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:

  1. Small Townships.
    1. Fortified house, sheer outer walls with a single reinforced gated entrance and courtyard.
      1. Roll percentile for M.D.C. armor (and armament) - 50% probability.
    2. Two or three C-K families living in the house
    3. Dojang area for physical training, including a communal ancient weapons rack and sparring posts.
    4. Small weapons cache. A few M.D.C. weapons, but predominately ancient weapons and S.D.C. firearms. Same percentile roll for determining M.D.C. armor on the house will determine if there are M.D.C. weapons.
    5. Food supplies, both perishable and preserved for travelling on the road.
      1. Basic camping supplies, such as sleeping sacks and pup tents are also available.
    6. Bunk beds and accommodations for traveling Cyber-Knights.
    7. 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.
  2. C-K Outposts (miniature monastery)
    1. 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.
    2. 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.
    3. Small village population, perhaps as many as 50 families.
    4. 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.
    5. Educational facilities - library, dormitories, etc. There may be a teaching computer or two in rare situations (15%).
    6. Overnight facilities for wandering Cyber-Knights
    7. Weapons cache - fully stocked and organized. Plenty of M.D.C. weaponry, as well as ancient and S.D.C. firearms.
    8. 2.8 Fully staffed cafeteria/kitchen.
    9. 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.
    10. 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.
  3. Unmanned way stations.
    1. Small caverns or hidden areas, for as many as five people.
      1. Cavern hide-aways will sometimes have two exits, but not always (50%).
    2. Extremely well camouflaged on the outside.
    3. Stocked provisions (usually re-stocked by a visiting cyber-knight who stays there for a few days)
    4. Well insulated (no fires to give away position)
    5. No weapons cache.
    6. Hard surfaced bunks, stacked close.



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Writeup by Ren (twentyfoureleven@mailandnews.com). and Kitsune (E-Mail Kitsune).


Copyright © 2000, Ren & Kitsune. All rights reserved.



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