SAN ANGELES/TYRELL CORPORATION.
PREVIOUSANDY'S HOMEPAGENEXT
The Colony Of San Angeles.
The Colony Of San Angeles.
The Colony Of San Angeles.
 Introduction
 The San Angeles colony was first formed in 2238 by malcontent humans fleeing Terra. The planet GGX-4421 Two was habitable, no indigenous intelligent life, and unsettled, making it ideal for their purposes. Over the course of around 250 years, they developed the colony into one very long city-state. As the area really does remind cartographers of the Oregon-California coastline, and generally stretches from "San Francisco" to "Los Angeles," the city-state uses those two names. Efforts were made to recreate those two cities faithfully, but the region between is very heavily developed, unlike the forested original.
 Legally, San Angeles exists outside of the UGC. That means they can do whatever they want, as long as the UGC doesn't get caught up in it. However, San Angeles has, in the words of the late Senator JIHMX, "overstretched themselves." The central colony has formed colonettes around the system, and that has NOT gone well for them; GGX-4421 Eight Bravo, a mining colonette, has actually declared their independence from San Angeles and asked for UGC assistance (said assistance being received quite quickly, with an AZONIA LAPLAMIS-Class arriving the next day, and several more ships arriving by the end of the week). GGX-4421 Five, also known as Arcadia, was the scene of the Soldier TODD Rebellion, and has been forcibly TAKEN from San Angeles with only a vague statement of objection. The Tyrell Corporation's cloned humanoids, called Replicants locally, occasionally cross into UGC territory; Such clones are strictly illegal under UGC law, but perfectly fine under San Angeles law. If a Replicant can make it to UGC territory, they are supposed to be taken into protective custody, but usually are simply shot, with the report reading 'killed while resisting detention,' 'killed in the cross fire of battle,' or most often 'terminal failure due to Replicant design' (Replicants are designed to only last X number of years, based on the model, and since Tyrell Corporation will not cooperate with the UGC, they official number is not 'legally' known; it is known Nexus 6 are designed for a four year lifespan, which the UGC uses very conveniently).
 Pearl PROPHET, a researcher, attempted to deliver a formula to resolve a design defect in Replicants. Her escort, Marshall STRAT, was killed. She hired Gibson RICKENBACKER, a mercenary (gunslinger or "slinger") to protect her as she delivered the formula; Over the course of three weeks he fought his way to deliver her to San Angeles, killing the entire Fender TREMOLO gang.
 Criminal Element
 San Andreas was built upon the ideal of limiting government; As a result, the San Andreas government is pretty ineffectual. This gave the criminal element the best conditions to thrive.
 The Rippers
 The San Andreas does however control the water and electricity, services they cut off whenever anyone threatens their control over the cities. A gang of about 2 dozen water thieves calling themselves the Rippers formed to take that control back- They haven't proven overly effective, but they did wrest control of one of the water reservoirs away for a few days, embarrassing the central authorities greatly. It's rumored the majority of the rippers are escaped genetic experiments, and that rumor happens to be true- So nobody believes it.
 San Andreas strictly control water and power; Outlaws called Tankers attempt to steal or create their own.
 Human Genetic Engineering
 Extremely wealthy people are able to have their children's DNA controlled to produce "superior" people. The science is well-understood, with a 0.1% failure rate (called Genetic Rejection Syndrome or GRS); However, those failures can be catastrophic, such as the case of Tony and Fran BLAKE. The process is therefore illegal, but on San Andreas it's not exactly the biggest issue.
Zalem.
Zalem.
San Angeles Militry General Uniform.Jeru.The Towers Of Jeru.
 Zalem
 The extraterritoriality of Zalem is a cityship over San Andreas via a space elevator; The city is actually built of a retired Comet Empire Gatlantis-Class Space Station retrofitted with a Dark Nebula built Crystalbase atop this as the city's administrative center. For militry power, Zalem has a small fleet of assorted Comet and Gamilon Empire battleships, most especially a fleet of upgraded REVENGE-Class Battleships that they upgraded a second time to REF standards.
 Population
 Zalem has a population of around 2 million people, 99% of which are augmented humans. The majority of the remainder are Replicants, most of which are the newest model. These are generally servant or pleasure models.
 Industry
 Zalem does most of the manufacturing for Jeru. They also deal extensively in the stock markets for San Angeles.
 Average Lifestyle
 Zalemites live a upper lower class.
 Governance
 The leaders of Zalem are selected by a committee of 20 members based on their perceived ability to run the business that is Zalem's only reason for existence.
 Militry And Security Forces
 Zalem has a fleet of 5 REVENGE-Class Battleships inherited from the Gamilon Empire. One is on patrol at any given time. These were upgraded to be roughly the equivalent of a IKAZUCHI-Class Battlecruiser. For internal security, a force of around 500 combat Replicants of the last 2 or 3 models, specialized in internal security, with an emphasis on de-escalation methods. As a result, the security forces don't do much.
 Location
 Zalem stands proudly above Gorda District. From here it can see and be seen by Marina District and Westpark District, taking it nearly to the edge of the official colony.
 Jeru
 Jeru is the space city connected to Zalem on the opposite end of the Orbital Elevator and the sister city of Jeru. It is the headquarters of San Angeles' government.
 The extraterritoriality of Jeru is a space station on permanent geosynchronous orbit over San Andreas via a space elevator; Jeru was actually built of a retired Deingil LUGAL-Class Battleship retrofitted with docking collars. A fleet of 20 rebuilt Bolar Federation Destroyers are detailed to specifically protect Jeru.
 Population
 Jeru's population of 2,000 is 90% human, with 1% Replicants (they get the most current commercially available model every 2 years), with the other 9% of various species. A surprisingly large population of 50 Gamilon's exist here (since there's rarely more than 5 in any given area beyond their homeworld, 50 is very high).
 Industry
 Jeru's only industry is as the spaceport of San Angeles.
 Average Lifestyle
 99% of the population of Jeru live the equivalent of middle income.
 Governance
 Jeru is internally governed by a strict democratic autocracy; The leader is elected by majority vote to serve for 10 years, then reties entirely.
 Militry And Security Forces
 Jeru's fleet of 20 Bolar Destroyers provide the militry protection; Various pirate raids have been attempted, but none have been truly successful, and causing only superficial damage and minimal loss of life.
 For Security, Jeru uses and army of 500 of the most advanced current model of Nexus Militry Replicants (not counted in population), armed with advance body armor (500 MDC) and assault rifles (damage equivalent to T'luaza Milldiem 281 Model Assault Rifle, but with only 200 rounds).
 Location
 Directly above Zalem.
 Harvester Incursion
 On 12 August 2511, a number of apparent meteors landed in the world's oceans. The objects prove to be spacecraft containing Harvesters. As parts of the city were being evacuated, the Defense Forces arrive with orders to evacuate civilians caught deep behind enemy lines. During the operation they encountered other DF, one of which had orders to locate and destroy the Harvester's command and control center and thus deactivate the drones. They reached the extraction point and evacuated by helicopter. On their way out they determined the location of the command center, radioing in a missile strike using a laser designator. The uncontrolled drones fall from the sky, and the alien ground forces retreat.
 This was the worst defeat the Harvesters had suffered in over 3,000 years, and REF analysts believe it may have permanently damaged them.
 In the course of this war, an island neighborhood was ravaged. This utter wasteland that once had been posh homes of the most elite members of society was converted into a kind of gladiatorial arena where convicted felons would fight for their lives; If they made it to the final checkpoint, they were to go free. However, the game was entirely rigged, and for decades nobody made it out alive. It would therefore come as quite a shock to San Angeles officials to discover a thriving underground population there, escaped criminals and social outcasts who amongst other things rebuilt a replica of Terra's Disneyland Main Street in the clear open- As if it was bait. Because it was. The airspace around it was so heavily defended that a swarm of flies couldn't entire without permission, and nobody had permission to enter their airspace.
 San Angeles Militry
 The San Angeles Militry is relatively small since it's an expense. However the militry has 4 warships and around 3 battalions of infantry.
 A significant percentage of the SAM are replicants.
 The GIB
 
 All the claims otherwise notwithstanding, San Andreas isn't as independent as the leadership claims; The Central Information Service (the precursor to today's Galactic Information Bureau) fronted the original leaders of the colony the money needed to get started to use it as a front company for all kinds of business. The concept was very simple really; San Andreas isn't part of the UWA (now the UGC), so they're not under UWA/UGC law. Agents can go there, assume their new identity, hop on a ship going "somewhere," and continue on their mission. Goods the UWA couldn't obtain legally (because they were form outside the Union) can be obtained through San Andreas. The best part is nobody in San Andreas has to keep the secret- They don't know either. It's all business as usual, and a bribe here or there keeps the authorities eyes off whatever the GIB is doing.
Super Soldier Program.
Two Super Soldiers.A UniSol From The Ill-Fated Happy Land Mission.
 The Intuitive Synthetic Autonomous Assault Commando (I.S.A.A.C.) program was an attempt to take certain persons with sufficient intellectual and physical capabilities, enhance those, and turn them into superior soldier. One, a Sgt. TODD, was used in a testing scenario that left two of his team dead and him apparently so. He was dumped on Arcadia like trash, and led a revolt against the San Andreas government that in their sector was successful.
 The "Universal Soldier" (UniSol) program was originally conceived as an elite counter-terrorism unit. They are given a neural serum to keep their minds susceptible and their memories suppressed and genetically augmented soldiers with enhanced self-healing abilities and superior strength, but they overheat and shut down. The team's superior training and physical abilities gave them tremendous advantage against terrorists; One was recorded withstanding close-range rifle fire.
 One of the UniSol soldiers broke through his serum and went rogue rescuing a reporter digging into their story; The unit's commander tried to unleash his entire command on a search and destroy mission but the rogue soldier was able to defeat all of them.
 The San Andreas authorities were able to cover up these disasters, but it cost them dearly. After this UniSols were made from Replicants and orders were issued to use them off-world only, to ensure the public could never find out what happened.
 Nevertheless, the program was actually successful, and UniSols continue to operate, including in limited engagements on-world. One such operation was the attempt to destroy the Happy Land gang, and this almost exposed the program again when all 20 of the UniSols were killed. In comparison, their operation to retake control of Moon 44 was fully successful; It is speculated that if early series UniSol had been sent to Arcadia the mission would have been a complete success and the facts of that matter would never have been discovered.
 UniSol currently has around 200 soldiers capable of operating under any conditions, but the program's genetic engineering and neural repression make the soldiers extremely heat intolerant; They have to keep very cool to operate well. Conditions that exceed their heat tolerances risk failure of the neural repression, allowing them to think independently.
 General Information
 Name:
Synthetic Autonomous Assault Commando (I.S.A.A.C.)/Universal Soldier (UniSol).
 Colors: None.
 Symbol/Crest/Banner: None.
 Owner: San Andreas Army.
 Commanding Officer: Lt Col billet.
 Tactics: Commando raids.
 Size and Orientation: Large Company (200)
 Features:
A: Sponsorship:
B: Outfits:
C: Equipment:
D: Vehicles:
Secret (Government).

Utility Outfits (5).

  • Electronic Supplies and Good Gear (5);
  • Medical Clinic (20).
  • Basic Transportation (3).

    E: Weapons:
    F: Communications:
    G: Internal Security:
    H: Permanent Bases:
    Advanced Weaponry (20).

    Secured Service (10); Internal only.

    Impregnable (60); Only UniSol members and their own support staff (3 people) even technically know they exist.Partial Headquarters (2); They have part of a warehouse surrounded by dozens of mility and police.
    I: Intelligence Resources:
    J: Special Budget:
    K: General Alignment:
    L: Criminal Activity:
    None (0); They have no intel resource of their own, they are given information by outsiders.None (0); They aren't allowed to have any money not given to them by San Angeles government.Scrupulous and Principled (8); Their leadership is of questionable alignment, but UniSols are completely obedient to their leadership. "Good little soldiers."None (0); It's not even possible.

    M: Reputation/Credentials:
    N: Salary:
    Unknown (5); Officially they don't even exist.None (0); They don't draw any pay at all.
     Personnel:
    Corporate Officers:
    Command Officers:
    Field Officers:
    Line Officers:
    UniSols have no corporate officers, but they do have civil government supervisors (mostly accountants).UniSol command is a Lt. Colonel billet.
     The Lt. Col is the mission commander as well, filling all three levels, and is the only militry staff attached.
    Command Enlisted (Radar/radio specialists, etc):
    Corporate Enlisted (secretaries, etc.):
    Senior Line Enlisted:
    Junior Line Enlisted (common infantry):
    Not applicable; All UniSols are basically drones. UniSol has 3 to 8 civilian staff to maintain the cryogenic equipment, etc.
     Weapons, Equipment, and Resources:
    Standard Issue Weapons and Equipment:
    Transport Vehicles:
    Combat Vehicles:
    Other:
    UniSol weapons and armor varies over time, from the RDF era Light Laster Rifles and Heavy Armor they started with to the cutting edge body armor and energy weapons they use now.The UniSol's have a fleet of busses available to them when needed.

    None. When UniSols need combat vehicles they are supplied by San Andreas militry.

    Other vehicles are provided when needed.

    Moon 44 Uprising.
    Felix STONE On The Moon Itself.
    A MEDUSA-Class Battle Cruiser.
    An M-44 Helicopter, The Type Used On Moon 44.
     San Andreas colony early on began off-world mining. Various corporations were engaged in the business of collecting these resources; The various companies battled other for access to these resources. Moon 44 was a fuel mining operation, controlled by the Galactic Mining Corporation. Moons 46, 47 and 51 had been overtaken by the Pyrite Defense Company's battle robots. Galactic Mining's own defense system was cancelled as too many pilots died while in training. The company sent new navigators to Moon 44 to assist the pilots, but with a shortage of pilots the company tried using prisoners. GM regarded their fleet of mining shuttles as important, so if the moon was attacked the shuttles were ordered to leave the crews behind. Galactic Mining hired Felix STONE to investigate the disappearance of two shuttles. Upon arrival STONE determined someone modified the flight computers. He eventually was able to confirm that the moon's defense director Major LEE and his assistant, Master Sergeant SYKES had been reprogramming the mining shuttles shortly before its departure. The moon was then attacked by a Pyrite MEDUSA-Class Battle Cruiser. STONE held off the first wave of enemy attack drones; A prisoner and a navigator stayed behind to destroy the remaining drones while the rest of the mining crew evacuated. STONE reported to GM Chairman HILL the situation; However, the mining crew was at this point in a state of full on mutiny, refusing to return to San Andreas and asking for UGC assistance. Their chief complaint was unsurprisingly that Galactic Mining had abandoned them and San Andreas had refused to come to their aid. The UGC at first only dispatched a small task force, but the task force Commadore quickly reported she'd walked into a raging 5 way war and requested a more substantial force. 48 hours later 21ST arrived and started shooting everyone with a vague indifference which didn't do as much to help the situation as it might have, but with Task Force JONES under direct fire Admiral REYNOLDS felt he had no other real choices.
     The arrival of 21ST did force the battling groups to retreat into their own bases of operations, effectively forcing a truce at gun point. Moon 44's miners, pilots, and navigators ask to join the UGC at this point, which the Council accepted, but insisted the mined resources had to continue to be delivered to Galactic Minerals. Several of the other mining colonettes followed suit, and the same conditions were applied to them. This arrangement suited nobody very well, and many of the miners requested simply to be taken away entirely. These applications were accepted, and the mining concerns had to replace their entire operations at their own cost.
     Moon 44 in particular had several serious issues; The use of convicts resulted in the rape of a navigator who responded by intentionally crashing the pilot's helicopter into a canyon wall, then hanging himself. Hours later, the other navigators sent a very clear message to the pilots not to try anything like that again when they intentionally gave one of the pilots who witnessed the rape drugged food (it made him violently puke but didn't kill him). They then reminded the pilots they controlled literally everything at the mining facilities- Food, air, their helicopter, even tv feeds. Another "mistake" and they'd all be dead, but the navigators would likely be in a position to survive long enough to escape. There were no further incidents.
     21ST Fleet spent the next 5 years cleaning up the mess, but was eventually able to compete cede the system's colonettes back to San Andreas; Admiral REYNOLDS departed with a warning to the colony's leadership that if the REF had to come back again, there would be no "proportional escalation" the entire fleet would be coming from the beginning and if he was commanding the entire colony would fall this time. San Andreas leadership promised this wouldn't be necessary.
    Soldier TODD Rebellion.
    Sgt. TODD himself (date unknown, predates the "rebellion").
     The Soldier TODD Rebellion was a 2298 incident in which a retired soldier unceremoniously dumped (like trash) on Arcadia joined forces with colonists who crash-landed there (along with other deserter former soldiers), rather than the Trinity Moons as they had originally planned, to protect themselves from San Angeles Army Colonel Jason Isaacs MEKUM (and his most immediate subordinates, Captain CHURCH, Lt. RUBRICK, Lt KK SLOAN, and Sgt "Caine 607") who officially had "gone rogue" (though this is disputed by the colonists).
     Col MEKUM took these soldier on a training exercise; Since Arcadia was listed as uninhabited, he had decided that any colonists' presence was unlawful and ordered his troops to slaughter them. Several of the colonists were killed. Though outmanned and outgunned, TODD'S experience led him to outmaneuver the rogue unit with guerrilla tactics, allowing the majority of the colonists to escape. Unnerved by the unexpectedly tough resistance (with several of his "super soldiers" killed and all of his armor and heavy ordinance destroyed), Col MEKUM ordered prepare a "planet killer" (presumably a reflex or nuclear missile). However, the colonists captured the Col's shuttle which they took to Trinity, and MEKUM and the majority of his unit was killed (only 5 of the 25 total survived; none were eventually charged).
     It is alleged the TODD personally tossed MEKUM and his aides out of the shuttle, and evacuating the remaining colonists just before the missile detonated. (TODD, even under threat of a VERY lengthy prison sentence, refused to confirm or deny the allegation; colonists who before had bragged of TODD'S bravery suddenly developed confusion as to what exactly did happen in the Number 2 hold.)
     The TODD Rebellion would become part of the larger chaos that enveloped the Moon 44 uprising.
     Resolution: After properly settling on Trinity, as originally planned, the colonists filed over 2,351 different lawsuits and other legal actions against San Angeles, and the San Angeles Army; The United Galaxies Alliance was forced to re-build the planet. Millions of WALL*E's were manufactured to do so, and have been steadily repairing the planet since. Legally the planet is still the property of the descendants of the colonists, but San Angeles long ago settled with the colonists (although the specifics remain closed, the most commonly repeated amount is 22 million credit per settler). The UGC has a standing agreement, however, that the settlers or their descendants had first right of settlement once the planet is in a condition to be settled.
     Additionally, the UGA passed the "Settlement Act," which makes settlement, of any kind, assumed legal unless and until proven otherwise (such as smugglers, pirates, etc.). The Settlement Act has hampered the hunt for pirates (especially Ators, since they often mask pirate bases as legitimate encampments).
    San Angeles Police.
    San Angelese Police Department
    Badge And Patrol Vehicle.
     San Angeles Police Department (SAPD) is the law enforcement agency of San Angeles Colony. With 2,000 officers it's considered "woefully undermanned" according to multiple reports filed after the Monn 44 Crisis.
     SAPD is headquartered at 1 Police Way. The has 200 stations and specialized units including Air Support Division, and Major Crimes Division, SWAT Command, Marine Division, Drug Interdiction, etc.
     Multiple investigations have documented brutality, corruption, and other misconducts.
     History
     Recruiting for SAPD began before the colony expedition left Terra, but because of San Andreas' political makeup few were willing to join; It was pretty obvious the agency would be hamstrung from the outset. The agency's primary job was to keep the leadership protected from rioting mobs, and as most people could see that writing on the walls it was clear the leadership was concern this would be normal. The low intended recruiting numbers also discouraged candidates. SAPD has been described as the leadership's security guards and little more.
    "Not only would I not encourage my kids to join SAPD, I'd actively discourage them from calling for them if they needed to."-Unnamed SAPD officer.
     SAPD's auxiliary facilities include San Angeles Main Jail located at the headquarters building, Dixon Prison located 100 miles outside of the main colony at 12183 Revone Road, and the Colonial Prison Colony of Escape Island.
     General Information
     Name:
    San Angelese Police Department.
     Colors: Grey on blue.
     Symbol/Crest/Banner: Technowings.
     Owner: San Angeles Colonial Government.
     Commanding Officer: SAPD Chief Of Police.
     Tactics: General police duties.
     Size and Orientation: Large Company (200)
     Features:
    A: Sponsorship:
    B: Outfits:
    C: Equipment:
    D: Vehicles:
    Government Front.

    Utility Outfits (5).

  • Cheap Gear (2);
  • Medical Equipment (10)
  • Company Fleet of Vehicles (10); Mostly patrol cars, a few motorcycles, a couple dozen helicopters, and a fleet of 6 transport busses.
    E: Weapons:
    F: Communications:
    G: Internal Security:
    H: Permanent Bases:
    Basic Weaponry (5); Sidearm, baton, peperspray/mace, handcuffs, etc. Most patrol vehicles have a rifle. Currently the SAPD is using a locally manufactured clone of the UGC's Gallant H-100A pistol and 1100 rifle with R-53 plasma launcher. The pistol and rifle have stun as default setting.Secured Service (10); SAPD officers have encrypted personal radios with earpiece bluetooth connections so onlookers can't hear what they're hearing.

    Tight (10); The SAPD does investigate their own on a routine basis, often using illegal means.

    Fortified Headquarters (20); 1 Police Way is a fortress, 12183 Revone Road is even more fortified, but even the field offices are very well fortified.

    I: Intelligence Resources:
    J: Special Budget:
    K: General Alignment:
    L: Criminal Activity:
    Infiltration Network (50); SAPD pays good money for information, and uses any other resources they can get. The army on particular gives them a lot of actionable intel.



    Nickels and Dimes (5); SAPD has a fund roughly equal to one month's total expenses to use discretionarily, but it may not be wasted.



    Aberrant (0); SAPD is not terribly usual in this respect, they are generally anti-villains. Every cop ever has said some variation of "The best cops have a crook inside they keep caged very carefully."


  • Con Man (hundreds); Undercover officers;
  • Cyber-Doc (5); SAPD has their own in-house cyberdocs;
  • Expert Assassin (4); Snipers;
  • Special Forces (4 teams); SWAT;
  • Safecracker/Locksmith (3); To open safes, etc. that they don't want damaged.
  • M: Reputation/Credentials:
    N: Salary:
    Scoundrels (1); Even SAPD don't like SAPD.

    Excellent Salary (20); Hour for hour, SAPD officers make more than most people at their levels of experience.
     Personnel:
    Corporate Officers:
    Command Officers:
    Field Officers:
    Line Officers:
    San Angelese Colonials Council provides oversight for SAPD. Sort of.

  • SAPD Chief Of Police.
  • Divisions Chiefs
  • District Captains
  • Patrol/Section Lieutenants
  • Beat Sergeants

  • The lowest ranks are the Patrolmen, despite what division they're assigned to.

    Non-Sworn Officers:
    SAPD has a lot of non-uniform contractors for things like records, repairing cars, etc. They routinely offer bids for jobs that need to be done outside the expertise of the department.
     Weapons, Equipment, and Resources:
    Standard Issue Weapons and Equipment:
    Transport Vehicles:
    Combat Vehicles:
    Other:
  • Gallant H-100A pistol;
  • Gallant H-1100 rifle;
  • Baton;
  • Peperspray/mace;
  • Handcuffs.
  • SAPD uses patrol cars, motorcycles, and busses for general transportation.




    SAPD has a small fleet of M-44 helicopters.




    SAPD does, from time to time, use impounded or abandoned cars for undercover work.




    Crime Prevention Unit Model 001, aka the RoboCop.
    CPUM 001, aka "The RoboCop."
    CRIME PREVENTION UNIT MODEL 001 AKA THE ❝ROBOCOP.❞
    Top Speed:20 mph (32 kph).
    Height: 7 feet (2.1 m).
    Width: 3.4 feet (1.03 m).
    Length: 3.1 feet (0.9 m).
    Weight:412 lbs (186.9 kg).
    PS:Equal to a Robotic P.S. 28.
    Powerplants:Hydro-cell and Micro Fusion engines.
    The RoboCop.And Auto-9.
     Detroit is a suburb of San Angeles, at the most distant part of the south east sector of the original colony. Originally formed by supremely wealthy San Angelenos seeking to escape the heat and frustration of downtown San and Angeles, the city was steadily overrun by the criminal elements they'd moved there to escape; Eventually it became a nearly lawless city, since it wasn't formed by a proper San Angeles charter and therefore legally didn't exist. Detroit's city leaders attempted to curb the violence using a combination of replicants and cyborgs, and in some cases cyborg enhanced replicants, but this failed badly when the new officers resigned en masse. Omni Consumer Products loaned the city billions to bail the city out, only for the city to default on the loan. The city then became the property of OCP, which converted the police department to company security and reformed the city.
     The Crime Prevention Unit Model 001, aka the RoboCop Program Omni Consumer Products custom ordered 20 Nexus 12 units as brain, central nervous system, and face only to serve as the core of a new program, dubbed the RoboCop program. The concept was to develop a new series of cyborg police that would be devoid of any emotion, subjectivity, fear, or confusion- The perfect cop. The series failed miserably; Of the 20 Alpha test subjects, 10 went on rampages that had to be put down by National guardsmen (at the loss of dozens of men each), The program was partially vindicated by the advent of RoboCop II (dedicated bodyguards) and Universal Soldier (dedicated soldiers) programs, but never achieved full vindication.
     The signature weapon is the Auto-9, a Beretta 93R machine pistol variant, chosen for its three-round burst mode and controllable recoil. An 80 round magazine was developed as a backup mag for this program.
     Name: Glitter Cyclone
     Model Type: Power Armor
     Class: Power Armor
     Crew: One.
     Passengers: None
     MDC: 200
     Speed and Statistical Data:
     Running: 60 mph (96kph) maximum.
     Flying: A grav pod enables flying at 100 mph (160 kph).
     Underwater:
     Walking: 15 mph (24kph).
     Swimming: 20 mph (31kph).
     Maximum Depth: 150 feet.
     Powerplant: Micro Fusion Protoculture Reflex Generator; Micro Fusion with Fifteen (15) month duration.
     Weapons System: The RoboCops carry an Auto-9, a Beretta 93R machine pistol variant with a three-round burst mode.
     MD:
     Single Fire Mode: 1D6
     Burst Fire Mode:1D6 times 10 MD each.
     Rate of Fire: Four attack per melee max.
     Range: 200 feet.
     Payload: The carry mag is 50 rounds in addition to two 80 round secondary mags.
     They can also engage in hand to hand combat. Use of brass knuckle, black jackets, and other melee weapons will double the effective damage (less edged weapons).
     Restrained Punch- 1D4 SD
     Punch- 1D4 MD
     Power Punch- 2D6 MD (counts as two attacks)
     Kick- 1D4 MD
     Leap Kick- 2D4 MD (counts as two attacks)
     Body Flip/- 1D4

     Features:
  • Full Range Sensory Suite: Infrared, ultra violet, Magnification, night sight, color filters, thermal imager. Range is about 200 miles for MOST sensors.
  • Belt Keepers: Used to hold gun and other belts (normally the oversized, 2.5" wide variety) to the suit.
     Combat Profile For A RoboCop:
  • 4 attacks per melee.
  • +1 strike.
  • +2 parry.
  • +3 leap dodge; Automatic dodge, just like a parry.
  • +5 regular dodge.
  • San Angeles Bounty Hunter's Guild.
     A lot of the business on San Angeles is private business, and the business owners and investors aren't keen on government interference. Seeing as San Angelese formed based on this ideal (and the rampant corruption in said government), it's unsurprising that bounty hunting flourishes on the planet. A common career path for would be bounty hunters is the police or militry for 4 to 10 years, then leave the service and join up with a bounty hunter to learn the trade; After a couple of years the trainee bounty hunter gains enough experience to go into business for themselves.
     A subset of the bounty hunters are the Hunters of The Running Man; In fact a lot of the Hunters are bounty hunters in their day jobs. One of the best of the best is Benjamin "Ben" RICHARDS, the first person to beat the maze- Using help from the leader of Happy Land. When RICHARDS beat the maze, he became a Hunter as well, and used his knowledge to tip off Happy Land to raids and gave them tips on possible recruiting opportunities. (RICHARDS had been a San Angelese police officer and was framed for a massacre, which left a permanently bitter taste in his mouth- when given the opportunity to damage the government he leapt at it.)
     General Information
     Name:
    San Angelese Bounty Hunters Guild.
     Colors: None.
     Symbol/Crest/Banner: None.
     Owner: Self-owned.
     Leader: SABHG's member elect one of their own to be the administrator.
     Tactics:
     Size and Orientation: Large Mercenary Army (500); If SABHG were to unify as an army they could take down SAPD and SAM.
     Features:
    A: Sponsorship:
    B: Outfits:
    C: Equipment:
    D: Vehicles:
    None; They sponsor themselves.


    None (0); Everybody is on their own.


  • Cheap Gear (2);
  • Medical Equipment (10); Some members of the guild have degrees of medical training and equipment.
  • None (0); Every member has to get their own vehicle.


    E: Weapons:
    F: Communications:
    G: Internal Security:
    H: Permanent Bases:
    Basic Weaponry (5); The guild buys and sells weapons for members only, but they can get much higher-end gear.Basic Service (2); Members of the guild have access to a private communications network, but it's not perfectly secure.Lax (2); Anyone can find out what bounties are out, but knowing who's hunting who is impossible, even the hunters don't always know, leading to cross hunts on occasion.Partial Headquarters (2); The hunters have an administrative center, but they actually work out of a bar.
    I: Intelligence Resources:
    J: Special Budget:
    K: General Alignment:
    L: Criminal Activity:
    None (0); they get the intel they can personally collect and what little is given to them by clients and that's about it.

    None (0); The guild pays for upkeep of the administrative center and the bar and that's about it.

    Aberrant (0); Members of the guild keep to their contracts and they don't care about anything else. A member who breaks their contract might be hunted by the rest of the guild.Smugglers and Sellers of Contraband (dozens); The guild has extensive contacts in government and industries, and can usually get anything a member wants- For a price, of course, but that price versus getting it on the black market usually favors the guild.
    M: Reputation/Credentials:
    N: Salary:
    Hunted (0); Even other hunters sometimes hunt them.


    Outrageous Salary (40); A successful hunter could make as much as 100 times as much as their counterparts. The problem is the bounties tend to shoot first and not ask questions.
     Personnel:
     The guild has one formally paid member, the administrator. Everyone else is in when they want to be and out when they want to be.
     Weapons, Equipment, and Resources:
     Each member supplies their own weapons and other equipment, with modifications they make themselves. The SAM often spies on members to see what these modifications are to see if there's improvements they can make in their equipment.
    The Running Man.
     San Angeles has a competition that vexes the UGC greatly; Every month, convicted criminals are released into the 100 acres of what was upscale private island off the coast which was virtually destroyed in the Harvester Incursion. Here they are hunted down like prey in a gladiatorial match. The convicts are free to use any means at their disposal to survive; It's one of the few places on San Angeles where murder is perfectly legal.
     The contest is rigged, with the ability of Runners to survive the maze being virtually non existent, so it caught San Angeles authorities off guard when it was discover that the was a major underground community of escaped convicts and social outcasts living in a rebuilt amusement park.
     The convicts made a deal with the authorities; Stay out of Happy Land and the Happy People would leave the authorities alone. Cross the line into Happy Land, and survivors would be burned alive or torn apart. The colonial authorities tried once- The survivors were in fact burned alive, but not before they were gang raped. The message was clearly received, and the Zalem issued orders to stay at least 500 feet beyond Happy Land and out of the sewer system pending further orders. In the interim however, the gangs of Happy Land have agreed not to take in any Runners unless they survive the game; As a result their population (a meager 15-20k) has risen 2%. By reaching out to the mainland's underground, the female population has doubled in recent years to about 25% of the total, mostly homeless girls and prostitutes attempting to escape abusing pimps.
     The first person to beat the maze was Benjamin "Ben" RICHARDS using help from the leader of Happy Land; The deal made was that they would help him beat the maze and he would serve as their spy, or they'd kill him themselves. The leader of Happy Land personally met with RICHARDS, informing him that if he didn't take the offer RICHARDS would definitely die and PLISSKEN would probably die. RICHARDS was duly impressed by her courage. He place one more condition on his accepting the deal- His partner Amber had to get their help. PLISSKEN accepted the condition reluctantly.
    Ben RICHARDS And Amber MENDEZ, The
    First Two Runners To Survive The Maze.
    Tyrell Corporation.
    Tyrell Corporation.
    Tyrell Corporation.
    Tyrell Corporation Headquarters;
    Unofficially the capital of San Angeles.
    "More human than human."

     - Company slogan.
     The Tyrell Corporation was a high-tech firm primarily focused on the production of androids known as replicants. It is located on San Angeles and named after its founder Eldon Tyrell.
     History
     The Tyrell Corporation is the reason there is a San Angeles Colony; It was Eldon TYRELL who put the entire colony together. Joining Tyrell Corp is a high honor for any San Andrean, a sign you've really made it in the world.
     Tyrell Corp mostly manufactures human clones as slave labor. There are a variety of models, and the product line has been evolving nicely over the years; Just in Eldon's time the company went through six evolutions, with prototype Series 7's already made at the time of his death.
     The TYRELL family suffers from a genetic disease that tends to kill members in their late 40's to early 50's. Eldon TYRELL founded the company to find a cure, at first conceiving clones as new vessels to hold the consciousness of his family members. This didn't work out at all, but he did discover a market for slave labor- A black market. He conceived the notion to move off of Terra and outside the United Worlds Alliance to pursue his vision, but that required money- Money he knew he could get off of the UWA if he offered his colony as a front for the "inteligencia" to operate from. It was a happy marriage made in mutual hate and discontent, and it's worked ever since.
     The corporation is headquartered in two large, pyramid-like structures on the outskirts of San Angeles. Inclinators run along the outside of the massive structures.
     The CEO's office is massive, larger than most businesses outside of Tyrell corporation. The personal chambers includes a mattress consisting of two King sized mattresses put together, supported at the base by concrete columns 4 feet across and 25 high. The office and the Master's Suite have a religious undertone to them, and that's entirely intentional; Eldon TYRELL was seeking to invoke God-like power. He needed accommodations to match.
     For the first 300 years of San Andreas' history TYRELL family members held the majority of the colony's debts, making them the greatest creditors to the colony; Times have changed somewhat, but the family still holds more than enough credit on the colony to get them to do their bidding in the norm.
     Only the senior most members of the family know the full story of Eldon's dark deal with the GIB; Stories and rumors of collaboration float across the colony from time to time, but never anything near the truth. The TYRELL family knows there was a deal with the UWA, bit never exactly what the deal was nor do most care to. The family controls the spaceport by which GIB agents enter and exit the system, and as such the family can control the news.
     Strangely Tyrell Corp and the family do not reside on Jeru as most would expect them to; Instead the family stays planetside, and they are surprisingly hard workers. Each member of the family is expected to come up through the ranks of the company and while eventual advancement is assured they start out at the bottom- Males even tend to start out in construction just to have that hands-on working history.
     Type: Genetic Research/Cloning.
     Leader Title: Tyrell Corporation CEO
     Membership Type(s):
     Goals:
     Size and Orientation:
     International Guild (650)
     Features:
    A: Sponsorship:
    B: Dress:
    C: Equipment:
    D: Weaponry:
    Secret; Tyrell and the San Andreas colony were sponsored by the Central Information Service (now the Galactic Information Bureau).




    None (0); Tyrell has a dress code, but they do not supply outfits.





  • Excellent Equipment (10);
  • Specialist Equipment (10);
  • Medical Supplies (40);
  • Large Library (20);
  • Alchemist (60).
    Tyrell has extensive laboratories, libraries, etc.
  • Superior (40); Tyrell can literally get anything they want short of reflex weapons; they have nuclear weapons.
    E: Communications:
    F: Security:
    G: Stronghold(s):
    H: Intelligence:
    Unlimited and Secured (100); Tyrell's internal communications are more secure than most government communications. The GIB has a backdoor into Tyrell's comms system, but only occasionally uses it.Paranoid (45); Even people within the company don't always know everything.



    Keep or Tower (25), Castle (50), and Surrounding City (60): Tyrell's twin headquarters buildings are arcologies with a city internally and around them. The TYRELL family and very senior members of the company are ensconced in a keep in a castle within a fortified section of the first arcology. Even orbital bombardment would take time.Spy Network (50); Tyrell has their own extensive intelligence gathering network, as well as San Angelese Colonial Council's intelligence network when it's useful to the Council (not that it matters, they have that tapped anyways).

    I: General Alignment:
    J: Criminal Activity:
    K: Reputation:
    L: Salary:
    Principled (10); Extremely principled. Outwards appearances notwithstanding, the TYRELL clan in general and the family in particular have committed their entire existence to solving an intractable crisis; They have no real choice in the matter.Con Men (3), Drug Masters (dozens), Thug Enforcers (at least two full companies worth at any given time),Assassins (5), and Professional Thieves (4). Many of them are TYRELL clan- The family may be strictly principled, but principles alone don't pay bills.Famous (50)


    Outrageous (40); Stockholders alone can expect a dividend of around a month's salary. The lowest level employees also have few complaints.

    M: SPECIALS:
     Sub Guild (Special); Several.
     Friendship- Government (20); Or at least part of it. The company is a front for the GIB after all.
     Minor Competition (+10); There are several minor competitors, but most of them are as much collaborators and partners as competitors. Only a few extreme groups are true threats to Tyrell, and most of those are enemies of the UGC (such as the Syhith).
     Enemy Nation (+35); The UGC has repeatedly pointed out Tyrell as a threat; And yet strangely the council still has done nothing about them. Weird how that happens isn't it?
    Replicants.
    Tyrell Corporation.
     Replicants are the real reason there's a San Angeles; Cloning humans is illegal under UGC law, so they had to move the entire thing someplace outside of the UGC. Replicants are a series of evolving bioengineered humanoid clones. They are physically indistinguishable from an adult human and possess superior strength and intelligence. A replicant can be detected by means of a Voight-Kampff test; Emotional responses are provoked and a replicant's nonverbal responses differ from those of a human.
     Between series 3 and 7 Replicants had a 4 year lifespan to control an instinctual tendency to develop emotions; While these could be repressed it required routine injections, which became too much trouble for commercial Replicants.
     For series 7 the 4 year lifespan was suspended as the 7's were experimental; The 4 yar lifespan returned in series 8 and remained until series 19, when Tyrell Corporation finally figured out how to fully control a Replicant's emotions. With series 21, female Replicants were also built to be able to give birth.
     Disposition: Your average Replicant will be generally fairly docile unless action is commanded, whether by order or circumstances, in which case they can be extremely effective fighters- They're extremely violent in those situations, but they also work efficiently. If tearing you apart is the most efficient way to destroy you then they will do that, if shooting you is the most efficient wat to destroy you they will do that instead. They will tolerate mild amounts of abuse with little notice, and when the abuse exceeds the amount they feel is acceptable they will do the minimum necessary to stop it, nothing more. Moreso than any other species, Replicants can turn on their inner beast and turn it back off instantly, without seeming to care much one way or the other. "Breeder" Replicants are even moreso passive; it is impossible to rape them since such use is their basic function. This has placed a strain on UGC relations with San Adread that the colony appreciates very much.
     Alignment: Any.
     Attributes:
    IQ 4D6+4
    ME 3D6
    MA 3D6+2
    PS 3D6+5
    PP 4D6
    PE 4D6+6
    PB 2D6
    Spd. 5D6
    Hit Points: PE+2D6/loe.
    SDC: 5D6 times 20 or 2 MDC; This is SDC, not MDC but they can survive a little bit of MDC.

    A Nexus 21 Replicant.
    The Alita Army.
     In the chaos of the Harvester attack, a lot of San Angeles militry personnel disappeared. Ten years later rumors of a young woman, a MIA or deserter from the war, began to circulate. The rumor claimed that the woman, who called herself Alita, was planning either a coup or a rebellion against the San Angeles bureaucracy. Early reports about this insurgent were dismissed, but when a Hunter Union hall was destroyed the rumors started being taken more seriously.
     It is known that San Angeles militry raided a weapons factory, killing around a dozen insurgents and capturing over 200 assault rifles of a previously unknown design, in addition to hundreds of thousands of rounds of munitions. The factory was raided on a tip from a factory worker who was killed in the raid- Some claim he died fighting the raid in some kind of act of penance, but nobody is completely convinced.
     The raid per se wouldn't have been significant, but all firearms are banned on San Angeles other than those in the possession of the San Angeles Army and certain specialist units in SAPD.
     This Alita, if she does exist, is now wanted on hundreds of criminal charges. A substantial reward exists for her capture or death.
     Alitas are known to kidnap useful criminals as a form of recruitment
     General Information
     Name:
    The Alita Army
     Colors: None.
     Symbol/Crest/Banner: The number "99" spray painted onto a surface.
     Owner: None apparent.
     Commanding Officer: None apparent.
     Tactics: Alita Army uses a variety of tactics; They avoid violence, usually using graffiti and vandalism, but members have used extremely targeted violence on occasion. They will use violence in self defense. The most violent act by Alita Army was to blow up a train bridge hours before a trian was scheduled to cross it carrying a load of toxic waste destined for a poor area; Lesser acts have included shooting corrupt public officials, "stealing" loads of replicants, and hijacking a shuttle to take replicants to the UGC.
     Note: The UGC refuses to declare the Alita Army a terrorist organization, and neither has the San Andreas Colonial Council; SACC has labeled them a criminal organization, but has yet to even declare them a conspiracy.
     Size and Orientation: Large Mercenary Army (500)
     Features:
    A: Sponsorship:
    B: Outfits:
    C: Equipment:
    D: Vehicles:
    Secret; Government Front: The TYRELL Family is secretly funding the Alita Army.


    None (0); Uniforms would expose them. However, when a member wants the SACC to know why they really are, they'll put something on their shoulders that says "99," said to be the symbol of Alita herself.Unlimited Equipment (50); The Alita Army has extensive secret bases around San Andreas, with factories and hospitals.

    None (0); Members have to provide their own vehicles, as possessing vehicles would expose the organization.

    E: Weapons:
    F: Communications:
    G: Internal Security:
    H: Permanent Bases:
    Extensive Weaponry (40); With their underground factories the Alita Army make their own weapons, and there's only a few things they can't make.

    Superior Communications (40); Because the TYRELL family is behind the Alita Army, they can protect their "little project" from surveillance, but in turn are watching the Alitas very closely.

    Iron-Clad (20); Because the TYRELL family is protecting the Alitas, they can make information disappear- when they want to. Every so often they allow intelligence to move forward, but then tip off the targets a couple hours beforehand to give the people a chance to evacuate.Headquarters (10); Alita operates out of a farmhouse about 3,000 miles from San Angeles. It continues to appear to be just a farmhouse, even covering their movements as normal farm business.

    I: Intelligence Resources:
    J: Special Budget:
    K: General Alignment:
    L: Criminal Activity:
  • Scout Detachment (5);
  • Special Military Operatives (10);
  • Infiltration Network (50): And the fact that the TYRELL family is feeding them critical information doesn't hurt.







  • Big Bucks (45); The TYRELL family has far more money than the Alitas could even want.









    Anarchist and Unprincipled (4); Alita Army members aren't the heroes even in their own minds.









  • Con Man (over 100);
  • Cyber-Doc (a half dozen or so);
  • Gang of Robbers; Even members who aren't "robbers" per se will loot SAPD, SAM, etc. of everything in sight.
  • Smugglers and Sellers of Contraband (over 100); In fact Alita Army is one of the bigger suppliers to the San Andreas black market. The only thing they don't supply is drugs (including juicer related drugs).
  • Expert Assassin (1); Alita is the assassin, and she is VERY good at it.
  • Safecracker/Locksmith (many); They use burglary on a routine basis to steal from San Andreas.
  • Expert Forger (6); The quality of documents forged varies extensively.
  • M: Reputation/Credentials:
    N: Salary:
    Hunted (0); Even independent members are considered criminals.

    Good Salary (10); Actual members receive a stipend equal to their average rent, which is good for the members- Until they get arrested or killed.
     Personnel:
     The Alita Army is not unified in any meaningful way; While there are members who more members listen to, they aren't "leadership" in any meaningful way. Each member is an independent operator, free to act as they choose-
     Until you get recruited. Once you get noticed by higher members, you might be recruited into the paid members, at which point you get orders as to what to do or not do (more to the point, you get orders of what you will do and you may not do anything else). Paid members are compensated reasonably well compared to what they do.
     There is only one leader- Alita herself. She keeps a core cadre of about 100 people who do work for her, such as her de facto father Dr. IDO, but they are not leaders- Only Alita issues orders, and she issues all the orders. She personally inspects all the Alita Army factories once per year at least (more often when she can), she personally carries out operations where death is unavoidable (especially assassinations), etc.
     Weapons, Equipment, and Resources:
     The Alita Army doesn't 'have any standardized anything. There's a rebuilt van that's used for deliveries, but even that changes routinely. Rather, Alita Army members used weapons and equipment they supply themselves.
    Happy Land.
     When the Harvesters attacked San Angeles they devastated the island town of Outreach, an extraterritorial development built as a haven from the criminal element of the mainland. Every member of the island was affluent; The minimum buy in was 100 million credits. The security was maintained by a security contractor, and even security wasn't allowed into the homes unless requested.
     The devastation on the island was impressive; It was almost as if the Harvesters dropped a nuclear bomb right on it. There were very few survivors, and they were on their own to get assistance.
     After a few years San Angeles Militry began using the remnants of the neighborhood for militry drills. As they conducted the drills several noticed how truly isolated the island was and how rugged the remains of the attack had made the area, an observation they brough to SAPD as a possible prison; SAPD however had a slightly different idea and The Running Man contest arose.
     After about a decade of the contests Benjamin "Ben" RICHARDS and his soon to be wife Amber were selected to run the maze; During their run they found himself trapped in the remnants of building and met a woman calling herself Snake PLISSKEN; PLISSKEN'S offer was very simple. You join us, we will get you through the maze so you can join SAPD as our mole. RICHARDS took the offer quickly.
     The Happy Landers, as they call themselves, are escaped criminals and social outcasts who ran from civilization. On the remains of the island they build a kind of civilizations. They rebuilt an amusement park entirely owned by the now extinct Outreach HOA as their headquarters and fortified it very well- It turned out there was a lot of industrial equipment left behind from the original development project, as well as much more from various homes and businesses that catered specifically to the island, so they were easily able to build the kind of very heavy ordnance needed to defend the island. Hamburgers made from rat meat are extremely popular here. They tapped into the network video and audio feeds to spy on SAPD, but it's not a lot of information. They now effectively control the entire island, but allow the maze runners to continue as long as SAM and SAPD stay out of Happy Land; Leaders from Zalem issued orders that they stay out of the island's sewer system as well.
     The dirty secret of Happy Land is that Zalem operatives set the whole island up, recruiting the first people to go (specifically Snake), getting funding, even arranging a submarine that could be used to get supplies from the mainland. It was Zalem that allowed Happy Landers to tap into the network unchallenged; It's also the reason why they can't get a whole lot of information. They could not foresee the Happy Landers recruiting RICHARDS but it amused the operatives so they allow it to continue.
     Happy Land keeps cordial relations with the Alita Army due to their deep desire to get guns and other supplies; Alita hopes someday to wipe out Happy Land, but has kept this to herself for the most part.
     Founder: Reported to be S. D. Bob "Snake" PLISSKEN
     General Information
     Name:
    Happy Land Gang.
     Colors: Red.
     Symbol/Crest/Banner: A happy face spray painted in red.
     Owner: Whoever's ruling Happy Land at the moment.
     Tactics: for the most part Hapy Land scrounges through their island, avoiding the Hunters. Every so often one of them will go to the mainland and rob a grocery store or something.
     Size and Orientation: Large Mercenary Army (500)
     Features:
    A: Sponsorship:
    B: Outfits:
    C: Equipment:
    None (0)

    None (0)

  • Cheap Gear (2):
  • Medical Equipment (10) when they have it.
  • D: Vehicles:
    E: Weapons:
    F: Communications:
    S. D. Bob "Snake" PLISSKEN.
    Basic Transportation (3); The gang has a home built submarine, the Utopia, which they can use to go back and forth the mainland.Basic Weaponry (5); The gang gives their members knives and cheap guns.

    Basic Service (2); they can actually call each other over San Andreas TV lines; They lang ago hacked into those, which is also how SAPD tracks Runners through the maze.
    G: Internal Security:
    H: Permanent Bases:
    I: Intelligence Resources:
    J: Special Budget:
    None (0); Because it's not needed. Who are they going to tell?



    Company Town (40); Part of the island was an amusement park; the Harvester attack destroyed almost everything in sight, but the criminals rebuilt the main entrance area to near perfection (even painted) and used that to announce their presence to the world at large; The rest of the park was secretly rebuilt as well,Scout Detachment (5); Not that much, but they can tap into the camera network.



    None (0); In fact they have no budget at all.



    K: General Alignment:
    L: Criminal Activity:
    M: Reputation/Credentials:
    N: Salary:
    Anarchist (2).If there's a crime, they're into it.Hunted (0); They are criminals after all.Freelance (2).
     Personnel:
     Happy Landers number around 15-20 thousand. There's a leader and his personal retinue, which changes pretty regularly by assassination of the leader and assuming his place. The leader has a harem of about 20 women, and roughly 100 henchmen. The rest are mostly on their own to do whatever they want, as long as they keep earning or doing something worth keeping them around.
     Weapons, Equipment, and Resources:
     The gang gives its members a knife and a handgun of whatever type is available.
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