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.
Inside the ship, there are bodies floating. The entire hull is riddled with holes. The smoke trails are still there, floating in the zero gravity. The door to the ****pit is sealed shut.
(WAIT, OP, did you play WMT or TU? I see Ophiuchius as Spartan) I try to walk myself back into the ship. If that fails, i fire my autocannon to get some recoil.
Name: Medical Team Role: Saving lives and providing immediate medical attention on the battlefield Roster: 1 corporal, 3 privates, 75/50/50/50 Loadout: 2 A41 carbines, 2 UTS-15 shotguns (Three of these.)
Name: Scout team Role: Locating enemy forces and suppressing snipers Roster: 4 corporals, 75/75/75/75 Loadout: 1 SV-196 Sniper, 2 A41 carbines, 1 UTS-15 shotgun (Two of these.)
Name: Transport Crew Role: Driving assigned vehicles. Roster: 4 privates, 50/50/50/50 Loadout: 4 P90C smgs (One of these. Can I split these guys up into the other squads?)
Squad Alpha: Fire team (Fire team Alpha), Support fire (Support Alpha), Medical team (Medical Alpha), Scout team (Alpha Scouts)
Squad Bravo: Fire team (Fire team Bravo), Indirect support (Indirect Alpha), Indirect support (Indirect Bravo), Medical team (Medical Bravo)
Squad Charlie: Support fire (Support Bravo), Medical team (Medical Charlie), Scout team (Bravo Scouts), Transport Crew (Transport Alpha/Bravo[Two APC's])
(Oh, hell yes I did! I only stopped playing recently because devs stopped updating WMT. Unleashed just wasn't the same for me. Couldn't make myself invest as much time. The card art in both games is beautiful though!)
You burst into the ship, and see dead bodies and weapons floating in the space. There is a dreadnought in an M90 Spartan standing the in the middle of the carnage.
Apologies, I misspelled my own character's name. You can probably tell what letter I misspelled with. :P
I bring the wounded into the center of the ship where I can create a triage zone and treat the wounded while the ones who are still able to fight jump out of the dropship.
There are three wounded. Your MIH (Medical Interface Helmet) shows a preliminary of thermal burns and penetrating wounds, as well as concussions and abrasions. You'll have to analyze each one and address their medical needs with the equipment you have. Your MIH has access to the GIYF medical database.
Name: Bob "Tower" Light Type: NCO Age: 32 Size: 7' 8", 357 lbs --------------- --------------- Conditions: Burned, piercing leg wound, adrenalized HP: 100/145 Vehicle: Squad: Fireteam (75/50/50), Indirect Support (50), Scout team (75/25/75/75) Gear: Padded Boots (5hp), Combat Pants (5hp), Plate Leg guards (10hp), Ammo belt (2 saw clips, 3 rockets, or 6 pistol clips), Padded Jacket (5hp), Plate Vest (25hp), Combat Helmet (20hp) Primary: G60A SAW (300/100 rounds)(automatic) Secondary: 40mm rocket launcher (9/3 rockets)(semi-automatic) Sidearm: Razor Automatic pistol (80/20 rounds)(automatic) Melee: KA-BAR Augment: Domino (triples group size) Backpack: 4 MREs, 2 Bottles of water, shovel, flashlight, 2 flares, smoke grenade, 2 power cubes --------------
The nearest cover is a trench filled with enemies. As your men jump in, a firefight starts. Fortunately, there are only 5 enemy marines in the section of the trenches that you jumped down into. A few of your men are cut down, and a few others injured. Most of your indirect fire team are slaughtered because of their heavy equipment and lack of weapons suited for close combat. You're the last to jump down into the trench, and a laser bullet rips through your left leg. Fortunately on the way out it cauterizes your flesh, keeping you from bleeding. But you can barely walk.
There are five enemy laser rifles laying around, and most of your indirect support team's equipment is still intact.
Name: Bob "Tower" Light Type: NCO Age: 32 Size: 7' 8", 357 lbs --------------- --------------- Conditions: Burned, piercing leg wound, adrenalized HP: 100/145 Vehicle: Squad: Fireteam (75/50/50), Indirect Support (50), Scout team (75/25/75/75) Gear: Padded Boots (5hp), Combat Pants (5hp), Plate Leg guards (10hp), Ammo belt (2 saw clips, 3 rockets, or 6 pistol clips), Padded Jacket (5hp), Plate Vest (25hp), Combat Helmet (20hp) Primary: G60A SAW (300/100 rounds)(automatic) Secondary: 40mm rocket launcher (9/3 rockets)(semi-automatic) Sidearm: Razor Automatic pistol (80/20 rounds)(automatic) Melee: KA-BAR Augment: Domino (triples group size) Backpack: 4 MREs, 2 Bottles of water, shovel, flashlight, 2 flares, smoke grenade, 2 power cubes --------------
You scavenge two medkits off of a dead infantryman and sit with your back against the side of the trench next to the wounded scout. The kit contains a one-handed tourniquet (enabling self-application), a nasopharyngeal airway tube, elastic emergency trauma bandages, hemostatic combat gauze, adhesive tape and surgical gloves, adhesive and compression bandages, burn dressing, iodine solution, antibiotic ointment, water-purification tablets and "quikclot" packets.
Do you want me to make this more simplified or keep it realistic?