Cold Place: Hit-n-Run 2: The Threats

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The Backup and Spares:

Contents

Jet Bike team:

Berocuss Numa ..[1] (Eridani) .. BP: 12
Crantous Phentari ..[2] (Phentari) .. BP: 15

Auto . THR . . AI/AR . . Range . . Speed .
Bike (Jets)845/353200km450kph
Turn Mode Att. MOD Cargo WP 1 WP 2
A +5/-15 snapnil12 Arm Rockets
(Slipstream, ROF 2)
Ultimax MachineM
Gun, ROF 7

Secondary teams:

(mercs to choose from to make NPC teams or spare players)

Merc Skimmer Team: Kelly’s Hero’s (a local team with two off-worlders)
5_NPCs: [3](Jay Mannus, Brent McFinney, Clancy Orilly, Tor Conn, Eephor Phentari)

Auto . THR . . AI/AR . . Range . . Speed .
Super Speeder (Skimmer) 6145/1051200km160kph
Turn Mode Att. MOD Cargo WP 1 WP 2
C-15nil(2) 50cal(4) Law Rockets


Air Skooter Team: Beer Runners (all Orion team)
4_NPCs [4](Gregory & Dorn Mac Koddar, Mindee O’Sha, Ja Swanson)

Auto . THR . . AI/AR . . Range . . Speed .
(4) Dookosh (skimmer bike)495/70400km140kph
Turn Mode Att. MOD Cargo WP 1 WP 2
A-15NilNilNil

Spare NPC’s:

Can be used to fill in, incase more men is required.

  1. Andrade .. [5](Humanoid) .. BP: 11 .. (happy to be working – talkative)
  2. Gundarr .. [6](Aziam) .. BP: 19 .. (thinks vary little of others skills)
  3. Noondus .. [7](Aeodronian) .. BP: 10 .. (truly hates this ice ball world)
  4. Phinersus .. [8](Phentari) .. BP: 13 .. (Take-out that shoots back – yum)


'Battle Masters Notes:'


Out on the icy tundra of Coandas about 1100km south of the northern pole is the lowest of a set of covert bases held by the Rebels, there is four in a diamond pattern with its northern site just shy of the Pole. These bases are low-end recruitment and training facilities for the rebels and there supporters (including ARM). For the purpose of mini-MOD we are campaigning against site 3, but for the Battle-master to have full scope the following is know to BM:

Site One: 14km south of North Pole. ‘ARM’ research / development site and rebel spaceport is located. Rebel regulars and scientist are sited here. Unless under attack themselves they will not come to aid any – they’ll just jump planet.

Site Two: 340km south, 150km west of center point. Here is the stage two training and gear-up site, there is at any one time 300 training troops, 50 trainers and office staff. There are a number of vehicles and sometimes aircraft (i.e. hopper, jet bikes, or the like… no, fighters) held on site. If site 1 is attacked the whole base will go on alert and send all troops but if there attacked they will tell site one to run and they will attempt to fight there way there to catch the last flights out. Site 2 will not support sites 3 and 4 unless they have aircraft on site (15%) – otherwise time to site is figured as to lengthy.

Site Three: 1100km south of pole. Support for site 4’s equipment and new recruit training, here they warehouse arms, armor, equipment, and a downtime rest area for trainers of both sites 2 & 4. They are the smallest of the four sites holding only four building, eight towers, 38 personnel, and some 154sq meters of compound surrounded by a sonic/electric energy fence. The site has an administration/records building, barracks, head/kitchen/dining structure, and the warehouse. There aren’t any vehicles stationed at this site… (Paranoid or they just don’t trust there own people?) They will call for a ride from site 1 or 2 if site 4 is hit. If there attacked they will call for help from site 4 and tell sites 1 & 2 to observe or evacuate (frequencies & locations will be destroyed right away).

Site Four: 1096km south, 4km east of center point. Level one recruitment site is held here, and the rebels bring all new prospects and test/train/or rejects them. There is 18 councilors, 24 trainers, 8 staff members overseeing 156 to 400 recruits. There are ground skimmers and tracked vehicles on site. These people have a button to tell the other bases there under attack, if bases 1 & 2 are under attack – there to go-to-ground. If base three is assaulted they are to throw all hands in defense. Item of interest on base four: a cross platform weapons POD was recovered and is being used for gunnery/space gunnery training. Item was found locally on a downed starship and fires missiles/rail gun ammo.

Battle Masters Notes on the Defenders:

All towers are on alert. There are two men in each tower.

Tower Guards [9](8 pairs, they will get down and attack if player & NPC hide in buildings)
Will have: (1) Stinger-8 (SAMS), (1-2) LAW rockets, (1) IMI Uzi, (2) AK-74's, and (2) Beretta 9mm. May also have (1) smoke M-80 and (4-5) M-75’s

Cook [10](building 3, will get on roof to snipe – has 6lv’s of concealment and armor camo)
He has exceptional hiding skill and will hide himself on the roof and snipe at the most dangerous of the invaders, he is fanatical and will die before surrendering. If he see any of the compounds guards or office personnel surrendering he will kill them first before they give up any info – if he can.

Office Staff [11](building 1 ‘6 men’. they know the layout and holes to shoot out)
They will fight until they run out of the weapons reload, then they will surrender unless some of the guards can come in and rescue them. They will make a run for the warehouse to hold up – they will get into full armor and grab some weapons.

Ground forces Group 1 [12](‘4 men’, bunk house building 2 – hold out and shoot out)
These four believe there the last line of defense before giving up the warehouse to anybody. They are note fanatical but they will fight to the point of defeat by overwhelming odds, but if the odds are in there behavior they will move out to hunt down any stragglers. They will not leave the compound in pursuit.

Ground forces Group 2 [13](‘4 men’, bunk house building 2 – will move out to hunt)
These boys will split up in teams of two and direct assault any invaders.

Ground forces Group 3 [14](‘4 men’, roving guards – will go other direction hunting.)

These fellows are already in groups of two, but will come to the aid of each other if one of them comes under heavy fire. If any vehicles make it into the compound they will tend to toss grenades under the skimmers to blow out the emitters.

Ground forces Group 4 [15](‘3 men’, warehouse house building 4)
Two men are guards for the third, and this last fellow will hide in the warehouse with a base radio and the remote that controls the energy defense fence. Once backup arrives he is the one that will direct the support and lower the fence sections that will let them into the compound. As for the other two – they will get into the crates and find the laser claymores and set them up as floor traps only after setting three plan clamors on the walk door as a booby trap. If they think anyone beside one of there own is entering they will kill all the lights and have there buddy drop all the security walls surrounding the compound.

Both the guards in the towers and the ones moving about on the ground will have one reload for their guns unless they get to the warehouse, there is a large stockpile of arms, armor, and gear in the crates.

- - - -

Backup for the party: the Phentari sniper with jetpack (APW 56% bonus in air & 6 Narc’s, 30% Direct Fire bonus)
This is the BM wild card - no sheet, the Phentari will not enter the camp.
With the Narc's for heavy targets and the gyro stabilized Walther A 2000 for the guards.

- - - -

Bad guy Backup forces will consist of six vehicles, 3 tracked vehicles and 2 skimmer trucks carrying twelve men each. Mind you there all low level trainees but theirs a lot of them. The skimmer trucks will be there seven minutes before the tracked vehicles.

Skimmer truck 1: [16](driver and gunner stay in skimmer while troops attack)
Skimmer truck 2 [17](driver and gunner stay in skimmer while troops attack)
Tracked vehicle 1: [18](half track – driver only stays while rest attack)
Tracked vehicle 2: [19](half track – driver and gunner stays while rest attack)
Tracked vehicle 3: [20](full tracked – driver only stays while rest attack)


Cold Place: Hit-n-Run 0: The Job

Cold Place: Hit-n-Run 1: Players Intro

Cold Place: Hit-n-Run 3: Maps

Cold Place: Hit-n-Run 4: Loots

Cold Place: Hit-n-Run 5: Wrap Up



Return to: Cold Place

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