
Supplemental material and materiel for players and visitors
Things here:
Campaign Timeline:
- 01 JUL 2001: Ellen, Michael, and Martina meet and agree to break into a
Longmont, Colorado, research corporation, Fusion Technologies. They are to
connect the company's supercomputer to a phone line and dial a specific number.
The patron's computer personnel will download files remotely.
- 03 JUL 2001: Using uniforms and equipment (including a commercial van) left
by a paid-off group of Merry Maids Commercial Services employees, the trio enter
the Fusion Technologies site. They wait until the lone late-working engineer
leaves for the night before starting the download. Near the end of the
download, a rival merc team of ex-KGB agents assaults the building. After a confused, violent
firefight, the trio escape the building and flee the area.
- 09 JUL 2001: The team adds a former SEAL, Jessie Wapati, to the lineup as
they plan on taking a new job. This time, they must prove that a rising star
in an Internet service company is dealing drugs to his co-workers. They start
gathering intel on their subject, and they quickly find out he's planning
another transaction during the upcoming Rockies game Saturday.
- 10 JUL 2001: Martina manages to hit on the target, Alex Trenton, while
posing as a South American exporter. Over dinner, Alex gives her a ticket to
the upcoming Saturday baseball game at nearby Coors Field. Later that evening,
the team receives an emergency call from Jimmy telling them of a new job that
just came up.
- 11 JUL 2001: The team (Martina, Ellen, Michael, and Jessie)
boards Amtrak's Southwest Chief when it stops in
Flagstaff, Arizona, on its way to Chicago, Illinois. They are to find a solid
gold Buddha statue somewhere on the eight-car train. By midnight, they managed
to locate the Buddha, identify the KGB team (the survivor of the Fusion
Technologies run-in), and engage in a firefight in the first-class passenger
car. Martina murders one of the Amtrak employees ("She saw what we look like"),
and she receives a very harsh rebuke from Ellen.
- 14 JUL 2001: The team adds John Campbel, an ex-Air Force A-10 pilot, to their
roster for the takedown of the drug gang and the incrimination of Alex Trenton.
Campbel convinces an old Air Force buddy of his to let Campbel borrow a
corporate helicopter Saturday evening to go watch the game. He provides
top cover for the operation.
Jimmy also rounds up a couple extra shooters for the op -- John O'Day and Ted
Forester. The team starts prepping for the takedown and manage to get noticed
by a mercenary team hired by the drug gang. After a messy and violent firefight
involving .50 caliber sniper rifles, 40mm grenades, H&K submachine guns, and
Martina's trusty .357 Magnum revolvers, the four members of the gangers' advanced
security team are neutralized. The team convinces the local witness, the manager
of a U-Store-Stuff storage facility, that it is an ATF takedown. Denver police,
already sensitized to the high level of lethality on the streets lately, don't
bother searching too closely, and find nothing as the team loots the U-Store-Stuff
building for illegal goods. Ellen records the actual drug deal, and the team
makes very short work of the opposition, taking them by surprise with concentrated
weapons fire. They get a bonus for showing that Alex's immediate supervisor was
involved. It was an almost painless fight -- Martina took a round in the back from
the opposition's sniper before he was neutralized by a fifty cal round.
- 17 JUL 2001: The team has a busy night. Ellen and (Kat's character) were
able to slip into the secure police wing of the Denver Hospital to give Alex
Trenton an injection of potassium. They waited long enough to make sure that
Trenton expired, then returned to The Bunker. Meanwhile, John Campbel took
Martina to rent an Army OH-58 helicopter with a blank-firing minigun from
Hollywood Rentals. (Kat's character) readily converted the minigun to chamber
and fire live 7.62mm ammunition once again, and she, Martina, and John mounted
external camera fixtures for filming the operation. With John flying top cover,
the team launched an impressive assault that netted forty bad guys dead. The
party was badly battered, though, with Ellen, (Kat's character), and the
outsource mercenary Ted Forester seriously wounded, and Martina
critically wounded by automatic weapons fire. Fortunately, Jimmy the Fixer
knew a doctor who could manage to misplace police reports of gunshot wounds, so
the team was able to get medical aid without any uncomfortable questions.
- 25 JUL 2001: While Martina and the others recover from wounds, Soup and
Jesse run a reconnaissance mission against the BATF aircraft in Loveland,
Colorado. Jesse manages to get a fairly good idea of the layout of the facility
and the personnel working there.
- 04 AUG 2001: The team is hired to "rescue a hostage from a drug cartel"
in the Bahamas. It
turns out that the "hostage" is actually the guest of honor at a bachelor's
party, and his best man was tasked with "making it memorable." The most
impressive part of the scenario was that Martina was so wrapped up with her
persona (being a James Bond fan, she convinced herself that this was like in
one of those movies) and managed to avoid killing anyone. The groom discovered
what was going on after the team had spirited him to the waiting getaway boat.
The mercs were unimpressed with the stupidity of hiring a team of pros to
perform a rescue of this nature...
- 30 AUG 2001: The team had a couple of busy weeks. They escorted an ancient
katana back to its family in Japan, thwarting a Yakuza attempt to steal the
sword from the freighter it traveled upon and earning their enmity. They also
managed to trick the BATF into raiding a crank factory that a client wanted
closed.
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Supplemental Materiel:
- Excerpt from Dick's Military Aircraft of the World about the
IA-58 Pucara close support aircraft deployed in late
July 2001 by the Bureau of Alcohol, Tobacco, and Firearms.
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House Rules
Skill Checks
Skill checks normally follow the GDW Core Rules System standard: The base
chance of success is (Skill Level + Controlling Attribute). This chance of
success on 1d20 is "Difficult". Double that sum to find the chance of making
an "Easy" skill check. Halve the sum to find the difficulty of a "Formidable"
check, and quarter it for "Impossible". A "1" always succeeds, a "20" always
fails. Occasionally, I may throw in some skill checks more akin to Cyberpunk:
roll 1d20, add skill + controlling attribute, with a target number that must
be exceeded for the skill check to succeed.
Luck
Adapted from the Dark Conspiracy variant of GDW's Core Rules System, Luck is
not used like it is in Cyberpunk (as in, "wouldn't it be lucky if..."). What
Luck allows in M2K is an attempt to re-roll a flubbed dice roll. The first
time in a session that a player wants a reroll, the player must make a
successful Easy:Luck skill check. On success, the player may reroll the
original roll. The next time a Luck roll is attempted in that session, it is
a Difficult:Luck skill check. The next time after that, it is Formidable, and
so on, until the luck roll only succeeds on a 1 on a 1d20. Luck rolls can not
alter prior luck rolls, nor can they affect someone else's roll. Only two luck
skill checks can be made on a single dice roll (fail twice, and you're stuck
with it!). Luck depends on Charisma as its controlling attribute (I guess
the designers thought that Charisma was too often slighted by players).
CQB Automatic Weapons Fire, v1.1
In close-quarters battle, I will use a different system to determine to-hits.
Instead of needing a "1" on each 1d6 rolled, the number needed is determined by
finding the ratio of (range to target)/(short range of weapon). This ratio
determines the to-hit chance as follows: 0-19%: 1-5 hits; 20-39%: 1-4 hits;
40-59%: 1-3 hits; 60-79%: 1-2 hits; 80-100%: 1 hits. Recoil and other penalties
used to reduce the number of dice thrown will instead reduce the to-hit chance
until it reaches 1/6. Once it reaches 1/6, the number of dice thrown will be
reduced.
We will try this out and
I will make adjustments as I see fit. Keep in mind that the bad guys are going
to use this same system in the future (Martina would have been toasted if it
were in play during the op at Fusion Technologies!).
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Last Updated 16 May 2000
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