Packet navigation: [ PD | FSA | PT | Camelot | Maps | Tech | Voltron | Rules Addenda | PD/FSA Standard Rules | PD/FSA Technical Readout | PD/FSA Military Ranks and Insignia ]
Razor: Remember, hacking is more than just a crime. It's a survival trait.
"That's an armor suit!""Ouch. We are all going to die, aren't we?""Woah! Cool! Do I get one? Do I get one?""The warbots are bigger."
"Nah. The warbots aren't our problem. Well, except for the part where they can kill us all. But thats what the others are for.""Really?"
"All we got to do is hack stuff. We'll waltz through this thing like dust through the sky"
"Take a guess, Sherlock. In the real world...bullets can hurt you.""Real world. Who cares!"
Camelot team was contracted for a deep-strike mission on Miniwheat, Kellogg V. The mission is not that complicated: you need to recover the IFF codes from cyberspace zones, so the rest of the strike forces can enter each building of the target complex and deactivate the technology that the warbots are trying to steal. Based on autonomous probes, surveillance, and strikes against similar compounds, the IFF codes are likely to be arranged in the following order:
26: Requires NO access code to enter.
38: Requires RED access code to enter.
36: Requires RED access code to enter.
34: Requires ORANGE and YELLOW access codes to enter.
24: Requires GREEN access code to enter.
The FSA specops
will be dealing with point one, but will need the IFF codes
from cyberspace to facilitate entry into each subbuilding in the
complex.
You will be dealing with point
two. You will have copies of the "Nachtmusik.C" virus. You must
insert it into the Warbot Communication Core, which contains 5 distinct terminals. You do not know the exact location of the Warbot Communication Core, but suspect that it will be heavily secured and heavily guarded.
We have customized the most protective powerarmor we can transport here with a new cyber booster- it is small enough for you to carry it around. Let the others worry about big weaponry - you're here to hack those 'bots, not to blow them up. The rest of the strike force depends on you to recover the IFF codes to proceed with the mission, so they should be stopping shots against you with their bodies, if necessary. Remember, the 'bots aren't your problem. Your powerarmor is compatible with FSA powerarmor for all effects, so they will be able to repair your Mozart suits. The PD says they are shipping stim and armor repair hardware with the PD-only bits turned off, so that stuff should work for you as well.
The specs on your powerarmor are indicated below.
Innate abilities: 1 HP, knowledge on using medic and techie loadout without skillchips, knowledge on using neural cyber booster.
* Stealth system works as follows: 3-count to fade out, 20-count to fade-in, must stay stealthed for at least 1 minute, cannot stealth after fading-in for 5 minutes, cannot use once out of charges.
FSA accessories hardpoint cost table:
| Name | Cost | Description |
| FSA Standard Medic Loadout | 1 | |
| FSA Standard Techie Loadout | 1 | |
| FSA Demolitions Loadout | 1 | |
| Flamer Loadout | 1 | |
| VLAW loadout | 1 | |
| SSW loadout | 2 | |
| SRAMS loadout | 2 |
All the second floor in game will represent cyberspace; no one can go there unless they know otherwise.
Camelot team knows otherwise.
You can use an active terminal to enter the cyberspace: your body phases out (this is a kludge), and your conscioussness enters the web - go "not here" and go to the second floor of that building. Each terminal can only be used while active, and only by 1 user at a time. (Don't worry about marking this one-user-only limit on the sign or anything, but confirm when you are in cyberspace with other members of your team that you came in through different jackpoints.) Multiple terminals in the same building connect to the same cyberspace. Warbots can deactivate terminals if they get enough time near them. Anyone that is not phased out / logged in / out of realspace somehow can reactivate a terminal with a hacking task level 3.
You go "here" again in a public access zone at that cyberspace. You cannot use any abilities while in the cyberspace (skillships, stealth), but you may deck. You log in with a disc gun, a deck, and any programs stored in your neural cyber booster's memory. Your neural booster's memory can store up to 6 programs at a time. It is empty at game start - you will have to figure out what the security holes on the station cyberspace are, once you arrive there. You can code the following programs:
Program |
Hacking task |
Description |
+1 HP |
1 |
Increases your HP by 1. This program is erased when you take a point of damage. |
+2 HP |
3 |
Increases your HP by 2. This program is erased when you take two points of damage. |
Disc shield |
2 |
Once activated (by saying "Disc Shield"), makes you invulnerable to discs for 10 seconds. You may not walk or shoot while using this program. Program is erased after use. |
2nd disc gun |
3 |
You can use a second disc gun. This program does not get erased unless you want to. |
Improved disc shield |
7 |
Once activated (by saying "Improved Disc Shield"), makes you invulnerable to discs for 10 seconds. You may not walk, but you may shoot while using this program. Program is erased after use. |
You can only load programs into your neural cyber booster's memory while you are in cyberspace. There may be other programs available in the cyberspace; follow the instructions on the signs to code and store them. Other members may help you to write programs, but only one will get the program into his memory. Programs are erased after use (but they can also be erased freely).
When coding programs in cyberspace, you only need to shuffle your deck 3 times. (As a note, if any of you determine a reliable way to game this and stack your deck with particular patterns of cards in the deck, let us know postgame.)
Your HP in cyberspace is represented by your programs. Each time you were to lose 1 HP, you either erase a +1 HP program or transform a +2 HP program into a +1 HP program. If you run out of HP programs while in the restricted access zone, you are logged out.
Cyberspace is divided into 2 zones: public access and restricted access. You cannot shoot and hits do not affect you in the public access zone.
Cybercombat happens at the restricted access zone. Each disc deals 1 point of damage. Everything else deals 5 points of damage. Each zone contains ICE (Intrusion Countermeasures Electronics) software that needs to be deactivated, giving access to the IFF codes for the next building. The ICE will usually shoot you.
If you are "killed" in cyberspace, go "not here" and return to the terminal at which you logged in. Tag the terminal, then, if you desire, return to the public access zone of that building's cyberspace. You can re-enter the restricted zone as soon as you want, but you will need to re-code any HP programs you want to use.
You can log out whenever you want to. When logging out, go "not here" and return to the terminal you used to enter the cyberspace. If that terminal is active, you can phase back and get out of the terminal. Otherwise, you are stuck at the terminal until someone reactivates it. You can wait there, being "not here" as a phased out body, or log in again. You get to keep unerased HP programs upon logging out.
Detachment "Numbakrunchaz" | Detachment "Bedmonsters" |
||||
| Name | Player | Powerarmor | Name | Player | Powerarmor |
| Michelle "Count von Count" Chen | turzaak | Mozart | Philip "Cookie Monster" Vasquez | dankane | Mozart |
| Greg "Pornholio" Lewis | nlharr | Mozart | Sara "Barely Legal" Williams | gwen | Mozart |
| Taiki "Neo" Kwan | nelhage | Mozart | Yaten "Morpheus" Sulu | philip | Mozart |
Packet navigation: [ PD | FSA | PT | Camelot | Maps | Tech | Voltron | Rules Addenda | PD/FSA Standard Rules | PD/FSA Technical Readout | PD/FSA Military Ranks and Insignia ]
| Theseus Scenario: We eat ham and jam and spam a lot
SIK Game |
Albanian Heavy Industries Jim Waldrop, David Leung, Clint Lohse, Telmo Correa, Ekaterina Kuznetsova and Eli Stickgold. |