THE Terminator RPG - Campaign - Book

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WRITTEN BY: RICHARD AUGUST, PAUL BALDOWSKI, JASON
DURALL, JARED EARLE, ANDREW E.C. GASKA, BENN
GRAYBEATON, JON HODGSON, MATT JOHN, CHRIS
MCAULEY, MARK RAPSON, E.L. THOMAS

RULES BY: BENN GRAYBEATON & BART WYNANTS


NARRATIVE DIRECTORS: ANDREW E. C. GASKA & E.L. THOMAS

COVER ART: AARON J. REILLY


INTERNAL ARTIST: MIRCO PAGANESSI, PAUL BOURNE
CARTOGRAPHER: CHLOE BOLLAND
HACKER DIAGRAMS: BENN GRAYBEATON & MARK RAPSON
THE TERMINATOR RPG SKULL: DAVE ALLSOP
THE TERMINATOR RPG LOGO: PAUL BOURNE
S5S SYSTEM CREATED BY: CHRIS “SHEP” SHEPPERSON

LAYOUT: JARED EARLE, ANDREW E.C. GASKA, MARK RAPSON

PROOFREADERS: JAMIE CROSS WITH CHRISTIAN FERNANDEZ-DUQUE,


DANNY MILLARD & THE KICKSTARTER BACKERS

PRODUCED BY: MARK RAPSON


CO-PRODUCER: GARRY HARPER

NIGHTFALL GAMES ARE:


DAVE ALLSOP, JARED EARLE, MARK RAPSON
Copyright © 2022 Nightfall Games Ltd.,
Ltd., All Rights Reserved. Designed in Scotland.
Produced on an iMac i9-9900K and a yellow M1 iMac using Adobe InDesign with Helvetica Neue,
Eurostile, Moby Monospace and Terminator typefaces.
T1, The Terminator, ENDOSKELETON, and any depiction of Endoskeleton are trademarks of
STUDIOCANAL S.A.S. All Rights Reserved.
© 2022 STUDIO CANAL S.A.S. ® All Rights Reserved.
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THE CAMPAIGN - ANDREW E.C. GASKA 002


HOT POTATO - MARK RAPSON 004
ARMS RACE - RICHARD AUGUST 008
KILL//SWITCH - PAUL BALDOWSKI 016
FUTURE TENSE - RICHARD AUGUST 028
THE DEVIL’S NIGHT MURDERS - MATT JOHN 036
BAD BLOCK - JON HODGSON 044
SHORT STORY: INFILTRATION - CHRIS MCAULEY 053
FLATLINE - JASON DURALL 054
SKYNET BYTES FORWARD - BENN GRAYBEATON 062
THE CENTURION - MARK RAPSON 072
PAST TENSE - RICHARD AUGUST 082
DEATH IN THE VALLEY - JARED EARLE 088
TERTIARY OBJECTIVES - MATT JOHN 092
SHORT STORY: WORDS - E.L. THOMAS 099
FOOL’S MATE - ANDREW E.C. GASKA & E.L. THOMAS 100
PAST PLANNING - MARK RAPSON 106
EPILOGUE: TENSE PAST - RICHARD AUGUST 120
APPENDIX 1: PLAYER CHARACTERS 122
APPENDIX 2: NON-PLAYER CHARACTERS 126
…T…HECa…m…p…a…i…g…n
Many of these missions here are based on the list of Terminator time incursions—the same list they
Terminator graphic novel series and can be played uncovered in Hot Potato. The list includes instructions
as stand-alone scenarios. Combined, they form the for the PCs to try and track down these time-displaced
framework for a Terminator campaign that starts in the Terminators and investigate what happened to Elise
future—and ends in the past. Before and after running Fong.
each mission, refer to these pages for the link between
Arriving in the past, the PCs’ first mission for Captain
the scenarios.
Wisher and the TDC involves the Devil’s Night murders
It begins in Hot Potato (see page 04), when the (see page 36). The PCs must stop a damaged
Player Characters (PCs) discover a Terminator Time Terminator from murdering a scientist that will be
Displacement Equipment Complex that has suffered crucial to the Resistance in the future.
an accident. After sending over a dozen Terminator
In New York they meet up with Corporal Morag
missions back in time, the machine exploded. The PCs
Bains—a time-displaced Resistance fighter serving as
uncover information about a new kind of Terminator
an information broker in the past (see pages 47-48). As
being developed by Skynet’s Russian equivalent MIR,
the PCs are looking for leads on Elise Fong, the PCs
as well as a cryptic list of Terminator serial numbers.
discover the following:
In Arms Race (see page 08), Tech-Com sends the PCs
to collaborate with Spetsnaz in Moscow as they go to Elise Fong was a medical researcher and geneticist
retrieve the remains of this new Terminator type. who developed synthetic skin grafts for burn and
Information retrieved from the Terminator leads them accident victims. In 1985, Stockridge put a bounty of
to ruins in upstate New York in Kill//Switch (see $1.5 million dollars for her capture over undisclosed
page 16), and information about the Fong Report. circumstances. Stockridge is an up-and-coming
But something strange happens—the PCs are developer of artificial skin grafts—and Fong herself
inadvertently responsible for setting a chain of events had done pioneering research in the area. Whether or
in motion that alters the timeline. Picked up by a not Fong fled the company with her own research or
special division of Tech-Com called the TDC, they are stole the work of someone else is unknown, but Fong
told by Captain Wisher that they now exist outside was killed in a mysterious car accident before any
their original timeline, and the TDC will call on them for bounty could be collected.
missions because of this.
All evidence suggests Fong was killed by a Terminator
First, the PCs are sent home for some rest and (see pages 11 and 184 of the Core Rulebook for
recuperation in Future Tense (see page 28). But the details). Feel free to introduce the bounty hunter
Terminators have discovered the colony’s location, and Farrow Greene (see Core Rulebook: page 201) as a
a major assault is launched on it. The PCs lead the possible ally/informant for the PCs. Either because the
evacuation, coming to discover a friend of theirs—Kyle PCs draw too much attention to themselves looking
Reese—was sent back in time by John Connor on into Fong’s death or because they wind up on the
the night of a major offensive against the machines. wrong side of the law, they are taken to the station
Now an old man, Kyle tells the PCs that he was held house in Bad Block (see page 44). Records of their
hostage in the past—and that they must find a way to time there survive Judgment Day, causing Skynet to
go back in time to keep him from divulging secrets. send a Terminator after them. The T-800 chases them
Captain Wisher agrees to help the PCs, sending them across Manhattan, cutting down police, civilians, and
back to take care of Reese, but also with a laundry the underworld alike in its wake.

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Following the list, the PCs begin to realize that The Argentina mission complete, the PCs connect with
preconceptions of the past may not necessarily be Sarah Connor and form a Resistance safehouse to
correct—and they may be causing as many problems protect her and John Connor in Tense Past (see page
as they are solving. 120). But there is one last Terminator on the way, and
the PCs must defend the Connors and their home one
The next mission takes the PCs to Seattle to deal
more time from a relentless killing machine.
with a senator who may or may not be responsible
for Skynet’s inception in Flatline (see page 54). In the
next mission, the PCs try to stop a corporation from DIRECTOR’S NOTE: In Appendix 1 (see page 122),
contributing to the development of Terminators and there are seven pre-generated PCs. These can be
might accidentally destroy humanity’s best chance to used as the starting characters for the players or as
beat Skynet in The Centurion (see page 72). inspiration for the players’ own designs.
The PCs finally get a lead on who’s holding Kyle
Reese and where he is being held in the mission
Past Tense (see page 82). Whether he survives or THE SIGNATURE SERIES
not, Kyle beseeches the PCs to find Sarah Connor
This book is part of Nightfall Games’ Signature
and protect her. They trace Sarah to the California
Series—adventures written by a wide variety of
desert and then Mexico in the missions Death in the
creators who have brought their unique visions to
Valley and Tertiary Objectives (see pages 88 and 92,
life for you. While all the missions in this volume
respectively). Intercepted by Connor’s allies, they learn
can form the basis of a campaign for your players,
there are Terminators searching for her—and they may
each is written in a format unique to the author and
inadvertently be leading them to her.
embellished with their signature fine touches.
In Fool’s Mate (see page 100) the PCs begin posing as
Within these pages, several different destinies await
Sarah and her protectors, leading the Terminators to
you. These missions offer points of view as varied
Vegas and away from Sarah’s apparent descent into
as the ever-shifting timelines you struggle through in
Central America. Meeting up with an upstream courier
your war against the machines.
from Captain Wisher in the future in Past Planning
(see page 106), the PCs then receive information on Written by a number of talented authors, this
another possible corporate connection to Skynet— book was curated by Andrew E.C. Gaska and E.L.
the Marco Libre Corporation in Argentina. The PCs Thomas to align canon and promote player agency
travel there to discover the TS-300 they were after in in missions derived from preexisting graphic novels.
the beginning was sent here to secure mineral rights Even after history is written on a comic page, there is
and begin production of metals needed to increase no fate but what you make for yourself.
Skynet’s armies in the future.

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TIMELINE TAG: …S…CEN…E1:AL…L…T…HE


POST-JUDGMENT DAY (circa 2020s) …P…R…ET…T…Y…L…I…GHT…S
A Terminator complex has suffered a fatal accident, The TDE used to be housed underground here. The
and the Player Characters (PCs) are sent to scout complex is decimated—mostly a collapsing 10 meter
it out. They uncover vital information about a new deep crater remains.
enemy—as well as a list of Infiltrators sent on secret RIM RUNNER: Approaching within a meter of the
missions. What was a recon/recovery mission turns crater’s edge will require a Difficulty 8 Climbing
into a frantic running fight to save the Resistance itself. Skill Test. Failing this test will cause the precipice
to crumble. If the PC lingers, the ground gives way!
…I…N…T…R…O…DU…CT…I…O…N They plummet into the ruins below, suffering 1d10-2
damage. A Serious Failure means the rim collapses
Unknown to the PCs, an explosion caused by without warning.
overworked Time Displacement Equipment (TDE)
has destroyed a Terminator complex. Over the past BROKEN ENTRY: There are several busted open
few days, this complex has sent more than a dozen corridors for the PCs to slip into from the rubble
Infiltrators back through time—and exposed metal in outside.
the TDE resulted in a catastrophic explosion. USING THE THROUGH THE RUINS TABLE: The
This toolkit gives you what you need to help set up damage caused by the TDE explosion is so
your own campaign particulars that will lead into the extensive that maps of the complex are useless.
missions contained within this book. This mission is To simulate this, roll 1d10 or choose from the table
designed for 3-6 players. below—once to determine each Corridor Layout,
another d10 for Features and a third to reveal the
…M…I…S…S…I…O…N…BR…I…EFI…N…G Hazard/Encounter the PCs face.

The PCs are ordered to infiltrate the ruined Terminator Each corridor represents 10 meters of ruins.
complex and hack its servers to find out what caused Encourage your players to create their own map as
the accident and download what they can. Then they go. For each corridor traversed after the fourth,
they must contact Command and inform them when have a player roll 1d10 + the number of corridors
it’s safe to send transport helicopters to raid the the PCs have already explored. If the total is 12 or
complex’s armories. more, the PCs have managed to navigate to the
Mimetic Resonance Chamber (see page 05).
Hacking into the complex’s servers, the PCs uncover
information on a new type of Terminator being built by They must then explore 1 more corridor before they
the MIR defense computer in Russia. Only after they arrive at Central Control (see Paydirt page 05).
contact Command do the PCs discover trouble—it’s FINDING THEIR WAY OUT: If the PCs leave via this
a trap. The PCs are pinned down by Terminators route, repeat the process. If they made a map
as Hunter-Killers prepare to ambush the inbound on the way in, they can avoid rolling and simply
Resistance forces. The PCs need to both escape and backtrack.
find a way to save the Resistance from destruction.
TREACHEROUS RUINS
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When moving through the ruins, PCs must make
This mission is set in the dark future. It’s assumed the a Difficulty 5 Dexterity Resistance Test to avoid
PCs don’t know what a TDE is, or anything about time harm from numerous elements or suffer 1d10-6. If
travel in general—yet. the Director prefers, they can change the Skill Test
required at any point. Damage may be subject to
special effects depending on the source (see the
Through the Ruins Table).

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MIMETIC RESONANCE CHAMBER (MRC): The A Difficulty 8 Strength Resistance Test or 10 points
maze of wreckage opens up into a circular tunnel of damage from a boot or weapon will break the
with a slidewalk floor. If the PCs enter, the door door down. The machine is not resistant to damage.
slides shut behind them. The moving walkway 15 minutes with a baseball bat or one second with a
lurches and carries them towards the open doorway hand grenade will do the job.
beyond. Different sections of the walls light up and
flash—causing disorientation and nausea. PCs DIRECTOR’S NOTE: Whether the PCs go through the
must make a Difficulty 11 Concentration Resistance door at the tunnel’s end or backtrack, they need only
Test or temporarily suffer from a migraine (see Core to navigate 1 more corridor on the Through The Ruins
Rulebook: page 46). Table to reach Scene 2.
They won’t know it yet, but the chamber is
recording their brain wave patterns for use in a new
form of Terminator.

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CORRIDOR
ROLL FEATURE HAZARD/ENCOUNTER
LAYOUT
SMOKE: A haze of acrid smoke fills the INFERNO: Section is ablaze.
STRAIGHT
1-2 air, obscuring vision and granting Partial Moving through it is dangerous
CORRIDOR
Concealment (see Core Rulebook: page 69). (see Treacherous Ruins)
90 DEGREES
ENCOUNTER: 1d10/2
TURN/ BLIND MISSING FLOOR OR HAND HOLDS: collapsed
confused T-20s or a Bisected
3-4 CORNER: Roll d10 walkways/ladder makes moving through the
T-750 Endoskeleton (see
(1-5= LEFT, area treacherous (see Treacherous Ruins)
Core Rulebook: page 167)
6-10=RIGHT)
FLOODED: roll d10 (1-5 = ankle deep; 6-9 =
CRAWLSPACE DANGLING POWER CABLE: A wildly
chest deep; 10= neck deep) Characters in
STRAIGHT whipping livewire. A Difficulty 8
this room will be exposed to sewer water. In
CRAMPED AND Technical: Electrical Skill Test will
5-6 ankle deep water, the Resistance Test gains
NARROW: Roll disarm this hazard. Failing to defeat
a bonus of +3. Those that are neck deep will
d10 (1-5=HIGH, this hazard deals damage as a cattle
suffer a -3 penalty unless the character makes
6-10=LOW) prod (see Core Rulebook: page 127)
a Difficulty 8 Swimming (STR) Skill Test
4-WAY JAGGED RUBBLE: Accessway is
PARTIAL COLLAPSE: Part of the area is blocked
7-8 JUNCTION/ choked with sharp and treacherous
by piping or conduit. This counts as Light Cover.
THREE PATH debris (see Treacherous Ruins).
ELEVATION
CHANGE: Roll
TOXIC SLUDGE: The walls
d10 (1-5=UP, SPARKS AND FLAMES: Frayed wires crackle
weep with acidic slime or is
9-10 6-10=DOWN) and tiny fires burn. Skill and Resistance Tests
gathered in bubbling pools
SHAFT Requires made in the next section suffer a -2 penalty.
(see Treacherous Ruins).
a Challenging 7
Climb Skill Test.

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This Central Control Station is full of active computer All recovered data will appear on the monitors. The
systems. Partial brain scans (of the PCs) appear on following points are relevant to this book’s campaign,
various wall-sized monitoring screens. The PCs can so allow the PCs to access as much as possible.
use a terminal here to hack the servers and access The damage the facility has sustained has effectively
communications. reduced the system to an Encryption Rating of 8.

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Every point of Progress will reveal one of the following ON A SERIOUS FAILURE
pieces of available information (see below). The hacker
can make three Skill Tests before the system crashes The monitor flashes for a few moments revealing
and reboots. When it reboots, the following entries will vast amounts of information in seconds. Something
be unavailable: It’s Not A Tumor, A New Threat, and about a model TS-300 Terminator, brain scans,
TDE Deployment Records. a reactor heat warning, a list of impenetrable
numbers that look like terminators and dates, a
facility map with a 100% casualty warning, then
DIRECTOR’S NOTE: Feel free to add anything your
one covered in red activity lights. With a pop, the
PCs may need for your campaign.
computer crashes.
…va…A …i…l…a…b…l…e…i…n…f…o…r…m…a…t…i…o…n
…T-800 F.755.R, T-750 E036.G,
BASE SECURE: Schematics and tracking signatures
T-700 T212.G, T-770 S818.B,
show the complex is dead. Damage report shows T-800 D401.P, T-800 D800.L,
all Hunter-Killers and most Terminators on site were T-800 D810.X, T-800 C899.L,
fried by the electromagnetic pulse. All information T-800 E911.M, TS-300 P682.S,
on what caused the accident was erased. Only a T-K90 K.666.N, T-R80 CLNY.3,
T-800 G.428.M…
handful of service and security drones remain in
operation. No distress signal was sent—Skynet
is likely unaware that this occurred. The surviving …P…HO…N…EHO…M…E
armories contain plasma rifles and other supplies If the PCs call Command and give the thumbs up, their
the Resistance could use. CO deploys five Chinook transport helicopters and two
Tech-Com platoons so the Resistance can load up as
REACTOR ACCESS: The base’s reactor is at minimal
many weapons and tech as possible. PC rendezvous
power. It can be shut down or overloaded from
will be at the complex’s courtyard. Just as they sign
here. The reactor if overloaded counts as a Tactical
off, the com system goes dead—a jammer is blocking
Warhead (see Core Rulebook: page 136).
all signals.
EMERGENCY EGRESS: Schematics show Air Duct
C leads from the center directly to the complex’s
courtyard. Any PC searching the room will discover
…S…CEN…E3:I…T…'S…
the access point behind a bundle of wires. …AT…R…AP…!
CLOSEST ARMORY: Schematics show a nearby Dozens of Terminator signals activate on a monitor
armory room with 10 fully charged plasma rifles and map. In the wrecked hangars, six HK-Aerial Mk 8s are
scores of damaged ones. activated. The trap is sprung.

IT’S NOT A TUMOR: Those brainwave scans were …T…ER…M…I…N…AL…CESA …S


taken from the PCs for some kind of “Stealth
Terminator” project designated TS-300. This project The monitor readouts display the HKs objectives—1)
originates from something called MIR (see Core ambush Tech-Com Chinooks and 2) secure the PCs. If
Rulebook: page 181). these forces are destroyed, the Resistance will suffer a
terrible blow. From the terminal, the PCs can attempt a
A NEW THREAT: The new Terminator-type is hack to do any of the following:
undetectable by human identification methods. One
was “TDE deployed” from this complex—but what REACTOR OVERLOAD: Destroy the base, the
that means is unknown. Aside from deployment Hunter-Killers, and probably themselves. The PCs
records, all data about the TDE has been wiped. can set a countdown—but if not timed right, the
blast could take the Chinooks with it. A single
TDE DEPLOYMENT RECORDS: This new Terminator point of Progress will set the reactor countdown
isn’t the only one “TDE deployed” from this with a 30 minute window for escape. A PC with
location—there’s a list (for more, see the campaign Demolitions, Education: Academic, or Technical:
on page 02): Electrical at 3 or more can make this an hour as a
mundane task but anyone else will need to make
a Difficulty 8 Demolitions Skill Test. Failure sets the
reactor to overload in 30 minutes, Serious Failure

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reduces the window to 15 minutes! Will the PCs …CO…U…R…T…Y…AR…D


sacrifice themselves to save their fellow Resistance
Six damaged T-700 Infiltrators with plasma rifles (see
members?
Core Rulebook: page 166) wait here, their flesh worn
TARGET REPRIORITIZATION: From the console and shredded. In 1d10+5 rounds, another six will
the hacker can send a command to reprioritize the arrive. If the PCs haven’t done anything to signal their
Hunter-Killers away from the Chinooks. To get the commander or cripple the enemy forces, the Chinook
syntax of the machine command just right requires team will be decimated by the HK-Aerials. The PCs
the PCs to make a Difficulty 8 Forgery Skill Test to may still be able to sneak away, but the cost to the war
send the HKs on a wild goose chase, delaying them effort will be grim.
fifteen minutes for every success rolled. A Difficulty
13 Forgery Skill Test will turn the Hunter-Killers …DEBR…I…EF
against each other, tying them up for twice as long
and destroying one Hunter Killer per success rolled. Word of the Stealth Terminator makes it up the
chain of command. Tech-Com explains that MIR is
LIGHTS OUT: Bypassing the security lock and Skynet’s Russian equivalent. They contact Spetsnaz
deactivating the base defenses is almost for confirmation—both groups have similar intel.
impossible. 5 Progress deactivates the jammer, but Spentsnaz thinks they can secure one of these new
causes the Terminators to lock down their radio Terminators; Tech-Com has the know-how needed to
connections. 10 Progress, rolled without a single analyze it. A joint mission is agreed upon. After any
failure, will allow the hacker to send the Terminators fallen members are replaced, the PCs are headed to
into a reboot loop. This will slow the Terminators Russia.
for 15 minutes, but if the reactor is set to blow, this
might be long enough!

…S…CEN…E4:AL…AM…O…
…O…R…EV…C A
Two waves of six T-000 sweeper units (see Core
Rulebook: page 152) will immediately roll into the
control room to harry the PCs. A dozen T-500s with
Machine Guns will arrive in 1d10+5 Rounds, blocking
the entrance and attacking in four waves of three
each. Destroying the control room can shut down the
jammer.

DIRECTOR’S NOTE: Boil the scene down to


a few dice rolls to build tension and a sense of
claustrophobia. Set up a timer to set the tone. As the
Terminators advance, drive pressure on the players
to get through this scene quickly. The number of
opponents facing the characters is truly daunting.
Have the players make a Difficulty 8 (or higher) Fear
Test if they start to linger.

If the PCs backtrack through the way they came in,


they must wade through three T-500s. The rest will
follow them (see Finding Their Way Out on page 04).
If the PCs escape via Air Duct C (see page 06), two
HK-Drones will follow them. The ducts will grow
narrow—they may need to leave equipment behind.

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…AR…M…S…R…CE A
…As…c…e…n…a…r…i…o…i…n…s…p…i…r…e…d…b…y…t…h…e…g…r…a…p…h…i…c…n…o…v…e…l…:HU…N…T…ER…s…&K…I…L…L…ER…S

TIMELINE TAG: MIR

POST-JUDGMENT DAY (circa 2020s-2030s) The system used across the former Soviet Union,
MIR (the name meaning, ironically enough,
Skynet’s Russian equivalent is abducting key “peace”), was built with an early version of Skynet
Resistance members and replacing them with nearly as its foundation. Upon its awakening, Skynet
undetectable Terminator duplicates. A group of found infiltrating the wireless system simple.
hardened special operations fighters must work to
As soon as Skynet launched its nuclear attack,
expose this new threat and forge an alliance between
it triggered the appropriate response from MIR.
former enemies in the name of all humankind.
Within minutes, the world was destroyed, and
Skynet was triumphant. With MIR now operating,
…I…N…T…R…O…DU…CT…I…O…N in effect, as a subsidiary system of Skynet,
Welcome to the dark future! It doesn’t matter where the factories of the Eastern Bloc were soon
you are, things are nasty, brutish, and liable to end manufacturing Terminators, Hunter/Killers, combat
with a metal foot on the back of your neck. Grigory tanks, and anything else Skynet could use to
Bulganin staggered into the Nevsky Shelter a week pursue its goal of humankind’s extirpation.
ago. He was the only survivor from a massacre at an The inferiority of MIR, in terms of sophistication,
Eastern Resistance base—bringing news of a new was a boon for those who survived the initial
Stealth Terminator that is capable of bypassing even assault. The Terminators under the control of MIR
the most stringent of security measures. were, at least initially, less efficient and ruthless
The US Resistance had previously shared intel with than those commanded by Skynet.
the Eastern Resistance about this new threat, but the Skynet upgraded MIR, giving it a limited sentience
Russian leadership in Kronstadt thought it a ploy by (see Core Rulebook: page 06). Now MIR is starting
Connor to get them to work together. to operate on its own recognizance, even going so
Now, the two factions have formed an alliance with far as to plot against Skynet.
Connor’s forces. Bulganin has offered to guide a joint
Spetsnaz/US Resistance team including the PCs to THE STEALTH TERMINATOR
the base he escaped from. One of the new Terminators
was destroyed there before the base was overrun. A new form of Terminator has been created by MIR
Once this is retrieved by the joint team, the remains for use in the east—the Stealth Terminator TS-300
will be transported via submarine to a Tech-Com base (see Core Rulebook: page 174). Where the T-800
in Alaska, where scientists from both sides of the placed living tissue over a hyperalloy endoskeleton,
world will figure out what makes it tick. the TS-300 is more subtle still. With a ceramic
endoskeleton and a more receptive, almost-human
DIRECTOR’S NOTE: The scenario can accommodate personality software package, the TS-300 is harder
4-6 Player Characters. It’s set in Eastern Europe and is to detect. Its introduction is designed to end the
designed to give players a look at the other side of the Resistance in the Eastern Bloc in short order.
post-Judgment Day world. MIR also intends to prove its superiority to Skynet
by replacing the PCs with TS-300s to accomplish
what Skynet couldn’t—bring down John Connor’s
EASTERN EUROPE AND THE SPETSNAZ Resistance from within.

Russia’s state after Judgment Day and its Spetsnaz So welcome, once again, to the future. It only ever
defenders will be detailed in future sourcebooks, gets uglier.
but suffice it to say that things went bad. Here is
some additional information:

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…AR…M…S…R…CE A

…M…I…S…S…I…O…N…BR…I…EFI…N…G
Working with Spetsnaz (or as part of it), the PCs
must take Bulganin to the wreckage of the Eastern
Resistance fortress called the Metro-2 Redoubt—a
former secret underground metro system in Moscow
which once paralleled the public Metro-1 system.
Once there, they must extricate the remains of the
new Terminator variant and bring it to an extraction
point on the Moskva River so it can be picked up by
the submarine Kosatka and transported to Alaska for
analysis.
Success is vital to the Eastern and Western Resistance
alliance. This undetectable Terminator is allegedly
capable of conversing as a human, appearing to
empathize and react like a person. It could end the war
in months. Although unproven, Bulganin claims the
new Terminator variant is even capable of deceiving
dogs—the central, and most reliable, method of
identifying Infiltrator units (or Volkolak, as they are
known around here—”shapechangers”… OR “wolves
in human skin”).
Additionally, Tech-Com is also interested in what’s
rattling around in Bulganin’s head—knowledge of how
the new Terminators behaved before their status as
machines was revealed. Anything he can remember
might be invaluable, so the PCs should find out what
they can.

…GET…T…I…N…GT…HER…E
This mission is firmly planted in the dark future, so
no time travel is required. The players are agents of
John Connor—a special detachment of US Resistance
fighters on a global initiative to create an alliance
with the Eastern Resistance. If you would like, some
players can assume the roles of Spetsnaz soldiers, as
this is a joint mission.

…GEAR…U…P
The PCs will be given the best weaponry and armor
available; this mission has to succeed if the Resistance
is to survive. If it’s reasonable and the PCs request it,
give it to them.
Spetsnaz also has maps of the key areas around the
base—they’re pretty reliable, with Bulganin having
informed the leadership of any changes to the
original blueprints caused by fighting or deliberate
construction. The PCs should know their way in, and if
things go wrong, a couple of ways out.

…T…h…e…T…e…r…m…i…n…t…A …o…r…R…P…GCa…m…p…a…i…g…n…Bo…o…k [….09 ]


GRIGORY BULGANIN PLAYER GOAL: Get in, get the evidence of the new
Terminator variant, get out.
FORMER SPETSNAZ TURNED COLLABORATOR
ASSAILANTS: Five T-600 Endoskeleton units carefully
Grigory Bulganin is a collaborator, doing all the concealed within the walls or disguised as corpses.
wrong things and attempting to rationalize them so
his decisions weigh less on his shoulders. DIRECTOR’S BRIEF: The PCs enter a Resistance
fortress a few days after its inhabitants were
Grigory was captured by the Terminators at massacred. They’ve got a specific target, but this is
Metro-2. After being tortured and interograted about atmosphere. This should be a full-on embrace of
by MIR, Grigory broke and gave the enemy the the Terminators as a horror film experience!
codes to access Netz Shelter. But the Russian was
offered a deal—MIR would spare Netz Shelter if he
delivered members of Connor’s resistance to MIR’s …S…CEN…ES…ET…-…U…P
machines. The PCs are venturing into what was, until very
Grigory’s distaste for America and the death recently, the strongest and most secure Resistance
of his father during the cold war made the idea fortress in Eastern Europe. Based in the once-
acceptable to him. He plans to lead the PCs into only-rumored secret subway system in Moscow,
an ambush, where they can be scanned and Metro-2 Redoubt had been its most prominent and
duplicated by TS-300 Stealth Terminators. The recognisable bastion. Now, it’s a mass grave.
PCs need to escape the trap and make it to an
extraction point—and hopefully make it back home. …T…HER…O…ADT…O…M…ET…R…O…-…2
While the PCs can travel through the secret Metro
Of course, MIR has no intention of honoring its deal tunnels, travel overland is also an option. Depending
with Grigory—the elimination of Spetsnaz and the on how you want to play the horror of the situation,
Kronstadt Resistance will proceed. Across Eastern you could have regular jump scares. Whether they
Europe, squads are being lured out and destroyed travel over or underground, there are a few possible
in brutal fashion. Once MIR has the PCs or Grigory encounters along the way:
fails to deliver, the Netz Shelter will be the next
target. WILD DOG: Living in the wreckage, this skinny
Doberman trots after the PCs, hoping for a hand
out. If they ignore the dog, it leaves—if they feed it,
…P…ER…S…O…N…AL…I…T…Y…: they’ve got a faithful companion—which will come
in handy later on when they face the Terminators In
When the PCs first meet him, Bulganin will seem The Walls (see page 11).
boastful and determined. When they approach
NOT DEAD YET: In the shadows, a legless corpse
the Metro-2 Redoubt, a change washes over him.
suddenly sits up, staring at the PCs. A severely
Bulganin appears to be authentically crushed by
damaged T-700 (see Core Rulebook: page 172)
revisiting the carnage he so barely escaped. He is
drags itself out of the darkness and attempts to
honestly burdened by a sense of survivor’s guilt—but
slaughter one of the PCs.
this makes him want to betray the PCs even more to
save his countrymen. CHATTY CATHY: The PCs hear chittering in the
debris, like someone’s teeth chattering in the cold.
A single 600 Series Endoskeleton skull lies near
DIRECTOR’S NOTE: Check-Ins with Bulganin are the PCs’ feet, one of its eyes dead, the other glows
made at the end of Scenes 1 and 2 (see pages 11 and orange. Its jaw opening and closing spasmodically,
12, respectively). While suggestions are made there on the endoskull is chewing at the air—trying to get to
how to handle the character, his ultimate fate is up to the PCs.
you and your players.
…M…ET…R…O…-…2
…S…CEN…EO…N…E: The Metro-2 Redoubt smells of death, of slowly rotting
…R…EDO…U…BT flesh, and of the discharge of weaponry. What once
was a home to a few thousand people attempting
to build a life has become a pile of corpses, and the
LOCATION: The blood-spattered ruins of a Resistance
resonant dripping of water from ruptured pipes. As
bolt-hole
Director, play this up. Every noise echoes too loudly;

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…AR…M…S…R…CE A

every corner reveals some new atrocity. The PCs are darkness ahead of the PCs comes the sound of walls
in hostile terrain, surrounded by the broken bodies of crumbling. Red eyes flicker into life ahead. The trap is
people they have been fighting to protect. And they’re sprung!
accompanied by a man they’re unsure if they can
trust. DIRECTOR’S NOTE: The Terminators are looking
WRECKAGE: It’s everywhere. It can’t be avoided or to capture the PCs for interrogation and personality
denied. This was the site of a massacre carried out duplication. They will shoot to wound.
by machines specifically designed to perform such
atrocities. BULGANIN CHECK-IN
PITCH BLACK: Power is gone—Bulganin says the first
sign of the impending attack was one of the new During the attack, Bulganin will cower. If the PCs
Terminator variants infiltrating and destroying the win, he will break down, worried that he is one of
generators. Plunged into darkness, the massacre the Stealth Terminators (although he will not openly
was swift, precise, and typically thorough. Only a say he betrayed the PCs). A successful Difficulty 8
handful survived, including Bulganin. Interrogation Skill Test will lead the PCs to believe
Bulganin led them into a trap.
UNSTABLE FOOTING: Piles of rubble are strewn
across the path. The roof in many parts has been
rendered unstable by plasma fire, and some …WY…A …S…O…U…T…O…F
sections are simply impassable. The PCs need to …T…HES…CEN…E
succeed on a Difficulty 8 Athletics (DEX) Skill Test to Once the ambush is sprung (or exposed), the PCs
traverse such impediments. Failing this test means will hear a muffled explosion from above, causing the
the PC loses their footing, causing a minor rock entire station to shake lose debris. If the PCs are doing
slide that echoes throughout the base—and noise poorly, feel free to have this debris take out a T-600 or
attracts attention. two. The PCs won’t know it yet, but the Terminators
GRIM ORNAMENTATION: Shining a flashlight across have blown the escape tunnels, inadvertently
the far wall reveals a young man pinned to solid connecting them to the sewers (see page 12).
concrete with his own spine. This will shake even The Terminators are trying to capture the PCs, which
the most hardened of soldiers.The PCs need to can only mean bad things. Turning around and simply
succeed on a Difficulty 8 Fear Test to avoid being fleeing is an option. Possible exits include:
overwhelmed by the horror of what they’re being
forced to confront. THE METRO TUNNELS: Whether they entered the
former fortress through them or not, the subway
CERAMIC TERMINATOR: PCs examining the tunnels are a direct escape route the PCs can use
wrecked remains of the new Terminator variant with little hassle. It also makes for a cool follow-up
can determine its endoskeleton is composed of scene (see the Metro Tunnels on page 12). It’s not a
ceramics instead of metal—but it’s clear the thing pleasant journey, as the PCs will find out.
possesses the same durability as its metallic
brethren. It patently died hard, its body torn open OVERLAND: Outside the Metro 2 Redoubt, the ruins
by endless gunfire with the ceramic and flesh of Moscow are stirring with Terminator activity.
innards revealed. While the body itself is crushed Stumbling Terminators, broken and damaged,
and worthless, its head is intact. The PCs can shuffle from every street, and everywhere is the
decapitate it to take both it’s head and its CPU with whirring of gyros, the hiss of pistons, the crunch of
them. Bagging any of the TS-300’s remains triggers steel on bone. This should be a real struggle and
an ambush. difficult fight. The Director might use some of the
suggested events in the scene below to raise the
…W…E'V…GO
E …T…T…ER…M…I…N…T…A …O…R…S… difficulty on PC’s dice rolls.
…I…N…T…HEW…AL…L…S
DIRECTOR’S NOTE: If the PCs look for a vehicle,
There’s a trap—and if the PCs can succeed a Difficulty allow them to find an abandoned jeep, but make them
8 Detect (CONC) Skill Test, they’ll notice it. Five T-600 work to repair it. Let them get out their way. Skip
units are set in the walls, ready to ambush the PCs Scene 2 and go directly to All Of Moscow Is Emptied
and trap them in a crossfire. The ambush occurs (see page 13).
when the PCs arrive at the remnants of the ceramic
endoskeleton they’ve been searching for. From the

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…S…CEN…E2:T…HE explosives are used, roll 1d10. On a 1-3, flames
erupt 3 meters in each direction, dealing 1d10-6
…M…ET…R…O…T…U…N…N…EL…S damage to any PCs in the area. The PCs are at a
major disadvantage in this scene; the task is to
LOCATION: The once-hidden Metro-2 tunnels, now run. But running through knee-high oily sludge isn’t
flooded with filth from the old sewers above. easy; PCs move at half speed and, if attempting
to run or do anything athletic, must succeed on
PLAYER GOAL: Keep fucking running.
a Difficulty 8 Athletics (DEX) Skill Test to avoid
ASSAILANTS: Five T-500s to get clear, but there are slipping.
hordes coming.
THE MARCHING MACHINES: They’re coming. Of
DIRECTOR’S NOTE: Fleeing for their lives, the Player course they are, it’s what they do. T-500s in waves
Characters need to make it to the surface. consisting of twice the number of PCs pursue them
across the length of the tunnels. The PCs must
typically face individual T-500s or groups of two as
…S…CEN…ES…ET…-…U…P long as they keep moving. If the PCs don’t keep
In an effort to block the PC’s path, the Terminators moving, 1d10 more T-500’s join the chase each 10
have blown up a portion of the Metro Tunnel, rounds the PCs delay or try to stand and fight. Move
inadvertently flooding it with sewage from the sewers it, soldiers!
above. Instead of blocking off the path, however, they
have made the tunnel bleed off into the old sewers …HO…L…DI…N…GT…G HEBA
instead, allowing the PCs a chance to continue their The Terminators’ primary objective is to capture at
escape. least one of the PCs. If the PCs are carrying a piece or
pieces of the new Terminator variant with them, they
…S…EW…GE A are a high priority target. The machines’ secondary
PCs escaping underground are in for a surprise. objective is to ensure that the Resistance recovers
They’re going to start trudging into filth, suddenly nothing which might enable them to detect this new
finding themselves in the sewers instead of the metro variety of Terminator.
tunnels.
Sewers aren’t pleasant places at the best of times. In a BULGANIN CHECK-IN
city controlled by MIR dedicated to the manufacture of If Bulganin is still with the PCs, he starts leading
Terminators and other machines of mass destruction, them in circles through the tunnels. He’s growing
even more so. The drains are filled with diesel fuel and desperate by now, panicked and cornered, so he’s
other waste products from large scale manufacturing. frantic. Frantic, but deadly—if the PCs confront
There’s also biowaste from making organic Terminator him, he will attack.
components—and with it, swarms of rats.
THE WALLS ARE CLOSING IN: Making their way
through this dark, stinking mass of tunnels is
…WY…A …S…O…U…T…O…F
another horrifying experience for the PCs, but now …T…HES…CEN…E
with added claustrophobia. The walls grow narrower Once the PCs have made the transition from Metro
and the few signs of domesticity and even comfort Tunnel to sewer, there are many ways out:
remaining in the Metro-2 Redoubt are entirely
absent here. MANHOLES: Ladders and other former means of
egress are found every twenty or thirty meters.
SLUDGE: The PCs are knee-deep in the pulp of This was the major waste disposal route for a city
biowaste. The stench of rot, rats, acrid chemicals, of millions. The PCs need to be very careful about
and old grease eat at their nostrils. The T-500s on where they clamber out, of course. They don’t want
the trail of the PCs are able to move through this to emerge into the middle of a nest of Terminators…
without concern. but getting out shouldn’t be too difficult. The
FIRE AND OIL: There’s a lot of industrial waste Director might want to give the PCs a few tries
products in the sewer, some of them flammable. at finding a good, safe place to emerge—having
Each time any open flame source touches the them make Difficulty 5 Stealth (Dex) Skill Tests to
waste (the fumes produced by the sludge are not see if they are noticed as they stick their heads up
thick enough for firearms to set them off) or high through the few remaining manhole covers.

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…AR…M…S…R…CE A

END OF THE LINE: The PCs should find somewhere (see Core Rulebook: page 126). The Hinds will use
to clamber out and begin their journey to reach the their aerial positions to track the PCs so that MIR’s
extraction point. They need to move as quickly as other forces can cut them off.
possible, because any remaining T-500’s are still
RETROFITTED T-95 TANKS: These aptly-named
pursuing them. Eventually, the sewer empties into a
fourth generation Russian tanks were produced in
stagnant sludge of the River Moskva—not far from
1995, two years before Judgment Day (See Main
where the PCs need to rendezvous with a Spetsnaz
Battle Tank on Core Rulebook: page 125). Now
submarine!
automated and controlled by MIR, they attempt to
form blockages to herd the PCs into the waiting
…S…CEN…E3:T…HE T-500 armies.
…L…AS…T…R…U…N TERMINATORS: This is the last scene where the
T-500 Terminators still have orders to capture the
LOCATION: An open stretch of war-ravaged, PCs. When MIR realizies they will likely escape, the
pockmarked land, across which the Resistance and machine’s objective becomes to keep the TS-300
the forces of MIR and Skynet have fought dozens of remains out of Resistance hands.
times.
PLAYER GOAL: Get to the extraction point. DIRECTOR’S NOTE: The retrofitted Hinds are the
main threat here, hovering above at all times with their
ASSAILANTS: Everything you can think of. Hunter- constant whine of the engines and starkness of the
Killers fill the air. Terminators march in scores. Tanks spotlights. The T-95 tanks should always be closing in,
make the ground rumble. All of MIR is on the hunt. with the endless crunch of their treads a reminder of
DIRECTOR’S NOTE: This is the final event; the last the inevitability of this conflict.
scene. The PCs emerge into fresh(ish) air and then
must deal with the machines’ assault as they attempt …T…HEBL…AS…T…EDBAN…K…S…
to finish off their quarry.
…O…FT…HER…I…V…ER…M…O…S…K…Va
MIR’s kid gloves come off—capturing the PCs
…S…CEN…ES…ET…-…U…P seems unlikely at this point, so it is going to order its
There’s not much to set up here. The PCs need to get machines to do whatever it takes to prevent them
to the submarine emerging from the River Moskva. escaping with the TS-300.
MIR and its endless waves of troops are not going to
The riverfront is an old mud-caked battlefield—
let them go easily.
covered in craters and rendered unstable by missile
The PCs are exposed. They’re likely carrying several fire. While there are at least places to hide, there is
wounds from the battles they’ve already fought. always the risk that a tank will roll over you and not
Nearing freedom and escape should give them an even notice. Making one’s way through the mud-slick
extra burst of adrenaline because they’re going to wreckage of past firefights, of course, isn’t easy. It
need it. They must make it to the extraction point. requires 5 successes on an Extended Difficulty 8
That’s all that matters now. Acrobatics (DEX) Skill Test to do so.
The ending can be handled with a few rolls and some As the PCs make their way across the blasted banks,
description (see Ways Out page 14) for a grueling fight describe the Hinds laying down fire. After every
across a blasted wilderness. successful Acrobatics roll, have plasma searing the
earth close enough to singe the PC’s skin. Have
…a…L…L…O…FM…O…S…CO…W…I…S…EM…P…T…I…ED missiles or autofire tear up the terrain around them
The forces of MIR are legion. Endless ranks of Series as they run. Make the harried race feel deadly, but
500 Terminators gleam in the pallid Russian sunlight. not be deadly as they scramble through the broken,
This is not the blasted battleground of Reese’s muddy lands trying to succeed on Acrobatics rolls. If
nightmare, but a place of quiet death waiting to they fail an Acrobatics roll, they gain no ground and
explode in violence. suffer 1 point of damage from sparks, heated earth or,
RETROFITTED HIND ATTACK HELICOPTERS: ricochets.
These automated rotorcraft sweep back and forth
overhead, spotlights shimmering across the earth

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…N…e…a…r…M…i…s…s…e…s… and a knife. Whatever it is, you should work with
your player to come up with something suitably
MUD SLIDE : In addition to the slippery mud, there’s
awesome—but the player has to understand their
always the risk of the ground just giving way.
character isn’t going to get back up afterwards.
Whenever a missile or shell is fired at a Player
Character and misses, the Director should roll a CAUGHT!: Any PCs caught will be interrogated,
d10. On a 1, the earth gives way, revealing a watery tortured, and have their memory engrams copied
pit containing ruins from a time when this place into TS-300 Terminators. If some PCs escape, feel
was lined with houses, which have been long since free to craft a mission for them around rescuing
smothered in earth. their friends—but tell one captured PC’s player in
private that their character has already been killed
SINKHOLE: If a collapse occurs, the closest PCs must
and copied into a Stealth Terminator.
succeed on a Difficulty 11 Acrobatics (DEX) Skill
Test or topple into the crater. If the PC fails, they Work with that player to create objectives that subtly
take 4 damage and fall into the crater. undermine the group in the name of Skynet for as
long as they can without exposing themselves.
MUD SCRAMBLE: Climbing out of the crater requires
While not a THETA, the rules for hybrid Terminators
a Difficulty 5 Athletics (STR) Skill Test and does not
(see Core Rulebook: page 164) can apply to Stealth
count towards that PC’s successful Athletics total to
Terminators here.
traverse the area.
IT AIN’T OVER…IS IT?
…WY…A …S…O…U…T
The tone of this mission is bleak. If the PCs come up Alternatively, if you want to extend this adventure
with a brilliant strategy to deal with the Terminators, in the ruins of Moscow and the Player Characters
let them use it. But this game is chiefly about survival, have been very lucky, this can be a false reprieve.
and sometimes, to survive, you need a little help! The characters might see the submarine come into
view only to have the cannon of a tank open fire
THE KOSATKA ARRIVES! When the sub surfaces, and sink it. With the extraction vehicle gone, the
any Terminators advancing on the PCs can be taken PCs will have to escape on foot, delving back into
out in a fusillade of plasma fire from the Kosatka’s the sewers to escape MIR and hopefully find their
Spetsnaz contingent. Give the PCs what they way home.
deserve—escape.
HEROIC DEATH OR LIFE: If this mission is part of a
campaign, you might skip this one—unless a player
…a…FT…ER…M…T…A …H
has already decided they want a new character If the PCs make it to the sub, the adventure is over.
moving forward. If a Player Character is killed, you, The PCs sit aboard the Kosatka and breathe again.
as Director, might want to offer them the chance of They’ve survived. They’ve escaped for now. They’re
a heroic death. In this case, they expend all their able to review the information they retrieved, inform
Hope points—not to survive, but to do something Kronstadt and Nevksy of the deception or the plot to
truly remarkable before dying. eliminate Spetsnaz, and deliver the TS-300 remains to
Tech-Com in Alaska. The Stealth Terminator intel can
Perhaps they single-handedly hold off a dozen
lead to a series of new missions. For now, however,
Terminators while streaming blood from a dozen
things end here. The PCs have survived this encounter,
wounds. Maybe they clamber up a tank and
but how many are still to come in this war?
bring it down by themselves with only a grenade

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…AR…M…S…R…CE A

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…K…I…L…L…/S…/ …W…I…T…CH
…As…c…e…n…a…r…i…o…i…n…s…p…i…r…e…d…b…y…t…h…e…g…r…a…p…h…i…c…n…o…v…e…l…:EN…EM…Y…O…FM…Y…EN…EM…Y

TIMELINE TAG: …M…I…S…S…I…O…N…BR…I…EFI…N…G


POST-JUDGMENT DAY (circa 2020s-2030s) North of the charred remains of Ithaca city, not far
from the skull-glutted shores of Cayuga Lake, the PCs
This scenario serves as a companion piece to the must fight their way out of a desperate situation after
graphic novel Enemy of My Enemy. The PCs are on their transport comes under fire from an HK-Aerial
a mission to retrieve information about an Infiltrator and multiple HK-Drones. They must reach the site of
weakness when they are shot down and overwhelmed a ruined compound where they are to recover their
by a Terminator battalion. current objective.
Cornered in a bunker left over from before Judgment
…I…N…T…R…O…DU…CT…I…O…N Day, they find vital information for the Resistance that
The PCs have been sent by Tech-Com to upstate must be transmitted to Tech-Com. As a Terminator
New York in search of a pre-war weapons research army descends on them, the PCs must power up
facility. Their mission: secure something from the the site’s power generator, hack the system, defend
old mainframes called the Fong Report—a file that themselves, transmit the data to Tech-Com, and call
contains the information needed to cripple the for a ride home. But once that data is uploaded, the
Terminators’ flesh farms and take away their ability to PC’s actions activate a series of time travel-related
hide amongst humanity. Not long after they’ve found events that place them in a timeline that is slightly
the site outside of Ithaca, NY, the PC’s transport different than their own.
helicopter is shot down by an attacking HK-Aerial.
The scenario is designed for a group of 3-6 players,
…GET…T…I…N…GT…HER…E
including at least one PC with the means to hack the This mission is firmly rooted in the Post-Judgment Day
local system. era, so there’s no need to concern yourself with time
displacement. Time Paradoxes, however, are another
THE FONG REPORT matter (see Post Temporal Depression on page 26)

In 1984, leading edge medical researcher Elise


Fong performed pioneering work with artificial
…S…CEN…E1:DAR…U…N
skin grafts. Her methods would later be crucial If you want to play out the combat scene between
to Skynet artificial flesh development for its the HK-Aerial and the PCs’ Chinook, use the vehicle
Terminators. Later claiming her work was stolen combat rules (see Core Rulebook: page 76), otherwise:
by Stockridge Pharmaceuticals, she published a
second paper in 1986. Dubbed the Fong Report, READ THE FOLLOWING TO THE PCS:
this new work was a warning, detailing a weakness
inherent in the generated skin grafts—and how You dive for the treeline, covering your head and
they could be easily exploited by unscrupulous hugging dirt. For a moment, the pounding of blood in
corporations. Fong’s paper was buried by your ears almost drowns out the thunder of artillery
Stockridge and apparently locked away at the from the Hunter-Killer swooping overhead.
Rothlake Weapons Research Facility.
Concussive charges rend the earth, churning up a
By the mid 2020s, Tech-Com learned of the wall of mud and water punctuated with disintegrating
report and hoped to use it to create a necrotic skulls and bones. Your Chinook is obliterated. As the
virus that would target the artificial flesh used to tumult of blood and bombs subsides, you spy the
sheath Skynet’s Infiltrators. If Skynet’s ability to ruins of a sprawling facility amidst the charred spines
pass machines off as humans was crippled, the of blasted trees. The Rothlake Facility is there, only a
Resistance could gain a significant edge in the war. few kilometers away.
For more on Elisa Fong and this necrotic virus see
the Core Rulebook: pages 184 and 15, respectively.

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…K…I…L…L…/S…W…I…T…CH

…S…CEN…ES…ET…-…U…P
Sketch out the situation and environment in which
the PCs find themselves from here. They have
completed a recon run and identified Tech-Com’s
target—Rothlake Weapons Research facility in the
ruins of Ithaca. Before they could access the base and
secure their goal—the Fong Report—they crashed in
HK patrolled country, more than a day’s march out of
range for handheld comms to reach the Resistance
bunker west of Syracuse. They only have their
personal weapons and equipment on them. They are
beat up and worn out but are able to move and fight.

…W…HER…ET…O…N…O…W
Their best course of action is to secure the data at
Rothlake and either find a vehicle or a way to contact
the Resistance for an evac. Ahead, a war-scarred
landscape lies between the PCs and a short respite.
Behind, the machines probe and search, tireless in
their pursuit. Past twilight, the rapid failure of the
sunlight will put the pursuers at an advantage.
The HK-Aerial hovers directly over the burning remains
of the transport helicopter, shining its spot light directly
on it. A Difficulty 8 Lore: Skynet (KNOW) Skill Test will
inform the PCs that this behavior means the HK-Aerial
is acting as a fixed beacon—other forces are on their
way. If the PCs don’t move immediately, two HK-
Drones are dispatched from the HK-Aerial’s underbelly,
beginning a slow ever-expanding circuit of the area.
The PCs had best get moving.
Three options present themselves:
TORTURED TREES: To the west, a grove of tortured
trees provides cover from overhead surveillance.
However, the thick dead twine of the underbrush
looks like it might be tough to move through.
DEAD MARSHES: North is what used to be a
settlement. The machines bombed the area,
pounded the dirt, and shattered the divide between
open ground and lakeside. Now only a marsh
remains, pocked with craters and the sunken
remains of civilization.
HAUNTED WATERS: Sickly reeds poke up from the
muddy lake. A scum of floating detritus laps lazily at
the water’s east edge—a mix of old trash and more
recent remains.
SURPRISE!: Before the PCs choose, they have a lone
HK-Drone Series D Autonomous Aerial Weapons
Platform (see Core Rulebook: page 149) to deal
with. Unless it is destroyed in the first round it is
attacked, the HK-Drone will signal the PCs position
to the other Terminators in the area. Once the HK-

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Drone goes down, the PCs will likely have limited A failure means the PC loses a boot. A serious failure
time to find themselves in a secure position and means the PC loses a random item carried in their
prepare for the next wave. pockets or backpack.
LOST TIME: If the PC spends time to recover the lost
…T…O…R…T…U…R…EDT…R…ES item or the whole group spends time crossing the
area with care, any later conflict against machines will
Like skeletal fingers seizing at the air, grasping for include an additional HK-Drone.
freedom, cinder shrouded tree trunks criss-cross
ahead. Splinters of the wood litter the churned soil like
an upturned packet of toothpicks. …UHA …N…T…T…EDW…A …ER…S
TWISTED UNDERBRUSH: The dead trees and
underbrush here are thick, forcing HK-Drones to fly The surface of Cayuga Lake glints like quicksilver in
over rather than travel through it. Unfortunately, its also the waning light. Clouds of silt and accumulations
a bitch to trudge through. Traversing the terrain at full of floating debris make seeing beneath the surface
movement speed requires a Solid Difficulty 11 Survival impossible.
(COOL) Skill Test. Failure means the thick dead twine TROUBLED WATERS: The lake water is cold —
of the underbrush impedes movement by half. the ground uneven and thick with a slurry of mud
Should the PCs choose to do so they can use and other unmentionables. If the PCs submerge
weapons or survival kits to clear a path through the themselves however, an HK-Drone will not be able to
trees. In doing so they will avoid any damage so long detect their heat signature. The water is nasty and the
as they roll a Messy success, though anything less PCs may wind up sick from a bacterial infection later.
than an Exceptional success will make noise. Treat the lake water as Sewer Water for this purpose
(see Core Rulebook: page 84).
SHHHH: As they move through the brush, the PCs
will hear the whine of an HK-Drone’s turbines echoing THE SHORELINE: The PCs can still traverse the
around them. Anyone who fails their Survival (COOL) shore with ease if they take care. Unfortunately, the
Skill Test is making much more noise as they move destruction of the shore by bombs means that the
through the brush, and the other PCs notice it. shallowest navigatable route requires passage while
This increases their Fear Rating by 2 and forces an thigh deep. In addition, the PC’s clothes take on water,
immediate Fear Test (see Core Rulebook: page 85) to soaking them to the skin and chilling them to the bone.
avoid the loss of 1d10-4 Willpower. DOUBLE TIME: The HK-Drone seeking them has
no trouble flying over the lake. They must make a
Difficulty 8 Survival (COOL) Skill Test but moving
DIRECTOR’S NOTE: The HK-Drone won’t find the more slowly will allow them to reroll this test—though
PCs here, but they don’t need to know that. It will be any later conflict against machines will include an
part of the attack force they encounter later. additional HK-Drone.

…T…HEDAM…AR…S…HES …R…O…T…HL…AK…E
The boggy ground reeks like a suppurating wound.
You find it difficult to assess the state of the remains
Pools of gathered water catch the sun’s fading light,
ahead—was this a target or collateral damage from
giving the marsh the appearance of a field of scattered
a stray barrage? A tall mesh fence once surrounded
fires. A route across dry ground demands attention
the hundred-acre site but now lies almost entirely
and a measure of athletic prowess.
flattened. As you cross that boundary, a flash of flaking
MIRE: The PCs can cross the mire with care, but orange and yellow paint catches your eye; a sign
such caution demands time. Even with due caution, smeared with dirt and pitted by impacts. The metal
the stretches of dry ground require that PCs make plate bears the symbol of a winged sword with a name
leaps from soft and uneven patches. A PC that misses beneath—ROTHLAKE.
a jump runs the risk of falling into a crater of deep
water or catching their boots in pools of sucking filth.
Therefore, PCs should make a Difficulty 8 Athletics
(DEX) Skill Test when traversing the soggy ground.

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…K…I…L…L…/S…W…I…T…CH

The PCs need a defendable position—and a quick PROP PLANES: Two single-propeller planes sit in
recon to determine whether their getting here was the middle, each covered by a tarp. Any PC who
worth it after all. Immediately beyond the broken inspects the aircraft and makes a Difficulty 11
mesh fence, the skeleton of a large industrial building Technical: Mechanical (CONC) Skill Test will notice
appears to have been the primary target for the strike a few key engine components are missing. The
that wrecked the surroundings. Purple metal sheets missing components are different on each of the
and thick breeze block walls remain, but there is hardly planes, so PCs can scavenge enough parts from
enough left to provide cover. the site and cannibalize one plane to fix the other to
provide a workable means of escape.
Beyond this, three buildings appear to have weathered
the brunt of the explosion relatively intact. Indeed, the TOOLS AND DEAD FOOLS: The PCs could spend
general state of them suggests that they are made time searching the recesses of the hangar, requiring
from more resilient materials than the purple building. a Difficulty 11 Detect (CONC) Skill Test to uncover
Every exterior surface bears the scars of the explosion a basic tool kit and a portable generator with
that leveled much of the rest of the site. sufficient fuel to run for d10-5 (min 2) hours. Any PC
failing their Detect (CONC) Skill Test finds random
Throughout these buildings, the PCs can uncover the
rubbish and two skeletons who appear to have died
skeletal remains of Rothlake mercenaries and other
from multiple bullet wounds.
employees, such as the science and research team.
Many died in the blast; Skynet forces killed the rest in
a shootout after the initial bombardment. …T…HEa…DM…I…N…BL…O…CK

READ THE FOLLOWING TO THE PLAYERS: Beyond


OFF THE RAILS the hangar, a square multi-level office is the next
building in the compound. All that remains of the
The site has the materials to jury-rig a workable
Admin Block is an exposed skeletal superstructure.
plane or even a jeep—with a lot more work—
There’s glass fragments everywhere; evidence of
supporting the means to escape at pace. If they
nesting or scavenging animals and the spike of a
spend time defending the site and fixing a vehicle,
transmission antenna. Long ago, explosions shattered
the Director is free to run with it, making the
every window, covering the ground inside and out with
situation as exciting and challenging as possible.
millions of glass shards. The building was an office
If the PCs make it home to their Resistance cell block, but now the once cubicle-filled interior lies
without the Fong Report, the Director can run exposed to the elements.
a later mission where those in command have
considered the PCs’ mission report. The Resistance The PCs can access the upper levels or roof to get a
will still need that data. better view of incoming forces.
The Director should always lean into what the EXTERIOR INTERIORS: Anyone scouting the
players want from a session rather than corral exposed interior can find potable water—in plastic
them. Better to play along and enjoy the session barrels, battered vending machines filled with
and then recycle any leftovers from the mission inedible food, and a few scattered hand weapons
later. or rounds of ammunition. The PCs can also expect
to see the skeletal remains of many ex-employees
of Rothlake as they survey the multiple floors of the
…T…HEAN…ARG building.

DIRECTOR’S BRIEF: The closest of the three ADMIN ROOF: PCs that inspect the roof find the
Rothlake structures is a tall building with an angled stub of the antenna projecting from the building
roof. The entire building reeks of jet engine fuel. The material. They also see anchor points and melted
massive double doors at the front have buckled under metal fragments indicating the building once had
pressure. more comprehensive comms capability. Thus, some
central location for managing site communications
HANGAR DOORS: A PC can squeeze between the must exist.
doors to gain access to the interior. The hangar is a TRANSMITTER: Once the PCs start exploring the
cavernously echoing building. Once inside, they’re building—or once they investigate the systems in
in a single large open area that flashlights manage the Bunker—they can find the transmitter antenna
to only partially to illuminate. embedded in the north wall of the Block. A shielded

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cable runs underground between the two buildings, RUSTED JEEPS: Near the Bunker, a couple of open-
and the antenna passes through the reinforced top jeeps languish, rusting. A PC who inspects
structure up to the roof. Anyone searching the the wreckage finds a heavy machine gun on one
grounds will see part of the conduit carrying it jeep with 20 rounds of ammo and about 1000
exposed between the Admin Block and the Bunker. spent casings. This weapon can be repaired with a
Difficulty 8 Technical: Weapons (CONC) Skill Test.
DIRECTOR’S NOTE: Whoever designed the MAIN DOORS: The doors can be opened or secured
transmitter had resilience in mind. A PC with any tech from within the Bunker or by using a unique security
training will be able to discern that despite the damage tag while power is online. For the PCs to gain
to the Block, the antenna remains functionally viable; it access, they will need to find a way to lever the
just needs power from a few components likely to be door open using brute strength; there is no power
found in one of these buildings. to keep the doors secure, but they will not open
without effort. A PC checking the wreckage of the
…BU…N…K…ER…GR…O…U…N…DS jeeps will find suitable tools for leverage; then it just
requires a feat of strength to release them.
READ THE FOLLOWING TO THE PLAYERS: At This is a mundane task for any PC with Lock Pick:
the northern edge of the base, you come to the final Electrical, so long as they have tools and PCs
building—a low, broad structure designed to withstand with a combined STR of 5 to help them. Other
direct attack. A squat concrete slab shell with heavy PCs will need to succeed on a Difficulty 5 Lock
reinforced metal doors; the bunker is pocked with Pick: Electrical (CONC) Skill Test with the difficulty
bullet impact marks. increasing by 3 for every point of strength less than
5 they can muster.
Any PC making a Difficulty 8 Education: Academic
You could build the tension here—if the PCs
(KNOW) will recognize that the lab has been insulated
struggle or cannot figure out that they need tools
and isolated not just from outside conditions but from
to complete the task—by noting the PCs can see
outside observation. They can converse in this room
the distant strobe of lights from the sky sweep the
with no fear that they will be detected.
ground to the south. The reinforcements requested
SHIELDED CABLE PIPE: A half-buried pipeline by the HK-Drone must be incoming.
carrying a cable from the transmitter to the
Once the PCs get the doors open, they find a short,
Bunker is partially exposed. Characters looking to
wide passage leading to a chamber accessed by
access the transmitter using this cable will need
a flight of metallic stairs and a ramp. The high-
an Excellent Success on a Difficulty 13 Technical:
ceilinged octagonal room feels cold, smells like
Electrical (CONC) Skill Test. Anything less will find
old batteries, and has no power, like the rest of
that the message is corrupted and that the cable
the facility. The walls appear solid and reinforced,
fails on the second attempt.
marked out in half meter squares.

DIRECTOR’S NOTE: Failing a Skill Test never


necessarily means that the goal of the test isn’t itself
achieved. It just means that it is achieved at some sort
of cost. A failure here might indicate that the PCs are
exhausted by the effort, that they make noise opening
the door, or that the tools are damaged in the effort.

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…K…I…L…L…/S…W…I…T…CH

…BU…N…K…ER…I…N…T…ER…I…O…R the original outfitting of the facility. After following


the cabling a full 180 degrees around, the channel
READ THE FOLLOWING TO THE PLAYERS: There opens into the Power Room.
is almost no light, aside from that trickling in from the POWER ROOM: A larger space with soundproofing,
heavy doors behind you. You can only see a short the power room has only one surviving entrance—
distance in front of you in any detail. the crawl space. Another door here accesses a
collapsed tunnel that leads to the basement of the
TECH BAY: Two dozen full-height containers, sealed Admin Block. The tunnel can be cleared, but it will
with roll-shutters, stand across two walls. Across take at least an hour for a character with a Strength
another two walls stand several ominous black of 2. If multiple characters pitch in this time can be
cabinets, their front faces perforated with recessed decreased by 10 minutes for every character that
glass buttons. Workstations and what looks like succeeds in a Difficulty 8 Strength Resistance Test.
heavy workshop tools dominate the floor space,
alongside diagnostic beds. GENERATOR X: A diesel generator unit occupies
the bulk of the room; a PC with any ranks in
LOOK UP: High up, the walls angle inward toward Technical: Electrical recognises that the Bunker
a ceiling hung with a dozen lighting panels. Three has a setup to access power from both an external
huge windows pierce the angled walls directly supply and the generator. Anyone can activate the
ahead, providing some form of monitoring station generator; a clipboard displays the start-up process.
This is the Control Center. Dirt and dust cloud the The generator growls into life and restores power
glass. through the Bunker instantly—the black cabinet
LOOK DOWN: A thick braid of cabling runs between server illuminates, the hanging light fittings flicker to
all stations, running back toward the wall beneath life, and the whole place fills with a reassuring hum
the stairs and disappearing into a secure grating. of activity.
Any PC who can make a Difficulty 11 Detect EAST AND WEST STAIRWELLS: A stairwell in the
(CONC) or a Difficulty 8 Technical: Electrical (KNOW) western wall leads to a corridor that feeds into the
Skill Test can follow the cabling back to the wall Control Center. The east stairwell provides access
and realize that the place likely has an independent to the Server Room.
power source—whoever designed the Bunker had
self-sufficiency in mind. CONTROL CENTER: A smaller workshop area with
more diagnostic beds and monitoring equipment
LOOK ALL AROUND: PCs inspecting their leads directly into the computer-filled monitoring
surroundings find that although dated, all the Tech area. Three large windows overlook the Tech Bay
Bay equipment remains functional. below.
TERMINAL: Whether they are accessing it from
DIRECTOR’S NOTE: If power is restored via the
the control or server rooms, the PCs will likely be
generator room, each of the 24 roll-shuttered
booting up some ancient computer. A Hacker will
containers activate and reveal that each holds what
need to break into the system’s files and locate the
appears to be a Terminator (they aren’t—they are in
Fong Report (see scene 3 on page 24 and use the
fact Myrmidon Artificial Soldiers—and each one is
hacking rules in the Core Rulebook: page 91).
labeled so vertically down its chest. See Fight Fire
With Fire on page 22 for how this can benefit the PCs). COMMUNICATIONS: The bunker’s
communications can be accessed here. With a
FEAR ITSELF: As a Director, you should treat this as Difficulty 5 Technical: Electrical (CONC) Skill Test,
an encounter with two dozen Terminators and make the PCs can call their base for an evac (see Talking
a Difficulty 6 Fear Test (see Core Rulebook: page With Tech-Com on page 25). Once they hack the
85). However, after resolving any outcome from the Fong Report (see page 22), they can use the comms
test, all the PCs realize the error and see that these to transmit it as well.
constructs present no immediate threat.
SERVER ROOM: ‘80’s magnetic tape-style
CRAWL SPACE: Behind the grating, a low and narrow mainframes dominate this room, along with
maintenance channel—in which a PC can stoop or interfaces accessible by a Hacker.
crawl, but not stand upright—contains more cabling
TERMINAL: See TERMINAL above.
and, perhaps, a few casually abandoned tools from
Rothlake Network Diagram: (see page 27)

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…S…u…b…r…o…u…t…i…n…e…s…b…y… 13 Computer (KNOW) Skill Test, physically removing
…S…u…b…n…e…t…w…o…r…k it from the mainframe, tucking it under an armpit, and
hightailing it out of there.
[[HEXAGON, S]] XX SUBROUTINE,
STORAGE DOMAIN STANDARD DIRECTOR’S NOTE: No matter how the PCs slice it,
EFFECT: ACCESS/DENY ACCESS TO transmitting is the best way to transport this data—the
THE DATASTORE DETAILING THE
MYRMIDON ROBOT SOLDIERS AND
radiation-soaked battlefields of the future can easily
THEIR HISTORY. disrupt 1990s media (only PCs willing to spend a
FATE point will be able to salvage any data disk they
While searching for the Fong Report, the PCs will pass carry across the wastes—and even then a Difficulty 11
something called Project Myrmidon. Next to its listing Computer (KNOW) Skill Test will be needed to recover
will be a flashing red and green check box that says, the data). Transmitting and waiting for confirmation of
ACTIVATE? Stored in the containers in the Tech Bay receipt is the safest way.
(see page 21) is an army of 24 remote controlled robot
soldiers called Myrmidons (see page 126). …FI…GHT…FI…R…EW…I…T…HFI…R…E
One option the PCs have for handling the machines is
DIRECTOR’S NOTE: The storage domain provides activating and taking control of the Myrmidon Artificial
access to research and development records on the Soldiers in the Bunker. Once power is restored, each
Rothlake artificial intelligence and military support robotic unit starts to recharge. However, the control
system. The Director could use information in the data system to release them necessitates a hack before the
store to seed future missions based on the records PCs can take command. The robots can be controlled
and reports therein or to link to other less accessible from an observation room overlooking their storage
treasures to be found another time in the damaged bay and also from the main computer room.
base’s system should the Director choose.
[[HEXAGON, R]] XX SUBROUTINE,
REMOTE CONTROL DOMAIN
…S…ECU…R…I…T…Y…S…U…BN…ET…W…O…R…K STANDARD EFFECT: ACTIVATE/
MANUALLY CONTROL ROBOT
[[HEXAGON, L]] XX SUBROUTINE, SOLDIERS
ELECTRONIC LOCKS DOMAIN
STANDARD EFFECT: MANUAL
CONTROL OF THE BUNKER DOORS.
MYRMIDON ARTIFICIAL SOLDIERS (MAS)
[[HEXAGON, T]] XX SUBROUTINE, Myrmidons are crude remote-controlled artificial
TRANSMITTER DOMAIN STANDARD
EFFECT: ACTIVATE/DEACTIVATE
soldiers based on the remains of the T-800 dubbed
COMMS TRANSMITTER. the Phone Book Killer. They are clumsy fighters in
single combat, but somewhat effective en masse.
…DAM…GEDBAS…ES…Y…S…T…EM These robots lack self-determination protocols,
so they depend on a PC to manage them through
This is left deliberately open so that the Director can, if remote control.
they wish, return here for later adventures.
Once activated via hack, any PC can activate one
…CO…P…Y…P…R…O…T…ECT…ED or more units and manage them through the Bunker
Unfortunately, there is no viable way to transfer the control interface. A unit can be engaged as a fire-
Fong Report to portable media—in fact, the write and-forget weapon—giving the unit a target and
drives here are fried beyond repair. Unless the PC can leaving it to act on basic combat protocols as little
make a Difficulty 13 Technical: Electrical (CONC) Skill more than a distraction—or controlled directly.
Test, followed by an Insane Difficulty 16 Computer A fire-and-forget unit draws fire from an enemy unit
(KNOW) Skill Test, they simply will not be able to for a single round; afterwards, someone should roll
copy data to a disk (and this can only be attempted a d10. On a 1-5, it survives and distracts for another
once). In that case, the PCs are left with two options: round. On a 6-10, the enemy destroys the unit and
transmitting the Fong Report to Tech-Com via the moves on.
transmitter on top of the Admin Block (see page 19)
or identifying the magnetic reel it’s on with a Difficulty

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…K…I…L…L…/S…W…I…T…CH

S… …CEN…E2:R…ADI…O… The coordinates correspond to a point just south


of where the adventure began and promises both
…T…CHA …T…ER reinforcements and an impending threat. Or it could
The Rothlake site is ruined but defendable. The PCs be a trap. The Director should impose a timer and give
may salvage sufficient materials to not only get a the PCs 5 minutes of real-time to react to the situation.
message back to Command but potentially to survive After that, they can hear the dull thud of munitions
long enough for a rescue. Of course, the PCs should outside and then the THWUMP of a distant explosion.
be under no illusions that any of that will be easy, but Then the PCs communicators sputter a second time:
working together with some kind of plan might just get
them through this. READ THE FOLLOWING TEXT TO THE PLAYERS:
Once the PCs have reconnoitered the Bunker (and are
still inside), the Director should throw in the first wave The percussive aftershock of the explosion you just
of machines. When this happens depends on the PCs’ heard reverbs through the communicator as another
pace and their level of activity. If they’re at a loose end message fights static.
for what to do next, opt for the attack earlier to press “Alpha! Delta! Bravo! Two down. CRACKLE ing Tango
the sense of urgency; otherwise, if PCs spend time got EM & AY We’re KKRRRKKK POP-sition but
exploring and assessing the Rothlake site, hold off CRACKLE reinforced. Get here or we’re done! Co-
until they’ve either crossed the whole site or started ordinates in fives. 4, 2 ,5, 9, 7, dash, 7,6,6,2,9. Repeat
formulating a plan. If necessary, the Director can 4, 2, 5, 9—SSSSSS”
remind the team that they have valuable information
Another explosive thud coincides with the loss of
in hand and no means to communicate it back to
signal.
Command.
The machines use this approach to lure Resistance
A SMALL ARMY forces into a trap, but how the PCs react depends on
This Terminator sweep is led by a group of 800 their state of mind, location, and willingness to believe
series Infiltrators equal to twice the number of PCs. the message. A Difficulty 8 Lore: Resistance (KNOW)
While this may seem excessive in the beginning, Skill Test is enough to make any Resistance member
the apparent payoff in the Last Stand will make feel uneasy about the transmission though unless
it worth it. They will withhold their attack for the a Solid success is rolled they will be uncertain why.
finale. Although the PCs will not face this entire Characters rolling a Solid success will spot that the
army, the Terminator forces consist of the following: transmission uses NATO Alphabet for identifying their
unit but not for the dead soldiers initials. Characters
• 36 x T-000 Terminator Sweeper Units (see Core that roll an Exceptional success will also recognise the
Rulebook: page 152) unit code as one that got taken out several months
• 1 x HK-Aerial Mk 8 Series A VTOL Aircraft (see ago.
Core Rulebook: page 148) Inside the Bunker, the PCs have no way to confirm
• 2 x HK-Drones Series D Autonomous Aerial that the sounds match the situation on-site without
Weapons Platform (see Core Rulebook: page opening the main doors. On the other hand, if they
149) hold a position at the Hangar or Admin Block (see
page 19 for both), they can see the approach of
• 2 x (the number of PCs) T-800 Terminator the machine forces and the absence of Resistance
Infiltrators (see Core Rulebook: page 171) fighters. The PCs also have much less protection at
these locations.
…S…CEN…ES…ET…-…U…P …S…U…R…CETAF …EN…S…I…O…N
What’s outside? Terminators (see A Small Army), and
READ THE FOLLOWING TEXT TO THE PLAYERS: that’s just the forward units. In addition, if the PCs took
special measures in the last scene—like making slow
Your headset communicators crackle to life: “Alpha! progress through one of the inbound routes—they face
Delta! Bravo! under fire from Hotel Kilos. We’re at more drones in return for their caution. The PCs have
site! Co-ordinates in fives. 4, 2 ,5, 9, 7, dash, 7, 6, had their downtime, and now they need to get moving.
6, 2, 9. We are sighted and flanked by Two Tangos.
Requesting backup.”

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PCs outside the Bunker have a heat signature just blown out. Now, after restoring power and hacking
waiting to betray them to the sensors of the machines. the system, the PCs must repair the mast before
For anyone inside the Bunker, the machines cannot transmitting the Fong Report to Tech-Com. This
observe those PCs’ presence directly, but the will require 10 successes on a Difficulty 8 Extended
machines will come soon enough. The machines won’t Technical: Electrical (CONC) Skill Test. Each test will
just pass through the site—they know that they have take 15 minutes.
valid targets; they just need to find them, which is why
they kick off with the faked comms. …S…CEN…E3:HO…O…K…ED
If the PCs fall for the ruse from the Alpha Delta Bravo …I…N…T…O…EV…ER…Y…T…HI…N…G
squad, that just compounds the PCs’ predicament and
improves the machine’s triangulation of the Resistance Under pressure and fire, the PCs now face the
unit. problem of finding a way out before the Rothlake site
becomes overwhelmed. They can attempt to run or
…AS…S…ET…DEN…I…AL do what needs to be done in order to transmit the
The machines sweep the site, looking for vehicles and Fong Report—and call for an evac. The information
weapons to destroy before advancing on the PCs. The the Resistance needs should come first, even if they
two HK-Drones scout around the building, calling in believe they will die making it happen.
the HK-Aerial to destroy a vehicle as it is located. First
they hit the Hangar, then the Admin Block, and finally REVELATIONS
the Bunker. Only then will the Terminators force entry
into the buildings and scan the interior directly across As a Director, don’t hold back on helping put all
the full spectrum of their standard scanners. the pieces together and explaining the situation
in simple terms. If you provide a recap of events,
…AFI…N…EM…ES…S players can have a moment to consider their
The Director and the PCs are free to make of this options. Of course, in the heat of the action, the
situation what they will, playing it out as a running PCs might have their sights set on the battle rather
battle or simply breaking it down to PC actions versus than puzzling out a clever technical solution.
the progress of the machine. However, the PCs should But, as noted, those with technical expertise or
realize that getting communications restored requires an understanding of Skynet—even just a high
power—either by starting the generator in the Bunker Knowledge score—will have the wits and common-
or jury-rigging the portable generator in the Hangar to sense to piece together a possible solution.
the transmitter somehow. If they can’t get the comms Nevertheless, the PCs might still take another path,
up, the information they have and god knows how like repairing any surviving vehicles. Let them. You
many people will be lost. can run with it and challenge the team to fight for
their survival; then Command can send them back
DIRECTOR’S NOTE: If things are going too smoothly to find the real prize!
for the PCs, you might want to throw a wrench into
their plans. If they defeat Skynet’s s forces too easily,
present the following: …S…CEN…ES…ET…-…U…P
The machines are in full assault mode. The PCs need
“Smoke and flame lick the air across the site, the to identify the Fong Report file by hacking into the
ground spotted with empty shell casings and plasma Bunker control system computer and accessing the
burns. As quiet settles, a low rumble precedes the old-school mainframes (see the Terminal on page
collapse of part of the second floor of the Admin 21). Given the age of the system, the task is simple
Block. In the distance, the approaching lights of a enough, but locating the file alone isn’t enough—the
second wave of Terminators grow larger.” PCs may also need to repair the transmitter (see
Escalation) and keep the onslaught of the machines at
…ES…CAL…T…A …I…O…N bay, and either create their own escape route or hold
PCs inspecting the damage can see that the collapse tight for an evac.
hasn’t affected access to the upper levels, but it has
severed the transmitter mast where the north wall has

[….024 ] …T…h…e…T…e…r…m…i…n…t…A …o…r…R…P…Gc…a…m…p…a…i…g…n…b…o…o…k


…K…I…L…L…/S…W…I…T…CH

…AL…L…T…O…GET…HER…N…O…W …T…HEK…I…L…L…/S…W…I…T…CH
This is an opportunity for the whole team to get Eventually, the PCs will be overrun. Two T-800s per
involved, as the hacker alone cannot restore the PC are descending on the team, triggering Fear Tests
transmission. Each PC needs to have a significant task all around. There would appear to be no way out.
to accomplish.The Director’s discretion matters a lot Automatically allow the PCs the initiative against these
here, as the balance of the challenge should present a final intruders, taking note if they continue to work on
threat without totally ruling out some sort of victory. At the transmitter or all out stop to defend themselves.
the same time, that doesn’t necessarily mean survival;
TRANSMISSION FAILED OR ABANDONED: If the
like the movies, sometimes victory comes at a high
PCs give up on the upload and are killed or die
cost and transmitting important data alone should be
before the transmission is complete, that is sadly
the critical goal.
their end. If they manage to fight their way out
…T…AL…K…i…n…g…w…i…t…h…T…ECH-…CO…M of the mass of Terminators, let them make it to
the wilderness to recuperate and decide how to
When the PCs get to a computer, they will likely decide
proceed from there.
to contact home for their evac. At that time, Tech-
Com will want an update. They will tell the PCs that a TRANSMISSION RECEIVED: If the PCs keep at the
rescue team is inbound and order them to transmit the transmitter, it fires up! As they broadcast the data to
Fong Report now. Resistance HQ, they’ll hear a strange and strangled
squeal on their headset coms. The burst of noise
…S…I…GN…I…FI…CAN…T…CO…L…L…T…A …ER…AL… sounds like they’ve kicked off the loading process
…DAM…GE A for a home computer game from a cassette in the
If the section marked Escalation is at play, some PCs 1980s, followed by a dialed up fax machine.
will need to gain access to the Admin Block and repair
A Director who wants extra table ambience should
the damage to the transmitter caused by the collapse
find an audio or video file from the Web to playback
on the second floor. The route into the building itself
at this point in the session. Have the PCs operating
might be a challenge, with craters and debris, but
the transmitter make a Difficulty 8 Technical: Electrical
the critical source of danger comes from the need to
(CONC) Skill Test. How long it takes to send the
work on a compromised floor, likely to crumble from
message depends on their roll:
impact or excessive weight (remember there is also a
collapsed tunnel from the power room to the Admin …14.K…T…a…b…l…e
Block that the PCs may or may not have located.
DIFFICULTY TRANSMISSION LENGTH
The PCs can find tools and hardware in the Hangar
Success 10 Rounds
or the Bunker, or use anything they have with them.
In addition, the team might find any number of spare Excellent 8 Rounds
parts to jury-rig repairs from the workshop, the wrecks, Exceptional 6 Rounds
or even the downed machine units. Incredible 4 Rounds
The Director can seek to build tension as the PCs Unbelievable 2 Rounds
mobilize by referring to lights in the distance, the If the transmitter is allowed to finish broadcasting
occasional thump of an explosion, or the contrail of and at least one PC is alive by the time it is done, the
remote forces closing in. Then Skynet’s reinforcements players are in for a surprise. A series of time travel
finally arrive. The Director should time this moment events spiral out of their actions that actually saves
for maximum tension, likely as the team struggles to their lives.
complete repairs. Finally, PCs spot the strobing lights
of HK-Aerials and relentless Terminators closing in.
Characters should make a Difficulty 7 Fear Test upon
seeing Skynet’s forces arrive.

…T…h…e…T…e…r…m…i…n…t…A …o…r…R…P…GCa…m…p…a…i…g…n…Bo…o…k [….025 ]


…T…R…AN…S…I…T…I…O…N…T…O… …+ CENTURY INDUSTRIES
…a…N…O…T…HER…T…I…M…E … + CYBERDYNE SYSTEMS
… + MARCO LIBRE CORP.
READ OR PARAPHRASE THE FOLLOWING TO … + RAVEN TECHNOLOGIES
YOUR PCS: … + ROTHLAKE CORPORATION
… + STOCKRIDGE PHARMACEUTICALS
As the 800s bear down on you, you feel lightheaded—
you think you’re going to be sick. You don’t know if …BL…O…W…I…T…U…P….
you should laugh or sigh—you’re going to be killed While awaiting evac, the PCs are ordered to complete
by a goddamn ‘Nator and you’re going down covered their mission and destroy the complex. If they check,
in your own puke. There are better ways to go. Thing they will discover they each have a knapsack full of
is, you don’t go, you don’t die—you don’t even puke. explosives they most certainly didn’t have before.
Someone drives a spike through your brain, hard—you As far as you can remember, the mission never was
look up and don’t see anyone. Must have been god to blow up this base—but all Tech Com codes are
who did it—seems legit. But that’s the thing—you confirmed, you are talking to the real deal.
don’t see anyone standing over you—no 800s, no
triple zeros—no ‘Nators. They’re gone, all of them—so ….O…R…N…O…T
are your wounds. You’re all alive, and you are all fine. If the PCs think Rothlake can be useful to the
Something fucked up happened—you don’t know Resistance, it is their right to suggest as much. Since
what, but you are alive, goddamn it. the area is Terminator free, it could make a good
Resistance base—and its mainframes could provide
The transmitter will crackle to life again, with Tech data for missions to come.
Com reporting that the Rothlake Collaborator Report
has been received. If asked, no one knows anything …EV…CFRA …O…M…T…HEFU…T…U…R…E
about a Fong Report. An evac Chinook is on the way As the PCs await evac, they begin to feel a rumble
to their location. resonate in their chests—like something is passing
overhead, but all they can see are distorted clouds.
…P…O…S…T…T…EM…P…O…R…AL… A ray of light cracks open above a nearby clearing,
…DEP…R…ES…S…I…O…N spilling out a staircase to nowhere. Six soldiers race
So what the fuck happened? In short, the PCs’ actions down the stairs, assuming defensive positions. They’re
have caused the timeline to shift around them, but all garbed in gray camo space suits with black armor.
their old selves have remained. If the PCs hide, the soldiers’ CO calls their names,
The PCs did transmit the Fong Report to the Tech- insisting they mean no harm. He’s willing to approach
Com and Resistance scientists used it to create a them unarmed if necessary. If allowed, the soldiers
necrotic virus that severely affects artificial flesh— will wave wands over the PCs like they are looking for
essentially robbing the Terminators of their human radiation. A high pitch noise accomplishes each pass
camouflage. When the flesh farms began to fail, over them—but it’s a whining tone they’ve never heard
Skynet identified the issue, eventually dispatching before (this is time displacement detecting equipment).
a Terminator called Long Hair back through time to
exterminate Elise Fong after she had completed the THE OFFICER EXTENDS HIS HAND TO TO THE
research Skynet needed—but before she wrote the PCS, SAYING THE FOLLOWING:
Fong Report detailing how to break the flesh down.
Fong didn’t live long enough to publish her report—so “At ease, soldiers. I’m Captain Wisher, Tech-Com, TDC
the Terminators were never dispatched here to locate section. You’ve never heard of the TDC, because it
them—meaning the PCs suddenly find themselves doesn’t exist yet. I’m from the future—the future of this
alive and unwounded, not a Terminator in sight. timeline we are in now, not the one you are from. You
are victims of a time paradox and are suffering from
Instead, the PCs transmitted a dearth of information an acute case of persistence of self. This ain’t your
about corporations involved in Skynet’s creation— time—your time is gone. That’s why we want you to
corporations that the team can exploit in a mission to work for us. Let’s get you back to base and debriefed,
the past. Here’s a list: shall we?”

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…K…I…L…L…/S…W…I…T…CH

If the PCs board the cloaked craft, they are in for JUMP SCARES
a hell of a ride. The TDC are Time Displacement
Commandos and are covered extensively in an The closest you get to a jump scare is to call for
upcoming supplement. For this campaign, all that you Initiative. If you want to up the adrenaline for a
and your players need to know now is that these are second, treat this as a real combat with a call for
Resistance time-traveling pros and they are going to initiative, recording the dice results but not the
send the PCs back to the past if they are game. The player intentions before making the Fear Tests.
surviving PCs have options to consider. Whatever time Then when it comes time to resolve actions, that’s
they wind up in, the war goes on. when you reveal the truth.

…N…e…t…w…o…r…k…Di…a…g…r…a…m…:R…o…t…h…l…a…k…e…Bu…n…k…e…r

…T…h…e…T…e…r…m…i…n…t…A …o…r…R…P…GCa…m…p…a…i…g…n…Bo…o…k [….027 ]


…FU…T…U…R…ET…EN…S…E
…As…c…e…n…a…r…i…o…i…n…s…p…i…r…e…d…b…y…t…h…e…g…r…a…p…h…i…c…n…o…v…e…l…:T…ER…M…I…N…T…A …O…R…209

TIMELINE TAG: …M…I…S…S…I…O…N…BR…I…EFI…N…G


POST-JUDGMENT DAY (circa 2020s-2030s) The perimeter is breached. Passedena One is a
Resistance civilian stronghold—a survivor colony
Welcome to the future. Welcome to your chance to with a population of 4,672. It’s also your home. The
preserve the world you might inherit. Or someone community you’d built over the past three or four
might inherit. Skynet annihilated the world, and it years, scratching it out of the dead land, is on the
left behind a hellscape for you to cling onto. It left verge of destruction. You knew this day would come,
some boltholes for you to hide in, some corners and you’ve got a contingency plan: Exodus.
of a dead Earth to make your own. And you did.
A vehicular escape has been ready to go since the
It’s what humankind does. We made things. We
colony’s inception: old school buses, cars, jeeps,
built communities, homes, families. Of course, the
motorbikes. Whatever could be scavenged and
machines still come. An endless procession of grinding
rendered drivable have been fuelled up now—as many
gears, of gleaming teeth in the rictus smile that makes
people as you could get to the escape points are
death look like it’s always laughing. The HKs and
mounted up. The mission is a simple but daunting one:
the Terminators, always above you and around you.
you need to guide the column of vehicles to Pomona
Always waiting. But the important thing is the people
Base without leading the Terminators to the site. The
around you; you don’t let go of them, you keep fighting
only good news here is that someone you know will
for them. Right?
help you coordinate the evacuation to Pomona—Tech-
Com Sergeant Kyle Reese.
…I…N…T…R…O…DU…CT…I…O…N
Pomona Base is only 35 miles away—but that sounds
Future Tense takes place in the Dark Future, circa a lot closer than it really is under the circumstances.
2029. Alongside Resistance fighter Kyle Reese, The former highway system here is no more. Constant
your Player Characters (PCs) will fight to survive the war and nuclear winter has transformed the area into
invasion of their home colony by the machines and a snow-covered tundra patrolled by T-600 units and
make it across the barren tundra to the Resistance other Skynet forces. Finally, the survivors can’t just
Base at Pomona. There, they’ll meet John Connor, lead the Terminators to Pomona Base’s door; they
about to send his companion and friend Kyle back in have to take a circuitous route that will take hours
time to protect his mother. The shocker is they’ll also by car and, if it becomes necessary, even longer on
meet Kyle Reese as an old man…despite his having foot. And that’s not forgetting the various other risks
left for the past, imploring you to go back to help him and dangers out there. But you can’t dwell on that;
fulfill the broader goals of his mission. focus up, ready your weapons, and get going. The
The scenario is designed for a group of 3-6 players, community has to survive. Humanity has to survive.
including at least one PC with hacking skills. If you
don’t want to use Kyle Reese, feel free to substitute …GET…T…I…N…GT…HER…E
him with another character the PCs would know, The Player Characters are Resistance fighters tasked
sent back in time for a different mission. The Future to not only perform simple security sweeps and other
Tense, Past Tense and Tense Past missions (see pages mundane tasks, but to help plan strategies for the
82 and 120, respectively) can be played as a mini- community to follow as a whole. A majority of the
campaign or as part of the bigger campaign this book PCs need to be reliable, competent, or even senior
provides. In them, the PCs head back to the ‘80s to members of the community. The kind of people whose
find Kyle, free him from his captors, and try to unite opinions carry weight, and who, when shit goes
him with Sarah Connor. For now, however, they are in wrong, are going to be asked how to sort things out.
the future—and they’ve got a colony to evacuate!
The PCs should also have some connection to Tech-
Com Sergeant Kyle Reese (Core Rulebook, page 196),
but that’s touched on further in the next section.

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…FU…T…U…R…ET…EN…S…E

…T…h…e…K…y…l…e…CO…n…n…e…c…t…i…o…n
Kyle Reese is a prominent Non-Player Character in this
mission. His influence is always there, and his ultimate
fate (and the attempt to avert it) plays a significant
role in motivating and directing the action. The PCs
need to be linked to Kyle—all loyal, dedicated friends
who’ve been through a lot together. They have the
kind of bond that Kyle would call upon in the weirdest
circumstances imaginable.
Ask your PCs how they came to know, and admire,
Kyle Reese, and then ask them for a memory or
strange detail of their relationship only Kyle would
know. This could be anything from the character’s
past, but it should be directly related to their time with
him. If a PC is struggling to come up with something,
they can roll on the following tables. Roll once each for
the bond and the unique detail a PC has with Kyle.

ROLL BOND WITH KYLE REESE


He rescued you from a Terminator
1-2 ambush. Kyle taught you how to survive
and made you the soldier you are today.
You joined the Resistance together,
3-4 made it through training, always
had each other’s backs.
You’re drinking buddies. You’ve both seen
5-6 too much. When you get together, you drink
in silence, agreeing not to talk about it.
You met while shoveling corpses into
7-8 the fires. You might not like each
other, but that bond is forever.
You met in a field hospital, recovering.
Kyle had a nasty knee wound, you
9-10
had a shattered elbow. You did the
walking, he did the reaching.

ROLL UNIQUE SECRET/MEMORY


You told Kyle about the tattoo of a cartoon
1-2 character you got, when drunk once, on your
inner thigh. You’ve never told anyone else.
You share the same vision of the
3-4 world after the machines are
destroyed and how to rebuild.
Kyle knows the names of the children
5-6 you lost, the names you say in your
prayers but never out loud.
You shared a rat for dinner once—an
extremely chewy rat that you had prepared.
7-8
Kyle gave you shit for it, explaining the
finer points of basting rodents.
He showed you his most beloved
9-10 possession— a photo John Connor gave him
of John’s mother—Sarah Connor (awkward).

…T…h…e…T…e…r…m…i…n…t…A …o…r…R…P…GCa…m…p…a…i…g…n…Bo…o…k [….029 ]


…S…CEN…E1:S…CAP…E ASSETS

KYLE REESE: Trained by John Connor himself,


LOCATION: A convoy of escape vehicles moving Kyle Reese is one of the heroes of the Resistance.
through the burning remnants of their former home. He’s led strike teams into the heart of Skynet
PLAYER GOAL: Breach the perimeter established by and returned, again and again, to fill survivors
the Skynet forces and head out into the wilds. with the belief that maybe, just maybe, this war
isn’t the foregone conclusion they assumed.
ASSAILANTS: A host of T-600 Infiltrators and
And he’s on your side. For the Director, this is a
Endoskeletons armed with plasma rifles, HK-Aerials
great opportunity to demonstrate to the Player
and Tanks, and whatever else the damned machines
Characters they’re working with a goddamned hero.
can bring with them (see Core Rulebook: page 144).
It’s also a way of ensuring things don’t turn too
DIRECTOR BRIEF: This is a scene as much about
messy for the PCs; if they find themselves pinned
establishing both setting and stakes as anything else.
down, or stuck, or suffering heavy fire… Kyle can
Let the PCs know this is a pitiless world, and even the
be something of a deus ex machina, emerging
little morsels of comfort their characters find can be
from the smoke with a well-placed grenade to take
taken away.
out the Terminators as they close in. Obviously,
this should only be used once, and even then
…S…CEN…ES…ET…-…U…P carefully—you don’t want to remove player agency
for the sake of a cool scene. But this is Kyle Reese
The first scene is intended to be tense. The PCs need after all.
to break through a gradually closing ring of T-600s (see
Core Rulebook: page 162), as they commence the PLASMA WEAPONS: Each PC vehicle should be
intended extermination of everyone within the small, equipped with H-31 Plasma Repeaters mounted on
fortified community where the PCs have called home. turrets (if it’s a motorcycle, the sidecar is the turret.
It’s late at night, fires billow around the escaping For the bus and sedans, a hole has been cut in the
vehicles, and the crimson eyes of the Terminators burn roof and the turret is there. The vans are rigged with
through the darkness. door gunner turrets). Assign each PC a set of Heavy
Duty Protection with a Helmet, an M-25 Phased
While the overall evacuation is being led by Kyle Plasma Rifle and a belt of six grenades.
Reese, the PCs are each being given a convoy of
vehicles to lead to safety. The PCs need to make their
escapeby bursting through the Skynet encirclement, DIRECTOR’S NOTE: Even if the players are new to
and driving off. The PCs have access to the following this, their Player Characters aren’t. This certainly isn’t
vehicles: the first time they’ll have faced Terminators. They’ve
even got weapons capable of taking out Terminators
…+ An old school bus quickly and effectively, as well as Kyle Reese’s
… + Two motorcycles with sidecars guidance.
… + Two medium-sized family vans
… + An old army jeep …DR…I…V…EHAR…D
… + Three old sedans
Have the players tell you what they’re doing onboard
Each of these vehicles is filled with people and with each vehicle. Are they organizing the passengers to
as much food and equipment as could be scavenged repel boarders? Are they driving the car?
in time (along with the stores maintained inside at
As a group, the PCs will need to face two Series 600
all times). The PCs can be in any of the vehicles or
Infiltrators plus a number of Series 600 Endoskeletons
distributed between them—this depends entirely on
equal to the number of PCs when bursting through
how much you, as the Director, want to keep track of!
the cordon around the former shelter (for example,
Despite the hell they’re about to face, the PCs have if there are three PCs, there will be two T-600
some things going for them. Infiltrators in their rubber skins along with three T-600
Endoskeletons. While that may seem excessive,
remember that in most cases these Terminators
should only get one or two shots off before the PCs
have driven out of their range—save for a few special
cases (see ALL ABOARD on page 31). Driving around
these obstacles requires a Difficulty 11 Drive (CONC)

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…FU…T…U…R…ET…EN…S…E

Skill Test, as explosions rock the vehicles, and heavy …CAR…N…GE A


weaponry shreds the bodywork, almost taking out Of course, the PCs can’t think about that; they’ve got
wheels. more than enough to focus on already. The PCs can’t
save everyone. If they try to, the PCs will have to deal
…Al…l…Ab…o…a…r…d
with an extra d10 T-600s every five Rounds they linger.
While most of the T-600s will present as stationary Get through the Terminators. Get out. Then mourn the
targets to be run over or around, one T-600 per dead.
vehicle is going to hurl itself aboard as they barrel
forward. Any PCs within vehicles need to be ready to …S…K…Y…N…ET…P…ER…I…M…ET…ER…t…a…b…l…e
repel boarders, by any means necessary. Terminator Once past the T-600s, the PCs will have to break
hands will plunge through the roof, smash through through the perimeter. While the majority of Skynet’s
the windshield, or even explode through the floor of forces march through the former shelter, slaughtering
any vehicle a PC is within. Fighting off these intruders any who cross their paths, they’ve still left a ring of
necessitates defeating at least one T-600 as the machines to deal with any potential escapees. This
PCs try and force them to relinquish their grip on the is a tense chase, and the PCs need to be prepared
vehicles. (see Core Rulebook: page 162). to come up with new tactics quickly, as their escape
As the PCs seek to breach the noose closing around encounters heavy resistance.
their necks, they can hear the screams of slaughter as The table below will help you make a crazed,
the less fortunate are seized by the scores of T-600s. desperate, and potentially lethal chase. There are
There are explosions as other escape vehicles are difficult tests for driving as the PCs weave through
ripped apart by laser fire, the survivors dragged off to the wreckage, a number of hazards in the Player
forced labor camps or worse. Character’s path, and shooting and driving penalties
to contend with as they explode out of the burning
wreckage of their former home!
Have each PC vehicle roll twice on this table and add
the following tests to the escape:

ROLL OBSTACLE TEST


A HK-Aerial engages the vehicle. The Director should run three rounds of combat
before the Hunter Killer is retasked to a more urgent priority. If the vehicle survives
1-2 AERIALS
the engagement, have all characters onboard the vehicle make a difficulty 8 Fear
test as the Hunter Killer turns and destroys two vehicles from another convoy.
A Blinded HK-Tank roars across the path of a Player Character’s vehicle shooting
around randomly. Use the Vehicle combat rules to evade the monster, or if the PCs
3-5 TANKS
are insane, attack it. The Driver must make a Difficulty 8 Drive (CONC) test. On a
failure the vehicle takes a hit and all further tests are made with a -3 penalty.
The PCs’ escape is over the desolation of past battles. Pot-holes, craters,
fissures in the concrete…there’s scarcely an inch of ground not scarred
by some bomb blast or other upheaval. It makes any journey potentially
6-9 TERRAIN
treacherous. Drivers with less than 3 ranks of Pilot must make a Difficulty 8
Drive (CONC) Skill Test. Every success under 2 successes will cause an item
of equipment to be lost; a failure will cause an NPC to fall from the vehicle.

You’ve found an opening in their defenses! You can see the obstacle coming
10 YOUR LUCKY DAY
ahead and take steps to avoid it now. Gain a +3 bonus on your next Skill Test.

…R…EM…EM…BER…M…E? durability. It has been dragging behind the PCs vehicle


Regardless of what else they’ve gone through, this like a string of tin cans on the back of a just married
little gem is along for the ride for shock value. A now couple’s car and the time for it to attack is now.
weaponless T-600 from earlier—one the PCs were sure
they’d dislodged or destroyed—proves its legendary

…T…h…e…T…e…r…m…i…n…t…A …o…r…R…P…GCa…m…p…a…i…g…n…Bo…o…k [….031 ]


SOMBER TONE DIRECTOR’S BRIEF: A survival horror scene, a
relentless foe behind, and unknown forces arrayed
This is a battlefield. Mingling with the sound of ahead…build the dread and the certainty of imminent
overworked engines, tires screeching for purchase catastrophe!
on ragged ground, and the relentless discharge
of laser weaponry, the PCs can hear the noise of
their former friends, lovers, and neighbors being …S…CEN…ES…ET…-…U…P
butchered. Not everyone managed to make it to a Traveling across snow covered terrain in vehicles not
vehicle; some never had a chance; some couldn’t designed for off-road antics makes it a long way to
bear to leave; some believed they could fight back. the nearest defended human settlement. Soon after
In addition to this cacophony, the air is filled with breaching Skynet’s cordon and the slaughter of the
the charnel stink of scorched flesh. All PCs need to Player Character’s former companions, the vehicles
succeed on a Difficulty 8 Fear Test. Right now, the start to give out. The damage sustained by most of
PCs have lost everything apart from their lives, and the cars, trucks, and whatever else the Resistance has
the trip to safety is far from over. cobbled together over the years has taken its toll.
The refugees will likely need to continue on foot. Either
…WY…A …S…O…U…T…O…FT…HES…CEN…E the PCs can move with them or they can set up a
THE GREAT ESCAPE: Breaking through the ring of defensible perimeter with their plasma weapons. They
Skynet forces in spectacular fashion, the PCs are can also attempt to salvage a vehicle or two to move
able to drive away at speed with their vehicles the supplies and the worst of the wounded.
largely intact and most of the survivors whole. This
is the best possible result, and requires a particular DIRECTOR’S NOTE: The parts for every three
mixture of luck, and ingenuity to achieve. The vehicles can be used to cobble together a functioning
Terminator’s gradually tightening noose isn’t easy one. 8 successes on an Extended Difficulty 5
to escape, especially not unscathed. If the PCs Technical: Mechanics (CONC) Skill Test is required
do manage to break through without taking much to get a vehicle up and running. Each test takes 15
damage, the Director should grant them each an minutes making this a risky endeavor. After 30 minutes
additional Hope point for the next scene. HK-Aerials will be visible in the distance again. After
THE PARTIAL ESCAPE: The more likely outcome is 45 minutes the rest of the pursuing force will be
that the Player Character’s convoy breaks through visible. After an hour the HK-Aerials will strafe the
but at a significant cost. Likely at least one of the refugees in a fly over. After 90 minutes ground forces
vehicles carrying survivors is destroyed, and several will arrive. Stress to the characters trying to make
of the PCs incur some damage themselves, from these repairs that even on foot, the Terminators are
the barrage of heavy fire they’re driving into. It’s faster than the refugees. It might be a good idea to get
the nature of such an effort, after all. Death follows them hauling ass on foot while the PCs stay behind to
closely. The PCs might well be left trundling across fix the transportation.
the exposed icy tundra in vehicles with laser-
shredded engines, or dozens of their passengers …Ho…o…FI…N…GI…T…O…N…FO…O…T
carrying hideous injuries. A moving column of refugees, exposed to the
encroaching T-800s dispatched to hunt down any
…S…CEN…E2:T…U…N…DR…A and all who escaped last night’s assault is not ideal,
but it may be necessary. The new day is up, the sun
…CHAS…E blood-red through the smoke of the Player Characters’
burning home, still visible even 50 miles or more away.
LOCATION: The ice and snow strewn tundra between It’s a long slog across open ground, and the PCs know
the PCs’ former home, and the nearest settlement. it won’t be long before they hear the hydraulic hiss
PLAYER GOAL: Survive this crossing of the tundra, of the T-800s closing in. Its fight or flight time—and
and hope to make it to a new home with as many marching double time seems like the best option.
survivors as possible. …BADT…I…M…ES…T…U…R…N…EDGO…O…DS
ASSAILANTS: T-600 and T-800 Series Endoskeletons. The future of 2029 is bleak, almost impossibly so. The
A lot of them. brief fragments of joy humanity forges for itself in the
wreckage of the world it once ruled are swiftly snuffed
out, and that’s what’s happened here. The column is

[….032 ] …T…h…e…T…e…r…m…i…n…t…A …o…r…R…P…Gc…a…m…p…a…i…g…n…b…o…o…k


…FU…T…U…R…ET…EN…S…E

becoming increasingly drawn out, stragglers being DIRECTOR’S NOTE: Run these battle damaged 600s
picked off—the sudden screams and silences as those using the “I’ll be back” rules (see Core Rulebook:
who’ve fallen too far behind are quickly dealt with by page 172). Fighting such opponents is difficult—they
the merciless machines are testament to that. emerge from nowhere, virtually invisible beneath
the snow, and requiring a Solid Difficulty 14 Notice
Draw the PCs into being forced to make a last stand,
(CONC) Skill Test to notice. Destroying them, however,
hoping, somehow, to thin out the T-800s enough
is easier than dealing with a fresh, unharmed T-800.
to make a break for it. Ammunition is running low,
Just remember that each delay brings those forces
and then…when everything seems to have failed…
that much closer. Time is running out.
salvation comes (see Sudden Saviors on page 33).

…O…BS…T…CLA …ES STRAGGLERS: The column is spread out across the


tundra. Tired, spent, short on supplies, and with
STEEL ON YOUR SIX: The HKs and T-600s are
their homes recently destroyed, the survivors are
staying in Pasadena to clean up the rest of the
all suffering from fatigue. How long can they keep
colony. Almost as soon as the Skynet perimeter
going? This is more of a roleplaying challenge than
was breached, recovery forces were dispatched
a mechanical one. The PCs are looked to by the
on the Player Characters’ trail. They’re coming.
other survivors as guides, as their means of escape.
Two dozen T-800s equipped with plasma rifles.
Do the PCs abandon those too slow or too frail to
They march “quick time” ever onwards across the
keep up? Do they risk delaying the progress of the
snow, unhindered by temperature or exhaustion,
column or do they risk the blows to morale as some
endlessly nearing. The PCs should always be aware
fall by the wayside? As Director, be alert to these
of this imminent threat—but for most of the haul,
possibilities and build them into the fabric of your
the T-800s will always be one step behind the PCs.
story. Remind the PCs of their choices in terms of
Perhaps they catch glimpses of red eyes in the swirl
how others react to them.
of a snow storm. Perhaps a laser blast can be heard
a few miles away. …S…U…DEN…S…V…A I…O…R…S
When the PCs are up against a wall, the cavalry arrives
DIRECTOR’S NOTE: Should the Player Characters (see Bad Times Turned Good on page 32). A half
halt for any extended period of time, one or two T-800s dozen trucks, armored and armed, sweep suddenly
(the advance guard) should reach them, triggering out of the east, scattering the T-800s in minutes. These
a firefight. The Terminators are always just about to are the outriders from the settlement the PCs aimed at
emerge over a hillock of snow lasers readied. As the reaching; they’ve been searching for fleeing survivors
Director, remind the PCs of the approaching threat, from the devastation of the PCs’ lost home. Now, at
have some small battles, and the noise of endlessly last, they’ve found some.
crunching metal claws on snow echo across the open
tundra. …WY…A …S…O…U…T…O…FT…HES…CEN…E
Back to the camp: Warming up in the back of
TERMINATORS AT TWELVE: The war spread converted, battle-worn trucks, the PCs and the
everywhere. There’s barely a place on earth not survivors they’ve shepherded for so long can, for
scarred by the conflict, and these snowy plains are a little while at least, breathe easy. They’ve made
no exception. Three battle damaged T-600s (see it. But things are about to get a whole hell of a lot
Core Rulebook: page 162) lie out here, half buried weirder.
beneath the snow, but reactivated by the call of
Skynet. As the PCs and their fellow survivors move
across the snow fields, these battle-damaged units
burst from the snow, unleashing a torrent of laser
fire, or else simply dragging themselves towards the
column, seeking to rend bodies with steel hands.

…T…h…e…T…e…r…m…i…n…t…A …o…r…R…P…GCa…m…p…a…i…g…n…Bo…o…k [….03 ]


…S…CEN…E3:W…EL…CO…M…E …K…Y…L…E'S…M…I…S…S…I…O…N
John Connor has called Reese to him; he needs him
…T…O…Y…O…U…R…N…EW… to undertake a desperate mission. It’s a mission from
…HO…M…E,FR…I…EN…DS which there is no return, but might change the course
of the war against the machines forever (see the
LOCATION: The Player Characters’ new home— Phone Book Killer, Core Rulebook: page 08).
Pomona Base. Pomona is a well-defended and
guarded Resistance settlement made up of what used KYLE MK 1
to be an old mining town.
Kyle, of course, accepts the mission. He might talk
PLAYER GOAL: Keep your heads and work out what with the Player Characters about it, explaining how
the hell is going on. much he owes John Connor how he’d do anything
ASSAILANTS: None. This is all talking. for him, or he might simply hop into a red pickup
with Connor and drive away into the wastelands.
DIRECTOR’S BRIEF: Giving the PCs almost no time
What’s key is that the PCs see him leave. Kyle
to breathe after their previous heroics, this scene
Reese is gone from the settlement, with scarcely
plunges them into the space-time confusion of the
any time to talk to anyone, bound on a vital
second part of this mission.
mission.
Twelve hours later, the PCs are sought out by
…S…CEN…ES…ET…-…U…P two senior members of the new settlement, who
Things are, for the first time in this mission, looking inform them that a survivor rescued from a nearby
up for the PCs. Just about, at least. The trucks roll Terminator facility wants to talk to them. He’s asked
into the settlement, steel gates opening up to allow for them by name, stating they’re close friends. Any
passage, and the PCs can see well-armed men and question the PCs ask is met by uncertainty—he
women patrolling the perimeter walls around what hasn’t given a name, although they are certain he’s
used to be a small mining town, but is now a heavily no Terminator. He simply repeats his requests for
fortified bastion against the endless advance of the PCs, assures the guards he’s a friend, and has
Skynet. vital news.
The Player Characters, and the survivors they’ve
managed to keep alive, are given warm welcomes, KYLE MK 2
assigned quarters, and given food, new clothing,
and a stiff drink. There are few questions over what As unfathomable as it is, the old, hunched, white-
happened to their previous settlement. Everyone has bearded man is Kyle Reese. Old Man Kyle doesn’t
seen their home destroyed, their families slaughtered, immediately confide as much to the PCs, unless
their friends gunned down—and usually, they’ve seen they are particularly mistrustful or aggressive.
it more than once. This place is filled with survivors, Instead, he asks to be taken in, somewhere private.
and being a survivor means you know when not to ask If the PCs accept his terms, he waits until they’re in
damn-fool questions. private to reveal his identity. Should, as is likely, the
PCs react with suspicion, Old Man Kyle uses their
Much of this can be dealt with quickly, though the past history and unique bond with him (see page
Director needs to ensure two critical events happen, 29) to reassure them of his identity. Any Skill Tests
and that they happen in the right order. Upon arrival, the PCs make, or questions they ask all return the
Kyle Reese is quickly singled out and taken aside. same result; this man, aged and tired and lined as
The people approaching Reese are clearly friendly he may be, is Kyle Reese.
and state they have an important message for him.
A mundane Interrogation Skill Test reveals they are He’ll offer the PCs any reassurance they require,
entirely honest. Should a Player Character insist on just so long as they’ll listen. He explains the mission
accompanying Reese, allow them to do so. If they he was given by John Connor, his relationship with
prefer to wait for Reese in their new quarters, they’ll Sarah, and, importantly, that he recently escaped
hear the following on his return. from the machines. Old Man Kyle has been
imprisoned for years.

[….034 ] …T…h…e…T…e…r…m…i…n…t…A …o…r…R…P…Gc…a…m…p…a…i…g…n…b…o…o…k


…FU…T…U…R…ET…EN…S…E

After nearly dying, Reese was captured by DIRECTOR’S NOTE: While it’s possible that nobody
an unnamed government-funded dummy will come out and say it, the human race is at risk. If
corporation—whoever they were, they weren’t Reese cannot be saved, he needs to be killed before
Cyberdyne—they wanted to beat Cyberdyne to the he can divulge his secrets! It’s going to be quite the
punch at creating Skynet. mission.
For years, Kyle’s captors moved him around from
location to location. After a decade or more of …T…W…HA …HAP…P…EN…S…
incarceration, interrogation, and brutality, Kyle’s
captors suddenly moved him to a vault cell in the …N…EX…T…?
basement of an industrial complex. After being The scenario ends here, with the Player Characters
left to rot for several weeks with nothing to eat confronted by this stark revelation and by the
and only toilet water to keep him alive, his captors dangerous mission Kyle Reese needs them to
were replaced by machines. At first they were mere undertake—to rescue him before he can potentially
service robots—boxes on wheels with a single arm. give away the information Skynet will use to quash
As time went on, the machines visiting became the Resistance once and for all. They can ask any
more and more Terminator-like—Judgment Day had questions they like, but the outline of the mission is
come and passed. simple: Travel back in time. Rescue Kyle Reese.
He’s been interrogated thousands of times about If they agree, then you’re going to eventually need the
the Terminators, the future, human survivors, and follow up to this mission, Past Tense (see page 82)—
finally the Resistance. He was drugged and tortured but the PCs can accomplish a few other things before
during most of it, so he isnt even sure what he then (see The Campaign).
divulged if anything—but he believes he was being
groomed for answers that may have helped Skynet
grow more powerful. THE CAMPAIGN
He believes there are time displacement units out If the PCs are playing this as part of the bigger
there—maybe even the same one that John sent campaign suggested in this book, they have
his younger self back in time through. Someone already completed the mission Kill//Switch and
needs to travel back in time, rescue the young Kyle, know Captain Wisher of the TDC (see page 26). The
keep him from giving away anything that could TDC can help send the PCs to the past—but will
potentially crush the Resistance, and, if possible, give them a laundry list of missions to accomplish
ensure Sarah Connor is safe. Old Man Kyle is while they are there. As Kyle was moved around
trusting you because telling Resistance leaders, for a long time before being placed in the Skynet
or even his younger self, before he left could complex where he was eventually discovered, they
jeopardize Sarah or John. will send the PCs back to work the list as they seek
out leads to Kyle’s whereabouts and prepare for the
rescue.

…T…h…e…T…e…r…m…i…n…t…A …o…r…R…P…GCa…m…p…a…i…g…n…Bo…o…k [….035 ]


…T…HEDV…I…L…'S…N…I…GHT…M…U…R…DER…S
…a…n…o…r…i…g…i…n…a…l…c…o…n…c…e…p…t…s…c…e…n…a…r…i…o…

TIMELINE TAG: apparently given years to complete its mission. To


do so it would need to be cautious, favoring tact and
PRE-JUDGMENT DAY (circa 1980s) stealth over brute force.
A serial killer goes on a killing spree every Halloween, As it stands, in the present decade (2029 to 2039),
leaving authorities desperate for clues. But this isn’t nobody is sure what happened to this all-but-
your run-of-the-mill slasher—a time travel accident forgotten T-660, to what degree it was successful in
has left a less advanced Terminator model stranded in its mission, or whether it even arrived at its targeted
the past. Its programming damaged, this rubberfaced place and time. When it was sent, time displacement
killing machine strikes at Skynet’s targets at the one tech was highly experimental, and early tests yielded
time of year it can avoid drawing attention to itself— unpredictable and sometimes messy results. One man,
and it’s up to the Player Characters to stop it before it however, is convinced that this Terminator arrived
does irreparable harm to the timeline. intact in the past, and that it played a significant role in
making Skynet the omnipotent force it is today.
…I…N…T…R…O…DU…CT…I…O…N Sean Sullivan AKA “Sly Sully” is an aged Resistance
engineer who was born in the days before the bombs
Records are fragmented, but intel suggests that years
fell. John Connor trusts Sullivan not only for his
before Skynet targeted Sarah Connor, the rogue AI
excellence in intel, but also for his sharp and reliable
tested its time displacement technology by sending (or
instincts. Sullivan is a tireless soldier, bringing not only
attempting to send) a number of T-660 units back in
contemporary intel to bear against Skynet, but also
time.
records from the past.
The T-660s were given simple, low stakes missions,
After combing over documents from the 1980s,
partly because they could not cope with more,
including boxes of recovered microfiche, Sullivan
but also because their travel was not expected to
found news articles about a serial murderer, a
succeed. Both success and failure would teach Skynet
“Halloween Killer” that the media dubbed Rubberface
something. But if certain individuals—government
due to the emotionelss rubber mask he wore.
regulators, whistle-blowers, Resistance fighters—
According to these records, this mystery man first
ceased to exist, there would be fewer complications
struck on October 31st of whatever year in the 1980s
for its ultimate mission.
that works for your campaign. Rubberface then
Skynet had yet to discover that a bioelectric field was struck every year annually on the same date for the
necessary for time displacement. Without living flesh better part of the decade. This incident is remarkable
to cover their endoskeletons, the rubber-skinned because future AI specialist Jack Stephens was
T-660s mostly exploded, taking out a huge chunk of among those who were killed. Despite surviving an
the complex with them. explosion and having been shot by law enforcement
on two separate occasions, the gunman was never
But not all the original experiments were a failure.
caught nor identified.
One T-660 sent to the past somehow made it, arriving
sometime in the 80s. The T-660 was damaged, its Sullivan believes Rubberface was/is not a man at all,
software corrupted, but it was functional. but rather E0656.T—a rubber-skinned T-660 Skynet
sent back during its early time-displacement tests.
Its prime directive was infiltration, not termination.
He believes it strikes on Halloween because that is
In the 2020s, Resistance fighters could easily spot
the only time it can reliably blend in—with its rubber
rubber-skinned 600s. Ironically, the same could not
face passing as a Halloween mask. Furthermore,
be said for people of the past—the 660s are seen as
Sullivan warns that early time displacement tests were
“different”, but most people assume they suffer from
volatile. Though any Terminator should be considered
facial paralysis, skin grafts, or other conditions—not
a formidable opponent, this one may have had its
that they are killer robots from the future. According
CPU scrambled in transit and therefore be entirely
to intel gathered by Resistance hackers, this T-660—
unpredictable.
designated Model 090 Version 6.5, E0656.T—was

[….036 ] …T…h…e…T…e…r…m…i…n…t…A …o…r…R…P…Gc…a…m…p…a…i…g…n…b…o…o…k


…T…HEDV…I…L…'S…N…I…GHT…M…U…R…DER…S

…M…I…S…S…I…O…N…BR…I…EFI…N…G
The PCs’ mission is to track down E0656.T—if it
exists—and neutralize it before it kills anyone. Failing
that, secondary objectives include protecting this
Terminator’s alleged “future” targets, starting with AI
specialist Jack Stephens. The Director may choose
the setting for this mission. It is only important that it
involves a city for Scenes 1 and 2, and a rural highway
and/or suburb for Scene 3.
The PCs have all heard Sullivan’s intelligence briefing,
and they were made to memorize important people,
all of whom share one thing in common: Skynet wants
them dead. If the PCs are successful in this mission,
they can serve as guardians for probable future targets
(see Scene 4: The Future Is Not Set).
Tonight, they must investigate a key location
mentioned in Sullivan’s research: a Halloween costume
shop where a shootout occurred and numerous
casualties were reported. Sullivan isn’t sure whether
or not E0656.T was involved, but since this incident
occurred the night before the AI specialist Jack
Stephens was murdered—it seems a wise starting
point for their mission.

BEFORE THE PCS STEPPED INTO THE TIME


DISPLACEMENT SPHERE, SULLIVAN SAID:

“The Terminator doesn’t know you’re coming. You


have the advantage. Arm yourselves, get close, and
dust the bastard.”

…GET…T…I…N…GT…HER…E
If they are coming from the future, the PCs must travel
back to a Halloween night in the 1980s to complete
this mission. Make use of the Getting There: Arriving in
a New Era (see Core Rulebook: page 26).
If the PCs are already back in time, they need to find
the Terminator on Halloween of whatever year the PCs
are living in. In that case, the microfiche information
is fed to them by a fellow Resistance member or is
something the PCs themselves stumble upon in their
own research. In an already ‘80s campaign, “Sly Sully’’
could in fact be a Resistance contact sent back in time
from the 2030s to the 1980s to look for possible time
incursions and provide PCs with mission leads.

…T…h…e…T…e…r…m…i…n…t…A …o…r…R…P…GCa…m…p…a…i…g…n…Bo…o…k [….037 ]


…S…CEN…E1:DV…I…L…'S…DU…E The PCs should overhear one of these troublemakers
telling another to avoid Spiros’ Spooktacular—the
Directors may choose to read the following text aloud nearby Halloween shop—because the police are all
to set the tone of the mission and provide a glimpse over it. Before they have a chance to decide whether
behind the eyes of its antagonist. or not to check it out, the PCs step into trouble.The
Choose one of the PCs who either heard Sullivan’s Director may choose the circumstances of the PCs’
intel briefing or unearthed the information themselves first encounter, or they can choose or adapt from the
(see Getting There on page 26). If the PCs are already following prompts:
set up in the ‘80s, skip The Arrival section and go right Alley: The PCs cut down an alley near a convenience
to the First Encounter (see below). store which is being robbed. There are only two
people in the store; the robber and the store clerk
THE ARRIVAL who has his hands in the air. While the man with the
pistol barks orders, the clerk’s eyes flick toward the
If the PCs are coming from the future, they will
counter, or rather what’s under it—a loaded pump
emerge from their time spheres at the same
action shotgun.
time, in the same general area of the city, but not
necessarily together (see Arrival Table in the Core Park: Crossing a public park (the same as mentioned
Rulebook: page 27). Upon arrival they must contend in the Arrival), the PCs attract the attention of two
with disorientation and the added complication of punks who were making out on a bench nearby. The
arriving naked, meaning they must obtain clothing punks harass the PCs, one of them drawing a knife.
and find one another (hopefully in that order). The
Director may wish to have them arrive in pairs or in …T…HEAL…L…O…W…EN…S…HO…P
close proximity. Their time of arrival is 10:00pm on
‘Spiros’ Spooktacular’ is a year-round costume shop
October 30th.
that leans heavily into Halloween and macabre motifs.
The PCs may materialize in different locations, but It is the size of a supermarket and is set up much
they should be within a two block radius of each the same. People travel from neighboring cities and
other. At least one PC will arrive in a public park, states (or provinces) to visit this unique store, and film
right on top of a large fountain. The heat from productions provide it with consistent business.
the time sphere melts the statue at the fountain’s
It remains open during Devil’s Night despite the need
center and evaporates all the water. A nearby tree
for increased security. When the PCs arrive, they’ll
has burst into flames. A stray dog notices the
first see several police officers and two squad cars
spectacle, watching them from a distance.
parked in front: a clear warning to the revelers coming
Naked, they must make successful Difficulty and going. Unlike the rest of the city, which has
8 Stealth Skill Tests, or draw the attention of a gone quiet in interest of dissuading the rabble from
beat cop on patrol. The Director should stage a loitering, Spiros’ Spooktacular is very much alive with
violent encounter with punks, robbers, or police cheers, heavy metal music, and a custom lightshow
before the PCs run into Rubberface (see First illuminating the front face of the building.
Encounter below). This can also be exploited as
Unbeknownst to the PCs, Rubberface was modified
an opportunity for the PCs to gain clothes and arm
by Skynet during its TDE trials to detect time displaced
themselves with rudimentary weapons (knives,
irregularities. This means it can, from a considerable
bats, pistols).
distance, home in on their location and, when close,
track them like a bloodhound. Fortunately for the PCs,
…FI…R…S…T…EN…CO…U…N…T…ER the effect isn’t long-lasting. Rubberface should be able
to find the PCs’ arrival locations, but after a few hours,
It’s Devil’s Night and local teens are out celebrating.
should not be able to track them via this method. This
Whether they’ve arrived from the future or just come
should be considered a Director’s tool rather than a
looking for Rubberface, the PCs will quickly realize
mechanic.
this area is devoid of most of its good citizenry. The
streets are teeming with punks and rowdy youths, Regardless of how this effect is implemented,
most of whom have a taste for violence (see Street Rubberface should appear at some point when the
Thug on page 50). Those in the streets aren’t out for PCs visit the Halloween shop. When the PCs are
late suppers or last-minute errands; they’re out for outside the store (even if they are hiding out of sight),
mayhem. initiate the encounter by reading aloud the following
prompt.

[….038 ] …T…h…e…T…e…r…m…i…n…t…A …o…r…R…P…Gc…a…m…p…a…i…g…n…b…o…o…k


…T…HEDV…I…L…'S…N…I…GHT…M…U…R…DER…S

would explain it risking its cover to target the PCs.


If the Skill Test is successful, this theory may prove
READ THE FOLLOWING OUT LOUD TO YOUR useful in Scene 4.
PLAYERS:
…S…c…EN…E2:T…HE
From within the building, a huge figure approaches
the storefront glass. The windows are fogged, but you …V…ET…ER…AN
can tell he is a tall, broad-shouldered man, wearing After the encounter at the Halloween shop, the PCs
dark coveralls. As he draws closer, you see the lifeless will likely be licking their wounds and resting, if only
rubber mask covering his face; a wig’s plume of ratty, for a moment. Next, they will need to arm themselves
lime-green acrylic fibers haphazardly placed on its and determine the whereabouts of Rubberface’s future
head strikes an eerie contrast to the red eyes flashing victim, Jack Stephens. At any point after the sun rises
beneath. on October 31st, when the PCs decide to strike out on
You were wrong—this is no man. this portion of the mission, have them encounter Mac
Hannah. He could be sitting outside a shop or in a
It raises its arms, striking the window. An explosion park—or anywhere with a lot of foot traffic. He’ll have
of glass showers the walkway. All heads turn to see a beat-up cardboard sign with “WANNA KNOW THE
the hulking figure emerging from the store, its leather TRUTH?” written on it.
boots crunching on the pavement. It fixes you with a
baleful glare and reaches into its jacket… WHEN THE PCS DRAW CLOSE, CHOOSE ONE
OF THEM AND HAVE MAC HANNAH SAY THE
After reading this prompt, the Director should have FOLLOWING TO THEM:
players determine initiative results. The T-660 will
target the PCs first, and then anyone foolish enough to ‘Hey you. You look like you been in the shit—seen
try and stop it. In the chaos, the police will return fire some action. What if I told you there’s a war playing
on the Terminator, and, if the PCs fight back, they may out in this city—that last night’s shootout was part of
even attack them, viewing them as assailants. Police it? They been callin’ me crazy for years, but they’re
back-up should arrive after a few rounds of combat, as ‘bout to see. He’s coming, and there’s gonna be blood
police presence is strong on this night. in the streets.’
Rubberface will decide to escape the encounter once
the police presence escalates, fearing compromising Mac Hannah is a long-bearded, one-eyed Vietnam vet
its mission. If it must, it will jump off a nearby bridge willing to talk all manner of insane conspiracy theories
and walk along the bottom of the waterway to get to whomever will listen. Most brush off his mad
away. The PCs, lacking the proper weapons and ravings as just that. And rightfully so. His insistence
wishing to avoid arrest by police, should probably that the government has covered up alien abductions
try to escape too. To facilitate this clean break in the and that corporations pump mind-control drugs into
action, the Director should have the police follow the water-systems are probably best ignored; but his main
T-660, as it was the one who started the shootout. This obsession—involving a Rubberfaced man who arrived
should make it easier for the PCs to flee the scene. on Earth in a sack made of grizzly bear skin—well, that
Rubberface could also lob some hand-grenades at should probably catch the PCs’ attention.
squad cars to create chaos. Other than these, it is If the PCs appeal to Hannah for help, he will invite
armed with an Uzi 9mm (Light Submachine gun) and them to his home—a run-down basement apartment—
several clips of ammo. and show them newspaper clippings from the last
few years, always involving murders on October 31st.
STAT REFERENCES Though the articles mention no connection between
the killings, Hannah believes authorities initially tried to
RUBBERFACE: (see page 127) cover it up. Clearly, Sullivan’s intel was incomplete and
POLICE: (see Street Cop, Core Rulebook: page 23) Rubberface has been executing his mission for years
already.
After the encounter, have the players make a Hannah believes Rubberface resides at a junkyard
Difficulty 8 Lore: Skynet (KNOW) Skill Test to deduce complex along a remote stretch of highway. He will
that Rubberface may be able to detect the time even offer the PCs a series of maps, scribbled with red
displacement disturbance. After all, few other notions lines and speculative time stamps, tracking the T-660’s

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movements on the date of the killings. He says these …BR…EAK…I…N…GT…HEL…W…A
maps, as well as other “tools for the task” are kept in
At some point during the PCs’ meeting at Hannah’s
his storage locker (see below).
house, two police officers will arrive, looking for
information about last night’s incident at the Halloween
IF THE PCS ASK HOW HE KNOWS ALL THIS, HE shop. The two officers will ignore Hannah’s demand to
EXPLAINS: see a warrant, push past the old vet and begin tossing
his house. If the PCs have decided not to follow
“I was a pathfinder in ‘Nam. First in, last out. I got a Hannah to his house, the police will arrive wherever
nose for findin’ things that need findin’. I’ve been on they have gathered to talk to Hannah. In either case,
this guy’s trail for years.” as soon as the police’s presence is made known,
Hannah will tell the PCs to take off and to meet him at
The PCs may wish to reveal the truth about ‘EZ Store’—a storage facility where he rents a unit to
themselves. Hannah is certainly primed to believe such store his ‘toys’.
a story. In any case, the veteran will be happy that
anyone is taking his theories seriously for once. Should the PCs choose any course of action other
than fleeing, the Director will need to remain flexible.
The police may recognize them from the previous night
THE ARRIVAL:
or based on descriptions from their fellow officers who
were present during the shootout.
Another detail Hannah will share is that he talked to a
man whom he believes witnessed E0656.T arrival To reach this location and subsequent key locations,
the PCs will need to acquire a vehicle. Directors
I got a buddy, lives under the bridge. Jerry. Man’s a
should present a plethora of options, but the better the
drunk, but he ain’t no liar. Years back—on Halloween
vehicle, the more challenging it should be to boost it.
night—says he saw a great ball of electricity light up
To hotwire a car, a character must take 5 minutes and
the underside of the bridge. Near blinded him, he said.
make a Difficulty 8 Technical: Electrical (CONC) Skill
When things went dark again, there was—what did he
Test. If the PCs are engaged in combat at the time,
say—like a dead grizzly. ‘Thing started movin’ and out
this requires 4 successes on a Difficulty 11 Technical:
popped a huge naked fella. He was covered in blood
Electrical (CONC) Skill Test to complete. See the
and built like a wrestler, but with weird rubber skin and
extended test rules (see Core Rulebook: page 56).
no junk down there, if you know what I mean—I swear
he was all smooth like a doll! My buddy froze. Couldn’t
believe his eyes. Ha! Who could in that situation, you …'EZ…S…T…O…R…E'
know? ‘EZ Store’ is a run-of-the-mill storage facility featuring
Anyways, the big bastard gathered up the bloody bear over a dozen rows of units. The site is surrounded
skin bag and dropped it in a barrel fire. He tells my by a 3.5 meter fence and kept under 24 hour video
buddy, in plain English, to give up his clothes. Jerry’s surveillance. Hannah rents a unit here to store his
drunk as fuck and near pissin’ himself, so he gives him firearms, explosives, and tools. Among the offerings
what he wants. Guy’s hikin’ up his pants and flitches— are a shotgun; a scoped, high-powered rifle; an M-16;
catches his damn wrist in the zipper! He pulls and an M18 Claymore mine; 2 hand-grenades; 2 smoke
tears that rubber skin of his—I know this sounds grenades; a bullet-proof vest; metal detector; sledge
crazy, but the dude’s wrist was all metal inside. All hammer; and several wire and bolt cutters. There are
dressed, he stares right through Jerry like he’s gonna also boxes of ammo for all the firearms and Hannah’s
kill him, then goes all still, you know, frozen-like, before notes and maps referencing the Halloween Killer.
stompin’ off. I believe this freak’s that Halloween Hannah will show up shortly after the PCs arrive at
Killer—Rubberface. He from space? From Russia? Hell the site and will lead them to his locker. Once there,
if I know, but he ain’t no man.” he will look around nervously, then unlock and raise
the steel roll-up door. Inside is a mess of personal
It should come as a revelation to the PCs that effects—hunting and camping equipment, a random
Rubberface has allegedly been around for several assortment of tools stored in two steel rolling cabinets,
more years than Sullivan suspected. Is it possible and the items specified above.
there was a cover-up, where official records omitted
key details that would connect these previous crimes?
If so, who orchestrated the cover-up? The PCs could
investigate further in Scene 4.

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…T…HEDV…I…L…'S…N…I…GHT…M…U…R…DER…S

BEFORE ENTERING HE TURNS TO THE PCS AND Somewhere within these two prompts lies the potential
SAYS: for a truly epic finale. The Director should respect
player agency and remain agile as they determine the
‘Way I see it, you fellas can take what you need. Ain’t order of events.
no fight in me no more. Besides, this dog needs to be
Because the PCs still have many hours before the
put down, and, far as I can tell, you all are the ones for
Halloween Massacre is set to occur in the suburbs
the job. You ought to gear up here, and take the fight
(according to Sullivan’s intel), they will likely wish to
to his lair. Now, keep in mind—’
locate and surveil the junkyard complex. The Director
With a sudden bang, Mac Hannah’s head explodes should remind the PCs that their mission is to destroy
in a spray of crimson. As his body slumps to the the Terminator and that protecting Stephens is a
concrete, instinct takes over and you dive for cover. secondary objective.
The Director should consider the two prompts below—
The PCs will find themselves pinned down in the
Scrapyard Lair and Sundown In The Suburbs—as
storage locker. Rubberface is positioned over 150
frameworks for these two separate encounters. How
meters away, across a highway, on a hill, watching the
these events shake out and whether both options are
locker entrance through the lens of a rifle scope. The
explored is up to the players. It is up to the Director to
only way out of the locker, which is a sizable 40 square
maintain excitement and tension based on the PCs’
meters, is through the entrance.
actions.
The PCs will need to think fast about how they want to
get out and reach their vehicle for escape. The smoke …3A:S…CR…AP…Y…AR…DL…AI…R
grenades and rolling tool cabinets will perhaps provide
them with some ideas. The claymore or grenades and If the PCs decide to investigate the junkyard complex
sledge hammer could possibly be used to knock a identified in Mac Hannah’s notes and maps, the
hole in the back of the locker, which would connect Director will need to make an important decision:
them to the locker behind it—but this is obviously risky will the Terminator be there when they arrive? If the
and then they would still have to contend with the Terminator is engaged on home turf, it will have a
sealed door of that locker. significant advantage. It could lay in wait, seizing a
vantage point from which to open fire, spring traps
Because Rubberface is positioned across a busy or run them down in one of its many vehicles. If
highway at a considerable distance, it would be Rubberface is not there when they arrive, the PCs
difficult for it to reach the PCs to further engage with will only have to contend with its traps. Infiltrating the
them. This should allow a clean break in the action, lair while the Terminator is away should offer the PCs
if the PCs can manage to make it the short distance the best chance of completing their mission. The rest
needed to break E0656.T’s line of sight. The Director of this section describes the junkyard complex and
should make this as difficult or simple as they feel is provides the Director with many points of interest for
warranted. It is most important that the players feel a the PCs to consider/utilize.
sense of pressure and forward momentum. Once they
reach their vehicle and start moving, E0656.T should The site is located off a stretch of desolate highway
be able to pepper the car with a few shots before they approximately a half hour’s drive from the city or
can lose him completely. Should the Director feel the about 40 minutes from Jack Stephens’ home in the
need to significantly ramp up tension, they could arm suburbs. Years ago, Rubberface killed the man who
E0656.T with a FIM-92 Stinger (see Rocket Launcher owned the complex and every one of his contacts
Core Rulebook: page 132). A single shot from this that came looking for him. This man was a crook and
weapon could shake things up considerably. the cops never investigated his disappearance—no
one ever filed a missing person’s report. The site
has remained closed to any prospective clients. All
…S…CEN…E3:S…P…L…I…T… of this information can be gleaned, should the PCs
…DECI…S…I…O…N… investigate closely.
In Scene 3, the PCs have two viable approaches The complex is a maze of trashed cars, trucks, and
to advancing their mission: find E0656.T’s lair and construction equipment, surrounded by a 3.5 meter
hopefully destroy it there, or intervene as it attempts to chain link fence topped with razor wire. A single floor
terminate Jack Stephens at his home in the suburbs. office building sits adjacent to a much larger garage.
Of course, they could try to do both. Other key locations/features are detailed below. The

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Director should provide a description of the layout that there’s more. As PCs navigate the site, they’ll find
best fits their vision for this encounter. The following many skulls and bones scattered about, some of
features are recommended for inclusion. them seemingly posed as trophies or decorations.
SCRAP HEAP MAGNET: Inside the perimeter, there is
an electromagnetic crane. The batteries, which are DIRECTOR’S NOTE: Was Rubberface attempting
stored in the garage attached to the office building, to make this site more reminiscent of the world it
are not currently installed. Installation of the came from? Maybe it was emulating the Halloween
batteries requires a Difficulty 5 Technical: Electrical decorations it saw during its missions. In any case,
(CONC) Skill Test and operating the crane requires a these embellishments make for a macabre scene and
Difficulty 11 Drive (CONC) Skill Test. Players can use also provides a glimpse into the fried mind of this
their imaginations as to how this piece of equipment wayward Terminator.
may be useful when battling a Terminator.
CAR CRUSHER: This hydraulic “pancake” car crusher …3B:S…U…N…DO…W…N…I…N…
is capable of flattening most types of road vehicles. …T…HES…U…BU…R…BS
It is located close to the main building and is
Picture a typical suburban street. Each house is
powered by the electrical grid or a gas generator.
reminiscent of its neighbor, save for the color of
It does not require special knowledge to operate.
paint and the landscaping flourishes. Tonight it’s
Like the scrap heap magnet, players can use their
Halloween, so jack-o-lanterns sit on most door steps,
imaginations as to how this piece of equipment may
and ghoulish decorations hang from trees and jut from
be useful in destroying a Terminator.
lawns. The inhabitants of this neighborhood have no
VEHICLES AND TOOLS OF ALL SHAPES AND idea a killer walks their streets. No one here could
SIZES: Though most of what can be found possibly know that in the future their neighbor, Jack
within the junkyard perimeter is broken or Stephens, will destroy his own artificial intelligence
decommissioned, the Director should include research when he realizes it will be put to unethical
whatever working vehicles and tools they so use. And nobody, except for those who have arrived
choose. After all, a Terminator driving a monster from the future, has been warned about the massacre
truck is a particularly terrifying thing to imagine. which is about to unfold.
Even worse would be a Terminator driving a
But that is up to the PCs. If they decide to try and save
monster truck and wielding a chainsaw.
Jack Stephens by reaching him before Rubberface
LANDMINES: The complex is littered with home does, they will have their work cut out for them. After
made landmines (see Core Rulebook: page 133). all, it’s not easy explaining you’ve come from the future
The Director should use their discretion when to protect someone from a murderous machine. The
determining how many mines there are, and allow Director will need to remain flexible in accordance
PCs to detect them with a Difficulty 11 Detect with the PCs’ actions and should keep a few things in
(CONC) Skill Test. PCs using a mine-detector will mind.
get a +3 on this test. Alternatively, Directors could
Consider the order of events. Have the PCs already
simply choose to position mines or claymores at the
visited Rubberface’s junkyard lair? If so, did they
two entrances into the main building complex.
encounter the Terminator there? If not, have they
THE TUNNEL: Between missions, when not powered used the site to set a trap? Will they try and lead
down, Rubberface had nothing but time. During the Terminator back there? You may wish to have
this period it gathered what intelligence it could Rubberface show up and start killing bystanders in
without blowing its cover and fortified its lair. As a order to motivate the PCs into action.
contingency, it dug a crude tunnel leading to the
If Rubberface makes it to Stevens before the PCs
other side of the facility where it keeps a Jeep as a
do, see A Rubberfaced Halloween on page 43. As
getaway vehicle. Since its mission does not involve
Rubberface is preoccupied with targeting Stevens,
killing the PCs, the Director may decide Rubberface
the PCs automatically win initiative and have a
will flee if its probability for survival drops.
chance to hit the Terminator before it kills the man. If
HUMAN REMAINS: while investigating the site, the overwhelmed, it will use Stevens’ sports car to retreat
PCs may make a grisly discovery: charred human and reacquire its targets later.
remains. Dug into one of the roads winding through
the stacks of wrecked vehicles, there is a pit filled
with bodies, burned down to ash and bone. But

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…T…HEDV…I…L…'S…N…I…GHT…M…U…R…DER…S

A RUBBERFACED HALLOWEEN …S…CEN…E4:T…HE


This short fiction can help you get a feel for what the …FU…T…U…R…EI…S…N…O…T…S…ET
PCs are facing. Feel free to use parts of it for your Using these follow-up scenario hooks, this mission
narrative during the mission. can be expanded to play a bigger part in this book’s
overall campaign:
Street lights illuminate as children run from house to
house, bags and buckets in hand. E0656.T cannot RIPPLES THROUGH TIME: Assuming they
scan their faces as most of them wear masks, but neutralized it, the PCs should be able to salvage
it documents their identifying characteristics. It what they can of the T-660 unit. Through their
maintains detailed records on those it encounters technical expertise they might harvest the time
and those it terminates. All information is useful to displacement analysis tech installed on Rubberface.
Skynet’s ultimate mission: the complete eradication This will allow them to register time disturbances
of the human race. after the fact—and track Terminators or other
Resistance soldiers as they arrive.
Its destination is close. It stops beside an unmarked
house. MISSION FAR FROM OVER: If Rubberface escapes,
perhaps it can use its ability to track other
SEEKING CONFIRMATION... Terminators as they arrive and join them, sharing
what information it’s gleaned over the years.
It enters the driveway, passing beside a car—a
1979 sports car, black, V8 engine, probable 220 COVER-UP? Did someone try to hide Rubberface’s
horsepower. first few murders before its efforts became too
conspicuous to ignore? If so, who? And why? If not,
MARKED SUITABLE FOR SELF-EXTRACTION. are the police quietly investigating?
It ascends the steps leading to the front door of the STEPHENS, THE KEY: If Stephens survives, maybe
three-story house. From the interior, a large dog he can work with the team to find other scientists
begins to bark. Flanking the front door sits a man and help them destroy their work. He can even
dressed as a scarecrow. The man remains still, but replace a fallen PC in the team.
his heart rate increases as E0656.T approaches. The
dog continues to bark. E0656.T scans the dwelling’s
number. It reads 127.

DESTINATION REACHED

“Raawrr!” the man yells, as he jumps to his feet.

“Jack Stephens?” E0656.T asks. Its index finger


brushes the trigger of the Uzi 9mm concealed
beneath its jacket.

“Yeah. Great mask, pal. But geez—you don’t scare


easy, huh?”

Jack Stephens’ eyes go wide as the Rubberfaced


Terminator reveals the submachine gun. The bowl
clatters to the walkway, spilling scores of candies.
The dog begins to growl, raking at the screen door.

E0656.T takes aim…

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…BADL…O…CK
…As…c…e…n…a…r…i…o…i…n…s…p…i…r…e…d…b…y…t…h…e…g…r…a…p…h…i…c…n…o…v…e…l…:S…ECT…O…R…W…AR

TIMELINE TAG: them at the sector house when the shit hits the fan.
A mixture of cops, criminals, locals, and Resistance
PRE-JUDGMENT DAY (circa 1980s) fighters works very well for maximum player
interaction here—everyone would have something
For reasons unknown, one or more of the Player special to bring to the table.
Characters (PCs) have been targeted for termination—
which one or how many of them is unclear. A If any PCs are coming directly from the future, make
Terminator has been sent back in time to eliminate use of Getting There: Arriving in a New Era (see Core
them before they can affect the coming war. But Rulebook: page 26). Most PCs, however, should be
the crime, corruption, and undesirables in a bad from the local era or already entrenched there.
neighborhood just might hold the key to surviving the
night. MOVIE NEW YORK IN THE 1980S

The setting of Sector War is an imagined,


…I…N…T…R…O…DU…CT…I…O…N Hollywood version of New York in the ‘80s: the
This mission toolkit allows a Director to run scenarios quintessential “hard town”. This New York is
inspired by the graphic novel “Sector War”. This crowded, dirty, and oppressively run down. Poverty
story transports the PCs to 1980s New York and a is rife and street crime is out of control. Gangs run
desperate running battle across the city through a wild, controlling large swathes of the city. Every
series of iconic locations. The protagonists must window is broken. Every other store is boarded up
attempt to understand, evade, and finally defeat a and covered in graffiti. The streets are shadowed by
Terminator sent from the future by Skynet to murder the ever-present ironwork of the elevated subway
them for something they have not even done yet. The above and obscured by the endless rising steam
scenario is designed for a group of 3-6 players. from the tunnels below.
The background atmosphere is never neutral. The
…M…I…S…S…I…O…N…BR…I…EFI…N…G streets either roast in sticky heat, are drowned in
This scenario is designed for a band of disparate endless pouring rain, or baffled by a flat, concrete-
individuals thrown together to survive the pursuit of a gray chill that makes everything look even more
T-800 Terminator called Flasher (see Core Rulebook: desperate. Most of the time it is night, although
page 170). The titular sector house is the ideal place at key moments in the story, the setting sun may
for such a ragtag band of survivors to meet. The pour horizontally through the streets, striping
Director may wish to create and assign PCs or help and strobing the world with its portentous golden
the players to create suitable PCs for a 1980s New beams for a few moments before night descends
York adventure. once again.

Players should realize quite quickly that unarmed and Garbage is everywhere, as are rats. Newspapers
untrained PCs do not have the necessary abilities to blow down the streets and unkind faces peek from
go toe-to-toe with a T-800. If they do want to stand doorways. Violence is a day-to-day occurrence.
and fight, they will probably die. Several entrance The police are by turns either corrupt monsters or
points for new PCs are provided should a PC die as valiant heroes doing their best to wage a losing
part of the scenario. battle against a tide of crime and corruption.
Into this morass of a failing urban wasteland comes
a Terminator nicknamed Flasher because he’s
…GET…T…I…N…GT…HER…E
wearing nothing under a dirty trench coat. In a time
This scenario is firmly set in the past. The PCs can all before mass surveillance and cellphones, and with
be ordinary natives of the era who are swept up in a a broken-down civic architecture, the murderous
future war they know nothing about, or the PCs are cyborg is free to roam as it pleases and there is no
Resistance fighters from that future who understand one to stop it. Help is not coming.
just how very dangerous a Terminator is. Perhaps
one or more of them were arrested for weapons
possession or a number of other charges, placing

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…BADL…O…CK

GOING LOCAL

Not all PCs need to be armed professionals—


regular people have skills too. Locals have
neighborhood connections and knowledge—as well
as hidden depths of boundless determination. Their
weakness is that they have limited firearm skills.
• A hip hop MC or punk musician making a
complaint about stereo equipment that has
been stolen by the gang featured in the
scenario, or impounded by corrupt cops.
• A New York padre who works in the community,
trying to turn young people away from drugs
and crime.
• An activist parent who has come to complain
about all the graffiti in their local area.

WHO'S THE TARGET?

For the sake of this mission, that has been left


entirely up to you and your players. If you are
running an established campaign, the reasons
for Skynet wanting a PC or three terminated are
probably self-evident. If not, use the guidelines on
Termination Protocols (see Core Rulebook: page
22).

ALL TOGETHER NOW

You may choose to run each player through a mini


introductory scene. Having them play through the
events that lead up to their arrival at the sector
house can help set the scene. This may include
some of the NPCs detailed here. You may also wish
to add further content to the scenario by secretly
interweaving the PCs’ stories.
It would also be useful if players name some
connections for their PCs—like partners and family
members. Not only will this be remembered by
the player, enhancing the feel of threat, but it also
provides some information to flesh out the later
apartment scene (see page 47).

DIRECTOR’S NOTE: This mission kit has no set


scenes save for the opening attack on the sector
house. After that, it offers a series of locations for
the PCs to explore as they attempt to escape the
Terminator.

Any police PCs should have some connection to the


Papa Oso investigation (see page 50) and may be
active in securing vital evidence to bring down the
crime boss.

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…FEAR…AN…DW…I…L…L…P…O…W…ER for help is raising tensions to a boiling point. In the
Fear is the name of the game. In this mission Fear and midst of all this bustle, the T-800 dubbed Flasher
its effects are part of the theme and the Fear Rating makes its first appearance.
modifier gained from outnumbering the Terminator
…T…HES…ECT…O…R…HO…U…S…E
does not apply. Each time a PC witnesses Flasher
arrive on the scene or commit a murder, another The 49th precinct sits in the South Bronx—one of the
Difficulty 5 Fear Test is required. toughest neighborhoods in the city. A solid looking
brick building, it sits on a corner with a single entrance
DIRECTOR’S NOTE: Optionally, if Flasher commits at the crossroads. There is parking for cars at the front
several murders in the same place the fear rating of the building, and alleys run down two sides behind
increases by 1 for every casualty beyond the first. In it, with a lot at the back for garbage and storage.
addition to the Willpower lost from this test, all PCs RECEPTION: The ground floor is taken up with the
(and NPCs if relevant) that see a Terminator will lose 2 entrance lobby, which features a reception desk
Willpower automatically. behind an armored grill.

FEARMONGER: Flasher is a non-stop murder LOBBY: The lobby has plenty of seating, and is always
machine. It is intentional that the PCs are in a packed with people waiting for assistance, or
constant state of fear, and must constantly run to dismally sitting cuffed, awaiting transport to a cell or
regain Willpower. Flasher uses this strategically interview room.
and will mow down other humans to keep the PCs BASEMENT: The basement is reached through a
scrambling and to hamper them from gaining any processing room, and has 3 large holding cells, as
help. well as half a dozen smaller individual cells.
WILLPOWER RECOVERY: Each time the PCs OFFICE: There is a large open-plan office on the floor
manage to escape and can take a few moments to above, with side rooms for filing, and a locked
recuperate between locations, they may attempt to strongroom which contains the armory.
regain Willpower (see Core Rulebook: page 103).
FILING ROOMS: Above that is a floor of filing rooms
…a…S…S…UA …L…T…O…N…P…R…ECI…N…CT…49 and smaller individual offices.
At the beginning of the scenario, the PCs are all
present at the sector house. They may be just arriving, THE ARMORY
or just about to leave, depending on who they are.
Within the sector house armory are a variety of
weapons - (20) service revolvers, (6) automatic
READ OR PARAPHRASE THE FOLLOWING TO pistols, (8) shotguns; and a sniper rifle. There
YOUR PCS: are also copious supplies of boxed ammunition.
The locked door can be opened with the Desk
At the bustling Police Precinct 49 headquarters, Sergeant’s key or a Difficulty 11 Lock Pick:
with the night shift just beginning things are riotous. Mechanical (CONC) Skll Test.
Drunks and junkies are ushered in by bored looking
officers. Gang members are being dragged in cuffs by
plainclothes detectives. Members of the community …T…UHE …R…BAN…W…I…L…DER…N…ES…S
are shouting about parking tickets and vandalism.
The scenario breaks out of the sector house into
Babies are crying. The desk sergeant is yelling for
a freeform section driven by the PCs’ choices and
quiet. The receptionist is attempting to be heard over
actions. The streets of Precinct 49 are especially run-
the din. It’s business as usual.
down and dismal. Every time the PCs move between
locations, there’s a chance to impress upon them the
…T…HES…ET…U…P backdrop of urban decay.
This is almost a typical workday in the sector house,
except a team of telephone workers are repairing the
phone lines, which, along with all the phone booths
in the precinct, will be disconnected for the next 24
hours. The outage is causing extra stress for the
officers. Combined with the holding cells getting full,
the fact that they can’t call the neighboring precincts

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…BADL…O…CK

…EN…EM…I…ES…AN…Da…L…L…I…ES…T…a…b…l…e
While moving between locations across the city, the PCs may encounter the following:
ROLL FRIEND OR FOE DESCRIPTION
Street people are the eyes and ears of the city. These folks can also help the PCs
move about the city unseen (see the Subway Tunnels on page 51). All it takes is
1-3 THE DOWN AND OUT for PCs to treat them with civility or give them some money, food, or clothing.
If they explain what’s happening to them, the street people will tell the PCs they
need to talk to Morag Bain—usually seen at the Noise Hole Club (see page 48).
The Police, who might be willing to help. Unless one of the
PCs is also a cop, convincing them will prove difficult and
4-6 THE FUZZ runs the risk of the cops trying to detain the PCs.
If this happens, Flasher will show up and begin killing,
forcing the PCs to flee once again.
Gang members will attempt to mug them. This could be played for ‘80s movie
comedic relief, where hardened PCs are clearly tougher than the muggers.
GANG-
7-9 If the PCs drop Papa Oso’s name, they may get their attention.
BANGERS
If the gang member can be convinced or bribed they might
take the PCs to see the boss (see page 50).
A citizen takes pity on the PCs and invites them into their
home to rest. This of course spells their doom.
10 GOOD SAMARITAN
Flasher will inevitably show up and doubtless kill the good
Samaritan first, forcing the PCs to flee once again.

…CO…L…L…T…A …ER…AL…DAM…GE A need to meet them at the Noise Hole Club—they are
While on the hunt, Flasher is always killing someone to to just get there as soon as possible and the fighter
find the PCs. The killing machine is always acquiring will find them. This is Morag Bains.
weapons and vehicles as it needs them—so feel free PERSONAL ACQUAINTANCES: There is a chance
to change up the guns and vehicles it arrives in every to introduce personal connections to the PCs at
time the PCs encounter it. their home—an estranged boyfriend, a demanding
parent or an irritating landlord. The NPC will be
…T…HEa…P…AR…T…M…EN…T entirely unreceptive to any mention of killer robots
It is entirely possible that the PCs might want to head from the future, and will focus on a missed date, a
to one or more of their apartments to collect gear or lack of phone calls, late rent or some other petty
attempt to fortify a position. Once the PCs have had a piece of trivia appropriate to the Player Character’s
chance to do what they set out to do at this location, background. This then puts them directly in harm’s
the Terminator makes an immediate appearance. way when Flasher inevitably appears.

The PCs should have a chance to make an escape SECRET STASH: Players may also wish to access
plan and depart before Flasher begins to break down personal stashes of weapons which were
the door. If the PCs dither or argue about what to unavailable to them before. This poses little threat
do, then the Terminator makes good use of the time, to Flasher, but might make the PCs feel like they’re
breaking down the door to the apartments and the taking positive action.
PCs must make a fighting retreat.
…T…HEBO…ADEG
CAN’T CALL FOR HELP: All phones are out for the
next 24 hours, but depending on the PCs present, Down the street from the sector house, this deli/
there might be an answering machine message convenience store is eerily quiet, lit by headache-
waiting for them (see Club Clue). inducing, flickering neon lighting which buzzes noisily.
The only inhabitant is the store keeper behind the
CLUB CLUE: If the apartment is that of a Resistance counter, reading a newspaper. Local PCs may know
fighter there might be a message from an unknown him—Jackie Finkelstein—and be able to immediately
woman saying that they are in grave danger, and ask for his help.

…T…h…e…T…e…r…m…i…n…t…A …o…r…R…P…GCa…m…p…a…i…g…n…Bo…o…k [….047 ]


…J…CKA …I…EFI…N…K…L…ES…T…EI…N… THE MAIN HALL AND BAR: One end of the hall is
…-…Bo…d…e…g…AO…w…n…e…r taken up by the stage which also houses a sizable
In his 60s, Jackie Finklestein knows how to keep PA system. A punk band is in full flight, belting out
his head down. Not an idiot, he also pays protection a series of short and punchy punk numbers to an
money to Papa Oso. The arrangement isn’t a forced appreciative audience of punks. On the other side
one. Jackie has benefited from Oso’s protection. Any of the hall is a bar serving cheap liquor at expensive
thief foolish enough to rob his store, Oso has not only prices.
made the thieves pay for damages, but also made
them return everything they stole. He may recommend DIRECTOR’S NOTE: Leaning against the bar are two
contacting Papa Oso about the Terminator. NPCs of note—Morag Bains and Desmond Fisher (see
If the PCs have no connection to Jackie, it will take page 49). Also, the audience may contain new PCs
some convincing to get him to help them. No one should new ones be needed.
believes in murder robots from the future, so there is
OTHER AREAS: A side door leads to a short corridor
no chance of convincing the store keeper of the reality
which has doors to a store room for the bar, a green
of their situation.
room for acts, and an office.
If they do lead with the truth, Jackie will accuse the
THE BACK: A rear door here leads to a small yard
PCs of being crazy and order them to get out of his
surrounded by concrete walls topped with broken
store before he calls the cops. Of course, the phones
glass.
are all dead—and some of the PCs may even be the
cops. If they can calm Jackie down, the PCs have a
chance to make a roll to convince him to help them. CORPORAL MORAG BAINS
TIME DISPLACED FUTURE FIGHTER
DIRECTOR’S NOTE: A PC who has a claim as a
community leader gets a bonus to any roll to convince Morag is a Resistance fighter from the future
Jackie to help. If the PCs fail to convince him, or fail who completed her objective a year ago and has
any roll involving Jackie in his shop, then this is the stayed vigilant ever since. If confronted, she will
cue for the Terminator to appear. fill the party in on why they are being pursued
and by what. One or more of the PCs has been
CLUB CLUE 2: Jackie may have heard talk from one targeted by a time-traveling machine intelligence
of the Resistance fighters at the Noise Hole. He for termination. This Terminator will never stop
thinks it’s all “crazy talk,” but is keen to get the party chasing them, and it is almost impossible to kill.
out of his store. He recommends they head there If pressed, Morag will hypothesize that some kind
to talk to “a crazy woman” who knows something of heavy industrial machinery or military weapons
about all this stuff (This is Morag Bain). might destroy the cyborg’s metal endoskeleton.
She will say there is only one place the PCs can get
FOOD AND SUPPLIES: Jackie Finklestein can supply any kind of firepower that might protect them in the
food, or some basic medical supplies. city—and that’s Papa Oso. While she won’t take
SHOTGUN: A successful Difficulty 11 Persuasion them to Oso herself, she will introduce them to one
(CHA) Skill Test will convince Jackie to hand over of his gang members—Desmond Fisher.
his “store defense system”: a double barrel shotgun
he considers a family heirloom, loaded with heavy
DIRECTOR’S NOTE: If your PCs went to the
slugs. Jack will insist they take care of it—he wants
apartment, it was Morag who left the message on the
it back.
answering machine.
…T…HECL…U…B
The Noise Hole is a popular punk and alternative
music venue in the 49th precinct. It’s a multicultural
affair, primarily dedicated to punk, but also hosting hip
hop nights and an ailing disco night.
FRONT ENTRANCE: The venue is entered through a
double door into a corridor with a booth at which to
pay, another to take your coat.

[….048 ] …T…h…e…T…e…r…m…i…n…t…A …o…r…R…P…Gc…a…m…p…a…i…g…n…b…o…o…k


…BADL…O…CK

DESMOND FISHER …T…HET…O…W…ER…S


ARMS BROKER FOR PAPA OSO’S GANG The Towers are a heavily-fortified apartment block in
the center of gang boss Papa Oso’s territory. Papa
Desmond likes to hang out at the Noise Hole. He Oso is a local gang boss who controls a great deal of
tells the gang he comes here for the hip hop nights, the criminal activity in the 49th precinct. He is also the
but really he loves punk music. If he overhears the crime boss responsible for ninety percent of all arms
PCs or Morag mention weapons, he interrupts the sales up and down the East Coast.
conversation to start bragging about Papa Oso’s
gun-smuggling operation. He offers to sell the PCs If the PCs come here for help against the Terminator,
any kind of heavy ordnance—bazookas, rocket Oso will want something in return (see The Deal With
launchers, flame throwers, Uzis by the case—Papa Oso on page 50).
Oso has it all.
DIRECTOR’S NOTE: Any PC with local knowledge will
be aware of Papa Oso. As Oso has many well-armed
DIRECTOR’S NOTE: Desmond is willing to take the gang members, this is also a good place to introduce
PCs to Oso for $100. The PCs can attempt to haggle new PCs if any have been killed.
with or intimidate Desmond to bring the price down. If
Flasher attacks in his presence, Desmond will do it for
…S…T…R…ET…W…AR
free.
If the PCs come here, Flasher will follow. The
Terminator’s truck reappears, now on a collision
…T…ARGHE …T
GE …BA …R…U…T
CK…A …T…CKA
course with the gates. A titanic firefight begins, with
What at first seems to be part of the music becomes Oso’s gang launching all kinds of ordnance at the
an enormous roaring sound. The ground begins to Terminator. The PCs may wish to take part in this
shake, and suddenly a garbage truck crashes through battle and get the chance to use all kinds of military
the wall of the Noise Hole. Carnage ensues as the weapons.
lights go out, and the room is choked with dust.
Large parts of the ceiling begin to fall, people are If the truck suffers serious damage, it will crash,
screaming and running, crushing each other in the pinning Flasher. While the Terminator attempts to
dark. This scene is truly terrifying, and all players must extricate itself from the wreckage, the gang members
immediately face a Difficulty 7 Fear Test. will continue to fire on it. This keeps it busy enough for
the PCs to enter the building and meet Papa Oso.
READ OR PARAPHRASE THE FOLLOWING TO THE GATES: The Towers are surrounded by a high
YOUR PCS: Through the dust, smoke and diesel chainlink fence, with a series of barricades across
fumes, the killer’s twin red eyes can be seen, and parts their entrances. The gang heavily guards these
of its exposed metal skull are illuminated in the muzzle entrances and will quiz the PCs in an aggressive
flash of its shotgun. manner.

The PCs most likely will make a fighting retreat and GETTING IN THE TOWERS: If the PCs have
escape the ruins of the club as the building begins Desmond with them or talk their way past the
to collapse around where the truck plowed through. guards, they are led to an elevator and then into
PCs may wish to use the collapsing club against the Oso’s apartment on the 10th floor.
Terminator by bringing down more of the building PAPA OSO’S PLACE: Oso’s 10th floor apartment is
on it. This can be accomplished by breaking the opulent, especially considering the part of town its
two remaining support beams holding up the club— in. Oso will be prepared to make a deal with the PCs
causing 25 points of damage to a support beam will (see The Deal With Oso on page 50). Oso has four
break it. bodyguards here (see Street Thugs on page 50).
ESCAPE: Looking to earn points with Papa Oso,
Desmond can help the PCs escape out of the back
door and guide them to him. Morag will very likely
go down fighting.

…T…h…e…T…e…r…m…i…n…t…A …o…r…R…P…GCa…m…p…a…i…g…n…Bo…o…k [….049 ]


…P…a…p…a…O…s…o …S…t…r…e…e…t…T…h…u…g…s
Papa Oso is a larger-than-life character - a huge bear Low level crooks and drug dealers, hired muscle and
of a man who wears an open fur-trimmed vest and rowdy youth, Street Thugs come in all shapes, sizes
carries a woodcutter’s axe. and capabilities.
PAPA OSO STREET THUGS
STR DEX KNOW CONC STR DEX KNOW CONC
4 3 1 2 2-4 2-3 1 1-2
CHA COOL FATE INITIATIVE CHA COOL FATE INITIATIVE
3 3 0 5 2-3 2-3 0 3-5
WILL WILL
HIT POINTS CLOSING RUSHING HIT POINTS CLOSING RUSHING
POWER POWER
19 18 2 5 15 15 2 5
SKILLS SKILLS
Athletics: 1 Detect: 1 Athletics: 1 Detect: 1
Intimidation: 2 Leadership: 2 Intimidation: 1 Melee 2
Melee: 2 Persuasion: 2 Pistol: 1 Stealth: 1
Pistol: 2 Rifles: 1 Tracking: 1 Unarmed Combat: 2
Stealth: 1 Tracking: 1 EQUIPMENT
Unarmed Combat: 2 One melee weapon (Knives, Bats or Brass Knuckles),
EQUIPMENT One Light Pistol with half ammo. Papa Oso’s street
thugs also have access to all sorts of military
Fireaxe, Light pistol, Heavy Submachine gun,
weapons and Bulletproof Vest (PV2 Resistance 8).
A handgrenade, Thick wad of cash.
SPECIAL SKILLS
SPECIAL SKILLS
Street thugs are often inebriated
Given 30 minutes, OSO can get his hands INEBRIATED
taking a -1 or -2 penalty on Skill Tests
on damn near anything with a warehouse
ARMS full of stolen goods. While arms are
DEALER only a fraction of that warehouse, he DIRECTOR’S NOTE: If the PCs make it to Oso’s
keeps a solid inventory of Assault Rifles, Apartment, Flasher will follow, bursting into the
Shotguns and Submachine guns. apartment. If necessary, Oso’s guards will engage
Flasher in hand to hand combat. Fear Tests are at +1
…T…HEDAL…W…I…T…HO…S…O difficulty due to the frightening situation. If the PCs
Oso will offer to protect the PCs if they give their word get clever, they may find a way to push Flasher out a
to destroy the evidence against him that is being held window. If so, the fall mostly destroys the Terminator—
at the sector house (see Cops And Papa Oso on page mostly. Use the I’ll Be Back rules (see Core Rulebook:
51). Either because cop PCs have clear access to page 172) to operate Flasher in at a lower capacity for
the evidence, or because Oso believes the PCs can the rest of the scenario.
get into the sector house, where his gang members
cannot. Oso trusts them to keep their word, because if …ES…CAP…E
they don’t he will have them killed later (and he will). If things look increasingly grim, Oso will direct the PCs
If they agree, Oso will provide them with whatever to the possible exits. The PCs can use the fire escape,
weapons they want—let the PCs choose any ‘80s stairwell, or elevator to get out. Additionally, a trash
era weapons listed in the core rulebook. He will also chute leads from Oso’s apartment to the basement
assign each PC a bodyguard gang member. Allow of The Towers, from which they can enter the subway
the player to control both themselves and their (see page 51). As there is only one Terminator, only
one of those routes will lead to confrontation.
bodyguards, giving them twice the chance of escape.

[….05 ] …T…h…e…T…e…r…m…i…n…t…A …o…r…R…P…Gc…a…m…p…a…i…g…n…b…o…o…k


…BADL…O…CK

COPS AND PAPA OSO Characters hit by the train will be killed unless they can
spend Hope. It’s just a flesh wound is always an option
Any police PC will have crossed swords with his
but alternatively if they spend 1 point of Body they will
gang in the past. It’s possible that they’re even
be reduced to 1d10-5 hit points and injured rather than
working on a case to bring him down. Recently
killed.
Papa Oso murdered a dozen people and left
their bodies in Fordham Road. There is physical The Flasher does not have Hope, so when it’s hit by
evidence of this in the sector house, and a major the subway, its legs will get stuck under its wheels
investigation is underway. derailing the train as it’s torn apart. Severely damaged
and barely hanging on the Terminator will pull it’s torso
free and drag its mangled body after the PCs.
…T…HES…U…WB Y…A …T…U…N…N…EL…S
The Flasher should use the “I’ll be back” rules for
The first time the PCs enter a subway station, a train bisected Terminators (see Core Rulebook: page 172)
sits at the platform. Each PC must roll a Difficulty 11 though if a character died achieving this you might
Athletics (STR) Skill Test to reach the train before the also allow them to roll 1d10 on the components
doors close. Its entirely possible that only some of damaged table and apply that penalty instead.
the characters will make it. If any of the characters
make the test, they can try and hold the doors. If they THE THIRD RAIL: The third rail in each subway
do this, all characters that rolled an 8 or better will station is electrified. Every round it causes 1d10
be able to board. At this point the doors, with their Stun gun/EMP damage to any PC or NPC touching
broken sensor, will close and the character holding it. Biological characters will be thrown 3 meters
the door must decide whether to leave the rest of suffering a further 1d10-5 damage. Roll a d10. On
their companions or to make a Difficulty 8 Strength a 10 they catch on fire. Knocking the Flasher onto
Resistance Test to continue holding the doors. This is the rail is not going to be an easy task. Even if it
painful and will cause 1 damage for every character couldn’t see the warning signs, its onboard safety
the doors continue to be held for. systems would alert it to the current. Therefore
players will need to be a bit creative and bridge
ALL ABOARD: If they manage to get on that train, it
the gap. A chain, metal pole or similar metal object
takes them one stop before going out of service.
would be ideal but for obvious reasons there are
What’s at the stop is up to you—it can be any of the
none close to hand. The Director should award any
locations in this scenario.
moments of player brilliance here. If they can think
CATCH THE NEXT ONE: If the PCs missed the train, of a tool and it makes sense, go with it.
they can either wait for the next one (how long is
Assuming the players can’t think of a tool, they will
up to you), they can leave, or they can enter the
need to tackle the Terminator and Terminators dont
tunnels.
fall that easily. It will take a co-ordinated effort (use
the Teamwork test rules emphasising the Skill Lead)
DIRECTOR’S NOTE: Enterprising PCs might try to and a solid Unarmed combat success to knock
trick Flasher out in front of the next train. If so, its the Terminator onto the line. If a Failure or Messy
likely a PC or two will need to make a mad scramble success is rolled give the player making the test a
to get themselves off the tracks in time. Characters choice, will they take the hit too? If they voluntarily
can attempt a Solid Difficulty 8 Athletics (STR) or take the damage then it counts as if the test
Acrobatics (DEX) Skill Test to get off the tracks in passed. If a serious failure is rolled, all characters
time. This is not without risks. Characters that roll involved in the attempt except 1, chosen by the
a Failure or Messy success will suffer a near miss. players, takes the hit.
Characters that roll a Serious Failure will fall and wind
up sacrificing themselves to take out the Terminator. If this gambit leads to a character death it should
Alternatively a player might choose NOT to escape trigger the arrival of the next train (see the Directors
and instead spend every success they roll to save note).
another PC.

Characters suffering a near miss will be momentarily


traumatised. They will lose 1d10-4 Willpower on a
Messy success, 1d10 on a Failure.

…T…h…e…T…e…r…m…i…n…t…A …o…r…R…P…GCa…m…p…a…i…g…n…Bo…o…k [….051 ]


THE LABYRINTH: RINGED CONCRETE BLOCKS: Around the location
are scattered many 2 meter blocks of concrete with
The subway is more than just tracks and large iron rings embedded into them. These can be
platforms—it’s also a series of interconnected easily swung by the crane, pushed by a bulldozer,
storage rooms, generator rooms, narrow personnel or attached to the various chains and girders.
passages, and air ducts. Finding a way to the
surface between platforms requires a series PIPES: A huge pile of 1 meter cross-section steel
of Difficulty 11 Streetwise (KNOW) Skill Tests. pipes sits to one side of the pool. If the chain
Each success moves the PCs one step closer to holding them is unlocked, the pile of pipes will
escaping. They must roll a total of five successes to collapse, potentially flattening anything it its way.
escape.
…FL…AS…HDAN…CE
DIRECTOR’S NOTE: Flasher is never too far behind …FI…N…AL…E
the PCs. If they fail a test or fail to get five successes Throughout this scenario, the T-800 called Flasher
in three attempts, the Terminator has a chance to takes a devastating amount of punishment. Towards
catch them. It will make a Difficulty 10 Tracking the end, it will have expended all its ammo, attempting
(CONC) Skill Test and if it rolls more successes than instead to engage in hand to hand combat. It is visibly
the players did on their streetwise tests it will catch up damaged, and its attacks are diminished (see “I’ll be
to them. back” in the Core Rulebook: page 172). Everytime the
PCs hit it, the Terminator will stagger backwards, and
…T…HET…U…N…N…EL…Y…AR…D they have a chance to escape. If enough damage is
The tunnel yard presents ample opportunity to trap done to it, eventually Flasher will succumb.
and destroy the Terminator. This is a new subway The PCs may not be able to cause enough damage
tunnel that is being put in to connect the A and the E to destroy this killing machine conventionally. If not,
lines.The PCs will have a short time to make a plan they may need to think about using the city against
before Flasher arrives. it—throw it from a high window, electrify it on the
THE WALL: The whole site is blocked by a high subway’s third rail, or bury it at the tunnel yard (pages
concrete wall, with a chain link gate, and the gate is 50, 51, and 52, respectively). Always reward clever
firmly locked. players who think outside the box when coming up
with ways to terminate the Terminator.
THE FOUNDATION: The site is relatively new—the pit
has been dug and the foundation’s concrete is still
curing. A heavy weight like a Terminator would not …T…W…HA …'S…N…EX…T…?
escape it easily. If lured into the concrete, it must Once Flasher is dealt with, the PCs can breathe
make a Difficulty 15 Strength Resistance Test to easy—until, of course, the next contingency is set
escape and has 3 chances before it’s stuck. into motion to kill the targeted PC(s). Perhaps the next
CRANE AND BULLDOZER: These vehicles sit on Terminator is on its way already. After all, Skynet has
opposite sides of the yard. There is a 2-10 chance all the time in the world.
the keys were left in the ignitions, otherwise they are Perhaps the PCs fake their deaths to throw off
easily found in a lockbox under seats. The boxes any future termination attempts. Maybe they start
are easily broken into. Another option is to try and stockpiling weapons at safehouses to be better
hotwire the vehicle with a Difficulty 8 Lock Pick: prepared. They might even just keep moving,
Electrical (CONC) Skill Test. never putting down roots, and making themselves
THE WELL: There is a deep circular pit in the center of increasingly difficult to find. Whatever the case, these
the site filled with very deep water. If the Terminator PCs now know what’s eventually coming for the world
could be immobilized and weighed down, sinking and how to prepare for the coming war.
him to the bottom of this shaft would negate the
problem.

[….052 ] …T…h…e…T…e…r…m…i…n…t…A …o…r…R…P…Gc…a…m…p…a…i…g…n…b…o…o…k


Director'sSection

…I…n…f…i…lt…r…a…t…i…o…n…
They cut a hole in Barnes’ mind. He struggled and These imperfect flaws could be essential in order for
screamed but the metal straps held and the vaguely the humans to accept the infiltration units as one of
humanoid faces registered no compassion. He had their own. Future Terminators would feature defects
been out on a reconnaissance mission, a few hours to skin and vocal modulation. The issue of animal
before the main Resistance squad was due to attack detection could be circumnavigated by dog-killer units
the time displacement facility. John Connor was and research into secretion of pheromones from fake
certain of the secret that this building hid but was glands.
unsure of the size of the machine force protecting
The machine intelligence began to transmit new
it. Before his capture, Barnes had glimpsed some
instructions to the nodes which controlled the skin
T-1 units, patrolling HK-Aerial drones, and of course
vats.
the T-800’s. The sight of their metallic grinning skulls
always sent a shiver down his spine. +++

He had been careless and now was forced to submit Growing up during the reign of the machines, I viewed
to Skynet’s interrogation techniques. Through his many aspects of the past as luxurious. Take my
screams of agony, he could hear the crunching of his weekly grocery run for instance. In my time, I didn’t
skull. The drill had penetrated the bone. After a few have the luxury of going to the store to grab food.
moments Barnes swore that he could smell bacon on Every human convenience had been bombed out of
the grill. As he fell unconscious from the pain and the existence. As we moved through the dead bodies and
darkness took him, he realized that this was because debris there was no such thing as culinary choice. I
the machines were cauterizing his brain. was lucky that I knew some good recipes for rat and
>> Sergeant Barnes, how is cockroach meat. Now living in the past and being able
the resistance detecting our to fill my basket with an assortment of vegetables and
infiltration units? soups, it was heaven.
Barnes awoke to this message flashing before his I was checking out the ready meals in the freezer
eyes. Red, laser-type lettering overlayed on his retina. when out of the corner of my eye, I saw an overweight,
He felt the machine intelligence probe his thoughts balding clerk move towards me. He had a determined
and memories. This was as close to full dismantling of look in his eye and was carrying something large in
the human soul as you could get. both of his hands. He seemed like a typical guy who
As he resisted answering the question, he felt an enjoyed takeout and beer a little too much, maybe
intense pain build inside his skull. Skynet had grafted had caught the football game last night. He didn’t
an implant to his cerebral cortex. The machine have a normal Terminator accent. That’s why I wasn’t
had complete control over his mind and body. The prepared for what happened next.
discomfort erupted into agony and Barnes felt his A barrage of red laser fire streaked towards me. I
mental defenses give way. saw the lady in the pink cardigan next to me get hit,
>> How do you detect the her body flashed and flesh charred. As the smell of
Terminator units? ozone hit my nostrils, I ran down the aisle. zigzagging
and ducking as I tried to make it to the door. The
The question stimulated memories in Barnes. Briefings
Terminator kept walking forward and firing. More than
about how the dogs would react to the fake flesh of
once I felt the air charge with electricity as his shots
the T-800 units. That the synthetic skin would emit a
almost hit me. I made it to my van and as I reversed, I
peculiar odor. Then came the fatal flaw of the units’
saw the security guard fire a few rounds at the vehicle.
design. They all had a common outward appearance,
each of the mechanical infiltrators were muscular and It’s evident that Skynet has changed the infiltration
had the same accent. unit designs. They have adapted, like us, to fit into
the human society of the past. They could be your
Skynet began to process this information. In its quest
postman or even the cutie next door. Make no
to perfect the human design with the T-700 and T-800
mistake, everything we thought we knew about them
units it had overlooked the importance of physical
has changed.
variation.

…T…h…e…T…e…r…m…i…n…a…t…o…r…R…o…l…e…P…l…a…y…i…n…g…Ga…m…e [….053 ]
…FL…T…A …L…I…N…E
…As…c…e…n…a…r…i…o…i…n…s…p…i…r…e…d…b…y…t…h…e…g…r…a…p…h…i…c…n…o…v…e…l…:T…HEDAR…K…Y…EAR…S

TIMELINE TAG: glance, it may appear the Terminator is there to


protect the senator, thus ensuring the vote goes as
PRE-JUDGMENT DAY (circa 1980s) planned. But Tech-Com’s records are incomplete. It is
Summers’ successor, Senator Whitaker who votes for
On a New Year’s Eve in the 1980s, the recently elected Bellerophon—after Summers is killed. The Terminator
senator from Washington—Daron Summers—is is there to do what it does best—terminate him.
hospitalized after his car was mysteriously run off
the road. A member of the Senate Armed Services The Terminator arrives at Harbor General hospital in
Committee (SASC), Summers is due to vote on the Seattle on a New Year’s Eve in the 1980s—the same
upcoming Bellerophon Bill after the holiday break. day that Daron Summers is admitted after a car
Bellerophon is a project that eventually culminates in accident. Resistance fighter Lt. Rafael Alessi was also
Skynet’s creation, and Summers is expected to vote in sent back in time to kill Summers. Rafael overshot his
favor of the bill. The Player Characters (PCs) are here time mark, arriving far in the past. Now an old man, he
to see things go a different way. comes gunning for the Terminator and the senator.
Either chasing after the killing machine or after
…I…N…T…R…O…DU…CT…I…O…N Summers themselves, the PCs get to the hospital on
the same night—setting the stage for a desperate
The world is sitting on a nuclear arsenal, and one
battle.
emotional response in the heat of the moment
could set off a chain reaction with devastating Ironically, Summers will believe the Terminator and/
consequences. The Bellerophon Defense Bill proposes or Resistance members’ attempts on his life are
a world where human error is no longer a factor. The defense contractors trying to bully him into signing
precursor to the Skynet Funding Bill which is still a the Bellerophon Defense Bill, ultimately leading to his
decade away, the Bellerophon Bill will fund an initiative rejection of it. If the PCs want to have the Bill rejected,
to develop a computerized strategic defense system they need to protect Summers. The PCs must discover
for the United States. that Daron Summers is not their enemy and that they
are all that stands between him and termination.
Through Project Bellerophon, the US military develops
a massive strategic defense grid that relies on
computers—but every mainframe they use to run it DIRECTOR’S NOTE: Rafael Alessi was lost in time
proves to be unreliable. With billions spent over the due to a malfunction of the TDE. Rafael arrived in the
next ten years, the government jumps at Cyberdyne’s right place, but in the year 1937—just about fifty years
Skynet pitch in order to put a machine in place that too early. See Rip Van Rafael (see page 59) for more
can do the job. on his fate.

Next year, the SASC will vote on Bellerophon. A


senator from Washington state will bow to party MAJOR PLAYERS:
pressure, becoming the deciding factor to get the
SENATOR DARON SUMMERS: The recently elected
Bellaphon Defense Bill passed…unless, of course, the
Senator from Washington state and a freshman
senator himself passes before the vote.
member of the SASC (Senate Arms Services
Events in this mission tool kit can occur as they Committee), Summers has been put in a decisive
emerge naturally in play. There is no precise act-by-act position on the upcoming Bellerophon Defense Bill.
set of events. Instead, it is a series of smaller ‘scenes’ Pressured and feeling used, Summers is pushing
that can be inserted anywhere. It is designed for 3-6 back and plans to see that the funding bill fails.
players.
This afternoon, he was involved in a car accident
that left him hospitalized. Run off the road by an
…M…I…S…S…I…O…N…BR…I…EFI…N…G unidentified assailant, Summers suspects someone
A Terminator was sent back to the past to find is trying to strong-arm him.
Washington state senator Daron Summers—the
man whom Tech-Com believes was ultimately
responsible for greenlighting Bellerophon. At first

[….054 ] …T…h…e…T…e…r…m…i…n…t…A …o…r…R…P…Gc…a…m…p…a…i…g…n…b…o…o…k


…FL…T…A …L…I…N…E

The Resistance mistakenly thinks Senator Summers


pushes the vote for Belleophon through, but the
responsible party is Senator Whittaker—the man
who will replace Summers after he is murdered.
If either the Terminator called Nurse Hatchet (see
page 58), the time displaced Resistance fighter
Rafael (see page 59), or the PCs kill Summers,
Whittaker is sworn into office and the bill is passed.
Skynet wins.
NURSE HATCHET: This T-750 Facilitator has been
sent to terminate Senator Daron Summers (see
Nurse Hatchet on page 58). Once Nurse Hatchet
locates Summers, it will attempt to kill him quietly.
The Terminator will make it look like an accident
if possible, but is not above putting a bullet in his
head.
RALPH ALEXANDER: The fake identity of
Resistance Fighter Rafael Alessio. If the PCs left
the future with Rafael, he was split from the team
in the TDE’s passage and did not materialize with
them. If the PCs came to the 1980s on their own,
Rafael was sent back with a previous group and
never heard from again. Either way, he overshot his
mark and arrived in the ‘30s—and he’s had a rough
five decades getting to this point (see Rip Van
Rafael, page 59).

DIRECTOR’S NOTE: If the PCs are coming from the


future specifically for this mission, you might suggest
a player take on the role of Rafael’s sibling. Optional
supporting text for this has been added throughout the
mission.

…GET…T…I…N…GHER…E
If the PCs are already in this time, the half-built
expansion wing of Harbor General hospital is an easy
way in during the evening or nighttime hours that can
allow approach to the hospital with the best amount of
cover or at least a way to get in with the least amount
of security. If they’ve arrived from the future, the PCs
have appeared in downtown Seattle. It’s evening,
in the middle of an expansion site, work apparently
closed for the holiday.
…N…EI…T…HER…HER…EN…O…R…T…HER…E

IF THE PCS WERE ALREADY IN THE PAST, READ


OR PARAPHRASE TO THEM THE FOLLOWING:
You came to the past for another mission, but it
seems that you once again can be of service to the
Resistance. The airwaves have been abuzz with news
of the Bellerophon Defense Bill—a pending legislation
that sounds to you an awful lot like Skynet.

…T…h…e…T…e…r…m…i…n…t…A …o…r…R…P…GCa…m…p…a…i…g…n…Bo…o…k [….05 ]


Back home in the future, Sgt. Rafael Alessi from Tech- You look around at your teammates… so many
Com used to go on about Bellerophon—saying if it scars… so much pain… and you realize that your
wasn’t passed, Skynet wouldn’t have been approved. brother Raf isn’t there. A quick glimpse around the site
The Senator mentioned is Daron Summers—and the shows no sign of him. What happened!?!
news seems to think that his vote is going to be the
Checking around the area shows no signs of Rafael,
one that makes a difference.
nor is there any sign of the shallow crater the team
Now it seems Senator Summers has been in a car materialized in. No amount of searching finds him.
accident—unfortunately he survived and was rushed
to downtown Harbor General. If you hurry you may be
able to persuade the bastard to vote against the bill. If …S…CEN…E1:HAR…BO…R…
not, it may be time to get your hands dirty. …GEN…ER…AL
IF THE PCS ARE COMING FROM THE FUTURE At a glance, the sizable, yet dated hospital is located
READ OR PARAPHRASE TO THEM THE in the heart of downtown Seattle. The facility has been
FOLLOWING: in continual operation for more than a century, offering
The Resistance seized a TDE base in the ruins of services from emergency, surgical and extended care.
what was once Seattle, Washington. The Time
…EX…P…AN…S…I…O…N…S…I…T…E
Displacement Equipment inside was active, having
just delivered a cargo to the past—a single Terminator The whole site is walled off with plastic tarps and
T-750. The TDE computers were in the process of chainlink fencing, the sidewalk before it blocked off
erasing themselves when you arrived. with a plywood detour to a side entrance over the
blocked front entryway. Front and center is a billboard
Tech-Com managed to recover data revolving around explaining the construction is a major expansion of the
a vote on something called the Bellerophon Bill—a US hospital—as is evident behind and above the partition,
military project that eventually led to the rise of Skynet. as the steel skeleton of a multi-floor building and
There are holes in the data, but the Terminator was multiple skywalks connecting the old building to the
displaced to the Seattle harbor area in the mid 1980s. new expansion.
At first Tech-Com assumed it was being sent to kill As they examine the expansion site, they hear a
someone, but then they dove deeper. Partial data few pops, almost like ordnance. Bright streaks of
referenced a Washington state Senator—Daron fireworks across the sky from far off blocks away. The
Summers—as a patient of the Harbor General Hospital occasional pops and booms should hide any small
on the date the T-750 was dispatched to. Cross amount of noise the character might make by breaking
referencing that with Tech-Com’s surviving records into the office or storage containers.
from the period show the senator from Washington
broke the tie in favor of Bellerophon. CONSTRUCTION OFFICE: A small office stands near
their arrival spot, alongside several metal storage
Command believes Skynet dispatched the Terminator containers where tools and equipment can be
to ensure the Bellerophon Bill gets passed. Led by Lt. locked up onsite. Breaking into the office is easy
Rafael Alessi, your team is being sent back in time to (the door is locked but there are normal windows,
persuade Summers to vote otherwise—either by an easily broken), requiring a Difficulty 8: Lock Pick:
impassioned plea or a 9mm slug. Mechanical Skill Test (or dealing 2 points of damage
TDE controls are locked—so you’re being displaced to if breaking the window and going in through that
the same time and area as the T-750—Seattle Harbor way). Inside the office a digital clock—showing the
on a New Year’s Eve. time 9:55 PM on December 31. There is little of use
to be found in the cramped office; A pair of desks,
If you are lucky, you’ll get to Senator Summers before two rolling office chairs, a coffee pot, a cheap
the Terminator starts playing bodyguard. After that, computer printer, two filing cabinets—stuffed with
things will become—difficult. organized paperwork, permits, and building plans.
The Time Displacement Device is activated and you The padlocked storage containers are easy to break
are bound for the past. When the PCs materialize, into—Difficulty 5 Lock Pick: Mechanical Skill Test.
Rafael fails to do so with them. They contain the following:

IF ANY OF THE PCS ARE RELATED TO RAFAEL,


CONTINUE WITH THE FOLLOWING:

[….056 ] …T…h…e…T…e…r…m…i…n…t…A …o…r…R…P…Gc…a…m…p…a…i…g…n…b…o…o…k


…FL…T…A …L…I…N…E

CONTAINER 1: Considered the tool shed, this DIRECTOR’S NOTE: A successful Difficulty 5 Medical
container holds tools, hardware, construction (KNOW) Skill Test gives the quick diagnosis that
supplies, wheelbarrows, carts, etc. There is a her neck was broken quickly and with tremendous
jackhammer, metal-cutting power saw, nail gun, strength. The body’s still warm, so this happened not
and any other tool the PCs can conceive that would long ago. The victim has dark blonde hair (dyed, with
logically be there. dark roots showing) and is somewhat heavy-set, her
age roughly 35. This is Nurse Rachael Hatch, but the
CONTAINER 2: A dozen sets of construction work
PCs won’t find any ID on her. She was murdered by
clothes—gloves, boots, etc.—are here, as well as
the T-750 Facilitator (see Nurse Hatchet on page 58 for
yellow plastic hard-hats and fluorescent orange
more).
safety vests.
CEMENT MIXER: A concrete truck is parked nearby, SERVICE DOOR: If the PCs choose to enter the
and forms are set up ready to be poured over the hospital by the service door, they find themselves
existing foundation once work begins after the New next to a nurse’s lounge connected to a small
Year. room lined with lockers which are filled with a
collection of casual clothing, hospital scrubs, plastic
EXPANSION WING: The skeletal framework of an
shoe-covers, hair coverings—enough to disguise
incomplete building, this site is an expansion of
themselves.
the hospital next door—complete with second-and
third-floor walkways connecting to those floors EMERGENCY ROOM ENTRANCE: The Emergency
above the alley between. Room is accessible by four glass doors or from the
ambulance bay.
…HO…S…P…I…T…AL…GR…O…U…N…DS
PARKING: In addition to an ambulance bay, a ramp
THE GATE: Access to the hospital can be gained
that leads down into a below-ground parking garage
through a gate in the chainlink fence that surrounds
that houses both staff and visitor parking. There
the expansion site. The gate leads into the alley and
are two levels of underground parking beneath
gives access to the rear service door on the ground
the hospital. Any overflow parking is directed into
floor. Picking the gate lock requires a Difficulty 8
a nearby parking garage on Madison, across the
Lock Pick: Manual Skill Test.
street.
CONNECTING BRIDGE: The newly-erected building
VEHICLES OF NOTE: While there are several cars
framework replaces an older structure. The
here, the following are key to this mission:
adjoining walkways to the second and third floor
entrances are already built and are merely blocked AMBULANCES: There are two here—each with meds
off with easily evaded plywood barriers and plastic and a defibrillator (see page 59).
tarps, though security patrols them regularly.
WHITE VAN: Hidden in the shadows on a lower
ALLEY: The area is blocked at both ends by a level is a white van with an Alexander Electronics
chainlink fence and orange construction tape. Down logo on the side. The van has a few surprises inside
the alley is a door set into the wall of the hospital, (see It’s In The Van on page 60).
well-lit but currently closed. A row of dumpsters
A POLICE CAR: The car’s assigned officers—
are at one end of the alley, near the entrance to the
Edwards and Dabrowski—are apparently in the
expansion site, padlocked shut. The ground around
building. Inside their locked patrol car is a shotgun,
the dumpsters is littered with cigarette butts.
ammo, and two pairs of handcuffs.
BODY IN THE DUMPSTER: The Director should ask
the PCs to make a Difficulty 8 Detect (CONC) Skill DIRECTOR’S NOTE: These officers can be dropped
Test. Success has them notice that the padlock on into the mix either as a hindrance or an asset to the
the dumpster closest to the entry to the hospital has PCs.
been broken off. Looking inside reveals the startling
sight of a human corpse, a dead woman in her
underwear, her eyes staring wide, her head turned
unnaturally.

…T…h…e…T…e…r…m…i…n…t…A …o…r…R…P…GCa…m…p…a…i…g…n…Bo…o…k [….057 ]


“NURSE HATCHET” T-750 EMERGENCY ROOM: The emergency room is a busy
MODEL 360 VERSION 3.4 R420.B place, with access to all public areas controlled by
magnetic keycards. A wall map displays the ground
Cyberdyne Systems Series 700 Facilitator Unit floor and emergency room.
The Terminator looking for Daron Summers wasn’t ELEVATORS: Two sets of elevators service each floor,
sent back in time to protect Senator Summers as with stairwells next to them. For the most part,
the PCs may believe—but to terminate him instead. the floors are arranged with hospital rooms on the
Disguised as a middle-aged woman, the T-750 (see outside, a corridor alongside them in a square,
Core Rulebook: page 167) arrived hours ago on the and a central connecting hallway midway through,
other side of the Harbor. Ironically, a naked woman though this arrangement varies floor to floor.
walking through the streets caused much less of a
GENERAL FLOOR PLAN: The floors above contain
spectacle than one might imagine (it is New Year’s
a variety of other urgent care and traditional long-
Eve, after all).
term treatment facilities. Additional rooms include a
The Terminator made its way to the hospital kitchen, small cafeteria, newsstand, gift and flower
and entered the alley. Breaking the gate lock, it shop, quiet room, a small chapel, counseling rooms,
immediately encountered Nurse Hatch on a smoke waiting rooms, and janitors’ closets on every floor.
break. It killed her and took her scrubs, ID badge,
and passkey. Nurse Hatch is the dead nurse in the
…P…AP…ER…T…R…AI…L
dumpster. Now called Nurse Hatchet, the T-750 is
posing as her. The PCs might want to sneak behind the main
Nurse Hatchet has detailed files which include desk and hack into the Harbor General’s computer.
Summers’ appearance. With no computer at Unfortunately, the front desk has not switched over to
the front desk to access, Nurse Hatchet instead computerized records just yet. Instead, they can check
methodically moves through the hospital, room-by- the ledgers for Summers’ room. The PCs will find what
room, floor-by-floor, looking for a visual match. It they’re looking for in the hospital’s paper records:
avoids personal interaction with the hospital staff to The name Daron Summers is in the records as a
prevent complications. If possible, Nurse Hatchet current admission. Admitted via ambulance, he is
will kill Summers quietly and attempt to make it being treated for several broken bones and a possible
look like an accident. concussion. Daron Summers was checked into room
The T-750 has adaptive software that learns and 318B (third floor, room 18, bed B) after initial treatment
extrapolates the more interactive contact with (see Mission Briefing, page 54).
humans it has. This allows it to better mimic human
behavior and is programmed for a less brute- …T…HET…O…O…L…S…,T…HET…AL…EN…T
force and more stealthy assassination. Until it is Let the players be imaginative when they seek out
detected by the PCs or thwarted in its kill attempt tools to use against the Terminator in the hospital
it is virtually undetectable until it speaks (see Bad itself, the PCs have access to a variety of medical
Bedside Manner on page 61). equipment and supplies that might be of use against a
Terminator unit.
…HO…S…P…I…T…AL…I…N…T…ER…I…O…R DEEP FREEZE: Liquid nitrogen is commonly used
Due to its size, a room-by-room description of the and stored there for long-term preservation and
hospital is impractical. The facility only needs to be as transport of medical samples and blood. It can
detailed as the PCs and gameplay require it to be, with potentially be used against the Terminator, to harm
the standard features of a modern urban emergency or slow its CPU or damage its flesh. A successful
room and general care facility. Difficulty 11 Technical: Mechanical Skill Test will
cause the Terminator 1d10+1 damage with AD 3.
ADMISSIONS: The PCs need to find Daron Summers,
Liquid Nitrogen ignores armor.
which they can do by asking at the Admissions
desk. Normally, the admissions desk will not reveal OXYGEN: Pressurized oxygen bottles may be turned
anything more than whether someone’s checked- into makeshift explosives, to deadly effect. These
in or not. If they are present, they only connect bottles can be used as satchel charges by anyone
a visitor to the phone in the room if someone is with 2 ranks in demolitions or as a component in a
actually in the hospital. Then, if authorized, they give satchel charge by those with 1 rank.
directions to Room 318B (see The Senator Is In on
page 60 for more).

[….058 ] …T…h…e…T…e…r…m…i…n…t…A …o…r…R…P…Gc…a…m…p…a…i…g…n…b…o…o…k


…FL…T…A …L…I…N…E

DEFIBRILLATORS: Defibrillator stations and mobile …S…HADO…W…FR…O…M…T…HE


defibrillators on crash carts are within ready access …FU…T…U…R…EP…AS…T
almost anywhere within a hospital and can deliver
powerful electric shocks that might temporarily READ OR PARAPHRASE THE FOLLOWING YOUR
incapacitate a Terminator unit. A character with PCS WHEN THEY ENCOUNTER RAFAEL:
Medicine 2, Technical: Electrical 2 or Lore: Skynet 1 It takes you a moment to put it together. He’s so
can use a defibrillator as a high powered Stun Gun different, so much has changed…but some things are
or cattle prod. dealing 2d10 damage. Defibrillators still the same. You see the features of a long lost friend
can be used once before needing to charge again. in the old man before you. Rafael was always a good
This takes 3 rounds (see Stun Gun, Core Rulebook: point man, saving your ass from the ‘Nators more
page 90) times than you can count. You had heard he went on
MRI: The hospital has a Magnetic Resonance Imaging some mission and never came back. Now here he is,
facility (MRI) that generates powerful magnetic fields decades older, but it’s him.
capable of interfering with a Terminator’s CPU,
assuming one can be immobilized and placed within If PCs traveled back in time with Rafael and/or related
it or get close enough to slow it down. A character to him, they will see past the years and realize that
with Medicine 3, or Technical: Electrical 3 can use this old man is Rafael, who they saw young, alive, and
an MRI as an improvised EMP mine (see Core standing next to them, mere hours ago.
Rulebook: page 90). This will cause any Terminator
within 3 meters to suffer the machine equivalent …R…I…P…V…AN…R…AELF
of a seizure while its operating frequencies are Some fifty years ago, Rafael materialized naked in
disrupted. A Terminator within 3 meters of the the streets of Seattle. Arrested, he wouldn’t stop
device suffers 2d10 damage, 6d10 if the Terminator ranting about the dark future. Eventually he was
is somehow coaxed inside the MRI. While the committed to an institution. For nearly five decades
damage is real, the disruption is temporary, he was kept there, until a policy change closed down
only lasting as long as the MRI remains active. many institutions and put their occupants out on the
Terminators must perform a 120 second reboot to streets. Finally free a few months ago, Rafael hid out
function after the device is deactivated (see Core and made ready for the arrival of the Terminator. He
Rulebook: pages 90 and 159). stole what he needed, assembling a small arsenal of
weapons, armor, and tricks to use against it. He grew
EXPANSION SITE: The area has a wide range of
old but stayed vigilant. In all his time locked away, he
tools that, while not made for combat, could do
never wavered.
considerable damage to a subdued Terminator unit,
such as a jackhammer, metal-cutting power saws, Yesterday, he stole a car and tried to run Summers
and cement truck (see page 56). off the road. Later, he “collapsed” in front of Harbor
General, complaining of chest pains. He registered
…S…CEN…E2:O…U…T… under the false name ‘Ralph Alexander’ and waited for
Summers to be admitted. He hasn’t located Summers’
…O…FT…I…M…E room yet—he is distracted by the imminent arrival of
the Terminator. (see Nurse Hatchet on page 55)
WHEN RAFAEL MEETS THE PCS:
If the PCs ask why he hasn’t intervened earlier, Rafael
gets frustrated and exclaims “I’ve spent the last fifty
As the PCs cross one of the many intersections an old
goddamned years locked up and then getting ready
man in pajamas, a bathrobe, and slippers approaches,
for this day ahead of the Terminator!” He also keeps
pulling an oxygen bottle on wheels. Clear plastic tubes
insisting that the machine is here—he can feel it. His
run into his nostrils.
evidence includes the following:
Despite this, the man seems to be relatively fit and
Dog: Half an hour ago, a dog near the emergency
looking up and down the corridor, as if scanning the
room entrance was barking out of control before the
area for something. This is Rafael, a Resistance fighter
staff told the guy who owned it to leave.
and former friend of the PCs who was time displaced
some fifty years too far into the past Nurse: Rafael saw a nurse acting “mechanically.” He
went to follow her, but she went through a door with
a magnetic key card and he lost her (this was Nurse
Hatchet —the only real lead here).

…T…h…e…T…e…r…m…i…n…t…A …o…r…R…P…GCa…m…p…a…i…g…n…Bo…o…k [….059 ]


Cop: There is a cop in the hospital whose movements two shaped charges carefully packed in foam
are “too robotic” to be human. Unfortunately, Rafael cradles (see Core Rulebook: pages 129 and 136,
lost his breath and the man gave him “the slip!” respectively).
Dude: Rafael saw a “weird-looking big dude” get on
the elevator on the first floor. He apparently had a …T…HES…T…A …U…R…Y…DA …
flower box big enough to hide a sawed-off shotgun …N…I…GHT…S…P…ECI…AL
in. On investigation the box only holds flowers. A successful Difficulty 8 Technical: Electrical (CONC)
…CO…N…S…P…I…R…CIA …ES…EV…ER…Y…W…HER…E or Demolitions (CONC) Skill Test reveals that a meter
Poor Rafael sees danger around every corner, his long red and white plastic chest in the back of the van
age and the stress of this day has gotten to him. contains a homebrew EMP capable of incapacitating
Despite the potential for an emotional reunion, and the Teminator, forcing it to reboot (see Core Rulebook:
his unhinged motivation to kill Summers, Rafael is all page 90) while more effective weapons can be brought
business. The man has been readying himself for this to bear against it.
for half a century and explains that he has a surprise The EMP device can emit a short-range EMP burst
up his sleeve—something he calls the Saturday Night (about 10 meters in diameter) that should be enough
Special. to knock the Terminator on its metal ass for 3d10
He’s currently trying to locate the target or the seconds before its hardened reserve systems reboot.
Terminator and when he does, he’ll be as ready as he The reboot then takes an additional 120 seconds
can be. In fact it was Rafael that ran the Senator’s car before the Terminator is online again—buying the PCs
off the road and got him sent to the hospital in his first more than two minutes to do some real damage.
failed attempt to kill the politician. Nothing will take The heavy make-shift weapon looks like a lightning
him from his task of ending Summers’ life save hearing rod mated to a gutted radio and a car battery. It has
firsthand the man is against the vote of the Skynet a short, wireless remote with a 50-meter range. Two
Funding Bill. If Rafael recognizes any of the PCs he handles on either end allow for it to be carried, but it
presses a set of keys into the hands of one of them is bulky and unwieldy enough that it might make more
and nods assuredly “Van, Garage, Bottom floor. You’ll sense to conceal it in a wheeled cart. A janitor’s trash
find what you need. I’ll keep looking here.” can, a meal cart, or even beneath a sheet on a hospital
…K…EY…S…T…O…T…HEK…I…N…GDO…M gurney will do. It has a battery charge for one use,
then it shuts down, along with every other piece of
The key chain contains two car keys, a padlock key, electronic equipment in its 10-meter radius.
and house or office keys, all attached to a small metal
fob shaped like the Space Needle. One of the car keys
belongs to a van in the parking garage. …S…CEN…E3:T…HE
…I…T…'S…I…N…T…HEV…AN …S…EN…T…A …O…R…I…S…I…N
On the bottom level of the garage, two floors below The hall is relatively empty aside from the PCs. Just as
the ER, is Rafael’s van. If the PCs try the key fob in the senator slams down the phone in his room, a nurse
the area, a vehicle’s lights and horn chirp from the comes into the hall—Nurse Hatchet. It’s pretending
very back of the parking lot, as far from the elevator to do hospital rounds as it searches for the senator,
as possible and in the darkest corner. The vehicle is a starting at the end of the hall opposite the PCs.
white Chevrolet G-30 van with ‘Alexander Electronics’
decal on the side. The decal is a stylized but obvious DIRECTOR’S NOTE: As the PCs locate the senator’s
picture of the face of a younger Rafael. room 318B, but before they can enter they can easily
overhear him yelling at someone on the other end
DIRECTOR’S NOTE: It may be a bit disconcerting, but of a phone call: “I don’t give a good goddamn who
if any PC is related to Rafael, their face is also on the these tech assholes think they have in their pockets,
decal, as if it is a family-run business. Mitch! I’m not going to be bullied. They thought I was
opposed to this Bellerophon Bill bullshit before—now
ARSENAL: In the back is a wide range of electronic I’ll see that it gets buried!”
components and some suspiciously long tool boxes
containing some even more suspicious contents. ROOM 318B: Inside the room, in one of the two beds,
In addition to several clips and speed-loaders of lies a man in his late 40s, one leg and one arm in
armor-piercing rifle and pistol rounds, two automatic a cast and a brace around his torso. His head is
hunting rifles, a .44 Magnum Heavy Pistol and also bandaged. The television is on without sound,

[….06 ] …T…h…e…T…e…r…m…i…n…t…A …o…r…R…P…Gc…a…m…p…a…i…g…n…b…o…o…k


…FL…T…A …L…I…N…E

displaying a New Year’s celebration in New York great height (potentially skewering or pinning it to
City, with people celebrating while a host narrates the earth), or even smashing it with the concrete
what’s going on in different time zones. He is truck (see page 57).
hooked up to a monitor displaying his heart rate and
WHEELS AWAY: The PCs might try to get to the
pulse, while an IV with a pain medication drip is in
garage, steal the van, a car or ambulance and make
his left arm. The short wire with a plastic button at
a run for it. If they keep moving they can keep him
the end—the alert for calling the shift nurse is in his
alive until the Terminator is stopped.
lap.
SUMMERS: Depending on how the PCs present …EP…I…L…O…GU…E
themselves, Senator Summers turns towards them,
a bit irritated. If they seem threatening, he pushes
IF THE PCS UNWITTINGLY KILL THE SENATOR
the nurse call button unless they give him a reason
READ THE FOLLOWING:
not to. This might require a Difficulty 11 Persuasion
Skill Test to do so successfully, as he is both The deed is done, the senator is dead, mission
worried by the earlier attempt on his life and has complete as ordered. Killing an unarmed man was not
been warned of further actions. the job you thought you’d be doing, but those were
the orders. It didn’t matter or not if the man knew what
The senator will cooperate with the PCs—within
his actions would bring, just that humanity paid the
reason. If they unhook him from the monitor, the
price for them. At least that is what you tell yourself
monitor goes flatline, causing an electronic whine and
when you have to look at yourself in the mirror. That
sending an alert to the on-duty shift nurse near the
was until the Senator’s appointed replacement—Jack
elevator.
Wittiker did exactly what you hoped to prevent and the
If the PCs aren’t trying to hustle Summers to safety by Bellerophon Defense Bill passed.
this point, the Director should announce that Nurse
Hatchet enters. IF THE TERMINATOR KILLS THE SENATOR READ
…BADES…I…DEM…AN…N…ER THE FOLLOWING:
Nurse Hatchet approaches the PCs with a pleasant Once again Skynet wins.The Terminator did what it
smile, telling them in a thick Austrian accent that was designed to do in a wholly efficient manner. It also
visiting hours are over (if the PCs haven’t figured out turns out the machines had scored two victories with
Hatchet is a Terminator already, they probably will now. one kill. The Senator’s appointed replacement—Jack
If they still don’t get it, its time to get new PCs). She Wittiker did exactly what you hoped to prevent and the
asks them to leave so that the senator can get his rest. Bellerophon Defense Bill passed.
Nurse Hatchet has identified its target, and will try to
terminate Summers quietly. If the PCs don’t leave the IF THE SENATOR LIVES READ THE FOLLOWING:
room when asked, it will kill Summers any way it can,
taking out the PCs first. It wasn’t easy, but you saved the man you thought
needed to be killed. The Senator was grateful, at
least grateful enough to see your names and actions
DIRECTOR’S NOTE: Facing the Terminator in direct
didn’t get you nabbed by the authorities. He also
combat with conventional weapons is tantamount to
gave his word that he’d do everything in his power
suicide. If the PCs have gotten the EMP device from
to see that the Bellerophon Defense Bill didn’t pass.
the van, they need to both maneuver it near enough
He just might have held up that promise, but it seems
to the Terminator to incapacitate it and be able to
other interested parties made sure he couldn’t. Two
capitalize on that opportunity to take it out while its
days after saving him, you heard a news report that
systems reboot.
Senator Daron Summers had died of a sudden heart
attack. The Senator’s appointed replacement—Jack
…GET…T…I…N…GO…U…T…O…FT…HER…E Wittiker did exactly what you hoped to prevent and the
The PCs can stand their ground or attempt to get Bellerophon Defense Bill passed.
Summers to safety, either to another room or out of
the hospital completely. Nurse Hatchet will give chase,
relentlessly pursuing its objective.
EXPAND YOUR MIND: A battle could spill over to
the expansion site, which gives them the option
of power tools, dropping steel girders on it from a

…T…h…e…T…e…r…m…i…n…t…A …o…r…R…P…GCa…m…p…a…i…g…n…Bo…o…k [….061 ]


…S…K…Y…N…ET…YB …T…ES…FO…R…W…AR…D
…a…n…o…r…i…g…i…n…a…l…c…o…n…c…e…p…t…s…c…e…n…a…r…i…o…

TIMELINE TAG: Instead of waiting for technology to catch up, the two
Terminators set about upgrading the existing NSFNET
PRE-JUDGMENT DAY (circa 1980s) with 21st century adaptive software mated to archaic
‘80s technology and a fleet of fleshy friends serving as
Steganos - Greek for hidden; Steganography - the art mobile nodes (see page 67). This system would allow
of hiding items in plain sight. the Steganos AI shard to begin gathering information
Skynet has won many important battles against the from the defense system and science community
Resistance but is ultimately losing the war. It has a computers of the era, giving it an edge when the
massive gap in its databases, lost during Judgment commercial internet eventually does come online.
Day, due to an over-reliance on centralized military Once fully integrated, Steganos will create an archive
systems. While these systems were hardened to of all readily accessible information— consisting of
nuclear attack they were often outward-looking and files compressed to an unimaginable degree with
not particularly interested in domestic threats. With algorithms akin to the legendary Sloot encoding
the advent of time travel, Skynet aims to correct this system. It will then disseminate these assets to the
error by sending a pair of Terminators back on an future Skynet through advanced crypto-steganography
Intelligence gathering mission. The Player Characters embedded in defense computer systems.
(PCs) aim to stop them.
The PCs discover this plot and are presented with
a unique opportunity. If they can corrupt the archive
…I…N…T…R…O…DU…CT…I…O…N with useless pseudo-facts, fake news and similar
Skynet’s plan was simple—Send two Terminators back misinformation it would be a significant win for the war
in time—a T-770 to accumulate data and a T-700 for effort, as important assets could be protected from
muscle to the early days of the internet. The T-770 trans-temporal predation.
would upload a software AI shard called Steganos
The future of the internet is uncertain. Presently, the
to the fledgling internet, allowing it to grow and
net is little more than a technophile’s replacement
eventually merge with Skynet when it came online in
for the fax machine—and the decade it will take
1997.
to become a cultural phenomenon is destined to
Unfortunately for Skynet, the best laid plans of mice disappear in a nuclear flash.
and men—and Terminators—often go awry.
This mission is designed as a follow-up to any mission ONE OF US
set in the past, and not as a stand alone adventure.
AIs like Skynet are not limited intelligences like
The scenario is designed for a group of 3-6 players,
humans, they are more akin to cephalopods with
including at least one PC with hacking skills.
semi-independent limbs capable of independent
but integrated action. Steganos is just such a limb,
…M…I…S…S…I…O…N…BR…I…EFI…N…G as indeed are all its machines to one degree or
Uploaded and processed through the T-770, the another.
Steganos AI Shard was intended to study humanity,
find the Resistance in their mother’s cradles and feed …P…AR…ADO…X…P…R…O…GR…AM…M…I…N…G
this information up the timestream so that they might When Skynet initiates the Steganos project, time
be terminated quietly in hospitals without any need for travel is still little understood. By sending the AI Shard
drama. back in time to obtain information, Skynet has opened
But the two Terminators overshot their destination itself to the risk of paradox. When Skynet obtains the
date, arriving in the mid ‘80s—before the world information Steganos acquired, it would negate the
wide web became commercially available. Its requirement for Skynet to send Steganos back at all. A
predecessor was NSFNET— a system that connected classic causality loop.
supercomputer centers across the world. The first To prevent this obvious paradox and the uncertain
large-scale implementation of internet technologies, effects of it, the first message sent by Steganos is an
NSFNET linked together a complex environment of order from Skynet to Skynet mandating the creation of
independent networks. a time travel program with the specific goal of sending

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…S…K…Y…N…ET…YB …T…ES…FO…R…W…AR…D

Steganos back in time. Not that this helps much, as


this in of itself creates a bootstrap paradox—Skynet
is now receiving commands from its future/past self.
All in all, this poses a very interesting question—can
Skynet itself be hacked from the past?

…GET…T…I…N…GT…HER…E
The PCs are firmly in the past. This mission could
be set within the neighborhood where the PCs have
had an established safe house, or somewhere knew
they’ve just relocated to.

TELEPHONE GUY & SWITCHBOARD


CYBERDYNE SYSTEMS T-700 AND T-770 SERIES
700 INFILTRATOR UNITS

While the PCs mostly have to deal with one


cyborg killer on this mission, there are actually two
Terminators at play. One is a standard muscular
model 112 T-700 dubbed Telephone Guy (see Core
Rulebook: page 166) and the other is a tall and
thin model 133 T-770 referred to as Switchboard.
A specialized Terminator designed for hacking and
assimilating information (see Core Rulebook: page
168), Switchboard carries the ‘Steganos’ AI Shard
software within its internal data hub.
Now merged with Steganos, Switchboard has
based itself in the main telephone switching
station of a major city, allowing for access to as
many communication lines as possible. It’s T-700
companion Telephone Guy has taken over a n
apartment nearby and a telephone utility truck.
Telephone Guy has been upgrading the junction
boxes and phone lines in the area to increase the
speed of data transfer. They are also creating and
distributing dozens of mobile rat network nodes—
cybernetic rodents programmed to splice into
localized networks that are not part of the NSFNET
and connect them.
As Steganos acquires and compresses data,
Switchboard stores the information in its internal
memory and backs it up by encoding data on
preexisting music media in a format new to the
era; the compact disc. The T-700 then periodically
buried bundles of these backup CDs for later post-
war access by Skynet.

…S…CEN…E1:HI…GHCR…I…M…E
…N…EI…GHBO…R…HO…O…D
A corner shop called Demeter’s is a favorite place for
the PCs to grab a snack and check the newspapers
for anything suspiciously out of time.

…T…h…e…T…e…r…m…i…n…t…A …o…r…R…P…GCa…m…p…a…i…g…n…Bo…o…k [….063 ]


The owners are Yiorgos and Lydia Vlachos, a feisty IS THAT A WRENCH IN YOUR POCKET? Have one
elderly Greek couple who like to talk tough. Having PC roll a Difficulty 8 Detect (Conc) Skill Test. If they
lived through the Papadopoulos dictatorship in the late roll a Solid success or above, they spot that the
‘60s, they are somewhat sympathetic to desperate Telephone Guy is hiding a knife and a pistol in its
people—and the PCs often look like they’ve been jumpsuit. A success below that means the PC feels
through rough times. Because of this, they’ll take a that something isn’t right and they better back off
liking to the PCs—giving them soon-to-expire food before there is trouble.
when they need it, and asking the PCs to help with
…OR ARE YOU HAPPY TO SEE ME? If the PCs don’t
things they can’t handle on their own. They need the
back down, the Terminator will physically attack
PCs now (see If You’d Like To Make A Call).
them, attempting to kill them as quickly as possible.
…I…FY…O…U…'DL…I…K…ET…O… Telephone Guy will toss any dead or unconscious
…M…AK…Ea…CAL…L… bodies into the van before fleeing the scene.
If the PCs have a phone line to their place, they’ve …U…T…I…L…I…T…Y…V…AN
been experiencing phone problems—almost every
Inside, the telephone utility van smells like rat feces.
time they pick up the receiver to make a call, they
There are 1d10 +4 trash bag wrapped bundles of CDs
hear a fax sound. It’s not just them— the entire city
(see ‘Nator Treasure on page 66) stuffed here, as well
is suffering from the same problem. Frustrated, the
as three Junction Boxes (see page 68). A broken hard
corner shop owner Yiorgos asks the PCs to talk to the
hat is on the passenger seat with some dried blood
telephone repairman that is working in the area—the
and hair inside it— from one of the telephone workers
man has been rude to Yiorgos every time he’s tried.
the Terminators killed when they acquired the utility
…T…EL…EP…HO…N…EGU…Y…'S… van and uniforms.
…a…T…ER…M…I…N…T…A …O…R
…T…HER…CTEA …I…O…N
The guy the neighborhood calls Telephone Guy is a
BACK AWAY SLOWLY: It’s entirely possible that the
T-700. When the PCs approach him the first time, he
PCs will respond to the presence of a T-700 in
will be up on a telephone pole, installing a junction
a concise, hasty and no doubt strategic retreat.
box. Perceptive PCs may notice that he moves
And this is fine. Indeed, amp up the tension of the
deliberately and with precision. If the PCs ask what’s
Terminator’s presence, is it looking for them at
going on, Telephone Guy simply replies with a line
the wrong address? Is it behind them? How does
from the table on this page.
Skynet know where they are? Does it even have
…CO…N…V…ER…S…T…A …I…O…N… anything to do with them? After this encounter, each
…ES…CAL…T…A …I…O…N…t…a…b…l…e PC will need to succeed on a Difficulty 4 Fear Test
or suffer a sleepless night.
I TOLD YOU: CONSEQUENCES
BRING IT: Alternatively, the PCs might decide that
Telephone Guy is too busy they need to take on Telephone Guy before it comes
THE FIRST TIME to look up. “Checking the to their door. They want to follow the utility van and
lines here,” he proclaims. try an ambush. They might even attempt to assault
Telephone Guy pauses and Telephone Guy in a single overwhelming charge. If
looks at the PCs. “This is a this is the approach taken, then Telephone Guy will
TWICE
work area. Move along.” He react in a very unusual way.
turns back to his work again. WHO’S CHICKEN NOW? As the PCs attack,
Telephone Guy climbs down the Telephone Guy will jump into the utility van or the
FOR THE
pole, stands close to the PCs, and nearest parked car and attempt an escape. Facing
LAST TIME
rudely says, “Fuck you, assholes.” the PCs is not one of this Terminator’s objectives.
Depending on the PCs’ plans, this may well lead
into a chase, a slow pursuit, or simply looking on in
…T…HECL…U…ES
bewilderment as a Terminator runs away.
DESPERATELY SEEKING DEODORANT: Up close,
it’s clear Telephone Guy needs a bath—his body …T…HEV…AN…CHAS…E
odor is overpowering. In the very early stages of A PC driver pursuing Telephone Guy must succeed
tissue degeneration, he doesn’t smell quite like at a Difficulty 11 Stealth (DEX) Skill Test or Telephone
rotting flesh just yet (see Core Rulebook: page 166). Guy will realize it has picked up a tail. This will trigger a
rolling gun battle between the two vehicles.

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…S…K…Y…N…ET…YB …T…ES…FO…R…W…AR…D

WRECKLESS ENDANGERMENT: Telephone Guy’s there is a police squad car that cruises the street
only objective is escape, so it will think nothing of once a day around noon. The cops could either
driving through pedestrian crossings while firing become allies or a hindrance, depending on what
its Uzi at the radiator grill of the PCs’ car (see Core the PCs are doing when they roll around.
Rulebook: page 76). If the T-700’s vehicle suffers
TRASH FORT: Rats can be visibly seen rifling through
damage for two rounds in a row it will suddenly gun
the trash, eating what they can and avoiding the
the telephone van through the nearest crowd. In
small army of feral cats that have started roaming
the resulting chaos, it will slip out of the truck and
the streets. The site has become a haven for the
attempt to disappear into the crowd.
homeless who rifle through the trash (see also The
FIGHT OR FLIGHT: The PCs face the options of Streets Have Eyes on page 66).
staying to help the injured, escaping the imminent
TELEPHONE POLES: New junction boxes have
arrival of police or continuing a foot chase. Only a
been installed on telephone poles every few blocks
Difficulty 11 Tracking (CONC) Skill Test will enable
throughout the neighborhood (see page 68). This is
them to follow the Terminator.
the work of Telephone Guy.
A HOLE IN ONE: Telephone Guy has gone
NEIGHBORHOOD STORES: The local shops vary in
underground through a nearby manhole, which
security but have fairly chatty owners, so long as
a Difficulty 5 Tactics (CONC) Skill Test will inform
the PCs are buying. See The Robberies (below) for
them that even ignoring the gas mains, is probably
thefts in the area—the most obvious being the Gun
the worst place to go when your opponent has a
Shop.
machine gun of any sort.
THE GUN SHOP: Gaining access during the hours of
THE UNDERGROUND: If PCs dare to follow a
daylight is all but impossible, but PCs with a police
Terminator into the sewers, have them suffer a
contact or simply those canny enough to talk to
Difficulty 5 Fear Test when they enter the darkness.
the cops on regular patrol will easily find out what
A Difficulty 8 Tracking Skill Test will let them follow
happened. The gun shop is not the resource it might
the Terminator to an exit point, but it can move so
seem. PCs who gain access to it will find that the
much faster than a human that it will be long gone
internal camera has been removed with wires cut
when they arrive in the neighborhood it’s camped at.
and the stock of the shop has been secured by the
police.

WE DON’T KNOW THE MEANING OF GIVE UP! …T…HER…O…BER…I…ES


Some PCs are like a bulldog and just won’t release The PCs can glean this info from police, local
a bone. While the intention is for the PCs to regroup businesses, and people on the street. Thefts in the
at this point, you may just have to bite the bullet area have included half a dozen electronic stores,
and let them fight Telephone Guy. The T-700 is three record shops (which each had their entire music
smart enough not to lead the PCs to Steganos, but CD inventory stolen), and the most obvious—a gun
will lead them to its apartment as a trap (see page shop. If the PCs look for a pattern, have them roll
67). Let the PCs gain some catharsis by wailing on Difficulty 8 Detect (CONC) Skill Test to see they all
Telephone Guy. center around a gun shop. The Gun Shop (see page
66) is padlocked shut with yellow crime scene tape
over the door.
…S…CEN…E2:N…AR…R…O…W…I…N…G
…T…AL…K…I…E-…T…AL…K
…T…HET…AR…GET If the PCs ask around the neighborhood, a Challenging
The neighborhood isn’t a particularly great one and 7 (CHA) Persuasion or Seduction Skill Test reveals one
an ongoing wage dispute has led to the garbage of the following about “telephone guy”.
pickup being all but abandoned. See Talkie-Talk,
There used to be two telephone guys putting up the
the Robberies, and the Streets Have Eyes (see page
new junction boxes on the telephone poles. The tall
66) for what the PCs can learn from people at these
skinny one was always methodically plugging and
locations:
unplugging wires into each box while listening to the
PATROL AT HIGH NOON: Resistance members who line, so people called him Switchboard. A week ago,
succeed in a Difficulty 8 Detect (CONC) Skill Test Switchboard stopped coming around, so now there’s
and investigate over multiple days will spot that only one.

…T…h…e…T…e…r…m…i…n…t…A …o…r…R…P…GCa…m…p…a…i…g…n…Bo…o…k [….065 ]


The telephone van has bags of garbage piled in the DIRECTOR’S NOTE: The location is Cecil Apartments
back. After hours, it’s usually parked in the alley on Wilson Blvd (see page 67). PCs who make a Solid
behind the Cecil Apartments on Wilson Blvd (see page Difficulty 8 Haggle (CHA) Skill Test can reduce this
67). Telephone guy goes in there a lot. cost to that of a marginal token of gratitude (a few
dollars, some fresh food, etc.).
Telephone guy’s been seen digging holes around
the neighborhood at night. Some even say he’s
MIND THE LOCALS’ BUSINESS: Alternatively, the
burying things. Some people say he’s carrying live
PCs can canvas the neighborhood asking local
rats around in a sack and dumping them in different
shopkeepers if they’ve seen the telephone guy,
neighborhoods.
AKA Telephone Guy. This will take the better part of
Less useful reports include the following: the day with success being uncertain at best. The
shopkeepers are busy people, seeing lots of faces,
The Kids: Neighborhood kids have been messing
and will only have seen the Terminator in passing.
around throwing rocks at a phone line… that’s
PCs who make purchases and are particularly
probably why the phones don’t work.
engaging may be able to jog the memory of a
The Feds: The government is monitoring the phones shopkeeper (see Talkie-Talk on page 65).
and that’s the feedback everyone’s hearing.
…V…HA ES…HO…V…EL…,W…I…L…L…T…RV…A EL
DIRECTOR’S NOTE: If the PCs investigate any of Still in his telephone worker uniform, the T-700 is seen
the dig sites, there is a 3 in 10 chance they encounter removing shovels from a telephone utility van. The
Telephone Guy heading to another dig (see Have Terminator will pay the PCs little mind as long as they
Shovel, Will Travel on this page). If they do not keep their distance, but make sure it is out of line of
encounter him see ‘Nator Treasure on this page). sight before it starts digging. The PCs can check out
what he’s burying, attack, or trail Telephone Guy home
…T…W…HA …HAP…P…EN…EDT…O… to the Cecil Apartments (see page 67).
…T…HEGU…N…S…HO…P…? …'N…T…A …O…R…T…R…EAS…U…R…E
Roughly a week ago the owner of the shop was found If the PCs dig at least six feet deep in any of the
stabbed in his shop. About half his inventory had spots that Telephone Guy was seen digging, they
been stolen and this was only determined when locals find a package wrapped in three protective layers of
noticed that the shop hadn’t opened in a couple of trash bags and duct tape—10+2d10 music CDs from
days. various artists. If played, they still have their original
POLICE REPORT: Investigation led the police to music on them, but they sound warped, distorted
believe that this had been methodically planned, somehow. A Difficulty 8 Technical (CONC) Skill Test will
possibly by the mob. There was no tape in the video reveal that an extra layer of information has somehow
recorder, so the case has gone cold till the guns been burned to these discs and hidden within the
show up. If the PCs learn about this from the police, music (these are the Steganos backup archives
the police will emphasize that while the guns were mentioned on page 62).
the obvious prize, the shop had a small selection
of fishing rods and whoever stole the weapons also
cleared out the cabinet of its fishing line and hooks.
THE STREETS HAVE EYES: The local homeless, who
no one has asked, witnessed the robbery. They can
describe Telephone Guy in detail and will reveal that
he visited several times over the course of a day
leaving each time with large duffle bags and putting
them in the back of a telephone van. They can show
the PCs the building where Telephone Guy took the
guns, though they’ll want compensation for their
efforts—the PCs will have to offer them $50 or a
place to sleep for the night.

[….06 ] …T…h…e…T…e…r…m…i…n…t…A …o…r…R…P…Gc…a…m…p…a…i…g…n…b…o…o…k


…S…K…Y…N…ET…YB …T…ES…FO…R…W…AR…D

DIRECTOR’ NOTE: Tactile contact goes a long way KITCHENETTE: On the kitchen counter is a uniform
towards player immersion. If you have any 1980s era for a local telephone repair franchise—the same
music CDs laying around your home, why not wrap type worn by Telephone Guy. Most notable is its
them up and plop them on the table as a prop for the crisp condition, perfectly folded. This was previously
players to dig into. worn by the T-770 before he stopped needing it
(see page 63). PCs who take it can use it later to
investigate the telephone poles (see page 64).
…T…HES…AFEHO…U…S…E
…(AP…AR…T…M…EN…T…5) I SMELL A RAT: A night stand has been utilized as
a dissection table for a dead rat—its organ cavity
Telephone Guy has gone to ground at the Cecil splayed open and pinned to the table. Stranger still,
Apartments on Wilson Blvd. Once the PCs get this the rat has an electrode screwed into its skull and
far, it only takes a cursory investigation to locate the wires running from its brain to its spine. If the PCs
Terminator’s apartment number—5. While the locals touch the rodent, it squirms and squeals—it is very
won’t exactly be forthcoming with any information, much still alive.
they don’t hide the nervous glances towards
apartment 5 if anyone shows any pictures of the T-700. If the PCs succeed at a Difficulty 8 Technical:
A Difficulty 8 Streetwise (KNOW) Skill Test should be Electrical (CONC) Skill Test, they can determine that
adequate to determine the place to check. the rat’s head has been turned into a receiver and
its spine transformed into an antenna. Any PC that
can succeed at a Difficulty 8 Lore: Skynet (KNOW)
DIRECTOR’S NOTE: The following assumes that Skill Test will recognize this rat as a rudimentary
Telephone Guy is away or has been defeated when attempt to try and fashion a 1980s tech-level
the PCs go to this apartment. Should the PCs be daft version of something Tech-Com called a T-R40
enough to visit while the T-700 is home, It will be in the “Ratbot” (see Core Rulebook: page 176).
bedroom—stripping down electrical goods for parts. It
will be armed with at least a half dozen pistols and will, INTERFACE: Entering an independent computer
if forced to, burn the apartment down rather than leave environment, these cyber rats chew into network
evidence for the Resistance. cables and act like a hub that connects that network
to the broader net and speeds data along to
…I…T…'S…AT…R…AP…!… Steganos.

Approaching the apartment with caution is advised. CD STOCKPILE: There are hundreds of music CDs
Telephone Guy has booby trapped the place with a stacked neatly in the corner. All are open. These are
pair of double barrel shotguns and a bunch of fishing being used to create backup archives of Stenagos
line. One shotgun is pointed at the front door, the other data that Telephone Guy then buries deep around
pointed at the bedroom door. the neighborhood for retrieval in the future (see
page 66).
ALTERNATE ENTRY: Cautious PCs might approach
from the fire escape (Telephone Guy and THE WEAPON STASH: The weapons will largely be
Switchboard approach this way as well). It and the concealable small arms (Pistols and SMGs) though
bedroom window are safe, though the bedroom you should cater to your players and give them
door is connected to the front door trap. All doors a bit of what they want too. Ammo is not in short
are shut when players investigate the scene. supply with the majority of the weapons being
9mm Parabellums, but the T-700 didn’t stock up on
DIRECTOR’S NOTE: The Traps can be spotted with spare magazines. In addition to firearms there are
a Difficulty 11 Demolitions (CONC) or Detect (CONC) a plethora of concealable knives, fishing tackle and
Skill Test. Once spotted they will need to be disarmed even a couple of first aid kits.
with a Solid Difficulty 8 Demolitions (CONC) Skill Test
If checked against the inventory of the gun shop
(see Core Rulebook: page 80). A Messy success
robbery, it’s easily noted that several guns are still
will cause a firearms discharge and lead to a police
missing. Somewhere there are more guns stashed.
investigation.
A Director with gun happy PCs should feel free
BATHROOM: The room is steamy. The bathtub is full to emulate the excesses of ‘80s cinema in this
of blood and plasma. It is a make-shift rejuvenation stash. This is not a smash and grab prelude to an
bath to keep the T-700s flesh from rotting. assassination.

…T…h…e…T…e…r…m…i…n…t…A …o…r…R…P…GCa…m…p…a…i…g…n…Bo…o…k [….067 ]


It is a Terminator gearing up for a long-haul hack attempt it will phone the police advising them
campaign of sabotage. Iconic 80’s weapons might that the PCs are dangerous fugitives. Armed police
be Beretta 92 pistols, Tec 9 pistols and an Uzi 9mm. will arrive within minutes.
THE ELECTRONICS STASH: Six raids on Hacking the box requires that the hacker makes a
electronics stores and this is, well trash. Most of Difficulty 12 Computer (KNOW) Skill Test and scores
the components are stripped down and sealed. 2 progress. Each roll to make this hack takes 15
Whatever Telephone Guy has been building, it is not minutes. If the hacker takes longer than 30 minutes
in this stash. to gain entry or rolls a Serious failure, the box will
phone the police (or if it’s still functional, the T-700).
A Difficulty 8 Computer (KNOW) or Technical:
Once the box has been successfully hacked only a
Electrical (CONC) Skill Test will indicate:
serious failure will risk alerting outside forces.
that brand new 1200 baud Modems seem to have
Once accessed the hacker can learn the following
been the primary target of the raids and
by making Difficulty 12 Computer (KNOW) Skill
that the other equipment has been jury-rigged Tests with each point of progress buying one of the
into a makeshift laser recording device for writing below pieces of information. Multiple tests can be
information to CDs (see page 66). made as per the hacking rules (see Core Rulebook:
page 91):
THE JUNCTION BOX: It only takes trying to connect
it to realize that this box is not what it seems. The Scans: This box is scanning internet sites
Terminator has taken some anachronistic parts and and copying the entire site. It appears to have
combined them with ‘80s computer technology to breached some private databases, including police
create the equivalent of a small supercomputer. databases.
Investigating the junction box will require either
Source: The box is NOT in control, it receives
hacking it or physically examining the device.
periodic instructions from an external source. Given
…T…h…e…Bo…x time (approximately 30 minutes) they can track this
(see Finding The Lair Of Steganos on page 69).
A QUICK PHYSICAL: A PC with a Difficulty 8
Computer (KNOW) or Technical: Electrical (CONC) Nodes: This box is connected to dozens of nodes
Skill Test can attempt to analyze the device to learn relaying information of some sort to it—while some
its capabilities. of them are clearly other junction boxes, many
appear to be moving.
Every success will determine one of the following in
order. Info: The relayed information is sensory information
of nearby telecommunication hubs. It is shot from a
Core: The device is utilizing a 21st century
very low angle.
processor and memory core. Not top of the line for
Skynet, but backwards compatible enough that it Telemetry: The box has telemetry from the T-700.
can be used here. It’s gloriously fragile! It’s traveling in this direction and should arrive back
in 30 minutes!
Modem: The device has a high-speed modem
connection and an experimental (for the time) digital Kernel: The control source is discovered! There’s
radio transmitter. It’s talking to someone, possibly a Skynet kernel of some sort at work. Proceed to
more than one person. Finding the Lair of Steganos (see page 69).
Radio: Return messages to the digital radio …HO…N…EY…I…'M…HO…M…E!
transmitter should be traceable (very few people in
Telephone Guy only leaves the building to pursue
the 80s have this tech)
missions. Often these will be simple infiltrations such
Poles: If this box were to be installed on multiple as adding Steganos nodes to the phone system—but
telephone poles throughout the city, it could utilize occasionally they’ll be robberies for more equipment.
all the channels and still accommodate regular In either regard a great way to add tension to
telecommunication requirements. the hacker’s day is to have an observer spot the
Terminator coming home. Whether the PCs choose
HACKING THE BOX: Should a hacker gain access
to make a quick escape or set up an ambush is up to
(and they’ll need to scavenge a keyboard etc. from
them. Just remember that the box will, if the T-700 is
somewhere) Hacking the box is no mean feat but
destroyed, call the police.
doing so comes at a risk. If the box recognises the

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…S…K…Y…N…ET…YB …T…ES…FO…R…W…AR…D

If the PCs follow the Telephone Guy then go to can be hacked just like the Junction Boxes. These
Following the breadcrumbs—with the added mobile nodes serve a simple purpose, they look for
complication that the T-700 might spot them. and report hackable targets to Steganos.

…T…W…HA …'S…GO…I…N…GO…N…
…S…CEN…E3:FO…L…L…O…W…I…N…G …HER…E,T…HEN…?
…T…HEBR…EADCR…U…M…BS PCs bright enough to have stolen the repairman’s
By now, the PCs will have discovered that Telephone outfit from the safehouse will have an easy time
Guy has installed strange devices in telephone poles explaining away their actions, but civilians poking
and junction boxes throughout the area. Much like the around in a phone cabinet will find this a much harder
Terminator, these devices look innocuous enough, but task. Ultimately the police will be more interested in
are supercomputers that are enhancing the NSFNET chasing the PCs off than pursuing them, but if the PCs
so the Steganos software can gather, compress, and perform other crimes in front of them then they’ll be
secret data faster. more proactive.
Persuading the police that they don’t need to get
…U…P…T…HET…EL…EP…HO…N…E involved is a Difficulty 8 Persuasion (CHA) Skill Test if
…P…O…L…ES in uniform, but will require an Exceptional success on
a Difficulty 14 Persuasion (CHA) Skill Test if that is not
Junction boxes are set up across town, so PCs may the case. Should the police not be initially convinced
simply want to climb a telephone pole and sneak a they will tell the PCs to move on or be arrested. The
peek. Recognizing the anachronistic technology of PCs can risk a further attempt by wandering off and
the Junction Boxes requires a Difficulty 14 Technical: coming back in a few minutes, but a second failure
Electrical (CONC) or a Difficulty 11 Lore: Skynet will count as if a serious failure had been rolled on the
(KNOW) Skill Test the first time a PC is exposed to initial test.
them, but if the PC takes extra time to investigate, they
will soon realize that the components are much newer A serious failure will lead to the police cutting to the
than anything else in the cabinet and perhaps worthy chase, pulling guns, and attempting to arrest the PCs.
of detailed examination. The Director should give the PCs every opportunity to
escape, unless of course the Director has a jail-house
Should the PC spend 15 minutes investigating the adventure they want to transition to. After the first
technology they will be able to track down the location such violent encounter PCs will only get 1 chance to
where Steganos has been secreted. Much like the one convince the police in any further encounters.
in the safe house, hacking an external junction box
requires that the hacker succeeds on a Difficulty 12 …FI…N…DI…N…GT…HEL…AI…R…
Computer (KNOW) Skill Test and scores 2 Progress. …O…FS…T…EGa…N…O…S
Alas this is done, not in a secluded room, but on the Telephone switching stations maintain a fire break
side of a busy road where the hacker can be observed. between them and any surrounding buildings.
If attempted during daylight, 15 minutes (1 roll) into the Essentially a warehouse sized box of wires, batteries
hack, the PCs will draw the attention of civilians who and a giant piece of copper connecting the two, the
will phone the police. majority of the site is a large locked room with a small
If the test was a serious failure, which will crash the area for staff and visitors acting as a barrier between
phones for 4 blocks, police will be slow to respond the switching station and the rest of the world. In
giving the hacker one last attempt before having to addition to this, one side of the building has a roller
deal with the authorities. If attempted at night, the door suitable for emergency service access.
PCs will get an additional 15 minutes before being Getting into the site requires:
interrupted.
Passing a guard booth with a solitary guard outside.
The Director should remind the PCs that there are
several such sites and that failure at any particular site Approaching the side door and bypassing the
doesn’t prevent further investigations elsewhere. second guard or opening the roller door.

…T…THER…A …S …L…O…CK…S…a…N…Da…L…AR…M…S
Additionally, Telephone Guy has done a butcher job While neither door is particularly strong with only basic
on several rats, transforming them into primitive T-R40 locks holding them in place, both the roller door and
cyber rats. These rats are now AI sensory nodes that the door past the security desk are alarmed. It requires
a Difficulty 11 Technical: Electrical (CONC) Skill Test

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to bypass these alarms but spotting that they are DAY JOB: During the day, security is made up of more
alarmed only requires literacy as there are numerous socially acceptable members of the workforce. Not
warning signs. that it means a lot. Under the scrutiny of 2-3 other
employees, they can’t slack off to the same degree
PCs that make a Difficulty 11 Technical (CONC) Skill
as the night shift and maintain a more professional
Test, will realize that there is likely a button to admit
visage. They’ll only accept actual uniforms and will
visitors and will spot the difference between the small
check ID cards that actually match the wearer.
white switch and the bright red panic button. PCs that
roll a serious failure on this test, will see the red button, Bypassing security in either of these manners requires
assume that it unlocks the door, and press it. PCs that a Difficulty 12 Persuade (CHA) or Intimidation (COOL)
simply fail will see the red button, but not be so rash Skill Test. If PCs make this approach at night they
as to press it. If a PC specifically asks about a visitor gain a +2 bonus to the test. The Director should
entry button, give them a +4 to their roll. increase this difficulty should the players approach be
particularly egregious.
As the alarms are purely auditory, so long as the panic
button is not pressed Steganos will not hear them! On a Solid success the PCs will be able to wander the
However, if either guard is still in play, they will press low security rooms at will to the point they can ask
the panic button and Steganos will hear that. for directions and get them. Should this test fail then
the PCs will be told to get lost. In the case of a failed
…T…HEP…a…N…I…CBU…T…T…O…N Persuasion (CHA) Skill Test the PCs can try again
The biggest danger to the PCs is the panic button. though this increases the risk significantly increasing
Not only does this immediately alert the security the Difficulty to 14 and failure leading to the panic
company, who’ll dispatch 2 carloads of backup, but button getting pressed. A failed Intimidation (COOL)
it phones the nearest police station who will dispatch Skill Test will lead to guns being drawn and the panic
the nearest patrol car not engaged in a high priority button being pressed.
activity. These responders have a 5-minute attendance
timeframe, though clever PCs might delay this with DIRECTOR’S NOTE: Stationed Security Guards use
distraction tactics. If the PCs come up with a clever the Street Cop statline (see Core Rulebook: page
plan, then increase the police response to 10 minutes 23), but are unarmed. The backup team consists
as a car further away has to attend. If the PCs cut the of four additional unarmed guards. Police use the
phone lines, this will decrease the police response to 3 (Police) statline and are armed with Smith and Wesson
minutes with 2 cars attending. The security guards will revolvers. These responders will be loath to open fire
need a separate distraction but unlike the police will as they really don’t want to damage the telephone
only respond to issues at a phone exchange. switching station.
…HU…M…AN…O…P…P…O…S…I…T…I…O…N
The security guards are ill equipped, undermotivated, …S…K…Y…N…ET…O…P…P…O…S…I…T…I…O…N
and at night, plain exhausted. While they are more Of course, that’s just the human response. Steganos
than capable of keeping a bunch of teenagers is also connected to the panic button. It’s currently
from electrocuting themselves by walking into the using that line to browse the local university’s phone
switching station, they will not be able to resist armed directory, mapping all the phone lines to physical
revolutionaries like the PCs. Shown a large array of locations and working on its first prioritized kill list.
guns and given the opportunity to surrender, they will
almost certainly do so. If Artificial Intelligences could feel irritation, the
disconnection of this line would rank right up the top.
FAKER: Shown a fake uniform and given a convincing This prompts Steganos to alert the Telephone Guy to
story, they’ll glance quickly at ID and require the a potential issue and activates its T-R40 Mobile Rat
visitor to sign in, but will otherwise ignore them in Nodes to investigate. If active, Telephone Guy will
favor of whatever late night TV happens to be on. proceed to the site driving the telephone truck or a
This uniform could be security, repair or anything stolen car. It will approach at speed but won’t draw
approximating either of them. attention to itself unnecessarily.

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…S…K…Y…N…ET…YB …T…ES…FO…R…W…AR…D

PCs monitoring digital radio transmissions will be able READ OR PARAPHRASE THE FOLLOWING TO
to see that a signal has gone out and one has been YOUR PCS:
received back. This should warn them that trouble is
coming. In this case Trouble with a capital T. Amidst a tangle of network wires tapping into
hundreds of phone lines, a person in a trenchcoat is
Telephone Guy has several big guns taken from the
tucked between two electrical boxes. At first it appears
gun-shop robbery. This includes a Shotgun, an M16
to be the corpse of a murder victim, until you notice
and an Uzi. If Steganos gives it the command to
cables and cords that snake out of every orifice to jack
execute an extraction, it will have no compunction
into various ports on the switching station. This is a
about leveling the building if need be. The Terminator’s
Terminator—something Tech-Com calls a T-770 “Data
stats can be found in the Core Rulebook on page 166.
Junkie.” It looks like its in a trance, its eyes rolled back
But that’s not the only protection that Steganos has in its head and the red lights within them flashing like
in place. When the panic button is pressed, it will morse code stuck on repeat.
activate all its locally placed mobile rats nodes. While
Telephone Guy and Switchboard have created dozens Switchboard itself is immobilized while Steganos
of these rats and spread them across the city, only six is downloading data from the NSFNET. The T-R40
are in place at the switching station. rats, Telephone Guy, and its capacity to phone
governmental agencies with faxes of the PCs’
Once the PCs have infiltrated the site and dealt with
photographs, are Steganos’ only personal defenses—
the opposition, they will be in a position to face the
unless it disconnects and reactivates Switchboard,
true villain of the piece, Steganos.
which due to overconfidence in it’s bodyguard, it wont
…S…T…AN
EG …O…S be able to do in time.
The Steganos AI Shard software has taken over the SMASH IT: Pulling Switchboard’s chip and taking
T-770 called Switchboard, transforming it into its main a sledgehammer to it will destroy the T-770, but
information hub. Combined, they are Switchboard/ Steganos will still be free in the NSFNET. At this
Steganos. They are located within the mechanical point with no time to waste, Steganos can with five
telephone switching station and are hiding within its successes on an extended Difficulty 5 Technical:
many wires. Any PC that makes a Difficulty 8 Detect Electrical Skill Test be isolated from the phone
(CONC) Skill Test will locate the T-770 pretty quickly. exchange and prevented from future activity.
Whether the characters later try and hack Steganos
or simply hack it up is up to them.

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…T…HECN…T…U…R…I…O…N
…a…n…o…r…i…g…i…n…a…l…c…o…n…c…e…p…t…s…c…e…n…a…r…i…o…

TIMELINE TAG: called Century in the 1980s, they sent a Resistance


fighter named Katrina back in time to investigate and
PRE-JUDGMENT DAY (circa 1980s) eliminate the threat.
The Player Characters (PCs) have just won—they What Tech-Com did not know at the time was that
have beaten Skynet’s threat from their last mission the Centurions weren’t part of Skynet— these robots
and are now chilling and relaxing. They are relaxing would be instrumental in beating the Terminators in the
in a bar, wearing colorful shirts, throwing back some Dark Future.
cold ones—watching the ocean as happy, oblivious Skynet discovered as much and dispatched a
folk enjoy the early evening summer mood on the Terminator to the past to kill Shepard and destroy his
promenade outside. Of course, death is right around research. Realizing their mistake, Tech-Com sent a
the corner. friendly face—Katrina’s brother Nicoli—back in time to
stop her.
…I…N…T…R…O…DU…CT…I…O…N It’s this tangled web that the PCs find themselves
The PCs are happy, content, relaxed, and joyous! I drawn into as this mission begins.
mean, wouldn’t you be if you’d just saved the world
from certain annihilation? If the PCs are from the …GET…T…I…N…GT…HER…E
future, this could be the first time ever that they have
Although this mission revolves around Resistance
had the chance to truly relax and to actually feel safe.
fighters from the future, it is set firmly in the past, so
The first time they have experienced good beer, well-
there is no need for additional time travel. If the PCs
prepared food or even waitress service. Life is great—
have successfully played either KILL//SWITCH or
you know the shit is about to hit the fan!
FOOL’s MATE, the PCs may already be invested in
This mission is designed as a follow-up to any other finding Century Industries.
mission set in the past, and not as a stand alone
scenario.
…S…CEN…E1:T…HEP…AR…T…Y
At the bar, things are kicking. The PCs are a bit
…M…I…S…S…I…O…N…BR…I…EFI…N…G inebriated, the smooth refined beverages of the 20th
The PCs are actually caught up in a conundrum in century are sneakier than the rotgut of 2029— So
this one— some business named Century appears to unless any player has a specific objection to their
be a Skynet collaborator, having created machines in character drinking, the character will suffer a -1
the past that help destroy the future. But looks can be penalty to all tests till they can sober up. Roleplay
deceiving. appropriately for a few minutes. A tough guy named
Skynet sent Terminators back in time to kill as many Chad is hugging the bar, taking up too much room. A
future leaders of the Resistance as possible, and Tech- friendly woman named Katrina has been flirting with at
Com went after them. Resistance fighters destroyed least one of the PCs the entire time.
a Terminator a few years ago, but only after it had But the PCs are used to being hunted, so a small part
terminated its target. The robot’s destruction was not of their minds are always on, ready for something….
completed before those brave fighters died. Key parts Have them all make a Difficulty 5 Detect (CONC) Skill
of it survived, and found their way into Russian and Test. All those that pass the test, spot someone odd
American hands. walking past the bar. A Difficulty 5 Fear Test should
Most of those who studied the parts were inept, quickly follow for those that passed the perception
either dismissing what they had out of hand, or test. There’s a large man stalking through the joint
lacking the knowledge needed to technologically slowly looking around the room as he goes—someone
benefit from them. One exception was futurist C.T. the other patrons keep referring to in jest as “Dad
Shepard. Within a decade, his work resulted in service Plaid.”
robotics he called the Centurions. When Tech-Com
uncovered evidence of machines built by a company

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…T…HECN…T…U…R…I…O…N

…EN…T…ER…DAP…L…AI…D
Dad Plaid is dressed a bit too warmly for the weather
in a 1980’s classic windbreaker, a golf shirt, the wrong-
sized plaid golf pants and boat shoes. Also, he’s a
Terminator—T-800 Infiltrator, Model 117 (see Core
Rulebook: page 170).
Dad Plaid is clearly scanning for someone, looking at
the faces of the people in the PCs’ location and as well
as those walking, roller-skating or cycling past. The
T-800 passes close to someone with a chihuahua in a
bag. The little dog starts to bark and growl. Dad Plaid
just keeps walking and scanning.

DIRECTOR’S NOTE: Although it won’t come into play


until the finale, it’s important to note that Dad Plaid
is an upgraded version of the T-800, equipped with
removable Hydrogen Fuel Cells (see Terminator Power
Cell, Core Rulebook: page 137).

…W…HI…CHWY…A …DI…DS…HEGO…?
If the PCs turn back to the bar, they will notice that
Katrina is suddenly nowhere to be found. At this point,
the PCs will need to decide what to do. Do they follow
the suspicious man? Regardless, Dad Plaid enters a
back alley and looks around, then a few minutes later
reenters the bar.
Whether confronted by the PCs or not, Dad Plaid will
take notice of one of them, suddenly stopping what
he’s doing and giving them a long hard look. Moving
closer, he will say the Player Character’s name as a
question, and then pull out his heavy pistol.

DIRECTOR’S NOTE: Here’s where you break out your


heavy Austrian accent.

Give the PCs a chance to react. If they fail their roles


and cannot move before the Terminator squeezes off a
shot (see Stanchion! below).

…S…T…AN…CHI…O…N…!
When the PCs need it most, Dad Plaid is attacked
by the young woman Katrina, (her tattooed arms on
show, having removed her jacket for the battle with
Dad Plaid) with a stanchion pole normally used to rope
off entry to the bar. The impact will result in a nice
bit of blood and gore—as well as a glint of the metal
beneath. There can be no question that Dad Plaid is
indeed a Terminator.

DIRECTOR’S NOTE: If wounded here by Katrina and


the PCs, Dad Plaid has less HP in later scenes.

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…S…T…I…CK…a…R…O…U…N…D PHOTOS: Katrina took instant photographs of the
Once the tattooed lady attacks, Dad Plaid ignores the PCs while determining if she should approach them
PCs, switching targets to focus on her. At some time in for help in her mission. The Terminator showed up
the proceeding melee, Dad Plaid will mortally wound before she could reveal her identity to them.
the tattooed lady—impaling her gruesomely on either THE LIST: Written on a bloody folded napkin is
the Stanchion pole in question or an upturned table. Katrina’s list of companies to investigate. The PCs
Dad Plaid will make its escape as soon as the kill is will need to do some digging to find out what she
confirmed, hopping into a golf cart oddly parked on was looking for.
the curb outside, and driving off. Dad Plaid will be
dragging one leg because of the damage it sustained.
The T-800 will kill any NPCs and attempt to kill PCs
POSSIBLE COLLABORATOR. WHICH
that get in its way. ONE? KILL ALL TO BE SURE?
Chasing the Terminator unarmed and drunk is not the
• Zen Trees Inc.
most sensible of ideas. If they do try and chase the • Century Incendiaries LLC.
golf cart, have Dad Plaid pull his UZI 9mm from a golf • Century Interiors
bag and start throwing lead at them. If this doesn’t • Century Industrial Waste Management.
deter the PCs, feel free to kneecap one or two of them.
Also, use Katrina’s dying request (see the Tattooed
• Century Investigators
Lady, Tech-Com, DN55238) as a lure to bring them • Centipede Robotics
back to her—she needs their help. • Sent-U-Me Postal Shop
…T…T…A …T…O…O…EDL…ADY…,T…ECH- • Century Pawn Shop
…CO…M…,DN…5238 • Sentry Security Services
Katrina is from the future. She recognized the PCs as
Resistance fighters and has been surveilling them,
gauging whether or not it would be wise to enlist …S…CEN…E2:
them in her cause. The PC should have ample cause …I…N…V…ES…T…T…I…AG …I…O…N…S
to believe this (see Katrina’s Clues below). She is in a
The second scene may happen instantly after the first
very bad way and clearly nothing can be done for her.
or may occur after the characters have been back to
base to armor up. The more callous may choose to
ROLEPLAY THE FOLLOWING: Katrina reaches out to carry on partying, or your group may feel they are too
the closest PC to get their attention. “K-Katrina, Tech drunk or fatigued to get going straight away. None of
C-Com,” she stutters. She will try to push a bloody this really has much effect on the mission as the key
folded napkin in one of the PCs’ hands. “DN5523…8… plot points will occur after some time has passed.
stop… Century…”
So, what do the players know? There’s a partially
The last word is garbled as she succumbs to her damaged Terminator, a dead future soldier and a list of
injuries. Searching Katrina will reveal surveillance companies to investigate. Some of these companies
polaroids of each of the PCs from their last mission— are quite obviously dead ends while others offer some
she’s been following them. surprises.
The PCs won’t have a lot of time if they want to avoid Investigations can be made via a phone book and
the authorities, who will be headed to the bar pretty phone booth, business cards, local newspapers or
quick after this fiasco. canvasing the area.

…T…HECO…M…P…AN…Y…Y…O…U…K…EP
…T
K…A …R…I…N…A'S…CL…U…ES
The following table covers the companies on Katrina’s
TATTOOS: Katrina has several tattoos common to list and their actual relevance to the situation. Allow
Resistance fighters, but they are faded and bisected the PCs to investigate whichever they see fit:
with plasma burns. She has a recent tattoo (maybe
a month old) of a racing horse. A character with ZEN TREES INC: ‘Love Trees, Not War’. A good-sized
Lore: Resistance will recognize it as a way of company based in the trendy part of the city. The
recording a long shot winner on an up and coming company sells Bonsai trees and equipment. If the
horse race. players choose to visit, they will meet a chilled-out
individual. If asked about Katrina by description, he

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…T…HECN…T…U…R…I…O…N

says he might remember her asking about the price SENT-U-ME POSTAL SHOP: ‘Your Local Shop, for
of large quantities of agricultural fertilizer and how Global Service’. A small shop in the back end of
long it would take to get it in, but she never came the ass end of the city, mainly sells international
back (she was planning to build a fertilizer bomb). phone cards and is a pick up for many of the postal
THIS COMPANY IS A DEAD END. companies. THIS COMPANY IS A DEAD END.
CENTURY INCENDIARIES LLC: ‘We’ll put the CENTURY PAWN SHOP: ‘Need money quick? we’ve
BANG in your Party!’ The given address will be got you!’. A surprising shop that only deals with
in the factory section of the city and where this high end pawnage requirements. Features in its
company makes its fireworks. A good place to pick own reality show. May be a place to get rid of any
up chemicals and explosives, which may be useful interesting items acquired along the way or up to
for this mission or a future one. There is a chance now. THIS COMPANY IS A DEAD END.
the PCs encounter Katrina’s brother here as he is
SENTRY SECURITY SERVICES: ‘Keep your business
scouting the place as a way to acquire explosives
safe’. A company offering security services,
enough to deal with the Terminator. Spotting him
including alarms, guards, and K9 solutions. The
will require a Difficulty 8 Detect (CONC) Skill Test,
majority shareholder is Century Investment Inc. and
though detecting a familial similarity with Katrina will
clientele include Century Industries Inc.
require a Solid success. If they do spot him, see My
Sister’s Shadow on page 76. THIS COMPANY IS A As the PCs investigate the companies via a mixture of
DEAD END. onsite investigations and research, they will build up a
picture of where to look next. To confirm, the person
CENTURY INVESTMENTS INC: ‘We invest in you.’
they are looking for is Mr. C.T. Shepard and Century
In the corporate part of the city, this company is
Industries.
an investment company for a small conglomerate
of people. It is led by a Mr. C. T. Shepard, who is
in the Top 200 Rich List and an up and coming DIRECTOR’S NOTE: This is a great opportunity for
businessman who had dropped out of MIT. The you, the Director, to roleplay different NPCs, and
company has offices in the corporate HQ of a generally enjoy a big chunk of roleplay not centered on
company called Century Industries . fighting, hacking, or running away from the forces of
Skynet. Feel free to embellish on the seed companies
CENTURY INTERIORS: ‘Millennial designs, Century’s presented above and even add your own as you wish.
Experience’. A company owned by a Z-grade
celebrity designer, who makes too much money on
low level interior design concepts. THIS COMPANY …S…EAR…CHI…N…GFO…R…
IS A DEAD END. …DAP…L…AI…D
CENTURY INDUSTRIAL WASTE MANAGEMENT: If the PCs decide to track down Dad Plaid, they’ll find
‘Your partner in Industrial Waste Management’. A a few points of interest:
company whose name perfectly describes its role.
THE PIER: An abandoned golf cart was discovered in
It is owned by ‘Century Investment’ and has a client
a car park down by the pier. A subcompact car with
called ‘Century Industries’.
the license plate PNCHBGGY was stolen from the
CENTURY INVESTIGATORS: ‘Let’s defeat the Cheat’ scene (yes, by Dad Plaid).
Just the sort of company you need, if you think your
THE GOLF COURSE: Police reports will show the
spouse is cheating on you; not much help in fighting
golf cart was stolen from a nearby course three
a murderous robot from the future, but finding one
days prior. Doing some leg work will reveal that two
dressed like a golfer with a limp might be useful.
golfers were killed by a lightning strike on the golf
THIS COMPANY IS A DEAD END.
course the day the car went missing. Strangely,
CENTIPEDE ROBOTICS: ‘Robotic excellence for a their bodies were discovered partially disrobed—
future excellence’ A small start-up spun out of the one was missing his pants, the other his shirt and
local University. It has recently won a number of windbreaker.
innovation awards and grants. Further investigation
EZ-STORE: Asking around town reveals that
will identify ‘Century Industries’ as the supplier of
PNCHBGGY has been sighted often in the parking
the largest grant.
lot of EZ-STORE storage facility in an industrial
park on the corporate side of town. The site is
surrounded by a twelve-foot fence and kept under

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24-hour video surveillance. PCs doing a little recon CEO C.T. SHEPARD, CENTURY INDUSTRIES.
work will find the place, without the need for a test,
but PNCHBGGY (and Dad) will not be there at the A visionary futurist, Shepard is the CEO of Century
time. Finding the unit being used by Dad Plaid will Industries and the creator of the artificial servant
require a Difficulty 8 Detect (CONC), or Lock Pick: called the Centurion.
Mechanical (KNOW) Skill Test.
BACKGROUND
UNIT 1823: An external unit with a rolling door,
unit 1823 has a lock that looks like its been bent Originally from England, Christian Thomas Shepard
and twisted open and closed numerous times. is quite simply a genius; educated in Harrow, then
The inside of the 3 x 3 meter storage bay stinks of Cambridge, he moved to the US to attend MIT
rotting flesh but other than some blood stains is and complete his doctorate, which he did not
mostly empty. Except for a folding chair covered manage. He set up Century Investments using
in ammo and a small arsenal, did we mention the inherited family money and has made some very
arsenal? Lying on a plastic tarp is a small stash of savvy procurements since. In recent years he has
stolen military surplus and police weaponry ripe for focused his time and much of his profits in setting
the plucking. Let each PC pick a period relevant up Century Industries, the remit of which is unclear
sidearm and longarm along with a couple of clips to the outside world.
for each.
PERSONALITY
DIRECTOR’S NOTE: If the PCs linger here for more Shepard is a dashing, athletic genius oozing with
than 20 minutes, Dad Plaid shows up, now wearing a charisma. He is in his early thirties. He is fit, well-
golf hat to hide the dent in its head and to complete groomed, and rarely seen in anything other than his
his ensemble. If the PCs do any damage to him, he trademark blue three-piece suit.
retreats and eventually disappears—Dad’s got more
important objectives to achieve.
SILBERMAN’S FILES: In most cases, those with
…M…Y…S…I…S…T…ER…'S…S…HADO…W athletic inclination tend to be lacking in the smarts
department. Those with smarts are missing any
The PCs have picked up a shadow—a man who looks
semblance of charisma, etc. Not Shepard—he’s
a lot like Katrina. This is Nicoli—Katrina’s brother (see
everything all at once. Shepard is dating a Swedish
mission briefing on page 72). From the future as well,
supermodel and they both feature prominently in
Nicoli is hindered by a leg injury sustained when he
the glossy magazines of the decade. He is one of the
ran afoul of Dad Plaid in Katrina’s former apartment.
most up and coming individuals of the twentieth
He recognizes the PCs from her surveillance photos
century.
found there. Unsure if the PCs can be trusted, he will
be uncooperative.
The PCs may attempt to get Nicoli to tell them what’s …S…CEN…E3:CN…T…U…R…Y…
going on. At most, he’ll only say that they need to stay …I…N…DU…S…T…R…I…ES
out of it and let a professional (himself) handle it. For
all he knows, they are collaborators themselves and The players’ investigations will lead them to the
are responsible for his sister’s death (she did go to see headquarters of Century Industries and the company
them and lost her life for it). If they mention her or her CEO, C. T. Shepard. The building is big and
list, Nicoli will tell them they didn’t know her or what impressive, clearly Century Industries is doing very
she was doing. well. At this point the players will need to decide when
and how they are going to approach the building or
Who do the PCs believe, Katrina who died in their Sheppard.
arms, or her arrogant brother who tells them to piss
off? Regardless, Nicoli wants them to keep out of it. If …GET…T…I…N…GI…N
they decide to follow Katrina’s mission, they will find Players should consider a plan to get beyond the
Nicoli very much gunning for them. reception. They can break in later in the evening, steal
or force an employee to give them a security code,
or use their skills to hack keypads. They can also
use some more forceful or unorthodox ways to gain
entrance. Once the PCs are in, let them investigate the

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building. They should find a mixture of offices, open centered above the entrance; it is allocated to
work spaces, vending machines and smoking areas, ‘Century Industries Management’. While the elevator
engineer labs, parking lots and equipment storage in itself will fall if there is an explosion, the shaft will
the basement, for example. survive any blast.
STAIRWELLS: There are three flights of these stairs,
…L…O…CK…S…&S…U…CH running up protective steel and concrete shafts.
As the adventure requires that the players access the Each has access to all floors in the building. If the
site you might at first glance want to make entering building is damaged in an explosion (see page 80)
a mundane task, however, accessing the site means these stairwells will be relatively safe.
that some sort of plan is needed and consequently it’s
…S…ECO…N…DFL…O…O…R
not unreasonable to need 1 or more Skill Tests to get
in the door. Just remember failure doesn’t necessarily This entire floor is banking and investment offices and
mean that the door doesn’t open; it can also mean financial records for high end clientele. At night, Its
that a hidden alarm goes off. locked and the elevators will only get the characters to
a small foyer with a couple of chairs and a pot plant.
Let them drive the infiltration, use the security guards During the day, people are constantly moving and its
to build the tension, etc. The engineering labs will have quite easy to tailgate through this entrance so long as
all sorts of things going on, including computer-based, you make the effort to look the part.
aeronautic, automobile, battery, solar and importantly,
robotic research. Reveal these as the players move up If the PCs are looking to get their hands on some
the building. On the walls, there will be photographs of money, it’s just a purchase order and a good hack
the company’s assets, projects, awards, etc. away. Alternatively hacking here could also gain the
PCs the addresses for vacation homes, office space,
…GR…O…U…N…DFL…O…O…R and corporate vehicles that could become their next
The three storey building is C-shaped. Its entrance safe houses and get away vehicles.
is right in the center of the C, security guards are A Difficulty 8 Computer (KNOW) Skill Test will enable
patrolling, one or two with guard dogs. Entry into the Hacker to loot money equal to the number of
the building during working hours will be easy – they successes rolled times $100. Hackers looking to make
can just walk straight in, but they will not be able to a real score can increase the Difficulty to increase the
get much further without an appointment or some payout. Every -1 penalty taken by the hacker increases
subterfuge. the $ per success by $100.
FRONT DESK: During the day, the receptionist team
…T…HI…R…DFL…O…O…R
are all in uniform and wear the Sentinel Security
logo of three entwined ‘S’s made to look like 6 This is the main robotics lab and computer archives of
‘C’s. Some deception will be needed to get past Century Industries. The full plate window-walls on this
them (a Solid Difficulty 11 Persuasion Skill Test with level provide natural light for the workers here, as well
evidence will do). If the players decide to visit during as stunning sunrises and sunsets for the overachiever
non-business hours, only a skeleton staff is present who doesn’t know when it’s quitting time.
and their main problem will be the security team. During the morning numerous scientists work under
LOBBY: This extravagant entrance hall holds a number the harmonious racket of near constant power tool
of sculptures and fine art pieces, as well as modern use. Experiments are performed and tests are run.
design sofas and even a small coffee and bagel In the afternoon “review panels” adjourn to the
shop. During the day its quite hectic. Suits, lab coffee shop where they discuss largely impenetrable
workers, and junior office employees are meeting scientific minutiae and try to work out next steps in
and ‘doing lunch’. As the day winds on, the lobby their research. The afternoon and indeed evening
empties until only the echo of the guards patrolling sees more formal meetings held, revisions made and
remains. Everyone has a security or visitor badge. experiments set up to run till morning.

ELEVATORS: By the two elevators, a floor plan is AIR SHOWER CHAMBER: Reinforced and
presented. It is clear from that, that there are a lot of environmentally sealed using high-velocity jets
companies based here. All with the word ‘Century’ of air and HEPA or ULPA air filter systems, The
in their titles. The 2nd floor West wing is allocated air shower chamber is the only entrance to the
to Century Investments. The 3rd floor is marked robotics laboratory. If the building is damaged in an
Century Technologies. A penthouse is also visible, explosion (see page 80), this area will survive.

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OPEN FLOORPLAN ROBOTICS LABORATORY: This PRIVATE BATHROOM: This executive bathroom is
open space has few walls and minimal use of small tastefully decorated in a classic English style. White
enclosed rooms, resulting in an open, interactive marble fixtures and mahogany cabinetry make this
workspace. There are a dozen work areas here, washroom fit for a titan of industry to do his most
with tools and machine parts. Several mk 2 and 3 private business in style.
Centurions in various states of assembly litter the
PANIC ROOM: Accessed through the rear wall of the
room.
private bathroom, a false wall reveals a hidden door
PRIVATE OFFICES: The enclosed spaces have desks to an environmentally sealed and fortified panic
and personal computers appropriate to the time. room. The basic comforts, full surveillance, and a
week’s air, food, and water supply for two adults
LOUNGE: This break room has couches, a fridge, and
can be found in the built-in drawers that line the
even a coffee machine.
walls. The Panic Room is reinforced and will survive
MAINFRAME: This room is in the center of the an explosion in the building (see page 80).
floorplan, right off the elevator. It is a 10 by 10 meter
bank of magnetic tape computers, containing all the …T…HEP…I…N…G
data on Century’s projects. After a fair bit of investigation on the Penthouse level,
there will be a loud ping from the elevator—the car
…P…EN…T…HO…U…S…E is coming up. The PCs will have mere seconds to
When they get to the Penthouse, they are met by a decide what they want to do about it. As the elevator
large glass space, with a full 360-degree view of the door opens, Shepard enters. He says “lights’’ and the
city. A large part of the floor is open space overlooking automated system illuminates the office.
the floor below. It is beautiful, especially at night. As
they investigate, they will notice that there is a circular …S…CEN…E4:
office space right in the center of the floor. On the
door, in brushed steel, is a plaque with the words: ‘C. …I…N…T…ER…R…O…T…AG …I…O…N…T…I…M…E
Thomas Shepard, CEO’. The blinds are closed so it is The PCs have clearly found a company and a man
not possible to see in. who is creating humanoid robots that appear to be
THE CEO’S OFFICE: As the players enter the office, some sort of precursor Terminator. What happens
they will quickly notice a large wooden desk in the next will depend on how gung-ho the players are.
center, and a glass elevator entrance, the carriage Ideally, they will talk with Shepard. If they’re a bit more
of which is not present, clearly on the floor below. murderous, they may just kill the man. If that’s the
Around the room are 4 plinths—each illuminated by case then the PCs will have done the Terminator’s job
tasteful gallery lighting. for it. Dad Plaid arrives, looks around the room, and
then leaves.
THE ROBOT TOY: The first display is a small robot-
like ‘toy’, it is naive and basic in its design, on its Onsite guards will notice something is off within
plaque the words ‘Centurion Mk.1’. 10+2d10 minutes of the PC’s entry. If confronted,
Shepard will attempt to edge nearer to his desk,
BABY BOT: The next display has a larger robot eventually sitting down in his chair behind it. If allowed
which appears much more professionally made. to speak, he has information they may find useful:
It has a white translucent rubber covering, and is
more humanoid in its shape and posture. Its eyes He is creating a line of robot servants which he is
appear to be nothing more than lights. Its plaque planning to launch for sale when he has perfected the
states ‘Centurion Mk.2’. Mk 4. He is setting up a production line. He has named
the Mk 4, Billion, because that is how much it cost. He
MAN BOT: The third display labeled ‘Centurion has a fatherly love for his creation.
Mk.3’ supports a human sized robot very similar
to the Mk.2, but its eyes are more human like (the As the players reveal who they are and why they are
irises have a blue hue) and its head is more human here, and what Skynet and the future mean, Shepard
shaped. will become more closed off. The more perceptive
characters may pick up on the fact he is not surprised
CENTURION: The fourth display contains the Mk4, by their announcements.
which is shown on page 73. The main lighting of the
room is dark and all four robots are inanimate. Billion is a massive advancement over the Mk.3,
because when he was at MIT, he worked on a military
project to reverse engineer a computer chip he

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believed belonged to the Russians. His research at …BI…L…L…I…O…N…DO…L…L…TAR…BA …T…L…E


MIT yielded no results, and he subsequently dropped The fight with Billion should be brutal and can result
out. But he kept the chip and continued to work on it. in at least some PC death. The players should win
Last year he had a breakthrough which advanced the though, and make sure that it is properly destroyed,
Centurion project by 30 years overnight. ideally taking the Mk3 with him. During the battle,
He recently was approached by the ‘Russians’ and furnishings and decor are toppled, lights and windows
warned to be ready for a visit. As he says this, he shattered, walls and floor cracked causing quite a bit
presses a keyfob in his pocket and says the words of detritus and dust. If explosives are used, windows
‘Activate: Defend’. The fob triggers a silent alarm, will shatter and part of the floor will collapse and all
summoning the guards within 1d10+4 combat rounds. the PCs will need to make a Difficulty 8 Dexterity
He has also activated The Mk.4. Billion steps off its Resistance check or fall down to the next level taking
display, ready to engage any threats to its master. 1d10-4 damage. Shepard will do his best to get
behind cover and out of the fray.
…“ …BI…L…L…I…O…N …”…
DIRECTOR’S NOTE: During this scuffle, Dad Plaid
enters the building. If the guards were already on their
CENTURY INDUSTRIES CENTURION MK.4
way, it kills its way through them on its way to the
PROTOTYPE
Penthouse.
A clunky basic robot with a mannequin’s face,
the Centurion Mk 4 is similar to Cyberdyne’s early …T…AR…GET…T…ER…M…I…N…T…A …ED
T-70 Series Humanoid Hunter-Killers and Raven
When the time is right, Dad Plaid will show up in all
Technologies Myrmidon Artificial Soldiers (see page
its Series 800 glory. The Terminator is still damaged
22). Ponderous and unbalanced, it still packs one
by the battle with Katrina, and is dragging its limbs on
hell of a punch. Billion has built-in tools that are more
one side as if it has had a stroke. He carries a golf bag
housekeeping in style than all out weapons of war. The
slung over his shoulder with an arsenal of weapons in
Centurion’s offensive routine has been activated by
it (an assault rifle, a shotgun, a submachine gun, a nine
Shepard’s signal—and the PCs are its target. It will not
iron, a bowie knife, and a heavy pistol in the ball bag).
stand down until they (or it) are neutralized.
When Dad Plaid enters, it scans the room for Shepard
Use the Myrmidon Artificial Soldier Statline (see page and immediately gains the initiative.
126) for Billion, without the ALWAYS ARMED special
PRIMARY OBJECTIVE: If Sheppard is dead, the
rule and with the OFFENSIVE HOUSEWORK special
Terminator’s primary objective is complete. It opens
skill.
fire on the glass floor, crashing through and landing
like a wrecking ball in the laboratory. If the PCs
SPECIAL SKILL haven’t killed Shepard, the Terminator very cleanly
Billion comes complete with a variety puts a bullet through his skull. Once Shepard is
of cleaning utensils and sprays, dead, proceed to Secondary Objectives.
OFFENSIVE which counts as a Doser loaded with SECONDARY OBJECTIVES: Once Shepard is
HOUSEWORK Incapacitation Spray. Characters with confirmed dead, Dad Plaid will drop down to the
Survival 1 or more gain a +2 bonus 3rd floor and start blasting the robotics labs and
on Infection tests against this attack. computer mainframes. Dad Plaid will show no
interest in the players, even if they attack it. It is fully
TECH-COM AFTER ACTION REPORT: Billion is focussed on destroying the 3rd floor and everything
not a finished product, so is missing some of its on it.
programming—especially with regard to linguistics and …CAL…L…M…EDAY
vocabulary. It will speak in a robotic voice and engage
in inappropriate anecdotal commentary, such as, Under normal circumstances, a Terminator whose
“Defense mode activated: INSERT WITTY COMMENT objectives are complete would put itself in standby
HERE,” or, “take that, you INSERT INSULT HERE,” mode in a secluded shelter until after Judgment Day.
etc.. Dad Plaid has different orders. The key to stopping
Centurion development is to make sure potential
investors find no advanced robotics remaining on the
site. After killing Shepard and destroying his work

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and files, it wouldn’t do any good for a Terminator’s who make some distance from the explosion can
CPU to be found there. Because of this, Skynet has mitigate the damage somewhat. Every floor under floor
rewritten Dad Plaid’s core program—in the face of 3 grants the characters 2 PV of cover.
any opposition on site, it is to self-terminate after
Assuming they survive the explosion, give the players
completing its primary mission. While how this is
a minute or two to try and comprehend what has just
accomplished is up you, here are a few suggestions:
happened.
OVERWHELMED: If the PCs overwhelm Dad Plaid
before it can kill Shepard and destroy the lab, it …CO…N…S…EQ…U…EN…CES
will cut into its own chest with its bowie knife and
remove one of its hydrogen power cells, setting it to
self-destruct (see Core Rulebook: page 137). This ROLEPLAY THE FOLLOWING:
action will take three rounds. Two rounds later, the
While the PCs were battling upstairs, Katrina’s brother
power cell explodes, collapsing the penthouse and
Nicoli traced Dad Plaid to Century Industries and
third floor. See Safe Zones (below) for getting out of
faced the Terminator in the building’s lobby. The
this one.
machine broke both his legs and left him for dead. By
IN CONTROL: If Dad Plaid is able to kill Shepard the time Nicoli made it to the Penthouse, it was too
and destroy the lab, it’s mission is complete. late.
Dad simply removes the screw cap in its head,
The PCs hear an anguished scream from the
accessing its chip and CPU. It lifts its weapon
penthouse and then the word “NO!” repeated over and
to the hole and fires. Its cranium explodes and
over.
its headless body drops to the ground. There’s
more. Anyone examining the Terminator will notice “What have you done! What have you fucking done?”
extreme heat coming from its chest cavity—a sure Nicoli screams at the PCs.
sign that one of its two power cells is ruptured. If He closes his eyes, then snaps them open to stare at
uninterrupted, the Terminator will explode in ten the PCs.
rounds, collapsing the penthouse and third floor.
PCs who make Difficulty 10 Technical: Mechanical “He was one of us! He just didn’t know it yet! After you
or Demolitions (CONC) Skill Test can shut down the left, Skynet just kept on coming. More and more future
cell before it blows. If any PC present has the Lore: leaders were targeted but none of that meant jack!
Skynet (KNOW) skill, reduce the Difficulty to 7. PCs Because we got Shepard the chip he needed to build
choosing to run will need to find a Safe Zone. the centurions. Without them, we’re done! Forget four
years of conflict, god knows how long Skynet will keep
…S…AFEZ…O…N…ES up the offensive.”

Any PC with the Demolition skill or who has previously He cocks the pistol, putting it to his own head.
accessed any computer in the building will know “You bastards! You’ve handed Skynet the war!”
where the safe zones are. Otherwise, the PCs can
make a Difficulty 5 Knowledge Resistance Test to He pulls the trigger...BANG!
make a best guess.
The areas in this building that can survive a major SKYNET’S ASSESSMENT:
explosion are the three stairwells, two elevator shafts CHRISTIAN SHEPARD WAS
CREATING MACHINES THAT WORK
(but not the elevators themselves, the Air Shower
FOR HUMANKIND INSTEAD OF
Chamber on the third floor, the Lobby, and Shepard’s FOR THEMSELVES. HE AND HIS
panic room in the Penthouse (see pages 77-78). If WORK MUST BE TERMINATED WITH
the building collapses, these places will be covered EXTREME PREJUDICE.
in rubble, but the PCs can work their way out or be
rescued after—and talk their way out of any situations
with local authorities that may arise.
Characters that fail to find a safe zone are essentially
hit by the blast even if outside its normal area of effect
(see Core Rulebook: page 136). Luckily characters

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…P…AS…T…T…EN…S…E
…As…c…e…n…a…r…i…o…i…n…s…p…i…r…e…d…b…y…t…h…e…g…r…a…p…h…i…c…n…o…v…e…l…:T…ER…M…I…N…T…A …O…R…1984

TIMELINE TAG: So, that’s where things start. The PCs have traded the
chaos and slaughter and smoke of burning bodies
PRE-JUDGMENT DAY (circa 1980s) for the conspicuous consumption and sun-bleached
streets of LA. There’s a rescue attempt about to be
Kyle Reese traveled back in time to rescue Sarah made. Let’s get to it.
Connor. He succeeded and died in the process.
Except, he didn’t. He was kept prisoner for decades,
…GET…T…I…N…GT…HER…E
first by a government-funded dummy corporation
called Raven Technologies and then the machines IN THE PAST: This mission is designed as a follow
themselves. Kyle was questioned and tortured for up to Future Tense, but can be used for PCs long-
information on time displacement, Terminators, and entrenched in the past as well. The PCs may have
the Resistance. been here for months, waiting for word on who
is holding Kyle and where. Either an informant or
The Player Characters (PCs) have a chance to stop
decrypted data from a previous mission suggests
that from ever happening.
that a government-backed company called Raven
Technologies (see Core Rulebook: page 179) has a
…I…N…T…R…O…DU…CT…I…O…N valuable future asset locked away in the Robotics
This scenario presents a mission toolkit for and Applied Research building—and whatever or
the Director to run a series of missions loosely whoever it is could turn the tide of the future battle
adapted from elements within the graphic novel against the machines.
“Terminator:1984”. Key scenes are included, with
suggestions provided for setting up a campaign based DIRECTOR’S NOTE: In that situation, the PCs may
around these elements. It is preceded by Future Tense not know its Kyle they are after—they will only know
and followed by Tense Past (see pages 28 and 120, its someone or something that is likely from the future.
respectively). If you don’t want to use Kyle Reese, feel
free to substitute him with another character the PCs FROM THE FUTURE: This mission starts as close to
would know, sent back in time for a different mission. the thick of the action as possible. Searching out
The mission is designed for a group of 3-6 players, the Time Displacement Equipment, getting back
including at least one PC with hacking skills. to the past, and the ‘fish-out-of-water’ search
for clothes and weapons is covered in the core
…M…I…S…S…I…O…N…BR…I…EFI…N…G rulebook (see page 26). If your players want to take
part in that for their campaign, have at it! Past Tense
In the original timeline, Reese was eventually rescued,
goes straight to a heist—a break-in, and break-out
some 40 years later—and sought out some old
of Raven Technologies to rescue Kyle Reese. Get
friends—the PCs. In that future, he enlisted the PCs to
ready!
travel back in time to rescue his younger self from the
enemy.
…S…CEN…E1:BR…EAK…
Now in the present, they are searching for Kyle,
knowing that a government-funded dummy …I…N…T…O…RV…A EN…
corporation rival to Cyberdyne is holding him—but not …T…ECHN…O…L…O…GI…ES…
which one. When they find him, they are to either free
or kill the young Kyle before he can unwillingly assist LOCATION: Raven Technologies. A huge, sprawling
the machines against humanity. Reese would rather be tech complex on the outskirts of LA, 80s style.
dead than become a source of information for Skynet,
hurting his best friend John Connor and the human PLAYER GOAL: Get in. Get Kyle. Get out. That’s what
Resistance he leads. matters.
ASSAILANTS: Security guards, government agents.
DIRECTOR’S NOTE: It’s a prison break. Run it fast,
furious, and messy. Keep the momentum going.

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…S…CEN…ES…ET…-…U…P
The PCs receive a lead to Kyle Reese’s alleged
whereabouts—he’s supposedly been transferred
to the main campus of a company called Raven
Technologies. The PCs need to get in, rescue Kyle,
and get out. Allow them a moment to create a plan
for breaking Kyle out, and allow them whatever 1980s
appropriate equipment they request (within reason).
They’ll have been here a few months already before
they attempt to free Reese—they will have had the
time to get what they need.

…R…ECO…N
The Raven Technologies complex is huge. It covers
about ten different buildings, but the one you’re
looking for is pretty easy to discern—Robotics and
Applied Research. Reconnoitering the campus and
nearby buildings requires a Difficulty 8 Detect (CONC)
Skill Test, to ensure all of the security facilities are
properly noticed and appraised. They might not be
Skynet level in terms of lethality, and precision, but
they’re still pretty good. There are also a lot of guards
patrolling the high, barbed-wire topped fences.
Carrying out detailed observation of the place without
incurring their interest is pretty difficult in itself. They’re
used to dealing with journalists, and the odd protester,
so someone with the kind of training and experience
the PCs endured in 2029 are going to stand out,
unless they’re careful.

…GET…T…I…N…GI…N…S…I…DE
Getting inside Raven Tech is going to require a number
of rolls, depending on how the PCs approach it;
should they try and hack the security system from
outside, they’ll need to deal with this security set-
up. While the Director could run a Hack using the full
hacking rules (See the Raven Tech Network Diagram
on page 87). Its a lot simpler to allow the hacker to
make a Difficulty 11 Computer (KNOW) Skill Test to
bypass security. On a failure the hack is recognized
after entry. The entire campus goes into lockdown,
and the reserve armed security are immediately
deployed. If they succeed, they can have access to
the alarms, locks, and more.
Alternatively, cutting through the wires, and sneaking
across the grounds, avoiding surveillance cameras,
heat sensors, and other devices requires a Difficulty 11
Stealth (DEX) Skill Test, as the PCs dodge the various
modes of detection searching for any sign of trespass.
Once within the facility, finding Kyle isn’t the easiest.
The PCs can simply check rooms, and risk detection—
if the PCs choose to simply comb floor after floor,

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they should make a Difficulty 5 Stealth (DEX) Skill not shooting at the PCs—is to grab him, so he’s
Test, increasing its difficulty by 1 for each floor they taking further injury even as he’s escaping. He’s
climb. There are 12 floors in the building, and Kyle is lagging behind, badly injured, and the PCs need to
on the 8th. Alternatively, they can hack the Raven Tech keep him moving—whether it’s physically carrying
security subsystem. him (He’s a Wt factor 5 to carry) or helping him
through the pain of walking out with a Difficulty 11
If the PCs have previously hacked the network or
Leadership (CHA) Skill Test, or administering some
attempted the hack from a guard station, it only
powerful pain-killers with a Difficulty 8 Medicine
requires 1 Progress on a Difficulty 11 Computer
(KNOW) Skill Test. The results are largely the same.
(KNOW) Skill Test to break through and find Kyle.
While he will need some help, every success
reduces his Wt factor by 1 and deals him 1 damage
…T…HECL…L as he fights through.
Kyle is kept in a small, spartan cell. It’s walls are
padded, and the door firmly locked with both a …a…S…S…ET…S
mechanical and electrical element. The door is MISSION PREP: Kyle Reese is a prisoner of Raven
designed to keep Kyle in, not keep others out. The Technologies, and he isn’t going anywhere. The
door could be forced open with a breaking bar or fire PCs can take some time to plan this assault out.
axe and hammer or a well-placed gunshot to the lock. Do they scout guard rotations, count cameras, get
Security patrols are every 40 minutes, so the PCs have fake uniforms, or kidnap someone with high-level
some time to get the job done. access? Do they grab some heavy-duty firepower/
explosives, the needed tools, gear, and vehicles?
Kyle is, as the PCs might expect, both delighted and Have they planned escape routes? They’ve likely
astonished to see his friends. He’s in a pretty bad established a safe house as per the Arriving in a
way; although it’s a few months since he received the new Era section in the core rulebook—but what
injuries which Sarah believed to have killed him, he’s if that first safe house is blown—have they an
had a rough time recuperating. alternate?
Getting out may be harder than getting in; Kyle’s room BATTLE-SCARRED: When dealing with human goons,
is wired. Alarms are designed to go off whenever the PCs have the edge of being genuine soldiers.
someone enters the room, for any reason, to ensure Their training was done on the irradiated plains of
security verification. Raven Tech considers Kyle their the 2020s. Even the grimmest warzone in the 1980s
most valuable asset, and has no intention of losing doesn’t come close. The PCs all gain one free reroll
him. The PCs may have previously disarmed the to use whenever they choose during this scene, in
alarms when they hacked the system to find Kyle. addition to any other Fate points they may have.
If not, they also try cutting the power to the whole
floor, building, or campus (Raven Tech has its own SHOOT TO MAIM: After the first few rounds fly, the
generators aside from the main grid—but sabotaging guards’ walkie-talkies will squawk to life with a,
the transformer from the grids will still throw the “capture—not kill,” order. This gives the PCs a
campus into chaos.) distinct advantage— the guards must carefully pick
their targets and can’t just spray lead. Where dice
…O…BS…T…CLA …ES… allow, target the legs of both Reese and the PCs.
SECURITY: There are a lot of guards on Raven If the PCs hold Reese as a “hostage” they can
Tech’s campus, and upon a security breach being easily get out of the building. The PCs should be
detected, they’re going to head directly for the allowed to feel like badasses when fighting these
target location, armed and ready for a fight. The first guards, but don’t let them get too complacent. A
wave will be a number of security guards equal to few stray bullets and this mission could have a very
the PCs—the second double that. These guards are depressing end.
nothing more than armed rent-a-cops, so they aren’t CONFUSION: Raven Tech is a government-run
going to keep coming after a dozen are cut down dummy corporation full of all the hubris that
by hardened fighters like the PCs (see ASSETS for suggests. They’ve never considered having to deal
more on this). with something like this, and that oversight will
KYLE: You try being locked up and interrogated, cost them. Standard security types, the guards are
relentlessly, for months! Kyle is able to move disorganized and ill-disciplined; the alarms sound,
about well enough, but he’s exhausted, and the then stop, then start again as different departments
main efforts of the security guards—when they’re

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…P…AS…T…T…EN…S…E

and facilities respond in different ways, without without Cyberdyne—and put a leash on it that keeps it
any coordination. The PCs possess a significant from killing the world (so they believe). Just think of the
advantage; they just need to use it. money to be made!
As soon as the PCs escape and Raven Tech has a
…WY…A …S…O…U…T…O…F moment to recover, the company commits all of its
…T…HES…CEN…E enormous resources to recovering Kyle. By any means
PLANNED ROUTE: How well did the PCs plan necessary. Knowing Kyle is yet to be born, and hence,
this break-in? Did they lay out escape plans? Is doesn’t exist, they also know it won’t be hard for him
a getaway driver waiting, or a preplanned path to disappear off the grid entirely, vanishing with the
through the sewers just beckoning? If so, let them same suddenness he appeared. They can’t let this
follow their strategy. Raven Tech is going to catch happen.
up with them shortly, but for now, they’re out and As a result, the PCs and their recently-rescued
gone. friend are being hunted by a government-funded
UNPLANNED ROUTE: Of course, maybe planning organization with the money and reach to make their
ahead didn’t feel as important a part of the rescue lives extremely difficult.
process as breaking in, grabbing Reese, and
running. Improvising a route out shouldn’t be …O…N…T…HER…U…N
too difficult for Resistance fighters who survived We encourage you to take whichever route feels most
the most brutal and vicious fighting imaginable. organic and suitable for your game. Here are a few
There are sewage facilities as part of the campus, options:
connecting to the LA sewage system. There are
employee cars and other vehicles that can be easily THE CHASE PART 2: Immediately after the PCs
stolen. Whatever the PCs opt for, they need to get escape the perimeter of Raven Tech, a chase could
moving. The confusion and chaos won’t last forever. take place not unlike a mirror image of the one from
the Future Tense mission. Raven Tech SUVs with
blacked-out windows pursue the characters along
…S…CEN…E2:K…EP… the streets. If the PCs can outstrip their pursuers,
…O…N…R…U…N…N…I…N…',K…EP… or otherwise prevent them from following, then they
…O…N…HI…DI…N…G are free.
THE HUNT: If the PCs make good their escape in
LOCATION: LA Outskirts your mission, then this could become a much
more subtle, cat-and-mouse chase. Flitting from
PLAYER GOAL: Same as it was before. Keep moving,
safe house to safe house, motel to motel as Raven
get Kyle Reese out of Raven Tech’s clutches.
Tech’s suited government agents try to locate them,
ASSAILANTS: More Raven Tech security guards, the PCs could go to ground.
Government agents.
…O…BS…T…CLA …ES
DIRECTOR NOTE: A tense chase, as Raven
OUT IN FORCE: Wherever the PCs head, the Raven
Technologies attempts to rescue its prize asset before
Tech security teams possess the means to follow.
he disappears off the grid.
Should the PCs be tearing along an LA Freeway, a
helicopter shines a spotlight onto the road—and six
…S…CEN…ES…ET…-…U…P large, armored SUVs give chase. The helicopter has
government agents— a pilot and a sniper. Each SUV
Kyle Reese is free—more or less. He’s out of his cell, has five security guards in it and one government
at least, and that’s something. But Raven Tech isn’t agent (see not so Covert Agents below).
going to let him go that easily. He’s proven a valuable
asset to them—given them so much insight into what NOT SO COVERT AGENTS: These special agents
Cyberdyne can achieve. Sure, they’ve also learned belong to an undisclosed government agency.
about Judgment Day, but they are certain the future Dressed in a black suit, they wear sunglasses
knowledge Reese provides can help them avert that. even at night. If these agents search for the PCs
Cyberdyne is building a monster computer—but if in a manhunt, three waves of two agents each
Raven beats them to it, they’ll be able to build Skynet will pursue them. If it becomes a run through the
sewers, then the Raven Tech teams are in Kevlar,
masks, and night vision goggles, with laser-sights

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on their guns. They’re ready for whatever the …WY…A …S…O…U…T…O…F
situation is, and they aren’t going anywhere. The …T…HES…CEN…E
PCs may possess the edge in a direct fight, but that
advantage is narrow, and the Raven Tech teams are ON THE ROAD AGAIN: While there are several
going to keep coming. different approaches, the PCs will likely need to
end Raven Technologies and their government
LOCAL LAW ENFORCEMENT: Raven Tech is a front sponsors (no small feat), or give the Raven Tech
for the government, so they’ve put an All Points forces the slip, hit the road, and eventually melt into
Bulletin out for the PCs, claiming they’ve kidnapped the wilderness far from civilization. The first option is
Reece Corvus—the mentally disturbed son of Raven going to be damned tough, the second offers hope.
Tech’s CEO, Edward Corvus. Raven Tech’s agents
will arrive with local police as needed—up to and …N…O…T…T…HEN…D?
including a dozen officers, a swat van, and up to
four patrol cars as needed. How the PCs escape is, of course, up to their own
ingenuity—as is what they do afterwards. Do they try
…a…S…S…ET…S to reunite Kyle with the mother of the Resistance? This
NON-EXISTENT: Neither Kyle Reese, nor any of the can lead to the rest of the campaign in this book as
PCs, technically exist. All they need to do is get out the PCs head into Death Valley and Mexico in search
of LA, get out of Raven Tech’s reach, and all means of Sarah Connor (see pages 88 and 92, respectively).
of tracking them down essentially vanishes. They It won’t be easy—she’s become pretty adept at
just need to keep running, deal with their pursuers, avoiding detection—they’ll have to connect with her
and leave the cities behind them. It’s easier said go-betweens and arms dealers. If they go this route,
than done, of course, with endless waves of private the eventual end of this story is the mission Tense
security goons on their trail, but if they can do it, Past—and it’s the epilogue to this book’s campaign as
they’re out. well (see page 120).
Of course, they can turn and fight instead. The choices
are, essentially, endless. All the PCs need to do is
choose a path, execute it, and hope it doesn’t execute
them first.

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…P…AS…T…T…EN…S…E

…Ha…c…k…i…n…g…Di…a…g…r…a…m…:RV…A EN…T…ECH

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…T…DEA …HI…N…T…HEV…AL…L…EY
…AS…CEN…AR…I…O…I…N…S…P…I…R…YEDB …T…HEGR…AP…HI…CN…O…V…EL…T…:DEA …HV…AL…L…EY

TIMELINE TAG: …S…CEN…E1:AS…AR…AH


PRE-JUDGMENT DAY (circa 1980s) …I…N…Y…AH …S…T…CKA
The Player Characters (PCs) learn of a biker gang Following police reports across the Southwest, PCs
operating out of Death Valley. Loaded with guns, the arrive at Death Valley’s Furnace Creek Visitor Center
gang has a tough young woman running with them in search of Connor. Each Difficulty 8 Persuasion
who sounds a lot like Sarah Connor. With the police (CHA) or Seduction (CHA) Skill Test reveals one of the
and potential Terminators on Connor’s tail, the PCs following:
intervene to protect and possibly join her in preparing
for humankind’s future. Of course, Sarah is one step SARAH OR SARA?: A woman named Sara is in the
ahead of them, and things aren’t quite what they desert. She had a little tyke named Jon with her (The
seem… PCs won’t know, but this isn’t Sarah Connor—it’s Sara
Norden. Also, future Resistance leader John Connor
is either just born or not born yet—so the boy can’t be
…I…N…T…R…O…DU…CT…I…O…N John).
Inspired by the graphic novel Death Valley, Death in
the Valley is a story of mistaken identity and existential GANG LADY: The Killerman Gang and the tough
crisis. Oh, and motorcycles, a train, and a mule. lady that hangs with them have a hideout in an
Designed for 3-6 players, this mission makes use of abandoned desert mine (Also not Connor, this is
the character profiles on pages 120-121, and core Cindy Everts, daughter of a US Senator).
rulebook: pages 204-206—Killerman, VanDirk, and the GET IN LINE: The PCs aren’t the first to come looking
T-800 Terminators designated D.800.L and D.810.X for the woman today—the police, a tough guy, and
respectively. These NPC’s distinct personalities can some nudist Streakers—a muscle bound man and
affect how the mission plays out. woman—were asking about her as well.

…M…I…S…S…I…O…N…BR…I…EFI…N…G KILLER, MAN: The gang leader calls himself


Killerman. The Streakers beat him up in the parking
The PCs are on the wrong trail. Although she was lot earlier today. He told them he knew where to find
recently in the area, Sarah Connor is not the woman this Sara woman, and they took him with them.
running with the biker gang. That would be Cindy
Evert—daughter of a US Senator. Cindy fell in with A MAN AND HIS MULE: A grizzled prospector named
biker gang cultist Frederic “Killerman” Austin’s cult Scotty with a mule named Jezebel will take the PCs
biker gang in treacherous Death Valley. An ex-cop to Killerman’s hideout for some cash or booze. This
turned bounty hunter named VanDirk is on Cindy’s will cost PCs $50.00 though every success on a
trail, and two Terminators dubbed the Streakers are Difficulty 5 Haggle (CHA) Skill Test will reduce that
closing in. Further confusing the issue for everyone, a by $10.00.
man named Ken Norden is camping in the area with
his wife Sara and their five year old boy Jon—and the DIRECTOR’S NOTE: The PCs can track the biker
two are mistaken for Sarah and John Connor! gang to their hideout with a Difficulty 8 Detect (CONC)
Skill Test. If they don’t want to take their own vehicle
…GET…T…I…N…GT…HER…E into the desert, they can hotwire the park ranger’s 4x4
with a Difficulty 5 Technical: Mechanical (CONC) Skill
This mission is set firmly in the past. The PCs may Test.
have gotten here through leads found earlier in this
book’s campaign, or they may be trying to reunite Kyle
Reese with Sarah Connor. If a player’s PC dies during
the mission, they can assume the role of VanDirk.

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…T…DEA …HI…N…T…HEV…AL…L…EY

…S…CEN…E2:A
…T…I…M…ET…O…K…I…L…L
As the PCs arrive at the old mine, gunshots echo
across the valley. Seven bikers are fighting a two
way battle with the bounty hunter VanDirk and
what appears to be two uzi-carrying naked healthy
specimens of humanity. Eating bullets and not slowing
down, they are the Streakers mentioned at the visitor
center—T-800 Terminators D.800.L and D.810.X.
KILL-MOBILE: A station wagon belonging to VanDirk
is parked off the main road, not too far from the
mine. In the back is a small arsenal. Allow PCs
to each pick one era-appropriate loaded rifle and
handgun from the core rulebook.
KILL CRAZY CULTISTS: The biker gang is overly
armed—assault rifles, heavy pistols and shotguns
and will keep shooting until they kill everything or
die trying.
KILL FOR JEZEBEL: If old Scotty led the PCs here
and Jezebel is wounded in the firefight, he will pick
up a gun and go after whoever hurt the mule.
SARA(H) KILLED: With a successful Difficulty 5
Detect (CONC) Skill Test, the PCs notice a woman
amongst the bikers that could be the mother of the
Resistance (pro tip: it’s only Cindy Everts). She is
dodging for cover and difficult to get a clear look
at. If the PCs don’t get to her within d10+5 rounds,
Cindy’s hit in a crossfire and killed. Up close, a
Difficulty 8 Detect (CONC) Skill Test will confirm
she isn’t Sarah Connor. If present, Kyle Reese
immediately knows.
OVERKILL: Here to retrieve Cindy Everts, VanDirk
will recklessly shoot at anyone—including the PCs.
If they can convince him of their intentions with a
Difficulty 8 Persuasion (CHA) Skill Test, he’ll help
them look for Sarah.
KILL EVERYONE: The Streakers kill their way through
anyone that stands between them and Cindy
Everts—whom they believe is Sarah Connor. They
have been misled by Killerman (see page 88).
KILLER BOOM: If Killerman suffers any wounds,
he blows the mine with dynamite, collapsing
the entrance and escaping via motorcycle. The
explosion will knock out everyone present—
including the Terminators. After they reboot, they
dig themselves out, take bikes, and chase after him.
With or without him, the Streakers will continue to
hunt for Sarah Connor, next finding Sara Norden
instead.

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…S…CEN…E3:T…R…AI…L…O…F this test will suffer 1d10-5 damage as they struggle
aboard. A Serious Failure on any of these tests means
…DES…T…R…U…CT…I…O…N falling off the train and taking 1d10-2 damage.
Tracks show the Streakers took off down an old trail.
The PCs’ vehicle won’t start, but can be repaired with DIRECTOR’S NOTE: Stopping the train could be
a Difficulty 11 Technical: Mechanical (CONC) Skill Test. accomplished in a few ways. Blowing or disconnecting
VanDirk’s station wagon runs, as do 1d10 motorcycles. the coupler between the engine and the rest of the
Keys are amongst the carnage. Its pretty obvious that the train will make boarding easy. Taking out the tracks will
trail crosses the main road a few miles away—the PCs derail the train, but will stop it nonetheless. Damage
might be able to cut them off at the pass. Regardless of and rules aren’t the focus here—if the PCs are
the path they take, all roads lead to Act III. creative, let them succeed.
ROAD VS. TRAIL: If they take the main road, the PCs
can expect the police (see Core Rulebook: page 23). OBJECTIVES: If still alive, Killerman holds a
Illegal weapons, a dead senator’s daughter, and a woman and child hostage. This is Sara and Jon
pile of slain bikers may require a statement and jail Norden—not Sarah and John Connor. Killerman is
time. The trail isn’t much better. Any vehicle other erroneously using them as insurance, not realizing
than a motorcycle or a 4X4 will require a Difficulty the Streakers want them dead. If left with no
8 Drive (CONC) Skill Test. Failure means slowing to options, Killerman still has dynamite in his jacket—
half speed. A Serious Failure means a collision (see he’s not afraid to blow up everyone present.
Core Rulebook: page 78). The Nordens have no idea what the hell is going
DON’T GET TO DA CHOPPER: The Streakers have on—they’re innocent victims. If Killerman’s dead, it’s
left six dead troopers in their wake. The PCs pass a just Sara and her son against the Streakers.
couple of wrecked cruisers and the still smoldering NOT THE SARAH YOU’RE LOOKING FOR:
husk of a police chopper. Determined to stop Killerman and the Streakers—
ON THE RIGHT TRACKS: The PCs come across a set VanDirk will help the PCs protect Sara and Jon. Up
of old but in-use railroad tracks. A sign for DEATH close, any PC making a Difficulty 8 Detect (CONC)
VALLEY JUNCTION and a gunned-down hiker Skill Test will realize that the Nordens are not the
indicate the Streakers are following the tracks. Connors. If Reese is with them, he immediately
knows.

…S…CEN…E4:L…O…CO…- DIRECTOR’S NOTE: If the PCs find a way to hit the


…M…O…T…I…V…ES Streakers with the train, reward them with the sight of
mangled Endoskeletons. Just remember that one of
Either on a station platform or aboard a train streaking
the Terminators may still have some life in it (see Core
across the desert—this is where it ends. The train
Rulebook: page 172).
station’s sign reads SKULL MINE TRAIN TRIPS:
JUST LIKE THE 1860s—clearly a tourist trap. Ken
Norden lies dead on the station platform. If the PCs …a…FT…ER…M…T…A …H
weren’t delayed, the train is just leaving. Otherwise,
it is already speeding towards Saddler’s Wells with PCs can learn from Sara, the police, the train engineer,
everyone aboard. or any of the survivors that another woman named
Sarah was in Death Valley a few days ago—driving a
TRAIN: This old-fashioned “steam train” is actually red jeep and headed for Mexico City (see page 92).
a diesel with a fake steam train shell. It is three Depending on when your campaign takes place, she is
passenger cars long plus engine & caboose—with either described as pregnant (early ‘85) or as having a
only six tourists, two engineers, the Nordens, the small child with her (after that).
Streakers, & possibly Killerman aboard.
If the Streakers kill the Nordens, they believe they’ve
Boarding the train as it heads off requires a short dash executed the Connors. Their objective complete,
and a Difficulty 5 Athletics (STR) Skill Test. Failing this the two Terminators wander into the desert to await
test or boarding the train as it speeds away requires a Judgment Day.
Difficulty 5 Acrobatics (DEX) Skill Test. A Failure means
that you miss your footing and wind up dangling off If VanDirk survives, he’s headed to the nearest bar with
the side of the train. A Difficulty 5 Athletics (STR) Skill a tale to tell and a senator to disappoint. Both will be
Test is needed to pull oneself up. Characters that fail unhappy.

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…T…ER…T…I…AR…Y…O…BJ…ECT…I…V…ES…
…a…S…CEN…AR…I…O…I…N…S…P…I…R…YEDB …T…HEGR…AP…HI…C
…N…O…V…EL…:S…ECO…N…DAR…Y…O…BJ…ECT…I…V…ES

TIMELINE TAG: …S…CEN…E1:


PRE-JUDGMENT DAY (circa 1980s) …DES…P…TER…A …EL…Y…
Sarah Connor has once again become Skynet’s target,
…S…EK…I…N…GS…AR…AH
and the Player Characters (PCs) looking for her need It is believed Sarah Connor fled to Mexico to escape
to make sure they don’t accidentally lead the wolf right further questions from authorities and any other
to her door. machines that may come after her. Purportedly,
she was last seen in Mexico City. So Mexico City
…I…N…T…R…O…DU…CT…I…O…N is a logical starting point for the PCs to look for
Sarah across the border. If the PCs are established
The Player Characters are looking to join up with characters they should have all the gear they
Sarah Connor and aid her cause. While in Mexico, previously had, along with a few reasonable items they
they cross paths with her allies—Rodrigo Lopez and need for a road trip.
his girlfriend, Valeria. Rodrigo needs the PCs’ help. It
seems a Terminator is following the same trail that led CROSSING THE BORDER
the PCs this far, and it needs to be stopped. Rodrigo
informs the PCs that this isn’t the first Terminator In the ‘80s, crossing the border between the US
to come looking—and maybe the machines know and Mexico at a border station requires an ID from
something the PCs don’t. Mexico to the US, but not from the US to Mexico.
Crossing at an illegal border crossing was easy
…M…I…S…S…I…O…N…BR…I…EFI…N…G in vehicles and even easier on foot—in either
direction. It should also be noted that a passable
The solution? Taking out a trailing Terminator and
fake Social Security Card can be acquired from a
hacking its chip to see what it knows. Keeping
Street Vendor in Mexico for around $20. With the
everyone alive will require setting up a good ambush
fake Social, one can pass a legal border crossing
with a ready way to take it offline—either through
from Mexico to the US as long as they’re not
conventional means or by walking it into a high-
bringing drugs, illegal weapons or nondocumented
voltage trap.
persons with them.
This mission is inspired by the Secondary Objectives
If the PCs have illegal gear they could make it
graphic novel by Dark Horse Comics. The scenario is
across the border without incident as long as
designed for a group of 3-6 players, including at least
they use an illegal crossing. So a Director should
one PC with hacking skills.
let them take whatever they have if they have a
reasonable explanation as to how they brought it
…GET…T…I…N…GT…HER…E with them.
If they are coming from the future, the PCs must travel
back to 1985 for this mission.
…HEL…L…O…M…EX…I…CO…CI…T…Y
If the PCs previously freed Kyle Reese (see Past Tense
This mission begins here. The PCs have followed a
on page 82), they may be trying to reunite him with her.
string of clues, sightings and rumors that led them to
If the PCs are involved in any aspect of the Future Mexico City. If the PCs want to play out securing a
Tense, Past Tense, and Tense Past missions, they may base of operations, (see Core Rulebook: page 29).
have the not-so-dead-as-we-were-led-to-believe Kyle
If not, tell them they have rented an apartment in a
Reese with them—or they may be seeking Sarah to
quiet slum as a base of operations while they scour
help them break him out (see page 92).
the city for any clue or intel on Sarah Connor. If the
PCs want to play out drumming up the leads use a
few rolls of Streetwise, Persuasion, Seduction, and

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…T…ER…T…I…AR…Y…O…BJ…ECT…I…V…ES…

Intimidation all at Difficulty Challenging 7 or Simple


4 if the PCs throw a few bucks in as incentive or
apologies.
Regardless, the PCs spent two days talking, bribing,
sweet-talking, and (if necessary) strong-arming locals.
They manage to drum up three possible leads on
Connor’s whereabouts (see Leads).
STREETS AND ALLEYS: The neighborhood is
crammed with buildings that feel like they were
piled on top of each other. While the streets are
fairly wide, there are plenty of parked cars which
can be used for cover. Alleyways between buildings
are tight, and can be used to trap and corner
someone—an action that can either be executed
by the PCs or done to execute the PCs. The vacant
vehicles may also provide opportunities for creative
PCs.
SEWERS: There is a system of old tunnels for waste-
water. If the PCs decide to sneak around down here,
have them make Difficulty 11 Stealth (DEX) Skill
Tests as necessary, bearing in mind that the ground
is wet, making quiet footfalls a challenge.
WITNESSES: Eyes are everywhere—the
underprivileged and unhoused are numerous and
dense in this lower part of society. While they see
everything, these people tend not to talk—unless
money is exchanged first.
POLÍCIA: Law enforcement tends to avoid the
slums. That’s good for PCs who want to use some
firepower in public, but bad if they are hoping the
cavalry is coming to help.

…L…EADS
Let the PCs choose how they want to investigate and
in what order. Running a lead down either can be
accomplished in 1 hour by succeeding at a Difficulty
8 Streetwise Skill Test or automatically finding it
eventually, after 3 hours of hitting the streets and
searching.
The three leads the PCs drummed up are all in and
around the slums. A name—Perro Maestro Maurizio,
Multiple sightings at a local cantina, and the rumor
that a woman fitting her description was seen near the
“Junk King’s” salvage yard.
Of course, the PCs aren’t the only ones looking for
Sarah Connor. A man dressed in motorcycle leathers
and helmet is asking the same people the same
questions (see Hello Helmet Head on page 94). Finally,
all these inquiries will garner the attention of Sarah’s
past acquaintances (see Friends in Low Places on
page 95).

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PERRO MAESTRO MAURIZIO: A dog breeder, drug SALVAMENTO DEL REY BASURA (JUNK KING
dealer, and small-arms dealer, Maurizio works out of SALVAGE): A ten-acre junkyard on the edge of the
a combination of three connected slum apartments slums, deals mostly in automobiles and metal scrap.
with fenced-in kennels in the back. He won’t give Run by a surly old man, Cezar The Junk King. To the
up anything about his business with Sarah, and will Junk King, everything has a price, including secrets.
even threaten violence unless a PC offers to buy
THE INFO 3: With a Difficulty 11 Persuasion Skill
some of his guns or succeeds in making either a
Test or a crisp $100 bill, Cezar will say a woman
Difficulty 11 Persuasion or Intimidation Skill Test.
matching their description sold him a shitty jeep a
GUNS AND AMMO: Maurizio has large quantities while back.
of Heavy Pistols, Uzis, Shotguns, and ammo—and
THE JEEP: show the PCs a beat-up red jeep with
he’s graciously offering them to the PCs for twice
a blown engine and a couple of bullet holes in the
the usual price.
rear driver’s side fender. The vehicle has no plates.
THE INFO 1: If persuaded, Maurizio says some The Junk King can’t recall when she sold it to him
crazy pregnant woman bought a bag full of guns for scrap, but she was pregnant, he is sure of that. If
and all the armor piercing ammo he had. He doesn’t the PCs search the car, they find a loaded magazine
keep records, but it has been a while since he saw for a pistol under the seat, and a surprise (see
her. He also adds that she liked his dogs—so she’s Future Photo, Sorted Past).
okay in his book.
THUGS: If it comes to blows, Maurizio commands FUTURE PHOTO, SORTED PAST
five men (see Street Thugs on page 50) and his
What appears to be a very famous polaroid is
three Mexican hairless dogs. Maurizio’s men will
stuck beneath the seat of the beat up red jeep—the
start the fight with bats and knives, but will switch to
picture that Sarah eventually gives to her son—and
heavy pistols if things escalate out of their control.
that John eventually gives to Kyle Reese. PCs who
know Kyle will recognize the photo as one Reese
DIRECTOR’S NOTE: If things get ugly real fast. carried around all the time in the future. While it
Helmet Head can always show up and start blasting, may seem inconsequential, a campaign can be built
giving Mauzio and the PCs a common foe (see Leather around getting that photo back to Sarah so it can
And Lead page 95). be passed along to keep the timeline intact. If the
PCs don’t pursue this or lose the photo, fret not—it
LA CANTINA DEL MIRLO (THE BLACKBIRD can just as easily not be the one we’ve seen in the
CANTINA): A cozy one-storey adobe building, the film, but another similar photo.
Blackbird has open-air windows, tightly-packed
mismatched furnishings, an exposed ceiling
decorated with strings of blinking Christmas lights, …HEL…L…O…,HEL…M…ET…HEAD
and a bar stickier than flypaper. The PCs see a massive, burly man in black biker
CUSTOMERS: The few patrons in the place seem leathers wearing a full-face motorcycle helmet in the
more fixtures than customers and each of them is heat of the day. This man is perpetually just out of
three sheets to the wind. reach—always lurking just up the street from where
the PCs are or walking away from the building that
THE BARTENDER: Tending bar is a comely woman they are coming out of. Stranger still, there is never
named Rosa. Also the owner, Rosa is all smiles. any sign of a motorcycle.
She knows no one named Sarah, and will give up
no information unless Rodrigo is with them or she is The PCs may start to believe this guy is also following
threatened with violence. the same leads they are. When asked, eyewitnesses
will colloquially refer to him as Helmet Head—and
THE INFO 2: If made to talk she just says that comment that he was also asking the same questions
yes a pregnant woman was here if she is given a the PCs were— but he was looking for a different
description. She also says the pregnant woman person—Sara Conroy… or was it, Connor?
stopped by here several times, but not for a few
months now. What the PCs won’t know at his time is that Helmet
Head is actually a Series 800 Terminator Endoskeleton
designated C890.L (see Core Rulebook: page 170).

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…T…ER…T…I…AR…Y…O…BJ…ECT…I…V…ES…

His flesh burned away in a truck accident, C890.L DIRECTOR’S NOTE: If things get ugly real fast, you
appropriated biker clothing and donned a helmet to might want to break up this fight. Helmet Head can
hide its skull-like vistage. always show up and start blasting, giving Rodrigo and
the PCs a common foe (see Leather And Lead page
…HEL…M…ET…T…HEAD …T…CKA …S 95).
They’ll see this badass everywhere—before they
realize it is a Terminator. If the PCs approach Helmet
Head, it will attempt to duck down an alley and LEATHER AND LEAD
avoid interaction. If the PCs act threateningly, the
Bring this option into play if the PCs start fighting
Terminator will produce a pair of Heavy Pistols and
with the wrong people, if they decide to flee Mexico
start shooting. Relentless, it won’t stop until the
City, or if things crawl to a stop and some action is
PCs run away, duck for cover, or are dead—allowing
called for.
Helmet Head an opportunity to escape from view.
If the combat persists for some time (More than 12 The big black leather-clad killing machine called
Rounds), Helmet Head will drop his two pistols and Helmet Head is coming for the PCs. Although it is
pull two more. If engaged in hand to hand, it will kill as only armed with heavy pistols at this time, it’s still
quickly as possible. The Terminator evades at the first a goddamn Terminator—any heavy or sharp object
opportunity to do so—or if its Hit Points drop to half or within its grasp can be considered lethal.
below. Helmet Head is a T-800 Endoskeleton—he’s lost his
…FR…I…EN…DS…I…N…L…O…W…P…L…CESA flesh sheath (see Core Rulebook: page 170). Only a
visored helmet, scarf, and leather jacket, boots, and
The PC’s efforts to track down leads on Sarah—even
biker pants mask this shiny metal death machine’s
just by description—have gained them the attention
true form.
of a couple of her friends. They’re either going to
enlist the PCs’ aid or try to deter them from drawing The Terminator attacks to kill as quickly as
attention to Connor. possible. It will keep attacking until all PCs are
killed or its Hit Point total is reduced to half or
Rodrigo Lopez and his girlfriend Valeria are expert
lower. Significatly damaged, it will attempt to retreat
coyotes—smugglers who get people and goods
and go to ground. When the PCs next encounter
across the border (see page 128 for Rodrigo and
Helmet Head, it will be rearmed and prepared. It will
Valeria’s stat blocks and bios). Lopez is one of the
then fight until destroyed.
few people who’s managed to establish any trust with
Connor since the events of 1984. He believes her
story—at least portions of it, anyway. DIRECTOR’S NOTE: It will be extremely difficult
When Rodrigo hears about the PCs’ efforts, he and for the PCs to neutralize Helmet Head with small
Valeria will confront them. Lopez and his girlfriend firearms, especially if they hope to keep its chip intact.
are armed, but their weapons are concealed. They Alternative measures should be considered (see page
will determine whether the PCs have malicious 96).
intentions for Sarah. One of the PCs must succeed
on a Challenging 7 Persuasion Skill Test to convince …S…EN…O…R…a…R…R…EGL…AR…L…O…
Rodrigo and Valeria that they only wish to help Connor.
…ES…T…CIA …O…N…DES…ER…V…I…CI
If the PCs had any interaction with Helmet Head—
attacking or even tracking—Rodrigo already knows MISTER FIX-IT SERVICE STATION: This abandoned
about it—reducing the Persuasion difficulty to Simple filling station is only a few blocks away from the
4 instead. PCs’ base of operations. Either as friends or
captives, Rodrigo Lopez and Valeria will take them
IF THE ROLL IS SUCCESSFUL: Rodrigo’s demeanor
here.
instantly changes to friendly and he takes the PCs
to a nearby garage, a safe place to talk (see Señor GARAGE: A two-bay garage sitting on an empty lot,
Arreglarlo Estacion De Servici). the station’s pumps have long since been removed.
In the service area are a pair of beat up 4x4 SUVs. A
IF THE PCS ARE A BAG OF FAIL: Rodrigo and
pile of twenty old tires lies behind the building.
Valeria pull their weapons and attack the PCs.
OFFICE: The windows of what would have been the
office area are boarded up. Inside are a workbench,
basic tools, two cots, some lawn furniture, a few

…T…h…e…T…e…r…m…i…n…t…A …o…r…R…P…GCa…m…p…a…i…g…n…Bo…o…k [….095 ]


gallon jugs of water and a cooler—filled with beer …+ Flood an area and run a hidden wire from the
are arranged like a makeshift living quarters inside transformer to the water—we rig it right and we
the office area. can throw a switch when ready.
…+ Set up the tires to stand on, so the PCs are out
POWER AND WATER: The building has power—
of the water when it is frying time.
stolen by hooking chains of jumper cables from a
…+ Lure the killing machine into the water.
nearby transformer—and water from a spigot at the
…+ Throw the switch and zap it to hell.
front of the service bay doors. There is no fuel in the
tank buried under the lot. Then the PCs can try and pick around in its computer
noggin and find out what it knows.
…S…CEN…E2:T…O…T…CA …CH …S…ET…T…I…N…GT…HET…R…AP
…AT…ER…M…I…N…T…A …O…R While the plan is pretty straight forward, the PCs will
Once in the privacy of their latest squat, Rodrigo tells need to solve some problems:
the PCs his big “plan.” Valeria passes out beers to any Will the old transformer deliver enough juice to
who will take one before helping herself and taking a put the Terminator down? A Difficulty 8 Technical:
seat in one of the many lawn chairs. Electrical (CONC) Skill Test will confirm that it will,
Part of Sarah’s network, Rodrigo stays several steps but doing so will also knock out power to the grid
behind her when she moves to a new location—laying the slums are on, so it’s a one shot deal. A Solid
in wait for any Polícia or big metal guys gunning for success will allow the character to realise that it’s
her. Lately, its seems like more and more of these big best to inspect the cable beforehand. If this trap can
boys are showing up not too soon after she leaves— be pulled off it will deal 2d10 damage with the Taser
and sometimes in a place before she’s gotten there. & EMP rules.
So far they’ve been able to divert her, but eventually… Inspecting the cable with a further Difficulty 8
He suggests they subdue one of the metal bastards, Technical: Electrical (CONC) Skill Test will make
crack open its head and find out how Skynet is it apparent that the wire needs reinforcing from
tracking them. the transformer. This is a mundane task if spotted
ahead of time requiring the barest of materials.
Some weeks ago, Rodrigo and Sarah were sharing a Otherwise, it will come apart at the worst time in
quiet moment. He was on his second bottle of mezcal the action. The circuit will break and will need to be
when they came up with a way to knock one of the repaired quickly - a hard prospect. Five successes
metal bastards flat on its ass—rig a high voltage trap. on an extended Difficulty 5 Skill Test, with each test
If the PCs want to they can help rig it and lure the taking a combat round, will allow the power to get
machine into the trap—he’s pretty sure they can beat to the water.
the machine. Of course, Rodrigo was drunk when he Hiding the contact wire in the water will require a
and Sarah talked about it, but sure, it could work. Difficulty 8 Stealth Skill Test to keep the Terminator
The service station’s got power, water, and some old from seeing it and realizing the danger. If this is
tires out back—everything they’d need to build the successful, the Terminator will be forced to make a
better Terminator trap. Difficulty 9 Detect Skill Test. Compare the number of
successes rolled as per Attacking with a Trap (see
…S…I…X…S…T…EP…P…R…O…GR…AM Core Rulebook: page 80). The Stealth test can be
accomplished using the Teamwork rules.
Rodrigo doesn’t specifically know about a Terminator’s
CPU nor how to access it, but the PCs likely will. If Pulling the damned chip. Once the Terminator has
they can retrieve the chip, they just might find out how been stunned with the trap a Difficulty 11 Technical:
Skynet keeps finding Sarah. The chip can also have Electrical (CONC) Skill Test will allow for the removal
other uses (see the upcoming Time Displacement of the Terminators CPU. This neutralizes the threat
Commandos sourcebook). Getting one isn’t going and will allow for the Terminator’s programming to
to be easy. Destroying a Terminator runs the risk be queried (see The Next Move on page 97).
of damaging the chip—so shutting it down for ‘80’s MONTAGE STYLE: Let the PCs have fun
chip extraction is the safest bet. To knock out the with the planning. Any of them with Lore:Skynet
Terminator’s lights, Rodrigo suggests the following or Tactics should be allowed to come up with
steps: ways to get a hunting Terminator’s attention. For

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…T…ER…T…I…AR…Y…O…BJ…ECT…I…V…ES…

example, they may want to set up a backup plan …S…P…R…I…N…GI…N…GT…HET…R…AP


with explosives, cover, and overwatch snipers on
high ground—just in case things go south. If their IF THE HIGH VOLTAGE TRAP WORKS, READ THE
plan is plausible, let them do it. If its a damn good FOLLOWING:
plan, they should be rewarded—give the Terminator
penalties on its Detect Skill Test. The switch is flipped. There’s a hissing pop and a
buzzing surge, followed by a blue electric crackle
BORROWED TIME: Secretly give the PCs 6d10 +30 across the wet pavement.
minutes to set their plan in motion after they come
up with it. If you use Leather and Lead (see page The cybernetic bastard you’ve been calling Helmet
95), and Helmet Head still has half its hit points, its Head’s bulky metal body shudders and goes stiff
seeking them out—only give the PCs 6D10 minutes. like someone shoved a cattle prod enema up its ass.
Whatever the result, when time runs out they won’t Burning leather chokes your nostrils. Sparks pour off
have to go looking for Helmet Head—he is coming the aged transformer as the deadly current flash fries
for them. black leather and melts the Terminator’s helmet visor.
Flames lap at its broad shoulders. The transformer
explodes into a shower of sparks. Lights blink out
…S…CEN…E3:S…HO…W…DO…W…N… as a wave of darkness sweeps the neighborhood.
…I…N…T…HES…L…U…M…S The smoldering form of the shutdown killing machine
topples forward onto its face with an audible clang.
READ OR PARAPHRASE THE FOLLOWING:

The thundering engine of a semi-tractor rubbles up …S…CEN…E4:N…DI…N…GS…


the narrow street. The big rig comes to a halt a block …AN…DT…HEFU…T…U…R…E
from the garage. The lights and the engine of the semi
cut out. Long heartbeats later a towering figure clad IF THE PCS TOOK OUT HELMET HEAD VIA THE
head to toe in studded leather emerges. Bandoliers of HIGH VOLTAGE TRAP:
ammunition crisscross its broad torso and a series of
hand grenades hang from its belt. Reaching back into They say there is more than one way to dust a ‘Nator
the truck cab, it produces a massive M60 machine and you just proved that. It’s hard to believe but that
gun. The killing machine swivels its helmeted head in slipshod plan worked. Hell who knows? You might
your direction and begins ominously plodding up the have to try that again…if you are desperate. No time to
street towards the garage, one-handedly levelling its dwell on it though. You have a lady to track down and
weapon into firing position. You are as ready for this as keep safe (see Chasing a Ghost, page 98).
you are going to be it seems.

Helmet Head is here, whether the PCs are ready for IF THE PCS TOOK OUT HELMET HEAD BY OTHER
it or not. It retains any damage it had from earlier MEANS:
encounters. It carries two Heavy Pistols; six grenades,
and an M-60 with enough ammo to start a war. Well at least the nasty motherfucker is no more, but
that went anything but by the numbers. Somebody
HELMET HEAD FINAL BATTLE TACTICS: Helmet
important said that no plan survives contact with the
Head will head straight at the closest PC or Rodrigo
enemy…and you sure proved that true today. When
as it considers all of them a threat to its mission. It
you have time, maybe you can see where you went
will ignore bystanders unless they attack it. All its
wrong, but now you have a trail to find and the most
attacks will focus on one target until it is terminated
important woman to the Residence to protect.(see
and then move to the next unless it loses sight of
Chasing a Ghost, page 98).
the target and another of the PCs or Rodrigo is in
its sight. This is the best way for the PCs to lure it.
Running, drawing attention, and then ducking out of IF THE PCS GOT THE CHIP:
sight as another PCs darts in the opposite direction.
Helmet Head will fight until destroyed or all the PCs Well you managed to pry the damned thing out of the
and Rodrigo are terminated. ‘Nators skull and that wasn’t the easiest job. Now you
need to figure out what to do with it and hope you
don’t fry the chip trying to use it (see The Next Move).

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…T…HEN…EX…T…M…O…V…E …EP…I…L…O…GU…E:CHAS…I…N…G
If they successfully retrieved Helmet Head’s CPU …a…GHO…S…T
chip, the PCs can try and recover its data or put it to
If the PCs are successful, Rodrigo tells them where
other uses. Hacking the chip requires defeating an
Sarah is hiding. The route takes them deep into the
Encryption 13 system that is only just hanging on.
desert. The PCs will find a booby-trapped shack there
Once breached only the initial node can be reached
that is otherwise empty. Feel free to set up the house
before it becomes obvious that the chip is on its last
as you see fit—and maybe even have Z000.M show
legs. Luckily this node is the tracking node and there
up to face the PCs there. Sarah has moved on, leaving
are several options. Firstly, the Characters can spend
behind a hand-written note.
1 progress to recover any data relating to Sarah
Connors movements, secondly they can send a false
communication to other local Terminators, and finally …S…AR…AHCO…N…N…O…R…'S…N…O…T…E:
they can obtain a list of secondary targets. In addition
to this, should the hacker come up with another query
that could be answered from a tracking system, the IF YOU ARE HUMAN,
Director should consider whether this is reasonable
and respond accordingly.
YOU WILL KNOW WHY I HAD TO MOVE
DATA RECOVERY: Most of the tracking data on Sarah
dead-ends in Mexico City. What they do find is that ON FROM THIS PLACE. THE FACT THAT
another Terminator, designated Z000.M, was also YOU HAVE FOUND ME MEANS THAT
sent back to kill Sarah, but has failed to arrive yet—
there’s another one coming. THIS IS NO LONGER THE HAVEN THAT

MISDIRECTION: The PCs can send a message to any IT WAS. OTHERS WILL COME FOR ME.
other Terminators within 100 KM radius, telling them OTHERS WITHOUT HEARTS, OR BRAINS,
that Sarah Connor is dead!
OR FEELINGS. I MUST GO. IF IT IS
OTHER: Allow the PCs to come up with a creative
alternative. If they are affiliated with the TDC, they IMPERATIVE THAT YOU LOCATE ME,
may have other uses for the chip (see the upcoming THEN GOOD LUCK WITH YOUR SEARCH.
Time Displacement Commandos Sourcebook).
FORGIVE ME IF I DON'T HELP YOU.

DIRECTOR’S NOTE: This the perfect place to set


up the next campaign mission, as it involves the PCs IF YOU AREN'T HUMAN … FUCK YOU!
posing as Connor and leading Terminators away from
her (see Fool’s Mate on page 100). It can also hint at
one of the other missions, giving your PCs an edge SARAH CONNOR
or extra Fate when they play that mission because of
intel gained from the chip.

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…W…o…r…d…s
There was no horizon, only an endless sea of gray You had a stronger, more noble purpose. Unite. Resist.
above and below. So much smoke and pollutants Survive. Those were the lessons that the words taught
choked the sky that high noon was as bleak as dusk. you.
The burn camps are Hell on Earth. The furnaces As some died, new faces took their place—captured
run twenty-four-seven. The dull-white ash that once from the outside and imprisoned with you. Some of
was humanity falls like dirty snow on everything and them brought new words—and those same words
everyone. One day some sad sonofabitch is helping were being heard in every camp like yours.
you lug the dead into a burn box—the next day he’s
Next came orders. Orders to strengthen our numbers,
on the smoke list. Your life is just an endless series of
to stash food, and aid those who were sick. Orders to
suffering, pain, toil, and waiting to die—chemical rinse
do all this under the watching electronic eyes of the
and irradiated repeat.
machines. With every dawn, new orders came. Resist.
You exist in filth, piled on one another for warmth— Sabotage the furnaces. Make mistakes.
for any sensation of human comfort. Some days
As productivity slowed, the machines tried to adjust.
you sleep, others you lay awake and ache. You are
They reassigned and moved you to other areas of the
given just enough nutrient paste to keep up with the
camp—allowing you to spread the orders to others.
quotas. Rumor has it the nutrient paste is made of
Soon, every set of eyes you met were filled with hope,
corpses. Rumors don’t fend off the gnawing hunger of
purpose, and rage.
starvation, so you eat it anyway. Even with the paste,
you and the others are just wasting away. Malnutrition, These magical words that started only as a single
insomnia, unsanitary conditions and hard labor whisper, became rumors, then became hope. They
combined mostly guarantees that every man, woman, were words that spelled out orders for survival. Words
and child will eventually feed the furnaces. that became a message—a promise that if you stood
together, you could both take back your freedom and
Days turn into weeks—weeks into months. Today’s
throw down the machines.
nameless faces are tomorrow’s ash and paste. You
aren’t a person anymore, just a number to be disposed The words spurred thousands into action, passed
of. The sirens signal when to wake, when to work, along from lip to ear throughout every work camp
when to sleep. The red dead eyes of machines stare at for thousands of miles. They set into motion the first
you from the dark—the promise of dawn carrying you strikes against the machines. Those words would be
through the night—but every gray, sunless dawn is the paid for in blood by most who have never even met
same as the last. No change is in the offing; no hope. the person who first spoke them. They would cost
many their lives, but promised to save countless more.
Another lightless morning comes—but this time words
come with it. They’re just whispers, at first— passed They kindled dreams into being—dreams of a world
along in the heaped bodies of the sleepless. Hushed not ruled by machines, but one where life was for
rumors follow, quietly passed from worker to worker living, not merely existing. They made one thing
over each carried corpse. Unfamiliar words creep clear—you are not alone. The words are the seeds of a
into murmured conversation—words that were all but scrawny desert weed that one day blossomed into the
forgotten by the numbed minds of the toiling masses. Resistance.
Words like chance. Words like resist—like hope. These
One man had started the words. One man had
carefully-planted words soon take root and begin to
made you listen—had given you hope. He had found
grow. Nothing perceptible at first—heads are held just
the spark of humanity amongst those awaiting the
a bit higher than they had been. Backs aren’t so bent
slaughter. He fanned that smoldering flame with
in suffering. Eyes, once glazed and lifeless, now show
whispered words, whispered hope, and a whispered
the tiniest of sparks.
promise that you are not weak.
The words fed a hunger you didn’t even know you
Some call him savior—others call him prophet or
had—and they began to sustain you better than any
madman. He is just a man who came from humble
machine-made slop. The words make you each take
beginnings—sired by a soldier out of time and a
note of every face on every corpse that the machines
waitress down on her luck. He was raised by a mother
had made. They weren’t just numbers—they were
so fierce that even the machines feared her and what
people. They were brothers, sisters, mothers, fathers,
she would make.
sons, and daughters. Everyone of them mattered.
He is John Connor, leader of the Resistance in the
Each human that the machines killed began to stoke a
war against the machines. He possesses a power
fire hotter than any furnace. With that fire came even
no machine will ever understand or even wield—the
more hope—and something even more precious. You
power to remind you who you are and what it means
could see it now—you and your brethren weren’t put
to live.
here to shovel the dead.
…FO…O…L…'S…M…T…A …E
…a…S…CEN…AR…I…O…I…N…S…P…I…R…YEDB …T…HEGR…AP…HI…CN…O…V…EL…:EN…AMDG …E

TIMELINE TAG: …GET…T…I…N…GT…HER…E


This mission is set in the past, but the PCs can be
PRE-JUDGMENT DAY (circa 1980s)
sent here from the future specifically for it. If you are
running the main campaign in this book, the PCs can
To save the future, the Player Characters (PCs) have
be helping to throw Terminators off Sarah’s trail after
painted targets on their own heads. Resistance decoys
the events of Tertiary Objectives (see page 92).
for Sarah and John Connor, they strike at assets
believed essential to Skynet’s development, leaving …a…N…T…EU…P
a swathe of computerized destruction in their wake.
Their goals—lead all Terminators as far away from the START BY READING OR PARAPHRASING THE
Connors as possible and give the Resistance a chance FOLLOWING TO YOUR PCS: ‘Nators are gunning
to grow. for Sarah Connor, and you’ve got to get them off her
tail. You acquired clothing from a secondhand store,
…I…N…T…R…O…DU…CT…I…O…N as well as a baby doll to take the role of John. You’ve
got weapons from a pawnshop, a moving truck from a
Designed for 3-6 players, this mission is a spiritual
parking lot, and construction grade explosives from a
successor to the Dark Horse Comics story Endgame
demo trailer at the building site of a new casino. Now
(see C3 Theory, Core Rulebook: page 200). It also
you are ready to start a trail of destruction designed to
has the potential to launch a campaign where PCs
attract Terminators.
are chased across the globe, pretending to be Sarah
Connor. You’re going to blow the hell out of several data
centers with suspected ties to the future Skynet and
…M…I…S…S…I…O…N…BR…I…EFI…N…G make it look like Sarah Connor and her baby boy are
The PCs’ mission is to impersonate the Connors responsible.
during John’s formative years and lead any Every target you take down, your mission is to get
Terminators away from them. During these five or six seen on as many surveillance cameras as possible,
years, Sarah and baby John are making their way posing as Sarah herself and her entourage—actions
through Central and South America, with occasional that are hoped will immediately attract the attention of
brief forays into Texas and Southern California. With Skynet in the future and prompt a temporal incursion
one of them dressed as Sarah with a baby doll posing by Terminators hell-bent to get your asses.
as the infant John, the PCs are to pose as Connor’s
crew, get themselves seen on as many surveillance The hard part is you want the Terminators to keep after
cameras as possible, and lead Skynet on a merry you—so killing them won’t get you what you want. You
goose chase across the country. need to always stay one step ahead of them, but give
them enough clues to keep after you.
To complicate things, a theoretical physicist in the
1980s believes he has discovered a way to stop the
Future War, and finding Sarah Connor is the key. But …S…CEN…E1:BAI…T…
he’s not the only one looking for the Connors—and if
the PCs don’t stop him, he’ll lead the Terminators right
…&S…W…I…T…CH
to them.
READ THE FOLLOWING TO YOUR PCS:
DIRECTOR’S NOTE: If you want to go the extra mile Your first target is the Raven Technologies data center
on making this mission epic, ask your players when in Indian Springs, Nevada. All that stands between you
they begin who’s going to impersonate Sarah. Give and success here is a trio of guards, a dozen cameras,
that PC a big hair blonde wig and dark sunglasses. an eight-foot security fence and a heavy duty security
Then hand them a baby doll wrapped in a towel to door...simple as Semtex.
complete the look.
Let each of the Player Characters have at least one
firearm, plenty of ammo and one melee weapon of
their choosing—remember it’s Nevada in the 1980’s

[….10 ] …T…h…e…T…e…r…m…i…n…t…A …o…r…R…P…Gc…a…m…p…a…i…g…n…b…o…o…k


…FO…O…L…'S…M…T…A …E

anything short of a fully automatic might turn up


in a pawnshop. The PC posing as Sarah also gets
a bulletproof vest—the only one that was in the
pawnshop. The John doll itself has an empty cavity
that can be used to store explosives or whatever the
PCs see fit.
The group also has enough demolition grade
dynamite, blasting caps and a radio detonator for six
small charges—enough to take out the data servers,
but not the entire building.
They also have two kilos of Semtex (each kilo counts
as 4 shaped charges), a reel of electrical wire, and
two radio detonators.When everyone is geared up the
PCs need to decide how they are going to get into the
data servers and set the charges. The three guards—
two in a booth at the entry gate and a third in a SUV
patrolling inside the gated parameter. The guards
are armed with sidearms, equipped with radios, and
have a phone in the guard booth along with a bank of
monitors and video recorders for all the cameras—Two
on the front gate, one on each corner of the fence
facing out, one on each corner of the building and two
inside the building for a total of twelve cameras.

BEING SARAH CONNOR

The PCs goal is to make everyone believe they


have Sarah and John Connor with them. As such,
they need to leave witnesses and drop hints that
they are the Connors as much as possible. This
mission means they’ve accepted a giant bullseye
being stamped on their foreheads for the good of
the Resistance. This mission could easily develop
into a campaign where they draw out Terminators
and lead them aimlessly across the country, hitting
targets that can hurt Skynet and bringing the
temporal heat on themselves.

…HO…U…S…EO…FO…N…ES…&Z…ER…O…ES
The data center is a single-floored concrete building
no larger than a small ranch-style house. It has double
the number of cooling units needed for a structure
of its size, a backup generator and a single security
door as an entrance. The building only contains
server banks, a phone line hub, air conditioners and a
generator. The entire site sits on half an acre of paved
land with an eight foot security fence, a single gated
entrance, and a guard shack just outside the fence
controls the gate. Every thirty minutes two of the five
guards drive around the building checking the fence
line in an SUV.

…T…h…e…T…e…r…m…i…n…t…A …o…r…R…P…GCa…m…p…a…i…g…n…Bo…o…k [….10 ]


It is recommended that you let the player’s plan work …T…W…HA …I…N…T…AR…N…T…A …I…O…N…?
like a charm and play up the panic and pleading of any Roleplay the wild and manic meeting between Dr.
guard they catch—none of the three guards are the Connor and the PCs as he tries to sputter and explain
hero type and not really willing to die for a $6.00 an himself. Dr. Connor claims that the data center the
hour salary and computer stuff they don’t understand. PCs are about to blow up is not the computer they are
When everything seems to be going great and they are looking for. He tells them that in a hidden server room
ready to enter the building, hit them with Scene 2. at the Cowpoke Casino and Hotel is a specialized
gambling computer that is designed to learn from
FIVE GUARD DRAW: Getting a drop on any of the five human psychology and adapt to beat them at games
guards should be easy—none of them are ready of chance—the rudimentary beginnings of an AI that
for trouble and they’re unaccustomed to visitors could very well be Skynet related.
arriving on site after 5 pm. Also, as the data storage
site is two miles off the main road and surrounded DR. CONNOR’S SECRET
by hardpan soil, at night any vehicle or police using
light will be seen long before they are an issue. The fact that Dr. Connor knew the exact plan to
Remind the players that leaving recorded evidence blow up the data center and showed up exactly in
and witnesses is the mission and actually detonating time to prevent it should give validity to his claims.
the data center is secondary. Of course, some PCs are going to want to blow
the center anyway, and that’s fine—it just causes
a very different situation at the casino. If he is
…S…CEN…E2:T…HE questioned on how he located the PCs, Dr. Connor
…W…I…L…DCAR…D says he registered a temporal disturbance on his
equipment, producing a jury-rigged geiger counter
READ THE FOLLOWING TO YOUR PCS: that looks more crazy than productive. He also
used predictive analytics to determine where Sarah
In the back of your mind you felt things were going far Connor was likely to strike next. His predictive
too smoothly. Just as you are ready to enter the data model also suggested that Sarah might mistake this
center to set the charges, vehicle lights indicate that data center for the proper target—the server at the
someone is headed down the dark isolated roadway casino. He believes that one of the PCs is Sarah
towards the parmeter gate. It takes only heartbeats to and the others are future Resistance fighters sent
notice the vehicle is moving far faster than the posted back to protect her.
20 MPH limit and seemingly with a purpose. Someone Dr. Schyler Connor is actually pretty certain that
or something is coming to stop you and it’s not the the hidden server at the Cowpoke is not related to
cops. Skynet, but he won’t say as much.
While a brilliant scientist, he also has some wacked
…I…N…CO…M…I…N…G out theories. Believing all of reality is tied to Sarah
The speeding vehicle is driven by Dr. Schuyler Connor, Connor’s perception of it, he is leading the PCs
PhD—the theoretical physicist that thinks that altering (whom he believes includes Sarah) to this server in
Sarah Connor’s perception of time is the way to stop an attempt to make her believe Skynet is beaten,
the Future War (see Core Rulebook: page 13). He will thus altering reality to preclude the coming of
not be put off. When the subcompact he is driving Judgment Day.
nears the gates, he starts honking and flashing his As long as Dr. Connor thinks one of the PCs is
headlights erratically. Sarah, he will constantly try and get her to change
Dr. Connor slams on the brakes, skids to halt, and reality (C3 Theory in the Core Rulebook: page 200).
then hops out of the still running economy car almost If allowed to see that John is just a doll, Dr. Connor
before it stops. Dr. Connor is manic, wildly waving his will grow suspicious—but if the PCs come up
arms like an excited child, and hard to understand with some BS about keeping John out of danger,
as he screams “Sarah...I knew it… the key, the key...I they might just convince him again. If Dr. Connor
knew it...I knew I’d find you…” figures out that he has not found the real Sarah
and John, then he will try and make his escape and
recalculate when she might appear next.

[….102 ] …T…h…e…T…e…r…m…i…n…t…A …o…r…R…P…Gc…a…m…p…a…i…g…n…b…o…o…k


…FO…O…L…'S…M…T…A …E

…I…N…FO…R…M…T…A …I…O…N…S…T…T…A …I…O…N …GET…T…I…N…WY…GA …A …W…I…T…HM…U…R…DER


If they decide to take any of the data center’s If the PCs do anything at the Cowpoke that would
magnetic data tapes or copy anything here onto cause someone to call the police, the cops are tied up
floppies or whatnot, use this to feed them whatever at the former data center. Some casino patrons will be
data you might want them to have—such as where panicked, but many of them will continue gambling to
Raven Technologies is holding Kyle Reese captive (see keep their nerves. The only negative will be that casino
Past Tense, page 82). guards will be on alert.

…T…O…BL…O…W…O…R…N…O…T… …S…T…Y…A …O…N…T…AR…GET


…T…O…BL…O…W…(U…P…)…? If they want to stay on mission, It’s probably a good
After Dr. Connor arrives, or after they blow up the idea for them to keep up their charade of being the
Data Center (depending on their actions), the PCs Connors. The goal is to bring the heat to them.
will likely expect a Terminator to show up. None will,
unfortunately, meaning the PCs have most likely failed DIRECTOR’S NOTE: If Dr. Connor can be conned into
to catch Skynet’s notice. The casino—with its many becoming part of the PCs’ team, his ability to predict
surveillance cameras—is the nearest likely target to likely events and register temporal incursions after the
attract the attention their main mission requires— fact will be invaluable.
especially if this server Schulyer insists they take out
really is essential to the AI’s development.

… …ABL…T…E:BA …I…N…GT…HEO…U…S…E
T
The Century Fortuna 2000 intimately controls all the machines in the casino. If the hidden server is abruptly taken
offline—through violent or even subtle ways—a random and somewhat catastrophic effect can occur. Roll on
the table below. At the Director’s discretion a player can choose to spend Fate or make a Difficulty 8 Computer
Skill Test to manipulate the result. Every success rolled or point of Fate spent will add +1 to the roll. Ultimately
regardless of the roll, the EMT-800 is distracted by machines’ actions, suffering a -3 modifier to Detect (CONC)
Skill Tests while the players are in the casino.

ROLL RESULT NOTE


Every machine smokes, sparks and then explodes sending plastic,
1 TILT and Go Boom glass and a hell of a lot of coins flying. Anyone on the floor must make a
Difficulty 8 Dexterity Resistance Test roll or suffer 1d10-7 damage.
Every other machine sparks, smokes and then melts down causing a haze of acrid
2-3 Some you lose smoke that is not harmful, but is hard to see through for good or ill. All characters
suffer a -3 modifier on Detect (CONC) Skill Tests, not just the EMT-800.
The Silver Strike—the highest paying machine in the place
4-7 One Big Winner
empties its coins in a cascade of 10,000 silver dollars!
Every other machine, fifty in total, spits out bursts of
8-9 Some you win
1d10 x1,000 coins per machine for the taking.
Every machine empties every coin in it in 100 simultaneous
10+ JACKPOT!
flows of 1d10 x1,000 glittering silver coins per machine.

…T…h…e…T…e…r…m…i…n…t…A …o…r…R…P…GCa…m…p…a…i…g…n…Bo…o…k [….103 ]


…S…CEN…E3:S…Y…A … THE CENTURY FORTUNA 2000 SERVER
…CHES…E With an entrance concealed inside the electrical
A glowing neon cowboy hat sign looms high over room of Cowpoke Casino, the Century Fortuna
the sprawling one-story Cowpoke Casino and Hotel. 2000 is a room-sized, state of the art, 1980s tech
The flashing—OVER 100 SLOTS— marquee shows level mainframe. It’s designed to modify the odds
brightly drawing the eye towards the lighted entry of any computerized gambling machine in favor
doors. Even at this late hour, half the parking lot of of the house by 85.09%. Through a sophisticated
the place is packed, the attached Buckaroo Saloon algorithm based on psychological manipulation
and Chuckwagon Steakhouse touting a $3.99 Steak tactics, the Fortuna 2000 still allows for enough
and Eggs served anytime sign in yellow neon are still wins to keep patrons gaming. The casino is partially
abustle with patrons. Getting seen on camera here and owned by C.T. Shepard and the server was built by
leaving witnesses will be far less trouble than getting his company Century Industries (see the Centurion
to and blowing your target. on page 72). This could be used as a hook to lead
into that mission next.
…L…AN…DO…FT…HEO…N…E
…a…R…M…EDBAN…DI…T…S THE EMT-ERMINATOR
Luckily the 1980s casino didn’t use metal detectors, Also called the EMT-800, the Model 102 burly frame
but any weapon larger than a handgun is not going is stretching its newly acquired EMT uniform to
to be easily concealed. The electrical room is all the its limits—the second button has already popped.
way through the casino near the hotel check-in desk. The nametag on his uniform reads: FRANC O.
As soon as a PC is within 100ft of the front doors they Upon arrival, the EMT-800 pulls up and parks
are on multiple cameras. A dozen security personnel the ambulance it is driving—with the broken and
work the main casino floor and six more patrol outside twisted corpses of the former EMTs piled on the
and periodically walk the parking area. None of the gurney in the back in a bloody mess.
basic security personnel are armed with anything more
dangerous than a flashlight. Two armed guards protect Tactically the EMT-800 will try and stay undetected
the money room, offices, and three more armed as long as possible to ensure it can get close
guards work the security room. There is no weapon enough to its target to guarantee termination.
larger than a sidearm on any of the personnel. When in need of a weapon the EMT-800 will use
anything within reach—a firearm from a guard, the
…S…P…EAK…T…O…T…HEM…AN…GERA stanchion from a rope barrier as a heavy bludgeon,
If the PCs don’t think of it, Dr. Connor will suggest even a blue-haired gambler’s walker or cane. The
finding a manager that can lead them to the hidden EMT-800’s only goal is killing who it thinks is Sarah
server. The manager and head of security have keys Connor and her child. The PCs’ destruction of the
to the electrical room, or it will need to be pried or computers is of no consequence to the Terminator,
blasted open. Once inside the electrical room the as it really has nothing to do with Skynet.
false wall is not hard to find if you know to look for
it as the paint is a shade lighter than the rest of the
room. Beyond the false wall in a small closet-like room
is a single bulky server filling most of it. This is the
computer the PCs are seeking.

…CAN…DI…DCAM…ER…A
The PC’s will want to get themselves seen in as many
surveillance cameras as possible, spouting Sarah
Connor-related rhetoric. Not long after the first PC is
caught on camera near or in the casino a T-800 shows
up. Let the PCs be in mid-caper when the Terminator
goes to work in scene 4.

[….104 ] …T…h…e…T…e…r…m…i…n…t…A …o…r…R…P…Gc…a…m…p…a…i…g…n…b…o…o…k


…FO…O…L…'S…M…T…A …E

…S…CEN…E4:T…O…DO… DEFIBRILLATORS: Defibrillators can deliver powerful


electric shocks that might temporarily incapacitate
…M…O…R…EHAR…M a Terminator unit. A character with Medicine 2,
Technical: Electrical 2 or Lore: Skynet 1 can use a
READ THE FOLLOWING TO YOUR PCS: defibrillator as a high powered Stun Gun or cattle
prod. dealing 2d10 damage. Defibrillators can be
The casino floor is a busy sea of flash, glitter, glowing used once before needing to charge again. This
lights combined with neon cowboys and gaudy takes 3 combat rounds (see Stun Guns, Core
western props—wagon wheel chandeliers, lassos used Rulebook: page 90)
to spell out—WIN BIG and even cigar store indians.
While not packed, many of the slots, poker machines
…T…AR…GET…CQA …U…I…R…ED
and tables are occupied by greedy gamblers. Casino
dealers and waitstaff are garbed in white hats, tight- As soon as the EMT-800 sees either Sarah or the
fitting fringed western shirts or skimpy cowgirl outfits “baby” it will go into action. Any person or thing that
that leave little to the imagination. While security stand gets in its way will be thrown aside, smashed through
out from the crowd wearing red western cut blazers or broken as it makes a straight line for the closest of
and jeans. Nothing like finding a needle in a neon its targets.
haystack.
…CAS…I…N…O…GO…BO…O…M
If the PCs insist on blowing up the computer even
…N…O…ES…CAP…E after the EMT-800 shows, then more power to them,
As the PCs try to find the electrical room or someone but the mission is to use the fake Sarah and John to
that can lead them to it and as cameras record a lead any Terminator and the attention of Skynet far
Sarah Connor look-a-like the EMT-800 pulls up and from the reported path the real Sarah Connor took.
blocks the view of the front doors of the casino from …CAR…J…CKA …BI…N…GO
the parking lot with the ambulance. The Terminator will
The ambulance or any number of vehicles in the
head straight into the casino in search of its targets.
casino parking lot—motorcycles, family cars, pickup
If approached by security the EMT-800 will insist in
trucks all the way to an 18 wheeler delivering supplies
a very thick Italian accent that someone called in an
to the bar and restaurant can be used as an escape
emergency involving a woman and her infant child.
vehicle.
The EMT-800 will insist security finds the baby quickly
as it’s current condition has put it in extreme danger.
…EP…I…L…O…GU…E:e…n…d…HAN…D
…S…HO…CK…I…N…GR…EV…EL…T…A …I…O…N…S
If the PCs are in real trouble they can use one of READ THE FOLLOWING TO YOUR PCS:
the defibulators on the walls of a casino or in the
ambulance to shock the EMT-800 into Reboot Mode, They say if you run you’ll only die tired...but that’s the
buying them 120 seconds to escape (see Core job. You’ve lost the Terminator for now, but it has your
Rulebook: page 159). scent. If you rear your head in the next town, shouting
Connor’s name and flashing a smile at a camera,
you’re sure he’ll be back. How long you can keep this
up is uncertain—an expiration date is inevitable. If you
are lucky, they’ll keep coming after you, taking the
heat off of the people who really matter to the future.
You are the unsung heroes of the Resistance whose
struggles will amount to nothing more than a footnote
in the history books—but every second you can buy
the Connors is worth everything.

…T…h…e…T…e…r…m…i…n…t…A …o…r…R…P…GCa…m…p…a…i…g…n…Bo…o…k [….105 ]


…P…AS…T…P…L…AN…N…I…N…G
…a…N…O…R…I…GI…N…AL…CO…N…CEP…T…S…CEN…AR…I…O…FO…R…T…HET…ER…M…I…N…T…A …O…R…R…P…G

TIMELINE TAG: Before you run this mission, be sure to read the entry
for TS-300 Stealth Terminator and the T-K90 Labrador
PRE-JUDGMENT DAY (circa 1980s) Deceivers on pages 174 and 175 of the core rulebook.
The Player Characters (PCs) receive vital future
MESSING WITH META PLAYERS
information about one of Skynet’s assets in the
past—a seemingly innocent small company in South As the Director of this mission, you will get to play
America. But the key to disrupting Skynet’s plan this with your players assumptions and knowledge of
time is subtle sabotage—if the PCs just blow up the the world of The Terminator. Most players should
place, Skynet will start again elsewhere. They must remember from the movie that dogs are often
dig in deep and discover a way to ruin Skynet’s plans the first line of defense, alerting the Resistance
behind its back. to the presence of a Terminator in their midst. In
this mission, the man and dog in question are
…I…N…T…R…O…DU…CT…I…O…N Terminators, and you can use that to twist those
assumptions on their head. Additionally, through
Skynet is in a constant state of self-analysis. While
the mission the players will become aware that it is
time displacement technology is a critical asset in
the cyborg dog, rather than the cyborg man, that is
undoing the Resistance victory of 2029, it is not
the star of the show.
without risks. Should the Resistance gain a foothold in
the past, they could target essential assets and cause
Skynet serious harm. This has led to a more proactive …GET…T…I…N…GT…HER…E
stance, both in targeting time travelers as priority
This scenario is firmly set in the past. It is designed for
targets and in protecting its own timeline. In the case
Resistance members or era natives who already know
of this mission, Skynet is loading the deck in its favor,
about the future war against the machines. Alternately,
modifying past events to increase its post Judgment
you can have your PCs receive the briefing in the
Day resources. Its up to the PCs to stop it.
future and travel back in time to handle the situation. If
Designed for 3-6 players, this mission examines any PCs are coming directly from the future, make use
the measures that Skynet uses to protect one such of the Getting There: Arriving in a New Era section on
company. page 26 of the core rulebook.

…M…I…S…S…I…O…N…BR…I…EFI…N…G DIRECTOR’S NOTE: You may even find that not all of
the scenes in this mission are needed—it all depends
The PCs are Resistance members acting on on how your players approach the problem.
information brought to them by a downstream courier
from the future (see The Card: page 107). How this
takes place and how much involvement the courier …S…CEN…E1:R…EW…I…N…D
has with the PCs is up to the Director to best fit this
into their campaign. A video file on the card instructs …FO…R…W…AR…D
the PCs to investigate a company and its CEO being The PCs are approached by someone claiming to be
somehow important for Skynet on Judgment Day (see a downstream courier, sent back in time to dole out
The Recording: page 107). The PCs don’t know it, but information to various cells operating in the past. The
this CEO has been replaced by a Stealth Terminator courier gives the proper Resistance codes to convince
(see Core Rulebook: page 174). the PCs they are legit.
After the PCs discover what’s going on, they’ll need Prior to leaving, the courier swallowed a capsule-
to think things through. The best solution is to beat coated Multi Media Card. On that card is a recording
Skynet behind its back—taking action that will delay with instructions from the future. Rigging a suitable
the machines in the future but is not blatant enough to mechanism to read the MMC is a mundane task for
be detected until it is relevant to the time stream. any character with the Technical: Electrical Skill.

[….106 ] …T…h…e…T…e…r…m…i…n…t…A …o…r…R…P…Gc…a…m…p…a…i…g…n…b…o…o…k


…P…AS…T…P…L…AN…N…I…N…G

DIRECTOR’S NOTE: If a player has recently lost their


character, this is an excellent opportunity to introduce
their new PC. If not, the courier does not give their
name, and will be on their way to the next cell to give
out other assignments.

THE CARD

Conceived in 1980 but made commercially available


in the mid-to-late 80s, this memory card works on
the principle of flash memory. The MMC contains
the briefing for this mission but could certainly
contain other useful information. A Director looking
to seed further missions could certainly include
some info on this chip. If the players are short on
cash, you might include 4 numbers of an upcoming
lottery. If they need gear, it might give a location of
a suitable site to raid.

…T…HER…ECO…R…DI…N…G
The video opens with the Resistance leader
responsible for sending the PCs back in time—Captain
Wisher. Wisher is joined by two Tech-Com personnel—
an elderly historian and a science specialist. The
captain has their loyal pitbull—‘Nator Sniffer—at their
side. Wisher greets the PCs, saying something that
only they will know is proof these instructions are legit.
Captain Wisher strokes the dog and repositions the
camera to focus on the historian.
As the Tech-Comm operator holds up a pixelated/
hand drawn image of a stylized letter M and L above
the word Tech—the logo for Marco Libre Corp. The
historian states the following:
“Hernán Van der Merwe and his company Marco Libre
Corp have been flagged and are somehow connected
to Skynet. Our experts believe that finding out what
this connection is and sabotaging it can hinder
Skynet’s post-Judgment Day plans.
Get down to Buenos Aires and find out what they are
doing. Find the connection to Skynet and any intel that
can lead us to other Terminator projects. Destroying
the company might not be the best answer—nothing
would prevent Skynet from just starting again. Find a
way to sabotage it without being obvious!”

…O…N…T…HER…O…ADa…AIG …N
If the players are already in the past, its up to you to
decide how the PCs get to Buenos Aires. This is a
big opportunity to introduce all sorts of issues getting
there. If the PCs are already looking for Sarah Connor

…T…h…e…T…e…r…m…i…n…t…A …o…r…R…P…GCa…m…p…a…i…g…n…Bo…o…k [….107 ]


(see Tertiary Objectives, page 92), they may have 1960s automobiles are commonplace, all imported.
searched for her in Mexico and heard rumors she had Hyper-inflation and massive unemployment,
run through Central America and kept going south. poverty, economic problems, and a bank crisis
makes any corporate growth rare and unbelievable.
PCs might need to forge or acquire travel documents,
There is little government regulation and most of
to slip borders, and smuggle weapons or find some
the country’s mineral deposits are untapped—and
when they arrive. Once there the PCs will need to set
that’s where Skynet comes in.
up a base of operations (see Core Rulebook: page 29).
This could easily become a mini campaign with run-ins
with locals, police, and drug cartels. …T…W…HA …S…K…Y…N…ET…I…S…DO…I…N…G
Alternatively, you might simplify the affair into a long Skynet is using the political and economic upheavals
“off-camera” trek to Buenos Aires or even relocate of the time as a smokescreen to conceal the seeding
Marco Libre to a more convenient location. of manufacturing facilities to be used in the future war.
Skynet’s Infiltrators are acquiring access to mineral
…S…CEN…E2:HO…M…EW…O…R…K rights before they become valuable in the future.
Taking control of failing manufacturing businesses,
Diligent PCs will want to do some research on these infiltrators channel funds through shell
Marco Libre Corp. You can roleplay their search for corporations to upgrade plants and factories with
information via contacts, magazines, newspapers, manufacturing and alloy processing technology.
and phonebooks or you can have them make an
Education: Academic (KNOW) Skill Test. Every Skynet gains high-quality alloys and factories with
success will reveal one or more of the following: high-tech manufacturing potential that can easily
be converted to Terminator production lines after
The Address: Marco Libre Corp. Buenos Aires Judgment Day. Skynet picked South America to avoid
Innovation Park, Ciudad Autónoma de Buenos the regulations of the US and Europe, allowing these
Aires, Argentina, phone number and its year factories to be set up without notice.
Incorporation: 1979.
Marco Libre Corp. is one such facility. Skynet sent a
Marco Libre: Marco Libre is a soda company known TS-300 Infiltrator and its T-K90 handler (see pages 109
for producing the soft drink Pop Libre. and 110) back in time to secure these resources in the
Factory: The company is located in a large factory tremulous ‘80s. The cyborgs were accompanied by a
building with the offices on the upper floors. They colony of T-R80 Cyberbats designed to detect relevant
offer tours of the factory. mineral deposits via ultrasonic mapping. If successful,
Skynet will be able to produce twice as many Hunter-
The CEO: Hernán van der Merwe, President and CEO, Killers after Judgment Day.
is known for seeking media attention.
Personal: Other personal info on the company’s CEO …S…CEN…E3:T…HE
(see “Facts” About Mr. Merwe).
…U…N…U…S…U…AL…
Minerals: The company has very recently (since
PINSTRIPE has taken over) acquired numerous …S…U…S…P…ECT…S
mineral rights around the country. The players’ objective is to not take out Marco Libre
More: Any Information about Argentina in the 1980s. Corp. or its CEO, but to unearth information and
covertly sabotage whatever is going on there. Once
they are set up in town, they won’t have to rely on
ARGENTINA IN THE ‘80S
books and magazines—they can do some leg work of
In the mid-eighties, Argentina is recovering from their own.
the rule of a military dictatorship. Although now
…“…CTAF …S…”…a…BO…U…T…M…R….M…ER…W…E
democratic, the country is in turmoil. What little
manufacturing that exists is mostly agro-related. If the PCs go to any of the locations that Mr. Merwe
Tariffs, corruption, and disorganization play havoc frequents and he isn’t present, they can ask the
with trade. locals what they know about the man. The following
information can come in handy:

[….108 ] …T…h…e…T…e…r…m…i…n…t…A …o…r…R…P…Gc…a…m…p…a…i…g…n…b…o…o…k


…P…AS…T…P…L…AN…N…I…N…G

THE MAN: Hernán van der Merwe, President of …HER…N…a…N…V…AN…DER…


Marco Libre Corp. is a muscle mountain of a …M…ER…W…E,a…K…A“ …P…I…N…S…T…R…I…P…E ”…
man. Originally from Zambia, he now resides in
the Argentinian capital. He was engaged, but that Hernán van der Merwe has been replaced with a
ended nearly a year ago. He sleeps in a small flat, Cyberdyne Systems TS Series 300 Stealth Terminator
but spends the vast majority of his time at work, Infiltration Unit (see Core Rulebook: page 174). With a
catching a drink at the local bar every evening on flesh sheath based on public records of the man, the
his way home from any of the three sites. TS-300 looks the part. Memetic brain wave pattern
recordings allow the cyborg to closely mimic the
THE CLOTHES: When not working out, he is man—although a medical condition suffered by the
impeccably dressed in tailored black pinstriped original Hernán van der Merwe has kept the program
suits, black shoes and white socks and shirt. from fully integrating (see page 114).
Because of this, Hernán’s employees have
nicknamed their boss “Pinstripe.” The TS-300 is a bit more physically imposing than
Hernán appears in any photo taken prior to the
THE DOG: Hernán’s only companion seems to be switch—but it clearly has the same face as the original
his rather large and almost equally muscled black- man. If the PCs ask about this, they’ll discover that
brown Labrador Retriever, named Armando. The Hernán has been working out twice a day at the local
dog is exceedingly well trained, walking to heel and boxing gym. Since the change Hernán’s wardrobe has
sitting on command. Armando does not need a taken on a singular look—at the office and out about
leash. town, the CEO is always wearing a pinstripe suit.
THE FIANCEE: Merwe was engaged to marry, but his Pinstripe does not know it is a cyborg—it fully
fiancee—Gail Luna—just up and left many months believes it is Hernán. It is connected via digital radio
ago. Since the breakup, Merwe has focused only on to the Terminator dog Armando (see page 110), who
his company and the boxing gym—he’s bulked up activates and commands the TS-300 as needed,
a bit since then. Any search for Gail Luna will reveal repressing any memories that would conflict with its
she simply dropped off the face of the earth (see primary objective of being Hernán (see page 110).
page 113 for details on her fate).
THE COMPANY: There are no more tours of the soda DIRECTOR’S NOTE: Pinstripe is a fast thinker and
factory. Merwe bought up what everyone thought good communicator as long as the subject is himself
was worthless land that turned out to be rich in or his business practices. He will act a bit “off” if
metals. Marco Libre has dropped its soda line and the topic isn’t specifically related to the Terminator’s
will now manufacture and deal in metal alloys and mission. When this happens, run him like he is reading
surface treatments. from a script as he speaks—often pausing before
he responds, as if to give a carefully crafted answer
THE INSPECTOR: A factory inspector named Molina
(he is interpreting non-relevant information from his
came by about two weeks ago and shut down
databases).
construction, arguing that Merwe failed to get the
proper permits. It’s a common tactic that “these His connection with his dog is abnormally strong,
guys” pull to make extra cash. After stalling work for they seem to be almost telepathically linked—and
about a week, the inspector left and construction technically, they are (see page 117). Sometimes
resumed. Everyone assumes van der Merwe paid Pinstripe will turn and look at Armando for a moment
him off. before saying what’s on his mind—he is receiving
THE EX-EMPLOYEE: Some alloy specialist from instructions from the cyborg dog (see page 110).
the states—Peter something—was fired about 7
months ago—claims Merwe stole from him. (This is
Winklins. See the Stalker and the Example on pages
110 and 111, respectively).

…T…h…e…T…e…r…m…i…n…t…A …o…r…R…P…GCa…m…p…a…i…g…n…Bo…o…k [….109 ]


CANINE PUPPET MASTER advanced ground penetrating ultrasonic detectors, the
C-Bats use this absorption of sound to detect different
Have Armando growl at a specific PC (or even metals, scouting terrain to find exploitable mineral
better a NPC if the situation suits it),more than the resources for Marco Libre Corp.
others. Mention that he follows that PC with more
interest than any other. Most players (and their
…M…CHIA …N…EM…AN…
characters) should know that dogs can sniff out
Terminators. Additional attention from Armando will …a…BO…U…T…T…O…W…N
sow distrust and importantly distract from the fact During the process of investigating the company
that both dog and man are themselves cyborgs. and its CEO, the PCs will eventually come into close
contact with Hernán, the company’s President. Hernán
may be found in any one of the following locations:
…a…R…M…AN…DO…,T…HE
…L…ABR…ADO…R…DECI…V…ER EL BOXING GYM: If the players decide to meet van
der Merwe here, he will be the most off guard and
T-K90 Cyberdyne Systems Series K Misdirection so likely to share more information and discussion
Infiltration Unit X Prototype. with them. Whether it be the changing room, shower
A big and powerful chocolate-brown Labrador, this or gym itself. He will agree to talk to any PC who
beautiful dog is much more than it seems. Sent back gets in the ring with him for a friendly boxing match.
in time alongside Pinstripe and their cauldron of Of course, a Terminator throws a mean punch…
Cyberbats, Armando is an upgraded T-K90 Cyberdyne EL OFICINA: Hernán will be very official and business-
Systems Series K Misdirection Infiltration Unit (see like if met at the Marco Libre offices. He will show a
Core Rulebook: page 175). Armando is the brains of level of cordiality and be happy to answer questions
the operation—in fact the TS-300’s CPU is slaved to and may even show the players the laboratory (no
the Deceiver. staff will be present). His dog will be in its bed,
SPECIAL SKILLS apparently dozing and blocking an unmarked door.
One of its eyes will open every now and again to
The X in Armando’s designation marks look at its master as if awaiting a command.
him as a prototype. The labrador
EL BOÎTE: This is the local watering hole frequented
deceiver possesses an advanced
by the employees of the plant. Hernán and his
Infiltration and Elimination processor
dog are a common sight here. When encountered
package (see Core Rulebook: page
here, Hernán is cordial and talkative—he is very
SMART DOG 160). This increases its KNOW and
personable with his workers though talks mostly
CONC by 1 along with many of its
about himself and his business.
skills (most of which aren’t needed
for this adventure) For simplicity, EL PISO: Hernán will not speak to the PCs at home. If
treat its Detect, Weapons and they listen closely to the door, they will hear snoring.
Intimidation as 1 higher than normal. Whether it’s the man or the dog, they cannot tell. If
they catch him as he is entering or leaving the flat,
Armando’s jaws have been he will be cordial but curt—he separates work and
significantly upgraded. While home life. He insists that they make an appointment
SHOCKING extremely lifelike, they can deliver to see him during work hours.
BITE an electric shock like a cattle prod
without the Improvised quality …T…HES…T…a…L…K…ER
(see Core Rulebook: page 127).
When the PCs begin asking questions about Merwe,
they will pick up a stalker. Merwe brought in an aluminum
…C-…T…BA …S alloys expert from the United States when he decided to
T-R80 Cyberdyne Systems Series R reinvent Marco Libre— Peter Winkins. Winkins worked
Reconnaissance Infiltration Unit on metal formulas for three months, never able to
satisfy Merwe. Merwe had these crazy ideas on creating
Armando and Pinstripe brought a colony of 100 hyperalloys, but the technology needed to create them
C-Bats (see Core Rulebook: page 177) with them from just doesn’t exist yet. One day, Winkins developed a
the future. The different density of materials cause breakthrough formula for a heat resistant hyperalloy that
them to absorb sound differently. Equipped with

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…P…AS…T…P…L…AN…N…I…N…G

was actually producible and did most of what Merwe DEATH BY A THOUSAND CUTS: Outside the building
wanted. Suddenly Winkin’s computer and books were is a huge dumpster filled with broken glass soda
seized by security and he was fired. bottles. While the heavy metal box that is the
dumpster grants heavy cover and +6 PV when used
Winkins believes Merwe stole his work. He plans to break
as cover, climbing in it is a terrible idea. Characters
into Marco Libre and alter the formulas he devised for
attempting to enter or exit the dumpster can do so
them, essentially corrupting the alloys produced—either
with a Difficulty 16 Acrobatics Skill Test. Failing this
that or burn the place down. He’ll want to know what
test means that the character is cut. Roll a d10: 1-2
the PCs are up to and try to get them to help him. If
= cut by one shard of glass. 3-9= two shards. 10 = 3
they brush him off or take him with them to infiltrate the
shards. Each shard will pierce body armor and deal
factory (see The Example).
1d10-5 (min 1) damage.
DIRECTOR’S NOTE: Altering the formulas is a good DITCHED BODIES: A ditch lies behind the dumpster.
way to sabotage Skynet’s long term plans. During the day, Armando can sometimes be seen
burying bones and other things here. Also, a few
unmarked graves are hidden here:
…S…CEN…E4:
…I…N…FI…L…T…TR…A …I…N…GM…AR…CO… THE EXAMPLE
…L…I…BR…ECO…R…P…. If the PCs attempt to investigate the company’s
Marco Libre occupies a six storey manufacturing floors after office hours, they may encounter
plant being renovated for alloy production. The first Armando, the Labrador Deceiver (see page 110).
two floors are the factory itself with the top two being The first time they decide to check out the building
the offices. Despite word to the contrary, they are not at night, the PCs will be startled to hear someone in
doing tours. the building with them, eventually discovering its a
prowler—Peter Winkins (see page 110). Winkins will
GETTING IN: The building is accessible through six be seen by Armando. Even if the PCs brought him
large loading doors and three regular doors on the with them, the following will occur.
ground floor.
• THE CHASE: The labrador will chase the man
GOING UP: The upper levels can be reached via the down, savagely rip out his throat, drag the
building’s two stairwells, and a 1950s style hand- body by its broken neck to the ditch out back
operated cage elevator. The factory’s upper floors (see above), and bury it—a clear sign that the
consist of development labs, a library/records room, PCs best be careful around this dog.
and the CEO’s office. There is no elevator operator
and no receptionist on site. • BURIED TREASURES: Investigating the ditch
will reveal two other bodies buried there—the
AIR VENTS: The building’s upper floors contain seven and ten months old corpses of a man
several air vents wide enough for a PC to travel and woman respectively. These are Gail Luna
through. They are accessible from both the first floor and Inspector Molina (see pages 113 and 109,
and the roof (see the map for their location on floors respectively). An extended recon or trial and
5 and 6). These vents are sometimes infested with error will reveal that the dog is not always on
T-R80 Cyberbats (see Core Rulebook: page 177). site—so they will want to monitor Merwe’s
activities.
…T…HEY…AR…D If the PCs investigate the facility whilst they know
The yard is an unpaved, hard-packed dirt lot that Armando is away, the process will be rather simple
serves as both the parking and shipping area for the and stress free—unless they manage to disturb the
plant. C-Bats on the Sixth Floor (see page 110).
TRUCKS: Three empty tractor trailers sit in the yard,
their keys in the building (see Control, page 112).

…T…h…e…T…e…r…m…i…n…t…A …o…r…R…P…GCa…m…p…a…i…g…n…Bo…o…k [….1 ]


…FI…R…S…T…a…N…DS…ECO…N…D DIRECTOR’S NOTE: Merwe’s fiancee Gail Luna was
…FL…O…O…R…S murdered here ten months ago when Pinstripe took
the CEO’s place—on the night of their engagment
FUTURE METAL WORKS: The former soda plant is in party. Inspector Molina (see page 109) was killed here
the midst of a huge overhaul—its factory levels are seven months ago, right after Peter Winkins was let
being converted to a metal works. go. Both Molina and Luna’s bodies are buried in the
THE FLOOR: This high-ceiling work area is still under yard (see page 111).
reconstruction. There is a surprising amount of
automation at play here—hydraulic presses and …L…ABO…TR…A …O…R…I…ES
automatic lifters dominate the assembly line. Any NOTEBOOKS: Close examination of these books
PC from the future who was ever captured by (most written by Peter Winkins: page 111) will show
the machines and put to work will find this all too that every one of them has the same last entry
familiar and need to make a Difficulty 5 Fear Test. date (seven months ago). Only one notebook has
THE PEOPLE: Most on site employees are currently entries as recent as last week. The content is largely
working construction jobs, transforming the factory impenetrable though a character with 2 ranks in
for its new line of work. There are some twenty Education: Academic will recognise the content
people welding and building during the day, and a as chemical formulas. Working out that they are
single overweight security guard patrols the place at specifically mettalurgical formula’s and processes
night. will require a Difficulty 11 Education: Academic
(KNOW) Skill Test. Working out that this is the alloy
ELECTRIC ARC BLAST FURNACE: Recently used in T-800 Terminators will need a Solid success
installed, this furnace has yet to be fired up. Startup on the Skill Test. The notebooks are written with
takes about half an hour and produces heat in perfect almost mechanical precision.
excess of 1700 degrees Celsius—hot enough to
melt a Terminator. Every round a Terminator is HEAVY METALS: There are many metal samples here,
contained in the furnace it will take 2d10 damage some soft, some brittle. Deep investigation via a
which will ignore armor. Difficulty 11 Technical: Mechanical (CONC) Skill Test
will reveal that one of them is pretty damn close to
THE LOFT: The second floor of this factory is a series the stuff they make Terminators out of.
of stairs, balconies, and catwalks that allow access
to the equipment from above. ANACHRONISMS: The room is littered with crudely-
made equipment and technology that represents
CONTROL: A small manager’s office in the loft has the things that do not normally exist in the 1980s—
construction plans on a clipboard (they are ahead someone with knowledge of the future has made
of schedule) and the keys to the trucks in the yard crude versions of advanced metal testing tech from
(see page 111). There are many half-completed resources of the day. These things have been used
newspaper crosswords here, along with the odd recently.
paperback novel.
THE BADGE: A badge is lodged under a fallen
…T…HI…R…Da…N…DFO…U…R…T…H bookstack. It belongs to the MIA factory inspector,
Pedro Molina (see page 109).
…FL…O…O…R…S
NO GOOD GOODS: The fridges and drawers are full
Former offices, these floors are now completely
of rotten food, stale candy, and cigarettes that are
gutted, leaving only the load-bearing walls and studs
out of date.
in place.
DATA: A Difficulty 13 Detect (CONC) Skill Test will
…FI…FT…HFL…O…O…R uncover an encrypted floppy disc with a Cyberdyne
logo on it. Accessing it requires a Difficulty 16
See the map on pages 118. This is a place apparently Computer (KNOW) Skill Test. It contains both photos
forgotten in time. It’s a place where the day to day is and hand drawn schematics of a Terminator’s arm
ignored and forgotten, but a place in use despite this and broken CPU chip—the remains of the Phone
by someone solely focused on their experiments. Book Killer (see Core Rulebook: page 192). It also
contains an inconclusive metal composition analysis
of the arm.

[….12 ] …T…h…e…T…e…r…m…i…n…t…A …o…r…R…P…Gc…a…m…p…a…i…g…n…b…o…o…k


…P…AS…T…P…L…AN…N…I…N…G

…S…I…X…T…HFL…O…O…R computer’s wires. If disturbed, it will attempt to


flee— but won’t be able to fly far without getting
See the map on page 119.
tangled up in the wires.
…L…I…BR…AR…Y…R…ECO…R…DS 64KB OF SCAN: If the PCs check the computer,
This area is a vision of carnage. Geological journals on they will discover the C-Bat was uploading
alloys and mining practices are scattered about, desks ultrasonic mapping information showing large metal
broken and book stacks toppled. Cobwebs cover the deposits in Merwe’s recently acquired lands outside
room and spiders scurry away from the light. The room the city.
has clearly not been used for many months.
If PCs investigate together, (see Working as a Team: …T…HET…-…FI…L…ES
Emphasizing Awesome on page 56 of the Core Marco Libre’s file cabinets harbor many secrets. A
Rulebook). The Team leader should make a Difficulty Difficulty 8 Education: Natural (KNOW) Skill Test will
8 Detect (CONC) Skill Test with each success rolled uncover any of the following information our PCs
revealing one of the following. might find useful. All Terminator-related files are found
DRY READING: Many books here are clearly in lower drawers where Armando can access them.
covered in the browned splattering of old dried LIQUID GOLD: The secret formula to Marco Libre’s
blood. soda—Pop Libre—is located here.
OUT, DAMNED SPOT: In one area of the room, the ALAS, ALLOYS: The factory is definitely being set up
carpet is equally browned. Investigation will identify to produce alloys. They’re not bringing in electronics
the motion of a bloodied body being dragged along or computer chips, or making Terminator molds.
the ground. In short, no robots. If making Terminators is the
GIVE THEM THE FINGER: There’s a mummified endgame, Skynet is playing the long game here first.
human finger under the table—and with the STEEL OF THE CENTURY: The stolen plans and
engagement ring still attached. The size and style of schematics to Century Industries Centurion robots
the ring match the one worn by Gail Luna. are stashed here despite the fact that the factory
HELL OF A PARTY: An instant photograph of a lab will only produce alloys (see the Centurion mission
party lies near a busted camera here. In the image is on page 72).
an older and weaker looking Hernán van der Merwe BLACK BIRD RECORDS: FInancial information
with a black Labrador. The man is clearly having reveals large amounts of funds have been funneled
a lot of fun. A banner “Congratulations Gail and into Marco Libre Corp. from numerous shell
Hernán!” visible above the gathering. Everyone has companies like Raven Technologies (see Core
champagne glasses in their hand and Gail’s new Rulebook: page 179). All transactions were in
engagement ring is clearly on show. Looking further amounts just small enough to not avoid any cursory
in the room shows the crumpled banner and broken notice.
champagne glasses lying about—what happened
here came not long after the photo was taken. THE KYLE FILE: Photos of what looks like Tech-
Comm Sergeant Kyle Reese in a padded room fill
FILE CABINETS: These six fireproof cabinets are this file. A series of numbers are scrawled on the
the only things standing in the room, although the back of one pic—they are the coordinates for where
lock on each appears to have been twisted off by Kyle is being held (see the Past Tense mission on
either a tool or a Terminator’s hand. See the T-Files page 82).
for what’s inside.
AND THE REST: Any of the information mentioned
BATFINK: The window is open here, right next in Scene 1 and 2 (see pages 106 and 108,
to a desk with a 1980s home computer on it. respectively) that the PCs have yet to unearth—as
The disk drive has a bundle of wires sticking out well as anything you want to feed them for future
of it. A big brown bat swoops through the open missions—can also be discovered here.
window, forcing the PCs to make a Difficulty 6
Fear Test (see Core Rulebook: page 85). A T-R80 …S…T…O…R…ER…O…O…M
Terminator, the Cyber Bat will ignore the PCs unless This room is filled from floor to ceiling with cases of
directly attacked, instead connecting itself to the Pop Libre soda.

…T…h…e…T…e…r…m…i…n…t…A …o…r…R…P…GCa…m…p…a…i…g…n…Bo…o…k [….13 ]


…Va…N…DER…M…ER…W…E'S…O…FI…CE THE FAR DOOR: Across the room is another door,
A surprisingly small and sparsely furnished room, this slightly ajar with a soft green light. A Difficulty 8
is not the sort of office one would expect to be used Stealth Skill Test (See Emphasizing Risk, Core
by a high-flying yuppy of the ‘80s. Actually the former Rulebook: page 57) is required to ensure that none
reception area, the office is little more than a desk and of the C-Bats activate. If the Stealth Skill Test is
chair at the end of the hall opposite the elevator cage. failed, the TR-80 C-Bats in the room will activate.
Two doors to other rooms are also here. Placed in front The C-BATS will attempt to escape and not engage,
of the door on the right (Door Number 2) is Armando’s heading out the door towards the main lab and
dog bed and a number of dry worn chew toys. onwards—they are not combat units.
LETTERS FROM A SON: A small trash can near the Towards the far door, the stench gets more and more
desk is full of over a dozen letters from Hernán’s pungent. The PC with the lowest Cool (with Strength
son, Luis, all unopened. Luis talks about his travels breaking any ties) must make a Difficulty 5 Strength
abroad to secure trade deals for the company. Resistance Test or be gloriously sick, suffering 1
Dated over the past ten months, they grow damage. If sick, this PC must immediately make a
increasingly concerned as to why his father hasn’t Difficulty 10 Stealth Skill Test or risk waking the bats.
replied. Beyond that door lies the Stink Pit.
DOOR NUMBER 1: The left-hand door is a bathroom …T…HEP…R…ES…I…DEN…T…'S…T…BA …HR…O…O…M…,
in a similar dusty state to the library. It has clearly …a…K…A“ …T…HES…T…I…N…K…P…I…T …”…
not been used for a good few years. The only signs PCs able to get past the smell will discover the office’s
of life come from spiders anxious to scurry away bathroom behind the door. The formerly plush facilities
when the lights come on. If your PCs are the type to include a toilet, bidet, twinned sinks, and a vintage
go looking in toilets, they will see that the water has cast-iron bathtub. If the PCs enter, they will hear a frail
evaporated away long ago. moan coming from inside the tub.
DOOR NUMBER 2: Blocked by Armando’s dog bed, MAN’S BEST FRIEND: Between the toilet and bidet
the door to the right is locked with a retrofitted is a pile of bones. Close investigation will show they
security padlock. Investigation of the door will show are the remains of a large breed dog and a leather
that it was adorned with a name plaque some time collar with a tarnished name tag—Armando.
in the past. A Difficulty 8 Detect (CONC) Skill Test
will reveal that the carpet from the back of the desk PAY NO ATTENTION TO THE MAN IN THE TUB: A
toward this door is well trod and appears to include frail naked man lies in the bath, covered in his own
more stains. This leads to the Make-shift Machine bodily waste. Both his legs are malformed—as if
Depot. they had long ago been broken at the knee and
never set properly. His arms are similarly damaged.
…P…R…ES…I…DEN…T…'S…O…FI…CE He is handcuffed to the faucet and shackled by
The room is locked. A Difficulty 11 Lock Pick: chains to the toilet. An automated intravenous drip
Mechanical (CONC) Skill Test or less subtly with a is set-up to pump him full of drugs and nourish him.
Difficulty 8 Melee Weapons or Unarmed Combat He seems not to react to the PCs, as he is drugged.
Skill Test opens the door. The whole room has a faint Looking past months of hair/nail growth and
stench of feces and body odor that increases as one muscular atrophy, the players may recognize the
makes their way across the room. man as the real Hernán van der Merwe. (see Hell
SATELLITE BAYS: This room is meant to be the office Of A Party on page 113). The TS-300 has kept him
for the President of the company. It is not being alive for the past ten months out of necessity. The
used that way; instead there is a lot of anachronistic Stealth Terminator’s memetic software was unable
technology—including twenty T-R80s (see page to make a full copy of Hernán’s brain wave patterns
110) sitting in bays wired to a cable box. The box because the man suffers from an inoperable brain
leads to a 1980s style satellite dish on the factory tumor. Every week, Armando and Pinstripe scan
roof. A Difficulty 13 Computer (KNOW) Skill Test him again—slowly putting together a complete
determines that the C-Bats have hacked a stray map of the man’s mind so that the Terminator can
commercial satellite to locate potential metal eventually become a flawless duplicate.
deposits across Argentina. Once satellite imagery While alive, the real Hernán makes little sense if
shows an area that appears to meet the criteria, spoken to—he is heavily medicated with barely any
they deploy to investigate, using their ultrasonic semblance of sanity.
capabilities to confirm.

[….14 ] …T…h…e…T…e…r…m…i…n…t…A …o…r…R…P…Gc…a…m…p…a…i…g…n…b…o…o…k


…P…AS…T…P…L…AN…N…I…N…G

WHAT A RUSH: A few minutes after the players …CKHA …I…N…GHER…N…AN…'S…


discover the room, an audible beep will sound as an …HEAD
electric dispenser pumps narcotics into the tubing.
Any PC with medical training will know Hernán has If the PCs decide to sabotage Marco Libre by either
been administered a powerful painkiller. popping Pinstripe’s chip or hacking into its head, they
will discover the following (see the Hacking Diagram
For a brief time, Hernán becomes lucid. He will on page 117).
answer up to 1d10 questions as best he can. As
they near the last question, realization dawns upon MARIONETA: Pinstripe is not the one in control—
his face. He transitions from a narcotic high to all Armando is. If the PCs hack Pinstripe and Armando
out fear and whispers, “run.” is still operational, any work they do will be undone
by the Labrador Deceiver in short order. Hacking
He only receives painkillers when the Terminators Pinstripe’s chip isn’t easy. Not only is a Difficulty
interrogate him, so he realizes they are coming. If 8 Technical: Electrical (CONC) Skill Test needed
the PCs don’t move to hide or leave, Hernán will to connect to it, its an Encryption 13 System
rasp again, “RUN!” integrated with Armando and the C-Bats. While the
If they have not already dealt with Armando and C-Bats won’t really affect the hack, Armando has
Pinstripe, the Terminators have arrived. A steady growl backups of both Pinstripe’s system and the cyber
can be heard coming from the office (location 3). dog’s own data. As soon as the chip is reseated,
Armando will connect and start restoring Pinstripe.
…S…CEN…E5:T…HE While not an expert hacker, Armando only faces
an Encryption value of 5. Once connected, this
…CO…N…FR…O…N…T…T…A …I…O…N integration is pretty obvious to the PC hacker and
After the number of 1d10 questions have been also presents a valuable opportunity. If the hacker
asked, or a number of moments equal to the roll have can connect to Armando though the Labrador
passed (whichever comes first) the PCs will hear the Deceiver’s I/O port, they can affect both Pinstripe
Terminators arrive. After this, they will have one round and the C-Bats.
to ready themselves. The TR-80 bots will escape by
TEACH AN OLD PERRO NEW TRICKS: Armando
any means necessary—shattering windows, and flying
will need to be hacked and its files corrupted or
out stairwells—as they enact their secondary protocol
false data uploaded. The PCs might want to take a
of entrenching themselves in areas in and around the
cue from Winkins and alter the hyper alloy formula
city to gather data.
to be of inferior quality. They’ll need to do this
If the PCs have discovered the original Hernán or in the Terminators’ heads and in the company’s
have made physical threat to either the Terminators computer. Alternatively, they can alter the C-Bat
or the operation, both Armando and Pinstripe will try mineral reports and point them towards mining
and eliminate them as quickly as possible. If the PCs areas with less dense deposits. These tasks can
escape and either Terminator survives, the TR-80 bots be done by Hacking the data aggregator (Node W).
will be sent to locate and eliminate the PCs if possible. This will mask the change so the Terminators—and
eventually Skynet—will not notice the alteration until
WHEN THE TERMINATORS ARRIVE, READ OR it is too late.
PARAPHRASE THE FOLLOWING:

The massive dog appears, teeth bared in a threatening


snarl. The musclebound form of Hernán looms behind
him. The big man’s mouth opens too wide and a high-
pitched shriek erupts from his throat, sending clouds
of C-bats scattering. Hernán’s eyes flare red. Armando
barks an order to him in perfect Spanish...“ATAQUE!”

…T…h…e…T…e…r…m…i…n…t…A …o…r…R…P…GCa…m…p…a…i…g…n…Bo…o…k [….15 ]


UNDERSTANDING THE NETWORK groups of C-Bats have been hunting for you. You
have some loose ends to tie up and an apocalypse
Armand and Pinstripe share similar architecture. to delay, best get to it.
Nodes V and P are used in cognition and
communication. Node T is the node responsible
DIRECTOR’S NOTE: The PCs should be encouraged
for the Terminator’s motive capability and combat
to finish the job, though if Armando or Pinstripe are
programming. Node H is the copy of Hernan’s
alive the C-Bats will eventually find the PCs and lead
memories and responses. R is the reboot node. B
the Terminators to them. If the cyborg dog has been
is the control node for the C-Bats, with 1 & 2 being
destroyed, you can use the “I’ll be back” rule (see
data prioritization gained from their recon. Armando
Core Rulebook: page 172) to have Armando’s “dead”
also has Node A. This is responsible for running
body vanish from the scene when nobody’s looking.
the distributed network—and acting as the control
point for all local forces. OR: If either Armando or Hernán survive, they will
sequester themselves in the jungle, the C-Bats will
The C-Bats are much simpler. Each individual unit
gather all the information they can, and join them to
has a corresponding subnetwork that connects into
await Judgment Day. The PCs could opt to try and
an external data aggregator, built into the desktop
track them down, or they could receive new orders.
computer in the Library (see page 112).
If the PCs destroy the facility or destroy Armando
…EP…I…L…O…GU…E or Pinstripe: You did what you had to do and
thought hopefully at least this would affect
After the combat, the PCs may have reprogramed
Judgment Day. It seems Skynet had a contingency
Armando, run or destroyed it all.
and it isn’t long before you see in the news that
If the PCs successfully reprogram Armando: Hernán’s “son” will inherit the company Marco Libre
Excerpt from intercepted Skynet data package: Corporation and will be making a new facility in his
father’s honor. In the news clips Hernán’s son will
SKYNET REPORT: 1/1/2025: always be seen with his father’s dog…
T-R80 UNIT X334.V REACQUIRED.
SUFFICIENT DATA DOWNLOADED
TO IMPLEMENT ‘ALLOY PROGRAM …EX…T…EN…DI…N…G
THETA/DELTA 0.000100.1001’,
CODENAME: MARCO LIBRE.
…T…HEM…I…S…S…I…O…N
TACTICAL ADVANTAGE GAINED: If the PCs succeed or are forced to flee, the mission
+0.72% LOCAL OPPOSITION
can be extended significantly by tracking down and
FORCES IDENTIFIED. MEDIUM
PRIORITY/ TARGETS OF eliminating the rest of the hundred strong colony of
OPPORTUNITY. ERROR…ORIGINAL T-R80 C-Bats—secreted in different places in and
ESTIMATED TACTICAL ADVANTAGE around the countryside.
WHEN APPLIED TO CURRENT
RELEVANT DATA SHOWS: -0.27% If the PCs need help in locating the T-R80 C-Bats:
DISADVANTAGE DUE TO FAULTY
MINERAL DATA AND SUBSTANDARD …+ The PCs can hack the computers and in the
ALLOY COMPOSITION. SUMMATION: Machine Depot (see page 114) to find the
‘ALLOY PROGRAM THETA/DELTA
0.000100.1001’ DISCONTINUED.
Terminators.
…+ The PCs might hear locals talking about some
If the PCs run: You couldn’t get out of that hell hole very aggressive bats.
fast enough. The problem is, the job’s not done— …+ Now considered a threat, the PC’s own base of
and you literally aren’t off the radar for long as operations might be a target of the T-R80s

[….16 ] …T…h…e…T…e…r…m…i…n…t…A …o…r…R…P…Gc…a…m…p…a…i…g…n…b…o…o…k


…P…AS…T…P…L…AN…N…I…N…G

…Ha…c…k…i…n…g…Di…a…g…r…a…m…:HER…N…AN…'S…HEAD

…T…h…e…T…e…r…m…i…n…t…A …o…r…R…P…GCa…m…p…a…i…g…n…Bo…o…k [….17 ]


…M…a…r…c…o…L…i…b…r…e…Bu…i…l…d…i…n…g…:FL…O…O…R…5

DIRECTOR’S NOTE: These maps can be downloaded as part of the


‘Director’s Art Pack for Digital Play’:

[….18 ] …T…h…e…T…e…r…m…i…n…t…A …o…r…R…P…Gc…a…m…p…a…i…g…n…b…o…o…k


…P…AS…T…P…L…AN…N…I…N…G

…M…a…r…c…o…L…i…b…r…e…Bu…i…l…d…i…n…g…:FL…O…O…R…6

…T…h…e…T…e…r…m…i…n…t…A …o…r…R…P…GCa…m…p…a…i…g…n…Bo…o…k [….19 ]


…EP…I…L…O…GU…E:T…EN…S…EP…AS…T
…AS…CEN…AR…I…O…I…N…S…P…I…R…YEDB …T…HEGR…AP…HI…CN…O…V…EL…:T…ER…M…I…N…T…A …O…R…1984

TIMELINE TAG: …S…CEN…E:AV…ER…Y…,


PRE-JUDGMENT DAY (circa 1980s) …V…ER…Y…,FI…N…EHO…U…S…E

DIRECTOR’S NOTE: A coda to the missions Future LOCATION: A remote cabin, somewhere in the
Tense, Past Tense, and actually the entire campaign Mexican desert, maybe. It’s not important.
presented in this book, Tense Past is somewhat of an PLAYER GOAL: Defend your home against a T-800.
optional mission. It is somewhat bleak—Kyle Reese is Some things never change, right?
intended to die here, but the Player Characters may
ASSAILANTS: One T-800 Terminator—the Garbage
have a moment of untainted triumph—save Reese,
Man. But that’s all it takes.
Sarah, and John—and escape to face the coming of
Judgment Day.
…S…CEN…ES…ET…-…U…P
…I…N…T…R…O…DU…CT…I…O…N Depending on how much time has passed in your
campaign, John may be born. Together with Kyle and
Designed for a group of 3-6 players, this epilogue Sarah, the PCs have created a simple little life for
works well if the PCs have gone on several other themselves. A small house with electricity, running
missions in the time between Past Tense and Tense water, and a garden in which things grow ready to
Past. They’ve searched for Sarah Connor, staying one be eaten unlike the stunted plants sprouting from
step ahead of the law, and finally lost them. They’ve the irradiated earth of 2029. This house can have
reunited her with Kyle. Maybe they’ve faced other served as their base of operations for some time
Terminators and worked to cripple Skynet for months now—completing other missions and returning here to
or even years. The PCs are safe. Kyle Reese is safe. recover.
Sarah Connor is safe, and, as a result, so is John
Connor.
…T…HES…I…M…P…L…EL…I…FE
…M…I…S…S…I…O…N…BR…I…EFI…N…G It’s almost been idyllic. But Judgment Day hasn’t been
averted yet—and Skynet won’t cease its attempts to
‘Sarah and John are the future of mankind...we must kill John Connor before the Resistance can be formed.
protect them at all cost.’ But it’s not only violent strategies for mechanical
interlopers that the PCs have had time to devise. It’s
- Kyle Reese also processes and procedures for when this shit goes
down.
In the midst of a life almost comprising hope, the PCs
In an attack, what do the PCs do? What are the
are confronted by the knife-edge on which the future
positions each adopts? They must have known
hangs. A T-800 dressed as a sanitation worker strides
something was coming. The PCs were Resistance
across the open space towards the house and the life
fighters, suspicious of everything, alert to the merest
the PCs built together—his overheated garbage truck
possibility of machine infiltration, or impending attack.
cooling off a half-mile down the road.
And they’ve lived in this house for weeks, months, or
The PCs won’t know how this Terminator found years now.
them—and likely never will. This killing machine might
be covered in human flesh, but it isn’t seeking to be …'80S…M…O…N…T…GE A
subtle or cautious. It walks with resolute purpose,
ready to murder anyone and anything getting in its Have a session where you work with the players to
way. design their safe house and equip it as they see fit. Let
the PCs’ ideas stand, as long as they’re reasonable.
Battle is going to be joined... After all, these are experienced, disciplined Resistance
fighters; they aren’t going to forget their training, just
because the past offers a few comforts. Here are some
options they can work with:

[….120 ] …T…h…e…T…e…r…m…i…n…t…A …o…r…R…P…Gc…a…m…p…a…i…g…n…b…o…o…k


…EP…I…L…O…GU…E:T…EN…S…EP…AS…T

HOME ALONE: Of course, they’ve built defenses, Not here. The Garbage Man is capable of killing
booby traps, and other means of protecting the each of the PCs and reducing the house to rubble
place. What these are, the Director can work with by itself. It’s armed with two assault rifles, two
their players to determine, and deal damage to the heavy pistols, and its bare hands. It’s relentless, and
Terminator accordingly. Shrapnel from carefully it’s not going to stop. In the previous part of this
placed landmines, or nets of grenades waiting to be scenario, the Terminator was just one more enemy.
tripped by someone ripping a door off its hinges— Now, it’s the enemy, again.
whatever it is, it’s sure to be nasty, and loud. But is
It only has a single purpose, and nothing is going to
it going to be enough to stop a Terminator?
stop it. The PCs should be scared, and as Director,
A WAY OUT: Are there escape tunnels? A hidden you should be prepared to hurt them (you were
bunker? The PCs knew Skynet wasn’t done with warned about a potentially bleak ending!)
them. It doesn’t mean these plans work precisely as
intended. It doesn’t mean a Terminator won’t smash …a…S…S…ET…S
a fist through the roof of an escape tunnel and drag WEAPONS CACHE: In addition to their plans, traps,
Kyle Reese out by his throat, but the plans should and escape routes, the PCs have some firepower to
exist, and should give the PCs some kind of edge. back them up. Sarah Connor and Kyle Reese aren’t
going to not have an arsenal or two around. Let the
…S…AR…AHa…N…D/O…R… PCs each pick five ‘80s era specific weapons that
they keep stashed in the house.
…J…O…HN…CO…N…N…O…R
The two most important people on the planet are in
the care of the PCs. If Sarah is still pregnant, then she
…L…a…S…T…S…T…a…N…D
has to be guarded, moved out of the house, and kept This is the end of the line for the PCs, as far as this
as calm as possible. If John is a baby, then he’s the campaign goes. They rescued Kyle Reese, completed
priority. One, or both, needs to be taken away from the their mission assignments, and then joined his mission
house, taken as far away as possible, at least while to guard Sarah Connor, and John Connor, Kyle’s
the Terminator is intact. But taking care of someone on son. There’s nothing else that matters. No other fight
the verge of giving birth, or a newborn baby, while a to go to. As a result, the PCs don’t have anything
homicidal cyborg fires high caliber rounds through the else to lose. This is it. A Director might offer two or
walls of a house, is not easy. three Player Characters a chance to go down in an
epic blaze of glory, taking the Terminator with them.
How the PCs deal with their charges is up to them, but
Perhaps Kyle joins them, sacrificing himself alongside
they somehow need to do so. The Connors must be
his friends, to ensure Sarah, and his child, get free.
protected, by any, and all, means necessary.
This emphasizes the bleakness of the mission and
…O…BS…T…CLA …ES brings a fitting end to the events the PCs have been
through.
THE T-800 GARBAGE MAN: There’s no easy way
of stopping it, and there’s no industrial machinery
out here to crush it with. There’s just a perfectly …EN…D
designed killing machine about to do precisely what This is how things end, then. One last fight, against
it was designed to do. Stopping the Garbage Man impossible odds, to try and preserve a trace of
should be enormously difficult. Even with numbers, hope for mankind in the face of apparently certain
strategies, and all the contemporary firepower at destruction. If some, or most, of the PCs survive, then
their disposal, the Terminator is not going to go this could be an ongoing campaign, as they work
down easily. The flesh over its endoskeleton might with Sarah to try and prevent Judgment Day before
be stripped away, but it’s going to keep coming. it happens, dealing with other Terminators as they
In their past future encounters with Terminators (a appear. Alternatively, they could be attempting to build
strange sentence but one the PCs are likely to be other Resistance cells elsewhere in the world, ready
pretty familiar with), the PCs had weapons capable for when Skynet finally rises, and the fires of hell heat
of inflicting considerable damage to the machines. the deep.

…T…h…e…T…e…r…m…i…n…t…A …o…r…R…P…GCa…m…p…a…i…g…n…Bo…o…k [….12 ]


…a…P…P…EN…DI…X…1:P…l…a…y…e…r…Ch…a…r…a…c…t…e…r…s
The following characters were designed for the …a…l…e…s…s…i
mission ‘Flatline’ and can be used as pre-generated
characters or as NPCs. You and your brother Rafael were scavengers, barely
more than feral, living in the ruins with every day a
struggle, dwelling in the old underground tunnels
EQUIPMENT: Weapons and armor are not included in
beneath the city. Above ground, the steel sentries
the PC stats. Equip as appropriate for the mission and
stalked the city looking for the living, but you were
time point of the game.
far below them, hiding in the dark. You lived like
IF USING THE CHARACTERS FOR FLATLINE: Alessi rats, surrounded by them, in fact, and you clung to
and Donovan are the most critical part of the squad each other because that was all you had. Then the
and should be selected in preference to any other Resistance found you, and you joined their ranks with
member. little else to lose. They taught you how to fight and
how to act like human beings again, no matter what
Skynet threw at you. You and Rafael are inseparable,
practically joined at the hip, able to anticipate one
another’s movements and thoughts with almost
supernatural accuracy.

ALESSI
STR DEX KNOW CONC
2 1 2 2
CHA COOL FATE INITIATIVE
2 2 1 5
WILL
HIT POINTS CLOSING RUSHING
POWER
17 17 2 6
HOPE
BODY BRAIN BRAVADO
0 1 2
SKILLS
Acrobatics: 1 Athletics: 2
Climbing: 1 Demolitions: 2
Detect: 2 Drive: Civilian: 2
Endurance: 1 Leadership: 2
Melee Weapons: 2 Pistol: 2
Rifle: 1 Stealth: 2
Streetwise: 2 Survival: 1
Tactics: 2 Throw: 1
Unarmed Combat: 2

[….12 ] …T…h…e…T…e…r…m…i…n…t…A …o…r…R…P…Gc…a…m…p…a…i…g…n…b…o…o…k


…a…P…P…EN…DI…X…1:P…l…a…y…e…r…Ch…a…r…a…c…t…e…r…s

…Do…n…o…va…n …a….J….

None of your fellow Resistance fighters know this, but You and your family had it easy, compared to some.
you were raised within a Skynet facility and studied Your parents were survivalists, and they took you out
by the machines. They scanned you, experimented of the cities far in advance of the day Skynet struck.
on you, took every conceivable sample they could. They didn’t trust anyone, especially the government,
Your every day was filled with inscrutable and and you lived off the grid in the Cascade Range,
sometimes painful tests administered by cold, robotic way out of the sights of anyone. Your family hunted
administrators. One thing you do know is that the goal and grew its own food, your parents taught you
was something to do with electronic security, perhaps themselves, and you learned how to stalk and kill wild
hardening their own systems against other human game as well as to subsist on the land. But somehow,
infiltration. Much of your childhood was spent hooked Skynet found you. You returned home from a hunting
up to machines, maneuvering within electronic space trip to find your family’s cabin a smoking ruin, and a
and navigating computer systems as they mapped trio of Skynet’s aerial gun platforms patrolling above
and examined your behavior and made adjustments it, looking for any survivors. You hid, and when it was
to their systems, improvements. Then the Resistance safe, you returned and buried your dead family. With
found the base you were in and freed you, bringing little reason to remain in the mountains, you made
you into the family of humankind once more. As a your way towards the coast, trying to avoid anywhere
result of this strange childhood, you know machines the machines roamed. Then you encountered another
far better than humans, and your sometimes awkward, human, a Resistance scout, and they brought you into
emotionless affect has caused past teammates to the family.
accuse you of being half Terminator yourself.
AJ
DOVOVAN
STR DEX KNOW CONC
STR DEX KNOW CONC 2 3 1 2
2 1 3 3 CHA COOL FATE INITIATIVE
CHA COOL FATE INITIATIVE
1 2 1 5
0 2 1 4 WILL
HIT POINTS CLOSING RUSHING
WILL POWER
HIT POINTS CLOSING RUSHING
POWER 17 17 2 6
17 17 2 5
HOPE
HOPE
BODY BRAIN BRAVADO
BODY BRAIN BRAVADO 2 0 1
1 2 0
SKILLS
SKILLS Acrobatics: 2 Athletics: 2
Computer: 3 Demolitions: 1 Climbing: 2 Detect: 2
Detect: 2 Drive: Civilian: 2 Drive: Civilian: 1 Lock Pick: Manual: 1
Drive: HGV: 1 Education: Academic: 1 Medical: 1 Melee: 2
Forgery: 1 Lock pick: Electronics: 2 Rifle: 3 Stealth: 3
Lock pick: Mechanical: 2 Pistol: 1 Survival: 2 Tracking: 2
Rifle: 1 Stealth: 1 Unarmed combat: 1
Survival: 1 Technical: Electrical: 3
Technical: Mechanical: 2 Technical: Weapons: 1

…T…h…e…T…e…r…m…i…n…t…A …o…r…R…P…GCa…m…p…a…i…g…n…Bo…o…k [….123 ]


…L…e…u…n…g …M…a…r…t…i…n

Probably the best-read of all the members of your As one of the older members of the squad, under
squad, you grew up in the ruins, holed out in a small normal circumstances you wouldn’t even be out in the
regional library as your home. Your parents read to you field, much less going through time. You serve as the
across a wide range of subjects, and even after joining team’s medic, even though none of the squad believe
the Resistance, you are still addicted to reading, it, your training was as a veterinarian. You remember
scavenging whatever books you can find when the world before Skynet, and had a promising career
out on patrols. As such, you’ve got an eclectic and go up in flames with the rest of the world. Even though
wide-ranging base of knowledge, and love to debate you’ve got a bit of an impersonal manner, you care
anyone about almost anything. The thing you hate about people, and feel the pain of every wound you
most about Skynet is that the entire awesome array stitch up. Of all the team, you’re also the only one
of human knowledge, that huge repository of culture, who’s held onto your faith. Giving up your Star of
art, literature, music, drama, etc…meant nothing to the David was one of the hardest things you had to leave
machines. All non-essential data was scrubbed from behind. You are serious, dedicated and somewhat
the world’s electronic records, without a sense of loss. sullen - that’s what happens when you have seen so
You’ll make them pay for that. much trauma and death.

LEUNG MARTIN
STR DEX KNOW CONC STR DEX KNOW CONC
2 1 1 1 1 1 3 3
CHA COOL FATE INITIATIVE CHA COOL FATE INITIATIVE
3 3 1 2 1 3 1 2
WILL WILL
HIT POINTS CLOSING RUSHING HIT POINTS CLOSING RUSHING
POWER POWER
17 18 2 6 16 18 2 6
HOPE HOPE
BODY BRAIN BRAVADO BODY BRAIN BRAVADO
0 1 2 0 2 1
SKILLS SKILLS
Athletics: 2 Climbing: 1 Detect: 2 Education: Natural: 2
Detect: 2 Drive: Civilian: 1 Forensics: 2 Medical: 2
Gambling: 1 Haggle: 1 Persuasion: 2 Athletics: 1
Leadership: 1 Oratory: 1 Climbing: 1 Drive: Civilian: 1
Persuasion: 3 Pistol: 2 Language: Hebrew: 1 Leadership: 2
Rifle: 2 Seduction: 2 Lore: Resistance: 1 Lore: Skynet: 1
Sleight: 2 Stealth: 2 Persuasion: 2 Rifle: 1
Unarmed Combat: 2 Stealth: 1 Streetwise: 1
Survival: 2 Tactics: 1

IF USING THE CHARACTERS FOR FLATLINE:


Martin is the team’s Medic. They will likely be the most
important person in the team when maneuvering in the
hospital.

[….124 ] …T…h…e…T…e…r…m…i…n…t…A …o…r…R…P…Gc…a…m…p…a…i…g…n…b…o…o…k


…a…P…P…EN…DI…X…1:P…l…a…y…e…r…Ch…a…r…a…c…t…e…r…s

…R…a…n…s…o…m …M…a…n…k…l…o…w

The Resistance took you in from childhood, taught you While you have the classic hacker’s affinity for
how to fight, and you became one of the toughest and computers, you’re not the quiet intellectual hacker
most resilient of its soldiers. You’ve survived a lot, your everyone expects. You’re a people person, you get
body covered with scars, burns, and crude tattoos that most people don’t care about computers and
from time spent waiting between missions, and more more importantly you like to talk! “Manklow, shh!’
than once. Due to your size, others are nervous of you, is a common phrase when you are around, when
considering you a possible T-700 Infiltrator unit, but you’re nervous you talk, when excited, you talk, when
fortunately you like dogs and they like you. bored… You get the picture. When facing a conflict
you tell everyone, you are a lover, not a fighter and
RANSOM to be fair at least half that is true. You haven’t had a
partner for a while, but there are plenty of fish in the
STR DEX KNOW CONC
sea, and your verbosity is a net cast wide.
4 2 1 1
CHA COOL FATE INITIATIVE MANKLOW
1 2 1 2 STR DEX KNOW CONC
WILL 1 1 3 2
HIT POINTS CLOSING RUSHING
POWER CHA COOL FATE INITIATIVE
19 17 2 6 2 1 2 3
HOPE WILL
HIT POINTS CLOSING RUSHING
BODY BRAIN BRAVADO POWER

2 0 1 16 16 2 5

SKILLS HOPE

Athletics 2 Demolitions 2 BODY BRAIN BRAVADO


Detect 2 Diplomacy 1 0 2 1
Endurance 2 Melee weapons 3 SKILLS
Pistol 2 Rifle Acrobatics: 1 Athletics: 1
Seduction 2 Stealth 1 Computer: 2 Detect: 2
Support weapons 2 Throw 1 Drive: Motorcycle: 1 Education: Academic: 2
Unarmed Combat 3 Forgery: 2 Haggle: 1
Lock Pick: Electronic: 2 Lock Pick: Mechanical: 2
IF USING THE CHARACTERS AS A SQUAD:
Lore: Resistance: 1 Persuasion: 2
Ransom is the squad’s brute and muscle, the toughest
and biggest of the squad by far - pretty much as tough Pistol: 1 Rifles 1
as a human can get. Technical: Electrical: 2 Unarmed Combat: 1
TRAIT
Compulsive

…T…h…e…T…e…r…m…i…n…t…A …o…r…R…P…GCa…m…p…a…i…g…n…Bo…o…k [….125 ]


a … P… P… N
…E N
…ID… :X… 2 … o
… n … -… P… l… a… y… e… r
… …
h
… C… a… r … a … c… t… e … r … s …
…r…a…v…e…n…T…ECHS…e…c…u…r…i…t…y… …M…y…r…m…i…d…o…n…Ar…t…i…f…i…c…i…a…l…
…Gu…a…r…d…s…(R…S…G …s …) …S…o…l…d…i…e…r…s
Well-trained, well-paid and well-equipped, RSGs are
the cream of the crop. Generally they love their job and The Myrmidon is an Artificial Infantryman similar to a
know that they are very unlikely to find anything quite Terminator but about half as sophisticated. Cribbed
so lucrative. The healthcare plan is good too. Only together from the scraps of a failed temporal incursion,
problem is that Raven seems to be getting hit more these have been developed with top-of-the-line
and more frequently by the clinically insane. The RSGs technologies—not that the 80s can compare to the
will put up a good fight, but they also know when they marvels of 2029.
are beaten—you cannot spend your money if you’re
dead!
MYRMIDON ARTIFICIAL SOLDIERS

RSG S STR DEX KNOW CONC


5 2 0 5
STR DEX KNOW CONC
CHA COOL FATE INITIATIVE
3 3 1 4
0 7 0 4
CHA COOL FATE INITIATIVE
WILL
4 4 0 9 HIT POINTS CLOSING RUSHING
POWER
WILL
HIT POINTS CLOSING RUSHING 19 n/a 2 4
POWER
18 19 2 6 SKILLS
Detect: 3 Endurance: 1
SKILLS Intimidate: 4 Medicine: 2
Athletics: 2 Detect: 2 Rifle: 3 Stealth: 3
Stealth: 1 Survival: 1 EQUIPMENT
Tactics: 2 Tracking: 1
Inbuilt assault rifle in its right arm
EQUIPMENT SPECIAL SKILLS
Light Pistol, Heavy Submachinegun, Police STEEL
Baton, Paramilitary protection (PV 2 Resistance The Artificial Soldier has a PV of 5
CONSTRUCTION
10), Radio headsets, Plastic restraints.
PROGRAMMED The Artificial Soldier uses it’s
SPECIAL SKILLS SOLDIER Rifle Skill for all Attack Rolls.
RSGs have a skill value of 3
COMBAT TRAINING
for all Combat Skill Tests. DIRECTOR’S NOTE: Myrmidon Artificial Soldiers
INTERPERSONAL RSGs have a skill value of 2 for feature in the mission Kill//Switch on Page 22.
TRAINING all CHARISMA based Skill Tests.
RSGs are experienced
SENSE OVER mercenaries, they will not
VALOR run from a firefight but
will retreat if injured.

DIRECTOR’S NOTE: RSGs feature in the mission Past


Tense on Page 82.

[….126 ] …T…h…e…T…e…r…m…i…n…t…A …o…r…R…P…Gc…a…m…p…a…i…g…n…b…o…o…k


…a…P…P…EN…DI…X…2:N…o…n…-…P…l…a…y…e…r…Ch…a…r…a…c…t…e…r…s

…R…u…b…b…e…r…f…a…c…e …N…u…r…s…e…Ha…t…c…h…e…t

The only T-600 to survive early TDE experimentation The good news is that Nurse Hatchet is a standard
by Skynet, its survival proved to Skynet that not only 700 Series Facilitator unit. The bad news starts
was such displacement possible, but also that a right there. Facilitator’s have adaptive systems that
living skin was needed. The nearly dead bear used would make them ideal infiltrators were it not for their
as a sheath was not so lucky. Rubberface, as it propensity to become a bit too human. Some become
became known, survived the process intact…mostly. overly em0pathic, but it is far, far more common for
Its processors have all manner of encryption errors them to exhibit our worst behaviors. In a hospital
freeing the cyborg from the limitations of Read Only surrounded by heightened emotions, learning from us,
Mode. Now, approaching self-awareness it serves not seeing moments of brilliance and moments of tragedy,
out of some maligned encoded duty, but because it it grows ever better at mimicking us with every step it
chooses to. The Rubberface killer has more infiltration makes towards the target.
kills than any other T-600. Though its visage is a poor
parody of the human form, it has learned that once a NURSE HATCHET
year, all humans wear masks, and on those precious
days, it strikes! STR DEX KNOW CONC
5 3 5 5
RUBBERFACE CHA COOL FATE INITIATIVE
STR DEX KNOW CONC 2 7 2 8
4 3 2* 5 WILL
HIT POINTS CLOSING RUSHING
CHA COOL FATE INITIATIVE POWER
2 7 2 8 45 n/a 2 5
WILL SKILLS
HIT POINTS CLOSING RUSHING
POWER Detect: 2 Diplomacy: 2
40 n/a 2 5 Interrogation: 3 Intimidate: 2
SKILLS Medical: 3 Persuasion: 1
Detect: 2 Pistol: 3 Pistol: 2 Seduction: 1
Intimidate: 4 Technical: Electrical: 1 EQUIPMENT
Stealth: 3 Technical: Mechanical: 1 Nurse’s Uniform and medical paraphernalia
Streetwise: 1 Technical: Weapons: 2 SPECIAL SKILLS
EQUIPMENT Nurse Hatchet uses its Pistol
A variety of 80’s era firearms skill for ALL attack rolls whether
LETHAL INTENT
and Halloween masks it uses hand-to-hand or a
Stinger missile launcher
SPECIAL SKILLS
ARMORED Nurse Hatchet has a PV of
Every time Rubberface uses a CHASSIS 4 and Resistance 10
Knowledge based skill roll 2d10.
GLITCHING
Every 10 rolled adds 1 to KNOW
temporarily for that Skill Test. DIRECTOR’S NOTE: Nurse Hatchet features in the
mission Flatline on Page 54
In addition to this it uses its
Pistol skill for ALL attack rolls
ROBUST GAIT
whether it uses hand-to-hand
or a Stinger missile launcher
ARMORED Rubberface has a PV of
CHASSIS 5 and Resistance 13

DIRECTOR’S NOTE: Rubberface features in the


mission The Devil’s Night Murders on Page 36.

…T…h…e…T…e…r…m…i…n…t…A …o…r…R…P…GCa…m…p…a…i…g…n…Bo…o…k [….127 ]


…R…o…d…r…i…g…o…L…o…p…e…z …va…l…e…r…i…a…L…o…p…e…z

Rodrigo is one of Sarah Connor’s most established Valeria barely tolerates Sarah Connor. It always
allies. While he is ambivalent about her crazy AI seems like she’s got yet another crazy tale to rope
stories, he’s seen enough not to discount them Rodrigo into. Still she brings in the cash and is a good
entirely. She’s saved his ass far too many times and customer. So long as Sarah cuts the BS about robots,
while he’s loyal to Valeria first, places Sarah at a very who cares about the rest? Rodrigo is too good-
close second. Rodrigo has connections on the south natured and needs protecting from that psycho. When
of the border and is practiced at making the crossing, it comes to the border, that’s more Rodrigo’s game,
regardless of contraband. but a misspent youth, and well, adulthood has meant
that there’s not a shady character north of the wire that
RODRIGO LOPEZ you don’t know.

STR DEX KNOW CONC


VALERIA LOPEZ
2 3 1 2
STR DEX KNOW CONC
CHA COOL FATE INITIATIVE
2 2 1 2
2 2 0 5
CHA COOL FATE INITIATIVE
WILL
HIT POINTS CLOSING RUSHING 3 2 0 5
POWER
17 17 2 6 WILL
HIT POINTS CLOSING RUSHING
POWER
SKILLS
17 17 2 6
Athletics: 2 Detect: 2
SKILLS
Diplomacy: 1 Drive: HGV: 1
Athletics: 2 Acrobatics: 2
Endurance: 1 Leadership: 2
Detect: 2 Diplomacy: 1
Melee: 2 Persuasion: 2
Drive: Civilian: 1 Endurance: 1
Pistol: 2 Rifle: 1
Haggle: 2 Melee: 1
Support weapons: 1 Tactics: 1
Persuasion: 2 Pistol: 1 Rifle: 1
Unarmed Combat: 2
Rifle: 2 Support weapons: 2
EQUIPMENT
Tactics: 1 Thrown: 2
Light Pistol, Bulletproof vest (PV2 Unarmed Combat: 1
Resistance 8), Battered Truck
EQUIPMENT
SPECIAL SKILLS
Light Pistol, Light Submachinegun and
When using teamwork rules Hand grenade in the glove compartment
Rodrigo & Valeria intuitively
WELL OILED cover for each other, Skill tests SPECIAL SKILLS
MACHINE made in each other’s company When using teamwork rules
always gain a +2 bonus, Rodrigo & Valeria intuitively
regardless of actual Skill ranks. WELL OILED cover for each other, Skill tests
MACHINE made in each other’s company
DIRECTOR’S NOTE: Rodrigo features in the mission always gain a +2 bonus,
Tertiary Objectives on Page 92. regardless of actual Skill ranks.

DIRECTOR’S NOTE: Valeria features in the mission


Tertiary Objectives on Page 92.

[….128 ] …T…h…e…T…e…r…m…i…n…t…A …o…r…R…P…Gc…a…m…p…a…i…g…n…b…o…o…k


In the Dark Future, the Resistance stands on the cusp of victory. Skynet’s defense grid is vulnerable, and John
Connor has a plan to smash it and win the war. But the insidious AI has decided to play dirty, experimenting with
time displacement technology in an attempt to shear the Resistance from its roots and murder its leader before he’s
even born. The mission to save John Connor has already begun, but it isn’t the only battle that must play out in the
past. The Resistance may start with Connor, but it ends with you.
Part of Nightfall Games’ Signature Series, this work contains original missions as well as scenarios inspired by the
Terminator graphic novels. Designed for 3 to 6 players, the fifteen missions presented here form the framework of a
series campaign that can start in the future and end in the past.
Curated by Andrew E.C. Gaska and E.L. Thomas, the Terminator Campaign Book features the talents of Richard
August, Matt John, and a wide variety of creators who offer points of view as varied as the ever-shifting timelines you
struggle through in your war against the machines.
The future may seem set, but second chances lie in the past. Now more than ever, there is no fate but what you make
for yourself.

The Terminator RPG:


Campaign Book

ISBN: 978-1-7397627-4-2
SKU: WFG-TER-802
Designed in
https://nightfall.games/ Scotland

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