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TRANSCRIPT
1 | P a g e
Eagle Systems
Corporation
Book
“Peace through superior firepower”
A supplemental guide to one of the Big 8 Corporations in the “Shadow Wars” live role-
play campaign by False Utopia
2 | P a g e
History of Eagle systems
America in particular has always been the breeding ground of mercenaries. Ex-Soldiers, Burned C.I.A
operatives and the like are commonplace within the infrastructure of the United States of America. As
Private Military Companies (P.M.C.) started to grow in popularity and stature within the U.S. so did their
ability to operate independently and eventually operate above the law.
In the early part of the 21st century, P.M.C’s had a standing number equal to a ratio of 10 governmental
soldiers to 1 mercenary. With their lack of restraint due to small considerations as the Geneva
Convention or Human Rights, the P.M.C’s started to overwhelmingly control military policy for the so
called “Most Powerful Nation on Earth”.
Fearing the P.M.C’s influence and power, the government turned to General John Holloway for
assistance. As the C.E.O of one of the largest and most influential of such companies, AirScout
Security Forces, he was in a prime position to steer the P.M.C’s in a direction more suited to the
government’s plans at that time.
Gen. Holloway made several aggressive actions against other P.M.C’s and in a masterstroke of political
and military manoeuvring he brought several other key P.M.C’s under the AirScout banner; namely
Bowtorn Protective Services, Mantech, Zeros INC, and several smaller concerns. It took nearly 3 years
for the companies to be fully merged but by the time it was over, only one P.M.C of note existed within
the entire of Northern and Southern America; AirScout International Security Forces.
With the increase in resources and the research gained from these other P.M.C’s, AirScout started to
develop new armour and weapons and soon were heralded as being at the forefront of military
technology.
Meanwhile in the continental United States, the eastern seaboard had been ravaged by weather
conditions unseen on American shores and in the poverty that was left behind grew hive like cities
infested with crime, gang warfare and worse. When AirScout were given the contract to go in and
“clean up”, they brought the situation under control within weeks. Advanced Weapons and the
deployment of heavily armoured troops with weapons that required little or even no reloading
codenamed “Night Eagles” were a mismatch to the weapons and organisation of the street gangs and
crime lords. The United States had learned to fear once more, the object of that fear was AirScout.
When the warnings of Yellowstone started, AirScout consolidated their entire operation in to
underground complexes originally designed in the event of Nuclear War. When Yellowstone reduced
the United States to a third World country, AirScout watched, unharmed by the super volcano’s wrath.
In their underground complexes, they continued to develop further advanced Military Armour and
Weapons and when the time came to emerge, the emerged stronger than ever before.
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AirScout emerged from their bunker and immediately deployed troops in their adaptive environment
suits to help the cleanup operation, believing they could gave hope to a beleaguered government
desperately trying to rebuild. Gen. Holloway saw the opportunity he had been looking for since he was
first approached by the government and while welcomed with open arms he quickly seized all military
power from the weakened government. The United States belonged to AirScout.
The subsequent cleanup operation lasted a number of years and was by all accounts a success.
However, during these years the U.S. Government had turned to the world other governments for
assistance in bringing the continental U.S. back under their wing. When the “Ultimatum” was given to
AirScout, it struck hard at the Corporation who withdrew their military support from the government
almost overnight. The Military Juggernaut of AirScout had been stopped in its tracks by the world
governments, and it was not happy.
Gen. Holloway’s daughter; Erica Holloway, resigned from her post as joint chief of staff and during her
marriage to Captain Walter Daniels of the United Kingdom’s Royal Air Force, watched her father
assassinated by a long range sniper shot.
In the months that followed, Erica Daniels took control of the corporation and renamed it “Eagle
Systems” and moved the entire operation in a frightening new direction. Fuelled by rage at her father’s
demise and not having a focus for her rage, she started to become paranoid of the United States
Government and started a plan of developing the most sophisticated firearms and armour in order to
respond to the threat of world’s governments that continues today.
Recently, Erica has realised that should the United States Government seek to wage war on Eagle
Systems, the result would be over quickly and not in the favour of the Government. Who knows what
direction this realisation will take Erica in?
In recent years, Eagle Systems have deployed their power armoured military force worldwide to assist
in many cleanup operations, in addition they have made a fortune selling firearms, armour and
ammunition. The combination of Weapon and Armourtech and the “Night Eagle” Marine force make
Eagle Systems a frightening adversary.
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Who’s who in
Eagle Systems
Dr. Erica Daniels – C.E.O of Eagle Systems
Erica Daniels is a brooding, vicious business woman who grew up around the military. With several
highly regarded degrees in Politics, Languages, Economics, Engineering and the largest and best
equipped military force on the planet at her beck and call, Erica Daniels is arguably one of the most
powerful and dangerous women in the world.
General Andy “Night Eagle” Stork – Commander of “Night Eagle”
If there was a war, this man has fought in it. At 58 years old he is still able to beat men half his age
blindfolded. Andy Stork is the commander of the Feared “Night Eagle” Heavy Support marines and has
earned a reputation as one of the foremost commanders ever to lead a US Military force, private or
otherwise.
Captain Tasmin “Eternity” Van Holden
Eternity recently worked as ShadowNet Liaison until she was promoted to the head of the “Falcon”
recon marine division. A master Weapon and Armourtech and a master sniper, she is not someone to
underestimate. “Falcon” have been at the forefront of every covert operation Eagle Systems have ever
undertaken and “Eternity” is counted as being one of Erica Daniels few confidants.
Doctor Xavier “X-Man” Ren
Xavier Ren was a child prodigy and is probably among the top 5% engineering minds on the planet.
Xavier’s problem is he is a man obsessed with War. The commander of the Logistic marine’s
codenamed named “Osprey”; he is a dangerous man with a frightening intellect in charge of powered
armoured engineers.
Karl “Reaper” Urvin – ShadowNet Liaison
A former “Night Eagle”, “Reaper” has recently benefitted from Eternity’s promotion by taking over as the
ShadowNet Liaison. He is an imposing person, who is used to getting his own way. A career soldier,
“Reaper” does not have much of a sense of humour and does not accept failure lightly.
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Corporate Alliances
New Horizon media
We make a small fortune of these guys and they just want more guns for their blood sport media
programs. While they continue to work so closely with us, we continue to enjoy a very close
relationship.
Parasol
Parasol is a weird one; we kind of just let them get on with it because we can’t figure out whether they
are the real brains of the Shadow War or the coming of the apocalypse. Weird, just plain weird...What
we do know is they have created a huge mess of the U.K. and we are making a fortune in contracts
cleaning it up. Currently, we enjoy excellent relations with them because we are working alongside
them every day.
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CORPORATE INDIFFERENCES
Psion UK
Psion and us developed some crazy suit of armour that makes their psionic stuff easier, as a result
Psion UK and Eagle Systems seem to be very happy with each other at present. We are not sure about
them, but while they are paying us, we don’t care.
Trans Continental INC
Trans Cont and Eagle Systems have a decent understanding, we need to deploy quickly and they need
bodyguards. While we are not fast friends or die hard allies, we do have a mutual interest currently.
Trans Continental could be a decent ally, but there’s something odd about them which keeps us neutral
to them.
Hei-An-Xing
Hei-An-Xing has done some fantastic humanitarian work in areas of the world that really need it. Got
nothing to say about them except…who the hell are you kidding! Do not trust them as far as you can
throw them, they are up to no good and probably could do with being taken down a peg or two.
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CORPORATE ENEMIES
Robot-man
When you stop and take a long look at Yenobek Robotna, you kind of see them for what they are, a
bunch of Communists trying to keep up with the Shadow War by cramming all that implant junk into
themselves. More machine than man you say? No thanks! When the time comes, a well-placed EMP
up the Ying Yang will sort these losers out!
Mitsu-Nano Technologies
These guys piss us off! They hoard the one weapontech we do not have and it drives us crazy. If we
could get our hands on their Nano-Blades or Elite Melee Tech we would be the foremost weapon
manufacturers on the planet. Serious, stop at nothing to harm these selfish idiots!
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Advancement within
Eagle Systems
Being sold out to Eagle Systems’ is all about war! Fighting in one or making stuff so that people can
fight in one! This makes Eagle System’s the perfect place for Soldiers wanting to train in and use the
most up to date weapons and armour on the planet, Junkers who want to learn recon and stealth
tactics, techs who have an interest in guns and armour, and Agents who want to help Eagle systems
stay number 1 for armour and weapons by any means necessary.
Being sold out to Eagle Systems gains you the option of buying the skills and equipment listed on the
following page; (it is worth noting that buying any of this and giving it to someone not loyal to the
corporation will earn the ire of Eagle Systems and most likely a sniper shot to the skull)
In addition to this equipment and training, Eagle Systems specifically trains elite classes suited to
Soldiers, Agents, Junkers and Tech’s. In order to access this elite training, you should probably speak
to one of the NPC’s at your event and register your interest.
In addition to this equipment and training, Eagle Systems specifically trains elite classes for the following classes:
Techs
Osprey
Ospreys are the very best of the battlefield engineers. They are the life blood of Eagle Systems, providing the armour and weapons needed to keep ES Marines in the field and at the top of their game. Any of the high tech prototype weapons that are tested by the soldiers of this Corporation started as ideas in the heads of these supremely talented individuals.
Soldier
Shadow Hawk
When things need to get up close and personal and the time for large calibre firearms has passed, Eagle systems sends in the Shadow Hawks. These close assault specialists charge in where angels fear to tread and enter the very centre of the most furious close combats. With their specialist armour and slashing mono claws these marines are some of the most terrifying close assault warriors on the planet.
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Night Eagle
Night Eagles are the mainstay of Eagle Systems ground attack forces. With their heavy Tactical armour protecting them they lay down a withering hail of large calibre fire power allowing other elements of the combat forces to better do their jobs. The Night Eagles are given the prototype weapons and armour by the Osprey tech teams to test and evaluate and they make the most of the use of this awesome firepower and protection.
Junker
Falcon
Falcons represent the shadowy unseen killers of Eagle Systems. These highly trained scouts are highly skilled in killing from a distance and the bullets of Falcon sniper rifles have taken the life of many an enemy officer. The Falcon divisions are often sent ahead of the main bodies in war zones to scout enemy positions and sabotage fortifications and supply lines.
Agent
Night Hawk
Military intelligence is a phrase taken to an extreme when talking about these elite agents from Eagle
Systems. These consummate professional interrogators and intelligence analysts are the eyes and
ears of the corporation. Without these operatives the marine divisions would be at a considerable
disadvantage and they rely on the intel that these agents provide almost as much as the weapons and
armour they use in the field.
Specialists
Kestral
With their heavy armour, trademark white helmets and their surgery skills, these marines take the term
combat medic to the next level. Deployed alongside any of the other forces, they are essential
battlefield support.
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Armour
Armour Description Cost
Combat Armour AV: 2 500
Assault Armour AV: 3 2500
Tactical Armour Av: 4, Coverts the SHOCK and THROUGH calls to a single point of damage taken on the armour ignoring the effect
5000
Military Armour AV: 5. Immune to KNOCKDOWN, SHOCK, THROUGH, REND, STUN, FLASH, and CHOKE. While wearing Military Armour, any damage taken (except Energy) is converted to a single point of damage on the armour until it is on 0AV. Once all of the armour hits are spent, all of the immunities are lost until the armour is repaired.
15000
“Sarcophagus” Walker Pattern Battle Suit
Regardless of previous character stats, the driver of a walker suit has these stats. Skills: Firearms, Heavy Weapons, Advanced Melee, Chain weapon, Shock Weapon, Mono-Bladed, Crippled. Implants: Advanced Viral and Toxin Resist, Bone Lacing AV: 10. This Exo-Skeleton has the unnatural hits trait +5 meaning that maximum hits while wearing this armour is 15. Incorporated 3 point energy shield with ionising field upgrade, Satellite Tracked, Immune to KNOCKDOWN, SHOCK, THROUGH, REND, STUN, FLASH, CHOKE , EMP and converts the ENERGY call to a single point of damage and freezes the exoskeleton for 10 seconds as per the Psionic Effect: Stop. While wearing Walker pattern Armour, any damage taken is converted to a single point of damage on the armour until it is on 0AV. Once all of the armour hits are spent, all of the immunities are lost until the armour is repaired. Regenerates at a rate of 1 AV per 15 minutes. Grants INFINITE AMMO trait to any weaponry it has mounted. Is confined to a walking pace only. Only able to be upgraded through its Skilldex. This super heavy exo-skeleton is like a dreadnought in appearance. Over 8ft tall and fully enclosed in heavy ablative armour, it is a walking tank controlled by the near dead husk of a former ES employee and is the most advanced combat platform in the world. PHYS REP REQUIRED.
Special, requires dead character and F.U. Approval. Players wanting to play this must send photos of their costume to False Utopia for approval.
Basic Energy Shield May use the call “SHIELDED” once per hour. This shield refreshes its charges on the hour every hour.
2500
Upgrade Basic Energy Shield to Advanced Energy Shield
May use the call “SHIELDED” twice per hour. This shield refreshes its charges on the hour every hour.
2500
Upgrade Advanced Energy Shield to Elite Energy Shield
May use the call “SHIELDED” three times per hour. This shield refreshes its charges on the hour every hour.
2500
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Armour Upgrades
Upgrade Description Cost
Upgrade a suit of armour with grounding points
Coverts the SHOCK call to a single point of damage taken on the armour ignoring the effect
2000
Upgrade a suit of armour with an AV of at least 2 with Nano-Bonding
Coverts the THROUGH call to a single point of damage taken on the armour ignoring the effect
2000
Additional Plating Patch +1 AV. 3000
Upgrade a suit of Assault, tactical or Military armour with Ionising field
The armour has an inbuilt ionising field that protects the wearer from the harmful effects of all radiation including teleportation
5000
Unique Firearms
Weapon Description Cost
Upgrade Pistol to “Eagle” Pistol
Infinite ammo. This allows reloading in the field above the Loadout skill of the Mercenary while using that specific weapon. Cannot be upgraded
5000
Upgrade SMG to “Eagle 1” SMG
Infinite ammo. This allows reloading in the field above the Loadout skill of the Mercenary while using that specific weapon. Cannot be upgraded
10000
Upgrade Assault Rifle to “Eagle 2” Assault Rifle
Infinite ammo. This allows reloading in the field above the Loadout skill of the Mercenary while using that specific weapon. Cannot be upgraded
10000
Upgrade Sniper rifle to “Eagle 3” Sniper Rifle
Infinite ammo. This allows reloading in the field above the Loadout skill of the Mercenary while using that specific weapon. Cannot be upgraded
10000
Upgrade Heavy Weapon to “Eagle 4” Heavy Weapon
Infinite ammo. This allows reloading in the field above the Loadout skill of the Mercenary while using that specific weapon. Cannot be upgraded
10000
“Final Solution” Energy Rifle
This one shot rifle requires 30 seconds charge time in order for its next shot to
strike for ENERGY. This rifle is destroyed upon use and may only be loaded with 1
shot.
Cannot be upgraded
10000
“Final Destination” Energy Rifle
This one shot rifle requires 30 seconds charge time in order for its next shot to
strike for ENERGY once per day. Once discharges, this rifle is useless for the
remainder of the day. May only be loaded with 1 shot.
Cannot be upgraded
25000
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Firearm Upgrades
Weapon Description Cost
Upgrade a Pistol or Shotgun with a Shock Core
If the firearm is charged for 10 seconds, it may supercharge its next round; causing “SHOCK”
3000
Upgrade a pistol, shotgun or firearm with a Mid-Range Energy Core
Mid-Range energy cores grant an additional 500 rounds to the Loadout skill of the mercenary as the weapon has an energy core capable of 500 rounds
2500
Upgrade a pistol, shotgun or firearm with a Mid-Range Energy Core to a Hi-Range Energy Core
Hi-Range energy cores grant an additional 1000 rounds to the Loadout skill of the mercenary as the weapon has an energy core capable of 1000 rounds
5000
Upgrade a Hi-Range Energy Core to Repeating Energy Core
Repeating energy Cores grant the trait: Infinite Ammo to a single Pistol, Shotgun, or Firearm. This allows reloading in the field above the Loadout skill of the Mercenary while using that specific weapon.
5000
Upgrade Sniper Rifle with a Tox-Core
Sniper rifle now causes “TOXIC” damage in addition to any other effects. May be loaded with other Toxins.
2500
Upgrade Bow/X-Bow with a with a Mid-Range Shock Core
Arrows shot from this Bow/X-Bow cause “SHOCK THROUGH” 1500
Melee Weapons
Weapon Description Cost
“Eagle Pattern” Piston Hammer
This piston assisted Shock Core Battle Hammer strikes for SHOCKING REND and must be wielded 2-handed unless the wielder has Military Armour, in which case this weapon may be wielded 1 handed.
5000
Traps and Demolitions
Item Description Cost
“Little Boy” Demolitions Charge
This demolition pack upgrades standard demolitions by twice the normal effect. I.E. 2 charges will take out a building
250/Charge
“Big Boy” Demolitions Charge
This demolition pack upgrades standard demolitions by 4 times the normal effect. I.E. 1 charges will take out a building
500/Charge
“Shock” Claymore This trap emits a shock effect at the same time as its detonation causing the damage effect “SHOCK SHOCK SHOCK FRAG FRAG FRAG”
500/Trap
“Awe” Claymore This trap is devastating in its destructive power causing the effect: “REND REND REND FRAG FRAG FRAG”
1000/Trap
“Plasma” Claymore The ultimate trap causing the effect “ENERGY ENERGY ENERGY” 10000/Trap
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Shock Grenade Causes SHOCK SHOCK SHOCK 500/grenade
Razor Grenade Causes THROUGH THROUGH THROUGH 500/Grenade
Elite Training
Name Description Cost
Repair Armour May repair any armour that has lost AV. In all cases it takes 1 minute to apply special nano-polymer gel and 1 minute per point of AV to be repaired by it. A sticker must be moved from an engineering toolkit and placed upon the armour lammie. This skill does NOT provide a toolkit, they must be purchased separately.
4000
Repair Weapon May repair any weapon that has been damaged or destroyed. In all cases it takes 1 minute to apply special nano-polymer gel and 1 minute to be repaired by it. A sticker must be moved from an engineering toolkit and placed upon the armour lammie. This skill does NOT provide a toolkit, they must be purchased separately.
4000
Finance 1 Represents the resources you can request from Eagle Systems going in to an
event. You may request up to 10000 credits for temporary items, weapons or
equipment per event per level of this skill and with authorisation from your
corporation NPC. Warning, this skill can be overused…
10000
Upgrade Finance 1 to 2 Represents the resources you can request from Eagle Systems going in to an
event. You may request up to 20000 credits for temporary items, weapons or
equipment per event per level of this skill and with authorisation from your
corporation NPC. Warning, this skill can be overused…
10000
Corporate Labs
Skill Description Cost
Access to a Basic Corporate Lab
A Basic Corporate lab negates any additional 500 credit cost for hiring a lab and
grants an additional ½ downtime for the purposes of creating.
5000
Upgrade Access to Basic Lab to Advanced Lab
An Advanced Corporate lab negates any additional 500 credit cost for hiring a lab
and grants an additional 1 downtime for the purposes of creating.
10000
Upgrade Access to Advanced Lab to Elite Lab
An Advanced Corporate lab negates any additional 500 credit cost for hiring a lab
and grants an additional 1 downtime for the purposes of creating. In addition, create
costs are halved.
10000