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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.
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.
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 | |
| R: Rift Shield | User
can open a cause a small rift to cause at their vicinity, at expense of his own well-being.
|
| 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. |
* 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 |
|
| FSA Standard Techie Loadout | 1 |
|
| FSA Demolitions Loadout | 1 | |
| Flamer Loadout | 1 | |
| VLAW loadout | 1 | |
| SSW loadout | 2 | |
| SRAMS loadout | 2 | |
"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 |
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| Theseus Scenario: Right. One... two... five.
SIK Game |
Albanian Heavy Industries Jim Waldrop, David Leung, Clint Lohse, Telmo Correa, Ekaterina Kuznetsova and Eli Stickgold. |