View Full Version : Going Home - How did you?
Tombot
06-28-2011, 05:57 PM
My group is just "Going Home" (travelling to Bremerhaven to reach the Omega-Ships there).
The module ist great, cause its a sourcebook for a big part of germany after the Twilight-War. There are some adventurehooks ("Last train to Clarksville", "Freibruder-Bund" in Paderborn, etc.), but its wide open to every GM what to do with it (which i appreciate).
What about encounters with british troops, german refugees, maybe even with french agents...?
I would like to know what you people made out of your journey to Bremerhaven, the passage over the ocean, and the welcome by Milgov-troops in Norfolk?
pmulcahy11b
06-28-2011, 06:05 PM
Never did as a player. The one time I got out of Europe, I ended up in the Middle East.
Tombot
06-28-2011, 07:42 PM
But did you present it as a GM? I am interested in ideas what course of dramatic plot you followed.
Would be a bit to easy to have "german-sourcebook" and telling the guys something like "well germany is f....d as poland was, but after a few days on the autobahn -Tahhadaahh - you made it!"
I am not sure what kind of encounters i will present for the journey to the port, how i will play out the atlantic-crossing, and what the soldiers can expect in Virginia.
I will come up with stuff (f.e. the PC´s will encounter a weird christian flaggelant-group, and their manipulative leader will bring them into trouble with a bunch of desperate refugees!), but i could use some inspiration.
pmulcahy11b
06-29-2011, 03:42 AM
I've never done it as a GM either. I've GMed campaigns in Europe, the Middle East, various parts of the US, and Canada, but never one where the players were in the process of going home.
Caradhras
06-29-2011, 06:18 AM
I did use the module but didnt use it to any depth as I had big plans for the US parts of the campaign so didnt do the module too much justice - although, as you say, it seems more of a Germany sourcebook than having much detailed adventure content (from what I remember, at work atm).
One thing I do remember is a bridge encounter where a group of bad guys (place what you will, deserters/marauders or just dodgy NATO troops) wont let the group pass unless they pay a toll. Maybe a vehicle, some fuel or ammo - but expensive enough give the group a serious pause for thought to give fighting a serious option but not automatic.
I think another thing was the deadline - the last ship was leaving on a certain date - so delays, eg vehicle breakdown, could put the group in a position to do something they may otherwise not do.....such as forcibly take another NATO units vehicle? Or just have to steal parts or fuel that a friendly unit refuses to part with.
I do like to give my group moral dilemmas - am afraid these are just off the cuff as I dash for lunch but hope its some help.
Targan
06-29-2011, 06:37 AM
In my last campaign the players were aboard a ro-ro ferry for the voyage back to the CONUS. The ship's bow doors were damage when it struck submerged rocks north of Scotland during a storm. One of the PCs was a USN Lt Commander and he took command of the vessel after the accident. Unfortunately there was another storm some days later and the damage kept getting worse until the vessel was taking on more water than the pumps could handle.
They were a couple of very tense (and enjoyable) gaming sessions. Once it became clear the ship was in trouble panic broke out among the passengers. Some of the PC's group were commanding from the bridge, some were supervising damage control and others had to put down an attempted mutiny by panicking troops.
Eventually Lt Cdr Tadeusz Jones ordered that the ship be abandoned. Many passengers made it off the ship safely but some (including Gunny Lamont, one of the group's important long-time NPCs) were trapped below decks when the ship finally foundered and capsized. The Lt Cdr (who was a SEAL) then donned SCUBA gear and dived back into the ship to rescue the Gunny.
Once the PCs were back in Norfolk it was a powerfully emotive period of roleplaying. All through the European part of the campaign the PCs would regularly talk about how great it would be to get back home. Once the reality of the very poor situation back in the states became a stark reality there was a fair bit of depression among the characters. Then started a long period of political conflict as some senior brass pushed for the party's CO and XO to be court marshalled while others (particularly in the spec ops community) pushed for them to be hailed as heroes and decorated. But that is a tale for another time.
Tombot
06-29-2011, 06:47 AM
Thats sounds interesting guys! Just the stuff i wanted to hear :)
Keep it coming folks!
I think "Going Home" gives a GM a fair chance to create a lot of drama for the players. Its a great stage for desperate mass-scenes (german riot-police & us-provos beating the shit out of desperate people, which want to leave for "greener pastures" - which arent threre, really!).
PS: @Targan: yeah i am a newbie, and i think i misplaced my introduction to Cro´s own thread by mistake (i followed the "introduce yourself here" and landed in his introduction, sorry).
95th Rifleman
06-29-2011, 08:08 AM
Our group took the long way, ended up on the baltic coast, outside what was left of leningrad. We secured a fishing trawler and made a break for it through the baltic.
Had a bad run-in with pirates as we tried to slip past Copenhagen but eventualy made it to Great yarmouth.
Adm.Lee
06-29-2011, 10:24 AM
I ran the module in the summer of '86.
I do remember how it started. I suspect I had the module in hand at this time, but we had moved thru Krakow, steamed down the Vistula, and defeated the Black Baron. My group had scavenged 2 armored vehicles by then (no main-gun ammo), so they were pretty powerful, if short-ranged.
I may or may not have given them the OpOrd Omega at this point.
There was an ambush by a Soviet force as they were heading west (before they got to the train, I'm sure), and 120mm mortar bombs started coming down, and one landed on the rear deck of the M1. I rolled dice, loudly calculating the numbers, and it fell short of penetrating by a very small margin. The party looked stunned, they had nearly lost their big armored friend. They fought out of the ambush, and it started raining.
In a small voice, I heard the party leader say, "I wanna go home."
After that, they met up with the guys with the train, and they agreed to ride that out but I don't remember much happening in Germany. I think that was because the group was breaking up-- half of us were heading off to college (see sig)-- and we may have run out of time. My dad, my brother and myself are all railfans, so playing with a train would seem a natural thing to do, but we just didn't.
Of that group, 1 PC was German and 1 was Dutch, there were 2 Canadians and 2 Americans, plus some NPCs by the end. I remember the Dutch tanker wanted to keep the M1 and use it against the French, but we never did anything with that.
Now I am wondering about setting it up as an immediate follow-on to Escape from Kalisz?
Tombot
06-29-2011, 06:01 PM
That has been very helpful input, thanks to everyone so far!
In what way did you link up the PC-group and "the last train" ? I would be glad to hear your suggestions!
My plan so far: Korzub (the polish nickname for the train in the module) got stopped by a british patrol outside of Magdeburg.
The german residents are mad, cause the trains crew chopped some wood, without knowledge about some local owners, which want their tribute.
When the PC´s arrive in the area (on bikes, which is a fact, that they truly hate:D), the argument just reaches its peak:
the British try to negotiate beetween the train-crew (which has nothing left to barter for the wood - but they need the stuff to keep Korzub running) and the angry civilians (which are not well-fed or rich neither).
I have not decided yet, where this will end, but there are several outcomes possible;
- the PC help the train-crew talking their way out of the situation (maybe they offer to swap some irreplacable ammo/weapons for the wood, give it to the germans and get a passage from the train crew)
- or it ends in a brutal skirmish with the german civilians (a lot, but only armed with axes, knifes, bows, maybe some zipguns); but what about the british and the rest of the journey through their zone of control ... ?
- OR maybe even the british want the train for themselves (to transport injured soldiers somewhere safer) ?
I thought it would be very unlikely just to leave the train waiting somewere in the open, and the crew "just waiting for more passengers" (at least not very convincing to me)...
Looking forward to hear if/how any of you brought Cpt. Martens & the Stracynskis into the game.
@ Adm.Lee:
In a small voice, I heard the party leader say, "I wanna go home." - Sweet! Thats what i want to hear,too!
Raellus
06-29-2011, 09:54 PM
I think Germany is an ideal place for a lot of "Wolf-in-sheep's-clothing" type scenarios. The party will be running into more NATO than PACT troops but the loyalty and motives of a lot of those NATO troops will be more than suspect.
There are American units listed in Going Home as not following orders from higher HQs. A couple are described as setting up their own little feudal baronies in Germany rather than joining the evacuation.
The remains of XI Corps are staying behind in N. Poland (why is still up for discussion). Maybe your group could run into some XI Corps "recruiters" led by some fanatical anticommunist officer or something looking for additional volunteers to remain in theater.
There might also be a lot of tension between German, British, and American units. The Germans may have mixed feelings about the American evacuation and the Brits might be more than a little upset at what many of them could see as their abandonment by their long-time ally.
And of course you can have your good old fashioned small-time marauder/bandit units.
Or maybe a team of Spetznaz with a backpack nuke trying to infiltrate Bremerhaven to make sure the Americans never come back...
Or French agents/commandos up to a little mischief in Germany.
Germany seems like a fertile place for role-playing.
Legbreaker
06-30-2011, 12:05 AM
The remains of XI Corps are staying behind in N. Poland (why is still up for discussion).
The why is already established in canon - they're cut off.
The only question really is how that happened and why it doesn't quite gel with the published maps and unit dispositions. My opinion is that the published material was kept purposefully vague to keep players guessing - there's plenty of other similar confused and contradictory information in the books to support that theory (and I think that intent is even mentioned in a couple of places by the writers).
James Langham
06-30-2011, 02:45 AM
Actually I always found this the darkest of the modules. Consider how the US Army disintegrates as it crosses Germany. How do you think troops will react to a breakdown/lack of fuel/etc. Add to this the "I don't want to be the last US soldier to die in Europe/I don't want to miss the boat." US troops will tend to shoot first and then shoot second before even thinking of asking questions.Without realising it many US soldiers are suddenly the marauders they have despised. A REALLY nasty GM would have the players settling down as a rear area , establishing roots, just as the order comes. If they stay they will suddenly find their utopia in severe danger as plagues of locusts descend on them. Even if they are evacuating give them a German PC/NPC to bring the moral dilemmas to the fore.
An excerpt from my history (currently running to 104 pages...)
On the 28th September the US Army issues Operation Order Omega. This aims to withdraw all the remaining American military units in Europe to the US. Units are ordered to make their way to Bremehaven by 15th November. Front line units are relieved in place by the Germans (who are bought off with the promise of most of the heavy equipment which will be left on embarkation – most of which there would have been little room for anyway). Transport is primarily by the German Merchant Marine using unrefined fuel from an oil tanker found drifting off Bokrum Island (the use of this transport was included in the deal to leave heavy equipment behind). US Navy ships headed by the flagship USS John Hancock. Unfortunately the troops heading towards Task Force 34 panic that there will not be enough room for the 50,000 remaining Americans in Europe and very quickly the rumour spreads that spaces will be allocated on a first come first served basis. The planned withdrawal soon turns into what historians refer to as a “plague of locusts.” Many Germans feel resentful at being abandoned and many US troops not wanting to be “the last casualty in Europe” and desperate for transport, fuel and spare parts are not prone to negotiation. As a result large numbers of firefights break out and stories of atrocities are common. Large scale unit cohesion disintegrated as units raced for a ticket home. Order broke down and historians would later compare this with the Soviet advance into eastern Germany at the end of the Second World War. It becomes difficult to differentiate between marauders and US units (indeed the distinction is somewhat artificial). Even regular German units engage in firefights with US units. Canadian units are also included in the operation and the Canadian 4th Mechanized Brigade withdraws in better order, arriving as formed units (the Canadian high command has made it clear from the start that no Canadian will be left behind unless they wish to be). Some US units decide that they are better holding in place (often in a quasi-feudal manner) than making the difficult and dangerous journey to face an uncertain future. These include many troops from XI US Corps (although the 2nd Marine Division retires as a formed unit), III US Corps Headquarters, 1st Cavalry Division, 30th Brigade 44th Armoured Division, 3rd Armoured Cavalry Regiment, 11th Armoured Cavalry Regiment, Fourth US Army HQ, XIII Corps HQ, 1st Brigade 40th Infantry Division (Mechanised), 107th Armoured Cavalry Regiment and the 8th Infantry Division (Mechanised) (which is too from Bremehaven to attempt the journey).
The Soviets do little to stop the withdrawal (and indeed have little ability to interfere with it). Gradually the US Army (or at least those elements that are capable and wish to) assemble at Bremehaven where it becomes clear there is plenty of space. Non US soldiers in US units are given the option to take US citizenship and many do. Civilians remaining in Europe are also evacuated. A subgroup of TF34 is routed via Portsmouth to collect US citizens and soldiers in the UK. This is escorted by USS Bigelow (DD942), USS Mamley (DD940) and USS Blandy (DD943) – it is believed that this is intended to warn off the French. It is noticeable that hand held SAMs are common on the decks as are improvised AA mounts on almost all of the ships (with weapons ranging from M2s through captured ZU23s, M167s and Patriot missiles). French ships shadow the convoy and aircraft make a few fly overs but no incidents occur (unlike some of the later British convoys).
The unrefined crude oil used for fuel for the eclectic collection of vessels (many of them survivors from the German merchant marine hired locally) would damage many of the ships but could be burnt in the marine diesel engines (many ships were assumed to be making one way trips). Altogether 43,000 Americans (and newly sworn in citizens) were evacuated. The Task Force reaches the US in late November 2000, giving MilGov a potentially strong hand in the near future (even without the heavy equipment left in Europe).
CIVGOV retains its troops in Yugoslavia despite the need at home. A supply ship is organised on a monthly basis but the resources for a full scale evacuation are not available. It also helps CIVGOV in its search for legitimacy abroad by having a presence in Europe.
Tombot
06-30-2011, 06:26 AM
[QUOTE=James Langham;35559]Actually I always found this the darkest of the modules. Consider how the US Army disintegrates as it crosses Germany. How do you think troops will react to a breakdown/lack of fuel/etc. Add to this the "I don't want to be the last US soldier to die in Europe/I don't want to miss the boat." US troops will tend to shoot first and then shoot second before even thinking of asking questions.Without realising it many US soldiers are suddenly the marauders they have despised. A REALLY nasty GM would have the players settling down as a rear area , establishing roots, just as the order comes. If they stay they will suddenly find their utopia in severe danger as plagues of locusts descend on them. Even if they are evacuating give them a German PC/NPC to bring the moral dilemmas to the fore.
Good thoughts, James!
Its exactly what i have in mind; "my" troops just settled with the german army under General Korell near Leipzig (after stumbling over russian troops in the remains of Cottbus and fighting a bloody battle there), when "Omega" was annouced...
Long faces for every one, cause they just thought to have found some security (sometimes even with a few hours of electricity from Markleeberg , the powerplant south of Leipzig). AND they had developed good relationships with their german comrades & some civilians there...
Now they are eager to go home, and speculating a lot about CONUS.
About the german NPC & the moral dilemma you mentioned; the PC´s are accompanied by "Feldwebel Otto Sellkirchen", a former eastern-german reservist, who should act as a guide on their little cycling-tour (400+ km) to Bremerhaven.
I presented him a bit like the bookkeeping-character (Wallace) from "The Untouchables".
He does his best to bring them to their destination, doesnt complain openly about the americans leaving, but serves me as someone, who shows much fear about the future, after the allies are gone.
Not a big asset in a fight, but a good person, which in the end (probably) will cause his death, in the riots between panicking US-personnel & german civilians...
Your statement made it more obvious to me, that i should accentuate the fatal game of "musical chairs" a little more for the US-soldiers. I plan to start that, as soon, as the group reaches Hannover (PC´s coming from the eastern area - Halle). At that point things will start to taper off with other american groups, the British and so on...
And Targans ideas about the atlantic-crossing & the bickering between officers in Norfolk seems real good, too!
Griff
07-02-2011, 02:08 AM
I've never GM'ed the trip home (seems the groups always broke up just before). But in the first campaign I got to play in I did make it out of Europe. It was just me, as my group kind of disintegrated because of moronic bickering and then my homicidal paranoia (characters' not mine, thank you).
We got the "word" a couple of days after the big battle in Warsaw. We were licking our wounds and trying to bring the 10th Sov/Civgov Converts over to a plan to take down Lublin (for what reason I can't remember, but the group was big on a Soviet "invasion"). Well we got the word, and the arguments started. Stay or go. We had 2 Germans, 2 Poles, 1Brit, 1 Canadian, 5 US, 1 Russian. Lots different reasons for staying, a helluva lot more for going. Everyone knew (assumed) Germany was just as screwed as Poland, and we'd gotten word of the Soviet push into eastern Germany. The GM wanted to really play this so....Ta da!...the train fellas show up and that sold the group. So we start getting on the rail, and after a couple of minor encounters with locals we run into a busted line area that we have to repair and nearly get schwacked by a large body of the 89th Sov Cav. We fight them off (barely) while some NPC's repaired the rail and high tail it out (tails safely tucked between the nethers). Arguments commence on the safety of staying on the rail line, two guys (1US/1Ger) draw on the CO. They want off the train. I shoot both (won the initiative and the other guy missed HUGE!). Everyone else just looks stunned while I stripped the bodies of useful stuff. The fella playing the CO thanked me for saving him, told him I didn't shoot for him, figured those two couldn't shoot for crap and would probably hit me or someone useful, like the Doc or the mechanic. (Background:the GM had been telling me my paranoia was getting worse and worse, so I played it out the best I knew; Any and all threats taken down quick like). This would play out as the doom of the group. They became more afraid of me, I became more suspect of them, until the self fulfilling prophecy came to pass during a firefight on the Pole/German border crossing with an unknown Soviet unit.
I ditched the area soon after, and crossed on foot. Missed the boat because I was stealth freak (takes a long time to sneak through a whole country), avoiding everyone possible, and when not possible, became that "shoot first,second, and third, bayonet you to make sure you're dead, and then ask questions/forgiveness later" US Soldiers. Once I found out I'd missed the ships (didn't have calendar) I about lost it. Turned down the German/US (stay behind) offers to join them in Bremerhaven , picked up rumors about the French occupation of the Rhine area and said screw it, why not!? Moved through Belgium (managed not to kill to many, but took alot folks hostage on temporary basis), made to the Normandy area coast, bartered off a bunch of stuff I took of some French troopers who didn't need it any more, including the pain in the ass APC I found them with (damn thing kept breaking down on me, I very much regretted killing our mechanic at that point/can't remember the nomenclature for the APC). I made it to England, found it was as screwed up (if not worse) than Europe main. Worked for the Brits on counter marauder ops for about three months, and then the USS Constitution shows up, and yep you guessed I jumped on board (The GM was tired of just me playing and the rest of the group wanted back in so....) we sail for the East Coast with a stop in Caribbean. After a sunny vacation in Grenada we picked up our own boat and decided to head for Texas (3 players were from Texas, and my character was from Arkansas). We arrive in Texas, and BAM!!!!.....Texas ain't America anymore. Oi! But that's a story for a different......
Hope this helped partner, and good luck.
Tombot
07-02-2011, 07:17 AM
Wow, sounds like quite a campaign, your character went through.
I never had the luck to play T2k as a PC (almost no one here - exept the few germans in this forum - seem to know/care about oldschool-GDW-games; fools!) , but i am trying to give my players an opportunity to have a lengthy journey, like you described.
In the beginning i started out with a setting i borrowed from "Tour of Duty";
their outpost/firebase was the last one in a chain, leading to the germans in Leipzig. Kind of a lookout-post for pact-movement at the border. From there, they went out for anti-marauder-missions.
They had no idea about a russian unit in cottbus at that point.
I wanted to play a longer series of shorter missions, but when refugees told them about the russians, things went to a longer battle within that city.
At the time a ramshackle & tent-city had been erected by refugees near the firebase, where i planned a "deadwood"-like setting (with lots of civilian npc´s; brothels, arms- & drugpushers, and so on). The characters started to plan for defense-plans to incorporate the civilians, BUT when the russians where discovered... the order of evacuation for the whole lot came.
Since than; they are on their way back.
(But i would like to settle the PC´s in a specific place again, which they care about and start to elaborate).
Griff
07-02-2011, 03:02 PM
Yep, ya' never know what the PC's will do with new info. I'd keep the basic idea handy, and eventually they'll find an area they want to settle in. Generally most PC's are looking for fertile, easily defensible ground. Something has to attract them to the area, and then something else holds them there (NPC romance, idealistic setting, central location to operational AO, valuable resources, etc.). If they wind up in the New York Metro area, PA, or the Southeast US I'll be able to help with background, you've got Germany covered, and between the rest of the fellas I think you can get enough detail for just about every other AO. So roll with it, because PC's will do what PC's will do.
Matt Wiser
07-02-2011, 09:51 PM
Said it in a previous thread a long time ago, but my group didn't exactly like leaving our heavy stuff behind. So we wound up going to Rostock on the Baltic Coast, where two ex-East German Frosch-class LSTs were preparing to sail for Bremerhaven to join the evacuation fleet. Some Gold from our "Kelly's Heroes" mission convinced the crews to do otherwise, and we were deciding what to do about a stateside destination when a CENTCOM recruiting officer arrived. (how he found out about us I have no idea) Anyway, he said that there was still a real war going on in Southwest Asia, and that fighting men (and women) were needed, so that the oil from the Gulf could rebuild America. He came along for the trip, and we sailed through the Channel, past the Bay of Biscay and Spain/Portugal, and down into the Med. Wound up sailing into Haifa in Israel, where IMI repaired and refitted our vehicles, we all took some leave, and then went via Jordan and Iraq to Iran. With a running gun battle with marauders and other scum all the way from As Samawah through An Nasiriyah to Basra in the process. We wound up being assigned to the 101st Airborne, and ended the T2K campaign (when our college group broke up due to graduation) at Lordegan in King's Ransom.
Targan
12-17-2011, 06:37 AM
Woooooo :skull: Raising a thread from the dead!
Further to my earlier post in this thread, during the "Pirates of the Vistula" part of my last campaign, Major Anthony Po's JSF unit/warband/gang of psychotics managed to "liberate" one of the flagships of the Vistula pirates, a Shershen-class coastal attack boat (minus the 4 torpedo tubes).
Nearby vessels capable of giving chase to the liberated Shershen were sunk by improvised magnetic, shaped-charge limpit mines afixed below the waterline by the XO, USN SEAL Lt Cdr Tadeusz Jones in a daring sub-aquatic raid.
Po had grand plans to take the vessel all the way back to Bremerhaven in triumph but had it blown away around them following a failed attempt to bluff their way past a KGB-led bridge-straddling river checkpoint only a hundred miles or so down river, and had to beach and scuttle it.
A pity, but it was an audacious plan from the start. And attempting to convince several highly suspicious KGB officers that the vessel was being used in a highly critical GRU mission showed more balls than brains on Major Po's part, IMO.
Well as a matter of fact my f2f campaign is starting operation omega and the whole process during our next meet up. And it's tomorrow night too.
It should be interesting. The mixed bag of pc's are a bunch of us army grunts, a us marine and the npc's are american and canadian. They are currently held up in Gdansk, Pl.
If u are interested in reading up my campaign journal it should be on page one still under "LVI's f2F campaign" or something like that, LOL.
*** edit, nope its on page 2 now. Here's the link:http://forum.juhlin.com/showthread.php?t=2924
Olefin
04-04-2012, 05:22 PM
In our campaign we went home a la Going Home but not by train - we fought our way thru western Poland and made contact again with the Germans, along with a bunch of other 5th Division we had picked up along the way
We also did Iran but as new PC's instead of the old group - just to give it a try and then went back to old group for Texas, Last Submarine and Allegheny Uprising (we didnt want to do the sub boat trip to Europe) - and then our GM tried to play Kidnapped, saw it was a party killer and basically had us say the hell with the mission, then picked up Howling Wildnerness and we basically took a look at what the supposed future of the game looked like and we all decided to call it a day as we wanted to play a military role play game and not Mad Max
and we got to ride home in style because of our delivery of Reset and a bunch of 5th Division guys with us on a cruise ship that got sent for the ride
M-Type
04-04-2012, 06:02 PM
Even though I'm just starting up my campaign, I'm thinking ahead for the future. I was kicking around the idea of having Omega from the start, but the party is out of the loop. Whenever (some good die rolls and some good radios would be key)they get word, then things would get set.
Tombot
04-05-2012, 12:58 PM
[QUOTE=Olefin;44530]".. we basically took a look at what the supposed future of the game looked like and we all decided to call it a day as we wanted to play a military role play game and not Mad Max.."
[/QUOTE
I love both in combination :)
Now seriously - the military/tactical elements are great. But to me, it doesnt have to be geared toward the military all the time.
I guess a scenario with former civilians and less hardware, can be quite an exiting adventure, too!
Olefin
04-05-2012, 05:52 PM
Actually that was another thing about the modules in the US that was missing - i.e. things like SWAT team characters or cops or military police - i.e. people with weapons training but not combat soldiers per se
Targan
04-05-2012, 10:07 PM
Actually that was another thing about the modules in the US that was missing - i.e. things like SWAT team characters or cops or military police - i.e. people with weapons training but not combat soldiers per se
I converted the T2K combat and char gen systems to Harnmaster/Gunmaster. We had characters from just about any background you could possibly imagine. One of the PCs in my last campaign, Che Jesus Cortez, was ex-LAPD SWAT. And a major female NPC that made it back to the US from Europe with the PC's group was a US Army MP dog handler.
raketenjagdpanzer
04-05-2012, 10:46 PM
Not to toot my own horn too loudly, but this might be of interest to you, Tombot:
http://forum.juhlin.com/showthread.php?t=2968
Tombot
04-06-2012, 02:14 AM
Yes it was very interesting - thanks for your hint!:)
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