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Dominique

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  1. The U.S. Department of Homeland Security Bureau of Special Investigations BSI "Honor, Valor, Integrity” OVERVIEW The Bureau of Special Investigations (BSI) is the branch of the federal government tasked with investigating “metahuman” crimes, paranormal activity, and any reported human contact with extraterrestrials. To accomplish this mission, BSI maintains a staff of several thousand Special Agents, technicians, and support personnel locate at a number of Regional Field Offices throughout the continental U.S. BSI Agents have full arrest and investigative powers when dealing in such situations, and share joint jurisdiction with the FBI, in terrorism cases involving metahumans. In cases involving the security of the President, Vice President, or their immediate families, BSI would work hand in hand with the US Secret Service to ensure their safety. BSI Special Agents are also located at US embassies overseas to act as liaisons with foreign governments. These agents coordinate their activities with the US Department of State’s Office of Metahuman Assistance, and the Diplomatic Security Service (DSS) on security issues involving dignitaries. ORGANIZATION BSI is organized into several “Branches” or “ Divisions”, including the Administration & Training Division; Field Operations, and the Support Operations Branch. The Admin and Training Division consists of the Bureau HQ complex Northern VA, The Training Academy located on the grounds of the Federal Law Enforcement Training Center (FLETC) in Glynco, GA and its satellite facility in Maryland, and the BSI Crime Lab. ADMIN & TRAINING The Administration and Training Division is responsible for handling the normal day to day operations of the Bureau, and for ensuring that Bureau personnel are properly trained. Its personnel handle everything from payroll, to recruiting the next generation of BSI Agents. HEADQUARTERS BSI’s headquarters, the Thomas J. Tanaka Building, is located in Washington, DC, not far from the Capital. The building is named in honor of Special Agent Thomas “Tommy” James Tanaka. Special Agent Tanaka was killed during an assault on the building by the mutant terrorist group, The Oppressed, in late 2004 (see box below). In addition to a state of the art security system, which are rumored to include force screens, sophisticated electronic counter measures, and even man portable surface to air missiles, the building is protected by a small army of heavily armed security personnel (contract security personnel hired through the Federal Protective Service, and supervised by BSI personnel.), and an advanced security system. (The FBI is rumored to be extremely jealous). *Note* Unknown to the general public, BSI has discreetly made contact with several powerful mystics, who’ve recently emplaced a number of mystical wards around the facility to protect it from the growing number of supernatural threats the Bureau has been encountering lately. The building not only houses offices, classrooms, and the crime lab, but an indoor shooting range, a gym, a secure underground garage, a secure meeting room that rivals anything the military could produce, an infirmary, and a pool. In addition to the above ground offices, there are several sublevels below the main building. The Armory, EOC, and interrogation room, power generation equipment, temporary holding cells, and “The Vault” are housed. The Vault, is one of the most secure containment units in the world, housing a wide variety of objects for study in the crime lab, the Skunk Works, and Paranormal Investigations. HQ/Administration - Washington, DC. Office of the Director Public Affairs Office of the Inspector General Office Legal Counsel Office of Financial Management The Academy and Training Division Academy - BSI Basic Academy (FLETC) BSI Satellite Training Facility FIELD OPERATIONS The Field Operations Division runs the Bureau’s various field offices, and its personnel are generally what most of the public thinks of when they think BSI. With its main office is located at BSI headquarters, Field Operations is organized into several subsections, with each specializing in a particular type of operation. Operations Division - HQ bldg., Washington, D. C. Criminal Investigations “Super Crimes” Branch - Office of Metahuman Intelligence - Co-located with the HQ bldg. Paranormal Investigations Branch - ESPER Unit Crisis Management unit - Tactical Operations Branch BSI maintains Field Offices in the following cities: • Providence, RI • Boston, MA • New York City, NY • Philadelphia, PA • Washington, D.C. • Baltimore, MD • Charlotte, NC • Atlanta, GA • Miami, FL • Orlando, FL • New Orleans, LA • St. Louis, MO • Kansas City, KS • Chicago, IL • Detroit, MI • Houston, TX • Dallas, TX • Phoenix, AZ • Las Vegas, NV • San Francisco, CA • Los Angles, CA • San Diego, CA • Portland, OR • Seattle, WA The size of a field office will depend on the population of the local area, and the amount of metahuman crime. The New York field office is the largest with Washington DC, and Los Angles coming in as the next largest, and the Providence and Portland offices coming in as the smallest. Local residents may contact the nearest field office by phone at either the BSI tip line, 1-888-HELPBSI, or on the net at http://www.dhs/bsi.gov The "Supercrimes" section is the largest of the sub-units, and handles investigation of any crime involving metahumans that happens within the US, or metahuman crimes directed against US citizens overseas. Special Agents assigned to this section also staff the various liaison positions at the US embassies. A separate entity within the Supercrimes section is the Office of Metahuman Intelligence (OMI). OMI maintains files on every incident involving metahumans, r suspected metahuman activity. They access the various capabilities of known metahuman criminals, and on criminal organizations that make use of metahumans. They are also responsible for briefing the Director and other government agencies on these capabilities. The Paranormal Investigations (PI) section handles cases that would fall into the realm of what most people consider the supernatural (hauntings, the undead, magic, ESP, Telepathy, etc.). Its agents are frequently called in on cases where there is no logical way to explain why an event happened. Personnel assigned to PI are often referred to as “ghost busters”, by their fellow agents. But the comments are taken in stride. Several of its special agents and consultants are Psi-sensitive, and assigned to its special Extra-Sensory Perception (ESPER) unit. The ESPER unit is rumored to be responsible for protecting the President, Vice President, Congress, etc., from psychic attacks and mind control, although the Bureau refuses to comment on it publicly. The division also maintains a catalog of various magical power items such as the Holy Grail, the Spear of Destiny, Thor's belt, the Golden Fleece, and if rumors are to be believed, Pandora’s Box. The various items under their watch are stored in a high security vault located under BSI headquarters. Other items are reportedly stored in a secure bunker facility somewhere in the mountains of West Virginia. BSI METAHUMAN ATTACHES BSI maintains several metahuman attaches’ offices at various locations overseas. The agents assigned to these offices are responsible for providing liaison services to allied nation law enforcement agencies, and for investigating metahuman crimes directed at US citizens overseas. BSI attaches are currently located in the following cities: London, Brussels, Berlin, Tel Aviv, Rio de Janeiro, Tokyo, Moscow, and Ontario. At one time, BSI maintained a liaison office in Paris, but the office was shutdown after a counter intelligence team discovered the French DST had placed a number of electronic monitoring devices throughout the building s structure. Future plans call for new offices to be constructed or space leased in Sydney, Australia, and Johannesburg, South Africa. In addition to its foreign attaches, BSI also maintains extensive contacts with INTERPOL and routinely provides briefings on various metahuman threats to the Department of Defense, NATO, and other allied militaries when ordered to do so. Canada and the UK have law enforcement personnel permanently assigned as liaisons at BSI HQ to help coordinate their operations. Mexico, Germany, and Australia and Japan, maintain close ties, and their representatives can frequently be seen roaming the hallways of the HQ building. SPECIAL TASK FORCES BSI provides personnel to several special law enforcement “task forces” currently operating throughout the US. Two of the many units are detailed below. Asian Gang Task Force - A joint law enforcement task force drawing personnel from the FBI, US Marshals Service, DEA, ATF, IRS, ICE, CBP, and BSI. BSI personnel assigned to the Task Force primarily concern themselves with Asian metahumans working for the various Asian criminal organizations. As of early 2006, they were concentrating their efforts on the west coast, especially southern California, San Francisco, and the Pacific Northwest. Task Force Nemesis - A new BSI organized and lead joint task force, drawing personnel from BSI, DHS, Dept. of the Treasury, CIA, the military, and intelligence community. Task Force Nemesis’ primary mission is to deal with the growing threat posed by paramilitary and terrorist organizations such as SEIGE and Prometheus. The BSI SAC is Special Agent “Jake” Steele. His deputy, and military liaison officer, is USAF Major Dexter Green. While they get the job done, they don’t always see “eye to eye” on how it should bee accomplished. CRISIS MANAGEMENT UNIT The Crisis Management Unit, or CMU as it’s more commonly known, is one of several specialized groups within the Field Operations Division. CMUs subunits are responsible for handling “extra ordinary” situations that arise. It’s missions are beyond the capabilities of the average field agent, and considering some of the things the average agent comes up against on a daily basis, the situation must truly be dire for them to request assistance from CMU. CMU is collocated with BSI headquarters, and currently operates out of the facility’s Emergency Operations Center (EOC). The EOC is manned 24/7, with staff members monitoring law enforcement and emergency communications frequencies for any signs of metahuman activity. In addition to the EOC, CMU also maintains several caches of pre-positioned equipment at various locations around the US and two air transportable mobile command centers (jokingly referred to as “death stars” because of all the high-tech gear carried on board the trucks). CMU is currently organized into a command section, the Tactical Operations Branch, the Dangerous Devices Unit, the Crisis Negotiations Team, and a small support staff. Tactical Operations Branch “Anytime, Any Place, To Save Lives” The Tactical Operations Branch is the BSI unit tasked with planning and executing paramilitary and SWAT type response operations for the Bureau. To help them fulfill this task, they maintain several specialized units, which are detailed below. Special Response Teams (SRT) - SRTs are BSI’s part time tactical/SWAT teams. Each field office is capable of fielding a SRT, with its size varying, depending on the number of agents assigned to that field office. Agents assigned to a SRT perform their “normal” investigative duties, only coming together for their monthly training sessions, or for an operation, or what the agents refer to as a “call out”. When large scale operations are called for, multiple teams will be used. Agents wishing to volunteer for a spot on one of the SRTs, must have at least three years of service with the Bureau, and must successfully complete a two phase selection process. During “selection” candidates will have their physical and shooting abilities evaluated. After completing a grueling obstacle course on very little sleep, candidates who wish to continue must successfully complete an academic exercise that tests both their memory and observation skills, as they may have to recall minute details of an operation in court. The SRT-I Basic Training Course runs 180 hours in length and lasts for three weeks. The first week of training is conducted on the grounds of the BSI satellite academy, while weeks two and three are conducted at the FBI Academy and Marine Corps Base Quantico, VA. Throughout the course, agents are reminded that they are law enforcement officers first and fore most, and that their primary purpose is to “save lives”. They are also reminded that as representatives of the US government, that any of their actions could be called into question in court. Their instructors impress upon them the importance of their jobs, and that they should at all times should at strive to carry themselves in a dignified manner at all times, and conduct operations in a manner that would reflect favorably upon the Bureau. The SRT-II course, which also lasts three weeks, is specifically designed for those SRTs that work with the Bureau’s STOP Teams on routine a basis. The course is usually run twice a year, (Fall & Spring), and takes place at the US Army’s Aberdeen Proving Grounds, MD, although other locations have been used, such as the US Army National Training Center (NTC), and the US DOEs National Test Site. SRT snipers undertake some of the most intensive training in the law enforcement community. They receive training form the US Secret Service, instructors from the USMC Scout/Sniper School, and BSI’s own cadre of firearms instructors. All agents assigned to an SRT must pass a quarterly weapons qualification, a semi-annual physical ability test, and 40 hours of “in service” training. In addition to their monthly training days, Agents also routinely participate in training exercises with other agencies such as the FBI’s Hostage Rescue Team and Regional SWAT Teams, the US Secret Service’s Counter Assault Team (CAT), Emergency Response Team (ERT) and Counter Sniper Team (CST), and Federal Protective Service SRTs. Dangerous Devices Unit (DDU) - BSI’s combination bomb squad, explosive breaching, and HAZMAT unit. They’ve been called in to handle everything from disarming nuclear weapons, to safely transporting alien artifacts to storage. They’ve handled everything from “backpack nukes”, to radioactive alien protoplasm, and bio-chem weapons. If it’s poisonous, explodes, radiates energy, or is just plain nasty to handle, then DDU explosive techs, HAZMAT specialists, and Special Agents are called in to disarm it, render it safe, and investigate the scene. All personnel assigned to the DDU receive training from the ATF, US Dept. of Energy, the US Army, and the CDC on basic render safe procedures for various types of explosive devices, and procedures for handling nuclear, biological, and chemical substances safely. But as so often happens with their work, many of the devices and substances they encounter have never been seen before, they just have to play it by ear. DDU personnel tend to have a very morbid sense of humor about their work. Until quite recently many of the DDU explosive techs wore T-shirts with the phase “DDU Bomb Tech. If you see me running you better catch up” blazed across the back. While most of the lower level staff found the shirts mildly amusing, BSI Headquarters staff took a slightly different view and banned their ware. Crisis Negotiation Team (CNT) - BSI’s CNT, which are part of the Crisis Management Branch, are BSI hostage negotiation specialists. Like DDU, CNT operates from BSI headquarters and is on call 24/7 to respond to any emergency that may arise. Agents who volunteer for duty with the CNT receive training at a number of training courses, including the FBI Hostage Negotiation School. CNT negotiators are some of most level headed people you will ever want to meet. They tend to be very charismatic, cool under pressure, and able to think on their feet. Special Tactical Operations (STOP) Teams - STOP Teams are specially selected teams of BSI Agents equipped with “Guardian” power armor suits. The suits were first fielded by BSI in late 1990, and since then their manufacturer (Quantum Technologies) has made a number of improvements. The specially constructed polymers are not only fire resistant, they also provide ballistic protection against rounds up a 7.62 mm in caliber. The suits batteries and life support systems are also good for six hours of continuous use. It’s built-in exoskeleton increase the wearer’s strength allowing him to lift over one ton of weight. The suits flight jets have enough fuel for two hours of sustained flight at speeds up to 225mph. Other specs for the suit remain classified, with only authorized technicians and technical reps from Quantum knowing the specifics. There are currently (7) regionally based STOP Teams: North East Region (New York field office), South East Region (Atlanta field office), South West Team (Las Vegas), Central Region (Chicago), North West Region (Seattle), West Coast Region (Los Angeles), Capital Region (Washington, DC). Unlike the rest of the STOP teams, the New York, Los Angeles, and Capital Region, STOP teams are full time units, with personnel training in the use of their equipment 5 days a week. Agents are typically assigned to a SRT four years, before rotating on to other duties (this is done to allow younger recruits a chance to rotate in, and to prevent burnout among unit members as using the suits is both physically and mentally demanding.) Prospective STOP team members are drawn from a pool of veteran special agents, with the majority coming from the ranks of prior military personnel and SRT operators, although this is not a prerequisite for selection. The basic STOP training program lasts 8 weeks and 3 days in length, and is conducted at the US Dept. of Energy’s Nevada Test Site. Training is divided into three phases (I, II, III), with phase one being mostly class room work. During Phase II, (weeks 3-6) trainees don their Sentry power armor for the first time. They are given instruction on basic handling procedures, basic weapons familiarization, and a chance to get used to using the armor. Phase III (weeks 7-9) involves advanced field work, additional weapons training and qualification, night operations, and hostile environments training. During the last three days, trainees undertake the Underwater Operations Course at Naval Station Indian Head, MD. Upon graduation, agents still are not considered fully qualified with a suit until they complete a one year probationary period, where, at the team leaders discretion, they may be removed from the team. STOP Teams train two days a month. In addition, they must attend quarterly training 3 day training exercises held at various locations through out the US. Some of these locations have included nuclear power plants, a nuclear weapons storage facility, a presidential emergency shelter, LAX, and the US Capital. Specialized Light Assault Mechs (SLAM) - The newest toy in BSI’s arsenal. SLAMs are armored assault Mechs that can be deployed when field agents in trouble request serious firepower. Only a small number of suits have been manufactured as they are expensive to produce and it takes several months for an agent to become proficient in its operation. All SLAM operators are volunteers from one of the regional STOP teams. The SLAMs are stored at a secure facility in suburban Maryland, near Andrews AFB. Normally a specially equipped BSI transport aircraft is on standby to transport the SLAMs, their operators, support personnel and equipment 24 hours a day. The aircraft is stationed at Andrews, AFB, Maryland. BSI also maintains a memorandum of understanding with the Dept. of Defense allowing the SLAMs to be transported on military aircraft. The DOD Joint Metahuman Security Task Force also maintains a SOLL (Special Operations, Low Level) II equipped C-17 at McGuire, AFB, New Jersey with a second backup aircraft at Charleston AFB, SC. SUPPORT OPERATIONS BRANCH The Support Operations Branch handles everything for janitorial services and upkeep of BSI’s vehicle fleet, to running the crime lab. Support Operations Branch – located in various buildings throughout the DC Metro area. BSI Crime Lab - Located within the HQ building Office of Scientific Research “The Skunkworks” - Washington, DC & Metro DC area. Office Detention & Transportation - Co-located at the HQ of the US Federal Bureau of Prisons (BOP). The BSI Crime Lab is considered to be one of the premier crime labs in the county, if not the world. The Crime Lab routinely works hand in hand with “Skunkworks” personnel, and shares its findings with other law enforcement agencies, such as the FBI, US Secret Service, US Postal Inspectors Service, the RCMP, and Scotland Yard. The lab itself is actually a series of buildings, a medical lab, a firearms range, and a secure storage facility located throughout the greater Washington D.C. metro area. The primary facility along with most of the lab’s staff members, are located in the BSI headquarters building. The Evidence Recovery Teams (ERT) are the lab’s rapid response units. They are tasked with being on the ground, collecting evidence within two hours of a major incident. Each field office maintains an ERT of varying size, depending on the amount of metahuman activity in the area. The New York and Washington DC, field offices are the largest. A national level ERT is on standby at BSI HQ to assist field office ERTs during major events, such as the attempted assassination of the UN Security Council buy the terrorist group, America First. The metahuman heroine, Starburst, was once employed there as an evidence technician, on one of the Bureau’s ERT. The Office of Scientific Research is the Bureau’s R&D branch. They are also responsible for examining "supertech" such as weapons, power armor, computer systems, etc. Its staff is composed of some of the finest scientific minds in the county. OFFICE of DETENTION AND TRANSPORTATION The Office of Detention and Transportation is the unit responsible for handling and transporting captured super criminals (responsibility it shares with the US Marshals Service and Bureau of Prisons). To perform this task they maintain a number of specialized transport vehicles and aircraft located at various locations throughout the US. These transport vehicles range from modified Ford F-350 vans to armored semi-trucks equipped with satellite tracking systems, and even modified versions of military transport aircraft (Flown by D&T pilots). Unlike the other law enforcement personnel working for BSI, to “D&T” Officers are not Special Agents, but they certified federal law enforcement officers with federal arrest powers in matters dealing with metahumans. Like BSI Special Agents, D & T Officers also undertake their initial training at FLETC. The Course runs ten weeks and covers a wide variety of subjects including basic federal law, firearms, driving, search procedures, advanced first aid (as D & T officers are usually the first trained responders on the scene), defensive tactics, physical training to list a few. To successfully graduate the course, trainees must maintain a GPA of 80%; successfully complete the Physical Assessment Test; score not less than 80% on the Basic Firearms Proficiency Test; demonstrate knowledge of basic defensive tactics techniques; complete the basic Defensive Driver/Emergency Vehicle Operators Course; and lastly they must complete a hands on evaluation where they must successfully transport a “dangerous metahuman” (usually one of several heroes who volunteer to role-play the part - many of whom really get into their characters) to secure containment facility. Upon graduation New D&T officers are assigned to either one of the local field offices, or to one of several federal detention centers. They're then assigned to a “Field Training Officer” (FTO) for a 12 month probationary period. During this time the FTO while monitor the new officer’s progress, offering suggestions and guiding them in the right direction. Officers are required to complete a minimum of 40 hours of “in service” training each year. In addition, they also routinely train with US Marshals Service, and Bureau of Prisons personnel. The Field Support Branch personnel are BSI’s tech support guys. Need a comm suite setup in a hotel room; your SLAM get banged up during a firefight? Run your vehicle constantly being outrun during high-speed pursuits? Then Field Support are the people to call. Field Support provides a wide variety of services to active field agents, everything from transport and communications support, to food service. Personnel assigned to the Field Support would have a wide ranch of skills, everything from computers, to food service, or mechanical and electrical skills. RECRUITMENT AND TRAINING Anyone wishing to become a BSI Special Agent must at a minimum possess a master’s degree, although many recruits have much higher levels of education. Many future agents are recruited from other federal agencies, or the military. Most have at least several years of work experience, with the “average” new agent being 29 years of age upon hiring. Additional skills such as fluency with a foreign language, piloting skills, scuba diving, medical, military or prior law enforcement experience are considered a plus, as agents routinely find themselves working in strange, austere, or hostile environments. New agent training lasts 18 approximately weeks and is broken down into two separate phases. Lasting 10 weeks, Phase One training, takes place at the Federal Law Enforcement Training Center (FLETC), located in Glynco, GA. The New Agent Training Course consists of basic investigative techniques, physical fitness, self defense, and firearms training and strives to prepare the candidates for the life of a BSI Special Agent. Phase Two takes place at the BSI satellite training facility located in Maryland. Trainees continue their physical fitness training, and receive additional training in dealing with the peculiarities of dealing with metahumans, including detailed briefings on a number of cases BSI has handled over the years. Guest speakers, such as former agents, are brought in to speak with the class. On one occasion, a reformed villain provided a lectured on how he was able to avoid capture for so long. The course concludes with a full blown exercise where the trainees are called in to investigate a crime scene where metahuman criminals have been involved. In addition to their own extensive training regime, BSI agents receive additional training from the FBI, the US Marshals Service, the Secret Service, the US military, and the CIA on an as needed basis. All BSI Special Agents are required to qualify with their primary duty weapon annually. In addition they must complete a minimum of 40 hours of refresher training every two years. Failure to do so could result in their termination. Equipment Due to he nature of the threats that BSI Agents have to confront, they have access to a large number of weapons not normally found in use with other law enforcement agencies. Weapons in use include the Glock 17 and Sig/Sauer P228 9mm pistols, Glock 23 .40 cal. Pistols (used by the SRTs), Heckler & Koch (HK) MP-5 9mm and MP/10 10mm series sub-machineguns, Colt M-4A1 5.56 mm rifles, Remington 700 7.62mm sniper rifles and Barret L82A1 .50 cal Special Applications Rifle, M-79 40mm grenade launchers, M249 5.56mm light machineguns, M240 and HK-21 7.62 general purpose machineguns, and Bofors AT-4 anti-tank rockets. Energy weapons in use by agents include the Quantum Technologies XM-12 “Beam Rifle” (a man portable laser weapons system carried by the STOP Teams), the Ballistech Armaments GL-22 30mm automatic grenade launcher (also carried by the STOP Teams) and a large number of experimental weapons systems. Vehicles in use include the Chevy Caprice sedan, Chevy Suburban SUVs, Cadillac Gage “Peacekeeper” armored cars for use by their SRTs, and a number of specially modified vehicles constructed in their own shops. Aircraft in service with BSI include the Bell 212 "Twin Huey", the Hughes 500, a civilianized version of the OH-58 Kiowa Scout, OV-10 "Bronco" surveillance aircraft, CASA-212 transports, "The Guardian" A specially modified EC-135 command and control aircraft that can serve as an airborne command post during an emergency. Unconfirmed reports have stated that BSI has recently entered into an agreement with Avery Aerospace to develop a VTOL "hover" platform capable of rapidly transporting it's STOP Teams. Although any such craft is undoubtedly in the early planning stages at this time. Notable Personalities The Director - James Wilson Deputy Director - Susan Wright Assistant Deputy Director Operations - Jeremiah Jones Assistant Deputy Director for Support - Harry Stanton Assistant Deputy Director for Training - Col. (Ret.) Walter “Bulldog” Stevens (USMC). He also acts as the Director at the training academy. Assistant Deputy Director for Personnel - Norman Davies Director of Scientific Research - Dr. Emil Skota, PhD. Special Agent in Charge (SAC) New York - Special Agent Alison Anderson SAC Washington DC - Special Agent Derrick White Special Agent Sandra Stevens - SAC, Office of Metahuman Intelligence David Goldberg - Office of Legal Affairs Teressa Jordan - BSI’s director of Public Relations (BSI’s public face) Jesus Alvarez - Field Support (That’s “Mister Alvarez” to his staff. He runs a tight ship, takes no stuff, is proud of what “his people” can accomplish when asked) Earle Lewis Greene- Office of Finance (BSI’s money man) "Chief" Milton Leroy Greene- House Keeping (Chief WO3 - USN Retired, his staff handles all the day to day clean clean up of BSI facilties, which can lead to some interesting situations) Special Agent Trent Cutler - FBI Liaison. He handles joint operations and makes sure they're not duplicating their investigative efforts. Sometimes he can come across as a bit of a know it all, but he's a generally a good guy trying to do the right thing. Lieutenant Colonel Sheila McVicers, USAF - DOD Office of Military Support. She's BSI liaison with the US Military. (A Recently divorced single mother, she's excited about her new position, but issues with her family have been interfering with her work) Mr. Gray - The Director of the Paranormal Branch. Very little info is known about Mr. Gray other than he's been with the Bureau for years, and he always seems to know more about you than you do. Gray has absolutely know sense of humor whatsoever, and when not running an operation can usually be found in his office or the Bureau's research library. *Note* He will never be found without the following items on his person (a small vile of holy water, a silver crucifix, and a small hand mirror) Jonathan & Jessica Swift (The “Twins”) - Psi sensitive brother and sister (twins) who work in the Bureau’s paranormal branch ESPER unit. Jonathan is a telepath with several other "special talents", such as the ability "read" objects. Jessica has the ability to see things with here mind (ESP), and sense the emotions of others. Six - Quite simply, Six is a witch, a "white witch" mind you, but she still gives some of the Agents and staff the creeps. How she came to work for the Bureau, or how she acquired her name is not known. All that is know is that Director Wilson trusts her with his life. Special Agent Jacob “Jake” Steele - Special Agent Jacob Steele is a 37 year old athletic male. He’s been with BSI for 11years. Prior to becoming a BSI special agent, he spent four years as an officer in US Army, working military intelligence, and an additional four years in the Army Reserves. When he’s on a case he’s relentless and he pushes his people hard. When he’s not working, he’s laid back and friendly. He’s a runner and it’s not unusual to find him out running well before the sun rises. Special Agent Tommy Tanaka At the time of his death Special Agent Thomas “Tommy” Tanaka, was 29 years of age, and had been with the Bureau for just under six years. After serving in the Houston field office for his first three years, he transferred to the D.C. Metro Field office. One year later he applied to, and was excepted into, the Bureau’s elite Special Response Team (SRT) program. On the morning of his death, Agent Tanaka, and the other members of his SRT, were assigned to “Quick Reaction Force/Counter Assault Team” (QRF/CAT) duties that day, as a congressional tour group was scheduled to tour the facility’s new Emergency Operations Center (EOC). Unknown to anyone at that time, the mutant terrorist group, The Oppressed, decided to make their public debut buy attacking the tour group. They hoped that a brazen daylight assault, on the country’s elected leadership, would draw attention to their cause. Their initial assault worked as planned and they easily penetrated the buildings defenses (many of which were inactive due to construction upgrades going on within the complex at the time), and catching the facility's security force off guard. During the battle's opening moments several members of the congressional party were severally injured. Agent Tanaka’s QRF began to engage various members of the Oppressed with small arms fire, and rendered first-aid to the wounded. While trying to evacuate on wounded congressional staffer, Agent Tanaka noticed that part of the ceiling was beginning to give way. With complete disregard for his own well being, Agent Tanaka used his own body to shield the staffer from the falling debris. In the process he sustained several broken ribs, a dislocated shoulder, a punctured lung, and a fractured collar bone. Refusing to allow pain to over take him, Agent Tanaka, managed to free himself, and the staffer, from the debris, and then dragged the staffer to safety. He then returned to ongoing battle raging in the sub-levels of the building. While making his way through the now smoke filled hallways, Agent Tanaka observed the Oppressed member, Jezebel, trying to gain entry to gain entry into a secure storage area, by pounding the reinforced doors with her fists. At that time, a vault in the storage area was used to store items collected by the Bureau’s Paranormal Investigations Section. He also heard the cries for help coming from to BSI secretarial staffers trapped in the area. Agent Tanaka immediately engaged Jezebel with accurate rifle fire until he had expended his weapon‘s ammunition supply. While the rifle fire proved ineffective in injuring her, it did draw Jezebel’s attention toward him, allowing the two staff members to make their escape. At approximately the same time, a radio message was broadcast announcing that a BSI STOP Team was making entry into the building, and for the SRT to disengage. Realizing that Jezebel would gain entry to the vault before the STOP Team arrived, Agent Tanaka made another heroic decision. Instead of retreating as ordered, Agent Tanaka drew his secondary weapon, a pistol, and began firing at Jezebel. Jezebel, know annoyed at Agent Tanaka’s continued acts of defiance, stopped pounding the door, grabbed a desk, and threw it at Agent Tanaka. The desk struck Agent Tanaka in the head and mortally wounding him. This last valiant effort on his part provided the STOP Team with the additional time they needed to reach the storage area. Unfortunately, Agent Tanaka had succumbed to his wounds by the time medical staff could reach him.
  2. How many of you guys miss the old adventure modules? And in the event they ever do decide to start producing them again, what would you like to see?
  3. Re: Hostile Intent Will do. I'll get it up by the AM.
  4. Re: Hostile Intent I only envision using them in small teams of 3-8 at a time, unless the PCs get a little to big for their britches, and start acting silly. As far as their weaknesses go, I deliberately built in character flaws for the PCs to exploint (Overdrive's gambling, Oscillator is a pompus ***, etc.), and a few other details that I have yet to post here. Although I may go back and fill in the details later. I also left out a magic welding character, and other than Panic, no real metalist. Both are mentioned as weaknesses in their write up. While I'm at it, would you guys be interested in seeing my initial writeup for my government sponsored supers agency, the Bureau of Special Investigations (BSI)? PRIMUS is okay, but I prefer building my own organization and customizing it to my tastes.
  5. Re: Hostile Intent Just out of curiousity, how would your PCs handle this group?
  6. Re: Hostile Intent Thanks for the replies and advice everyone. As I said, I expect my PCs to be able to take the group down at some point, but I do want it to take a while. I also want them to have to think their way through the problem, and come up with a solution. Not bust through the door guns blazing. I'm not planning on dropping the whole team on them like a load of bricks, think it would ruin the game for them and just piss off the players. I'd prefer to drop a few hints, let them have a run in or two with a few group members, and then let the PCs start piecing things together. So that's the direction I'll try to stear the players in. I'm also plan on working in a few of the various villains flaws into the games (things like Overdrives gambling). Not to mention the fact that various memebers of the group have a landry list of enemies who would be more tahn happy to see them go away. As far as posting info here goes, if they want to get a sneak peak, its fine, but hte minue they try to use info that their character couldn't have had access to, well then I go into the nasty GM mode and come up with a few suprises to keep them honest next time, (ever since your one night stand, you've been feeling a little off, itching and burning in the genitals, or some other little surprise). Once again, thanks gentlemen.
  7. Re: Hostile Intent Matt, since I routinely steal, beg, and barrow inspiration and/or ideas from others, feel free to use what ever you want from the write-up. As far as duking it out with them, I'd prefer that my PCs (were still in the process of setting up this new campaign) use there brains first, and fists (heat rays, nuclear breath, or what ever) second. If it were me, I'd never try to take these guys on at full strength, but that's just me. I prefer the hit them where they aint strategy.
  8. Re: Hostile Intent Okay, all you guys have some good points, and a even a few good ideas on how to work them into the game (I'm never above steal, er...barrowing a good idea). I have yet to actually run these guys, so I may make several changes to them. I just wanted to see what someone else thought, and get some feed back on the initial write up for the group. As far as them never being caught, I never said they couldn't, I just said that so far no one's been sucessful. I figure my players will eventually shut them down. I also don't beleive law enforcemet agencies are run by idiots (unless you count a few of my former supervisors), but it works for the game. On the villain front, I figure they have pissed off a few along the line, I just need to work out a backstory, and a few of their enemies. (Although, I think it would be fun to have them in a knock down, drag out fight with Eurostar.)Once I work out the rest of background, I'll post the stuff here,If you guys are interested.
  9. Re: Hostile Intent 64 views and not a single comment? How about a little feedback guys? Do they suck?
  10. Re: Infinite Crisis It's been many moons since I read my copies of COIE, but IIRC, Pariah couldn't die, that was his curse, to live forever. As far as Harbinger getting killed goes, I think she's about as dead as Jason Todd. As soon as a writer feels like bringing her back, he will.
  11. Re: Original Supervillain Groups -- Get Creative! Here's the link to the group I posted yesterday (10/14), they're called Hostile Inent. http://www.herogames.com/forums/showthread.php?t=37435
  12. Re: Infinite Crisis Here's a very funny page by page breakdown of the book. http://www.newsarama.com/forums/showthread.php?threadid=46414
  13. Re: Infinite Crisis Grant made a number of changes to the Crime Syndicate earth (most of which I liked BTW), but it will just confuse those who don't know the whole back story. So to help simplify things, here's a link to a little primer that will help bring you up to speed. http://www.newsarama.com/forums/showthread.php?=261f5541049a19adbbcbd3be9b080562&threadid=46268 As you can see, I've got WAY to much free time today.
  14. Re: Infinite Crisis Could be. I'm also wondering if Harbinger will be making a come back. Even though she was "killed" we all know that means nothing lately.
  15. Re: Infinite Crisis I used to love Infinity Inc. (along with the Teen Titans), but COIE killed it. IT was one of the casulities of the last big Crisis. I'm hoping (however futile it may be) that we'll see the return of Helena Wayne, and the other Earth-2 heroes, but I doubt it.
  16. Re: Infinite Crisis S P O I L E R S - You've been warned Okay, last warning - MAJOR SPOILERS AHEAD The freedom fighters are killed by the Secret Society of Super Villains, with the exception of Damage, and possibly Uncle Sam. Supes, Bats and WW are at each others throats in the now destroyed JL Watch Tower. Mongol shows up, and WW tries to kill him but Supes stops her. Troia is gathering heroes for a battle in space. Specture apperently kills the wizard Shazam, and destroys the Rock of Eternity. Capt. Marvel rembers his secret. And to cap it all off, the Original Superman, Kal-L returns along with the Earth-2 Lois Lane, Earth 3 Alexander Luthor, and the Earht Prime Superboy to try and save the day.
  17. Okay, I posted this over on an other message board I frequent and figured I post it here as well. It's an overview of a villain group (They're for M&M, but it could also be used for Champions or any other four color superhero game). HOSTILE INTENT Overview: Hostile Intent is a powerful, well organized, and extremely successful villain group operating predominately in North America, Western Europe, and Japan. However, they have recently begun to expand their area of operations. These operations, were mainly designed to "test the waters", and have taken place in South America (Brazil, Chile, and Argentina), South East Asia (Singapore and Malaysia), and most recently, South Africa. Officials at the US Department of Justice's Bureau of Special Investigations (BSI) consider Hostile Intnet. to be one of the major metahuman threats facing American law enforcement today. Despite their best efforts, federal law enforcement agencies have repeatedly been unsuccessful in their attempts to disrupt the group's operations. Other North American and international agencies, such as the RCMP and INTERPOL, have also grown increasingly frustrated in their inability to bring the group to justice. Unknown to law enforcement officials, there are several factors contributing to the groups amazing success rate. The first being that while many of their members may not personally like each other, or agree with the others personal aspirations, chosen lifestyle, or political views, they have all managed to reach the same conclusion. They have a much better chance of achieving their individual goals by working together, than they do by operating separately. Unlike many of the more conventional villain groups operating today, the team doesn’t have anything to prove. They share no vendettas against any specific person or group, and are primarily out to make their lives as comfortable as possible, by any means they deem necessary. They want to get in, accomplish their mission, and get out before the authorities, or some local do gooders, have a chance to respond to their presence. They try to avoid lingering at their target, getting into a slugging match with the authorities or a local hero group(s). When conducting an operation they try to keep collateral damage to a minimum, unless doing so would hinder their ability to complete their mission, or slow down their escape. While, as a whole, they are not a particularly bloodthirsty bunch, they have absolutely no qualms with harming anyone who stands in their way. The second one being the meticulous planning they undertake before actually launching an operation. It's not unusual for them to spend months planning and rehearsing their actions and accessing possible responses by law enforcement, the military, or other metahumans. During this prepatory period, the team will try to gain as much information about their target as possible. They will make several contingency plans just incase some unforeseen event arises, and they find it necessary to scrap their original plan. Most importantly, they will plan their escape. Once a plan is finalized, they implement it. Striking with such speed and power, that in most cases, the local authorities are simply overwhelmed by the gravity of the situation. To aid them in their preparations, the team has a huge number of corrupt government and law enforcement officials on it's payrolls. These officials provide them with up to date information on their potential targets, feeding them information such as the various threats they may encounter; the response time of law enforcement agencies; the capabilities of any specialist law enforcement unit; or if the military will likely respond. Another valuable function they perform is a source of personal information on their victims. Such as the fact that a married bank director is known to frequent a certain brothel. The team has used such information in the past to successfully blackmail several high-profile authority figures into cooperating with them. It's so much easier to have someone open the bank vault for you, than to have to have the door blasted off it's hinges. As a last resort they maintain a small army of lawyers to help fend off any legal difficulties that may arise due to their illegal activities. As part of their on going efforts to stay several steps ahead of the law, the group has seen fit to maintain dossiers on may of the worlds law enforcement, security, and intelligence agencies. They have also built up and an extensive database detailing the powers, weaknesses, and operating methods of some of the more powerful metahumans, both heroes and villains alike, especially those beings that they are likely to encounter (and for a substation fee, they are more than willing to share this information with anyone willing to pay their asking price or at least seven figures). The third and final factor attributed to their success, is the fact that they have managed to maintain a relatively stable team membership, rarely loosing or admitting members. In fact the group has only lost three of it‘s original members, since its inception. They are very careful in their selection of new members, and only grant admittance after a through screening process is completed. They wish to avoid he problems they experienced during their first growth spurt. The team maintains a network "safehouses" located at various locations across the globe. The safehouses are for the use of any team member who wishes to make use of them during their "off duty" travels. After all, what good is it to have all this wealth at your disposal, if you can't enjoy it. In the event that a team member leaves the group, or is captured by the authorities, the current safehouses will be closed, cleaned and sanitized to prevent anyone from tracking the team's whereabouts. The team currently has safehouses located in the following cities and countries: USA - New York City, Chicago, Los Angeles, Miami Canada - Montreal, Quebec Mexico - Acapulco, Cancun Jamaica - Kingston Brazil - Rio de Janeiro UK - London Germany - Bonn, Berlin Italy - Rome, Milan Switzerland - Zurich Japan - Tokyo South Africa - Johannesburg History: Hostile Intent was initially formed, in the late 1998, as a loose association of supervillains operating along in the US. The initial group consisted of Megami, Oscillator, Overdrive, Dark Cloud, and the battlesuit wearing, Heartbreaker(yeah I know Aaron, but I really like the name). They were soon joined by the size changing Tower. The group’s original intent was to allow its members to share information, tactics, and, if the situation proved beneficial, to occasionally conduct joint operations. Within a short period of time, they realized that they were on to something. Why not develop their association into something more formal? Why not capitalize on the skills, knowledge, and resources of other like minded criminals? They conceived the idea of forming a vast criminal enterprise unlike anything that had come before it. They would establish one of the greatest criminal organization known to man. Using Megami's knowledge of the Asian underworld, Oscillator's business skills and finical resources, and Overdrive and Tower’s contacts within North America's organized crime networks, they set out to lay the ground work and formalize their organization. Several successful criminals were contacted discretely. Those willing to set aside any previous differences and abide by the group's charter, were offered formal membership. Membership would not only grant them protection from the various law enforcement agencies, and criminal organizations pursuing many of their initial members and problems with, but a provide them a safe haven where they could recover their strength and enjoy their ill gotten gains. The original group consisted of: Megami, Overdrive, Oscillator, the Japanese villain, Tsunami, Dark Cloud, Heart Breaker, Horde, Nox, Preus, and Tower, with Megami, Oscillator, Overdrive, and Dark Cloud being the group’s core members. Their ranks now swollen with a cadre of carefully selected recruits, they undertook a series of small, but well planned robberies in the heart of New York City's finical district. With those operations successfully under their belt, they set about planning what was to be it's very public debut. Bursting onto the scene during a daring day light assault on Rodeo Drive, they managed to ransack several upscale stores and make off with their booty before several local heroes could respond. Within a short time frame they had established a reputation as a force to be reckoned with, swooping in, smashing any resistance they encountered, and departing just as quickly as they had arrived, leaving a trail of misery and destruction in their wake. Soon a number of personality conflicts began to arise. Tsunami, one of the more powerful members, found herself having trouble reconciling her racists beliefs and her continued association with the group. It became increasingly difficult for her to suppress her feelings towards the group's non Asian members, and left the group within a few months it's formation. She was soon replaced by two up and coming young villains who had come to the group's attention. The first new recruit, Pit Bull, was a low level metahuman working for a Jamaican drug gang in Miami. After chance encounter with the group, and being on the run form several law enforcement agencies, he approached Overdrive and petitioned him for membership, which was granted within a few weeks. Their second recruit was a young female mutant named Panic. Panic had just made her debut in Los Angeles, during the middle of a major movie premier, when Megami saw one on television. Realizing that her abilities could prove useful, she was discreetly contacted and accepted Megami’s offer for membership. Unfortunately, within a few short months another problem arose. Heartbreaker, never one to share the limelight, especially with a man, felt that her contributions to the team were being overshadowed by Tower's work. While not true, she too left the group and resumed her solo career. She’s recently formed her own all female group, “The Sisterhoodâ€. In early 2001, they suffered a major setback, when Tower was accidentally killed the hero group, the Guardians, during a massive battle in the streets of Los Angeles. At that same time they were contemplating their initial foray into Canada. Not wanting to undertake such an operation without more detailed knowledge of the area, and needing a replacement for Tower, they contacted a relatively new Canadian villain, Runt. While Runt didn’t have Tower’s technical skills, he more than fit the bill as a replacement for a new team “Brickâ€. After a short negotiation he was eventually granted membership. In late 2003, another valuable recruit was added to their ranks. A petty thief named “Jumpâ€, ended up saving three members of the group from capture. After several heating arguments about the usefulness of his abilities he was finally offered probationary membership, with the understanding that he would be expelled, or worse, if his performance was found lacking. Within the first few month he proved his worth, "jumping" team members in and out of various hotspots, transporting them out of trouble, and basically ensuring the team could always make a clean get-a-way. Since that time, their lineup has remained unchanged, although they are constantly on the lookout for new "talent". One need that they all feel should be addressed soon, is the team's lack of mental abilities. As a result, they are actively in the process of trying to recruit some type mentalist, preferably a telepath. The group is also seriously considering the possibility of adding a mystic to their ranks, after engaging in several nasty encounters with magic welding heroes. The group's current roster consists of the following members: Megami: (Aya Takashi) - A shape changing Japanese metamorph and former Yakuza assassin. Extremely cunning and manipulative. She’s the current team leader and Overdrive's lover. Overdrive: (Marcus Jamal White) - An African /American super-speedster, with an enhanced constitution, a superhuman level of dexterity, and a rapid healing factor. - From Chicago, IL. He’s a former track star, a compulsive gambler ( mostly sporting events), and former drug addict. The team's second in command, field commander, and Maou's lover. A tactical planner. He enjoys his current position as field commander and takes it quite seriously. Oscillator: (Lord William Richard Whitehall III) - Member of the British aristocracy. With the ability to generate and control electrical fields. He’s sadistic, and enjoys causing pain to his victims. Feels that it's his God given right to lord over "lesser" beings. Runt: (Leslie Roy Richards) - Canadian. Runt is five feet, three inches of pure mean. Even though he was always small for his size, he made up for it with attitude, which was always bad. He was repeatedly disciplined for fighting and bullying the other kids in school, including one who was twice his size. But all that changed when he hit puberty, that‘s when his mutant abilities kicked in. Runt can alter his body’s weight and physical density. His skin becomes super tough, it’s almost impossible to move him unless he wants to move, and his strength increases to super human levels. Runt still has a “little man†complex and will always go after the strongest heroes first. He doesn’t like loosing or comments about his size. Pit Bull: (Desmond Fields) - Is a Jamaican mutant who displays abilities similar to a dog. He has enhanced strength, constitution, speed, and reflexes. Enhanced senses of smell, taste, and hearing that extends into the ultrasonic range. Clawed hands and fangs. And an enhanced healing ability. He’s currently wanted in New York City and Miami for the attempted murder of several police officers and on federal charges for assaulting a federal agent. He’s hyperactive and during battle he’s a one man killing machine tearing through opponents like a like paper. Horde: (Unknown) - Very little information is known about the mutant known as Horde, other than he’s reportedly from the former East Germany and he’s wanted by several European law enforcement agencies for various crimes. He has the ability to create exact duplicates of himself. The maximum number of duplicates he can create is not known, but during one encounter with German police, he produced well over fifty such duplicates. If knocked unconscious, these duplicates will disappear. During battle, he’ll create large groups of duplicates, and try to physically overwhelm as many opponents as he can. Jump: (Ronald Marian Hutchinson) - "Ron" is a teleporter and former petty thief form New York City. After bungling his way into one of the group’s operations, he realized he was not using his abilities to their full potential. Feeling his powers would make a valuable addition to the group, he requested membership., and after an intense internal debate, he was granted membership. Normally Jump stays out of battle. His primary purpose is to ensure that any group members captured by the authorities are successfully rescued. He’s their ace in the hole. Wildfyre: (Mary Ann Green) - A pyrokinetic from Manchester, England. She can cause inanimate objects to burst into flame simply by thinking about it. The easier it is for an object to burn, the easier it is for her to cause it to ignite. Blaze is greedy, vain, and self centered. She is under the impression that everyman wants her, and should be willing to do her bidding. Preus: (Hans Barlow) A former German scientist. He generates fields of intense cold. He’s the father of villainess Shiver. Cold, and clinical. When not engaged in an operation, he spends his time in doing research. Nox: (Nancy Davis) - A female mutant who’s able to create objects form a solid form darkness. Dark Cloud: (George Black) - A Native American mutant with the ability to fly and control weather patterns. Panic: (Abigail Rogers) - A female mutant from Los Angeles, California with the ability to cause panic attacks in her victims. She must have eye contact with her intended target to do so. *Note* BSI is my government sponsored supers agency. I'm still working out more detailed backgrounds and write ups for the group, including ones for former members Tsunami and Tower, and I'll post them later.Until then, look it over and let me know what you think of it.
  18. Re: Infinite Crisis Actually, I liked it. Yeah I thought i was a littel dark, and very bloody for your average four color DC comic, but I think that was the point. After reading the narration, and the comments of the returning charactes, I think I finally see where they are going (or at least I hope they are going). After all this crap they've been churning out for the last couple of years. I think they have finally gotten the hint that doom and gloom is not alwayst he way to go. I just hoping that they don't turn around and screw this up (remember Armageddon 2000?), or decide to toss all of this out the window in a couple of years (say the events of Underworld Unleashed or Giffen JLI/JLE run).
  19. Re: New JLU Tonight Of the two, I liked the first episode best. They actually make me like STRIPE. I also like the way they are handling Grodd this season, and allowing Luthor to hang back a little. I like all of the changes they made to Black Manta/Devil Ray, except the name change. I'm anxious to see what type of improvements he's made to the other villains. Next weeks episode loooks pretty good with the Rouges making an appearance. Now if someone will just be kind enough to explain CN marketing strategy to me. It makes no sense. They move a popular show to a really sh**ty time slot, give it almost no advertising, and unlike ever other freaking show on CN, they only play episodes one a week.
  20. Re: Champions (Super)Hero Resources Here's one more. UN Force - http://fuziondigital.com/unforce2.htm (It's an overview of the various characters from Caliber Press' old UN Force comic).
  21. Re: Champions (Super)Hero Resources For guys who like more street level games, check out the old issues of Punisher War Journal. Plenty of real life gear and weapons that the Punisher uses. They provide detailed illustrations, and evaluation of various pieces of gear. Also, you may want to look at DC's Secret Origin Files books. Good back stories, and plenty of plot hooks. There are even a few official files online @ http://www.dccomics.com There are several online sites you may want to check out. Some of my favorites are: http://www.titanstower.com (this in my opinion the best Titans fan site out there) http://www.sentinelsonline.com (a cool little site dedicated to the Sentinels comic book) http://www.internationalhero.co.uk The Museum of Black Superheroes - http://www.blacksuperhero.com For some good artwork downloads check out (and please ask the artist before you use their work) http://www.superbuddies.com/forum http://www.jlanimated.com http://www.dcuanimated.com/yaBB/index.php I'll go back and add a few more as soon I remember their URLs
  22. Re: Champions (Super)Hero Resources You may want to add the various Marvel and DC Encyclopedia and Ultimate books by DK. Most B&N, Waldens, Borders and Amazon.com carries them. The old DC's Who's Who, and the Official Handbook of the Marvel Universe series are also great for ideas.
  23. Re: Super Prisons without Super Tech Well speaking as someone who worked as a corrections and jail officer, you never, I say again, NEVER, fire "warning shots". If you shoot, you shot to stop the actions of the individual you are firing on. The reason you don't fire a warning shot is you are legally responsible for where that round impacts. During my time in both prisons and jails, I was on the Disturbance Control Unit (the riot unit) and the Tactical Support Unit (SWAT). We had a lot of inmates think we had to fire a warning shot, and they found out other wise the hard way. it was explained to them as soon as they arrived that if they tried to escape, they would be shot. It was that simple. You jump the fence, we WILL shot you. You take a hostage, we will not negotiate with you. You use force, we will use a greater level of force to regain control. We did have less lethal munitions available (“stinger†rounds, baton rounds, bean bag rounds, gas, OC, stun guns, Tazers, etc.) and used them quite frequently, but, you did what you had to do to stop some of these guys. The yare not in prison for stealing a six pack down at the local 7-11.
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