The Desert Rangers Part 2 - Quests:
Recapturing Fort Hope:
The primary objective of the Rangers of course is retaking the Fort. Doing so directly is not something they're going to do. Standing in open desert against fortified, well armed opponents with little but handguns to their name. The additional problem is that the Sidewinders are going to be reinforcing the fort in several days with "Big Mother", their mounted minigun. The Rangers are unaware of this.
The player can and probably will come up with solutions of their own, but I will list several potential:
The Metal Gear Solid Method: Straight up stealth approaching the Fort at night and scaling the walls, executing as many Sidewinders silently as possible. If this goes wrong, it could go very very badly.
Infiltration Method: Somehow disguising as servants of Hecate and internally sabotaging the Fort
The Alexandra Method:
Alexandra has been tracking the coming and goings of the Sidewinders since the loss of the Fort and knows Big Mother is coming and better yet - knows what route from her knowledge of the area
If brought to the Rangers they will initially reject Alexandra outright but if her knowledge is brought up - Atticus of all people will give her a shot at redemption.
Effectively the plan would be to intercept the caravan, disguise as the Sidewinders and enter the camp, and pull this manouvre
Now this wouldn't wipe all of the Sidewinders out and it'd still be a hell of a fight with Delta-Green as the Boss (of whom Atticus will entirely focus on, stating "That armor doesn't
belong to you")
Accompanying soundtrack:
Capturing Bloomfield
It goes without saying that if the Legion control this place due to player involvement, it's off the table. In doing this the path would be similar to that of the Legion version of the quest with the added difficulty of killing off the Rusty Hook warriors. This would then bring the moral quandary of having the Desert Rangers effectively pull a slightly nicer version of a Legion conquest - forcibly assimilating the young, the women and the elderly. However, Bloomfield is already a complete package.
Building Fort Hope
From here the players can bid the Ranges adieu, but Atticus will offer them the opportunity to join the Rangers. Providing them with Sidewinder combat armor repainted in desert camo and potentially Alexandra reinstated in rank and armor, from here a series of quests would follow:
- Rustlin': First and foremost they need Brahmin. Zoey and Silas will lead the players on a trek to rustle some wild Brahmin, with a hopefully fun quest involving getting caught up in a canyon stampede
- Guns and Ammo: Ayumi through her scouting has located a minor national guard armory. This will lead to a very Sierra Army Depot style dungeon resolving with the party bringing back crates of excess ammo and weapons
- Boozin': Ralph believes they need an attraction to bring settlers, Ayumi's scouting has revealed a nearish ruined suburb with a small brewery. Go there and bring back equipment to brew booze. The catch is the town is a sandtrapped nest of antlions. Players with high enough Lab Science and the right components can somewhat subvert this quest by building their own moonshine brewer
- The Good Folk: Atticus wishes to relocate the small population of a nearby ghost town called Armadillo. Armadillo pays tribute to the rather pitiful Red Skorpion tribe but they'll still need convincing on upping and moving. With Brahmin and Booze, this becomes far easier.
- Defending Hope: A reprisal will occur from the spear-wielding Burned Hands, servants of Hecate. A simple defense but it reveals the problem that this will become a reoccurring matter
- All Roads Lead To....: There isn't enough water and food to support a growing town. Full stop. And the Hecate reprisals won't stop either. A controversial solution posed by Signal Listener (if the players don't) is establishing trade with the Legion. Brahmin leather, guns and ammo in exchange for excess water, food and the defense of the Legion as it becomes part of their territory, with the catch that the Rangers are expected to play their part in co-operating with the war effort if it comes to that area and if or when the Legion demand.
- Strange Signals: Not a necessary quest but Signal Listener will request assistance in building a radio system to his spec, but he needs the right parts and help from Computer Science players. Partial components can be found at Bloomfield (restored with high Computer Science player with suitable components) or the full gig can be found in Denver at the DPD HQ or in New Mexico at Nexus.
The pay off to this is Signal Listener excitedly tuning for a few days, before shouting and screaming for joy. If the players enter his setup, they'll hear him broadcast the words: "Mine Eyes Have Seen The Glory" to which a response will come through: "Glory Glory Hallelujah." To which Signal-Listener will reveal his name as Corporal John Rose of the United States Army, the radio will respond "Good to hear from you son. Help is on the way"
If the Rangers take Bloomfield the only assistance that will be required will be the construction of a large raft to ford the Colorado and connect them with the Mojave Desert Rangers.
Either way, if the party become Rangers and the DR are secure, they will be given a radio and told they can rally for one emergency deployment no questions asked. Potentially for anywhere, but intended for the final siege on Van Buren.