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Table of Contents:
1. Introduction to Borneo
2. Creating a character
3. Primary SPECIAL stats
4. Action Rules
5. Skills
6. Level up rules
7. Merc Perks
8. General Rules
1. Beginning Combat
2. Eating, Drinking, and Sleeping
3. Darkness and Sound
4. Crouching and Prone
5. Gambling
6. How to roll a SPECIAL attribute check
7. Critical Fumbles
8. Excessive Strength and/or Endurance modifiers to Damage Reduction
2-3 : 20
4-5 : 19
6-7 : 18
8-9 : 17
10 : 16
10. Generate your starting items
Automatically, mercenaries start with a Communicator Radio, of which is
usually attached to the chest or side. This can be used to contact other
mercenaries who know the same frequency. An engineering check can be
made to attempt to hear faction chatter with the radio. Otherwise, a radio is
$150. It has a weight of 1.
11. Start with 1 Merc. Perk and anywhere from 0-2 traits
At level 1, you may start with a Merc. Perk- an insanely powerful bonus that
should represent your character. Pick carefully! As well, you can pick up to 2
traits that you create yourself, which give both a notable bonus and penalty
to your character- they must be okayed by your Gamemaster. You dont have
to pick any.
12. Review with your Gamemaster, and enjoy your adventure and/or
hideous death in the destabilized zone!
4. Primary SPECIAL stats
The primary attributes in Mercenaries: Blood Money, called SPECIAL
for Strength, Perception, Endurance, Charisma, Intelligence, Agility,
and Luck, are the most important stats in the game- they dictate
what your character can accomplish, and how.
Strength regards your physical prowess. Are you a string bean or do you
have muscles on your muscles? Strength affects your carry weight, bonus
starting health, physical capabilities, and Martial Arts damage +2.
Perception regards your 5 senses: Hear, Taste, Smell, See, and Feel. Are
you deaf and dumb, or are you an eagle with a telescope? Those who are
highly perceptive will be able to find hidden objects, see danger coming
before others, hear conversations not meant to be heard, and tell when
something is amiss.
Endurance regards how tough you are. Characters with a large amount of
Endurance can survive in the harsh elements with ease, go longer without
sustenance, and can take more of a beating. Endurance governs your
starting health and health gained per level.
Starting Health Equation: 12 x Base Endurance + Base Strength + Base
Luck
Level Up health equation: You gain your Endurance in health each level-up.
Charisma regards how well you talk to people. Charismatic people can talk
themselves out of certain death, and negotiate with contacts. Charisma
synergizes with skills to add extra modifiers or penalties to your Charismarelated skill checks such as Deception and Speech.
Intelligence regards how smart you are. Intelligent people can problemsolve much better, and can use modern technology to their advantage much
more proficiently. Intelligence governs how many skill points you gain each
level.
Skill points gained each level equal: 10 + Base Intelligence
Agility regards how quick and on-your-feet you are. Agility gives bonuses to
your Armor Class, governs how far you can move per turn, and your turn
order initiative.
Armor Class Agility Bonus:
1:
-3
2:
-2
3-4: -1
5:
0
6-7: +1
8:
+2
9:
+3
10:
+4
Skills dictate your effectiveness with certain actions you may wish to take
part in within the destabilized zone. To make a skill check, roll 1d20 + the
modifier. Their effectiveness is dictated by how many skill points you have
given to them, and correlate in modifiers to the table below:
1 - 9| -5
10-19| -4
20-29| -3
30-39| -2
40-49| -1
50-59| +0
60-69| +1
70-79| +2
80-89| +3
90-99| +4
100 | +5
Computer Use: Computer Use, a skill derived from the Intelligence
attribute, is your proficiency with technological software and hardware. It
allows you to make satellite air strikes, hack enemy networks, and use the
technological world to your advantage. It also allows you to implant
propaganda into the media via the internet.
Deception: Deception, a skill derived from the Charisma attribute, is used to
lie to people. People may doubt you or even find out that you are lying with
an appropriate Sense Motive check. You arent the one who killed those 3
civilians? Then who did?
Engineering: Engineering, a skill derived from the Intelligence attribute, is
your proficiency at creating and repairing things. An expert engineer will be
able to make custom vehicles, repair broken machinery, and fortify ruined
buildings for use as bases of operation.
Explosives: Explosives, a skill derived from Perception, is a skill regarding
the operation and usage of explosive weaponry, such as mines, bombs,
rocket launchers, and atomic nuclear weaponry.
Guns: Guns, a skill derived from Perception, is a skill regarding the usage of
conventional weapons such as the .44 Revolver or the .50 Caliber sniper rifle.
Heavy Weapons: Heavy Weapons, a skill derived from Strength, is your
proficiency with high-caliber weaponry such as the Minigun.
Lockpick: Lockpick, a skill derived from Perception, is a skill that allows you
to pick locks. You must make a 1 to open a very easy lock, an 6 to open an
easy lock, an 11 to open an average lock, an 16 to open a hard lock, and a
When you gain enough battlefield experience in the field, you grow tougher,
and you get a bit better at surviving the mercenary's life. Thats called
leveling up, and it feels good.
When you level up, you gain skill points: 10 + Base Intelligence
Then, you gain health equal to your Endurance
Every third level, you gain 1 SPECIAL point.
When you level up, you do not heal any of the current health you have lost.
This is not true if you are at maximum- Your current health updates if it is at
max when you level up to accommodate the new health gained.
8. Merc. Perks
Tough Mercenary: You start with 3 damage reduction
Skilled Mercenary: You start with 20 extra skill points
Quick Mercenary: You may move an extra space faster every movement, and
you may draw your weapons as a 5-ft step action
Intimidating Mercenary: You gain +5 to Intimidate checks
Veteran Mercenary: You start with 5 more health, +1 to initiative, +2 to
Opportune actions, and 10 more carry weight
Strong Mercenary: You start with 25 more health
Accurate Mercenary: You gain +1 to hit
Vicious Mercenary: You deal 2 more damage every time you deal damage
Trained Mercenary: You gain +4 to initiative checks
Tactical Mercenary: You start with 40 extra carry weight
Stylish Mercenary: You critical hit range is increased by 1, (19-20 would turn
into 18-20 for example), you get a +1 to confirm critical hits, and you deal
+5 damage when you critical hit.
Paid Mercenary: You are personally paid an additional 10% bonus by factions
who contract you or your PMC
Hardened Mercenary: You need to eat, drink, and sleep only half as much
Minor Starvation
Strength -1
Advanced Starvation
Critical Starvation
Deadly Starvation
Fatal Starvation
Dehydration Table
Minor Dehydration
Endurance -1
Advanced Dehydration
Critical Dehydration
Intelligence , Perception ,
Endurance
Deadly Dehydration
Fatal Dehydration
Agility -1
using a medpack, etc. Failure will cause you to fall prone again if you are
standing, and you wont be able to do the action you intended if you fail
while prone.
15. Point Blank, close distance fighting, and distance combat: More
often than not, firefights will take place with a minor distance between the
opposing parties: 10-50 feet or so. But sometimes, that normal window of
distance is not available. This is what happens when fights get too close or
too far.
Close Distance Fighting: Fighting adjacent (5 feet away from your target) will
give a +3 to hit, and will automatically critical hit the target if the attack is
successful. This is only for ranged weapons.
Point Blank Shot: When you have a gun up to someones head, that pretty
much means that theyre dead. If you manage to get close enough to a
target to make a point blank shot, you will deal x4 the normal damage and
automatically hits. However, if the enemy knows your gun is to their head,
an opportune action can be made to avoid getting shot, if they choose. You
can roll a counter perception to their agility check to dodge out of the way or
disarm you, etc. If you succeed, you shoot them before they have time to
react. (The x4 will automatically become a x6 due to the fact that it is also
considered Close Distance Fighting.)
Long distance fighting: Sometimes, sniping the enemy from afar is the best
approach. You must succeed a perception check to get a good shot on them.
You get a +6 to the success of this check if your weapon has a scope on it,
and a +4 if your gun is suited for long-ranged shooting. Bonuses for stance
also give bonuses to the perception check, like when crouched or prone. You
must make a 24 to succeed the perception. If that perception check is failed,
you miss anyway. After the perception check, you may then roll your normal
attack.
16. Crippled Limbs: Your arms, legs, and head are venerable parts of your
body, and can become crippled. Bladed Melee weapons and Explosives can
sever limbs if the damage they deal is substantial. (Explosives have a 15%
chance to sever a limb when it cripples one.) If your head is crippled, you
suffer -4 to Perception and -2 to Intelligence and get knocked unconcious
unless you succeed a 25 Endurance check. If your torso is crippled, you get
-2 to Endurance and -1 to Strength. If your arms are crippled, you get a -2 to
attacks and skill checks that require the use of that arm and -1 Strength. If
one of your legs is crippled, you suffer -3 agility for each leg crippled. Your
Endurance x 8 equals the amount of damage you can take in a specific limb
before it is crippled.
If your limbs become severed for some reason, (Ripped off, exploded off),
you must have medical attention immediately. A Medic check can be made
by you or an ally to take care of the wound left by the severed limb, and a
doctors bag and an hour of surgery by an extraordinary doctor can repair
the severed limb. If you choose not to seek medical attention, you have your
endurance x 2 in turns to live before you bleed out- in addition to losing 10
health each turn. Even a mediocre Medic check can stabilize the wound, but
getting the limb repaired is much more difficult.
You get a -3 to hit limbs that are not the torso, and when you hit the head,
you automatically critical hit.
17. Critically low SPECIAL scores: If one of your SPECIAL scores
diminishes to 0, you will suffer very detrimental effects.
Strength: If your Strength reaches 0, you will need a cane to walk, sit down,
or roll an Endurance check for every round you stand. Failure of that
Endurance check will cause you to fall. Being this weak leaves you in a sickly
condition.
Perception: Having 0 Perception leaves you in a shellshock-like state. Your
vision will become blurry and sounds will become muffled to you. You will be
able to function, but your blurry vision and lack of direction will leave you
significantly weaker than the rest of the party. You must roll Endurance
against dizziness when walking or fall down.
Endurance: Having 0 Endurance will kill you instantly. Drinks cannot do this.
Charisma: Having 0 Charisma will do nothing more than make it incredibly
hard for you to talk to people smoothly. You fail all skill checks related to
Charisma.
Intelligence: Having 0 Intelligence makes it extremely hard to focus on any
one thing. You will be constantly distracted, and you will skip out on
Perception checks, Intelligence checks, Agility checks, etc. that you would
normally take.
Agility: Having 0 Agility makes you unable to walk. You will need crutches or
assistance walking. You can also only take 5-ft steps.
Luck: Having 0 Luck will cause random bad things to happen to you. You will
have to roll luck constantly to avoid bad things from happening to you, and
your Armor Class is 0 until you can raise your luck again. You can also never
critical hit.
18. Swimming: You can swim using your Endurance. Those with low
25. Stealth Knockout: In order to knock an enemy out, you must first have
30 in Melee Weapons or 50 in Martial Arts. The melee weapon must be blunt,
and reasonably nonlethal. (No sledgehammer, for example) If you do have
the skill prerequisite met, you may sneak attack an enemy (In the head for a
-2 penalty to hit) and roll a strength check opposed by their endurance if you
hit the enemy. If the enemy fails the opposed check, he is knocked
unconscious. If you fail the opposed check, the enemy takes 1/4 lethal
damage from your attack, and has the option to take an opportune action
against you.
26. Vehicle Rules: To hijack a vehicle, you must be within 5-feet of the
vehicle. Once you are, you may hijack it. To steal the vehicle from its owner,
you must make a Strength check vs. the driver. If you succeed, you are able
to board the vehicle.
Vehicles are prevalent all over the large island of Borneo - especially with the
war and all. Civilian cars, Military APC's, tanks, helicopters, commercial
airliners, fighter jets... they can all be found here.
For the purpose of shooting just the vehicle with a gun or heavy weapon, a
vehicle's AC is 5 + the car's move bonus AC. To hit a vehicle with an RPG or
SAM or an Anti-Air stinger you must beat the pilot in an opposed check, as a
missile can be evaded.
For combat rules, civilian land vehicles can move 15 spaces per full turn.
Tanks and APCs can move 5.
Hauling Ass Mpg: The amount of miles you get on a gallon of gas while going
ultra-fast.
Handling Bonus: This bonus or penalty modifies your Pilot checks to pilot the
vehicle. Some vehicles are harder to drive and handle than others.
Health: The damage the car may take before being rendered inoperable.
Land vehicles and water vehicles have a 50% chance (1-50) to catch on fire
and explode, while helicopters and planes are rendered unable to fly and
begin to fall to the ground. If a vehicle is to be destroyed by an explosion,
either by the vehicle catching fire or an explosive being used on it, a luck
check or an agility check of 15 must be used to survive the explosion with no
damage. Otherwise, you take the explosion damage as if it was a point-blank
shot. If you are surprised, such as with an unseen land mine, you may only
roll luck at that point.
Damage Reduction: All vehicles can shrug off some damage, but some better
than others. Civilian vehicles may be able to shrug off damage dealt by a
pistol, but not so much by a grenade. Likewise, a tank may be able to
withstand many explosions before it is rendered inoperable. This damage
reduction is NOT given to the drivers inside, however.
Occupant Cover bonus: The occupants in a car can be hit if the enemy fires
at them instead of their vehicle. However, being inside a vehicle always
gives a slight bonus to Armor Class.
Move bonus: How much extra AC both the occupants and the vehicle gain
while moving.
Full Cover (Yes or No): This states whether an occupant of a vehicle may take
full cover from enemy fire or not within the vehicle. If the vehicle can give
full cover, you may fight from cover while in the vehicle. The driver can fight
enemies with a -2 to her pilot checks, fight from cover for a -3 to her pilot
checks, and drive whilst under full cover for a -6 to her pilot checks. (For
example, to avoid the shots from an enemy sniper)
Occupancy: This tells you how many people can fit inside of a vehicle
comfortably. In land and water vehicles, you may fit an additional 3
occupants uncomfortably.
Storage Capacity: How much the vehicle can store.
Built in weapons: If the vehicle has a built-in weapon, it is displayed here.
Most vehicles can ram enemies, at the very least. All vehicle-built in weapons
are considered heavy weapons, such as a tank's shell or a dual-mounted
machine gun on a helicopter.
# of Languages
|0
|1
|2
|3
|4
You also start with a bonus language in addition to this, which should
normally be English or a language native to your birth country. (Though most
Mercs will speak English). (It is wise to be creative with your starting
languages- a mercenary born in Norway would have a good chance to speak
Norwegian, no?)
The languages can be any reasonable language on the planet, but the most
common ones will be:
English (Used by Unicef, Universal Petroleum, Allied Nations, and a
numerable amount of citizens in Borneo)
Indonesian (Used by the Rebels, Mafia, and a majority of citizens)
Malaysian (Used by pirates and small amount of citizens in northern Borneo)
Japanese (Used by the Yakuza)
Chinese (Used by the People's Liberation Army of China)
In order to dismiss metagaming that is prevalent among tabletop games, to
speak Indonesian, you must use up two language slots instead of one, due to
the rarity of the language, balance, and how uncommon and lucky it would
be to come across a speaker in a mercenary group, especially one that just
happens to be conveniently heading to Borneo, most of which is Indonesian.
The only way around this is if your character's birth country is Indonesia,
especially Borneo in particular.
29. Climbing: You may climb with an Endurance check.
9. Equipment
Note that this equipment does not compile EVERYTHING that you can obtain
in the game. This is just a general list of items you will see very often.
Food
MRE Ration: $12 for one Merc. Cures hunger and never rots. Weight: 1
Ramen Noodles: $1 for a packet of noodles for one Merc. Just add water! Cures hunger, must
beat an endurance or survivalist check of 15 to continue eating it multiple days in a row.
Weight: 1
Fast Food: $7 for one Merc. Cures hunger Weight: 1
Average Diner Dish: $15 for one Merc. Cures a lot of hunger Weight: 1
Exquisite Meal: $22 for one Merc. Completely cures hunger Weight: 1
Wild game: Usually hunted, can be bought for $5. Cures hunger and has a chance to give
food sickness if not prepared correctly, giving a temporary -1 to endurance. Weight: 1
Chocolate bar: $1 for one Merc. Cures hunger only if you have minor starvation, otherwise
no effect to starvation. Cures sleep, sugary goodness!
Drinks
Water Bottle Weight: 1 Value: $3 Effect: Cures a lot of Dehydration.
Soda Can Weight: 1 Value: $2 Effect: Cures Dehydration
Energy Drink Weight: 1 Value: 4 Effect: Cures a lot of sleep- though you may only use this to
keep sleepiness away once before your nest rest.
Beer Weight: 1 Value: $1 Effect: +1 Charisma, -1 Intelligence, +1 Strength, -1 Endurance
Martini Weight: 1 Value: $1 Effect: +1 Charisma, -1 Intelligence, +1 Strength, -1 Endurance
Scotch Weight: 1 Value: $2 Effect: +1 Charisma, -1 Intelligence, +2 Strength, -2 Endurance
Vodka Weight: 1 Value: $3 Effect: +1 Charisma, -2 Intelligence, +2 Strength, -2 Endurance
Whiskey Weight: 1 Value: $3 Effect: +1 Charisma, -1 Intelligence, +3 Strength, -1 Endurance
Wine Weight: 1 Value: $4 Effect: +3 Charisma, -1 Intelligence, +1 Agility, -1 Endurance
Exquisite Wine Weight: 1 Value: 100 Effect: +4 Charisma, -1 Intelligence, +1 Agility, -1 Endurance
Drinks cannot kill a character via Endurance drain- they can only knock them unconscious.
Light Armor
Bulletproof Vest: Weight: 15 Value: $100 Effect: Damage Resistance +8 (Body), can be
stacked with non-armor clothing
Light Combat Armor: Weight: 20 Value: $350 Effect: Damage Resistance +12 (Body)
Light Combat Helmet: Weight: 3 Value: $150 Effect: Damage Resistance +5 (Head)
Medium Armor
Flak Jacket w/ combat gear: Weight: 25 Value: $500 Effect: Damage Resistance +14 (Body)
Medium Combat Armor: Weight: 27 Value: $670 Effect: Damage Resistance +18 (Body)
Medium Combat Helmet: Weight: 5 Value: $300 Effect: Damage Resistance +8 (Body)
Heavy Armor
Riot Armor: Weight: 30 Value: $900 Effect: Damage Resistance +23, -1 Perception (Does not
bring Perception below 1)(Head and Body)
Riot Shield: Weight: 15 Value: 100 Effect: allows fight from cover behind Riot Shield,
potential to take full cover behind Riot Shield, reduces movement speed to 3 spaces or less
per movement action, uses one hand. Requires 5 Strength or more to use without a -2
penalty to any weapon used in the other hand. (One handed weapon slot)
Juggernaut Armor: Weight: 40 Value: $2000 Effect: Damage Resistance +30, -2 Perception
(Does not bring Perception below 1), +2 Endurance (Head and Body)
Weapons
AIRSTRIKES
(Note: Without an explosives skill of 40 or greater, you must make an
explosives check of 10 or greater to make an air strike. If you fail, you must
succeed a 15 luck check. If you fail, this will most likely lead to that Merc's
demise by airstrike. This includes those with beacons and satellite, as the
radio call in will have incorrect coordinates)
Bombing Run - $75,000 Targeting method: Smoke Signal and Radio.
Fuel Cost: 140 Gallons. The Bombing Run is simple yet effective. Two
mark-82 bombs are dropped by plane, and explode upon impact on the
target zone. It is probably the most cost efficient airstrike, being sold at
$75k. While this is good against small structures, it is inaccurate (meaning
the user can cause unwanted collateral damage if the smoke is outside of
the intended area). The blast radius of this strike is tiny compared to others,
fortunately it causes high damage and will destroy any target building aside
from bunkers.
Factions: All factions except Unicef.
Artillery Strike - $150,000 Targeting method: Beacon and Radio. Fuel
Cost: None, but you must have at least 1 ally faction other than
Unicef or the Pirates to fire it. Covering a sizeable area, very large
howitzer shells rain down in quick succession around the beacon killing and
destroying everything (except bunkers) in the radius. The only drawback is
that fast moving targets are nearly impossible to hit, and there is a high
chance for collateral damage, so this airstrike should be used outside of
cities, towns, and villages to maximize its effectiveness and minimize civilian
casualties.
Factions: Pirates, Rebels
Tank Buster - $200,000 Targeting method: Smoke Signal and Radio.
Fuel Cost: 200 Gallons. This airstrike is very self-explanatory, it busts
tanks. In this airstrike, a plane will launch AGM-65 missiles at all armored
Fuel Cost: 400 Gallons. A GBU-43/B Massive Ordnance Air Blast bomb, one
of the most powerful non-nuclear weapons ever designed and put into
military use, is launched by plane at the target zone, annihilating anything in
its vicinity.
Factions: Allied Nations, Rebels
GUNS
Pistols
Name: .32 Snub Nose Revolver
One Handed
Ammunition: .32 Caliber
Damage: 16
Weight: 2
Max Attacks per normal action: 3
Clip Size: 5
Value: $100
Name: Taser
One Handed
Ammunition: Taser Cartridges
Damage: Incapacitates in a maximum of 15 feet out who fails a 20 Endurance check. Hitting
them again makes them roll another check, so if the enemy succeeds the check at first, it is
no guarantee that they succeed the second one. You can do stealth knockouts with it with
your Melee Weapons skill and are 5 feet away from them, which have no chance to do lethal
damage and are not required to hit the enemy in the head.
Weight: 1
Clip Size: 1
Value: $25
Name: 10mm Glock-20
One Handed
Ammunition: 10mm
Damage: 21
Weight: 3
Max Attacks per normal action: 3
Clip Size: 12
Value: $225
Name: Chinese QSZ-92
One Handed
Ammunition: 10mm
Damage: 15
Weight: 2
Max Attacks per normal action: 4
Clip Size: 12
Value: $190
Name: .357 Magnum revolver
One Handed
Ammunition: .357 Magnum
Damage: 32
Weight: 2
Max Attacks per normal action: 3
Clip Size: 6
Value: $260
Name: .44 Magnum revolver
Ammunition: 12 ga
Damage: 30
Weight: 7
Max Attacks per normal action: 3
Clip Size: 12
Value: $500
For every space beyond 4 spaces away, add -3 to the hit chance
Name: Double-barreled shotgun
Two Handed
Ammunition: 12 ga
Damage: 45
Weight: 6
Max Attacks per normal action: 1
Clip Size: 2
Value: $175
For every space beyond 4 spaces away, add -3 to the hit chance
You can unload both shots at the same time if you take a -3 to accuracy for both shots.
Benelli M4 Super 90 Pump
Two Handed
Ammunition: 12 ga
Damage: 35
Weight: 5
Max Attacks per normal action: 2
Clip Size: 7
Reloads as a revolver
Value: $300
Submachine Guns
Name: MP5
Two Handed
Ammunition: 9mm
Damage: 8
Weight: 11
Max attacks per normal action: 6
Clip Size: 18
Value: $300
For every space beyond 7 spaces away, add -3 to the hit chance
Name: TDI Vector
Two Handed
Ammunition: .45 Auto
Damage: 10
Weight: 11
Max attacks per normal action: 10
Clip Size: 30
Value: $426
For every space beyond 7 spaces away, add -3 to the hit chance
Name: Micro Uzi
One Handed
Ammunition: 9mm
Damage: 6
Weight: 4
Max attacks per normal action: 12
Clip Size: 24
Value: $424
For every space beyond 7 spaces away, add -3 to the hit chance
Horrid Recoil: -1 to hit
Assault Rifles
Name:XM8
Two Handed
Ammunition: 5.7mm (Armor Piercing, ignores 5 damage reduction from armor)
Damage: 18
Weight: 8
Max attacks per normal action: 5
Clip Size: 30
Value: $640
Name: Magpul PDR
Two Handed
Ammunition: 5.56mm
Damage: 18
Weight: 7
Max attacks per normal action: 5
Clip Size: 20
Value: $500
Name: G36
Two Handed
Ammunition: 5.56mm
Damage: 24
Weight: 6
Max attacks per normal action: 6
Clip Size: 30
Value: $636
Name: AK-47
Two Handed
Ammunition: 7.62mm
Damage: 26
Weight: 10
Max attacks per normal action: 5
Clip Size: 30
Value: $645
HEAVY WEAPONS
Name: Minigun
Two handed
Ammunition: 5mm
Damage: 25
Weight: 18
Max attacks per normal action: 30
Clip Size: 240
Value: $1000
Spray: If someone is behind or adjacent a victim of a Minigun bullet, the adjacent
person/person behind them takes the damage as well. Spray doesnt work on those over 10
feet behind a victim.
If you have less than 7 Strength AND less than 50 Heavy Weapons, you take a -6 to hit.
Having either 7 or more Strength or 50 or more Heavy Weapons will allow you to fire the
Minigun with a -3 penalty instead, and if you have both 7 Strength and 50 Heavy weapons or
more, no penalty.
(If you are using a helicopter variant of the Minigun, you take a -3 penalty unless you have
50 Heavy Weapons due to the extreme challenge it is to fire a Heavy Weapon from an
airbourne craft.)
Name: Flamethrower
Two Handed
Ammunition: 1/2 Gallon of Fuel per shot
Damage: 42 (Spray, Flamer: Fires in a maximum of 3x3 space area, which means it can
attack up to 9 people in its radius, but very close ranged. The same attack qualifies for
EVERY attack made that turn to hit the other 2-9 people)
Weight: 15
Max attacks per normal action: 1 (Potential 9, if in range)
Clip Size: 5 gallons of Fuel
Value: $500
Name: RPG-7
Two Handed
Ammunition: Rocket
Damage: 150
Weight: 20
Max Attacks per normal action: 1
Clip Size: 1
Value: $800
Splash damage (Deals damage in an area around the blast)
Name: Anti-Air Stinger Missile Launcher
Two Handed
Ammunition: Rocket
Damage: 150, deals 200 to aircraft
Weight: 20
Max attacks per normal action: 1
Clip Size: 1
Value: $700
Heat Seeking Stinger: You get a +7 to hit a helicopter if you can succeed an opposed Heavy
Weapons check against the enemy pilot's Pilot skill. If you succeed, you continue the attack
as per normal with the +7. If not, you still continue the attack. You must take a full round
action to do this, as you are locking onto an enemy helicopter.
Name: M249 Light Machine Gun
Two Handed
Ammunition:5.56mm
Damage: 12
Weight: 14
Max attacks per normal action: 20
Clip Size: 200
Value: $842
If you have less than 6 Strength AND less than 35 Heavy Weapons, you take a -4 to hit.
Having either 7 or more Strength or 50 or more Heavy Weapons will allow you to fire the
Minigun with a -2 penalty instead, and if you have both 7 Strength and 50 Heavy weapons or
more, no penalty.
Name: MGL-140 Grenade Launcher
Two Handed
Ammunition: Grenades
Damage: The grenade's damage + 30
Weight: 10
Max attacks per normal action: 2
Clip Size: 6
Value: $500
Name: DShK 1938 Emplaced Turret
Turret Mounted
Ammunition: 12.7mm
Damage: 15
Weight: 20
Max attacks per normal action: 20
Clip Size: 200
Value: $450
Name: M2 Emplaced Turret
Turret Mounted
Ammunition: .50 MG
Damage: 30
Weight: 20
Max attacks per normal action: 20
Clip Size: 100
Value: $920
Name: Grenade MG
Turret Mounted
Ammunition: Grenades
Damage: The grenade's damage. Can make it much further than throwing it can.
Weight: 20
Max attacks per normal action: 2
Clip Size: 10
Value: $450
Name: Anti-Aircraft SAM Rocket System
An anti-aircraft SAM is essentially 2 Anti-Air Stinger Missile Launchers combined into one
fireable SAM rocket system. A heavy weapons expert must use the SAM, and it fires as if he
were firing two seperate Anti-Air Stinger Missile launchers in the same turn, during the same
action. Reloading takes twice as long due to the twin-barrel nature of the missile system.
Value: $7000
MELEE WEAPONS
Name: Fire Axe
Value: $75
Name: Tanto
One handed
Damage: 14
Weight: 1
Max attacks per normal action: 3
Value: $50
Name: Kitchen Knife
One handed
Damage: 4
Weight: 1
Max attacks per normal action: 3
Value: $20
Name: Katana
Two handed
Damage: 40
Weight: 3
Max attacks per normal action: 2
Value: $200
Name: Shovel
Two handed
Damage: 12
Weight: 3
Max attacks per normal action: 1
Value: $30
Name: Switchblade
One Handed
Damage: 5
Weight: 1
Max attacks per normal action: 3
Value: $35
Bonus: It takes no action to draw or sheath a switchblade- not even an opportune action can
interrupt the drawing of a switchblade.
Name: Baseball Bat
Two handed
Damage: 9
Weight: 3
Max attacks per normal action: 2
Value: $55
Name: 9 Iron
Two handed
Damage: 9
Weight: 3
Max attacks per normal action: 2
Value: $55
Name: Lead pipe
One handed
Damage: 9
Weight: 2
Max attacks per normal action: 2
Value: $75
Name: Crowbar
One handed
Damage: 7
Weight: 2
Max attacks per normal action: 2
Value: $55
Name: Police Baton
One handed
Damage: 4
Weight: 2
Max attacks per normal action: 3
Value: $50
Name: Pool Cue
Two handed
Damage: 4
Weight: 1
Max attacks per normal action: 2
Value: $15
Name: Sledgehammer
Two handed
Damage: 20
Weight: 12
Max attacks per normal action: 2
Value: $130
Name: Tire Iron
One handed
Damage: 6
Weight: 3
Max attacks per normal action: 2
Value: $40
EXPLOSIVES
(Explosives have a unique ability to point-blank shot- if an explosion occurs on the
space you are in. It deals damage as if it were a point-blank shot, which is incredibly
lethal. Grenades can be escaped with an opportune action, but the thrower may
make an explosives check of 15 to cook it to deny that opportunity. However, if you
fail, you cook the grenade too long and it explodes in your hand. This would be an
example of the grenade's ability to point blank shot, as it is in your space
when this occurs.)
Name: Frag Grenade
One Handed
Damage: 101
Weight: 1
Value: $50
Name: Flash Bang Grenade
One Handed
Damage: No real damage, but blinds anyone within a 20x20 radius who fails a perception
check of 10 for a single round. If they succeed the check, they still take -4 to Perception for
the round.
Weight: 1
Value: $40
Name: C-4 Plastic Explosive
Damage: 250
Weight: 1
Value: $150
Required Explosives to set: 15
Required Explosives to disarm: 50
Needs Detonator
Name: Frag Mine
Damage: 150
Required Explosives to set: 25
Required Explosives to disarm: 40
Weight: 2
Value: $50
Name: Claymore
Damage: 200, deals damage in a 180 degree cone in a single direction 15 feet out.
Required Explosives to set: 25
Required Explosives to disarm: 40
Weight: 5
Value: $50
Name: I.E.D.
Damage: 130, has a 20% to dud.
Required Explosives to set: 5
AMMUNITION
(Except for the Rocket and Tank Shell, every type of ammunition has the same weight
increment. For every 10 rounds you have in your inventory, you gain 2 additional
ammunition weight, rounded down. In other words, your ammunition gains 2 weight every
10. For example, if someone held 100 bullets, those 100 bullets would be 20 weight. If
someone held 107 bullets, those bullets would still be 20 weight.)
12ga: Value: $1 per shell
.32 Caliber: Value: $1 per bullet
.357 Magnum: Value: $1 per bullet
.44 Magnum: Value: $3 per bullet
.45 Auto: Value: $1 per bullet
.50 MG: Value: $15 per bullet
.50 AE: Value: $15 per bullet
5mm: Value: $1 per bullet
5.56mm: Value: $1 per bullet
5.7mm: Value: $4 per bullet
7.62mm: Value: $1 per bullet
9mm: Value: $1 per bullet
10mm: Value: $1 per bullet
12.7mm: Value: $3 per bullet
Tank Shell: Weight: 30 Value: $100
Rocket: Weight: 5 Value: $200
Gallon of Fuel: Weight: 8 Value: $6
Misc. Items
Binoculars: Weight: 2 Value: $50
Doctors Bag: Weight: 5 Value: $50 Effect: Heals Crippled limbs and health by Medic x4.
Must succeed Medic check to use, takes up to hours to use.
Medpack: Weight: 1 Value: $100 Effect: +Medic skill of user in health, takes a full round
action to use
First Aid Medpack: Weight: 1 Value: $300 Effect: +Medic skill of user in health x2, takes two
full round actions to use
Painkillers: Weight: 1 Value: $20 Effect: Damage Reduction +5 and +2 Endurance for 5
minutes
Communicator Radio: Weight: 1 Value: $150
Smoke Signal Grenade: Weight: 1 Value: $10
Detonator: Weight: 1 Value: $25
Laser Designator: Weight: 1 Value: $50
Laptop: Weight: 3 Value: $100
Hacking Laptop: Weight: 3 Value: $1500 Effect: Gives +2 to Computer Use
Computer Mainframe: Weight: Lots Value: $100,000 Effect: Gives +4 to Computer Use.
General computer hacking equipment (Spikers, USB cards, blank CDs, etc.): Weight: 1 Value:
50 Effect: Allows advanced, untraceable hacking if used by the right skill set.
Toolbox: Weight 1 Value: 50 Effect: Allows you to use the Engineering skill away from a
workbench at a -1 penalty
Workbench: Weight: $40 Value: $200 Effect: Allows you to use the Engineering skill
Lava Lamp: Weight: 1 Value: $15
Boombox: Weight: 3 Value: $50
Dog Tag: Value: $30
Car Stereo: Weight: 5 Value: $100
.MP3 Player: Value: $30
Juke Box: Weight: 50 Value: $600
Trafficked Human: Value: $1000
Playing Cards: Value: $4
Hula Girl: Value: $10
Local Cigar: Value: $2
Cigar Box: Value: $20
Imported Cigar: Value: $100
Imported Cigar Box: Value: $1000
Cigarette: $1
Box of Cigarettes: $14
Expert Survival Gear: Weight: 40 Value: $1000 Effect: Gives a +3 to Survivalist checks. The
items inside must be able to be used in order to gain the bonus.
Low Quality Drugs: Weight: 20 Value: $500
Medium Quality Drugs: Weight: 20 Value: $2000
High Quality Drugs: Weight: 20 Value: $10,000
Water Purification Pills: Weight: 1 Value: $200 Effect: Gives a +4 to Survivalist checks meant
to purify water.
Grappling hook: Weight: 1 Value: $300 Effect: Can be used to zip up to enemy aircraft that is
up to 30 feet away for the purpose of Hijacking by making a guns check vrs. the enemy's
pilot. you get a +2 if the vehicle is only 20 feet away, and +4 if the vehicle is only 10 feet
away. Grappling hooks can also be used to climb up buildings that are 30 feet tall, or to
rappel down them.
Parachute: Weight: 40 Value: $2000 Effect: May be used to survive long falls. In order to
successfully pull your parachute at the correct time, you must succeed either a Survivalist,
Perception or Intelligence check- Perception to try to land based on your current view,
Intelligence to calculate the exact time based on the distance you are from the ground and
the visible surrounding area. You must make a 7 check. If you fail, you must make a luck
check of 10 to survive, otherwise you will be injured or killed from the parachute jump. Once
you parachute successfully, you must make a Perception check to make the selected mark.
If you fail that, you will end up in a location 1d20 miles away from your original drop zone,
and must find your way to the rendezvous point. Those who have 40 or more Survivalist
need not make any checks to use a parachute successfully.
Expert Military Survival Manual: Weight: $1 Value: $100 Effect: Gives +1 to Survivalist
checks when in your inventory. The book must be read in order to be used correctly.
Vehicle
Civilian Land Vehicles
Name: Ambulance
Average Speed: 30
Mpg: 10
Pedal to the metal: 60
Hauling Ass Mpg: 4
Handling Bonus: -2, bulky
Health: 90
Damage Reduction: 10
Occupant Cover bonus: 2
Move bonus: 2
Full Cover (Yes or No): Yes
Occupancy: 2 in front, 2 wounded in back, 6 back
Storage Capacity: 500
Built in weapons:
Ram: 80 damage, chance to damage the vehicle depending on what it hits.
Value: $10,000
Name: Austin Semi Truck
Average Speed: 20
Mpg: 4
Pedal to the metal: 60
Value: $9,000
Name: Junker Belmont Muscle Car
Average Speed: 25
Mpg: 12
Pedal to the metal: 70
Hauling ass Mpg: 3
Handling Bonus: 0, poor quality vehicle
Health: 60
Damage Reduction: 5
Occupant Cover bonus: 1
Move bonus: 3
Full Cover (Yes or No): Yes
Occupancy: 2 in front
Storage Capacity: 30 in front, 70 in trunk
Built in weapons:
Ram: 60 damage, chance to damage the vehicle depending on what it hits
Value: $2,000
Name: Carbyne Sports Car
Average Speed: 40
Mpg: 4
Pedal to the metal: 120
Hauling ass Mpg: 1
Handling Bonus: -1, speedy but may be too much speed to handle!
Health: 80
Damage Reduction: 1
Occupant Cover bonus: 1
Move bonus: 5
Value: $20,000
Name: Hedgehog Civilian car
Average Speed: 25
Mpg: 20
Pedal to the metal: 50
Hauling ass Mpg: 9
Handling Bonus: +3, slow!
Health: 60
Damage Reduction: 4
Occupant Cover bonus: 2
Move bonus: 3
Full Cover (Yes or No): Yes
Occupancy: 2 in front
Storage Capacity: 30 in front, 70 in trunk
Built in weapons:
Ram: 70 damage, chance to damage the vehicle depending on what it hits
Value: $7,000
Name: Junker Hedgehog Civilian car
Average Speed: 20
Mpg: 15
Pedal to the metal: 45
Hauling ass Mpg: 6
Handling Bonus: +1, slow!
Health: 50
Damage Reduction: 4
Occupant Cover bonus: 2
Move bonus: 2
Full Cover (Yes or No): Yes
Occupancy: 2 in front
Storage Capacity: 30 in front, 70 in trunk
Built in weapons:
Ram: 60 damage, chance to damage the vehicle depending on what it hits
Value: $4,000
Name: Hummer H3
Average Speed: 40
Mpg: 6
Pedal to the metal: 70
Hauling ass Mpg: 2
Handling Bonus: +4, powerful but a tad bit bulky, 4x4!
Health: 70
Damage Reduction: 7
Occupant Cover bonus: 3
Move bonus: 2
Full Cover (Yes or No): Yes
Occupancy: 6, 2 in front
Storage Capacity: 50 in front, 70 in trunk
Built in weapons:
Ram: 80 damage, chance to damage the vehicle depending on what it hits
Value: $50,000
Name: Inferno Civilian Car
Average Speed: 45
Mpg: 15
Pedal to the metal: 60
Hauling ass Mpg: 6
Handling Bonus: +4, fast and great handling!
Health: 80
Damage Reduction: 7
Occupant Cover bonus: 2
Move bonus: 3
Full Cover (Yes or No): Yes
Occupancy: 2 in front
Storage Capacity: 30 in front, 70 in trunk
Built in weapons:
Ram: 70 damage, chance to damage the vehicle depending on what it hits
Value: $6,000
Name: Junker Inferno Civilian Car
Average Speed: 20
Mpg: 20
Pedal to the metal: 40
Hauling ass Mpg: 10
Handling Bonus: +2, fast and great handling!
Health: 50
Damage Reduction: 4
Occupant Cover bonus: 2
Move bonus: 3
Full Cover (Yes or No): Yes
Occupancy: 2 in front
Storage Capacity: 30 in front, 70 in trunk
Built in weapons:
Ram: 40 damage, chance to damage the vehicle depending on what it hits
Value: $3,500
Name: Luxury Car
Average Speed: 40
Mpg: 15
Pedal to the metal: 80
Hauling ass Mpg: 11
Handling Bonus: +3, good handling.
Health: 100
Damage Reduction: 7
Occupant Cover bonus: 2
Move bonus: 3
Full Cover (Yes or No): Yes
Occupancy: 2 in front
Storage Capacity: 40 in front, 70 in trunk
Built in weapons:
Ram: 70 damage, chance to damage the vehicle depending on what it hits
Value: $50,000
Reputation: Using this fancy car makes many respect you, and many factions will be
impressed by your success.
Faction: Yakuza
Name: Taxi
Average Speed: 25
Mpg: 20
Pedal to the metal: 50
Hauling ass Mpg: 9
Handling Bonus: +3, slow!
Health: 60
Damage Reduction: 4
Occupant Cover bonus: 2
Move bonus: 3
Full Cover (Yes or No): Yes
Occupancy: 2 in front
Storage Capacity: 30 in front, 70 in trunk
Built in weapons:
Ram: 70 damage, chance to damage the vehicle depending on what it hits
Value: $7,000
Name: Off-road Bike
Average Speed: 30
Mpg: 30
Pedal to the metal: 50
Hauling ass Mpg: 13
Handling Bonus: +4, very maneuverable
Health: 40
Damage Reduction: 0
Occupant Cover bonus: 0
Move bonus: 3
Full Cover (Yes or No): No
Occupancy: 2 in front
Storage Capacity: None.
Value: $4,000
Name: Motorcycle
Average Speed: 30
Mpg: 30
Pedal to the metal: 50
Hauling ass Mpg: 13
Handling Bonus: +1, maneuverable!
Health: 40
Damage Reduction: 0
Name: Van
Average Speed: 20
Mpg: 10
Pedal to the metal: 40
Hauling ass Mpg: 20
Handling Bonus: -2, bulky
Health: 80
Damage Reduction: 8
Occupant Cover bonus: 2
Move bonus: 1
Full Cover (Yes or No): Yes
Occupancy: 2 in front (8 in back)
Storage Capacity: 200
Built in weapons:
Ram: 70 damage, chance to damage the vehicle depending on what it hits
Value: $4,000
Name: Pickup Truck
Average Speed: 20
Mpg: 30
Pedal to the metal: 40
Hauling ass Mpg: 14
Handling Bonus: +2, 4x4 average civilian vehicle
Health: 120
Damage Reduction: 6
Occupant Cover bonus: 2
Move bonus: 2
Health: 150
Damage Reduction: 15
Occupant Cover bonus: 2
Move bonus: 1
Full Cover (Yes or No): Yes
Occupancy: 2 in front (Over 20 if towing cargo container)
Storage Capacity: 30 (500+ if towing cargo container)
Built in weapons:
Ram: 150 damage, chance to damage the vehicle depending on what it hits
Value: $10,000
Name: Spectrum Civilian Car
Average Speed: 20
Mpg: 30
Pedal to the metal: 50
Hauling ass Mpg: 14
Handling Bonus: +0, average civilian vehicle
Health: 100
Damage Reduction: 6
Occupant Cover bonus: 2
Move bonus: 2
Full Cover (Yes or No): Yes
Occupancy: 2 in front
Storage Capacity: 30 in front, 70 in trunk
Built in weapons:
Ram: 50 damage, chance to damage the vehicle depending on what it hits
Value: $5,000
Name: VIP Sedan
Average Speed: 40
Mpg: 15
Pedal to the metal: 80
Hauling ass Mpg: 11
Handling Bonus: +3, good handling.
Health: 100
Damage Reduction: 7
Occupant Cover bonus: 2
Move bonus: 3
Full Cover (Yes or No): Yes
Occupancy: 2 in front
Storage Capacity: 40 in front, 70 in trunk
Built in weapons:
Ram: 70 damage, chance to damage the vehicle depending on what it hits
Value: $50,000
Reputation: Using this fancy car makes many respect you, and many factions will be
impressed by your success.
Faction: Mafia
Tanks and APCs
Name: Light Tank
Average Speed: 5
Mpg: 4
Pedal to the metal: 15
Hauling ass Mpg: 2
Handling Bonus: +0
Health: 150
Damage Reduction: 20
Occupant Cover bonus: Full cover
behemoth tank.
Tank Shell: A 300 damage tank shell is launched at the enemy from the main gun. It can be
fired by the pilot or an independent shooter from within the tank once per turn. It takes a full
turn to reload, and the main gun can be turned 360 degrees in most circumstances during
the same turn that the gun is fired.
Top-mounted machine gun: An M2 Emplaced turret that gives +5 armor class is emplaced on
the top of the tank for use by a secondary gunner, though it does not have full cover, and
denies your agility bonus to AC. It can be pivoted in 360 degrees.
Value: $2,000,000
Name: APC
Average Speed: 5
Mpg: 4
Pedal to the metal: 15
Hauling ass Mpg: 2
Handling Bonus: +0
Health: 100
Damage Reduction: 15
Occupant Cover bonus: Full cover
Move bonus: Full cover
Full Cover (Yes or No): Yes
Occupancy: 6
Storage Capacity: 300
Built in weapons:
Crunch: 100 damage is dealt to whatever it runs over. You need not make a pilot check to do
this unless you are trying to crunch something that would be particularly difficult for an APC.
Top-mounted machine gun: A single DShK 1938 Emplaced Turret that gives +5 armor class is
emplaced on the top of the APC for use by a secondary gunner, though it does not have full
cover, and denies your agility bonus to AC. It can be pivoted in 360 degrees.
Value: $500,000
Military Land Vehicles
Name: Military Transport Truck
Average Speed: 20
Mpg: 4
Pedal to the metal: 60
Hauling ass Mpg: 2
Handling Bonus: -4, bulky
Health: 150
Damage Reduction: 15
Occupant Cover bonus: 2
Move bonus: 1
Full Cover (Yes or No): Yes
Occupancy: 2 in front, 15 in back
Storage Capacity: 30 in front, 100 in back
Built in weapons:
Ram: 150 damage, chance to damage the vehicle depending on what it hits
Four DShK 1938 Emplaced Turrets that gives +5 armor class are emplaced on the back of
the truck in the cargo area for use by gunners, though they do not have full cover, and deny
your agility bonus to AC. They can be pivoted 90 degrees. There are two turrets on each side
of the truck, allowing personnel manning the guns to fire to the left and right of the truck.
Very useful for roadblocks.
Value: $20,000
Faction: The Allied Nations, China, and the Indonesian Rebels each have their own variants
of the vehicle with their logos plastered on. The word "Military" in the title is replaced with
the faction name. (For example, Chinese Transport Truck)
Name: Military Infantry Jeep
Average Speed: 30
Mpg: 40
Pedal to the metal: 50
Hauling ass Mpg: 15
Handling Bonus: +2, 4x4
Health: 100
Damage Reduction: 6
Back-mounted machine gun: A single DShK 1938 Emplaced Turret that gives +5 armor class
is emplaced on the back of the SUV for use by a secondary gunner, though it does not have
full cover, and denies your agility bonus to AC. It can be pivoted in 180 degrees. It faces
forward, ahead of the driver, but it can be moved easily to face backward.
Value: $6,000
Faction: Universal Petroleum
Boats
Name: Cargo Boat
Average Speed: 15
Mpg: 30
Handling Bonus: -2, incredibly slow
Health: 180
Damage Reduction: 5
Occupant Cover bonus: 2, can go below deck for full cover.
Move bonus: 0
Full Cover (Yes or No): No, but there is enough cover to fight from cover anyway. You can go
below deck for full cover.
Occupancy: 5 people comfortably, 30 people with 25 people with no rooms.
Storage Capacity: 800
Built in weapons:
Ram: 50 damage, chance to damage the vehicle depending on what it hits
Value: $10,000
Name: Speed Boat
Average Speed: 50
Mpg: 20
Handling Bonus: +3, fast
Health: 50
Damage Reduction: 3
Occupant Cover bonus: 2
Move bonus: 3
Full Cover (Yes or No): No, but there is enough cover to fight from cover anyway.
Occupancy: 2
Storage Capacity: 50
Built in weapons:
Ram: 70 damage, chance to damage the vehicle depending on what it hits
Value: $50,000
Name: Jet Ski
Average Speed: 30
Mpg: 30
Handling Bonus: +4, fast and small
Health: 20
Damage Reduction: 0
Occupant Cover bonus: 0
Move bonus: 3
Full Cover (Yes or No): No
Occupancy: 2, 1 driver and 1 bitch
Storage Capacity: None
Value: $800
Name: Motor Boat
Average Speed: 20
Mpg: 50
Handling Bonus: 0
Health: 10
Damage Reduction: 0
Occupant Cover bonus: 0
Move bonus: 1
Full Cover (Yes or No): No
Occupancy: 4
Storage Capacity: 20
Value: $200
Name: Military Patrol Boat
Average Speed: 5
Mpg: 8
Handling Bonus: +2
Health: 300
Damage Reduction: 10
Occupant Cover bonus: 2, can go below deck for full cover.
Move bonus: 2
Full Cover (Yes or No): No, but there is enough cover to fight from cover anyway. You can go
below deck for full cover.
Occupancy: 5 people comfortably, 30 people with 25 people with no rooms.
Storage Capacity: 800
Built in weapons:
Ram: 50 damage, chance to damage the vehicle depending on what it hits
Four DShK 1938 Emplaced Turrets that gives +5 armor class are emplaced on the boat for
use by gunners, though they do not have full cover, and deny your agility bonus to AC. They
can be pivoted 90 degrees. There are two turrets on each side of the boat, allowing
personnel manning the guns to fire to the left and right of the boat. Very useful for taking
care of pesky flies.
A single Minigun turret tripod is emplaced in front of the driver's window to be operated by a
Heavy Weapons expert remotely within the bridge. It has 360 degree range, and reloads
automatically if it is pre-loaded with ammunition. The pre-load can hold 600 bullets.
Two torpedo bays within the boat can fire at enemy boats, once per full turn. It takes 2 full
turns to reload a torpedo bay once the torpedo has been launched. They are heavy
weapons, the torpedoes weigh 25 and deal 200 damage, but they can be avoided by enemy
pilot checks. They are fired underwater only.
Value: $10,000
Faction: The Allied Nations, China, and the Indonesian Rebels each have their own variants
of the vehicle with their logos plastered on. The word "Military" in the title is replaced with
the faction name. (For example, Allied Nations Patrol Boat)
Name: Annihilator
Average Speed: 60
Mpg: 3
Handling Bonus: -2, huge
Health: 300
Damage Reduction: 30
Occupant Cover bonus: 4
Move bonus: 4
Full Cover (Yes or No): Yes
Occupancy: 2 in front, 2 in back.
Storage Capacity: 50
Built in weapons:
2 frontal miniguns operable by a passenger. They cannot be fired at the same time as the
missile launchers or the AA rocket system.
2 Missile launchers operable by a passenger. They fire and deal damage as an RPG would.
They cannot be fired the same time as the frontal miniguns or the AA rocket system. They
have a clip of 10.
Anti-Aircraft AA Rocket System (Essentially the Anti-Aircraft SAM Rocket System but not
surface to air) operable by a passenger. They cannot be fired the same time as the frontal
miniguns or the missile launchers.
Value: $1,000,000
Pilot skill necessary to fly this vehicle: 75