So I've noticed a huge lack of RPGs with storylines. Or at least ones that unfold at a decent pace. So I've decided to make a two-parter (and possibly a subsequent sandbox sequel). But too much explaining, let's get to the story already!
Nearly 64 light years away from the Blue Planet is a mostly barren alien world, mostly inhabited by polymimetic crystalline formations, and the occasional fungus patch. The crystal itself is the future of human space technology, with it's self-replicative behavior. Unfortunately, the scientists that were studying the crystals were mimicked. With the jumpstart of having a living being in it's molecular memory, it began spawning a whole civilization. This attracted the attention of a race of ancient explorers, of whom we know little. But now, to harvest the crystal and put it to our own uses, we have to subdue the local fauna and transport them to processing plants. Sure, some naturalists had objections, but the war council made a tactical decision that they wouldn't complain after a few minutes in the cold vacuum of space.
12/4/AD2162/0630 Earth Time: Mankind is half an hour away from it's first interstellar invasion. You've got to gear up and get to your dropship. Outside the generation ship there are faint pops in the atmosphere, probably enemy fighters.
Character sheet:
Rank: Name: Type: Age: Gender: (only for officers and infantry) Size: (height, weight, build, pick your type before you do this) --------------- --------------- Conditions: HP: Vehicle: Group: Primary: Secondary: Sidearm: Melee: Augment: Backpack: --------------
Types: (basically race)
Officer: Human (male or female) Rank: 2nd Lt. HP: 60/60 Size: No specs Weapons: A41 Carbine, B12 Shotgun, Colt M911, combat knife Specialty: Access to vehicles, platoon-size groups Description: A cushy, well-paid job well behind your assigned cannonfodder. Or if you've got nothing to lose, at the very front of the onslaught.
NCO: Human Augment Rank: Corporal HP: 75/75 Size: Larger than regular human, no real restrictions Weapons: G60A SAW, 40mm rocket launcher, Razor Automatic pistol, KA-BAR Specialty: Access to augments and mech suits, team-size groups Description: NCOs are the liasons between the cannonfodder and the officers.
Warrant Officer: Human Augment Rank: Warrant Officer HP: 80/80 Size: Slightly larger than an NCO, consistently heavily built Weapons: M20 Assault Rifle, 40mm Rocket launcher, Colt M911, Trench knife Specialty: Access to heavy vehicles (e.g. tanks, fighters), mech suits, augments Description: Highly trained and specialized soldier capable of a dynamic addition to any fighting force.
Infantry: Human (male or female) Rank: Private HP: 50/50 Size: They take 'em all shapes and sizes Weapons: M20 Assault Rifle, P90C SMG, Colt M911, Combat Knife Specialty: Access to careers such as medic, driver, gunner, or grunt. Description: Cannonfodder.
More weapons will be available later on, and if the players ask, more vehicles. Choose your loadout, and I'll set the rest up. Your rank is basically your level, and with level comes larger teams and access to better quality equipment and weapons. Want to increase your HP? Equipment does that. Augments also do that.
Word to the wise for wannabe officers, managing a large group can be as challenging as it is rewarding. You can get promoted to the point where you control several tanks, aircraft, or even ships! But managing those resources is time-consuming.
Your objective: Establish a foothold on the alien homeworld, and push to what seems to be their capitol. Expect heavy resistance.
I land at not too far from the marines(Player autocannon rifle max range, not mech's), then open the c*ckpit and try to disarm the marines from there with handheld autocannon.
Squad Charlie: Support Bravo (100 Sergeant Ackles/75/50/50), Medical Charlie (100 Sergeant Stephans/45/50/50), Bravo Scouts (100 Sergeant Padelacki/75/70/75), Transport Alpha/Bravo (75 Corporal Jameson/A50//B50/50) ------------------------------------------------------------------------------------------------ Gear: Padded Boots (5hp), padded pants (5hp), padded jacket (5hp), Padded Gloves (5hp), Knee guards (5hp), elbow guards (5hp), shoulder guards (5hp), Plate Vest (25hp), Tactical Interface Helmet (40hp, allows platoon helmet cam access, mobile command interfacing with vehicles)
Primary: A41 Carbine (180/30 rounds) Secondary: B12 Shotgun (45/5 shells) Sidearm: Colt M911 (42/7) Melee: combat knife Augment: N/A Backpack: 2 flares, command radio (allows access to fire support, reinforcements), 2 smoke grenades, 3 Officer MREs, 1 bottle of water, 2 power cubes, flashlight, 2 HE grenades --------------------
"Houses are almost all empty. We've used stun batons on some of the locals and restrained them. They're ready for processing as soon as the transport gets here."
Everyone is trained to be able to carry at least their own body weight in even 21st century military. This guy is augmented and genetically enhanced, and has probably been training for six to eight years. problem?
The marines have already gone inside the central building. However, you land a mile away, and start sending shots into the town, somewhat accurately. Many of your shots hit the building, but they do very little more than leaving craters in the walls.
Squad Charlie: Support Bravo (100 Sergeant Ackles/75/50/50), Medical Charlie (100 Sergeant Stephans/45/50/50), Bravo Scouts (100 Sergeant Padelacki/75/70/75), Transport Alpha/Bravo (75 Corporal Jameson/A50//B50/50) ------------------------------------------------------------------------------------------------ Gear: Padded Boots (5hp), padded pants (5hp), padded jacket (5hp), Padded Gloves (5hp), Knee guards (5hp), elbow guards (5hp), shoulder guards (5hp), Plate Vest (25hp), Tactical Interface Helmet (40hp, allows platoon helmet cam access, mobile command interfacing with vehicles)
Primary: A41 Carbine (180/30 rounds) Secondary: B12 Shotgun (45/5 shells) Sidearm: Colt M911 (42/7) Melee: combat knife Augment: N/A Backpack: 2 flares, command radio (allows access to fire support, reinforcements), 2 smoke grenades, 3 Officer MREs, 1 bottle of water, 2 power cubes, flashlight, 2 HE grenades --------------------
"Bring them to the big one and keep them there. Bravo Scouts you take them as I need the fireteams to clear the town. Move up!" I order. "Alpha fireteam you breach the main building first, Bravo fireteam see if you can find a back entrance, don't let them escape, remain in constant radio contact, I don't want any friendly fire."
Squad Charlie: Support Bravo (100 Sergeant Ackles/75/50/50), Medical Charlie (100 Sergeant Stephans/45/50/50), Bravo Scouts (100 Sergeant Padelacki/75/70/75), Transport Alpha/Bravo (75 Corporal Jameson/A50//B50/50) ------------------------------------------------------------------------------------------------ Gear: Padded Boots (5hp), padded pants (5hp), padded jacket (5hp), Padded Gloves (5hp), Knee guards (5hp), elbow guards (5hp), shoulder guards (5hp), Plate Vest (25hp), Tactical Interface Helmet (40hp, allows platoon helmet cam access, mobile command interfacing with vehicles)
Primary: A41 Carbine (180/30 rounds) Secondary: B12 Shotgun (45/5 shells) Sidearm: Colt M911 (42/7) Melee: combat knife Augment: N/A Backpack: 2 flares, command radio (allows access to fire support, reinforcements), 2 smoke grenades, 3 Officer MREs, 1 bottle of water, 2 power cubes, flashlight, 2 HE grenades --------------------
As the rest of the fireteams clear the huts one by one, fireteam bravo circles behind the enemy refuge. "No exits, sir. One way in, one way out."
Fireteam alpha breaches the doors after a few blasts from rocket launchers. You can see their helmet cam feeds. They burst into the dark building, and are immediately faced by two shieldbearers. As they engage the duo, fire from either side of the atrium quickly cuts down both sergeant miller and the corporal supporting him. The only man left in that team is injured.
The scouts quickly round up the prisoners, with minimal resistance.
I personally know non-military guys that can squat 400 easy. Carrying is a lot easier than squatting. Don't worry about it. Just worry about staying alive.
Squad Charlie: Support Bravo (100 Sergeant Ackles/75/50/50), Medical Charlie (100 Sergeant Stephans/45/50/50), Bravo Scouts (100 Sergeant Padelacki/75/70/75), Transport Alpha/Bravo (75 Corporal Jameson/A50//B50/50) ------------------------------------------------------------------------------------------------ Gear: Padded Boots (5hp), padded pants (5hp), padded jacket (5hp), Padded Gloves (5hp), Knee guards (5hp), elbow guards (5hp), shoulder guards (5hp), Plate Vest (25hp), Tactical Interface Helmet (40hp, allows platoon helmet cam access, mobile command interfacing with vehicles)
Primary: A41 Carbine (180/30 rounds) Secondary: B12 Shotgun (45/5 shells) Sidearm: Colt M911 (42/7) Melee: combat knife Augment: N/A Backpack: 2 flares, command radio (allows access to fire support, reinforcements), 2 smoke grenades, 3 Officer MREs, 1 bottle of water, 2 power cubes, flashlight, 2 HE grenades --------------------
"Alright Bravo Fireteam this is what we have to clear." I send him the cam footage. "I think a *******ton of grenades would be optimal, don't you?"
"Operator I want you to kick in the door, I mean literally kick it in, then let Bravo fireteam chuck in some grenades. Then if that doesn't work we'll see what our indirects can do..."
Looks fine to me. You can go out and start shooting at any time. You can invent new weapons, within reason. You can command either force.... Hell, you could become a god. It's really just about figuring out how to get there. This is a pretty open-ended game.