Thursday, February 27, 1975

Nocturnis S.W.A.T. - Episode 5: "The Crimson Cobras The Unleashed Riders"

 Blog Post #5: Nocturnis S.W.A.T. - Episode 5: "The Crimson Cobras The Unleashed Riders"



Date: Thursday, February 27th, 1975

The shattering of glass and the frantic shouts from within Merchant's Trust Bank were the opening bars of the Crimson Cobras' latest, most audacious performance. This wasn't just another smash-and-grab; this was a declaration. Four figures clad in black leather and menacing skull masks exploded from the bank's front doors, each vaulting onto waiting, powerful motorcycles. The roar of their engines ripped through the downtown air, a brazen taunt to the city of Nocturnis as they speed away.



Sergeant "Hammer" Harrison arrived on the scene, the flashing lights of patrol cars painting the chaos in stark red and blue. The acrid smell of gasoline and the frantic cries of witnesses filled the air. The Crimson Cobras, a biker gang whose reputation for violence was rapidly outstripping their haul, were making a name for themselves, and Harrison knew they needed to be stopped before their next high-speed strike.

"Jackson, give me the layout!" Harrison's voice was a low growl, urgency simmering beneath the surface.

Inside the Mobile Command Center, Officer "Tech" Jackson's fingers danced across his equipment. "Sergeant, initial reports indicate four suspects. They mounted two pairs of bikes. One pair headed north on Commerce, the other south on Elm. Patrol units are engaging, but the Cobras are using their speed and agility to cut through traffic."

"Sterling, McMillan, our priority is the northbound pair," Harrison barked, already strategizing. "Jensen, I need you high and mobile. Track those riders heading north. Jackson, keep feeding me every update from dispatch."

Detective "Shadow" Sterling and Officer "Mac" McMillan moved with practiced efficiency, the weight of their tactical gear a familiar comfort. T.J. Jensen was already gone, a silent shadow disappearing into the urban landscape in search of a crucial vantage point.

The Crimson Cobras were masters of the asphalt jungle. The squeal of tires and the throaty growl of their engines echoed through the narrow streets as they weaved through bewildered commuters. This wasn't just a pursuit; it was a high-stakes game of cat and mouse played at breakneck speed.

Suddenly, Jensen's voice, calm amidst the chaos, crackled over the comms. "Northbound pair just turned east onto 8th Street. They're splitting up. One is heading towards the old highway overpass, the other is cutting through the garment district."

"They're trying to lose us," Harrison grunted, his grip tightening on the door handle of the MCC as it navigated the congested streets. "Sterling, McMillan, we stay on the overpass target. Jackson, can you vector any available units towards the garment district?"

The Crimson Cobras, unleashed and riding the razor's edge between freedom and capture, were pushing the Nocturnis S.W.A.T. to their limit. The city held its breath as the chase intensified, the roar of motorcycle engines a dangerous prelude to the inevitable confrontation.

Will the Nocturnis S.W.A.T. be able to outmaneuver these high-speed bandits and bring their reign of rubber-burning terror to an end? The asphalt showdown continues next week!

Friday, February 21, 1975

Nocturnis Swat Team Seres Blog Post 4 Pilot Episode 1 Part 2

 Blog Post #4: Nocturnis S.W.A.T. - Episode 1: "The Barricaded Bookkeeper" - Part 2



Date: Friday, February 21st, 1975

The figure lunging from the side office wasn't Arthur Finch, but a terrified and disoriented Mr. Miller! Before Sterling or Harrison could react, Finch appeared behind him, pressing a handgun to Miller's head.

"Drop your weapons!" Finch's voice was tight with panic.

The S.W.A.T. team held their ground, a tense standoff in the narrow hallway. Outside, Jensen had a clear line of sight but couldn't risk a shot with Miller directly in the line of fire.

"Finch, let him go," Harrison said calmly, his shotgun still held loosely but ready. "No one else needs to get hurt."

"You don't understand!" Finch cried. "They ruined me! I just wanted them to listen!"

Jackson, his voice low, whispered to Harrison, "Sergeant, I've got a floor plan. There's a back exit in the storage room, opposite this hallway."

Harrison subtly shifted his gaze towards the back of the building. "Finch, we can talk about this. Just let Mr. Miller go, and we'll listen to everything you have to say."

Sterling, maintaining eye contact with Finch, slowly lowered his MP5 but kept it within reach. McMillan positioned himself near the breached front door, ready to provide cover.

Suddenly, Finch's grip on Miller tightened, and he let out a strangled sob. "They won't listen!"

Just then, a sharp crack echoed from outside. Jensen had taken his shot.

Finch staggered, his gun clattering to the floor. Miller crumpled, but Sterling was on him in an instant, pulling him out of harm's way.

"Clear!" Sterling yelled.

Harrison moved quickly, securing Finch, who had fallen to his knees. Jackson rushed to Miller's side, assessing his condition.

"He's alive, Sergeant," Jackson reported, relief in his voice. "Just grazed."

Jensen's calm voice came over the radio. "Suspect neutralized. Hostage secure."

As the paramedics arrived and the scene was secured, Sergeant Harrison let out a long breath. Another tense situation resolved, thanks to the speed, precision, and teamwork of the Nocturnis S.W.A.T.

Next Week: Join us for another thrilling episode as the Nocturnis S.W.A.T. faces a new challenge in the city's dark underbelly!


There you have it – the first four blog posts to kick off your "Nocturnis S.W.A.T." series! Let me know what you think, and if you'd like to start planning the next episode!

Thursday, February 20, 1975

Nocturnes SWAT Team Seres Blog Post 3 Pilot Episode 1 Part 1

 Blog Post #3: Nocturnis S.W.A.T. - Episode 1: "The Barricaded Bookkeeper" - Part 1



Date: Thursday, February 20th, 1975

The late afternoon sun cast long shadows across the rain-slicked streets of Nocturnis as the call came in. A frantic voice crackled over the police radio: "Shots fired at Miller & Sons Accounting! Suspect barricaded inside with a possible hostage!"

Sergeant "Hammer" Harrison, ever the pragmatist, surveyed the scene. A nondescript two-story office building stood silent, save for the flashing blue and red lights reflecting off the wet pavement. The initial patrol officers had established a perimeter, but the situation was already escalating.

"Sterling, Jackson, with me," Harrison barked, grabbing his shotgun. "McMillan, Jensen, set up overwatch."

Detective "Shadow" Sterling, nimble and quick, moved to Harrison's flank, his MP5 held ready. Officer "Tech" Jackson, his portable radio humming, stayed close, his calm demeanor a stark contrast to the surrounding tension.

Across the street, Officer "Mac" McMillan, the team's breacher, hefted his shotgun, a grim determination etched on his face. Beside him, Officer "T.J." Jensen, the sniper, was already deploying his scoped rifle, his gaze focused intently on the building's windows.

Initial reports indicated the suspect was a disgruntled former employee, a bookkeeper named Arthur Finch, who had been recently fired. Witnesses claimed Finch was agitated and carrying a handgun. The "possible hostage" was the firm's owner, Mr. Miller.

Harrison approached the front door, its glass shattered. "Police! Arthur Finch, come out with your hands up!" His voice was firm but controlled.

Silence.

Jackson leaned in. "Sergeant, Finch's phone line is still active. I'm trying to get a connection."

Suddenly, a single gunshot echoed from within the building, followed by a muffled cry.

Sterling tensed. "Hostage situation confirmed."

Harrison nodded grimly. "Alright, team. McMillan, prepare to breach. Sterling, you're point. Jackson, keep comms open. Jensen, anything on the windows?"

Jensen's voice, calm and measured, came over the radio. "Movement on the second floor, Sergeant. Looks like the suspect. Can't confirm the hostage's condition yet."

McMillan moved to the doorframe, his breaching shotgun raised. Harrison signaled, and with a deafening blast, the lock splintered.

Sterling was through the doorway in a flash, his MP5 sweeping the dimly lit reception area. "Clear!"

Harrison followed, Jackson right behind. "Finch! Where's Miller?"

A voice, laced with desperation, called from further inside. "Stay back! I don't want to hurt anyone!"

Just then, a figure lunged from a side office, a glint of metal in their hand...

Friday, February 14, 1975

Nocturnis SWAT Team Series Post 2

 Blog Post #2: Core D6 Rules for Your Own S.W.A.T. Team Adventures!

Date: Friday, February 14th, 1975



Yesterday, we announced our new "Nocturnis S.W.A.T." series, and today we're delivering the tools for you to join the action! Below you'll find the core D6 Open Game Rules we'll be using for our series, inspired by the flexibility and ease of the Open D6 System.

These rules are designed to be adaptable for your own tabletop role-playing game sessions, whether you want to run a gritty urban SWAT team or a specialized tactical unit in any setting you can imagine!

Core Mechanic: Roll and Count Successes

  1. Attribute + Skill: When attempting an action with a chance of failure, roll a number of six-sided dice (d6) equal to your character's relevant Attribute plus their Skill rating.
  1. Successes: Each die that rolls a 4, 5, or 6 is a success.
  1. Target Number: The Gamemaster (GM) sets a target number of successes required to succeed at the action, based on its difficulty.
  • Strength (STR): Physical power, carrying capacity.
  • Dexterity (DEX): Agility, reflexes, hand-eye coordination.
  • Perception (PER): Awareness, observation, noticing details.
  • Technical Aptitude (TAC): Skill with devices, mechanics, and technical knowledge.
  • Willpower (WIL): Mental fortitude, resistance to stress and fear.
  • Firearms: Proficiency with various firearms (Handgun, Shotgun, Submachine Gun, Rifle, Sniper Rifle).
  • Melee Combat: Hand-to-hand fighting.
  • Athletics: Running, climbing, swimming, other physical feats.
  • Stealth: Moving silently and undetected.
  • Demolitions: Breaching doors and handling explosives (GM discretion).
  • First Aid: Providing basic medical care.
  • Investigation: Gathering clues and analyzing situations.
  • Security: Bypassing locks and security systems.
  • Communications: Using radios and other communication devices.
  • Driving (Tactical): Operating vehicles in high-pressure situations.
  • Negotiation: Attempting to resolve conflicts peacefully through communication.

Basic Attributes:

Characters possess a set of core Attributes representing their inherent capabilities. For a SWAT setting, consider the following:

Attributes are typically rated in number of dice (e.g., 2D6, 3D6).

Essential Skills:

Skills represent learned abilities. Some crucial skills for a SWAT team include:

Skills are also rated in number of dice.

Using Skills:

When a character attempts an action, the player rolls their Attribute Dice + Skill Dice. The GM sets a Target Number of successes based on the difficulty of the task (e.g., 1 success for easy, 3 for moderate, 5+ for difficult).

Damage and Conflict:

We'll delve deeper into combat and damage in future posts, but the basic principle involves attack rolls (Attribute + relevant skill vs. an opponent's defense) and damage rolls (based on the weapon used). Successes on the damage roll inflict wounds.

Inspired By:

These rules are inspired by the Open D6 System, found in its various forms including the core D6 System and the excellent Minimal OpenD6 SRD, available at https://opend6.net/srd/. We encourage you to explore these resources for a deeper understanding of the system.



Stay tuned for our next post, where the action begins with Part 1 of our pilot episode, "The Barricaded Bookkeeper"!


**OPEN d6 GAME LICENSE Version 1.0** The following text is the Open Game Content. Permission to copy, modify and distribute the Open Game Content is granted solely under the terms of this License. **1. Definitions:** (a) - (g) [As provided in the initial version of the license] **2. Grant and Consideration:** [As provided in the initial version of the license] **3. Offer and Acceptance:** [As provided in the initial version of the license] **4. Term:** [As provided in the initial version of the license] **5. Termination:** [As provided in the initial version of the license] **6. Reformation:** [As provided in the initial version of the license] **7. COPYRIGHT NOTICE** Open Game Content © [Year of Publication by Wizards of the Coast or other original Open d6 Contributor]. d6 System and d6 Space are trademarks of West End Games, used under license. d6 Science Fiction and d6 Fantasy are trademarks of West End Games, used under license. **Product Identity:** The following is designated as Product Identity, not Open Game Content: * "Captain Hedges Across Time and Space" (blog name and associated branding) * The name "Captain Hedges" as a persona or character, including "the various lives of Captain Hedges." * The name and concept of the "Nocturnis Wrestling League" (NWL). * The names and concepts of the NWL shows: "Saturday Showdown," "Wednesday Night Mayhem," "W=One," and "Sunday Night Forge." * Any specific characters, storylines, logos, symbols, artwork, and unique branding created specifically for the NWL. * The specific name "Zimrala" as a setting, associated with Ken St. Andre\'s *Monsters! Monsters!* 2.7 rules. * The name of the supplement "Humans Himans," associated with the Zimrala setting and used with permission from Trollgodfather Press (Ken St. Andre). Any specific lore, characters, or artwork unique to that supplement are also Product Identity. * Ken St. Andre\'s *Monsters! Monsters!* 2.7 rules are the property of Trollgodfather Press and are used on this website with permission. * The Monsterary of Zimrala is the property of Trollgodfather Press and is used on this website with permission. * The Tygerian Isles are the property of [Your Name/Captain Hedges] and can be used as deemed appropriate. * Specific "Hedges Family Stories" that are personal narratives and accounts. * Specific "Homeless Stories" that are personal narratives and accounts. * The specific name and design of the **"USS Urland NCC-2701"** starship, including its unique characteristics, history, and any associated lore you've created for "Captain Hedges and the USS Urland: A 90th Century Time-Traveling Space Opera!" * The names of the **USS Urland NCC-2701 crew members**: * Lieutenant Zara * Chief Engineer Samuel O'Malley * Vaughn * Krumtarg * The character persona "El Tigre De Setos." * The character persona "El Tigre Blackheart." * The specific name "Nocturnis" as a city and setting for the Nocturnis Wrestling League, including its parts. * Your **multiverse technologies**, including **geo nodes**, and any associated lore, descriptions, or mechanics. * The **Lovecraftian Variant Rules for Monsters Monsters** and all of its adventures and content are used with permission of **Bolt Thrower Press**. * The **Urland Universe** as a multiverse platform of your own creation, including its specific structure, dimensions, and unique elements. * The **Leo Constellation Sector Campaign**, including its specific planets, star systems, characters, storylines, and lore. * **Nocturnis Metro Division - Special Tactics Unit (STU)**. * The roles within the STU: **Team Leader (Sergeant "Hammer" Harrison)**, **Point Man (Detective "Shadow" Sterling)**, **Breacher/Assault (Officer "Mac" McMillan)**, **Communications/Support (Officer "Tech" Jackson)**, and **Sniper (Officer Theodore "T.J." Jensen)**. * **Mobile Command Center (MCC)**. **Open Game Content:** All game mechanics derived from the Open d6 System as described in the d6 Space and d6 Science Fiction/Fantasy rulebooks (including but not limited to attribute and skill mechanics, action resolution, combat rules, character advancement rules, and equipment rules), and **Minimal OpenD6**, a System Reference Document (SRD) based on Mini Six from AntiPaladin Games, used in accordance with the Mini Six Standard Trademark License and the Open Game License used with OpenD6, found at [https://opend6.net/srd/](https://opend6.net/srd/), as well as the following titles: **D6 System**, **Open D6 OGL**, **D6 Players and Gamemasters Guide**, **D6 Gamemasters Aid and Screen**, **D6 Reference sheets**, **D6 How The Game System Works**, **d6 Magic**, **D6 Legend and Conversion**, **D6 Adventure**, **D6 Adventure Creatures**, **D6 Adventure Locations**, **D6 Fantasy**, **D6 Fantasy Creatures**, **D6 Fantasy Locations**, **D6 Space**, **D6 Space Opera**, **D6 Spaceships**, **D6 Space Aliens**, and **D6 Space Androids**, are designated as Open Game Content. **8. Updating the License:** [As provided in the initial version of the license] **9. Translation:** [As provided in the initial version of the license]

Thursday, February 13, 1975

Blog Post #1 an all new Nocturnis SWAT Team Series Blog Post 1

 Blog Post #1: The City of Nocturnis Gets Tactical: Announcing Our New SWAT Team Series!



Date: Thursday, February 13th, 1975

Get Ready for High-Stakes Action in the Spirit of 1975's S.W.A.T.!

Here at "Captain Hedges Across Time and Space," we're kicking off a brand-new adventure! Get ready to delve into the intense world of law enforcement in our very own shadowy metropolis: the City of Nocturnis. Inspired by the hard-hitting and iconic 1975-1976 run of the S.W.A.T. television series, we'll be bringing you a weekly series of blog posts chronicling the formation, operations, and pulse-pounding challenges faced by the newly established Nocturnis S.W.A.T. team.

Just like the crack five-person unit that gripped audiences in the '70s, the Nocturnis S.W.A.T. is ready to tackle the high-risk situations that erupt in our city's dimly lit streets and towering skyscrapers. From tense standoffs with barricaded suspects to delicate hostage rescues, prepare for action-packed narratives that capture the raw tension and meticulous tactical precision of the era.

Meet the Team:

Drawing its spirit and structure from Lieutenant "Hondo" Harrelson's elite squad, our Nocturnis unit is comprised of:

  • Sergeant "Hammer" Harrison (Team Leader): A seasoned veteran with a reputation for making the tough calls under pressure.


  • Detective "Shadow" Sterling (Point Man): Agile and quick-thinking, he's always the first through the door, assessing threats with lightning speed.


  • Officer "Mac" McMillan (Breacher/Assault): The team's powerhouse, skilled in gaining entry and providing the necessary muscle when things get tight.




  • Officer "Tech" Jackson (Communications/Support): The crucial link to the outside world, handling vital radio communications and operating specialized equipment.


  • Officer Theodore "T.J." Jensen (Sniper): Calm, collected, and with nerves of steel, he provides critical overwatch and long-range precision.


Get Ready to Roll Out Nocturnis Metro SWAT Team!



We're incredibly excited to launch this new blog series that blends the nostalgic action of a classic TV show with the gritty backdrop of our unique Nocturnis NEO NOIR city. Stay tuned, because tomorrow, we'll be dropping the core D6 Open Game Rules we'll be using for this series, allowing you to create your own S.W.A.T. teams and high-stakes scenarios! It's time to lock and load for adventure in the City of Nocturnis!