Showing posts with label BCS. Show all posts
Showing posts with label BCS. Show all posts

Tuesday, February 17, 2026

Best Case Scenario Kickstarter

    Best Case Scenario is live on Kickstarter right now. Buy my book. Buy my book. Buy my book.

You want some more art about dudes in black body armor about be vaporized psionically? Cough up the money pal

    Featuring art by Locheil and words by G. R. Michael, this zine promises to revolutionize the industry by inventing a new kind of "thing" — the Role Playing Game. In BCS you will realize your dreams. Only BCS will give you the life you deserve. Only BCS can make you happy. Give seven dollars me give pay seven dollars me pay seven dollars give me pay seven dollars give me you. 

Monday, September 1, 2025

Some Artefacts — The Second Dossier

   

Here's the first dossier from semiurge
, get in loser it's time to get organized. Seven artefacts one might find, or at least read about, in the Facility. 




Pτ PHENOMENON - ACTIVE USE

RABBIT KING NAME
    Secret words of power identified with the ochlatemporal reign of P██████ L███, warrior-king through eternity, undying opponent of the Red Titan. The words, when written in wet blood, demand/extract hospitality and quarter from inhabitants of the Grave of the Ten Thousand, the Granite Tomb in the Sea, and the Door Under the Stele. Due to the expense involved in requiting this hospitality, standard procedure dictates that when operations require fireteams to descend into these or related ochlatemporal sites only their CO is briefed on the words of power. The words themselves demonstrate ochlontic properties; when written from memory, the memory is lost, and upon being read, their written form fades. 

(ochlatemporal - "mob time", related to mass hallucinations and collective memory of events)
(ochlontic - "mob being", related to things existing only in the noosphere)



Eκ ENTITY - DIRECT CONFRONTATION 

CYCLOPS DIAMOND LINE
    Species of beetle resembling Scarabeaeus sacer, though grossly oversized, being about fifteen meters long and ten meters wide. Anomalously produces enormous quantities of supercooled fluid inside its body, presumed to be liquid nitrogen, and expels that fluid through the joints in its armor. Through unknown but possibly related means the nests of this novel species generate enormous and destructive storms to both conceal and protect the eggs within. Infestations have caused an estimated thirty-five-hundred deaths over several incidents in unrelated urban centers within the past four years (see AARs for CUBIC CENSORSHIP TAURUS, ISLAND REVERSIBLE COBALT, PERFORM CHOICE OXIDIZER), and their rate of appearance is increasing. 

Keywords: Airborne, Animal, Alive, Biological, Carnivorous, Corrosive, Ectoentropic, Extraterrestrial [surmised], Geological [surmised], Hive-Mind [surmised], Hostile, Insect, Meteorological, Organic, Predatory, Religious [surmised], Reproductive [surmised], Sapient [surmised], Sentient, Species, Subterranean [surmised], Sun [surmised], Swarm, Thermal, Thermodynamic, Uncontained.



OΩ OBJECT - SUBJECT ARCHIVED

TIMESPEND EXCITING SECRET
    Hatf al-Hazar (الحتف الحظرد) was a sword forged by the historically attested King David, son of Jesse the Bethlehemite, in imitation of the sword carried by the Philistine Goliath and using secret techniques taught to him by Jehovah. The wielder of the sword is conventionally immortal, and the sword itself can cut through any material, including ██████-tungsten alloy, ███████, and ██ium. The sword was deemed superfluous during the 1996 restructuring of organization Oπ deep storage and was incinerated along with ███ other extremely similar weapons.



Lδ LOCATION - ONGOING CONTAINMENT

GREENHOUSE MOONLIGHT BENEFIT
    Eight square kilometer fairground east of R██████, ██. Once a year, on ██/██ (the anniversary of the execution by firing squad of songwriter and IWW activist J██ H███, born J███ H███████), this area hosts the "Die Wobbly Die" festival. The festival maintains a large but easily contained online presence on Facebook and friendly relations with the local branch of the American Legion. On the day of the festival, the opening of the gates at sunrise (approximately 5:30 a.m. local time) is accompanied by the ceremonial burning in effigy of Mr. H███ . A minimum of nine thousand guests will attend over the course of the next 18 hours; due to personnel cuts dictated by the Department of Government Efficiency it is expected that in 2025 this number will include uncleared local population.
    After the opening ceremony, all exits become impassable, though guests are free to explore the interior of the grounds. The facilities, including food preparation tents, firing squad-themed games and fairgrounds' security offices, are staffed with noncaused individuals. These NCIs maintain order on the grounds and are suicidally loyal to the organizer of the festival (believed to be M███ J█████ J████). After all events have concluded, the festival ends with a ceremonial maenadia beginning at 11:30 and ending at midnight. All attendees will be anomalously compelled to participate in the meal. The victim, an NCI, appears to be at least a visual recreation of J██ H███. Guests remain fully aware of their actions during the maenadia. Fairground exits unseal at midnight. The 2025 "Die Wobbly Die" festival is expected to feature appearances by Ben Shapiro, Kid Rock and Jim Bob Duggar.

(noncaused individuals - individuals who, for reasons of being ghosts, holograms, illusions, hallucinations or emotional echoes, are not human combatants and therefore cannot become prisoners of war subject to the Geneva Conventions)




CΨ CLARAA - CONTAINMENT UNNECESSARY 

WORM ASSESSMENT COLOR 
    Antagonistic assassin and mob enforcer and snoop. Resembles a hairless human male, 40 to 45, 6'5", 230 pounds, no visible nipples. Active under the pseudonyms Thomas or Tanner Palinode, Arthur Kirk, and possibly Guillermo Casal and Robert Newman. Palinode's homeworld is a water planet where humanity evolved from toothed whales. Organization phrenologists theorize that natives of Lχ PLUNDER POETRY CINEMA (often referred to as "Con-Noncon world") have blowholes in place of their standard morality bump. Natives have no concept that rape, cannibalism or murder is "wrong", and are only kept from mass social defection by the totalitarian authority of their warden-government. Few earth-human communities not part of international organized crime syndicates or combat units in active war zones are prepared for contact with Palinode. If fireteams encounter him in the field they are to immediately engage with██████████. ██████████████, █████████, ███████████████. ████████████ the ████████, ██████████████████████████ for the foreseeable future. DISENGAGE AND CONTACT ORGANIZATION AIR SUPPORT FOR IMMEDIATE EVACUATION. 

(antagonist - someone in the know, but not part of the organization or its allies)
(snoop - nonhuman resembling humanity) 


Oβτ OBJECT - FOREIGN BODY ACTIVE USE

UNMARKED VISIT BLOODSUCKER
    LSD derivative first developed by the Department of Scientific Intelligence, a U.S. Army-backed peer competitor, and referred to internally as "Lot 9". Initial exposure to Lot 9 is fatal to ██% of subjects. Survivors experience a range of effects, some radical, as detailed in addendum DSI-1981-LN4. Field experiments by organization medics have had many promising results over the previous four decades, several of which have led to other major projects including scribe conditioning and the modern development of psionics. 

(peer competitor - a karass with access to resources and understanding of the anomalous world similar to the organization)
(karass - any non-organization faction)
(scribe conditioning - failed supersoldier project which produced sociopaths)





PΩΨ PHENOMENON- SUBJECT ARCHIVED CONTAINMENT UNNECESSARY

MECHANISTIC WEDDING SIGNATURE 
    The Azoeth Forward Party is a nonexistent political movement with no presence in the physical world and no membership. Azoeth itself was an Ethical-35% anomalous entity destroyed in 196█ in operation ANATOMICAL PROPHET DEBT. After eight years of review, a committee created to analyze the possibility of Azoeth's survival determined that Azoeth was in fact killed and does not in fact still exist. The political party which seeks to elect Azoeth as president of the United States of America is an unrelated phenomenon.
Presence of the AFP's iconography in modern image-generating algorithms is assumed to be connected to the AFP anomaly, and not to the deceased ██████ ████████, which has been confirmed to no long exist. Further requests for information on Azoeth will be denied and repeat offenders will be reprimanded. 

(ethical percentage - in [T-E] operations, the maximum acceptable percentage of the human population expended to destroy a target)


Monday, August 1, 2022

The Best Case Scenario 1.1: Any Day Now

    Check the sidebar under "Houserules" for the most up-to-date ruleset!



    Maybe ten, maybe a dozen games of Best Case Scenario have been run by several DMs for an assortment of players. The game functions. It's even pretty fun (I've run three four sessions myself and enjoyed it, and the players probably enjoyed it as well, not that I asked them). But there are a few developments we've thought of, and a few tweaks and rules complications I want to include. I'm going to write them out here as a mostly-unsorted list of modifications and additions to the rules found in this post.

    Many people in the Eastern Depot of the mage-ciphered and backwards-written secret GLOG Discord have helped with brainstorming and playtesting, but I'd like to specifically thank friends-of-the-blog Archon, Xenophon of Athens and semiurge for their contributions.


Source: in image.


Mission Classification and Generation


    Missions in Best Case Scenario are rated on three-level scale corresponding to the discretion required to complete them:
  • CLOSED-EYE is for missions civilians should never even realize happened. Plain clothes, silenced weapons, small groups, absolutely no rocket launchers.
  • OPEN-EYE is for missions where fireteams can operate openly while under false pretenses. Strap on your body armor and your AR-15, slide a cowboy hat on your head and a fake police badge in your wallet, and get ready to say "nothing to see here folks, move along". Consider this short film in the SCP universe.
  • THIRD-EYE is for missions where there is no danger of civilian involvement, or where the stakes are so high that civilians become expendable. Consider this short film in the SCP universe.
    As with Object Classes on the SCP Wiki, these don't correlate with how dangerous the mission is. They correlate with how expensive the mission is going to be, and how much of a headache the Rules of Engagement are for the fireteam involved.

    Here's an example of a dangerous C-E mission: your team has to capture a telepath with the ability to inflict aneurysms with eye contact, he knows he's being hunted and is trying to hide in the crowds at Times Square, you must catch him alive. Here's an example of an easy T-E mission: a cult with a compound in the Mojave Desert is preparing to summon a Great Old One, they're six miles away from the nearest public road, roll in there with attack helicopters and armored vehicles and blow the place to Hell. Those are both off the top of my head, for free, for you and whatever use you want to put them to.

    CatDragon of the platinum-cored Werthers Original secret GLOG Discord assembled this here random generator to give you a mission prompt. I've used the generator a few times to good effect.


New Equipment and Budget


    There were a few oversights, a few obvious missing pieces, and one or two balance problems (like the machine pistol being the best choice in most situations). With counsel from others the weapon list has been updated. For ease of use, inventory is now based on slots. Every character has 5 slots and all guns are listed with the amount of slots they take up.

    Concealable (can be worn under clothing, can be drawn and fired with one hand. Assume it takes at least a round to retrieve a weapon from concealment. You cannot attach underbarrel grenade launchers or shotguns to concealable weapons).
  • Semiauto: Takes priority, -1 to Attacks at medium range, no long range. 16/15 ammo. 1 slot.
  • Revolver: Takes priority. 6/6 ammo. 1 slot.
  • Machine Pistol: Takes priority, cannot Aim, no long range. 21/20 ammo. Automatic. 2 slots.
  • Concealable Melee (knuckles, e-tool, knife, tomahawk): Takes priority, +1 to Attacks at melee range, no other ranges. No ammo. 1 slot.

    Large (can be concealed in a golf bag or a guitar case or the like if need be, takes time to retrieve if concealed, must be operated with two hands).
  • Assault Rifle: 31/30 ammo. Automatic. 2 slots.
  • Sharpshooter Rifle: Ignore range penalties. 21/20 ammo. 2 slots.
  • Shotgun: +1 to Attacks at short range, no long range. 6/5 ammo. 2 slots.
  • Grenade Launcher: 1/1 ammo. 2 slots.
  • Large Melee (sledgehammer, battle axe, katana, pitchfork): +2 to Attacks at melee range, no other ranges. No ammo. 1 slot.

    Bulky (cannot be concealed without being dismantled and stored in a case).
  • Antimateriel Rifle: +1 to Attacks, ignore range penalties. 6/5 ammo. 3 slots.
  • LMG: +1 to Attacks when Suppressing. 201/200 ammo. Automatic. 3 slots.
  • Flamethrower: +2 to Attacks when Suppressing. No medium or long range. Can only be used to Suppress. 3/3 ammo, Suppression only uses 1.

    In the gear section, body armor has also been updated.
  • Soft Armor: -1 to Attacks against you, can be worn under civilian clothing. Lost when you are wounded.
  • Heavy Armor: -2 to Attacks against you, doesn't stack with soft armor. Lost when you are wounded.
  • Helmet: If the die in an Attack against you comes up 6, it is 5 instead. Destroyed when this happens.
  • Ballistic Shield: Provides moveable cover for one person.

    The Grenadier's special launcher is one of those big revolving ones. It has 6/6 ammo but is otherwise mechanically identical. The Sapper's extra gear does not count against his inventory limit.

    You can spend a point of Budget to give someone an extra piece of equipment, not just something weird like a flamethrower or a laptop. I thought I wrote that in the original post but I guess I waffled on whether it was useful or balanced and ultimately forgot.

Source: Trevor Henderson


Updated Combat Actions and New CO Resource


  • Attack. Roll a d6, add bonuses and subtract penalties. On a result of 4 the target is lightly wounded, on a 5 the target is seriously wounded, on a 6 or above they are dead. This is assuming mortal human enemies, of course. If you were using a gun, subtract 1 from your Ammo.
  • Burst. As an Attack, but with a +1 bonus. Subtract the die result from your Ammo. Only automatic weapons may Burst.
  • Suppress. Select up to a 45° angle as your target area. Those in or passing through the target area are Attacked unless they are in cover. Subtract 10 from your Ammo. Only automatic weapons may Suppress.
  • Reload. Swap out one magazine for another, replace a belt, or load a grenade or two shells into a grenade launcher or shotgun.
  • Interact. Push a button, open a door, grab some documents and shove them into a hip bag, or any other thing which necessitates a moment of attention and thus precludes staring down your ironsights with an itchy trigger finger.
  • Aim. Enter Aiming. While Aiming, all Attacks and Bursts roll 2d6 and take the higher result. Moving or taking any action besides Attacking (such as reloading) puts you out of Aiming.
  • Hide. Enter nearby cover or concealment. Targets in cover may not be directly Attacked, targets in concealment cannot be Attacked except by explosions or Suppression.
  • Sprint. Move an additional 3m. This movement may take you up a ladder or across a gap of of less than 3m.
  • Rally. Roll a d6 to calm a Panicked ally, succeeding on a 4 or higher.


    Your CO has a pool of a special resource called Command. He starts with 1/1 points and regains all points between missions. Command can be spent on effects for fireteam members who can see and hear their CO (the CO can almost always see and hear himself). I'll call these Ploys, because I was reading Kill Team.

    Basic Ploys any CO knows:
  • May take two actions instead of acting + moving.
  • May receive a wound one level lower than they otherwise would have.
  • May Attack a target that is concealed from them but not from the CO.
    Additional points of Command may be given as a reward for successful missions. Maybe you can get more Ploys as a reward too? Here's a few extra for that purpose:
  • May take priority with a large weapon.
  • May Sprint and make a melee Attack as one action.
  • May make a final Attack before they die.
  • May avoid damage from an explosion.
  • May roll two dice in an Attack and take the highest.

Source.


Lore and Setting Details and Such


    Every SCP-alike needs some weird guys to fight with over who gets the magical television that lets you talk to Martian ghosts. Here's a list dreamed up in the coup-resistant GLOG Discord:
  • Final Directive: A faction of the U.S. intelligence community which believes that global thermonuclear war occurred sometime in the 1980s and we live in a collective hallucination generated from sheer denial. Intend to wake everyone up by causing an actual nuclear war. Not our problem, unless they're using anomalous means, in which case it becomes an urgent problem for us specifically.
  • The Agency: Possibly the European branch of our organization, or perhaps a peer rival (a non-organization group with similar access to information and resources), or maybe time travel is involved. They operate just like we do.
  • Resurrectionists: A decentralized group, loosely in communication with each other, of necromancers and grave robbers who graveyards and cemeteries as free sources of supernatural power. 
  • Children of K'nit Xaun: A cult of those born of fertilizations from a clinic run by a now-discredited and scandalized doctor who tampered with the sperm supply. Believe themselves to be the next step of humanity, and demigods whose father is older than the world itself. Presumed to be a black-budget project escaped into the wild.
  • Black Museum: Hostile antagonists (non-organization with knowledge of the supernatural) who interrupt organization operations to steal paperweights (anomalous objects) or kill and bag spookums (anomalous objects). Presumed to be at least a peer of the organization, though they have never attempted contact, and captured agents either crack cyanide teeth or suffer total end-of-biological-life with no obvious cause.
  • Fleshgod Inheritors: Somewhere between a cult and a street gang, collecting and eating pieces of Stel Alune, an ancient superorganism. Authentic pieces of Stel Alune are rare and difficult to find, but luckily (for them) Inheritors grow identical organs in their own bodies after consumption.
  • Fleischwulf: A post-neo-nazi gang with attached eccentric academics and garage inventors. Believe Hitler was a little off-base: rather than history being an eternal conflict between primordial races,  it is an eternal conflict between beautiful, ingenious Artifice and rampant, repugnant Nature.

Source: in image.


General Notes and Clarifications


    Fireteams are superhumanly coordinated. They can advance or attack without needing to spend precious seconds screaming at one another or fiddling with radios. This power is a pretty significant advantage for the players, and as the DM you should lean into it. NPC biker gangs and cultists should be overly cautious, wasting time hiding behind cover, or overly aggressive, charging out into danger and gunfire. They should have trouble with tactics more advanced than "run at the enemy", "stay put", and "flee", and they should bark at one another to keep players informed of these cunning stratagems. Making common mooks dipshits serves the shared fantasy of the game twofold; it lets the player-controlled elite black-ops fishmen killers be very good at killing fishmen, and it provides a starker contrast when your elite black-ops fishman killer gets eaten alive by a Siberian Antigorilla which suddenly flew out of the dark and grabbed him.

    Lowering the threshold also gives you more room to be creative. A dozen pipewrench-and-pistol wielding gangbangers in an abandoned car lot make for a simple encounter, but you can flex your DMing muscles a little and put one of them on the roof of a building in cover with a rifle, or plant some IED booby traps around for the PCs or their enemies to stumble into. Makes combat with fireteams just as competent and well-equiped as yours feel dangerous and interesting. I haven't been doing this, but you should do as I say and not as I do.


    Numerical bonuses are additive, e.g. the Semiauto gets a -1 to Attacks at medium range, and Attacks at medium range have a -1 penalty, so that's a -2 total. Extra dice are selective, e.g. if you have one thing that lets you roll an extra die and take the higher (like Aiming), and another thing that lets you roll an extra die and take the higher (like a Ploy), you roll 3 dice and take the highest.


    BCS takes place in an alternate universe where hand grenades and grenade launcher grenades are the same thing.


    You can attach underbarrel shotguns to a shotgun. This lets you fire an additional 5 shots before needing to reload, because the underbarrel shotgun is an effective and a versatile tool.


    COs are immune to Morale loss in any form. They aren't scared when monsters appear, or when things explode — hold on a moment, this is a good opportunity to enumerate situations which call for a Morale check:
  • When a member of a fireteam dies, all survivors check Morale.
  • When someone in cover avoids being hit by a frag grenade, they check Morale.
  • When someone in cover avoids being hit by Suppression, they check Morale.
  • When members of a fireteam spot a spookum they didn't expect (because they weren't told there would be any or because they were looking for a different one), they check Morale. They can then warn other members.
  • When a fireteam realizes they have wandered into a timewarp/living dream/anti-reality/haunted house, all members check Morale.
    The DM may call for additional Morale checks as he sees fit.


    Since the rules for Morale and Aiming have changed a little, here are updated versions of the marksman and chaplain roles:
  • Marksman: +1 to Attacks while Aiming. If Invested, +1 to Attacks per round spent Aiming, up to a maximum of +3.
  • Chaplain: The first Morale check in a mission is automatically passed. If Invested, the Chaplain automatically succeeds at Rally checks once per soldier per mission.

    I promised that I would post some missions, and I intend to keep that promise at some nebulous point in the undefined future. Here are two missions from Archon to keep you entertained in the meanwhile.

Wednesday, April 6, 2022

The Best Case Scenario (Micro-Wargame Rules, Character Creation, Advancement)

     Check the sidebar under "Houserules" for the most up-to-date ruleset!.



    This game is set roughly now, in an area that you're familiar with, even if just from the movies. It is intended (more than designed) for two to four players. One of them will serve as the referee. The referee, being a divine figure, requires no more advice than they have already gathered (though they might want to check out the updated rule set); the rest of this document is directed at the playing types.



    In the field you control both the Commanding Officer and their subordinates. You are responsible for choosing their roles and their equipment, tracking their resources, and making their decisions in combat. Most of the actual rules are related to combat because it provides tension and finality, but as the CO you should seek opportunities to employ stealth, diplomacy, high-explosives, booby-traps, falsified documents, intimidation, and graft.

    Combat is a sequence of Rounds, assumed to take only a second or two. In each Round each character acts simultaneously. Each character may move 3m over level ground and take one Action. If it is important who acts first — such as when fighting for a dropped gun, or slamming a door in a face — roll two d6s. Highest goes first.

     Actions in a Round:

  • Attack. Roll a d6, add relevant bonuses, subtract relevant penalties. On a 4 the target is hit and lightly wounded, on a 5 the target is seriously wounded, on a 6 or higher they are dead. This is assuming mortal human enemies, of course. If you were using a gun, subtract the result of the Attacks from your ammunition.
  • Reload. Swap out one magazine for another, replace a belt, or load a grenade or two shells into a grenade launcher or shotgun.
  • Take Aim. Choose a target. Next round, roll 2d6 when Attacking and take the higher value.
  • Provide Suppressing Fire. Requires an automatic weapon. For the duration of the Round, anyone in or passing through a targeted area is Attacked unless behind cover. Those behind cover test Morale. Expends a full magazine, penalties may be applied to Attacks if the magazine didn't start out full
  • Hide. Enter nearby cover or concealment. Targets in cover may not be directly Attacked, targets in concealment cannot be Attacked except by Suppressing Fire.
  • Sprint. Move an additional 3m. This movement may take you up a ladder or over a gap of less than 3m.
  • Rally. Roll a d6 to calm a Panicked ally, succeeding on a 4 or higher.

Source.



     In addition to the CO you control the lives of four soldiers, which you must spend wisely. Soldiers start with 2/2 Morale and a Role. They advance through experience, earning medals, or having Budget invested in their gear and training. They may spend Morale to grant them an additional die on any check, but they may not do this if it would leave them with less than 0 Morale.

     Example Roles:

  • Marksman: +1 to Attacks per Round spent taking Aim, up to +3. If Invested, +2 bonus for the first Round, and can reach +4.
  • Grenadier: As their primary weapon, carries a special grenade launcher loaded with six grenades of varying types. If Invested, has access to more interesting grenades.
  • Automatic Rifleman: May provide Suppressing Fire when Panicked. If Invested, +1 bonus to Attacks when providing Suppressing Fire.
  • Medic: May use a first-aid kit to remove a light wound or serious wound. If Invested, their first-aid kits have two charges.
  • Sapper: Carries your choice of an AP mine, two bear traps, a 1kilo charge of C4 and detonator, or a bundle of spike strips in addition to their gear. If Invested, carries two.
  • Rifleman: Nothing special, but is considered Invested (with +1 to Attacks) after two successful missions at no cost.
  • Chaplain: Reduces Morale costs when a soldier is killed. If Invested, automatically succeeds at Rally checks once per soldier per mission.


     When a character checks Morale, they roll a d6, losing a point of Morale on a 3 or lower. If they drop to 0 Morale or below, they are Panicked. Panicked characters can only move and Sprint away from danger or Hide. When a Panicked character is Rallied, they do not regain Morale. Characters at 0 Morale automatically fail Morale checks.

     When a character is lightly wounded, they may not assist the CO in any checks. When seriously wounded, they cannot act in combat. Two light wounds make a serious wound, and two serious wounds are lethal. When a soldier dies, surviving soldiers in their fireteam check Morale.

     Each soldier, including your CO, carries a primary weapon and three pieces of gear. If they don't carry a primary weapon, they may carry five pieces of gear. Short range is 0m ↔ 20m, medium is 20m ↔ 40m, long range is 40m ↔ 200m. Attacks normally suffer a -1 penalty at medium range and a -2 penalty at long range.

     Example Primary Weapons:

  • Assault Rifle: as normal. 31/30 ammo.
  • Machine Pistol: Priority when deciding who acts first, no long range. 41/40 ammo.
  • Shotgun: +1 to Attacks at short range, no long range. 6/5 ammo. Not automatic. Uses one shell per Attack.
  • Sharpshooter Rifle: -1 to Attacks at short range, no penalties at medium or long range. 21/20 ammo. Not automatic.
  • LMG: +1 to Attacks when providing Suppressing Fire, takes up 1 additional gear slot. 200/200 ammo. Suppressing Fire only uses 100.
  • Grenade Launcher: Launches grenades. 1/1 ammo. Not automatic, obviously.


     Example Gear:

  • 3 grenades. Flash, smoke, flare or frag. Limited to short range only.
  • Underbarrel Grenade Launcher. Fires a grenade at medium range. Cannot be reloaded in combat.
  • Underbarrel Shotgun. Attacks as a shotgun. Cannot be reloaded in combat.
  • Magazine, clip of shells, or boxed belt.
  • NVG.
  • Gas Mask.
  • Heavy Armor. -1 penalty to Attacks against you until you're wounded, then it's broken.
  • Semiauto. +1 to Attacks at close range, -2 penalty at medium range, no long range. 16/15 ammo. Not automatic.
  • Revolver. +1 to Attacks at close range. 6/6 ammo. Not automatic.
  • Melee Weapon. +2 to Attacks at point-blank range. Obviously, ineffective at other ranges and not automatic.
  • First-Aid Kit. Can be expended to remove a light injury.
  • Line Thrower. Dedicated tool for launching a grapnel and sturdy line 100m, to aid in scaling buildings or crossing large gaps. Usable as a weapon, once, with no long range fire.
  • Silencer. Silences a firearm.
  • Truth Serum. One-dose vial.
  • Steel-Bodied Flashlight. Provides light, and +1 to Attacks at point-blank range.
 

    Example Grenades:

  • All grenades have a fuse of 4 Rounds when thrown by hand, while launched grenades may be set to explode on impact or after a shorter time.
  • Flash. Perforated cardboard body filled with metal salts. Produces a flash of disorienting light and sound within 5m. Flashed targets typically miss the first Round of combat. They may also need to check Morale.
  • Smoke. Thin cardboard body. Produces a thick, obscuring screen of smoke in a 10m radius for about a minute. May be colored for signalling purposes.
  • Flare. Sturdy plastic body. Produces brilliant light for about an hour.
  • Frag. Sturdy metallic body. Instantly kills unprotected targets with 5m. Unprotected targets within 15m are Attacked.
  • Tear Gas. Thin metallic body. Produces a thick, obscuring screen of smoke in a 10m radius for about a minute. Unprotected targets within the cloud are blinded.
  • Poison Gas. Thin metallic body. Produces a thick, obscuring screen of smoke in a 10m radius for about a minute. Unprotected targets within the cloud are Attacked every round.
  • Incendiary. Heavy glass body. Covers a 5m area with burning material, quickly destroying wooden buildings and unarmored vehicles. Produces foul, blinding smoke.
  • Concussion. Thick cardboard body, and quite heavy. Instantly kills practically anything within 3m with overpressure. Acts as a flash grenade throughout an entire floor of a building, even against targets outside visual range.





    Outside of combat, you can do anything it's obviously possible you can do. If there's time pressure, or if trying something not obviously possible, roll a d6. You succeed on a 4 or above by default. If you have a soldier with a relevant skillset — a sapper for demoliition, a medic for biology, a chaplain for translating a cult's holy book — you may add 1 to the check. Additionally, your CO has a background which makes more things obviously possible

    Example Backgrounds:

  • MP. Bullshitting, paperwork, forensic research. Relatively free reign as a special agent of the military police led you into many strange places and situations. When you were snapped up by the Organization it was hardly a surprise.
  • PMC. Maintenance, hotwiring, first-aid. You worked for the Organization for years unknowingly, before they let you see the man behind the curtain.
  • SWAT. Intimidation, demolition, chemistry. A raid against a hive mistaken for a drug lab left you the sole survivor. You were inducted right out of the hospital bed.
  • CSI. Biology, computers, paperwork. You were a friendly for years, offering your services to the Organization under the table, until they gave you a job offer and a free trip to boot camp.
  • Research. Chemistry, biology, physics. When the fireteams brought back cursed tomes, inhuman POWs and photos of lights in the sky, you were part of the Organization who studied them. After a disaster in the lab you picked up a gun from the corpse of a security officer, and you never put it down again.

    After surviving a mission, it is the CO's responsibility to write up an after-action report (for good examples of these, check out some articles on the SCP wiki) and nominate a soldier for a medal. By default, roll a d6 and the soldier receives the medal on a 4 or above.

    Example Medals:

  • the Eight-Pointed Star for Conspicuous Bravery in the Line of Fire. Grants one free Morale check per mission when suppressed or near a grenade.
  • the Gold Triskelion for Enviable Success snatched from the Jaws of Failure. Grants one extra light wound per mission.
  • the Platinum Infinity for Notable Composure while looking upon the Face of Horror. Grants one free Morale check per mission when encountering something terrible.
  • the Jacaranda Vein for Surprising Resilience in the case of Horrible Bodily Mutilation.
  • the Viridian Eye for Remarkable Ability in landing Confirmed Kills.
  • the Ivory Hamsa for Admirable Restraint in collecting Undamaged Anomalies.
  • the Cerulean Heart for Exemplary Gladhanding while evacuating Neutral Parties & Civilians.
  • the Black Mark for Unanticipated Survival even when Everyone Else Died.




    Between missions, your CO allocates their Budget to soldiers and special gear. You start with three points, which may be reassigned as you please. Successful missions will result in more trust from the Organization, more Budget to spend, and more things to spend that Budget on.

Example Things to Spend Budget On:

  • 1: Investing in a soldier.
  • 1: Requisitioning a van from the motor pool.
  • 1: Requisitioning a special piece of equipment, such as a flamethrower or a drone.
  • 2: Requisitioning an armored vehicle from the motor pool.
  • 2: Requisitioning a helicopter from the motor pool.
  • 3: Requisitioning a tank from the motor pool.




Sample Fireteams:

  • Chi-2, the Bear Hunters. Room-by-room clearing of buildings and spookum hives.
    CO Steven Mills. Shotgun, clip, frag/frag/frag, heavy armor.
    Rifleman +1 Matthew Weber. Shotgun, clip, flash/flash/flash, heavy armor.
    Rifleman +1 Claude Butcher. Assault Rifle, magazine, magazine, heavy armor.
    Medic Elmer Gibson. Machine Pistol, ballistic shield (provides cover until wounded), medkit, medkit
    Chaplain John Marsden. Shotgun, underbarrel grenade launcher, flare/flare/flare, heavy armor
  • Gamma-7, the Phone Phreaks. Recovery of computers and sensitive information.
    CO David Flynn. Semiauto, silencer, clip, flash/flash/flash, heavy armor.
    Rifleman +1 Nathan Spitz. Semiauto, silencer, magazine, magazine, heavy armor.
    Marksman +1 Simone Oakley. Sharpshooter Rifle, silencer, magazine, smoke/smoke/flare
    Sapper Walter Hibl. Semiauto, silencer, kilo of C-4 and detonator, tactical matte black hacking laptop.
    Medic Spencer Heath. Machine Pistol, silencer, medkit, medkit.
  • Delta-13, the Unfortunate Sons. They've got a helicopter and a stick up their ass.
    CO Raymond Michaud. Assault Rifle, magazine, magazine, revolver
    Automatic Rifleman +1 Susan Combs. LMG, boxed belt, boxed belt.
    Automatic Rifleman +1 Ludwig Saylor. LMG, boxed belt, boxed belt.
    Marksman +1 Nelson Vipond. Sharpshooter Rifle, NVG, medkit, medkit
    Marksman +1 Sandhip Kaur. Sharpshooter Rifle, underbarrel grenade launcher, NVG, flare/flare/flare
  • Omega-7, the Camera Outage Kids. Sometimes you're less worried about this week's spookum than the collateral damage from handling it. Dropping five black-clothed gunmen in the middle of the local Starbucks can cause a bit of a ruckus, you know? Four people in long coats (and a fifth on a nearby hill) are a lot less... notable.
    CO Seth Masters, Machine Pistol, smoke/smoke/flash, revolver, magazine.
    Chaplain Nathan Gibson, Machine Pistol, first aid kit, underbarrel shotgun, melee weapon
    Rifleman Claude Eaden, Machine Pistol, smoke/smoke/flash, heavy armor, magazine
    Rifleman Sam Dillinger, Machine Pistol, underbarrel shotgun, magazine, heavy armor
    Marksman Jim Twoda, Sharpshooter Rifle, NVG, line thrower, magazine. 
  • Theta-4, the Tour Guides. Scouting and low-level suppression of a wide area, identifying epicenters, leading evacuations, etc.
    CO Claudia Sells, Assault Rifle, NVG, flare/flare/frag, megaphone
    Marksman Todd Morel, Sharpshooter Rifle, magazine, line thrower, NVG
    Medic Sam Opal, Assault Rifle, first-aid kit, first-aid kit, megaphone
    Medic Lydia Thiel, Sharpshooter Rifle, first-aid kit, first-aid kit, NVG
    Sapper Thomas O'Brien, Machine Pistol, first-aid kit, heavy armor, revolver

    Some of the rules, roles and teams are by Xenophon of https://xenophonsramblings.blogspot.com/ and Archon of https://archons-court.blogspot.com/. My friends and I on the double-deluxe secret GLOG server have prepared a few short adventures already, and some of mine will be posted soon. Look up "Delta Green Shotgun Scenarios" to tide you over in the meantime.