2300AD Mission Arcturus

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Mission

Arcturus
Udo Sabath

Basic Role Playing Conversion

fan made production


Far Future Enterprises
2300
Mission Arcturus
Mission Arcturus 2
Overview 2
Revised Weapon and Armor Tables 2
Skill Checks and Tasks 7
Mission Weapons 8
Kafer Weapons 9
Kafer NPC 11
The Marines 12
.. Fireteam One, Squad One, First Platoon 12
.. Combat Walker Pilots 15
.. The Advisors 16
Mission Weapon List 19
Mission Combat Walkers 20
Members of Fireteam One 21
Kafer Teams 22

2300AD - Man‘s Battle for the Stars Artwork


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by Marc W. Miller
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Basic Role Playing System used with permission
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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.

Revised Weapon and Armor Tables


The conversion rules give an estimation how DP Value is translated to BRP Da-
mage. The Weapon and Armor lists in the conversion rules show how to use the
existing designs of the BRP rule book for the 2300AD setting. The following tab-
les are the revised versions and work better in relation to armor and damage.

Weapon Type 2300AD DP recommended BRP Damage Damage Range Average


Value Damage
Pistol 0.2 - 0.4 1d6, 1d8, 1d6+1, 1d10+2 3-12 7
Shotguns 0.3*10 4D6/2D6/1D6 4-24 14

Rifle 0.2 - 0.7 2d6, 2d6+2, 2D6+4 6-16 11


Assault Rifle 0.5 - 1.0 1d10+2, 2D6+2, 1d10+4 4-14 9
Sub Machine Gun 1d8 1-8 4
Machine Gun 0.6 - 0.7 2D6+4 6-16 11
Heavy MG 3 3D6+2 5-20 12.5
Sniper/Game Hunting 3.0 - 4.0 3D6+4 7-22 14.5
Rifle
Laser Pistol 0.6 1d8 1-8 4
Laser Rifle 0.9 - 2.0 2d8, 2d8+2 2-16 8
Stun Pistol 0.5 2d6 2-12 7
Stun Rifle 0.8 2d8 2-16 8
Plasma Rifle 1.0 - 4.0 2D10+4 6-24 14
Heavy Plasma Rifle 6.0 - 15.0 4d8+4, 6d10 8-36 20

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Revised Armor Table


Name AP Random AP Burden ENC Skill Modifier Locations Price (Lv.)
Helmet +3 +2 None 1.0 -5% to Perception skills Head 5
High Threat Combat +4 +4 Light 2.0 -15% to Perception skills Head 20
Helmet
Steel Helmet +3 +2 None 3 -10% to Perception skills Head 1
Chainmail Vest 7/2 1
1d8-1/1d4-2 Moderate 11.0 -15% to Physical skills Arms, Chest 1
Vedette Half-Armor 4/8 1
1d4/1d8 Moderate 8 none Upper Chest 20
Rigid Breastplate 4/8 1
1d4/1d8 Moderate 8 -15% to Physical skills Chest 20
Nonrigid Vest 3/5 1
1d3/1d6-1 Light 1 -10% to Physical skills Chest 20
Inertial Armor Vest 3/5 1
1d3/1d6-1 Light 8 -5% to Physical skills Chest 100
Full-body Nonrigid 4 1d4 Light 2 -5% to Physical skills All 2
60
Armor
Full-body Inertial 6 2d4-1 Moderate 12 -10% to Physical skills All2 350
Armor
Full-body Combat 10 2d4+2 Moderate 16 -25% to Physical skills All2 100
Armor
1. First value is vs. melee or low-velocity missile weapons; second value is vs. firearms.
2. Includes helmet.

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.

Weapons for Powered Combat Armor


This is a revised list for Weapons used by Combat Walkers.
Name Skill Base DMG Attk2 Special Rng Crew HP AV Ammo Mal Cap Price SIZ SR
(Lv.)
Quinn-Darlan Rifle, 10 2d10+4/2m1 1 Impaling 425 Walker 18 18 Plasma 98-00 30 1800/ 1 1/SR
Mk 4-A1 Energy Cells 18(1)
PGCW
Jaschonek Artillery 01 4d8+4/2m1 1 Crushing 425 Walker 48 28 Plasma 00 40 8500/ 42 1/SR
Fabrikant A-4 (Cannon) Cells 24(1)
Sturmgewehr
Rorttmann Rifle, 10 2d8 3 Impaling 250 Walker 20 20 -- 99-00 special 850 1 1/SR
LK-1 fKz Energy
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.

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Revised Weapons Table


Name Skill Base DMG Attk2 Special Rng Hands HP Pa STR/ Mal Am Price SIZ SR
rry DEX mo (Lv.) /
Enc
CURRENT SERVICE RIFLES
The following rifles are currently being used by major military forces in the 24th century.
FAM-90 Rifle 25 1d10+2 3 or Impaling 225 2H 12 No 9/5 00 60 490/2 3.5 1/SR
10 (60) or 1/
burst CR
AS-89 Rifle 25 1d10+2 3 or Impaling 200 2H 12 No 9/5 00 60 420/2 3 1/SR
10 (60) or 1/
burst CR
Type-81 Storm Gun4 Rifle 20 3d6+4 1 Impaling 350 2H 10 No 12/7 98- 10 450/2 6 1/SR
00 (100)
FTE-104 Rifle 20 3d6+4 1 Impaling 700 2H 10 No 12/7 98- 10 520/2 8 1/SR
00 (20)
SURPLUS SERVICE RIFLES
The surplus service rifles described below are no longer the primary small arms of their countries’ military forces Nonetheless, the weapons
are still in widespread use by a number of smaller forces.
SG-77 Rifle 25 1d10+2 3 or Impaling 175 2H 12 No 9/5 00 40 280/2 3 1/SR
10 (100) or 1/
burst CR
Wu-Beijing Type-49 Rifle 25 2d6+2 2 or Impaling 175 2H 12 No 10/5 00 25 210/2 2 1/SR
10 (100) or 1/
burst CR
Ramirez-Abruggo BF-1 Rifle 25 2d6+2 2 or Impaling 200 2H 12 No 10/5 00 40 200/2 3 1/SR
10 (100) or 1/
burst CR
M-2 Assault Rifle Rifle 25 1d10+4 3 or Impaling 125 2H 12 No 10/5 00 30 260/4 3 1/SR
10 (100) or 1/
burst CR
CIVILIAN AND HUNTING WEAPONS
Of the numerous civilian rifles available in the 24th century, some of the most common are listed here.
Stracher SS-7 (high Rifle 25 1d6 1/2 Impaling 100 2H 12 No 7/5 00 20 140/1 3 1/SR
power) (1000)
Stracher SS-7 (low Rifle 25 2d6 1/2 Impaling 50 2H 12 No 5/5 00 20 140/1 3 1/SR
power) (1000)
Guiscard FC-68 Rifle 25 2d6 3 or Impaling 125 2H 12 No 7/5 00 70 240 / 3 1/SR
10 2(300) or 1/
burst CR
Guiscard FC-70 Rifle 25 2d6+4 2 Impaling 200 2H 12 No 7/5 00 5 220 / 3 1/SR
2(100)
Rockwell “Twelve- Rifle 15 3d6+4 1 Impaling 275 2H 12 No 13/5 00 6 400/5 4.5 1/SR
Eighty-One Magnum” (100)
SHOTGUNS
Two examples of shotguns, one pump and one automatic, are listed below.
Traylor Model 10 Riot Shotgun 30 4d6/2d6 1 or 2 Impaling 30/6 2H 14 No 11/5 00 8 300/2 3 1 or
Gun /1d67 0/10 (100) 2/SR
0
DunArmCo Close Shotgun 30 4d6/2d6 1 or 2 Impaling 25/5 2H 14 No 11/5 00 10 330/2 2 1 or
Assault Gun /1d67 0/10 (100) 2/SR
0
HANDGUNS
As with civilian rifles, a plethora of handgun types can be found in the 24th century. The weapons which are listed below represent some of
the range of capabilities in 24th-century handguns.
Arno Five-Fifteen Pistol 20 1d6 3 Impaling 20 1H 8 No 5/5 98- 14 130/2 1 1/SR
00 (300)
Hancock Nine-Twenty- Revolver 20 1d8 3 Impaling 15 1H 6 No 7/5 00 6 170/2 0.7 1/SR
Three Enforcer (100)
Traylor Model 57 Pistol 20 1d6+1 3 Impaling 20 1H 8 No 9/5 98- 10 150/2 1 1/SR
00 (100)
Stracher P-11 mm Pistol 20 1d10+2 3 Impaling 20 1H 8 No 11/7 00 7 350/4 1.5 1/SR
(100)

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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

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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.

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Skill Checks and Tasks


The skill check tasks given in 2300AD are similar to the ones in BRP. Difficult tasks in 2300AD are Difficult (half
skill), easy tasks in 2300AD are Easy (double skill) in BRP.
If tasks are given at higher or lower difficulties, add a situational modifier between +30% and -30%.

2300AD task difficulty BRP difficulty


Simple Easy
Routine Normal
Difficult Difficult
Formidable Difficult and -10%
Impossible Difficult and -20%

Task Times (Optional)


2300AD has a nice way to determine the time a task takes. To simulate this, the Skill used is divided by 10
(rounding down) and subtracted from the roll of three d6. This result is then multiplied by the time given in the
task.
The (modified) result of the die roll can never be negative and will be interpreted as three (3) in that case.
Example: „To search through rubble: Difficult. Intelligence and Survival. 10 minutes.“ would translate to a Diffi-
cult Spot roll, the default time would be 10 minutes.
Bob has a Spot skill of 56%, reducing it to 28% in this case. As he searches through the rubble, he finds a Ka-
fer item (successful Spot roll). Now he checks the time his search took and rolls 3d6 for a result of 8. His Spot
Skill of 56 (unmodified!) is divided by 10, giving a result of 5.6 - rounded down to 5. The 3d6 roll is now modi-
fied by -5 (giving a 3) and then multiplied by 10 (the default time), giving a total time of 30 minutes. Private
Bob searched the rubble for 30 minutes to recover a Kafer artifact that now has to be examined.

( 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.

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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.

M-5 Assault Rifle


The Traylor Arms M-5 was chosen the standard assault rifle for Marine forces in 2293. A development of the
M-2 “nine-forty-four, ” it uses a binary propellant system rather than the M-2’s fixed cartridges and mounts an
integral 30mm grenade launcher under the barrel.
Type: 9mm binary propellant assault rifle (with 30mm grenade launcher) County: USA Weight (empty): 4.2 kg
Length: 79 cm (ENC = 2) Action: Single shot or bursts Ammunition: 9x12mm APHE Muzzle Velocity: 700 mps
(area fire 400 mps) Magazine: 50 rounds with propellant gas bottle. Catalyst gas bottle with charge for 600
aimed shots or 200 bursts. Magazine Weight: 0.5 kg Recharge Bottle Weight: 0.1 kg ROF: 3 Aimed Fire Range:
150 m Area Fire Burst: 10 Damage: 3d6+2 Price: Lv675 (Lv3 50-round disposable magazine; Lv2 recharge
bottle).

Kaskaskia Arms Type 720 Machinegun


Designed as a domestic American machinegun, it was adopted after modifications by the Marines in 2289. It is
similar in most respects to the Manchurian Type 381, though slightly heavier, longer, and more durable. Critics
note that the extractor mechanism is sensitive to fouling from the cartridge discharge. In the hands of inexperi-
enced soldiers, the Model 720 is prone to jams. The Marines are trained to keep their weapons clean - the
image of the Marine cleaning his weapon between combats has become a legend. Marine 720s rarely jam.
Type: 7.5mm squad machine gun County: U.S. Weight (empty): 8 kg Length: 130 cm (ENC=3.5) Action: single
shots or bursts Ammunition: 7.5x32mm fixed cartridge ball Muzzle Velocity: 940 mps Magazine: 150-round
cassette or 50-round magazine Magazine Weight (cassette): 2 kg Magazine Weight (50-round magazine): .8
kg ROF: 3 Aimed Fire Range: 200 m (250 m on mount) Area Fire Burst: 20 Damage: 2d6+2 Price: Lv900 (Lv2
for box of 100 rounds; Lv6 for empty cassette; Lv1 for empty magazine).

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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

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M-5 Assault Rifle

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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

Junior Officer Junior Officer Kafer (lower INT / higher INT)


Strength 12 Attack: 50% 60%
Constitution 15 2-round burst 60% 70%
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: as per weapon
Armor 6 carapace (back only) Stamina roll: 75%
Non combat skills: 40% /50%
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: as per weapon
Armor 6 carapace (back only) Stamina roll: 80%
Non combat skills: 50% /60%
The statistics above apply to the two officers inside the reactor control pod and the regular Kafers encountered
during the mission.
These values will vary somewhat from individual to individual but can be used as a starting point. Kafer Intelli-

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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

Fireteam One, Squad One, First Platoon


In the 24th century, an individual soldier can deliver much more firepower to the battlefield than ever before.
As a consequence of this increased individual power, military thinking has tended to favor much smaller units
than ever considered before. Consequently, the basic unit of combat is beginning to shift from the squad to the
fireteam. Individual fireteams are often deployed independently as the situation warrants. The squad still retains
importance in battles where fair distances have to be traversed, as one fireteam can hold position and make
cover fire while another moves forward.
The slightly more independent status of the individual fireteam has caused it to be listed in a more official man-
ner; hence an individual marine will be known to other marines not just by his battalion, company, platoon,
and squad, but also by his fireteam. In order to prevent confusion, fireteams are numbered by platoon rather
than by squad, with Fireteams One and Two making up First Squad, Fireteams Three and Four making up Se-
cond Squad, and so on.
The following marines are in Fireteam One, First Squad, First Platoon, of Charlie Company (the marine compa-
ny aboard the Bassompierre).

Sergeant Raoul Ortega


Sergeant Raoul Ortega is the fireteam leader for First Squad’s Fireteam One. He is
a big, brawling man who likes to challenge other platoon members (not fellow fire-
team members) to arm wrestle matches. Few take him up, and he seeks „new
blood“. Loud, aggressive, and sometimes obnoxious, he is an energetic leader and
a good man to have on your side in a fight.
Sergeant Ortega is a Veteran in Space Military.
NPC Motivation Results: Ortega loves a good fight. He also loves to brag about his
past exploits and those of his fireteam. However, his bragging is good-natured rat-
her than arrogant, and Ortega is well-liked by most of the men and women in First
Platoon and is highly respected by the other members of Fireteam One.
Weapons: M5 Assault Rifle
Armor: Full-body Inertial Armor
Attack: Hits: 3
single shot 50% Armor: 6
3-round burst 65% Damage: 1d10+4
10-round auto 100% Stamina roll: 70%
Non combat skills: 40%
Dodge: 50%

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Corporal Kelly Yaeger


Corporal Kelly Yaeger is a short, red-haired, attractive young woman who affects a
surly, cynical, brassy personality. She has developed a reputation as being „one
tough marine“ and men in the First Platoon who have had their advances rebuffed
by her joke that she is „the best man in the outfit“. However, the attitude that she al-
lows everyone to see is merely a defensive mechanism which she has assumed for
the sake of her own survival in a tough-as-nails unit.
Corporal Yaeger is an Experienced NPC in Space Military.
NPC Motivation Results: Corporal Kelly Yaeger is very deeply -and also secretly- in
love with Lance Corporal Lang (see Corporal Lang’s description below). Yaeger is
not intimidated by any threats or violence which she may encounter.
Weapons: Traylor Model 10 riot gun
Armor: Full-body Inertial Armor
Attack: 40% Hits: 2
Armor: 6
Dodge: 40% Damage: 4d6/2d6/1d6
Stamina roll: 60%
Non combat skills: 30%

Lance Corporal Peter “Long Pete” Lang


Tall, quiet, and retiring, Lance Corporal Peter Lang is plasmagunner for Fireteam
One. He is secretly in love with Corporal Kelly Yaeger. Her death or capture could
transform Lang into a berserk warrior who cannot be restrained by his squad
mates.
Lance Corporal Lang is an Experienced NPC in Space Military.
NPC Motivation Results: Lang loves Yaeger and would die for her. Their relation-
ship has been kept secret at his insistence, partly because of Corps regulations,
mostly to avoid harassment by the other members of their platoon.
While Lang is completely normal and is friendly and likable, if something were to
happen to Corporal Yaeger, he would become insane with murderous rage. Under
certain circumstances, his rage could be directed against other humans if it was ob-
vious that another character’s stupidity or cowardice had resulted in Yaeger’s death.
Weapons: Kaskaskia Arms Type 720 Machinegun
Armor: Full-body Inertial Armor
Attack: Hits: 2
single shot 40% Armor: 6
3-round burst 55% Damage: 2d6+4
10-round auto 80% Stamina roll: 60%
Non combat skills: 30%
Dodge: 40%

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Private James Bucheger


Private James „Jimmy” Bucheger is the smallest man in the platoon. At 161 cm, he
barely made the height requirements for enlistment He takes kidding about his
height from his squad mates with silent determination and outward good humor.
His boot camp instructors noted that he seems driven to outperform everyone else
in his unit. An expert marksman, he voluntarily carries a Frenchmade FTE-10
sniper’s rifle when the situation warrants it, lugging the weapon’s 12.5 kilos uncom-
plainingly, always rejecting offers to help him „hump his weapon“. His determinati-
on to excel has won him the respect of most of the others in his platoon.
Private Bucheger is a Green NPC in Space Military but has a Firearm (Rifle) skill of
75%.
NPC Motivation Results: Bucheger has been sensitive about his height ever since he
was a boy in school. Driven by the need to prove himself as good as or better than
any of his peers, he is viewed with mild astonishment and considerable respect by
others in his unit, even while they are gently goading him with “short jokes.”
Bucheger’s drive to excel is moderated somewhat by the fact that he is friendly and outgoing. This means that
instead of growing resentful of the teasing which he receives, he simply accepts it for what it usually is - the
most obvious way in which his friends can pay him affectionate attention. Rest assured that anyone who might
try to really belittle Bucheger for his short stature would find himself on the receiving end of Bucheger’s flying
fists.
Weapons: FTE-10
Armor: Full-body Inertial Armor
Attack: Hits: 1
FTE-10 75% Armor: 6
other 30% Damage: 3d6+4
Stamina roll: 50%
Dodge: 30% Non combat skills: 30%

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Combat Walker Pilots

Sergent Vikki Marcotte


Sergent Vikki Marcotte is a retiring, pretty, dark-haired girl who has established a
reputation as a good combat walker operator through her efficiency and quiet de-
termination. Marcotte is not the type to panic in an emergency, and it is expected
that she would maintain an outward calm in the performance of her mission even in
the face of certain death.
Sergent Marcotte is an Experienced NPC in Ground Military.
NPC Motivation Results: Sergent Vikki Marquette has a high commitment to fairness
and reacts with anger to injustice, brutality, or stupidity. She mixes well with new ac-
quaintances and is strongly motivated by loyalty to any group to which she is
assigned.
Weapon: none
Armor: none
Attack: 40% Hits: 2
Armor: 0
Dodge: 40% Damage: Combat Walker
Stamina roll: 60%
Non combat skills: 30%

Caporal Phillip Massey


Massey is a solitary man who takes pride in being a „lone wolf.” As a combat wal-
ker operator, he projects an attitude of great disdain for infantry, claiming that their
purpose is to clear the way for heavier equipment, such as combat walkers, to
come forward and „do the real work. ” Massey avoids emotional attachments to
anyone. “You have to look out for Number One, because no one else is going to”
is his stock answer when criticized for his lack of cooperation with units to which he
is assigned. At heart, he is a coward. Massey will not expose his combat walker to
fire except when he has no choice, such as during a retreat from overwhelming
odds.
Caporal Massey is a Green NPC in Ground Military.
NPC Motivation Results: Massey is a braggart who annoys everyone he meets with
his attitude of aloof superiority and his constant criticism.
His aloofness, however, is really just a rationalization for his selfish acts of cowardice.
Weapon: none
Armor: none
Attack: 30% Hits: 1
Armor: 0
Dodge: 30% Damage: Combat Walker
Stamina roll: 50%
Non combat skills: 30%

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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.

Running the Advisors


When using these advisors as NPCs, the referee should keep his or her own knowledge of what is typical for
Kafer activity firmly in mind and simply have the advisors advise the players of those facts.
Also, if the players are having a rough time of it, the advisors might even be able to predict exactly how the
Kafers are going to act in a particular encounter, which can give the players the edge they need in that
encounter.

Sergeant Michael „Mad Mike“ Vincent


With 18 years of experience in the Australian Special Air Service (SAS, a special
forces unit), Sergeant Michael „Mad Mike” Vincent is a veteran of many skirmis-
hes. His last duty before leaving the SAS and signing on with the Tanstaafl Free Le-
gion was as a drill instructor. It was as a trainer in survival techniques that he was
hired by the TFL. He is well known as having the demeanor of a very tough D.I. but
has a peculiar reputation in his use of language. Surprisingly, he has never been
known to use profanity - that old, traditional standby of D.I.s since the time of
Caeser’s legions - but he has been heard to chew out a recruit for 10 minutes run-
ning in rich and colorful detail, never using more than mildly vulgar language and
never repeating himself.
„Mad Mike” Vincent is a Veteran in Ground Military.
NPC Motivation Results: Sergeant Vincent, despite his rather rough exterior, is an
excellent source of good advice in almost any situation. He is not intimidated by violence or threats. In additi-
on, he is strongly motivated by a sense of loyalty to the mission which he has joined.
Weapons: Vincent carries an Australian weapon, the DunArmCo Close Assault Gun.
Armor: Full-body Inertial Armor
Attack: 50% Hits: 3
Armor: 6
Dodge: 50% Damage: 4d6/2d6/1d6
Stamina roll: 70%
Non combat skills: 40%

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Sergeant Walker McGuire


A tall, lanky man with a weathered face, Sergeant Walker McGuire is another
Aussie who joined the Tanstaafl Free Legion although he had had no previous
military experience. Instead, McGuire began his career in the police force of Au-
stralia’s colony in Qe King system.
McGuire is a very vocal fellow who will gladly give his opinion of anything and
everything. The only problem is getting him to shut up. He seems to be very criti-
cal of mistakes that others make, but, in all fairness, he also seems very straight-
forward about his own. The fact of the matter is that McGuire is not so much criti-
cal as he is painfully honest. He never learned the value of keeping quiet and let-
ting something blow over. McGuire’s conversations are classically Australian
with frequent utterances of “G’day, mate” and “NO worries, mate.” He refers to
Kafers as Bunyips (a sort of Australian “Bigfoot”).
Walker McGuire is an Experienced NPC in Law Enforcement.
NPC Motivation Results: Walker McGuire is scrupulously, even painfully, honest.
He can be trusted not only to keep his word, but to speak his mind about whatever occurs to him. Also, alt-
hough he does not seek violence, he is very accepting of its efficacy in solving many problems.
Weapons: McGuire carries a Stracher P-11 automatic pistol.
Armor: Full-body Inertial Armor
Attack: 40% Hits: 2
Armor: 6
Dodge: 40% Damage: 1d10+2
Stamina roll: 60%
Non combat skills: 30%

Corporal Howard Paderewski


A Pole by birth, Corporal Howard Paderewski is the archetypical short, tough kid
who seems to turn up in any small military unit. He is, in his own words, an „opera-
tor” and expends considerable skill and effort in evading the rules and making
money.
His apparent greed stems from his image of success, which is directly related to
how much money a person makes or how much influence he wields. Since it is ob-
vious that he will never get rich on a mercenary’s pay, he is determined to make a
fortune by other means, if necessary, and to be known as a sharp, smooth
operator.
Paderewski has a seemingly incredible chain of contacts - „I know a guy who can
get it for you, for the right price“ - which, on this mission, makes him the marines’
main source of unauthorized liquor. (The first thing Paderewski did upon coming aboard ship was to establish a
good working relationship with one of the ship’s English-speaking drive engineer’s mates, in order to establish
a source for whiskey from the strictly illegal still run by members of the ship’s drive gang.)
Howard Paderewski is a Green Troubleshooter.
NPC Motivation Results: For Howard Paderewski, everything has a price. He is not, strictly speaking, open to
bribes, and he is loyal to his friends, but his image of himself is of a big-time operator who has the savvy and
the contacts to make it big in a tough universe. Paderewski is driven by the need to be both important and
loved. While not a braggart, he glories in his reputation of being able to procure the impossible through his
contacts and connections.

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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%

Private John King


Like Paderewski, John King considers himself an „operator.“ His area of expertise is
not in establishing clandestine contacts, however, but in gambling. He shares Mari-
ne Sergeant Ortega’s constant search for „fresh blood,” but for the purpose of enli-
sting them as victims in his card games rather than in tests of strength. King’s hones-
ty has been frequently and vociferously challenged by his victims, but he has never
been proven to cheat.
King is not, in fact, a card cheat, but he has a very, very good memory for faces,
cards, and numbers. The talent stands him in good stead in the various forms of po-
ker which he prefers.
King is a native of Aurore and hates the Kafers passionately. He sees no reason not
to kill any that the mission might meet.
John King is an Experienced NPC in Ground Military.
NPC Motivation Results: John King is interested in making money, though it is the challenge of winning the mo-
ney more than desire for wealth for its own sake which drives him. He is also amiable, outgoing, and likable.
He uses his easy manner, however, to set up unsuspecting victims for his „poker strikes,” as he calls them. King
is as likely to spend the money he has won on a party for his victims as to keep it himself.
Weapons: King wants to kill as many Kafers as possible and so has chosen to carry a Rorttmann LK-1 35-01
laser rifle.
Armor: Full-body Inertial Armor
Attack: 40% Hits: 2
Armor: 6
Dodge: 40% Damage: 2d8
Stamina roll: 60%
Non combat skills: 30%

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Mission Weapon List


Name Skill Base DMG Attk2 Special Rng Han HP Par STR/ Mal Am Price SIZ SR
ds ry DEX mo (Lv.) /
Enc
Marine Weapons
Traylor Arms M-5 Rifle 25 1d10+4 3 or Impaling 150 2H 12 No 10/5 00 50 675/3 2 1/SR or
10 (50) 1/CR
burst
Kaskaskia Arms Type 720 Machine 15 2d6+4 1,3 or Impaling 200 2H 11 No 9/5 00 15 900/2 3.5 1 or 3/
Machinegun Gun 20 0 (100) SR or
burst 1/CR
Traylor Model 10 Riot Gun Shotgun 30 4d6/2d6/1 1 or 2 Impaling 30/60 2H 14 No 11/5 00 8 300/2 3 1 or 2/
d67 /100 (100) SR
FTE-104 Rifle 20 3d6+4 1 Impaling 700 2H 10 No 12/7 98- 10 520/2 8 1/SR
00 (20)
Rorttmann LK-1 Rifle, 15 2d8 3 Impaling 250 2H 20 No 7/7 99- 20 850/5 2 1/SR
Energy 00
Stracher P-11 mm Pistol 20 1d10+2 3 Impaling 20 1H 8 No 11/7 00 7 350/4 1.5 1/SR
(100)
Quinn Optronics Restraint Rifle, 20 2d810 3 Knock- 25 2H 22 No 7/5 00 15 150/5 1.5 1/SR
Carbine Energy back
DunArmCo Close Assault Shotgun 30 4d6/2d6/1 1 or 2 Impaling 25/50 2H 14 No 11/5 00 10 330/2 2 1 or 2/
Gun d67 /100 (100) SR
Kafer Weapons
„Donderbus“ Shotgun 30 4d6/2d6/1 2 or 4 Impaling 20/40 2H 14 No 11/5 98- 8 Kafer 2 1/SR or
d67 burst /80 00 1/CR
19mm high explosive -- -- 4d6/2m1 -- Impaling -- -- 5 No -- -- -- Kafer 0.4 as
armor-piercing propelled Launch
grenade er
„Horse Pistol” Pistol 20 1d10+2 3 Impaling 20 1H 10 No 9/5 98- 6 Kafer 0.7 1/SR
00
„Thud Gun” Rifle 25 1d10+4 3 or Impaling 125 2H 12 No 11/5 00 66 Kafer 4 1/SR or
10 1/CR
burst
„Flashlight” Rifle, 15 2d8+2 3 Impaling 325 2H 20 No 7/7 99- 12 Kafer 3.5 1/SR
Energy 00
27.2mm grenade launcher -- -- 4d6/4m1 2 Impaling -- -- 8 No -- -- -- Kafer 0.7 1/SR
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.
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.

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Mission 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
5. grants a +6 bonus to STR at a cost of -6 to DEX. Armor includes helmet.

Mission Weapons for Powered Combat Armor


Name Skill Base DMG Attk2 Special Rng Crew HP AV Ammo Mal Cap Price SIZ SR
(Lv.)
Quinn-Darlan Rifle, 10 2d10+4/2m1 1 Impaling 425 Walker 18 18 Plasma 98-00 30 1800/ 1 1/SR
Mk 4-A1 Energy Cells 18(1)
PGCW
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.

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Members of Fireteam One


Sergeant Raoul Ortega Attack: M-5 Hits: 3
(integral Grenade Launcher) single shot 50% Armor: 6
3-round burst 65% Damage: 1d10+4
All Attributes: 14 10-round auto 100% Stamina roll: 70%
Hits: ❑❑❑ Non combat skills: 40%
Dodge: 50%
Corporal Kelly Yaeger Attack: Riot Gun 40% Hits: 2
Armor: 6
All Attributes: 12 Dodge: 40% Damage: 4d6/2d6/1d6
Hits: ❑❑ Stamina roll: 60%
Non combat skills: 30%

Lance Corporal Peter Lang Attack: MG Hits: 2


(needs to position MG or suffers single shot 40% Armor: 6
-10% to Attack roll) 3-round burst 55% Damage: 2d6+4
10-round auto 80% Stamina roll: 60%
All Attributes: 12 Non combat skills: 30%
Hits: ❑❑ Dodge: 40%
Private James „Jimmy” Attack: Hits: 1
Bucheger FTE-10 75% Armor: 6
other 30% Damage: 3d6+4
All Attributes: 10 Stamina roll: 50%
Hits: ❑ Dodge: 30% Non combat skills: 30%
Sergent Vikki Marcotte Attack: Plasma 40% Hits: 2
(Combat Walker, STR:18 DEX:6) Armor: 0 (14)
Dodge: 40% Damage: 2d10+4/2m
All Attributes: 12 Stamina roll: 60%
Hits: ❑❑ Non combat skills: 30%
Caporal Phillip Massey Attack: Plasma 30% Hits: 1
(Combat Walker, STR:16 DEX:4) Armor: 0 (14)
Dodge: 30% Damage: 2d10+4/2m
All Attributes: 10 Stamina roll: 50%
Non combat skills: 30%
Sergeant Michael „Mad Mike” Attack: ShotGun 50% Hits: 3
Vincent Armor: 6
Dodge: 50% Damage: 4d6/2d6/1d6
All Attributes: 14 Stamina roll: 70%
Hits: ❑ Non combat skills: 40%
Sergeant Walker McGuire Attack: P-11 40% Hits: 2
Armor: 6
All Attributes: 12 Dodge: 40% Damage: 1d10+2
Hits: ❑❑ Stamina roll: 60%
Non combat skills: 30%
Corporal Howard Paderewski Attack: Stun Rifle 30% Hits: 1
(Stun Rifle, no hassle in Zero-G) Armor: 6
Dodge: 30% Damage: 2d8 stun
All Attributes: 10 Stamina roll: 50%
Hits: ❑ Non combat skills: 30%
Private John King Attack: LK-1 40% Hits: 2
(Laser Rifle, no hassle in Zero-G) Armor: 6
Dodge: 40% Damage: 2d8
All Attributes: 12 Stamina roll: 60%
Hits: ❑❑ Non combat skills: 30%

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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%

Computer room Donderbus Kafer Green / Experienced Kafer


Kafer 1 Kafer 8 Strength 11 Attack: 30% / 50%
Hits: ❑❑❑ Hits: ❑❑❑ Constitution 15 2-round burst 40% / 60%
Kafer 2 Kafer 9 Size 17 3-round burst 45% / 65%
Hits: ❑❑❑ Hits: ❑❑❑ Intelligence 5/12 4-round burst 50% / 70%
Kafer 3 Kafer 10 Power 16
Hits: ❑❑❑ Hits: ❑❑❑ Dexterity 13 Dodge: 30% / 50%
Kafer 4 Appearance n/a Hits: 3
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%
Kafer 7 19mm HEAP grenade Non combat skills: 30%
Hits: ❑❑❑

Cargo Bay Donderbus Kafer Green / Experienced Kafer


Strength 11 Attack: 30% / 50%
Bay A Bay C
Constitution 15 2-round burst 40% / 60%
Kafer 1 Kafer 1
Size 17 3-round burst 45% / 65%
Hits: ❑❑❑ Hits: ❑❑❑
Intelligence 5/12 4-round burst 50% / 70%
Kafer 2 Kafer 2
Power 16
Hits: ❑❑❑ Hits: ❑❑❑
Dexterity 13 Dodge: 30% / 50%
Kafer 3 Kafer 3
Appearance n/a Hits: 3
Hits: ❑❑❑ Hits: ❑❑❑
Education n/a Armor: 0 (back: 6)
Kafer 4 Kafer 4
Hitpoints 16 or 3 „Hits“ Damage: 4d6/2d6/1d6
Hits: ❑❑❑ Hits: ❑❑❑
Damage Bonus +1d4 4d6/2m1
Kafer 5 Kafer 5
Armor 6 carapace (back only) Range: 20/40/80
Hits: ❑❑❑ Hits: ❑❑❑
Weapon „Donderbus“ Stamina roll: 80%
Kafer 6 Kafer 6
19mm HEAP grenade Non combat skills: 30%
Hits: ❑❑❑ Hits: ❑❑❑
Kafer 7
Hits: ❑❑❑

Assault Donderbus Kafer Green / Experienced Kafer


Kafer 1 Kafer 5 Strength 11 Attack: 30% / 50%
Hits: ❑❑❑ Hits: ❑❑❑ Constitution 15 2-round burst 40% / 60%
Kafer 2 Kafer 6 Size 17 3-round burst 45% / 65%
Hits: ❑❑❑ Hits: ❑❑❑ Intelligence 5/12 4-round burst 50% / 70%
Kafer 3 Kafer 7 Power 16
Hits: ❑❑❑ Hits: ❑❑❑ Dexterity 13 Dodge: 30% / 50%
Kafer 4 Appearance n/a Hits: 3
Hits: ❑❑❑ Education n/a Armor: 0 (back: 6)
Hitpoints 16 or 3 „Hits“ Damage: 4d6/2d6/1d6
Damage Bonus +1d4 4d6/2m1
Armor 6 carapace (back only) Range: 20/40/80
Weapon „Donderbus“ Stamina roll: 80%
19mm HEAP grenade Non combat skills: 30%

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Kafer 1 Thud Gun Kafer Green / Experienced Kafer


Strength 12 Attack: 30% / 50%
Hits: ❑❑❑
Constitution 16 2-round burst 40% / 60%
Kafer 2 Size 18 3-round burst 45% / 65%
Hits: ❑❑❑ Intelligence 6/13 4-round burst 50% / 70%
Kafer 3 Power 16 6-round burst 60% / 80%
Dexterity 12 10-round burst 60% / 100%
Hits: ❑❑❑
Appearance n/a
Kafer 4 Education n/a Dodge: 30%
Hits: ❑❑❑ Hitpoints 17 or 3 „Hits“ Hits: 3
Damage Bonus +1d4 Armor: 0 (back: 6)
Armor 6 carapace (back only) Damage: 1d10+4
Weapon „Thud Gun“ 4d6/4m
27.2mm grenade Range: 125
launcher Stamina roll: 80%
Non combat skills: 30%

Hits: ❑❑❑ Kafer Officer Green / Experienced Kafer


Strength 12 Attack: 30% / 50%
Constitution 16
Size 18 Dodge: 30%
Intelligence 8/14 Hits: 3
Power 16 Armor: 0 (back: 6)
Dexterity 12 Damage: 1d10+2
Appearance n/a Range: 20
Education n/a Stamina roll: 80%
Hitpoints 17 or 3 „Hits“ Non combat skills: 30%
Damage Bonus +1d4
Armor 6 carapace (back only)
Weapon „Horse Pistol”

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

Core Transport Car

Cargo Bay Access

Station Core

Docking Bay

Cargo Bay A Cargo Bay B

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

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