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MATERIAL Y METODOS

PROPUESTA DE INVESTIGACIÓN

The wind sweeps through the streets here, carrying old garbage with it. Up ahead is a built-up compound of some sort, including a large vehicle yard surrounded by a chain-link fence capped by coils of menacing razor wire.

Finding and securing the remains of an old police station in this hex, the Androids have created their own impound yard, which they use to stockpile “dangerous and illegal” vehicles, weapons, and

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devices “confiscated” from the population of the city in the course of their gradual expansion. Keeping such weapons out of the hands of the “civilian public” is of paramount importance to the Androids and their mission of enforcing martial law city-wide.

The impound yard contains items confiscated from defeated enemies (such as the Cartel) and chance encounters in the ruins, as well as vehicles and heavy weapons found abandoned throughout the city. The Androids have brought all of this materiel here for convenience, keeping it in one place so it can be heavily guarded at all times.

GM’s Note: Use the map of the Typical Police

Station for this location, but keep in mind that

the main building is surrounded by a fenced-in lot that is far larger than the building itself. The impound yard is guarded by 23 security androids,

2 low-level command androids, 1 high-level command android, 2 sniper androids, and 1 urban pacification robot. The urban pacification

robot patrols the perimeter at all hours, personally accompanied by a team of three security androids. Ten other security androids are split up into five-man patrols (each led by a low-level command android), which scout the ruins in this hex and neighboring hexes for signs of potential threats to the compound. The other ten soldiers and the high-level command android (which possesses a stage IIIC identity card) remain on site (scattered throughout the areas marked

Processing and Captain), ready to defend the yard

and call back any patrols should it fall under attack. The two sniper androids are stationed on top of the police station (using the Roof Access door to get there) at all hours, and have orders to shoot anyone not identified as an android.

Security Androids (23): HP 24.

Low-Level Command Androids (2): HP 51. High-Level Command Android (1): HP 73.

Sniper Androids (2): HP 44.

Urban Pacification Robot (1): HP 75.

Treasure: More remarkable vehicles kept here

include the equivalent of an armored truck that was formerly used by the Cartel merchants (it was taken after the caravan ambush at Area #002), a BMP-2 (with no treads), an M-2 Jackson hover tank [LP], though this latter vehicle has no turret, and even a Fairline Targa 30 (a small yacht) on a wheeled truck trailer! There is also an M113A1 Gavin which the androids keep in working condition (this is a recovery

vehicle variant; it features no armament but does have

a powerful crane and winch apparatus that allows it to tow much heavier vehicles, like the M1A2 also found here in the yard). Lastly, there is the equivalent of three heavy movers (detailed in The Foundationists; if you don’t have this book, using moving trucks instead) ― these vehicles are used to transport prisoners to work sites around the Androids’ part of the city. None of these vehicles has any ammunition for its weapons.

The bunker-like central building is used as a secure place to stockpile weapons and ammunition confiscated by the Androids. A stage IIIC identity card is required to enter the windowless structure; inside the androids have stockpiled 5 Uzis, 18 MAC- 10 Ingrams, 10 TEC-9s, 2 DMP-500s [R&U], 2 police-issue M4 Carbines, 3 Mossberg shotguns, two M2HBs, a Freedom-56 [R&U], an RPG-16, 10 anti- tank grenades (for the RPG), crates of assorted hand grenades (18 fragmentation grenades, 8 concussion grenades, 1 glitter grenade, 2 energy grenades, 4 nerve gas grenades, 3 plasma grenades, 1d3 of each type of satchel charge, and 2d6 negation grenades ― a particular threat to androids!), 1d2 maser pistols, 1d6 laser rifles, 1 pulse laser rifle, 2d3 stun batons, and a pair of TOW II missile launchers. Ammunition here consists of 2d6 power clips, 1d2 power

beltpacks, 1 power backpack, 6,512 rounds of 9mm ammunition, 600 rounds of 12-gauge ammunition, 5,400 rounds of .50 caliber ammunition, and a single round for the M-2’s missing gauss cannon.

Finally, a cache of vehicle fuel is also stored here in a separate building (this also requires an identity card to enter).

064. JETTY (EL 10)

The sound of the ocean waves lapping against the shore can be heard nearby. Peeking through the shoreside rubble, you see a small jetty predating the Fall, tethered to which is a small rusted boat. A number of robotic metal-skinned creatures are apparently preparing the boat to cast off.

The Androids have managed to secure an old jetty in this hex, close to the harbor but far enough not have been badly damaged by the blasts over the port facility. Securing two small cutters (like more than motorized patrol craft), the Androids have begun patrolling the harbor area in search of “unauthorized personnel” (i.e. Skaels). Since to the androids this remains a sensitive military staging point, they have orders to shoot these “personnel” on site.

The Androids, being immune to radiation, can freely wander through the maze of ships and channels, but so far their focus has largely been on tracking down the rare Skael sighting. The Androids are intent on finding the Skaels and driving them off; however, being rather two-dimensionally minded, the androids haven’t considered the fact that the Skaels dwell underwater and thus will be impossible to defeat decisively unless the androids come up with some means of locating their underwater lair and diving after them!

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GM’s Note: The jetty is fitted with aging but

operable mechanical lifting equipment that would allow boats (such as the cutters mentioned above, or any small yacht) to be lowered into the water, or lifted out of the water for dry-dock repairs.

The Androids guard the jetty as an important resource, since the boats here are some of the only operable craft still left in the city. Treat the two cutters as Bayliner 1802 Capris; note that these boats are stripped down to the bare essentials, though each also has a spotlight attached to the top of the cabin, useful in searching the harbor at night.

At any given time one of the cutters is out on patrol, leaving the other here. Rotating resources in this fashion may not be as effective in their drive to secure to the harbor, but it does prolong the life of each aging boat.

Three security androids make up the crew of each

boat, while another 2 security androids and a single

low-level command android guard the jetty from

attack.

Security Androids (3 on cutter): HP 24. Security Androids (5): HP 24.

Low-Level Command Androids (1): HP 51.

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