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AMBUSH AT ALTAIR

CREDITS CONTENTS
Writer
Greg Lynch Introduction 2
Editor
Richard Ford

Cover Art Games Mastering Ambush


Anne Stokes
at Altair 3
Internal Art
Sam Hart, Danilo Moretti, Philip Renne

RPG Manager
Ian Belcher Shore Leave 8
Production Director
Alexander Fennell

Proofreader Missions 9
Ron Bedison

Playtesters
Amelia Carter, Daniel Haslam, Mark Howe,
Daniel Scothorne, Michael J Young License 32
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.

1
INTRODUCTION
The Mobile Infantry
has many tools and weapons at its
As the three ships settle into orbit
over Altair V, a sudden bombardment
disposal. Carried throughout the of fire from plasma bugs on the
galaxy by the power of the Cherenkov surface brings swift and unexpected
Drive, armed to the teeth with the destruction. Only one of the ships
most advanced weapons and heavily survives long enough to send a
armoured, the Mobile Infantry is a message to the William Travis before
devastating force indeed. Yet these it too is consumed in fire.
advantages pale in comparison to
the one thing that makes the finest Altair V is infested with Arachnids,
soldiers in the history of humanity so who have managed to keep their
very effective – support. presence secret with the aid of the
Tango Cloud, the ionic nebula
A Mobile Infantry trooper has surrounding the entire system. Now
access to a logistical support system that their presence has been discovered,
of nearly perfect efficiency. All the the Arachnids will surely act soon,
ammunition, weaponry, supplies and and only the Player Characters stand
vehicles he needs for any mission are between the invaders and the 155,000
automatically supplied to him. He colonists on Tango Urilla.
need not worry about ammunition
shortages, about his armour running Outnumbered, outgunned and cut off
out of power, about any damage done from all SICON support, the Player
to his vehicle. SICON provides him Characters face a series of terrible
with a safety net of more ammunition, battles on the inhospitable surface
more armour, more vehicles. In of Altair V. The William Travis has
Ambush at Altair however, the troopers only limited supplies of weapons,
must learn to work without the usual ammunition and vehicles, and the
safety net. troopers must find a way to make them
last. In Ambush at Altair, every shot
Ambush at Altair is an extended series counts. The troopers are up against
of missions for a squad of Mobile a powerful enemy on unfamiliar
Infantry troopers, taking place terrain and they are the only line of
entirely on the planet of Altair V. At defence the system has. If they fail,
the beginning of the scenario, the the entire Altair system will fall to the
Player Characters leave their ship, the Arachnids.
William Travis, for a few days of shore
leave on the one colonised world of Ambush at Altair is intended for a
the Altair System – Tango Urilla. The group of four to six Mobile Infantry
William Travis is part of a larger task Player Characters of 6th to 7th level.
force of four SICON vessels, here in Any kind of cross training will be
the system to fly the flag and enforce helpful, with the exception of neodog
security. While the William Travis handler (the atmosphere of Altair V is
orbits Tango Urilla, the remaining toxic), but the Player Characters will
three vessels embark on a survey have their best chance at survival if
sweep through the system, beginning there is at least one field medic and
with Tango Urilla’s closest planetary one engineer in their number.
neighbour, Altair V. SICON believe
the entire system is devoid of any
Arachnid activity. SICON are very
wrong.

2
Games Mastering Ambush at Altair

GAMES MASTERING
AMBUSH AT ALTAIR
Ambush at Altair is designed to be even more cannot risk entering orbit or sending down its lone Viking
tense and exciting than a normal session of Starship Troopers. Landing Boat if there is plasma bug activity anywhere near the
The Player Characters have extremely limited resources and are troopers’ position.
pitted against a seemingly unlimited number of Arachnids. As
equipment begins to fail, as ammunition begins to run low, the Getting on to and off of Altair V is one of the most hazardous
players should begin to feel the same levels of desperation their parts of this scenario and, unfortunately for the troopers, it is
characters are feeling. a hazard they can do little about. At the end of every mission
in Ambush at Altair (unless directed otherwise in the specific
mission), the Games Master should roll on the table below
SHORTAGES to determine whether or not it is safe for the troopers to be
Ambush at Altair requires little extra work on the part of extracted. If the Player Characters have been extracted to the
the Games Master. The Player Characters must work with William Travis, the Games Master should roll on the table to
extremely limited resources throughout the scenario, and in determine whether they can be reinserted on the planet with the
large part it falls to the Games Master to keep track of what the Viking. The table should also be used if the Player Characters
troopers have available to them. At the end of this chapter is request an emergency re-supply during a mission.
a Quartermaster’s List, a complete inventory of everything the
William Travis has on board that the troopers may need. In Plasma Bug Activity
short, if it is not on this list, it is not on the ship. The troopers D20
must learn to make do with what is available to them. Roll Plasma Bug Proximity Effect
1-4 None Nearby Viking can land safely.
The Quartermaster’s List is quite detailed, even going so far as to
list the total amount of ammunition available for the troopers’ 5-8 Small Group at Viking has 10% chance to
Morita assault rifles. If the Games Master would rather not be Distance be destroyed on approach.
quite so detail-oriented, he may feel free to ignore this number, 9-12 Large Group at Viking has 20% chance to
allowing the troopers as much assault rifle, pistol and shotgun Distance be destroyed on approach.
ammunition as they wish. However, a large part of the drama 13-15 Very Small Group (1- Viking has 50% chance to
of Ambush at Altair is the fact that resources are so very limited, 2) Nearby be destroyed on approach.
so the Games Master should be careful with just how much 16-18 Small Group (3-6) Viking has 90% chance to
latitude he wishes to give the troopers in this regard. For more Nearby be destroyed on approach.
powerful weapons, such as missiles and grenades, the Games 19-20 Large Group (7 or Viking will be destroyed
Master should keep the troopers confined to the numbers listed more) Nearby on approach.
on the Quartermaster’s List.

If there is any chance the Viking will be destroyed on approach,


DEPLOYMENT, RE-SUPPLY & any Player Characters aboard the William Travis must be
capsule-dropped to the planet below. In order to protect the
RETRIEVAL troopers, the William Travis will simultaneously drop a number
The first mission of Ambush at Altair requires the Player of empty capsules, which will soak up the plasma bug fire and
Characters be hot-dropped in capsules from the William Travis. allow the Player Characters to reach the ground safely (they
Most of the troopers dropped this way will be killed by a plasma are Player Characters, after all, and dying in a capsule drop is a
bug barrage, though obviously not any of the Player Characters poor death for them). However, the ship has only enough extra
(see page 9). capsules to do this three times. After the third such drop, the
Player Characters will not be retrieved from the surface under
Additionally, the Player Characters will not always be able to any circumstances until the end of the scenario.
leave the planet after a mission. There are far more Arachnids
on Altair V than there are troopers and the William Travis

3
If there is a 10% chance the Viking will be destroyed, the 9 Hephaestus Station Power Core. In Mission 4, the
commanding officer of the William Travis may send it down Player Characters find Hephaestus Station, a volcanic
anyway, depending upon the situation. For example, if a number research facility on the planet’s surface. The station’s power
of the troopers are wounded and all of them are running out of core, run on geothermal and solar energy, may be used
ammunition, the boat will likely brave the plasma bug fire to to recharge the troopers’ M-9 Marauder ‘Chickenhawk’
come to the rescue. If the situation is less dire, the Viking will Assault Armour and M-1A4 power suits. Recharging a
likely be kept on board and any supplies dropped in capsules, if suit with the Hephaestus power core takes half the time
at all. The Games Master should use his discretion in this. In the suit’s power reserves are down. Thus, if a suit has been
truly desperate circumstances, the Viking may even come down used for two hours, it will take one hour to fully recharge.
if there is a 20% chance of destruction. If it has been used for its full eight hours, it will take four
hours to recharge. The power core can recharge up to two
In the case of a very small or small group of plasma bugs nearby, suits at a time. Unfortunately, the power core has only
the Player Characters may be tasked with eliminating them to limited excess power to expend this way. When at full
allow for a safe landing for the Viking. Again, this will depend capacity, the power core can recharge up to 50 hours of
upon the health and current equipment levels of the troopers, operational time. Once the excess power in the power core
for which the Games Master must use his best judgement. In is depleted, it will take two full Altair V days (76 hours) to
the case of a large group, the troopers will certainly be ordered replenish itself.
to flee the area.
9 MAC Hauler. Hephaestus Station has a single MAC
Hauler that may also be used as a mobile recharging facility.
RECHARGING Recharging a suit from the MAC Hauler requires one hour
Ambush at Altair requires the Player Characters to remain on for every hour that has been drained from the suit’s power
the surface of Altair V for days at a time, far longer than the supply. Thus, if a trooper used a suit for three hours, it
power supply of their power suits and Chickenhawks will last. would take three hours hooked up to the hauler to restore
This makes recharging power suits, something many troopers the suit to full power.
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 planet’s surface.

9 GK-12 Gecko Armoured Personnel Carrier. Equipped


as a mobile command station, the Gecko is able to recharge
the M-1A4 suit (as well as a Chickenhawk suit, when the
time comes). Recharging a suit with the Gecko takes one-
quarter the amount of time the suit’s power reserves are
down. Thus, if a suit has been used for two hours, it will
take 30 minutes to fully recharge. If it has been used for
its full eight hours, it will take two hours to recharge. The
Gecko can only recharge one suit at a time.

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 1d3–1 to determine
the number of Arachnid encounters they have during that
time. Of course, the Games Master may throw any amount

4
Games Mastering Ambush at Altair

or kind of Arachnids he wishes at the Player Characters, but no incoming squads of MI from whom to draw new Player
the following table offers a quick and easy way of determining Characters. Obviously, no player should be forced to sit on his
encounters. hands and watch his friends have fun if he was unlucky enough
to have his character die in the early stages of the adventure.
Arachnid Encounters Fortunately, the Games Master has several sources from which
D20 Roll Encounter he may draw new Player Characters when and if the need arises.
The William Travis has a detachment of Light Troopers aboard,
1-3 1d3 hopper bugs
some of whom can be sent down to bolster the ranks of the MI
4-5 1d4+1 hopper bugs (though these Light Troopers, having no power suit training,
6 1d2 tanker bugs will be at a disadvantage). Likewise, the guards and personnel
7-8 1d8 cliff mites at Hephaestus Station would make viable replacement Player
9-10 1d4 blaster bugs Characters, though they too will lack the superior training
11 1d6 blaster bugs of the Mobile Infantry. Lastly, the Games Master may allow
12 1d2 plasma bugs another trooper to have survived the plasma bug bombardment
13-15 1d4 warrior bugs in the first mission (Omaha Beach), struggling alone across the
surface of Altair V before joining with the remaining Player
16-17 1d6 warrior bugs
Characters.
18-19 1d3 rippler bugs
20 Roll twice and combine results
PACING
In some of the missions of Ambush at Altair, the amount of
LAYING LOW time that has elapsed since the previous mission is explicitly
Because of the potential problems of putting the troopers back stated. In others, no time elapses at all as one mission segues
on the surface of Altair V, they will often be ordered to remain into another. However, there are a number of missions that do
on the surface of the planet and lay low between missions. neither.
This downtime both allows wounded troopers to heal some
of their injuries and recharge the ever-draining power reserves These missions allow the Games Master to give the Player
of their armour. So long as the Gecko is intact (or the Player Characters a little extra time to heal, to repair equipment or
Characters have some other means of recharging their suits perform any number of other time-consuming but necessary
– such as Hephaestus Station or the MAC Hauler) and the tasks while stranded on the surface of Altair V. The chance to
troopers are not wounded to the point of incapacity or running take an extra day or two in the safety of Hephaestus Station
woefully short of ammunition, this is the preferred method for may certainly mean the difference between life and death for
passing time between missions. the troopers. On the other hand, the Games Master should be
careful not to let the troopers become complacent. Altair V is
If the Player Characters remain on the surface of Altair V home to a great many Arachnids, and they are not inclined to
between missions, they can attempt to hide their presence and tolerate a human intrusion on their home ground. The very
reduce the risk of Arachnid encounters. A successful Survival real fear of being wiped out by superior numbers at any given
skill check (DC varies with mission) will reduce the chance time is one of the strengths of Ambush at Altair, and the Games
for an Arachnid encounter to 1d3–2 every four hours. As Master must balance his pacing between giving the troopers a
these encounters involve a mobile group of Arachnids coming better chance at survival and losing the sense of fear that makes
across a stationary group of troopers, the Games Master should the scenario so gripping.
disregard encounter roll results of plasma bugs.

ALTAIR V
REPLACING PLAYER CHARACTERS The planet of Altair V is almost habitable, but has no intrinsic
Ambush at Altair is a dangerous adventure, even for the Mobile value to make the immense cost of terraforming it justifiable to
Infantry. Vastly outnumbered and low on supplies, the troopers SICON. Like the rest of the Altair system, it is very young.
on Altair V are in for the fight of their lives. For some, it will
likely be the last fight of their lives. The death of a Player Altair V is, essentially, a big brown rock with a great deal of
Character is always unfortunate, but in Ambush at Altair, it is volcanic activity. The planet is slightly larger than Earth,
all but certain the Player Characters will suffer casualties. generating a higher amount of gravity. The gravity is not
so high as to qualify as a high-gravity environment (see the
Normally, fallen Player Characters can be replaced with ease, Starship Troopers Roleplaying Game core rulebook) but it does
but on Altair V, the situation is rather different. There are impose some penalties, as follows:

5
9 Carrying Capacity: A creature’s normal carrying capacity is QUARTERMASTER’S LIST
reduced by one-quarter on Altair V. Thus, a character who This list represents the entirety of the equipment aboard
could normally carry 200 pounds of gear can only carry the William Travis, minus the basic equipment carried by
150 pounds. In addition, characters take a –5 penalty on each trooper (see the Starship Troopers Roleplaying Game core
any Strength check made to lift or move a heavy unsecured rulebook).
object.
Weapons
9 Long-Term Effects: A character that spends 200 hours Weapon Quantity Ammunition
or more on Altair V will take 1d3 points of temporary
Brunham TW-102-s 15 2,000
Dexterity damage upon returning to normal gravity.
‘Peacemaker Pistol’
The atmosphere of Altair V is thin and toxic with various Brunham XW-103-S7 Shotgun 20 800
gasses. The usual penalties for breathing in a thin atmosphere FedCom SW-402 ‘Triple GL’ 3 See Grenades
(see the Starship Troopers Roleplaying Game core rulebook) Grenade Launcher
apply. Additionally, anyone breathing the atmosphere must FedCom SW-403 ‘Thud Gun’ 2 See Missiles
make a Fortitude saving throw (DC 14) every hour or suffer Rocket Launcher
1d2 points of Constitution damage. FedCom SW-404 ‘Javelin’ 1 See Missiles
Missile Launcher
The average daytime temperature on the surface of Altair V is FedCom XW-110-G1 Grenade 8 See Grenades
135°F, subjecting exposed troopers to standard damage from Launcher
hot environments if they are exposed to the elements. Altair Morita TW-202-1 Sniper Rifle 10 120
V has a slow rotation, requiring 38 hours for a full revolution. Morita TW-203-a 50 14,000
Approximately half this time is daylight. At night, the surface
Voight & Gromann TW-221-f 10 35 canisters
temperature averages 70°F.
‘Tinderbox’
Altair V has a single moon in low orbit. The moon’s primary Voight & Gromann TW-226-f 2 20 canisters
role in Ambush at Altair is to provide the William Travis with a ‘Hel’ Heavy Flamer
convenient place to hide from the plasma bugs on the surface. Wyman Arms CC-176-ER 18 900
Combat Prod
Yinimina MW-X29 ‘Scythe’ 2 240

Explosives
Grenades Weapon Quantity
M-901 HE Grenade FedCom SW-402 ‘Triple GL’ Grenade Launcher, MW-209 ‘Trip Hammer’ 60
Grenade Launcher, SW-411 ‘Spud Gun’ Grenade Launcher
M-902F Frag Grenade FedCom SW-402 ‘Triple GL’ Grenade Launcher, MW-209 ‘Trip Hammer’ 35
Grenade Launcher, SW-411 ‘Spud Gun’ Grenade Launcher
M-909S Fog Grenade FedCom SW-402 ‘Triple GL’ Grenade Launcher, MW-209 ‘Trip Hammer’ 200
Grenade Launcher, SW-411 ‘Spud Gun’ Grenade Launcher
M-291 Fragmentation Round FedCom XW-110-G1 Grenade Launcher 100
TOAD Charge None 4
Missiles Weapon Quantity
M-711A1 ‘Scatterjack’ Rocket FedCom SW-403 ‘Thud Gun’ Rocket Launcher 10
M-719A1 Plasma Rocket FedCom SW-403 ‘Thud Gun’ Rocket Launcher 12
M-666C5 HEAT Missile FedCom SW-404 ‘Javelin’ Missile Launcher 15
M-714S2 ‘Firecracker’ Missile FedCom SW-404 ‘Javelin’ Missile Launcher 8
M-998A1 ‘Pee-Wee’ Missile FedCom SW-404 ‘Javelin’ Missile Launcher 6

6
Games Mastering Ambush at Altair
Vehicles & Armour
Vehicle Quantity Weapons Ammunition
Bullfrog Combat Dinghy 5 None —
GK-12 Gecko Armoured 1 MW-5050 (x2) 4,000
Personnel Carrier
M-1A4 Power Suit 20 None —
M-9 Marauder ‘Chickenhawk’ 3 MW-265 ‘Electric Eight’ 3,000
Assault Armour
SW-219-f ‘Inferno’ Support Flamer 90
SW-411 ‘Spud Gun’ Grenade Launcher See Grenades
SW-490 ‘Blizzard’ Missile Launcher 108
XM-550 CHAS Unit 1 Twin Morita TW-203-s ‘Ape Special’ See Morita TW-203-a entry
Voight & Gromann TW-226-f ‘Hel’ Heavy See Voight & Gromann TW-226-
Flamer f ‘Hel’ Heavy Flamer entry
FedCom SW-404 ‘Javelin’ Missile Launcher See Missiles
MW-209 ‘Trip Hammer’ Grenade Launcher See Grenades

Miscellaneous
Equipment Quantity
Ammunition Bandoleer 35
Communications Set 5
Demolitions Kit 3
Electrical Toolkit (deluxe) 3*
Field Rations 300 man days
First Aid Kit 23 *
Lizard Line 50
Mechanical Toolkit (deluxe) 1*
Medical Kit 3*
Multipurpose Tool 20
Surgery Kit 6*
Cybernetics
Bionic Eye 3
Prosthetic Arm 2
Prosthetic Leg 4

* At the Games Masters’ option, more of this item might


be created by raiding the shipboard facilities of the William
Travis.

7
SHORE LEAVE
Ambush at Altair begins peacefully, with the Player ‘The William Travis is the last SICON asset in this system. We
Characters receiving a few days of well-earned shore leave in have sent word to SICON regarding what has happened here, but
Altair City, the capitol of Tango Urilla. They were promised we can’t expect the cavalry to come riding over the hill any time
a full ten days of shore leave as a reward for recent missions, soon. If the bugs take us out, they’ve got a red carpet to crawl their
but will find their time in the colony cut short after just three way right onto our colony, and I’ll be damned if we’re going to let
days. that happen. This platoon is all the Mobile Infantry within five
light years.
The Games Master may read or summarise the following for
the Player Characters: ‘There is only one way to deal with this, apes. We have to put
boots in the dust on Altair V. The William Travis has no nukes
Your ship, the William Travis, is part of a four-vessel task force aboard and it would be destroyed if it entered orbit. We only
entering the Altair System. While the other three ships, the have one Viking, and we can’t risk it until we know what’s going
Trafalgar, the Flanders and the Coral Sea embark on a survey on planetside. This leaves only one option: a capsule drop into
mission of the entire system, the William Travis will make orbit unknown terrain.
over Tango Urilla and put you down for ten days of uninterrupted
shore leave in the colony. Tango Urilla may not be Zegama Beach, ‘Now for the bad news. We haven’t been re-supplied and our
but it is certainly better than any other place you have been to for stocks of guns and ammo aren’t what you’d call overwhelming. I’m
longer than you care to remember. handing out a list from the ship’s Quartermaster – it’s an inventory
of everything we’ve got. Your first drop you’re going in with standard
After three days in Altair City, the troopers receive an urgent equipment only. After that, I’ll make you a deal. You go easy on
message informing them shore leave is cancelled immediately the bullets and make your shots count, and I’ll go easy on you when
and they are to rendezvous at the city’s spaceport within an you requisition more. Remember, this is it. Take good care of your
hour. Upon arriving at the spaceport, they will see the William gear. You break it and you just might buy it on that rock down
Travis’s lone Viking Landing Boat warmed up and waiting there. Now, go get ready.’
for them. The pilot refuses to explain anything to the Player
Characters, telling them they must wait for their briefing. The Games Master should lower all Requisition DCs in Ambush
at Altair by five, with the following exceptions:
Aboard the William Travis, the scene is one of barely-contained
chaos. The Player Characters, along with the rest of the Mobile 9 M-9 Marauder ‘Chickenhawk’ Assault Armour: This
Infantry platoon assigned to the ship, are quickly shepherded may not be requisitioned until the Hephaestus Station
into a briefing room. mission, and even then only one will be released. If
one is requisitioned, only one-third of the appropriate
The Games Master may read or summarise the following for ammunition will be given out. The other Chickenhawks
the Player Characters: and remaining ammunition will not come into play until
they are assigned as part of a mission. Thereafter, the
Your commanding officer enters the room with a bleak look on his Player Characters may keep them.
face, steps to the lectern and takes a deep breath. 9 XM-550 CHAS Unit: Like the Chickenhawks, this item
will not come into play until it is assigned. Thereafter, it
‘This morning, at 08:53 hours, the Trafalgar, the Flanders and may remain with the Player Characters.
the Coral Sea came under attack while surveying Altair V. It was 9 FedCom SW-404 ‘Javelin’ Missile Launcher: The Player
a plasma bug bombardment from the surface. The Flanders and Characters may requisition one of these (at an unadjusted
Coral Sea were destroyed almost instantly; the Trafalgar managed DC), but the other will be kept aboard the William Travis
to fire off two shots and send us a warning before it too was until it is assigned.
destroyed. 9 M-998A1 ‘Pee-Wee’ Missile: The Player Characters may
requisition three of these (at an unadjusted DC), but the
‘SICON had informed us there was no bug activity in the Altair others will be kept aboard the William Travis until assigned.
System but it looks like SICON was dead wrong. Somehow, the The Player Characters must have at least one of these left
bugs have set up shop next to one of our colonies. for Mission 10: Under Pressure.

8
Missions

MISSIONS
MISSION ONE: OMAHA BEACH The dust cloud created by the Trafalgar’s attack is already
beginning to dissipate in the thin atmosphere of Altair V, but it
will remain a concern for the duration of this mission, reducing
Experience Points: 300 experience points visibility to 200 feet.

Mission Type: Drop, search and report, clearance The Player Characters will have a few minutes after they touch
down to collect themselves and find each other in the dust,
Mission Duration: Six hours which is easily accomplished. Any attempt to contact other
members of the platoon meets with static; the troopers are
Terrain: Rocky plains alone. The troopers can communicate with the William Travis,
though the ionic interference of the Tango Cloud creates a large
Special Equipment: None, standard only amount of static. If asked, the William Travis can confirm they
are not receiving any communication from other members of
Available Support: None the platoon, and that all but the Player Characters are presumed
lost.
Enemies: Hopper bugs (2), plasma bugs (10), warrior bugs
(15) Even with their vision obscured by the haze of dust, it is easy
for the Player Characters to tell this is a drab and featureless
Mission Briefing: ‘All right, apes, you’re about to make planetfall planet. They are on a rocky plain near the planet’s equator,
on Altair V. This is going to be a high-orbit cap drop, then the with the ground rising in a slight elevation toward the north.
William Travis is pulling back behind the moon, in case any of Scattered about are the barely-recognisable corpses of plasma
those plasmas down there survived the Trafalgar. The two shots bugs, almost turned to dust themselves by the last strike of the
the Trafalgar managed to get off have kicked up a lot of dust down Trafalgar. Here and there around the plasma bug corpses are
there, and the Tango Cloud is playing hell with our sensors, just dark smudges on the rock, marking the spots where warrior
as much as usual, so we don’t have a clear picture of what’s going bugs and other Arachnids died in the bombardment. Bits of
on under our feet. When you hit ground, you kill everything that newly minted glass, born of the heat the Trafalgar’s attack,
crawls, and you recon the area. We need to know what’s happening, crunch underfoot.
whether those bugs are just getting started on Altair V, or whether
they’ve turned it into Bug Central. We can’t risk the Viking until Though the dust cloud and the ionic interference make it
we know it’s safe to send it down, so make sure you scrub the place impossible for the William Travis to perform a detailed survey
clean.’ of the mission area, there is some information it has gathered.
By analysing the trajectory of the plasma fire coming from the
Mission Breakdown: This mission begins with a capsule surface, the William Travis can inform the Player Characters
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
Trafalgar’s 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.

9
how many plasma bugs are nearby (10), as well as their approach the two northernmost, they will discover the
locations at the time of the capsule drop. Those locations are Arachnids are beginning to send in reinforcements. For both of
marked on the mission map; the plasma bugs have not moved. these plasma bugs, a group of five warrior bugs will arrive from
The troopers’ orders remain the same – to recon and secure the north just as the troopers enter firing range of the plasma
the area. bug in question. The hopper bugs will continue to hover at the
edge of visibility and observe for the first of these two fights,
Several hours have passed since the destruction of the SICON after which they will turn and fly away to the north.
ships and the bombardment of the surface, and the Arachnids
are beginning to move back into the area. Just as the Player There are two points on the map marked as collapsed cave
Characters set out toward the coordinates of the first plasma entrances. Nearly 30 feet across, these points mark where
bug, they will be attacked by a force of five warrior bugs moving the Arachnid warrens opened to the surface, and where the
down from the northeast. Once this threat is dealt with, the plasma bugs the troopers spend this mission killing originally
troopers may resume hunting plasma bugs. came from. Both entrances are hopelessly collapsed now
– the Arachnids could surely dig them out in short order, but
This mission is not nearly so lethal as it may seem to the it is certainly a task beyond the abilities and resources of the
troopers tasked with carrying it out. There are indeed ten live troopers.
plasma bugs out there they must find and kill, but these plasma
bugs are hardly the picture of health. Rather, they are the few Mission Objectives: With the destruction of the last plasma
survivors of the Trafalgar’s attack, and all of them are at death’s bug, the mission is officially over. The Player Characters
door. Their speed is reduced to a pathetic 5 feet (one square), receive their experience and move directly to Mission Two:
their hit points are reduced to 40 and even their damage Man Down.
reduction is reduced to four, half of what it normally would
be. Moreover, as only plasma bugs survived the bombardment, At this point, there are no plasma bugs in the area, and it is safe
almost all of the remaining plasma bugs are unprotected. If for the Viking to land. If one or more of the Player Characters
the troopers are clever, they will be able to dispatch each of the is badly injured, they may all be evacuated to the William
plasma bugs from a distance, without ever coming under attack Travis. If none of them are badly injured, however, they should
from one of them. stay on the planet’s surface.

Should the Player Characters begin to run very low on


ammunition at any point in this mission, which is a distinct MISSION TWO: MAN DOWN
possibility considering the number of enemies, the Games
Master may take pity on them and allow them to find the Experience Points: 200 experience points
ruined remains of one or two of the downed capsules, with
the dead trooper’s gear still intact. Grisly as this may be, it Mission Type: Search and report, rescue, clearance
is likely the only serendipitous discovery of more ammunition
the troopers will make on Altair V. Mission Duration: Three hours

The troopers will be able to deal with the seven plasma bugs Terrain: Rocky plains
closest to the capsule drop point (those on or below the first
10° elevation) without being molested by any other Arachnids. Special Equipment: GK-12 Gecko Armoured Personnel
However, once they move on to the last plasma bugs, that Carrier (see below), any other successfully requisitioned
begins to change. As soon as the troopers come up to the level equipment.
area where the last three plasma bugs wait, the Games Master
should call for Perception (spot) skill checks from each of Available Support: None
them (DC 15). Success allows a character to notice two flying
objects at the edge of his visibility. A second Perception (spot) Enemies: Hopper bugs (7), warrior bugs (20)
skill check (also DC 15) allows the character to realise the two
objects are actually a pair of hopper bugs, hovering in the dust Mission Briefing: ‘Good news, apes. You got rid of the plasmas,
and apparently content to merely watch the Player Characters. so it’s safe to send the Viking down. And it’s bringing you more
If the hopper bugs are fired upon, they will retreat into the dust goodies than Santa has in his sleigh. Most important, it’s bringing
cloud, only to return a few moments later and resume their you the Gecko, which is what’s going to let you recharge your suits
vigil. on that rock. We even painted it to match the ugly landscape down
there. She’s the only one we got, so take good care of her. She’s
The southernmost of the three remaining plasma bugs is as loaded down with more weapons and more ammunition for you
unprotected as the first seven, but when the Player Characters too, but don’t spend it all in one place – we don’t know when we’ll

10
Missions

be able to re-supply you if more plasma bugs show, so we’re trying able to recharge the M-1A4 Suit (as well as a Chickenhawk
to play it safe. suit, when the time comes). Recharging a suit with the Gecko
takes one-quarter the amount of time the suit’s power reserves
‘Now for the mission itself. We got more good news. Looks like are down. Thus, if a suit has been used for two hours, it will
someone else survived the drop. We’re picking up scattered and take 30 minutes to fully recharge. If it has been used for its full
intermittent signals from one of the capsules – we believe it is eight hours, it will take two hours to recharge. The Gecko can
Sanchez – about 30 miles to the northwest of your position. Best only recharge one suit at a time.
guess is her capsule got sideswiped and blown way off course. As
I said, the signal’s intermittent, so we can’t get a precise fix on her One non-standard piece of equipment aboard the Gecko is a
location, but we can put it in the ballpark for you. When the set of six spare tracks for the vehicle. If a track is destroyed in
Gecko arrives, saddle up and go find her.’ combat, it can be replaced with one of these, a process requiring
20 minutes, a deluxe mechanical kit and a Repair skill check
GK-12 Gecko Armoured Personnel (DC 15). The Gecko can operate at normal speed so long as it
Carrier has at least four of its tracks, and at half speed so long as it has
Beginning with the second mission, the Player Characters have at least two. If reduced to one track, the Gecko cannot move.
access to the William Travis’ sole Gecko. So long as the vehicle
is not destroyed, it will be with them for the rest of the scenario, The Games Master should be certain he deletes the equipment
and will almost certainly prove invaluable. aboard the Gecko from the Quartermaster’s list. Though the
troopers might wish for a Marauder suit or two by now, the
When delivered to the Player Characters via the Viking, the three Chickenhawks aboard the William Travis are not yet even
Gecko will have all equipment the Player Characters have halfway through their warm-up sequence.
successfully requisitioned aboard, as well as the following:
Mission Breakdown: Like the first mission, this one is fairly
Bullfrog Combat Dinghy (1) easy, particularly now that the Player Characters have access
Morita TW-203-a Assault Rifle (one per trooper) to the Gecko. With the Gecko’s speed of 200, moving across
Morita TW-203-a Assault Rifle ammunition (3,000 rounds) trackless plains, it will take the Player Characters about an hour
Brunham XW-103-S7 Shotgun (one per trooper) to reach the possible location of Sanchez’s capsule. Games
Brunham XW-103-S7 Shotgun ammunition (200 rounds) Masters should remember to roll for potential Arachnid
FedCom SW-402 ‘Triple GL’ Grenade Launcher (1) encounters during this time (see page 5).
M-901 HE Grenades (20)
Voight & Gromann TW-221-f ‘Tinderbox’ (5) About five miles into the journey, the pair of hopper bug
Voight & Gromann TW-221-f ‘Tinderbox’ ammunition spies will return. By now, the troopers are moving out of the
canisters (10) increasingly thinning dust cloud, restoring visibility range to
MW-5050 ammunition (4,000 rounds) normal. The two hopper bugs will hover about 500 feet away
TOAD Charges (2) from the troopers, continuing to observe them. If fired upon,
M-1A4 Suit (one per trooper) they will retreat, only to return again a few minutes later. If
Demolitions Kit (1) pursued, they will gain altitude and continue moving away.
First Aid Kit (10) Now that the dust is no longer a concern, the hopper bugs can
Surgery Kit (4) be spotted with a Perception (spot) skill check (DC 10).
Electrical Toolkit (deluxe) (1)
Mechanical Toolkit (deluxe) (1)
Medical Kit (1)
Lizard Line (one per trooper)
Ammunition Bandoleer (one per
trooper)
Field Rations (50 man days)
Communications Set (2)
Spare tracks for Gecko (6)

In addition to the windfall of


much-needed supplies, the
Gecko provides one service the
Player Characters desperately
need. Equipped as a mobile
command station, the Gecko is

11
After travelling for 15 miles, the troopers come under attack Terrain: Rocky hills
by a force of ten warrior bugs moving down from the north,
apparently coming from the search zone where the troopers are Special Equipment: Remaining equipment from previous
hoping to find Sanchez. missions; any newly requisitioned equipment which could be
delivered.
Once the Player Characters arrive at the search zone, they have
two options open to them. They may begin an exhaustive Available Support: None
search of the region to locate Sanchez’s capsule, or they may
attempt a Computer Use skill check (DC 25) to break through Enemies: Hopper bugs (10), tanker bugs (3), warrior bugs (?),
the interference and lock on to the damaged capsule’s signal. worker bugs (112)
Obviously, the second way is much quicker. The search zone is
a round area about four miles across, making an extensive search Mission Briefing: ‘We got some interesting news for you, apes.
an exhausting prospect. If the troopers come within half a mile Between the coordination of the plasma bugs and the pair of
of the capsule’s location, they may attempt Perception (spot) hoppers that have been dogging you, the consensus up here is that
skill check rolls (DC 20) to notice it. If they come within a there’s a brain bug on the planet – maybe more than one. The bad
quarter mile, the DC of the skill check drops to 10. news is that, according to everything we’ve got on bug colonies, you
haven’t even scratched the surface down there. Best guess is there’s a
The Player Characters are not the only ones looking for the population of a million or more bugs squirming around under your
capsule. As they approach its location, a swarm of five hopper feet. Just means more targets for you.
bugs will fly down from the north. If the troopers have decided
to start ignoring the two hopper bug spies, they may be in ‘If they do have a brain down there, it means they’re definitely
for a tremendously unpleasant surprise when these five begin up to something. We want to know what that is. Every mobile
attacking immediately. bug you’ve seen so far has come down from the north, so that’s the
direction you’re going. To your north is a low range of hills, backing
When the Player Characters locate the capsule, there will be up to some small mountains. We’re reading multiple cave openings
two warrior bugs already there, picking at the wreckage. One in the area. There’s nothing like it to the south, so that must be
round later, eight more warrior bugs arrive from the north. where the plasmas came from. Head up there and see what you can
find, following the path we’re uploading to your map. Remember,
Whether or not Trooper Malu Sanchez is alive when the Player this is a sneak and peek, not a stand-up fight. Don’t let them box
Characters reach her is entirely up to the Games Master. If you in. Keep reporting in and we’ll update your mission as needed.
one of the Player Characters has been killed and a replacement Good luck.’
character is needed, this is a perfect opportunity. Also, if the
Games Master believes the Player Characters may need a little Mission Breakdown: This mission, which takes place a full
extra help, she would make a worthy addition as a Non-Player Altair V day after Man Down, is intended as a reconnaissance
Character, presumably specialised in whatever the Player assignment.
Characters themselves may be lacking. Of course, if the Games
Master believes neither of these are necessary, he may simply Throughout the course of this extended mission, the Player
say that Sanchez is already dead, killed during the descent or Characters are likely to come close to a great many Arachnids.
by the two warrior bugs who beat the Player Characters to the If they try to fight them all, they will probably be overwhelmed,
capsule. and in any event will be expending precious ammunition
unnecessarily.
Mission Objectives: Locating Sanchez’s capsule is worth the
full 200 experience point reward for this mission. If the Player Though sneaking about in a Gecko may seem counterintuitive,
Characters rescue Sanchez herself, the Games Master may wish it is actually much easier than it sounds. The thin air of Altair
to award an additional 50 experience points. V does not carry sound well, meaning that any Arachnid more
than 200 yards away will not be able to hear the Gecko as it
travels (the sound of the twin 5050s firing, on the other hand,
MISSION THREE: NORTH PASSAGE easily carries for half a mile). Additionally, with the Gecko
painted to match the landscape, it imposes a –5 penalty on any
Experience Points: 1,000 experience points Perception checks to see it.

Mission Type: Search and report Locations A, B, C and D are all in the low hills leading up to
the mountains. Worn smooth after years of being buffeted by
Mission Duration: 12 hours the wind, these hills pose no particular challenge to the Gecko.
Locations E, F and G, on the other hand, are in the mountains.

12
Missions

of the opening of the 20-


foot-wide tunnel, choking
it completely. When the
troopers report this in,
they are ordered to get out
of the Gecko and take a
closer look. A successful
Perception (search) skill
check (DC 18) reveals that
this tunnel was not blocked
by a random landslide or
collapse. Instead, it seems
massive chunks of stone
were deliberately placed
to close it off. There is
While the path laid out for the troopers takes them through the nothing more the troopers can do here without commencing
easiest terrain, it is still a challenge. The Gecko is reduced to excavation operations, so they are ordered back into the Gecko
one-quarter speed while navigating these areas. to resume the journey.

Location A This is also the location where the two hopper bug spies show
This location is devoid of Arachnid activity. Close inspection up again to resume their observation of the Player Characters.
of the area reveals nothing aside from a shallow, wide-mouthed
cave, apparently dug out of the hillside by wind erosion. Location E
See Mission 3E: Back Door below.
Location B
This location is a shallow, bowl shaped valley in the hills. Location F
Within the bowl are 60 worker bugs, busily digging multiple See Mission 3F: Peeping Toms below.
niches in the sides of the hills. Though there is no way for
the Player Characters to know this with any certainty, the Location G
niches are designed to contain plasma bugs, essentially acting See Mission 3G: Underground below.
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 MISSION 3E: BACK DOOR
precious ammunition slaughtering them.
Mission Briefing: ‘Careful coming up on this next site, apes.
Location C It’s the biggest bug hole we’ve located so far on this planet, and the
This location is the first real battle of this mission. As the welcome might be more than you can handle. Don’t let them pull
troopers approach within 200 yards of the cave, the Arachnids you into a straight-up fight. If it gets bad, beat feet through the
in the ground beneath sense the Gecko rumbling overhead. canyon to the north. You might want to prep some TOADs to blow
The ground erupts 50 feet to the right of the Gecko as eight the canyon walls if the bugs get too friendly.’
warrior bugs spill out of the tunnels to attack. Five rounds
later, another six warrior bugs emerge, followed seven rounds Mission Breakdown: After several sites containing light
later by a tanker bug breaching the surface 50 feet to the left of resistance, if any, the troopers may be feeling overconfident
the Gecko. Once this battle is over, the Player Characters have by the time they arrive at this location. All that is about to
a few minutes of peace to investigate the area. The emergence change.
of the Arachnids from underground effectively collapsed the
tunnels around them, leaving the troopers with no means The tunnel entrance the troopers are tasked with investigating
of exploring past the rubble-strewn holes left behind. If the lies about 75 yards off the path laid out for them in the mission
troopers insist on lingering in the site, another 2d6 warrior briefing. The path approaches the tunnel from the west, then
bugs will arrive ten minutes after the fight, with another 2d6 abruptly veers due north through a narrow valley, closed in on
arriving every five minutes thereafter. either side with nearly vertical cliffs towering 100 yards into
the air. The sides of the cliffs are ragged and crumbling, while
Location D the ground between them is composed primarily of fist-sized
This location may once have been an opening into an Arachnid stones.
warren, but it certainly is not one now. A trail of rocks spills out

13
If the avalanche is successfully triggered, the
warrior bugs will give up their pursuit. The
two hopper bugs, however, will remain with
the troopers.

MISSION 3F: PEEPING


TOMS
Mission Briefing: ‘Nice work on that canyon.
The warriors might be able to climb over it, but
I’ll be damned if any of them survived having
a mountain fall on them. Now, I think those
As the troopers approach, there is no sign of life in the tunnel two hoppers you’ve got on your tail have seen quite enough of your
itself. However, there are Arachnids waiting inside. When the pretty faces. They may be hanging back out of range of the Gecko’s
Gecko comes within 50 yards of the cave entrance, or veers 5050s, but that doesn’t mean you have to let it stay that way.
north to follow the path (heading away from the cave), the Coming up just before Site F is a hairpin curve in the valley you’re
Arachnids inside will strike. In the first round, eight warrior moving through. After you go around the turn, I want at least two
bugs will come boiling out of the tunnel. Two rounds later, of you to detail off, get out of the Gecko and set up a friendly little
another four will follow, with four more coming every two ambush for our peeping toms. Have the Gecko continue ahead,
rounds afterward. If the troopers try to fight it out, they will and when the hoppers come around the corner, blast ‘em.’
be quickly overrun. Moving through this terrain, however, the
Gecko’s speed is reduced to 50, meaning the vehicle cannot Mission Breakdown: Sometimes, splitting forces can be an
outrun the Arachnids now pursuing it. effective tactical tool. Other times, it becomes a liability. This
mission encompasses both of these.
Fortunately, there is a way out of this predicament. A single
TOAD charge placed on either cliff will be enough to cause a The hopper bugs tailing the troopers have steadfastly remained
landslide 50 yards in either direction, as will a M-998A1 ‘Pee- at least 500 feet away from the Gecko at all times, which is
Wee’ Missile fired into either cliff. Alternatively, each M-901 exactly what the mission briefing is counting on. Which
HE grenade fired into the cliff has a 20% chance to trigger a troopers get out to set up the ambush is left entirely to the
landslide extending 25 yards in either direction. If the troopers Player Characters, unless the Games Master wishes to choose
try to simply outrun the warriors, the Games Master may wish which troopers are ordered out.
to have their commanding officer order them to plant a TOAD
charge. Once the Gecko has moved more than 500 feet past the bend
in the canyon, the two hopper bugs will fly around the corner.
Planting a TOAD charge in the crumbling cliff takes only They are only flying about 40 feet off the ground, which should
one minute, as there are multiple apparent flaws in the stone’s put them in easy range for the ambushing troopers. Because
integrity. The cliff is, in fact, so unstable that placing a TOAD of the geography of the canyon, the hopper bugs cannot use
device in it allows the character to take 10 with his Demolitions their Deadly Pass (see the Starship Troopers Roleplaying Game
skill check. However, setting
the detonator to go off at the
correct time (crushing the
maximum number of pursuing
warrior bugs), rather than
too early (merely creating a
roadblock for the Arachnids)
or too late (allowing more than
five warrior bugs to make it
through the avalanche zone
after the explosives are set)
requires a Demolitions skill
check (DC 18).

14
Missions

core rulebook) or Lethal Pass ability (see The Arachnid Empire) How this mission begins depends in large part upon whether
while inside of it, unless they fly far enough past the ambushing or not the Gecko is still operational. Ambush at Altair assumes
troopers to put themselves in range of the Gecko’s guns. it is.

Unfortunately for the troopers, their presence in this part of the As the Gecko enters the depression, the ground beneath
valley has not gone unnoticed. The same round in which the it begins to give way as the Arachnid tunnels just under the
pair of hopper bugs come around the corner into the ambush, surface start to collapse. If the driver can make a Drive skill
another eight hopper bugs come from the northwest, swarming check (DC 30), he will be able to get the Gecko free of the
over the top of the cliff toward the Gecko. The troopers in crumbling area. Otherwise, the Gecko and all its passengers
the Gecko have two rounds to respond before the hopper bugs go down the hole. This is not a straight fall. The ground gives
arrive. way in stages, dropping the Gecko 25 feet to the floor of the
tunnel below in a jarring, but ultimately harmless landing.
Three rounds later, warrior bugs begin to boil out of the cave
entrance ahead of the Gecko, though it will take them five As the dust begins to clear, the troopers find themselves in
rounds to reach the troopers. The warrior bugs emerge from a section of Arachnid tunnel that, for now, is mercifully
the cave at the rate of four every two rounds for ten rounds. uninhabited by Arachnids.
After those 20 warriors have emerged, the troopers will have
five minutes of grace before another group of 20 warriors begins Just a few dozen yards to the west of where the Gecko fell
to come out. through the surface is the access to the cave mouth in the
hillside above. However, that access is a vertical shaft some 30
Ten rounds after the first warrior bugs emerge from the cave, feet deep – easy for the troopers to escape through with their
a tanker bug breaches the surface on the western side of the lizard lines, but impossible for the Gecko to reach.
valley, just out of range of the Gecko. Five rounds later, a
second tanker bug comes out on the eastern side. Assuming the troopers report in to the William Travis as
ordered, they receive the following communication:
In the midst of this ferocious battle, the troopers who staged
the ambush on the two hopper bugs must somehow make their ‘Hell of a way to knock on the front door, apes. My hat’s off to
way back to their companions. Even when the fighting is over, you. You say you can’t get the Gecko back out? I believe we have a
the Arachnids are not willing to give up. The Player Characters solution for that. We’ve got a reading on another cave about half a
will need to put at least a mile of distance between themselves mile east of your current position. You should be able to take those
and the cave before they can take the time to repair any damage tunnels straight to it. Now, as long as you’re down there, I’d like
done to the Gecko (which hopefully survived the battle). you to take a look around. We can’t afford to lose the Gecko if we
don’t have to, so don’t be too bashful about using your ammo to
bring a hurt to anything you meet up with down there. We may
MISSION 3G: UNDERGROUND lose comms when you’re in the tunnels, but stick to the mission.
Stay cool, stay focused, and we’ll see you on the other side.’
Mission Briefing: ‘I know that was a rough one, apes, but you
aren’t through it yet. You’re on the downhill side of the mountains If the troopers managed to pull the Gecko back from the cave-
now, though, with only one more spot to check out. Stay alert and in before the vehicle was dumped into the tunnels below, they
stay frosty. We haven’t logged any bug activity around this last site, will still be assigned to explore the caves. In this case, obviously,
but there’s no telling whether or
not they’re hiding out under the
surface.’

Mission Breakdown: By the


time the troopers reach this
site, they will be coming down
out of the mountain range
into the foothills. The cave
entrance they are to investigate
is a massive hole in the side of
a cave, opening into a wide,
bowl-shaped depression some
200 yards across. There is no
sign of movement outside.

15
they will have to leave the Gecko behind and come back for it. Location 3
When they do, they will find four warrior bugs poking at it The tunnels near this location continue on in the direction of
experimentally. Site F (near the Peeping Toms mission). Currently, they are
being used by more Arachnids coming to combat the intruding
If the trooper’s Gecko has already been destroyed and they humans. Fortunately for the troopers, the Arachnids in this
reached this area on foot, they will still be assigned to enter the stretch of tunnel are rather spread out, and it will take some
caves and investigate. In this case, there will be no cave-in, and time before they can arrive in overwhelming force. The first
they will have to descend through the cave mouth with their group of Arachnids to arrive consists of 11 warrior bugs. A
lizard lines. minute and a half (15 rounds) later, another group 14 warrior
bugs and a tanker bug arrive. This location should only be used
In either of these cases, the Games Master may consider reducing if the troopers actually come in this direction first, rather than
the number of Arachnids encountered inside. Considering travelling east as they were instructed. Otherwise, the Games
the tight quarters, troopers without the benefit of the Gecko’s Master should have the Arachnids come up from behind the
weaponry may be overwhelmed. troopers as they investigate the tunnels.

The tunnels in this Arachnid nest vary between 15 and 25 feet Location 4
wide, enough for the Gecko to pass through easily enough, The troopers’ first hint that something is unusual here will
though the troopers must find an intersection if they wish to likely come from the realisation that the Arachnids inside this
turn around. The tunnels are all about 15 feet tall. When cavern have not come in search of them. Instead, they seem to
running encounters within these tunnels, the Games Master be guarding the contents of this cave. This cavern is perhaps
should remember that many Arachnids can travel on walls or the most important point in Ambush at Altair, as the discovery
ceilings nearly as well as they can on level ground, and will not to be made within is the linchpin of the rest of the scenario.
hesitate to use this ability when attacking the troopers. Inside this immense cavern are hundreds of round stones, each
about a yard wide and with a surface that is nearly as smooth
The Gecko itself would make an effective weapon in here, if the as an egg – except for a single hole bored into the side that
Player Characters choose to use it to ram oncoming Arachnids. reveals the centre as hollow. The stones are arranged in fairly
However, that tactic would not stand up for long before the neat piles.
Gecko itself was destroyed by the damage of the impacts (see
the Starship Troopers Roleplaying Game core rulebook). The stones are not actually stones at all. Instead, they are secreted
organic matter, organic matter that forms the backbone of an
When running encounters within the caves, the Games Master Arachnid spore packet. These stones are being prepared for
should play things a little loosely. The Arachnids listed in launch at the nearby human colony at Tango Urilla, awaiting
the encounter areas below will not sit quietly waiting for the only the insertion of the Arachnid eggs before the attack begins.
arrival of the Player Characters (except for those in Location Of course, there is no way for the troopers to know all this yet,
4). Instead (with the exception of the worker bugs) they will though they should certainly suspect something is very odd
seek the troopers out. Depending upon how long the troopers about these stones. If they do not try to acquire one on their
spend in the tunnels, and what they do while they are in there, own, the Games Master should feel free to drop hints about the
they might find all the Arachnids coming to them. potential value of these items to SICON.

Location 1 Guarding and tending to the future spore packets are ten warrior
Only a minute or so after the troopers and the Gecko fall bugs and ten worker bugs. Once the Player Characters enter
through from the surface, probably just a moment after the this cave, all the Arachnids (even the workers) will attack.
incoming orders arrive, the first Arachnids show up to greet
the troopers. Emerging from the tunnels just north of this Location 5
position, a wave of eight warrior bugs comes to attack the Both locations marked ‘5’ indicate an abyss that falls away into
intruders. Four rounds later, another group of seven warrior the earth below. These deep pits (too deep for a lizard line)
bugs arrives from the south (Location 2). connect these caves to the larger Arachnid warrens below. They
also offer a nearly endless source of enemies for the troopers.
Location 2 Ten minutes after the troopers fall through from the surface,
This large chamber was, until the Player Characters arrived in warrior bugs will begin emerging from these pits at the rate of
the warren, filled with 12 warrior and 12 worker bugs. Ten two every three rounds, continuing until the Player Characters
rounds after the wave of seven warrior bugs arrives at Location flee the area.
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
Missions

Location 6 new intel from it. We’re still scratching our heads over that round
This tunnel narrows at these locations to only five feet wide, rock you brought back, but we have a few ideas. Let’s just say I hope
much too small for the Gecko to pass. we’re wrong. In the meantime, I have something of a surprise for
you. Turns out you weren’t the only humans on that rock. There’s
Location 7 a research station not too far from where we picked you up last
This location marks the cave leading out of the Arachnid time. We had assumed it was abandoned, but it turns out we were
warren, back to the comparative safety of the surface. The wrong. I don’t know why the bugs have been ignoring it, but you’ve
troopers will be pursued by any remaining Arachnids, but with stirred them up pretty good, and they’re not ignoring it anymore.
the increasingly level ground, the Gecko will be able to outrun About half an hour ago, a few warriors showed up to poke around
them. the walls, then retreated. Now, it looks like they’re coming back.
We’re not willing to give up our last toehold on that rock, not until
Mission Objectives: The North Passage mission is a long and we know what the bugs are doing, so you’re going back down to
gruelling haul for the troopers and, fortunately for them, by defend that station. The Viking will take you in, along with your
the time they reach the end point of the mission, they will be new gear, and pull out all the nonessential personnel from the base.
far from any plasma bugs and can be returned to the William There will be a few of them staying behind, like Dr Yolanda Grier
Travis by the Viking. and Dr Samson Ybarra, the two high foreheads running things
there – but don’t let them forget you’ll be the ones in charge now.
Simply surviving this ordeal is worth the entire 1,000
experience point award. If the Gecko is still operational at ‘Now, you do have a few aces up your sleeve on this. Hephaestus
the end, the Games Master should award an additional 100 Station is a volcanic research facility, and it’s sitting on top of a lava
experience points. If the troopers had the presence of mind to plain. About 20 feet underneath it is a sea of lava, so you don’t
take one of the spore packets from the Underground mission, have to worry about bugs digging up from under you – the heat
the Games Master should award an additional 100 points to would fry them. It’s also built out of some high-grade composite to
every character, and 200 points to the one who first mentioned survive a brush with molten rock, so the bugs will have a hard time
retrieving the packet. If the characters had to be coaxed into coming through the walls at you. Plus, I’m giving you the Scythe
collecting a spore packet on the other hand, they should receive lasers we got on board for this. Now, have fun.’
no additional experience. If the troopers were wise enough not
to waste ammunition slaughtering worker bugs, the Games Mission Breakdown: This mission takes place three Altair V
Master should grant an additional 50 experience points. 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
MISSION 4: HEPHAESTUS STATION when it was first dispatched will be replenished (if possible –
for example, there simply is no more MW-5050 ammunition).
Experience Points: 400 experience points The Player Characters also have the opportunity to requisition
new equipment. Even if the Gecko is destroyed, the equipment
Mission Type: Keep and hold will still be replenished and dropped off in crates along with the
troopers (see the MAC Hauler on page 4). If the troopers do
Mission Duration: 90 minutes not already have these items, they will also be given a FedCom
SW-404 ‘Javelin’ missile launcher and three M-998A1 ‘Pee-
Terrain: Installation, lava plains Wee’ missiles.

Special Equipment: 2 MW-


X29 ‘Scythe’ lasers

Available Support: None

Enemies: Hopper bugs (12),


rippler bugs (3), warrior bugs
(100)

Mission Briefing: ‘Good work


in the North Passage mission,
apes. I know it was no cakewalk,
but you handled it like you
should, and we have plenty of

17
The MAC Hauler The station’s power supply remains more or less fully charged
Hephaestus Station has a single MAC Hauler in its vehicle bay, during normal operation. When extra drain, such as firing
which the troopers are well within their rights to commandeer. lasers or recharging suits, is put upon it, it begins to run out
Considering its purpose on this planet, which often involves of juice rather quickly. Fully charged, the power supply can
going through exceptionally rough terrain, the MAC Hauler provide energy to fire the Scythe lasers 500 times, or recharge
has been upgraded with additional armour, raising its Damage 50 hours worth of power suit operating time. Thus, firing a
Reduction as follows: chassis 12, crew 8, wheels (6) 4. Scythe 100 times leaves the power supply with only 40 hours of
suit operating time left in it, while recharging 10 hours worth
If the Gecko has been lost, the MAC Hauler can be used as a of suit time leaves only enough energy to fire the Scythe 400
replacement vehicle. Mounting a weapon on the MAC Hauler times.
takes one hour and a Repair skill check (DC 15). Additionally,
the hauler can be modified to allow the troopers to recharge their The power supply will recharge itself automatically, but it takes
suits from its power supply, though the vehicle is not designed two full Altair V days to do so. Note that the power supply
for this and any such recharging will be far less efficient than will automatically shut off such ‘external’ functions in favour of
was the case with the Gecko. Recharging a suit from the MAC keeping the base operational.
Hauler requires one hour for every hour that has been drained
from the suit’s power supply. Thus, if a trooper used a suit for After the nonessential personnel are evacuated by the Viking,
three hours, it would take three hours hooked up to the hauler there will be seven people still in the station, not including the
to restore the suit to full power. Player Characters. There is also one unwelcome guest. Dr
Samson Ybarra, one of the two lead scientists of the facility,
There are eight spare wheels in inventory at Hephaestus. The is currently under the thrall of a control bug. The seven
hauler can operate normally with as few as four wheels intact, remaining humans are all 2nd level civilian scientists, manifestly
and can operate at half speed with three wheels intact. If ill-equipped to defend themselves against the oncoming
reduced to two wheels, the hauler is immobile. Arachnids. While not completely unarmed (they do have four
Morita TW-201-s rifles and 120 rounds of ammunition), they
It is possible for the troopers to upgrade the MAC Hauler’s are hardly up to fighting a warrior bug.
engine, providing the vehicle with enough speed to give it a
chance against the Arachnids. Doing so requires eight hours Fifty minutes after the troopers arrive at Hephaestus Station,
of work, a deluxe mechanical kit, a deluxe electrical kit and a the battle will begin. A force of warrior bugs is the first to
Repair skill check with a base DC of 15. A successful skill check appear, moving up from the southwest. The first enemies to
against DC 15 will increase the vehicle’s speed to 70. More arrive, however, will be a flight of six hopper bugs coming from
impressive skill checks result in more speed from the engine. the northwest, followed one round later by six more. They
For every full increment of five over the base DC, the hauler’s will attack and fly back out again the way they came to make
speed is increased by 10. Thus, beating a DC 20 increases the another attempt at using their Deadly Pass ability. On the third
speed to 80, while beating a DC of 25 increases the speed to 90. round of combat with the hopper bugs, a flight of three rippler
The hauler’s speed cannot be increased past 120. bugs swoops in from the south east, potentially striking the
troopers before they even notice the rippler bugs’ approach.
Once the Player Characters arrive at Hephaestus Station,
they will have to move quickly to prepare for the Arachnids’ Ten rounds after the first attack of the hopper bugs, the first
impending arrival. The station has an internal power supply, warriors will reach the 25-foot walls. As mentioned in the
generated by a combination of solar and geothermal energy, briefing, the walls of Hephaestus Station are exceptionally
which is suitable for powering the two MW-X29 ‘Scythe’ lasers tough, making it difficult for Arachnids to dig through.
that have been assigned for this mission. There are four spots Instead, they will simply climb the walls to attack the troopers
on the roof of the research station where the power supply can before using the three roof access points to enter the facility.
be accessed, making them the best points to deploy the lasers. A warrior bug can break through any of the roof hatches with
Setting up a Scythe and rigging it into the station’s power supply only two rounds of effort. The warrior bugs arrive in waves of
takes 20 minutes and a Repair skill check (DC 15). ten every ten rounds, but once they are defeated, there is no
sign of any more Arachnids.
Hephaestus Station Power
The troopers will likely have two uses for the power supply of From this point on, Hephaestus Station is a safe haven for the
Hephaestus Station. First, it can be used to power the Scythe Player Characters. It will come under attack again in later
lasers. Second, it can be used to recharge power suits. Of missions, but will never be the target of purely random attacks.
course, as with all things in Ambush at Altair, it is not infinite. They may pass the time between missions peacefully here.

18
Missions

Mission Objectives: So long as the Arachnids are repelled, the taking the eggs up. I’d give my meat arm for a good Senser right
mission is considered a success. However, the troopers might about now, but we all got our crosses to bear.
be penalised if they allow the Arachnids to get past them, break
into the facility and start killing civilians. The Games Master ‘What I want you to do is pretty simple this time out. There’s a
should deduct 25 experience points from the total for every likely bug hole about 40 miles out from the station. Go over there
civilian killed. Note that Dr Samson Ybarra will not be killed, and give them my regards. You’re authorised to use a Pee-Wee if
as he is currently hosting a control bug. necessary.’

Mission Breakdown: As the man said, this mission is pretty


MISSION 5: ANTHILL simple: create a diversion. The troopers must pass between two
large fields of magma geysers (though with about 10 miles of
Experience Points: 300 experience points clearance, this should be easy for them) to reach the targeted
nest. For the first 30 miles of the journey, whether it is by
Mission Type: Assault Gecko or MAC Hauler, the troopers have a peaceful ride. Ten
miles out from the target, they encounter their first resistance
Mission Duration: Four hours in the form of a flight of six hopper bugs striking the troopers
at full speed.
Terrain: Lava plains, rocky hills
As the troopers approach within half a mile of the target
Special Equipment: None location, another flight of eight hopper bugs swoops in to attack
from behind. Four rounds later, the first wave of ten warrior
Available Support: None bugs comes into view to the south, charging the troopers. Five
rounds after the first wave, a second wave of ten charges up
Enemies: Hopper bugs (14), rippler bugs (5), tanker bugs (2), from the south.
warrior bugs (?)
Once the troopers approach within 600 feet of the target
Mission Briefing: ‘All right, you apes, I hope you like the food at location, the resistance stiffens. Lurking underground nearby
Hephaestus Station, because it’s your home for a while. I got some is a pair of tanker bugs, who will emerge from the ground 100
bad news for you. Seems that rock you brought back from the bug feet to either side of the troopers. Two rounds after the tanker
hole was actually a bug spore meteor. The bugs put their eggs in bugs attack, the first wave of warrior bugs charges from the cave
these things and blast them to nearby planets to start a new colony. entrance. Every three rounds afterward, five more warrior bugs
Considering how many there were in just that one location, and will emerge and attack. Only by collapsing the cave entrance
what little we know about bug eggs, it looks like they’re planning to (whether with a Pee-Wee, TOAD charge or other means) can
replace us on Tango Urilla with a few million bugs. the troopers stop the constant stream of enemies.

‘There’s more. If we’re right, that means it’s not just a brain bug The Arachnids are not done with them, however. Though the
down there running the show, it means there’s a queen. No one’s troopers may have slain the defenders and destroyed the bug
ever seen one of them before, and odds are we won’t now. She’ll hole, other Arachnids are inbound. The first wave of attackers
be buried so deep in those tunnels it would take an army to reach hits when the Player Characters are withdrawing from the site
her. So, if we can’t get to her and take care of things directly, we’ve of the battle. Swooping in from the north is a flight of five
got to do something else to keep them from firing those spores into rippler bugs, flying low to make a Deadly Pass at the troopers.
our colony until Fleet shows up and glasses the planet. That’s your Once these foes are dealt with, the troopers only have a few
next job. minutes to collect themselves before the first wave of warriors

‘Your other job is more fun. We want some


eggs. The big brains at SICON have a few
theories about bug eggs, but the bugs don’t
share real well, and SICON hasn’t gotten
the quality samples they want. You’re going
to fix that problem. The queen may be
buried deep, but they got to bring the eggs to
the surface if they want to load ‘em and fire
‘em. While you’re out stirring up trouble,
we’re going to take all the readings we can,
see if we can find the path the Arachnids are

19
comes into view. Attacking from the northwest are two waves nice warm bath in the lava that’ll spew up from below. Your map
of warrior bugs – 10 in the first wave, 15 in the second wave should show the approximate area you need to set the charge in.
that arrives one minute after the first. Once these foes are dealt Sounds good to me – but take enough bullets to do the job the old-
with, the troopers can return to Hephaestus Station in peace. fashioned way if it comes down to it. Don’t use a Pee-Wee unless
there’s no other choice.
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 ‘Those plasmas move slow, but you got some ground to cover to get
alive, they are eligible for the entire experience point reward. to them, and I won’t be happy if they make it underground before
you show up to throw them a party. So saddle up.’

MISSION 6: PRE-EMPTION Mission Breakdown: This mission begins with a long trek
across the lava plains toward a cleft in the mountain range to the
Experience Points: 300 experience points northwest. After 25 miles of travel, the Player Characters will
come under attack by a flight of seven hopper bugs swooping
Mission Type: Interception in from the east.

Mission Duration: Two hours Games Masters should keep in mind a general idea of how
fast the troopers are travelling, compared to the speed of the
Terrain: Lava plains, rocky hills four plasma bugs that are their primary target in this mission.
Chances are excellent the troopers will arrive at where they
Special Equipment: None need to be in time to stop the plasma bugs, as it will take the
enormous Arachnids two hours to cross the distance between
Available Support: None where they emerged from the ground and where they will
descend again into the tunnel network. If the troopers are too
Enemies: Hopper bugs (17), plasma bugs (4), warrior bugs (?) slow and too cautious, however, they may arrive at the site only
to find they have failed the mission.
Mission Briefing: ‘I know you’ve been wanting to hunt some big
game, apes. Well, here’s your chance. We’re tracking four plasma The troopers have a general idea of where the TOAD charge
bugs and their little warrior bodyguards that just came out of a should be set, but it will take some time to find the perfect spot.
hole 35 miles northwest of your position. I want you to go over The troopers will require 20 minutes to locate the optimal
there and kill them. site for the explosive, which can be reduced to ten minutes
with a successful Knowledge (physical sciences) skill check
‘They had to make the surface because the area they’re about to (DC 15). Actually setting the explosive correctly requires a
cross is just a thin sheet of rock over a river of lava – just like the Demolitions skill check (DC 25). If the check is less than this,
lake of lava Hephaestus is sitting on top of, only hotter, if you can the oncoming plasma bugs and their warrior vanguard will not
believe that. They’ve got about two miles to go to get to the hole we be killed (though the Games Master may wish to wound them
think they’re heading for. Now, I know you’re thinking about how – reducing the hit points of each Arachnid in the group by
many bullets those things take to put down, but we got a plan for half ).
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 Naturally, the troopers will have some unwelcome visitors to
while they’re waddling over it and give them and the warriors a 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

20
Missions

Mission Briefing: ‘Looks like you made


an impression, apes. We’ve 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 they’re easy to spot. We need
to hold on to that base, so get those Scythes
mounted up and get ready for a storm.’

Mission Breakdown: The troopers are


likely to start this mission thinking it
will be a replay of the original assault on
them from using their Deadly Pass ability. After five minutes in Hephaestus Station. They are very wrong.
the detonation area, a group of six warrior bugs will come into
view to the southwest, having emerged from the cave there. A It does, however, begin normally enough. Half an hour after
minute later, another six warrior bugs come into view. they receive their briefing, troopers will see a flight of five
hopper bugs sailing in from the northwest to start the fighting.
For every minute after ten the Player Characters spend in the Two rounds later, a group of 11 cliff mites swarms up the walls
area (before the explosion), the Games Master should roll 1d3. at the northwest corner of the station, and troopers on lookout
On a result of one, 2d4 warrior bugs emerge from the nearby will spot a large number of warrior bugs moving up from the
cave and attack. After the explosion, the Arachnids become southwest.
even more unpleasant. Warrior bugs begin to swarm from the
cave at the rate of 1d6 every three rounds. They will pursue Six of the cliff mites race straight for the Player Characters,
the troopers for up to a mile before suddenly giving up and while the remaining five head for the southernmost roof access
retreating back to their warrens. hatch and begin trying to chew through it. It will take the five
cliff mites five combat rounds to make it through the hatch.
Mission Objectives: If all the plasma bugs are destroyed, For every mite killed, the Games Master should add one round
the troopers are entitled to the full experience award. If they to the time needed.
managed to kill the plasma bugs using a TOAD charge (or
other explosive) in the manner prescribed, they should each be When the first wave of 15 warrior bugs approaching from the
given an additional 50 experience points, except for the trooper southwest is two rounds away from reaching the facility, the
who laid the charge, who gains 100 instead. Player Characters should (Perception skill check DC 10) notice
another group of 10 warrior bugs approaching from the east.
They will reach the station in five rounds. There is no way
MISSION 7: WOLF IN THE FOLD for the troopers to know this at present, but a number of the
warrior bugs are serving as transports for control bugs, meant
Experience Points: 450 experience points for the humans inside Hephaestus Station.

Mission Type: Keep and hold At this point, things turn bad. A sudden crackle of static in
their ears announces to the troopers that they are receiving an
Mission Duration: One hour

Terrain: Lava plains

Special Equipment: None

Available Support: None

Enemies: Cliff mites (13), control


bugs (one for every human),
hopper bugs (10), warrior bugs
(80)

21
incoming message from the William Travis, which the Games Location 9
Master should read to the players: Volcanic sample storage. Rock and magma samples collected
by the scientists are stored here.
‘Troopers! One of the civilians we took off that rock just tried to
detonate our power core! He had a control bug on him – check Location 10
each other, check the civilians! Check the power core; check the bay Kitchen.
doors. Make sure you’re not dealing with another!’
Location 11
Of course, the troopers are dealing with another control bug, Food storage.
holding Dr Samson Ybarra in thrall. Probably the best course
of action is for the troopers to detail off one Player Character Location 12
to go down into the facility and inspect the civilians, but time Mess hall.
is short. Fifteen rounds after the Player Characters receive the
warning from the William Travis, Dr Ybarra will open the bay Location 13
doors from Location 17, letting the warrior bugs and control Common area.
bugs into the facility.
Location 14
At this point, the Games Master will need to use the map of the Air and water purification and conditioning equipment.
interior of Hephaestus Station. The locations marked on the
map are as follows: Location 15
Main research area. The majority of the station’s work takes
Location 1 place in this room.
Vehicle bay. This bay contains the MAC Hauler when not in
use, as well as the station’s mechanical tools and large spare Location 16
parts. It is outside the station’s airlock system, meaning the air Containment core. This area is actually a pit through the
within is the same as the atmosphere of Altair V. The ceiling thin crust of the plains to the lava beneath. A powerful set
has a roof access point. of magnetic fields keeps the pressurised lava from creating a
volcano inside the facility and prevents the temperature of the
Location 2 lava beneath from turning Hephaestus Station into an oven.
Storage bay. This bay contains a variety of large items that need The scientists use this ‘well’ and a collection basket to gather
not be protected by the station’s airlocks.

Location 3
Dormitories. These spartan rooms serve as
dwelling space for the staff of the station (except
Dr Grier and Dr Ybarra, who have their own
rooms). The easternmost dormitory has a roof
access point.

Location 4
Dr Grier’s Quarters.

Location 5
Dr Ybarra’s Quarters.

Location 6
Dr Ybarra’s office.

Location 7
Dr Grier’s office.

Location 8
Infirmary and general storage.

22
Missions

materials for experimentation, or to perform tests on other A second flight of five hopper bugs from the northwest arrives
materials by placing them in the heat below. five rounds after the second wave of warrior bugs comes up
from the southwest.
Location 17
Power core. Hephaestus Station is powered by solar and If the Arachnids manage to breach the facility, the troopers are
geothermal energy, gathered together in this power core. The in for a nasty fight. Instead of merely slaughtering everyone
room also contains secondary switches for most of the facility’s they find, however, the Arachnids will attempt to grapple and
functions, from opening the bay doors to regulating the pin their enemies, allowing a control bug to place the character
operation of the air and water purification and conditioning in thrall.
equipment. It is in this room that the Player Characters must
recharge their suits – assuming they use the station’s power to Mission Objectives: The main objective of this mission is to
do so. hold on to Hephaestus Station. So long as they do this, they
are entitled to the full experience award. However, if they are
Location 18 able to stop Dr Ybarra without killing him, they are entitled to
Toilets. an additional 50 experience points.

Location 19
Showers. MISSION 8: PRIZE FIGHT
By now, the Player Characters should know their way around Experience Points: 400 experience points
the facility fairly well. The problem, of course, will be finding
out Dr Ybarra is the thrall and stopping him before he can Mission Type: Drop, clearance, capture
open the bay doors and the adjoining airlock. At the time the
Player Characters receive their warning about a control bug, Mission Duration: 20 minutes
Dr Ybarra has already slipped away from the other civilians
gathered in Location 13 and is in Location 17, donning one Terrain: Lava hills
of the troopers’ spare power suits. While he does not know
how to use it (he will suffer appropriate penalties – see the Special Equipment: M-9 Marauder ‘Chickenhawk’ Assault
Starship Troopers Roleplaying Game core rulebook), it will offer Armour (3), XM-550 CHAS Unit (1), Bullfrog Combat
him protection against both attack and the toxic atmosphere of Dinghy (2). Ammunition on Chickenhawks and CHAS is
Altair V when he opens the airlock to admit the warrior bugs limited to two full loads for each weapon.
and control bugs. If the troopers did not leave any power suits
laying around, he will use one of the basic environmental suits Available Support: None
(no armour protection). Ten of these hang in each airlock.
Enemies: Plasma bugs (10), warrior bugs (80)
When one of the troopers opens a roof access hatch, any
remaining cliff mites on the roof will be certain to take Mission Briefing: ‘Grab your gear, apes. The Viking is inbound
advantage of it. to get you and bring you back to the ship. We got a reading on a
group of plasmas massing on the surface. In about an hour, they’ll
While the troopers hear the disturbing news of the control bug be in a perfect position to fire their spore packets at Tango Urilla.
aboard the William Travis, the Arachnids outside the station
continue their assault. The waves arrive as follows:
The warrior bugs coming from the southwest
arrive in waves of 15 every ten rounds, for a
total of four waves (60 warrior bugs in total).

The warrior bugs coming from the east arrive


in three waves – ten in the first wave, followed
by two waves of five every five rounds (20
warrior bugs in total). The control bugs riding
these warriors will be in the first waves.

23
‘We’re going to cap drop you just north of their position. You go in As soon as the Player Characters ascertain there are no eggs
there and kill everything you see, and you get your hands on at least to be had and report that fact, they will receive the following
one of those spore packets – we want the eggs. We’re busting out communication.
all the stops on this one, apes. You’re going in with all three of our
Chickenhawks, and I’m even sending the CHAS along for the ride. ‘Looks like we may have jumped the gun, damn it all. I’d order
I know you don’t need all that hardware, but might as well show you into those caves, but with the tanker sealing them off, you’d be
the bugs what they’re up against. jumped by a swarm long before you could get in there. OK, apes,
here’s what you do. We can’t get the Viking in there now, so you’ll
‘One more thing. Just because you got the big toys is no reason to need to take the scenic route back to Hephaestus. It’s about 20
go crazy on the ammo. If we can’t pick you up it’s a long walk back miles west of your position, so better get cracking before your power
to Hephaestus.’ runs low. I’ll be in touch when you have new orders.’

Mission Breakdown: This mission is exactly what it seems The troopers will not come under coordinated attack on their
– a knock-down fight against a large number of very tough way back to Hephaestus Station, a trip that takes them over
Arachnids. plains and hills for a total of 25 miles, but the Games Master
should remember to roll for random encounters during their
Within a few minutes of arrival, the Player Characters come travel time (see page 5).
under attack by a group of ten warrior bugs rushing down the
nearby incline. These warriors are followed five rounds later by Mission Objectives: Although the Player Characters cannot
ten more warriors. complete the mission by seizing an Arachnid egg, this is due
to unfortunate circumstances, not to any fault of their own.
Upon climbing the first elevation, the troopers should be able Survival of the mission guarantees full reward.
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 MISSION 9: SPECIAL DELIVERY
of five rippler bugs soaring in from the southwest.
Experience Points: 200 experience points
The sounds of battle so close will attract the attention of the 40
warrior bugs escorting the plasma bugs. Ten rounds after the Mission Type: Pick up
rippler bugs attack, the first group of these warriors will be in
melee range of the Player Characters. More warrior bugs will Mission Duration: One hour
continue to arrive in groups of four every two rounds until all
40 have been killed. Terrain: Lava plains

Once the warrior bugs are dealt with, the troopers still have ten Special Equipment: None
plasma bugs on their plate. If they are wise, they will stay back
from them and kill them at range. However, the plasma bugs Available Support: None
will not remain unprotected.
Enemies: Hoppers (8), warrior bugs (25)
Five rounds after the Player Characters make their first attack
on a plasma bug, more warrior bugs will begin appearing from Mission Briefing: ‘Sorry about the sightseeing tour, soldiers, but
the cave entrance in the southeast corner of the map. Coming you’ve really got those bugs in a lather down there. We’re seeing
out in groups of five every five rounds, a total of 20 warrior bugs movement over half the surface of the planet right now. I know
will arrive to defend the plasma bugs. Once the last warrior you need supplies, but we can’t get the Viking down safely, and a
bugs is killed, the troopers will see something very strange. A big hunk of burning metal falling on your heads won’t do anyone
tanker bug erupts out of the ground just inside the cave mouth, any good.
but it does not attack. Instead, it collapses the tunnel, sealing
it off from the Player Characters. This tanker represents the ‘If there’s one thing we MI can do though, it’s improvise. We’re
last Arachnid in the immediate area, however, the troopers have rigging some of our few remaining capsules with a wing and prayer
only to finish off the rest of the plasma bugs before time runs guidance protocol, and we’re going to drop new gear to you that
out. way. We’ll bring them down as close to you as we can get, but
without a person piloting them, don’t expect it to fall in your lap.
Unfortunately for the troopers, none of the plasma bugs had What’s in these caps is what we got left, apes. Be careful with it and
yet been ‘loaded’ with a spore packet, so the final element of the make it last, ‘cause there’s no more bullets until Fleet arrives. Oh,
mission cannot be completed. Yet. and if you find an empty, don’t worry. We’re sending down some

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.

MISSION 10: UNDER


PRESSURE
Experience Points: 700 experience
points

dummies to distract the plasmas. Now, look up. Ten minutes and Mission Type: Keep and hold, nuclear deployment, evac
we fire them off.’
Mission Duration: One hour
Mission Breakdown: The mission briefing had it right – the
capsules do not land at Hephaestus Station. In fact, as the Terrain: Lava plains
troopers watch multiple capsules breach the atmosphere,
they will see plasma trails launch up from the far side of Special Equipment: None
the mountains to the west, arcing straight for the incoming
equipment. They will see several capsules go up in flames as Available Support: None
the plasma charges strike them.
Enemies: Blaster bugs (?), hopper bugs (20), tanker bugs (20),
The capsules land scattered over a three square mile area about warrior bugs (?)
ten miles to the southwest of Hephaestus Station. The troopers
will need to go to the area and search through the capsules to Mission Briefing: ‘Hope you’re not too attached to that station
retrieve the equipment, and would be well-served to bring a down there, apes, because you’re about to leave it behind. Get
vehicle of some kind (whatever they have left to them, even if it your gear loaded up and get ready to leave. We’re coming around
is only a few combat dinghies) to haul the gear back. the curve of the planet now, and I’m looking at the plains just
west of you. The ground is crawling. Like I said, I want you to
A total of 12 capsules made it down, six of which contain gear pack up everything you’ve got and get ready to make a … holy
and six others which are empty – fired off from the William hell. Troopers, we can see your north, south and east now. You’re
Travis as dummies for the plasma bugs to shoot at. Those surrounded, and they’re all inbound on your position. All right,
capsules containing gear are marked on the map with a cross. here’s what I want you to do. Load up everything you can’t stand
Ambush at Altair assumes the gear-laden capsules all make it to to leave behind and get ready to resist an attack. We’ll work on a
the surface, though the Games Master may certainly have some way to get you out of there.’
of them destroyed. Before doing so, however, he should read
the final three missions to make certain he is not depriving the Mission Breakdown: Like the man said, the troopers are about
troopers of something they will absolutely need to survive. to face truly overwhelming odds. By the time the mission ends,
Hephaestus Station will be in ruins. The question is whether or
The Arachnid presence in this mission is fairly light, compared not the troopers are still in it when it happens.
to what has come recently, but is still nothing that can be
ignored. As the troopers open their third capsule, a flight of From the end of the mission briefing, the troopers have ten
eight hopper bugs will swoop in from the mountains to the minutes before the first of the oncoming Arachnids reach
northwest. As they open their fifth capsule, warrior bugs weapons range, which is almost certainly enough time to load
will arrive from the south in three waves of five, at five-round their remaining supplies into a vehicle, be it the Gecko or the
increments. Lastly, as the troopers get to their eighth capsule, MAC Hauler. If both these vehicles are destroyed, the Player
two waves of five warrior bugs will arrive from the west, the Characters will have to rely on Bullfrog combat dinghies to
second coming three rounds after the first. move their gear, their wounded and any remaining civilians in
the facility. In other words, they will have significant problems.
Once these Arachnids are dealt with, the troopers are free and Though the gear can probably be loaded in this time, it is not
clear. They can collect the rest of their gear and return to the enough of a window to remove both Scythes from the roof of
station unmolested. the facility and mount them on a vehicle. However, if two

25
troopers work together, and both succeed with a Repair skill With the specifications in hand, modifying the Pee-Wee
check (DC 20), they can mount one Scythe. with a timed detonator requires five minutes of work, and a
Demolitions skill check (DC 20). By the time this happens,
Five minutes after the briefing ends, the troopers will receive the first Arachnids are entering weapons range.
another transmission:
The Arachnids enter weapons range as follows:
‘All right, apes, we got your plan. Let them come. That’s right, let On the first round, 10 warrior bugs come from the west. They
them get right up on the walls. If you head out now, you’re sure to will be followed by 10 more every other round for the next two
be overrun on the plains. So here’s what you do. Give them hell. minutes, when their numbers increase to 20 every other round.
Keep them from breaching the walls while you carve a path in them Two minutes later, this increases to 40 every round.
away from the bay doors. Once you’ve thinned them out around On the second round, five warrior bugs come from the east.
the exit, head out of there as fast as you can. But you’re leaving a They will be followed by five more every other round.
surprise behind. We want you to rig up one of the Pee-Wees with On the fourth round, 10 blaster bugs come from the northwest.
a detonator, and leave it behind in the station. That thing will They will be followed by ten more every three rounds.
vaporise anything within 120 feet when it blows, including the 20 On the ninth round, five warrior bugs come from the north.
feet of rock that’s holding the lava below you in check. We think They will be followed by five more every other round.
the explosion will bring up enough lava to kill everything within a On the twelfth round, five hopper bugs arrive from the
500 foot radius. That should give you enough of a diversion to get northeast. They will be followed by five more every ten rounds
away. We’re sending the modification specs for the Pee-Wee now. until a total of 20 have arrived.
Good luck.’ On the fifteenth round, two tanker bugs come from the west.
They will be followed by two more every two minutes until a
Of course, there is a better way than simply leaving the Pee- total of 20 have arrived.
Wee inside the base. If it is placed in the collection basket
in containment core and lowered into the magma itself Obviously, the troopers cannot hope to stand against this
before detonating, the Pee-Wee will create a much larger onslaught, particularly as there is almost no end to the number
zone of destruction. The Player Characters may think of this of blaster bugs and warrior bugs attacking the base. The best
themselves, but if they do not, the Games Master may wish to they can hope for is to hold them back while they clear out
have them make Demolitions or Knowledge (physical sciences) some of the warrior bugs attacking from the east to secure an
skill checks (DC 20) to realise that putting the Pee-Wee down escape route.
into the lava will result in a much larger zone of destruction,
as the pressure created by the subterranean explosion will cause The escape requires some flexibility and quick thinking on the
the ground to rupture in a much wider area. Of course, if part of the Games Master, as there is no way to predict exactly
none of the Player Characters think of it, the Games Master how many Arachnids will be at the walls when the troopers
could have one of the civilian scientists in Hephaestus Station make a break for it, or how much time they put on the Pee-
(assuming there are any left) recommend it to the troopers. A Wee’s detonator.
Knowledge (physical sciences) skill check (DC 20) allows a
rough guess at the zone of the devastation from this plan of Assuming the troopers made a large dent in the number of
action – everything within approximately half a mile will be Arachnids on the bay door side of the facility, however, and
destroyed. Ambush at Altair assumes the troopers lower the assuming they put enough time on the detonator for them to
Pee-Wee into the containment core. travel half a mile to a mile, there is a good rule of thumb for their
escape. Every round, the operator of each vehicle (including
the Chickenhawks, which obviously cannot fit into either the
Gecko or the MAC Hauler) must
make a Drive skill check (DC
15) to avoid obstacles and stay on
course. Each round, the troopers
will pass through 1d3–1 warrior
bugs, which will attack any vehicle
they can reach. This will continue
for at least half a mile, with the total
number of combat rounds dictated
by the speed at which the troopers
are travelling.

26
Missions

When the Pee-Wee detonates, the destruction is predicated bugs are confused right now, and more important, they’re spread
upon how it was deployed. If it was simply left on the surface, out. So we got an opportunity to do some good work without too
it will create a zone of destruction with a 500-foot radius, killing much trouble from the locals. Remember that bug cave the tanker
everything inside. If it was lowered into the containment core, collapsed to keep you out? Well, they’ve opened it up again, and my
it is far more devastating. The explosion rips a hole one mile guess is they’re planning to take another crack at spraying spores at
wide in the rocky crust of the lava plain, and ejects a huge plume our colony. Go show them what we think about that. This time,
of magma into the air. This magma creates an immense wave, get me an egg. And it probably goes without saying, but if you find
rushing outward at a speed of 200 for half a mile. After half a more than one, grab a few and torch the rest.’
mile, it continues at a speed of 100 for another half mile before
petering out entirely. Anything within this radius is utterly Mission Breakdown: The number of Arachnids in this part
destroyed, which includes the troopers if they do not beat feet. of the world has been reduced significantly by the destruction
of Hephaestus Station, a fact that makes this mission possible.
Of course, even after all this, the troopers are not completely The troopers have a 15 mile trip to the east to make, but the
in the clear. They will continue to be pursued by 2d10 warrior decimation of Arachnids in the area means the Games Master
bugs and 1d4 hopper bugs, but once these foes are dealt with, should only make a random encounter check every three hours
the troopers will be home free. Though now, they are trapped (see page 5).
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 Though the Arachnids numbers are reduced, they are hardly
receive orders to head due east. gone. When the troopers arrive at the mouth of the cave (see
the map for Mission 8: Prize Fight) they will meet their first
Mission Objectives: Survival is the entire point of this resistance in the form of blaster bugs. When the troopers come
mission, and making it through alive entitles the troopers to within 200 feet of the cave opening, five blaster bugs will rush
the full experience point award. If one of the troopers comes out to attack, followed three rounds later by five more.
up with the idea of placing the Pee-Wee in the containment
core without any outside help, the Games Master should award As with Mission 3G: Underground, the Games Master should
that character an additional 50 experience points. remember that the bug cave in Belly of the Beast is not a static
place. The Arachnids will react to the sound of intruders unless
stated otherwise. Assuming, however, that the troopers make
MISSION 11: BELLY OF THE BEAST their way through the caves carefully, the location key below
should serve as a reliable guide of when and where encounters
Experience Points: 800 experience points occur.

Mission Type: Assault, pick up Upper Level


Location 1
Mission Duration: Six hours Entrance. The only guardians at this point were the blaster
bugs the troopers dealt with as they approached.
Terrain: Underground
Location 2
Special Equipment: None In this chamber are 27 worker bugs, busily digging a new
pit. Currently, the pit is 35 feet deep, and is angled to allow
Available Support: None

Enemies: Blaster bugs (15), cliff


mites (12), plasma bugs (4), tanker
bugs (1), warrior bugs (?), worker
bugs (27)

Mission Briefing: ‘All right, you


apes, I know you’re tired, but we still
have work to do. Your little stunt
back there at Hephaestus Station
knocked the bugs back on their hind
legs – we’re estimating at least 10,000
dead in that fireball. That don’t mean
it’s time for you to take it easy. The

27
Arachnids that cannot wall-crawl to traverse it. The worker Middle Level
bugs will not attack unless they have no choice. Location 10
This is the bottom of the pit marked as Location 9 on the
Location 3 upper level map.
When the troopers reach this point, they will encounter a group
of 15 warrior bugs moving to investigate the sounds of battle. Location 11
The warrior bugs come in waves of five, three rounds apart. This gigantic cavern holds one of the strangest sights the troopers
are likely to see – subterranean plasma bugs. How these vast
Location 4 and very slow insects are moved about inside Arachnid tunnels
At first glance, this chamber seems empty. However, there is a has long been a mystery to SICON, but it is a mystery that is
single tanker bug lurking just beneath the surface here. When unlikely to be solved today, as the troopers’ survival is surely a
the troopers approach within 20 feet (or when it is apparent higher priority. As well as four plasma bugs, this cavern is home
they intend to bypass this chamber) the tanker will breach the to 20 warrior bugs, currently gathered near at Location 13.
surface and attack.
Location 12
Location 5 This tunnel slopes sharply upward before ending abruptly, as
When the troopers reach this point in the cave, the Games though the Arachnids’ work on it was suddenly abandoned.
Master should call for Perception skill checks (DC 20). Success
indicates the trooper feels a vibration under his feet. If the Location 13
CHAS is present, a Perception skill check (DC 15) will be When the troopers first arrive in the cavern, there will be
enough for it to hear a sound like frying bacon. One round 20 warrior bugs milling about near this point. They will
later, the ground falls away into a pit running from wall to wall immediately move to attack the troopers, arriving in groups of
and 20 feet long. Any troopers standing in that section must five just one round apart.
succeed in a Reflex saving throw (DC 18) or fall 20 feet into
the embrace of the warrior bugs below. There are currently five Location 14
warrior bugs at the bottom of the pit, which is actually just one This was once obviously a wide passageway, but now it ends in
end of a new tunnel running to Location 6. a pile of tumbled stone.

Location 6 Lower Level


This large chamber is currently home to 20 warrior bugs, Location 15
which have just dug a new tunnel to assault the troopers. Five This is the bottom of the pit marked as Location 7 on the
of these warrior bugs are at the bottom of the pit when it opens. upper level map.
Five more will move to join them by travelling along the new
tunnel, while the other ten will use the main tunnel to fall upon Location 16
the troopers from above (or attack any that avoided the pit). 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
Location 7 Arachnid Empire). They come at the troopers using the floor,
This large pit falls 150 feet to the lower level of Belly of the ceiling and 25-foot-tall walls to attack.
Beast.
Location 17
Location 8 This location marks the entry point of more warrior bugs,
This immense cavern is sparsely populated. There are 11 cliff burrowing up to defend the eggs in Location 18. A total of 15
mites clinging to the wall above the
entrance, which will drop on the
troopers the moment they enter.
Standing near the pit in the southern
end of the cavern are five blaster bugs,
which will move to attack as soon as
the troopers come into view.

Location 9
This large pit falls 70 feet to the
middle level of Belly of the Beast.

28
Missions

strength is enough to support the robot.


The line’s rewinding mechanism, on
the other hand, cannot cope with the
CHAS unit’s weight.

Of course, the CHAS may use its jump


jets to reach the top of a pit, but only if
it has fuel remaining. The CHAS can
use a line to climb, but at the end of
the mission, it may not have the time
to do so. If this is the case, the CHAS
will voluntarily remain behind, fighting
the warrior bugs by itself to buy the
warrior bugs emerge from this new hole, coming out at the rate troopers time. It will try to give them as much as 10 rounds to
of three every other round. get clear of the caverns before activating its Deathwish Circuit
– in the egg chamber if possible – and effectively cutting off
Location 18 any further pursuit.
This is it – the egg chamber. In this huge cavern, eggs brought
up from the queen through the tunnel at Location 20 are When the troopers break free of the caverns and report their
tended by breeder bugs and prepared for installation in the success, they are immediately ordered to head due north and
empty spore packets piled around the walls. Currently, there continue moving until they receive further instructions. They
are thousands of eggs in here, as well as two score of breeder do not know it yet, but their long ordeal on Altair V is very
bugs. The troopers do not have long to celebrate their success, nearly at an end.
however, as they have company on the way. Two minutes after
the Player Characters arrive here, waves of enraged warrior bugs Mission Objectives: The most important aspect of this
will begin issuing from Locations 19 and 20. mission, more important than survival, is the acquisition of
a viable Arachnid egg. So long as this is accomplished, each
Location 19 trooper is entitled to the full experience point award.
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 MISSION 12: FOND FAREWELL
tunnel at the rate of three every three rounds.
Experience Points: 500 experience points
Location 20
This wide tunnel makes a long, slow descent, eventually Mission Type: Clearance, evac
reaching the chamber of the Arachnid queen. As the troopers
were warned long ago, however, the queen is impossible to Mission Duration: One hour
reach. Two minutes after the troopers reach Location 18,
warrior bugs will begin emerging from this passageway at the Terrain: Rocky hills
rate of five every two rounds.
Special Equipment: None
Once the troopers have the egg in hand, they would be wise to
beat feet, as the Arachnid response is certain to be overwhelming. Available Support: Viking Landing Boat for evac
Warrior bugs will continue to issue from Locations 19 and 20
until the troopers are either dead or their pursuit is blocked. Enemies: Blaster bugs (10), hopper bugs (8), plasma bugs (3),
Unless the troopers find some way to cut off pursuit (such as rippler bugs (4), tanker bugs (2), warrior bugs (?)
collapsing a large part of the complex), the warrior bugs will
pursue them until they run the troopers to ground, determined Mission Briefing: ‘Troopers, I have never been this proud in my
to retrieve the stolen egg. life. You’ve delivered everything I’ve asked of you and more on that
nasty piece of real estate, and you’ve done it on the bounce. Those
The CHAS in Belly of the Beast eggs you now have should do the war effort a world of good; I can
The CHAS unit, if it is still functional, will be tremendously feel it. Now, I got one more thing to ask of you – survive.
helpful to the troopers in this mission, but it does have one
disadvantage – its weight. The half-ton CHAS can use a lizard ‘See, there’s good news and bad news, apes, and the damnable part
line to descend the two pits in this mission, as the line’s tensile is they’re both the same. We’re not on our own any more. Fleet

29
terrain here prevents the troopers
from seeing the oncoming warriors
bugs until three rounds before they
reach melee range. Four rounds
after combat with these warrior
bugs begins, a group of ten blaster
bugs comes from the south, in two
waves of five, the second arriving ten
rounds after the first.

No assistance comes to the plasma


bug to the southeast until it is too
just hit the system, and they ain’t coming for a tea party. The news late. Ten rounds after combat with
about the bugs and their plans to make a summer home on our this plasma bug and its warrior bug guardians ends, a flight of
colony didn’t sit too well with SICON, and Fleet’s orders are to four rippler bugs swoops in from the east.
cleanse that planet immediately – whether a few troopers are still
on it or not. Once the three plasma bugs are dispatched, the Player
Characters are ordered to move to the evacuation point so the
‘You got one hour till Fleet gets in range and turns that whole Viking can be sent it to retrieve them. Just because the plasma
planet into glass and ash. You will get out of there apes. You will bugs are dead does not mean the fighting is over.
make a hole the Viking can get through and you will get your ugly
faces back up to this ship. We’re sending you the latest scans of As the Player Characters reach the evac point, a glance skyward
your area now, complete with the location of the plasmas in the will show them the glorious flash of the Viking as it breaches
neighbourhood. the atmosphere on approach – still five minutes out. It will also
show them the flight of eight hopper bugs descending from the
‘Now, here comes the order you’ve been waiting for. This is it, apes, north. Five rounds later, a tanker bug bursts from the earth
so don’t be bashful with the ammo. The Chickenhawks can’t fit on 100 feet to the east of the troopers. Five rounds after that, a
the Viking, but I don’t want you loading that ship down with any second tanker bug emerges from the earth 50 feet south of the
unspent bullets. Fire them dry, apes. Don’t count on the Viking troopers.
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 With two minutes left to go before the Viking hits the ground,
can buy you a drink.’ the troopers will see a line of warrior bugs racing south toward
their position. The evac point is actually on the tallest hill
Mission Breakdown: As the players might expect, the last in the vicinity, allowing the troopers to see the warriors eight
mission makes sure Ambush at Altair goes out with a bang. The rounds before the first of them arrive. The warrior bugs arrive
intelligent Arachnids of Altair V have discerned the position of in slowly increasing numbers, first in waves of three, spread four
the troopers, and even as the Player Characters move to take out rounds apart. After 20 rounds, if the troopers are still here, the
the last obstacles to their escape, Arachnid forces are moving to warriors will arrive in waves of four every three rounds. Twenty
bring bloody vengeance on the human intruders. rounds later, it becomes five warrior bugs every other round.

Which enemies the troopers encounter first depends on which The greatest problem standing in the way of the Player
position they move in. There are three plasma bugs that must Characters’ escape may be the Chickenhawks. Far too heavy to
be destroyed before the Viking can make its approach, each of be taken aboard the Viking, any remaining Chickenhawks must
which is guarded by three warrior bugs. be discarded on the surface. Emerging from a Chickenhawk
is not difficult, but it does require four rounds, during which
The plasma bug to the northwest is in a flat area just beyond the character may not attack. Once the Chickenhawks are
the hills. After three rounds of combat with this plasma bug abandoned and the troopers board the Viking – holding off
and its warrior bug guardians, another group of ten warrior the attacking warrior bugs with the last of their ammunition
bugs will charge in from the north, coming in two waves of as they do so – Ambush at Altair comes to a close. The Viking
five, spaced four rounds apart. lifts off, clambering out of the planet’s gravity well and making
straight for the William Travis. Looking out the windows at
The plasma bug to the southwest is still in the hills. After five the planet below, the troopers will see the surface light up with
rounds of combat with this plasma bug and its warrior bug the first blooms of the intense nuclear bombardment Fleet is
guardians, a force of seven warrior bugs will move up from unleashing on the infested world.
the southwest, attacking as a single unit. The nature of the

30
Aftermath

AFTERMATH
In truth, SICON would prefer to deny the events of was not enough to kill her. In time, the queen and any other
Ambush at Altair. The reality that Arachnids were able to infest a surviving Arachnids would be able to tunnel their way back
planet right beside a major UCF colony, considering everything to the blasted surface of Altair V, repopulating the planet and
that has happened since Pluto, is a fact SICON would rather preparing for another attempt at the Arachnid colonisation of
not become public knowledge. Writing the devastation of Tango Urilla.
Altair V off as a geological instability run amok, or as the result
of a rogue asteroid collision, would make certain no one had It may only be a few short months after leaving Altair V behind
reason to doubt SICON’s ability to protect humanity. that the Player Characters are drawn back to the system again,
this time to hunt down and destroy the first inklings of an
However, too many people are aware of what actually did infestation on Tango Urilla itself.
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 THE CIVILIANS
Ambush at Altair certainly makes the Player Characters good Needless to say, Hephaestus Station is no longer a going
candidates for that title. concern after the Under Pressure mission, and it is not likely to
be rebuilt any time soon. The surface of Altair V will be off-
limits to civilians for the near future, until SICON is certain (as
THE TROOPERS certain as possible, anyway) that the Arachnid menace is well
Each trooper involved in the action of Ambush at Altair will be and truly ended.
recalled to Earth, where the Sky Marshall will personally (in
an event covered by FedCom) award them each the Veteran Dr Samson Ybarra may or may not have survived the Wolf in
Combat Medal, with an added ribbon for the newly-minted the Fold mission, depending upon the actions of the Player
Order of Altair. Characters. If he does survive, his life will undergo some radical
changes. He was in the thrall of a control bug for some time,
In addition to the medal, each trooper will receive a bonus of and Special Services will have a variety of questions and tests
+3 to his Prestige. Last but not least, the troopers’ shore leave is for him to undergo before he can resume his academic studies.
reinstated and increased to a full month. They may take it on Even upon his release, the fact that he was under the sway of an
the planet of their choice. Arachnid will remain a black mark on his professional life.

Following this well-deserved leave, the troopers will report back


to the William Travis for their next tour of duty in the ongoing THE EGG
war. They will find themselves the ‘old men’ of the ship now, When Ambush at Altair ends, so too does the involvement the
their fallen comrades replaced by fresh new recruits just out of troopers have with the Arachnid egg they recovered. It will be
boot. Though they will likely be the subject of a fair amount of whisked away almost immediately upon the troopers’ return
hero worship upon their return to duty, the Player Characters to the William Travis, conveyed at maximum speed to Earth
will find this fading over time, as the war grinds on and new where SICON will pull it apart molecule by molecule.
heroes are made and killed.
Obviously, SICON’s aim is to use the egg to create a new
At the Games Master’s discretion, the troopers may even be weapon for use against the Arachnids. As any Arachnid egg
able to keep the CHAS unit that served with them on Altair V is capable of developing into any known form of Arachnid,
as a member of their squad. 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
THE ARACHNIDS something which will certainly be unknown for some time.
The annihilation of Altair V should be the death knell for all
the Arachnids on the planet. However, if the Games Master Despite the troopers’ role in retrieving the egg, SICON firmly
wishes to have the adventure continue, it is simple enough to believes their part in the story is over. Any attempts by the
do so. Perhaps the Arachnid queen was actually buried so deep troopers to find the location or status of the egg will be met
beneath the planet’s crust that Fleet’s awesome bombardment with silence.

31
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spells, enchantments, personalities, teams, expressly licensed in another, independent Redman, Charles Ryan, based on material by
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places, locations, environments, creatures, of that Product Identity. You agree not to Richard Baker, Peter Adkison, Bruce R.
equipment, magical or supernatural abilities indicate compatibility or co-adaptability with Cordell, John Tynes, Andy Collins, and JD
or effects, logos, symbols, or graphic designs; any Trademark or Registered Trademark in Wiker.
and any other trademark or registered conjunction with a work containing Open
trademark clearly identified as Product Game Content except as expressly licensed System Reference Document Copyright 2000-
identity by the owner of the Product Identity, in another, independent Agreement with 2003, Wizards of the Coast, Inc.; Authors
and which specifically excludes the Open the owner of such Trademark or Registered Jonathan Tweet, Monte Cook, Skip Williams,
Game Content; (f ) ‘Trademark’ means the Trademark. The use of any Product Identity Rich Baker, Andy Collins, David Noonan,
logos, names, mark, sign, motto, designs that in Open Game Content does not constitute Rich Redman, Bruce R. Cordell, based on
are used by a Contributor to identify itself a challenge to the ownership of that Product original material by E. Gary Gygax and Dave
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contributed to the Open Game License by the used in Open Game Content shall retain all
Contributor (g) ‘Use’, ‘Used’ or ‘Using’ means rights, title and interest in and to that Product Starship Troopers: The Roleplaying Game
to use, Distribute, copy, edit, format, modify, Identity. – Ambush at Altair is TM & © 2005
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Material of Open Game Content. (h) ‘You’ Content You must clearly indicate which Mongoose Publishing Ltd Authorized User.
or ‘Your’ means the licensee in terms of this portions of the work that you are distributing
agreement. are Open Game Content.

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