New Orders - Escort Duty

Into the Breach: The 110th begins their operation.

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CS High Command
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New Orders - Escort Duty

Post by CS High Command »

New Orders - Escort Duty
  • Date: March 1 through March 3, 110 PA
    Time: 1700 on March 3 by end of post.
    Temp: 30° outside, a brisk 60° in the hallways and 65° in most rooms.
    Weather: Not snowing at the moment, but forecasts do suggest it will snow this afternoon. Not much accumulation over the past few days.
    Ley Line info: There are multiple ley lines in the ruins of Old Chicago 80 miles away, but none in Chi-Town itself.
    Location: Coalition States Psi-Battalion Headquarters - Chi-Town; Battalion Conference Room
While the specifics of their next assignment are unknown to them, they are aware it will be a top secret escort mission of some sort. One that will require them to be undercover as common soldiers. As such their gear must match that. Power Armor is limited to a single pair of suits for the mission, and all must be traditional looking SAMAS or Smiling Jack SAMAS - though they can have modifications as long as they cosmetically look normal. Stealth is the focus of the mission. Armor must be CA-3, CA-4 or the CA-4N Naval Infantry Variant, though cyborgs may have CA-6C instead. Mutants may have one of the above or DPM-D1 Heavy Armor - regardless they will be issued a Recon Helmet. Long arms should be , though sidearm choices are unrestricted as long as they are Coalition issue or are modified to look like it. The ship will have mounted railguns that can be manned in the event of an attack.

The team has two days to handle any modifications they want to make to their gear (covert is the watchword and all modifications must be hard to notice even in close quarters). The orders come straight from Major Smith to the team. They must submit a full catalog of all gear for inspection by 1700 on 3 March, 110. Briefing will be at 0600 on 4 March.

The team will also be accompanied by a squad of 4 skelebots (including Aleksandr). They must look like normal or only slightly modified skelebots.

James gathers the team on the morning of March 1st and reads out the limitations and begins the process of assigning power armor, heavy weapons, and getting requests for modified gear going.
ImageImage

"Be strong and do as you will. The swords of others will set you your limits." (Marauders of Gor, p.10)
"Yippee-ki-yay magic lovers." Lt. John Freeman, CS110 at the Socorro Skirmish of May 110PA

(Many thanks to SNAFU for the basis of my new AVATAR!)
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CS High Command
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Re: New Orders - Escort Duty

Post by CS High Command »

Equipment should include:
[Body Armor] or [Power Armor and Flight Suit]
Load Bearing Harness: See this post for how the LBH System works
Any Sidearms or melee weapons, as well as any grenades (up to 2 smoke grenades and 4 offensive grenades)
a CS-S2 Pack with any extra gear in it.
Up to one additional carry the size of a duffel bag (tools, clothes, personal effects, computers, etc; see also additional assigned gear options for the group - as long as it doesn't fall outside the mission paramaters, its okay)

Gear Template

Code: Select all

[insert armor or power armor/flightsuit here]
[color=#4000FF][b]GEAR Load-Bearing Chest Rig[/b] (Patron Item)[/color]
[img]http://explorersunlimited.com/images/upload/2017/10/26/20171026170728-1ab298b3.png[/img]
[size=85]Developed by Coalition Munitions, these chest LBHs often are only issued to favored troops or special forces. 
[u]Features:[/u]
• Characters with Super Strength (TLPG p. 65) will multiply their Load limit by 1.4 (or 2.0 if they have Brawny), while normal characters will increase their load limit to Strength x 7 (or Strength x10 if they have Brawny) in pounds. 
• Integrated IRMSS: 20,000 credits to recharge (R:UE, p.263)
[color=#FF0000]Attachment points can be utilized to carry 1 each of the following item types: sidearm, magazine, E-clip, grenade, canteen, food ration pack, minor items or individual tools.[/color]
[list]Left
• Attachment: 
• Attachment: 
• Attachment: 
• Attachment: 
• Attachment: 
• Attachment: 
Right
• Attachment: 
• Attachment: 
• Attachment: 
• Attachment: 
• Attachment: 
• Attachment:
[/list][/size]
[Insert Longarm on strap here]

[Insert CS-S2 here with additional gear]

[Insert additional gear up to a duffel bag in size]
ImageImage

"Be strong and do as you will. The swords of others will set you your limits." (Marauders of Gor, p.10)
"Yippee-ki-yay magic lovers." Lt. John Freeman, CS110 at the Socorro Skirmish of May 110PA

(Many thanks to SNAFU for the basis of my new AVATAR!)
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Mane
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Re: New Orders - Escort Duty

Post by Mane »

Mane heard the orders, and was immediately disappointed he'd have t leave his trusty "Stopper" ion pistols behind, as there was no way to disguise them. He was also disappointed his request for an enhanced C-200 (or compact equivalent) went unanswered... again... not that the stout MD slug-thrower was an option on this op.

For the assignment, the big cat decided to go with a minimalist approach.

Armor: DPM-D1 with Recon helmet

GEAR Load-Bearing Chest Rig (Patron Item)
Image
Developed by Coalition Munitions, these chest LBHs often are only issued to favored troops or special forces.
Features:
• Characters with Super Strength (TLPG p. 65) will multiply their Load limit by 1.4 (or 2.0 if they have Brawny), while normal characters will increase their load limit to Strength x 7 (or Strength x10 if they have Brawny) in pounds.
• Integrated IRMSS: 20,000 credits to recharge (R:UE, p.263)
Attachment points can be utilized to carry 1 each of the following item types: sidearm, magazine, E-clip, grenade, canteen, food ration pack, minor items or individual tools.
  • Left
    • Attachment: CP-30 Laser Pulse Pistol (with long e-clip)
    • Attachment: Spare long e-clip
    • Attachment: Spare magazine for CM-940BR
    • Attachment: Silver plated vibro knife
    • Attachment: Fragmentation Grenade
    • Attachment: Fragmentation Grenade
    Right
    • Attachment: CP-30 Laser Pulse Pistol (with long e-clip)
    • Attachment: Spare long e-clip
    • Attachment: Spare magazine for CM-940BR
    • Attachment: Silver plated vibro knife
    • Attachment: Smoke Grenade
    • Attachment: Tear Gas Grenade

Long Arm: CM-940BR Battle Rifle - using SLAP Ammo

CS-S2: Standard 72-hr survival gear and rations (as per NG version)

Duffel Bag: PT clothes (x2), duty uniforms (X3), coveralls work clothes (x1), Holy Bible (well-wrapped in clothes), sewing kit, walkie-talkie, simple tool kit, personal hygiene kit.
Mane, driver of the big ugly bus.

Song in his heart: Take Five
Stats and Gear
Quick Stats:
ISP: 64/64
HP: 118/118
SDC: 110/110
Armor: CA-6EX
MDC by Location:
  • Main Body: 186/200
  • Head/Helmet: 100/100
  • Legs: (R) 120/120, (L) 120/120
  • Arms: (R) 100/100, (L) 100/100
Weapons:
Q1-02 "Stopper" Ion Pistol:
  • Damage:4D6+4 MD; Range: 200'
  • Payload: 24/24 blasts per long e-clip
Q1-02 "Stopper" Ion Pistol:
  • Damage:4D6+4 MD; Range: 200'
  • Payload: 24/24 blasts per long e-clip
C-200 "Dead Man's" Rail Gun:
  • Damage: 4d6 M.D./burst, Effect; Range: 4,000'
  • Payload: 100[/color==#0080000]100 per drum

Munition Reserve:
  • Long E-Clips: 6/6
  • Single rail gun ammo drum

Conditions:
  • None at this time
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James Howlett
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Re: New Orders - Escort Duty

Post by James Howlett »

Perception: 1d100: [84] = 84 /78%
Just in Case: 1d20: [7] = 7 ; 1d100: [19] = 19
Conditions: None

James sits waiting for the others a tablet computer sitting in front of him. James looks up as the team begins to file in. "You all know the drill, fill out the form, so the armory can process it. Any special requests will be considered." James says, as he too looks to his tablet and selects his gear for the up coming mission. "And before anyone asks, I am in the dark same as you all." James decides to nip that line of questioning in the bud. Though I am very curious as to what they have planned for us. James thinks as he selects a standard suit of armor and one of the workhorse rifles off the list, before deciding to keep his usual load out of pistol, vibro-knife, and assorted grenades. Just need a field medkit and we should be fine. James thinks as he put in the special request.

CA-4 Dead Boy EBA
Image
M.D.C. by Location:
  • Helmet: 70
  • Arms: 60 each
  • Legs: 80 each
  • Main Body: 100

Weight: 20 lbs.
Modifiers: -5% to climb, -20% to other physical skills
Features:
  • All standard Dead Boy EBA features (p.100, WB11)

Book Reference: p.100, WB11


GEAR Load-Bearing Chest Rig (Patron Item)
Image
Developed by Coalition Munitions, these chest LBHs often are only issued to favored troops or special forces.
Features:
• Characters with Super Strength (TLPG p. 65) will multiply their Load limit by 1.4 (or 2.0 if they have Brawny), while normal characters will increase their load limit to Strength x 7 (or Strength x10 if they have Brawny) in pounds.
• Integrated IRMSS: 20,000 credits to recharge (R:UE, p.263)
Attachment points can be utilized to carry 1 each of the following item types: sidearm, magazine, E-clip, grenade, canteen, food ration pack, minor items or individual tools.
  • Left
    • Attachment: Holster: CP-30 Laser Pulse Pistol
    • Attachment: Sheath: Vibro-Knife
    • Attachment: Long E-clip
    • Attachment: CS Smoke Grenade
    • Attachment: CS Stun/Flash Grenade
    • Attachment: CS H-HE Grenade
    Right
    • Attachment: Ration Pack
    • Attachment: Canteen
    • Attachment: Long E-clip
    • Attachment: CS Smoke Grenade
    • Attachment: CS Stun/Flash Grenade
    • Attachment: CS Plasma Grenade


CP-50 "Dragonfire" Assault Pulse Laser and Grenade Launcher
Image
  • Range:
    • Laser: 2,000'
    • Grenade Launcher: 1,200'
  • Damage:
    • Single shot: 2d6 M.D.
    • Burst: 6d6 M.D.
    • Grenade: 2D6 M.D. to a 12' area of effect
    • Micro-fusion grenade: 6d6 M.D. to a 12' area of effect
  • Rate of Fire: Single shots or 3-shot pulse bursts only; 1 grenade or 4-grenade bursts only
  • Payload:
    • E-Clip: 21 shots
    • LE-Clip: 30 shots
    • E-Canister: adds 60 shots to overall payload
  • Weight: 10 lbs.; 4 lbs. for an E-canister
  • Features: Passive nightvision scope (2,000') and laser targeting
  • Modifiers: +1 to strike with laser on an aimed shot
  • Book Reference: p.92-93, WB11


CP-30 Laser Pulse Pistol
Image
  • Range: 600'
  • Damage: 2d4 M.D. per shot or 4d6 M.D. per burst
  • Rate of Fire: Single shots & 3-shot pulse bursts only
  • Payload:
    • E-Clip: 21 shots
    • LE-clip: 30 shots
    • E-canister: 72 shots
  • Weight: 4 lbs.; 4 lbs. for an E-canister
  • Features: Laser targeting
  • Modifiers: +1 to strike on an aimed shot
  • Book Reference: p.90, WB11


Vibro-Knife
Image
  • Damage: 1D6 M.D.
  • Payload: 1 E-Clip will last for approximately 1 hour of use
  • Weight: 1 lbs.
  • Features: None
  • Modifiers: None
  • Book Reference: p.259, R:UE


Coalition States Heavy High Explosive Grenade
  • Range: 120' thrown
  • Damage: 4D6 M.D. to 6' AoE


Coalition States Plasma Grenade
  • Range: 120' thrown
  • Damage: 6D6 M.D. to 12' AoE


Coalition States Smoke Grenade
  • Range: 120' thrown
  • Damage: -5 to combat actions in a 20-30' AoE


Coalition States Stun/Flash Grenade
  • Range: 120' thrown
  • Damage: -1 APM, -1 to initiative, -8 to combat actions (w/o EBA or polarization) or -1 to initiative (w/protection) in a 20' AoE
  • Duration: 1D4 melees


CS-S2 Basic Survival Pack
Image
  • S.D.C.: 50
  • Weight: 10 lbs.
  • Source: P.187 GMG


Field Medic Kit
  • Weight: 30 lbs.
  • Features: all necessary supplies for routine & emergency medical treatment
  • Modifiers: +10% to applicable skill checks
  • Book Reference: p.118, MercOps
Captain James Howlett
"Out of all the people you meet I may be the only one who understands what you are thinking, Take one good look at my face. This is the price that I paid to bring foot to the collective asses of our enemies. There are many more who have sacrificed much more to do far less. ~Captain James Howlett EP
HP 30/30 SDC 51/51
M.D.C. by Location: Hands (2): 50 each, Forearms (2): 50 each, Upper Arms (2): 70 each, “Concealed” Forearm Weapon: 40, Legs (2): 90 each., Modular Secondary Arms (2): 60 each.
Constant effects: Amplified Hearing, Sound filtration system, Targeting Sight, Motion Detector, Gyro-Compass, Clock/Calendar
Current Conditions: None.
Armor & Weapons/Ammo
PA-08A Special Forces "Striker" SAMAS
CA-7 Special Forces Heavy Dead Boy Armor
CP-50 "Dragonfire" Assault Pulse Laser and Grenade Launcher
C-29 "Hellfire" Heavy Plasma Cannon
CP-30 Laser Pulse Pistol
CP-20 Laser Pistol
Vibro-Knife
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Olive
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Joined: Wed May 20, 2020 2:15 pm

Re: New Orders - Escort Duty

Post by Olive »

Perception: 1d100: [75] = 75 / 77%
Ordnance AT Perception Bonuses
+8% to determine live ordnance, if success can tell if missile, explosive, or ammo is live and dangerous, a dud, or deactivated; Success also adds +5% to Demolition, Demolition Disposal, and Field Armorer & Munitions skills of self and those she is assisting.
+10% to find booby-traps, if success knows where a mine or trap is located and safe passage around it; Success also adds +5% to Trap & Mine Detection and Demolitions Disposal of self and those she is assisting.
Rescue AT Perception Bonuses
+20% to find the living, as well as identify strong structural support in wreckage or debris, determine weak spots and places to reinforce/excavate to dig out surivivors.
+20% to ascertain severity of injuries and wounds, quickly determine what needs immediate medical treatment and what can wait; Success also adds +5% to skill rolls of Body Docs and Cyber-Docs she is assisting, and patient(s) are +5% to save vs coma/death.
JiC d100: 1d100: [21] = 21 ; JiC d20: 1d20: [4] = 4

Olive comes into the room early, with the only person being there before her being the Captain himself. This was her first assigned mission with the team where she isn't scooped up and drafted mid-assignment, so she is aiming to impress. As James looks up, she has to take a moment to stop her tail from wagging. A new assignment! Finally, I was getting antsy with just garrison duty. While she is happy to spend time with her pack, the Dog-Boy much preferred the companionship of humans.

Olive glances over the "form" she is given, made up of pictures of gear rather than words. Her ears fold back, feeling a mixture of shame in not being able to read and use the compact little sheets the humans have, and pride in not giving in to the temptation to snatch a book away and learn on her own. The smart doggirl certainly wasn't going to go breaking the CS's trust and learn to read, no matter how much easier it would make her assignments. Even if I could use it to help my team, even if it just means reading a computer terminal so they don't have to waste their time.

Her ponderings aside, she looks to her leader after a moment of flipping through the forms. "I think most of my old gear will work for this, actually. Outside of the fancy armor, most of my old things were standard patrol gear for a Psi-Hound." She pauses, frowning. "Though, switching out of the winter-style would be a good idea, unless they're planning another trek up north for us." The hound doesn't make any special requests for weapon modifications, simply selecting a standard set of Dead Boy armor and set of gear she's comfortable with using, quietly noting that she isn't given a choice on type of helmet, not that the standard helmet would fit her muzzle.

She does briefly consider requesting to be given a set of power armor, having managed to finagle her way into basic combat training for the standard CS PA systems, but decides against it. I'd stand out if I was the one with the power armor in a group of humans. Best let one of the humans take it.

CA-4 Dead Boy EBA with Recon Helmet
Image
M.D.C. by Location:
  • Helmet: 70
  • Arms: 60 each
  • Legs: 80 each
  • Main Body: 100

Weight: 20 lbs.
Modifiers: -5% to climb, -20% to other physical skills
Features:
  • All standard Dead Boy EBA features (p.100, WB11)

Book Reference: p.100, WB11


GEAR Load-Bearing Chest Rig (Patron Item)
Image
Developed by Coalition Munitions, these chest LBHs often are only issued to favored troops or special forces.
Features:
• Characters with Super Strength (TLPG p. 65) will multiply their Load limit by 1.4 (or 2.0 if they have Brawny), while normal characters will increase their load limit to Strength x 7 (or Strength x10 if they have Brawny) in pounds.
• Integrated IRMSS: 20,000 credits to recharge (R:UE, p.263)
Attachment points can be utilized to carry 1 each of the following item types: sidearm, magazine, E-clip, grenade, canteen, food ration pack, minor items or individual tools.
  • Left
    • Attachment: Grenade Pouch Type 1: 2/2 smoke grenades
    • Attachment: Sidearm Holster, Chest: C-20 Laser Pistol
    • Attachment: Grenade Pouch Type 1: 2/2 Fragmentation Grenades
    • Attachment: Grenade Pouch Type 1: 2/2 Plasma Grenades
    • Attachment: Small Sidearm Magazine Pouch: 2/2 Short E-Clips
    Right
    • Attachment: Sheath: Vibro-Knife (1d6 M.D.)
    • Attachment: Radio Pouch: Wilk's PRC-5 Secure Walkie Talkie
    • Attachment: Medium Binocular Pouch: Wilk's FLIR Distancing & Recording Binoculars
    • Attachment: Medium Rifle Magazine Pouch: 2/2 Long E-Clips


CP-40 Pulse Laser Rifle
Image
  • Range: 2000'
  • Damage:
    • Low-power shot: 3D6
    • Low-power burst: 1D6x10
    • Single shot: 2D6 M.D.
    • Burst: 6D6 M.D.
  • Rate of Fire: Single shots or 3-shot bursts only
  • Payload:
    • E-Clip: 21 shots
    • LE-Clip: 30 shots
    • E-Canister: adds 60 shots to overall payload
    • Note: 30 low power shots = 1 M.D. shot
  • Weight: 9 lbs.; 4 lbs. for an E-canister
  • Features: Passive nightvision scope (2,000'), laser targeting
  • Modifiers: +1 to strike on an aimed shot
  • Book Reference: p.92, WB11


C-20 Laser Pistol
Image
  • Range: 800'
  • Damage: 2d6 M.D.
  • Rate of Fire: Single shots only
  • Payload: 21 shots per E-clip or 30 shots per LE-Clip
  • Weight: 3.5 lbs.
  • Features:
  • Modifiers:
  • Book Reference: p.90, WB11


Vibro-Knife
Image
  • Damage: 1D6 M.D.
  • Payload: 1 E-Clip will last for approximately 1 hour of use
  • Weight: 1 lbs.
  • Features: None
  • Modifiers: None
  • Book Reference: p.259, R:UE


Coalition States Plasma Grenade
  • Range: 120' thrown
  • Damage: 6D6 M.D. to 12' AoE


Coalition States Fragmentation Grenade
  • Range: 120' thrown
  • Damage: 2D6 M.D. to 6' AoE


Coalition States Smoke Grenade
  • Range: 120' thrown
  • Damage: -5 to combat actions in a 20-30' AoE


CS-S2 Basic Survival Pack
Image
  • S.D.C.: 50
  • Weight: 10 lbs.
  • Source: P.187 GMG
    • Two Person Tent (Folds up to the size of a paperback book; good for -40 degrees, Water filtration +20% to water supply)
    • Sleeping Bag
    • Flashlight with Concealed Pocket Knife (1D4 S.D.C.) and 6 Batteries (48 hours per battery)
    • Compass/Inertial Mapper (+10% Land Navigation) Mirrored for use as signal mirror.
    • Short Range Radio (Backup; Range: 5 Miles)
    • Mini-First-Aid Kit (Roll of Gauze, 48 Adhesive Bandages, Roll of Medical Tape, Small Scissors, Pocket Knife (1D4 S.D.C.) Tube of Protien Healing Salve (doubles natural healing rate))
    • Hunting/Fishing Kit (Wires, Fishing Line, Several Hooks, Pulleys)
    • Saw Wires (3)
    • Fire Starter (Pocket Cigarette Lighter, Flint Striker (with 6 extra Flints))
    • Survival Knife (1D6 S.D.C.), Small Hatchet (1D6 S.D.C.), Wooden Cross, 4 Signal Flares.
    • 30 feet lightweight climbing cord, climbing gloves, 4 ceramic spikes, small mallet.
    • Personal Hygiene Kit, including a bar of soap & washcloth
    • Canteen & Food Rations Bag.
    • Air filter and Gas Mask
    • Extra CS uniform (x2)
    • IRMSS Internal Robot Medical Surgeon System
    • Protective Case with 10 blank one-inch optical disks in it


Duffel Bag
Contains rations, changes of clothes for both on- and off-duty, as well as basic sanitary gear.
Olive
The winter wonder-dog!
Gear and Current Status
Quick Stats
I.S.P.: 68/68
H.P.: 40/40
S.D.C.: 107/107


CA-6EX
M.D.C. by Location
  • Helmet: 100/100
  • Left Arm: 100/100
  • Right Arm: 100/100
  • Left Leg: 120/120
  • Right Leg: 120/120
  • Main Body: 200/200



CP-40 Pulse Laser Rifle
Damage: 3D6 S.D.C. low-powered, 1d6x10 S.D.C. low-powered burst, 2D6 M.D. single shot, 6D6 M.D. burst; Range: 2,000'
Payload: 30/30 shots

C-20 Laser Pistol
Damage: 2D6 M.D.; Range: 800'
Payload: 21/21 shots

Constant effects:
Sense Psychic and Magic Energy: Can sense psychics and magic practitioners in range. See sheet for further details. Range: 500'/60'

Recognize Psychic Scent: Can "smell" the unique psychic scent of psychics, magic practitioners, and monsters/D-Bees within range. See sheet for further details. Range: 60'

Sense Supernatural Beings: Can sense supernatural beings within range. See sheet for further details. Range: 300'/1,200'/3,000'

Sixth Sense: Triggers when in danger, and lasts until danger has passed; cannot be surprised by a sneak attack; +6 initiative, +2 parry, +3 dodge for first melee round only; I.S.P.: 2, used when first activated.
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Egan Grey
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Posts: 391
Joined: Thu Oct 14, 2010 3:10 pm
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Re: New Orders - Escort Duty

Post by Egan Grey »

Perception - 67%, 1d100: [90] = 90
JIC: 1d20: [9] = 9 , 1d100: [51] = 51

Listening to the Doc relay the vague orders and instructions to pick gear with restrictions Egan looks down at the tablet with the paperwork and audibly sighs.
-I swear, it never ends...-
After a few minutes of furious clicking, Egan drops the tablet onto the table and throws his hands into the air in victory before flicking off the offending piece of machinery just for good measure.
"Anyone need a hand?" Egan asks the rest of the enlisted before moving through and helping those that ask or look to need a hand all the while muttering, "if I ever meet the man who came up with paperwork I will murder him."

Gear
CA-3 Light Dead Boy Armor
Image
M.D.C. by Location:
  • Helmet: 70
  • Arms: 55 each
  • Legs: 70 each
  • Main Body: 80

Weight: 12 lbs.
Modifiers: -5% to climb, -10% to other physical skills
Features:
  • All standard Dead Boy EBA features (p.100, WB11)

Book Reference: p.100, WB11

GEAR Load-Bearing Chest Rig (Patron Item)
Image
Developed by Coalition Munitions, these chest LBHs often are only issued to favored troops or special forces.
Features:
• Characters with Super Strength (TLPG p. 65) will multiply their Load limit by 1.4 (or 2.0 if they have Brawny), while normal characters will increase their load limit to Strength x 7 (or Strength x10 if they have Brawny) in pounds.
• Integrated IRMSS: 20,000 credits to recharge (R:UE, p.263)
Attachment points can be utilized to carry 1 each of the following item types: sidearm, magazine, E-clip, grenade, canteen, food ration pack, minor items or individual tools.
  • Left
    • Attachment: Vibro-Knife
    • Attachment: Grenade Pouch Type 1: Smoke 2/2
    • Attachment: Grenade Pouch Type 1: Plasma 2/2
    • Attachment: Grenade Pouch Type 1: HHE 2/2
    • Attachment: Small Sidearm Magazine Pouch: E-clip 2/2
    • Attachment: Small All-Purpose Storage Pouch: Laser Distancer
  • Right
    • Attachment: Rifleman's Large Magazine Pouch: LE-clip 4/4
    • Attachment: Sidearm Holster, Chest: CP-30

CP-40 Pulse Laser Rifle
Image
  • Range: 2000'
  • Damage:
    • Low-power shot: 3D6
    • Low-power burst: 1D6x10
    • Single shot: 2D6 M.D.
    • Burst: 6D6 M.D.
  • Rate of Fire: Single shots or 3-shot bursts only
  • Payload:
    • E-Clip: 21 shots
    • LE-Clip: 30 shots
    • E-Canister: adds 60 shots to overall payload
    • Note: 30 low power shots = 1 M.D. shot
  • Weight: 9 lbs.; 4 lbs. for an E-canister
  • Features: Passive nightvision scope (2,000'), laser targeting
  • Modifiers: +1 to strike on an aimed shot
  • Book Reference: p.92, WB11


CP-30 Laser Pulse Pistol
Image
  • Range: 600'
  • Damage: 2d4 M.D. per shot or 4d6 M.D. per burst
  • Rate of Fire: Single shots & 3-shot pulse bursts only
  • Payload:
    • E-Clip: 21 shots
    • LE-clip: 30 shots
    • E-canister: 72 shots
  • Weight: 4 lbs.; 4 lbs. for an E-canister
  • Features: Laser targeting
  • Modifiers: +1 to strike on an aimed shot
  • Book Reference: p.90, WB11


Vibro-Knife
Image
  • Damage: 1D6 M.D.
  • Payload: 1 E-Clip will last for approximately 1 hour of use
  • Weight: 1 lbs.
  • Features: None
  • Modifiers: None
  • Book Reference: p.259, R:UE


Coalition States Heavy High Explosive Grenade
  • Range: 120' thrown
  • Damage: 4D6 M.D. to 6' AoE
Coalition States Plasma Grenade
  • Range: 120' thrown
  • Damage: 6D6 M.D. to 12' AoE
Coalition States Smoke Grenade
  • Range: 120' thrown
  • Damage: -5 to combat actions in a 20-30' AoE
CS-S2 Basic Survival Pack
Image
• Two Person Tent (Folds up to the size of a paperback book; good for -40 degrees, Water filtration +20% to water supply)
• Sleeping Bag
• Flashlight with Concealed Pocket Knife (1D4 S.D.C.) and 6 Batteries (48 hours per battery)
• Compass/Inertial Mapper (+10% Land Navigation) Mirrored for use as signal mirror.
• Short Range Radio (Range: 5 Miles)
• Mini-First-Aid Kit (Roll of Gauze, 48 Adhesive Bandages, Roll of Medical Tape, Small Scissors, Pocket Knife (1D4 S.D.C.) Tube of Protein Healing Salve (doubles natural healing rate))
• Hunting/Fishing Kit (Wires, Fishing Line, Several Hooks, Pulleys)
• Saw Wires (3)
• Fire Starter (Pocket Cigarette Lighter, Flint Striker (with 6 extra Flints))
• Survival Knife (1D6 S.D.C.), Small Hatchet (1D6 S.D.C.), Wooden Cross, 4 Signal Flares.
• 30 feet lightweight climbing cord, climbing gloves, 4 ceramic spikes, small mallet.
• Personal Hygiene Kit, including a bar of soap & washcloth
• Canteen & Food Rations Bag.
• Air filter and Gas Mask
• Extra CS uniform
• Dress CS uniform

Duffel bag - Extra clothes / Uniforms
SSG Egan Grey aka Grayson Hender (1-8-2018)
*Wrong Side*
Stats
Hp - 54/54
SDC - 66/66
ISP - 84/74
Constant Effects: Multi-Optic Eye, Sixth Sense (-2 ISP / use; +6 init, +2 parry, +3 dodge - can't be surprised)
Current Penalties:

PA-DK-500 Death Knight
**Head: 90 / 90
Slayer Particle Beam Rifle (handheld): 50 / 50
*Forearm Lasers (2, light, concealed): 15 / 15 each
*Shoulder Demonbuster Mini-Missiles (4 per arm): 20 / 20 each missile
*Back Mini-Missile Launchers (2): 70 / 70 each
Skull Shield (large): 149 / 225
*Skull Vibro-Sword (large): 100 / 100
Shoulder Plates (2): 120 / 120 each
*Arms (2): 90 / 90 each
*Hands (2): 40 / 40 each
*UEL Cable, Reinforced: 12 / 12
Legs (2): 170 / 170 each
*Leg Thrusters (4; two per lower leg): 25 / 25 each
Back-Mounted Vertical Thrusters (2): 70 / 70 each
Main Body: 250 / 250

CA-3 Light Dead Boy Armor
Helmet: 70 / 70
Arms: 55 / 55 each
Legs: 70 / 70 each
Main Body: 80 / 80

Modifiers: -5% to climb, -10% to other physical skills
Neural-Mace built into left forearm / gauntlet
Garrote housing in left wrist
Retractable vibro-Blade mounted in right forearm (1D6 M.D.)

NG Stalker Suit
M.D.C. Protection: 12/12
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Robert Garland
Posts: 10
Joined: Sun Aug 22, 2021 2:51 am

Re: New Orders - Escort Duty

Post by Robert Garland »

Perception: 1d100: [83] = 83 /43%
JIC: 1d20: [11] = 11 ; 1d100: [30] = 30


Garland looks over the new requirements for gear. "Sir. My current load out should mostly suffice. I would request a CP-12 Heavy Laser Rifle, CA-4 armor and two additional FASSAR-30 Skelebots to round out our firepower." Garland fills out the paperwork with almost excessively neat handwriting. He looks at CPT. Howlett, "Well these are defiantly an interesting set of requirements we've received. I look forward to seeing what on the other side of them." Garland will hand over his paperwork and see if any of the others need help filling it out.
Last edited by Robert Garland on Mon Nov 01, 2021 2:59 pm, edited 1 time in total.
"No poor bastard ever won a war by dying for his country. He won it by making other bastards die for their country." General George S. Patton
Gear Stats
Personal Stats
H.P.: 33
S.D.C.: 40
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Culter
Posts: 92
Joined: Mon Apr 08, 2019 7:14 am
Location: nphilip90s@gmail.com

Re: New Orders - Escort Duty

Post by Culter »

Perception: [roll]1d100[/roll] / 54%
+25% on rolls involving electrical anomalies, devices, etc., +25% Identify Friend/Foe; on success, identify 100% allied/enemy combatants and unable to be surprised., +10% ID Enemy in disguised (meta-morphed or shape-changed).

JiC: [roll]1d20[/roll] / [roll]1d100[/roll]

Post:

Culter will, of course, opt to take his already augmented Smiling Jack and its installed Rail Gun. I look plain enough for a SAMAS pilot, a reg wouldn't be able to tell the difference. Culter thinks to himself, finding the passing two days to be slow for him as he completes his own load out. "I've got no special requests, well, not any that can be handled in 48 hours and R&D didn't really have time slated beforehand during garrison so, I'll take Happy as is." Culter informs James and Garland. He pauses before turning back to James. "That said, if no one opts to pilot, we should bring Sharkhead, just in case." He adds before leaving. He fills out all the forms as per James' instructions and drops them off without requiring anything more than repair work from the last mission, and he will fill out the forms for the second SAMAS if James asks him too.
Please Do Not PM This Account, PM Underguard Instead

Everett Culter (40-4th) || EP Ledger | Other PCs: Ronan Deshe (Spook Squad) | Oren Exe (PW GA)
Constant Stats and Abilities
Active Abilities:
I.S.P.: 163/163 || H.P.: 31/31 || S.D.C.: 38/38

Callsigns: Plasma, The Electrician

Impervious to Electricity: Completely immune to electricity, magical or others (lightning, etc). Energy, Lasers, Plasma and Particle Beams as well as other Energy sources do half-dmg. Magical energy, other than electrical, does full.

Active Gear:
Worn: Smiling Jack Samas | Coalition Gear sheet

Saving Throw Bonuses
Coma/Death: 2%
Magic (varies): N/A
Lethal Poison (14+):
Non-Lethal Poison (16+): N/A
Insanity (12+): +2
Psionics (10+): +3
Horror Factor (varies): +6
Possession (varies): +2
/¯└(◣_◢)┘¯\
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CS High Command
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Re: New Orders - Escort Duty

Post by CS High Command »

New Orders - Escort Duty
  • Date: March 4, 110 PA
    Time: 1030 by end of post.
    Temp: 28° outside, a brisk 60° in the hallways and 65° in most rooms.
    Weather: Light dusting of snow. Not much accumulation over the past few days.
    Ley Line info: There are multiple ley lines in the ruins of Old Chicago 80 miles away, but none in Chi-Town itself.
    Location: Coalition States Psi-Battalion Headquarters - Chi-Town; Battalion Conference Room
The group gathers in the briefing room at 0600. The normal treats of sandwiches, coffee, juice, and pastries are there, as is a single datapad with James' name on it at his seat - and a stack of them on a table behidn the podium. As the group gathers, they find Major Smith already present and eating a sandwich and drinking some coffee at the front of the room. He looks like he just came from the gym, though he is showered and fresh. As each soldier enters, he indicates the food. "Eat up, you have a busy day ahead of you. Probably won't see a mess hall until after 1400. In the basket are some meal bars to take with you, four for each of you, when you leave."

Once 0600 chimes and everyone is present, Major Smith has the door sealed and presses a button which locks it and activates a sound dampening field no one but Culter had probably noticed before. "Alright, sorry for the drama on this, but this mission is top secret. We have some sort of device being transferred from the RCSG's Psionic Technology Development labs to Naval Station Baton Rouge. It's about the size of a AFC-101. I can't tell you what it does beyond shield a portion of the base from any sort of magical obsevation. It's being field tested down there and eventually will be installed on a ship. It is, however, relatively fragile and very bulky. We can't risk a potential crash setting us back billions in credits and years of development, so we're shipping this the long and slow way - by barge down the Mississippi. The device and its handler, a scientist from RCSG who is going by the name of Petty Officer Susan Hawkins, are already in Peoria, which is where you are headed. As your mission is covert, you have been assigned cover identities for this journey. It's only until you have delivered the device to Baton Rouge - shouldn't take more than seven or eight days. You will have a total of four stops: the Naval Base at Fort Girardeau, the free port of Kairo, between Whykin and Merctown, the Naval Base at Greenville, and finally the Naval Station at Baton Rouge. The barge you will be taking is one of our Merchant Marines self propelled barges, and you'll have a launch, a couple of skycycles, and several jet skis at your disposal in addition to the gear you bring. You'll also have a fireteam of naval infantry to bulk out your squad to put you up to the ten we need on board for a light escort. There will also be a rotating escort of Barracudas, but they are unaware of your mission, as are the reinforcements for your squad. Only the Captain, First Mate, and the RCSG scientist will have any idea of what is going on. The RCSG scientist will be on board as a member of the crew, but is under orders to answer directly to you, and you will answer only to the Captain."

He pauses to drink from his coffee and continues. "At Greenville, the cargo will be transferred to a flotilla of Barracudas. Should be at least three. A duplicate cargo will be loaded onto the escorts, and a duplicate looking squad will board each of the Barracudas. Their makeup will reflect your own, this is why we were so particular with your gear assignments. From there you'll make best speed to Baton Rouge. Once you arrive, you'll find the quartermaster, whose name is in your orders, and get him to personally take possession of the cargo. You have orders to transmit if he gives you any crap. They will matching orders he'll receive after you guys transfer cargo at Greenville."

He gestures to the datapad on James's desk. "That has everything else you need. From here on out, that is eyes only for you. Set your passcode before you leave. If it's misentered more than once, it will fry the tablet's memory. Keep it on your person at all times. You will need it once you get to Baton Rouge, so don't wipe it unless you have to. If you do, you'll need to access a secure terminal to download new orders, which will slow the transfer of the cargo. Once the cargo is transferred and secure, go see the base's CO and deliver the RCSG Scientist to her new CO. It should go without saying that she is just as vital as the device itself. She was part of the design team and drew the short straw on babysitting it. You will be travelling to Peoria on a standard personnel transit flight, which is wheels up at 0800. Get geared up, ready to go, and be on that flight by 0745. Grab you another cup of coffee and another sandwich, eat it and get to it gentlemen. Good hunting, and I'll see you when you get back. Hopefully this is the most boring week of your lives. But stay frosty. Any questions? Once I unseal this room, you will be operating under your aliases and will not mention this briefing to anyone. Leave your tags in the bowl and I'll store them until you get back. The armory will update your implants to show the 'correct' I.F.F." He hands each of them new identity tags and takes their existing ones. He scans each into
GM Note: I do not use a wholly illiterate CS Armed Forces. It simply does not work with the level of technology they have. That includes Psi-Hounds and other mutants. EVERY soldier has what I refer to as X-Box literacy. Many prompts you see on tablets you recognize because the word back or accept/enter is always paired with the same symbol every time - in every single format you'll ever find. It's part of how the CS keeps functional literacy at a rate good enough to keep their empire and technology afloat, while also not promote extensive critical thinking outside of a very educated and indoctrinated elite. They promote situational awareness, of course, and problem solving, but for most soldiers there is a point where the problem solving leads to "ask an officer or technician, they'll know what to do." As such everyone can read the basics of a military record, when they were born, where, the basics of their education and such. Sometimes you look at jobs and shrug, because it makes no sense, but that's true even of the truly literate.

If you ever need to see if you understand something and do not have true literacy (and the understanding of critical thinking that comes along with it), then as per the CS House Rules use the Military Etiquette skill.
for each soldier, which provides the military record of each of them. "Memorize that data. You can also pull it up on mission if you need to check it. You are all on the same Naval Infantry Reconnaissance Landing Team, and the four naval infantry you get will be the equivalent of commandos from our own teams. They are competant. They are also under orders not to ask stupid questions. They will know your fake service records and will act as if they have known you for months. React accordingly. They are a team of privates led by a corporal who will follow their chain of command. You have their records in your orders Captain."

Reconnaissance Landing Team 80-457 Bravo
Captain James Logan (Howlett) - MOS: Reconnaissance Landing Team Combat Medic (CO)
Lt. Harry Kirk (Garland) - MOS: Technical Officer (XO)
Fireteam 1
SFC Grayson Jones (Egan Grey) - MOS: Reconnaissance Landing Team Commando
Corporal Elias Camden (Culter) - MOS: Technical Specialist
Private Black F75F-86A8 (Mane) - MOS: Reconnaissance Landing Team Commando
Private Snow D742-F922 (Olive) - MOS: Naval Infantry
Fireteam 2
Corporal James Gregory - MOS: Reconnaissance Landing Team Commando
Private Zachary Brown - MOS: Reconnaissance Landing Team Commando
Private Jillian Yarrow - MOS: Reconnaissance Landing Team Commando
Private Ulysses Alexander - MOS: Reconnaissance Landing Team Commando

CSS Sault Ste Marie - Merchant Marine Barge
Captain: Captain Jed Barber (Merchant Marine Corps, Retired CS Navy Lt.)
Executive Officer: Lt. Jacob Fray (Merchant Marine Corps, Civilian [Secret: Retired CSID])
Chief of the Boat: Chief Petty Officer Hannah Isolde (Merchant Marine Corps, Retired CS Army)
Engineer Lead: Petty Officer Isaac Yang (Merchant Marine Corps, Civilian)
Payload Specialist: Petty Officer Susan Hawkins (Merchant Marine Corps, Retired CS Army [Secret: RCSG Operative])
16 Assorted other crew

GM Note: The names can be changed, just let me know


Only once everyone has had a chance to ask questions, look over their record, and eat does the Major unseal the room. "Good hunting RLT 80-457."

Once out of the armory (and everyone's implants are updated, as is their armor, as well as the IFF on their skelebots), they head to the general muster gate for normal transfers. Slotting their new ID tags, they are moved efficently through to a waiting Death's Head Transport and assigned seating and a locker for their gear. Their skelebots and power armor are locked down as per normal procedure. The pilots then lock up their suits and the skelebot handlers order their skelebots to stay in place unless given lawful orders otherwise. In no way is the group treated as special, despite their cover as naval commandos. They are simply one of hundreds boarding a flight. They are all on board by 0730, but the flight does not leave until 0830 due to complications with loading a Mark V APC.

The flight is unremarkable and short. They arrive in Peoria within 20 minutes, but it takes nearly two hours for everyone to be unloaded. They are literally the last off the transport. Once off, they are directed to a truck which they load into and ride to the port. As they arrive, they see the ship. It is unremarkable - at best. After the trip here, all the waiting, it is 1030 and they still have to present orders, get their gear aboard, secure it, meet up with their new squadmates, and meet with the scientist and captain of the ship. Howlett's orders do tell him to make sure to formally ask to come aboard the ship - a custom in the Navy they should know.

Background Information on the CS Navy
DEPARTMENT OF THE NAVY
Most of the Coalition States are landlocked. The Navy, therefore, did not develop until recently, making it the youngest and smallest of the military branches. Yet, they face powerful supernatural forces, best dealt with before they surface, found in the Great Lakes and the Mississippi River.
Fleet Admiral Travis Fisher is a recruiter’s dream. He started as a hoodlum, born in the relative poverty of the lower levels of Chi-Town, but he finally found purpose within the Coalition military. He oversees the sailors of the CSN from the Department’s Headquarters in Chi-Town and makes frequent visits to the Coalition naval forts along the Mississippi River, Sabine River, and Great Lakes region.
The CSN had a rough few years, and only a handful of warships and submarines are still fit for service. The Coalition used salvaged pre-Rifts planes and ships, but during the heavy action against Tolkeen and Free Quebec, most broke down. Eventually, the vehicles were cannibalized for parts and scrapped as superior, reliable Coalition war machines came on line.
The Great Lakes Fleet was originally the focus of the Coalition Navy, developed by the skilled mariners from Free Quebec backed up by the scientists and designers of Chi-Town—to the chagrin of the leaders of Iron Heart. The Great Lakes Fleet, seen as the pre-eminent naval power in North America, prepared for war against the forces of Atlantis and the Horune Pirates.
Then, the Emperor suddenly declared war on Free Quebec. The Great Lakes Fleet fractured due to clashing loyalties, and Free Quebec’s Storm Troopers seized the CS headquarters at the Isle of Orleans. A fierce battle over the Great Lakes ensued, and the forces of Quebec atomized their CS attackers, sending vast numbers of ships and personnel to the bottom of Lake Ontario, Lake Erie, and Lake Huron.
With the Great Lakes Fleet decimated, the Coalition was forced to hire privateers and mercenary units to protect regional shipping. The “fleet” is currently one in name only and struggles to train green recruits from the ’Burbs to swim competently, let alone operate complex naval equipment.
The Gulf Fleet was under planning and construction when the Campaign of Unity broke out, and the fleet came to ruin. Its enemies did not defeat it on the high seas, however, instead the relentless and concerted raiding of the Pecos warlords decimated it. Based out of the newly “acquired” Port Horus (formerly a D-Bee port, now their graveyard), the entire operation fell victim to the overconfidence of the Emperor and his highest advisors. Port Horus and its attached naval base of Fort Pinnacle, cut off from resupply, found their forces rerouted to the meat grinders of Tolkeen and the Great Lakes.
Finally, Admiral Fisher convinced High Command to cut their losses and relocate the remaining fleet and its operations to a venerable CS naval fortress in Baton Rouge. Coalition naval plans have been set back by years, but construction of the Gulf Fleet is finally underway in earnest, with many of the personnel having lived to tell the tale to the new recruits undergoing training in Baton Rouge.
The Brown Water Navy lacks any capital ships, high-tech subs, or jet fighters. The fleet consists of patrol craft, flying power armor, and sailors who protect shipping along the Mississippi River and its tributaries. They are experts at fighting river bandits, sea creatures, and bloodthirsty magic users. Since the “containment” of the Devil’s Gate Arch by the RCSG, the Brown Water Navy turned its full attention to anti-piracy operations. The Mississippi River and its tributaries, like the Missouri River, now enjoy safety and flourishing trade.
ImageImage

"Be strong and do as you will. The swords of others will set you your limits." (Marauders of Gor, p.10)
"Yippee-ki-yay magic lovers." Lt. John Freeman, CS110 at the Socorro Skirmish of May 110PA

(Many thanks to SNAFU for the basis of my new AVATAR!)
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Robert Garland
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Re: New Orders - Escort Duty

Post by Robert Garland »

Perception: 1d100: [28] = 28 /43%
JIC: 1d20: [1] = 1 ; 1d100: [91] = 91


Garland grabs a coffee and takes a seat for the briefing. As Major Smith dampens the room and begins the briefing, Garland works to keep his notes to a minimum. Op like this can't have many written notes. Interesting. Under cover. Do able. Like playing a game. That would explain the need for the more conventional weapons and gear. Can't have us standing out. Garland takes a few more mouthfuls of his coffee as the briefing continues. Four stops. Visibility at locations is unknown. Potential issues; the routes; the stops; the split up. Intel must suspect something for them to create two identical units to serve as decoys. I wonder why just for the last leg of the journey. When Major Smith opens the floor to questions Garland raises a hand, "Sir, I do have a few questions. The routes being used, are they established CS supply routes or are they being created just for this mission? Following that if they are established routes do we have intel about the general activity from the last few months on those routes? This way we can gauge what the normal has been for the area. It would help give us a heads up should the things be different then reported when we get there. Third, the places where we are stopping at each of the legs. What is our visibility like to others in the area? Are we fitting into a normally scheduled convoy or are we an oddity that an observer might want to look into farther."
(For the GM: Basically asking if we are taking the place of a normally scheduled convoy or if we are not on a schedule where people might ask 'well why is this convoy here? They look normal but are not supposed to be here)

Garland takes a breath before continuing, "One last thing sir. Since there are duplicates on the final leg of the trip, has Intel shared what they suspect might make a play for the cargo or the researcher? Is it safe to assume we will be able to look over the route when we are onboard the ship and under our new identities? I would like the chance to see if I can find any potential hazard areas."

Upon receiving his new identity Garland smiles slightly, LT Harry Kirk. Kirk. Like the starship captain. Skelebots have me in their systems so I don't need to worry about that.

History: Pre-Rifts 1d100: [57] = 57 /64% (Star Trek Reference)

When they are dismissed Garland...errr...Kirk will wait for the lower enlisted to grab their meal bars before taking his four and stowing them in his pack.

Kirk smiles to himself as the flight is delayed slightly. Always something to mess things up. Good thing we aren't on a time crunch.

Kirk remembers his customs and follows his CO's lead when approaching the ship.
"No poor bastard ever won a war by dying for his country. He won it by making other bastards die for their country." General George S. Patton
Gear Stats
Personal Stats
H.P.: 33
S.D.C.: 40
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CS High Command
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Re: New Orders - Escort Duty

Post by CS High Command »

GM mini-Reply
Smith nods at Garland's questions. "Good observations. The routes are very well established. The crews on these barges are mostly Merchant Marine with a squad of Naval Infantry for close in security. A good portion of the Merchant Marines officers are retired from the Navy or Army, so they are used to commanding men. The Naval Infantry are commanded by their own officers, and it allows us to spread out our forces and protect more shipping after the loss of so many ships in the war and the debacles down in Fort Pinnacle. If you're unaware of those, you can look it up in the archives before you leave if you like."

Smith looks at his own notes to confirm something and then answers the much more prudent question. "We have no intelligence to suggest a specific threat. There are reports of pirate and bandit groups assaulting shipping all throughout the Mississippi River trade corridor, but they tend to steer away from our caravans unless they get big. There are a few groups in the standard briefing package given to the command elements of the escorts, and per protocol they will share them, but nothing in particular stands out to our analysts. We are using a hide in plain sight strategy on this because it is our best option. The payload will be in one shipping container of dozens on this barge. Aside from the payload specialist, who has to inspect all cargo containers, no one will be paying special attention to any single container."

"There is a means of surveilling the contents of the container, but in order to limit errant signals, this is done by jacking into the container directly and entering the proper credentials at the proper screen. We also have four skelebots in the container, with orders to kill anyone who is not the payload specialist. Captain, your orders will include their override command, but only use it in an extreme emergency. After the cargos are transferred, I want you to issue a wipe command also in your briefing, and then transfer the skelebots to the barge as part of their normal security forces to replace the units coming with you. Oh, by the way, only four skelebots will be coming with you - that is the standard for these missions. So Lt. I think you'll be short one, unless the captain wants to leave his skelebot here."

"As to the decoys on the final leg, that is because you will go from a single vessel filled with cargo to three vessels not normally having cargo. They are all armed warships, with full complements of troops, but it is better to be safe than complacent." He pauses and continues. "Honestly we did everything we could to minimize risk, but the secrecy of this tech requires a competent escort fully prepared to do what it takes to protect this cargo." It is very clear he understands the hell that will come down by karma if he calls this a milk run. But that is precisely what it is. The logistics on this have been very carefully planned.

He continues. "The irony is that the other crates will be filled with items being sent to officers and NCOs by family and friends here in Chi-Town. A top secret mail call as it were. A morale booster mostly, but why waste the shipping space. All three crates are in the same shipping container. In her cover as the payload specialist, the RCSG scientist will be able to identify the container to you and the Captain, and your entire squad will be responsible for the safety of the barge and all its cargo and then the safety of the Barracuda you are assigned to and its cargo. It is not unusual for a squad to behave this way, so it shouldn't stand out. Your reinforcements are all bound for Baton Rouge, so they will accompany you the entire way. It should be noted that the skippers of your boats heading from Greenville to Baton Rouge are not read in. Your Captain has operational control, so if their skipper needs to be read in, he can make that call on site. The payload specialist, per their orders, is attached to your squad. That said special cargos like this are not unusual, though they are rare."
ImageImage

"Be strong and do as you will. The swords of others will set you your limits." (Marauders of Gor, p.10)
"Yippee-ki-yay magic lovers." Lt. John Freeman, CS110 at the Socorro Skirmish of May 110PA

(Many thanks to SNAFU for the basis of my new AVATAR!)
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Olive
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Re: New Orders - Escort Duty

Post by Olive »

Perception: 1d100: [70] = 70 / 77%
Ordnance AT Perception Bonuses
+8% to determine live ordnance, if success can tell if missile, explosive, or ammo is live and dangerous, a dud, or deactivated; Success also adds +5% to Demolition, Demolition Disposal, and Field Armorer & Munitions skills of self and those she is assisting.
+10% to find booby-traps, if success knows where a mine or trap is located and safe passage around it; Success also adds +5% to Trap & Mine Detection and Demolitions Disposal of self and those she is assisting.
Rescue AT Perception Bonuses
+20% to find the living, as well as identify strong structural support in wreckage or debris, determine weak spots and places to reinforce/excavate to dig out survivors.
+20% to ascertain severity of injuries and wounds, quickly determine what needs immediate medical treatment and what can wait; Success also adds +5% to skill rolls of Body Docs and Cyber-Docs she is assisting, and patient(s) are +5% to save vs coma/death.
JiC d100: 1d100: [66] = 66 ; JiC d20: 1d20: [4] = 4

Olive looks over everything twice more before their flight out. Prevent magical observation? Are they planning something with some magical scoundrels in the near future, or just setting up precautions? She considers the fact, before shaking her head. If it was important for what I need to do, they'd have told the Captain. That's good enough for me. Her inner doubts settled, she goes about memorizing the important parts of the mission that pertain to her, in particular her name and position.

Snow. Bit on the nose there, but it'll be a quick identifier for those who aren't on the team, she comments to herself, figuring it'd be easy enough to train herself to respond to it.

On the Death's Head Transport, the doggirl generally keeps to herself, looking over her data several times to memorize it. She notes that she's likely the only Psi-Hound in the two Fireteams, as well as the only one listed as "Naval Infantry." She gives a short chuckle to herself, wondering if the designation is due her species, the fact she doesn't look all that intimidating compared to her companions, or both. She squints at her listed alias for a few moments, parsing the symbols and their meaning in relation to her service number, and has to hold back a barking laugh. Her service number designation was simply flipped at the end. Wonder if the cat got the same treatment there.

As the trip begins to run long, she reaches for her duffel bag, looking through it for something to pass the time with. "Drat," she mumbles to herself, pulling out her small survival knife, ears folded back as she fails to find any of her blocks of wood. "Nothing to whittle the time away with." With a faint whine, she replaces her items, and hopes her seemingly indecisive motions go unnoticed by the team or other humans. She spends her time instead mentally reviewing what training she got for naval vessels, as well as repeating her new alias to herself like a mantra to get it to stick in her head enough that she'll respond to it on command.

Once everyone is finally off-loaded, and they are waiting for Howlett's word to board, "Snow" doesn't show any fatigue or impatience. Rather, she has to hold back her excitement. She was here to help the CS with something incredibly secret and important, and was more than prepared for this mission. Especially if it doesn't go like the last one did, she thinks to herself, desperately hoping she won't fail her humans now like she did her previous pack.

"Wonder if the crew'll know any good games to pass the time," Snow mentions to Culter, the squadmate she ended up walking/standing alongside after getting off of the final truck ride. She pauses, making sure she doesn't use his real name, before continuing, "If this assignment is as boring as we're expecting it to be, Elias, it'll be pretty boring to get cooped up on a boat for a week or so."
Olive
The winter wonder-dog!
Gear and Current Status
Quick Stats
I.S.P.: 68/68
H.P.: 40/40
S.D.C.: 107/107


CA-6EX
M.D.C. by Location
  • Helmet: 100/100
  • Left Arm: 100/100
  • Right Arm: 100/100
  • Left Leg: 120/120
  • Right Leg: 120/120
  • Main Body: 200/200



CP-40 Pulse Laser Rifle
Damage: 3D6 S.D.C. low-powered, 1d6x10 S.D.C. low-powered burst, 2D6 M.D. single shot, 6D6 M.D. burst; Range: 2,000'
Payload: 30/30 shots

C-20 Laser Pistol
Damage: 2D6 M.D.; Range: 800'
Payload: 21/21 shots

Constant effects:
Sense Psychic and Magic Energy: Can sense psychics and magic practitioners in range. See sheet for further details. Range: 500'/60'

Recognize Psychic Scent: Can "smell" the unique psychic scent of psychics, magic practitioners, and monsters/D-Bees within range. See sheet for further details. Range: 60'

Sense Supernatural Beings: Can sense supernatural beings within range. See sheet for further details. Range: 300'/1,200'/3,000'

Sixth Sense: Triggers when in danger, and lasts until danger has passed; cannot be surprised by a sneak attack; +6 initiative, +2 parry, +3 dodge for first melee round only; I.S.P.: 2, used when first activated.
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Culter
Posts: 92
Joined: Mon Apr 08, 2019 7:14 am
Location: nphilip90s@gmail.com

Re: New Orders - Escort Duty

Post by Culter »

Perception: 1d100: [66] = 66 / 54%
+25% on rolls involving electrical anomalies, devices, etc., +25% Identify Friend/Foe; on success, identify 100% allied/enemy combatants and unable to be surprised., +10% ID Enemy in disguised (meta-morphed or shape-changed).

JiC: 1d20: [10] = 10 / 1d100: [32] = 32

Conditions:
An invisible electrokinetic aura surrounds the Zapper, making him, and what he is wearing (body armor included), completely impervious to electricity, including magical electrical attacks. Even mega-damage lightning strikes do no damage. Most other energy attacks do only half damage, including lasers, plasma and particle beams; magic energy attacks, other than electrical, do full damage. So do magic melee weapons, explosives and projectiles!


Post:

The morning of the 0600 briefing goes normally for Culter who finds comfort in being so adjusted to waking up early that he pops out of bed to his alarm at 0400. The zapper has ample time to complete his morning workout and hygiene routine with over half an hour before the briefing left. Fully ready, the zapper channels his inner mental focus and meditates until about twenty til, then he makes his way to the briefing.

When he arrives, he'll do a passing nod to any of his teammates as he'll grab a PB&J, tea and a pastry before finding a seat. When passing the Major, he'll do a half salute, noting the Major's similar disposition to his own. Wonder what sort've routine the Major's got, if he works out early like I do... meh, one of the things I like about it is the not being near people part. Culter resounds, deciding against mentioning it to the Major.

When the briefing begins, Culter will listening intently to what is being said, taking mental notes of the travel path down the straight. Water maneuvers. They really did pick the slowest and arguably least secure way, didn't they. Oh well, hopefully no one else things the Coalition would do that. Culter muses, causing himself a soft and inaudible laugh.

When the Major prompts for questions, Culter almost raises his hand but stops. No, that's a stupid question. An outside party already knows about this. Of course, the brass is expecting trouble or else they wouldn't be sending us, not to mention the security. The zapper reconciles, at least until Garland speaks up. Good questions. The zapper thinks to himself but doesn't comment. When the Major responds to Garland in more depth, the zapper nods along. Answered my question. Alright, who am I? Elias Camden, huh. Brass dropped the ball on that one. Camden smiles to himself, shaking his head before looking back up when prompted for questions again. "No questions." Camden responds simply to the Major. I've always wanted to go on a cruise. He muses.

When dismissed, all is a blur. Camden swipes his rations, returns to his rack to gather his kit which he prepared the night before. He then immediately heads to where the Power Armor(s) are located and runs a check on them before locking it down and stowing it for transport as per protocol. Camden will ensure the transit paperwork is easily accessible on the PA(s) as well for the flight.

Inside the flight, Camden has experienced the sardine before and is comfortable settling in. Once the plane takes off, Camden will put himself into a meditative state with his helmet on, essentially sleeping for the flight unless woken up. When they land, Camden will also follow the captain's lead.
Please Do Not PM This Account, PM Underguard Instead

Everett Culter (40-4th) || EP Ledger | Other PCs: Ronan Deshe (Spook Squad) | Oren Exe (PW GA)
Constant Stats and Abilities
Active Abilities:
I.S.P.: 163/163 || H.P.: 31/31 || S.D.C.: 38/38

Callsigns: Plasma, The Electrician

Impervious to Electricity: Completely immune to electricity, magical or others (lightning, etc). Energy, Lasers, Plasma and Particle Beams as well as other Energy sources do half-dmg. Magical energy, other than electrical, does full.

Active Gear:
Worn: Smiling Jack Samas | Coalition Gear sheet

Saving Throw Bonuses
Coma/Death: 2%
Magic (varies): N/A
Lethal Poison (14+):
Non-Lethal Poison (16+): N/A
Insanity (12+): +2
Psionics (10+): +3
Horror Factor (varies): +6
Possession (varies): +2
/¯└(◣_◢)┘¯\
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Robert Garland
Posts: 10
Joined: Sun Aug 22, 2021 2:51 am

Re: New Orders - Escort Duty

Post by Robert Garland »

Perception: 1d100: [13] = 13 /43%
JIC: 1d20: [1] = 1 ; 1d100: [76] = 76


Garland/Kirk listens to the response of the Major. Ok good. Sounds like things have been considered. Glad to see leadership taking these things seriously. I know too many who wouldn't. When the Major is finished Garland speaks again, "Thank you, Sir. We'll get the job done."

On the plane ride over Kirk is busy writing up a duty roster for roving guard of the ship.
Guard Roster wrote: 0600-1200:
- NCO: CPL Camden
- PVT Brown

1200-1800
- NCO: SFC Jones
- PVT Yarrow

1800-0000
- NCO: CPL Gregory
- PVT Black

0000-0600
- PVT Snow
- PVT Alexander
Kirk comes up to Captain Logan before they board the ship, "Captain Logan. I have the duty roster for your approval." Lt. Kirk will show the Captain the duty roster. Once he has blessed off on it Lt. Kirk will distribute the information to the soldiers before they board the ship.
"Listen up men. Our guard roster will consist of two man teams on roaming patrol on the ship. There will be 4 shifts of 6 hours. The teams will be as follows:
from: 0600 to 1200: - NCO: CPL Camden - PVT Brown
from: 1200 to 1800: - NCO: SFC Jones - PVT Yarrow
from: 1800 to 0000: - NCO: CPL Gregory - PVT Black
from: 0000 to 0600: - PVT Snow - PVT Alexander
Any questions? Good lets get on board."
Lt Kirk will then follow the Captain on board the ship. Kirk will also set his three Skelebots to a constant patrol with varying durations of pauses to keep them from being predictable.
"No poor bastard ever won a war by dying for his country. He won it by making other bastards die for their country." General George S. Patton
Gear Stats
Personal Stats
H.P.: 33
S.D.C.: 40
Do not PM this Account. Please direct all PMs to Sum of All Fears
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James Howlett
Group Leader
Posts: 519
Joined: Fri Nov 06, 2009 7:38 am
Location: Group Leader (CS 110th)
Contact:

Re: New Orders - Escort Duty

Post by James Howlett »

Perception: 1d100: [41] = 41 /78%
Just in Case: 1d20: [1] = 1 ; 1d100: [54] = 54
Conditions: None
Cover Identity: Captain James Logan (Howlett) - MOS: Reconnaissance Landing Team Combat Medic (CO)

James sits quietly while Major Smith gives the mission briefing, taking notes via internal computer on his HUD. All the while, James is looking at the Tablet provided. James begins the task of matching names to his people, with quick mental exercises. James doesn't see anything that really requires clarification. But listens to Lt. Kirk ask his, and makes notes about the response. Act like normal marines, keep the package safe, deliver the package to the site. Simple enough. James thinks before he looks to Major Smith. "A moment of your time sir. What do you know about the Captain? Specifically what kind of man is he?" James ask as his only question. Once answered, whether to his liking or not, James nods. "Thank you sir."

James gets up grabs a breakfast sandwich, and a cup of coffee, before looking at Aleksander. "Pack my ready bag, only essentials, and bring it to the armory." The modified skelebot begins to walk away without a word to do as he's told. As James walks with the rest of the team to the armory, James makes a pointed question to the team. "Is anyone not proficient with swimming?" James asks.

James just makes mental notes of the answers, but doesn't make any comments. Once in the armory, James takes the several minutes to fill out the paperwork. (Military Etiquette 1d100: [54] = 54 /66% (To make sure it's all filed properly.)) Almost like starting from scratch, Like Jonesboro all over again, I just hope it does not end the same. James thinks on his not auspicious start with the now defunct one hundred and tenth. James takes his gear and hands it over to Aleksander to hold while he begins the process of putting it on. Extra arms or no? James muses. James doesn't take the time to really mentally answer himself as he works with the armorer for the modified components. "What are the chances of a spare suit of power armor? specifically a suit of PA-10A Sea SAMAS." James asks prepared to fill in the paperwork for it.

James feels a bit strange in what most would call standard kit, having been special forces for so long, his normal kit was eclectic at best. "I feel like i am just out of boot all over again." James says to no one in particular. "Alright folks, let us get this circus moving. Sound off, Kirk, Jones, Camden, Black, Snow. Alright lets get loaded and on the road." James says listening for each teammate to sound off. Well at least they know there new names. James thinks as the list is highlighted in the corner of his HUD.

James does as he's instructed on his embarkment on the plane. At least we're not running from power armored mercenaries. James thinks as the flight takes off. Surprisingly enough James' eyes close and he dozes off for a short while. The planes landing wakes him. Must be more tired than I thought. James thinks as he oversees the truck being loaded, before boarding himself. A lot of pomp and circumstance for this. James thinks as the truck slows and the team begins to dismount. Alright, need to present my orders, get gear stowed, meet the other fire team, meet the scientist, meet the captain... ask for permission to board the ship... easy enough I guess." "Kirk get the boys on unloading if need be." James says as he looks for the next task.

If the Captain is present when they get there, James will approach. "Captain, my orders." James will say as he hands the man the necessary tablet. "Permission to board your fine vessel Captain?" James says with a smile.
Captain James Howlett
"Out of all the people you meet I may be the only one who understands what you are thinking, Take one good look at my face. This is the price that I paid to bring foot to the collective asses of our enemies. There are many more who have sacrificed much more to do far less. ~Captain James Howlett EP
HP 30/30 SDC 51/51
M.D.C. by Location: Hands (2): 50 each, Forearms (2): 50 each, Upper Arms (2): 70 each, “Concealed” Forearm Weapon: 40, Legs (2): 90 each., Modular Secondary Arms (2): 60 each.
Constant effects: Amplified Hearing, Sound filtration system, Targeting Sight, Motion Detector, Gyro-Compass, Clock/Calendar
Current Conditions: None.
Armor & Weapons/Ammo
PA-08A Special Forces "Striker" SAMAS
CA-7 Special Forces Heavy Dead Boy Armor
CP-50 "Dragonfire" Assault Pulse Laser and Grenade Launcher
C-29 "Hellfire" Heavy Plasma Cannon
CP-30 Laser Pulse Pistol
CP-20 Laser Pistol
Vibro-Knife
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Mane
Ruby Level Patron
Ruby Level Patron
Posts: 356
Joined: Sat Feb 09, 2013 1:11 am
Location: CS 110th - PC
Contact:

Re: New Orders - Escort Duty

Post by Mane »

Perception (55% base); Friend or Foe Perception (90% base):
JIC Rolls: 1d100: [88] = 88 , 1d20: [9] = 9
Conditions: Recon Bionic Eye installed and ready to record at a moment's notice

Psychic Senses:
  • Sense Psychic & Magic Energy (80% base): 1d100: [5] = 5
  • Sense Supernatural Beings (74% base): 1d100: [92] = 92
    Kitty Hearing:
    • Discriminate between two sounds (flat 75%): 1d100: [68] = 68
    • Judge Distance & Precise Location of Source (100% base): 1d100: [18] = 18
    • Recognize & Identify Prey by Sounds (92% base):
      1d100: [56] = 56


    Skill Rolls & Abilities
    • I.D. Eneny in Disguise (65% base):See Perception roll above - Putting a scrutinizing eye on his fellow sailors
    • Detect Ambush (100% base): 1d100: [72] = 72 - Keeping an eye out for possible sneaky spy action.


    ALIAS: Private Black, Sea Cat

    Mane enters the briefing room and regarded the clock, content that he wasn't excessively late for a change. Heeding Major Smith's words, the big cat loaded up on coffee and sandwiches; the breakfast-y-er, the better.

    He listened intently to the new mission briefing, happy to finally be off floor-mopping duty and rid of the three Kill Hounds he was temporarily assigned to bunk with. And best yet, going south down the Mississippi meat warmer climates. How he was tired of the bone-chilling winter and snow. And if that meant having to be on the lookout for pirate scum and possibly taking a muddy water swim, so be it.

    It then occurred to him that the circumstances may call for strategic or non-lethal CQB options, and he only loaded up on kill-weapons. He needed something like a neural mace -- or better yet, an electro stun spear -- if he was going to be fully specked out. Especially if he was going to be like the other mutant animals he'd need to blend in with.

    It then occurred to Mane; Wait a minute. The Navy mostly used Sea Dogs... Labradors... How is a seven-foot albino lion supposed to fit in with a bunch of black-hair dogs? He considered raising his hand to ask the Major, but after the new guy's smart question, he felt his concern would only make him look stupid and self-centered.

    After the meeting, Mane went to the armor to pick up his mission gear. He asked the duty sergeant if he could slip him a neural mace, too, but was told he'd need to fill out the paperwork and wait for CO approval. Mane didn't have that that kind of time, as his team was due to get on the transport shortly. And there was no way the crews would take long loading the two Mark V APCs it looked like they were bringing with.

    Making due, Mane ... or rather PVT Black, the Sea Cat... suited up in his common DMP armor and gear, and started on his way to the transport to regroup with the team. But along the way, he noticed his not-so-good buddies, Ripper, Bundy, and Gacy walking his way, on their way out for an area denial mission, typical for Kill Hounds. And on Ripper's back, attached to a long sling, PVT Black saw exactly what he needed.

    As Black the Cat walked by, stopped in front of Ripper. "Hey, let me see your stun spear for a second."

    Reluctantly, Ripper complied. PVT Black then put the sling over his own shoulder and added the electro stun spear to his own back, along side the battle rifle he selected for this missions.

    "Hey! I'm responsible for that!" Ripper cried out in protest as the big cat casually began to walk away.

    In reply, over his shoulder without even looking back, PVT Black simply flipped him off. 🖕

    Once on the transport, Mane found a seat suitable for his hefty mass and size. He considered taking off his boots, but the metal floor of the transport was cold, and he didn't want to subject his tootsies to that. He eased back and dared to dream of warm sand between his toes once again.

    Before he knew it, PVT Black fell asleep. He hadn't realized it, but he had been losing sleep as of late due to his roommates. Either due to the din of noise they always seemed to make, or feeling the need to always be on guard around them.

    When he awoke, the transport had already landed in Peoria, and the process of unloading was well underway. There after, he followed the team to the merchant marine ship they were going to board, and stood ready to begin their leisurely boat ride down to Baton Rouge, guarding the super secret techno-whats-it in the car-sized crate.

    Once on board, PVT Black went on duty, looking his fellow sailors and crew up and down, scrutinizing whether they were legit' CS soldiers or merchant Marines, or possibly pirates in disguise gathering intelligence. Pirates are crafty. I wouldn't put it past them to have a few plants on the lookout for any juicy targets of opportunity. he thought to himself.
Mane, driver of the big ugly bus.

Song in his heart: Take Five
Stats and Gear
Quick Stats:
ISP: 64/64
HP: 118/118
SDC: 110/110
Armor: CA-6EX
MDC by Location:
  • Main Body: 186/200
  • Head/Helmet: 100/100
  • Legs: (R) 120/120, (L) 120/120
  • Arms: (R) 100/100, (L) 100/100
Weapons:
Q1-02 "Stopper" Ion Pistol:
  • Damage:4D6+4 MD; Range: 200'
  • Payload: 24/24 blasts per long e-clip
Q1-02 "Stopper" Ion Pistol:
  • Damage:4D6+4 MD; Range: 200'
  • Payload: 24/24 blasts per long e-clip
C-200 "Dead Man's" Rail Gun:
  • Damage: 4d6 M.D./burst, Effect; Range: 4,000'
  • Payload: 100[/color==#0080000]100 per drum

Munition Reserve:
  • Long E-Clips: 6/6
  • Single rail gun ammo drum

Conditions:
  • None at this time
User avatar
CS High Command
Game Master
Posts: 990
Joined: Thu Jan 17, 2013 2:54 pm
Location: Game Master: CS 110 Nightstalkers
Contact:

Re: New Orders - Escort Duty

Post by CS High Command »

New Orders - Escort Duty
  • Date: March 5, 110 PA
    Time: 0600 by end of post.
    Temp: 28° outside, a brisk 60° in the hallways and 65° in most rooms.
    Weather: Light dusting of snow. Not much accumulation over the past few days.
    Ley Line info: There are multiple ley lines in the ruins of Old Chicago 80 miles away, but none in Chi-Town itself.
    Location: CSS Sault Ste Marie at the Civilian Trade Port of Peoria, Berth 10 and then later on the CSS Sault Ste Marie steaming south towards
    Reference:
    Reconnaissance Landing Team 80-457 Bravo
    Captain James Logan (Howlett) - MOS: Reconnaissance Landing Team Combat Medic (CO)
    Lt. Harry Kirk (Garland) - MOS: Technical Officer (XO)
    Fireteam 1
    SFC Grayson Jones (Egan Grey) - MOS: Reconnaissance Landing Team Commando
    Corporal Elias Camden (Culter) - MOS: Technical Specialist
    Private Black F75F-86A8 (Mane) - MOS: Reconnaissance Landing Team Commando
    Private Snow D742-F922 (Olive) - MOS: Naval Infantry
    Fireteam 2
    Corporal James Gregory - MOS: Reconnaissance Landing Team Commando
    • Corporal James Gregory is not a young man, nor does he act like one. He is gruff, short, and disciplined. He is also probably in his 40s, judging by his appearance. A life long veteran of the Nautical service, he leads this detachment with the efficiency of an experienced NCO. His Arkansas drawl marks his lower than expected rank. He probably transferred from Fort El Dorado's small Navy when they joined the Coalition officially.
    Private Zachary Brown - MOS: Reconnaissance Landing Team Commando
    • Private Zachary Brown, from Lone Star City apparantly, has a dark sense of humor and certain things he says makes one think that he liked to pull the wings off flies when he was a child. He gets the majority of the discipline from Corporal Gregory and often complains he is misunderstood.
    Private Jillian Yarrow - MOS: Reconnaissance Landing Team Commando
    • Private Jillian Yarrow is from the community of Brisco America, in the north of Lone Star and she is very proud of that. She has a different flag on the butt of her rifle - one that has red and white stripes and a blue field in the corner with a bunch of white stars on it. She says this is the flag of the old American empire and they've always flown them in her home town, right next to the CS Flag. She says it reminds her of home and an old Lt of hers told her it didn't violate regs as long as it was in an out of the way place and not on her armor or backpack. This creative problem solving seems to be a thing with her, as she shows when a crane sticks while offloading. She manages to get it low enough so Mane and Culter (in his power armor) can grab it. Her friendly and sunny personality are hard to dislike. She also loves mutant animals and is fascinated by both of them.
    Private Ulysses Alexander - MOS: Reconnaissance Landing Team Commando
    • Private Ulysses Alexander, from New Chilicothe, is easily the most earnest, and annoying, member of the squad, but mostly because he has literally fed on a diet of Coalition Propaganda from birth. The fact he is barely 19 doesn't help his case. That said, he seems to be the project of Corporal Gregory, who privately admits the young man has promise. Outwardly he is strict and always admonishing the young man to focus on his surroundings, not what others say about them. But based on what the squad has seen, the Corporal has a long way to go with the lad.
    Guard Roster wrote: 0600-1200:
    - NCO: CPL Camden
    - PVT Brown

    1200-1800
    - NCO: SFC Jones
    - PVT Yarrow

    1800-0000
    - NCO: CPL Gregory
    - PVT Black

    0000-0600
    - PVT Snow
    - PVT Alexander
    CSS Sault Ste Marie - Merchant Marine Barge
    Captain: Captain Jed Barber (Merchant Marine Corps, Retired CS Navy Lt.)
    • Observant, conscientious and throrough man. He is from Arkansas and was a part of Fort El Dorado's Merchant Marine before it got folded into the greater Coaliton Merchant Marine organization.
    Executive Officer: Lt. Jacob Fray (Merchant Marine Corps, Civilian [Secret: Retired CSID])
    • Sneaky, Always testing, always probing personality. He is from Lone Star.
    Chief of the Boat: Chief Petty Officer Hannah Isolde (Merchant Marine Corps, Retired CS Army)
    • Heroic and heartfelt person who puts her people and their safety first. She is from Iowa and retired from the Army towards the end of the war. She was a sergeant of a support crew for armored units.
    Engineer Lead: Petty Officer Isaac Yang (Merchant Marine Corps, Civilian)
    • Older man, Experienced from New Chillicothe, Missouri - Been on the rivers making money all his life.
    Payload Specialist: Petty Officer Susan Hawkins (Merchant Marine Corps, Retired CS Army [Secret: RCSG Operative])
    • Artistic and creative personality. She is 'from Iowa.' She 'grew up on the river.'
    16 Assorted other crew.
As James asks,
"Judging by the reports from intelligence and his background, I'd say observant is probably the best way to characterize Captain Barber. CSID normally runs all contact through his XO, Lietenant Fray. He's retired from CSID, so he was an easy asset to develop. Fray's a sneaky bastard - always fishing. Feel free to subtly remind him of his place if he gets too nosy. Mostly they use them for intel, but on occasion they use the ship for missions like this. Usually nothing this high profile. It's not like its a secret we ship things along the Mississippi, but usually its bulk goods. Anything sensitive we normally use Death's Head Transports with full escorts. And everyone knows it."



As the team arrives at the docks, they are met by their "reinforcements." They come up and introduce themselves to the Captain and Lt. After that they mix in with the squad.

Corporal James Gregory is not a young man, nor does he act like one. He is gruff, short, and disciplined. He is also probably in his 40s, judging by his appearance. A life long veteran of the Nautical service, he leads this detachment with the efficiency of an experienced NCO. His Arkansas drawl marks his lower than expected rank. He probably transferred from Fort El Dorado's small Navy when they joined the Coalition officially.
Private Zachary Brown, from Lone Star City apparantly, has a dark sense of humor and certain things he says makes one think that he liked to pull the wings off flies when he was a child. He gets the majority of the discipline from Corporal Gregory and often complains he is misunderstood.
Private Jillian Yarrow is from the community of Brisco America, in the north of Lone Star and she is very proud of that. She has a different flag on the butt of her rifle - one that has red and white stripes and a blue field in the corner with a bunch of white stars on it. She says this is the flag of the old American empire and they've always flown them in her home town, right next to the CS Flag. She says it reminds her of home and an old Lt of hers told her it didn't violate regs as long as it was in an out of the way place and not on her armor or backpack. This creative problem solving seems to be a thing with her, as she shows when a crane sticks while offloading. She manages to get it low enough so Mane and Culter (in his power armor) can grab it. Her friendly and sunny personality are hard to dislike. She also loves mutant animals and is fascinated by both of them.
Private Ulysses Alexander, from New Chilicothe, is easily the most earnest, and annoying, member of the squad, but mostly because he has literally fed on a diet of Coalition Propaganda from birth. The fact he is barely 18 doesn't help his case. That said, he seems to be the project of Corporal Gregory, who privately admits the young man has promise. Outwardly he is strict and always admonishing the young man to focus on his surroundings, not what others say about them. But based on what the squad has seen, the Corporal has a long way to go with the lad.


Coming aboard the ship, the squad finds it not yet loaded. The captain, executive officer and payload specialist meet Logan and Kirk and escort them to the Pilot House while Chief of the Boat, Chief Petty Officer Hannah Isolde, and Engineering Lead Crewman, Petty Officer Isaac Yang, show SFC Jones where to have his men put everything. Jones, utilizes Camden and Gregory to great effect, get this done. The ship itself, they find, a rather uncomplicated design. Aside from a two story engine area and workshop at the aft (rear) of the ship, and a pilot house and cabin near the bow (front), the deck is largely clear of anything but places to secure cargo (lines of holes meant for ease of securing straps). There is a hover landing pad next to the cabin and pilot house. A pair of AFC-23 Skycycles are parked there. Nearby, next to the building, a pair of sheds meant to keep the power armor out of the rain sit open. The sides are closed in from the top down to about knee level - allowing for the movement of air, along with a couple of vents at the top and a pair of fans. The utility of this becomes obvious as the sun bakes the metal roofs and heats up the power armor bays.


In the pilot house, Captain Barber begins as soon as the door is closed. "Gentlemen, Ma'am, I know we all have our orders and understand them perfectly, but I need to make something clear. While I will always take your advice and viewpoints, I am Captain on this ship. You are in charge of military action, I am in charge of literally everything else. I say this not to wave my... rank.. around, but to establish what my men expect to see. Most naval infantry detachments we get treat this posting as a joke or a cruise, barely pulling their watch duties. I expect your men will be a hell of a lot more efficient than that. I suggest you get them to loosen up some, or you'll tip off every pirate from here to Greenville. I figure if your folks loosen up, and I tighten mine up, we'll meet somewhere in between at where we need to be. I know you two and Petty Officer Hawkins need to chat, and we'll leave you to do that, but don' take long please. We'll be outside chatting while we wait. I need the Petty Officer loading those containers inside the next fifteen minutes. That's about how long I expect it will take mine and yours to finish loading your gear to the point were mine need to be loading containers."

As the Captain and XO leave, 'Hawkins' speaks up. "Sirs, if I may transmit something to you?" Given their assent, she pulls out a tablet and transmits something to them both. It is a coded, short range, message that only decrypts when they use the codes given to them earlier. "That is the container ID code and the action codes to enter in the case of being boarded and overwhelmed, or before we complete the transfer in Greenville. Until Greenville, per orders, please treat me as part of the crew. My intent is to put the container right near the exit to the crew cabin so we can find it, but the ID code will show you precisely which one it is. It will be on the second row, veritcally. We'll be attaching scaffolding to the container stacks after we get them in. Mostly that is for me, but traditionally the crew will use them as places to stand and sit above the deck. Don't be alarmed by this. Any questions? Also, do you have any specific code phrases I need to know?" She waits for them to answer.


When they are done she nods and gives them a quick salute, as per protocol of standard military and exits the room. Once she does, Lt. Fray steps back in and hands her a pad as she leaves. "That's the manifest Hawkins, get the Sault Ste Marie loaded." He then looks to them. "Captain, I assume your own XO will have the duty roster, so why don't he and I go over it. If you want, Captain was going to give you a tour of the ship, such as it is, while you wait. or you can stay for the endless questions and answers." He grins a bit at this. He glances at Kirk. "I'll give you the one credit tour later after we're done." Either way he goes into the 12 hour duty roster of the ship and how to work in bunk rotations and showers and meal time. Shipboard life is very regimented, and unsurprisingly there is a lot of scheduling and rules for when you can take advantage of the limited facilities.

The Loading Process goes off without a hitch, though it takes forever. From the back of the engineering building, a pair of loader robots, large open frame robots with an open pilot compartment with a single seat and only lightly armored glass around the pilot, though it does seem to be environmentally controlled at lease. The Enforcer sized robots are being stored until they are fired up to bring on cargo containers. After the Naval Infantry team loads in their gear, as well as the skycycles, they begin loading a gross (144) of 40 foot refrigerated cargo containers. Usually this means food stuffs, medicines, or some chemicals and consumer goods. None of it particularly valuable to the average pirate - but valuable enough to post guards anyway. From then on the squad operates in teams of two to cover all avenues of approach to the ship as well as the loading area.

Petty Officer Susan Hawkins is supervising and checking off manifests and personally escorts a dozen specific containers into position. These then have special scaffolding frames inserted. One container is placed, with frames, then six more are placed next to it, and then the last has frames put in. The next row is very precisely placed to interface with the scaffolding frames and the process repeats for the third row as well. Hawkins does not supervise all the intervening supports, which seem to not interface with the containers above. By the time the first row is done, the crew is already placing scaffolding grates into place that are the width of the containers they attach to. The process has them following the placement of containers steadily as it goes. The end frames have ladders built in and allow the entire thing to be scaled easily. If anyone asks an idle crewman about it, they mention the scaffolding are only because they are refrigerated units, which have to be maintained a lot more than normal ones. As the containers are loaded, their cooling units are placed out towards the rows, and the scaffolding. Their doors are jammed up against each other - restricting access to them.


After everything is loaded (and that takes a while), the crews begin hooking cables up to special ports on the deck that are made active by Yang (engineer) or Isolde (chief of the boat; lead NCO). They do this by opening ports that the squad realize are in rows next to the rows of securing tie down holes. They insert something into a plug and call out something on a radio to the Captain, who is in the engine room. He then punches in the codes onto a console there, and suddenly the circuit is live. After ensuring the new connector is secure, the cable is brought to the NCO in question, secured, and then the crew begins hooking those refrigerated units up to the ship's power system using extension cables leading from that one line which stretches across the second row of scaffolding. This then goes on for each unit, each individually checked by the COB or Payload Specialist. This tedious process is thankfully completed with efficient familiarity on the part of both of them. Those in the 40-4th that wonder at such things wonder how many drills this scientist had to go through to learn how to do this as well as she has.

During this power on process, crewmen start rotating out for food, rest and naps. Only the Captain, COB and Payload Specialist work through the entire 10 hour process. They then make sure the ship is secure, asking the Naval Infantry to check every nook and cranny for stow aways. A crewman with a radio accompanies each of the squad, so they can call anything in or point out things which only an experienced eye would notice. Only after this does the ship cast off with a cheer from the crew. So it is, at 2200, that the ship is finally underway.


The overnight shift goes well, with everyone falling into their scheduled sleep and work patterns quickly. Hotbunking allows everyone to get a good 8 hours of rack time, though not everyone takes it. Each bunk has its own fan and privacy screen, and many have their own Personal Video devices they store in their lockers and charge at night while sleeping. Everyone also has scheduled shower times and scheduled showers. It becomes quickly known that the curtains in the showers must be drawn as people still use the bathrooms they are assigned. Women are assigned on in particular and rotate out of it fairly often. Discipline is maintained harshly for the sailors, but its clear that it is necessary for the rowdy bunch. Time at the tables is also strictly regimented, with timers allowing only 30 minutes of time at a table in a row. For this reason card games often are either short or play out on the scaffolding with flexible metal lined cards, light metal chips, and magnetic mats. Anyone off duty can usually find a game if they want one - everything from Hearts to Blackjack to Lone Star Hold Em. Only during inspection times are the scaffolds truly vacated. There are a pair of bathrooms near the engine room and its where sailors go for privacy with the "reading material" of their choice.

As 0600 rolls around, Snow, the dog girl, and Private Alexander go to find their relief. Both then head to get something to eat and shower before unwinding until their bunks open up.
ImageImage

"Be strong and do as you will. The swords of others will set you your limits." (Marauders of Gor, p.10)
"Yippee-ki-yay magic lovers." Lt. John Freeman, CS110 at the Socorro Skirmish of May 110PA

(Many thanks to SNAFU for the basis of my new AVATAR!)
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James Howlett
Group Leader
Posts: 519
Joined: Fri Nov 06, 2009 7:38 am
Location: Group Leader (CS 110th)
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Re: New Orders - Escort Duty

Post by James Howlett »

Perception: 1d100: [86] = 86 /78%
Just in Case: 1d20: [17] = 17 ; 1d100: [50] = 50
Conditions: None
Cover Identity: Captain James Logan (Howlett) - MOS: Reconnaissance Landing Team Combat Medic (CO)

CS High Command wrote:Two Captains, Two Lieutenants, and a Petty Officer walk up the stairs to the pilot house.
In the pilot house, Captain Barber begins as soon as the door is closed. "Gentlemen, Ma'am, I know we all have our orders and understand them perfectly, but I need to make something clear. While I will always take your advice and viewpoints, I am Captain on this ship. You are in charge of military action, I am in charge of literally everything else. I say this not to wave my... rank.. around, but to establish what my men expect to see. Most naval infantry detachments we get treat this posting as a joke or a cruise, barely pulling their watch duties. I expect your men will be a hell of a lot more efficient than that. I suggest you get them to loosen up some, or you'll tip off every pirate from here to Greenville. I figure if your folks loosen up, and I tighten mine up, we'll meet somewhere in between at where we need to be. I know you two and Petty Officer Hawkins need to chat, and we'll leave you to do that, but don' take long please. We'll be outside chatting while we wait. I need the Petty Officer loading those containers inside the next fifteen minutes. That's about how long I expect it will take mine and yours to finish loading your gear to the point were mine need to be loading containers."

As the Captain and XO leave, 'Hawkins' speaks up. "Sirs, if I may transmit something to you?" Given their assent, she pulls out a tablet and transmits something to them both. It is a coded, short range, message that only decrypts when they use the codes given to them earlier. "That is the container ID code and the action codes to enter in the case of being boarded and overwhelmed, or before we complete the transfer in Greenville. Until Greenville, per orders, please treat me as part of the crew. My intent is to put the container right near the exit to the crew cabin so we can find it, but the ID code will show you precisely which one it is. It will be on the second row, veritcally. We'll be attaching scaffolding to the container stacks after we get them in. Mostly that is for me, but traditionally the crew will use them as places to stand and sit above the deck. Don't be alarmed by this. Any questions? Also, do you have any specific code phrases I need to know?" She waits for them to answer.
James already takes a liking to the Captain, he smiles. James listens to the Captains observations, and nods. So act like they are lazy, should be an interesting challenge. James thinks as the Captain continues. Before the Captain and the XO leave. "I'll instruct my men as such, should be interesting at the very least." James says.

James clams up when the payload specialist begins talking, making mental notes. When she asks to transmit, James nods and awaits the file, when recieved he files it for near future reading. When Hawkins asks about code phrases, James is surprised, but suddenly has an idea. "Two to be precise, but to be honest they only come out in dire peril. First is Atlantis, if you hear that find yourself cover, because it's about to get messy. Second is Ford, if you hear that get off the ship." James says but then pauses. "I really hope neither of them come up." James adds.

James quickly unlocks the file and looks it over, makes mental notes, encrypts it once more and stores it. "Let us get this shindig started."

When the Captain and the XO return, James nods.
CS High Command wrote:"Captain, I assume your own XO will have the duty roster, so why don't he and I go over it. If you want, Captain was going to give you a tour of the ship, such as it is, while you wait. or you can stay for the endless questions and answers." He grins a bit at this. He glances at Kirk. "I'll give you the one credit tour later after we're done."
James nods and gestures for Kirk to do as requested. "A tour would be nice." James says as he follows the Captain on a tour of his ship. James makes a map of the vessel and stores it for later use on his HUD if need be. Once the tour is over, James looks to the Captain. "She is a fine vessel and I look forward to working together Captain, let me know if you need anything from me or my men." James say.

During the loading and powering up process, James too rotates his team for food and breaks, but like the Captain, and the Payload Specialist, he stays on deck and watches the whole process. During this time James prepares a message for the team.

Code: Select all

Code words, if either of these are heard from Lieutenant Kirk or Myself perform the following actions:

Atlantis: All hands weapons free, collateral damage is forgiven.

Ford: Scuttle the ship.
James sends the message as coded in team encryption and only sends it to his normal team, leaving the secondary fire team out of it. When the ship is finally underway, James finally goes to find some food. The idea of hot bunking is fine to James, having done so several times in the past, but it's still not normal to him, and he fails to get what one would call a good nights sleep.
Captain James Howlett
"Out of all the people you meet I may be the only one who understands what you are thinking, Take one good look at my face. This is the price that I paid to bring foot to the collective asses of our enemies. There are many more who have sacrificed much more to do far less. ~Captain James Howlett EP
HP 30/30 SDC 51/51
M.D.C. by Location: Hands (2): 50 each, Forearms (2): 50 each, Upper Arms (2): 70 each, “Concealed” Forearm Weapon: 40, Legs (2): 90 each., Modular Secondary Arms (2): 60 each.
Constant effects: Amplified Hearing, Sound filtration system, Targeting Sight, Motion Detector, Gyro-Compass, Clock/Calendar
Current Conditions: None.
Armor & Weapons/Ammo
PA-08A Special Forces "Striker" SAMAS
CA-7 Special Forces Heavy Dead Boy Armor
CP-50 "Dragonfire" Assault Pulse Laser and Grenade Launcher
C-29 "Hellfire" Heavy Plasma Cannon
CP-30 Laser Pulse Pistol
CP-20 Laser Pistol
Vibro-Knife
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