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MISSIOn REPORT: 001

In the Pale Moonlight


BY aNDREW E.C. GASKA & E.L.THOMAS
MISSION REPORT: 001
In the Pale Moonlight

Credits
WRITERS: ANDREW E.C. GASKA & E.L. THOMAS
RULES: BENN GRAYBEATON

COVER ART: MIRCO PAGANESSI


INTERIOR ART: MIRCO PAGANESSI & DAVE ALLSOP

LAYOUT: JARED EARLE & BENN GRAYBEATON


S5S SYSTEM CREATED BY: CHRIS “SHEP” SHEPPERSON
PROOFREADER: JAMIE CROSS

PRODUCED BY: MARK RAPSON


CO-PRODUCER: GARRY HARPER

NIGHTFALL GAMES ARE:


DAVE ALLSOP, JARED EARLE, BENN GRAYBEATON, GARRY HARPER, MARK RAPSON

Copyright © 2022 Nightfall Games Ltd.,


Ltd., All Rights Reserved. Designed in Scotland.
Produced on an iMac i9-9900K and a yellow iMac M1 using Adobe InDesign with Helvetica Neue,
Eurostile, Moby Monospace and Terminator typefaces.
T1, The Terminator, ENDOSKELETON, and any depiction of Endoskeleton are trademarks of
STUDIOCANAL S.A.S. All Rights Reserved.
© 2022 STUDIOCANAL S.A.S. ® All Rights Reserved.
IN THE PaLE MOONLIGHT

TIMELINE TAG: The Terminators just stop. Red eyes and sensor
globes blink rapidly as if they’re receiving some
POST-JUDGMENT DAY (circa 2020-2030s) signal—then they all turn in unison and march
North. The HK Aerial peels off in the same
Making a last stand under the light of a full moon, direction. There is a trail of fire in the sky above—
the Player Characters (PCs) are diverted to locate and it looks like it’s going to crash several klicks
a downed Tech-Com stealth craft that crashed in away. All local Skynet forces are headed that way.
Terminator territory. The vehicle is actually a lunar Just as you think someone up there is looking out
transport controlled by an enigmatic Resistance for you, your comms start beeping in code…
group with a time-bending agenda. The PCs must
do whatever it takes to keep the stealth craft from MISSION BRIEFING
falling into Skynet’s metal clutches.
Once the action of the Teaser has died down, the
PCs will be contacted by Tech-Comm Mission
INTRODUCTION Control (TCMC) via coded message. Have a PC
Designed for 3-6 players, this mission is the start make a Difficulty 4 Computer (KNOW) Skill Test
of the monthly online Tech-Com: Mission Reports to translate the encrypted orders and have them
campaign and will span many parts. It can act as read the following to the other PCs:
a follow-up to a scenario that’s gone bad or as a
divergence from a mission already in progress. It AUTHENTIFICATION: TANGO-
can also be played on its own. CHARLIE-MIKE-CHARLIE-
ALPHA-TANGO-THREE-STAR-
THREE
GETTING THERE
This mission begins “in media res”—in the middle PASS PHRASE: HUNGRY LIKE
THE WOLF
of the action. You can either start here with new
characters or use this to get your preexisting >>CODE ACCEPTED<<
PCs out of a tight spot when they are being
overrun by Terminators. If that’s the case, replace ATTENTION: *[INSERT PC-
the Triple Zeros mentioned in the Teaser below SQUAD NAME HERE]*
with whatever your PCs are facing at the time.
Regardless, the odds are stacked in favor of ABORT CURRENT OBJECTIVE.
NEW MISSION OBJECTIVES
metal.
FOLLOW>>

TEASER: SHIT >>RESISTANCE STEALTHCRAFT


DOWNED IN VICINITY.
MEETS FAN EVAC SURVIVORS. RETRIEVE
BLACK BOX AND SURVIVING
It’s red eyes and plasma bolts everywhere. You’re PERSONNEL.
surrounded by a dozen Triple Zeros with an equal
number of 700 Series Endoskeletons in their wake KEEP ASSETS FROM METAL
(core rulebook, pages 152 and 165). Illuminated HANDS. DESTROY AS
by a full moon and with only a shallow crater for NEEDED.<<
cover, you are in for what looks to be your last
>> COMPLETE MISSION AT ALL
firefight. The best you can do for the Resistance is
COSTS.<<
to take as many Terminators as possible with you
when you cash out.
The trajectory of the plane’s trail across the sky
Allow combat to go for a few rounds, making indicates its probable crash site. If they scramble,
things look hopeless. A Hunter-Killer Aerial Mk the PCs can head the ‘Nators off at the pass.
8 (core rulebook, page 148) swoops overhead, Suspicious PCs may want to verify their orders
targeting the PCs with a spotlight. When it looks first. Anyone rolling a Difficulty 5 Lore-Resistance
like it’s the end, read the following to them: (KNOW) Skill Test will confirm the message is
legit—but it’s been transmitted on a different
wavelength than those reserved for the TCMC.

[.002] The TerminAtor RPG: MISSION 001


IN THE PaLE MOONLIGHT

SCENE 1: HIGH OR LOW


The PCs have two options for getting to the crash ROAD TO HELL TABLE
site before Skynet’s main forces—the High Road
and the Low Road. Read them the following: If taking the Low Road, PCs must make six rolls
using the Low Road column. If choosing the High
The fastest way to the crash site is the so-called Road, they must roll four times and reference the
High Road—a long hump through the wasteland. High Road column. Keep track of how many rolls
You’ll be climbing over and around obstacles, the PCs have to make on this table. No matter
all while trying to avoid the searchlights of any which road the PCs choose, every roll here adds
HK that happens to fly overhead. The alternative one to the total on Scene 2’s Time Matters Table
is all but unknown to the machines—a series (page 4).
of winding sewers, storm drains and buried but
mostly intact buildings. Some tunnels require
crawling and most are as stable as a two-legged
stool, but hey—probably no ‘Nators, right?

ROLL LOW ROAD (ROLL 6 TIMES) HIGH ROAD (ROLL 4 TIMES)


MAKING GOOD TIME: Reduce the number ALL CLEAR - FOR NOW: Reduce the
8-10
of rolls the PCs have left on this table by one. number of rolls left on this table by one.
A LOT OF OPEN GROUND: All PCs must succeed
MAN, THAT’S TIGHT: All PCs must
on a Difficulty 8 Endurance (STR) Skill Test to
succeed at a Difficulty 8 Athletics
keep putting one foot in front of the other. Failure
6-7 (DEX) Skill Test to traverse this narrow
means the group must find cover and catch their
passage quickly—or add one more roll
breath to avoid being spotted. Add one more
on this table before reaching Scene 2.
roll on this table before reaching Scene 2.
UNSTABLE: All PCs in the area must roll
a Difficulty 5 Athletics (DEX) Skill Test to SEARCHLIGHT SWEEP: All PCs must individually
work their way through this loose terrain. succeed at a Difficulty 8 Stealth (DEX) Skill Test
4-5 Failure triggers a PARTIAL CAVE IN (see to slip by. If any PC fails, the team must hunker
1 on this table). This adds 1 additional down and wait till the HK passes—adding one
roll on this table before they can reach more roll on this table before reaching Scene 2.
Scene 2 due to slowed progress.
FUCK, WE’RE LOST: The PCs must succeed
IT’S A PARADE: Six HK-Tanks are rolling in. The
at a Difficulty 8 Survival (COOL) Skill Test,
PCs must succeed at a Difficulty 8 Tactics (CONC)
or three more rolls on this table will be
Skill Test or two more rolls on this table will be
required before they reach Scene 2. This
required before they reach Scene 2. This test can
test can be made as an Emphasizing
be made as an Emphasizing Awesome Teamwork
2-3 Awesome Teamwork Test (core rulebook
Test (core rulebook page 56). Every success
page 56). Every success on this Skill Test
on this Skill Test will decrease the number of
will decrease the number of additional rolls
additional rolls on this table by 1. If the PCs can
on this table by 1. If the PCs can reduce the
reduce the number of rolls to 0 or less, this will
number of rolls to 0 or less, this will count
count s if they had rolled ALL CLEAR - FOR NOW.
as if they had rolled MAKING GOOD TIME.
PARTIAL CAVE IN: All PCs must succeed DEEP CRATER: All PCs must succeed at a Difficulty
1 at a Difficulty 13 Survival (COOL) Skill 5 Climbing (STR) Skill Test. If any fail, add one
Test or suffer 1d10-4 damage (min 1). more roll on this table before reaching Scene 2.

The TerminAtor RPG: MISSION 001 [.003]


IN THE PaLE MOONLIGHT

SCENE 2: LOST AND FOUND


The PCs make it to the crash site—though the TIME MATTERS TABLE
time it took to get there could hinder the mission.
Read them the following: The PCs need to get past these ‘Nators if they
want to enter the stealth craft and achieve their
objective. They may want to make a distraction to
Silhouetted by the moonlight, the skeletal shapes
draw them off somehow, or, most likely, attempt to
of Terminators march on the horizon. Only a
sneak past them. In Scene 1, you were instructed
few stray Triple Zeros are on-site thus far. The
to keep track of the number of rolls made on the
terrain before you is disturbed and scorched as if
Road to Hell Tables. These totals determine the
something crashed through here—but there is no
difficulty of getting to the downed mystery craft
plane in sight.
and the number of Terminators currently on-
site. If your PCs get here later, more Terminators
Have the PCs roll a Difficulty 11 Detect (CONC) have beat them to the punch. If there are more
Skill Test. If anyone succeeds, a faint shimmering Terminators on-site, the PCs’ Stealth (DEX) Skill
catches their eye—something large lies hidden Test is more difficult.
right in front of them. A faint glowing occasionally
unfolds in the nothingness—but only for a few If the PCs can make an Emphasizing Risk
seconds. It’s the stealth craft—and it might as Teamwork Skill Test, then Terminators will not
well be a UFO. If they see it, read the PCs the detect their infiltration. If the PCs manage to
following: fuck it up and are exposed, they will have to face
the number of Terminators that are listed in the
Looking at the stealth craft is like trying to corresponding T-000 column.
decipher a goddamn magic eye poster from the
‘90s—concentrate hard enough and you’ll see it. DIRECTOR’S NOTE: This is why time matters.
Its mirrored-black hull flickers and shimmers in the Using the table below, if there are four PCs, and
pale moonlight, the word ALAMO blazoned across they made it here in four rolls, there are only two
its side. This lump of misshapen spheres, support metal bastards to avoid. Therefore, the Difficulty of
girders and bell engines is no plane—it looks like the Stealth (DEX) Skill Test of sneaking past them
some kind of spacecraft! is low— only a 5. If your PCs dick around too long
and made it here in nine rolls, there are six T-000s
WHY DON’T I GET TO SEE THE SPACESHIP? to sneak past. They must now succeed at a
Any PC who fails the Skill Test will find the ship Difficulty 11 Stealth (DEX) Skill Test. If they fuck up
anyway—by walking into it and clonking their that Stealth roll, they have half a dozen chrome-
head on a support beam. plated cocksuckers to deal with.

THE BLIND LEADING THE BLIND: The Triple


Zeros haven’t found the wreck when the ROAD STEALTH
T-000S
PCs arrive. Their boss—a T-808 dubbed ROLLS DIFFICULTY
Showstopper (page 9)—is about to take control 4 or less 5 1 for every 2 PCs
of the scene. Consult the Time Matters Table
to see how many Terminators the PCs need 5-7 8 1 for every PC
to evade to get across the field and inside the 8 or more 11 3 for every 2 PCs
craft.
TWO WAYS IN
PRIORITY ALERT: ALL GROUP
NA-12-C FORCES.
Any PC that made an exceptional success to see
the craft will be able to find the Level 5 hatch.
CONVERGE AT REFERENCE Otherwise, the PCs will have to follow the faint
POINT DELTA-7. glow pouring out of a tear in the hull. The hole is
big enough to squeeze through and leads to Level
STANDARD RECOVERY PROTOCOL 4, Scene 3 (page 5).
1KM CLEARANCE RADIUS.

[.004] The TerminAtor RPG: MISSION 001


IN THE PaLE MOONLIGHT

SCENE 3: NOT OF THIS WORLD


As most of the craft’s exterior is cloaked by its LEVEL 4—STAGING
Shroud System (See Active Camoflague, page There are a dozen lockers here containing EVA
6), the PCs can’t tell how big the Alamo is from suits and plasma weapons. If allowed, the PCs
outside. The 49-meter-tall craft’s main sphere has can load up on weapons and supplies here. A rent
five levels, all detailed below. Once the PCs are in the hull caused by an escape module ejection
inside, read them the following: malfunction allows for human-sized entry/egress.
Three parachutes are missing from a rack of six.
The stealth craft appears bigger on the inside
than it does on the outside. It’s dark, quiet, and LEVEL 3—BARRACKS
ominous in here. The Alamo is nearly laying on Harnessed wall cots, microwaves, food
its side—the walls and floors are oriented wrong processors, and enclosed shower stalls fill the
and junk is piled everywhere. Low-powered skewed area. A very-human survivor is here—
emergency lights fade on and off as if a nine-year- the ship’s mechanic—Private P.B. “Skippy”
old is playing with a dimmer switch, making it Granat, his legs crushed under a fallen support
hard to focus. beam. Delirious, he mumbles what seems to
be nonsense about how glad he is that the PCs
LEVEL 5—ACCESS TUBE survived—and how he knew they would save him.
Fading in and out, he can at the least help the
This main airlock connects to an anti-grav tube
PCs figure out how to make any needed repairs.
that takes you to each level of the ship. Hatches
between levels are closed, but a Difficulty 5 LEVEL 2—OPERATIONS:
Technical: Mechanical (CONC) Skill Test will open
Full of soot, ash and billowing black smoke,
them manually. The gravity in the tube is null
Operations was the victim of a devastating
unless specified otherwise.
oxygen fire. Everything is weightless here—an
anti-grav engine malfunction has gravity out
of whack. Three charred and unrecognizable
floating corpses bob and twirl within this burnt
and blackened level. The following systems can
be accessed here, but cannot be repaired without
first consulting the 8-Bit Terminal on Level 1:
WHISPER ENGINES: Ship repairs must be made
here to bypass the missing thruster arrays
and activate the ship’s whisper-quiet anti-grav
engines. Unlike the primitive 8-Bit computer
used to control them, these engines are a
technology far in advance of anything the PCs
have come across.
Repairing them will require successful Difficulty
11 Skill Tests in both Technical: Electronics
(CONC) and Technical: Mechanical (CONC).
The repairs are complete when 10 Hit Points
worth of damage are restored. Luckily, the ship
has a Repair Kit on every Level (core rulebook,
page 121). If Skippy is treated and coherent, he
can assist in the repairs (see his bio on page 6).
SHROUD SYSTEM: Repairs made here will
allow the ship to restore its full cloak. Once
power is restored with a Difficulty 8 Technical:
Electronics (CONC) Skill Test, the Shroud
System simply needs to be reset.

The TerminAtor RPG: MISSION 001 [.005]


IN THE PaLE MOONLIGHT

LEVEL 1—COMMAND: and visual spectrum sensors. Only a faint


This listing level is the control center for the shimmering is detectable by human—but not
Alamo’s systems. electronic—eyes. Malfunctioning, the system
can be repaired on Level 2 (see Shroud
COMMAND CHAIR, NAV, AND THRUSTER System).
STATIONS: With the right code, or a Difficulty
8 Computer (KNOW) Skill Test, all controls can BLACK BOX: This recorder is stored under
be accessed from the reclining observation the 8-Bit Terminal. Unfortunately, its release
command chair. The craft is piloted from here mechanism was jammed in the crash. A
with assistance from the adjacent navigation Difficulty 8 Technical: Mechanical (CONC) Skill
and thruster control stations. Test is needed to extract the Black Box without
damaging the housing. The data recorded
COMMS: If the PCs want to send Tech-Com a on the Black Box is encrypted but can be
coded request for extraction, the Comms Array deciphered in future Mission Reports.
is functioning. Unfortunately, the system’s
circuit board is fried. It can be repaired with a PRIVATE P.B. “SKIPPY” GRANAT
Difficulty 11 Technical: Mechanical (CONC) Skill TECH-COM ENGINEER—TDC SPECIAL DIVISION
Test.
STR DEX KNOW CONC
8-BIT TERMINAL: This cartridge-driven, low-
2 2 2 3
tech system is designed to prevent a remote
takeover. Data can be pulled up here, indicating CHA COOL FATE INITIATIVE
that—as suspected—the Alamo is no stealth 1 1 1/0 +5
plane. Every success rolled on a Difficulty 8
HIT WILL
Computer (KNOW) Skill Test will advise the CLOSING RUSHING
POINTS POWER
hacker of one of the following:
60 n/a 2 5
> ALAMO: Attached to a Resistance group
called the TDC, the craft is a Moon-to-Earth SKILLS
lander operating out of a lunar base called
ALICE. When they were hit by an HK-SAT (core Acrobatics: 1 Computer: 2
rulebook, page 151), some of the crew were Demolitions: 2 Detect: 2
killed in Operations. A few others managed to
Drive: Pilot: 2 Language: Russian 1
eject and are MIA.
Lock Pick: Manual: 2 Medical: 2
> TECH READOUT: These readouts confirm the
Alamo is bigger than expected. 49 meters tall Pistol: 2 Rifle: 2
when upright on its landing gear, the craft is a Support Weapons: 2 Technical: Electrical: 2
series of spheres arranged on a latticework of
supports and grafted to a huge booster array Technical: Mech: 2
of bell engines and anti-grav generators. The EQUIPMENT
five-story tall main sphere the PCs are in is the
only habitable area—the six smaller spheres Uniform (PV 2, Resistance 6/12)
are for cargo and fuel storage. The craft is in
SPECIAL RULES
bad shape. Too far gone to achieve orbit, the
Alamo can still fly if specific emergency repairs Skippy is badly injured,
are executed on Level 2 (see Whisper Engines). but a Difficulty 11 Medical
> ACTIVE CAMOUFLAGE: The Alamo’s ghost- ASSISTANCE (KNOW) Skill Test will allow
like appearance is the result of its Shroud him to assist with a +1
System. Developed on Moonbase ALICE, this bonus using any Skill in
active cloak uses a combination of an infrared- which he has 2 ranks.
absorptive polymer coating with special metal If asked, Skippy knows the
alloy refractive panels composed of polarized USEFUL INTEL Alamo’s command codes
metalenses. An electromagnetic charge pulsed and where the black box is.
through these metamaterials masks the craft
from all echolocation (RADAR, LIDAR, etc.)

[.006] The TerminAtor RPG: MISSION 001


IN THE PaLE MOONLIGHT

SCENE 4: YOU SHaLL NOT PaSS


With the Terminators coming in full force, the “MUSTACHETE”
PCs have hard choices to make. The machines T-600 SERIES 600 HEAVY COMBAT UNIT
want the TDC’s stealth ship, its Black Box and its
crew—so they aren’t going in with guns blazing. STR DEX KNOW CONC
They’re here to retrieve and capture, not kill. This 6 2 3 5
gives the PCs a distinct advantage in the coming
CHA COOL FATE INITIATIVE
siege—they have a chance to survive.
1 7 0 +7
HERE THEY COME TaBLE
HIT WILL
Roll or pick from this table three times to CLOSING RUSHING
POINTS POWER
determine the Terminator siege on the Alamo. Add
55 n/a 2 5
more attacks if the PCs aren’t working towards an
escape. SKILLS
ROLL THE THREAT (ROLL 3 TIMES) Detect: 2 Intimidation: 4
Melee Weapons: 3 Pistols: 2
CALDRON KERFUFFLE: T-R80 C-Bat
(core rulebook page 177) scouts have Stealth: 3 Technical: Electrical: 3
infiltrated the Alamo to recon the EQUIPMENT
situation. If any PC appears vulnerable,
9-10 Machete (treat as a sword)
they will attack. Otherwise, they will
quietly sabotage repairs and attempt SPECIAL RULES
to tap into the ship’s computer to
download its files. STANDARD PV 7, Resistance 15.
SHOCK AND AWE: HK-Tanks bombard MODEL T-600 See Corebook page 161.
the sky above the Alamo with exploding Mustachete’s preferred
7-8 shells and a crisscross of plasma form of attack is to chop a
beams. PCs must make a Rating 6 Fear PC’s fucking arm off, leaving
Test (see core rulebook, page 85).
FOR THE CHOP them both unable to hold
HULL BURN: Using an HK-Heat Ray a weapon and goddamned
(page 10), six T-700 Endoskeletons are depressed on a lonely
cutting through the hull on Level 1. They saturday night. Bastard.
6 will burn through in 2D10 rounds—
then switch the ray to crowd control REMEMBER THE aLaMO
mode, bombarding the entire level in an If they can hold off the enemy long enough, they
attempt to capture the PCs. can fix the comms, call for help and wait for
SHOOT TO WOUND: Three T-500s reinforcements to arrive—or they can patch up
(core rulebook, page 153) search the the Alamo and get their own asses the fuck out of
4-5 Alamo to shoot, wound and withdraw. there. Also, they can blow the Alamo to fuck and
Showstopper will then enter to finish the back.
job. (see 1-800-URE-FKED, page 8). THE WAITING GAME: The PCs will need to
MUSTACHETE: A mustached, machete- defend their position while they wait for
wielding, rubber-faced T-600 (page 161) backup—but calling for help might not have
has entered the Alamo, ready to engage the result they expect. TCMC will confirm
1-3 extraction is imminent. When reinforcements
in hand-to-hand combat. Its mission is
to drag a PC out and imprison them. If are about to arrive, the PCs will receive a
successful, it will rinse and repeat. private scrambled burst comm message from
a friend at HQ—three A10 Warthog Bombers
have been sent to obliterate the craft. No one is
getting rescued. One way or another, the PCs
will need to jet ( See the Time To Die Table.)

The TerminAtor RPG: MISSION 001 [.007]


IN THE PaLE MOONLIGHT

FUCK UP AND AWAY: The Whisper Engines on ROLL OBSTACLE


Level 2 will need to be fixed before the stealth
craft can blast off and escape (page 5). This will BOWLING FOR ZEROS: You’re out—
get the Alamo lifting into the air, albeit listing but you’ve plowed headfirst into a half
badly. She ain’t making it into space, but she dozen Triple Zeros milling about the main
might just limp along long enough to get the airlock. You each must make a successful
PCs home. Difficulty 8 Athletics (DEX) Skill Test to
9-10
Skynet’s forces have a chance to make a glide out the craft and through the mass
single round of attacks before they lose the of machines before they can react.
Alamo and are left to fire blindly into the night Any one of you who fails, trips—losing
sky. Evading these attacks requires a Difficulty initiative as the T-000s target you. Go to
11 Drive: Piloting (CONC) Skill Test with a +3 ‘Nator Nest (page 9).
bonus if the Shroud System has been repaired. THE NO-ESCAPE HATCH: You’ve run
If the Skill Test fails, the Alamo will be shot right into a stuck emergency airlock!
down in moments. Getting this fucked up Succeed at a Difficulty 8 Technical:
jalopy all the way back to base will require Mechanical (CONC) Skill Test to pop the
Difficulty 14 Drive: Piloting (CONC) Skill Test. 7-8 emergency seals and blow the hatch. If
Failure means they crashland before they get you fail, you’re forced to roll again to find
all the way home. See the Epilogue (page 9) for another route. If you succeed, you’re out!
possible consequences. It’s just a short leap to the ground—and
BLOW IT ALL TO HELL: The PCs can hack the right into the ‘Nator Nest (page 9).
8-Bit Terminal on Level 1 and cause a cascade FALL FAIL: Anti-grav malfunction!
overload in the anti-grav reactor. This will Succeed a Difficulty 8 Athletics (DEX) Skill
require a Difficulty 8 Computer (KNOW) Skill Test or suffer 1d10 falling damage. It’s
Test. They can also jury rig the surviving fuel 5-6
not all bad news, however—falling here
tanks to flood the control center, then set it all reveals a rent in the ship’s hull—you’re
to blow with a Difficulty 8 Demolitions (CONC) out! Go to the ‘Nator’s Nest (page 9).
Skill Test. When the computer starts spouting
gibberish or the PCs are ready to strike the TURNED AROUND: Anti-grav can be
match, use the Time to Die Table below. confusing when you are in a rush. Like a
NO LOLLYGAGGING: The PCs may not drowning swimmer who can’t tell which
2-4
have their shit together. If they hold off the way is up, you went the stupid way.
Terminators without planning any other action, You’re no closer to escape. What are you
they are doing it wrong and taking too long. waiting for? Roll again, already!
The machines will cut their losses, destroy the 1-800-URE-FKED: Good job, heroes—
Alamo and sort through the wreckage. You’ve made it to the next deck and run
Unless the PCs are captured or Fuck Up and right into the boss. The 800 Series called
Away, the Alamo’s days are numbered. To escape Showstopper isn’t expecting humans
this dumpster fire, consult—you guessed it—the to charge it. You automatically gain the
Time To Die Table. initiative—so you can run or attack.
TIME TO DIE TABLE 1 If you run, roll again. Armed only with a
Whelp, death is coming. It’s time to get the fuck Stun Gun (core rulebook, page 127), the
out of dodge, now isn’t it. Time’s running out—so sadistic T-808 will pursue you out of the
should you. The PCs have limited time to get stealth craft and into the night.
themselves and/or the Black Box out of the ship If you attack, Showstopper will attempt to
before it blows up due to reasons. This is handled cripple and collect you all. Each combat
by rolling on the table below. If the PCs haven’t round here counts as another roll.
found an exit before making four rolls on this
table, the ‘splosions begin. If any PC is idiot-
enough to still be in the ship at the time, hasta la
vista, baby. If they are on the ground and hoofing
it, they still have a chance of surviving.

[.008] The TerminAtor RPG: MISSION 001


IN THE PaLE MOONLIGHT

“SHOWSTOPPER” TIME'S UP
T-808 PROBATIONARY TEST UNIT To get out of the blast radius PCs must score two
STR DEX KNOW CONC successes on a Difficulty 8 Athletics (DEX) Skill
Test. If they fail, then they will have to pay 1 Hope
6 3 5 5 Point or face the music. Regardless of whether
CHA COOL FATE INITIATIVE the Alamo is destroyed by the PCs or a Tech-
Com bombing run, the explosion will deal 3D10
3 7 0 +10
damage. Any PC hit by the blast can double their
HIT WILL PV when resisting the damage (core rulebook,
CLOSING RUSHING
POINTS POWER page 75).
60 n/a 2 5 All but 1D10+2 Triple 000s will be knocked out
by the blast. The surviving machines will be
SKILLS damaged—all their Attributes and Hit Points are
Detect: 2 Drive: Car: 2 at half capacity (with a minimum of 1, of course).
Interrogate: 4 Intimidation: 4 The PCs just might make it out of this yet.
Medical: 3 Melee Weapons: 2
Pistols: 2 Stealth: 2
EPILOGUE
Tactics: 2 Technical: Electrical: 3 The PCs are either dead, captured, headed home,
or a combination thereof. For any PC who didn’t
EQUIPMENT make it, it’s not the end—they wake up in the
Stun Gun , Plastic ties wilderness with no memory of how they got there.
They are now Theta Hybrid subconscious spies
SPECIAL RULES working for Skynet (core rulebook, page 164).
HYPERALLOY If they’ve escaped and saved the Black Box,
CHASSIS WITH PV 4, Resistance 12. copies of the files it contained, Skippy, or any
LIVING SKIN combination thereof, they have succeeded.
DEDICATED > COLLATERAL DAMAGE: If they did fly back on
SOFTWARE See core rulebook page 173. the Alamo, the PCs will have to deal with any
PACKAGE Terminators that are still be on board cos if one
gets into the base, the base is fucked.
'NATOR NEST > SKIP THE LINE: Skippy will be whisked away
As the PCs escape the Alamo, they will find into surgery and kept from the PCs. If anyone
themselves surrounded by a platoon of some asks about him, they’ll be told he died.
forty T-000s. If the PCs tear out of the ship, the > THE BLACK BOX: The files within are
T-000s will have to recalibrate, giving the PCs somewhat damaged and will take time to
the initiative. The PCs can stop to fight, but it will decipher. The box is quickly spirited away.
be a losing battle. If they have stopped to stand
The PCs will be visited by Captain Wisher of
their ground, the PCs risk being caught up in the
Tech-Com’s special TDC division—the Time
coming explosion as well.
Displacement Commandos. Read them the
D10 Triple Zeros will attempt to get a bead on following:
them (roll for initiative). Luckily, there are so many
Terminators present that they cannot fire without “Whelp, you lot made a fine mess out of things. I
hitting each other—which they will do unless bet you can guess who the new janitors are going
Showstopper is present to stop the show. Any to be. Hike up your rubber pants, grab your slop-
failed attack by a T-000 misses a PC and hits one mop, and get ready to wade knee-deep into a shit
of the other attacking Zeros instead, giving the storm—You just volunteered for the TDC.”
PCs another advantage.

TO BE CONTINUED...

The TerminAtor RPG: MISSION 001 [.009]


IN THE PaLE MOONLIGHT

SKYNET Arsenal Update

HK-HEAT RAY SERIES R AUTONOMOUS DIRECTED


CYBERDYNE SYSTEMS SERIES R ENERGY DETERRENT AND
AUTONOMOUS THERMAL BREACHING THERMAL BORE VEHICLE
BIOLOGICAL DETERRENT VEHICLE STR DEX KNOW CONC
A six-wheeled, turbine-cooled thermal electron- n/a 2 2 5
tunneling device and active biological deterrent
CHA COOL FATE INITIATIVE
system, the Series R HK is designed to breach
Resistance bases and force compliance through 0 7 0 +7
the application of intense pain. The HK-Heat Ray’s HIT WILL
front wheel-dependent suspension system gives MOVEMENT
POINTS POWER
it enhanced maneuverability on rough terrain. As
150 n/a 20
a tunneling vehicle, this robotic thermal bore uses
superheated plasma and ionized electrons to burn
SKILLS
a two-to-six meter diameter hole through rock,
metal, and nearly any other material. If directed Detect: 2 Drive: Self:1
against living beings, the HK-Heat Ray will Intimidate: 3 Support Weapons: 3
incinerate anyone within its path. Proximity to the
ray’s focus is a factor in mitigating damage. EQUIPMENT
Developed by Cyberdyne Systems under P-60 Plasma Cutter, Water Cannon,
contract for the US military, the HK-Heat Ray Z -7 Area Denial System
was originally envisioned as a crowd control
device for perimeter security and area denial. It SPECIAL RULES
fires non-lethal, invisible electromagnetic waves ARMOR PV 14, Resistance 30.
that penetrate living flesh by less than half a
Wheels (2) Immobilized.
millimeter—just deep enough to fire up someone’s WEAK SPOT
Cooling Fan (4) Detonation
nerve ending in excruciating pain without causing
any lasting damage. Any targeted living-flesh 4m length, 2.0m
DIMENSIONS
humans, animals, or cyborgs will experience an width, 3m height
intense burning sensation while under attack by OPTIONAL
Variants replacing
the active deterrent. WEAPONS
the P-60 with a P-2
PBWs or Quad P-40s
TECH-COM AFTER ACTION REPORT: The CONSTRUCTION
have been seen.
HK-Heat Ray is used to tunnel into underground
Resistance bases to capture, rather than kill. P-60 PLASMA CUTTER
Getting hit by these microwaves is like dunking SKILL Support Weapons
your body in scalding water—the pain is
crippling, you can’t stand, let alone get away. DMG
MIN
AD WEIGHT
DMG
Why would the Terminators want a non-lethal
1d10+1 2 1 8
crowd control weapon? Simple—they want
undamaged human tissue for perfecting their ROF RECOIL RANGE CLIP
skin jobs. T-700 flesh is flawed—it grows necrotic 1 0 100m 15 or 200
relatively fast. Skynet’s flesh farms were
looking for new ways to regenerate flesh and SPECIAL RULES
needed a large sampling of the surviving human
population to experiment on. Terminators use Every round the P-60 continuously
these things to round us up for the labor camps fires its damage increases by
and flesh farms. You might think you’re lucky SLOW BURN 1d10+1 and its AD increases by
when you get hit with one of these non-lethal 1. Once it hits 6d10+6 damage
heat rays—the truth is you’re better off dead. (AD 6) it becomes constant.

[.010] The TerminAtor RPG


MISSION: 002
Rush Hour Express
Coming IN
NOVEMBER!

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