Mission Details

True Grit: Only the crustiest mercs can do the crustiest work.
GM: SNAFU
AGM: FUBAR OPEN

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Mission Details

Postby Wakiza » Wed May 20, 2015 8:07 am

California By Sea: Mission Details


Vehicle Notes:

Vehicle Status Tracker:
  • Yellowfin: | Location: La Venta
  • Lachuza Bruja | Location: La Venta
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Wakiza
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Re: Current Mission Notes

Postby SNAFU » Thu Sep 22, 2016 9:28 am

Objective Status Board:
    Status List
  • Objective 1: Travel by sea to San Francisco, California.
    • Chart the coastline of North America,
    • Locate suitable outpost site (King Bay Site) (completed)
    • Identify and gauge dangers
      • Splugorth activity and numbers.
      • Horune activity and numbers.
    • Eliminate High-Level Agent of Splynncryth (completed, 333 lbs silver)
  • Objective 2: Deliver agent to Tampico. (completed)
    • Negotiate arms deal between Northern Gun and Tampico
    • Obtain information on nature of vampire threat in Mexico.
      • Investigate the rise of Camaztoz in the Yucatan
      • Gather Intel on/from the Nahautl (Mixed Native groups) communities of Mexico
      • Gather Intel on/from the Bone Jaguars, and other inhabitants of Mexico
      • Gather Intel on/from the Lemurians
    • Transmit information.
    • Deliver 'Pigtails' to Huastec Village (completed)
    • Deploy devastating anti-vampire weapon against the Muluc kingdom (999 lbs silver)
      • Retrieve SARAV-nuc. from the vampire town of Ebana
      • Locate Muluc Leadership
  • Objective 3: Deliver and assist agent to locate Alameda Naval Base
    • Travel to the New Navy outpost near the Pre-Shitstorm town of Barranquilla, Colombia
      • Give them training and assistance on how to deal with Vamps.
  • Objective 4: Deliver agent and any data/tech safely back to Merctown.

Mission Details
Objective List
California by Sea: Sea Route
Time: 6+ months
Money: 10 million (Now 20 million) to sail to California, supplementary bonus per each completed objective.
Objective 1: Travel by sea to San Francisco, California . Chart the coastline of North America, including Mexico and the area around the Panama route. Identify and gauge dangers, including Splugorth and Horune activity and numbers. Establish contact with human(ish) communities along coast.
Objective 2: Deliver agent to Tampico. Assist agent to obtain information on nature of vampire threat in Mexico. Transmit information.
Objective 3: Deliver and assist agent to locate and search Alameda Naval Base for usable technology or data especially as pertaining to the following quote from a 300 year old New York Times article.
"Anti-Gravity research at Alameda has been said to have progressed to the point of individual harness-sized units..."
Objective 4: Deliver agent and any data/tech safely back to Merctown.


Mission NPCs
Flip Baloa
  • Mission primary
  • Missing

Wakiza Missions
  • Eliminate High-Level Agent of Splynncryth (completed, 333 lbs silver)
  • Deploy devastating anti-vampire weapon against the Muluc kingdom (999 lbs silver)

Maxwell Missions
  • Locate suitable NG outpost site (King Bay Site)
  • Negotiate arms deal between Northern Gun and Tampico

Baker Mission
  • After leaving Tampico, travel to the New Navy outpost near the Pre-Shitstorm town of Barranquilla, Colombia
  • Baker gives the team the location and wants us to give them training on how to deal with Vamps. They are having Vampire problems.

Thirsty Pete Missions
  • Deliver 'Pigtails' to Huastec Village (completed)
  • Retrieve SARAV-nuc. from the vampire town of Ebana
La Venta Missions
  • Investigate rise of Camazotz in the Yucatan (completed, Murdoc)
  • Learn from locals: Nahautl (Mesoamerican Natives, Lemurians, Bone Jaguars.
    • Snafu is
      :SNA·FU; (snaˈfo͞o): 1. A less than desirable scenario in an environment where similar less than desirable scenarios are the norm. 2. A major glitch. 3. A ridiculously chaotic situation. 4. The natural state of things during combat or wartime.
      5. THE GM OF THE BADDEST (Spooks), TOUGHEST (Roughnecks) MERCS ON EU!!!
        MERC LIFE!
      • William Summers
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Re: Current Mission Notes

Postby SNAFU » Thu Sep 22, 2016 9:29 am

Tampico
  • Negotiate Arms Deal w/ Gamblin
  • Deliver "Pigtails" to the Huastec Village
  • Retrieve SARAV-Nuc.
  • Frame the Splugorth
  • Locate Master Vampire(s)
  • Deploy SARAV-Nuc.
Image
Image
Image

Tampico NPCs
Roger Gamblin
  • Kai McCoy's Current Employer and ruler of Tampico
  • Maxwell's opposite regarding contract negotiations
  • Maintaining a delicate balance in Vamp territory, desperate to not provoke the Vamps too much
  • Allied with the Splugorth
Mamawi
  • Kai McCoy's Vampire Killing Partner
Paid Bill
  • Kai McCoy's Former Employer
Splugorth Mothership
  • Anchored near Tampico
    • Snafu is
      :SNA·FU; (snaˈfo͞o): 1. A less than desirable scenario in an environment where similar less than desirable scenarios are the norm. 2. A major glitch. 3. A ridiculously chaotic situation. 4. The natural state of things during combat or wartime.
      5. THE GM OF THE BADDEST (Spooks), TOUGHEST (Roughnecks) MERCS ON EU!!!
        MERC LIFE!
      • William Summers
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Re: Current Mission Notes

Postby SNAFU » Thu Sep 22, 2016 9:56 am

The Trouble with Mexico

Roughnecks have stumbled into a quagmire of local politics:


Factions Encountered or Known:

| Tampico Military Protectorate | La Venta; Nahautl Traditionalist Spiritual Center | Were-Jaguar Kingdom | Reid's Rangers | Aztar Nation | Muluc Vampire Kingdom | Allied Vampire Kingdoms | Were-Wolf Horde | Camaztoz; Mayan Bat God of Darkness | Atlantean Splugorth | Illyncryth Splugorth |

Important Developments:

  • There are two human communities in the Region: Tampico and La Venta
  • Reid's Rangers have declared war on Vampire-kind, they have begun full-scale operations in the North.
  • A vampire on vampire Blood War is about to erupt across Mexico.
  • The Kingdoms of Milta, Mexico and Ixotz have unified to conquer Mexico
  • The Muluc Nation is not a part of the alliance and is likely to be the first target to be destroyed quickly followed by Tampico.
  • Once Mexico is a single Empire of the Undead they will destroy Reid's Rangers once and for all and eventually take control of the entire continent.
  • They have built one or two armies of modern military equipment to further their plans. These men are humans, raised by vamps to be their soldiers and guardians, or mercenary collaborators from the Pecos Empire.
  • The allied kingdoms are co-operating with werewolves, a large gathering of which is happening south of La Venta. Spotted moving North by Mouser
  • A new group, theAztar Nationhas suddenly appeared out of nowhere with a paying contract that will hinder the vampire's schemes. Glitterboy Heist
  • A Mayan god controls the Yuacatan and promises to launch an offensive versus the vampires if Milta is targeted for destruction.
  • In a precarious position indeed, Tampico allies with the Splugorth to ensure their survival in face of a vampire onslaught. The alliance is obviously of dubious value.


La Venta
(Nahautl Village)
MAP AND IMAGES
RoughMapLaVenta.png

Approaching La Venta.jpg
Approaching La Venta.jpg (37.8 KiB) Viewed 1751 times

La Venta.jpg
La Venta.jpg (47.98 KiB) Viewed 1751 times

Population: 2,600 Permanent; 30, 000+ Festival Season
Culture: Mix of Traditionalist(70%) and Modern (30%)
Tech: Mixed with a late 20th century avg.
Defense: Illusionary camouflage; surrounded by water; standing militia
Military: Traditionalist with modern air support and transportation
Industry: Agriculture, Healing springs and catering to pilgrims; Traditional mystical, medical and martial arts and education; Traditional anti-vampire products, Mining: Silver
Economic Potential: Excellent natural harbor and defenses; large deposits of invaluable rare metals in addition to silver.

Maria Villa d'Aguas
Head of La Venta's Merchant Association (Secular leader and de facto mayor).
Maria.jpg
Maria.jpg (39.92 KiB) Viewed 1745 times

Maria is you contact for hiring men and gear when in La Venta.
    • Snafu is
      :SNA·FU; (snaˈfo͞o): 1. A less than desirable scenario in an environment where similar less than desirable scenarios are the norm. 2. A major glitch. 3. A ridiculously chaotic situation. 4. The natural state of things during combat or wartime.
      5. THE GM OF THE BADDEST (Spooks), TOUGHEST (Roughnecks) MERCS ON EU!!!
        MERC LIFE!
      • William Summers
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Re: Current Mission Notes

Postby SNAFU » Thu Sep 22, 2016 10:38 am

Thirsty Pete
Image
  • Techno-Wizard extraordianire
  • Creator of the SARAV-nuc. and other marvels.
  • Ready to help the Roughnecks deploy the SARAV-nuc.
  • Head of North American Union of Technowizardry Practitioners

The Sunshine and Rain Anti-Vampire Nuclear Weapon
Primary Purpose: Anti-Undead City/Stronghold
Effective Range: Dropped; 5 mile lateral movement
TW Smart Targeting & Evasion Chain-Reaction Warheads
Never Miss: Once properly targeted they will always land in the exact spot aimed.
Hard to See: The warheads are invisible to mystic senses and mechanical sensors. But not the naked eye
Hard to hit: the bombs are +10 to dodge
Timed Chain-Reaction: The Warheads detonate exactly 7 seconds apart in the exact same place
1. Penetration Warhead
Mystic Penetration: Passes through any magic barrier and 12' through the target via a mystic portal before detonating
Knockdown: As per spell Mystic Quake: 3 mile radius 20 minute duratiion
Mega-Damage: Everything within a 1000 foot (305 m) radius of ground zero suffers 5D4x100 M.D. Damage is 1D6x100 M.D. to everything in a 3 mile radius immediately surrounding ground zero.
2. Environmental Warhead
Up to 20 miles radius surrounding ground zero is subjected to an unseasonable deluge (3d6/melee to vampires); eventually the area will flood. Deluge is accompanied with Hurricane strength winds.
Up to 10 mile radius surrounding ground zero is subjected to an unnatural cloud, inhibiting even superhuman sight, which is not affected by the winds, all creatures of supernatural evil suffer 2d4x10/melee for 1d6x10 melees
Up to 5 mile radius surrounding ground zero is subjected to at razor sharp rain of silver needles 5d6 M.D./melee (x2 to undead) 20 minutes
3. Anti-Master Warhead
Theoretically the final warhead will further weaken and then suck through a rift any undead thing within 1000' of ground zero
    • Snafu is
      :SNA·FU; (snaˈfo͞o): 1. A less than desirable scenario in an environment where similar less than desirable scenarios are the norm. 2. A major glitch. 3. A ridiculously chaotic situation. 4. The natural state of things during combat or wartime.
      5. THE GM OF THE BADDEST (Spooks), TOUGHEST (Roughnecks) MERCS ON EU!!!
        MERC LIFE!
      • William Summers
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SNAFU
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Posts: 1325
Joined: Wed Jan 15, 2014 5:24 pm
Location: GAME MASTER: The Roughnecks

Re: Current Mission Notes

Postby SNAFU » Thu Sep 22, 2016 10:38 am

Lazlo-X1 ''Yellowfish" -- Very Fast Picket

Image

Yellowfish Stats
Model Type: Lazlo-X1 ''Yellowfish" -- Very Fast Picket
Class: Experimental Multi-Role Submarine Built by the University of Lazlo
Crew: 4: One pilot, a co-pilot, communications officer, and gunner.
Passengers: Plenty fuckin' big for 8
M.D.C. by Location:
• Searchlights (7; along front, bottom) — 20
• Rear Thrusters (2; large) — 170 each
• Bay Doors (3; one per side and one rear) — 70 each
• P.A. Launch Doors - 50 each
• Extendable Ramps (5) — 30 each
• Reinforced Crew Compartment — 200
• Main Body — 300
• Split-Hull Forward Sections (2) - 200
Speed
Water: Hydroplane up to 240 mph, submersion up to 100 mph and a depth of 1 mile
Range: Unlimited
Statistical Data
Height: 30 m
Width: 90 m
Length: 150 m
Weight: 123 tons unloaded.
Cargo: TBD
Power System: Experimental Techno-Wizard Device: "The Fearsome Engine", Unlimited life span on Rifts Earth. The miraculous power of the engine has the side-effect of strange (mostly harmless) mystical/psychic phenomena manifesting itself aboard the craft.
Weapon Systems
• Concealed Short Range Missile Launchers (6):
    Mega-Damage: Varies with type.
    Range: 5 miles
    Rate of Fire: One at a time or in volleys of two or four. (per unit)
    Payload: 20 per launcher
• Concealed Medium Range Missile Launchers (4):
    Mega-Damage: Varies with type.
    Range: 100 miles
    Rate of Fire: One at a time or in volleys of two. (per unit)
    Payload: 10 per launcher
• Concealed Long Range Missile Tubes(6):
    Mega-Damage: Varies with type.
    Range: 1000+ miles
    Rate of Fire: One at a time. (per unit)
    Payload: 3 per tube
• Medium Torpedo Tubes(2):
    Mega-Damage: Varies with type.
    Range: 20 miles
    Rate of Fire: One at a time. (per unit)
    Payload: 10 per tube
• Short Range Torpedo Tubes(8):
    Mega-Damage: Varies with type.
    Range: 20 miles
    Rate of Fire: One at a time. (per unit)
    Payload: 10 per tube
• Concealed Main Cannon: A massive weapon system located in a turret that retracts into the top of the sub.
    Range: 6,000 feet (1,828 m)
    Mega-Damage: 1D6x10 M.D. per single blast (40 rounds) or 2D6x10 M.D. per double blast (rapid-firing of two full bursts at the same target)
    Rate of Fire: Each single blast or burst counts as one melee action/attack
    Payload: Four 80,000 round drums; that’s 2,000 single bursts per drum or 1,000 double bursts. The second drum feeds immediately after the first drum is exhausted,and so on; the process is fully automated.
• Concealed Green Laser Pulse Cannons (4)
    Range: 3000'
    Damage: Laser: 5D6+3 MD per single shot or 3d4x10 MD for three pulse burst
    Rate of Fire: Each blast or pulse counts as one melee attack
    Payload: Unlimited
Features
• Stealth Systems: -25% to detect
• Targeting System and Pre-Programmed Fire Link Configurations. (+1 to strike with all weapon systems)
• Enhanced Sonar/Radar: 500 miles, 150 targets
• Life Support & Monitoring System: 100 hours of emergency Oxygen
• Long Range Communications & Laser Communications
TW Features
• PPE Battery: 500 PPE, Recharges at 20 PPE per hour
•• Special: Mages can draw PPE from the Batter as if at a ley line
• Super-Stealth Mode — Invisibility Superior and Sound Nullifier: 50 PPE / 5 min
• Protective Energy Field: 100 MDC / 20 PPE / 10 min
• Acoustic Decoy (Distant Voice): Single / 10 PPE, Multiple 20-50, Min. Range--1000', Max. Range--10,000'

Interior of the Yellowfish:


Yellowfish NPC: G.E.E.
  • Gnomish Energy Entity
  • Powerful Being inhabiting the Yellowfin
  • Has a sweet tooth
  • May be a persona constructed from the psyches of the former Dwarven Crew
  • May be the resurrected essence of a Mythical Dwarven Mariner
    • Snafu is
      :SNA·FU; (snaˈfo͞o): 1. A less than desirable scenario in an environment where similar less than desirable scenarios are the norm. 2. A major glitch. 3. A ridiculously chaotic situation. 4. The natural state of things during combat or wartime.
      5. THE GM OF THE BADDEST (Spooks), TOUGHEST (Roughnecks) MERCS ON EU!!!
        MERC LIFE!
      • William Summers
User avatar
SNAFU
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Posts: 1325
Joined: Wed Jan 15, 2014 5:24 pm
Location: GAME MASTER: The Roughnecks

Re: Current Mission Notes

Postby SNAFU » Thu Sep 22, 2016 10:50 am

Lechuza Bruja: Transorbital VTOL Fighter
Image
Fighter Stats
Type: Multipurpose Transorbital VTOL Fighter
Crew: One.
Passengers: 10
M.D.C. by Location:
  • Main Body: 650
  • Wings: 330
  • Cockpit: 360
  • Gun Turret: 360
  • Engines (4): 290
  • Communications Array: 230
  • Force Field: 300
Speed & Capabilities:
  • Altitude: unlimited
  • Space: Mach 15
  • Atmosphere: Mach 4
  • FTL: 5 Light Years per hour.
Statistics
  • Height: 10 feet
  • Length: 35 feet
  • Width: 35 feet
  • Weight: 50 tons
  • Cargo Capacity: 400 lbs.
  • Power Plant: Anti-Matter Reactor, good for 50 years of life.
Miscellaneous Bonuses:
  • Due to ship Age, Quality, & Manufacturer: +5 Dodge.
Weapon Systems
  1. (4) Rotary Particle Beam Cannons
      Range: (Space) 4 Miles; (Atmosphere) 1.5 miles.
      Damage: 2D6x10+10 MD or 4D6x10+20 for dual fire.
      Payload: Unlimited, tied to the ships anti-matter core.
      Bonuses: +2 Strike
      Fire Arc: Front facing fixed mount.
  2. (4) Forward Laser Cannons
      Range: (Space) 6 Miles; (Atmosphere) 2 miles.
      Damage: 1D6x10+10 MD
      Payload: Unlimited, tied to the ships anti-matter core.
      Bonuses: +2 Strike
      Fire Arc: Front facing fixed mount.
  3. Dual Mini-missile Launchers
      Range: (Space) 2 miles; (Atmosphere) 1 mile
      Damage: (Plasma) 1D6x10 per missile
      Payload: 50 per launcher (100 total)
      Rate of Fire: Can fire individually or in volleys of 2, 4, 6, and 10.
      Bonuses: +2 Strike
      Fire Arc: Front.
  4. Defensive Flare Chaff Launchers (8 total; 4 per side):
      Located on each side of the underbelly are batteries of tube launchers (4 per side).
      Range: 500 feet minimum to 6,000 feet (1,829 m) maximum
      Chaff vs Missiles: The chaff cloud has a chance of causing missiles to explode before striking the Ogre or other nearby target. A single chaff cloud has a 10% chance of exploding any volley of missiles that enter the cloud. Increase the chance of success by 10% for each additional chaff rocket fired.
      Chaff vs Aircraft and Flyers: Flying aircraft, power armor and beings caught in a chaff cloud momentarily have their vision impaired, sensors fouled and suffer the following penalties: -6 on Perception Rolls, -3 on initiative, -5 to strike, -2 to parry and dodge, and lose one melee attack for the rest of that round (or the next melee round if they enter or are caught inside a chaff cloud at the end of a melee).
      Chaff Cloud Size: 30 foot (91.4 m) diameter cloud, increase an additional 10 feet (3 m) per each chaff rocket fired in the same volley. Only rockets fired in that volley count toward the detonation of incoming missiles (60% maximum).
      Duration: The chaff cloud lasts two melee rounds or until destroyed.
      Rate of Fire: One at a time or in volleys of 2, 3, 4, 5 or 6.
      Payload: 32 total, four per launcher, per side.
Sensors & Features
  1. Thermal Imager: 2000 ft
  2. Infrared and Ultraviolet Optics
  3. Infrared Searchlights: 500ft
  4. Enhanced Radar: 150 miles; 96 Targets
  5. Enhanced Sonar: 50 miles; 96 Targets
  6. Tactical Computer System: Collects and displays sensor information on the pilot's HUD (Head's Up Display). Can track up to 50 targets at once to a range of 150 miles.
  7. Nightvision Optics: 2000 ft
  8. Multi-Camera System (many) - Macro and Telescopic: Telescopic Range: 2 miles
  9. Communication and Data Relay: 600 miles
  10. Motion Detector and Collision Warning System: Detects objects within 5000' and alerts the pilot with an alarm and flashing red light
  11. Built in Language Translator: Holds all nine languages of the Americas and can hold 12 additional languages. Can translate 3 voices and two different languages at a time. 1 voice at 98.7% accuracy, 3 voices at 78% accuracy.
  12. Self-Destruct: Does 2D6x10 M.D. to a 40' radius.
  13. Tactical Life Support: In case of electrical failure or space operation, the life support system automatically switches to a 48 hour Backup Oxygen System.
  14. Reinforced Pilot's Compartment: Even if the aircraft is destroyed, the reinforced compartment should survive long enough for the pilot to eject or vacate the cockpit.
    Distress Beacon: Broadcasts a distress beacon on an encrypted frequency. Range is 250 miles.
  15. Premium SoroCom Sensor System: The sensor package includes radar, sonar, radiation, motion. and gravity wave sensors, which can detect ships as far away as 220,000 miles if they are traveling at sublight speeds. Ships in FTL can be detected at distances of up to a light year away, due to the disturbances that they make when traveling faster than light. Additionally, it boasts short-range scanners that give details on the capabilities and attributes of another ship. The sensors record weapons (exterior mounted. not recessed), engine power (based on power core readings), ship's mass, estimated M.D.C., and estimated crew number. When the scanned ship is a recognizable model, the known specs of said model are posted next to the data being gleaned from the target for comparison.
  16. CAF Sensor Shielding: The CAF spy and courier ships use a sensor shielding that is similar to the commercial model except that it is much much more efficient. The stealth system reduces the ship's sensor signature and limits the range of an enemy's sensors to 3,125 miles (5,000 km) when attempting to detect the Tracer's ship. An enemy vessel may still get statistical data on the ship once they have a positive sensor lock.
  17. Sensor Baffling Array: This device is used to obscure the functions of close-range systems that estimate the capabilities of the ship they're scanning. With this device, the ship can be scanned but the enemy's sensors will get a false reading. Just what the reading is can be programmed into the Baffling Array, though it is beneficial to keep the lies within reason.
  18. Electronic Intelligence Suite: The AH/R-15 Reconnaissance variant is loaded with numerous digital video and still cameras as well as devices for intercepting and decrypting radio transmissions. The camera suite has both passive nightvision and infrared and can read a street sign or license plate from 20,000'. The suite can store up to 100 hours of video footage and/or thousands of high-resolution still images. The Electronic Intelligence Suite (EIS) consists of a high-powered radio and satellite receiver mated to a powerful computer loaded with decryption software. Electronic Signals Officers operating the Reconnaissance Suite should have the Photography, Cryptography, T.V./Video, and Surveillance skills.
Thirsty Pete's TW Addons
  • The Goose
      Duration: 10 melees
      P.P.E.:45
      Effect:+2 Attacks per Melee; an additional +4 Non-Combat Actions; +3 to Initiative; +1 to Strike; +5 to Automatic Dodge; +4 to any other d20 rolls; Critical Strike on 18-20; +20% to Piloting and Related rolls; Omni-Directional Situational Awareness (5 Mile Radius; Cannot be suprised; Auto-Dodge); Increase Effective Weapon Range, Sensor & Communication Range, Vehicle's Max. Speed by 50%; Invisible to Mechanical Sensors (Radar, Sensor Equipment Targeting Computers, Cameras, etc.)
  • Stall Gun
      Range: 2000'
      Duration:Electrical malfunction lasts 10 melees; Engine flame-out lasts 5 melees.
      P.P.E.:25
      Damage: Target's over-all M.D.C. reduced by 10%; All communications, sensory, targeting and electrical equipment are shorted out and rendered inoperable (Piloting and Related Skills -35%); Causes all engines to flame-out rendering the entire vehicle inoperable, Flyers less that 500 lbs have 88% chance of being knocked into a tailspin, less than one ton have a 50% chance and flyers over an ton have 20% chance.
      Modifiers: +3 to strike.
  • Energy Disruptor System
      (Rifts BoM.335)
      Effect: Negates magic and technological barriers
      P.P.E.:20/1 minute
  • Protection Circle: Superior
      (Rifts BoM.335)
      P.P.E.:20/1 hour
  • Invisibility: Superior
      (Rifts BoM.335)
      P.P.E.:20/3 minutes
  • De-Icer and Cleaning System
      (Rifts BoM.335)
      P.P.E.:15
  • Invincible Force Field
      M.D.C.: 250 (regenerates 106 M.D.C. per melee round; energy attacks do half damage)
      Duration: 30 minutes
      P.P.E.: 30
      The armor has 250 M.D.C. and regenerates damage at the rate of 1d6 M.D.C. per melee round. The armor offers complete environmental protection from heat. cold, disease, pollution, toxic gases, fumes, etc., and provides vehicle with an independent oxygen supply. Furthermore, all energy attacks, magic or mundane, inflict only half their usual damage to the armor!
  • P.P.E. Battery: 200
    • Snafu is
      :SNA·FU; (snaˈfo͞o): 1. A less than desirable scenario in an environment where similar less than desirable scenarios are the norm. 2. A major glitch. 3. A ridiculously chaotic situation. 4. The natural state of things during combat or wartime.
      5. THE GM OF THE BADDEST (Spooks), TOUGHEST (Roughnecks) MERCS ON EU!!!
        MERC LIFE!
      • William Summers
User avatar
SNAFU
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Posts: 1325
Joined: Wed Jan 15, 2014 5:24 pm
Location: GAME MASTER: The Roughnecks

Silver Tracker

Postby William Summers » Thu Aug 03, 2017 11:19 pm

LOOT AND SWAG

ASSETS FOR RESALE:

[2] USA-10 Glitterboys

[4] Naruni Hovertanks

SILVER TRACKER:

Silver In:
1/3rd Silver Payment: 111 bars - viewtopic.php?p=320059#p320059
Remaining 2/3rds and Hazard Pay Silver: 444 bars - viewtopic.php?p=324118#p324118

Silver Out:
Silver Spent on Vehicles and Warriors for the Glitter Boy Heist:

Totals:
555 bars gained
128 bars spent
427 bars remaining
10 shares=42.7 bars/share
1 bar≈25k (Tampico Prices)
1 share≈1,067,500 (Tampico Prices)

The 'Necks' Shares:
'Neck Withdrawn Remaining Total
Kai 0 42.7 42.7
Jack 0 42.7 42.7
Mercedes 0 42.7 42.7
Mike 0 42.7 42.7
Mouser 0 42.7 42.7
Murdoc 0 42.7 42.7
Wakiza 0 42.7 42.7
Will 43 -.3 42.7
The Man in Black
William Summers
HP: 55/55
SDC: 62/62
PPE: 142/157


TW Infiltrado Armor:
M.D.C. by Location
• Helmet: 18/40 • Main Body: 55/55
• Left Leg: 35/35 • Right Leg: 35/35
• Left Arm: 25/25 • Right Arm: 25/25

Features: Thermokinetic (thermal and kinetic attacks do 25% less damage), Forearm-Mounted Retractable Silver-Plated Vibro-Blades (1 each forearm): +1d6 M.D. to Punch Damage
TW Enhancements: Sigilo, Percatación, Cuerpo, Bravura. See sheet for descriptions.

Iron Sword: 5D6 MD.
Kisentite Sword: 2D6+6 MD. +2 to strike and parry.
TW Thundergun Revolver: 3D6 SDC to mortals, 5D6 MD to magic beings, 1D6x10 MD to supernatural beings. 6/6. Range: 200'. Recharge: 10 PPE.
MP-3 MageFire Bolt Pistol: 3D6+3 MD. 8/8. Range: 500'. Recharge: 12 PPE.
TW Horde Buster Rifle: 1D6*10 or 1D6 per projectile. +1 to strike. 5/5. Range: 1100'. Recharge: 20 PPE.

Grenade Bandoleers (2): 1 Seeker Bat Grenade, 1 Void Grenade, 3 Flashfire Grenades, 1 Acid Grenade, 1 Plasma Grenade, 1 Heavy HE Grenade, 1 Flash Freeze Grenade, 1 Smoke Grenade.

Wing Board Turbo

8th Ring of Elder
☞ Reduces by half the amount of P.P.E. required to perform any magical feat, ability or spell.
☞ Doubles the duration of any magic feat, ability or spell.
☞ Doubles the range of any magic feat, ability or spell.


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User avatar
William Summers
 
Posts: 295
Joined: Sun Jan 23, 2011 3:32 am
Location: Roughnecks - PC

Re: Mission Details

Postby Wakiza » Fri Nov 24, 2017 4:49 pm

Roughnecks' War on Vamp Kingdoms and Splynncryth

MISSION PLAN and JUSTIFICATION

Part 1. Collect the 667 lbs of silver from Wak's contact by agreeing to take out the Muloc Intel.

Part 2. Donate 800 lbs of that silver to Pete to finish the 2nd Vamp Nuc.
- First one to be used on Milta, to bring Camazotz into the war (Also takes out the one closest to La Venta)
- Second one to be used on Muloc, to justify payment and allow easier access to Tampico by the remaining two Vamp Intels. (As Tampico is now a Sploog stronghold)

Part 3. Gather as much intel as possible on the Milta and Muloc kingdoms. We need to know where to drop the Vamp Nucs!
List of Potential Intel Sources
  • Mana'Koa the Lemurian
  • First-Chief Kazz Ra Kurz and the Bone-Jaguars
  • Huitzilopochtli, God of Sun and War
  • Thirsty Pete
  • La Venta townsfolk
  • Maria Villa d'Aguas (via Mad Max)
  • Mr. X
  • Jack's Demi-Gods
  • Camazotz (last resort)


Part 4. Simultaneous strikes at near orbit from the Lachuza Bruja. First, a nuc and an Anti-Matter Cruise Missile to soften up the bunker where the intel will be laying. Then hit the two intels with the Sunshine and Rain Anti-Vampire Nuclear Weapons. This should wipe out the local vamps. We mop up as needed with Elemental Fury Missiles and Hell Fury Missiles (We may even need to go in!). Hit other targets of importance (like the Deathspike academy if we know about it) These two intels need to be forced out of this dimension at an absolute minimum!

Part 5. Hit the Sploog Mothership with Anti-Matter Cruise Missiles and nucs to destroy it in Tampico's harbor.

Part 6. (OPTIONAL) Maybe send a few Elemental Fury Missiles and Hell Fury Missiles to Mexico City at tactical locations just to put a bit of fear into that Intel (Possibly at the Tula Vamp Intel, if we know the location).

Part 7. Collect our remaining 332 lbs of silver and any other pay we negotiate!

This should leave Ixzotz alone against the Reid's Rangers and everyone else can take on the Mexico City Intel.

Intel Needed before the Necks are willing to give up any silver:
1) Exact Location of the Milta and Muloc Vamp Intels
2) Strategic other locations to bomb (Blood Pool and Deathspike academy for example)

Open to discussion?
Wakiza
OOC Comments
P.P.E.: 30/30
I.S.P.: 50/111
H.P.: 69/69
S.D.C.: 110/110
MDC from Psychic Body Field: 80/80 (Not Active)

Constant Effects
Advanced Combat Awareness
Sixth Sense (2)
Character is Very Difficult to See w/ Thermal (see Zen Combat, Naruni & Stalker armor)

Armor
NE-BA-26 Modified Special Body Armor
M.D.C. by Location
• Main Body: 103/103; Force Field: 75
• Helmet: 57; Arms: 46 each; • Legs: 57 each
• Masks Infrared & Thermal Emissions (Only 1-25% chance of showing up a thermal scan, even if deteced scan will be unclear)
• Kinetic Dampening & Cushioning System [1/2 Damage from Explosions, High Spd Impacts (rail guns, arrows, bullets)]
• 1/2 Damage from MD Fire/Heat/Plasma (Magic Included)
• Language Translator (American, Dragonese, Euro, French, Spanish, Techno-Can, Demongogian & Chinese)
• PPE Battery: 80 / 100

NG Stalker Suit (under clothes and armor) - 12/12 MDC
• Thermal detection systems suffer a penalty of -20% to the Read Sensory Equipment skill.

Cyber Armor Regenerates 1d6 mdc/hr
A.R.: 17, Main Body: 68, Upper Legs: 20 each, Forearms: 15 each, Shoulders: 13 each, Back/Shoulder Plate: 20 each

"If men make war in slavish obedience to rules, they will fail."

Some soldier name of Grant said this over 450 years ago

Soundtrack:
Blues Saraceno – Dogs of War
Man of Constant Sorrow
Nick Nolan - Life of Sin
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Wakiza
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