Triptoww
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Posts: 2
Joined: Fri 11 Jul 2025, 09:56

Swimming rules

Fri 11 Jul 2025, 10:33

Hello,

I couldn’t find clear swimming rules in the core edition. It seems the second zone compendiums assume everyone swims perfectly, only requiring rolls when underwater.

This feels unrealistic, especially with gear, injuries, or hostile aquatic creatures.

How do you handle swimming challenges in your games?

Thanks! . . . . . .
 
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Fenhorn
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Joined: Thu 24 Apr 2014, 15:03
Location: Sweden

Re: Swimming rules

Fri 11 Jul 2025, 11:05

The simplest way would be to have the player make an Endure roll when swimming under difficult circumstances (the same as if he was under water) or a Move roll. I do remember that wet bullets may be destroyed if in water, you roll a gear dice for each bullet and if you roll a bane it is destroyed. I don't remember which book that is in though.
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DruidGamer
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Joined: Fri 16 Dec 2016, 09:22
Location: Northeast USA

Re: Swimming rules

Fri 01 Aug 2025, 19:09

Regarding bullets at sea, Dead Blue Sea Zone Compendium 2 p6 it says:
WEAPONS
Projectile weapons, like scrap pistols and scrap rifles, are less popular at sea, since gunpowder easily gets wet and useless. Every day at sea (you don’t have to roll on an island or a large ship), you have to roll one Gear Dice for every bullet you have – an [explosion symbol] symbol means the bullet is ruined and can’t be fired. Guns cannot be used under water, and neither can bows or slingshots. Because of this, many mutants at sea use har- poon weapons of various kinds. They can be used under water.

As for ‘everybody swims’ the setting is based on the water/at sea and says that you could probably swim before you could walk. Also on p6 it says:
SWIMMING
It is assumed that all the mutants of the People can swim – if you have grown up in the Ocean Zone you could probably swim before you could walk. From a rules perspective, swimming therefore works just like movement on land.
Storm: If a storm occurs (page 11), you have to roll Force for each maneuver you want to add to move- ment. This roll does not count as an action. If the roll fails, you take damage from drowning (below).
DROWNING
If you end up under water (voluntarily or not), you have to roll Force once every turn (before you take any actions). The roll can be pushed but does not count as an action. Failure means you inhale water and take a point of damage.

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