Post by derv on Mar 23, 2013 7:16:16 GMT -6
I've scoured the pulps and comics and sought input on arch villians in preparation for my upcoming X-plorers game. Here's what I've come up with as my starting point for the campaign. Any comments are welcome.
The Golden Future Setting For X-plorers
Concept:
This setting seeks to take a player back in time in order to look at the future through lenses not colored by current technology and discovery or popular media entertainment. In order to recreate the feel of Pulp Era SF a player must imagine they are literally living in the post WWII 40’s-50’s prior to the U.S. having landed on the moon, prior to satellites, at the early part of man’s push for the stars. The sky is wide open with possibilities and speculation of what lies out there. You live in the atomic era now and Wernher von Braun’s V-2 research makes this all a distinct and real possibility. Newspapers, magazines, radio and Saturday matinees are the primary source for conveying current events and entertainment, with television gaining in acceptance and distribution as a modern marvel of innovation.
Using this as an ideal, players are encouraged to reflect on a setting where Flash Gordon, Buck Rogers, Tom Corbett and others are the protagonists. Stories from Astounding Stories, Amazing Stories, Dynamic Science Stories, Planet Stories and other pulp science fiction literature or comics that ignited the imagination of the average reader of the time are the content of possibility for this setting.
Background (inspired by http://exonauts.blogspot.com):
You are Earthlings in the year 2552 AD who are part of the (IGPC) Inter Galactic Protection Committee’s arm known as the Star Rangers. Your squadron base of operations is located in the capital city of New Minerva. As cadets of this elite organization, it is your job to maintain law and order in the solar system. Of particular importance to your squad is the security of Earth against domestic and alien attempts to thwart it’s position as premiere world explorers. Missions may even take you into the lawless Far Reaches where criminals easily elude capture. Your motto: “Ever Vigilant for Justice”. Some in your organization have taken this motto and their position of authority to an extreme, corrupting its principles to justify their own self serving intentions of being judge, jury and executioners. As a result, the Star Rangers are generally avoided, distrusted, and not openly cooperated with by the general public. But you are part of the noble remnant that seek to reverse this trend and weed out the corrupted and corruptible, redeeming the name of the Star Rangers.
Star Rangers:
Rangers are not a special multiclass in the Golden Future Setting. When creating your character, use the standard Character Creation rules and select one of the standard classes with the following additions:
1. Attribute Scores- roll 3d6 and total five times. Take the four highest scores and assign to any of the attributes of players choice. But it is required that Presence be a minimum score of 13. If you do not have any scores of 13 or above, assign a 13 to Presence and discard your two other lowest scores.
2. All characters start with a maximum 6 hp + or - Physique modifier. They also receive the BHB of the Soldier class reguardless of the class selected because of their academy training.
3. Equipment- all starting level Rangers begin play with 25 credits, a Ranger issued E-suit, a recognizable Ranger uniform mesh suit and helmet, laser pistol, (2)20 EU clip, and a personal comm device (micro set).
4. Psionics are in play- Rangers have been tested at the academy for this unique talent and it is a requirement that all graduating cadets receive a certain score on these tests that indicates they possess these powers. A cadet may not have mastered or become aware of these abilities yet. Therefore, a player is allowed to check for Psionics before each game session until these latent abilities exhibit themselves.
Psionics:
Characters can roll for Psionics once every game session until talent(s) manifests. A character with a PRE 13-14 may have one, 15-16 may have two, 17-18 may have three. They can receive only one ability at a time and must roll separately for additional abilities. Since cadets get extensive ongoing training and guidance in this area, on a roll of 16+ (add modifiers) consult appropriate tables for characters class. Psionics are as described in X-plorers rulebook except for additions below (gleaned from Humanspace Empires). When more then one sub-ability is listed below an ability, a player must make a selection from the sub-abilities.
Psionic Abilities for Soldiers/Scouts:
1. Awareness
2. Clairvoyance
3. Telekinesis
4. Telepathy
5. Suggestion (use Telepathy on table II)-This power allows the user to influence the minds of a being so that the being will be disposed to trust and listen to the user’s words and follow his or her suggestions. The suggestion cannot enslave the target or influence the target to knowingly harm itself or its allies. This power has no effect on beings with which the user may not verbally communicate, androids, robots, mindless creatures, inanimate objects, or beings with 6 or more hit dice or levels.
6. Visions
Psionic Abilities for Scientists/Technicians:
1. Awareness
2. Clairvoyance
3. Telekinesis
4. Mechanical Telepathy (use Telepathy on table II for these)
-Control Device: This power allows the user to take control of simple mechanical or electronic devices. A door may be opened or closed; simple mechanical or electronic locks may be subverted; a projectile or ray gun may be temporarily jammed or otherwise inoperable. Effects may be canceled by another’s use of control device power but otherwise last 1 round per level of the user.
-Machine Empathy: This power allows the user to detect the presence of robots, androids, and positronic computers at a range of 100 feet; it lasts 2 rounds. A general sense of the activity or function of the machine and any hostility or threat that it may represent to the user is also imparted.
-Disbelieve: This power operates against illusions and holograms and will destroy any within a 10 foot radius.
-Electromagnetic Pulse: This power creates a massive energy pulse that will jam all unshielded electrical equipment (including energy weapons, robots, androids and force fields) in the effect radius for 2 rounds per level. Shielded devices, androids and robots are allowed a saving throw to avoid the effect. The scientist/technician may establish a zone of no more than a 10 foot radius within the area of effect within which the pulse is negated.
5. Mind Blank (use Clairvoyance on table II): The user or one target subject is protected from all devices and powers that detect, influence, or read emotions or thoughts. This power also protects against all PSY powers and effects. It has a range of 30 feet. A duration of 2 rounds per user level.
6. Extra-Vision (use Awareness on table II): This power infers 120 foot range low light and infra red vision on the user, allows the user to project his or her vision through solid substances up to a distance of 120 feet and provides visual magnification to 2000 feet in well lit conditions.
The Guardians of the Galactic Order:
(*I know I have broken my own rule and premise by introducing popular 70’s SF here)
Among the elite of the Star Rangers is a secretive select group known as The Guardians of the Galactic Order or more simply The Guardians. Only the best of the best are part of this unit. Members continue to function as Star Rangers and receive no special badge of recognition. Their purposes are covert and missions often of a hidden secondary nature to standard Ranger missions. Part of the mysticism associated with The Guardians and rumors unconfirmed are that the IGPC is made up entirely of members of this organization. The Star Rangers are their legacy and training ground for future leaders.
For a character to become a Guardian is no easy task. A character must have a PRE of 17+, AGI of 15+, and a INT & PHY of 13+. They must have also realized all three of their Psionic abilities. At the end of a gaming session, when all the criteria have been met, a character can roll 1d20. On a roll of 18+ (add PRE modifiers), the character has been selected as a candidate for the organization and will begin Galactic Order Training. Training involves more in depth instruction in Psionics and a character will be allowed to roll for up to three more abilities (16+ on 1d20). They also receive PSY points which may be used instead of PRE: 1 PSY pt./day for levels 1-3, 2 PSY pts./day for levels 4-6, 3 PSY pts./day for levels 7-9, 4 PSY pts./day for level 10+. All psionic skill checks are at +1 for Guardians. A Guardian also receives advanced training in the use of sonic swords and will be issued one when their training is complete. They receive +1 BHB & damage with this weapon at levels 1-4, +2 BHB & damage, +1 attack at levels 5-9, +3 BHB and damage, +2 attacks at level 10+.
Halgo Armax- Arch Villian
This is a well known story and history to the Star Rangers. Halgo Armax was a one time Commissioner of the Star Rangers. He worked his way up through the ranks of the organization, from newly sworn in cadet to lieutenant and eventually, Commissioner. He was considered a model of the virtues behind the Star Ranger program, scoring highest on all achievement tests in his graduating class at the academy, excelling at every task brought his way, as a cadet, eventually being brought in to the secret organization of The Guardians of the Galactic Order. Then something happened to change his disposition. Many speculate it occurred during his tenure as a lieutenant for the Star Rangers. It was during this time that both his parents were kidnapped and held for ransom by a group of space pirates. This sort of activity remains a common means for criminals to obtain quick funds at little risk. The ransom was set at 100,000 cr. The IGPC has a strict policy of non-negotiation with pirates or terrorists and Halgo was not permitted to be involved in the case. The mission resulted in a failed raid to recover his parents where they were both executed before the pirates escaped by entering hyper space into the Far Reaches. Halgo concluded it was all the result of failed policy, inept investigation, and poor leadership of a weak organization that botched the mission. He remained quiet over the matter though and continued to work his way through the ranks. But it was obvious he was a changed man. These changes became clear when he took on the role of Commissioner. This would be the period when the Star Rangers name and reputation would be sullied. Halgo wasted no time in setting up a network within the Star Rangers of cadets loyal to his cause and easily corrupted by money and power. Most damaging to the Rangers was the method Halgo chose to build his network. It involved extortion, blackmail, murder, fraud, and conspiracy with criminal organizations endorsed by the thin veneer of law and order on the surface. Complaints, missing persons, and reports of abuse from the public and within the Star Rangers headquarters started to mount at the IGPC. Halgo always had an excuse or an alibi. He covered his trail well. So the IGPC decided to create a sting operation with their arm of Internal Affairs in order to build a case against Halgo Armax. Undercover moles were planted among the Rangers and several criminal organizations thought to be duplicitous with Halgo and his corrupt followers. Word eventually leaked out to Halgo, which made many in the IGPC question who could be trusted. In a last ditch desperate measure to avoid capture and face justice, Halgo rigged the Star Rangers headquarters with explosives. He detonated the bombs as a diversion as he escaped to a planet in the Far Reaches. Twenty-eight cadets and support staff, including two Internal Affairs moles, were killed in the blast. Halgo quickly went underground and his where about has never been uncovered.
Of interest and a one time suspected lead presented itself approximately one year after the Halgo Armax incident. Star Rangers intercepted a wreckage outside of the asteroid belt. At first, it was believed to be the wreckage of an unfortunate traveler. On closer investigation it became clear it was the remains of a pirate space craft. Very little was left of the ship. It was complete destruction, but it’s crew were discovered amidst the debris. None had suffered any trauma from explosion or impact, but appeared to have all died from asphyxiation. It has been suggested that the crew might have been jettisoned one by one into space with out space suits before their vessel was decimated. It had the signs of Halgo Armax’s handy work but failed to lead any where.
Halgo Armax, a monomaniacal criminal genius, remains at large and is believed to have his hand in much of the Inter-galactic crime that is currently growing in frequency. His ultimate goals revolve around revenge and the disruption of the organization of the IGPC and specifically the Star Rangers. Rumors abound as to his current location and involvements, but he continues to elude the best of the Star Rangers. As always, Star Rangers must live up to their motto, “Ever Vigilant for Justice”.
Moon Base Mayday: Mini Mission
An urgent message has been transmitted from Moon Base to New Minerva Ranger headquarters. An ancient space craft has appeared on sensors as it drifted, with great speed out, of the meteor belt on the dark side of Jupiter and is headed for a direct collision with the base. This must be avoided to prevent any disruption to galactic communications. Such a collision would make the Earth vulnerable and isolated. It is your job to intercept the mysterious craft and affix it with electro-magnetic towing beams in order to change its projectory. At the same time you should investigate the ships origins.
The ghost ship is an ancient Russian space craft from Earth’s primitive space exploration past. The Cosmonaut space ship has been drifting in space for hundreds of years and evokes an eerie feeling of uncertainty to those observing the hulk. It’s shell is pock marked by evidence of repeated barrages from impacted space debris. The rusty and char stained hull remains intact and is a testament of quality early engineering and construction. The wonder it evokes will cause your team to ponder whether this ancient piece of history shouldn’t rightfully be brought to Earth and displayed in a museum. Some dialogue to this effect could take place with headquarters before the ship is boarded and explored.
The ship is actually part of an elaborate scheme to destabilize Earth. It was purposefully infested with Jinkets. Jinkets are small insect-like aliens who resemble bright blue roaches. They will quickly infest a space ship and short out all electronic wiring and computer controls. They are very difficult to eradicate and are known for their ability to survive in harsh elements. They can not only strand a space ship, but might make it completely uninhabitable by compromising life support functions. These creatures are indiscriminate about where they live, but favor the presence of plastics and silicone compounds or resins that are commonly present in all electronics. When threatened they will attack with an electrically charged bite. They are impervious to lasers and electric based weapons, but are susceptible to fire or pesticides. In order to prevent further infestation, the historic Cosmonaut space ship will have to be torpedoed with incendiary warheads. The GM is encouraged to get creative in elaborating on the content found within the ancient craft. Some items may be of considerable collective value at the auction domes.
Jinkets (#4d6)
AC11 HD1d3 ATT 1/1d3 shock bite ST18 MV8 SPC impervious to electric based attacks XP22
This scheme was created by Halgo Armax, the Outer planetary leader (one time commissioner of the entire Star Ranger program) and arch villain of a large galactic criminal syndicate. Once the Rangers are on board the Cosmonaut space craft, three of Halgo’s henchmen will drop in and board the ship in an attempt to surprise and ambush the cadets. Halgo believes his plan can still be salvaged.
Henchmen
AC12 HD1 HP 6,4,4 ATT Needler Pistols 1d6+1 ST18 MV4 XP15
If defeated, one of the henchmen will drop a hologram transmitter which will activate and broadcast Halgo Armax. You have disrupted his plan of infesting the moon with Jinkets and destabilizing Galactic communications, through the collision, in an attempt to get a foothold and staging platform for the second phase of his master plan against the IGPC. He will be back. This is not over Rangers.
The Golden Future Setting For X-plorers
Concept:
This setting seeks to take a player back in time in order to look at the future through lenses not colored by current technology and discovery or popular media entertainment. In order to recreate the feel of Pulp Era SF a player must imagine they are literally living in the post WWII 40’s-50’s prior to the U.S. having landed on the moon, prior to satellites, at the early part of man’s push for the stars. The sky is wide open with possibilities and speculation of what lies out there. You live in the atomic era now and Wernher von Braun’s V-2 research makes this all a distinct and real possibility. Newspapers, magazines, radio and Saturday matinees are the primary source for conveying current events and entertainment, with television gaining in acceptance and distribution as a modern marvel of innovation.
Using this as an ideal, players are encouraged to reflect on a setting where Flash Gordon, Buck Rogers, Tom Corbett and others are the protagonists. Stories from Astounding Stories, Amazing Stories, Dynamic Science Stories, Planet Stories and other pulp science fiction literature or comics that ignited the imagination of the average reader of the time are the content of possibility for this setting.
Background (inspired by http://exonauts.blogspot.com):
You are Earthlings in the year 2552 AD who are part of the (IGPC) Inter Galactic Protection Committee’s arm known as the Star Rangers. Your squadron base of operations is located in the capital city of New Minerva. As cadets of this elite organization, it is your job to maintain law and order in the solar system. Of particular importance to your squad is the security of Earth against domestic and alien attempts to thwart it’s position as premiere world explorers. Missions may even take you into the lawless Far Reaches where criminals easily elude capture. Your motto: “Ever Vigilant for Justice”. Some in your organization have taken this motto and their position of authority to an extreme, corrupting its principles to justify their own self serving intentions of being judge, jury and executioners. As a result, the Star Rangers are generally avoided, distrusted, and not openly cooperated with by the general public. But you are part of the noble remnant that seek to reverse this trend and weed out the corrupted and corruptible, redeeming the name of the Star Rangers.
Star Rangers:
Rangers are not a special multiclass in the Golden Future Setting. When creating your character, use the standard Character Creation rules and select one of the standard classes with the following additions:
1. Attribute Scores- roll 3d6 and total five times. Take the four highest scores and assign to any of the attributes of players choice. But it is required that Presence be a minimum score of 13. If you do not have any scores of 13 or above, assign a 13 to Presence and discard your two other lowest scores.
2. All characters start with a maximum 6 hp + or - Physique modifier. They also receive the BHB of the Soldier class reguardless of the class selected because of their academy training.
3. Equipment- all starting level Rangers begin play with 25 credits, a Ranger issued E-suit, a recognizable Ranger uniform mesh suit and helmet, laser pistol, (2)20 EU clip, and a personal comm device (micro set).
4. Psionics are in play- Rangers have been tested at the academy for this unique talent and it is a requirement that all graduating cadets receive a certain score on these tests that indicates they possess these powers. A cadet may not have mastered or become aware of these abilities yet. Therefore, a player is allowed to check for Psionics before each game session until these latent abilities exhibit themselves.
Psionics:
Characters can roll for Psionics once every game session until talent(s) manifests. A character with a PRE 13-14 may have one, 15-16 may have two, 17-18 may have three. They can receive only one ability at a time and must roll separately for additional abilities. Since cadets get extensive ongoing training and guidance in this area, on a roll of 16+ (add modifiers) consult appropriate tables for characters class. Psionics are as described in X-plorers rulebook except for additions below (gleaned from Humanspace Empires). When more then one sub-ability is listed below an ability, a player must make a selection from the sub-abilities.
Psionic Abilities for Soldiers/Scouts:
1. Awareness
2. Clairvoyance
3. Telekinesis
4. Telepathy
5. Suggestion (use Telepathy on table II)-This power allows the user to influence the minds of a being so that the being will be disposed to trust and listen to the user’s words and follow his or her suggestions. The suggestion cannot enslave the target or influence the target to knowingly harm itself or its allies. This power has no effect on beings with which the user may not verbally communicate, androids, robots, mindless creatures, inanimate objects, or beings with 6 or more hit dice or levels.
6. Visions
Psionic Abilities for Scientists/Technicians:
1. Awareness
2. Clairvoyance
3. Telekinesis
4. Mechanical Telepathy (use Telepathy on table II for these)
-Control Device: This power allows the user to take control of simple mechanical or electronic devices. A door may be opened or closed; simple mechanical or electronic locks may be subverted; a projectile or ray gun may be temporarily jammed or otherwise inoperable. Effects may be canceled by another’s use of control device power but otherwise last 1 round per level of the user.
-Machine Empathy: This power allows the user to detect the presence of robots, androids, and positronic computers at a range of 100 feet; it lasts 2 rounds. A general sense of the activity or function of the machine and any hostility or threat that it may represent to the user is also imparted.
-Disbelieve: This power operates against illusions and holograms and will destroy any within a 10 foot radius.
-Electromagnetic Pulse: This power creates a massive energy pulse that will jam all unshielded electrical equipment (including energy weapons, robots, androids and force fields) in the effect radius for 2 rounds per level. Shielded devices, androids and robots are allowed a saving throw to avoid the effect. The scientist/technician may establish a zone of no more than a 10 foot radius within the area of effect within which the pulse is negated.
5. Mind Blank (use Clairvoyance on table II): The user or one target subject is protected from all devices and powers that detect, influence, or read emotions or thoughts. This power also protects against all PSY powers and effects. It has a range of 30 feet. A duration of 2 rounds per user level.
6. Extra-Vision (use Awareness on table II): This power infers 120 foot range low light and infra red vision on the user, allows the user to project his or her vision through solid substances up to a distance of 120 feet and provides visual magnification to 2000 feet in well lit conditions.
The Guardians of the Galactic Order:
(*I know I have broken my own rule and premise by introducing popular 70’s SF here)
Among the elite of the Star Rangers is a secretive select group known as The Guardians of the Galactic Order or more simply The Guardians. Only the best of the best are part of this unit. Members continue to function as Star Rangers and receive no special badge of recognition. Their purposes are covert and missions often of a hidden secondary nature to standard Ranger missions. Part of the mysticism associated with The Guardians and rumors unconfirmed are that the IGPC is made up entirely of members of this organization. The Star Rangers are their legacy and training ground for future leaders.
For a character to become a Guardian is no easy task. A character must have a PRE of 17+, AGI of 15+, and a INT & PHY of 13+. They must have also realized all three of their Psionic abilities. At the end of a gaming session, when all the criteria have been met, a character can roll 1d20. On a roll of 18+ (add PRE modifiers), the character has been selected as a candidate for the organization and will begin Galactic Order Training. Training involves more in depth instruction in Psionics and a character will be allowed to roll for up to three more abilities (16+ on 1d20). They also receive PSY points which may be used instead of PRE: 1 PSY pt./day for levels 1-3, 2 PSY pts./day for levels 4-6, 3 PSY pts./day for levels 7-9, 4 PSY pts./day for level 10+. All psionic skill checks are at +1 for Guardians. A Guardian also receives advanced training in the use of sonic swords and will be issued one when their training is complete. They receive +1 BHB & damage with this weapon at levels 1-4, +2 BHB & damage, +1 attack at levels 5-9, +3 BHB and damage, +2 attacks at level 10+.
Halgo Armax- Arch Villian
This is a well known story and history to the Star Rangers. Halgo Armax was a one time Commissioner of the Star Rangers. He worked his way up through the ranks of the organization, from newly sworn in cadet to lieutenant and eventually, Commissioner. He was considered a model of the virtues behind the Star Ranger program, scoring highest on all achievement tests in his graduating class at the academy, excelling at every task brought his way, as a cadet, eventually being brought in to the secret organization of The Guardians of the Galactic Order. Then something happened to change his disposition. Many speculate it occurred during his tenure as a lieutenant for the Star Rangers. It was during this time that both his parents were kidnapped and held for ransom by a group of space pirates. This sort of activity remains a common means for criminals to obtain quick funds at little risk. The ransom was set at 100,000 cr. The IGPC has a strict policy of non-negotiation with pirates or terrorists and Halgo was not permitted to be involved in the case. The mission resulted in a failed raid to recover his parents where they were both executed before the pirates escaped by entering hyper space into the Far Reaches. Halgo concluded it was all the result of failed policy, inept investigation, and poor leadership of a weak organization that botched the mission. He remained quiet over the matter though and continued to work his way through the ranks. But it was obvious he was a changed man. These changes became clear when he took on the role of Commissioner. This would be the period when the Star Rangers name and reputation would be sullied. Halgo wasted no time in setting up a network within the Star Rangers of cadets loyal to his cause and easily corrupted by money and power. Most damaging to the Rangers was the method Halgo chose to build his network. It involved extortion, blackmail, murder, fraud, and conspiracy with criminal organizations endorsed by the thin veneer of law and order on the surface. Complaints, missing persons, and reports of abuse from the public and within the Star Rangers headquarters started to mount at the IGPC. Halgo always had an excuse or an alibi. He covered his trail well. So the IGPC decided to create a sting operation with their arm of Internal Affairs in order to build a case against Halgo Armax. Undercover moles were planted among the Rangers and several criminal organizations thought to be duplicitous with Halgo and his corrupt followers. Word eventually leaked out to Halgo, which made many in the IGPC question who could be trusted. In a last ditch desperate measure to avoid capture and face justice, Halgo rigged the Star Rangers headquarters with explosives. He detonated the bombs as a diversion as he escaped to a planet in the Far Reaches. Twenty-eight cadets and support staff, including two Internal Affairs moles, were killed in the blast. Halgo quickly went underground and his where about has never been uncovered.
Of interest and a one time suspected lead presented itself approximately one year after the Halgo Armax incident. Star Rangers intercepted a wreckage outside of the asteroid belt. At first, it was believed to be the wreckage of an unfortunate traveler. On closer investigation it became clear it was the remains of a pirate space craft. Very little was left of the ship. It was complete destruction, but it’s crew were discovered amidst the debris. None had suffered any trauma from explosion or impact, but appeared to have all died from asphyxiation. It has been suggested that the crew might have been jettisoned one by one into space with out space suits before their vessel was decimated. It had the signs of Halgo Armax’s handy work but failed to lead any where.
Halgo Armax, a monomaniacal criminal genius, remains at large and is believed to have his hand in much of the Inter-galactic crime that is currently growing in frequency. His ultimate goals revolve around revenge and the disruption of the organization of the IGPC and specifically the Star Rangers. Rumors abound as to his current location and involvements, but he continues to elude the best of the Star Rangers. As always, Star Rangers must live up to their motto, “Ever Vigilant for Justice”.
Moon Base Mayday: Mini Mission
An urgent message has been transmitted from Moon Base to New Minerva Ranger headquarters. An ancient space craft has appeared on sensors as it drifted, with great speed out, of the meteor belt on the dark side of Jupiter and is headed for a direct collision with the base. This must be avoided to prevent any disruption to galactic communications. Such a collision would make the Earth vulnerable and isolated. It is your job to intercept the mysterious craft and affix it with electro-magnetic towing beams in order to change its projectory. At the same time you should investigate the ships origins.
The ghost ship is an ancient Russian space craft from Earth’s primitive space exploration past. The Cosmonaut space ship has been drifting in space for hundreds of years and evokes an eerie feeling of uncertainty to those observing the hulk. It’s shell is pock marked by evidence of repeated barrages from impacted space debris. The rusty and char stained hull remains intact and is a testament of quality early engineering and construction. The wonder it evokes will cause your team to ponder whether this ancient piece of history shouldn’t rightfully be brought to Earth and displayed in a museum. Some dialogue to this effect could take place with headquarters before the ship is boarded and explored.
The ship is actually part of an elaborate scheme to destabilize Earth. It was purposefully infested with Jinkets. Jinkets are small insect-like aliens who resemble bright blue roaches. They will quickly infest a space ship and short out all electronic wiring and computer controls. They are very difficult to eradicate and are known for their ability to survive in harsh elements. They can not only strand a space ship, but might make it completely uninhabitable by compromising life support functions. These creatures are indiscriminate about where they live, but favor the presence of plastics and silicone compounds or resins that are commonly present in all electronics. When threatened they will attack with an electrically charged bite. They are impervious to lasers and electric based weapons, but are susceptible to fire or pesticides. In order to prevent further infestation, the historic Cosmonaut space ship will have to be torpedoed with incendiary warheads. The GM is encouraged to get creative in elaborating on the content found within the ancient craft. Some items may be of considerable collective value at the auction domes.
Jinkets (#4d6)
AC11 HD1d3 ATT 1/1d3 shock bite ST18 MV8 SPC impervious to electric based attacks XP22
This scheme was created by Halgo Armax, the Outer planetary leader (one time commissioner of the entire Star Ranger program) and arch villain of a large galactic criminal syndicate. Once the Rangers are on board the Cosmonaut space craft, three of Halgo’s henchmen will drop in and board the ship in an attempt to surprise and ambush the cadets. Halgo believes his plan can still be salvaged.
Henchmen
AC12 HD1 HP 6,4,4 ATT Needler Pistols 1d6+1 ST18 MV4 XP15
If defeated, one of the henchmen will drop a hologram transmitter which will activate and broadcast Halgo Armax. You have disrupted his plan of infesting the moon with Jinkets and destabilizing Galactic communications, through the collision, in an attempt to get a foothold and staging platform for the second phase of his master plan against the IGPC. He will be back. This is not over Rangers.