INTRODUCTION

This module is written for the game referee.
If you plan to participate as a player, don't
read any further.


 
THE RULES

This adventure is based on the movie 2010, and take place in our own solar system and universe. If you put this adventure in your STAR FRONTIERS®universe, the adventure takes place before humans contact any alien race.
   You Must be familiar with the Alpha Dawn Expanded Game Rules and the Knight Hawks Campaign Book to play this adventure. Read and study the whole module before playing.
   This module is divided into chapters. When you finish a chapter, continue with the following chapter; the text explains other options where they are needed.
   Several new character skills are described on p. 15.

THE CHARACTERS

This adventure is designed for three player characters: Dr. Heywood Floyd, Dr. Walter Curnow, and Dr. Chandra. Their skills are essential to successfully complete the mission. Their abilities and skills are described on character cards. Tear out pages 17 and 18 and cut on the while lines to separate the page into three cards. Give each player his character's card.
   Also pullout pages 15 and 16. The non-player characters are described there for you. Use the non-player characters to create a realistic and serious atmosphere, as well as to develop the plot. All of the non-player characters are intelligent and skilled Russian cosmonauts.
   All the Russians, except Dr. Yakunina, speak English. However, they have strong Russian accents. At the beginning og their voyage, the Russians and Americans communicate with some difficulty and are slightly suspicious of each other, though always polite. As time passes, the Russians' English improves, and the Americans learn some Russian. The two groups should communicate easier and become more comfortable with each other.
   Remember: aboard the Russian ship, Leonov, the Amercians are guests and Colonel Kirbuk is always in command.

THE MAPS AND SHIP ROSTERS

This module includes a large map sheet with maps of two spaceships, the Leonov and the Discovery. The Leonov's ship roster is in chapter 1. The Discovery's ship roster is in chapter 3. After the characters board the Leonov in chapter 1, let the players refer to the maps and rosters as often as they wish.
   A map of the Jupiter System is on the inside cover. Chapter 1 explains how to use this map.

SHIP MOVEMENT

In 2010, interstellar travel and jumps through the void are not possible. All spaceflight in this adventure takes place around Jupiter and some of its moons. Before a ship can move, its navigator must successfully plot a course for it (see New Skills). The Leonov can move into any adjacent hex on map 8 every 6 hours. After the Discovery is repaired in chapter 3, it too, can move into any adjacent hex every 6 hours. The text explains when and how the ships can move faster.
   Any ship that enters Jupiter's hex is destroyed.

FORMAT AND ABBREVIATIONS

Sections of text are enclosed in boxes; they are descriptions of action, places, and things the PCs encounter. Read boxed text aloud to the players. You can also refer back to boxed text for descriptions and information later.
   References to the ships are often made using naval terms. "Forward" is toward the front, or bow, of a ship. "Aft" is toward the rear, or stern, of a ship. To a character on a ship facing forward, "port" is on the left, and "starboard" is on the right.
   Several abbreviations are used in this module. Most occur in the character descriptions. The abbreviations are defined below.


ABBREVIATIONS


 
PC
NPC
d10
STR
STA
DEX
RS
INT
LOG
PER
LDR
IM
=
=
=
=
=
=
=
=
=
=
=
=
Player Character
Non-Player Character
Ten-sided die
Strength
Stamina
Dexteriry
Reaction Speed
Intuition
Logic
Personality
Leadership
Initiative Modifier

2