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STAR FRONTIERS
The War Machine
Lan
BU CRU OCU Race
Dee eNO oN eee rca oa toe eee aeSTAR FRONTIERS’
KNIGHT HAWKS ADVENTURE
The War Machine
by Ken Rolston
Table of Contents
ALPHA SECTION: Epsilon 2 Contact withthe Resistance . 12
INTRODUCTION 2 Eilon |3 Grave But Desperate Ales 12
Alpha 1 Briefing Epsilon “4 Experience Awards a
Alpha 2 Abbreviations 2 ZETA'SECTION:
BETA SECTION: THE WEAK LINK 4
HOSTILE CRAFT APPROACHING! 3 Zeta I History ofthe War Machine’ |. 14
Beta 1 Campaign Adjustments 3 Zeta (2 The FS 40 1MPP a
Bela .2 Alen! Unidentified Zeta “3 Preparing Characters for Plant
c Ships Approaching 3 attacks 14
Bela 3 Experience Awards 4 Zeta 4 Approaching a Processing Plant 15
EDITOR: Tom Wooden GAMMA SECTION: Zeta “5 Scouting the Plant 15
COVER ARTIST: Jeff Easley AN ENIGMATIC MESSENGER 5 Zeta 16 Attacking a Processing Pant |. 15
INTERIOR ARTIST, Dave Trampier Gamma <1 Warning! Unidentified Zeta 7 Improved Defenses Against Later
MAPS: Diesel Object Approaching 5 Plant Attacks
GRAPHIC DESIGN: Ruth Hoyer Gamma .2 The Rocket 5 __Zeta_8 Experience Awards
we ‘Sathar Operations 1 Theta .2 Space Station: Shuttle Deck
td. Diane tothe ty and bobby ad Delta 7 Experience Avards Tl Theta 3 Securing the Space Station 1.23
NNS3147 United Kingdom
Table 1. Mhemnne Response to PCs and Proposals 9
Table 2, Sample PC Actions!Propole and Point Awards & Penalties 9
Table 3, Starting Posttons for Operations Cracker and Ferret, 9
Map 1. Sathar Processing Plant inside Cover
Map 2. Station Hub- Side View inside cover
Map 3. Shutle Docking Deck inside cover
Map 4. Shutle Crew Deck inside cover
sion Map 5. Sathar Administration Deck inside cover
ISBN 0-38038-148-5
7812ALPHA SECTION: INTRODUCTION
The War Machine can be played by itself or as the third of
three modules in the Beyond the Frontier series,
‘This module is written for the game referee
participate as a player, don't read any further.
Alpha .1
BRIEFING
Before starting to play, read this booklet
careiully. Review the STAR FRONTIERS?
Alpha Dawn and Knight Hawks rules aso, i
necessary
Uf players (PCs) are continuing the adven
ture begun in Mutiny on the Eleanor
Moraes and Face of the Enemy, they should
keep using their established characters. li
rot, use the pregenerated characters on
page 13, of other characters with similar
Skills, The PCs in this adventure should
have enough spaceship skillsto operate the
Eleanor Moraes, the Osprey, and the Back
door
In the middle of this adventure book are
several removable sections, including the
System Brief, pregenerated characters, ship
rosters, and the Players’ Background
Report. To remove these sections pp. 11
18), bend the staples out with a blunt object,
and pull the sheets from the book. Then
bend the staples back down.
You will also need the color maps from
the Alpha Dawn and Knight Hawks games.
As you run the adventure, read all boxed
text tothe PCsas they have encounters. The
rest of the text given for an encounter is for
your eyes only; reveal the details as you see
Before stantingthe adventure, read the Play
fers! Background Report and the System Brie.
| your players haven't participated in the frst
two adventures of this Series, make sute they
Understand all of the events that lead up t0
The War Machine. When you are ready to
begin, give the players the background report
and the UPF crew and ship rosters.
Alpha .2
ABBREVIATIONS
STR. Strength STA Stamina
DEX Dexterity _-RS-_ Reaction Speed
INT Intuition LOG Logic
PER Personality LDR Leadership
PS” Punching MV Movement
‘Score
ATT Attack
DAM Damage
IM Initiative Modifier
RW’ Ranged Weapon Attack Score
M_— Melee Attack Score
MR Maneuver Rating,
HP Hull Points
LC Laser Cannon
T Torpedo
MS Masking Screen
LB Laser Battery
AR Assault Rocket
RB Rocket Battery
ADF Acceleration/Deceleration Factor
DCR Damage Control Rating
RH Reflective Hull
ICM. interceptor MissileBETA SECTION:
HOSTILE CRAFT APPROACHING!
Beta.
CAMPAIGN ADJUSTMENTS
Your PCs’ resources for this adventure are
dependent upon the outcome of Face of
the Enemy (if the PCs took part in that
adventure). If the PCs haven't completed
Enemy, they have the following resources:
1, UPF Eleanor Moraes, an armed research
vessel
2. CMS Osprey, an assault scout of the
Clarion Royal Marines, temporarily
attached to the Frontier Expeditionary
Force:
3, UPF Backdoor, an unarmed Sathar scout
ship captured by the LPF.
Al of these ships are undamaged and
carry their full load of munitions. Each has
‘made one interstellar jump since overhaul
lithe PCs have finished Enemy, however,
they may have more (or fewer} ships, in
varying states of serviceability. The Moraes
and Osprey at least should be in good con:
dition. The Backdoor, however, may have
been damaged or destroyed in the assault
Con the Sathar mothership. The PCs may also
have a second captured Sathar scout ship.
Finally, irthe PCs were wildly successful in
Enemy, they may have captured the Sathae
‘mothership as well
At your discretion, the PCs can have the
Backdoor repaired. Use the "Repait” rules
from the Knight Hawks Campaign Book
The PCs cannot have the mathership
repaired. Its laser batteries, ICMs, and
_masks may still be operational, however. In
this case, the UPF forces may desiga theie
deiense around the mothership as iit were
a friendly space station—immobile, but
possessing offensive and defensive weap-
fons, (OF course, for this strategy to work,
skilled PC oF NPC weapons operators must
bbe spared from the other ships.)
Beta .2
ALERT! UNIDENTIFIED
SHIPS APPROACHING!
The videocom flashes to life, showing
Dentin’s grim expression. As he briels
his ships, a computer graphic displaying,
the approach of enemy craft wavers
behind him.
‘We've got Four Satharstyle fighters
approaching. Current speed: 120,000
kilometers per minute, Deceleration at 2
8s. I they maintain this constant deceler-
ation on the same course, they should
arrive here in less than an hour,
“The Moraes doesn’t have enough
legs to outrun a fighter, so we'll have to
stand and fight. Each ship will operate
independently. Stay out of range of their
assault rockets; exploit the superior
range of your laser batteries. Conserve
your rockets if possible; we're a long
‘way from resupply here. Staying within
the asteroid belt works in our favor: it
breaks up their order of attack,
Finally, we'll probably have to take
some risks in order to win, but don’t
push your luck until you've had a
chance to feel out their weaknesses,
With any luck, they'll make some mis
takes we can exploit. We, however, can
not afford to make any mistakes.
‘That's it, Good luck”
SETTING UP THE STAR MAP
Use 60 upside-down counters as asteroid
markers, Distribute them randomly in a
band 16 hexes wide across the center of the
‘map (covering the area inside hexes 2001
3601, 2039, and 3639). Place each counter
‘on the intersection of three hexes,
Place a Sathar assault cartier counter on
hex 2720 to mark the location of the
mothership (where the PCs’ forces start.
Place two different-colored assault scout
counters (the Moraes and the Osprey) at the
Mothership. Ifthe PCs are using the Back:
door and another Sathar scout ship, place
markers on the map to represent these
ships. Though these ships are unarmed, the.
PCS may use them as decoys,
Four hostile fighters enter the map on
‘Turn 1. Their speed is 12 hexes per turn
‘Sathar Fighter Counter A: hex 0520,
Meme pilot® (level 2)
Sathar Fighter Counter B: hex 0524.
Mhernne pilot? (level 21
Sathar Fighter Counter C: hex 0120.
Sathar pilot (level 3)
Sathar Fighter Counter D: hex 0124
Sathar pilot (level 4, Squadron Com:
ander)
* Mhemne pilots cannot use an ADF or
MR of more than 3 without decreasing their
skills and running the risk of blacking out,
as Mhemne have poor tolerance for high-G.
‘maneuvers. The results of ADE or MR of
more than 3 are as follows:
‘ADF or MR of 4: Reduce all skill and
attack percentages to one-half normal.
There isa 20% chance of blackout per tu.
ADF of MR of 5: Reduce all skill and
attack percentages to. one-tenth normal.
There isa 50% chance of blackout per turn
Ira pilot blacks out, a dead-man’s switch
automatically reduces acceleration to ADF
2. The pilot then regains consciousness in
fone turn. The ship maintains its last course
during the pilot’ blackout
HOSTILE FIGHTER TACTICS
Sathar consider the two Mhemne pilots
and ships to be expendable. The two Sathar
pilots are responsible for training the other
Mhemine system defense pilots: they are the
nly skilled fighter pilots in the system, and
they are by no means expendable!
The purpose of the. Sathar/Mhemne
attack is to: 1) discover the identity of the
intruders, and 2) determine the quality of
the intruders’ ships and pilots,
The Sathar squadron commander orders,
fighters A and 8 to engage in combat, He
and the other Sathar pilot keep out of range
{at least five heres away trom the PCS
shipsi. If any of the PC ships flee, the com.
mander orders the Mhemne pilots to pur
I the PCs don't destray fighters A and B
within 5 turns of the start of battle, the
Sathar commander orders the Mhemne to
use full acceleration/deceleration and
maneuver power (thus decreasing their
skills and creating the risk of blackouts). I
the PCs destroy either fighter before one of
their own ships is destroyed, the Sathar turnand run for home at full acceleration. Any
remaining Mhemne pilot also retreats.
RUNNING THE BATTLE
Let your players determine UPF strategy
fan their own, Be fair in how you fun this
battle, as the odds are in the PCS’ favor.
Keep in mind that if you finish off the PCs,
your game is over pretty quickly! Don’t let
them get away with foolish mistakes,
though.
Ifyou feel the PCs need some assistance,
keep the Sathar out of the battle and have
them run at the fist sign of danger, Also,
you can oifer advice through Captain Den:
tin,
AFTER THE BATTLE
Dentin forbids the PCs from chasing any
fleeing Sathar fighters. He orders the PCs to
make repairs and ready defenses for further
attacks.
Ir-the PCs inspect the wreckage of a hos
tile ship, the only interesting find is the
body ofits Mhemne pilot. (The UPF forces,
may have discovered a partially-dissected
Mhemne body in Face of the Enemy. The
resemblance is unmistakable.)
I a PC's comments indicate that he
noticed the Mhemnes’ inability to handle
high-speed maneuvers, make a secret Logic
check for that PC. Any PC with piloting kill
would have noticed this about the
Mhemne, so you should automatically
‘make a Logie check far those PCs. Iacheck
succeeds, have the PCs rerun the computer
recordings of the combat. These recordings
reveal that the fist two fighters didn’t use.
ADF of MR of more than 5 during the first
50 minutes of combat. If either Mhemne
pilot suffered diminished skills or a black
‘out during the fight, the recordings will aso
show these,
Beta 3
EXPERIENCE AWARDS
1.3 Experience Points,
Give maximum awards to parties that
defeat the attackers, expend no more than.
two assault rockets, and sustain no ship
damage
Give average awardsto parties that defeat
the fighters and keep their ships from being
destroyed.
fe minimum awards to parties that
dleieat the fighters and sil have at least one
LUPF ship in working condition,GAMMA SECTION:
AN ENIGMATIC MESSENGER
Gamma .1
WARNING! UNIDENTIFIED
OBJECT APPROACHING!
The UPF forces spend the next 40 hours
‘overhauling the atomic engines fin case
they need to escape quickly}, eepairing any
‘damage caused by the attackers, and catch:
ing up on sleep.
A shrill alarm shatters the stillness
Within seconds, everyone is scrambling,
for his battle station as the computer
squawks out new information. Captain
Dentin’s face suddenly appears on the
videocom. He looks puzzled
‘don’t know what we've got here,
We're tracking a small, slow-moving
‘chemical rocket that’s approaching our
location. We've analyzed its thrust gas
femissions, and it looks like the racket is,
of fairly primitive design—not consistent
with Federation or Sathar technology.
Isto slow for an attack missile and too
small 10 carry a messenger... . well
scratch that. Who knows what we might
run into out here?
“want to send a couple of volunteers,
‘outto pick this rocket up, so we can take
2 good look at it. need people exper
fenced with space armor and rocket
packs. I'll be on the bridge. Over”
You should strongly encourage the PCs to
volunteer for the retrieval party, Not al of
them have to go, however, Two or three
PCs can handle this job,
RETRIEVING THE ROCKET
The rocket is no longer under thrust
when the PCs get tot. Rather, its driting at
4 constant 250 meters per turn toward the
location of the mothership (where the UPF
forces have been for the last two days)
Dentin takes the volunteers aboard the
Osprey and matches the rocker’s course
and speed, following at a constant 500
meters behind the rocket, Dentin won't
take the Osprey closer to the rocket, “just
MAP SETUP: Use the Knight Hawks hex
map. Each hex equals 50 meters, Place a
ship counter in hex 1027. The PCs start
here. Use another ship counter to represent
the rocket, and place it in hex 2027. Both
the ship and the rocket drift 250 meters per
turn, so the distance between them doesn’t
change
Place four counters (representing the
PCs) in hex 1027, with the ship counter. The
PCs must move to the rocket, examine it to
see if it's safe, and (if safe) bring it back 10
the Osprey.
‘The PCs must specify what equipment
they'e taking along before they leave the
(Osprey. Dentin gives each of them one suit of
space armor and one rocket pack, Under no
condition does he give them extra rocket
pack fuel. (Denti’s tying to enforce conser
vation of resources) The PCs may request
‘other gear from the list on the Players’ Back
sground Repor, Clever PCs will choose mag
netic shoes, spacesuit anchors, and cable
(7,000 meters}. The PCs can use the cable to
drag the rocket back to the ship,
USING ROCKET PACKS EFFECTIVELY
Before you run the PCs through this
encounter, review the rules on spacesuits
and rocket packs (Knight Hawks Campaign
Book, pp. 28-29)
To successfully complete their task, the
PCs must:
1. accelerate toward the rocket
decelerate and stop at the rocket:
3. accelerate the rocket and themselves
back towaed the ship;
4. decelerate and stop the rocket (and
themselves) atthe ship.
The rocket has 10 times the mass of a PC.
‘The PCs must maneuver the rocket by using,
bursts from their rocket packs. Each 10
bursts from a rocket pack change the speed
‘of the rocket (and only the rocket!) by 50,
meters per turn, Therefore, the PCs must
reach the rocket with enough fuel leit to fire
at least 20 bursts (10 to accelerate the
rocket toward the Osprey at one hex per
turn and 10to decelerate t again) plus two
bursts per PC.
Alot of things could go wrong with this
‘exercise, such as:
1. overshooting the target because of a
failed dexterity check
failing to decelerate when approaching
the racket
3. misjudging the fuel needed to complete
the task
4, forgetting that anything accelerated
toward a target (uch as a rocket accel:
erated toward a scout ship) must be
decelerated before it reaches its destina
tion:
5. forgetting that fuel is needed to acceler
ate and decelerate the PCs as well as the
rocket
6. expecting to use tools in freefall, where
there's nothing to brace against when
applying force,
Even ifthe PCs are very unlucky with their
Dexterity checks in this maneuver, they
have a large margin of safety to play with, if
they are careful! The spacesuits have 20
hours of air. The worst that should happen
is that someone might have to be rescued,
Fouling up such a simple mission is certa
to get a PC a few minutes “on the carpet
before Dentin, not to mention endless nee-
diing irom colleagues,
Gamma .2
THE ROCKET
Read the following boxed text as a PC
approaches the rocket:
The rocket is a 6-meterlong cylinder. It
has no fins or appendages. Large brown
‘markings are painted on the rockets
dull, metalic hull. The markings are
repeated on both sides. Other, smaller
‘marks also are visible on the surface,
Just behind the rockets nose is a
rmetersquare access panel. The panel
appears to be sealed with some sort of
plastic
Any technician examining the rocket dis.
covers that itis dead, although a faint hum:
ming can be heard i someone presses his
helmet against the access panel.
The plastic covering to the access panel is
very hard, so the PCs must use force to6
‘open the panel. ifthe PCs brought along a
tool kitcontaining electrosnips, a laser seal
pel, or an omnidil, they can open the
panel easily. I anyone tries to force the
panel open in zero gravity, he suffers a-50%
‘modifier against his Strength rating or a 5%
chance of success, whichever is higher.
Also, each time a PC falsto force the panel,
hhe must make a Dexterity check. If the
ccheck fails, the PC slips and huttles off into
space in a'random direction at 50 meters
per second,
A laser shot at setting 4 melts the plastic
that covers the access panel. If other weap-
‘ons are used, the panel has 35 structural
points
Ie the PCs wait until the rocket is inside
the Osprey to open the panel, they have no
trouble getting it open.
‘When PCs open the panel (in space or on
board the Osprey), read the following
boxed text to the players.
‘A single piece of etched metal rests
behind the access panel, The design
resembles a view of astellar system from
above the orbital plane. The rocket is
extremely crude by Federation
standards—just a sold fuel booster and a
simple, gyroscopic guidance system,
Gamma .3
‘THE MESSAGE IN METAL
As the PCs study the metal plate, show
them the “Message” illustration in this sec-
tion. Don't hint atthe plate’s meaning: let
the PCs figure it out for themselves,
‘The plate is a representation of the FS 30
star system. The "X” in the asteroid belt (at
the end of the soli, curved line) represents
the mothership. The solid line corresponds
roughly tothe trajectory of the UP ships as
they entered the system. A line of arrows,
drawn at a right angle to the mothership’s
extended trajectory, points to another loca-
tion in the asteroid belt. This location is
marked on the plate by a six-pointed star.
The plate is actually a map that shows a
proposed rendezvous ata hidden space sta
tion approximately 100 million kilometers
away. The plate contains no indication of
‘who is proposing the meeting or why.
The map on the plate contains a mislead
ing feature designed to prevent its use by
‘anyone other than UPF vistors. This feature
has also been set up as a sort of test if the
outsystem visitors can’t deduce it, they
aren't worth talking to.
lia PC with astrogation skill examines the
plate, he determines thatthe solid line cor
responds to the UPF ships’ trajectories as
they entered the system and approached
the mothership. He also notices, however,
thatthe trajectories seem to be inaccurately
represented. If a PC doesn’t have astroga:
tion skill, but still expresses some degree of
doubt (see following examples), he also
notices the discrepancy between the dia
‘gram and the UPF ships’ trajectories, PCS
discussing the map don’t have to be very
specific about this; i they're being cau-
tious, they're not likely to overlook any dis
‘crepancies,
Some of the comments the PCs might
make are:
“Is this map accurate?”
“ls there anything funny about this
map?”
“Let's let the computer take a look at
this”
Maybe this map has a coded message”
“Why would someone risk having this
‘map fall into the wrong hands?
‘What if we go to the spot indicated and
there's nothing there?”
‘The UPF trajectories are indeed inaccu-
rately represented on the map; they are off
by about 10 degrees. Ifthe PCs correct the
angle, the line of arrows drawn perpendicu-
lar from the extended trajectory now points
toan entirely different location: the correct
rende2vous point!
FAILING TO UNDERSTAND THE MAP
If the PCs don’t figure out the maps
meaning, Dentin radios Reider, whose
experts suggest that the line of arrows on
the map points to some kind of meeting,
place. Then allow the PCs a chance to ask
{questions about the map’s correctness.
Hi the PCs don’t figure out the hidden
meaning behind the inaccurate trajectory,
they may still decide to go to the marked
location. Don't try to correct the PCs’ mis-
take at this point, Instead, go to Delta .1
Going to the Wrong Rendezvous.
Gamma .4
MESSAGE FROM REIDER
‘Once Dentin understands that the plate
points to a rendezvous with a presumably
intelligent race that may be native to this
system, he radios Reider for orders. Reider
delivers these orders personally, by way of
videocom transmitted over subspace radio:
A distorted, snowy picture erupts on the
videocom, but the voice comes through
loud and clear. Ws Reider.
"Gentlemen, within five days the
assault scouts k’riss and Doboru will join
‘my frigate and flagship, the Flying
Cloud, here at Clarion Base. As soon as
they arrive, we proceed immediately to
support your operation. However, we
won't artive for at least two weeks, You
‘must continue on your own to find out
as much as possible before we get there.
“It mow seems likely that the FS 30 sys.
tem is infested with Sathar. There are
also indications that the system may be
inhabited by another intelligent race.
The message you received is a sign of
hope. Perhaps this race will be willing to
help usin the struggle against the Sathar.
We must do our best 10 elicit their help.
Together, we may be able to rub out
those lousy worms!
The blurry videocom picture shivers
for a moment as Reider calms himselt.
Then, in a quiet voice, he continues.
"You must be ambassadors of the
United Planetary Federation ...|imag-
ine the Federation would prefer to have
professional diplomats on an operation
like this, but I'm confident you'll do
what has to be dane.
'idon't have to tell you how impor
tant your mission is. Your orders are to
proceed to the proposed rendezvous,
make contact with representatives of the
native race, enlist theie aid against the
Sathar, and offer whatever assistance |
they may require in return. Also, when:
‘ever itis consistent with your primary
mission, you are to gather intelligence
fn the strength, disposition, and objec:
tives of the Sathar in the F5 30 system,
‘Twish you luck. We have been pre:
sented with a marvelous opportunity
here. We must not fail to exploit it
Gamma .5
EXPERIENCE AWARDS,
Each PC ears 1 Experience Point for
helping to retrieve the rocket. If the PCs
perform in a particularly eificient and ele:
ant manner, award each of them 2 points.
‘Award each PC 1 bonus point ifthe PCS
decipher the map’s hidden meaning (the
Inaccurate trajectory)DELTA SECTION: THE MHEMNE
In this scenatio, the PCs must meet and
confer with representatives of the Mhemne,
an intelligent race inhabiting the FS 30 sys
tem. The PCs must earn their trust and
‘cooperation. As the players run their char-
acters. through this diplomatic. exercise,
you'll be responsible for running the repre
sentatives from the Mhemne race.
Before you run this scenario, make sure
you have a firm grasp on the Mhemne back-
‘ground. You should also understand what
kind of diplomatic hurdles the PCs face.
Delta .1
PREPARING FOR THE RENDEZVOUS
The correct rendezvous point indicated
by the map (discovered in the Gamma sec-
tion) is located 100 million kilometers from
the UPF ships’ current location, The trip
takes 40 hours
GOING TO THE WRONG RENDEZVOUS
If the PCs don't read the map properly,
the UPF ships travel to the wrong rendez
vous. Dentin orders a search of the area.
After 8 hours of fruitless search, Dentin,
reports to Reider. Reider’s experts then
reexamine the map and discover the error.
Reider then relays the rendezvous loca
tion’s correct coordinates to Dentin, along
with a severe dressing down for wasting
valuable time.
Dentin then calls a meeting of the various
crews in the Moraes conference roam to
explain the crews’ costly miscalculation,
Forthis meeting, address the PCs in the role
of Dentin, and make sure you show how
irritated Dentin is about being humiliated
before his superior.
The trip to the actual rendezvous point
takes another 8 hours,
APPROACHING THE CORRECT
RENDEZVOUS
‘As the UPF ships approach the rendez.
vous point, the PCs detect a faint radio bea-
con. Dentin selects a party to proceed in
the Moraes to the rendezvous point. This
party should include all of the PCs and at
least one NPC to serve as your mouthpiece
for giving hints, if needed, Dentin orders
the Osprey to stand off ata range of 10 kilo:
meters in case the rendezvous isa tap.
PC PREPARATIONS: Before the PCs leave
for the rendezvous, they should explicitly
list everything they are taking with them,
The UPF manuals concerning first contact
with aliens recommend the following
equipment
videocom cameras and displays
computer display terminals
poly-vox
chronocom
radiophone
sits
trade samples
Pay careful attention to what personal
‘weapons and techkity, if any, the PCs take
with them, Have the PCs make up a list of
items they intend to take as gifts and trade
samples. Also check to see how the PCs
carty their equipment. For example, a
ready weapon is an insult to the Mhemne’s
hospitality, Buta weapon carried ina closed
package (intended asa git or trade sample)
is perfectly acceptable.
DENTIN’S ORDERS
FOR THE RENDEZVOUS PARTY
“Leave a radio channel open to the
Osprey so we can monitor the progress
of the meeting,
“Avoid gunplay at all costs—even at
the risk of your own lives! You can’t
know what kind of tragic consequences
could ensue from bloodshed during frst
contact with aliens.
“Reider’s guidelines on your authority
to commit the UPF to treaties and other
agreements are as follows:
‘Any agreements involving a total
expenditure of ess than 2 million credits
are authorized under the ‘Federation
Emergency Aid to Allies’ Act. |
Also, any general treaty agreeing to |
‘mutual aid in the war against the Sathar |
will be acknowledged by the Federa
tion. Specific provisions must await fur
ther authorization by the Federation,
but Reider gave me permission 10 assist
in any way I choose as long as it doesn’t
directly interiere with FEF orders
Though you have no authority to
contract trade agreements, you're free
to outline proposals for beneficial
trade—subject, of course, to later
approval by the Fed
Delta .2
OUTLINES FOR NEGOTIATING
Use Table 1: Mhemne Response to PCs
and Proposals to determine how well the
PCs do in their negotiations with the
Mhemne,
Table 2: Sample PC Actions/Proposal lists
some things the PCs may try. The number of
points awarded or penalized ior each
faction are aso listed, When applicable, the
point totals refer to the number af points
awarded or penalized per character for a
Specific action, For example, if two PCs
carry ready weapons into the meeting, the
PCs are penalized two points (1 for each,
see frst entry on Table 21
‘Of course, the instances listed on Table 2
are only examples. The PCs could commu:
hicate and negotiate in any number of
‘ways. Use Table 2asa guide for the number
Cf points a specific action should be worth.
Only the first five instances of an action oF
proposal count toward point avvards and
penalties. For example, the PCs would
receive points far the fist five gifs of tech:
nology they present to the Mhemne. Asith
sift would be worth no points. Similarly the
PCs can lose no more than 5 points for car
tying weapons into the conierence.
More examples of proposals and actions
that could be worth points are given
throughout the rest ofthis section.
‘Make sure you give the PCs feedback on
the effectiveness of their attempts at diplo-
macy. You can do this through the
Mhemne, as they are compulsively frank
and honest. They candidly deseribe their
personal feelings and opinions about the
PCS’ proposals and actions9
USING PSYCHO-SOCIAL SKILLS
The PCs may use their psycho-social skills
empathy, communication, and persua
sion} to great effect in their negotiations.
When a PC is conironted with a situation in
which trust poinis are at stake, he may use
‘empathy to get hints about how to behave.
Successiul use of empathy also gives hints
fon how the Memne are different from
other Frontier Sector races,
The PCs can use the communicate subskill
to solve any negotiation problems that might
arise between them and the Mhemne,
The PCs can use the persuasion subskill
to gain hints on how they can persuade any
‘overly.suspicious Mhemne. When aPC
Uses this subsill successfully, the Mhemne
are more likely to accept the PC's words as
truthful and accurate, even in the absence
of solid proof
TABLE 1, MHEMNE RESPONSE TO PCs AND PROPOSALS,
confident trust; willingness to consider all proposals, even if they present
cautious; insist on conclusive evidence for all
uncertain and suspicious, but willing to consider specifics clearly in the
interests of both parties: unwilling to reveal anything about their culture
Trust
Ps. Mhemne Response
60 oF more
risks
58t0.20 limited approval of PCS; sti
Statements
19t0-19
20 0F less
dissatisfaction with PC actions: will consider proposals only with ironclad
Security for Mhemne: regard PCs as potential enemies
TABLE 2. SAMPLE PC ACTIONS/PROPOSALS AND POINT AWARDS & PENALTIES.
Actions/Proposals, Points
“Minor Details of Courtesy & Culture
Carrying ready or holstered weapon into meeting 4
Refusing to surrender weapons on request 1
Showing disrespect to hosts a
Giving gift of superior technology n
‘Willing fo openly admit to faults and limitations of a proposal 4
Major Details of Immediate importance
Proposing attacks on Sathar that are short-sighted and may cause Mhemne to
sulfer reprisal 5
Proposing use of Mhemne as shock troops 5
Proving ability to defeat Sathat +5
Proposing well-planned raids or attack on Sathar +5
Trading weapons for information about the Sathar +5
‘Major Details of Long-term Importance
Making practical proposal of trading UPF - built agricultural station for limited
mineral rights in asteroid belt +10
Negotiating tzeaty against Sathar (promising weapons, training, technology, and
UPF fleet support) +10
Trading spacedrive and astrogation technology for a long-term agreement 10
produce trade goods for UPF +10
Misrepresenting intentions or being dishonest 10
Implying contempt for the Mhemne’s inferior level of technology 10
Consistently failing to appreciate the Mhemne’s insistence on proof rather
than trust 10
ROLE-PLAYING THE MHEMNE
The PCs will be negotiating with the divi
sion of the Mhemne race known as Belters
(see the System Briel for details). The
Mhemne have many good traits, although
they have a few not-so-admirabie ones as
well, To allow the PCs to display theie dipla:
matic skills, you should try to give the Bel:
ters as much personality as possible
The Belters are hard-hearted realists,
They must be to survive in the harsh envi
ronment of the asteroid belt,
They are a very logical and reasonable
race. The only emotions they are likely 10
display in public are anger, resentment, and
suspicion. In private, however, the Belters
are tender, trusting, and generous. The Bel
ters never reveal this side of their personal
ity in public, however, and they are
uncomfortable with any race that does
“The Belters are also conceited and sel
centered, mainly because these teats help
them deal with the humiliation of discover:
ing they are an “inferior” race, Though
they hate to admit it, they know they car:
not defend themselves against the Sathat
without help.
At first, the Belters are openly skeptical
and distrustful of the UPF vistors: their past
experiences with aliens have been very
bad, They are also sharp traders by temper
ament, The Belters don’t mean to offend:
they're just used to driving hard bargains,
‘The Beltexs have a cultural tradition of ruth
Jess warfare and revenge that makes them
seem bloodthirsty and crue! in contrast with
the Iceworlders and the Confederacy
Delta .3
STARTING THE CONFERENCE
Remember that this section deals with
role-playing and problem-solving. Don't
scare the PCs into tesorting to gunplay. The
Mhemne are very cautious. very polite
though suspicious), very honest, and very
unarmed.
‘As the PCs prepare for the rendezvous,
read the following boxed text to the players.
“The Moraes slowly approaches the site of
the rendezvous. The radio beacon leads
‘you to a slowly rotating asteroid, which is
about 100 meters in diameter. A 30-meter.
‘wide door opens out oi the asteroid,
revealing a docking bay that runs through
the asteroid along its axis of rotation. Four
cylinders, resembling work pods, emexge
from the docking bay10
‘As the Moraes matches the rotation of
the asteriod, the work pods move out to
help the UPF ship enter and dock, The
asteroid's bay is outited to dock several
small spaceships, but the docking areas
are unoccupied.
Eight figures in bulky spacesuits float
toward an airlock in the center of the
docking bay. The airlock door slowly
opens,
The eight figures wait for the PCs to emerge
fom the Moraes and enter the airlock. The
PCs should move ahead of their hosts, pre
senting their undefended backs to prove that
they trust the Mhemne. Ifa Mhemne has 10
point out the obviously open airlock door,
penalize the PCs I test point
‘ter the PCs have entered the airlock, the
eight figures in spacesuits follow behind them
land close the airlack door. Ai rushes into the
airlock, Suit monitors indicate that the air is
safe to breathe. The Mhemne wait for the PCS
to remove their suits. If the Mhemne have 10
‘este to the PCs to take off their suits first,
penalize the PCs 1 trust point,
‘Alter the PCs have removed their suits, read
the following boxed text to the players.
The eight figures before you remove
their suits, revealing humanlike anato-
rmies and features, Their bodies are cov-
fered with short, rec-brown hair. Their
pale red, translucent skin is visible only
fon their faces and hands. Their gar
‘ments, made of a blue, synthetic mate-
rial, are skin-tight
The figures don't appear to be carry
ing any weapons. Each wears a small
fabric belt pouch,
Aiter all eight figures have removed
their suits, one of them touches a control
panel on the wall, A hatch opens onto a
4 meter by 4 meter corridor that leads
away from the docking bay. The corridor
Stretches for 10 meters, ending at two
hatches.
The figures stand back, apparently
waiting for you to enter the corridor first,
‘As you approach the end of the corri-
dor, the hatch on the spinward side
opens onto another 4 meter by 4 meter
corridor. You walk another 10 meters,
and are met by a ninth figure dressed in a
skintight blue garment, A door opens off
the corridor’ left side.
‘Again, the figures pause, expecting
you to move firs.
‘A 10-meter-square room lies beyond
the door. A raised platform, about 60 cen-
timeters higher than the rest of the room,
takes up the far half of the room. A large,
semicircular table, surrounded by 12
fempty chairs, stands in each half of the
room, The two tables face an open, circu
lar atea in the center of the room,
Large video display screens are
‘mounted in the walls behind each table,
‘A.computer keyboard and videoscreen
rest before each chair. The keyboards
reflect no familiar language.
‘The table inthe raised half of the rooms for
the Mhemne. lithe PCs sit at that able, penal:
ize them 1 trust point. The Mhemne don’t
star the conference until the PCs have taken
the seats in the lower hal ofthe room,
The nine figures enter the room and take
seats at the table in the raised half of the
room, The central igure stars talkingin an
Unfamiliar language. A translation blares
(out from speakers set into the walls.
‘Computers learn speech in radios.
Visitor is welcome. You name me
Khgree. Race is Mhemne. Mhemne
reed Sathar gone, food production, and
atomic drives. What need you?”
So now the PCs know where the
Mhemne stand. The aliens expect the PCs
to be just as clear about what they want.
Until the PCs outline their needs, the
Mhemne ignore everything else they say.
For each statement the PCs make that
doesn’t answer Khgree’s question, penalize
the PCs 1 trust point.
‘When the PCs say what they want,
Khgree continues.
“We offer you Sathar knowledge, valu:
able substances, and skilled labor. What
offer you”
“The PCs must now outline what they can
offer the Mhemne in return. Again, the
Mhemne aren't interested in any small talk,
and they ignore all statements that have
nothing to do with the PCs’ offer, For each
statement the PCs make that doesn’t
answer Khgree’s second question, penalize
the PCS 1 trust point
Delta .4
BARGAINING WITH THE MHEMNE
After the PCs and the Mhemne have
stated what they need and what they can
offer, the bargaining process can proceed
more informally. The Mhemne are willing
to answer any relevant questions about
possible trade agreements between them.
selves and the UPF
COOPERATING AGAINST THE SATHAR,
‘The most important aspect of these nego:
tiations for the Mhemne is obtaining help in
the fight against the Sathar. No matter how
badly’ the PCs periorm their diplomatic
tasks (short of starting a battle), the
Mhernne at least give them the information
listed in Delta 5. The Mhemne accept
almost anything in return for this,
information—even an unsupported prom:
ise to attack the Sathar. The Mhemne hold
‘out as long as they can for weapons, how:
ever (beam weapons in particular). They
aren't concerned withthe numberof weap:
‘ons they can obtain, as long as they can get
a working model. The Mhemne are conf
dent they can reproduce almost anything,
given time to study it. The Mhemne hope 10
trade one piece of information from Delta
6 for each unique beam or gyrojet weapon
they receive. (They would settle fora single
laser pistal forall the information, but they
‘would resent such uniaie trading.)
The amount of help the Mhemne offer in
later encounters depends on how favorably
they receive the PCs. Atthe very least, they
help the PCs get to Snowball a planet in the
F530 system) to contact the resistance.
gree also asks that he be allowed to
accompany the UPF forces as a Mhemne
Fepresentative, observer, and tanslator. It
the PCs refuse 10 agree to even this condi>
tion, the conference is abruptly terminated,
In this case, the Mhemne help the PCs get
to Snowball, but that is all, The PCs have no
chance of contacting the Mhemne resist
ance there. Go to Epsilon .2 and follow the
directions that outline how the PCs should
proceed if they fail o establish contact with
the Mhemne resistance.
‘TRADING ATOMIC DRIVES
AND PRODUCTION TECHNOLOGY
‘Though these needs are secondary, the
Mhemne still negotiate with the PCs to
acquite atomic drives and production tech:
nology. Other commodities that interest the
Mhemne are medical information and
equipment, astrogation, robotics, and
industrial technology. For these commodi
ties, the Mhemne can offer three things:
valuable mineral rights, skilled technical
Taborers and craftsmen, and superior com:
puter technology (in terms of miniaturiza
tion and artificial intelligences,11
The outcome of bargaining for these
commodities won't affect later episodes in
this adventure, so don’t worry about the
specific results of these negotiatians, How.
fever, ifthe PCs can sell the Mhemne on the
enrichment that a healthy tade hetween
them and the UPF could bring, the
Mherne will be more cooperative with the
LUPF now and in the tuture,
Delta .5
INFORMATION ABOUT
SATHAR OPERATIONS
This information is the most valuable
thing the Mhemne have to offer in these
negotiations. The information relates. to
Sathar operations in and around the space
stations and the moon of the planet Snow:
bal.
The Mhemne also have some resources
they can use in the fight against the Sathar.
The FEF will need theie help if they are 10,
deteat the Sathar.
Following is.a list of critical information
about the Sathar that the PCs should get
from the Mhemne,
1. Sathar system defenses are based on
Snowball’s moan (Akhala). The moon bases
are heavily guarded by Sathar ground
‘weapon systems, The Sathar fleet gartison
includes at least six fighters, one heavy
cruiser, and one recently constructed
assault carrier capable of carrying eight
fghers. The cartier may not yet be opera
tional
2. The Sathar_have expanded two
Mhemne space stations to provide shipyard
facilities for warship construction. Station
4 produces destroyer-class starships. Four
(these ships are under construction: two
may be operational. Station L3 produces
assault carriers and fighters. One of the
assault carriers is under construction and
may be operational. The Mhemne aren't
sure how many fighters are_ under
construction—there are at least 20, and
some of these may be operational. Neither
(these stations appears to be defended,
‘except for ICMs and 2 few rocket batteries,
3. There are 10 robot factories on the
suriace of Snowball that provide organic
materials and other resources for the ship-
yards. These materials are processed at the
factories and then shipped by system shut-
tle to the space station shipyards
4. The bulk of the metals used in the
shipyards are mined in the asteroids and on
Akhhala. Magnetic slingshots fire unpow-
ered containers of raw materials tram the
‘moon and asteroids into the space stations,
There they are picked up, decelerated, and
delivered to the factories and shipyards at
the stations,
5. The main concentrations of Mhemne
population are:
‘Akhala (2 million}
stations Ld and L5 (10,000 each
asteroid belt (500,000
Snowball’s surface (1,000-2,0002)
6. Mhemne resistance to the Sathar is
strongest in the asteroids. Akhala and the
space stations ate firmly in the hands of
Mhemne factions controlled. by Sathar.
Most Mhemne resistance an Snowball has
been eliminated, but small groups stil su.
7. The Mhemne have no information
about the defenses on the surface of Snow:
ball, They aren't able to make regular con
tact with the resistance based there, The
resistance groups don’t respond to radio
signals. No Mhemne ship has made it tothe
surface of Snowball in 100 years. The only
inkling that some resistance still remains
there comes from radio contact with agents,
inthe space stations. Apparently, the planet
resistance occasionally disrupts shuttle mis:
sions to the planet and sometimes battles
‘with shuttle pilots. The Mhemne are unable
{0 substantiate these reports, however.
8. Most of the Sathar system defense
ships are piloted by Mhernne,
9, Mhemne have a low tolerance for
high acceleration maneuvers,
10, The Mhemne don’t know how many
Sathar are in the system, but they believe
the number to be relatively small. Most high
technology on Snowball, Akhala, and the
space stations is automated, The Sathar are
training the Mhemne to be pilots and gun:
ners for the Sathar ships produced at the
shipyards. Astrogators and engineers are
presumably offworlders, since the Sathar
carefully guard the secrets of spaceship
engineering and construction. Most
Mhemne system ships are 2,000-yearold
antiques powered hy chemical drives, The
Mhemne do have a few relatively new ion
drive ships available in the asteroids, The
Mhemne explain that they haven't had the
‘surplus resources or production capacity to
build many spaceships.
Delta .6
FINDING THE WEAKNESS.
IN SATHAR DEFENSES
Ater the PCs have gotten infermation
from the Mhemne, their hosts suggest a
recess or food and relaxation. At this point,
the PCs should return to their ship,
Dentin reports the information irom the
Mhemne to Reider. Reider's task force is
still 13 days away at this point.) Since there
is little information abaut the situation on
the suriace of Snowball, Reider orders Den-
tin to visit the planers surface, make con.
tact with the resistance, and evaluate its
strength (as well as the strength of the
Sathar planetary defenses). Dentin’s team
should also check out the nature of the
planetside factories that provide materials
for the shipyard,
Dentin accompanies the diplomatic party
to the next meeting with the Mhemne. He
explains Reider’ orders to the Mhemne
And asks for theie help in carrying them out.
The Mhemne offer to use ane oftheir ion
drive ships to create a radar window. The
UPF ships can remain inside the radar win.
dow until the last minute, then dash to the
planet’s surface beiore any Sathar fighters
‘can pursue. In return, Khgvee asks that the
UPF tuen over at least one Sathar atomic
shuttle, ifthe UPF is able to capture one on
Snowball, Dentin immediately authorizes
this agreement
gree also offers blower devices that
will cover the UPF ships with snow when
they have reached Snotvball’s surlace, pro:
viding caver from aerial searches
gree himseli will accompany the UPF
forces and direct them to a place where
they may meet up with the resistance
Delta .7
EXPERIENCE AWARDS
1-3 Experience Points.
Maximum Award: Give maximum
awards to partes that earn the Mhemnes!
trust and learn their background and val:
Average Award: Give average awards to
parties that establish neutral relations with
the Mhemne, obtain necessary information
about the Sathar, and obtain an agreement
with the Mhemne to provide material assis:
ance and information in operations against
the Sathar.
Minimum Award: Give minimum awards
to parties that avoid serious conilict with
the Mhermne and obtain information about
Sathar operations in the system.EPSILON SECTION:
THE RESISTANCE
Epsilon .1
THE HOSTILE HOVERCRAFT
Two Sathar fighters detect the UPF ships
asthey approach Snowball. The fighters ate
Sent t0 intercept. The UPF ships, however,
are able to evade the fighters and enter
Snowballs atmosphere without being dam
aged. Khgree gives directions to the place
‘where he hopes to contact the planetary
The ships head for the landing site indi
cated by Khgree. As you approach, you
can't see any sign af Sathar or Mhemne
‘occupation anywhere on the suriace of
the planet. There are only broad plains
ff ice and snow, broken occasionally by
frozen, jagged mountain range.
khgree points you in the ditection of
the south pole. The ships touch down on
a high plateau in a-mountain range
there. ‘Though the landing goes
smoothly, you immediately eel the ship.
settling into the ice, which was melted
by the heat of your ship,
‘seconds later. the rade comes alive. A
blip slides slowly across the screen, indi
caling some kind of craft 5 kilometers
away. I's approaching at fow altitude
and is moving at 200 kph.
The blip is a Sathar Ravager, a cabot
attack hovercraft (See p. 11 for description
and statistics. The craft reaches the landing
Site 2 minutes (20 turns) after itis spotted,
A itapproaches the landing site, it slows to
turn speed (70 meters per turn). The craft
moves in a I0-meterdiameter circle
around the landing site and fires its heavy
laser. The Ravager keeps iting until its
destroyed. Because itis out of contact with,
its base, the erat uses standard Ravager tac
Epsilon 2
CONTACT WITH THE RESISTANCE
A Mhemne resistance unit is located
nearby in. an undergeound lactually
tunderice") installation. The Mhemne
have monitored the UPI landing and the
baitle with the Ravager. The destru
the Sathar ship gives the resistance:
hope that the offworld visitors may be
allies, Under no circumstances do the
tesislance members fire theie weapons oF
make any threatening gestures, even 10
defend themselves, They'll let themselves
be killed beiore they risk fouling up the irs
contact they've had with friendly of
‘worlders in 100 years,
Ws been 4 hours since the Ravager
attacked you, and there is still no sign of
the Mhemne resistance, Suddenly, you
pick up a weak radio signal. The poly
Vox translates the message:
| We hope you come in peace. We
desperately need your help. We come
without weapons. We are prepared 10
dlieif youattack us, butt you are friend,
we are ready to conduct you to the
entrance to our hidclen installation,
‘We must trust you. We are ataid of a
trap, but we cannot afford to miss this
opportunity. If you are Sathar agents
then we are doomed. IF you are allies
| against the Sathae, then pethaps. you
[ bring us hope.”
Ii any PC is suspicious, Khgree indicates
that this message most certainly came from
the resistance fighter,
‘A few moments later, three kceworlder
Mhemne approach an foot. They are
clothed in primitive gear, They are looking,
for some kind of encouraging sign from the
PCs, but they continue to approach
whether the PCs give them a sign or not
Khgeee signals to them as soon as they ate
insight (unless the PCs forbid this, for some
reason}. The resistance fighters then offer to
lead the party to their underground installa-
tion,
FAILING TO MAKE CONTACT
lithe PCS refuse to make contact with the
resistance fighters, the Iceworders hesitate
then step back, The mission to contact the
resistance has then failed, The Iceworlders
spread word throughout the resistance net
work thatthe offworld visitors have refused
to make contact. From this point on, no
‘other Mhemne an Snowball makes any
attempt to communicate with the PF team,
Ii the PCs fail to make contact, Dentin
bawls them out severely. Then he orders
them to find a processing plant, scout i
enter it, and then follow through with a
detailed repon on its operation. The PCs
‘must then destroy the plant and search for
another one to attack, Ifthe PCs search for
plants, they find one on Day 5, Day 9, and
Day 11. (See Zeta Section tor details on
attacking processing plants.)
Epsilon .3
BRAVE BUT DESPERATE ALLIES
‘The resistance movements hidden insta:
lation is an ancient research siation, pow
ered by a nuclear generator, The 300
Iceworlders living there are descendents of
the station’ original sta
‘Only five other resistance installations of
this size still exist on Snowhall. Several
smaller groups survive in considerably less
comfortable conditions. The remnants of
the once-large Mhemne population on
Snowball stay in touch by radio, but there is
litle to report. There are few weapons and
‘no means by which more can be manulac
tured, So much time and efion must be
devoted to staying alive that there is little
‘opportunity to attack the Sathar
‘Over the past 10 years, however, the
resistance fighters have learned a great deal
about Snowballs Sathar rabot processing
plants and their detenses, Read the follow:
ing computer translation of a Mhemne
leader's statement to the PCS
We know three plants. Plants are same. |
Most par plans is buried ice, Some
surface buildings. Plant have four shut
tes, One launches all day. One lands all
| ay. Plant have. 100 dig vehicles. Dig
| vehicles carry minerals. Plant have 10
| laser vehicles, Laser vehicles move ar.
Robots ha Towers have lasers
Robots have lasers: Sathar are. few
theme ae
The Mhemne are brave, but are inade13
quately outfitted to attack a Sathar plant
The PCs should give whatever surplus
weapons they have available on their ship,
to Mhemne volunteers (of which there are
20-see p, 11 for Iceworlder statistics). the
PCs take a few days to train these volun:
teers, the Mhemne could ably assist in an
attack led by the PCs. The Mhemne are very
enthusiastic about being given the chance
to strike back at the oppressive Sathar and
will be very grateful to the PCs for giving
them the opportunity.
PLAN OF ATTACK
Dentin reports to Reider by radio, Reider
crders the UPF force to destroy as many
processing plants as possible during the 12
days remaining before his task force arrives
in the system. Reider feels that such attacks
should distupt the shipyards and force the
Sathar to use their starships to defend the
operations on Snowball. Such a strategy
should weaken the defenses on Akhala and
the space statians, which Reider intends to
attack as soon as he arrives
Reider also tells Dentin to have his team
try to capture at least one of the shuttles,
used by the Sathar to ship materials to the
space stations. If the PCs are able to arm
enough resistance fighters and can tans
port them via stolen shuttles to one of the
space stations, the resistance may be able
to recapture a station during the contusion
created by Reider’s attack, Reider hopes
that ifthe Sathar lose one of the space sta-
tions, they will be forced to abandon their
‘operations in System FS 30.
Epsilon .4
EXPERIENCE AWARDS
1-2 Experience Points
aximum Award: Give maximum awards
to parties that destroy the Ravager without
allowing any UPF ships to sustain any dis
abling damage, and sustain no PC casual-
ties. They must also contact the resistance
gain their cooperation, and get descriptions
and locations of Sathar robot plants feom
them
Minimum Award: Give minimum awards
to parties that destroy the Ravager but ial to
ccontact the resistance and gain their coop:
erationZETA SECTION: THE WEAK LINK
Zeta 1
HISTORY OF THE “WAR MACHINI
The “war machine" located in the FS 30
system is actually a network of robotic min:
ing and. processing plants, This network
(dubbed an Independent Materials Process:
ing Plant, or IMP, has been operating in
F530 fora least 10 years.
IMPPs are enormous, fully-automated
starships that are sent to uninhabited star
systems, where they turn the abundant
mineral resources of planets and planetoids
into another generation of mining, trans:
port and processing machines, This second
‘generation of machines becomes a mam
‘moth industrial complex that prepares val
able raw materials and industrial products
These materials are then shipped back to
the culture that originally sent out the IMP.
In theory, the IMPP was a dream. The
complexes should have produced an
almost endless supply of raw industrial
materials for no more than the cost of the
‘original IMPP starship. Still, the cost of ini
tial setup was quite high and engineers ran
into dozens of roadblocks in designing the
‘complex systems, Ad to that the possibility
of unintentionally destroying habitable
worlds, as well as threatening intelligent
races with extinction, and the Frontier Sec
tor hada huge controversy’ on its hands
Finally, a full-scale war broke out
between a Vrusk colony and the machines
(of a particular IMP. In the wake of al this,
the UPF ordered that all IMPP projects be
destroyed or abandoned,
The history of the IMPP in Sathar culture
has been somewhat different, The Sathae
never intended their IMPS to be indepen:
dent. Only a few Sathar robots and com:
puter technicians are needed to run an
IMPP, but these Sathar retain complete con:
trol over the operating system,
‘Tomee! the needs of the Sathar military in
their war with the Frontier Sector, the
Sathar have established a large number of
IMPPs in unexplated regions adjacent to
the Frontier. These IMPPs are designed to
produce starships and war materials. These
systems are not completely automated,
Technologically-advanced subject races
provide skilled labor where automation
proves impractical
Zeta 2
THE FS 30 IMPP
There are three basic components to the
IMPP located in FS 30, The fists a group of
robot ships that mine resources from the
‘moon and asteroids surrounding Snowball
The second component is a series of 10
processing plants on Snowball’s surface
that provide mineral and organic resources
rot available on the moon or in the ast:
roid. The third component isa pair of star.
ship yards located at the Mhemne-built L4
and 5 space stations.
The first two components are mostly
automated: small technical crews supervis
ing hundreds of robots, The space stations,
however, requite large numbers of tained
technicians and laborers. These workers
are provided by the Sathar-dominated
-Mhemne population an the space stations.
For the past decade, the FS 30 IMP has
produced over 20 percent of all the Sathar
warships encountered by the Frontier
forces in the Second Sathar War. If this
IMPP were disrupted or destroyed, the
Sathar war effort would suffer a serious set
back. Unfortunately, the Mhemne haven't
been able to overcome the Sathar’s military
and technological superionty,
IMPP DEFENSES
The Sathar have set up adequate defenses
for the robot mining ships and the starship
yards. The processing plants on Snowballs
Surface, however, are the weak spots in the
system. The shuttles based there are sophis:
tieated but unarmed
‘Much of the plants themselves are buried
deep beneath the planet’s surface, but the
administration buildings, as well as the
shuttle hangars and landing areas, are on
the surface, Security robots, fixed batteries,
and robot hovercraft (ravagers) are all that
defend these areas, These defenses are
more than adequate for turning away
Mhemne resistance, buta force of UPF and
Mhemne, supported by modern warships
and firepower, could easily knock out the
Surface areas of Snowball’s processing
plants
Zeta 3
PREPARING CHARACTERS FOR
PLANT ATTACKS
(See Map 1
The layouts of the 10 IMPP processing
plants on Snowball are identical. Keep in
‘mind that the defenses of all other plants
will be improved atter the PCs attack the
first plant. If you averlook this detail. the
Sathar will seem implausibly stupid to the
PCs, and the challenge of attacking a string
‘of plants will be los.
The Mhemne resistance knows the loca
tions of three processing plants. The PCS
‘can use UPF ships or captured shuitles to
search for more plants, if they want, They
then locate a new plant every tour ays. I
the PCS search fram orbit, they run the risk
6 being intercepted by Sathar fighters.
The PCs can use any ships they have to
support the attacks on the processing
plants. Khgree and 20 Mhemne leeworlders
ako take part in the attacks. The PCS may
‘outfit the Mhemne with weapons and
defenses irom their ships,
The PCs should keep track of the number
‘of shuttles they capture and the number of
Mhemne pilots they free, The shuttles and
pilots may play a part in subsequent plant
attacks and the attack on L4 Station
The PCs can continue t0 attack plants
Lunt 12 days after landing on Snowball. At
that time Reider’ task force arrives and the
LPF forces receive new orders,
MAP NOTES
Map 1 shows the above-ground portion
‘of a Sathar processing plant. For tactical dis
plays to the players, use the 4-color Town
Map from the Alpha Dawn game. Then
note these changes and additions to that
map betore play:
1, The top of the map is noth,
2. The scale is | hex = 4 meters,
3. An Bmeter gate stands in the western15
security perimeter adjacent to building 8
{the ravager hangar). The ravagers enter
through this gate,
Double hangar doors (each 4 meters
wide) stand at the western corner of
building 3,
‘A 24-meter gate stands in the northern
security perimeter adjacent to building 5
(the shuttle hangar). The shuttles enter
through this gate.
Double hangar doors (each 12 meters
wide) stand in the northern side of build
ing 5.
A deter door stands in the southeast
corner of building 5
8. A 2-meter door slands in the northwest
corner of building 5
Zeta.4
‘APPROACHING A PROCESSING
PLANT
The party can approach a plant on foot or
in the explorer vehicle from the Eleanor
Moraes. Ifthe PCS use the explorer, hunter
units detect the valuable metal in the vehi
Cle and try to “mine it; that i, the hunters
attack the explorer as ifit were a valuable
‘re deposit. The PCs’ metallic gear does not
attract the hunters, however,
Wi the PCs are transported to a plant ina
ship. they don't encounter the hunters,
THE HUNTER UNITS
The remote mining/transport machines
(ee p. 11 for statistics) provide raw materi
als to the processing plant. Over 1,000
hunters roam within a’ 10-kilometer area
around each plant. The PCs see only about
100 of them moving slowly across the sur
face near the plant; the rest are burrowing
deep under the frozen surlace in search of
deposit
‘A hunter looks like a giant, streamlined
dump teuck mounted on tank treads. Drills
and digging tools are mounted on its rant. An
armored blockhouse near the iront holds the
Computer and sensor devices, The cargo con
tainer takes up most ofthe rest ofthe vehicle,
Three extending, mechanical arms reach out
(of the rear container. One has a grasping
‘clamp hand, one has several drils, and ane
has sample collectors,
A robot technician may take over a
hunter unit by altering its mission and func
tions, (Because oj the hunter’ alien design
modify checks by -20,) PCs can use a con.
trolled hunter asa battering ram ras trans
port. A hunter holds 10 characters and their
Bear in its cargo container.
Zeta 5
‘SCOUTING THE PLANT
The PCs probably will want to approach
and observe a plant before attacking. To
avoid losing the advantage of surprise, the
PCs must not reveal themselves to the
plants security systems. If PCs use stealth
and concealment subskills, apply the fol:
lowing modifiers as they try 10 avoid being,
detected,
1. If PCs wear white camouflage gear
{available from Iceworlders), reduce the
chance of being detected by video scanners
by 20%
2. If PCs wear or carry heat shielded
‘objects like spacesuits} reduce the chance
(of being detected by infrared sensors by
30%,
3. If PCs approach a plant inside or
behind a hunter unit, they can’t be
detected at extreme or medium range.
Roll for detection for each character or
vehicle only once for each detection system
(video, infrared, and teipwire) when enter
ing a detection zone.
DETECTION ZONE: EXTREME RANGE
(over 1 kilometer)
Video scanners on security towers (see 2
fon Map 1) can distinguish intruders from
hunter units (100% chancel at a range of 3
kilometers in daylight or 500 meters at
night. The chance of detection can’ be
reduced through use ot environmental
skills or camoutlage. If PCs ate detected,
alarm sirens and defenses are activated,
DETECTION ZONE: MEDIUM RANGE
(less than 1 kilometer but more than 100
meters)
Infrared scanners on security towers (see
2 on Map 1 can distinguish intruders from
hunter units (100% chance) ata range of 1
kilometer. Video scanners distinguish
intruders (100% chance) at 1 kilometer in
daylight, 500 meters a night. The chance of
detection can be reduced through vse of
environmental skills or camouflage. If PCs
enter from the southeast moving theough
the vapor clouds that come irom the coo}:
ing towers), reduce the effectiveness of
video scanners by 50% and inirared sensors
by 90%. If PCs are detected, alarm sirens
and defenses are activated.
DETECTION ZONE: CLOSE RANGE
(less than 100 meters but outside the secu:
rity perimeter)
Video and infrared scanners operate the
same as they do at medium range. Pressure
sensitive wires (level | system) are buried
100 meters from the security perimeter
Reduce a technician's chance ot detecting
these well-hidden wires by 30%, The
cchance of deactivating the wires, however,
stays normal. Gaps at the gates adjacent to
building 5 (shuttle hangar) and building 9
hunter access shed) permit shuttles,
hunters, and intruders to approach without
setting off alarms, I PCSare detected, alarm
sirens and detenses are activated.
DEFENSE RESPONSE TO DETECTION AND.
ALARMS,
1. Half of all available ravagers move to
intercept and attack the intruders. The
‘ther ravagers patrol the security perimeter
a 70 meters per turn, 100 meters from the
perimeter
2. Security robots patrol inside the secu
sity perimeter
3. Heavy lasers mounted in the security
towers fire on intruders at the iollowing
ranges:
~~ For the first plant attacked: lasers open
fire at close range only
— Forthe second plant attacked: lasers fire
at medium andl close ranges.
= For third and subsequent
attacked: lasers fie at all ranges.
INFORMATION PCs CAN GAIN DURING
SCOUTING
Show the Town Map to the PCsas you run
them through the scouting phase of theie
mission, Ateach range (extreme, medium,
and close), they can learn certain iniorma
tion. The plants are lit by tloodlights, so the
PCs aren't hampered by darkness even
‘without IR gomgles. Give this information to
the PCs as you see ii, Ii they are obviously
being careiul and observant, they should
learn all of this information
EXTREME RANGE
1. Hunters move in and out of the south
gate at a rate of between one and six per
hour. They enter and exit a hangar that is
too small to hold them all.
2, Large clouds of vapor drift southeast in
the prevailing winds. The clouds come
from the tops of two towers,
3. Towers outited with sensors and laser
batteries stand at each corner of the secu:
rity perimeter. (These weapons could be
celiminated at long range with grenade
launchers, recoilless rifles,» rocket
launchers, or ship's lasers. The tower weapons’ effects can be minimized by
Approaching under cover ar in a hunter's
‘cargo container.)
4. There is one shuttle launch and one
shuttle landing per day on the landing field
north of the plant. The shuttles enter a
hangar through a gate in the northern secu:
fity perimeter. The hangar is 100 small to
hold more than one shuitle
MEDIUM RANGE
1, Robots move in and out of sheds in no
apparent pattern
2. Humanoids travel between the shuttle
hangar and a building in the northeast cor
3, Sathar travel between a central build
ing and a building in the southeast corner,
4. Humanoid also travel from the north
‘east building to the central building
CLOSE RANGE
1. The PCs can determine the function of
all buildings in the plant, except for build
ings 7 and 10.
2. The gates and hangar doors appar
ently open automatically to admit hunters,
3. Humanoids
ings 5, 6, and 10.
4. Sathar eeguiarly visit only buildings 10
and 11
larly visit only build:
Zeta 6
ATTACKING A PROCESSING PLANT
Aiter the PCs have had a chance to scout
the processing plant, they must prepare a
plan of tack. They may ask for advice from
NPCs, but they should do the bulk of the
planning themselves. Dentin vetoes any
plan that is clearly foolish or unnecessarily
dangerous.
During the attack, the PCs are confronted
by two types of personnel fin addition to
robots): Sathar and Mhemne, The two races
react differently to the PCs.
SATHAR PLANT PERSONNEL: No Sathar
will be taken alive! Sathar technicians don’t
run or fight, They cower in terror until cap:
tured; then they die instantly, killed auto:
matically by a. post-hypnotic suggestion
—_I
For Sathar combat statistics, seep. 1
Sathar Administrators
MHEMNE PLANT PERSONNEL: Rumors
(of space combat in the asteroids have pre:
pared the Mhemne pilots and technicians
for revolt against theie Sathar masters. Any
Mhemne NPCs encountered in the plant
immediately suerender and otter to help
UPFIMhemne team. All Mhemne a
plant have cold weather gear, but no weap-
‘ons or military skills. The pilots store their
spacesuits in building 5.
PROCESSING PLANT ENCOUNTER KEY
SECURITY PERIMETER (7
Wa PCtouches this 3.metersall electrified
fence he suffers 3d10 points oi damage and
sets off an alarm (level T security system
See Zeta .5 for details on what happens
when alarins are sounded
The gates along the perimeter are also
clectriied; they also have level 1 locks. The
fence and gates can absorb 25 structural
points of damage.17
SECURITY TOWERS (2)
Heavy laser turrets, which are robotically
controlled, are mounted on these 5-meter:
ralltowers, Thelasers have a 60% chance to
hit. They cause 810 points of damage. If
the lasers fie into the vapor clouds that
come from the cooling towers, the lasers
are diffused and their damage is reduced by
hall. These lasers tire upon intruders only as
‘ulin in Zeta 5, They cannot aim or fre
at largets inside the perimeter,
Make sure the PCs are properly respectful
ofthese laser batteries, oF this will be a very
short adventure,
Video scanners and infrared sensors are
‘mounted on the tower roo,
COOLING TOWERS (3)
These towers rise 30 meters above the
plant. Clouds of condensing vapor are con:
Stantly drifting from these towers. The pre
vailing winds catch these clouds and carry
them toward the southeast. The clouds
teduce laser damage by hal.
MAINTENANCE AND SECURITY ROBOT
SHEDS (4),
The doors to these sheds aren't locked.
Each shed contains 29 heavy-duty work
robots and 30 utility robots. None of these
robots can engage in combat
Each shed also contains five cockroach
security robots (see p. 11 for statistics), The
defense computer operator uses these
robots to defend the plant if an alarm goes
off. The operator uses the robots’ remote
sensors to define the target. The robots then
pursue and attack theie target until the oper
ator changes their orders. Since the opera-
tor defines targets, the PCs won't have
much luck confusing these robots,
SHUTTLE HANGAR (5)
Thisbuilding is really only a sheker for the
‘levator that lowers the shuttle to a 200:
metersquare underground hangar, The
southeast door and hangar doors ate
unlocked.
Four shuttles are parked in the under.
ground hangar. Two are standby ships,
fueled and ready to go. Robot technicians
‘are working on the third shuttle, svhich
recently returned from a fun, Work robots
are loadingthe fourth with processed mate:
Tials for delivery to the space stations. The
work robots do not interfere with PC o
NPC intruders. There are no Mhemne or
Sathar here,
A\ pilot ready-room holds 20 Mhemne-
style spacesuits and 10 Sathar-style space.
suits,
‘A technician can figure out how to oper
ate the elevator, which then brings a shuttle
‘up 10 the upper hangar in (10 - skill level
‘minutes. APC can open the hangar doors in
{6 - skill level) minutes. A PC must make a
Detect/Defeat Security check and an Open
Lock check (level T device) to open the
security perimeter gates. The PCs may also.
blast open the doors and gates. The hangar
doors have 50 structural points. The gates
have 25 structural points,
SHUTTLE
Hull Size: 2
Length: 25 meters
Width: 5 meters (hull diameter)
Wingspan: 20 meters
Hatches: 1
Engine: | atomic, A-rated
Fuel: 1 loaded, Tin reserve
ADEIMR: 4/4
DCR: 26
Weapons: None
Defenses: None
Main Life Support: 4
Backup Life Support: 4
Communications: videocom, radio
Detection: radar
Computer Programs: Life Support
‘Atomic Drive; Astrogation (in
system only)
Notes: Only pilot skill 1 is necessary to
‘operate this shuttle, The cargo bay can
bbe rigged with improvised acceleration
couches to carry 30 passengers, if they
provide their own life suppor.
Mt
MINE QUARTERS (6)
All doors here are unlocked. The specific
rooms and the Mhemne found there are
listed below. All of the Mhemne are
Unarmed; they surrender immediately and
cooperate unilaggingly with the UPF and
the resistance forces. Statistics for the
Mhemne are on p. I
LOUNGE (6a)
pilots are here,
Three Mhemne shuttle
DINING AND AUTOMATIC KITCHEN
(Gb): Unoccupied.
ENTERTAINMENT (6c): Unoccupied.
PILOT BARRACKS (6d-6h): Six Mhemne
shuttle pilots and four technicians are in
these rooms,
STORAGE (6i): Unoccupied.
POWER PLANT CONTROL (7:
The doors to this small building are not
locked. This building holds control panels
and gauges for the atomic power generator
that is buried deep beneath the factory.
Even if PCs sabotage this building, auto-
matic systems take over and maintain its
proper function. (The PCs cannot desteoy
this power plant.)
RAVAGER SILO (8)
The doors to this building are not locked:
Ian alarm issounded atthe plant, all vag.
ers in this hangar are automatically sent out
to track down the intruders, Othenwise,
there ate two ravagers parked in the silo at
the frst plant the PCs attack. At the second
plant attacked, there are three ravagers
here. At the third plant, there are four rav
agers here. If all ravagers are out scouting
for intruders, only work robots remain
behind.
This building can withstand 300 points of
structural damage. Ifthe building is demol-
ished in | round, the ravagers are buried
beneath the collapsed walls the PCs may
dig them out and reprogram them). ithe
building is attacked but not destroyed, the
‘avagers emerge undamaged,
HUNTER ACCESS (9)
‘One to six hunter units approach the
shed's southern gate. 4 radio signal ident
fies the hunters, and then the gate and shed
doors open. The hunters then lumber
through the security perimeter and into the
shed.
‘The elevators inside the shed lower the
hunter units to the area where they are
loaded and serviced. This vast_under-
‘ground area extends 1,000 meters beyond
the southern security perimeter on the sur:
face. i PCs take an elevator down to this
area, they can't leave until the elevator
‘automatically goes back up to deliver or
Feceive another hunter unit (6d 10 minutes)
‘When a hunter approaches the elevators (at
either level, the elevators automatically
begin to function. The PCs themselves can:
rot control the elevators.18
‘SATHARIMHEMNE ADMINISTRATION
AND PLANT HEADQUARTERS (10)
SATHAR ADMINISTRATION (10al: One
mmiddle-caste Sathar is here, Armed with a
laser pistol, this Satharights to the death. This
room houses plant production records,
PLANT DEFENSE AND SECURITY (108):
There are two Sathar inthis room, One is a
middle-caste administrator and is armed
with a laser pistol. He fights to the death to
keep the PCs from entering,
The other Sathar is a lower-caste techni
cian responsible for operating the com
puter defense system. Hes unarmed. W the
PCs threaten to capture or wound the
Sathar, he automatically dies,
The plant's defenses are controlled from
this room, IF the PCs destroy the control
panel, the coordination of defenses breaks
down, and each element of the system fol
Jows its programming or its own last order.
lithe PCs manage to reprogram the defense
computer, they can take over the plant’s
defenses, including the robots.
The computer in this room is a level 3
defense and security computer. It runs the
following programs (all level 3): robot man:
agement, instalation security, computer
security, and computer lockout. The com:
puter i protected by a level 3 alarm/self
destruct mechanism. If the computer is
accessed without a special code (known
‘only by the Sathar technicians, who do not
reveal it), the self-destruct mechanism is
activated (signalled by an alarm and a
green, blinking light). The computer sel
desiructs in two minutes; the ensuing
explosion causes 12d10 points of damage
to anyone in the room itreat as damage
from fragmentation grenade)
PLANT CONTROL (110¢-10e}: Twwo unarmed
Sathar technicians are in each ofthese rooms,
They offer no resistance. If the PCs capture oF
‘wound them, the Sathar die automatically
‘These rooms hold the monitors and com-
puter links for the entire processing plant
There are two level 6 computers in each of
these rooms. Ifa computer technician can
reprogram these computers, he can take
over the entire processing plant.
lithe PCs use 100 grams of explosives (or
ia computer technician works to sabotage
the computer for 15 minutes), the com:
puter is destroyed and the plant automat
cally shuts down,
These level 6 processing plant computers
use the following programs all level 6):
robot management, industry, maintenance,
transportation, computer security, and
‘computer lockout, The computers are pro:
tected by a level 6 alaemiself-destruct
mechanism. Ii any computer is accessed
‘without a special code (known only by the
Sathar technicians, who do not reveal it),
the seltdestruct mechanism is activated
{signalled by an alarm and a green, blinking
light). The computer self-destructs in two
minutes; the ensuing explosion causes
12410 points of damage to anyone in the
room (treat as damage from a fragmenta-
tion grenade).
HUNTER CONTROL (109: One unarmed
Sathar technician is here, He offers no
resistance. If the PCs capture or wound
him, he dies automatically.
This room houses the computer that con-
trols the hunter units. The computer is simi-
lar to. the plant control computers
(Voc-10e); it is defended by the same
securityiself-destruct mechanism,
WORKSHOP (10g): Two Mhemne techni
cians are in this room, They surrender
immediately when the PCs enter.
Equipment and tools used to repair the
plant's computers are stored here.
SHUTTLE ADMINISTRATION (10h): One
Mhemne technician isin this room, He sur
renders immediately when the PCs enter.
‘A schedule of upcoming shuttle launches
and arrivals is posted here. There are also
‘manuals here that describe the procedures
for docking at the space stations.
SATHAR QUARTERS (11)
SATHAR ADMINISTRATION. QUARTERS
(1a-11b): Unoccupied.
SATHAR TECHNICIAN QUARTERS (ITc-
Mf: Unoccupied
SATHAR TECHNICIAN QUARTERS (1g:
ij): The PCs find one Sathar sleeping
soundly in a fluid bath in each of these
rooms. Ifthe PCs awaken a Sathar, he dies
instantly.
Zeta.7
IMPROVED DEFENSES AGAINST
LATER PLANT ATTACKS
WHEN CHARACTERS ATTACK A SEC-
OND PLANT: Heavy lasers in the security
towers fire on inteuders at close and
medium ranges. Two ravagers patrol the
perimeter, while three ravagers wait in their
hangar. All 15 security robots are on patrol
inside the perimeter (scattered randomly),
All doors leading into buildings are
locked with level 3 locks
Both Sathar administrators are in room
10b, ready to defend the defense computer.
All Mhemne pilots and technicians are
locked in their sleeping quarters.
The shuttles are destroyed by incendiary
explosives to prevent their capture,
lithe PCs used a specific trick when they
gained entry to the first plant, that trick is
wel-guarded against
WHEN CHARACTERS ATTACK A THIRD
PLANT: Four rocket batteries have been
installed on the shuttle hangar roof 10
defend against air attacks by UPF ships or
captured shuttles,
Heavy lasers mounted in the security
towers fire on the inttuders at close,
‘medium, and long range. Four ravagers
patrol the perimeter while four ravagers
‘waitin their hangar. Ten security robots are
‘on patrol inside the perimeter, Four security
robots protect the approaches to plant
headquarters (building 10),
‘All doors leading into buildings are
locked with level 3 locks.
Both Sathar administators and one secu
rity robot are in room 10b, ready to defend
the defense computer, The defense com-
puter is programmed to self-destruct if iis
about to fal into enemy hands,
All Mhemne pilots and technicians have
been executed. The shuttles are destroyed
by incendiary explosives to prevent their
capture.
lithe PCs used specific tricks to get inside
lther plants, those tricks are well-guarded
against here.
Each subsequent attack should be more
difficult for the characters than the previous
Zeta.8
EXPERIENCE AWARDS.
246 Experience Points per plant captured or
destroyed.
Maximum Award: Give maximum awards
to parties that sustain minimum casualties,
use clever tricks to gain entry, defeat secu:
rity, and take control of plant defense sys-
tems.
‘Average Award: Give average awards 10
parties that capture or destroy a plant, cap:
ture shuttles, and sustain minimum PC
casualties
Minimum Award: Give minimum awards
to parties that destray a plant.ETA SECTION: OPERATION
CRACKER—ATTACKING
THE SATHAR DEFENSE FLEET
Eta.1
REIDER’S ORDERS
Twelve days after the UPF forces land on
Snowball, Commander Reider enters the
system, As he passes the asteroid belt on the
final approach, he radios the forces on
Snowball. He wants to coordinate his
attack on the Sathar system defense fleet
with the allied UPEMhemne attack on La
slation, Read Reider’s orders to the players
‘Operation Cracker isthe code name for
‘our attack on the Sathar system defense
fleet. The frigate Fiying Cloud and two
assault scouts—K'riss and Doboru—will
tenter Sathar energy detector range at
be Snowballs moon. We're using a slow
approach to give the Sathar time to reveal
and commit their forces. At 10:30, we'llbe
50,000 kilometers from Akhala, and we'll
bbe moving at 10,000 per minute. If the
Sathar haven't already engaged by this
time, the squadron will turn and attack L5
station, We won't isk coming within
range of their moon base detenses—
they're to0 powerful
The main objective of Operation
Cracker is to draw off system defense
ships so you can go ater Ld station. The
secondary objective is to damage or
destroy as many Sathar ships as possible
without risking our own ships,
‘Operation Fereet is the code name
for the joint UPFMhemne attack on L4
station. At 09:30, the UPF ships and cap:
tured shuttles will lit off at 3 ADF on
course for L4, That should put you in
position to attack at 10:30. By that time,
the Sathar system defense ships should
have been committed to meeting our
squadron as we approach. Use the
Moraes and the Osprey to spearhead
your attack, Keep in mind that you
should use the superior range of your
lasers to knock out the rocket batteries,
which are the only defenses at L4. The
Osprey and Moraes should then lead the
shuttles into the space station's docking.
bay. Each UPF ship should carry its regu-
(09:00 hours. The apparent destination will |
lar erew and as many armed Mhemne as
lite support ‘can handle. The shuttles
should carry the rest of the Mhemne
fighters recruited from the resistance
installations,
“The main objective of Operation Fer:
ret is to put the spaceship yards on La
‘out of commission. You should still be
able to manage this even if you can’t
completely capture the station. The sec
‘ondary objective is to actually return
‘control of the station to the Mhemne,
Good luck! I’m buying when this
You may run this section betore you run
Theta section (Operation Ferret), or you
‘may run the two sections simultaneously.
Eta.2
SETTING UP OPERATION CRACKER
SHIP ROSTER AND SETUP
The setup listed below (using the hex
map from the Knight Hawks game) repre.
sents the locations of UPF, Mhemne, and
Sathar forces at 09:20, 2 turns after the FEF
squadron enters energy detection range.
{Use appropriate counters to mark the loca:
tions of the following planets and stations
‘TABLE 3: STARTING POSITIONS FOR OPERATIONS CRACKER AND FERRET
Ship Hex
(FOR OP CRACKER)
Flying Cloud 0236
Kriss 0236
Doboru 0236
(FOR OP FERRET)
Osprey 4510
Eleanor Moraes, 4510
(SATHAR SYSTEM DEFENSES:
Fighter 3025
Fighter 3025
Fighter 3025
Fighter 3025
Fighter 3025
3025
Fighter 3025
Fighter 3025
Heavy Cruiser 3025
Assault Cat 3025
Fighter I## (Assault Carrier A)
Fighter J84 (Assault Carrier A)
Fighter Ki## (Assault Carrier A)
Fighter L## (Assault Carrier A)
Fighter Mes (Assault Catrier A)
Fighter Nes (Assault Carrier A)
key:
he
Nacho fe Saat Ship Roster or ets
1 Inexperenced plot
centages by SO,
ate asault cout counter Afr the Eleanor M
los cxonot sean ADF or fof moe Then 3 ethout fering dcrese in skis and p
Spd Cate Heading
B A Abkala
B 8 ‘Akhala
B c Akhala
° D l4
0 . 4
(Hex no)
° At 0236
0 Be 0236
° ce 0236
0 OF 0236
0 eh 0236
° Fe 0236
0 G 0236
0 H 0236
0 A 0236
° A 0236
feos capable cf handing the Fahters 3s system shi. In space combat, ut se tach pe20
Planet Snowball: hex 4510
‘Moon Akhala hex 3025 (fortress counter)
L5 station: hex 1906 (station counter)
La station: hex 5035 (station counter)
Use appropriate counters to mark the start
ing locations of the ships and fortresses
involved in the atack, as noted on Table 3
Eta.3
SATHAR STRATEGY
When the FEF squadron entersthe map at
hhex 0236, the Sathar have al of their oper
ating ships prepared for batle.
The Sathar forces mass between the FEF
squadron and its apparent destination —the
‘moon Akhala. The Sathar then execute a
fighting withdrawal, trying to draw the FEF
squadron within range of heavy planetary
or satelite defenses,
AAL 09:40 (or the firs turn after the Sathar
detect Operation Ferrets lftall from Snow
ball), Sathar fighter counters A and B sepa:
rate from the rest of the Sathar forces and
move to intercept Operation Ferret, After 2
turns, these two fighters are called back to
the Sathar main force. The Sathar com:
mand actualy decides thatthe assault on L4
slation i a diversion,
‘Ascommander of the Sathar forces, try to
limit your defensive strategy to fit the inex:
perience and poor crews of the Sathar
ships. The Sathar simply lack a theory of
mobile defense. The Sathar haven't had
much of a chance to develop elfective
defensive strategies. Even if they outnum:
ber their attackers, the Sathar defense is dis.
organized and sluggish
This scenario is your opportunity to give
your players a litle turkey shoot. Allow
them to outmaneuver and shoot up the
‘green Mhemne fighter pilots. Let them
dance out of range of the heavy cruiser and
the assault cartiers bigger weapons. Don’t
make it so easy for the PCs that they don’t
have fun, though!
Ate a spirited (and generally one-sided)
battle, the remnants of the Sathar forces
withdraw to the protection of Akhala For
tress. The PCs should know better than 10
attack this fortress. If they are so foolish
don’t hesitate to blast them,
Eta.4
UPF STRATEGY
The PCs should follow Reider’s orders
Operation Cracker depends on the actions
Of the Sathar system defense fleet so those
orders are open to interpretation
Fta.5
EXPERIENCE AWARDS
1-3 Experience Points
Maximum Award: Give maximum awards
to partes that destroy 45 hull points worth
‘i Sathar ships.
Average Award: Give average awards to
parties that destroy 25 hull points worth of
Sathar ships without losing a UPF ship.
Minimum Award: Give minimum awards
to parties that destroy at least two Sathar
fighters, keep the Sathar forces too busy 10
defend L4 slation, and lose no more than
fone UPF assault scout in the fightTHETA SECTION:
OPERATION FERRET—
ASSAULT ON L4 STATION
Thissection outlines the battle for control of
the LA space station. In preparing for this
battle, have the PCs give an accounting of
the number of shuttles, trained pilots, and
armed Mhemne resistance fighters. they
have before they lift off irom Snowball
Even though there may be a small num
ber of Mhemne resisiance fighters taking
patt in this battle, the PCs should take the
lead. They are better equipped and trained
than the Mhemne; they also have more
experience in fighting the Sathar. Most
important, you shouldn't let the PCs get
Upstaged by the NPCs in the battle,
All Sathar trooper, administrator, and
technician statistics are listed on page 11
Theta.
BRIEFING ON STATION DEFENSES
The PCs can learn the following informa
tion from Mhemne shuttle pilots liberated
in the processing plant attacks (see Zeta
section)
1. The Mhemne can lay out the floor
plans of the Shuttle Docking Deck (Map 3),
the Shuttle Crew Deck (Map 4), and the
Sathar Administration Deck (Map 5} for the
PCs, iLet the players study the maps inside
the adventure booklet cover.) Usethe Com:
mercial Deck Section from the Knight
Hawks color map ior a tactical display of
the Shuttle Crew Deck (modifications are
listed in subsection Theta .4). Give the PCs
this map from the Knight Hawks game and
explain the modifications to them,
2. Security devices are usually of level 3
or higher.
3, The only access tothe Sathar Adminis
tration Deck is through the Shuttle Crew
Deck,
4. The station security garrison consists
of about 20 well-trained and well-equipped
Sathar toopers. Since Mhemne have only
projectile weapon technalogy, most Sathar
screensand defense suits may be geared for
that type of attack
5. Security robots may be found on the
Sathar Administration Deck, They are simi
lar to the security robots at the processing
plants, except that they move on air cush:
Tons and are somewhat faster
6, Depressurizing a comparment on the
space station may kill unprotected Mhemne
inside. The PCs must avoid using depressuri-
zation asa tactic at al costs. The Sathar, how.
‘ever, know of the Mhemne vulnerability to
such a tactic and do not hesitate to use it)
Theta .2
SPACE STATION: SHUTTLE DECK
(See Map 3.)
The approach to L4 goes as planned (this
may change, depending on the outcome of,
‘Operation Cracker—Eta section). No Sathar
defense ships attack the UPEMhemne
force. The PCs can use laser fire from a dis.
tance and easily destroy the station’s rocket
batteries
DOCKING AT THE SHUTTLE DECK
If PCs have captured Mhemne shuttle
pilots and shuttle operations manuals, this
procedure should be simple. If the PCs
don't have shuttle pilots or manuals, the
docking still goes normally, but each pilot
‘must rll lower than 40% + (his pilot skill x
10%). Ifthe pilot falls at this roll, he causes
145 points of hull damage to his ship during
the docking procedure. Ifthe pilot takes an
‘extra 10 minutes to dock, he does not dam:
age the ship.
The two docking bays opposite airlocks 2
and 8 are unoccupied. The UPEMhemne.
Ships need not dock to unload passengers.
If the PCs use this tactic, however, they
‘must fix some sort of anchor to the ships 10
keep them from drifting away or damaging.
ther ships
This deck isin fee fall. All coms and cor
ridors here are pressurized and brightly lit.
The docking bays are not pressurized,
AIRLOCKS (1-8),
Each airlock hatch is locked with a level 3
alarmilock system. Each hatch can take 150
points of structural damage.
SHUTTLE CREW READY ROOMS (9-16)
These rooms contain shutlle pilot gear.
Allof the rooms are unoccupied. There are
four spacesuits in each room, however.
CORRIDOR (17)
‘One Squad A Sathar trooper stands out
side each hatch that opens onto this cor:
dor. The troopers are prepared for attack
the PCs can’t surprise them. They fre at the
first creature that comes through a hatch,
Then they withdraw, fighting defensively
and covering one another, until they reach
hhatch 4a or 4b, The troopers then move to
defend the corridors (18) that lead to the
elevator (2)-Atthis point, the troopers stand
their ground and fight to the death
ELEVATOR CORRIDOR (18)
‘One Squad A Sathar trooper stands out
side each of the two hatches that lead
toward the elevator. These hatches are not
locked.
The troopers are prepared to fire a
massed volley at the first non-Sathar that
looks in through a hatch (+ 15 for careful
aim). These troopers let other Sathar move
through the hatches to take up positions in
defense of the elevator corridor. These
troopers do not retreat; they fight 10 the
death
ADMINISTRATIVE OFFICES (19)
The doors in this area are locked and
guarded with level 3 security alarms. There
is nothing in any of these offices but
paperwork
COMPUTER CENTER (20)
The doors here are locked and wired with
level 5 security alarms, The rooms are
unoccupied. The level 3 computer housed
here controls docking approaches, mainte:
‘nance robots, and lite suppor for this deck.
Ins. programs include Computer Security
and Computer Lockout.
TRACKING CENTER (21)
The door into this area is locked and
wired with a level 3 security alarm, The
room was evacuated when the PCS’ ships
Unapproached. This room is designed for22
monitoring shuttle approaches and han-
dling communications with surface bases
and approaching ships.
ELEVATOR TO SHUTTLE CREW DECK (22)
This elevator is locked and guarded with
4 level 3 security alarm. It operates nor
‘mally
Theta .3
SHUTTLE CREW DECK
(See Map 4)
Use the Commercial Deck Section from
the Knight Hawks color map when display:
ingthis area to the PCs. You should use Map
435 your guide when running PC adven:
tures on this deck, Lay the Knight Hawks
map out for the PCs and point out the fol
lowing modifications to them
1. The “Frontier Lounge!
Entertainment Center
2. The “Spacer Club
Refreshment Center!
3. The “Clothing Store”
“Library”
4, The “Jewelry Store” becomes the
‘Department of Information.”
5. Located off the map to the right and left
are living quarters for Mhernne pilots,
technicians, and service personnel
becomes the
becomes the
becomes the
This area is pressurized, and has ts nor
imal gravity. All corridors are brightly lit. All
rooms are dark, but PCs need only flick on
the wall switches to light these rooms. All
doors are locked with level 3 security
devices, All of the Mhemne living quarters
along the rim (not shown) were evacuated
‘when the PCs approached. There is nothing
ff value in the living quarters,
ELEVATORS FROM HUB (1)
Elevator 1a carries passengers to the
Sathar Administration Deck (Map 3). Eleva:
tor Ib and 1¢ carry passengers to and from
the hub.
“wo Squad 8 Sathar troopers wait in each
of the three elevators. They fire on anyone
who enters the elevator,
CORRIDOR (2)
‘Two Squad B Sathar troopers stand at the
points marked A and B (on Map 4) in this
cortidor, They are hiding behind ornamen.
tal shrubs and dining tables, The troopers
fire a massed volley into the first non-Sathar
that tries to leave elevator Ibor le (+ 13 for
careful aim), The Sathar fire from under
cover. ithe PCs move in to fight, the tro0p-
fers switch to their stunsticks. These r00p-
cers do not retreat; they fight to the death.
KITCHEN @)
This area is unoccupied.
REFRESHMENT CENTER (4)
This area is unoccupied.
ENTERTAINMENT CENTER (5)
Four Squad 8 Sathar troopers hide at the
point marked C (on Map 4) in this area,
They fire a massed volley at any non-Sathar
that tries to get off elevator 1a, They use the
tables and doorjambs to steady their weap-
fons (+15 for careful aim) and as hard
cover. the PCs move in to fight, the troop-
fers switch to their stunsticks. They do not
retreat or suirender, and they chase fleeing
PCs,
The PCs can make Intuition checks 10
avoid being surprised. Ia check succeeds,
the PC hears a metallic click from inside the
entertainment center.
LIBRARY (6)
‘This area is unoccupied
MEDIA CENTER (7)
‘This area is unoccupied,
DEPARTMENT OF INFORMATION (8),
This area is unoccupied.
CORRIDORS/DOORS TO SHUTTLE PER
'SONNEL LIVING QUARTERS (9)
These areas are unoccupied.
Theta .4
SATHAR ADMINISTRATION DECK
[See Map 5)
This area is pressurized, and has '/s nor
mal gravity, All rooms and corridors are
brightly lit All doors are locked and wired
with level 3 security alarms.
ELEVATOR FROM
SHUTTLE CREW DECK (1),
Two security robots ("cockroaches,” see
1p. for statistics) dodge around this room
when PCS enter, firing aimlessly (-20% to hit
and to be hit). Since there is no operator
directing these robots at a target, the PCS
may easily decoy them,
CORRIDOR (2)
Four Squad C Sathar troopers fire at the
PCs from behind a jumble of metal boxes
that are piled across the corridor, This
makeshift barricade is | meter high and
stretches across the corridor. blocking
access to door 2a, The troopers, who are
wearing defense screens, fire at anyone
who enters the corridor from door 1a oF 3a
The Sathar troopers have soit cover and can
use caretul aim
lithe PCs head toward room 3, the troop.
ers follow them. The PCs must unlock door
3a while under fire. Door 2a leads to Sathar
troop quarters, which are unoccupied.
OUTER OFFICE (3)
When PCs enter this room, two Squad C
Sathar troopers fite from behind a I-meter:
high counter to the left. The troopers are
dressed in defense screens and skeinsuit.
Two security robots ("cockroaches.” see
p. 1) are dodging and firing atthe PCs from
in front of the counter tothe lef.
Two more Sathar troopers are fring from
behind cover inside doar da at the opposite
tend of the room. A Mhemne body les in
front of door 7a along the wal tothe right.
The two security robots are identical to the
‘ones in the elevator from the shuttle crew
deck (room 1). Alliour Sathar troopers have
‘2+ 154% modifier to hit for careiul aim, The
characters suffer a -20% modiier to hit the
Sathar, who are behind hard cover.
‘A message is scrawled in blood on door
7a, The message reads, "We have 15
Mhemne technicians held hostage in here
anyone comes through this door, we will
begin killing them,
This is the com where the Sathar receive
reports irom the Mhemne collaborators
who tun the station for them. (These
Mhemne have otfices in the residential aea
ff the space station.) The only. Mamene
permitted beyond the counter in this room,
are the technicians who work in the space:
Ship yatd monitor room (toom 7)
Door 3b opens onto the corridor that
leads to the rest of the station. Door 4a
stands open
CORRIDOR (4)
Two Squad D Sathae troopers stand
befare doors 5a and 6 in this corridor, They
are wearing defense screens and skeinsuits
Asall other Sathar here, they do not retreat
and they fight to the death
This corridor leads to the Sathae’s inner
offices. Door 4b leads to the private quar-23
ters ofthe Sathar administrators and tech
‘A message is scrawled in blood on door
7b. It reads, “We have 15 Mhemne techni
cians held hostage in here. Ifanyone comes,
through this door, we will kill them
INNER OFFICES (5 & 6)
The Sathar administrators ran the space
station and starship yards from these
offices. These raoms are unoccupied, Piles
of burned records are still smoldering when,
the PCs enter these rooms,
STARSHIP YARD MONITOR ROOM (7)
This is the room where the Sathar are
holding 15 Mhemne technicians hostage.
By the tone ofthe Sathar’s message, the PCS
should know they must give some thought,
fo theie plan of action before bursting into
this com,
There are two Sathar administrators, four
Sathar technicians, four squad C Sathar
troopers, and 15 Mhemne hostages in the
room, Only the administrators and troopers
are armed
Obviously, there aren’t enough Sathar to
prevent the station from being captured.
Their only hope is to stall until help arrives
irom Akhala base. Ifthe PCs can't figure out
a way to free the hostages, the Sathar hold
out until their reinforcements arrive.
The Sathar are arranged in this room with
their backs to the wall opposite doors 7a
and 7b, The Mhemne are lined up in front
of them, facing their captors, The Sathar
have told their prisoners that if they make a
single move, they will be killed. The one
Mhemne body in the outer office is an
assurance to the Mhemne that the Sathar
mean business,
SOLVING THE HOSTAGE PROBLEM
The PCs may decide that sacrificing the
lives of the hostages is justifiable under
these circumstances, particularly since
skillful medical attention might revive all
but the most horribly injured. 1 the PCs
make a decisive attack and manage to neu
talize the administrators and troopers in
the first few rounds, injuries to the hostages
should be minimal, Even a sonic disruptor
isn't likely to kill a hostage with a single
shot, and any Sathar who i firing at a hos
tage won't be able to fire at the attackers,
1 PCs yell “duck!” when they open fire
the hostages may have a chance to get out
ofthe way, oral least turn them into moving
targets. Brave hostages may even attack
their captors (see Running the Attack,
below)
The PCs may find the following tactics 10
be effective (have an NPC suggest some-
thing ifthe PCs seem to be stumped.
1. Use synchronized demolition charges
to blast through the walls and doors and
surprise the Sathar.
2. Hurl doze grenades at the hostages,
who will then slump to the floor, giving the
PCS clear aim at the Sathar.
3. Use darkness (technician skill check
needed to cut the circuits) or smoke gre
rnades to reduce ranged weapon effective
4. Run directly into melee to force the
Sathar to deal with the PCs eather than fire
at the helpless hostages,
RUNNING THE ATTACK
Even ifthe PCs’ plan seems likely to cause
some hostage casualties, give them credit
fora well-thought-out plan. Ifthey properly
execute their attack, the PCs stand an excel:
lent chance of succeeding without losing a
single hostage.
Reward the PCs for ingenuity and com-
‘mitment 10 protecting the lives of the hos-
tages. I's up to you to determine how
ruthless the Sathar are in their dealings with
the hostages. Balance the dramatic value of
establishing the Sathar as cruel and inhu-
man monsters against the heroic thrill the
PCs should get from rescuing the hostages.
Try to strike a balance that fits your players’
role-playing styles. if they like happy end-
ings with ots of glory, spare the hostages. If
they can handle darker, more tragic end:
ings, have a few dying hostages thank the
PCS for giving them freedom, even at the
cost of theie own lives.
If the PCs are having a tough time of this
battle, you can carefully play up the actions,
Of the NPC Mhemne resistance fighters as,
they land their last, berserk blows for free
dom, or of the hostages who recklessly
attack or divert the attention of the Sathar.
Theta 5
‘SECURING THE SPACE STATION
‘Once the PCs have taken care of the
Sathar administrators and troopers, they
can easily liberate the rest of the space sta
tion. Some Mhemne collaborators may
resist the PCs (use Icewarlder statistics for
these Mhemne), but they are armed only
‘with automatic pistols and wear no defense
screens oF Suits. Most of the collaborators
try to disappear: they are aware that, with
‘out the support of the Sathar. they face
lynching and summary justice trom the cit
zens of the station
“The Mhemne aren't able ta take the sta
tion ver without ttst taking care of a few
problems, They must reprogram many of
the computers, and they must also deact
vate some of the security devices that are
keeping some doors lacked. Stil these are
problems the Mhemne can handie on their
‘own, The PCs may say and help get things
ready in case the Sathartry to retake the sta
tion, but they are iree to rejoin Reider and
the task force, which is standing by close to
4 station, watching tor Sathar counterat
tacks.
Theta 6
EXPERIENCE AWARDS,
2.6 Experience Points
Maximum Award: Give maximum awards
to patties that capture the station with 3
‘minimum of PC or Mhemne casualties,
Average Award: Give average awards t0
partes that capture the station with a min
‘mum of PC casualties, and that manages to
keep most of the hostages alive.
Minimum Award: Give minimum avards
to parties that capture the station with
heavy loss,EPILOGUE:
You may relay this information to the PCs in
any way you feel i
‘At 15:20 the entire surviving 5.
tem defense fleet launches ior L3 station. As
the ships leave, the bases on Akhala ate
destroyed by nuclear explosions. No
Mhemne lunar cities are destroyed, much,
tothe surprise of the UPF and Mhemne per
sonnel
{At 16:00 hours, a swarm of shuttles hits off
from the Snowball processing plants that
are still under Sathar control, Minutes later
nuclear explosions rip through these bases,
completely obliterating them
{At 16:40, the system defense fleet and the
shuttles rendezvous at L5
delay of less than 10 minutes, all op
tional fighters at L5 station jain the Sathar
fleet. A series of huge explosions demol
ishes the unfinished assault carrier based at
LS, The Sathar fleet then begins a steady
acceleration out of the system.
After waiting at L4 station until 16.00)
hours to protect against a possible counter:
attack, Reiders FEF squadron pursues the
LIBERTY SYSTEM
Sathar fleet until
from Akhala, the
-Mhemne, is Completely ree of Sathar domi
nation,
The FEF squadron remains in FS 30 sys
tem, now known offically as Liberty Sys
tem, for one month. They are waiting for
the first of the UPF ships being sent to guard
the Mhemnes’ recently won independence
signed to the Liberty System or
1 10 the Frontier Sector.
POSTSCRIPT: Two years later, the
Mhemne produce their first interstellar star
ships. The first two ships bore the very un-
Mhemnelike names of Osprey I! and
Eleanor Moraes HJ, in honor of the brave
individuals who helped the Mhemne win
their freedom and their ticket to the stars,NPC/ROBOT MASTER SHEET
NON-PLAVER CHARACTERS
Statistics for Sathar and Meme NPCs are
listed on the Table 4: NPCs, Their equip:
‘ment and skill are listed belovs.
Sathar Squad A: laser rifle, 5 powerclips,
sonic knife, stunstick, skeinsut
(beam weapons 3)
Sathar Squad 8: sonic disruptor, power
backpack, inertia screen, stunstick
beam weapons 3)
Sathar Squad C power
backpack, sonic screen, skeinsuit, sonic
sword
(beam weapons 4, martial arts
Sathar Squad D: sonic disruptor, power
backpack, sonic screen, skeinsuit, sonic
sword
beam weapons 4, martial arts 2
Sathar Technicians: (technician 2)
Sathar Administrators: laser pistol, power
backpack, inertia sereen,
beam weapons 1)
sonic disruptor,
leeworlders: (environmental 1-3 or
psycho-social 1-2)
Belters: (computers 1-3 or technician 1-2)
Contederationists: (psycho-social 1-3 of
technician 1)
ROBOTS
Statistics for Sathar cobots are on Table 5:
Robots, Further notes are listed below
RAVAGER
When linked with a main defense com.
scan be used in coordinated
defense and attack maneuvers, When oper:
ating independently (when more than 10
Kilometers from the plant or when its com:
puterisn’t being run by skilled operators), a
ravager’s tactics are predictable: it fires its
laser as it moves around its target at 70
meters per turn in a 15-meter-diameter cir
cle, Also, it fires randomly at unidentified
moving or metalic objects.
Ii a Ravager is attacked by gunfire or
‘explosives, use the Vehicle Damage Table
fon p. 32 of the Expanded Game Rules. Add
210 the dice roll when using ths able for a
ravager unit
The tavager’s heavy laser is mounted in a
turret with an all-around field tre
Ravager’s have infrared, visible
and radio detectors,
light
HUNTER UNITS
Hunters are robotic mining and transport
units, They are not programmed for attack or
defense, but their detectors will see vehicles
(95%) and characters carrying. metal gear
) as sources of highgrade ore to be
mined, The unit's grasping clamp causes 6410
points of damage if it grabs a character. Itcan
Hit 1,000 kilograms. The drill arm causes
10410 points of damage if it hits a character.
Ia hunter is attacked with gunfire or
explosives, use the Vehicle Damage Table
‘on page 32 of the Expanded Game Rules 10
determine damage. Subtract 10 from the
dice roll when using the table.
SECURITY ROBOTS
These “cockroaches” have very low
intelligence and simple programming,
Decoys, camouflage, and. smokescreens
‘may fool these robots into firing ssildly at
inappropriate or nonexistent targets,
Security robots used on Snowball are
Those used on the
space stations are fitted with hover units,
mounted on treads,
Each cockroach has two laser turrets
(equivalent 10 laser pistols: 10 shots each,
5410 peer shot) and two gun turrets (equiva
lent to automatic pistols fring single shots, 20,
rounds each)
Accockroach has 73 Stamina points. A shot
that hitsthe robot witha dice roll of 10or less
‘damages the central sensor turet and reduces
the robot's basic chance to it to 5%.
TABLE 4: NPCs
Sathar Troopers
Squad A Squad B» Squad C
STRISTA 40180 sola
DEUS 40/40 0140
INTLOG 45/45 45145
PERILOR 45/65 45165,
Ps 2 2
I 4 4
Rw 50 a
M 20 30
Sathar —Sathar
Squad Tech Admin Mhemne
ola soi 4545
‘0i40 sora 45/5
45145 354455050
2
20 2
Table 5: Robots
Ravager Hunter Security
Level 3 3 2
Parabattery type 2 3 1
Accel. (mfturn) 80 60 40i80"
Dee, fmituen) 40 40 40/80"
Top Speed im! 250 60 440180"
Turn Speed ten 70 50 40/80"
Cargo (ks) 0 20,000 °
Cargo (cubie meters) 0 40 °
Initiative Mod, 6 6 5
Reaction Speed 60) 60 50
Attack 60 60 50
‘Weapons heavy laser special 2laser
2 auto pistols
Damage 8410 ecial 5d10.SYSTEM BRIEF
sysTeM
NAME ‘ederation Survey #30
STAR
COLOR: Yellow
HABITABLE
PLANETS: Snowball
UNEXPLORED STAR SYSTEM
Federation Survey 30 i |
SCALE: 1 Square ~ 40 million key (tr and
PLANET BRIEF
PLANET NAME: Snowball sheets of ice cover its poles, and a narrow asteroids struck during a war between set
CLIMATE: Arctic: and masses and aceanie temperate zone rings the equator. Stil. tlements in the asteroid belt and the home
areas covered with kilometersdeep ice elation and life forms flourished in this thin planet
sheets temperate belt, culminatingin an intelligent Now only the highest mountain range
ATMOSPHERE: 80% nitrogen, 17% oxy- hominid that ‘is strikingly similar tothe along the equator rise above the ice sheets,
fen, 3% trace elements hhuman race—the Mhemne (MEM-nee The poweriul tides caused by Akhala tre
RAVITY: 924 About 2,000 years ago a catastrophic dis» quently induce earthquakes in unstable
DIAMETER: 12,000 kilometers turbance in Snowball’secosphere caused a regions, The harsh temperatures, high
LENGTH OF DAY: 32 hours drastic, global drop in the temperature of winds, and long nights make this planets
TEMPERATURE: -150 C at poles to 5 C at between I and 3degreesC per year. Within climate hostile to mos! lite torms,
the equator a century, the entire planet was gripped in a
MOONS: 1—Akhala, completes orbit planetwide ice age. Nearly all species of POLITICAL AND CULTURAL ASPECTS
every 23 days, inhabited plant and animal life became extinct
SATELLITE SETTLEMENTS: 2—L4 Station although some hardy plants, simple ani
and L5 Station imal, bacteria, and viruses survived in the
By the time the temperature began to
drop on Snowball, the Mhemne had
PHYSICAL AND Thiseatsrophic disturbance wascaused THEY, bad bul major settlements on
GEOGRAPHICAL ASPECTS bythe Mhemme. The combed eitecs of AK? 0 large, atic satellites apa
their industrialization and deforestation
were finaly accelerated by nuclear war an
deliberate oceanic asteroid strike. These
Snowball has always be
edge of her star’s Iie zone; substantial17
worlders, the Confederacy, and the Belters.
The Iceworlders retained an emotional
attachment to their planet. They struggled
in vain to forestall the inevitable collapse of
civilization and extinction af life forms on
Snowball. These romantics and visionaries
wanted badly to reconstruct the planet
‘whose fate they had brought about through
their shortsighted and self-destructive
actions. Descendents of the Iceworlders
have inhabited a few well-equipped
research sations on Snowball, as well as
several smaller settlements that aren't 50
well-established.
Iceworlder culture is characterized by a
communal socialism, pacitism, and an
abiding concern for the miracle of lite. The
typical Iceworlder is open, generous,
friendly, and rugged enough to survive the
harsh conditions on Snowball
The Confederacy was a loosely:
organized group of independent states set
up on the natural and artificial satellites of
Snowball. The Confederacy quickly aban:
doned any hope of saving Snowball, and
turned to the more immediate task of ensue
ing the survival of Mhemne culture in
space. They have been plagued with
tuncontrolled population growth (a central
principle of personal freedom) and a scar:
City of food.
Over the past 2,000 years, there have
been no major technological advances in
the Confederacy. The Mhemne here work
hard to conserve the technology of the past.
Since the already scarce resources must be
distributed equally, there is no surplus to go
for research
Confederacy culture is characterized by
unchecked population growth, and the
fierce protection of their freedom-loving
society, even though the substance of these
freedoms is being eroded by poverty and
social stagnation. The typical Confederate
is formal, polite, humble, and sel.
conscious of his status in society.
‘The Belters were the least affected by the
‘death’ of Snowball. They have continued
to grow technologically over the past 2,000
years, though the scarcity of resources and
the difficulty of survival in the Belt have
slowed the rate of development, The Bel:
ters are strongest inthe biological sciences,
Computers, and electronics, Still, the Bel
ters are far behind the Frontier societies in
‘most areas of science and technology.
Since the Belters were responsible forthe
asteroid strike that precipitated Snowball’s
sudden ice age, they have borne the hatred
of the rest of Mhemne society for the past
2,000 years. Though the generation of war
lovers has passed, their descendents still
feel a heavy burden of guilt, Belters get very
tuncomiortable when the subject of Snow:
ball’ climate change even comes up in
‘conversation; they change the subject or
become sullen and uncommunicative.
The Belter culture is characterized by
old, emotionless application of science
and logic to all problems. They are fiercely
independent, Belters believe al intelligent
behavior is motivated by self.interest, and
they don’t trust anyone who pretends to be
‘motivated by generosity orcharity. They are
extremely honest as well as proud and sel
satisfied. IF itis suggested that they are in
any way technologically inferior, Belters
become hostile and uncooperative. They
are shrewd and aggressive traders, and can
Cleverly manipulate circumstance to give
them every advantage in a bargain,
MHEMNE RACIAL CHARACTERISTICS
Apart irom a few superficial differences,
the Mhemne are remarkably similar to the
Humans ofthe Frontier Sector. In fact, later
genetic studies will show that, ahough the
two are indeed separate species, the
Mhemne and Humans are genetically den-
tical
The Mhemne are tall, thin hominids cov-
ered with an amber, downy inner fur and a
reddish-brown, coarse outer lur. This outer
furs about as long as that on a short-haired
domestic cat. Their skin is a pale red, and
nearly translucent. Itis exposed on only the
hands, feet, and face, The Mhemne have
wide-set eyes and narrow noses with tiny
nostrils. Belter and Confederacy Mhemne
are relatively weak-muscled, because they
have adapted to free fall and low gravity
environments, The Iceworlders are more
robust and muscular
All Mhemne are vegetarians, Food is pro:
vided by hydroponics. Animals are rare,
domesticated, and extremely valuable.
IW shaved, a Mhemne could pass as a
Human, although, upon close inspection
the impostor would he revealed
THE SATHAR INVASION
Ten years ago. a powerful Sathar fleet
entered the FS 30 system. The Sathar ruth:
lessly destroyed every settlement they
could find on “Snowball. They brushed
aside the Confederacy’s defenses and accu-
pied Akhaia and the two space stations. The
Sathar left the traditional forms of govern:
ment on these satellites as they were but
placed Mhemne collaborators at the top of
the power structure, The Sathar also
destroyed the larger. more obtrusive setle
ments in the asteroid belt, but they never
completely pacitied this region
The Sathar then established starship con.
struction yaeds at the space stations. The
Sathar brought in an IMPP (see Zeta section
for details 10 set up mining operations on
the moon and in the asteroid belt, These
operations provided materials for the star
shipyards, while automated processing
plants on Snowball’ surface provided add
tional mineral and organic resources not
available in space. The Mhemne popula-
tion in the Coniederacy became the
Sathar’s subject race, providing them with
technicians and craftsmen to man the war
ship construction yard.
Since the Sathar set up these yards. 10
Years ago, 20% ofall Sathar warships oper
ating in the Frontier Sector have been built
here. With the exception of occasional
raids and attempts at sabotage by the Be!
ters, the Sathar have met no resistance
‘The Sathar invasion has had relatively lit
tle effect on Belter culture, apart trom the
initial destruction of the larger population
centers. Nevertheless, the Belters are ada:
mantly resolved to avenge the deaths of
their people, and have vowed to rid theie
system of all Sathar. The Belters are no
fools, though: they know they won't be
able to accomplish this for several years.
The Confederacy has sutiered even less
under Sathar control. In iact, the material
quality of life has improved somewhat,
since the Sathar have enforced population
Control and introduced improved tood pro-
duction methods, However, the Canteder-
ates have not abandoned theit taditional
values, and they would welcome the
Chance 10 overthrow the Sathars' puppet
goverment and drive the aliens out
The Iceworlders are most threatened by
the Sathar, and are the most desperate 10
free themselves of the Sathar at any cost.
The Sathar have been trying to eliminate al
Mhemne from Snowball, and the Ice:
worlders have the least resources with
‘which to resist, They have renounced their
paciist doctrine, and they are fanatic in
their resolution to destroy the Sathar, The
Iceworlders are willing to cooperate with
anyone who can help them. (They would
even be willing to forgive the Belters, if
there were a chance that the two groups
together could destroy the Sathar)UPF CREW ROSTER
Lt. Dentin isan NPC; all other characters listed here may be used 3s
PescrnPes BACKDOOR CREW (Temporary Assignment)
ABBREVIATIONS Roobor —Lappsod Bogan sihax
ce Panes Momod Dog Daorem itz
Drala Salt Aiiy Race Dials Dass Dials Veus
saci Vezina Techn” eholoica Rink Let
= Bioso—Benactal Sition Plot gio Cook/Nrin Marin
R Ke oh Lieutenant Skits STRISTA, 70160 65/60 60180 40/50
Irtthmor atenan Comp—Computer Dexrs 5030 S050, Sab Theo
pace INitoG $56 503343 Sova
Station: Envi ital PERILOR ‘40 40/40 5040 50150
Engin —Engincer Eni Envionmentl bs i a i ;
And. 2d Engineer Deoriareie Soe BWM dass Sas
Astto~Astrogator Leena Spec. Abil. Per 2 Pers Com 37
Capin—Captain Baie DEST PSA Techn Techn. sit
‘Survey—Survey Team nwo Beam Weapons Skilly Tech Robot PrWpa
Member piapeProeetie Com: Compe Gye
Spe. Abi Special Abit ‘weapon Favs echt Rewp2
Com Comprehension co Pho Ena
Se” bate Ro Brn?
Per Perception
“OSPREY CREW
Gregor M'kix Rhanda——_Stann fecbe Tettes Many
Dentin Rive kit Harts Red Hradem Labor
Race Human Ves Human Human voor Nazir Human
Rank teat yetr ire
Staton Capin Engin Aston Mavi MarinvGunner 2dr) Medic
SRSA bale 5040 G3 Saveo 20/50 4558
Deus S050 sis 50100 v3 estes tas
INttOG ‘aso 300 Savas Savs0 Ssias
PERIDR a3155 cos sone i53 ana
rs ; : ; : i
ew 4350 35133 So wa 303
Spe Abi Eom? ae
Pa Techn echo Techn ait i
stil Teche techs Comps Bmp Paps
Comp Robo Pape Gap Gywp2 Gaps
Robo? Bmp Gyn Maar sia
Pios Comps nie Reve Emp
Eng Engi Rep
ELEANOR MORAES CREW
Race
Station
STRISTA
DEXIRS
INTILOG
PERILOR
Ps
ist
Rwint
Spe Abi
PA
skills
Gratchw
Hikes
vazir
eu
Capin
45/55
soo
6
aR 10
Techn
Techh
Compe
Bmivp2
Piloz
Marnie
Symmes
Lieut
Medic
50050
6
28/30
Bioso
Meds
BmWvpe
Eniwp
Terrence
Fitzpatrick
S540
7070
25/26
Bioso
Enis
Techs
Comp
Pilot
lists
Psshest
Vrusk
Techt
Bmivne
Demat
ap
Leonid
Molokow
SurveyiAsvo.
040
50170
é
Techn
Compo
Robo
Pradi
Innesti
vari
Engin
30:50
45/50
30150
6
BR 15,
Techn
TechS
BmWvp
CompCHARACTERS’ BKGD. REPORT
Following is a summary of events that led
Upto The War Machine adventure, It details
the events that took place in the first two
adventures of the “Beyond the Frontier
Series: Mutiny on the Eleanor Moraes and
Face of the Enemy. li your PCs haven't
played these two adventures, they should
be given this information before you start
them on this adventure
The events detailed here may differ
slightly from the actual experiences your
PCS had in the first wo adventures.
The assault scout Osprey of the Frontier
Expeditionary Force (an_ independent
squadron of UPF Spacefleet and militia wae:
ships under Commander Karl “Rough’
Reider) was dispatched on a rescue mission
to the planet Mahg Mar. This planet les in
an unexplored region of space beyond the
Frontier Sector. The research vessel Eleanor
Moraes had been damaged during the sup:
pression of a mutiny and the Osprey was
sent to render assistance and to investigate
the circumstances of the mutiny.
As the repairs were being made, Captain
Dentin of the Osprey directed a’ party to
‘make contact with the Notui, the primitive
but intelligent indigenous race of Mahg
Mar. Dentin was obliged to do so under
standing FEF orders to search for evidence
of Sathar presence on unexplored planets.
The Notui gave the party information that
led them to discover and salvage a derelict
Sathar scout ship, which was in operating
Condition. The party found information in
the ship's log and in its flight computer that
pointed out the location of the Sathar
Scout's base—an unexplored system listed
in the Federation Survey as System FS 30.
The scout ship, recommissioned into the
UPF Spacefleet as the Backdoor,
approached an asteroid belt in FS 30, where
4 Sathar mothership was being used as a
‘mobile scout base. The UPF was able to
take the Sathar by surprise and board the
‘mothership, which was a lightly armed war
ship about hal the size of an assault carrier
The Osprey and Eleanor Moraes supported
the crew of the Backdoor in this operation,
The UPF crew did not achieve its primary
objective (which was to take a live Sathar
prisoner); still, overall, the mission was
extraordinarily. successiul_and yielded a
‘great deal of unique information on the
Sathar.
The boarding of the mothership did not,
however, go unnoticed. Immediately after
the boarding operation was completed, a
‘group of four Sathar fighters was detected
heading for the three UPF ships. The appar
cently hostile ships would arrive in less than
two hours, Lt, Dentin, the ranking UPF off
ccer, ordered his tiny force to prepare for
battle
SHIP SPECIFICATONS
UPF BACKDOOR: Sathar Scout Vessel
Hull size: 3
Length: 30 meters
Width 8 meters
Wingspan: 24 meters
Hull Points: 10
Hatches: 1
Engines: Zatomic, size A
Fuel! 1 loaded, 1 reserve
ADFIMR: —6I5
‘Weapons: none
Defenses: reflective hull
Security: level 3
Lite Support
‘main & backup— capacity 6
Commun,
videocom, subspace radio.
Detection: radar
Computer Programs
‘computer security
installation security
computer lockout
damage contro}
alarm
astrogation
lie support
atomic drive
NOTES: The full has 100+ 26100 structural
points. The entte bridge has independent pr:
pulsion and ie suppor, and can be detached in
BACKDOOR PERSONAL GEAR
‘Most borrowed irom the Eleanor Moraes)
{6 Sathar space suits with radiation pro:
armored Sathar space suits
Spare sult life support cannisters
engineer tool box
laser torch with power pack
anchors, 1,000 meters of cable
Spare suit patches
robcom kit
techkit
envirokit
radiophones
standard equipment kits
iniraired gogsles
laser rifles
automatic pistols (400 rounds)
srenade riles
each ofall six grenade types
laser pistols
4 vibroknives
6 albedo suits
6 Skeinsuits
20 power clips
© power backpacks
UPF ELEANOR MOREAS: Research Ship
Hull size: 3
Length 50 meters
Width: 24 meters
Wingspan: 24 meters
Hull Points: 15
Hatches: 2
Engines: 2 atomic, size A
Fuel 1 loaded. 1 reserve
ADFIMR: 4/3
Weapons: 2 heavy laser turrets
Deienses: _ feflective hu!
Security: level 3
Life Support
main & backup—capacity
Commun
videocom, subspace radio, radiophone
Detection: radar
Computer Programs:
computer security
installation security
computer lockout
damage control
information storage
robot management
‘maintenance
Surface Crat
explorer, survey blimp
Robots: remote survey robot (level 4)
alarm
astrogation
lite support
atomic drive
analysis
languagewith heavy duty jetcopter chassis, two
work limbs, laser batterylautomatic rifle
turret; progeams include attackdefense,
computer link, topographical survey,
sample collection, photo survey,
maintenance.
2 utility robots (level 3) with standard
body: programs include maintenance
and computer link,
NOTE: Bridge section has emergency propul:
sion and lie suppom and can be detached in
ELEANOR MOREAS PERSONAL GEAR
16 space suits
2 radiation suits
20 spare suit life support cannisters
2 rocket packs
20 rocket pack fuel cannisters
engineer tool boxes
1 laser torch with power pack
2 pairs of magnetic shoes
2 anchors, 1,000 meters of eable
10 spare suit patches
3 medkits, 20 freeze fields
2 gas masks
3 rabcom kits
3 techkits
3 envirokits
3 radiophones
12 poly-voxes
20. standard equipment kits
12 inirared gogales
20 laser pistols
4 laser rifles
2 grenade rifles,
20 doze grenades
30 angler grenades
20 smoke grenades
6 incendiary grenades
3. fragmentation grenades
2,000 grams of Tornadium D-19
2 stunsticks
16 skeinsuits
16 inertia screens
100 power clips
20 power beltpacks
12 power backpacks
EMS OSPREY: Assault Scout
Hull Size: 3
Length: 30 meters
width TO meters
Wingspan: 26 meters
Hull Points: 15
Hatches) 1
Engines: 2 atomic, size A
Fuel Toaded, 1 reserve
ADFIMR: Sid
Weapons:
laser battery, 4 assault rockets
Defenses: reflective hull
Security: level 3
Life Suppor:
main & backup—capacity 12
Commun,
videocom, subspace radio
Detection: radae, energy sensor
Computer Programs:
‘computer security alarm
installation sec astrogation
computer lockout’ —__life support
damage control
NOTE: Sky bridge and lower bridge have emer:
‘gency propulsion and Me suppom and can be
detached in emergencies.
atomic drive
‘OSPREY PERSONAL GEAR
2 space suits
2 spare suit life support cannisters
2 armored space suits
2 rocket packs
2 pairs of magnetic shoes
2 anchors, 1,000 meters of cable
10 Spare suit patches
10. rocket pack fuel cannisters
2 engineer tool boxes
laser torch with power pack
3 medkits, 20 freeze fields
2 gas masks
1 robeom kit
3 techkits
1 enviroki
3. radiophones
12 poly-voxes
standard equipment kits
inirared goggles
electrostunners
laser pistols
laser rifles
sonic disruptors
sonic stunners
heavy laser
automatic rifles (400 rounds)
‘automatic pistols (400 rounds)
reedler pistols (200 rounds)
needlerriles (200 rounds)
‘machine guns (4,000 rounds)
iyrojet pistols (200 rounds)
Byrojet rifles (200 rounds)
irenade rifles
irenade mortars
each ofall six grenade types
rocket launcher (10 rounds)
recoilles rifle (40 rounds)
sams of Tornadium D-19
stunsticks
eee ee eerie sess
4 vibroknives
12. military skeinsuits
12 albedo suits
6 albedo screens
6 inertia screens
6 sonic screens
100 pawer clips
20 power beltpacks
12 power backpacks
MAP NOTE ON OSPREY: Use the large color
‘map from the Knight Havks game fora layout of
the Osprey vith the fllawing modifications:
1, The sky bridge and lower bridge are rigged
with emergency escape po! seat
2, The storage deck is now a boarding panty
quarters, and has tour double-oceupancy
cabins.
3, The weapons lockers onthe sky bridgeFEDERATION EXPEDITIONARY
FORCE SHIP ROSTER
UPFS ELEANOR MORAES F<) (Energ 1: Symmes) ADF MR DCR
Research Vessel [wes] tatenem sree ee)
DEFENSES: RH
DAMAGED SYSTEMS:
(Other Crew Skills: Pilot 2 (Hakes); Engin 4(Innest); Astro 1 (Molokov)
sree
UPFS BACKDOOR ADF MR DCR
Unarmed Scout Ship 638
DEFENSES: aH
DAMAGED SYSTEMS
Other Crew Sil: Plt 2 (Mo
seeeo:
CMS OSPREY tee (Woche head OF WR DcR
Assault cout [ness DT ceneg 2: Hatin 54s
pe FES
DAMAGED SYSTEAS
Other Crow Sills Filo 3 (Denn); Engin 3 (2 sto 2 Kas
sree,
UPFS FLYING CLOUD [ge we moc) ADF MR DCR
Frigate cs | oct 5) +3070
, DEFENSES: Ri; 1M Le eenerg 3
ME iirc sie Le energ3)
Other Crow Sil Plt 5 Engin; Ato 4
sero:
UPFS K'RISS| — AR teacher 2) ADF MR OCR
Assault Scout co Ua ners) S450
pa IE:
DAMAGED SYSTEMS
Other Crew Sil Pit 2; Engin 2; Aso 2
seeeo:
UPFS DOBORU ———— (Rocket 2 AOF MR DCR
Asso cout (wets even 5 4 50
er OSES eH
DAMAGED SYSTEMS
Other Crew Skil 2 Engin 2; Aso 2
sree:
PCS shill f necessarySATHAR SHIP ROSTER
SHUTTLE lw ] No Weapons ADF MR DCR
ef ==] orm
A DAMAGED SYSTEMS:
G
% Cre Sil Pt
Vag sec:
SATHAR SYSTEM DEFENSE FLEET
SAV FIGHTERS A-F ; ae (Rocket 2 ADE MR DCR
DEFENSES: RH ne ees
DAMAGED SYSTEMS:
‘Other Ceew Sills: Pilot 2
SPEED:
SAV RIPPER A AR (Rocket 2) ADF MR DCR
Fighter G te 55 2
DEFENSES: RH
DAMAGED SYSTEMS:
Other Crew Skil: Pitot 3
seeeD:
SAV REAVER ar (Rocket 3) ADF MR DCR
Fighter H — a son
DEFENSES: RH
DAMAGED SYSTEMS:
(ther Crew Skills: Pilot 4
SPEED:
SAV FIRESTORM Taree Re (Rocket 5) ADF MR DCR
Heavy Cruiser ues ly docket 5) 11 108
DEFENSES: RH; ICM. 1 (ener 5); LB (Emerg 5)
DAMAGED SYSTEMS
‘Other Crew Skills: Pilot 6; Engings Astro 3
SPEED:
SAV PREDATOR
Assault Carrer
DEFENSES: RH; 1M.
DAMAGED SYSTEMS:
‘Other Crew Skills: Pilot 6; Engin 4; Astro 4
SPEED:
7s Rocket 5) ADF MR DCR
{U8 (Energy; UB (Emerg 5) 21 105
SAV FIGHTERS FM. - AR (Rocket) ADE MR DCR
{aboard Predator) wd ss
DEFENSES: RH
DAMAGED SYSTEMS:
‘Other Crew Skills: Plot 1°*
SPEED:
* Mhemne pilots cannot use an ADF or MR higher than 3 without suffering ski penalties and risking blackout
ADF oF Mito &: Reduce al sill andl attack percentages to 50% of normal There ba 20° chance of blackout per turn
ADF or MR ot 5: Reduce al skill nd aac pescentages to 10% of normal. There sa 0's chanee of blackoul per turn
Ha ple blaeks out, a deacman switch automaticaly reduces the acceleration ADF 2. The pot teyains consciousness
maintains its previous course while the pit is unconsc
Inexperenced plots, suiler 30% meade wher attackingBleohkal?
MAP. 1. SATHAR PROCESSING PLANT
security
scurry
AIR TIGHT DOOR
Door
TOOUNG
1Owy
COMPUTER STATIONS, RAVAGE
|
CHAIR/DESK
SATHAR COUCH
SECURITY PERIMETER
STORAGE em
TUNTER ACCESS St
secuRity
TOWER
aay
SATHARQUARTIRS. oT SECORITY PERIMETERUB (SIDE VIEW)
MAP 2: L4 STATION
7)
IRLOCK| ia
Ree) | oS
ST 3} ~ fia Reapy ROOM
any ROOM ttt Yass
i3|_ [La Teominor LLaikicn
LI [ Jo 4
A LAS
Ale 7 2fs AN
niRLOGe 9 Kt
| i 2 auvny )
Cy Sa
TT "
Hees
ROUX =
ial] [3
Al 7 nao
L k L
[| tievarok (E! ~ [core 7
ian
RACKING | }
fore,
L |
‘8 T
ty] f
CORRIOOR
(nigtce
SL TE
READY ROOM,
— Aimcock\
i [amonMAP 4. SHUTTLE CREW DECK
RCHEN |
TRIDOR
“T
RITCHEN
MAP 5. SATHAR ADMINISTRATION DECK
[oT tosariarte,
fal [ide Quarregs
csaN ie)
rpc baSTAR FRONTIERS’ |
KNIGHT HAWKS ADVENTURE
Bet-m Ela Erdal lal
LOE
Ore a ee te
tured an intact Sathar spaceship. You had one (until
forest uc amc eas
ere nae ecoeantc
ere eS en Reg
a base in the FS 30 system, an unexplored star sys-
Pes Ca Ru ae eRe amy
cee CU ot eo
cee
Dont CU ee en a cg
Ps eres eae ase aed !
Revere mec eee Rete
eS rR ens cs
Pe anes nt
eee es
bso p ng bya
perience /
SN eee ae Ceara ts
ie ian ma mente TILEY
cme Pets
rele a ote
ea ceca TU}
oe Kingdom
Card
Nee eee
0 IM | 6
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