Rounders

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Background

The consequences of being robbed are so dangerous that each and every casino is impregnably guarded in the strictest Tunguskan style. This mothership is a security powerhouse: in an age when all money is quantronic, Tunguska has the best cybersecurity experts and those who aren’t working for the banks or the military work for the Struktura.

As a result, Nomad casinos are impregnable fortresses; they have no other choice, they simply can’t afford not to be. But their security can’t be limited to just quantronics to protect the money, because frequently these casinos hold treasures such as antiques, works of art, and all kinds of precious items that are part of their private collections or are stored for any of the auctions that usually take place in these temples of luxury.

Not to mention that sometimes it’s necessary to physically stop the robbers, because in many cases the theft is not white-collar, but an armed and violent heist. Which isn’t really a problem, because violence is another major specialty of the Tunguskan Struktura. And when it comes to casinos, the guys who are in charge of managing violence preventing it, delivering it, enforcing it—are the Rounders security teams.

Staffed by former agents from tactical and investigative units of Dragnet and the Moderator Corps, their mission is to detect and apprehend any criminals seeking to break into the premises with malicious intent. It goes without saying that “apprehend” implies “by any means necessary,” and Rounders are extremely forceful in the use of these “necessary means,” because they know that every heist they foil, as well as what they do to the robbers, must serve as a cautionary tale for any other criminals out there who might be planning their own robbery. [1]

Profile

N4

ISC: Reinf: Casino Security Rounders Veteran Troop Light Infantry
Fury: Not Imeptuous Training: Regular Back-Up: Cube
MOV CC BS PH WIP ARM BTS W/STR S
4-4 17 12 10 13 1 3 1 2
Skills and Equipment: Biometric Visor, Multispectral Visor L1, Marksmanship, NCO, Terrain(Zero-G)
Loadout Special Skills Weapons and Equipment Melee Weapons Points SWC
1 Boarding Shotgun Pistol, CC Weapon 21 0
2 Shock Marksman Rifle Pistol, CC Weapon 24 0
3 Red Fury Pistol, CC Weapon 26 1
4 Hacking Device(UPGRADE: Trinity), Hacker Submachine Gun Pistol, CC Weapon 22 0.5
5 Reinf. Boarding Shotgun Pistol, CC Weapon 21 0
6 Reinf. Shock Marksman Rifle Pistol, CC Weapon 24 0
7 Reinf. Red Fury Pistol, CC Weapon 26 1
8 Reinf. Hacking Device(UPGRADE: Trinity), Hacker Submachine Gun Pistol, CC Weapon 22 0.5

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Red Fury:

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Photo Credit: Cervantes7337

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