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.
(Sorry but what? I didn't sent them out not even a little did I send them out. I told them to fire not to move. If I wanted them to move I would have told them that.)
Rank: Corporal Name: Bob "Tower" Light Type: NCO Kill Count: 9 Bio: Age: 32 Size: 7' 8", 357 lbs --------------- --------------- Conditions: Healthy, Sore Leg, gas burn, concussion, cracked rib, dislocated shoulder HP: 125/155 Vehicle: Group: Private Lazlo (45/50) Private Nikolajs (45/50) Private Gerhard (45/50) Gear: Padded Boots (5hp), Combat Pants (5hp), Plate Leg guards (10hp), Ammo belt (30/30 5.56 rounds), Padded Jacket (5hp), Plate Vest (25hp), Combat Helmet (20hp), Gas mask (5hp) Primary: M20 Assault Rifle (240/30 rounds) Secondary: P90C (150/50 rounds) Sidearm: Razor Automatic pistol (80/20 rounds) Melee: KA-BAR Augment: Domino Backpack: 4 MREs, six bottles of water, shovel, flashlight, flare
The transport itself is open air, and as it hits the bottom, you are thrown headlong into the silt at the bottom. It's pretty soft, so the impact doesn't cause you much more than a cracked rib and dislocated shoulder.
There's too much interference from the gases for your equipment to work, but you can hear people screaming.
M90A3 Hoplite Alpha: Operator: 200/200 Specialist Bath HP: 300/375 Weapons: 40mm autocannon (200/200 rounds), 20mm rocket pod (60/12 rockets) M90A3 Hoplite Bravo: 200/200 Specialist Carn HP: 250/375 Weapons: 40mm autocannon (200/200 rounds), 20mm rocket pod (60/12 rockets) M90A3 Hoplite Charlie: 200/200 Specialist Jackson HP: 350/375 Weapons: 40mm autocannon (200/200 rounds), 20mm rocket pod (60/12 rockets) M90A3 Hoplite Delta: 200/200 Specialist Kane HP: 325/375 Weapons: 40mm autocannon (200/200 rounds), 20mm rocket pod (60/12 rockets) Gear: Interface bodysuit (allows your mech to use your primary and melee weapons) Primary: .50cal LMG (1500/1300 rounds) Secondary: N/A Sidearm: N/A Melee: Mechsaw Augment: Dread Maxx, Dread Hawk Backpack: N/A
Unfortunately for your strategy, getting behind a tank means putting the rest of their army behind you.
FORTUNATELY, you're in a slightly slower but more powerful mech, so you probably won't die just from the principle of surrounding yourself with enemies.
@JACKinbigletters you issued a general order to nobody in particular. I'm surprised your whole platoon didn't get themselves killed. Speaking of which, you're doing the opposite of what your little Russian friend suggested. Not sure if this is intentional, just thought I'd let you know.
M90A3 Hoplite Alpha: Operator: 200/200 Specialist Bath HP: 300/375 Weapons: 40mm autocannon (200/200 rounds), 20mm rocket pod (60/12 rockets) M90A3 Hoplite Bravo: 200/200 Specialist Carn HP: 225/375 Weapons: 40mm autocannon (200/200 rounds), 20mm rocket pod (60/12 rockets) M90A3 Hoplite Charlie: 200/200 Specialist Jackson HP: 325/375 Weapons: 40mm autocannon (200/200 rounds), 20mm rocket pod (60/12 rockets) M90A3 Hoplite Delta: 200/200 Specialist Kane HP: 300/375 Weapons: 40mm autocannon (200/200 rounds), 20mm rocket pod (60/12 rockets) Gear: Interface bodysuit (allows your mech to use your primary and melee weapons) Primary: .50cal LMG (1500/1300 rounds) Secondary: N/A Sidearm: N/A Melee: Mechsaw Augment: Dread Maxx, Dread Hawk Backpack: N/A
You and your men fall back as you hop around like madmen. You reach The main lines a few minutes before the enemy. You've got a little bit to prepare for their assault.
Rank: Corporal Name: Bob "Tower" Light Type: NCO Kill Count: 9 Bio: Age: 32 Size: 7' 8", 357 lbs --------------- --------------- Conditions: Healthy, Sore Leg, gas burn, concussion, cracked rib, dislocated shoulder HP: 120/155 Vehicle: Group: Private Lazlo (45/50) Private Nikolajs (45/50) Private Gerhard (45/50) Gear: Padded Boots (5hp), Combat Pants (5hp), Plate Leg guards (10hp), Ammo belt (30/30 5.56 rounds), Padded Jacket (5hp), Plate Vest (25hp), Combat Helmet (20hp), Gas mask (5hp) Primary: M20 Assault Rifle (240/30 rounds) Secondary: P90C (150/50 rounds) Sidearm: Razor Automatic pistol (80/20 rounds) Melee: KA-BAR Augment: Domino Backpack: 4 MREs, six bottles of water, shovel, flashlight, flare
About ten feet away from the sunken LCPV, under the sea of gas. Probably eight meters between you and the surface. You can feel the burning sensation on your body.