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  JAN HENDRIK FRIEDRICH 
  MICHAEL CHUMBLER 
   
   
   
  PPRRO
  OO
  OFFRREEAAD
  DIINNG
  G  
  ROBERT EDMUNDS 
   
   
   
   
  BATTLSTAR GALACTICA © UNIVERSAL STUDIOS. ALL RIGHTS RESERVED 
  
   
  2 
  Introduction
  Introduction
  Introduction
  Introduction    
  “An Act of Treason” is a complete 
  adventure for the Battlestar Galactica Role 
  Playing Game. It is designed to be run as a 
  one-shot scenario. It includes everything 
  you, the gamemaster, will need to run the 
  event, including player character sheets 
  designed specifically for this adventure.  
     This adventure could be played as a 
  starting point for a campaign, or even 
  possibly used as a “flashback adventure” 
  in which one or more characters remember 
  the events that will be portrayed. Aboard 
  the Galactica, a character could, for 
  example, recognize one of the terrorists 
  you’ll become acquainted with shortly. 
  When the wild chase through the Bucket’s 
  corridors starts, the characters remember 
  the events depicted in this adventure. 
  However, you will likely have to make a 
  number of adjustments to make it fit your 
  storyline and the player’s characters. 
     “An Act of Treason” is set shortly before 
  the Cylons attack the Twelve Colonies.  
  The PCs are elite Viper pilots who serve in 
  the 71st Battlestar Group (BSG) under the 
  command of Admiral Nagala. They are 
  assigned to Red Squadron, Atlantia’s elite 
  Viper squadron that consists of BSG 71’s 
  best pilots and best fighters. Admiral 
  Nagala brought this squadron into being, 
  personally selected its members and 
  reorganized Atlantia’s Red Squadron as a 
  group of pilots without a set mission 
  profile, allowing the squadron to accept 
  almost any mission. 
     In the adventure, the PCs foil a plot 
  against President Adar and fight Sagittaron 
  terrorists who have seized a tylium mine 
  on an asteroid outside of the boundaries of 
  the Twelve Colonies. When they receive a 
  badly garbled message that says that the 
  Colonies are under attack, the PCs have to 
  make a tough decision. 
   
  Character Involvement
  Character Involvement
  Character Involvement
  Character Involvement 
  As noted, “An Act of Treason” assumes 
  that the PCs being used are the ones that 
  are provided. Who they are and how they 
  are involved in the plot follows: 
  • 
  Captain Alice “Hera” Nesbitt, 
  Atlantia’s CAG and appointed 
  commander of Red Squadron  
  • 
  Lieutenant Balthazar “Bullseye” 
  Pollack, Hera’s wingman  
  • 
  Lieutenant  Sean “Cobra” Keener  
  • 
  Lieutenant (junior grade) , Dean 
  “Argus” Masterson, Cobra’s 
  wingman  
  • 
  Lieutenant Sophie “Maelstorm” 
  Edwards  
  • 
  Lieutenant (junior grade) Seth 
  “Hector” Harlan, Maelstorm’s 
  wingman 
   
   
   
   
   
  
   
  3 
   
  Adventure Summary
  Adventure Summary
  Adventure Summary
  Adventure Summary    
  Richard Adar, the leader of the Colonial 
  government of the Twelve Colonies, will 
  hold a speech at the planetary parliament 
  on Picon. Since President Adar is still 
  facing political strife for military actions he 
  was willing to use to resolve a drawn-out 
  teachers strike, he requested Atlantia’s 
  Red Squadron to escort Colonial One from 
  and to its jump point in high orbit above 
  the planet. Moreover, he wants the 
  Commander of Atlantia’s Air Group and his 
  men to attend his speech in full dress 
  uniform. Apparently, he wants to illustrate 
  that he is still backed by the Colonial 
  military. 
     While the PCs escort Colonial One to 
  Picon’s surface, an armed cargo transport 
  suddenly appears and the PCs have to 
  decide quickly whether they want to open 
  fire or warn the alleged terrorists off, 
  before shooting down the unidentified 
  vessel. 
     During Adar’s speech, the PCs notice a 
  Sagittaron sniper who seems to be aiming 
  at the President from the closed area of 
  the Plenar hall. They have to protect Adar 
  not only from the sharp shooter, but also 
  from the stampeding crowd. Adar orders 
  them to go after the assassin who is using 
  the general panic to escape.  
     The alleged assassin is captured and 
  interrogated. He admits to being a 
  member of the Sagittaron Freedom 
  Movement and discloses that the 
  movement’s current leader has seized a 
  tylium mine and is willing to blow it up. 
     The next day, Julius Pratt, the S.F.M.’s 
  leader, delivers a televised speech and 
  makes his claims know. The PCs are 
  ordered to reclaim the mine and disarm 
  the nuke. Will they succeed?   
  ACT ONE
  ACT ONE
  ACT ONE
  ACT ONE 
  The adventure begins with the PCs’ Vipers 
  taking off from Atlantia’s launch tubes. 
  While they arrive at the secret rendezvous 
  point in time, Colonial One, however, does 
  not. Take the opportunity to encourage the 
  players to engage in roleplaying. Their 
  characters may, for example, chat away 
  cheerfully or brag about their flying skills. 
  If they make this short scene enjoyable for 
  everyone, the players should earn Plot 
  Points. When there's nothing left to say, 
  hand out copies of the adventure script. 
  Each player reads one part. If you have six 
  players, each player reads one part, if you 
  have fewer players, assign additional parts 
  as necessary. Pick up the action with the 
  adventure script as "Cobra" begins to 
  read.  
   
  Finally, the luxurious starliner that bears 
  the air traffic control call sign “Colonial 
  One” and the line of ships that accompany 
  it have arrived. As the PCs verify Colonial 
  One’s transponder code, read: 
   
  A presidential convoy is a fascinating 
  sight, particularly in space. Even from 
  
   
  4 
  twenty klicks out, the phalanx of more 
  than half a dozen ships deeply 
  impresses you. Three FTL-capable 
  atmospheric shuttles lead the way, 
  followed by a specifically configured, 
  highly customized passenger liner 
  starship. This is the craft that carries 
  “Phantom” – the code name assigned 
  to the President - and this staff; 
  Colonial One. Following after the 
  starliner trail a few government-
  owned shuttles and transports.  
    
  As ordered, four of the PCs’ starfighters fly 
  in a tight formation in front of the 
  presidential convoy while Hera and Hector 
  bring up the rear. 
     They haven’t come far when an 
  unauthorized vessel jumps astern of the 
  convoy and closes in on it alarmingly fast. 
  Suddenly, all hell breaks loose. Read: 
   
  “Landslide. Landslide,” Special Agent 
  Brooks, the officer in charge of Adar's 
  security detail, shouts through the 
  secure line, “We’ve got a possible 
  bogey behind us. Intent? Repeat, 
  Intent?” 
     “Landslide” – the code for a possible 
  space borne attack – has obviously 
  triggered a series of preset, well-
  trained, and almost instinctual 
  reactions from Brook’s team. 
  Apparently, he now needs real 
  information, and he needs it fast. 
   
  It is an AVERAGE (7) task to identify the 
  Heavy1 (Viper’s Alertness + pilot’s 
  Technical Engineering). Read: 
   
  According to the Colonial transponder 
  code she broadcasts, the freighter’s 
  name is “Cassiopeia VII.” The code 
  also details the ship’s specifications, 
  port of origin as well as manufacturer, 
  and identifies the Colonial Movers 
  Corporation as the current owner. 
  Cassiopeia VII’s captain, Vince 
  Haddon, seems not to have acquired 
  the permit to arm his non-military 
  ship with the railgun turret that has 
  been mounted above the bridge, 
  though. 
     The medium bulk freighter is 
  marked with a four digit number that 
  indicates that it is transporting 
  hazardous material. This number can 
  be referenced by first responders to 
  find information about the material. 
  Since the sensor readouts show a 
  slightly elevated level of radiation 
  emitted by the freighter, you assume 
  that Cassiopeia VII is loaded with 
  radioactive substances. 
   
  Captain Haddon does not respond to his 
  radio when hailed. If the PCs made their 
  rolls, they know for sure that it is working, 
  though. 
     Unbeknownst to them, Haddon did not 
                                                        
  1 Civilian transport vessel over a certain gross 
  weight/mass 
  
   
  5 
  know that his ship, that is indeed partially 
  laden with a radioactive, metallic and a 
  toxic chemical element that is to be used 
  in one of Picon's numerous radioisotope 
  thermoelectric generators, was jumping 
  into a no-fly zone and he is completely out 
  of his depth now. Since he suffers from 
  COMBAT PARALYSIS (d6), he is still unable 
  to act. For the past couple of turns, he 
  couldn't even take non-actions and answer 
  his radio. That is about to change, though. 
  Read: 
   
  “Red Squadron, this is Colonial One,“ 
  Agent Brooks shouts, “We’ve got a 
  suicide attacker who could be armed 
  with a nuclear weapon and he’s 
  coming after ‘Phantom.’ Engage 
  immediately… Take the motherfrakker 
  out now, for the Gods’ sake!” 
      
  Unexpectedly, another voice billows 
  out of your loudspeakers. The 
  freighter's captain uses an open 
  channel that is reserved for general 
  notices regarding traffic patterns, 
  conditions at Picon's spaceports or 
  other factors civilians should be aware 
  of when heading in or out of a port. 
     "Picon Approach Control... er... this 
  is the Cassiopeia VII, Captain Haddon 
  speaking," he says timidly, "We are 
  inbound on... er... Approach Lane 
  Niner-Gamma to Century City with... 
  er... assorted cargo and 252 souls. 
  Request landing instructions. Please 
  respond immediately."  
  It’s up to the PCs whether they shoot the 
  harmless transport down immediately or 
  go against their orders and fire off a 
  warning shot, for example. Cassiopeia VII 
  will not defend itself and heave to within 
  two turns.  
     If the PCs shoot the freighter down, 
  Picon's gravity well will drag it down 
  mercilessly. Cassiopeia VII will crash on 
  the planet and its radioactive cargo will be 
  dispersed over a large area unless the PCs 
  are quick on the uptake and come up with 
  an idea to avert this catastrophe. 
     Depending on how the PCs ward off the 
  danger, award them with two to four Plot 
  Points. The rest of the short trip is 
  uneventful. Proceed to Act Two 
  immediately. 
   
  ACT TWO
  ACT TWO
  ACT TWO
  ACT TWO    
  Scene One: Shots Fired
  Scene One: Shots Fired
  Scene One: Shots Fired
  Scene One: Shots Fired 
  The PCs land at the military section of 
  Century City's spaceport, and are driven to 
  the barracks where they are able to 
  change into their dress uniforms. They 
  know that Adar’s personal security detail 
  will probably not tolerate firearms other 
  than their own in the President’s 
  proximity. Once changed, the PCs are 
  driven to the House of Parliament and 
  enter the plenar hall.  
     The attitude of the president’s detail 
  toward the PCs will be determined by how 
  they reacted in the previous scene. 
  Regardless of how there are treated, they 
  
   
  6 
  will not under any circumstances be 
  allowed to carry a weapon of any kind. 
  Everyone entering the hall is physically 
  searched as they enter, thus concealing a 
  weapon is not an option. Read: 
   
  Despite your best attempts to 
  maintain your somewhat stereotypical 
  role as irreverent and cynical fighter 
  jocks, the majesty of the soaring 
  columns of the plenar hall makes even 
  you fall silent.  
     The plenar hall of Picon’s parliament 
  meets the contemporary and 
  functional demands of a modern 
  assembly hall. It is a vast, day lit, 
  space with glazed roofing over its 
  entirety. A highly effective prismatic 
  daylight system reflects away the 
  direct sunlight and therefore avoids 
  glare effects and a disturbance of the 
  interior climate. The intensive zenith 
  light and the incoming less blinding 
  light from other directions are 
  directed into the interior space, 
  creating optimal viewing conditions. 
   
  The PCs take a seat in the plenar hall right 
  behind the President and listen to his 
  speech which is indeed a triumph to the 
  art of speech writing and eloquence, but 
  bores the PCs stiff regardless. They begin 
  to fidget in their dress uniforms as the 
  President drones on. They look around the 
  hall bored out of their minds by the 
  droning speech and may make an 
  Alertness + Perception / Sight Skill roll. It 
  is a HARD (11) feat to spot the sniper who 
  has taken up position on one of the plenar 
  hall’s balconies. Read: 
   
  Almost concealed by one of the hall’s 
  majestic columns, a dark-clad figure 
  lies hidden on one of the balconies 
  that were closed off to the public and 
  that tower over the silent assembly 
  hall. Apparently, the man is looking 
  through a sniper rifle’s sighting 
  device, aiming at President Adar and 
  steadying his breath to take a shot. 
   
  The PCs who have spotted the sniper have 
  to act quickly to shield the President by 
  making an AVERAGE (7) Agility + 
  Alertness Attribute roll. Only PCs who are 
  aware of the sharp shooter can act in the 
  following turn, though. They roll for 
  Initiative just as the sniper. PCs that are 
  unaware of the imminent attack do not get 
  to act. Only if no one spotted the sharp 
  shooter will Agent Brooks shout, “Gun!” 
  and drag the President away. 
   
  The precision rifle’s loud report is 
  almost deafening. Unexpectedly, the 
  audience falls silent as if holding their 
  collective breath in silent anticipation 
  of what’s to come. Then, the crowd 
  begins to stampede in all direction as 
  panic grips the spectators. Dignitaries 
  scream in horror while they are 
  perplexedly trying to save their hides.  
  
   
  7 
     Meanwhile, the assassin gets up 
  slowly and turns away as if to leave 
  the large balcony without taking the 
  rifle with him, as it is now resting 
  against the balcony’s railing.  
     “Take that motherfrakker down,” a 
  familiar voice suddenly orders. As you 
  look back you see that, contrary to 
  your expectations, President Adar is 
  completely unharmed, yet boiling with 
  rage. 
     “Now!” he orders as his security 
  detail swarms around him and whisks 
  him out of sight. 
   
  As the PCs shift through the crowd, 
  another man pushes his way into the clear 
  and reaches inside his jacket. Again, the 
  PCs have to decide quickly whether they 
  want to take him down or not. Run combat 
  as necessary, but if the man is subdued or 
  allowed to show what he was reaching for, 
  it turns out it was only his cell phone.  
     To reach the balcony in time, the PCs 
  have to exit the plenar hall, cut across the 
  lobby and run up two flights of stairs in 
  less than 10 turns. This requires a 
  FORMIDABLE Complex Action (75 vs. 
  Agility + Athletics / Running). Each roll 
  represents a time increment of one turn.  
     If they make it to the balcony in time, 
  they’ll meet the terrorist who has just 
  armed a suitcase bomb that lies next to 
  the door. If they don’t make it in time, the 
  sniper has already left. 
   
   
  The balcony is as empty as the 
  assembly hall it is overlooking. 
  Although the Milirem 700 precision 
  rifle still leans against the railing, the 
  shooter has vanished without a trace. 
  As you turn to leave, you cast a 
  cursory glance at a black suitcase that 
  lies next to the door. The realization 
  that you’re looking at an armed time 
  bomb and that there are only 21 
  seconds left on its timer takes away 
  what little is left of your breath. 
    
  A quick glance and an AVERAGE (7) 
  Alertness + Heavy Weapons / Demolitions 
  Skill roll reveals that the suitcase bomb is 
  clearly a simple scratch-built device 
  consisting of roughly four pounds of G-4 
  military grade plastic explosive with an A-
  type military grade blasting cap as the 
  detonator. Taking a full-turn action to take 
  a closer look and an HARD (11) mental 
  feat (Intelligence + Heavy Weapons / 
  Demolitions) are required to estimate that 
  the explosion of four pounds of G-4 will 
  break the ceiling and at least one load-
  bearing wall. It is highly probable that the 
  parliament building will collapse. However, 
  it is a HEROIC (19) task to notice 
  (Alertness + Perception / Sight) that the 
  detonator is not connected to the 
  electronic timer and that the bomb is 
  either a fake or was assembled 
  unprofessionally. 
  
   
  8 
     The PCs can choose to concentrate on 
  the bomb, the sniper or both. If anyone 
  stops to disarm the bomb, they face a 
  HARD (55) Complex Action (Alertness + 
  Technical Engineering / Disable Devices) 
  with each roll taking one turn. Unless the 
  PCs are able to procure a demolitions kit 
  that contains everything needed to disarm 
  explosive devices, they have a -1 Skill step 
  penalty. Each roll represents one turns’ 
  work. The PCs have exactly seven turns to 
  disarm the bomb. They may indirectly 
  assist one another by rolling as usual and 
  adding the highest of their rolls to the 
  total. If the PCs unexpectedly succeed, the 
  timer does not shut off. When it reaches 0, 
  read: 
   
  The timer continues its relentless 
  countdown and it is going to win! “Oh 
  frak, this isn’t going to be good,” is 
  your last thought as the electronic 
  timer mercilessly reaches zero. The 
  bomb, however, does not go off. You 
  can’t believe your eyes when you 
  reopen them and see that the 
  counter’s digital display now reads, 
  “DO WE HAVE YOUR ATTENTION 
  NOW? SGD. SFM2” 
   
  The PCs in pursuit of the sniper realize 
                                                        
  2 An AVERAGE (7) Intelligence + Knowledge / 
  Appropriate Specialty Skill roll is all it takes to know 
  that S.F.M. stands for “Sagittaron Freedom 
  Movement.” The S.F.M is a paramilitary organization 
  devoted to overthrowing the local government on 
  Sagittaron that was installed by the government of 
  the Twelve Colonies to facilitate what some believe 
  to be an exploitation of the planet's resources. 
  that the terrorist has obviously headed 
  downstairs via the staircase at their left 
  which also leads to the lobby. 
     Once they reach the locked down 
  building’s crowded entrance hall, the PCs 
  must hunt for the assassin by trying to 
  remembering what he looked like. An 
  AVERAGE (7) Intelligence + Willpower 
  Attribute roll is required to remember the 
  right man correctly, and a HARD (11) 
  Alertness + Perception / Sight Skill roll 
  immediately spots the man in the crowd. 
     Overpowering the young man is easier 
  than anticipated because he is unarmed. 
  Grabbing him requires nothing but an 
  EASY (3) Agility + Unarmed Combat / 
  Appropriate Specialty Skill roll. 
    
  “My name is Abraham Driscoll,” says 
  the young, exhausted man as you 
  forcibly floor him, “I am a member of 
  the Sagittaron Freedom Movement. I 
  would like to point out that under the 
  23rd Article of Colonization non-
  combatants, combatants who have 
  laid down their arms, and combatants 
  who are out of the fight due to 
  wounds, detention, or any other cause 
  shall in all circumstances be treated 
  humanely, including prohibition of 
  outrages upon personal dignity, in 
  particular humiliating and degrading 
  treatment. Apart from this, I wish to 
  exercise my right to remain silent”. 
   
  
   
  9 
  Driscoll is taken into custody and 
  interrogated. If they don’t want to wait 
  until local or federal law enforcement 
  officials show up, the PCs can run the 
  interrogation. After all, they were ordered 
  by the President to take him down. 
  Interrogating the prisoner is a HARD (55) 
  Complex Action (Willpower + Discipline or 
  Influence / Interrogation). Every roll costs 
  five minutes of time. The PCs may 
  indirectly assist one another. Threatening 
  to physically harm the prisoner grants a 
  +1 step Skill bonus, while actually hurting 
  him increases the modifier to +2 Skill step. 
  However, the PCs know that torturing a 
  prisoner in any way is considered vile 
  behaviour and will bring disciplinary 
  retribution. 
     You, the GM, must roleplay the prisoner 
  who remains silent or lies until the 
  Difficulty Threshold is reached or 
  exceeded. A Botch not only increases the 
  Threshold to break the prisoner to 
  FORMIDABLE (75), but also means that a 
  good, believable lie is told. It will be a 
  HARD (11) mental feat (Willpower + 
  Perception / Appropriate Specialty) to see 
  through the prisoner’s lies and rolling a 
  second Botch silences him once and for all. 
     Eventually, the prisoner breaks and tells 
  the PCs that he is a member of the 
  Sagittaron Freedom Movement. He proudly 
  says that he is a sleeper who had been 
  placed on Picon not to undertake an 
  immediate mission, but rather to act as a 
  potential asset if activated at a later point 
  in time. During the last three years, he did 
  nothing to communicate with the S.F.M., 
  nor did he obtain much information 
  beyond that in public sources. Yesterday, 
  however, he received word that the 
  movement’s current leader and a group of 
  paramilitary trained freedom fighters have 
  laid a scheme that will shake the Twelve 
  Colonies to the very foundations. To 
  attract the Colonies' attention, Driscoll was 
  ordered to shoot at the Colonial flag while 
  Adar was holding his speech. He was 
  explicitly ordered not to hurt anyone. That 
  is all Driscoll knows. 
     Overcoming this challenge should merit 
  a reward of two to four Plot Points. Allow 
  the players to discuss the unexpected turn 
  of events. Once they’re done, proceed to 
  Scene Two: Sit Rep. 
   
  ACT TWO
  ACT TWO
  ACT TWO
  ACT TWO    
  Scene Two: Sit
  Scene Two: Sit
  Scene Two: Sit
  Scene Two: Sit R
   R
   R
   Rep
  ep
  ep
  ep 
  The very next day, the PCs gather in 
  Atlantia’s briefing room. The calm, almost 
  solemn atmosphere inside the briefing 
  room is very unusual. No laughter is heard 
  and the pilots around you speak in hushed 
  tones, if at all. 
     Then, after a seemingly endless time, 
  Admiral Nagala enters the room. BSG 71's 
  actual, the "Old Warhorse", as Nagala is 
  affectionately called by almost the entire 
  crew, steps up to the podium and places a 
  data disc on the desk.  
     First and foremost, Nagala orders the 
  
   
  10 
  PCs to stand at ease and comments on the 
  outcome of the PCs' original mission. 
  Whether he is considerate towards the PCs 
  or scolds them depends on how they acted 
  during Act One. Then he loads the disc into 
  the reader below the desk’s surface. Read: 
   
  “The Sagittaron Freedom Movement 
  has claimed responsibility for the 
  attempt on Adar’s life, “ Nagala says 
  morosely, “See for yourselves.”  
     After the Admiral has pushed a 
  button on a remote control, the big, 
  flat screen behind Nagala shows the 
  image of a man with a pale stern face. 
  His well-groomed dark hair is flecked 
  with grey and his keen brown eyes are 
  gleaming. 
     “Citizens of the Twelve Colonies of 
  Kobol, listen to me,” the charismatic 
  agitator requests in a clear, resonant, 
  and attractive voice, “I am Julius 
  Pratt, spokesman of the Sagittaron 
  Freedom Movement. 
     “You were told that there has been 
  an attempt on President Adar’s life. 
  That is not true. The Adar 
  administration has spoon-fed half-
  truths and lies to the media. If we 
  wanted Adar dead, we would have 
  killed him. In fact, the shot was not 
  aimed at Richard Adar, but at the 
  Colonial flag behind him, the very 
  symbol of the political oppression we 
  rise up against. 
     “We are not terrorists. We have 
  killed no one. We have indeed gone to 
  great lengths to avoid bloodshed. We 
  are not criminals, either. We merely 
  exercise the rights that were assigned 
  to us.  
     “Less than 60 years ago, each 
  colony was sovereign. However, in 
  response to the Cylon War, the 
  founders of the Twelve Colonies of 
  Kobol passed the Articles of 
  Colonization to unite against their 
  common enemy. In these Articles it is 
  written that, whenever the 
  government becomes destructive, it is 
  the right of the people to alter and 
  abolish it, and to institute a new 
  government.’  
     “We are invoking our right to rise up 
  against the course of President 
  Richard Adar. Your days of partisan 
  politics and slowly turning our 
  beloved federal republic into a military 
  dictatorship are finally over. You have 
  had the time and the opportunity to 
  show us, the people, that freedom and 
  equality matter to you and you have 
  done nothing. To this day, Sagittaron 
  endures exploitation at the hands of 
  the other colonies. 
     “The time to act is now. We are 
  directing Richard Adar to withdraw his 
  budget and construct a new one that 
  will contain no new or increased taxes 
  and that will cut all unnecessary 
  military programs. Moreover, the 
  budget will adopt the financial 
  
   
  11 
  development assistance as proposed 
  by Sagittaron’s elected 
  representative. These funds will be 
  used to support the economic, social 
  and political redevelopment of 
  Sagittaron and the other colonies that 
  still suffer at their bigger brothers’ 
  hands. Furthermore, we demand that 
  our former leader, Tom Zarek, is 
  released from unlawful political 
  imprisonment immediately.  
     “That is all we demand. Our claims 
  are neither unjust nor wrong to the 
  law. We will give you the remainder of 
  the week to implement these reforms 
  in a peaceful, democratic way. As a 
  token of your willingness to 
  cooperate, Tom Zarek will be released 
  today.  
     “We will be watching your actions 
  closely. This is the only warning we 
  give. If you do not respond to our 
  demands, rest assured that we have 
  the resources and the resolve to hit 
  you where it hurts the most; your 
  well-filled purses. We have taken 
  control of a tylium mine. We will 
  destroy it if Tom Zarek is not released 
  from prison by the end of this day. The 
  nuclear weapon we have at our 
  disposal will destroy the asteroid this 
  mine has been dug into. The dispersed 
  radiation will render all tylium ore 
  within a radius of hundreds upon 
  hundreds of miles inert and unusable. 
  The economic repercussions will be 
  disastrous. 
     After a short pause, the eloquent 
  political agitator concludes by saying, 
  “Do not test us. This is your last 
  warning.” 
     Then, the recording ends. No one 
  dares speak until Admiral Nagala 
  states, “President Adar assumes that 
  Zarek’s every step is being closely 
  watched by the terrorists. At this very 
  moment, Zarek is boarding a prison 
  transport, the Astral Queen, which will 
  carry a number of prisoners to their 
  pardon hearings on Caprica. Adar is, 
  of course, not going to yield to the 
  terrorists’ demands and ordered a 
  strike team to storm and retake 
  control of the mine. Once the nuke is 
  disarmed, Zarek will be put back in 
  prison where he belongs.  
     “According to distant 
  reconnaissance, the terrorists have 
  seized the mine on 142 Ida, a 
  planetoid that is little more than five 
  clicks in length, and half that in width 
  and thickness. We do not know where 
  the nuke is. Since capital ships like 
  the Atlantia would be spotted by the 
  terrorists, two Raptors will transport a 
  squad of Colonial Marines as well as 
  two Explosive Ordnance Disposal 
  Technicians to 142 Ida without 
  attracting the terrorists’ attention. 
  You will search for and escort the 
  technicians to the nuke that is to be 
  disabled immediately. If possible, 
  
   
  12 
  Julius Pratt and his accomplices are to 
  be taken into custody. If the terrorists 
  put up any resistance, you are 
  authorized to use deadly force.” 
   
  After answering the PCs’ questions, 
  Admiral Nagala sends them to the flight 
  deck where they may equip themselves, 
  and meet with the five Marines as well as 
  the Explosive Ordnance Disposal (EOD) 
  specialists, board two Raptors and 
  immediately set off. Allow the players to 
  discuss this unexpected turn of events, 
  though. A lively discussion will be quite 
  enjoyable for everyone. 
   
  A
  A
  A
  ACT THREE
  CT THREE
  CT THREE
  CT THREE 
  Reaching the asteroid without being 
  detected is largely a matter of how risky a 
  FTL jump the PCs wish to make. The closer 
  to 142 Ida they jump, the lesser the 
  chance of detection and the reaction time 
  the terrorists will have.  
     To set a relatively simple course requires 
  an AVERAGE (7) Intelligence + Pilot / 
  Astrogation Skill roll. This jump is the 
  safest, but takes the Raptors into a high 
  orbit above the asteroid. At this range, it 
  will be hard to approach the mine without 
  being detected. If the PCs are willing to 
  take a bit more risk, they can have their 
  plot take them closer to the asteroid. If 
  they make a HARD (11) Skill roll, their 
  Raptors will jump to a point that is roughly 
  100 klicks above the mine. If they make a 
  FORMIDABLE (15) Skill roll, however, their 
  Raptors drop so close to the asteroid that 
  their arrival will probably not be detected 
  by the terrorists.  
     An Extraordinary Success indicates an 
  almost perfect FTL jump and that the PCs 
  will have an easier time approaching the 
  asteroid without being detected. The 
  Difficulty Threshold (see below) will 
  decrease by one category (e.g, from 
  AVERAGE to EASY). Failure means that the 
  Raptor doesn't jump to the desired 
  coordinates and that the PCs' approach will 
  be more complicated. The Difficulty 
  threshold will increase by one category. A 
  Botch increases the Difficulty Threshold by 
  two categories. 
     As soon as the PCs have decided which 
  course to take and engaged their Raptors’ 
  FTL drives, they make the almost 
  instantaneous jump. Read: 
   
  All around you, millions of small 
  celestial bodies occupy roughly the 
  same orbital plane. The asteroid belt, 
  a region of the system beyond the 
  Twelve Colonies, is composed 
  primarily of rock and metal.  
     The small, brown, and irregularly 
  shaped planetoid that hangs in front 
  of you like a giant boulder slowly 
  spins around an axis located in its 
  large end. From dozens and dozens of 
  klicks out, 142 Ida looks like the 
  black, lifeless rock it should be. It is, 
  however, far from deserted. An unlit 
  mining complex sits on 142 Ida’s 
  
   
  13 
  inhospitable surface like a gigantic 
  insect that patiently lies in wait for 
  unwary prey. The site consists of 
  numerous buildings, arranged in a 
  rough circle, that rest on levelled rock. 
  The tallest building in the centre of 
  the complex rises approximately 150 
  feet off the asteroid’s surface. In all 
  likelihood, you’ll find the terrorists 
  and the nuke in that towering edifice. 
   
  Approaching the mine without being 
  detected is a Complex Action (Raptors’ 
  Agility + pilot’s Pilot / Raptor) that has to 
  be completed within five turns. Any Botch 
  or failing to get there within five turns 
  indicates that the PCs’ Raptors have been 
  spotted by the terrorists who will lock 
  down the mine and prepare themselves for 
  the imminent assault. The Difficulty 
  Threshold depends on the distance the 
  PCs’ Raptors have to cover. If the PCs 
  decided to plot an AVERAGE jump, they’re 
  far off and it is a FORMIDABLE (75) feat to 
  come ashore undetected. If they made a 
  HARD FTL jump, the Difficulty Threshold is 
  HARD (55), while a FORMIDABLE jump 
  took them so close to the asteroid that it is 
  only an AVERAGE (35) task to reach it 
  without being noticed by the terrorists. 
     If the PCs manage to reach 142 Ida 
  undetected, they can land inside the 
  unguarded hangar that is unprotected 
  from the vacuum of space and has no 
  atmosphere. Neither the PCs nor the NPCs 
  may take off their flight suits, which 
  provide protection against vacuum for 
  limited periods, if they want to survive. 
     If they fail, however, the hangar doors 
  are closed and locked. They have to touch 
  down outside of the building and open the 
  massive metal doors (Armour 20, Life 
  Points 10) which requires a HARD (11) 
  Agility + Covert / Disable Devices Skill roll 
  as well as an IMPOSSIBLE (31) Burst of 
  Strength (Strength + Strength) Attribute 
  roll. However, up to four PCs and NPCs 
  may directly assist one another by rolling 
  as usual and combining their totals. Inside 
  the hangar bay, the PCs notice two 
  unarmed FTL shuttles as well as six 
  terrorists who are armed with submachine 
  guns and wearing spacesuits. The 
  opponents are hidden behind corners or 
  crates and are therefore have heavy cover 
  (+12 to defense Difficulty). They have to 
  be taken out before the PCs can enter the 
  complex. Bear in mind that these 
  opponents as well as those the PCs will 
  encounter later on can also attack the 
  Marines and EOD technicians. If both 
  demolition experts die, the PCs are in the 
  soup. They have to find the nuke on their 
  own and try to disarm it without 
  professional help. Finding the nuke is a 
  HARD Complex Action (55 vs. Intelligence 
  + Alertness / Search). Each roll represents 
  a time increment of five minutes. How to 
  go about disarming it will be explained 
  below. 
     As soon as the terrorists are taken care 
  of, the PCs and NPCs enter the hangar 
  
   
  14 
  bay’s airlock. Once the pressure 
  differential is overcome, the Marines and 
  EOD technicians take off their flight suits 
  and don their usual clothing and armour.  
   
  The air locks inner hatch slides open, 
  revealing an empty, illuminated 
  corridor that stretches to your right 
  and left. One of the EOD technicians 
  consults the small particle detector 
  that measures ionizing radiation, 
  points down the right hand corridor 
  and says, “That way.” 
     Bullseye orders two of the grunts 
  that accompany you to cover you. 
  “Hooah!”, they respond, which could 
  mean anything from ‘I’ll get right on 
  it’ to ‘I acknowledge your existence, 
  but I have no idea what you’re talking 
  about.’ 
   
  The PCs follow the EOD specialists down 
  the corridor. Before they can reach 
  another corner, the PCs must make an 
  AVERAGE (7) Alertness + Perception / 
  Hearing Skill roll. Unless no one succeeds, 
  read: 
   
  You hear the clang of boots echoing 
  upon the metal floor. Someone 
  approaches from the turn of the 
  corridor that is right ahead of you. 
     “Tangos ahead!” one of the Marines 
  whispers in Bullseye’s ear, “What are 
  your orders, sir?” 
   
  As four terrorists turn the corner, read: 
   
  At the far end of the corridor you see 
  four men outlined against the metal 
  wall behind them. They storm around 
  the corner, their submachine guns 
  ready. When they see you, they hit the 
  deck wordlessly and begin to take 
  aim. 
   
  If no one heard the approaching terrorists, 
  they begin firing immediately. The PCs 
  cannot dodge during the first turn. Since 
  the terrorists are prone, they receive a +4 
  bonus to their defence Difficulties. They 
  cannot dodge or use innate defence, 
  though. 
     After the battle, one of the EOD 
  specialists takes the lead again. He guides 
  the PCs to a stair case. They climb the 
  stairs, going up one floor at a time. On 
  each level, the technician consults the 
  device he’s carrying. On the sixth floor he 
  asks the PCs to go down again. When they 
  reach the fifth floor, he says that the nuke 
  is on this level and leads the PCs to a large 
  door that leads to the mine’s operations 
  room. Much as to be expected, it is locked. 
  It is a HARD (11) feat to pick the door’s 
  (Armour 5, Life Points 7) lock (Agility + 
  Covert / Open Locks). When the PCs open 
  the door, read: 
   
  The most important equipment such 
  as computer terminals were put in the 
  operation room’s centre, with ample 
  
   
  15 
  space for personnel to pass between 
  work stations. In addition to 
  instruments, data screens, and 
  computer access, these offer ports to 
  hook up headset communication units. 
  At this moment, they are vacant, 
  though.  
     As you cautiously enter the large 
  room, you notice eight men standing 
  in the left hand corner of the room 
  about 30 feet from you. You recognize 
  Julius Pratt immediately. He stands at 
  the chief control console and orders 
  two of his men at the top of his voice 
  to arm the nuke while the others lay 
  suppression fire. Then he looks at you 
  and shouts, “It told you not to test 
  us.” 
   
  The six S.F.M. members keep up a fierce 
  suppressive fire until the bomb is armed. 
  As long as their attack rolls meet an EASY 
  (3) Difficulty, everyone in their line of fire 
  must defend against the attacks. Note that 
  cover bonuses to Difficulty are halved 
  (rounded up) and that those that are hit 
  suffer a +1 step to the assault rifles’ 
  damage die. Moreover, an Extraordinary 
  Success on an attack roll will add an extra 
  stepped-up die to the weapon damage roll. 
  The terrorists use cover, ducking behind 
  computer consoles. Add 8 to their defence 
  Difficulties. Moreover, Pratt will throw a 
  smoke grenade at the PCs that will not 
  only deal d4 points of Stun damage, but 
  also fill the operations room with thick 
  smoke, obscuring vision in all directions 
  and penalizing all attack rolls by -4 Skill 
  step. 
  Five turns later, when the bomb is armed, 
  Pratt as well as all surviving terrorists 
  conduct a fighting retreat.  
     The Colonial Marines and the PCs may 
  choose to pursue the fleeing terrorists. It 
  would be a good idea, however, to guard 
  the EOD technicians as they try to deal 
  with the bomb which turns out to be a 
  sophisticated device and the EOD team 
  finds it is a INCREDIBLE Complex Action 
  (115 vs. Alertness + Technical Expertise / 
  Disable Devices) to defuse it, with each 
  roll taking roughly 30 seconds. Since the 
  bomb’s timer was set for 5 minutes, they 
  have 10 rolls to render the device inactive. 
  Success is highly unlikely. 
     If at least one PC stays behind to guard 
  the technicians, read: 
   
  "Good Gods!" mutters the EOD 
  technician under his breath as he 
  examines the nuke. Then he adds 
  more audibly, "This is a nuclear 
  warhead with a yield of round about 
  50 megatons, I'd say. If this baby 
  goes off, this frakkin' piece of rock 
  will be razed out completely." 
     The technician trails off and takes a 
  closer look at the device that stands 
  roughly three feet tall. "What the 
  frak?" he swears, "This is a D-class 
  military grade nuclear warhead. 
  According to this label here it should 
  
   
  16 
  be stowed away safely on the Ragnar 
  Station Ammunition Reserve, an 
  armoury suspended in the upper 
  atmosphere of the gas giant Ragnar. 
  Either someone frakked up seriously 
  or we're dealing with a conspiracy 
  that reaches right up to the highest 
  levels. 
     "Now, we've got five minutes till 
  this baby blows. If I were to hazard 
  an educated guess, I'd say that the 
  best course of action right now would 
  be to get the hell out of here. We 
  could try to diffuse this banger, I 
  grant, but I don't see us succeeding in 
  time, really." 
     Then he turns around and looks up 
  to you. "This would be the appropriate 
  point in time to bawl out an order, 
  sir". 
   
     The PCs may either try to stop Pratt and 
  the terrorists from reaching his FTL 
  capable ship and escaping, disarm the 
  bomb, or make a quick getaway.  
     Once they know that it is almost 
  impossible to deactivate the nuke in time, 
  the PCs should race to their Raptors which 
  requires an AVERAGE Complex Action (35 
  vs. Agility + Athletics / Running) that has 
  to be completed within five rolls, each of 
  which represents a time increment of 30 
  seconds. If they fail within the stated 
  amount of time, the PCs will die in the 
  nuclear explosion. 
     If the PCs strike on the idea of taking 
  the bomb along to drop it off once they've 
  taken off, they may try to do so. However, 
  the bomb is too heavy to be carried by one 
  person, but too small to be carried by 
  more than two PCs. Both PCs will be at -2 
  Skill step while running towards the 
  hangar bay and will therefore probably not 
  reach it in time. 
     If they manage to get away, however, 
  they may board their ships and take off. 
  Once they’ve cleared the danger zone, 
  they will receive a badly garbled 
  transmission on a civilian channel. It says 
  that the Twelve Colonies are under 
  massive attack by Cylons that have 
  somehow disabled the fleet’s warships and 
  have inflicted unprecedented casualties. 
  Admiral Nagala took personal command of 
  the fleet following the destruction of Picon 
  Fleet Headquarters, using the Atlantia as 
  flagship.  
     Depending on how you want to continue 
  the story, the PCs may race to the 
  Colonies’ rescue, join The Fleet and start a 
  Galactica Campaign or be shot down over 
  one of the Colonies where they can 
  participate in a Resistance Campaign. 
     Alternatively, they could also pick up a 
  weak beacon call that is attempting to rally 
  all Fleet vessels in range. The message 
  includes a set of coordinates and the 
  header of a large enough ship for the PCs 
  to base a Second Fleet Campaign, or flee 
  on their own.  
     Regardless of the turn of events, the PCs 
  
   
  17 
  should now be rewarded with one to four 
  Advancement Points. 
   
  THE END
  THE END
  THE END
  THE END    
  
   
  I 
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  -
  -PPPPPPPPlllllllla
  a
  a
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  a
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  a
  ay
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  y
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  yeeeeeeeer
  rr
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  r        CCCC
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  a
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  a
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  ar
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  Abraham Driscoll 
     Agi d8, Str d6, Vit d6, Ale d8, Int d6, Wil d8; 
  LP 14, Init d8+d8 
     Traits Cool Under Fire d4, Friends in Strange Places d2 (Underworld), Rebellious 
  d4, Trusting d2 
     Skills Athletics d6 / Dodge d8 / Running d8, Covert d6 / Stealth d10, Discipline d4, 
  Guns d6 / Sniper Rifle d8, Influence d4, Knowledge d2, Mechanical Engineering d2, 
  Medical Expertise d2, Melee Weapon Combat d6, Perception d6, Technical Engineering 
  d2, Unarmed Combat d6 
     Equipment None 
     Background An idealist that fell under Tom Zarek’s spell years ago. He was 
  specifically chosen by the SFM to infiltrate Caprica as a sleeper agent and has 
  carefully bided his time since his arrival six years ago. He got the job in the plenar hall 
  two years ago and once activated, spent weeks smuggling the components of his rifle 
  and fake bomb into the building. Absolutely dedicated to the “cause” he is the perfect 
  man to bring the message to President Adar and indeed the entire Twelve Colonies. 
   
  Colonial Marines 
     Agi d10, Str d8, Vit d10, Ale d8, Int d6, Wil d6; 
  LP 20, Init d10+d8 
     Traits Athlete d4, Cool Under Fire d2, Tough d8, Duty (Colonial Marines) d6, 
  Prejudice (Civilians) d4 
     Skills Athletics d6 / Dodge d8, Covert d6 / Stealth d8 / Disable Devices d8, 
  Discipline d4, Guns d6 / Assault Rifle d10 / Pistol d8, Influence d6 / Intimidation d8, 
  Melee Weapon Combat d6 / Knife d8, Ranged Weapons d6, Survival d6, Unarmed 
  Combat d6 
     Equipment Assault Rifle (DMG d8W, RNG 150 yards, MAG 30), Combat Suit (AR 1 
  W), Wireless Communicator, Knife (DMG d2 W), Medkit, Pistol (DMG d6 W, RNG 15 
  yards, MAG 20) 
     Background Professional and deadly, they know their jobs and the risks. They will 
  get the job done. 
   
   
   
  
   
  II 
  Explosive Ordnance Disposal Technicians 
     Agi d8, Str d6, Vit d6, Ale d8, Int d8, Wil d8; 
  LP 14, Init d8+d8 
     Traits Cool Under Fire d4, Duty d4 
     Skills Athletics d4, Covert d6 / Disable Devices d10 / Open Locks d8 / Sabotage d8, 
  Discipline d4, Guns d4, Heavy Weapons d6 / Demolitions d10, Influence d4, 
  Knowledge d4, Mechanical Engineering d4, Medical Expertise d2, Perception d6, 
  Scientific Expertise d4, Technical Engineering d4, Unarmed Combat d2 
     Equipment Advanced Demolitions Kit*, Combat Suit (AR 3 W, -1 Agi / -1 Ale), 
  Wireless Communicator, Pistol (DMG d6 W, RNG 12 yards, MAG 8) 
     Background More technicians than warriors, they are non-the-less dedicated 
  professionals that are all too aware of what the price of mission failure would be, 
  which is clearly to them, not an option. 
   
  Terrorists / Freedom Fighters 
     Agi d8, Str d8, Vit d8, Ale d6, Int d6, Wil d6; 
  LP 18, Init d8+d6 
     Traits Brawler d2, Tough d8, Overconfident d4, Rebellious d4, Trusting d2, 
     Skills Athletics d6 / Dodge d8, Covert d6 / Stealth d8, Discipline d4, Guns d6 / 
  Assault Rifle d10 / Submachine Gun d8, Influence d4, Medical Expertise d2, Melee 
  Weapon Combat d6 / Knife d8, Pilot d6, Survival d4, Unarmed Combat d6 
     Equipment Assault Rifle (DMG d8 W, RNG 130 yards, MAG 20) or Submachine Gun 
  (DMG d6 W, RNG 55 yards, MAG 40), Body Armor (AR 1 W), Hand-Held Wireless 
  Communicator, Knife (DMG d2 W) 
     Background Hand chosen for their utter commitment to the cause, they will not 
  negotiate or surrender. They are skilled fighters and will fight to the bitter end. 
   
   
   
   
   
   
   
   
   
  
   
  III 
  Julius Pratt 
     Agi d6, Str d6, Vit d8, Ale d8, Int d10, Wil d10; 
  LP 18, Init d6+d8 
     Traits Friends in Strange Places (Sagittarons) d6, Political Pull d6, So Say We All 
  d6, Coward d4, Infamy (Terrorist) d10 
     Skills Artistry d4, Athletics d4, Covert d4, Guns d2, Influence d6 / Conversation d8 
  / Leadership d10 / Politics d10, Knowledge d6, Perception d6, Performance d6 / 
  Oratory d10, Planetary Vehicles d4, Pilot d4, Survival d4, Unarmed Combat d4 
     Equipment Body Armor (AR 1 W), Hand-Held Wireless Communicator, Pistol (DMG 
  d6 W, RNG 15 yards, MAG 15) 
     Background Pratt was convinced of the injustice of the Colonies long ago and 
  worked his way into the SFM as soon as he heard of the group. Long a confidant of 
  Zarek, Pratt has the oratory skills that make him the natural mouth piece of the 
  organization. While a complete zealot to the idea of Sagittaron’s freedom, he is not 
  personally gifted with courage of any degree. He prefers to act from a distance and 
  when faced with any possible harm, he will choose to flee at the first chance. 
  However, he is dedicated to the cause enough that he will ensure the nuclear device is 
  properly armed before making his escape.  
   
   
   
   
   
   
   
   
   
   
   
   
    
    
    
    
    
  
   
  IV 
  SSSS
  SSSShhhhhhhhiiiiiiiippppppppssss
  ssss        
   
  Colonial One 
  Colonial One is the air and space traffic control call sign of any Colonial spacercraft 
  carrying the President of the Twelve Colonies of Kobol and his staff. The presidential 
  fleet consists of two specifically configured, highly customized passenger liner 
  starships. While these vessels are referred to as Colonial One only while the president 
  is on board, the term is commonly used to describe either of the two spacecraft 
  normally used and maintained by the Colonial Fleet solely for the president. 
   
  Colonial One 
  Agi d6, Str d8, Vit d8,  Ale d8, Int d6, Wil d6; 
  LP 14; Init d6+d8; Scale Spacecraft; 
  Speed 6 (SL/JC) 
  Traits Memorable (d6) 
  Skills Mechanical Engineering d4, Perception d6, Pilot d6 
  Armament None 
  Armor Wound 2, Stun 3 
  Description 280 x 50 x 75 feet; Crew 15; 
  Passengers 100 
  Equipment DRADIS, electronic countermeasure support, decoys 
   
   
   
   
   
   
   
   
   
   
   
   
  
   
  V 
   
  Cassiopeia VII
  Cassiopeia VII
  Cassiopeia VII
  Cassiopeia VII    
   
  The Cassiopeia VII is one of the thousands of heavy cargo transports that ply between 
  the Twelve Colonies. The Heavy belongs to the Colonial Movers Corporation that owns 
  one of the largest transport fleets in the Colonies. Dedicated to hauling dangerous 
  goods, the Cassiopeia VII and her captain, Vince Haddon, get around much. Haddon is 
  not only always pressed for time, but also anxious about the increased threat of piracy 
  and terrorism. That is why he has illegally armed his ship. 
   
  Cassiopeia VII 
  Agi d4, Str d10, Vit d6, Ale d4, Int d4, Wil d6 
  LP 16; Init d4+d4; Scale Spacecraft 
  Speed 4 (SL/JC) 
  Traits Mass-Produced (d6), Past Its Prime (d6) 
  Skills Mechanical Engineering d4, Perception d2, Pilot d4 
  Armament 1 spacecraft scale capital range railguns (d6) 
  Armor Wound 2, Stun 2 
  Description 1,950 x 550 x 265 feet; Crew 65 
  Passengers 150 
   
  
  A
  Alliiccee  N
  Neessbbiitttt  
    
  Rank Captain 
  Call Sign Hera 
  Current Assignment CAG, Battlestar Atlantia, Leader of Red Squadron 
     Agi d8, Str d6, Vit d8, Ale d8, Int d8, Will d10; 
  LP 18, Init d8+d8 
     Traits Cool Under Fire d4, Dogfighter d4, Renowned d4, So Say We All d6, 
  Duty d10, Overconfident d4 
     Skills Athletics d6, Discipline d6 / Leadership d10 / Morale d8, Guns d6 / Pistol 
  d8, Influence d6 / Persuasion d8, Knowledge d4, Mechanical Engineering d4, 
  Medical Expertise d2, Perception d6, Pilot d6 / Ship’s Cannons d8 / Viper d10, 
  Technical Engineering d2, Unarmed Combat d4 
     Background Captain Nesbitt is the personification of a Colonial Viper pilot. A 
  talented pilot and a distinguished officer, Nesbitt obtained her current posting the 
  hard way, by earning it. In addition to her considerable flying skills, she has all 
  the organizational and management skills needed for her position as CAG. Her 
  coolness in tight situations is matched by a poise and flare that makes her a 
  natural leader, both in and out of the cockpit. The respect Nesbitt has earned is 
  well deserved thanks to the well-honed talents she has to back her supreme 
  confidence in herself and her abilities.  
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
  
  B
  Baalltthhaazzaarr  PPoollllaacckk  
    
  Rank Lieutenant 
  Call Sign Bullseye 
  Current Assignment Viper Pilot, Battlestar Atlantia, Bullseye’s Wingman 
     Agi d10, Str d8, Vit d8, Ale d8, Int d6, Will d8; 
   LP 16, Init d10+d8 
     Traits Dogfighter d4, Renowned d2, Split-Second Timing d4, Talented d4 
  (Pilot/Ship’s Cannons) d, Duty d6, Glory Hound d4 
     Skills Athletics d6, Covert d6 / Disable Devices d8, Discipline d6 / Leadership 
  d8 / Morale d8, Guns d6 / Pistol d8, Knowledge d4, Mechanical Engineering d4, 
  Medical Expertise d2, Perception d6, Pilot d6 / Astrogation d8 / Viper d8 / Raptor 
  d8 / Ship’s Cannons d10, Technical Engineering d2, Unarmed Combat d2 
     Background Larger than life and driven to make sure everyone else knows it. 
  Pollack is big for a fighter pilot, which only enhances his image as a rough and 
  tumble warrior. Hands down the best shot in the Atlantia’s CAG, Pollack makes 
  Viper gunnery look simple and never lets others forget that fact. Part of a well-
  to-do family, Pollack was lanky as a child and in an effort to fit in, during a period 
  of rebellion, he resorted to hanging out with unsavory streetwise types and 
  picked up several borderline criminal skills that have non-the-less served him 
  well over the years. He’s quick for his size and an avid Pyramid player. 
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
  
  SSeeaann  K
  Keeeenneerr 
   
  Rank Lieutenant 
  Call Sign Cobra 
  Current Assignment Viper Pilot, Battlestar Atlantia 
     Agi d8, Str d6, Vit d10, Ale d8, Int d8, Will d8; 
  LP 20, Init d8+d8 
     Traits Dogfighter d4, Renowned d2, Tough d4, Duty d6 
     Skills Athletics d6 / Dodge d8, Discipline d6 / Interrogation d8, Guns d6 / 
  Pistol d8, Influence d6 / Persuasion d8, Knowledge d4, Mechanical Engineering 
  d4, Medical Expertise d2, Perception d6, Pilot d6 / Viper d8 / Ship’s Cannons d8, 
  Technical Engineering d6, Unarmed Combat d4 
     Background Dependability is Kenner’s watchword and when assigned a task 
  he will find a way to make things happen regardless of the situation. No where 
  near as flamboyant as the squadron’s leaders, Kenner makes up for this 
  difference with a dogged determination that simply will not accept failure as an 
  option. A stern disciplinarian, that has cultivated this demeanor to an art form so 
  formidable that anyone that knows him learns not to try and lie to him as he will 
  pursue the truth with the same sort of dogged determination that marks 
  everything else he does. 
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
  
  D
  Deeaann  M
  Maasstteerrssoonn  
    
  Rank Lieutenant Junior Grade 
  Call Sign Argus 
  Current Assignment Viper Pilot, Battlestar Atlantia, Cobra’s Wingman 
     Agi d8, Str d10, Vit d8, Ale d8, Int d6, Will d8; 
  LP 16, Init d8+d8 
     Traits Dogfighter d2, Formidable Presence d4, Sharp Sense (Sight) d4, 
  Talented (Pilot / Viper) d6, Contrarian d2, Crude d4, Duty d6 
     Skills Athletics d6 / Dodge d8, Discipline d4, Guns d6 / Pistol d8, Influence d6 
  / Intimidation d8, Knowledge d4, Mechanical Engineering d4, Medical Expertise 
  d2, Melee Weapon Combat d4, Perception d6, Pilot d6 / Viper d10, Technical 
  Engineering d2, Unarmed Combat d6 / Brawling d8 
     Background Despite being of only average size, Masterson sports the 
  powerful frame of a worlds-class weight lifter, which he could be if that was what 
  he was interested in doing. Masterson’s admirable physique is only part of what 
  makes him formidable. He is the best natural pilot in the squadron and while not 
  as good a shot as Pollack, he has such excellent vision that he usually gets in the 
  first shot due to seeing the target first. This leads to considerable competition 
  between the two. The biggest challenge Masterson faces is his inability to control 
  his own mouth. He usually speaks what is on his mind with little thought to the 
  consequences and this habit has impacted what would otherwise be a top-notch 
  career.    
   
   
   
   
   
   
   
   
   
   
   
   
   
   
  
  SSoopphhiiee  EEddw
  waarrddss  
    
  Rank Lieutenant 
  Call Sign Maelstorm 
  Current Assignment Viper Pilot, Battlestar Atlantia 
     Agi d8, Str d8, Vit d6, Ale d8, Int d10, Will d8; 
  LP 14, Init d8+d8 
     Traits Athlete d4, Dogfighter d4, So Say We All d4, Renowned d2, Duty d6, 
  Lightweight d4 
     Skills Athletics d6 / Running d8, Covert d4, Discipline d6 / Leadership d8, 
  Guns d6 / Pistol d8, Influence d6, Knowledge d4, Mechanical Engineering d4, 
  Medical Expertise d4, Perception d6, Pilot d6 / Viper d8, Technical Engineering 
  d4, Unarmed Combat d4 
     Background Wildly held to be on the fast track to being a CAG herself, 
  Edwards has all the skills necessary to be a senior officer. Her handle comes from 
  a sharp temper and even sharper tongue, but regardless of her tempestuous 
  nature, she is skilled leader that brings the most out of her subordinates. Captain 
  Nesbitt has noticed these innate qualities and has quietly begun mentoring 
  Edwards to smooth the way for her rise through the ranks. The only thing that 
  keeps Edwards from fitting in with the typical image of the cocky Viper pilot is 
  her inability to handle more than a couple drinks, so she avoids the “Hard 
  fighting and hard drinking” image typical of the wardroom to keep this weakness 
  hidden. However, the downside of this action is that some of the other pilot’s 
  perceive her as standoffish.  
   
   
   
   
   
   
   
   
   
   
   
   
  
  SSeetthh  H
  Haarrllaann  
    
  Rank Lieutenant Junior Grade 
  Call Sign Harley 
  Current Assignment Viper Pilot, Battlestar Atlantia, Hera's Wingman 
     Agi d8, Str d8, Vit d8, Ale d8, Int d8, Will d8; 
  LP 16, Init d8+d8 
     Traits Dogfighter d4, Renowned d2, Talented (Pilot / Viper) d4, Split-Second 
  Timing d4, Duty d6, Wise-Ass d4 
     Skills Athletics d6 / Dodge d8, Covert d6 / Stealth d8, Discipline d4, Guns d6 / 
  Pistol d8, Knowledge d4, Mechanical Engineering d4, Medical Expertise d2, 
  Perception d6 / Hearing d8, Pilot d6 / Astrogation d8 / Viper d8 / Raptor d8, 
  Technical Engineering d4, Unarmed Combat d6 
     Background Every organization has a joker in the deck and for the CAG of the 
  Atlantia, Seth Harlan is theirs. Harlan has always had a razor sharp wit and loves 
  to keep his superiors on their toes and the morale of the squadron high. He is a 
  gifted Viper pilot and keeps an active competition with Masterson on who is the 
  best pilot in the CAG. This competition has reached epic proportions in the 
  wardroom and many a cubit has changed hands based on the results of squadron 
  flight evaluations and in flight exercises. 
  
  A
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  Ad
  dd
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  dv
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  veeeeeeeen
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  reeeeeeee        SSSSSSSSccccccccr
  rr
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  riiiiiiiipppppppptttttttt  
   
  Use the following script to start the adventure. When your character's turn comes, read your 
  lines out loud, speaking the way you think your character would. Be sure to listen to what the 
  other characters say as the script contains important information to start the adventure. 
   
  Harley: Can someone explain to me what we’re doing here? 
   
  Maelstorm: Shut it, you nugget! 
   
  Harley: Shutting it right now, ell-tee. 
   
  Hera: Listen up, you rooks. President Adar's going to deliver a speech at Picon's parliament 
  and he requested Red Squadron as a security detail that will escort Colonial One and the 
  presidential convoy from and to its jump point above the Colony. That’s what we’ll bloody well 
  do. 
   
  Argus: That didn't sound like no hard six to me back then and it still don’t now. 
   
  Bullseye: Shut the frak up, Argus. The no-fly zone we’ll use as an approach corridor is five 
  klicks wide and there’s no one in it except us. 
   
  Cobra: That’s the point, Bullseye. Where is Colonial One, for the God’s sake? 
   
  Harley: It’s not here, that’s for sure. 
   
  Hera: Keep waiting, you knuckle draggers! 
   
  Cobra: Waiting implies anticipation.  
   
  Argus: I ain’t looking forward to dress and cover duty, I tell you. 
   
  Hera: You're a Colonial Viper pilot, Argus. If the President of the Twelve Colonies of Kobol asks 
  you to attend one of his speeches in full dress uniform, you comply.  
   
  Bullseye: Sometimes you've got to take it on the chin. 
   
  Argus: Aye, aye, sir.  
   
  Maelstrom: Captain, we’ve got DRADIS contact, sir. 
   
  Hera: Identify, Hera! Red Squadron, remember we’re weapons free. Treat every unauthorized 
  ship that enters the no-fly zone as a bandit and engage it with extreme prejudice. 
   
  Argus: With all due respect, sir, just because Adar frakked up big time don't mean we can 
  bring down civvies without giving 'em a good solid warning shot across the bow, sir. 
   
  Bullseye: Godsdammit! Shut your trap already, Argus. We’ve got our orders.  
   
  Hera: You either follow them or spend a night in the hack for insubordination. 
   
  Cobra: ... Again. 
   
  Argus: Wilco, sir. 
   
  Maelstorm: Steady, boys! It’s Colonial One and the presidential convoy. 
   
  Harley: Finally… 
  
SOURCE: textdata/thevault/Battlestar Galactica/3rd Party/An Act of Treason.pdf