maintenance of the equipment in
this
room and to obey any orders from the
crew or robot management program are
the general maintenance of the platform.
The robot is mildly radioactive. Any
character within 2 meters of it (who is not
protected against radiation) will suffer 1
point of radiation damage per turn.
BBL-1/4 Reactor Maintenance Robot
BODY/LEVEL: Standard/3
MOVE NORM/MAX: Legs 10/60
LIMBS: 2 mechanical arms; 1 multi-probe
(cannot be used as weapon)
PROGRAMS: Security lock
PARABATTERY: Type 1
STA & DEFENSES: 100; none
WEAPONS: Limbs (DM 2d10) - only if
reprogrammed
SA: Radioactivity (see above)
ATT 60; IM 6; RS 60
DESCRIPTION: The robot has a spherical body
supported on three mechanical legs. It has
three mechanical arms, two with grabs and
one with a multi-probe sensor array (radiation,
voltage, temperature etc. sensors). Its video
sensor is mounted at the top of its body.
E8. Observation Gallery
Envt: T = -70; O = Std; R = 0.
The observation gallery is a circular room
running around the distillation column,
92 meters above the main part of the
platform. Spaced around the outer walls
are six windows which (during Venturi's
daylight hours) allow a clear view of the
rest of the platform and of the windswept,
cloudy atmosphere of Venturi.
Through a window in the roof, a twisted
mounting bracket attached to the distil-
lation column can be seen. The bracket
held the antenna which was torn off
during a magnetic storm, and is clearly
beyond repair.
Module F; Storage
F1. Store
Envt: T = -120 (-80); O = Nil (Std); R = 0.
The door leading to the wrecked room (F2)
is open and so this store-room is exposed
to the cold, oxygenless atmosphere of
Venturi. The room is filled with a gusting
wind which swirls in through the door.
Although this wind is far less strong than
the full blast of Venturi (see F2) and is not
dangerous to the characters, it has swept
away most small objects in the room.
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There is a 30% chance each turn
that any
object weighting 1 kilogram or less will be
blown away unless it is held or secured.
Characters attempting to close the door
into F2 must make a successful strength
check in order to succeed.
Along one wall of the store-room is a rack
with 20 slots. Two of these are empty, the
others hold:
- three cryogenic tanks filled with crude
bio-chemicals. These are identical
to
the tanks in the bio-chemical still
room
(E5) except that they are not connected
to anything. They each weigh 20kg.
If a
character opens the valve of a tank,
the
pressurized, bio-chemical gases
inside
will rush out. If the door to F2
is still
open, the gas will be dispersed
harm-
lessly. If the door has been closed,
the
characters may be poisoned (see
E5).
- 15 empty cryogenic tanks. These each
weigh 12kg. Characters with technic-
ian skill may connect empty
tanks to
the bio-chemical still output pipes
(see
room E5) using their operating
mach-
inery subskill, if the full
tanks have
been removed.
Another rack contains standard 2-meter-
long pipes (20 pipes, diameters 2-20
centimeters) and girders (30 girders,
widths 2-20 centimeters). The pipes may
be used to repair the fuel-line in the
access tunnel (A2).
There are six lockers in the room. Five of
these have blown open and are empty
except for:
- a coil of high-voltage wire (100 meters)
- a techkit (complete)
- a robcomkit (complete)
- a power backpack (fully charged)
The closed locker contains:
- a bioscanner
- a type 1 parabattery
- grenades for laser turrets (5 doze and 5
tangler)
- 4 laser pistols (each with 20 SEU clip)
F2. Winds of Venturi
Envt: T = -120; O = Nil; R = 0.
This room is open to the atmosphere and
violent winds of Venturi, since its walls
have been cut away by the platform's
external maintenance robot. The lighting
panels have been destroyed and the only
illumination (if any) will be the dim light of
the star Belnafaer (see SYSTEM
BRIEF
- page 3).
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The external maintenance robot
has
short, magnetic legs and a streamlined
body to enable it to withstand Venturi's
powerful winds. It never came inside the
platform, and was programmed to perform
repairs to the outside of the Jetsom
platform under the control of the crew
from Term-3 (in the maintenance room
- C1) via the J/MT/RM (robot manage-
ment) program.
When the robot was infected by the
Matrix, it took to damaging the platform
rather than repairing it. It cut away the
outer walls of this room with its laser
powertorch (exhausting this in the pro-
cess) and destroyed everything in the
room which the wind did not blow away.
Any character leaving the shelter of the
door- or hatch-way and going out into the
ruined room will suffer 1d10 points of
damage from wind-buffeting each turn.
This damage is halved if the character has
a skeinsuit or inertia screen (which will
use up 2 SEU per round). In addition, any
characters not tethered to something
solid must make a successful strength
check every turn or loose their grip. They
must then make a dexterity check. If they
succeed, they will manage to grasp a new
hand-hold. If they fail, they will be swept
off the platform and killed.
The robot will not attack characters, even
if attacked, but there is a 20% chance
each turn that it will cut a tethering rope if
the characters are using any.
HMDD-3 External Maintenance Robot
BODY/LEVEL: Standard/3
MOVE NORM/MAX: 10 short magnetic legs
5/5
LIMBS: 2 mechanical arms; 1 multi-tool
(cannot be used as weapon); 1 laser power-
torch (power exhausted - see below)
PROGRAMS: Infected by Matrix
PARABATTERY: Type 1, powerpack for pow-
ertorch (exhausted)
STA & DEFENSES: 100; none
WEAPONS: Limbs (DM 2d10) - only attacks if
reprogrammed
ATT 60; IM 6; RS 60
DESCRIPTION: The robot has a 2-meter-long
horizontal, cylindrical body which tapers to a
point at both ends. Its legs give it a firm grip to
withstand the wind, and its limbs and sensors
(video and infra-red) can be pulled in to lie
flush with its body. The powertorch is a
powerful laser cutter which can inflict 20d10
of damage per turn. It uses 30 SEU per turn
from a special parabattery built into the robot's
body. This powertorch cannot be used by the
characters as a weapon.
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