Sample Global Campaign
//Isla Roca - UEC Forward Operations Base - Mission Brief//
“Objective’s Dr. Brandon Icarus. Tier-One clearance, Somnic Research Division. He’s currently rotting in a bunker beneath what used to be the Canadian border. The Yukon rabble’s taken the region. The bunker’s thick but so are they, eventually they’ll sniff him out or he’ll be chewing boot leather for dinner. Don't be fooled by their clubs and animal furs — they are quite dangerous in large numbers. Rules of engagement are simple: Locals are flagged hostile. Shoot to kill. Drones will be on site to assist. This isn’t a rescue. It’s a retrieval. Bring back Icarus if you can, but the research comes home one way or another.”
Session 1
- Character Creation - This usually takes some time even with a stream lined system, so reserve a chunk of the first game for helping people finish this part.
- Introduction - Introduce important NPCs and the main plot. Allow time for players to strategize or interact.
- War Game - Keep the players on their toes and introduce a little friendly competition to learn how combat works. Divide the players into two groups, filling in the gaps with NPCs. They wear suits connecting to their weapons that turn off their after taking 2 Wounds. Weapons and armor match so all rolls are made with raw stats and deal 1 Wound on hit.
Session 2
- Transport - Breaks between sessions inspire some natural comradery. Instead of trying to force your players to focus right away it is always good to provide some natural downtime as they catch up. In this scenario it comes in the form of the transport to the drop site.
- Calm Before the Storm - This is your chance to build tension. Have the arrival go smoothly, but let the eeriness set in as the dropships depart and they are now stuck here. The Yukon are in the area, there just aren't any in view. Strange noises and sounds follow them to the bunker.
- Chaos Erupts - The biggest chunk of this session, the ambush is sprung as Icarus shows his face above ground. Screaming men with wild eyes charge in out of the woods to attack the players with reckless abandon, the Yukon Dynasty sending its first wave.
Session 3
- Taking a Breather - Players are granted a short respite after the attack to lick their wounds and prepare for extraction. They are directed to a nearby field to evacuate.
- The Hollowed Ambush - Not quite men but not quite animals either, these humans have lost their will to the Dream. They attack in great number and try to drag Icarus into the woods without killing him. The players must strategize how to protect him.
- Extraction - At the landing zone, but support has been delayed by an Orphan anti-air attack. Players need to survive until backup can arrive, leaving them open to the full might of the Dynasty. Yukon warriors, Hollowed, and Somnic Guardians attack in full force. Set a limit on turns based on how much time is left in your session.
This is meant to be a high tension situation where the scale of most enemies to the players is not where the difficulty comes from, but by being overrun by vastly superior numbers. Break enemies into waves to avoid overwhelming the players too soon and use Somnic Guardians sparingly.
Hollowed Dreamer
Wounds/Will/Wane 2/-/-
Skills - Combat 2, Mobility 1
Attacks -
(0 WB / 0 AB) Unarmed (1 DV / 0 AV)
Melee - Strength (2) & Combat (2)
Ranged - None
Special - When at least three get together they can expend a Major action to emit a terrible scream. Those within Short range take 1 Will damage.
- Husks of their former selves, these half-starved humans attack without fear at the whim of the Dream.
Yukon Dynasty Soldier
Wounds/Will/Wane 3/3/3
Skills - Combat 3, Mobility 1
Attacks -
(+2 WB / -2 AB) Scavenged (1 DV / 1 AV)
Melee - Strength (3) & Combat (3)
Ranged - Dexterity (3) & Combat (3)
Special - Thrown incendiaries cause +1 DV in Short range.
- Canabals from the far north. Easily identifiable by their sharpened teeth and barbaric appearance.
Somnic Guardian
Wounds/Will/Wane 5/-/-
Skills - Combat 3, Mobility 3
Attacks -
(+4 WB / -4 AB) Ferox (2 DV / 2 AV)
Melee - Strength (3) & Combat (3)
Ranged - None
Special - After an attack is calculated, whether it hits or misses, the Somnic Guardian gains a second attack it may execute on the same target.
- Engineered by the Dream to kill its enemies, these hulking creatures can grow to truly abnormal size and strength with Somnic mutation.
NPCs are always tricky. Too many and the players feel like they are watching you play the game by yourself. Too few and the world can feel empty. It is always good to have a pool of NPCs to choose from, but wait to implement them in your game until you see what the party might lack.
Below are a few example NPCs you can add to your game. Allied NPCs should never attempt a task a player could do unless specifically asked.
Commander Ellis
Wounds/Will/Wane 3/3/3
Skills - Combat 2, Influence 2, Mobility 2
Attacks -
(+4 WB / -4 AB) High Tech (2 DV / 2 AV)
Melee - Strength (2) & Combat (2)
Ranged - Dexterity (2) & Combat (2)
Special - Units in Close range receive a +1 morale bonus to all rolls.
A British UEC officer with a bit of a chip on his shoulder. Resigned to do his duty, he is still not very happy about it.
Sergeant Reyes
Wounds/Will/Wane 3/3/3
Skills - Combat 2, Mobility 2, Tech 2
Attacks -
(+4 WB / -4 AB) High Tech (2 DV / 2 AV)
Melee - Strength (2) & Combat (2)
Ranged - Dexterity (2) & Combat (2)
Special - Can use Major action to heal friendly unit for 1 Wound on her turn.
Enlisting only a year ago in Spain, Reyes is a determined medic. She brings field nanites with her that can treat injuries on the fly and knit flesh with unnatural speed.
Dr. Brandon Icarus
Wounds/Will/Wane 3/3/3
Skills - Combat 1, Mobility 1, Tech 2, Engineering 2
Attacks -
(+4 WB / -4 AB) High Tech (2 DV / 2 AV)
Melee - Strength (1) & Combat (2)
Ranged - Dexterity (2) & Combat (2)
Special - All characters within Close range receive an extra die to Tech Dice Pools.
A nervous, stuttering wreck, this scientist is scared for his life. Knowing all too well what the Yukon Dynasty and Somnic forces are capable of, he would like nothing better than to get out of this nightmare.
Recon Drone
Wounds/Will/Wane 1/-/-
Skills - Mobility 3
Attacks -
(+4 WB / -4 AB) High Tech (2 DV / 2 AV)
Melee - None
Ranged - None
Special - Spend a Major action to Mark an enemy. All attacks against Marked enemies receive a +2 bonus.
A baseball sized drone with various scanning modules and a communication uplink. Finds high value targets and updates the shared combat array.
Support Drone
Wounds/Will/Wane 2/-/-
Skills - Combat 3, Mobility 2
Attacks -
(+4 WB / -4 AB) High Tech (2 DV / 2 AV)
Melee - None
Ranged - Dexterity (2) & Combat (3)
Special - Can use Major action to suppress an enemy and any other enemy within Close range of the original target. Suppressed enemies receive a -2 penalty to hit.
Bipedal combat drone designed for hit and run attacks with small arms to break up enemy numbers and provide support.
Artillery Drone
Wounds/Will/Wane 4/-/-
Skills - Combat 3, Mobility 1
Attacks -
(+4 WB / -4 AB) High Tech (2 DV / 2 AV)
Melee - None
Ranged - Dexterity (2) & Combat (3)
Special - Can use a Major action to fire a barrage. Enemy targeted and all those within Close range of the original target take damage from the attack.
A large three-legged drone that sits at the edge of the battlefield to deliver devastating artillery support.
Rewarding the Players
At the end of each session there is scheduled down time where players can advance their character. This takes the form of Bionic Deviances as Sgt. Reyes is capable of implanting them. If you wish to test your abilities as a GM you can also offer Somnic abilities to those that get too close the Genesis Engine in the area. Characters that survive through all three sessions can reprise their roles in a future campaign if they choose.
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