| Display a Printer Friendly Version Meteor Strike [comments:(0),
views:(4899), rating:(0.0)] Author: J.C. Connors Homepage: System: GURPS Type: Scenario Category: Super Hero Requirements: None On May 25th, 2025, the Protectors receive an encrypted message from Earth Command - and General Frank Jenkins. Some sort of strange Super is terrorizing Yellowstone National Park. Most of the bodies were missing, a few were blown to pieces by some sort of cannon. The National Guard was sent in, but haven't been heard from since. Because Earth's Supers are already tied up, Earth Command calls for the Protectors to investigate.
INTRODUCTION
It's been two years since the Destroyer-Cybrochines were chased away from Earth by the Protector-Cybrochines. The elite Protectors have relocated themselves to the Martian Asteroid Belt, specifically, Ceres.
Unknown to the Protectors, all of the Destroyers have not evacuated Earth. Three super robots remain - the semi-intelligent, Raptor; the battle chopper Apache; and the 18-wheeled truck, Highwaymaster.
These three Destroyers are weak, because they have not been able to gain access to any energy sources. Highwaymaster and Apache have rigged a communications satellite to broadcast a message - Operation Meteor Strike - that will summon newly constructed Destroyer reinforcements to Earth in a massive attack that will first shatter
Earth's own communication satellites, and then the nations of the world.
Author's Note: Meteor Strike is intended for 500-point supers characters. I ran this with my Super Robots rules, but I think regular super heroes will work, too.
CERES
IST Ceres is a fairly small base, able to hold about two shuttles, a dozen satellites, and up to ten robot-sized occupants.
On May 25th, 2025, the Protectors receive an encrypted message from Earth Command - and General Frank Jenkins. Some sort of strange Super is terrorizing Yellowstone National Park. Most of the bodies were missing, a few were blown to pieces by some sort of cannon. The National Guard was sent in, but haven't been heard from since. Because Earth's Supers are already tied up, Earth Command calls for the Protectors to investigate.
Note: In the GURPS IST CERES universe, super robots are the majority of supers, and there aren't many of them at that. If playing this adventure in another universe, the GM should have a good excuse why the supers from Ceres are called back to Earth for this mission. Perhaps the suspected perpetrator of the crimes has a link to
one of the PCs.
The Trip
The space shuttle protector - Starfire, volunteers to take the robots to Earth, and then return to Ceres to guard the base. Starfire is a giant super robot capable of transforming into a space
shuttle.
Starfire is a bit of a space jockey. He goes way to fast and likes flying out of control and scaring his passengers.
The trip takes approximately two days with Starfire's near-light-speed capability. One the way, someone should make an Astrogation roll. If the roll is failed, see how much the roll was failed by:
1: Temporary Airlock Failure. It takes an extra day to get to Earth. If someone makes an Engineering roll, half a day.
2: Encounter asteroid belt. Roll against Starfire's modified Piloting of 12. Success indicates it takes one extra day to arrive at Earth. Failure indicates the same, plus 1d Stun damage (no DR) from collisions.
3: Overshoot Earth and arrive at Venus. Add 2 days to travel time.
4: Overshoot Earth and arrive too close to the sun. 6d heat damage. Starfire apologizes profusely.
5+: Engine explosion. Add 1d days to travel time, plus 10d damage.
YELLOWSTONE NATIONAL PARK
Forest Ranger Mark Johnson explains to the Protectors that campers started disappearing little over a week ago. He shows the PCs a newspaper article on the subject, and volunteers to accompany the Robots.
The problem is caused by a carnivorous super robot, Raptor. For each day the PCs are late, Raptor eats 10 more people. On the third day, Yellowstone is evacuated.
Mark Johnson
ST 14, DX 14, IQ 11, HIT 12 (No Stun)
Move/Dodge: 6/6
DR/PD: 2/2
Weapon: Assault Carbine: 6d dmg; Acc 11; RoF: 10; Shots: 30/30
The Hunt
Yellowstone is a big park, but Mark Johnson can narrow down the area where the attacks have been. Raptor has made his home in a small cave near El Capitan, a large mountain in Yellowstone.
Tracking Raptor is extremely difficult. A Tracking-5 roll is required to find his lair, and everyone must make a Stealth roll against 14 (his IQ + Alertness) to catch him by surprise.
If the PCs can't find his trail, several hours into the search anyone making a Hearing-5 roll will detect something far off. It sounds like a distant "thump" of a footstep.
Raptor, with his acute senses, has already detected the PCs and is keeping his distance. He's attempting to sneak up on the PCs for a surprise attack.
When it is dark, (Vision-6), Raptor makes his attack. Roll his Stealth-15 or his Camouflage-15 against everyone's Hearing or Vision rolls. He will fire one of his rockets at a random PC, leap out from the bushes, and automatically attack Mark Johnson (or maybe another human) with his claws. He will then carry Johnson into the woods and feast.
Tracking rolls can now be made to find Raptor, who will still attempt his hiding trick. After this second attack, he will return to his lair. Here, he will transform into a robot and wait to challenge the PCs the following night.
The Encrypted Transmission
Raptor's lair has nothing of interest except some bones. However, anyone making a Vision roll will discover a transmission beacon which has stored a message that came in just over an hour ago.
The transmission is encrypted in a reverse-alphanumerical pattern. It must be decrypted by a computer or someone making an IQ-10 roll! It reads:
Raptor --
Your blatant attempts to recover energy are not appreciated. Subtlety is encouraged until reinforcements arrive. Secrecy is of utmost importance.
Best Hunting--Apache
On a successful Computer Programming roll (or Computer Operation-3), it can be discovered that the transmission originated in Khaybar, Saudi Arabia.
If the Protectors contact Ceres for information about Raptor and Apache, they will discover the following reports.
Raptor
One of the first Destroyer-Cybrochines built, and one of the least intelligent. Sustains energy from both normal electrical sources and human tissue. Savage, yet instinctively cunning. Raptor was destroyed near San Francisco in 2014 by repeated electrical attacks from the IST Super, Blue Comet.
Apache
An extremely intelligent Destroyer-Cybrochine, known for his trickery and deviousness. Well-armed in both robot and helicopter forms. Fled with fellow Destroyer-Cybrochines in 2023.
SAUDI ARABIA
Anyone making an IQ roll will realize that there is a major problem with entering Saudi Arabia. Ever since the mass-devastation of the Robot Wars, Saudi Arabia, ruled by an extremely conservative, genetically enhanced Super, the White Sheik, has forbidden robots and non-Arabic supers from entering his country. The penalty is permanent
deactivation.
The Border Patrols
Sneaking past the border patrols will be difficult, an extremely good plan will be the only thing that might allow this. Saudi Arabian radar will pick up any air vehicles entering the country, and will be greeted by a warning to leave, followed by a SAM missile:
SAM: Skill-15, Accuracy 10. Damage 6dx8 (10).
Saudi Arabian Soldier
ST 12, DX 12, IQ 10, HT 12
Move/Dodge: 6/6
DR/PD: 2/10
Weapon: ARL: 8d (2); Acc 9; RoF: 10; Shots: 20/20/20
Finding Apache
Apache has hidden himself within the Saudi Arabian air cavalry. Where else could an armed and armored helicopter be hidden? The PCs, however, must find a way to find him. They could hack into the Saudi Arabian computer network, where they would find that there are exactly 100 helicopters station at Khaybar. Counting them, however, reveals 101.
Ceres could do a satellite search for him, but this will take a few days to locate his approximate position.
The Helicopter Base Camp
The military base at Khaybar is well-guarded by over a thousand soldiers, making any attempt at an all-out assault difficult at best.
On June 1st, however, it will be discovered that a military training exercise involving all the helicopters will occur. This might be the players chance to find and destroy Apache!
The PCs will also find out the the shiek is setting up a Middle Eastern Space Center here. Apparently, the Arabic countries have tired of using Germany, Japan, the U.S. and Russia's shuttles, so they have decided that all their satellites will be launched from the Middle East itself. A shuttle is under construction here, as are several rockets.
Apache, however, is not one for military games. He simulates a breakdown, and is kept inside a hangar for the duration of the exercise. This provides even more of a chance for his defeat by the Protectors.
Apache
If attacked, Apache will radio the Saudi Arabian command center for help, pretending to be a commander under attack by outside invaders. He will immediately try to take to the sky and join in the military exercise for cover. If the Saudi Arabians discover that there are intruders or robots in their base, the entire camp will be notified and prepared to defend itself.
As soon as Apache escapes, he sends a radio transmission that will be caught by the PCs. It tells that he intends to fly out of the country and head straight towards Germany to rendezvous with Highwaymaster.
Message Interception
As the PCs are leaving Saudi Arabia, whether or not they
defeated Apache, Skyfire reports that he has intercepted a message. Apparently, it was Apache's last transmission to Highwaymaster. He will broadcast it as soon as the PCs can reach a terminal, unless they want him to speak it aloud. He also suggests that the PCs hack into the Saudi Arabian computers to detect any incoming messages from Highwaymaster to Apache.
Highwaymaster--
All is proceeding as planned. I have not heard from Raptor in a few days now, so either the National Guard got him or he has eaten his communications equipment. No loss.
Please confirm the Shuttle's launch date. Our leader has informed me that a massive attack - Operation Meteor Strike - will be launched as soon as the final transmission is sent from your Command Base.
-Apache
The Incoming Transmission
If the PCs have successfully hooked up into Saudi Arabian computers, a message from Berlin will be discovered, directed towards Apache. Highwaymaster wants to personally talk to Apache to confirm their plans.
If this is done well, the PCs can fake a video failure and pretend to be Apache. Highwaymaster explains that he has prepared a double safety on the Meteor Strike transmission. He has smuggled in a satellite to be launched in the German space shuttle. Not only will this allow them continued communication with the other Destroyer-Cybrochines, but it can monitor activities on all Supers and Super Robots on Earth. Secondly, he has gathered a group of neo-Nazis and has secretly taken over a communications center outside Berlin. From here, they will send the confirmation to begin Operation Meteor Strike -- a full scale destroyer attack on the earth.
GERMANY
The players have 24 hours to race to Germany. They will have to go through customs, but the Germans have no problems letting them through.
The Berlin Aeronautical Center
The BAC is a large space center, carefully guarded by a hundred German guards, computer wiring devices, et cetera.
The guard outside the main gate, Hans Verscheiller, will not let the PCs in unless they can successfully Fast-talk or Intimidate him. He will not accept bribes. If he responds Badly or worse on his reaction roll, he will call guards to remove the PCs. Unfortunately for the PCs, one of those guards is Warmonger, a young neo-Nazi super helping Highwaymaster.
No matter how fast the PCs get to the Aeronautical Center, the shuttle will be ready to launch momentarily. The Shuttle has DR 100, 800 hit points. It may be easier to break into the shuttle and destroy the satellite itself. However, there are ten satellites on board, each one marked with something:
1. GerCS2
2. AusLCS
3. RusLCS15
4. FreCS8
5. JorCS2
6. Congo-19A
7. ChiCS
8. BritBio-4
9. SwisLCS8
10. NorwCS3
The obvious fake is the Jordanian satellite (#5), as they have cancelled their space program with Germany in favor of the one with Saudi Arabia. Destroying the real satellites will undoubtedly earn the
PCs some powerful, national enemies. They will be fined an incredibly amount of money.
Destroying a satellite is a simple process. However, unless the Germans have been alerted to the function of this satellite, they will call in their military to stop the sabateurs. It might be easier to disconnect the satellite's vital functions.
Highwaymaster's Communications Center
Located right off the Audobon, Highwaymaster has taken over this once-private telephone company with about ten of his neo-Nazi buddies. He is preparing to send the transmission as soon as the shuttle is launched.
Stopping this transmission is not that difficult. Cutting wires, destroying computers, et cetera, will all work. Even a good Jamming roll (Electronics) will do it.
Getting into the Center is another thing. Highwaymaster has fixed a blast door to the front of the building, with DR 200, Hit Points 500. Nothing short of a bomb will go through it. If the PCs start attacking the base, he will order five Nazi's to guard the base while he escapes with Warmonger and another 5 Nazi's.
Neo-Nazi
ST 11, DX 12, IQ 9, HT 12 (No Stun)
Move/Dodge: 5/5
PD/DR: 3/10
Weapon: Port. Missile Lnchr: 6dx10 (10); RoF: 1/10.
The Audobon Chase
If Apache has fled, he will show up again here. Warmonger stands on top of Highwaymaster's truck form and sends showers of lightning down on the PCs. Apache will attack from above, and the neo-Nazi's will fire from their positions in Highwaymaster's trailer.
Highwaymaster will try to outrun the PCs, and failing that, destroy them with Apache's help.
Once the satellite has been destroyed, the transmission intercepted, and both Apache and Highwaymaster apprehended, Operation Meteor Strike has come to a grinding halt!
Super Villains
Numbers after a slash are values in transformed mode. For example, Raptor has ST 75 in robot form, 250 in dinosaur form.
RAPTOR
ST 75/250, DX 16, IQ 8, HT 14, STUN 70
Move: 9/10
PD/DR: 2/25
Dino Bite: 13d+5 cut
Electric Mace: 5d+2 crush
Primary Weapon: ARL: 8d (2); Skill 18. 10 shots. Acc 9.
Advantages:
Robot Giant x3; Alertness +6; Body of Metal x5; Damage Resistance +20 (Hardened); Increased Speed +3; Doesn't Eat or Drink; Doesn't Breathe; Alternate Energy Source (humans); Energy Mace (Power 5); Transformation (6 sec).
Velociraptor Form:
ST+175; Damage Resistance +5; No Fine Manipulators; Peripheral Vision; Devouring (Power 8; 64 lbs/second); Increased Damage +5; Increased Speed +1.
Disadvantages:
Berserk; Overconfidence; Impulsiveness; Cannot Swim; Loud; Bloodlust; Cannot Heal.
APACHE
ST 150, DX 14, IQ 15, HT 14, STUN 65
Move: 7
PD/DR: 2/43
Assault Carbine (6d; RoF: 10; Skill 16; Acc: 11).
Smartmissiles (8d (2); Acc 9. 4 shots; Skill 14).
Advantages
Robot Giant x4; Flight (Move 14); Body of Ceramic x8; Damage Resistance +35; Doesn't Breathe; Doesn't Eat or Drink; Telescopic Vision x4; Transformation (7 sec).
Helicopter Form
Super Flight x4 (210 mph); Weapon Mounts (2).
Disadvantages
Megalomania; Fanaticism; Paranoia; Cannot Heal.
HIGHWAYMASTER
ST 300, DX 12, IQ 12, HT 16, STUN 75
Move: 6
PD/DR: 3/59
Mines: 10d (5)
Military Dinolaser (20d damage; 10 shots; Skill 12; Acc 12)
Screamer: (4d+4 sonic; Acc 10; Skill 12)
Advantages
Absolute Direction; Robot Giant x5; Body of Metal x9; Damage Resistance +50; Doesn't Breathe; Doesn't Eat or Drink; Transformation (Reduced Time; 3 sec).
18-Wheeler Form
Speed (120 mph); Cargo Spaces +20; Passenger Spaces +10; Invulnerability to Crushing Damage in Head-first Collisions; Incapacity Override.
Disadvantages
Overconfidence; Bloodlust; Sadism; Greed; Cannot Heal.
WARMONGER
ST 25, DX 16, IQ 10, HT 12, STUN 60
Move: 7
PD/DR: 3/15
Punch: 2d+2 (Imp; Armor Piercing, 50%; Affects Substantial)
Bazooka: (5dx2 (10); Skill 16; Acc: 9)
Advantages
Bionic Arms; Damage Resistance 15; Passive Defense +3; Flight (Move 14); Insubstantiability; Ultrahearing.
Disadvantages
Bloodlust; Fanaticism (neo-Nazis); Sadism; Intolerance (robots and the humans that help them); Overconfidence.
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