Theseus Scenario

FREE SAGITTARIAN ALLIANCE BRIEFING

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Johnny Mnemonic: I can carry nearly eighty gigs of data in my head.

Alright, listen up. You probably know why you're here. If the three of you aren't the most decorated Special Forces commanders in the service you're pretty damn close. You've been selected for what will in all likelihood be a suicide mission, but on the bright side you'll be going in with the best possible support.

The three of you are in command of this mission. Your troops won't exactly be what you're used to, but they all have strict instructions to follow your orders, and you're going to reciprocate by treating them as if they were the most loyal soldiers in the Alliance. This order is backed up all the way up the chain of command, until the warbot threat is entirely eliminated we're all one big happy family here.

You'll be rendezvousing with your squad at 0600 tomorrow morning at a secret staging area, and you'll be briefed in greater detail en route. Good luck, and god speed.

Mission Overview

Due to knowledge of base systems and research projects, FSA is in command of this mission. The strike force is composed by the squads described in Rules Addenda.

This research station is divided in 5 buildings, each one with two floors (1st and 3rd) and Open Air areas (4th floor), plus the core of research equipment. The buildings were mostly internally sealed from each other when the stations were abandoned, but passage between Open Air areas is, well, open. To enter most of the buildings (3rd floor and below), each person needs an operational transponder.

Gear and Geneering

Everyone in your squad got the cyberimplant G, so everyone has a total of 2 HP.

Everyone has the cyberimplants ACGIRSW.

Each user also has the following skillchips:

Only one skillchip can be active at any time. It takes 15 seconds to change the active skillchip, and you cannot move during this process.

The cyberimplants are always active. They are:
A: Acrobatic Enhancement Enables user to roll out of a flame zone. Call "dodge" and ignore the flamer damage. User needs to wait 15 minutes between uses of this ability.
C: Cerebral Cyberdeck Enables user to use this cyberimplant as a cyberdeck and a quantum probabilistic shift module without external hardware.
G: Geneering Mk II Increases user's HP by 1.
I: Internal Stabilizer / Stim Packet
  • User has a reservoir of stimulant inside their bodies, which can be activated while unconscious. This dose cannot be refilled externally, but will regenerate in 24 hours.
  • User may move from "Dying" to "Conscious" state with 2 doses of stimulant. After doing this, user cannot run for 15 minutes. User may only do it 3 times in a 24 hour period; a stim dose used after that will kill the user.
  • R: Rift Shield User can open a cause a small rift to cause at their vicinity, at expense of his own well-being.
  • The rift shield is usable only once each 48 hours.
  • The rift shield is activated instantly (with the incant "RIFT SHIELD").
  • When activated, the user creates a small rift directly on top of themselves. This does no damage to the user upon opening; however, upon closing, the Rift will do 3 points of damage to the wearer's armor. If this would reduce the user's armor to 0 AP, the excess damage does not affect the user's HP.
  • The user gains the ability to throw 4 spell packets, total, *only at people who have come within triple-ZOC of the Rift*.
  • The user gains 10 additional Armor Points from the rift, as shots disappear through the rift.
  • The user is immune to Flame effects while the Rift is active; the energies of the Rift cause destructive interference to the EM forces holding plasma bolts together, and the plasma dissipates before impact.
  • The user cannot move while the rift is active.
  • The rift lasts for 60 seconds.
  • After the rift has gone down, the user cannot run for 1 hour, as the rift powers itself off of internal energy reserves. In addition, until the user obtains 24 hours of medical attention, the user have a maximum of 1 HP. Due to the damage the rift does to the user's body, the Type R implant incorporates stim charges to offset acute trauma. This constant injection of stim prevents the user from being stimmed for 30 minutes after use of the Rift Shield (stims have no effect).
  • S: Skill Shipbank Enables the user to use skillchips.
    W: Wired Reflexes Allows the user to "dodge" a slow-moving projectile (spell packet, ring, or rocket) (After the projectile hits the player, the player calls out "Dodge" and takes effects as though the projectile had hit the ground at their feet). User needs to wait 15 minutes between uses of this ability.

  • FSA "Manriki": Assault Scout High-capacity Armor

    * Ambush stealth system: A crippled form of the normal stealth system. 10-count to fade out, cannot move more than 5 feet from where you stealthed, 3-count to fade in, cannot stay stealthed for more than 5 minutes, 5 minute cool-down between stealth activations.

    FSA accessories hardpoint cost table:
    Name Cost Description
    FSA Standard Medic Loadout 1
  • 2 "Carbonet B" nanotech armor repair systems: applied instantly. Takes 10 seconds to take effect. replenishes a PD-make, FSA-make, or Camelot "Mozart" suit to FULL AP.
  • 5 "RStim" stimulant injectors: immediately brings the recipient to full HP (max 2 HP).
  • Airstream injector of "KDrenaln-2" stimulant compound: takes 3 seconds to apply and brings the recipient to 1 HP. 100 doses per injector.
  • Spray can of improved ablative foam: takes 3 seconds to apply 1 AP worth of armor to any suit. A single spray can contains 50 charges of foam.
  • FSA Standard Techie Loadout 1
  • NovaTek VI hardened military cyberdeck (physrep: deck of cards for data diving, compass and straightedge for security cracking)
  • 2 breaching charges - can destroy some doors and some lightly hardened items
  • RanFork quantum probabilistic shift module (physrep: coin for use in coin-flip timedelay mechanics)
  • PulpTech mk I stenography pad and writing implement (physrep: pen and paper, used for decoding encrypted things and general notetaking)
  • Type VI lock disabler (physrep: compass and straightedge)
  • FSA Demolitions Loadout 1
  • 4 breaching charges- can destroy some doors and some lightly hardened items.
  • Flamer Loadout 1
  • 2 disc guns - can be fired one at a time or at the same time. If fired at the same time, both guns must be unloaded without pauses in the firing sequence.
  • VLAW loadout 1
  • Attachment points for two one-use VLAW rockets.
  • SSW loadout 2
  • Squad support weapon (physrep: Powerclip or non-automatic larami gun of your choice)
  • SRAMS loadout 2
  • Rocket launcher and ammunition capacity for up to 6 rockets.
  • Squad Organization

    "Omaha Complex" Strike Command Team
    "Utah Complex" Strike Command Team
    Personnel
    Player
    Armor Specification
    Personnel
    Player
    Armor Specification
    Maj. James Ray "Flatline" Campbell y Manriki Maj. Joseph Robert "Skeeter" McDonough kenclary Manriki
    Capt. Christine "8-Ball" Amanpour lianaiad Manriki Capt. Julia "Joker" Mackey kkb Manriki
    1LT Jacob "Doc J" Jensen efogg Manriki 1LT Vance "Rafterman" Till daigohji Manriki

    VICTORY CONDITIONS

    In order to complete the mission with success [and win the game], you need to:

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