TEXT: Player’s 
  Player’s Section
  Section
  
   
  Shark Bytes, Vol. 4, No. 3  
  1
  Volume 4, Issue #3 
  Fall, 2008 
  THE MODERN/HORROR ISSUE!!
  Player Section 
  Opening Salvo 
  Lean and Mean by Marc Gacy ........................................... 2 
  Licensee Corner 
  White Silver, Blood Steel: Shaintar by S.P. Fannon .......... 2 
  Let me Tell You a Story 
  Welcome to the ‘Nam by Donald Dechert III ...................... 3 
  Rally the Troops 
  Modern Ops: Cops and Robbers by Ryan Gaffney ........... 7  
  Get Leon by A. Coleman .................................................. 13 
  New Recruits 
  The Monster Hunters by Ryan Shelton ............................ 17 
  Licensee Corner 
  Happy Halloween: Reality Blurs by Sean Preston ........... 18 
  Hardboiled by Lee Arbor Productions .............................. 19  
   
  Editor: Marc Gacy 
  Contributing 
  Editors: 
  M.A. 
  Cutter, 
  Norm 
  Hensley, 
  Jr.,  
  William Reger 
  Layout: Marc Gacy 
  Artists: Terry Whisenant (Cover), Jason Engle (2), Geoff Nelson 
  (1), Cheyenne Wright (18), Arbor Productions (19), other images 
  WikiMedia Commons 
  Shark Bytes created by "JB" Littlefield  
   
   
   
   
   
   
   
   
   
   
    
  Shark Bytes is an unofficial, not-for-profit fanzine produced by and for fans 
  of *Savage Worlds*—Pinnacle Entertainment's role-playing game of fast, 
  furious fun. Pinnacle is in no way associated with the publishers of this 
  fanzine and should not be held responsible for its contents. *Savage 
  Worlds*, Smiling Jack, and any other associated trademarks or logos 
  remain the property of PEG, Inc. and are used here with permission. 
  Everything contained herein is considered unofficial unless explicitly stated 
  otherwise. All artwork appearing in this issue of Shark Bytes is the property 
  of the Pinnacle Entertainment Group, Inc. or from the public domain, unless 
  noted otherwise, and is used herein with permission. All articles and 
  artwork remain the property of their copyright holders. 
  
   
  Shark Bytes, Vol. 4, No. 3  
  2
  Opening Salvo 
  by Marc “Lord Inar” Gacy 
  Hi all, This issue had a short timeline so I could get it out 
  by Halloween (just missed it!) My time has been short, and 
  Halloween marched inexorably forward so I have to just get 
  this done! So this issue might not have the polish of the 
  Fantasy Mega-Issue, but then again, horror should be a 
  little rough around the edges, no? 
  Thanks to everyone who sent me an amazing amount of 
  material, especially those good folks over at 12 to Midnight, 
  who provided four, count ‘em FOUR, adventures. We have 
  another great set of maps from Lord Skudley, a Deadlands 
  adventure from MA Cutter and some shared world 
  goodness (The Creep Squad) from Sean Preston along 
  with a liberal sprinkling of characters, edges, etc to fill it 
  out. 
  Finally, this issue is also a (not so) subtle hint to Shane & 
  co. that there are still a lot of Showdown fans out there as 
  evidenced by not one but two “Rally the Troops” articles. 
  So without further ado, on to the Modern/Horror issue of 
  Shark Bytes! 
  The Edge of Reason 
  Several well-known horror movie tropes are presented 
  here for your movie-going enjoyment. 
  by Sitting Duck 
  Hindrance  
  Monster Bait (minor)  
  You have an unfortunate knack for getting impeded when 
  running away from a monster, whether constantly tripping 
  or running into tree branches. You take a -2 to Chase rolls 
  whenever you are being pursued by some supernatural 
  nasty. 
  Edge 
  Goody Two Shoes (Background Edge) 
  Requirements: Novice, Spirit d8+ 
  Your character is a virgin and has made an effort to avoid 
  indulging in common vices. This frequently makes you an 
  object of derision. However, since supernatural entities 
  prefer to target bad boys and dirty girls first, it's you who 
  gets the last laugh. When encountering monsters, it will 
  only attack you if everyone else is incapacitated. Plus it 
  doesn't put as much effort in chasing you down, providing 
  you with a +2 on Chase rolls when attempting to evade 
  monsters. 
  There's a condition attached though. Should you get 
  deflowered or indulge in addictive substances, the benefits 
  of this Edge are lost permanently. 
  White Silver, Blood Steel 
  News from the World of Shaintar 
  Hey, everyone! Well, here we are with a horror-themed 
  issue of Shark Bytes, and while Shaintar isn’t necessarily a 
  very horror-oriented setting, there’s still plenty of classic 
  elements of horror to be found.  
  After all, there’s an entire nation ruled by vampires, 
  werewolves, liches, and other undead and corrupted 
  monsters! Check out the Shaya’Nor section of the Shaintar 
  Worldbook for more (all online, free: http://talisman-
  studios.com/index.php?blog=11&cat=46). 
  Things have been admittedly slow on the development 
  front for Shaintar; between convention season and my 
  increasingly busy “day job” schedule, I’ve had some time-
  management issues to overcome. I am happy to report, 
  however, that those hurdles are being cleared, and you will 
  start seeing some new stuff from the world of Immortal 
  Legends soon. 
  First 
  off, 
  some 
  great 
  folks 
  have 
  contributed 
  One 
  Sheet Adventures; 
  I will have those 
  edited and in the 
  Talisman 
  folks’ 
  hands 
  for 
  layout 
  and posting very 
  soon. 
  We 
  also 
  have 
  a 
  set 
  of 
  Shaintar-specific 
  Adventure Cards to 
  post up (thanks in 
  great part to Mark 
  “Boulder” 
  Swafford).  
  I am also going to at long last finish and post the 
  Worldbook sections for the Kingdom of Galea; the 
  Freelands; the Pirate Archipelagos; Nazatir; the Dwarven 
  Clanhomes; the Aevakar Aeries; the Brinchie people; and a 
  few other entries. Once that’s done, I think my good friend 
  Vince “Kalan” Kingston will likely do an updated “laid out” 
  document for those who’d like all that in PDF. And, as 
  always, it’s all posted for free. 
  Following all that, I still have plans for a second Plot Point, 
  “The Chosen of the Horn.” I may, however, be looking for a 
  co-author, someone who can take over the majority of the 
  actual writing. This is because I am looking to begin the 
  Shaintar novel series I’ve had in mind for some time now. 
  Oh, and I still owe everyone some kind of write-up for “The 
  Burning Heart” scenario from GenCon. Yeah, yeah, I 
  know… get writing! 
  Sean Patrick Fannon 
  
   
  Shark Bytes, Vol. 4, No. 3  
  3
  Let Me Tell You a Story 
  WELCOME TO ‘NAM 
  By Donald Dechert III 
  Here’s a refresher from basic training; not only is it what 
  you need to know but also it’s useful in “Indian Country.” 
  I. Fireteam tactics 
  The basic organizational building block of the infantry is the 
  fireteam; it normally consists of 1x machine gunner (M60), 
  1x assistant gunner (M16), a team leader (M16) and a 
  grenadier. There are two normal formations for a fire team: 
  the wedge and the file. The wedge is displayed below. The 
  formation places the team leader on point with the 
  assistant gunner supporting either the grenadier or rifleman 
  depending on what is expected. The normal interval 
  between Soldiers in the wedge formation is 10 meters, but 
  the wedge expands and contracts depending on the 
  terrain; rough terrain, poor visibility, or other factors can 
  make control of the wedge difficult, fire teams modify the 
  wedge. When moving in less rugged terrain, where control 
  is easier, 
   
  Soldiers expand or resume their original positions. The 
  other main formation is the file. As team leaders, usually 
  non-commissioned officers (sergeants or corporals) or a 
  soon to be NCO, they usually direct and order the team 
  members. These formations allow team leaders (such as 
  NPCs or PCs) to better control a field of fire or more on-line 
  for a bound as well as “fix” enemy forces.  
  Wedge 
   
  File 
   
  Formation Comparison Table 
  Type 
  When 
  Normally 
  Used 
  Control 
  Flexibility 
  Fire 
  Capabilities 
  and 
  Restrictions 
  Security 
  Wedge 
  Basic fire 
  team 
  formation 
  Easy 
  Good 
  Allows 
  immediate 
  fires in all 
  directions 
  Good 
  File 
  Close 
  terrain, 
  dense 
  vegetation 
  limited 
  visibility 
  conditions 
  Easiest 
  Less 
  Flexible 
  than the 
  Wedge 
  Allows 
  immediate 
  fires to the 
  flanks, 
  masks most 
  fires to the 
  rear 
  Least 
  II. Movement Tactics 
  The armed forces, such as the US Army, teach various 
  methods of movement, individual and unit (team, squad, 
  platoon or larger) movement. For individual movements, 
  especially during a fire-fight or during an indirect fire attack, 
  the most important is the 3-5 second rush. It is basically a 
  movement from the prone to the prone as depicted on the 
  diagram “Rush”. The SWEX rules reflect this by rising 
  from the prone (costing 2” of movement) and then 
  simply moving 4” (6” normally -2” to rise) and then at 
  no cost going back to the prone. In the Army, the mantra 
  of the motion is the sentence “I’m up, he sees me, I’m 
  down” to measure how long to run. Remember to only 
  
   
  Shark Bytes, Vol. 4, No. 3  
  4
  leave cover for cover; it sounds elementary but many 
  soldiers forget it. The other method of movement is 
  crawling. Just remember, if you’re crawling like you were a 
  baby, you’re too high off the dirt and a potential target. 
  Here is an example from the US Army: 
   
  While this movement works well for individuals, this type of 
  movement is really only a means to a means to an end. 
  The end is the destruction of the enemy. This will allow you 
  to move to a better position, either with support or better 
  cover in order to engage an enemy. Doctrinally, what 
  should happen is a combination of fixing and bounding. 
  Bounding is a squad movement task as illustrated in the 
  diagram below.  
   
  Bounding is combined with suppressing or fixing fire in 
  order to “mop up” the enemy. The idea is that the engaged 
  fireteam lays down a volume of fire which prevents the 
  retreat of the enemy forces, freeing the other fireteam(s) of 
  the squad to maneuver around and then attack the enemy 
  from a different angle. They then fix the enemy while the 
  previous fireteam either bounds to attack from a different 
  angle or withdraw depending on the circumstances.  
  Security 
  I’m not talking about the social kind, but rather 360° 
  security when crossing roads, breaks in cover such as 
  forest trails, or other natural ambush spots. As my drill 
  sergeants pointed out, you are supposed to be like bobble-
  head dolls: head on constant swivel. This could also be a 
  pro-active asking of notice rolls by soldiers on patrol 
  or in a security/overwatch position. At WM discretion, 
  the wedge or file formation may give bonuses to notice 
  rolls: the wedge to possible activity or installations in 
  front of the element while the file covers the flanks. 
  The bonus, being situation dependent, should not 
  exceed +2.  
  Element movement  
  While fireteams move in files or wedges, squads (made up 
  of 2+ fireteams) move differently. Instead of focusing on 
  formation, squads and platoons focus on how they move 
  based on the likelihood of enemy contact and requisite 
  speed as depicted in the chart below. The three 
  movements 
  are 
  traveling, 
  traveling 
  overwatch 
  and 
  bounding overwatch. 
  Traveling is used when contact with the enemy is unlikely 
  but high level of speed is needed. Travel can be in a file or 
  a wedge as shown on the diagram. 
   
   
  
   
  Shark Bytes, Vol. 4, No. 3  
  5
  Traveling overwatch is used at a slower pace and more 
  likely enemy contact. It differs in that there is more distance 
  between fireteams for so that one can observe for the other 
  as shown comparing the traveling diagram with the 
  traveling overwatch diagram. The extreme is bounding 
  overwatch, which uses bounding as already discussed. 
   
  Traveling imparts no special modifiers for notice rolls 
  but also no speed penalty; you’re still moving at the 
  average 3-4mph hiking speed. Traveling overwatch 
  could impart a +1 to notice rolls to spot an ambush 
  while halving the travel speed to 1.5-2mph. Bounding 
  overwatch could be worth a +2, but remember, it’s like 
  driving down mainstreet USA and hitting every traffic 
  light; you’re only moving 1mph.  
  III. 
  Firefight Tactics 
  Okay, so rounds are fired at you. Without panicking, what 
  do you do? (Hint: Panic is not the right answer.) In theory, 
  your training takes over which is the whole point of training. 
  Usually the first thing to do is hit the dirt; not only does it 
  reduce your chance of getting hit, but it’s a trained firing 
  position with rifle qualifications. Additionally, you may find 
  support for firing your weapon or not. At any rate, you’re in 
  a good spot to take advantage of Marksman and Rock-
  and-Roll edges if you have them. You may also find some 
  cover. In military speak, cover is what soaks up bullets. An 
  outcropping is cover; a smoke grenade is not (a smoke 
  grenade 
  or 
  camoflauge 
  would 
  be 
  concealment). 
  Concealment is basically trying to obscure the enemy’s line 
  of sight to fire at you. It can be lucky for you, in terms of 
  preventing an enemy from seeing you while your buddies 
  are being ambushed, or it may be lucky for you in terms of 
  you launching an ambush against enemy elements. At 
  Warmaster discretion, firing from the prone may give 
  incidental bonuses to shooting rolls based on army 
  training. 
  So now that you’re in the fire fight, let’s look at some 
  specialty weapons. When people think of machine guns, 
  people unfortunately get the image from Rambo II where 
  Sly empties an entire belt into a ceiling, probably 
  destroying the barrel in the process. While high rate of fire 
  is good, machine gunners are trained to fire the length of 
  the sentence “I need a burst” mostly for control. Using a 
  combination of suppressive fire and target bursts can be 
  effective in herding enemies toward a kill zone. It’s also 
  what machine gunners and a fire team use to fix an enemy 
  force for the other fire team’s bounding action (see 
  bounding). The idea with herding is to drive the enemy in a 
  direction you want him to go. Grenades and pre-set or 
  thrown claymores, due to their explosion templates, are 
  also effective herding weapons. While burst and auto-fire is 
  useful on the M-16 in terms of being able to add to the 
  volume of fire, the M16’s single shot allows you to target 
  specific personnel, such as apparent leaders, personnel 
  discovering a possible escape route…the possibilities 
  abound. 
  On a serious note, doctrinally, ground forces are split in 
  two forces; one which would fix or hold the opposing force 
  while the other one attacks from an opposing direction. 
  See bounding for more information.  
  IV. Intelligence  
  SPOT/SALT report 
  One of the first things when coming in contact with the 
  enemy is not to call for fire, but to call in the position of the 
  enemy as well as the friendly position. This is the most 
  basic intelligence report, which should theoretically help 
  your intelligence section formulate what the enemy is 
  doing. While there were many intelligence problems, to put 
  it euphemistically, in the ‘Nam, this first report is one of the 
  most crucial. Sending up a SPOT (Size, Position, 
  Operation, Time) or SALT (Size, Activity, Location, Time) 
  report is this first link in the intelligence chain as this report 
  will be sent all around in order to alert all units of activity in 
  that sector.  
  Walk-in/coincidental HUMINT 
  HUMINT, or human intelligence, is usually gained one of 2 
  ways: a friendly volunteers it or it is extracted from 
  captured soldiers. Friendly villages may give multiple tips 
  or soldiers could be sent to villages in order to make sure it 
  stays friendly toward US/Allied forces in order for its 
  intelligence values. These tips could be something as big 
  as a village chief turning in his son or as worthless as “hey, 
  mister, I just saw Ho Chi Mihn.” This sort of information 
  would also be called in or handed to a human intelligence 
  soldier. Another hearts and minds mission, which may be 
  looked at questionably, is to provide armed overwatch for 
  HUMINT soldiers talking to sources or contacts in a friendly 
  village. The other source of HUMINT (and other 
  intelligences) is  
  Enemy intelligence 
  Ah…the enemy. If you capture them alive, you have 
  another source of intelligence. Aside from body counts and 
  other wonderful measures to basically guess at how the 
  
   
  Shark Bytes, Vol. 4, No. 3  
  6
  enemy is doing, One is also to capture base camps as well 
  as headquarters. Maps, notebooks, writing pads, etc are all 
  exploitable documents for an enterprising intelligence 
  section. Finally, noting what happened during the mission 
  is important; for soldiers, the debrief is a barrier between a 
  finished task and a good night’s sleep. For the intelligence 
  section, it’s the necessary source of information to help 
  make sense of reports. Try to explain what happened 
  where for the debrief.  
  Expectations of intelligence 
  What can I as a soldier expect from the intelligence 
  section? It depends. A good intelligence section will try and 
  answer the 5-Ws (who, what, where, when, why) and do 
  so. A poor intelligence section will give you a shrug. 
  Moving beyond the degree of intelligence, look at what 
  soldiers can expect to get or ask for: future expected 
  enemy 
  activity, 
  atmospherics, 
  enemy 
  strength 
  and 
  armament. While some of this information is in the mission 
  briefing (and should drive the operations), enterprising 
  soldiers may end up asking the intelligence section directly. 
  Remember that the platoon leader, a lieutenant, does have 
  a security clearance for being able to look at intelligence 
  data. Maybe the PL is also friends with the S2 (intelligence 
  officer). Maybe you are friends with the intel soldiers and 
  can ask for favors or hints; generally speaking, friends will 
  go an extra mile for friends, which could be a bonus from 
  the intelligence section.  
  V. Common Knowledge Uses in the 
  ‘Nam 
  As soldiers, there are many tasks, “warrior skills” that are 
  honed ad nauseum in garrison. Most of these soldier skills 
  are gained during the basic training and infantry training 
  prior to deployment as well as unit training upon getting to 
  the unit. Basic orienteering, using a compass, reading a 
  map, sending up reports, beginning first aid (knowing what 
  to do versus actually having the Healing skill) and using a 
  radio are examples of basic soldier skills. Higher ranking 
  individuals, 
  such 
  as 
  NCOs 
  or 
  officers, 
  excepting 
  lieutenants, will have more skills to draw upon due to more 
  experience in the Army or the armed forces. A sergeant 
  who was once the unit armorer, for instance, would likely 
  be able to perform advanced maintenance or more expertly 
  diagnosis problems with the unit’s weapons. Another 
  possibility is for soldiers to proactively request common 
  knowledge checks in order to get tactical advice from the 
  GM as multiple tactical options would likely be practiced in 
  garrison field exercises. Players and WarMasters should 
  also come up with some standard operating procedures 
  used by the unit for certain situations.  
  VI. 
  Medical concerns 
  Guard the medic 
  It’s a given: guard the doc. Not only does he have the best 
  medical skills, probably Healing d6 or better, but he’s also 
  likely carrying the morphine, IV bags and other medical 
  gear. Remember, guarding the doc means he’s still around 
  to ready to run over the battlefield to help you.  
   
  Basic medical skills/Pro-active medicine 
  Remember, each soldier has a bandage on him; typical 
  procedure is to use the soldier’s own bandage/medical 
  gear on him. (As an optional house rule, each soldier has a 
  med-pack with only 4 points on him for this and it could be 
  added to the encomberance of the LBE.) While patching up 
  someone might seem like the first priority, it’s not. The first 
  is to remove the person, if possible, from the fire zone. Get 
  them somewhere so that you can perform first aid, at least 
  behind cover.  
  VIII. For Further Info  
  Anyhow, good luck. For those who want to look at more 
  info, break out your old training smartbook (TRADOC 
  Pamplet 600-4) as well as the various field manuals (FMs) 
  available. Although it’s quite revisionist, also check out the 
  counterinsurgency FM 3-24 to see what not to do.  
  
   
  Shark Bytes, Vol. 4, No. 3  
  7
  RALLY THE TROOPS! 
  This month we have two sets of Showdown! Scenarios. 
  One inspired by history and the other a modern bank heist. 
  Cards for these will be available as a separate download 
  from the Shark Bytes web site. 
  Modern Ops: Cops and Robbers 
  by Ryan “Judge Holden” Gaffney 
  The hot summer afternoon silence was shattered by the 
  sound of automatic rifle fire. Round after round after round 
  echoed down the glass canyons of downtown Springfield. 
  The Bank of America was being held up by a group of 
  highly skilled paramilitary types armed with M4s, body 
  armor and ski-masks. As luck would have it the two most 
  combat hardened veterans of the Springfield Police 
  Department were close by when the APB went out. These 
  two wise-cracking police lieutenants, both of whom were 
  veterans of several tours of duty in Iraq and Afghanistan 
  were going to make sure the robbers paid for every penny 
  of their illegal withdrawal - in blood. 
  Objectives 
  The Robbers have to get as many bags of money as they 
  can off the Cops side of the board. The Cops have to stop 
  them from escaping. If the game ends without any of the 
  robbers escaping off the board the Cops win. If even one 
  Robbers escapes off the Cops end of the board with a 
  single bag of money, they win. Keep track of how many 
  money bags they escape with.  
  Terrain 
  Set up the buildings with the Bank on one end of the 
  gaming area (preferably the end where the Robbers are 
  sitting) and the Cops coming in from the opposite end. Set 
  the buildings up as indicated on the map so that the Police 
  end has a large building on their side with only two roads of 
  escape for the robbers to take. The height of the buildings 
  should be decided either randomly (roll d10), or as agreed 
  upon by the players. Each floor of a building counts as 2" 
  of game distance. To find the distance to a target on the 
  ground use the Pythagorean’s theorem. On the map 
  provided X marks the vault. The Security guard begins play 
  adjacent to the vault. 
  Deployment 
  The Robbers begin play set up in and around the bank. 
  Team A is inside and Team B is outside the bank. Each 
  team must be mindful of the Cohesion rule (each figure in a 
  unit must be no further than 5" away from another figure in 
  the unit). The get-away vehicle begins play parked out front 
  of the bank within a couple inches of the front door. The 
  two Unmarked Patrol Car Units begin play stopped (Pace 
  0) at the Cops end of the board. A single security guard 
  (use patrolman stats) is dealt a card and starts inside the 
  bank beside the vault.  
  The Money  
  The money in the vault is all stacked in nice neat money 
  bags. The Robbers must physically move a figure into the 
  vault (marked with an X on the map) in order to pick up a 
  money bag. They must then move adjacent to the get away 
  vehicle, open a door and drop off the money. The number 
  of bags the robbers get away with determines how 
  successful they are. It takes one action to pick up a bag of 
  money, and each bag of money requires one hand to carry. 
  Each bag of money lowers the robbers pace by 1 point and 
  makes the robber one handed. With two bags the robber is 
  using both hands, their pace is reduced by -2 and they 
  cannot use a weapon. 
  The Take-down 
  The police may not fire upon the robbers until shots have 
  been fired. Until that point the Cops must use non lethal 
  methods, attack the get away vehicle itself or go on Hold 
  and wait to be fired upon. If the security guard inside the 
  bank is shot or if the Cops come under fire from the 
  Robbers they may open fire. The round after shots are 
  fired a SWAT unit will enter the playing area followed the 
  next round by the remaining SWAT unit. The Cops can 
  decide whether the helicopter or the van arrives first. 
  
   
  Shark Bytes, Vol. 4, No. 3  
  8
  We Need Backup!! 
  At the beginning of the second round, deal two more units 
  of Police Patrol in. They enter at the Cops end of the board 
  at whatever pace the player wants up to their maximum 
  speed, don't forget Speed Kills. This becomes important if 
  a patrol car decides to come flying in at a pace of 50 and 
  ends up smashing into a building. A Police Patrol can be 
  either a patrol car or a pair of motorcycle cops. 
  Call in the SWAT team 
  There are two SWAT units for the Cops to use. SWAT 
  consists of one van and one chopper with a 4 man SWAT 
  unit in each. The first one enters on the round after shots 
  are fired and the second enters on round following. The 
  Cops can decide in which order the Van and Chopper 
  enter. These two units are irreplaceable and if destroyed 
  the cops do not get any more. The units may enter on any 
  side of the board. The van must enter on a road whereas 
  the helicopter may enter at any height desired. The 
  helicopter can drop a unit off on top of buildings. Each 
  SWAT vehicle is driven by a generic SWAT member who 
  will not get out of the vehicle unless it is destroyed. If this 
  happens attach the driver to his SWAT unit and arm him 
  with an M4. 
  Security Guard 
  Use the stats for a Police patrolman. The security guard 
  may not fire until he is attacked. If he is dealt a card that is 
  higher than the Robbers he must go On Hold. He will not 
  be much opposition to the Robbers but if they shoot him 
  the Cops will be able to use lethal force as soon as that 
  happens and the SWAT will be called in (see the Take-
  down above). If the Robbers assign one of their figures to 
  cover the security guard he will stay on Hold and not attack 
  until they attempt to attack him at which point he will open 
  fire. The Robbers can also attempt to subdue him with the 
  butts of their guns which do Str+d4 damage. However, if 
  the security guard successfully interrupts the robbers and 
  opens fire then the Cops outside will hear shots fired and 
  can open up. 
  End Game 
  The A-Team leader of the Robbers rolls a d10 after the 6th 
  turn (each turn is one countdown from the Ace to the 
  Deuce). On a 10, the battle is over. On the next turn, the 
  game ends on a roll of 9 or 10, and so on. A roll of 1 
  means the battle continues for another turn regardless of 
  the current count.  
  Setting rules 
  Drawing a Weapon 
  Drawing a Weapon does not incur a -2 Multi-Action 
  penalty. This includes grenades. 
  Doors 
  It costs 2 points of Pace to open or close a door of any kind 
  including a car door.  
  Bail Out!! 
  Anyone getting out of a vehicle that has moved this round, 
  even if it has stopped moving by the time that they exit the 
  vehicle takes damage as if they had jumped out of a 
  moving vehicle. 
  Start 'er up 
  It takes a full action to start a car but this action can be 
  combined with a multi-action penalty for the Driving skill if 
  the driver wants to move in the same round. Starting a car 
  does not require a skill roll of any kind unless it needs to be 
  hot-wired. Hot-wiring a car requires a Smarts roll at -2. 
  Grab a Car 
  It is not necessary to keep track of all the parked cars on 
  the city street. If the robbers need to grab another vehicle 
  they can get one on any street with the a random roll of a 
  d6. Once per round either Robber can roll a d6, if the roll 
  comes up a 1, there are no cars available. If the dice roll 
  comes up a 6 it is a mini-van or SUV large enough to fit the 
  whole team and any other roll is a sedan that only seats 4. 
  Sedans and SUVs must be hot-wired. This is not an 
  attribute roll and bennies cannot be spent to re-roll it. The 
  vehicle is adjacent to one of the Robber figures. 
  If the robbers steal a cop car of any kind it can carry up to 
  4 bags of cash. If they steal the SWAT van or chopper it 
  can carry as many bags as they can carry to it.  
  Cover 
  Most streets will have cover available in the form of parked 
  cars, park benches, bus stops, garbage cans and other 
  urban accoutrements. Anyone looking for cover can specify 
  half cover from any one direction if they do not move this 
  round and it seems reasonable.  
  Marksman 
  The bonus from Marksman applies if the shooter is a 
  passenger in a vehicle and has not personally moved in 
  this round even if the vehicle itself has moved. Getting up 
  from the ground or opening a door counts as movement. 
  Armor 
  Everyone except the SWAT team has incomplete armor. 
  That means that called shots to the heads and arms will 
  avoid armor against both Cops and Robbers, but not 
  SWAT. 
  Road Block 
  If a car is parked in the road it requires a driving check to 
  get around it. If two cars are parked across the road nose 
  to nose a car trying to drive around them must do so at a -2 
  Driving roll. 
                         
   
  Ron & Veronica Blessing’s podcast that often covers 
  Savage Worlds with fantastic interviews and insight. 
  Check it out at http://www.thegamesthething.com 
  
   
  Shark Bytes, Vol. 4, No. 3  
  9
  Team A(4) 
  This team's responsibility is to secure the interior of the 
  bank and get the money into the cars. 
  Team Lead A(WC) 
  This is the guy who came up with the plan and he's the one 
  leading the show. 
  Attributes: Agility d8, Smarts d8, Spirit d10, Strength d8, 
  Vigor d6 
  Skills: Driving d6, Fighting d8, Knowledge: Battle d10, 
  Shooting d12, Swimming d6, Throwing d8 
  Pace: 6; Parry: 6; Toughness: 5 (7/9 vs. Bullets) 
  Edges: Command, Dodge, Level Headed, Marksman. 
  Gear: Body Armor, M9(12/24/48; ROF1; 2d6; AP1), 
  M4(20/40/80; ROF3; 2d8; AP2; 3RB)  
  Ammo: Very High 
  Veterans (3) 
  This group of hard nosed criminals are veterans of combat 
  with a very loose moral code. One of these men is a 
  Combat medic. 
  Attributes: Agility d6, Smarts d8, Spirit d10, Strength d6, 
  Vigor d6  
  Skills: Driving d6, Fighting d10, Shooting d10, Swimming 
  d6, Throwing d10   
  Pace: 6; Parry: 7; Toughness: 5 (7/9 vs. Bullets) 
  Edges: Dodge, Marksman.  
  Gear: All: Body Armor, M9(12/24/48; ROF1; 2d6; AP1), 
  M4(20/40/80; ROF3; 2d8; AP2; 3RB)  
  Ammo: Very High 
  Stolen Sedan  
  It takes an action to hot-wire a car. There might be some 
  Credence in the deck, but nothing else of value. 
  Acc/Top Speed: 20/40; Toughness: 11 (3); Crew: 1+3; 
  Notes: Can only fit 4 bags of money inside, must be stolen 
  off the street during the mission 
   
  Team B (4) 
  Team B is in charge of securing the outside of the bank 
  and making sure the get-away vehicle is kept safe, with a 
  clear line of escape.  
  Team Lead B(WC) 
  This guy is brother in arms to Team Lead A. He will not 
  leave his buddies unless things go very badly. 
  Attributes: Agility d8, Smarts d8, Spirit d10, Strength d8, 
  Vigor d6 
  Skills: Driving d6, Fighting d8, Knowledge: Battle d10, 
  Shooting d12, Swimming d6, Throwing d8 
  Pace: 6; Parry: 6; Toughness: 5 (7/9 vs. Bullets) 
  Edges: Command, Dodge, Marksman, Quick. 
  Gear: Body Armor, M9(12/24/48; ROF1; 2d6; AP1), 
  M4(20/40/80; ROF3; 2d8; AP2; 3RB)  
  Ammo: Very High 
  Veterans (3) 
  This group of hard nosed criminals are veterans of combat 
  with a very loose moral code. One of these men is a 
  Combat medic. 
  Attributes: Agility d6, Smarts d8, Spirit d10, Strength d6, 
  Vigor d6  
  Skills: Driving d6, Fighting d10, Shooting d10, Swimming 
  d6, Throwing d10   
  Pace: 6; Parry: 7; Toughness: 5 (7/9 vs. Bullets) 
  Edges: Dodge, Marksman.  
  Gear: All: Body Armor, M9(12/24/48; ROF1; 2d6; AP1), 
  M4(20/40/80; ROF3; 2d8; AP2; 3RB)  
  Ammo: Very High  
  Get Away Vehicle 
  This large SUV has ample seating for 8 large men and as 
  many bags of money as they can load into it.  
  Acc/Top Speed: 20/40; Toughness: 14 (3); Crew: 1+7; 
  Notes: Airbags; Unlimited cargo capacity; Four Wheel 
  Drive. 
  
   
  Shark Bytes, Vol. 4, No. 3  
  10
  Unmarked Patrol Car Unit #1 (2) 
  Police Lieutenant (WC) 
  This combat veteran came home from the war and took a 
  job in his home town. It has been a long time since he 
  heard shots fired in anger let alone from military weapons. 
  As a warrior who was never wounded in battle he is not 
  foolish enough to simply run face first into gunfire. He will 
  wait for back up to arrive and attempt to set up road blocks 
  to prevent the robbers from escaping.  
  Attributes: Agility d6, Smarts d8, Spirit d8, Strength d6, 
  Vigor d6 
  Skills: Driving d10, Fighting d8, Knowledge: Battle d6, 
  Shooting d10, Swimming d6, Throwing d6 
  Pace: 6; Parry: 6; Toughness: 5 (7/9 vs. bullets) 
  Edges: Command, Dodge, Marksman 
  Gear: Body Armor, Desert Eagle (15/30/60; ROF1; 2d8; 
  AP2)  
  Ammo: High 
   
  Lieutenant's Partner 
  This guy is a grizzled old police veteran who is only 2 
  months away from retiring. He has a wife, two kids in 
  college and a boat he's been fixing up parked in his 
  driveway.  
  Attributes: Agility d6, Smarts d6, Spirit d8, Strength d6, 
  Vigor d6 
  Skills: Driving d8, Fighting d8, Shooting d8, Swimming d6, 
  Throwing d6 
  Pace: 6; Parry: 6; Toughness: 5 (7/9 vs. bullets) 
  Edges: Dodge. 
  Gear: Body Armor, M9(12/24/48; ROF1; 2d6; AP1), M870 
  Shotgun(12/24/48; ROF1; 1-3d6)  
  Ammo: Low 
  Unmarked Squad Car (1) 
  These drab colored unmarked Police cars are sometimes 
  called Undercover cars. They usually contain a shotgun for 
  extra firepower. They also tend to lose hubcaps every time 
  they skid around a corner. 
  Acc/Top Speed: 20/50; Toughness: 12(3); Crew: 1+4 
  Notes: Airbags, detachable dashboard siren 
  Unmarked Patrol Car Unit #2 (2) 
  Police Lieutenant (WC) 
  This combat veteran came home from the war with a bullet 
  in his leg. He knows how it feels to get shot, and he's going 
  to do his best to make sure it's only bad guys who take a 
  bullet today. 
  Attributes: Agility d6, Smarts d8, Spirit d8, Strength d6, 
  Vigor d6 
  Skills: Driving d10, Fighting d8, Knowledge: Battle d6, 
  Shooting d10, Swimming d6, Throwing d6 
  Pace: 6; Parry: 6; Toughness: 5 (7/9 vs. bullets) 
  Edges: Command, Dodge, Marksman. 
  Gear: Body Armor, Desert Eagle (15/30/60; ROF1; 2d8; 
  AP 2) 
  Ammo: High 
  Lieutenant's Partner 
  This plucky female has worked her way up through the 
  ranks and wont take flak from any pigheaded males who 
  think she should stick to woman's work. 
  Attributes: Agility d6, Smarts d6, Spirit d8, Strength d6, 
  Vigor d6 
  Skills: Driving d8, Fighting d8, Shooting d8, Swimming d6, 
  Throwing d6 
  Pace: 6; Parry: 6; Toughness: 5 (7/9 vs. bullets) 
  Edges: Dodge. 
  Gear: Body Armor, M9(12/24/48; ROF1; 2d6; AP1), M870 
  Shotgun(12/24/48; ROF1;1-3d6)  
  Ammo: Low 
  Unmarked Squad Car (1) 
  These drab colored unmarked Police cars are sometimes 
  called Undercover cars. They usually contain a shotgun for 
  extra firepower. They also tend to lose hubcaps every time 
  they skid around a corner. 
  Acc/Top Speed: 20/50; Toughness: 12(3); Crew: 1+4 
  Notes: Airbags, detachable dashboard siren 
  Police Patrol (2) 
  Police Officers(2) 
  The average police officer while not exactly an expert 
  marksman has spent more than a few hours on the 
  shooting range. Give him a baton and a belligerent drunk 
  to apprehend though and watch him shine. 
  Attributes: Agility d6, Smarts d6, Spirit d8, Strength d6, 
  Vigor d6 
  Skills: Driving d8, Fighting d8, Shooting d6, Swimming d6, 
  Throwing d6 
  Pace: 6; Parry: 6; Toughness: 5 (7/9 vs. bullets) 
  Edges: Dodge. 
  Gear: Body Armor, M9(12/24/48; ROF1; 2d6; AP1) x2, 
  M870 shotgun M870(12/24/48; ROF1; 1-3d6), Baton 
  (Str+d4, Parry +1) 
  Ammo: Low 
  Squad Car (1) 
  Police cars are the principal method of transportation for 
  Police, and usually contain a shotgun for extra firepower. 
  Acc/Top Speed: 20/50; Toughness: 12(3); Crew: 1+4 
  Notes: Airbags 
  Patrol Bike (1) 
  Patrol Bikes are used to follow suspects into tight areas 
  and are useful as high speed interceptors . 
  Acc/Top Speed: 20/56; Toughness: 8(2); Crew: 1 
  
   
  Shark Bytes, Vol. 4, No. 3  
  11
  SWAT Team (4) 
  The Springfield Police department has a well trained group 
  of officers on call for the Special Weapons and Tactics 
  team. These are highly trained to deal with any terrorist or 
  criminal threats. 
   
  SWAT Sniper (WC) 
  SWAT Snipers provide cover for entry teams from nearby 
  positions in helicopters or on rooftops.  
  Attributes: Agility d8, Smarts d8, Spirit d8, Strength d6, 
  Vigor d8 
  Skills: Driving d8, Fighting d8, Shooting d10, Swimming 
  d6, Throwing d8 
  Pace: 6; Parry: 6; Toughness: 6 (8/10 vs. bullets) 
  Edges: Dodge, Marksman. 
  Gear: Gas Mask, 2 Flashbang Grenades, M9(12/24/48; 
  ROF1; 2d6; AP1), L96A1(40/80/160; ROF1; 2d8+1; AP2, 
  Scope)  
  Ammo: High 
  SWAT Member 
  Attributes: Agility d8, Smarts d8, Spirit d8, Strength d6, 
  Vigor d8 
  Skills: Driving d8, Fighting d8, Shooting d8, Swimming d6, 
  Throwing d8 
  Pace: 6; Parry: 6; Toughness: 6 (8/10 vs. bullets) 
  Edges: Dodge, Marksman. 
  Gear: All: Body Armor, Gas Mask x3, 2 Flashbang 
  Grenades, M9(12/24/48; ROF1; 2d6; AP1), M4(20/40/80; 
  ROF3; 2d8; AP2; 3RB) x3; M79(24/48/96; ROF1)x1 with 
  Tear Gas Grenades, 
  Pepper Spray, Baton (Str+d4, Parry +1), Riot Shield x1 
  Ammo: High  
  Tear Gas Grenades 5/10/20 
  Anyone underneath the LBT not wearing a Gas Mask must 
  make a Vigor check at -2 or become shaken. Models 
  equipped with Gas Masks are immune to Tear Gas. 
  Pepper Spray 2/4/8 
  It is fired as normal with a range of. Anyone hit must make 
  a Vigor check at -2 or become Shaken.  
  Flashbang Grenades 5/10/20 
  Anyone caught under the LBT that is in line of sight must 
  make an Agility check at -2 or become Shaken for 1d6 
  rounds. 
  SWAT Van (1) 
  This SWAT Van is a large sport utility vehicle with SWAT 
  written in bright yellow letters on its side  
  Acc/Top Speed: 20/40; Toughness: 14(3); Crew: 1+7 
  Notes: Airbags, lots of ammo 
  Huey, Unarmed (1)  
  Acc/Top 
  Speed: 
  15/48; 
  Climb: 
  15; 
  Toughness: 
  14(2);Crew: 4+12 
  Notes: Spotlight 
  
   
  Shark Bytes, Vol. 4, No. 3  
  12
  Cops and Robbers: Freak Accidents 
  Freak events are bizarre occurrences that can never be 
  planned on. Roll 1d20 on the table below. Unless stated 
  otherwise the effect ends when the next Joker is drawn. 
  1) Rain Storm: A sudden storm rolls in. Rain begins to 
  pour and visibility is limited to 12”. All attack and driving 
  rolls are at -1.  
  2) Fire!: Fire breaks out on the board! Roll randomly 
  among the buildings. The entire building catches fire this 
  round and causes 2d6 damage to everything within. The 
  fire continues for the rest of the game— unless a storm 
  comes, which quenches it immediately. At the beginning of 
  each turn thereafter, roll 1d6 for each flammable structure 
  within 4” (adjacent buildings, parked vehicles, etc.). On a 6, 
  that structure catches fire as well. Check to see if these 
  new fires spread in the following rounds. 
  3) Blood Ties: One of the Wild Cards on the other side is 
  related or has some other special bond with one of your 
  heroes (a Wild Card of your choice). For the rest of the 
  battle, these two won’t attack each other directly unless 
  there are no other targets on the board. 
  4) Death of a Hero: The next time one of your Wild Cards 
  dies, his noble sacrifice triggers new resolve in his 
  companions— or bone-chilling dread. When your next Wild 
  Card is Incapacitated, roll a die. Odd, the rest of your force 
  is inspired by his legacy and adds +1 to all their rolls until 
  another of your Wild Cards is killed. If the result is even, 
  your force is filled with dread. They subtract -1 from all their 
  rolls for the rest of the game until an enemy Wild Card is 
  slain. 
  5) Fickle Fate: Fate favors the underdog. The side with the 
  fewest bennies draws until it has the same number as their 
  foe. Place these in the common pool.  
  6) Back from the Dead: One of your dead was just 
  knocked unconscious. He returns in the spot where he fell. 
  If this is a Wild Card, he returns with but a single wound. 
  7) Blazing Heat: The weather heats up and all troops 
  become tired or bogged down. Reduce their running rolls 
  by half for the rest of the game. 
  8) Battle Tested: Any one of your units improves any one 
  skill or attribute a die type immediately. 
  9) The Fog: Dense fog, mist, or smoke rolls or drifts over 
  the battlefield. Place two connected Large Burst Templates 
  at the center of one randomly determined board edge. The 
  fog drifts 2d6” each round in a random direction (roll a d12 
  and read it like a clock facing). The fog 'bounces' if it hits 
  an edge in a random direction (so that it never leaves the 
  field.). 
  10) Reinforcements: A much needed unit arrives on the 
  field of battle! Place these troops in your deployment area. 
  They act on the Joker this round and are dealt in normally 
  hereafter. For the Robbers this is a group of 4 Veterans. 
  For the Cops this is another SWAT van with the typical 
  SWAT team inside. 
  11) Double Damage: Someone is gonna get a hurtin! One 
  of the figures in a unit does double damage on their next 
  attack. The figure which does the damage can be chosen 
  after attack rolls are made so that if they miss another 
  figure can be chosen. If you get to your last figure and all of 
  them missed, you suck. 
  12) Civilians: A group of 1d6 civilians has wandered into 
  the battle. They enter the table from a random edge, 
  attempting to cross to the opposite side. Cops may not 
  harm the civilians, but Robbers may use them as cover.  
  Civilians 
  Attributes: Agility d6, Smarts: d6, Spirit d6, Strength d6, 
  Vigor d6 
  Skills: None 
  Pace: 6; Parry: 2; Toughness: 5 
  Notes: If a Prisoner is killed, the player who did so loses 
  one Victory Point. 
  13) Oh Man, I Don't Feel so Good: Fast food and bad 
  nerves are never a good combination. One of your units 
  has a case of the trots or worse. All their rolls are at -2 and 
  they give off a very foul odor until the next Joker is dealt. 
  14) Informant: You’ve gained some critical intel on your 
  opponent’s plans. You may choose to disallow your 
  opponent from using bennies on a single roll.  
  15) Dust Storm: A vicious dust storm has engulfed 
  Springfield, tearing at the combatants as well as making 
  driving and target acquisition extremely difficult. All rolls to 
  hit are at -2, and targets aren’t visible beyond 10”. In 
  addition, all models suffer a -2 penalty on all rolls due to 
  the effort of moving through the storm.  
  16) Don't Shoot! I wanna talk!!: Your side has negotiated 
  a temporary cease fire for an entire round. No attacks may 
  be made by either side until after this unit’s next turn.  
  17) Combat Fatigue: Choose one enemy unit. That unit is 
  suffering from the stress of combat and is now at -2 on all 
  Morale checks. 
  18) In God We Trust: All that praying must have worked! 
  The unit gains a free benny. 
  19) Tornado: A swirling tornado has covered the 
  battlefield. All rolls to hit are at -2, and targets aren’t visible 
  beyond 10”. All movement (except indoors) counts as 
  Difficult Ground for all infantry and Vehicles. Infantry suffer 
  a -1 modifier to all rolls (including running dice) due to the 
  effort of moving through the storm. 
  20) Thousand Yard Stare: One of your units has become 
  completely acclimatized to warfare, and is immune to 
  Morale Checks for the rest of the battle. 
  
   
  Shark Bytes, Vol. 4, No. 3  
  13
  GET LEON!  
  by A. Coleman 
  Photos courtesy www.backofbeyond.de 
  From Wikipedia:  On May 24, 1940, Trotsky survived a raid 
  on his home by Stalinist assassins led by GPU agent Iosif 
  Grigulevich, Mexican painter and Stalinist David Alfaro 
  Siqueiros, and Vittorio Vidale. 
  Mexico 
  City-May 
  23rd, 1940. Comrade 
  Grigulevich couldn’t 
  believe 
  his 
  ears. 
  Maybe it was the 
  tequila talking (what 
  he wouldn’t give for 
  some vodka from the 
  Motherland 
  right 
  now), but he could 
  have sworn that he 
  had 
  just 
  heard 
  Comrad 
  Siquerios 
  propose 
  that 
  they 
  assassinate 
  Leon 
  Trotsky. Grigulevich 
  put his drink down 
  and leaned in to hear the conversation that Siquerios was 
  having Comrade Vitale.  
  “I’m telling you, word on the street is that Trotsky has a 
  new girlfriend, and the old girlfriend is not happy. In fact, 
  she may be unhappy enough to show us the secret way 
  into his compound.” slurred the painter. 
  This was news to the Russian. He had long been seeking 
  the location of the rumored secret tunnel into the traitor’s 
  compound. An idea slowly began to take shape in his 
  head….. He just hoped he could bring it to fruition before 
  the Mexican police found out. 
  The Board 
  The board can be any sort of Mexican village or city set up 
  on a 6 X 4 table. There may be a herd of cattle corralled 
  somewhere in the town. A main street runs through the 
  middle to the Trotsky compound on one end. The 
  compound may be entered by one of three ways: 
  1) The secret tunnel. It takes two full turns to get 
  through the tunnel and into the compound. 
  2) Over the wall. This requires a successful climbing 
  roll. The top of the wall is made of shredded glass. 
  All figures going over the wall take 1d6 damage. 
  3) Through the front gate. The gate may either be 
  rammed by driving a large truck into it, or blowing it 
  open with explosives. 
  Each Communist faction is allowed to place three “chance” 
  tokens on the table. These represent a variety of good and 
  bad things. Use a separate deck of Ace through 9 to 
  represent these events. When a figure is touching a token, 
  they are allowed to draw one card from the deck per token. 
  The following events result from activating a token: 
  1) Mexican policeman armed with rifle. 
  2) Mexican policeman armed with pistol. 
  3) Mexican policeman armed with SMG. 
  4) A case of tequila suitable for Molotov cocktails (or 
  blowing up the gate) 
  5) A truck, with the keys in it. 
  6) Natasha, Leon’s ex-girlfriend (Knows the tunnel 
  exit). 
  7) Nothing.  
  8) Nothing. 
  9) Nothing. 
  The Compound 
  Trotsky is heavily guarded. The 
  walls should be high enough to 
  prevent anyone that is standing on 
  the ground from being able to see 
  in or out. There should also be at 
  least two buildings, a barracks and 
  the residence. The residence is at 
  least two stories high, and the 
  second story should be higher than 
  the fence. This allows Trotsky to 
  post a rooftop sniper. The tunnel 
  exit should be closer to the residence than it is to the 
  barracks. 
  The Assassins 
  Iosif Grigulevich, armed with a pistol, and four Soviets 
  armed with rifles 
  Vittorio Vidale., armed with a pistol, and four Italian 
  Communists armed with a variety of SMG’s and rifles. 
  Mexican painter and Stalinist David Alfaro Siqueiros, 
  armed with a pistol, and four Mexicans, all armed with 
  pistols. 
  NOTE: The Mexicans purposely start more lightly armed 
  than the other groups. Hopefully this will be offset during 
  the game by the Mexican police as:  
  1) They do not like foreigners and will attack the Italians 
  and the Soviets and 
  2) Siqueiros has many relatives in the Mexican police 
  department. If he or his group encounter a Mexican 
  policeman, the policeman will not attack and will join 
  the group if Siqueiros passes a Persuasion roll (use 
  Intimidation).  
  The Showdown! Sheets 
  The sheets on the following pages are designed to be cut 
  in half and handed out to each player 
  
   
  Shark Bytes, Vol. 4, No. 3  
  14
   
  The Red Guard (8) 
  Leon (WC) 
  Agility 
  D6 
  Agility 
  D4 
  Smarts 
  D6 
  Smarts 
  D4 
  Spirit 
  D6 
  Spirit 
  D4 
  Strength 
  D6 
  Strength 
  D4 
  Vigor 
  D6 
  Vigor 
  D4 
  Fighting 
  D6 
  Fighting 
  D4 
  Guts 
  D6 
  Guts 
  D4 
  Climbing 
  D6 
  Climbing 
  D4 
  Intimidation 
  D4 
  Intimidation 
  D4 
  Notice 
  D4 
  Notice 
  D4 
  Shooting 
  D6 
  Shooting 
  D4 
  Stealth 
  D4 
  Stealth 
  D4 
  Parry 
  5 
  Parry 
  3 
  Driving 
  D4 
  Driving 
  D4 
  Throwing 
  D6 
  Throwing 
  D4 
  Toughness 
  4 
  Toughness 
  5 
  Rock n Roll +1 
  Rifles,Knives 
    
    
    
    
    
  WeaponStats 
  ROF 
  Range 
  Damage 
  Rifles 
  1 
  24/48/96 
  2D8 
  Pistol 
  1 
  12/24/48 
  2D6 
  Knife 
  1 
  Strength +1 
  Lewis Gun 
  6 
  12/24/48 
  2D6+2 
    
    
    
    
    
  Potential Weapons  
  Grenade 
  5/10/20 
  3D6‐2 
  Sword 
  1 
  Strength +3 
  SMG 
  3 
  12/24/48 
  2D6 
   
  8 soldiers as follows: 
  1) One rooftop sniper. 
  2) Two guards at the gate. 
  3) Four “off duty” in the barracks. 
  4) One on random patrol in the compound. 
   
  Wang Chung (WC) 
  Lucinda(WC) 
  Agility 
  D8 
  Agility 
  D8 
  Smarts 
  D6 
  Smarts 
  D6 
  Spirit 
  D10 
  Spirit 
  D8 
  Strength 
  D10 
  Strength 
  D8 
  Vigor 
  D8 
  Vigor 
  D8 
  Fighting 
  D10 
  Fighting 
  D8 
  Guts 
  D8 
  Guts 
  D6 
  Climbing 
  D4 
  Climbing 
  D6 
  Intimidation 
  D10 
  Intimidation 
  D6 
  Notice 
  D6 
  Notice 
  D4 
  Shooting 
  D4 
  Shooting 
  D8 
  Stealth 
  D6 
  Stealth 
  D4 
  Parry 
  9 
  Parry 
  5 
  Driving 
  D4 
  Driving 
  D4 
  Throwing 
  D6 
  Throwing 
  D6 
  Toughness 
  7 
  Toughness 
  6 
  Rock n Roll +1 
  Rifle 
  Sword 
   
   
   
     
   
  The new American girlfriend 
   
   
   
   
   
  Trotsky 
   
  The Trotsky Compound 
  
   
  Shark Bytes, Vol. 4, No. 3  
  15
  The Soviets 
  You need to show these New World Communists how it’s done! 
   
  Soldiers (4) 
    
  Iosif (WC) 
    
    
    
    
    
    
    
  Agility 
  D8 
  Agility 
  D8 
    
  Smarts 
  D6 
  Smarts 
  D8 
    
  Spirit 
  D8 
  Spirit 
  D8 
    
  Strength 
  D8 
  Strength 
  D8 
    
  Vigor 
  D8 
  Vigor 
  D8 
    
  Fighting 
  D8 
  Fighting 
  D8 
    
  Guts 
  D6 
  Guts 
  D8 
    
  Climbing 
  D6 
  Climbing 
  D6 
    
  Intimidation 
  D6 
  Intimidation 
  D8 
    
  Notice 
  D4 
  Notice 
  D8 
    
  Shooting 
  D6 
  Shooting 
  D8 
    
  Stealth 
  D4 
  Stealth 
  D6 
    
  Parry 
  5 
  Parry 
  6 
    
  Driving 
  D4 
  Driving 
  D6 
    
  Throwing 
  D6 
  Throwing 
  D6 
    
  Toughness 
  6 
  Toughness 
  D6 
    
  Autofire Penalty 
    
  Rock 'n' Roll (+2) 
    
    
  Rifles, Knives 
    
  Pistol, knife 
    
    
    
    
    
    
    
  WeaponStats 
  ROF 
  Range 
  Damage 
    
    
    
    
    
  Rifles 
  1 
  24/48/96 
  2D8 
    
  Pistol 
  1 
  12/24/48 
  2D6 
    
  Knife 
  1 
    
  Strength +1 
    
    
    
    
    
  Potential Weapons  
    
    
    
  Grenade 
    
  5/10/20 
  3D6‐2 
    
  Sword 
    
  1 
  Strength +3 
  Lewis Gun 
  6 
  12/24/48 
  2D6+2 
    
  SMG 
  3 
  12/24/48 
  2D6 
    
   
  The Italians 
  Vidale is a former Mobster, now a committed communist,  
  but still has Mafia friends 
   
  Goons (4) 
    
  Vittorio  
  Vidale (WC) 
    
    
    
    
    
    
    
  Agility 
  D8 
  Agility 
  D8 
    
  Smarts 
  D6 
  Smarts 
  D8 
    
  Spirit 
  D8 
  Spirit 
  D8 
    
  Strength 
  D8 
  Strength 
  D8 
    
  Vigor 
  D8 
  Vigor 
  D8 
    
  Fighting 
  D8 
  Fighting 
  D8 
    
  Guts 
  D6 
  Guts 
  D8 
    
  Climbing 
  D6 
  Climbing 
  D6 
    
  Intimidation 
  D6 
  Intimidation 
  D8 
    
  Notice 
  D4 
  Notice 
  D8 
    
  Shooting 
  D6 
  Shooting 
  D8 
    
  Stealth 
  D4 
  Stealth 
  D6 
    
  Parry 
  5 
  Parry 
  6 
    
  Driving 
  D4 
  Driving 
  D6 
    
  Throwing 
  D6 
  Throwing 
  D6 
    
  Toughness 
  6 
  Toughness 
  D6 
    
  Autofire Penalty 
    
  Rock 'n' Roll (+2) 
    
    
  SMGS, Knives 
    
  Pistol, knife 
    
    
    
    
    
    
    
    
    
    
    
    
  WeaponStats 
  ROF 
  Range 
  Damage 
    
    
    
    
  SMG 
  3 
  12/24/48 
  2D6 
  Pistol 
  1 
  12/24/48 
  2D6 
  Knife 
  1 
    
  Strength +1 
    
    
    
    
    
  Potential Weapons  
    
    
    
  Grenade 
    
  5/10/20 
  3D6‐2 
  Sword 
    
  1 
  Strength +3 
  Lewis Gun 
  6 
  12/24/48 
  2D6+2 
  Rifles 
  1 
  24/48/96 
  2D8 
   
  
   
  Shark Bytes, Vol. 4, No. 3  
  16
  The Mexicans 
  Related to many members of the Mexican police force,  
  you would not be surprised to find one of your cousins  
  on patrol tonight! 
   
  Mexican Painters (4) 
    
  David Alfaro 
  Siqueiros (WC) 
    
    
    
    
    
    
    
  Agility 
  D8 
  Agility 
  D8 
    
  Smarts 
  D6 
  Smarts 
  D8 
    
  Spirit 
  D8 
  Spirit 
  D8 
    
  Strength 
  D8 
  Strength 
  D8 
    
  Vigor 
  D8 
  Vigor 
  D8 
    
  Fighting 
  D8 
  Fighting 
  D8 
    
  Guts 
  D6 
  Guts 
  D8 
    
  Climbing 
  D6 
  Climbing 
  D6 
    
  Intimidation 
  D6 
  Intimidation 
  D8 
    
  Notice 
  D4 
  Notice 
  D8 
    
  Shooting 
  D6 
  Shooting 
  D8 
    
  Stealth 
  D4 
  Stealth 
  D6 
    
  Parry 
  5 
  Parry 
  6 
    
  Driving 
  D4 
  Driving 
  D6 
    
  Throwing 
  D6 
  Throwing 
  D6 
    
  Toughness 
  6 
  Toughness 
  D6 
    
  Autofire Penalty 
    
  Rock 'n' Roll (+2) 
    
    
  Pistols, Knives 
    
  Pistol, knife 
    
    
    
    
    
    
    
    
    
    
    
    
  WeaponStats 
  ROF 
  Range 
  Damage 
    
    
    
    
    
  Pistol 
  1 
  12/24/48 
  2D6 
    
  Knife 
  1 
    
  Strength +1 
    
    
    
    
    
  Potential Weapons  
    
    
    
    
  Grenade 
    
  5/10/20 
  3D6‐2 
    
  Sword 
    
  1 
  Strength +3 
  SMG 
  3 
  12/24/48 
  2D6 
    
  Lewis Gun 
  6 
  12/24/48 
  2D6+2 
    
  Rifles 
  1 
  24/48/96 
  2D8 
    
   
   
  Extra Armies 
   
  If the GM needs additional factions, here are a couple of 
  suggestions. For each extra army, use the equivalent of 4 
  Soviet Soldiers and give them a WC equal to Iosef. 
   
   
  The United States Marine Corps 
  Enforcing the Monroe Doctrine since 1823!  
    
   
   
  The Nazis 
  NAZI’S (every pulp game needs Nazis’ causing trouble) 
   
   
  
   
  Shark Bytes, Vol. 4, No. 3  
  17
  New Recruits 
  Someone just pop in for game night, but you want to get 
  going right away? Need a quick and dirty, colorful 
  character to add some flavor to your setting? New Recruits 
  has got what you’re looking for! 
  The Monster Hunters 
  by Ryan Shelton (MountZionRyan) 
  These 
  characters 
  have 
  very 
  little 
  background 
  or 
  personality—heck, I didn't even give them names. This was 
  done to allow players to more easily customize them.  
  This group of Wild Cards are all members of a band. (It's 
  up to you to decide what kind of music they play). None of 
  them are good enough to make it big, but they get by 
  playing clubs and bars. Besides, paying gigs are really just 
  a cover for their real work, hunting monsters.  
  The Tough (WC) 
  Crackin’ Heads and Kickin’ Asses 
  Attributes: Agility d8, Smarts d4, Spirit d6, Strength d8, 
  Vigor d6 
  Skills: Driving d6, Fighting d8, Guts d8, Intimidation d8, 
  Shooting d6  
  Charisma: +0; Pace: 6; Parry: 6; Toughness: 6 
  Hindrances: Vengeful (major), Stubborn (minor), Big 
  Mouth (minor) 
  Edges: Quick, Brawny 
  Gear: Brass Knuckles (Str+d4), Bat (Str+d6)  
  The Tough’s training at 
  Fontana’s Gym prepared 
  him 
  for 
  the 
  Golden 
  Gloves, 
  but 
  going 
  13 
  rounds in an alley with 
  dead Billy Wilkins was 
  nothing like the sparring in 
  a ring.  
  Advance Path: 
  5 Sweep (Unarmed Warrior from Modern Martial Arts 
  Revised or Martial Artist from Deadlands: Reloaded.) 
  10 Spirit to d8 
  15 Two Fisted 
  20 Strength to d10  
  Private Dick (WC) 
  One more thing, where were you when Billy Wilkins died? 
  Attributes: Agility d6, Smarts d8, Spirit d8, Strength d6, 
  Vigor d4 
  Skills: Fighting d4, Investigation d8, Notice d8, Persuasion 
  d8, Shooting d6, Streetwise d8 
  Charisma: +2; Pace: 5 (d4 running die); Parry: 4; 
  Toughness: 5 
  Hindrances: Curious (Major), Loyal (minor), Obese 
  (minor) 
  Edges: Charismatic, Investigator 
  Gear: Snub-nose revolver (2d6), fedora, notepad  
  Private Dick has seen some strange things lately. With his 
  bandmates backing him, may be he’ll get to some answers.  
  Advance Path 
  5 Connections 
  10 Vigor to d6 
  15 Arcane Resistance (with GM approval) 
  20 Level-headed  
  The Psychic (WC) 
  I sense something…wicked! 
   
  Attributes: Agility d6, Smarts d10, Spirit d6, Strength d4, 
  Vigor d6 
  Skills: Fighting d4, Guts d6, Notice d8, Psionics d10, 
  Repair d6, Taunt d8 
  Charisma: -3; Pace: 6; Parry: 4; Toughness: 5 
  Hindrances: Habit (Major), Phobia: fish (minor), Ugly 
  (minor) 
  Edges: Arcane Background (Psionics), Alertness 
  Gear: Bottle of pain pills, tool kit  
  Power Points: 10 
  Powers: Boost/Lower Trait, (crackling electricity), Bolt 
  (blasts of translucent energy), Elemental Manipulation: 
  Water.  
  Always a homely kid, The Psychic was bullied as in school. 
  He liked working in his uncle’s garage; engines don’t care 
  what you face looks like. Then something happened and 
  now he can hit the bullies back…with mind bullets.  
  Advance Path 
  5 Power Points (5) 
  10 New Power (Stun) 
  15 Fighting to d6, Notice to d10 
  20 Rapid Recharge  
  
   
  Shark Bytes, Vol. 4, No. 3  
  18
  Doc Zen (WC) 
  Let me patch you up. 
  Attributes: Agility d4, Smarts d6, Spirit d10, Strength d4, 
  Vigor d6 
  Skills: Guts d8, Healing d10, Notice d6, Persuasion d8, 
  Streetwise d4 
  Charisma: +0; Pace: 6; Parry: 2; Toughness: 5 
  Hindrances: 
  Pacifist 
  (major), 
  Quirk 
  (carries 
  on 
  conversations with dog), Bad Eyes (minor) 
  Edges: Beast Bond, Healer, Common Bond 
  Gear: Medical kit (+1 on healing checks) 
  Ally: Large Dog (use stats on pg. 146 of SW:EX)  
  Doc Zen gets a thrill from being in the midst of a fight. He 
  just doesn’t want to be a combatant.  
  Advance Path 
  5 Fighting d4 
  10 Hard to Kill 
  15 Healing to d12 
  20 Combat Reflexes  
  The Shooter (WC) 
  This baby? This was my grand-dad’s. Carried it in 
  Germany. I call her Bertha. 
  Attributes: Agility d8, Smarts d6, Spirit d4, Strength d6, 
  Vigor d6 
  Skills: Driving d6, Fighting d8, Guts d4, Lockpicking d6, 
  Shooting d10, Stealth d6 
  Charisma: +0; Pace: 6; Parry: 5; Toughness: 5 
  Hindrances: Overconfident (major), Loyal (minor), Quirk 
  (minor, always “shooting” at people and things with his 
  thumb and forefinger). 
  Edges: Ambidextrous, Two-Fisted, Trademark Weapon 
  Gear: 2 Colt 1911s (2d6+1, AP 1, semi-auto) one is 
  Bertha, nickel-plated and ivory handled.  
   
  The Shooter loves his guns, especially Bertha. He’s also 
  the sneak in the group, until he opens fire.  
  Advance Path 
  5 Quick Draw 
  10 Spirit to d6 
  15 Shooting to d12 
  20 Marksman  
  Happy Halloween from Reality Blurs! 
  While we have a lot of things in development, I chose to 
  narrow our focus on those products that are either out or are 
  coming out very soon. I apologize in advance if there is some 
  product line or setting you are expected to find more 
  information about. In those instances, I would like to take this 
  opportunity to direct you to our brand new website where my 
  vision is to provide you with more readily available access to 
  setting information and product support. 
  The latest news, as you might know, is our acquisition of 
  Ravaged Earth. It’s been a real pleasure to work with Eric 
  Avedissian and help flesh out his vision and make it a reality. 
  The Ravaged Earth PDF came out on the last day of 
  September, though a lucky handful have the Deluxe Edition 
  books they purchased through our pre-release at Gen Con. 
  Ravaged Earth: The World of High-Powered Pulp comes out 
  in print in November and will be available at your friendly, local 
  game stores or directly through our distributor Studio2.  
  What is Ravaged Earth? Why it’s our take on the aftermath of 
  the War of the Worlds and the impact an alien technology has 
  had on our planet. Already, people have been altered by the 
  Martian metal, Aetherium, and you get to play as one of these 
  special individuals, these Ravaged. I look on it as a pulp 
  playground. You can play a wide variety of campaign style 
  from traditional treasure hunting to Nazi fighting to even, as 
  we reveal in this month’s article and adventure, exploration 
  and pursuit of horror. That’s where the appeal lies in it for me 
  and hopefully for you. All of the traditional pulp tropes are 
  given a rational underpinning and we give you the world to do 
  with as you will. You’ll see seeds of superheroes, hope for the 
  future, and the ever-looming threat of another Martian 
  invasion heralding a second Red War. 
  Already, we’re working on Secrets of Aetherium, a support 
  book for Ravaged Earth that contains a full plot point 
  campaign among other things. What are those other things? 
  Well, you’ll have to wait in see, for now it’s a secret.  
  On the RunePunk front, we will be releasing the long awaited 
  DarkSummer Nights before too much longer. This book is a 
  gazetteer on the city borough of DarkSummer in the district of 
  GreyMesa. There are a slew of NPCs and intrigues within the 
  pages, but to get you started we’ve included a complete 
  adventure that touches upon a number of these elements, so 
  you can begin using DarkSummer right away. What’s more, it 
  has a lot of value to show you how to really drill down to the 
  street level of ScatterPoint and provide it with more detail 
  without allowing the immensity of it all to swallow you whole. 
  Returning to our website for a moment, I’d like to invite you all 
  to give it a once over and again find it a fresh, funny, and 
  informative take on both our product news and developments, 
  as well as my personal insights into the industry. You’ll find 
  more news items than the ones listed hear and late-breaking 
  news and product developments on our other lines, such as 
  Realms of Cthulhu and Iron Dynasty. Until then, go grab 
  Ravaged Earth. If you don’t have RunePunk, grab it too!  
  Regards, 
  Sean Preston 
  
   
  Shark Bytes, Vol. 4, No. 3  
  19
   My last bullet stuns her long enough for me to fall to a 
  knee and grab a broken table leg. This is it. I fail now 
  and I’m Last Call at the blood bar. I try to spout out 
  something snappy but my jaw decides it’s had enough. 
  She starts toward me, fangs bared. I spit a wad of blood 
  in her face and it shakes her enough for me to make my 
  move. I grip the table leg and put everything I’ve got into 
  shoving it into where her black heart should be. I hear a 
  wet crack and her head snaps back as she falls into my 
  arms. She’s so cold, cold skin like that warm night we 
  spent together when she hired me… 
  She walked in my door and I thought Christmas had 
  come early. She was everything an angel should be and 
  all a woman could be. Her pale skin was flawless, her 
  hair like silk. And those lips, her lips were like perfect 
  rose petals. I was still imagining how those lips might 
  taste when she made her play. She wanted to hire me to 
  find out who had killed her brother. I let her know I 
  wasn’t cheap. Money, she said, wasn’t a problem. I took 
  the job and spent the rest of the night “comforting” her in 
  her time of grief. 
  The investigation was as easy as connecting the dots, 
  too easy. I’d been given the job all wrapped up with a 
  pretty red bow, but I wasn’t in the mood for gifts. I 
  smelled something rotten and like a hungry mutt, I 
  started digging for the source. Turns out the dame stood 
  to inherit the family fortune if her brother was to kick the 
  bucket. What was more interesting was the fact that sis’ 
  hadn’t been seen during the day in over a month. I had a 
  bad feeling but brushed it off and followed her here to 
  this slaughter house. Seeing her slurping blood from 
  some poor sap the way I knock back the hooch was all I 
  could take. I stepped out and told her the jig was up (not 
  the brightest idea I’ve ever had). She leapt at me faster 
  than a cheetah and smacked me harder than I’d ever 
  been hit back during my Prize Fightin’ days. This kitten 
  had claws and knew how to use ‘em. She picked me up 
  and threw me across the room like a kid tossing a doll. A 
  table was nice enough to break my fall. Somehow, I 
  managed to hold onto my heater so I squeezed off some 
  shots and staggered to my feet…  
  Her skin is so cold but I feel my own warm when her 
  eyes find mine and she smiles, “I had big plans for you, 
  lover.” I force my jaw to work through the pain, “I prefer 
  my hooch from a bottle.” She lets out a throaty laugh 
  and the weight from her body grows light. Before my 
  eyes she turns to dust. I’ll cash her check in the 
  morning.  
  Hard Boiled is a world of tough guys and gangsters, two-
  bit detectives and crooked cops, hot times and cold 
  dames. Mr. Finch downstairs didn’t die from an animal 
  attack like the papers say. He was a closet necromancer 
  whose attempt to bring his family back from the grave 
  turned sour. The dancers in your favorite strip joint are 
  hungry for more than just your money. Think you can 
  just lay low when the heat is on, just until things cool 
  down? The shadows have eyes, literally.  
  Nothing is ever what it seems. Everyone is out for 
  themselves. Temptation is everywhere. Can you resist? 
  Should you? Characters in Hard Boiled will have tough 
  decisions to make. They’ll be fighting their own vices 
  and personal demons as well as the men and women 
  who stand in their way. Everyone has a price… what’s 
  yours? 
  http://www.arborproductions.com/ 
   
  
SOURCE: textdata/thevault/Savage Worlds/Misc/Shark Bytes/Shark Bytes - Vol 4-3-Players.pdf