Traveller - Extraction Protocol

 Extraction Protocol

Introduction and Overview

Mission Premise

The players are Imperial Special Operations, specialising in missions requiring expertise beyond standard infantry.

Their objective: extract a High-Value Asset (HVA) from a corporate research facility inside a collapsing war zone.

Player Role & Expectations

The marines are not standard ground forces - they are special operations, elite operatives, drawn from varied military and law enforcement backgrounds, forming a cross-specialized team with expertise in skills such as:

•       Recon & Intelligence

•       Explosives & Heavy Weapons

•       Electronics & Computers

•       Tactics & Leadership

•       Piloting, Navigation & Driving

•       Medic

This isn’t a hard and fast list, let players use their imagination when they generate their characters. 

GM Overview

The Whole Story

The player characters are Imperial Special Operations dispatched to a nearby non-imperial world on what appears to be a straightforward extraction mission.  Dr. Kess Aranti, a civilian researcher working for Syntar Advanced Development, has requested emergency evacuation from a corporate research facility caught in a rapidly deteriorating war zone.

The extraction request was false—either through spoofed communications, intelligence failures, or deliberate misinformation.  Dr. Aranti never asked to be rescued and has no intention of leaving.  She is loyal to her employer, dedicated to her research, views the Empire as a threat to her research and freedom, and will actively resist extraction.

Imperial Command wants Dr. Aranti for her research – to use for themselves and to keep away from others. They were delighted to hear that Dr. Aranti had asked for rescue. 

According to the player’s briefing, Dr. Aranti is working predictive modeling, in actual fact, she is working on biotechnology with both civilian and military applications

Meanwhile, the "simple" war zone is actually a complex three-way conflict between local “war lord” Iyasu (who isn’t a war lord, but an elected head of government and wants to restore order), corporate forces including Syntar, and various bandit factions.  

The player’s ship is shot down, leaving them on foot in a war zone.  The team must navigate their way through the city, through a series of encounters that slowly show their intel to be increasingly inaccurate.

The facility contains research infrastructure is so massive and valuable that abandoning it would cost billions - which is why Syntar refused to evacuate despite the dangers.  The political situation on planet has degenerated faster than Syntar expected, leaving them with a critical research facility in a war zone. 

Once the team reach the lab to rescue Dr. Aranti the situation escalates step by step when they find that: 

a)        Dr Aranti doesn’t want to be rescued

b)        The “war lord” has started a targeted artillery campaign aimed at ridding the city of corporate and bandit forces

c)        The civilians in the lab are expecting the Spec Ops team to rescue them

d)        A team from a rival corporation, who also want Dr Aranti, have breached the lab. 

The players need to make their choices and work from there.  How do they extract Dr. Aranti?  Do they follow orders and leave civilians to the artillery bombardment?  How do they handle the rival strike force?  How are they getting off the planet after their ship crashed?

Module Breakdown

The module is broken into five parts:

1.        Mission Briefing, Tactical Planning and Loadout – Call to Action

2.        The Crash and the Warzone – Rising Action

3.        Facility Infiltration  - Climax

4.        Extraction and Escape  - Falling Action

5.        The Final Shot  - Resolution


 

GM's Role

Present the mission as straightforward initially, then gradually reveal the complexity.  Let players make meaningful choices without telegraphing "correct" answers.  The goal is to create situations where professional soldiers must make human decisions under extreme pressure.

Key Themes

•       Science fiction & military action. Aliens, Predator, Starship Troopers, Navy Seals, 1960‘s WW2 Commando movies. High tech guns, lots of action

•       Flawed Intelligence: Nothing is as briefed; truth emerges through play

•       Moral Ambiguity: The situation leaves them with tough choices. 

•       No Clean Solutions: Every choice has a cost; perfect outcomes are impossible

•       Fog of War: Information is incomplete, contradictory, and rapidly changing

       

Part 1: Mission Briefing, Tactical Planning & Loadout

 

Scene 1: Mission Briefing

Mission Overview (GM Brief)

This scene introduces the mission, allows players to ask questions, plan how they will reach the target through a city in chaos and then escape with Dr. Aranti, and select their gear.  Later sections and encounters will show that this intel is badly flawed, so play up the straight standard aspect here.

 

GM Boxed Text: Briefing Begins

There is a printable single sheet version of the briefing in the Appendix.  Print one copy for each player so they can refer back to it.

 

Imperial Special Operations: Mission Briefing

Subject: Priority Extraction Op, Codename "Extraction Protocol"

Team: Special Operations Unit.

Objective: Secure and extract a High-Value Asset (HVA) from a corporate research facility inside a collapsing war zone on planet Enoleen.

The lights dim. Tactical overlays flicker across a map of the smouldering city below. The commanding officer, Colonel Brek, steps forward, visor tucked under one arm.

“Alright, listen up.  This is a priority extraction op.  We've got an HVA—a civilian tech named Dr. Kess Aranti, affiliated with Syntar Advanced Development.  She’s requested an emergency evacuation from Syntar Research Site Nine on planet Enoleen.  You’re the nearest qualified unit—we'll get you going to the Enoleen system within the hour.  A week in jump space, your shuttle will drop you, and the pilot will wait for you in orbit.

Now, the local situation.  The planetary government collapsed two years ago, and since then, it's been warlords and corporate militias carving up territory.  The most powerful faction is led by a butcher named Iyasu . He's a classic strongman type, anti-Imperial, and commands the biggest armed force in the region.  Intelligence indicates he's planning to move against corporate holdings shortly.

Most civilian populations have been evacuated, with only scattered refugee camps and bandits left.  The area around the facility should be largely clear of non-combatants.

The lab itself has a large volume of infrastructure and is very expensive.  The company decided it was worth the risk to stay and got caught with their pants down when the political situation deteriorated.  They've been using drops to the local spaceport for supplies, but the last ship couldn’t get through due to artillery fire about a week ago.  We believe the lab has a significant store of necessities and is largely self-sufficient, but we don’t know for how long.

The extraction request from Dr. Aranti came in on the last jump ship, and the signal has been triple-verified by Imperial teams, so we know it’s legitimate.  Dr. Aranti is considered non-threatening, with no military profile . The facility itself is still under Syntar control, with a skeleton crew and automated defenses.  Hostile forces are moving in, but they haven't breached the facility yet.

Your objective is simple: secure the asset and get out alive.  The rules of engagement are standard: minimize civilian casualties and avoid unnecessary confrontation with local factions.  The local groups are focused on fighting each other, not hunting Imperial assets, but avoiding confrontation may not be possible.

Your facility map is based on Syntar's last internal audit.  It'll be synced to your HUD and command terminal, so you'll have a clear layout.  This should be a straightforward, in-and-out operation: get in, grab the asset, and get out before the warlords even notice you were there.

You deploy within the hour. No backup. No air support. Questions?”.

 

Player FAQ:

This section has a few questions the players might ask. 

·      The Briefing sections are for players. 

•       The Reality sections are intended as GM knowledge, do not read this out to the players.

•       For any questions that are out of scope, Colonel Brek will respond that “That information is not included in this briefing”

 

Why does Syntar have a lab in a war zone?

Briefing Says:

“The lab was there before the war. Syntar has had a presence on planet for at least 10 years. The lab has a large volume of infrastructure, much of it delicate and expensive. This would represent a significant logistical effort. The company felt it was worth the risk to stay.  By the time the political situation deteriorated, it was too late to move. “

Reality:

This is accurate.  

How hot is the war zone?

Briefing Says:

No major activity in the last few weeks. The occasional localised flare ups, but nothing significant. 

Reality:

The war zone is hot with multiple factions actively combatting each other.  This is way beyond a local flare up. The players will immediately come under fire. 

How are supplies delivered to the lab?

Briefing Says:

Until recently this really wasn’t a problem. Syntar has used drops to the local spaceport. Last ship, a week ago, couldn’t get through – artillery fire.  We believe the lab has a significant store of necessities and is largely self-sufficient.  How long for, we don’t know.”

Reality:

This is accurate.  

Why the sudden hurry?

Briefing Says:

The local government recently lost control of the situation, resulting in local war lords and bandits fighting for political control.  Imperial intelligence believes that the situation will get significantly worse in short order.  Hence the need to extract HVA asap.

Reality:

This is accurate except that the situation has already gotten worse.  What is the local political situation?

Briefing Says:

The planet is not part of the Imperium and as such not under our remit. The Emperor has refused to involve himself in local matters. The planetary government collapsed two years ago.  Local political areas realigned along cultural and  geographic lines.  The local area held elections up to six months ago but no clear winner emerged.  The situation has since devolved and different factions are fighting for control.  Iyasu is the local war lord, the most powerful faction. He is a butcher and strongly anti-imperial.  Everyone else is little more than bandits. 

We have intelligence that the shakey peace between the factions is about to be broken. Hence Dr. Aranti’s rescue request. 

Reality:

The first part is accurate but Iyasu won the election.  He isn’t a butcher, he is a nationalist leader who is strongly anti-Imperial and wants to take the planet back from mega-corporations (like Syntar and others).  He fights the bandit factions, and runs food and medicine programs for civilians. 

Did the HVA request extraction?

Briefing Says:

“Yes. Subject signaled Imperial assets requesting emergency extraction within the last 48 hours.  Signal was verified through standard encryption protocols.”

Reality:

The signal was either spoofed or misinterpreted.  Or Imperial Intelligence screwed up.  The HVA has not requested rescue and will actively resist extraction - she believes being taken by the Empire endangers her research or freedom.

Who is the HVA, exactly?

Briefing Says:

“Dr. Kess Aranti.  Civilian contractor working on high-priority predictive modeling projects for Syntar.  No military profile.  Considered non-threatening.”

Reality:

Aranti is far more than a civilian.  She isn’t working on predictive modeling, she is working on biotechnology which has both civilian and military applications.  She understands the implications of her research and believes the Empire will misuse it.  She may be armed, may resist, and may have made local alliances.  She has no intention of being rescued or extracted, particularly by the Imperium. 

Is the Syntar facility still under corporate control?

Briefing Says:

“Yes. Syntar maintains control over the perimeter with a skeleton crew and automated defenses. Hostile forces are moving in but have not yet breached the facility.”

Reality:

Syntax has a full team guarding the facility with automated defences. The hostile forces – a rival corporation - will breach the facility shortly after the players do. 

What are the rules of engagement?

Briefing Says:

“Standard: minimize civilian casualties, avoid unnecessary confrontation with local factions, and eliminate threats to the HVA or your unit.”

Reality:

Local factions do not recognize Imperial authority and may treat the operatives as invaders or corporate mercs.  Avoiding confrontation may not be possible.

How accurate is the map?

Briefing Says:

“Facility layout is based on Syntar’s last internal audit. You’ll have access to it via HUD overlays and command terminal sync.”

Reality:

Several areas are sealed or rerouted due to damage or sabotage. Power failures, destroyed infrastructure, and warlord interference make large parts of the map unreliable or obsolete.

Are there civilians in the area?

Briefing Says:

“Minimal.  Civilian populations have largely evacuated the combat zones surrounding the facility.”

Reality:

Civilians are everywhere - sheltering, scavenging, hiding.  Some may be aiding resistance cells.  Others may mistake the PCs for corporate death squads.

Can we trust the intel packet?

Briefing Says:

“Intel has been triple-verified by Imperial signals and recon teams.”

Reality:

Comms interference, faction disinformation campaigns, overreliance on outdated Syntar internal data and incompetence have introduced major gaps and errors into the briefing.

 

 

Scene 2: Tactical Route Planning

Provide the players with a map of the war zone and let the team plan their landing spot and their route toward the lab:

•       Where will they land?

•       Which faction zones will they pass through?

•       Are they prioritizing stealth, speed, or recon?

•       Do they split up or stick together?

The players will be transported via jump ship into orbit around the planet.  They will be transported from orbit to ground in a drop ship with a small hover vehicle inside.  

GM Note: The drop ship and hover vehicle will be destroyed on the way down and the players will need to go on foot. 

 

Scene 3: Loadout Phase

Overview

Location: Forward Armory & Tactical Bay

The players have only a few hours hour before they head out, so their loadout time is limited. 

Let each player requisition gear.  

A few notes:

•       This is a forward base outside the Imperium, with limited supplies.  High-end items such as PGMPs, Battledress and Grav belts are not available.

•       As a GM, use your discretion and the time limit to avoid the PCs becoming overpowered.  Remember this is a rough, adapt and survive scenario. 

•       Remember that if (when) their vehicle breaks down they need to carry everything.

•       Are they planning an exit strategy?  They need to get HVA out safely. 

Give them the Standard Kit.  Let them choose anything that they can reasonably find at a small forward operations base plus a chance to request 2 additional items through a short roleplay or skill check. 

Standard Kit

•       TL13 Combat Armor (+17) 

•       Gauss Rifle TL12 (4D6) or Laser Rifle TL11 (5D6+3)

•       Gauss Pistol TL12 (3D6) or Laser Pistol (3D6+3)

•       Tactical HUD helmet - mapping, Identification Friend or Foe (IFF), encrypted comms, binoculars

•       Grenades: choose as per the rules. 

•       Basic Medkit

•       Rations and basic necessities 

•       Equipment relating to their speciality.  The electronics person has an electronics repair kit, demolitions expert has blast charges and so forth. 

 

Additional Gear Request System

Players can request up to 2 specialty items.

Skill Check:

Use Persuade, Leadership, or Admin vs. DM 8+ (10+ for rare gear) modifiers:

·      +1 if background or role supports request

·      -2 if players ask for over-the-top gear

Remind players that heavy weapons bulky equipment may limit stealth, mobility, or local perception.  Let them choose—but make the tradeoffs clear.

 

Scene Exit Criteria

•       Players briefed, possible suspicion raised

•       Tactical plan is drawn

•       Team has chosen gear

•       Optional: morale shaken by hints of misinformation

 

GM Notes Summary

•       The mission is urgent, but the intel is flawed.

•       Let players make meaningful choices—but set up payoff later when those choices complicate things.

 

       

 Part 2: The Crash and the Warzone

 

Scene 1: The Crash

Scene Overview

After the briefing and tactical planning, the ship spends a week in jump space, and then embarks in their dropship—only to come under fire mid-descent.  The ship crashes and the players need to make their way through the war zone on foot. 

 

GM Setup

The crash is scripted – the drop ship will crash - but the players can influence how bad the crash is and where they crash.  Make them think that they can recover the situation.   You want the players to have a sense of agency and have them involved in the crash.  If none of the players have pilot skills, feel free to include a pilot and have the pilot die in the crash (to complicate the extraction).

The dropship is fast, but the warzone is hotter than expected.  As they start the decent, anti-aircraft systems lock on.

Allow the players to choose where to crash. This allows them to shape their own survival story and feel in control—despite the chaos.

 

Boxed Text: Dropship Descent

One of the players should pilot the ship.  There is a navigation console next to the pilot, along with a weapons consoles and a support console with Electronic Counter Measures (ECM) and tactical displays. It would be reasonable for experienced Special Operations teams to man those stations.

The ship vibrates as it punches into the upper atmosphere.  You know this, done it a million times. The city sprawls below.  There are fires burning in the ruins. Some areas are lit, some aren’t.  Looks like people still live there. 

The dropship is targeted by artillery fire from the ground. The players have been spotted.

Player options (suggested):

·      Inform the player on the support console that there is incoming anti-aircraft fire.

·      Piloting roll of 12+ to avoid the incoming fire  

·      Heavy Weapons roll at 10+ to hit anti-aircraft positions while the shuttle swerves and dives.

·      Navigation rolls at 8+ to guide the pilot.  Success will reduce the number of hits

·      Electronics roll at 8+ to use ECM reduce the accuracy of the incoming artillery. This won’t stop plasma blasts. 

Let the players make relevant skill rolls.

A plasma cannon fires up and targets the ship.  The pilot, weapons console and support console will all realise this at the same time.  If the players don’t ask, make it clear that plasma cannons aren’t common at this tech level.

The player at the weapons console can track the beam and shoot back.  Ultimately the plasma cannon hits the ship.

There is a loud bang, the whole ship shudders with a crunch of metal and the engines begin screaming.  The shuttle lurches left and right as the pilot tries to control it. 

“Choose a crash site.  I’ll aim for it—and pray to whatever gods you have.”

The player on the navigation console can choose a landing zone using the city map.  All others might want to buckle up.  Allow the pilot a piloting roll at 10+.  The ship will crash, but the level of success determines the severity of the crash.

 

Boxed Text: The Trip Down

The sky turns to fire.  Alarms are blaring.  Metal tears like paper as a plasma blasts rips into the rear thrusters.  The dropship spirals hard—city blocks whipping past your viewport. The pilot’s voice is gone—replaced by static and gravity’s roar.

And then—impact.

You wake amid smoke and groaning metal.  Flames lick twisted plating.  Somewhere behind you, someone screams for help.  You’ve survived the descent—but the mission hasn’t even started.

Scene 2: On The Ground

Scene Overview

Players begin disoriented and deep in hostile territory.  The shuttle has crashed and the hover car is badly damaged.

Let the players review their options, check the map and make a plan.  The Syntar facility is an hour or two’s journey on foot (enough time for two or three encounters).

They have about 15 minutes before local bandits converge on their location and start shooting. 

Immediate Consequences 

•       Wrecked Transport – The ship looks rough, but basic gear survived in the wreck.  All the players equipment survived, though.

o      Note that the players may end up repairing the ship in Part 4 as the escape.  Unless the players specifically investigate, keep the description of the damage general (although there isn’t a problem letting them know the shuttle is salvageable).  

o      Investigating the state of the shuttle will take valuable time.

•       Everyone saw what happened – The drop ship was a flaming arc in the sky visible from miles away.

 

Recovery Actions (suggested):

•       Secure Perimeter: Spot incoming patrols or scavengers (Recon, Tactics). 

•       Salvage Gear: The player gear is unharmed.  Roll Mechanic or Streetwise to find other useful items if the players ask. 

•       Decide Movement Plan: Stealth, disguise, fast travel, or split up?

Bandit forces

If the players don’t get moving quickly, within fifteen minutes, you may want to run Encounter 8 – Bandits from Scene 3.

 

Scene 3: Navigating the City

GM Overview

The journey from crash site to the Syntar facility is where the mission’s carefully constructed briefing begins to unravel.  This section is designed to gradually expose the flawed intelligence through environmental storytelling and player observation, rather than exposition dumps.

The players may try to bypass encounters using stealth and focus on the mission.  That is ok, it doesn’t stop you highlighting the inaccuracies of their briefing.  

As the players move through the city, keep track of how much noise they make, how much they alert Warlord troops and Syntar resources.  This section has an urgency tracker that tracks the alert level of various factions.

The Urgency Tracker

Warlord Forces (Iyasu’s Military)


Level

Description

Trigger

Outcome

1

Standard patrols and checkpoints

Minor gunfire, unusual activity reports

Radio chatter increases, patrols maintain schedule

2

Heightened awareness

Confirmed hostile contact, Imperial signatures detected

Double patrol frequency, question civilians at checkpoints

3

Active search protocols

Multiple engagements, casualties taken

Deploy search teams, establish roadblocks on main routes

4

Sector lockdown

Pattern of attacks identified, command assets threatened

Grid search with drones, authorize lethal force

5

Full military response

High-value targets confirmed, strategic threat assessed

Martial law declared, artillery support authorized

 

Syntar Security Forces


Level

Description

Trigger

Outcome

1

Normal facility security

Equipment theft, perimeter breach

Security checks increase, seal non-essential areas

2

Elevated threat posture

Armed intruders, personnel casualties

Additional guards deployed, initiate lockdown procedures

3

Emergency protocols active

Direct assault on facility, VIP threatened

Move critical assets to secure vault, evacuate non-combatants

4

Crisis management mode

Facility breached, research data at risk

Implement data protection protocols, prepare emergency evacuation

5

Scorched earth contingency

Total facility compromise imminent

Initiate data purge, destroy sensitive materials

Generally, alert levels increase one at a time. Unless the players do something truly spectular.

Player-Triggered Advancement:  Specific actions cause immediate escalation:

  1. Combat Engagement: +1 level to faction involved
  2. Casualties Inflicted: +1 additional level to faction affected
  3. Facility/Asset Damage: +1 level to owning faction
  4. High-Profile Actions: Artillery use, explosives, hacking major systems = +2 levels
  5. Stealth Failures: Failed infiltration attempts = +1 level to local faction

Choose Your Encounters:

Select 2-3 encounters from the list below that best suit your table’s pacing, the players’ chosen route, and the themes you want to emphasize.  Each encounter reveals different aspects of the true situation—you don’t need to run them all to tell the complete story.

Each encounter should chip away at the briefing’s assumptions. Let players draw their own conclusions from what they observe rather than telling them directly. The goal is for them to gradually realize that:

·      Iyasu’s forces are more organized and legitimate than described

·      The situation is far more complex than a simple three-way conflict

·      There are more civilians present than briefed

·      Syntar may not be the innocent victim they were portrayed as

Player Ingenuity:

These encounters are frameworks, not scripts.  Players will approach each situation differently—embrace their creativity.  A supply convoy ambush might become a negotiation opportunity, a checkpoint could turn into an intelligence gathering mission, or a stealth scenario might become an impromptu alliance.  Let the players’ specializations and tactical choices drive how each encounter unfolds.

Getting through the city

The players have any number of ways to get through the city – on foot, stealing a vehicle or whatever. This is a warzone, there are patrols, roadblocks and soldiers.  It is not as simple as taking a truck and driving straight there.

Monitor the Urgency Tracker and throw resources at them appropriately.  A crashed shuttle and a huge firefight featuring soldiers in Imperial uniforms will put Warlord forces on alert.

Pacing Note:

Don’t feel pressured to use every encounter.  Two well-developed encounters that the players engage with fully are better than rushing through multiple superficial ones.

Available Encounters

·      Supply Convoy: Ambushed Syntar medical convoy reveals corporate hoarding and Iyasu forces’ legitimate grievances

·      Refugee Processing Center: Well-organized civilian services expose Iyasu as legitimate government, not chaotic warlord

·      Rival Team Trail: Evidence of another military unit heading toward the same target raises questions about the mission

·      Syntar Security Patrol: Lost, demoralized corporate security shows Syntar’s unpreparedness and miscalculation

·      Artillery Impact Zone: Precision strikes on corporate targets while protecting civilians demonstrate professional military conduct

·      Civilian Militia Checkpoint: Armed neighborhood watch reveals impact on ordinary people and complexity beyond “three factions”

·      Emergency Medical Station: Field hospital treating all sides equally shows Iyasu forces following humanitarian protocols

·      Bandit Ambush: Genuine criminal opportunists provide straightforward combat encounter amid political complexity

Encounter 1: Supply Convoy 

Situation:

The players come across a Syntar supply convoy that has been ambushed . The armored truck is smoking, cargo scattered.  Two Syntar security guards are pinned down behind the vehicle, under fire from Iyasu’s forces who have them surrounded from cover positions.

This is an opportunity to get the inside word about Syntar and their operation.

Use Syntar Security Operatives and Warlord Soldiers from Appendix  – NPCs.

What’s Really Happening:

Iyasu’s forces intercepted a Syntar shipment of medical supplies that was supposed to go to civilian hospitals, but Syntar was hoarding it at their facility instead.

Player Options (suggested):

  • Combat: Join either side of the firefight
  • Stealth: Use the chaos to loot supplies, gather intel, or bypass entirely
  • Social: Try to negotiate a ceasefire, mediate the dispute
  • Technical: Jam communications, hack the truck’s manifest, create diversions
  • Bypass: Dismiss as irrelevant and move on.

Revelation Potential:

The cargo manifest shows Syntar is stockpiling civilian medical supplies. Iyasu’s forces mention “returning stolen medicine to the people.”  Shows Syntar as potentially the bad guys, Iyasu’s forces as having legitimate grievances.

Encounter 2: Refugee Processing Center 

Situation:

The players come across a building where Iyasu’s forces have set up a civilian processing center.  There’s a long line of families with belongings, being systematically checked, given ID cards, and directed to different areas.  It’s clearly well-organized with medical stations, food distribution, and child care areas.

The players may see this as an opportunity to gather intelligence about the local situation.

Use Warlord Soldiers from Appendix – NPCs.

What’s Really Happening:

This is Iyasu’s government trying to restore order and provide services - the opposite of the “warlord chaos” described in the briefing.

Player Options (suggested):

  • Combat: Attack the center (though this puts civilians at risk)
  • Stealth: Observe from a distance, infiltrate disguised as refugees
  • Social: Approach openly, claim to be aid workers or journalists
  • Technical: Monitor their communications, hack their systems for intel
  •  Bypass: Dismiss as irrelevant and move on.

Revelation Potential:

  • Professional organization, legitimate government procedures, officials talking about “restoring constitutional order” and “the Minister’s reconstruction plan.”
  • Clear evidence this isn’t a warlord operation.
  • If approached, officials may mistake them for expected government reinforcements.

Encounter 3: Rival Team Trail 

Situation:

The players come across evidence that another military team passed through recently - fresh bootprints in the mud, a still-warm campfire, or spent shell casings from high-end weapons. The trail leads in the same direction they’re heading.  Local scorch marks and professional-looking defensive positions suggest these weren’t amateurs.

Something is clearly wrong, the rival teams weren’t supposed to be here.

The players can track the team to find them.

Use the Rival strike Team from Appendix - NPCs

What’s Really Happening:

The rival strike team is also moving toward the Syntar facility, roughly parallel to the players’ route.

Player Options (suggested):

  • Combat: Set an ambush if they catch up, or prepare for confrontation
  • Stealth: Track them carefully, gather intelligence on their capabilities
  • Social: Try to make contact and determine their intentions
  • Technical: Analyze their equipment signatures, intercept their communications
  • Bypass: Sure, but the rival team also has high-tech equipment.

Revelation Potential:

High-tech gear suggests corporate backing.  Radio intercepts might reveal they have similar orders about “the asset.”  Evidence that someone else values Dr. Aranti highly - but why?

Encounter 4: Syntar Security Patrol 

Situation:

The players encounter a Syntar corporate security patrol that’s clearly lost and demoralized. They’re arguing among themselves, checking their map repeatedly, and one is nursing a bandaged arm.  They’re supposed to be doing perimeter sweeps but are obviously in over their heads.

Use Syntar Security Operatives from Appendix – NPCs.

What’s Really Happening:

Syntar security is undertrained for actual warfare and the situation has deteriorated far beyond what they were prepared for.

Player Options (suggested):

  • Combat: Attack them for gear/intel or if they’re spotted first
  • Stealth: Avoid them entirely, or shadow them to learn patrol routes
  • Social: Approach as fellow “professionals,” offer help, or impersonate corporate backup
  • Technical: Monitor their communications, hack their equipment for facility intel

Revelation Potential:

These guys are scared corporate security, not hardened military.  They might mention how “the situation wasn’t supposed to get this bad” or “the board said this would blow over in weeks.” Shows Syntar’s miscalculation and unpreparedness.

The players could get Syntar uniforms and ID badges here.

Encounter 5: Artillery Impact Zone 

Situation:

The players come across a recently shelled area - smoke still rising, debris scattered.  But as they investigate, they notice the targeting was very precise: a Syntar warehouse is destroyed, but the adjacent civilian housing is untouched.  Nearby, Iyasu’s forces are setting up cordons to keep civilians away from unexploded ordnance while they clear the area safely.

Use Warlord Soldiers from Appendix – NPCs.

What’s Really Happening:

Iyasu’s forces are conducting precision strikes against corporate targets while actively protecting civilian areas - the opposite of indiscriminate “warlord” behavior.

Player Options (suggested):

  • Combat: Engage the cleanup crews (though they’re clearly helping civilians)
  • Stealth: Observe their procedures, search the destroyed warehouse for intel
  • Social: Approach as concerned observers, offer assistance, or claim to be journalists
  • Technical: Analyze the blast patterns, intercept their coordination communications
  • Bypass: Iyasu’s troops are combing the area, looking for survivors but would be interested to see an Imperial Strike Team here.

Revelation Potential:

  • Professional military precision, concern for civilian safety, radio chatter about “authorized targets only” and “Minister’s rules of engagement.”
  • Clear evidence of disciplined military operation, not chaotic warlord brutality.

Encounter 6: Civilian Militia Checkpoint 

Situation:

The players encounter a makeshift barricade manned by armed civilians - shopkeepers, teachers, mechanics - who’ve organized to protect their neighborhood.  They’re nervous but determined, carrying a mix of hunting rifles and improvised weapons.  They challenge anyone trying to pass through “their” area.

What’s Really Happening:

These are ordinary people trying to maintain some order and safety in the chaos, not aligned with any major faction but suspicious of everyone.

Player Options (suggested):

  • Combat: Fight through the checkpoint (though they’re just scared civilians)
  • Stealth: Find alternate routes around their barricade
  • Social: Convince them you’re not a threat, gain their trust, learn about local conditions
  • Technical: Jam their communications, or help improve their defenses
  • Bypass: Easily done these are civilians, they don’t want a fight.

Revelation Potential:

Shows the war’s impact on ordinary people, reinforces that there are more civilians around than briefed, demonstrates the complexity beyond the “three factions” narrative.

Encounter 7: Emergency Medical Station 

Situation:

The players come across a field hospital set up in a damaged building.  Medical personnel in mixed uniforms (some civilian, some Iyasu forces) are treating wounded from all sides - government soldiers, civilians, even some Syntar security.  There’s a clear “no weapons” zone being enforced by guards.

Use Warlord Soldiers from Appendix – NPCs.

What’s Really Happening:

Iyasu’s forces are following medical neutrality protocols and treating everyone, showing discipline and humanitarian principles.

Player Options:

  • Combat: Violate medical neutrality (major moral choice)
  • Stealth: Observe from hiding, infiltrate disguised as wounded
  • Social: Approach openly, respect the neutrality, possibly get treatment
  • Technical: Monitor their communications, analyze their supply sources
  • Bypass: Easily done

Revelation Potential:

Professional medical protocols, treating “enemies” equally, references to “Geneva Convention standards” or similar - clear evidence of legitimate military conduct, not warlord chaos.

Encounter 8: Bandit Ambush

Situation:

The players are moving through a damaged commercial district when they’re suddenly ambushed by a well-positioned bandit gang.  These are genuine opportunistic criminals - not aligned with any faction, just looking to loot whatever they can from anyone passing through. They’ve set up in good cover with overlapping fields of fire.

Use Bandit (Warzone Scavengers) from the Appendix – NPCs.

What’s Really Happening:

These are actual bandits - scavengers taking advantage of the chaos. No moral complexity, no political agenda, just criminals who see military-equipped targets as a big score.  Give the players a chance to test their weapons.

Player Options:

  • Combat: Full tactical engagement - this is what it’s for
  • Stealth: Try to avoid detection and slip past (though they’re well-positioned)
  • Social: Probably won’t work - these guys just want to rob/kill them
  • Technical: Jam their communications, create diversions, but ultimately this wants to be a fight
  • Bypass: The bandits have already spotted the players and are shooting.

Revelation Potential:

None!  This is pure action. Maybe reinforces that there really are criminal elements amid the legitimate political conflict, but mainly it’s just a good firefight.


Scene Exit Criteria

•       At least one fight and one roleplay-heavy scene occurs

•       Party reaches visual range of the Syntar facility—smoke, lights, automated defenses

 

 


 

Part 3: Facility Infiltration

Location: Syntar Advanced Research Facility – Outer Wall to Core Lab

Scene Type: Tactical infiltration & layered challenges

Themes: Security vs. stealth, misinformation, moral conflict, critical choices

 

Scene Purpose

•       Let players breach and navigate the Syntar facility in their own way.

•       Present layered obstacles: outer security, inside the facility, and the final confrontation.

•       Reveal the truth about the mission, the HVA, and the real stakes.

•       Offer multiple tactical paths with real consequences.

 

Facility Layout

The Syntar Advanced Research Site is a three-tier corporate lab built for biosafety, not battlefield security.  

The facility was built for containment, not combat.  It was built well before the war started and has only been reinforced in the last few months—flimsy walls now sport janky turret mounts and exterior plating.   It wasn’t ready for this war.  As the briefing says, when the war started, Syntar was caught with their pants down.

The players approach the lab in three “layers”. 

Layer 1 is the outer perimeter – a 2.5m tall security fence which surrounds the entire facility.  Think chain link fence with barbed wire and security cameras.

Layer 2 is the facility itself, consisting of four levels:

Below Ground: Power, waste systems, drone docks, infrastructure

Ground Level: Staff housing, reception, security station, admin

First Floor: Dr. Aranti, her secure lab (see below), other labs, secure vaults, research servers, command nodes

Roof top: Evac pad (inactive), comms equipment, air conditioning 

Layer 3 is Dr. Aranti’s secure lab on the first floor.  This is where the climax and confrontation take place.   Note that Imperial Security could not get a floor plan for this lab.

 

Layer 1: Outer Perimeter

Features:

·      Chain link fence with barbed wire and security cameras and one gate to the main facility entrance

·      Biometric locks on gates 

·      Patrols & gun turrets

·      Internal alarm network

Player Entry Options:

Obviously, the players are intended to find their own way in.  Let them assess the situation, scout things out and figure out how to get in.  A few suggestions are below.

 

Method

Mechanics

Consequences

Stealth Infiltration

Recon + INT vs. 10+

Avoid detection; bypass patrols

Disguise / Forgery

Deception + Forgery or Admin vs. 10+

Enter through checkpoint unnoticed

Hack Security System

Electronics (Computers) + EDU vs. 8+

Access control, disable cameras

Forced Entry

Explosives or heavy weapons

Trip alarm; full lockdown in 3 rounds

Maintenance Tunnel

Recon or Local Knowledge

Skip Layer 1 entirely with hazards inside

 

GM Note: Failed stealth or hacking triggers a security alert.  Syntar security forces are on alert, checking all security passes.

 

Layer 2: The Facility

Basement

Function: Infrastructure, maintenance, emergency power

Tone: Cramped, echoing, industrial, poor lighting, emergency panels that flicker

Key Zones:

•       Power Core Room – can disable or overload parts of the facility

•       Ventilation Grid / Crawlspaces – stealth path to upper floors

•       Security Backdoor Terminal – bypasses upstairs locks if accessed

•       Security Rrom – Storage for guns, armour

•       Collapsed Tunnel Segment – requires climbing or bypassing debris

Ground Level

Function: Public/common access. Civilian presence. Core security node.

Tone: Orderly, impersonal—like a hospital that just saw a riot.

Key Zones:

•       Reception & Lobby – bluff opportunity or flashpoint with guards

•       Dormitory Wing – injured staff, civilian drama, potential allies

•       Security Office – feeds from cameras, turrets, alerts

•       Main Corridor (H-shape) – lines of sight, intersections

•       Loading Bay & Storage – alternate entry/exit route, supplies

First Floor

Function: Research zones, isolation labs, restricted access core Tone: Bright, sterile, clinical. Feels like a museum or a tomb.

Key Zones:

•       Open Labs (Genetics / Neurology) – vulnerable systems

•       Security Hall – biometric or coded doors to the vault

•       Observation Room – large glass panels overlooking testing areas

•       Core Vault / Aranti’s Suite – the final confrontation zone (see Layer 3 below)

Rooftop

Function: Emergency evac, drone perch, sniper overwatch Tone: Battered, exposed, echo of the outside warzone

Key Zones:

•       Landing Pad (empty) – May be used to escape later

•       Sensor Array – targeting or communication override point

•       Cover Points – great for end-of-mission standoffs or shootouts

 

Layer 3: Core Lab & Confrontation

Location: Reinforced research vault – environmental shielding, biometric locks.  This is where the climax unfolds.

 

Obstacles:

•       2 biometric-locked security doors

•       Encrypted data vault

•       Security guards. If the players caused a commotion in previous layers, they will be on alert. 

 

Player Objectives:

•       Extract Dr. Kess Aranti

•       Retrieve research data

•       Survive the final conflict

 

The Climax

GM Notes and Overview

A few things happen in sequence to really derail the mission from its plan. The intent is a  keep the players off balance, but not overwhelmed, so the pacing of this is critical. 

1.        Dr. Aranti refuses to go.  Not only does she refuse, she never asked to be rescued and she is actively hostile to the Imperium. 

2.        The war lord faction begins targeted artillery fire at any targets not aligned with the local government. This includes Syntar, bandits but not civilians.

3.        As the artillery fire starts, the civilians at the Syntar base naturally assume they are being extracted and turn up with packed bags and children in tow expecting the players to take them. 

4.        A strike team from the rival corporation arrives outside the lab demanding the release of Dr. Aranti. 

The players need to balance all this and make a few decisions:

•       How will they force Dr. Aranti to come with them?

•       Will they leave women and children in a war zone under active artillery fire?

•       How are they going to deal with the strike team?

•       How are they getting out?

Climax Events 

1.        HVA Refuses Extraction

Aranti confronts the players: “You’re here under false pretenses. I didn’t call you—and I’m not leaving.”

She is a loyal Syntar employee, she knows her research has military applications and she doesn’t want it to fall in imperial hands.  

She has been working on this project for ten years and is within three weeks of end-to-end completion.  She wants to see her work to completion. 

She has no intention of being “rescued”. 

Players can:

•       Convince her (Persuade, Leadership, Science)

•       Physically extract her (violence or stun)

•       Extract only the encrypted data (Computers, Engineering)

 

2.        Warlord Assault Begins

The facility shakes under external bombardment as Iyasu begins a targeted attack on corporate facilities and bandit locations. This is his big push.  

Players must flee, bargain, or choose a side.  

They can use external security feeds to assess the situation.  

Warlord forces will not initiate radio calls but will respond.  They have little sympathy for the players’ predicament. “You Imperials left us to the corporations for decades while they strip mined our planet. We asked for help and you refused.  We are taking back what is ours.” 

Allow the players a difficult (12+) Persuation roll, and role play it out. 

Syntar security has no training against artillery assaults, they will defer to the players if they start giving orders. 

There are gun turrets on the roof if they want to shoot back.

3.        Civilians expect to be extracted

The civilians aren’t asking, they simply arrive and announce that they are ready.

A confident sounding lab tech comes into the room with seven children and ten adults in tow and says “Ok, we are ready to go.  Everyone has bare necessities only, every child has an adult partner.  How do you want to handle this?”

Obviously this is the moral quandary.  Are the players going to follow orders, extract only Dr. Aranti and leave children in an artillery bombardment?

4.        Rival Strike Team Breaches Lab

An alarm sounds as the Strike Team from a rival corporation arrives. They want Dr. Aranti and they aren’t here to negotiate.  See the NPCs section for stats. 

Their goal: secure Dr. Aranti and the data at all costs.

 

Scene Exit Criteria

•       Players resolve Aranti confrontation

•       Facility research is secured, destroyed, or lost

•       Major faction standoff is resolved (Rival Strike Team Civilians vs PCs)

 

       

Part 4: Extraction and Escape

Location: From Syntar facility to the Jump Ship in Orbit. 

Scene Type: Time-sensitive, high-stakes escape

Themes: Fallout, choices under fire, fog of war, moral reckoning

Scene Purpose

•       Let the players reap the consequences of their decisions—gear, route, alliances, and who they saved.

•       Deliver action under pressure: pursuit, hazards, last-second choices.

•       Frame the moral fallout: who do they leave behind, and what does it say about them?

Escape Routes

The crashed shuttle means extraction won’t be simple.  Players will need to improvise a new way off-world, based on their past choices, resources, and faction relationships.

The players need to figure out their own way out, but some options are below. 

OPTION 1: Hijack a Rival Faction’s Extraction Shuttle

•       Probably the most obvious is that the rival mercenary team had to get here somehow.  If the players can neutralize or negotiate with them, they can commandeer the rival shuttle.

•       Details: The Blackscale shuttle is a TL13 shuttle with room for 20 people.  It isn’t parked too far away from the facility.  Flying it will need a piloting roll of 8+.  

•       Challenges: They need to bypass the security locks, fight off remnant forces, or pretend to be Blackscale, is there artillery fire on the way out?

•       Complications: Are the Blackscale team all dead?  Can the ship hold everyone the players have brought?  Add some anti-aircraft fire if you want.

OPTION 2: Jury-Rig the Crashed Dropship

•       While their drop ship was wrecked, maybe it wasn’t beyond repair.  If the players have engineers or tech specialists, they might be able to bring it back online for a risky takeoff.

•       Details: They will need to travel Foran hour or two on foot with Dr. Aranti and potentially 17 civilians. The crashed shuttle is less heavily damaged than expected, but repairs will take several hours.  The shuttle is very shakey once in the air and will need several piloting rolls of 10+.

•       Challenges: The ship is heavily damaged, meaning they need time, spare parts, or help from locals to get it airborne, is there artillery fire on the way out?

•       Complications: As soon as the ship powers up, it will become a prime target for artillery fire, forcing a desperate last-second takeoff under fire.

OPTION 3: Use the City Spaceport

•       Syntar gets supplied from off-world via a regular shuttle from the city spaceport. The players can make their way through the war zone to the spaceport and commandeer something.  The Syntar facility will have a vehicle, which may make the trip easier. 

•       The space port isn’t documented here, this is included as a third, less likely option. Use your imagination. 

•       Challenges: 

o   The players will have at minimum Dr. Aranti with them, potentially more civilians.  This will slow them down and complicate things. 

o   The spaceport is likely in chaos, meaning they’ll have to fight off incoming forces, deal with corrupted officials, or bribe smugglers.

•       Complications: The ship is not in top condition—there might be mid-flight failures, requiring emergency repairs.

Scene Resolution Criteria

•       Players leave the facility.

•       Extraction method resolved.

•       The players are safely in a shuttle on the way off-planet. 

•       Setup established for final debrief (Scene 5).  

 


 

Part 5: The Final Shot

Location: Aboard evac craft, leaving the war zone behind

Scene Type: Cinematic closing moment, player-driven epilogue

Themes: Victory, consequences, exhaustion, reflection

Scene Purpose:

•       Let players choose their ending—the final moment of their mission.

•       Keep it cinematic rather than a formal debrief.

•       Reinforce the weight of their choices through NPC reactions and environmental cues.

Framing the Closing Shot

Ask the players:

"This is the closing shot. What does it look like? What’s the mood? Are you walking away victorious, battered, conflicted?"

Let them craft their own ending, but provide options if they need help:

High-Speed Extraction: The shuttle roars into the sky, smoke trailing behind as artillery detonates below. Imperial command awaits as they dock with the Jump Ship.  Aranti remains silent, staring out the window at the planet disappearing beneath them.

Last Stand Extraction: Civilians scramble aboard as Spec Ops cover their retreat— precision shots cutting down hostiles.  Aranti is reluctantly pulled aboard as the final evac call echoes through comms.  One last explosion seals the facility’s fate as the shuttle burns for orbit.

Quiet Reflection: Inside the shuttle, the adrenaline fades.  A few soldiers exchange exhausted glances.  Civilians whisper among themselves, finally able to breathe. Aranti sits apart, arms crossed, staring at her data slate.  Nobody speaks, but the weight of their choices hangs over them.

Disillusioned Victory: The team sits in the Imperial debrief room.  Command reviews mission logs, pleased. The players know better.  The warlord still fights, the civilians left behind will face chaos, and Aranti’s research is now Imperial property.  The cost of war lingers in the air.

Unresolved Tension: The players lift off, only to receive a coded transmission midflight. Someone else was watching. A rival corporation? The warlord? Imperial Intelligence? The screen flickers with a cryptic message: "You made the wrong choice."

Scene Exit Criteria

•       Players describe their final shot.

•       Extraction method resolved.

•       NPC reactions and consequences set the mood.

•       The story ends on a player-driven cinematic note.

             

Appendix – Player Briefing

 

Imperial Special Operations: Mission Briefing

Subject: Priority Extraction Op, Codename "Extraction Protocol"

Team: Special Operations Unit.

Objective: Secure and extract a High-Value Asset (HVA) from a corporate research facility inside a collapsing war zone on planet Enoleen.

The lights dim. Tactical overlays flicker across a map of the smouldering city below. The commanding officer, Colonel Brek, steps forward, visor tucked under one arm.

“Alright, listen up.  This is a priority extraction op.  We've got an HVA—a civilian tech named Dr. Kess Aranti, affiliated with Syntar Advanced Development.  She’s requested an emergency evacuation from Syntar Research Site Nine on planet Enoleen, but her communications have been down for 36 hours.  You’re the nearest qualified unit—we'll get you into the Enoleen system within the hour.  Your shuttle will drop you, and the pilot will wait for you in orbit.

Now, the local situation.  The planetary government collapsed two years ago, and since then, it's been warlords and corporate militias carving up territory.  The most powerful faction is led by a butcher named Iyasu . He's a classic strongman type, anti-Imperial, and commands the biggest armed force in the region.  Intelligence indicates he's planning to move against corporate holdings within days.

Most civilian populations have been evacuated, with only scattered refugee camps and bandits left.  The area around the facility should be largely clear of non-combatants.

The lab itself has a large volume of infrastructure and is very expensive.  The company decided it was worth the risk to stay and got caught with their pants down when the political situation deteriorated.  They've been using drops to the local spaceport for supplies, but the last ship couldn’t get through due to artillery fire about a week ago.  We believe the lab has a significant store of necessities and is largely self-sufficient, but we don’t know for how long.

The extraction request from Dr. Aranti came in on the last jump ship, and the signal has been triple-verified by Imperial teams, so we know it’s legitimate.  Dr. Aranti is considered non-threatening, with no military profile . The facility itself is still under Syntar control, with a skeleton crew and automated defenses.  Hostile forces are moving in, but they haven't breached the facility yet.

Your objective is simple: secure the asset and get out alive.  The rules of engagement are standard: minimize civilian casualties and avoid unnecessary confrontation with local factions.  The local groups are focused on fighting each other, not hunting Imperial assets, but avoiding confrontation may not be possible.

Your facility map is based on Syntar's last internal audit.  It'll be synced to your HUD and command terminal, so you'll have a clear layout.  This should be a straightforward, in-and-out operation: get in, grab the asset, and get out before the warlords even notice you were there.

You deploy within the hour. No backup. No air support. Questions?”.

Appendix - NPCs  

 

Dr. Kess Aranti — The HVA

STR 6, DEX 7, END 7, INT 11, EDU 13, SOC 8

Skills: Science (Biotechnology) 4, Electronics (Computers) 3, Medic 2, Admin 2,

Persuade 2, Gun Combat (Pistol) 1

Armor: Lab Coat (0), Personal Shield (6) – normally turned off

Tactics: Avoid capture, manipulate negotiations, leverage research as bargaining power Key Traits:

•       Dr. Aranti is a loyal Syntar employee. She takes her nondisclosure agreement very seriously. 

•       Aranti did not request extraction. She believes the Empire is not a force for good and is firmly convinced that they will misuse her research. 

•       Will try to reason with the players rather than resort to combat.

•       Knows how to navigate security systems and has limited combat ability if cornered.

•       She’s not a direct combat threat, but her sharp mind and tactical awareness make her a challenging target.  If confronted, expect persuasion, deception, or even sabotage before she considers violence.

•       She will view the PCs as a threat or as pawns of a corrupt system or simply as Imperial bullyboys

Role: High-Value Asset. Target of the extraction.

Appearance: Late 30s, wiry build, intense eyes, short-cropped black hair. Wears a lab coat over a modified utility harness.

Demeanor: Brilliant, guarded, idealistic to a fault. Calm under pressure but dismissive of authority.

How to Use in Play:

•       She will not leave willingly at first.  Players must find a way to convince her

•       Consider allowing a “partial success” if players extract her research instead.

•       She may offer a deal: “Help me get my team out, and I’ll come with you.”

 

Colonel Brek — Imperial Briefing Officer

Role: Mission commander who briefs the players

Appearance: Iron-gray buzz cut, crisp uniform, harsh voice Demeanor: Cold, efficient, no-nonsense Motivations:

•       Believes she’s giving the players solid intel. Doesn’t know how flawed it is.

•       Follows orders exactly. Doesn’t question Command’s reasons.

How to Use in Play:

•       A voice of pressure and structure in the beginning.

 

Syntar Security 

Syntar Security Chief

STR 8, DEX 8, END 8, INT 7, EDU 7, SOC 6

Skills: Leadership 2, Gun Combat 2, Tactics (Military) 1, Recon 1

Armor: TL12 Reinforced Security Armor (+10)

Weapons: TL12 Gauss SMG (3d6+1), Heavy Pistol (3d6), Combat Knife (1d6+1)

Tactics: Coordinates teams from the Security Office, prioritizes containment over combat effectiveness

Syntar Security Operative

STR 8, DEX 7, END 8, INT 6, EDU 6, SOC 5

Skills: Gun Combat 1, Tactics (Military) 0, Recon 0, Athletics 0

Armor: TL12 Security Armor (+8)

Weapons: TL12 Laser Rifle (3d6), Sidearm (2d6), Baton (1d6)

Tactics: Defensive positioning, reliant on automated systems, poor adaptability

Combat Notes:

•       Equipped but inexperienced—security forces rely on automated defenses.

•       Not trained for full-scale warfare, they falter under heavy pressure.

•       Will hold ground initially, but morale collapses quickly in direct combat.

•       Syntar Security is more corporate muscle than hardened fighters—dangerous if cornered but not ready for a battle against elite forces. 

 

Rival Strike Team

Type: Mercenaries contracted by an unknown party (possibly Imperial Intelligence)

Appearance: Sleek black armor, light insignia, very well-funded Demeanor: Professional, silent, loyal to their contract Motivations:

Their orders are similar to the PCs’—get Aranti or the data.

•                Unlike the PCs, they won’t hesitate to kill witnesses or sabotage the facility. • Possibly work for a splinter faction within the Empire, or another megacorp. How to Use in Play:

•                They arrive at the lab mid-climax, forcing a three-way standoff.

•                Optional: One of them recognizes a PC from a past op and hesitates.

Strike Team Commander

STR 9, DEX 9, END 9, INT 8, EDU 7, SOC 6

Skills: Leadership 3, Tactics (Military) 3, Gun Combat 3, Recon 2, Melee 2

Armor: TL12 Combat Armor (+17)

Weapons: TL12 Gauss Rifle (4D6), TL12 Gauss Pistol (3d6+3), Dagger (1d6+1)

Tactics: Precision strikes, unit coordination, battlefield control

Strike Team Operative (4-6 in squad)

STR 8, DEX 9, END 8, INT 7, EDU 6, SOC 5

Skills: Gun Combat 2, Stealth 2, Melee 1, Tactics (Military) 2, Electronics (Comms) 1

Armor: TL12 Combat Armor (+17)

Weapons: TL12 Gauss Rifle (4D6), TL12 Gauss Pistol (3d6+3), Dagger (1d6+1) Tactics: Fast, precise engagements; suppressive fire; high mobility

These operatives match the players in skill and tech, using advanced tactics, coordination, and superior firepower.  Expect a brutal fight where positioning and strategy matter. 

 

War Lord Patrol

Lieutenant (Squad Leader)

STR 9, DEX 8, END 9, INT 7, EDU 6, SOC 6

Skills: Leadership 2, Tactics (Military) 2, Gun Combat 2, Recon 1

Armor: TL10 Uniformed camouflage Cloth (+8)

Weapons: TL10 Advanced Combat Rifle (3d6), TL8 Body Pistol (2d6), Dagger (1d6)

Tactics: Strategic positioning, suppressive fire, prioritizes objectives over kills

Warlord Soldier (4-6 in patrol)

STR 8, DEX 7, END 8, INT 6, EDU 5, SOC 5

Skills: Gun Combat 1, Melee 1, Recon 1, Tactics (Military) 1

Armor: TL10 Uniformed camouflage Cloth (+8

Weapons: TL10 Advanced Combat Rifle (3d6), TL8 Body Pistol (2d6), Dagger (1d6) Tactics: Holds ground, coordinated movements, retreats only if necessary

These troops are organized, disciplined, and better-equipped than bandits but not on par with Spec Ops.  Their patrol leader ensures tactical cohesion, making them an actual challenge rather than simple cannon fodder. 

Bandits (War zone scavenger)

STR 8, DEX 7, END 8, INT 6, EDU 5, SOC 5

Skills: Gun Combat 1, Stealth 1, Melee 0, Recon 0

Armor: Light Armor (2)

Weapons: TL7 Assault Rifle (3d6) or TL8 Hand Gun (2D6), Dagger (1d6+2)

Tactics: Ambush and retreat, opportunistic attacks, low discipline

The bandits lack military training and rely on surprise over skill. They will break morale if wounded or outnumbered.   They are focused on loot, not prolonged engagements and will run to save their lives. 

 


 

NPC Quick Reference Table


Name

Stats

Skills

Equipment

Dr. Kess Aranti(HVA)

677BD8

 

Science (Biotechnology) 4

 Electronics (Computers) 3

Medic 2

Admin 2

Persuade 2

Gun Combat (Pistol) 1

Lab Coat (0)

Personal Shield (6)

Loyal to Syntar, didn’t request extraction, views Empire as threat

Colonel Brek

N/A

N/A

Imperial briefing officer.

Cold, efficient, follows orders exactly

Syntar Security Chief

AA9776

Leadership 2,

Gun Combat 2

Tactics (Military) 1

Recon 1

TL12 Reinforced Security Armor (+10)

TL12 Gauss SMG (3d6+1)

Heavy Pistol (3d6)

Combat Knife (1d6+1)

Syntar Security Operative

 

4-6 per squad

878665

Gun Combat 1

Tactics (Military) 0

Recon 0

Athletics 0

TL12 Security Armor (+8)

TL12 Laser Rifle (3d6)

Sidearm (2d6)

Baton (1d6)

Poor adaptability

Strike Team Commander

999876

Leadership 3,

Tactics (Military) 3

Gun Combat 3

Recon 2

Melee 2

TL12 Combat Armor (+17)

TL12 Gauss Rifle (4d6)

TL12 Gauss Pistol (3d6+3)

Dagger (1d6+1)

Strike Team Operative

 

4-6 per squad

898765

Gun Combat 2

Stealth 2

Melee 1

Tactics (Military) 2

Electronics (Comms) 1

TL12 Combat Armor (+17)

TL12 Gauss Rifle (4d6)

TL12 Gauss Pistol (3d6+3)

Dagger (1d6+1)

Warlord Lieutenant

989766

Leadership 2

Tactics (Military) 2

Gun Combat 2

Recon 1

TL10 Uniformed Cloth (+8)

TL10 Advanced Combat Rifle (3d6)

TL8 Body Pistol (2d6)

Dagger (1d6)

Warlord Soldier

 

4-6 per squad

878655

Gun Combat 1

Melee 1

Recon 1

Tactics (Military) 1

TL10 Uniformed Cloth (+8)

TL10 Advanced Combat Rifle (3d6)

TL8 Body Pistol (2d6)

 Dagger (1d6)

Bandit

878655

 

Gun Combat 1

Stealth 1

Melee 0

Recon 0

Light Armor (2)

TL7 Assault Rifle (3d6) or TL8 Hand Gun (2d6)

Dagger (1d6+2)

Low morale, breaks easily

 


 

Appendix – Faction Briefing

This section provides a concise overview of the major factions involved in the mission.

Iyasu & Warlord Faction

Interests: Restoring planetary stability, removing corporate influence, maintaining law and order.

Approach: Militarized resistance with structured command—organized, disciplined fighters.

Misconceptions: Imperium sees them as hostile warlords instead of legitimate resistance.

Attitude Toward Players: Suspicious—views them as potential aggressors or corporate agents.

Iyasu is not a bandit—he won the last legitimate election before corporate interference destabilized the planet. His forces operate with rules of engagement, prioritizing civilian protection and long-term governance rather than personal power.

 

Bandit Factions

Interests: Looting, survival, opportunistic gains from ongoing conflict.

Approach: Scavengers, unorganized, shifting allegiances based on immediate survival.

Misconceptions: Often mistaken for local militia—some pose as mercenaries for hire.

Attitude Toward Players: Mixed—may see them as competition, allies, or threats.

Bandits lack discipline and operate on instinct over tactics. They exploit the war zone for resources, preying on isolated civilians, corporate shipments, and wounded operatives.

 

Syntar Advanced Development (Corporate Faction)

Interests: Protecting proprietary research, maintaining facility integrity, corporate survival.

Approach: Defensive security posture—well-equipped but not trained for warfare.

Misconceptions: Sees the war as a temporary setback rather than a full-blown crisis.

Attitude Toward Players: Hostile—Imperial forces threaten their assets and research.

Syntar remains in denial about the scale of the conflict, believing they can weather the storm rather than evacuate.  Their security teams are equipped but inexperienced, relying heavily on automation and containment protocols.

 


Appendix – Maps

City Map

 


Syntar Area Map


 


 


Syntar Facility Ground Floor




 

Syntar Facility Level 1




 

Syntar Facility Basement



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