2300AD Mission Arcturus
2300AD Mission Arcturus
2300AD Mission Arcturus
Arcturus
Udo Sabath
© by Liz Danforth
Basic Role Playing System used with permission
is © by Chaosium
www.chaosium.com Gun Art created at
http://pimpmygun.doctornoob.com/
Conversion rules by
Udo Sabath Floorplans powered by Shuffler!
http://www.papermakeit.com/
Additional Artwork
by Udo Sabath
& zorger.com
Version: 1.1
18.February 2011
2300AD - Mission Arcturus
Basic Role Playing
Mission Arcturus
One of the most accredited adventure modules for 2300AD is „Mission Arcturus“. It throws the players into a
setting of action, conflict, abandonment and discovery. For many it is one of the best adventures ever written
for a sci-fi game. If it really is, you can now judge by playing it with your group while using Chaosiums Basic
Role Playing rule set.
Overview
This document is an add-on to the adventure „Mission Arcturus“. It includes sta-
tistics for the non-player characters, new weapons and a conversion guideline
for the tasks to be rolled by the players.
In addition you will find an updated conversion table for DP Values, the revised
weapons and the revised armor table.
2 FarFuture.net
2300AD - Mission Arcturus
Basic Role Playing
Combat Walkers
This is a revised list for Combat Walkers.
Name AP Random AP Burden ENC Skill Modifier Locations Price (Lv.)
BH-21 Combat 14 2D6+2 Cumbersome 48 -50% to Physical and All 17000
Walker5 Manipulation skills
Kz-7 16 4d4 Cumbersome 36 -20% to Physical and All 35000
(Kampfanzug-7) Manipulation skills
Combat Walker6
5. grants a +6 bonus to STR at a cost of -6 to DEX. Armor includes helmet.
6. grants a +3 bonus to STR at a cost of -3 to DEX. Armor includes helmet.
FarFuture.net 3
2300AD - Mission Arcturus
Basic Role Playing
4 FarFuture.net
2300AD - Mission Arcturus
Basic Role Playing
Name Skill Base DMG Attk2 Special Rng Hands HP Pa STR/ Mal Am Price SIZ SR
rry DEX mo (Lv.) /
Enc
AUTOGUNS
Autoguns provide a fireteam with more range and power than rifles provide, yet the autoguns remain more portable than the rifles. The
following listing includes a few examples of these autoguns.
MG-7 Machine Gun 15 2d6+4 1,3 or Impaling 125 2H 11 No 9/5 00 75 870/2 2 1 or
20 (100) 3/SR
burst or 1/
CR
Wu-Beijing Type 381 Machine Gun 15 2d6+4 1,3 or Impaling 200 2H 11 No 9/5 00 150 870/2 3.5 1 or
Machinegun 20 (100) 3/SR
burst or 1/
CR
DunArmCo Mini-12 Machine Gun 15 3d6+2 1,3 or Impaling 200 2H 11 No 9/5 99- 100 910/3 5 1 or
15 00 (100) 3/SR
burst or 1/
CR
Type 12 Autocannon Machine Gun 15 3d6+2/ 1,3 or Impaling 250 2H 14 No 16/12 98- 50 1000/ 16 1 or
1m1 10 00 2(50) 3/SR
burst or 1/
CR
LASERS
A number of laser weapons are available in the 24th century. Several are listed here.
Mueller-Rivera P-3 Pistol, Energy 20 1d8 2 Impaling 50 1H 14 No 5/5 99- 35 750/5 1 1/SR
00
Mueller-Rivera F-7 Rifle, Energy 15 2d8 3 Impaling 250 2H 20 No 7/7 99- 16 760/5 2 1/SR
00
Rorttmann LK-1 Rifle, Energy 15 2d8 3 Impaling 250 2H 20 No 7/7 99- 20 850/5 2 1/SR
00
Gonzalves-Brazilia Rifle, Energy 15 2d8 2 Impaling 250 2H 20 No 7/7 99- 5 620/5 3 1/SR
“Luce-3” 00
Gonzalves-Brazilia Rifle, Energy 15 2d8 3 Impaling 250 2H 20 No 7/7 99- 12 720/5 2.5 1/SR
“Luce-7B” 00
Mueller-Rivera F-19 Rifle, Energy 15 2d8+2 3 Impaling 300 2H 20 No 7/7 99- 10 730/5 2 1/SR
00
SVB Rifle, Energy 15 2d8+2 2 Impaling 325 2H 20 No 7/7 99- 6 770/5 2.7 1/SR
00
PLASMA GUNS, MAN-PORTABLE
Some of the most powerful man-portable weapons in the 24th century are plasma guns.
Jaschonek Fabrikant Rifle, Energy 10 2d10+4 3 Impaling 225 2H 18 No 9/7 98- 6 1600/ 2 1/SR
A-9 /1m1 00 8(1)
Type 1 High Energy Rifle, Energy 10 2d10+4 2 Impaling 180 2H 18 No 9/7 98- 4 1300/ 4.2 1/SR
Assault Gun /1m1 00 12(1)
Kurita Type-21F Rifle, Energy 10 2d10+4 2 Impaling 250 2H 18 No 9/7 98- 4 1400/ 3.5 1/SR
/2m1 00 14(1)
Quinn-Darlan Mk 2-A2 Rifle, Energy 10 2d10+4 1 Impaling 425 2H 18 No 9/7 98- 10 1800/ 7.5 1/SR
PGMP /2m1 00 18(1)
HEAVY PLASMA GUNS
Although less mobile, the following provide heavy firepower in more fixed locations.
CLP-1 A Artillery 01 6d10/2 1 Crushing 400 3 Crew 64 n/a n/a 00 10 9300/ 64 1/SR
(Cannon) m1 AV 500
28 (10)
Jaschonek Fabrikant Artillery 01 4d8+4/ 1 Crushing 425 2 Crew 48 n/a n/a 00 5 8500/ 42 1/SR
A-4T (Cannon) 2m1 AV28 24(1)
SONIC STUNNERS
Sonic stunners project focused sound energy, usually in the ultrahigh frequency range, with sufficient energy to stun the target. They are
only effective in atmospheres and against targets not wearing heavy armor (particularly airtight armored helmets). As a result of these
limitations and the fact that the sonic bursts merely stun an opponent, they are of limited combat value. However, they are highly effective,
nonlethal control weapons and are used extensively by police and security forces.
Brandt Audionique Pistol, Energy 20 2d610 2 Knock- 10 1H 14 No 5/5 00 40 140/5 1.0 1/SR
AS-3 back
Quinn Optronics Rifle, Energy 20 2d810 3 Knock- 25 2H 22 No 7/5 00 15 150/5 1.5 1/SR
Restraint Carbine back
FarFuture.net 5
2300AD - Mission Arcturus
Basic Role Playing
Name Skill Base DMG Attk2 Special Rng Hands HP Pa STR/ Mal Am Price SIZ SR
rry DEX mo (Lv.) /
Enc
GRENADE LAUNCHERS
A variety of 30mm grenade launchers are currently found mounted integral to combat rifles. All of these grenade launchers have roughly
similar performance. In addition, a few older magazine-loading grenade launchers are also available, although they are seldom used now by
first line troops. Below are listed grenade launchers and propelled grenades which are currently in use.
Combat Rifle Integral Grenade 25 depends 1/2 depends 125 2H 12 No 7/5 99- 3 Expen 1.0 1/2CR
Grenade Launcher 00 sive
GW-12 Grenade Grenade 25 depends 1 depends 125 2H 12 No 7/5 99- 6 Expen 3.0 1/CR
Launcher 00 sive
PROPELLED GRENADES
The following propelled grenades are suitable for use with the grenade launchers which are listed above.
30mm High Explosive -- -- 4d6/4m -- Knock- -- -- 8 No -- -- -- 5 0.7 as
Propelled Grenade 1
back Laun-
cher
30mm High Explosive -- -- 4d6/4m -- Impaling -- -- 8 No -- -- -- 6 0.7 as
Armor Piercing 1
Laun-
Propelled Grenade cher
30mm Flechette -- -- 2d6/2m -- Knock- -- -- 8 No -- -- -- 2 0.7 1/SR
Propelled Grenade 1
back
30mm Concealment -- -- /3m1
6
-- -- -- -- 6 No -- -- -- 10 0.3 as
Propelled Grenade Laun-
cher
HAND GRENADES
The following three examples are representative of the common range of grenade types which are available.
High Explosive Grenade Throw 4d6/4m 1 Impaling Thro 1H 8 No 5/5 00 1 3 0.7 1/SR
Fragmentation Grenade 1
wn
Concussion Grenade Grenade Throw 2d6/2m 1 Knock- Thro 1H 8 No 5/5 00 1 3 0.7 1/SR
1
back wn
Concealment Grenade Grenade Throw /3m1
6
1 -- Thro 1H 6 No 5/5 00 1 6 0.3 1/SR
wn
1. Damage is expressed in dice per meters; damage done each meter past the initial radius decreases by 1 die per meter.
2. Many high-tech missile weapons have burst fire capabilities; see the rules for Autofire on page 214 of Chapter Seven: Spot Rules for
details.
4. Sniper rifles are usually equipped with a bipod, doubling the base chance; without a bipod (or similar stabilizer), reduce the base chance
to 10.
6. Fills an area with vision obscuring smoke instead of doing damage; can obscure a room as if darkened. See Darkness on page 220 of
Chapter Seven: Spot Rules for details.
7. Shotguns do damage by range; the first increment is the first damage dice, the second is the second, etc.
10. Roll damage as normal and use the damage vs. the target’s CON in a resistance roll. If the target succeeds, he or she takes minimum
damage (2) instead of the rolled damage. If target loses, he or she is stunned for 1D3+1 rounds. See the rules for Stunning on page 232 of
Chapter Seven: Spot Rules.
6 FarFuture.net
2300AD - Mission Arcturus
Basic Role Playing
( 3d6 - ( original Skill / 10 ) ) * default task time given = Time task took
Using this system, players will think twice to stop for looking around or using very low level skills unnecessarily -
especially when time matters or is precious.
FarFuture.net 7
2300AD - Mission Arcturus
Basic Role Playing
Mission Weapons
Marine Weapons
The following are weapons used by the First Marine Special Forces Company. Most Marines carry M-5s. Due
to the danger of breaching a hull, only Sergeant Ortega will carry one. Corporal Yeager will carry a Traylor
Model 10 riot gun. Lance Corporal Lang will carry a Type 720 machine gun; and Private Bucheger, an FTE-
10.
8 FarFuture.net
2300AD - Mission Arcturus
Basic Role Playing
Kafer Weapons
“Donderbus”
A rugged, heavy, close-assault shotgun which may fire propelled grenades.
Type: 19mm Automatic Shotgun Weight (empty): 4.5 kg Length: 70.5 cm (ENC=2) Action: Single shot or bursts
Ammunition: I9x58 mm fixed cartridge buckshot (6x8mm slugs), or 19mm grenade (see below) Muzzle Veloci-
ty: 402 mps Magazine: 8-round box magazine Magazine Weight: 0.8 kg ROF: 2 Aimed Fire Range: 20 meters
Area Fire Burst: 4 rounds Damage: 3d8/2d8/1d8
Type: 19mm high explosive armor-piercing propelled grenade DP Value: 3d8/4m Weight: 0.3 kg.
“Horse Pistol”
An extremely rugged, heavy revolver.
Type: 14.5mm revolver Weight: 1.3 kg (ENC=0.7) Length: 31 cm Action: Single shots Ammunition: 14.1x31mm
fixed-cartridge ball Muzzle Velocity: 490 mps Magazine: 6-round cylinder Weight of 6 Rounds: 0.2 kg ROF: 3
Aimed Fire Range. 20 m DP Value: 2d6+4
“Thud Gun”
An assault rifle/grenade launcher similar in some respects to the German SK-19.
Type: 12.7mm assault rifle with integral 27.2mm grenade launcher Weight (empty): 6.5 kg Length: 76.2 cm
(ENC=4) Action: Single shot or burst Ammunition: 12.1x31mm APHE Muzzle Velocity: 610 mps Magazine: 66-
round box magazine Magazine Weight: 2 kg ROF: 2 Aimed Fire Range: 125 m Area Fire Burst: 10 Damage:
3d6+2
Type: 27.2mm grenade launcher Muzzle Velocity: 375 mps Magazine: 9-round tubular magazine ROF: 2 Aimed
Fire Range: 150 m DP Value: 3d10/4m
“Flashlight”
A Kafer laser rifle with integral grenade launcher.
Type: 75.01 laser rifle with integral 27.2mm grenade launcher Weight (empty): 5 kg Length: 76.2 cm
(ENC=3.5) Action: Single shot Pulse Energy: 0.7 mj Muzzle Velocity: c Magazine: A Kafer power cell with ener-
gy for 12 pulses Magazine Weight: 1.8 kg ROF: 3 Aimed Fire Range: 325 m Damage: 3d6+3
Type: 27.2mm grenade launcher Muzzle Velocity: 375 mps Magazine: 9-round tubular magazine ROF: 2 Aimed
Fire Range: 150 m DP Value: 3d10/4m
FarFuture.net 9
2300AD - Mission Arcturus
Basic Role Playing
10 FarFuture.net
2300AD - Mission Arcturus
Basic Role Playing
Kafer NPC
Typical Kafer NPC stats are as follows: Green Kafer (lower INT)
Strength 12 Attack: 30%
Constitution 16 2-round burst 40%
Size 18 3-round burst 45%
Intelligence 2/12 4-round burst 50%
Power 16 6+ round burst 60%
Dexterity 12
Appearance n/a Dodge: 30%
Education n/a Hits: 3
Hitpoints 17 or 3 „Hits“ Armor: 0 (back: 6)
Damage Bonus +1d4 Damage: as per weapon
Armor 6 carapace (back only) Stamina roll: 80%
Non combat skills: 30%
Veteran Kafer (higher INT)
Attack: 50%
2-round burst 60%
3-round burst 65%
4-round burst 70%
10 round burst 100%
Dodge: 50%
Hits: 3
Armor: 0 (back: 6)
Damage: as per weapon
„Donderbus“ 1 or 2 Shotgun 4d6/2d6/1d6 Stamina roll: 80%
19mm Grenade 4d6/2m Non combat skills: 40%
„Horse Pistol” 3 Pistol 1d10+2
„Thud Gun” 3 or 10 burst Assault Rifle 1d10+4
„Flashlight” 3 Laser Rifle 2d8+2
27.2mm 2 Grenade 4d6/4m
FarFuture.net 11
2300AD - Mission Arcturus
Basic Role Playing
gence is always low until shortly after combat begins (1d6 rounds); then it jumps by as much as 10 points or
more. Not all Kafers have a basic Intelligence of 2. (The Kafers in Station Arcture have all been hand-picked
for higher intelligence, for example.)
Officers and some other veterans have intelligence levels as high as 6 or 8, and some very rare individuals
have basic Intelligence levels of 10 or 12 at all times. Kafer Intelligence is never raised above 14 during com-
bat, however.
The Marines
12 FarFuture.net
2300AD - Mission Arcturus
Basic Role Playing
FarFuture.net 13
2300AD - Mission Arcturus
Basic Role Playing
14 FarFuture.net
2300AD - Mission Arcturus
Basic Role Playing
FarFuture.net 15
2300AD - Mission Arcturus
Basic Role Playing
The Advisors
If the player characters are experienced in fighting Kafers, they should serve as advisors to the American mari-
ne company, and there is no need to use the characters detailed in this chapter.
In this case, these characters may be used as NPCs in another adventure, or they might be assigned to the
other fireteams which will be entering Station Arcture. If the players have not had experience in running
characters against Kafer opponents, they should play the part of one of the marines or combat walker pilots in
this book, or they should replace those characters with characters of their own design. In no case should
players who have not experienced Kafer warfare play the part of the advisors detailed below.
Each of these advisors has been recruited from the Tanstaafl Free Legion.
16 FarFuture.net
2300AD - Mission Arcturus
Basic Role Playing
FarFuture.net 17
2300AD - Mission Arcturus
Basic Role Playing
Weapons: Paderewski wants to capture a Kafer and, consequently, carries a Quinn Optronics Restraint
Carbine.
Armor: Full-body Inertial Armor
Attack: 30% Hits: 1
Armor: 6
Dodge: 30% Damage: 2d8 stun
Stamina roll: 50%
Non combat skills: 30%
18 FarFuture.net
2300AD - Mission Arcturus
Basic Role Playing
FarFuture.net 19
2300AD - Mission Arcturus
Basic Role Playing
20 FarFuture.net
2300AD - Mission Arcturus
Basic Role Playing
FarFuture.net 21
2300AD - Mission Arcturus
Basic Role Playing
Kafer Teams
Ambush at Elevator Donderbus Kafer Green / Experienced Kafer
Kafer 1 Kafer 7 Strength 11 Attack: 30% / 50%
Hits: ❑❑❑ Hits: ❑❑❑ Constitution 15 2-round burst 40% / 60%
Kafer 2 Kafer 8 Size 17 3-round burst 45% / 65%
Hits: ❑❑❑ Hits: ❑❑❑ Intelligence 5/12 4-round burst 50% / 70%
Kafer 3 Kafer 9 Power 16
Hits: ❑❑❑ Hits: ❑❑❑ Dexterity 13 Dodge: 30% / 50%
Kafer 4 Kafer 10 Appearance n/a Hits: 3
Hits: ❑❑❑ Hits: ❑❑❑ Education n/a Armor: 0 (back: 6)
Kafer 5 Hitpoints 16 or 3 „Hits“ Damage: 4d6/2d6/1d6
Hits: ❑❑❑ Damage Bonus +1d4 4d6/2m1
Kafer 6 Armor 6 carapace (back only) Range: 20/40/80
Hits: ❑❑❑ Weapon „Donderbus“ Stamina roll: 80%
19mm HEAP grenade Non combat skills: 30%
22 FarFuture.net
2300AD - Mission Arcturus
Basic Role Playing
Reactor Pod Junior Officer Junior Officer Kafer (lower INT / higher INT)
Strength 12 Attack: 50% 60%
Constitution 15 2-round burst 60% 70%
Hits: ❑❑❑ Size 16 3-round burst 65% 75%
Intelligence 8/13 4-round burst 70% 80%
Power 17 10 round burst 100% 100%
Dexterity 12
Appearance n/a Dodge: 50% / 60%
Education n/a Hits: 3
Hitpoints 16 or 3 „Hits“ Armor: 0 (back: 6)
Damage Bonus +1d4 Damage: 1d10+2
Armor 6 carapace (back only) Range: 20
Weapon „Horse Pistol” Stamina roll: 75%
Non combat skills: 40% /50%
Hits: ❑❑❑ Senior Officer Senior Officer Kafer (lower INT / higher INT)
Strength 14 Attack: 60% 70%
Constitution 16 2-round burst 70% 80%
Size 19 3-round burst 75% 85%
Intelligence 11/14 4-round burst 80% 90%
Power 18 10 round burst 100% 100%
Dexterity 12
Appearance n/a Dodge: 60% / 70%
Education n/a Hits: 3
Hitpoints 18 or 3 „Hits“ Armor: 0 (back: 6)
Damage Bonus +1d6 Damage: 2d8+2
Armor 6 carapace (back only) Range: 325
Weapon „Flashlight” Stamina roll: 80%
Non combat skills: 50% /60%
FarFuture.net 23
Mission Arcturus
Spin Habitat, Sections w/o Elevator
Mission Arcturus
Spin Habitat, Sections w/ Elevator
Elevator
Exit
Stairwell
Exit
Mission Arcturus
Spin Habitat, Central Authority
Elevator
Exit
Stairwell
Exit
Mission Arcturus
Docking & Cargo Bays
Station Core
Docking Bay
Cargo Bay C
10m
Mission Arcturus
Spin Habitat, Section 3
Mission Arcturus
Spin Habitat, Ambush
Elevator
Exit
Stairwell
Exit
Mission Arcturus
Spin Habitat, Section 6
Elevator
Exit
Stairwell
Exit