CS Bases and patrol boats

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MikelAmroni
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CS Bases and patrol boats

Unread post by MikelAmroni »

Has anyone done any work on layouts and in depth descriptions of CS Bases, specifically CS Naval Bases along the Mississippi? I can and will come up with my own, but I was wondering if anyone else had tackled this issue, and how they dealt with it.

Background: I am setting up a play by post game for Mississippi from Baton Rouge to Hanibal. Part of this has been my own dissatisfaction with the CS OCCs (and wanting them to be more like the Robotech OCCs: OCC skills, MOS, Other, Secondary). But now that I am drawing to a close on those changes, I am going to need to finish the big stuff - maps, descriptions, locations. My players will be moving in and out of these bases, specifically Baton Rouge, so I need to have them come alive. While I am very capable of doing this via descriptions, something to build from would make things easier.

Also, has anyone ever thought to try and lay out a barracuda patrol boat and fit everyone on it? I haven't yet, but its going to be one of those things I will do before I start the game. Again, just wondering how someone else might have tackled this same problem.
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Re: CS Bases and patrol boats

Unread post by Bood Samel »

If you do all that leg work I bet people on here will wanna hold on to it.
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Re: CS Bases and patrol boats

Unread post by Dustin Fireblade »

Snippersly I thought did some work for a PBEM game he had a while back, you can try contacting him here or at Nexus 9, but I haven't seen him online for a while.

You might ask Deadboy if it's something he's working on to add to his Lego collection (some fantastic work there)
http://home.comcast.net/~deadboymgo/site/?/home/


I'd love to see what you did with the CS OCC's. I re-wrote them myself a while back, and have been planning on going back to it for another re-write to start a "Rifts Reset" but my group isn't playing Rifts at the moment.
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Re: CS Bases and patrol boats

Unread post by jedi078 »

Dustin Fireblade wrote:I'd love to see what you did with the CS OCC's. I re-wrote them myself a while back, and have been planning on going back to it for another re-write to start a "Rifts Reset" but my group isn't playing Rifts at the moment.


I've been privy to see the OCC's as he's re-written them. Pretty good work, some of which I will use if I ever do a CS military game.
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Re: CS Bases and patrol boats

Unread post by Khanibal »

Well, since you're using Robotech stuff, you could probably crib the base description from the earlier books. If you got 'em.
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Re: CS Bases and patrol boats

Unread post by MikelAmroni »

Nah, I used the newer format, but started from scratch, with some pretty in depth analysis of how many skills the various OCCs get at what levels, and how many they have overall. I also reworked starting ranks, MOS packages, etc. Actually Jedi has been a lot of help with that. Having someone to bounce ideas off is nice when you're working with the level of rewrite I am :)

I'll check on Nexus 9 - I knew I had seen someone do a map of a navy base, but I had forgotten who, or where. The descriptions with each base are amazingly non-descriptive. A few short squat megacrete buildings, an air field, and docks. Thanks guys, that helps a lot! :roll: :wink:
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Re: CS Bases and patrol boats

Unread post by MikelAmroni »

Figured some of you might like seeing the area map I have so far - and well I wanna show it off :)

It's based on a google terrain map of the area :)

http://i243.photobucket.com/albums/ff24 ... ugeMap.jpg

The bits of land in the center and bottom? That's where New Orleans was. The far right, that's current day Gulfport. I'll eventually be making my way up the river.
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Re: CS Bases and patrol boats

Unread post by MikelAmroni »

First Base Description: Baton Rouge - this is based on the blurb in the CS Navy book.

First let me preface this by saying that I took quite a bit of the verbage and methodology for this from the Fort Abeliene base description. Thanks to Dustin Fireblade for that format and description. This isn't done, but its a good start. I also ended up expanding the base compliment when I started noticing large holes in its defense.

Baton Rouge
Personnel: 1400
Military Assets: 10 Barracuda gunboats, 7 Hurricane patrol boats, 48 Wave Demons, 4 Spider Skull Walkers, 6 Sea Striker aircraft, 8 Sea-Wasp configuration Demon Locust Helicopters, 12 Sky Cycles, two 2nd Division Naval Infantry companies (320 troops), 80 skelebots, a platoon (40) of SAMAS Power Armor, 4 Mark IX EPCs, 4 CS Command Cars, 4 Skull Patrol Cars and 16 hover cycles of varying models. Also 12 heavy defense batteries in turret mountings facing the river with heavy lasers (M.D.C.: 120 each, Range: 6000 feet/1828 m, Damage: 1D6xl0 M.D., unlimited payload) and a medium range missile launcher (each battery has 40 missiles, and can fire up to 4 missiles at a time) in each.

In the aftermath of the Great Cataclysm, part of the Louisiana coastline was swallowed by the ocean so that now Baton Rouge sits where the Mississippi river empties into the Gulf of Mexico. All that remains of the former coastline are dozens of swampy islands, some of which are used as temporary camps by river pirates and aquatic D-bees.

Long before the CS Navy was founded, the Coalition built an installation beside the main channel to prevent hostile forces from disrupting CS trade barges on the Mississippi. When the CS Navy came into existence, it took possession of the base from the NSS (Nautical Specialist Service). Baton Rouge is the largest base on the Mississippi and is the headquarters of the Brown Water Navy commanded by Captain Fletcher Saunders. The CSN gunboats and amphibious infantry forces at the base are particularly aggressive and constantly patrol the delta, slaying all nonhumans and pirates they find.

The entire base is surrounded by two fences. The first is a standard looking chain link and razor wire fence, ten feet in height. The second fence is twenty feet on the “interior” and is a microwave fence. The chain link fence is to keep stray animals from wandering into the microwave fence. Additional motion and infra-red detectors are scattered about the fence line. Finally, Skelebots also patrol the interior, along with Military Police and Dog Boys on foot or on hover cycles.

The main land entrance to the base faces west, with a hard packed dirt field connecting it to the airfield. The gate retracts along the fence line, and is guarded by two watchtowers (150 MDC each) that check everyone in or out of the base. The watchtowers are each equipped with four floodlights (one facing each direction), an infra-red searchlight, a landline to the Command Post, and a video and audio recorder unit. A dual C-40R2 rail gun turret, similar to that used on the Barracuda Patrol boats, is mounted on the roof in a special ball turret. Its unique design allows it to fire at anything within its 360 degree rotation and 270 degree vertical arc. It is controlled from within the tower.

Generally three people are in the tower at a time but each can hold six. Six more of these watchtowers, reachable only by tunnel from the main base, guard the perimeter of the base. The base itself consists of more than a dozen squat mega-crete buildings, each linked to a larger underground area. The buildings have 200 MDC per 10 foot section. Most interior walls are light M.D.C. or S.D.C. materials, depending on location and purpose of the building.

The Command Post is a single story mega-crete building that has the primary access to the underground levels. The ground level has the base command officers' offices, several meeting/training rooms, a small, but expansive hospital (with 40 beds, plus two full surgery theaters, as well as a small selection of cybernetic and bionic implants), and a security station with a moderate holding area (max of 16 people, 24 cramped). with the exception of the detention area, the first floor interior walls are all S.D.C. Access to the lower levels is attained by using the bank of two hydraulic elevators, or the two controlled access stairways.

Behind the Command Post by about 500 feet are five barracks buildings. They are light mega-crete buildings (100 MDC per 10 foot section of wall) and are two stories tall. These buildings have shower and laundry facilities, a recreation room, armory and sergeants quarters/workstations. Each of these buildings can house two full companies, so each has plenty of room. Behind the barracks is a large training/parade ground area, roughly 200 yards long and 100 yards wide. Access to the lower levels is attained by using either of the two controlled access stairways.

To the south and between the Command Post and barracks is the Motor Pool. It too is a light MD structure (same as barracks). The asphalt access road from the entrance also branches off and comes down here as well. Vehicles here include four Mark IX EPC’s, four CS Command Cars, four Skull Patrol Cars and 16 NG-480 Stinger Hovercycle’s. This building has the main cargo elevator for accessing the underground levels, and it is here that most base supplies enter for storage underground. further access to the lower levels is attained by using either of the two controlled access stairways.

There is another large building beside the motor pool, the Power Armor Hanger houses the power armor and sky cycles for the base, as well as their maintenance technicians. Access to the lower levels is attained by using either of the two controlled access stairways.

Another of the buildings is a large recreation area for the troops, providing a tiny gymnasium for sports, a small selection of PX stores, as well as a large cafeteria capable of feeding the base’s maximum compliment of soldiers – even though the base is never kept at full capacity. This is a precaution for when the larger ships come into port for R&R. It is a light mega-crete building, like the barracks, and about the same size. Aside from the exterior walls and windows, all of the interior surfaces are SDC materials.

The other main entrance to the base, from the port, is here. It is similar in setup to the west gate. The east gate leads directly to the port, and is easily the busiest on the base. Because of the strict regulations and security clearances needed to enter, most civilian personnel never come beyond this gate. The existence of the Civilian Liaison Building makes that an unnecessary event for most visitors.

Outside the east gate is the Civilian Liaison Building. It has a general store (run by a civilian family), offices for the Port Authority and the military liaison officer, a restaurant, a bar, a small number of rooms for rent, and a small recreation facility. Among his other duties, the military liaison officer handles bounties and rewards for civilians who bring in prisoners or proof of destruction of high priority threats. There is also a minor exchange area where bulk goods are traded back and forth. While most barges and ships coming into the area have their business done long in advance, there are always a few traders and salvage experts who manage across a good find, and it is this market which provides the means for the CS and its buyers to acquire such items.

The civilian Port Authority has jurisdiction here, but security is provided by Military Police, not I.S.S. troopers. Due to security concerns, most walls are made of light grade MDC aluminum alloys (15 MDC per ten feet): Enough to contain light and SDC weapons. Any disturbance of the peace is handled harshly, though humanely. Brawls are punished with fines and cooling off time, while murders are punished with imprisonment and trial by a civilian judge (unless it involves military or Port Authority personnel, in which case it becomes a matter for military justice).

To the west of the base is a small airfield. A single two story control tower is here (150 MDC), along with four large hangars (100 MDC per 10 foot section), each big enough to hold four Sea-Wasp configuration Black Lightning helicopters or three Navy Sea Strikers. The helicopters are assigned to the Naval Infantry companies, and are used for rescue and patrol of the delta. Each has minimal interior walls, and when they are present, they are simple SDC materials, not hardened armored walls. The Control Tower has a standard long range radar, long range radio and weather stations. The airfield is heavy duty tarmac and is suitable for any of the aircraft in the employ of the CS, including the larger transports.

The underground level contains the base C3 (command, control and communications) facility, the CO’s quarters, a war room with planning capabilities for the entire southern Mississippi River region, a large meeting room, armories, general storage and records rooms. There are also three nuclear power plants that provide power for the entire base. The exterior walls of the underground area are all waterproof mega-crete, and the hallways and rooms are designed to be easily sealed off in case of flooding or a breach of security. Interior walls are security grade MDC materials (providing 100 MDC per 10 ft).

Most security doors are hardened affairs (100 MDC), with multiple safety-locks and overrides. Doors to less secured areas are simple reinforced aluminum (50 MDC) with digital and physical locks. Secured access points, cameras and foot patrols provide good coverage of all areas of the underground areas. Access to the lower level is by both a series of hydraulic elevators and several different stairwells. The stairwell doors are alarmed. The bulk of the underground area is beneath the Command Post and the Power Armor Hanger and the Motor Pool. There is also access from the barracks, Recreation Building, and the perimeter towers and the turrets controlling access to the port.
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Re: CS Bases and patrol boats

Unread post by MikelAmroni »

I'll also post the game intro - Don't come clamoring for invites yet, Its not completely done. I still want to get a few more things finalized. Once I ready, I'll post up for it.

Rifts: The Brown Water Blues
Setting: The Mississippi between Baton Rouge and Saint Louis
Characters: CS Navy Commandos, Sailors, CS Naval Engineers, Psi-Battalion Operatives (Army Transfers), RCSG Scientists (Army Transfers), CS Military Specialists (Army Transfers), CS Naval Borgs, CS Sea Dog Corps, and more.
Start Date: August 1, PA 104

Background: Just five years ago the idea of a CS Navy was a wet dream some Quebecois and a few in Chi-town had. Then they struck a deal with GAW and obtained a large number of capital ships, including some Aircraft carriers of all things. But such lofty assignments are not what you are used to. You are one of the unsung grunts of an unsung “fleet” that gets no attention and minimal funding. You make due with scraps, because that is all you are given. You are the men and women of the Brown Water fleet under the command of Captain Fletcher Saunders in Baton Rouge. Hoo-ah!

Enough of that crap. Most days your tour of duty is boring. Escort barges up and down the river, keep the pirates under control, and fight monster outbreaks in the communities along the river. Keep the river trade flowing, and don’t draw attention to yourself or your base. Well, don’t draw attention beyond Captain Saunders. It’s hard to avoid him noticing something. But as far as COs go he’s a good sort.

When times are boring, with long periods of relative peace (only a few incidents per week, and most of those minor), you long for real action. When real action hits, you pine for the quiet days. Most would call you a complainer, but really you’re just human. You’ve just been assigned to a new squad. You’ll be the crew of a Barracuda Patrol Boat, with Recon and Pirate hunting as your primary duties. Pirate hunting – that’s a laugh. More often than not you end up fighting some land based raider group with jet skis. Occasionally they’ll have a Torpedo Patrol Boat, or something similar, but most often it’s a lot of highly mobile, yet soft targets. Still the crew you are replacing was lost with all hands a month ago. Some new band managed to not only kill them all, but scuttle the ship. Remains of it were found north of Greenville. Pirates aren’t really your concern – monsters are. Once in a while a dragon, or some monster from the deep will take up residence in an area. That’s when you lose people and equipment.

You really hope its pirates. You leave for Greenville in two days, and meet your squad tomorrow.
"Be strong and do as you will. The swords of others will set you your limits." (Marauders of Gor, p.10)

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Re: CS Bases and patrol boats

Unread post by MikelAmroni »

Here's the boat plans I put together. I had to end up modifying the picture of the Barracuda to match it, but it was an easy edit:

http://i243.photobucket.com/albums/ff24 ... otDeck.jpg
This is the top most deck, with the pilothouse, and four of the five turrets showing.

http://i243.photobucket.com/albums/ff24 ... inDeck.jpg
This is the Main Deck, with the gunner's stations, and the infantry jump seats (for during storms, when prepping for an assault, etc). One of the changes I made for my campaign (aside from beefing up its protection so it least can hold its own against a Triton, despite being smaller), was the addition of a fifth gunner, bringing the crew compliment to 7.

http://i243.photobucket.com/albums/ff24 ... ldDeck.jpg
This is the hold deck, where the crew cabins, jet skis, and engines are located.

http://i243.photobucket.com/albums/ff24 ... Patrol.jpg
This is my slight change to the picture in CS Navy. I tried to keep the boat plans at least close to the original intent. Using a Coast Guard Cutter was about the best I could do without actually designing one from the hull up.
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Vicston - Former Vicksburg Mississippi

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Critiques, concerns, criticism, praise?

Vicston - Built on the site of Vicksburg Mississippi, this independent town survives today only because of the salvage work they did on the Army Corp of Engineer's bases that were located here before the Great Cataclysm. While few weapons were found (equivalent to Golden Age Weaponsmith’s gear), the information on the river and efforts to manage it helped them to become the people to call for help setting up ports and clearing the river of wrecks. Their salvage crews are considered the best in North America. The CS has used them in at least ten different wrecks where the CS engineers could not retrieve the vessel. The Vicston firm “Riverbuilders, Inc” helped set up the refineries and the ports at Baton Rouge. The town is mostly human, though there are a significant minority of lizardmen, as well as some other d-bees. There is a brotherhood of warlocks that serves the town, but they are always absent whenever a CS ship pulls into port.

The CS knows about it, but there is little to gain by absorbing the recalcitrant city, and no non-humans are employed by the contractors the CS does use. This isn’t to say the city is peaceful or a paradise. It is a dirty oil refinery town. Despite the availability of Oil and Gas in old Arkansas, there has been a recent resurgence of offshore drillers in the Mississippi delta. About half of the most successful independent platforms sell their oil in Vicston. Still, all ships must pass through Baton Rouge, so the two towns tend to keep friendly, if strained relations. Any attacks on the Brotherhood of All, as the warlocks call themselves, are met with recriminations of CS assassination squads – which the town’s leaders promptly ignore. There have been enough instances of “well meaning” elementals attacking CS soldiers that a shoot on sight order is given to all CS teams protecting the docks, but only for elementals, as well as any other otherworldly entity. The Brotherhood cites this as yet another CS injustice, but the fact remains that dozens of troops have been slain by elementals who do not understand that just because you might want to do something, doesn’t mean you should. Still, things are coming to a head in the town, and sooner or later the CS is going to get tired of having a meddling group of warlocks on the doorstep of one of their most important bases.

Orders from the top of the Navy have thus far prevented any action against the Warlocks, namely to avoid the commerce fallout. Proof of significant action against the CS would be required to get High Command to allow a strike against the Brotherhood. Vicston, for its part, enjoys the services of the elementals the Brotherhood commands. Deepening harbors and reshaping the river is much easier when a dozen earth and water elementals get in on the action. Not all engineering firms in Vicston use these services, but everyone of them knows the power and versatility they provide. The CS is rumored to have an expansion plan for Baton Rouge in place that starts with the annihilation of the Brotherhood and all of its mages. No commander in Baton Rouge knows of such a plan, though most have worked out their own versions of it.

One of the main reasons the CS has never tried to take out the town is that they are about the most fortified short of the CS bases up and down the river. Missile defense turrets, a well protected harbor, ringed with defensive turrets, and a very professional defense force round out the main obstacles to a river based invasion, and the swamp itself provides protection from the land. While they have limited aerial units, their air defense is significant enough to give any military planner pause. They are considered as hard a target as the CS among the river pirates. Oil and engineering expertise has brought them much in the way of security. Too bad almost all of that wealth is in the hands of about only 10% of the populace. Everyone else directly or indirectly works for one of the refinery or engineering firms, whose leaders who make up the ruling council. Profits and prosperity are their main concern, and why the CS has made such inroads as they have. A third of the leaders are amenable to a CS take over, as long as they get in on the leadership of the city.

-------------------------------------------------------------------------------------------------------------------------------------
I had to come up with some reason why a town with a group of magic users as open and obvious as the brotherhood would survive. The Army Corp of Engineers provided the inspiration for this. They are not particularly powerful, they just have enough of a series of fortifications to disuade anything but the most serious attempts at taking the port. Its far from impossible to take, and I expect Deadboy and Jedi078 will both have plans in mind before they finish reading the description. That said, my world is not static once my players interact with it, so there is every possibility the PCs may engineer a CS takeover some day - who knows. :)

I have adventure hooks, but as there are multiple players of my game on here, I'm not including them just yet. :)
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Re: Vicston - Former Vicksburg Mississippi

Unread post by abtex »

MikelAmroni wrote:Critiques, concerns, criticism, praise?

I have adventure hooks, but as there are multiple players of my game on here, I'm not including them just yet. :)

Just to let you know someone other that your players are looking at this topic.

Hooks, line, and sinkers of any type, after you have used them a time or three are always useful. Post when you can. When Palladium will sale us Rifts: 'Swampland'. Topics like this will be of much greater use, not just great use. Any thing done on the unknown or lesser written areas is always welcome. Thank you for the work.

Any thoughts on local vehicles - river and land?
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Re: CS Bases and patrol boats

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Oh I have tons, though most of them are actually renames from other locales, or full out rips from Dinosaur Swamp. BTW I CANNOT stress enough how SUPER useful these books are for wilderness adventuring and for basic non-powerful equipment for wilderness adventurers. And again, I have a lot of hooks, but my PCs will likely be encountering these within a month or two, so I don't want to ruin it for them. I'm actually going to posting locales as they encounter them all the way up to St. Louis, since that is part of their patrol route. And when they pull coastal duty, I'll explore the gulf coast. It helps I've spent some time down there recently (and grew up in Florida) so I can use what I know of the weather and the topography to make it more exciting. Having been through several hurricanes while on the beach (including going swimming during a tropical storm when the surge hit 10 feet - yeah that was stupid, but hey, learning experience), I can say it is an awesome thing to witness.

Here's what I have in terms of vehicles for civies though:
El Dorado Marine Prowler Patrol Boat (this is the basic patrol boat in Dinosaur Swamp)
El Dorado Marine Tornado Speed Boat (You might recognize this from Mindwerks)
Wildcat - Off Road Dirt Bike (Dinosaur Swamp books again)
King Grizzly - Four Wheel ATV (Same)
Marsh Raptor (truck style ATV, Also Dinosaur Swamp)
Superhighway Class Self Propelled Cargo Barge - the one out of the CS Navy book, but I changed the picture: http://i243.photobucket.com/albums/ff24 ... r-Rear.jpg
El Dorado Freedom Cargo Ship (From Mindwerks)
GAW PTF III Osprey Patrol Boat (one of Kitsune's works that I'm using - mostly for set dressing, but hey, I have stats if I need it.
GAW PBR III Riverine Patrol Boat (Also Kitsune's stuff - he basically has GAW recreating these old WW2 boats from scratch with MD materials and their engines)

When they hit open ocean, I can bring in a bit more of the Underseas stuff. Also South American stuff may see some cameo use. Can't give away too much though :)

As for the CS, I'm setting this in 104 PA, just before the juicer uprisings, so the characters mostly have old style gear, plus the stuff in the Navy book that was dated before then. So no shark armor, but the scuba armor is available. No Sea Samas, but the triton is available. I did add a non (well vector thrust Wild Weasel SAMAS and a requisite MOS for it. And I was rewarded with a Navy pilot who went with it!
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Re: CS Bases and patrol boats

Unread post by Aramanthus »

I like the expansions of the CS bases. And those diagrams were very cool. Thank you for sharing them with us.
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Re: CS Bases and patrol boats

Unread post by MikelAmroni »

You're quite welcome Aramanthus. The campaign is an ever evolving one. I will be making my own PA 105 upgrade of the CS Naval Tech (the Naval Sourcebook was 75% PA 90-102 tech - only the new body armor and army weapons stand out).

One major change I've made (or rather emphasized - its in the basic book) is that not only the energy weapons are commonly used. I've brought the idea of SLAP Ammo from Robotech and used it on MDC version of standard SDC weapons (ie they are made with hi-tech process and have individual MD like the CS rifles). In PA 104 the MD versions of SDC Ammo is limited to CS Manufactured SLAP Ammo and Wellington Ramjet ammo (which NG has knocked off - the BM can get CS SLAP ammo, but it's at a premium like all CS gear). The CS Navy uses 5.7x28mm (for Pistol and Carbine/SMG), 12.7x35mm (pistol), and 10x25mm (pistol). I use a version of the FN 5-7 Pistol and the M-37 Weasel from Robotech for images of standard pistols, while officers and NCOs can get a version of the real Taurus BFR (Big Frame Revolver). I also use an AR-15 mod I found called the AR57. Its a receiver that can be mounted on a standard AR-15 and allow it to take the same 50 round magazines as the P-90. While its less common in the Navy, I also intend for the P-90 itself to be used in the Army, especially by power armor troops and armor crews. The CM-457AR (what I call the AR57 modded M-4) is more of an assault weapon than the closer ranged P-90 (CM-957PDW), but it is easier to maneuver in close quarters than a full M-16 (CM-161AR). One nice little fact that I learned while researching the 5.7x28 round is that the same round that can make 5.6NATO rounds can make the 5.7x28 rounds with only slight modification.

One other nifty thing I introduced was actually introduced to me by a friend who came up with them (likely from other sources, but he's where I heard of them first). He calls it the Multi-Purpose Anti-Supernatural Shells (MPASS). They are packed with silver laced wood flechettes, as well as salt and garlic powder, these rounds are close ranged supernatural creature killers. They are effective in large part because of the destructive force behind the lethal particulates in the rounds. While not as effective as say a wood firing railgun, they are very multi-purpose and are favored by monster hunters everywhere. 6D6 damage to beings vulnerable to garlic, wood, silver, or salt.
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Re: CS Bases and patrol boats

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BTW, I am looking for a few players to fill out the crew. Game is play by post, and the link is in my signature. I'm looking for a sailor and a naval infantryman. Races available are human, psi-stalker, and psi-hound (normal, Sea Dog, or Sniffer). Aside from a minor or major psychic (or the races mentioned above), there's no more room for psychics.
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Re: CS Bases and patrol boats

Unread post by Aramanthus »

I like your supernatural round. Thank you for sharing it too. How many clips of this ammo would be with a squad in the field?
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Re: CS Bases and patrol boats

Unread post by MikelAmroni »

Aramanthus wrote:I like your supernatural round. Thank you for sharing it too. How many clips of this ammo would be with a squad in the field?

I (and Jedi078) use a special ammo and gear carrying system that closely resembles the pouch system from Southern Cross and the NG gear from Dinosaur Swamps 2. How much they carry is on the individual player in question. They have to balance it with all their other gear. Folks who use shotguns tend to carry bandoliers with their shotgun ammo on it.
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Re: CS Bases and patrol boats

Unread post by jaymz »

Great work mike :ok: kudos
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Re: CS Bases and patrol boats

Unread post by azazel1024 »

Deck plans, here you go. These are the basic deck plans of an Elco '80 a common PT boat used extensively in the Pacific during WWII. I don't recall the length of the Pirrahna boat, I think it is roughly 50 something. So the deck plan is going to be more abbreviated and cramped (already cramped on the PT boat). A perk with the pirrahna is since it is nuke powered, you are going to have 3,000 gallons of fuel tanks taking up space and the engines are probably much smaller as well. At least based on the guessed at size of most micro nuclear power supplies in various vehicles and power armors. So figure the engines are about 1/4 to maybe 1/2 the size and that includes the nuclear power supply and the actual electrical motors, prop shafts, etc and no space taken up by fuel tanks.

That said, the Pirrahana is going to be darned cramp when you take in to account ammo storage, food, etc, etc. Elco 80's I don't think were designed for more than a day or two at sea normally and the longer periods were likely with refueling while underway. At cruise the engines sucked fuel, at fuel throttle they guzzeled it like it was going out of style. The engines were rated at around 500 gallons per hour at full throttle (42-45kt). Range at 35kt, 259 miles. Cruising speed was 23kt (still on plane) and a rated consumption of about 200 gallons per hour or a range of about 350 nautical miles, about 15hrs before dry. A typical cruise was 12hrs in length.

There are actual crew quarters and officer quarters for the crew...but these things were cramped and not designed for anything remotely like long duration cruises. Even with less space taken up by fuel and engines in a Pirrahna they are going to be overly cramped and despite the extremely long endurance of the nuclear power supply, likely more than a day or two on the river or at sea is going to be a long patrol.

There are plenty of civie boats that cruise for weeks that are 50-80ft in length, and use diesel engines so they have the issues of large engines and big fuel tanks. However, they also tend to be designed for 2-6 people, not the 11-17 crew members that were standard compliment for a PT boat in the Pacific. You also had ammo storage, radar room, etc. taking up space.

Just general thoughts on it.

http://www.pt-boat.com/originalhull/pt593.html
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Re: CS Bases and patrol boats

Unread post by MikelAmroni »

jaymz wrote:Great work mikel :ok: kudos

Here let me fix that for ya :) And thanks, I appreciate it.

azazel1024 wrote:Deck plans, here you go.

Thanks for that! The ones I ended up using for the Barracuda was essentially an existing coastal patrol boat with a few changes (moved the pilot house up a level, and put in a wall wrapping weapon control center in its place). It was a bit longer, so I had to scale back, but that ended up not being a big deal. I also oversimplified the nuclear batteries, engines, and transmission gear for the water jets. Still you end up with a decent patrol boat. The biggest change was the move from open decks to a more angled deck covering (like a few yachts do today, as well as some of the next generation patrol boats) which would increase aerodynamics and crew protection. Biggest change I made to the stats was making them as tough as the Mark V APC. Also, the length of the Barracuda is 65 feet.

I'm also working on some next generation patrol boat and cargo ship designs for the CS Military. It's mostly for a PA 106-7 timeline, but it's there (The Navy lags behind the Army in all things).
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Re: CS Bases and patrol boats

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MikelAmroni wrote:Here's the boat plans I put together. I had to end up modifying the picture of the Barracuda to match it, but it was an easy edit:

http://i243.photobucket.com/albums/ff24 ... otDeck.jpg
This is the top most deck, with the pilothouse, and four of the five turrets showing.

http://i243.photobucket.com/albums/ff24 ... inDeck.jpg
This is the Main Deck, with the gunner's stations, and the infantry jump seats (for during storms, when prepping for an assault, etc). One of the changes I made for my campaign (aside from beefing up its protection so it least can hold its own against a Triton, despite being smaller), was the addition of a fifth gunner, bringing the crew compliment to 7.

http://i243.photobucket.com/albums/ff24 ... ldDeck.jpg
This is the hold deck, where the crew cabins, jet skis, and engines are located.

http://i243.photobucket.com/albums/ff24 ... Patrol.jpg
This is my slight change to the picture in CS Navy. I tried to keep the boat plans at least close to the original intent. Using a Coast Guard Cutter was about the best I could do without actually designing one from the hull up.


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Re: CS Bases and patrol boats

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Rise thread, rise!

I missed your reply mobuttu - absolutely yes you can.
Game's hopping now, the crew is finally leaving the base and heading to Vicston after raucous time in Baton Rouge on leave. Karaoke, formal officer dinners, fight night at one of the casinos, and a visit to the free market were all quite fun to run and I think my players enjoyed it. I got to introduce four great NPCs that everyone seemed to have fun with. Much fun.
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Re: CS Bases and patrol boats

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I added a new MOS to my Psychic Trooper - the Psychic Healer. I combined the Mind Melter and powers from the Mind Bleeder and created a power set equal to that of a Healer. Empathic healing is simply Healing Leech reversed and modified. Basically the idea is that the CS uses their intensive training techniques combined with real medical skills and turns potential dominators into powerful psychic healers, perfect for the battlefield. They use Levitation and Telekinesis to lift, restrain, and stabilize patients (who needs a stretcher), their empathic abilities to heal others, and their other abilities to make them able to navigate the Rifts battlefield. The bad thing about the program is it has a pretty high washout rate. Only 12% make it through the program intact. half of the rest are insane due to severe mental trauma, or die while overextending their power to heal. The rest simply fold due to the pressure. This is despite a small army of counselors, doctors, psychics, and psi-hound nurses there to help the young psychics reach their full potential. Despite this, the procedure is considered a resounding success.

The Psi-Healer
Psychic healers are special master psychics whose abilities manifest in ways that repair and rejuvenate the injuries of others. These individuals are rare because all had the capability of becoming any master psionic, including Dominators. Given the empathic nature required of such an individual, they are rare indeed. The CS actively works with young psychics who fit the psychological evaluation criteria and who display greater psychic potential. Though the training program is not as successful as the psi-nullifier program, it is considered a success. Wash outs tend to kill themselves by overextending their abilities too soon, despite having experienced staff around who do their absolute best to keep these young psychics alive.

Many of the abilities these psychics possess are similar in nature to powers exhibited by mind bleeders. Despite this, all of the CS psychic healers are entirely human.

Powers and Abilities of the Soaker
1. Brain Scan: The psychic character can scan the brain to locate and identify both physical and mental aberrations, damage and impairment, including bruises, tumors, aneurysms, diseases, mental blocks, hypnotic suggestions, phobias, obsessions, traumas, magic insanities, magic curses, and similar mental blocks and aberrations. A brain scan does not reveal anything about the character's personality, memories, skills or thoughts. A brain scan is necessary to remove mental blocks, magic insanity and other forms of insanity.
Range: Touch
Duration: Varies
I.S.P.: 10

2. Empathic Healing: This amazing power only known to powerful psionic healers is the amazing ability to use their own life force to treat the injuries of others. It is a dangerous practice and has been known to kill both patient and healer in extreme cases, but it is also quite useful in getting people back up on their feet quickly. Psychic Healers, with their own impressive self healing capabilities, are known for their selfless natures in this regard. An injured person can be healed by a Psychic Healer drawing on his own S.D.C. and hit points. To do so, he must spend six I.S.P. while touching the creature. The healer will suddenly feel weak, losing six hit points and 10 S.D.C. points. Twice this amount is given to the patient. The Psychic Healer can drain himself down to about one quarter of his normal hit points before he can drain no more until he is healed. Note that due to pre-existing injury, it is possible for a psychic healer to actually put themselves in a coma or even die. As the psychic heals his victim, he is visibly healed; wounds close, scars and bruises disappear, etc. Fortunately, the damage from this power recovers twice as fast than is normal, whether done naturally or through psionic or magical healing. The most common method is to use this ability until one cannot, and then use Bio-Regeneration toheal up the damage so it can be repeated until the bruised and battered psychic is out of I.S.P.
A Mind Block will stop this kind of healing.
Length of Trance: 1 minute
Range: Touch
Duration: Instant
I.S.P.: 10

3. Mental Block Removal: Only the Psychic Healer can find and remove mental blocks without having to endure the discomfort of a full mind bond. The character must first perform a brain scan. The brain scan will locate and identify all the mental blocks and traumas. The Psychic Healer can then remove them one by one. The removal of each mental block requires the expenditure of I.S.P.
I.S.P. cost: 12 points for the removal of simple Mind Blocks, 35 for severe mind blocks, 40 points to break mental, magic or supernatural possession, 40 points to break magic or chemical forms of mind control and 80 I.S.P. to remove magic insanities and curses. It costs a whopping 100 to cure a single phobia or obsession and 200 points to cure trauma and other more serious forms of insanity. However, it is likely that the cure of these genuine insanities (phobias, obsessions, disorders, traumas, etc.) is only temporary. Exposure to a similar traumatic situation is likely (1-75%) to cause the insanity to return. Only mental traumas, disorders, phobias, multiple personalities, etc., induced by M.O.M. conversion cannot be eliminated.
Range: Touch
Duration: Varies
I.S.P.: Varies.

4. Other Psionic Powers of Note: From the Super Category: Group Mind Block and Telekinetics (Super). From the Healing Category: Bio-Regeneration, Deaden Pain, Increase Healing, Meditation, Psychic Purification, and Stop Bleeding. From the Sensitive Category: Empathy and See Aura. From the Physical Category: Impervious to Toxin, Levitation, and Resists Fatigue.
Plus choose four powers from Healing, Physical, and Sensitive.

• At second level the psychic can select a total of three powers from the Sensitive, Physical, and/or Healing categories.
• At third level the psychic can select a total of three powers from the Sensitive, Physical, and/or Healing categories, and one from the following list of powers: Neuro-Touch (Mind Bleeder Power), Mental Block (Mind Bleeder Power), Impervious to Bio-Manipulation (Mind Bleeder Power), Bio-Manipulation, Bio-Regeneration, Empathic Transmission, Hypnotic Suggestion, P.P.E. Shield, Psionic Invisibility, and Telekinetic Force Field.
• At fifth level the Melter can select two powers from the following list of powers: Neuro-Touch (Mind Bleeder Power), Mental Block (Mind Bleeder Power), Impervious to Bio-Manipulation (Mind Bleeder Power), Bio-Manipulation, Bio-Regeneration, Empathic Transmission, Hypnotic Suggestion, P.P.E. Shield, Psionic Invisibility, and Telekinetic Force Field (excluding what was chosen at level 3).
• Every even level starting with six, the psychic can select a total of one psychic powers from the categories of Sensitive and Physical, and one from Healing.
At every odd level, starting with seven, the psychic may choose one power from the following list of powers: Neuro-Touch (Mind Bleeder Power), Mental Block (Mind Bleeder Power), Impervious to Bio-Manipulation (Mind Bleeder Power), Bio-Manipulation, Bio-Regeneration, Empathic Transmission, Hypnotic Suggestion, P.P.E. Shield, Psionic Invisibility, and Telekinetic Force Field (excluding those already known).

5. I.S.P.: To determine the character's initial amount of Inner Strength Points, take the number of M.E. as the base, roll 3D4xlO and add it to the base number. The character gets another 10 I.S.P. for each additional level of experience. Considered a master psionic.

6. Saving throw versus psionic attack: As a Master Psychic, the character needs a 10 or higher to save vs psionic attacks.

7. P.P.E.: Most of the psychic's P.P.E. has been expended in the development of his/her psychic abilities. The remaining permanent P.P.E. base is only 2D4.

8. R.C.C. Bonuses: +1 on initiative, +2 to parry, +3 to pull punch, +5 to save vs possession, +1 to save vs all forms of mind control, and +1 to save vs magic illusions. +1 to save vs Horror Factor at levels 1, 2, 4, 5, 7, 8, 9, 11, 13, and 15

Because the method by which the Coalition teaches these psychics involves as much book learning as it does practical instruction, these psychics learn a great number of skills. Their training times are also much more intensive than any other psychic. It takes 2 years for a Psychic Healer to emerge from their specialized training schools, which currently are located in two places: Chi-Town and Lone Star. Both places use psi-hound nurses to great effect both on the morale of the young healers, who undergo some of the most brutal training just to be a combat medic, first responder, or nurse, and on patients, who see the caring psi-hounds chosen for the duty as the true caregivers they really are.
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Re: CS Bases and patrol boats

Unread post by flatline »

I'm uncomfortable with the idea that the CS or anyone else can shape the powers of a psychic to such a degree that they can form an OCC out of it.

Psionics are supposed to be a wild card element of the setting. Even according to Psyscape, the best the CS can do is increase the chances of someone being a particular kind of PCC (I think the example was for Zapper).

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Re: CS Bases and patrol boats

Unread post by jaymz »

flatline wrote:I'm uncomfortable with the idea that the CS or anyone else can shape the powers of a psychic to such a degree that they can form an OCC out of it.

Psionics are supposed to be a wild card element of the setting. Even according to Psyscape, the best the CS can do is increase the chances of someone being a particular kind of PCC (I think the example was for Zapper).

--flatline


Honestly if Psionics were supposed to be such a wild card element you would not have any OCCs at all but just random rolls to see what if any powers you can or could develop. The fact that there ARE OCCs shows that you can, once that potential is known, shape and manipulate just what you an psychically do. They even pretty much that in the Mind Melter description. They focused and honed their abilities to become the master psychics they are. Doesn't sound all that much like a wild card to me.
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Re: CS Bases and patrol boats

Unread post by MikelAmroni »

Actually this is within the given lore - look at Psi-Nullifiers in Psyscape.

Psyscape p. 66 wrote:The Coalition States, spearheaded by the powers at Chi-Town (and in the past, Free Quebec), recognize the invaluable power and defenses a Nullifier provides and has developed an experimental (and some say inhumane) regime of rigorous training designed to shape young reactive psychics into Nullifiers. The program has a frighteningly high success rate in producing Nullifiers; approximately 72% of all inductees into the program become Nullifiers. Of the remaining 28%, half are driven insane, while the other half usually become some other type of Master Psionic, typically Bursters, Zappers or Psi-Slayers; 1.5% become Mind Melters. Approximately 320 experienced Nullifiers (levels 4-7) currently serve in a Psi-Battalion headquartered at Chi-Town, with another 80 in the ISS and about 160 in active duty at other Coalition States. Most serve in special branches of the CS Military as anti-psychic and anti-supernatural specialists, as well as fugitive retrieval specialists, spies and espionage agents.
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Re: CS Bases and patrol boats

Unread post by Slight001 »

The Psi-Warrior (found in Psyscape) is also an example of a psychic who has been trained to achieve certain powers. In fact, they are a perfect example for just how much control one can have over the development of a psionic's abilities.
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Re: CS Bases and patrol boats

Unread post by dragonfett »

Hey MikelAmroni, I had asked a similar question awhile back and here is the link for the thread:

viewtopic.php?f=8&t=124658

Also, here are two websites I used as references:

http://bluetigersite.com/vietnam/anatomy.html
http://www.landscaper.net/lzpics.htm

I also have pictures downloaded if you would like to see them. I used them to make my own CS Firebase. Just let me know if you want me to e-mail them to you.
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Re: CS Bases and patrol boats

Unread post by MikelAmroni »

I'd love to see your firebase layout. My game won't use it, but a friend of mine is starting a game based in Old Chicago, and having a firebase layout for forward deployment is pretty awesome. Thanks.

I sent a PM with my email.
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Re: CS Bases and patrol boats

Unread post by dragonfett »

These aren't pictures of firebases that I made, but rather ones I used for inspiration to map one out.
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Re: CS Bases and patrol boats

Unread post by MikelAmroni »

Ah, well you should share that too!

I know, I know, just plain greedy. :)
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Re: CS Bases and patrol boats

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I would if I had a picture of the drawing or had been able to scan it. However I am not completely sure where it is (but I am pretty sure that the drawing of the map is a tote of Rifts books in the back of my truck).

Basically I used the picture of the firebase model that had 6 mortar pits surrounding a command(?) tent and a tower on one end of the small compound and put a trench around the command tent.
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Re: CS Bases and patrol boats

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TIMAS "Ground Pounder" Power Armor
TIMAS Mark I
TIMAS Mark II
The original PA-06A SAMAS has been a workhorse for the Coalition States, proving to be fast, maneuverable and deadly in all environments, from open combat to city streets. What it was lackluster as was the role of infantry support. It lacked the ordinance to be effective for a heavy infantry role, and as such a modification of the design was undertaken by Chi-Town's researchers. The 06G was the result of that study. It removes the Jetpack and replaces it with a mini-missile launcher with a good payload. Until 103 PA it retained the forearm mount mini-missile, but a weapon under development elsewhere in the army came to the attention of the engineers responsible for the -06G. The Forearm Integrated Weapon System was found to be an excellent fit for the mission of the -06G. The particle beams were tied into the power plant, and the vibro-claws give the suit an enhanced close combat capability. Both versions are in service, and are more or less the same, except for the inclusion of the FIWS. The TIMAS is also available to commandos, Special Forces and the elite RPA pilots. It is eventually replaced by the Terror Trooper, though the Navy will continue to use them for quite some time after since they are excellent for Naval Infantry deployment.

Model Type: PA-06G Mk I and PA-06G Mk II
Class: Tactical Infantry Military Assault Suit
Crew: One
M.D.C. by Location:
    * Shoulder Missile Launchers (2) — 50 each
    Main Rear Ammo Bin for Launcher (1) — 100
    * Ammo Drum (rear) — 35
    * Rail Gun — 50
    Forearm Mini-Missile Launcher (1; left) — 50
    Optional: Forearm Integrated Weapon System - 50
    * Hands (2) — 25 each
    Arms (2) — 50 each
    Legs (2) — 100 each
    ** Head — 70
    *** Main Body — 300
* A single asterisk indicates a small and difficult target to strike, requiring the attacker to make a "called shot," but even then the attacker is -4 to strike.
** Destroying the head of the power armor will eliminate all forms of optical enhancement and sensory systems. The pilot must them rely on his own human vision and senses. No power armor combat bonuses to strike, parry, and dodge!
The head is a small and difficult target to hit, shielded by exhaust tubes and a weapon drum. Thus, it can only be hit when a character makes a "called shot" and even then the attacker is -3 to strike.
*** Depleting the M.D.C. of the main body will shut the armor down completely, making it useless. Note: Destroying a wing will make flight impossible. However, even with no wing(s) the SAMAS can make jet powered leaps and hover stationary above the ground.

Speed
    Running: 60 mph (96 km) maximum; can go from zero to 60 mph (96.5 km) in 12 seconds. Note that the act of running does tire out its operator, but at 10% of the usual fatigue rate, thanks to the robot exoskeleton.
    Leaping: The powerful robot legs can leap up to 15 feet (4.6 m) high or across.
    Underwater Capabilities: Swimming: The TIMAS can swim using the same types of paddling leg and arm movements as a human at a maximum speed of roughly four mph (6.4 km/3.4 knots). It can also walk along the bottom of the sea at about 25% of its normal running speed.
    Maximum Ocean Depth: 1000 feet (305 m).

Statistical Data
    Height: 8 feet (2.4 m)
    Width: 3.5 feet (1.06 m)
    Length: 4 feet, 6 inches (1.4 m)
    Weight: 340 Ibs (153 kg) without rail gun.
    Physical Strength: Equal to a robotic P.S. of 30
    Cargo: (as SAMAS)[l/ist]
    Power System: Nuclear, average TIMAS energy life is 20 years.

    Weapon Systems
    1. C-40R SAMAS Rail Gun (1): This is standard equipment for the "Ground Pounder" TIMAS and is considered to be the most powerful, accurate, and lightweight rail gun in the world. It requires no separate power pack, because it is hooked directly to the armor's nuclear power supply. Other heavier rail guns can be substituted.
      Primary Purpose: Assault
      Secondary Purpose: Defense
      Weight: Gun: 92 lbs. (41.4 kg), One TIMAS Ammo-Drum: 190 lbs. (85.5 kg).
      Mega-Damage: A burst is 40 rounds and inflicts 1D4x10 M.D., one round does 1D4 M.D.
      Rate of Fire: Equal to number of combined hand to hand attacks (usually 4-6).
      Maximum Effective Range: 4000 feet (1200 m)
      Payload: 2000 round drum, that's 50 bursts. A second drum can be hooked to the undercarriage of the rocket jets, but first the used drum must be manually removed by another SAMAS or character with a strength of 26 or higher and the new ammo drum put in its place. Reloading a drum will take about 5 minutes for those not trained, but a mere one minute by somebody trained in the use of SAMAS power armor.
    Special!: Both the Mark I and the Mark II can use the C-40RG, a C-40R railgun with an underbarrel grenade launcher. It has a grenade launcher beneath the outer barrel. It has limited ammunition, used mostly for clearing rooms too compact or too fragile for missiles.
      Primary Purpose: CQB
      Secondary Purpose: Anti-Infantry
      Mega-Damage: 2D6 M.D. to a blast area of 12 feet (3.6 m)
      Range: 1200 ft.
      Rate of Fire: Grenades: one aimed, four fired in rapid succession (burst if all at same target, wild if sprayed into an area).
      Payload: 8 (must be loaded by hand or by using a special speed loader)
      Reloading the Launcher: Requires one full melee, 15 seconds, to manually reload the grenade launcher. A speed loader will decrease the time to 3 actions, assuming it is handy.

    2. CM-6 Support Launch System: This mini-missile launcher takes the place of the jetpack and intake nozzles of the normal SAMAS. It can fire in volleys of up to 6 missiles at a time, allowing it to lay own incredible amounts of covering fire for the squads it supports. Unlike SAMAS, which must be attached to infantry companies, the TIMAS is integral to the platoon, and therefore tends to stick with the platoon.
      Primary Purpose: Anti-Armor
      Secondary Purpose: Anti-Aircraft
      Missile Type: Any mini-missile can be used, but standard issue is armor piercing (1D4x10 M.D.) or plasma (1D6x10). Fragmentation will be used for anti-personnel operations.
      Mega-Damage: Varies with missile type.
      Range: Usually about a mile.
      Rate of Fire: 1, 2, 3, or 6.
      Payload: 24

    3. CM-2 Rocket Launcher (Mark I): The forearm not used to operate the rail gun, usually the left, is armed with a simple, two rocket, mini-missile launcher.
      Primary Purpose: Anti-Aircraft
      Secondary Purpose: Defense
      Missile Type: Any mini-missile can be used, but standard issue is armor piercing (1D4x10 M.D.) or plasma (1D6x10). Fragmentation will be used for anti-personnel operations.
      Mega-Damage: Varies with missile type.
      Range: Usually about a mile.
      Rate of Fire: One or two.
      Payload: Two

    4. Forearm Integrated Weapon System (Mark II): The forearm not used to operate the rail gun, usually the left, is armed with a weapon that looks like a simple piece of armor at first, a thick, heavy forearm plate. Over and under the wrist are two thick-barreled particle beam projectors and a thinner targeting laser (+1 to strike). Additionally, three Vibro-Blades can spring into action at the flick of the wrist, providing the wearer with a lethal close assault weapon. The particle beams are powered by the suit's nuclear power supply. This fearsome weapon is meant for close assault; the particle beam weapons are very powerful, but relatively short-ranged.
      Primary Purpose: Close Combat/Defense
      Secondary Purpose: Anti-Armor
      Mega-Damage: Vibro-Blades (3 per arm): 3D6 M.D.
      Particle Beam Weapons: 5D6 M.D. per single blast, or 1D6xlO M.D. per double blast (counts as one attack but uses two shots).
      Range: Particle Beam: 500 feet (152 m).
      Blades: hand to hand combat.
      Rate of Fire: Equal to the character's combat actions (single shots from the particle beam, only)
      Payload: Unlimited

5. Energy Rifles: The TIMAS is small enough that it can use any of the standard infantry weapons from pistols and vibro-blades to rifles. Any of these items can be substituted for the rail gun or kept as a back-up weapon; usually slung at the waist on an extra large utility belt or holstered on the upper leg. Space limitations and the bulk of the armor usually limits additional man-sized weapons to one handgun and/or one rifle. Grenades can also be carried in a satchel or bandolier (typically 6-12).

6. Hand to Hand Combat: Rather than use a weapon, the pilot can engage in mega-damage hand to hand combat. See Basic and Elite Power Armor Combat Training for combat bonuses.

7. Sensor System Note: The TIMAS has full optical systems, including laser targeting, telescopic, passive nightvision (light amplification), thermo-imaging, infrared, ultraviolet, and polarization. Plus all other features common to all power armor.

Sensor Bonuses: The TIMAS gets a bonus of +1 to strike and +1 to dodge in addition to the power armor target bonus and Basic or Elite Power Armor Combat Training bonuses.
"Be strong and do as you will. The swords of others will set you your limits." (Marauders of Gor, p.10)

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MikelAmroni
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Location: Phase World

Re: CS Bases and patrol boats

Unread post by MikelAmroni »

C.S. Light Mechanized Rifle Platoon TO&E

Circa 101-104 PA


Attached Equipment:
Mark V APC (x2)
PA-06G TIMAS Power Armor (x8)
CS-400 Stinger Hovercycle (x4)
CR-1 Rocket launcher (x6)
CM-80 Mortar (x2) (in vehicle)
C-27 Plasma Rifle (x8)

Note: in all cases the CM-940 BR can be used interchangeably with the C-12 and vice versa

Rifle Squad x3
Squad Leader
CA-1 Body Armor, C-12 Laser Rifle
Fireteam Leader x3
CA-1 Body Armor, C-14 Laser Rifle with Under-barrel Grenade Launcher
Riflemen (x4)
CA-1 Body Armor, C-12 Laser Rifle (x4)
Grenadier (x3)
CA-1 Body Armor, C-14 Laser Rifle with Under-barrel Grenade Launcher (x2)
Designated Marskman
CA-1, C-10 Laser Rifle
Anti-Tank Specialist
CA-1 Body Armor, C-18 Laser Pistol, CR-1 Rocket Launcher

Power Armor Heavy Weapons Squad
Squad Leader
TIMAS Power Armor, C-40RG, CM-6, CM-2 or FIWS
Fireteam Leader x2
TIMAS Power Armor, C-40RG, CM-6, CM-2 or FIWS
PA Machine Gunners (x4)
TIMAS Power Armor, C-40R, CM-6, CM-2 or FIWS

Platoon HQ
Platoon Leader (APC Veh 1 Cmdr)
CA-1 Body Armor, C-12 Laser Rifle
Platoon Sergeant (APC Veh 2 Cmdr)
CA-1 Body Armor, C-12 Laser Rifle
Platoon Comm Specialist (Acts as Comm Officer for APC 1)
CA-2 Body Armor, C-10C Laser Carbine,
Platoon Trauma Specialist (Medic)
CA-2 Body Armor, C-10C Laser Carbine
PLT MG
TIMAS Power Armor, C-40R, CM-6, CM-2 or FIWS
Forward Observer (acts as Comm officer for APC 2)
CA-2 Body Armor, C-10 Laser Rifle, Hovercycle, Radio backpack

APC Crews
Gunners (x2) (Mark V APC)
CA-2 Body Armor, C-10C Laser Carbine
Vehicle Commander (x2) (Mark V APC)
CA-2 Body Armor, CM-940 Battle Rifle
Drivers (x2) (Mark V APC)
CA-2 Body Armor, C-10C Laser Carbine

Dogpack Squad
Psi-Stalker
CA-2 Body Armor, C-10 Laser Rifle, Radio backpack, Hovercycle
Psi-Hound Riflemen (x2)
CA-2 Body Armor, C-12 Laser Rifle, Hovercycle
Psi-Hounds Forward Observer
CA-2 Body Armor, C-10 Laser Rifle, Hovercycle

APC 1 Personnel
Crew: Driver, Vehicle Commander (Gunner), Gunner, Platoon Leader (APC 1 Cmdr), Platoon Comm Specialist
Troops: Rifle Squad 1 (Fireteams 1-3 + Leader), Rifle Squad 3 (Fireteam 1, Fireteam 2A), Platoon Medic, Power Armor Squad Fireteam, Psi-Stalker Forward Observer (with Hovercycle), Psi-Hound Forward Observer (with Hovercycle)

APC 2 Personnel
Crew: Driver, Vehicle Commander (Gunner), Gunner, Platoon Sergeant (APC 2 Cmdr), Recon Squad Leader
Troops: Rifle Squad 2 (Fireteams 1-3 + Leader), Rifle Squad 3 (Fireteam 3, Fireteam 2B + Leader), Power Armor Squad Fireteam 2 and Power Armor Squad Leader, Psi-Stalker Forward Observer (with Hovercycle), Psi-Hound Forward Observer (with Hovercycle)
"Be strong and do as you will. The swords of others will set you your limits." (Marauders of Gor, p.10)

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Aramanthus
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Location: Racine, WI

Re: CS Bases and patrol boats

Unread post by Aramanthus »

I like the new additions! I hope you will continue to add more.
"Your Grace," she said, "I have only one question. Do you wish this man crippled or dead?"

"My Lady," the protector of Grayson told his Champion, "I do not wish him to leave this chamber alive."

"As you will it, your Grace."

HH....FIE
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dragonfett
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Joined: Mon Aug 09, 2010 2:39 pm
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Re: CS Bases and patrol boats

Unread post by dragonfett »

Hey everyone, I finally was able to take a picture of the CS Firebase Map that I had drawn up a while back and posted it to my Deviant Art profile. Here's the link:

http://dragonfett.deviantart.com/art/CS ... -354629414
Under the Pain of Death
I would Stand Alone
Against an Army of Darkness
And Horrors Unknown
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Aramanthus
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Posts: 18712
Joined: Tue Feb 21, 2006 5:18 am
Location: Racine, WI

Re: CS Bases and patrol boats

Unread post by Aramanthus »

Very nice. I am glad to see the new material. I like how you have continued to add to the overall Coalition material.
"Your Grace," she said, "I have only one question. Do you wish this man crippled or dead?"

"My Lady," the protector of Grayson told his Champion, "I do not wish him to leave this chamber alive."

"As you will it, your Grace."

HH....FIE
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