Cyber-Knight Outposts:
Introduction:
It is necessary to have the ability to resupply for any military to
operate. Many people forget that the cyber-knights, even though they work
alone or in small groups, need support from time to time. For this reason,
Cyber-knight outposts were created. Traveling Cyber knights only know the
locations of some of the outposts and supply caches in their area. This
is to protect the other knight that may need to use the caches and to prevent
bandits from setting ambushes
History:
The original idea was to simply get support from villages that they
helped but this is not always available. It came increasingly more important
that some time of support system was devised. This started by the construction
of unmanned supply caches. These allowed the traveling knights to have
the ability to get some supplies and to have an emergency location to hide
at. An old cyber-knight by the name of Lars Jenson was getting old and
he decided it was time for him to retire. He did not want to completely
retire and started an outpost in a small town to supply other Cyber-Knights.
As an added benefit, he could also act as the towns guardian. The main
elders of the Knighthood saw this and approved of the situation and encouraged
other older cyber-knights to retire to the same situation. The monasteries
did not come until much later and the oldest are only about eight years
old. They were started because of the concern that the Coalition or another
enemy might find the main Cyber-Knight headquarters.
Statistical Information:
- Small Townships.
- Fortified house, sheer outer walls with a single reinforced gated
entrance and courtyard.
- Roll percentile for MDC armor (and armament) - 50% probability.
- Two or three C-K families living in the house
- Dojang area for physical training, including a communal ancient
weapons rack and sparring posts.
- Small weapons cache. A few MDC weapons, but predominately ancient
weapons and SDC firearms. Same percentile roll for determining MDC armor
on the house will determine if there are MDC weapons.
- Food supplies, both perishable and preserved for travelling on
the road.
- Basic camping supplies, such as sleeping sacks and pup tents
are also available.
- Bunk beds and accommodations for traveling Cyber-Knights.
- Limited communications gear in the fortress, perhaps a short range
HAM. A microwave re-transmitter will usually be located a short distance
out of town for longer-range communications.
- C-K Outposts (miniature monastery)
- Camouflaged perimeter - either naturally hidden by its surroundings,
or artificially camouflaged by rocks, planted trees, etc. Open areas will
be covered in some fashion from above.
- Two entrance/exits to the outpost. First entrance is the regularly
used one and is fairly small, with room enough to pass perhaps two men
abreast. A second entrance is to be used in emergencies to evacuate the
outpost or other extreme conditions and is large enough to pass large ATV/APCs.
The emergency entrance/exit is typically sealed.
- Small village population, perhaps as many as 50 families.
- Dedicated physical instructor (refresher courses, and new Cyber-Knights),
usually taught by an older experienced C-K. An extensive training facility
including a large dojang with weapons, and a weight room are available
to the Cyber-Knights.
- Educational facilities - library, dormitories, etc. There may be
a teaching computer or two in rare situations (15%).
- Overnight facilities for wandering Cyber-Knights
- Weapons cache - fully stocked and organized. Plenty of MDC weaponry,
as well as ancient and SDC firearms.
- 2.8 Fully staffed cafeteria/kitchen.
- Same as a township outpost, the wilderness outpost will have food
and other basic supplies available for wandering Cyber-Knights to take
with them on their journeys.
- Communications gear: in the interests of security, there is no
broadcast equipment within the walls of the outpost. A land line will be
routed underground to a microwave transmitter and multi-band receiver several
miles away from the actual outpost.
- Unmanned way stations.
- Small caverns or hidden areas, for as many as five people.
- Cavern hide-aways will sometimes have two exits, but not always (50%).
- Extremely well camouflaged on the outside.
- Stocked provisions (usually re-stocked by a visiting cyber-knight
who stays there for a few days)
- Well insulated (no fires to give away position)
- No weapons cache.
- Hard surfaced bunks, stacked close.
[Coalition TM, Phase World TM, and Triax TM are trademarks owned by Kevin Siembieda and
Palladium Books Inc.]
[ Rifts® is a registered trademark owned by Kevin Siembieda and
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By Ren (twentyfoureleven@mailandnews.com).
and Kitsune (E-Mail Kitsune ).
Copyright © 2000, Ren & Kitsune. All rights reserved.