Professional Documents
Culture Documents
CREDITS
Squad Leader
Cpl. Phillips, Wilson MI87-12
Introduction
A Lion Falls
External Propagandist
Sgt. Dutrait, Vincent MI42-23
Internal Propagandists
Pvt. Moretti, Danilo MI54-06, Pvt. Parker, Tony MI8847, Pvt. Sergesketter, Chad MI37-39
Selvache Safari
13
17
24
Lockwoods Lions
28
The Arachnids
30
License
32
[Designation Classified]
Data Analysts
Sgt. Bedison, Ron MI77-02
Forward Reconnaissance
Cpl. Vail, Sam MI91-09, Pvt. Chabot, Andre MI89-04,
Pvt. Hall, Robert MI15-08, Pvt. Kerslake, Trevor MI8817, Pvt. Marson, Alan MI20-060
Priority Signals
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Starship Troopers: The Roleplaying Game The Selvache Incident is TM & 2005 TriStar Pictures, Inc. All Rights Reserved. Mongoose
Publishing Ltd Authorized User. Starship Troopers: The Roleplaying Game is released under version 1.0 of the Open Game License.
Reproduction of non-Open Game Content of this work by any means without the written permission of the pulisher is expressly forbidden.
See page 288 for the text of this license. With the exception of the character creation rules detailing the mechanics of assigning dice roll
results to abilities and the advancement of character levels, all game mechanics and statistics (including the game mechanics of all feats,
skills, classes, creatures, psychic abilities and combat) are declared open content. Printed in China.
INTRODUCTION
INTRODUCTION
The Selvache Incident is a story of triumph
and tragedy, courage and cowardice and, ultimately,
perseverance in the face of overwhelming opposition.
The first adventure for Starship Troopers: The Roleplaying
Game, The Selvache Incident is designed for characters of
between 1st and 3rd character level.
IN THIS ADVENTURE
a group of relatively green Mobile Infantry troopers are
assigned to Lockwoods Lions, a squad that suffered heavy
losses during the events of the second Pluto campaign.
Sent to relieve the small garrison at a SICON system
monitoring station (SSMS) on the third moon of the
gas giant Selvache (sel-va: che pron. sh as in ship), the
Lions are a long way from home. Far beyond Altair, the
Selvache SSMS was established to monitor and warn
of any potential Arachnid activity passing through the
system on its way towards Sol.
But the troopers soon discover that the Selvache station is
not the only thing to call the third moon home. Buried
deep beneath the moons surface, bugs swarm through a
rapidly expanding tunnel network in a bid to secure their
foothold in the Selvache system.
PREPARING TO PLAY
A copy of Starship Troopers: The Roleplaying Game, a
notepad, pencils and a full set of dice (at least one of each
of the following: d20, d12, d10, d8, d6 and d4) will be
needed to play The Selvache Incident. Players and Games
Masters may also find a few miniatures of use, but these
are not essential.
ADVENTURE SYNOPSIS
The Selvache Incident opens as the Player Characters arrive
with their new unit, Lockwoods Lions. Introductions are
cut short, however, as orders arrive assigning the Lions to
garrison duty at the far-flung monitoring station on the
third moon of the Selvache star system.
The Lions are deployed onto the surface of the moon
where they immediately discover that they are not alone.
When Sergeant Lockwood falls afoul of a collapsing
bug tunnel and his M-1C8 suits communications array
is shredded, the only way the remaining Lions can call
in a retrieval ship is to use the equipment at the system
monitoring station over 20 miles away.
Making their way across the moons surface, the Lions are
forced to fight for their lives as the Arachnids take deadly
interest in the newcomers and their passage.
Finally arriving at Selvaches SSMS, the Lions set about
calling for retrieval while searching the installation for
survivors. Even as the retrieval ships beacon sounds the
Lions must ensure the security of the compound before
the retrieval ship can touch down.
INTO THE
LIONS DEN
The
OFFICER ON DECK!
Introductions are quickly put on hold when Corporal
Austin announces Officer on deck. As the Lions instantly
fall silent and stand to attention, Sergeant Lockwood passes
down the line of troopers, eyeing over each of them before
giving the order to stand at ease.
Read the following section aloud to the players;
Fresh meat for the grinder, eh? Good to have you with
us. I trust Corporal Austin has already found you a
bunk. My name is Sergeant Aaron Lockwood there is
a padre by the same name over in second company the
only difference between that ol preacher an me is that
he works for God, an I am God! There are only three
rules in this outfit you rookies need to remember hit
A LION FALLS
Waking from sleep and having reviewed both
the Selvache system datafile and the Operation: Guard Dog
briefing handouts via hypnopedia, the Lions prepare for
their departure from the TFCT Chancellorsville.
THE DROP
As 0400 hours draws closer, Sergeant Lockwood leads the
Lions down to the Chancellorsvilles starboard hangar bay
and onto the waiting Skyhook retrieval boat.
Read the following section aloud to the players;
As you settle into your crash couches and stow your
weapons a female voice breaks over the ships intercom
system.
This is Ensign Bethany Jones and Ill be your pilot this
morning. We will be falling at approximately 300 miles
per hour to arrive at our destination at approximately
0405 hours. Just sit back and relax gentlemen.
You heard the lady. Buckle up apes! orders Sergeant
Lockwood as he fastens his own crash restraints.
No sooner have you secured yourself in your seat, you
are freefalling through space towards the desolate,
rocky surface of the moon below, with your innards
desperately try to escape your body through your ears.
Despite the bucking and buffeting of the small vessel,
which causes the entire craft to rattle and shake violently,
Sergeant Lockwoods face retains an expression of stoic
determination. In stark contrast, Loons infectious Fijian
smile splits his face in two. Wizard, meanwhile, seems
engrossed in the pack of playing cards he is shuffling
and Corporal Austin continues to review the particulars
of your assignment on a databox. Thankfully none of
your squadmates seem to notice your discomfort at the
alarming sensation of the orbital drop.
As with the previous scene, Games Masters should make
sure to play up the pre-existing members of the squad.
Having Sergeant Lockwood relate an anecdote to the squad
about a past mission, not dissimilar to this one, or Wizard
demonstrate a simple card trick or the ever-friendly Loon
offer the Player Characters a few words of encouragement,
will all help the players feel more at home with the squad and
Requisitioning Equipment
It is possible that Player Characters may attempt to
requisition additional equipment for this mission.
Games Masters should remember that supplies have
already been made available to the troopers once they
reach the system monitoring station. Also, given the
non-combat nature of the Lions assignment it will be a
rare quartermaster who will issue essential equipment to
a squad he will not see return for over six weeks.
With this in mind, Games Masters should apply a
minimum 4 modifier to Requisitioning checks made to
requisition equipment for this assignment not detailed
in the Standard outfit of a Mobile Infantry trooper. This
reflects SICONs unwillingness to issue unnecessary or
superfluous equipment to the trooper.
A LION FALLS
Similarly, a trooper whose suit has become damaged in
such a way will likely become exposed to the moons thin
atmosphere and must succeed on a Fortitude save (DC 20)
every hour. On the first failed save, the trooper is fatigued.
A fatigued trooper that fails a subsequent save becomes
exhausted for as long as he remains in the thin atmosphere.
After one hour of complete, uninterrupted rest in a normal
atmosphere, an exhausted trooper becomes fatigued. After
eight hours of complete, uninterrupted rest, a fatigued
trooper is no longer fatigued.
The Selvache moon is a low-gravity environment, where
the pull of gravity is significantly less than that experienced
on Earth. Although an objects mass does not change, it
becomes effectively lighter. This means that troopers
bounce when they walk. It becomes easier to move and
lift heavy objects as well as perform Strength-related tasks.
Therefore, a troopers speed increases by five feet, his normal
carrying capacity is doubled, he also gains a +10 bonus on
any Strength check made to lift or move a heavy unsecured
object and Strength-based skill checks (including Climb,
Jump and Swim checks).
BUG BAIT
The Lions set out across the freezing surface of the moon on
their way towards the distant monitoring station.
Read the following section aloud to the players;
A collection of rusting hulks comes into view not far
ahead. Sergeant Lockwood gives the signal to halt before
flipping his snoopers into place to survey the distant
wrecks.
The brittle rock of the moons surface suddenly lurches
beneath your feet, splitting and collapsing. Sergeant
Lockwood disappears in a shower of splintered shards
and a flurry of dust, debris and bug legs as a swarm of
six warrior bugs boils out of the collapsing tunnel. With
an ear-splitting screech these insectoid monsters skitter
towards you!
Have the players make a Reflex saving throw (DC 12).
Those who succeed will be able to leap clear of the subsiding
tunnel and avoid Lockwoods fate. Failing this check means
that the character falls prone five feet from the edge of the
resultant bug hole.
Six bugs clamber out of the hole created by the collapsing
tunnel, luckily for the Lions only two of the six are actually
warrior bugs. The other four are, in fact, workers. Quick
thinking characters may attempt a Knowledge (alien species)
check (DC 20) to determine the difference between them
and alert the other Lions to the fact.
Allow Player Characters to position themselves around the
bug hole as they wish. The bugs, meanwhile, scatter around
the hole as shown on the next page. The worker bugs will,
at the first available opportunity, attempt to flee the area as
fast as possible, each scattering in a different and random
direction. Games Masters should remember that while
worker bugs are capable of dealing injury, they will only do
so if they cannot flee, and even then will suffer any attacks
made against them on the assumption that the nearby
warrior bugs will defend them. The warrior bugs, on the
other hand, will instantly move to attack the troopers.
Have the players make a Will saving throw against the Fear
value of the warrior bugs (DC 17 if some of the bugs are
recognised as workers, DC 18 if not). A second Will saving
throw against Fear may also be necessary if any characters
have a Wisdom score of less than 11, the modified Fear value
of the workers.
10
Portraying Arachnids
One vitally important thing to remember about all of the
Arachnids in this adventure is this; they have no brain.
As the Arachnid transport bug that departed Pluto with
the cessation of military activity there passed through the
Selvache system, it did not leave a brain bug behind. As
a result, the bugs that now wander freely over the third
moons surface are not so terrifyingly intelligent as those
encountered on Pluto.
To portray this in the game will be challenging, so here
are a few pointers that Games Masters may find helpful
to get this across to their players.
9 The Arachnids will not necessarily use the most
obvious tactics when engaging the troopers.
9 The bugs will use only the most basic of instincts
and will likely have a more developed sense of selfpreservation.
9 Unless the Arachnids need food, are protecting
infants or are directly threatened there is a chance
that they will not attack.
11
12
Selvache Safari
SELVACHE
SAFARI
In the wake of Sergeant Lockwoods death, the Lions
are forced to press on towards the distant monitoring station
in their attempt to hail SICON.
Read the following section aloud to the players;
As you leave the rusting remains of the MAC haulers,
the abandoned storage yard and the collapsed bug
tunnel that cost Lockwood his life, the entire squad is
downbeat, even Loons irrepressible smile is concealed
beneath the shadow of the squads loss. Now the Lions
move cautiously over the Selvache moon, conscious of
the Arachnid menaces presence on the remote satellite.
His brow knitted together in deep concentration, Wizard
stares intently at a distant pair of warrior bugs, their
mandibles locked in a ferocious battle, like two rutting
stags.
Theyre in the same position we are! announces Wizard,
suddenly. Leaderless, I mean! Watch theyre fighting
amongst themselves because they have no focus, no
co-ordination, no direction! Loon spares Lockwoods
lifeless body a glance.
They were co-ordinated enough to be making real estate
deals for the sarge. Leaderless or not, those things are
dangerous, so stay frosty. warns the towering Fijian.
Have the players make a Perception check (DC 10),
characters who succeed this check become aware of a
persistent buzzing, drawing steadily closer. Characters who
fail this check are caught flat-footed and cannot act in the
surprise round that begins as a flight of three hopper bugs
dives at the troopers. Have the players make a Will saving
throw against the Fear value of the hopper bugs (DC 15).
The hopper bugs will continue to attack the Lions until
either two of the three are killed or incapacitated, or all three
hopper bugs are reduced to half their hit points, at which
point they will turn tail and fly away.
13
When the Lions reach the canyon edge, read the following
section aloud to the players;
In the shadow of the Teeth, the Kakawi Bridge hangs in
ruins and though some sections of the structure remain
intact, they sway treacherously with each frigid blast of
wind that moans through the Kwan Fissure like Death
itself.
Then, as if at the winds request, a plasma bug stomps
into view on the far side of the vacuous chasm. Shuffling
into position, the plasma bugs enormous thorax begins
to swell and glow as it generates its destructive payload.
14
Crossing on Foot
The Lions may decide to make their way across the fissure
by navigating the few intact sections of the bridge that
remain in place. However, the remnants of the bridge sway
violently, buffeted by the savage wind that howls through
the cavernous valley below.
Crossing the Kakawi Bridge on foot requires a series of five
Athletics checks (DC 20). This DC may seem high for such
a task, but Games Masters are reminded of the high winds,
the constantly shifting surfaces and the +10 bonus to such
checks granted to the characters by the moons low gravity.
Characters who fail any one of these checks by five or more
must make an immediate Reflex saving throw (DC 15) to
avoid losing their footing completely and plunge the 3,562
feet to the fissures mist-shrouded floor. Characters who fail
any one of these checks by four or less are caught off-guard
by a sudden gust of wind that rocks the bridge or find a
section of the bridge they are moving onto to be less than
stable. These characters do not fall from the shattered bridge
but are unable to make any progress across it that round.
Selvache Safari
Jumping the Canyon
The Lions may decide to use their jump jets to cross the
canyon, but the fissures 1,000 foot width will require the
expenditure of all of an M-1A4 suits jump jet fuel in a single
jump, as well as an Athletics check (DC 20). Characters
who fail this check by five or more must make an immediate
Reflex saving throw (DC 15) to avoid losing their footing
completely and plunging the 3,562 feet to the fissures mistshrouded floor. Characters who fail this check by four or
less are caught off-guard by a sudden gust of wind that rocks
the bridge or find the section of the bridge they land on to
be less than stable. These characters do not fall from the
shattered bridge but are unable to make any progress across
it this round.
For the trooper carrying Lockwoods corpse, things are not
so simple. His suits jump jets will only be able to carry
them 500 feet, landing at the centre of the bridge before
exhausting their fuel supply, leaving the trooper to continue
the passage on foot. The whole crossing requires the burdened
trooper to make three consecutive Athletics checks (DC 20)
to complete the journey over what remains of the Kakawi
Bridge. A trooper who fails any one of these checks by five
or more must make an immediate Reflex saving throw (DC
20 if they attempt to keep hold of Lockwoods body, DC 15
if they let it fall) to avoid falling into the Kwan Fissure.
15
16
THE LIONS
ROAR
The Lions have reached the SICON system
monitoring station, but things are not as they should be.
The prefab alloy panels of the stations outer wall are pitted
and scored by bug claws, while the gates into the courtyard
lie buckled on the ground.
Read the following section aloud to the players;
Your last few steps towards the system monitoring station
cause your heart to sink. The prefabricated walls of the
outer compound bear the scars of recent action, slashed,
dented and scorched in innumerable places; nonetheless,
they remain standing. The gates, however, are not so
fortunate The reinforced titanium alloy gates, capable
of withstanding anything but the most determined of
assaults, now lie buckled and broken in the entranceway
they once barred.
WARM WELCOME!
Have the players make a Perception check (DC 10) to spot
the cause of the carnage around the stations main entrance.
Just beyond the installations jerking outer doors, concealed
in the shadows of the blacked out building, stands a Medusa
automated defence emplacement (ADE), its rotary barrels
tracking endlessly back and forth across the courtyard. Set
to motion detector mode, the ADE scours the area for its
next target.
17
Type
Mounted
Damage
4d8
Crit.
20
18
Range/
Spaces
90 ft./18
Burst
Y
RoF
A
Mag.
300
Size
Huge
Weight
97 lb.
Ground Floor
Main Airlock (G1)
Situated beyond the outer doors, the main airlock is
used to access the station from outside. Large enough to
accommodate up to ten people, the airlock grants direct
access to both the medical bay (G2) and the ground floor
storage facilities (G3). With the windowless doors of the
airlock sealed, the automated environment controls begin
pumping breathable atmosphere and decontaminants into
the room through hundreds of vents concealed in the
surgical white walls. Once this process is complete and with
the heavy grinding of gears, the inner doors to the SSMS
unseal themselves with a sigh.
Once the troopers have cycled the airlock it is possible for
them to move through the rest of the station without their
M-1A4 power suits. It will take the Lions one minute to
remove their power suits; putting the armour back on again
later will also take the same amount of time. Troopers not
wearing their power suits will not have access to the helmets
integrated light-enhancement systems or lamp needed to
navigate the low-light conditions of the station safely.
GROUND FLOOR
FIRST FLOOR
BASEMENT
SUB-BASEMENT
19
particularly thorough two first aid kits and one medical kit
can be turned up with an Investigate check (DC 10).
Armoury (G5)
Like the repair workshop (G4), the makeshift armoury is
a prefabricated shed, however, the armoury has a simple
electronic lock on its insubstantial door. The lock requires
a Sabotage check (DC 20) to open, while the door can be
broken down relatively easily with a Strength check (DC
13).
The armoury contains two belts of ammunition (600
rounds) for the AW-212 Medusa defence emplacement, ten
magazines of standard issue assault rifle ammunition (300
rounds), ten magazines of Peacemaker ammunition (150
rounds), three TW-102-s Peacemaker pistols, two cases of
ten M-902F fragmentation grenades, a case of ten M-909S
fog grenades, one Triple GL, one Hel flamer with one spare
fuel canister and two drained power cells.
20
Basement
Recreation Room (B1)
A good-sized lounge area to one end of the room is lined with
a ring of padded couches at the centre of which stands a low
table scattered with discarded data-discs. A large projector
screen at the other end of the room still plays an episode of
Space Rangers Against the Galaxy quietly to the collection of
gym equipment gathered around the screen.
21
Pantry (B5)
Sub-Basement
Sub-Basement Storage Bay (S1)
Smaller than the ground floor storage facilities (G3), the
sub-basement storage bay is still packed tight with battered
crates of parts, components and tools for the power core and
its control systems. A lone cliff mite has been trapped in the
bay by one of the stations staff shortly before they were all
wiped out.
Have the troopers make a Perception check (DC 12) to
make out the creatures soft scuttling. Those who succeed
this check will not be caught flat-footed when the vicious
little insect leaps from the darkened room to attack.
22
First Floor
Central Control Room (F1)
dim and lifeless. On the other side of the power core, lie
the emitter control systems that govern the interstellar
transceivers and signal relay receivers. Amid the plethora
of scanner and sensor controls is the communications suite,
capable of sending and receiving signals in any one of a
thousand different frequencies and scanning a thousand
more, the suite would make any Mobile Infantry comms
technician green with envy.
23
THE LIONS
LAST STAND
The Lions have repaired the SICON system
monitoring station, but they are not out of the woods yet.
As Doctor Winstons theories concerning the bugs hatred of
the stations signals are proven to be correct, the Lions will
have to fight for their lives as they wait to see if their call for
help has been heard.
Once the SSMS has been powered up and the Lions have
made their distress call, read the following section aloud to
the players;
As the first words of your emergency transmission are
catapulted through space by the stations advanced
communications gear to whoever may be listening, the
transparent dome above the central control room darkens.
A swarm of close to a hundred hopper bugs blot out the
sky as they descend upon the dishes and antennae secured
to the perilous heights of the Kwanyarna Mountains.
Meanwhile, deep in the bowels of the station, you can
hear the dull thud of chitin on metal as the bugs renew
their offensive against the facility.
With the communications array being buffeted by the
assault of the flying Arachnids and bugs burrowing into
the station itself you can only hope that someone out
there hears your signal before it is cut short.
As soon as power returns to the station and it starts to
transmit its mayday, a number of things will happen;
Doctor Winston will make his attempt to stop the Lions
transmission (see Sabotage!), the access tunnel in the
sub-basement will be stormed by enraged cliff mites (see
Tunnel Trouble) and warrior bugs will begin their assault
on the facilitys outer walls (see Besieged). Because of the
way Arachnid senses work, all of the bugs in this part of
the adventure are blinded by the stations transmissions and
therefore the attacking Arachnids cannot see at all and have
a 50% chance to miss in combat. Furthermore, the blinded
creature has an effective Dexterity of 3, along with a 4
penalty on the use of Strength- and Dexterity-based skills.
This 4 penalty also applies to any other skill checks for
which the Games Master deems sight to be important. The
24
SABOTAGE!
At this point Doctor Winston will slip away, intent on
stopping the transmission that will summon not only help,
but in time, every Arachnid on Selvaches third moon.
The doctor will head straight to the transmission relay
exchange unit as fast as he can, unless he knows that one
of the Lions is there, in which case he will head to the core
control room. Assuming the doctor makes it to one of
TUNNEL TROUBLE
One minute (ten rounds) after the Lions power up the
station, 20 cliff mites will surge through the access tunnel
towards the station, swarming over anything they encounter
along the way. If Doctor Winston is in the tunnel as the cliff
mites approach he will, unless the Games Master decides
otherwise, perish in a wave of burrowing monsters.
Once the cliff mites reach the secondary airlock (S3) they will
begin attacking the airlock doors. The doors have a hardness
of 10 and 80 hit points. Even so, the cliff mite offensive will
breach the airlock doors in ten rounds, allowing them to
scurry into the stations sub-basement and directly attack the
power core and its control room.
Once the initial wave of 20 cliff mites have entered the
station via the secondary airlock, a further five will issue
into the sub-basement every minute (ten rounds) unless
the Lions are able to plug the breach. A trooper capable of
making a Technical (structural) check (DC 30) will be able
to construct a suitable barrier to keep any more waves of cliff
mites out of the facility, at least until help arrives.
BESIEGED
Three minutes (30 rounds) after the station begins
transmitting, the first waves of warrior bugs begin to appear
at the base of the mountains, scurrying towards the isolated
SSMS and intent on putting an end to its blindingly painful
signal. The 60 attacking warrior bugs begin the battle
1,000 feet away from the SSMS compound, just inside a
TW-203-as extreme range of 1,250 feet, with attacks made
at this range incurring a 14 penalty for characters without
the Far Shot feat and a 12 penalty for those who do. The
warrior bugs will sprint into combat as they try to close the
range between themselves and their target. Moving at 200
feet per round the bugs should reach the walls of the outer
compound at the end of the sixth round of combat.
25
26
bugs will be all that will concern the Lions here. If the squad
fled the gigantic walking artillery piece, then it will arrive
now, much to Ensign Jones horror. She will be unable to
take off until the creature is dealt with and any attempt to
escape the creatures plasma fire as the retrieval boat heads
for orbit will make for a bumpy, if not fatal, ride.
Ensign Jones will only be able to wait for five rounds before
the retrieval boat itself is placed in danger. Two rounds before
she takes off she will announce over the Lions intercoms
that she will be leaving in ten seconds. Any trooper not on
the retrieval boat by the end of the fifth round will be left
behind. Games Masters should be lenient with this, if a
trooper has made every effort to reach the retrieval boat in
time and would make it there in the next round, then Ensign
Jones will wait the extra few seconds for them. However, she
will not endanger herself, the retrieval boat or her passengers
waiting for troopers to play hero.
Any Player Character who finds themselves out of
ammunition and facing an angry bug as they make their way
to the retrieval boat is saved from certain death by the swift
intervention of Corporal Austin (if he is still alive, Rowluni
if he is not and Bailey if Rowluni has also not survived)
who takes his attention off of his own fire zone to defend
the doomed character. Doing so proves a fatal mistake,
however, as a nearby bug takes the opportunity granted by
the troopers heroic gesture to skewer them with its vicious
REWARDS
With The Selvache Incident closed, award each player
with 1,500 experience points. If Sergeant Lockwoods
body returned to the Chancellorsville with the Lions, then
award each of them an additional 125 experience points. If
Doctor Winston survived to return to the Chancellorsville
with the Lions, then award each of them an additional 125
experience points. If the Lions retrieved the SSMSs data
storage matrix then award each of them an additional 250
experience points.
Commendations will be awarded to the each of the Lions
if they managed to destroy the plasma bug at the Kwan
Fissure, if all of the Lions, bar Sergeant Lockwood, survived
to return to the Chancellorsville and if Doctor Winston
returns to the Chancellorsville alive and unharmed. An
additional citation may be awarded to any individual Player
Character who assumed the leadership of the Lions in the
wake of Sergeant Lockwoods demise and Corporal Austins
lapse of judgement.
Wounded Lion honours will be posthumously awarded to
any members of the squad who died during the The Selvache
Incident.
From: Captain Hayward, 4th Battalion, 2nd Regiment, 1st Brigade, 2nd Division, IIIrd Army
To: Lockwoods Lions, 1st Squad, 2nd Platoon, 4th Company, 4th Battalion, 2nd Regiment,
1st Brigade, 2nd Division, IIIrd Army
Re: The Selvache Incident
Troopers,
Due to the recent discovery of Arachnids in the Selvache system, SICON has determined
that the system monitoring facilities there are lost to these alien aggressors and have
moved the stations operations to neighbouring systems.
Careful review of your reports, coupled with analysis of the data storage matrix retrieved
from the Selvache SSMS have raised the possibility of other planets and systems,
previously thought free of Arachnid occupation, may also have been infiltrated. This
analysis has also revealed that the moon may have been infested for some time before
any Arachnid presence was properly detected and that Doctor Winstons theories
concerning the effects of the stations sensor and communications arrays may well
have been correct. All of this is of grave concern Im sure you will agree, especially as
SICON presses on with the Road to Victory campaign. With this in mind I have already
made recommendations to high command, with special reference made to the proposed
full-scale assault of the Selvache system.
On a less positive note, I have to inform you that, in the wake of Sergeant Lockwoods
death, Lockwoods Lions are to be disbanded and reassigned to other squads in your
platoon. See your platoon commander for your individual assignments.
Good Work.
27
LOCKWOODS
LIONS
SERGEANT AARON LOCKWOOD
Sergeant Aaron Lockwood is clean-shaven man
in his early forties. His short, dark brown
hair is kept close-cropped with military
precision. His deep hazel eyes have a
piercing quality that coupled with his
broad frame and towering stature, ensure
that he can be an incredibly imposing
sight.
Lockwoods two watchwords are efficiency
and decision, making him an excellent
sergeant for his squad. A combat veteran
of both Operation: Pest Control and the second Pluto
campaign, Sergeant Lockwood is a shining example to those
around him: a capable trooper and respected officer.
28
Lockwood's Lions
29
THE ARACHNIDS
CLIFF MITE
Cliff mites are often used as sentries and advance scouts due
to their small size. These insects are somewhat crab-like in
appearance and posses a vicious pair of mandibles capable of
slicing through even hardened steel. When a cliff mite attacks
an inanimate object as a full-round action it ignores half of the
objects hardness.
Cliff Mite
Tiny Alien Beast; HD: 1d10 (10 hp); Init: +5; Spd: 20 ft. (4
squares), burrow 20 ft. (4 squares); DV: 19; BAB/Grp: +1/+8;
Atk: Bite +6 melee; Full Atk: Bite +6 melee; Dmg: Bite 1d2
(see text); Space/Reach: 2 ft. (1 x 1 square, does not get free
attacks)/0 ft. (0 squares); SA: Dextrous Attack; SQ: Blindsight
30 ft., Fear (14), Wall Crawler; SV: Fort +3, Ref +6, Will +4;
Str 8, Dex 20, Con 12, Int 2, Wis 15, Cha 15; Skills & Feats:
Stealth +9, Sense Motive +5; Improved Initiative
Dextrous Attack: Due to their nimble
nature, cliff mites are able to use their
Dexterity score rather than their
Strength score to attack.
Wall Crawler: A cliff mite can
climb and travel on vertical
surfaces or even traverse ceilings
as well as a Terran spider can.
While the cliff mite is doing so it
may continue to travel at its base
speed and need not make Athletics checks to climb a vertical
or horizontal surface, even if doing so upside down. A cliff mite
retains its Dexterity bonus to its Defence while climbing and
opponents gain no free attacks against it, however, a cliff mite
cannot travel any faster than its base speed while climbing.
HOPPER BUG
Hopper bugs are a deadly part of the Arachnid army both
for their sheer speed and mobility
and the lethal nature of their sudden
attacks. A flight of them sweeping
down out of the sky towards a platoon
of troopers can be the swift and violent
end to an entire military campaign.
While there are ways to detect the
motion of hopper bugs in flight
before they become visible, it is
incredibly difficult and most
units are not equipped to do
30
so. The best most squads can hope for with hopper bugs is to
remain alert, be ready to dive for cover, and keep looking to
the sky.
Hopper Bug
Large Alien Beast; HD: 4d10 + 8 (35 hp); Init: +3; Spd: 20
ft. (10 squares), fly 60 ft. (12 squares); DV: 18; BAB/Grp:
+4/+12; Atk: Claw +9 melee; Full Atk: Two claws +9 melee;
Dmg: Claw 1d6+4, 1920/x2; Space/Reach: 10 ft. (2 x 2
squares)/5 ft. (1 square); SA: Deadly Pass; SQ: Blindsight 90
ft., Damage Reduction 6, Fear (14); SV: Fort +6, Ref +10, Will
+2; Str 18, Dex 18, Con 14, Int 2, Wis 10, Cha 2; Skills &
Feats: Acrobatics +6, Perception +5; Flying Tackle, Lightning
Reflexes
Deadly Pass: Hopper bugs can move their full aerial speed
(a x4 move equalling 240 feet (48 squares)) and gain a single
attack action. To do this, they must fly in a straight line during
the round in which they make their deadly pass. The target of
this attack is subjected a claw attack, which take place when
the bug sweeps past it on its flight path. This motion does not
offer a free attack. If the claw attack hits during a deadly pass,
it deals an additional 1d6 damage per four Hit Dice due to the
speed and force of the blow.
PLASMA BUG
Plasma bugs are the Arachnids version of a planetary defence
system and despite their lack of targeting skills or
specialised systems, they fulfil their mission
objectives admirably. Plasma bugs are
ponderously large, almost unable to
move on the ground and incapable
of burrowing. How the Arachnid
handle moving plasma bugs from
underground hives to their stations
on the surface for attack is yet another
mystery about these incredibly
powerful insects.
Plasma Bug
Gargantuan Alien Beast; HD:
22d10 + 198 (324 hp); Init: +1; Spd: 10 ft. (2 squares); DV:
15; BAB /Grp: +22/+41; Atk: Bite +25 melee or plasma sphere
+19 ranged; Full Atk: Bite +25 melee or plasma sphere +19
ranged; Dmg: Bite 2d6+7 or plasma sphere (see text); Space/
Reach: 25 ft. (5 x 5 squares)/15 ft. (3 squares); SA: Plasma Fire;
SQ: Blindsight 240 ft., Damage Reduction 8, Fear (12); SV:
Fort +19, Ref +8, Will +6; Str 24, Dex 12, Con 28, Int 2, Wis
THE ARACHNIDS
10, Cha 2; Skills & Feats: Perception +25; Beam Shot, Deadly
Aim, Far Shot, Precise Shot
Plasma Fire: Plasma bugs can unleash an incredibly powerful
blast from their lower abdomen, generally aiming it into the
air in an attempt to smash atmospheric craft and bring down
spacecraft. This plasma attack tears through most vessels,
dealing 50 points of damage to every location on a Large or
smaller vehicle. Huge or larger targets suffer the damage,
though all to a single location. Plasma fire cannot be directed
at ground-based targets, unless via indirect fire.
WARRIOR BUG
Warrior bugs are physically indistinguishable from worker bugs
aside from a very slight
difference in its thorax
chitin and mandible
arrangement. Spotting
this difference requires
a Knowledge (alien
species) check DC 20 at
60 feet. By their nature,
warrior bugs are highly
aggressive and are
capable of laying waste
to a whole squad if not dealt with quickly. These creatures
make up the primary troop type of the Arachnid threat.
Warrior Bug
Large Alien Beast; HD: 4d10 + 8 (35 hp); Init: +3; Spd: 50
ft. (10 squares), burrow 10 ft. (2 squares); DV: 18; BAB/Grp:
+4/+14; Atk: Claw +9 melee; Full Atk: Two claws +9 melee
and bite +4 melee; Dmg: Claw 1d6+3, 19-20/x2, bite 1d8+6;
Space/Reach: 10 ft. (2 x 2 squares)/5 ft. (1 square) and 10 ft.
(2 squares) with claws; SA: Lethal Grapple; SQ: Blindsight 30
ft., Damage Reduction 4, Fear (16), Sensitive Antenna, Wall
Crawler; SV: Fort +7, Ref +8, Will +4; Str 22, Dex 16, Con 14,
Int 2, Wis 10, Cha 2; Skills & Feats: Athletics +10, Acrobatics
+9; Cleave, Iron Will, Power Attack
Lethal Grapple: If the warrior bug attacks with its bite weapon
during a full-attack action, it may choose to start a grapple as a
free action. It may only do this to targets that are of Medium
size or smaller. While the target remains grappled, the warrior
bug is not considered grappled itself and will automatically deal
its bite damage every round. The target will be pulled into the
warrior bugs space for the duration of this attack. Warrior
bugs can only affect one target with its lethal grapple at a time;
the current target must be killed or released before another can
be grappled or bitten.
WORKER BUG
Worker bugs are physically indistinguishable from warrior
bugs aside from a very slight difference in its thorax chitin
and mandible arrangement. Spotting this difference requires
a Knowledge (alien species) check DC 20 at 60 feet. By their
nature, worker bugs are entirely non-combatant. They are
capable of dealing injury, but only do so if they cannot flee an
opponent and are literally forced to defend themselves. Even
then, workers will only fight if there is not a warrior bug within
120 feet of it; otherwise the worker bug will passively take any
attack thrown at it on the assumption that the warrior bug will
defend it.
Worker Bug
Large Alien Beast; HD: 4d10 + 4 (31 hp); Init: +1; Spd: 50
ft. (10 squares), burrow 20 ft. (4 squares); DV: 14; BAB/Grp:
+4/+11; Atk: Claw +6 melee; Full Atk: Two claws +6 melee;
Dmg: Claw 1d6+3; Space/Reach: 10 ft. (2 x 2 squares)/5 ft.
(1 square); SA: ; SQ: Blindsight 50 ft., Damage Reduction 2,
Fear (16, 10 if recognised as worker), Wall Crawler; SV: Fort
+5, Ref +5, Will +1; Str 17, Dex 12, Con 12, Int 2, Wis 10,
Cha 2; Skills & Feats: Technical (structural) +7; Instinctive
(Technical (structural)), Toughness
Wall Crawler: A warrior bug can climb and travel on vertical
surfaces or even traverse
ceilings as well as a Terran
spider can.
While the
warrior bug is doing so it
may continue to travel at
its base speed and need not
make Athletics checks to
climb a vertical or horizontal
surface, even if doing so
upside down. A worker bug
retains its Dexterity bonus to
its Defence while climbing
and opponents gain no free
attacks against it, however, a worker bug cannot travel any
faster than its base speed while climbing.
31
32
Speed
15 feet
20 feet
30 feet
40 feet
One Round (Tactical)1
Walk
Hustle
Run (x3)
Run (x4)
One Minute (Local)
Walk
Hustle
Run (x3)
Run (x4)
One Hour (Overland)
Walk
Hustle
Run
One Day (Overland)
Walk
Hustle
Run
15 ft.
30 ft.
45 ft.
60 ft.
20 ft.
40 ft.
60 ft.
80 ft.
30 ft.
60 ft.
90 ft.
120 ft.
40 ft.
80 ft.
120 ft.
160 ft.
150 ft.
300 ft.
450 ft.
600 ft.
200 ft.
400 ft.
600 ft.
800 ft.
300 ft.
600 ft.
900 ft.
1,200 ft.
400 ft.
800 ft.
1,200 ft.
1,600 ft.
3 miles
6 miles
4 miles
8 miles
12 miles
24 miles
32 miles
16 miles
Speed
10
20
30
40
50
60
70
80
90
100
110
120
130
140
150
160
170
180
190
200
mph
4
8
11
15
19
22
26
30
34
37
40
44
48
52
56
60
63
67
71
75
Speed
210
220
230
240
250
260
270
280
290
300
310
320
330
340
350
360
370
380
390
400
Manoeuvrability
Perfect
Good
Average
Poor
Clumsy
None
None
Half
Half
Half
Yes
Yes
No
No
No
Yes
Yes
No
No
No
Free
5 ft.
No
No
No
Any
90/5 ft.
45/5 ft.
45/5 ft.
45/10 ft.
Any
+90/5 ft. +45/5 ft. No
No
Any
Any
90
45
45
Any
Any
60
45
45
Full
Half
Half
Half
Half
Any
Any
Any
45
45
Double
Double
Double
Double
Double
0
0
5 ft.
10 ft.
20 ft.
Highway
x1
x1
x1
x1
x1
x3/4
x1
x1
x1
Trail
x1/2
x1
x3/4
x3/4
x1
x3/4
x1
x3/4
x3/4
Speed
450
500
550
600
650
700
750
800
900
1,000
1,250
1,500
1,750
2,000
2,500
3,000
3,500
4,000
4,500
5,000
mph
155
186
205
224
242
261
279
298
335
373
466
559
652
745
932
1,118
1,304
1,490
1,676
1,863
Heavily Loaded
Speed Table
Manoeuvrability Table
mph
78
82
86
89
93
97
101
104
108
112
116
119
123
127
130
134
138
142
145
149
Prev. Speed
20 ft.
30 ft.
40 ft.
50 ft.
60 ft.
Curr. Speed
15 ft.
20 ft.
30 ft.
40 ft.
50 ft.
Hampered
Movement Table
Condition
Difficult Terrain
Obstacle1
Poor Visibility
Impassable
1
Cost
x2
x2
x2
Grant a
Free Attack
Yes
No
No
No
No
No
No
No
Yes
Yes
No
Yes
Yes
Yes
Move Actions
Move your speed
Use a piece of equipment
Climb ( speed)
Climb, accelerated ( speed)
Crawl (move at speed while prone)
Jump in Power Armour up to 90 ft.
Jump in Stryker Armour up to 120 ft.
Draw a weapon
Holster a weapon
Move a heavy object
Open a door
Pick up an object
Reload a pistol or rifle
Retrieve a stored object1
Stand from a prone, sitting or kneeling
position
Start/complete a full-round action
Swim
Use a skill that takes a move action
1
Trackless
x1/2
x1/2
x1/2
x1/4
x3/4
x1/2
x3/4
x1/2
x3/4
Strength
1
2
3
4
5
6
7
8
9
10
Basic Load
46 lb.
713 lb.
1120 lb.
1426 lb.
1733 lb.
2140 lb.
2446 lb.
2753 lb.
3160 lb.
3466 lb.
Strength
11
12
13
14
15
16
17
18
19
20
Basic Load
3976 lb.
4486 lb.
51100 lb.
59116 lb.
67133 lb.
77153 lb.
87173 lb.
101200 lb.
117233 lb.
134266 lb.
Strength
21
22
23
24
25
26
27
28
29
+10
Basic Load
154306 lb.
174346 lb.
201400 lb.
234466 lb.
267533 lb.
307613 lb.
347693 lb.
401800 lb.
467933 lb.
x4
Varies
No
Usually
Vehicle Sizes
Size Category
Fine (F)
Diminutive (D)
Tiny (Ti)
Small (S)
Medium (M)
Large (L)
Huge (H)
Gargantuan (G)
Colossal (Co)
Immense (I)
Vast (V)
Tremendous (Tr)
Capital (Ca)
Super-Capital (SC)
DV modifier
+8
+4
+2
+1
+0
1
2
4
8
10
12
14
16
20
Length
6 in. or less
6 in. 1 ft.
1 2 ft.
2 4 ft.
4 8 ft.
8 16 ft.
16 32 ft.
32 64 ft.
64 128 ft.
128 256 ft.
256 512 ft.
512 1,024 ft.
1,024 2,048 ft.
2,048 ft. or more
Initial
Damage
0
1
1d3
1d4
1d6
2d6
4d6
8d6
10d6
Reflex Save
DC
n/a
0
5
10
15
20
25
30
35
Strength
Check DC
n/a
n/a
n/a
5
10
20
30
40
50
Modifier
+6
+4
+2
2
+4
4
6
+2
+6
Drive/Pilot/Ride
Check DC
Manoeuvre
40
Jump
Drive/Pilot/Ride
Check DC
1525+
Landing
10
0
35
Loop
Ram
20
Targets DV
30
Regain control
101
25
Take off
20
10
15
10
0
15
Turn, extreme
Turn, handbrake
Turn, sharp
20
25
15
20
20
Hard climb/dive
15
In addition to the vehicles Handling and Speed scores, this check is also
modified by the severity of the Mishap.
Action Points
Characters can spend one Action Point to do one of the following:
9 Alter a single d20 roll used to make an
attack, a skill check, an ability check, a
Action Point Table
level check or a saving throw.
Character
Action Point
9 Use a class feature or feat during your
Level
Dice Rolled
turn for which the expenditure of one
st
th
1
6
1d6
Action Point is required.
th
th
14
2d6
7
9 Force a successful check when trying to
th
th
3d6
stabilise after being reduced to negative 15 20
hit points. This act may result in the
expenditure of more than one Action
Point.
Characters cannot use an Action Point on a skill check or ability check when
you are taking 10 or taking 20 (see the Skills chapter for further details).
Score
1
23
45
67
89
1011
1213
1415
Modifier
5
4
3
2
1
+0
+1
+2
Score
1617
1819
2021
2223
2425
2627
2829
3031
Skill
Stealth
Persuasion
Stealth
Drive
Sleight of Hand
Forgery
Opposing Skill
Perception
Perception
Perception
Drive
Perception
Forgery
Saving Throw Resolution: 1d20 + save modifier (Save modifier = base saving
throw bonus + ability modifier + miscellaneous modifiers)
Key Ability
Strength
Dexterity
Constitution
Intelligence
Wisdom
Charisma
Substance
Paper or Cloth
Ice
Wood
Stone
Iron or Steel
Skinny Polymer
Rope (1 in. diameter.)
Combat Knife
Average Pistol
Average Rifle
Average Heavy Weapon
Simple Door
Footlocker
Strong Door
Masonry Wall (1 ft. thick)
Hewn Stone (3 ft. thick)
Chain
Manacles
Iron Door (2 in. thick)
Hardness
0
0
5
8
10
15
0
10
10
10
10
5
5
5
8
8
10
10
10
DC
13
18
23
23
24
25
26
28
DV Modifier
8
4
2
1
+0
+1
+2
+4
+8
Effect/Bonus
Cannot be attacked or spotted
+2 to Defence Value
Poison
Arsenic
Atropine
Belladonna (plant)
Blue vitriol
Chloral hydrate
Chloroform1
Curare (plant)
Cyanide
Cyanogen
Knockout gas
Paris green (gas)
Paris green (solid)
Strychnine
Tear gas
VX nerve gas
Degree of Cover
(three foot rock)
(blast door)
Effect/Bonus
+4 to Defence Value, +2 to Perception checks to be seen
+7 to Defence Value, +5 to Perception checks to be seen
Repair DC
10
15
20
25
Time
1 min.
10 min.
1 hr.
10 hr.
Salvaging from
Time
Vehicle
Huge or smaller 30 min.
Gargantuan
1 hr.
Colossal
3 hr.
Equipment
Huge or smaller 30 min.
Gargantuan
1 hr.
Colossal
3 hr.
Starship
Huge
1 hr.
Gargantuan
3 hr.
Colossal
6 hr.
Robot
Tiny or smaller 10 min.
Small to Large
30 min.
Huge or bigger 1 hr.
Cybernetic Attachment
Tiny or smaller 10 min.
Small or larger
30 min.
DC
15
20
25
25
30
35
30
35
40
20
25
30
15
20
Hit Points
2/inch of thickness
3/inch of thickness
10/inch of thickness
15/inch of thickness
30/inch of thickness
30/inch of thickness
2/inch of thickness
2
3
5
10
10
1
20
90
540
5
10
60
+2 bonus to
Athletics
Acrobatics
Ride checks involving living, riding creatures
Treat Injury checks on the specific species
Survival
Technical (chemical)
Investigate checks to gather information
Technical
Survival checks to track
Sleight of Hand
Repair checks to relevant equipment
Salvage Table
Repair DC Table
Skill Check Resolution: 1d20 + skill modifier (Skill modifier = skill ranks +
ability modifier + miscellaneous modifiers)
Difficulty (DC)
Modifier
+3
+4
+5
+6
+7
+8
+9
+10
Situation
Object is necessary for assignment
Object has obvious application for assignment
Object has peripheral application for assignment
Object has no obvious application for assignment
Object is common
Object is rare
Object is being stockpiled by SICON
Trooper is skilled or proficient in use of object
Troopers squad returned all gear undamaged on previous mission
Yes
Starship Troopers: The Roleplaying Game is TM & 2005 TriStar Pictures, Inc. All Rights Reserved. Mongoose
Publishing Ltd Authorized User. Printed in China.
Malik Carrethers (order #3724468)
Type
Ingested
Injury
Injury
Injury
Ingested
Inhaled
Injury
Injury
Inhaled
Inhaled
Inhaled
Ingested
Injury
Inhaled
Inhaled
Save DC
15
13
18
12
18
17
18
16
19
18
14
14
19
15
22
Initial Damage
1d4 Str
1d6 Dex
1d6 Str
1d2 Con
1d6 Dex
Unconsciousness 1d3 hours
2d4 Dex
1d6 Con
1d4 Dex
1d3 Dex
1d2 Con
1d4 Con
1d3 Dex
Nauseated 1d6 rounds
1d6 Con2
Secondary Damage
2d4 Con
1d6 Str
2d6 Str
1d2 Con
Unconsciousness 1d3 hours
2d4 Wis
2d6 Con
2d4 Con
Unconsciousness 1d3 hours
1d4 Con
1d4 Con
2d4 Con
2d6 Con2
Technical DC
24
14
n/a
9
28
24
n/a
31
28
26
20
24
23
21
42
Time
4 hr.
1 hr.
n/a
1 hr.
8 hr.
4 hr.
n/a
15 hr.
8 hr.
8 hr.
4 hr.
4 hr.
4 hr.
4 hr.
48 hr.
Chloroform gives off vapour that causes unconsciousness. Applying chloroform to an unwilling subject requires a successful
attack in melee combat. 2 This damage is permanent ability drain. n/a: Certain poisons cannot be made with the Technical
(chemical) skill. Instead, such a poison must be obtained by extracting it from the plant in question.