Mods For Five Klicks

Below is a list of modifications I am building and using for my campaigns for Five Klicks From The Zone. 

This list will grow, and will be fleshed out as the campaign proceeds and as I playtest these mods. I have lots of ideas I'm fleshing out and the basics will be listed here. Mods will be fleshed out in a very basic and utilitarian manner to conserve space and time, and also to allow for more expanded versions of these mods to be made if they catch the eye of Nordic Weasel Games and they'd like to make them official (which would be awesome.)

Basic Rule Mods:

1.    Custom Loot Rule: If you held the field, for every enemy killed that is equipped with gear, roll 1d6 for each piece of gear. On a 1, it is salvageable. Otherwise, it is lost, damaged or otherwise unsalvageable. Does not apply to things like teeth and claws.

2.    Convoy Settlement: This has no real effect on the rules, it's purely narrative and cosmetic.

3.    Suspicious locations are not revealed due to proximity. They require an interact action to determine their contents.

4.    Custom Enemy Table: Instead of rolling a 20-sided die to determine the type of enemy faced in the Outlands region, roll a 30-sided die and add the following results to the existing table in the book:

                21: Automated Scout Drones: Robotic scout fliers still monitoring for threats. Tactical; Mindless - Integrated weaponry (count as pistols, cannot be looted.) Number: +2; SP: 6; COM: +1; TO: 3; AR: 0, Nerve: N/A.

                22. Security Robots: Military machines once used to enforce order. Tactical; Mindless - Roll die to determine weaponry: 1-4: Military Rifle; 5-6 Beam Rifle. Number: +4; SP 4; COM: +1; TO: 3; AR: 1, Nerve: N/A.

                23. Warbots: Automated sentries and combat machines designed for war. Tactical; Mindless - Integrated weaponry (count as SAW with range 8. Cannot be looted.) Number: 0; SP 4; COM: +1; TO: 4; AR: 2, Nerve: N/A.

                24. Hunter Bugs (Venomous): same as Hunter Bugs, but with venomous trait. (-10 to Casualty Roll results for every successful hit received from a venomous enemy.) Use existing table to determine brutes, leaders, etc.

                25. Reclaimer Detachment: The descendants of those wealthy enough to escape the apocalypse. High tech soldiers. Tactical - Roll for each soldier to determine weapon: 1-3 Beam Pistol; 4-6 Beam Rifle. Officers have cling-fire grenades. Roll on militia table to determine leaders, etc. Number: +2; SP: 4; COM: 0; TO: 3; AR: 1; Nerve: 2.

                26. Primal Mutants: Mutated animals that have been uplifted to a tribal state by radiation, disease or some other evolutionary pressure. Cautious. Roll a die for each to determine weapon: 1-4: Pole Weapon; 5-6: Scrap Rifle and Light Melee Weapon. Roll to determine leadership: 4-5: 1 Brute; 6: 2 Brutes. Number: +4; SP: 4; COM: 0; TO: 3; AR: 0; Nerve: 2.

                27: Fungal Shamblers: Spore-cloud wheezing horrors. Psycho - Mindless. When killed, they explode and all squad members within 2 inches take a damage 0 hit. Weapons: Claws and fangs: Dmg 1; Pen 1. Number: +4; SP: 4; COM: 0; TO: 3; AR: 0; Nerve: N/A.

                28: Giant Mutant Beast: Horrific beasts that have grown to horrific size. Psycho. Size: 3 - Roll on table to determine type and skill of that type.* Number: 0; SP 6; CO +3; TO: 5; AR: 3, Nerve: 4.

                29. Mutant Beetle Swarms: Swarms of predatory insects pouring out of a disturbed hive. Psycho - Hard To Hit; Claws and Fangs: dmg 0; pen 0. At end of each turn, roll 1d6. On 6, place a new swarm in the center of the table. Number: +6; SP: 4; COM: 0; TO: 3; AR: 0; Nerve: 3.

                30. Reroll for now.

*Giant Mutant Beast Type Table:
1. Cybernetic: Treat all as having Beam Rifles.
2. Feral: Claws and Teeth (Dmg 2; Pen 1, melee.)
3. Slithering: Ignore obstacles up to 2" in height when moving. Bite = dmg 1, pen 1, melee)
4. Volatile: When hit, all units within 2" take a damage 0 hit. Bite = dmg 1, pen 1, melee)
5. Armored: Ignore weapon penetration modifiers. Bite = dmg 1, pen 1, melee.)
6. Burrowing: Deploys in the middle of the table. Treat as an ambush. Bite = dmg 1, pen 1, melee)

Full Conversions, Hybrids and Re-Skins:

I've re-purposed and remixed what I have at hand, rules-wise, to create abominations of grafted game mechanics to run sessions that I do batt-reps for. You can find links to these here:

Expanded Loot Table

When a rare item is rolled on the Loot table, roll a 1d6. On 1-4, roll a rare item as normal. On 5-6, roll an Extra-Rare item on the table below.

Extra Rares:

1. Roll 1d6 on the Hazy Caves Rewards table.

2. Roll 1d6 on the Factory 17 Rewards table.

3. Roll 1d6 on the Area Sigma-Four Rewards table.

4. Experimental Portable Teleporter: Use at any time to move 1d10" in a random direction (use the point of the die to determine direction.) If this would put you in a piece of terrain, it puts you on top of it instead. After every use, roll 1d6. On a six, the device keeps working. On any other roll, it stops working for the rest of the battle. Make a durability check after the battle is over.

5. Microwave Gun: Range: 14. Does no damage. Successful hit forces a hit target to make a morale check (even squad members.) If an unmodified six is rolled on the hit die, the morale check is made at a +1 penalty on both dice. Can be fitted with an Ever-Cell.

6. Trauma Harness: If a character is killed, this one use item can upgrade them to injured instead.

7. Polonium Rounds: One use: For one battle, wounded enemies become casualties instead.

8. Rebar Spikes: Armor Mod: Install on Armor. If a character is slain in melee combat, the slayer is also automatically wounded.

9. Atomic Softener Belt: Walk freely through any solid terrain as if it was not there. Every turn after using, roll 1d6. On a 1, it shuts off and is considered broken. If it breaks when you are inside a wall or solid piece of terrain, your character is killed and all carried gear is lost.

10. EM Detector: +1 to rolls when attempting to find Scrap.

11. Precision Tool-Kit: It takes 1 less Scrap to build something from Schematics.

12. Riot Shield: Only usable with Pistol weapons. Adds +1 to Armor.

13. Crate of Dragon-Breath Rounds (1d3+1 units) For one battle, treat a shotgun as if it were a flame thrower.

14. Crate of Mace Gel Rounds (1d3+1 units) for one battle, one firearm does no damage, but instead forces anyone who would be wounded or killed by it to make a morale check at a +1 penalty on both dice.

15. Riot Gas Grenades (1d3+1, radius 3"). Hits do no damage, but force morale checks.

16. Vortex-Ring Cannon: Bulky, Heavy. Range: 10. Hits do no damage, but push target back 2d6 inches.

17. Point-Annihilation Cannon: Bulky, Heavy. Range: 14. Shots 1, Dmg 2, Pen 2. Shots that would wound kill instead. Ammo checks are made at a +2 penalty. If an ammo fault occurs, the weapon detonates as if it were a shard grenade.

18. Aggressive Chem-Plastic Reservoir Rifle: Range: 8. Hits do a DMG 0 hit to all targets within 2" of the person hit. This is a cumulative chain reaction as the material spreads.

19. Crate of Composite U-238 and Thermite Ignition (CUTI) rounds: (1d3+1) For one battle, shots from one weapon ignore target armor. Roll hits for every person within 1 inch of the target.

20. Orbital Strike Remote: Pick a point anywhere on the map. A character must do nothing but concentrate on this device (no moving or firing) for one round to initialize the orbital weapon. Another round must be spent the same way when fired, and it fires on the chosen point as the last action of a round, doing a DMG 2, PEN 2 hit to everything within 3" of the chosen spot. The satellite then takes three rounds to recharge before it can be initialized and fired again.


Five Klicks doesn't have a lot of support for characters to advance once they hit about level 14. Sure, with Talents added, you can squeeze about three more levels out of the experience, but for those of us looking to run campaigns of 60+ campaign turns, additional rules are needed. As such, here is my fifty cent solution for handling advancement for truly epic characters.

Use the current rules for advancement through Level 12 as laid out in the Core Book and the Upgrade Pack with one change. Once all talents from the Upgrade Pack have been taken, the list resets. Once a hero achieves Level 12, they become a Legendary Hero, and can continue to advance by following the table below. The table for Legendary Talents follows the Advancement Table.


Level 14: You may level skills to a maximum of +2 from XP.

Level 15: +1 to Grit

Level 16: You may take a Talent or a Legendary Talent.

Level 17: Any ability scores that, after max leveling, are only 2 or 3, 
can now be leveled to a maximum base of 4.

Level 19: You may take a Talent or a Legendary Talent

Level 20: +1 to Grit

Level 21: Speed may now be increased to a maximum of +4 over base speed.

Level 22: You may take a Talent or a Legendary Talent

Level 25: +1 to Grit

Level 26: You may take a Talent or a Legendary Talent

Level 27: You may take a Talent or a Legendary Talent

Level 28: You may take a Talent or a Legendary Talent

Level 29: You may take a Talent or a Legendary Talent

Level 30: +1 to Grit

(If you pass Level 30, keep track of your XP. More may be added in the future.)

(Legendary Talents represent further evolutions of the standard Talents in the Upgrade Pack. Each has a prerequisite, meaning you can only pick a Legendary Talent of a number that corresponds to the same number in the Talent table in the Upgrade Pack. For example, Gun Slinging is a prerequisite to taking Red Right Hand.)

1. Red Right Hand: +1 to Damage on both pistols when using the Gun Slinging talent.

1. Organic Mechanic: Once per campaign turn, you may add your Medical skill to your roll when using the First Aid Talent.

3. Winning Personality: When making Speech checks with the Charisma talent, you may also re-roll 2's.

4. Unstoppable: If you would be pinned, you may move up to 3 extra inches instead.

5. Stealthy Boy: In addition to the benefit of the Infiltration talent, you may take one combat or non-combat action if you choose.

6. Well-Known Recruiter: When recruiting, you may add your Speech Skill to the roll.

7. Everything Has A Price: Make the Treasure Hunter talent roll regardless of how many Loot rolls you are awarded in a turn.

8. Bullet Chewer: If this character is Critical, all Medical Skill checks made on them get a +1 bonus.

9. Archangel's Eye: When firing only one shot, add +1 to the weapon's damage.

10. Old Ironsides: You may make the saving throw for Tough As Scrap for when the character would be wounded, or made a casualty.

11. Hidden Blades: +1 to Combat score and Damage when brawling.

12. Eyes of Eagles: Roll two additional dice instead of 1, as per the Tactical Sense talent.

13. Parkour: Count upward and downward movement of this character as being half the distance. The character does not fall, but rather climbs up and down terrain with ease.

14. Terrifying Reputation: Whenever this character kills an opponent in any manner, it triggers morale tests on the two closest enemies to the slain one.

15. Well-Oiled Machines: Ammo faults only happen to this character if the die rolled comes up with a one, regardless of how many shots are fired.

16. Organizational Master: The Squad earns an additional +1 Activity Point every campaign turn for every point of Security of the settlement over 4. (5 = +1, 6 = +2, etc. without limit.)

17. Inhuman Agility: Change the target for the roll for your Dodge talent to 4-6 (from 5-6.)

18. Crazy Legs: Dash move is equal to normal move distance +3".

19. Never Tell Me The Odds: The first time in a battle when an opponent encounters a Suspicious Activity marker, you may force them to roll on the "Discovery By You" table instead of the usual table.

20. Going For Broke: Once during each battle, you may force a re-roll of any one Suspicious Activities marker anywhere on the board. You may combine this with the existing pre-requisite talent.


Rare Training Talents have certain, very special and rare circumstances in which they can be learned. Instead of taking a statistic increase, a skill increase, etc. when a character levels up, that character may seek training in a rare talent from a Wanderer you already have already recruited into your Roster. Wanderers are hard to find, and even harder to win over, but each one has a skill they can teach to anyone of any level at the time the learner levels up.

Settler: Greening The Wasteland: In Resource encounters, you may roll 1 die for each character with this talent and pick the highest roll.

Crazy: Eyes of the Madman: Once per battle you may force a Morale Check on one enemy within 8" and in line of sight.

Explorer: (Developing - Stay Tuned.)

Scout: (Developing - Stay Tuned.)

Loner: (Developing - Stay Tuned.)

Traveller: (Developing - Stay Tuned.)

Outlaw: Shoot The Soft Spots: Once per turn, you may force an enemy to re-roll their armor roll.

Peddler: Wheel and Deal: You may keep 3 items (instead of 2) when trading.

Nomad: Juices and Berries: If this character makes a casualty roll, they get a +5 to the result.

Mutant: (Developing - Stay Tuned.)

Freelancer: Hammer Fanning: One of your Pistol weapons gains +1 Shot.

Mercenary: Paladin Training: You no longer suffer the usual penalties while wearing Battle Plate.

Battle Events

    I will also be utilizing a heavily modified dynamic from Nordic Weasel's Rules Pack 1 (Battle Events) for Five Leagues From The Borderlands. I'll be following the basic rules in that pack for spawning Battlefield Events, but I'll be using my own custom table for what appears in play (see below:)

1 - 3. We Got Company! Looks like all the noise attracted something else unsavory. Roll up a random enemy force (per the Five Klicks encounter table) and deploy it on a random, unoccupied, neutral table edge. This extra force will act as a third (or fourth) army in play. If you Hold The Field, everyone gains an additional +1XP and any other bonuses listed for the specific enemy. If the enemy is the same as a force already on the table, it is not friendly to the enemy, but merely a different type or faction of that same enemy.

4. Poor Maintenance: Sand gets in everything out here. All squad members roll an Ammo Check as if they had fired one shot.

5. A Friend In Need: Not everyone out here is gunning for us. Roll up a single new character using the Recruitment Table and give them one roll on the Firearms table under Character Creation in the Five Klicks, Chapter 1 book. Deploy them to a random, neutral table edge and count them as part of your squad. If they survive, you may add them to your roster.

6. Reinforcements: The enemy force is a lot bigger than we thought. Roll 2d6 and pick the higher number, then deploy that many enemies of the same type to the Enemy table edge.

7. Ominous Haze: Hope you brought your rebreather! All visibility drops to six inches for the rest of the turn. If visibility limitations were already in effect, take the lowest number.

8. Last Stand: Abandoned supplies? Don't mind if I do. One of your Squad stumbles across a jumble of supplies. Gain +1 Scrap.

Expanding The Settlement:

With pastimes like Fishing (and with good rolls) there is the potential to make a lot of scrap in Five Klicks that is easier to hoard than to spend. As such, I though, what if one could expand the settlement, making additions, similar to the "starship components" from Five Parsecs? All additions cost 10 Scrap to build and each centers around a skill or statistic. When a description mentions having someone "benched" there, that means that you have a character who is part of your roster (but not your squad) who is assigned to work there. "benched" characters cannot engage in battles or pastimes while benched. They're basically busy working at the location while the squad is out exploring.

Makeshift Infirmary: Visiting the doc requires 1 less AP. If you have a character with the Medical skill benched here, the cost is 0AP for the first person to visit the doc in a turn (all others after the 1st cost 1AP.)

Trading Post: Put any unwanted items in the Trading Post. At the end of every campaign turn, roll 1d6 for every item in the Trading Post. Every item that rolls a six is traded away (convert into one trade point that you can spend immediately.) If you have someone benched here who has the Speech skill, you may roll 1 extra d6 and assign it to any item for sale.

Bounty Board: Allows you to take jobs to help out the folks in the wasteland. (coming soon, based off the Five Leagues ruleset. Still some things to flesh out.) Roll a new job each campaign turn. If you have someone benched here who has the Survival skill, you may roll up two new jobs each campaign turn.

Machine Shop: Allows you to take better care of your weapons and equipment. Once per campaign turn, you may reroll one ammo fault. If you have someone benched here who has the Repair skill, you may roll two dice and pick the result you like best when you "Fix your gear." 

Antique Can Shooting Range: Allows you to get more bang for your buck. Once per campaign turn, you gain +1AP that can only be spent on training. If you have someone benched here who has a Combat Skill of at least 2, you gain an additional +1AP that can only be spent on training.


Area Sigma-Four:

    Even before everything fell apart, there were weird rumors about Area Sigma Four. Some say that it was just a military test facility for advanced weapons research. Others say that far more nefarious things were going on in there. Some even say that the place still holds a captured alien spacecraft from which all of the advanced technology is being reverse-engineered. What does Sigma-Four really hold? Well, it's up to you and your intrepid band of survivors to find out!

    For Area Sigma-Four, follow the rules for locations for Five Klicks From The Zone, specifically those of Hazy Cave and Factory 17. Use the rules in those supplemental additions to Five Klicks for finding and interacting with Area Sigma Four. The following tables are for Encounters, Unusual Things and Unique Loot that you can obtain if you hold the field. If you do not hold the field, you still may make 1 Loot Roll and gain XP as usual.


    1. Robo-Feds: Android Men-In-Black tasked to defend Area Sigma Four even after the fall of the government that built them. Number: +2, Speed: 6", Com (+2), To: (3) Armor: (2) Nerve: (4) Tactical
Weapons: Roll 1d6: 1-3 Pistol; 4-5 Submachinegun; 6 Pistol. All have built-in Light Melee Weapons.
Dodge: When struck by any attack (but not a hazard), roll 1d6. On a 5-6, the attack is evaded.

    2. Feral Grays: What happens when you clone extraterrestrials but neglect to raise them to be civilized beings? They revert to their basest instincts, which would be terrifying enough if they didn't retain their psychic powers!
Number: +2, Speed: 5", Com (+0), To: (3) Armor: (0) Nerve: (3); Psycho
Telekinetic Slap: 8", dmg: 1, ignores armor.
Claws: Melee, dmg: 0, pen 1.
Teleportation: When hit, regardless of the damage result, teleports 1d10 inches in a random direction (use point of the D10.) They cannot leave the table this way, but rather will just stick right at the edge of the table.

    3. Scavengers: Looks like you aren't the only squad that's come out here looking for new toys. 
Number: +4, Speed: 5", Com (+0), To: (3) Armor: (0) Nerve: (2) Cautious
1 Shotgun, 2 Machine Pistols, rest with Pistols and Light Melee Weapons.
Hardened Wastelanders: These Scavengers cannot be Pinned.

    4. Super Soldiers: Genetically-engineered warriors grown in a lab under Area Sigma Four.
Number: +2, Speed: 6", Com (+1), To: (4) Armor: (1) Nerve: (4) Tactical
1 Heavy Machine Gun, 2 with Shotguns, rest with Military Rifles.
Nimble: No movement penalty for crossing over terrain pieces.

    5. Cyber-Skeletons: Horrific experiments in reanimation gone wrong! 
Number: +4, Speed: 4", Com (+1), To: (3) Armor: (0) Nerve: (N/A) Tactical / Mindless
Weapons: 1-3: SMG, 4-5: Military Rifle, 6: Pistol.
Unstoppable: If one of these enemies would be wounded, roll 1d6. On a 4+, the enemy is no longer wounded. Casualties still count as casualties.

    6. Irradiated Rats: mutated giant rodents that hunger for flesh!
Number: +6, Speed: 6", Com (+1), To: (4) Armor: (0) Nerve: (4) Psycho
Plague Bite: (Damage 1, Penetration 1). Characters wounded by the plague bite must roll equal to or under their Toughness at the end of every turn or become a casualty.

For all, Leadership occurs on: 5: One Brute, 6: One Brute and one Veteran.

Unusual Things: 

    1. Gravity Distortions: Roll 1d6 at the beginning of every turn. If the roll is even, move speed and shot range are increased by the number on the die. If the roll is odd, move speed and shot range are decreased by the number on the die.

    2. Malfunctioning Dark-Energy Generator: Roll 1d10 at the beginning of every turn. This number indicates the visibility for this turn. 

    3. Ambush: You cannot Seize Initiative in this battle. Additionally, the enemy gets a free turn before you do.

    4. Chaos Field: Place four Suspicious Activity markers in the center of the table six inches from each other as the corners of a square. This is in addition to any other markers that generate naturally.

    5. Leaky Fuel Lines: Every time a firearm is fired during this battle, roll 1d10. On a 1, every entity on the board rolls a dmg 0 hit.

    6. Stasis Interrupted: Roll an enemy force from the Outlands Table, then deploy it on the opposite edge of the table from the Encounter forces for this battle. Randomly choose one of the two remaining table edges, and deploy your forces there, like you've just stumbled into someone else's fight. Your squad must be the last ones standing in order to Hold The Field.


    1. Hover-Plates: Can be installed as a modification on any Armor. Adds +2 to Speed.

    2. Cryo-Gun: Does no damage. Successful hit "freezes" an enemy solid. When the enemy goes to act, they must roll under their Toughness to break out of the freeze. They cannot act on the turn they break the freeze.

    3. Talent-Chip: Invasively interfaces with the brain to impart knowledge. Roll a random Talent (see Five Klicks Upgrade Pack) including even "used" talents, and immediately add this one to the character of your choice. That character is now Worn as they recover from the install process.

    4. Military GPS: When rolling to find a location (Hazy Cave, Factory 17, etc.) you may reroll 1's.

    5. Personal Energy Shield: If a character would be wounded or a casualty, the shield takes the hit instead. Only usable once per campaign turn. Each time after it has been used, roll 1d6. On a 1, it is damaged and in need of repair.

    6. Crate of Burner Ammo: 1d6+2 units of Burner Ammo.

Siege Mode:

If you have 8+ people in your reserve roster and 8 people in your squad, you can field a 16 person squad for a mission. Roll twice as many enemies for the encounter and increase the table size, if you can.

Post-Apocalyptic Pastimes:

(Still in Beta)

Based upon the "Going To Go Fishing" supplement for Five Leagues From The Borderlands, these Post-Apocalyptic Pastimes are designed to give a certain degree of narrative depth to your characters and your campaign. When done enough, they can boost a character's usefulness, and also give some of your reserve roster characters something to do while the squad is out fighting the good fight. If you have a big roster, this can also help you train up decent benched replacements for heavy-hitting squad members who are suddenly killed by events, unlucky rolls, etc.

Pastimes become available to Settlements that have a STABILITY of three or more, as this represents a group that is established enough that not every spare moment must be spent fighting to survive.

Each individual pastime may be attempted by only one character in the reserve roster (not in the squad) who is not injured (worn is fine) per campaign turn. Earning a skill that says you cannot engage in a particular pastime does not count as your pastime for that turn.


See "Going To Go Fishing" with the following modifications: Only reserve characters can fish (characters not in the squad.) Instead of rolling only on 1 or 6 to determine if a character gets into trouble on the road to the fishing hole, make this check no matter the result. Additional common sense changes should be instituted like switching "gold" to "scrap."

Hog Wrasslin':
    Chase down wild, radioactive hogs in the wasteland, wrestle them into submission and carry them back to your settlement where you can make them into bacon! Get good enough, and you can wrestle Big Bubbadiah, the largest Rad Hog in the wasteland. Beat him, and you can take him along as part of your roster, as a legendary waste digger!

    The first time a character would set out to do some Hog Wrasslin', roll 1d6. On a result of 1, the character gains the skill DOES NOT "WRASSLE", meaning they have zero interest in having anything to do with wrestling wasteland hogs. If you get this result, you may try again this turn with another character. If you get any other result, add the skill "Wrasslin' 0" to your character. After that, it's time to go wrassle some hogs. "Wrasslin' " can be upgraded by one point when you level up (instead of other stats,) but can go no higher than 6. 

    To find hogs to wrassle, roll on the following table:
    1-3: You find no hogs to wrassle.
    4: You find a single hog to wrassle.
    5: You find a pair (2) of hogs to wrassle.
    6: You find a whole pack (5) hogs to wrassle.

    Then, roll 1d6 to determine if you run into trouble on the way there. If the roll is a 1, roll on the Enemy table for your region and encounter one enemy of that type. Place the character seeking hogs 12 inches from the enemy with no intervening terrain and skirmish as usual. If your character holds the field, they gain +1 XP and may roll 1d6 for every piece of gear the enemy was carrying. If the roll is 1, the piece of gear is loot-able. Holding the field also makes it possible to finish chasing down the hogs. They will scatter and flee and be untrackable otherwise.

    Whether you avoided a fight entirely or held the field, it's time for some hog wrasslin'. Roll two dice for every hog in the group you've found, using two different colored dice for each one. Designate one die as the Speed of the hog and one die as the Strength of the hog, then select one hog to wrassle. If you don't feel confident wrassling any of the hogs, you may simply leave and walk back to camp. If you roll two sixes for one hog, you've found the legendary hog Big Bubbadiah. See special rules for this hog below the wrasslin' section.

      How wrasslin' works:

1. After you have picked your hog, you'll have to catch it. Roll 1d6 + your Speed (adding +1 if you have the Survival Skill). Then, roll 1d6 for the hog, and add that number to the hog's speed. If your roll is equal to, or higher than the hog's roll, you catch the hog and start to wrassle. Otherwise, the hog gets away, along with any other hogs in this pack. If this happens, you return to camp empty-handed and defeated.

2. It's one thing to catch a hog, but another entirely to subdue and hog-tie it to take it back to camp. To subdue the hog, roll 1d6 for you and for the hog. Add your Wrasslin' skill to your roll and the hog's strength to its roll. If your roll is equal to or higher, you manage to wrestle the hog into submission, tie its legs and carry it back to the settlement, glowing for the victory. If you fail, the hog bucks you off. If the hog bucks you off, roll 1d6. On a roll of 1-3, it gets away with all the other hogs and you suffer nothing worse than the shame of failure. On a roll of 4-5, the hog also kicks you, making you Worn. On a roll of 6, the hog really hurts you before it runs off and you must roll twice on the casualty table, picking the best result. 

3. If you manage to subdue the hog and you carry it back to your settlement, you will be able to trade it in using the table below:

If the combined Strength and Speed of the hog is X, then Y:

4 or less: You provide a good cookout for the Settlement and have a new story to tell.

5-7: Decent-sized hog and a rough wrassle! +1 XP.

8-9: More than enough hog to eat and trade around. +1 Scrap and +1 XP.

10-11: Woo-ee! It's a big'un! This is enough hog for several feasts. +2 Scrap and +1 XP!

12: You wrassled the legendary Big Bubbadiah! He's too tough, old and gamey to eat, but he makes one heck of a watch hog! Treat as a Waste Digger (see rules) with a +1 to Toughness, Combat and Nerve off the base statistics. Does not count against your maximum limit of Waste Diggers (he keeps to himself.) Any other 12's you bring in after Big Bubbadiah are just fat hogs (count as 10-11's.) If Big Bubbadiah dies, you can get this result again, only it's no longer Big Bubbadiah, but rather Son of Big Bubbadiah! (Treat as Big Bubbadiah in every way except his name.)

The first time a character would attempt to gather herbs, roll 1d6. On a result of 1, the character gains the skill BLACK THUMB which means they have no talent for gardening and can never pursue Herbalism as a hobby. If you roll this, you may try again with another character, or try a new pastime with the current character. A character may build an herb garden to gain the skill HERBALIST. Building the garden takes one campaign turn. Once the garden is built, it will need to be stocked with plants. You may seek the herb patches in the wasteland to stock your garden with plants. Once you have plants in your herb garden, you may prepare doses of the herbs for use in the same turn. Characters who prepare doses must have the HERBALIST skill, and must be in reserve (not in the squad.) You may only have one herb garden at a time (and therefore, only one Herbalist,) but if the current herbalist dies, their notes can be passed on to anyone without the BLACK THUMB skill (roll to see if they acquire it, as normal) to teach that character so that character becomes the new Herbalist.

When seeking patches of herbs in the wasteland, roll on the following table:

1-2. No luck. No herbs in sight.
3-4: You find a patch with only one useful plant type in it. Roll once on the herb table. 
5: You find a patch with 2 useful plant types in it. Roll twice on the herb table.
6: You find a patch with 3 useful plant types in it. Roll three times on the herb table.

Then, roll 1d6 to determine if you run into trouble on the way there. If the roll is a 1, roll on the Enemy table for your region and encounter one enemy of that type. Place the character seeking herbs 12 inches from the enemy with no intervening terrain and skirmish as usual. If the herbalist holds the field, they gain +1 XP and may roll 1d6 for every piece of gear the enemy was carrying. If the roll is 1, the piece of gear is loot-able. Holding the field also grants access to the herb patch. You will not have access otherwise.

You may now gather and collect herbs for your herb garden. Once a plant is in your herb garden, you may harvest it as often as you like, but you cannot prepare doses of more than one herb per turn except in certain special circumstances. When you can make multiple doses, you may only make one dose from each herb.

As your Herbalist gains XP, they may add points to their herbalism skill. You may add up to +3 to your Herbalism skill, allowing you to adjust your roll by up to that many points when seeking herbs in the wasteland.


1.    Neon Tea Leaves: The glowing leaves of a caffeine rich plant. (+1 to rolls to seize initiative.)
2.    Ditch Tobacco: At least, I think it's tobacco. (+1 to one Ammo Fault roll.)
3.    Clary Sage: Grace under fire. (You may adjust your rolls by 1 when uncovering Suspicious                         Activities.)
4.    Catnip: Every fuzzy's best friend. (+1 to rolls when looking for Waste Digger packs and colonies.)
5.    Aloe: Soothes skin scorched by the wasteland sun. (+1 to Medical rolls when trying to stabilize.)
6.    Asafetida: Smells like death. (+1 penalty to one enemy morale roll.)
7.    Ash Valerian: Gritty taste, smoothes the nerves. (+1 to one Rally roll.)
8.    Gasoline Cohosh: Good when the going gets hot. (No effect from Hot Zone events.)
9.    Mourningberry: Acrid and bitter, but keeps the pests off. (No effect from Hostile Flora events.)
10.  Blue Camomile: Makes a good carrier oil. (Useless by itself, but allows you to make two doses from one herb instead of the usual just 1.)
11.  Sprawlwort: Stinky, but makes a great tea. (+1 to Fish Battle Rolls - See Fishing.)
12.  Rust-Leaf Mint: Smells great! +2 to Wanderer Reaction Rolls.
13.  Albino Lavender: Looks funny (+1 to the Toughness of one Waste Digger for one campaign turn.)
14.  Wasteland Henbane: Cures what ails ya. (Keep one friendly unit from Staggering.)
15.  Nuclear Chicory: Better than fully-leaded coffee. (Give one character a 3 inch movement boost to             one dash action.)
16.  Prunella Poloniumous: The Rad Hogs love it. +1 to subdue rolls against hogs (see Hog Wrasslin')
17.  Blistering Nettle: Sharpens ya up a bit. +2 to visibility for one character for one battle where visibility is reduced.
18.  Mottled Foxglove: Grows near caves and factories. (Reroll one die this turn when attempting to find a Location (Like Factory 17, Hazy Caves, etc.)
19.  Abbot's Thyme: Goes great with everything. (+1 to Speech for one roll.)
20.  Blind-Man's Mushroom: Gives visions of lives that never were. (Roll 1d6 when used. On a 1-2, the user becomes injured and must heal. On 3-5, nothing happens. On a 6, the character has a vision and goes on a journey. Roll a background Event for the character. A given character may only have one such vision per every five levels.)

If you collect 5 unique herbs in your garden, add +1 to the Support Factor of your Settlement.
If you collect 10 unique herbs in your garden, add +1 trade point when doing trading.
If you collect 15 unique herbs in your garden, you catch the interest of the Road Herbalist, who will join your roster, if you choose. (Statistics below.) While the Road Herbalist is in reserve (not in your squad,) the character grants you the ability to prepare an extra herb dose per campaign turn.
If you collect 20 unique herbs in your garden, you have created an established botanical wonder, and can craft an additional dose of herbs per campaign turn.

With the exception of the Road Herbalist, you may only have one Herbalist in your roster at any given time. If your Herbalist dies, you may select a new character from your roster to attempt to study the last herbalist's notes and become the new master of your settlement's herbal garden.

Road Herbalist: I(2); Spd(5"); CS(0); To(3); Nv(4); Medical; Herbalist; Scrap Rifle.

Beer making, wine making, etc. (Still in design)

Skills: Brewer and DOES NOT BREW. Brewer can be levelled up when a character levels up, to a maximum of +6.

Finding fruit trees and vines while the squad is out. 

1-3: You find no fruit trees or vines
4-5: You find a single varietal (roll on the Varietal Table.)
6: You find a pair of varietals (roll twice on the Varietal Table.)

Then, roll 1d6 to determine if you run into trouble on the way there. If the roll is a 1, roll on the Enemy table for your region and encounter one enemy of that type. Place the character seeking herbs 12 inches from the enemy with no intervening terrain and skirmish as usual. If the Brewer holds the field, they gain +1 XP and may roll 1d6 for every piece of gear the enemy was carrying. If the roll is 1, the piece of gear is loot-able. Holding the field also grants access to the varietals, if any. You will not have access otherwise.

You may now gather and collect fruiting plants for your brewer's garden. 

Varietal Table:
1.    Rad-Peach: Glows in the dark. (Wine: Difficulty 8; Time 3)
2.    Razorbarley: As sharp as it is hearty. (Beer: Difficulty 10; Time 1)
3.    Hangman's Hops: Bad dreams are made of these. (Beer: Difficulty 9; Time 2)
4.    Sweet Orchid: A rare flower as sweet as honey. (Wine: Difficulty 11; Time 3)
5.    Bearded Grapes: Sweet, but rough and hairy. (Wine: Difficulty 6; Time 5)
6.    Ghost Cherries: White as death, oddly spicy. (Wine: Difficulty 7; Time 4)
7.    Pale-Horse Oats: Chalky, causes visions. (Beer: Difficulty 8; Time 2)
8.    Curdling Rye: Half grain, half goat, or so they say. (Beer: Difficulty 7; Time 4)
9.    Ditch Grain: A stinky, spiny corn-relative. (Beer: Difficulty 9; Time 1)
10.  Cola-Berries: Tiny and disturbingly sweet. (Wine: Difficulty 5; Time 6)

Once you have collected a cutting of a fruiting plant, you may cultivate it back at your settlement. The time it takes for the plant to mature (and the time it takes to brew a unit of it) are defined under the "Time" statistic for the plant. Once a plant matures, you may start a brew project with it. You may have as many plants as you wish, but, except as otherwise stated, you may only have one brew project per plant going at a time.

The act of brewing: Takes time to brew a particular drink. Roll 2d6 at the beginning of each new campaign turn. Add your Brewer skill to your roll. If you fail, the roll at any point, the brew project is done and it has produced nothing but vinegar. You get +1XP for the effort. If each of the rolls succeeds, you get either a a drum of wine or a bathtub of beer (depending on what you're brewing) that you can use at any time, as well as +1XP.

Wine: Use to gain +1 Trade Point.
Beer: Use to gain +1 Activity Point.

Collecting varietals:
For every five fruiting plants you collect and raise to maturity, you attract another new recruit to your settlement. Roll on the recruit table, re-rolling ones.

Spore-Vole Catching:
50% Fungus, 50% Varmint, 100% Delicious. Test your speed and wits against the Spore-Voles and see if you can catch dinner for the hardworking folks of the Settlement. Get good enough, and you can earn initiative bonuses. (Still in design)

Rad-Storm Racing:
Ever chased a radioactive dustdevil across the wasteland? They're tricky, quick, and they can leave you with a sunburn you'll never forget. (Still in design)

Every settlement needs an entertainer! Practice your instrument and your songs and eventually, you might even get good enough to bring in some extra scrap for your efforts. (Still in design)

Cultured Foods:
Breads, cheeses, etc. (Still in design)

Get good enough to make simple armor, fix weapons and build schematics items with less scrap. (Still in design)

New Regions:

The Crumbling Sprawl (Alpha v.1): They say no one lives in the sprawl, but that’s not the whole truth.  No one sane lives in the sprawl, but it can be a nice place to visit if you need some pre-war tech and you think you might be a faster runner than the locals. Watch your feet, watch your back, hell, watch everything, and maybe, just maybe, you might make it back to the settlement to tell the tale.

The decaying ruins of a great city. This area is too dangerous for permanent cohabitation, but you may conduct raids there. Raids are like bug hunt missions, with priority being an indicator of how overrun the area is.

You will need a copy of Five Parsecs: Bug Hunt, Hazy Caves and Factory 17.

*use contact system of Bug Hunt

*keep morale system of 5 Klicks

*Do not add support teams for your squad. Your group is the squad of eight that you assign to the mission.

When setting up the table, do so as normal, then roll a die. The die indicates the danger of the operation, as well as the number of objectives. Deploy objectives on enemy half of the table in open areas. Do not reveal objectives or roll for them until after a character moves within 2 inches of them.

Now place contacts.

*keep objective system, but objectives are all "retrieve" objectives. Roll on a table to determine what each objective is. If you roll a recruit, stat them out as normal (re-rolling 1's.) and place them on the board as a character. If there is a member of your squad within 2 inches that has an extra weapon, they may give it to the recruit on discovery.

1. A potential recruit
2. 1d6 scrap
3. 1 Scrap
4. 1 mundane item
5. 1 unusual item
6. 1 rare item. 

Bug in and bug out before you are overrun. Cannot hold the field. 


1. Dense Urban (lots of big ruined buildings)
2. Old Urban (lots of one story buildings)
3. Urban Park (a natural area surrounded by buildings)
4. Open Urban (parking lots, parking garages, e.t.c.)
5. Shopping Mall / Mega Mart (large internal terrain)
6. Suburban (houses and sportscars)

Encounter Table: (Stats Source)
1. Raiders (5K)
2. Nomad scouts (5K)
3. Fungal Shamblers (BH: shatter forms)
4. Annelid Tunnelers (BH: strangle worms)
5. Outcasts (5K)
6. Trained Militia (5K)
7. Tainted (5K)
8. Crawlers (5K)
9. Class III Mutants (Factory 17)
10. Infected Dogs (5K)
11. Blanks (5K)
12. Razor Lizards (BH)
13. Phantom Hunters (BH: Dimensional Distorts)
14. Urban Stalkers (BH: Coverted Infiltration Team)
15. Trash Cannibals (BH: Horde Invasion Force)
16. Hooligans (5K)
17. Scavs (Haze Caves)
18. Petty Bandits (5K)
19. Tech Cultists (Haze Caves)
20. Rad Scorpions (Haze Caves)


The Neon Bog: (This region is being built.) 
Whatever happened here, it changed everything. Tribal mutants stump through fungal forests that glow with colorful brilliance even through the night. Strange, corrupted humans weave the radioactive spores into waves of force that shield, heal and maim. Those who have been to The Neon Bog say that it changes you, and that one sniff of the spores is enough to haunt your dreams with the glowing lights forever.

"Spore Burn" makes all characters worn, but a solution can be formulated. Some enemies drop "Infested spleens" on a chance roll. Infested spleens can be used by Medical skilled characters to engineer squad-sized inoculations against "Spore Burn." that are good for one trip into the bog.

Characters with Filtration (Cyber-Part) are immune to Spore Burn.

1-50: Encounter
51-100: Battle

Neon Bog Enemies:

1. Infested Mutants

2. Spore-Brains: Blanks, but with regeneration.

3. Fungal Shamblers

4. Infested militia


1. Research camp with 2d6 individual doses of resistance to Spore Burn


            The Salt Barrens: There was a sea here, once, they say. There was water everywhere, stretching from the shore to the sky far further than the eye can see. Now it’s salt, nothing but salt, and relics of what used to call the sea home. Some of the animals have mutated into horrors fit to survive this desiccated wasteland, and there are treasures thought lost to mankind forever which lurk on the old seafloor.

            This region is being built.


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