Eternity's Rangers

A group of soldiers picked from various points in history just before they would have died by a mysterious TL10 (TL8+ in 4e) benefactor called the Recruiters. They are then sent on various missions though out the timestream; sometimes they must use period appropriate weapons and other times the benefactor doesn't care and the Rangers are outfitted with whatever gear the Recruiters feel is needed.
There are only two real rules: complete the mission and make pick up leaving behind only the dead.
Their homebase of Port Shanghai"a wooded stretch of what might be Sicily in what
might be the year 3800 A.D., if the night sky is anything to go by." - GURPS Infinite Worlds pg 34 can regrow Rangers’ limbs and organs and provide instant language training (although the Recruiters are stingy with that for some reason), as well as send the Rangers elsewhen to fight.
Effectively it is Darkest of Days meets Doctor Who 's "The War Games". Or per GURPS Time Travel: "It is Valhalla with automatic weapons." 
==Campaign Parameters==
* Scale: Usually prosaic “foxhole” level; not knowing the true stakes adds to the frisson and intended “world-weary soldier” feel.
*Scope: Individual battles and missions.
*Boundaries: Anywhere and anywhen. Keeping the boundaries broad makes up for the narrow scope and prosaic scale.
*Paraphysics: Either parallel-worlds or time travel with no paradoxes. Limited forward communication (recall signals) and Linearity Principle apply.
*Characters: 200- to 250-point Rangers from any historical or alternate era under military discipline. Magic or psi are rare; standard kit is TL8+.
*Genre: Technothriller war stories; other modes can vary but likely center near gritty action.
==References==
* GURPS Time Travel pg 69
* GURPS Infinite Worlds pg 34
Category:Organisations in GURPS
Category:Setting Concepts