"I must not fear. Fear is the mind-killer. Fear is the little-death that brings total obliteration. I will face my fear. I will permit it to pass over me and through me. And when it has gone past I will turn the inner eye to see its path. Where the fear has gone there will be nothing. Only I will remain."
My game play.
I run rounds like this.
1: Running away - You always go's 1st, if in the middle of combat you say on my next round "I'm running away, Your Initiative becomes 0 and you run away as best you can. Why? Just Remember this is a game with Guns and no healing magic, death comes fast on Arrakis.
2: Doing things, That is any action that is not direct combat, you go next. So shooting the struts under the walkway where the troops are shooting at you, may be more effective that shooting one troop as time. On Arrakis the clever live the stupid are only useful for their water.
3: Direct combat, last in a round for good and bad guys alike, Dune is a deadly place this is the last thing you want to do unless you really have no other way. So surprise rounds are key, you hit 1st you hit hard,
or your water leeks into the sand and your life with it.
There is a saying on DUNE
"God created Arrakis to train the faithful and who am I to go against the word of god"
Cost of living -
I unit of spice (20Grams)= 10,000 Salorans (Credits) = 100ml water.
To live
Water, Water is life and with out water each and every day you will lose
Water Loss rolls
Day One -1 Con (temp Loss) (-1 con roll)
Day Two -2 Con (temp Loss) (-2 con roll)
Day Three - 4 Con (temp Loss) (-4 con roll)
Day Five - 8 Con (temp Loss) (-8 con roll)
Until you get water or your dead.
Now very one has a reserve of water, 100ml for a wild Freman is 10 says of water, 1L is 100 days. 3 1/2L a years water, so just think what you body water means to them!
If you have no still suit and have just Hot weather clothing on, you need 1L of water per day.
AC+2 (+1 day before water loss rolls)
A Village made Still-suit cuts this down to 100ml Per Day if you have it on during the say, Night you can take it off and go with Hot weather clothing as long as your not doing any thing strenuous.
AC+4 (+7 day before water loss rolls)
A Wild Freman Still suit cuts even this down to 10ml per day.
And most be on as long as your outside, or in a none air sealed place.
AC+6 (+14 day before water loss rolls)
The Shop
Sand Thumper - 2 units of of spice.
Hot weather clothing - 2 units of of spice.
Suit Village - 100 units of space (most payers start with one)
sand campus Cheap - 1/2 units of of spice.
sand campus Good - 5 units of of spice.
Still tent - 20 units of of spice.
Signal Light - 1/2 units of of spice.
Map Box - 10 units of of spice (per map)
Oil-Lenses - 30 units of of spice.
Sand Bike (Open)Low range - 2000 units of of spice.
sand car (Open) Low range - 5,000 units of of spice.
Sand car (still) Low range - 20,000 units of of spice.
Hut - 200 units of of spice.
Still Hut - 1,000 units of of spice.
Still house (more than one room) 4,000+ units of of spice.
Robe 1/4 units of of spice.
Rope per 10m 1/4 units of of spice.
backpack open - 1/2 units of of spice.
Still Backpack (water holder) 2 units of of spice.
weapons
Bow simple 10 units of of spice. (1d6) Range inc - 60'
Bow long 25 units of of spice. (1d8) Range inc - 90'
Bow complex 125 units of of spice. (1d10) Range Inc - 120'
Knife - 1 units of of spice.
MW Knife 50 units of of spice. (+1)
Singer wire blade 10,000 units of of spice. (+5)
Throwing Knifes 2 units of of spice. Range inc 30'
MW Throwing Knifes 100 units of of spice. Range inc 30' (+1)
Long sword 5 units of of spice.
MW Long sword 5 units of of spice
Budi-Pistol 4 shots (spring) 50 units of of spice Range In 30' 1d6
Budi-Pistol 2 shots (Gass) 100 units of of spice Range In 40' 1d8
Bolas, Chain Blade etc are all ok, small Axes Ok, but remember it has to look like a tool or can be hidden under your clothing wile your out and about, I house troop will shoot you on site if they think you have a weapon, other than a fighting Knife, they may even shoot you with that.
Any thing higher tech is band on pain of death.
Space Addition
If you have 10 units of space you would be a very rich SOB off world, but your not and whats more any one on DUNE for any time gets Spice Addition. That means you have to eat one ever more units of spice as per your Addition die a very slow and painful death. It is said the wild Freman eat a unit a day. A mans life time of wealth per-day!. But this makes them more then men, they say the wild Freman can live in the open desert for weeks on just his body water.
Wild Fremen education consists not of formal schooling in specific subject areas but of a total life training. A child is trained by all members of the tribe from his earliest days until maturity. The life and safety of the tribe depends upon each person's ability to observe the water discipline of the sietch and to know how to conduct himself on the dangerous open sands of Dune.
The Fremen are renowned fighters, and Advantages like Combat Reflexes, Immunity to Pain, and Toughness are common among their ranks. Because of the harsh environment of Arrakis, most Fremen with physical disadvantages do not survive, and even mental disadvantages can be fatal if they led to acting without considering the consequences. The Fremen are considered a worthless race of people by the Harkonnen government. Duty to the sietch, Intolerance of outsiders, and a lesser Status are common traits. Most Fremen are vicious in battle and their duels are to the death, not first blood. The life of the desert leaves very little time to put on weight. Many Fremen are Skinny, and none of them are overweight. Due to life in a stillsuit, most Fremen also have a strong body odor which is mildly offensive to non-Fremen.
Fremen Kempo - Monk Class skill + Feat for any one with wild freman (background or contacts) A skill Dex.
This is the martial art of the Fremen natives to Arrakis. Almost unknown to the general population of the Imperium, Fremen Kempo is a dynamic combat style. Its roots are found in the ancient teachings of predecessors of the Zensunni wanderers who first colonized Arrakis. There are dozens, if not hundreds, of different branches of the style, from "soft" styles similar to ancient T'ai Chi to "hard" styles not unlike kickboxing, and numerous variations in between as the various Fremen sietches personalize their own style.
New Feats - Wild Freman skills
Prerequisite Wild freman contacts.
You may now live in younger life with wild Freman or spent time with them, but they showed you some things of great use out in the deep desert.
Pick - 2 from below and get +1 in each
Sand walking - Skill dex
Thumper use - Skill Wis
Knowledge (Water Discipline)
Knowledge (wild Fremen)
Survival (Deep Dersert)
Craft (Sill Suit Wild Freman)
This feat can be taken multiple times.
Feat: Fremen Kempo - Skill Dex
Prerequisite trait - Wild Freman Upbringing
This fighting style is used to incapacitate and disarm in place of Grapple.
New trait - Off world contacts.
Your not a Native of dune, you have off world contacts and can get
black market off world items.
New trait - Wild Freman Upbringing
You may now live inside the shield wall but in younger life you lived with the wild Freman, gain wild Freman contacts.