TRAVELING TO TEXAS
A quick flight by Death Head Transport takes you the the Devils Gate. The arch in St. Louis is quite the sight to see from above. The arch is a permanently open and shifting Rift. The base the CS has here surrounds the whole area. All guns pointed inward at the Rift.
Landing at the base you’re transferred to a CS Mark V and driven to the Mississippi River and transferred to a CS Navy boat.
Say one thing for the CS Navy. Say they eat well! More than a few times aboard the Naval vessel that transports your team towards Texas you question your career choice. The meals! They’re great. Not that slop the Army feeds you.
The ships crew are friendly enough but leave you Army guys alone. Only one quick battle ensues between ship and a group of under feed and under equip D-Bee mercenaries desperate enough to try taking on the CS. It’s short. No casualties to CS personal.
Arriving in the Gulf of Mexico you transfer to a CS submarine. These sailors are more gruff and less talkative. Foods still good.
Arriving off the coast of Texas the sub lifts up and floats on the water as the top hatch is opened and the subs Commander escorts your team up and stands on the top with you. A few sailors haul up some gear and start assembling a craft. The shore looks to be a few hundred feet away. (295 ft. / 90 meters).
The Commander states: ”Good luck boys. One of our subs is always in the area. You can use this raft and paddles to get ashore. Here, these are the comms details to radio us. In the event you return.”
He grins jokingly and waves bye heading back into the sub. The two sailors finish setting up four small one person rafts and look at the large Cyborg, at the waves crashing against the sub then at each other. Shrugging they head back into the sub. The hatch closes and the sub starts slowly lowering under the gulf.
GETTING ASHORE
Your scene modifiers for this post will be determined by your first roll. Pick a skill to use, Survival, Boating, etc that you use to get ashore.
- Raise: Looking good and feeling good. Another glorious day in the CS Army! +2 to Next roll. Oorah!
- Success: It’s all good. You were concerned there a moment. Major Zelhart was right, them squids are knuckleheads. No - or + to next roll.
- Failure: Swimming lessons were for the upper class and you never really wanted to be in the water. You have one fatigue for remaining scene and are at -2 to next roll.
- Critical Failure: Well damn. That didn’t go how you thought it would. Stooped Navy punks. The rest of the team had to save your bacon and get you ashore at their expensive. You are at -2 to next roll AND everyone else on team take a -1 to next roll. You didn’t die at least.
PECOS RIDERS
A half an hour inland by foot brings you close to the hidden stash that Cobra and his team have nearby. The mission map gives a little information on the town. Uvalde seems to have lucked out during the Great Cataclysm, with most of the area’s people and infrastructure spared the worst of the initial destruction. The town become the center of a network of farms, ranches, forts, homes, and businesses. In addition to the buildings at the center of town, a collage of tents, wagons, vehicles, and other portable structures encircle Uvalde. These belong to a largely transient population of raiders, including Warlord Grange and his allies who use the city as their headquarters during the winter months.
Under command of the infamous Warlord Grange, the collection of the vilest raiding groups in the Pecos Badlands are known as the Pecos Riders. The outfit earned its name from the fact the majority ride horses or other animals.
As the CS soldiers get closer to Uvalde, it’s around half a mile away. Close enough to be seen but far away enough to not be noticed by the town, sounds of excitement can be heard from close by. Several voices all talking at once until one voice barks louder than the others.
“Enough!! We split it up fair or I’ll rip your lousy heads off and pull out your spines! I don’t care who found it while taking a piss. We are a gang. Now someone get to work opening that lock so we can see what loot we have found!”
Based on your map the stash looks like it’s been found by these Pecos bandits. As your team rallies and communicates silently to decide what to do you hear a pop, zzzzzzzzzz, boom as a flare gun is fired into the night sky. The entire dry brown flatlands is illuminated and you see a lizard like D-Bee pointing out towards you all.
”Boss I knew’d I senseda sumthin! Day’s sneek’n up on uzz!”
The other louder voice turns out to belong to a very tall Wolfen wearing robes with arcane symbols on it. He bellows: ”More loot and dinner! Get ‘em!”
QUICK COMBAT
Fighting, Shooting, arcane etc. type of skills.
Modifiers:
Based on above Roll.
Players can go in whatever order they want.
Arcane types use 3d6 Power Points each round. Wait arcane types? We’re the CS! Characters with ranged weapons fire at their weapon’s standard Rate of Fire, 2d6 times. Based on your narrative.
The group “wins” if there are at least as many total successes (one for each success and raise) as there are player characters. So 6 characters means 12 etc. If you win the bandits are killed and or driven off based on your narratives. Support rolls don’t count as successes.
Less than 12 (for 6 players) Succeses and GM will post another round.
Failed rolls results in 1 wound. Critical Failure results in 1d4 wounds.
Enjoy. This weekend we arrive in New Del Rio!