many drivers prefer to upgrade their tyres as quickly as possible to much tougher and more survivable types, there are numerous tyres that are commonly employed for such things, Solid Rubber, Auto Inflating, Impact Rubber, etc.

**Weight:** 15 per tire

**Cost:** $1,500 per Tire

The listed Weight and Cost above is for Spare Tires on a Vehicle, if a Vehicle is fitted with Reinforced Tires they should follow the pricing for them under the Reinforced Tyres Page.

Changing a Reinforced Tire is done in the same manner as with Standard Tires.

### **Racing Tires**

(See Racing Tyres)

While Vehicles come with standard Tires some Drivers prefer to use other Tires that offer the vehicle benefits on the road. While Racing Tires are not designed for Road Battles they are very effective at providing racing vehicles with better handling during a race.

**Weight:** 5 per Tire

**Cost:** $1,000 per Tire

The listed Weight and Cost above is for Spare Tires, a vehicle fitted with Racing Tires should use the stats as listed under Racing Tyres.

Replacing a Racing Tire is done in the same manner as Standard Tires.

### **Off Road Tires**

(See Off Road Tires)

While Standard Tires work well on the Road they are not well designed for Off Road movement, many Drivers prefer to fit their vehicle with Tires that are built with better grips and deeper groves to offer greater movement on the terrain.

**Weight:** 20 per tire

**Cost:** $500 per tire

Vehicles fitted with these tires as default should use the stats listed under Off Road Tires, the above Stats represent the weight and cost of spare Tires for the Vehicle.

Replacing this type of Tire is done in the same manner as with Standard Tires.

## See Also

Vehicle Design

Bike Chassis

Trike Chassis

Light Car Chassis

Heavy Car Chassis

Long Wheelbase Chassis

HGV Chassis

Index
Wankel Rotary Bike Engine

Blah

## Facts and Figures

Blah

**Weight:** 25

**Cost:** $4,500

Blah

## Oil Injection

While a traditional Linear Cylinder Engine can be fitted with the Oil Injection System to produce Smoke Markers behind the Vehicle, the Wankel Engine must have some Oil Injection systems for its operation but as a result it does not produce any Smoke Markers and cannot be equipped with an Oil Injection System.
Rocket Boosters

File:Placeholder

On the Road Speed can make the difference between Getting away (Or catching up) and losing your chance, this is often tackled by Drivers with the use of Larger Engines, Chargers, Nox, and a host of other modifications. Some Driver choose to replace their ability to carry Passives by fitting Rocket Engines to the back of their Vehicle, this provides a massive speed boost to a vehicle.

## Facts and Figures

Some (Crazier) Drivers fit Rocket Motors in Heavy Passive Mounts that allow the Vehicle to Accelerate much faster and reach extremely high speeds, this is of course very dangerous and comes with a host of potential dangers.

**Light Car Chassis**

Light Cars have 1 Heavy Passive Mount that is replaced by a Single Rocket Engine, providing considerable boosting to the Vehicles Speed, but prevents the Vehicle from carrying Passives at all.

**Fuel:** 24

**Weight:** 150

**Cost:** $30,000

**Heavy Car Chassis**

Heavy Cars have 2 Heavy Passive Mounts and must fit a Rocket Engine to Both, this gives them a pair of Boosters that fire simultaneously when used giving a blistering speed increase.

**Fuel:** 36

**Weight:** 225

**Cost:** $45,000

## Using Rocket Boosters

Rocket Boosters are operated in much the same manner as Passives, when the Vehicle is on the Road they begin in an off state and can be used with a Shoot action to gain a sudden boost to acceleration or Locked On like some passives to create a continuous burn keeping the Vehicle moving at high speeds.

**Pulse:** When using a single Shoot Action the Driver causes the Engine to Pulse, burining 2 Fuel and increasing the vehicles current speed by the Acceleration listed for the vehicles weight in the Chart Below, if the Vehicle is then moving faster than its top speed it begins to slow down losing -5mph of their current speed each Phase until they reach their Max Speed.

**Locked on:** If the Rocket Boosters are Locked On they burn 1 Fuel each Phase and keep the vehicles speed constant, even if the speed they are travelling at is higher than their vehicles top speed.

Both a Pulse and Locked On mode require the Driver to make a Shoot Action to use, but once Locked On is active it will remain on until the Fuel is expended or the Driver Turns it off with another Shoot action.

If a Vehicle with Rocket Boosters has suffered an Engine Critical and cannot Accelerate or their engine does not work they can use their Rocket Boosters to gain speed and maintain it much like they have a working Engine but this causes the vehicle to suffer a -1 Handling as the vehicles Rocket Boosters are not designed for such use.

If the Rocket Boosters suffer a Critical Hit and Explode they deal +8HE to the Vehicle as if they were HE Weapons.

## See Also

Vehicle Design

Index
Ro55: The Tank

*The robot slowly turned and flexed the hand, it was far from perfect but it worked, he turned to Niko and held out his newly fixed hand "Ross." he said, Niko took the had and shook it replying "Niko". "Thank you for the help Niko, I am not really good at repairs, built to carry loads, that's about it." Ross sat back.*

Blah

## Ro55 and his Vehicle

Ro55 is a Robot and will commonly work with other Robots, and a very small number of Humans or Mutants as he is very distrustful of Organic creatures, he will never work with Ops Teams but will work with Gangs or Cults, he is often seen working alongside the Scrapville Mechanists and most often with Niko: The Machinist who will often act as a Pillion Passenger on Ro55's Bike (even His Drones Rush and Bolts can be carried in the Cargo Space of the Sidecar).

Ro55 is a 55 Series Gentec Loader Robot and is built with a Reinforced Chassis, he also carries an Assault Rifle and 2 HE Grenades. Ro55 and his equipment cost $3,500 and Weights 143.

Ro55 often rides his Chopper on the Highway, the Chopper is also fitted with a Sidecar, a Cargo Container, 2 Wing Mounted 4.2mm Machine Guns, and a Sidecar Mounted Combat Laser. Ro55's Bike Costs $39,050 and has a weight of 580.

Ro55 and his Bike together have a total cost of $42,550 and Weigh 723.

## See Also

Robots

Index
Sidecar Chassis

Designed to be fitted to a Bike Chassis using a coupling system, the Sidecar is designed to increase the Bikes ability to carry weapons and Passengers providing an additional Medium Weapon Mount, and a Heavy Passive Mount to provide additional firepower to a Bike at the cost of extra weight.

## Facts and Figures

A Sidecar is fitted to the Chassis of a Bike in the same manner as Outrigger Mounts and Crash Bars, as such a Bike can only have a Sidecar if it does not have either of these upgrades. When fitted to a Bike the Sidecar takes its armour from the Bike as the Bodywork is modified to cover the Sidecar as well as the bike.

**Bodywork Layers:** 4

**Interior Mounts:** 1

**Handling:** -3

**Weight:** 50

**Weapon Mounts:** 1 Right Side Medium Weapon Mount

**Passive Mounts:** 1 Heavy Passive Mount

**Cost:** $3'500

A Sidecar is able to carry a single Passenger (If the Vehicle has been fitted with a Passenger Seat) who can operate any weapon fitted to the vehicle separately from the Drivers influence, allowing the separate Character to declare Shoot Actions independently of the Drivers Action Declarations.

If no Passenger is placed in the Sidecar then any weapon fitted to the vehicle is Fixed Forward Facing and fires along the same corridor as the Bikes Wing Mounts, if it is fitted with a Passenger they count as a Pintle Gunner allowing them to fire the weapon in a 90 degree arc from the Sidecar, this arc runs from the forward facing to the right side facing allowing them to target enemies without being directly behind them

A Bike with a Sidecar can still carry its Driver and Pillion Passenger in addition to the Passenger in the Sidecar allowing up to 3 Characters to ride on a single Bike.

## Weapons

Sidecars are able to carry weapons that a Bike is normally unable to carry, a Sidecar can carry a Single Light or Medium Weight Weapon and a Light or Medium Passive.

**Light Weight Weapon:** Blah

**Medium Weight Weapon:** Blah

**Light Weight Passive:** Blah

**Heavy Weight Passives:** Blah

## Equipment

As with a Bike the Sidecar can be fitted with a number of upgrades that allow it to improve its performance in any engagement, while there are some modifications that a Bike could take that count differently when the Bike has a Sidecar. when costs or other modifiers differ for Bikes and Trikes use the Trike Costs and Modifiers for any equipment on the Bike.

**Search Light:** In place of a Weapon the Passenger can instead be in control of a large and powerful light that allows the driver to see clearly any hazards and enemies on the road during night fighting situations. A Search Light Costs $500 and has a Weight of 10.

**Passives Pack:** The Light Weight Passive Mount in the back of a Bike is useful without a Sidecar but many drivers want to mount a pair of Heavy Passive Mounts on their Bike/Sidecar Combination, this Upgrade runs a feeder from the Sidecar to the Bike that allows it to have full size Heavy Passives in addition to the Sidecars Heavy Passive Layer. a Passives Pack Costs $1'000 and Weighs 20.

## Interior

Blah

**Passenger Seat:** Blah

**Cargo Container:** Blah

## See Also

Bike Chassis

Index
Two-Wheel Drive

File:Placeholder

Most bikes direct all their power to the rear wheel and use the front for steering, while this system provides a good speed and handling some prever more control on the road, as such this system provides power to both wheels allowing the Bike to handle rough ground better and control speed more effectively.

## Facts and Figures

By directing engine power to both wheels a bike can gain much greater control on the road, though a significant modification this system can be fitted as a part of a New Bike or an upgrade to an existing Bike.

**Handling:** +1

**Braking:** +10mph

**Weight:** 10

**Cost** *(new Bike)***:** $3'000

**Cost** *(Upgrade)***:** $5'000

When Off Road Bikes with this system can more easily maintain their balance and control and as such they can effectively add +10mph to the Hazard Limit for Off Road movement, though this bonus is effectively applied with the Handling Bonus, so it is only used when an Drive Skill roll is required to maintain control over the Bike.

## See Also

Bike Chassis

Index
Rotary Klubb

*Fan-made, non-canon gang or gang-cult.*

## Gang Sightings and Known Chapters

* Due to the group's mobile nature, no one permanent base is known to exist.
* Sometimes used in a "for hire" capacity, to acquire news footage or intel in Deep NoGo combat zones.

## Initial Intelligence Reports Indicate

This group of rotary-wing aircraft enthusiasts appears to be largely semi-legitimate in nature, although some sketchy reports tend to indicate occasional lapses in legitimacy. For the most part, this group appears to generally be law-abiding: as far as reports to date indicate, at any rate. Some members of this group appear to have formal treaties and/or contracts with Op Teams and other official entities, to perform services for them.

The occasional rumor implies a possible allegiance with the mysterious rogue group, the Drones, but this has yet to be confirmed in any reliable and official way.

## Later Intelligence Reports Indicate

*(Here's a space for others to chime in, and add to this group's made-up history, etc.)*

## Real-World Inspiration for this page

*(The name is obviously a spin on a real-world group with a similar name ... but the purpose is entirely different, as befits this gaming universe. I mainly wanted to set up a group of people who might be be operating all those news and/or other helicopters, as seen in canon DF literature. Not to mention the presence of a gyro-copter and its pilot, as featured in the Mad Max series of films, etc.)*

## Picture Gallery

*(An area created to show images of anything associated with this gang, including their vehicles.)*

## See Also

Cult Names

Gang Names

Index
Sand Bar

Sand Bars are a type of Hazard that can be found on the Desert and Arid Highways of the US, as the wind sweeps across the Desert it carries the Sand with it, this creates Sand Bars on the Highway as the Desert tries to overcome the roads.

## Facts and Figures

When a Vehicle drives onto a Space that contains a Sand Bar they must immediately make a Hazard Roll against the Safety Limit.

**Safety Limit:** 30mph

**Quantity:** D6

When a Sand Bar Hazard is generated on the road the Player should roll a D6 to determine the Quantity, these are placed on the edge of the road starting at the nearest edge of the road and going away from the Vehicle, roll a D6 to determine which side of the road they are on (Odds = Left, Evens = Right), if there are more Sand Bars than Spaces on the Road (Such as 5 Sand Bars on a Straight), then fill the generated side of the road section and then begin on the opposite side of the road.

Each Sandbar covers 1 Space and 3 Lanes of the road, this can result in the safe area of the Highway reducing to just 2 Lanes if there are Sand Bars on both sides of the road.

## See Also

Main Rules

Environment

Index
Sides

Most Heavier Vehicles have Side Mounts that are able to support Light Weight Weapons and Medium Weight Weapons, these are typically designed for forward firing Weapons and can sometimes be fitted to provide Rear Facing Weapons if the Driver of the Vehicle wishes.
Bikes and Trikes can be fitted with Outrigger Mounts that give them Side Mounts allowing them to carry Weapons or Special Mounts on them.

## Special Mounts

Other than Weapons there are some options that can be fitted to these mounts, though weapons in these mounts do not always need to be fitted as pairs, other Special Mount systems always occupy both Mounts as a System and prevent any other Weapons or Systems being fitted to them.

### Reinforced Bars

By Fitting Solid Steel Bars across the side of the Vehicle a Driver can protect themselves from attacks from the side, This provides extra protection from Rams and Damage from weapons.

**Sideswipe:** +1

**Armour:** +1

**Weight:** 200

**Cost:** $8,000

Vehicles equipped with this Modification gain a bonus when engaging in Sideswipes, whether they the Rammer or the Target, in addition the Vehicle gains an Armour Bonus, this does not count as a Layer of Bodywork so it can add the additional armour to the Vehicles Sides without taking up Layers of Bodywork.

### Broadside Mounts

Fitting weapons to a Vehicles Sides is common in the Dark Future, but these Weapons are typically limited to a narrow fire corridor, able to fire forward or backward only, but some Characters prefer to have some side protection in the form of Broadsiding Weapons.

**Weight:** 50

**Cost:** $2,000

When a Vehicle is fitted with Broadsiding Weapons they are able to fire their Side Mounted Weapons at a fixed 90 degree angle from their forward facing, hitting the Lanes to the left and right of the Vehicle rather than the Spaces in front or behind them. these Weapons cannot be turned to face in other directions and instead must be fired along the Lanes to their sides, typically these weapons are not linked except on Bikes and Trikes to prevent the force of the Weapon from toppling them.

## Weapons

Most Side Mounts are able to support Light Weight Weapons and Medium Weight Weapons, but cannot support anything heavier than that, though these Mounts are not designed to be fitted for Passives a Character can spend $1,000 to have both mounts converted into Light Weight Passive Mounts instead allowing them to carry additional Passives and lay them in a larger deployment than normal.

When fitted to take Passives these Mounts deploy the Passive Markers over two Lanes as normal but they are always displaced 1 Lane toward the side of the Vehicle that is Laying them, this means the Vehicle can deploy Passive Markers across 4 Lanes if the Mounts are Linked instead of just 2.

## See Also

Vehicle Design

Main Rules

Hood

Roof

Wings

Aft

Index
UV Radiation

The earths environment has been devastated by the Industrial Chemicals and poisons that have been pumped into the atmosphere, this can result in patches where the Ozone Layer is so badly damaged that Ultra Violet Radiation hits the ground in intense waves, this can be dangerous in the long term for Characters that are unprotected.

## Facts and Figures

Any Character On Foot is exposed to significant UV and can suffer permanent damage to their eyes and skin, this means that Characters in this situation must protect themselves from the intense Light and Radiation.

**Eye Damage:** +1

**Radiation Damage:** 1

When a Character is exposed to this effect they begin to suffer from Radiation damage (Except Mutants, Robots, Drones, and Rad Zombies), this deals 1 Radiation Damage each Turn to unprotected characters.

When a Character is exposed to this effect they begin to suffer from Eye Damage, (Except Robots and Drones) this damage accumulates over consecutive Engagements, at the End of an Engagement the Character must roll a D6 and add the Eye Damage total they have accumulated as a result of each unprotected event, if they roll Equal to or lower than their Wounds they are ok and their Eye Damage total reduces by -1, if they roll higher than their wounds they go blind and must get Cybernetic Eyes or Retire as a result.

Characters wearing Rad Suits are protected from the Radiation of these places but their Eyes are still exposed to the intense light and they risk damage to their Eyes.

Characters wearing Goggles are protected from the Bright Light and suffer no Eye Damage as a result of exposure, but they are soaking up the radiation.

Vehicles fitted with Environment Seals are designed to protect the occupants from both the Radiation and Bright Light, unless the Vehicle suffers a Shattered Screen Critical in which case they are considered unprotected.

## See Also

Environment

Main Rules

Index
ScumStopper

## Scumstopper Rounds

(Canon reference 'Route 666')

These rounds are designed to fit most standard Hand Guns, fitted with a small but powerful explosive head that radically increases the chance of fatality when unarmoured Characters get hit.

**Accuracy:** -1

**Damage:** +1HE

**Cost:** +$100 per Shot.

Even though the Scumstopper round has a HE damage characteristic it does not have a radius as it is designed to destroy a single targets insides.

The Scumstopper can be purchased for any Sidearm that does not have a HE Damage normally, the Accuracy and Damage stats of the Scumstopper is added to the normal weapons stats, and the cost is added to the base cost of reloads for that weapon.

## Scumstopper Magnum

(Canon reference 'Krokodil Tears')

With the popularity of the Scumstopper eventually came the Scumstopper Magnum, built with the use of their patented rounds in mind, this gun was built to ensure maximum devastation on your enemy.

**Range:** 6

**Accuracy:** -2

**Damage:** +2HE

**Shots:** 6

**Cost:** $900

**Reload Cost:** $666

The Scumstopper Magnum is designed to fire a modified high calibre Scumstopper round and cannot be loaded with any other Ammunition Type

## See Also

Sidearm

Index
Plastic Body Panelling

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The Basic form of Bodywork fitted to most Vehicles this system is used widely in PZ Civilian Vehicles to provide a basic bodywork, though such vehicles typically have only 1 layer of Bodywork providing only a basic protection from the elements.

## Facts and Figures

Is the most basic form of Bodywork a Vehicle can have these panels provide only 1/2 a point of armour to the vehicle but they do prevent dust and radiation from simply destroying the Vehicle in a few hours on the road.

**Bikes and Trikes**

**Armour:** 1/2 per Layer

**Weight:** 1 per Facing

**Cost:** $100 per Facing

A Bike is limited to 4 Layers of Bodywork making the maximum armour that a bike can have with Plastic Body Panelling 2 points of Armour.

A Trike is limited to 5 Layers of Bodywork making the maximum armour that a Trike can have with Plastic Body Panelling 2 points of Armour.

**Light and Heavy Cars**

**Armour:** 1/2 per Layer

**Weight:** 5 per Facing

**Cost:** $200 per Facing

A Light Car is limited to 6 Layers of Bodywork making the maximum armour that a Light Car can have with Plastic Body Panelling 3 points of Armour.

A Heavy Car is limited to 7 Layers of Bodywork making the maximum armour that a Heavy Car can have with Plastic Body Panelling 3 points of Armour.

**Long Wheelbase**

**Armour:** 1/2 per Layer

**Weight:** 8 per Facing

**Cost:** $250 per Facing

A Long Wheelbase Vehicle is limited to 8 Layers of Bodywork making the maximum armour that a Long Wheelbase Vehicle can have with Plastic Body Panelling 4 points of Armour.

Whenever a Vehicles armour has 1/2 a point of protection it is ignored during engagements counting as none. (Always round total Armour Down to the nearest Whole Number).

## See Also

Bike Chassis

Trike Chassis

Light Car Chassis

Heavy Car Chassis

Long Wheelbase Chassis

Vehicle Design

Carbon Steel Armour

Carbon Plastic Armour

Index
Security Office

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Pz Territories are festooned with security cameras, fences, and security stations that are directly fed to the Enforcers who protect these Territories, but as a Sanctioned Agency a Player can gain access to this system and set up their own Security Office with Camera feeds from around their Territory.

## Security Offices

Extensive camera networks monitor the roads and fences of PZ Territories and with access to these feeds the Agency can make quick responses to attack on the Territory, this system allows the Agency to keep an eye on vehicles and people within their Territory and gives them a much faster response time to threats within their territory.

**Approach:** +2

'*Strength:* +3

**Cost:** $25,000

A Territory equipped with a Security office gains a bonus to its strength as it has fences and extensive security measures, in addition the Agency can make use of their fast response equipment to increase their Approach roll, adding its bonus to any Engagement occurring in the Agencies Territory, but not in other Players Territories.

## See Also

Territory Design

PZ Territory Facilities

NoGo Territory Facilities

Ops Team

Gang

Index

Dark Future: Living Rulebook Wiki
V12 Engine

File:PlaceholderThe Heaviest type of Engine typically Fitted to a Car, this Engine is typically built in the Robotic Factories for the exclusive use of Sanctioned Operative, but after a few years of availability they have filtered out into the Wastes and now they are available almost everywhere.

## Facts and Figures

Rarely seen on the road due to their High Price and Weight, generally used by light vehicles to go very fast or really heavy ones to go at all.

**Weight:** 250

**Cost:** $18,000

Depending on the final weight of the Vehicle the performance of the Engine can vary significantly, consult the chart below when you have finished building the Vehicle to determine its Braking, Acceleration, Max Speed, and any modification the weight might have to the Vehicles Handling.

## See Also

V6 Engine

V8 Engine

Light Car Chassis

Heavy Car Chassis

Long Wheelbase Chassis

Index
Raider Trike

Raider Gangs often pull together Trikes from the wreckage of both Cars and Bikes, this makes an ugly but effective weapons platform to support their vehicles on the road. The Raider Trike may not be as advanced as some vehicles on the road but its firepower more than makes it a dangerous opponent on the road.

## Facts and Figures

Built from the parts of Cars and Bikes this Vehicle is made with the idea of providing support to the Gang while they make strikes against settlements in the NoGo. Though these Trikes are typically built by Raider Gangs there are plenty of Cults and even Sanctioned Ops Teams that make use of their own versions of Trikes; and some are even available in PZ Stores for Civilian ownership.

**Handling:** 3

**Acceleration:** 45

**Braking:** 40

**Max Speed:** 125

**Armour:** 2

**Crew:** 1 Driver

**Passengers:** 1 Pintle Gunner

**Weapon Mounts:** Left Wing Light Weapon Mount, Right Wing Light Weapon Mount, Aft Medium Weapon Mount

**Passive Mounts:** 2 Heavy Passive Mounts

**Damage:** 12 (8,4)

**Weight:** 415

**Cost:** $20'000

The Raider Trike is fitted with a V6 Engine, Cable Drive System, 2 Layers of Carbon Steel Armour. (The vehicle weight does not count the Driver but a Pillion Passenger must be added to the vehicles weight, and the Acceleration, Breaking, and Maximum Speed given must be adjusted if the weight exceeds 500.)

## See Also

Trike Chassis

Vehicle Design

Index
Toraki Roadhawk

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## Facts and Figures

Blah

**Handling:** 8

**Acceleration:** 49mph

**Braking:** 43mph

**Max Speed:** 176mph

**Armour:** 1

**Crew:** 1 Driver

**Passengers:** 1 Pillion

**Weapon Mounts:** Left Wing Light Weapon Mount, Right Wing Light Weapon Mount

**Passive Mounts:** 1 Light Passive Mount

**Damage:** 9 (6,3)

**Weight:** 265

**Cost:** $24,000

The Toraki Roadhawk is fitted with a V6 Bike Engine, Electronic Drive System, 2 layers of Plastic Body Panelling on all facings, and a Charger. the vehicle weight does not count the Driver but a Pillion Passenger must be added to the vehicles weight, and the Acceleration, Breaking, and Max Speed given must be adjusted if the weight exceeds 300.

## See Also

Bike Chassis

Index
Reciprocal Altruism

An abstract or philosophical concept, as mentioned in the novel Ghost Dancers.

The context was one character (Rico Adriano) talking to another character (Ace the Ace) about whether the mafia actually exists, in the way that people think it does; or if what people think of as members of "the mafia" are just people who understand and value the concepts of loyalty and reciprocal altruism; and thus live by those principles.