Friday, September 21, 2012

Savage Odyssey Prime Factions: Rival Governments...

Good Afternoon, All:

The fifth and last group I'd like to develop publicly for my Savage Odyssey Prime campaign involves Rival Governments. While FEMA, the organization that supports Project Odyssey, is harangued by the Committee on Oversight and Government Reform, particularly the United States House Oversight Subcommittee on National Security, Homeland Defense and Foreign Operations, within the domestic political arena of hidden government agency agendas, the project's biggest challengers on our own world are actually other nations.

Based on my review of the material of the core rulebook, and some calculations based on the relative gross national product of each nation, these countries are known to the US as having Project Odyssey-style programs: United States (10 operating rings), Great Britain (1 operating ring), Japan (4 operating rings), Canada (1 operating ring), Israel (1 ring, almost operational), Germany (2 operating rings), Brazil (1 operating ring) and Australia (1 operating ring).

The United States government suspects that the following countries support Project Odyssey-style programs, but these rumors are currently unverified: China (4 operating rings), North Korea (1 operating ring) and Russia (1 operating ring).

Given these figures, it is easy to imagine that the Odyssey Teams might occasionally encounter an off-world team from one of these rivals. In addition, members of these rival governments may also be involved in local affairs, leading to interaction with the Damage Control (DamCon) Teams.
Rival Governments

Brief Description: Like the government of the United States, other governments have learned of the existence of both the Doomsday asteroid and the Sherman Ring, and are exploring other options. Some are seeking ways to deal with the asteroid, while others are following America's example in seeking a new home for elite members of their population. Similarly, these rival governments tend to possess their own variations of Odyssey Teams and Damage Control Teams. The generic stats provided below should work for most instances.

Encounter Groups: These are common encounter groups for this type of encounter.
  • Novice: 5 Soldiers, 1 Squad Leader.
  • Seasoned: 10 Soldiers, 2 Squad Leaders, 1 Commander.
  • Veteran: 20 Soldiers, 4 Squad Leaders, 1 Specialist, 1 Commander.

Stat Blocks: The following stats are provided as examples for inspiration. Please adjust as needed to fit your given scenario.

Soldier
Abilities: Agility d6, Smarts d4, Spirit d6, Strength d6, Vigor d6
Skills: Fighting d6, Notice d6, Stealth d4, Shooting d6
Pace: 6; Parry: 7(2); Toughness: 7(2) [9(4) vs Bullets]
Gear: Auto-pistol (Dmg 2d6, AP1; Rng 12/24/48; ROF 1; Shots 15; SA); Auto-pistol ammo (x4 clips); Night vision goggles; Radio (with throat microphone); Kevlar (+2 Armor, +4 vs bullets; covers torso); Survival knife (Dmg Str+d4; Rng 3/6/12; ROF 1); Tactical helmet (+1 Armor; covers head); Backpack (first aid kit, sleeping bag, 10 days rations).

Squad Leader (WC)
Abilities: Agility d6, Smarts d6, Spirit d6, Strength d6, Vigor d8
Skills: Fighting d8, Healing d4, Intimidation d6, Knowledge (Battle) d4, Notice d8, Stealth d6, Shooting d6, Throwing d6
Pace: 6; Parry: 6; Toughness: 8(2) [10(4) vs Bullets]
Edges: Command (allies gain +1 to recover from Shaken), Marksman (+2 Shooting if not moving)
Gear: Auto-pistol (Dmg 2d6, AP1; Rng 12/24/48; ROF 1; Shots 15; SA); Auto-pistol ammo (x4 clips); Night vision goggles; Radio (with throat microphone); Kevlar (+2 Armor, +4 vs bullets; covers torso); Survival knife (Dmg Str+d4; Rng 3/6/12; ROF 1); Tactical helmet (+1 Armor; covers head); Backpack (first aid kit, sleeping bag, 10 days rations); Binoculars (rangefinding).

Specialist (WC)
Abilities: Agility d10, Smarts d6, Spirit d6, Strength d6, Vigor d6
Skills: Fighting d6, Knowledge (Demolitions) d6, Notice d8+2, Repair d4, Shooting d10, Stealth d6
Pace: 8 (+1d10 running); Parry: 5; Toughness: 7(2) [9(4) vs Bullets]
Edges: Alertness (+2 Notice), Fleet-Footed (+2 Pace, d10 running), Marksman (+2 Shooting if not moving), Quick (redraw Initiative on 5 or less), Steady Hands (ignore unstable platform penalty)
Gear: Assault Rifle with laser sight (Dmg 2d10, AP 2; Rng 24/48/96; ROF 3; Shots 30); Assault rifle ammo (x4 clips); Auto-pistol (Dmg 2d6, AP1; Rng 12/24/48; ROF 1; Shots 15; SA); Auto-pistol ammo (x4 clips); Night vision goggles; Radio (with throat microphone); Ranger armor (+2 Armor, +4 vs bullets; covers torso); Survival knife (Dmg Str+d4; Rng 3/6/12; ROF 1); Tactical helmet (+1 Armor; covers head); Backpack (first aid kit, sleeping bag, 10 days rations); Demolitions Kit (4 lbs C4 Explosive).

Commander (WC)
Abilities: Agility d10, Smarts d8, Spirit d8, Strength d8, Vigor d10
Skills: Fighting d10, Healing d4, Intimidation d8, Knowledge (Battle) d8, Notice d8, Stealth d8, Shooting d10
Pace: 6; Parry: 7; Toughness: 9(2) [11(4) vs Bullets]
Edges: Command (allies gain +1 to recover from Shaken), Command Presence (command radius is 10 squares), First Strike (see Improved First Strike), Marksman (+2 Shooting if not moving), Quick (redraw Initiative on 5 or less), Tactician (make a Knowledge (Battle) roll at the beginning of a fight to get an Action Card per success and raise; these may be given to any allies throughout the course of the battle)
Gear: Auto-pistol (Dmg 2d6, AP1; Rng 12/24/48; ROF 1; Shots 15; SA); Auto-pistol ammo (x4 clips); Night vision goggles; Portal monitor (wrist unit); Radio (with throat microphone); Kevlar (+2 Armor, +4 vs bullets; covers torso); Survival knife (Dmg Str+d4; Rng 3/6/12; ROF 1); Tactical helmet (+1 Armor; covers head); Backpack (first aid kit, sleeping bag, 10 days rations); Binoculars (rangefinding); Thermal imaging goggles.

Encounter Ideas: Here are six different scenarios related to this encounter type.
  1. The Rival Government Team is preparing to set an ambush when the party comes upon the scene.
  2. The Rival Government Team is interrogating some locals for information related to their mission.
  3. The Rival Government Team has recovered sensitive material, and are returning to their portal site or extraction site when the party encounters them.
  4. The Rival Government Team are engaging in the recovery of sensitive material, perhaps the very same thing the party is after.
  5. The Rival Government Team is assaulting a local installation overtly, with an apparent goal of destruction and mayhem in mind.
  6. The Rival Government Team is intentionally hunting down the party, with orders to kill one or more of them.

Enjoy,
Flynn

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