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Macho Women with Guns
‘The Second Edition...
Published by: Blacksburg Tactical Research Center
1925 Airy Circle
Richmond, VA 23233
First edition, August 1988
Second edition, May 1989 4 5 6 7 8 9 10 (what do these mean, anyway?)
Credits - Certain individuals may be responsible for this game, but will probably deny it if asked. They include Greg Porter,
‘who might have designed it, and Darrell Midgette, who might be responsible for the artwork. Copyright 1988 by Greg Porter,
but since when has any government agency admitted responsibility for anything? Monster Chow" might be a trademark
belonging to Pi Omicron Delta (POD), the Bthulhu fraternity, and cannot be used without Bthulha's written permission
‘Actually, ou can, but he would get very angry, and you don't want that, do you?Macho Women with Guns
Introduction - The pages of history and adventure
are filled with tales of heroic women who manage to be both
beautiful and deadly competent at the same time, like Red
Sonja, Heinlein's Friday and Charlie’s Angels. And
unfortunately, they have been getting short shrift in RPG's.
All the heroes are men, and all the pictures are big hulking
brutes with swords and sabers and RPG-7's and Minuteman
missiles strapped to their backs. Well, it’s time someone
made a change, and this game is going to make up for all the
neglect of history in one volume. So, you're going to see lots
‘of macho women with guns. What? You thought this was a
serious game? Well, don’t expect to get your money back.
Disclaimer - Hopefully MWWG will amuse, offend
and chastise an equal number of people. Of course, this
‘means at least 3 copies have to be sold, but that's another
matter. While a playable game, it is intended more as satire
and humor. So, if you don’t like it, too bad! Nyahhh!
Character Generation - In MWWG, all players will
take the part of..never mind.
Character Points - All characters start with 70
‘character points. These are used to buy attributes and skills,
and may be split between the two in way way desired. This
total may be increased by taking on character disadvantages
(Keep going, you'l find the section eventually).
Attributes - All characters will have 5 Attributes,
‘Strength, Dexterity, Looks, Macho and Health. These are
on a 3d6 scale, and their cost is as follows.
Attribute Level Cost e Level
8 5 ‘Subnormal
9 2
10 +0 About average
n 2
2 +5 Getting better
B +0
4 +15 Real good
1s #20
16 +30 Hero material
7 +40
1450 Godlike
19+ +10 per Goddessslike
Strength - A measure of the brute physical force
you can deal out. The maximum load you can lft is equal to
your Strength times 10 pounds. Most pieces of equipment
will be rated in Encumbrance points, or Enc, and 1 Enc is 10
pounds. The maximum speed you can nun is affected by how
‘much you carry. Up to 1/4 your Strength (round down) in
Enc is no penalty. Each point of Enc after that is a -1 to
your running speed. Your HTH damage is how much
bruising you can deal out with your fists. Kicks do HTH.
damage using a Strength of two points higher. Using some
sort of weapon may increase this damage, or make it lethal
instead of bruising.
1
Dexterity - How naturally coordinated you are
Most skills are based on Dexterity rolls. Intrigue and
technical skills aren't really needed in MWWG, so there
aren't any 1Q based skills. If you absolutely insist on trying
to play this seriously, base them on Macho,
A character's maximum running speed is based on
Dexterity. Movement is based on 1 yard hexes, and the
‘maximum number of hexes you can move in a one-second
turn is equal to your Dexterity.
Macho - This is how commanding a presence you
have, and how likely you are to eringe when the icky, nasty,
slimy monsters start crawling out of the woodwork at you.
Effective Macho can be increased by a high Looks when
‘used against certain lower lie forms (ie. men).
Looks - Your physical attractiveness to any race, sex
‘or species that could possibly be affected by it. Useful
persuasion tool vs. certain forms of life.
Health - How much punishment you can take
before expiring in a macho pile and becoming Monster
Chow!™, “Damage taken is subtracted from Health. If a
character's Health goes to zero because of lethal attacks,
they are dead. If it goes to zero because of non-lethal
attacks, they are unconscious. If the total of lethal and
non-lethal damage drops the character to zero, they are
unconscious, but not dead until the lethal damage alone
would kill the character. Non-lethal damage is recovered at
1 point in a number of hours equal to the remaining damage
con the character. Lethal damage is recovered in a similar
number of days.
Example - Three points of non-lethal damage would
recover one point in three hours, leaving two points. A
point of this would be recovered in two hours, and last point
‘would be recovered in another hour, for a total of six hours.Macho Women with Guns
Skills - All characters need skills in order to survive.
A skill is a bonus to a roll on a given Attribute, and is listed
as a modifier to the skill, like +1, +2, etc. ‘This amount is
added to the skill, and compared to a roll of 346, referred to
asa skill roll (clever, isn’t it?). If the rol is less than or equal
to the total, the use of the skill is successful. If not, it fils.
Skills cost the following amounts.
Skill level Cost Level
+0 3 Soso
+1 5 OK
2 10 Not bad
3 15 Pretty good
4 20 Expert
5 30 Fantastic
s6andup +10 per
Trying to use a skill that you have not bought at
least a +0 level in means use the appropriate attribute, but
take a -3 to all use of the skill. The basic skill ist follows.
2
Shoot little guns(Dex-based) - Like "Shoot big
guns", but for little guns.
‘Throw things(Dex-based) - This skill lets you throw
objects in combat, like knives, grenades, satchel charges and
small children.
Hit things (Dex-based) - This is the ability to swing
your fists and feet to cause serious injury to anything that
happens to be in the way.
Hit things with other things(Dex-based) - This is
the skill used if you want to use a sword, knife, two-by-four
or baseball bat to hit something with.
Cayort about(Dex-based) - This skill will increase
your effective Dexterity for purposes of dodging attacks, but
half (round up) of your effective Dexterity is also a reduction
to your chance to hit on any turn that you dodge, so be
careful.
Run in high heels(Dex-based) - Wearing high heels
is an automatic +2 to Looks, but any attempt to move at
more than 2 hexes per turn requires a Dexterity roll. This
skill is an addition to Dexterity for this purpose. Modifiers
to skill use are below.
Moving more than 5 hexes a
Moving more than 10 hexes 2
Poor terrain (gratings, etc.) 3
Shoot big guns(Dex-based) - This skill is the ability
to accurately fire big guns, and to look good while carrying
them,
Seduce creature(Looks-based) - A successful use of
this skill will allow one favor from any susceptible creature,
the magnitude of which depends on how much the roll is
made by.
Roll made by Favor
zero Very small
12 ‘Smalt
a4 Medium
56 Big
18 Really big
% Incredible
‘Modifiers to chance of success are as follows.Modifier ‘Amount
Not enough time 3
Adequate time +0
More than enough time 3
No face-to-face contact (in any sense) 3
Bad soliloquy a
This skill may be used in combat against any
creature that is affected by Looks, with a -3 modifier for
inadequate time. The critter moves a number of hexes
further away equal to the amount the roll is made by (or
closer, if that is the desired effect). Failed rolls have
opposite effects.
Drive Things(Dex-based) - This skill lets you
operate any vehicle or animal that moves on the ground ot
water. See Expansion #1, Renegade Nuns on Wheels.
Fly Things(Dex-based) - This skill lets you operate
any flying vehicle or creature. See Expansion #2, Bat-
‘Winged Bimbos from Hell.
Do technical stuff(Macho-based) - This skill lets
you operate such complex technological devices as radios,
toaster ovens, supercomputers and digital watches.
Modifiers to skill use are:
Using an unfamiliar device for the first time 3
Device is easy to operate (supercomputer) 3
Device is average to operate (digital watch) +0
Device is hard to operate (toaster oven) 3
Characters may buy specific additions to this skill to
cover specialized devices like vending machines or CD
players. Failure on this skill generally results in the device
going on the fritz for the rest of the game.
3
(Character advantages - Character may spend points
to buy certain advantages that may give them an edge in
play, or just seemed like a good idea at the time.
Plastic surgeon on retainer - This advantage allows
the character to subtract 1 from any Health lost due to a hit,
since they know it won't leave any marks when it is fixed up
later. This costs 10 points
Teflon skin - This advantage means that the
character never suffers any penalties to Looks because of
icky gunk that they may get into, as ital slides right off one
turn after it is applied. ‘This does not, however, confer
immunity to any effects during the turn that the gunk is in
contact with the character. This costs 5 points.
Scriptwriter - This advantage allows the character
to re-roll any one event during combat, but must live with
the results. The decision (0 re-roll must be made before any
other rolls are made. This costs 5 points.
Disadvantages - To get extra character points, a
character may opt to take on certain disadvantages.
Personal weakness - This is a failing of the character
that renders them susceptible to certain types of objects,
‘The character must make a Macho roll with a -S in order t0
confront or get within 1 hex of that object. Examples might
be icky stuff, giant slugs or cockroaches. This also applies to
anything that looks like the offending object. Choose 3
critters from the critter list. This is worth 10 points,
Secret love - The character has a secret love for
certain things, and must make a Macho roll with a -5 in
order to attack them, regardless of circumstances. This also
applies to anything that looks remotely like the object in
question. Examples include kittens, bunnies or Patrick
Swayze. Choose 3 critters from the critter list. This is also
worth 10 points.
Topheavy - The character is overbalanced, and
cannot fire at targets downslope unless there is a railing or
other prop to lean on, or they make a Dexterity roll with a
“S.A failed Dex roll means the character falls flat on
their...er.face. This is worth 5 points.
Chafing - The character is unable to wear any piece
of armor that weighs more than 1 Enc, because of delicate
skin. This is worth 10 points.Macho Women with Guns
Combat - Yes, what you've all been waiting fort
Blood-spilling, gut-wrenching, brain-splattering combat! Of
course there's combat!
Basics - Combat is split into one-second turns.
Within a turn, characters act in order of Dexterity, highest to
lowest. Characters can, however, hold their action until any
point in the turn, like if you want an opponent to act first. If
everyone waits until the Very end of the turn, trying to make
someone else go first, actions are resolved in order of
Dexterity, lowest to highest. If two people would act
simultaneously, resolve as follows.
Who's on first?
Person using little gun acts
Person using big gun acts
Person using HTH attack acts
Person moving acts,
Ifyou do any movement in a turn, you are counted
as moving for purposes of simultaneous action. If you
haven't gotten to act yet, you are counted as doing what you
vwere doing the previous turn,
Line of sight - If it looks like you can hit it, you can.
Take a vote if necessary. GM (or anyone with those initials)
can overrule any vote, further ties settled by mortal combat.
Movement - Characters can attack anywhere in the
front 120° are. Moving a hex counts as moving a hex, and
changing facing by 60° also counts as moving a hex. Oh
yeah, movement cannot be saved from turn to turn, of
transferred from unit to unit. (Some companies think they
need to tell you this. If you needed to be told this, I've got
some valuable swamp coastal property I'd like to sell you.)
Stacking - No more than two entities may be in a
hex, except small critters, which have unlimited stacking with
anything except really big critters, which never share a hex
with anything except flying critters, which may pass through
such a hex with no hindrance, but may not end their
movement there. Is that clear?
Attacking - Attacks are resolved whenever a person
acts in a phase. In order to hit, the character must roll less
than the appropriate skill on’ 3d6, Various skills have
modifiers that apply.
Little guns Modifier
Every two hexes of range a
guns
Every four hexes of range
Any guns
Taking a turn to aim 2
Each hex moved that turn a
Each 2 hexes (round up) opponent moved a
Firing from hip (adds 2 to Macho attacks) 2
Each $ shots(d) in a burst (applies to all fire) 1
4
Hitting things Modifier
Each hex moved that turn a
‘Throwing things
Every hex of range
All attacks
‘Target is dodging (may only move half as far) -(Dex/4)(u)
‘You are dodging (may only move half as far) -(Dex/2)(u)
‘Melee combat - You can hit things in your hex or
adjacent hexes. If you have a big thing to hit with, you can
hit anyone within two hexes, but such long range attacks get
a-3 to your chance. If a hand-to-hand attack is successful,
the target may block the attack if they roll less than their
skill, using the same skill they were attacked with. Blocking
“Hit things with other things” attacks without a “thing” to
block with means the attack will be blocked by the
character's arm, which takes damage normally. Multiple
attacks may be blocked, but with a -3 to the chance for each
consecutive attack.
Multiple targets - Hand-to-hand weapons may
attack more than once per turn, but take a -3 per attack,
which also applies to any blocks the character has to try
uring that turn, Guns may attack a number of times equal
to their rate of fire, usually in separate bursts. The number
of hits is equal to 1, plus the amount the roll is made by, up
to the number of shots fired at the target.Called shots - Any attack may be a called shot to a
specific location. This is a -3 to hit. If successful, the
location specified is hit, doing an extra point of damage vs
critters, or having the special effect of location for
characters. Otherwise the attack missed. Additional -3
‘modifiers may be taken, allowing cumulative damage
bonuses on successful called shots.
Another option is the "macho" called shot. Macho
called shots are identical, but the person specifies an
additional minus to the chance to hit, which has no effect on
damage. If the called shot is successful, the attack has gory
special effects of the character's choosing, and the extra
minus is reversed and used as a bonus to the character's
‘Macho for that turn,
Shotguns - Carnage Assault Weapons either get a
+2 to hit, or may attack each target in a single hex once per
shot fired.
Reloading - Reloading a weapon takes one turn. If
moving, a Dexterity roll is required for success. Weapons
reloaded before empty have a “round in the chamber", ie.
one extra shot, or may fire one shot even if unable to reload
for some reason.
Bombs and stuff - Grenades have a damage of 4 for
the hex they are in, and get 1d4 separate attacks. Each hex
from the explosion site reduces the damage by 1, so the
damage goes 4,3,2,1,0, and the number of hits is 1d4, 143,
102, and of course, 1d1 (roll 1d6 and ignore all results except
1), Lumps of TNT have a damage of 4, plus 2 for every time
you double the number of lumps. This drops down like for,
grenades, but TNT damage is half lethal and half bruising,
any remainder being bruising, Grenades go off after
everyone has finished moving on the turn they were thrown.
Bombs and TNT go off in the same part of the turn, but
have a random delay of 146-1 turns (quality control
problems at the fuse factory).
Flamethrowers - These have a maximum range of 10
hexes, but attack everything in any hex the line of fire passes
through (cross two hexsides). ‘Targets that happen to be in
the line of fire are attacked separately, with an additional -3
to the hit chance. All other weapons ignore spurious targets
in the line of fire.
5
Macho Attacks - Characters in combat may attempt
to impress enemies into submission, or at least stun them
enough to let you blow them into litte bits without
interference. The macho character will affect all enemies in
line of sight with the attack. Add all modifiers to Macho,
and roll 346. Half the amount (round down) the roll is
made or failed by is treated as a modifier to the Macho of
the opponents. If they fail their Macho roll, they are awed
by your machismo, and will stand stunned until they make a
base Macho roll (roll once at beginning of each turn), or
until they take damage from an attack. Modifiers to Macho
attacks are below.
Modifier Amount
Hipfiring (re full rate of fire) 2
Using big gun “1
Using flamethrower 2
Macho called shot extra modifier
Consecutive macho attacks in one combat -3 per
Good looks(if opponent is affected) (Looks2)(4)
‘Wearing head armor -3 10 Looks
‘Wearing torso armor ~3 to Looks
Wearing arm & leg armor -3 to Looks
Good soliloquy 2
Average soliloquy +0
Bad soliloquy 2
Really bad soliloquy “4
Drunken frat boys, J.Edgar Hoover, TV evangelists
and chauvinist swine are affected by Looks.
Example - Dee Kupp is fighting the Sexist Scum
from Altair IV. She levels her Colt CAW (Carnage Assault
Weapon) at the leader, says "Suck on this, chauvinist
swine!", and hipfires a burst at him, She has a Macho of 14,
She is hipfiring, using a big gun, and had a bad soliloquy, for
an effective Macho of 19. Since these are sexist scum, they
are affected by her Looks (a 14), making her Macho a 26,
Rolling 346, she gets a 12, so she made the roll by 14. All
the sexist scum in the line of sight must make a Macho roll
with a -7, or be awed by her...prowess.
Optional effect - Enemies that were counted as
‘moving at the instant of the macho attack and are macho'd
‘out continue moving at the same rate in a straight line until
they recover or run into something (damage of 2, with
‘normal effects).Macho Women with Guns
Damage - All weapons are given a damage they can
do, like 1, 2, 3, ete. ‘The bigger the number, the greater the
damage (no kidding). When an attack strikes a character,
any armor the character has subtracts directly from the
attack, ‘The remainder hits the innards of the character.
‘The amount of internal damage the character takes is based
fon the location hit.
Location Health lost per point
Head 146
Torso 104
‘Legs, arms 143,
Example - A weapon with a damage of 2 hitting an
unarmored head does 2d6 of damage. Hitting the torso
does 2d4, and hitting an arm or leg does 243. Against an
armor of I, these attacks would have done 146, 144 or 143,
respectively.
‘Usually, damage just subtracts from the Health of a
character. If you want to take things more seriously, say that
each point of Health lost subtracts one from the character’s
Strength and Dexterity as well.
Damage Location - When a character is hit, roll 346
con the following table to determine the location.
Roll Location
37 Head
8:9 Upper torso
10-11 Lower torso
12 Arms
13-18 Legs
If character is topheavy, roll 2642 instead of 346.
6
Random Scenario Generation - If the GM really
wants to go through the effort of designing an adventure, by
all means..but for everyone else, the following applies, and
lets you get the game going a lot quicker.
Lawyers, Guns and Money - Macho women with
guns don’t need ‘money, they just borrow what they need.
Go to the local weapons shop or military base, and ask if you
can borrow some hardware. Each character makes a roll on
their "Seduce Creature” skill. The amount the roll is made
by is the Enc total of equipment that they will let you walk
off with. If the GM is nice, they can assume they are friendly
and give modifiers to the roll. Or, the GM can be nasty and
do the opposite. A character getting 0 Enc of equipment
can have 146 items that have 0 Enc. Other players can trade
1 Enc for 146 0 Ene items as well.
Beastly Boys - Lay out the map. Use the one
included or make up your own. Define any terrain hazards,
like gratings, gunk, etc. Roll 146 for each character to see
the type of random critters that are assigned,
Roll Critter type
1 Cute and deadly
23 Stupid and slow, but still deadly
45 Mean and ugly
6 Just plain strange
The GM can choose 146 of the appropriate type at
random from the critter list, or roll a d6 and get the type
from the following tables.
Cute and deadly
Roll Result, Roll Result
1-2 Killer rabbits 1-2. Drunken frat boys
3-4 Puppies of Tindalos 3-4 Congress subcommittee
5-6 Hellkittens 5-6 TV evangelists
Stupid and stow
Mean and ugly Just plain strange
Roll Result Roll Result
1-2 Aliens 1-2. Crow with a machine gun
3-4 Edgar Hoover = 3-4. Bthulhu
5-6 Chauvinist swine 5-6 Isaac Azathoth
Get a die for each critter in play, preferably the
same for each critter type. Grab the dice and toss them onto
the map. Take any misses and keep trying. Now, separate
them so that no more than one critter is in each hex.
Critters don’t worry about facing. Place the characters on
the map at the predetermined entry point (forgot to mention
that, sorry). Clear all critters away from the characters, so all
of them are at least two hexes from the nearest critter.Scenario Type - Roll 146 to determine the type of
random scenario. If you don't like the scenario rolled, try
again until you find one you like.
Roll Scenario type
13. Kill, kill, kill. Kill everything on the map except the
‘other characters, (Not killing other characters is
‘optional, but recommended).
45 Rescue. A 5 Enc object (child, back issues of
Cosmo, make-up case, etc. is placed in an
inaccessible spot a long way from the characters.
‘They must get it, and return to the area they started
from.
6 Run for your life. Characters must move from one
edge of the map to the other. Critters get one free
turn to deploy (but not attack).
7 What are you reading this line for?
1
Then, start the carnage. Carnage continues until all
of the critters are dead, victory conditions are met, or all of
the macho women are Monster Chow'". To avoid critter
bookkeeping, each time a critter is hit, roll 146. If the roll is
‘equal or less than the damage which penetrated any critter
armor, the critter dies. To streamline critter movement,
assume all critters move 146 hexes (or 4 hexes, to be quick)
towards the nearest character. Ties are based on Looks, if
applicable, or a die roll. Critters move and attack after the
characters do, but never count their movement as a combat
‘modifier if using random scenario rules.
Experience - Characters get 1 point for each critter
Killed, and 2 points for killing the most critters (no ties).
Worst soliloquy gets 1 point, and dead characters get 100
points, but can’t use them. Experience points may be used
to improve any character skills or attributes, or applied to
ads or disads.
Weapon List
Name Damage —_—Rateof fire Weight Shots per clip ‘Type of weapon
MAC-10, with 5 extra clips 2 20 1Ene 30 little gun
Glock 17, with 10 extra clips 2 2 1Ene 18 little gun
Desert Eagle, with 5 extra clips 3 2 2Ene 10 litle gun
H&K G-11, with 4 extra clips 4 10 2Ene 50 big gun
Colt CAW, with 4 extra clips 3 20 2Ene 20 big gun
MAT-69, with 2 extra clips 6 10 3Ene 100 big gun
‘Taxon AWI, with 2 extra clips 10 2 5 Enc 20 big gun
Grenade launcher, with 3 extra clips : 1 3 Ene 10 big gun
Ripley Mk-l, with 1 extra clip 5 10 4Ene 200 big gun
Flamethrower, no extra fuel 5 1 5 Ene 10 big gun
Melee weapons, ete. Damage Rate of fire Weight Shots per clip Type of weapon
Knife +1 dam - OEnc - thing
‘Sword +2dam - 1Ene - big thing
Big sword (must use both hands) +3.dam : 1Ene : big thing
Whip +1 dam - 1 Ene - big thing
‘Thrown rock +0.dam - OEne - thrown
Big rock (must use both hands) +1dam - 1Enc - thrown
Grenade, TNT lump : : OEne - thrown
Armor
Name ‘Armor rating Covers Weight
Tight leather armor 1 full torso «Ene
Breastplate 2 guess... 1 Ene
BP vest 2 full torso 1 Ene
Heavy BP vest 4 full torso 2 Ene
Real heavy BP best 6 full torso 3. Ene
Helmet 2 head 1 Ene
BP helmet 4 head 1Ene
‘Arm & leg guards 1 arms, legs 1 Enc
Heavy arm, leg guards 2 arms, legs 2 EneMacho Women with Guns
Killer rabbits - Cute, fuzzy bunnies with razor sharp
claws and buzzsaws for teeth. They have a +3 skill to hit
things, and the attack has a lethal damage of 3. Any attack
that makes its roll by 5 or more means the killer rabbit has.
latched onto the target, and will automatically strike each
turn until killed. Killer rabbits are small, and are -3 to hit
with any weapon.
‘Strength -8
Dexterity + 10
Macho - 12
Pupples of Tindalos - Sweet, angular little puppies
from another dimension. They whine constantly and want to
bbe petted. Their whining acts as a ranged attack with a
lethal damage of 2, but any puppies adjacent to each other
‘add, making them dangerous in quantity. They each get
separate attacks with the increased damage. They have a +3,
skill at whining. Puppies of Tindalos are also small, and are
at -3 to be hit with any weapon,
Strength - 8
Dexterity - 10
Macho - 12
Helikittens - Fuzzy little lumps of demonic fury.
‘They leap onto their target, and their red-hot little bodies
burn their way inward while their venomous little claws
knead a hole in your chest. Treat as a “hit things” attack
with a lethal damage of 2 and +4 skill. As with killer rabbits,
any attack made by 5 means they cling and automatically hit
each turn until removed. Hellkittens are tiny, and (you
guessed it), are at -3 to be hit with all weapons. Hellkittens
are immune to flamethrower attacks.
Strength -8
Dexterity - 12
Macho - 12
8
Drunken frat boys - These loathsome creatures
from an academonic dimension stagger around the map,
searching for anything vaguely female. They grope with fists,
having +0 skill, but they are covered with a sticky, noxious
drool which has a separate lethal damage of 1. This sticks to
the character, and any further frat boys attacking make the
drool damage cumulative, ie., the first attack is damage I,
but the second attack is damage 2, etc. .
Congressional subcommittee - This is a slow,
shambling mound of paperwork that seeks out and destroys
intelligent life, It attacks only hand to hand (fists), with a
skill of +5, and it will automatically smother any unconscious
characters it spends a turn on,
Strength - 16
Dexterity - 8
Macho - 16
‘TV evangelists - These mindless creatures are drawn
towards women for reasons unknown. They attack
hand-to-hand (fists) with a skill of +3. Any attack which
makes its roll by 5 or more and hits the upper torso will
cause the creature to cling, acting as a 10 Enc object, and
cannot be removed unless killed or macho'd out. It will
disintegrate into harmless fluff in either case.
Strength = 14
Dexterity - 10
Macho - 14Aliens - Nasty, spiky, vicious creatures from another
planet. They have fangs, talons and a spiked tail, giving them
a lethal hand-to-hand damage of 3, and count as having a
long weapon. They have a "hit things” skill of +4. A killed
alien will bleed nasty acid substances, which melt a hole in
the map, and the table beneath. Any character or critter
moving into such a hex will fall through onto the floor
below, and get lost in the carpet.
Strength - 16
Dexterity - 12
J.Edgar Hoover - A shambling blob of bigoted fury.
Slow, but is armed with a revolver (unlimited ammo), which
fires one shot per turn, with a damage of 3. He has a +4 skill
with the weapon.
Strength - 13,
Dexterity - 8
Macho - 14
Chauvinist swine - Drunken lugnuts from the
backwaters of the galaxy. Will attempt to hug any adjacent
female, doing normal hand-to-hand damage (fists). If no
hug is possible, can spit tobacco (lethal damage of 1) up to 3,
hhexes, with a +3 skill, If two targets are adjacent, will belch,
doing lethal damage of 1 to all characters and critters in
adjacent hexes.
Strength - 13
Dexterity - 10
Macho - 13
9
Crow with a machine-gun - A small (-3 to hit) black
bird, smoking a cigar and armed with an M-60 machine gun
(unlimited ammo). This has a damage of 5, and fires 5 shots
‘The crow is a crack shot,
per turn, always at one target.
having a +4 skill,
Strength - 8
Dexterity - 14
Macho - 14
Bthulhu - A very large extradimensional entity who
hates being made fun of in silly games. He is a +3 to hit
because of his size, but has an inherent armor of 3. Bthulhs
has been asleep a thousand years. While he sleeps, a pasty
film covers his fangs and tentacles. He awakes with the
worst breath of the millennium. Count this as a
flamethrower (unlimited fuel), He also attacks like a big
hand-to-hand weapon, with a lethal damage of 3 and +1 skill
Bthulhu cannot be killed. On any result that would Kil him,
roll 1d6. On a 1, he phases out and goes to R'yeh to sulk.
Strength - 18
Dexterity - 14 .
Macho- 23 <7 3 WIS
Isaac Azathoth
‘Another extradimensional horror
from the pages of strange fiction. Azathoth is a big critter,
and is +3 to be hit because of his size, and has an inherent
armor of 3. He has a hand-to-hand attack like a big thing,
with a lethal damage of 3 and a 5 skill. Azathoth does not
move normally. Once each turn, he teleports anywhere
within 8 hexes, regardless of line of sight, and is always
counted as stationary. Isaac Azathoth leaves huge piles of
manuscripts in any hex he has teleported to. Mark these
exes. Anything attempting to leave such a hex must roll
greater than their hand-to-hand damage on 1d6, or be
trapped in masses of popular literature for the remainder of
the turn.
Strength - 18
Dexterity - 8
Macho - 21Macho Women with Guns™
Everything you wanted in a role-playing game...and less
Level
Strength
Dexterity
Looks
Macho
Health
Base move:
Loaded:
Run in high heels
Shoot big guns
Shoot little guns
Throw things
Hit things
Hit things with other things
Cavort about
Seduce creature
Fly things
Drive things
Do technical stutt
Character points
O Plastic surgeon
0 Teflon skin
O Scriptwriter
i Weakness:
© Secret love:
0 Topheavy
© Chafing
Equipment
Weaponso
‘Map represents:
DAlien Disco
DAlien Spaceship
OAlien BrothelAs long as we have your attention and a litle bit of empty space, have you considered the advantages of
Jowning one or more of the other products in the BTRC line of tasteful, high-class games?
‘TimeLords - The time and dimension travel RPG. Everything you need to roleplay in any time period or
Jdimension. Design characters that accurately represent yourselves, or create a persona from any time or place.
SpaceTime - The original cyberpunk RPG. Set in the 24th century, a new Earth has risen from the ashes of
WWIIL...and it's not a pretty place. Science-fiction roleplaying in a future that's too close for comfort.
3G - The universel gun design system. Design weapons in a universal format, and then convert the stats to
the game system you like best. Design weapons at any Tech Level they were possible, not just when they
historically appeared.
‘These are all avaiable from the same place you bought MWWG, znd at stores that sell good games as well.
Paid promotional advertisement (you bought the game, you paid for it).
How to use your Cardboard Bimbos™
‘Take this game to your local copy shop. Beg, borrow or steal a sheet of heavy paper or cardstock, and
photocopy this page onto it. Photocopy the maps and character shee: as long as you're there. Then, cut out all
the counters and fold them into tacky litle 3D figures to use instead of the usual drab, flat counters.
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t[You want it, we’ve got it!
Yes, the science fiction role-playing game you've been vaitng for, Macho Women with Guns! The game that
shamelessly penders to your basest instincts!" Where you can take the part of what ele but Macho Women with Guns!
Blast aliens to bits! Blast more aliens to bits! Journey across the galaxy looking for aliens, and then blast them to bts!
(Or, integrate the truly universal theme of Macho Women with Guns into your other campaigns. Like heroic fantasy,
where you can Use your strength and sword to hack aliens monsters to bis. Or postholocaust, where you can blast mutants
to bits, or even the roaring twenties, where you can blast Bthulhu to bits. The possiblities are limited only by the quantity
eae on canicarre!
‘Macho Women with Guns isthe game that knows what you want, and why you buy it. Ge it now!
* Women and guns, of course!
Disclaimer - Any similarity between Macho Women with Guns and any other science fiction role-playing game, adventure
or calendar with many illustrations of scantly-clad women carrying big guns is purely coincidental. Really
ISBN 0-943891-06-X