17 

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. 
 

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). 
 

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.
 
 
 

                     JETSOM PLATFORM (areas E8-F2)