from Chapter Three: Factions and Organizations
United Nations Elite Security Force, The
The Elite Security Force of the United Nations exists to quell threats -- both terrestrial and extra-terrestrial -- to global unity. Their world-spanning military operations are ultimately intended to bring about the establishment of what many have termed the New World Order.
Agenda: Establish a single world government (the New World Order).
Structure: Military brigade reporting to the United Nations Security Council.
Symbol: None (uses the United Nations Symbol).
Most Common Allegiances: Elite Security Force, United Nations, law, native country or military organization.
Requisition Limit: 40 (illegal).
On the surface, the creation of the United Nations in 1947 was intended to help unify the countries of the world into a more cohesive whole and provide order where it was lacking. But beneath that, it was established to deal with global concerns best kept out of the public eye. The United Nations created several organizations that could respond anywhere in the world, such as the World Health Organization, the Davos Commission, and a Quick Response Force that could be deployed via helicopters. To most of the world, the United Nations is an idealistic, but naïve and inefficient, attempt at global unity. The huge bureaucracy, infighting, nepotism, and wasted resources hide a deeper secret, however. Underneath the public façade are a few individuals and conferences that have the task of shaping the UN into a true global governmental body. This paradigm is known as the New World Order.
To further its goals, the UN has extensive ties with the various intelligence-gathering organizations around the globe, along with powerful banks, the Catholic Church, drug cartels, major corporations, and even military dictatorships. As with everything in the UN, these connections are buried under massive amounts of bureaucracy, false fronts, aid organizations, and outright deception. Agents of the UN infiltrate the various strata government agencies and policymakers so that they can guide the policies of the UN toward the goal of a single, unified whole.
The UN Minister of Information is Hugh Fletcher, who is in charge of deploying the Elite Security Force. He controls the organization with an iron fist and is obsessed with secrecy and maintaining the conspiracy at all costs. He is wholly dedicated to the cause of the New World Order, but he views everyone in the organization with a critical and suspicious eye and looks for any signs of betrayal or wavering. As a result, he is one of the most feared men within the UN, as well as other conspiratorial circles.
The phrase "New World Order" comes from H.G. Wells but was later used by the Brandt Commission, which included President George H. Bush, Robert MacNamara, and other political movers and shakers. At the 1991 meeting in Germany, they gave definition to the NWO: "a supranational authority to regulate world commerce and industry; an international organization that would control the production and consumption of oil; an international currency that would replace the dollar; a world development fund that would make funds available to free and Communist nations alike; an international police force to enforce the edicts of the New World Order."
In addition, the Elite Security Force exists to combat threats by alien species, extradimensional beings, and perils that cannot be explained through conventional methods. Because they are a military organization, the Elite Security Force deals with these issues through brute force and a "scorched earth" policy rather than research or attempts to understand the problem. It is stressed through the chain of command that the outside world should remain unaware that we are not alone in the universe, and this has resulted in the "disappearance" of individuals and seven small towns that know too much.
Despite its relatively large amount of firepower, the Elite Security Force is not meant to wage a conventional war. Instead, it is designed to infiltrate a region under hostile occupation, disarm or destroy the threat, and possibly occupy a small region for a short time. The soldiers of the Elite Security Force possess expertise at small-group tactics and pass over responsibility to the larger UN peacekeeping forces once the threat has been neutralized or reduced.
As the New World Order comes closer to fruition, the Elite Security Force will be involved in more overt military actions. To prepare its soldiers for the upcoming conflict, the ESF trains them in crowd control tactics, methods to seize and control infrastructure, and internment tactics pioneered by the Nazis in World War II.
The ESF air brigade has more than 15,000 men and over 2,000 unmarked helicopters, which they have painted black and stripped of any identifying markings. The smallest units within the Elite Security Force are squads composed of 16 soldiers -- four squads equals a platoon. Each squad is equipped with assault rifles, a heavy machine gun, antitank weapons, night vision goggles, and a scrambled burst-signal radio transmitter. Each squad is assigned to a black helicopter sheathed in heavy armor and bristling with air-to-air missiles, machine guns, and antitank weapons. A first lieutenant leads each platoon, though the entire squad answers to the helicopter pilots during the aerial portion of a mission. Each squad includes a demolitions expert, a heavy weapons operator, an antitank gunner, a biochemical warfare expert, a medic, and a signals officer. If the squad is going into a situation where psionics are likely to be encountered, a psionic officer might be assigned alongside the squad. In many cases, a Quarantine Liaison Officer (QLO) is assigned to a company; this officer is always a captain and commands up to four platoons. The QLO can always overrule lieutenants and pilots as necessary.
The UN's regular standing army numbers more than a half million. The Elite Security Force ground troops consist of 100,000 crack troops and scattered peacekeeping forces totaling 275,000. These regiments are found in all corners of the globe, and they can mobilize within a matter of weeks.
The members of the Elite Security Force answer only to Hugh Fletcher (the leader of the ESF), the UN Security General, and the senior members of the Security Council staff. Loyalties to national armies, police forces, or other groups is actively discouraged, although many members of the ESF belong to these groups and wait for the call to join another mission.
Bases of Operation
The Elite Security Force is an air cavalry brigade of highly trained, highly mobile soldiers that can deal with police actions, guerilla suppressions, and the occasional alien interception. These soldiers answer only to the highest levels of the United Nations Peacekeeping Forces, which are operated from the previous UN headquarters building in Geneva, Switzerland.
The ESF is primarily stationed on bases around the United States, the European Union, and Russia, with major bases located within 20 minutes of 90% of the populated centers of the industrialized world. In addition, the ESF has created several internment camps all around the globe so that they can incarcerate dissidents and "undesirables" when the ESF removes its mask of secrecy and makes its final overthrow of the world's governments. Some of the largest of these camps are near Denver, Seattle, Miami, Atlanta, and Los Angeles -- all disguised as normal military bases or massive mining operations.
As a branch of one of the largest and most influential organizations on the planet, the Elite Security Force has almost unlimited resources available. The ESF troops carry the latest weapons, vehicles, and cutting-edge battlefield technology. Some items are highly experimental, and the scientists who create them consider their deployment in the field acceptable testing. The troops are not always told what they are carrying or what unusual side effects might occur, so a technical expert is brought along to monitor the results. Some of these weapons include prototype hand-held lasers, sonic weapons that disorient the opponent, and chemical weapons. In a pinch, the ESF can commandeer tanks, artillery, ships, and even nuclear weapons from member nations, although this practice is highly discouraged by Hugh Fletcher and the rest of the Security Council.
Through financing and careful hiding in the bookkeeping, the UN has created several dummy corporations dedicated to creating mind control drugs and technology, advanced weaponry, smaller and more precise nuclear weapons, and even stranger science. Learning the lessons from the United States during the Philadelphia Experiment in World War II, the ESF is striving to achieve teleportation technology, true invisibility, and the ability to look into the past. Most of these experiments yield little results, but with the nearly unlimited funding from the UN, this research continues, regardless of the cost in dollars, sanity, and human life.
The trademark vehicle of the Elite Security Force is the "black helicopter." While the ESF makes extensive use of normal, black-painted helicopters, they have created their own special type that flies faster and stealthier than any other helicopter in the world. Rumors abound that some models can even change their shape to a certain degree or have weapons beyond those found in standard armies -- lasers, masers, and sonic weapons.
Involving the Heroes
A hero with a background involving the military may be one of the reserve members that the ESF can call upon. Perhaps the whole group serves the ESF in one manner or another. If this is the case, the heroes also know to keep their allegiances quiet and to say nothing about where they have been after they have been called upon. Heroes can also run into those who belong to the ESF if they're dealing with hostile situations in other countries.
Using the ESF
The ESF shows up in a variety of locations as needed. Consequently, GMs can use them to provide support or run interference if the current mission that the heroes are carrying out involves going to a war-torn country or hot spot. In this case, should the heroes find themselves in a bad situation, an ESF squad might save them from overwhelming hostile forces.
Another way to use the ESF involves any of the new weapons that the ESF is testing. Perhaps the heroes seek to find out more about the black helicopters, which were seen at various locales that had one thing in common. It may be that they want to discover what is causing a certain health problem in several locations that do not adjoin each other, and a witness remembers seeing a black helicopter at each location. They may discover that the ESF has already been there earlier during a conflict and used a new toxic weapon to dull their foes temporarily, causing the side effects the heroes discover later.
Here are some ideas and ways that you can incorporate the UN Elite Security Force into the three campaign models provided in the d20 Modern Roleplaying Game.
Shadow Chasers: In addition to their regular duties, the Elite Security Force spends a large amount of time tracking down "black targets" -- creatures of Shadow that prowl the cities of humanity. Their intention is to study these creatures so that they can destroy any more that might appear. Also, experiments that use certain Shadow creatures, such as vampires and fiends, create trainable "super troops" that are used in top-secret missions. The success rate of these experiments is unknown, although casualties among friendly troops are reported to be high.
Agents of PSI: The Elite Security Force makes extensive use of psionic troops. Experts are employed in all major metropolitan areas, and they use their abilities on the general populace or to deal with other psionic enemies. A subgroup exists within the ESF whose sole purpose is hunting down and recruiting individuals who display psionic abilities, eliminating them if they refuse to join. Rumors abound of the Elite Security Force taking great interest in families who display such powers, and they raid medical records and engage in covert eugenics to breed more psionically talented children.
Urban Arcana: There are two ways to use the Elite Security Force in Urban Arcana. First, they could be the front line against the more dangerous creatures by tackling such monstrosities as terrestrial effluvium, wyrms, and other marauding beasts. Second, Shadow creatures could make up a small but powerful subgroup of the Elite Security Force, and these troops fight battles that regular humans are afraid to engage in themselves. These Shadow soldiers are often called up to fight other Shadow creatures, which may cause resentment and animosity as they ponder the fact that they are nothing more than disposable assets by the UN.
Learning About the ESF
The heroes can learn about the ESF in a number of ways. The following charts present some information and the DCs for skill checks to discover that information. Use these charts when the heroes encounter the ESF or use them as a base when you devise similar charts for adventures of your own creation that involve the ESF. In each case, success at beating a DC grants that DC's information and all the information provided by succeeding at any lower DC. GMs can award slightly more information than what is provided depending on how much a player's roll exceeded a given DC. The DC can also be modified depending on the person with whom the character speaks.
Making this check represents the information a character can gain by questioning others. More appropriate sources of information include those who work for or with the UN, reporters (especially those who get sent to hot spots), and locals who live near any spot that the UN has sent peacekeeping forces. Add 10 to the DCs if the hero approaches anyone other than these types of people.
DC 1: The UN has peacekeepers that are sent to trouble spots around the globe.
DC 5: Black helicopters with no markings have been spotted in almost every major metropolitan area.
DC 10: The UN uses special troops in trouble areas, along with regular peacekeepers.
DC 15: These troops wear all black and command the other troops. They are deployed in special black helicopters.
DC 20: The UN has been considered a key factor in the "New World Order," which is dedicated to creating a single world government.
DC 25: The UN has a special group called the Elite Security Force, which answers only to the UN Minister of Information.
DC 30: The ESF has been established to enforce the will of the New World Order and set up internment camps around major cities.
DC 35: The ESF makes use of advanced and experimental technology, some of which was allegedly taken from alien beings.
Making this check represents the information heroes can gain about the ESF through research. The difficulty of gaining this information might change depending on what method the heroes use to research and where they are researching. The DCs below represent what a hero might find out if looking for general information about the ESF. For adventure-specific information, the GM should set DCs based on those in this chart.
DC 1: The UN has peacekeepers that are sent to trouble spots around the world.
DC 5: The UN has been considered the primary force behind the "New World Order."
DC 10: Black helicopters with no ID have been spotted around populated areas. Nobody knows who controls them.
DC 15: Black-garbed troops with no identifying markings are sometimes spotted among normal peacekeeping forces, and they seem to be in control of these troops.
DC 20: The UN has a special branch called the Elite Security Force, which is similar to the Green Berets. They answer only to the UN Minister of Information.
DC 25: The Minister of Information is Hugh Fletcher, a man with an amazing amount of control and almost no supervision.
DC 30: The ESF receives an enormous amount of funding and has well over 100,000 troops at its disposal. This unit does not "officially" exist, however.
DC 35: The ESF has bases located around the world and has international jurisdiction, which basically exempts it from prosecution or interference by other governments. It has ties to several government agencies, corporations, and think tanks. Its budget is in the billions of dollars.
Provided here is a typical private in the Elite Security Force. ESF soldiers are better armed and trained than regular soldiers, and they enjoy a special type of diplomatic immunity when engaged in a mission for the UN -- other countries do not have authority to hold or prosecute ESF personnel. An ESF trooper garbed for battle wears matte black and has no identification that can link him to any particular group. Troopers are discouraged from getting tattoos or other permanent markings that can make them easier to identify if captured or detained.
The trooper described below is a basic infantryman -- each squad has numerous specialists that focus on particular aspects of warfare. Troopers are given additional equipment as required for the mission, and some of it is highly experimental.
Typical ESF Trooper (Strong Ordinary 1/Tough Ordinary 2/Fast Ordinary 1): CR 3; Medium-size human; HD 1d8+1 plus 2d10+2 plus 1d8+1; hp 24; Mas 13; Init +3; Spd 25 ft.; Defense 24, touch 18, flat-footed 21 (+3 Dex, +5 class, +6 tactical vest); BAB +2; Grap +4; Atk +4 melee (1d4+2, unarmed strike) or +4 melee (1d6+2, rifle butt); Full Atk +4 melee (1d4+2, unarmed strike) or +3 melee (1d6+2, rifle butt) or +6 ranged (2d6, HK MP5) or +5 ranged (2d6, Berretta 92F) or +5 ranged (4d6, fragmentation grenade) or +5 ranged (special, smoke grenade) or +5 ranged (special, tear gas grenade); FS 5 ft. by 5 ft.; Reach 5 ft.; AL Elite Security Force, United Nations, law; SV Fort +3, Ref +4, Will +0; AP 0; Rep +0; Str 14, Dex 16, Con 13, Int 12, Wis 10, Cha 8.
Occupation: Military (bonus class skills: Knowledge [tactics], Move Silently).
Skills: Climb +1*, Drive +4, Intimidate +2, Knowledge (current events) +5, Knowledge (tactics) +6, Move Silently +3*, Profession +4, Spot +1, Survival +3.
Feats: Advanced Firearms Proficiency, Armor Proficiency (light, medium), Combat Martial Arts, Personal Firearms Proficiency.
Possessions: HK MP5 (9mm submachine gun with illuminator), 60 rounds of 9mm ammunition, Berretta 92F (9mm autoloader), tactical vest, 4 fragmentation grenades, 2 smoke grenades, 2 tear gas grenades, hip holster, black fatigues, black fatigue jacket, professional walkie-talkie, first aid kit, gas mask.
*Includes armor penalty for tactical vest.
Hugh Fletcher is the UN Minister of Information and commander of the Elite Security Force. He is the undisputed leader of the ESF, and his troops are utterly loyal to him. He is an astute observer of human behavior and knows how to motivate others to do his dirty work. He has extensive contact with high-ranking officials in the United Nations, the U.S. Congress, the CIA, and the NSA. Fletcher is used to dealing with subtlety and long-range thinking, but he is not afraid to call in huge favors and use overwhelming force when it is called for. This reputation has made him feared in almost every high-powered political, conspiratorial, and religious organization around the world.
Fletcher is a swarthy, balding man in his fifties, with a thick, black beard and pale, freckled skin. He stands 6 feet 2 inches tall and weighs 220 pounds, and he has far more fat than muscle. He has a heart condition that makes him avoid physical exertion, although few beyond his immediate peers are aware of it. Fletcher never goes anywhere without two well-armed bodyguards, an undercover vest, and a firearm of some kind.
Hugh Fletcher (Dedicated Hero 3/Charismatic Hero 3/Negotiator 10): CR 16; Medium-size human; HD 3d6-3 plus 3d6-3 plus 10d8-10; hp 55; Mas 9; Init +0; Spd 30 ft.; Defense 18, touch 16, flat-footed 18 (+6 class, +2 light undercover shirt); BAB +10; Grap +11; Atk +11 melee (1d3+1 nonlethal, unarmed strike); Full Atk +11/+6 melee (1d3+1 nonlethal, unarmed strike) or +11/+6 ranged (2d6, Glock 17); FS 5 ft. by 5 ft.; Reach 5 ft.; SQ conceal motive, no sweat, react first, sow distrust, talk down all opponents; AL Elite Security Force, United Nations, law; SV Fort +8, Ref +6, Will +16; AP 8; Rep +13; Str 12, Dex 10, Con 9, Int 17, Wis 19, Cha 17.
Occupation: White collar (bonus class skills: Diplomacy, Knowledge [civics]).
Skills: Bluff +15, Computer Use +7, Concentration +4, Diplomacy +23, Gamble +9, Gather Information +17, Intimidate +18, Knowledge (arcane lore) +7, Knowledge (behavioral sciences) +16, Knowledge (business) +16, Knowledge (civics) +17, Knowledge (current events) +13, Listen +10, Profession +11, Read/Write English, Read/Write German, Read/Write Spanish, Sense Motive +23, Speak English, Speak German, Speak Spanish, Spot +10.
Feats: Armor Proficiency (light), Alertness, Confident, Deceptive, Educated (Knowledge [behavioral sciences] and Knowledge [civics]), Frightful Presence, Iron Will, Personal Firearms Proficiency, Renown (x2), Simple Weapons Proficiency, Trustworthy.
Talents (Dedicated Hero): Empathy, intuition.
Talents (Charismatic Hero): Charm (female), favor.
Possessions: Glock 17 (9mm autoloader), light undercover shirt, cell phone, briefcase.
ESF Black Helicopter
The ESF makes use of several makes and models of helicopters during their missions. All these helicopters are painted matte black and have no identifying markings on them -- even running lights are kept off, except during landings or in high-traffic areas. This helicopter is especially suited to the stealthy and covert missions in which the ESF excels.
A black helicopter is armed with 2 sidewinder missiles, 4 hellfire missiles, a front-mounted minigun, and a door-mounted M2HB machinegun. It has specially modified armor that grants it more protection and makes it extremely difficult to locate by radar (Computer Use check DC 45).
Black helicopters are made of a special polymer that allows them to change shape to a certain degree. As a full-round action, the pilot can modify the shape to make it faster, more maneuverable, or even tougher. If the black helicopter takes more than half of its hit points in damage, it is stuck in the current modification and cannot change shape until fixed (DC 40 Repair check). See Table 3-1 for the black helicopter's statistics and Table 3-2 for the benefits and penalties of various modifications.
Table 3-1: ESF Black Helicopter
Table 3-2: Black Helicopter Modifications
||Top speed 450 (45)
||Init -8; maneuver -8
||Top speed 200 (20); Init -8
||Top speed 200 (20); Init -8
Hellfire (Air-to-Surface Missile)
The hellfire is an air-to-surface, laser-guided missile used primarily to destroy tanks. It can also act as an air-to-air weapon against helicopters and other types of aircraft.
When the hellfire missile hits its target, it explodes like a grenade or other explosive, dealing 15d6 points of damage to all creatures within a 15-foot radius (Reflex save DC 20 half). Because its explosive features a shaped charge designed to penetrate the armor of military vehicles, the hellfire ignores up to 15 points of hardness if it strikes a vehicle, building, or object. However, this applies only to the target struck, not to other objects within the burst radius.
Hellfire missiles have a minimum range of 100 feet. If fired against a target closer than 100 feet, it does not arm and does not explode (but it still deals 3d6 points of ballistic damage, and hardness is not reduced). Hellfire missiles can be fired only from a missile platform mounted on a vehicle. (This cost is already factored into military vehicles that regularly carry these missiles.) This platform provides a +2 equipment bonus on attack rolls made against targets that have been acquired by the aircraft's laser designator.
To fire the missile, one must first acquire the target with the aircraft's laser designator, which requires a full-round action. Someone else can acquire the target by using a portable laser designator (see below), which allows the helicopter to remain behind cover until it fires. After this target acquisition, firing the missile is an attack action. Once fired, a hellfire missile travels one range increment per round until it reaches the target, at which point, an attack roll must be made. A hellfire missile has enough fuel for 5 rounds of movement before crashing to the ground and exploding.
Sidewinder (Air-to-Air Missile)
The sidewinder is a short-range, air-to-air missile carried by aircraft, and it is used to bring down other aircraft. It has a heat-seeking guidance system that enables it to home in on the engine exhaust of other aircraft.
Sidewinder missiles have a minimum range of 500 feet. If fired against a target closer than 500 feet, it does not arm and does not explode (but still deals 3d6 points of ballistic damage). Sidewinder missiles can be fired only from a missile platform mounted on a fighter aircraft. (This cost is already factored into military vehicles that regularly carry these missiles.) This platform provides a +4 equipment bonus on attack rolls made against targets that produce a considerable amount of heat -- specifically the heat produced by the jet engines and turboprops that power most modern helicopters and planes. The sidewinder cannot be fired at targets that do not produce heat. They can be fired at hot targets on the ground (such as idling aircraft), but without the +4 equipment bonus.
To fire the missile, one must first acquire the target, which requires a full-round action. After the target is acquired, firing the missile is an attack action. Once fired, a sidewinder missile travels one range increment per round until it reaches the target, at which point an attack roll must be made. The missile makes a single attack roll each round until it hits or runs out of fuel (10 total rounds of movement).
When the sidewinder missile hits its target, it explodes like a grenade or other explosive, dealing 20d6 points of damage to all creatures within a 10-foot radius (Reflex save DC 20 half).
Minigun (7.62 Machine Gun)
Originally created for use in the Vietnam War, the minigun is a powerful machine gun that uses a rotating barrel capable of firing thousands of rounds per minute. The minigun uses slightly different rules for autofire. When firing a minigun, you target a 20-foot-by-20-foot area (regular autofire rules target a 10-foot-by-10-foot area). Creatures inside this area must make a Reflex save (DC 20) for half damage. Firing a minigun on autofire uses 100 rounds of ammunition, or 50 rounds if used with the Burst Fire feat.
Portable Laser Designator
Easily carried by a soldier, the portable laser designator allows users to detect and designate targets so that another team (such as one within a black helicopter) can launch hellfire missiles (or other laser-guided ordnance) to the designated target. The designator can designate a target and guide laser-guided ordnance to a target up to three miles away (one mile if the target is moving). Acquiring a target is a full-round action. The portable laser designator can be fitted with electro-optical capability.
Table 3-3: New Weapons
|Portable laser designator
Menace Manual excerpts