Cold Place: Hit-n-Run 1: Players Intro
From SSDC, Inc.
The Insersion:
. Behind the cab a grounds crew in light armor help in hookups. Once the players are cabled in (four to six points on a skimmer car, three on a skimmer bike or air skooter) the cables will be energized (don’t tough, not real healthy. -40 electrical SMR or go into full body traction) and the vehicles will be held nearly ridged for the flight. On the back of the cab is a digital marquee that will give in-flight terrain or visuals for the audio briefing as well as the count down to drop or liftoff. NPC’s and players now wait for the flight crew
Transcruiser Load
The larger skimmer will most likely be the parties assuming they don’t have bikes.
. Both a space port security van and a taxi cab show up just before 6am, out of the van comes two Eridani in Cub armor and one Phentari in Protecon with a Jetpack. The two Eridani have vibro swords and shotguns while the Phentari has an APW sniper rifle and a missile rack on either side of his pack. The three of them will load up before the older human gets out of the taxi leaving behind a young scantly clad lady of the night - he is in his late 50’s and wearing Street 2 winter camo fatigues with jump boots. As he straps on his Savage B laser pistol he strolls over to the suspended merc’s, “My name is Major Decker Por and I will be your pilot for this sortie. Some pre knowledge for you so it won’t be a surprise in six hour, and to give you some time to figure your best plan of survival.
. I WILL be coming in fast, I WILL draw some or all there heavy fire, but I will guarantee that there not going to waste all of it on ME. Just before I drop your sorry butts into the hairy fur-ball I am graciously going to blow the living hell out of a stretch of frozen tundra to supply yea-all with a smooth fluffy tumble zone for yea inept flyers.” Taking one last look at the shock faces here and there, “buckle up yea hear, where out of this Mickey mouse port.” With that he strolls off to get into the pilots section.
| Note: Major Decker Por will not answer any question - they haven't earned his ear yet. |
. Lift off is smooth as the craft gently spirals straight up for about 100m befor their is a gradual increases in forward momentum – the craft will pull 1g until they meet there altitude and travel speed (800m off the deck and 450kph – wind chill "HELL." -40 SMR vs armor/death is possable upon a failure - "one roll each")
| BM’s Note: If players don’t have environmental containment they need an O2 tank & mask or another means of breathing. If any player doesn’t have a Cold SMR of 45+ on there armor – they must make there armor SMR’s for cold every ten minutes of the flight (11 hour flight, better think of something to keep the player alive)– if they fail, then the bodies SMR is then checked (D4 AI damage for armor fails / D2 Body damage for body fails). . Major Decker Por is an ex-foreign legion combat drop pilot, and he has 12 levels of transcruiser skills – alone. If the insertion or extraction zones are hot, he will be as happy as a lark, but if there cold he may find a way to spice it up before coming in – ‘if there’s no bullets, there’s no fun’…yes he is a sick-sick man. |
Flight: while in flight to the mission zone some sadistic person up front has found an older MTV equivalent with Orion rock videos playing, they mention in a broadband signal that “if you wish to hear the videos play’en switch to channel 15 – Oh and by the way that will be our information channel from now on. Smoke’em if you got’em.”
. Ten minuets to target and the MTV’s turned off and a forward running wire frame terrain map comes up on the display at the back of the cab. “Alright boys–n–girls this is the area were dropping yea on, as you can see it isn’t to smooth,” the map looks like a ruble field without one flat spot cut only buy a canyon at a angle. “It’s a lot more rugged then the picture I got portrayed so I am going to drop you a bit closer and use more bangs for this field work. Your visibility is going to be shit - it should drop visibility to fifteen or so meters on the ground and most likely going to be more suspended debris then anticipated… Good hunting out there. Fire’em up for were slowing and starting descent.”
. The party see's a number of missile vapor trails streeming off from around the cab as there craft creats a landing field somewhere ahead.
| Note: If any player is using enhanced vision of x3 or better and is looking to the north they will see two missile launch plumes of ground defense SAM's. |
. The display is now doing a countdown to land fall showing a ever slowing speed in the upper right corner, and as the party watches while starting up their skimmer/s they note that at the count of 35 more text scrolls across the display telling the two jet bike riders to get ready for release in 10.9.8.7…… WHOOSH.
. The two jet bikes are off and away when the count down starts for the Skooters and Skimmer Bikes - 10.9.8.7……by now the ship is 1m off the deck and doing 118kph when releasing the bikes to there own in very poor visability (level 14 piloting check vs. dumping it at -90 AGL check vs 2d6 impact dam). 5 seconds later the skimmer cars are released (level 11 piloting check or take 2 vehicle critical, if front armor is rolled once - any non secured person will be vaulted ‘4d6 dam’ in front of the car – if both rolls are front… FLIP) and the ship blast off skyward leaving the mercs to fend for themselves for 34min – ‘extraction count starts’.
| BM’s Note: The Major will create the landing field using 8 Pathfinder missiles to pound out a 160m long x 20m wide runway for the mercs to make landfall. This will create a 2m deep powder track with a base piloting check of level 3 (at 80kph) until they hit the none blasted area (base: level 8 piloting at 60kph), then any evasive maneuvers are added on top. There will only be 130 meters of open debris free rough terrain to cover to the fence. (+1 level difficulty per 10kph over base) For NPC and secondary teams piloting checks, use the same piloting skill as the players. |
. There is no visibility upon landing – bikes should swing wide so not to hit the cars. Once the player & NPC’s pass out of the snow screen left by the runways creation they must make the piloting check for the rough ground (+1 level difficulty per 10kph over base), and what players that are not driving can checkout there opposition. The party will note that the two jet bikes are wheeling away after there first attack, and that they had missile blasted the center guard tower sending it up in flames. The far left tower is sending a missile themselves after the bikes, while the right tower is firing a LAW rocket at the invaders (roll to see which visible target they attack – maybe the party).
GAME NOTES FOR NPC’s
- If the Jet bikes take any hits they will either be destroyed (that is if the damage is enough) or they will land and rides will fight on the ground. Tactic: use missiles first on towers with flybys and use strafing runs with there MG’s on ground targets once the towers are pacified.
- Skooters will head for any gap made and then do the standard biker gang thing with ground targets (treat as cowboys in an old western).
- Skimmer car will use a LAW rocket to blast towers base out of the way so they can drive through the gap left behind. Once in the compound they will leave three in the skimmer to attack the towers/groups of troops while the others will search out the buildings for loot and victims.
Cold Place: Hit-n-Run 0: The Job
Cold Place: Hit-n-Run 2: The Threats
Cold Place: Hit-n-Run 4: Loots
Cold Place: Hit-n-Run 5: Wrap Up
Return to: Cold Place

