Another Day at Camp: Armory

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The Armory

The base Armory is a small bunker building 10 meters high with two entrances. One is used for loading and unloading crates of ammo and weapons quickly and efficiently while the other is the more frequently used personnel entrance to the requisition office on the opposite side of the loading bay. The loading door is a corrugated metal alloy of flex steel that rolls up along the ceiling, it is currently down and can only be opened by an electronic code or a level 6 bypass security check. It has a threshold of 4 for those who wish to shoot a hole in it and it takes 16 points of damage to to make a hole big enough for a size 4 person, 32 for a hole of size 8. The other door is a simple flex steel door barely big enough to allow a ram python to fit through with a lead impregnated plastic window(Threshold 8 and 5 respectivey with an integrity of 30 and 20). The office is split into two sections; the first is the waiting area for the requisition applicant, which is a sparse area with a table, pens, tablets, two fake plants, and a water cooler along with a dozen chairs for those who are patient enough to wait for the ensuing bureacracy. The rest is separated from the waiting area by another lead impregnated window, where the requisition officer sits, and a code locked heavy flex steel door on one side. A slot in the window is big enough to slide paperwork back and forth(Yep even in the twenty-third century ther eis no such thing as paperless) for the requistion officer's review but the bullet proof glass is more then enough protection from attack, however a mazian could slip through if he makes a level 2 shape change check(If he fails he very well might be stuck(30%)otherwise he just couldn't squeeze through. Whether it is succesful or not a minute passes by while the attempt is made.

Noise can be heard from behind the door, coming from the corridor leading to the storage area and the keypad has power to it and reads “Please enter PIN.”

The door requires a level 5 pick lock check. Also a hidden security camera over teh entrance requires a level 9 detect concealment to spot, failure means that the rebels inside. If they do not disable it with a gun, a level 5 electronics check, or a level 3 defeat security the rebels inside the loading bay will know the players are there and be ready for them and get surprise for the first round. For every failed attempt to unlock the door the person making the check suffers one point of electrical damage (-30 SMR for half round down) cumulatively (first failure 1 point, second failure 2 points, so on). It is too tight of a fit for the mazian to ooze under the door.

On the other side of the glass the requisition officer lies dead on the floor inside the office, his head has a large hole through it, and he is leaking gray matter and blood all over. His computer is whirring softly and any one can go through various files, which takes several minutes(2-4) (For each successful level 10 computer skill check the PCs can authorize themselves one weapon of 5000 credits or less. A successful level 8 decrypt/encrypt check will lower the computer check by half. If the characters decide to do this, roll a d6; on an even roll they hear a truck pull up and the rolling door noisily rolls up. Roll for the truck every ten minutes or one computer check.) The rebels have no reason to go into the requistion office unless they have seen the players in the security camera, then they will wait for the truck and attack in force.

Each character moving through the hall must make a level 4 stealth check to not alert the rebels of their approach. (If they did not disable the security camera it is a moot point but they don’t know that.) If the rebels are surprised then it takes them the first round to get to their weapons. The various crates provide 75% cover (if the shot would’ve hit without the crate then the crate is hit) to anyone using them as such but they have a 5% chance to explode when hit by bullets, 15% if hit by plasma weapons, 50% if hit by flamethrower. Any grenades will cause a chain reaction causing several crates to explode. (PCs may make an intuition check to realize that grenades would be bad in here, only roll if one of them has the brilliant idea to use a grenade. Of course depending on character location this might not be all bad, except the reamining weapons will be damaged and useless.) Exploding crates do 4d6 concussive damage spread evenly along the body to anyone taking cover behind them.

The truck carries 5 rebels and will stay for five minutes while it loads up. If the players did not take out/disable the camera then the rebels (9 total) will enter the office to take out the players. If the players enter the loading bay without any surprise then the rebels will get initiative first and fire from the cover of the crates. They will get within 10 meters and take cover behind the crates.

BM's Note: If the characters decided to retake the vehicle bay first the truck will not arrive but the rebels will be on alert and impossible to surprise unless they drive the truck to the armory and pose as the rebels, level 5 disguise and impersonation checks.

The armory has an armor repair station which can replace both integrity and absorption polymers, and has enough left for 300 units each.


Equipment still in the armory when the players get there

Another Day at Camp: Armory Equipment


Next: Another Day at Camp: Vehicle Garage

Next: Another Day at Camp: Headquarters

Prev: Another Day at Camp: The Last Week


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