Strpgadventure Anythingbutroutine
Strpgadventure Anythingbutroutine
Strpgadventure Anythingbutroutine
Anything but Routine PCs are unraveling the mystery, they approach
Omicron Persei under cloak and attack.
Synopsis
1. Introduction
The USS Fife is sent to Omicron Persei 8, a planet
near the Outback, a region of space facing that Captain’s Log, Stardate 2003.4, Captain Jason Q.
indefinite boundary between Romulan and Gorn Culver commanding. Our routine patrols have been
territory. Their mission is to deliver supplies and, in quiet and uneventful, and out here in the Outback,
general, to check in on the Vulcan colony established that’s a welcome, though tenuous, change of pace.
on the class M planet that is otherwise devoid of There have been no signs of Romulan or Gorn activity
intelligent life. Their point of contact is the colony against us or each other, but we know we have to keep
chief, Sornam, a former science officer with Star Fleet vigilant. Tensions can come to a full boil out here over
and master astrophysicist. His hand-picked what seem like small matters. Crew morale is good.
leadership team consists of Staanit (exo-botanist), Everyone seems ready, though we’d all be happy if this
T’Pomar (exo-zoologist), Sovist (sociologist), and mission remained boring. No sense in stirring up a
T’Lyrin (geologist), and they arrived about six bee’s nest.
months ago. The remaining Vulcans are scientists,
laborers, and service personnel of one sort or
2. Speaking with Admiral Ackbar
another. They were assigned to the colony about 2
months ago by the Vulcan Science Academy (“VSA”)
The adventure starts with the communications
without Sornam’s involvement. This isn’t unusual,
officer receiving a visual transmission from
but it does explain how the remaining colonists are
Commodore Robert Ackbar of Star Fleet.
unaware of the leadership team’s treachery.
“Jason we need your help. There’s a relatively new
In fact, with the exception of Stannit, the entire
Vulcan research colony on Omicron Persei 8. They’re
leadership team consists of Romulans that have
checking out the place for possible permanent
infiltrated the VSA. While Sornam is providing
settlement but their supply ship ran into some
(inaccurately) negative reports to the Vulcan Science
problems. In short, we need you to deliver some
Academy, he’s also providing encoded reports to the
supplies.
Romulan Science Counsel. The encoded messages are
hidden, embedded within normal communication
Inform the players of the fact that a) this is
signals and appearing as mere noise to the untrained
frustrating and b) this will require about three days
eye. The encoded messages are sent in the evening
of using the replicator to create supplies and
from a small building, designated as “classified,” that
transporting them to the surface.
the crew members are not permitted to enter, but
doesn’t shield the surge of subspace energy caused
I know this isn’t exactly your idea of fun but it’s
by the communications.
part of your command orders. Besides, we have no
other ships in the Outback and the colony could suffer
Complicating matters further, orbiting Omicron
catastrophe if they aren’t resupplied.”
Persei 7 is Sornam’s support, a Romulan Task Force.
They’ve recently fended off an attack from a Gorn
task force, which had pursued the Romulans into If asked to describe the colony:
Federation space because the Romulans had
destroyed a Gorn scout ship. Though the Romulans “The colony is run by a guy named Sornam. He’s
successfully forced the Gorn to retreat, they suffered some sort of astrophysicist but his short time in Star
damage. Rather than confront the Fife, they’re Fleet gave him some management and leadership skills
remaining cloaked while making repairs. Their hope that the Vulcan Science Academy thought qualified
is for one of two things to occur: 1) the Fife leaves him for running the place. He and his team of top
soon, leaving them with only the Gorn to address, or Vulcan scientists initially settled the place and then
2) the hot-headed, shoot-first Gorn arrive soon and Vulcan sent some scientists laborers and service
attack the Fife. personnel to fill out the colony. You can find some more
information in the digital report I’ve sent you but I
assure you that it’s all fairly boring stuff.”
Clue: Only Klingons, Orions, and Romulans (and Statistics for the Romulan ships: See GM’s
affiliated species) use disruptors. Gorn use blasters, Handout #5.
and the Federation uses phasers.
Clue: Planetary scans find no trace of Gorn life
forms, and routine sensor logs show no signs of a
Gorn ship.
Federation presence in the Outback region has been limited to the consolidation of the UFP sphere along the
frontier. It is believed that both Romulan and Gorn expeditions into the Outback are fairly common, and the area is
considered a potential troublespot as a result of their presence.
Player’s Handout #2: Extract from Command Orders for USS Fife, NCC 2572 (Encounter 3)
III. You are therefore posted, effective immediately, to command the following:
The USS Fife
Frigate, Class XI – 177,500 metric tons
Crew Complement – 370 crewmembers, 250 marines
Drive – space warp
Range – 15 years at light-year velocity
Registry – Terra, United Starship, #2572
IV. Nature and duration of mission:
Military Operations Command: 1 Year
V. You will conduct the patrol to accomplish primarily:
1. UFP frontier security (see Appendices C and E, these orders); and
2. Any required assistance to the UFP colonies in your quadrant, and the enforcement of appropriate
statutes affecting such Federation commerce vessels and traders as you may contact in the course of
your mission; and
3. Scientific investigation of alien life forms and social systems encounter in the course of your patrol.
VI. On receipt of these orders, you will report to the Commandant of Star Base 8 for patrol parameters and
operational orders. You will remain under the authority of Commandant Star Base 8 until reassignment or
termination of your present mission. In the course of you patrol, USS Fife shall be assigned to independent
duty, and you are therefore expected and required to exercise command initiative as necessary to the
successful performance of all General and Specific Star Fleet Military Operations.
Omicron Persei 8
# Satellites 3
Gravity 1.3G (metagaming data: failed MAX OP END saves
result in 10 points of temporary damage.)
Diameter 16,900km (10,400 miles)
Equatorial circumference 52,000km (32,500 miles)
Total surface area 663,000,000 sq. km (256,022,000 sq. miles)
Land area 58%
Hours/day 27
Atmosphere Thin
Climate Desert/Steppe
Player’s Handout #5: Results of the Geological Scan of Omicron Persei 8 (Encounter 3 and 7)
Geological Warnings None
Mineral Content
Normal Metals 12%
Radioactives 28%
Gemstones 33%
Industrial Crystals 23%
Special Minerals 0%
(3)
(3)
(1) (8)
(2) (5)
(7) (3)
(9)
(10)
(3)
1. Admin 6. Planetary
2. Romulan Communications 7. Astrometrics
3. General Machinery 8. General Barracks
4. Leadership Team Barracks 9. Mess Hall
5. Biology 10. Trauma Center
Copyright © 2012 Robert E. Bodine, Esq. All rights reserved.
GM’s Handout #2: Statistics on the Hathri (Encounter 8)
Hathri
Medium Reptile Hathri
STR: 57 (3D10+40) 47 47 47 47 47 47
END: 47(3D10+30)
DEX: 67(3D10+30+20 for being a carnivore)
MENT: 6 (basic animal cunning/tactics; capable of being
trained)
Action Points: 11
Armor: 2 (D10)
Personal Combat, Unarmed: 65
To-Hit Rating: 66
Damage: D10+3 (Avg: 9)
Hathri are two-legged, land-based apex predators that can be found in all but the polar regions of Omicron Persei 8.
Each species of the Hathri have adapted their body color to match their surroundings, so the ones likely to be found
in this adventure are rust-colored. As carnivores, they’ve developed coordinated pact tactics for hunting and
defense, and are quick and agile despite the thickness of their hides. They never pass up the opportunity for a meal,
as such meals are difficult to come by considering the environment. They slash at their opponents with the claws of
both their arms and legs, attempting to latch onto them. Once they’ve subdued their prey, they finish them off with
their bites.
Sovist T’Lyrin
STR: 76 STR: 78
END: 77 END: 75
INT: 53 INT: 48
DEX: 75 DEX: 76
CHA: 44 CHA: 43
LUC: 39 LUC: 47
PSI: 20 PSI: 20
Action Points: 11 Action Points: 11
Marksmanship, Modern: 76 (75) Marksmanship, Modern: 64 (66)
Personal Combat, Unarmed: 70 (72) Personal Combat, Unarmed: 71 (73)
Security Procedures: 49 Security Procedures: 45
NOTE: If forewarned of combat, Sovist will don his NOTE: If forewarned of combat, T’Lyrin will don her
armored vest (-2 damage points per hit). armored vest (-2 damage points per hit).
D 0 1 2 3 4 5 6 7 8 9
Power to Weapons (RB-4 Beams, damage: +3 (1-2), +2 (3-6), +1 (7-10); RPL-2 Plasma Torpedo)
Beam Range: 1 2 3 4 5 6 7 8 9 10 11 12 13 14 15 16 17 18 19 20 21 22 23 24
To-hit: 10 10 9 9 8 8 6 4 2 1 0 0 0 0 0 0 0 0 0 0 0 0 0 0
Damage Bonus: +3 +3 +2 +2 +2 +2 +1 +1 +1 +1 +0 +0 +0 +0 +0 +0 +0 +0 +0 +0 +0 +0 +0 +0
Fwd/Port/Stbd
D 0 6
Missle Range: 1 2 3 4 5 6 7 8 9 10 11 12 13 14 15 16 17 18 19 20 21 22 23 24
To-hit: 10 9 8 7 7 7 6 6 5 5 4 3 2 1 0 0 0 0 0 0 0 0 0 0
Missile Damage: 16 16 16 12 12 12 10 10 8 8 6 6 4 4 0 0 0 0 0 0 0 0 0 0
Fwd/Port/Stbd
D 0 15
0 0 0 0 0 0
8 8 8 8 8 8
D OP D OP D OP D OP D 0 15
Roll 1 2 3 4 5 6 7 8 9 10
Fwd/Port Shield Beam (.5) Port Warp Port Warp Port Warp Super (.2) Super (1) Super (2) Sensors Bridge
Forward Shield Beam Missile (.5) Super (1) Super (1) Super (2) Super (2) Sensors Bridge Bridge
Fwd/Stbd Shield Beam (.5) Stbd Warp Stbd Warp Stbd Warp Super (.2) Super (1) Super (2) Sensors Bridge
Aft/Stbd Shield Beam Stbd Warp Stbd Warp Stbd Warp Impulse (.2) Super (1) Super (2) Super (2) Super (5)
Aft Shield Missile (.5) Stbd Warp Port Warp Impulse Super (1) Super (1) Super (3) Tractor Engr out
Aft/Port Shield Beam Port Warp Port Warp Port Warp Impulse (.2) Super (1) Super (2) Super (2) Super (5)
D 0 1 2 3 4 5 6 7 8 9 10 11 12 13 14
Power to Weapons (RB-8 Beam, damage: +3 (1-4), +2 (5-9), +1 (10-13); RP-3 Photon Torpedo)
Beam Range: 1 2 3 4 5 6 7 8 9 10 11 12 13 14 15 16 17 18 19 20 21 22 23 24
To-hit: 10 10 9 9 8 8 7 6 5 4 3 2 1 0 0 0 0 0 0 0 0 0 0 0
Damage Bonus: +3 +3 +3 +3 +2 +2 +2 +2 +2 +1 +1 +1 +1 +0 +0 +0 +0 +0 +0 +0 +0 +0 +0 +0
Fwd/Port Fwd/Port Fwd/Stbd Fwd/Stbd
D 0 6 D 0 6 D 0 6 D 0 6
Missle Range: 1 2 3 4 5 6 7 8 9 10 11 12 13 14 15 16 17 18 19 20 21 22 23 24
To-hit: 10 10 10 9 9 8 8 7 6 5 4 3 2 1 0 0 0 0 0 0 0 0 0 0
Missile Damage: 10 10 10 10 10 10 10 10 10 10 10 10 10 10 10 10 10 10 10 10 10 10 10 10
Direction
D 0 1
D D D D D D
0 0 0 0 0 0
8 8 8 8 8 8
D OP D OP D OP D OP D 0 15
Roll 1 2 3 4 5 6 7 8 9 10
Fwd/Port Shield Beam (.5) Port Warp Port Warp Port Warp Super (.2) Super (1) Super (2) Sensors Bridge
Forward Shield Beam Missile (.5) Super (1) Super (1) Super (2) Super (2) Sensors Bridge Bridge
Fwd/Stbd Shield Beam (.5) Stbd Warp Stbd Warp Stbd Warp Super (.2) Super (1) Super (2) Sensors Bridge
Aft/Stbd Shield Beam Stbd Warp Stbd Warp Stbd Warp Impulse (.2) Super (1) Super (2) Super (2) Super (5)
Aft Shield Missile (.5) Stbd Warp Port Warp Impulse Super (1) Super (1) Super (3) Tractor Engr out
Aft/Port Shield Beam Port Warp Port Warp Port Warp Impulse (.2) Super (1) Super (2) Super (2) Super (5)
D 0 1 2 3 4 5 6 7 8 9 10 11 12 13 14
Power to Weapons (RB-8 Beam, damage: +3 (1-4), +2 (5-9), +1 (10-13); RP-3 Photon Torpedo)
Beam Range: 1 2 3 4 5 6 7 8 9 10 11 12 13 14 15 16 17 18 19 20 21 22 23 24
To-hit: 10 10 9 9 8 8 7 6 5 4 3 2 1 0 0 0 0 0 0 0 0 0 0 0
Damage Bonus: +3 +3 +3 +3 +2 +2 +2 +2 +2 +1 +1 +1 +1 +0 +0 +0 +0 +0 +0 +0 +0 +0 +0 +0
Fwd/Port Fwd/Port Fwd/Stbd Fwd/Stbd
D 0 6 D 0 6 D 0 6 D 0 6
Missle Range: 1 2 3 4 5 6 7 8 9 10 11 12 13 14 15 16 17 18 19 20 21 22 23 24
To-hit: 10 10 10 9 9 8 8 7 6 5 4 3 2 1 0 0 0 0 0 0 0 0 0 0
Missile Damage: 10 10 10 10 10 10 10 10 10 10 10 10 10 10 10 10 10 10 10 10 10 10 10 10
Direction
D 0 1
D D D D D D
0 0 0 0 0 0
8 8 8 8 8 8
D OP D OP D OP D OP D 0 15
Roll 1 2 3 4 5 6 7 8 9 10
Fwd/Port Shield Beam (.5) Port Warp Port Warp Port Warp Super (.2) Super (1) Super (2) Sensors Bridge
Forward Shield Beam Missile (.5) Super (1) Super (1) Super (2) Super (2) Sensors Bridge Bridge
Fwd/Stbd Shield Beam (.5) Stbd Warp Stbd Warp Stbd Warp Super (.2) Super (1) Super (2) Sensors Bridge
Aft/Stbd Shield Beam Stbd Warp Stbd Warp Stbd Warp Impulse (.2) Super (1) Super (2) Super (2) Super (5)
Aft Shield Missile (.5) Stbd Warp Port Warp Impulse Super (1) Super (1) Super (3) Tractor Engr out
Aft/Port Shield Beam Port Warp Port Warp Port Warp Impulse (.2) Super (1) Super (2) Super (2) Super (5)
MA-12 Cruiser (Gorn) Captain’s Starship Combat Strategy/Tactics: ____ (40 + 2d10)
D 0 1 2 3 4 5 6 7 8 9
D 0 4 D 0 4 D 0 4 D 0 4
0 0 0 0 0 0
10 10 10 10 10 10
D OP D OP D OP D OP
Roll 1 2 3 4 5 6 7 8 9 10
Fwd/Port Shield Beam Port Warp Super (.2) Super (1) Super (2) Super (2) Super (5) Sensors Bridge
Forward Shield (.5) Beam Missile (.5) Super (1) Super (2) Super (2) Super (3) Sensors Bridge Bridge
Fwd/Stbd Shield Beam Stbd Warp Super (.2) Super (1) Super (2) Super (2) Super (5) Sensors Bridge
Aft/Stbd Shield Beam (.5) Stbd Warp Stbd Warp Stbd Warp Impulse (.2) Stbd Warp Super (1) Super (1) Super (2)
Aft Shield Missile (.5) Stbd Warp Stbd Warp Port Warp Port Warp Impulse Super (1) Tractor Engr out
Aft/Port Shield Beam (.5) Port Warp Port Warp Port Warp Impulse (.2) Port Warp Super (1) Super (1) Super (2)
D 0 1 2 3 4 5 6 7 8 9
D 0 4 D 0 4 D 0 4 D 0 4
0 0 0 0 0 0
10 10 10 10 10 10
D OP D OP D OP D OP
Roll 1 2 3 4 5 6 7 8 9 10
Fwd/Port Shield Beam Port Warp Super (.2) Super (1) Super (2) Super (2) Super (5) Sensors Bridge
Forward Shield (.5) Beam Missile (.5) Super (1) Super (2) Super (2) Super (3) Sensors Bridge Bridge
Fwd/Stbd Shield Beam Stbd Warp Super (.2) Super (1) Super (2) Super (2) Super (5) Sensors Bridge
Aft/Stbd Shield Beam (.5) Stbd Warp Stbd Warp Stbd Warp Impulse (.2) Stbd Warp Super (1) Super (1) Super (2)
Aft Shield Missile (.5) Stbd Warp Stbd Warp Port Warp Port Warp Impulse Super (1) Tractor Engr out
Aft/Port Shield Beam (.5) Port Warp Port Warp Port Warp Impulse (.2) Port Warp Super (1) Super (1) Super (2)