[sblock=For Lobo
This is the gun both of the Halloweeners that were not run over are packing. They both have 3 magazines each on their clothes, plus one on the gun.
Stats are:
Damage:2d6 (Caliber: 9mm).
Critical: 20.
Damage Type: Ballistic.
Range Increment: 30 ft.
Rate Of Fire: S, A.
Magazine: 27 Box.
Size: Medium.
Weight: 3 lb.
Purchase DC: 18.
Restriction: Res (+2).
As for the Halloweeners... if Lobo went to give all of them away now (the ones on the warehouse plus the Boss), it would be a +4 Wealth bonus to him (and whoever's it split up with).
So yeah... more Halloweeners would be good for the pockets.
Bounties can be collected at the nearest Police Station (20 minutes drive from the Warehouse). The dead don't need to have their bodies intact-only the heads are required to obtain the bounty.
The living have more value. The dead... make less hassle.
[/sblock]
[sblock=Check other Halloweeners
Caelin finds this gun in one of the Halloweeners. He has 3 magazines each on their clothes, plus one on the gun.
Stats are:
Damage:2d6 (Caliber: 9mm).
Critical: 20.
Damage Type: Ballistic.
Range Increment: 30 ft.
Rate Of Fire: S, A.
Magazine: 27 Box.
Size: Medium.
Weight: 3 lb.
Purchase DC: 18.
Restriction: Res (+2).
The other guns are: a .45-caliber pistol on the Boss (although it looks (and sounds) rather rusty and is sticky with chocolate), and .22-caliber revolvers ('Saturday Night Specials'-2 of them on each Halloweener but the Boss).
Also some pocket money (Wealth Bonus +1), miscellanous gizmos (a Swiss Army Knife, photos, cocktail napkins with phone numbers from girls, a photo with a little girl, a somewhat-used roll of Duct Tape, disposeable cell phones on all of them).
And, of course, the security key the Boss had.
[/sblock]