Cold Place: Hit-n-Run 4: Loots

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Building 1: THR 8 AI:160 (western side of the compound)
This is the office of records and supply for the two training camps, and at the first sign of real trouble (infiltration of base) they will set the timers (20min) for the file purge and records firing. The Office Staff [1] working within will be the least armored or armed at the beginning of any fight, and can be found day or night within for all personnel (any of the base people) take shifts keeping the records. There aren’t any more arms or armor then what’s on the current staff but there is a number of computers, file cabinets, and electronic hardware within – including a scrabble cell dish in the enclosed rafters to keep in communications with the other four bases.


Building 2: THR: 8 AI: 180
There is a hidden western door buy the table for rear access.

Unless under assault there will normally be 8-14 personnel here at any one time. If under assault the attackers will create groups in armor with weapons and send most out leaving one the guard (Ground forces [2]). Some of the men will even fill out the towers.

Armor: all wear Combat 1 & Absorbix Helmets

Weapons: (view ground forces)

Officers bunk: Box of 6 LAWS


Building Three: THR: 8 AI: 200
(north side of the compound)
The Cook [3] will start in the kitchen and climb to the roof to snipe others. If the party infiltrates building 3 they can find a few extra weapons.

8 Beretta 9mm (9 boxes of ammo)
2 Ithaca (shotgun w/3 boxes of 00-buck)
2 M-80 (white smoke)

There are food stores in the floor and cabinets enough for 50 men 30 days. The water and waste are run through a recovery system under the restroom. The structure looks to be a modular manufacture for quick setup. If the party stays together and don’t scatter about the bad guys will bunker in the structures to give themselves better protection and survivability.


Building 4: THR:10 AI: 240 (eastern side of the compound) “zoom to see numbers”
The Warehouse is the last bastion against any invaders, there are three doors to get into the structure – two sets of double doors on the eastside and a single walk door on the south. Because only team four (Ground forces [4]) will start out in the warehouse they will trap the doors with 2 clamors per double and three on the walk (because it’s right outside the barracks). They are the standards type (2d6/3d6 with radio triggers – third man holds remote) used, and they will be triggered by a man inside watching the only three cameras used in the compound. C1 is mounted halfway down the barracks south side facing the walk door, while C2&3 are back-to-back on the center south side of the warehouse and are facing north & south to see down to both sets of doors.

The other two guards will get into the crates and find the laser claymores and set them up as floor traps, they will be set in four groups of three with a pressure net set upon them for a trigger (trips all 3). They then will get out one riot shield and a Turbo+ grenade launcher for cover/firepower and set up camp in center of warehouse with lights out.

Laser Claymore trap: 3 mines pointing outward with a 1.5m trigger net over them.
(d8 beams at 1-2m, d6 beams at 3-6m: 2d6 dam per beam, no concussion)

Turbo Plus: ROF:2 Q:12 Ammo: M-205 version (d4/d8+1, d4 fragments per)

Riot Shield: THR:7 AI:15


Remember the party is on a time clock with T-32min from landing tell pickup.

Listed below is the warehouse inventory list: 30 types of stored cargo & supplies.

Building 4: The Warehouse

  1. Food Rations by the super crate (5,000 units). 10 varieties (Chicken or the equivalent) of Pop-n-Boil Ration. Soup for the merc on the go. 1min
  2. Food Rations by the super crate (5,000 units). 10 varieties (Beef or the equivalent) of Pop-n-Boil Ration. Soup for the merc on the go. 1min
  3. Food Rations by the super crate (5,000 units). 10 varieties (Fish or the equivalent) of Pop-n-Boil Ration. Soup for the merc on the go. 1min
  4. Ration Bars by the super crate (10,000 units). Kwik Kakes (Desserts or the equivalent), available in 20 flavors & provides nutrition equal to a 6 course meal
  5. Ration Burger by the super crate (8,000 units). Wamburger (Ready-to-burger or the equivalent), there available in 20 flavors and toppings.
  6. Combat 1 armor components for size 4.5 bipod. (arms & legs)
  7. Combat 1 armor components for size 5.0 bipod. (arms & legs)
  8. Combat 1 armor components for size 5.5 bipod. (arms & legs)
  9. Combat 1 armor components for size 6.0 bipod. (arms & legs)
  10. Combat 1 armor components for size 4.5 bipod. (chest & torso)
  11. Combat 1 armor components for size 5.0 bipod. (chest & torso)
  12. Combat 1 armor components for size 5.5 bipod. (chest & torso)
  13. Combat 1 armor components for size 6.0 bipod. (chest & torso)
  14. Seal vacuum: Armor repair unit for installing environmental containment liners, ablative material, and absorption polymer batting in both helmets and armor. (3 units, Sizes 4 / 5 / 6 only)
  15. Ablative material: Sheet fiber bulk in a spool (1400m) for torso & chest. 4pt ea
  16. Ablative material: Batt’s (pre cut for Combat 1 armor type) 2pt per extremity
  17. Absorption Polymer stock: (10) bundles holding 400pts each in layer stock.
  18. O2 recycling tanks. Pumps and filters included. Can be used to recycle environmental containment systems and breather systems.
  19. Environmental containment liners (60 sets) for bipod armor sizes 4-6.
  20. Portable Towers: tubular extensions can be assemble in 10min, 20m tall with a extended base and a walled basket, holds 14 sizes, with 2 HWP mounts fixed. THR 8, AI 85
  21. AKMH Helmets: new in the crates, variable sizes from 4.5 to 6 (two crates)
  22. M-76 (frag) grenades: 500 units (d4/2d6) d8 frag possible
  23. M-90 (concussion) grenades: 500 units (d4/3d6) d6 frag possible
  24. Laser Rifles: M16-L with 2 r-laser cell ea (80 units, 20 w/m-203 mounted)
  25. Laser Rifles: M18-L with 2 r-laser cell ea (80 units, 20 w/m-203 mounted)
  26. Small Arms: Beretta Pistol + 1 clip each with 500 units per box (8,000 rounds Ammo as well). 10 APW cleaning kits and 1 ammo re-loader.
  27. Odd items: Holster/belts, Web gear, combat gear (flashlight, canteen, backpack, flare gun, poncho, bug repellent,…ect)
  28. Medical gear: 2,000 first aid packs, 20,000 slap bandages, 100 RAD serums, 30 BRI, 30 white count injector, and 30 biological redox.
  29. 2 Cargo box marked in Eridani, Wendell P1-22I101: 12 Able Blistex juicers, 4 PC-3 pulse cannon, 8 Core static pistol, 24 RKM assault carbine, and 4 Stinger-8.
  30. 4 Cargo box marked in Eridani, Wendell A6-83D33: 4 boxes of laser claymores (6 each), 2 Snowman frost guns, 4 M79 grenade launchers (120 M-203), 16 Luxxman laser pistol (BB), 38 OLC-Pistol, 4 M224 Mortar, 20 energy mace, 16 solar energy cell chargers, 16 kinetic energy cell chargers, and 6 AT-4’s.

The last six crates (29 & 30) are stolen from an Eridani freighter and they are registered so if any of the weapons are brought into the city or the security stations they will flag. They will pay 5% item cost for the return of any of the items and 10k more if they can recover the rest for a location, as for some or most of the gear found here the party may find no restrictions or difficulty in keeping it for themselves.


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

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

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

Cold Place: Hit-n-Run 3: Maps

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


Return to: Cold Place

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