Act on Instinct - C&C 1995 PATROL

-[X] You're a rifleman and always have been. No special abilities, but a baseline boost to your stats.
-[X] You had Ranger training, and are used to being picked for scouting operations.
-[X] Doorkicker: You are better at room-clearing
I'm pretty sure Ranger and Primary Rifleman are mutually exclusive.

[X] Plan Dakka
- [X] Hugh Flint
- [X] You're a rifleman and always have been. No special abilities, but a baseline boost to your stats.
- [X] Automatic Rifleman: Start with a bipod and extended magazines
- [X] Fortitude 10
- [X] Vigilance 6
- [X] Proficiency 2
- [X] Nerve 10
 
[X] Plan: One shot, one kill
-[X] Craig Boone
-[X] You had extensive marksman training and served as a sniper at several points in your career.
-[X] Specialty Marksman: You have a high precision bolt action rifle and scope.
-[X] FORTITUDE: 6
-[X] VIGILANCE: 8
-[X] PROFICENCY: 9
-[X] NERVE: 5
 
[X] Plan Forever
-[X] Nuke Dukem
-[X] You're a rifleman and always have been. No special abilities, but a baseline boost to your stats.
--[X] Primary Rifleman: You don't have to carry any more heavy shit.
-[X] FORTITUDE: 5
-[X] VIGILANCE: 8
-[X] PROFICENCY: 9
-[X] NERVE: 6

Clearly we are the brains of this operation, but that doesn't mean we shouldn't be the blandest whitest bread trooper we can be. Also, fuck hauling shit. That's for Privates.
 
What is your Name? Reminder: It is 1995 and you served in the US Army in a combat role. You're a dude. And no women in disguise, Dragon. I'm watching you!!!
[X] PLAN: RENEGADE
-[X] Nick Parker
-[X] You had Ranger training, and are used to being picked for scouting operations.
-[X] Doorkicker: You are better at room-clearing.
-[X] FORTITUDE: 7
-[X] VIGILANCE: 7
-[X] PROFICENCY: 4
-[X] NERVE: 10

That's a blast from the past! Also how I got my nick.

[X] PLAN: RENEGADE
-[X] Nick Parker
-[X] You had Ranger training, and are used to being picked for scouting operations.
-[X] Doorkicker: You are better at room-clearing.
-[X] FORTITUDE: 7
-[X] VIGILANCE: 7
-[X] PROFICENCY: 4
-[X] NERVE: 10
 
[X] PLAN: RENEGADE

My renegade nostalgia calls me.
 
[X] Plan: EXPLOSIONS?
-[X] Jim Murillo
-[X] You're a rifleman and always have been. No special abilities, but a baseline boost to your stats.
-[X] Grenade Rifleman: You have an underslung grenade launcher.
-[X] FORTITUDE: 7
-[X] VIGILANCE: 4
-[X] PROFICENCY: 7
-[X] NERVE: 10

I'm surprised nobody goes with choice with the explosive.
 
[X] PLAN: RENEGADE

Ah renegade. AKA quake/doom/heretic with CNC skins and driving Mammoth tanks.

Fuck I miss cheesy over the top hammy action. (Though there is renegade x which is multiplayer renegade and it was fun last i played it also tibsun units soomtm)
 
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[X] PLAN: RENEGADE
-[X] Nick Parker
-[X] You had Ranger training, and are used to being picked for scouting operations.
-[X] Doorkicker: You are better at room-clearing.
-[X] FORTITUDE: 7
-[X] VIGILANCE: 7
-[X] PROFICENCY: 4
-[X] NERVE: 10
 
[X] Plan: FLASHMAN RIDES AGAIN!!
-[X] Flash Flashman
-[X] You're a rifleman and always have been. No special abilities, but a baseline boost to your stats.
-[X] Grenade Rifleman: You have an underslung grenade launcher.
-[X] FORTITUDE: 7
-[X] VIGILANCE: 10
-[X] PROFICENCY: 10
-[X] NERVE: 1




A skilled and self aware coward that gets by on hyper alertness, paranoia and luck, all while pretending to be brave and somehow bizaarely pulling it off.... Just like his Ancestors!

 
1-0: Prisoner Transfer
September 26th, 1995
Two Weeks Later


"... as the GDI forces take off on another NOD assault, the free world holds its breath. This is Greg Burdette, WWN, somewhere in the Mediterranean."

You threw the tennis ball as hard as you could against the far wall, hoping that this time, the prefabricated structure would crumble and you'd be back in the war. Once again, it just bounced back into your hand.

FBS Fox was nearly empty. They'd pulled the armour and about half the troops, all off to some mysterious nowhere. Some rush op, probably, in response to the bombing in Austria, and it had left the firebase a ghost town.

And they'd left you behind. Pretty much just B-Company left to watch over the field as it crept ever outward, to watch over the refugees streaming away. Here, where the war wasn't.

Outside, the guns fired at some distant target, just muted thumps reverberating through the ground. Well, the war wasn't entirely absent, it was just very quiet. Like seemingly everywhere else in Eastern Europe, NOD had flooded the countryside with surplus Soviet anti-aircraft weaponry, a lot of it incredibly cutting edge. The result was a no-fly zone two hundred thousand square miles across, where the only things that got through were airlines and cargo friendly to NOD's interests.

Billions of dollars of GDI's cutting-edge air force was grounded because they couldn't go anywhere without catching a missile to the teeth, fired by some militia asshole working for a NOD-aligned warlord. So most of the grunt work right now consisted of ranging out trying to find the sites before they moved them.

Except even that little bit of action was beyond your reach. It was mostly being done by local forces, the military who hadn't gone over to the other side, because GDI troops were needed to guard the goddamn tib fields. Corruption was so bad that the locals simply couldn't be trusted not to step aside and let NOD harvesters eat their fill of radioactive green crystal. So to avoid feeding NOD's coffers, the best soldiers the world had to offer were being parked in place instead of actually fighting and destroying the enemy.

And today, not even that. Today was your day off.

You raised the remote and changed the channel, trying to find that dude who was painting again. Channel 21?

"Parker?"

You shot to your feet as Lieutenant Wallace entered, still looking like a lost puppy. There was just enough intent to his movements, though, that you didn't think this was going to be bullshit.

Maybe today would be interesting after all.

"Sir."

"Get your squad ready, we need you outside the wire in twenty minutes," he said briskly, continuing before you had time to comment. "Sorry for the short notice, this just came in."

About fucking time.

"What's the job, sir?"

"Prisoner transfer. Local forces snatched a SAM operator, we want you to go pick him up. Before, you know, he's shot for trying to escape."

At first the conflict between local forces had been so low-key it was almost nonexistent, with rumours that units were turning a blind eye to each other. The 'official' Czech forces just wanted NOD out, the NOD-affiliated defector forces just wanted GDI out, things were weirdly cordial. Probably because of the intense NOD sympathies even in the government forces. Since things heated up, though, there was a bit of a shuffle, and a lot of the SAM operators were now Russians, Ukrainians, Hungarians, Serbians, Poles, invaders. They didn't play as nice, and correspondingly, a lot less prisoners started coming back for GDI interrogation.

"Yes, sir. Just my squad, sir?"

"That's all we can spare. Take a humvee, and ah, take, shit, what's his name, the new guy-" he said, snapping his fingers as he tried to remember.

"Karrde, sir?"

"That's the guy." Fuck, you didn't want to take some boot out the wire for his first expedition, but on the other hand, you'd rather have an ass in the seat than the alternative. Maybe he'd help lay down some fire.

"Not going to be a lot of room for a prisoner in a full humvee, sir," you pointed out.

"Stick him in the back, it's a short ride," he said dismissively, indicating to follow him into the next room. He swept some crap off the smart table and booted up the EVA connection, and after a few seconds a pixelated map of the region emerged. "You've not got to go far. Take the 48 east to, uh." He leaned closer to read the name, struggling with the word. "Dolní Tošanovice, uh. The little hamlet with that red-roofed manor, right?"

"Yes, sir." You'd only passed by it a thousand times. It was as close as secure as anything was this close to the border, given that tib trucks drove it every day.

"They've got a company parked in there and the prisoner ought to be in the town. We're going to announce your arrive just before you actually turn up, so radio in when you're close. You know, so they don't…"

"Got it, sir."

----

A few things are standard issue and you have no control over them. You start with all the following kit, with their Weight in brackets.
Equipped Gear:
  • Uniform (1), Field Jacket (2), Boots (1), Kevlar Helmet (2), PASGT Vest (4), Combat Knife (1), Dogtags
You are also carrying a canteen (1), a flashlight (1), a first aid kit (1), x2 rations pack (1), an entrenching tool (2), a gas mask (2), a poncho (1), two fragmentation grenades (1), and six AR magazines (1).
You need a service weapon. Your options are:
  • An M16A2 Assault Rifle (Heavier, but longer ranged)
  • A Colt Commando Assault Carbine (Lighter, but shorter ranged)
The total weight of all your equipment is 32, 31 with the carbine. Weight is an abstraction that is roughly-kinda-sorta 1 kilogram. Parker's a fit guy with 7 Fortitude, and carrying capacity works like this: every multiple of your Strength (Fortitude + 3) reduces the number of Actions you have per Turn by 1.
If you have 10 or less Weight, you have 5 Actions, and that then decreases from there. 10, 20, 30, 40, and a max load of 50. You can lift more than that, but you will quickly burn out doing so.
So with 32ish weight on you, you're firmly in the Heavy load category, meaning you have 3 Actions available per turn. You can take more than that and be better prepared, or less than that and move faster. Keep in mind you will be in a humvee, so you have a place to stow your excess crap.
Your extra equipment can be:
  • Canteens (1)
  • Rations (1)
  • AR Mags (1)
  • AR Belt (2) for the squad M249
  • Fragmentation Grenades (1)
  • Smoke Grenades (1) (Any colour)
  • Ceramic Insert Plate for your vest (8)
  • An AT4 disposable rocket launcher (5)
All of these except the ceramic insert will take up inventory space. You currently have 6 spare slots available. AR magazines double up. If you want to take extra, it gets dumped in the humvee, hope you don't need it in a hurry.
You squad includes a rifleman (Conway), an Intel (Walker), a Gunner (Bishop) and a SAW Gunner (Kaarde).
What extra do you take, what do you ditch?
[ ] Write In​
Secondly, what is your Humvee packing, weapon-wise?
- [ ] An M2 50 calibre machine gun.​
- [ ] An Mk19 automatic grenade launcher.​
 
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