The Horde of Quake - The Modern Vanguard

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An Overview


........It is agreed upon, almost universally so, that the modernized fringe of the army of Quake was considered an expendable pool of shock troops, used only because of the need to do so. For one, the modern stooges of Shub-Niggurath were the minions most able to maintain the Slipgates and other technological items, or at least use them without repeatedly breaking them. Secondly, they also served as a somewhat less conspicuous attack front then did the various otherworldly monsters the Quake masters held under their sway. In effect, by attacking Earth with only or mostly the 20th century humans that made up their shock troops, the Witch Goddess and Her allies could mask the true strength and nature of their forces from unsuspecting militaries and government defense agencies.

........The precise source of the modern human element of Quake is still largely unknown. Recently, however, uncovered government records have shed some light on this. Apparently, a number of years before the Quake conflict, several "shipments" of criminally insane offenders being transported between institutions were reported to be totally missing. That is to say, they vanished absolutely without a trace. The incidents were covered up in order to prevent mass hysteria. It is feasible that these disappearances were caused by the masters of Quake in order to secure properly imbalanced indivduals to turn to their will. This was not a phenomenon confined to the United States; Confirmed reports of this same occurence have been uncovered in the United Kingdom and Russia, and unconfirmed sources list dozens of other countries that somehow lost the whereabouts of several dangerous offenders.

........It is clear that the many of the Quake masters, particularly Shub-Niggurath Herself, had rather frosty feelings towards and very little trust in their Grunts and Enforcers. Even from the early stages of the Quake Conflict, they were not allowed near the hearts of the netherworlds, and as the conflict wore on and wore down, they were relegated almost exclusively to garrison duty on Earth. It is likely that in many cases, the psychopaths and murderers that served the Witch Goddess were kept only under her sway by means of the "Killstim" spinal implants (Described below), and therefore Her unwillingness to allow these loose cannons near anything that was of any particular meaning to Her or Her allies is understandable. The one salient exception to this rule was the entity known as Armagon. The deviant supernatural entity who embraced technology and all it entailed actually saw fit to maintain a small garrison of 20th century soldiers in the inner realms of his pocket dimension. However, even Armagon did not brook the presence of the modern vanguard in his sanctum.



The Killstim Implant - Customized Serial Killers


........The beginnings of what would evolve into the technology for the Killstim implant that kept the modern element of the Quake hordes motivated were first developed in South America, ironically stemming from research that was meant to cure brain tumours. The idea was to manipulate cerebral hormones and tissues in order to excise cancerous tissue, but this formerly benevolent research was eventually subordinated by the military for more destructive purposes. They reasoned that if the brain could be rewired to supercharge the entire body, a soldier far more effective than any normal human could be created. The super-soldier known as the Crazy was the ultimate evolution of this train of thought.

........It was a far darker line of experimentation that led to Killstim technology. The thesis of this particular project stated that individuals could be made more effective fighters if an...incentive...to harm their fellow human beings were offered. Thus an implant was designed that was inserted into the subject's central nervous system, directly linked with the pleasure centers of the brain. These implants delivered small electrical signals to these pleasure centers, as well as stimulating massive surges of endorphins, when the subject destroyed a second subject. In essence, anyone fitted with this "Killstim" implant would become a homegrown psychopath with absolutely no qualms about assassination, murder, mass destruction, and so forth.

........It is both fortunate and unfortunate that this technology was ruthlessly seized by Shub-Niggurath's sympathizers. Fortunate, because no modern armies ever got a chance to implement this horrific advance. Unfortunate, because now humanity's greatest nemesis had Her hands on it. To a man, Her modernized soldiers are outfitted with Killstim implants, although the versions used were believed to have been modified to condition loyalty to the more trustworthy elements of the Quake horde. Already surly and violent, most of the cadre of miscreants forcibly recruited by Shub-Niggurath went quite insane, becoming nothing more then drooling, gibbering, living weapons.



Armament and Equipment used by the Modern Vanguard


Combat Armour: The Enforcers, as part of their marginally superior status and since they were usually assigned more difficult tasks then the simplistic duties of the Grunts, were fitted with light armour. The hardened combat vests worn by Enforcers could resist a beating from even heavy man-portable weapons, far increasing their life expectancy in heavy combat (Which isn't saying much). Incidentally, Combat Armour also mounted a specialized helmet that was equipped with a rebreather system (30 minute independant oxygen supply on back) and targeting system specifically designed to work with the Laser Blaster. Combat Armour is effectively equivalent to a Hard Armour Vest (See p. 343, HU2Ed).
........AR: 10
........SDC: 70
........Weight: 6.4 Kg (14 lbs)

Combat Shotgun: This bulky weapon is believed to be some sort of knockoff of military shotguns like the Jackhammer or Franchi SPAS 12, with solid if uninspired workmanship. The source of these weapons has not yet been precisely determined, although the most likely explanation is that one of the modern recruits of the horde was a gunsmith of sufficient skill to design and construct the shotguns for the Grunt army.
........Feed: 5 round integral chamber (Manual reload)
........Weight: 4.5 Kg (10 lbs)
........Effective Range: Shot - 30 meters (100'), Slugs - 60 meters (200')
........Damage: Shot - 5D6, Slug - 6D6+4
........Rate of Fire: Single Shot

Laser Blaster: These advanced weapons were the exclusive property of the Enforcers. Although relatively unsophisticated (For energy weapons) prototypes, they proved highly effectiev in the hands of the elite division of the modern vanguard. The weapons were obviously designed for sniping, as they fired at a relatively slow rate but maintained all their potency even at maximum range.
........Feed: 5 charge E-Clip
........Weight: 4.1 Kg (9 lbs)
........Effective Range: 1200 meters (4000')
........Damage: 4D6
........Rate of Fire: Single Shot or Short Burst
........Bonus: +1 to Strike when used in conjunction with Combat Armour



Grunt

Description: The rank-and-file of the 20th century wing of Quake's force, the Grunts were also the lowest of the low thoughout the horde in general. Few of them had any particuarly useful skills to begin with, having been chosen for brawn and not for brains. The Killstim technology drove many of them to an almost animalistic state of mind, but a smaller percentage retained their wits and were capable of more complicated functions then point-and-shoot. Consequently, they were either used en masse as shock troops for full out assaults or as expendable guard dogs to watch over the outermost gateways and realms, as well as holding on Earth itself.
Profile:
........Average Experience Level: 1 - 3 (Profile assumes 1st level baseline)
........Alignment: Anarchist, Miscreant or Diabolic
........Stats: IQ 8, ME 5, MA 6, PS 14, PP 12, PE 14, PB 8, Spd 11
........Notable Skills: HtH - Basic, WP Bolt-Action, 2 Physical and 2 WP of choice
........Disposition and Behaviour: Grunts are almost impossible to negotiate with, or even hold an intelligent conversation with. Most have fallen to eschewing food and sleep in favour of simply prowling the darkened halls of the netherworlds day and night, eyes wide, slavering and gibbering faintly to themselves.
........The very concept of organized combat is all but alien to a Grunt. They simply charge and shoot until something dies, them or their foe. They live for killing and killing alone and yet resent being lorded over by the other members of the Quake horde, particuarly the arrogant Knight cultists, although they will tolerate the dimwitted Ogres more readily then others. It takes very little indeed to incite them to fight amongst themselves to the death.
........Combat Abilities: 4 Attacks per Melee, +2 Roll, +2 Pull (+3 Strike with Shotgun or similar Bolt-Action weapon); +6 vs. Horror Factor
........HP: 18
........SDC: 30
........PPE: 2
........Equipment: Killstim Implant, Combat Shotgun, 50% chance of having 1D4 other small or improvised weapons (Club, Knife, Pistol, etc.)



Enforcer

Description: A step up from the Grunts, the Enforcers represented "Recruits" that were particularly strong, cruel, aggressive and/or intelligent. Enforcers were outfitted with more effective weapons and armour and given a freer hand in the affairs of the horde, commonly assigned to shepherd small detachments of Grunts or to look after particular tasks on their own. Enforcers were far deadlier opponents then Grunts, as they could act with tactical acuity to a modest degree, not to mention that they placed a somewhat greater value on their personal safety then did the mindless Grunts.
Profile:
........Average Experience Level: 2 - 5 (Profile assumes 3rd level baseline)
........Alignment: Miscreant or Diabolic
........Stats: IQ 10, ME 6, MA 8, PS 18, PP 14, PE 16, PB 8, Spd 14
........Notable Skills: HtH - Expert, WP Energy Rifle, 2 Physical and 3 WP of choice
........Disposition and Behaviour: Though Enforcers are as consumed with murder and carnage as are their Grunt counterparts, they are capable of much clearer, more logical thought. Cold blooded killers as opposed to more traditionally crazed maniacs. On occasion, they will even attempt to communicate with or nonfatally subdue trespassers into their designated protectorates.
........Enforcers will dodge and weave in combat, sniping or setting up ambushes. They can also, with great effort and pre-preparation, organize Grunts and Rottweilers to do the same. Their hatred of the Cultists is even more sharply defined then amongst the rank-and-file. Heated disputes over chains of command frequently lead to bloodshed on rare occasions when the two groups meet. Some Enforcers have made it a point to try and curry favoured status amongst the Quake masters.
........Combat Abilities: 4 Attacks per Melee, +2 Initiative, +2 Strike, +3 Parry, +3 Dodge, +2 Roll, +2 Pull (+3 Strike with Laser Blaster or similar Energy Rifle); +6 vs. Horror Factor, +3 damage in melee combat, +4% vs. Coma/Death, +1 vs. Magic/Toxins
........AR: 10 (Combat Armour; see above)
........HP: 27
........SDC: 105 total (Combat Armour; see above)
........PPE: 5
........Equipment: Killstim Implant, Laser Blaster, Combat Armour, 12% chance of having a second "Main" weapon (Shotgun, Assault Rifle, Nailgun, Grenade Launcher, etc.) and 1D4 clips/rounds, 60% chance of having 1D6 other small or improvised weapons (Club, Knife, Pistol, etc.)



Rottweiler

Description: It is rather ironic that when these records state that the Grunts were treated as little better than dogs, they do so without hyperbole. The Vanguard kept a large supply of savage dogs to bolster their usefulness and forces. The Rottweilers used for these purposes were bred to be as large, as fierce and as mean as possible. Oddly enough, the sadistic Grunts and atavistic Rottweilers got on famously, and two-being teams of dog and man often grew attached to one another to the point where the death of one would send the other into a berserk frenzy.
Profile:
........Natural Abilities: Nightvision: 9m (30'), 45% Prowl, 80% Track by scent, 65% Swim, Leap 1.2m (4') up and 1.8m (6') across
........Alignment: Animal
........Disposition and Behaviour: Rottweilers trained by Grunts are incredibly vicious, barking like the very hounds of hell and tearing anything that they so much as suspect of being intruders with their potent jaws. They are utterly anticosial and vicious to anything but their handlers.
........Rottweilers are prized by the Grunts as hunting partners when on patrol, and to act as a sort of early warning system when on guard duty. Like their human counterparts, the Rottweilers steadfastly refuse to act with any sort of forethought and will simply throw themselves into the jaws of death at the slightest provocation.
........Damage: Bite does 3D6 damage, claws do 1D4 damage
........Combat Abilities: 3 Attacks per Melee, +3 Initiative, +4 Strike, +2 Dodge; +3 vs. Horror Factor
........HP: 15
........SDC: 25
........PPE: 11
........Equipment: You're joking, right? Aside from perhaps a favoured corner and some bones from old opponents to gnaw on, the Rottweilers do not use equipment. For obvious reasons.