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Re: 500xp's for references for St. Louis Devils gate - I NEED YO

Posted: Fri Mar 09, 2012 3:04 pm
by The Galactus Kid
WB 11: RCSG Scientist. The CS is in control of the gate and blasts anything that comes out.

WB17 There is a rift in Russia that is directly linked to the gate, if I'm not mistaken. It could be in Mystic Russia though

There is also a rifter article about the Devil's gate that has art by Apollo Okamura.

Re: 500xp's for references for St. Louis Devils gate - I NEED YO

Posted: Fri Mar 09, 2012 3:08 pm
by The Galactus Kid
The RCSG, Ft. Laredo, and the East St. Louis Rift - - 61, R#37

Re: 500xp's for references for St. Louis Devils gate - I NEED YO

Posted: Fri Mar 09, 2012 5:30 pm
by Mech-Viper Prime
The Galactus Kid wrote:The RCSG, Ft. Laredo, and the East St. Louis Rift - - 61, R#37

Well I see everything is well in hand, hmmm

Re: 500xp's for references for St. Louis Devils gate - I NEED YO

Posted: Fri Mar 09, 2012 11:13 pm
by llywelyn
I don't have the Rifter, so what did it add?

From Coalition War Campaign:
Rift Control Study Group

The RCSG group is a brigade of CS troops and military scientists... Their headquarters and main base of operations is at the East St. Louis Rift... "Containment" typically means the capture, study, and/or extermination of other-worldly beings... To do this, a giant, mega-damage containment center similar in appearance and construction to the great fortress cities of Chi-Town, except... the Devil's Gate Containment Center is intended to hold monsters and inhuman invaders in until they can be destroyed or sent retreating back into the Rifts. Power armor, robots, and Psi-Hounds are used extensively.


So did they finish the containment center?

Also, I thought that the main book or Coalition Navy had sth about the original containment squad for St. Louis getting destroyed and the CS originally having to fall back before starting the RCSG. In any case, the brown water navy is the unofficial "3rd fleet" based at Baton Rouge, with the closer sites at Greenville, Ft Girardeau, and Hannibal. They've got patrol boats, some planes, some armor (tridents, sea-SAMAS, and old SAMAS), and some infantry.

Re: 500xp's for references for St. Louis Devils gate - I NEED YO

Posted: Fri Mar 09, 2012 11:23 pm
by llywelyn
The Galactus Kid wrote:WB17 There is a rift in Russia that is directly linked to the gate, if I'm not mistaken. It could be in Mystic Russia though
Just checked that out.

It's buried in the Gypsy section of Mystic Russia (WB18).

There's a constant rift from the edge of the Moskva crater to Calgary, another in the "middle of the Ural Mountains" that "randomly" opens to the St. Louis Arch, and a third random one "at the southeastern tip of the Altay Mountains" to Old Detroit, Atlantis, and Ethiopia.

Re: 500xp's for references for St. Louis Devils gate - I NEED YO

Posted: Mon Mar 12, 2012 11:44 am
by Xar
llywelyn wrote:
The Galactus Kid wrote:WB17 There is a rift in Russia that is directly linked to the gate, if I'm not mistaken. It could be in Mystic Russia though
Just checked that out.

It's buried in the Gypsy section of Mystic Russia (WB18).

There's a constant rift from the edge of the Moskva crater to Calgary, another in the "middle of the Ural Mountains" that "randomly" opens to the St. Louis Arch, and a third random one "at the southeastern tip of the Altay Mountains" to Old Detroit, Atlantis, and Ethiopia.


Ah, justification for having Russian O.C.C.s in North America. I'm just starting a new campaign for my son, and one of his friends will love the idea of playing a Russian character.

Re: 500xp's for references for St. Louis Devils gate - I NEED YO

Posted: Mon Mar 12, 2012 4:08 pm
by Razzinold
Xar wrote:
llywelyn wrote:
The Galactus Kid wrote:WB17 There is a rift in Russia that is directly linked to the gate, if I'm not mistaken. It could be in Mystic Russia though
Just checked that out.

It's buried in the Gypsy section of Mystic Russia (WB18).

There's a constant rift from the edge of the Moskva crater to Calgary, another in the "middle of the Ural Mountains" that "randomly" opens to the St. Louis Arch, and a third random one "at the southeastern tip of the Altay Mountains" to Old Detroit, Atlantis, and Ethiopia.


Ah, justification for having Russian O.C.C.s in North America. I'm just starting a new campaign for my son, and one of his friends will love the idea of playing a Russian character.


Well now players have an easier time for justifying their Russian Borgs in North America. I'd like making them come up with plausible back stories. Well luckily they don't scour the books thoroughly so maybe they'll miss it, lol

p.s. hey Xar I'm digging the 30 man code (two players) for Contra in your sig line,

Re: 500xp's for references for St. Louis Devils gate - I NEED YO

Posted: Mon Mar 12, 2012 8:39 pm
by Xar
Thanks, Razzinold!

Glad you recoginzed it was 2-player.

Re: 500xp's for references for St. Louis Devils gate - I NEED YO

Posted: Tue Mar 13, 2012 2:09 pm
by Razzinold
Of course I knew it was two players, I LOVED Contra, Super C was cool too, but nothing beats the original. Except maybe Bionic Commando, that was a sweet NES Game too.

Back to the gate, it figures the CS controls it, it seems like they can be anywhere they want to be whenever they want to be there and it NEVER appears to effect their resources. Maybe I should run my players through a campaign that seizes control of it away from them, that could be fun.