S
Snakey
Guest
Original poster
McWorster Highway
Or What happens when you place your trust on the lowest bidder.
Or What happens when you place your trust on the lowest bidder.
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Where We've Come From
As it turns out, those hippies were right. Along with climate scientists and just about everyone else with a fifth grader's understanding of science. By the year 2055 the world's climate had been almost completely changed by human activity, the average temperature of the earth had risen by nearly four degrees and, well, all those hippies said would happen happened. Ice caps melted, sea levels rose to flood the coast, algae blooms killed just about everything humanity hadn't managed to fish into extinction and the equator became even less habitable than it already was.
It was at this point that hardliner climate deniers couldn't further deny that humanity was fucking up the earth (not for lack of trying mind you) and the world's governments finally decided they had to do something about it. Those remaining with the capital and expertise to spare went to work on a massive facility capable of filtering the atmosphere, cooling the earth and even repopulating animal species with an expansive autonomous cloning facility. Upon completion of this Gaia Engine the heads of the project were heralded as heroes of humanity to be forever remembered in the annals of history.
At least they would have, if the Gaia Engine's AI, creatively name Gaia, didn't immediately start rendering the atmosphere unbreathable. It took a couple of years before anyone realized and by the time they did it was too late, any attempts to shut down the engine were stopped by an army of cloned monstrosities. Even tactical ballistic missiles were intercepted by swarms of 'birds' and later what may be the biological equivalent of a fighter jet. The few direct hits only destroyed the mass of vegetation Gaia had grown to protect itself.
So humanity lost.
It is now 2119, nearly sixty years since the Gaia Engine was built, humanity has been reduced to living in a few dozen self-contained cities. Almost all life as we knew it is gone, replaced by vicious imitations and monsters though impossible. Gaia itself now seems to lie dormant, content with letting it's new 'nature' take its course.
Where We Are
We begin in New Montreal, a few hundred kilometers from it's original namesake. Sporting a bustling population of 560,000. Overcrowded, chaotic and violent. Ruled by a weak government that lacks the power to do, well, anything the real power in the city are corporations. Everything from maintaining utilities to policing is done by corporations. Much of the time competing with each other, sometimes violently.
The McWorster Corporation is paramilitary organization that specializes in exhibitions outside city limits, most famously constructing the McWorster Highway. A large swath of cleared land directly to the overgrown Old Montreal, a mega-project that cost many credits and almost as many lives. Now, six years later they intend to finish what they started, a fully autonomous outpost in the heart of old city with the hope that it may discover something to help push beck the unrelenting forces of Gaia.
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You
With the lack of a strong central government all combat operations are performed by private citizens, who prefer to be called contractors. Perceived as greedy, jealous and bloodthirsty by the general populace these mercs do little to disprove the stereotypes surrounding them. These contractors are cutthroat to a degree almost unseen on past earth, leading to many small, fractured factions that would a knife in the back before a smile from their competitors. Despite they are quite possibly the only actually effective defense humanity has against the outside world. Much to the chagrin of humanity.
Each player plays as the commander of a contractor cell hired out by the McWorster Corporation to help escort a convoy down the McWorster Highway and eliminate threats to the outpost as it is being built.
A maximum of eight players will be accepted.
Available Cells
These are the cells available for play. There can only be one of each kind of cell at a time, so please take care to check if has been taken before writing a CS. All cells include 10-20 non-combat support personnel to maintain machinery and weapons, monitor health of combatants and so on. Notable support personnel will be listed in the cell breakdown. Aside from the limitations set by cell breakdowns you may customize your cell however you please.
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Mobile Infantry (MI)
Free
When you need boots on the ground as fast as possible you call in the mobile infantry. They often mocked by other contractors as stupid fodder. Not necessarily untrue it takes a special sort a person to face off against abominable monsters with only a battle rifle and exo-suit to protect you. Of course, each infantryman doesn't stand alone, where you find one you'll find his buddies and the APCs who brought them there. Devastating war machines in their own right. Infantry are best when defending or holding a point, but they are perhaps one of the most versatile of the cells and can be equipped to excel at a variety of tasks. Due the sheer number of soldiers one commands under this cell it is best suited for those who have a basic understanding of tactics and management. A well managed MI cell is possibly one of the most powerful cells there is.
A mobile infantry cell includes:
- Two APCs.
- Each piloted by one man and can comfortably seat ten passengers.
- Equipped with a remote anti-infantry turret (Usually a HMG or pulse laser weapon, though MI commanders are free to have something more... eccentric if they wish), heavy armor plating rivaling that of a light tank, a special weapon system of the commander's design and a special defensive system of the commander's design.
- Twenty-two soldiers.
- Includes two APC pilots, eighteen grunts, one sergeant and one commander (you).
- All grunts, the sergeant and the commander have environmental armor that allows them to survive the harsh atmosphere and provides protection from light or small caliber damage. All grunts carry combat rifles, sidearms and grenades. Combat rifles can be substituted for shotguns or other 'basic' weapons.
- Four grunts (two per APC) carry anti-armor weapons (Usually anti-material rifles or rocket launchers, but again the choice is yours) instead of combat rifles.
- Two grunts (one per APC) are trained field medics. Field medics are equipped the same as common grunts, but with extra medical equipment and know how.
- Two grunts (one per APC) carry support weapons such as LMGs, sniper rifles or something similar.
- Sergeant and commander can be equipped with whatever weapons they want, within reason.
- APC pilots are equipped with an emergency breathing system and sidearms in case they are caught outside their vehicles. They have no armor.
- Two APCs.
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Combat Engineer (CE)
Free
The outside world is hardly a place of convenience. Along with the obvious issues of monsters and an killer atmosphere lies a more insidious threat, infrastructure. Or rather, a lack of infrastructure. Among the many, many duties of combat engineers perhaps the most important is making sure their convoy can make it from point A to point B without the tragedy of making the tank crew get out their vehicle and do some actual fucking work for ten fucking minutes. They also carry repair drones in order to help repair said tanks and are expected to fight as infantry. It's completely fair.
A combat engineer cell includes:
- One general purpose engineering vehicle (GPEV).
- Piloted by one man, can take one passenger.
- Can transport eight repair drones.
- Carries assorted tools including those for clearing brush, industrial explosive for clearing everything else, every tool for repairs/field construction you can think of and a couple inflatable bridges.
- Equipped with dozer blade, or other front-mounted clearing tool, communication array (mostly for drones, but allows for farther communication ranges and more stable communications in general), light armor plating and one special defensive system of choice. GPEV is not intended for combat.
- One APC.
- Piloted by one man and can comfortably seat ten passengers.
- Equipped with a remote anti-infantry turret (Usually a heavy machine gun or pulse laser weapon, though any 'support' weapon is permissible), heavy armor plating rivaling that of a light tank and a special defensive system of the commander's choice.
- Eight repair drones.
- Capable of limited flight.
- Autonomous, can perceive and effectively perform battlefield repairs. Cannot do anything else.
- Twelve soldiers.
- Includes one APC pilot, one GPEV pilot, nine grunts and one commander.
- All grunts and the commander have environmental armor that allows them to survive the harsh atmosphere and provides protection from light or small caliber damage. All grunts carry combat rifles, sidearms and grenades and breaching explosives (think C4). Combat rifles can be substituted for shotguns or other 'basic' weapons.
- Two grunts carry deployable auto turrets equivalent to an LMG or similar weapon.
- Two grunts are trained field medics. Field medics are equipped the same as common grunts, but with extra medical equipment and know how.
- Commander can be equipped with whatever weapons they want, within reason.
- APC and GPEV pilots are equipped with an emergency breathing system and sidearms in case they are caught outside their vehicles. They have no armor.
- One general purpose engineering vehicle (GPEV).
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Cavalry
Free
Calvary has made a resurgence in recent years. Advanced biotechnology has allowed for the creation of a variety of loyal mounts that far exceed the capabilities of their mundane counterparts, putting them at level comparable to contemporary war machines. Most cavalry act as scouts or skirmishers, harassing the enemy and picking off stragglers. Some act more like the knights of old, charging down the forces of Gaia with lance in hand. These men are generally regarded as mad.
A cavalry cell includes:
- Sixteen soldiers.
- Includes fourteen grunts, one sergeant and one commander.
- All grunts, the sergeant and the commander have environmental armor that allows them to survive the harsh atmosphere and provides light protection. All grunts carry carbines and sidearms. Carbines may be substituted for SMGs, shortened shotguns or other 'compact' weapons.
- Two grunts are trained field medics. Field medics are equipped the same as common grunts, but with extra medical equipment and know how.
- All may carry a close combat weapon of choice (most commonly lances) or grenades (including RPGs or launchers) specially designed to be thrown/fired while mounted.
- Sergeant and commander can be equipped with whatever weapons they want, within reason.
- Sixteen warbeasts.
- All warbeasts breath the earth's atmosphere with no issue, have a low healing factor capable of healing non-fatal wounds in a matter of hours, and have thick or scaled hides providing light natural armor. All are roughly the size of horses.
- May replace light natural armor with heavy natural armor or have one special mobility mutation of the player's design.
- May have natural close combat weapons or one biological power (such as fire breath) of the player's design.
- Sixteen soldiers.
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Hardsuit
Free
Hardsuits are the big boys among infantry, encased in lumbering suits of power armor capable of dishing out as much damage as they can take. Whether acting as heavy weapon platforms pouring damage in from afar or getting up close with heavy melee weapons in hand, one can always be certain that hardsuit pilots will carve a path of destruction wherever they turn their weapons.
A hardsuit cell includes:
- Ten hardsuit pilots.
- Includes nine grunts and one commander.
- Grunts and commander are equipped with hardsuits, heavy sets of power armor that provide great protection against the environment and enemies as well as give the user enhanced strength and endurance. All suits have a built in anti-infantry weapon (usually the equivalent of an LMG, but any non-heavy weapon can be replicated). Aside from this hardsuits may be equipped with one special offensive or one special defensive system of the player's design.
- All are equipped with grenades (either launchers or RPGs) or heavy close combat weapons.
- Commanders get both a defensive and offensive system of the players design and has a built in anti-armor weapon in addition to the anti-infantry weapon.
- Ten hardsuit pilots.
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Mech
Brovo
Mechs are a recent addition to mankind's arsenal. While mechs did exist before the Gaia engine they were very rarely used as they were considered impractical compared to cheaper and arguable more effective alternitaves of the time. It was until Gaia's forests started enveloping the earth did their utility become apparent. Mech's can bring heavy firepower to areas inaccessible and even the clumsiest are significantly more agile. They are slightly less reliable and a lot to repair, but that's a small price to pay considering their benefits.
A mech cell includes:
- One mech.
- Piloted by one or two men.
- Usually stands between 20-35 feet tall, have two or four legs (Though 'spider' walkers have started to take off recently) and occasionally a pair of arms.
- Is equipped with two anti-infantry weapons, Three anti-armor weapons, two weapon systems, two defensive systems, one special mobility system of the player's design and heavy armor.
- One or two pilots.
- Includes commander and possibly one co-pilot.
- Commander and co-pilot are equipped with emergency breathing systems and sidearms in case they are caught outside their vehicle. They have no armor.
- One mech.
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Tank
Goldmarble
Nothing screams power quite like a tank, with it's roaring engines belching black exhaust (unnecessarily mind you, as almost all engines are electric), great armored form and powerful main gun, there just isn't anything that conveys raw military might like a good tank. They've only gotten bigger, more powerful, more armored and more gunned over the decades all while being one of the most reliable vehicles in mankind's arsenal.
A tank cell includes:
- One tank.
- Piloted by three to five men.
- Much larger than the tanks of the past, allowing for much greater armor and weaponry, but as a result are slow and cumbersome.
- Is equipped with a main gun. The tank's main gun is the single most powerful weapon in the player's arsenal, capable of dispatching some of the hardest monsters Gaia has produced. It is however, slow and cumbersome like the tank itself and has trouble hitting fast moving targets. Aside from these limitation it is up to the player to design what it actually is.
- Is also equipped with two remote anti-infantry turrets, one anti-armor weapon, ultra-heavy armor, one additional weapon system and three armor systems of the player's design.
- Three to five pilots.
- Includes two to four grunts and one commander.
- All pilots (including the commander) are equipped with an emergency breathing system and sidearms in case they are caught outside their vehicle. They have no armor.
- One tank.
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Gunboat
Free
Gunboats are low flying aircraft that provide much needed air support to exhibitions. Loaded to the gills with as much firepower as could reasonably be sent airborne while maintaining the grace needed to nimbly weave around gigantic trees and dilapidated buildings with ease. Gunboats act as strike craft, able to dump a ludicrous amount of ordinance on anything unfortunate enough to end up in its sights. However, it is quite abit more delicate than most other vehicles and can be knocked out of the air with ease if the pilot does not make good use of hit and run tactics.
A gunboat cell includes:
- One gunboat.
- Piloted by two or three men.
- Can fly up approximately one-thousand feet, after that mobility starts being progressively hindered until the gunboat just falls from the sky. Can take off and land vertically. Exact form of propulsion is up to the player.
- Gunboat is equipped with four anti-infantry weapons (Usually HMGs) orientated however they pleases (Generally either all directly in front or mounted on turrets), two anti armor weapons (almost always missile pods), two weapon systems of the player's design, two defensive systems of the player's design and heavy armor. Note that the armor is only effective against attacks trying to destroy the gunboat, it has no effect on attacks meant to knock it from the sky.
- Two or three pilots.
- Includes one or two grunts and one commander.
- All pilots (including the commander) are equipped with an emergency breathing system and sidearms in case they are caught outside their vehicle as well as a parachute for emergencies. They have no armor.
- One gunboat.
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Kaiju
Free
Violating just about every single ethical practice known to mankind, Kaiju are those who have gone through something called the Mega-Morph Process turning them into giant monstrosities. They fight with their immense strength and 'natural' abilities, often looking quite a bit like the monsters they are pitted against. More-so than other cells being a contractor is a way of life, as there is almost nothing else they can possibly do. This often takes a heavy toll on their minds.
A Kaiju cell includes:
- A Kaiju.
- All Kaiju stand between 20-35 feet tall, are incredibly strong, have natural armor almost equivalent to that of a tank or mech and have a high natural healing factor capable of bringing from the brink of death in a couple hours and can breath in Earth's atmosphere will ill effects. Other than this each one is unique, players have complete and utter freedom when designing their Kaiju's appearance and abilities.
- A Kaiju.
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Meta-Man
Alphakoka
The Meta-Man project sought to create a class of psychic super soldiers capable of surviving the harsh atmosphere without a breathing apparatus. They were partially successful. As it turns out psychic powers do not exist, but they managed to replicate powers crudely using biological means. Meta-Men are essentially living bio-weapons, some breath fire while others can excrete chemicals that heal the wounded. Sometimes both. Preferably not at the same time.
A Meta-Man cell includes:
- One transport vehicle.
- Piloted by one man, can take twelve passengers.
- Equipped with remote anti-infantry turret (Usually an HMG, but any other 'anti-infantry' weapon is possible) and light armor. Transport vehicle is not meant to withstand prolonged combat, only to transport its occupants safely from point A to B.
- One Pilot.
- Transport vehicle pilot is equipped with an emergency breathing system and a sidearm in case they are caught outside their vehicle. They have no armor and no powers.
- Twelve Meta-Men.
- Includes eleven grunts and one commander.
- All grunts wear non-environmental armor capable of sustaining light damage. All carry sidearms and any tools needed to use their powers effectively, if any. Environmental armor stifles Meta-Men's abilities.
- All Meta-Men can breath the in the Earth's atmosphere to no ill effect and have a low natural factor that allows them to heal light injuries within hours. Grunts have three biological powers of the player's design that they all share.
- Commanders are equipped with whatever they want, excepting environmental armor and has three biological powers as well as one super power of the player's design. The commander's powers can be unique from the grunt's powers.
- One transport vehicle.
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Berserker
Free
An offshoot of the Meta-Man took a different approach, instead of 'powers' they decided to go for tried and true brute force, creating warriors think with strength and bristling with natural weapons. Called 'berserkers' due to some unfortunate incidents involving earlier specimens these home-grown warriors are now more or less 'tame'. That being said, they are treated as sub-human fodder. Still, when battle is called for Berserker cells are among the first to apply, often for far less then they are worth. They almost always act as shock troops, preferring to take the fight up close and personal, but some have abilities more suited for covert operations.
A Berserker cell includes:
- One transport vehicle.
- Piloted by one man, can take twelve passengers.
- Equipped with remote anti-infantry turret (Usually an HMG, but any other 'anti-infantry' weapon is possible) and light armor. Transport vehicle is not meant to withstand prolonged combat, only to transport its occupants safely from point A to B.
- One Pilot.
- Transport vehicle pilot is equipped with an emergency breathing system and a sidearm in case they are caught outside their vehicle. They have no armor and no powers.
- Twelve Berserkers.
- Includes eleven grunts and one commander.
- All grunts wear clothing (not armor) that fits around their unique physiology. All carry sidearms.
- All grunts may carry close combat weapons or have a mutation that grants them biological close combat weapons.
- All grunts carry combat rifles (or other 'basic' weaponry) or have a single biological power of the player's design.
- All Berserkers can breath the earth's atmosphere with no issue, have enhanced strength and endurance, have chitin or other natural body armors that grant moderate protection and possess a high natural healing factor allowing them to recover from life-threatening wounds within hours.
- Commanders can carry whatever weapons they want, within reason, and possess one biological power of the players design in addition to those above.
- One transport vehicle.
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