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Assault On Singularity Base

This document provides an overview of a cooperative roleplaying adventure where 6 rebel teams attack an Imperium base called Singularity Base to disable a prototype superweapon. Each team has a different objective that contributes to the overall mission. The teams must coordinate their actions while overcoming challenges within the base. Their success or failure could impact events for the other teams.

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Daniel Ericsson
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© © All Rights Reserved
Available Formats
Download as PDF, TXT or read online on Scribd
40% found this document useful (5 votes)
170 views

Assault On Singularity Base

This document provides an overview of a cooperative roleplaying adventure where 6 rebel teams attack an Imperium base called Singularity Base to disable a prototype superweapon. Each team has a different objective that contributes to the overall mission. The teams must coordinate their actions while overcoming challenges within the base. Their success or failure could impact events for the other teams.

Uploaded by

Daniel Ericsson
Copyright
© © All Rights Reserved
Available Formats
Download as PDF, TXT or read online on Scribd
You are on page 1/ 40

ASSAULT ON SINGULARITY BASE

By Sean K Reynolds
TABLE OF CONTENTS
INTRODUCTION 2
BLUE TEAM 6
GREEN TEAM 9
ORANGE TEAM 12
RED TEAM 16
SILVER TEAM 20
YELLOW TEAM 23
CONCLUDING THE ADVENTURE 27
RUNNER GM CROSS-TEAM CHEAT SHEET 28
PREGENERATED CHARACTERS 29

INTRODUCTION
Credits
Writer/Designer
BACKGROUND Imperium troopers are the face of the
Sean K Reynolds In this adventure, the forces of good face Grand Imperium, ubiquitous on all the
Creative Director near-impossible odds as they struggle to worlds of the galaxy. Clad in glistening silver
Monte Cook
free the galaxy from the tyrannical Grand armor, marked with the griffon symbol of
Managing Editor
Dennis Detwiller Imperium, one planet at a time. the Imperium military, and carrying blasters
Proofreader The Empress Tahali V, leader of the Grand and swords, the Empress’s troopers patrol
Ray Vallese
Imperium, controls the galaxy with her the streets of every Imperial city. Troopers
Cover Artist
Kieran Yanner countless legions of Imperium troopers are the worst of the Imperium, more
Graphic Designer and the dreaded Imperium star fleet. The interested in maintaining control than in
Bear Weiter current empress has sat upon the throne for preventing crime or helping citizens.
Artists nine years and is as ruthless and terrible as When troopers need heavy support,
Marius Andrei, Brandon Leach,
Grzegorz Pedrycyz, those who came before her. A ragtag band wardroids are brought in. These fearsome
John Petersen, Matt Stawicki,
Cyril Terpent, Ben Wootten of rebels fights against the Imperium, their robots are utterly ruthless and are known to
Cartographers determination, bravery, and skill making up kill innocent bystanders as often as enemies
Sean K Reynolds, Hugo Solis for their lack of numbers and supplies. of the Empress. When wardroids are
Monte Cook Games Editorial Team unleashed, wise troopers take cover.
Scott C. Bourgeois,
David Wilson Brown, The rebels have recently discovered
Eric Coates, Gareth Hodges, Mila Irek,
Jeremy Land, Laura Wilkinson, that the Grand Imperium is creating a
Marina Wold, George Ziets This adventure includes page references superweapon that can destroy an entire
to various subjects accompanied by star system. Rebel spies have tracked
this symbol. These references are to a prototype of this superweapon to an
the Cypher System Rulebook, where you Imperium base—called Singularity Base—
can find additional details about that on a remote swamp world. Your group
item, place, creature, or concept. It isn’t is one of six rebel teams attacking in a
© 2016 Monte Cook Games, LLC
necessary to look up the referenced coordinated but desperate assault. Each
The Cypher System and its logo are
trademarks of Monte Cook Games, items in the book; doing so is an team has its own objective, contributing
LLC in the U.S.A. and other countries. toward the common goal of eliminating the
All Monte Cook Games characters and
optional way to provide additional
character names, and the distinctive information to your players. superweapon prototype.
likenesses thereof, are trademarks
of Monte Cook Games, LLC.

2
ASSAULT ON SINGULARITY BASE

Blue Team: Rescue the rebel prisoners


held in the detention area.
SYNOPSIS
After a brief introductory speech, the
Green Team: Create a diversion to draw adventure truly begins when the teams have
the facility’s guards—including the infiltrated the base through several different
dangerous wardroids—from other entrances. Each team must attempt to
parts of the base. complete its objective, making the overall
Orange Team: Disable the primary power objective of disabling or destroying the
grid. prototype superweapon a success, after
Red Team: Destroy the prototype which all teams should fall back to their
superweapon in the coolant area. transport craft hidden in the swamp, and
Silver Team: Capture or kill the key flee the planet.
Imperium General running the base.
Yellow Team: Disable or destroy the PREPARING FOR
Imperium fighter craft in the hangar
to facilitate the rebels’ escape.
THE ADVENTURE
First, be conversant with the Cypher System
rules, and take a look at the “Introducing
Running this adventure requires six GMs, Players to the Cypher System” document.
six teams of six players each, and a seventh Next, take a long look at the pregenerated There are six pregenerated
“Runner GM” to coordinate messages and characters that the players will be using so characters at the back of
this adventure, beginning
actions between the teams. Each team that you’re aware of who they are and what on page 29. The characters
has its own objectives and challenges, but they can do. have no names, and the
communication and coordination between • Become familiar with the part of the GM should encourage the
players to create setting-
the teams can win the day. Imperium base your players will be
appropriate names for their
When a team GM needs the Runner GM, exploring. characters.
they shouldn’t be coy. Stand up and say • Your encounter areas might be affected
“Important communication from [your team by the actions of the other five teams of
color]” and deliver the message. The Runner PCs. The Runner GM will inform you if
GM will come as quickly as possible and this happens. Callouts in the margins
take it from there, delivering messages as (labeled by team name) explain these
needed to the other teams. effects if they occur. Become familiar
with these callouts.
THERE ARE TWO SIDES TO EVERY • Your PCs might affect events for the
CONFLICT—EVEN A GALACTIC ONE other five teams. Some of these are direct
The Imperium is presented here as a consequences of a successful mission,
monolithic, fascist enemy to be destroyed. and others are incidental to events in
While this is pretty much spot on, like any other parts of the base. Specific examples
corrupt fascist regime, it is an organization of these effects are called out in the
simply composed of people. Imperium descriptions of your encounter areas;
personnel fight for their Empress for many become familiar with these outcomes.
reasons, and most of those reasons are not The players might invent their own
what would be considered evil—instead, solutions and impact other teams in
these people fight for order, reason, control, unexpected ways. When your group’s
or tradition. Each has a deep belief structure actions would affect another team,
to back up their violent actions. explain the action to the Runner GM so
As such, occasionally, troopers of the they can inform the other team’s GM.
Imperium will have an attack of conscience, Because of the complexity of these cross-
bargain to save a friend’s life, or even try to team interactions, there are many ways this
reason with the PCs. This note is here to adventure can play out. If several teams do
make sure the GM doesn’t forget that under poorly, the final encounters for some teams
the faceless masks of the Imperium are might become very, very difficult.
people with hopes, dreams, and the want of
a better future. Just like the PCs.

3
NAVIGATING IN THE BASE NOTES FOR THE RUNNER GM
The PCs have been given the general As the Runner GM, you have a key role in
schematics for Singularity Base, but instead making gameplay in this six-table adventure
of having them navigate through random run smoothly. Make note of where all six
corridors and side rooms, after a brief games are and which table is playing which
introduction, this adventure jumps straight team. Be alert for any of the GMs trying to
to the critical parts of their missions. The get your attention.
adventure starts each group just outside Your job is to pass messages from GM
their target areas of the base. If the players to GM about the actions and status of each
insist on avoiding their mission area, use team. To minimize having to write down
GM intrusions (such as patrols of Imperium or memorize complex messages, many of
troopers, areas closed for maintenance, or the most common messages built into this
a family of rabid creatures escaped from a adventure are included on a “cheat sheet”
containment pen) to push them in the right (page 28) for you. For example, when the
direction. Orange Team completes their mission, their
This planet is a warm and muggy “swamp GM is instructed to tell you “completed
world,” like the Midwest in early summer. objective Orange Alpha,” and you can look
Singularity Base is a scientific research up Orange Alpha on your cheat sheet to
station containing a powerful energy reactor see what you are supposed to tell the other
and hundreds of people, all of which add GMs. Most of these messages are short and
to the heat and moisture in the base. The to the point, such as “Tell all six GMs that
air conditioning system and dehumidifiers the primary power grid is disabled,” or “Tell
do what they can to counteract the the Silver GM that the troopers are alerted
uncomfortable environment, but most areas and expecting trouble,” and the other GMs
are slightly uncomfortable. will have instructions about what to do with
this information.

4
ASSAULT ON SINGULARITY BASE

You are also responsible for passing SPEEDING UP OR SLOWING


custom messages between GMs, such as DOWN THE ADVENTURE
if one group of players does something At any time, a team might find themselves Imperium technician: level
unusual that could affect other teams. in a lull, or facing an all-too-easy-to- 2, computers and science as
level 4; punch or kick inflicts
Depending on what the players choose overcome enemy. If the adventure is 2 points of damage
to do, you might also carry messages from running too fast, seems to have reached a
one group of players to the next (they’re standstill, or is just becoming too repetitive, Imperium trooper: level 2;
expected to maintain a certain level of it’s up to the individual team GM to fill it Armor 2; long-range blaster
inflicts 3 points of damage
“radio silence,” but circumstances may with threats and unexpected confrontations.
require direct or delayed communication To the right are some enemies to throw at Imperium troopers
between the groups). To make it easier for them to stir things up. This list of Imperium working together: four
troopers can work together
you and the other GMs, you don’t have to forces is in order from the easiest to the
as one creature (this reduces
match up two groups for a live discussion— most difficult. the amount of dice rolling in
the messages can be asynchronous, like Remember, don’t just throw a trooper large battles); level 3; Armor
a conversation through texting where one or two at them. Try to tell a story—the 2; long-range blaster inflicts
5 points of damage
or both people are sometimes busy. The technician and the trooper with the arm
message might arrive in the middle of wound come around the corner leading the Imperium pilot: level 3,
battle, or you might have to wait a minute short-circuiting wardroid, the Imperium defends against ranged
for the GM to finish answering a question. mind-knight in psy-shackles is escorted by attacks as level 4; Armor 1;
short-range blaster pistol
(Don’t let it get delayed too long.) Only if heavily armed Imperium security, or two inflicts 3 points of damage
both teams are idle at the same time (not pilots jump around, telling each other a
in combat, not performing a time-sensitive dogfighting story. Imperium lieutenant:
level 3; Armor 2; long-range
task, and otherwise able to talk freely)
blaster inflicts 3 points of
should they be able to talk directly to each THE SPEECH damage
other. The rebellion is led by an anonymous
There may be times where you are idle individual (or group) called Beacon. This Imperium security chief:
level 3, defends as level 4;
because the teams are acting independently entity hacks the Imperial data-grid, makes Armor 2; long-range blaster
and aren’t affecting each other. In these seditious announcements on Imperial inflicts 3 points of damage
situations, feel free to help a GM who could vidscreens, and reroutes shipments of
Imperium elite trooper:
use a hand, such as by looking up how a weapons and food to needy areas.
level 4; Armor 3; long-range
character ability works or what an unfamiliar Beacon also formulates plans, gathers blaster inflicts 5 points of
piece of equipment can do. You’re there to soldiers, and launches offensives— damage
help facilitate the meta-experience of the six including the assault on Singularity Base.
Imperium captain: level 4;
tables, whether that’s helping the players or As the characters’ dropships fall into the Armor 2; short-range pistol
the GMs. atmosphere of the swamp planet, each inflicts 3 points of damage
commando team receives the following
message from Beacon (the Runner GM Imperium wardroid: level 5;
BEGINNING THE ADVENTURE should read the speech in front of all players
Armor 3; long-range blaster
inflicts 8 points of damage;
Go over the game rules very briefly and before the adventure starts): can attack up to three foes
give the players a chance to get acquainted in one action
with their characters (including naming Even now, the Imperium works to create
Imperium mind-knight:
them), and with each other. After they have a weapon so terrible that no force can stand level 5; Armor 2; energy axe
done so, find out if there are any special against them. With this yoke, they will inflicts 6 points of damage;
precautions the PCs take before entering enslave all sentients to a singular cause—the long-range blaster inflicts 5
points of damage; can use
gameplay (such as activating special expansion of tyranny among the stars. telekinesis at long range;
abilities or cyphers). You have your orders. mental blast inflicts 3 points
This all shouldn’t take more than ten We alone resist. of Intellect damage on up to
minutes or so. Fight for freedom. Fight to the last. three targets in short range
Fight.

5
BLUE
BLUE TEAM
Blue Team begins the adventure in the The lower level is cooler than the rest of
elevator going down to the detention level the base, but has a problem with moisture.
of Singularity Base. Mold is common, and some parts of the
TEAM
Blue Team is responsible for reaching lower level often have a couple of inches of
the detention area of Singularity Base, standing water, requiring the janitorial staff
locating three prisoners the rebellion wants to patrol frequently and clean up messes.
rescued, and escaping the base with those
prisoners unharmed. The challenges the B1. STANDING WATER
Security door: level 4 task PCs face are navigating the mazelike cell This section of corridor ends in a security
to lock or unlock, level 5 block area, dealing with troopers guarding door. Shortly before the door is a large
task to destroy
the prisoners, and convincing a reluctant puddle covering the entire floor for about
prisoner to come along peacefully. 30 feet (9 m). One portable A-frame plastic
Blue and Green Teams entered the base barricade warns of a slipping hazard, and
through the main entrance at the same another warns of a shock hazard. The
time, but while the Green Team heads overhead lights intermittently flicker. To the
directly toward the barracks, Blue Team split side of the puddle, a janitor wearing a pale
off and took the elevator. blue uniform and knee-high rubber boots is
The three prisoners for extraction are Dr. using a portable electric pump with a hose
Niston (an expert on hyperspace physics), Dr. to siphon the water from the ground into
Tribb (an expert on energy capacitance), and a wheeled bucket. A mop leans against the
Pan-Onarch Renjay (a young but influential wall.
noble of a nearby rebel-allied planet).

6
ASSAULT ON SINGULARITY BASE

The janitor is startled to see non- The computers remotely control the cell Janitor: level 1 non-
Imperium personnel in the base, but is too doors, magnetic locks, food dispensers, combatant
surprised to do much more than stammer cameras, and so on, and can be used to
out a warning to the PCs about a short send and receive audio to individual cells,
circuit in a wall panel that’s electrifying all cells, or other parts of the base. With BLUE
the puddle water. The janitor doesn’t want only a few key presses (one action), a guard
to be harmed, and is easily convinced to can put the detention area in lockdown,
describe the layout beyond the door (as well which activates all security doors, locks and
TEAM
as mention that the eastern hallway into magnetically shields all cell doors, activates
area B2 is safe, but getting there from here an audible alarm, and alerts the barracks
would take about 10 minutes through side and control room (where Green Team and
corridors). The janitor asks to be tied up or Silver Team are headed).
knocked out—he fears Imperium reprisals A rack on the wall holds batons and four
for his less-than-stellar reaction in the face sets of electronic magnetic restraints as well
of rebellion. as the fobs that control them.
Touching the water (even with rubber- The computers also can dispense a
soled shoes or boots) inflicts 1 point of neurotoxic gas into the cells (this requires one Neurotoxic gas: level 4;
electricity damage (ignores Armor); walking action to affect a specific cell, or two to affect inflicts 4 points of Intellect
damage each round
or running through the water inflicts 3 all cells). In low doses the gas knocks living
points of electricity damage for each round creatures unconscious. At higher doses, the
of contact (the janitor’s insulated rubber gas can cause permanent brain damage and GM Intrusion Suggestion:
boots protect him against the electricity). even kill. If there is a standoff against the PCs, Four troopers arrive from
the eastern hallway carrying
The water makes the floor slippery, and the troopers threaten to use the higher-dosage an unconscious reptilian
anyone moving through it must succeed at gas (taking an action to adjust the computer humanoid—perhaps a
a difficulty 3 Speed task or fall (deliberately setting) on the prisoners. native creature?
moving half speed reduces the difficulty by
two steps). B3. LOUNGE
If threatened, the janitor might run This lounge has a small table, four chairs,
through the water, open the security door, a sink, a comfortable-looking couch, a
and warn everyone in area B2. The janitor vending machine that serves hot soup and
can also be convinced to lend the rubber coffee, and a glitchy but fun head-to-head
boots to the PCs, allowing them to cross space combat arcade game. Four Imperium
one at a time (throwing the boots all the troopers are here, eating, playing the arcade
way across the water is a difficulty 2 Speed game, and drawing simple cartoons mocking
task). the rebellion. The lounge has no door, giving
The security door is closed but not the troopers an unobstructed view into
electronically locked (unless the troopers in area B2 (the Prison Control Room), so they
B2 have been warned of a security breach in automatically hear any unusual noises or
the base). disturbances in that room.

B2. PRISON CONTROL ROOM B4. SECURE AREA


Troopers monitor the status of all prisoners The elevator door into this central area is a Imperium trooper: level 2;
in the detention area from this control locked security door. The post in the center Armor 2; long-range blaster
inflicts 3 points of damage
room. A central bank of computers fills has attachments for nine magnetic shackles.
the center of the room. The north, east, All nine cell doors are security doors and
and elevator doors are security doors, but are magnetically shielded; the magnetic
aren’t locked. Three troopers stand watch shielding increases the difficulty of breaking
in this room, occasionally checking on the down or unlocking the doors by one step,
prisoners through live camera footage of and deflects all blaster fire. There’s a small Security chief: level 3,
the cells. A fourth, the security chief, sits video screen and intercom system next to defends as level 4; Armor 2;
with her feet up on one of the consoles, each door, allowing two-way communication long-range blaster inflicts 3
points of damage
reading a historical fiction novel. with the person inside the cell.

7
B5. DR. NISTON B7. RENJAY
Dr. Niston: level 2, physics Dr. Polis Niston is middle-aged, attractive, Pan-Onarch Renjay is short, fit, and
as level 5 sarcastic, and a bit depressed about being charismatic, with an honest face and light
Pan-Onarch Renjay: level
confined in a cell. Niston can be male or brown hair. A minor noble on a border
BLUE 2, athletics and persuasion female—it’s up to the GM. They’re an expert planet (pan-onarch is the local equivalent
as level 3 on hyperspace physics, and General Colyer to a baron or baroness), they’re active in
(see Silver Team on page 20) has been politics and sympathetic to the rebellion.
relying on their expertise to fine-tune the Renjay can be male or female—it’s up to the
TEAM
superweapon prototype, using threats of GM.
torture to force cooperation. Niston worries Renjay was captured after going on
that once the weapon is complete, they’ll a joyride in a stolen Imperium Dagger
no longer be useful and the general will spacecraft, and General Colyer (see Silver
have them executed, so they’ve been trying Team on page 20) pulled some strings to
Dr. Tribb: level 2, physics as
level 5
to slow the research as much as possible have the pan-onarch brought here. The
without being obvious about it. general treats Renjay well and they have
GM Intrusion Suggestion: Niston is very glad to be rescued and meals together in which they discuss the
One of the PCs resembles babbles on about how the superweapon role of government. Over the past few
a guard at Tribb’s previous
is trying to form a stable hyperspace weeks, this slow persuasion (and a bit of
prison, causing immediate
resentment and snide bubble on a planetary mass in order to Stockholm syndrome) has worked its way
comments. create a black hole that will consume the into Renjay’s head. Renjay doesn’t want to
planet. Most of what Niston says is far too leave Singularity Base and will argue that
Green Alpha: Do not use
complicated for the PCs to understand, and the PCs are violating their right to freedom.
any intrusions that have
additional troops arriving. the constant technobabble gets annoying The PCs will have to physically restrain
after a while. Renjay or knock them unconscious to get
Green Beta: Any intrusions them out of the cell block.
that have additional troops
arriving have only half the B6. DR. TRIBB
expected number. Dr. Jos Tribb is old, with greying hair, a slight BLUE TEAM’S CONSEQUENCES
stoop, and a hawkish face, and is prone to These are events that your PCs can trigger,
Orange Alpha: Lights in
hand-wringing when nervous or excited. affecting other parts of the base. If these
the entire base flicker, then
go out, and then dim red Tribb can be male or female—it’s up to occur, tell the Runner GM the code and
emergency lights turn on. the GM. They’re an expert on storing and they’ll inform any other GMs that need to
All force fields in the base transmitting massive amounts of energy, know.
deactivate to conserve
power. All wardroids attack
and until recently they were imprisoned • If in area B2 the guards send an alarm
as one level lower. The on an Imperium-controlled planet for to the barracks and control room, tell
magnetic locks on all cells controversial research practices. Tribb was the Runner GM to use message “Blue
are inactive. moved here by General Colyer (see Silver Omega.”
Orange Gamma: An alarm Team on page 20) to help work on the • If the PCs free all three prisoners, tell
is sounded and all troopers superweapon prototype, which requires a the Runner GM to use message “Blue
are expecting trouble. massive amount of energy to activate and Alpha.”
maintain.
Orange Omega: The
main lights go out and Tribb is a morally ambiguous person and OTHER TEAMS’ CONSEQUENCES
the red emergency lights doesn’t object to designing the weapon These are events the other teams can
activate, but a minute later (or its potential uses by the Imperium), trigger, affecting your part of the base. The
full power is restored as if
nothing has happened.
especially as this research could be used Runner GM will tell you if any of these
for other projects. Tribb’s sole concern is events occur.
Silver Alpha: A message going back to a normal prison—here, in
from General Colyer (see this facility, at least they’re respected. Tribb
Silver Team, page 20) plays
on all comm systems in the agrees to leave with the PCs if they are clear
base, stating that he has that this won’t end in another prison cell.
been captured. Any troopers
who hear this news act as
one level lower, but still
continue to fight.

8
ASSAULT ON SINGULARITY BASE

GREEN TEAM GREEN


Green Team begins the adventure heading waking for one more shot, unexpected
down a long hallway into the barracks of patrols arriving with birthday cake for a
Singularity Base. lieutenant, and so on.
TEAM
Green Team has the simplest and most
dangerous job—to try to keep as many G1. MESS HALL
troopers and wardroids occupied as This large room has several long tables able
possible during the raid. They can manage to seat at least fifty people comfortably, but
this with brute force, a straight-up firefight, when the PCs enter, there are only a dozen
or even something as simple as hacking, Imperium troopers eating here. They are Imperium trooper: level 2;
barricading, or destroying the doors to delay wearing their armor and have their weapons Armor 2; long-range blaster
inflicts 3 points of damage
anyone trying to leave the barracks. nearby, but their helmets are off so they
This scenario is pretty straightforward in can eat. Most are standard humans, but a
that it has a lot of fighting and the PCs just couple are obviously members of the many
need to secure the barracks area. Troopers nonhuman sentient species known in the
are fairly weak opponents so the GM should galaxy. The troopers attack immediately
feel especially free to use GM intrusions to when they see the PCs.
make the combat more chaotic. Examples A portion of the north wall has a recessed
include: tipped tables or collapsed ceiling area containing three chef-bots that
panels creating cover, cleaning robots dispense food and beverages to anyone
going haywire, broken steam pipes creating who asks. The chef-bots are humanoid from
hazards, supposedly unconscious troopers the waist up (and have fancy chef hats);

9
GM Intrusion Suggestion: their lower halves are bulky cubes that This room is mostly empty except for
A stray shot during the combine a refrigerator, oven, blender, and a large four-sided computer console in
battle hits a chef-bot,
causing it to malfunction other kitchen devices. This allows them to the center. A coffee dispenser is in the
and randomly spray one prepare most common foods and dispense southwest corner (and makes remarkably
GREEN person each round with them out of a space in their chest cavity good coffee). Two Imperium lieutenants,
scalding hot coffee or soup.
or through spigots in their fingers (which four Imperium troopers, and two Imperium
Level 2, short-range hot food
inflicts 2 points of damage, supply beverages or soft items like mashed elite troopers are on duty here. Unless
and the area in front of the potatoes, soup, or frozen yogurt). any team of PCs has caused an alarm, the
TEAM chef-bots becomes slippery. To the west of the chef-bots is a wall officers are chatting and drinking coffee,
GM Intrusion Suggestion:
chute for food waste and used tableware. and the troopers are whispering to each
A patrolling pair of troopers The chute drops about 20 feet (6 m) before other (so as to annoy the lieutenants).
and a wardroid enter from ending in a bin where other droids sort The room to the northwest is a small
a side hallway to join the materials to be washed or thrown away. The armory containing enough trooper blasters
battle.
chute is just large enough to fit a human. and sets of trooper armor for the PCs
Imperium trooper: level 2; to disguise themselves as Imperium
Armor 2; long-range blaster G2. LOUNGE personnel.
inflicts 3 points of damage
The north wall of this room is a large The consoles can be used to sound an
Imperium wardroid: level 5; vidscreen connected to a database of alarm throughout the entire barracks, pass
Armor 3; long-range blaster popular movies, television shows, and messages to other parts of the base, patch
inflicts 8 points of damage; Imperium propaganda news broadcasts. into security video feeds, and instantly
can attack up to three foes
in one action
Two tiers of moderately comfortable lock/unlock or close/open all of the doors
couches face the vidscreen. A small shelf to the sleeping quarters (area G5).
Imperium elite trooper: holds a meager assortment of books and When combat begins, the lieutenants
level 4; Armor 3; long-range year-old magazines about hunting, travel, use their first actions to sound an alarm
blaster inflicts 5 points of
damage and fitness. The southwest hallway leads to with the computer console, which affects
a small bathroom. The rest of the walls are all nearby rooms (including all Green
Imperium trooper: level 2; covered with upright videogame units, from areas). The PCs can prevent this by moving
Armor 2; long-range blaster
space battles to head-to-head martial arts to the officers away from the computers,
inflicts 3 points of damage
side-scrolling jumping games to a well-used destroying the computers, or otherwise
GM Intrusion Suggestion: military shooter game with plastic radar making it impossible for the officers to
A stray shot during a pistols. type the necessary commands. If the battle
battle in this room hits
the vidscreen or one of the
Four troopers are here watching a movie begins to go against the Imperium, one of
video games the troopers that’s basically a continuous chase scene the officers uses the computer to call two
were playing, causing it to on a desert planet, one is playing a martial wardroids to this area, then sounds for a
short out and malfunction arts game, and one is playing the military general retreat to area G4 (the wardroids
in an amazingly loud and
distracting way, increasing shooter game. The noise of the movie and tend to shoot anything in the area, friend or
the difficulty of all attacks games means the troopers have a hard foe).
by one step. time noticing the PCs when they first arrive If a PC gains access to the computer
(decrease the difficulty of PC stealth rolls console, they can use it to interfere with
GM Intrusion Suggestion:
A PC enters an improper by one step, and treat as an asset to PC enemies. Examples include: bluffing that
code, locking out all access initiative rolls). Once they realize intruders the alarm was a malfunction, closing and
to the computer until they are present, the troopers attack. The locking the sleeping quarters doors to
make a difficulty 5 action
to reset their login. Failing ambient sound also means that combat slow mobilization of troopers, hacking the
this roll sends an alert to here is unlikely to be noticed by anyone elevators to lock them at the lowest level,
the command center (see else. Unless noisy attacks extend out into and so on. Routine computer tasks are
Silver Team on page 20),
the hallway, they don’t draw attention from difficulty 2, but unusual tasks or ones that
and a dozen troopers and
a lieutenant arrive in five nearby troops. affect many things at once (such as closing
minutes, ready for trouble. or opening all of the sleeping area doors)
G3. BARRACKS ADMINISTRATION are difficulty 4.
Security door: level 4 task
to lock or unlock, level 5
All doors into this room are security doors,
task to destroy but unless the base is on alert, the doors
are simply closed, not electronically locked.

10
ASSAULT ON SINGULARITY BASE

G4A-4D. ASSEMBLY AREA PCs somehow reach these areas without


This tall room is actually four identical raising the alarm, the troopers grab their
levels, with the upper levels consisting of rifles and attack without stopping to put on
balconies around a central open space their armor.
extending from the floor of level 4A to the GREEN
ceiling of level 4D. Officially, 4A is used
for calling the troopers out of their bunks BARRACKS AFTERMATH
and lining up in formation to be addressed In an extreme situation where the PCs
TEAM
by their commanding officers. However, it secure the entire barracks and there is GM Intrusion Suggestion:
A blaster attack destroys
is used for that purpose infrequently, and extra time left in the session, the GM may
a support for a section of
the troopers avoid hanging around here allow these PCs to move to another part of the balcony, causing it to
because any noise in this area tends to wake the base and try to find their allies on the tip toward the open central
up those sleeping in the adjacent rooms. In Blue, Orange, Red, Yellow or Silver Teams. area or sideways toward a
corner. Anyone standing on
fact, the acoustics of this room are designed In particular, they might be able to use that section must make a
so that any loud noises (such as blaster fire) the computer console to talk to all of the difficulty 4 Speed defense
carry to all corners, so if a fight starts here, teams, find which is most in need of help, roll or slide off.
all the troopers in the G5 sleeping quarters and race to that location to save the day. If
quickly realize it. The configuration of the this occurs, the GM should coordinate with
balconies gives anyone in combat many the other team’s GM and the Runner GM GM Intrusion Suggestion:
opportunities to find cover against various to make running this combined situation A group of four troopers
return here after finishing
attack angles, and a firefight here is likely to easier. Note that if the Green Team PCs use their shift, so they are
be chaotic and interspersed with dramatic the trooper armor from the storage area, wearing their armor.
falls over balcony railings. there is a chance that their allies might
If there is an alarm, troopers file out mistake them for enemy reinforcements and
of the G5 sleeping quarters to evaluate create a friendly fire situation. Blue Omega: An alarm is
the situation. Most likely, they grab their sounded and all troopers are
weapons, and some may even spend three GREEN TEAM’S CONSEQUENCES expecting trouble.
actions putting on their armor before These are events that your PCs can trigger,
Orange Alpha: Lights in
heading to G4A and then to G3. The final affecting other parts of the base. If these the entire base flicker, then
result is waves of troopers moving toward occur, tell the Runner GM the code and go out, and then dim red
the source of the alarm (and, if the PCs they’ll inform any other GMs that need to emergency lights turn on.
All force fields in the base
are visible from this room, some troopers know. deactivate to conserve
remaining where they are and making At the end of this mission, the GM should power. All wardroids attack
blaster attacks). decide if the PCs managed to contain the as one level lower. The
In total, while there are dozens of barracks area, or if they only managed to magnetic locks on all cells
are inactive.
Imperium troopers, there are only six delay the movement of troops from this
Imperium elite troopers here. area. Orange Gamma: An alarm
• If they contained the barracks, tell the is sounded and all troopers
are expecting trouble.
G5. SLEEPING QUARTERS Runner GM to use message “Green
Each of these twelve rooms is the sleeping Alpha.” Orange Omega: The
area for twenty Imperium troopers. Each • If they only delayed the troops, tell the main lights go out and
room has ten bunk beds and twenty wall Runner GM to use message “Green the red emergency lights
activate, but a minute later
lockers for the troopers’ personal items. The Beta.” full power is restored as if
air conditioners are on a higher setting here, nothing has happened.
making the rooms comfortable. Because OTHER TEAMS’ CONSEQUENCES
some of the troopers are active in other These are events the other teams can Silver Alpha: A message
from General Colyer (see
parts of the base or out on patrols, there are trigger, affecting your part of the base. The Silver Team, page 20) plays
only about ten troopers resting or sleeping Runner GM will tell you if any of these on all comm systems in the
in each of these rooms. Because they aren’t events occur. base, stating that he has
been captured. Any troopers
on duty, none wear armor; instead, they
who hear this news act as
are dressed in standard grey and black one level lower, but still
Imperium military casual clothing. If the continue to fight.

11
ORANGE
ORANGE TEAM
Orange Team begins the adventure crawling them only ten minutes and brings them to
in a cramped ventilation shaft toward a a bathroom near the power grid (area O1).
bathroom near the power grid of Singularity If the characters deviate from the shortest
TEAM
Base. path or have their way blocked by an inset
Orange Team’s job is to disable fan, or if it is early in the game session
Singularity Base’s primary power grid. and you have time for an extra encounter,
Although the base has emergency have the shaft pass above a guardroom,
generators, losing primary power will giving the six Imperium troopers there
weaken the base’s shields, delay Imperial the opportunity to fire at the PCs while
communication within the base and off- they’re sitting ducks in the ventilation shaft
planet, and make it easier to destroy or (the difficulty of defense rolls against all
disable the superweapon prototype. attacks on PCs in the shaft is increased
Explosive charge: level 4, Each PC on Orange Team carries an by two steps). If the PCs break out of the
grenade-sized device inflicts explosive charge as a piece of equipment. ventilation shaft, they can proceed through
7 points of energy damage Orange Team enters the base through normal hallways toward the power grid.
within short range. Can be
set to detonate on impact,
a cramped ventilation shaft outlet on the The reactors give off a lot of waste heat,
with a one-minute timer, western side. Traversing the ventilator and the environmental control systems
or with a handheld remote shaft requires the PCs to crawl. They’ll pass inside the base are compensating for it, but
trigger (up to 1,000 feet through several intersections, but as long the areas near the reactor are still pretty
[300 m] away). Magnetized
for attaching to metal as they follow the shortest path indicated warm (about 85–95 degrees). Due to the
structures. by their copy of the base schematic, it takes heat, there’s little standing moisture.

12
ASSAULT ON SINGULARITY BASE

O1. BATHROOM If the PCs take the elevator or stairs to the


GM Intrusion Suggestion:
The ventilation shaft ends in a small metal lower level, there is a stark corridor heading As the first PC exits the
grate, easily removed (a level 2 task). The east to the lowest part of area O7. ventilation shaft, a trooper
grate is about 6 feet (2 m) off the ground. walks into the bathroom.
By the time the PCs reach this area, the heat O3. ENGINEERING ROOM ORANGE
and cramped tunnel have taken their toll; This is obviously a computer control room
each PC must succeed at a difficulty 4 Might for very complicated equipment. There
task or take 1 point of ambient heat damage are effectively five computer workstations
TEAM
from crawling through the vent. here, each designed to handle a specific
The bathroom is a typical military facility: duty but able to perform any reactor-based
sparse, with several stalls, automated sinks, function when needed (including locking or
and a large door with a spring that closes it unlocking the emergency doors in this part
automatically. of the base). An intercom links this room to
O4 and O7.
O2. WEST REACTOR ACCESS FOYER Three Imperium technicians (wearing Imperium technician: level
This area is a double-width hallway. grey utilitarian uniforms) are on duty 2, computers and science as
level 4; punch or kick inflicts
Two doors on the north wall are labeled here at all times, monitoring the reactor, 2 points of damage
“bathroom” and “supply closet.” The anticipating problems, rerouting power
south wall has a large freight elevator with to high-demand areas, and so on. The GM Intrusion Suggestion:
a “down” button. To the southwest is an technicians surrender if confronted with a A brave or sneaky technician
hits a panic button on a
intimidating-looking security door with a lot show of force (such as four or more armed computer terminal, alerting
of text on it. To the east, a set of emergency PCs). the troopers in O6 and the
doors lead to a narrow hallway. The team’s It is possible to force the reactor into main barracks of a security
breach in the reactor area.
schematic says that the reactor is to the east. a low-power mode using one of these
Have the Runner GM notify
The supply closet contains janitorial computers (a level 4 task requiring three the Green Team GM about
supplies. actions), but it’s just as easy to reverse this development with code
The emergency doors are security doors that, and a skilled technician in another “Orange Gamma.”
and are labeled with warnings that the part of the base could remotely reactivate Security door: level 4 task
reactor chamber is ahead. The doors are it through the computer network. Even to lock or unlock, level 5
currently in non-emergency mode, with an destroying these computers (and the task to destroy
illuminated green button near the center backups in area O4) would only delay a
of each. They open if the button is pressed. remote correction; to take the primary
In the event of a reactor emergency, the power grid offline for hours or more
buttons turn red and the doors lock. requires actually damaging the primary
Normal conversation can’t be heard reactor in area O7. The technicians can
through the doors, but explosions, yelling, be persuaded to explain how the reactor
blaster fire, and similar loud noises can. systems work and that any software-enacted
The elevator door and its interior have solutions can be easily overridden or
several warnings that visiting the lower level reversed.
of the reactor chamber requires full-body
radiation gear. Like the east doors, it is a O4. BACKUP ENGINEERING
security door and locks in case of a reactor This is obviously a computer control
emergency. The elevator is large enough to room for very complicated equipment—a
hold ten people and strong enough to lift a redundant backup set of terminals for those
small vehicle. in area O3. An intercom links this room to
The southwestern security door has O3 and O7.
similar warnings as the elevator. It is kept One technician is stationed here at all
locked. Beyond it is a long spiral stairwell times in case of emergency, but because the
that leads to the same level as the freight actual work is handled in O3, the technician
elevator’s destination. on duty is sleeping on an uncomfortable
cot. If the PCs use the computers to affect
the reactor, a technician in O3 notices it,

13
reverses the command, and alerts the O6. GUARD STATION
troopers in O6 to investigate. Damaging or Each of these two sparse lounges has a
destroying these computers sets off alarms small table, four chairs, a sink, and a candy
Imperium trooper: level 2; in O3. vending machine. Four Imperium troopers
ORANGE Armor 2; long-range blaster are on duty in each room, passing the time
inflicts 3 points of damage
O5. STORAGE by sharing rumors or playing handheld
These two storage areas carry items electronic videogames. The lounges have no
necessary to protect and repair the doors, giving the troopers an unobstructed
TEAM
computers in O3 and O4 (handheld fire view into area O7; any PC walking past the
extinguishers, spare computer parts, and doorway draws their attention.
so on) as well as more unusual items for The constant hum of the reactor in O7
maintaining or fixing the reactor (small means it’s hard for the troopers to hear
barrels of emergency coolant, Geiger what’s going on in other nearby rooms;
counters, radiation-resistant epoxy glue, anything less than a loud yell for help
metal panels, welding materials, four or the sound of a blaster won’t get their
Hazmat suit: Armor 5 radiation-shielded hazmat suits, and an attention. If alerted to a problem, they snap
against radiation, Armor emergency medical kit). Using these items to attention and double-time it out the door
3 against electricity or fire;
increases the difficulty of all
for their intended purpose counts as an to take care of it with reckless use of their
Speed tasks by 1 step asset on a task. blaster rifles.
The exit leading south out of the south
guard station eventually leads to the R&D
sector of the base (where Red Team is
active). The exit leading east out of the east
guard station leads to the barracks section
of the base (where Green Team is active).

O7. REACTOR
This large room is very tall and consists of
two main areas: the lower level where the
door into the reactor core is, and the upper
level with a walkway at the same height as
areas O1–O6. There are sturdy metal pillars
GM Intrusion Suggestion: in the corners of the room. In the center of
An energy attack (such as the room is a transparent rectangular box
a blaster) used against the
reactor ricochets toward an lit by energy from the reactor. The reactor
ally; this is a level 3 attack creates a loud hum, making it very difficult
that inflicts damage equal to hear sounds that aren’t louder than a
to the original source.
normal conversational voice (difficulty of
these tasks are increased by two steps). An
intercom on the west wall links this room to
O3 and O4. Radio communication doesn’t
work here because of interference from the
reactor.
The corner pillars are structural supports.
Destroying them on the upper level makes
the roof collapse and damages the reactor,
forcing it into shutdown mode until it can
be dug out and repaired. Destroying the
supports on the lower level makes the walls
collapse inward, with similar results.
The reactor is shielded against direct
attacks, using reflective force fields (Armor

14
ASSAULT ON SINGULARITY BASE

5 against all damage). These defenses can • In area O3, if the technicians send an Green Alpha: Do not use
be overcome, but doing so requires several alarm to the main barracks, tell the any intrusions that have
additional troops arriving.
minutes of concentrated effort in one area. Runner GM to use message “Orange
The upper level has a ledge extending all Gamma.” Green Beta: Any intrusions
the way around the room. A narrow walkway • If the PCs temporarily shut down the that have additional troops ORANGE
extends from the ledge to a control panel on reactor (but the NPCs are able to switch arriving have only half the
expected number.
the transparent column. The only purpose it back on again a few rounds later), tell
of this control panel is to perform a manual the Runner GM to use message “Orange Silver Alpha: A message
TEAM
emergency shutdown of the reactor in the Omega.” from General Colyer (see
Silver Team, page 20) plays
case of a catastrophic mechanical failure, • If the PCs destroy the reactor or at least
on all comm systems in the
such as if the reactor was going to have a take it offline for several days, tell the base, stating that he has
meltdown. As with the shutdown measures Runner GM to use message “Orange been captured. Any troopers
in O3 and O4, this takes three actions and Alpha.” who hear this news act as
one level lower, but still
can be remotely overridden. continue to fight.
If the troopers in O6 haven’t been alerted OTHER TEAMS’ CONSEQUENCES
by noise or an alarm from the technicians, These are events the other teams can GM Intrusion Suggestion:
they realize something is wrong when they trigger, affecting your part of the base. The A character’s hazmat suit
is damaged and thereafter
see the PCs walking around the upper level Runner GM will tell you if any of these protects against only 2
of O7. events occur. points of ambient damage
The lower level is 150 feet (45 m) below from radiation.
the upper one, and radioactivity from the
reactor inflicts 3 points of ambient damage
every round to anyone on the lower level
(wearing a hazmat suit from area O5
protects against this damage). Strong
venting and several layers of force fields
between here and the upper level minimize
radiation exposure on the upper level. These
force fields also slightly slow anyone falling
down the shaft; anyone falling from the
upper level takes only 5 points of ambient
damage instead of 15. A security door allows
direct access to the reactor itself (inside
the area protected by the force fields).
Being inside the reactor inflicts 5 points of
ambient damage every round, and requires
a level 3 Might defense roll each round to
avoid moving one step down the damage
track (a hazmat suit protects against both
of these effects). Detonating one explosive
charge inside the reactor destroys it; the
area remains irradiated until the debris is
removed or sealed away.

ORANGE TEAM’S CONSEQUENCES


These are events that your PCs can trigger,
affecting other parts of the base. If these
occur, tell the Runner GM the code and
they’ll inform any other GMs that need to
know.

15
RED
RED TEAM
Red Team begins the adventure crawling of the base schematic, it takes them only
in a cramped ventilation shaft toward a ten minutes and brings them to a kitchen
kitchen near the superweapon R&D area of (area R1). If the characters deviate from
TEAM
Singularity Base. the shortest path or have their way blocked
Red Team’s mission is the most by an inset fan, or if it is early in the game
important—they have to find the prototype session and you have time for an extra
superweapon and destroy it. If possible, encounter, have the shaft pass above
they should download the schematics for a guardroom, giving the six Imperium
it so rebel engineers can work on a way to troopers there the opportunity to fire at
counteract it, and destroy any records the the PCs while they’re sitting ducks in the
Imperium has about the research. This ventilation shaft (the difficulty of defense
scenario has a lot of “mad science” and the rolls on all attacks against PCs in the
GM should feel free to play up the stranger shaft is increased by two steps). If the PCs
aspects of the technology being used here. break out of the ventilation shaft, they can
Red Team enters the base through a proceed through normal hallways toward
cramped ventilation shaft outlet on the the R4 superweapon platform.
southwestern side of the base. Traversing Within a short distance of the exterior
the ventilator shaft requires the PCs vent entrance is a large ground-level pipe,
to crawl. They’ll pass through several screened at the opening, that dumps
intersections, but as long as they follow strange-smelling water at a constant rate.
the shortest path indicated by their copy Instead of the air vent, the PCs can choose

16
ASSAULT ON SINGULARITY BASE

to use the pipe, but they’ll travel at half R2. TESTING WAREHOUSE
speed against the water current and will This gigantic room has a large interior
have to deal with the smell (harmless for space and is flooded with swamp water.
the amount of exposure they’re getting, but Power cables and water pipes coil in
dangerous after hours or days). The pipe and out of the water, often bolted to the RED
connects to the northwest part of area R2 undersides of several metal walkways that
but is blocked by a propeller fan pumping provide a dry path to platforms in various
excess water out of the room; the PCs will parts of the room. In the center of the room
TEAM
need to spend one minute holding the is a large platform straddling many power
propeller in place and disconnecting it from cables. Above that platform is an array of
its mounting to allow them to push it into metal arms creating a spherical translucent
the room and enter. force field, within which is a tiny swirling
The prototype superweapon draws a vortex of light—a point in hyperspace.
lot of energy from the grid, and the power The pipes suction water from the south
cables give off a lot of waste heat. The side of the base and pump it through this
environmental control systems inside the room to carry away some of the surplus
base are compensating for the moisture heat. Over time small leaks formed, and
from the cooling system and the standing the water seeping in outpaced what the
water in area R2, but overall these rooms janitorial team could do about it, and
are still pretty warm (about 80–85 degrees) eventually the water stabilized at about
and muggy. Because of the environmental 3 feet (1 m) deep. Chemicals and odd
conditions, increase the difficulty of all energy discharges from the power cables
Might tasks in this part of the base by one and devices have polluted the swamp water
step. in the room, and it has the same chemical
smell as that exiting the pipe near the
R1. KITCHEN exhaust vent outside the base. The water
The ventilation shaft ends in a small metal isn’t harmful in the short term, but some
grate, about 6 feet (2 m) off the ground, native leeches sucked into this area by
that is easily removed (a level 2 task). By the the pipes have mutated into hand-sized
time the PCs reach this area, the heat and predators.
cramped tunnel have taken their toll; each Humanoids in the water move at half GM Intrusion Suggestion:
PC must succeed at a difficulty 4 Might task speed, and sometimes must climb over If any PCs are in the water,
each is attacked by several
or take 1 point of ambient heat damage or under a section of pipe or cable that hetch leeches. The nature
from crawling through the heated vent. The blocks their path. The water and obstacles of the attack means the PC
GM should remember that the PCs have a provide cover to anyone in the water. (If the might not notice right away,
one-step penalty to Might tasks from the PCs are careful and use fast, quiet attacks, so the GM should wait until
the leeches are detected
heat and humidity. they might even be able to eliminate before they award intrusion
The kitchen is little more than a table, several groups of enemies before they are XP.
four chairs, and two machines that discovered.)
Hetch leech: level 1,
dispense beverages and snacks. This area The GM should remember that the PCs
defends as level 3 due to
is unguarded because the Imperium didn’t have a one-step penalty to Might tasks from size; health 3; bite inflicts 2
expect enemies to crawl through the air the heat and humidity. points of damage but injects
vents. The walkways are assembled with square a numbing agent that
makes the wound painless
Above the door to area R2 is a pair of fist- mesh panels 6 feet (2 m) across, forming so the target doesn’t notice
sized lights, one green, one red. Currently an elevated catwalk. Each panel has 5 health (but the target might feel
the red one is lit and the green one is unlit. and 1 Armor. The platforms in the room are sluggish in that limb). Once
The lights are used to signal whether there also built from these panels. The platforms the dead leech is pulled off,
there is no lasting effect.
is active weapon testing going on in area and walkways are about 3 feet (1 m) above
R2 (red) or if it is safe to enter (green). The the level of the water in the room.
lights are controlled by the console in area The insulation and natural electrical field
R5. Nothing the PCs do on this side of the on the power cables makes them immune
door affects the lights. to blaster damage, but a large cutting

17
item like a sword or welding torch can cut The GM should remember that the PCs
into them as fast as a handsaw. Touching have a one-step penalty to Might tasks from
the interior of the cables, including with a the heat and humidity.
conductive item, inflicts 3 points of energy
RED damage. Platform 3A: Prototype Beam Lance (level 6):
The north and east doors out of this room Fires a beam of concentrated green light
Security door: level 4 task are security doors. up to 200 feet (60 m), inflicting 6 points
to lock or unlock, level 5 of damage. Alternatively, the beam can be
TEAM task to destroy
R3A-R3C. WEAPONS PLATFORM shortened to 6 feet (2 m) in length and
These three platforms are used to test used as a melee weapon for one minute,
new weapon inventions. Each platform inflicting 6 points of damage. Depletion: 1–7
is essentially the same except for its in 1d20 (or 14 in 1d20 if disconnected from
orientation, location within the room, and its power cable).
weapon being tested.
Each platform has two Imperium troopers Platform 3B: Homing Volt Projector (level 5):
having target practice. Because of the Fires a cluster of tiny pellets that veer
Unarmored trooper: level heat, they are unarmored and dressed for toward organic targets and burst with a jolt
2; long-range blaster inflicts comfort, wearing only shoes, black battle of electricity that deals 5 points of damage
3 points of damage, or
prototype weapon shorts, and a grey battle tank top. Each (ignores Armor). Attacking inorganic targets
trooper carries a standard Imperium blaster, increases the difficulty by two steps, but
but one of each pair is actually wielding attacking an organic target decreases the
GM Intrusion Suggestion: some kind of prototype weapon connected difficulty by one step. Hiding behind inorganic
A prototype weapon attack
against a PC (whether it hit to a power outlet on the wall (the cable is cover provides no protection, but hiding
or missed) arcs, bounces, long enough that the trooper can move to behind organic cover (like a tree or a human)
or redirects toward another anywhere on this platform). increases the difficulty of attacking the target
PC, giving the trooper a free
attack with the weapon.
One end of the platform has a metal by one step. Depletion: 5 in 1d20 (or 9 in 1d20
ladder going down to the water. Near the if disconnected from its power cable).
ladder is a cage with three local piglike
animals. Along a nearby walkway is a Platform 3C: Hyperspace Displacement Rifle
gore-spattered concrete wall with a target (level 4): Creates a 1-foot (30 cm) wide beam
painted on it, and in front of the target is of energy resembling hyperspace. It inflicts
another piggy tied to a ring on the floor. The 4 points of damage to one target, which
troopers are testing a prototype weapon immediately vanishes, reappearing on its
(in game terms, these are very unreliable next turn a short distance away in a random
artifacts), passing it back and forth in a direction. Depletion: 9 in 1d20 (or 16 in 1d20
competition to see who is the most effective if disconnected from its power cable).
shot, either by shooting a piggy or the target
on the concrete wall. The troopers know R4. SUPERWEAPON
they have a limited supply of pigs, so they PROTOTYPE PLATFORM
usually stick to shooting the wall unless The spherical force field on this platform
they want to spice things up. is wide enough to easily hold one human
If combat starts, the trooper holding with their arms and legs outstretched. The
a prototype weapon continues to wield lights of hyperspace cross the sphere from
that item and the other trooper uses one side to the other, then suddenly shift
their standard blaster. A PC who gets and move in another direction. Each of
a minor effect on an attack roll against the four metal arms that house the force
the prototype-using guard can choose to field generators is connected to its own
damage the weapon, forcing the trooper to giant power cable (the same cables that
Imperium technician: switch to their blaster or spend one action extend through the water in this room).
level 2, computers and
resetting the prototype; a major effect could Two technicians stand nearby, studying
science as level 4; short-
range blaster pistol inflicts 3 be completely breaking the weapon and the device with various sensors and taking
points of damage making it inoperable. notes. The technicians are ready to defend

18
ASSAULT ON SINGULARITY BASE

the device, and prefer shooting at PCs who A PC who succeeds at a level 3 a level GM Intrusion Suggestion:
are trying to interfere with or destroy it. The 3 computer task can copy the schematics An energy attack against the
force field ricochets toward a
technicians are smart enough to consider and data on the superweapon and the PC as a level 4 attack.
tactics like blasting a floor plate to slow prototypes to a portable data device (this
Group Intrusion Suggestion: RED
approaching PCs. takes one action to find the files, one to start
A user error accidentally
The GM should remember that the PCs copying, and two additional rounds for the activates software that
have a one-step penalty to Might tasks from data to transfer). Deleting the records from remotely triggers the
prototype weapons. All
the heat and humidity. the computer is also a level 3 computer functioning prototypes fire TEAM
The superweapon is actually the portal task. However, every night all of the data once at a random PC as level 2
to hyperspace within the force field. The is backed up onto a server elsewhere on creatures, inflicting the normal
amount of damage for the
Imperium is trying to link hyperspace and base, so deleting this copy (or destroying weapon. Make depletion rolls
high-energy force field technology to create this computer) only sets the Imperium for these attacks.
a stable hyperspace bubble on a planetary back a day’s worth of research. Actually
Green Alpha: Do not use
mass to create a black hole, with obvious eliminating all records of the superweapon any intrusions that have
consequences. requires hacking into the remote server and additional troops arriving.
Any character trained or specialized deleting the files there, which is a difficulty 5
Green Beta: Any intrusions
in engineering or science who looks at computer task and takes ten minutes (only a that have additional troops
the device can know (1) the hyperspace character trained or specialized in computers arriving have only half the
components don’t belong on a force field can perform this task). expected number.

generator, (2), the superweapon is actually Orange Alpha: Lights in


what’s inside the force field, and (3) it RED TEAM’S CONSEQUENCES the entire base flicker, then
go out, and then dim red
shouldn’t be possible to create a hyperspace These are events that your PCs can trigger,
emergency lights turn on.
field this close to a gravity well. affecting other parts of the base. If these All force fields in the base
The force field is invulnerable to the efforts occur, tell the Runner GM the code and deactivate to conserve power;
this immediately deactivates
of the PCs, and it also deflects blasters and they’ll inform any other GMs that need to the superweapon. All
energy attacks. The force field does not know. wardroids attack as one level
protect the metal arms that generate it. • In area R4, if the PCs destroy or lower. The magnetic locks on
all cells are inactive.
Each arm has 10 health and 3 Armor. If an deactivate the superweapon, tell the
arm is destroyed or loses external power, the Runner GM to use message “Red Alpha.” Orange Omega: The main
hyperspace field immediately collapses and • In area R5, if the PCs delete the archived lights go out and the red
emergency lights activate,
the force field deactivates a few seconds after superweapon data on the backup server, but a minute later full power
that. Other creative actions by PCs (such as tell the Runner GM to use message “Red is restored as if nothing has
cutting the supports keeping this platform Beta.” happened.

out of the water) have a similar destructive Silver Alpha: A message


effect on the device. OTHER TEAMS’ CONSEQUENCES from General Colyer (see
Silver Team, page 20) plays
These are events the other teams can
on all comm systems in the
R5. DIAGNOSTIC COMPUTER trigger, affecting your part of the base. The base, stating that he has been
This computer console is the hub for Runner GM will tell you if any of these captured. Any troopers who
hear this news act as one level
tracking data on the experimental weapons events occur. lower, but still continue to fight.
used in this room. It also can selectively
turn power on or off to the superweapon
or the three prototype weapons, sound an
alarm audible through the whole room,
switch the warning light at the western door
from red to green, and similar functions.
Two technicians are at work on the
computers here. They attack as soon as they
notice the PCs, focusing on anyone trying to
damage the computer or the superweapon.
The GM should remember that the PCs
have a one-step penalty to Might tasks from
the heat and humidity.

19
SILVER
SILVER TEAM
Silver Team begins the adventure heading This set of encounters is mostly combat-
down a long hallway into the control rooms oriented and fairly straightforward, but there
of Singularity Base. are opportunities for talk-oriented PCs to
TEAM
Silver Team is out to capture or kill take the spotlight.
General Colyer, head of the base and
officer in charge of the engineers creating S1. APPROACH CORRIDOR
the superweapon. The general has a The corridor leading up to the security
reputation of getting effective results out of station (area S2) is straight and monitored
reluctant scientists, and has taken personal with cameras and motion detectors; there is
responsibility for the latest advances in no way for the PCs to travel this way without
wardroid technology. The Silver Team PCs being noticed by the troopers in area S2.
GM Intrusion Suggestion: have seen a hologram of the general’s The troopers spend one round shooting
The firefight damages the face—large-eyed, bearded, but otherwise at the PCs, then one of them closes the
door control panel, requiring
it to be hot-wired to open (a
nondescript. security door separating this hallway from
difficulty 3 task). This area is far from any exterior area S2 and another uses a communication
entrances to the base, and the general panel to warn everyone in area S3 about
Imperium trooper: level 2; prefers a comfortable work environment, intruders.
Armor 2; long-range blaster
inflicts 3 points of damage so the air here is cool and dry, with only
the faintest trace of the persistent swampy S2. GUARD STATION
smell. Six troopers are on duty in this room,
frequently checking the security system

20
ASSAULT ON SINGULARITY BASE

monitoring the western hallway and the (the technician complies, using one of the GM Intrusion Suggestion:
cameras pointed into the control room computers). In the next round, a wardroid A stray attack hits a wall
panel and starts a small
(area S3). These troopers are instructed to emerges from the north charging bay (area electrical fire. In the next
hold this position, and will not retreat or S4) and begins shooting at the PCs. If the round, fire-suppression
surrender. captain is killed, one of the technicians protocols spray the area SILVER
The security door to the east is closed, takes the initiative to activate a wardroid, with inert powder, snuffing
the fire but obscuring the
locked, and magnetically shielded. Attempts which emerges the next round. entire room like heavy fog.
to override the lock triggers a computer Three or four rounds after combat starts
TEAM
alarm in area S3. This doesn’t affect the in this room, the general comes through the Security door: level 4 task
to lock or unlock, level 5
difficulty of the task, but a technician in area door at area S5.
task to destroy
S3 might try to remotely close and lock the
security door after some of the PCs have S4. WARDROID CHARGING STATION Imperium technician: level
passed through it, splitting the party, and Each of these two areas contains a wardroid 2, computers and science as
level 4; punch or kick inflicts
requiring a tech-savvy character to open it waiting to be called to service. They are inert 2 points of damage
again. until damaged, or commanded to activate
through a computer panel; while inert, they Imperium officer: level 3;
S3. CONTROL ROOM can be destroyed with a well-placed shot to Armor 2; short-range pistol
inflicts 3 points of damage
This is the command center for the base the head.
and the best place to find General Colyer GM Intrusion Suggestion:
during normal hours. Troopers stand guard S5. OFFICER’S BATHROOM A malfunction causes a
floor-level wall panel to
in the northwest and southwest areas. Unlike a standard military base bathroom,
open, releasing a dozen
The eastern wall is a giant vidscreen with this is fancy, and is for exclusive use by plate-sized cleaning robots,
multiple computer banks, with four seated officers. The north door opens on a hallway which scurry around the
technicians looking busy. that leads to the officers’ quarters, including room and get underfoot
whenever anyone tries to
In the center of the room is the General Colyer’s personal suite. move.
commander’s station (area S3a), an
elevated platform with an executive chair, GM Intrusion Suggestion:
surrounded on three sides by a short railing. A nervous technician
activates the wardroid in the
A tall, wiry officer sits in the chair. southern charging station
By the time the PCs reach this room, the (area S4), which enters the
people here are well aware that there are room and starts attacking
the PCs.
intruders present, and they are ready to
fight. Imperium wardroid: level 5;
Armor 3; long-range blaster
S3A. COMMANDER’S STATION inflicts 8 points of damage;
can attack up to three foes
This platform gives an excellent view of the in one action
entire room. The metal chair is fixed in place
but can swivel fully, and its padding makes GM Intrusion Suggestion:
it very comfortable. The chair is large and Six patrolling troopers
arrive from area S1 and
sturdy enough that it can be used for cover. immediately join the battle,
A power cable, seemingly out of place, is even if the PCs are talking
coiled near one side of the chair. to the general under a
cease-fire.
The wiry officer in the chair is a captain,
not the general—the general stepped away
for a minute and will return during the
battle in this room. Any PC who gives the
captain more than a casual glance realizes
he’s not the general. The captain uses the
chair as cover while shooting at the PCs.
If the captain gets injured and thinks the
PCs are a significant threat, he commands
one of the technicians to activate a wardroid

21
General Colyer: level 4; Armor 2; A few rounds after combat starts, the in the talks, and will call a cease-fire so both
short-range pistol inflicts 3 points
of damage, or short-range arc general arrives, immediately takes stock of sides can hear each other. He acts like he
blaster inflicts 3 points of damage the situation, and strides to his command can be persuaded to surrender if his life
to up to three targets within
immediate range of each other platform (at which point the loose power and troops will be spared. However, this is
SILVER GM Intrusion Suggestion:
cable automatically attaches itself to a an act, and unless he is surrounded, very
During negotiations, one trooper weapon he’s carrying). injured, and his side no longer has greater
believes the general’s willingness
to surrender and drops their In addition to his standard Imperium numbers than the PCs, he assumes he’ll
weapon before being told to do so. blaster pistol, he carries an “arc blaster,” win this conflict.
TEAM Depending on how the PCs react,
the trooper might sheepishly pick an advanced prototype weapon developed
up their weapon, or the general
might shoot the unarmed trooper. at this base, a rapid-fire pistol that covers SILVER TEAM’S CONSEQUENCES
a small area with blaster fire. This weapon These are events that your PCs can trigger,
GM Intrusion Suggestion:
During a cease-fire, one trigger- doesn’t function if disconnected from affecting other parts of the base. If these
happy trooper starts shooting
again before being told to do so by
external power, or if the base has lost its occur, tell the Runner GM the code and
the general. primary power grid. Like the captain, he they’ll inform any other GMs that need to
Blue Alpha: One technician calls uses the chair as cover against the PCs, and know.
out that the computer says there focuses his attacks on the weakest-looking • If the PCs capture General Colyer and
has been an attack on the cell
block and the rebel prisoners are members of the group. have him broadcast a message to the
on the loose. If the general is alive
when this happens, he becomes The general is very sure of himself and base about it, tell the Runner GM to use
angry and says “They have talks a lot during the battle, explaining message “Silver Alpha.”
Renjay!” before continuing what
he was doing. that the rebels are doomed, that if the PCs
Green Alpha: Do not use any
surrender they will be treated fairly and not OTHER TEAMS’ CONSEQUENCES
intrusions that have additional executed, and so on. He sounds just sincere These are events the other teams can
troops arriving.
enough to be believable, but he really trigger, affecting your part of the base. The
Green Beta: Any intrusions that doesn’t care if the PCs believe him or not. Runner GM will tell you if any of these
have additional troops arriving have
only half the expected number. He merely intends this as a way to unnerve events occur.
Orange Alpha: Lights in the and distract them from the battle. If the PCs
entire base flicker, then go out, attempt to negotiate with him, he engages
and then dim red emergency
lights turn on. All force fields in
the base deactivate to conserve
power. All wardroids attack as
one level lower. The magnetic
locks on all cells are inactive. The
general’s arc blaster stops working.
One technician calls out that the
computer says the primary power
reactor is offline.

Orange Gamma: An alarm is


sounded and all troopers are
expecting trouble.

Orange Omega: The main lights


go out and the red emergency
lights activate, but a minute later
full power is restored as if nothing
has happened.

Red Alpha: One technician calls


out that the computer says the
superweapon has gone offline.

Red Beta: One technician calls out


that the computer says all data on
the superweapon has been deleted
from the archive server.

Yellow Alpha: One technician


calls out that the computer says
the spacecraft in the hangar bay
are out of commission.

Yellow Beta: One technician calls


out that the computer says the
hangar bay doors are nonfunctional
and need to be repaired.

22
ASSAULT ON SINGULARITY BASE

YELLOW TEAM YELLOW


Yellow Team begins the adventure heading feet (9 m) above ground level. The air in
down a long, winding hallway into the these areas tends to be hot and humid,
hangar of Singularity Base. but filtered—it doesn’t even smell like a
TEAM
Yellow Team’s goal is to disable or destroy swamp. When the blast doors protecting
all Imperium ships in the small hangar. Most the hangar are open, it cycles a lot of
of these ships are one-person fighters called swampy air into the base, keeping the
“Daggers,” but the rebel spies report there moisture level and temperature similar to
should be at least one transport ship as the outside conditions. The fuel and other
well, intended to carry the General and the chemicals needed to clean and maintain
superweapon prototype off-planet as soon the ships smell bad and can be toxic or
as the design is ready to be field-tested. By spontaneously combust if allowed to build
destroying the hangar and the transport up, so the base’s air circulation system
ship, Yellow Team not only makes it easier focuses on extracting pollutants rather than
for the rebels to escape the base without making people comfortable. Because of
getting blasted by fighter craft, but they the environmental conditions, increase the
also can delay the General’s escape and/or difficulty of all Might and Speed tasks in this
deployment of the superweapon. part of the base by one level.
Several sections of the corridor leading
to this part of the base slant upward, as Y1. GUARD STATION
Security door: level 4 task
(according to the stolen base schematics) Four Imperium troopers stand guard to lock or unlock, level 5
the floor level of the hangar is about 30 outside this security door at all times (the task to destroy

23
door is closed and electronically locked). A Y3. FLIGHT CONTROL
small surveillance camera in the southwest The security door to this room is closed and
corner is connected to a video panel next electronically locked. The room contains
to the door, and the troopers check the many computer banks used to schedule
YELLOW video occasionally, making it hard for the ship maintenance, track fuel levels, run
PCs to sneak up to the corner (increase the diagnostics, monitor scanner data out
difficulty of sneaking tasks by one level). The to the horizon, open or close the hangar
GM should remember that the PCs have a doors, and handle incoming and outgoing
TEAM
one-step penalty to Might and Speed tasks base transmissions. The northwest wall is
from the heat and humidity. a floor-to-ceiling glass window overlooking
Imperium trooper: level 2; If the troopers spot the PCs and think the hangar. The elevator in the southwest
Armor 2; long-range blaster they’re a threat, they use the computer corner leads down to the floor level of the
inflicts 3 points of damage
panel to warn area Y3 about possible hangar.
GM Intrusion Suggestion: intruders, then use the corner as cover Four Imperium technicians are here using
A group of four troopers while they take shots at the approaching the computers, with four troopers standing
arrives from the hallway PCs. The troopers know the code to open guard. The troopers immediately assume
to relieve the four on duty
here. They immediately join the door, but won’t use it unless there’s only the PCs are hostile. The technicians are slow
the battle and try to keep one trooper left. to react; unless they are attacked, in the
the PCs pinned down in this first round they just goggle in surprise. By
section of corridor.
Y2. PILOT’S LOUNGE their second turn, they assume the base is
Imperium technician: level Unlike a lounge meant for common under a full assault and start the power-up
2, computers and science as troopers, this lounge is the domain of the sequences for the Daggers in area Y4 (three
level 4; short-range blaster skilled pilots stationed at this base. The rounds later, the ships will be ready to fly).
pistol inflicts 3 points of
damage lounge includes a nice table and chairs, two The GM should remember that the PCs
comfortable leather couches, a bookshelf have a one-step penalty to Might and Speed
GM Intrusion Suggestion: with a wide selection of books, a vidscreen tasks from the heat and humidity.
A stray attack hits the large
connected to a video library, and a snack- The double-paned glass is designed to
glass window, shattering it
and covering the ground dispensing machine. An elevator door is muffle sound, so combat might go on for
in an immediate distance in the northeast near the hallway; it leads a few rounds here before anyone in area
with broken glass. The down to the floor level of the hangar (area Y4 notices. Once people in area Y4 realize
area becomes slippery and
anyone who falls here takes
Y4). there is a fight going on, they get involved,
1 point of damage. All four pilots are in this lounge, wearing either shooting at PCs near the window or
their black and silver flight suits and (based heading for the elevator to get to this area.
Imperium pilot: level 3, on the cash on the table) engaged in a high- If things are looking dire for the
defends against ranged
attacks as level 4; Armor 1; stakes game of cards. They’re close enough Imperium, one or more of them may
short-range blaster pistol to area Y1 to hear noise of a disturbance, shoot or smash the glass (if it isn’t broken
inflicts 3 points of damage but they are engrossed in their game and already) and try to jump to the balcony
aren’t expectantly waiting for the PCs to in area Y4 (a difficulty 2 task), then climb
GM Intrusion Suggestion:
A hangar technician in an arrive (they’ll be ready for trouble if they down the ladder or open the security door.
orange jumpsuit (see area hear the security door at area Y1 open, but
Y3) arrives from the hallway until then they’ll keep playing). The pilots Y4. HANGAR BAY
or the elevator to pay off
a gambling IOU. The
are friends and know each other well, and This very large room is almost like a small
technician tries to escape if one of them is killed, the rest vengefully warehouse. The eastern side has four Dagger
and notify others that the focus their attacks on the PC responsible. If fighters and the necessary equipment to
rebels are in the base. two of them are defeated, the others try to service and repair them. The western side
retreat to the hangar, using the hallway or has similar facilities but is occupied only
the elevator. by a single Eagle transport ship. On the
The GM should remember that the PCs south wall are two hallways, each near a
have a one-step penalty to Might and Speed ladder rising to a platform 15 feet (5 m) off
tasks from the heat and humidity. the ground with a security door. Most of
the north wall is a large iris-type blast door
that seals this area against the external

24
ASSAULT ON SINGULARITY BASE

YELLOW

TEAM

environment; a computer panel near the east If the northeast computer panel is
wall can open or close the blast doors (as destroyed and the computers in area Y3
can the computers in area Y3). are destroyed, the hangar bay door can’t
Twelve Imperium troopers are on duty be changed from its current position (open
here, stationed or patrolling various parts or closed) until one of the computers
of the hangar in groups of two or four. Four is repaired (which takes several hours
technicians (wearing orange jumpsuits) at minimum, depending on how much
are also present, either running diagnostics damage was done).
on the Daggers or just standing around Potentially if the PCs secure this area, they
drinking coffee. The troopers attack as can inform the other teams to rendezvous
soon as they spot the PCs; the technicians here and use the shuttle to escape (perhaps
try to sound an alarm first and then join firing a few shots at the base before they
the troopers in the fight. An alarm means go).
the pilots in area Y2 (if still alive) rush to
this area and try to get into the Daggers so 4A. DAGGER FIGHTER CRAFT
they can take to the air (or at least bring These one-person spaceships are fast A Dagger fighter is about
the spacecraft weapons to bear against the and maneuverable, but not particularly the size of an F-15 fighter
jet—63 feet (19 m) high,
PCs). durable. The ship’s cockpit has its own 42 feet (13 m) wide, and
Even without an active alarm, the environmental control system; once the 18 feet (5 m) high.
cameras pointed at this area and the big windscreen is closed, a PC in the cockpit
glass window high on the southeast wall no longer has the Might and Speed penalty Dagger fighter: health 25;
Armor 3
mean that the people in area Y3 find out from the hangar’s muggy air.
there’s trouble here within a round or two, From a cold start it takes three actions Blast cannon: long range;
and try to aid their comrades here by taking to get the engines warmed up and ready 10 points of damage to
up to four targets within
the elevator down from area Y3, shooting to fly, but the ship’s weapon is usable
immediate range of each
through the window, or heading to the immediately. In flight, the pilot normally other
southern balcony in this room. aims at targets in front of them, slightly

25
aided by a combat computer that tracks Y4B. EAGLE TRANSPORT SHUTTLE
Short- and Medium-Term the target. However, it is possible to This medium-sized vessel normally
Benefits, page 222 independently turn and fire the cannon in a operates with a crew of six (pilot, co-pilot,
90-degree arc in front of the ship, allowing communications, engineer, gunner, and
YELLOW GM Intrusion Suggestion: someone in the pilot seat to use it as if it navigator) but can be flown by just one
A technician hops into the pilot were a blast cannon, even against ground person. The ship has its own environmental
seat of one of the Daggers
and starts using its blaster
targets. control system; once the doors and loading
cannon against the PCs. Reducing a ship to 0 health makes it hatch are closed, anyone inside no longer
TEAM
nonfunctional, but doesn’t make it explode has the Might and Speed penalty from the
GM Intrusion Suggestion: unless its engines are fully warmed up and hangar’s muggy air.
Damage to one of the
Daggers causes a malfunction, the last hit was from an energy weapon (an The shuttle can carry thirty troops
activating its thrusters and exploding ship inflicts 10 points of damage comfortably, or the seats can fold up to
making it careen chaotically to everything within a short distance). When create an open storage space capable of
around the hangar, crashing
in flight, the Daggers have shields that carrying a large ground vehicle. The shuttle’s
into things at a speed of about
20 miles an hour. absorb most blaster fire, but the shields blaster cannon can turn 360 degrees, but
can’t be used in the hangar. otherwise this ship follows the same rules as
Eagle transport: health 50; To a PC untrained in piloting or space the Daggers in Y4A (including engine warm-
Armor 5
combat, turning and arming the cannon is a up, difficulty in using it, and so on). Any
An Eagle transport is about difficulty 5 Intellect task; the attack itself is a intrusion involving the Dagger fighter craft
99 feet (30 m) long, 30 feet normal Speed roll. Remind the players that could potentially happen with the shuttle.
(9 m) wide, and 27 feet (8 m)
they can spend 2 XP to gain the short-term When General Colyer’s researchers finish
high, and can hold thirty
people. benefit of knowing how to fly Imperium developing the superweapon prototype, he’ll
spacecraft, which also allows them to turn have it brought to this transport and taken
Green Alpha: Do not use and arm the cannon without a roll. to his superiors elsewhere in the galaxy for
any intrusions that have
additional troops arriving.
field testing.

Green Beta: Any intrusions Y4C. LANDING PAD


that have additional troops The area outside the blast door is a sturdy
arriving have only half the
expected number. plasticrete landing pad. It is about 30 feet (9 m)
above the level of the swamp. On the east side
Orange Alpha: Lights in is a ladder connecting it to the ground level,
the entire base flicker, then
with a security camera pointed at the ladder.
go out, and then dim red
emergency lights turn on.
All force fields in the base YELLOW TEAM’S CONSEQUENCES
deactivate to conserve These are events that your PCs can trigger,
power. All wardroids attack
as one level lower. The
affecting other parts of the base. If these
magnetic locks on all cells occur, tell the Runner GM the code and
are inactive. they’ll inform any other GMs that need to
know.
Orange Omega: The
main lights go out and • If the PC have defeated all the pilots or
the red emergency lights destroyed or secured all the ships, tell
activate, but a minute later the Runner GM to use message “Yellow
full power is restored as if
Alpha.”
nothing has happened.
• If the PCs have damaged the hangar bay
doors or the control panel for the doors,
Silver Alpha: A message tell the Runner GM to use message
from General Colyer (see
Silver Team, page 20) plays
“Yellow Beta.”
on all comm systems in the
base, stating that he has OTHER TEAMS’ CONSEQUENCES
been captured. Any troopers These are events the other teams can trigger,
who hear this news act as
one level lower, but still affecting your part of the base. The Runner
continue to fight. GM will tell you if any of these events occur.

26
ASSAULT ON SINGULARITY BASE

CONCLUDING THE ADVENTURE


Once each team has completed (or failed) Ultimately, for the purposes of this one-
its mission, they can communicate with shot adventure, it doesn’t matter what the
each other in real time as much as they PCs choose, but allowing them to take a
like. The Runner GM should facilitate this moment and decide as a group what they
communication by making sure that each want to do next is a nice way to wrap things
team has the opportunity to speak to the up.
others (much like how the table GMs
should make sure each PC gets a share of
the attention in a scenario). EXPERIENCE POINTS
Depending on how successful each team The PCs earn 2 XP for getting out of the
is, the PCs (and prisoners, if any) might be base alive. They earn 2 XP if their team
able to head out the main entrance on foot, completed its mission. If all six teams
or cram everyone into the transport shuttle completed their missions, then each PC
in the hangar and fly to the rendezvous earns an additional 1 XP as well.
point.

27
RUNNER GM CROSS-TEAM CHEAT SHEET
Blue Omega: Tell Green GM and Silver GM that an alarm is sounded and all troopers are expecting
trouble.

Blue Alpha: Tell Silver GM that the prisoners have been liberated.

Green Alpha: Tell all GMs not to use any intrusions where additional troops show up.
Green Beta: Tell all GMs that any intrusions where additional troops show up have only half as many
troops.

Orange Gamma: Tell Green GM and Silver GM that an alarm is sounded and all troopers are expecting
trouble.

Orange Omega: Tell all GMs that the main lights go out and the red emergency lights activate, but a
minute later full power is restored as if nothing has happened.

Orange Alpha: Tell all GMs that lights in the entire base flicker, then go out, and then dim red emergency
lights turn on; all force fields in the base deactivate to conserve power; all wardroids attack as one level
lower. Tell Blue GM that the magnetic locks on all cells are inactive. Tell the Red GM that this deactivates
the weapon in area R4. Tell Silver GM that the technicians get a status report message about the main
power reactor being offline; as soon as they hear this, the technicians call this out to the officer on duty.

Red Alpha: Tell Silver GM that the technicians get a status report message about the superweapon being
offline; as soon as they hear this, the technicians call this out to the officer on duty.

Red Beta: Tell Silver GM that the technicians get a status report message that the data on the superweapon
has been deleted from the archive server and all records are lost; as soon as they hear this, the technicians
call this out to the officer on duty.

Silver Alpha: Tell all GMs that a message from General Colyer plays on all comm systems in the base,
stating that he has been captured; any troopers who hear this news act as one level lower, but still
continue to fight.

Yellow Alpha: Tell Silver GM that the technicians get a status report message about the spacecraft in the
hangar being offline; as soon as they hear this, the technicians call this out to the officer on duty.

Yellow Beta: Tell Silver GM that the technicians get a status report message about the hangar bay doors
being nonfunctional and needing repairs; as soon as they hear this, the technicians call this out to the
officer on duty.

28

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