Category Archives: Civilian

In The Dark of Night – I-CA Startup Game

Beginning I-CA characters are teleported from Earth to the outskirts of Gadios but teleported to a colony that is being constructed. The colony is starting a food supply in an agri hex but they will be dependent on the teleporter for months. They also have work of gathering materials for construction projects and are trying to get Hosent up and running for manufacturing. To do all this they need a civilian leader, the India faction of the group has insisted on a democratically elected governor for the settlement to coordinate the projects. There are slightly less than four thousand settlers and some Scimrahn. There are two platoons assigned to the camp.

Background

The colony is brand new and is only a tent city. There is razor wire strung along the perimeter to keep out animals. The whole setup is very basic and the colonists are making improvements every day. The lights are cycled on and off for day and night.

Give the characters appropriate responsibilities as they arrive. If the players are footsoldiers or pilots they could be stationed as police and guards etc. Scouts could be sent out to survey the local area or look for Hosent that may have parts they need. Scientists and Engineers may be employed in the agriculture or the manufacturing process. Comm Officers can be busy coordinating the garrison. However don’t spend a lot of time discussing the particulars of their jobs, they are mundane. If a player wants to get into their daily tasks describe them and then repeat it every day.

While the players are doing their jobs they hear of the heated election between four factions in the colony from casual gossip. Give them a little information at a time and let them ask for more. The India faction is united around one candidate named Daruka and so is the China faction on their candidate named Geming. These are the two major factions but it seems that the Indian candidate will win as there are more colonist from India in this settlement. There is also a coalition faction from the arab countries and a very small Korean faction that may just end up supporting the China faction but they are split on a few issues that they are holding out on. If the Korean faction joins the Chinese faction the race will be very close.

The election is to be held in two weeks. The players will have little to do with it other than learn about it, so don’t spend a lot of time on it after they get the basic idea.

Scene 1 – An Abduction

The action starts when Daruka and his wife go missing. The players are new so they wouldn’t likely be heading the investigation but they should be involved in it. Scientists and medics are especially useful at this stage.

Daruka’s tent shows obvious signs of struggle there are even small drops of blood found around the tent. If the players make a Int roll they will see that two bodies (obviously Daruka and his wife) were dragged away. Tracking is very difficult because of all the people that have gathered around the tent already and so any attempt at tracking gets a 80% Impairment. If the player does make the roll they can follow the drag marks toward the edge of the settlement but the marks are quickly erased as they go along a heavily walked path at the perimeter of the settlement.

The India faction immediately blames the China faction for Daruka’s disappearance and hostility becomes very high. If there are footsoldier players, they will be called in to police the settlers and might have to break up fights in the streets.

Scene 2 – Chaos Spreads

Over the next few nights there are more people taken from the camp in the same way. Most are Indian but some are Chinese. Two are taken each night for the first two nights. The GM can break up the ethnicity of the victims as is desired. The players should have the same chance for tracking with each victim.

If one of the players is an Engineer or has Structural Recognition they have a chance to notice that the razor wire perimeter has been modified so that it can be opened and closed by simply pushing on a section of it. A Int roll with a 40% Impairment will notice some blood by the razor wire here and a simple Intuition roll will notice wheelbarrow traffic away from the camp.

The players can now either repair the fence, follow the wheelbarrow tracks or set up a stake out to watch the fence. They may also come up with any number of other courses of action.

If they repair the fence or set up a stake out, the abductions happen in a different section of camp. On investigation they find the fence altered similarly.

If they follow the wheelbarrow tracks they find a pile of human manure around the corner of a small doorway just out of sight of the camp. If the players investigate by waiting by the pile they will find that a chinese colonist has been hauling manure from the latrines here. He knows about the break in the fence and says that there are many of them that the colonist made to more easily move in and out of the camp. He says he has noticed that some of the fences were opened in the mornings and just assumed someone was sloppy about closing them.

In the meantime the camp is erupting into chaos and policing work is becoming more and more difficult. Violence is becoming worse and worse as retribution killings start to take place on the third day. However the colonist organize their own armed garrisons and begin guarding at night. There are accusations that the military are trying to influence the elections.

Scene 3 – Monsters!

On the fourth night, an Egyptian man is found crying out in the street, bloody and badly injured. He is babbling about some kind of monsters that got into his tent and dragged him away. He is badly wounded in his head arms and legs by some kind of animal bites. A scientist with a biology roll will be able to find that the teeth marks are from an animal that is about the size of a dog but the teeth marks are more like that of a sharks teeth. The head wounds are likely why the previous victims did not cry out at night. The animal makes a killing bite crushing the skull and then drags the victim off. If the players consult a knowledgeable Scimrahn in the camp, he will name the animal as Seeter. Only reveal this if the players ask for the help of the Scimrahn.

At this point a scout arrives and reports that he is seeing movement all over in the next hex but he his having difficulty seeing what it is. If they players go out in vehicles to investigate they will find hundreds of Seeters moving toward the camp. The hex is a dark Residential Hex. They are spread out in and around the buildings and some of them are in adjoining hexes. This is a Seeter migration to their nesting grounds they spread out to better find food. The group is far larger than the average swarm as many swarms have joined together on the trip. There are near two thousand Seeter. The last few nights have only been the advanced scouts. At the sight or sound of a vehicle they will hide in buildings if they are nearby. The players should have plenty of chances to kill a few Seeter here and there but soon realize they are very close to the settlement already.

Not all the colonist are in the razor wire perimeter. Many are out farming and many are working on Hosent. If the players spend too much time killing Seeter these will be the first to be attacked without warning and there will be many casualties. It’s up to the GM to decide wether or not to warn the players of this or let them make the mistake of taking too much time before reporting back.

If the Seeters get to the camp en mass they will frenzy and charge the fence. Many will get stuck in the razor wire but more will charge over them and into the camp. The colonists should actually be able to make a stand against the Seeter inside the fence since they have already started a garrison.

Evacuating the colonist by teleporter is not an option as it is too slow.

It may be useful to the GM to have infantry rules for the Seeter and the colonists or the GM can play it by ear. There are no starting Agility modifiers for either the Colonists or the Seeter so start their Modifier Hits/Act at zero. Tracer rounds are distributed to the platoons. If the players help out the colonists by giving them help picking targets and coordinating them the group of one hundred the player is helping gets modifiers based on the player’s rolls. The player character rolls to hit normally and the Fraction Column is noted as this will decide the bonus to the colonists. Then the player makes a Charisma roll plus their Command skill if the character has it. If the Command roll passes, then follow the chart below for a Modifier Hits/Act for the colonists.

Fail Full 1/2 1/4 1/8
-15 +10 +15 +20 +30

Colonists
Nearly 60% of the colonists are capable of fighting. That leaves 2400 Colonists to fight and two I-CA Platoons.

Colonists 24 groups of 100
Psy 20
AR 0
HP 1000
Act 100
Speed 5 Km/h

Act/Turn Weapon
100/Turn Shotgun

Shotgun
Modifier Hits/Act
+80 1/1
+20:+70 1/2
+10 1/3
0 1/4
-10 1/5
-20 0

Seeter 40 groups of 50

50 Seeter
Psy 30
AR 0
HP 450
Act 200
Speed 20 Km/h

Act/Turn Weapon
50/Turn Bite
150/Turn Claw

Claw or Bite
Modifier Hits/Act
+60 1/1
+50:0 1/2
-10 1/3
-20 1/4
-30 0

Vehicles like tanks and E-suits have mixed effectiveness because the Seeter are spread over a wide area. Each artillery attack from these vehicles will kill 1D10 Seeters.

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The Armored Car

We’re in place to move on a Kelrath armored AG transport. Our informant says it is carrying a chemical agent capable of effecting Chezbah. I want twice my normal salary for this find, I’m about to spend a lot to crack this open and I want to be compensated. There’s also the hazard of transporting this stuff. I’m told it’s really nasty stuff. You know I’m not squeamish about this kind of thing but I’m told that if the smallest amount of the agent gets in the air, it’s all over.

We’re tailing the armored car for now. I’ll be able to make contact again in four hours. I need a yes or no if the usual buyers are interested or I’m scrubbing. These guys are twitchy. I think the leader is from the Rugen school so I don’t have long before he out maneuvers me.

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Report regarding”strange behavior”of native Fauna on the Artifact.

…”In a strange twist of events immediately following the attack of the 236 recon platoon, with which we are imbedded, by these so called “Chesbah hounds”, many of us were shocked to see the behavior that followed. It seemed despite the loss of nearly 20 of their numbers, the surviving hounds seemed completely overcome by curiosity! We were even able to capture images of such strange behavior… well take for example; one private found an injured hound trying to unlock the combination lock on his trunk. What’s stranger still is that the trunk had already been broken open. We found another seemingly uninjured creature opening and closing the door on one of the transports, utterly terrifying the driver of the vehicle for more than an hour.It truly seems that just what we do encounter is just as alien to us as we are to them…”Kirt Axelburg, AP(Associated Press)

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Mr. Abraham

Mr. AbrahamIt is my sad duty to inform you that your son passed away June 23 2086. He was murdered by Kelrath forces. His bodyguard failed to protect him and we are investigating the situation. The bodyguard, Mr O’Riley claims that they were ambushed and he was unable to save your son, he was able to save himself. ASO troops have taken him into custody and he is being transported to Gadios where he can be interrogated by civilian authorities. You have my condolences sir. We will do everything we can to ensure that justice is done for your son.Maximilian Larson

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Hello Mr and Ms Flores,

Hello Mr and Ms Flores,I’m afraid I have the one to be the bearer of bad news. Your son was sent on a mission to protect a certain Scimrahn Tribe. On December 30th, at precisely 16:43 we lost contact with the platoon your son was in. For the next 8 hours transmissions were sent with no response. At precisely 2:21 rescue’s teams were scrambled to their last known position. They found nothing. After more extensive searching, the platoon’s bodies were found… We suspect that an ambush of at least fifty to a hundred “Chezbah hounds” attacked, very deadly beasts, we deal with them quite a bit, and we have indeed lost a lot of men to them. There… I’m afraid there’s not much of the corpse we can salvage. The Artifact Study Organization, shall pay for all of the funeral needs. I give you my deepest condolences for your son’s loss, please remember, its a risk every man takes, when stepping in to this… “New Eden”.-We all due respect, Jim Packer

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Dear Mom and Dad

Dear Mom and Dad,

Sorry I haven’t written in a few months. I’m doing fine. My company was sent to defend a Scimrahn village, the Enepid tribe, that was making combat E-Suits for us. We were attacked by a small Chezbah force. The Scimrahn said they had to leave, the Chezbah would be back, so they packed up and headed out. We teleported back to base.

Mom, I met a girl, her name is Neah. I don’t know if I’ll ever get to see her again because she was from the Scimrahn village. Neah said she couldn’t tell me where she was going because it would put us in danger. The Chezbah would try to get us to tell them where they went, so the Scimrahn never say where they are going. I wanted to have her teleport out with us but the Lieutenant wouldn’t allow it so she told me that she would meet me in three months at Gadios. At least I think she did, I’ve learned a little of how to speak their language but it’s not easy.

I’ll try to write more often.

Love,

Eric.

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Hey Mom and Dad!

Hey Mom and Dad!It’s only been two weeks since we were deployed but it feels like forever! I know they show stuff about this planet on the news all the time but let me tell you, being here is so weird! We drive around on patrols for hours and hours. There is so much space here! It’s a vast wilderness! There is no night or day. That takes a lot of getting used to, it’s sometimes hard to get enough sleep but the medics are doing a good job taking care of us.I’ve met a bunch of the aliens! They don’t speak English, so I couldn’t really talk to them other than pointing at things. I got to fire one of their lasers! That was pretty cool! I cut a beer bottle in half with it. Actually there wasn’t much left of it, most of it melted.My Platoon has got some great guys in it. After we’re done with patrols we hang out and tell stories about all the things we’re seeing. Some of the stuff here is crazy! One of my patrols went into a place that was full of these building sized robots. They don’t really do much but we could hear them moving around in their shells. We dared a guy to go in one of them but he wouldn’t do it. I wasn’t about to either! There are these crazy pyramid mountains in another area. The freaky part is some hang from the ceiling. Driving under them is scary but they say they’ve been up there for thousands of years so they aren’t going to fall any time soon.Tell Amy that her big brother is waiting for her to enlist so he can show her around. It’ll be great to see her here.Miss you,Eric.

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