Cosmic Patrol The Eiger Agenda (Free RPG Day 2013)
Cosmic Patrol The Eiger Agenda (Free RPG Day 2013)
Cosmic Patrol The Eiger Agenda (Free RPG Day 2013)
COSMIC PAtROL
QuICk-StARt RuLES: tHE EIGER AGENdA
TM
AVAILABLE NOW!
AVAILABLE NOW!
In Cosmic Patrol, players take the role of Patrolmenthe first and last line of defense for humans in a dangerous galaxy. Patrolmen explore, discover and defend the interests of humans wherever they go. With an atomic ray gun at their hip, they brave the unknown on a regular basis.
WWW.COSMICPAtROL.COM
COMING SOON!
2013. Cosmic Patrol, The Eiger Agenda, the Cosmic Patrol logo, Catalyst Game Labs and the Catalyst Game Labs logo are trademarks of InMediaRes Productions LLC in the United States and/or other countries. Some content licensed under a Creative Commons License (BY-NC-SA). Printed in USA.
DEVELOPMENT: Randall N. Bills. WRITING: Randall N. Bills, Matt Heerdt, Jason Schmetzer, and Johnathan Reynolds (The Eiger Agenda Missions). ARTWORK: Leanne Buckley. LAYOUT: Matt Heerdt.
2013. Cosmic Patrol, the Cosmic Patrol logo, Catalyst Game Labs and the Catalyst Game Labs logo are trademarks of InMediaRes Productions LLC in the United States and/or other countries. Some content licensed under a Creative Commons License (BY-NC-SA). Printed in USA.
GUBUB REVERIE
COSMIC CORE
UEPB GG 193114 EIGER EMPIRE (SURVEY CE9) ThE MIDDEN DEEP RELAY 13 BAETA GNY MOON DEEP RELAY 2 METALLOID AVAR LAGAS
SKYLOS
DEEP RELAY 9
FEMMA
RAGNA RIGELLON
ESTIMATED LIMIT OF COSMIC PATROL EXPLORATION
Choose a Patrolman
Each Patrolman Dossier (starting on p. 12) consists of an illustration and contains all the pertinent information for characters in Cosmic Patrol. To make sure you choose a Patrolman youll like, youll have to understand the different parts of a Dossier. Lets take a look at the Dossier for Capt. Wendy Gunny Humbre (see p. 12). Stats and Stat Dice Beginning at the top of the Dossier, youll see the different stats for Humbre and the different dice that represent those stats (Stat Dice). Brawn: This represents the physical build of the character, whether endurance, brute strength, sheer stamina, and so on. Brains: This corresponds to the mental faculties of a Patrolman, whether street smarts, learned science or just plain inherent brilliance. Charisma: The ability to lead or to talk your way out of a situation is based on your charisma; a characters presence as he walks into a room. Combat: How good a person is in combatwhether ranged, close quarters, hand-to-hand or even shipto-shipis covered by this stat. Special: The Special Die represents specialization in a given field/categoryin Humbres case, the Special is Heavy Gunner. Whenever a situation arises where a
Quick-Start Rules
We have specifically designed these quick-start rules (QSR) to drop you straight into the action and adventure of Cosmic Patrol in minutes! Read through these quickstart rules, including the Eiger Agenda adventure, onceit wont take long. Then jump right into playing the Eiger Agenda Missions! For ease of reference, the first time an important term is introduced, it will be bolded. Dice Cosmic Patrol uses polyhedral dice: D4, D6, D8, D10, D12 and D20 (the value representing how many faces each dice has); anytime D is used, as in D12, its shorthand for die.
COS M I C PAT R O L 1
QUICK-START RULES
players Special category applies, the Special Die is used in place of a standard Stat Die. Luck: Luck is a very special number for each Patrolman. Its not a Stat Die, but instead a static number that represents the capriciousness of the universe. If a Stat Die (or in the case of combat, the Combat Die) result of any roll should ever match the Patrolmans Luck Stat, the roll is a success, no matter what. Cues In the center-right of the Dossier are the Patrolmans Cues. These Cues are statements or quotes that help define the Patrolmanwhether its his attitude, capabilities or personality. Each Cue helps form the basis of a Narration (see p. 3). Armor The Armor track gives the number of Armor pips the Patrolman has. Humbre, a Patrolman accustomed to a battlefield, wears a good deal of armor to negate incoming fire. Armor helps deflect damage during combat (see p. 9). Health The Health track defines the Patrolmans Health status. Once a Patrolmans armor has been depleted from damage, he begins to take damage to his Health track. As injuries pile up, a Patrolman will start to suffer negative performance effects (see p. 10). Weapons In a dangerous galaxy, every smart Patrolman carries one or two weapons. The weapons column lists those weapons and the damage they inflict on a successful hit, as well as their range. As a soldier, Humbre always carries a few heavy-duty ray guns. The Ares Repeater works best at Near range and does four points of damage. If Humbre successfully attacks an opponent, the enemy would lose four pips off his Armor/ Health track. Equipment While Humbre always carries her trusty blasters, she also carries tools and supplies, as shown in the Equipment column of her Dossier. Unlike weapons, equipment in Cosmic Patrol has no set stats. Exactly what does a Uniwave Communicator do, and how does it work? The player may have to answer those questions during gameplay with a clever Narration (see p. 3). NPC Dossiers Finally, there are two types of Dossiersthose for fleshedout characters like Patrolmen or particularly important enemies, and those for less-important characters like henchmen or supporting characters. These non-player character (NPC) Dossiers are half the size of normal Dossiers and contain much less information. Lead Narrators can modify the NPCs in this QSR (see p. 15) to expand the number of enemies for a given Mission; they can also visit
2 C O S M IC PATROL
COS M I C PAT R O L 3
QUICK-START RULES
are called Narrations, and as the game progresses these Narrations will build on each other and form the story of the game. Lead Narrator Each turn begins with the LN and continues with the player on the LNs left until all players have had a turn at Narration. The LN begins the turn by giving a narrative of the current situation and advancing the plot, as described under Mission Briefs (see p. 3). The LN also makes any actions or die rolls for enemies the Patrolmen may encounter. Though the LN begins the turn, he is the last to act with his Patrolman. Once all players have had a chance to narrate their Patrolmans actions, the turn ends and a new turn begins. Scenes and the LN The LN starts a Scene and is the LN for every turn until a Scene is accomplished. Once a Scene is finished, the player to the right of the current LN becomes the new LN. The new LN starts the first turn of the new Scene by providing a narrative of the current situation, and so on, as described above.
Mission Brief
A Mission Brief usually constitutes a single game session and is finished when all of the Scenes within a Mission Brief are accomplished. How many Scenes are required to finish a Mission Brief is detailed in each Mission Brief, but can be modified by the player group.
Scenes
A Scene is defined as the start and finish of a given section of time within a Mission Brief. A Scene will contain a number of turns, which will vary depending upon whats occurring within a given Scene. For example, take a look at The Eiger Agenda Part 1: Annora Alchemy (see p. 18). Each of the three descriptions of the Enemies/Obstacles that can be found in that Mission Brief is a Scene. There is no hard and fast rule on how many turns are in a Scene. Instead, that will be based on how many players are involved, their style of play and their Narrations, which ultimately leads to how quickly (or slowly) theyre able to accomplish the goals of a given Scene.
Campaign
The four-part Eiger Agenda Mission Briefs are designed to stitch together to build a larger story that will span many gaming sessions.
4 C O S M IC PATROL
Cues
Cues are building blocks players can use as a basis for Narrations. Cues are both suggestions and descriptions. Cues can be positive and negative and never have to be narrated the same way twice. If a player draws a blank or wants to make sure hes staying on-topic, he can take a look at a list of Cues and choose an appropriate one to base a Narration around.
Collinplaying as rocketship mechanic William Bat-Ears Bradleyfinds himself in a firefight at the beginning of his next turn. Hes the first player to make a Narration this turn and the situation isnt good: the crew is trapped in a cave, facing a dozen Uth lizardmen armed with stolen ray guns. Collin takes a quick look at Bat-Ears Dossier and sees the Cue You First! That makes sense, as Bat-Ears has a low Combat Die...only a D6. So Collin decides to defer... Uh guys! Bradley exclaims. He jumps behind a big, solid-looking boulder and yells, You first! Im just a mechanic!
COS M I C PAT R O L 5
QUICK-START RULES
and the bulkhead inexplicably begins to go out of phase. If the bulkhead goes, our intrepid Patrolmen will be exposed to the cold hard vacuum of space. Each time the wall blinks out of phase, to the rush of escaping air, you can all see a Frendulian Dread Rocketship rising from the haze of the Oort cloud. Grundark, you estimate that within ten seconds the bulkhead will be completely out of phase. Commander Carragher, you are up first. Steve, to Brents left, blinks for a moment, then gives a big smile and says, Yes, and on seeing the wall disappear before his eyes Commander Carragher yells, Grundark, reverse the polarity on the phasal multiplier to shore up this wall, Im headed for the bridge to activate our guns. Im a soldier, not a scientist! Josef, Grundarks player, mouths to himself, phasal multiplier? With a shrug and a smile he picks up the thread of the adventure. Yes, Commander. Josef drops one of his Plot Point tokens on the table. Because were halfway between the bridge and the engine room I know there isnt a nearby control station, so Ill just use my unitool to adjust my Venusian phase gun so it will counteract the effects of whatever is causing our bulkhead to disappear. Out-of-character Josef then says to the LN, Ill use the Plot Point to support this. Josef rolls a D12 for the test, adding D10 for his Brains Stat, getting an 8 and 6 for a total of 14. Brent, as the LN, rolls the opposing D20, rolling a 17. Looking at the result, Brent shakes his head. It appears your phase gun did its job too well. Yes, the wall is back in phase, but now the ship is slowly being consumed by a temporal stasis field. If the field completely envelops the ship the Patrolmen will be locked in hibernation until we are freed. Or the Frendulians blast us to oblivion. Whichever comes first. Brent turns to Jo, nodding to him that it is his turn. Jo just smiles. Pantomiming opening a flask and affecting his best Bat-Ears voice he says, And if thats not an excuse for a drink, then I dont know what is! Taking an imaginary sip, Jo wipes his mouth with his sleeve. Now then, lets see if we can fix what Venusie boyo here muddled up.
Plot Points
Plots can take twists you never saw cominga rogue rocketship full of space amazons, that hidden button that does something, a wild raygun blast at the wrong moment. Plot Points can make all these happen! In gameplay, Plot Points may be used in many ways. In general, they are used to interrupt or alter another players Narrationa method of adding a twist to the game. But they can also be used to change player turn order, alter a die roll or gain back a point of health. The ways players may utilize Plot Points are only limited by how creative they want to be. Players will be earning and spending Plot Points throughout the game and using some type of tokens (such as poker chips) is the
6 C O S M IC PATROL
Just remember, Plot Point use doesnt always mean a positive change. Often plot twists are a negative eventsomething goes wrong that must be fixed or adapted to by the characters. Spending Plot Points: Lead Narrator Like players, the LN can spend Plot Points in any fashion he chooses, with the following caveats: Plot Points can only be spent to aid NPCs/create plot twists; they cannot be spent to directly aid/ hinder a player. The LN can only spend one Plot Point per turn.
Rolling dice
No matter how well your storytelling is unfolding, there will come a time when the dice need to come out to help resolve a given situation.
COS M I C PAT R O L 7
QUICK-START RULES
The Core Mechanic
As a shoot-em-up, by-the-seatof-your-spacesuit role-playing game, Cosmic Patrol uses a simple, cinematic dice-rolling mechanic to resolve Challenges, Tests and Combat. The Basic Mechanic for Challenges and Tests A D12 is the Base Die, and forms the foundation that all players rolls are based upon. The result of this roll is modified by the appropriate Stat Die and any additional Modifiers. The basic dice rolling mechanic for all Challenges and Tests is: D12 + Stat Die (D4, D6, D8, D10, D12) + Modifiers vs. D20 A Challenge is any action taken against an inanimate object, while a Test is any action taken against another character or any NPC that is non-combat related. Which Stat Die To Use: The appropriate Stat Die to use will usually be very easy to determine: trying to lift something heavy? Brawn. Trying to outsmart an opponent? Brains, and so on. Ultimately, however, if the situation is too muddy, the LN makes the decision on which Stat Die to use (see p. 1). Modifiers: Modifiers represent good or bad situational circumstances that take an ordinary situation and make it extraordinary. For example, while trying to work on X, the player is: being attacked (a negative modifier); hes wounded (a negative modifier); theres no gravity (depending upon what he is trying to accomplish, it could be a positive or negative modifier); the player is getting additional help (this also could be a positive or negative modifier depending upon the Stat Dice of the player trying to help); the device hes working on is extra difficult (a negative modifier)or extra easy (a positive modifier)the skys the limit on what might happen. The decision on what modifiers are applied to any die roll, if any, and whether they are positive or negative, is always made by the LN. Special: If the Patrolman has a Special Die that is appropriate to the current situation (as determined by the LN), the player will use that die rather than the usual Stat Die (see Special, p. 1). Luck Stat Always remember that regardless of the overall result, if a Stat Die (or Special Die, if used) result equals the characters Luck Stat, that character automatically succeeds at his action (see p. 2).
While on a mission to the Coalsack Dead Zone, the crew of the Rocketship Consolidator finds itself captured by Hakhaze slavers. Scottplaying as Yawitz, a Venusian scientistdecides his Patrolman has a good chance of picking the electrilock on the crews prison cell. Picking a complicated lock is definitely a Challenge as its against an inanimate object. Scott decides this is a test of Brains (which the LN agrees with), which
8 C O S M IC PATROL
brackets for combat (the range of each weapon is noted on the Patrolmans Dossier). Close (Melee) Near (Pistols) Far (Rifles) If a weapon is used in a range bracket one higher than its noted bracket, apply a 3 modifier. A weapon cannot be used in a range bracket two higher than its listed bracket, though it can always be used in a closer bracket. For example, an Amazons axe is a Close (Melee) weapon: if its used at Near range the player would apply a 3 modifier; it cannot be used at Far range. A beam rifle, however, which has a Far range, can be used at Near or Close without any issues. Special Die If the Patrolman has a Special Die that is combat-related and appropriate to the current situation (as determined by the LN), the player will use that die rather than the Combat Die (see Special, p. 1). Luck Stat Always remember that regardless of the overall result, if a Combat Die (or Special Die, if used) result equals the characters Luck Stat, that character automatically wins (see p. 2). Unusual Circumstances Any time an unusual circumstance arises not directly covered by the rules, the LN modifies the situation on the fly. For example, if two
Combat
Combat is a variation on the basic dice rolling mechanic for Challenges and Tests. The Combat Die forms the foundation of all combat rolls instead of the usual D12 Base Die. The result of this roll is altered by any applicable modifiers. The basic dice rolling mechanic for all combat is: Combat Stat Die + Modifiers vs. Combat Stat Die + Modifiers As shown, combat is a straightforward contest between combatants Combat Dies, plus any applicable modifiers. Modifiers As with Challenge and Test rolls, Combat can have a variety of situational modifiers added, all of which are decided upon by the LN. Ranges All weapons fall into three range
COS M I C PAT R O L 9
QUICK-START RULES
combatants are at a significant range from one another and the LN decides the winner of a combat roll couldnt possibly damage the loser, he simply doesnt apply damage and moves on; in this instance winning was simply an avoidance of damage on the winners part.
Steves Patrolman, Commander Cody Carragher, is facing off with a space pirate. Carragher is using a unibeam rifle he found earlier in the game. The space pirate only has a knife and is on the other side of a large open area. Steve rolls a D8 (Carraghers Combat Die) and the LN rolls a D6 (the space pirates Combat Die). Because Carragher can attack from a distance and the pirate cant, the LN awards a +1 modifier to Carraghers roll. Steve rolls a 7 and adds the +1 bonus for a final result of 8. The space pirate rolls a 3; with the 3 modifier for trying to attack with a weapon into a larger range bracket, the result is 0. The pirate loses and gets shot. There are numerous ways the encounter could play out. Just remember to roll with the dice and the Plot Pointsanything can happen!
Rocketship Combat There is no separate system for combat between rocketships. Instead, the focus is kept where it should be, on the action of the characters, with the LN deciding what Challenges/ Tests/Combat should occur under any given situation.
Damage, Armor and Health Whenever a fight occurs, or a dangerous situation is encountered, theres a chance a Patrolman could take damage. Damage: On every Patrolman Dossier, theres a Weapons column that lists the weapon the character started the game with and its Damage Value. Whenever a character takes damage, the damage is first applied to the Armor column of the Dossier. Once all Armor pips are marked off, damage then begins to apply to the Health column and if that happens, things are serious! Health Flow Chart: The Health column of the Patrolman Dossier takes the form of a flowchart. Players start at the top, left-hand pip and move to the right until the first row is marked off, then move to the top, left-hand pip of the second row and move to the right until the second row is marked off, and so on. First X: When the first X (on the second row) is reached, the character immediately applies a 1 penalty to all future Brawn Die rolls. Second X: When the second X (on the third row) is reached, a 1 to all future Brawn and Combat rolls is immediately applied. Knocked Out: When the Knocked Out pip is crossed out, the character is unconscious and may take no actions (he does not give any more Narrations until hes healed; he cannot spend any Plot Points either).
1 0 C O S MIC PATROL
INCOMING MESSAGE FROM COSMIC PATROL HEADQUARTERS! Want more? You can get Cosmic Patrols 2012 Free RPG Day booklet The Kahn Protocols for free online! Head over to battlecorps.com/catalog or drivethrurpg.com!
COSM I C PAT R O L 11
QUICK-START RULES
BRAWN BRAINS
D8 D8
CHARISMA
COMBAT
Heavy Gunner
LUCK
D6
D10
D10
(SPECIAL)
WEAPONS
Ares Proton Repeater
1 TO BRAWN 1 TO BRAWN & COMBAT KNOCKED OUT KILLED IN ACTION
Damage
4 3
1 3 OK 3
EQUIPMENT
Patrol First Aid Kit Uniwave Communicator Atomolight
1 2 C O S MIC PATROL
ARMOR
HEALTH
BRAWN
BRAINS
CHARISMA
COMBAT
LUCK
D6
D10
D6
D6
(SPECIAL)
Grundark
CUES
SILENCE! IM THINKING! I NEED NO AID! HAVE YOU READ THE WORKS OF TSUNG WAN? STOP WASTING OXYGEN WITH TALK! AH, I SEE HOW THE DEVICE OPERATES. ROBOTS. DESTROY ALL ROBOTS. I SHOULD BE IN CHARGE. BRAINS BEFORE BRAWN. GOOD NEWS, EVERYONE!
WEAPONS
Phase Katana
1 TO BRAWN 1 TO BRAWN & COMBAT KNOCKED OUT KILLED IN ACTION
Damage
4 1
OK 3 OK
Unibeam Rifle
EQUIPMENT
Nutrients Purifier NucleoAnalyzer Telescoping Omnitool
ARMOR
HEALTH
COSM I C PAT R O L 13
BRAWN
BRAINS
CHARISMA
COMBAT
CLOSE COMBAT
LUCK
D8
D6
D8
D6
D12
(SPECIAL)
M-Dak 14791
CUES
whoops! no harm will come to you, friend. if I can just get closer... oooh, a button! push it! where does this door go? ill give em the claw! i can fix that. give me a hand... i can operate in a vacuum. cant you? what? i was...analyzing...this thing.
Tags: Witty Absent Minded Loyal Good Intentions Accident Prone Protective
WEAPONS
Claw Arm
1 TO BRAWN 1 TO BRAWN & COMBAT KNOCKED OUT KILLED IN ACTION
Damage
2 1
OK OK 3
Ray Blaster
EQUIPMENT
Toolkit Sonic Deharmonizer Scrap Bag
ARMOR
HEALTH
BRAWN
BRAINS
CHARISMA
COMBAT
D6
D8
D8
D10
4 1
OK 3 OK OK OK
Phase Pistol
EQUIPMENT
Radiumunicator A-Class Starlight Tube Atomoshield
ARMOR
HEALTH
BRAWN
BRAINS
CHARISMA
COMBAT
D6
D6
D6
D8
EIGER SOLDIER
WEAPONS
Tri-Phase Pistol
1 TO BRAWN 1 TO BRAWN & COMBAT KNOCKED OUT KILLED IN ACTION
Damage Close Near Far
2 3
OK OK 3 OK
Zap-gloves
EQUIPMENT
Radiumunicator A-Class Starlight Tube Qudrometic Cube
ARMOR
HEALTH
BRAWN
BRAINS
CHARISMA
COMBAT
D10
D4
D4
D8
KILLBOT MINION
WEAPONS
Biditic Buzzsaw
1 TO BRAWN 1 TO BRAWN & COMBAT KNOCKED OUT KILLED IN ACTION
Damage Close Near Far
2 2
OK OK
Biditic Buzzsaw
EQUIPMENT
Self-Destruct Mechanism
ARMOR
cosmic patrol
HEALTH
BRAINS CHARISMA COMBAT
D4 D6 D8
BRAWN
D8
ANNORAN
WEAPONS
Gugclock Lance
1 TO BRAWN 1 TO BRAWN & COMBAT KNOCKED OUT KILLED IN ACTION
Damage Close Near Far
2 3
OK 3 OK
Tail
EQUIPMENT
Cometarian Pelt Shiny Bits
ARMOR
cosmic patrol
HEALTH
Objectives
Sneak past Eiger patrols to meet with Annoran leaders and join tribal
guide Find the Eiger mining encampment and infiltrate defenses Sabotage Eiger machinery and gather intel as to the aliens purpose on Annora. Escape and report back to CPHQ with acquired intelligence.
Cues
Eiger Outpost 742 Jungle Dangerous vegetation Mining Guard patrols Chemicals Guerilla warfare Panthera erectus Tree cities No backup Killbots
Tags
Mining expedition Cat people Annora Jungle warfare Eiger Killbots
COSM I C PAT R O L 17
QUICK-START RULES cosmic patrol mission b riefs THE Eiger Agenda PART 1: ANNORA ALCHEMY
Looks like were in for a solo mission. There are no reinforcements nearby? Were taking on an entire Eiger encampment alone, sir? Thats right. You have a problem with that? No sir. Just making sure there will be enough heads to knock. Thats what I like to hear! All right. Were going to keep this mission guerilla. Hit and run, sabotage, snatch and grab. We have to stay below the Eigers noses without letting them catch a whiff of our blasters. Hopefully the Annoran guide will help with that, but well see. Lets get this ship moving. Fall out!
THE SETTING
Annora is a lush jungle world with an astounding amount of plant and animal life. The Annorans, the panthera erectus, are cat-like humanoids. They are quick and nimble, with excellent eyesight, retractable claws, and tails. The jungles of Annora are dangerous and savage. Somewhere beneath the massive and scanner-jamming canopy of growth is an Eiger mining encampment.
ENEMIES/OBSTACLES
Scene 1: Land on the surface of Annora and rendezvous with the tribal Annorans to meet your guide. Evade Eiger and killbot patrols while locating the mining encampment. Scene 2: The crew must infiltrate the Eiger mining encampment, sabotage the machinery, and gather a sample of the minerals being collected while evading detection from Eiger soldiers and killbot guards, if possible. Scene 3: The crew must return to their rocketship and escape the alerted Eiger space squadron in orbit to return the mineral samples to Cosmic Patrol Headquarters.
1 8 C O S MIC PATROL
QUICKSTART RULES cosmic patrol mission briefs THE Eiger Agenda PART 2: BELEAGUERED BEL
Cosmic Patrol Intelligence has confirmed that the crew of the Patrol Rocketship Moon Raker 6, on a top-secret mission to consult with the Zorm envoy M34Bel, has gone missing. The purpose of the mission was to secure Zorm aid in identifying mineral samples retrieved from an Eiger dig site on Annora. CPI has sent deep space relays to the last identified location of the Rakers crew. The encrypted coordinates of the secret meeting have been forwarded to your mass data proto analyzers for decoding. Another Cosmic Patrol ship in the area has received the same information and will be joining you on this mission. You are to make haste to the location, rendezvous with the incoming Patrol ship, secure the intel, rescue the crew of Moon Raker 6 and the Zorm envoy M34Bel before returning to broadcast range and sending the encrypted data back to CPHQ for processing. Captain Ray Ballenger of Raker knew the dangers of this meeting when he and his crew were assigned to the mission. This information is of the utmost importance to the galaxys safety. They were prepared to make whatever sacrifices necessary to secure this information. Everyone involved in this mission should be prepared to do the same. Eiger have been identified on-site. Expect extreme resistance.
Objectives
Rendezvous with other Cosmic Patrol crew, counter any resistance Recover the mineral assessments If possible find and recover the crew of Moon Raker 6 and the Zorm
known as M34Bel (M34Bels stats are found on p. 97 of the Cosmic Patrol Core Rulebook for this adventure, three hits will kill M34Bel) Return to your ship and hold your ground until the data proto analyzers can encrypt and broadcast the information to CPHQ Escape!
Cues
Eiger Killbots Underground Captain Ballenger Zorm envoy M34Bel
Tags
cave system lost intel Eiger Zorm secret mission
COSM I C PAT R O L 19
QUICK-START RULES cosmic patrol mission b riefs THE Eiger Agenda PART 2: BELEAGUERED BEL
Was the message really priority, sir? Thats right. Weve been selected for perhaps the most important mission of your young careers. I dont know what this information is all about, but its important enough that we might not make it back. Sir? Captain Ballenger of Moon Raker 6 and his crew have already gone missing, as has the Zorm envoy that calls himself Bel. Zorm, sir? How are they involved in all this? Not our concern. Right now its only the mission. Get your gear ready, the data analyzers will be finished decoding the coordinates shortly. If we make it back from this, have no doubt, those ugly offspring youre sure to have will be talking about this when were all old and gray. Fall out!
THE SETTING
Unknown. All that has been identified is the meeting took place underground. Expect tunnels, dirt, caves and who knows what else. Main enemies are Eiger soldiers and their killbots, but the underground system could harbor native life like rockworms or gnasher beetles. (These creatures are easily killed with a single hit, have a flat Combat Value of 5 and can only attack when triggered by the Lead Narrator.) The underground system is a warren of tunnels where the Zorm have been conducting experiments. Patrolmen will have to be careful not to get lost.
ENEMIES/OBSTACLES
Scene 1: After decoding information, identify the location and conditions of the meeting site, then plot course. Evade any opposition encountered en route to landing site. Meet up with joining Cosmic Patrol force. Scene 2: Land and enter the cave system. Locate and retrieve the mineral analysis data. If possible locate the lost crew and M34Bel. Defeat all resistance. Scene 3: Escape cave system. Secure a defensible perimeter around rocketships. Encode and transmit all data to CPHQ. Roll 1D4, result is number of turns needed for analyzers to process and broadcast data. Each turn, three killbots or Eiger soldiers attack the Patrolmen.
20 C O S MIC PATROL
QUICKSTART RULES cosmic patrol mission briefs THE Eiger Agenda PART 3: CONDURILLUM CONVOY
++ Priority Transmission ++Priority Transmission++ Make all haste to intercept the Eiger convoy returning from Annora. It is carrying a large shipment of a rare mineral known as condurillium, which the Eiger plan to use to fuel a new mega-weapon. The Eiger transport appears too well-armored to be destroyed by conventional means. Rocketships Phobos and Red Venom will launch distractive strikes on the convoy, covering your approach. Insert a boarding party onto the transport and plant explosives or attempt its capture as the situation dictates. After the boarding action, rendezvous with other Patrol ships and initiate a general assault on the Eiger fleet.
Objectives
Rendezvous with Cosmic Patrol ships Assault Eiger fleet Destroy/capture Eiger transport ship carrying condurillium
Cues
Space battle Eiger Attack drones condurillium transport ship mega weapon zero gravity vacuum boarding party
Tags
Space battle rocketships Cosmic Patrol squadrons zero gravity
COSM I C PAT R O L 2 1
QUICK-START RULES cosmic patrol mission b riefs THE Eiger Agenda PART 3: CONDURILLUM CONVOY
You heard the captain! Get your boots moving! This is my first space combat, sir! What do I do? Get your suit, get your weapons ready, find a view port and shoot out it. Sir? Look, son, were going to be within scratching distance of their ships. Some of the combat will be with our onboard weapons; other parts will be close and personal. Face to, well, whatever those Eiger call faces. Just find another Patrolman, stick close, and make every wound count. The future of the Great Union may well depend on what we do here.
THE SETTING
As Phobos and Red Venom deal with the escort ships, the player group maneuvers next to the Eiger transport but cant find a docking port, which means an old-fashioned boarding party. The Patrolmen must suit up and jump through the void onto the target ship, find a way in and attack!
ENEMIES/OBSTACLES
Scene 1: While the other two Patrol rocketships distract the convoy, launch a boarding party targeting the Eiger transport. Theres no docking port, so Patrolmen will have to jump through the void to the other ship. Eiger may launch killbots to stop the Patrolmen. Once safely on the transports hull, the Patrolmen must find a way into the ship itself. Scene 2: Combat Eiger and killbot resistance on board. Enemies will appear in groups of one or two, depending on how sneaky the Patrolmen are being. Discover the location of either the ore or the bridge. Decide to destroy the ore, destroy the entire ship or capture the ship. The ship cannot stay under Eiger control. Scene 3: Depending on what the group decides, either return to a Patrol rocketship or commandeer the transport, defeating the two Eiger and four killbots on the bridge first.
22 C O S MIC PATROL
QUICKSTART RULES cosmic patrol mission briefs THE Eiger Agenda PART 4: doomsday deadlock
All Cosmic Patrol rocketships assemble at Deep Relay 9 for final orders! The Eiger have fortified and mobilized a large asteroid armed with a doomsday weapon fueled by condurillium. Fortunately, Cosmic Patrol assaults stopped greater quantities of the element from reaching the mobile command, preventing the Eiger from completing their device. The weapon is still catastrophically powerful, however, and must be destroyed before the Eiger can find a new source of condurillium. All attempts at a general attack on the asteroid have been repulsed. Our only hope lies in a precision strike by a single rocketship crew using the experimental Glaxon 161b. All other forces will be dedicated to a diversionary frontal assault. Once again, the cosmos needs us and our time is short.
Objectives
Take experimental ship Glaxon 161b and board the asteroid Infiltrate Eiger defenses Destroy the doomsday weapon (and perhaps the planet)
Cues
Eiger Killbots Automated defenses Genetically enhanced Eiger Doomsday weapon Final choice
Tags
space combat doomsday weapon Eiger Killbots infiltration sabotage self destruct
COSM I C PAT R O L 2 3
QUICK-START RULES cosmic patrol mission b riefs THE Eiger Agenda PART 4: doomsday deadlock
Do you know the nature of the weapon, commander? CPI says its some kind of giant beam cannon. All we know is its capable of destroying a star. That should say enough. How are we going to stop it? I dont know. But we dont have to. Its up to those poor saps on the Glaxon to figure out. We just need to make good with keeping those Eiger busy.
THE SETTING
The Eiger asteroid weapon is stationed just inside the Eiger Empire, near the planet they call Terraqueous Globe 65.142 (Enthralled). The experimental Rocketship Glaxon 161b is equipped with a spatial phase destabilizer allowing it to jump behind the Eiger defensive lines and slip in undetected while a general strike is mounted by a mustered force of Patrol rocketships. The facility itself was built as a weapon, not a base, so its internal defenses are unknown. The Glaxon 161b is totally unarmed. The engineers needed the extra room to install the destabilizer.
must find a way to board the asteroid. Scene 2: Find a way into the central command unit and assault or evade enemy forces. The interior of the asteroid is fairly straightforward in layout: central command is at the top. But the crew boarded near the middle. Get moving! Scene 3: Take control of central command! The Eiger have another surprise in store: genetically enhanced soldiers. There are three to take down. Scene 4: With central command under Patrol control, the crew has a decision to make. Information in the command center shows the world below, while itself a conquered planet, is a military strongpoint for the Eiger. The crew can set the asteroid to self-destruct or to fire at the planet. The resulting cataclysm will destroy the asteroid as well as the planet. Once the decision is made, escape!
ENEMIES/OBSTACLES
Scene 1: Pilot the Glaxon 161b through a spatial jump and down to the Eiger HQ. In a surprisingly innovative move (for the Eiger) theyve put killbots in close orbit around the asteroid itself. With no weapons, the crew of the Glaxon
24 C O S MIC PATROL