I used to have an old framed comic sitting on my desk. A character proclaimed "I love mankind, its humanity that I can't stand!"
That seems to be the rule here. For all the bluster that one of the G-zones will emerge to lead us and reclaim or reformat the world, I just can't recommend visiting one. They have this us or them mentality that sees outsiders as resource at best, or a public utility pipe to bring in materials and export waste.
There was this one guy I knew. Went in, and got accused of murder. Hadn't been there when it occurred, had no motive, or even knowledge that the victim existed. But when strangers show up, its time air out old grievances.
Now his experience was singularly bad, I should point out. It would be wrong to presume they always jump to that conclusion. Sometimes its a more round about path - a lot of people want to do things off the books. Not always bad things. A lot of people down in New Birmingham appreciate playing cards with people who won't rat them out to the though police for gambling. Other places will pay for an impartial arbiter with no stake to mediate claims.
Some unscrupulous individuals will ask you to liquidate a rival for them, rather than just blaming it on you.
Point is, people in the cities have an agenda. We all do. But in the zone, its make yourself comfortable, explore, find a lost relative, find a way to die with glory and honor to atone for all the friends you lost in The Event, or find the recipe for all those flavors of ice cream you recall as a kid.
City states tend to have bigger goals, and ones that need more vision to acquire. Whenever something must be pictured, there are those who thing they'll be the better photographer.
Dead... and Back is a survival horror Role Playing Game. The Anarchy Zones is its official setting - aliens, reanimates, and the ruins of 2055 America.
Wednesday, August 31, 2011
Monday, August 29, 2011
The Answer is Glowin' in the Wind
The world of 2055 is not a copy of 1955, nor of the ideas for the future from 1955. Atomic power is not the answer to everything. However, there are still a number of places to be avoided due to radiation hazards.
Unlike the whimsical title of this post, radiation gives little visible sign of its presence. If you can see radiation, there are generally three causes:
Nuclear power plants built in the mid twenty-first century are far better designed than the first and second generation plants of the sixties and seventies. Almost all are passively safe - overheating shuts down the reactor rather than causing a meltdown for example. Almost no civilian reactor had releases of radiation due to The Event.
Nuclear powered warships are a somewhat different matter. Most were sunk at sea, and are sufficiently far underwater to be effectively non-hazards. The aliens did hit some in port, and of course, many ports built to handle such vessels had radiological materials on site for refueling or recently removed.
Fallout is an issue in some areas. Most militaries generally tried to either use high-altitude air-bursts or deep subsurface blasts. Although these techniques minimized the amount of material exposed to radiation and thrown into the atmosphere, short of avoiding atomic weapons, it can't be completely prevented. After five years, almost nothing remains in the atmosphere, and exposed materials are inert, but some long lived isotopes remain. These are unlikely to be directly deadly in the short term, but as mentioned before - high radiation can destroy nano-vac, which leaves people far more open to opportunistic infections.
Another source of hazard are the multitudes of no longer accounted for point sources. Gamma irradiation machines from food processing, various calibration devices, or the cores of radio-therapy machines in abandoned hospitals. (See the Goiânia accident for a real life example of what harm those can do.) Unfortunatly, there are some scavengers who don't know the danger and are acquiring hazardous materials unwittingly. Crossbow teams from Las Vegas are often sent to look for not just nuclear weapons, but old sources as well because of this danger.
Unlike the whimsical title of this post, radiation gives little visible sign of its presence. If you can see radiation, there are generally three causes:
- It is affecting some other material, causing it to fluoresce
- Small particles are exceeding the local speed of light (slowed due to water refraction) producing a blow glow know as Cerenkov radiation.
- You're viewing a source powerful enough that you'll be dead in a matter of moments.
Nuclear power plants built in the mid twenty-first century are far better designed than the first and second generation plants of the sixties and seventies. Almost all are passively safe - overheating shuts down the reactor rather than causing a meltdown for example. Almost no civilian reactor had releases of radiation due to The Event.
Nuclear powered warships are a somewhat different matter. Most were sunk at sea, and are sufficiently far underwater to be effectively non-hazards. The aliens did hit some in port, and of course, many ports built to handle such vessels had radiological materials on site for refueling or recently removed.
Fallout is an issue in some areas. Most militaries generally tried to either use high-altitude air-bursts or deep subsurface blasts. Although these techniques minimized the amount of material exposed to radiation and thrown into the atmosphere, short of avoiding atomic weapons, it can't be completely prevented. After five years, almost nothing remains in the atmosphere, and exposed materials are inert, but some long lived isotopes remain. These are unlikely to be directly deadly in the short term, but as mentioned before - high radiation can destroy nano-vac, which leaves people far more open to opportunistic infections.
Another source of hazard are the multitudes of no longer accounted for point sources. Gamma irradiation machines from food processing, various calibration devices, or the cores of radio-therapy machines in abandoned hospitals. (See the Goiânia accident for a real life example of what harm those can do.) Unfortunatly, there are some scavengers who don't know the danger and are acquiring hazardous materials unwittingly. Crossbow teams from Las Vegas are often sent to look for not just nuclear weapons, but old sources as well because of this danger.
Friday, August 26, 2011
type one incoming
Franklin was bone white and wheezing like a half-drowned man even before he struggled up the knotted rope to the third floor hideout. Ben had to pull him through the widow and prop him on the couch across from it.
"A whole army of them" Franklin croaked between gasps "Had to sprint six blocks to avoid being seen."
"Any follow you here?"
Frank shook his head.
"Good, you rest now - when the others get back, we'll make evacuation plans."
"Like hell we will!" It was Marci - a full five and a half feet (5' 3" without combat boots) of crew-cut, spit-shine, and gung-ho marine. "We are this close to getting them! I confirmed it, the vehicles are still there and the hatches dogged - now is the time"
"Didn't you just hear Frank - we've been here too long - the things are waking up and swarming."
Ben sized up the opponent. On one hand, the police forensics man was a good four inches taller, and twenty pounds heavier. On the other - most of that was just pure fat, and it was desk job versus active marine. A long moment of silence passed, but then it seemed words become adequate again.
"Is it really such a sure thing boot-champ? If it really worth it - wouldn't the national guard ahve taken the APCs with them when they retreated." Ben began again
The marine shook his head. "First of all, its pronounced "Boo-show"
"Whatever Frenchie"
"Belgium"
"Does that matter?"
"If I am the one who has the knowledge, it behooves me to be the most correct. As it works out, the vehicles are probably a write off - out of fuel, break down, or fried by alien rad cannons. Besides, high maintenance vehicles aren't worth much, we're here for the EM-Rats."
"And those are worth our lives?"
"Of course. Just because you never saw them in action" The marine chuckled - "Oh, back in Argentina, it was a be-you-tee-ful thing."
"Are they the reason you're the only person I've met that doesn't find the whole Southern Drone war one big cluster F--" Frank interjected.
"It all depended on where you deployed. They were really selective about which areas to make a stand..."
Another person entered the room, a medium height brunette paramedic named Alice, de facto leader of the group. "If you're sharing war stories can I join in?"
"Right now" Ben began "is talk some sense into this guy. "Frank spotted a whole bunch a reanimates and yet, he still wants to go for the booty."
"I ain't denying there is a risk when dealing with a butt-ton of reanimates, but we're looking at em-rats here."
"Which is?" Alice asked.
"Multiple Role Aircraft and Tank - combined shaped charge and expanding rod warhead. Select a mode, and it can slag a tank twelve miles away, or a fighter five miles high."
"How big are they?"
"Say, 140, 160 pounds, ten inches around, bit over six feet long - not including the launchers."
"Sorry Mr. Beauxcamp, but it doesn't sound like we can move many of these things any reasonable distance. I'm going to have to call this one over - pack it in."
"Don't do this!" the marine shouted, then paused. "Sorry, didn't mean to raise my voice to a lady. But all due respect ma'am, at least wait until the other two get back. These things will give us a week at any good town - maybe more. You're looking at either an eighty foot fragmentation radius, wipe out a heck of a lot of Rovers,, or enough directed power to slag a tank. It will outright vaporize anything the aliens have."
"Ok, you've got my interest again. Week per missile, or the lot of them?"
"You know how prices shoot up for groups. More of us, less the town likes... six of us - umm"
"I'm waiting"
"Day, day and a half per missile, a bit more with the single launchers, for the whole group. Not including anything else in the vehicles equipment locker - gauss guns, a payload rifle probably, tools -"
"Any twenty seven millimeter shells are mine, but the rest sounds like profit.But we'll need to be quick. Ones might wake up first, but the others can't be far behind."
"A whole army of them" Franklin croaked between gasps "Had to sprint six blocks to avoid being seen."
"Any follow you here?"
Frank shook his head.
"Good, you rest now - when the others get back, we'll make evacuation plans."
"Like hell we will!" It was Marci - a full five and a half feet (5' 3" without combat boots) of crew-cut, spit-shine, and gung-ho marine. "We are this close to getting them! I confirmed it, the vehicles are still there and the hatches dogged - now is the time"
"Didn't you just hear Frank - we've been here too long - the things are waking up and swarming."
Ben sized up the opponent. On one hand, the police forensics man was a good four inches taller, and twenty pounds heavier. On the other - most of that was just pure fat, and it was desk job versus active marine. A long moment of silence passed, but then it seemed words become adequate again.
"Is it really such a sure thing boot-champ? If it really worth it - wouldn't the national guard ahve taken the APCs with them when they retreated." Ben began again
The marine shook his head. "First of all, its pronounced "Boo-show"
"Whatever Frenchie"
"Belgium"
"Does that matter?"
"If I am the one who has the knowledge, it behooves me to be the most correct. As it works out, the vehicles are probably a write off - out of fuel, break down, or fried by alien rad cannons. Besides, high maintenance vehicles aren't worth much, we're here for the EM-Rats."
"And those are worth our lives?"
"Of course. Just because you never saw them in action" The marine chuckled - "Oh, back in Argentina, it was a be-you-tee-ful thing."
"Are they the reason you're the only person I've met that doesn't find the whole Southern Drone war one big cluster F--" Frank interjected.
"It all depended on where you deployed. They were really selective about which areas to make a stand..."
Another person entered the room, a medium height brunette paramedic named Alice, de facto leader of the group. "If you're sharing war stories can I join in?"
"Right now" Ben began "is talk some sense into this guy. "Frank spotted a whole bunch a reanimates and yet, he still wants to go for the booty."
"I ain't denying there is a risk when dealing with a butt-ton of reanimates, but we're looking at em-rats here."
"Which is?" Alice asked.
"Multiple Role Aircraft and Tank - combined shaped charge and expanding rod warhead. Select a mode, and it can slag a tank twelve miles away, or a fighter five miles high."
"How big are they?"
"Say, 140, 160 pounds, ten inches around, bit over six feet long - not including the launchers."
"Sorry Mr. Beauxcamp, but it doesn't sound like we can move many of these things any reasonable distance. I'm going to have to call this one over - pack it in."
"Don't do this!" the marine shouted, then paused. "Sorry, didn't mean to raise my voice to a lady. But all due respect ma'am, at least wait until the other two get back. These things will give us a week at any good town - maybe more. You're looking at either an eighty foot fragmentation radius, wipe out a heck of a lot of Rovers,, or enough directed power to slag a tank. It will outright vaporize anything the aliens have."
"Ok, you've got my interest again. Week per missile, or the lot of them?"
"You know how prices shoot up for groups. More of us, less the town likes... six of us - umm"
"I'm waiting"
"Day, day and a half per missile, a bit more with the single launchers, for the whole group. Not including anything else in the vehicles equipment locker - gauss guns, a payload rifle probably, tools -"
"Any twenty seven millimeter shells are mine, but the rest sounds like profit.But we'll need to be quick. Ones might wake up first, but the others can't be far behind."
Monday, August 22, 2011
Where Have all the Robots Gone?
"Hey, Shu, Stupid question - why aren't we sending a robot to do this job?"
"We don't have a robot."
"Yeah, but you used to work for U.S. Robots and Mechanical Men, Inc.right? And there are plenty of machines left lying around..."
"Where to begin - I wasn't a factory worker for one. We had machines for that - real surprise? Secondly, robots aren't built for this. Just like cybernetics - we built to minimum specifications. You don't build a surgery bot with the power to punch through a bank vault imagine what it could do if there was a problem during surgery? Durability doesn't pay either."
"Why not? Isn't the whole point of a robot being tougher and stronger than a human to do dangerous jobs. The surgery example makes plenty of sense - but military bots?"
"So you can make it three-hundred kilograms and able to resit mines -but hard to transport, or two kilos, and let it blow up itself and the mine each time. Giving each soldier five or six mouse-bots means they're more likely to get used - which translates into safer soldiers than ones relying on robot that isn't there. And of course, more replacement order for us."
"The old planned obsolescence ploy."
"Hardly that mercenary. But unless its an industrial welding arm, using steel when aluminum, zinc alloy, or polymer can do just as well is adding extra weight - which means a need for bigger motors, more power, more expense - aside from mine clearing units, our bots were built to last, just not to resist and overcome. So protection against emp level surges, collapsing buildings, wandering rubble, going without lubricants - you can find robots, but frankly, a mobile humanoid isn't that useful compared to how hard bipedalism is."
"Good news if they ever rebelled - hunh?"
"In most applications, we didn't need anything that smart. Really - does the pool boy need to be able to quote philosophy or just look good in shorts and ready for when the misses isn't around?"
"I didn't need to know that."
"We don't have a robot."
"Yeah, but you used to work for U.S. Robots and Mechanical Men, Inc.right? And there are plenty of machines left lying around..."
"Where to begin - I wasn't a factory worker for one. We had machines for that - real surprise? Secondly, robots aren't built for this. Just like cybernetics - we built to minimum specifications. You don't build a surgery bot with the power to punch through a bank vault imagine what it could do if there was a problem during surgery? Durability doesn't pay either."
"Why not? Isn't the whole point of a robot being tougher and stronger than a human to do dangerous jobs. The surgery example makes plenty of sense - but military bots?"
"So you can make it three-hundred kilograms and able to resit mines -but hard to transport, or two kilos, and let it blow up itself and the mine each time. Giving each soldier five or six mouse-bots means they're more likely to get used - which translates into safer soldiers than ones relying on robot that isn't there. And of course, more replacement order for us."
"The old planned obsolescence ploy."
"Hardly that mercenary. But unless its an industrial welding arm, using steel when aluminum, zinc alloy, or polymer can do just as well is adding extra weight - which means a need for bigger motors, more power, more expense - aside from mine clearing units, our bots were built to last, just not to resist and overcome. So protection against emp level surges, collapsing buildings, wandering rubble, going without lubricants - you can find robots, but frankly, a mobile humanoid isn't that useful compared to how hard bipedalism is."
"Good news if they ever rebelled - hunh?"
"In most applications, we didn't need anything that smart. Really - does the pool boy need to be able to quote philosophy or just look good in shorts and ready for when the misses isn't around?"
"I didn't need to know that."
Friday, August 19, 2011
What to Wear to a Black Tie Gunfight
I haven't been feeling well, and have had obligations to attend to, so this has been a less than productive week. Next week should be a five entry make-up week, provided I can think of anything.
"Today's lunchtime topic - Encounter suits and other armor. We will start with body armor. Nice, simple, and far more complex than you think.
There are two main types solid and liquid. There is no gas or plasma armor - and if they existed, it would be pretty hard to wear. Solid armor is the older and cheaper technology - high strength ballistic fibers interwoven with the occasional ceramic or metal plate to catch and stop projectiles. Its been the standby for about a century now, and in most places, what you would find. Liquid armor uses nanotech rehological nonnewtonian fluids - which is a bunch of ten dollar words to describe something with the consistency of toothpaste that stops bullets whenever it is put under pressure or receives an electric charge.
Liquid armor is somewhat flexible, making it less fatiguing to wear due to greater comfort. Its also more resistant to environmental factors - Kevlar that is wet, or gotten dirt in its weaves, or abraded by the environment - even long term storage can be a negative - won't work as well, if at all. Liquid armor is also somewhat more reusable. Technically, an old bullet proof vest is a one use item, though everyone has probably gotten away with more than that at some point in the zone.
Old style armor is cheaper to produce, works just fine - or with trauma plates - better, and is easier to replicate. You might find a micro-fac that can spin ballistic silk, but liquid armor is too new, and too closely guarded a secret to still be made.
Power Armor. Thats a term with a lot of endearment. Everybody wants one. Thing is, it is not really armor. Better than a ballistic vest, but the main purpose is to provide additional technology and carrying capacity to troops. Despite the stories, a heavy machine-gun, auto-cannon, or even a sniper with a heavy anti-material rifle can rip a Papa November a new one. However, on board radar and thermal imagers mean you might be able to see that gun or sniper and react, while the better capacity means you can carry an anti-tank missile to deal with that vehicle from miles away.
Even if the extra weapons aren't available, and it doesn't make you superman, the capacity or tech alone makes it great - right? Well, like a combat jet, they do take a lot of maintenance. Furthermore, its a little more complex than simply put it on and turn it loose - you need some time to adjust, and hopefully a bit of training. Diego has met more than one person who broke a limb because the armor tried to move or close up before they were ready, and there is a bit of a lag in movement - it often seems a bit more like swimming than walking.
What is probably at once the most familiar and enigmatic at the same time is the Eekaide. Most of us call them Incubus power armors, or simply those alien walking machines. Some of the more sadistic amongst you might call them target practice. I'm not here to judge, and there are citizens that pose a legitimate threat - but it may be helpful to try and get along. Remember, each one contains an intelligent being and could very well be your friend under better circumstances.
Now that intelligent being inside tends to refer to it as an eye-ka-ih-dee or alternately...eye-ka-ee-day. No, I can't hear the difference either, but apparently the Citizens can. It means either utility carapace, or encounter carapace. Functionally its kind of a mater of tense I guess - is it a suit there to be used or do you actively go out and operate it in the field.Suit is relative though - its piloted by a sitting individual in a cockpit, not worn.
From the citizens point of view its actually somewhat akin to a fork-lift, albeit one that can shatter concrete and pull apart I-beams. However, its built for abuse and hazardous environments, so it works in combat too. It is tougher than most human power armors - the only one that might be on par with the Might MacArthur which is one of the heaviest - though its notably faster than that one.
Well, that wraps up this broadcast for now. Be careful out there."
"Today's lunchtime topic - Encounter suits and other armor. We will start with body armor. Nice, simple, and far more complex than you think.
There are two main types solid and liquid. There is no gas or plasma armor - and if they existed, it would be pretty hard to wear. Solid armor is the older and cheaper technology - high strength ballistic fibers interwoven with the occasional ceramic or metal plate to catch and stop projectiles. Its been the standby for about a century now, and in most places, what you would find. Liquid armor uses nanotech rehological nonnewtonian fluids - which is a bunch of ten dollar words to describe something with the consistency of toothpaste that stops bullets whenever it is put under pressure or receives an electric charge.
Liquid armor is somewhat flexible, making it less fatiguing to wear due to greater comfort. Its also more resistant to environmental factors - Kevlar that is wet, or gotten dirt in its weaves, or abraded by the environment - even long term storage can be a negative - won't work as well, if at all. Liquid armor is also somewhat more reusable. Technically, an old bullet proof vest is a one use item, though everyone has probably gotten away with more than that at some point in the zone.
Old style armor is cheaper to produce, works just fine - or with trauma plates - better, and is easier to replicate. You might find a micro-fac that can spin ballistic silk, but liquid armor is too new, and too closely guarded a secret to still be made.
Power Armor. Thats a term with a lot of endearment. Everybody wants one. Thing is, it is not really armor. Better than a ballistic vest, but the main purpose is to provide additional technology and carrying capacity to troops. Despite the stories, a heavy machine-gun, auto-cannon, or even a sniper with a heavy anti-material rifle can rip a Papa November a new one. However, on board radar and thermal imagers mean you might be able to see that gun or sniper and react, while the better capacity means you can carry an anti-tank missile to deal with that vehicle from miles away.
Even if the extra weapons aren't available, and it doesn't make you superman, the capacity or tech alone makes it great - right? Well, like a combat jet, they do take a lot of maintenance. Furthermore, its a little more complex than simply put it on and turn it loose - you need some time to adjust, and hopefully a bit of training. Diego has met more than one person who broke a limb because the armor tried to move or close up before they were ready, and there is a bit of a lag in movement - it often seems a bit more like swimming than walking.
What is probably at once the most familiar and enigmatic at the same time is the Eekaide. Most of us call them Incubus power armors, or simply those alien walking machines. Some of the more sadistic amongst you might call them target practice. I'm not here to judge, and there are citizens that pose a legitimate threat - but it may be helpful to try and get along. Remember, each one contains an intelligent being and could very well be your friend under better circumstances.
Now that intelligent being inside tends to refer to it as an eye-ka-ih-dee or alternately...eye-ka-ee-day. No, I can't hear the difference either, but apparently the Citizens can. It means either utility carapace, or encounter carapace. Functionally its kind of a mater of tense I guess - is it a suit there to be used or do you actively go out and operate it in the field.Suit is relative though - its piloted by a sitting individual in a cockpit, not worn.
From the citizens point of view its actually somewhat akin to a fork-lift, albeit one that can shatter concrete and pull apart I-beams. However, its built for abuse and hazardous environments, so it works in combat too. It is tougher than most human power armors - the only one that might be on par with the Might MacArthur which is one of the heaviest - though its notably faster than that one.
Well, that wraps up this broadcast for now. Be careful out there."
Monday, August 15, 2011
Threat Briefing: M-309 Powel
An image flashed on screen - a huge wedge sitting on rollers and a rubber chain. Atop that a hexagonal rotating box, from one facet a long thin tube emerged. Four others featured small barbetts, the lenses for the anti-missile lasers barely visible. On the rear, sixteen hatches for a vertical launch system. Almost as an afterthought, a grenade launcher on top of the hexagon, in its own little turret. The folding slats for stand off detonation, and the convertible like top that hid the upper works from top attack munitions weren't present on this one.
Instructor FFDE-03 snapped his pointer against the wall for emphasis.
"This is one of the most dangerous things you can face on patrol, possibly worse than an annihilator. A gun island. Or to use the - Human - term for it - "Emm-tree-zerro-neen Pow-el Thank"
You can see the dimensions printed in the margins, but that just doesn't do it justice, not until you've seen one. Its Longer than an Ekadie is tall, and weights several times as much. Yet, on open terrain, it is also faster, by at least fifty percent. Of course, in open terrain it doesn't need to outrun an Ekaide - that type three main gun can shatter a carapace at almost any visible distance.
Conversely, it is highly resistant to our weapons. Standard hot light emitters can't burn through anything but ancillary parts like rollers or optics, and short wave weapons don't seem to penetrate its armor either. Heavy rocket guns can pierce the sides or rear at optimal range - and only optimal range. Too close or too far, it won't have the energy. The only thing we have that can almost reliably damage it are missiles. Unfortunately, it has numerous systems to resit those - interception hot light emitters, and some sort of exploding boxes that destroy the missile just before impact. We're working on reverse engineering those."
One of the pilots in the back raised its right arms and hummed an interruption melody.
"Yes?"
"Combat leader - what is the purpose of these things, where did they come from? Surly the humans had as little way of knowing we would show up as our leaders did."
"That is a good point. The short answer seems to be that the indigenous species are as divided into families and guilds as we are, but did not emigrate to new territory as readily as our defeated groups did. It is a relic from their wars, and as you must note, the geography of this world is very different from home. The land masses are far most contiguous, and often a bit flatter, deserts somewhat more rare. Ground transportation from our point of view isn't efficient - better to use boasts to go around the coast or fliers to go over terrain. Here entire wars could be fought without seeing water.
Actually, you could call this thank thing some kind of land ship. Shooting first with the biggest gun at long range, or having the armor to resit the initial volleys is just like on the water where there is nothing to hide behind.
Which returns me to my original line of discussion. Don't try to engage these in a fair fight. Keep terrain between you and it. Try to pull back and order in air strikes if we can spare any. Collapse structures on it - an encounter carapace is far more mobile and far better at going through narrow or rocky terrain than the human machine. Our power cells seem to last a lot longer than theirs, so if you can keep running, it will give up fairly quickly....
CFGB-4 eyes front - all of them! Are you paying attention?
"Yes leader."
"Care to tell me how many missiles the unit has?"
"It has access to multiple types of missiles - medium range anti-aircraft and smaller land attack ones. It can carry a mix of them, several of the smaller ones fitting in one launcher - but are unlikely to have all that many due to the current supply situation."
"Do you actually know that - or were you just reading ahead?"
"Can't it be both?"
"I really hate you shokenda types."
"Well you're stuck with us, or at least would be if it wasn't time for the patrols to get ready - looks like you're going to have to cut this briefing short."
"I am the one in charge here. I will decide when the briefing is over! As for the rest of you... this briefing is concluded. Get ready and be safe!"
Two dozen citzens stood up in unison, crossed their arms against their chests, and replied together "From the world to us - then on to greatness!"
Instructor FFDE-03 snapped his pointer against the wall for emphasis.
"This is one of the most dangerous things you can face on patrol, possibly worse than an annihilator. A gun island. Or to use the - Human - term for it - "Emm-tree-zerro-neen Pow-el Thank"
You can see the dimensions printed in the margins, but that just doesn't do it justice, not until you've seen one. Its Longer than an Ekadie is tall, and weights several times as much. Yet, on open terrain, it is also faster, by at least fifty percent. Of course, in open terrain it doesn't need to outrun an Ekaide - that type three main gun can shatter a carapace at almost any visible distance.
Conversely, it is highly resistant to our weapons. Standard hot light emitters can't burn through anything but ancillary parts like rollers or optics, and short wave weapons don't seem to penetrate its armor either. Heavy rocket guns can pierce the sides or rear at optimal range - and only optimal range. Too close or too far, it won't have the energy. The only thing we have that can almost reliably damage it are missiles. Unfortunately, it has numerous systems to resit those - interception hot light emitters, and some sort of exploding boxes that destroy the missile just before impact. We're working on reverse engineering those."
One of the pilots in the back raised its right arms and hummed an interruption melody.
"Yes?"
"Combat leader - what is the purpose of these things, where did they come from? Surly the humans had as little way of knowing we would show up as our leaders did."
"That is a good point. The short answer seems to be that the indigenous species are as divided into families and guilds as we are, but did not emigrate to new territory as readily as our defeated groups did. It is a relic from their wars, and as you must note, the geography of this world is very different from home. The land masses are far most contiguous, and often a bit flatter, deserts somewhat more rare. Ground transportation from our point of view isn't efficient - better to use boasts to go around the coast or fliers to go over terrain. Here entire wars could be fought without seeing water.
Actually, you could call this thank thing some kind of land ship. Shooting first with the biggest gun at long range, or having the armor to resit the initial volleys is just like on the water where there is nothing to hide behind.
Which returns me to my original line of discussion. Don't try to engage these in a fair fight. Keep terrain between you and it. Try to pull back and order in air strikes if we can spare any. Collapse structures on it - an encounter carapace is far more mobile and far better at going through narrow or rocky terrain than the human machine. Our power cells seem to last a lot longer than theirs, so if you can keep running, it will give up fairly quickly....
CFGB-4 eyes front - all of them! Are you paying attention?
"Yes leader."
"Care to tell me how many missiles the unit has?"
"It has access to multiple types of missiles - medium range anti-aircraft and smaller land attack ones. It can carry a mix of them, several of the smaller ones fitting in one launcher - but are unlikely to have all that many due to the current supply situation."
"Do you actually know that - or were you just reading ahead?"
"Can't it be both?"
"I really hate you shokenda types."
"Well you're stuck with us, or at least would be if it wasn't time for the patrols to get ready - looks like you're going to have to cut this briefing short."
"I am the one in charge here. I will decide when the briefing is over! As for the rest of you... this briefing is concluded. Get ready and be safe!"
Two dozen citzens stood up in unison, crossed their arms against their chests, and replied together "From the world to us - then on to greatness!"
Wednesday, August 10, 2011
Alternate D&B Setting: Unit 2552 Part Three
Creatures:
There are two main types of creatures produced by biopreparat. Chimeras are often (though not always) derived from non-human creatures and are built with semi-specific goals in mind. For example, an acid spitting cat like creature meant to sabotage military bases and equipment. The other type is Hematavores - former humans that have become vampire like creatures.
Hematavores are further split into five classifications:
Notably, none of the hematavores are notably superhuman. They don't feature armored skin, and can technically be killed without destroying the head. However, provided the right drugs (the ones used to control them - see below) they have a near infinite pain threshold and supply of adrenaline - a relentless type could probably run a marathon even after both legs were shot off at the knee.
Appearance:
A body needs to be mostly intact to be used for the hematavore process. They will usually be stitched up and clothed as needed, so the end result is a fairly normal looking person, though some might show heavy scarring depending on the end of their former life. Sadistic and Relentless types are the notable exceptions.
Sadistic types end up a bit larger, looking more like body builders, though often wires, tubes, or small boxes can be seen just under the skin - something is quite obviously wrong.
Relentless types have even more machinery sticking out of them, and large layers of subcutacious fat to sustain them - a ready to deply one appears quite corpulent. Meanwhile, one that has been operating in the field will be gaunt in most areas, with folds of skin hanging from others. At almost no point do they have what seems to be healthy proportions, but since they don't need to sleep - are often used at night when the enemy is less likely to notice.
Control
There are two main physical restrictions on the creatures produced by Biopreparat.
Hematavores drink blood - hence the name - but not necessarily for food. Despite the occasional off-the-wall attempt, no supernatural creatures have proven possible, and from a natural standpoint, very few things can subsist on blood alone. However, they are conditioned to need it as one of the
What they do actually require is certain types of drugs. The cellular regeneration rates of the creatures is limited without certain strong stimulants - limiting their capacity to repair damage. This also means that they should have a limited life span of a few months to years.Secondly, they need other chemicals to keep them from collapsing in pain and shock - a precaution that can limit some types to as little as two weeks of operation.
Unfortunately, many of the drugs were either already common ones adapted to other purposes, or have certain analogs more common than the actual type. A hematavore that can find a supply of cocaine, heroin, certain anti-depression medications, Attention Deficit Disorder treatments, PCP and a number of other possibilities, circumvents the main chemical controls.
Basic Hematavore Stats:
Before the additional surgeries, chemical augmentation,and training, all hematavores start with a simple template. Although such basic creatures could exist, they are not notably aggressive an a minimal threat.
*To clarify Necrotic Threshold - the creature ignores a number of otherwise successful hits, but otherwise loses NP like animus (though usually without slowing down).
For example, against an NT 2 SDI 2, NP 2 creature is attacked by a character with Ranged Attack 4 and an DR 3 weapon. 4d6 is rolled, and the result is 2,6,6,6 - three hits. However, the NT reduces this to only one success, meaning the stats are now NT2 SDI 2 NP 1.
Generally speaking, a high SDI means the creature in invulnerable to lesser weapons and a specific area must be destroyed. NT is usually coupled with low SDI, means it can be wounded, it just takes a lot of damage before dying.
No amount of rifle bullets will destroy a tank, but a hit to its weak armor on the rear with a man-portable rocket will ruin the vehicle. An airplane can be shot down with a machine-gun, but a lot of holes need to be made assuring vital systems are compromised.
There are two main types of creatures produced by biopreparat. Chimeras are often (though not always) derived from non-human creatures and are built with semi-specific goals in mind. For example, an acid spitting cat like creature meant to sabotage military bases and equipment. The other type is Hematavores - former humans that have become vampire like creatures.
Hematavores are further split into five classifications:
- Relentless: Zombie like, but fast, with high tolerance of pain
- Cunning: Focused on a single target, a hard to kill assassin
- Sadistic: Stronger, slower, and more likely to continually desecrate bodies than move on.
- Serial: Capable of attacks over the course of weeks or months with little resupply.
- Infiltrator: Capable of speach, thought, and disguise
Notably, none of the hematavores are notably superhuman. They don't feature armored skin, and can technically be killed without destroying the head. However, provided the right drugs (the ones used to control them - see below) they have a near infinite pain threshold and supply of adrenaline - a relentless type could probably run a marathon even after both legs were shot off at the knee.
Appearance:
A body needs to be mostly intact to be used for the hematavore process. They will usually be stitched up and clothed as needed, so the end result is a fairly normal looking person, though some might show heavy scarring depending on the end of their former life. Sadistic and Relentless types are the notable exceptions.
Sadistic types end up a bit larger, looking more like body builders, though often wires, tubes, or small boxes can be seen just under the skin - something is quite obviously wrong.
Relentless types have even more machinery sticking out of them, and large layers of subcutacious fat to sustain them - a ready to deply one appears quite corpulent. Meanwhile, one that has been operating in the field will be gaunt in most areas, with folds of skin hanging from others. At almost no point do they have what seems to be healthy proportions, but since they don't need to sleep - are often used at night when the enemy is less likely to notice.
Control
There are two main physical restrictions on the creatures produced by Biopreparat.
Hematavores drink blood - hence the name - but not necessarily for food. Despite the occasional off-the-wall attempt, no supernatural creatures have proven possible, and from a natural standpoint, very few things can subsist on blood alone. However, they are conditioned to need it as one of the
What they do actually require is certain types of drugs. The cellular regeneration rates of the creatures is limited without certain strong stimulants - limiting their capacity to repair damage. This also means that they should have a limited life span of a few months to years.Secondly, they need other chemicals to keep them from collapsing in pain and shock - a precaution that can limit some types to as little as two weeks of operation.
Unfortunately, many of the drugs were either already common ones adapted to other purposes, or have certain analogs more common than the actual type. A hematavore that can find a supply of cocaine, heroin, certain anti-depression medications, Attention Deficit Disorder treatments, PCP and a number of other possibilities, circumvents the main chemical controls.
Basic Hematavore Stats:
Before the additional surgeries, chemical augmentation,and training, all hematavores start with a simple template. Although such basic creatures could exist, they are not notably aggressive an a minimal threat.
- Stregnth: 3
- Tech: 2
- Quick: 2
- Wits: 1
- Close Combat: 3
- Ranged: 1
- SDI: 2
- Necrotic Threshold*: 2
- NecroPoints: 1
Relentless Type:
SDI increased to three, Quick to four, and two NP rather than one Cunning
Wits 2, Ranged 3Sadistic
Strength to Five, Close combat four, SDI threeSerial
Wit 2, NP 6, NT 2Infiltrator
Tech, quick, wits, ranged attack, and NP to three. Often smart enough to acquire body armor raising SDI as well. *To clarify Necrotic Threshold - the creature ignores a number of otherwise successful hits, but otherwise loses NP like animus (though usually without slowing down).
For example, against an NT 2 SDI 2, NP 2 creature is attacked by a character with Ranged Attack 4 and an DR 3 weapon. 4d6 is rolled, and the result is 2,6,6,6 - three hits. However, the NT reduces this to only one success, meaning the stats are now NT2 SDI 2 NP 1.
Generally speaking, a high SDI means the creature in invulnerable to lesser weapons and a specific area must be destroyed. NT is usually coupled with low SDI, means it can be wounded, it just takes a lot of damage before dying.
No amount of rifle bullets will destroy a tank, but a hit to its weak armor on the rear with a man-portable rocket will ruin the vehicle. An airplane can be shot down with a machine-gun, but a lot of holes need to be made assuring vital systems are compromised.
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