"OK, you have a large nest of those Xiticix about thirty miles from your gates."
"yes yes, we went over that."
"Well, thirty miles isn't that far. I mean..."
"yes, I understand, how much is this gonna cost?"
Tex smiled a little. He had him where he wanted him. The young Prince was quick to talk about business; he wanted those insects gone. Tex could tell his newest contract would be lucrative; this guy was pretty much loaded, and his father, the king, was putting a lot of pressure on him to take care of the problem. Major Harris and his intel section did a good job, they had an insider picking up on the family problems. He knew the prince would be quick to settle for a deal; if they were right, and they always have been, his young associate feared his father. Failure was not an option for this guy. Tex though about how much he loves having that position of advantage in these type of deals.
"We'll have them gone in two weeks, 17 million credits, or 10 in gold."
"10 in universal credits," the prince spoke out with a little shock.
OK, so he wasn't that stupid, Tex thought. He refused the first offer at least. He pulled the cigar out of his mouth and took his feet off theprince's desk. The Prince quickly wiped the dirt that fell off of Tex's boots from his desktop.
"15 your highness, or I leave now." That should piss 'em off enough, Tex thought to himself.
"You're nothing but a common thief, " was all the prince could think of to say.
"Whatever; do you want this problem taken care of? Or do you want to be dead?" Tex paused to allow that to sink in. While the Prince bit at his lip and put enough pressure on his desk to make his knuckles turn white, Tex stood all the way up out of the chair. "It's your choice really."
"All right, give me two hours. I'll have some of my couriers send the cards by your headquarters. Now leave. I have some dirt to clean up." The prince then continued to call up to his secretary to send in a janitor. When he left out the mansion gates, Tex marveled at how smoothly that had gone. Everytime he intimidates some overbearing rich kid, it pleases him. And to grab more money for the unit, even better. He just hoped he didn't set himself up for failure.
"Hmm, two weeks, maybe I should have said three, that was a big nest," he said out loud, to nobody in particular as he walked past the guard booth onto the wide street of the city. I'll just have to commit some Patrolmen then, he thought to himself. Good thing there weren't any other jobs going on right now. Well, except for the deal with the police force of Winona. The thought of calling that pile of crap that wore blue a police force made him laugh a little. But that was a long term project, and the entire bread and butter of his regiment.
So, off he went. His first opportunity to showcase his talents to a employer came shortly after, in Minnesota. He was hired to help defend a small town from a Coalition assault. It was found he was quite good at manning the main gun of a tank, and thus he was thrown in with a crew of other assorted soldiers-for-hire. After the battle, Tex felt a rush he had never felt before. He had fought with others for a common goal, and won. Not the typical fight he knew of from bushwhacking travelers. He joined his fellow crewmen for a trip to Germany, where they heard money was practically flowing from the rivers for experienced fighters.
To simplify, his friends spent a few months working various jobs. Fighting in an arena here, taking out a rogue demon there. Then, after a long battle with a large water elemental, they were randomly rifted to Mexico of all places. They had accumulated a large amount of money in Europe. After a run-in with a few vampires, Tex developed a hatred of evil. As a kid, he had never liked those goody-goods that lived in his city, and thus had beaten them up a lot. Now he understood how much worse things are out there, and that jealousy wasn't a good reason to use his abilities as a fighter. He was thoroughly disgusted with his previous life of crime, and decided to concentrate on making amends.
Tex's group traveled north, through Coalition territory. Those few months, he learned much of how Emperor Prosek worked. Tex never really paid much attention to them before, they never bothered him, so why should he have? When back in Minnesota, and having dealt with Dead Boys before, and considering them as evil as the emperor, he had a little spat over a shooting in a store. Tex and friends had walked into a store, and had witnessed a shooting. When the Dead Boys arrived, they held them responsible, and wouldn't listen to him. Consequently, they were all imprisoned. After breaking out the next day, he regrouped with the friends that had survived. Of the six, only three, including Tex, made it to a subway/train that they escaped in. After thinking they were safe, on a train filled with CS citizens, they discovered how wrong they were. The train was heading south, to Chi-Town!
Needless to say, they tried to stop themselves from being taken into the lion's den. They hijacked the train, and separated the last car. Unfortunately, it contained an officer in civilian clothes, and lots of the upper class of CS society. Killing an officer is not something the Coalition likes. It was self defense, but the robbing of the citizens was what most likely pissed them off the most. They skirted off with their cash and a trail of blood. Tex really didn't care, he is convinced the citizens, really mainly the rich though, are responsible for the evils of the Coalition as much as Prosek is.
After a few more months, of the original six, only Tex was left. They had recruited replacements for the others, but it came down to Tex being the only one from the crew in Minnesota. After another year of various comrades and small merc companies, Tex hit the jackpot. With his current company, and the last two years of profit, he started what became his claim to real fame. With the dozen or so members, he had the core of what became close to a thousand man army.
Full Name: Tex Mason. Alignment: Unprincipled
Attributes: I.Q. 13, M.E. 15, M.A. 20, P.S. 26, P.P. 20, P.E. 20, P.B. 15, SPD 20.
Hit Points: 56. S.D.C.: 73. Age: 26. P.P.E.: 10. CHI: 20. Size: 6 ft 3 in (190.5 cm) tall, 210 pounds (95.3 kg).
Experience level: 10th level Headhunter
Disposition:
Tex is a typical warrior. Likes to put everything on the table, likes to know exactly what is expected of him, and let's others know exactly what he expects of them. He is a natural leader, especially with soldiers. They respect his abilities, and seem to like him anyway. For civilians, he is different. Those that don't understand what it is to be a soldier don't like him. They tend to see him as rough, mean and greedy. He doesn't like most civilians to begin with, and lot's of times won't talk seriously with non-proven men. To be in combat with him is to prove oneself. After that, he will be your best friend. He has respect for women, even civilians; he won't expect them to have to prove themselves. When dealing with enemies, he is merciless, cold, and doesn't take any crap.
Magic knowledge: Only what his Magic and Psi platoon leader has told him. He realizes magic's importance on the battle field, but won't use it himself.
Psionic Powers: None.
Combat Skills: HTH: Martial Arts, boxing, Robot Combat: Basic, Robot Combat: Elite, Wrestling.
6 AT/melee, +11 S.D.C. to damage (bionic), +5 to strike, +12 to parry, +13 to dodge, +7 to roll with punch/fall/impact, +6 to initiative.
Modern Weapon Proficiencies: Energy Rifle, Energy Pistol, Heavy Energy, Heavy, Automatic Pistol.
Ancient Weapon Proficiencies: Knife, Sword, Paired weapons.
Weapons of note: Likes the C-12 and always has one with him. Also carries a vibro-knife and MP-10 Automatic Pistol with him at all times. Has immediate access to all weapons in the company arsenal.
Armor: Favors his personal Gladius suit. Has access to all armor in company arsenal.
Skills of note: Radio: Basic -- 98%, Radio: Scrambler -- 98%, Detect Ambush -- 95%, Tracking -- 90%, Land Navigation -- 95%, Weapon Systems -- 98%, Read Sensory Equipment -- 95%, Lore: Demons and Monsters -- 98%, Language: American -- 98%, Literacy: American -- 98%, Language: Spanish -- 98%, Language: Euro -- 98%, Language: Dragonese -- 98%, Climbing -- 98%, Demolitions Disposal -- 96%, Demolitions -- 96%, Paramedic -- 95%, Swimming -- 90%, Pilot Jetpack -- 95%, Pilot Tanks and APC's -- 90%, Pilot Motorcycle -- 98%, Pilot Hovercraft -- 98%, Pilot Automobile -- 93%, Pilot Robots and Power Armor -- 98%, Trust/Intimidate 60%, Body Building and Weight Lifting, Running.
Cybernetics: Left hand and arm with armor. 110 MDC, Amplified hearing, Sound filtration, Fingerjack, headjack, Wrist needle dispenser with KO dosages.
Description:
Tall and strong. Average looks, brown hair, brown eyes. Has an aura of a hero though. The left arm is the only obvious sign of cybernetic enhancement. Wears black fatigues and floppy boonie hat with Tanker boots when not in armor. Has many scars from various battles. Years of warfare have aged him though, he could easily pass as 40.
Relationship with the CS:
Tex is a wanted criminal according to the Coalition. He is wanted for the murder of about a dozen soldiers and officers (from the prison escape, and train). His status was upped when it was learned of his companies use for the defense of Winona, a declared enemy of Chi-town. The most recent action that pissed Prosek off was his sacking of a nearby outpost. He skirted off with close to 200 million credits worth of equipment, and defeated an entire Coalition Power Armor company. He is in the top 10 wanted criminals of the ISS, and has a 500,000 credit bounty on his head. Many people have tried to collect on this.
As such, it is not common to see Coalition deserters in his regiment. They are told he wantonly killed scores of soldiers without provocation. Of course this is not true, he was wrongly imprisoned, and killed in self-defense. Only those that have gotten to know him and how Prosek really operates would join his unit. There is one ex-CS officer whose mission was to assassinate him. After spending a few months in the unit, he learned of what actually happened, and hasn't reported back since. It would be extremely improbable that there is a Coalition spy in his ranks. He has one of the widest network of spies and contacts that allow very extensive character background checks.
Size:
Tex started his largest, most well known, and best mercenary company with the remnants of his close friends from his other lost companies. They gained fame when they successfully defended the town of Winona from a Xiticix swarm. Two years later, The regiment grew, and became the official defenders of Winona. The government of the city knew that the CS armies would soon be at their doors, and they needed to protect themselves. They told Tex of their intentions, and decided to draw up an indefinite contract. The regiment will defend the city until either one of the party's ceases to exist. Also, as the relationship between Tex and the Mayor grew, an additional part of the contract was drawn up. Tex had been providing local merchants with security forces for a while. The city decided to pay Tex to provide law enforcement for the entire city. Tex receives 25 million credits a month to provide police protection and defend the city against the Coalition when they decide to attack. He can also take on additional contracts using his offensive forces, but at no times are these to compromise his ability to defend the town. Since his role is basically defense, Tex trains his Patrolmen as infantry soldiers also. They work their patrols in peacetime, and when the CS commits forces, they will provide infantry support. Tex has built an entire system of bunkers and trenches around the city for the eventual battle. His hope is that a well entrenched infantry line will hold off the mechanized forces of the Coalition long enough for them to decide to stop wasting forces on Winona. During that time, he will use his armor and mech companies to strike at the CS supply lines. The city-states of the area have understood that they can't beat the Coalition in a stand-up fight. Their hope is to cause enough damage to men and supplies that Prosek shifts his forces elsewhere.
Tactics:
The officers and staff are well trained in modern warfare. Many come from large kingdoms, and thus have specialized military college training. Tex has a small officer's course for new officers. He teaches all the basics of tactics and procedure to those who will be commanders. Since about half of the entire force is permanently committed to police work/ Defense of Winona, the patrolmen are not only soldiers, but on-duty policemen. This is not your typical police force though. The city has given Tex's soldiers lots of leeway when dealing with criminals. Patrolmen have the responsibility of taking the suspects alive, but when they don't, judges will usually side with the soldier. When serving as Infantry, they are taught the very basics of defense. Marksmanship with energy rifles is the most important quality for a patrolman. Anybody who can handle an energy rifle, pilot a hovercar, and is brave enough to stand in a trench with giant robots bearing down on you, can be a soldier for the regiment. This is not to say that evil, or criminals are allowed. Obvious abuse of the power invested by the city is not tolerated. Tex will not allow his soldiers to turn the citizens against them. He is seen as the protector of the city, and his
patrolmen are known to fair to the average citizen.
Tex's offensive forces are well trained and equipped to combat high-tech enemies. His armor, Artillery and Aviation units are well adapted to fighting the type of battles that will be necessary for the Coalition assault. Quick raids and ambushes are their most common jobs. When it comes to these types of battles, Tex's Regiment is the best on the continent. This comes from Tex's own experiences in the Pecos Empire as a kid, and the general mission the town of Winona put out for him.
Note: Tex does not use heavy robots. He believes them to be too vulnerable and expensive, especially when tanks are cheaper, have lower profiles, and are easier to pilot and man. He does not believe in them. He does use man-sized power armor, though. Anything much taller then 10 feet, and anything with a crew of more then 1 is no good.
Colors and Banners:
The regiment's flag is dark, Metallic green with a silver star in the middle. All police cruisers are painted a highly metallic green with silver trim. Police Body armor is the same. When used as Infantry, they are switched to a subdued green. Tanks, Power Armor, aircraft, and anything else used in offensive units are subdued dark green. All colors of fatigues are available for specialized missions.
Company breakdowns:
Alpha: Patrol Company
Bravo: Patrol Company
Charlie: Armor Company
Delta: Mechanized Company
Echo: Aviation Company
Foxtrot: Artillery Company
Golf: Heavy Infantry Company
Hotel Company(being recruited, ready in a month): Patrol Company
India Company(being recruited, ready in a month): Patrol Company
Headquarters and Headquarters Company
Standard issue Weapons and Equipment:
Patrolmen: C-12 or Wilk's 457, C-18 or Wilk's 227, vibro-knife or Neural Mace, Bushman Body Armor. When used as infantry, add 12 grenades and NG-S2 survival pack.
Heavy Infantry: C-14 or NG-LC6. Stronger humans and 'borgs receive the WI-GL20. NG-e12's are issued to power armor troops, and the strongest of 'borgs.
Transport Vehicles:
The regiment is mostly local, so only 50-60 assorted light MDC trucks and hover trucks are available. About half have NG-E12's mounted.
Combat vehicles:
18 Iron Hammer Heavy Tanks, 8 Iron Fist Medium Tanks, 4 Carnivore Mark I hover tanks, 4 Iron Maiden APCs, 16 PA-06A SAMAS', 32 assorted flying power armor suits, 12 CS Warbird Rocket cycles, 5 Iron Eagle Attack Helicopters, 10 CS Demon Locust Assault Helicopters, 10 CS Black Lightning Helicopters, 4 Iron Bolt Missile Vehicles, 4 CS Sky Sweeper tanks, 12 NG towed artillery pieces (light SDC jeeps as towing vehicles), 6 CS Scarabs, 12 CS Command Cars, 58 NG-EX10 Exo-skeletons, and 100 (+100) Police cruisers.
Company organization :
Each company contains a Company Commander (CPT), Executive officer (XO), and 1st sergeant (1SG).
Alpha: 2 Platoons, each having a Platoon Leader (2LT), and Platoon Sergeant (SFC). Each platoon contains 6 squads, each Squad having a Squad Leader (SGT). Each Squad contains 6 Patrols, each Patrol containing 2 Patrolmen (PVT, PFC). 1/3 of the Squads are on duty at a time. 50 cruisers are attached to Alpha Company.
Bravo: 2 Platoons, each having a Platoon Leader (2LT), and Platoon Sergeant (SFC). Each platoon contains 6 squads, each Squad having a Squad Leader (SGT). Each Squad contains 6 Patrols, each Patrol containing 2 Patrolmen (PVT, PFC). 1/3 of the Squads are on duty at a time. 50 cruisers are attached to Bravo Company.
Charlie: 6 Platoons. Each has a Platoon Leader (2LT) and Platoon Sergeant (SFC). 4 platoons of Iron Hammers, 2 Of Iron Fists. Each platoon has 4 tanks and 14 crewmen (plus PL and PSG). Each tank has a crew of 4 (SSG, CPL, PFC, PFC for those not with PL or PSG). 2 Iron hammers for the CO and XO.
Delta: 6 Platoons total Each Having a Platoon Leader and Platoon sergeant. 1 Platoon with Carnivore Mark I's, 1 Platoon of Iron Maiden APC's with mounted Heavy Infantry, 1 Platoon of SAMAS' and 2 Platoons of assorted Power Armor (16 Power Armor troopers per platoon), and 1 Platoon CS Warbirds (6).
Echo: 6 Platoons total. Each has a Platoon Leader and Platoon Sergeant. 1 Platoon of Iron Eagles (5), 2 Platoons of Demon Locusts (10), 2 Platoons of Black Lightnings (10), and 1 Platoon of CS Warbirds (6).
Foxtrot: 4 Platoons total. Each has a Platoon Leader and Platoon Sergeant. 1 Platoon Iron Blots (4), 1 Platoon Sky Sweepers (4), 1 Platoon Towed Artillery (12), and 1 Platoon Rocket Infantry (16) (troops with mini-missile packs).
Golf: 4 Platoons total. Each has a Platoon leader and Platoon Sergeant. Each Platoon has 4 squads, each commanded by a SGT. 8 soldiers per Squad.
Hotel: 2 Platoons, each having a Platoon Leader (2LT), and Platoon Sergeant (SFC). Each platoon contains 6 squads, each Squad having a Squad Leader (SGT). Each Squad contains 6 Patrols, each Patrol containing 2 Patrolmen (PVT, PFC). 1/3 of the Squads are on duty at a time. 50 cruisers are attached to Hotel Company.
India: 2 Platoons, each having a Platoon Leader (2LT), and Platoon Sergeant (SFC). Each platoon contains 6 squads, each Squad having a Squad Leader (SGT). Each Squad contains 6 Patrols, each Patrol containing 2 Patrolmen (PVT, PFC). 1/3 of the Squads are on duty at a time. 50 cruisers are attached to India Company.
Headquarters: 28 on staff. This includes all primary staff officers, assistants, and NCO's.
Communications Platoon: 16 total. Includes radio operators, a radio technician, and combat radiomen.
Scout Platoon: 6 modified M2/M3 Bradleys. 5 crew members on each, including two scouts each. 30 total.
Mess Section: 18 total, in three large deuce and a halves.
Medical Platoon: 39 Total. Includes 1 Field Surgeon, PA, 8 ambulances, and 13 combat medics.
Maintenance Platoon: 41 total. 4 heavy recovery vehicles, 6 supply trucks, and 5 workstation trucks.
Magic and Psionic Platoon: 32 total. Wide variety of mages, warlocks, walkers, etc. This group varies the most, depending on who joins and when. Numbers can grow into the hundreds if Tex has the money. There are two permanent mages, the platoon leader and the platoon sergeant.
Engineer Platoon: 34 total. Users of heavy equipment. Place minefields, and build fortifications, traps and bridges when necessary. Infamous for doing a lot with a little.
NBC section: 5 total. Specializing in Nuclear, Biological, and Chemical weapons. Also responsible for teaching troops on proper NBC protection as well.
EOD section: 7 total. Specializing in bomb removal, and making specialized explosives for the engineers, and the special operatives.
SWAT team: 13 highly specialized troops. Used for police raids, as well as the military operations. Combination of traditional SWAT team, a Green Beret A-team, and anti-terrorist specialists.