Fist of the Coalition: Tales of the 17th SOG

The Fist of the Coalition (10/8 Players; Full)
GM: High Command
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Fist of the Coalition: Tales of the 17th SOG

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Fist of the Coalition: Tales of the 17th SOG

The 17th Special Operations Group, recently decoupled from their supporting role in Old Chicago, has been reassigned to a mobile command. They will be utilized as troubleshooters at the platoon and company level. They will operate with and without direct military support, as the situation demands.

Character Creation Notes:
Existing players may remake their existing characters or make new characters, as they choose. There will only be two slots available for psychics of any power. This campaign will make use of Requisition as well as all official and custom CS Gear as defined by the C.S. Armory (SWADE) on this site. This will include certain options from outside the C.S.'s normal range of manufacture. The default level of play will be Big Damn Hero*, with an additional advance that the site normally recommends.

Big Damn Hero, with the site advance will result in all characters gaining the following:
  • +2 Heroes' Journey rolls
  • +2 Advances
  • The group will be well supplied.
Choose from the following Races.
Human, Psi-Stalker, Mutie (Human Mutant), Dog Boy, or Battle Cat.

Choose from the following Iconic Frameworks.
Borg, Burster, Mind Melter, Nega-Psychic, and Zapper (both from Arcana and Mysticism).
The following Mercenaries, Adventurers, Rogues, and Scholar Packages can also emulate special trades and occupations within a military structure.
Tomorrow Legion Player’s Guide: Body-Fixer/Cyber-Doc, City Rat (good scouts), Headhunter, Merc Soldier (heavy grunts and specialists), Operator, Personal Concept Option, Power Armor Ace, Psi-Operator (especially in psychic heavy units), Robot Vehicle Ace, Rogue Scholar (Technical Advisors, Scientists, and Spies), Vagabonds, and Wilderness Scouts (Forward Observers, Scouts, and Snipers)
Empires of Humanity: RCSG Scientist, Commando, Cowboy, Gunslinger, EOD Specialists, and Intel Operative
As well, the Bounty Hunter, from the Tomorrow Legion Field Manual, the Dinosaur Hunter and Vampire Hunter from Blood and Banes, and the Psi-Slinger from Arcana and Mysticism also work well.

Standard Starting Gear
The following is the standard starting gear for characters in the C.S. military.
Money and Common Goods: 4d6 × 100 Universal Credits, and 2d4 pieces of gear of Common rarity.
CS-S2 Survival Pack: Contents equivalent to the NG-S2 Survival pack in the Tomorrow Legion Player’s Guide.
Utility Belt: Vibro-Knife, canteen, two fragmentation grenades, and two smoke grenades. See Empires of Humanity for Utility Belt.
Body Armor: Choice of CA-4 Heavy EBA or CA-1 Heavy EBA.
Ranged Weapons: Choice of a C-12 or CP-40 Laser Rifle and a C-18 Laser Pistol
Ammo: Two E-clips for each weapon.

Gear choices for Iconic Frameworks
If using a non-MARS Iconic Framework for a Coalition Soldier go with the most direct analog when translating equipment. Most pistols better than the standard equipment can be substituted for the CP-20 or CP-30. The JA-9 and JA-11 could be switched for the CV-212. Most other laser rifles can be either a C-12 or CP-40. Combination rifles like the JA-12 or NG-LG6 can be substituted with the C-14 or CP-50. The infantry rail gun of choice for the Coalition is the C-200. Some specialty weapons, like the Dinosaur Hunter’s Provider, should instead be retrapped, in this case perhaps as a Custom Anti-Material Rifle. Use the CP-30 for the Nega-Psychic. The Psi-Slinger and the Vampire Hunter get a Coalition made 9mm pistol instead of a Colt Peacemaker (or two for the Psi-Slinger). Additional Body Armor choices will be from the newer style armors. Borgs use their specific armor below. Those who would receive a vehicle by package or table roll instead receive a +2 bonus to any requisition roll for gaining, upgrading, or maintaining a vehicle.

Blank 17th SOG Sheet

Characters that served in Bear 2 gain the following:
Basic Demolition Education Course
A character who has been through this course can set pre-programmed demo charges with a Common Knowledge Roll as long as someone with Repair sets the charges up and tells the character where to place it (successful Repair roll). This bonus is removed if the character has d4 or better in Repair.
Tales of the 17th SOG
"In so far as you are concerned, I am the right arm of High Command itself. You are my Fist, be ready to strike at any moment." Major Killian Gregor, 3rd SOG Battalion, CSSD, Chi-Town.
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Mutie (Human Mutant)

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Mutie (Human Mutant)
Human mutants are quite common in the Coalition, though they are subject to as much prejudice as registered psychics. Many, in fact, are registered psychics. Whatever their gift, their mutant quirk marks them as different. Some are benign (different color hair or eyes), some are quite severe (small vestigial horns on the forehead, or a small vestigial tail). Surgery can sometimes mitigate the appearance, but they are still registered as mutants and often those surgeries leave one feeling disabled and generally out of sorts.
  • Mutant Gift: Muties gain their choice of a boost to Spirit or Vigor, or they can take Arcane Background (Psionics) or (Gifted).
  • Adaptable: Muties begin play with any Novice Edge of their choosing. They must meet its Requirements as usual.
  • Mutant: Even when accepted as members of human society they are often not welcome in the highest social circles and may have difficulty fully pursuing romantic and professional relationships. Many human communities that accept D-Bees still find human mutants off-putting, in these cases their Reaction starts at Uncooperative.
  • Mutant Quirk: All muties have some physical deformation that marks them as a mutant but otherwise doesn't truly impact their life. This can include small features (no more than an inch or two in any dimension).
Tales of the 17th SOG
"In so far as you are concerned, I am the right arm of High Command itself. You are my Fist, be ready to strike at any moment." Major Killian Gregor, 3rd SOG Battalion, CSSD, Chi-Town.
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Requisitions

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Requisitions Most Coalition soldiers have a d6 Supply that represents normal well functioning logistics. This functions the same as the Wealth die in Savage Worlds. Treat Common items (see below) as mundane and require a roll for Uncommon items. Instead of going broke soldiers who wear out their welcome with the supply officer are put in the dog house and are limited to standard and mission specific gear only until they can work their way back into someone’s good graces. Generally Requisitions Requests are for a single mission.
Modifying a soldier's standard issue gear set is done at –4 because of the extra clearances required.
Requisition resets after each mission.
Well supplied units get an additional +1 to Requisition rolls.
The Rich, Very Rich, Fame, and Famous Edges and Poverty Hindrance function like they do for Wealth. Rewards are often given after a mission well done. Alternate Rewards include permanent standard issue of a specific item, new cybernetics, upgrades to assigned vehicles, and more.
Trading Favors It requires a little creativity to beg, borrow, or steal Rare or Very Rare gear. The soldier might have to sweet talk the supply officer, get special authorization, or horse trade with another squad by Networking to obtain it. Failure means it is not assigned, promised to someone else, there is a paperwork hiccup, or the clerk doesn’t like the requesting character. Minor and Major social Hindrances can negatively modify this roll.
These exchanges require some sort of incentive for the giver. Favors, cash, and other items can be exchanged for Rare or Very Rare Gear.
Supply in the Field While in the field, each commando has a finite amount of ammunition, recharges, food, fuel, water and medicine assigned for his use. This is the same as the Supply die for requisitions, but it degrades over time. Soldiers can use their own supply to Support a squadmate. The supply die only recharges when the entire group is resupplied. See Supplies (TLFM).
Return of Gear Unless your standard gear kit is modified (which is aharder than simply getting some gear for a mission - see above), you have to return your gear after you are done with it. At the end of a mission, you will go back to just your standard issued gear (your starting gear, as well as any permanent modifications to your gear).
Cyberware The issue of Cyberware for treatment of injuries is automatic for basic cybernetic limbs, eyes, etc. If you want upgrades on healthy body parts, increase the difficulty by 1 to reflect the waivers that must be signed and approval needed. It also takes 2 days per strain to recover from the surgery. Cyberware must always be rolled for unless it is for injury.
Power Armor Power Armor is not given to anyone without the proper training (PA Jock Edge) and it is never permanently assigned without special dispensaton from Battalion Command.
Rarity of Gear Common Items
Armored Military Great Coats and Armored Cloaks (Common; EOH p. 38)
Armored Camouflage Cloaks (Reversible: Add +2 to Stealth in Urban/Ruins or Wilderness; Common; EOH p. 38)
Backpack (Common; EoH p. 37)
Blanket (Common)
Camera (digital; Common)
Canteen (Common)
Communicator (Common; TLPG 87)
Computer, Field (Common for Grade I; TLPG 87)
Crowbar (Common)
Dosimeter (Common; TLPG 87)
E-Clip, Short (x2) (Common; TLPG 98)
E-Clip, Long (x2) (Common; TLPG 98)
First Aid Kit (Common)
Flashlight (10″ beam) (Common)
Flask (ceramic) (Common)
Flint and Steel (Common)
Goggles (Common)
Grappling Hook (Common)
Grenade, High Explosive (Common; TLPG p. 101)
Grenade, Fragmentation (Common; TLPG p. 101)
Hammer (Common)
Handcuffs (or manacles; Common)
Holsters, Pistol (Common)
Holy Symbol (Wooden Crosses are Common; TLPG 88)
Infrared Distancing Binoculars (Common; TLPG 88)
Language Translator (Common; TLPG 88)
Lantern (4 hours, 4″ radius; battery or oil; Common)
Lighter (Common)
Oil (for lantern; one pint; Common)
Optics Glasses/Goggles (Common) (see below)
Magazines (for CA-115) x2
Neural Mace (Common, TLPG 99)
Quiver (holds 20 arrows/bolts; Common)
Rope, nylon (10″/20 yards; Common)
Shovel or Collapsible Entrenching Tool (Common)
Sleeping bag (Winterized; Common)
Shotgun Speedloader with shotgun rounds of choice. x2
Tool Kit (Common)
Vibro-Axe (Common; See above)
Vibro-Knife (Common; TLPG p. 99)
Vibro-Short Sword (Common; TLPG p. 99)
Vibro-Long Sword (Common; TLPG p. 99)
Whistle (Common)
Whetstone (Common)
Cyberware: Bionic Strength Augmentation
Cyberware: Bio-Systems
Cyberware: Core Electronics Package
Cyberware: Cybernetic Prosthetics
Cyberware: Cyber-Wired Reflexes
Cyberware: Synthetic Organ Replacement

Uncommon Items
Computer, Field (Uncommon for Grade II; TLPG 87)
Electro-Adhesive Pads (Uncommon; TLFM p. 15)
Field Repair Kit (Uncommon, TLPG 88)
Grenade, Armor Piercing (Uncommon; TLPG p. 101)
Grenade, Plasma (Uncommon; TLPG p. 101)
Handcuffs, M.D.C. (or manacles; Uncommon; TLFM p. 16)
Holo-Display Communicator (Uncommon; TLPG 88)
Impact Hammer (Uncommon; TLPG 99)
Impact Maul (Uncommon; TLPG 99)
IRMSS—Internal Robot Medical Surgeon System (Uncommon; TLPG 88)
Eagle Jet Pack (Electric Engine; Uncommon; CS Manufactured; TLPG 89)
Laser Torch (Uncommon; TLPG 100; CS Manufactured)
Lock Pick Set (Uncommon)
Multi-Optics Helmet (Uncommon; TLPG 88)
Multi-Optics Scope (Uncommon; TLPG 88)
Silencer (Uncommon; EoH p. 37)
Silver-Plated Melee Weapon (Uncommon; B&B p. 39)
Silver Ballistic Ammo (Uncommon; B&B p. 39; issued one magazine or ten rounds at a time)
Trauma Kit (Uncommon; TLPG 88)
Vibro-Greatsword (Uncommon; TLPG p. 99)
Vibro-Vambraces (Uncommon; TLPG p. 99) - Common for Dogboys and Psi-stalkers
Cyberware: Adrenal System
Cyberware: Armor Plating
Cyberware: Audio Package
Cyberware: Climbing Package
Cyberware: Internal Life Support
Cyberware: Leg Upgrades
Cyberware: Reinforced Frame
Cyberware: Targeting Eye
[b]Power Armor[/b]: PA-06A SAMAS
[b]Power Armor[/b]: PA-07A Smiling Jack SAMAS
[b]Power Armor[/b]: PA-100 Mauler
Uncommon for Commando Soldiers (CS Army Commandos, CS Navy RLT, Ranger Corps, Scouts, etc)

Cyberware: Aquatic Mode Upgrade
Cyberware: Booster Jets
Cyberware: Lockpick Fingers
Cyberware: Wilderness Scout Package
[b]Power Armor[/b]: Super SAMAS

Uncommon for Covert Ops Soldiers (infiltration, disguise, intelligence, etc)

Cyberware: Cyber-Disguise, Basic
Cyberware: Language Translator
Cyberware: Lockpick Fingers
Cyberware: Secret Compartment

Uncommon for Technical Soldiers (Repair, Communications, etc)
Cyberware: Environmental Sensors
Cyberware: Expanded Detection and Security Array.
Cyberware: Language Translator
Cyberware: Optics Package
Cyberware: Signal Booster
Cyberware: Ultimate Walking Tool Kit Package
Cyberware: Vehicle Interface Package

Rare Items
Bio-Analysis Kit (Rare; TLPG 87)
Holy Symbol (Silver Crosses are Rare; TLPG 88)
Falcon Jet Pack (Nuclear Engine; Uncommon; CS Manufactured; TLPG 87)
Lock Pick Release Gun (Rare; TLFM p. 16)
Psi-Damper Helmet (Rare; EoH p. 37)
Rocket Boots (Rare; TLFM p. 16)
Silver-Plated VibroWeapon (Rare; B&B p. 39)
Silver-Plated Power Armor Spikes, Fists, Elbows, or Knees (Rare; B&B p. 39)
Cyberware: Chemical Spray
Cyberware: Cyber-Disguise, Basic
Cyberware: Embedded Combat Coding
Cyberware: Environmental Sensors
Cyberware: Expanded Detection and Security Array.
Cyberware: Hand-to-Hand Reaction Wiring
Cyberware: Language Translator
Cyberware: Lockpick Fingers
Cyberware: Nano-Repair System
Cyberware: Optics Package
Cyberware: Range Data System
Cyberware: Secret Compartment
Cyberware: Signal Booster
Cyberware: Ultimate Walking Tool Kit Package
Cyberware: Vehicle Interface Package
Cyberware: Wilderness Scout Package
[b]Power Armor[/b]: PA-200 Terror Trooper
[b]Power Armor[/b]: PA-09A Super SAMAS
[b]Power Armor[/b]: PA-10A Sea SAMAS
Rare for Commando Soldiers (CS Army Commandos, CS Navy RLT, Ranger Corps, Scouts, etc)

[b]Power Armor[/b]: Striker SAMAS
[b]Power Armor[/b]: Glitter Boy Killer
Uncommon for Covert Ops Soldiers (infiltration, disguise, intelligence, etc)
Cyberware: Cyber-Disguise, Improved
Rare for Medical Soldiers (Combat Medics, Doctors, RCSG, etc)
Cyberware: Medical Suite

Very Rare Items
MAG-5 Jet Pack (Very Rare; EOH p.184)
Psi-Scanner Wand (Very Rare; EoH p. 37)
Silver Railgun Ammunition (Rare; B&B p. 39)
Cyberware: Cyber-Disguise, Improved
Cyberware: Extendable Hydraulic Arms
Cyberware: Extra Set of Arms
Cyberware: Jet Pack
Cyberware: Medical Suite
Cyberware: Nuclear Power Cell
Cyberware: Psi-Dampers
[b]Power Armor[/b]: PA-08A Striker SAMAS
[b]Power Armor[/b]: PA-300 Glitter Boy Killer
[b]Power Armor[/b]: PA-101 Death Wing Flying Wing and Power Armor (considered obselete, Flying Wings are now used mostly by juicers)

Coalition Munitions Optics Glasses/Goggles:
Image
Popular with scouts, dogboys, psi-stalkers, and others who prefer not to always wear their helmets, these glasses provide all of the optical benefits of a Multi-Optic Helmet without the helmet's protection. Often used with a helmet sans its face pate.
Copy this to your Gear Sheet

Code: Select all

[b]Coalition Munitions Optics Glasses[/b]: 
[img]http://explorersunlimited.com/images/upload/2018/01/06/20180106043350-b074b891.png[/img]
[size=85]Popular with scouts, dogboys, psi-stalkers, and others who prefer not to always wear their helmets, these glasses provide all of the optical benefits of a [url=https://savagerifts.com/sr/viewtopic.php?f=21&t=4428&p=60306#p60306]Multi-Optic Helmet[/url] without the helmet's protection. Often used with a helmet sans its face pate.  (1 lb)[/size]
Tales of the 17th SOG
"In so far as you are concerned, I am the right arm of High Command itself. You are my Fist, be ready to strike at any moment." Major Killian Gregor, 3rd SOG Battalion, CSSD, Chi-Town.
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High Command
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New and Modified Edges

Post by High Command »

Close Quarters Battle [Combat] [Originally from Titan Effect p. 24]
Requirements: Seasoned, Fighting d6+, Shooting d8+
Constant drills in close combat battle (CQB), plus the experience of getting it wrong, have made you deadly in close confines.
Skilled at maneuvering the long barrel of your weapon, you can fire into melee combat with a submachine gun, rifle, or shotgun. Otherwise, this follows the rules for using Ranged Weapons in Melee and Firing into Melee (see Situational Rules in Savage Worlds).

Improved Close Quarters Battle [Combat] [Originally from Titan Effect p. 24]
Requirements: Veteran, Close Combat Battle
True masters of CQB, these specialists avoid almost all friendly fire in close combat.
The Innocent Bystander rule only applies if the character rolls a critical failure when Firing into Melee (see Savage Worlds). He also gets a +1 to Shooting when engaged in CQB.

Manufacturer Specialization [Professional]
Requirements: Seasoned, Repair d8+
Choose one Specific Manufacturer of Goods (see Manufacturer Modifiers in Empires of Humanity). Having completed specialized training, you gain a +1 to Common Knowledge, Electronics, Hacking, or Repair attempts on that specific manufacturer's technology. Examples: Technology and gear from the Coalition States, Northern Gun, Triax, Titan Robotics, Bandito Arms (Black Market), and Laser Weapons, Computers, and Communications Gear from Wilk’s Laser Industries.

Expert Grenadier [Professional]
Requirements: Seasoned, Marksman, Shooting d8+
You are very experienced with grenade launchers and use them with startling accuracy. Munitions launched from a Grenade Launcher deviate half as much as normal (see Savage Worlds). In addition, on a raise, all those hit by your grenades become Distracted.

Rich and Very Rich: Because of the lack of money in equipping a CS character, this instead modifies the types of gear you can get with your additional items (see starting gear). If you are rich, you can instead get 2d4 Common and/or Uncommon items in any combination. If you are Very Rich, you can get 2d4+1 Common, Uncommon, and/or Rare items in any combination. These edges still offer the Hero's Journey table rolls as normal. If a table roll offers you a vehicle, you instead get a +2 bonus to requisition vehicles or items and/or upgrades for vehicles.

Minor Item Creation and Major Item Creation: These edges are both available to Weird Scientists and Psychics with the right skills. Use Science instead of Occult. The C.S. does not use extra-dimensional forces, but the upper extents of Science.
Tales of the 17th SOG
"In so far as you are concerned, I am the right arm of High Command itself. You are my Fist, be ready to strike at any moment." Major Killian Gregor, 3rd SOG Battalion, CSSD, Chi-Town.
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