The year is 2421, and humanity has unknowingly triggered the long and bitter road to his extinction...
Reports were initially sketchy. An unidentified illness broke out amongst the population of the vast industrial metropolis of City 29, situated upon the barren surface of Factory World Isis 7. Chief medical officials were baffled by the illness, and immediately requested the presence of their off-world superiors as the victims started to mount.
Within 24 hours of the first recognised diagnosis, 10% of the population was suspected of being infected. Initial attempts to identify the illness were hindered by a misunderstanding of what medical staff were dealing with. What appeared to be a neuro-virus was soon established to be something else altogether: a parasitic fungal organism. Batteries of antifungal medication were applied to the victims, but astonishingly these only served to accelerate the rate of the fungal spread.
Symptoms were typical of a fever: joint pain, headache, sore throat a cough and general lethargy. Over the course of a day, the victim would quickly deteriorate into a semi-comatose bedridden state. Blisters would form on the undersides of their arms, and around the backs of their necks. It was quickly noticed that these blisters did not harbour pus or blood, but some form of fine dust that appeared to be produced by the body itself.
27 hours after the first recognised diagnosis, the first victim died as a direct result of the fungal infection. It had spread to her brain directly from her lungs, and had closed down her vital organs despite medical science's best efforts to keep them operating. The resulting autopsy confirmed the planetary Government's worst fears: the fungal infection was airborne.
After a brief conference of the Interstellar Government's top medical bodies, the parasitic fungus was named the Hangor Fungii, designated F737.
Despite the rapid deployment of respiratory protective equipment to the civilian population, in just three days after the first fatality it was confirmed that over over 40% of City 29's inhabitants had contracted the infection. Hospitals quickly crumbled under the huge pressure of caring for 20 million people that they could not cure. Police stations were transformed into makeshift bases for the local military as the First Ministers of Isis 7's Government attempted to use their iron fist to maintain control over a situation that was well beyond their understanding or manipulation.
Airborne spores started to spill from the blistered skin of the fallen, and like a deathly green fog, they spread throughout the city. It was at this time that the local Isis 7 Security Forces commanders issued orders to their men to begin burning the dead. The fires destroyed the infected, and their spores, but there were too many bodies to be dealt with effectively, and the death toll continued to rise.
Law and order quickly fell to ruin, as panic drove the population wild. Rioters and looters took to the street. The local military responded with live rounds and isolated cases of 'shoot on sight' death squads, and it wasn't long until the civilian population were forced to fight back out of need to survive the bullets and the infection. Gun shops were raided; sympathetic police turned over weapon caches to their neighbours and some soldiers defected to join the civilians. Running street battles broke out, and the security forces found themselves facing heavy small arms fire in the maze of streets and alleys that were City 29's residential sectors. As human fought human over house, pathway and street, F737 mutated unnoticed in the chaos.
The massive white tents set up outside the hospitals as impromptu morgues and soon to be bonfires became the official ground zero: the dead began to stir. Their bodies, rigid from rigor mortis, crinkled like plastic as they gained their feet. The few unfortunate witnesses that were within these tents of death were quickly set upon by clawed hands and jagged teeth.
The military and their law enforcement companions realised too late what was happening. The infected evolved quickly; at first they were just men and women, running in a crazed blood-lust towards the nearest non-infected human with an expression of glee hard set into their pale grey, blister ridden faces. A burst from an assault rifle would send these freaks back to their slumber. But not all of them stayed in this vulnerable state for long.
Monsters, sprouting several heads and limbs and standing over ten feet tall, appeared from the midst of the chaos. They screamed like banshees, and charged their adversaries with a suicidal rage. It took several bullets to bring these creatures down, and when they did finally fall, their flesh would burst open to release a thick cloud of F737 spores. Those soldiers who had lost or damaged their gas masks would quickly succumb to this new breed of the fungus, and turn on their comrades within minutes.
In a bid to prevent the spread of the infection, Isis 7's planetary Government hastily mobilised its remaining military and enacted a quarantine of City 29. This move came far too late in the game however, and was pointless anyway, as the clouds of spores emanating from the bodies of the infected had started to leave the city and sweep across the entire region. Populations deemed at risk of the spores' path were ordered to evacuate, but Isis 7's infrastructure was not designed for such a contingency and many were left to their fate as the roads jammed and the airways became restricted by the enactment of no-fly zones.
Realising that they had blundered, the First Ministers of Isis 7 hid from their Interstellar superiors the fact that the situation on the ground was out of control. Having dealt with the crisis that was F737 first hand, they were in a position of strength: if they had acted with conviction and courage, then perhaps the consequential disaster could have been avoided. Instead, terrified for their own lives and coming to the conclusion that they would not survive the outbreak without outside intervention, they chose to be vague with the Interstellar Government.
Swathes of medical data were withdrawn from the Interstellar Network, and figures relating to the infection rate of F737 were sliced to make the situation appear less dire than it really was. When queried about the sudden removal of information, the sudden changes of statistics regarding the crisis and an apparent media blackout on the surface, the First Ministers played a rogue card: Isis 7 was under terrorist attack, and that the insurgents were using the outbreak of F737 to mask their actions. The Interstellar Government promptly scrambled for a response.
Battlegroup Gamma of Earth's Home Fleet was two days away by hyperdrive, and was the nearest military force capable of launching combined arms operations on a planet's surface. Equipped with four H Class battlecruisers, seven general purpose transport ships and an Enfield Class carrier, Battlegroup Gamma had enough combined fire power to obliterate a planet's surface via a nuclear barrage – an unintended but vital oversight.
By the time Battlegroup Gamma arrived in Isis 7's orbit, the situation on the ground was dire. City 29 had gone dark; cities 17, 21 and 34 were reporting similar fungal outbreaks to those experienced by City 29. Admiral Morgan Hallow, the senior officer of the Battlegroup, was both disturbed and confused by initial satellite imaging of City 29's streets. There were fires, but no one was tackling them, and there were crowds in the streets, marching with impunity towards what appeared to be military roadblocks. A visual enhancement revealed that something was not quite right with this picture; these were no ordinary riots, and the fires did not fit the profile of a terrorist attack. It was as if two entire armies had warred with each from one end of the city to the other, leaving crowds of jubilant spectators in their wake.
Yet, the ageing Admiral knew these to be strange times and did not read the situation for what it was. Several terrorist groups had garnered sympathy across the colonised solar systems of man's fledging empire. Some fought for revenge, some out of warped moral righteousness, and others for religious gratification. He deemed it perfectly possible that the population of City 29 had risen in support of whatever was taking place on the surface.
After relaying his findings to the Interstellar Government's High Council, he received orders to retake City 29 from the hostile population, regardless of the cost. This was to be the first time in twenty two years that a military force operating under the Interstellar Government had been authorised to use lethal force against civilians.
On the 4th of March, 2421, a small armada of drop ships, varying in shapes and sizes, descended upon City 29 from all directions. Their hulls contained 10,231 battle hardened and combat ready marines with orders to force the city's population to return to their homes under the pain of death. An order that was gawked at by soldiers whose task more often than not was to protect civilians from the exact actions they were themselves about to commit.
The drop ships landed at their assigned targets: parks, the roofs of residential complexes, car parks, large shopping centres and other places where the civilian population was likely to be thickest. They also made for the major law enforcement stations and local military barracks in an attempt to reinforce them – or in the worst case scenario, retake these structures from the insurrectionists.
Immediately, the vanguard of this attack force encountered the green fog seen from space. Thanks to First Ministers' attempts to conceal the severity of F737, Battlegroup Gamma's leadership was ill informed of the danger this fog presented.
Dozens succumbed as they were enveloped by the spores. They clawed at their faces, screaming and laughing in a fit of madness whilst their comrades looked on in horror and confusion. Gun fire erupted as chaos ensued, and force cohesion almost broke there and then had it not been for the marines' discipline.
Orders and advisories were quickly and efficiently sent out over the intertwined Battle Net to alert the marines of the apparent dangers that the fog posed. Gas masks, mandatory equipment for any marine heading into war, were equipped and the airborne spores ceased to be a problem; it was just one minor but terrible and bizarre footnote in what was surely about to be another glorious combat operation from the marines of Battlegroup Gamma.
As these heroic soldiers pressed their way into the city, they stumbled upon the civilian population they were to subdue. The people of City 29 were no longer people, they were monsters; corrupted flesh, blister ridden and deformed. Some had a giant oily, snaking tentacle for a head, whilst others had six muscular arms jointed in several places. There were some that were as tall as a small house that snarled and drawled a green corrosive goo. Others were bent over backwards, and their black lifeless eyes stared at the marines from between their blistered shins.
Stunned, confused and terrified into inaction, the first combat parties were torn to shreds in seconds by their horrifying attackers. Gunfire filled the air of City 29, as mankind's best fought against the twisted machinations of an unknown power.
Meanwhile, spurred on by the arrival of much needed reinforcements, Isis 7’s battered security forces renewed their attempts to defeat the infection militarily. Communicating with Gamma Fleet’s Battle Net, local commanders began to coordinate their efforts in tandem with the marines. Convoys of armoured personnel carriers sped out of their besieged bases, and unloaded their soldiers at designated areas to alleviate trapped marines, or to create choke points against the infected. These men and women, although partly responsible for F737’s unchecked advance, were brave and battle tested by the previous days of horrifying street battles. They were essential to the Interstellar Government’s hopes of cleansing City 29.
And as rifles blasted infected flesh, and snarling faces joyously bathed in blood, the growing presence of civilian militias began to weigh in on the battle. Wary of both the marines and the security forces, who were more likely to shoot them than to see them as allies, these militias fought for and against themselves in a terrible struggle for survival. Caught between the advancing pincers of Isis 7’s security forces, the patchwork islands of marines and the ever growing tide of the infected, they hoped beyond hope for a way out of their certain doom. To them, the message was coldly clear: they could return to their homes, as advised by the broadcasts from Battlegroup Gamma, or they could report to their local quarantine zones, as advised by their local authorities. Both were a death sentence, and not one they were willing to accept.
Welcome to City 29, the beginning of the end…
Game Summary
In this game, you play as a 3 man squad or group, depending on whether you are military or civilian. This may sound daunting, controlling 3 characters, however it is only as complicated as you make it. There will be no need for in-depth descriptions of your squad members, only their names and their assigned weapons and items. Two of these 3 may not mean anything to you, they may be mere cannon fodder for your protagonist to serve alongside, or they may be one coherent unit. This is above all a combat RP, relying on the use of squad and group mechanics to engage and overcome the various situations that the war-torn City 29 offers. Will you charge your men and women, bravely with bayonets raised, into the smoking rubble of a factory complex? Or will you establish yourselves on a vantage point, and hope against hope that you have enough ammunition to keep the horde at bay? Maybe you’ll link with a larger task force and take part in a major combined arms operation to retake an area of City 29. The choice is yours, ultimately.
In this rp, there are four factions, each with their own objectives and squad layouts. Choose one, form your squad, and head to the battle zone.
As the battle rages, I will trigger events at certain intervals. These events range from a surge of the infected presence, the arrival of an aerial strike group, the deployment of additional friendly ground forces to an impending nuclear bombardment of the city.
Factions
City 29 Law Enforcement Agency
Default: Apparel: Navy blue tactical BDUs, bulky riot jackets and Kevlar helmets.
The stalwart men and women of City 29’s dwindling Law Enforcement Agency (LEA) are the everyday police force that has for so long maintained order in the monotonous day-to-day running of the city. As first responders, they have suffered horrific casualties as a result of the infection, but have not yet become extinct. Bolstered by weapons from the Isis 7 security forces, and equipped in riot gear and gas masks, they valiantly attempt to rescue trapped civilians without the backup of their military-based cousins. Operating from the few remaining LEA precincts that are still active within the city, their objectives are simple as they are heroic, if not ultimately doomed: to protect and to serve the populous, to the bitter end and beyond.
City 29 Civilian Militias
Default Apparel: Civilians of City 29 wear standardised white body overalls. Through the course of the outbreak, they will have picked up odds and sods from the Security Forces and ELA, making them seem like they’ve come back from a military surplus jumble sale.
The weak die, and the strong prosper. Such is evolution, such are the people of City 29. Armed to the teeth with squandered weapons from dead Isis 7 soldiers and LEA officers, these militias fight for survival. Penalised from the offset by the marines, who see them as armed terrorists, and targeted by the Isis 7 security forces who have fought with them since the fall of law and order, these bitter men and women have no room for compassion or heroics; just cold rationalism. They have faced the brunt of F737, and know humanity has no hope unless it gets practical and quickly. Their objective is the very foundation of their existence: to escape City 29, by any means.
Isis 7 Security Forces
Default: Apparel: Green digital camouflage battle dress, helmets of all shapes and sizes, some with attachments and some without.
Weekend soldiers. Rookies. Lightly equipped and poorly trained in comparison to their Interstellar brethren, these men and women were the trembling hammer and the brittle anvil of Isis 7’s government’s attempt to destroy the infection. They have paid dearly, and of the original 100,324 active combat personnel at their initial deployment, only 26,434 remain in the fight. Those who did not desert to look after their families, or who did not run out of sheer terror, became the symbol of Isis 7’s hopes, of mankind’s hopes. Tried and tested through the terrifying battle that they have hopelessly waged against the infected, the remaining soldiers are committed to the cause.
With the arrival of the marines, they hope they can undo their earlier mistakes of allowing the infection to gain the upper hand. To do so, they are prepared to lay down their lives, and the lives of their civilian population. Their objective? The complete and total annihilation of infected carriers. From their isolated bases across the city, they prepare for one final counter attack with the aim of achieving this objective; no holds barred, no soul spared.
Gamma Marines
Default: Apparel: Black jump suits, various helmets with visors and attachments.
Thrown into the meat grinder by pencil pushers, such is the way of Gamma Marines. These warriors are humanity’s best, renowned throughout the Empire for their bravery and resolve. They blundered into this mess, but they have reacted quickly; as any proud commander would expect. Ordered to put down an insurrection, the marines are well aware that they are putting down much more than a few angry-minded terrorists; they are putting down humanity’s greatest threat. Although gravely outnumbered by the infected, and lacking the heavenly sanctum of a fortified base unlike the soldiers of the local armed forces, they operate from where ever they happen to be at the time. Until Battlegroup Gamma can get its head in the game, along with the Interstellar Government, their orders have not exceeded the following: restore control of City 29 to the Interstellar Government, through use of any level of force.
From launching ambushes against the militias, to actively engaging the wall of infected flesh, humanity’s best plans on accomplishing those orders, no matter how shitty the situation and its apparent predetermined outcome.
Weapons
Available to all factions.
H17 7.62mm Assault Rifle – Basic infantry rifle, with a 60 round capacity. Accurate range of 400 yards. It is of bullpup design, is made of some plastic and therefore light but makes for an ineffective melee weapon without bayonet. Simple iron sights, no scope. Battle tested, rugged, good in close quarters, or at a distance. Upgradable with foregrip, laser sight/designator, tactical light, advanced combat optical gunsite (ACOG), holo site or aim dot site. May be fitted with M320 grenade launcher attachment, but will forgo all other attachments if used.
M96 High Calibre Marksman Rifle – Effectively a medium to extreme range sniper rifle with a 10x telescopic sight and is effective up to 4500 yards on open terrain and line of sight. Urban environments should see much shorter ranges. Capable of firing 20mm rounds, it will pierce 16 inches of masonry and several inches of metal or armor. Designed primarily as an anti-materiel weapon it can be relied on to put down most of the infected in a single shot. However, it suffers from having a 5 round magazine, and though it is of a semi-automatic operation, it will suffer in a close quarters engagement due to its lack of ammunition and size. Heavy and made of compound metal, it can be used as a club or staff if need be. It has a barrel length of 1.24 meters (49 inches) and a total length of 2 meters (80 inches). Also has folding bipod, as it’s really needed.
M333 Precision Marksman Rifle - Effectively a standard performer sniper weapon, it features a chambering of .308 caliber or 7.62 mm (same size) and can reach targets at 800 meters with a 10x scope. Typically uses a match grade barrel and match grade ammunition to reach such distances. Has a light, smooth trigger pull, and fairly standard ballistics. Light weight, rugged, reliable, accurate, and quiet, this is one of the preferred rifles for the aspiring sniper. 10 shot single-stack box magazine (could fit a larger one), integrated suppressor, folding bipod, and can forgo the 10x scope for a compound site that can do 4x magnification as well as thermal when a second piece is added, allowing the marksman to shoot through smoke, gas, or perform in low-light conditions without extra gear.
T19 7.62mm LMG – Basic light machine gun. Four feet in length, and weighing 25 pounds, it is a beast of burden. Firing at a rate of 600 rounds per minute, and boasting a magazine capacity of 200, it is a sure fire killing machine. This fire rate cannot be sustained for long, before the weapon barrel will overheat and warp, which can cause a catastrophic failure. Can sustain fire at 100 rounds per minute without overheating. 200 rounds per minute, or short bursts can be sustained for much longer, and reduces risk of overheating significantly. Needs to be deployed on a bi-pod for effective distance accuracy (100-1500 yards), it is a clumsy weapon for close quarters engagements and can be prone to over-penetration. Simple iron sights, no scope. Loud, and is powerful enough to serve as mild anti-aircraft, can rip the infected in half or in pieces.
M320 GL - Grenade launcher - A long running standardized design for a single-shot rifle grenade launcher in 40mm caliber. Can be used as a rifle attachment, or be detached and used as an independant weapon system. Fires 5 to 7 rounds per minute depending on the operator and conditions. Range (point) - 150 meters, Range (area) - 350 meters, Range (maximum) - 400 meters. Includes day/night sight and LRF for improved accuracy at distance. Can fire high explosive, smoke, or illumination, or flechette rounds.
AAM-4 - Anti-Armor Missile 4 - AAM-4 is a 90-mm unguided, portable, single-shot recoilless smoothbore weapon designed to take out armored targets with HEAP rounds. Is also designed to do structural damage to buildings, and may be useful for creating barricades (if conditions are right). Accurate to 500 meters. Not recommended for this engagement.
MGL-200 - Multishot Grenade Launcher - Shoulder-fired six shot grenade launcher with 6 rotating chambers. Maximum range is 400 meters with 375 being typically accurate. Can fire 3 rds a second in rapid fire mode, and can maintain 18-21 rounds per minute in sustained fire. Like the 320, can fire Hi-Explosive, smoke, gas, or illumination. Designed as a force multiplier with instant short term heavy firepower. Useful for demolishing light armor, or large contingents of soft targets. Not recommended for urban or close quarters environments due to collateral damage.
MS-12 - Semi-auto/full auto military shotgun in 12 gauge is a beast of battle. It features a 10 round box magazine or 20 round drum magazine, with clear plastic polymer sides for quick evaluation of remaining rounds. Has a range of 30 to 100 meters with most forms of ammo. Can use buckshot, slugs, frag-12, or less than lethal rubber baton rounds. Micro-grenade warhead rounds can be requested for requisition but are fairly non-standard. Iron sights only, but may be fitted with tactical flashlight. 400 to 450 rounds per minute at full auto. Weighs in about 15 pounds when loaded with drum.
Officer's Sabre – A ceremonial weapon sometimes worn by officers in the field. Sharpened by lasers to ensure a lasting and durable cut. Human flesh to this weapon is what paper is to scissors.
Items
Tactical High Explosive Charge – Static bomb, triggered manually on a timer or instantly from a remote. Five hundred yard blast radius, traditionally used to level enemy structures. Security Forces/Marines only
Heavy Explosive Grenades x 2
Flash Bangs x 2
Fragmentation Grenades x 2
Smoke grenades x 2
Battle Net Radio x 1 (Allows users to contact Fire Teams with designated call signs/frequencies, and to call for NPC reinforcements – if any are in the area.) Security Forces/Marines only
Military Grade Walkie-Talkie x 1 (Allows users to contact other users within a local area. Can get confusing as communications channels are limited, and there is a helluva lot of chaos going down. Aprox 1000 yards range.)
Laser Sharpened K17 Combat Knife x 1 – 11 Inches long and cuts through people like a hot blade through warm butter.
Sidearm - Takashi Systems .45 HSC pistol - features class II laser which can project a laser point beam for precision shooting or a short white cone of light for tactical lighting. Features gyro stabilization to counter the twist and recoil, single-shot or three shot burst fire, 21 shot doublestack box mag, can have threaded barrel for suppressor, short picatinny rail on top, accurate 100 meters. It’s a tough, reliable, and very nasty combat pistol.
Reinforced Body Mesh – A light grade armour covering the arms, chest, back and legs. Designed to resist sharpened points, shrapnel and the other perils of the battlefield. It weighs 10 kilograms, and is composed mostly of concentrated plastic fibres. Due to its stiff nature, it can make movement sluggish.
Night Vision Goggles x 1
Satellite Uplink Display – A portable computer, varying in styles from fragile tablets to heavily armoured briefcase sized laptops, these babies allow combat forces to see the action from Battlegroup Gamma's position high above. Security Forces/Marines only
Target Painter – Surrounded on all sides? Why not scream “BROKEN ARROW” repeatedly over the Battle Net whilst painting everything in sight with this handy pistol-shaped laser pointer. If there's someone free in the sky with a ready-to-go payload, you'd better take cover, because helps on the way! Requires a user to designate a stationary target, or area, for thirty seconds. The target will then go 'live' for all of the bombers and fighters operating in the area, and they will respond as and when they can. An aerial strike group must be present for an airstrike to take place.-- Security Forces/Marines only
Vehicles
Players may invent their own vehicles, within reason. As this RP is fast becoming its own universe that is consuming my soul/time to create. However, here are three basics to be used:
AX Roadbreezer – The Roadbreezer is a lightly armoured military jeep used widely by the forces of the Interstellar Government. Ranging in colours, weight and armaments, they are versatile and ideal for off road adventures but suffer from offering their occupants questionable protection from enemy fire.
BTR 2412 – The BTR 2412 is a current generation Armoured Personnel Carrier. Plated with twelve inch thick composite alloys, twenty-five feet in length and ten feet wide, she is the mainstay of any Mechanised Infantry force. There is a top turret positioned at the front of the vehicle that can be easily accessed by the crew inside, and is usually the home of a mounted AAM-4, M320 GL or T-19. The BTR 2412 has various models, some with tracks, some with sets of wheels and there are even hovercraft versions, but all share the same robust 12-man chassis.
Type 79 Peace Bringer Drop Ship – A triangular hulk with a swollen belly, containing its payload of marines or vehicles. Lightly armed, but fast, she’s able to deploy and evacuate within seconds, making her a vital asset for Battlegroup Gamma’s marines.
The Infected
Again, feel free to conjure your own horrors, within reason. F737 is highly unstable and constantly evolving - all manners of creation are possible.
Runners – Blood crazed, fragile and yet blessed with super human strength. Their fingers have turned to claws, and their teeth to fangs. They charge their enemies with high pitched screams, heedless of the dangers. They will sometimes vomit into the faces of their victims, to secure a quick infection. Not so scary when few in number, but humanity’s single biggest threat when amassed. They feel no pain, and fear nothing. A scratch, a bite or vomit will transfer the infection within seconds or minutes. Kill them, kill them quickly.
Hulks – Muscular giants, horribly deformed and covered in fungal blisters. They stand anywhere between six and sixteen feet tall, and possess massive strength. However it is slow; I advise running and gunning these things into the floor.
Nightmares – Hunched over backwards, and scuttling up and down walls, these will appear to be the less harmful of the infected. Do not be fooled. If they get hold of you, you’re finished, they will literally bite your head off with their enlarged and dislocated jaws that do not present until they have their prey cornered.
Octoids – Heads replaced by several fungus spewing tentacles, they wander aimlessly, and often alone. They detect movement through sound, and are incredibly hard to kill owing to the apparent lack of vital organs. Fire works best, but if not, total dismemberment is a close second. They restrain their victims and pump them full of the F737 with stings located along the length of their tentacles, instantly turning them into Hulks.
City 29 Layout
City 29 is a sprawling industrial metropolis, surrounded by barren wasteland. With a population of 60 million, she is Isis 7’s biggest city, and one of the Interstellar Empire’s biggest industrial installations.
Hundreds of factory complexes are separated by dozens of crowded residential areas, creating a deadly tight woven maze of chemical choked alleys, roads and high streets. In an attempt to prevent her increase in size, massive skyscrapers were erected to house the expanding population. There are currently 121 of these, each with anything from 80 floors to 250. The city’s central districts are home to more conservative housing schemes, mostly individual houses for the rich with towering walls and strong gates.
To power this massive feat of human engineering, there a several gigantic installations dedicated to the task. They vary in the use of fuel from installation to installation. Nuclear stations are found on the city’s outskirts, designed that way to dampen the event of a disaster. Huge concrete monolithic Hydropower plants have been built along the entire width of the eastern end of the Astura River (approx. 20), which cuts City 29 into two north and south parts. Towards the north of the city, where the land climbs steeply towards lifeless grey mountains there are a dozen or so thermal plants.
The Astura River, as mentioned, spands the length of the city and beyond, and is on average twenty miles wide. The waters are calm from the hydropower plants onwards, but otherwise very fierce. It has been sterilised and made drinkable, and provides the city with most of its essential needs. Four bridges connect the north and south ends of the city, the Astura Bridge (blown), Kranton Bridge (barely passable/heavily bombed), Saviour Bridge (full of abandoned cars and infected, so far bombing runs have been ineffective and it is still fully operational) and West Bridge (intact and held by a large sized marine landing force). These bridges may be further damaged at any time, either by a player or myself.
City 29 produces everything from light bulbs to space station compartments, and the almost innumerable factories will testify to this. Careful where you tread, some are more hazardous than others.
In the recent days, the local armed forces have destroyed swathes of the city with bombing runs, small arms and artillery. Some of these areas have become raging fires, spreading in all directions. You would do well to steer clear of these, too.
The Battle
Thousands of soldiers, marines ELA and civilians are fighting for their lives in this city. Security Forces tanks and BTRs storm down the main road ways, obliterating everything as they go. The Gamma Marines launch impromptu raids against prominent militias, and against hordes of infected deemed to be a high threat. ELA make ‘hit and run’ attacks against the infected, pulling out innocent civilians in the process whilst trying to avoid being turned into the very enemy they are fighting. The militias have established various power bases in certain areas, whilst others run from spot to spot trying to survive. In short, it’s Hell out there.
High in the sky, Security Forces bombers and fighter craft strafe the city, but they are too few to make a real impact. Call for an airstrike, and you may be answered, or you may not.
Meanwhile, the infected have become the defacto rulers of the city. They number in the tens of millions, and are constantly looking for prey. On the plus side, they have so far shown no higher brain function and are not actively coordinating their attacks. Hordes of them roam randomly, and each encounter between them and mankind has so far resulted in nothing but their outright victory, no matter how pyrrhic.
Squad Sheet
Squad Affiliation: LEA/Security Forces/Militias/Marines
Squad Call Sign and Frequency: Security Forces/Marines only – Call signs are what your team are known as, something such as Bravo Alpha, or Big Pappa, Rolling Thunder etc. Frequencies are 4 digit numbers (i.e 4213), which will be posted on the starting post for reference. This will help players coordinate without using God mode.
Squad/Group Leader:
Name:
Sex:
Rank: (LEA/Security Forces/Marines]
Weapon:
Item:
Squad/Group Member 1:
Name:
Sex:
Rank: (LEA/Security Forces/Marines]
Weapon:
Item:
Squad/Group Member 2:
Name:
Sex:
Rank: (LEA/Security Forces/Marines]
Weapon:
Item:
Squad Vehicle:
Here’s a dummy verision:
Squad Affiliation: LEA
Squad Call Sign and Frequency: NA
Squad/Group Leader:
Name: Mike Richards
Sex: MALE
Rank: Senior Law Enforcement Agent
Weapon: H17 7.62mm Assault Rifle
Item: Smoke grenades
Squad/Group Member 1:
Name: John Hammond
Sex: MALE
Rank: Law Enforcement Agent
Weapon: H17 7.62mm Assault Rifle
Item: Reinforced mesh
Squad/Group Member 2:
Name: Claire Akman
Sex: FEMALE
Rank: Law Enforcement Agent
Weapon: H17 7.62mm Assault Rifle
Item: Reinforced Mesh
Squad Vehicle:
Armoured black patrol car.
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