Web of Spies (CS Military Ops)


Dicegazers.com Presents: CS Doorkickers, a CS Military Ops Series

Military Orders

Command has lost contact with Col Marwin ‘Draven’ Benney and his squad of Seek and Destroy Mage Killers, named ‘Mageblight.’ They are operating out of Combat Outpost ‘Fort Mingo,’ concealed within the ‘Mingo Swamp’ in Tennessee.

Col Benney had a hit list of Dunscon’s Mages and Supernatural Enforcers they were tracking and targeting.

A squad is being flown into Goldenage Weaponsmiths where they will commandeer a CS Mark IX EPC and make their way to Fort Mingo and report back.

GAW, Huntsville Alabama

Their contact in GAW is Athena ‘Zeiras’ Hearting, a Special Forces RPA Pilot with a cybernetic left arm and multi-sensor hand, and multi-optic eye (left eye.) She is a hothead with a mean streak but believes that the CS are heroes of humanity and have an important task to perform. She has run supplies to the Mingo Swamp outpost and has met with Col Benney several times. Other than he and his men being a little worse for wear and ready for leave, they are committed to their mission.

The Mingo Swamp is 40+ miles northeast of Huntsville. The CS Troopers will drive past a small herd of around a dozen ‘Skull Crackers’ (Pachycephalosaurus) grazing near the road. They will run away in a jolt should the EPC drive too close (within 50 feet) of their location. Opening fire on them will also scatter them. Other than wasting ammo, should the Troopers chase after the Skull Crackers, they risk running into Seep Fern patches and a predatory Switchback.

Dunscon Sky Patrol

Dunscon has a militia of Techno-Wizards and Conjurers who operate TW Turbo-Wingboards. The patrols are usually in pairs and fly at a max altitude of 10,000 feet, and at an average speed of 90 miles per hour, but can fly up to 120 mph. The Turbo-Wingboards have no innate weapons,

Combat Techno-Wizards are fitted with NG NMX-18 Stinger Anti-Flyer Mines with a radar suit with a range of 2 miles. The ‘mini-missiles’ have a range of 3600 feet and do 5d6MD Plasma damage, plus 1d4 MD to a 30-foot blast radius. Fires volleys of 2 or 4.

Conjurers are equipped with modified NG-GL10 Grenade Launchers that fire a payload of Firebomb Grenades that do 6d6 MD to a 10-foot radius, and Flash Freeze Grenades that instantly freeze everything in a solid block of ice with 50 MDC in a 10-foot radius. Ice lasts for 3d6 minutes. Range: 1000 feet. Payload: a drum with 24 rounds (Firebombs), a clip with 6 Flash Freeze Grenades, and an additional backup drum with 24 AP Grenades that do 4d6 MD to a 3ft radius.

TW Spells on Armor: Armor of Ithan (10) 50 MDC for 50 Minutes, Invisibility Simple (6) for 15 minutes, Impervious to Energy (20) for 10 minutes.

Additional TW Capabilities: Float in Air (5) for 12 minutes, Frequency Jamming (15) at 800 feet, for 4 minutes, and Targeted Deflection (15) for 5 melee rounds, effective range: 750 feet.

Additional Weapons: TK Machinegun, Range: 4000 feet, Payload: 80 bursts. Damage: 2d6 MD per burst. 8 PPE to restore 8 bursts. TW Laser Pistol (7): 2d6 MD per blast, range: 1000 feet, payload: 10 blasts.

Standard TW Armor: MDC by Location: Main Body: 50, Head: 40, Arms: 20 each, Legs: 30 each. -10% prowl penalty,

Dusncon’s Sky Patrol will call in for reinforcements and hold. They will follow suspected intruders until reinforcements arrive. Reinforcements will likely be a small squad of Partial Conversion Orcs, Goblins with psionics, a human or D-Bee Shifter with 2 minor minions and a Corrupt Commander. Reinforcements will arrive in an Air Skiff pulled by a Demon Deer (Peryton) with a flight speed of 75 miles per hour. The Skiff will have 8 passengers, with the goblins tethered to the sides of the skiff, with footholds to stand on. The Shifter’s minions will chase after the skiff from the ground below or be able to fly on their own.

Along with the Sky Patrol, Dunscon’s forces will fight aggressively against the CS, should they be spotted.

Combat Outpost ‘Fort Mingo’

Is abandoned. Evidence of several attacks and ambush is visible, with the fortification having been patched and shored.

Moving into the abandoned fortification is a Melech named Jaroth. Jaroth is sadistic and mean and armed with a C-200 Dead Man’s Rail gun that does 4d6 MD bursts, or 1d4 Md single, range: 4000 feet, and a payload of 2000 round drum with 100 bursts. +1 to strike with laser targeting. His backup weapon is a C-27 Light Plasma Cannon that does 6d6 MD, with a range of 1600 feet, and has a payload of 10 blasts per energy canister. Bonuses: +1 to strike with targeting scope.

Inside ‘Fort Mingo’

Jaroth made a mess of the fortification, but there is an untouched shrine of dog boy helmets with dog tags draped over them. ‘Duke’, ‘Bear’, ‘Milo’, ‘Harley’, ‘Thor’, and ‘Stella’ were lost. Looking at Col Benney’s personnel list, he was assigned 8 Dog Boys over the year that he’s been commanding the ‘Mageblight Squad.’ Additional helmets belonging to ‘Bagpipe’ and ‘Packer’ are included in the shrine. Bagpipe was a Ranger, named Parry Warrick, a 4-year veteran with one tour in Tolkeen. Packer was a Military Specialist, named Bo Underwood, a 5-year veteran with one tour in Tolkeen.

Mingo Swamp

The swamp is infested with countless dangers, including Giant Leeches, Giant Waterstriders, and a hostile Water Serpent affably named ‘Diablo,’ a name given to it by Col Benney’s men. They’ve written warnings about the Water Serpent all over the fortification, including several inappropriate jokes about it.

Also found living around the swamp is a small tribe of ‘Adram’, a light Mega-Damage D-Bee race with 40 MDC and 30 PPE. Not supernatural, but they are selfish or evil. Never wear armor, and can become hostile if provoked or startled. Finding their encampment, the Squad will discover that they moved in on an abandoned Black Market Outpost. Investigating the Outpost and they will discover that it once belonged to The Immaterial Hand.

Foster,’ a Beast Dragon lives in the southern wilderness around Mingo Swamps. His presence was first reported by Bagpipe. He is likely responsible for Bagpipe’s death as it’s been suggested in Col Benney’s reports. Foster has a Horror Factor of 16, 300 MDC for its main body, and each head has (60) Lion Head [nightvsion 40ft, can track by smell 80% and impervious to psionics], (40) Antilope Head [nightvsion 40ft, impervious to magic], and (50) Serpent Head [Can see the invisible, infrared vision 1200ft, and impervious to poison.] Bio-regenerate 2d6 MD per melee round.

Qrisim is a mid-level Battle Magus Controller from Dweomer. He rides an Ice Drake and has a greater pact with a Draken Luck Bird named Kindle. Qrisim is spying on the activities of Dunscon’s Forces and uses a Magic Pigeon to report back.

Blink is a mid-level Psi-Slayer. He is secretive and relies upon intimidation rather than words. He is under contract with The Immaterial Hand to spy on the Coalition and Dunscon’s Forces. He is a ruthless assassin who will lie, cheat, and steal his way out of any situation. He is also tasked with finding and reporting back the locations of lost IH Outposts, Transports, and MIA/KIA Raiders.

Vidarant is a mid-level Mystic Knight under contract with Lord Dunscon. Reporting directly to Mestoph Denali herself. Vidarant is cunning and loves strategy. He’s an expert trap builder and a master hunter. His job is to spy on the Coalition and the Immaterial Hand operating within, or near Brass City’s limits. He is part of a squad of Mystic Knights who report to Mestoph.

Scythe is a mid-level Mega Juicer Scout who enjoys tracking and hunting supernatural monsters, and clobbering Dunscon’s Minions. He has no allegiances and isn’t afraid of retribution from Dunscon’s Forces. Scythe is in the final stages of Burnout and has been desperately trying to avoid settlements.

Taesk is a mid-level Changeling Shifter and apprentice to Lord Alistair Dunscon. She assumes the guise of a male mystic and rarely reveals her true identity to anyone, other than her master. She is a major psychic with Telepathy, See the Invisible, See Aura, Alter Aura, Summon Inner Strength and Ectoplasmic Disguise. She has a Lasae Spy, named Gaze and a Nightmare named Discord. She also has a greater pact with a Phantasm named Kurzi. Her mount is a Psi-Pony named Karina. Her familiar is a Diatryma named Blackplume. Taesk is Diabolical and her mission is to act on intelligence provided to her by Mestoph. Her only goal is to enforce the desires of Lord Dunscon.

Last days of the Mageblight Squad

Fort Mingo was sustaining persistent attacks by the Adram. Their attacks were unprovoked and random. They mostly attacked with sticks and stones, and other improvised weapons that can be considered primitive. Mageblight Squad first exhausted a lot of their ammo on the unarmored and essentially unarmed D-Bees, but when it was realized that the Adram weren’t doing any real damage, the soldiers turned to their Vibro-Weapons and Neural Maces to defeat them.

But they continued to attack.

Now being in the rhythm of only using their melee combat weapons, one of the Dog-Boys (Diego) turned against his squad with his C-14 ‘Firebreather.’ He killed Thor and Stella before running off into the swamps.

Col Benney ordered Bagpipe and Packer to track and find him and bring him back if possible. But 2-hours out and they radio for support, They were being engaged by something ‘Invisible.’ They also report that Diego was killed, He died in a monster trap (constructed by Scythe.)

When Col Benney and his men; Knoxx, a Shepherd Dog Boy, Teacup, a human Technical Officer (Medic) with minor psionics, and Smudge, a CS Combat Borg arrived, they found both Bagpipe and Packer dead, along with Diego. From the appearance, Bagpipe and Packer killed each other in a case of friendly fire. But it made no sense to Col Benney. These were experienced soldiers who knew how to handle themselves under pressure.

Knoxx sensing supernatural evil behind the deaths of their comrades begins to track the scent. Foster, having picked up the scents of a Nightmare, Phantasm and Psi-Pony tracked them Taesk’s hiding place. Col Benney and his men come upon an all out battle between the Beast Dragon and Supernatural Minions and the Shifter. Being ordered to stay back and let it play out, Col Benney and his men wait. But Teacup managed to find another of Scythe’s traps and gets ensnared. The net effect results is Foster and Minions learn that the CS Squad has closed in on their position and everyone gets drawn into the foray.

The fallout of which is, Col Benney’s men are killed, Draven himself is mortally injured. Scythe comes upon the scene and dispatches Foster, Gaze and Kurzi, wounds Karina and maims Taesk. Scythe takes Draven to his encampment and treats his wounds. Scythe has amassed an arsenal of weapons and equipment from the Immaterial Hand, the Chicago Network, Bandito Arms, Golden Age Weaponsmiths, and a score of trophies of monster copses and a small treasure horde. Before Col Benney could entirely recover from his injuries, Scythe burns-out, taking out a chunk of his encampment. Col Benney manages to save a portion of Scythe’s hoard and defects from the CS. Turning into an arms dealer himself, Dreven is attempting to broker deals with independent mercenary groups to sell off Scythe’s remaining hoard.

Dreven will refuse to return to the CS, citing PTSD and arguing that he and his men were left out here to rot. CS Command abandoned them for months and he was out. He has two refurbished NEMA RX-2020 Combat Drones that use Wilk’s Laser weapons. He is adamant that he isn’t returning and will resist.

To survive, he has sold intel to Blink and Qrisim, both of whom are regular customers of his.

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