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Post by Spectral_King[GM] on Dec 9, 2009 13:34:54 GMT -5
To start off, you have weapons training. Roll Proficiency and Familiarity checks with each new weapon system you are buying. Then you will be trained in the following weapons if you aren't already (Checks for those as well). You do not have to purchase ammo for all of this, but you aren't getting your grand this month (trust me, you're still coming out on top).
First Check is a DC 9 to be Proficient. Second Check (which takes a week of training) is now a DC 15, since they are rushing your training, and you are learning a ton of new weapon systems.
F1 Combat Knife Omega Omicron MP20 Ironfang Wraith (Geist variant) Wraith (AR) Wraith (HBAR) M0L1 Wraith M0L1 HBAR Wraith M225 Grenade Launcher MG17 Jawbreaker Grenade Launcher MG17 M99B Spotter 30x50mm Grenades (Just Roll once) Hand Grenades (Just roll once) M380 Frame Charge M201 Tandem-Charge Breach Mine
If you want to be proficient in the M99 LAW as well, you'll have to pay $3000, due to weapon costs. It would also mean you're certified for anti-armor duty.
They go over the basics of how their equipment works too, Radio, optics, various other systems, armor, etc.
(I'll post more later)
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adymus
Player-Characters
Posts: 219
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Post by adymus on Dec 9, 2009 18:05:00 GMT -5
Awwww, we don't get to role Play the road trip? F1 Combat Knife: Proficient Omega: Proficient Omicron: 17, Nat 12 MP20 Ironfang: 15, 17 Wraith (Geist variant): 19, 16 Wraith (AR): 19, 11 (crap) Wraith (HBAR): Nat 1 (double crap), 15 M0L1 Wraith: Nat 12, 16 M0L1 HBAR Wraith: Proficient M225 Grenade Launcher: 17, 20 MG17 Jawbreaker: 18, Nat 12 Grenade Launcher MG17: 13, 12 M99B Spotter: 16, 16 30x50mm Grenades (Just Roll once): 16 Hand Grenades (Just roll once): 14 M380 Frame Charge: 20, 20 M201 Tandem-Charge Breach Mine: Nat 12, 12 Can I take extra time for the ones that I didn't pass? Also, this: *Levi inquires about the possibility of being lent a Comm System until he can afford his own, and will pay it back in full if something happens to it.*
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Post by Spectral_King[GM] on Dec 9, 2009 20:30:14 GMT -5
You guys are still in the LA area, probably in Riverside or something.
These are just the checks, I'll get to the adventure/training/rp stuff later.
I'm sorry, the Frame Charge and Breach mine use Aptitude+Sabotage, not Aptitude+Ranged. Please modify your above post with the different skill.
If you fail the first check, it's just another full-round action to try again. Regarding the other weapons, you'll have to pay a fee for ammo if you have to retry for the 1 week familiarity training, if you want to.
Keep in mind that using a weapon you are not Proficient in is a -2. Using a weapon you are not familiar with is another -2.
Regarding failures: Wraith AR: Roll Familiarity again. +2 since you're solid with the other Wraith variants now. Ammo Fee: $50
Wraith HBAR: Roll Proficiency and Familiarity again. +2 since you're solid with a majority of the other Wraith variants now. $50
Grenade Launcher MG17: Roll Familiarity again. +2 since you're solid with the M225 GL, and 30x50mm grenades now. $60
Breach Mine: Roll Familiarity again. $300
--- Not to be an asshole, but to your question about a loan- simply put: No. You received enough money to buy the standard optics and communication equipment that the Anarchists use. Buying a HUD and other cool stuff was on you. If you chose to have a HUD rather than communications, that's all you.
One thing I haven't mentioned yet, regarding the communications stuff. You have to speak a foreign language. English is forbidden.
German is one of the most common, although Spanish is common for the LA area, and French is third most common, in general. It makes it more difficult to crack the Anarchist's communications, which has been unbroken so far.
I'm hoping to level you guys up after this adventure, so if you don't share a common tongue, you'll have the skill points for it before you actually do anything.
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Post by Ineffable Evil on Dec 9, 2009 22:42:43 GMT -5
Checks:
F1 Combat Knife: 14, 21 Omega: 16, 21 Omicron: 20, 22 MP20 Ironfang: 21, 15 (Retry: 16) Wraith (Geist variant): 21, 15 (Retry: 19) Wraith (AR): Nat 12, 18 Wraith (HBAR): 22, 13 (Retry: 19) M0L1 Wraith: 13, 14 (Retry: 14) (Another Retry? 15+2?) M0L1 HBAR Wraith: 13, Nat 12 M225 Grenade Launcher: 19, 21 MG17 Jawbreaker: 13, 19 Grenade Launcher MG17: 22, 20 M99B Spotter: 17, 15 (Retry 17) 30x50mm Grenades (Just Roll once): 22 Hand Grenades (Just roll once): 17
Using Sabotage: M380 Frame Charge: 17, 19 M201 Tandem-Charge Breach Mine: 12, 18
Telstaer XCR: 20, 21 Model 29: 17, 21 Polycarbonate Knife (Forgot to do this one before): 20, 15 (Retry?: 18)
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adymus
Player-Characters
Posts: 219
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Post by adymus on Dec 11, 2009 1:34:10 GMT -5
Wraith AR: 22 Wraith HBAR: 18, 18 Grenade Launcher MG17: 20 Model 29: 18, 16
Melee weapons:
Polycarbonate Knife: Nat 1, Retry: 16, Nat 12
Previous Frame Charge roll With Ranged switched out for sabotage gets me: 14, 14
Not going to retry the Charge or breach mine. (I have to nat 12 to pass, fuck that.)
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Post by Spectral_King[GM] on Dec 11, 2009 1:56:43 GMT -5
Well, you're at least proficient in 'em; just not good.
Holly passes the re-retry on the M0L1 Wraith.
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Post by Spectral_King[GM] on Dec 11, 2009 2:47:26 GMT -5
Primer on Anarchist Operations:
A Colonel-ranking Anarchist has you and a handful of other people in a small audience chamber at the training center. He begins his speach:
Welcome to the crash course in modern guerrilla warfare and Special Operations. There's some basic rules to live by. I might forget some... I'm never the best at rattling off lists, but I should hopefully get it right by now.
Rule 1: Public Relations.
As a paramilitary organization that operates within the shadows of society, we must rely on the good will of the people who aren't one of us, or one of "them". I'm talking about civilians. A single civilian killed is a public relations nightmare. You would be more useful killing yourself if it comes between your life and a civilian. These people may or may not be innocent, but they're not a part of this fight.
If civilians express minor hostility, or even have a firearm, don't worry. If you're wearing armor, it's unlikely they're going to be using any type of ammunition that will cause you severe injuries. Please attempt to use non-lethal means to subdue or scare them off. Generally, people are good natured and stay out of our business, and expect not to be killed or maimed in return. Even if they're taken as hostages, our record has been fairly good so far... don't mess with the hosties. Got it?
Now, that's just like communism! Good on paper, but doesn't work out so well in real life. So what happens if one's dead? You have a few options:
The plant: Turn them from civilian to terrorist, by planting a weapon on them, and try to position them so it appears "they" shot them. It will be probably be your side arm, and please make them look like they were with us by giving them a shoulder patch. We often convert civilians to temporary fighters, and this poor bastard must have been one of them.
Traceless: Make the body vanish from the scene.
Part of Public relations is also to respect local property. Just because you have a rifle that can shoot through a car's engine block doesn't mean that you should put a round into the hood of every car on your block. Nor should you rob liquor stores for a little extra cash with your sub-machinegun. You're instructed to bring a minimum amount of cash with you when you go out, which is $50, if you need anything, or even just some munchies or drinks, please purchase them through legal means. Being a dick makes us look bad. And making us look bad makes us want to kick you right the fuck out, and dump you in the harbor. Catch my drift? We don't abide by the law, and we have our own sense of justice.
Rule 2: Communications Most of you have already been trained in the use of the PEP radio system. Although you can speak in person in whatever language you wish, you only speak a non-English language, which is any language EXCEPT English, over the radio. If you don't know a foreign language, learn one. Use that brain of yours. Or use the system of mic-clicks we have if you don't have the necessary equipment. Anyone's decrypter will be able to decipher your simple message if you do it right.
Also, don't be a retard and spam the channels. The Eye, or even UAV's can detect radio transmissions from the PEP before you even click off the mic. And before you know it, you're swarmed with a team of Five-Oh's. Yes, it has a Pinpoint Scrambler, but they still have an idea within killing range of where you are. You might not even see anyone. They might just make you disappear with a pin-point laser blast.
Only speak when you need to, is what I'm saying. If you're going to have a conversation over it, set up a tight-beam channel. Nothing they got can pinpoint you, unless they're looking right at you.
Oh. One other thing. Don't bring your fucking cellphones. I almost about shot the last guy that I went on an op with. We were trying to infiltrate a small Police base in Metro and his girlfriend calls, and it starts playing "Rock You Like a Hurricane". Lucky for him, he died in action before the song ended instead of being shot in the back. Cell is at home, no exceptions. Got it? They can trace that shit so easy you'll be dead before you hear the phone even ring.
Rule 3: Death and Capture It's possible that someone you know, or even yourself, dies. In this situation, it is imperative that the body cannot be identified easily, nor the communications equipment captured. If you're bleeding out, and no one's around to help, or you don't think anyone can, do yourself and us a favor, and drift off with a grenade. Incendiaries work the best, and it's a quick way to go- you're dead before you know it. Elite and low-member teams are often given simple MUD's or heart monitors for the sole purpose of wiring a 30mm Incendiary to go off when they die. No collateral, and efficient.
If your team is under heavy fire, and you are outnumbered to the point where you may be captured or killed, call for back up. It doesn't take much, as little as "All available units to (our position), taking heavy fire." Even a "Fucking shit, help!" works. Dispatch can pinpoint your location in most cases, and give coordinates to nearby teams to aid you.
And as a side note, don't use your real name. You or the rest of your team will come up with nicknames and code names.
And to conclude, have some respect, follow orders, be punctual, and don't be a douchebag. Someone of higher rank may not like your assholery, and you'll get a 10 in the 10.
That's Anarchist talk for a 10mm Auto in your head. Most people aren't really that brutal, but you get my drift. We all need to work together, including people's perceptions of us, in order to achieve our goal.
Cause some well-organized chaos to the structure, and may science be with you.
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Post by Spectral_King[GM] on Dec 11, 2009 3:11:53 GMT -5
"There's also some basic tactics we go by, and they all involve an ambush and then leaving.
In a lot of major cities, we've modified the sewer system by paying of construction crews throughout the years. This can give us access to certain areas, and make coming up in the middle of the street a back-up option.
We've determined that if you're topside (exposed or out of the sewers, and not in a building) for more than 1-2 minutes, you can definitely kiss your ass goodbye.
Here's a specialty tactic we use. You'll pick up more as time goes on.
Wolfpack When you are on a mission to aid another team by causing a distraction elsewhere, this is a good initial tactic to use if you wish to inflict potential psychological terror on your foes. Please switch to Channel W on your radios if you are doing this, because that's the channel for doing this.
So, the principle behind this is that "they" can detect radio transmissions, right? And even see where it's originating from! Well, if that isn't a pain in this ass if we wanted to be stealthy! Our lovely PEP system has a great feature, of creating a variable number of false random radio transmission origins in a certain radius. The tactic is to make them believe they're under attack by a much larger force than you actually have, and generally, their tactic is to hole up and request reinforcements, artillery resources are re-directed to your position, and you've provided a good distraction. Some Computer experts even jury-rig up Relay posts to bounce a few extra origins for greater effect.
The downside to this is that they know they're under attack, and they have a basic idea of where you are. This is one is safest if used if you stay in the sewers. PEP's work fine under there, so no worries, they'll still see 'em.
If you're breaching a sewer from this, I recommend checking topside with a Snake first, get a general idea of locations, and use a Tandem frame charge, or frame charges and a few grenades. The Tandem Charge Breaching mine is a fairly new weapon to the arsenal, so they're not used to it just yet. Just watch your collateral damage on this. Most of the time when you Wolfpack, the government will clear the streets of civies for you.
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Post by Spectral_King[GM] on Dec 13, 2009 16:18:56 GMT -5
Something to keep in mind about the equipment.
We typically use infrared (aka: IR, Thermo) vision. They typically have Nightvision. We're all using flash-protection, so don't worry too much about StUD's (Strategic Urban Defenders, like the new SWAT guys) and National Guard being blinded.
The advantage of IR over Nightvision is that you can see through concealment such as smoke. White Phosphorus clouds would be the exception, however; they are bright fucking red. To NVS (Night-vision Systems), both clouds look fairly the same, unless they're fairly experienced, or not using NVS. If you're lucky, they might run afoul of your Phos Cloud, thinking it's just smoke.
Those of you going to Metropolis are the lucky bunch, in the fact that you don't have to deal with the Electric Eye Satellite Network. The class for the 'Eye, and tactics to circumvent it are going to be held next hour.
For the Metropolis folks (you guys), they sparingly use UAV's (Unmanned Aerial Vehicle) for similar support. Each one costs a few mil, and we have a tendency to spend a few thousand to blow it up with a missile. They operate as high as 8km altitude for simple observation, but if they want to get involved in a fight, they have to come lower. Not only that, but it typically doesn't just hang around hovering, it will only do flyby's to give IR or other visuals for ground troops and Warlords. Yes, Warlords will typically have a UAV designated to watch them. They are very, very effective.
But anyways. If a UAV is low enough, double tap that Wraith of yours and send it home. Oh, and yes, those UAV's are armed with a compliment of missiles. Well, those are the basics. Hope that helps."
The speaker looks over the crowd, then says, "Steiner, Ayalon, you two are up next for the Sim Room. Head over there and talk to the tech."
The Sim room is a virtual training room. It has virtual reality interface suits that you put on, where you can safely go toe to toe with programmed combatants without risk to yourself, spending ammo, or damage to property. It's like a massive, glorified computer game with real-world physics and you're running around like laser quest.
(Essentially, you're going to play as if it was a real encounter, but you don't actually use up your real ammo, get injured, etc.)
The tech greets you as you come up, and goes over how things work (but you don't have to worry about that as a player).
You two are linked up, and spec'd for the weapons you wish to use. Holly can create two clones to also be linked in. This will help you guys if you realize weapon isn't as effective as you'd like, this is great, this could be better, etc.
Your first task will be to emerge from the sewers stealthily (try not to alert civilians or the convoy would be suspicious that no one is around), set up, then ambush a Police/StUD convoy, and vanish. Hit 'n Run, don't spend more than 1-2 minutes after your initial attack, get as many kills as possible.
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Post by Spectral_King[GM] on Dec 13, 2009 20:18:50 GMT -5
Here's the map. The first run-through, they will be coming down that wide avenue, from left to right. Right to left, my bad. Go ahead and tell me which sewer hole you're going to be coming out of. Attachments:
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adymus
Player-Characters
Posts: 219
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Post by adymus on Dec 13, 2009 21:28:36 GMT -5
Levi is going to Go over to the top left Manhole, and get a 360 degree sweep of the area. If the coast is clear, then he will Open the Cover, get out, close the manhole (Unless Holly's Clones are right behind me) and then TP to the roof top of the building on the Top left of the map.
Levi is going to go Prone and set up his Dread Wraith so he has a well concealed position and a view of the middle of the intersection. (Hide Check: 19, and wearing a lead lined Ghillie Suit.)
Now then, Ready an Action to Quick Called Shot head the driver of the convoy leader as soon as the front of the truck begins to clear the intersection and nears the edge of the top left building that I am on.
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Post by Ineffable Evil on Dec 13, 2009 21:57:10 GMT -5
Holly's clones are coming out of the top left sewer. One is going to stand next to that small window in the alley of that building with the tables and chairs on the corner of the street, 1m to the right of it. She's going to hide and wait until after Levi and I go. (Hide 17)
Clone 2 will be adjacent to the sewer , in that nook with the trashcan and the door, and hide in there, also waiting until after us. (Hide 15) They will leave the sewer entrance open.
Holly will come out of the bottom left, and make her way up the alley to that trashcan. She will then replace her ammo load with 2 incendiaries instead of 2 normal thermobarics.
She's going to then crouch/prone behind the trash can (full cover, if I can). As soon as Levi gives me the go that he's going right about to shoot, I will take cover on the trashcan to fire an Incendiary at the lead car, then ready a second one to hit the second car if it tries to pass or I just have line of sight.
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adymus
Player-Characters
Posts: 219
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Post by adymus on Dec 13, 2009 22:16:24 GMT -5
Levi is going to Called shot Head the driver:
Hit: 21 Damage: 38 (Without Location, and -6 dmg if unarmored.) SV: 16 PV: 9
Called CB Head the front passenger: Hit: 23 Damage: 33 (same as above)
Called CB Front of the truck: Hit: 28 Damage: 48 (Not with Loc)
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Post by Ineffable Evil on Dec 13, 2009 22:22:36 GMT -5
First attack, Incendiary grenade to the lead car:
15 to hit 41 damage, (-4 if Unarmored). SV18
(Second action readied to hit second car, not currently visible)
Clones are standing by for a map?
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Post by Spectral_King[GM] on Dec 13, 2009 22:32:23 GMT -5
The MLT (it's like the new humvee; armored pickup truck) in front is badly damaged from the Wraith's shots into the engine, and then matters get worse when an incendiary hits the front fender, and the now-unpiloted truck swerves into the building, steam pouring from the hood. The cars behind it halt, and the game is on. Holly's readied action can go, then her clones, then me. For surprise attacks, you get one of two options: 1. Go before them on initiative, everyone gets their normal amount of actions that is surprising. 2. Everyone get a single, simultaneous attack if they're able to coordinate it and declare so ahead of time. After that, roll ini. We will be using the first option, seems the most fitting for this situation. Attachments:
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