You are on page 1of 33

Adventures

in Neon City
Original Game Concept
Adam Waite & Craig Pezet

Layout
Adam Waite

Setting
Adam Waite & Craig Pezet

Tutorial
Adam Waite

The Beacon & Retrieval


Craig Pezet

The Arena
Adam Waite

Editing
Amy Bourke

Art
James Shields, Justin Wyatt, Oliver Harud

System Playtesters
David Waite, Dave Durston, Alex Thompson, Alison Walters, Christopher Graham, Dan Conyers, Tom
Kewell, Dan Davies, Dave Bamber, Barry Clark, Laura Massey, CJ Adali, Amit Boparai, Aaron Gordon,
Aaron Fagan, Alex Crawford, Andy Morrison, Callum Fackrell, Catherine Jack, Christian Trice, Daniel Hock-
ley, Helen Morrison, Ian Hunter, Innes Clatworthy, Jake Ellery, Jerremy Salisbury-Jones, Justin Wyatt, Laura
Costin, Marie Svaleng, Neil Lyng, Sarah Williams, Tommy Edward Armitage. and many more.

Extra Thanks
Adam Petty, Christopher Graham, Janet Waite

Version
1.0

Feedback
Please provide feedback on this book at the following places:
@neonsanctum
neonsanctum.com/forum
facebook.com/NeonSanctum

Legal Stuff
Adventures in Neon City Version 1.0
Copyright 2014 Adam Waite & Craig Pezet
All Rights Reserved.

Any reproduction or unauthorised use of the material or artwork contained herein is


prohibited without the express permission of Adam Waite or Craig Pezet.

This is a work of fiction. Names, characters, businesses, places, events and incidents are either the products of
the authors imagination or used in a fictitious manner. Any
resemblance to actual persons, living or dead, or actual events is purely coincidental.
CONTENTS
USING THIS BOOK
Pompeii Science
44
Story Scenes 5
Combat scenes 5

THE PLAYER CHARACTERS


Diana Zelle
66
Cogarth Linebeck 7
Jason Akiko 8
Danny Acario 9

TUTORIAL 10
Tutorial Character Builds 10
The Opposition 10
Jasons Turn 11
Cogarths Turn 13
Steves Turn 14
Dianas Turn 14
Dannys Turn 15
The End 15

STORY 1 - THE BEACON


Awakenings [Story]
16
16
The Wild Life [Combat] 17
The Complex [Story] 18
The Fallen [Story] 18
The Drone Room [Combat] 19
The Hanger [Story] 20
The Ship [Combat] 20
Mayday [Story] 22
The End 22

STORY 2 - RETRIEVAL
The Briefing [Story]
23
23
Meeting the hacker [Story] 24
Missing staff members abode [Story] 25
Shark Blasters base [Story] 25
Shark Blasters Base [Combat] 26
Courier Company [Story] 27
Facility [Story/Combat] 27
Old World Dig Site [Combat] 28

THE ARENA
Wave 1 - Gang fight
30
30
Wave 3 - Beasts of the waste 31
Wave 2 - Security firefight 31
Wave 5 - Protection duty 32
Wave 4 - Bomb Squad 32
Wave 6 - Search Party 33
USING THIS BOOK
Welcome to the world of Neon Sanctum. The adventures presented in this book will give you an
introduction to the setting as well as guiding you through your first experiences with the game. For
more information on how to play, please read the Neon Sanctum Rulebook which should accompany
this adventure. The adventures in these books are best enjoyed with a single Deckmaster and four
players. However, the arena section of this book is designed for fewer players if required.

This book is split into five sections:

The Player Characters


This section includes four pre-made characters which Neon Sanctum players can choose to use as
player characters when participating in the adventures detailed in this book. Each character here has
a background, a portrait, a list of skill cards, item cards and any other important information. At the
start of an adventure the DM should ask the players which character they wish to play.

Tutorial
The tutorial is a very quick walkthrough of a combat scene in Neon Sanctum. Each character will set
aside a large chunk of their normal cards and then follow the instructions in this guide. The Deckmas-
ter will then walk the players through a single round of combat which will introduce them to the basics
of controlling a character.

The Beacon
The first of two adventures in this book is The Beacon. In this action-packed excursion into the waste-
lands around Neon City the players must attempt to determine the cause of an ancient energy signa-
ture. This adventure is a great introduction to the game for four players and a Deckmaster.

Retrieval
Retrieval is an investigation themed adventure in which players attempt to locate and reclaim a sto-
len prototype. This adventure is set within Neon City and is less linear than the previous adventure,
with different leads that players can follow in order to achieve their goal. As such the run time for this
adventure is highly variable.

The Arena
The arena is not an adventure. It is instead a set of basic combat encounters. These can be used in
many ways; they could be used as a quick, fun, combat-based game where the players simply try to
complete a wave. They can also be used as a testing ground for characters, where the players can make
up new characters and test their builds against the ever increasingly difficult waves. Finally a Deck-
master can use them as a source of quick encounters to drop into a game if for any reason they are
caught unprepared.

Pompeii Science
All of the stories presented in this book are based around characters who work for one of the minor
corporate arms of the Pantheon Mega-corp Pompeii Science. Pompeii Science is a corporation which
focuses on locating functional pieces of ancient technology. They then study and backwards-engineer
these relics in order to sell that tech as their own.

It is a lucrative, and incredibly competitive market. Almost all of the mega-corps have their own asset
retrieval corporations, who will provide the players with intense competition for any ancient
technology they are lucky enough to find.
Story Scenes
Story scenes make up the bulk of any adventure. In a story scene the players will be presented with
some kind of challenge that they must deal with. This could be anything from sweet-talking a bouncer,
to cracking a safe. During story scenes the game uses the rules set out in the How To Play section of
the Neon Sanctum Rulebook. Time in story scenes is very free flowing, so players actions could take a
few seconds, but could also take a few days. Its up to the players to decide what their characters want
to do in order to defeat the challenge (or if they choose not to, what else they would like to do). In
story scenes the Deckmaster will describe the locations the players explore and take on the persona of
the people they meet.

Skill checks
When trying to overcome challenges in story scenes the Deckmaster may ask players to make skill
checks in order to determine the outcome of their actions. For example, if a player tries to hack a com-
puter, the Deckmaster will ask them to make an engineering ability, hacking skill check. The DM will
also determine the difficulty (this is the score the player must reach for their attempt to succeed.)

In this book skill checks are shown as below:

Engineering>Hacking [14]

The first word is the required ability (also denoted by the colour of the text), the second is the skill
and the number in brackets are the suggested difficulty. If the DM feels this score is not correct for the
players current situation they may change it to suit the story.

Dialogue
Often the deckmaster simply makes up appropriate dialogue as they run the game. Sometimes dia-
logue is provided to give the players and the DM a better idea of an NPCs character. This dialogue is
shown in blue, as below:

Oh wow! These new Shroomcakes from Edesia Catering sure are de-licious.

Combat scenes
Combat scenes involve life and death actions, and therefore require
far more detailed rules. During combat scenes time is divided into five
seconds rounds. During a round each player will take a turn, and dur-
ing their turn they will take a number of actions. The rules for combat
Tactics
scenes can be found in the Neon Sanctum Rulebook. The information Ogres use little in the
in this book is mostly for the Deckmasters benefit. It lists the different way of tactics, rely-
NPCs involved in any battles, any items those NPCs might be using, the
player objective and any other special rules they should be aware of. ing instead on brute
Also, each combat has a tactics box such as the one shown here to the strength to overcome
right. This box gives the Deckmaster some basic ideas about how the
different NPCs should act during that particular combat scene. their foes.
Battle maps
Finally, combat scenes also use battle maps. These maps will show the Deckmaster where to start the
NPCs, what cover the elements in each square offers (depending on the direction the player is at-
tacked), tough terrain and the elevation of that part of the map. Each are these are denoted by icons in
the reference maps shown in these books:

Full Cover
Elevation (arrow denotes
Tough up or down, number de-
Partial Cover Terrain notes number of squares)
THE PLAYER CHARACTERS
Diana Zelle
Much about Diana, including her place of birth, her family, and her past, is still classified.
Rumours within the Corporation claim that she is an former corporate spy who undertook many
black-op missions.

Regardless of her past, Diana certainly knows how to get information, be it through
casual conversation or at the end of a gun. She possesses a cunning intelligence,
knows what she wants, and exactly what she needs to get it.

During her free time Diana enjoys the finer things in life, from high society parties,
to expensive clothes and accessories. But in the field she is a no-nonsense com-
mander that is entirely focussed on the mission at hand.

A natural born leader, Diana has been placed in charge of the asset retrieval
team. In training scenarios she has proven herself invaluable in coordinating
the actions and raising the overall effectiveness of the team.

[Trait] Born Leader: may give her own will-


power to other players.

Skill Cards - Rally, Read tactics, Apply band


aid, Lookout, Combat wary, Quick shot,
Point blank, Dodge

Item Cards - Pugio 17, S76 Sabre

Stats - Speed 5, AP 6, Defence 12


Cogarth Linebeck
Cogarths childhood was one of isolation. Born a mutant troll into a city that treated them like second
class citizens, Cogarths father sought to protect his son by hiding him away from a world that shunned
them. His father was a repair technician for Cura Corp who taught Cogarth about machines, and often
left his sun to tinker in his workshop while he went on repair runs.

Tragedy struck during a riot in the Blackwater district, when Cogarths father was killed in the uproar.
Cogarth was suddenly left to fend for himself in a world that he knew little about. As a troll he found
himself constantly overlooked for skilled labour.

Eventually he took a job as a bodyguard, which trolls with their armour-like growths were often
sought for. Cogarth served as a bodyguard for years, until one day while he was guarding a notable
politician at a business conference, where a bomb was discovered. Thanks to his fathers teachings
Cogarth was able to disarm the device before it detonated.

This act attracted the attention of a Pompeii Science executive who was present at the conference.
Impressed with Cogarths skills, he arranged for the Mega-Corp to buy the Trolls contract and put his
skills to use serving the corporation.

[Flaw] Hesitant: DM may pay player 1 Willpower to move them down the initiative river 1 space.

Skill Cards - Thick skin, Tough hide, Drive back, Covering fire, Electrify,
Juryrig, Repair, Bodyguard.

Item Cards - Basto, DRK 12, Tool Kit

Stats - Speed 3, AP 6, Defence 13,


Jason Akiko
As a child genius, Jason was identified by Pompeii Science via one of the numerous corporate assess-
ment puzzles that were disseminated to the population.

Following a thorough examination Jason was offered a place in a unique corporate learning program.
His parents were assured that he would get the very best in education and welfare as part of the pro-
gram, as well being paid a handsome stipend for every year Jason chose to remain there.

In the program Jason excelled in numerous advanced fields such as medicine, computing and physics.
In addition to his training Jason was taught to be completely loyal to the Mega-Corp, and was given
basic weapons training preparing him for the field.

When the program ended, Jason was posted straight into the ranks of Pompeii Science as an excep-
tional support man for the retrieval team. He is eager to prove himself, and achieve greatness for the
Mega-Corp that means more to him than family.

[Flaw] Oblivious: Player takes a -2 penalty to all out-of-combat Sur-


vival > Awareness checks.

Skill cards - Apply band aid, Control bleeding, Stitches, Calculate trajec-
tory, Reflection projection, Dominate 1.0, Aimed
shot, Diving shot

Item cards - Medkit, P.I.A pro, Cyber-rig 4,


Pugio 17, Gauze

Stats - Speed 5, AP 6, Defence 12


Danny Acario
Danny was once a student of chemistry at Cotnardi University with a promising future. But instead of
finding honest work to support his tuition, he took to petty robberies.

Finding the thrill of his criminal activities to be far more engaging than the stuffy lectures of the
University, he slowly graduated to perform more elaborate heists. Through the clever use of chemistry
in his heists, he became known as the Thermite Thief.

Eventually all things must come to an end and Danny was apprehended while breaking into a Pompeii
Science facility. The corporation then gave Danny a choice: a fresh start working for Pompeii Science
for 6 years under an indentured contract, or be handed over to the city police, and face the punish-
ment for his crimes.
Choosing the former Danny knows that he has to tow the company line, as
failure to do so or breach of his contract could find him transferred directly
into police custody.

Skill cards - Backstab, Stealth, Acid Splash, Knockout, Smoke Cloud,


Charge, Flurry of blows, Wounding shot

Item cards - Artis, Changdao-88, Short sword

Stats - Speed 5, AP 6, Defence 12


TUTORIAL
The following is a short tutorial that can take place before any of the other adventures in this book.
The tutorial gives each player character only a few skill cards, which restricts what they are able to do
in the single combat turn that this adventure lasts. By stepping through each players turn the play-
ers are introduced to the most important rules in Neon Sanctum. In this tutorial the players take on
the role of different characters with different skills. The players are all jacked into the Pompeii Sci-
ence virtual network. As the game begins, the players join the characters as they come to the end of an
inter-departmental battle simulation match. They are on the verge of beating their intense rivals from
the corporations security department.

Tutorial Character Builds


Name Diana Cogarth Jason Danny
Willpower 1 6 1 1
Race Human Troll (level 2) Human Human
Skill Cards Doge Juryrig Aimed shot Stealth (in
damage deck)
Quick Shot Thick Skin Control Bleeding Flurry of blows
Drive Back Charge
Item Card Pugio 17 Basto (faulty) Pugio 17 Short Sword
Gauze

The Opposition
The opposition is made up of two enemies. The enemies are called Steve and Tom. The DM should use
the following monster cards to represent them.
Steve = Thug
Tom = Demoman

The Battle Map


Jasons Turn Initiative
Jason is in a great position to take down Tom, as Tom is already
injured and he has an open shot. Jason is also aware that his team-
mate Danny has been shot and could use some patching up. Order
During a players turn they can perform an attack action and a de-
fence action, or they can swap one or both of these out for utility Jason
actions.
Cogarth
These actions can be taken in any order. Steve
For example: Jason can use a utility action and then an attack ac- Diana
tion, but he could not take two attack actions.
Tom
The player controlling Jason should put the Aimed Shot card in
front of them. Danny
Playing a skill card costs Action Points (AP) to play, the big col-
oured number icon is both the cards level and its cost to play in action points. Jason has SIX action
points each turn so can easily afford to play aimed shot, which is a level 1 card, so costs 1 AP.

Once they have played the card, they need to activate it to make it work. In the centre of the card is a
large white box. If they work down the fields the card will guide them through activating the card so:

Requires: The card needs a working item- in this case a gun, which Jason has.

Target: The target needs to be one enemy in range. The range of the card is the third icon down on the
left. This card has the item range symbol on it, indicating that the player needs to refer to the range on
the item that is being used in order to determine the range.

Tom is easily within the guns range.

Difficulty: The icon shown here refers to the targets defence. The player must find the corresponding
field on the Monster Card to use this number, and then subtract a -2 modifier.

The player must now roll 2D10 to see if they can beat the difficulty.

Tom is the oppositions star player with a ranged defence of 13. This means that Jason needs to roll
higher than an 11.

If they succeed they should refer to the effect field. The effect field indicates attack, and inflicts an
amount of damage relating to the item card damage field. The player should find the damage field that
corresponds to the level of the skill card that has been used (in this case level 1, 3 damage).

If they fail they should refer to the special field. The special field for this
skill states that even on a miss the attack will still inflict some damage. In
this case half the amount indicated in the items damage field ( 3,
which is halved and rounded down to 1 damage).

Thanks to aimed shots special ability, regardless of the out-


come Jason does at least 1 damage, which is enough to
take an already wounded Tom down. Hooray!

If the player controlling Jason rolled any natural 10s


they should now check to see if their gun has devel-
oped a fault.

They take each die that rolled a 10 and re-roll them


individually. If the individual result of any of these rolls are
less than the fault value indicated in the top right hand corner
of the card then the item has become faulty and cannot be used
until it has been fixed.
Jason will now need to move to take care of Danny.
A standard move action costs 1 Action Point and
can be taken once per turn. Jason spends 1 Action
Point and moves up to his speed (in this case 5) in
squares to position himself behind Danny.

Once behind Danny, Jason wants to try and use his


Control Bleeding card as a utility action to heal
Danny.

This functions in the same way as when the player


used Aimed Shot.

Unfortunately, Control Bleeding requires a First


Aid Kit in order to be used, and Jason does not
have one, meaning this skill cannot be used.

Jason does have a Gauze item card, and instead chooses to use this item card to heal Danny.

Using an item on its own requires the player to check the skill cards that are not in the damage deck in
order to assess how well they can use the item. Gauze is a Medical - First Aid item, and as Jason has a
Level 2 Medical - First Aid card in his hand, he can use any powers on Medical - First aid item cards up
to level 2. Gauze has a Level 0 power and a Level 1 power, so in this case Jason wants to use the Level 1
power to heal Danny.

Just like with skill cards, the level of an item power also indicates the number of Action Points re-
quired to perform the action.

The symbol at the other end of the power indicates that this power is a Utility Action (and thus can be
used in the same way as Control Bleeding could have been.)

Target - The first field in the item power indicates the target, in this case 1 Ally (that Ally is Danny).

Difficulty - The next field indicates the bonus that the power will provide to the dice roll to determine
its success. In this case the field says Auto indicating that this power will automatically succeed re-
gardless of the outcome of the dice roll.

Effect - The final field on this item details effect that occurs upon its successful use. In this case the ef-
fect is that Danny is healed 1 Damage,which is just enough to treat his wounds.

Once this is done the player should check the Fault Value of the item. In this case the value says 1 use
indicating that the item is destroyed regardless of the results of any dice rolls or skills.

Jason should hand the destroyed Gauze item to the DM and Danny should move his previously dam-
aged Stealth card into his cooldown deck.
Cogarths Turn
Cogarth is further away from the rest of the group, and has accidently broken his Basto which is now
faulty.

He will try to repair his Basto using the Juryrig card. The player playing Cogarth should place the card
in front of them. Juryrig is a level 1 card and so costs 1 AP to use.

The player should now work down the fields of the skill card in the way that has already been
demonstrated:

Target - the target of the card in this case is Cogarths Basto.

Difficulty - This is the value the player has to equal or exceed to be successful (in this case
10).

The player should now roll 2 d10.

The player succeeds (if they fail they may use willpower to add to the dice roll, see the
sidebar NO SIDEBAR) and the effect field comes into play.

Juryrig is a special kind of card which has sustained effects. So the player can lock the
card. To do so the player should turn it sideways, so that the name of the card is at the
top. You can now see that there are two sideways boxes (Sustain and Unlock). Upon be-
coming locked the effect in the sustain box comes into play. The Basto is fixed!

Cogarth will now prepare to get himself back in the fight by using his defence card
Thick Skin.

The same method of using skill cards should be used, with the player working their
way through the fields.

The card becomes locked in the same way as Juryrig. When the card is locked it
provides Cogarth with Soak 1. Soak means that whenever Cogarth would normally
take any kind of damage, the amount of damage is reduced by the number associ-
ated with it (in this case 1).

If this would reduce the damage to zero (or less) then the damage is ignored
entirely.

Cogarth will then pay 1 AP to move his speed (in this case 3 squares) towards
the enemy.
Steves Turn
Next up is Steve. Steve is massively overconfident and decides to take the game to the players. He picks
the biggest target, in this case Cogarth, and decides to take him on.

Steve spends 1 of his 3 AP to take his movement action and moves into the nearest square adjacent
to Cogarth. In Neon Sanctum, every player has an area around them called their danger zone. The
danger zones are the eight squares that are directly adjacent to the player. This means that Steve has
entered Cogarths danger zone.

When an enemy enters a characters danger zone they may take their next attack action early WHO
VICTIM OR ATTACKER??. This is called an early attack. Cogarth has the attack card Drive Back. He
can now use this to attack Steve, before Steve has a chance to attack him.

If Cogarth succeeds the card drive back pushes Steve away from him. This means that Steve is no
longer close enough to attack, ending Steves turn.

If Cogarth fails, then Steve will attack and attempt to knock Cogarth to the ground. The DM should
work on through the last Monster Ability on Steves card. This works in the same way as using an Item
Power.

In this case the it is an attack action costing 1 AP. The target is 1 enemy (in this case Cogarth). The dif-
ficulty is based on Cogarths defence (in this case 13) with a -1 modifier. This means that Steven needs
to roll a 12 or higher on 2 d10 to succeed. If Steve succeeds, he successfully manages to knock the Troll
off his feet, much to everyones surprise. If he fails, he bounces ineffectually off Cogarths stony hide.

Either way Steves turn now ends.

Dianas Turn
Diana is watching the combat and decides to use the defence card Dodge in case anyone tries to shoot
her as well as trying to shoot Steve with Quick Shot.

These cards should be gone though in the same manner as previously described.

Steve has a Health of 8 and if he takes damage it will be taken off this value, when this value reaches 0
further damage will reduce Steves AP Value permanently, when this is permanently reduced to 0 Steve
has been defeated.
Dannys Turn
Finally we get to Danny (Tom should already be removed from the game by now). Danny should think
about attacking one of the remaining enemies, but he only has Flurry of Blows which is a melee card
with a touch range. If Danny just rushes in to attack the enemy, they will get an early attack on Danny,
which could really ruin his plans.

Fortunately, Danny also has the card Charge. Whilst locked the charge card allows the player to move
into an enemys danger zone, without provoking an early attack. Danny can therefore first activate
Charge, move next to his chosen enemy and then try to use the attack card Flurry of Blows. With
Flurry of Blows if he hits, he can make the same attack again against the same target.

The attack(s) should be resolved in the same way as has already been described Danny. As Danny has
3 Action Points remaining after his actions he can use 2 of them to return the Stealth card from the
cooldown zone to his hand before ending his turn.

The End
This is the end of the combat tutorial. Willpower
Normally once all the characters have had a turn,
the round is over. In a normal combat, if any If any of the players fail to make
enemies remain on the field, a new round would a roll during the tutorial it is a
commence.
great time to explain willpower.
As this is a simple tutorial the combat ends at this
point as the players are ejected unceremoniously
from the Pompeii Science virtual network. There is Show the player a willpower
work to be done and battlegames will have to wait point and explain that they may
for another time... use it immediately to add one
to any roll. As its just a tutorial,
let them use as many willpower
points as they need to succeed.
Willpower can be used in other
ways, all of which are covered in
the core rules.
STORY 1 - THE BEACON
The players employer, Pompeii Science, has detected some strange energy readings. The readings
have been identified as emanating from a destroyed old world city (commonly referred to as a junk-
town) located to the far south west of the city in an area known as the Collapsing Meadows. This loca-
tion indicates that the readings may be from active old world technology, a most valuable commodity.

As a tactical retrieval team for Pompeii Science it is the teams job to discover the source of the read-
ings, and if possible return it to the corporation. It is likely that other parties will also be attempting
to locate the source of the energy readings. Old world technology can be incredibly dangerous, so the
players have orders to destroy the source if it cannot be secured, rather that than let it fall into the
wrong hands.

The surface of the Collapsing Meadows is a vast expanse of thick grass and wild vibrant flowers that
goes on for miles in all directions. Beneath the surface is a honeycomb of large caverns carved over the
centuries by the ever-changing course of the underground river Specus.

These caves have left the meadows above a thin crumbling crust, held together only by the vegetation
that grows across the surface, and a few rocky pillars. The whole area is unstable and treacherous,
making it almost impossible to traverse by land. With this in mind, the group will be travelling by air.

The group will be deployed into the junktown directly, using a prototype drop Pod that will be de-
ployed by the aircraft as it travels over the Meadows. They are aiming to hit the crater that houses the
shattered ruins of the old world city.

Once in the junktown the energy source should be traceable using the software installed on the teams
tablet computer.

Awakenings [Story]
The players awaken from their VR simulations to the sound of the pilots voice on the intercom. He
says: OK folks, we are at our coordinates, good luck and pod away. the players can see that their fel-
low crew members are, like themselves, strapped into small alcoves in the walls of the pod facing each
other. Just as the pilot finishes his sentence, there is a sudden and violent lurch as the pod is dropped.

The players stomachs turn as the pod falls, and a feeling


of weightlessness overcomes them as they descend. There
are no windows or viewing screens, so the players have no
idea how long they have left to descend, or from how high
they were dropped. An unnerving whine begins screeching
from the floor below, growing louder and higher in pitch.

The noise increases and as the players are about to reach


the end of their tolerance the whine is cut off abruptly by
computerised voice. Prepare for impa--- but the voice
is interrupted by a deafening crash as the pod shakes
violently and is then still. The players restraints detach re-
leasing them unceremoniously onto the floor. A loud, sharp
hiss fills the air, as canisters below the alcoves open. A few
seconds later there is a grinding pop as the door to the pod
springs open and bright sunlight streams in.

Please retrieve your equipment and leave the pod.


The Wild Life [Combat] Tactics
The team emerges from the Drop Pod onto the streets of the junk-
town. The ancient city around them is a broken and shattered rem- Ogres use little in the
nant of its former glory. Its rumoured that of all the ancient cities,
this was the most impressive to behold with glittering skyscrapers way of tactics, rely-
reaching into the sky. ing instead on brute
Now the junktown has been brought low by nature. The ground be-
strength to overcome
neath the city is collapsing, dropping the whole city into the caverns their foes. If heavily
below. The towering buildings that once stood so proud now lean wounded they are likely
against each other at crazy angles, supported only by the crumbling
surface of the surface above. Plant life has thrived here, covering the to flee only fighting to
ruins in thick green vegetation. the death if suitably
A beeping will sound on Jasons computer, its display showing the
enraged.
direction of the energy source coming from an area just to the north.

The Opposition
The arrival of the group has not gone unnoticed however, as a
pair of Ogres have come to investigate the disturbance in their
territory. Seeing the invaders they begin screaming and beat-
ing their large chests in a wild and intimidating manner, before
charging...

Ogres are deadly ape-like creatures that stand over 8 feet tall.
Thick blue-grey fur covers their powerful muscular bodies. They
have large protruding fangs and hands similar to that of a man.
These allow them to wield rocks and branches as primitive weap-
ons.

The Battle Map


The players start in the pod area highlighted in blue and must exit through the square containing the
pod door. Ogres start in the squares indicated. The walls and other broken debris in the area outside
the crater can be used as partial cover.
The Complex [Story]
Making their way towards the computer readings, the group find themselves outside a low, slightly
domed structure. An ancient skyscraper has collapsed nearby, crushing part of the building and litter-
ing the area with debris. Light from the sun is streaming down from the massive opening above, mak-
ing the shards of shattered glass glisten like diamonds.

The building itself is constructed from a black glass-like material, without markings or decoration. It is
hard to make out many details, due to the thick vegetation that covers large areas of both the facility,
and skyscrapers above.

Getting closer to the domed structure, the main entrance to the building can be seen. The doors are
also devoid of markings and made of the same material, but they appear to be ajar, which is lucky as
otherwise they would have been very difficult to locate.

Survival>Awareness Check [11]: Someone appears to have cleared most of the debris from the main
entranceway into the structure to provide access to the facility. A concealed surveillance device has
also been placed near the entrance to monitor the area. Closer examination reveals the presence of the
Janus Corporation logo. Janus is a longstanding competitor of Pompeii Science, they are known for us-
ing underhand tactics and excessive force.

As the group enters the facility, their radios crackle and


a voice sounds on the same frequency: Oh COME ON!,
for once can we go somewhere without you Pompeii
assholes turning up? GOD!

Inside the entrance the party can see a short


corridor. Cracks can be seen running through
the sections of the wall where the build-
ings have been put under pressure by
the skyscraper outside. The corridor is
lit by a soft red glow that emanates from
flickering red symbols displayed along the
surface of the wall itself.

As the group enter the corridor, the radio once again


crackles and the annoyed voice says I am like...REAL-
LY busy right now, so if you could just toddle off? That
would be ace....cheers buddy. The radio goes silent as
the sounds of gunfire can be heard deeper within the complex.

The Fallen [Story]


Venturing through the corridor, it is not long before the group encounter the recipients of the gunfire.
Ahead, the bodies of three men are strewn along the passage. They are covered in blood and riddled
with bullet holes. Two are most definitely dead, while one is lying prone and coughing blood. He has
been shot multiple times.

Medical>First Aid[11]: To stabilise the man. His wounds are severe and it is unlikely he will survive
without access to a decent medical facility. The best that can be done is to give him the aid required to
remove the pain of his injuries and allow him to talk and relax. If stabilised, he will be able to tell them
the following:

He was hired by Jupiter Corp to track down a piece of old world tech.
They were beaten to the punch as another group have already claimed this facility & set up defences.
Some guy kept talking to them via the radio. The guy was a complete dick!
The next room contains numerous robot drones.
They had a plan to disable the drones by having a team-mate sneak through and hook up a datalink
to a command node. The idea was that their tech guy could then hack in and shut the drones down
from here.
It turns out that the command node was also a drone. When the datalink was attached, the drone
activated and killed his team-mate before directing the rest of the attack drones to attack
him and his friends.

If not stabilised he will manage to gasp the word Drones and point to the body of one
of his fallen companions before choking to death on his own blood.

Once more the group will have the voice cut across their radios. Heeyyyyy see you
found my pal. If you guys also fancy jumping in front of my gundrones bullets,
THAT WOULD BE AWESOME. Im going to upload the footage of that slaughter
to the net just as soon as we get home.. It was HI...LAR...IOUS. The man gives a
sly chuckle as the transmission cuts out.

A check of the dead tech guys equipment will find that his computer has
been shot up just like the rest of him. The connector to the datalink is still
intact however, and can be connected to Jasons computer. Complete an
Engineering>Hacking Check [14] - If successful it will permanently deactivate
the drones in the next room. An absolute failure will cause the drones to activate
and start combat.

The Drone Room [Combat]


The opposition
The enemies in this combat are three attack drones, one command drone and a support drone.

The Battle Map


The players start in the area highlighted in blue. Drones start
in the squares indicated. Partial cover can be found from the
piles of debris marked in red.
Tactics
Attack drones will come at you aggres-
sively. When possible they use their
blitz attack on groups of enemies.

The Support drone tries to stay out of


combat and only enter danger to re-
store dead drones or provide support
before retreating to a safe distance.

The Command drone moves amongst


the attack drones providing them with
bonuses. if the opportunity presents
itself they may make attacks from a
position with good cover.
The Hanger [Story]
Once the drones are overcome the group can turn their attention to the heavy door blocking their exit
from the room. In a panel to the left of the doorway is a lever. Using the lever causes the door to open,
revealing the main part of the complex.

The other side of the door is a large domed room, filled with three strange looking aircraft, which are
positioned on a ramp before a large door in the wall.

One of three large doors has already been forced open, its broken form lying on the floor among rub-
ble. Scorched vines and other obstructions have also been cleared from the area just outside the door.

The engines of the craft positioned closest to the open door begin to hum and a glowing light gradually
begins building in strength around them.

There is a door to the rear of the ship that appears obviously damaged. No doubt this is where the
Janus Corp mercenaries broke their way in. This is confirmed by the presence of a complex mechanical
locking device, bearing the Janus Corp logo that has been bolted onto the door.

The party can attempt to sabotage the lock carefully (Engineering>Mechanical [14]), pick the lock
Survival>Subterfuge [11]) or smash the lock with brute force.

If the party try to smash the lock, the time it


takes them will be dependent on the result of
a skill check for Combat>Any

18 or more - On first strike


15 or more - 30 seconds
12 or more - 2 minutes
9 or more - 3 minutes
Less than 8 - 5 minutes

The Ship [Combat]


Depending on how quickly the players enter the ship (and how quietly) they may catch the occupants
inside unaware. If so, the players each get a single turn to act without the enemies having their turn.

The opposition
The enemies onboard the ship are all corporate security force and
support staff. This includes two gunmen, two guards (both with
Xiang body armour), a rogue, one demoman and a lackey
mechanic.
Tactics
The Battle Map
The guards will try to move in to
The players start in the area highlighted in blue. Monsters
start in the squares indicated. Cover can be found from attack. They rely on melee weap-
the barrels and console table highlighted in red. ons but if these are lost they will
fall back.

The gunmen will try to find cover


and shoot those they can get a
clear shot on. They will prefer
to soften up the targets that the
guards are attacking, so they can
be taken down faster.

The demoman will look for those


characters that are grouped to-
gether, trying to catch as many
targets as possible with a fire-
bomb. He will try to keep out of
melee combat and will take shots
with his gun if required.

The mechanic will keep out of the


way of danger. She will take shots
if the opportunity presents itself,
and if a player gets close she will
try to break their weapons. As the
mechanic is a henchman she will
die instantly if she takes damage.

The rogue will wait for an


enemy to have been attacked by
the guards (who will hopefully al-
ready have provoked early attack)
before moving in and trying to do
critical damage to the target.
Mayday [Story]
There is a sharp jerk as the ship launches out of the facility and into the skies. A familiar voice sounds
over the ships intercom:

Ladies and gentlemen, please fasten your seatbelts and ensure your tray table is in the upright
postion as we are expecting some severe turbulence. This will be followed by a loud bang, searing pain
and the death of all of your Pompeii arsehole colleagues. Goodbye, and thank you for flying Oh god oh
god we are all going to die Airways.

The Janus Corp mercenary will make a dash for the ships escape pods, leaving the group with three
possible courses of action; go after the merc, prevent the overload, and/or change the course of the
ship.

It will take the Janus Corp Merc four rounds to reach the escape pod, giving the party a chance to inter-
cept him before he escapes.

The power core of the ship is in overload and will require an engineering>electrical check [ts=14] to
prevent the overload of the system. If this fails then it is obvious that the system will reach critical
levels after 10 minutes.

The piloting program that has been interfaced with the ship is locked onto the Pompeii Science tower
in aeterna city. It will require a engineering>computational check to alter the course. The target score
required is 18 if the ships core is overloading, or 12 if this has been dealt with.

Aside from the fact that the escape pod that can only take 1 person, there is a small escape craft in the
cargo bay on the other side to the ship from the side they entered, should the party wish to abandon
ship.

The End
The game ends when either the players
prevent the ship from smashing into the
Pompeii Science tower and safely land it;
when the players leave the ship, or when
it crashes into the tower causing untold
devastation. The success of the mission
will of course be directly linked to this
final decision.
STORY 2 - RETRIEVAL
The Briefing [Story]
Three days ago a Pompeii Science facility was raided and a developmental prototype was stolen. It is
your teams job to get back the missing tech by any means possible.

The contact at the team is to report to is Leo Bracker, a well-suited man with spikey ginger hair and
mirrored sunglasses. Upon arrival at the site they will be shown to Leo, who is watching the workers
repair a large hole that has been blown in the wall of the facility.

The heist seems to have been an odd mixture of both subtle and heavy-handed tactics. A computer
virus disabled the facilitys security systems. Shortly afterwards an explosion blew a hole into the facil-
ity, while masked criminals broke their way into the lab where a valuable prototype was being stored.

The technology that was stolen was a bio-


decoder, a revolutionary piece of tech that
is reported to be able to break any code and
interface a user with virtually any technol-
ogy. The possible uses for the device would
be limitless. The device was still a prototype
with some major flaws. It requires a con-
tinuous supply of mercury to operate and
has a tendency to produce random electri-
cal discharges. The device looks similar to a
headset with numerous connectors.

Following the raid one employee has not


reported in, but this has only just come to
light due to the disruption the attack and the
virus had caused. The employee is Lucy May-
stem, a research technician with five years
of service to the corporation. Her address
is listed on the company files as 41 Betra
House.

The tech team for the site has isolated the


virus and is currently trying to analyse its
code for clues to who created it.

Examining the Virus:


Engineering>Hacking Check

DC 11 - The virus is quite complex, only a dozen or so hackers could have made it. The virus also had
to have been physically deployed by someone logged into the system.
DC 13 - The virus was given a hidden signature by its creator (The Worm). It is designed to adapt it-
self to whatever system it is uploaded into. The signature contains a protocol for contacting the creator
of the virus
DC 15 - The virus has been designed to delete part of its own code when certain criteria are met. This
deletion has been done in such a way as to be unrecoverable.
Meeting the hacker [Story]
The hacker is called The Worm and is said to conduct business out of a particular cyber caf. In order
to conduct business, potential clients leave a message on a forum, and then The Worm contacts them
with a date, time and table number.

The caf is filled with booths furnished with plastic seats and tables in a cream and pinkish red. Cou-
pled with the unnatural glow of the bright white fluorescent lights, the overall impression given by the
establishment is one of tacky commercialism.

Next to the door is a young woman wearing a company uniform with its colours matching the decor.
She has a bright smile on her face that does not quite reach her eyes. Her nametag identifies her as
Betty.

If the party made contact with The Worm they will be sent a message of when and where to meet as
normal. Upon arriving at the cyber caf the group will be shown to a booth. Once the drink and food
orders are taken the computers at the booth will display a chat box with the message: How can I help
you?

The group may then communicate with The Worm. The Worm can see and hear the group through the
computer webcams, but will not specifically inform the party of this, instead having the group type
their request.

The Worm knows the following information but is generally unwilling to betray her previous cus-
tomer. If the party convince her (Social>Empathy[13]) that people are in danger or have been hurt as a
result of her actions, then she will agree to help.

She was hired to create a virus that would locate specific files and transfer them to a server, and then
adapt itself to remove all trace of the file transfer from both the system and itself. Once this was done
it would infiltrate the security systems and disrupt them at a specified time.
The files it was designed to locate related to something called a bio-decoder and old world technol-
ogy.
She can trace the physical location of the server the files were to be transferred to, which is a courier
company.
Missing staff members abode [Story]
Lucy Maystems apartment complex is clean, but by no means luxurious. The stairs and corridors lead-
ing to her apartment are lit by slightly flickering neon lights. As the group approach the apartment,
they will be able to see the door had been broken open.

The door of the apartment opposite Lucys will also be open with a concerned neighbour who looks
towards the group.

The neighbour will identify herself as Juvia Fellsted and state that she is the one that called the police.
She heard a commotion about an hour ago and saw some thugs from a local gang, the Shark Blasters,
running from the apartment. She thinks her neighbour may have been robbed, but she has not been
into the apartment yet.

If asked for more information the neighbour or anyone else that lives locally will tell the group that the
Shark Blaster gang tends to hang out in a dilapidated building two blocks away.

Inside, the apartment is a wreck. The place has obviously been ransacked, but certain valuable items
have been left, indicating that the gang members were looking for something else.

If the group search the apartment they will immediately find the body of Lucy, the employee they were
looking for. She appears to have been killed by close range gunfire.

The men were searching for the data chip containing the original virus. The chip is well hidden requir-
ing a Survival>Awareness/Subterfuge [19].

Analysing the original virus shows that it was designed to locate all files on what was stolen and other
old world tech that Pompeii Science has recovered and send them to a secure server.

[Engineering>hacking[15] will allow the group to trace the location of the server to a courier company
on the east side of town]. The virus is programmed to delete this part of its own code before disrupt-
ing the system and erasing all trace of the data theft.

Money traces on the dead employees account show a large one-off payment from a third party.
Further investigation (Engineering>Hacking[15] will reveal that this company is owned by Jupiter
Corp.

Shark Blasters base [Story]


The building where the Shark Blasters have made their home is rundown with wooden boards nailed
to the windows. Graffiti adorns the wall, ranging from crude symbols to a relatively impressive depic-
tion of some sort of shark-man wielding two huge guns. From the looks of things most of the gang is
away on other shady business, leaving just their leader and a few thugs inside the building.

On entering the building they will find the few members of the gang doing what they do best: beating
up a wounded man. When they enter they will divert their attention to those that have dared to invade
their home.

The gunman is Ryan Stone, the leader of the gang. If the other gang members are killed he will prompt-
ly surrender rather than face the same fate. Ryan is a relatively smart man but a coward. He has a slick
of greasy black hair and a tendency to lick his lips nervously when under stress.

If captured alive and questioned he will tell the group that his gang was hired to steal something from
Pompeii Science, deliver it to a courier company and then clean up any loose ends (a.k.a. Lucy).

He has already delivered what they stole from Pompeii Science, some sort of electronic device, to his
contact at a courier company.

If Ryan is killed, then a search of his body will reveal a leaflet for a courier company, with the name
Tommy and a contact number.
If the party wish, they can attempt to tend to the beaten man (Medical>First Aid[11]). He is a local
shop owner named Elias Vale, who tried to stand up to the gang and refused to pay them for protec-
tion. He has been here a few days during which time he was beaten regularly and his family must be
missing him. He will also be able to tell them the following information:

A few days ago the gang went out to in force wearing masks, they were excited and talking about
some sort of big time job.
They came back from the job with an item which the gang leader delivered somewhere. He remem-
bers that he was looking at some sort of leaflet he had on him before he left.
The rest of the gang was sent out this morning to tie up some loose ends.

Shark Blasters Base [Combat]


The opposition
The enemies in this combat are 2
thugs, a guard and a gunman with
xiang armour

Tactics
The Thugs will attempt to engage the group
knocking their opponents to the ground be-
fore beating them savagely. They will activate
their skill to prevent them from generating
early attacks before moving to engage their
targets.

The Gunman will try to keep away from close


combat as much as possible and take shots at
the players. He will prioritise shooting those
that are not prone as they are easier to hit.

The Guard will keep an eye on the group look-


ing for a good opportunity to engage. They
will prefer to have the fight bought to them
using their defensive skill to reduce the dam-
age they have taken and using their level two
attack power as an early attack on those that
try to engage them.
Regal Deliveries [Story]
The company is a small transfer facility designed to receive and redirect packages and deliveries to
third parties. The building consists of a small office area and a larger garage that doubles as a small
storage warehouse.

Behind the desk is a relatively young looking man whose name tag declares him to be Tommy Forsa,
the general manager. There are two members of staff in staff in the warehouse in the back. None of
these guys are looking for a fight and if the party threaten them, they will tell them whatever they
want to know.

Their business has them receive packages constantly and deliver them to different locations. Occasion-
ally, if a customer pays well enough. they dont record the deliveries on the system.

They have had two such requests in the past 3 days, both to the same location outside the city. The
first one was three days ago and was to deliver a server that they had been paid to store on-site along-
side another relatively small package that was delivered by a man called Ryan. The most recent deliv-
ery is much larger, loaded in the dropship and was due to leave in about an hour. Both deliveries were
paid for with a large amount of cash, to be delivered to a Jupiter corp dig site outside the city. When
they made the first delivery, some of the staff at the site made a comment about finally being able to
interface with something they had found.

If the group check the dropship they will find that it has been loaded with containers filled with mer-
cury.

Facility [Story/Combat]
If the group head to the address where the mercury was due to be delivered they will find that it ap-
pears to be a fenced off dig site.

The fence will buzz slightly giving with signs posted warning that it is electrified. An
Engineering>Electrical[15] check will allow the group to disable a small section of fence and head
straight into the dig site. The site is branded with Jupiter corp logos and warnings that trespassers will
be shot on sight.

Otherwise access to the facility appears to be via a reception facility.

If the group have tried to sneak into the site avoiding surveillance (Survival>Subterfuge [15]) or have
taken the truck to reach the site and tried and pass themselves off as the delivery drivers they will get
a surprise round. If they can disable the rogue at the desk before they can act, then he will not get the
opportunity to activate the combat drones to protect the facility (1AP free action).
Otherwise the rogue will be hiding in cover behind the desk and the drones will already be active.

The opposition
The enemies in this combat are a rogue, three attack drones and a
support drone.
Tactics
The Rogue will try to activate the drone as soon as possible. Once done they will hide behind
the desk and shoot at the players making use of the skill to grant them increased cover. Should a
player approach adjacent to them they will try to shoot them point blank to inflict critical damage.

Attack Drones will attack from range, preferring to catch multiple enemies with their blitz attack.
Otherwise they will focus their fire on a single target and move to a more advantageous position.

The Support Drone will try to stay out of combat where possible and stay in cover. If an Attack
Drone is destroyed it will move to it and repair it. Once this is done the Support Drone will retreat
once more to safety as soon as it is able.

Old World Dig Site [Combat]


The reception leads to the dig site at the point indicated on the map. If the group entered via the fence
they will instead start at the other location indicated. There are numerous corporate staff around the
dig site.

The device the group have been sent to retrieve appears to have been linked up to a large piece of old
world technology that has been excavated. The stolen device has been hooked up to this old world
technology and is active, causing electrical discharges to fill the excavation. Anyone that starts their
turn in the marked area will take one stun damage, and anyone that starts their turn in the marked
squares adjacent to the device will take three stun damage.

The device itself is being operated by an engineer, who appears to be wearing a suit that is ground-
ing the discharges that strike her. The mechanic cannot move from their square but can spend 3AP to
create a robot drone lackey within 8 squares. The old world tech will fabricate the technology from the
mechanics mind and then launch the created drone to the require area.

Killing the mechanic will sever the connection and shut down the prototype allowing it to be retrieved
safely.
The opposition
The enemies in this combat are three gunmen, two guards, one
mechanic and a rogue.

Tactics
The mechanic will remain stationary and create Attack Drone henchmen to assault the party.

The Guard will look for a good opportunity to engage. They prefer to have the fight bought to
them using their defensive skill to reduce the damage they receive.

The Gunman will try to keep away from close combat, use cover and take shots at the players.

The Rogue will use cover and shoot, if. a player is adjacent they use their critical attack.

Attack Drones will attack from range, and try to hit multiple enemies with their blitz attack.
THE ARENA
A big part of Neon Sanctum is how quickly players can create new characters. Encounters is
not a story adventure, instead it is a set of combat encounters which up to four players can
attempt to defeat. These combat encounters work both as a good way to test a characters
effectiveness in combat, as well as encounters that a DM can grab to use as part of their own
adventures. Finally these small, quick combat encounters are good for when players want
to enjoy the game but dont have enough time for a full RPG session.

Each combat encounter includes a set number of enemies, their tactics, a battle map and
an objective for the players to complete. The number of enemies in a wave are stated in
a table, showing what enemies the party should encounter based on the number of play-
ers in the party. The battle map also shows the spawn point of enemies of the same type
by designating the spawn point with the number of players required for that enemy to
spawn. As well as noting the type of players involved, each one may have one of the fol-
lowing keywords.

Item - The item keyword denotes the NPC has a keyword, the item keyword is always
followed by the item that the NPC (or NPCs) should be equipped with.
Lackey - The lackey keyword denotes that the NPC is a lackey and is killed whenever
they take even a single point of damage.
Respawn - The respawn keyword means that once killed the NPC should enter the
battle again (at full health etc) from the same square on the next turn.

Wave 1 - Gang fight


The first wave is a very basic gang fist fight. The players will each come up against
a single NPC.

Objective Players Enemies


1 Thug
The objective of this wave is to simply defeat all of the enemy NPCs. 2 Thug x2
3 Thug x3
4 Thug x3, Guard

Tactics
Thugs charge into the thick
of combat. Once there, they
will try to knock their
opponent prone before
starting to beat them.

Guards are more patient,


waiting for their opponents
to move into their danger
zone and then pushing
them away.
Wave 2 - Security firefight
The second wave is a firefight with the security forces of one of
the major corporations, Songtek. The security forces are made
up of armed gunmen and dangerous attack drones.

Objective
The players must move adja- Players Enemies
cent to the PC in the square
marked green. Adjacent players 1 Gunman, Attack
can spend AP points to activate drone (Lackey)
a piece of software. Once a total 2 Gunman x2,
of 4 AP + the number of players Attack drone
is spent then the wave ends. 3 Gunman x2,
Attack drone x2
4 Gunman x3,

Tactics Attack drone x3

The gunmen will try to find


Attack drones will attack cover and shoot those they
aggressively. When possible can get a clear shot on. If an
they use their blitz attack on enemy gets close they will
groups of enemies. use their point blank attack
to do huge damage.

Wave 3 - Beasts of the waste


The players are desperately retreating from a mission gone bad, but in their haste to leave the area
they stumble upon a troop of enraged Ogres. These giant ape-like beasts are a deadly foe when an-
gered. The players need to cross the map and make it back to their drop pod for extraction.

Objective
The players must all make their way to the square marked green. Players Enemies
Once in this square they must spend 2 AP to enter the drop pod. 1 Ogre x2 (Lackey,
Once all of the team enter the drop pod (or are deceased) the wave Respawn)
ends.
2 Ogre, Ogre (Lackey,
Respawn)
3 Ogre (Respawn)
4 Ogre x2 (Respawn)

Tactics
Ogres use little in the way
of tactics, relying instead on
brute strength to overcome
their foes. If heavily wounded
they are likely to flee only
fighting to the death if suitably
enraged.
Wave 4 - Bomb Squad
The party are on a mission to prevent a terrorist group from set-
ting off a bomb in the middle of Neon City. They need to breach
the room and take out the enemies whilst also taking the time
to deactivate several control nodes in order to deactivate the
bomb.

Objective
The players move adjacent to the various squares marked green.
Adjacent players can spend 2 AP points to de-activate the bomb
nodes. Once all the nodes are de-activated the wave ends with
player success.
Players Enemies
However, the players only
have nine turns (minus 1 Demoman, Gunman
the number of players) to 2 Demoman, Gunman,
de-activate all the nodes, or Rogue, Attack Drone
the bomb will explode and
the wave ends in failure. 3 Demoman, Gunman,
Rogue, Attack Drone,
Mechanic
4 Demoman, Gunman x2,
Tactics Rogue, Attack Drone x2,
Mechanic

Attack drones will attack aggres- point blank attack to do huge danger. She will take pop shots
sively. When possible they use damage. and try to get close to a PC and
their blitz attack on groups of destroy their items.
The demoman will look for en-
enemies. emies grouped together, hitting The rogue will wait for an
them with a firebomb. He will enemy to have been attacked
The gunmen will try to find stay out of melee combat and by another (who will hopefully
cover and shoot those they can will take shots. already have provoked early
get a clear shot on. If an enemy attack) before moving in and
gets close they will use their The mechanic will keep out of backstabbing the target.

Wave 5 - Protection duty Tactics


The party have to evactuate their dropship via an escape pod
whilst over enemy territory. They need to hunker down and Attack drones will attack ag-
wait for reinforcements. Unfortunately a large patrol of drones gressively. When possible they
nearby spotted the drop pod and are speeding towards the use their blitz attack on groups
party. Can they survive until reinforcements arrive? of enemies.
Players Enemies Support drones stay out of com-
Objective 1 Command drone, Attack bat and only enter to restore
drone x3 (Lackey, respawn) dead drones or provide support
The players simply before retreating.
have to survive for a 2 Command drone, Attack
total of eight combat drone x2 (Respawn) The Command drone moves
rounds. If over a third amongst the attack drones
of the players are still 3 Command drone, Attack
drone x3 (Respawn) providing them with bonuses. If
alive at the end of the the opportunity presents itself
eighth round then 4 Command drone (Item - they may make attacks from a
they succeed. DRK 12), Attack drone x3 position with good cover.
(Respawn) Support Drone
Wave 6 - Search Party
The party are on a very dangerous mission to retrieve a piece of ancient technology from a junktown.
Unfortunately a rival corporation has got there first and set up a considerable defence perimeter
around the dig site. The players mission is to get to the tech, grab it and then return to the drop pod.
Objective
The players must move adjacent to the locker marked with green squares and pay 2AP to pick it up.
The larger ancient tech is automatically equipped and cannot be unequipped, taking up one of the
players equippment slots. Once they have the ancient tech they must return to the blue square. Once
here they must spend 2AP to enter the drop pod. Once the ancient tech enters the drop pod the wave
ends.
Players Enemies
1 Gunman (respawn),
Attack drone(respawn)
2 Gunman x3 (respawn),
Attack drone(respawn)
3 Gunman x3 (respawn),
Attack drone(respawn)
Guard x2 (Item -
armour)
4 Gunman x3 (respawn),
Attack drone x 3
(respawn) Guard x2
(Item - armour),
Demoman, Rogue, (Item
- DRK 12) Mechanic

Tactics The demoman will look for en-


emies grouped together, hitting
The rogue will wait for an
enemy to have been attacked
The guards will try to protect them with a firebomb. He will by another (who will hopefully
the nearest node. Knocking any stay out of melee combat and already have provoked early
PCs away from it. will take shots. attack) before moving in and
backstabbing the target.
Gunmen will try to find cover The mechanic will keep out of
and shoot those they can get a the way of danger. She will take Attack drones will attack aggres-
clear shot on. If an enemy gets pop shots if the opportunity sively. When possible they use
close they will use their point presents itself. If possible they
their blitz attack on groups of
blank attack to do huge damage. will try to get close to a PC and enemies.
destroy their items.

You might also like