recursal/Fanatic-Fandom huggingface dataset:
Ejector Seats

File:Placeholder

Sometimes no amount of careful driving and safety features will prevent your Vehicle from Crashing, ultimately the best way to save your own life is to get out entirely. Ejector seats can get a driver out of potentially fatal situations, allowing him to fight another day. They present the only realistic means of escaping from a vehicle which is travelling at high speed.

## Facts and Figures

While every Driver hopes that they will never crash and burn, the wise ones prepare for when it does happen. An Ejector Seat allows the Driver to make an Escape from a Vehicle that is in Dire Straits.

**Weight:** 30

Cost: $7'500

When the Vehicle is out of control or the Driver expects to lose control they can declare a Shoot Action to immediately activate their Ejector Seat and escape the situation. The player states that the shoot action to eject is being used before the car model is moved, and before any control loss tests. The driver automatically escapes and the vehicle now has no driver.

The Driver can control their descent on their Parachute and may either navigate outside of the play area and leave play or they may choose to land on the Road. If the Character wishes to return to the road they must wait until the next Pedestrian Phase and roll a D6 the character then lands that number of Spaces forward or behind their Vehicles location when the Ejected, the Character may arrive on any Lane at the distance and anywhere in the Space they land on.

Once the Character has reached ground they become a Pedestrian on the Road and are subject to all the rules for Pedestrians, the Arrival on the Road counts as the Character Move for that Phase and they may not make another action until the next Pedestrian Phase.

*Ejector seats are a last resort. They are rarely used in early games, as players are quite happy to battle on to the last with little regard for the fate of their drivers. A player with an advanced character will be more concerned with the fate of the driver than the fate of the car.*

## See Also

Vehicle Design

Index
Obstacle

The result of some former battles on this stretch of Highway have resulted in there being large Obstacles, such as Wrecked Cars, Craters, Fallen Trees, etc. these present a serious risk as they cannot simply be driven over and Drivers hitting them are effectively Ramming them.

## Facts and Figures

When a Vehicle enters the same Space as an Obstacle they immediately count as Ramming a Stationary Wreck or similar object.

**Safety Limit:** 40mph

**Quantity:** 1

When an Obstacle is generated on the Road it is placed randomly on the Left or right side of the Road covering 1 Space and 3 Lanes of the road, these are always placed at the beginning of the Track Section.

## See Also

Main Rules

Environment

Index
Damage Threshold

As a Vehicle suffers increasing damage from attacks, the performance of the Vehicle begins to decline, this gradually reduces the Vehicles ability to gain or maintain speed on the road and reduces overall performance as the damage worsens.

## Vehicle Damage

As a Vehicle takes Damage they can reach their damage thresholds, these are listed as numbers under the Chassis' Damage Stat, when a Vehicles Damage is reduced below each of these numbers they begin to lose performance, each time the vehicle reaches a Damage Threshold number they suffer performance loss as listed below.

A Chassis' Damage Thresholds are listed after their total Damage in Brackets (E.g. 9 (6,3) would mean a total of 9 Damage with thresholds at 6 and 3).

### Performance Loss

Each time a Vehicle hits a Damage Threshold they lose performance as listed below, in a Campaign Game the effects of Performance Loss are removed when the Damage is repaired.

**Max Speed:** -10mph

**Acceleration:** -5mph

**Handling:** -1

Each Damage Threshold reached reduces the Vehicles performance by the listed amount, if this causes the Vehicles Handling to 0, then the Vehicle counts as out of control and cannot be recovered. If the Vehicles Acceleration is reduced to 0 then the Engines power is too low ti keep the vehicle moving and it automatically loses 5mph from its current speed until it comes to a stop (the Driver may use a Brake Action to slow down faster than this.)

## See Also

Main Rules

Damage

Index
Nox

File:Placeholder

A Nox Injection system, when activated, adds both extra fuel and extra oxygen into a vehicle's engine, simultaneously: which makes it possible to gain a sudden and significant boost to the speed of a vehicle.

(How sudden and/or how significant depends upon many factors: not least of which is how much extra fuel and/or oxygen is being added, above what the engine would normally use.)

However, it should be noted that this extra performance comes at a significant risk to the operation and/or longevity of the vehicle's engine, and/or other mechanical components. This is due to a variety of reasons, such as the laws of physics -- (such as an engine components, in this case, not particularly liking huge amounts of stresses being applied to said components instantly, during normal operation; or for that matter, engine components not liking the sudden stoppage of the added fuel and oxygen). There is also the possibility of an imbalance between the delicate but critical ratio to be maintained, of the extra oxygen and extra fuel which are being injected into the engine. A worst case scenario, in this instance, will result in a situation very much like a cutting torch, suddenly being applied to one's rapidly-moving internal engine components; followed by the potential for cascading system failures elsewhere: such as your exploding engine dumping oil in front of your rear tires, etc.

Long story short: while Nitrous Oxide or Nox can be quite useful at times, like anything, any power-enhancing scheme or device has limitations and trade-offs which it would be wise to know about, and plan ahead for: so as to avoid engine loss and/or other sudden and catastrophic failures, at the worst possible time.

## Facts and Figures

Originally referred to as Nos, or NO2, or Nitrous Oxide, this system provides a vehicle with a sudden and significant increase to its Acceleration and Max Speed, though this is not automatically active as it can cause the engine to explode.

**Acceleration:** x2

**Max Speed** *(Cars and Vans)***:** +40mph

**Max Speed** *(Bikes and Trikes)***:** +10mph

**Shots:** 24

**Weigh:** 5

**Cost:** $2'000

A Vehicle with a Nox Injector must declare they are activating it by making a Shoot action and activating the Nox, at the end of each Phase where the Nox is active the Player rolls 2D6, on the result of a 2 or 12 the engine suffers an immediate critical hit and the Nox injector shuts down.

## See Also

Vehicle Design

Index
Origional Game Credits

### Reviews

The game is reviewed by Jim Bambra in Dragon Magazine 149 - he berates the use of "roleplaying" in the title, stating that it really a board-game, but praises the high quality components and the fast-playing highway combat rules.

## White Line Fever

'*White Line Fever* Cover Artwork by Les Edwards (1988)

***White Line Fever*** is a volume of advanced rules for **Dark Future** published in 1988.

The book collects many of the articles published in White Dwarf
 magazine. Containing new rules for manoeuvers, shooting, hazards, new
equipment and vehicles are presented (trikes), alongside scenarios, and
new characters. Black and white illustrations throughout.

ISBN: 1 869893 55 7 Product Code: 002924

### Credits

 Game Design Richard Halliwell
Additional Material

* Graeme Davis
* Sean Masterson

 Cover Art Les Edwards Internal Illustrations Carl Critchlow

Additional Illustration

* David Clemmet
* Pete Knifton
* David Gallagher
* H
* Richard Wright
* Martin McKenna
000 Admin Interaction

## Temporary notes to-or-from various admins

@Alli OT one is aware but ☀ http://gaslands.com/playtesting/ the guy is looking to make this a go, however it needs work and someone who understands Car games well, and you really do come to mid with this. You might want to mosey over and take a look. Matt

Will this is a first and a bold step for once, GW Next PC Title Announced Dark Future Releases This Year.
http://www.game-debate.com/news/?news=16914&game=Dark+Future:+Blood+Red+States&title=World+Exclusive:+Games+Workshop+Next+Title+Announced+-+Dark+Future+Releases+This+Year

Sorry not being around time management is some times crap and have a couple of commissions for art/logo work so been stuck doing that. Will try harder though.

@Matt - Its ok, we all have days where reality overtakes hobbies, its nice to see you back though.

@Matt: Whoa! That trailer looked very cool! And the news itself was great! Thanks for posting that link! -Ward-

@Allie, Matt: I finally made it through my self-imposed chore of going through every page that exists here, and making sure it had at least a "See Also: Index" at the bottom of that page. Also, if any spelling errors or typo's jumped out at me, on a page, I fixed those while I was at it. Soooooo ... having gotten that done, I can now "do other stuff". -Ward-

## Cool photos looking for a permanent home

I have no idea if there are any copyright issues with this image but I love it for an example of Robots in Dark Future, but I have found nothing on the artist or picture beyond its existence on a few web sites.

@Allie -- might that signature be "Docilkün"? (with two dots above the "u")

@Ward -- It may well be, it doesn't look like there is a space in the name for sure though. --Allie--

blah

blah

## Sketches and designs looking to be cleaned up

blah

*(mainly intended as a section for collaborative, back-and-forth art efforts ... but use section as you see fit.)*

blah

## Admin List

User:Nekitsune *(Founder of the Living Rulebook, email address = Allicia\_York@Hotmail.com)*

User:Wardster *(email address = ward\_shrake@yahoo.com )*

User:Adlard.matthew *( email - adlard.matthew@gmail.com )*

## See Also (special admin-only pages)

Special:AllPages *(List of every page which currently exists on this wiki)*

Special:WantedPages *(List of suggested or linked-to wiki pages, which don't exist yet)*

Special:NewPages *(Newly created page entries on this wiki)*

Special:NewFiles *(Newly added files, images, photos, etc.)*

*Ward's cheat-sheet or template for opening and editing any or many pages:*

https://dl.dropboxusercontent.com/u/82186958/DF/df-cheat.htm
Maniax

Canon gang or gangcult name.

## Canon references

* Short story named "Route 666" in "Route 666" anthology.
* Presumably also mentioned in "Route 666" (novel version).
* Novel "Krokodil Tears".
* White Dwarf magazine articles, as seen in various issues.
* (probably many others?)

## Canon Descriptions

* From time to time, individual members of this group appear in the literature with the spelling "Maniak" (with a "k" at the end) instead of the apparently-plural version, "Maniax". (Spelled with an "x" at the end.)
* blah 2
* blah 3

## Links to related photos

http://oldhammeronabudget.blogspot.co.uk/2015/02/dark-future-maniax-renegades.html

## See Also

Cult Names

Gang Names

Index
Brake Disks

Disk Braking systems are very common in Vehicles, and all Vehicle Chassis come with Steel Disk Brakes as the default, but there are other materials that can be used to make Brake Disks from, Vehicles can replace their standard brakes with alternate versions from those listed below.

### Steel Brake Disks

Blah

**Braking:** +0mph

**Weight:** +0 (30)

**Cost:** $0 ($250 per wheel)

Vehicles with Steel Brake Disks have no modifiers as they are included with all Vehicle Chassis by default.

### Carbon-Fiber Brake Disks

Blah

**Braking:** +5mph

**Weight:** -10

**Cost:** $5,000

Blah

## See Also

Vehicle Design

Bike Chassis

Trike Chassis

Light Car Chassis

Heavy Car Chassis

Long Wheelbase Chassis

HGV Chassis

Index
Electric Turbine Bike Engine

Blah

## Facts and Figures

Blah

**Weight:** 100

**Cost:** $5,000

Blah

## Electric Engines

While all Electric Engines do not require Fuel to operate they do require Electricity which is more accessible in the Dark Future with Gasoline becoming very rare, commonly the use of Solar Collectors is the main method of gathering Electricity for such Vehicles, but their Range is more limited, Vehicles fitted with Electric Engines have a -1 penalty to their Engagement Range for determining the maximum distance they can declare Engagements in Campaign Games.

## Engine Upgrades

Unlike Gasoline Engines the Electric Turbine does not require any Chemical Fuel or a number of other things that would normally make the Engine function, this makes them unable to be fitted with some upgrades that would normally be possible with normal Gasoline Engines, A Vehicle fitted with this type of Engine cannot be fitted with Oil Injection or Nox, but there are versions of Chargers that are designed for such Engines.

## See Also

Vehicle Design

Index
Kentucky

One of the Members of the Unofficial Independent States, Kentucky still maintains a large region of Temperate Climate in the South East of the State, while much of the Northern State is still Humid but increasingly harsh, the land around the South West of Kentucky has already grown extremely Arid, though as yet the Desert has not begun to claim this state.

## See Also

America

Index
Oil Injection

File:Placeholder When Oil is injected into the fuel mix of an engine it produces a dense blue smoke that is released by the exhaust of the vehicle, this makes an excellent screen against forces behind the vehicle, providing the same benefits as Smoke Layers except that it has effectively unlimited shots though it only trails the vehicle by a limited distance. as with Smoke Layers this system can be locked on or turned off with a Shoot action, though it does not occupy a Passive Mount on the vehicle.

## Facts and Figures

By Injecting Oil into the engines fuel this system generates a trail of smoke behind the vehicle obscuring line of sight for those behind it, this system provides a tactical advantage but it does negatively impact the vehicles Acceleration and Max Speed.

**Acceleration:** -2mph

**Max Speed:** -4mph

**Weigh:** 5

**Cost:** $2'000

Cars and Vans fitted with Oil Injectors leave a trail of smoke three Spaces long behind them, when the vehicle moves if there are three counters behind it then move the last counter to the front so that they retain their trailing effect behind the vehicle, in all other respects they function in the same manner as Smoke Layers.

Bikes and Trikes fitted with this system can only maintain a trail of Smoke two Spaces long, but in all other respects they are treated as the same system as in Cars and Vans.

## See Also

Vehicle Design

Index
Cargo Space

Vehicles can typically carry some quantity of Cargo in addition to their Driver and any Passengers that may wish to travel on a vehicle, Depending on the type of Vehicle there are a number of options that can be chosen for a Vehicle.

## Carrying Cargo

Any Vehicle can carry a Driver along with his personal Equipment and Weapons, Bikes and Trikes can carry additional packs on the exterior of the Vehicle, while larger Vehicles can carry additional cargo on the exterior and interior.

Vehicles with Interior Mounts can carry 25 Weight in additional Cargo for each Interior Mount that does not have a system fitted to it, though it is often better to fit proper Cargo Containers to allow more capacity to the Vehicle.

## Cargo Capacity Improvement

In addition to Cargo Containers, a Vehicle may have Mounts, packs, and racks fitted to its Sides, Aft, Hood, or Roof Facings, these facings can carry a total Weight equal to the Chassis Weight (E.g. a Bike Chassis has a Weight of 100 and thus can carry an additional 100 in Weight on such mounts).

Each external container on a Facing must be designated as it is vulnerable to damage from external attacks. Each time a Vehicle is damaged on a Facing with such Cargo carriers if the attack rolls a 6 on its To Hit then the Cargo on that facing is also lost due to damage caused, if the Container is loaded with HE supplies or Fuel then the supplies explode dealing a +1HE hit to the Vehicle in addition to the results of the original hit.

## See Also

Vehicle Design

Cargo Container

Index
False Future

*(Fan-made, non-canon Cult.)*

## Initial Intelligence Reports Have Indicated

Reports to date are sketchy, but it appears that certain individuals living today have become convinced that the stated historical chronology and/or calendar year can't possibly be right. These people feel that something's wrong with time, somehow. They can't quite pin-point what the actual problem might be, but they're certain they aren't buying into what they are being told by official sources, as far as what year (or even, century) it is now; what historical figures were really born when; who won or lost for various local or national or inter-national governmental offices; and -- (some might say) -- these poor souls suffer from a host of related maladies and afflictions. Some members remain paranoid over this. Others shrug it off, as best they can. Because this is largely an internal belief system, external signs need not necessarily appear; and day-to-day actions need not necessarily be controlled by these beliefs.

## Later Intelligence Reports Have Indicated

*(Here is a convenient space for others to chime in, with their take on what this group may be all about ... or whatever else sounds like a good way to have good-natured, well-meaning role-playing fun. After all, this whole Dark Future universe is supposed to be a game ... thus, "Happiness Is Mandatory". Oh wait ... that's a quote from another game, entirely. But, then again, we're talking about Universal Displacement, so ... ?)*

Blah blah yada yada ...

## Spin-off Groups and/or Splinter Factions

*(Here is a convenient space for others to make their own fun little spin-off groups, based on this starting point ... which, considering this group's belief system, is either a really good thing or a really bad one!? Just to get the ball rolling, as far as the creation of possible off-shoots of this group, or like-minded cultists: wouldn't the Squiddies, err, the various Cthulhu Cultists have something to say about clocks whose intricately ornate and mysteriously obscure time display devices appear inconsistent with any known Earthly measure of time?)*

Blah blah yada yada ...

## Real World Inspirations Behind This Page

The timelines indicated in the various official novels and short stories aren't necessarily linear; consistent; and otherwise all nicely tied up into one tidy package. Which is fine: the books and what not are considerably enjoyable! So, why not take a potential problem and turn it into another fun way to increase game-related immersion ... and thus, our enjoyment?

## See Also

Cult Names

Dark\_Future:\_Official\_Published\_Literature

Gang Names

Index
Dust Storm

While the Arid regions of the US are not deserts yet, the wind that drags in Sand Storms eventually begins to sweep across the Arid regions and draws up massive quantities of Dust into the air and cover the sky in deep clouds of dust.

## Facts and Figures

While a Dust Storm is much like a Sand Storm it is not as dangerous to unprotected Characters On Foot, but they still reduce visibility and cause great risk to fast moving Vehicle, if a Vehicle exceeds the Safety Limit they must immediately make a Hazard Roll.

**Safety Limit:** 80mph

**Visibility:** -12 Spaces

While Characters do not suffer damage while exposed to a Dust Storm they may suffer long term damage from breathing in the dust, after the Engagement each Character not wearing a Gas Mask or fitted with Cybernetic Lungs must roll a D6 and add their Wounds, if they roll a 8 or less they suffer from Lung Damage and require medical aid as if suffering a Critical Hit Limb Disabled result on their Lungs.

## See Also

Environment

Main Rules

Index
Munitions Supplier

File:Placeholder
The PZ Corporations manufacture most of the weapons used on the road from the smallest Sidearms to the largest Weapons used on vehicles, and they have street front stores that offer a bewildering array of weapons to their customers.

## Munitions Supplier

Weapons and Ammunition are vital to survival on the Highway and attracting a Munitions Supplier to a Territory can make life much easier for a Force, providing more options in Ammunition and making it easier to get hold of weapons, Mafia Gangs and Agencies are both able to buy weapons over the counter from such stores.

**Availability:** +3

**Cost:** $25,000

Forces with access to a Munitions Supplier may add the Suppliers Availability to any rolls for obtaining Weapons, in addition to that the Munitions Supplier makes Alternate Ammunition available for weapons.

## See Also

Territory Design

PZ Territory Facilities

Ops Team

Gang

Alternate Ammunition

Index

Dark Future: Living Rulebook Wiki
PZ Enforcer Bike

The Standard PZ Enforcer bike is widely used by many Enforcement agencies throughout the States. These bikes were designed to provide an all-round, high-functioning Bike, purpose-built for defending the population of their Territories. These bikes are also often used by others, due to its robust design and flexible application on the road. Many of these bikes have been Salvaged, were Stolen, or the bike's designs were Copied by Gangs and Cults.

## Facts and Figures

The Standard PZ Bike is typically fitted with Weapons and Passives depending on the situational need for their use, the profile listed below is the basic Bike and does not include any Weapons or Passives.

**Handling:** 6

**Acceleration:** 45

**Braking:** 45

**Max Speed:** 115

**Armour:** 2

**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:** 250

**Cost:** $15'000

The PZ Enforcer Bike is fitted with a V4 Engine, Hydraulic Drive System, and 4 Layers of Plastic Body Panelling. 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
Night

After the Sun sets the Desert, Arid Regions, Humid Areas, and even the low population Temperate Regions are very poorly lit, this means that much of the US is in the Dark through the night, with the few PZ Cities and large NoGo Settlements being the brightest places.

## Facts and Figures

After Dark Visibility drops and most sane drivers turn on their Headlights so as to get a better view of the Highway, Accuracy is also reduced due to the darkness and poor conditions of the Highways.

**Acceleration:** -2

**Visibility:** 8 Spaces

Targets more than 8 Spaces away are in the darkness and unless they are using their Headlights they cannot be targeted at these ranges.

Engagements in PZ Cities or NoGo Settlements have a +2 Visibility bonus due to the frequency of lighting in these places.

### Headlights

Most Vehicles are equipped with Headlights that provide better visibility at night, when a Night Engagement begins each Vehicle can choose whether or not their Headlights are on or off, but once the Engagement begins Drivers must declare a Shoot Action in order to switch them on or off.

Once a Vehicles Headlights are On they illuminate the road ahead of the Vehicle, this increases the Visibility on the road by +4 Spaces, this benefits any vehicle that is inside the illuminated Track Sections, allowing them to target any Vehicles or Characters in the Illuminated area without suffering any Accuracy Penalties.

When a Vehicles Headlights are on they can be seen more easily and Shots that target the Vehicle gain a +1 Accuracy as a result of the Illumination.

## See Also

Morning

Day

Evening

Environment

Main Rules

Index
Downloads

Here you can find a number of useful files for playing Dark Future, this list will be expanded as us Admins get to them.

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Character Record Sheet[1] *(This File was created by User:Nekitsune)*

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Territory Record Sheet[2] *(This File was created by User:Nekitsune)*

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Off Road Turn Key[3] *(This File was created by User:Nekitsune)*

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Corner road Section [4]

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Corner Road Section 2 [5]

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T-Junction Road Sectio [6]

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Classic road Straight

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Classic road 2 Hard curve

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Classic road 3 Soft Curve

```

## See Also

Dark Future: Living Rulebook Wiki

Index
Light Weight Weapon

Light Weight Weapons are designed to provide Firepower to vehicles that are either Limited to Light Weapons or wish to keep their vehicle weight down, Characters on foot may also be equipped with Light Weight Weapons that are specifically designed to be carried.

## Light Weight Weapons

Built to kill these weapons are designed to work in the same manner as Medium or Heavy Weapons and in all other respects count as vehicle weapons when equipped to a Bike, Car, or Van.

### 4.2mm Machine Gun

**Range:** 8

**Accuracy:** +2

**Damage:** +1

**Shots:** 6

**Weight:** 80

**Cost:** $6'000

**Reload Cost:** $200 per Shot

**Double Load Ammo:** +6

**Double Load Weight:** 125

**Double Load Cost:** +$1'500

Lightweight, 4.2mm MG's, use primarily plastic components to keep them light. Though much the same as the 6mm Machine Gun, this weapon uses more rounds in a higher rate of fire to achieve the same sort of damage. This results in a smaller payload of rounds to use against a target. The above profile comes with a full clip of ammunition and the cost for Double Loading the weapon includes an additional 6 Shots to fill the weapon.

### 20mm Tube GL

**Range:** 12

**Accuracy:** 0

**Damage:** +2HE

**Shots:** 4

**Weight:** 60

**Cost:** $6,000

**Reload Cost:** $250 per Shot

**Double Load Ammo:** +4

**Double Load Weight:** 100

**Double Load Cost:** +$1'300

Much Lighter than the Medium Weight Version, this weapon suffers from a much reduced range and ammunition supply but uses the same sort of ammunition as its larger counterpart, the basic cost comes with a full clip and the Double Loading Cost also includes enough ammunition to fill the bonus applied to the weapon.

### Lightweight Combat Laser

**Range:** 12

**Accuracy:** +2

**Damage:** +1

**Shots:** N/A

**Weight:** 70

**Cost:** $10'000

Built of lightweight plastics and fitted with smaller coils than larger variants this weapon provides an effectively unlimited quantity of firepower at the cost of low rate of fire, able to fire only once per turn.

### 40mm RAG

**Range:** 12

**Accuracy:** 0

**Damage:** +8HE

**Shots:** 1

**Weight:** 50 (When Loaded)

**Cost:** $5'000

**Reload Cost:** $750

Using rocket assisted High Explosive Grenades this weapon launches a salvo at its target that can cause severe damage to the target, due to the bulk of additional ammo this weapon cannot be double loaded, though it can be reloaded as a standard action by a Character while the vehicle is moving less than 21mph.

### Minigun

**Range:** 12

**Accuracy:** +2

**Damage:** +4

**Shots:** 6

**Weight:** 70

**Cost:** $10'000

**Reload Cost:** $500

**Double Load Ammo:** +6

**Double Load Weight:** 120

**Double Load Cost:** +$3'500

Originally designed to be hand portable for military purposes, this weapon was quickly modified to be fitted to vehicles though even then it is most commonly fitted to a Cuppola Mount or Bike, Though a Minigun cannot be Double Loaded when carried by a Character when fitted to Bikes or Cuppola Mounts they can have access to an additional hopper or munitions providing them with much more firepower over time.

## See Also

Weapons

Index
Europe

The EC has been hit by natural effects as well as a breakdown on law and order. With the heat and the drying up of the ice caps, Venice is virtually underwater and many other coastal towns are on flood alert. Terrorist activity within the EC is rife, and many of the many smaller countries are in a state of civil war.

Sicily is being used as a penal colony for the EC and is where most of the countries dump their criminals. The life expectancy of inmates here is estimated to be three months. However, the inmates are allowed to do as they please on the Island, and a feudal system has arisen, currently being run by a psychotic Mafia don who has an obsession with cleanliness. The island is patrolled by robotic sharks to stop escapees.
Koyota Robotics

Though a few Japanese Companies have managed to survive and even thrive in the US, not all have, Koyota Robotics is an example of a Japanese company that has not.

Koyota Robotics hoped to bring the Japanese work ethic and home Robotics products to the US, but after the massacre of civilians by defence robots their popularity in civilian life suffered and the company was forced to retreat fron the US, ending contracts and selling off property. The company still operates in Japan and other countries but their US interests have all but died.
Initiative

Initiative is the Order in which Players, Characters, and Vehicles can Move, Declare Actions, and a host of other things. This should be calculated each Turn and Phase as the factors that determine Initiative can change as a result of Speed, Damage, Critical Hits, and Position.

## Determining Initiative

The system to determine Initiative varies depending on the nature of the Games position in a Campaign, but One Off Engagements will typically be determined by the type of game that is being played.

### On the Road Initiative

Once the Engagement Type is determined and the Play Field is set up each Player must determine their position in the progress of Turns and Phases that a Game is played in. This depends on the Type of Engagement as much as any other factor.

Vehicles are always dealt with based on their Current Speed and Position in Play, In Approach and Engage type Engagements the Players all count the far edge of the Highway as the Road Ahead, A Vehicles Initiative is determined by their Current Speed Factor with the fastest Vehicles moving first, and progressively down the list of Vehicles until all Vehicles have been Moved, if Two or more Vehicles are moving at the same Speed then the Vehicle closest to the Road Ahead is moved first, if there are multiple vehicles with the Same Speed and Equal Distance to the Road Ahead, then determine by each Vehicle rolling a D6 with the highest result moving first. Each Phase the Initiative of each Vehicle must be determined by these factors as they jostle for position and vehicles Accelerate, Break, or Crash.

In Assault or Raid Engagements there is no Road Ahead as the Players Vehicles are not all moving in the same direction on the Road, in this instance the Players use their Vehicles Speed Factor to determine their Imitative, if two or more Vehicles are moving at the same Speed then they each roll a D6, with the highest result moving first.

### On Foot Initiative

depending on what type of game you are playing a Characters Initiative or order of resolution is determined differently.

#### Vehicular Games

In games where Vehicles are racing from one end of the road to another each Characters Initiative is determined by how close they are to the leading edge of the road, if two Characters are an equal distance to the leading edge then the one with the highest Drive Skill moves first (if both Characters have the same Drive Skill then they both roll a D6 and the highest roll goes first). Each Character On Foot takes turns in this manner declaring and resolving their Actions, until all Characters have finished resolving Actions.

#### Character Games

Games where Vehicles do not feature or are not the main focus begin with the highest Drive Skill (again if more than 1 Character has the same Drive skill, each rolls a D6 to determine the order of resolution). The order should be noted as it will remain the same over successive Turns, this then determines the order in which the Characters will declare and then resolve Actions.

## See Also

Main Rules

Index
Chop Doc

File:Placeholder
Out in the NoGo the sick and injured have few places to turn when they need help most, but Doctors from the PZ that have lost their license for one reason or another will set up little Doctors Surgeries in the Settlements of the NoGo, and while sterile bays and modern equipment might not be available here, booze and sharp blades are in plentiful supply.

## Chop Docs

Out in the NoGo there are no fancy Clinics or Cybernetics Boutiques to provide a Character with medical aid, instead Chop Docs fill the void of desperately needed medical help, a Character can be treated for their wounds in a Chop Docs, and even get 'Second Hand' Cybernetics installed to deal with crippling injuries.

**Healing:** +2

**Cost:** $35,000

When a Force has a Chop Doc in their Territory they can be treated for severe injuries they have sustained during an Engagement, when they roll on the Recovery Table they may add +2 Bonus to their roll, potentially saving their lives. A Chop Doc can install any standard Cybernetic Device for a Character but provides no after care and infection risk is always high.

## See Also

Territory Design

PZ Territory Facilities

NoGo Territory Facilities

Ops Team

Gang

Cult

Index

Dark Future: Living Rulebook Wiki
Approach Rolls

When an Engagement is declared either in a One Off or Campaign Game each player must make an Approach Roll to determine which Player has the initiative and acts first.

This roll can have a number of other effects depending on the nature of the Engagement, but the roll is always made in the same manner. Each Player rolls a D6 and adds their highest Skill among Characters taking part in the Engagement (only those Character cobtrolled by that player), as well as any other bonuses for equipment or situation they may gain, the Player with the highest result wins the approach, if there are more than two players then each player goes in order from highest to lowest.

## Engagement Types

(See Engagement)

The results of an Approach roll effect the deployment of forces in an Engagement based on the type being played.

### Approach and Engage

In such Engagements the Approach Roll Results determine placement of the forces and which order they begin play.
the highest Approach Roll places their vehicles at the back and moves last, while the lowest places them last and moves first.

This affects which vehicles have the best position for attack and who is chasing whom, in One off Games the player with the highest Approach Roll may choose to be the chase or lead player, while in Campaign Games this is different.

### Assault

In Assault Engagements the players begin at opposite ends of the road and are facing each other, the Approach Roll determines which Player begins placing vehicles first, the loser of the roll always places their vehicles first and then each player after that in order of lowest to highest.

The Approach Roll also determines the order of action for any Vehicles tied for Speed Movement, and the order of On Foot Characters, with the highest Approach Player moving first in these situations.

### Raid

In One Off Raid Engagements the lowest Approach Roll Player is the defender and always places their Vehicles and Characters first, while all other players place their vehicles from highest to lowest after that.
In Campaign Raids the Defending player always places their forces first regardless of their roll.

The Approach value is then used to determine the order of On Foot Characters actions and to resolve ties with Vehicle Movement.

## See Also

Main Rules

Campaign Games

Index
Little Rat

**Little Rat, New Mexico**

Small NoGo town or village, located in the north-eastern corner of New Mexico, within the United States of America. Very near the border between the states of New Mexico and Colorado; and not too far from the border between Texas and New Mexico.

## Gangs or Cults known to operate in this area

Enchanted Circle *(cult)*

Rat Basterds *(gang)*

War Dogs *(gang)*

*(this section and the others will be added to, later -- I'm lookin' forward to it!)*

## See Also

America

City Names

Index

Dark Future: Living Rulebook Wiki

Dark\_Future:\_The\_Earth\_2095
Hector and Ada

*Ada tried to make herself as small as possible in the old box that she called home, the bullets of the fight beyond kept bouncing off the walls as the Yakuza kept pressing down on the Mafia who controlled this territory, oh how Ada wished she lived in a nice cozy penthouse. The guns fell suddenly silent and she braved a look, the Mafia toughs had fallen and now Yakuza were moving through the area, a loud bang resounded around her for a moment and she realized her eyes were going fuzzy, "Damn Yakuza," she thought as she fell, "why'd they hate Robots so much?"*

*The night revealed the gleaming light of the PZ on the horizon and Hector looked on from the edge of town, it had been barely a month since he had lost Ada to the Gangs, and he could not bear to stay there, Humans don't believe that Robots can love, but at least out here among those he now rubbed shoulders with in the narrow lanes that constituted roads among the makeshift houses nobody cared or even noticed that he was a machine, the town elders had even granted him a job watching for Enforcers that plan to shake down the unfortunates he now called friends.*

*At first all Ada Could see was the Bootstrapper running across her vision, before the glow of a bright light above her became clear, she stared at it for several seconds before he realized it was the sun and the sounds of movement attracted her attention, wrist deep in her chest were the hands of a young boy and the scene around them was piled high with PZ Waste, the Yakuza had thrown her in the trash.*

Blah

## Hector and Ada

Both Hector and Ada are Robots and will commonly work with other Robots as well as Humans and Mutants, but they will not work with Ops Teams or Cults, Hector and Ada will most commonly work with the Scrapville Mechanists or other Gangs except the Yakuza or Mafia.

Hector is a 7000 series Pilgrim class Labor Robot and carries a Pump Action Shotgun and an Automatic Pistol, he also commonly carries a Tool Kit, in total Hector costs $2,850 and has a weight of 134.

Ada is a Diva Series Model 12.3.3 Assembler Robot and carries an SMG, 2 Smoke Grenades, and drives a Rat Bike with twin linked 4.2mm Machine Guns. In total Ada Costs $1,920 and weighs 96, Ada's Bike Costs $22,500 and Weights 350.

Ada can carry Hector as a Pillion Passenger on her Bike and as a Pair with Bike they cost $27,270 and Weigh 580 when they are both on the Bike.

## References

NoGo

PZ

Robots

## See Also

Scrapville Mechanists

Robots

Character Design

Character Names

Index
Character

A Character is any individual person in a Force, each member of a Force (not Vehicles) is considered a Character and should be built using the Character Design Rules, while in One Off Games the characters need not have names, backstories, or any such detail, Characters that are part of a Campaign or Roleplaying Game will need to have at least some details so that they can be maintained and used in ongoing engagements.

## Species

(See Humans, Mutants, and Robots)

Blah

## Campaign Characters

(See Campaign Games)

Blah

## Dark Future Roleplay Characters

(See Dark Future Roleplay)

Blah

## See Also

Character Design

Character Names

Character Critical Hit Chart

Index
Buzz-Bombers

*Fan-made, non-canon gang name.*

Intelligence reports indicate that some members of gangs using higher-than-normal-rpm engines sometimes refer to themselves as "Buzz-Bombers". Some members of Wankel's Warriors seem to prefer that or similar names, as unofficial replacements for the gang's more-official name.

## See Also

Gang Names

Index

Dark Future: Living Rulebook Wiki

Dark\_Future:\_The\_Earth\_2095
Daughters of the American Revolution

Canon gang or gangcult name.

## Canon references

* Short story named "Route 666" in "Route 666" anthology.
* Presumably also mentioned in "Route 666" (novel version).
* Novel "Krokodil Tears".
* (any others?)

## Canon Descriptions

* Female members only. Male counterparts to this group are called the Minutemen.
* blah 2
* blah 3

## See Also

Cult Names

Gang Names

Index
Munitions Workshop

File:Placeholder
Out in the NoGo there are no Corporate Manufacturers selling weapons in convenient stores, the smarter NoGo Forces build Munitions Workshops to provide them with a way to bring parts together and build new Weapons and Ammunition for use on the Highway.

## Munitions Workshops

Getting Weapons and Ammunition is not as easy in the wastes and Forces will typically resolve to build workshops to build their Weapons and Ammunition to keep them in killing power, Forces with a Munitions Workshop can also buy Alternative Ammunition for their weapons as they can manufacture them for a price.

**Availability:** +3

**Cost:** $25,000

Forces with a Munitions Workshop can add the Availability Bonus to all rolls to acquire new Weapons and Ammunition for their Force.

## See Also

Territory Design

PZ Territory Facilities

NoGo Territory Facilities

Ops Team

Gang

Cult

Alternative Ammunition

Index

Dark Future: Living Rulebook Wiki
Electronic System

File:PlaceholderTypically controlled by a Computer this Drive System regulates the Engine much more effectively than any other system, though expensive Vehicles fitted with this system are extremely quick to react and easy to Drive.

## Facts and Figures

By far the most complex and advanced form of Drive System, composed of computers and acutators that connect the Engine and Wheels to the Driver.

### Bikes and Trikes

**Acceleration:** +5mph

**Braking:** +5mph

**Handling:** +7

**Weigh:** 25

**Cost:** $7'000

### Light and Heavy Cars

**Acceleration:** +5mph

**Braking:** +5mph

**Handling:** +5

**Weigh:** 40

**Cost:** $12'000

### Long Wheelbase

**Acceleration:** +5mph

**Braking:** +5mph

**Handling:** +4

**Weigh:** 50

**Cost:** $15'000

## See Also

Bike Chassis

Trike Chassis

Light Car Chassis

Heavy Car Chassis

Long Wheelbase Chassis

Cable System

Hydraulic System

Index
Armoury

Out in the NoGo a Sheriff must take any opportunity to gather supplies and weapons to support their defence of their territory, and most will confiscate Weapons and Ammunition from troublemakers to bolster their supply.

## Armoury

Gaining access to weaponry is tough for NoGo Sheriffs and as such they tend to gather any weapons from Settlers causing a ruckus (Bar Brawls and the like) and storing them at their office in a secure Armoury, this provides the Sheriff with a ready supply of spare weapons and Ammunition.

**Production:** $100

**Cost:** $1,500

In the Downtime Phase of each Campaign Turn the Armoury generates its Production in Sidearms and ammunition, this can be saved over successive turns to purchase larger or more expensive weaponry. Each time the Armoury is purchased it adds +$100 to the Production Stat of the Armoury.

## See Also

Territory Design

Index
Enforcer Patrol

In the PZ there are numerous Vehicular Patrols by the Enforcers, and a few even run the Highways of the NoGo, their primary purpose is to secure the Corporate Interests in the US, and they will try to keep Gang and Cult Forces from overrunning the Highway, and ensure that Cargo Trucks are able to safely travel between PZ's.

## Facts and Figures

Enforcer Patrols are made up of an Enforcer Vehicle and Four Enforcer Characters, this force drives along the Highway and begins on the Highway Section where they were generated, if there is an Ops Team Player or a Referee they may control the Enforcers as they will try to attack Gangs and Cults when they encounter them.

**Quantity:** 1

Enforcer Patrols begin at 65mph and a Dice should be rolled randomly to determine which direction they are facing (Odds = Away, Evens = Toward), if the Enforcers are facing away they begin on the nearest edge of the board in the far right Lanes facing toward the Leading Edge of the Highway. if they are facing toward the Engagement they begin on the farthest Edge of the Track Section on the far left hand Lanes.

An Enforcer Patrol is composed of a single Enforcer Patrol Unit with a Value of $100,000, this can seriously change the balance of play in low value games, and should be changed to an Enforcer Barricade if the Game is a $100,000 or lower game.

## See Also

Enforcer Patrol Unit

Main Rules

Index
Hands of Fate

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

## Initial Intelligence Reports Indicate

*(Here's a space for others to chime in, and make up some initial history for this group.)*

## Later Intelligence Reports Indicate

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

## Real-World Inspiration for this page

*(I've always loved the look of the various vehicles created for the "Professor Fate" character from the wildly over-the-top movie, "The Great Race." See the movie: if you haven't already! Jack Lemmon's character, I would argue, SHOULD be a part of the DF universe! At a minimum, it would be pretty cool to see some Fate-inspired ve-hickles running around, loaded up with better weapons than the heat ray and/or small cannon seen on one of his special creations; and painted up to look like the vehicles that gave The Great Leslie so much trouble!)*

## 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
Evening

As the Sun sets over the US the air stops getting hotter and begins getting cooler, this is the only time of day that moisture begins to form on surfaces even in the Desert, the Evening is typically when most NoGo Settlers will begin using their survival skills to gather what little water they can.

## Facts and Figures

The Evening marks the time when the sky begins to darken and the cities turn into shining beacons of light in the haze of the sunset, unfortunately much of the Lights on the Highway produce little or no light reducing visibility on the road.

**Visibility:** 18 Spaces

Targets more than 18 Spaces away are considered to be obscured by the Evening Shadows and intervening terrain.

## See Also

Morning

Day

Night

Environment

Main Rules

Index
Environment Seals

File:Placeholder

The Highways through the Desert are dangerous that is true, roaming Gangs, Zealous Cults, Ferverent Ops Teams, Deadly Radiation, Toxic Gas, Sand Storms, UV Light, the dangers go on, this results in many drivers wanting to fit their Vehicle with protective systems that will prevent them suffering Radiation Sickness or suffocating to death in the Drivers Seat of a $70,000 Car.

## Facts and Figures

By fitting special seals and protective equipment to a Vehicle the Driver and his Passengers can be protected against the harsh conditions on the road. A Vehicle equipped with this system has some protection from Radiation, Gas, and Dust in the environment.

**Interior Mount:** 1

**Cost:** $1,000

Light and Heavy Cars, and Long Wheelbase Vehicles can have Interior Components, and each type has a limited number of components they can be fitted with.

Light Cars have 6 Interior Mounts.

Heavy Cars have 8 Interior Mounts.

Long Wheelbase Vehicles have 12 Interior Mounts.

## See Also

Passenger Seat

Cargo Container

Sleeper

Vehicle Design

Index