Battlestar Galactica RPG: An Act of Treason
Battlestar Galactica RPG: An Act of Treason
Battlestar Galactica RPG: An Act of Treason
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A An n A Ad dv ve en nt tu ur re e f fo or r u us se e w wi it th h t th he e
B Ba at tt tl le es st ta ar r G Ga al la ac ct ti ic ca a R Ro ol le e P Pl la ay yi in ng g G Ga am me e
A AN N A AC CT T O OF F T TR RE EA AS SO ON N
W WR RI IT TT TE EN N B BY Y
JAN HENDRIK FRIEDRICH
MICHAEL CHUMBLER
P PR RO OO OF FR RE EA AD DI IN NG G
ROBERT EDMUNDS
BATTLSTAR GALACTICA UNIVERSAL STUDIOS. ALL RIGHTS RESERVED
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Introduction Introduction Introduction Introduction
An Act of Treason is a complete
adventure for the Battlestar Galactica Role
Playing Game. It is designed to be run as a
one-shot scenario. It includes everything
you, the gamemaster, will need to run the
event, including player character sheets
designed specifically for this adventure.
This adventure could be played as a
starting point for a campaign, or even
possibly used as a flashback adventure
in which one or more characters remember
the events that will be portrayed. Aboard
the Galactica, a character could, for
example, recognize one of the terrorists
youll become acquainted with shortly.
When the wild chase through the Buckets
corridors starts, the characters remember
the events depicted in this adventure.
However, you will likely have to make a
number of adjustments to make it fit your
storyline and the players characters.
An Act of Treason is set shortly before
the Cylons attack the Twelve Colonies.
The PCs are elite Viper pilots who serve in
the 71st Battlestar Group (BSG) under the
command of Admiral Nagala. They are
assigned to Red Squadron, Atlantias elite
Viper squadron that consists of BSG 71s
best pilots and best fighters. Admiral
Nagala brought this squadron into being,
personally selected its members and
reorganized Atlantias Red Squadron as a
group of pilots without a set mission
profile, allowing the squadron to accept
almost any mission.
In the adventure, the PCs foil a plot
against President Adar and fight Sagittaron
terrorists who have seized a tylium mine
on an asteroid outside of the boundaries of
the Twelve Colonies. When they receive a
badly garbled message that says that the
Colonies are under attack, the PCs have to
make a tough decision.
Character Involvement Character Involvement Character Involvement Character Involvement
As noted, An Act of Treason assumes
that the PCs being used are the ones that
are provided. Who they are and how they
are involved in the plot follows:
Captain Alice Hera Nesbitt,
Atlantias CAG and appointed
commander of Red Squadron
Lieutenant Balthazar Bullseye
Pollack, Heras wingman
Lieutenant Sean Cobra Keener
Lieutenant (junior grade) , Dean
Argus Masterson, Cobras
wingman
Lieutenant Sophie Maelstorm
Edwards
Lieutenant (junior grade) Seth
Hector Harlan, Maelstorms
wingman
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Adventure Summary Adventure Summary Adventure Summary Adventure Summary
Richard Adar, the leader of the Colonial
government of the Twelve Colonies, will
hold a speech at the planetary parliament
on Picon. Since President Adar is still
facing political strife for military actions he
was willing to use to resolve a drawn-out
teachers strike, he requested Atlantias
Red Squadron to escort Colonial One from
and to its jump point in high orbit above
the planet. Moreover, he wants the
Commander of Atlantias Air Group and his
men to attend his speech in full dress
uniform. Apparently, he wants to illustrate
that he is still backed by the Colonial
military.
While the PCs escort Colonial One to
Picons surface, an armed cargo transport
suddenly appears and the PCs have to
decide quickly whether they want to open
fire or warn the alleged terrorists off,
before shooting down the unidentified
vessel.
During Adars speech, the PCs notice a
Sagittaron sniper who seems to be aiming
at the President from the closed area of
the Plenar hall. They have to protect Adar
not only from the sharp shooter, but also
from the stampeding crowd. Adar orders
them to go after the assassin who is using
the general panic to escape.
The alleged assassin is captured and
interrogated. He admits to being a
member of the Sagittaron Freedom
Movement and discloses that the
movements current leader has seized a
tylium mine and is willing to blow it up.
The next day, Julius Pratt, the S.F.M.s
leader, delivers a televised speech and
makes his claims know. The PCs are
ordered to reclaim the mine and disarm
the nuke. Will they succeed?
ACT ONE ACT ONE ACT ONE ACT ONE
The adventure begins with the PCs Vipers
taking off from Atlantias launch tubes.
While they arrive at the secret rendezvous
point in time, Colonial One, however, does
not. Take the opportunity to encourage the
players to engage in roleplaying. Their
characters may, for example, chat away
cheerfully or brag about their flying skills.
If they make this short scene enjoyable for
everyone, the players should earn Plot
Points. When there's nothing left to say,
hand out copies of the adventure script.
Each player reads one part. If you have six
players, each player reads one part, if you
have fewer players, assign additional parts
as necessary. Pick up the action with the
adventure script as "Cobra" begins to
read.
Finally, the luxurious starliner that bears
the air traffic control call sign Colonial
One and the line of ships that accompany
it have arrived. As the PCs verify Colonial
Ones transponder code, read:
A presidential convoy is a fascinating
sight, particularly in space. Even from
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twenty klicks out, the phalanx of more
than half a dozen ships deeply
impresses you. Three FTL-capable
atmospheric shuttles lead the way,
followed by a specifically configured,
highly customized passenger liner
starship. This is the craft that carries
Phantom the code name assigned
to the President - and this staff;
Colonial One. Following after the
starliner trail a few government-
owned shuttles and transports.
As ordered, four of the PCs starfighters fly
in a tight formation in front of the
presidential convoy while Hera and Hector
bring up the rear.
They havent come far when an
unauthorized vessel jumps astern of the
convoy and closes in on it alarmingly fast.
Suddenly, all hell breaks loose. Read:
Landslide. Landslide, Special Agent
Brooks, the officer in charge of Adar's
security detail, shouts through the
secure line, Weve got a possible
bogey behind us. Intent? Repeat,
Intent?
Landslide the code for a possible
space borne attack has obviously
triggered a series of preset, well-
trained, and almost instinctual
reactions from Brooks team.
Apparently, he now needs real
information, and he needs it fast.
It is an AVERAGE (7) task to identify the
Heavy
1
(Vipers Alertness + pilots
Technical Engineering). Read:
According to the Colonial transponder
code she broadcasts, the freighters
name is Cassiopeia VII. The code
also details the ships specifications,
port of origin as well as manufacturer,
and identifies the Colonial Movers
Corporation as the current owner.
Cassiopeia VIIs captain, Vince
Haddon, seems not to have acquired
the permit to arm his non-military
ship with the railgun turret that has
been mounted above the bridge,
though.
The medium bulk freighter is
marked with a four digit number that
indicates that it is transporting
hazardous material. This number can
be referenced by first responders to
find information about the material.
Since the sensor readouts show a
slightly elevated level of radiation
emitted by the freighter, you assume
that Cassiopeia VII is loaded with
radioactive substances.
Captain Haddon does not respond to his
radio when hailed. If the PCs made their
rolls, they know for sure that it is working,
though.
Unbeknownst to them, Haddon did not
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Civilian transport vessel over a certain gross
weight/mass
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know that his ship, that is indeed partially
laden with a radioactive, metallic and a
toxic chemical element that is to be used
in one of Picon's numerous radioisotope
thermoelectric generators, was jumping
into a no-fly zone and he is completely out
of his depth now. Since he suffers from
COMBAT PARALYSIS (d6), he is still unable
to act. For the past couple of turns, he
couldn't even take non-actions and answer
his radio. That is about to change, though.
Read:
Red Squadron, this is Colonial One,
Agent Brooks shouts, Weve got a
suicide attacker who could be armed
with a nuclear weapon and hes
coming after Phantom. Engage
immediately Take the motherfrakker
out now, for the Gods sake!
Unexpectedly, another voice billows
out of your loudspeakers. The
freighter's captain uses an open
channel that is reserved for general
notices regarding traffic patterns,
conditions at Picon's spaceports or
other factors civilians should be aware
of when heading in or out of a port.
"Picon Approach Control... er... this
is the Cassiopeia VII, Captain Haddon
speaking," he says timidly, "We are
inbound on... er... Approach Lane
Niner-Gamma to Century City with...
er... assorted cargo and 252 souls.
Request landing instructions. Please
respond immediately."
Its up to the PCs whether they shoot the
harmless transport down immediately or
go against their orders and fire off a
warning shot, for example. Cassiopeia VII
will not defend itself and heave to within
two turns.
If the PCs shoot the freighter down,
Picon's gravity well will drag it down
mercilessly. Cassiopeia VII will crash on
the planet and its radioactive cargo will be
dispersed over a large area unless the PCs
are quick on the uptake and come up with
an idea to avert this catastrophe.
Depending on how the PCs ward off the
danger, award them with two to four Plot
Points. The rest of the short trip is
uneventful. Proceed to Act Two
immediately.
ACT TWO ACT TWO ACT TWO ACT TWO
Scene One: Shots Fired Scene One: Shots Fired Scene One: Shots Fired Scene One: Shots Fired
The PCs land at the military section of
Century City's spaceport, and are driven to
the barracks where they are able to
change into their dress uniforms. They
know that Adars personal security detail
will probably not tolerate firearms other
than their own in the Presidents
proximity. Once changed, the PCs are
driven to the House of Parliament and
enter the plenar hall.
The attitude of the presidents detail
toward the PCs will be determined by how
they reacted in the previous scene.
Regardless of how there are treated, they
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will not under any circumstances be
allowed to carry a weapon of any kind.
Everyone entering the hall is physically
searched as they enter, thus concealing a
weapon is not an option. Read:
Despite your best attempts to
maintain your somewhat stereotypical
role as irreverent and cynical fighter
jocks, the majesty of the soaring
columns of the plenar hall makes even
you fall silent.
The plenar hall of Picons parliament
meets the contemporary and
functional demands of a modern
assembly hall. It is a vast, day lit,
space with glazed roofing over its
entirety. A highly effective prismatic
daylight system reflects away the
direct sunlight and therefore avoids
glare effects and a disturbance of the
interior climate. The intensive zenith
light and the incoming less blinding
light from other directions are
directed into the interior space,
creating optimal viewing conditions.
The PCs take a seat in the plenar hall right
behind the President and listen to his
speech which is indeed a triumph to the
art of speech writing and eloquence, but
bores the PCs stiff regardless. They begin
to fidget in their dress uniforms as the
President drones on. They look around the
hall bored out of their minds by the
droning speech and may make an
Alertness + Perception / Sight Skill roll. It
is a HARD (11) feat to spot the sniper who
has taken up position on one of the plenar
halls balconies. Read:
Almost concealed by one of the halls
majestic columns, a dark-clad figure
lies hidden on one of the balconies
that were closed off to the public and
that tower over the silent assembly
hall. Apparently, the man is looking
through a sniper rifles sighting
device, aiming at President Adar and
steadying his breath to take a shot.
The PCs who have spotted the sniper have
to act quickly to shield the President by
making an AVERAGE (7) Agility +
Alertness Attribute roll. Only PCs who are
aware of the sharp shooter can act in the
following turn, though. They roll for
Initiative just as the sniper. PCs that are
unaware of the imminent attack do not get
to act. Only if no one spotted the sharp
shooter will Agent Brooks shout, Gun!
and drag the President away.
The precision rifles loud report is
almost deafening. Unexpectedly, the
audience falls silent as if holding their
collective breath in silent anticipation
of whats to come. Then, the crowd
begins to stampede in all direction as
panic grips the spectators. Dignitaries
scream in horror while they are
perplexedly trying to save their hides.
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Meanwhile, the assassin gets up
slowly and turns away as if to leave
the large balcony without taking the
rifle with him, as it is now resting
against the balconys railing.
Take that motherfrakker down, a
familiar voice suddenly orders. As you
look back you see that, contrary to
your expectations, President Adar is
completely unharmed, yet boiling with
rage.
Now! he orders as his security
detail swarms around him and whisks
him out of sight.
As the PCs shift through the crowd,
another man pushes his way into the clear
and reaches inside his jacket. Again, the
PCs have to decide quickly whether they
want to take him down or not. Run combat
as necessary, but if the man is subdued or
allowed to show what he was reaching for,
it turns out it was only his cell phone.
To reach the balcony in time, the PCs
have to exit the plenar hall, cut across the
lobby and run up two flights of stairs in
less than 10 turns. This requires a
FORMIDABLE Complex Action (75 vs.
Agility + Athletics / Running). Each roll
represents a time increment of one turn.
If they make it to the balcony in time,
theyll meet the terrorist who has just
armed a suitcase bomb that lies next to
the door. If they dont make it in time, the
sniper has already left.
The balcony is as empty as the
assembly hall it is overlooking.
Although the Milirem 700 precision
rifle still leans against the railing, the
shooter has vanished without a trace.
As you turn to leave, you cast a
cursory glance at a black suitcase that
lies next to the door. The realization
that youre looking at an armed time
bomb and that there are only 21
seconds left on its timer takes away
what little is left of your breath.
A quick glance and an AVERAGE (7)
Alertness + Heavy Weapons / Demolitions
Skill roll reveals that the suitcase bomb is
clearly a simple scratch-built device
consisting of roughly four pounds of G-4
military grade plastic explosive with an A-
type military grade blasting cap as the
detonator. Taking a full-turn action to take
a closer look and an HARD (11) mental
feat (Intelligence + Heavy Weapons /
Demolitions) are required to estimate that
the explosion of four pounds of G-4 will
break the ceiling and at least one load-
bearing wall. It is highly probable that the
parliament building will collapse. However,
it is a HEROIC (19) task to notice
(Alertness + Perception / Sight) that the
detonator is not connected to the
electronic timer and that the bomb is
either a fake or was assembled
unprofessionally.
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The PCs can choose to concentrate on
the bomb, the sniper or both. If anyone
stops to disarm the bomb, they face a
HARD (55) Complex Action (Alertness +
Technical Engineering / Disable Devices)
with each roll taking one turn. Unless the
PCs are able to procure a demolitions kit
that contains everything needed to disarm
explosive devices, they have a -1 Skill step
penalty. Each roll represents one turns
work. The PCs have exactly seven turns to
disarm the bomb. They may indirectly
assist one another by rolling as usual and
adding the highest of their rolls to the
total. If the PCs unexpectedly succeed, the
timer does not shut off. When it reaches 0,
read:
The timer continues its relentless
countdown and it is going to win! Oh
frak, this isnt going to be good, is
your last thought as the electronic
timer mercilessly reaches zero. The
bomb, however, does not go off. You
cant believe your eyes when you
reopen them and see that the
counters digital display now reads,
DO WE HAVE YOUR ATTENTION
NOW? SGD. SFM
2
The PCs in pursuit of the sniper realize
2
An AVERAGE (7) Intelligence + Knowledge /
Appropriate Specialty Skill roll is all it takes to know
that S.F.M. stands for Sagittaron Freedom
Movement. The S.F.M is a paramilitary organization
devoted to overthrowing the local government on
Sagittaron that was installed by the government of
the Twelve Colonies to facilitate what some believe
to be an exploitation of the planet's resources.
that the terrorist has obviously headed
downstairs via the staircase at their left
which also leads to the lobby.
Once they reach the locked down
buildings crowded entrance hall, the PCs
must hunt for the assassin by trying to
remembering what he looked like. An
AVERAGE (7) Intelligence + Willpower
Attribute roll is required to remember the
right man correctly, and a HARD (11)
Alertness + Perception / Sight Skill roll
immediately spots the man in the crowd.
Overpowering the young man is easier
than anticipated because he is unarmed.
Grabbing him requires nothing but an
EASY (3) Agility + Unarmed Combat /
Appropriate Specialty Skill roll.
My name is Abraham Driscoll, says
the young, exhausted man as you
forcibly floor him, I am a member of
the Sagittaron Freedom Movement. I
would like to point out that under the
23rd Article of Colonization non-
combatants, combatants who have
laid down their arms, and combatants
who are out of the fight due to
wounds, detention, or any other cause
shall in all circumstances be treated
humanely, including prohibition of
outrages upon personal dignity, in
particular humiliating and degrading
treatment. Apart from this, I wish to
exercise my right to remain silent.
9
Driscoll is taken into custody and
interrogated. If they dont want to wait
until local or federal law enforcement
officials show up, the PCs can run the
interrogation. After all, they were ordered
by the President to take him down.
Interrogating the prisoner is a HARD (55)
Complex Action (Willpower + Discipline or
Influence / Interrogation). Every roll costs
five minutes of time. The PCs may
indirectly assist one another. Threatening
to physically harm the prisoner grants a
+1 step Skill bonus, while actually hurting
him increases the modifier to +2 Skill step.
However, the PCs know that torturing a
prisoner in any way is considered vile
behaviour and will bring disciplinary
retribution.
You, the GM, must roleplay the prisoner
who remains silent or lies until the
Difficulty Threshold is reached or
exceeded. A Botch not only increases the
Threshold to break the prisoner to
FORMIDABLE (75), but also means that a
good, believable lie is told. It will be a
HARD (11) mental feat (Willpower +
Perception / Appropriate Specialty) to see
through the prisoners lies and rolling a
second Botch silences him once and for all.
Eventually, the prisoner breaks and tells
the PCs that he is a member of the
Sagittaron Freedom Movement. He proudly
says that he is a sleeper who had been
placed on Picon not to undertake an
immediate mission, but rather to act as a
potential asset if activated at a later point
in time. During the last three years, he did
nothing to communicate with the S.F.M.,
nor did he obtain much information
beyond that in public sources. Yesterday,
however, he received word that the
movements current leader and a group of
paramilitary trained freedom fighters have
laid a scheme that will shake the Twelve
Colonies to the very foundations. To
attract the Colonies' attention, Driscoll was
ordered to shoot at the Colonial flag while
Adar was holding his speech. He was
explicitly ordered not to hurt anyone. That
is all Driscoll knows.
Overcoming this challenge should merit
a reward of two to four Plot Points. Allow
the players to discuss the unexpected turn
of events. Once theyre done, proceed to
Scene Two: Sit Rep.
ACT TWO ACT TWO ACT TWO ACT TWO
Scene Two: Sit Scene Two: Sit Scene Two: Sit Scene Two: Sit R RR Rep ep ep ep
The very next day, the PCs gather in
Atlantias briefing room. The calm, almost
solemn atmosphere inside the briefing
room is very unusual. No laughter is heard
and the pilots around you speak in hushed
tones, if at all.
Then, after a seemingly endless time,
Admiral Nagala enters the room. BSG 71's
actual, the "Old Warhorse", as Nagala is
affectionately called by almost the entire
crew, steps up to the podium and places a
data disc on the desk.
First and foremost, Nagala orders the
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PCs to stand at ease and comments on the
outcome of the PCs' original mission.
Whether he is considerate towards the PCs
or scolds them depends on how they acted
during Act One. Then he loads the disc into
the reader below the desks surface. Read:
The Sagittaron Freedom Movement
has claimed responsibility for the
attempt on Adars life, Nagala says
morosely, See for yourselves.
After the Admiral has pushed a
button on a remote control, the big,
flat screen behind Nagala shows the
image of a man with a pale stern face.
His well-groomed dark hair is flecked
with grey and his keen brown eyes are
gleaming.
Citizens of the Twelve Colonies of
Kobol, listen to me, the charismatic
agitator requests in a clear, resonant,
and attractive voice, I am Julius
Pratt, spokesman of the Sagittaron
Freedom Movement.
You were told that there has been
an attempt on President Adars life.
That is not true. The Adar
administration has spoon-fed half-
truths and lies to the media. If we
wanted Adar dead, we would have
killed him. In fact, the shot was not
aimed at Richard Adar, but at the
Colonial flag behind him, the very
symbol of the political oppression we
rise up against.
We are not terrorists. We have
killed no one. We have indeed gone to
great lengths to avoid bloodshed. We
are not criminals, either. We merely
exercise the rights that were assigned
to us.
Less than 60 years ago, each
colony was sovereign. However, in
response to the Cylon War, the
founders of the Twelve Colonies of
Kobol passed the Articles of
Colonization to unite against their
common enemy. In these Articles it is
written that, whenever the
government becomes destructive, it is
the right of the people to alter and
abolish it, and to institute a new
government.
We are invoking our right to rise up
against the course of President
Richard Adar. Your days of partisan
politics and slowly turning our
beloved federal republic into a military
dictatorship are finally over. You have
had the time and the opportunity to
show us, the people, that freedom and
equality matter to you and you have
done nothing. To this day, Sagittaron
endures exploitation at the hands of
the other colonies.
The time to act is now. We are
directing Richard Adar to withdraw his
budget and construct a new one that
will contain no new or increased taxes
and that will cut all unnecessary
military programs. Moreover, the
budget will adopt the financial
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development assistance as proposed
by Sagittarons elected
representative. These funds will be
used to support the economic, social
and political redevelopment of
Sagittaron and the other colonies that
still suffer at their bigger brothers
hands. Furthermore, we demand that
our former leader, Tom Zarek, is
released from unlawful political
imprisonment immediately.
That is all we demand. Our claims
are neither unjust nor wrong to the
law. We will give you the remainder of
the week to implement these reforms
in a peaceful, democratic way. As a
token of your willingness to
cooperate, Tom Zarek will be released
today.
We will be watching your actions
closely. This is the only warning we
give. If you do not respond to our
demands, rest assured that we have
the resources and the resolve to hit
you where it hurts the most; your
well-filled purses. We have taken
control of a tylium mine. We will
destroy it if Tom Zarek is not released
from prison by the end of this day. The
nuclear weapon we have at our
disposal will destroy the asteroid this
mine has been dug into. The dispersed
radiation will render all tylium ore
within a radius of hundreds upon
hundreds of miles inert and unusable.
The economic repercussions will be
disastrous.
After a short pause, the eloquent
political agitator concludes by saying,
Do not test us. This is your last
warning.
Then, the recording ends. No one
dares speak until Admiral Nagala
states, President Adar assumes that
Zareks every step is being closely
watched by the terrorists. At this very
moment, Zarek is boarding a prison
transport, the Astral Queen, which will
carry a number of prisoners to their
pardon hearings on Caprica. Adar is,
of course, not going to yield to the
terrorists demands and ordered a
strike team to storm and retake
control of the mine. Once the nuke is
disarmed, Zarek will be put back in
prison where he belongs.
According to distant
reconnaissance, the terrorists have
seized the mine on 142 Ida, a
planetoid that is little more than five
clicks in length, and half that in width
and thickness. We do not know where
the nuke is. Since capital ships like
the Atlantia would be spotted by the
terrorists, two Raptors will transport a
squad of Colonial Marines as well as
two Explosive Ordnance Disposal
Technicians to 142 Ida without
attracting the terrorists attention.
You will search for and escort the
technicians to the nuke that is to be
disabled immediately. If possible,
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Julius Pratt and his accomplices are to
be taken into custody. If the terrorists
put up any resistance, you are
authorized to use deadly force.
After answering the PCs questions,
Admiral Nagala sends them to the flight
deck where they may equip themselves,
and meet with the five Marines as well as
the Explosive Ordnance Disposal (EOD)
specialists, board two Raptors and
immediately set off. Allow the players to
discuss this unexpected turn of events,
though. A lively discussion will be quite
enjoyable for everyone.
A AA ACT THREE CT THREE CT THREE CT THREE
Reaching the asteroid without being
detected is largely a matter of how risky a
FTL jump the PCs wish to make. The closer
to 142 Ida they jump, the lesser the
chance of detection and the reaction time
the terrorists will have.
To set a relatively simple course requires
an AVERAGE (7) Intelligence + Pilot /
Astrogation Skill roll. This jump is the
safest, but takes the Raptors into a high
orbit above the asteroid. At this range, it
will be hard to approach the mine without
being detected. If the PCs are willing to
take a bit more risk, they can have their
plot take them closer to the asteroid. If
they make a HARD (11) Skill roll, their
Raptors will jump to a point that is roughly
100 klicks above the mine. If they make a
FORMIDABLE (15) Skill roll, however, their
Raptors drop so close to the asteroid that
their arrival will probably not be detected
by the terrorists.
An Extraordinary Success indicates an
almost perfect FTL jump and that the PCs
will have an easier time approaching the
asteroid without being detected. The
Difficulty Threshold (see below) will
decrease by one category (e.g, from
AVERAGE to EASY). Failure means that the
Raptor doesn't jump to the desired
coordinates and that the PCs' approach will
be more complicated. The Difficulty
threshold will increase by one category. A
Botch increases the Difficulty Threshold by
two categories.
As soon as the PCs have decided which
course to take and engaged their Raptors
FTL drives, they make the almost
instantaneous jump. Read:
All around you, millions of small
celestial bodies occupy roughly the
same orbital plane. The asteroid belt,
a region of the system beyond the
Twelve Colonies, is composed
primarily of rock and metal.
The small, brown, and irregularly
shaped planetoid that hangs in front
of you like a giant boulder slowly
spins around an axis located in its
large end. From dozens and dozens of
klicks out, 142 Ida looks like the
black, lifeless rock it should be. It is,
however, far from deserted. An unlit
mining complex sits on 142 Idas
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inhospitable surface like a gigantic
insect that patiently lies in wait for
unwary prey. The site consists of
numerous buildings, arranged in a
rough circle, that rest on levelled rock.
The tallest building in the centre of
the complex rises approximately 150
feet off the asteroids surface. In all
likelihood, youll find the terrorists
and the nuke in that towering edifice.
Approaching the mine without being
detected is a Complex Action (Raptors
Agility + pilots Pilot / Raptor) that has to
be completed within five turns. Any Botch
or failing to get there within five turns
indicates that the PCs Raptors have been
spotted by the terrorists who will lock
down the mine and prepare themselves for
the imminent assault. The Difficulty
Threshold depends on the distance the
PCs Raptors have to cover. If the PCs
decided to plot an AVERAGE jump, theyre
far off and it is a FORMIDABLE (75) feat to
come ashore undetected. If they made a
HARD FTL jump, the Difficulty Threshold is
HARD (55), while a FORMIDABLE jump
took them so close to the asteroid that it is
only an AVERAGE (35) task to reach it
without being noticed by the terrorists.
If the PCs manage to reach 142 Ida
undetected, they can land inside the
unguarded hangar that is unprotected
from the vacuum of space and has no
atmosphere. Neither the PCs nor the NPCs
may take off their flight suits, which
provide protection against vacuum for
limited periods, if they want to survive.
If they fail, however, the hangar doors
are closed and locked. They have to touch
down outside of the building and open the
massive metal doors (Armour 20, Life
Points 10) which requires a HARD (11)
Agility + Covert / Disable Devices Skill roll
as well as an IMPOSSIBLE (31) Burst of
Strength (Strength + Strength) Attribute
roll. However, up to four PCs and NPCs
may directly assist one another by rolling
as usual and combining their totals. Inside
the hangar bay, the PCs notice two
unarmed FTL shuttles as well as six
terrorists who are armed with submachine
guns and wearing spacesuits. The
opponents are hidden behind corners or
crates and are therefore have heavy cover
(+12 to defense Difficulty). They have to
be taken out before the PCs can enter the
complex. Bear in mind that these
opponents as well as those the PCs will
encounter later on can also attack the
Marines and EOD technicians. If both
demolition experts die, the PCs are in the
soup. They have to find the nuke on their
own and try to disarm it without
professional help. Finding the nuke is a
HARD Complex Action (55 vs. Intelligence
+ Alertness / Search). Each roll represents
a time increment of five minutes. How to
go about disarming it will be explained
below.
As soon as the terrorists are taken care
of, the PCs and NPCs enter the hangar
14
bays airlock. Once the pressure
differential is overcome, the Marines and
EOD technicians take off their flight suits
and don their usual clothing and armour.
The air locks inner hatch slides open,
revealing an empty, illuminated
corridor that stretches to your right
and left. One of the EOD technicians
consults the small particle detector
that measures ionizing radiation,
points down the right hand corridor
and says, That way.
Bullseye orders two of the grunts
that accompany you to cover you.
Hooah!, they respond, which could
mean anything from Ill get right on
it to I acknowledge your existence,
but I have no idea what youre talking
about.
The PCs follow the EOD specialists down
the corridor. Before they can reach
another corner, the PCs must make an
AVERAGE (7) Alertness + Perception /
Hearing Skill roll. Unless no one succeeds,
read:
You hear the clang of boots echoing
upon the metal floor. Someone
approaches from the turn of the
corridor that is right ahead of you.
Tangos ahead! one of the Marines
whispers in Bullseyes ear, What are
your orders, sir?
As four terrorists turn the corner, read:
At the far end of the corridor you see
four men outlined against the metal
wall behind them. They storm around
the corner, their submachine guns
ready. When they see you, they hit the
deck wordlessly and begin to take
aim.
If no one heard the approaching terrorists,
they begin firing immediately. The PCs
cannot dodge during the first turn. Since
the terrorists are prone, they receive a +4
bonus to their defence Difficulties. They
cannot dodge or use innate defence,
though.
After the battle, one of the EOD
specialists takes the lead again. He guides
the PCs to a stair case. They climb the
stairs, going up one floor at a time. On
each level, the technician consults the
device hes carrying. On the sixth floor he
asks the PCs to go down again. When they
reach the fifth floor, he says that the nuke
is on this level and leads the PCs to a large
door that leads to the mines operations
room. Much as to be expected, it is locked.
It is a HARD (11) feat to pick the doors
(Armour 5, Life Points 7) lock (Agility +
Covert / Open Locks). When the PCs open
the door, read:
The most important equipment such
as computer terminals were put in the
operation rooms centre, with ample
15
space for personnel to pass between
work stations. In addition to
instruments, data screens, and
computer access, these offer ports to
hook up headset communication units.
At this moment, they are vacant,
though.
As you cautiously enter the large
room, you notice eight men standing
in the left hand corner of the room
about 30 feet from you. You recognize
Julius Pratt immediately. He stands at
the chief control console and orders
two of his men at the top of his voice
to arm the nuke while the others lay
suppression fire. Then he looks at you
and shouts, It told you not to test
us.
The six S.F.M. members keep up a fierce
suppressive fire until the bomb is armed.
As long as their attack rolls meet an EASY
(3) Difficulty, everyone in their line of fire
must defend against the attacks. Note that
cover bonuses to Difficulty are halved
(rounded up) and that those that are hit
suffer a +1 step to the assault rifles
damage die. Moreover, an Extraordinary
Success on an attack roll will add an extra
stepped-up die to the weapon damage roll.
The terrorists use cover, ducking behind
computer consoles. Add 8 to their defence
Difficulties. Moreover, Pratt will throw a
smoke grenade at the PCs that will not
only deal d4 points of Stun damage, but
also fill the operations room with thick
smoke, obscuring vision in all directions
and penalizing all attack rolls by -4 Skill
step.
Five turns later, when the bomb is armed,
Pratt as well as all surviving terrorists
conduct a fighting retreat.
The Colonial Marines and the PCs may
choose to pursue the fleeing terrorists. It
would be a good idea, however, to guard
the EOD technicians as they try to deal
with the bomb which turns out to be a
sophisticated device and the EOD team
finds it is a INCREDIBLE Complex Action
(115 vs. Alertness + Technical Expertise /
Disable Devices) to defuse it, with each
roll taking roughly 30 seconds. Since the
bombs timer was set for 5 minutes, they
have 10 rolls to render the device inactive.
Success is highly unlikely.
If at least one PC stays behind to guard
the technicians, read:
"Good Gods!" mutters the EOD
technician under his breath as he
examines the nuke. Then he adds
more audibly, "This is a nuclear
warhead with a yield of round about
50 megatons, I'd say. If this baby
goes off, this frakkin' piece of rock
will be razed out completely."
The technician trails off and takes a
closer look at the device that stands
roughly three feet tall. "What the
frak?" he swears, "This is a D-class
military grade nuclear warhead.
According to this label here it should
16
be stowed away safely on the Ragnar
Station Ammunition Reserve, an
armoury suspended in the upper
atmosphere of the gas giant Ragnar.
Either someone frakked up seriously
or we're dealing with a conspiracy
that reaches right up to the highest
levels.
"Now, we've got five minutes till
this baby blows. If I were to hazard
an educated guess, I'd say that the
best course of action right now would
be to get the hell out of here. We
could try to diffuse this banger, I
grant, but I don't see us succeeding in
time, really."
Then he turns around and looks up
to you. "This would be the appropriate
point in time to bawl out an order,
sir".
The PCs may either try to stop Pratt and
the terrorists from reaching his FTL
capable ship and escaping, disarm the
bomb, or make a quick getaway.
Once they know that it is almost
impossible to deactivate the nuke in time,
the PCs should race to their Raptors which
requires an AVERAGE Complex Action (35
vs. Agility + Athletics / Running) that has
to be completed within five rolls, each of
which represents a time increment of 30
seconds. If they fail within the stated
amount of time, the PCs will die in the
nuclear explosion.
If the PCs strike on the idea of taking
the bomb along to drop it off once they've
taken off, they may try to do so. However,
the bomb is too heavy to be carried by one
person, but too small to be carried by
more than two PCs. Both PCs will be at -2
Skill step while running towards the
hangar bay and will therefore probably not
reach it in time.
If they manage to get away, however,
they may board their ships and take off.
Once theyve cleared the danger zone,
they will receive a badly garbled
transmission on a civilian channel. It says
that the Twelve Colonies are under
massive attack by Cylons that have
somehow disabled the fleets warships and
have inflicted unprecedented casualties.
Admiral Nagala took personal command of
the fleet following the destruction of Picon
Fleet Headquarters, using the Atlantia as
flagship.
Depending on how you want to continue
the story, the PCs may race to the
Colonies rescue, join The Fleet and start a
Galactica Campaign or be shot down over
one of the Colonies where they can
participate in a Resistance Campaign.
Alternatively, they could also pick up a
weak beacon call that is attempting to rally
all Fleet vessels in range. The message
includes a set of coordinates and the
header of a large enough ship for the PCs
to base a Second Fleet Campaign, or flee
on their own.
Regardless of the turn of events, the PCs
17
should now be rewarded with one to four
Advancement Points.
THE END THE END THE END THE END
I
N NN N N NN No oo o o oo on nn n n nn n- -- - - -- -P PP P P PP Pl ll l l ll la aa a a aa ay yy y y yy ye ee e e ee er rr r r rr r C CC C C CC Ch hh h h hh ha aa a a aa ar rr r r rr ra aa a a aa ac cc c c cc ct tt t t tt te ee e e ee er rr r r rr rs ss s s ss s
Abraham Driscoll
Agi d8, Str d6, Vit d6, Ale d8, Int d6, Wil d8;
LP 14, Init d8+d8
Traits Cool Under Fire d4, Friends in Strange Places d2 (Underworld), Rebellious
d4, Trusting d2
Skills Athletics d6 / Dodge d8 / Running d8, Covert d6 / Stealth d10, Discipline d4,
Guns d6 / Sniper Rifle d8, Influence d4, Knowledge d2, Mechanical Engineering d2,
Medical Expertise d2, Melee Weapon Combat d6, Perception d6, Technical Engineering
d2, Unarmed Combat d6
Equipment None
Background An idealist that fell under Tom Zareks spell years ago. He was
specifically chosen by the SFM to infiltrate Caprica as a sleeper agent and has
carefully bided his time since his arrival six years ago. He got the job in the plenar hall
two years ago and once activated, spent weeks smuggling the components of his rifle
and fake bomb into the building. Absolutely dedicated to the cause he is the perfect
man to bring the message to President Adar and indeed the entire Twelve Colonies.
Colonial Marines
Agi d10, Str d8, Vit d10, Ale d8, Int d6, Wil d6;
LP 20, Init d10+d8
Traits Athlete d4, Cool Under Fire d2, Tough d8, Duty (Colonial Marines) d6,
Prejudice (Civilians) d4
Skills Athletics d6 / Dodge d8, Covert d6 / Stealth d8 / Disable Devices d8,
Discipline d4, Guns d6 / Assault Rifle d10 / Pistol d8, Influence d6 / Intimidation d8,
Melee Weapon Combat d6 / Knife d8, Ranged Weapons d6, Survival d6, Unarmed
Combat d6
Equipment Assault Rifle (DMG d8W, RNG 150 yards, MAG 30), Combat Suit (AR 1
W), Wireless Communicator, Knife (DMG d2 W), Medkit, Pistol (DMG d6 W, RNG 15
yards, MAG 20)
Background Professional and deadly, they know their jobs and the risks. They will
get the job done.
II
Explosive Ordnance Disposal Technicians
Agi d8, Str d6, Vit d6, Ale d8, Int d8, Wil d8;
LP 14, Init d8+d8
Traits Cool Under Fire d4, Duty d4
Skills Athletics d4, Covert d6 / Disable Devices d10 / Open Locks d8 / Sabotage d8,
Discipline d4, Guns d4, Heavy Weapons d6 / Demolitions d10, Influence d4,
Knowledge d4, Mechanical Engineering d4, Medical Expertise d2, Perception d6,
Scientific Expertise d4, Technical Engineering d4, Unarmed Combat d2
Equipment Advanced Demolitions Kit
*
, Combat Suit (AR 3 W, -1 Agi / -1 Ale),
Wireless Communicator, Pistol (DMG d6 W, RNG 12 yards, MAG 8)
Background More technicians than warriors, they are non-the-less dedicated
professionals that are all too aware of what the price of mission failure would be,
which is clearly to them, not an option.
Terrorists / Freedom Fighters
Agi d8, Str d8, Vit d8, Ale d6, Int d6, Wil d6;
LP 18, Init d8+d6
Traits Brawler d2, Tough d8, Overconfident d4, Rebellious d4, Trusting d2,
Skills Athletics d6 / Dodge d8, Covert d6 / Stealth d8, Discipline d4, Guns d6 /
Assault Rifle d10 / Submachine Gun d8, Influence d4, Medical Expertise d2, Melee
Weapon Combat d6 / Knife d8, Pilot d6, Survival d4, Unarmed Combat d6
Equipment Assault Rifle (DMG d8 W, RNG 130 yards, MAG 20) or Submachine Gun
(DMG d6 W, RNG 55 yards, MAG 40), Body Armor (AR 1 W), Hand-Held Wireless
Communicator, Knife (DMG d2 W)
Background Hand chosen for their utter commitment to the cause, they will not
negotiate or surrender. They are skilled fighters and will fight to the bitter end.
III
Julius Pratt
Agi d6, Str d6, Vit d8, Ale d8, Int d10, Wil d10;
LP 18, Init d6+d8
Traits Friends in Strange Places (Sagittarons) d6, Political Pull d6, So Say We All
d6, Coward d4, Infamy (Terrorist) d10
Skills Artistry d4, Athletics d4, Covert d4, Guns d2, Influence d6 / Conversation d8
/ Leadership d10 / Politics d10, Knowledge d6, Perception d6, Performance d6 /
Oratory d10, Planetary Vehicles d4, Pilot d4, Survival d4, Unarmed Combat d4
Equipment Body Armor (AR 1 W), Hand-Held Wireless Communicator, Pistol (DMG
d6 W, RNG 15 yards, MAG 15)
Background Pratt was convinced of the injustice of the Colonies long ago and
worked his way into the SFM as soon as he heard of the group. Long a confidant of
Zarek, Pratt has the oratory skills that make him the natural mouth piece of the
organization. While a complete zealot to the idea of Sagittarons freedom, he is not
personally gifted with courage of any degree. He prefers to act from a distance and
when faced with any possible harm, he will choose to flee at the first chance.
However, he is dedicated to the cause enough that he will ensure the nuclear device is
properly armed before making his escape.
IV
S SS S S SS Sh hh h h hh hi ii i i ii ip pp p p pp ps ss s s ss s
Colonial One
Colonial One is the air and space traffic control call sign of any Colonial spacercraft
carrying the President of the Twelve Colonies of Kobol and his staff. The presidential
fleet consists of two specifically configured, highly customized passenger liner
starships. While these vessels are referred to as Colonial One only while the president
is on board, the term is commonly used to describe either of the two spacecraft
normally used and maintained by the Colonial Fleet solely for the president.
Colonial One
Agi d6, Str d8, Vit d8, Ale d8, Int d6, Wil d6;
LP 14; Init d6+d8; Scale Spacecraft;
Speed 6 (SL/JC)
Traits Memorable (d6)
Skills Mechanical Engineering d4, Perception d6, Pilot d6
Armament None
Armor Wound 2, Stun 3
Description 280 x 50 x 75 feet; Crew 15;
Passengers 100
Equipment DRADIS, electronic countermeasure support, decoys
V
Cassiopeia VII Cassiopeia VII Cassiopeia VII Cassiopeia VII
The Cassiopeia VII is one of the thousands of heavy cargo transports that ply between
the Twelve Colonies. The Heavy belongs to the Colonial Movers Corporation that owns
one of the largest transport fleets in the Colonies. Dedicated to hauling dangerous
goods, the Cassiopeia VII and her captain, Vince Haddon, get around much. Haddon is
not only always pressed for time, but also anxious about the increased threat of piracy
and terrorism. That is why he has illegally armed his ship.
Cassiopeia VII
Agi d4, Str d10, Vit d6, Ale d4, Int d4, Wil d6
LP 16; Init d4+d4; Scale Spacecraft
Speed 4 (SL/JC)
Traits Mass-Produced (d6), Past Its Prime (d6)
Skills Mechanical Engineering d4, Perception d2, Pilot d4
Armament 1 spacecraft scale capital range railguns (d6)
Armor Wound 2, Stun 2
Description 1,950 x 550 x 265 feet; Crew 65
Passengers 150
A Al li ic ce e N Ne es sb bi it tt t
Rank Captain
Call Sign Hera
Current Assignment CAG, Battlestar Atlantia, Leader of Red Squadron
Agi d8, Str d6, Vit d8, Ale d8, Int d8, Will d10;
LP 18, Init d8+d8
Traits Cool Under Fire d4, Dogfighter d4, Renowned d4, So Say We All d6,
Duty d10, Overconfident d4
Skills Athletics d6, Discipline d6 / Leadership d10 / Morale d8, Guns d6 / Pistol
d8, Influence d6 / Persuasion d8, Knowledge d4, Mechanical Engineering d4,
Medical Expertise d2, Perception d6, Pilot d6 / Ships Cannons d8 / Viper d10,
Technical Engineering d2, Unarmed Combat d4
Background Captain Nesbitt is the personification of a Colonial Viper pilot. A
talented pilot and a distinguished officer, Nesbitt obtained her current posting the
hard way, by earning it. In addition to her considerable flying skills, she has all
the organizational and management skills needed for her position as CAG. Her
coolness in tight situations is matched by a poise and flare that makes her a
natural leader, both in and out of the cockpit. The respect Nesbitt has earned is
well deserved thanks to the well-honed talents she has to back her supreme
confidence in herself and her abilities.
B Ba al lt th ha az za ar r P Po ol ll la ac ck k
Rank Lieutenant
Call Sign Bullseye
Current Assignment Viper Pilot, Battlestar Atlantia, Bullseyes Wingman
Agi d10, Str d8, Vit d8, Ale d8, Int d6, Will d8;
LP 16, Init d10+d8
Traits Dogfighter d4, Renowned d2, Split-Second Timing d4, Talented d4
(Pilot/Ships Cannons) d, Duty d6, Glory Hound d4
Skills Athletics d6, Covert d6 / Disable Devices d8, Discipline d6 / Leadership
d8 / Morale d8, Guns d6 / Pistol d8, Knowledge d4, Mechanical Engineering d4,
Medical Expertise d2, Perception d6, Pilot d6 / Astrogation d8 / Viper d8 / Raptor
d8 / Ships Cannons d10, Technical Engineering d2, Unarmed Combat d2
Background Larger than life and driven to make sure everyone else knows it.
Pollack is big for a fighter pilot, which only enhances his image as a rough and
tumble warrior. Hands down the best shot in the Atlantias CAG, Pollack makes
Viper gunnery look simple and never lets others forget that fact. Part of a well-
to-do family, Pollack was lanky as a child and in an effort to fit in, during a period
of rebellion, he resorted to hanging out with unsavory streetwise types and
picked up several borderline criminal skills that have non-the-less served him
well over the years. Hes quick for his size and an avid Pyramid player.
S Se ea an n K Ke ee en ne er r
Rank Lieutenant
Call Sign Cobra
Current Assignment Viper Pilot, Battlestar Atlantia
Agi d8, Str d6, Vit d10, Ale d8, Int d8, Will d8;
LP 20, Init d8+d8
Traits Dogfighter d4, Renowned d2, Tough d4, Duty d6
Skills Athletics d6 / Dodge d8, Discipline d6 / Interrogation d8, Guns d6 /
Pistol d8, Influence d6 / Persuasion d8, Knowledge d4, Mechanical Engineering
d4, Medical Expertise d2, Perception d6, Pilot d6 / Viper d8 / Ships Cannons d8,
Technical Engineering d6, Unarmed Combat d4
Background Dependability is Kenners watchword and when assigned a task
he will find a way to make things happen regardless of the situation. No where
near as flamboyant as the squadrons leaders, Kenner makes up for this
difference with a dogged determination that simply will not accept failure as an
option. A stern disciplinarian, that has cultivated this demeanor to an art form so
formidable that anyone that knows him learns not to try and lie to him as he will
pursue the truth with the same sort of dogged determination that marks
everything else he does.
D De ea an n M Ma as st te er rs so on n
Rank Lieutenant Junior Grade
Call Sign Argus
Current Assignment Viper Pilot, Battlestar Atlantia, Cobras Wingman
Agi d8, Str d10, Vit d8, Ale d8, Int d6, Will d8;
LP 16, Init d8+d8
Traits Dogfighter d2, Formidable Presence d4, Sharp Sense (Sight) d4,
Talented (Pilot / Viper) d6, Contrarian d2, Crude d4, Duty d6
Skills Athletics d6 / Dodge d8, Discipline d4, Guns d6 / Pistol d8, Influence d6
/ Intimidation d8, Knowledge d4, Mechanical Engineering d4, Medical Expertise
d2, Melee Weapon Combat d4, Perception d6, Pilot d6 / Viper d10, Technical
Engineering d2, Unarmed Combat d6 / Brawling d8
Background Despite being of only average size, Masterson sports the
powerful frame of a worlds-class weight lifter, which he could be if that was what
he was interested in doing. Mastersons admirable physique is only part of what
makes him formidable. He is the best natural pilot in the squadron and while not
as good a shot as Pollack, he has such excellent vision that he usually gets in the
first shot due to seeing the target first. This leads to considerable competition
between the two. The biggest challenge Masterson faces is his inability to control
his own mouth. He usually speaks what is on his mind with little thought to the
consequences and this habit has impacted what would otherwise be a top-notch
career.
S So op ph hi ie e E Ed dw wa ar rd ds s
Rank Lieutenant
Call Sign Maelstorm
Current Assignment Viper Pilot, Battlestar Atlantia
Agi d8, Str d8, Vit d6, Ale d8, Int d10, Will d8;
LP 14, Init d8+d8
Traits Athlete d4, Dogfighter d4, So Say We All d4, Renowned d2, Duty d6,
Lightweight d4
Skills Athletics d6 / Running d8, Covert d4, Discipline d6 / Leadership d8,
Guns d6 / Pistol d8, Influence d6, Knowledge d4, Mechanical Engineering d4,
Medical Expertise d4, Perception d6, Pilot d6 / Viper d8, Technical Engineering
d4, Unarmed Combat d4
Background Wildly held to be on the fast track to being a CAG herself,
Edwards has all the skills necessary to be a senior officer. Her handle comes from
a sharp temper and even sharper tongue, but regardless of her tempestuous
nature, she is skilled leader that brings the most out of her subordinates. Captain
Nesbitt has noticed these innate qualities and has quietly begun mentoring
Edwards to smooth the way for her rise through the ranks. The only thing that
keeps Edwards from fitting in with the typical image of the cocky Viper pilot is
her inability to handle more than a couple drinks, so she avoids the Hard
fighting and hard drinking image typical of the wardroom to keep this weakness
hidden. However, the downside of this action is that some of the other pilots
perceive her as standoffish.
S Se et th h H Ha ar rl la an n
Rank Lieutenant Junior Grade
Call Sign Harley
Current Assignment Viper Pilot, Battlestar Atlantia, Hera's Wingman
Agi d8, Str d8, Vit d8, Ale d8, Int d8, Will d8;
LP 16, Init d8+d8
Traits Dogfighter d4, Renowned d2, Talented (Pilot / Viper) d4, Split-Second
Timing d4, Duty d6, Wise-Ass d4
Skills Athletics d6 / Dodge d8, Covert d6 / Stealth d8, Discipline d4, Guns d6 /
Pistol d8, Knowledge d4, Mechanical Engineering d4, Medical Expertise d2,
Perception d6 / Hearing d8, Pilot d6 / Astrogation d8 / Viper d8 / Raptor d8,
Technical Engineering d4, Unarmed Combat d6
Background Every organization has a joker in the deck and for the CAG of the
Atlantia, Seth Harlan is theirs. Harlan has always had a razor sharp wit and loves
to keep his superiors on their toes and the morale of the squadron high. He is a
gifted Viper pilot and keeps an active competition with Masterson on who is the
best pilot in the CAG. This competition has reached epic proportions in the
wardroom and many a cubit has changed hands based on the results of squadron
flight evaluations and in flight exercises.
A AA A A AA Ad dd d d dd dv vv v v vv ve ee e e ee en nn n n nn nt tt t t tt tu uu u u uu ur rr r r rr re ee e e ee e S SS S S SS Sc cc c c cc cr rr r r rr ri ii i i ii ip pp p p pp pt tt t t tt t
Use the following script to start the adventure. When your character's turn comes, read your
lines out loud, speaking the way you think your character would. Be sure to listen to what the
other characters say as the script contains important information to start the adventure.
Harley: Can someone explain to me what were doing here?
Maelstorm: Shut it, you nugget!
Harley: Shutting it right now, ell-tee.
Hera: Listen up, you rooks. President Adar's going to deliver a speech at Picon's parliament
and he requested Red Squadron as a security detail that will escort Colonial One and the
presidential convoy from and to its jump point above the Colony. Thats what well bloody well
do.
Argus: That didn't sound like no hard six to me back then and it still dont now.
Bullseye: Shut the frak up, Argus. The no-fly zone well use as an approach corridor is five
klicks wide and theres no one in it except us.
Cobra: Thats the point, Bullseye. Where is Colonial One, for the Gods sake?
Harley: Its not here, thats for sure.
Hera: Keep waiting, you knuckle draggers!
Cobra: Waiting implies anticipation.
Argus: I aint looking forward to dress and cover duty, I tell you.
Hera: You're a Colonial Viper pilot, Argus. If the President of the Twelve Colonies of Kobol asks
you to attend one of his speeches in full dress uniform, you comply.
Bullseye: Sometimes you've got to take it on the chin.
Argus: Aye, aye, sir.
Maelstrom: Captain, weve got DRADIS contact, sir.
Hera: Identify, Hera! Red Squadron, remember were weapons free. Treat every unauthorized
ship that enters the no-fly zone as a bandit and engage it with extreme prejudice.
Argus: With all due respect, sir, just because Adar frakked up big time don't mean we can
bring down civvies without giving 'em a good solid warning shot across the bow, sir.
Bullseye: Godsdammit! Shut your trap already, Argus. Weve got our orders.
Hera: You either follow them or spend a night in the hack for insubordination.
Cobra: ... Again.
Argus: Wilco, sir.
Maelstorm: Steady, boys! Its Colonial One and the presidential convoy.
Harley: Finally