THE TERMINATOR RPG Mission002
THE TERMINATOR RPG Mission002
THE TERMINATOR RPG Mission002
○R○U○S○HO○U○R○EX○P○R○ES○S
○YB ○a○N○DR○EW○ASE.CG ○K○A&E.L○.T○HO○M○AS
○M○I○S○S○I○O○N○R○EP○O○R○T○:02
○R○u○s○h○Ho○u○r○Ex○p○r○e○s○s
○Cr○e○d○i○t○s
WRITERS: ANDREW E.C. GASKA & E.L. THOMAS
RULES LEAD: BENN GRAYBEATON
○S○CEN○E1:CR○AZ○Y○T○R○AI○N
It’s 434km from Vegas to Century City and the rotting leavings of humanity. Near the tractor, two
PCs are hitting the train in progress. The PCs cars are as opposite in function as can be—one
have to be off before the train arrives at the work a prison and the other used for humans that have
camp as there is no chance of surviving what sided with the machines to ride in luxury. An HK
awaits them. Each trailer is the length of a train aerial rises off the train. Time to make this count
car (25 meters) and is two stories tall. This train before you are turned to ash.
has sixteen cars. Only a few of the cars have
The HK will need to get above the dust cloud and
detailed descriptions, though a table is provided
steady itself before it can begin any attacks—
for possible hazards encountered in the trailers
otherwise, its intakes will clog and its attacks will
not detailed.
be made as if they are against concealed targets
(Core Rulebook page 70). To avoid this it will circle
LAND-TRAIN MANIFEST
around for 1d10+2 rounds before it can enter the
01. TRACTOR CAB fight, so the PCs best make their moves fast.
As the PCs close to a quarter of a mile, the Turret
02. VIP TRAILER
Trailer lights up, firing at the closest targets on
03. PRISON TRAILER
either side.
○S○CEN○E2:FO○X○HU○N○t
Once the PCs are on the train, and they can ○AL○AR○M○S
choose where they start, it’s time to search for
Shadowfox. Movement outside on top of the Alarms feature throughout this adventure. The
trailer, as well as moving between and through the effect of an active alarm depends on how badly
trailers are covered below. Other than the PRISON the PCs failed the appropriate test. On a messy
TRAILER (see page XX) or CHARNEL TRAILER success, a single T-500 (Core Rulebook; page
MN04 (see page XX), the cars are each covered 153) will be deployed within a minute. On a failure,
by a short write-up and a chart with possible this increases to three T-500s in a minute. On a
hazards to be encountered. serious failure, the three T-500s will be deployed
within one Round. Roll Initiative.
○FL○Y○-○W○AL○K○T○I○M○E
If the PCs are trying to move along the exterior of ○GO○I○N○GI○N○
the Land-Train read them the following: While moving on the outside of the train is
dangerous, moving through it has its own set of
There is no growing accustomed to the dust and challenges.
debris tearing at your exposed flesh. The wind
threatens to rip you off the speeding Land-Train ○I○N○S○I○CESDA ○S
making each step or handhold potentially your All the Charnel Trailers, the Prison Trailer, and the
last. All you need to make this worse is for the VIP Trailer have access doors at either end of
metal pricks to know what you are doing because them with a platform just above the trailer tongue
this is no place for a fight. (where they are coupled to the next trailer).
○T○HECAR○N○EL○T○R○AI○L○ER○S
○M○O○V○I○N○GAL○O○N○GT○HET○O○P
The access doors to these are not locked. Inside
Crawling across the tops of trailers can be easily
each is a double-wide grated walkway flanked by
accomplished but it’s a slow and arduous task
two-story tall bins—similar in nature to a cattle car
requiring a Fear test to hold your nerve. Walking
stacked with dead humans floor-to-ceiling instead
is faster but requires a Difficulty 5 Acrobatics
of living livestock. The roof can retract to allow
(DEX) Skill Test. Running requires a Difficulty 8
loading and dumping of cadaverous cargo.
Acrobatics (DEX) Skill Test. Jumping the gaps
between the cars requires a Difficulty 5 Athletics Every bin has a sliding section to allow access
(DEX) Skill Test. A failure on any of the tests to to the “cargo” from the inside walkway. A basic
move along the top or jump the gap results in the computer terminal is located at each door that
PC suffering 1 damage and falling. Characters allows accessing the manifest of the cargo in
that fall require a Difficulty 8 Athletics (DEX) Skill this trailer. This applies to MN04 (page xx) and all
Test to keep from falling off the moving Land- other Charnel Trailers.
Train. A Serious Failure on any of the above Skill
When the PCs enter any Charnel Trailer other
Tests results in the PC falling off the Land-Train
than MN 04, roll or choose from the following
unless a Hope Point is spent to save them.
table. The Director should call for Fear tests as
○DO○I○T○R○EAL○Q○U○I○ET○L○I○K○E appropriate. Failing a Survival (COOL) Skill Test
gives this roll a -1 penalty. Serious Failures might
If the PCs are near the Turret Trailer and it has not
cost the characters 1d10-6 willpower regardless
been destroyed, they must make a Solid Difficulty
of the Fear test.
8 Stealth (DEX) Skill Test to remain undetected. If
seen by the turret, the alarm will go off.
DIRECTOR’S NOTE: Have PCs using Gieger
○GET○AFU○CK○I○N○GM○O○V○EO○N counters make a Difficulty 8 Detect (CONC) Skill
If the PCs spend too much time on the Land- Test using the Emphasizing Awesome rules (Core
Train, have searchlights from the Turret Trailer start Rulebook; page 56) to search for the isotopes.
looking for them (see above). Assuming the PCs
didn’t destroy the HK Aerial earlier, the Hunter- Success indicates the trailer is clear—until the
Killer can return from pursuing the other vehicles PCs get to Charnel Trailer MN 04 (Minnesota 04)
and begin a searchlight sweep of the Land-Train. where FlimFlam and the isotopes lie waiting.
○T○HEADO○F
○T○HES○N○AK○E
TRACTOR CAB: The Tractor cab is mostly
machine. The damn thing is a Terminator and
drives itself—there is no actual driver’s seat.
There isn’t even a clutch, let alone a steering
wheel. there is a slot-windowed passenger
compartment in the tractor’s cab—usually used
to accommodate a cyborg or collaborator. It is
empty when the PCs get there.
HACKJACKING: The PCs can try to override the
tractor for control. That requires getting into
the cab and hacking a data port. The ‘Nator
train is not going to make it easy and it will fight
back. Only 10 Progress in the Cab’s Transit
Subprocessor can actually stop the vehicle
from its locked course, but there are other
options. The cab controls the trailers and the
hacker can unlock trailer couplings.
A canny hacker might realise that from here
they can also control the locks for all of the
trailers and read all of the Trailer Manifests
Using the Manifest to try and find Shadowfox is
an exercise in depression. Each Charnel Trailer
Manifest reads the same listing the quantity and
aggregated weight of the dead and the Prison
Trailer simply lists Anon. x1.
See the MT-Truck NETWORK DIAGRAM on
page and CUTTING TIES on page xx for more
information.
A- ALARMS
C- CONTROL INTERFACE
L- LOCKS
M- MANIFEST DATABASE
T- TRANSIT CONTROL
○S○CEN○ALE3:F ○S○EHO○P○EAN○T○DEA ○H
If the PCs head for the Prison Trailer to find ○FO○O○L○M○ET○W○I○CE…
Shadowfox, use FOOL ME ONCE. If the PCs ○AN○DI○E
search Charnel Trailer MN 04, use FOOL ME
TWICE… AND DIE. Through elimination, the PCs CHARNEL TRAILER MN 04: A Mundane Detect
will eventually encounter either or both of these (CONC) Skill Test with the Geiger counter here will
scenes during the mission. lead to Shadowfox’s alleged body. This is actually
a T-800 dubbed FlimFlam posing as the Omega
○FO○O○L○M○EO○N○CE Team leader (page xx). Read the following to your
PCs:
PRISON TRAILER: Gaining access to here is
no easy task. Both doors are locked with a
The quiet dead are stacked like cordwood. The
Smart-Eye Scan magnetic lock that only opens
Geiger counter directs you directly towards a
for non-organics, so it will require a Difficulty
naked body lying near the top of one pile, a
10 Lock Pick: Electronic (CONC) Skill Test to
dangling arm showing the TDC team Omega
unlock. The PCs don’t know it yet, but there is
tattoo.
a jailer wandering this car—a T-600 called Big
Boy (page xx). Once the PCs have broken in
(or found some other creative ways to make an ○S○HAM○-○S○HADO○W○FO○X
entry), read them the following:
Whether male or female (see Shadowfox and the
Long Game, page xx), FlimFlam resembles the
The overwhelming smell of sweat and disinfectant vague physical description the PCs were given of
burns your nostrils. The trailer consists of a Shadowfox. The naked Terminator has the skin
central walkway flanked by grated walls sectioned of the dead Time Commando’s tattoo sewn to its
into holding cells. Each is large enough for a arm. (For T-800 stats see Core Rulebook page
dozen prisoners There are four cells on either 171.)
side—eight in total. Most appear empty, but one
holds a huddled man sitting against the bars. As soon as the PCs figure out FlimFlam is not
Shadowfox, it comes to life and brutally attacks
THE PROBLEMATIC PRISONER: A resistance with the intention to cripple, not kill. Skynet has
fighter is held here—but it’s not Shadowfox. plans for the PCs (see Not Dead Yet, page xx).
His name is Private Mallory Webb (page xx). Allow all the PCs to make a Difficulty 8 Detect
Webb knows nothing of Shadowfox and is in (CONC) Skill Test. Each success will reveal one of
no shape to stand or even walk on his own. the following clues before the Terminator strikes
At least one PC must carry Mallory for him to and grant a +1 bonus to the initiative in the first
escape. combat round:
IT’S THE BIG HOUSE FOR YOU: The Prison VITILIGO AND THREAD: The skin tone around
Trailer is run by a towering rubber-faced T-600 the tattoo does not match the rest of the body.
Terminator. Its almost child-like rubber face Examination reveals the patch of skin with the
does not match its towering size, earning it tattoo has been sewn onto this arm!
the nickname Big Boy (see below). If the PCs BLACK-AND-BLUELESS: The body has no
run into him, the first thing they will notice is wounds or bruises.
piercing red eyes in the darkness.
THE TOUCH: The body is warm.
Big Boy is armed only with a police baton and
a cattle prod. Big Boy has a key card that can LOSE A FEW POUNDS: If lifted, the body is too
open all the cells or a Difficulty 8 Lock Pick: heavy to be human.
Electronics (CONC) Skill Test will open them. TAKING INK: The PCs need to take the isotope-
This T-500 is armed only with a Baton, Cattle laden tattooed flesh sewn to FlimFlam off the
Prod, and two pairs of Hand Cuffs. Terminator to keep it from Skynet. Cutting it off
Big Boy’s initial directive is to capture the PCs. once the T-800 is immobilized is likely the best
Any attempt to free the prisoner will switch the option, but let your players get creative with
T-600 into kill mode. alternatives.
○S○CEN○T○E4:DA ○HBO○U○N○DT○R○AI○N○
It’s time to get off this hell ride—and there is no ROLL IS IT GONNA ROLL?
easy way to do it. The MT is not slowing down
Trailer(s) rolls to a halt as the
for anything—it has a schedule and its AI means 9+ higher MT transport drives away.
to keep it. In order to make up for lost time, the
Land-Train has put pedal-to-the-metal and is Trailer(s) slide sideways,
rolling along at maximum controlled speed. In passengers must make a Difficulty
order to survive a jump-off, the PCs need to slow 5 Athletics (DEX) Skill Test to
7-8 avoid suffering 1d10 damage.
it down, stop it, or uncouple a car or three to be
left behind as it tears off on its course. Those outside the trailer will
be thrown 1d10 meters.
Note that after the attempt at disembarking, if its
Trailer(s) slide sideways rolling
still functioning, the MT transport cab will drive
once before coming to a halt.
away, leaving the PCs and the abandoned trailers
4-6 Passengers must succeed a
in a cloud of dust. It will soon be slowly followed
Difficulty 8 Athletics (DEX) Skill
by the Turret trailer dragging whatever trailers it
Test to avoid the above fate.
can 1d10 rounds later.
Trailer(s) rolls several times before
○DI○S○EM○BAR○K○I○N○G coming to halt. 2d10 damage
○T○HEAR○DWY○A 2-3 is done to all the passengers
and cargo aboard. Trailers have
When the PCs are ready to make their escape, 1d10 hit points remaining.
read them the following:
Trailer(s) flips end over end,
Things just got bumpy. It feels like the ‘Nator Train causing 4d10 damage to all
is going way faster than when you boarded it. The cargo and all passengers aboard.
1 or less Everyone is also thrown 4d10
time you thought you had before it reached its
destination seems likely to have been cut in half. meters in a random direction.
It’s time to go, so you need to slow it down, stop The trailers are destroyed.
it or figure out how to jump off without getting
STOP THE RIDE, I WANT TO GET OFF: If the
turned into street pizza.
PCs damage any of the trailers, the drag slows
the Land-Train’s progress. If the PCs can deal
CHOO CHOO GO BOOM BOOM: The PCs may
50 points of damage to one or more trailers or
want to destroy the MT Transport’s tractor. At
make a Difficulty 11 Demolitions (CONC) Skill
high speeds, the whole Land-Train is likely to
Test using a satchel charge, it will cause the
jackknife and roll to a crashing stop. Blowing
Land-Train’s speed to halve for 1d10 rounds as
up the trailer before slowing down is no good
it decouples the low priority damaged trailers.
for anyone. If the PCs go for it anyway, they
This does not stop the damaged trailers but will
need to inflict damage to the tractor (see
reduce their speed to ¼ as the Turret Trailer at
below). Roll 2d10 on the IS IT GONNA ROLL
the back of the Land-Train uses its rudimentary
table to see the result of their actions. They will
sensors to keep the damaged trailers moving.
likely need to spend some FATE to survive!
CUTTING TIES: The PCs can opt for unhooking
JUMP AND ROLL: If the Land-Train slows, the
their trailer(s) from the rest of the Land-Train
PCs can take a leap of faith and roll with the
by unlocking (see page 07) or destroying the
damage. A Difficulty 11 Acrobatics (DEX) Skill
tongue (blow it or just cause enough damage)
Test is required to succeed. If the PCs fail,
and trailer hitch. This can be achieved with a
they take 1d10 damage and 1d10 pieces of
Difficulty 8 Demolitions (CONC) or Lock Pick:
equipment are trashed. A Critical failure results
Manual (KNOW) Skill Test or by dealing 25
in 2d10 damage and 10 pieces of trashed gear.
damage to the PV 8 Resistance 20 mechanism.
JUMPING ONTO ANOTHER VEHICLE: If the Where they choose to uncouple is key. Roll
PCs have prearranged a pick-up by another 1d10 on the IS IT GONNA ROLL table adding
vehicle, use the same rules as SCENE ONE the number of unhitched trailers.
(see page XX). If the PCs fail, see JUMP AND
ROLL.
○EP○I○L○O○GU○E ○M○AL○L○O○R○Y○W○EB
○R○ES○I○S○T○AN○CES○CO○U○T
The PCs are either dead, captured, headed home,
Webb was captured just outside of Nevada while
or a combination thereof.
his squad was scouting for a potable water source
for their camp. He was the only survivor. His feet
○N○O○T○DEAY○ET are bare, raw, and bloody from a forced march
If a PC “died” and was left behind, they aren’t out through the desert. Private Webb has not had any
of this yet. They wake up in the wasteland with water in over 24 hours.
no memory of how they got there. They are now
MALLORY WEBB - RESISTANCE SCOUT
Theta Hybrid subconscious spies working for
Skynet (Core Rulebook, page 164). This is part of STR DEX KNOW CONC
a continuing Skynet initiative to end the TDC. 2 3 1 3
If any PCs were captured, at least they know CHA COOL FATE INITIATIVE
where they are headed—Century City work camp.
1 2 0 +6
They likely have an appointment with interrogators
and then the furnaces. Now you get to direct a HIT WILL
CLOSING RUSHING
prison break! If they don’t make it out, well… see POINTS POWER
above. 3/17 8/17 0/2 0/5
○S○K○I○N○I○N○T○AMHEG ○E SKILLS
If they’ve survived the Land-Train and retrieved Athletics: 1 Computer: 1
or destroyed the tattooed skin, they have Detect: 2 Drive: Motorcycle: 2
succeeded—but Wisher has more in store for
Language: French: 1 Language: Spanish: 2
them. They will learn what the isotopes are for on
their next mission. Lock Pick: Electronic:1 Lock Pick: Manual: 1
Medical: 2 Pistol: 1
Saving Webb is a bonus. If rescued, he makes a
Rifle: 2 Stealth: 3
full recovery and is pulled into the TDC because
he has learned a bit too much. He may even be Survival: 2 Technical: Mechanical:1
put on the team to replace a lost PC. Technical: Weapons:1 Tracking: 2
Unarmed Combat: 1
The PCs are again brought before Captain Wisher.
Read them the following: EQUIPMENT
n/a
“Well that was less than smooth—but it was
effective. Don’t make any plans—you have SPECIAL RULES
someone else’s mess to clean up and your time
is no longer your own. Full TDC field training Webb is badly injured, but
begins tomorrow. You’re going to be fucking time a Difficulty 11 Medical
travelers.” (KNOW) Skill Test will allow
BADLY INJURED
him to assist with a +1
The PCs will need to take the place of the Omega bonus using any Skill in which
Team and fulfill their mission. he has at least 2 ranks.
He’s untrusting of the
What that entails will be covered in The PCs and will divulge little
NAME, RANK...
Terminator RPG Tech-Com Mission Report 03— without a Difficulty 8
Tomorrow is History—available for download in Interrogation(COOL) Skill Test.
December 2022! If rescued from the Land
INDEBTED Train, Webb will aid PCs in
whatever limited way he can.
○S○K○Y○N○ET○a○r○s○e○n○a○l○U○p○d○a○t○e
EQUIPMENT
TECH-COM AFTER ACTION REPORT: With
its two-meter tall wheels and half a kilometer 2x P-80 Light Plasma Cannons, Forward
of hitched trailers, you don’t want to be caught Facing Heavy Machinegun and L-7 Laser
on the road with one of these behemoths. This Cannon, Reclamation Claws, Deployment Bay
thing is the bastard child of a monster truck,
a cargo train, and a dozen eighteen-wheelers. SPECIAL RULES
They are often used to transport “detainees” ARMOR PV 14, Resistance 40.
and materials to and from the labor camps.
WEAK SPOT Trailers (2) Decouple
If you think you’re going to hijack one, think
again. Only a Tech-Com hack is going to allow 15m length, 15m
DIMENSIONS
you to assume control width, 5m height.
OPTIONAL Multiple trailers are
WEAPONS typically added to the
CONSTRUCTION cab. (See Below)
The MT-Transport deals
AD 10 on a collision
BUILT TO CRASH
and adds 30 to any
damage rolled.
MODULAR TRAILER
150 (Standard Container)
HIT POINTS
100 (Flatbed)
ARMOR PV 12, Resistance 30.
Connection Point (2)
WEAK SPOT
Blind, Crash, Decouple
17m length, 15m
DIMENSIONS
width, 5m height.
At least one trailer, often
the rear one, will have a
OPTIONAL
magnetically connected
WEAPONS
DK Turret. Flatbed Trailers
CONSTRUCTION
can carry anything up to
a HK-Tank or HK-Aerial
○T○h○e○T○e○r○m○i○n○a○t○o○r○R○P○G:M○I○S○S○I○O○N○02 [○.I ]
RUSHHOUREXPRESS
[○.I○I ] ○T○h○e○T○e○r○m○i○n○a○t○o○r○R○P○G:M○I○S○S○I○O○N○02
○M○I○S○S○I○O○N○: ○03
○t○o○m○o○r○r○o○w○i○s○h○i○s○t○o○r○y○
○Co○m○i○n○g○S○O○O○N○!