Player one is the wealthy oil baron, Jacob Rovelli. Player two represents the forces of Japanese businessman Fumio Su Kim.
Part of Kim's business is gambling. After losing over one million dollars in a poker game with Kim, Rovelli went to his off-shore base to get the money. After reaching the safety of his converted oil rig Rovelli had a change of heart. He told Kim to just try and collect. Kim then took him up on the offer. This is a recreation of that bloody debt collection.
The oil rig is represented by the mall in the center of the arena. The black filled-in areas are all flat and navigable by rig personnel. The security bunkers are bunkers with hand weapon slots for firing through. They hold three men each, and the walls have 20(3)DR Occupants have a full range of fire. They all are sealed as soon as the attack begins. The personnel inside them have Improved Body Armor and an Assault rifle; all are Handgunner-3 and Martial Arts-i.
Where the tunnels connect with the arena, there are catwalks 3" above the main rig level that connect with the building roof. Where they connect to the arena floor, there are ladders down to the water. The ramps that lead out to the arena are now boat launching ramps. All of the defense boats will be stored in a line here with the outer gates closed. It takes five seconds to open or close the gates. The gates have 10 DP and require tw6 breaches to collapse. The draft is 1" for the first 2" then decreases 1A" every 2" until it's dry
The areas marked as TV bunkers are now universal cupolas with twin-lasers in them. All the gunners are Handgunner-1 and Gunner-3. The cupolas have a 3600 arc of fire, but cannot fire at boats in the rear 900 arc of fire, due to the height of the rig. They can fire at people on the rig.
The rig is considered to be three stories out of the water for purpose of targeting modifications.
There are currently 25 crew members on the rig, not including the security booth people or the cupola gunners. All the main oil-drilling equipment is protected in the concrete pillars and considered safe from harm. The pillars themselves cannot be damaged, and hitting the rig is not a good thing to do.
For the sake of simplicity, it is assumed that the supports for the rig itself are too close together for boats of any size to sail under.
The rig defender also gets $5,000 per crew member (not including the cupola gunners or security men) to arm and armor them. Each crewman has 30 skill points to spend in any way.
Points may not be shared with other crew members, and any unused points are lost. He also gets four boats for the water defense of the rig. These must not total over $40,000 in cost, with no boat costing less than $7,000.
After positioning all the defenders on the map, replace one of them with Rovelli. Rovelli is a 7~point character; Pilot+1, Boat pilot, Gunner+1, Handgunner, Martial Arts+1.
Kim's forces have $150,000 worth of attack vessels. A minimum of 6 boats must be purchased, with no boat costing less than $10,000. Crew members cost $2,000 each for Kim, and are 3~point characters.
The main objective is to dust any boat defenses; and then get on the rig and dispose of any crew aboard - mainly Rovelli. Rovelli is to be an example for everyone else.
Whoever has the most points at the end is the winner. As soon as there are no more men on either side, the fight for control is over. Total up all the points and see who won.
Attacker victory points:
All defending boats destroyed 50 Oil rig boarded 30 Rovelli killed 20 Each defender killed 5 Each defender killed by sharks 10 For each turn the battle lasts after the 15th turn 1Defender victory points:
All attacking boats destroyed 50 Oil rig never boarded 30 Rovelli alive at end 20 Each attacker killed 5 Each attacker killed by sharks 10 For each turn less than 15 that the battle lasts 5
Jaws: Use the shark rules below. The goal of the onboard defenders is to shove the attackers off the rig to help feed/attract the sharks. Once the attack begins, the defenders can designate one or more crew to be chumming for sharks. A gunner who is beginning to miss a little too often can be shoved over the side.
Flipper Returns: To aid in the attack, Kim's forces have up to four trained dolphins with equipment on their side.
Davy Jones: The rig has 1d divers in the water ready for the assault. Each diver gets $10,000 to spend on equipment, as well as 40 skill points to use as needed.
The DP for the shark is listed, the length determines counter size (The Bull shark was included with Boat Wars), speed and acceleration are treated normally. Damage done by sharks is just like that of hand weapons; full damage to pedestrians, and half damage to vehicular components. Keep in mind that only the Mako and the Great White will attack a boat. The to hit roll is in normal Car Wars format
Spaces is the number of spaces the shark would take up as cargo (for you big-game shark hunters). The targeting mods are due to the fact the sharks are streamlined and underwater. They cannot be targeted at all by boats and other above water weapons if the sharks are deeper than 1" below the surface.
Sharks and dolphins 15' or smaller can be spotted as a torpedo can on radar, while Great Whites are spotted as row boats, and the Whale Shark as a yacht.
Dolphins are friendly creatures of the sea. They can be captured and trained to place limpet devices on boats. The cost of the training is $10,000, if you can find someone to train them. The harness for the dolphin costs $200 plus the cost of the limpet device. It takes five minutes to put on or take off a harness on a dolphin, it only takes two turns to place another limpet in the harness. When the dolphin goes to put the device on a boat a to hit roll of 4 is needed. If the roll fails, the limpet sinks down to the bottom and is useless.
Dolphins, even untrained ones, have a natural attraction to humans. If there are sharks attacking a human, and a dolphin is nearby, it will attack the shark. The shark will attack a dolphin over any other target, except during a frenzy. Swimmers may "ride" a dolphin, thus expending no energy for moving.
Both the Great White and the Mako will attack a small boat (raft, dinghy or row boat) if it gets too close. "Too close" is hard to define, but seems to depend mostly on bad luck. On the other hand, the only danger from a Whale Shark is a collision. The Bull Shark will go after moving targets (fish, pedestrians, ducks) just for food, but is likely to ignore something it perceives as dead. The Hammerhead and the Thresher are similar in their attack patterns; if it looks edible - eat it.
For every kill made in the water roll one die. On a 6, another shark appears 2d inches away from the kill point. Roll randomly to determine the shark type. Each turn that there is a kill in the water, roll two dice. If you roll less than the number of sharks in the water they go into a frenzy.
When in a feeding frenzy all sharks do double damage, and will attack anything close enough. This includes boats (even if they normally wouldn't), swimmers, torpedoes, floating mines, ducks, each other and anything else they think they could get a bite out of. The frenzy will last for 3d minutes, long after any duels that they start during will be over.
For those shark hunting, the same effect can be achieved for each turn of chumming. This is the process of baiting the waters with blood and meat scraps. Each turn spent chumming counts as one kill in the water; this is cumulative. Three turns of chumming will have the same effect as three kills in the water.
Sharks and dolphins can only attack adjacent targets in their front arc.
Shark skins are worth a large sum of money on the black market. Typical skin prices are: Bull, $500; Hammerhead, $900; Thresher, $1,200; Mako, $1,800; Great White, $2,500. Dolphin and whale shark skins are worthless
Ducks, real and otherwise - Real ducks are mostly harmless and (for game purposes) serve as shark food. But even if it looks, moves and quacks like a duck, it might not be a duck...
Most major sporting goods stores now carry the Plastique Duck Decoy. The remote-controlled duck shell costs $500; the price of the plastique is not included. A single decoy can hold up to two bricks of Plastique. When the ducks come within 2" of a boat or pedestrian roll 2d. The pedestrians will recognize the decoy for what it is on a roll of 9 or better. Any pedestrians or sharks in the water within 6" of an exploding decoy are affected as if a concussion grenade had gone off.
Speargun - $200, 3 lbs., TH8, 1 d damage, max range of 8". Spears cost $20 each ($25 with line), and weigh 1/3 lbs. each. It takes one turn to reload a speargun. For $100 more, each spear can be tipped with an explosive charge, doing 2d damage. A spearpistol is available as well, costing $100, 1 lbs., TH9, 2 pts. damage, max range of 6". Bolts cost $5 each ($10 with line), and weigh 1/5 lbs. each. Explosive tipped bolts cost $50 more and do 1 d damage. Both the pistol and standard speargun are silent from more than 2" away.
Blastick - $75, 2 lbs., TH5, 3d damage, max range 7.5 feet. The blastick is a small baton carried by the diver to push away incoming sharks. Sharks that are getting too close can usually be pushed away without aggravating them, and without setting off the explosive charge. For those who prefer immediate results, the stick can be touched to the shark and the tip detonated. The stick can only be used once, and is usually used only in an emergency. It is destroyed after being exploded.
Articulated Armor - $2,000, 100 lbs., adds 3 DP to its wearer. This suit uses closed circuit breathing to allow a diver to descend to greater depths than standard scuba gear (standard scuba gear allows diving to depths of 100 feet, while AA allows the diver to reach depths of up to 250 feet safely). The maximum speed of any swimmer is halved when in AA. AA will let a diver remain underwater for up to 12 hours. A heavy armored version that gives an additional 3 DP protection to the diver is available for $5,000, and weighs 150 lbs. When a Suit is punctured (loses all its DP) the diver immediately loses his air supply. He has only 1 minute to get air before he dies.
Type DP TH Acce Damage Length Speed Targeting mods Spc
Duck 1 - 2.5 - - 5 -5 anywhere 1/3
in flight: 25 mph
Dolphin 12 5 10 2d 15' 60 mph -1 side, -2 front 10
Bull Shark 8 9 5 1d 7.5' 50 mph -2 side, -3 front 5
Hammerhead 12 7 10 2d 15' 35 mph -1 side, -2 front 12
Mako Shark 15 6 10 2d 15' 45 mph -1 side, -2 front 10
Thresher Shark 6 8 15 1d 15' 45 mph -1 side, -2 front 7
Whale Shark 45 - 2.5 - 60' 15 mph +3 side, +2 front
Flatbed only
Great White 18 7 10 3d 30' 40 mph +1 side, +0 front 25
