For Traveller New Era (with T4 conversion notes)
Work in progress- last update Feb-8-00

Page contents

Introduction
Alpha- New Dawn Group
Beta- Journey through the desert
Gamma- The abandoned starport
Delta- Rivertown Despot
Epsilon- Close orbit run (in progress)
Zeta- Vampires in Geosync orbit (in progress)
appendix

INTRODUCTION:

Planet Ashlan IV is located in the wilds (Subsector P- Diaspora sector). The world was formerly heavily inhabited, having many empty deserts terraformed into thriving ecosystems. During the rebellion, the planet armed itself heavily and was one of the last systems in this subsector to keep aliegence with Emperor Lucan. A brief skirmish with a solomani expeditionary force in 1117 sent the population into a weapons-building frenzy. The basic technology level was imperial standard (tl16), but much of the armaments were built at lower tech levels due to resource and management problems. Several Naval engagements followed, grinding the solomani advance in the old expanses to a halt. In 1118 a new front opened up in Daibei sector, and hundreds of imperial ships were diverted to assist the solomani advance there, leaving the Diaspora with a skeleton defense. During the advances of 1119, Ashlan IV was surrounded by Solomani ships, which proceeded to systematically demolish the weapons producing potential, before being driven out by imperial reenforcements. By 1120, the Ashlan IV millitia and Navy detachment had regained it's former size, but at considerably reduced technology level. For 12 brutal years, the planet suffered the worst of the imperial-solomani war, most of the young men and women had been drafted, and had died somewhere in the Tail-rim front. Subsector after subsector had declared independence from the Imperium, and it became obvious that the days of the Imperium were numbered. In 1132 the virus had taken most of the Solomani and imperial ships in the system. A Class 2B virus entered Ashlan IV on a recon probe. It quickly infected the orbital defense system and several warships, which in turn fired on the planet and all ships in orbit. The people could not defeat the orbital station, which fired until it's weapons were emptied. 99.9% casualties  were taken withing the first year, total anarchy ensued. The remaining 10 million people were scattered across the world. They gradually reorganized into tribes, mostly hunter-gatherer. The ecosystems were unstable, and over 80 years of neglect, many have reverted into deserts. Some of the tribes have settled down in river deltas and floodplains and have re-invented primitive agriculture. The nomadic hunter tribes have TL1 or 2 while the sedentary tribes have TL4, re-inventing ironworking and gunpowder. There is still a lot of relicual items, mostly bits of metal beaten into primitive weapons and tools. Some tribal shaman have figured out some of the simpler electronic devices (which the population regards as black or white magic- depending on the user).

 There is the usual amount of technophobia, which manifests itself into a distrust of "Wizards" who have attempted to understand the relics. This has strangely enough created a small counter-culture of "wizard-guilds" in some of the trading sedentary tribes. Tribal shaman are still respected, though usually out of fear.

THE VIRUS:

 A Type 2B virus still remains on the orbital fortress Redoubt. All of the primary weapons are down, having expended thier ammunition long ago. Since the station was never boarded, internal security systems are still functional, and await unwary players. The only source of power on the station is it's solar arrays, which (because of damage) now only output 50 kilowatts, just barely enough to operate the computer (housing the virus), a few sensors, and internal security systems. The virus has no way of disabling a ship or shuttle in orbit.

OPTIONAL RULES USED:
 I have designed this game with optional damage rules (Link) in mind. I usually give the players, and Major NPCs Heroic damage absorbtion, while spearchuckers get Realistic Damage absorbtion. For very introductory or cry-baby players, I will give Super-heroic damage absorbtion to the players only.

THE PLAYERS:

 The New Dawn Group (NDG) is a Morrow-project like attempt, during the last days of the final war, to preserve some of the knowledge of the past. The charecters were hastily selected in 1128 as a nucleus for the development of a re-emergant society. Two major problems occured; firstly the gathering of sufficiently qualified personal could not be done. Virtually everyone between the ages of 14 and 40 had been called to war, near the end they were just grabbing anyone, of any age, with some skill levels and coldsleeping them. Secondly the distruction was heavier than anticipated, many of the coldsleep chambers failed shortly after the final war, the recon and alert teams were all destroyed, along with any trace of the project. Wake-up was intended to be initiated when the war had settled down, by the recon or alert teams. Failing that, the primitive control system was to wake up the team when any humans entered the base. Because of the enormity of the distruction, no human has ever set foot in a project base until now.
 

ALPHA SECTION- NEW DAWN GROUP BASE G-12

ALPHA MAP (15k Gif)

1/ THE SLEEPCHAMBER BAY

You awaken from coldsleep to a disaster. The sleepchamber bay is in shambles, broken wires hang from the ceiling, the air is stale. Several of the other sleepchambers are shattered, their occupants long dead, sand fills the bay. A man dressed in rags and bits of metal points a long sharp stick at your chest. He pokes you curiously to see if you are alive. When you react, he jumps back a little. Several other men also primitivly dressed are scattered around the bay. The group of natives are 6 adult males, all with metal hunting spears, longbows, and metal swords. They wear a patchy ring mail armor and animal skins. They speak slowly in galanglic, but with the begining of a dialect (give them a thick accent- perhaps cockney).

Initially the tribesmen will be somewhat awestruck. The players are obviously a gathering of wizards, thier tribe has recently lost it's shaman and could use another. After initial contact, they will try to persuade the charecters to come to the tribal moot. If the players deal with them badly, they will attack and flee.

STATS:
 5 Ashlan IV friendly hilly nomads
UP: A7B710 stealth-11 survival-14, observation-10, melee (spear)-9, unarmed combat- 11: Spear, Knife, Body Armor (Av:1 vs melee), backpack
(T4 stats  stealth-1 survival-2 longblade-0 melee-1 Brawling-1)

 1 Ashlan IV Friendly hilly nomad leader (UP: AAB871 as nomad plus Bow-11, Observation-13 :  as nomad + Longbow +20 arrows )
(T4 longbow-1 recon-1)

The contents of the sleep chamber bay are in an appendix

2/ THE CONTROL CHAMBER

The control center is largely smashed, the side wall has caved in, and the room is half burried in the sand. Some of the equipment appears functional. An array of sealed sensor probes has broken off of the ceiling and sits on the main control panel. Base control systems will warn the players of the contamination (Avg: Observation or Dif:computer). If the players stay more than 4 hours, have one of the natives say "excuse me  sir, what does this blinking red light mean?"

 If the group must know, there were 40 project bases, 10 recon/alert, 15 scientific, and 15 restructural/general. They were built in remote areas far away from the destruction. Not known by the players, most of them failed anyway. There are currently 3 surviving science bases, and 4 surviving restructural bases, successfull occupancy is 2-8 people.
 

3/ THE STORAGE CHAMBERS
The storage chambers have been much more severely damaged. Most of the roof has collapsed, along with two of the walls. Boxes are smashed open, wedged between fallen timbers, plastic barrels have split open pouring out thier contents long ago. In the center of the room is a big hole, below is the small power station. Peering down, all that remains of the high efficiency fission plant is a blob of molten sand and metal. Charectors who enter this room immediatly take 2d6 rads, and accumulate d6 rads per min spent here. Once outside, the door must be shut in order to keep the radiation down. Anyone foolish enough to go into the hole and examine the molten mass takes 10d6 rads instantly and 1d6 rads per combat turn (5sec) spent down there.

 If the players persue a radiation cleanup i.e. Disposal and sandwashing (as there is little water), cutting off all body hair and doning fresh clothing, they will reduce the initial radiation by 1/2, but not the per round radiation.

4/ EXODUS
 The base has very little to offer, almost everything is contaminated by a leaking fission reactor. The players themselves were shielded by the coldsleep chamber and the antioxidants pumping through their veins. Now that the seal has been broken, they have 2 hours to escape without harm. Every hour they remain in the base beyond that each player takes 1d6 rads. All of the equipment is heavily contaminated, they can only take a few items from the sleepchamber bay (see appendix).

BETA SECTION- JOURNEY THROUGH THE DESERT

 The players should decide to go with natives to the tribal moot. The tribesmen ask many questions (where the players come from, what was that place, can they create water, can they forge metal) they also answer questions, the players can deduce the information from the introduction. Additionally they will learn that the tribe get's it's metal from a ship graveyard in the great desert (30 miles past any water). The tribe goes there to gather metal to bring to the river people in exchange for weapons and grain.

1/ THE CONTEST

 On the way there, they encounter a group of rival tribesmembers.

You don't recognize the landscape, this use to be a lush temperate forest. Now there is sand in every direction, it billows up from huge swirling dunes, and scowers the sparse vegetation away. The chill crisp air at least gives you a sense of how stale it must have been inside the half-burried base. After following the nomads for a hour, black shapes appear to spring out of the dune ahead of you. Several men in black robes come running towards you. The leader tells the party not to worry, they have just come for the challenge ritual. Before the rainy season, groups of nomads from rival tribes come to challenge others. These contests are seldom fatal, but involve brutal unarmed warfare. The players are expected to become involved, but can bow out (and loose face). Only the males will be attacked, and then it will be a one-on-one thing. If any player succeeds in defeating his opponent, he gains respect, if not, he does not loose face.

 If the players decide to use weapons, both tribes will stop them, demanding their surrender.

Rival tribesmen: A7B710: Unarmed combat-11, Melee (spear)- 11  (T4=melee-1 brawling-1) Fists, spear, pack

Unarmed combat notes for T4
To strike is an average (2d) test of, Brawling (or difficult (2.5d) test of str/dex). If the target of the strike also has brawling skill, subtract that skill level from number needed to hit. Grappling is a difficult (2.5d) test of strength, and opponents brawling and athletics count against it. Breaking a hold is formidable (3d). Damage (1 die per round held) is done to endurance. Using martial arts allows both strike (difficult test) and block (formidable test) in a single round. A successfull block will allow player to take only 1pt damage from a strike (and inflict 1pt damage to enemy... a good block hurts). A martial  artist can go offensive (two strikes) or defensive (two blocks), or all out (3 total actions = +0.5 die difficulty, 4 actions = +1.5 dice difficulty). The tribesmen (need 11 or less to hit) are good brawlers, but will let characters recover or surrender before attacking again. A successfull hit causes 1 die of damage (1pt  if  leather armor is worn). The damage is applied to D6: str (1-2) /dex (3)/end (4-5)/int(6). Tribesmen will surrender if any of thier stats falls to 2 or less.

2/ THE MEETING

The tribal leader (Mark Brunner) will already be somewhat impressed considering the players origin, and will suspect that they are wizards. He has had a close relationship with the last tribal wizard and is not as technophobic as other chiefs.  If asked, he will confirm the existence of the ship graveyard, and give the players  some juicy details. Depending on the previous contest, and on how well the players role play, there are three possible outcomes.

1/ Very impressed, he offers membership in the tribe (a brief ritual), animalskin clothing, a spear or longbow, a knife, and a pack (waterskin, rope, food, tinderbox). If any one player is specifically impressive, he offers marriage to one of his sons/daughters. The entire tribe will go into the desert and collect metal early this season.

2/ Somewhat impressed, he offers a guide and some warriors to help the players find the graveyard. He offers a pack and a knife to each, and tells them to bring back some metal.

3/ Not impressed, he is polite, but says that the tribe cannot afford to venture to the site. He draws a map on an animal hide and tells them of a few tips on how to survive the desert. He gives each a pack on loan in exchange for metal they find.
 

3/ TRIBAL WAR

A few days after leaving the camp, a group of coastal bandits from Beta village (Grapevine) decides to ambush the players. They have been following the desert tribes hoping to find the location of the metal rich graveyard. Having run out of supplies, they have taken to raiding whatever targets present themselves. Spotting the ambush is difficult:Observation (a 2.5d test of Recon or Perception), spectacular success means that the bandits were spotted while setting up, and have not seen players yet.

Grapevine coastalfolk (number to match the party)

Bandit Leader (978742) Bow-13, Melee-12 (Longbow-2 longsword-2) Wears leather armor (Av:1 vs melee), boots, and carries a longbow, longsword and a knife.
Bandits (979631) Obs-10, Melee (spear+sword)-11, Bow-10  (longbow-1 longsword-1 spear-2 recon-1). Wear leather armor and carry a spear, knife, boots and a nearly empty pack.

If the players are particularily well armed, or experienced in primitive warfare, then increase the bandits to Heroic damage absorbtion.

The bandits are desperate and will listen to negotiations as long as they get food and water out of the deal. They will be especially receptive it thier meglomaniacal leader is killed or incapacitated.
 

4/ THE GRAVEYARD

Description

The vehicles strewn over this field come from the brief war with the vampire base. They are all more primitive (fewer computerized controls, more crew-dependant) and crudely thrown together. Some of the wrecks belong to virus controled ships, and are more advanced. Carefull observation (Dif) may note this after examining a few of them.

It is possible to find many things, depending on observation and time. Each thing must be specified for, otherwize only common things will be found (avg or ezy). Each person can make one search roll per period (4hrs).
 
 
Type of part  Difficulty (observation skill) Number
Metal Eazy d10kg usefull bits 
Vacc-Suit Average d4 functional suits
Working Components* Average d2 parts
Hand Tools Difficult 1/2 kit
Weapons, Ship Difficult 1d2
Weapons, Hand** Formidable 1
Working M. Drive Impossible 1
 *Type must be specified before the search roll
 **Determine type randomly (Tl12 slug/energy- for vehicle crew)

 If the players try to activate one of the navigational computers on a ship, they will learn of the location of a nearby starport (100miles further south).

 If the players want to try and rebuild a ship, tell them that these are all badly damaged, and no facilities are present, but they might be at the starport.

To randomly determine what is found, use the RANDOM WRECK GENERATOR
 

GAMMA SECTION- STARPORT

Starport MAP (125K gif)

The players can either impress the tribe into following them (if present), or set off on thier own (the whole tribe will try to persuade at least 1 PC "shaman" to stay with them). It will take at least 10 days to cross the desert to the starport. If the players have been keeping good relations with the tribesmen, they can probably get supplies if they help carry metal back to the camp.

Keep in mind that crossing the desert will take 2-3 litres of water per person per day, double that if they behave stupidly and march during daylight. An (Avg:survival) check will halve the water consumption, and a Dif:survival will locate water and shelter in the desert. There is also a good chance of getting lost, it's a (Dif:Navagation defaults to For:Int) to reach the starport in 10 days, minor mishaps add 1d10 days, major mishaps means that the party gets lost.

 If they get lost, or are dying of thirst you can have a group of friendly tribesmen (if you are feeling kind) or a hostile group of bandits (if you are not) encounter the lost or dying players.

 Description here

As players enter the starport, describe the oddessy of wrecks, damage is severe. Players may either convince tribe to settle here for a while, or get help from nearby river-village (Morobay, 30 miles away).

NB: Morobay is a slave state, players may buy support equipment or slaves with technological equipment or metal, get involved with local rulers (who are jeaolus and treacherous). Morobay sports a yeoman foot army (muskets and cannons), and a small elite guard of 25 full time soldier-enforcers (automatic rifles/ grenades).

 Gradually cannabilize parts of ships into:

 Working ground transport (1 week)

 Working Air transport (2 weeks) (armed takes d6 extra days)

 Working space shuttle (4 weeks)

 Working space ship (system) (8 weeks)

 Working star ship (16 weeks)

 A maximum of 8 ground transports, 4 air transports, 2 space shuttles, one space ship (which can be converted into a star ship) can be made by cannibalizing the parts here.

 In building the vehicles, several checks must be passed. Use the construction rules in the FFS supplement. First each component must be found, and/or repaired. When assigning search ratings, keep in mind that this was a millitary starport which was heavily straffed with mass drivers by the vampire station. The technology level is 16 (add 2 levels difficulty) at best, most of the vehicles and ships are TL12-14.
 
 

 Finding a TL16 fusion power plant- small, intact: Imp Recon or Perception
 a TL14 power plant, Huge, broken: Easy
 a TL16 working hand weapon: Imp
 a TL14 broken ship heavy weapon: Easy
 a TL12 working ship heavy weapon: Dif
 

If players insist on "just looking around for whatever is usefull" Give them a few rolls on the following table:

Damage level d6: 1 intact, 2 secondary damage, 3-4 direct hit/blasted, 5 Rubble, 6 Danger

Dangerous building will collapse unless dif:dex roll is made, 2d6 damage plus pinned on 1-2n6
spotting danger is dif perception/recon or avg engineering

Buildings
2 Repair yard/conversion yard
3-4 administration
5 storage (fuel/supplies)
6 Terminal
7-8 Hanger
9 Control station (tower/scanner/comm)
10-11 Converted millitary center (+ roll again)
12 security
 

Looking for small objects

 1-20 Handy bit of metal
 21-24 Simple hand tool
 25-27 Broken com-pad
 28 Old medkit- personal
 29-30 Grav-belt, broken tl12 (skeleton still inside)
 31-40 Vacc-suit/Armor- smashed, with occupant
 41 Vacc-suit/armor- intact, with occupant
 42 filter mask
 43 emergancy beacon, powerless
 44 infantry pack- tent, refl tarp, water-pure, small solar pack (tl14, ½ m2), 5 clips PlasmaR
 45-48 storage battery- dead 1/10 sqm
 49-55 binoculars, PRIS
 56-65 Helmet.
 66-86 bolt/screw/working piece of something
 87-90 SatNav Reciever, working
 90-97 Hand Weapon, broken
 98-100 Hand Weapon, working (d10% munitions working/charged)

Hand Weapon Subtable

1-3 Slug weapon tl12
4-5 Lazer weapon tl14
6-7 Plasma weapon tl14
8 Heavy weapon tl14
9 Grenades/explosives tl12
10 reroll but add 2 tech levels (Max 16)

Large parts/ engines table

 1-40 Hull/Armor plating (Steel/Fiberglass/Light Comp/Superdense/CohSD)
 41-50 Engine, broken
 51-60 Ground vehicle (chassis/suspension/plant/controls) one system works/needs minimal repairs
 61-62 GV as above, but 3 systems working/ miminal repairs
 63 GV functional/ minimal repairs
 64-70 Airship hull- good condition systems disfunctional
 71-72 Starship hull as above
 73-80 Storage tanks, intact (contain fuel/water/coolant) 1d100 m3
 81-90 Ship heavy weapon-broken
 91-94 Ship heavy weapon,-works
 95-96 Ship HW ammunition locker
 97 working computer parts
 98 working communications package (ship system)
 99-100 working charged batteries (ship) 1-10m3

ground vehicles 1-4 grav, 5 wheeled, 6 tracked
2-3 emergancy vehicle
4 fuel vehicle
5 cargo  vehicle
6-7 bus/ public transport
8-9 grav car personal
10 grav bike/speeder personal
11 specialty vechicle (lifter/gangway)
12 millitary vehicle
 
 
 

Delta section: Slave market of Morobay

Restoring the wrecks to service will require lots of physical labor, as the automated assembly machines are broken or likely to be vampires. Fortunatly lots of manual labor is nearby in the primitive village of rivertowne. The population could easily be trained to act as simple laborers and help salvage the wrecks. The players should probably set up some kind of  defense against bandits and possibly begin education and training of  some natives (as was thier primary mission in joining the new dawn group).

The population of Morobay and the outlying areas (some 4000 indivuduals) consists of farmers, fishermen and traders ruled by the iron hand of the great Khan and his black guard. The principle form of trade is in metal from the hilly nomads, goods from northern and southern city states and slaves. In the backward world of Ashlan today slavery has become commonplace. The Khan initally established this village to support the his slave buisness, the costal regions to the south have many small barbaric tribes which are easily captured by his black guard. Since then he has come to rule this land, establishing a tense peace with the northern coastal villages (which are also despotic city-states). The slave trade is rich and between 5-10 small sailing ships are always in port. He has used his wealth to purchase artifact (magical) weapons, and keep a large yeomanry (100) armed with muskets manufactured in city states to the far north.
 

The players will get a lukewarm reception from the villagers (unless they drive in a vehicle). They are assumed to be more hilly nomads with metal to trade. Several people (guards, merchants) will ask them if they have metal for trade. They can learn anything from the locals. Black guards often march in groups of 4-6, and harrass the local population, they sport carbines, grenades, pistols, mostly tech level 8 or less, with the occasional high tech wpn. On a Dif investigation or streetwise, they will learn that the Khan found bought a cache of items manufactured in the last days of the virus war. At this point the players have three options to get some manual labor.

1/ Purchase slaves

 Somewhat immoral, but practical. The players can sell metal bits (10cr/kg) or by selling artifacts (list value). Once taken out of the city, slaves will (40%) try to run back to thier homes in the south. The players can deal with them, promising to release them, or even hire them as free laborers (paid in metal parts, or usefull items), only 20% of them will go if the players make a good offer, or 10% if the players offer to purchase/free the entire family.

Slavemarket prices (either male or female)

Young children (0-6) 50cr  >=Adults may have skills
children (7-10) 70cr   farmer 3x
youths (11-15) 100cr   animal handler 2x
adults (16-35) 500cr   craftsman 5x
elder adults (36-50) 300cr  warrior 3x
oldsters (51+) 100cr   cook 2x
 

2/ Free slaves

 The players may elect to free a bunch of slaves (in exchange for thier help) by attacking the guards, or sneaking them out. The slavemarket is guarded by 10 millitia (muskets and spears), and there are usually 5-10 black guards nearby (automatic weapons). In 15 minutes after gunfire or screams, 30 millitiamen and 10 black guards arrive and begin shooting anything that moves. The people of the village know enough to hide in thier homes when the shooting starts. The outer gates to the city are guarded by 4 millitiamen (two in the tower, and two at the gate).

3/ Overthrow Warlord

 Risky, but eventually may the only way of dealing with the khan. He has 100 millitiamen (minus any the players have dispatched), and 40 royal guards. The guards also have 2 artifact RPG's and a gauss VLF machinegun-14. Millitia will break up upon 20% casualties, the guards will desert after 40% injured or killed.

Complications:

1/ if the players show obvious wealth (>300cr in trade) or sell any artifacts, the khan will hear of this in 1-2 days and grow jealous. He will order one of the players (or the group if they are all together) to his castle, and demand to know where they have gotten so rich. If the players refuse, he will throw them into the dungeon. If they are out of the city, or escape, he will send 4 of his best trackers (veteran troops) to follow them back to their camp, learn their secrets, kill them and take thier things (See rivertowne raiders section). If the raid fails, the khan will eventually (d6 weeks) form an army and track down and attack the starport (see Rivertowne attacks section).

2/ A successfull raid will cause the khan to send raiders and an army as in 1/. If they are captured, they will be imprisoned, tortured and killed (in 3d6 weeks).

3/ If the players have toppled the dictator (hopefully with the help of the people), they will find themselved bogged down in administration. The people will expect the players to form the new government (unless the players install a puppet, of which 40% will turn on players). People become restless unless the players make significant improvements in quality of life (like fusion generator, irrigation system, etc). If the population is left restless, a local population leader will attempt to take over and throw the players out. This can be avoided by brutal repression, or by significant luxuries handed out.
 

Ruling Morobay

Ground transports can make trips to further study the terrain (and build up a map of the various tribal areas and river cultures). Contact with local barbarian people leads to a plea for help from the air-wizards (group of shaman who have assembled a working airship and armed it).

Air transports can do an ariel survey, locating several other individual wrecks (which will speed up production by 1d6 days per wreck found). Air transport encounters some flack (cannonfire) from  some of more spohisticated cultures (thinking it's a rival or a demon). May eventually run into a hostile airship (armed). Will either be forced down or defeat the other airship, it is a group of local shaman who have been using it to terrorize and extort the local people. Eventually this airship will try to extort valuables from Morobay. It will hover over the village, blow up a few buildings (with bombs and primitive rockets), and demand that all the valuables of the city be placed on an isolated hill just outside the city. The aircraft will land, take up the valuables, and then leave (or make another demand if the loot is not satisfactory.

Enemy Aircraft

If the players manage to significantly improve the quality of life (by trading, or ruling with the city), the northern villages become jealous and prepair an invasion. The DM will decide exactly when this invasion will take place (at least 1 year of good living). Players get between 2-4 weeks notice (by spy or ariel recon) if they are cautious or attentive, 2 days notice if they are not (traders offering information for sale). 100 artifact riflemen, 1000 musket and melee infantry, and 150 lance and musket cavalry arrive overland and in 30 sailing ships. They raze the city and take it's entire population as slaves. With luck, the players can raise 400 millitiamen, mostly armed with melee weapons, 100 muskets and whatever the players can give them. It's up to the players to defeat the invasion force with either high technology (a working attack aircraft or tank would be nice), or with stealth (assassinate the leaders) and diplomacy. The majority of the musketeers and melee infantry are slaves or draftees, and will desert if given enough oppertunity. The army will possess a few high-tech weapons, this is up to the GM, but at least 1 anti-tank device, one heavy machinegun, and maybe one anti-aircraft missile.

Epsilon Section:
Once the players have an interface ship working, they can enter the space station in orbit around the planet.

 -enter station, encounter virus robots and automated defenses. Some firefights- players should gain control of the station, or flee in the shuttle.

 -Station calls for virus ship assistance (players understand this)

Zeta Section:
 -Players rig shuttle with weapons, defeat the virus ship, or be forced down onto the planet surface.
 
 
 

Appendix 1

Items in the Sleepchamber Bay
(these are all at TL:16)

Crystal Radiation Detector- internal (it takes 30min and Dif:electronics to remove it). It detects dangerous radiaton, and warns players of the damage level (rads/hour).

Personal Medical Kit (3)
Normal clothing coveralls (12)
Filter mask (2)
Backpack (3)
Emergency beacon (1)- internal (see above)
Reflectorized Tarpaulin (6)
*Water filtration/distillation unit
Video communicator (3)
hand computer (1)
Storage battery 3.5MW- internal
*Solar cells (folding, 4sqm, 85% eff)
*PRIS binoculars (1)