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====House Rules==== | ====House Rules==== | ||
I created the house rules to better suit my style of play, after several years of intense gaming. All are open to discussion. | I created the house rules to better suit my style of play, after several years of intense gaming. All are open to discussion. | ||
+ | |||
+ | ====Dumb Op Tales==== | ||
+ | Operatives aren't always the sharpest knives in the drawers, and with higher stakes the cockups can become legendary. Here are a few; | ||
+ | |||
+ | =====The Infamous Internal Affairs Incident===== | ||
+ | This tale of over-enthusiasm gone wrong is set in the cannibal sectors (I forget which one). While trekking through the ruined buildings, the Strawberry Switchblades come under sniper fire. Fk'Kh drives the sniper off with a hail of 10mm and the scouts search the area. The culprit is never found, but a little later someone spots a sniper with SLA kit pointing a GAK 19 at the squad. Fk'Kh spots him and drills him full of holes, while Ruler climbs up the building to check for more. When Ruler gets to the body, someone suggests taking an eye or hand back for identification. So he cuts the corpse's head off. Sparse minutes later a LAD Kilcopter turns up to retrieve the unfortunate Internal Affairs agent, only to find Ruler standing there holding his head. Needless to say, IA were (and still are) extremely pissed off at him. | ||
+ | |||
+ | =====Bomb Disposal For Frothers===== | ||
+ | During the Mad Bomber BPN posted on someone's website, the squad had slowly picked their way through the booby trapped building. Just as the BPN was almost over and most of the squad were in the process of deciding how to capture the bomb-rigged psychopath, Long Rob - the squad's own resident psychopath - decided he needed to be in on the action. His UV twisted logic told him that the best way to get to where this bomber was was up the elevator shaft, so off he went. When he reached the elevator doors he found what was clearly a bomb, but Rob wouldn't let little things like that stand in his way. So he pulled it off. It was lucky that he was a Frother, and that he was wearing Dogeybone. He survived - pissing blood, with no arm, nearly dead and dangling over a lift shaft from his climbing gear. It is at this point he spots the bomber and manages to swing into the room to charge at the explosives-rigged lunatic. In the time it would have taken him to get to the bomber Rob would have bled to death, but some of the more competent members of the squad managed to grab and Kick-Start Rob before he died while another made the decision and shot the bomber. So it all turned out peachy, despite Rob's best attempts at suicide. Long Rob, rather than learn his lesson from this, was extremely pleased with his new Karma hands. | ||
+ | |||
+ | =====He Doesn't Have A Deathwish, He's Just Stupid===== | ||
+ | Some Ops just never learn. Nearing the end of a Black BPN offworld to destroy a Thresher training camp, the Squad are making camp in a forest while moving towards their rendezvous. During the night one of the remaining Thresher patrols found the squad and a small firefight broke out between the Ops who were on watch and some Thresher recruits. During this firefight Long Rob decided he would rather continue trying to sleep in his Dogeybone. Apparently, one of the Thresher patrol decided it would be better to snipe at the sleeping Frother than join the battle, and so he took careful aim and shot Rob in the head. The shot didn't penetrate and only did a little damage, so Rob decided to roll over and go back to sleep. This pissed the sniper off enough for him to switch to full-auto and start emptying his clip at the lazy Frother, almost killing him before the combat ended. Rob had some serious head injuries, but was stabilised. | ||
+ | Later on, as the Kilcopter evacuation was on it's way, the squad came under attack again. This time Rob, who was Kick Murder trained, stood in the middle of the fight hurling abuse at the enemy. When some diverted their attention (and ammunition) towards him he just stood there with his arms out, waggling his hands (ie, injecting Kick Start from wrist injectors) shouting 'COME ON!' This left Rob with severe chest wounds and a low supply of KS. | ||
+ | To top it all, and to his credit through no fault of his, the squad had to cross a minefield to reach the Kilcopter. Rob was the only one to hit any mines, and got to the Kilcpoter with his left leg badly mangled. It is testament to the combat skill of the rest of the squad (again) that Rob only had to spend three weeks in hospital and not in a coffin. | ||
+ | |||
+ | =====Quickest BPN cock-up yet?===== | ||
+ | It really is amazing how quickly a BPN can go tits up. This is possibly a record, which takes place during Pythagoras' ESP when the squad are issued the second BPN. The Strawberry Switchblades associate with a rather unstable Shaktar Contract Killer called Ky'teck. Ky'teck is an ex-member and has never been quite the same since he was retrieved from Cannibal Sector 3 by a LAD Kilcopter. When the Squad was issued the BPN Ky'teck took the initiative and phoned the contact (a reasonably high-ranking Shiver) who, unknown to him, had a phobia of Shaktar. As soon as he addressed her, she hung up. Ky'teck redialed and once again she hung up. He decided that at this point that going round to where she lives was a good idea (this was late at night). He approaches her flat and knocks on the door, to be greeted by the contact peering through the gap between the door and the frame. She sees the Shaktar, screams and slams the door. Ky'teck knocks again, this time with no reply. Deciding something is wrong, the Contract Killer subtly kicks the door down. This sends the contact into a hysterical, terrified frenzy and she flees into the kitchen. Ky'teck chases her. When she finds herself cornered by the Shaktar, the terrified contact draws her 603 and brings it to bear on him. Ky'teck, being a Contract Killer, easily knocks the gun out of her hand and into the sink. The contact withdraws into a foetal position and whimpers, so Ky'teck trys to speak to her again. This provokes her into hysteria again and she starts screaming. So Ky'teck Hotlines her. Just as a reminder, this is his contact and a Shiver officer. Now that she has been subdued he contacts the rest of the Squad (the players, by the way, have been in hysterics during all of this) to explain the situation. They explain the situation and eventually the contact is taken to hospital and cared back to a point where she can actually function as the contact. All before the BPN has even started. To top it all, Ky'teck now has a dangerously vocal resentment of Internal Affairs for docking him his SCL and taking most of his payment to recompense the contact for damages and trauma. |
Revision as of 14:56, 4 May 2007
SLA Industries
SLA Industries is an urban horror roleplaying game set in dark futuristic universe called the World of Progress. The World of Progress spans thousands of worlds, most of which are ruled by the ubiquitous SLA Industries. SLA Industries is a giant megacorporation, the virtually unchallenged power in the World of Progress. Players play the part of Operatives - freelance agents who take jobs from SLA to protect the public and the company.
Contents
- 1 The World of Progress
- 2 SLA Industries
- 3 Operatives
- 3.1 Races
- 3.2 Training Packages
- 3.2.1 Death Squad Package
- 3.2.2 Kick Murder Squad Package
- 3.2.3 Investigation and Interrogation Package
- 3.2.4 Medical Package
- 3.2.5 Mechanics Package
- 3.2.6 Piloting and Navigation Package
- 3.2.7 Business Package
- 3.2.8 Strike Squad Package
- 3.2.9 Scouting Package
- 3.2.10 Media Package
- 3.2.11 Point Package
- 3.2.12 Sabotage Package
- 3.2.13 Sector Ranger Package
- 4 Source Material
The World of Progress
Although the World of Progress is vast, spanning thousands of planets, the players will spend the majority of their time on the SLA capitol of Mort, in the planet's capitol city by the same name.
Mort
The planet Mort is the flawed jewel in SLA's crown. The giant planet consists mostly of desolate wastelands and dead oceans, scoured by industry and pollution. Giant atmospheric processors keep the planet habitable, and weather control systems keep the cities safe from the worst of Mort's environment. Even so, rain falls on the cities of Mort constantly.
War Worlds
Certain planets hold rare phenomenon or resources, or a vital strategic location, and become so heavily fought over by SLA and other companies that war envelops its entirety. Often the thing that was being fought over is destroyed in the process, but more often than not the war rages on regardless. War Worlds such as Dante, Cross and Charlie's Point have been fought over for so long that the average life of a soldier is measured in minutes, and the few who survive their tours are generally tough, dangerous and utterly insane.
Soft Companies
While SLA Industries maintains an iron grip on the world of progress, there are many pretenders to the throne. Rival companies, known by SLA as Soft Companies, work tirelessly to undermine SLA and bring about its downfall. From sprawling subversive organizations, to elite high-tech paramilitaries, to small back-street industries, the enemies of SLA are many and various.
DarkNight
DarkNight are by far the largest of the Soft Companies, and the biggest thorn in SLA's side. They fight SLA in open ground on the War Worlds, battling on planetary scales with huge armies. They own their own spacecraft with which to harass SLA shipping. They produce vast amounts of hardware and their planets home billions of people. Even so, they are small in comparison to SLA and survive mainly by stealth and concealment. To the average SLA citizen, DarkNight are a terrorist organization. They live in the cities, spying and subverting. They supply the illegal weapons and drugs and control the black markets. Rarely will DarkNight operate in the open on Mort, preferring guerrilla tactics and media subversion. SLA Operatives will encounter DarkNight Operatives and agents most often of the Soft Companies, but often the first they know of the encounter is from the impact of a sniper's bullet.
Thresher
Smaller in number than DarkNight, but more direct. The Thresher have powerful weapons and armour that make them difficult to stop, even by SLA's troops. Operatives stand little chance faced with their giant armoured suits and chainguns. Luckily they are rarely seen on Mort, and when they do they prefer hit-and-fade tactics.
Tek Trex
Tek Trex are a Soft Company that specialize in robotics. While robotics and cybernetics died off after the Chrome Age, Tek trex have continued to make security and attack robots for sale on the black market. These robots are often thought of as comical - at less than a meter tall and with a sort of round body and waddling gait they often appear so. They also sport light SMGs though, and are usually deployed in large numbers.
SLA Industries
Mort City
The capitol city of SLA Industries takes the name of the planet it dwells on, visible from space like a great black scar. Covering 76,000 square kilometers of the surface and stretching deep into the earth and high into the atmosphere, Mort is the largest city in the World of Progress.
Uptown
Uptown is the district of Mort that is home to the elite. SLA Headquarters sits in the middle of uptown, a great glass pyramid with its upper floors masked by cloud. Around it, open to the sky and the as yet untainted rain, are the neon malls and shining tower blocks. Uptown rises from ground level, or thereabouts, from the centre of Mort for kilometers into the sky. The skyline is dominated by SLA Headquarters, as indeed is much of the city.
Operatives
Players take the role of Operatives. Ops, while technically freelance, take jobs only from SLA in the form of Blueprint News Files (BPNs). These jobs are colour coded to indicate the type of mission, and upon completion will provide the Op with payment and a Security Clearance Level (SCL) increase. The majority of the civilian population an Op meets will be downtrodden, poor, unemployed, and loyal to only themselves. They are suspicious of Operatives and jealous of their money and power, which can often be a hinderance in an investigation. This can be a severe disadvantage to obvious SLA employees, such as aliens and Stormers.
Races
Human
Billions of humans live in the World of Progress. They are the soldiers, the administrators, the cleaners, the police, the unemployed. They are the most versatile race in the World of Progress and as such are prolific. Humans are by far the most common race of Operative, not only because there are so many in proportion to the other races, but because they blend in and adapt. They can be intelligent, subtle, and nondescript. They can be tough, strong and brutal.
"You think I'm weaker than those aliens because I'm human? Let me tell you buddy, we're the dominant race here. Just because I'm not big and red, or because I don't grow back limbs, doesn't mean I'm not a damn good Op. I can take the head clean off a Dino from 800m away, fold down my rifle and walk into a gang bar like I'd been drinking there for years. You show me an alien that can do that."
Red Jones, Human, Point Package, SCL 8A.3
Frother
While physically human, Frothers have enhanced their bodies and reflexes through the use of powerful drugs. Loud, aggressive, cocky and rowdy, Frothers aren't the most social people to be found in Mort. They do make excellent fighters though, and SLA employ them regularly. Socially, Frothers form into close celt-like clans with whom they can relax (read: drink and fight) without the hassle of having people around who would almost certainly object to their behaviour. Their clans influence Frothers in much of their life, especially combat - many Frothers wear their tartan over their armour, sometimes even as kilts, and carry powered claymore swords. A Frother knows that before too long either the drugs or the combat will kill him, so they make a point of enjoying both and making it clear to everyone else they are doing so.
- Be aware, in my house rules Frothers don't take half damage as stated in the main rule book. Instead they ignore bruising damage and negative modifiers from bleeding.
"You want someone to take into combat, you can't do better than one of us boys. Bigger, faster, stronger - and fucking fun to boot! I mean come on, every day's a party and I take my party to work baby! Sure, some people don't like us 'cos we're loud and crazy, but there's too many stuck up arseholes in this world. Still, the boring bastards at least have the manners to die when you hit 'em."
Malcolm "Fishy" McFish, Death Squad, SCL 10A.5
Ebon
Ebons are a unique alien race, saved from oblivion by SLA because of their abilities. By using complex mathematical formulae they can visualize probabilities and then bring them into reality, using a force called The Ebb. They are assisted in this by their Deathsuits - symbiotic organisms created using The Ebb that act both as armour and as a complex computer for channelling their formulae into reality. The results of these formulae vary in power and effect, from healing cuts to regenerating limbs, lighting cigarettes to causing massive blasts. Ebons are characterised by their empathic and inquisative nature. They are highly emotional, thoughtful and poetic beings, always searching for meaning. Outwardly, they look almost human. Always slim and often attractive by human standards, they are recognizable by their hair and eyes, the colour of which varies wildly. An Ebon's eyes, their most distinctive feature apart from the Deathsuit that operatives are never without, are without iris or pupil and of uniform colour.
- In my house rules an Ebon's Ebb ability rank is limited to twice their Formula statistic.
"There's a lot of evil in this world and a lot of evil people committing it. I might work for the Company, but that doesn't make me one of them. I do this job to try and make everyone's life a little better, and the Company might not always seem benevolent but I've seen the things that are out there and I know what horrors we'd all have to face without it."
Fallacy, Investigator, SCL 8.2
Brain Waster
Brain Wasters are from the same genetic stock as Ebons (indeed, often from Ebon parents), but psychologically are very different. Wasters are violent, antisocial and sadistic bullies who delight in causing pain and misery. They dress to enhance their reputation, usually wearing leather and chains. Unlike Ebons, Wasters generally have pure black hair and evil coloured eyes. Their eyes are further enhanced by the scorch marks that surround them from birth. Wasters have the same Ebb abilities as Ebons, but tend to choose more combat orientated ones that they can use to inflict damage, pain and fear.
"What did you say? What did you just ask me? How's about I reach down your throat and set you on fire from the inside, like an upside down human candle? Don't like that idea? Well leave me the fuck alone then before I turn nasty."
Inferno, Kick Murder, SCL 10A.2
Wraith Raider
Wraith Raiders are cat-like aliens who originate from an icy home world. They are efficient and ruthless hunters, equally at home with a sniper rifle or a pair of vibro claws. Their speed and agility make them perfect close combatants, and their stealth and athleticism make them excellent scouts. Raiders often seem like lone-wolves, frequently operating away from their squads as they observe proceedings from a rooftop or walkway, but as intelligent hunters they know the value of their team mates. As such, while rarely loyal or sociable, Wraith Raiders are generally welcome members of any squads and many a Frother or Brain Waster has endlessly taunted a quiet Raider companion, only to find their life saved by a sniper's bullet in the middle of combat.
"How do I feel about the people I killed? Well, which ones? The civilians who got in the way were a waste of my ammo and money. The DarkNight I took down should have known how to use cover better. Travis? Well I didn't shoot any of my own squad, but since the enemy hacked him to pieces I suppose I'm going to have to find another Frother to use as bait. I'll choose a better one this time."
Makra Shah, Scout, SCL7B.7
Shaktar
The Shaktar are an alien race of proud warriors. To a human they appear to be monsters, and with good reason - towering above even the tallest humans and thickly built, with blood-red reptilian skin, horns and yellow eyes, they can appear demonic. Fleshy dreadlock-like tendrils grow where hair would be on a human, and their odd, mandible-like lips add to their alien appearance. Many humans who are not too familiar with Shaktar are terrified of them, but in reality they are calm and meditative. All Shaktar live to fight in battle and die in combat, they will never retreat and never surrender for that is a sign of weakness and cowardice. They take care about why they fight though, to protect their honour or friends, or the company to which they have pledged their loyalty. A Shaktar will rarely enter a brawl - they fight to kill or not at all. Out of combat Shaktar are serious and introspective, concentrating on the task at hand or relaxing by meditating or deep thought.
"I came from my homeworld to fight for my honour and for SLA. My courage and strength will prove my worth to my forefathers, and will terrify and destroy my enemies. Many beings here on Mort can fight well, but few have the power and finesse of the Shaktar. "
Mgr'shrk, Death Squad, SCL 9B.3
Stormer 313
313 variant Stormers are huge, vat-grown monsters, created to fight for SLA Industries. Most are shipped to the War Worlds, but a few are released as Operatives. All Stormers are genetically programmed to be completely loyal to SLA, and to be oblivious to danger and personal risk. 313s are large and humanoid, their heads are long and animal-like and their lipless maws hold rows of large sharp teeth. They might well look fearsome - they are designed for battle and are very tough and very strong. Stormers also have the ability to regenerate quickly, recovering in hours from injuries that would kill lesser beings outright. Their temprament varies as a human's would, although they tend to be less extreme. Most are naive and almost child-like (hardly surprising, as most are only a few years old when they start working as an Op), looking to their peers for guidance and direction.
"Stormers big and tough. I like being Stormer. I pull arms off humans like you. Not you though, you not bad person. I only hurt bad people. Yesterday I pop bad man's head, it went pop like a melon. Hur hur hur. I like being Stormer."
Tortoise, Strike Squad, SCL 9A.1
Training Packages
Death Squad Package
The Death Squad package is designed to train an Op for an assault role. The training leans heavily toward firearms and combat related skills. Death Squad is a popular package, as every squad needs combat Ops and Death Squad is considered the most conventional combat training.
Kick Murder Squad Package
Kick Murder training emphasises stealth and speed in order to produce Ops who are competent in an assassination and subterfuge role. Kick Murder Ops are well trained in martial arts and close combat, making their kills close up and unseen. As well as close assassination, Kick Murder Ops are deployed in infiltration roles, sneaking into hostile locations, completing their objective, then withdrawing without the enemy realising they were there.
Investigation and Interrogation Package
Investigation Ops specialise in undercover and intelligence work. They are trained in detective work, analysing events after the fact, finding the truth among all the facts, coaxing information out of suspects and informants. Investigators are usually streetwise, knowing how to deal with difficult civilians and able to blend in amongst them in order to subtley gather intelligence.
Medical Package
The Medical Package trains Ops in a variety of medical and forensic techniques. Able to administer combat first-aid and even battlefield surgery, as well as being trained in psychology and pathology, they can be extremely useful members of any squad. Medical Package trained Ops also have exclusive access to the SLA medicla database via an Oyster computer.
Mechanics Package
Mechanics is a slightly misleading name for a package that covers all things technical. Mechanics trained Ops are competent in vehicle and machinery repair, electrical and electronics, and computer based security and hacking. Most Mechanics Ops will tend to specialise in one or two fields because of the amount of knowledge required to master them, but can be very useful in any technological problem.
Pilot trained Ops are capable of driving any vehicle in SLA's arsenal, from small sports motorbikes, to massive Linebacker tanks, to heavily armed Kilcopter gunships. Additionally, Pilot Ops have a rudimentary knowledge of vehicle systems and repair, and are well trained in map-reading and the use of navigation aids - a skill not to be overlooked in the labyrinthine alleyways of downtown.
Business Package
Business trained Ops are often overlooked as squad members in favour of combat trained Ops, but those who know them also know the massive benefit they can bring to a squad. A Business Op is skilled in corporate bureaucracy and etiquette, finances and media relations. Business Ops can be relied on to find the right channels within SLA to gain access to required information, or even pull in help from other agencies. In addition to this Business Ops often play combat financier, cutting through the red tape to net their squad juicier BPNs without the hassle of waiting all day in the BPN hall. They can negotiate sponsorship deals, handle stocks and shares, and push up credit rewards from missions for their squad. Business Operatives are issued a trading license on completion of their training with which to deal on the stock market.
Strike Squad Package
The Strike Squad training package is the standard infantry training of SLA troops. It prepares an Operative for all aspects of combat, from driving jeeps to issuing combat first aid. In a way a jack-of-all-trades, but it could be said that Strike Ops have the most solid basic training from which they can specialise in almost anything and still have the basic skills to survive and fight.
Scouting Package
Scout Ops are the eyes of any squad. Hidden away, ahead of or above the main squad, they pick out enemies and potential hostiles as targets for the combat Ops, and watch their backs while they go about their business. Scout Ops make excellent snipers due to their positioning and stealth, and are trained as such. Scouts are also the only package who are trained to be able to assimilate the information supplied by the highly coveted Scout Helmet - most untrained Ops who try one on feel sick from the barrage of light and sound it feeds them.
Media Package
Media trained Ops are relatively new, with the first classes passing out only last year. They are highly sought after by aspiring Contract Killers because of their contacts and media savvy, helping get their squad good coverage from the TV channels and sometimes playing the role of combat cameraman. Media Ops have a direct link to 'control' at Third Eye through their camera, and as such are able to call in media support far quicker than normal Ops would be able to.
- Cinematography (KNOW)
- Interview (CHA)
- Communique (CHA)
- Literacy (KNOW)
- SLA Info (KNOW)
- Streetwise (KNOW)
Point Package
The Point training package represents a response to perceived flaws in the current classes of training available to Operatives. The current Scout package produces a fine sniper and advance scout, but one who is woefully unsuited to the realities of urban reconnaissance. Urban Reconnaissance involves several criteria, including area awareness, finely honed interpersonal skills and the ability to function with a minimum of bulky technological equipment. The Point trained operative is expected to possess an exacting knowledge of Downtown, combined with the social and urban etiquette skills necessary to function amongst the gangs, cults, props and soft companies that make Downtown their homes. The Point package is taught at Meny as of 901 SD, and the first Point operatives hit the streets of Mort in 902 SD. SLA Industries' Evaluation personnel are currently working hard to determine the effectiveness of the program, and Point personnel and their associates are encouraged to submit reports to Meny for examination.
- Streetwise
- Sneak
- Rival Company
- Persuasion
- Disguise
- Detect
Sabotage Package
Another new training package to come out of Meny this year is the Sabotage package. Sabotage trained Ops are experts in all forms of demolitions, including explosives and detonators. Sabotage Ops are not only called upon to disarm explosive devices, but also are used when something requires blowing up. Indeed, Sabotage Ops are the only Operatives on Mort licensed to use explosives.
- Demolitions
- Demolitions Disposal
- Rival Company Info
- Electronics, Industrial
- Electronics, Repair
- SLA Info
Sector Ranger Package
The Sector Ranger package was originally designed for the personnel who were assigned search and rescue roles in the Cannibal Sectors, and offered to hand-picked Operative trainees who would then be filtered off to the Ranger programme. However, with Operatives called upon more and more often to venture into these hostile environments the package has opened up to all entrants. It is a tough course, and it isn't uncommon for trainees to be killed during training, but those who complete the package are in great demand in Mort. Many Ranger Ops hire out their skills freelance to other squads who have a BPN that will take them to the cannibal sectors, as they will increase the squad's chances of survival there greatly.
- Blade, 1-H (STR)
- Pistol (DEX)
- Rifle (DEX)
- Rival Company (KNOW)
- Survival (KNOW)
- Unarmed Combat (STR)
Source Material
Various bits of material have been created and assimilated from other sources by me and are available for players. Some might not entirely make sense due to the influence of sourcebooks.
Hardware
House Rules
I created the house rules to better suit my style of play, after several years of intense gaming. All are open to discussion.
Dumb Op Tales
Operatives aren't always the sharpest knives in the drawers, and with higher stakes the cockups can become legendary. Here are a few;
The Infamous Internal Affairs Incident
This tale of over-enthusiasm gone wrong is set in the cannibal sectors (I forget which one). While trekking through the ruined buildings, the Strawberry Switchblades come under sniper fire. Fk'Kh drives the sniper off with a hail of 10mm and the scouts search the area. The culprit is never found, but a little later someone spots a sniper with SLA kit pointing a GAK 19 at the squad. Fk'Kh spots him and drills him full of holes, while Ruler climbs up the building to check for more. When Ruler gets to the body, someone suggests taking an eye or hand back for identification. So he cuts the corpse's head off. Sparse minutes later a LAD Kilcopter turns up to retrieve the unfortunate Internal Affairs agent, only to find Ruler standing there holding his head. Needless to say, IA were (and still are) extremely pissed off at him.
Bomb Disposal For Frothers
During the Mad Bomber BPN posted on someone's website, the squad had slowly picked their way through the booby trapped building. Just as the BPN was almost over and most of the squad were in the process of deciding how to capture the bomb-rigged psychopath, Long Rob - the squad's own resident psychopath - decided he needed to be in on the action. His UV twisted logic told him that the best way to get to where this bomber was was up the elevator shaft, so off he went. When he reached the elevator doors he found what was clearly a bomb, but Rob wouldn't let little things like that stand in his way. So he pulled it off. It was lucky that he was a Frother, and that he was wearing Dogeybone. He survived - pissing blood, with no arm, nearly dead and dangling over a lift shaft from his climbing gear. It is at this point he spots the bomber and manages to swing into the room to charge at the explosives-rigged lunatic. In the time it would have taken him to get to the bomber Rob would have bled to death, but some of the more competent members of the squad managed to grab and Kick-Start Rob before he died while another made the decision and shot the bomber. So it all turned out peachy, despite Rob's best attempts at suicide. Long Rob, rather than learn his lesson from this, was extremely pleased with his new Karma hands.
He Doesn't Have A Deathwish, He's Just Stupid
Some Ops just never learn. Nearing the end of a Black BPN offworld to destroy a Thresher training camp, the Squad are making camp in a forest while moving towards their rendezvous. During the night one of the remaining Thresher patrols found the squad and a small firefight broke out between the Ops who were on watch and some Thresher recruits. During this firefight Long Rob decided he would rather continue trying to sleep in his Dogeybone. Apparently, one of the Thresher patrol decided it would be better to snipe at the sleeping Frother than join the battle, and so he took careful aim and shot Rob in the head. The shot didn't penetrate and only did a little damage, so Rob decided to roll over and go back to sleep. This pissed the sniper off enough for him to switch to full-auto and start emptying his clip at the lazy Frother, almost killing him before the combat ended. Rob had some serious head injuries, but was stabilised. Later on, as the Kilcopter evacuation was on it's way, the squad came under attack again. This time Rob, who was Kick Murder trained, stood in the middle of the fight hurling abuse at the enemy. When some diverted their attention (and ammunition) towards him he just stood there with his arms out, waggling his hands (ie, injecting Kick Start from wrist injectors) shouting 'COME ON!' This left Rob with severe chest wounds and a low supply of KS. To top it all, and to his credit through no fault of his, the squad had to cross a minefield to reach the Kilcopter. Rob was the only one to hit any mines, and got to the Kilcpoter with his left leg badly mangled. It is testament to the combat skill of the rest of the squad (again) that Rob only had to spend three weeks in hospital and not in a coffin.
Quickest BPN cock-up yet?
It really is amazing how quickly a BPN can go tits up. This is possibly a record, which takes place during Pythagoras' ESP when the squad are issued the second BPN. The Strawberry Switchblades associate with a rather unstable Shaktar Contract Killer called Ky'teck. Ky'teck is an ex-member and has never been quite the same since he was retrieved from Cannibal Sector 3 by a LAD Kilcopter. When the Squad was issued the BPN Ky'teck took the initiative and phoned the contact (a reasonably high-ranking Shiver) who, unknown to him, had a phobia of Shaktar. As soon as he addressed her, she hung up. Ky'teck redialed and once again she hung up. He decided that at this point that going round to where she lives was a good idea (this was late at night). He approaches her flat and knocks on the door, to be greeted by the contact peering through the gap between the door and the frame. She sees the Shaktar, screams and slams the door. Ky'teck knocks again, this time with no reply. Deciding something is wrong, the Contract Killer subtly kicks the door down. This sends the contact into a hysterical, terrified frenzy and she flees into the kitchen. Ky'teck chases her. When she finds herself cornered by the Shaktar, the terrified contact draws her 603 and brings it to bear on him. Ky'teck, being a Contract Killer, easily knocks the gun out of her hand and into the sink. The contact withdraws into a foetal position and whimpers, so Ky'teck trys to speak to her again. This provokes her into hysteria again and she starts screaming. So Ky'teck Hotlines her. Just as a reminder, this is his contact and a Shiver officer. Now that she has been subdued he contacts the rest of the Squad (the players, by the way, have been in hysterics during all of this) to explain the situation. They explain the situation and eventually the contact is taken to hospital and cared back to a point where she can actually function as the contact. All before the BPN has even started. To top it all, Ky'teck now has a dangerously vocal resentment of Internal Affairs for docking him his SCL and taking most of his payment to recompense the contact for damages and trauma.