Battle of the Planets
Part 2: The Shadows of Spectra
If G-Force represents the best of the Federation, the forces of Spectra represent the absolute worst of the multiverse. Operating from a dying planet within the Crab Nebula, these villains use terror, mecha-monsters, and ancient alien secrets to strip Earth of its resources.
While G-Force protects the Earth from Center Neptune, the sinister forces of the planet Spectra are always plotting from the darkness of deep space. Led by a masked fanatic and a ghostly alien intelligence, Spectra’s goal is simple: total intergalactic conquest.
The Villains
The Luminous One
Role: The Great Spirit of Spectra
A mysterious, glowing alien entity and the true power behind Spectra. He communicates with Zoltar through a giant screen, demanding the total conquest of Earth.
The Great Luminous One is not a character your players fight with dice—he is a cosmic environmental hazard and a plot device. In OpenD6, he is treated as a "God-level" entity whose stats are largely irrelevant because he exists beyond the physical reach of the G-Force team.
The Luminous One (The Great Spirit)
Scale: Death Star / Planetary
DEXTERITY: 0D (He is a non-corporeal entity)
KNOWLEDGE: 12D
Intimidation: 15D
Planetary Systems (Universal): 10D
Tactics (Interstellar Conquest): 10D
MECHANICAL: 8D
Telekinesis (Interstellar): 10D
PERCEPTION: 10D
Empathy (Reading Fear): 12D
STRENGTH: 20D (Representing his "Cosmic Integrity")
TECHNICAL: 10D
Special Abilities
Telepathic Projection: The Luminous One can project his image and voice to any screen or mind within a star system. This is an unavoidable effect.
The Price of Failure: If Zoltar fails a mission, the Luminous One can inflict a "Psychic Strike." Zoltar must roll Willpower against the Luminous One’s Intimidation (15D). The difference is subtracted from Zoltar's attributes for the next session as he recovers from the mental agony.
Cosmic Mystery: No physical weapon (Boomerangs, Bird Missiles, etc.) can harm the Luminous One. He can only be defeated by finding his "Source" or through a specific scientific breakthrough (Technical roll Difficulty: 40+).
The Spectra Giant Mecha (Template)
Since the Luminous One provides the technology, here is a template for the "Monster of the Week" that Zoltar sends to Earth. You can reskin this as the Turtle King, the Mechanical Dragon, or any other beast.
Scale: Capital (Massive)
Hull: 5D to 8D (Depending on size)
Maneuverability: 0D to 1D
Speed: 2 (Space) / 300 kmh (Atmosphere)
Weapons:
Primary Destructo-Beam: 6D+2 (Capital Scale)
Anti-Personnel Lasers: 4D (Character Scale - used for blasting city streets)
Melee Smash: Hull +1D (Capital Scale)
Campaign Final Tip
In your games, the Luminous One should never be a direct combatant. He is the voice that mocks the players when they lose and the looming shadow that makes Zoltar desperate and dangerous.
Zoltar (The Masked Fiend)
Zoltar The primary antagonist and supreme commander of the forces from the planet Spectra. As the supreme commander of Spectra’s terrestrial invasions, he is expected to conquer the planets so he can exploit their resources for their own world of spectra. He is a master of disguise and a cold-blooded strategist; he is known for his signature green mask and his uncanny ability to escape just before his bases explode. He is a master of manipulation, often pitting Federation allies against each other. A master of disguise and a cunning strategist, Zoltar takes his orders from the mysterious Luminous One.
Role: Supreme Commander / Infiltrator
Signature Gear: The Spectran Command Ship (Escape Pod included!)
Role: Supreme Commander of Spectra
Specialty: Deception and Strategy
n OpenD6, Zoltar is built as a "Nemesis" character. He isn't designed to win a fair fistfight with Mark or Jason; he is designed to manipulate the battlefield, survive the impossible, and disappear in a puff of smoke.
Zoltar (Supreme Commander of Spectra)
DEXTERITY: 3D
Blaster: 5D
Dodge: 6D
Melee Combat (Staff/Blade): 4D+2
KNOWLEDGE: 4D
Tactics (Invasion): 7D
Disguise: 9D (Zoltar can mimic specific people perfectly)
Bureaucracy (Spectra Empire): 6D+2
Willpower: 6D
MECHANICAL: 3D+2
Starship Piloting: 5D
Starship Gunnery: 5D
Communications (Encryption): 6D
PERCEPTION: 5D
Command (Spectra Forces): 8D
Con: 7D+2
Persuasion (Manipulation): 7D
Hide/Sneak: 6D
STRENGTH: 2D+1
Stamina: 4D
TECHNICAL: 3D
Demolitions: 5D
Security: 6D
Special Abilities & Narrative Traits
Master of Disguise: When Zoltar is in disguise, players must beat his 9D Disguise roll with a Perception or Search roll to see through it. He often uses this to infiltrate Center Neptune or Federation meetings.
Tactical Retreat (The "Escape Pod" Rule): Zoltar has a special pool of 5 Character Points used specifically for Dodge or Starship Piloting rolls when his current base or ship is at 0 Hull. He effectively cannot be captured or killed unless it is the "Season Finale."
The Luminous One’s Favor: Once per session, Zoltar can reroll any Command or Tactics roll, representing the direct (and terrifying) guidance of his master.
The Spectran Command Ship
This is often a giant, menacing Mecha or a sleek, bird-like cruiser that serves as Zoltar’s mobile headquarters.
Scale: Capital
Hull: 7D
Shields: 3D
Maneuverability: 1D
Speed: 3 (Space) / 600 kmh (Atmosphere)
Weapons:
Main Thermal Beam: 6D (Capital Scale)
Tractor Beam: 5D (Used to capture G-Force vehicles)
The Escape Pod: A Starfighter-scale craft (Hull 2D, Speed 6) that launches automatically if the Command Ship takes "Destroyed" damage. It has a Cloaking Device (+4D to Stealth).
Spectra Soldiers (The Mooks)
Use these for the endless waves of green-clad troopers the G-Force fights on foot.
DEXTERITY 2D+2: Blaster 3D+2, Brawling 3D
KNOWLEDGE 1D+1
MECHANICAL 2D: Vehicle Operation 3D
PERCEPTION 2D
STRENGTH 2D: Stamina 3D
TECHNICAL 1D
Gear: Blaster Rifle (5D), Spectra Armor (+1D physical, -1D energy).
This Spectra "Monster of the Week" Template is designed for the OpenD6 system. These are typically Capital Scale to ensure the G-Force individual vehicles (Starfighter Scale) have to work together or dock into the God Phoenix to take them down.
Spectra Giant Mecha (Base Template)
Scale: Capital
Hull: 5D (Small/Fast) to 8D (Massive/Fortress)
Maneuverability: 0D to 2D
Speed: 2–4 (Space) / 200–600 kmh (Atmosphere)
Sensors: 4D (Scan) / 2D (Passive)
Standard Armament
Main Weapon: 6D Capital Scale (Thermal Beams, Mouth Fire, or Missiles)
Point Defense: 4D Character/Starfighter Scale (Lasers for swatting jets or soldiers)
Melee: Hull Rating + 1D (Stomp, Tail Swipe, or Ramming)
Customization Blocks: Iconic Powers & Themes
Choose 1-2 traits from the blocks below to "skin" your Mecha based on classic episodes:
A. The Animalistic (e.g., Turtle King, Mechanical Dragon)
Retractable Armor: The Mecha can "tuck in." Gain +2D to Hull but reduce Maneuverability and Speed to 0.
Grappling Extremities: Tentacles or necks with 5D Lifting/Brawling. If it "grabs" a G-Force vehicle, the pilot must make an Opposed Strength roll to break free.
B. The Elemental (e.g., Fire Giant, Ice Mecha)
Thermal Aura: Any vehicle within 500 meters takes 3D (Starfighter Scale) heat damage per round unless shields are up.
Submersible: The Mecha gains +3D to Stealth while underwater and ignores depth-pressure damage.
C. The High-Tech (e.g., Magnetic Monster, Mirror Mecha)
Tractor Beam: 5D Capital Scale. Pulls targets toward the Mecha’s cargo bay or a grinding maw.
Reflective Surface: If a laser attack misses the Mecha by 5 points or less on the roll, the beam is reflected back at the attacker (use the attacker's original roll to hit themselves).
D. The Aerial (e.g., Space Mummy’s Ship, Neon Giant)
Sonic Scream: 5D Stun damage (Character Scale) over a wide area; disrupts communications for 1D rounds.
Cloud Camouflage: +2D to Stealth when inside an atmosphere; looks like a storm cloud on sensors.
The "Weak Point" Notation (For the GM)
Every Spectra Mecha has a flaw that G-Force eventually finds. When building yours, pick one:
Exposed Core: A specific Technical or Perception roll (Difficulty 20) reveals a hatch. A direct hit here (Called Shot: -2D to hit) ignores Hull dice.
Overheat: If the Mecha fires its Main Weapon 3 times, it must "vent" for one round. Its Hull is reduced by -2D during this cooldown.
Command Link: If the G-Force team can jam the local frequency (Technical roll vs. Mecha’s 4D Communications), the Mecha loses its Maneuverability dice.
The Spectra Mecha Generator
Roll 1. Core Form (The Look) 2. Primary Weapon (The Threat) 3. Secret Weakness (The Solution)
1 Avian: Giant robotic hawk or owl. Sonic Screech: 5D Stun (Capital). Vulnerable Eye: Hit ignores armor.
2 Aquatic: Massive crab or ray. Freezing Ray: Stops target movement. Exposed Cooling Vents: High heat kills it.
3 Insectoid: Multi-legged spider/wasp. Corrosive Acid: Lowers Hull 1D/round. External Power Cable: Cut to disable.
4 Reptilian: Turtle or Dragon. Magma Breath: 7D Fire (Capital). Slow Turns: Blind spots in the rear.
5 Geometric: Floating cube or sphere. Tractor Beam: Pulls ships in to crush. Internal Sabotage: Must board it.
6 Humanoid: Giant armored "Knight." Gravity Well: Crushes everything nearby. Reflective Surface: Bounces its own beam.
Quick Stat Block Generator
Once you have the concept, apply these numbers based on how "tough" you want the episode to be:
Scout Mecha (The "Warm Up"):
Hull: 4D | Maneuverability: 3D | Weapon: 4D
Heavy Destroyer (The "Main Event"):
Hull: 6D | Maneuverability: 1D | Weapon: 6D
World-Eater (The "Season Finale"):
Hull: 9D | Maneuverability: 0D | Weapon: 8D
Example: "The Magma Tortoise"
Rolls: 4 (Reptilian), 4 (Magma Breath), 4 (Slow Turns)
GM Description: "A massive, soot-covered turtle emerges from the volcano. Its shell is made of jagged volcanic rock, and it opens its beak to unleash a stream of molten slag at Center Neptune!"
The G-Force Tactic: Mark realizes the Mecha is too heavy to turn quickly. He leads the G-1 in circles while the Phoenix hits the unarmored underside from behind.
Spectra Pilot NPC (The "Brain" inside the Mecha)
Every Mecha needs a pilot for the G-Force to interrogate once the robot explodes:
DEXTERITY: 3D (Vehicle Blasters 5D)
KNOWLEDGE: 2D (Tactics 4D)
MECHANICAL: 4D (Mecha Operation 6D)
PERCEPTION: 3D (Command 4D)
STRENGTH: 2D
TECHNICAL: 2D
These mission seeds are designed to hook your players using the OpenD6 stats we’ve built, focusing on the high-stakes, Saturday-morning-cartoon drama of Battle of the Planets.
1. The Ghost of Riga
The Hook: Long-range sensors at Center Neptune detect a Red Impulse distress signal coming from a forbidden zone in the Orion Nebula. Colonel Cronus is missing, and the only lead is a drifting, empty fighter.
The Twist: It’s a trap set by Zoltar. He has used a Spectra Mirror Mecha (from our table!) to mimic Cronus’s ship and lure G-Force into a magnetic graveyard where their vehicles won't dock.
D6 Challenge: Princess must use her Electronics 5D to bypass the jamming while Mark and Jason hold off waves of Spectra Soldiers in a low-gravity dogfight.
2. The Silent Sea
The Hook: Communication with the Earth’s deep-sea mining colonies goes dark. Chief Anderson suspects a new Spectra base is being grown on the ocean floor using electrochemical accretion—just like Center Neptune.
The Twist: The "base" is actually a living Aquatic Mecha (The Great Urchin) that is eating the sea floor to starve Earth of minerals. It has captured the colony's children to use as human shields.
D6 Challenge: Keyop must use his Sneak 6D to infiltrate the Mecha's ventilation ducts and disable the shield generator from the inside so Tiny can land the G-4 Tank.
3. Zoltar’s Masquerade
The Hook: A peace summit is being held at Center Neptune between Earth and the planet Riga. Chief Anderson is acting as the lead negotiator.
The Twist: Zoltar has successfully used his Disguise 9D to replace one of the Rigian delegates. His goal isn't to kill Anderson, but to steal the "Blueprints of the Luminous One"—a secret file hidden in the base’s mainframe.
D6 Challenge: 7-Zark-7 notices a 0.01% anomaly in the delegate's speech pattern. The players must conduct an Investigation at the party to "unmask" Zoltar before he escapes in his pod.
4. The Firebird’s Price
The Hook: A massive Spectra World-Eater (Hull 9D) is approaching Earth. It is too powerful for conventional weapons.
The Twist: The only way to stop it is for G-Force to use the Science Ninja Technique (Firebird). However, the Luminous One has deployed "Gravitational Anchors" that prevent the Phoenix from reaching the necessary speed.
D6 Challenge: Each team member must use their specific vehicle (G-1 through G-4) to destroy an anchor simultaneously. If one fails their Gunnery or Piloting roll, the Phoenix will take double "rebound" damage from the Firebird transformation.
5. The Luminous Trap
The Hook: The Luminous One speaks directly to Mark's mind, claiming he has information about Mark’s long-lost father. He provides coordinates to a desolate moon.
The Twist: The moon is actually a Geometric Mecha (The Cube) that is designed to "process" biological life into energy for Spectra.
D6 Challenge: This is a test of Willpower. Mark must resist the Luminous One's Intimidation 15D to realize the vision of his father is a hologram before the Mecha’s crushing walls close in.
Product Identity & Legal
The following items are designated Product Identity of Arthur Earl C. Hedges Jr. / The Adventures of Captain Hedges: The specific "Hedge Wizard of the Shreveport Cabin" persona. Open D6 System: Mechanics referenced from the D6 System are used under the Open Game License (OGL). Battle of the Planets and Gatchaman characters and elements are the property of their respective owners and are used here as non-commercial fan work. © 2026 Arthur Earl C. Hedges Jr. All rights reserved.
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