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The Police

The Fort Knox police are an efficient, well trained, and honest group of peace keepers. The mix of humans to D-Bee's is about 50/50; all get along well. The average cop is the equivalent ofa 1D6+2 level soldier or headhunter, wise to the ways of the streets (special bonus of +25% to streetwise skill; all have streetwise) and experienced vampire hunters. They are very tolerant of roughousing and will try to brake up a brawl without blood shed.

Police Statistical Data:
Average level of experience: Fourth
Standard Body Armor: Street Patrols are in black CVR-7 Cyclone riding armor, 130 M.D.C.; with the word Police and an I.D. number emblazoned on the armor and uniforms. Undercover police may wear street clothes and disguises. Long-range radios are built into the armor and in vehicles.
Standard Weapons: All police are issued a neural-mace, vibro-knife, .45 automatic pistol (15 shot clip, 4D6 S.D.C. damage, normal bullets, and clips of silver bullets are provided), a TW vampire cross, Wilk's 320 laser pistol, & a energy rifle of choice. A dozen wooden stakes, mallet, extra clips, water pistol and water cannon are also standard issue, but usually kept in the trunk of their vehicle.

Unit Breakdown:

  1. 1000 police patrol the city streets on foot and in squad cars (hover and land rovers).
  2. 250 Cyclone & motorcycle police. Fast moving one man units, often operate in pairs. The hovercycles are armed with a forward laser and mini-missile launchers. The cyclones are only given to experienced cops (7th+).
  3. 50 "Skyjockey's" police that monitor the city from the air in Air Skimmer's and SAMSS power armor.
  4. 200 Rangers: 50 mutant animals, 45 borgs, 10 dragons, 50 destroid pilots, 30 cyclone riders, and 15 glitter boy pilots (dispatched in pairs) patrol the villages and 200 miles of land around Fort Knox.
  5. Mechanized Division (317 plus 20 bots): 25 full conversion borgs, 30 partial reconstruction borgs (use jet packs or police hovercycles), 10 TX-21 Terrain Hopper Power Armor, 5 Ulti-Max power armor, 2 GB MK IV Specials, 3 Glitter Boy MK I, 20 Excaliber MK VI, 6 Excaliber Mk VII, 18 Gladiator Mk III, 6 M.A.C. II, 6 M.A.C. III, 4 Spartan Mk XII, 20 VR-052 battler cyclones, 30 VR-041 Saber cyclone, 20 VR-038-LT cyclones, 2 VT-1D Veritech Fighter, 8 VF-1S Veritech Fighter, 4 VF-1S Super Veritech, 6 VF-1S Armored Veritech, 5 VAF-6R Reconnaissance Alpha, 8 VAF-7A Shadow Alpha, 8 VAF-1S Shadow Beta, 4 VF-1V Vindicator, 4 VHT, 2 DTTS-12, 20 Supply Bunkers, 5 AMR-10's, 7 TCH-4 ALH, 20 ML-3 Forklift, 20 Hover cycles, 2 Cat's-Eye Recon, 3 VC-27 Tunny-VTOL, 2 LH-2000, 2 Sea-Sergeant chopters and 20 reprogamed Skelebots.
  6. Psi-Division: All are 5th level unless otherwise noted. 15 detectives with major psionics (otherwise city rat O.C.C.), 18 mutant dogs (5 are 7th level), 5 psi-stalkers, 7 operators (3 are 9th level), 2 bursters, 3 mystics (both 4th level), 6 mind melters, 4 cyber-knights. Often work undercover.
  7. Magic Squad (20): An elite squad of police that investigate & protect against supernatural & magic problems.
    Giz, a 14th level Techno-Wizard, heads the squad. Other members include, two 7th level Shifter, a pair of 8th level Line Walkers, one Temporal Wizard, one Temporal Warrior, four Stone Masters, and a 5th level Great Horned Dragon, four 3rd level Techno-Wizards, along with four 9th level police officers (ex-headhunters, half have minor psionics) versed in lore & experienced in handling vampires & other supernatural menaces. Often work undercover; half are D-Bee's.

Police.php -- Revised: March 24, 2007.