Cpt. James Howlett (Human, Cyber-Doc)

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

Moderators: Game Masters, AGMs

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James Howlett
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Posts: 521
Joined: Fri Nov 06, 2009 7:38 am
Location: Group Leader (CS 110th)
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Cpt. James Howlett (Human, Cyber-Doc)

Post by James Howlett »

Player Name: John
Hangout: GarrisonBurne

Character Name: Captain James Howlett M.D.B.S.
Citizen ID Number: LS10-C29-074-1BF3-00FC
Alias: Doc
Race: Human (Anglo)
O.C.C.: Cyber-Doc
Occupation: Coalition Medical Officer
Rank: Captain
Alignment: Aberrant
XP Level: 11
XP Points: 146,512 2021Q2 - CSHC
Next Level @ XP: 179,101 (for lv.12)
Sentiments/Non-Humans: Hates and distrusts all non-humans! The only good one is a dead one!
Sentiments/Coalition: Believes the CS are heroes and humankind's salvation until proven otherwise
Disposition: Paternal: Tends to be overprotective of others, especially friends, and is especially overbearing towards young characters and children.
Insanity: None

ATTRIBUTES
I.Q.: 28
M.E.: 20
M.A.: 21
P.S.: 22
P.P.: 22
P.E.: 15
P.B.: 17
Speed: 58

PHYSICAL DATA
P.P.E.: 4
H.P.: 47
S.D.C.: 64

M.D.C. by Location:
• Hands (2): 50 each.
• Forearms (2): 50 each.
• “Concealed” Forearm Weapon: 40
• Upper Arms (2): 70 each.
• Legs (2): 90 each.
• Bionic Ribs: 13
• Bionic Pelvis: 13
• Bionic Spine: 13
• Modular Modified Extra Arms (2): 60 each.

Age: 36 (December 29, 74 PA.)
Sex: Male
Height: 6'
Weight: 300 lbs.
Description: Captain James Howlett is a lanky man with a well sculpted face, with short black hair and dark brown eyes. James has an extensively modified his body with bionic limbs, even going so far as adding a modular second set under his normal arms. James tends to wear well tailored uniforms or suits, or his trademark lab coat.

Natural Abilities
Perception Bonus: 78% (+3%)
Invoke Trust/Intimidate: 65% (70% vs Armed Forces Personnel)
Charm/Impress: 35%
Max. Encumbrance: 120 lbs.
Max. Carrying Weight: 440 lbs.
Max. Lifting Weight: 880 lbs.
Max. Jumping Ability: 22 feet lengthwise, 11 feet in height.
Speed: 39.5 mph, 870 feet per melee, 174 feet per action.

Special Abilities
Install Bionics
• -5% to Cyber-doc skill to remove Bionics or any prosthetics, If in poor working conditions, or with inadequate tools.
• -10% if the Bionics are more advanced, or a different but comparable technology.
• -20% when dealing with extremely alien physiology and/or alien cybernetics.
if there is any penalty for working under pressure or on a time limit, it should be reduced by half.

Find Bionics and Cybernetics Contraband
• +20% to Find contraband when involving medical supplies and Cybernetics/Bionics.
Recognize Quality of Bionics & Cybernetics: 104% (+3%)
Repair and Soup-Up Bionics
Military Etiquette 66% (+5%) (for being a member of the CS Military)
Officer Advanced Training Skills [Full Course]:
  • History: Pre-Rifts (+10%; main focus is Military History)
  • History: Post-Apocalyptic (+15%; main focus is Military History)
  • Literacy (CS): American (+20%)
  • Military Etiquette (+20%)
  • Public Speaking (+15%)
  • W.P. Handguns
  • W.P. Sword
Payment for Epic 2018
Advanced Medical, Science, Cyberware & Bionics Knowledge:
  • +25% to Bioware Mechanics
  • +10% to any other Cybernetic or Medical Skill
  • No penalty for working on alien or advanced stuff
Bionics & Cybernetics
Partial Bionic Reconstruction
• Modifications: Enhanced Sensitivity

• P.P. 20, P.S. 20
• M.D.C.: 60
• Bonuses: Adds one attack per melee.
• Modifications: Enhanced Sensitivity

• Modifications: None.

• Bionic/MDC (Pelvis & Ribcage)
• Reinforced Spine: Bionic/M.D.C.

Headware
• Bonuses: • +1 Initiative, +1 Dodge, +1 Disarm, +2 Roll w/, +2 Pull Punch

• Acts like a Universal Headjack, in addition character can absorb more data directly to their brain, and transmit mental images to either a monitor or holographic projector. (Images only; no sound)

• Range 1,000’; Can send Orders without special equipment.

Right Eye
• Telescopic: 4-8x30 magnification, range: 6,000'
• Macro Lens: 2x to 8x magnification, range: 3'
• Passive Nightvision: 2,000'
• Thermo-Imaging: 2,000'
• Light Filters: Reduces glare.
• Targeting Display: Imposes cross-hairs on a target, adding a bonus of +1 to Strike with any ranged weapon.

Left Ear
This is a special connector
or "jack" that is built into the skull, usually at the base of the head or behind the ear. A tiny receiver is then inserted into the ear and linked to the Headj ack. The combination enables characters to plug into audio, sensory, robot, and computer equipment, including most communications equipment, radios, video systems, radar, detection/warning devices, microphones, surveillance systems, and more conventional items like CD players, television, disc recorders, and so on. The Headjack receives transmissions from the device that is plugged into it and transmits them to the tiny receiver inside the ear. The audio sounds are clear and distinct to the listener, but being implanted in the inner ear, they are so quiet that only the character can hear the message. Even creatures and devices with enhanced hearing are unable to hear the sounds inside the ear. The Headjack is easily concealed by hair or by folds of skin. The receiver is so tiny that it is attached on or near the eardrum and can only be seen by carefully looking into the ear with a light.
The basic system can be upgraded to include a built-in radio receiver and transmitter which will allow the character to receive and send radio transmissions as if he were using a walkie-talkie. It is so effective that the character can transmit a whisper, or the voices of other people within six feet of him.
Range : 3 miles.
Increasing the system for long-range, wideband and broadband transmission will require additional surgery, a jaw implant for calibrating and switching channels, a high-powered battery, micro-amplifier, and an antenna implant in the skull.
Range is increased to 50 miles and further increased to 100 miles if an additional long-range, telescoping antenna is plugged into the Headjack.

A system of tiny sound amplifiers, microphones and receivers are built into the ear canal, enabling the character to hear almost inaudible sounds at up to 360 feet away. a few feet away. This is the maximum range for eavesdropping on conversations. Only sounds of 70 decibels (e.g., the sound of heavy traffic) or louder can be accurately heard and the location pinpointed from 500 to 1,000 feet away.
The Amplified Hearing also enables the character to accurately estimate the distance and location of the sound source, and recognize specific sounds and voices at a base skill of 35% plus 5% per level of experience. Background noise, such as other conversations, traffic, machine noise, etc., as well as barriers
like closed doors and walls, will decrease the range and clarity of what can be heard. G.M.s should use their discretion and common sense.
Bonuses : +1 to parry, +2 to dodge, and +3 on initiative.
Decibel Scale: The following Decibel Scale is presented for easy reference. A 20 decibel sound is ten times louder than a 10 decibel sound, a thirty decibel sound is 100 times louder than a 10 decibel sound, and 40 decibels is 1000 times louder than 10.
One decibel is the smallest . difference between sounds detectable by the human ear.
10 decibels is a light whisper.
20 decibels is a quiet conversation or a muffled noise.
30 decibels is a normal conversation.
40 decibels is light traffic.
50 decibels is a loud conversation.
60 decibels is shouting or a blaring radio.
70 decibels is heavy traffic or automatic gunfire.
80 decibels is loud noise like a subway train, roaring car engine, or rock concert.
90 decibels is very loud noise, like thunder or an explosion.
100 decibels is the roar of a jet engine and temporarily deafening (204 seconds).
140 decibels is a sonic boom, painful and temporarily deafening (2D4 minutes).

[sie=85]This is an ear accessory that can be combined with a Headjack, Amplified or Ultra-Ear, or most bionic and cybernetic ear implants. The filter automatically reacts to diminish potentially damaging sounds with filters and/or earplugs. Sounds are muffled to protect the character from deafening or disorienting levels of sound such as gunfire, explosions, heavy machinery, and painful sound waves.[/size]

Torso
• Can eat anything organic and get some form of nutrition out of it.

• Reduce O2 intake by 50% for up to 12 hours. Survive 30 minutes with one breath of air and a week without food or water.

• 2 hour oxygen supply, (3 hours of normal breathing to refill); 94% chance of filtering toxins.

Right Forearm.
• Damage: 1D6 M.D. or 4D6 M.D. if C-5 rounds are used.
• Range: 800 feet.
• Payload: 8 Rounds Internal, 30 Rounds with Clip.

Right Hand
• Heat: Temperature at 4-6 inch range.
• Motion detector: Bionics Sourcebook page 36-37
• Radiation Detector: As per Geiger Counter
• Gyro-Compass: All cardinal directions as well as up down
• Clock-Calendar: Date/Time down to the hundredth of a second.
DNA Analyzer: • Can ID DNA by touch or scratch.
Laser Finger Blaster:
• Damage: 1D4 M.D.
• Range: 300 feet
• Payload: 6 Shots (recharges 1/hour) or 18 with Micro-E-Clip (Loaded).
Laser Utility Finger:
• Damage: 1D6 S.D.C. or 3D6 S.D.C.
• Range: 50 feet
• Payload: 12 Shots (recharges in 30 minutes)
Finger Vid Camera: • Records Video, to HUD or computer for viewing.
Finger Jack: • Allows for connection to machines & electronics.

Palm Needle:
• Damage: 1 S.D.C., injects chemicals.
• Payload: 2 doses of Qink Toxin.
Retractable Silver Knuckle Spikes:
• +1D6 S.D.C. to punch or backhand.[/size]

Left Upper Arm
• Similar to mini-computer in appearance, packed with top grade computer systems and software for hacking and heavy computer operations.
• Bonuses: +20% to Computer Hacking, +10% to Computer Programming, Artificial Intelligence, and Research.

Left Forearm
• Damage: 2D6 S.D.C. Non-lethal. -8 to strike, parry, dodge. Reduce Spd and number of attacks by half. Stun Effects last for 2D4 Melee Rounds. Save vs. Neural Mace: 16 or higher. • • Ineffective vs. EBA, Power Armor, Borgs, or Supernatural Creatures.

Left Hand
• Blood Analysis/Tox-screen
• Epidermic Analyzer
• Epidermal Temperature Gauge
• Laser Scalpel Finger
• • Damage: 1D4 S.D.C.
• Pulse & Pressure Detector
• Stethoscope Feature


O.C.C. Skills
Literacy: American 164% (+5%)
Language: American 114% (+1%)
Language: Euro 114% (+3%)
Advanced Mathematics 129% (+5%)
Basic Mathematics 149% (+5%)
Basic Mechanics 114% (+5%)
Basic Electronics 109% (+5%)
Biology 124% (+5%)
Chemistry 114% (+5%)
Computer Operation 109% (+5%)
Find Contraband 90% (+4%)
Medical Doctor
• Diagnosis: 134% (+5%)
• Treatment: 124% (+5%)

M.D. in Cybernetics & Bionics
• Diagnosis: 124% (+5%)
• Surgery: 144% (+5%)

Pathology 124% (+5%)

O.C.C. Related Skills
Research 114% (+5%)
Computer Programming 109% (+5%)
Electrical Engineer 104% (+5%)
Field Surgery 104% (+4%)
Forensics 124% (+5%)
Chemistry: Analytical 104% (+5%)
Chemistry: Pharmaceutical 109% (+5%)
Computer Repair 99% (+5%)
Sensory Equipment 114% (+5%)
[4th]Lore: Demons & Monsters 89% (+5%)
[5th]Mechanical Engineering 69% (+5%)
[7th]Genetics 79% (+3%)
[8th]Public Speaking 69% (+5%; AT)
[10th]Computer Hacking 58% (+4%)

O.C.C. Related Skills via EP
[5th]Bioware Mechanics 109% (+5%)
[6th]Juicer Technology 89% (+5%)
[6th]Leadership
[7th]Weapon Systems 79% (+5%)
• +1 to Strike when using these Weapons.
[7th]Clinical Genetics 84% (+5%)
[7th]Law: CS 79% (+5%)
[7th]History: Post-Apocalypse (North America) 94%/89% (+5%)
[7th]Lore: Magic 64% (+5%)
• Recog. Magic Circles, Runes, etc: 52% (+4%)
• Recognize Enchantment 47% (+4%)

[7th]Lore: Psychics & Psionics 64% (+5%)
[7th]Weapons Engineer 59% (+5%)
• +1 to Strike with Heavy Weapons & Vehicular Weaponry
[7th]Artificial Intelligence 78% (+3%)
[7th]Robot Mechanics 54% (+5%)
[7th]Robot Electronics 64% (+5%)
[7th]Command Skelebots 90% (+2%)
[7th]Cryptography 54% (+5%)
[7th]History: Pre-Rifts (North America) 83%/75% (+4%)
[7th]Lore: D-Bees 64% (+5%)
[7th]Boxing
[8th]Lore: Vampire 54% (+5%)
[8th]Literacy: Techno-Can 50% (+3%)
[8th]Psychology 79% (+5%)
[8th]Cooking 59% (+5%)
[8th]Fishing 64% (+5%)
[8th]Pilot: Automobile 83% (+2%)
[10th]Field Armorer & Munitions Expert 59% (+5%)
[10th]Pilot: Robots & Power Armor 73% (+3%)
[10th]Robot Combat: Basic
[10th]Xenology 49% (+5%)
[10th]W.P. Heavy M.D. Weapons

Secondary Skills
Language: Spanish 94% (+3%)
Radio Basic 109% (+5%)
Wilderness Survival 94% (+5%)
[5th]W.P. Targeting
[8th]Wardrobe & Grooming 72% (+4%)

Secondary Skills via EP
W.P. Paired Weapons
W.P. Quick Draw
Intelligence 62% (+4%)
Prowl 79% (+5%)
Electronic Countermeasures 59% (+5%)
Swimming 64% (+5%)

Combat Data
HTH Type: Basic
Number of Attacks: 8
Initiative Bonus: +6
Strike Bonus: +4
Parry Bonus: +10
Dodge Bonus: +12
HTH Damage Bonus: +9
Bonus to Roll w/Punch: +7
Bonus to Pull a Punch: +6
Bonus to Disarm: +1
Other: Kick Attack: 1D8, Critical: 19-20, Judo-Style Body Flip/Throw (1D6 Damage, Victim loses Initiative and 1 attack)

HTH Type: Robot Combat: Basic
Number of Attacks: 9
Initiative Bonus: +6
Strike Bonus: +5
Parry Bonus: +11
Dodge Bonus: +13
Bonus to Roll w/Punch: +7
Bonus to Pull a Punch: +6
Bonus to Disarm: +1
Other: Power Armor Body Block/Tackle/Ram: 1D4 M.D. plus a 01-50% chance of knocking an opponent down, causing him to lose initiative
and one melee attack/action. Counts as two of the power armor's melee attacks.
Robot Body Block/Tackle/Ram: M.D. equal to Robot Punch M.D. plus a 0-60% chance of knocking down an opponent that is approximately the same size or larger. Increase the odds of knocking down an opponent that is half the size or smaller than the robot to 01-80%. The victim suffers M.D. and loses initiative and two melee attacks/actions. Counts as two of the robot's melee attacks.

HTH Type: Robot Combat: Elite (SAMAS)
Number of Attacks: 9
Initiative Bonus: +8 (+9 while in Striker SAMAS)
Melee Strike Bonus: +6 (+7 while in Striker SAMAS)
Ranged Strike Bonus: +2
Parry Bonus: +13
Dodge Bonus: +14 (+15 While in Striker SAMAS)
Flying/Leaping Dodge: +16 (+17 While in Strike SAMAS)
Bonus to Roll w/Punch: +11
Bonus to Pull a Punch: +9
Bonus to Disarm: +3
Other: Punch Damage: As per Robot (or Augmented) P.S.
Power Punch : Double damage, but counts as two melee attacks.
Tear or Pry with Hands: 1 D4 M.D.
Kick Damage: As per Robot (or Augmented) P. S .
Body Block/Ram : Equal to the Robot P.S. punch damage.
Full Speed Running Ram : Double Robot P.S. punch damage, plus 01 -60% likelihood of knocking an opponent off his feet if the opponent is the same size or smaller (reduce by half if twice as big). Victim takes M.D. and is knocked off his feet, losing initiative and two melee attacks/actions.


Weapon Proficiencies
Aimed Shots: +3 to Strike Bonus (costs 2 actions)
Burst Shots: +1 to Strike Bonus
Called/Aimed Shots: +3 to Strike Bonus, 12+ Strike Roll Required (costs 3 actions)
Melee Called Shots: No bonus to Strike, No extra action cost

W.P. Knife: +5 to Strike, (+4 to Parry, +5 to Strike when Thrown)
W.P. Energy Pistol: (+6 to Strike)
W.P. Energy Rifle: (+5 to Strike)
[5th]W.P. Targeting (+4 to Strike)
W.P. Paired Weapons
W.P. Quick Draw (+2 Initiative)
[8th]W.P. Sword (+2 to Strike, +1 to Parry)
[10th]W.P. Heavy M.D. Weapons (+1 to Strike)

Saving Throw Bonuses
Coma/Death: +0
Magic (varies): +0
Lethal Poison (14+): +0
Non-Lethal Poison (16+): +0
Insanity (12+): +3
Psionics (15+): +3
Toxins & Disease: +1
Ingested Toxins: +4
Last edited by James Howlett on Tue Nov 19, 2013 8:55 am, edited 17 times in total.
User avatar
James Howlett
Group Leader
Posts: 521
Joined: Fri Nov 06, 2009 7:38 am
Location: Group Leader (CS 110th)
Contact:

Equipment

Post by James Howlett »

Equipment

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

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

Book Reference: p.100, WB11


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


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


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


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


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


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


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


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


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


Field Medic Kit
  • Weight: 30 lbs.
  • Features: all necessary supplies for routine & emergency medical treatment
  • Modifiers: +10% to applicable skill checks
  • Book Reference: p.118, MercOps


Worn On Person
PA-08A Special Forces "Striker" SAMAS
CA-7 Special Forces Heavy Dead Boy Armor
DS-1U Reinforced Duty Uniform
CS Commando Wristwatch
CP-50 "Dragonfire" Assault Pulse Laser and Grenade Launcher On a Sling
C-29 "Hellfire" Heavy Plasma Cannon On a Sling
CP-30 Laser Pulse Pistol CA-7 Chest Holster
• 2 Coalition States Smoke Grenades
• 2 Coalition States Plasma Grenade
Coalition States Fragmentation Grenade
Coalition States Stun/Flash Grenade
• 2 flares

Utility Belt
• Canteen (half gallon).
• Walkie-Talkie Pouch: CM-PRC-5 Secure Walkie-Talkie
• Compass/inertial mapper.
• Firestarter kit (solar-powered lighter and flint & steel).
• Flashlight/signal light (with bright halogen and infrared options).
• Mini first aid kit (+1 Healing check, only one use).
• Power bars (three, each can sustain a normal human for a day).
• Hip Holster: CP-20 Laser Pistol
• Knife Sheath: Vibro-Knife
• Pistol Ammo Pouch: 2/2 Pistol E-Clips
• Rifle Ammo Pouch: 2/2 Rifle E-Clips

Boot-Sheath
Survival Knife

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

• CM-Ultra Pocket Laser Distancer
• CM-FLIR Distancing and Recording Binoculars
• A protective case with 10 one-inch disks
• Laser Gyro Navigation Aid
• RMK robot medical kit
• IRMSS Internal Robot Medical Surgeon System
• 4 E-Canisters
• 2 Rifle E-clips
• 2 Pistol E-clips
• 24 Micro Grenades (CP-50)

Stored on Vehicle[/b]
Nothing

Stored in Armory
DS-45AT Reinforced Custom Fitted Tuxedo
Undercover Harness
Concealed as suspenders on the front and by an armored plate in the jacket on the back.
• Concealed Holster (Requires Perception at -30% to spot): CP-20 Laser Pistol
• Pistol Ammo Pouch: 2/2 Pistol E-Clips
Undercover Leg Sheath
Covert Slim Vibro-Knife

Secure Universal Card: 245,673
Salary: 3,900 Credits/Month

Gear Stats
PA-08A Special Forces "Striker" SAMAS
Image
M.D.C. by Location:
  • *Shoulder Wings (2): 80 each
  • *Wing Mini-Missile Launchers (6 total): 8 each
  • *Chest Mini-Missile Launchers (6 total): 8 each
  • *Forearms with Missile Launchers (2): 80 each
  • Upper Arms (2): 70 each
  • *Hands (2): 25 each
  • Legs (2): 130 each
  • Main Rear Jets (2): 60 each
  • Lower Maneuvering Jets (3): 30 each
  • Intake Jets (2; top): 50 each
  • *Ammo Drum (rear): 35
  • *Rail Gun: 50
  • **Head: 90
  • Main Body: 325

*Requires a Called Shot at -4 to strike
**Requires a Called Shot at -3 to strike
Statistical Data:
Running: 70 mph (-90% fatigue) (103m (51 squares) per phase running; 51m (25 squares) "walking")
Leaping: 20' high or across, 100' high and 200' across jet thruster assisted leap
Flying: 330 mph, max altitude 6,000'
Flying Range: 10 hours, 24 hours at cruising speed (150 mph)
Class: Strategic Armor Military Assault Suit
Crew: One
Dimensions: 10' 6" high, 3' 6"' wide, wingspan 12', 4' 6" long, 600 lbs. without rail gun
Physical Strength: Robot P.S. 36
Cargo: None
Power System: Nuclear (20 year life)
Weapon Systems:
C-40R SAMAS Rail Gun
  • Range: 4,000'
  • Damage: 40 round burst 1d4x10 M.D.
  • Rate of Fire: Bursts only
  • Payload: 3,000 round drum

Striker-6 Mini-Missile Wing Launchers (6)
  • Range: 1 mile
  • Damage: varies per mini-missile type
  • Rate of Fire: 1 at a time or volley of 2, 3 or 6
  • Payload: 6 missile total

Striker 6 Mini-Missile Chest Launchers (6)
  • Range: 1 mile
  • Damage: varies per mini-missile type
  • Rate of Fire: 1 at a time or volley of 2, 3 or 6
  • Payload: 6 missiles total

Striker 8 Forearm Mini-Missile System (2)
  • Range: 1 mile
  • Damage: varies per mini-missile type
  • Rate of Fire: 1 at a time or volleys of 2, 4 or 6
  • Payload: 16 missile total

Hand to Hand Combat: Per Robot P.S.
Features of Note:
  • All standard features common to powered armor (p.271, R:UE)
  • Multi-optics helmet (2,000')
    • Laser targeting, telescopic sight, passive nightvision, thermal-imaging, infrared, ultraviolet, polarized filters

Modifiers: None
Book Reference: p.119-122, WB11


CA-7 Special Forces Heavy Dead Boy Armor
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M.D.C. by Location:
  • Helmet: 75
  • Arms: 60 each
  • Legs: 80 each
  • Main Body: 100

Weight: 20 lbs.
Modifiers: -5% to climb, -20% to other physical skills
Features:
  • All standard Dead Boy EBA features (p.100, WB11)
  • Modular backpack attachments
  • Garrote housing in left wrist
  • Retractable vibro-knives mounted in forearms (1D6 M.D.)
  • Optional: Special-Ops Mag-5 Jet Pack

Book Reference: p.103-104, WB11


DS-45AT Reinforced Custom Fitted Tuxedo
IFF Tag: Howlett, CSSM, CPT (O-3), CO
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Weight: 5 lbs. (3.2 kg)
Mobility: Superior; no movement penalties of any kind.
M.D.C. by Location:
• Arms (left): 5/5
• Arms (right): 5/5
• Legs (left): 8/8
• Legs (right): 8/8
• Main Body: 15/15
Features:
  • • 1. Built-in Tracking Device: To aid in retrieval, the soldier can activate the built-in tracking beacon and strobe light for friendly forces to find them easily. Both subsystems can be activated independent of each other, or together, as needs dictate.
    • 2. Access Panels: The suit can be configured to allow access to bionic weaponry without tearing the fabric.


DS-1U Reinforced Duty Uniform
IFF Tag: Howlett, CSSM, CPT (O-3), CO
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Weight: 5 lbs. (3.2 kg)
Mobility: Superior; no movement penalties of any kind.
M.D.C. by Location:
• Arms (left): 5/5
• Arms (right): 5/5
• Legs (left): 8/8
• Legs (right): 8/8
• Main Body: 15/15
Features:
  • • 1. Built-in Tracking Device: To aid in retrieval, the soldier can activate the built-in tracking beacon and strobe light for friendly forces to find them easily. Both subsystems can be activated independent of each other, or together, as needs dictate.


Vibro-Knife
Damage: 1D6 M.D.

Covert Slim Vibro-Knife
Damage: 1D6 M.D.

Survival Knife
Damage: 2D4 S.D.C.

CP-20 Laser Pistol
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• Range: 800'
• Damage: 2d6 MD
• Rate of Fire: Single shots only
• Payload: 21 shots per E-clip or 30 shots per LE-Clip


CP-30 Laser Pulse Pistol
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  • Range: 600'
  • Damage: 2d4 M.D. per shot or 4d6 M.D. per burst
  • Rate of Fire: Single shots & 3-shot pulse bursts only
  • Payload:
    • Grenade Launcher: 12 micro grenades
    • E-Clip: 21 shots
    • LE-clip: 30 shots
    • E-canister: 72 shots
  • Weight: 4 lbs.; 4 lbs. for an E-canister
  • Features: Laser targeting
  • Modifiers: +1 to strike on an aimed shot
  • Book Reference: p.90, WB11


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


C-29 "Hellfire" Heavy Plasma Cannon
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  • Range: 1,400'
  • Damage: 1D6x10 M.D.
  • Rate of Fire: Single shots only
  • Payload: 8 shots per E-Canister
  • Weight: 12 lbs.; 4 lbs. for an E-canister
  • Features: Telescopic and laser-distancing scope (x20 magnification, 2 miles)
  • Modifiers: +1 to strike to an aimed shot
  • Book Reference: p.93-94, WB11


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


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


Coalition States Fragmentation Grenade
  • Range: 120' thrown
  • Damage: 2D6 M.D. to 20' AoE


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


IRMSS Internal Robot Medical Surgeon System
  • Effect: Repairs internal injuries
  • Medical doctor's surgical skill of 75%
  • Note: Types of internal injury which they can repair include the removal of blood clots, repairing torn/ruptured veins, internal bleeding, and minor damage to internal organs.
  • Payload: 4 uses
  • Book Reference: p.263, R:UE


RMK Robot Medical Kit "Knitter"
  • Effect: Repairs external injuries
  • Paramedic suturing skill of 90%; single-use item
  • Note: Ineffective against internal injuries, broken bones, or severe wounds
  • Book Reference: p.263, R:UE


Laser Gyro Navigating (LGN) Aid
  • E-clip powered, 96 hours of use
  • Computerized map & compass gives exact position in latitude & longitude, precise time, altitude & rate of travel
  • Modifiers: +20% to Land Navigation skill
CS Commando Wristwatch
  • A.R.: 14; S.D.C.: 60
  • Features: Waterproof to a depth of 3,000', Alarm vibrates, Altimeter, Remote Detonator-capable
  • Book Reference: p.116, MercOps


CM-PRC-5 Secure Walkie-Talkie
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  • M.D.C.: 2
  • Range: 10 miles
  • Weight: 1 lb.
  • Features: 96 hours before recharge required
  • Modifiers: -25% to crack encryption
  • Book Reference: p.106, MercOps


CM FLIR Distancing & Recording Binoculars
  • Range: 2.5 miles
  • M.D.C.: 1
  • Weight: 2 lbs.
  • Features: passive IR thermal-imaging w/laser distancing; 4 hr. video recording
  • Book Reference: p.105, MercOps


Mercenary Gear
Held in Hand

Armor/Worn on Person
  • LI-B2 Light Infanttry Armor w/ Overcoat
  • WI-LP3 Pepperbox Laser Right Hand Holdout Speed Holster
  • Bandito BigBore BB-2 "Holdout" Derringer Left Hand Holdout Speed Holster
  • 1806 .68 Cal Double Barrel Flintlock Pistol Right Coat Pocket
  • NG-T6 Taser Neural Disruptor Left Coat Pocket
  • IDF Commando Wristwatch
  • MH-550 Armored Huntsman’s Choice Jumpsuit or Fatigues
  • Combat Boots
Utility Belt
Belt contains Pistol Holster, 3 knife sheaths, 4 Ammo Pouches and 1 equipment clip
  • Bandito BigBore "Big Boss" Magnum Revolver
  • [Equipment Clip] Portbl Language ttranslator
  • [Ammo Pouch 1] 4/4 Pepperbox Speed loaders
  • [Ammo Pouch 2] 2/2 Long E-Clips (Pistol)
  • [Ammo Pouch 3] 2/2 30 Round Clips of C-5 Pump pistol rounds.
  • [Ammo Pouch 4] 8/8 BigBore "Revolver" Rounds
  • [Ammo Pouch 4] 8/8 BigBore "Shotgun" Rounds
  • Vibro-Knife
  • NG Grenade Vibro-Knife 2/2
Web Gear
Contains Pistol Holster, 6 grenade loops,
  • NG-45LP "Long Pistol"
  • Plasma Grenades 2/2
  • Smoke Grenades 2/2
  • CS Stun/Flash Grenades 2/2
Satchel
  • Portbl Computer (Non-Military Computer)
  • Computer Reference Libraries (Botany)
  • [Ammo Box] 8 BigBore "Revolver" Rounds, 8 BigBore "Shotgun" Rounds, 4 Pepperbox Speed loaders (Fully Loaded), 2
  • 8-round Neural Disruptor Clips
  • Wilk's PRC-5 Secure Walkie Talkie
  • Wilk's Ulttra Pocket Laser Distancer
  • Wilk's FLIR Distancing and Recording Binoculars
  • Protective case with 10 one-inch disks
Old-Fashioned Medical Bag
Sttrapped to underside of Backpack.
Contains several padded interior pockets.
  • Surgical Kit (scalpels, clamps, suture, needles, etc)
  • First Aid Kit (Holds the Following: Bandages, Antiseptics, Protein Healing Salve)
  • IRMSS/Robotic Micro-Surgeon Kit
  • RMK robot medical kit
  • Portbl Compu-Drug Dispenser (10 Penicillin, 4 Pandisporin, 10 Candaniricin, 10 ttributomol, 5 Penthydrocodine, 2 Qwik-Clot, 1 Universal Anti-Toxin, 3 Dentiricin, 3 Necromycin)
  • Two Packages of Hydrating Salts
  • Five Tubes of Protein Healing Salve
  • Two Spray Cans of Qwik-Clot
  • Hypodermic Gun
  • Hypo-spray Injector.
  • Stethoscope
  • Pen Flashlight
  • Hand-held Blood Pressure Machine (computerized)
  • Six Unbreakable Vials
  • Dozen Pairs of Disposable Gloves
  • Pair of Reusable Gloves
  • Bottle of Whiskey (½ full)
Backpack
  • Portbl Computer (Non-Military Computer)
  • Computer Reference Libraries (Botany)
  • 2 8-round Neural Disruptor Clips
  • [Ammo Box] 92 WI-LP3 Batteries
  • [Ammo Box] 136 BigBore "Revolver" Rounds
  • [Ammo Box] 136 BigBore "Shotgun" Rounds
  • [Ammo Box] 6 Pepperbox Speed loaders (Fully Loaded)
  • Remington 870 Police Magnum

Wealth
  • Salary: 3,900 Credits/Month
  • Black Card: 443,974 (CS HC 10/6/14)
  • 1 year membership to the Stogies Men's Club (James Howlett)

Vehicle Locker
  • Armored Custom-Made Suit
  • Branaghan EBA w/ Overcoat
  • NG-A12 Anti-Ballistic Body Armor with built in Naruni Light Forcefield
  • NG-P7 Block III
  • Grenade Case
    (1'x1'x8”; 3 lbs.) Holds up to 20 standard sized grenades.
    • 3 Plasma Grenades
    • 3 Smoke Grenades
    • 3 CS Stun/Flash Grenades
  • Communicator (M.D.C. Version)
  • 2 Dress Shirts
  • 2 Pair of Pants/Slacks
  • 2 T-Shirts
  • Custom made suit
  • Labcoat
  • [Ammo Box] 20 12g solid slug shells & 24 12g buckshot shells
  • [Ammo Box] 120 Shots of .68 Cal Shot and Powder
  • [Ammo Box] 8 Long E-Clips (Pistol)
  • [Ammo Box] 15 Long E-Clips (Rifle)
  • 1 decanter (person selling it says it is the finest crystal) and 4 matching glasses
  • Bottle of Whiskey
Bunk
  • 8 Dress Shirts
  • 8 Pairs of Pants/Slacks
  • 8 T-Shirts
  • 2 Bottles of Whiskey
  • A Fully grown Uzain Plant (Dinosaur Swamp pg. 44)
Vehicle Storage/Cargo Bay
Cargo Box
Hermetically sealed temperature conttrolled cargo crate, with a electtronic lock
  • 2 cybernetic feet
  • 2 cybernetic hands
  • 2 cybernetic arms
  • 2 cybernetic legs
  • 2 cybernetic eyes
  • 2 cybernetic inner ears
  • 1 cybernetic heart
  • 1 cybernetic lung
  • 1 cybernetic kidney
  • 1 cybernetic liver
  • 1 cybernetic spleen
  • 1 cybernetic intestine
  • 100K credits worth of cybernetic bone (parts to rebuild joints)
Cargo Box
Hermetically sealed temperature conttrolled cargo crate, with a electtronic lock
  • 10 Bottles (20 pills each) & 10 IV’s of Penicillin. (Pills: +1 vs. Disease for 12 hours, 1D4 S.D.C. worth of healing due to illness. IV: +2 vs. Disease for 24 hours, 1D6+1 S.D.C. worth of healing due to illness.)
  • 10 Bottles (12 pills each) & 10 IV’s of Pandisporin. (Pills: +2 vs. Disease for 12 hours, 1D6+2 S.D.C. worth of healing due to illness. IV: +3 vs. Disease for 30 hours, 1D6+4 S.D.C. worth of healing due to illness.)
  • 10 Bottles (30 pills each) & 10 Spray Cans of Cadaniricin. (+2 vs. Disease specifically brought on by Fungus.)
  • 10 Bottles (20 pills each) & 10 IV’s of ttributomol. (Reduces all effects by 25% from pain, and doubles recovery effort when used routinely as directed. Lasts 12 hours per dose, 24 hours for the IV.)
  • 2 Bottle (10 pills) & 2 IV’s of Penthydrocodine. (Reduces all effects by 75% from pain, and doubles recovery effort when used routinely as directed. Lasts 8 hours per dose.)
  • 8 Packages of Hydrating Salts. (heals 1D6 S.D.C. from Dehydration, max of 2 doses per 24 hours)
  • Field Medic Kit. (Contains the Following: Sterile Bandages, Gauze, Medical Tape, Miniature Diagnostic Computer for monitoring life signs, Complete set of medical/dental tools, Basic Painkillers and Medicines, quick hardening cast, Fast acting burn salve (1D6 S.D.C. or 2 HP.) Protein Salve, Mini-Oxygen Supply)
  • 5 Tubes of Protein Healing Salve. (Doubles the rate of natural healing.)
  • 8 Powdered Doses & 8 Spray Cans of Qwik-Clot. (Causes wound to instantly clot for up to 10 minutes.)
  • Vial of Universal Anti-Toxin. (Gives +10 Bonus to Save vs. Poisons/Toxins)
  • 2 IV’s of Necromycin & 1 Bottle of Necromycin (6 pills)
  • 2 Tube of Dentiricin (5 doses)
MM-16 "Coffin" Pepperbox Man-Portbl Multiple Mini-Missile Launcher

Gear Stats
Gear Stats
LI-B2 Light Infanttry Armor w/ Overcoat
Weight: 90 pounds plus 6 lbs. With overcoat
Mobility: Good; -5% to climb, swim, perform acrobatics and similar physical skills/performance. Add another -5% to each when the overcoat is worn with the armor. If only the overcoat is worn, the movement penalty is only -5%, but -10% to swim.
M.D.C. by Location:
Head/Helmet: 15
Arm (L): +5/20 each +0/8 w/overcoat
Arm (R): +12/20 each +0/8 w/overcoat
Legs: +35 each +12 w/overcoat
Main Body: +97/150 +0/28 w/overcoat


Branaghan EBA w/ Overcoat
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Weight: armor―15 lbs.; Overcoat―6 lbs.
Modifiers: Heavy plate armor: Fair mobility; -10% to climb, -20% to prowl, swim, perform acrobatics and similar physical skills. Add another -5% to each when the overcoat is worn with the armor. If only the overcoat is worn, the movement penalty is only -5%, but -10% to swim.

M.D.C. By Location:
• Helmet: 40
• Arms: 28 each +8 w/overcoat
• Legs: 38 each +12 w/overcoat
• Main Body: 75 +28 w/overcoat[/size]

Armored Custom-Made Suit
• Weight: 12 lbs.
• Mobility: Good; -2% to movement skills
• A.R.: 19
• M.D.C.: 26


NG-A12 Anti-Ballistic Body Armor with built in Naruni Light Forcefield
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M.D.C. by Location:
  • Head/Helmet – 40
  • Arms – 35 each
  • Legs – 45 each
  • Main Body – 80
  • Force field – 45

Weight: 35 pounds
Modifiers: Fair mobility; -10% to Climb and -15% to other physical skills.
Features: Impact Absorbing Systems: Armor takes half damage from all kinetic attacks, including punches, kicks, falls, impact damage, and explosions. If the character also manages to roll with impact/fall, damage is reduced by half again. Also, the character wearing the armor suffers only 20% of the usual damage from falls and crashes.
Built-in N-F10A Light Force Field: • 12 hour duration per E-clip


MH-550 Armored Huntsman’s Choice Jumpsuit or Fatigues
  • M.D.C.: 11
WI-LP3 Pepperbox Laser
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• Weight: Less than 1lb
• Damage: 1D4 per Battery – all 4 can be fired for one action
• Range: 100 feet
• Payload: 4 shots, 1 per Battery
• Reload: 4 actions, or 1 with speed loader
• Modifiers: Hair ttrigger (+1 to initiative)
• Holdout Speed Holster (sttrapped to right arm): At the beginning of a fight where no guns have been drawn, a character is at +3 to initiative (+4 including the bonus for hair ttrigger) to be the first to draw this weapon and fire. If the character is the one to initiate the attack, it counts as an ambush/sneak attack (automatically wins initiative).


Bandito BigBore BB-2 "Holdout" Derringer
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• Range: 50 ft.
• Damage (BigBore "Revolver" Rounds): 1D6 M.D. per single BB revolver round/bullet fired, plus knockdown.
  • Knockdown Effect (Revolver): Human and human-sized D-Bees 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 sttrike.
    A successful save vs knockdown means the character feels like he's been kicked, but remains standing and suffers no penalties, ecxcept he loses initiative if he had it.
    A failed roll means the victim is knocked off his feet, and falls back onto the ground (falls back 1D4 feet/0.3 to 1 .2 m), 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 (demons) and creatures of magic (metamorphed dragons, etc.) are not.

• Rate of Fire: Single Shot only. Each shot counts as a melee action.
• Payload: Two rounds, breech load
• Weight: 3 lbs.
• Modifiers: Hair ttrigger (+1 to initiative); Steady Aim (additional +1 to sttrike for aimed shots only)
• Holdout Speed Holster (sttrapped to left arm): At the beginning of a fight where no guns have been drawn, a character is at +3 to initiative (+4 including the bonus for hair ttrigger) to be the first to draw this weapon and fire. If the character is the one to initiate the attack, it counts as an ambush/sneak attack (automatically wins initiative).


Bandito BigBore "Big Boss" Magnum Revolver
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• Range: 200'
• Damage (BigBore "Shotgun" Shells): 2D4 M.D. per single BB shotgun shell fired, plus knockdown.
  • Knockdown Effect (Shotgun Rounds): Human and human-sized D-Bees must roll a 20 sided die with a -6 penalty to stay standing. The roll must equal or surpass the attacker's natural roll to sttrike. A successful save vs knockdown means the character is staggered, feels like he was kicked by a mule and loses the initiative. A failed roll means the victim is knocked off of his feet and flung 8- 10 feet (2.4 to 3 m) before hitting the ground! The victim loses initiative, is momentarily dazed (reduce all combat bonuses by half for one melee round per each blast endured), and loses one melee attack/action!
    Knockdown Note: Even characters in M.D.C. body armor are knocked down and suffer the penalties above. Those in power armor or who are full conversion cyborgs, man-sized robots (11 feet/3.3 m or smaller), lesser supernatural beings and lesser creatures of magic (including Dragon Hatchlings) are +6 to save vs knockdown. If knocked down they are staggered with each shot and lose initiative. ttrue Giants (20 feet/6. 1 m and larger), giant robots ( 1 2 feet/3.7 or larger), Demon Lords, deific level supernatural beings and powerful, giant creatures of magic such as adult and ancient dragons and Greater Elementals take damage only. They do not lose initiative, nor do they suffer knockdown or related penalties.

• Rate of Fire: Single shots only
• Payload: 4 shots
• Weight 4 lbs


NG-45LP "Long Pistol"
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• Damage: 5D6 M.D. per shot
• Rate of Fire: Standard
• Range: 1,200 feet
• Payload: Long E-clip: 13 shots


NG-P7 Block III
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• Weight: 12lbs
• Range: 1,200ft
• Mega-Damage: 1D4x10 M.D., +50% Damage on a natural 19-20
• Rate of Fire: Each blast counts as one melee attack
• Payload:8 Shots with Standard E-clip, 12 with Long E-clip


MM-16 "Coffin" Pepperbox Man-Portbl Multiple Mini-Missile Launcher
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• Weight: 85 lbs
• Range: 1 mile
• Mega-Damage: Armor Piercing 1D4X10 M.D., Plasma 1D6x10 M.D., or Fragmentation 5D6 M.D.
• Rate of Fire: One volley of four missiles per attack
• Payload: 12 mini-missiles (3 volleys)
• Bonus: Advanced Targeting System: +3 to Sttrike.
Note: P.S. of 28, an Augmented P.S. of 22, or a Robot P.S. of 18 or better is required to handle the MM-16 Coffin as a two handed weapon. Those with a lower P.S. shoot with a -3 penalty to sttrike. An Augmented P.S. of 36 or greater is required to fire it one-handed (or a Robot P.S. of 26, or a Supernatural P.S. of 22).


1806 .68 Cal Double Barrel Flintlock Pistol
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• Range: 65'
• Damage: 3d6 S.D.C.
• RoF: One Single or Double shot per melee round. Takes the remainder of the melee round to reload.
• Payload: 2/2
• Ammo:
• Misfire Rate: 10%


NG-T6 Taser Neural Disruptor
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• Range: 100'
• Damage: 1D4 S.D.C. + victim is rendered unconscious unless a save vs neural stun (16+) is made. Even those who save suffer penalties of -4 to sttrike, parry and dodge for 1D8 melee rounds from the disruptive attack. Note: The pistol is not effective against even minor Mega-Damage beings or characters in full environmental body armor that has more than 40 M.D.C.
• Rate of Fire: Single shots only
• Payload: Eight.


Remington 870 Police Magnum
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• Range: 150'
• Damage: 5d6 Slug or 4d6 over 3 foot area at 30' and 10' area at 60'.
• RoF: Single shots only
• Payload: 4/4 Round tube magazine (Solid Slug)


Vibro-Knife
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Damage: 1d6 M.D.

NG Grenade Vibro-Knife
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• Range: Approximately 30 feet.
• Damage: 1D6 M.D.C. on Impact, 4D6 M.D. at epicenter, 3D6 M.D. to a 12’ radius.
Note: W.P. Targetting is required, or user can only throw knife 10 feet at -3 penalty.


Plasma Grenades
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• Damage: 5D6 M.D.
• Radius: 12 feet.


Smoke Grenades• Radius: 20-40 feet.
• Effects: -5 sttrike, parry and dodge. -1 initiative. Attackers shoot wild through it


CS Stun/Flash Grenades
• Radius: 20 feet.
• Effects: -8 sttrike, parry and dodge. -1 initiative. lose one APM for 1D4 melee rounds.


Wilk's PRC-5 Secure Walkie-Talkie
☞ Weight: 1 lb.
• M.D.C.: 2
• Range: 10 miles
• Battery Life: A rechargeable battery provides 96 hours of continuous operation before needing to be recharged.
• Note: attempts to crack the encryption suffer a -25% modifier.


Portbl language ttranslator
• Weight: 0.5 lbs.
• The device must be pointed towards the speaker(s)
• Can monitor up to 3 different voices and two languages or dialects at the same time with an accuracy of 98.7% with with a three second delay if pointed at just one individual, but drops to 78% with a six second delay when ttranslating multiple speakers simultaneously. ttranslator can also be set to ttranslate the operators words into the language of those he is speaking to.
• ttransmits via earphones, broadcast over a small built in speaker or via connection to a cybernetic headjack.
• Comes Programmed with the nine common languages spoken in North America.
• Can hold up to 3 additional languages in memory.
• Up to 12 additional languages can be added with a supplemental language data disk.
• Conversations can be recorded onto a one inch size audio disk with a 3hr capacity (20cr per disk)


Wilk's Ulttra Pocket Laser Distancer
• Weight: 4 lbs
• M.D.C.: 2
• Range: 6 miles.
• Bonus: Laser Guided Rockets and Missiles are +3 to Sttrike designated targets.
• Additional Effects/Information: How the LRD-10 works is that it projects an invisible laser beam to target objects for precision, laser-guided targeting. To employ this feature the operator s imply has to look through the optical device, place the reticle squarely on the target, then press and hold the "designate" button. Laser-seeking guided missiles and bombs will then hone in on the reflected beam, impacting on the specified/laser tagged target. LRD-10s are used to guide missiles fired from any launch platform, including ground launch systems (mines and guns), armored vehicles, helicopters and aircraft . All that has to be done is to program the LRD-I0 with the laser frequency matching that of the missile, accomplished using most any handheld, portbl computer.
Moreover, it has a rangefinder feature that works the same as that of the Wilk's FLIR binoculars (gives digital readout of distance, bearing and speed; 96% accuracy) and an integrated recording system that will record images on standard one inch discs (great for confirming sttrikes and bomb damage assessment). Each disc can record up to four hours of images .


Wilk's FLIR Distancing and Recording Binoculars
• Weight: 2 lbs
• Range: 2.5 miles
• Effect: This is a second generation FLIR (Forward Looking Infrared) optics system that is an improvement over the old style IR distancing binoculars . It is a passive, thermal-imaging system that uses ambient infrared radiation which means that, unlike with ttraditional IR binocs, these binoculars do not emit any infrared light that can be ttracked back to the user. The binoculars also feature a laser distancing module with digital display that provides an accurate digital readout of the distance, within two centimeters, and the estimated rate of the target ' s ttravel (96% accurate) if it is moving . Moreover, this device has an integrated recording module that can be used to record visual images on a standard one inch disc. Each disc can record up to four hours of images .


IDF Commando Wristwatch
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The hallmark watch of the Ishpeming Special Forces.
• Durable: AR: 14; 60 S.D.C. Waterproof to a depth of 3,000 feet.
• Atomic Clock accuracy.
• Has an Alarm feature, vibrates instead of beeps.
• Functions as a Altimeter for Parachuting.
• Can be used as a Demolition Detonator.


Aleksander
CDS-RA "26"
Model Type: NEMA-RX 2020-RA
Class: Fully Automated Self-Sufficient Infanttry and Rescue Robot
Crew: None, Artificial Intelligence
MDC By Location
Hands - 22 Forearm Ion Blaster (1, Left) - 40
Arms - 40 Vibro Saber (1, Right) - 25
Legs - 65 Air Tank - 10
Head* - 60 Hand & Forearm Attachment: Multi-Tool - 25
Main Body** - 128 Enttry Enttry
* Desttroying the head of the robot eliminates all optics and sensory systems. In most cases the robot shuts clown as a safety feature. However, in some cases, about one in ten, the robot continues to operate. Under these conditions, especially if in combat, the robot has no combat bonuses to sttrike, parry, or dodge and shoots wild. However, there is plenty to salvage from a headless robot. and replacing the head re­turns the unit to full fighting function. The head is a small and difficult target to hit, especially on a moving target. Thus, it can only be hit when character makes a "Called Shot" and even then the attacker is -2 to sttrike.
** Depleting the M.D.C. of the Main Body effectively de­sttroys the robot, shutting it down completely and there is noth­ing viable left to salvage.
Speed
Running: 75 mph
Leaping: Six feet high and eight feet across
Flying: None, except by jet pack
Range: Unlimited
Underwater Capabilities: Reduce speed by 25%. Maximum Ocean Depth: 1000 feet
Statistical Data
Height: 7 feet
Width: 3 feet
Length: 2 feet 9 inches
Weight: 360 lbs
Physical Sttrength: 28 (Robotic)
Cargo: None
Power System: Solar/Electtric with Nuclear battery backup

Skills
Climb (96%/86%)
General Repair & Maintenance (80%)
Intelligence (85%)
Land Navigation (94%)
Language: Basic (speaks/understands/reads): American, Euro, French, Spanish and Techno-Can (94% each).
Mathematics: Basic (98%)
Military Etiquette (96%)
Parachuting (90%)
Pilot: Boat, Motor Type (86%)
Pilot: Hover Craft (ground; 92%)
Radio: Basic (94%)
Weapon Systems (90%)
W.P. Paired Weapons
WP. Blunt
W.P. Sword or W.P. Knife
W.P. Rifles
W.P. Energy Rifle or W.P. Heavy M.D. Weapons
Hand to Hand: Expert, 6th level.
Technical: Rescue Package
Excavation 80%
Firefighting 88%
First Aid 90%
Mining 86%
Rope Works 90%
Rescue Protocol Program 75%
Specialized Labor: Electtrical Package
Basic Electtronics 96%
Computer Repair 92%
Electtrical Engineer 86%
Electtricity Generation 86%.
Specialized Labor: Mechanics Package
Aircraft Mechanics 70%
Robot Mechanics 80%
Robot Electtronics 85%
Basic Mechanics 90%
Computer Operation 90%
General Repair and Maintenance 90%
Salvage 75%.

Weapon Systems
RX-2020 Forearm Ion Blaster (1): Built-in ion blaster for heavy, mid-range combat. The weapon is tied directly to the robot, its combat computer, sensors and nuclear power pack.
  • Primary Purpose: Assault
    Mega-Damage: 3D6 M.D. (single shot) or 1D4x10 M.D. (ttriple blast)
    Rate of Fire: Single shot or three blast burst
    Effective Range: 1,200 feet
    Payload: Unlimited (21 single shot or 7 bursts per standard E-Clip)
RX-2020 18 inch Vibro-Saber (1): In a special forearm housing is a narrow, curved, rettractbl Vibro-Saber.
  • Primary Purpose: Assault
    Secondary Purpose: Defense and anti-personnel
    Mega-Damage: 2D6 M.D.
    Range: Hand to hand
    Rate of Attack: per hand to hand combat skill
    Payload: Not applicable
Hand to Hand Combat:
Attacks Per Melee: 5
Combat Style: Equivalent to Hand to Hand: Expert
Initiative: +1
Sttrike: +2
Sttrike w/ Ranged Weapons: +3, +4 Aimed, +1 Burst
Sttrike w/ Vibro-Blade: +4
Parry: +4
Parry w/ Vibro-Blade: +6
Dodge: +3 (+4 while running)
Disarm: +2
Roll w/: +2
Pull Punch: +2
Special: Impervious to poison, gas, and biological agents, as well as psionic and magic mind conttrol, charms, BioManipulation, and S.D.C. attacks.
Damage
Resttrained Punch: 2d6+15 S.D.C.
Full Sttrength Punch: 1d6 M.D.
Power Punch: 2d6 M.D.
Kick: 2d4 M.D.
Body Block: 1d4 M.D.
Head Butt: 1d4 M.D.
Vibro-Saber: 2d6 M.D.[/size]

Code: Select all

[/ooc]


Aleksander
CDS-RA "26"
Model Type: Modified FASSAR-30 SRA
Class: Modified Fully Automated Self-Sufficient Assault Robot.
Crew: None, Artificial Intelligence

M.D.C. by Location
  • Hands (2) - 22 each
  • Arms (2) - 30 each
  • Finger LED Lights ( 5 ) - l each
  • Electric Power cable (2) - 2
  • Air Drill - 2
  • Air Grinder - 2
  • Air Impact Drill - 5
  • Air Hammer - 4
  • Air Tank - 10
  • Vibro-Cutters - 2
  • Legs (2) - 70 each
  • * Head - 60
  • ** Main Body - 150
* Destroying the head of the robot eliminates all optics and sensory systems. In most cases the Skelebot shuts down as a safety feature. However, in some cases, about one in ten, the robot continues to operate. Under these conditions, especially if in combat, the Skelebot has no combat bonuses to strike, parry, or dodge and shoots wild. However, there is plenty to salvage from a headless Skelebot, and replacing the head returns the unit to full fighting function.
The head is a small and difficult target to hit, especially on a moving target. Thus, it can only be hit when a character makes a "Called Shot" and even then the attacker is -2 to strike.
** Depleting the M.D.C. of the Main Body effectively destroys the robot, shutting it down completely and there is nothing viable left to salvage.
Speed
Running: 90 mph (45 mph if carrying a heavy load.)
Leaping: Six feet high and across.
Flying: None, except by jet pack
Range: Nuclear (4 years of life)
Underwater Capabilities: Reduce speed by 25%. Maximum Ocean Depth: 1000 feet
Statistical Data
Height: 7 feet
Width: 3 feet
Length: 2 feet (Cargo Rack can double that)
Weight: 390 lbs (Not counting tool kits, spare parts, salvage, etc)
Physical Strength: 30 (Robotic)
Cargo: Carries numerous tools, bolts, and common parts. The Skelebot has several compartments for small pieces. It also has various hooks and clips for well over a hundred different tools. Robot P.S. enables the Skelebot Repair Assistant to lift and carry approximately 750 pounds (337.5 kg), and can pul l or push double the weight when it is on a cart/wagon, but speed is reduced by half and loose cargo and uneven road conditions could drop speed down to as slow as 20 mph (32 km).
Power System: Nuclear.

Skills
Climb (96%/86%)
General Repair & Maintenance (80%)
Intelligence (85%)
Land Navigation (94%)
Language: Basic (speaks/understands/reads): American, Euro, French, Spanish and Techno-Can (94% each).
Mathematics: Basic (98%)
Military Etiquette (96%)
Parachuting (90%)
Pilot: Boat, Motor Type (86%)
Pilot: Hover Craft (ground; 92%)
Radio: Basic (94%)
Weapon Systems (90%)
W.P. Paired Weapons
WP. Blunt
W.P. Sword or W.P. Knife
W.P. Rifles
W.P. Energy Rifle or W.P. Heavy M.D. Weapons
Hand to Hand: Expert, 6th level.
Technical: Rescue Package
Excavation 80%
Firefighting 88%
First Aid 90%
Mining 86%
Rope Works 90%
Rescue Protocol Program 75%
Specialized Labor: Electrical Package
Basic Electronics 96%
Computer Repair 92%
Electrical Engineer 86%
Electricity Generation 86%.
Specialized Labor: Mechanics Package
Aircraft Mechanics 70%
Robot Mechanics 80%
Robot Electronics 85%
Basic Mechanics 90%
Computer Operation 90%
General Repair and Maintenance 90%
Salvage 75%.

Tool/Weapon Systems
Skelebot Repair Assistant Tools and Features:
  • Air Drill
    The drill has access to three dozen of the most common drill bits, screwdrivers, and sockets. They are stored in various compartments on the bot.
    • Range: Close Combat
    • Damage: 1 M.D. or 2D6 M.D. if held in place for 1 melee.
    • Modifiers: -1 to strike and parry.
    Air Gauge:
    Measures the amount of air pressure in tires.
    Air Grinder
    This is used to file down pieces of M.D.C. metal.
    • Range: Close Combat
    • Damage: 1 M.D. or 1D4+1 M.D. if held in place for 1 melee.
    • Modifiers: -1 to strike and parry.
    Air Hammer
    An air hammer can have numerous attachments on the head. It can be a hammer or chisel of different configurations.
    • Range: Close Combat
    • Damage: 1D$ M.D. or 4D4 M.D. if held for 1 mell.
    • Modifiers: -1 to strike and parry.
    Air Hose:
    This i s used for putting air in tires as well as emitting blasts of air to blow away dust and grime from machine parts.
    Air Impact Drill
    The impact drill is often used to loosen or attach armored panels on robots. Unlike a normal drill, the impact drill provides more torque. It has a dozen different attachments.
    • Range: Close Combat
    • Damage: 4D6 S.D.C. or 1D6 M.D.
    • Modifiers: -1 to strike and parry.
    Cargo Rack:
    Cargo rack on the back of the robot where supplies, salvage, spare parts and extra E-Cli ps and tool kits can be tied down and stored.
    Flashlight:
    A flashlight with four different settings for the desired level of illumination is built into one arm. Point and illuminate.
    Hooks and Attachments:
    Hooks on various locations on the upper arms, legs and body for holding and tying down tools and lights.
    Grease Gun
    There is a 15 foot (4.6 m ) hose attached.
    • Range: 5 feet.
    • Effect: grease can be squirted in the eyes or helmet/face plate requiring a full melee round ( 1 5 seconds; double when squirted into eyes) to clean off the gunk. Victims are blind ( -10 to strike, parry, dodge, etc . ) until the grease is cleaned off the visor/goggle/helmet. Grease can also be sprayed on the ground (using up one gallon). Anyone moving with a speed greater than 10 has a 0 1 -50% chance of falling per melee. The grease patch covers a three foot radius, per gallon.
    • Rate of Fire: Standard.
    • Payload: 5 gallons.
    • Modifiers: -1 to strike and parry.
    Plasma Torch
    The standard cutting tool for M.D.C. material.
    • Range: Close Combat
    • Damage: 1D6 M.D., 2D6 M.D. and 3D6 M.D.
    • Payload: Unlimited.
    • Modifiers: -1 to strike and parry.
    Power Conduit (2):
    Two plugs for connecting lights, power supplies and generators to the Skelebot' s nuclear power supply.
    Precision Laser
    Can't reach with the Vibro-Cutters? Get better reach with a precision laser.
    • Range: 10 feet
    • Damage: 1D4, 1D6, 2D6, and 3D6 M.D.
    • Rate of Fire: Standard.
    • Payload: Unlimited
    • Modifiers: -1 to strike and parry.
    Vibro-Cutters
    Essentially Mega-Damage scissors or wire snips.
    • Range: Close Combat
    • Damage: 1D4 M.D. for Stab or Snip.
    • Modifiers: -1 to strike and parry.
2 18 inch Vibro-Blades
  • Range: Close Combat
  • Damage:2D4 M.D.
Hand to Hand Combat:
Attacks Per Melee: 5
Combat Style: Equivalent to Hand to Hand: Expert
Initiative: +1
Strike: +2
Strike w/ Ranged Weapons: +3, +4 Aimed, +1 Burst
Strike w/ Vibro-Blade: +4
Parry: +6
Parry w/ Vibro-Blade: +8
Dodge: +5 (+6 while running)
Disarm: +2
Roll w/: +2
Pull Punch: +2
Special: Impervious to poison, gas, and biological agents, as well as psionic and magic mind control, charms, BioManipulation, and S.D.C. attacks.
Damage
Restrained Punch: 2d6+15 S.D.C.
Full Strength Punch: 1d6 M.D.
Power Punch: 2d6 M.D.
Kick: 2d4 M.D.
Body Block: 1d4 M.D.
Head Butt: 1d4 M.D.
Vibro-Saber: 2d6 M.D.

Optics: Standard. The Skelebots have full optical systems, including the visible light spectrum, infrared, ultraviolet and polarization, passive nightvision (light amplification), and thermal imaging.
Modification: The telescoping optics function is removed in favor of a magnification function which allows the robot to view and display small objects like circuit boards and micro-circuitry. It can magnify small objects up to 50 times.
Radar: Standard, kept intact.
Motion Detector: Standard, 100 foot radius, add to parry and dodge. See bonuses.
Radio Communications: Standard, medium-range directional radio for coded messages between Skelebots.
Range: 10 miles. Can also scan and communicate via code on conventional radio channels/frequencies; same range.[/size]

CV-212 Variable Light Frequency Laser Rifle
Image
  • Range: 2,000'
  • Damage:
    • Low-power shot: 6D6
    • Single shot: 2D6 M.D.
    • Burst: 6D6 M.D.
  • Rate of Fire: Single shots or 3-shot bursts only
  • Payload:
    • E-Clip: 21 shots
    • LE-Clip: 30 shots
    • E-Canister: 60 shots
    • Note: 6 low power shots = 1 M.D. shot
  • Weight: 8 lbs.; 4 lbs. for an E-canister
  • Features: Laser targeting and light frequency analyzer (see book for details)
  • Modifiers: +1 to strike on an aimed shot
  • Book Reference: p.94, WB11
Last edited by James Howlett on Wed Jan 08, 2014 11:21 am, edited 60 times in total.
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James Howlett
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Posts: 521
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Callsign Notes

Post by James Howlett »

Reconnaissance Landing Team 80-457 Bravo
Captain James Logan (Howlett) - MOS: Reconnaissance Landing Team Combat Medic (CO)
Lt. Harry Kirk (Garland) - MOS: Technical Officer (XO)

Fireteam 1
SFC Grayson Jones (Egan Grey) - MOS: Reconnaissance Landing Team Commando
Corporal Elias Camden (Culter) - MOS: Technical Specialist
Private Black F75F-86A8 (Mane) - MOS: Reconnaissance Landing Team Commando
Private Snow D742-F922 (Olive) - MOS: Naval Infantry

Fireteam 2
Corporal James Gregory - MOS: Reconnaissance Landing Team Commando
Private Zachary Brown - MOS: Reconnaissance Landing Team Commando
Private Jillian Yarrow - MOS: Reconnaissance Landing Team Commando
Private Ulysses Alexander - MOS: Reconnaissance Landing Team Commando

CSS Sault Ste Marie - Merchant Marine Barge
Captain: Captain Jed Barber (Merchant Marine Corps, Retired CS Navy Lt.)
Executive Officer: Lt. Jacob Fray (Merchant Marine Corps, Civilian [Secret: Retired CSID])
Chief of the Boat: Chief Petty Officer Hannah Isolde (Merchant Marine Corps, Retired CS Army)
Engineer Lead: Petty Officer Isaac Yang (Merchant Marine Corps, Civilian)
Payload Specialist: Petty Officer Susan Hawkins (Merchant Marine Corps, Retired CS Army [Secret: RCSG Operative])
16 Assorted other crew
Last edited by James Howlett on Tue Nov 19, 2013 8:54 am, edited 7 times in total.
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James Howlett
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Location: Group Leader (CS 110th)
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2nd Lt. James Howlett Background

Post by James Howlett »

Personnel Record wrote:Name: HOWLETT, James, Brendon. M.D.B.S.
Service Branch: Coalition Army
Service Number: LS10-C29-074-1BF3-00FC
Pay Grade: O-3
Rank: Captain
Date of Birth: 29 December, 74 PA
Primary Specialty: Cyber-Doc
Military Education:
Basic Training, Army, Lone Star
Officer Candidate School, Army, Chi-Town
Cybernetics Integration Training, Army, Lone Star
Communications School, Basic, Lone Star Genetic Center, Army Technical Training College
Computer Systems Training Course, Basic, Lone Star Genetic Center, Army Technical Training College
Computer Systems Training Course, Advanced, Lone Star Genetic Center, Army Technical Training College
Monster Identification and Elimination Training Course, Army, Chi-Town
Linguistics 100, Spanish, Lone Star Genetic Center, Army Technical Training College
Linguistics 101, Lone Star Genetic Center, Army Technical Training College
Linguistics 200, Techno-Can, Lone Star Genetic Center, Army Technical Training College
Military Engineering, Electrical, Lone Star Genetic Center, Army Technical Training College
Military Engineering, Mechanical, Lone Star Genetic Center, Army Technical Training College
Medical Corpsman Triage and Treatment School, Lone Star Genetic Center, Army Technical Training College
Close Quarters Combat School, Army, Chi-Town
Medical School, Lone Star Genetic Center, Army Technical Training College
Cybernetic Medicine, Lone Star Genetic Center, Army Technical Training College
Bionic Medicine,Lone Star Genetic Center, Army Technical Training College
Forensic Science, Lone Star Genetic Center, Army Technical Training College

Decorations, Medals, Badges, Citations, and Campaign:
PHD Medical Science, Lone Star Genetic Center, Army Technical Training College
PHD Cybernetic Medical Science, Lone Star Genetic Center, Army Technical Training College
PHD Bionic Medical Science, Lone Star Genetic Center, Army Technical Training College
PHD Electrical Engineering, Lone Star Genetic Center, Army Technical Training College
PHD Mechanical Engineering, Lone Star Genetic Center, Army Technical Training College
Numerous Supporting Undergraduate Degrees Lone Star Genetic Center, Army Technical Training College
Field Experience Badge, Tolkeen Front
Marksmanship Badge, Army, Chi-town
Medic, Lone Star Genetic Center, Army Technical Training College
Crimson Heart, Army, Lone Star
Cybernetic Heart, Army, Lone Star
Minnesota Cross, Army, Tolkeen Front
Joseph Prosek Medal for Valor; Army, Great Lakes Region.
Iron Star; Army, Tolkeen Front.
Joseph Prosek Medal for Valor- CS 110th SOG
Meritorious Unit Commendation- CS 110th SOG
Presidential Unit Citation- CS 40-4th SOG

Disciplinary data and court martial record:
--Redacted-- 08 March 101 PA, Under orders of Director Desmond Bradford Lone Star Genetics Complex.
--Redacted-- 17 February 104 PA, Under orders of Joseph Prosek II Department of Propaganda.
Tours of Duty:
Basic Training: 18 Months
Lone Star Genetic Center, Army Technical Training College.
Tour of Duty: 2nd Engineering Brigade: Garrison Duty: Lone Star Genetics Lab (Cybernetics/Bionics Division)
Tour of Duty: 221st SOG: Occupation/Police Action: Old Chicago: Convoy Duty (Large Battle)
Tour of Duty: 221st SOG: Garrison Duty: Chi-Town.
Tour of Duty: 221st SOG: Occupation/Police Action: Old Chicago: Convoy Duty (Major Combat)
Tour of Duty: 221st SOG: Long Range Patrol: Great Lakes: Pirate Action (Large Battle; Joseph Prosek Medal for Valor)
Tour of Duty: 31st SOG: Garrison Duty: Tolkeen.
Tour of Duty: 31st SOG: Combat Zone: Tolkeen (Major Combat; Iron Star)
Tour of Duty: 31st SOG: Wounded in Combat: Northern Lone Star (Lost Eye, Ear, and Hand)
Tour of Duty: 31st SOG: Long Range Patrol: Jonesboro, AR : Monster Attack (Major loss; unit disbanded)
Tour of Duty: 110th SOG: Long Range Patrol. (Promotion; Captain, Joseph Prosek Medal for Valor, Meritorious Unit Commendation)
Tour of Duty: 40-4th SOG: Garrison Duty.
Tour of Duty: 40-4th SOG: Long Range Patrol (Alien Invasion; Presidential Unit Citation).
Tour of Duty: 40-4th SOG: Garrison Duty.
Northern Gun ICMN Mercenary Report wrote: Northern Gun ICMN Mercenary Report
[insert pic if desired]
Name: HARRISON, James M.D.B.S.
Callsign or Nicknames: Doc
Rank: Captain
ICMN ID Number: 2B16-1C83-B9ED-D8DD
Specialty: Cybernetic/Bionic Doctor
Trained: Ispeming School of Medical Science (26 August, 101 PA - 4 June, 108 PA), ICMN School of Soldiery (10 Feburary, 109 PA - 15 May, 109 PA)
Experience: Occupation/Police Action: (Major Combat; Captured enemy commander. 8 July, 109 PA)
Garrison Duty: (Repelled Enemy Attack; Wounded, Fractured Bones. 22 November, 109 PA)
  • Evaluation: Competent Line officer, best suited to small unit tactics, guaranteed results.
Extra-Martial Accolades: None.

Best Suited for: Line officer, Special Operations, Medical Services.
Contacts
Powerful Contact: Lt. Col. Carol Black (CS Psi-Battalion)

Birth and Early Childhood

James Brendon Howlett was born in a small town called Wellborn, on the western border of the Coalition State of Lone Star. James’ parents were David and Martha Howlett, they tended a small farm with James’ older sister Olivia. Life was no harder than anywhere else, thanks to regular patrols from Lone Star. James’ father supplemented the family's income by both being a veterinarian and a bit of a local handyman. James’ mother worked the farm and sewed clothes for sale. James’ early education was really rudimentary, he learned counting and basic letters, due to his father James learned a bit of basic mechanics and medical training, mostly from having to assist his father in his duties.

James family suffered a great tragedy. A large raider group came into Wellborn, they caused a great deal of mischief before the Coalition Army arrived and dealt with them. In the ensuing firefight James’ parents were killed. James never found out how they died specifically, the reports from the action were rather spartan. The Military took the Howlett children to Lone Star where they were thrust into the government child care system.

Adolescence

James and his sister were unprepared for the child service system, and had several issues in the early years of being in the orphanage. Even going so far as running away once. James got into many fights while in the orphanage, mostly in defense of his sister. James didn’t give up hope that he would find some way out of the system and to a better life for his sister and himself.

James’ wish came true in the form of an aptitude test. Director Bradford was in search of new bright minds, and looked in many locations to gather them. James scored exceptionally on the test, while his sister scored adequately enough that they were chosen for a special program. This program would educate them, and put them on the path to working with the brightest minds in the Coalition States.

Young Adult/Teens

James took to the advanced education like a fish. He soon was the score to beat across the board, which gave him both friends and enemies. James excelled in each task put towards him, this likely is what shaped his personality as it is today, with his attempt at perfect english and his seeming inability to call someone by anything but their rank and last name.

James’ sister continued to score sufficiently high enough to keep in the program, but it became obvious she was on the low end of the scale. James made every effort to help her, but in the end she wasn’t what the Director was looking for. Olivia didn’t lose out though, she was whisked away by a young lieutenant and married. James missed his sister, but he had so much more to look forward to.

Basic Training

What can really be said of boot camp, you're a sixteen year old boy who is tossed to the wolves with less hair than the day your born. James was abused, battered, and beaten, but all that mattered to him was passing the course. The Coalition States had given him the perfect opportunity to advance in life and be more than a no-name burb dweller who would more likely die from violence than old age. Even through all the hardship James managed to pass, not with flying colors, but enough to get sent to his next course.

Army Technical Training College

Calling James smart is an understatement, there may have only been one man smarter, and his name was Desmond Bradford. James was fast tracked into the Army Technical Training College. Where most recruits took one major, James took multiple, his classmates weren't even sure how he managed it, less than four hours of sleep a night, multiple hours of homework and labs. It was madness, but it was also where James had a chance to excel. His mind was designed for the kind of hardships that ATTC forced it's students to endure.

James spent what seemed to be a lifetime in the schools halls learning medicine, mechanical engineering, electrical engineering, cybernetics, and bionics. All of these majors had subsequent required minors, though many overlapped. James may have left ATTC with more degrees that any other student ever. His time in ATTC came to an end when Director Bradford came for James personally. Just another one of his projects coming to fruition.

Lone Star Genetics Center: Cybernetics and Bionics

James was thrust into the world of research and development. James' specialty was cybernetic/bionic systems. His peers saw James as some sort of prodigy, barely out of his teens and already a name in the field. James preferred working on intricate head ware systems that could turn the tide in the war against the inhuman. Bionic brain implants were art to him, and he strived to be a master. James made discoveries that improved man/machine interfaces.

James spent many wonderful years working under the tutelage of Director Bradford, but eventually James caught on to a secret that he should not have. He was worried for his life at the very least. James began to quietly petition the other Coalition R&D centers to see if transfers were and option, but it seemed that Bradford was one step ahead of the young doctor.

The Fateful Dinner.

James was lucky enough to be invited to a dinner in CHi-Town that would be hosting many of the movers and shakers of the Coalition States. James was able to rub elbows with generals and politicians. It was here that he made the attention of two individuals that would change his life forever. James was introduced to Lieutenant Colonel Carol Black, who took to the young Cybernetics doctor like a fish to water. James impressed Lt. Col. Black with his knowledge and imagination. She was determined to have James as part of her organization. Little did either of them know, Colonel Lyboc overheard their conversation and decided he needed an expert like James as a part of one of his black ops teams.

Chi-Town

James was moved to some advanced training in Chi-Town. Here he learned the basics of being a soldier. He received some advanced training in Monster identification, close quarters combat, and officer candidate training. James eked along in the physical aspects, but dealt with the book learning easily enough.

James had some time to see his older sister Olivia. She had married the young lieutenant, now Major David Harrison. James didn’t get along with his brother-in-law almost instantly. He kept cordial for the sake of his sister. James was surprised to see his sister had become a member of the social elite in Chi-Town. James again found he was at a disadvantage, his years of lab work and short stint in basic training didn’t prepare him for the machinations of the political elite.

James received the transfer he was hoping for, or so he thought. Lyboc changed James’ final destination so that he wound up with the CS 221st SOG better known as the “Screaming Devils” James was attached to them at the very end of their rotation as a garrison force in Chi-Town.

Tour of Duty: 221st SOG: Occupation/Police Action: Old Chicago: Convoy Duty

The “Screaming Devils” were sent on a series of Convoy duties, supplying troops stationed in Old Chicago with necessary supplies. The work was somewhat fulfilling, though relatively boring. The occasional firefight occurring, but nothing too dramatic. James learned allot of interesting things being attached to a SOG. James was never sure of it, but he thought that the leaders of the “Screaming Devils” were skimming supplies from the convoys and selling them on the black market.

Towards the end of their tour, the “Screaming Devils” became involved in a major conflict when a surge in Rift activity dumped a swarm of Gargoyles into Old Chicago. Several hours of fighting, brought an end to the threat at a moderate loss.

Tour of Duty: 221st SOG: Garrison Duty: Chi-Town.

James and the “Screaming Devils” were recalled to garrison duty in Chi-Town. James watched as the 221st were given a dose of new recruits that were quickly put through their paces. James spent some of his free time in the company of his sister. Again stumbling about the niceties of political society. James just not a people person, always came off as aloof or rude. James had a singular run in with Colonel Lyboc, during this time. Lyboc was entertained by James’ unknowingness of his part in the machinations.James was glad when the 221st were sent back into the field.

Tour of Duty: 221st SOG: Occupation/Police Action: Old Chicago: Convoy Duty

James followed the 221st into the Ruins of Old Chicago once more. The 221st continued their usual business running convoys into the ruins. Again James was certain that the leadership of the “Screaming Devils” were skimming off the top of the convoys. James did his job with little complaint, enjoying being out doing something. Several conflicts happened while directing the convoys. A wizard by the name of Kallidor Blackmantle moved into the Old Chicago ruins, to use the rampant ley line activity to help him in his mission to bring the Coalition to it’s knees.

The conflict that ensued when Blackmantle sprung his plan was no less than epic. Hordes of demonic entities and D-bees poured out of Rifts. The 221st waged a bloody battle into the heart of downtown Chicago. James was with the team that fought Blackmantle’s Lieutenant a Gallu Bull demon in the remains of one of Chicgao's former subway stations. Blackmantle managed to escape the end conflict.

Tour of Duty: 221st SOG: Long Range Patrol: Great Lakes: Pirate Action

James and the 221st were given long range border patrol. Something new for the group at large. James had finally figured out what the leaders of the 221st were up to, they were selling military surplus to the black market. James kept his mouth shut for the most part remembering his troubles with Director Bradford what seemed a lifetime ago. Intel passed to the 221st found a large pirate fortress that was causing all manner of problems for shipping on the Great Lakes. What the intel didn't say was that the pirates out numbered the 221st ten to one.

The 221st did what they did best, they split into three major groups and proceeded to stealth into the base, sabotage the pirates defenses and transportation. Not everything went according to plan. James was attached to a small squad directed to take out automated weapons systems. Somehow the team got lost in the labyrinthine fortress and wound up confronting the pirate lord and his bodyguards. The fight was vicious, wounds and casualties were the norm. The squad managed to deal the pirates the blow that would ultimately break them, killing the pirate lord. When the rest of the 221st arrived, James was busy giving medical attention to the others. In the official report, James killed the pirate lord, and for that he received the Joseph Prosek Medal for Valor. The commander of the Screaming Devils had found out that James knew about his scheme, so he pushed to have the doctor transferred to keep himself safe.

Tour of Duty: 31st SOG: Garrison Duty: Tolkeen.

James was transferred from his place with the 221st, bringing much needed medical support to the 31st “Marauders” SOG. The “Marauders had just came off of a series of successful raids on the Tolkeen countryside and were given a nice easy garrison duty in the back lines. James spent most of this tour of duty patching up other units, and dealing with equipment issues.

James enjoyed the change of pace being stationed in a large operations base. James became familiar with the movers and shakers of the war, even going so far as meeting General Drouge once in an officer’s dinner.

Tour of Duty: 31st SOG: Combat Zone: Tolkeen

The 31st was moved to a forward operating base, just in time for the devastating Sorcerers Revenge. James and the 31st were hard pressed to find time that wasn’t combat. They were sent to probe defenses across the board. James found the whole situation harrowing, but tried not to complain as it set a bad example.

James had the pleasure of being near Tolkeen when the shields fell and the city burned. James fought like a savage, going so far as engaging mages with only vibro knives at time when ammo ran low.James received the CS Iron Star for his actions. In the end, the Coalition stood triumphant and the 31st were transferred once more to Lone Star.

Tour of Duty: 31st SOG: Wounded in Combat: Lone Star

Northern Lone Star had become a hub for terrorist attacks, James and the 31st “Marauders” SOG were tasked with dealing with a Tolkeen Retribution Squad that had been raiding fuel depots and farms. Intell had been woefully inadequate for the action as usual, making the cell particularly had to locate. Only a few minor skirmishes with what the 31st thought was remnants of a larger fighting force.

One fateful day the 31st was hit hard in a coordinated attack. Of the squad less that twenty percent survived. James suffered grievous wounds when a combat cyborg detonated after taking a direct shelling from a mortar strike. James was found several hours later barely clinging to life, by Psi-Hounds sent to investigate the battle.

James spent nearly two months in a coma, while in the coma Coalition doctors under the direction of Desmond Bradford patched James up. In his spite, he made sure that James face would never be the same. James intimately familiar with bionics and cybernetics had minimal trouble becoming adjusted to his new limbs, and soon was rejoining the “Marauders” in the field.

Tour of Duty: 31st SOG: Long Range Patrol: : Monster Attack, Jonesboro, AR

If anything could be said about Jonesboro Arkansas, it is that the whole operation was a mess. The 31st were sent in to investigate why a supposedly loyal town went silent. While on route to the town the 31st were attacked by Black Winged Devils. The 31st was reduced to three survivors, a combat cyborg named Taylor, a scout named Bonaduce and James. The 110th was sent on the same mission, showing some sort of divine providence or bureaucratic screwup. The survivors were absorbed into the 110th. Bonaduce eventually succumbed to stupidity by taking a defective hovercycle on a nose dive into the earth.

The mission turned out to be relatively straightforward, a spell caster had subverted the population, in hopes of summoning a demon entity to ravage the Coalition States. The battle was pretty straight forward with the 110th being successful in defeating the beast and capturing the mage. The town was brought to order and the communication array was repaired. Upon completion Corporal Taylor and James were officially brought into the 110th and sent on the next mission.

Diary Entries

January 14th 110 P.A.

Due to many constraints on my mind and body I have decided to keep a journal of my experiences as they happen. Starting with today. We have been given a mission to go behind enemy lines, we will be heading to the continent, or island of Atlantis to search for a Stone Master named Sandror Mondul, who is making some sort of magic device that would be bad for the world at large.
I headed into MercTown early this morning to acquire equipment. I left the base with only a black jumpsuit and my utility belt with a sidearm and a vibro-blade. I’ve never felt so vulnerable, not even when facing demons from the rifts. The gate guards were shocked by my appearance, I noticed him flinch when I spoke to him. I got inside with little difficulty and using the map that the guard gave me I headed to the section of town known as The Arms Bazaar. I walked into Northern Guns Weapon store first and purchased a NG-45LP for a replacement sidearm, they were extremely popular during the Juicer Uprising. After Northern Gun I headed over to Wilk’s store and perused there wares. Even though they’re illegal in the states and the shop was being run by a D-Bee, I found it to be a pleasant experience. Once I finished my shopping there I had heard word that a Black Market Outfit was running out of Outriders Armaments. I wanted to pick up a suit of Branaghan armor with the coat that is so popular in Lone Star as well as a Speed Holster for another gun that I want to get. The Black Marketeer is a uncouth and crass individual who though despite his appearance seems to know his job well. After dealing with the black market I headed into the area known as the spokes, a market district of sorts. I stopped in a rather expensive shop to pick a couple of suits, they happened to sell an armored suit that interested me, so I ordered one of those and a regular suit for the time being. A few hours later I walked out of that shop with a custom made charcoal grey suit. I have decided to hit the area mall for a few other odds and ends before finishing up at the MercTown State Hospital for a few more medications that will be useful for my team. The trip to the hospital was pleasant enough, the weather is brisk at best, chilling at worst. Upon entering the facility I was truly surprised that a town, even as big as MercTown has such a state of the art facility. It pales in comparison to the Lone Star Facility, but they cannot be blamed for that. After speaking with the watch nurse to inquire about there pharmacy, I headed over there. I ordered some potent anti-biotics for the group as well as inquired about Qink toxin, a paralytic that may prove useful in the days to come.
Thinking of the events of the last day, I have bought hundreds of thousands of credits worth of stuff. Now this was money given to us as part of an operations budget from the Coalition States, and the people here had no problem with using the charge accounts that I was allowed access to. I wonder If we can withdraw credits to take with us to Atlantis, incase we need to buy something like food and lodgings. I know that I may be able to sell my services as a doctor down there for some quick cash so to speak, but what of the others. When this day is over I still have several more things to take care of for my preparations to go to Atlantis, Corporal Taylor and Corporal Avery want cybernetics and bionics put in and I need to modify the sensor hand that I had installed after the incident. Albeit the parts are already here and awaiting my whims, I’m not sure if my second is up to the job of installing the unusual systems that we have considered putting into Corporal Taylor. Making a human being look like a demon, it almost seems distasteful.
Anyways the hour grows late and I must retire for another busy day tomorrow.


January 14th 110 PA, Late.

The team has captured a mage that Second Lieutenant Von Petra believes will help us in our mission to Atlantis. I am actually against the idea of torture, but the group as a whole doesn’t seem to have it in there hearts to torture anyone in any degree of cruelty. I as usual am on hand for the proceedings, in my capacity as a doctor. I will monitor his health and make every effort to keep him alive. The last prisoner we had Died/was killed/Murdered right after we had gotten most of the useful information out of him. I don’t know what happened for sure but, I do know the results were quite dramatic. I don’t believe I have ever seen that much fear in a humans eyes, even if he was a stinking mage, no man deserved that. Anyways to the moment at hand. The rest of the team has brought in there quarry, a mage of a youngish age if I were to guess I’d say middle to late twenties, human male. He has several contusions to his head and a rather nasty cut to his right forearm. I guess from the initial reports he was bludgeoned about the head and neck by Corporal Genet, Corporal Taylor, and Private First Class Max. After the subject was subdued Corporal Grimmsley had a momentary loss of self control and cut him to drain his mystic essence. Either way I patched the subject up as best I could, and poured some cheap painkillers in him to get him in shape to talk. Second Lieutenant Von Petra was in charge of the interrogation, while I watched over him with my medical equipment, she asked a series of questions that would reveal the precise points that we would have to strike. He seemed to have it in his head to keep those details to himself. I had sat in on a few interrogations in my time so I laid on a story about chopping him up and putting bionics on him. You should have seen the look in his eyes, pure terror. He spilled his guts to every little detail we asked him. Once the interrogation was over I packed my things and headed over to the medical facility. I spoke with the doctor there and learned that he is a veteran of the Tolkeen war. He used to perform surgeries out of the back of a Deaths Head transport, due to having nowhere else to work. He helped me get the new features I had ordered installed in my new cybernetic hand. Once we were finished he helped me prep the two surgical theatres for the work I would do tomorrow. All that being said it is late so I will retire for the night.

January 15th, 110 PA

I awoke early this morning to start my busy day. Bright and early Corporal Avery showed up for his installations. The surgery went off without much fuss, when I was done I put him up in one of the beds and told him to take a day to heal. Once he was done it was off to turn a fine young man into a monster. The work was simple enough and all in all Corporal Taylor took to it like a champ. Though I can’t help to think that he may get a bit of a complex over this. I’ll look into him in a day or two. Tomorrow we head off to Port Houston for the first leg of our journey on the CSS Freedom. From there we hope to capture a pirate vessel and go on to Atlantis. Where we will set up a base of operations and play gladiators. Luckily I get to still play team doctor, and not a gladiator. Either way this is going to be not only the strangest mission I’ve ever been on, but also probably the most dangerous. Well I have some reports to file and a plant to take care of, so I’ll write later.

January 16th, 110 PA

Take off, I have never been one in particular to enjoy long flights, or flights in general. Though it was a smooth ride there I was displeased with the trip. That and the fact that we landed on the flight deck of the ship while it was underway, made me a bit nauseous. We were greeted by the ship's captain, a Commander Dawson, he was polite and offered Lieutenant Von Petra and I refreshments in the ward room. Now I was impressed at the size of the ship, I must have looked like a tourist and not a officer in the Coalition military. The refreshments were pleasant and so was the company, we were introduced to Chief Engineer Holly Lane. While in the ward room we discussed our needs with the captain and he educated us on the finer points of ships. He was concerned about attempting a capture, mostly due to the fact that his ship is primarily used to destroy enemy ships. He offered to give us a crash course on the guns of the ship. I personally could care less about learning the guns, but I do what I’m told, which probably won’t be that. Once we were done the Captain offered to arrange for a tour of the ship for me. We had a dinner that could be best described with bodily noises. The tour of the ship was interesting and educational. I am a bit appalled at the size of their sick bay, but what can be done for the space. We ended the day by gathering on the flight deck. We discussed the current mission and what steps it will entail at the very least. We watched the sun set, and not being much of a writer I would fail to describe it’s beauty. I think I will call it a night, until tomorrow.

January 18th, 110 PA

I had a restless night as the nightmares returned, after a few trips to the head for water and a few sleeping tablets, I managed to get something of a nights sleep. The dreams though are truly vivid, I’ll probably need to see a psychiatrist before long. I visited the sick bay and lo and behold every little issue that the sailors could be having cropped up today. Some imaginary, some real, some minor, nothing too serious, though a few were a bit disgusting. The medics were right cherry folks who have there hearts and minds in the right place. Though I am again shocked that there is no doctor onboard this ship, maybe I’ll ask the captain about that later. I decided to make my rounds in the early afternoon once there was a lull in patients. I first approached Corporal Taylor, I cleared out the sick bay to examine him, and ask him a few questions. I tried to be reassuring, but with a face like mine It’s a hard thing to show. After Corporal Taylor, I sought out Corporal Avery, He was on one of the balconies on the bridge looking out over the sea, if I remember his profile right he is a trained sniper, so it doesn’t surprise me. He let me know that he was okay. The rest of the afternoon seemed rather uneventful, I sat with the Captain, the Chief Engineer, and Lieutenant Von Petra for our second dinner on the ship. I had forgotten what being an officer got me on occasion. We were nearly finished with dinner when several alarms began going off, and an announcement went off that we were being attacked. I later found out it was a giant sea serpent, but at that moment I was rushing to sick bay. When there’s battle there’s wounded. Not long after I got there, the first casualties started showing up. A man had lost his arm, I patched him up as quickly as possible. The medics being extra helpful, these were followed by more after the ship shook from a direct hit. I am fearful of whatever makes a ship this size shake with a strike. We then received a crewmember who had a nasty head wound and one that couldn’t breathe. I left the head wound to the medics and managed to get the crewmember breathing again, he had swallowed a lot of water I found out. I then took over cleaning up the head wound. And like that the fight was over and we had won. Several minutes later I received a private channel call to head up to the CIC for a mission planning session, so I packed my kit and let the medics know that I would be back down a little later. The CIC is like something out of a dream, if I had been asked when I was younger if I would ever be in a command center, I would have said no. Lieutenant Von Petra gave a very convincing plan that to me seems not only simple, but relatively fool proof.

January 24th, 110 PA
The last few days have been crazy, We found a ship that will do for the operation, the fight was short and brutal, and the ship was structurally sound, but the overzealousness of my teammates made a mess of the controls. So we headed back to Port Houston for repairs and supplies. We found a captured Coalition Juicer amongst the slaves onboard the Whitewing as she is dubbed. His name is Sev Ba’ro he was captured along with his squad by a much larger slaver group. I can only imagine where they may be now. We also commandeered a technical specialist from the CSS Freedom, his name being Corporal Joshua Rivers, a talkative and inquisitive individual. Always tinkering or fixing something. On a side note while on shore leave in Port Houston, Corporal Genet nearly killed himself again, luckily he only damaged his new cybernetic arm. I have let him know of my concerns of his constant need to blow himself up. After two days we were back on the open seas again heading for the continent of Atlantis. On the way there we were greeted by an unusual sight of a massive storm front moving in on us. Ironically I was asleep during this time, when I awoke it was morning and we were in a location that I didn’t know of. We lost Edwin to whatever magic of the storm. His things were there but he was not. Lieutenant Von Petra has instituted what I will call the buddy system. Every remaining member will be teamed up with another. I by blessings of rank have been partnered with Lieutenant Von Petra. The rest of the men have taken this new system in stride, with Corporal Rivers and Genet being a team, Sergeant Portlant and Corporal Taylor making up another team, and Corporal Grimmsley and Corporal Ba’ro as the last group. Though I cant say I agree with her allowing the men to select there own partners, it seems to make them happy so who am I to really complain. Once we had a few hours to navigate, Sergeant Portlant managed to find out where we were and how to get to where we are going. We were “Transported” several hundred miles closer to our destination which made the trip a lot easier. Either way it is getting late and Corporal Grimmsley is complaining of a headache, I’ll write more later.

May 27th.
Been a while since I could update this journal. I'll gloss over most of the last four months to make note of my current location and mission. Currently I am back in the Coalition state of Lonestar, specifically in the complex. We've been tasked to retrieve some sort of magical trinket that an Indian Tribe says is vital to Lord Vilargo's (or however his name is spelled) plans. We plan to leave in the morning riding in a re-purposed mark five APC, and make our way to the pre-cataclysm state of Arizona, somewhere south of it's former capital of Phoenix. (Irony of that name... I would wonder if they had assumed it would rise from the ashes of the dying world.) We have acquired two new recruits. A service specialist named Lana Dunbar and a Battle cat named Mane. (where the higher-ups get the ideas for these names I will never know. personally I think serial numbers would be fine.) Haven't met the Battle cat yet, but if he's like any of his other genetic brethren, he'll be likely lazy and less than attentive. S-Spec Dunbar on the other hand has proven to be an intelligent individual, which is a pleasant surprise in the 110th. We are looking into creating a program to translate the damnable runes painted all over the APC.

We've been here for a little under two days, and in that time I have ran into many of the people I used to call coworkers. Major Claval is dour and taciturn as usual. Doctor Santiago was friendly (maybe a bit too much if you were to ask me) and likely scheming. Director Bradford is unreadable as ever, I am uncertain if he still resents my leaving the scientific fold that he so much wanted me to be a part of. I will keep a wary eye out for repercussions, likely sleeping with a pistol under my pillow. I took a tour of the Habitat today and it is much as I remember it, the training continues to grind out more fodder for the endless war against the D-bee and mage. I made a stop at the cybernetic clinic where I did my residence as a medical student. Ran into an old friend, Doctor Myra Bailey, she let me in on some insider knowledge on newer Coalition cybernetic/bionics. We had drinks tonight, it was a good time, almost made me forget about the problems of the day. Either way that gets this relatively up to date, I'll likely write again when the mission is over.

May 28th.
What can I say about today… It was a draining day to be honest, we arrived in Roswell, a town built on the ruins of the previous Roswell, in the pre-cataclysm state of New Mexico. We were attacked by a robotic Tyrannosaurus Rex, that I am fairly certain was man-made versus being some sort of unusual dimensional being. We managed to chase it away with us little worse for the wear. Lieutenant Freeman was nearly killed, but his armor staved off actual harm, save maybe his dignity. We made way to Roswell as I mentioned moments ago and stopped at a place called U-mart. The store is a large warehouse affair; that caters to mercenaries and civilians alike. We decided to go in the disguise mercenaries, I, as always the team’s doctor (of course). I was paired up with Private Grey, I think to make certain I would not get into “Trouble”. We were tasked to find out information on our robot dinosaur adversary and any other useful information that could be gleaned. I smartly headed to the weapons and armor section of the store, for both Private Grey and I’s needs. Private Grey purchased a few suits of armor while I gave into my fascination with firearms and purchased a new derringer and a revolver. I had the technicians at U-mart modify the derringer and my Wilk’s derringer with a hair trigger for faster firing; I also purchased a new quick release sleeve holster, so I can use the two derringers like a cowboy of old. I really should pick a few firearms and stick with them and not carry an entire armory worth of weapons at any given time. I tarry from the quest at hand, the local population, likely uneducated and superstitious were of no real use to Private Grey and I, revealing no information that was use to the mission at hand.

Once our purchases were concluded, all we had to do was wait for special orders to be finished. Private Grey and I joined Lieutenant Freeman, Private Johnston and a local tracker for an afternoon repast. I am willing to admit I miss the south west’s food, the chili was top notch. After some small talk, we were informed that Lieutenant Freeman had gotten a meeting with the mysterious masters of U-mart. As a precaution we kept an eye on the meeting, but it proved unnecessary. We retired to the APC to speak over a contract Lieutenant Freeman was offered, only to find that Service Specialist Dunbar had fled. We carried on after a brief but extensive search for the missing Service Specialist. The contract Lieutenant Freeman had been offered, gave extensive benefits and compensation for capturing or destroying the mysterious robot dinosaur we had fought earlier in the day. The contract seemed benign at best, though I noticed a Doctor named Janet Halstead had attached herself to the U-mart’s medical center. This was a cause for concern as she was murderer as far as I can tell (several years prior, she was tried in Ishpeming, though she was never actually convicted of the crime due to a lack of evidence). I shall make inquiries in the future about it I think.

We have been requested (ordered more aptly) to present ourselves to the local Coalition Embassy. The building a modern marvel in this backwater country, greeted us with open arms so to speak. Once inside, we were escorted to a briefing room, where soldiers from Lonestar came and apprehended Private Johnston on the accusation that he may be infected by a demonic parasite, form our battle at Merc Town a few weeks ago. It is disconcerting that Private Johnston recently became psychicly active, though I believe several things can be factored into his newly developed abilities. In either case he has been taken away to be studied. We have been given a new team member, a Class F Psychic Mutant, which I vaguely remember that precluding to her ability to not only use psionic abilities but also to manipulate other energies. We officers have been given her dossier, and to be bluntly honest I am neither impressed nor happy about this. Leave it to administration to leave the 110th with a potentially threatening ally. Do they not read our reports? I requested several pieces of information, including a reference library on psychics and psionic phenomena (seeing as they are becoming more prevalent in our small team). I also made a humorous connection between an implant Service Specialist Sanders has and a conversation Dr. Bradley and I had a few days ago. She had told me of tracking devices in new commando cyberware suites, and after perusing the schematics and technical readouts, I can easily see where the device is hidden, leave it to administration to bungle a cover up.

I plan on a new series of check-ups to get a baseline on the newest members of our team, to better facilitate medical response if needed. Today is definitely turning out to be a quite busy day. I shall write more later as the day progresses.

Date: ?

The last several days have been relatively hectic. We have achieved great strides in our mission. At the current moment we are retrofitting a newly acquired APC, a Free Quebec model designed for transporting platoons of Glitter Boy power armors. We have begun stripping out all of the amenities of the Mark V and have begun installing them into the Air transport. It shall be heavily armored and heavily gunned. That being said, we have captured, interrogated, and executed the D'norr Devil Woman Mage in charge of the operations of Lord V. From the conversation with the woman The Shadow Warriors are under Lord V's employ at least on the western front. She also was very frightened of betraying her lord, an interesting turn of evens to say the least. I summarily executed the woman with a single laser blast to the head. I had the team incinerate the body for safety reasons. Private Grey (Commendations will be given) brought up the fact that the ancient suit of armor we recovered earlier likely will have a IFF system similar to our own. I believe we can spoof the signal and make retrieving the artifact easier. By the way, one of the pieces of information we have acquired information that the artifact was hidden in a pre-cataclysm bunker. The Shaman figured the automated defenses would keep would be thieves away. There was an issue between the troops the other day that if I had caught it earlier, I think it wouldn't have escalated as such. We had freed several slaves, one of them is a Corporal Maddox. The Nightstalkers may have hazed him to far, Specialist Mane acting as a ringleader of sorts. After a dressing down, I think I have the situation under control. I see at least two more days of modifications before we are finished. After the repairs, we will make our way to Roswell to acquire more munitions and supplies before making our way to the facility to acquire the artifact.

1 0,000 - 2,000
2 2,001 - 4,000
3 4,001 - 8,200
4 8,201 - 16,400
5 16,401 - 24,500
6 24,501 - 34,600
7 34,601 - 49,700
8 49,701 - 69,800
9 69,801 - 94,900
10 94,901 - 129,000
11 129,101 - 179,100
12 179,101 - 229,200
13 229,201 - 279,300
14 279,301 - 329,400
15 329,401 - 389,500
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