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Natural Abilities:
Supernatural strength and endurance, gets an
automatic parry or dodge on all attacks, regenerates 2D6
M.D.C. every hour, virtually impervious to pain, as per the
normal Juicer.
The First Battle
The next morning, when General Orly tries to reopen the
Treatment Dispensation Centers, his soldiers find the Juicers
waiting for them in full armor and gear. The surprised soldiers
and doctors will be cut down by the dozen, and the Juicers will
try to rush the fortification ! Only a Spider Walker stands in their
way. The robot vehicle stands in front of the main gates and its
pilot will not hesitate to fire its rail guns point-blank into the ad
vancing Juicers, killing scores of them and buying time for the
CS troops to rally and close the gates . . . leaving the Spider
Walker outside, where it and its crew will fall into the hands of
the rampaging Juicer army.
The initial battle will be disorganized, with bands of Juicers
acting as they would, not bothering to obey commands from
other leaders. Even so, their superhuman abilities and numbers
are enough to overwhelm the Coalition troops and the city mili
tia. After six hours of continual fighting, Newtown will hold, but
stands on the verge of crumbling. Early in the fighting, General
Orly does something that completely dooms him and the city.
Despite Anderson' s pleas to the contrary, Orly hits the Kill Sig
nal on the Phoenix Chip ! Three hundred and sixty-seven Juicers
die amidst horrible convulsions, heart stoppage and worse. The
Juicers soon realize that every Juicer still in the area who had
submitted to the Prometheus Treatment had been killed - re
vealing the final treachery. Now more than ever, the Uprising is
a war for revenge.
At the end of the initial battle, the Coalition had suffered 230
deaths, and the Juicers nearly 500 (mostly people killed by the
Phoenix Chip). That left some 2,000+ Coalition soldiers sur
rounded by nearly five times their number in bloodthirsty Juic
ers.
Adventure/Scenario Ideas:
This is an all-out fight. Rather
than role-playing the entire battle, the G.M. should focus on the
actions of the player characters. The party could spend the entire
battle taking out a squad of Dead Boys, or squaring off against a
robot vehicle. Maybe they manage to make it over the wall and
into Newtown ! When the assault is momentarily held at bay,
they take cover and have the opportunity to do some investigat
ing, or engage in sabotage or revenge seeking of their own.
Maybe they can get more information about the Coalition States,
the Prometheus Treatment, future CS plans (who was the Juicer
army supposed to attack, etc.) and unravel the mystery behind
UTI.
The Juicer Conclave
After the first battle, the Juicers retreat to lick their wounds
and reorganize away from Newtown. They leave scouting par
ties to keep watch on the city and establish a defensive line just
beyond the CS range of fire. The retreat is more a reaction to the
shock of the CS treachery and the Juicers ' realization of just
how foolish they had been. Julian the First gathers the most
powerful leaders among the Juicer contingent and explains "the
facts of life" to them. First of all, the Juicer "army" was caught
between the city of Newtown and the Border Wall to the West
and still almost took them out - they ' ll never survive a second
assault.
Secondly, the Coalition should be sending reinforcements
soon, unless they intend to write Newtown off as a lost invest
ment (which isn't likely). Even if the Juicers try to escape by
heading South, the CS will cut them off by sending troops to
Fort El Dorado, a move the free city would probably accept
without resistance. The only thing to do, Julian insists, is to take
Newtown itself, and use it as a bargaining chip; an entire Coali
tion City held hostage to get concessions ! Furthermore, if the
tales of a cure are true, it would surely be found at Newtown.
Julian does not believe there is any cure, but the wily leader is
willing to use anything to convince the others to follow him and
keep morale high.
The majority of the Juicer leaders decide that Julian has the
guts and brains to lead them to victory, and agree to obey his or
ders. His plan is simple; divide the Juicer army (about 1 0,000
Juicers and about 2,000 mercenaries and D-Bees, all enemies of
the Coalition, with more arriving every day) into three groups,
each some 4,000 strong. The first group will surround the city
and put it under siege, hopefully spreading its defenders and re
sources thin and creating openings that the assault force can
charge and penetrate. Once the defensive wall is breached, the
city will fall quickly. The second group will take the Border
Wall and destroy the garrison there. The last army will move
North and block any Coalition reinforcements coming to relieve
the town; living off the land by despoiling any nearby villages
and towns.
Adventure/Scenario Ideas:
Another role-playing/diplomacy
situation. The GM should allow charismatic or influential char
acters to speak and modify existing plans if they can come up
with a better strategy. Or to lead a special strike force or under
cover team into the city or against a strategic target. Julian will
listen to a character who seems to know what he' s doing, but
will not be easily swayed from his own plans.
The Battle of the Wall
The second army group, led by John Slaughter, will move
during the night and make it to the Border Wall during the wee
hours of the morning. The CS reinforced battalion manning the
wall knows the Juicers are up in arms near Newtown, and sus
pect an attack is imminent, so they have sent all their skelebots
on perimeter patrol. The Juicers will be able to gain surprise de
spite these precautions, however. Small teams of sappers man
age to get past the Skelebots on patrol and make it to the wall
unnoticed. Once there, they set demolition charges against a
large section of the wall, creating an opening. While about half
of the army group uses heavy weapons against the defender' s
firing ports, the rest o f the Juicers charge forward, overwhelming
the Skelebots and heading towards the breach. At the same time,
the commando teams who had blown the opening engage in sav
age hand to hand combat against Coalition soldiers in the tunnels
inside the wall.
Even with covering fire, the Juicers running through the "kill
zone" separating their hiding places from the wall will suffer
horrible casualties as hundreds of them are mowed down by con
centrated rail gun and laser fire, grenades and fragmentation
missiles. Furthermore, the Coalition commander orders his 32
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Spider Walkers and 1 28 combat robots (Abolishers and Enforc
ers) to block the advance of the Juicers should they survive the
onslaught. Most of the Juicers only have light vehicles like jeeps
and motorcycles. The security cameras mounted on the walls re
cord the seemingly hopeless struggle, Juicers on foot or motor
cycles charging metallic behemoths. Titan Juicers literally rip
the arms and legs off the bots and mangle CS vehicles. Fast
moving Hyperions dodge gunfire and set satchel charges on the
skelebots, blowing them to bits and crippling giant bot vehicles.
Regular Juicers use vibro-blades, hand weapons and rocket
launchers to disable or destroy the metal giants. And while some
of them deal with the defensive lines, others rush on towards the
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