Starship Troopers RPG - Ambush at Altair PDF
Starship Troopers RPG - Ambush at Altair PDF
Starship Troopers RPG - Ambush at Altair PDF
CREDITS
Writer
Greg Lynch
CONTENTS
Introduction
Editor
Richard Ford
Cover Art
Anne Stokes
Internal Art
Sam Hart, Danilo Moretti, Philip Renne
RPG Manager
Ian Belcher
Shore Leave
Missions
License
32
Production Director
Alexander Fennell
Proofreader
Ron Bedison
Playtesters
Amelia Carter, Daniel Haslam, Mark Howe,
Daniel Scothorne, Michael J Young
Special Thanks
Special thanks to the citizens and UCF agents of Sony
Pictures Consumer Products.
Starship Troopers: The Roleplaying Game Ambush at Altair is TM & 2006 TriStar Pictures, Inc. All Rights Reserved. Mongoose
Publishing Ltd Authorized User. Starship Troopers: The Roleplaying Game The Arachnid Empire is released under version 1.0 of the Open
Game License. Reproduction of non-Open Game Content of this work by any means without the written permission of the pulisher is
expressly forbidden. See page 32 for the text of this license. With the exception of the character creation rules detailing the mechanics
of assigning dice roll results to abilities and the advancement of character levels, all game mechanics and statistics (including the game
mechanics of all feats, skills, classes, creatures, psychic abilities and combat) are declared open content. Printed in China.
INTRODUCTION
The Mobile Infantry
has many tools and weapons at its
disposal. Carried throughout the
galaxy by the power of the Cherenkov
Drive, armed to the teeth with the
most advanced weapons and heavily
armoured, the Mobile Infantry is a
devastating force indeed. Yet these
advantages pale in comparison to
the one thing that makes the finest
soldiers in the history of humanity so
very effective support.
A Mobile Infantry trooper has
access to a logistical support system
of nearly perfect efficiency. All the
ammunition, weaponry, supplies and
vehicles he needs for any mission are
automatically supplied to him. He
need not worry about ammunition
shortages, about his armour running
out of power, about any damage done
to his vehicle. SICON provides him
with a safety net of more ammunition,
more armour, more vehicles. In
Ambush at Altair however, the troopers
must learn to work without the usual
safety net.
Ambush at Altair is an extended series
of missions for a squad of Mobile
Infantry troopers, taking place
entirely on the planet of Altair V. At
the beginning of the scenario, the
Player Characters leave their ship, the
William Travis, for a few days of shore
leave on the one colonised world of
the Altair System Tango Urilla. The
William Travis is part of a larger task
force of four SICON vessels, here in
the system to fly the flag and enforce
security. While the William Travis
orbits Tango Urilla, the remaining
three vessels embark on a survey
sweep through the system, beginning
with Tango Urillas closest planetary
neighbour, Altair V. SICON believe
the entire system is devoid of any
Arachnid activity. SICON are very
wrong.
GAMES MASTERING
AMBUSH AT ALTAIR
Ambush at Altair is designed to be even more
tense and exciting than a normal session of Starship Troopers.
The Player Characters have extremely limited resources and are
pitted against a seemingly unlimited number of Arachnids. As
equipment begins to fail, as ammunition begins to run low, the
players should begin to feel the same levels of desperation their
characters are feeling.
SHORTAGES
Ambush at Altair requires little extra work on the part of
the Games Master. The Player Characters must work with
extremely limited resources throughout the scenario, and in
large part it falls to the Games Master to keep track of what the
troopers have available to them. At the end of this chapter is
a Quartermasters List, a complete inventory of everything the
William Travis has on board that the troopers may need. In
short, if it is not on this list, it is not on the ship. The troopers
must learn to make do with what is available to them.
The Quartermasters List is quite detailed, even going so far as to
list the total amount of ammunition available for the troopers
Morita assault rifles. If the Games Master would rather not be
quite so detail-oriented, he may feel free to ignore this number,
allowing the troopers as much assault rifle, pistol and shotgun
ammunition as they wish. However, a large part of the drama
of Ambush at Altair is the fact that resources are so very limited,
so the Games Master should be careful with just how much
latitude he wishes to give the troopers in this regard. For more
powerful weapons, such as missiles and grenades, the Games
Master should keep the troopers confined to the numbers listed
on the Quartermasters List.
Effect
Viking can land safely.
Viking has 10% chance to
be destroyed on approach.
Viking has 20% chance to
be destroyed on approach.
Viking has 50% chance to
be destroyed on approach.
Viking has 90% chance to
be destroyed on approach.
Viking will be destroyed
on approach.
RECHARGING
Ambush at Altair requires the Player Characters to remain on
the surface of Altair V for days at a time, far longer than the
power supply of their power suits and Chickenhawks will last.
This makes recharging power suits, something many troopers
never need to consider, a concern of paramount importance to
the Player Characters. Fortunately, there are several ways for
them to recharge their suits while on the planets surface.
TRAVEL
Obviously, use of the Plasma Bug Activity table means the
troopers will often be forced to remain of the planet for several
missions in a row, which requires them to travel from one
mission area to the next. On a planet full of Arachnids, this is
hardly a safe trip through the countryside.
For every hour the Player Characters spend travelling between
mission areas, the Games Master should roll 1d31 to determine
the number of Arachnid encounters they have during that
time. Of course, the Games Master may throw any amount
Arachnid Encounters
D20 Roll
1-3
4-5
6
7-8
9-10
11
12
13-15
16-17
18-19
20
Encounter
1d3 hopper bugs
1d4+1 hopper bugs
1d2 tanker bugs
1d8 cliff mites
1d4 blaster bugs
1d6 blaster bugs
1d2 plasma bugs
1d4 warrior bugs
1d6 warrior bugs
1d3 rippler bugs
Roll twice and combine results
LAYING LOW
Because of the potential problems of putting the troopers back
on the surface of Altair V, they will often be ordered to remain
on the surface of the planet and lay low between missions.
This downtime both allows wounded troopers to heal some
of their injuries and recharge the ever-draining power reserves
of their armour. So long as the Gecko is intact (or the Player
Characters have some other means of recharging their suits
such as Hephaestus Station or the MAC Hauler) and the
troopers are not wounded to the point of incapacity or running
woefully short of ammunition, this is the preferred method for
passing time between missions.
If the Player Characters remain on the surface of Altair V
between missions, they can attempt to hide their presence and
reduce the risk of Arachnid encounters. A successful Survival
skill check (DC varies with mission) will reduce the chance
for an Arachnid encounter to 1d32 every four hours. As
these encounters involve a mobile group of Arachnids coming
across a stationary group of troopers, the Games Master should
disregard encounter roll results of plasma bugs.
PACING
In some of the missions of Ambush at Altair, the amount of
time that has elapsed since the previous mission is explicitly
stated. In others, no time elapses at all as one mission segues
into another. However, there are a number of missions that do
neither.
These missions allow the Games Master to give the Player
Characters a little extra time to heal, to repair equipment or
perform any number of other time-consuming but necessary
tasks while stranded on the surface of Altair V. The chance to
take an extra day or two in the safety of Hephaestus Station
may certainly mean the difference between life and death for
the troopers. On the other hand, the Games Master should be
careful not to let the troopers become complacent. Altair V is
home to a great many Arachnids, and they are not inclined to
tolerate a human intrusion on their home ground. The very
real fear of being wiped out by superior numbers at any given
time is one of the strengths of Ambush at Altair, and the Games
Master must balance his pacing between giving the troopers a
better chance at survival and losing the sense of fear that makes
the scenario so gripping.
ALTAIR V
The planet of Altair V is almost habitable, but has no intrinsic
value to make the immense cost of terraforming it justifiable to
SICON. Like the rest of the Altair system, it is very young.
Altair V is, essentially, a big brown rock with a great deal of
volcanic activity. The planet is slightly larger than Earth,
generating a higher amount of gravity. The gravity is not
so high as to qualify as a high-gravity environment (see the
Starship Troopers Roleplaying Game core rulebook) but it does
impose some penalties, as follows:
QUARTERMASTERS LIST
This list represents the entirety of the equipment aboard
the William Travis, minus the basic equipment carried by
each trooper (see the Starship Troopers Roleplaying Game core
rulebook).
Weapons
Weapon
Brunham TW-102-s
Peacemaker Pistol
Brunham XW-103-S7 Shotgun
FedCom SW-402 Triple GL
Grenade Launcher
FedCom SW-403 Thud Gun
Rocket Launcher
FedCom SW-404 Javelin
Missile Launcher
FedCom XW-110-G1 Grenade
Launcher
Morita TW-202-1 Sniper Rifle
Morita TW-203-a
Voight & Gromann TW-221-f
Tinderbox
Voight & Gromann TW-226-f
Hel Heavy Flamer
Wyman Arms CC-176-ER
Combat Prod
Yinimina MW-X29 Scythe
Quantity Ammunition
15
2,000
20
3
800
See Grenades
See Missiles
See Missiles
See Grenades
10
50
10
120
14,000
35 canisters
20 canisters
18
900
240
Explosives
Grenades
M-901 HE Grenade
M-902F Frag Grenade
M-909S Fog Grenade
M-291 Fragmentation Round
TOAD Charge
Missiles
M-711A1 Scatterjack Rocket
M-719A1 Plasma Rocket
M-666C5 HEAT Missile
M-714S2 Firecracker Missile
M-998A1 Pee-Wee Missile
Weapon
FedCom SW-402 Triple GL Grenade Launcher, MW-209 Trip Hammer
Grenade Launcher, SW-411 Spud Gun Grenade Launcher
FedCom SW-402 Triple GL Grenade Launcher, MW-209 Trip Hammer
Grenade Launcher, SW-411 Spud Gun Grenade Launcher
FedCom SW-402 Triple GL Grenade Launcher, MW-209 Trip Hammer
Grenade Launcher, SW-411 Spud Gun Grenade Launcher
FedCom XW-110-G1 Grenade Launcher
None
Weapon
FedCom SW-403 Thud Gun Rocket Launcher
FedCom SW-403 Thud Gun Rocket Launcher
FedCom SW-404 Javelin Missile Launcher
FedCom SW-404 Javelin Missile Launcher
FedCom SW-404 Javelin Missile Launcher
Quantity
60
35
200
100
4
Quantity
10
12
15
8
6
Quantity Weapons
5
None
1
MW-5050 (x2)
Ammunition
4,000
20
3
None
MW-265 Electric Eight
3,000
90
See Grenades
108
See Morita TW-203-a entry
See Voight & Gromann TW-226f Hel Heavy Flamer entry
See Missiles
See Grenades
Miscellaneous
Equipment
Ammunition Bandoleer
Communications Set
Demolitions Kit
Electrical Toolkit (deluxe)
Field Rations
First Aid Kit
Lizard Line
Mechanical Toolkit (deluxe)
Medical Kit
Multipurpose Tool
Surgery Kit
Cybernetics
Bionic Eye
Prosthetic Arm
Prosthetic Leg
Quantity
35
5
3
3*
300 man days
23 *
50
1*
3*
20
6*
3
2
4
SHORE LEAVE
Ambush at Altair begins peacefully, with the Player
Characters receiving a few days of well-earned shore leave in
Altair City, the capitol of Tango Urilla. They were promised
a full ten days of shore leave as a reward for recent missions,
but will find their time in the colony cut short after just three
days.
The Games Master may read or summarise the following for
the Player Characters:
Your ship, the William Travis, is part of a four-vessel task force
entering the Altair System. While the other three ships, the
Trafalgar, the Flanders and the Coral Sea embark on a survey
mission of the entire system, the William Travis will make orbit
over Tango Urilla and put you down for ten days of uninterrupted
shore leave in the colony. Tango Urilla may not be Zegama Beach,
but it is certainly better than any other place you have been to for
longer than you care to remember.
After three days in Altair City, the troopers receive an urgent
message informing them shore leave is cancelled immediately
and they are to rendezvous at the citys spaceport within an
hour. Upon arriving at the spaceport, they will see the William
Traviss lone Viking Landing Boat warmed up and waiting
for them. The pilot refuses to explain anything to the Player
Characters, telling them they must wait for their briefing.
Aboard the William Travis, the scene is one of barely-contained
chaos. The Player Characters, along with the rest of the Mobile
Infantry platoon assigned to the ship, are quickly shepherded
into a briefing room.
The Games Master may read or summarise the following for
the Player Characters:
Your commanding officer enters the room with a bleak look on his
face, steps to the lectern and takes a deep breath.
This morning, at 08:53 hours, the Trafalgar, the Flanders and
the Coral Sea came under attack while surveying Altair V. It was
a plasma bug bombardment from the surface. The Flanders and
Coral Sea were destroyed almost instantly; the Trafalgar managed
to fire off two shots and send us a warning before it too was
destroyed.
SICON had informed us there was no bug activity in the Altair
System but it looks like SICON was dead wrong. Somehow, the
bugs have set up shop next to one of our colonies.
Missions
MISSIONS
MISSION ONE: OMAHA BEACH
Experience Points: 300 experience points
Mission Type: Drop, search and report, clearance
Mission Duration: Six hours
Terrain: Rocky plains
Special Equipment: None, standard only
Available Support: None
Enemies: Hopper bugs (2), plasma bugs (10), warrior bugs
(15)
Mission Briefing: All right, apes, youre about to make planetfall
on Altair V. This is going to be a high-orbit cap drop, then the
William Travis is pulling back behind the moon, in case any of
those plasmas down there survived the Trafalgar. The two shots
the Trafalgar managed to get off have kicked up a lot of dust down
there, and the Tango Cloud is playing hell with our sensors, just
as much as usual, so we dont have a clear picture of whats going
on under our feet. When you hit ground, you kill everything that
crawls, and you recon the area. We need to know whats happening,
whether those bugs are just getting started on Altair V, or whether
theyve turned it into Bug Central. We cant risk the Viking until
we know its safe to send it down, so make sure you scrub the place
clean.
Mission Breakdown: This mission begins with a capsule
drop of the entire Mobile Infantry
platoon to the surface of Altair V.
Unfortunately, the plasma bugs on the
surface below were not all killed by the
Trafalgars two missiles, and a fusillade
of plasma fire will arc upward from the
dust cloud below to greet the incoming
capsules.
Games Masters should
describe the sound of explosions (once
the capsules breach the atmosphere)
and the screams coming in over the
comm unit as the members of their
platoon are slaughtered. By the time
the capsules hit the surface, only the
Player Characters are left alive.
10
Missions
be able to re-supply you if more plasma bugs show, so were trying
to play it safe.
Now for the mission itself. We got more good news. Looks like
someone else survived the drop. Were picking up scattered and
intermittent signals from one of the capsules we believe it is
Sanchez about 30 miles to the northwest of your position. Best
guess is her capsule got sideswiped and blown way off course. As
I said, the signals intermittent, so we cant get a precise fix on her
location, but we can put it in the ballpark for you. When the
Gecko arrives, saddle up and go find her.
11
12
Missions
While the path laid out for the troopers takes them through the
easiest terrain, it is still a challenge. The Gecko is reduced to
one-quarter speed while navigating these areas.
Location A
This location is devoid of Arachnid activity. Close inspection
of the area reveals nothing aside from a shallow, wide-mouthed
cave, apparently dug out of the hillside by wind erosion.
Location B
This location is a shallow, bowl shaped valley in the hills.
Within the bowl are 60 worker bugs, busily digging multiple
niches in the sides of the hills. Though there is no way for
the Player Characters to know this with any certainty, the
niches are designed to contain plasma bugs, essentially acting
as foxholes for the enormous Arachnids. No other openings
are apparent. Obviously, the worker bugs will not attack, but
unwise and trigger-happy troopers might waste a great deal of
precious ammunition slaughtering them.
Location C
This location is the first real battle of this mission. As the
troopers approach within 200 yards of the cave, the Arachnids
in the ground beneath sense the Gecko rumbling overhead.
The ground erupts 50 feet to the right of the Gecko as eight
warrior bugs spill out of the tunnels to attack. Five rounds
later, another six warrior bugs emerge, followed seven rounds
later by a tanker bug breaching the surface 50 feet to the left of
the Gecko. Once this battle is over, the Player Characters have
a few minutes of peace to investigate the area. The emergence
of the Arachnids from underground effectively collapsed the
tunnels around them, leaving the troopers with no means
of exploring past the rubble-strewn holes left behind. If the
troopers insist on lingering in the site, another 2d6 warrior
bugs will arrive ten minutes after the fight, with another 2d6
arriving every five minutes thereafter.
Location D
This location may once have been an opening into an Arachnid
warren, but it certainly is not one now. A trail of rocks spills out
13
14
Missions
core rulebook) or Lethal Pass ability (see The Arachnid Empire)
while inside of it, unless they fly far enough past the ambushing
troopers to put themselves in range of the Geckos guns.
Three rounds later, warrior bugs begin to boil out of the cave
entrance ahead of the Gecko, though it will take them five
rounds to reach the troopers. The warrior bugs emerge from
the cave at the rate of four every two rounds for ten rounds.
After those 20 warriors have emerged, the troopers will have
five minutes of grace before another group of 20 warriors begins
to come out.
Ten rounds after the first warrior bugs emerge from the cave,
a tanker bug breaches the surface on the western side of the
valley, just out of range of the Gecko. Five rounds later, a
second tanker bug comes out on the eastern side.
In the midst of this ferocious battle, the troopers who staged
the ambush on the two hopper bugs must somehow make their
way back to their companions. Even when the fighting is over,
the Arachnids are not willing to give up. The Player Characters
will need to put at least a mile of distance between themselves
and the cave before they can take the time to repair any damage
done to the Gecko (which hopefully survived the battle).
15
they will have to leave the Gecko behind and come back for it.
When they do, they will find four warrior bugs poking at it
experimentally.
If the troopers Gecko has already been destroyed and they
reached this area on foot, they will still be assigned to enter the
caves and investigate. In this case, there will be no cave-in, and
they will have to descend through the cave mouth with their
lizard lines.
In either of these cases, the Games Master may consider reducing
the number of Arachnids encountered inside. Considering
the tight quarters, troopers without the benefit of the Geckos
weaponry may be overwhelmed.
The tunnels in this Arachnid nest vary between 15 and 25 feet
wide, enough for the Gecko to pass through easily enough,
though the troopers must find an intersection if they wish to
turn around. The tunnels are all about 15 feet tall. When
running encounters within these tunnels, the Games Master
should remember that many Arachnids can travel on walls or
ceilings nearly as well as they can on level ground, and will not
hesitate to use this ability when attacking the troopers.
The Gecko itself would make an effective weapon in here, if the
Player Characters choose to use it to ram oncoming Arachnids.
However, that tactic would not stand up for long before the
Gecko itself was destroyed by the damage of the impacts (see
the Starship Troopers Roleplaying Game core rulebook).
When running encounters within the caves, the Games Master
should play things a little loosely. The Arachnids listed in
the encounter areas below will not sit quietly waiting for the
arrival of the Player Characters (except for those in Location
4). Instead (with the exception of the worker bugs) they will
seek the troopers out. Depending upon how long the troopers
spend in the tunnels, and what they do while they are in there,
they might find all the Arachnids coming to them.
Location 1
Only a minute or so after the troopers and the Gecko fall
through from the surface, probably just a moment after the
incoming orders arrive, the first Arachnids show up to greet
the troopers. Emerging from the tunnels just north of this
position, a wave of eight warrior bugs comes to attack the
intruders. Four rounds later, another group of seven warrior
bugs arrives from the south (Location 2).
Location 2
This large chamber was, until the Player Characters arrived in
the warren, filled with 12 warrior and 12 worker bugs. Ten
rounds after the wave of seven warrior bugs arrives at Location
1, five of the warriors from this room will move to Location 1.
Four rounds later, six more will arrive. The 12 worker bugs, on
the other hand, will make their way toward Location 3.
16
Location 3
The tunnels near this location continue on in the direction of
Site F (near the Peeping Toms mission). Currently, they are
being used by more Arachnids coming to combat the intruding
humans. Fortunately for the troopers, the Arachnids in this
stretch of tunnel are rather spread out, and it will take some
time before they can arrive in overwhelming force. The first
group of Arachnids to arrive consists of 11 warrior bugs. A
minute and a half (15 rounds) later, another group 14 warrior
bugs and a tanker bug arrive. This location should only be used
if the troopers actually come in this direction first, rather than
travelling east as they were instructed. Otherwise, the Games
Master should have the Arachnids come up from behind the
troopers as they investigate the tunnels.
Location 4
The troopers first hint that something is unusual here will
likely come from the realisation that the Arachnids inside this
cavern have not come in search of them. Instead, they seem to
be guarding the contents of this cave. This cavern is perhaps
the most important point in Ambush at Altair, as the discovery
to be made within is the linchpin of the rest of the scenario.
Inside this immense cavern are hundreds of round stones, each
about a yard wide and with a surface that is nearly as smooth
as an egg except for a single hole bored into the side that
reveals the centre as hollow. The stones are arranged in fairly
neat piles.
The stones are not actually stones at all. Instead, they are secreted
organic matter, organic matter that forms the backbone of an
Arachnid spore packet. These stones are being prepared for
launch at the nearby human colony at Tango Urilla, awaiting
only the insertion of the Arachnid eggs before the attack begins.
Of course, there is no way for the troopers to know all this yet,
though they should certainly suspect something is very odd
about these stones. If they do not try to acquire one on their
own, the Games Master should feel free to drop hints about the
potential value of these items to SICON.
Guarding and tending to the future spore packets are ten warrior
bugs and ten worker bugs. Once the Player Characters enter
this cave, all the Arachnids (even the workers) will attack.
Location 5
Both locations marked 5 indicate an abyss that falls away into
the earth below. These deep pits (too deep for a lizard line)
connect these caves to the larger Arachnid warrens below. They
also offer a nearly endless source of enemies for the troopers.
Ten minutes after the troopers fall through from the surface,
warrior bugs will begin emerging from these pits at the rate of
two every three rounds, continuing until the Player Characters
flee the area.
Missions
Location 6
This tunnel narrows at these locations to only five feet wide,
much too small for the Gecko to pass.
Location 7
This location marks the cave leading out of the Arachnid
warren, back to the comparative safety of the surface. The
troopers will be pursued by any remaining Arachnids, but with
the increasingly level ground, the Gecko will be able to outrun
them.
Mission Objectives: The North Passage mission is a long and
gruelling haul for the troopers and, fortunately for them, by
the time they reach the end point of the mission, they will be
far from any plasma bugs and can be returned to the William
Travis by the Viking.
Simply surviving this ordeal is worth the entire 1,000
experience point award. If the Gecko is still operational at
the end, the Games Master should award an additional 100
experience points. If the troopers had the presence of mind to
take one of the spore packets from the Underground mission,
the Games Master should award an additional 100 points to
every character, and 200 points to the one who first mentioned
retrieving the packet. If the characters had to be coaxed into
collecting a spore packet on the other hand, they should receive
no additional experience. If the troopers were wise enough not
to waste ammunition slaughtering worker bugs, the Games
Master should grant an additional 50 experience points.
new intel from it. Were still scratching our heads over that round
rock you brought back, but we have a few ideas. Lets just say I hope
were wrong. In the meantime, I have something of a surprise for
you. Turns out you werent the only humans on that rock. Theres
a research station not too far from where we picked you up last
time. We had assumed it was abandoned, but it turns out we were
wrong. I dont know why the bugs have been ignoring it, but youve
stirred them up pretty good, and theyre not ignoring it anymore.
About half an hour ago, a few warriors showed up to poke around
the walls, then retreated. Now, it looks like theyre coming back.
Were not willing to give up our last toehold on that rock, not until
we know what the bugs are doing, so youre going back down to
defend that station. The Viking will take you in, along with your
new gear, and pull out all the nonessential personnel from the base.
There will be a few of them staying behind, like Dr Yolanda Grier
and Dr Samson Ybarra, the two high foreheads running things
there but dont let them forget youll be the ones in charge now.
Now, you do have a few aces up your sleeve on this. Hephaestus
Station is a volcanic research facility, and its sitting on top of a lava
plain. About 20 feet underneath it is a sea of lava, so you dont
have to worry about bugs digging up from under you the heat
would fry them. Its also built out of some high-grade composite to
survive a brush with molten rock, so the bugs will have a hard time
coming through the walls at you. Plus, Im giving you the Scythe
lasers we got on board for this. Now, have fun.
Mission Breakdown: This mission takes place three Altair V
days after the last one. If the Gecko managed to survive the
previous missions, it will be repaired and dropped off with the
Player Characters. All equipment that came with the Gecko
when it was first dispatched will be replenished (if possible
for example, there simply is no more MW-5050 ammunition).
The Player Characters also have the opportunity to requisition
new equipment. Even if the Gecko is destroyed, the equipment
will still be replenished and dropped off in crates along with the
troopers (see the MAC Hauler on page 4). If the troopers do
not already have these items, they will also be given a FedCom
SW-404 Javelin missile launcher and three M-998A1 PeeWee missiles.
17
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Missions
Mission Objectives: So long as the Arachnids are repelled, the
mission is considered a success. However, the troopers might
be penalised if they allow the Arachnids to get past them, break
into the facility and start killing civilians. The Games Master
should deduct 25 experience points from the total for every
civilian killed. Note that Dr Samson Ybarra will not be killed,
as he is currently hosting a control bug.
MISSION 5: ANTHILL
Experience Points: 300 experience points
Mission Type: Assault
Mission Duration: Four hours
taking the eggs up. Id give my meat arm for a good Senser right
about now, but we all got our crosses to bear.
What I want you to do is pretty simple this time out. Theres a
likely bug hole about 40 miles out from the station. Go over there
and give them my regards. Youre authorised to use a Pee-Wee if
necessary.
Mission Breakdown: As the man said, this mission is pretty
simple: create a diversion. The troopers must pass between two
large fields of magma geysers (though with about 10 miles of
clearance, this should be easy for them) to reach the targeted
nest. For the first 30 miles of the journey, whether it is by
Gecko or MAC Hauler, the troopers have a peaceful ride. Ten
miles out from the target, they encounter their first resistance
in the form of a flight of six hopper bugs striking the troopers
at full speed.
Mission Briefing: All right, you apes, I hope you like the food at
Hephaestus Station, because its your home for a while. I got some
bad news for you. Seems that rock you brought back from the bug
hole was actually a bug spore meteor. The bugs put their eggs in
these things and blast them to nearby planets to start a new colony.
Considering how many there were in just that one location, and
what little we know about bug eggs, it looks like theyre planning to
replace us on Tango Urilla with a few million bugs.
Theres more. If were right, that means its not just a brain bug
down there running the show, it means theres a queen. No ones
ever seen one of them before, and odds are we wont now. Shell
be buried so deep in those tunnels it would take an army to reach
her. So, if we cant get to her and take care of things directly, weve
got to do something else to keep them from firing those spores into
our colony until Fleet shows up and glasses the planet. Thats your
next job.
The Arachnids are not done with them, however. Though the
troopers may have slain the defenders and destroyed the bug
hole, other Arachnids are inbound. The first wave of attackers
hits when the Player Characters are withdrawing from the site
of the battle. Swooping in from the north is a flight of five
rippler bugs, flying low to make a Deadly Pass at the troopers.
Once these foes are dealt with, the troopers only have a few
minutes to collect themselves before the first wave of warriors
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comes into view. Attacking from the northwest are two waves
of warrior bugs 10 in the first wave, 15 in the second wave
that arrives one minute after the first. Once these foes are dealt
with, the troopers can return to Hephaestus Station in peace.
Mission Objectives: The only real goal of the troopers in this
mission is to stir up trouble. So long as they do so and return
alive, they are eligible for the entire experience point reward.
MISSION 6: PRE-EMPTION
Experience Points: 300 experience points
Mission Type: Interception
Mission Duration: Two hours
Terrain: Lava plains, rocky hills
Special Equipment: None
Available Support: None
Enemies: Hopper bugs (17), plasma bugs (4), warrior bugs (?)
Mission Briefing: I know youve been wanting to hunt some big
game, apes. Well, heres your chance. Were tracking four plasma
bugs and their little warrior bodyguards that just came out of a
hole 35 miles northwest of your position. I want you to go over
there and kill them.
They had to make the surface because the area theyre about to
cross is just a thin sheet of rock over a river of lava just like the
lake of lava Hephaestus is sitting on top of, only hotter, if you can
believe that. Theyve got about two miles to go to get to the hole we
think theyre heading for. Now, I know youre thinking about how
many bullets those things take to put down, but we got a plan for
you. I got a would-be engineer up here who thinks if you plant a
TOAD charge in the ground in the plasmas path, you can set it off
while theyre waddling over it and give them and the warriors a
nice warm bath in the lava thatll spew up from below. Your map
should show the approximate area you need to set the charge in.
Sounds good to me but take enough bullets to do the job the oldfashioned way if it comes down to it. Dont use a Pee-Wee unless
theres no other choice.
Those plasmas move slow, but you got some ground to cover to get
to them, and I wont be happy if they make it underground before
you show up to throw them a party. So saddle up.
Mission Breakdown: This mission begins with a long trek
across the lava plains toward a cleft in the mountain range to the
northwest. After 25 miles of travel, the Player Characters will
come under attack by a flight of seven hopper bugs swooping
in from the east.
Games Masters should keep in mind a general idea of how
fast the troopers are travelling, compared to the speed of the
four plasma bugs that are their primary target in this mission.
Chances are excellent the troopers will arrive at where they
need to be in time to stop the plasma bugs, as it will take the
enormous Arachnids two hours to cross the distance between
where they emerged from the ground and where they will
descend again into the tunnel network. If the troopers are too
slow and too cautious, however, they may arrive at the site only
to find they have failed the mission.
The troopers have a general idea of where the TOAD charge
should be set, but it will take some time to find the perfect spot.
The troopers will require 20 minutes to locate the optimal
site for the explosive, which can be reduced to ten minutes
with a successful Knowledge (physical sciences) skill check
(DC 15). Actually setting the explosive correctly requires a
Demolitions skill check (DC 25). If the check is less than this,
the oncoming plasma bugs and their warrior vanguard will not
be killed (though the Games Master may wish to wound them
reducing the hit points of each Arachnid in the group by
half ).
Naturally, the troopers will have some unwelcome visitors to
deal with in the meantime.
One minute after the troopers
arrive at the detonation area,
they will come under attack
by two waves of hopper bugs,
five in each wave, with the
second appearing five rounds
after the first. Games Masters
should note that this region has
some intense thermal vents,
creating very sudden updrafts
that prevent the hopper bugs
moving more than 120 feet in
a round, and likewise prevent
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Missions
Mission Briefing: Looks like you made
an impression, apes. Weve got long-range
tracking on a whole world of bugs coming
down on Hephaestus Station. Got to love
those lava plains keep the bugs from
burrowing and theyre easy to spot. We need
to hold on to that base, so get those Scythes
mounted up and get ready for a storm.
them from using their Deadly Pass ability. After five minutes in
the detonation area, a group of six warrior bugs will come into
view to the southwest, having emerged from the cave there. A
minute later, another six warrior bugs come into view.
For every minute after ten the Player Characters spend in the
area (before the explosion), the Games Master should roll 1d3.
On a result of one, 2d4 warrior bugs emerge from the nearby
cave and attack. After the explosion, the Arachnids become
even more unpleasant. Warrior bugs begin to swarm from the
cave at the rate of 1d6 every three rounds. They will pursue
the troopers for up to a mile before suddenly giving up and
retreating back to their warrens.
Mission Objectives: If all the plasma bugs are destroyed,
the troopers are entitled to the full experience award. If they
managed to kill the plasma bugs using a TOAD charge (or
other explosive) in the manner prescribed, they should each be
given an additional 50 experience points, except for the trooper
who laid the charge, who gains 100 instead.
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Location 9
Volcanic sample storage. Rock and magma samples collected
by the scientists are stored here.
Location 10
Kitchen.
Location 11
Food storage.
Location 12
Mess hall.
Location 13
Common area.
Location 14
Air and water purification and conditioning equipment.
Location 15
Main research area. The majority of the stations work takes
place in this room.
Location 16
Containment core. This area is actually a pit through the
thin crust of the plains to the lava beneath. A powerful set
of magnetic fields keeps the pressurised lava from creating a
volcano inside the facility and prevents the temperature of the
lava beneath from turning Hephaestus Station into an oven.
The scientists use this well and a collection basket to gather
Missions
materials for experimentation, or to perform tests on other
materials by placing them in the heat below.
Location 17
Power core. Hephaestus Station is powered by solar and
geothermal energy, gathered together in this power core. The
room also contains secondary switches for most of the facilitys
functions, from opening the bay doors to regulating the
operation of the air and water purification and conditioning
equipment. It is in this room that the Player Characters must
recharge their suits assuming they use the stations power to
do so.
Location 18
Toilets.
Location 19
Showers.
By now, the Player Characters should know their way around
the facility fairly well. The problem, of course, will be finding
out Dr Ybarra is the thrall and stopping him before he can
open the bay doors and the adjoining airlock. At the time the
Player Characters receive their warning about a control bug,
Dr Ybarra has already slipped away from the other civilians
gathered in Location 13 and is in Location 17, donning one
of the troopers spare power suits. While he does not know
how to use it (he will suffer appropriate penalties see the
Starship Troopers Roleplaying Game core rulebook), it will offer
him protection against both attack and the toxic atmosphere of
Altair V when he opens the airlock to admit the warrior bugs
and control bugs. If the troopers did not leave any power suits
laying around, he will use one of the basic environmental suits
(no armour protection). Ten of these hang in each airlock.
23
Were going to cap drop you just north of their position. You go in
there and kill everything you see, and you get your hands on at least
one of those spore packets we want the eggs. Were busting out
all the stops on this one, apes. Youre going in with all three of our
Chickenhawks, and Im even sending the CHAS along for the ride.
I know you dont need all that hardware, but might as well show
the bugs what theyre up against.
One more thing. Just because you got the big toys is no reason to
go crazy on the ammo. If we cant pick you up its a long walk back
to Hephaestus.
Mission Breakdown: This mission is exactly what it seems
a knock-down fight against a large number of very tough
Arachnids.
Within a few minutes of arrival, the Player Characters come
under attack by a group of ten warrior bugs rushing down the
nearby incline. These warriors are followed five rounds later by
ten more warriors.
Upon climbing the first elevation, the troopers should be able
to see the first plasma bugs a few hundred yards southwest of
their position. As they approach the cleft between the two
inclines, they will come under attack again, this time by a flight
of five rippler bugs soaring in from the southwest.
Five rounds after the Player Characters make their first attack
on a plasma bug, more warrior bugs will begin appearing from
the cave entrance in the southeast corner of the map. Coming
out in groups of five every five rounds, a total of 20 warrior bugs
will arrive to defend the plasma bugs. Once the last warrior
bugs is killed, the troopers will see something very strange. A
tanker bug erupts out of the ground just inside the cave mouth,
but it does not attack. Instead, it collapses the tunnel, sealing
it off from the Player Characters. This tanker represents the
last Arachnid in the immediate area, however, the troopers have
only to finish off the rest of the plasma bugs before time runs
out.
Unfortunately for the troopers, none of the plasma bugs had
yet been loaded with a spore packet, so the final element of the
mission cannot be completed. Yet.
24
Missions
Mission Objectives: This mission
is very straightforward. If the
troopers retrieve their gear and
return to Hephaestus Station alive,
they receive the experience.
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26
Missions
When the Pee-Wee detonates, the destruction is predicated
upon how it was deployed. If it was simply left on the surface,
it will create a zone of destruction with a 500-foot radius, killing
everything inside. If it was lowered into the containment core,
it is far more devastating. The explosion rips a hole one mile
wide in the rocky crust of the lava plain, and ejects a huge plume
of magma into the air. This magma creates an immense wave,
rushing outward at a speed of 200 for half a mile. After half a
mile, it continues at a speed of 100 for another half mile before
petering out entirely. Anything within this radius is utterly
destroyed, which includes the troopers if they do not beat feet.
Of course, even after all this, the troopers are not completely
in the clear. They will continue to be pursued by 2d10 warrior
bugs and 1d4 hopper bugs, but once these foes are dealt with,
the troopers will be home free. Though now, they are trapped
on a hostile planet with no base to fall back on. Still, they are
alive. When the last of the bugs is defeated, the troopers will
receive orders to head due east.
Mission Objectives: Survival is the entire point of this
mission, and making it through alive entitles the troopers to
the full experience point award. If one of the troopers comes
up with the idea of placing the Pee-Wee in the containment
core without any outside help, the Games Master should award
that character an additional 50 experience points.
bugs are confused right now, and more important, theyre spread
out. So we got an opportunity to do some good work without too
much trouble from the locals. Remember that bug cave the tanker
collapsed to keep you out? Well, theyve opened it up again, and my
guess is theyre planning to take another crack at spraying spores at
our colony. Go show them what we think about that. This time,
get me an egg. And it probably goes without saying, but if you find
more than one, grab a few and torch the rest.
Mission Breakdown: The number of Arachnids in this part
of the world has been reduced significantly by the destruction
of Hephaestus Station, a fact that makes this mission possible.
The troopers have a 15 mile trip to the east to make, but the
decimation of Arachnids in the area means the Games Master
should only make a random encounter check every three hours
(see page 5).
Though the Arachnids numbers are reduced, they are hardly
gone. When the troopers arrive at the mouth of the cave (see
the map for Mission 8: Prize Fight) they will meet their first
resistance in the form of blaster bugs. When the troopers come
within 200 feet of the cave opening, five blaster bugs will rush
out to attack, followed three rounds later by five more.
Upper Level
Location 1
Entrance. The only guardians at this point were the blaster
bugs the troopers dealt with as they approached.
Terrain: Underground
Special Equipment: None
Location 2
In this chamber are 27 worker bugs, busily digging a new
pit. Currently, the pit is 35 feet deep, and is angled to allow
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Middle Level
Location 10
This is the bottom of the pit marked as Location 9 on the
upper level map.
Location 11
This gigantic cavern holds one of the strangest sights the troopers
are likely to see subterranean plasma bugs. How these vast
and very slow insects are moved about inside Arachnid tunnels
has long been a mystery to SICON, but it is a mystery that is
unlikely to be solved today, as the troopers survival is surely a
higher priority. As well as four plasma bugs, this cavern is home
to 20 warrior bugs, currently gathered near at Location 13.
Location 12
This tunnel slopes sharply upward before ending abruptly, as
though the Arachnids work on it was suddenly abandoned.
Location 13
When the troopers first arrive in the cavern, there will be
20 warrior bugs milling about near this point. They will
immediately move to attack the troopers, arriving in groups of
five just one round apart.
Location 14
This was once obviously a wide passageway, but now it ends in
a pile of tumbled stone.
Lower Level
Location 15
This is the bottom of the pit marked as Location 7 on the
upper level map.
Location 16
At this point in the tunnel, the troopers run into stiff resistance
in the form of 20 warrior bugs (or 5 guard bugs, see The
Arachnid Empire). They come at the troopers using the floor,
ceiling and 25-foot-tall walls to attack.
Location 17
This location marks the entry point of more warrior bugs,
burrowing up to defend the eggs in Location 18. A total of 15
Missions
strength is enough to support the robot.
The lines rewinding mechanism, on
the other hand, cannot cope with the
CHAS units weight.
warrior bugs emerge from this new hole, coming out at the rate
of three every other round.
Location 18
This is it the egg chamber. In this huge cavern, eggs brought
up from the queen through the tunnel at Location 20 are
tended by breeder bugs and prepared for installation in the
empty spore packets piled around the walls. Currently, there
are thousands of eggs in here, as well as two score of breeder
bugs. The troopers do not have long to celebrate their success,
however, as they have company on the way. Two minutes after
the Player Characters arrive here, waves of enraged warrior bugs
will begin issuing from Locations 19 and 20.
Location 19
This tunnel descends sharply toward another part of the hive the
troopers will never see. Two minutes after the Player Characters
reach Location 18, warrior bugs will begin emerging from this
tunnel at the rate of three every three rounds.
Location 20
This wide tunnel makes a long, slow descent, eventually
reaching the chamber of the Arachnid queen. As the troopers
were warned long ago, however, the queen is impossible to
reach. Two minutes after the troopers reach Location 18,
warrior bugs will begin emerging from this passageway at the
rate of five every two rounds.
Once the troopers have the egg in hand, they would be wise to
beat feet, as the Arachnid response is certain to be overwhelming.
Warrior bugs will continue to issue from Locations 19 and 20
until the troopers are either dead or their pursuit is blocked.
Unless the troopers find some way to cut off pursuit (such as
collapsing a large part of the complex), the warrior bugs will
pursue them until they run the troopers to ground, determined
to retrieve the stolen egg.
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just hit the system, and they aint coming for a tea party. The news
about the bugs and their plans to make a summer home on our
colony didnt sit too well with SICON, and Fleets orders are to
cleanse that planet immediately whether a few troopers are still
on it or not.
You got one hour till Fleet gets in range and turns that whole
planet into glass and ash. You will get out of there apes. You will
make a hole the Viking can get through and you will get your ugly
faces back up to this ship. Were sending you the latest scans of
your area now, complete with the location of the plasmas in the
neighbourhood.
Now, here comes the order youve been waiting for. This is it, apes,
so dont be bashful with the ammo. The Chickenhawks cant fit on
the Viking, but I dont want you loading that ship down with any
unspent bullets. Fire them dry, apes. Dont count on the Viking
when it shows up, we already gave you all the ammo for its guns.
Give those damned bugs a parting shot, and get back up here so I
can buy you a drink.
Mission Breakdown: As the players might expect, the last
mission makes sure Ambush at Altair goes out with a bang. The
intelligent Arachnids of Altair V have discerned the position of
the troopers, and even as the Player Characters move to take out
the last obstacles to their escape, Arachnid forces are moving to
bring bloody vengeance on the human intruders.
Which enemies the troopers encounter first depends on which
position they move in. There are three plasma bugs that must
be destroyed before the Viking can make its approach, each of
which is guarded by three warrior bugs.
The plasma bug to the northwest is in a flat area just beyond
the hills. After three rounds of combat with this plasma bug
and its warrior bug guardians, another group of ten warrior
bugs will charge in from the north, coming in two waves of
five, spaced four rounds apart.
The plasma bug to the southwest is still in the hills. After five
rounds of combat with this plasma bug and its warrior bug
guardians, a force of seven warrior bugs will move up from
the southwest, attacking as a single unit. The nature of the
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Aftermath
AFTERMATH
In truth, SICON would prefer to deny the events of
Ambush at Altair. The reality that Arachnids were able to infest a
planet right beside a major UCF colony, considering everything
that has happened since Pluto, is a fact SICON would rather
not become public knowledge. Writing the devastation of
Altair V off as a geological instability run amok, or as the result
of a rogue asteroid collision, would make certain no one had
reason to doubt SICONs ability to protect humanity.
However, too many people are aware of what actually did
transpire for SICON to hope it will remain a secret, so SICON
will instead embrace the second-best solution the truth.
Every war needs heroes after all, and surviving the carnage of
Ambush at Altair certainly makes the Player Characters good
candidates for that title.
THE TROOPERS
Each trooper involved in the action of Ambush at Altair will be
recalled to Earth, where the Sky Marshall will personally (in
an event covered by FedCom) award them each the Veteran
Combat Medal, with an added ribbon for the newly-minted
Order of Altair.
In addition to the medal, each trooper will receive a bonus of
+3 to his Prestige. Last but not least, the troopers shore leave is
reinstated and increased to a full month. They may take it on
the planet of their choice.
Following this well-deserved leave, the troopers will report back
to the William Travis for their next tour of duty in the ongoing
war. They will find themselves the old men of the ship now,
their fallen comrades replaced by fresh new recruits just out of
boot. Though they will likely be the subject of a fair amount of
hero worship upon their return to duty, the Player Characters
will find this fading over time, as the war grinds on and new
heroes are made and killed.
At the Games Masters discretion, the troopers may even be
able to keep the CHAS unit that served with them on Altair V
as a member of their squad.
THE ARACHNIDS
The annihilation of Altair V should be the death knell for all
the Arachnids on the planet. However, if the Games Master
wishes to have the adventure continue, it is simple enough to
do so. Perhaps the Arachnid queen was actually buried so deep
beneath the planets crust that Fleets awesome bombardment
was not enough to kill her. In time, the queen and any other
surviving Arachnids would be able to tunnel their way back
to the blasted surface of Altair V, repopulating the planet and
preparing for another attempt at the Arachnid colonisation of
Tango Urilla.
It may only be a few short months after leaving Altair V behind
that the Player Characters are drawn back to the system again,
this time to hunt down and destroy the first inklings of an
infestation on Tango Urilla itself.
THE CIVILIANS
Needless to say, Hephaestus Station is no longer a going
concern after the Under Pressure mission, and it is not likely to
be rebuilt any time soon. The surface of Altair V will be offlimits to civilians for the near future, until SICON is certain (as
certain as possible, anyway) that the Arachnid menace is well
and truly ended.
Dr Samson Ybarra may or may not have survived the Wolf in
the Fold mission, depending upon the actions of the Player
Characters. If he does survive, his life will undergo some radical
changes. He was in the thrall of a control bug for some time,
and Special Services will have a variety of questions and tests
for him to undergo before he can resume his academic studies.
Even upon his release, the fact that he was under the sway of an
Arachnid will remain a black mark on his professional life.
THE EGG
When Ambush at Altair ends, so too does the involvement the
troopers have with the Arachnid egg they recovered. It will be
whisked away almost immediately upon the troopers return
to the William Travis, conveyed at maximum speed to Earth
where SICON will pull it apart molecule by molecule.
Obviously, SICONs aim is to use the egg to create a new
weapon for use against the Arachnids. As any Arachnid egg
is capable of developing into any known form of Arachnid,
SICON hopes the egg contains the keys allowing it to create a
biological weapon designed to target the base genetic structure
of the Arachnids. Whether or not these efforts bear fruit is
something which will certainly be unknown for some time.
Despite the troopers role in retrieving the egg, SICON firmly
believes their part in the story is over. Any attempts by the
troopers to find the location or status of the egg will be met
with silence.
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