MISSIONS > LARP > AFTERMATH > GAME RULES
spclear.gif (43 bytes)
 







spclear.gif (43 bytes)





Aftermath Rules

Characters

Aftermath Missions

Read Bios




       
       





Aftermath: The Rules

The aftermath campaign rules fall into four categories:

For most tasks a card system (a card from a normal deck of cards)  is used to determine the result of any particular action. A deck of cards is used for healing, damage to equipment and repair attempts, ammunition check for each weapon used.

 

Skill Use

In general terms skills are used between missions although the Referee during later missions may apply some skills. Laser skirmish supports 4 skill levels for each allowable skill:

Skill Level

Title

Description

0

Novice

 

No skill at all in the specified area.   

1

Trainee

Has learned the basic rudiment of the skill.  For healing this includes someone with solid first aid.  For weapons and armour this includes apprentices

2

Practitioner

Is considered experienced in all areas of the skill use.  In the medical arena, a trained nurse or para-medic would be considered a practitioner.

3

Master

Recognised by his/her peers as an expert in all areas of the skill.   For medicine this means a Doctor.

The skill level indicates the number of cards a character can draw in an attempt to successfully complete an action.  Any success card drawn out of a set indicates a successful action. Therefore a master has a much greater chance of success than a trainee does.   

Skill levels can be improved with training and experience.  Training however is often hard to come across so characters will often have to rely on pre-ruin skills.

A character can obtain skills in the following areas, included is the point cost for new characters to obtain this skill to a particular skill level.

Skill

Skill Level 1

Skill Level 2

Skill Level 3

Medical

10

25

50

Weapon Repair

5

15

30

Armour Repair

3

10

20

.

Weapons

At the end of any mission in which a character fired a particular weapon, a check must be made to determine if the weapon is now disabled.  Weapons are broken down into 3 grades to determine their endurance to battle. 

Endurance Category

Disabled Cards

Typical Examples

Poor

Jack or higher

  • Sub Machine Guns

  • Machine Pistols

  • Home Made Guns

Average

King or higher

  • Single Action Revolver

  • Autloader Rifle

  • Single Shot Rifle

  • Bolt Action Rifle

  • LMG

  • Double-Barrel Shot Gun

  • Pump Action Shot Gun

  • Combat ShotGun

  • Mini-Gun

Excellent

Ace

  • Assault “Pulse” Rifle

  • Heavy Machine Gun

  • Sniper Rifle

To check the character simply draws the next card from the top of the deck.  If the card is the disabled card or higher, then the weapon is disabled and cannot be used until repaired by a weapon-smith

 

Armour 

At the end of any mission where the character has taken at least 1 hit, then the character needs to check to see if any worn armour including helmets are in a serviceable condition.

Item

Damaged Cards

Points Cost

Comments

Armour Points (hits absorbed)

Military Helmets

Ace

20

Must wear Sensor Helmet

2

Motorcycle Helmet

Jack or higher

5

Must wear Sensor Helmet

1

Flak Jack

King or higher

50

Provided by player.  Must be a thick hot jacket

3

Hardened Leather

Queen or higher

10

Must wear a leather jacket

 

1

Police Riot Helmet

Queen or higher

5

Must wear Sensor Helmet

1

Regenerative Shield[1]

Ace

100

Must have a SmartSensor – Can’t be used with a Helmet

 

2

Plastic Police Shield

Jack or higher

10

Provided by Player, some sort of shield looking thing

1



[1] Can be used in addition to any other armour.  It absorbs damage 1st otherwise damage is awarded to the shield 1st.

If the armour is damaged, it cannot be used until repaired by someone with armour repair skill.

Ammunition

In www.Lasertag.com.au we do not try to keep track of individual clips and rounds, we simply assume that each type of weapon comes with a supply of ammunition.   The amount of ammunition is measured in packs. A pack is the standard default amount of ammunition that comes with that weapon. During character generation, a selection of a particular weapon is assumed to come with one standard pack.

In any mission where a character has discharged one or more rounds of ammunition (or equivalent for other weapons) of a particular weapon, there is a chance that a standard ammunition pack for that weapon has been used up.       

At the end of each mission of the campaign, a card is drawn from the ammunition pack.  If the card is a picture (Jack or higher) card, then the pack is empty.  An empty pack should be removed from the character sheet. If the character has no more packs for that weapon, then the weapon cannot be used in the next missions until a new pack is found.

Additional packs can be obtained during the course of the campaign.

Medical & Healing Rules

At the end of the mission any characters that have lost body hits (armour is considered to take damage first) can have one character attempt to heal one or more wounds. Healing is not without danger however particularly when performed by someone with little experience.  

The character performing the healing attempt draws from the top of the deck the number of cards equal to their medical skill role.   If a first aid kit is used, one extra card is drawn.  If a medical kit is used, 2 extra cards are drawn.    A first aid kit or a medical kit is a one-use item, after it has been used, it is discarded.

The effective card is the card with the highest value.

Effective Card (highest drawn)

Result

Ace

  • Character to return to maximum body hits

  • And gains 1 additional maximum body hit if damage was taken in the last mission.

King

Add 3 body hit up to character maximum

Queen

Add 2 body hit up to character maximum

Jack

Add 1 body Hit

3 to 10

No Result

2

Character is killed

Each character (except those currently on 0 hit points), can attempt one healing on each other character at the end of each mission.

Characters with zero hit points left

If a character is reduced to 0 hit points during a mission, the character is considered to be bleeding to death.    If the character takes another hit while down to 0 hit points, the character immediately dies.

While on 0 hit points, the character cannot shoot, move or speak except to cry out “Medic”.   Sensor must remain on and the wounded character must listen for any additional sensor hits.  If the character dies, the player must remove his/her sensor and return immediately and directly to the base camp area and is not to speak to any player.

The character needs first aid before the mission is completed else the character is considered to die by missions end.  First Aid can be performed by any character with skill level 1 or greater.   The First aider must spent at least 2 minutes at the wounded characters side and not do anything.   If the referee is not available, the first aider can use a watch or count to 120 slowly to determine 2 minutes.   After first aid, the wounded character is still on 0 hit points,  can walk and talk (and die if he/she takes another hit) but cannot shoot or use any skills.

At the end of the mission the character that has had first aid can be healed as normal by another character.

Repair

If a weapon is disabled, one attempt can be made to repair the weapon.  If the repair fails, then the weapon is considered permanently destroyed.

If a gun repair kit is available, the weapon smith can draw one additional card.   Unlike a medical kit, the gun repair kit is not discarded after a repair attempt.

The highest card drawn is the effective card. An 8 or higher repairs the weapon otherwise it is destroyed.

Armour Repair

If an item of armour is damaged during the mission, a repair attempt can be made.  If the repair fails, the armour is considered permanently destroyed.

If an armour repair kit is available, the armourer can draw one additional card. The armour repair kit is discarded after a repair attempt.

The highest card drawn is the effective card. An 8 or higher repairs the armour otherwise it is destroyed.

 

 



Home | About Us | Missions | Weapons | Next Event
Conditions of Play | Join Us  | News | Generate Your Character


Copyright © 1999-2002 Scapequest. All Rights Reserved