Group Storage at the CS Compound

The 40-4th Coalition States Special Operations Group.
GM: CS High Command
AGM: Merchant of Death

Moderators: Game Masters, Group Leaders

Group Storage at the CS Compound

Postby CS High Command » Tue Jun 07, 2011 10:31 am

All funds and gear stored on base will be posted here.

Table of Contents

1. Weapons
2. Body Armor
3. Power Armor and Robots
4. Vehicles
5. Ordinance and Ammo
6. Other Gear
7. Group Loot
8. Night Hawk Modified GB6-96 APC
Image
"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 Sorocco Skirmish of May 110PA

(Many thanks to SNAFU for the basis of my new AVATAR!)
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Re: Group Fund and Storage at the CS Compound

Postby CS High Command » Tue Jun 07, 2011 10:46 pm

What is listed here will be in addition to what is on your character sheets.

Weapons:
New List to be compiled soon
Image
"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 Sorocco Skirmish of May 110PA

(Many thanks to SNAFU for the basis of my new AVATAR!)
User avatar
CS High Command
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Joined: Thu Jan 17, 2013 2:54 pm
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Re: Group Fund and Storage at the CS Compound

Postby CS High Command » Tue Jun 07, 2011 10:49 pm

Body Armor:
New List to be compiled soon
Image
"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 Sorocco Skirmish of May 110PA

(Many thanks to SNAFU for the basis of my new AVATAR!)
User avatar
CS High Command
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Re: Group Fund and Storage at the CS Compound

Postby CS High Command » Tue Jun 07, 2011 10:50 pm

Power Armor and Robots:
New List to be compiled soon
Image
"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 Sorocco Skirmish of May 110PA

(Many thanks to SNAFU for the basis of my new AVATAR!)
User avatar
CS High Command
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Re: Nightstalkers Catch-All Thread

Postby CS High Command » Tue Jun 07, 2011 10:54 pm

Vehicles

3 x Scout Rocket Cycles
Image
Model Type: AFC-111
Class: Aerial Military Combat Vehicle
Crew: One
M.D.C. by Location:
* Laser Turrets (4; front) — 20 each
Mini-Missile Launchers (2; sides) — 40 each
Front Windshield (1) —25
* Eye Headlights (2) — 8 each
* Directional Jets (10) — 15 each
* Tail Fins (4) — 15 each
Rear Jets (2) — 55 each
** Main Body — 150
Speed
Flying: 440 mph (704 km; 645 meters per phase), but cruising speed is considered to range between 80 and 150 mph (128 and 240 km). VTOL capable, it can hover stationary; retractable landing gear. Maximum altitude is limited to about 2500 feet (762 m).
Water: The Scout Rocket Cycle can also skim across the surface of water at a speed of 210 mph (336 km/178.5 knots). It is not submersible.
Flying Range: The nuclear power supply provides the vehicle decades of life. The Rocket Scout can be flown continuously for 12 hours without fear of overheating.

Statistical Data
Height: 4 feet (1.2m)
Width: 4 feet (1.2m)
Length: 11 feet (3.3m)
Weight: 1000 pounds (450 kg).
Cargo: Only enough to stow an energy rifle and three E-clips.
Power System: Nuclear, average energy life is 20 years.

Weapon Systems
1. C-RF4 Rapid-Fire Pulse Lasers (4):

Mega-Damage: 2D6 per single blast, 4D6 per double blast, 6D6 per triple blast and 8D6 from a full blast. Simultaneous multiple blasts count as one melee attack.
Range: 1800 feet (548.6 m)
Rate of Fire: Equal to the number of hand to hand attacks of the pilot.
Payload: Effectively unlimited.

2. Modified CR-10 Concealed Mini-Missile Launchers (2):
Missile Type: Any type of mini-missile can be used, but standard issue is fragmentation (anti personnel, 5D6 M.D.) and plasma (1d6x10).
Mega-Damage: Varies with missile type.
Range: About one mile
Rate of Fire: One at a time or in volleys of two, three, four, or five.
Payload: 12; six missiles in each launcher.
3. Sensors: Long and short-range radio and short-range radar.
4. Combat Bonus: Elite RPA SAMAS pilots and RPA "Fly Boys" get a bonus of +2 on initiative and two additional attacks per melee round when piloting one of these vehicles.

(New List to be compiled soon)
Image
"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 Sorocco Skirmish of May 110PA

(Many thanks to SNAFU for the basis of my new AVATAR!)
User avatar
CS High Command
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Joined: Thu Jan 17, 2013 2:54 pm
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Re: Group Fund and Storage at the CS Compound

Postby CS High Command » Tue Jun 07, 2011 11:04 pm

Ordinance and Ammo
New List to be compiled Soon

30 Long E-Clips
100 Short E-Clips
50 Fragmentation grenades: 2D6 M.D. to a 20 foot (6 m) area.
50 Light High Explosive grenades: 3D6 M.D. to a 6 foot (1.8 m) area.
25 Heavy High Explosive grenades: 4D6 M.D. to a 6 foot (1.8 m) area.
20 Plasma grenades: 5D6 M.D. to a 12 foot area (3.6 m) area. 5 checked out to Lugg
25 Stun/Flash Grenades:
    This riot/anti-terrorist weapon is designed to disorient and confuse criminals who are holding hostages in confined places. The grenade makes a loud exploding boom and emits a bright flash followed by a shower of white-hot sparklets and some white smoke. The flash, burning sparks, and smoke should blind and startle any character without environmental armor or protective goggles. The victims of a stun/flash grenade are -8 to strike, parry and dodge, -1 on initiative and lose one melee attack/action for the next 1D4 melee rounds (15 to 60 seconds). Even those in armor should be momentarily distracted for 1D4 seconds and lose initiative.

20 Tear Gas Grenades:
    The gas will instantly affect all characters without protective masks or environmental body armor. The eyes burn, sting and water profusely, causing great discomfort and makes seeing clearly impossible. The gas also makes breathing difficult and irritates exposed skin. The effects last for 3D4 minutes. The 25 foot (7.6 m) cloud dissipates in about five minutes unless blown away by wind (dissipating more quickly in 1D4 minutes). The victims of tear gas are -10 to strike, parry and dodge, -3 on initiative and lose one melee attack/action for each of the next 1D6+1 melee rounds. Those in environmental armor are completely safe and not affected.

100 Smoke Grenades: 1 checked out to Lugg
    This type of grenade releases a thick cloud of smoke that covers a 20 to 40 foot (6 to 12 m) radius. The smoke obscures vision in and through the cloud from those on the outside of it. Infrared cannot penetrate a smoke cloud or be used inside one. Those inside the cloud will be blinded and have trouble breathing. Those who are not protected by environmental suits or a gas mask and goggles will be -5 to strike, parry and dodge and -1 on initiative. Attackers firing into/through the cloud will be shooting wild. Note that passive nightscopes will work in a smoke cloud.


300 High Explosive Mini-Missiles
200 AP Mini-Missiles
400 Fragmentation Mini-Missiles
150 Plasma Mini-Missiles
20 Fire Retardant Mini-Missiles
50 Smoke Mini-Missiles

100 Micro-Fusion Grenades

5,000 rounds of railgun ammo

3x Limpet mines (max power plastique versions) (CN 46)
5 lbs of NG 4 M.D. plastique (Mercenaries 101)
5 lbs of NG 2 M.D. plastique (Mercenaries 101)
9 feet of M.D. Cutting Charge (Merc Ops 114)
50 feet of Detcord (Merc Ops 114)
Image
"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 Sorocco Skirmish of May 110PA

(Many thanks to SNAFU for the basis of my new AVATAR!)
User avatar
CS High Command
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Joined: Thu Jan 17, 2013 2:54 pm
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Re: Group Fund and Storage at the CS Compound

Postby CS High Command » Tue Jun 07, 2011 11:05 pm

Other Gear purchased with group funds
1 Long Range Radios w/ Scramblers
10 Short Range Walkie-Talkies w/ scramblers
6 Language Translators
1 Mini-Radar

7x 2-man tents
1 Large "command post" tent
7 portable cots
3 portable tables
10 folding chairs
2 portable heads
1 portable shower unit
Electric lights and power for base camp (to run off of DHT power)
2 weeks worth of MREs and incedentals (toilet paper, etc) per team member
2x Electronic Time Delays (Merc Ops 114)
5x Mini-Motion Detector Detonators (Merc Ops 114)
Portable Robotics Tool Kit (Rifts GM Guide 188)
Weapon Repair Kit (Merc Ops 118)
Image
"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 Sorocco Skirmish of May 110PA

(Many thanks to SNAFU for the basis of my new AVATAR!)
User avatar
CS High Command
Game Master
 
Posts: 973
Joined: Thu Jan 17, 2013 2:54 pm
Location: Game Master: CS 110 Nightstalkers

Re: Group Fund and Storage at the CS Compound

Postby CS High Command » Tue Jun 07, 2011 11:07 pm

Group Loot: (most sitting in storage)

GAW MDC Modified Jeep Wrangler 4x4
Speed: 110 mph
Range: 300 miles (converted electric engine)
MDC:
    Main Body:47
    Tires (4): 3 each
Value: 16,000 cr
((Current location: CS Compound Hangar, Merctown))

Salvaged CS Gear:
((Current location: Armory)
5 e-clips
1 C-14 Fire-breather
1 CP-40 Laser pulse rifle, damaged but repairable
2 C-20 Laser pistols, both damaged, may be repairable
air filter and gas mask
pocket laser distancer

NG-IP7 Ion Pulse Rifle
Range: 1,600 feet
Damage: Single shot: 3D6, Three shot Burst: 1D4x10
Rate of Fire: Standard
Payload: 8 shots/E-clip, 30 shots/LE-clip, 180 shots/Power Pack


Speedster Hover cycle ((Current location: CS Compound Hangar, Merctown))
Vehicle Type: Hover cycle
Crew: One rider, one passenger is possible, but not comfortable on long trips
Maximum Speed: 220 mph (192 km)
Engine: electric engine.
Maximum Range: 800 miles (1280 km)
Length: 9 feet (2.7 m)
Weight: 700 lbs (315 kg)
M.D.C. by Location:
Main Body — 75
Weapons: Laser: 1D6 M.D., range, is 1200 feet (366 m), payload is 20 shots.

2 sonic rifles
    Damage: 6d6 MD per blast
    Range: 2000ft
    Payload: 40 sonic blasts

4 energy tridents (1 damaged) with 10 e-clips total
    Damage: 5d6 MD
    Range: 1000 ft or HTH
    Payload: 30 blasts or landed combat blows per e-clip

8 harpoon guns (3 damaged)
60 standard harpoons (3d6 SDC)
12 explosive harpoons (2d4 MD)
9 funny looking harpoons (Ford's best guess)

1 10 ct Topaz
3 2 ct Emerald
10 .5 ct emeralds
2 1.5 ct Ruby
19 .25 ct ruby
3 2 ct Amethyst
1 20 ct Blue Zircon
3 15 ct Aquamarine
2 10 ct Tourmaline
13 .5 ct blue zircon
1 1 ct diamond
58 .25 ct diamonds
1 1 ct black sapphire
1 1.5 ct star sapphire

Weapons Grabbed During the Incident in the Hub

(3) - TX-30 Ion Pulse Rifles
• Range: 1600'
• Damage: 2D6 M.D. per single shot, 6D6 M.D. per burst
• Rate of Fire: Single shots & 3-pulse bursts only
• Payload[/u] 20 shots per E-clip, 50 shots per FSE-clip
• Modifiers: -2 to strike one handed, +1 strike two handed


(4) - TX-5 Pump Pistols
• Range: 800'
• Damage: 4D6 M.D.
• Rate of fire: Single shots only
• Payload: 5 rounds, loaded manually


(3)-Vibro-Swords
※ Damage: 3d6 MD

(4)-Vibro-Knives
Damage: 1D6 M.D.

(8) Plasma Grenades (6d6 MD to 12' area)

(2)-Sabre Skorblades
☞ Damage: 1D8 M.D.
☞ Modifiers: +1 to Strike & Parry due to excellent craftsmanship and balance


-------------------------------------------------------------------------------------------------------------------------------------
Everything from here on is in the Night Hawk

Tablet Computer (blue and silver with eagle logo - NEMA); batteries dead and corroded - modern power core permanently soldered to power it (in use by Karl)

Armored Pilot's Flight suit (blue and silver with eagle logo - NEMA)
M.D.C. by Location:
• Helmet: 25
• Arms: 6
• Legs: 6
• Main Body: 22
Mobility: Superior; No movement penalties of any kind
Weight: 7 lbs. (3.2 kg)
Special Features: Fully Environmental - battery dead; Radio: 5 miles (8 km) - battery dead; Wrist Mini-Comp - battery dead; Tracking Device - battery dead


Pre-Rifts Military Overcoat (blue and silver with eagle logo - NEMA)
M.D.C. by Location:
• Main Body: 26
Modifiers: Excellent mobility; no penalty to physical skills
Weight: 6.0 lbs. (2.7 kg)
Base Cost: 10,500cr; not counting age or pedigree


Briefcase MedKit with RMK and IRMSS - most supplies vacuum packed and still serviceable; batteries dead (blue and silver with eagle logo)

Infrared Distancing Binoculars (blue and silver with eagle logo - NEMA) - batteries dead

12 RPX-201F Reconnaissance Flyers (powered)

24 RPX-201F power cores plus all the replacement parts and tools made for NEMA robot core replacement.

3 NEMA SAMAS Power Cores plus all the replacement parts and tools made for NEMA power armor core replacement.

5 NEMA RPX-2020 Power Cores plus all the replacement parts and tools made for NEMA robot core replacement.

100 LGR-360s, 100 PR-470s, 50 PR-476, 100 plasma mini-missiles, 20 e-canisters (fit CS weapons and NEMA weapons)
LGR-360 "Terror Stopper" Laser Grenade Rifle
Image
• Weight: 7 lbs.
• Damage:
    SDC Laser: 5d6 (1), 3d6x10 (5)
    MDC Laser: 3d6 (1) 6d6 (3)
    Grenade Launcher: HE Grenades do 3d6 to 12' radius
• Range: 2000 feet (laser); 1200' (grenade launcher)
• Payload: 21 MDC blasts; 20 SDC blasts = 1 MD blast; 8 grenades
• Modifiers: Laser Targeting and Optic Scope: laser targeting and telescopic and passive night vision scope provides +2 on aimed shots (only).

Note this is just like the C-14, except the C-14 lacks the low power setting and weighs a LOT more, and doesn't have as good a scope.
Can sell for 30,000 or better; not counting age or pedigree, just as a rifle
Code: Select all
[b]LGR-360 "Terror Stopper" Laser Grenade Rifle[/b]
[img]http://explorersunlimited.com/images/upload/2017/07/08/20170708151609-67b75ef7.png[/img]
[size=85]• Weight: 7 lbs.
• Damage: [list]SDC Laser: 5d6 (1), 3d6x10 (5)
MDC Laser: 3d6 (1) 6d6 (3)
Grenade Launcher: HE Grenades do 3d6 to 12' radius
[/list]• Range: 2000 feet (laser); 1200' (grenade launcher)
• Payload: 21 MDC blasts; 20 SDC blasts = 1 MD blast; 8 grenades
• Modifiers: Laser Targeting and Optic Scope: laser targeting and telescopic and passive night vision scope provides +2 on aimed shots (only).
[/size]


PR-470 "Hot Seat" Plasma Rifle
• Weight: 8 lbs.
• Damage: MDC Plasma: 6d6 MD
• Range: 1600 feet
• Payload: 7 MDC blasts per E-Clip; 21 MDC blasts from an e-canister; 28 combined
• Modifiers: Laser Targeting and Optic Scope: laser targeting and telescopic and passive night vision scope provides +1 on aimed shots (only).

This is a lot like the C-27, just lighter and with a better scope
Can sell for 60,000 or better; not counting age or pedigree, just as a rifle
Code: Select all
[b]PR-470 "Hot Seat" Plasma Rifle[/b]
[size=85]• Weight: 8 lbs.
• Damage: MDC Plasma: 6d6 MD
• Range: 1600 feet
• Payload: 7 MDC blasts per E-Clip; 21 MDC blasts from an e-canister; 28 combined
• Modifiers: Laser Targeting and Optic Scope: laser targeting and telescopic and passive night vision scope provides +1 on aimed shots (only).
[/size]


PR-476 "Incinerator" Plasma Canon
Image
• Weight: 12 lbs.
• Damage:
    MDC Plasma: 4d6 MD (1) 1d6x10 (3)
    Plasma Mini-Missile: 1d6x10 MD
• Range: 1800 feet (Plasma); 1 mile (missile)
• Payload: 10 single MDC blasts per E-Clip, 21 MDC blasts from an e-canister - 31 combined; 1 mini-missile
• Modifiers: Laser Targeting and Optic Scope: laser targeting and telescopic and passive night vision scope provides +1 on aimed shots (only).

Can sell for 80,000 or better; not counting age or pedigree, just as a heavy weapon
Code: Select all
[b]PR-476 "Incinerator" Plasma Canon[/b]
[img]http://explorersunlimited.com/images/upload/2017/07/09/20170709105351-856980fc.png[/img]
[size=85]• Weight: 12 lbs.
• Damage: [list]MDC Plasma: 4d6 MD (1) 1d6x10 (3)
Plasma Mini-Missile: 1d6x10 MD
[/list]• Range: 1800 feet (Plasma); 1 mile (missile)
• Payload: 10 single MDC blasts per E-Clip, 21 MDC blasts from an e-canister - 31 combined; 1 mini-missile (any type)
• Modifiers: Laser Targeting and Optic Scope: laser targeting and telescopic and passive night vision scope provides +1 on aimed shots (only).
[/size]
Image
"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 Sorocco Skirmish of May 110PA

(Many thanks to SNAFU for the basis of my new AVATAR!)
User avatar
CS High Command
Game Master
 
Posts: 973
Joined: Thu Jan 17, 2013 2:54 pm
Location: Game Master: CS 110 Nightstalkers

Re: Group Fund and Storage at the CS Compound

Postby CS High Command » Sat Aug 06, 2011 9:29 am

Known magic items in secure storage:
Image
"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 Sorocco Skirmish of May 110PA

(Many thanks to SNAFU for the basis of my new AVATAR!)
User avatar
CS High Command
Game Master
 
Posts: 973
Joined: Thu Jan 17, 2013 2:54 pm
Location: Game Master: CS 110 Nightstalkers

GB6-96 Glitterboy Transport

Postby CS High Command » Sun May 01, 2016 9:12 pm

GB6-96 Modified Gunship and Transport
Image
Model Type: GB6-96 (highly modified)
Nickname: "Night Hawk"
Class: Aerial Military Support and Transport Combat Vehicle
Crew: Four: Pilot, vehicle commander/gunner, communications officer, and secondary gunner. Up to 4 may sit in the cargo bay in fully protected seats and up to an additional 4 may sit in retractable jump seats (but they may take damage during maneuvers.
Cargo Bay: See below
M.D.C. by Location:
    • * Mini-Missile Launchers (L, top on rear thrusters) — 100/100
    • Modified Weapon Pods (L) — 250/250
      • * QL-22 Laser Turret — 70/70
      • * Forward Autocannon - 10/10
      • * Forward Mini-Missile Launcher — 40/40
      • * CR-2T Laser Turret (2) - 20/20
      • * Smoke/Gas Dispenser — 15/15
    • Modified Weapon Pods (R) — 250/250
      • * CR-4T Laser Turret - 50/50
      • * Forward Autocannon - 10/10
      • * Forward Mini-Missile Launcher — 40/40
      • * CR-2T Laser Turret (2) - 20/20
      • * Smoke/Gas Dispenser — 15/15
    • Top, Rear Particle Beam Turret — 100/100 (shielded)
    • * Cargo Door Machine Gun and Spotlight (L) — 20/20 (Shielded)
    • * Cargo Door Machine Gun and Spotlight (R) — 20/20 (Shielded)
    • * Cargo Bay Ceiling Machine Gun (center of bay) — 15/15 (Shielded)
    • * Sensor Array (1, left side near nose) — 120/120
    • Sliding Door (L) — 120/120
    • Sliding Door (R) — 120/120
    • * Cockpit Door (L) — 75/75
    • * Cockpit Door (R) — 75/75
    • * Headlight (L; underside of nose) — 8/8
    • * Headlight (R; underside of nose) — 8/8
    • * Wings (L, rear) — 200/200
    • * Wings (R, rear) — 200/200
    • * Directional Jets (10) — 15 each
    • * VTOL Circular Jets (front) — 200/200
    • * VTOL Circular Jets (rear) — 200/200
    • Main Jets (L, in the rear) — 290/290
    • Main Jets (R, in the rear) — 290/290
    • *** Pilot's Cockpit/Nose area — 220/220
    • Inner Reinforced Cockpit Compartment — 100/100
    • ** Main Body (cargo bay to rear) — 998/998
    • * Items marked by a single asterisk are small and/or difficult to strike. A character must make a "called shot," but even then the attacker is at -3 to strike.
    • Destroying one wing will reduce speed 10% and inflict a -20% penalty to the piloting skill. Destroying both wings reduces speed to 163 mmp (263 km) and inflicts an additional -15% (-35% total) penalty to piloting rolls.
    • Destroying six or more directional jets inflicts a piloting penalty of -5%.
    • Destroying one of the rear jets reduces speed by 25% and inflicts a piloting penalty of -20%. Destroying both will reduce speed to approximately 143 MPH and add another -20% to piloting skill.
    • Destroying one of the VTOL Circular jets reduces speed by 15% and inflicts a penalty of -10% when trying to do a VTOL. If both are destroyed, speed is reduced by 30% and VTOL is impossible.
    • ** Depleting the M.D.C. of the main body completely destroys the vehicle.
    • *** Destroying the nose section where the pilot sits will send the vehicle crashing to the ground.
Speed
Flying:
    420 mph (670 km; 613m per melee), but cruising speed is considered to range from 80 to 150 mph (128 to 240 km)
    scouting speed is 50 mph (80 km) or slower
    Acceleration: 184 meters per phase (604 feet per phase)
    VTOL capable, can hover stationary, and has retractable landing gear.
    Maximum altitude is limited to about 6000 feet (1829 m; 3,000 feet/914 m when relying entirely on VTOL circular jets).
Water: No amphibious capabilities.
Flying Range: The nuclear power supply provides the vehicle with decades of life. The Sky Hawk can be flown continuously for 120 hours without concern of overheating in the least.
Statistical Data
Height: 16 ft (4.9m) tall
Width: 39 ft (11.9m) wingspan, 27 ft (8.2m) main fuselage and engines; cargo area is 13 ft wide door to door.
Length: 56 ft (17m).
Weight: 8073 pounds empty (3632 kg)/approx. four tons.
Cargo: 17,600 pounds (7920 kg)/8.8 tons. This can be carried inside and/or cargo "air lifted" on a separate platform hooked to the underbelly of the Sky Hawk. A winch and several anchors for attaching cabling are located on the underside. In addition to what is mounted in the cargo bay, it is large enough to comfortably carry 4 SAMAS/Rocket bikes, or 8 human-sized troops, or any combination thereof. 25% additional can be squeezed in, but makes for cramped, uncomfortable conditions and may result in injury during maneuvers.
There is a small storage space for weapons and basic field gear (enough for a large field deployment backpack and two long arms) in the pilot's compartment.
Power System: Dual Nuclear System, Each has 15 years remaining.
Cost: Unknown - Highly modified
Weapon Systems
  1. Double Barreled Particle Beam Cannon (1; mounted over cockpit): The weapon can rotate a 180 degrees degrees and up and down in a 90 degree arc. As usual, all the weapon systems are powered from the vehicle's nuclear power supply. This replaces the normal weapon in this position.
      Controlled by: Vehicle Commander
      Primary Purpose: Assault
      Secondary Purpose: Defense
      Mega-Damage: A dual blast inflicts 2D4x10 M.D.; One barrel inflicts 1d4x10 MD
      Rate of Fire: Equal to number of combined hand to hand attacks of the gunner.
      Maximum Effective Range: 2000 feet (600 m)
      Payload: Effectively Unlimited
  2. Weapon Pod (Left)
    1. QL-22 Double-Barreled Laser Turret: The turret can rotate in 360 degrees in a 90 degree angle and is angled to cover the left side and forward.
        Controlled by: Gunner #1
        Primary Purpose: Light Assault, Anti-Aircraft, Anti-Missile.
        Secondary Purpose: Defense
        Mega-Damage: 3D6 M.D. per single blast or 6D6 M.D. per dual blast.
        Rate of Fire: Equal to the combined number of hand to hand attacks of the gunner.
        Range: 2000 feet (610m)
        Payload: Effectively unlimited.
    2. C-2T Dual Laser Turrets (2): There are two light laser turrets on either side of the APC. These are usually operated by the second gunner against enemy troops. Each has full 360 degree rotation and a 90 degree arc of fire.
        Controlled by: Gunner #2
        Primary Purpose: Anti-Personnel
        Secondary Purpose: Defense
        Mega-Damage: 4D6 M.D. per dual blast.
        Range: 4000 feet (1200 m)
        Rate of Fire: Can shoot up to six times per melee.
        Payload: Effectively unlimited.
    3. CR-10 Forward Mini-Missile Launchers: Located in the front of the Weapon's Pods are rapid-fire mini- missile launchers. The missiles are usually fired by the pilot or vehicle commander.
        Controlled by: Pilot or Vehicle Commander
        Primary Purpose: Anti-Personnel
        Secondary Purpose: Defense
        Missile Type: Any type of mini-missile can be used, but standard issue is fragmentation (anti-personnel, 5D6 M.D.) and plasma (1D6X10).
        Mega-Damage: Varies with missile type.
        Range: About one miles.
        Rate of Fire: One at a time, or in volleys of two, three, five, ten, or twenty!
        Payload: 20/20 Plasma, 20/20 AP
    4. Forward Auto-Cannons: Mounted on both sides of the mini-missile launchers are auto-cannons. Each auto-cannon can be rotated 180 degrees.
        Controlled by: Pilot or Vehicle Commander
        Primary Purpose: Anti-Personnel
        Secondary Purpose: Defense
        Mega-Damage: 3D6 M.D. per fragmentation round; area affected is a 20 feet (6 m).
        Range: 2000 feet (610 m)
        Rate of Fire: Standard
        Payload: 36/60 total, 18/30 each.
    5. Smoke Dispensers (2): A smoke dispensing unit is attached to each side of the APC. The unit can release a dense cloud of smoke that will cover a 40 foot (12m) area in front of it. It can also release tear gas.
        Payload: 5/5 smoke and 5/5 tear gas.
  3. Weapon Pod (Right)
    1. CR-4T Laser Turrets (2): A double barrelled, heavy laser turret that can rotate 360 degrees and has a 70 degree angle of fire (forward and to the side).
        Controlled by: Gunner #1
        Primary Purpose: Anti-Personnel
        Secondary Purpose: Defense
        Mega-Damage: 6D6 M.D. per dual blast.
        Range: 4000 feet (1200 m)
        Rate of Fire: Can shoot up to six times per melee.
        Payload: Effectively unlimited.
    2. C-2T Dual Laser Turrets (2): There are two light laser turrets on either side of the APC. These are usually operated by the second gunner against enemy troops. Each has full 360 degree rotation and a 90 degree arc of fire.
        Controlled by: Gunner #2
        Primary Purpose: Anti-Personnel
        Secondary Purpose: Defense
        Mega-Damage: 4D6 M.D. per dual blast.
        Range: 4000 feet (1200 m)
        Rate of Fire: Can shoot up to six times per melee.
        Payload: Effectively unlimited.
    3. CR-10 Forward Mini-Missile Launchers: Located in the front of the Weapon's Pods are rapid-fire mini- missile launchers. The missiles are usually fired by the pilot or vehicle commander.
        Controlled by: Pilot or Vehicle Commander
        Primary Purpose: Anti-Personnel
        Secondary Purpose: Defense
        Missile Type: Any type of mini-missile can be used, but standard issue is fragmentation (anti-personnel, 5D6 M.D.) and plasma (1D6X10).
        Mega-Damage: Varies with missile type.
        Range: About one miles.
        Rate of Fire: One at a time, or in volleys of two, three, five, ten, or twenty!
        Payload: 20/20 Plasma, 20/20 AP
    4. Forward Auto-Cannons: Mounted on both sides of the mini-missile launchers are auto-cannons. Each auto-cannon can be rotated 180 degrees.
        Controlled by: Pilot or Vehicle Commander
        Primary Purpose: Anti-Personnel
        Secondary Purpose: Defense
        Mega-Damage: 3D6 M.D. per fragmentation round; area affected is a 20 feet (6 m).
        Range: 2000 feet (610 m)
        Rate of Fire: Standard
        Payload: 36/60 total, 18/30 each.
    5. Smoke Dispensers (2): A smoke dispensing unit is attached to each side of the APC. The unit can release a dense cloud of smoke that will cover a 40 foot (12m) area in front of it. It can also release tear gas.
        Payload: 5/5 smoke and 5/5 tear gas.
  4. Concealed Mini-Missile Launchers (2): Mini-missile launchers are built into the rear sections of the two main jet housings. Each contains a total of 24 mini-missiles.
      Primary Purpose: Anti-Aircraft and Anti-Armor.
      Secondary Purpose: Anti-Personnel.
      Missile Type: Any type of mini-missile, but standard issue is fragmentation (anti-personnel/anti-missile; 5d6 M.D. to 20 foot radius), or plasma (1d6x10 to 15 foot radius).
      Mega-Damage: Varies with missile type.
      Rate of Fire: One at a time, or in volleys two, three, four, or five.
      Effective Range: About one mile (1.6 km)
      Payload:
        Left launcher: 10/15 Plasma, 4/9 Fragmentation
        Right launcher: 12/15 Plasma, 6/9 Fragmentation
  5. Door Machine Guns (2): A .50 cal machine gun is mounted at the two sliding doors. These can be manned the troops in the cargo bay. Each has a 360 degree rotation and a 90 degree angle of fire (up and down). Must be manned remotely (using an auto-loading mechanism); 20% chance every reload that it will jam requiring manual reload (on the ground only). (Can be replaced by C-40Rs or any other rail gun or squad support weapon).
      Controlled by: Whoever mans them (usually the troops being transported)
      Primary Purpose: Anti-Personnel
      Secondary Purpose: Anti-Supernatural
      Mega-Damage: 1D6 M.D. per 50 round burst of normal ammo; 1d3 MD for silver ammo. Vampires take 1d6x100 HP of damage per burst.
      Range: 1600 feet (488 m)
      Rate of Fire: each burst is one attack per melee.
      Payload: 600 round belt of .50 cal ammo. Each gun is fed from a bin that can hold ten belts of ammunition. Currently loaded with 2 belts of silver ammunition.
  6. Cargo Bay Mounted Machine Gun : A .50 cal machine gun is mounted in the ceiling of the cargo bay. This is controlled from within the cockpit. It has a 360 degree rotation and a 90 degree angle of fire (up and down). Must be manned remotely (using an auto-loading mechanism) from within the cockpit; 20% chance every reload that it will jam requiring manual reload (on the ground only). (Can be replaced by a C-40R or any other rail gun or squad support weapon).
      Controlled by: The Vehicle Commander, Communications/Sensor Operator, or Secondary Gunner
      Primary Purpose: Anti-Personnel
      Secondary Purpose: Anti-Supernatural
      Mega-Damage: 1D6 M.D. per 50 round burst of normal ammo; 1d3 MD for silver ammo. Vampires take 1d6x100 HP of damage per burst.
      Range: 1600 feet (488 m)
      Rate of Fire: each burst is one attack per melee.
      Payload: 600 round belt of .50 cal ammo. The gun is fed from a bin that can hold ten belts of ammunition. Currently each gun is loaded with 2 belts of silver ammunition.
  7. Optional: Troops: This is a combat transport vehicle that is likely to be carrying troops that can be unleashed once the Sky Hawk lands, or even while in mid-air if flying power armor or vehicles.
  8. Features of Note:
      Wings fold up as necessary for VTOL purposes.
      Sliding side doors on both sides of the cargo bay. Above each door is a heavy-duty harness to accommodate one "door gunner" at each opening. The doors may be opened in flight to allow parachute drops or SAMAS to enter or exit.
  9. Sensor & Other Systems
    Has all the standard robot sensors and systems as well as the following:
    • Combat Computer: A special computer stores the tactical information on all Coalition and other types of robots, power armor, vehicles and aircraft. Identifies, calculates, stores and transmits data onto the Heads Up Display (H.U.D.) of the pilot's helmet, as well as monitors on the control panel. This information can also be transmitted via a scrambled frequency from the long-range radio. The combat computer is linked to the targeting systems, weapon systems and radar. If needed, any of the crew can punch up the appropriate model and type to quickly scan for weaknesses and armaments, giving the crew information on how to best respond to, counter and evade/outmaneuver the enemy.
        The computer's voice personality is a dry monotone who constantly questions every task while completing them, but with a slightly anti-CS tinge to the questions. "Lt. Freeman, scans complete. Why would you want to scan the village? Are you planning on carpet bombing them like the CS does every other village of peaceful farmers?" or "Personality profile of Specialist Mane complete Dr. Howlett. In case you didn't know, he is psychotic, just like every other CS mutant would be given Dr. Bradford's preference." The personality cannot be turned off or muted, though it can be turned down to almost silent. You can suppress commentary with an additional Computer Operation roll for every task. For tinkering this costs no extra attempts, but in battle it does cost an action. Further the voice is heard across the entire squad communication frequency unless someone on the APC makes a Radio roll (costs an action) to deny it access each round.
    • Combat Bonuses: Elite RPA SAMAS pilots and RPA "Fly Boys" get a bonuses listed below.
        One additional attack per melee round when piloting a 696.
        +2 on initiative
        +1 to strike using built-in weapon systems
        +2 to dodge.
        Piloting skill penalties for taking evasive action, trick moves, and dog-fighting are half
    • Radar: Can identify 72 and track up to 48 targets simultaneously at a range of 30 miles (48 km).
    • Laser Targeting System: Assists in the selection and focusing of specific targets and adds a bonus of+1 on initiative and +1 to strike when using long-range weapon systems. Does not apply to personal weapons.
    • Radio communication: Long range, directional communication system with an effective range of about 500 miles (800 km), as well as a directional, short range radio. Range is 5 miles (8 km). This is not a CS system, but rather a top of the line Wilk's system with additional encryption.
    • Built-in loudspeaker: 80 decibels.
    • External Audio Pickup: A sound amplification listening system that can pick up a whisper 300 feet (91.5 m) away.
    • Language Translator:
        ☞ 98.7% accuracy when listening to 1-2 speakers, 70% at 3-6, & 22% if more than that
        ☞ American
        ☞ Spanish
        ☞ Japanese
        ☞ Chinese
        ☞ Euro
        ☞ Dragonese/Elven
        ☞ Gobbely
        ☞ Faerie Speak
        ☞ Demongogian
        ☞ Russian
    • Electronic Counter-Measure Systems: A system designed specifically for disrupting radio transmissions over a large area, causing general confusion among enemy units and troops. The system also ties into the radar and combat computer to trace an enemy's attempted transmissions over jammed frequencies to find their general location (also to trace homing beacons). The system is powerful enough to disrupt all radio systems within a 100 mile (160 km) radius.
    • Large Searchlight: A high-powered searchlight is built into the underbelly of the nose section. It can rotate 360 degrees and has an up and down arc of 180 degrees. Range: 1000 feet (305 m).
    • Smaller Spotlights (2; left and right over sliding doors, mounted to door guns): Both have cross covers permanently painted on them. Range is 500 feet (152 m).
    • Voice Actuated Locking System: The aircraft's access doors are sealed by an automatic locking system. A six digit spoken code programmed to a specific voice(s) pattern (six voice memory) is standard operating procedure. A manual key pad is provided in case of system failure/override.
    • Quirks: Whenever the toilet is flushed there is a 10% chance of the entire grey water tank being dumped. Each day make 2d6 rolls.

Cargo:
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"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 Sorocco Skirmish of May 110PA

(Many thanks to SNAFU for the basis of my new AVATAR!)
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