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#1
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For those of you who have been wanting a War......... The Members of Combined MARS and Science Team 13 enter a world of storm and slaughter to try and accomplish an impossible mission. They find themselves in a desperate, last-ditch battle against merciless savages. Buffeted by a killer storm, in a land filled with refugees, they join the Last Cavalry Unit in the fight for survival.
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#2
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So TMP builds underground bases, recruits and stores teams around the country...and can't afford the 1,000 dollars for a satellite dish and has to take over the Johnson Space Center?!?!?!?!?!
The introduction of the First Cavalry Division (Lonestar) is an interesting and one with lots of room for development, not to mention the survivor gangs below the old border.
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The reason that the American Army does so well in wartime, is that war is chaos, and the American Army practices chaos on a daily basis. |
#3
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OMG do I really, really, really despise the whole Air cushioned vehicle as a Project Machine.
I really, really do. The SK-5 was a Navy toy for interdiction in inland waterways and swamps. The Mekong delta for sure. I hate it. Not that I am fond of boats anyway. This thing is an annoying pin pick for the bad guys, it zooms by, shoots wildly, and hauls ass out to avoid return fire...... Harrassment fire at best. Royally screwed if the terrain is not favorable. I am opting that and the Bolthole afloat concept out. Completely along with the other two ACVs. Somebody at Timeline thought these were sexy and cool. Damned if I know why. |
#4
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I can see the whole point of a Hovercraft in swampy terrain, it makes a lot of sense, however, if I was to run a game there, I would have this sort of loadout:
2x 1 Man hovercraft recon 1x Inshore Patrol Boat, Armed and with medium steel plate armour (think the boats from Vietnam 1x Medium sized fully enclosed boat - Science equipment (similar to size as -- http://en.wikipedia.org/wiki/Tyne_class_lifeboat or http://en.wikipedia.org/wiki/Mersey_class_lifeboat ) 1x Flatpack swamp boat - stowed on Science boat
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Newbie DM/PM/GM Semi-experienced player Mostly a sci-fi nut, who plays a few PC games. I do some technical and vehicle drawings in my native M20 scale. - http://braden1986.deviantart.com/ |
#5
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Hovercraft and helicopters have similar maintenance requirements. I suggest that the ACV units could be replaced with a couple of Chinooks (stats are already in Prime Base) although a "Jolly Green Giant" would be useful too.
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#6
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ACVs have done a number of very impressive exploration voyages http://kickasstrips.com/2014/06/the-...ition-of-1969/ https://www.upi.com/Archives/1982/01...9284379227600/ http://kickasstrips.com/2016/02/by-h...pain-trinidad/ https://cgaviationhistory.org/1970-e...use-conducted/ https://en.wikipedia.org/wiki/Landing_Craft_Air_Cushion https://en.wikipedia.org/wiki/Patrol...ushion_Vehicle ACV's can cross something like 80% of the coastlines of the oceans, and in the Gulf I'd be hard pressed to think of any parts of the coast of texas, Louisiana, Mississippi or Florida where an ACV can't make landfall (unless heavy forest goes all the way down to the water. They can travel from the oceans, over any bars at the mouth and up to the headwaters of the major rivers in the region. I've ridden a civilian ACV in the Solent through about 10 foot swells. The ride was rough but service was maintained. It was a little like a roller coaster, super fun! CT-13 can use ACVs effectively and the region is particularly suitable for such operations. in the 5-10 year time frame even the growing of trees will probably not be enough to exclude ACVs from most landfalls. That being said the machines in the module, except for the Science Machine are pretty lame. I upgraded the MARS vehicle with a pair of rocket pods and 2 40mm AGLs on side mounted pylons to supplement the 20mm (now a 25mm Bushmaster). It gets a 50 cal on a central pintle mount as well as the two existing M60 side gunners. In addition add a decent sensor suite. The Recon machine gets replaced with a Stealth Ducted Fan Helicopter. This is a fancy two seat machine consisting of a kevlar shell with a big central fan. It seats two and has all sorts sensors and countermeasures. It is armed with a minigun in an Emerson MiniTat turret and a pair of Stingers. This is fast and can fly high and is basically invisible to most sensors, passive or active. |
#7
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My $0.02 Mike |
#8
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Decided to resurrect this one.
This is the largest single group most similar to pre-War America. The 1st Cavalry Division is a nice touch, but the weaponry kills me. The author I felt was trying to hard to recreate the Old West. These guys were blue denim uniforms and ride horses. They carry Krag Jorgenson rifles and use gatling guns for support. Unless they need M1 tanks and Bradly fighting vehicles? Personally, I like to think of it as all the elements are there just the right sequence of events and the people needed to make it happen aren't there. So my stab at a plausible reason for the vast differences in the technology is the War hit the education and training establishment hard. Not only were universities lost to nuclear hits but, the population was decimated by war plagues as people came to the colleges and universities looking for help. There was precious few left to pass on knowledge to many. Here and there someone passed on something even if it was some repair manuals and some tools. So my take is the Morrow Projects greatest gift to the Lone Star Republic will be teaching the people and guiding the government to keep it a representative one like it is. I think they are churning out enough warriors to fight the Brotherhood. |
#9
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So this is the 1st Armored Division Order of Battle for Desert Storm in 1991.
Seems close enough for me to consider what can be surviving equipment and units post the 19 November 1989 war date for 3rd edition. Might be nice to put unit names and colors to the all horse conversions, and to know which units remain mechanized for the threat from the south. http://www.tim-thompson.com/gwob1stcav.html 1st Brigade, 1st Cavalry Division 3d Battalion, 32d Armor (Fort Hood) (M-1A1) 2d Battalion, 5th Cavalry (Fort Hood) [M-2] 1st Battalion, 8th Cavalry (Fort Hood) [M-1] 2d Battalion, 8th Cavalry (Fort Hood) [M-1] 2d Brigade, 1st Cavalry Division 1st Battalion, 32d Armor (Fort Hood) (M-1A1) 1st Battalion, 5th Cavalry (Fort Hood) [M-2] 1st Cavalry Division Artillery Battery A, 21st Field Artillery [Fort Hood] (MLRS) Battery A, 333d Field Artillery (Fort Hood) (Target Acquisition Battery) 1st Battalion, 82d Field Artillery [Fort Hood] (M-109) [DS 1st Brigade] 3d Battalion, 82d Field Artillery [Fort Hood] (M-109A3) [DS 2d Brigade] Cavalry Brigade, 1st Cavalry Division 1st Battalion, 3d Aviation (Fort Hood) (Attack; AH-64) 1st Battalion, 227th Aviation (Fort Hood) (Attack; AH-64) Company D, 227th Aviation (Fort Hood) (Command) Company E, 227th Aviation (Fort Hood) (Assault;UH-60) 2d Squadron, 1st Cavalry (-Air Troop) (Fort Hood) (attached from 2d Armored Division) 1st Squadron, 7th Cavalry (Fort Hood) (M-3) 1st Cavalry Division Support Command Company F, 227th Aviation (Fort Hood) (AVIM) 15th Support Battalion (Forward) [DS 2d Brigade] (Fort Hood) 27th Support Battalion (Main) (Fort Hood) 115th Support Battalion (Forward) [DS 1st Brigade] (Fort Hood) 1st Cavalry Division Band (Fort Hood) 68th Chemical Company (NBC Defense) (Fort Hood) 157th Ordnance Detachment (TOW/Dragon)(Fort Hood) (attached) 4th Battalion, 5th Air Defense Artillery[Vulcan/Stinger/Avenger] (Fort Hood) [Battalion underwent several organizational transitions during deployment, most significantly gaining three additional Avenger Platoons (formed from personnel of 2d Armored Division's 2d Battalion, 5th Air Defense Artillery) and forming Battery D on 10 December 1990 to control the Avenger assets] Reconnaissance Platoon, 22d Chemical Company (Frankfurt) (attached from 3d Armored Division) 8th Engineer Battalion (Fort Hood) 123d Engineer Detachment (Terrain) (Fort Hood) 557th Engineer Detachment (Terrain) (Fort Hood) 312th Military Intelligence Battalion (CEWI)(Fort Hood) 545th Military Police Company(Fort Hood) 13th Signal Battalion (Division MSE) (Fort Hood) OPCON and Attached Units: 44th Chemical Company (NBC Defense) [company (-) consisted of only one smoke and one decon platoon in direct support of 1st Cavalry Division Support Command; one decon platoon served with 1st Brigade, 2d Armored Division; another decon platoon served with 1st Infantry Division] (Fort Hood) 413th Civil Affairs Company (USAR, TX) 145th Public Affairs Detachment (OK ARNG) |
#10
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I must also do III Corps and the other tenant units at Ft. Hood.
The Ft. Sam Houston, and then process the Air Force bases in the region. Texas has a military presence greater than some countries. |
#11
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Last edited by .45cultist; 02-13-2017 at 06:40 PM. |
#12
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This is one of my favorite concepts for a module, but the execution is lacking. First off the idea that the badly outnumbered, poorly armed and disorganized savages are pushing the Texans back makes no sense. The Texans having running tanks but no aircraft makes no sense. The MP vehicles are not very practical. The scout vehicle is nearly useless. It might be cute to play on a pond but for it to be miles out to sea is just death waiting for its crewman.
The St Louis crew ran this at several conventions as the opening scenario. I've also run it for in house games. I change up things a lot. The Savages get a big silent partner who hammers the Texans before and during the invasion. The MP vehicles get a big of a makeover as well. The little recon hover gets replaced with a hefty ducted fan rotorcraft that has two seat, is fully enclosed can fly above ground effect and carries a minigun and a stinger pod as well as a suite of sensors and ECM and is very stealthy. |
#13
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For uniforms...... I would stick with the blue denim and stetsons for the cavalry... It's Texas and that is all the justification they need. On the other hand..... the WW1 khakis, canvas web gear, and doughboy helmets is perfect for the Infantry and Armor troops of the Republic... justify this by saying patterns came from collectors and museums post war salvage. As for a machinegun... going with the BAR for everyone with the exception of the M1 and M2 coaxial MGs. That the Republic does not have the tooling or equipment to make disintegrating link belts, thus all such are hoarded for the tanks and IFVs. Grenades...... German potato mashers.. the complicated fuses of even the MK1 pineapple or british Mills bomb are out of the Republics reach. The friction pull igniter is not. Therefore, Republic grenades are the wooden handle variety with HE, Frag, and smoke being most common with a large demo variety and a 2kg charge for Engineers being uncommon. Totally Ok with swords, sabers, trench knives, maces, spears, and lances.. though I would suggest working up a quick reference chart for damage based on PC or NPC strength and modifiers against types of armors to keep game play moving. Anti armor weapons.. none modern. The threat from the Brotherhood comes as a surprise.. the M1s are the only AT defense with infantry or cavalry improvising using HE grenades and demo packs in close defense. TMP members don't have time to teach making mines, pole charges, and rockets, plus there isn't time for the Republic to make them. The Republic is going to make a crash program to make molotovs and ship those to infantry or militia in the defense. Artillery.... The Republic doesn't seem to have any. We might assume that self propelled and towed versions did not survive the nuke strike on Ft. Hood. Additionally, no mortars... I chalk that up to no pressing need with the highly mobile horse mounted tactics of the Cavalry versus low tech and unsophisticated tactics of previous bandit threats. Something the TMP won't have time to teach and the Republic has no time to build. Communications....... write it down and send a rider. Everything is worn out, broken, cannabalized, or destroyed. Even phone lines are out without a means to insulate cables. Fuel..... actually, in abundance. Oils, grease, gasoline, diesel, and solvents in significant quantities...... Distribution is primitive and inefficient. Pipelines are proposed with effort into how to make pipe, valves, and hardwared being researched. The Republic doesn't have significant smelting and casting infrastructure. Food. Abundant, but primitive. Rations are cooked at field kitchens or field bakeries. Luxurious, nutritious, and wholesome compared to the field rations of centuries before. TMP members will be curious about the hard tack, dried beef, dried vegetables, or fruit of the infantry or cavalry marching rations. The garrison and forward field kitchens produce hot meals twice a day of cereals, soups, stews, and anything else that can be boiled, baked, or fried. |
#14
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How could the oil rig with the bolt hole have survived 150 years?
First let's look at some historic structures https://en.wikipedia.org/wiki/Dry_Tortugas_Light https://www.nps.gov/drto/learn/histo...-jefferson.htm Although the lighthouse was repaired while in service it did survive a number of direct hits by hurricanes over the century and a half since it was built. The Fort however went a hundred years without any care at all. If a pair of brick structures could survive that long I think a facility designed by the Project could last 150 years as well. Back in the Nostromo days there was a discussion about why any bolt hole could survive 150 years. It comes down to planned lifespan and over engineering. If the project started freezing people in the 1960s or so and the war could be anywhere up to 40 years later, that gives us a decent starting point. All structures had to survive 40 years. The standard bolt hole would be designed to survive 40 years of the worst case scenario. That would include erosion, ground water earthquakes, a nearby nuke, tornados and such. From there we can look at over engineering the structures and they will double or triple the life, as a factor of 2-3 is not excessive. A factor of 5 is not unheard of. So let's look at the Lonestar Bolt Hole. It would have been designed for a worst case scenario. In this case I'd say it would be designed to survive a direct hit by a Cat three hurricane every three years and a Cat five direct hit every ten and a nearby nuke hit. I have no problem seeing the platform leg lasting 150 years |
#15
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It is still a stretch for a bolt hole to be in a offshore rig. A compliant tower is anchored to the seafloor, but they are designed to flex and that would seem to be contrary to long term survivability. That leaves us with a steel jacket fixed platform.
While it is conceivable that you could build a bolt hole inside the jacket of a leg prior to final construction, the jacket does get most of its strength from being round rolled steel welded together with the smaller braces welded between them. This would mean that everything would have to be inside the bolt hole before the jacket was finished and that you could not update the contents of it once sealed. There is also the problem of it jacket being constructed on its side and then having one end slowly submerged to stand it after it is towed to the final location. This means that everything has to be very firmly strapped down to the "floor", including all the vehicles, since it will be on its side for a decent amount of time. These straps would likely entail some sort of steel bracing, brackets and large explosive bolts for the vehicles. Assuming there is such a bolt hole, the normal wake up and launch would be thaw the personnel, have them detonate the bolts to free the vehicles, and then punch the button to activate the thermite charges to burn the door through the jacket with a laser or cutting torch in reserve to use if the thermite fails to open the side correctly for any reason. This just seems like a lot of work when a more "conventional" design that is used in hundreds of location would just make more sense from an economics and design standpoint. |
#16
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Lots of rigs are towed completed and in an upright position. The vehicles would need to be tied down anyway, Oil rigs are dynamic structures and move with the wave action.
I can see a couple of reasons to do this. One has to do with the large number of potential nuke targets on the Gulf Coast. There is also the possibility of the bad guys using tsunami bombs against the entire region. Additionally the threat of hurricanes and weather isn't just against an oil rig. Look at the recent flooding in Texas or Louisiana and the question becomes how many bolt holes could be lost in a Cat 5 hurricane hitting those areas? Also having CT-13 in the middle of the Gulf gives MP the option of deploying them to anywhere in the Gulf from Mexico all the way around to Florida. I think there will be some really interesting "one off" bolt holes scattered around, just so all the MP eggs aren't in one kind of basket. Plus the Team Wake up is so much fun for the PD. Tom, Jeff and I made an audio tape (yes it was THAT long ago) of the bolt hole computer letting the team know their house is falling apart around their ears. I also took four pieces of foam and stuck hundreds of little cocktail toothpicks in them. I had a "Remove Before Flight" ribbon and told the players each toothpick was such a ribbon and they had to pull them all out (one by one) before they could safely get the craft operational. Plus their gear was all downstairs. The visual of the door falling away when the explosive bolts fire and then the big wave coming in is just a great way to introduce players to the world! EMBRACE THE SUCK! |
#17
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I eliminated floating platforms because of secrecy. There would be no place that does not receive periodic inspections where you could hide the bolt hole. You could assume that the entire platform is owned and operated by a Morrow company and all the platform operators and workers have fairly high security clearance. Though you still have government inspectors to deal with. Not all of them will take a bribe.
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#18
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This isn't a floating platform, but is a fixed one. There are a lot of these out there http://www.nola.com/news/gulf-oil-sp...nd_gas_we.html |
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