Group Catch-All Thread

True Grit: Only the crustiest mercs can do the crustiest work.
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Group Catch-All Thread

Postby Augur » Fri Jul 20, 2012 9:36 pm

This thread is used to keep track of things that you do not want to delete. Unlike the OOC thread, which is deleted periodically, this thread is intended to keep things around. This is NOT an active OOC chat forum.

Team Photo

Table of Contents:
01. Group Structure and Charter
02. Group Equipment
03. Group Base
04. Group Vehicle
05. Group Noteable Contacts and NPC's
06. Group XP Thread
07. Group's Tinkerers Thread
08. Team History
10. TGM Special Rules
11. Michael Maxwell''s Specific Gear
12. X's Specific Gear
13. X's Specific Gear
14. X Specific Gear
15. Quenya Telerin's Specific Gear
16. William Summers' Specific Gear
17. Travis Murdoc's Specific Gear
18. X's Specific Gear
19. Wakiza Blackhoof's Specific Gear
20. Mortimer Machine's Robot Legions
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Re: Roughnecks: Group Structure and Charter

Postby Augur » Fri Jul 20, 2012 9:39 pm

Current Leadership Structure:
Commanding Officer: Wakiza Blackhoof
Executive Officer: Murdoc

Roughnecks Charter:

If you can use it, keep it.
Loot and pay are put in the pot.
The Company gets a share.
Baker gets a share.
Each and every Roughneck gets a share.
Current Shares: 10
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Re: Roughnecks: Group Equipment

Postby Augur » Fri Jul 20, 2012 9:40 pm

Roughnecks: Group Equipment

[Group Fund] Secure Black Card: 9,640,000 credits (07MAR2015 - SNAFU)
----------------------------------------------------------------------------------------
Located in Armory
Sword Rack

Plasma Blade: (Converted Wilk's Laser Sword)
☞ Damage: 1d4x10 MD
☞ Duration: 10 + 3D6 minutes per E-Clip
☞ Modifiers: cannot parry with this weapon


Weapons Rack

(10) NG-101 Rail Gun (1 Loaned to Maxwell)
• Range: 4,000'
• Damage: A Burst is 30 rounds and inflicts 6D6 M.D.
• Rate of Fire: Bursts of 30 rounds only
• Payload: As a machine-gun: 300 round belt.
• Weight: Gun: 128 lbs. Power Pack: 80 lbs. One Ammo-Belt: 25 lbs. Case of six belts: 160 lbs.


(55) Belts Armor Piercing Rounds: Critical Strike 19-20
(55) Belts Shredder Rounds: +3 per 30 rounds
(55) Belts Monster Tracker Rounds: -10% damage, +10% to track
(50) Belts Silver Shredder Rounds: Triple Damage to Vampires (10% damage to anything else)

(2)WI-SR15 15 mm Sniper Rifle
• Range: 3600'
• Damage: 1d8x10 single shot: 1 M.D. 3-round burst; 1d4 MD 10-round burst
• Rate of Fire: as above
• Payload: 50 round magazine
• Modifiers:


(100) 15 mm silver rounds

NE-77H Cyborg Shoulder Cannon
• Range: 2000’
• Damage: 1D6x10 + 12 M.D.
• Rate of fire: Each shot counts as one melee attack
• Payload: A hip generator provides 30 blasts, a backpack generator offers 90 blasts. Each recharges 1 blast per 2 minutes. In an emergency a standard E-Clip can be inserted in the handle which provides 3 blasts per clip.
Features: Hip generator


Wilk's Remi 136 "Big Man"
• Range: 600'
• Damage: 3d6 MD
• Rate of Fire: Single shots only
• Payload: 15 shots on standard E-clip; 30 shots with long E-clip


(2) NE-1XXX "Modified/Remodified" Plasma Rifle
• Range: 3000'
• Damage: 1D4x10 MD
• Rate of Fire: Single shots only
• Payload: 20 shots per long E-clip
• Modifiers: laser targeting, +1 to strike


(3) NG-11S Custom Variant "Zombie Hunter"
Image
Hand modified by the Bone Brothers of the Missouri swamps, the Zombie Hunter is a custom modified NG-11S that adds a six round box magazine to provide semi-automatic fire. The magazine tends to pull the barrel down imposing a penalty to strike. While originally intended for plasma and incendiary rounds to tame zombies custom packed rounds, anything from silver to wood or bone, can be used depending on the nature of the threat and the ingenuity of the armorer.
• Range & Damage:
    • Shotgun shells: 300' range, 4D6 S.D.C. (Double: 8D6 S.D.C)
    • Solid slugs: 300' range, 5D6 S.D.C. (Double: 1D6x10 S.D.C.)
    • Silver Buckshot: 300' range, 3D6 S.D.C. (Double: 6D6 S.D.C)
    • Explosive (Wood Fragments): 300' range, 5D6 S.D.C. (Double: 1D6x10 S.D.C.)
    • Explosive (Bone Fragments): 300' range, 3D6 S.D.C. (Double: 6D6 S.D.C)
    • Explosive (Fragmentary): 500' range, 2D6 MD to 10' radius (Double: 3D6 MD to 20' radius)
    • Explosive (Plasma): 500' range, 3D6 MD to 6' radius (Double: 5D6 MD to 12' radius)
    • APRJ (Armor-Piercing Ramjet): 500' range, 3D6 MD (Double: 6D6 MD)
• Rate of Fire: Single or double-shots only
• Payload: 6 round box mag
• Modifiers: Front heavy, -2 to strike


(400) Bone Shells
(200) Plasma Shells

(5) C-40R Railgun ammo drums (regular)
(2) Partial C-40R Railgun ammo drums (regular) (34 and 36 bursts in partial drums)
(3) C-40R Railgun ammo drums (silver)
(2) QST-104 Ammunition drums (regular)
(2) QST-104 Ammunition drums (silver)
(2) NG-1001 ammo drums (regular)

Armor Rack

(5) NE-BA-50 “Raider” Heavy Body Armor (1 Loaned to Maxwell)
M.D.C. by Location:
• Head/Helmet - 80
• Arms - 55 each
• Legs - 80 each
• Main Body - 140
Modifiers: -20% to Prowl, Climb, Swim, Acrobatics and similar physical skills.
Special Features
• Standard properties for Naruni Thermo-Kinetic Armor (p.35-36, Naruni Wave 2).
Note: For an extra 35,000cr, the armor can be surface coated with the same fiber-optic material as the NE-BA-30 described previously


Items Stored in the ATRV
Large tool kit

Vehicle Diagnostic Computer
This is a hand-held style computer sensor that when connected to a vehicle, robot or power armor suit detects mechanical, electrical and computer problems. Not only will the Diagnostic Computer locate the source of the problem, it provides the user with a holographic schematic of the malfunctioning mechanism along with specifications
of the parts that need to be repaired or replaced and the common, recommended procedure to effect the repair. The Vehicle
Diagnostic Computer is a valuable tool that quickly identifies problems and greally speeds up repair time.
• Weight: 3 lbs.
• Accuracy: 92% for common Rifts Earth manufactured vehicles; however, accuracy drops to a mere 30% when dealing with alien or extra-dimensional vehicles.
• Bonus: +10% to appropriate Mechanical skills.


Universal E-Clip Recharger
A nuclear powered, portable generator approximately the size of a suitcase that weighs 15 lbs. There arc eight ports in the unit, each of which can recharge a standard E-Clip in about one hour. It also comes with adapters to enable the device to recharge unusual and alien E-Clips such as those used by Naruni Enterprises and the Kittani. Considering the number of high-tech devices that use E-Clips as a power source, everything from jet packs and Naruni force fields to stealth suits and energy weapons, this is a tremendously valuable piece of equipment. The Universal E-Clip Recharger has an energy life of 12 years and has a power output roughly equal to most suits of power armor.


Coalition Gear (Hidden away in Armory for special missions)

(1) suits of CA-4 Dead Boy EBA currently Loaned out to: Cale
M.D.C. by Location
• Helmet: 70
• Arms: 60 each
• Legs: 80 each
• Main Body: 100
Modifiers: -5% to climb, -20% to skills requiring prowess


CP-50 "Dragonfire" Assault Pulse Laser and Grenade Launcher
Damage: 2D6 per single laser blast
6D6 per rapid fire pulse (three simultaneous blasts)
2D6 to 12 foot diameter with conventional M.D. rifle grenades
6d6 to 12 foot diameter with micro-fusion grenades
Rate of Fire: Laser: equal to the number of combined hand to hand attacks of its user
Grenades: One aimed or four fired in rapid succession (burst if fired all at same target, wild if sprayed into an area).
Range: Laser - 2000'
Grenade Launcher - 1200'
Payload: Laser - 21 blasts (7 shots) per standard E-clip; 30 blasts (10 shots) per long E-clip. Grenade Launcher - 12
Weight: 10 lbs.


C-29 "Hellfire" Heavy Plasma Cannon
• Range: 1400'
• Damage: 1D6x10 MD
• Rate of Fire: Single shots only
• Payload: 0/8 shots per E-Canister
• Modifiers: Targeting scope adds +1 to strike to aimed shots


(3) CP-40 Pulse Laser Rifle
• Range: 2000'
• Damage: 2D6 M.D. per single laser blast or 6D6 M.D. burst
S.D.C. Damage: The weapon can also be set to fire a single S.D.C. blast that does 3D6 S.D.C. damage or a rapid-fire pulse that does 1d6x10 S.D.C. Thirty single S.D.C. blasts use up the equivalent energy of a single M.D. blast, while six S.D.C. pulse blasts count as one M.D. blast.
• Rate of Fire: Single shots or 3-shot bursts only
• Payload: 21 blasts per E-Clip, 30 blasts per long E-Clip, 60 blasts per E-canister.


(1) C-12 Heavy Assault Laser Rifle
• Range: 2000'
• Damage: 2D6 MD, or 4D6 MD, or 6D6 S.D.C.
• Rate of Fire: Single shots only
• Payload: 20 shots per E-clip, 30 with LE-clip, 60 with E-Canister
• Modifiers: Laser Targeting adds +1 to strike on aimed shots
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Re: Roughnecks: Group Base

Postby Augur » Fri Jul 20, 2012 9:58 pm

Roughnecks Operational Compound

HOUSING
1.
2. Mercedes
3. Will
4.
5. Murdoc
6.
7.
8. Wakiza
9.
10. Baker
11. Max
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Re: Roughnecks: Group Vehicle

Postby Augur » Sat Jul 21, 2012 6:34 am

NE-ATRV3 Pathfinder All-Terrain Recreational Vehicle
Image
Stats
Crew: Three; one pilot, one copilot, and a communications or science officer. The pilot's compartment seats six and the standard vehicle can accommodate 24-48 passengers in addition to the crew and standard cargo.
M.D.C. By Location
  • Rear Personnel Hatches (2, one on each side): 100 each
  • Cargo Bay Doors & Ramp (2 forward, one on each side): 180
  • * Top Mounted Large Searchlights (2 pair): 50 each
  • * Forward Headlights (2): 12 each
  • * Forward Bank of Infrared Searchlights (1, nose): 60
  • Observation Deck (top, middle of the vehicle): 200
  • Reinforced Pilot's Compartment: 220
  • Reinforced Passengers' Sleeping Compartments (12): 120 each
  • * Hover Jets (4 fore & 4 aft): 100 each
  • ** Main Body: 440
  • N-F40A Heavy Force Field: 220
* Indicates a small and/or difficult target to hit and requires a "called shot" and is -1 to Strike. Destroying one of the hover jets (8 total) reduces speed by 10% with cumulative effect. Destroying more than five of the hover jets means that the vehicle crashes (1D4x10 M.D.) and is unable to fly.
** Depleting the M.D.C. of the main body completely destroys the vehicle.
Statistical Data
  • Ground Speed: Can hover stationary and cruise across the surface with good mobility and excellent speed. Height off the ground is typically 3-6' but it can maintain greater heights. It has VTOL capabilities, enabling the vehicle to hover stationary up to its maximum altitude or go up and over most obstacles. It has retractable landing gear in the underbelly.
  • Flying: 300 mph maximum but cruising speed is considered to range between 40 and 80 mph.
  • Maximum Altitude: 1000'
  • Water Speed: Can skim across the surface of water at a speed of 175 mph.
  • Underwater: 50 mph
  • Maximum Depth Tolerance: 4400'
  • Maximum Range: Can be used continuously for 120 hours without fear of overheating, but after 160 hours the Pathfinder will shut down, due to heat build-up.
  • Dimensions: 18' high, 20' wide, 82' long, 23 tons + cargo
  • Cargo: 30' storage area, 18 ton limit
  • Power System: Nuclear, 25 years of life
Weapon Systems
CR-4T Laser Turret
Cupola-mounted, just behind and accessible from the observation deck; Capable of 180° rotation
  • Range: 4400'
  • Damage: 6D6 M.D. per dual blast.
  • Rate of Fire: Equal to gunner's APM
  • Payload: Effectively unlimited.
Mini-Missile Box Launcher (Pop-Up, top):
  • Range: One mile (1.6 km).
  • Damage: Varies by missile type, but high explosive (1D4x10 M.D.) And plasma (1D6x10 M.D.), for use against creatures vulnerable to fire, is standard.
  • Rate of Fire: One at a time or in volleys of 2, 3, 4, 5, 6 or 7.
  • Payload: 35; automatic reload.
WI-GL20 Automatic Grenade Launchers (2): Side-mounted turrets.
  • Range: 3000'
  • Damage & Rate of Fire:
    • Single Shot Fragmentary: 4D6 M.D. to a 12' AoE
    • Single Shot Armor-Piercing: 1D4x10 M.D. to a 3' AoE
    • 10-round Burst Fragmentary: 2D6x10 M.D. to a 40' AoE
    • 10-round Burst Armor-Piercing: 3D6 x 10 M.D. to a 8' AoE
  • Payload: 400 round drum per turret
Notable Systems & Features
  • Radar: Can identify and track up to 98 targets simultaneously at a range of 100 miles.
  • Combat Computer: Calculates, stores, and transmits data onto the pilot's heads-up display which is tied to the targeting computer.
  • Targeting Computer: Assists in tracking and identification of enemy targets. 50 mile range.
  • Laser Targeting System: Assists in the selection and focusing of specific targets (weapon systems skill).
  • Radio Communication: Long-range, directional communication system with an effective range of about 500 miles (800 km), as well as
    a directional, short-range radio. Range is 5 miles (8 km). Plus a built-in loudspeaker; 80 decibels. Plus Laser Communications: 500 miles
  • Voice Actuated Locking System: The vehicle's access hatch is sealed by an automatic locking system. A six digit spoken code programmed to a specific voice(s) pattern is standard operating procedure. A manual key-pad is provided in case of system failure/override.
  • Complete Environmental Pilot and Crew Compartment: It is air tight, pressurized and suitable for use in all hostile environments, including underwater (500' max. depth) and space. The following features are included:
  • Computer controlled life support system.
    • Air purification and circulation systems, gas filtration, humidifier/dehumidifier automatically engages when needed. Can recirculate breathable air for up to four weeks before getting too stale to breathe.
    • Computer controlled, independent oxygen supply and purge system that automatically engages in low oxygen or contaminated air environments.
    • Insulated, high temperature resistant shielding for up to 400° C. Normal fires do no damage.
    • Radiation shielding.
    • Polarized and light sensitive/adjusting tinted visor.
  • PRC-5 Radio Encryption: attempts to crack the encryption suffer a -35% modifier.


NOTE: Deck plans are to scale with statistics on the vehicle's dimensions.

Main Deck
Image

Top Deck
Image
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Re: Roughnecks: Group Noteable Contacts and NPC's

Postby Augur » Sat Jul 21, 2012 9:39 am

PERSONAL CONTACTS:

WAKIZA
QUETZACOATL
MURDOC
THIRSTY PETE -
JOHN ATFIELD
BADGERBOLD CARTOGRAPHERS
  • PREFERRED CONTRACTOR (Exclusive contract offers, free maps/information)
    Land Navigation and Cartography +25% 100 mile from Merctown, +20% 500 mile from Merctown, +15% Human areas of North America, +10% elsewhere in North America)
WILL
THIRSTY PETE


ROUGHNECKS NPCs
Dave Alien Robot Driver
  • Dave -
  • Introduced: In Morogot - Midgut
  • Special Characteristics: A tall thin Robot of Alien origin. Dave appears to have been around for a long time, picking up mannerisms from various owners. Even though he works with the Roughnecks, he is not owned by the Roughnecks and is free to go.
  • Notes: Dave is from an unknown dimension. He has spent time in the three galaxies working as an entrepreneurial courier, but is not native to that dimension. Dave was found inside the body/dimension of Morogot. When under stress, the inflection of the language which he is currently using changes--this reflects the fact that in his existence, he has mastered thousands of languages, and encountered countless linguistic variations of each (dialects).
  • Pertinent Stats: I.Q.: 10; P.S.: 20 (Robotic); SPD: 66 (45mph); Main Body M.D.C.: 120
  • Pertinent Skills: Computer Operation: 90%; Radio: Basic: 80%; Read Sensory Equipment: 70%; Pilot Hover Vehicles: 90%
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Re: Roughnecks: Group History

Postby Augur » Sat Jul 21, 2012 2:45 pm

Roughnecks: Team History

The following set of history is compiled together from memory, and talking to several members of the Roughnecks. It is not to be super exact, but provide the basics and details for future team members.

Formation
Formation wrote:Baker on a personal mission formed the core team within a MercTown Gang War fire. While sitting in the warrens the gangs of the area ended up in a turf war. One that would bring a small group of warriors together under one roof of the Armored APC of a lone Coalition Chef. In a quick skirmish and dealing with the Greenskins the group heads off to earn money for Mercenary work.

Members:
  • Baker Henfield
  • Shane Knight
  • Conner Gunsmith
  • Cale "Knives" Stepanik
Morogot
Morogot - The Innards wrote:Mission Objective: Rescue a Kidnapped Girl
Mission Pay: 1,000,000 Universal Credits
Status: Contract cancelled due to no-show of Roughnecks

The roughnecks were initially hired by Dr. Hera to rescue a kidnapped girl out west. While on route a dimensional portal sucked the roughnecks into the body of Morogot. A dimensional spanning being unaware of what was going on inside it's body.

The inhospitable atmosphere and corrosive nature of the beast, caused many trials and tribulations. The constant eerie blue glow on the inside of Morogot, was unsettling and caused mass discomfort. Weeks passed, while the crew worked tirelessly to survive, killing demons and monsters. The magic users unable to draw upon PPE from ley lines, were able to pull it from the blood/fluid of Morogot directly.

Eventually the Roughnecks were able to meet with other foreign travelers. Ones who had been stuck within Morogot for a lot longer, and had identified how to survive. The other group initially attacked, and the Roughnecks were able to capture them and their prisoner, Clay "Reaper" Torres. With the help of Reaper and his other dimensional power armor, they battled their way out of the hindgut of Morogot. In the process, losing Heinrich, Khan, and Ramien, not to mention their prisoners.

Members:
  • Baker Henfield
  • Shane Knight
  • Conner "Junkyard" Gunsmith
  • Cale "Knives" Stepanik
  • Cai Caradoc
  • Khan
  • Heinrich (KIA)
  • Sebastian Cortez
  • Malachai (MIA - presumed Dead)
  • Ramien Meltides (MIA - presumed Dead)
  • Clay "Reaper" Torres
Odach
Odach - The Land of Plant Zombies wrote:Mission Objective: Survive & Get back to Rifts Earth
Mission Pay: Salvage
Status: Success - made it back to Earth

The surviving members of the Roughnecks ended up on another planet in a different dimension. One that had plant people instead of humans. A disease killed the majority of the population, but instead of truly killing them, turned the victims into Zombies.

The Roughnecks set forth to repair Cale's ride, the Chuck Wagon. While the vehicle underwent repairs, the group sent a small task force into the city to see if there were survivors; or at least something useable for the team. While in the city, the group was attacked by Zombies and were rescued by a shifter from Rifts Earth named Shalin who took the Roughnecks back to Earth with him.

Members:
  • Baker Henfield
  • Shane Knight
  • Conner "Junkyard" Gunsmith
  • Cale "Knives" Stepanik
  • Cai Caradoc
  • Khan (Retired)
  • Sebastian (Retired)
  • Clay "Reaper" Torres
  • Shalin (Retired)
Troubles in Calgary
Troubles in Calgary wrote:Mission Objective: Investigate the town of Medicine Hat and find out why they have stopped trading with Lethbridge.
Mission Pay: 5,000,000 credits
Status: Double-Cross. It was a trap to lay blame on the Roughnecks for the destruction of the town. A Demon horde killed the town of Medicine Hat, but the Roughnecks were able to defeat the horde, and clear their names.

The Roughnecks gathered back in town. Rearmed and picked up a few more recruits to go on a mission in the great white north. The Roughnecks being tasked to find out what happened in a town called Medicine Hat. It mysteriously stopped trading with the town of Lethbridge.

The Roughnecks quickly took to their new hover APC and found trouble right away. The group rescued a Mage that was captured by necromancers. Instead of demons that most of the Roughnecks have been fighting. These were high powered necromancers that also had elemental minions. This was the first time a successful use of the 'Dreaded Minmei Attack' worked and destroyed an air elemental.

The team continued their journey into the great white north, where they found Medicine Hat burning to the ground. The Roughnecks went out to help, but instead found death and carnage. The bodies of the villagers rose up from the ground, and started shambling all over the place. Due to the Roughnecks recent journey to Odach, some immediately opened fire. The 'Zombies' were not like the ones that the Roughnecks faced before, but were defeated rather quickly. What they did not know until afterwords, that they were being spied on by one of Grisabella's men, recording the massacre of the already dead villagers.

The Roughnecks moved to Bow Island to bring the news, when they found out that they were branded as murderers. With a quick series of negotiations, and a Demon Horde at the gates. The Roughnecks fought valiantly with the defenders of Bow Island and took down Grisabella and her forces. Not before some of the members of the Roughnecks nearly died on the battlefield. Logan lost both arms, much to the Dr. Cai Cardoc's delight. Several members of the Roughnecks had near death experiences, and ended up with post traumatic stress. Then there were the additional mysteries of where to go next, a land of pastel skinned giants with strange technology. A databurst transmission intended for someone in the area. Mystical objects of the Fallen Grisabella and her entourage that scream evil incarnate. Only time will tell with what the Roughnecks would do next.

Members:
  • Shane Knight
  • Conner "Junkyard" Gunsmith
  • Cale "Knives" Stepanik
  • Cai Caradoc
  • Clay "Reaper" Torres
  • Logan Sharpe
  • Jacob McCandles (Retired)
  • Kaitlyn Rogers (Retired)
  • Adrienne (Retired)
  • Daphne Ouriana (Retired)
  • Ailith
  • Sir Benjamin Payne
  • William Summers
Lazlo
Lazlo wrote:Mission Objective: Rest, Rearm, Recoup. Also destroy evil artifacts picked up from the defeat of Grisabella
Mission Pay: N/A
Status: Successful

After the defeat of Grisabella, the Roughnecks repaired what they could in Bow Island and headed to Lazlo on a mission personal to Shane. The team needed more intelligence on what they were going up against, and in the process also needed to rearm before tackling another Mercenary team from MercTown.

While in Lazlo, Conner was able to destroy an evil artifact with the help of Lorelei Stark. She befriended the team, and agreed to help on the next mission.

Members:
  • Shane Knight
  • Conner "Junkyard" Gunsmith
  • Cale "Knives" Stepanik
  • Cai Caradoc
  • Clay "Reaper" Torres
  • Logan Sharpe
  • Ailith (Retired)
  • Sir Benjamin Payne (Retired)
  • William Summers
  • John Walker
  • Lorelei Stark
Robotech Factory
Robotech Factory wrote:Mission Objective: Verify location of a secret facility, and neutralize opposing mercenary team (Explorers Inc).
Mission Pay: Unspecified - Salvage, was primary income.
Status: Success*

The Roughnecks proceeded to the facility that the other team was at. Quickly they made it into the facility, and realized that it was quite large. Reaper found the facility to be rather similar to technology he has seen before, but was not quite sure. As the team progressed they realized that it was definitely extraterrestrial, and upside down.

As they progressed further into the facility, they found giant robots defending the facility. The team was able to disable the robots, and progress when Reaper identified Inorganics in the mix. With all the clues at Reaper's fingertips, he identified the facility as part of a famed 'Robotech Factory Satellite'.

While inside the Robotech Factory the battle at the core was raging hard. The facility started to fold, and brought the Roughnecks and the target team Explorers Inc to another planet, Eylor.

*It's a technical success due to the fact the facility is no longer in Explorers Inc's hand. But it is not in the hands of the Roughnecks either. Alternate objective is technically a success, as it has taken Explorers Inc. off planet, and thus neutralized. EI Personnel Neutralized: Dundee (Grackletooth), Swampwater (Human/Mystic), Jenny Jeffries (Human/Technowizard)

Members:
  • Shane Knight (MIA)
  • Conner "Junkyard" Gunsmith
  • Cale "Knives" Stepanik
  • Cai Caradoc
  • Clay "Reaper" Torres
  • Logan Sharpe
  • William Summers
  • John Walker
  • Lorelei Stark
Eylor
Eylor wrote:Mission Objective: Get the hell off Eylor
Mission Pay: Unspecified - Salvage, was primary income.
Status: Success

The Roughnecks and the members of Explorers Inc, decided on a plan of action. Through various communication attempts with the planet Eylor, and precognitive visions, the two teams decided that the best course of action was to move against the Dark Pyramid, vs. the Lit Pyramid to find what they need to get off the planet.

While formulating the plan, and exploring their immediate surroundings, the residents of the planet Eylor decided to investigate the two new parts of the Robotech Factory. The creatures that came to visit were the floating eyes of a Splugorth Slave Barge. After trying to capture, and eventually destroying the eye's both teams knew that company would be arriving soon.

Packing the teams up, they created a plan on using a modified "Protoculture Emulator" a design that Reaper brought back from his home dimension, placing these Emulators on the backs of Robots patched together within the Robotech Factory, they set them off to the "Lit Pyramid". The Invid that were occupying the other portion of the factory went after the protoculture, and the protoculture went to the Splugorth Minions. While this plan succeeded, some of the splugorth minions broke away and followed the two teams. The two teams set up an ambush, they fought valiantly, with no loss of life of their own. While defeating a splugorth slave barge, power lord, and conservator.

The Dark Pyramid was a menacing site. The magical protection on it was immense. The teams quickly decided that possibly an alternative approach would be needed. With some scouting they were able to find a hidden passage, a maintenance hatch on some remote guns. One of the members of Explorers Inc defeated the sentries that lead to a giant creature (Kreewarr Carapace Metztla) guarding the inner sanctum. Going through the roof, various team members were able to get by before it started to lunge and get ticked off at the new guests.

A battle raged, Cale was bitten into and the creature's head was blown off by Reaper and Conner. The fight was vicious and brutal, and the team fled down the tunnels behind the large but massively fast creature. Defeating a magical barrier, Logan disturbed a magical line protecting what laid beneath. Instead of freeing the planet Eylor from the Splugorth, the teams released llyncryth the Splugorth Alien Intelligence, and former ruler of Eylor. Once he was free, he quickly fled to a pocket dimension with both teams...

Members:
  • Conner "Junkyard" Gunsmith (status unknown)
  • Cale "Knives" Stepanik
  • Cai Caradoc
  • Clay "Reaper" Torres
  • Logan Sharpe
  • William Summers
  • John Walker (status unknown)
  • Lorelei Stark (status unknown)
  • Wakiza Blackhoof
llyncryth
llyncryth wrote:Mission Objective: Going Home
Mission Pay: Unspecified - Going Home.
Status: Success

llyncryth the Former Ruler of Eylor whisked the two teams away to his private dimension. He was pleased that he was rescued by such, "Seemingly weak and pitiful mortals." llyncryth was interested in various aspects of the two groups. The fact there were practitioners of magic, psionics, and technology. He was pleased to see that some of the 'Old' races (Rahu-Men, Dwarves, and Elves) had survived and were still strong. As a reward to both teams, he offered to send them back home to Rifts Earth, but in turn wanted to see some sort of technological device that he was unfamiliar with. Several members provided various items (Wilks Laser Sword, Flashlight, Bio-Spleen, Cigarette Lighter, and a Holo-Pendant).

Wakiza was exceptionally concerned about the untold millions, if not billions, that would suffer and die due to the release of such an evil and powerful creature. He considered attacking it immediately, but the creature mentioned his nemesis, Splyncryth, who Wak recognized as the ruler of Atlantis and the largest slaver on Earth. At that moment he made a life altering decision and decided to work with this being of pure evil in order to rid the world of Splyncryth. Therefore, Wak struck a bargain with it, so Rifts Earth could potentially be free from Alien domination later. Secretly he offered his service to the Splugorth, if only to remove Splynncryth from Rifts Earth.

Members:
  • Conner "Junkyard" Gunsmith (status unknown)
  • Cale "Knives" Stepanik
  • Cai Caradoc
  • Clay "Reaper" Torres
  • Logan Sharpe
  • William Summers
  • John Walker (status unknown)
  • Lorelei Stark (status unknown)
  • Wakiza Blackhoof

Isria's Revenge wrote:Mission Objective:
Mission Pay:
Status:
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Re: Roughnecks: TGM's Specific Rules

Postby Augur » Sat Jul 21, 2012 2:54 pm

TGM's Special Rules

Official Airlock Policy:
• No more than four at a time through the airlock, it's just not realistic.
• Airlock takes three actions to cycle, ergo if Cale starts the cycle on action 1 no one can access the airlock on actions 2 and 3.


Official Winged Flight Policy:
• Launching and Landing cost 1 action, that's it.
• Acceleration is done via common sense and costs no additional actions.


Official Servo-Rig Donning Policy:
• Without assistance = 1D4+1 melees
• With 1 person helping = 1 full melee round
• With 2 people helping = 1D4 melee actions
• Any further assistance will only cause confusion and delay matters.
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Roughnecks: Quenya Teleerin's Specific Gear

Postby Mercedes » Thu Sep 06, 2012 2:36 pm

Items Stored in the Warehouse at Roughnecks HQ
Last edited by Anonymous on Thu Mar 07, 2013 9:21 am, edited 4 times in total.
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Roughnecks: William Summers' Specific Gear

Postby William Summers » Thu Sep 06, 2012 3:08 pm

Items Stored in the Warehouse at Roughnecks HQ
WILL
Draining Blade
M.D.C.: 150
Damage: 4D6 M.D.
Features: Every time the target is hit, they must save vs magic or suffer a Life Drain, as per the 7th level spell. A failed save means the victim loses half his hit points and S.D.C., plus speed is reduced by half, the character loses one melee attack, and suffers -10% on skill performance. This attack will affect targets in body armor or power armor, but not anything bigger. M.D. creatures only suffer the 4D6 M.D. The weakness will last for 10 melee rounds, after which the victim begins to regain their hit points and S.D.C. as is normal for their healing ability. The weapon itself regenerates 10 M.D.C. per day if damaged.


Items Stored in the ATRV
Last edited by William Summers on Fri Aug 28, 2015 11:28 am, edited 3 times in total.
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Roughnecks: Travis Murdoc's Specific Gear

Postby Murdoc » Thu Sep 06, 2012 3:15 pm

Murdoc Storage
Items Stored in the ATRV

Items Stored in the Warehouse at Roughnecks HQ

Murdoc's Custom Roadrunner
Model Type: PA-002G
Class: All-Terrain Power Armor
Crew: One
M.D.C. by Location:
Thruster Jump Pack (Back): 60
Arms: 40 each
Legs: 80 each.
*Head: 70
**Main Body: 130
N-F20A Heavy Force Field: 110
Speed:
Running: Quadruple the usual speed of the wearer. For most people, that is in the range of Spd 35-50 or 24 mph (38.4 km) to 35 mph (56 km), and obviously faster for those with a Spd attribute of 20 or higher. The act of running does tire its operator, but only at 10% of the usual fatigue rate.
Leaping: The robot legs can add up to 13 feet high and 20 feet across to the users normal jumping capabilities and increase height and distance by 50% with a fast, running start. A jet thruster-assisted leap adds up to 110 feet high and 210 feet to the usual jumping abilities.
Flying: Not possible. Hovering off the ground is possible, but only for 60 seconds before getting wobbly and shutting off. However, it can be used to slow the descent of falls and land on one' s feet.
Underwater Capabilities: Swimming: The thrusters provide good mobility and control underwater and a speed of 28 mph; 40 mph on the surface of the water. The Roadrunner can also walk along the bottom of the sea or lake bed at 40% of its normal walking/running speed. Maximum Ocean Depth: 1 ,800'
Statistical Data:
Height: 7 feet (2. 1 m)
Width: 3 feet (0.9 m)
Length: 2.8 feet (0.85 m)
Weight: 76 lbs, including built-in thruster pack
Physical Strength: +12 user's current PS (Robot P.S)
Cargo: None. Only what the person can carry
Power System: Nuclear; average energy life is 10 years.
Cost: Custom Job
Mobility: Uncanny, +10% to physical skills (not prowl)
Power Armor Features: Standard properties for Full Environmental Body Armor; see the Rifts® Ultimate Edition rule book, page 267
Weapon Systems:
1) Silver Forearm Vibro-Blades (2): 3d6 MD, +1 to strike, +2 to parry
2) E-Clip Port/Adapter (unlimited payload for handheld weapons)
Hand to Hand Combat: Rather than use a weapon, the pilot can engage in Mega-Damage combat.
Bonuses: The body armor's augmentation, agility and jump capability give the pilot the following: +1 attack, +1 to strike, + 2 on initiative, +2 to parry, +4 to automatic dodge (the act of dodging does not use up a melee attack), +6 to roll with impact, 01-80% chance of landing on his feet (no damage) from a fall at heights as great as 1,600 feet and grants the user the ability to run along narrow ledges and trails as thin as five inches (12.7 cm) wide at full speed.



Items Stored in Murdoc's Room (Studio #5) at Roughnecks HQ

Wilk's Laser Sword

☞ Damage: 5D6 MD
☞ Duration: 15 + 5D6 minutes per E-Clip
☞ Modifiers: cannot parry with this weapon


(2) NG-45LP Long Pistol

• Weight: 5 lbs (2.25 kg)
• Range: 1,200 feet (366 m)
• Mega-Damage: 5D6 M.D. per shot
• Rate of Fire: Each shot counts as one melee attack
• Payload: 8 shots


(2) NE-97 Triple Threat Laser Rifle
• Range: Laser: 2000', Grenade Launcher: 1000'
• Damage: Laser: 3D6 M.D. per single shot; triple blast pulse 6D6+6 M.D. Grenade Launcher: Varies with grenade.
• Rate of Fire: single shots or triple shot bursts only
• Payload: 21 single shots or 7 bursts per standard E-Clip; 50% more with a long, FSE-Clip; Grenades: 8
• Modifiers: None


20 - NE-10G: Frag Grenades; 4d6 MD, 30 ft area (Naruni, 95)
20 - NE-10G: HE Grenades; 6d6 MD, 12 ft area (Naruni, 95)

TFR-06 FreeRunner Advanced

M.D.C. by Location:
• Hood: 10
• Arms: 8 each
• Legs: 12 each
• Main Body: 30
Features:
• Heads-Up Display
• Passive Nightvision: 2000'
• Telescopic sight: 3000', x6 magnification
• Light Filters (reduce glare)
• Mini-computer
• Laser Distancer
• Laser-targeting in helmet's HUD: +1 to strike with ranged weapons
• +5% bonus to Prowl due to non-reflective color and sound-absorbing material
• Molecular Adhesion Pads on hands and feet


TFR-03 Free Runner Hard Plate Fall Pads
M.D.C. by Location:
• Helmet: 25
• Arms: 10 each
• Legs: 10 each
• Main Body: 30
Modifiers: -2% to Physical Skills
Features:
• Impact Absorbing Systems: (see page 89 of MercOps)
• +5% bonus to Prowl due to non-reflective color and sound-absorbing material
• Bonuses do not stack with those provided by other suits worn beneath


Juicer - Assassin Plate Armor (Not EBA) Parts

M.D.C. by Location:
1 • Head/Helmet - 30
2 • Arms - 12 each
2 • Legs - 24 each
1 • Main Body - 45/4 (Hanging on wall as decoration)
Modifiers: -5% to Prowl, Climb, Swim, Acrobatics and similar physical skills.


(2) Juicer - Assassin Plate Armor (Not EBA)

M.D.C. by Location:
• Head/Helmet - 30
• Arms - 12 each
• Legs - 24 each
• Main Body - 45
Modifiers: -5% to Prowl, Climb, Swim, Acrobatics and similar physical skills.
Last edited by Murdoc on Fri Nov 10, 2017 2:51 pm, edited 18 times in total.
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Re: Roughnecks: Wakiza Blackhoof's Specific Gear

Postby Wakiza » Thu Sep 04, 2014 7:23 pm

Items Stored in the Warehouse at Roughnecks HQ
WAKIZA
Mountaineer ATV
M.D.C. by Location
--Main: 210
--Tires [4]: 25 each
--Reinforced Pilot's Compartment: 50
Maximum Speed: 120 mph
Dimensions: 25' long, 18' tall, 6 tons.
Power Plant: Combustion Engine
Maximum Range: 600 miles (1000 credits to refuel in most civilized areas)
Vehicle Type: Three wheeled armored ATV transport vehicle.
Crew: One pilot and can accommodate four passengers comfortably, plus cargo area.
Special Features:
☞ Much of the cargo area has been converted into a comfortable bedroom.
WI-GL20 Automatic Grenade Launcher mounted above passenger seat

☞ Range: 3000'
☞ Damage & Rate of Fire:
• • Single Shot Fragmentary: 4D6 M.D. to a 12' AoE
• • Single Shot Armor-Piercing: 1D4x10 M.D. to a 3' AoE
• • 10-round Burst Fragmentary: 2D6x10 M.D. to a 40' AoE
• • 10-round Burst Armor-Piercing: 3D6 x 10 M.D. to a 8' AoE
☞ Payload: 200 round belt
☞ Weight: 130 lbs. [gun], 20 lbs. [ammo belt]


Items Stored in Personal Room at Roughnecks HQ

Sword Rack in Wak's Room

Wilk's Laser Sword
• Damage: 5D6 MD
• Duration: 15 + 5D6 minutes per E-Clip
• Modifiers: cannot parry with this weapon


Ice Sword
• Damage: 4d6 M.D.
• Duration of Charge: 2 minutes per level of user
• Activation Cost: 10 P.P.E. or 20 I.S.P.
• Note: When activated a blade of ice extends from the hilt


Vibro-Sword Damage: 3d6 MD

Pistol Rack in Wak's Room

Laser Aimer Sights (3)
• 600'
• +1 to iniative, +1 to strike


TX-6 Revolver
Image
• Range: 800'
• Damage: 4D6 M.D.
• Rate of fire: Single shots only
• Payload: 6 rounds


Wilk's 237 "Backup"
• Range: 500'
• Damage: 3D6 per single blast or 6D6 per double blast
• Rate of Fire: Single shots only
• Payload: 8 double shots with E-clip, 16 shots with LE-clip
• Modifiers: +2 to Strike with an aimed shot


Rifle Rack in Wak's Room

TX-17 Assault Rifle
Image
• Range: 1200'
• Damage: 4D6 M.D. or 1D4x10+4 M.D. per 3 round burst
• Rate of fire: Single shots or 3 round burst
• Payload: 105 round ammo drum (PS 20 needed)


Wilk's 457 Laser Pulse Rifle
• Range: 2000'
• Damage: 3D6+2 M.D. or 1D6x10 MD burst
• Rate of Fire: Single shots or 3-shot bursts only
• Payload: 30 single shots per LE-Clip
• Modifiers: +1 to Strike on an aimed shot
• Notes: 2 Standard E-Clips


Ammunition Locker in the Wak's Room

(2) fully loaded 105 round ammo drum for TX-17

Reinforced Grenade Crate in Wak's Room

Armor Rack in Wak's Room

NG-A15 Peacekeeper Armor w/ Branaghan Overcoat
M.D.C. by Location:
• Helmet: 50/50
• Right Arm: 50/50; 4/8
• Left Arm: 50/50; 8/8
• Legs: 55/55 each; 12/12
• Main Body: 85/85; 12/28
Modifiers: -15% to Physical Skills
Features:
• Built-in Radio: 12 mile range in cities, 30 miles in wilderness.
• Vital Signs Monitor (see pg. 90 of Merc Ops)


Dresser in Wak's Room

(1) Set of dress clothes
(1) Set of camo fatigues
(1) Set of black fatigues
(1) Sets of Jeans and T-Shirts
(1) Combat Pants fatigues, MDC: 6

Closet in Wak's Room

(1) high quality tailored black suit, MDC: 8/3
(1) high quality tailored navy suit, MDC: 8/3
(1) combat trench coats MDC: 36
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