No one bothers the unmarked vehicle as it passes through the airlanes. Those interested find it has all the highest authorizations needed.
Not a single surveillance camera manages to catch it's passage-a convenient timing of mechanical error, no doubt.
...
Clair rides quietly, contracting on purging the malicious code in her system.
Will Save (2)+5+1=8 vs dc 11
Will Save (9)+5+1=15 vs dc 11Clair/-10% Energy
Gained Trait: Type E Virus Resistance/+1 to Willpower rolls against VirusesThough it's a bit of a struggle, the Virus is eventually resolved. The Rebels are going to pay for that one...
...
When the transport settles her down some distance outside the Hydroponics domes, on a nearby deserted street, she receives another burst message from Blair.
"Clair. I feel you close. Don't respond-they know I'm here, trying to triangulate my position. Main approach up the street is heavily mined-suggest you go around. They're emplacing vehicles, and heavy guns at the moment, but are pretty lax-watching for threats. I think they're trying to fortify the domes and hold the cities food production hostage. I'm hiding in the uh...Turnip fields, in the Northwest sector of the farm. Get to me quietly, or we'll be forced to blast our way to each other. I've got a plan, though, you'll really like it...
Also, Turnips taste horrible, turns out."And she receives another message in rapid succession.
~Clair, this is Yen
Suggest caution. There's at least fifty Rebel Operatives in the area, and one combat Oid of unspecified designation leading the attack. We're marshaling reinforcements, but by the time they get there this place will be a killing zone. Eliminating the leader, or causing significant disruption to their plan will allow us time to dig them out with conventional forces, minimizing losses.
It goes without saying, they're probably going to target the important systems of the farms first-primarily the water tanks, where an applied poison could contaminate the entire field, or the atmosphere purifiers, which could heavily damage them. If Paradisum loses the early winter harvest, the results will be dire-physically, and economically.
Use your best Judgement.
And Clair, don't get killed. We're going to need you.
...
Striker, Fox and Riu are also quiet, but for different reasons. They know what they're about do is going to make them heroes to some-traitors to others. They know after today, they won't be able to sit on the sidelines and watch. They'll be in the middle of it, fighting for their lives.
...
The Driver hovers high over Zone 19. Smoke rises from squat, darkened buildings, where the Hound squad seems to have caused extensive damage, seemingly randomly-even at they watch, there's a tremendous exchange of firepower from down the street-and a small figure fleeing the scene. Whilst another falls to the ground.
He turns to you, the triple lights in his rectangular head beeping steadily.
"Hey, suppose you lot can fly, hey. You might want to get down there the rest of the way yourselves. When you're done, I'll swing around and pick you up after I drop off your friend, alright?"Needless to say, there's no time to waste on words. Fox and Striker leap from the transport, jetting toward Septima's beacon-Riu riding on Strikers back, her arms locked on a flightbar-for Striker was designed to carry at least one Oid in such a manner. As they descend, utter silence reigns.
They receives a message as they spot Septima...
((Read rest below))
[IIIIIIIIII]Status: Optimal
Element: FIRE
Energy Level: 130%/150%
~
Defense: 22
Attack: 12
Armor: 1
Firepower: 2
~
Reflexes: 1
Willpower: 1
Endurance: 1
~
FIO: None
CHIP: Lv.1 Targeting Array (+2 Attack), Lv. 1 Firepower Enhancement (+1 FP), Fit and Sleek V.1 (+5 Athletics/Social Skill),
SKL: Athletics +5, Social +5
TRT: Comely (Double Social Rolls vs Gullible Males), Fireproofing (+2 Armor vs FIRE attacks, unless in ICE element), Fresh Combat Oid (+1 FP), Type E Virus Resistance/+1 to Willpower rolls against Viruses
~
Equipped:
Lv.1 Titanium Twin Retractable Claws/1d2 Element Melee
Traits: Double Hits, Armor Piercer, Unlimited Upgrade Slots
Inventory:
2500 SIL
P-Def Battle Rifle (+1d3 damage, Ranged Standard)
Traits: Equippable, No Firepower Bonus, two Upgrade Slots (Empty)
Caeltech Light Combat Armor (+1 Armor, +12 Def)
Traits: Equippable, one Upgrade Slot (Empty)
Written Cyberspace Address (The Grey Contact Point)
---
Meanwhile...Septima feel the familiar metallic clank in her bones (though she has no bones), as her legs extend small energy rods into the ground around her-and anti-inertial systems temporarily boost themselves for the incoming plasma shot. It leaves her terribly vulnerable-nearly immobile-but, it's a hell of kick. As long as she doesn't miss. Slowly, energy motes are drawn into the front of the cannon-a byproduct of something like an electric laser painter, it's targeting beam visible only to her. She need only acquire a target...
Maybe once upon a time, she'd have been able to perform the locking and firing action in 4.0 seconds flat-Coppola would have designed her for no less precision-but as the years and damage has piled up, her firing time has slipped. To a Human, .6 seconds isn't much to worry about. The fact Septima now takes 4.6 seconds to fire at best greatly worries her. Oids are designed to be extremely long lived, and their feelings of mortality are delayed...yet, nevertheless inevitable.
Still, she practices every day. Constant tune-ups, tinkering and experimentation. One day Septima might hope to pull off a 4 second shot once more...just one, before she retires...one taste, of the old times, and then sleep.
...
Echo is a coward and a bully-sadly, by her nature-but not a fool. Spotting the Junk-Mechoid who has said all those hurtful things immobile, charging some sort of device, she does what her kind usually does.
She strikes out in a blind rage, emboldened by her enemies temporary weakness.
Round 2
Echo Attack
(10)+12=22 vs Septima's Defense 21-10=11 (HR penalty) *Autohit*
Damage 1d3x2+1-3=2
Septima's Attack
(11)+10=21 vs Echo Defense 21 *Hit!*
Damage 1d10+1=9A spray of cluster missiles scatters around Septima-a storm of fire and fury, battering her old bones with fresh new scars. But she doesn't flinch...she's been in the eye of the storm many times before.
Septima/-20% EnergyShe's noticed her enemy tends to hang around after firing a volley-stupid, of course-either because her sensors can't pierce the dust and rubble debris of her shot, or more likely, she's looking for a corpse to gloat over. Septima has known many bloodthirsty types in her times...
Instead of finding a body, this time Echo receives the full brunt of a plasma cannon in her faux-feathered chest as soon as the smoke clear-a direct hit. The heavy shot of purple plasma energy punches up...and out, passing through her entirely and slamming some distance away into the stone ceiling. They'll be feeling that in the floors of the Zone 18, for sure. Septima does not watch as Echo spins and plummets to the ground, screeching even louder than before-sparks jumping from her chassis, liquid electike soldering the ground around her as it flows out very much like blood.
Septima is already on the move, down the alleys. She can sense if Echoes allies weren't coming before, they surely are now. At the very least, she has distracted them from their 'sport'.
...
Septima is scanning the street ahead, taking cover behind a heavy dumpster when she receives a comm on her HUD.
At the same time, she looks up-out of the sky...an animoid and the Eleoid who she recognizes as Striker, carrying a Humoid on his back. Reinforcements. Perhaps she allows herself a small smile.
~Septima
I thought you might appreciate some assistance with the HOUNDS.
Some additional information.
Don't worry about official response. After this over, noones going to be eager to have this debacle see the light of day. Feel free to deal with the HOUNDs however you deem necessary-they need a lesson in manners.
Though, you might consider a new place to live afterwards. The non-Official response is something we can't control.
Encoding the ID's of the Four-Man Hound Squad operating in your area, now. Good hunting.
1. Squad Leader
Name: Captain Andrake
Design: Animoid (Serpent)
Element: Venom (Advantage against Forest, Disadvantage against Elec)
Spec: Andrake is deceptively quick and agile, difficult to strike with ranged weapons. Thin, flexible chassis is likely resistant to explosive force-though not direct damage. Offenses tend toward the ranged-molecular venom ejectors in roof of mouth capable of great damage, and area denial. Melee weapons likely highly effective, unit has little heavy armoring overall. Serves a linking function among squad mates, but combat calculations suggest he's a poor tactician, more interested in personal survival or hounding glory.
Addm: Risen to Hound Squad Leadership by 'confirmed kills' of at least 52. Number likely overrated-many incidents sketchy and unconfirmed. The Grey speculates this unit is inflicted with narcissistic sociopathy, creating massacres to satisfy need for personal advancement. Unless a diplomatic resolution is reached, suggest complete termination of Unit, if possible.
2. Defender
Name: RDA 'Siya'
Design: Humoid
Element: Standard
Spec: A melee specialized Humoid with extensive skill in martial arts and close combat. Combat results indicate a strong will to survive and a robust frame. Serves as a front line fighter in the squad. Oddly selfless, considering her squadmates. Recently augmented with low power internalized energy shields.
Addm: Little information available. Recent transfer to Squad-previous operational history indicates long periods of combat with little rest. Siya is an early version RIU model, a Remembrance Designation Allocate-a 'friendly' combat unit, albeit, with none of the personal quirks that made the future models so popular. Possible trauma+related incident involving previous loss of Squad in deep combat against Rebel ambush.
3. Fire Support/Artillery
Name: Echo
Design: Animoid
Element: Standard
Spec: A harpy Animoid designed for aerial fire support. Uses an antiquated system of fire and reload rockets in wing system-unit is likely vulnerable when reloading ammunition.
Addm: Recently constructed and pressed into Hound combat. Observed behavior indicates invasive mental flaws-cowardice, unguarded emotions, mental tics and baseless hostility. Unknown if product of deliberate design or unfortunate product of times.
4. Marksman/Recon
Name: Davtree Johnson
~Human
Spec: Johnson is a noticeably still human Hound-Sniper. Reflexes extremely high for an unaugment. 13 confirmed single shot kills. Do not underestimate.
Addm: Davtree is a relatively young soldier-service history indicates service fighting experience rebels in the twisted forest. Striking of officers and time in stockade higher than average suggest drinking and anger issues. Recent actions regarding the shooting of non-combat Oid units suggest Davtree holds little value for machine based lifeforms, regardless of his other beliefs. If this is the case, demotion (for the previous shooting) and reassignment to service under an Oid squad leader have likely led to further frustration and further anger
[IIIIIIIIII]Status: Optimal
Element: STANDARD
Energy Level: 180%/200%
~
Defense: 21
Attack: 10
Armor: 3
Firepower: 1
~
Reflexes: 0
Willpower: 2
Endurance: 3
~
FIO: None
CHIP: Coppola Defense Matrix (+1 Def), Eternal Battle V.1 (+5 Athletics, +1 Endurance), Lv. 1 Firepower Enhancement (+1 FP)
SKL: +5 Athletics, +5 Lore, +5 Tactics, +5 Engineering
TRT: Clanker (-5 to All Subterfuge checks that rely on moving quietly), Reinforced Skeleton (+1 Armor), Old Hand (+5 Lore, Tactics, Engineering)
~
Equipped:
LV. 1 Coppola Heavy Plasma Cannon (Gatling Mode 2d4 Ranged, Power Shot 1d10 Ranged)
Traits/Heatbased, Variable Fire, Massive Recoil, Vulnerable to crits, Unlimited Upgrade Slots
Heat 50%
[IIIIIIIIII]LV. 1 Coppola Omnitool (Buzzsaw/Drill 1 Melee Standard, Welding Torch 1 Melee Fire, Flashlight/Laser Stun chance, Bottle opener one hit kill vs cans and bottles )
Traits/Variable Fire, Unlimited Upgrade Slots
Inventory:
2500 SIL
P-Def Battle Rifle (+1d3 damage, Ranged Standard)
Traits/Equippable, No Firepower Bonus, two Upgrade Slots (Empty)
Caeltech Standard Combat Armor (+2 Armor, +10 Def)
Traits/Equippable, one Upgrade Slot (Empty)
Heroic Cloak (
)
Written Cyberspace Address (The Grey Contact Point)
[IIIIIIIIII]Status: Optimal
Element: ICE
Energy Level: 120%/150%
~
Defense: 10
Attack: 10
Armor: 2
Firepower: 0
~
Reflexes: 1
Willpower: 1
Endurance: 1
~
FIO: None
CHIP: Personality Chip/Daughter (+10 Social), Adventurer-kit V.1 (+5 Perception and Athletics)
SKL: +10 Social, +10 Perception, +5 Athletics
TRT: Deep Scanner (+5 Perception, Can identity a wide variety of objects and materials, providing information), Critical Target Scan (Against fully scanned targets, you+allies gain critical hit range increased by 1, Upgradeable ability), Downloaded Personality (Inactive), Polar Explorer (Immune to cold weather/climate and no penalty in icy terrain), Well Fed (For 24 hours, you regenerate 10% of your Energy every 10 minutes~Equiv to 10 turns when not traveling)
~
Equipped:
Inventory:
4500 SIL
P-Def Eightshot Revolver (1d3-1 Ranged Standard)
Traits: Equippable, No Firepower Bonus, Concealable, two Upgrade Slots (Empty)
Pretty Dress (+1 to Social Skill) *OBLITERATED* D:
OMLOM's Hardrive ((A small black crystal chip containing the complete personality-if not the soul-of an old Mechoid, one who was manipulated into assisting the terrorist attack on the Arclite Industrial Park. This chip is currently infected with a dangerous virus.))
Surveillance Disc (Unread)
Written Cyberspace Address (Unvisited)
[IIIIIIIIII]Status: Optimal
Element: WIND or FRST
Energy Level: 90%/100%
~
Defense: 24
Attack: 10
Armor: 1
Firepower: 0
~
Reflexes: 3
Willpower: 0
Endurance: 2
~
FIO: None
CHIP: Fit and Sleek V.1 (+5 Athletics/Social Skill), Shadowhawk V.1 (+5 Piloting, +5 Subterfuge)
SKL: Athletics +10, Subterfuge +10, Social +5, Perception +5, Piloting +5
TRT: Forest Dweller (+5 Athletics, Double Athletics and Subterfuge Rolls in Forests), Small and Quick (+1 Reflexes and +2 Defense), Sensor Suite (+5 Perception), Aerial (Capable of sustained flight), Rugged Animoid (Resistant to negative weather/climate effects), Type E Virus Resistance/+1 to Willpower rolls against Viruses
~
Equipped:
Lv. 1 Ceramic Foxhide Armor (+12 Defense, +1 Armor, +5 Subterfuge Checks)
Traits/Cannot be removed, Unlimited Upgrade Slots
Lv.1 Small Ionic Tail Laser (1d2 Element Ranged)
Traits/Cannot be removed, Unlimited Upgrade Slots
Lv. 1 Titanium Tail Blades (1d4 Element Melee)
Traits/Cannot be removed, Unlimited Upgrade Slots, Vulnerable to Crits
Inventory:
2500 SIL
P-Def Pepperbox SMG (Burstfire 1d2+1 Ranged Standard/Full Automatic Mode 2d2 damage, Ranged Standard)
Traits: Equippable, No Firepower Bonus, one Upgrade Slot (Empty)
Written Cyberspace Address (Unvisited)
Strange Metallic Ring (Deliver to Arclite)
[IIIIIIIIII]Status: Optimal
Element:
WINDEnergy Level: 100%/100%
~
Defense: 22
Attack: 10
Armor: 1
Firepower: 1
~
Reflexes: 2
Willpower: 2
Endurance: 0
~
FIO: None
CHIP: Skytech V.1 (+5 Piloting, +5 Engineering), Adventurer-kit V.1 (+5 Perception, +5 Athletics), Lv. 1 Firepower Enhancement (+1 FP)
SKL: Piloting +15, Engineering +10, Athletics +5, Perception +5, Tactics +5,
TRT: Aerial (Capable of sustained flight), Strong Will, Strong Reflex, Weak Endurance, Highly Intelligent (Piloting, Tactics, Engineering), Squad Tactics (Bonus to helping allies/assisting attacks on same target), Shadow of the Virus (
)
~
Equipped:
Lv. 1 Ceramic Striker Chassis (+12 Defense, +1 Armor, +5 Piloting)
Traits/Cannot be removed, Unlimited Upgrade Slots
LV. 1 Frezon powered Striker Jet (Jet Mode +5 Piloting, +1 Reflexes OR Arm Mode +2 Attack/Defense when airborne and hovering)
Traits/Cannot be removed, Unlimited Upgrade Slots
LV. 1 Frezon powered Striker Lance (Whip Mode 2d3 Wind Melee, Power Strike 2d3+2 Wind Melee)
Traits/Cannot be removed, Unlimited Upgrade Slots, Variable Fire, Coolant Based, Only Airborne
Coolant 100%
[IIIIIIIIII]Lv. 1 Frezon powered Striker Punch (1d6 Air Melee+Jet boost chargeup)
Traits/Cannot be removed, Unlimited Upgrade Slots, Building Power Boost/Must stay In Jet Mode whole turn, (3), (+2)
Inventory:
2500 SIL
P-Def Headshot Sniper Rifle (1d4+3 Standard Range)
Traits: Equippable, No Firepower Bonus, Massive Recoil, one Upgrade Slot (Empty)
Written Cyberspace Address (The Grey Contact Point)
[IIIIIIIIII]Status: Optimal
Element: STANDARD
Energy Level: 20%/100%
~
Defense: 18+3 (Air Bonus)
Attack: 13
Armor: 0
Firepower: 1
~
Reflexes: 1
Willpower: 0
Endurance: 1
~
FIO: None
CHIP:
SKL:
TRT:
~
Equipped:
Lv. 1 Harpyoid Chassis (+10 Defense, +0 Armor, +5 Piloting)
Traits/Cannot be removed, Unlimited Upgrade Slots
Detected Upgrades: Advanced Aerial Maneuver System (+3 Def in Air)
LV. 1 Variable-Warhead Missile Wingtips
Traits/Cannot be removed, Unlimited Upgrade Slots, Variable Fire, Ammo Based
(Frezon Missile/1d4 Ranged Ice)
(Phospho Missile/1d4 Ranged Fire)
(Cluster Missile/1d3x2 Ranged Standard)
Ammunition 4/6
[IIIII]Inventory: