Revenants Catch-All

The 40-4th Coalition States Special Operations Group.
(Characters in this game/group cannot transfer to a rifts group outside of it.)
GM: CS High Command
AGM: Major James Smith
#11 POST RATE

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Revenants Catch-All

Postby CS High Command » Tue Feb 09, 2016 11:06 am

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CS High Command
Game Master
 
Posts: 1061
Joined: Thu Jan 17, 2013 2:54 pm
Location: Game Master: CS 110 Nightstalkers

CSHC's GM Style and Rules

Postby CS High Command » Tue Feb 09, 2016 11:07 am

Campaigns of restricted availability:
  • It is a good idea to PM both the GM of the campaign group which has restricted availability and TGM for the following reasons:
  • Those groups have restricted availability due to their different campaign settings and/or group particulars.
  • Character approval and availability is strictly determined for these groups by those particular GMs for the same reason as above.
  • TGM will still want your contact information so that he can promulgate important updates, directives, etc. among the community of players.


CS High Command's GM style. ((With special thanks to Reaver, Jaeger, Venatus Vinco, Miss Fortune, and TGM for saving me a ton of typing!))

Welcome to the reborn CS 40th SOG Company! You are all part of the 4th Platoon of these Psi-Battalion attached special forces. A typical Special Forces platoon is made up of one squad (6-10 soldiers) of Special Operators, along with one squad's worth of dedicated logistics support (usually attached to their armory and garage), one squad of dedicated intel analysts led by a lead analyst who reports to the company commander, and one squad of dedicated combat support types. It is rare for the operators to deal with their analysts directly, and it is common for the ranks involved to go well beyond the norm for company and platoon levels. Having a Major or Lt. Colonel in charge of a company is not uncommon. Special Forces units tend to operate as irregulars, with little support outside of their own ranks.

Due to this, you are NOT a typical military unit with all the etiquette and trappings of such, using brute force and traditional tactics to outmaneuver and overpower your enemy. Yes sirs and ten-huts. Hurry up and wait. Stand in formation and do what you're told. NONE OF THE ABOVE IS TRUE IN THE SLIGHTEST. You are irregulars, recruited as a Special Operations unit to carry out missions that require unique skills, abilities and backgrounds. I plan to run this group as a pseudo-merc group, with open CS sponsorship. You will have one CO (commanding officer; Major Smith) who reports directly to Colonel Black of Psi-Battalion and that is it. You are given TONS of leeway to conduct your missions in a manner you see fit. Just be prepared for extreme prejudice! You are now more undercover than ever. Where as once you operated out of the compound at Merctown, now you simply have a cover base there. You operate out of Chi-Town and use high speed air transit to get you where you need to go, and clandestine ground transport for everything else.

However, just like all heroes throughout time, an inner fire, a cunning wit, and a hearty sense of humor will keep you going. You will find laughter in the most unexpected places, beauty in the middle of a battlefield, and courage when circumstances are most dire.

I promise you many things. I promise you the CS will ask you to test their newest and best equipment in the field. I promise that you will find yourselves in strange, magical lands. You will find unlikely allies both near and far, with cruel and cunning enemies between. The point I want to make is that although you are a military unit, you are a very special one, given unique missions that will often take you far from CS controlled territory, and into the vast unknown. Be prepared for the odd, exotic and downright absurd.

One last note: Every decision you make has consequences. Often you will be given a choice, where each choice seems viable but only one path can be taken. Each decision you make will be reflected in the world around you. This is not a world of rails where you ride them to an appointed destination. Our world is one full of choices, and you decide how that world will ultimately be shaped. Basically: I present the choices, you decide the course, I provide the consequences, you decide how deal with them. The world is yours, do with it what you will.

General Guidelines
1) Failure to follow my rules or the rules of EU will result in warnings. If behavior continues, expect consequences in proportion to the rules broken.
2) Once I post, it is canon.
3) What’s written is written. If somebody responds before you did, factor that into your post.
4) I will post one big, well thought-out post that includes everybody’s character every week. The weekly posts are what MOVE THE STORY ONWARD. During this time, you will get a status update on:

    -In game time
    -Weather
    -Location
    -Situation
    -Possibly a map
    -Other conditions
5) I check EU every day at some point. If I feel the need to clarify an OOC question, respond to a characters statement, provide the outcome of an action, etc., I will respond with a mini-GM post that addresses the topic at hand. This does not replace the weekly big post I promised you.
6) If you have a question you don’t want others to see, please Private Message (PM) me. Do not ask a question to my YIM account. It is not reliable and loses messages. PM works fine, and I can check it from every computer. YIM does not have that capability although I try to check YIM at least once a day. If you want to have a true discussion and not a simple answer, give me a date/time through PM and I'll confirm or simply ask if I'm available if you see me online.
7) I will post in the tracker if I will be unable to post for whatever reason. I expect you to do the same.
8 ) Work, friends and family take priority over my life. If I fall behind, this is likely the reason and I will do EVERYTHING in my power to lessen its impact on you all. I understand if it happens to you too. Just give me a heads up when you can and don’t let everybody start thinking that you flaked. I will assume you flaked after 2 weeks and your account will be deleted, and your character dealt with in-character. No exceptions. That’s just how it goes down.
9) I will not wait on everybody to post. If you have not posted in time, I will not punish the rest of the group because you are tardy. Your character will be NPC'd for that post. Especially in combat.
10) I must advance the story line for remaining players. If you drop off the face of the earth and I do something to your character to logically explain why you are no longer active in game terms, roll with it, no matter if it was your fault you couldn’t post or not.
11) I make mistakes. But I will not backtrack and fix the story to accommodate the mistake or oversight. Chalk it up to the fog of war.
12) I am not a killer GM (I will not go out of my way to kill a character), but I DO respect the dice. If I roll a natural 20 and you die, that’s the game. Sorry. Im not going to sugar coat a situation just to keep a character alive. That laser blast doesn’t become a flying pillow half way through my post. After all, what good is playing a game that you know you will not die? It makes it interesting. Besides, half the fun is making new characters.
13) XP is awarded based on some pretty black and white issues. Here are the minimums, I may give you more, but you will at least get the following:

    XP as explained here
    One to Three line posts will only receive Experience if they are extra posts. In which case they will receive 10 xp.
    Not proof reading your posts may cost you 25-100 XP, depending on how bad it is. A typo is inevitable, but outright bad writing is never acceptable.
    Not following directions may reduce or deny you XP gain for that post, depending on severity.
14) I will never rail road your decisions. I take certain liberties ensuring you have fun between major episodes of your adventures, but if you want to turn left, you will turn left. I'll never make you turn right because it will "ruin my plans" for the adventure. I like surprises, too :)

Post Format
1) I expect folks to "bold" spoken text and use quotation marks.
2) I expect folks to use correct grammar when posting. I understand if you want to throw in some misspelling to convey spoken text to flair up an accent or something. (Example: “That thar ain’t nuttin’ ta worry ‘bout”)
3) Spell check and double check your grammar…please. If I don’t know WTF you are talking about…don’t expect me to respond the way you want.
4) I expect you to color skill attempts green or red depending of if you pass or fail respectively. Failure to do this may result in me missing your attempts when tallying XP. (example: Radio Basic 55%, 30, pass, Weapon Systems 85%, 90, fail). Trust me…if everybody follows this, everybody is on the same page, and I do not have to ask myself…"Was that his roll? Or was that his pass/fail percent?" If I have to ask that…you will automatically fail the skill attempt.
5) I only understand English. If you expect me to understand some other real language you decide to post as spoken text…provide the translation in brackets with the language being translated: "No habla Euro!" [Spanish: "I don't speak Euro!"]. following it so I know WTF you said. Otherwise, don’t pout when I don’t respond accordingly. Fake languages like Klingon are completely out of the question. Don’t bother.
6) Please provide me with your current stats every post in your sig or at the very bottom of your post. I want your dynamic stats (MDC, PPE, ISP, Ammo), and current status’ so I can find it quickly and easily every post at the bottom! I will not be tracking them myself. I expect you to do that. You can use either the signature block technique, or copy/paste from last post technique…either are fine as long as you prove to me you are keeping up with your character. YOU MUST INCLUDE TEMPORARY CONDITIONS AFFECTING YOU TOO (i.e. temporary insanity, blind, etc.)
7) ALWAYS show your math.

CS High Command wrote:Example: If you have a +4 and you roll a 12, I want to see “Strike: 12+4=16”. Not “Strike: 16”.


I don’t ever want to have to ask myself…"is that before or after bonuses?" If I have to ask myself that question, I will assume you didn’t add bonuses, and I will treat it as a straight roll with no bonuses.
8) YIM and PM conversations and talk is not canon. If it isnt posted on EU In-Character threads, it didnt happen in character. That said, I encourage you to collaborate with your teammates to come up with plans and coordinate actions so you are a group and not a bunch of loners. You will find good teamwork rewarded with better XP.

Adventure posts:
1) Every post after a GM post as well as when you change locations, you must include a Perception roll (with bonuses), and a JIC roll (one d% and one D20 with no modifiers). I will use these Just In Case rolls to determine stuff I didn’t want you to know about (Did you hear the unknown prowler? Did you see the trap? Did you get sick walking into the infected room?) Example: Per: 15+2=17, JIC: 10, 68%
2) If you provide it on every post, so be it…it doesn’t hurt. Forget to…and you will auto fail what ever I may spring on you. Better safe than sorry.
3) I require at least one post a week from every player. That is the site rule. You will only get one warning. I would prefer two per week, but since one is the site rule, that is what I will hold you to.
4) I expect you all to interact with each other. You don’t need GM confirmation on everything.

Combat posts:
1) Only one post per person in between my GM posts during combat. A second post will be completely ignored. You may edit as much as you wish as long as I haven’t posted yet. Once I post, it's written in stone.
2) You are on the honor system with your dice rolls. If you seem to always hit a natural 17-20 with your armor piercing missiles…I will start to look VERY closely at your submissions.
3) Results of combat aren't official until I say they are. You may INTEND to unload an entire magazine into the monster, but I let you know if that ACTUALLY HAPPENED. There will be a Summary section at the end of every post on stat changes. Do NOT make assumptions that ANYTHING you do will turn out in a particular way. Feel free to write things like "If the shopkeeper responds positively, I would like to buy a TX-26 Particle Beam pistol." Or writing "Dodge if attacked" after your actions and provide the number of rolls for dodges you are willing to make.
4) Put your actions in the order you want them in. The only exceptions are defensive moves, where I will re-order in logical places to keep your character alive. That being said, if you do not provide said moves in your combat post, I will not incorporate them when processing the turn.
5) Please provide a roll for all automatic defensive moves for every attack you have. (Auto Parry, Auto Dodge…)
6) In addition to Per and JIC as above, provide Initiative
7) Skill attempts take one action each.
8 ) Speaking during combat is free, especially for fluff for better role playing, provided the sentence isn’t too long winded for a 15 second window (Example: Kagashi says “Get some” and starts shooting!). Spoken text that takes too long will be counted as an attack. Do yourself a favor and speak the words aloud and see how much time it takes to say them!

A quick note on signatures:

Make sure that you have all important info posted in your signature. At the bare minimum this should include:

A link to your PC sheet. format is like this: [url =http://www.blablabla.com/PCSheet]Name of PC here.[/url] ((take out the space in between the url and =))
HP and SDC
Current Armor MDC (by location is helpful)
Current weapon ammo status
Constant effects (sixth sense, amplified hearing, ect.)
Current Conditions (temporary spell effects, eavesdropping devices employed, ect.)

Basically anything that may affect or come in to play for a post should be in your signature. If it is not there, it is likely to be overlooked. This is true of me as a GM, or an NPC. If it is in your signature and we miss it, it is our fault. If we miss it because it is not in your signature, it is your fault. :) You will also need to update your signature after every combat round with ammo expended and damage sustained. This is your responsibility.

Let me know if you need help with the link and I can help you with it. This is the one and only time I will address the signature issue.

Post Format (if something is missing, you failed that roll):
CS High Command wrote:Initiative (if combat post only)
Perception (D20)
JIC (D20 and a %)
APM (if combat post only)


Action 1:
Action 2: (and so forth...)
Dodges/Parry's if attacked: (up to your number of APM's)

RP here. FORMAT/COLOR: Think. Action. "Talk". Telepathy. Skill Rolls are PASS or FAIL.

Signature here -- include your HP/SDC/MDC, ISP/PPE (if relevant), current Armor MDC, Current Weapon Ammo and any CONSTANT EFFECTS i.e. they are ALWAYS on and require no action on your part. Keep it small and simple though -- no descriptions necessary, just names. If not in sig, then at very bottom of EVERY combat post.

Current Conditions (anything temporarily affecting you, mostly combat post only unless important for RP/skill check)


Combat Resolution

I will be implementing a method of tracking combat time that relies on the use of 5 combat phases within each melee round. Each phase is 3 seconds in length.

During this 3 seconds you may move your Speed attribute in meters for free, even if you do not have an action. Note that just because you are allowed to, doesn't make it always a good idea. Trying to move and shoot will result in a penalty to strike. Unless you are in a vehicle of some sort, you cannot perform skills that require standing in place.
    For instance: If you are a communications specialist and you are trying to jam a specific frequency, you will recieve penalties or just plain be not allowed to do your action depending on the situations around you. While moving your speed each round does not count towards movement (per se), you can also spend actions to only move. Doing so will allow you to double your speed for that phase. Spending multiple actions to move in the same phase will have no effect.
You will have to refer to the following table to determine when you can act. For the most part you only need to declare what you are doing, and I will deal with placing your actions, but if you need to know how close you are at a specific time, then knowing what phase you act in will help.

Actions Phase 1 Phase 2 Phase 3 Phase 4 Phase 5
1 0 0 1 0 0
2 0 1 0 1 0
3 1 0 1 0 1
4 1 1 0 1 1
5 1 1 1 1 1
6 1 1 2 1 1
7 1 2 1 2 1
8 2 1 2 1 2
9 2 2 1 2 2
10 2 2 2 2 2
11 2 2 3 2 2
12 2 3 2 3 2
13 3 2 3 2 3
14 3 3 2 3 3
15 3 3 3 3 3
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CS High Command
Game Master
 
Posts: 1061
Joined: Thu Jan 17, 2013 2:54 pm
Location: Game Master: CS 110 Nightstalkers

CS Sponsorship Information

Postby CS High Command » Tue Feb 09, 2016 11:07 am

Psi-Battalion Alpha, 40th Special Operations Company, 4th Platoon
CS-40-4th “The Revenants”
Image
Briefing Classified [Level: Black 008-Zeta]: Based out of Chi-Town, the 40th Special Operations Company is a newly formed unit with a mandate to operate in the “black.” Led by Major James Smith, the unit is organized into four platoons. Each platoon is made up of one special forces squad, and the rest of the platoon is made up of their attendant intelligence, logistics, and support operators. They operate under the leadership of their commanding officer. For Fourth Platoon, this is Captain James Howlett. This decorated special forces officer is also a doctor, engineer, and scientist of some skill, and has his own research team that works on unit projects as well.

Size: Small Squad.
60 pts. +10 pts for Vehicles & Weapons.

Sponsorship: Government Front: Coalitions States Psi-Battalion.
+20 pts. Outfits, Equipment, & Weapons. +10 pts Budget & where desired. +25 points from previous Mission Success.

A. Outfits: (-20 and -10 from pool) Gimmick Clothing
  • One suit of Bandito, NG, Naruni, or Triax Body Armor with built in Naruni Light Forcefield
  • One suit of CA-7 Mk 3 Body Armor custom fitted for wearer; Alternate one suit of light espionage borg armor with the same features and styling.
  • One suit of high end plain clothes armor made to look like a good suit with good tailoring
  • One suit of plain clothes armor made to look like typical merc uniform jumpsuits
B. Equipment: (-20 Equipment pts spent, -5 from pool) Electronic Supplies & Good Gear and Medical Clinic
  • CS Gear: Each soldier is approved for one cybernetic of choice, usually the Commando Ear implant. Each soldier is also assigned four extra E-clips for weapon, two flares, survival knife, RMK robot medical kit, IRMSS Internal Robot Medical Surgeon System, CS-S2 Survival Pack, utility belt, air filter & gas mask, CM-PRC-5 Secure Walkie Talkie (identical to the Wilk's model), CM-Ultra Pocket Laser Distancer (Identical to the Wilk's Model), CM-FLIR Distancing and Recording Binoculars (identical to the Wilk's Model), protective case with 10 one-inch disks, CS Commando Wristwatch (Identical to the Northern Gun model), and a Laser Gyro Navigation Aid.
  • Merc Gear: Each mercenary is given four extra E-clips for weapon, two flares, survival knife, RMK robot medical kit, IRMSS Internal Robot Medical Surgeon System, NG-S2 Survival Pack, utility belt, air filter & gas mask, Wilk's PRC-5 Secure Walkie Talkie, Wilk's Ultra Pocket Laser Distancer, Wilk's FLIR Distancing and Recording Binoculars, protective case with 10 one-inch disks, IDF Commando Wristwatch, and a Laser Gyro Navigation Aid.
C. Vehicles: (-10 and -10 from pool) Combat Cars: Depending on the mission, transport consists of:
  • NG-HC2000 Skybunker in Psi-Bat Black with a pair of AFC-115 Warbird Rocket Cycle for escort.
  • The “Bus” and a pair of NG-277 Jouster hover cycles for escort.
  • Alternately a lightly armed NG-300 Speedster Hovercycle (rented) for each person that needs one, and an APT Adventurers’ Trailer for the team; pulled by Smuggling Team (stored at Merctown base)..
    • APT Adventurers’ Trailer: The adventurers’ trailer is meant to be a home away from home. It has two entrances, one side door and a large door at the rear. The interior has a small kitchen with stove, refrigerator, microwave, sink and oven. It has eight folding beds which can be converted into couches and chairs, a latrine and a tiny shower. There are two water tanks, hot water and drinking water, and a tank to store waste. The APT can hold enough supplies for a group of eight to live well for up to one month, but that can be extended to two months with harsh rationing. If the trailer lacks anything it is privacy. The trailer has a small nuclear power plant. Also has a computer station, small armory (one of the storage areas is converted) and an E-Clip charging station tied into the trailer’s nuclear power system. The charger can hold up to four E-Clips at a time and it takes an hour to charge all four clips. This trailer is built as a habitat, not for fighting, and NG warns buyers to try and avoid a firefight.
D. Weapons: (-30 and -10 from pool) Extensive Weaponry
  • CS Gear: 2 smoke grenades, 4 offensive grenades, CP-40 or CP-50, CP-30 or C-5; Troopers can get C-200, Dead Man’s Rail Gun, CTT-P40 Particle Beam Cannon, or C-29 Plasma Cannon; Rated Power Armor Operators will get choice of Death Knight, Terror Trooper, Striker SAMAS, J3-W "Falcon" Death Wing, or Super SAMAS
  • Merc Gear: 2 smoke grenades, 4 offensive grenades, NG or Bandito Long Arm of choice, Choice of NG-45 Long Pistol or the NG-59 Ion Pistol & Grenade Launcher, Trooper gets choice of NG or Bandito Heavy weapon, or JA-11 or JA-12 for Marksmen; Rated Power Armor Operators will get choice of NG-X30 Aurora Blazer, NG-AX19 Blue Hawk, NG-UELX45 Night Reaper, NG-UELX49 Silent Shadow, NG-X67 Prophet, NG-X9 Samson Mk III, NG-DX-001 Thunder Hound or NG-HX-02 Thunder Hound Power Armors.
E. Communications: (-10 pts from pool) Secured Service.
  • 2 X Wilk's PRC-60 Secure Field Radio (or Coalition Munitions Identical knockoff)
  • 6 X Language Translators
  • 2 X Wilk's Portable Ultra-Mini-Radar (or Coalition Munitions Identical knockoff)
  • 1 X Wilk's PC-2020 Field Identifier Laser Holographic Portable Computer
  • 1 X Wilk's Holographic Mini-Camera
F. Internal Security: (-20 pts from pool) Tight
  • Guarded by alert security guards, including psychics
  • Electronic alarms and roving patrols,
  • 24 hour watch
  • Rigid ID checks
G. Base: Partial Headquarters x2 (-4 pts)
  • Chi-Town: 4th Platoon has been assigned a corner of the 40th Company’s compound that includes their spacious apartments, a generous rec room with numerous acroutments, and a secure armory that provides access to their private hanger. There their mercenary transport and its escort craft receive constant care from the squad and their attached support staff. The transport, affectionately called “the Bus”, is a highly modified Glitterboy Transport that is quite unique. The support staff includes a Psi-Tech just to be able to understand the complex wiring of the vehicle. The same hanger can also accommodate one of the Battalion attached Skybunkers used for official missions, as well as the assigned escorts.
  • MercTown: Based out of the Eclipse Transport Company’s modest compound, the Spyre Tactical Retrival Corps have rented a conference room, a reinforced storage room which doubles as an armory, an office, and tiny one room apartments for twelve individuals. Arranged in four stacked containers, these modest facilities comprise the home base of the small unit of mercenaries. As part of their rent, they provide security for the Eclipse Transport Company.
H. Intelligence: None
While they regularly get briefings from the Company, Battalion, and Brigade level, they have no assets of their own, aside from squad personnel.

I. Special Budget: (-5) Nickels and Dimes
The company can scrape together a budget of ten or twenty thousand for an operation, but it must be paid back or show some fruit.

J. Personal Alignment: Not in use, group leader may hire any person he feels is qualified

K. Criminal Activity: (-15 from pool) Smugglers
The Eclipse Transport Company is a small operation based out of the outskirts of Merctown. They offer transport of material from Merctown to surrounding communities, and occasionally sign on for longer haul jobs. Made up of three driving teams of three, the vehicles can operate continuously for the duration of their trip. They operate Road Hammer Extended Cab transports that will accommodate the three man teams. They are also known to operate in Coalition territory, but they must undergo extensive searches when entering Coalition territory, usually at a secure yard.*

*This of course allows the team to easily transit in and out of CS territory without raising attention such as might be garnered from the use of aerial transport. They simply fly to a nearby depot, use land transport to the inspection depot, and then load into the vehicle for the final leg to Merctown.

L. Reputation: Scoundrels (-1 pts from pool)
  • CS-404: As a part of Psi-Battalion Alpha, few soldiers truly understand their purpose. Worse, as part of the clandestine 40th Company, their identities are never revealed outside their unit and every one of them is branded both PSI and “ΨΑ” the symbol that represents Psi-Battalion Alpha. They go by call sign designations while in the field. Their ranks are based on an ideal structure for a special forces unit that doesn’t exist and therefore look off to everyone when they see it. Still, they have the clearance and backing to not be trifled with. Few are happy to see the Revenants unless they have a problem their expertise can resolve.
  • Mercs: The Spyre Tactical Retrieval Corps are a new unit without a very clear work history. Certified by the IMCN and Merc Ops, this unit of supernatural hunters and troubleshooters has a bit of a clouded past. Aside from a standing contract with Eclipse Transport Company in exchange for offices and housing, they don’t regularly work with anyone. The recorded jobs on their company listing aren’t well known or for reputable contractors. Still they are given a glowing recommendation by those contractors, which makes them even more suspect. For now the mercenary community doesn’t know what to do with this small squad. A few larger companies have considered taking them on as part of a larger operation, just to see what they can do.


M. Salary: Good Salary (-10 pts from pool)
1700 Credits for Privates
1750 for Lance Corporals
1800 for Corporals
2000 for Sergeants
2800 for Lieutenants
3500 for Captains
4500-7000 for Senior Officers

Total: 95 pts from pool. (5 points remain from Budget)

95 pts. +30 pts for Weapons, +20 pts. Outfits & Equipment, +10 pts Budget & Vehicles.

Old
CS 110th SpecOps Company Sponsorship Details

Size: Small Squad (10 active agents max.)
60 pts to general pool, +10 pts to vehicles, +10 pts to weapons

Sponsorship: Coalition States Special Operations division.
+20 pts to Outfits, +20 pts to Equipment, +20 pts to Weapons, +10 points to Budget, +10 pts to general pool

10 points available!

Outfits: Specialty Uniforms
(all 20 uniform pts spent)
10 x CA-3 Light Dead Boy Armor
5 x CA-4 Standard Dead Boy Armor
5 x CA-7 Special Forces Heavy Dead Boy Armor
5 x CA-5 Juicer Armor

Equipment: Electronic Supplies & Good Gear and Medical Clinic
(-20 Equipment pts spent, -5 from pool)
Electronic Supplies & Good Gear
*One complementary cyber implant
*Available equipment include: Sensors, Communications, Computers, Translators, Recorders, Video cameras, Surveillance
*Cannot include weapons, armor, power armor, bots or magic items.
*Misc. equipment up to 250,000 credits for the entire 10 man group. This is replenished annually. 250,000 remains in this group fund.

Medical Clinic
1x Medical Doctor, 4x nurses and 2x paramedics on hand
1x Veterinary Facility for combat, riding or work animals
*Budget of 5,000,000 for cybernetics and hospitalization. This is replenished annually. 5,000,000 remains in this group fund.

Vehicles: Specialty Vehicles
( -30 pts from pool)
1 x Death Bringer APC
4 x Scout Rocket Cycles
6 x Speedster Hover Cycles
10,000,000 credit annual budget 10,000,000 remains in this group fund.


Weapons:Extensive Weaponry
(40 Weapons pts spent)

Weapons
5 x Vibro-Knife
5 x Vibro-Saber
10 x CP-30 Laser Pulse Pistols
5 x CP-40 Pulse Laser Rifles
2 x CP-50 Dragonfire Rifles
2 x JA-12 Laser Rifles
1 x C-29 Hellfire Plasma Cannon


Power Armor/Robots
2 x PA-09A Super SAMAS
2 x PA-08A Striker SAMAS
2 x CR-004 Spider Scouts
2 x PA-200 Terror Troopers
2 x PA-300 Glitter Boy Killers

Ordinance and ammo
100 x Type 1 Fusion Blocks
75 x Type 2 Fusion Blocks
50 x Type 3 Fusion Blocks
50 x CS Fragmentation Grenades (Anti-Personnel) (2D6, 20 foot)
50 x CS High Explosive Grenades (Anti-Armor) (4D6, 6 foot)
25 x CS Plasma Grenades (5D6, 12 foot)
100 x Stun/Flash Grenades (-8 strike, parry and dodge. -1 initiative. lose one APM for 1D4 melee rounds)
100 x Tear Gas Grenades (-10 strike, parry and dodge. -3 initiative. lose one APM for 2D6+1 melee rounds; 25 foot cloud for 5 mins)
100 x Smoke Grenades (-5 strike, parry and dodge. -1 initiative. Attackers shoot wild through it)
1000 x Hand-Held Flares
100 x E-clips

*35 Million credit annual budget (This includes repair costs. The CS will repair all CS weapons and armor for half cost, other companies are full cost) 35,000,000 remains in this group fund.

Communications: Secured Service
(-10 pts from pool)
2 X long range radios (60 miles) with scramblers
10 X short range walkie-talkie (3 miles) with scramblers
6 X Language Translators
2 X Mini-Radar Systems
1 X PC-3000 pocket computer
1 X Portable video camera and player

Internal Security: Tight
(-20 pts from pool)
*guarded by alert security guards
*electronic alarms and roving patrols,
*24 hour watch
*rigid ID checks

Base: Partial Headquarters
(-2 pts from pool)
*2 x Barracks
*2 x Storage Buildings
*Field Hospital
*Parking Lot
*Merctown businesses are unfriendly to CS troops but will sell supplies/equipment to the unit

Intelligence: None
(no pts spent)

Special Budget: Small Potatoes
(all 10 Budget pts spent, -5 pts from pool)
100,000 credits for the group for any one operation. This is replenished EACH operation and can be spent on anything.

Personal Alignment: Not in use, group leader may hire any person he feels is qualified

Criminal Activity: None

Reputation: Scoundrels
(-1 pts from pool)
*Company is viewed with suspicion. Reputation of being overly violent and trustworthy. Nobody is actively pursuing the company, but there is a good chance that employers will short-change or betray the unit if they think they can get away with it.

Salary: Good Salary
(-10 pts from pool)
*2-4 year contract
*Good food, supplies, and services
*Death and dismemberment will result in compensation to families

Average Month's Pay
1700 Credits for Privates
1750 for Lance Corporals
1800 for Corporals
2000 for Sergeants
2800 for Lieutenants
3500 for Captains
4500-7000 for Senior Officers
*Bonuses of 2000 credits are paid to officers every quarter
*Combat troops receive hazard duty bonus of 100 credits a month
*100% of "Acquired gains" are kept by the team members, sponsor holds no claim to acquired gains. (unless that is the mission at hand or the equipment is designated "experimental" or "unknown" by the CS and they repossess it for study).

EACH SUCCESSFUL COMPLETION OF A MISSION WILL RESULT IN THE SPONSOR INCREASING ITS SUPPORT OF THE UNIT BY 5 PTS.
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How Ranks and Contacts Work

Postby CS High Command » Tue Feb 09, 2016 11:09 am

How Ranks Work

A couple of notes: Going off my Navy knowledge, so that is how the ranks will work in this game. In the Navy there are Line officers and non-Line officers. Basically, a line officer is a officer that can eventually become the commanding officer of a ship. Non-Line officers cannot. They are usually supply officers and such. The main difference between them is they type of training and college degree they have. A line officer usually has a technical or engineering degree and has graduated from the Naval War college or gone through ROTC. A non-line officer usually has a non-technical degree, not gone through the Naval War College, but only done ROTC. They can command divisions within the ship, but not an entire ship themselves, and are not in the direct chain of command when it comes to combat.

Translating that to the CS game means that a CS Commando can directly command troops in combat. An RCSG scientist has spent more time in school and not had the combat training (just the basics only). She has a more specialized education that is not focused solely on combat, and thus would not be a line officer. So in the unlikely event of the team leader being incapacitated, the scientist would technically be in charge, but would be strongly advised to heed the advice of her NCO's, as they know what they are talking about as far as combat goes. Also, while the scientist technically should not be in direct command of combat troops, the group leader would be strongly advised to follow the scientist's advice on matters relating to her specialty, namely rifts and magic and such.

As far as salaries go, I went with the base pay in CWC p. 51, or the OCC, whichever was higher. You are all receiving combat pay, and the RPA's and EOD specialist are receiving hazardous duty pay.

Of course this is all largely academic, since you will all be relying on each others strengths to deal with each individual situation, regardless of rank.

Contacts purchased by EP

Closely related to this are contacts purchased by the use of EP or as rewards through play. They will be rated as per the following:

Favorable Contact--Application within the 40-4th: A renowned NCO or low level officer with connections at the lower end of the power spectrum - choose one field of influence: Requisitions, Intelligence, Recon, Infantry, Maintenance/Engineering, etc. Gain +5% to any Requisition checks for that field, in addition to other things.
Influential Contact--Application within the 40-4th: A Captain or Major, or NCO of Staff Sergeant or higher rank; Choose two fields of influence (Gain +10% to any Requisition checks for those fields, in addition to other things) or one geographical area (+5% to any Requisition roll in that area).
Powerful Contact--Application within the 40-4th: A colonel or better, a First Sergeant or Warrant Officer (or better), or some regional civlian big wig (Factory or business owner, ISS Administrator, etc) Choose three fields of influence (Gain +15% to any Requisition checks for those fields, in addition to other things) or one geographical area (+10% to any Requisition roll in that area).
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CS Policies

Postby CS High Command » Tue Feb 09, 2016 11:12 am

CS Policy on Naruni Enterprises

While it is true that the CS has a ban on all Naruni weapons, certain classes (CS Ranger, Special Forces ect.) that frequently operate behind enemy lines can use non-CS gear. Especially if they are operating "undercover". There are even certain weapons the CS prefers over their own gear (JA-11 and JA-12 rifles especially) that the CS will purchase for their troops.

While that is the "official" policy, as directed by Chi-Town, Brigadier General Floyd considers his post in Merctown to be "behind enemy lines" despite the fact that it is an openly CS base. He also considers his soldiers (you the players) to all be "special forces" regardless of what actual OCC you happen to be. As far as he's concerned, you can use your budget to purchase whatever non-CS gear you want. For the current mission, you are pretty much an openly CS squad, but that will not always be the case.

Basically this is an IC reason to explain the OOC reason that I don't want to limit the group to CS gear only, as that would get boring for all of us pretty fast. While Emperor Prosek won't be handing out Naruni gear with best wishes, you can feel free to use what you find along the way during the course of your adventures.

Long story short, have no fear of repercussions from the higher ups in Merctown or out in the field for using non-CS gear. Even other field units other than yours are likely to have some non-CS gear, as the commanders in the field are likely to favor the best gear available to following party line. They just stow the stuff out of site when the bean counters from Chi-Town show up for surprise inspections (which I can guarantee will never happen in this game, as I hated them when I was in the military).

So as far as that Naruni pistol goes, it's up to you as players what you want to do with it. Use it, sell it, turn it in, it's up to you. Also, if I recall correctly, the Naruni pistol was never reported to the general. The only loot the general knows of is the confiscated CS gear and the Jeep. Same deal for that too. Sell it or use it, its up to you.

One other note on CS gear, while I'm at it. Since this game takes place after the Tolkeen war, I assume that there is plenty of wrecked CS gear that has fallen into other peoples hands and been repaired, repainted, and modified. So it is not beyond the realm of possibility that you could "scuff up" some of your CS gear to make yourselves appear to be just another merc group. That coupled with a mix of CS and non-CS gear would allow you to pass through enemy territory easier than if all your stuff is that nice shiny CS black. Like I said, that's not as much of a concern on this mission, but will probably come into play in the future, so it's something to keep in mind. Ford is probably pretty good at making stuff looked banged up, even if he does have to bang it up himself to achieve the desired effect. :lol:




CS Magic Items policy:

Any magic items you get, you can do one of two things with...

1) Keep them. General Floyd has a "don't ask, don't tell" policy in this regard. He knows that if you are working undercover, having a few TW weapons can lend credibility to a cover. After a mission, he will ask what you found, not search your lockers.

2) Instead of selling them back to mages in Merctown, you can turn them in to the CS. You will be paid a bounty of 50% of the items retail value in universal credits. These funds can either be added to the annual budget, or kept separate for your own purposes. (Throw a team party or something.) This might not sound like much, but keep in mind that selling these items on the black market would net you about 50% of retail also, and most likely in black credits, which are only worth about half as much. The CS will pay you in universal credits, so it's a better deal. This encourages their troops to turn the items in rather than sell them on the black market. Eventually these items will be transported to the black vault.

Group Gear Policies

There are two lists of gear in the group gear thread. The first is the group gear, divided up by weapons, vehicles, ect. The second is the group loot.

Everything listed in the different categories in the Group Fund and Storage at the CS Compound thread is considered group gear. This is gear that the CS has already purchased and is available for your use. This gear is in addition to the gear listed on your PC sheets.

The group funds are for purchasing things that aren't in the Group Gear thread. Want a Naruni FF for your armor...that comes out of group funds. The CS still owns it, cause you used CS money to buy it, though.

Repairs work the same way. There is a repair facility on base, but the cost of the repairs to your personal armor or power armor (listed on your sheet) would come out of the group funds. You'll get a discount if one of the PC's works on the stuff, otherwise the rates are listed in the Catch All thread. Repairs made to items listed in the group gear thread are free of charge.

Everything listed in post #8 is group loot. This is essentially the spoils of war, or things the group has picked up on missions. This can either be used by the group, or sold, and the proceeds divided up among the group members.
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House Rules

Postby CS High Command » Tue Feb 09, 2016 11:16 am

Movement House Rules
To determine how far you can move in vehicles, take your current speed in mph, divide it by 15. And then multiply this by 22. This gives you the exact number of meters you will travel in a phase. You don't have to do anything to maintain this speed. See Below for acceleration rules. The current speed of everyone but Egan is 45 mph (66 meters per phase). Egan's current speed is effectively 0.

Maximum Speed and Acceleration:
CS Rocket Bikes (Tesla and Egan): 440 mph (704 km; 645 meters per phase; accelerate at 194 meters per phase to a max of 645m/phase.)
Red Demon Mark V APC: 75 mph (120 km; 110 meters per phase; Accelerates at 11 meters per phase to a max of 110 m/phase.)
Road Boss Combat Chopper (Freeman): 185 mph (Speed: 270 meters per phase; Accelerates at 68 meters per phase to a max of 270m/phase.)
SuperSAMAS (Fae): 500 mph (734 meters per phase; accelerates at 184 meters per phase to a max of 734m/phase.)
Death Wing PA (Snoopy): 600 mph (880 m/phase / Max Accel: 264 meters per phase to a max of 880 m/phase)
Prowler Hovercycle (Caesar): 185 mph (Speed: 270 meters per phase; Accelerates at 68 meters per phase to a max of 270 m/phase.)
Fragmentation, Smoke, and High Explosive mini-missiles: 500 mph (Speed: 734m/phase; Accelerates at 221m/phase to a maximum of 734m/phase.)
Plasma Mini-Missiles: 1200 mph (1760m/phase; accelerates at 528m/phase to a max of 1760 m/phase.)
Armor Piercing Mini-Missiles: 1400 mph (2054m/phase; accelerates at m/phase to a max of 616m/phase.)

Acceleration:
Almost any vehicle may accelerate 10% of it's max speed per phase, increasing it's movement rate. Doing this requires an action spent driving. You may shoot wild as part of this action, but you must make a piloting roll and take a -15% penalty to the roll. If you dodge, you must make a piloting roll (no penalty unless noted).
Flying Power Armor (like SAMAS, SuperSAMAS, jet packs, Freeman's motorcycle and most hovercycles can accelerate at 25% of their max speed per phase. All are high speed vehicles meant for quick speed reaction times.
Vehicles with actual jets accelerate at 30% of their max speed per phase. This includes most jets, contragrav vehicles, the Death Wing and Rocket Bikes.

When you dodge, you can choose your direction, but your speed is everything you've got. You can accelerate or go at your current speed, but you go the maximum distance allowed by your speed.

Turning normally (45 degrees at most) requires an action and you must not be going faster than cruising speed. Turning more than 45 degrees requires you to decelerate to at least 10% of your current or cruising speed, whichever is lower. Going faster than this requires a boot-leg turn (-25% up to 1/2 of your cruising speed, -50% otherwise. Other penalties may apply. The same applies to elevation changes for flying vehicles.

You can shoot while moving at your previous speed without making a control roll (unless conditions require it, GM call). You still count as shooting from a moving vehicle, except if you're using on board weapons. You get all of your bonuses, as long as you're not trying to take called shots. The normal RUE rules for called shots, aimed shots, attack penalties for shooting from a moving vehicle, and anything else still apply.

Shooting while accelerating requires a control roll at -15% and only allows you a wild shot (as per RUE). Care should be made to ensure facing of the vehicle and the weapon is still logical. I do not really want to get into battle maps for this stuff. I want to keep it fairly abstract. As such I'll be keeping track of distances between you and the bad guy, and there will be some wiggle room on facing as well. Worst case you'll need to make a control roll. If after you realize you don't want to risk the action knowing the control roll penalties, I'll let you revise it. That offer only applies until I resolve combat. Being on IM while I am resolving combats is advantageous to you. :) And with my crazy schedule there's a fairly even chance for that to happen to anyone. :)

Alright, I told you I'd provide an example, so here it is. Here's a scene with CS Troopers on rocket bikes and a crazy on a motorcycle like Freeman's. For the record, these are actual rolls I made elsewhere. :)

CS Trooper 1 (Who is a scout JUST like Egan :) ) and CS Trooper 2 (Who is remarkably like Tesla) are waiting at an ambush point waiting for the miscreant on the motorcycle to show up. They are currently at rest on a building, but with idling engines ready to spring to action at a moment's notice. They are in the ruins of Old Chicago in what used to be a downtown area. It's now littered with debris and junk from all the battles and ever fought in the area. No one in their right mind would ever drive on the streets. But then again, the Crazy they are waiting to ambush is hardly in his right mind.

The Crazy speeds by at half his maximum speed, mostly because even his fast reactions require a little warning to avoid the dangers on the streets. He is using a combination of the bike's good jumping capabilities and heavy weight to bull through the Old Chicago streets.

The Crazy is traveling at 136 meters per phase. The two troopers are stopped, but are idling (no start up time!). Initiative comes out as: Crazy Jack (7 apm, so one action in phase 1, 3, and 5; 2 actions in phase 2 and 4, +4 init, +4 to dodge, +3 more to dodge because the CS troops set off his sixth sense), Trooper 1 (Egan's clone; 5 APM, one action in each phase), Trooper 2 (Tesla's Clone; 5 apm, one action in each phase).

Phase 1 wrote:Crazy Jack: Seeing/Sensing the CS soldiers, he takes a gamble. After all, if he blows them away, they can't fire at him. He does a bootleg turn when he is 100 meters away (-50% control roll, with a 80% skill rating and actually manages it without crashing; he rolls a 27). He then gets a wild shot at the one on the left (Trooper 2). His roll is a 10 after penalties. His new effective speed is reduced by his acceleration/deceleration rate of 68. His new speed is 68. He then rolls a new control roll (because he fired) and gets 35 on that roll (80-15=65%, so he passed it).

Trooper 1: Accelerates into the air, mostly because to stay still is to die when you've got a huge cannon shooting at you. He takes a pot shot with his vehicle lasers, because why not! He rolls a modified 11 to strike. His Pilot Hovercycles skill is 97%. Even with the -15%, his 79 still beats his 82% skill proficiency. Man can he ride a jet bike! He moves ahead 80 meters, easing off the throttle so he can get another shot in on the Crazy who is now heading towards him at ground level.

Trooper 2: Trooper 2 knows that she has to get the hell out of dodge. She rolls a piloting check against her 75% skill rating, and passes with a 35. She then rolls a dodge of 14+3=17. She evades the shot! She moves 161 meters straight ahead down the street. She overshoots the crazy by a good 50 meters, but it's better that than being splattered against a building!


Phase 2 wrote:Crazy Jack: Jack may be crazy, but not so crazy as to not avoid lasers when shot at him! He hits the rocket assisted thrusters and moves himself forward 68 meters. His skill is 70, plus 10% from the bike, and he rolls a 79. Whew! Barely! He rolls a dodge of 4, and adds his +7 (because it is the first melee) to it, barely beating Trooper 1's shot! He then pulls another bootleg turn, throwing himself back around the way he'd been going (80-50=30%, he rolls a 4!), knowing his chance at shooting them down is nil if he's not moving. He accelerates with his second action. This puts his new speed at 136.

Trooper 1: Undeterred, and content that he can catch up to the crazy if he needs to, Trooper 1 does not accelerate. He has range and direction of travel on his side after all. He moved 80 meters last turn, leaving 20 meters between them. Then the juicer moved 48 meters past him, turned around, and then moved 136 meters. After a quick check of the calculator, the GM informs Trooper 1 that the bad guy is now 88 meters ahead of him. Trooper one keeps his speed of 80 meters, and closes in behind him. Since he isn't accelerating or dodging, Trooper 1 shoots at the bike without the need for a control roll. There are movement penalties, and with all of that counted, his modified attack roll is a 12.

Trooper 2: With the threat of the cannon no longer driving her actions, Trooper 2 does her own bootleg turn. Her skill is 75-50=25%. She rolls a 44! Oh no! She gets lucky as the GM tells her she doesn't crash into anything. A follow up piloting check brings her wayward hovercycle under control, but her effective speed is now 0. Both of the others speed past her.




I could continue the example, but I hope that will prove useful enough to illustrate some of the ways this can work out. The current situation in game (with you guys intent on moving through) gives us a perfect chance to test this without having to worry about a lot of combat.






Radio Transmission House Rules

1) All CS radio communications are scrambled. This does not mean you need the skill Radio:Scramblers to use the radio, the same way you don't need a satellite communications skill to use a cell phone, or a scramblers skill to run your cable box. Want to listen in on a scrambled conversation, or want HBO for free? Then you need the scramblers skill to break the scramble. (Cryptography would also be helpful.) When you hear it scrambled, I always think of the CS scramble sounding something like the imperial probe droid in Empire, but that's just me. :)

2) Unless otherwise stated, assume that a radio transmission went over the scrambled team frequency for all to hear. If you want something else, you need to be specific. Either state who you are sending the transmission to, or that you are using the open frequency (meaning a non-scrambled frequency that all can hear, including non-CS). An open frequency would be more like a CB or HAM radio, where anyone listening to that freq. can hear what you say. The scrambled team frequency would be like a big 8 way cell phone call, and each team members personal frequency would be like a regular cell phone call.

3) Normally I will not require a roll on Radio:Basic for a standard post. Only during "stressful" situations should you roll on the skill. ie Combat. However, if you have any doubts, it's best to post the roll.

4) It is a relatively simple matter to relay a radio signal through a long range transmitter, such as the skull walker or death bringer. Kind of like a conference call or 3 way call on a cell phone.

Weapon Engineer and Weapon Systems House Rules
To get the bonuses from the weapons systems and weapons engineer skills:

--Roll Weapons Systems once per melee, success grants a + 1 to any strikes made with the vehicular weapon that round. This roll does not require an action.

--Roll Weapons Engineer once for the entire combat scene, representing calibrations and last minute adjustments to the weapon. A successful roll results in a + 1 bonus to all strikes made with the adjusted vehicular or heavy weapon. This roll takes an action (unless used just prior to the combat). If the initial roll fails, additional attempts can be made at the cost of additional actions.

Tinkering Rules using Telemechanics in place of full engineering skill
A psychic with enough experience, basic mecahnics, and basic electronics can effectively use telemechanics to make a pretty convincing engineer. They can't do their own groundbreaking work, but repairs, teardowns, and rebuilds are all within their ability to do. So removing a turret, for example, could be done easily, as could installing it in its accepted housing. But a jury-rigged install would require a real engineer. Even so there are some limitations:

Rules for a psychic with Basic Mechanics and Basic Electronics
  • If the usage of the weapon has no blueprints, or is some sort of field refit, the psychic will be useless beyond the scope of their use of basic mechanics and basic electronics (though they could use Telemechanics for a slightly higher percentage), or the repair of the individual components. Being able to trace a rat's nest of wires in your head because you know the "diagram" doesn't help you get through that rat's nest of wires ANY faster or allow you to troubleshoot better.
  • Without knowledge of the actual engineering skills, a psychic has a penalty.
    • Telemechanics AND Total Recall: Subtract the psychic's level of experience as a psychic from 15. The psychic takes a penalty of -2% per level of experience difference. A 7th level psychic would be 8 levels down, so -16%. A 4th level psychic would be 11 levels down, so -22%. In this regard, again, experience with the power and their ability is a great equalizer. I.S.P. Usage: They only need to activate their telemechanics once during the task, and then use Total Recall once as well. This covers them for one attempt of a day's work.
    • Telemechanics (no Total Recall): Triple the penalty related to experience.
  • A single activation of Telemechanics works on one subsystem at a time.
Rules for a Psychic with Actual Engineering Skills
A psychic engineer with this power adds a bonus to their engineering skill. This can also be used to make up the gap between a skill the engineer has and one he does not (see above).
  • Telemechanics AND Total Recall: The psychic takes a penalty of +4% per level of experience. A 7th level psychic would be +28%. A 4th level psychic would be +16%. In this regard, again, experience with the power and their ability is a great equalizer. I.S.P. Usage: They only need to activate their telemechanics once during the task, and then use Total Recall once as well. This covers them for one attempt of a day's work.
  • Telemechanics (no Total Recall): Half the bonus from above.

House Ruled Version of Military Etiquette
Military Etiquette (Expanded): A clear understanding of the way the military works, including rules of behavior (when to salute, how to address superiors and subalterns, etc), military procedures and routines, standard issue of equipment, special ordering procedures, proper display of rank and medals, advancement in rank, proper troop formations, how to deal with the military bureaucracy, the chain of command, proper channels, who to contact to get things done, enough basic literacy to navigate common markings and directions (not functional literacy, but enough for the average soldier to get by), and more. Base Skill: 35%+5% per level of experience. Note: All Coalition soldiers have a fundamental knowledge of this skill (equal to a percentage of 30% that never increases), but this skill is much more complete with a strong knowledge of what is expected, correct, and the formal (by the book) approach. The basic knowledge also includes the functional military literacy component. While being able to read and write is not a requirement for the average soldier, they do have to know and recognize signs and forms, and other basic tasks. It gives a basic literacy equal to the character's percentage in this skill, divided by 3 (round down). Despite this, the character still reads at a first to second grade level, slowly and with a great many mistakes. Writing is sloppy and slow. Luckily for the average soldier that most things are voice command and only recognition is truly required, not a deeper understanding.
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Notable NPCs

Postby CS High Command » Tue Feb 09, 2016 11:28 am

CS NPCs and Inactive PCs

2nd Lt. Amelia Von Petra (Human /Female; RCSG Scientist) Currently imprisoned in Lone Star for Magical corruption and the like.
Pvt Edward "Lugg" Johnston (Human/Male; Coalition Grunt) Currently spending time in Lone Star as a willing test subject, then will transfer back to the 110th.
S-Spec Lana "Nyx" Dunbar (Human/Female; Psi-Ghost) Went AWOL during mission, may be considered hostile
Sgt Jonathan Taylor (Human/Male; CS Combat Cyborg) Called away to deal with family related issues.
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Suggested Reading and Military Jargon

Postby CS High Command » Tue Feb 09, 2016 11:40 am

Reading List
This is a resource for players, so that they will be working from the same basic knowledge base as the GM when it comes to Rifts, the C.S. and the C.S. Army. My own view of the CS is advanced slightly from this and changed in certain ways, but this is where I got the information. Most of you know all of this, but I figure a resource list is never a bad idea. Some of this comes from the Navy game I run offsite, so there is some unnecessary and outdated (in-game wise) information here, but not much.

Reading of Note:

History of the World: Rifts: Unlimited Edition page 9-41
Ley lines and Rifts: Rifts: Unlimited Edition Page 191-197
The Coalition States: Rifts: Unlimited Edition Page 229-231
Coalition Laws & Penalties: World Book 11: Coaliton War Campaign page 28-33
Coalition Police & Law Enforcement: World Book 11: Coaliton War Campaign page 178-195
    The ISS Organization: World Book 11: Coaliton War Campaign page 178
    Psi-Net: World Book 11: Coaliton War Campaign page 190
    Recruiting Psychics: World Book 11: Coaliton War Campaign page 192
    Psionic Research: World Book 11: Coaliton War Campaign page 193
The CS & Psionics: World Book 12: Psyscape page 141-147
    Psi-Battalion: World Book 12: Psyscape page 144
    Bonuses from CS Psionic Training: World Book 12: Psyscape page 145
CS & Chi-Town Slang: World Book 11: Coaliton War Campaign page 33
The Coalition Army: World Book 11: Coaliton War Campaign page 35-
    The Military Presence: World Book 11: Coaliton War Campaign page 35
    CS Heirarchy: World Book 11: Coaliton War Campaign page 36
    Components of the CS Army: World Book 11: Coaliton War Campaign page 39-40
    Modern Warfare on Rifts Earth: World Book 11: Coaliton War Campaign page 40-42
    CS Stratgies: World Book 11: Coaliton War Campaign page 42
    Enlistment & Conscription: World Book 11: Coaliton War Campaign page 44
    Indoctrination: World Book 11: Coaliton War Campaign page 44
    The Coalition: Good or Evil?: World Book 11: Coaliton War Campaign page 45-50
    Rank Ceilings and notes: World Book 11: Coaliton War Campaign page 52
    CS Military Uniforms: World Book 11: Coaliton War Campaign page 54-56
    Medals and Awards: World Book 11: Coaliton War Campaign page 56-58
Dog Boy: Rifts: Unlimited Edition page 142
    World Book 13: Lone Star Page 22-43
Other Mutant Animals and Experiments: World Book 13: Lone Star Page 64-98
Psi-Stalkers Rifts: Unlimited Edition page 152
    World Book 13: Lone Star Page 159
Coalition War machine: Rifts: Unlimited Edition page 238-261
The 'Burbs: World Book 11: Coaliton War Campaign page 197-214
The Imperial Family and Supporters: World Book 11: Coaliton War Campaign page 214-219
The CS Navy, Commerce and other Matters: Source Book 4: Coalition Navy page 7-26 (important for everyone, not just Navy)
    A Matter of Commerce: Source Book 4: Coalition Navy page 7
    Origins of the Navy: Source Book 4: Coalition Navy page 14
    The Navy is Born: Source Book 4: Coalition Navy page 16
    The Fleets of the Navy: Source Book 4: Coalition Navy page 18
    Notable Bases: Source Book 4: Coalition Navy page 19
Common Gear: Rifts: Unlimited Edition page 261-274

Game Rules: Rifts: Unlimited Edition page 274-368
Notable Game and Rifts Terms: Rifts: Unlimited Edition page 276
Attribute Bonus Chart: Rifts: Unlimited Edition page 281
weight and Movement: Rifts: Unlimited Edition page 286
Understanding Damage Ratings: Rifts: Unlimited Edition page 286
Alignments: Rifts: Unlimited Edition page 289
Experience: Rifts: Unlimited Edition page 292
Skills:
    Selecting Skills: Rifts: Unlimited Edition page 299
    Secondary Skills and what can be a secondary skill: Rifts: Unlimited Edition page 300
    Overall Skill List: Rifts: Unlimited Edition page 302-303
    Communication Skill Descriptions: Rifts: Unlimited Edition page 304
    Cowboy Skill Descriptions: Rifts: Unlimited Edition page 306 (not used)
    Domestic Skill Descriptions: Rifts: Unlimited Edition page 307
    Electrical Skill Descriptions: Rifts: Unlimited Edition page 308
    Espionage Skill Descriptions: Rifts: Unlimited Edition page 308
    Horsemanship Skill Descriptions: Rifts: Unlimited Edition page 310
    Mechanical Skill Descriptions: Rifts: Unlimited Edition page 312
    Medical Skill Descriptions: Rifts: Unlimited Edition page 313
    Military Skill Descriptions: Rifts: Unlimited Edition page 314
    Physical Skill Descriptions: Rifts: Unlimited Edition page 316
    Pilot Skill Descriptions: Rifts: Unlimited Edition page 318
    Pilot Related Skill Descriptions: Rifts: Unlimited Edition page 320
    Rogue Skill Descriptions: Rifts: Unlimited Edition page 320
    Science Skill Descriptions: Rifts: Unlimited Edition page 321
    Technical Skill Descriptions: Rifts: Unlimited Edition page 323
    W.P. Ancient Weapons Skill Descriptions: Rifts: Unlimited Edition page
    W.P. Modern Weapons Skill Descriptions: Rifts: Unlimited Edition page 328
    Wilderness Skill Descriptions: Rifts: Unlimited Edition page 329
Insanity: Rifts: Unlimited Edition page 330
Basic Combat Rules: Rifts: Unlimited Edition page 339
    Combat Terms and Moves: Rifts: Unlimited Edition page 344
    Hand to Hand and Robot Vehicle Combat: Rifts: Unlimited Edition page 347
    Injuries and recovery: Rifts: Unlimited Edition page 354
    Mega damage and MDC: Rifts: Unlimited Edition page 355
    Ranged Combat: Rifts: Unlimited Edition page 360
    Missile Combat: Rifts: Unlimited Edition page 362
    Psychic Combat: Rifts: Unlimited Edition page 366
Horror Factor: Rifts: Unlimited Edition page 367
Perception: Rifts: Unlimited Edition page 367

Know thy enemy:
Borgs: Rifts: Unlimited Edition Page 45
Crazies Rifts: Unlimited Edition Page 53
Cyber Knights Rifts: Unlimited Edition page 61
Glitter Boy Rifts: Unlimited Edition page 67
Headhunter Rifts: Unlimited Edition page 74
Juicer Rifts: Unlimited Edition page 78
Ley line Walker Rifts: Unlimited Edition page 113
Mystic Rifts: Unlimited Edition Page 118
Shifter Rifts: Unlimited Edition page 120
Techno-Wizard Rifts: Unlimited Edition page 126
Dragon Hatchlings: Rifts: Unlimited Edition page 156
Rogue Scholar Rifts: Unlimited Edition page 93
Rogue Scientist Rifts: Unlimited Edition page 95

And Know the Salt of the Earth
City rat Rifts: Unlimited Edition page 88
Cyber Doc Rifts: Unlimited Edition Doc page 89
Operator Rifts: Unlimited Edition page 91
Vagabond Rifts: Unlimited Edition page 97
Wilderness Scout Rifts: Unlimited Edition page 98

Some are good, most are enemy
Burster Rifts: Unlimited Edition 139
Mind Melter: Rifts: Unlimited Edition page 150



In regards to the Religious aspects of the Coalition
WB 11 p. 197 wrote:9. The worship of supernatural monsters, demons, intelligences and the inhuman in general, is illegal and will not be tolerated. The CS will respond accordingly

Taken at face value any worship that is more than a matter of faith is illegal. Note, there is nothing (that we're given proof of in the books so far) that makes Christian worship supernatural in nature. In fact if we take the Fire and Brimstone Preacher (New West) as our guide, it is in fact completely non-supernatural. Any actual magic from a clergyman is likely from their belief in magic in general, and not specifically their faith.

WB 11 p. 198 wrote:Consequently, the unspoken law of the Burbs is, be subtle, careful, don't cause the human city any reason to worry, don't make too much noise, don't threaten CS authority, and don't make a fuss, because where the CS is concerned, what they don't see doesn't bother them.

If all you're doing is gathering socially and singing, the CS won't care. if you're selling a program that doesn't badmouth the CS, even in a subtle way, they won't care. If you keep the nationalist ideology in mind, they will tolerate a lot. After all, as long as your first allegiance is to the State and not some alien thing, why should they care how you define your morality. Magic and the supernatural are the enemy, as are ideas that naysay the nationalist message of the Propoganda department.

Sourcebook 1 (Non-Revised) wrote:Generally, the average citizen is of a good or selfish alignment. Of course, there is your criminal element and those of evil alignments who prey on others, just as we have in our real world today. However, the majority are well meaning people who try to eke out fruitful, happy lives without ever hurting anybody. Yet, the orientation, beliefs, fears, and morals of the average CS citizen makes them the enemy of most psychics, men of magic, mutants, non-humans, and D-Bees. Why? Because they have been taught that these strange people are the enemy and should be feared, shunned, enslaved, or destroyed.

While you can have good and selfish aligned populace without a general faith being followed, in general I usually assume at least low level acceptance of non-supernatural faith when I run the CS. It's perfectly fine for a soldier to have a faith according to the bible - as long as any "miracles" can be explained as psionic in nature or simple coincidence. Your mileage may vary and that's fine.

WB 14 p. 116 wrote:The Fire and Brimstone Preacher will "smite down the wicked" with his fists, a kick in the pants, a stick, sword or a gun. Such characters are hard men (and occasionally women; 15%) for hard times. Most have grown intolerant of the lawlessness, cruelty and injustice they see around them, and have become militant in their crusade to crush (or at least drive) evil and wickedness from the land. Most are good people who sincerely care about the weak, innocent and downtrodden, especially women and children. However, the Fire and Brimstone Preacher is also more likely to harbor resentment and bigotry toward D-bees and even encourage their extermination; Simvan and Mountain Giants are often on the top of their list. They also have little kindness or respect for "heathens" such as Native American Indians and Psi-Stalkers, or any people who worship ancient "pagan" spirits and alien gods. As for the supernatural, these preachers often lead crusades against the demonic, and actively promote the destruction of all supernatural beings. "As the Lord drove the serpent out of paradise, so must we drive the demons and monsters of the Rifts from our world." This usually includes dragons, shapechangers, (supernatural or not), and all monstrous and reptilian beings regardless of their alignments and intent.

Speaking of the Preacher OCC: There's very little here the C.S. would disagree with, and one could EASILY see a non-supernatural ethos of fire and brimstone going over well with C.S. authorities - even if they still denounce it officially as a distraction and "quaint" view of official C.S. doctrine.

Military Jargon
Here is some Military jargon (mostly Navy) for all you land lubbers out there.

  1. AFFF - Aqueous Film Forming Foam. A fire-fighting agent which is mixed with water and sprayed on flammable liquids fires. Pronounced "A triple-F". Aka 'Light Water' for the foam's ability to float on oil or gasoline. Replaced protein foam. Unlike blood-based protein foam, AFFF is self-healing, in that holes in the foam blanket will close by themselves, preventing reflash.
  2. Air Boss – The watchstander responsible for the safe operation of the carrier’s flight deck. His minions direct the placement of aircraft on the deck, monitor the operation of catapults and arresting gear, and direct firefighting efforts if a crash occurs.
  3. Airdale, airedale - Naval aviator, aka 'BROWNSHOE'. Can also refer to any member of the aviation community, officer or enlisted. From envy, often modified by non-aviation types with the adjective "fucking".
  4. Alert Five - Aircraft on five-minute alert. This generally requires that the aircrew be seated in the aircraft at all times. There may also be aircraft/aircrews on alert fifteen, etc.
  5. Birds Free - Permission has been granted to fire missiles.
  6. Birds Tight – Permission to fire is refused.
  7. Bitchbox – Intercom or amplified circuit used to communicate between spaces of the ship.
  8. Boot – Rookie or newbie, as in ‘boot Ensign.’ Originated in the habit of referring to a new man as ‘bootcamp,’ rather than by name.
  9. Bravo Zulu - Phonetic pronunciation of 'BZ' from the NATO signals codes. Signifies 'Good Job' or 'Well Done.'
  10. Bug juice - A substance similar in appearance to Kool-Aid which is served as a beverage aboard USN ships. Its color has no bearing on its flavor. Largely composed of ascorbic acid. Used extensively as an all-purpose cleaner/stripper for bulkheads, decks, brass fire nozzles, and pipes.
  11. Butter Bar – Ensign/Second Lieutenant (O-1 paygrade), so called for the gold bar collar device.
  12. Captain's Mast - Non-judicial disciplinary procedure, usually meted out by unit commanders.
  13. CBDR – Constant Bearing, Decreasing Range. When comparing another object’s (ship, aircraft, missile, etc.) movement relative to your own, if there is no BEARING DRIFT and distance is decreasing, it’s an indication that collision is about to occur.
  14. Class Alpha Fire – A fire which leaves ashes.
  15. Class Bravo Fire – A fire involving flaming liquids.
  16. Class Charlie Fire – An electrical fire.
  17. Class Delta Fire – A fire involving special materials and firefighting methods. Commonly thought to consist of a fire involving flammable metals, which is one example of a Class Delta fire; another type of Class Delta fire involves deep fat fryer equipment.
  18. Cluster Fuck – An evolution remarkable for its significant lack of excellence. Mass confusion and chaos. Similar to a GOAT ROPE, Chinese Fire Drill, etc.
  19. Condition 1 - General Quarters (battle stations). May be modified for certain conditions, such as Condition 1-AS, in which all antisubmarine watch stations and weapons are manned, but AAW stations may not be. Modified conditions are used to minimize crew fatigue, which can be a significant factor over a prolonged period at battle stations. Other types of modified conditions include 1-SQ (battle stations for missile launch).
  20. CPA – Closest Point of Approach. The range and bearing to the closest point of another vessel’s passage, relative to your own.
  21. Deck Ape - Surface fleet personnel, usually Boatswain's Mates, that care for topside gear and equipment. A type of KNUCKLE-DRAGGER.
  22. DILLIGAF – Do I Look Like I Give A Fuck? A term indicating sublime indifference to someone else’s plight.
  23. Field Day - To scrub or otherwise clean a ship's spaces. Usually ordered when the COB or the XO thinks morale is low.
  24. Fire For Effect – A signal indicating that the correct spots have been applied and rounds are falling on target; the firing battery should begin rapid fire.
  25. Float Test - Testing the buoyant qualities of unwanted material while at sea. Whether it passes the test or not, it is outta here.
  26. Foul Bore – (1) In gunnery, an unsafe condition where the bore of the gun is not clear after firing. It may be obstructed by a stuck shell casing, an entire round, or other unwanted foreign material. (2) Someone who repeatedly tells uninteresting sea stories.
  27. Foul Deck - A flight deck which is unsafe for landings. May be due to a crash, location of an aircraft, gear or personnel, or the condition of the deck surface.
  28. Geedunk, Gedunk - (1) Dessert/junk food/candy, or a place to buy same. Aka 'pogey bait'. (2) "Extras" or benefits, awards, ribbons, or medals. (3) Easy or "sweet" duty.
  29. Give Way – (1) An order to oarsmen to begin pulling. (2) In the Rules of the Nautical Road, a ship which must maneuver to avoid another ship is called the "give way vessel." Similarly, it may be used to refer to getting out of someone’s way.
  30. GLOC - G-induced Loss Of Consciousness. Pronounced 'gee-lock'. Can be induced by magnitude or duration of the G load, the rate at which G's are applied, or a combination of these factors.
  31. Golden Shellback - One who has crossed the Equator at the International Date Line.
  32. GQ - General Quarters. The call for all hands to man battle stations. Often used prepare the crew to react to a potential emergency. For example, a ship will call away general quarters for a major fuel or oil leak in the engineering spaces (to prepare in case a fire results). RN form is Action Stations.
  33. Hangar Queen – (Aviation) An aircraft that never seems to be in flyable condition, it often sits in a corner and provides spare parts for serviceable aircraft instead.
  34. Head – Marine toilet.
  35. Heave to – In a sailing ship, to come into the wind and essentially stop, with minimum sail area exposed. Used to wait out a squall or storm.
  36. Hollywood shower - An excessively long shower.
  37. Hook – (1) Anchor. (2) (Aviation) Short for tailhook.
  38. Horse-cock - Sandwich meat, usually served at MIDRATS or during relaxed states of GQ, made with mystery meat masquerading as bologna or other lunch meat. The legendary 'tube steak.' Aka 'cylindrical sirloin', 'fillet of mule tool.'
  39. Hot Rack (or Rack) – Sharing of beds due to a lack of living space aboard ship.
  40. Hull Down – The term for a ship when viewed at such a distance that only her upper works (structure above the weather deck level) can be seen.
  41. Hull Up – The term for a ship which is sufficiently close that her weather decks may been seen.
  42. Knot – A measure of speed, equating to one nautical mile per hour. "Knots per hour" is incorrect usage.
  43. Knuckle-dragger - Any sailor whose job requires more brawn than brains. See DECK APE, ORDIE.
  44. Ladder – Stairs aboard ship. Found in a "ladderwell" (stairwell).
  45. Lagging – Fiberglass insulation material commonly attached to bulkheads, ducts, and piping.
  46. Lagging Paste – Oatmeal.
  47. Lifer (or Lifer Dog) – A career member of the service, or one who has been in a long time.
  48. Line – (1) What mere mortals call ‘rope’, the sailor calls ‘line.’ Small line is called by the number of threads it’s made up of (e.g. 9-thread line); larger line is sized by its circumference (rather than diameter).
  49. Line-Crossing Ceremony - The ceremony which turns POLLYWOGs into SHELLBACKs. Enjoyed much more by the Shellbacks than by the 'Wogs. Held when a vessel crosses the Equator. During the ceremony, POLLYWOGS are made to go through a number of ordeals, each more disgusting than the last. These trials are conducted in full view of KING NEPTUNE and his court. Once the ceremony is completed, the POLLYWOG is now a SHELLBACK. Similar ceremonies are conducted for Orders of the BLUENOSE and REDNOSE.
  50. Mail Buoy Watch - A practical joke pulled on inexperienced crewmembers and midshipmen which revolves around convincing the victim that mail is delivered to a ship at sea via a buoy.
  51. Material Condition Xray - A material condition where fittings or closures (hatches, watertight doors, valves, flappers, etc.) marked with an 'X' ('X-ray, in the phonetic alphabet) must be closed. Generally seen only inport. Surface ships only.
  52. Material Condition Yoke - Closures marked 'X' and 'Y' must be kept closed. This is the normal daylight underway material condition, and represents a minimal condition of watertight integrity.
  53. Material Condition Zebra - All fittings and closures marked 'X', 'Y', and 'Z' must be closed. Maximum watertight integrity. "Set Condition Zebra" is the command to close all water-tight doors, hatches, and fittings throughout the ship. Usually follows the call to GQ.
  54. Material Condition Circle William - A material condition involving ventilation fittings and machinery marked with a 'W' inside a circle. Used to control the spread of smoke in a fire belowdecks, or in preparation for an NBC attack.
  55. Midrats - Food served at midnight for ongoing watchstanders, although the oncoming watch section commonly does not get up early enough to partake. Offgoing section gets the remnants, if any. Usually a combination of leftovers, plus something new to round out the service. A contraction of "midnight rations."
  56. Monkey on a stick - Derisive term for dish similar to satay chicken, served on skewers, by street vendors in any port of call. In third-world countries, only consumed by drunk sailors and Marines, due to questionable sanitation practices.
  57. Navigator - Officer responsible, under the captain, for safe navigation of the ship. Aka 'Gator', 'Nagivator', 'Old Clueless'.
  58. Nonskid - An epoxy compound applied to deck surfaces to improve traction for feet and wheels. At the end of a cruise, when a flight deck's nonskid is mostly gone, not to mention oily and/or greasy, taxiing or landing can be even more of an adventure than usual. Usually applied to all weather decks of any ship.
  59. Oh Dark Thirty - Very late at night, or very early in the morning. Aka Zero Dark Thirty.
  60. Order of the Blue Nose - One who has crossed the Arctic Circle in a ship.
  61. Order of the Red Nose – A fraternal order made up of those who have crossed the Antarctic Circle in a ship.
  62. Peak and Tweak – An activity intended to bring electronics, avionics, or other systems to optimum operating condition.
  63. Pig of the Port - The least attractive member of the opposite sex brought aboard during a port visit. Awards and honors are often granted, though seldom sought after.
  64. Plank Owner – A member of the original commissioning crew of a ship. Traditionally, when a plankowner leaves, he is presented with a piece of the wooden decking. Since the advent of all-metal warships, however, a common plankowner memento is a plaque bearing a brass or bronze escutcheon constructed from the machining scraps of the propellers.
  65. Pollywog, Polliwog - One who has never crossed the Equator aboard ship and become a SHELLBACK. Aka 'wog'. Frequently modified by the adjective "slimy".
  66. Port and Starboard – (1) Watch schedule where one stands 6 (or four or eight) hours on, the same amount of time off watch, then back on watch. Aka "Port and Stupid." (2) Before ships had rudders, they were steered by an oar which was positioned on the quarter. This side was known as the "steer board side" which, over time, was corrupted to "starboard side." For a long time, the other side of a ship was known as the "larboard" side, even into the 1700s. This led to confusion and difficulty in giving orders during storms, etc., where it might be easily confused between starboard and larboard. Since the larboard side was also the side of the vessel which was placed against a pier or dock, it became known as the "port" side, i.e. when you went into port, that side of the ship was against the pier.
  67. Puke – People, or person. "What are those pukes up to?" "He’s a drifty puke, isn’t he?", etc.
  68. Roach Coach – Mobile food vendor’s vehicle or gedunk stand.
  69. Salty – One whose level of experience is extreme. One who is "in the know" regarding matters maritime.
  70. Scope Dope – A radar scope, or one who watches same.
  71. Scullery Slut - Junior hands assigned to work in the mess decks (enlisted eating area) to clean dishes, serve the Chiefs, make coffee, etc.
  72. Scuttle - (1) A water-tight opening set in a hatch or bulkhead. (2) To intentionally sink a ship or object. (3) To punch a hole in something.
  73. Scuttlebutt - (1) Drinking fountain; Originally, a BUTT which had been SCUTTLED, used to hold drinking water for crew access in sailing ships. (2) Gossip or rumors. Originated from the habit of crewmembers of talking while at the scuttlebutt.
  74. Sea Daddy - Someone who takes a less-experienced crewmember under his or her wing and expert tutelage. Often, and traditionally, when a CPO takes care of and educates a boot ensign.
  75. Sea Story – A tale of nautical or airborne derring-do. Differs from a fairy tale only in that while a fairy tale begins "Once upon a time," a sea story begins either "There I was," (aviation version) or "This is no shit," (seaborne version).
  76. Shellback - One who has crossed the Equator. Frequently modified with the adjective "trusty".
  77. Shift Colors - When a ship moors, the national colors are broken on the stern, the Jack is broken on the bow, and the national colors ("steaming colors") are hauled down at the masthead, all at the instant the first line goes over. When the ship gets underway, as soon as the last line is cast off the dock, the Jack and colors are struck at bow and stern while the steaming colors are broken at the masthead.
  78. Shitbird – A screwed-up person.
  79. Shot – (1) (Artillery) A radio call that a round has been fired. See also SPLASH. (2) A unit of measure for anchor chain. In this usage, a shot is 15 fathoms (90 feet). (3) (archaic) A unit of measure equaling a league (3 nautical miles). This appears to be the origin of the convention that a country’s territorial waters extend 3 miles out from its shores—a country was able to claim what it could control with its guns. That is probably also the origin of the term itself—"gunshot" or "cannon shot" became simply "shot."
  80. Skate - One who avoids work. See BANDIT. Also, to get out of something, e.g. work.
  81. Sliders - (1) Hamburgers. So greasy, they "slide".
  82. Sliders with lids - Cheeseburgers.
  83. Snipe - Crew members in the engineering rates; someone who works in the engineering spaces and seldom is seen topside when underway. MM's (Machinist's Mates) and BT's (Boiler Technicians) are ultimate snipes. In today's modern gas turbine fleet, also includes GSM (Gas Turbine Specialist, Mechanic), GSE (Gas Turbine Specialist, Electrician), and EN (Engineman). It is believed that true snipes cannot stand direct sunlight or fresh air, must have machine oil in their coffee in order to survive, and get nosebleeds at altitudes above the waterline. It is also firmly believed that fresh-air sailors who venture into SNIPE COUNTRY are never seen again.
  84. Snipe Country - The engineering spaces, bilges, and voids where the snipes dwell. Considered to be extremely dangerous territory for non-snipes. "The snipes will get you" is commonly used to deter sailors from going too far below decks.
  85. Splash – (1) Signifies the kill of an aircraft, e.g. "Cowboy one-six, splash one." (2) (Gunnery) A radio call warning that a salvo or shell will land in ten seconds (see also SHOT). The call may be to warn you to get your head down (if you’re in the target area) or to get your head up (to observe the fall of shot if you are a member of the fire direction team).
  86. Swinging Dick - Men (or personnel), as in "I want every swingin' dick in Deck Division working on the problem!"
  87. Turd Herder – Personnel assigned to the ship’s sewage handling plant.
  88. Under Way – Sometimes seen as "under weigh." The term refers to a ship which is not physically connected to solid ground, i.e. neither moored, anchored, nor aground. Often confused with "MAKING WAY" (q.v.), though legally very different.
  89. Wakeup – The cry of the short-timer, often intensely annoying to those around him. If a sailor will be leaving the service in ten days, he is said to have "nine days and a wakeup."
  90. Water Wings - Warfare qualification pin for a Surface Warfare Officer (SWO), or Enlisted Surface Warfare Specialist (ESWS). Represented as the bow of a ship superimposed on crossed swords (SWO) or cutlasses (ESWS).
  91. WestPac Widow – The spouse of a deployed sailor, if he or she strays from the marital bed in their absence.
  92. WTF - "What/who/where the fuck?" Sometimes spoken as "What the fuck, over?" (WTFO), or spoken phonetically, "Whiskey Tango Foxtrot."
  93. ZULU Time - Greenwich Mean Time (GMT). Used in radio traffic when the origin of a dispatch is expressed in GMT, i.e. "1700 ZULU".
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Short Stories & Fab Submissions

Postby Consumer » Mon Nov 27, 2017 9:57 am

Written by Snoopy Torreto for the Gallup Cave Skirmish Contest.

Here it is...

It looked like a deformed brick, but the Northern Gun Skybunker could actually fly. Of course, it was slow and clumsy. But the valuable part wasn’t the APC, it was the squad of heavily armed Special Forces soldiers inside. As the APC descends to the hard packed desert, 30 miles out of the tiny hamlet of Gallup, it discharges it’s cargo.

Red armored Coalition troopers leap out of the cargo hold and hit the ground running, Immediately each one snaps into place taking up defensive positions around the hovering transport. They are a frightening bunch, made even more ominous when surrounded by the jet wash and blowing sand from the APC.

At some unheard signal, the hovering APC turns and lumbers out of view, gaining altitude as it leaves. It dwindles in size, but the desert air is clear and cloudless. The APC is a speck, but a speck visible for many minutes before perspective swallows it from sight. None of the troopers on the ground care.

They have a very specific job.

They are vampire hunters, a Coalition Undead Exterminator Squad under General Kashbrook. Known for their lethality and brutal effectiveness against the undead, these troopers are called in when things are very very bad.

_

Three dog shape troopers prowl around the landing site, ears twitching and snouts constantly on the move. Psi-Hounds or dog boys are the scouts and front line psychic warriors.

A dust cloud appears to the south of their position. Two of the dog boys – a hulking beast looking more like a monster than a dog and a smaller stocky almost round canine shape – bound off into the desert towards the approaching bogey. The third canine trooper sits back on its haunches and stares out across the dessert then looks back towards the landing site.

Opening up on the radio net, she asks, “Sir, we have a person claiming to be Captain Taveres of the 110th SOG. We confirm psychic abilities. She is requesting permission to join the radio net and talk to you. How do you want us to proceed?”

“Allow the Captain to pass. Daisy, head 5 klicks south and make sure the Captain wasn’t followed. Duke, Countess, return to position.” Lieutenant Kira Markham barks out to her minions, her harsh tone only slightly distorted over the radio. She brings her Striker SAMAS down, landing right in front of the oncoming hovercycle. She snarls inside her helmet, feeling disdain for a supposed SOG captain who can’t handle a nest of vampires. “I guess that’s why we have a job, even ‘Special Operations’ are weak,” she thinks. Thankfully the skull-like visage and spiked-bulk of the armor keeps kinesic cues to a minimum.

“Captain, I am Lieutenant Markham. We have been briefed on your report and are ready to proceed. Please,” saying “please” is hard when there is no respect, “direct us to the local contact,” she says over hear external speaker

Captain Tavares, or Tesla to some, climbs off the hoverbike and doesn’t immediately respond to the Lieutenant as she surveys the landing site and the troops guarding it. There are two dog boys nearby, and the one still prowling the desert. Another SAMAS, this one is the old-style without the vicious looking spikes hovers overhead barely not-pointing his rail-gun at the Captain. Approximately 50 feet behind the Lieutenant, a giant hulking cyborg seems to ignore the new arrival. Turning with animal like grace, a human sized figure moves closer to the Lieutenant.

“Sir, the hounds picked it up and I confirm it, she’s definitely psychic. Is that a good or a bad thing?” Corporal Silas Yune quietly informs his commander. He’s the dog boy’s handler. He’s not really human, he’s a Psi-Stalker and has many of the animalistic senses and instincts as his charges. He’s very happy with his role killing, doesn’t matter that it’s only vampires on the list.

“I have two more hovercycles about a mile away. You and the nullifier,” Tesla says nodding towards the other SAMAS. “I have riding armor too. We’re not going in guns blazing yet. Follow me.”

There’s almost a visible tension in the second it takes before Markham relays the command. “Gomez, one mile due south.”

Tesla turns her hovercycle around and races off. The Striker SAMAS follows right after, flying only a few feet off the deck. The SAMAS stays high until right overhead. They all reach the extra hovercycles in just a few seconds.

Markham lands and the power armor starts to open up in sections revealing the pilot inside. She’s clad in black armor. She climbs out onto the desert and walks towards one of the bikes. Sitting on the seat is a rough looking pile of fabric and armored plates. A few seconds behind her PFC Juan Gomez disengages his red armor to reveal the black suit beneath. They start to take of the personal body armor exchanging it for the non-descript riding armor provided by Tesla.

As the two pilots finish suiting up, the lumbering borg trots up. Seargent Eric Knox says out loud, “Sir, I’ll cover these.” He has four arms, each pair holding a large gun, gesturing towards the shucked suits of armor.

“Knox, have the others converge here and wait for us, make camp, me and the private will be back 24 hours. Comm silence. Assault if I miss the deadline.” Markham says. Her natural voice is harsh, the tone edgy. Without waiting for Tesla she barks, “Gomez, move your sorry ass. Don’t fuck with anyone unless I give the order.”

“Sir, yes, sir, of course sir,” the private agrees, but his alacrity is patently sarcastic. Thankfully for everyone his superior had already rocketed away.

The three hovercycles make it to Gallup in a little under 20 minutes. Parking at down the street from the Old Gallup Baptist Church they make their way inside. Two men sit in the front pew, several feet separating them.

“Elder Mitchel, Sheriff, these are my associates. If you don’t mind sir, “Tesla says, indicating the Elder, “We need to talk to the Sheriff alone.”

“That was the understanding young one. You may use the office,” the old man replies from his seat, never looking Tesla’s way.

The Sheriff stands up though, looking somewhat sheepish. He has his ten gallon hat in his hands, working his fingers around the brim. “Ma’am, I’m glad you’re here. All this, well, all this ain’t easy for us.”

“Understood, but let’s do this in the office,” Tesla says walking down the short hall to the small room that serves as the church office. It is the only room with a door. Inside the walls are papered with prayers, scripts and other iconography. There is an almost palpable calm in the room.

With the three Coalition soldiers and the Sheriff, it is crowded. The Sheriff takes a seat at the small desk but the others remain standing, circling him. The two women look serious, eyes prying into his soul. Gomez’s eyes are slightly unfocused, but his face is twisted in a cruel smile. But it quickly turns to disappointment.

“Sir, he’s clean.”

Simultaneously and synchronously, Tesla and Markham respond, “Wait outside.” They glower at each other for a moment, then resume their study of the Sheriff.

“Now Sheriff, the details.”

-

“I have your word, ma’am, right? You do promise not to hurt the good people?”

“Coalition States do not engage in the slaughter of innocents, Sheriff, we are here to free your town. Need I remind you, but that is something you could not do.” Tesla looks down at the man, her charm and beauty twisted into weapons that he fears, fears for his life.

Tesla and Markham leave the Sheriff, he may be trembling, and head back to their hovercycles, Gomez follows a few steps behind. He just catches the Sheriff say to the Elder, “Is this the price of our salvation?”

The Elder’s reply is lost as the church door closes.

-

Tesla and the two UDE troopers spend the night making preparations in town. They follow up with the Sheriff late into the night. He has followed through on his word - which they verified - and pulled back some of his vehicles to leave a clear path for the assault team. He seems more confident and in control. It is clear to Tesla and Markham that dealing with concrete straightforward sheriff duties helps him focus on the task and forget he has been a pawn to an evil sorcerer and her gang of vampires.

They leave the hovercycles in town and head back to the UDE squad’s camp in a covered hovertruck. The truck is slower, but still they reach the camp in around 40 minutes.

The camp is spare, no lights. Everyone is working with the nightvision gear built into his or her armor. The silver-plating on the elbow spikes and forearm blades catch the starlight, small twinkles incongruous with the arming-up happening all around. The wooden mallets and wooden stakes set on bandoleers or belts around each soldier are also seemingly at odds with the high tech weaponry. But silver and wooden stakes are some of the most ancient vampire hunting tools.

“Owens, you take Yune and the dogs,” Tesla says as she sketches out the prison compound. She indicates the perimeter fence then counts off the guard towers. “We need you to set charges on the radar tower so we can have air support. Place charges on two or three of the towers too, we need to open up a hole for our assault.”

“Markam, move your squad in through the breach, we will pick up the infiltration element and head to the caves to hunt the necromancer and her minions. Delta-seven-echo team 2 will fly cover and contain the compound. Delta-seven-foxtrot will deploy once the heavy fighting is done, the Vampire Gunship will help locate and identify hidden vamps, flooding them out of the buildings and tunnels. F2 and F3 will come in to handle prisoners. There are mind control victims, so we need to test everyone, make sure everyone is clean.”

Tesla takes a breath. “We don’t know much about the necromancer and her minions, but there are vampires, at least one magic user as well. We suspect one of the big juicers observed in town probably belong to her as well. And the Sheriff’s son. Try not to kill him, at least don’t try too hard to kill him.”

“Any questions?”

She gets nods all around. This sort of operation isn’t unique for these guys, what holes there are in the plan they can fill in easily on the fly.

-

Corporal Janet Owens leads the infiltration element. She is the team’s scout, their sniper. She doesn’t talk much. And especially with two officers present she keeps quiet. But now, she’s in the teeth of things, with only grunts around her. She doesn’t actually care that none of them are human.

She takes her team in towards the wire, each fully capable and champing at the bit to kill the vampires waiting beyond the razor wire fence. They have been briefed, they know the threats, and most potently, they have enormous amounts of experience as a team.

-
From the command position Tesla watches the infiltration team as long as she can. They quickly disappear into the shadows surrounding the camp in the twilight of dawn. She doesn’t bother to look at her assault element. They are there and ready.

She hears a double click of static over the radio. Almost simultaneously Markham triggers the explosives. The sound has barely had time to pass by when the UDE assault element moves at frightening speed towards the fence.

It’s only a few more seconds before the perimeter defenses are disabled. The air support rockets overhead, four more frightening SAMAS lay down a hail of covering fire. The entire compound seems to explode in flames, vehicles flying into the air disintegrating. But it’s extremely precise, leaving Tesla and Markham’s team a clear path towards the caves beyond, where the real enemy lies in wait.

Knowing the SAMAS are taking control of the mop up and prisoner processing, Tesla approaches the caves confident that her back is secure. The entrance is deceptively bucolic.

-
Only four minutes later, Countess lays on the ground unconscious and bleeding profusely from her eyes, nose and ears. Duke is missing both arms, but is conscious and bent over the huge juicer tearing out his viscera with huge gulping bites. The juicer might still be alive, but not for long.

Battered, bleeding and ready for vengeance, Gomez, Tesla, Markham have the necromancer cornered, and apparently out of magic. She doesn’t quite beg for mercy but it looks like she is seriously considering it. Her mage-armor is shredded to bits and her head bleeding from a vibroblade slice, she is barely standing. She starts to raise her hand, to what purpose no one will ever know because all the Coalition soldiers shoot her simultaneously. The corrupted body explodes into bloody fleshy bits that cover the inside of the cave.

-

None of the enemy dead are carried out. Only one enemy survives intact, though hardly unhurt. Tesla does not fight with the fearsome rage of the UDE troops, and had the presence of mind to hit the Sheriff’s son in the head with a neural mace. He fell unconscious and twitching, but alive.

Gomez carries Countess, “Fuck me, I can’t fly. Stupid necro-bitch, what the fuck…” his litany of curses continues until Markham barks, “Shut the fuck up.”

The Sheriff’s son bounces none to gently on Knox’s sharply armored shoulder. Knox is silent. He looks down at his missing lower right arm and squeezes the Sheriff’s son tight enough for bones to crack.

Duke’s face is covered in juicer blood. His eyes are barely open but he insists on walking under his own power, but Yune is there to help stabilize him when he stumples.

Owens is laconic as usual. She and Daisy bring up the rear watching for any reemerging threats. She’s also setting up a series of explosives as she makes her way out.

“Sir, all clear and charges set.”

There’s no warning after that before the entire cave explodes in a massive fireball followed by a hail of rock and dirt. The debris rains down on the squad, but none of them seem to notice, they just trudge on.

-

It’s still early by most standards. The UDE do their work fast and efficiently. The two squads were retrieved and well away from Gallup before Tesla returned to town. Her first stop was the Sheriff. This time she met him at the police station.

“Sheriff, your report,” she commands, and there is no ambiguity in her statement. The lawman quickly complies.

“Uh, sir, we were able to get the townsfolk out of harms way before your attack, except the mind control victims. Those we rounded up and got into the compound saying the witch wanted that to happen. We kept up the disguise that some of us were still controlled.”

He pauses and roots around in his desk for something. Still on edge, Tesla half draws her pistol. She relaxes when the Sheriff pulls out a pouch of tobacco and some papers. He starts rolling a smoke, his hands moving autonomously as he continues his report.

“I called for a curfew last night too, which kept most honest folk off the street. Claimed there were some out-of-towners looking for trouble. With your folks here earlier, it was an easy sell.”

He pauses, taking the unlit cigarette from his mouth, “When will my son be back?”

Tesla stares him at him. Her voice is impassive when she answers, “He is being taken to a facility for deprogramming and rehabilitation. If he responds well to the treatment, he should return in a month. If he continuous to show signs of contamination it could be much longer. Perhaps the preacher could help you pray he responds well.”

The Sheriff doesn’t look happy about the answer, but realizes he should be thankful that his son is actually alive. He has heard many different rumors about the Coalition and how they treat prisoners, so he is apprehensive, not all paint the human empire in a good light.

Picking up on the Sheriff’s train of thought, Tesla lets the lawman in on some new information. “I will be staying in town for a while longer to make sure there is no slippage in your vigilance against inhuman trash.”

The Sherriff’s hands shake as he lights the smoke. He’s not sure just exactly the price he paid to be rescued.




CS Anthem
Coalition States – our sacred state,
Coalition States – our beloved country.
A mighty will, a great glory –
Yours forever for all time!

Chorus:
Be glorious, our Coalition States,
Ancient union of brotherly peoples,
Ancestor-given wisdom of the people!
Be glorious, our country! We are proud of you!


From the southern seas to the polar lands
Spread are our forests and fields.
You are unique in the world, one of a kind –
This native land protected by the Emperor!

Chorus

Wide expanse for dreams and for living
Are opened for us by the coming years
Our loyalty to the Coalition States gives us strength.
So it was, so it is, and so it always will be!

Chorus

This can be sung to the Russian National Anthem
"Death is the only true constant, for everything dies, but not everything truly lives."
GM of the Galactic Rogues (PW), The Templar, and AGM for Eurasia (Acting GM at the moment.)

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GEAR Load Bearing Harness System

Postby CS High Command » Wed Jul 11, 2018 7:07 pm

General Equipment and Accessory Restraint Load Bearing Harness System (GEAR LBH)

The General Equipment and Accessory Restraint Load Bearing Harness System (GEAR LBH) consists are hard and soft-sided storage pouches for equipment and ammunition that a soldier needs readily at hand. These pouches come in a variety of sizes, and range in use from magazine pouches to first aid kits to drop-leg systems for holsters and drop pouches. Dropleg systems are suspended from the belt by a quick-release strap and strapped to the wearer's thigh. Pouches and holsters are either hard vaccuum sealed pouches sealed with a magnetic twist lock system or soft-sided, weather-resistant and sealed by either magnetic seal or hook and loop (velcro) systems. These modular pouches come in tactical black, desert, arctic, urban and forest digital camo, as well as colors to match each division's colors.

Modular utility belts come in a variety of materials and colors and are generally sturdy affairs easily able to stand up to normal wear and tear. Almost all utility belts can also include drop-leg attachments which add extra storage on the thighs. They attach under existing pouch slots and do not take up extra space on the utility belt. The use of drop-leg storage, or any bulky (large) pouch will inhibit the use of power armor. Sidearms for most power armor pilots are usually worn on the chest inside the armor, or outside the power armor itself.

Game Note - What will fit?: It may not come as obvious how much space a specific object takes up. As a rule of thumb (with a great deal of common sense applied), 1 kg = 1 liter of space. 1 gram = 1 ml of space. Some simple math will tell you how much will fit in the average pouch. For example, a deck of cards is 94 grams (round it to 100 for ease if you like). You can easily fit five of these into one of the small all-purpose storage pouches listed below. Many online conversion generators will automatically convert measurements from english measurements (pounds, ounces) into metric measurements (grams, kilograms), so feel free to use them when dealing with items without a direct metric measurement listed. Obviously odd shaped items throw this theory to the trash heap, but for the average item, this covers most needs quite well.

Common pouches include:
    Small Sized Attachments - these take up one slot on a modular utility belt or harness.

      Small All-Purpose Storage Pouch: Hard sided pouch that carries 31 cubic inches (.5 liter) of miscellaneous gear. Standard attachment for a utility belt.
      Items that fit in a Small All-Purpose Storage Pouch include the following
      • 4-6 inch crucifix or cross 2/2
      • Robot Antiseptic Unit
      • Robot Medical Kit
      • Pair of Handcuffs
      • Laser Distancer
      • Portable Language Translator
      • Pocket Digital Disc Audio and Video Player
      • Pocket Digital Disc Audio Player/Recorder
      • Compact Digital Camera or Camcorder
      • Meal Replacement Bars 2/2
      • Tube of Healing Salve 4/4
      • Multitool
      • Laser scalpel with energy [ack
      • small roll of ducttape
      • 6 feet of cutting charge
      • 20 sets of zip tie plastic flex-cuffs
      • pair of compact conventional binoculars
      • laser pen tool
      • pocket notebook 2/2 and pens/pencils/markers 4/4
      • Shogtun shells or Pump Pistol/Rifle shells 3/3
      • Anything about 31 cubic inches or .5 l in size.
      Small Rifle/SMG Magazine Pouch: Holds one rifle or sub-machinegun magazine, comes in a variety of models custom made for ballistic and energy rifle magazine (aka long E-Clips) sizes. This is the size of a small all-purpose storage pouch and can be placed on the standard utility belt.

      Small Sidearm Magazine Pouch: Holds two sidearm magazines or two revolver speed loaders, comes in a variety of models custom made for ballistic and energy rifle magazine (aka short E-Clips) sizes. This is the size of a small all-purpose storage pouch and can be placed on the standard utility belt.

      Shotgun Round Pouch: Carries 10 rounds of .12 gauge shotgun ammunition, clipped in for ease of removal. This is the size of a small all-purpose storage pouch.

      First Aid Pouch: Contains several rolls of gauze, four pressure bandages, antiseptic cream, protein healing gel, multi-tool (with scissors and razor knife), several rolls of medical tape, mechanical tourniquet and air-passage stabilizer. This is the size of a small all-purpose storage pouch.

      Radio Pouch: Holds one standard handheld military radio. This is the size of a small all-purpose storage pouch.

      Melee Weapon or Tool Sheath/Hanger (Small): Custom fit to carry one specific style of melee weapon. This is the size of a small pouch, and can be attached to the back of the utility belt, put in place of one of the side pouches, in a drop leg sheath, or attached to the boot. Weapons or tools such as lineman's pliers, multi-tools, a military issue combat knives, bayonets, retractable asps, or knuckle dusters fit in small sheaths/pouches like these. Weapons like tomahawks or throwing hammers also use small hangers. A standard carpenter's claw hammer would also use this size of hanger. There is also a drop-leg style sheath for the smaller items as well. Using a drop leg system will inhibit use of power armor.

      Drop Leg Accessory: The right and leftmost accessory slots on a utility belt or the lower most (on each side) of the full tactical harness may be used to secure a drop leg accessory.

      Grenade Pouch Type 1: This pouch holds two hand grenades packed in foam with a built in plastic cradle for ease of removal. This is the size of a small all-purpose storage pouch.

      Flask/Canteen Pouch, small: Holds one .5-liter canteen or flask securely.
    Medium Sized Attachments - these take up two slots on a modular utility belt or harness.

      Medium All-Purpose Storage Pouch: Hard sided pouch that carries 62 cubic inches (1 liter) of miscellaneous gear. Standard attachment for Light Tactical Pack's bottom left and right attachments. This can be attached to the standard utility belt, but doing so will inhibit the use of power armor or a drop leg pouch. For reference, the IRMSS will fit in this size pouch, as will a hand held computer or book.
      Items that fit into a Medium All-Purpose Storage Pouch include the following
      • Twice the amount of items that fit into a .5 liter capacity pouch
      • Hand Held Computer
      • 5 meter coil of rope suitable for climbing
      • Pair of Infrared Distancing Binoculars
      • Field Medical First Aid Kit
      • Meal Ready to Eat 1/1
      • Type 1 Fusion Blocks
      • Anything about 62 cubic inches or 1 liter in size
      Medium Rifle/SMG Magazine Pouch: Holds two rifle or sub-machinegun magazines, comes in a variety of models custom made for ballistic and energy rifle magazine (aka long E-Clips) sizes. An expandable draw string drop pouch holds an empty magazine after it has been removed from the long arm. It is not recommended for storing full mags, but rather for battlefield recovery of spent magazines. This is the size of a medium all-purpose storage pouch and can be placed on the standard utility belt.

      Medium Sidearm Magazine Pouch: Holds four sidearm magazines or four revolver speed loaders, comes in a variety of models custom made for ballistic and energy rifle magazine (aka short E-Clips) sizes. This is the size of a medium all-purpose storage pouch and can be placed on the standard utility belt.

      Grenade Pouch Type 2: This pouch holds four hand grenades packed in foam with a built in plastic cradle for ease of removal. This is the size of a medium all-purpose storage pouch.

      Melee Weapon Sheath/Hanger (Medium): Custom fit to carry one specific style of melee weapon. This is the size of a medium pouch, and can be attached to the utility belt, or in a drop leg accessory. Weapons such as the vibrosabre, neuromace, or the entry tool will hang below the actual belt on a drop-belt style hanger. Note that any medium sheath or hanger will inhibit the use of power armor.

      Sidearm Holster, Waist: Strapped to the hip and attached to the belt via a drop-leg system, each holster is tailored to fit a specific sidearm and takes up two slots on a modular utility belt. Using any drop-leg option will inhibit the use of power armor.

      Sidearm Holster, Chest: Strapped to the chest and attached to a harness or vest, each holster is tailored to fit a specific sidearm and takes up two slots on a modular harness or vest. This is the holster of choice for power armor and aircraft pilots.

      Canteen Pouch, Medium: Holds one 1-liter (one quart) canteen securely.
    Large Sized Attachments - these take up four slots on a modular utility belt or harness.

      Large All-Purpose Storage Pouch: Hard sided pouch that carries 125 cubic inches (2 liters) of miscellaneous gear. Standard attachment for Light Tactical Pack's bottom left and right attachments. This can be attached to the standard utility belt, but doing so will inhibit the use of power armor or a drop leg pouch. For reference, a gas mask will fit in this size pouch, as will a tool kit.
      Items that fit into a Large All-Purpose Storage Pouch include
      • Four times the amount of items that fit into a .5 liter capacity pouch or twice the amount of items that fit into a 1 liter capacity pouch
      • Trauma Kit
      • Gas Mask and up to 4 replacement filters
      • 10 meters of rope suitable for climbing
      • one pair of multi-optic distancing binoculars
      • Short canvas bedroll (not usually attached to utility belts, usually attached to backpacks on the side)
      • Type 2 or Type 3 Fusion Blocks (due to weight more than size)
      • Anything up to 124 cubic inches or 2 liters in size.
      Melee Weapon Sheath/Hanger (Large): Custom fit to carry one specific style of melee weapon. This is the size of a large pouch, and can be attached to the the utility belt, or in a drop leg accessory. Weapons such as the vibrosword, vibro-axe, or the other such large weapons will hang below the actual belt on a drop-belt style hanger. Note that any large sheath or hanger will inhibit the use of power armor.

      Oversized Magazine Pouch: Holds one heavy weapon magazine, comes in a variety of models custom made for ballistic and energy weapons. This size pouch will hold the CS's Canister E-Clip, as well as the oversized clips for the Coalition's particle beam rifle. Grenade Launcher quick loaders for up to 6 grenades will also fit in one of these pouches.

      Grenade Pouch Type 3: This pouch holds eight hand grenades packed in foam with a built in plastic cradle for ease of removal. This is the size of a large all-purpose storage pouch.

      Rifleman's Large Magazine Pouch: These pouches are standard issue for many infantry forces throughout the world. It holds three fresh energy magazines, has a drawstring pouch for spent magazines (holds 4 magazines, total, including both fresh and empty magazines), and has a weapon cleaning kit built into the pouch's frame. The pouch must be removed from the belt for the cleaning kit to be used, but allows the rifleman to maintain his or her weapon in the field. This is the size of a large all-purpose storage pouch and can be placed on the standard utility belt.

Empty Utility Belt:
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[b]GEAR Utility Belt:[/b]
[size=85]Standard issue for all field personnel, the Coalition GEAR Utility Belt has numerous pouches and containment options, carrying a number of very useful items. While not as all-purpose as the CS-S2 GEAR Basic Survival Pack, the belt does aid in survival and other operations in many ways. (4 lb, 2,500 credits)
[list]• Attachment:
• Attachment:
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• Attachment:
• Drop Leg Attachment:
• Drop Leg Attachment:
[/list][/size]


Empty Shoulder Belt
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[b]GEAR Shoulder Belt[/b]
[size=85]Worn by default by soldiers; usually holds a holster and small ammo pouch
[list]• Attachment:
• Attachment:
• Attachment:
[/list][/size]


Empty Drop Leg Accessory
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[b]GEAR Drop Leg Accessory[/b]
[size=85]Used for hip draw sidearms and melee weapons.
[list]• Attachment:
• Attachment:
• Attachment:
[/list][/size]


Empty LBH
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[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:
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• Attachment:
Right
• Attachment:
• Attachment:
• Attachment:
• Attachment:
• Attachment:
• Attachment:
[/list][/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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CS Specific Patron Item Descriptions

Postby CS High Command » Wed Jul 11, 2018 7:15 pm

CM-1902 Assault Shotgun
CM-1902 Assault Shotgun (Patron Item)
Image
This experimental shotgun design was contracted through Coalition Munitions. You have been selected to test it
• Range: 400'
• RoF & Damage: 500'
• • Single Shot: Slug: 3d6 M.D. / Buckshot: 2d6 M.D. to 1d4 targets within 15' of intended target
• • Short Burst: 5 rounds, Slug: 6d6 M.D. / Buckshot: 4d6 M.D. to 1d4 targets within 15' of intended target
• • Long Burst: 15 rounds, Slug: 1d8x10+10 M.D. / Buckshot: 1d6x10 M.D. to 1d4 targets within 15' of intended target
• • Short Spray: 5 rounds, Slug: 3d6 M.D. to 1d4 targets within arc of spray / Buckshot: 2d6 M.D. to 1d4 targets within arc of spray
• • Long Spray: 15 rounds, Slug: 3d6 M.D. to 1d8 targets within arc of spray / Buckshot: 2d6 M.D. to 1d8 targets within arc of spray
• Payload: Expanded internal magazine, 50 round capacity
• Features:
• • A golden age recoil suppression system negates penalties to strike and strength requirements.
• • Adaptive engineering: can also use Bandito Arms BigBore "Shotgun" Shells (damage is drastically reduced, but knockdown effect added)
• Modifiers: None; two-handed weapon
• Weight: 10 lbs.
Stats
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[color=#4000FF][b]CM-1902 Assault Shotgun[/b] (Patron Item)[/color]
[img]http://explorersunlimited.com/images/upload/2018/05/01/20180501055126-ee3b610a.png[/img]
[size=85][i]This experimental shotgun design was contracted through Coalition Munitions. You have been selected to test it[/i]
• Range: 400'
• RoF & Damage: 500'
• • Single Shot: Slug: 3d6 M.D. / Buckshot: 2d6 M.D. to 1d4 targets within 15' of intended target
• • Short Burst: 5 rounds, Slug: 6d6 M.D. / Buckshot: 4d6 M.D. to 1d4 targets within 15' of intended target
• • Long Burst: 15 rounds, Slug: 1d8x10+10 M.D. / Buckshot: 1d6x10 M.D. to 1d4 targets within 15' of intended target
• • Short Spray: 5 rounds, Slug: 3d6 M.D. to 1d4 targets within arc of spray / Buckshot: 2d6 M.D. to 1d4 targets within arc of spray
• • Long Spray: 15 rounds, Slug: 3d6 M.D. to 1d8 targets within arc of spray / Buckshot: 2d6 M.D. to 1d8 targets within arc of spray
• Payload: Expanded internal magazine, 50 round capacity
• Features:
• • A golden age recoil suppression system negates penalties to strike and strength requirements.
• • Adaptive engineering: can also use Bandito Arms BigBore "Shotgun" Shells (damage is drastically reduced, but knockdown effect added)
• Modifiers: None; two-handed weapon
• Weight: 10 lbs.[/size]


CM-88 Equalizer
CM-88 Equalizer (Patron Item)
Image
Coalition Munitions, working with Northern Gun, is producing its own run of authorized weapons for field use by the CS Special Forces. It is very attractive to these operators who make good use of its flexibility.
• Range: 800'
• Damage: 5D6 + knockdown
• Rate of Fire: Single shots only
• Payload: 6 rounds
• Modifiers: +1 to initiative, +2 to strike, critical strike on Natural 19-20
• Features:
☞ Adaptive engineering: can also use NE-002PC "Medium" Plasma Cartridges, but with no knockdown effect.
☞ Custom Grip
☞ Laser Targeting
☞ Knockdown Effect: Human-sized beings who are shot must roll a 20 sided die to maintain their footing. This balance roll must equal or surpass the attacker's natural roll to strike. A successful save vs knockdown means the character feels like he's been kicked, but remains standing and suffers no penalties, except he loses initiative if he had it. A failed roll means the victim is knocked off his feet, and falls back onto the ground (1D4 feet), loses initiative (if he had it) and loses one melee attack/action! Even characters in M.D.C. body armor will be knocked down, however, those in power armor, full conversion cyborgs, robots, giants, supernatural beings and creatures of magic are not.
Notes: A strength of 16 or better is required to shoot the Equalizer (those with a weaker P.S. are -2 to strike even with an aimed shot, and -6 when shooting wild); a P.S. 18 is needed to fire it one-handed. Ammunition is only available at official Northern Gun outlets and CS Armories: 200 credits per round
Stats
Code: Select all
[color=#4000FF][b]CM-88 Equalizer[/b] (Patron Item)[/color]
[img]http://explorersunlimited.com/images/upload/2018/07/11/20180711211859-cf8f1a68.png[/img]
[size=85][i]Coalition Munitions, working with Northern Gun, is producing its own run of authorized weapons for field use by the CS Special Forces. It is very attractive to these operators who make good use of its flexibility.[/i]
• Range: 800'
• Damage: 5D6 + knockdown
• Rate of Fire: Single shots only
• Payload: 6 rounds
• Modifiers: +1 to initiative, +2 to strike, critical strike on Natural 19-20
• Features:
☞ Adaptive engineering: can also use NE-002PC "Medium" Plasma Cartridges, but with no knockdown effect.
☞ Custom Grip
☞ Laser Targeting
☞ Knockdown Effect: Human-sized beings who are shot must roll a 20 sided die to maintain their footing. This balance roll must equal or surpass the attacker's natural roll to strike. A successful save vs knockdown means the character feels like he's been kicked, but remains standing and suffers no penalties, except he loses initiative if he had it. A failed roll means the victim is knocked off his feet, and falls back onto the ground (1D4 feet), loses initiative (if he had it) and loses one melee attack/action! Even characters in M.D.C. body armor will be knocked down, however, those in power armor, full conversion cyborgs, robots, giants, supernatural beings and creatures of magic are not.
[color=#FF0000]Notes: A strength of 16 or better is required to shoot the Equalizer (those with a weaker P.S. are -2 to strike even with an aimed shot, and -6 when shooting wild); a P.S. 18 is needed to fire it one-handed.[/color] [color=#008000]Ammunition is only available at official Northern Gun outlets and CS Armories: 200 credits per round[/color][/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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