<GENERIC QUICK AND DIRTY FIREBASES>
O.K., here's the deal. This thing may look easy to take,
and many PC's will not be very impressed, but that will be a deadly mistake
on their part. This base is quite capable of ripping up many PC groups,
and in one play test, wiped out a small merc unit attempting to take their
position.
Let's get on with describing the place.
In between the fences: electronic triggered mines, capable of remote detonation, proximity detonation, weight trigger, electromagnetic detection detonation, or whatever is needed. The controls for the mines are in the command bunker and in command vehicles, be it APC or SAMAS or IAR series robot. Some commanders install pop up weapons turrets in addition to the mines.
The road is also mined, with several prepared tank traps that are designed to slow enemy vehicles, and possibly destroy them. The red outlined black setion is a carbon-steel lid that can be withdrawn via piston. The covering asphalt will crumble underneath anything weighing more than 200 pounds, dropping them 25 feet. Once that occurs, the explosive behind the interior wall (Explosive is the grey on the right hand side) can be automatically or remotely triggered, blowing the MDC alloy plate into shrapnel, and the focused blast doing 1d4x100 MD to anything inside. Pumps beside the pit (not pictured) will pump a binary chemical mixture in, turning the pit into a white phosphourus/napalm hellpit, that will do 2d6x10 MD to anyone who falls into it. Enough fuel for 15 minutes is in the tanks beside.
1: Plasticrete forms, sunk approximately eight feet into the ground, four inches above ground, with sensors implanted to detect siemsic vibrations. Each platform has a low power radio transmitter inside it (a twelve foot range) to tie the sensors of the platform into the power armor troopers that are usually stationed right here. The CS commonly uses UAR-1's or IAR-2's.
2: Guard Towers: These towers are actually quite low, being only ten feet tall. Often crewed by two SAMAS (during the CS War) or four troopers. In each tower are two CR-01 rail gun, backed by an infra-red/visible light/UV spotlight each. The weapons are tripod mounted. Also on the rack's inside are extra E-rifles and often some heavy weapons like rocket launchers or plasma weapons. The two provides covering (AR of 15 to hit the troops) and provide some 150 MD in protection. At the solid base of the tower are anti-personell shape charges, designed to degrade armor and/or kill enemy forces.
3: Landing Field/Parade Ground:This large sheet of tarmac is often mistaken for a weak point by many novices to hitting a CS outpost. The tarmac is a landing spot able to handle a Death's Head Transport, but the white space is not a mistake, it's a heavy loading door, allowing access to the undergound storage areas and seige tunnels.
4: Communications: This room contains the radio equipment and operations orders.
5: Headquarters Building: This building is where the command staff is located. In larger ones, this building is primarily a paperwork and briefing room.
6: Barracks: Once again, this building is a ruse in the larger one, with defilades and interlocking fields of fire inside, not to mention the fact that the walls are lined with explosive to turn the building into a death trap. In the smaller ones, this is a standard troop barracks. In the larger ones, this building has tunnel access.
7: Supply: This building is where supplies are often taken. In smaller posts, this is the sole building, but in the larger postings, which look identical above ground, this has access to the below ground storage areas.
8: Armory: Used for refit and repair, this building will be noticed to be not nearly the size it needs to be to handle the storage of the units visible. This building has a service elevator that allows the larger armors to be stored underground.
9: Landing Pad: Most often used for SAMAS, this thing has wire detonated shape charges, usually explosive forged penetrators, below the surface as a rude surprise to those who would try to use this to their advantage. Below it is also a hidden elevator, that once the charges are blown, this can be used as a secondary egress point by CS troops.
10: Bunkers: These bunkers are hardened against nuclear strike. Multiple fire ports, angle deflection, and hardened materials, are all designed to protect the occupants. Each bunker is serviced by two CR-01 railguns, and usually manned by 3-5 troops. Troops inside also have access to missile launchers and other heavy weaponry. Each bunker is always manned by 3 skelebots in addition to the human troops.
Troops: In high risk areas, the troop dispersement breaks down as follows for the small, not covert, FOP. 18 SAMAS, 6 UAR-1's, 2 Mark V APC's, 150 troops, 15 officers, 125 skelebots. Covert base, which has tunnels and underground rooms, backed by siesmic sensors and acid/WP pocket suspension walls to prevent against burrowing enemies: 54 SAMAS, 18 UAR-1's, 6 IAR-2's, 4 Mark V APC's, 500 troops, 25 officers, 750 Skelebots.
To sum it up, and PC's that go charging in are going to get cut to ribbons, just like they deserve.