ERRANTExtraterrestrial Removal with Rectitude and Astro Navigation TeamNearly a century has passed since the first human skirmishes with "UFO"s after the invention of radar. Since then, humanity has mostly lost interest in space, turning inwards to wage economic warfare among themselves while conditions of peace prevailed.
When aliens invaded in 2017, nations were already suffering from self-inflicted "budget cuts", "food shortages" and "refugee crises". The ruling corporations however, saw the opportunity for profiting from the UFO invasion and Created ERRANT to study the aliens under the guise of providing protection for the world.
The team starts with 10 million in pooled funds and 1 heavy helicopter for all their logistical needs. After that, they are left on their own to beg, borrow and steal their way to upgrades.
What the heck is this:High mortality room clearing UFO boarding action simulation. ERRANT mercenaries are deployed to stop alien incursions and capture any tech they can find.
It's also a tinker simulation whereby players have to reinvent the space program to reach the alien homeworld and plunder it.
How do we start:Get a character sheet and a list of personal equipment for yourself and 1 mook. All purchases are drawn from team funds. Purchase of serious hardware should come with team consensus.
The team doesn't need tanks yet. The team will need to find a way to fund their tank/spaceship armies when it comes to it. 10 Million is barely enough for an infantry company. You can however pack a jeep or several and mount heavy weapons on it.
If you acquire or steal a space worthy vessel, you might want to have spacesuits on hand for orbital combat.
Mission 1 will involve a UFO shootdown and subsequent boarding action.
Post actions with your character sheet in spoilers.Player Character Sheets:Name:
Description:
Reason for joining:
Life:
Sanity:
Stats:
Strength:
Dexterity:
Endurance:
Charisma:
Intelligence:
Willpower:
Intuition
Skills:
Ballistic Skill
Weapon Skill
Occult Knowledge
Engineering
Auxiliary
Medical
!science!
Shamelessly Copied from Einsteinian Roulette Early Days and 888th Brigade:
Life: A measure of your body integrity. Armor may add some bonuses to this. Drugs and food may restore this. Starts at 0. When it goes to -6, the player loses consciousness.
Sanity: A measure of psychological integrity. Witnessing death, being injured will detract from sanity. Alien mindfuckery will directly attack sanity.
When it goes to -6, the player becomes catatonic.
You get 20 points to put in at the start and 5 for every successful mission (assuming you live through it). Every 3 points in any stat is a +1 to relate rolls on the d20. Any stat at 0 takes -1 to rolls.
Strength: How good you are at heavy lifting. Affects how the player controls their strength rather than their actual strength.
Dexterity: Determines initiative in doing things quickly, turn order in combat, and dodge rolls, coordination, etc.
Endurance: Used for surviving damage, poison and intoxicants. Used for surviving all manner of combat damage.
Charisma: Used to look cool, beautiful and for convincing people and talking to them.
Intelligence: Your ability to analyze data, make educated deductions and knowing you really shouldn't jump into sea of molten iron even with a spacesuit. Used for playing with unknown technology and for tinkering.
Willpower: Not losing your mind in stressfull situations and resisting all manners of psychic effects.
Intuition: Your six sense, for knowing when to dodge, feeling your way around potential danger, and with occult training, for literally spying on people through the unseen worlds.
Skills:
You get 8 points to assign in the beginning and 5 with every successful mission. Every 3 points in any skill gets you +1 to rolls on the d20. Any skill at 0 takes -1 to rolls.
Ballistic Skill: Covers all shooting
Weapon Skill: Covers all melee
Occult Knowledge: Covers everything that blurs the line between the natural and supernatural. This reflects your formal education in the occult, your understanding of the laws of the unseen worlds and how to manipulate them.
Engineering: Used for prototyping things when tinkering, used for field constructions, ship repairs and adhoc riggings. Engineering is also used when High Explosives need to be applied surgically.
Auxiliary: Used for driving tanks, aircrafts, computer systems
Medical: Used for fixing humans and operating medical technology
!science!: Used for tinkering with non-occult technologies. Covers all WMD and nuclear tech including shipboard nuclear plants. Covers other biochemical weapons.
MechanicsShooting:Roll d20 + Ballistic Skill. Difficulty 10 to hit at distances of 100 meters or less.
13+ to hit at 300 meters or thereabout
16+ to hit at 600 meters
+4 to difficulty under mists, night, underwater, claustrophobia.
+6 to difficulty under complete darkness (even with in-helmet nightvision and visual aids) or when engaged in melee.
Melee:Roll D20. Base difficulty of 10
Add the difference between the defender's weapon skill and the attacker's weapon skill.
Defenders counter-attack automatically before wounds are applied. No cover applies.
Cover:Zero Cover: Units have no cover if they are caught in the open (right after combat drops, ongoing movement), or are enfiladed by crossfires.
Natural Cover: 6+ save on a d6. All soldiers naturally find cover anywhere they can on a battlefield. If fire and movement is done properly, each attacking element will have the benefit of natural cover.
Light Cover: 5+ save on a d6. Includes hastily prepared field fortifications like sandbags and barricades. Includes light vehicle corpses, urban structures without skyscraper grade supporting pillars.
Smoke grenades can provide light cover to attacking elements.
Heavy Cover: 4+ Save on a d6. Includes well prepared trenchworks, solid urban cover, purpose-built walls and forts.
Defending units generally have the benefit of light and heavy cover.
Maneuvering units generally have no cover or natural cover. They can get light cover from smoke grenades.
Applying Wounds:Roll D10+Strength of weapon + Skill vs 5 + Armor Toughness + Endurance Bonus
The difference is applied as damage.
NPCs:All player characters start with 1 comrade.
Comrades have a simplified sheet:
Toughness: 1
Ballistic Skill: 1
Weapon Skill: 1
Toughness is the collective measure of the mook's physical conditioning.
Every 1 point on a mook's sheet is +1 on a d20. Mooks don't level up, but can have inventories.
Additional mooks can be obtained by rounding up "volunteers". These could be rescued captives, rescued military personnel, or simply people pressganged from settlements.
ArmoryGeneral Gear:Entrenching Tool
Ration$25
Restores 2 Life points once a day. These are super rations filled with all the stimulants a soldier needs for rapid healing. Does not restore points given by armor.
First Aid Kit$100
Stops any bleeding effects. Consumed on use.
Medic's Bag$250
Restores 3 points of life up to 0 life. Does not restore points given by armor. Consumed on use.
Dwarven Beer in a Bottle$25
Restores 3 points of sanity up to 0 sanity.
Gas Mask:$100
An air filtration system to protect against most chemical attacks.
Pressurized Respirator System$3000
A closed rebreather with pressurized air tanks.
Cyrogenic Stasis Pods:$10,000
Blood is drained from the organism and a cyroprotectant fluid is injected into the bloodstream. This then enables the organism to be deep frozen without suffering tissue or cellular damage. To reawaken: Blood is reinserted and the organism is reanimated by electric shock to the heart. The procedure has a 100% success rate... so far. The fluids are all recycled each time, making this the most economical way to travel in space.
Hibernation Pods:$100,000
A more tasteful way to travel in deep space - The subject undergoes chemically induced hibernation sleep and is kept alive by intravenous systems that give it the neccessary nutrients for metabolism, as well as to process waste products and filter the blood. The flow of sleep chemicals are simply stopped to reawaken the subject.
Armor:General Purpose Armor:Boiler Suit:Unit Cost: 100
Toughness: 1
Life: +1
Multiple layers of thick treated fabric. Protects to a degree against fire, chemical and abrasion. Comes with a plastic hardhat or hardened fabric pith helmet.
"Flak" Armor:Unit Cost: 2000
Toughness: 2
Life: +2
Layers of heavy ballistic fabric over plates of ceramic and superalloys. Comes with a ballistic helmet. This is the standard protection for most massed-produced soldiers in the 21st Century.
Combat Hardsuit Mk1:Unit cost: 500,000
Toughness: 4
Life: +5
Contains a full body exoskeleton, internal power supply, ventillation system and a biosign monitoring.
Outer layer is an armor carapace of segmented alloys over treated fabrics.
Exoskeleton allows the user to run as fast as a horse, and lift things like a forklift.
Does not work in vacuum and extreme environments.
Voidsuits:SK-1 Pressure SuitUnit Cost: 1000
Toughness: 1
Life: +1
A nylon oversuit, with a helmet. Comes with an inflatable rubber collar, leather gloves and leather heavy boots. The helmet also comes with a radio.
Can be painted bright orange to give enemies targets to shoot at.
A7L Apollo-Skylab SpacesuitUnit Cost: 2,000,000
Toughness: 3
Life: +3
The pinnacle of spacesuit design in the 20th century before funds were diverted to bank bailouts and a general loss of interest in space travel.
Under layer is a liquid cooling and ventiallation garment. A light garment houses tubing for heat exchange liquids. The liquids are cooled in a heat exchanger before being recirculated.
Inner protective layer consists of 11 layers of treated heavy fabrics designed to protect against radiation and micro-meteor abrasions that might penetrate the outer hardplates. There is a triple cover layer over this of more treated fabrics for fire and abrasion protection.
The outer protective layer consists of a nickel-steel alloy wire woven over teflon. The woven armor covers the entire body.
Later EMU models contained hardplates for the chest made from the best ballistic ceramics money could buy. The hardplates alone were produced at a cost of $40,000 each.
Other features include pressure controls for the oxygen and cooling systems. A communications suite. And an injection patch to facilitate medical injections under extreme conditions.
Each suit comes with 8 hours of life support and coolant fluid. It also has a power supply of 390 watt hours or 1404 KJ.
SuitXUnit Cost: 10,000,000
Toughness: 4
Life: +5
Based on SpaceX's first prototype space hardsuit of the human race.
Underlayers containing the usual liquid cooling and ventilation systems.
Midlayer of treated fabrics with reduced thickness.
Outer Armor of segmented lightweight superalloys forming a hardsuit.
Contains a full body exoskeleton, internal power supply, ventillation system and a biosign monitoring.
Outer layer is an armor carapace of segmented alloys over treated fabrics.
Exoskeleton allows the user to run as fast as a horse, and lift things like a forklift.
Melee:Improvised: Includes entrenching tools, crowbars and the like.
Cost: Usually negligible
Strength: 1
Katanas, LongswordsCost: 1000
Strength: 2
Experimental:
Small arms:"Modern"Autoguns: Unit Cost: 1000
Strength: 2
Ammo: "Bullets" $1 each. Firing an autogun can use a random amount of ammunition from single shots to spray and pray fiascos using hundreds of rounds in a single attack.
Ballistic weapons were the bread and butter of warfare for the last 500 years. You will be using one of the most robust and mass produced designs carried over for arming militia and the like.
They fire lead, copper or steel projectiles using a propellent based on either organic materials treated with nitric acid, or a mixture of the above with plastic explosifves.
Weapons are highly customizable, assassins are known to use hollow point bullets with chemical payloads sealed with wax. Silencers are readily available for most guns.
Post-Modern:Military Pulse laser Rifle "lasgun"Unit Cost: 10,000
Strength: 3
Ammo: Battery Pack $1000 for 10 shots
Lasers can focus their destructive power by being compressed in space and time. The same energy being delivered in a short pulse is generally more destructive and penetrative than a laser beam, and this has been the principal for military lasers since.
The Lasrifle delivers 20 kilojoule pulses fed by a capacitor matrix and battery pack. Each shot can cut through about an inch of the densest metal alloys. A beam laser of equivalent power would take dozens of seconds to achieve what a pulse laser can do in a single shot.
The laser is always silent. But enthusiastic combatants often make "pew pew" noises for psychological support.
Gauss RifleUnit Cost: 50,000
Strength: 3
Ammo: Battery Pack and slugs $1000 for 10 shots
The Gauss Rifle is a miniaturized railgun that uses electromagnets to propel 50g armor-piercing tungsten-iron slugs with about 20 Kilojoules of kinetic energy. This is about the exact performance of a 20th Century 0.50 BMG round.
The power and velocity of the Gauss Rifle is variable, allowing for silent subsonic projection. The ammunition can also be hollowed out to carry chemical payloads.
Support Weapons:Light "Autocannon":Unit Cost: 90,000
Ammo Cost: 100 per round. Ammo for automatic weapons may be consumed randomly.
Strength: 4
Attacks: 5
25x137mm cannon delivers about 40 KJ of Kinetic Energy
Heavy "Autocannon"Unit Cost: 250,000
Strength: 6
Attacks: 3
30x173mm cannon has about 225KJ of Kinetic energy
Ammo Cost: 400. Ammo for automatic weapons may be consumed randomly.
Missile Launcher: (FGM-148 Javelin)Cost: 126,000+78,000
Antitank - Strength: 8
Fragmentation - Strength: 4
Smoothbore 120mm Cannon Sabot:Cost: 1,500,000
Strength: 12
10kg Depleted Uranium rod fired at 1555 m/ to deliver 12MJ of energy
Ammo Unit cost: 10,000
Ordnance:Hand Grenade:Strength: 1 Blast
Artillery Shells:Strength: 5 Blast (M795)
HE tank Cannon shells:Strength: 4 Blast
Tactical Missile:Strength: 7 Blast (M270 MLRS)
Plastic Explosives:Cost: 50 per Kg, 500 per 10 Kg satchel, 4,000 per 80kg demolition pack
80 Kg of plastic ExplosivesStrength: 7 Blast
10 Kg of Plastic ExplosivesStrength: 5 Blast (M795)
Vehicle MechanicsStructure and space:
Every point of structure is 1 space. The first point of structure costs 1 ton, the second, 2 tons, the third, 3 tons, progressing geometrically. Larger ships will be ridiculously heavy.
Ship Agility will be the thrust to weight ratio calculated as (Thrust/Massx10)x1000 where Thrust is in KiloNewtons and Mass is in Kg
A penetrating hit from a 120mm smoothbore or any heavy weapon does 1 damage to the structure. Each time a structure point is lost, a random module is hit. If there is unused space, there is a chance that the empty space will be hit.
A full layer of armor will give 1 ablative hitpoint to armor before structure and modules are damaged.
Later ships (which must be designed and tinkered) may have their guns firing as batteries.
Targetting will be the ship scanner strength + d20 vs 10 + Agility + 1 for every 10 km of distance
Missile targeting will be Missile Agility + d20 vs 10 + Target Agility
Ground Vehicles:M1161 Growler light strike JeepUnit Cost: $200,000
Armor: Uses driver's Endurance. Provides a +1 bonus to Toughness.
Agility: Uses driver's Dexterity.
Armament: 1 weapon mount, may mount autocannons and missile launchers
M1A3 Abrams
Replacement Cost: 5 Million
Armament:
120mm Smoothbore Cannon
Co-Axial Autogun
Active Defense System
Armor: 16/16/10
M2A3 Bradley
Replacement Cost:1 Million
Armament:
Heavy Autocannon
Armor: 10/10/8
Aircraft
Mi-26 Heavy Helipopter
Max Passengers: 63
Speed: As fast as the plot allows
Armament: 2 door gun positions
Armor: 6/6/6
Alien Scout Abductor
Modules:
Vril Drive
Sublight Thrust Engines
Vril-Plasma Dorsal Cannon
Cockpit
Cargo Area, with cyro pods/refridgeration capabilities.
Alien Weapons:
Plasma Pistols:
Strength 4
Plasma Rifles:
Strength 7
Shuriken Cannon
Strength 4
Attacks: 5
Mono Sword:
Strength 4