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FieldOperationsManual
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Page 3. Introduction to MercenariesPage 4. Making a Merc.
Page 4. Bio, Dossier, and Physical DescriptionPage 4. Generate Primary Attributes
Page . !trengthPage ". PerceptionPage #. $ndurancePage %. &harismaPage '. Intelligence
Page (). AgilityPage ((. *uckPage (+. Generate !kills
Page (3. !kill DescriptionsPage ( 4. Merc. PerksPage (#. inal &haracter -erie/
Page (%. 0uick &haracter &reationPage ('. $1perience and Money
Page ('. $1periencePage +). Money
Page +(. *eeling 2pPage +(. !tarting at a *eel higher than (
Page ++. o/ to Play the GamePage +3. Actions in &ombat
Page +. General ulesPage +. unger, 5hirst, and 5irednessPage +". !tancesPage +#. 2narmed &ombat ActionsPage +%. ealth, *imbs and DyingPage 3(. Damage MultipliersPage 3+. anged &ombatPage 33. Armor and Damage eductionPage 34. Dual67ielding 7eaponsPage 3. Items
Page 3. 7eaponsPage 3. GunsPage #. eay 7eaponsPage "+. $1plosies
Page #+. AirstrikesPage #. Melee 7eaponsPage %(. Ammunition and 7eapon Mods
Page %+. ApparelPage %+. &lothingPage %3. Armor
Page %4. Aid ItemsPage %4. Medical $8uipmentPage %. !kill &heck Items
Page %#. Miscellaneous ItemsPage %'. 9ehicles
Page ((3. Gamemaster !ection
+
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;ou are a Mercenary.
A soldier o<
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our character in Mercenaries= Blood Money represents the soldier6o
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!5$?G5!trength regards your physical pro/ess. Are you a string bean or do you ha
uscles on your muscles> !trength a
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P$&$P5I-?erception regards your senses= *istening, 5aste, !mell, !ight, and 5ouch. Are a< and dumb, or are you as apt as an eagle /ith a telescope> 5hose /ho are herceptie /ill be able to
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$?D2A?&$ndurance regards ho/ tough you are. Mercs /ith a large amount o< $ndurance rie in the harsh, deadly atmosphere o< the battle
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&AI!MA&harisma regards ho/ /ell you talk to people. &harismatic Mercenaries can ta
themseles out o< certain death, and make people accept them more
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I?5$**IG$?&$elligence regards ho/ smart and /ise you are. Intelligent people can problem6uch better, and can use technology much better than someone /ithout the pro
kno/6ho/. Intelligence goerns ho/ many !kill Points you gain each leel.
kill Points= $ery time you leel up, you gain your Intelligence E in !kill Pointese skill points are distributed into your arious skills.
ambling= An Intelligence check can be used to gamble. Gambling checks areposed by either Intelligence or *uck.
anguages= $ery character starts leel ( kno/ing a language. 5hey gain a numb
nus languages based on their Intelligence, as per the table belo/. no/ing aguage means that the character also kno/s eery dialect under that languagetance, a Merc that kno/s &hinese kno/s Madarin, ;ue, 7u, Minbei, and eeryer sublanguage o< that language.C
(6 Intelligence "6% Intelligence '6() Intelligence
( Bonus *anguage + Bonus *anguages 3 Bonus *anguages
'
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AGI*I5;lity regards ho/ 8uick and on6your6
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*uckuck goerns eery little thing in a small /ay,
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!.Generateyourmercenary"ss#ills
order to generate your starting skills at leel (, you take the !P$&IA* score related to the nd multiply it by +. or e1ample, lets say that Billy the Medic has " Perception. 5his means
his Guns skill, a skill deried
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#illdescriptions
puter 2se= &omputer 2se, a skill deried
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).Pic#yourmercper#
erc. Perk is a constant special ability your Mercenary gains at leel ( that stays /ith him
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+ardenedMercenary
A ardened Mercenary only needs to eat, sleep, and drink hal< as much, and gets a bonus to !urialist checks intended to improise
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reno-nedMercenary
eno/ned Mercenary is treated as one eputation step up /hen encountered by ot
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rainedMercenary
A 5rained Mercenary begins the game /ith a E bonus to all Initiatie checks.
oughMercenary
A 5ough Mercenary begins the game /ith 3 Misc. Damage eduction. 5his Damageeduction stacks /ith all other
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eie-3oma#eacharacter,youmust4
ill out the Mercs &haracter Bio.
Generate the Mercs !P$&IA* Attributes e gets 4) points, /ith a minimum o< ( and a ma1imum o< () in e!P$&IA* AttributeC.
Put in &arry 7eight, /hich is !trength !core 1 + !o i< Billy the Medic has !trength, he has (+ &arry 7
ut in e1tra Damage eduction garnered by haing high !trengh andor $ndurance 5hese stack, so someon
() !trength and $ndurance /ould hae a total o< E" Damage eductionC.
% !trength$ndurance E6( Damage eduction
' !trength$ndurance E6+ Damage eduction
() !trength$ndurance E63 Damage eduction
Generate !tarting ealth $ndurance 1 () E !trength !core E *uck !coreC.
2se 3 Pro
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haracter starts Mercenaries= Blood Money /ith Oero e1perience points. As they continue to progress throurOone, training themseles by a trial6by6
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moneyinMercenaries4Bloodmoney
a minimum, a single character should get about +)) 2.!.D. per leel, in additiouipment looted o
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(eelingup
7hen you leel up, you
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ho-toplaymercenaries4bloodmoney
rcenaries= Blood Money is a roleplaying game intended to immerse you in the Mercenaries /hile also allo/ing you to commit actions not normally possible in the games, giing a mo
rganic e1perience /ithin the /orld. A normal Blood Money game, /hen run right, should be mbat and hal< roleplaying, di
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5here are t/o primary types o< &hecks= !P$&IA* !core &hecks and !kill &heck
P$&IA* !core checks are &hecks made against your primary attributes, !trength Perceptio, and are made by rolling (d+) E !core. Billy the Medic, as an e1ample, /ould roll (d+) E
ke a *uck check i< his *uck /as . !P$&IA* &hecks are ery common, and can be used
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mbat in Blood Money is done in a dynamic turn6order
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Generalules
unger, 5hirst, and 5iredness
ial is key on the battle
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!tances
ouched= Being crouched allo/s a character the ability to make !neak &hecks aeak Attacks Granted that they are hiddenC. 5o !neak past an enemy, you mustke a !neak check opposed by the enemys Perception. I< the enemy is not
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2narmed &ombat Actions
armed Attack= 5he traditional Martial Arts strike consists o< t/o attacks perrmal Action. Martial Arts strikes must be made against enemies that are at leat a/ay or less
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ealth, *imbs and Dying
eping your Mercenary healthy and sa
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ppled *imbs= ;our arms, legs, and head are enerable parts o< your body, and ccome crippled. Bladed Melee 7eapons and $1plosies can seer limbs i< themage they deal is substantial. I< your head is crippled, you su
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Damage Multipliers
&hance is a cruel mistress, /ho /hores hersel< out only to those /ho are luck5here are certain ariables that can occur that grant e1tra multipliers on dama
changing damage dealt by multiplying it.
&ritical it= 1+!neak Attack= 1+
!neak Attack &ritical= 13Point Blank !hot= 14
Point Blank !hot !neak Attack= 1
tical it= 7hen you hit a number sho/n on your &ritical it &hance on a d+) during a
ack, make an additional attack roll against the enemys &5B. Dont deal damage,ugh.C I< the second attack hits &5B, you critical hit, dealing double the normal dama
eak Attack= Making a !neak Attack re8uires the person !neaking to be crouched anden
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anged &ombat
re o
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Armor and Damage eduction
u may /ear armor to protect yoursel< on the battle
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Dual67ielding 7eapons
Blood Money you can Dual67ield one6handed /eapons, holding one in each hand. Durmal Action, you attack /ith both /eapons separate Attacks per ?ormal Action,entially doubling your damage output
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ms in Mercenaries= Blood Money are an essential part o< surial in the /arOonmuch so that a *eel ( character /ith a Missile *auncher and Suggernaut Armould al/ays beat a leel 3) character that had no e8uipment. Intellect and strenonly hal< the battle /hen high6tier military e8uipment is
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P'O(
.!2snubnosereoler
-ne andedAmmunition= .3+ &aliber
Damage= ("7eight= +
Ma1 Attacks per normal action= 3&lip !iOe= 9alue= T())
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.!05 Magnum reoler
-ne anded
Ammunition= .3# MagnumDamage= 3+7eight= +
Ma1 Attacks per normal action= 3&lip !iOe= "9alue= T+")
3#
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.)) Magnum reoler
5/o anded, Mercenaries /ith # strength can use -ne anded at a 64 penaltyAmmunition= .44 magnum
Damage= 4+7eight= 4
Ma1 Attacks per normal action= 3&lip !iOe= "9alue= T34)
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16mm gloc#326
-ne andedAmmunition= ()mm
Damage= +(7eight= 3
Ma1 Attacks per normal action= 3&lip !iOe= (+9alue= T++
3'
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&h nese ,7382
-ne andedAmmunition= ()mm
Damage= (7eight= +
Ma1 Attacks per normal action= 4&lip !iOe= (+9alue= T++
4)
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&olt m1811
-ne andedAmmunition= .4 auto
Damage= 347eight= +
Ma1 Attacks per normal action= 3&lip !iOe= "9alue= T+#)
4
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desert eagle
5/o anded, Mercenaries /ith # strength can use -ne anded at a 64 penalty
Ammunition= .) A$Damage= 47eight= "
Ma1 Attacks per normal action= 3&lip !iOe= '9alue= T))
orrid ecoil= 6( to hit
4+
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taser
-ne andedAmmunition= 5aser &artridges
KKKKKKKKKKKKKKKKKKKKKKKKKKKKKKKKKKKKKKKKKKKKKKKKKKKKKKKKKKKKKKKKKKKKKKKKDamage= Incapacitates an enemy a ma1imum o< (
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sniperri$les
anti3materielri$le
5/o andedAmmunition= .) MG
Damage= ()7eight= +)
Ma1 Attacks per normal action= +&lip !iOe= %9alue= T'))
!coped by de
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dsr31niperri$le
5/o andedAmmunition= #."+mm
Damage= 47eight= (
Ma1 Attacks per normal action= (
&lip !iOe= 9alue= T4")
!coped by de
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shotguns
BenelliM)uper86Pump
5/o andedAmmunition= (+ ga
Damage= 37eight=
Ma1 Attacks per normal action= +&lip !iOe= #
9alue= T3))or eery ()
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double3barreledshotgun
5/o andedAmmunition= (+ ga
Damage= 47eight= "
Ma1 Attacks per normal action= (&lip !iOe= +9alue= T+))
or eery ()
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#ushnapupshotgun
5/o andedAmmunition= (+ ga
Damage= 3)7eight= #
Ma1 Attacks per normal action= 3&lip !iOe= (+9alue= T))
or eery ()
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submachineguns
Microu9i
-ne andedAmmunition= 'mm
Damage= "7eight= 4
Ma1 attacks per normal action= (+&lip !iOe= +49alue= T4")
or eery ()
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Mp0
5/o andedAmmunition= 'mmDamage= %7eight= ((
Ma1 attacks per normal action= "&lip !iOe= (%9alue= T4)
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tdiector
5/o andedAmmunition= .4 Auto
Damage= ()7eight= ((
Ma1 attacks per normal action= ()&lip !iOe= 3)
9alue= T4#)
+
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assaultri$les
a#3)5
5/o andedAmmunition= #."+mm
Damage= +"
7eight= ()Ma1 attacks per normal action=
&lip !iOe= 3)9alue= T#))
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h#g!:
5/o andedAmmunition= ."mm
Damage= +47eight= "
Ma1 attacks per normal action= "&lip !iOe= 3)9alue= T""
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magpulpdr
?ame= Magpul PD5/o anded
Ammunition= ."mm
Damage= (%7eight= #
Ma1 attacks per normal action= &lip !iOe= +)9alue= T))
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*m;
5/o andedAmmunition= .#mm Armor Piercing, ignores damage reduction
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heay -eapons
Dh
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$lamethro-er
5/o andedAmmunition= (+ Gallon o< uel per shot
Damage= 4+ !pray, lamer= ires in a ma1imum o< 313 space area in
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m2emplacedturret
5urret Mounted 5oo heay to use by in
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m2)8lightmachinegun
5/o andedAmmunition=."mm
Damage= (
7eight= (4Ma1 attacks per normal action= +)
&lip !iOe= +))9alue= T4')
orrid ecoil= 6+ to hit
")
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minigun
5/o handedAmmunition= mm
Damage= +
7eight= +)Ma1 attacks per normal action= 4)
&lip !iOe= +4)9alue= T()))
"
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e*plos es
Anti3AirtingerMissile(auncher
5/o andedAmmunition= ocket
Damage= ()), deals (4) to aircra
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Anti3Aircra$tAMoc#etystem
n anti6aircra
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c3)plastice*plosie
Damage= +)7eight= (
9alue= T()e8uired $1plosies to set= (
e8uired $1plosies to disarm= )
his e1plosie does not use the $1plosies skill /hen attacking an enemy, /hether itor not is based on the current location o< the enemy in con@unction /ith the &64C$1plosie= An attack
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claymoremine
Damage= +)), deals damage in a (%) degree cone in a single direction (
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$lashbanggrenade
-ne andedmage= ) ?onlethal. ?o real damage, but i< the ) damage /ould bring an enemys htotal to ), it becomes ( and he goes unconscious instead. 5he
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m:5$ragmentationgrenade
-ne andedDamage= ()(
7eight= (9alue= T)
renade= Because Grenades are
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Grenademachinegunemplacedturret
5urret Mounted 5oo heay to use by in
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high3e*plosiedetonatedportablebomb
mage= ())) damage, destroys the area as i< a Bombing un hit it. A time o< detonatibig red, impending clock can be set i< you /ish, other/ise it is e1ploded by a detona
e8uired $1plosies to set= )8uired $1plosies to disarm= #) 6 ;ou may also try a luck check to beat +. I< you do
bomb is disarmed. ...I< it is
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MG(31)6grenadelauncter
Ammunition= Grenades
Damage= 5he grenades damage. Ignores the grenades usual restriction o< ())
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rpg35
?ame= PG6#5/o anded
Ammunition= ocketDamage= ()7eight= +)
Ma1 Attacks per normal action= (&lip !iOe= (9alue= T%))
$1plosie= An attack
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a rstr #es
Artillery Strike - $150,000 Targeting method: Radio and Visualonfirmation !uel Cost: "00 #allons !iring ethod: %m&la'ed ArtilleCo(ering a si)a*le area, (ery large ho+it)er shells rain do+n in uiu''ession around the target, killing and destroying e(erything e.'nkers/ in the radius The only dra+*a'k is that fast mo(ing targets
those (ehi'les are nearly im&ossi*le to hit, and there is a high 'hor 'ollateral damage This airstrike should *e used outside of 'iti+ns, and (illages to ma.imi)e its effe'ti(eness +hilist also minimi
'i(ilian 'asualties
omi' u'lear unker uster - $",000,000 Targeting method: Satelliteadio !uel Cost: 500 #allons !iring ethod: Air&lane 2aun'h your (+n mini-34 at the target, annihilating it, its grandma, and any memf it The u'lear unker uster is a lo+-yield nu'lear +ea&on that +
rradiate an area in a 6-mile radius, and o*literate e(erything in tradius
#+
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om*ing Run - $75,000 Targeting method: Satellite, Visual Confirmatind Radio !uel Cost: 180 #allons !iring ethod: Air&lane The om*Run is sim&le yet effe'ti(e T+o mark-9" *om*s are dro&&ed *y &lanee.&loding u&on im&a't on the target )one t is &ro*a*ly the most 'ofi'ient airstrike, *eing sold at $75k 3hile this is good against sstru'tures and grou&s of enemies, it is fairly ina''urate The *lasadius of this strike is tiny 'om&ared to others, fortunately it 'auhigh damage and +ill destroy any target *uilding aside from fortifi
*unkers and *uildings
unker uster - $600,000 Targeting method: 2aser 4esignator and Radiel Cost: 600 #allons !iring ethod: Air&lane A massi(ely &o+erful "9 strike is made, 'a&a*le of taking out 'on(entional *unkers and aru'ture t has a small radius *ut (ery high &o+er, a*le to destroy
*ut the most hardened of fortified *ases
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2aser #uided om* - $"00,000 Targeting method: 2aser 4esignator !uCost: 8
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Melee=eapons
combat#nies
&ombat knies are any military6grade kni
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personal#nies
sonal nies are knies that are not combat6ready. 5hese include itchen nies, Pnies, etc.
-ne handedDamage= E !trength !core
7eight= 6
Ma1 attacks per normal action= 39alue= T
#"
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shortblunt-eapon
hort Blunt 7eapons include /eapons such as &ro/bars, Batons, Baseball Bats, Putt*amps, etc.
-ne handedDamage= +) E !trength !core
7eight= (Ma1 attacks per normal action= +
9alue= T#)
##
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shortbladed-eapon
!hort Blunt Bladed /eapons include /eapons such as Machetes, 5antos, etc.
-ne handedDamage= 3) E !trength !core
7eight= +Ma1 attacks per normal action= +
9alue= T(()
#%
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largeblunt-eapon
rge Blunt 7eapons include /eapons such as !hoels, !ledgehammers, Pool &ues, DIrons, etc.
5/o andedDamage= ") E !trength !core
7eight= ()Ma1 attacks per normal action= (
9alue= T(4)
#'
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large bladed -eapon
*arge Bladed 7eapons include /eapons such as Medieal Broads/ords, atanas, et
5/o andedDamage= %) E !trength !core
7eight= ()
Ma1 attacks per normal action= (9alue= T4))
%)
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ammunition
(+ga= T( per shell.3+ &aliber= T( per bullet
.3# Magnum= 9alue= T( per bullet.44 Magnum= T3 per bullet
.4 Auto= T( per bullet.) MG= T" per bullet.) A$= T" per bulletmm= T( per bullet
."mm= T( per bullet
.#mm= T4 per bullet#."+mm= T( per bullet'mm= T( per bullet()mm= T( per bullet
(+.#mm= T3 per bullet5aser &artridge= T per cartridge
5ank !hell= 7eight= 3) 9alue= T())ocket= 7eight= 9alue= T+))
Gallon o< uel= 7eight= % 9alue= T"
ranged-eaponmods
nded MagaOine &annot be used on eolers or $1plosie 7eaponsC= 9alue= T3)) N $
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apparel
&lothing
Business &lothing ormal !hirt and Dress Pants, etc.C= 7eight= () N 9alue= T())
asual &lothing Blue Seans and 56!hirt, oodie, a/aiian shirt and khakis, etc.C= 7eight= () N 9alue
$1pensie Apparel Diamond ings, Golden $arrings, ancy !unglasses, etc.C= 9alue= T+))
$1pensie &lothing ine suit, e1pensie /atch, etc.C= 7eight= () N 9alue= T3)
GeneraliOed Apparel Piercings, $arrings, !unglasses, ings, etc.C= 9alue= T
hillie !uit= 7eight= +) N 9alue= T%) N $
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Armor
*ight Armor
lletproo< 9est= 7eight= ( N 9alue= T()) N $
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!kill &heck Items
Battle
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cking *aptop= 7eight= ( N 9alue= T)) N $
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miscellaneousitems
(Note: -ne thing that should be noted is that items not on this list are priced arbitrarily. instance, a ideo6game craOed Mercenary entering the battle
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lare= 7eight= 3 N 9alue= T()
ashlight= 7eight= ( N 9alue= T4 N $
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/%+'&(%
Pilot skill is the skill used to drie ehicles. Pilot checks may be made to try and start a car that t start,
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?ame= Ambulance
Aerage !peed= ") Miles per ourAerage !peed MPG= (#Ma1imum !peed= ()) Miles per our
Ma1imum !peed MPG= (ealth= %)
Damage eduction= "9ehicle &5B= +
uel 5ank Ma1= 4) Gallonsam= 4) Damage Bypasses () Damage eductionC Deals damage to itsel< eery ram, ignoring D.C
&oer= ;es-ccupant &oer Bonus= E3 &5B
Moe Bonus= E+ &5B-ccupancy= + in
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?ame= BelmontAerage !peed= ) Miles per our
Aerage !peed MPG= +4Ma1imum !peed= %) Miles per our
Ma1imum !peed MPG= ++ealth= #)
Damage eduction= +9ehicle &5B= 3
uel 5ank Ma1= (" Gallonsam= 3) Damage Bypasses () Damage eductionC Deals damage to itsel< eery ram, ignoring D.C
&oer= ;es-ccupant &oer Bonus= E( &5B
Moe Bonus= E+ &5B-ccupancy= + in
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?ame= &argo BoatAerage !peed= ( Miles per our
Aerage !peed MPG= 3)
ealth= 3))Damage eduction= "
9ehicle &5B= 6(uel 5ank Ma1= ") Gallons
am= 3) Damage Bypasses () Damage eductionC Deals damage to itsel< eery ram, ignoring D.C&oer= ;es
-ccupant &oer Bonus= E &5B &an go belo/ deck
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?ame= &ity BusAerage !peed= +) Miles per our
Aerage !peed MPG= (4Ma1imum !peed= 4) Miles per our
Ma1imum !peed MPG= (+ealth= ()
Damage eduction= "9ehicle &5B= (
uel 5ank Ma1= +) Gallonsam= %) Damage Bypasses () Damage eductionC Deals damage to itsel< eery ram, ignoring D.C
&oer= ;es-ccupant &oer Bonus= E &5B
Moe Bonus= E( &5B-ccupancy= +4
!torage= ())), in Gloebo1
9alue= T+),)))5ype o< Moement= *and
?ame= Dragon
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?ame= ighter SetAerage !peed= 4%) Miles per our
Aerage !peed MPG= ()ealth= ')
Damage esistance= 9ehicle &5B= 4
uel 5ank Ma1= ) Gallons&oer= ;es
-ccupant &oer Bonus= Al/ays ull &oerMoe Bonus= E(+ &5B
-ccupancy= +!torage= )
9alue= T3)),)))
5ype o< Moement= ly e8uires ) points in the Pilot skill to useCam= )) Damage Bypasses () Damage eductionC Deals (+) damage to itsel< eery ram, ignoring D.C$1tra 7eapons= " Gun Pod6e8uialent G3" guns in the nose, each o< /hich can be used by the Pilot or the secondpassenger. 5reat it as i< you /ere dual6/ielding, but i< you /ere able to dual6/ield " G3" i
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?ame= ImpactAerage !peed= 4) Miles per our
Aerage !peed MPG= "Ma1imum !peed= #) Miles per our
Ma1imum !peed MPG= 4ealth= #)
Damage eduction= +9ehicle &5B= +
uel 5ank Ma1= 3+ Gallonsam= 4) Damage Bypasses () Damage eductionC Deals damage to itsel< eery ram, ignoring D.C
&oer= ;es-ccupant &oer Bonus= E+ &5B
Moe Bonus= E+ &5B-ccupancy=
!torage= ) in rear compartment &an also instead be + -ccupancy, tight
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?ame= Sa@u
Aerage !peed= 3) Miles per ourAerage !peed MPG= 3)Ma1imum !peed= " Miles per our
Ma1imum !peed MPG= +%ealth= 3)
Damage eduction= )9ehicle &5B= 3
uel 5ank Ma1= 3" Gallonsam= + Damage Bypasses () Damage eductionC Deals damage to itsel< eery ram, ignoring D.C
&oer= ;es-ccupant &oer Bonus= E( &5B
Moe Bonus= E+ &5B-ccupancy=
!torage= ) in trunk, in Gloebo19alue= T4,)))5ype o< Moement= *and
?ame= Set !kiAerage !peed= 3) Miles per our
Aerage !peed MPG= "ealth= +)
Damage eduction= (9ehicle &5B= 4
uel 5ank Ma1= (+ Gallonsam= ()) Damage Bypasses () Damage eductionC Deals ) damage to itsel< eery ram, ignoring D.C
&oer= ;es-ccupant &oer Bonus= E) &5B
Moe Bonus= E3 &5B-ccupancy= +
orage= ?one, and -ccupancy cannot usually be conerted into storage unless you /ant your stu
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?ame= *u1ury &arAerage !peed= 3) Miles per our
Aerage !peed MPG= 3)Ma1imum !peed= " Miles per our
Ma1imum !peed MPG= +%ealth= 4)
Damage eduction= 9ehicle &5B= 3
uel 5ank Ma1= 3" Gallonsam= 3 Damage Bypasses () Damage eductionC Deals damage to itsel< eery ram, ignoring D.C
&oer= ;es-ccupant &oer Bonus= E+ &5B
Moe Bonus= E+ &5B-ccupancy= "
!torage= ) in trunk, in Gloebo19alue= T()),)))
5ype o< Moement= *and$1tra 7eapons= 5his lu1ury car comes e8uipped /ith a minibar, T)) dollar surround speakers, a mini theater, L 5hereAs no 3ap
meter> Drat, my dastardly plan to get the players to roleplay has been
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?ame= MotorcycleAerage !peed= ) Miles per our
Aerage !peed MPG= 3"Ma1imum !peed= %) Miles per ourMa1imum !peed MPG= 34
ealth= )Damage eduction= (
9ehicle &5B= 3uel 5ank Ma1= % Gallons
am= +) Damage Bypasses () Damage eductionC Deals + damage to itsel< eery ram, ignoring D.C&oer= ?o
-ccupant &oer Bonus= E) &5BMoe Bonus= E3 &5B
-ccupancy= +!torage= ) in saddlebags
9alue= T#,)))5ype o< Moement= *and
?ame= -
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?ame= Pickup 5ruckAerage !peed= 4) Miles per our
Aerage !peed MPG= 3)Ma1imum !peed= ") Miles per our
Ma1imum !peed MPG= +%ealth= 4)
Damage eduction= +9ehicle &5B= +
uel 5ank Ma1= 3% Gallonsam= 4) Damage Bypasses () Damage eductionC Deals damage to itsel< eery ram, ignoring D.C
&oer= ;es-ccupant &oer Bonus= E+ &5B
Moe Bonus= E+ &5B-ccupancy= (3 5he bed is usually conerted into storage, the
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?ame= !ummit !29Aerage !peed= 4) Miles per our
Aerage !peed MPG= 3)Ma1imum !peed= ") Miles per our
Ma1imum !peed MPG= +%
ealth= 4)Damage eduction= +
9ehicle &5B= +uel 5ank Ma1= 3% Gallons
am= 3) Damage Bypasses () Damage eductionC Deals damage to itsel< eery ram, ignoring D.C&oer= ;es
-ccupant &oer Bonus= E3 &5BMoe Bonus= E+ &5B
-ccupancy= "!torage= in Gloebo1
9alue= T+,)))5ype o< Moement= *and
())
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?ame= Military Aircra
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?ame= Military AP&Aerage !peed= Miles per our
Aerage !peed MPG= 4Ma1imum !peed= ( Miles per our
Ma1imum !peed MPG= +ealth= (3)
Damage eduction= (9ehicle &5B= )
uel 5ank Ma1= '" Gallons&oer= ;es
-ccupant &oer Bonus= ull &oerMoe Bonus= E) &5B
-ccupancy= "!torage= 3))
9alue= T)),)))5ype o< Moement= *and e8uires ( points in the Pilot skill to useC
nch= Instead o< am, AP&s get &runch. &runch is an AP& attack that does not re8uire a Pilot check to commence I< tuld run oer /hateer it is hitting in real li
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?ame= Military In
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?ame= Military *ight 5ankAerage !peed= Miles per our
Aerage !peed MPG= +Ma1imum !peed= ( Miles per our
Ma1imum !peed MPG= (ealth= (3)
Damage eduction= (9ehicle &5B= )
uel 5ank Ma1= )) Gallons
&oer= ;es-ccupant &oer Bonus= ull &oer
Moe Bonus= E) &5B-ccupancy= "!torage= 3))
9alue= T')),)))5ype o< Moement= *and e8uires ( points in the Pilot skill to useC
unch= Instead o< am, 5anks get &runch. &runch is an 5ank attack that does not re8uire a Pilot check to commence nk could run oer /hateer it is hitting in real li
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?ame= Military eay 5ankAerage !peed= 4 Miles per our
Aerage !peed MPG= +Ma1imum !peed= () Miles per our
Ma1imum !peed MPG= (ealth= +))
Damage eduction= +9ehicle &5B= )
uel 5ank Ma1= )) Gallons&oer= ;es
-ccupant &oer Bonus= ull &oerMoe Bonus= E) &5B
-ccupancy= "!torage= 3))
9alue= T(,)),)))5ype o< Moement= *and e8uires ( points in the Pilot skill to useC
unch= Instead o< am, 5anks get &runch. &runch is an 5ank attack that does not re8uire a Pilot check to commence nk could run oer /hateer it is hitting in real li
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?ame= Military 5ransport 5ruckAerage !peed= 4) Miles per our
Aerage !peed MPG= 3)
Ma1imum !peed= ") Miles per ourMa1imum !peed MPG= +%ealth= %)
Damage eduction= 9ehicle &5B= +
uel 5ank Ma1= 3% Gallonsam= 4) Damage Bypasses () Damage eductionC Deals damage to itsel< eery ram, ignoring D.C
&oer= ;es-ccupant &oer Bonus= E3 &5B
Moe Bonus= E+ &5B-ccupancy= (+
!torage= ()), in Gloebo19alue= T4),)))
5ype o< Moement= *andop6mounted machine guns= A single M+ $mplaced 5urret that gies E &5B to the user is emplaced on the rear side onsport
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?ame= !peed BoatAerage !peed= ) Miles per our
Aerage !peed MPG= +)ealth= ")
Damage eduction= +9ehicle &5B= +
uel 5ank Ma1= 4) Gallonsam= 3) Damage Bypasses () Damage eductionC Deals damage to itsel< eery ram, ignoring D.C
&oer= ;es-ccupant &oer Bonus= E+ &5B
Moe Bonus= E3 &5B-ccupancy= "
!torage= ), in gloebo19alue= T",)))
5ype o< Moement= 7ater
?ame= 5a1iAerage !peed= 3) Miles per our
Aerage !peed MPG= 3)Ma1imum !peed= " Miles per our
Ma1imum !peed MPG= +%ealth= 3)
Damage eduction= )9ehicle &5B= 3
uel 5ank Ma1= 3" Gallonsam= + Damage Bypasses () Damage eductionC Deals damage to itsel< eery ram, ignoring D.C
&oer= ;es-ccupant &oer Bonus= E( &5B
Moe Bonus= E+ &5B-ccupancy=
!torage= ) in trunk, in Gloebo19alue= T4,)))
5ype o< Moement= *and
()#
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?ame= 5he AnnihilatorAerage !peed= +)) Miles per our
Aerage !peed MPG= (ealth= 3))Damage eduction= +)
9ehicle &5B= 3uel 5ank Ma1= %)) Gallons
am= ")) Damage Bypasses () Damage eductionC Deals 33) damage to itsel< eery ram, ignoring D.C&oer= ;es
-ccupant &oer Bonus= E% &5BMoe Bonus= E(4 &5B
-ccupancy= +!torage= in Gloebo19alue= T+,))),)))
5ype o< Moement= ly e8uires ) points in the Pilot skill to useC
pons= -ne Minigun and % Anti6Air !tinger Missile *aunchers. Both can be
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?ame= 5ransport elicopterAerage !peed= () Miles per our
Aerage !peed MPG= +ealth= (+)
Damage eduction= (9ehicle &5B= 3
uel 5ank Ma1= 4)) Gallonsam= ")) Damage Bypasses () Damage eductionC Deals 33) damage to itsel< eery ram, ignoring D.C
&oer= ;es-ccupant &oer Bonus= E% &5B
Moe Bonus= E(4 &5B-ccupancy= +)
!torage= 3)), in Gloebo19alue= T(+),)))
5ype o< Moement= ly e8uires ) points in the Pilot skill to useC
()'
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?ame= 5ransport PlaneAerage !peed= ")) Miles per our
Aerage !peed MPG= ())ealth= )
Damage esistance= ()9ehicle &5B= +
uel 5ank Ma1= +%)) Gallons&oer= ;es
-ccupant &oer Bonus= Al/ays ull &oerMoe Bonus= E(" &5B
-ccupancy= 3%!torage= )
9alue= T(,))),)))5ype o< Moement= ly e8uires ) points in the Pilot skill to useC
?ame= 9alorousAerage !peed= ) Miles per our
Aerage !peed MPG= 3)Ma1imum !peed= %) Miles per our
Ma1imum !peed MPG= +%ealth= #)
Damage eduction= +9ehicle &5B= 3
uel 5ank Ma1= ++ Gallons
am= 3) Damage Bypasses () Damage eductionC Deals damage to itsel< eery ram, ignoring D.C&oer= ;es-ccupant &oer Bonus= E( &5B
Moe Bonus= E+ &5B-ccupancy= + in
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?ame= 9an
Aerage !peed= 4) Miles per ourAerage !peed MPG= ("
Ma1imum !peed= #) Miles per ourMa1imum !peed MPG= (4
ealth= %)Damage eduction=
9ehicle &5B= 3uel 5ank Ma1= + Gallons
am= 4) Damage Bypasses () Damage eductionC Deals damage to itsel< eery ram, ignoring D.C&oer= ;es
-ccupant &oer Bonus= E &5BMoe Bonus= E3 &5B
-ccupancy= %!torage= +)), in Gloebo19alue= T+),)))
5ype o< Moement= *and
?ame= 9eloce G5Aerage !peed= (+) Miles per our
Aerage !peed MPG= 3Ma1imum !peed= +)) Miles per our
Ma1imum !peed MPG= (ealth= 4)
Damage eduction= )9ehicle &5B= 3
uel 5ank Ma1= 3) Gallonsam= 3 Damage Bypasses () Damage eductionC Deals damage to itsel< eery ram, ignoring D.C
&oer= ;es-ccupant &oer Bonus= E+ &5BMoe Bonus= E(+ &5B
-ccupancy= +!torage= ) in trunk, in gloebo1
9alue= T,))),)))5ype o< Moement= *and
((
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icles in combat moe on initiatie @ust like people do. 2nlike on M;5 ? B> eet per Move Action)>)+)*> M;5 ? )> eet per Move Action)*)+> M;5 ? )BB> eet per Move Action
)+0>> M;5 ? eet per Move Action0>)+B>> M;5 ? 0>>> eet per Move ActionB>)+*>> M;5 ? 0@9> eet per Move Action*>)+9>> M;5 ? B>> eet per Move Action 9>>3 M;5 ? **>> eet per Move Action
((+
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gamemastersection
he
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ions typically consist o< a action *eader 2sually *eel 3)C, (+ or so high6tier o
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charactertemplates
good idea to take a/ay a bit o< the di
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Militarygrunt@Anymilitari9ed$action
el= (
ributes=% P= $= 3 &= " I= % A= *=
alth= 43
ry 7eight= +))
ement !peed= + 3) eet H eet because o< Armor 5ypeC
tical it &hance= ('6+)
B= (( ' E + because o< Armor 5ypeC
k= 9icious E3 bonus to damage any time damage is dealt.C
mage eduction= (+ Body, ead *ight &ombat Armor, *ight &ombat elmetC
lls= &omputer 2se= (" 6(C N Deception= (+ 63C N $ngineering= (" 6(C N $1plosies= () 64C ns= + 63C N Reay 7eapons= 3( E(C N *ockpick= () 64C N Martial Arts= " 6#C N RMeleeapons= 3( E(C N Medic= (" 6(C N Pilot= () 64C N !ense Motie= () 64C N !peech= (+ 63C N !n64C N !urialist= " 6#C N
Pro
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thug@Anycriminal$action
el= (
ributes=% P= $= + &= () I= () A= 4 *= (
alth= +'
ry 7eight= +))
ement !peed= + 3) eet H eet because o< Armor 5ypeC
tical it &hance= ('6+) +) E !tylish PerkC
B= (( ' E + because o< Armor 5ypeC
k= !tylish &ritical 5hreat range is increased by (. In addition, the thug gets a E( bonu
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militaryin$antry@anymilitari9ed$action
el=
ributes= P= % $= # &= 4 I= 3 A= % *=
alth= '4
ry 7eight= (+
ement !peed= 3) 4) eet H () eet because o< Armor 5ypeC
tical it &hance= ('6+)
B= (4 (( E 3 because o< Armor 5ypeC
k= Accurate E( bonus to all attacks against enemy &5B.C
mage eduction= (% Body, % ead Medium &ombat Armor, Medium &ombat elmetC
lls= &omputer 2se= " 6#C N Deception= % 6"C N $ngineering= " 6#C N $1plosies= (" 6(C Nuns= ) E3C N eay 7eapons= 3+ 6+C N *ockpick= (" 6(C N Martial Arts= (4 6+C N RMeleeapons= ( E)C N Medic= " 6#C N Pilot= (" 6(C N !ense Motie= (" 6(C N !peech= % 6"C N !ne
6(C N !urialist= (4 6+C N
Pro
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gangster@Anycriminal$action
el=
ributes=3 P= ' $= 4 &= % I= ( A= *= ()
alth= "(
ry 7eight= #
ement !peed= + 3) eet H eet because o< Armor 5ypeC
tical it &hance= (6+) ("6+) E !tylish PerkC
B= ( (3 E + because o< Armor 5ypeC
k= !tylish &ritical 5hreat range is increased by (. In addition, the gangster gets a E(us to con
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charactersheet
Note: ;ou &-2*D print o
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