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TO SAVE HUMANITY
AKA
"FACING THE FORCES OF DARKNESS"

  Being part of the CS happens now and then.  Perhaps your players are human supremists, maybe just like the military lifestyle, or just figure they want to be in on the winning side.  Many people might play the CS to just get a chance at the cool gear, or perhaps they're a team that do not have any mages or too many crimes against the State, and manage to get in with the CS as a deniable assets team, or even conscripts with a friendly CS commander.

  The big thing I have noticed, is nobody is sure how to get PC's into the game of working with the Coalition States.  It's actually pretty simple.  Remember, this is a full blown war, and despite the fact that battles are a chaotic nightmare that is nearly impossible to keep track of in a gaming world, you can run everything from squad level operations to convoy guarding to full blown battles.  Random dice rolls and random damage can be a great help.

  Types of missions for PC's that do not depend on having the entire fist of the CS juggernaught behind them.
  Convoy Guard:  Being part of a guard can be a pain in the ass.  First, attackers may lure off your primary guard, or perhaps a long series of battles can wear down the amount of help the PC's get.  While they will have access to a lot of ammo, on a convoy run, it is actually limited, and can get used up.  Opponents can be everything from New Quebec Renegades (or vice versa) to Bandits, to Federation of Magic, to Tolkeen forces, to the desperate.
  Long Range Patrols:  Mostly what the Players are used to.  Go out, do an objective, and get back.
  Assassination and Spying:  This will see the PC's armed with forbidden tech and sent out to forbidden places, to find something, survey it, kill it, or blow it up.
  Forward Outposts:  These bases contain around a platoon of troops, making what the PC's do important.  If the PC's fail, then the base will fall.
  QRF:  The Quick Reaction Force is the force that immediately counter-attacks or stiffens up the defenses before anyone else can get to it.  QRF is exempt from normal duties, mostly having to hang around thier bots, and their equipment, ready to repulse any threats to the unit, post, or facility.  This is excellent work for PC's, since it will get them into the thick of things, and some units may allow the QRF to pursue foes while the unit gets ready to send in reenforcements or reacts to the threat.
  Advance Party:  Going in via jump, in a vehicle several miles ahead of the rest of the unit, these guys check out the route and the location where the unit is going to set up.  The advance party travels with what gear they have, and important parts of the main body's equipment for setup (ie: tents, temporary barricades, sandbags, generators, wiring, ect)
  Rapid Mobilization Force:  RMF travels to where ever there is an emergency need for troops.  Be it a place where the enemy has broken through the lines, where a firebase has been over-run, or anywhere else where the troops will be necessary.  These guys have everything they need, get top notch gear, and go to the most dangerous places, from terrorist hit rear areas to front lines, to just opening theaters.
  Insertion Troops:  These guys insert into hot zones, behind enemy lines, or wherever they might be needed.  Much like the RMF, these guys do not have heavy vehicle support like the RMF, nor do they have support and reenforcement like the RMF.  These guys are for lightning strikes, sabotauge, surgical strikes, ect.

  Handling the big battles:
  Sooner or later, the PC's will get caught up in a whirling shitstorm of doom.  We're talking robots, mages, dragons, infantry, the whole fucking nine yards.  Artillery will be pounding down, magic fire blasting out, golems and other magical constructs duking it out with the big boys, and demonic beings will be wreaking havoc.  How the hell do you handle the chaos like that?
  The random fire effect:  Bullets, shrapnel, missiles, projectiles, magic spells and effects will be caroaming around the battlefield looking for likely targets.  This is dangerous, since all of it is addressed "To Whom It May Concern", not specifically adressed like the GB shot that puts a PC down in a small melee.   A way to handle this is assigning a percentage, say 15%, depending on the amount and ferocity of fighting going down, of a PC getting smacked by something.  It will do: (1d10)d6x(2d10) MD to whatever it hits, and hits in a random location.  True, a PC may get whacked by this, but hey, shrapnel kills.....
   Choosing Foes:  This is nearly impossible, since the combat will be swirling chaos, and there will be only 1d6 attacks someone can make on someone else before the swirl of combat will obscure a target.  Snipers will have to make a weapons systems roll to stay locked on, while robot jocks will have to make sensor system rolls to keep track.  As for standard radars, forget it, they will be little to no help, having been overswamped.
  How to Tell Who Wins:  Take the amount of the enemy, divide it by friendly forces, then add 50%.  That's how many each of the PC's will have to kill before the battle is over before they are not engaged any more.  For every extra foe a PC kills before the others have accounted for theirs subtracts the amount of troops they had to kill from the enemy force.  Once the enemy force is depleted, the battle is over.

  Yes, some PC's will come through without a scratch, others will be badly mauled, or even killed.  Fighting monsterous forces, there is a great chance that the demonic forces will tear open damaged robots or power armor to kill and eat the crew.  Because of the monsters eating the wounded or dead, there is a smaller chance of arranging so that PC's were merely knocked out.  Of course, Tolkeen forces can definately use prisoners, and some evil creatures will take prisoners for torture or later use in horrifying rituals.

  Sample adventures:

  SINS OF THE PAST:  The CS allied Town of Brunson has not replied to radio checks in 72 hours.  In accordance to standard SOP, a flight of SAMAS were sent in to check it.  Communication has been lost with the squad after reports of heavy fighting against unknown intruders.  Due to heavy action in this sector, only PC's can be spared to investigate.  This town is an important strategic location, with a factory capable of refitting Robot Power Armors, and a mostly completed modern hospital.  It is imperative that the town be investigated, and if possible, freed.  If it is impossible, your orders are to blow the factory and hospital.
  Equipment for issue.  A Mark V APC, standard hand weapons, but due to fighting, only a Light Assault SAMAS and a damaged Super SAMAS is available for issue (225 main body MDC, flight speed reduced by 10%, no RPA skill bonuses) but there are enough explosives to handle the factory, the hospital, and the classified underground CS refit facility.
  Approaching the town:  The town has suffered serious damage,