From: Thomas Barclay <Thomas.Barclay@s...>
Date: Wed, 30 Jan 2002 22:35:05 -0500
Subject: [OT] The B-team and coppelstone
B-Team:
Hannibul Smith (ELITE-1) (or he'd like to think so)
Always HIGH mission motivation. Armed with Pistol (FP 1 Imp D10) and sometimes
an AR (FP 2, Imp D10). Grenades are optional, but always concussion (never
fragmentation) regardless of what the external grenade appearance suggests.
Never checks morale. When making rally rolls, must say "I love it when a plan
comes together."
B.A. Barracus (VETERAN-2)
High Mission Motivation (doubly so if the mission is laying a beating on Face
or Murdoch and coping with threats to his Van). Armed with rifle or
sometimes a large stick or some brawling (+1 shift in CC) skills and big
rings. Has party vehicle (armour D6 unless armoured with aluminum elevator
plating, in which case armour 2). Vehicle regenerates (ie when you hit a jump,
break and axle and blow off both wheel disks on the front, next scene,
everything is fine). Must check to avoid "berserking" when his Van is
threatened (double CC dice and the cry "I pity the fool who <insert
annoyance>") or when he finds himself recieving blood from
Howling Mad. Expert with a welder - may check once per game to turn a
collection of useful junk into a MBT.
Templeton Peck (aka Face) (REGULAR-2)
Motivation... entirely suspect especially around women. Otherwise only
Medium... it is too much like work most of the time. Armed with a rifle and
charisma (if he doesn't have his Blaster). May check once per scenario to turn
a random assortment of useless junk into a random assortment of useful junk
(see B.A.'s skill to understand). When being
reactivated by Hannibul, requires a +1 on the roll. (Accompanied by the
complaint "Aw... Hannibul...."). -1 shift in HTH combat ("Not the
face...").
"Howling Mad" Murdoch (REGULAR-1)
Motivation often unfathomable. Can vary from Medium to High. Randomly. Armed
with a Rifle and questionable sanity. Qualified VTOL pilot. May check once per
scenario to cause B.A. to go berserk. Expert escape artist. Can choose to
attract attention from any other figure on the board, costing 1 action to all
enemies (Doing a dance, acting loco, whatever).
B-Team Scenario Rules:
All casualties resolve to "okay" with medical treatment.
When rolling to hit for a B-Team member, take the quality die and the FP
die and replace one or the other (before the roll) with a d4. This
represents full-auto fire at 20m that hits nothing.
Given time, the squad can convert any item into another item. Ie -
cabbage and air ducting into a cannon, elevator aluminum panels into
armour, etc. - you get the idea.
All members of the B-team are immortal. All kills become black skulls.
Cheesy Music must play during all firefights.
All MP's or other law enforcement agencies are inept in any scenario in
which they appear with the B-Team.
The B-Team cannot be held in any facility for a period longer than 12
hours.
In the B-Team world, the pumpernickel is a dangerous handgun.