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THE SELVACHE INCIDENT

CREDITS CONTENTS
Squad Leader Credits & Contents 2
Cpl. Phillips, Wilson MI87-12
Strategic & Tactical Support
Sgt. Maj. Neale, Richard MI20-27 Introduction 3
Additional Tactical Support
Sgt. Maj. Belcher, Ian MI40-81
Into The Lions’ Den 5
External Propagandist
Sgt. Dutrait, Vincent MI42-23
Internal Propagandists
A Lion Falls 8
Pvt. Moretti, Danilo MI54-06, Pvt. Parker, Tony MI88-
47, Pvt. Sergesketter, Chad MI37-39
Selvache Safari 13
Military Intelligence Liason
3rd Lt. Barstow, Ian MI06-88
Military Intelligence Officer The Lions’ Roar 17
Lt. Col. Fennell, Alexander [Designation Classified]

Data Analysts The Lions’ Last Stand 24


Sgt. Bedison, Ron MI77-02
Forward Reconnaissance
Cpl. Vail, Sam MI91-09, Pvt. Chabot, Andre MI89-04, Lockwood’s Lions 28
Pvt. Hall, Robert MI15-08, Pvt. Kerslake, Trevor MI88-
17, Pvt. Marson, Alan MI20-060
The Arachnids 30
Priority Signals
Special thanks to the citizens and UCF agents of Sony
Pictures Consumer Products.
License 32
Starship Troopers: The Roleplaying Game – The Selvache Incident is TM & © 2005 TriStar Pictures, Inc. All Rights Reserved. Mongoose
Publishing Ltd Authorized User. Starship Troopers: The Roleplaying Game 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 288 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.

2
INTRODUCTION

INTRODUCTION
The Selvache Incident is a story of triumph
and tragedy, courage and cowardice and, ultimately, The Selvache Incident combines situations and encounters
perseverance in the face of overwhelming opposition. that will require a mix of skills to survive and overcome.
The first adventure for Starship Troopers: The Roleplaying Players will find that characters with ranks in Computer
Game, The Selvache Incident is designed for characters of Use, Demolitions, Repair and Survival of particular use,
between 1st and 3rd character level. as well as more common combat abilities.

If you are intending to play in this adventure you should Games Masters should read and become familiar with
stop reading now, as the information that follows is the entire adventure before attempting to run it to fully
intended for Games Masters only. understand how each encounter fits with those which
surround it.

IN THIS ADVENTURE… This adventure is designed for four to six Player Characters
…a group of relatively green Mobile Infantry troopers are of between 1st and 3rd character level. Should Games
assigned to Lockwood’s Lions, a squad that suffered heavy Masters have fewer players, they should use their own
losses during the events of the second Pluto campaign. discretion and scale down some of the encounters in this
module. Conversely, should Games Masters have more
Sent to relieve the small garrison at a SICON system than six players, or should the Player Characters be higher
monitoring station (SSMS) on the third moon of the than 3rd level, then he should be prepared to increase the
gas giant Selvache (sel-va∫: che pron. sh as in ship), the difficulty of the challenges presented in this adventure.
Lions are a long way from home. Far beyond Altair, the
Selvache SSMS was established to monitor and warn
of any potential Arachnid activity passing through the ADVENTURE BACKGROUND & RECENT
system on its way towards Sol.
EVENTS
The conclusion of the second Pluto campaign was cause
But the troopers soon discover that the Selvache station is
for a great deal of celebration throughout the Federation,
not the only thing to call the third moon ‘home’. Buried
but even before the ticker tape had finished falling,
deep beneath the moon’s surface, bugs swarm through a
SICON technicians on Charon, Pluto’s moon, made a
rapidly expanding tunnel network in a bid to secure their
terrible discovery. As SICON forces withdrew from
foothold in the Selvache system.
Pluto, Charon’s observation post picked up anomalous
The Lions are caught in a fight for their lives as they
journey across the moon’s surface on their way towards
the monitoring station in the hope of finding survivors,
calling in help and escaping the moon alive.

PREPARING TO PLAY
A copy of Starship Troopers: The Roleplaying Game, a
notepad, pencils and a full set of dice (at least one of each
of the following: d20, d12, d10, d8, d6 and d4) will be
needed to play The Selvache Incident. Players and Games
Masters may also find a few miniatures of use, but these
are not essential.

3
With the revelation that the Arachnids were not
indigenous to Pluto and in the wake of the Buenos Aires
disaster, many difficult questions had to be answered,
Using Established Squads and with the declassification of the Charon reports the
Games Masters may wish to have the Player Characters terrible truth was revealed; the departing transport bug
assigned to another squad they have already introduced
had somehow managed to hurl the massive chunk of
into their campaign, or have the troopers remain with a
space rock, with devastating accuracy, to collide with the
unit they are already serving with. Either of these two
home of the Federation.
options are of course possible, however, Games Masters
should be warned that certain events over the course of
this adventure do not bode well for the other members One small consolation for the destruction of Buenos
of the squad. Aires came in the fact that SICON system monitoring
stations on Charon, L347-14 and DM-36 13940,
Should Games Masters decide not to use Lockwood’s were able to triangulate the trajectory of the departing
Lions they will need to be especially fluent in the nuances transport bug, thus enabling SICON to accurately direct
of this adventure, which are specifically tailored towards the Federation’s vengeance. While the transport bug’s
the Lions. ultimate destination remains unknown. SICON forces
now scour the projected path of the transport bug in the
hope of finding the Arachnid homeworld. One thing is
certain though, the road to victory will be paved with
dead bugs.
readings that led them to believe that something very,
very large was moving away from the newly liberated
planet. Pushing their sensor systems far beyond their ADVENTURE SYNOPSIS
operational limits, the technicians received the first visual The Selvache Incident opens as the Player Characters arrive
indication that the Arachnids were not native to Pluto with their new unit, Lockwood’s Lions. Introductions are
when a humungous, space-faring bug drifted through cut short, however, as orders arrive assigning the Lions to
their sensor net. garrison duty at the far-flung monitoring station on the
third moon of the Selvache star system.
Though initial reports of the transport bug were met with a
great deal of scepticism by SICON command, despite the The Lions are deployed onto the surface of the moon
visual evidence gathered by the Charon station, two weeks where they immediately discover that they are not alone.
later, SICON was forced to reconsider the possibility of When Sergeant Lockwood falls afoul of a collapsing
space bugs when Charon’s sensor grid once again detected bug tunnel and his M-1C8 suit’s communications array
the movement of something very large travelling towards is shredded, the only way the remaining Lions can call
the centre of the Sol system. This time, however, it was in a retrieval ship is to use the equipment at the system
no bug, but a meteor, almost a mile across. monitoring station over 20 miles away.

By the time Charon’s report had reached Earth, the Making their way across the moon’s surface, the Lions are
massive meteor had already passed Luna’s orbit and was forced to fight for their lives as the Arachnids take deadly
only moments away from colliding with the Earth itself. interest in the newcomers and their passage.
The fiery mass of space debris crashed into Buenos Aires,
wiping the city and a vast swathe of the surrounding Finally arriving at Selvache’s SSMS, the Lions set about
landmass from the face of the planet. The subsequent calling for retrieval while searching the installation for
meteorological, seismological and geological repercussions survivors. Even as the retrieval ships beacon sounds the
resulted in a final death toll of over ten million. Lions must ensure the security of the compound before
the retrieval ship can touch down.

4
INTO THE LIONS' DEN

INTO THE
The
LIONS’ DEN
adventure begins with the Player
Characters being introduced to their new unit, Lockwood’s
‘Can I help you, troopers?’ Austin asks, noticing you at
last. Handing him your assignment papers, a sly grin
Lions, aboard the TFCT Chancellorsville. While most seem creeps across his face as he calls over his shoulder, ‘Looks
pleased to have been reinvigorated with new blood rather like we got us some cubs, boys!’
than being disbanded, Corporal Benjamin Austin appears
more than a little disappointed to have had rookies assigned The three men will introduce themselves and will be
to the veteran squad. interested to hear where the characters are from and how
much action they have seen, along with any up-to-date news
Games Masters should take care during these introductions from around the Federation.
to make sure that all the characters can get acquainted and
establish each of the Non-Player Characters as individually Private Kinikki ‘Loon’ Rowluni will take off his shockboxing
interesting personalities, as it will be the camaraderie of gloves to give each of the new arrivals a firm handshake,
the characters that will help guarantee the impact of later while Private Iain ‘Wizard’ Bailey will be interested to see
encounters on the players. Thus the subsequent loss of if any of the newcomers are keen card players or gamblers,
any of the Lions will be of much greater significance if the telling them that the Lions commonly host a poker night,
players and their characters have an active connection with
the squad right from the outset.

Read the following section aloud to the players;


The door to your new bunkroom opens with an almost
inaudible hiss from within to reveal a cramped grey
dormitory, its bunks and furniture pushed to the very
extremities of the small room’s walls to make way for
an impromptu shockboxing ring, scrawled on the floor
in chalk. At the centre of the ring a wiry European
is helping an enormous Fijian man to his feet. Both
wear padded sparring suits and the sport’s electrically
charged gloves. Meanwhile, a third man rests against
the dormitory’s bulkhead wall, laughing heartily.

‘Awh, stow it, Austin! Jus’ didn’t see it comin’ is all,


Wizard here caught me by surprise.’ Protests the
towering Fijian, as he finally regains his feet.

‘Well, well Rowluni. I guess they were right; the bigger


they are and all that,’ replies the onlooker, Austin,
through his gradually subsiding chuckles.

‘No hard feelings, Loon. You gotta keep your guard up


though.’ Rowluni’s diminutive opponent smiles, giving
the bigger man a playful cuff on the shoulder.

5
a now infamous event on the Chancellorsville. Corporal
Benjamin Austin, however, will remain somewhat distant,
OFFICER ON DECK!
Introductions are quickly put on hold when Corporal
concerning himself more with any combat experience the
Austin announces ‘Officer on deck’. As the Lions instantly
newly assigned troopers may have, endeavouring to mask
fall silent and stand to attention, Sergeant Lockwood passes
his disappointment should they be completely uninitiated
down the line of troopers, eyeing over each of them before
in the art of war.
giving the order to stand at ease.
This whole scene introduces the players and their characters
Read the following section aloud to the players;
to their new squadmates, and as the characters get to know
‘Fresh meat for the grinder, eh? Good to have you with
each other by swapping stories, boasts or ground rules,
us. I trust Corporal Austin has already found you a
players will be able to develop a little more of their characters’
bunk. My name is Sergeant Aaron Lockwood – there is
personality. As a result of this development, this scene is one
a padre by the same name over in second company – the
of the most important of this adventure and also provides a
only difference between that ol’ preacher an’ me is that
great opportunity for both players and Games Masters to
he works for God, an’ I am God! There are only three
become comfortable with the game, without the need for
rules in this outfit you rookies need to remember – hit
rolling dice or worrying about the rules.

System Datafile: C087: SEL2


System Name: Selvache
Star: Selvache
Classification: F (lightly
irradiated)
Orbital Bodies:
Selvache – gas giant orbited by
three small moons
Laygraa – terrestrial body of
desolate searing rock
Yault – terrestrial body
subject to extreme seasonal
radiation

SICON Datafile: C087: SEL2-c


Planet Name: Third moon of Selvache
Function: Interstellar Observation Post
Population: 24 (14 technicians, 10 garrison troopers)
Temperature: Frigid (–41 ºc to –32 ºc)
Atmosphere: Thin (trace elements of methane, nitrogen, oxygen and helium)
Gravity: Low (0.4 g)
Terrain: Barren rocky wasteland
Exports: Information
Imports: Supplies and personnel
Overview: Over 50 light years from Altair, the Selvache system was discovered
and claimed as SICON set out on the Road to Victory campaign in the wake of the
cleansing of Pluto.

Selvache remains largely unremarkable and, were it not for the SICON system
monitoring station located on the third moon, would likely be overlooked.

The third moon itself is very cold, with highest temperatures still not managing
to climb above –30 ºc. Though it lacks the necessary hydrosphere to form ice, a
number of geological features suggest this was not always the case.

6
INTO THE LIONS' DEN

hard, hit fast and hit often. You newbies remember that, out our assignment by the numbers. I want everything
an’ you an’ me’ll get along fine! by the book on this drop, just like always. SICON has
assured me that this garrison duty will only last a short
‘Now, down to business, orders have come through from while, but I think we can put our time on Selvache to
high command to coincide with the arrival of our new good use, especially in light of our new arrivals.
talent.
‘For now though we get some sleep, set your hypnopedia
‘We are to relieve Webb’s Wildcats, currently stationed at units and be prepared to drop at oh-four-hundred hours.
the system monitoring station on the third moon of the Any of you apes unlucky enough to still be awake in an
Selvache system.’ A brief murmur of disappointment hour get a bedtime story by yours truly, so look alive!
passes through the assembled Lions, before being Oh, and Loon, get some ice for that eye!’
silenced with a glare from Lockwood. ‘I know this is
hardly the frontline combat assignment that I know you Let the players review the Selvache system datafile and the
were expecting but, as Mobile Infantry, we will carry Operation: Guard Dog mission briefing.

Operation: Guard Dog


Your squad will be inserted onto the surface of Selvache’s third moon at 0400 hours. Planetary insertion procedure will be
undertaken by Skyhook as the non-combat nature of this assignment precludes the use of M2 drop capsules.

The location of the SICON system monitoring station (SSMS), its proximity to the Kwanyarna Mountain and the
unpredictable atmospheric conditions common to this mountain range make a landing at the facility all but impossible and
will require your transport to drop you 23.8 miles west of the SSMS. Having secured the landing zone (LZ) you will proceed
on foot to the objective. Upon arriving at the SSMS, Lockwood’s Lions will relieve the garrison commanded by Sergeant
Webb; Webb’s men will then make their way back to the LZ and await retrieval.

Once on site at the SSMS you will continue to assist in the essential maintenance of the facility and its surrounding support
infrastructure.

Mission Duration: High command estimates that your squad will be required to garrison the Selvache SSMS for 44 standard
days.

Mission Equipment: Standard outfit only; SICON has determined that any additional supplies will be available to your
squad at the SSMS.

7
A LION FALLS
Waking from sleep and having reviewed both
the Selvache system datafile and the Operation: Guard Dog
briefing handouts via hypnopedia, the Lions prepare for
their departure from the TFCT Chancellorsville. Requisitioning Equipment
It is possible that Player Characters may attempt to
requisition additional equipment for this mission.
THE DROP Games Masters should remember that supplies have
As 0400 hours draws closer, Sergeant Lockwood leads the already been made available to the troopers once they
Lions down to the Chancellorsville’s starboard hangar bay reach the system monitoring station. Also, given the
and onto the waiting Skyhook retrieval boat. non-combat nature of the Lions’ assignment it will be a
rare quartermaster who will issue essential equipment to
Read the following section aloud to the players; a squad he will not see return for over six weeks.
As you settle into your crash couches and stow your
weapons a female voice breaks over the ship’s intercom With this in mind, Games Masters should apply a
system. minimum –4 modifier to Requisitioning checks made to
requisition equipment for this assignment not detailed
‘This is Ensign Bethany Jones and I’ll be your pilot this in the Standard outfit of a Mobile Infantry trooper. This
morning. We will be falling at approximately 300 miles reflects SICON’s unwillingness to issue unnecessary or
per hour to arrive at our destination at approximately superfluous equipment to the trooper.
0405 hours. Just sit back and relax gentlemen.’

‘You heard the lady. Buckle up apes!’ orders Sergeant


Lockwood as he fastens his own crash restraints. build the personal ties necessary to make a Starship Troopers
game a lot more than an endless series of bug hunts.
No sooner have you secured yourself in your seat, you
are freefalling through space towards the desolate, Read the following section aloud to the players;
rocky surface of the moon below, with your innards Your guts change course without warning, burying
desperately try to escape your body through your ears. themselves in your boots, as Ensign Jones fires the
Despite the bucking and buffeting of the small vessel, breaking thrusters before, moments later, setting the
which causes the entire craft to rattle and shake violently, spacecraft down on the only flat piece of ground for a
Sergeant Lockwood’s face retains an expression of stoic hundred miles in every direction.
determination. In stark contrast, Loon’s infectious Fijian
smile splits his face in two. Wizard, meanwhile, seems ‘Please make sure you have all of your luggage and
engrossed in the pack of playing cards he is shuffling personal belongings with you when exiting the spacecraft,
and Corporal Austin continues to review the particulars and thank you for flying Fleet.’ Ensign Jones quips as
of your assignment on a databox. Thankfully none of you release your restraint harness and Corporal Austin
your squadmates seem to notice your discomfort at the issues your equipment from a storage locker.
alarming sensation of the orbital drop.
‘Let’s secure the LZ, saddle up and prepare to move out.
As with the previous scene, Games Masters should make On the bounce, you apes! We’re not being paid by the
sure to play up the pre-existing members of the squad. hour!’ orders Sergeant Lockwood.
Having Sergeant Lockwood relate an anecdote to the squad
about a past mission, not dissimilar to this one, or Wizard Moments later you stand on the surface of Selvache’s
demonstrate a simple card trick or the ever-friendly Loon third moon watching the rapidly vanishing ion trail of
offer the Player Characters a few words of encouragement, the departing drop ship as dawn creeps slowly across the
will all help the players feel more at home with the squad and moon’s paper thin atmosphere.

8
A LION FALLS

Similarly, a trooper whose suit has become damaged in


such a way will likely become exposed to the moon’s thin
atmosphere and must succeed on a Fortitude save (DC 20)
every hour. On the first failed save, the trooper is fatigued.
A fatigued trooper that fails a subsequent save becomes
exhausted for as long as he remains in the thin atmosphere.
After one hour of complete, uninterrupted rest in a normal
atmosphere, an exhausted trooper becomes fatigued. After
eight hours of complete, uninterrupted rest, a fatigued
trooper is no longer fatigued.

The Selvache moon is a low-gravity environment, where


the pull of gravity is significantly less than that experienced
on Earth. Although an object’s mass does not change, it
becomes effectively lighter. This means that troopers
bounce when they walk. It becomes easier to move and
lift heavy objects as well as perform Strength-related tasks.
Therefore, a trooper’s speed increases by five feet, his normal
carrying capacity is doubled, he also gains a +10 bonus on
any Strength check made to lift or move a heavy unsecured
object and Strength-based skill checks (including Climb,
Jump and Swim checks).

However, troopers suffer a –2 penalty on attack rolls in


a low-gravity environment unless they have the Zero-G
‘She’ll be back soon enough, boys, her or somebody Training feat. Also, a trooper will not fall as quickly on
like her; in the meantime we have a job to do.’ asserts Selvache’s moon as he would do in a normal- or high-gravity
Lockwood with a reassuring smile. environment. Falling damage is, therefore, reduced to 1d4
points per ten feet fallen. It is also worth noting, given the
duration of the Lions’ mission, that long-term exposure to
Perils and Pitfalls of Selvache low-gravity conditions can cause serious problems when
The third moon of Selvache is in the lightly irradiated returning to normal gravity. Troopers spending 120 hours
Selvache star system, a class F star, therefore, at the end of (five or more standard days) on the moon suffer 1d6 points
each day spent on the moon the Lions should make Fortitude of temporary Strength damage upon returning to a normal
save (DC 15) or suffer 1d4–2 points of Constitution damage gravity environment.
(full details of radiation hazards are detailed in Starship
Troopers: The Roleplaying Game). Despite the benefits a low-gravity environment grants
to tactical movement (+5 ft.) the trackless and awkward
A standard issue M-1A4 power suit is insulated against the nature of the moon’s surface, troopers will be limited to
extreme cold of Selvache’s third moon; however, should three-quarters their normal overlandmovement. In the case
a suit’s temperature regulator become damaged, or its of most troopers, this will mean a reduction of their base
environmentally sealed bodysuit punctured, a trooper will movement to 30 feet (a base movement score of 30 ft. + 5
no longer be properly equipped to counteract the moon’s ft. from the On the Bounce unique ability + 5 ft. from the
frigid temperatures and must attempt a Fortitude saving moon’s low gravity environment = 40 ft. – ¾ = 30 ft.).
throw every ten minutes (DC 15, +1 for each previous
check). Failure means that the trooper loses 1d6 hit points. A Knowledge (technology) check (DC 10) will tell troopers
Heavy clothing provides a +4 bonus to this save. A trooper that with all of the following taken into account it will likely
who succeeds at a Survival check (DC 15) gains a +2 or +4 take the Lions just over seven hours to reach the system
bonus on this save (see the Survival skill description detailed monitoring station almost 24 miles away at a overland
in Starship Troopers: The Roleplaying Game for more details). walking pace. Such a journey will leave them with less than
an hour’s worth of charge in their power suits.

9
BUG BAIT
The Lions set out across the freezing surface of the moon on
their way towards the distant monitoring station. Portraying Arachnids
One vitally important thing to remember about all of the
Read the following section aloud to the players; Arachnids in this adventure is this; they have no brain.
A collection of rusting hulks comes into view not far As the Arachnid transport bug that departed Pluto with
ahead. Sergeant Lockwood gives the signal to halt before the cessation of military activity there passed through the
flipping his snoopers into place to survey the distant Selvache system, it did not leave a brain bug behind. As
wrecks. a result, the bugs that now wander freely over the third
moon’s surface are not so terrifyingly intelligent as those
The brittle rock of the moon’s surface suddenly lurches encountered on Pluto.
beneath your feet, splitting and collapsing. Sergeant
Lockwood disappears in a shower of splintered shards To portray this in the game will be challenging, so here
and a flurry of dust, debris and bug legs as a swarm of are a few pointers that Games Masters may find helpful
six warrior bugs boils out of the collapsing tunnel. With to get this across to their players.
an ear-splitting screech these insectoid monsters skitter
towards you! 9 The Arachnids will not necessarily use the most
obvious tactics when engaging the troopers.
Have the players make a Reflex saving throw (DC 12). 9 The bugs will use only the most basic of instincts
Those who succeed will be able to leap clear of the subsiding and will likely have a more developed sense of self-
tunnel and avoid Lockwood’s fate. Failing this check means preservation.
that the character falls prone five feet from the edge of the 9 Unless the Arachnids need food, are protecting
resultant bug hole. infants or are directly threatened there is a chance
that they will not attack.
Six bugs clamber out of the hole created by the collapsing
tunnel, luckily for the Lions only two of the six are actually
warrior bugs. The other four are, in fact, workers. Quick
thinking characters may attempt a Knowledge (alien species) If the Player Characters fail their saving throw against the
check (DC 20) to determine the difference between them attacking Arachnid’s Fear effect then Games Masters should
and alert the other Lions to the fact. have Wizard and Rowluni automatically make their saves.

Allow Player Characters to position themselves around the Games Masters should keep in mind that this story is about
bug hole as they wish. The bugs, meanwhile, scatter around the Player Characters and should therefore not concern
the hole as shown on the next page. The worker bugs will, themselves too much with rolling, round after round, the
at the first available opportunity, attempt to flee the area as attacks of the Arachnids against the Non-Player Character
fast as possible, each scattering in a different and random Lions, and vice versa. As long as it is well presented, this
direction. Games Masters should remember that while style of combat can often be easier, quicker and more fun
worker bugs are capable of dealing injury, they will only do if the Games Master simply narrates to the players how the
so if they cannot flee, and even then will suffer any attacks other Lions stand, spraying the area with repeated bursts of
made against them on the assumption that the nearby gunfire as the warrior bugs move in.
warrior bugs will defend them. The warrior bugs, on the
other hand, will instantly move to attack the troopers. This scene is designed to scare the players so Games Masters
should beware of hitting the Player Characters too hard.
Have the players make a Will saving throw against the Fear Have a warrior bug that has managed to damage one of
value of the warrior bugs (DC 17 if some of the bugs are the Player Characters get taken down by one of their Non-
recognised as workers, DC 18 if not). A second Will saving Player Character squadmates that has been watching the
throw against Fear may also be necessary if any characters character’s back, just as the savage insect closes for the kill.
have a Wisdom score of less than 11, the modified Fear value If the players are looking worried yet exhilarated then the
of the workers. Games Master is doing everything right.

10
11
Once the fighting is done, read the following section aloud that feature shaky military figures and Games Masters
to the players; should feel free to use these as examples to help portray the
With a last desperate twitch, the final Arachnid lies squad’s new leader.
still. As you and your squad mates wipe the bugs’ blood
and ichors from your helmet’s visor and check your The Lions will likely, in good Mobile Infantry tradition, want
ammunition levels, Corporal Austin is already pawing to take Sergeant Lockwood’s body with them. Including his
through the rubble of the collapsed tunnel that surrounds suit and equipment, Lockwood’s body will weight a little
Sergeant Lockwood’s exposed arm. The limb sticks, limp over 400 pounds. Therefore, despite the low gravity on
and unresponsive, from the dust and debris. the moon, the trooper carrying his corpse will still require
a Strength score of 18 or more to avoid becoming heavily
‘Come on you apes! Help me free the sarge!’ loaded (see Starship Troopers: The Roleplaying Game for the
implications of being heavily loaded).
Given the benefits of the moon’s low gravity it will not take
long (one minute (ten rounds)) for the squad to clear enough A nearby storage yard is littered with the rusting hulks of
of the rubble to be able to pull Sergeant Lockwood’s body several abandoned MAC haulers all shipped down to the
clear of the ruined bug tunnel. Doing so requires a Strength moon to carry equipment and supplies used in the original
check (DC 15). Once Lockwood’s body is free of the rock construction of the Selvache facility back and forth across
pile read the following section aloud to the players; the surface. Since the completion of the station, the MAC
Lockwood’s suit has been punctured twice through the haulers have been out of use, left close to the landing zone
chest, most likely by vicious bug mandibles, and his to be collected and distributed elsewhere in the Federation.
faceplate is cracked, probably the result of the cave-in However, as the Road to Victory campaign progresses, the
that buried him alive. Turning the sergeant’s body over redistribution of the aged MAC haulers is not SICON’s
reveals that bug claws have shredded his suit’s command highest priority.
and control suite; the unit’s exposed circuitry emits a
brief shower of sparks before finally failing completely. A Technical (mechanical) check (DC 10) reveals that, as
they are, no single truck is serviceable, however, a Technical
A Treat Injury check (DC 15) will tell the Lions that their (mechanical) check (DC 15) indicates that with a little time,
commanding officer is dead, while a Technical (electrical) the right skills and the appropriate tools, it may be possible
check (DC 10) will reveal that his M-1C8 suit’s command to get one of the wrecks operational again, by scavenging
and control array is irreparably damaged, leaving the Lions parts from the other vehicles. Repairing one of the vehicles
without any form of long-range communications capability requires a Repair check (DC 20) and takes one hour (rules
and thus no way of calling for help. for making repairs are detailed in the Repair skill description
and the scavenging of parts is detailed in the Salvage feat
In the wake of Lockwood’s sudden death, Corporal Austin description in Starship Troopers: The Roleplaying Game).
is now the highest-ranking officer in the squad and thus is
ultimately responsible for the mission. However, Austin While it will take the troopers one hour to repair – time
is not unaffected by the loss of the squad’s long-time incredibly precious to the squad given the length of their
commander, or the nature of his death. Despite Austin’s journey and the limited charge of their M-1A4 suits – access
combat experience, he now finds himself in the top spot to an operational MAC hauler has a number of advantages.
and will not handle the responsibilities of actual command Firstly it will speed up their journey considerably, making
well. Badly shaken by the prospect of the Lions looking to the transportation of Sergeant Lockwood’s corpse easier.
him for leadership, Corporal Austin suffers a –2 penalty to Secondly, it will also provide the squad with a mobile and
all attack rolls, saves and skill checks for the remainder of covered firing platform, both of which will be essential if
this adventure. they are to leave Selvache alive.

Games Masters should make sure to let players see Austin’s Player Characters may try to radio the SSMS but will be
condition, rather than leaving this solely to the mechanics unable to reach it for a number of reasons; firstly, the Lions’
and rules of the game. Austin becomes increasingly M-1A4 power suit’s integrated communications systems do
distracted, hesitating at crucial moments; he also becomes not have the range to reach the distant facility and secondly,
less confident and begins asking troopers what they think the station is powered down.
they should do. There are plenty of films, books and plays

12
Selvache Safari

SELVACHE
SAFARI
In the wake of Sergeant Lockwood’s death, the Lions
are forced to press on towards the distant monitoring station
in their attempt to hail SICON. Using MAC Haulers
It is possible, if the troopers repaired one of the abandoned
Read the following section aloud to the players; MAC haulers, they will be aboard this vehicle when
As you leave the rusting remains of the MAC haulers, the hopper bugs attack. If this is the case then Games
the abandoned storage yard and the collapsed bug Masters are advised to familiarise themselves with the
tunnel that cost Lockwood his life, the entire squad is rules concerning vehicles detailed in Starship Troopers:
downbeat, even Loon’s irrepressible smile is concealed The Roleplaying Game.
beneath the shadow of the squad’s loss. Now the Lions
move cautiously over the Selvache moon, conscious of It is also possible that this encounter may develop into a
the Arachnid menace’s presence on the remote satellite. chase, as the Lions attempt to outrun the hopper bugs in
His brow knitted together in deep concentration, Wizard an attempt to conserve ammunition, avoid unnecessary
stares intently at a distant pair of warrior bugs, their danger or any number of other reasons. It is therefore
mandibles locked in a ferocious battle, like two rutting suggested that Games Masters keep the following points
stags. in mind;

‘They’re in the same position we are!’ announces Wizard, 9 Why is the chase happening and what would cause
suddenly. ‘Leaderless, I mean! Watch… they’re fighting it to conclude?
amongst themselves because they have no focus, no 9 How fast are the participants in the chase
co-ordination, no direction!’ Loon spares Lockwood’s travelling?
lifeless body a glance. 9 How far apart are the participants in the chase?
9 Have the Lions kept control of their vehicle?
‘They were co-ordinated enough to be making real estate
deals for the sarge. Leaderless or not, those things are When running a chase, Games Masters should remember
dangerous, so stay frosty.’ warns the towering Fijian. to maintain the fast and dangerous nature of such an
encounter, omitting or streamlining any rules they feel
Have the players make a Perception check (DC 10), detract from this as necessary.
characters who succeed this check become aware of a
persistent buzzing, drawing steadily closer. Characters who
fail this check are caught flat-footed and cannot act in the
surprise round that begins as a flight of three hopper bugs
dives at the troopers. Have the players make a Will saving Continuing their journey to the SICON system monitoring
throw against the Fear value of the hopper bugs (DC 15). station, the Lions could encounter several small clusters of
warrior, worker or hopper bugs, each group attracted by
The hopper bugs will continue to attack the Lions until the movement of the Lions. If the squad have managed to
either two of the three are killed or incapacitated, or all three salvage a MAC hauler from the storage yard, these encounters
hopper bugs are reduced to half their hit points, at which are not likely to prove too much of a challenge for them,
point they will turn tail and fly away. especially as none of the Arachnids on the moon are being
co-ordinated into the brutally effective killing machines

13
When the Lions reach the canyon edge, read the following
section aloud to the players;
In the shadow of ‘the Teeth’, the Kakawi Bridge hangs in
ruins and though some sections of the structure remain
intact, they sway treacherously with each frigid blast of
wind that moans through the Kwan Fissure like Death
itself.

Then, as if at the wind’s request, a plasma bug stomps


into view on the far side of the vacuous chasm. Shuffling
into position, the plasma bug’s enormous thorax begins
to swell and glow as it generates its destructive payload.

The giant bug shuffles its hind quarters in preparation to fire


its destructive plasma bursts over the canyon. The plasma
they are known to be. Remember, persistent bug attacks
bug fires a ball of super-heated plasma once every 30 seconds
will gradually take their toll on the rusting MAC truck.
(five rounds). Games Masters should be aware that the
plasma bug’s presence here is to provide a sense of urgency
THE KWAN FISSURE to the troopers’ crossing, not to kill them out of hand. Have
With the SSMS almost within their reach, the Lions’ final near misses rock the ground violently, causing a shower of
obstacle before reaching their destination comes in the dust and debris, rather than pulverising the Lions.
crossing of the Kwan Fissure, a massive canyon that scars the
face of Selvache’s third moon. The Lions have a number of options available to them in
order to cross the Kwan Fissure, a few of which are detailed
Read the following section aloud to the players; here.
The distant Kwanyarna Mountain range now looms
like a slumbering behemoth before you, dominating the Crossing on Foot
horizon for as far as you can see. Even at this distance The Lions may decide to make their way across the fissure
you can make out the spindly silhouettes of the antennae by navigating the few intact sections of the bridge that
arrays positioned high amidst the mountains’ craggy remain in place. However, the remnants of the bridge sway
peaks. violently, buffeted by the savage wind that howls through
the cavernous valley below.
Far below the questing heights of the mountains, like
the titanic moat of some ancient castle, the Kwan Fissure Crossing the Kakawi Bridge on foot requires a series of five
yawns wide, plunging as deep as the mountains they Athletics checks (DC 20). This DC may seem high for such
defend are high. a task, but Games Masters are reminded of the high winds,
the constantly shifting surfaces and the +10 bonus to such
As you move ever closer, the great support pylons of the checks granted to the characters by the moon’s low gravity.
Kakawi Bridge loom into view, shouldered on either side Characters who fail any one of these checks by five or more
by the ‘Devil’s Teeth’, a series of massive stalagmite-like must make an immediate Reflex saving throw (DC 15) to
geological phenomena, that line this part of the fissure. avoid losing their footing completely and plunge the 3,562
feet to the fissure’s mist-shrouded floor. Characters who fail
The pass is still some 2,000 feet away but have the players any one of these checks by four or less are caught off-guard
make a Perception check (DC 18) to spot that the giant by a sudden gust of wind that rocks the bridge or find a
suspension bridge seems to be lacking one important feature; section of the bridge they are moving onto to be less than
any cables. The DC of this check falls by one for every stable. These characters do not fall from the shattered bridge
100 feet closer the Lions move towards the bridge until they but are unable to make any progress across it that round.
are 200 feet away, at which point the damage to the bridge
becomes clear to all.

14
Selvache Safari

Jumping the Canyon Failing either of these checks by five or more causes the hauler
The Lions may decide to use their jump jets to cross the to land precariously on the far side of the fissure, its rear
canyon, but the fissure’s 1,000 foot width will require the half teetering on the edge of the precipice. The Lions will
expenditure of all of an M-1A4 suit’s jump jet fuel in a single have just enough time to vacate the truck before it lurches
jump, as well as an Athletics check (DC 20). Characters once, as the ground beneath it gives way, and plummets into
who fail this check by five or more must make an immediate the crevasse. Failing any one of these checks by four or less
Reflex saving throw (DC 15) to avoid losing their footing causes the MAC hauler to make the jump but the heavy
completely and plunging the 3,562 feet to the fissure’s mist- landing causes the hauler to suffer an additional 1d6 points
shrouded floor. Characters who fail this check by four or of damage to each of the vehicle’s locations, including its
less are caught off-guard by a sudden gust of wind that rocks passengers. No form of damage reduction applies against
the bridge or find the section of the bridge they land on to this damage.
be less than stable. These characters do not fall from the
shattered bridge but are unable to make any progress across Making a New Bridge
it this round. Lining both edges of the Kwan Fissure are the Devil’s Teeth,
a series of towering and jagged obelisks. The Lions may
For the trooper carrying Lockwood’s corpse, things are not choose to topple one of these strange geological features to
so simple. His suit’s jump jets will only be able to carry use as a bridge over the canyon.
them 500 feet, landing at the centre of the bridge before
exhausting their fuel supply, leaving the trooper to continue Of the numerous teeth, there is only one of the stalagmite-
the passage on foot. The whole crossing requires the burdened like monoliths tall enough to bridge the chasm successfully,
trooper to make three consecutive Athletics checks (DC 20) a particularly spindly tooth, with a hardness of 5 and 200
to complete the journey over what remains of the Kakawi hit points. Thankfully, the Lions will only have to cause 100
Bridge. A trooper who fails any one of these checks by five hit points worth of damage to the base of the edifice to make
or more must make an immediate Reflex saving throw (DC it topple. A few rounds of Morita fire or a couple of well-
20 if they attempt to keep hold of Lockwood’s body, DC 15 placed plasma bursts should be enough to send the ancient
if they let it fall) to avoid falling into the Kwan Fissure. stone tower crashing to the ground, creating an impromptu

Jumping the MAC Hauler


If they have one, the Lions may decide to accelerate towards
the gap at full speed in the MAC hauler in the hope of
clearing the canyon and making it to the other side. Strictly
speaking, this would almost certainly not succeed, even if
the moon’s low gravity is taken into account. However,
such a daring stunt is the stuff of legends and could prove
a memorable tale for troopers to share in the future and
Games Masters may choose to forgo the laws of physics in
favour of cinematic flair. If the Drive check to control the
MAC hauler at full speed fails as the vehicle approaches the
fissure, then the vehicle’s driver manages to skid the truck to
a halt at the edge of the canyon.

Jumping the MAC hauler across the Kwan Fissure will


require the vehicle to be travelling at full speed before it
reaches the canyon edge and two Drive checks (DC 15),
one to make the jump, the other to land the hauler safely.
Such rough treatment of the hauler will cause 1d6 points
of damage to each of the vehicle’s locations, including its
passengers. No form of damage reduction applies against
this damage.

15
bridge across the Kwan Fissure; now all that is left to do is damage to a single stone edifice to cause it to fall. As the
to walk across it. stone spire falls, it breaks into five Huge pieces, the first of
which deals 20d4 points of damage, the second piece deals
16d4 points of damage, the third piece deals 12d4 points of
THE PLASMA BUG damage, the fourth piece deals 8d4 points of damage and
Having made it across the Kwan Fissure, the Lions come the final piece deals 4d4 points of damage. A Reflex saving
face-to-face with the plasma bug that has been bombarding throw (DC 15) can be attempted by anyone within ten feet
them with plasma fire. The enormous Arachnid realigns of the plasma bug to reduce the damage of any piece falling
itself to continue its assault on the Lions. on them by half.

Read the following section aloud to the players; Though this alone is unlikely to kill the massive alien insect,
The ground on the far side of the canyon shudders it is unlikely to be able to withstand more than three such
violently, small stones leaping from the surface like barrages.
Mexican jumping beans, as the gigantic plasma bug
moves to continue its attack. If it is still operational, it may also be possible for the Lions
to ram the MAC hauler into the gigantic plasma bug, Games
With the system monitoring station almost within sight, Masters should consult the rules concerning the collision
your journey to reach it will end abruptly if this Arachnid and ramming of vehicle detailed in Starship Troopers: The
behemoth manages to land the one lucky shot that will Roleplaying Game.
have you all buying the farm.
When and however the plasma bug is dealt with, read the
The Lions do not have enough ammunition to take the following section aloud to the players;
plasma bug down, even if they could survive long enough to With the dust of your fracas slowly settling behind you,
fire it all. Instead the troopers will have to fight smart. what is left of Lockwood’s Lions presses on towards the
system monitoring station, now almost visible in the
The Lions could flee, trusting to the fact that they can safely distance. For the first time since you arrived here you
outrun the alien insect, however, it will not take the plasma allow yourself to hope that you may actually leave.
bug long to catch up with the Lions, especially once they
reach the SSMS, where the massive bug will happily begin
pounding the station into oblivion with an incessant barrage
of plasma.

The Lions could try to aim for the bug’s plasma-generating


thorax as it prepares to unleash its plasma burst, a potentially
dangerous plan, if a guaranteed success.

Due to the size of the creature’s thorax, targeting it specifically


grants a –2 bonus to attack rolls to hit it, while puncturing
this section of the bug’s body requires the troopers to deal 50
points of damage to the creature. The resultant explosion
of the Arachnid’s plasma-generating hindquarters kills the
insectoid and deals 4d10 points of damage to everything in
a 30 foot radius of the creature. A Reflex saving throw (DC
20) may be attempted to reduce any damage dealt by the
exploding bug by half.

Alternatively, with the plasma bug being so close to the


Devil’s Teeth, the Lions may opt to bring one of the ancient
stone monoliths down on top of the gigantic bug. Each of
the Devil’s Teeth has a hardness of 5 and 200 hit points.
The troopers need to deal at least 100 hit points worth of

16
The Lions' Roar

THE LIONS’
ROAR
The Lions have reached the SICON system
monitoring station, but things are not as they should be.
Beyond the gateway, a small courtyard is littered with
the refuse of battle. A few overturned supply crates
The prefab alloy panels of the station’s outer wall are pitted provided only minimal cover to Sergeant Webb and the
and scored by bug claws, while the gates into the courtyard four troopers under his command, whose dismembered
lie buckled on the ground. corpses lie amongst them, a testament to the ferocity of
the bug’s attack. Around the station’s main entrance, the
Read the following section aloud to the players; doors of which now lurch back and forth, caught in the
Your last few steps towards the system monitoring station indecision of whether to remain open or closed, stands
cause your heart to sink. The prefabricated walls of the a barricade of bug corpses. Each abstract, alien form
outer compound bear the scars of recent action, slashed, is riddled with the hallmarks of concentrated firepower,
dented and scorched in innumerable places; nonetheless, their luminous green blood slowly congealing as it seeks
they remain standing. The gates, however, are not so out the tarmac below.
fortunate… The reinforced titanium alloy gates, capable
of withstanding anything but the most determined of
assaults, now lie buckled and broken in the entranceway WARM WELCOME!
they once barred. Have the players make a Perception check (DC 10) to spot
the cause of the carnage around the station’s main entrance.
Just beyond the installation’s jerking outer doors, concealed
in the shadows of the blacked out building, stands a ‘Medusa’
automated defence emplacement (ADE), its rotary barrels
tracking endlessly back and forth across the courtyard. Set
to motion detector mode, the ADE scours the area for its
next target.

Medusa Automated Defence


Emplacement
A common, if dated automated defence emplacement, the
AW-212 Medusa DE regularly sees service at facilities not
equipped with heavier mounted weaponry, such as the Twin
50 autocannon, to maintain secure perimeters. The Medusa
is a stationary mounted weapon fitted with only the most
basic of IFF protocols and AI systems, though is capable
of scanning visual, infrared and ultraviolet spectrums with
its integrated motion and thermal detectors and multiple
target acquisition software. Each of these integral features
is designed to reduce instances of friendly fire, though it is a
rare trooper that trusts entirely to this weapon’s AI, choosing
instead to simply set the gun to seek out moving targets
before clearing the area as soon as possible.

17
Medusa Automated Defence Emplacement
Range/
Weapon Type Damage Crit. Spaces Burst RoF Mag. Size Weight
AW-212 ‘Medusa’ Mounted 4d8 20 90 ft./18 Y A 300 Huge 97 lb.
Defence Emplacement

The Medusa has a base attack bonus of +10, a Perception Once inside the station the search is on to locate the armoury
skill bonus of +10 and a +8 Initiative bonus. The drone or the power cell containment, the two most likely locations
gun also has a hardness of 10 and 10 hit points. When the in which to find replacement power cells for the troopers’
Lions encounter this particular ADE it has only 30 rounds M-1A4 power suits, which by now are almost completely
of ammunition left. drained. The Lions will also need to find the stations
communications equipment, repair the transmission relay
Getting past the Medusa will not be easy, especially if the Lions exchange unit and power up the station.
are impatient. The drone gun only has enough ammunition
to make three attacks, but it will attack anything that crosses Ground Floor
its field of fire. As a result, deactivating or overriding the
Main Airlock (G1)
automated defence emplacement will be almost impossible,
Situated beyond the outer doors, the main airlock is
as all of its controls are mounted at the rear of the weapon.
used to access the station from outside. Large enough to
Should one of the Lions manage to make it to the controls it
accommodate up to ten people, the airlock grants direct
will require a Computer Use or Sabotage check (DC 15).
access to both the medical bay (G2) and the ground floor
storage facilities (G3). With the windowless doors of the
Once the Medusa is silenced, read the following section
airlock sealed, the automated environment controls begin
aloud to the players;
pumping breathable atmosphere and decontaminants into
The drone gun’s gears and motors fall silent as they cease
the room through hundreds of vents concealed in the
the weapon’s relentless scouring of the courtyard. With
surgical white walls. Once this process is complete and with
the Medusa now deactivated, you are free to step up to
the heavy grinding of gears, the inner doors to the SSMS
the installation’s main entrance. A knife blade of pale
unseal themselves with a sigh.
light cuts the darkness of the room beyond in two as,
despite your better judgement, you enter the station’s
Once the troopers have cycled the airlock it is possible for
eerie shadows.
them to move through the rest of the station without their
M-1A4 power suits. It will take the Lions one minute to
INTO THE DARK remove their power suits; putting the armour back on again
Inside, the SSMS is almost completely powered down. later will also take the same amount of time. Troopers not
Running on emergency power the station is lit only by the wearing their power suits will not have access to the helmet’s
pale blue glow of floor level emergency strip lighting, so integrated light-enhancement systems or lamp needed to
the station is considered a shadowy, low-light environment navigate the low-light conditions of the station safely.
and will require some form of low-light vision to traverse
safely. The key to running this part of the adventure is Medical Bay (G2)
suspense. Games Masters should have the players make The medical bay is the only location in the powerless station
a Perception check every now and again, even if there is that is fully lit by the emergency power systems. The medical
nothing to see or hear, or have them hear an unusual sound, bay has five recuperation beds, one of which appears to have
like a metallic thud, low whimper or mysterious scratching been transformed into a makeshift surgery for the dead
from somewhere deeper inside the station. Games Masters trooper lying on it. Impaled by a bug mandible, the trooper’s
should feel free to add in as many details as they like to keep blood mixes with the green regenerative fluids of the room’s
the players on their toes, from a bloody smear on the wall shattered suspension tank that now cover the floor.
or floor leading to nothing to a sudden shower of electrical
sparks from a shredded console. Almost everybody will have Much of the medical bay’s supplies appear to have already
seen a film that has made them jump and Games Masters been used, their discarded packaging scattered amid the
should draw inspiration from these to keep their players’ overlooked medicines and bandages littering the room.
hearts pounding. Whoever cleared the room was obviously in a hurry and not

18
The Lions' Roar

GROUND FLOOR

FIRST FLOOR

BASEMENT
SUB-BASEMENT

19
particularly thorough – two first aid kits and one medical kit projector screens and emergency cooling vents, providing
can be turned up with an Investigate check (DC 10). energy for each and every one of the facility’s communications,
sensors, life support and computer systems.
Ground Floor Storage Bay (G3)
Filled with towering piles of battered crates, each containing Encircled on every level by grated gantries and stairways
supplies and equipment not immediately of use, but essential allowing access to the other areas of the station, the power
to the station’s operation, the ground floor storage bay holds core rises out of an enormous bore hole that reaches deep
everything from parts, components and tools to excess food into the Selvache moon’s crust. In the dark depths at the base
and clothes. The ground floor storage bay has been sub- of the borehole, the core transfers the moon’s geothermal
divided to include both a basic repair workshop (G4) and energy into the power needed to run the station above. Like
an armoury (G5). all other areas, the primary power core is lit only by the eerie
blue glow of the station’s emergency lighting.
The storage facilities are also home to the station’s freight
elevator. Used to move the large supply crates to the storage Troopers’ Quarters (G7 & G8)
facilities on the lower floors, the elevator is capable of Each of these quarters are made up of a cluster of five smaller
taking great weights quickly to the pantry (B5) and the sub- rooms, all of which are dark, despite the station’s emergency
basement storage bay (S1). lighting. Each of the quarters’ individual rooms has two
bunks, all fitted with a small reading lamp, a hypnopedia
Repair Workshop (G4) unit and a small storage locker, but otherwise the rooms are
Little more than a prefabricated shed erected against the devoid of any personal possessions.
far wall of the ground floor storage bay (G3), the repair
workshop has a lone workbench, littered with odd fixings Environmental Systems (G9)
and metal shavings and enough tools to constitute a basic Responsible for the life support functions of the station,
mechanical toolkit. A pair of flashlights with enough these systems are located between the internal and
power to cast light up to 30 feet and over a 20 foot area, the external walls of the SSMS’s ground floor. This area is an
flashlights’ power cells will only last for 30 minutes before extremely cramped maze of oxygen and water reclamation
their effectiveness is reduced by half. At the end of an hour and conversion machinery used to maintain a habitable
the flashlights’ power cells fail completely. environment for the occupants of the facility. Squeezing
through the tight confines of the station’s environmental
Armoury (G5) systems requires an Escape Artist check (DC 30 if in power
Like the repair workshop (G4), the makeshift armoury is suit, DC 20 otherwise) for each round of movement.
a prefabricated shed, however, the armoury has a simple
electronic lock on its insubstantial door. The lock requires Basement
a Sabotage check (DC 20) to open, while the door can be Recreation Room (B1)
broken down relatively easily with a Strength check (DC A good-sized lounge area to one end of the room is lined with
13). a ring of padded couches at the centre of which stands a low
table scattered with discarded data-discs. A large projector
The armoury contains two belts of ammunition (600 screen at the other end of the room still plays an episode of
rounds) for the AW-212 Medusa defence emplacement, ten Space Rangers Against the Galaxy quietly to the collection of
magazines of standard issue assault rifle ammunition (300 gym equipment gathered around the screen.
rounds), ten magazines of Peacemaker ammunition (150
rounds), three TW-102-s Peacemaker pistols, two cases of
Executive Quarters (B2)
ten M-902F fragmentation grenades, a case of ten M-909S
A cluster of four smaller rooms, these quarters are assigned
fog grenades, one Triple GL, one Hel flamer with one spare
to the four lead technicians stationed at the SSMS. Larger
fuel canister and two drained power cells.
than those quarters assigned to either the troopers or the
other technicians here, these rooms are equally dim and
Main Power Core (G6) contain only one bed each, these quarters also contain a
The system monitoring station’s main power core is the heart larger storage locker and a small desk, many of which are
of the facility. Traversing all four floors, the power core is home to a databox and numerous data-discs.
a massive cylindrical tower covered in access hatches, unlit

20
The Lions' Roar

The second room on the left (B2a) is not empty, however.


As the Lions open the door to the room a wild spray of
automatic fire issues forth from the room’s shadows, heralded The Good Doctor
by a terrified cry. Inside, Doctor Edward Winston, the Doctor Edward Winston is suffering from the effects of
station’s only survivor, cowers behind his overturned bunk mental trauma, brought on by the Arachnid attack on
cradling a TW-203-a assault rifle. The dishevelled doctor the isolated monitoring station and is now considered
has not slept in the three days since the bugs came and is shaken. He will be calmed by the presence of the Lions,
almost completely traumatised by the recent events at the explaining how he sabotaged the station’s transmission
Selvache station. With a Persuasion check (DC 10) he can relay exchange unit in the sub-basement to halt the
be convinced to lower his weapon, but will not relinquish bug’s assault. Doctor Winston believes most vehemently
it unless it is forcibly taken from him. The doctor will be that the magnetic pulse waves generated by the station’s
pleased to see what he assumes are his rescuers and will be sensor grid enraged the Arachnids causing them to
keen to leave the station immediately. Once he is told or target the facility and its occupants. He does not know,
discovers that the Lions are not here to take him home he however, when the bugs arrived in the Selvache system,
will begin to frantically bewail their situation, exclaiming but an anomalous signal passing through the sensor grid
that they are all doomed to die in the darkness. just over a week ago may provide the key to the mystery.
Unfortunately, Doctor Winston is too afraid of inviting
Technicians’ Quarters (B3) another bug attack to power up the station’s systems to
Almost identical to the trooper’s quarters (G7 and G8) confirm this.
described on pg. 20.
If the Lions do not heed the doctor’s warning and repair
the transmission relay exchange unit and power up the
station’s communications systems anyway, the doctor will
attempt to slip away at the first available opportunity to
sabotage the Lions’ plans and save them all from a grisly
death.

Mess Hall (B4)


The hall is in ruins, the tables and chairs lie scattered here
and there along with the corpses of two dead technicians
and a lone trooper, each broken body an indication of the
speed and brutality of the bug attack. The rear quarter of the
mess hall is given over to the kitchen and food preparation
area. Pots and pans, cutlery and crockery have all been
tossed to and fro in the kitchen area and smears of blood mar
its otherwise pristine stainless steel surfaces. As the Player
Characters enter the mess hall have them make a Perception
check (DC 10) to spot the reflected movement in the
kitchen’s gleaming appliances and hear an unusual clicking
and slurping sound. Behind the kitchen’s serving counter
a lone warrior bug makes a meal of a third technician. If
the Lions have approached stealthily then they will have the
drop on the fearsome Arachnid and gain a surprise round.
If the troopers have blundered into the room or have Doctor
Winston with them (who will let out a stifled shriek at the
noise) then the terrifying insect will rear up screeching,
distracted from its meal, to attack.

21
Pantry (B5) Transmission Relay Exchange Unit (S4)
A large walk-in closet stacked with all manner of canned, Situated at the mid point of the rough-hewn access
processed and freeze-dried foodstuffs. Only marginally tunnel leading the 600 feet to the main emitter arrays, the
better than SICON field rations, there is still enough food transmission relay exchange unit manages the flow of data
here to last over a month. from the countless dishes, antennae and aerials located amid
the peaks of the Kwanyarna Mountains to the monitoring
Sub-Basement station’s control centre. The cramped tunnel walls are lined
with thick bundles of multi-coloured wires, all necessary to
Sub-Basement Storage Bay (S1)
pass raw data from one point to another.
Smaller than the ground floor storage facilities (G3), the
sub-basement storage bay is still packed tight with battered
The transmission relay exchange unit itself appears to have
crates of parts, components and tools for the power core and
been slashed by bug claws, not the type of damage Doctor
its control systems. A lone cliff mite has been trapped in the
Winston could have inflicted upon the device, yet a warrior
bay by one of the station’s staff shortly before they were all
bug would be unlikely to fit down the tunnel. A trooper
wiped out.
capable of making a Knowledge (alien species) check (DC
30) will be able to identify this damage as being caused by
Have the troopers make a Perception check (DC 12) to
several cliff mites. Repairing the damage to the transmission
make out the creature’s soft scuttling. Those who succeed
relay exchange unit will require a series of five Repair checks
this check will not be caught flat-footed when the vicious
(DC 15) and characters with five or more ranks in the
little insect leaps from the darkened room to attack.
Technical (electrical) skill gain a +2 synergy bonus to these
checks. Once the unit is repaired and power returned to the
Power Cell Containment (S2) station the Lions should be able to call for help.
This small armoured room contains a dozen power cells used
to power many every day items, from vehicles and power
suits to flashlights and databoxes.
Data Storage & Processing Centre (S5)
The data storage and processing centre contains the main data
storage matrix and the processing computers for the SSMS.
The power cells in each of the Lions’ power suits can be
While there are countless other computers throughout
replaced with a Repair check (DC 5) in only a few seconds.
the station, this bank of central processors collates all the
The power cell containment unit also contains a charging
information stored on these, compacting and refining it
bay and each of the drained power cells can be charged,
before transferring it to the storage matrix. Removing the
drained and recharged countless times in its operational
station’s data storage matrix requires a series of five Computer
lifespan.
Use checks (DC 20) and five Technical (electrical) checks
(DC 20). The fragile matrix, once removed, weighs 15
Power cells are stored in armoured containment units in the
pounds and is fitted with a pair of handles for portability. It
event that a cell overloads, discharging all its energy at once.
has a hardness of 10 but only 10 hit points, if the matrix is
While a single cell overloading is unlikely to cause much
reduced to zero hit points any data it once contained will be
damage, several cells overloading at once can prove highly
lost permanently.
destructive. While these containment units are not designed
to contain a large-scale explosion, they can significantly
The station’s maintenance computer is also situated here
reduce the likelihood of deaths and severe damage caused
and can undertake a full diagnostic evaluation of the
by an overload and while such instances are rare, they are
SSMS’s functions, including everything from the state of its
not unknown.
computer systems to the integrity of the station’s sensor grid.
Performing a full diagnostic sweep requires the station’s
Secondary Airlock (S3) power core to have been reactivated and a Computer Use
This small airlock seals the entrance into the access tunnel check (DC 10) and will take one hour. The sweep will
leading to the station’s main emitter arrays and contains reveal that the station’s transmission relay exchange unit (S4)
a single encounter suit for any technician conducting has been damaged and that no signal can be sent or received
maintenance work on the transmission relay exchange unit until the unit is repaired.
(S4). The tunnel itself is only wide enough to permit single
file traffic.

22
The Lions' Roar

Core Control Room (S6) dim and lifeless. On the other side of the power core, lie
Monitoring and maintaining the performance of the primary the emitter control systems that govern the interstellar
power core, the core control room would normally be transceivers and signal relay receivers. Amid the plethora
manned by two technicians at all times, now, what is left of of scanner and sensor controls is the communications suite,
these unfortunate souls can be found throughout the room, capable of sending and receiving signals in any one of a
their body parts scattered like chaff amid the blank consoles thousand different frequencies and scanning a thousand
and machinery of their workplace. Despite the barely more, the suite would make any Mobile Infantry comms
functioning power core, the room remains uncomfortably technician green with envy.
hot. The emergency lighting, now spattered with the blood
of the dismembered technicians, paints the room a sickly
shade of mauve. A CALL FOR HELP
When the transmission relay exchange unit has been repaired
The core control room handles the operation of the primary and power has been restored to the station the Lions can call
power core, rerouting power throughout the station to for help. Once this has been done read the following section
maintain maximum energy efficiency. On command the aloud to the players;
core control room can allocate additional power to the A low, throbbing hum courses through the station, rising
facility’s computer systems, communications and sensor from the depths of the power core’s foundations like the
arrays, life support and many other functions of the system growl of some ancient arcane beast. Blinking back to
monitoring station. Thankfully, most of the control room’s life, the harsh electric glare from the overhead panels
functions are automated, but restoring full power to the replaces the facility’s eerie emergency lighting, scouring
station will require a Repair check (DC 15) and a Computer the station clean of shadows. Projector screens and
Use check (DC 10). monitors, which had so recently been dark, now flicker
into life, accompanied by a crescendo of beeps, whistles,
clicks and whines, as the Selvache system monitoring
First Floor station comes back online.
Central Control Room (F1)
Primarily responsible for providing SICON with the
detailed sensor scans of the area of space surrounding the
Selvache system, the central control room is the focal point
of operations for the Selvache SSMS and the point around
which the station’s primary functions are carried out.
Dominating the entire first floor of the facility, the whole
area is a mass of computers, consoles and projector screens,
all situated beneath a reinforced transparent dome. Here
the station’s inoperative systems and screens stare back into
the glassy eyes of the five dead technicians, each sprawled
in a puddle of their own innards spilling from their slashed
and torn bodies.

Built around the giant central power core, the facility’s sensor
monitoring and communications equipment forms a ring
around the core. Tied to the countless dishes, antennae,
aerials and pylons high in the craggy peaks of the Kwanyarna
Mountains, via the transmission relay exchange unit, the
station incorporates all spectrum receivers and transceivers
capable of scanning virtually anything at incredible ranges.

The main sensor grid control systems can be found here


and are linked to the emitter arrays high in the peaks of the
surrounding mountains. Rows and rows of projector screens
that once flickered with a constant stream of data now stand

23
THE LIONS’
LAST STAND
The Lions have repaired the SICON system
monitoring station, but they are not out of the woods yet.
bugs cannot make Perception checks or perform any other
activity that requires vision, though Perception checks made
As Doctor Winston’s theories concerning the bug’s hatred of to listen are acceptable.
the station’s signals are proven to be correct, the Lions will
have to fight for their lives as they wait to see if their call for The painful pulses of the Lions’ signal have also enraged the
help has been heard. attacking Arachnids, allowing them to double the Strength
modifier applied to the damage of any successful attacks.
Once the SSMS has been powered up and the Lions have Games Masters should remember to adjust the statistics of
made their distress call, read the following section aloud to the Arachnids used in this part of the adventure accordingly.
the players;
As the first words of your emergency transmission are
catapulted through space by the station’s advanced SABOTAGE!
communications gear to whoever may be listening, the At this point Doctor Winston will slip away, intent on
transparent dome above the central control room darkens. stopping the transmission that will summon not only help,
A swarm of close to a hundred hopper bugs blot out the but in time, every Arachnid on Selvache’s third moon.
sky as they descend upon the dishes and antennae secured The doctor will head straight to the transmission relay
to the perilous heights of the Kwanyarna Mountains. exchange unit as fast as he can, unless he knows that one
Meanwhile, deep in the bowels of the station, you can of the Lions is there, in which case he will head to the core
hear the dull thud of chitin on metal as the bugs renew control room. Assuming the doctor makes it to one of
their offensive against the facility.

With the communications array being buffeted by the


assault of the flying Arachnids and bugs burrowing into
the station itself you can only hope that someone out
there hears your signal before it is cut short.

As soon as power returns to the station and it starts to


transmit its mayday, a number of things will happen;
Doctor Winston will make his attempt to stop the Lions’
transmission (see Sabotage!), the access tunnel in the
sub-basement will be stormed by enraged cliff mites (see
Tunnel Trouble) and warrior bugs will begin their assault
on the facility’s outer walls (see Besieged). Because of the
way Arachnid senses work, all of the bugs in this part of
the adventure are blinded by the station’s transmissions and
therefore the attacking Arachnids cannot see at all and have
a 50% chance to miss in combat. Furthermore, the blinded
creature has an effective Dexterity of 3, along with a –4
penalty on the use of Strength- and Dexterity-based skills.
This –4 penalty also applies to any other skill checks for
which the Games Master deems sight to be important. The

24
The Lions' Last Stand

these locations, it will take him five rounds to cause enough


damage to the equipment to cause the station’s transmission
to end. Repairing the doctor’s damage will require a Repair
check (DC 25) for each piece of equipment that the doctor
manages to break.

If the Lions have both the transmission relay exchange unit


and the core control room covered he will attempt to snatch
a weapon and take one of the troopers hostage, threatening
to kill him if anyone tries to stop him, as he begins to power
down the station from the control centre.

TUNNEL TROUBLE
One minute (ten rounds) after the Lions power up the
station, 20 cliff mites will surge through the access tunnel
towards the station, swarming over anything they encounter
along the way. If Doctor Winston is in the tunnel as the cliff
mites approach he will, unless the Games Master decides
otherwise, perish in a wave of burrowing monsters.

Once the cliff mites reach the secondary airlock (S3) they will
begin attacking the airlock doors. The doors have a hardness
of 10 and 80 hit points. Even so, the cliff mite offensive will
breach the airlock doors in ten rounds, allowing them to
scurry into the station’s sub-basement and directly attack the The range penalties described above fall as the warrior bugs
power core and its control room. draw nearer as follows; at the end of the second round,
ranged attacks made against the bugs at this range suffer a
Once the initial wave of 20 cliff mites have entered the –12 penalty as they close to 800 feet. At the end of the third
station via the secondary airlock, a further five will issue round, this penalty is reduced to –8 as the Arachnids close
into the sub-basement every minute (ten rounds) unless to 600 feet. At the end of the fourth round, ranged attacks
the Lions are able to plug the breach. A trooper capable of suffer a –6 penalty to hit, with the bugs only 400 feet away.
making a Technical (structural) check (DC 30) will be able At the end of the fifth round, with the bugs now a mere 200
to construct a suitable barrier to keep any more waves of cliff feet away from the station’s walls, the penalty to hit them
mites out of the facility, at least until help arrives. becomes just –2.

If the Lions reloaded the Medusa automated defence


BESIEGED emplacement with the ammunition from the armoury (G5)
Three minutes (30 rounds) after the station begins then it will keep the courtyard free of any bugs that do
transmitting, the first waves of warrior bugs begin to appear manage to get past the troopers, at least until its ammunition
at the base of the mountains, scurrying towards the isolated belts are depleted, some six minutes (60 rounds) after the
SSMS and intent on putting an end to its blindingly painful first bugs infiltrate the compound.
signal. The 60 attacking warrior bugs begin the battle
1,000 feet away from the SSMS compound, just inside a This is the Lions’ last stand as they fight to buy themselves
TW-203-a’s extreme range of 1,250 feet, with attacks made enough time for whatever help might be coming to arrive.
at this range incurring a –14 penalty for characters without All of the surviving Lions’, even the shaken Corporal Austin
the Far Shot feat and a –12 penalty for those who do. The (if he is still alive), who seems at last to be getting over the
warrior bugs will sprint into combat as they try to close the effects of Sergeant Lockwood’s death as the desperation
range between themselves and their target. Moving at 200 of their situation becomes increasingly apparent, knuckle
feet per round the bugs should reach the walls of the outer down to the task at hand.
compound at the end of the sixth round of combat.

25
Games Masters should keep in mind that this story is about bugs will be all that will concern the Lions here. If the squad
the Player Characters and should therefore not concern fled the gigantic walking artillery piece, then it will arrive
themselves too much with rolling, round after round, the now, much to Ensign Jones’ horror. She will be unable to
attacks of the Arachnids against the Non-Player Character take off until the creature is dealt with and any attempt to
Lions, and vice versa. As long as it is well presented, this escape the creature’s plasma fire as the retrieval boat heads
style of large-scale combat can often be easier, quicker and for orbit will make for a bumpy, if not fatal, ride.
more fun if the Games Master simply narrates to the players
how the other Lions are standing atop the compound’s outer Ensign Jones will only be able to wait for five rounds before
walls spraying the area below with repeated bursts of gunfire the retrieval boat itself is placed in danger. Two rounds before
and the occasional exultation as the disoriented bugs crash she takes off she will announce over the Lions’ intercoms
against the station like waves. that she will be leaving in ten seconds. Any trooper not on
the retrieval boat by the end of the fifth round will be left
Games Masters should also milk the tension of this whole behind. Games Masters should be lenient with this, if a
combat scene, making sure that players are keeping track trooper has made every effort to reach the retrieval boat in
of their rapidly depleting ammunition. Have a frenzied time and would make it there in the next round, then Ensign
warrior bug that has managed to get past one of the Player Jones will wait the extra few seconds for them. However, she
Characters get taken down by one of their Non-Player will not endanger herself, the retrieval boat or her passengers
Character squadmates that has been watching the character’s waiting for troopers to play hero.
back, just as the savage insect closes for the kill. Corporal
Austin (if he is still alive) is a good candidate for such heroics. Any Player Character who finds themselves out of
If the players are looking worried yet exhilarated, then the ammunition and facing an angry bug as they make their way
Games Master is doing everything right. to the retrieval boat is saved from certain death by the swift
intervention of Corporal Austin (if he is still alive, Rowluni
As the Lions’ ammunition is all but depleted, read the if he is not and Bailey if Rowluni has also not survived)
following section aloud to the players; who takes his attention off of his own fire zone to defend
As the digital ammunition counter on the side of your the doomed character. Doing so proves a fatal mistake,
rifle plummets towards zero a roar of thrusters and however, as a nearby bug takes the opportunity granted by
heavy machine gun fire drowns out the deafening rattle the trooper’s heroic gesture to skewer them with its vicious
of gunfire and the ear-splitting screeches of the hordes
of warrior bugs that fall to the massed firepower of the
approaching Skyhook retrieval boat. The transport
shudders violently, hammered by the strong and
unpredictable winds that sweep through the mountains’
peaks.

‘This is Ensign Jones, I’m in the pipe and everything is


five-by-five. I heard you boys could use a ride!’ Despite
the strain of controlling the bucking Skyhook, Ensign
Bethany Jones’ voice has never sounded so sweet as
she announces her arrival over your helmet’s intercom
system.

Setting her Skyhook retrieval boat down within the


tight confines of the compound’s small courtyard is a
true feat, made all the more impressive by that amount
of debris and refuse that litters the area in the wake of
the Arachnid’s attack. Without a backwards glance, you
head straight to the Skyhook’s waiting hatch.

If the Lions managed to disable or kill the plasma bug at


the Kwan Fissure (pg. 14), then the onslaught of the warrior

26
The Lions' Last Stand

claws. The fallen saviour manages to croak out the words


‘Go, now!’ before collapsing to the floor beneath the tide of
REWARDS
With The Selvache Incident closed, award each player
onrushing warrior bugs.
with 1,500 experience points. If Sergeant Lockwood’s
body returned to the Chancellorsville with the Lions, then
Once the five rounds that Ensign Jones can wait are up, read
award each of them an additional 125 experience points. If
the following section aloud to the players whose characters
Doctor Winston survived to return to the Chancellorsville
made it to the retrieval boat in time;
with the Lions, then award each of them an additional 125
Only moments after Ensign Jones lifts off from the moon’s
experience points. If the Lions retrieved the SSMS’s data
surface do the Arachnid forces mange to swarm over the
storage matrix then award each of them an additional 250
SSMS compound. With the facility falling away beneath
experience points.
you, the bugs breach the primary power core; shielding
your eyes from the glare of the resultant, all-consuming
Commendations will be awarded to the each of the Lions
explosion, you cannot help but remind yourself that,
if they managed to destroy the plasma bug at the Kwan
despite everything, this has been another glorious day in
Fissure, if all of the Lions, bar Sergeant Lockwood, survived
the Mobile Infantry. The Mobile Infantry, where every
to return to the Chancellorsville and if Doctor Winston
meal is a banquet, every pay cheque a fortune and every
returns to the Chancellorsville alive and unharmed. An
mission an adventure!
additional citation may be awarded to any individual Player
Character who assumed the leadership of the Lions in the
HOME SWEET HOME wake of Sergeant Lockwood’s demise and Corporal Austin’s
When Ensign Jones lands the retrieval boat back onboard ‘lapse of judgement’.
the TFCT Chancellorsville there is no grand celebration or
pomp and ceremony of any kind, simply a stern looking Wounded Lion honours will be posthumously awarded to
lieutenant with the words ‘Good work troopers, I’ll expect any members of the squad who died during the The Selvache
your reports on my desk by 0800 hours.’ With that the Incident.
officer turns on his heels and leaves the Lions with a few
hours sack time.

From: Captain Hayward, 4th Battalion, 2nd Regiment, 1st Brigade, 2nd Division, IIIrd Army
To: Lockwood’s Lions, 1st Squad, 2nd Platoon, 4th Company, 4th Battalion, 2nd Regiment,
1st Brigade, 2nd Division, IIIrd Army
Re: The Selvache Incident
Troopers,
Due to the recent discovery of Arachnids in the Selvache system, SICON has determined
that the system monitoring facilities there are lost to these alien aggressors and have
moved the station’s operations to neighbouring systems.
Careful review of your reports, coupled with analysis of the data storage matrix retrieved
from the Selvache SSMS have raised the possibility of other planets and systems,
previously thought free of Arachnid occupation, may also have been infiltrated. This
analysis has also revealed that the moon may have been infested for some time before
any Arachnid presence was properly detected and that Doctor Winston’s theories
concerning the effects of the station’s sensor and communications arrays may well
have been correct. All of this is of grave concern I’m sure you will agree, especially as
SICON presses on with the Road to Victory campaign. With this in mind I have already
made recommendations to high command, with special reference made to the proposed
full-scale assault of the Selvache system.
On a less positive note, I have to inform you that, in the wake of Sergeant Lockwood’s
death, Lockwood’s Lions are to be disbanded and reassigned to other squads in your
platoon. See your platoon commander for your individual assignments.
Good Work.

27
LOCKWOOD’S
LIONS
SERGEANT AARON LOCKWOOD CORPORAL BENJAMIN AUSTIN
Sergeant Aaron Lockwood is clean-shaven man Corporal Benjamin Austin is an excitable trooper,
in his early forties. His short, dark brown only newly appointed to the role of
hair is kept close-cropped with military corporal. A veteran of the second Pluto
precision. His deep hazel eyes have a campaign, where he earned his field
piercing quality that coupled with his promotion, Austin has yet to experience
broad frame and towering stature, ensure actual field command. Despite having
that he can be an incredibly imposing the respect of the other Lions, he is
sight. considered to be somewhat of an armchair
general, knowing everything about how
Lockwood’s two watchwords are ‘efficiency’ a battle should be fought, but nothing
and ‘decision’, making him an excellent about actually fighting it. In his late
sergeant for his squad. A combat veteran twenties, Austin’s short, spiky brown hair
of both Operation: Pest Control and the second Pluto is already thinning around his temples and
campaign, Sergeant Lockwood is a shining example to those he wears a short goatee.
around him: a capable trooper and respected officer.
Cpl. Austin, Benjamin MI22-47
Sgt. Lockwood, Aaron MI61-73 Mobile Infantry trooper 2; hp: 11; Init: +4; Spd: 35 ft.;
Mobile Infantry trooper 3; hp: 14; Init: +4; Spd: 35 ft.; DV: 23; DR: 4; BAB/Grp: +2/+3 (+5 in armour); Atk:
DV: 23; DR: 4; BAB/Grp: +3/+5 (+7 in armour); Atk: Morita TW-203-a +5 ranged or TW-102-s +5 ranged or
Morita TW-203-a +6 ranged or TW-102-s +6 ranged or combat knife +4 melee; Full Atk: Morita TW-203-a +5
combat knife +6 melee; Full Atk: Morita TW-203-a +6 ranged or TW-102-s +5 ranged or combat knife +4 melee;
ranged or TW-102-s +6 ranged or combat knife +6 melee; Dmg: Morita TW-203-a 2d8+2 or TW-102-s 2d6+2 or
Dmg: Morita TW-203-a 2d8+2 or TW-102-s 2d6+2 combat knife 1d4+1, 19–20/x2; Space/Reach: 5 ft. (1)/5
or combat knife 1d4+2, 19–20/x2; Space/Reach: 5 ft. ft. (1); SA: –; SQ: Basic Training, Fearless (Skinny raider),
(1)/5 ft. (1); SA: –; SQ: Basic Training, Battle Hardened Hard-Hitting, On The Bounce!; SV: Fort +2, Ref +4, Will
(saving throws), Fearless (warrior bug), Hard-Hitting, On +0; Str 13 (17 in armour), Dex 14, Con 9, Int 12, Wis
The Bounce!; SV: Fort +4, Ref +5, Will +3; Str 14 (18 in 11, Cha 10; Skills & Feats: Acrobatics +4 (+1 in armour),
armour), Dex 15, Con 10, Int 12, Wis 13, Cha 16; Skills & Athletics +4, Computer Use +5, Drive +7, Knowledge
Feats: Acrobatics +4 (+1 in armour), Athletics +6, Computer (alien species) +3, Knowledge (tactics) +6, Perception +2,
Use +3, Drive +4, Investigate +3, Knowledge (alien species) Repair +3, Stealth +4 (+1 in armour), Survival +3; Beat Feet,
+5, Knowledge (tactics) +5, Perception +7, Persuasion +6, Disengage, Dodge, Language (SICON), Surface Vehicle
Repair +5, Stealth +6 (+3 in armour), Survival +5; Alertness, Operation; Prestige: +1
Confident, Knockout Punch, Language (SICON), Point Equipment: Field rations (1), canteen (2), three magazines
Blank Shot, Quick Draw; Prestige: +2 (90 rounds), combat knife, Brunham TW-102-s ‘Peacemaker’
Equipment: Field rations (1), canteen (2), three magazines pistol, Morita TW-203-a assault rifle, M-1A4 power suit,
(90 rounds), combat knife, Brunham TW-102-s ‘Peacemaker’ combat belt, lizard line
pistol, Morita TW-203-a assault rifle, M-1C8 power suit,
combat belt, lizard line

28
Lockwood's Lions

PRIVATE KINIKKI ROWLUNI (A.K.A. LOON) Pvt. Bailey, Iain MI99-54


Private Kinikki Rowluni stands a towering Mobile Infantry trooper 1; hp: 9; Init: +4; Spd: 35 ft.; DV:
six feet, ten inches and is built like a 22; DR: 4; BAB/Grp: +1/+0 (+2 in armour); Atk: Morita TW-
203-a +4 ranged or TW-102-s +4 ranged or combat knife +2
MAC hauler. The massive trooper has
melee; Full Atk: Morita TW-203-a +4 ranged or TW-102-s
earned the nickname ‘Loon’, partly
+4 ranged or combat knife +2 melee; Dmg: Morita TW-203-a
from the shortening of his surname, but
2d8+2 or TW-102-s 2d6+2 or combat knife 1d4, 19–20/x2;
more aptly from the fact that, no Space/Reach: 5 ft. (1)/5 ft. (1); SA: –; SQ: Basic Training,
matter the situation, he has a wide On The Bounce!; SV: Fort +1, Ref +3, Will +4; Str 11 (15 in
smile permanently fixed on his armour), Dex 15, Con 9, Int 16, Wis 14, Cha 9; Skills & Feats:
face. A competition shockboxer Athletics +2, Computer Use +7, Drive +4, Knowledge (alien
in his youth, Private Rowluni still species) +9, Knowledge (behavioural sciences) +6, Knowledge
practises ringcraft whenever he gets (tactics) +7, Perception +6, Sleight of Hand +3, Stealth +4 (+1
the opportunity. The irrepressibly upbeat Rowluni keeps in armour), Survival +5; Educated (Knowledge (alien species)
the fine black hair that crowns his Fijian features in a set of & Knowledge (behavioural sciences)), Iron Will, Language
tight braids. (Latin-Based), Language (physical), Language (SICON),
Psychic Talent; Prestige: +1
Pvt. Rowluni, Kinikki MI85-14 Equipment: Field rations (1), canteen (2), three magazines
Mobile Infantry trooper 1; hp: 16; Init: +3; Spd: 35 ft.; DV: (90 rounds), combat knife, Brunham TW-102-s ‘Peacemaker’
21; DR: 4; BAB/Grp: +1/+5 (+7 in armour); Atk: Morita TW- pistol, Morita TW-203-a assault rifle, M-1A4 power suit,
203-a +3 ranged or TW-102-s +3 ranged or combat knife +6 combat belt, lizard line
melee; Full Atk: Morita TW-203-a +3 ranged or TW-102-s
+3 ranged or combat knife +6 melee; Dmg: Morita TW-203-a
2d8+1 or TW-102-s 2d6+1 or combat knife 1d4+4, 19–20/
DOCTOR EDWARD WINSTON
Doctor Winston’s torn and blood-spattered
x2; Space/Reach: 5 ft. (1)/5 ft. (1); SA: –; SQ: Basic Training,
white lab coat does nothing to hide
On The Bounce!; SV: Fort +5, Ref +2, Will +2; Str 18 (22 in
armour), Dex 12, Con 16, Int 9, Wis 10, Cha 14; Skills &
the man’s tall, spindly and middle-
Feats: Acrobatics +3, Athletics +6, Computer Use +2, Drive aged frame. His large owl-like eyes,
+2, Knowledge (alien species) +2, Knowledge (tactics) +2, widened with the horror of the last
Perception +3, Stealth +2 (–1 in armour), Survival +2; Brawl, few days are further enlarged, to
Iron Will, Physical Adept; Prestige: +1 almost comical proportions, by the
Equipment: Field rations (1), canteen (2), three magazines thick glasses that adorn his gaunt, pale
(90 rounds), combat knife, Brunham TW-102-s ‘Peacemaker’ face now shaded around the chin with a
pistol, Morita TW-203-a assault rifle, M-1A4 power suit, thick layer of stubble. The doctor’s greying
combat belt, lizard line dark hair, like the rest of him, is grubby and
unkempt, not surprisingly after his three
PRIVATE IAIN BAILEY (A.K.A. WIZARD) sleepless nights cowering in his quarters.
Despite scoring highly in psychic testing during
his school years, Private Iain Bailey’s
Dr. Winston, Edward
Civilian 3; hp: 9; Init: +1; Spd: 30 ft.; DV: 13; DR: –; BAB/
talent proved too unreliable to make Grp: +1/+; Atk: Morita TW-203-a +2 ranged; Full Atk: Morita
him suitable for a position within the TW-203-a +2 ranged; Dmg: Morita TW-203-a 2d8+2; Space/
Special Services. Slight, short and wirey, Reach: 5 ft. (1)/5 ft. (1); SA: –; SQ: Background (technician/
Bailey does have a talent for sleight of scientists), Expertise (Persuasion), Motivated (+1 bonus to Fort
hand and prestidigitation, earning him saves), Ubiquitous; SV: Fort +1, Ref +3, Will –1; Str 9, Dex
the nickname of ‘Wizard’ amongst his 12, Con 8, Int 16, Wis 4, Cha 15; Skills & Feats: Computer
squadmates. Bailey is quick to smile and Use +10, Concentration +1, Demolitions +4, Escape Artist +7,
is a fun-loving rebelious sort, but when Knowledge (physical sciences) +7, Knowledge (technology)
there is a job to be done he is more than +12, Perception –1, Persuasion +10, Repair +5, Sabotage +5,
capable of focusing on the task at hand. Survival –1, Technical (electrical) –1; Confident, Educated
(Knowledge (physical sciences) & Knowledge (technology)),
Endurance, Language (Latin-Based), Language (Slavic),
Language (Germanic); Prestige: +1
Equipment: Morita TW-203-a assault rifle, basic electrical
toolkit, portable databox

29
THE ARACHNIDS CLIFF MITE so. The best most squads can hope for with hopper bugs is to
remain alert, be ready to dive for cover, and keep looking to
Cliff mites are often used as sentries and advance scouts due the sky.
to their small size. These insects are somewhat crab-like in
appearance and posses a vicious pair of mandibles capable of
slicing through even hardened steel. When a cliff mite attacks Hopper Bug
an inanimate object as a full-round action it ignores half of the Large Alien Beast; HD: 4d10 + 8 (35 hp); Init: +3; Spd: 20
objects hardness. ft. (10 squares), fly 60 ft. (12 squares); DV: 18; BAB/Grp:
+4/+12; Atk: Claw +9 melee; Full Atk: Two claws +9 melee;
Dmg: Claw 1d6+4, 19–20/x2; Space/Reach: 10 ft. (2 x 2
Cliff Mite squares)/5 ft. (1 square); SA: Deadly Pass; SQ: Blindsight 90
Tiny Alien Beast; HD: 1d10 (10 hp); Init: +5; Spd: 20 ft. (4 ft., Damage Reduction 6, Fear (14); SV: Fort +6, Ref +10, Will
squares), burrow 20 ft. (4 squares); DV: 19; BAB/Grp: +1/+8; +2; Str 18, Dex 18, Con 14, Int 2, Wis 10, Cha 2; Skills &
Atk: Bite +6 melee; Full Atk: Bite +6 melee; Dmg: Bite 1d2 Feats: Acrobatics +6, Perception +5; Flying Tackle, Lightning
(see text); Space/Reach: 2 ½ ft. (1 x 1 square, does not get free Reflexes
attacks)/0 ft. (0 squares); SA: Dextrous Attack; SQ: Blindsight
30 ft., Fear (14), Wall Crawler; SV: Fort +3, Ref +6, Will +4; Deadly Pass: Hopper bugs can move their full aerial speed
Str 8, Dex 20, Con 12, Int 2, Wis 15, Cha 15; Skills & Feats: (a x4 move equalling 240 feet (48 squares)) and gain a single
Stealth +9, Sense Motive +5; Improved Initiative attack action. To do this, they must fly in a straight line during
the round in which they make their deadly pass. The target of
Dextrous Attack: Due to their nimble this attack is subjected a claw attack, which take place when
nature, cliff mites are able to use their the bug sweeps past it on its flight path. This motion does not
Dexterity score rather than their offer a free attack. If the claw attack hits during a deadly pass,
Strength score to attack. it deals an additional 1d6 damage per four Hit Dice due to the
speed and force of the blow.
Wall Crawler: A cliff mite can
climb and travel on vertical
surfaces or even traverse ceilings PLASMA BUG
as well as a Terran spider can. Plasma bugs are the Arachnid’s version of a planetary defence
While the cliff mite is doing so it system and despite their lack of targeting skills or
may continue to travel at its base specialised systems, they fulfil their mission
speed and need not make Athletics checks to climb a vertical objectives admirably. Plasma bugs are
or horizontal surface, even if doing so upside down. A cliff mite ponderously large, almost unable to
retains its Dexterity bonus to its Defence while climbing and move on the ground and incapable
opponents gain no free attacks against it, however, a cliff mite of burrowing. How the Arachnid
cannot travel any faster than its base speed while climbing. handle moving plasma bugs from
underground hives to their ‘stations’
on the surface for attack is yet another
HOPPER BUG mystery about these incredibly
Hopper bugs are a deadly part of the Arachnid army both powerful insects.
for their sheer speed and mobility
and the lethal nature of their sudden
attacks. A flight of them sweeping Plasma Bug
down out of the sky towards a platoon Gargantuan Alien Beast; HD:
of troopers can be the swift and violent 22d10 + 198 (324 hp); Init: +1; Spd: 10 ft. (2 squares); DV:
end to an entire military campaign. 15; BAB /Grp: +22/+41; Atk: Bite +25 melee or plasma sphere
While there are ways to detect the +19 ranged; Full Atk: Bite +25 melee or plasma sphere +19
motion of hopper bugs in flight ranged; Dmg: Bite 2d6+7 or plasma sphere (see text); Space/
before they become visible, it is Reach: 25 ft. (5 x 5 squares)/15 ft. (3 squares); SA: Plasma Fire;
incredibly difficult and most SQ: Blindsight 240 ft., Damage Reduction 8, Fear (12); SV:
units are not equipped to do Fort +19, Ref +8, Will +6; Str 24, Dex 12, Con 28, Int 2, Wis

30
THE ARACHNIDS

10, Cha 2; Skills & Feats: Perception +25; Beam Shot, Deadly Wall Crawler: A warrior bug can climb and travel on vertical
Aim, Far Shot, Precise Shot surfaces or even traverse ceilings as well as a Terran spider
can. While the warrior bug is doing so it may continue to
Plasma Fire: Plasma bugs can unleash an incredibly powerful travel at its base speed and need not make Athletics checks to
blast from their lower abdomen, generally aiming it into the climb a vertical or horizontal surface, even if doing so upside
air in an attempt to smash atmospheric craft and bring down down. A warrior bug retains its Dexterity bonus to its Defence
spacecraft. This plasma attack tears through most vessels, while climbing and opponents gain no free attacks against it,
dealing 50 points of damage to every location on a Large or however, a warrior bug cannot travel any faster than its base
smaller vehicle. Huge or larger targets suffer the damage, speed while climbing.
though all to a single location. Plasma fire cannot be directed
at ground-based targets, unless via indirect fire.
WORKER BUG
Worker bugs are physically indistinguishable from warrior
WARRIOR BUG bugs aside from a very slight difference in its thorax chitin
Warrior bugs are physically indistinguishable from worker bugs and mandible arrangement. Spotting this difference requires
aside from a very slight a Knowledge (alien species) check DC 20 at 60 feet. By their
difference in its thorax nature, worker bugs are entirely non-combatant. They are
chitin and mandible capable of dealing injury, but only do so if they cannot flee an
arrangement. Spotting opponent and are literally forced to defend themselves. Even
this difference requires then, workers will only fight if there is not a warrior bug within
a Knowledge (alien 120 feet of it; otherwise the worker bug will passively take any
species) check DC 20 at attack thrown at it on the assumption that the warrior bug will
60 feet. By their nature, defend it.
warrior bugs are highly
aggressive and are Worker Bug
capable of laying waste Large Alien Beast; HD: 4d10 + 4 (31 hp); Init: +1; Spd: 50
to a whole squad if not dealt with quickly. These creatures ft. (10 squares), burrow 20 ft. (4 squares); DV: 14; BAB/Grp:
make up the primary troop type of the Arachnid threat. +4/+11; Atk: Claw +6 melee; Full Atk: Two claws +6 melee;
Dmg: Claw 1d6+3; Space/Reach: 10 ft. (2 x 2 squares)/5 ft.
Warrior Bug (1 square); SA: –; SQ: Blindsight 50 ft., Damage Reduction 2,
Large Alien Beast; HD: 4d10 + 8 (35 hp); Init: +3; Spd: 50
Fear (16, 10 if recognised as worker), Wall Crawler; SV: Fort
ft. (10 squares), burrow 10 ft. (2 squares); DV: 18; BAB/Grp:
+5, Ref +5, Will +1; Str 17, Dex 12, Con 12, Int 2, Wis 10,
+4/+14; Atk: Claw +9 melee; Full Atk: Two claws +9 melee
Cha 2; Skills & Feats: Technical (structural) +7; Instinctive
and bite +4 melee; Dmg: Claw 1d6+3, 19-20/x2, bite 1d8+6;
(Technical (structural)), Toughness
Space/Reach: 10 ft. (2 x 2 squares)/5 ft. (1 square) and 10 ft.
(2 squares) with claws; SA: Lethal Grapple; SQ: Blindsight 30
Wall Crawler: A warrior bug can climb and travel on vertical
ft., Damage Reduction 4, Fear (16), Sensitive Antenna, Wall
surfaces or even traverse
Crawler; SV: Fort +7, Ref +8, Will +4; Str 22, Dex 16, Con 14,
ceilings as well as a Terran
Int 2, Wis 10, Cha 2; Skills & Feats: Athletics +10, Acrobatics
spider can. While the
+9; Cleave, Iron Will, Power Attack
warrior bug is doing so it
may continue to travel at
Lethal Grapple: If the warrior bug attacks with its bite weapon
its base speed and need not
during a full-attack action, it may choose to start a grapple as a
make Athletics checks to
free action. It may only do this to targets that are of Medium
climb a vertical or horizontal
size or smaller. While the target remains grappled, the warrior
surface, even if doing so
bug is not considered grappled itself and will automatically deal
upside down. A worker bug
its bite damage every round. The target will be pulled into the
retains its Dexterity bonus to
warrior bug’s space for the duration of this attack. Warrior
its Defence while climbing
bugs can only affect one target with its lethal grapple at a time;
and opponents gain no free
the current target must be killed or released before another can
attacks against it, however, a worker bug cannot travel any
be grappled or bitten.
faster than its base speed while climbing.

31
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and other visual or audio representations; 7. Use of Product Identity: You agree not Modern System Reference Document
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spells, enchantments, personalities, teams, an indication as to compatibility, except as Authors Bill Slavicsek, Jeff Grubb, Rich
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places, locations, environments, creatures, Agreement with the owner of each element by Jonathan Tweet, Monte Cook, Skip
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identity by the owner of the Product Identity, Game Content except as expressly licensed 2000-2003, Wizards of the Coast, Inc.;
and which specifically excludes the Open in another, independent Agreement with Authors Jonathan Tweet, Monte Cook, Skip
Game Content; (f ) ‘Trademark’ means the the owner of such Trademark or Registered Williams, Rich baker, Andy Collins, David
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are used by a Contributor to identify itself in Open Game Content does not constitute based on original material by E. Gary
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contributed to the Open Game License by Identity. The owner of any Product Identity
the Contributor (g) ‘Use’, ‘Used’ or ‘Using’ used in Open Game Content shall retain Starship Troopers: The Roleplaying Game
means to use, Distribute, copy, edit, format, all rights, title and interest in and to that – The Selvache Incident is TM & © 2005
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Game Content You must clearly indicate User.

32
Movement & Distance Table Vehicle Speed Conversions Table Move Action Table Requisition Modifiers Table Ability Modifiers Table Difficulty Class Examples Synergistic Skills Table Salvage Table
——––——–— Speed —–—––——— Speed mph Speed mph Speed mph Grant a Situation Modifier Score Modifier Score Modifier Difficulty (DC) Example (Skill Used) Five or more ranks in… +2 bonus to… Salvaging from Time DC
15 feet 20 feet 30 feet 40 feet 10 4 210 78 450 155 Move Actions Free Attack Object is necessary for assignment +6 1 –5 16–17 +3 Notice a warrior bug charging towards you Acrobatics Athletics Vehicle
Very Easy (0)
One Round (Tactical)1 20 8 220 82 500 186 Move your speed Yes Object has obvious application for assignment +4 2–3 –4 18–19 +4 (Perception) Athletics Acrobatics Huge or smaller 30 min. 15
Walk 15 ft. 20 ft. 30 ft. 40 ft. 30 11 230 86 550 205 Use a piece of equipment No Object has peripheral application for assignment +2 4–5 –3 20–21 +5 Easy (5) Jump over a small stream (Acrobatics) Handle Animal Ride checks involving living, riding creatures Gargantuan 1 hr. 20
Hustle 30 ft. 40 ft. 60 ft. 80 ft. 40 15 240 89 600 224 Climb (¼ speed) No Object has no obvious application for assignment –2 6–7 –2 22–23 +6 Hear an approaching Mobile Infantry trooper Knowledge (alien species) Treat Injury checks on the specific species Colossal 3 hr. 25
Average (10) Equipment
Run (x3) 45 ft. 60 ft. 90 ft. 120 ft. 50 19 250 93 650 242 Climb, accelerated (½ speed) No Object is common +4 8–9 –1 24–25 +7 (Perception) Knowledge (earth and life sciences) Survival
Run (x4) 60 ft. 80 ft. 120 ft. 160 ft. 60 22 260 97 700 261 Crawl (move at ½ speed while prone) No Object is rare –4 10–11 +0 26–27 +8 Tough (15) Disarm an explosive (Demolitions) Knowledge (physical sciences) Technical (chemical) Huge or smaller 30 min. 25
Jump in Power Armour up to 90 ft. No Challenging (20) Swim against a strong current (Athletics) Gargantuan 1 hr. 30
One Minute (Local) 70 26 270 101 750 279 Object is being stockpiled by SICON –6 12–13 +1 28–29 +9 Knowledge (streetwise) Investigate checks to gather information
Break into a secure computer system (Computer Colossal 3 hr. 35
Walk 150 ft. 200 ft. 300 ft. 400 ft. 80 30 280 104 800 298 Jump in Stryker Armour up to 120 ft. No Trooper is skilled or proficient in use of object +2 14–15 +2 30–31 +10 Knowledge (technology) Technical
Formidable (25) Starship
Hustle 300 ft. 400 ft. 600 ft. 800 ft. 90 34 290 108 900 335 Draw a weapon No Trooper’s squad returned all gear undamaged on previous mission +6 Use) Perception Survival checks to track
Example Opposed Checks Huge 1 hr. 30
Run (x3) 450 ft. 600 ft. 900 ft. 1,200 ft. 100 37 300 112 1,000 373 Holster a weapon Yes Heroic (30) Leap onto the back of a tanker bug (Acrobatics) Persuade Sleight of Hand Gargantuan 3 hr. 35
Run (x4) 600 ft. 800 ft. 1,200 ft. 1,600 ft. 110 40 310 116 1,250 466 Move a heavy object Yes Task Skill Opposing Skill Convince a drill instructor that even though you are Technical Repair checks to relevant equipment
Vehicle Manoeuvres Table Colossal 6 hr. 40
One Hour (Overland) 120 44 320 119 1,500 559 Open a door No Sneak up on someone Stealth Perception Superheroic (35) not in uniform, they should let you into the mess
Drive/Pilot/Ride Drive/Pilot/Ride Robot
Walk 1.5 miles 2 miles 3 miles 4 miles 130 48 330 123 1,750 652 Pick up an object Yes Con someone Persuasion Perception (Persuasion) Repair DC Table
Manoeuvre Check DC Manoeuvre Check DC Tiny or smaller 10 min. 20
Hustle 3 miles 4 miles 6 miles 8 miles 140 52 340 127 2,000 745 Reload a pistol or rifle Yes Hide from someone Stealth Perception Track a brain bug through a pitch black cave Repair Task (Example) Repair DC Time Small to Large 30 min. 25
Avoid colossal 40 Jump 15–25+ Nearly Impossible (40)
Run — — — — 150 56 350 130 2,500 932 Retrieve a stored object1 Yes Win a vehicle race Drive Drive network after a planetary bombardment (Survival) Simple (tool or other piece of simple equipment or weapon) 10 1 min. Huge or bigger 1 hr. 30
hazard
One Day (Overland) 160 60 360 134 3,000 1,118 Stand from a prone, sitting or kneeling Steal the key to a flyer Sleight of Hand Perception Moderate (vehicle or cybernetic attachments) 15 10 min. Cybernetic Attachment
Yes Avoid diminutive 2 Landing 10 Skill Check Resolution: 1d20 + skill modifier (Skill modifier = skill ranks +
Walk 12 miles 16 miles 24 miles 32 miles 170 63 370 138 3,500 1,304 position hazard Create a fake unicard Forgery Forgery Complex (starship or mechanical or electronic component) 20 1 hr. Tiny or smaller 10 min. 15
ability modifier + miscellaneous modifiers)
Hustle — — — — 180 67 380 142 4,000 1,490 Start/complete a full-round action Varies Avoid fine hazard 0 Loop 20 Advanced (starship drive systems or robotic systems) 25 10 hr. Small or larger 30 min. 20
Swim No
Example Ability Checks
Run — — — — 190 71 390 145 4,500 1,676 Avoid gargantuan 35 Ram Target’s DV Saving Throw Resolution: 1d20 + save modifier (Save modifier = base saving
Use a skill that takes a move action Usually Ability Check to… Key Ability Technical (chemical) DC for Creation of Poisons Table
1
Tactical movement is often measured in squares on the grid rather than in 200 75 400 149 5,000 1,863 hazard throw bonus + ability modifier + miscellaneous modifiers)
Force open a jammed or locked door Strength Poison Type Save DC Initial Damage Secondary Damage Technical DC Time
feet. One square is equal to five feet. 1
Unless the item is on a combat belt Avoid huge 30 Regain control 101
Heavily Loaded Tie a rope to a power suit in a hurry Dexterity Melee Attack Resolution: 1d20 + attack modifier (Attack modifier = base Arsenic Ingested 15 1d4 Str 2d4 Con 24 4 hr.
hazard
Speed Table Hold your breath Constitution attack bonus + Strength modifier + miscellaneous modifiers) Atropine Injury 13 1d6 Dex 1d6 Str 14 1 hr.
Manoeuvrability Table Vehicle Sizes Avoid large 25 Take off 5
Prev. Speed Curr. Speed Navigate a bug hole Intelligence Belladonna (plant) Injury 18 1d6 Str 2d6 Str n/a n/a
––––––––––––––––– Manoeuvrability ––––––––––––––––– hazard
20 ft. 15 ft. Size Category DV modifier Length Recognise a stranger you have seen before Wisdom Ranged Attack Resolution: 1d20 + attack modifier (Attack modifier = base Blue vitriol Injury 12 1d2 Con 1d2 Con 9 1 hr.
Perfect Good Average Poor Clumsy Avoid medium 20 Take off from 10
30 ft. 20 ft. Fine (F) +8 6 in. or less Get yourself noticed in a whole platoon Charisma attack bonus + Dexterity modifier + miscellaneous modifiers) Chloral hydrate Ingested 18 1d6 Dex Unconsciousness 1d3 hours 28 8 hr.
Minimum Forward Speed None None Half Half Half hazard carrier
40 ft. 30 ft. Diminutive (D) +4 6 in. – 1 ft. Chloroform1 Inhaled 17 Unconsciousness 1d3 hours — 24 4 hr.
Hover Yes Yes No No No Avoid small 15 Turn 0 Common Hardness & Hit Points Table Break or Burst DC Table
50 ft. 40 ft. Tiny (Ti) +2 1 – 2 ft. hazard Curare (plant) Injury 18 2d4 Dex 2d4 Wis n/a n/a
Move Backward Yes Yes No No No 60 ft. 50 ft. Small (S) +1 2 – 4 ft. Substance Hardness Hit Points Break DC Strength Check to: DC Cyanide Injury 16 1d6 Con 2d6 Con 31 15 hr.
Avoid tiny hazard 10 Turn, extreme 20
Reverse Free –5 ft. No No No Medium (M) +0 4 – 8 ft. Paper or Cloth 0 2/inch of thickness +1/inch of thickness Break down simple door 13 Cyanogen Inhaled 19 1d4 Dex 2d4 Con 28 8 hr.
Hampered Climb/dive 0 Turn, handbrake 25
Turn Any 90º/5 ft. 45º/5 ft. 45º/5 ft. 45º/10 ft. Large (L) –1 8 – 16 ft. Ice 0 3/inch of thickness +2/inch of thickness Break down good door 18 Knockout gas Inhaled 18 1d3 Dex Unconsciousness 1d3 hours 26 8 hr.
Turn in Place Any +90º/–5 ft. +45º/–5 ft. No No Movement Table Emergency 15 Turn, sharp 15
Wood 5 10/inch of thickness +3/inch of thickness Break down strong door 23
Huge (H) –2 16 – 32 ft. deceleration Paris green (gas) Inhaled 14 1d2 Con 1d4 Con 20 4 hr.
Maximum Turn Any Any 90º 45º 45º Condition Cost Gargantuan (G) –4 32 – 64 ft. Stone 8 15/inch of thickness +4/inch of thickness Burst rope bonds 23
Immelmann turn 20 Hard climb/dive 15 Paris green (solid) Ingested 14 1d4 Con 1d4 Con 24 4 hr.
Up Angle Any Any 60º 45º 45º Difficult Terrain x2 Colossal (Co) –8 64 – 128 ft. Iron or Steel 10 30/inch of thickness +5/inch of thickness Bend iron bars 24
Jink 20 Strychnine Injury 19 1d3 Dex 2d4 Con 23 4 hr.
Up Speed Full Half Half Half Half Obstacle1 x2 Immense (I) –10 128 – 256 ft. Skinny Polymer 15 30/inch of thickness +6/inch of thickness Break down barred door 25 Tear gas Inhaled 15 Nauseated 1d6 rounds — 21 4 hr.
Down Angle Any Any Any 45º 45º Poor Visibility x2 Vast (V) –12 256 – 512 ft.
1
In addition to the vehicle’s Handling and Speed scores, this check is also Rope (1 in. diameter.) 0 2/inch of thickness 23 Burst chain bonds 26 VX nerve gas Inhaled 22 1d6 Con2 2d6 Con2 42 48 hr.
Down Speed Double Double Double Double Double Impassable — modified by the severity of the Mishap. Combat Knife 10 2 10 Break down iron door 28
Tremendous (Tr) –14 512 – 1,024 ft. 1
Chloroform gives off vapour that causes unconsciousness. Applying chloroform to an unwilling subject requires a successful
Between Down and Up 0 0 5 ft. 10 ft. 20 ft. 1
May require a skill check. Capital (Ca) –16 1,024 – 2,048 ft. Action Points Average Pistol 10 3 17
Size & Defence Value Table attack in melee combat. 2 This damage is permanent ability drain. n/a: Certain poisons cannot be made with the Technical
Super-Capital (SC) –20 2,048 ft. or more Characters can spend one Action Point to do one of the following: Average Rifle 10 5 20
Size DV Modifier (chemical) skill. Instead, such a poison must be obtained by extracting it from the plant in question.
Overland Movement Table Carrying Capacity Table Average Heavy Weapon 10 10 22
9 Alter a single d20 roll used to make an Simple Door 5 10 13 Colossal –8
Terrain Highway Trail Trackless Strength Basic Load Strength Basic Load Strength Basic Load Damage from Falling Objects Table attack, a skill check, an ability check, a
Radiation Exposure Table
Action Point Table Footlocker 5 1 17 Gargantuan –4
Desert, Sandy x1 x1/2 x1/2 1 4–6 lb. 11 39–76 lb. 21 154–306 lb. Initial Reflex Save Strength level check or a saving throw. ————————— Time of Exposure (Minimum) ————————
Character Action Point Strong Door 5 20 23 Huge –2
Forest x1 x1 x1/2 2 7–13 lb. 12 44–86 lb. 22 174–346 lb. Object Size Damage DC Check DC 9 Use a class feature or feat during your Situation 1 round 1 minute 10 minutes 1 hour 1 day
Level Dice Rolled Masonry Wall (1 ft. thick) 8 90 35 Large –1
Hills x1 x3/4 x1/2 3 11–20 lb. 13 51–100 lb. 23 201–400 lb. Fine 0 n/a n/a turn for which the expenditure of one Character in irradiated area:
1 st
–6 th
1d6 Hewn Stone (3 ft. thick) 8 540 50 Medium +0
Jungle x1 x3/4 x1/4 4 14–26 lb. 14 59–116 lb. 24 234–466 lb. Diminutive 1 0 n/a Action Point is required. Lightly Irradiated Mild Mild Mild Mild Low
7 th
–14 th
2d6 Chain 10 5 26 Small +1
Moor x1 x1 x3/4 5 17–33 lb. 15 67–133 lb. 25 267–533 lb. Tiny 1d3 5 n/a 9 Force a successful check when trying to Moderately Irradiated Mild Mild Low Low Moderate
th th Manacles 10 10 26 Tiny +2
Mountains x3/4 x3/4 x1/2 6 21–40 lb. 16 77–153 lb. 26 307–613 lb. Small 1d4 10 5 stabilise after being reduced to negative 15 –20 3d6 Highly Irradiated Low Low Moderate Moderate High
Iron Door (2 in. thick) 10 60 28 Diminutive +4
Plains x1 x1 x3/4 7 24–46 lb. 17 87–173 lb. 27 347–693 lb. Medium 1d6 15 10 hit points. This act may result in the Severely Irradiated Moderate Moderate High High Severe
expenditure of more than one Action Fine +8
Swamp x1 x3/4 x1/2 8 27–53 lb. 18 101–200 lb. 28 401–800 lb. Large 2d6 20 20 Character exposed to radiation source:
Tundra, Frozen x1 x3/4 x3/4 9 31–60 lb. 19 117–233 lb. 29 467–933 lb. Point. Cover Modifiers Table Lightly Radioactive Materials Mild Mild Low Low Low
Huge 4d6 25 30
10 34–66 lb. 20 134–266 lb. +10 x4 Degree of Cover Effect/Bonus Degree of Cover Effect/Bonus Moderately Radioactive Materials Low Low Moderate Moderate Moderate
Gargantuan 8d6 30 40 Characters cannot use an Action Point on a skill check or ability check when
Full (stone wall) Cannot be attacked or spotted ½ (three foot rock) +4 to Defence Value, +2 to Perception checks to be seen Highly Radioactive Materials Moderate Moderate High High High
Colossal 10d6 35 50 you are taking 10 or taking 20 (see the Skills chapter for further details).
Starship Troopers: The Roleplaying Game is TM & © 2005 TriStar Pictures, Inc. All Rights Reserved. Mongoose ¼ (knee high wall) +2 to Defence Value ¾ (blast door) +7 to Defence Value, +5 to Perception checks to be seen
Publishing Ltd Authorized User. Printed in China.
Severely Radioactive Materials High High Severe Severe Severe

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