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® Sample file MISSION REPORT 001-006 TOUR OF NU-EARTH 01 JOIN THE FOR NU-EARTH!

In an alternate future where vast interstellar corporations reign supreme there is only one thing that dominates each citizen’s life... ! The Greater Nordland Republic and Souther Confederacy have been battling for longer than anyone living can remember, although that isn’t surprising considering the countless conflicts that have claimed billions of lives across innumerable battlefields. The battle between the Nort and Souther armies is heavily focussed on Nu-Earth, a prized transit point close to a black hole providing access to other parts of the galaxy. After years of chemical and biological warfare waged by both sides, the atmosphere and biology of Nu-Earth is often toxic and deadly in the extreme. With both side seemingly stuck in a stalemate that claims thousands of lives almost hourly, can your actions provide the heroics that break the sickening deadlock? Tour of Nu-Earth 1 is a collection of scenarios written for the roleplaying game. The anthology presents several adventures that can each be run as a solo scenario or easily dropped into an already established campaign. Pull on your chemsuit and check your ammunition, there’s a war to win ! Requires the & the Worlds of 2000 AD core rulebook and Rogue Trooper supplement.

Tour of Nu-Earth 1 includes:

 Six ready to run ready to run Mission Reports

 Scenario guidance for both Nort and Souther PCs Sample New equipment options such as variant hoppers file CONTENTS

 INTRODUCTION...... 1  HOPPER VARIANTS...... 16

LINE MANAGER Marc Langworthy  HORROR AT CAMP VLAD...... 3  DEEP TROUBLE...... 25 HORROR AT CAMP VLAD, KILLER IN THE NIGHT,  KILLER IN THE NIGHT...... 9  BLACK MARKET SHENANIGANS...... 30 DEEP TROUBLE John White

UNLUCKY 7S, HOPPER  UNLUCKY 7S...... 14  ASSAULT ON NU-EVEREST...... 36 VARIANTS, BLACK MARKET SHENANIGANS Ben Rogers

ASSAULT ON NU-EVEREST INTRODUCTION Adrian Smith PROOFREADING Ben Rogers, John White In Rogue Trooper’s universe, the battle KILLER IN THE NIGHT for Nu-Earth dominates everything. The Tasked with escorting Nort POWs to a LAYOUT & GRAPHIC DESIGN Greater Nordland Republic and the Souther rendezvous point, it isn't long before death Marc Langworthy Confederacy wage an endless war for control begins stalking them. Can the PCs make it to of a poisoned planet. Desperate for an edge, safety before the killer claims them all? FULL-PAGE ARTWORK the Southers have developed superhuman Ben Wilsher UNLUCKY 7S known as Genetic Infantrymen, or As operatives for the 29th Assault Hopper G.I.s, and thrown them against their enemy CARTOGRAPHY Squadron, 1st Battalion, 7th Air Cavalry, can in the hopes of stalling the Norts’ inexorable Terry Maughan the PCs help turn the fortunes of the ill- advance. Despite being out-gunned and famed Unlucky 7s around? outnumbered, even a single G.I. can often be PLAYTESTING enough to turn the tide of a battle. HOPPER VARIANTS Chris Drake, Alf Fairweather, With war engulfing the entire planet crew always need the right equipment Carter Greenfield, Neil and only a single surviving G.I. known to be to hand. With options for hoppers, this section Greenfield, Lucy Kewney, active following the Quartz Zone Massacre forms part of the Unlucky 7s chapter. Mike Nash, Kris O'reilly, Chris the decimated their ranks, however, most Osborne, Harrison Philips, DEEP TROUBLE of Nu-Earth's are often about the Harry Rogers A downed Souther hopper contains top heroics or villainy of the that have secret data. Trouble is, it's buried inside a been drafted into service. PUBLISHING ADMIN dead 's head. Can the PCs help claim This anthology provides six scenarios for Cazi Brook, Mark Kenobi the prize before Norts get their hands on it? Rogue Trooper, each playable on their own or easily dropped into an ongoing campaign. BLACK MARKET SHENANIGANS 2000 AD Each scenario also includes options to run it Not everything is available through standard Duncan Molloy, Matt Smith from different perspectives. supply chains. Can the PCs survive their brush with the shadow market that thrives 2000 AD® is a registered HORROR AT CAMP VLAD in Hell Hunt Air Base? trademark. All rights reserved. Prisoners seem to be escaping or shot in Judge Dredd® is a registered their attempts all too often at the Nort ASSAULT ON NU-EVEREST trademark © Rebellion 2000 POW prison known as Camp Vlad. The Contact has been lost with an infiltration AD Ltd. All rights reserved. Office of Pubic truth have asked the PCs to team. Can the PCs scale the heights of Nu- investigate. Can they uncover the truth? Everest and return alive? All imagery and characters © Sample file2021 Rebellion 2000 AD Ltd. Artwork used with permission of the copyright holder. Sample file MISSION REPORT 001 THE HORROR AT CAMP VLAD

THE HORROR AT CAMP VLAD Tall barriers of wire fencing are used to cordon off areas Camp Vlad is a Nort POW camp located on the edge of Nu containing POWs. The huts are made from timber re-enforced Earth’s Scheibwald Jungle. The Office of Public Truth (OPT) with a wash of concrete or corrugated metal sheeting, giving have assembled a team to investigate why prisoners are have a SOAK of 7. As they are barely sanitary, most prisoners been regularly reported as escaped or shot while attempting regularly become infected with fleas and lice. to escape across a period of eight months. PERIMETER AND JUNGLE ARRIVAL The vegetation near the perimeter of the camp is periodically The investigators will arrive by hoppa or a ground vehicle cleared with machetes and flame throwers. Under the such as a land speeder. If the vehicle provided is a hoppa, the watchful eye of the guards, the prisoners maintain small pits team can attempt a Difficult [16+] REP check to get the vehicle around the inner edge of the perimeter in which they breed assigned to the them throughout their investigation. a type of bug that they use to supplement their rations. One small, isolated structure is a ‘sweat box’ used to punish THE CAMP troublesome POWs. Dead prisoners are only given the most Camp Vlad is located next to a dense, unending jungle. cursory of examinations, if any, and are routinely burnt in a pit Some forty guards and their guard a current on the outskirts of the cleared vegetation. prison population of five hundred and fifty-six inmates in POW teams sometimes fell and cut up local timber that is then a stifling tropical region located hundreds of kilometres used for fuel, the repair of camp structures and some bridge from the current war front. gun towers manned building over nearby creeks. Foraging in the nearer reaches of by two soldiers are interspersed along the perimeter, with the jungle provides an edible root that, when dried and cooked, each including a hand-operated search light. Small squads forms part of the camp diet. Other POW tasks include tending of two to four soldiers guard the work teams and gates and and harvesting plants in the hydroponic domes. undertake perimeter patrols. RAD WARNING BUILDINGS The area’s radiation level is tainted and the chem clouds are Most structures are made of weatherproof concrete. relatively thin. Chem-cloud cover is rolled each day with The barrack house and prison huts incorporate a simple 1d6+1 using the table in Rogue Trooper, page 97. However, decontamination chamber. A garage holds a staff car and a the hot climate and nearby jungle results in many diseases couple of light trucks, all of which are in an inferior condition thriving amongst the prisoners. thanks to poor maintenance and a lack of new spare parts. Treat structures as having 10 SOAK, increased to 15 versus acid. JUNGLE DANGERS The prisoners are gradually succumbing to an airborne fungal spore that develops into a mass of tendrils inside a victim’s head. As it expands, it pierces the host’s skull in order to gain SETTING OPTIONS control of some of their functions. Once limited to monkeys as Although written for a team of Nort military investigators its host species, the parasite has mutated to prey on humans. working for the Office of Public Truth, the scenario can be modified by reversing the roles of the Norts and SCHEIBWALD GRUB Southers. Two to five PCs of Grade 5 to 7 can be used. If Scheibwald Grub is an airborne spore that can be resisted the GM feels an NPC from a branch needs with a Demanding [21] END check. A victim exhibits no attaching to the team, he can use Kapitan-Inspector obvious symptoms for up to 2d6 hours once infected, after Atalia Jaegir for the Norts or an officer from Millifuzz for which time they gradually feel themselves alienated from the Southers. If this is the case, the GM should ensure that other individuals and increasingly drawn towards a site the PCs still play important roles in the investigation. located deep in the jungle. This secondary phase lasts for If used for a Judge Dredd or Strontium Dog campaign, 4d6 hours, during which time their instincts to evade are the scenario could be altered to feature a mutant heightened, granting them +1d6 to initiative plus perception detention camp. Alternatively, with a few different goals, and stealth checks. Skilled surgery can remove the infection the PCsSample might either be diligent or corrupt guards or at the primary and secondary stage,file requiring a Demanding desperate prisoners trying to escape. [21] or Strenuous [25] INT (medicine) check respectively. By the

3 MISSION REPORT 001 THE HORROR AT CAMP VLAD

time the tertiary stage is reached, the victim is fully under the KORPORAL CHEMSKI. grub’s control and loses all sense. The host will go so far as to This guardsman runs a book taking bets on deaths and fight to reach the intended glade. Once there, the host will lay disappearances for POWs from different huts. on the forest floor and wait in agony as the fungus emerges Use the Rookie statistics from p. 179 of Rogue Trooper, through their skin before bursting into spores 1d6 hours later. adding bluffing 1 [1d6] and gambling 1 [1d6] to his skills. THE CAMP GARRISON LEVIN The camp commandant is a maimed veteran with a prosthetic QUARTERMASTER (RQMS) BLOK left arm. Depressed by his current role, the oft-inebriated Blok is a cunning black marketeer and camp quartermaster. His leaves most of the running of the camp to his actions have directly endangered the lives of the camp’s POWs. aide and QMS Blok. When asked about the rise in the number As camp quartermaster, Sargeant Major Blok, has of prisoners who are absconding or being killed while trying been secretly stealing and replacing camp equipment, to escape, he assumes there is a band of troublemakers compromising security by selling off the robo-guards and amongst the POWs’ ranks. The Major cooperates with requests exposing the prisoners to spore infection by selling off from the investigators but would rather be his own personal military grade air filters salvaged from the POW huts. firing squad than be forced to face any disciplinary procedure Use the Infantryman statistics from p. 169 of Rogue Trooper, for his conduct. adding appraisal 1 (1d6), bluffing 3 (2d6), bureaucracy 1 (1d6), Use the Officer statistics on p. 175 of Rogue Trooper. Reduce stealth 3 (2d6) and thievery 1 (1d6) to his skills. WIL to 3 [2d6], LUC to 3 [2d6] and MENTAL DEFENCE to 14.

Sample file

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LIEUTENANT MOROZOV NORT GUARDS Born into a noble family, Levin’s junior officer nevertheless Bored and ill-disciplined, the forty Nort guardsmen appear to performed poorly at military academy. Frustrated by his be going through the motions. They are naturally worried the posting and further aggravated over wasted attempts to camp has attracted attention but, unless investigators prove to smarten up the drill and conduct of his garrison troops, he be extremely persuasive or menacing, are too fearful of their sometimes vents his frustration through harsh treatment of officers and senior NCOs to complain about them. Most assume POWs. Morozov will resent any slight towards his competence the prisoners attempting escape are suffering some kind of and warns troublesome investigators that his relatives have breakdown and are quick to act against them. The guards gain influence in the Stavka. +5 MENTAL DEFENCE against orders from Morozov that require them to ignore, obstruct or fight the investigators. STR 6 (3d6) AGI 4 (2d6) END 6 (3d6) Use the Rookie Infantry stats on Rogue Trooper p. 217. INT 6 (3d6) LOG 4 (2d6) WIL 6 (3d6) Vegetation clearance squads will include a single flamethrower CHA 3 (2d6) LUC 1 (1d6) REP 6 (3d6) and machetes. Guards assigned to man las-machine guns gain MELEE RANGED MENTAL VITAL the heavy weapons 1 [1d6] skill and the Spray exploit. DEFENCE 15 DEFENCE 15 DEFENCE 15 DEFENCE 15 SOAK 5 VULN — IMMUNE — ROBO-GUARDS INITIATIVE 3d6 PERCEPTION 3d6 Two Robo-Guards on the camp manifests are listed as SPEED 5 CLIMB 3 JUMP 8’/6’ awaiting repair. They are nowhere to be found. HEALTH 20 CARRY 120 lb (max lift 300 lb) THE PRISONERS OF WAR REACH 5’ The five hundred and fifty-six or so Souther prisoners ACTIONS 2 are malnourished and miserable. Many believe that the Dagger 4d6 [2d6+3 piercing damage] Nort guards are taking victims and sadistically killing Las-pistol 4d6 [2d6 heat damage: range 8, auto] them or selling them for body parts, making them Grenade 3d6 [2d6 heat damage: range 3, burst 2] extremely wary of trusting any Nort investigators with SKILLS their suspicions. Few entertain the hope of escape given bureaucracy 1 [1d6], combat 1 [1d6], the perilous conditions of the environment, especially discipline 1 [1d6], interrogation 1 [1d6], the nearby jungle. The Rookie Infantry statistics on p. medium armour 1 [1d6] 179 of Rogue Trooper can be used for most POWs. They GEAR are unarmed unless they can grab improvised weapons las-pistol, dagger like tools and branches and are equipped with inferior EXPLOITS quality chem suits and respirators. Kill Him! Morozov chooses one target, pointing and screaming commands. The target may not benefit from cover until a new target is COLONEL FELTON chosen. Senior officer of the POWs. Not one to sit around and wait Notable Clan. Morozov gains +1d6 bonus to any for the neverending war to end, the no-nonsense, straight- CHA or REP checks made to influence any Nort talking colonel is happily oranising a mass breakout. who both lacks the military caste origin and Use the Officer statistics from p. 175 of Rogue Trooper has a smaller REP pool. but reduce LUC to 3 [2d6]. Currently ill with a fever, he suffers a -2d6 penalty to all STR, AGI, END and WIL tests.

DOKTOR RYBAKOV CORPORAL ‘HOLY’ HUDSON medic with little interest in the plight of the Souther A clearly shell-shocked Souther POW, ‘Holy’ Hudson prisoners. constantly mutters prayers whilst clutching a homemade Use the statistics for the Med Droid on p. 172 of Rogue crucifix. He believes that a demon of some sort is preying Trooper but remove the exploits and vulnerabilities and on the captives and that those fated to be taken have reduce Samplehis medicine skill to 3 [2d6]. ‘the look’, a wary manner with darting,file suspicious eyes. Use the stats for Med Droid on p. 172 of Rogue Trooper.

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INVESTIGATING THE CAMP RANDOM EVENTS The commandant will order a guards block evacuated A number of events can be introduced at random or chosen for the team. PC interactions with prisoners and staff can to suit. be roleplayed using the NPC profiles and notes here as a guideline to the possible co-operation and value. Specific Camp Random Events lines of investigation the team might pursue are listed below. 2D6 Event  Examining the various reports of escapes and shootings \\\\\\\\\\\\\\\\\\\\\\The POWs attack each other in a 2 mass brawl. requires a Challenging [13] LOG check. If successful, they reveal that the vast majority over the past eight months A prisoner succumbs to the parasite and will attempt 3 have taken place on the western side of the jungle camp. to escape within the next 2d6 hours.

4 2d6 new prisoners arrive by truck or hoppa.  Examining the stores, inventory and associated paperwork for 1d6 hours and a successful Challenging A POW succumbs to a severe state of the Confused [13] LOG (accountancy or bureaucracy) reveals that some 5 condition. It turns out to be a case of dehydration. of the audit trails have been falsified, particularly the Robo-Guard and air filter receipts and stores. A Darter snake [Rogue Trooper page 166] or similar 6 venomous creature is encountered by the PCs.  Examining filters and medical supplies allocated to Roll 1d6. On a 1-3, a prisoner tries to steal from a PC, on 7 prisoners or held in storage reveals they are either a 4-6, it’s a guard. missing, inferior, incorrectly labelled or out of date. Morozov and Blok will blame losses on pilferage from 8 The guards search the PCs’ barracks. guards, prisoners or transport drivers. A POW is incarcerated in the sweatbox for hoarding 9  If a crate containing the supposed parts of two acid- edible roots. damaged Robo-Guards is examined, it turns out to be an assortment of junk from odd pieces of machinery. The Roll 1d6. On a 1-3, a drunk guard opens fire at the intact droids were sold five months ago by Blok. 10 jungle. On a 4, it’s a prisoner, a 5, another guard, or a 6, one of the PCs.

 A well-made false compartment inside a fuel drum in the Fearing that the investigators will hand him over to the 11 camp’s garage holds false labels and bar codes used by Blok OGP, Private Orlok attempts to desert. to cover his trail. Finding the drum and its compartment Two guards wanting to win a sweepstake try to requires a Demanding [21] INT (intuition or perception) check. 12 murder a POW and hide them in the jungle.

 POW medical records reveal that the prisoners have suffered a steady stream of mortality from disease; THE STORY UNFOLDS an unfortunate but unsurprising situation given their At some point of the investigation, a team member will conditions and location. Conducting a thorough medical encounter an infected prisoner trying to escape or else come examination of all the prisoners might detect one infected across reports or tracks of a night-time escape into the jungle. with the parasite. This will require a Challenging [13] INT If the investigators seem likely to uncover fraud from check with a medical scanner. Deducing the nature of the examining records or supplies, Blok knows Lieutenant parasite once detected by scanner or dissection will require Morozov’s private computer passcodes and will certainly try 1d6 hours and a Difficult [16] INT (medicine) check. to incriminate his superior by inserting guarded references to financial transactions. If the investigators are being thorough  Examining the medical records of the guards shows that and continue to delve after this, he will try to eliminate them. Private Orlok has a slight strigoi taint that was considered Within the camp, he orders a guard from his flunkeys to toss non-threatening. The taint can be visually detected with a hand grenade or snake into their quarters. He may even go a DifficultSample [16] INT (perception) check or a Routine [10] LOG as far as using a knife to attack a lonefile investigator, which can (medicine) check with a med-scanner. easily be blamed on a POW or rogue guard. Blok will shadow

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his henchman assassin, fully prepared to kill the guard if THE SCHEIBWALD JUNGLE needing to protect himself and afterwards claiming that he The lush steaming jungle of trees and vines beyond the camp acted to stop a mutineer. is a hot, wet environment full of creepers, branches and roots Should some of the PCs journey into the jungle, then some that serves as difficult terrain modifier. Suitable encounters corrupt guards equal to their number will be dispatched by can be chosen or rolled from the table below. All page Blok to stalk and ambush them. One of the guards will have references refer to the Rogue Trooper setting book. tracking 1 (1d6). If every PC enters the jungle, Blok will replace *GMs wanting to add more lethal threats can replace the one of the guards in his squad of killers. If the PCs emerge creature with a Baited-Breath or Mutagator. from the jungle back at camp and he remains unobserved within its perimeter, Blok will shout: ‘Souther infantry! Fire!’ Jungle Encounters Blok will try and escape if he decides that the PCs cannot be 2D6 Event fooled or disposed of. If he uses a vehicle, he will boobytrap or Ambusher*. Roll 1d6. On a 1-4, Darter Snake attacks (p. blow up any other vehicles. Should he decide to flee on foot 1 through the jungle, he will take a survival kit and a high quality 144). On a 5-6, it’s a Saw-Jaw (p. 179). chem suit in jungle camouflage (+2 SOAK and +1d6 to stealth Creature. Roll 1d6. On a 1-2, it’s a Murk-Lurker (p. 173). On when in the jungle) from the camp stores. If he still has allies, he 2 a 3-6, it’s a Mu-Hawk. will have one guard with him for every two remaining PCs. The PCs stumble into an expanse of oozing swamp 3 that must be navigated around.

4 The PCs blunder into a patch of Scheibwald Grub.

5 A river containing leeches must be crossed (p. 67).

Sharp foliage forces a Routine [13] AGI check. On failure, 6 light or medium armour is punctured.

THE GLADE Deep within the jungle, some ten miles from the camp, is the horrific clearing where the fungus thrives and to which its victims are lured. The trees around the glade contain the remains of several fungus victims, two of whom are still alive. They twitch and heave but have otherwise been reduced to a state of immobility and obliviousness by the obscene growths of yellow fungus sprouting out of their heads. The local atmosphere is heavily tainted with fungus spores. Normally, the filters of masks and environmental suits will prevent the wearer absorbing the spores. However, individuals exposed to it without protective gear or suitable Samplehygiene regimes risk becoming infected.file

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CASE CLOSED ADDITIONAL PLOTS If the PCs uncover the corruption, the Major’s failings, and The Games Master can choose to include any of the the presence of the grub, they can be considered to have following events in the adventure: completed a milestone for XP. This is in addition to any other XP awards. They also receive a commendation from the  The doctor is highly competent and fully aware of OGP and, depending on further plot developments, an offer the parasite but is conducting secret experiments on to continue their investigation if the trail heads anywhere prisoners and making trips to view the spawning sites deeper. (See the Additional Plots sidebar.) in the jungle. In this case, use Doctor Razmus Caden’s statistics on p. 139 of Rogue Trooper.

 At some stage in the investigation, the camp comes under attack from an enemy aircraft. The resulting carnage gives the POWs a chance to escape.

 Rogue Trooper believes that an officer in the camp has a clue to the whereabouts of the Traitor General and attempts to infiltrate the camp.

 The lapses and dishonesty discovered at the camp provides a clue to investigating a powerful crime lord or corrupt noble.

 The discovery of the fungus is of great importance to the military, who immediately begin exploring its potential as bioweapon.

Sample file

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