Fuel Up and Roll Out Scenario

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shadrak
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Fuel Up and Roll Out Scenario

Unread post by shadrak »

Modified Scenario from T2K

BACKGROUND
A Coalition Ranger or other intelligence agent normally working out of the Pecos Empire near Los Alamo contacts the PCs wherever they happen to be at the moment. He tells them that he has information that a large gasoline convoy has just come into a nearby Sabre Warrior (Sabre Lasar) cantonment. Normally, Pecos Bandit groups do not engage in the activities related to a more formal military force, so this cantonment area to the west of the CS State of Lone Star is an indicator that the bandits are, in fact, planning something big.
The plan is to use the gas to fuel up thousands of motorcycles, hovercycles, and other vehicles for a big drive into the Coalition State of El Dorado, essentially providing fuel for every Pecos Bandit group or Sabre Warrior in the area. The Coalition forces there are less capable than those in Lone Star, hard as that may be to believe. The PCs (the CS Ranger insists) have a duty to their fellow soldiers to do what they can to keep the operation from coming off. In this particular case, doing what they can means penetrating the Sabre Warrior cantonment and blowing up the fuel trucks.
The Coalition agent has been unable to convince any of the local people he works with to try anything this risky. A local human-supremacist partisan band, however, is willing to guide the group to the cantonment area and will stage a diversionary raid to help cover the mission.
The Coalition Ranger has been able to determine that this cantonment area is run by one of the Pecos Bandit leaders aligned with Sabre Lasar, Mitchell “Duke Mitch” Langden.

APPROACH
The approach for this adventure will actually be divided into two phases: the operational approach and the tactical approach.
The operational approach begins when the PCs and their Coalition friend link up with the partisan band. The Coalition Ranger will then leave them, and the partisans will guide them to the Sabre Warrior cantonment. The operational approach consists of three days of travel through cantonment-type territory with normally generated encounters. This in and of itself will be something of a challenge.
Once the group has reached the vicinity of the central camp, the PCs and their partisan allies must make their plans. The partisans are unwilling to make an attempted entry. They are actually rather down on the whole idea, but have agreed to go along with it because they need the continued backing of the Coalition. (If it were up to them, however, they would far rather that this Sabre Warrior unit succeed in gassing up and moving out. Their little slice of the Pecos Empire's loss would be Fort Jericho’s gain.) Nevertheless, out of loyalty to the Coalition, they are willing to launch a diversionary attack. This will consist of an attack on one of the gates or guard towers, a lot of gunfire and grenades, followed by a couple of smoke grenades to add to the confusion. With a little luck they might even hurt a couple of the Sabre Warrior personnel. The important thing is that it will distract the Sabre Warrior from whatever is going on and draw their reserves in that direction.
Whether the diversion is launched early (to cover the PC’s entry) or late (to cover their withdrawal) is up to the PCs. Once they break out they will probably not link up with the partisans again, as the PCs will be running at full speed themselves. The PCs should study the map and decide on their course of action.


MAP DESCRIPTION
Although a military cantonment area covers miles of outlying fields, dwellings, and guard posts, a central encampment constitutes the administrative hub of the organization. The map shows a typical central encampment with its associated civilian quarters.
A. Administration Building: This is the main headquarters building of the unit. It has a large central reception area with five or six desks for clerks and a telephone switchboard.
The interior of the building is subdivided into a number of offices and conference rooms, as well as a suite of rooms dedicated to radio transmitters and receivers, decoding machines, and a radio direction finder.
B. Barracks: Each barracks is the home for 20 to 30 soldiers. Soldiers are quartered by unit, with several private rooms occupied by senior NCOs, and two or three large rooms with bunks for the privates. Officers are housed separately. Each barracks building will have 15 to 20 men asleep late at night. Seldom will more than three or four (roll 1D6) off -duty men be present at other times. Individual units are housed as follows:
BO: Officers' quarters.
Bl: 1st Infantry Platoon.
B2: 2nd Infantry Platoon.
B3: 3rd Infantry Platoon.
B4: 4th (Weapons) Infantry Platoon.
B5: Vehicle crews (part).
B6: Artillery gunners.
B7: Medical personnel and remaining vehicle crews.
C. Motor Pool: All of the unit's remaining armored vehicles are parked here, with many of the motor transports as well. Four or five vehicles will usually be in the maintenance shed undergoing repair. Ten driver/mechanics work here most of the time during the day, along with 10 civilian laborers. Two armed guards always stand at the gate, with one in the maintenance shed and one more walking the fence. The fence is two layers of chain link with barbed wire on the top. The area between the two fences is mined.
D. Grain Silo: This is a large grain silo with a corrugated metal shed attached. It is always partially full of bulk grain waiting to be ground at the flour mill. The metal shed houses a mechanical conveyor belt used to move the grain to and from trucks. Seldom is anyone working near the grain silo except when active loading is taking place.
E. Barns: The cantonment has two barns— the larger one houses about 40 horses, although many of these are usually in the connected pen. The smaller barn has 20 dairy cows. Two civilian workers are usually in each barn during the day. There is a 50-percent chance (roll 1-3 on 1D6) of an officer being in the barn caring for his own riding horse.
F. Fields: The edges of several outlying fields are visible on the map. These are usually covered with stubble in the fall and winter and are only plowed immediately prior to planting.
Standing crops cover them in the late spring, summer, and early fall. Crews usually work in the fields during the day during plowing and harvest, and teams of boys and girls are often used to weed the fields while the crops are ripening.
G. Livestock Pens: The livestock pens and their small attached shed house various numbers of sheep, pigs, and poultry. One civilian worker usually tends or works nearby each pen during the day.
H. Hospital: This is a small hospital with two wards, an operating theatre, and an attached clinic for treating the civilian personnel who live in and near the encampment. Six to eight medical personnel are usually on duty during the day and two at night.
I. Ammo Bunkers: Each of these concrete bunkers is sunk into the ground so that the roof is only one or two feet above ground level. The earth has been excavated away from their front, and the front of each bunker has been further reinforced with sandbags. Each bunker holds a selection of small arms, small arms ammunition, mortar and artillery rounds, grenades, and bulk explosives. No one is ever on duty in the actual bunkers.
J. Mess Hall: This is a large central cafeteria with an adjoining kitchen facility, plus a separate room for the officers' mess and a small private dining room. Eight kitchen personnel are usually on duty here during the day and an armed guard at night.
K. Slaughter House: This is a large facility used to slaughter cattle and dress meat. A large cattle pen and small refrigeration plant are attached. Six civilians work here during the day, and an armed guard is present at night.
L. Flour Mill: The grain grown by the community is ground to flour here. Bagged flour is stored in an attached shed.
Six civilians work here during the day, and an armed guard is present here at night.
M. Large Still: This is a large, fixed still (as described in the basic game) used to make fuel spirits out of cellulose waste from the flour mill and the wheat fields. The alcohol distilled here is pumped into the storage tanks at site N described below.
N. Fuel Depot: The four large raised alcohol tanks here each hold 500 gallons of alcohol.
Gravity feed hoses with vise clamps are attached to the bottom of the tanks and are used to fuel vehicles. Two civilians work here during the day.
O. Generator: The corrugated metal shed houses a large, alcohol-fueled generator that supplies the entire compound with electricity. At least one civilian worker is always on duty here maintaining the generator.
P. Fuel Truck Hardstand: This is a large, square depression, with the north side gradually sloped to form an entry/exit ramp. The floor of the depression is covered with pierced steel plating. The 12 heavy fuel tank trucks filled with gasoline and parked here are covered with canvas tarps. There are also two large fuel blivets.
Q. Laundry: Several large, open fires are used to heat water for the laundry. The laundry proper is staffed by 12 civilian women during the day.
R. "The Capitol": This is a two-story, irregularly shaped, leaning building of remarkable architecture and design. It is built of corrugated metal, logs, timber, bricks, and anything else the owners could scrounge up. It is amazing that it manages to stay standing at all. During the day it is quiet, with the owners end staff asleep upstairs. At night the bottom floor is a low-ceilinged, smoke-filled, noisy tavern that caters to the Sabre Warriors. There is some live entertainment, and the upstairs rooms are used to consummate sudden romances which develop between the patrons and staff.
S. Shantytown: This section of the cantonment is where the civilian workers, their families, and the various camp followers live. It is a confusing maze of cramped alleyways lined with tin and tar paper shacks. The inhabitants scratch out a living on the bare edge of survival, beset by poverty, crime, and disease.
T. Towers: Guard towers are spaced at intervals along the perimeter security fence. About half the towers have armed guards at any given time.
U. Gate: Each gate, including the one between Shantytown and the main camp, is always guarded by an armed soldier.

REFEREEING THE ATTACK
The first part of the attack will involve penetrating the compound. PCs may attempt to sneak up and silence a guard. They will have to crawl forward. In each grid square they enter, make a skill check against prowl to avoid detection by a guard. Climbing a tower will require an additional roll, and rolls made in the same grid square as the guard become are made at -30%. All rolls at night are +40%.
If a guard detects them, then he will fire a warning shot and alert the other guard posts— surprise will be lost. Otherwise he can be silenced using melee combat attacks.
Cautious movement through the compound is made at the walking movement rate. Roll vs. Prowl to avoid detection if a soldier is in position to see the PCs.
Once firing breaks out, troops in the barracks will begin to appear, armed and equipped, after 2D6 Melee Rounds.
The troops will then begin moving in a variety of directions to secure various installations in the compound, so the referee should have random groups of 1D6 soldiers running in various directions throughout the compound area.

NPCS
Sabre Warrior Garrison: The guards on duty at any given time are provided by one platoon of infantry. The other troops will be training or off-duty during the day, in barracks or shantytown during the evening, and asleep in barracks after midnight.

HQ Section
- Mitchell “Duke Mitch” Langden, Lvl 9 Gunfighter with Branaghan Armor and Wilk's-Remi 157 "Judgement Day”
- 2 Gunfighters, Lvl 6 & 7 with Bandito Armor and Wilk's Remi 150 "Volcanic"
- 8 Gunfighters, Lvl 2-4 with Bandito Armor and two Wilk's-Remi 130 "Six Shooter"
Vehicle Crews
- 10 Lvl 3-5 Mercs (Transport Specialists) with NG RA20 Roadrunner Ride Armor and Wilks 447 Laser Rifles
- 20 Lvl 3-5 Mercs (Transport Specialists) with NG RA20 Roadrunner Ride Armor and Wilk’s 320 Laser Pistols
Vehicles include:
1 x M48
2 x M2
4 x M113
4 x Big Boss ATV
10 x SDC Heavy Trucks
6 x SDC Medium Trucks
14 x SDC Jeeps
22 x Hovercycles
36 x Motorcycles

Artillery
Howitzer Battery
- 10 Lvl 3-5 Mercenaries with NG RA5 Arrow Ride Armor NG-LP25 and one GAW-102 105mm Howitzer
Mortar Battery
- 10 Lvl 3-5 Mercenaries with NG RA5 Arrow Ride Armor NG-LP25 and two GAW-81mm Sledgehammer mortars

Medical
- 7 Lvl 3-5 Bodyfixers with Wilk’s 320 and Plastic Man armor
- 2 Lvl 3-5 CyberDocs with Wilk’s 320 and Plastic Man armor
- 1 Lvl 4 Amana with Plastic Man armor

Infantry
- 1st Platoon, Section 1
-8 Lvl 5-7 Bandits (Human and Orc) in Branaghan Armor with Wilk’s 457 Pulse Laser Rifle
-1 Lvl 6 Brutosaur in NG-A10 with NG-101 Rail Gun
-1 Lvl 6 Gringo Cyborg with NG-ML46 missile launcher (identical to WI-23)
- 1st Platoon, Section 2
-8 Lvl 5-7 Bandits (Human and Ogre) in Branaghan Armor with Wilk’s 457 Pulse Laser Rifle
-1 Lvl 6 Grackle Tooth in NG-A10 with NG-202 Rail Gun
-1 Lvl 6 VX-370 Stopper Cyborg NG-ML46 missile launcher (identical to WI-23)
- 2nd Platoon, Section 1
-8 Lvl 5-7 Bandits (Human and Simvan) in Huntsman Armor with Wilk’s 237 Backup
-1 Lvl 6 Tokanni with Wilk's-Remi 157 "Judgement Day” Laser Rifle
-1 Lvl 6 Super Slinger Cyborg with two Wilk's-Remi 137 "Kingdom Come"
- 2nd Platoon, Section 2
-8 Lvl 5-7 Bandits (Psi-Stalker and Quickflex) in Huntsman Armor with Wilk’s 237 Backup
-1 Lvl 6 Vintex Warrior with Huntsman Armor and Wilk’s 457 Pulse Laser Rifle
-1 Lvl 6 Super Slinger Cyborg with two Wilk's-Remi 137 "Kingdom Come"
- 3rd Platoon, Section 1
-8 Lvl 3-5 Bandit (Goblins) with Urban Warrior Armor and Wilks 447 Laser Rifle
-1 Lvl 4 Troll with NG-A10 and TX-50 Rail Gun
-1 Lvl 4 VX-320 Cyclops Cyborg Bandit 6000 grenade launcher
- 3rd Platoon, Section 2
-8 Lvl 3-5 Bandit (Dogboys) with Urban Warrior Armor and Wilks 447 Laser Rifle
-1 Lvl 4 Killhound with NG-A10 and TX-50 Rail Gun
-1 Lvl 4 The Kid Cyborg Bandit 6000 grenade launcher
- 4th Platoon, Section 1
- 2 Juicers Lvl 3-5 with Juicer Plate and JA-11 Rifles
- 3 Crazies Lvl 3-5 with Huntsman Armor and Bandit BigBore Sawed-Off
- 4th Platoon, Section 2
- 2 Juicers Lvl 3-5 with Juicer Plate and JA-11 Rifles
- 3 Crazies Lvl 3-5 with Huntsman Armor and Bandit BigBore Sawed-Off
- 4th Platoon, Section 3
- 5 Mercs in Power Armor Lvl 3-5 in Land Roamer Power Armor (see Chipwell Sky Power Armor) with NG-101 Rail Guns
- 4th Platoon, Section 4
- 2 Mercs in a Robots Lvl 3 & 5 (2 Titan Combat Robots)


Partisan Band (All Human)
- One Lvl 7 Wilderness Scout with CA-1 Body Armor with C-14 Firebreather and two
MD frag grenades.
- 10 Lvl 3-5 Vagabond with CA-2 Body Armor and WI-R12 Multipurpose Submachineguns, and
One MD frag or smoke grenade each.
- 10 Lvl 1-2 Vagabond with Dog Pack DPM 101 light armor and semi-automatic shotgun with heavy Ramjet rounds.
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