12                      
On each side of every hatch there is an 
environment indicator panel which shows 
the temperature, pressure, oxygen and 
radiation levels on the far side. Unless 
otherwise indicated, all these panels give 
correct readings. 

Structural Points (see AD - page 25) 

The various components of Jetsom have 
the following structural points: 

   External walls - 350 
   Internal walls - 250 
            Hatches - 250 
Ordinary doors - 40 
 Security doors - 100 

Lighting 

When the characters arrive, all rooms 
inside the Jetsom platform are fully 
illuminated by lighting panels in the 
ceiling, unless otherwise stated. Control 
panels in each room allow the brightness 
of the lighting to be adjusted. 

Outside the platform, the only lighting, if 
any, will come from Venturi's star, Bel- 
nafaer. The atmosphere is so thick and 
cloudy that Venturi's daylight takes the 
form of a dull, twilight glow. Days and 
nights are each 5 hours long. 

Intercom 

Each room in the platform has an intercom 
panel from which any other room can be 
called. Once connection to a room is  
made, any sounds in that room may be 
heard through the intercom. However, 
until the effects of the Matrix are removed 
from the J/GL/CN (communications) pro- 
gram, any call made will be connected to 
a room chosen at random. 

Module A; Shuttle Dock 1 

A1. Airlock 
Envt: T = -10 (-55); O = Std (Nil); R = 0. 

This airlock connects with the hatch in 
the nose of the characters' shuttle craft. 
Characters entering the airlock from the 
warmth of the shuttle will notice at once 
how cold it is in here. 

The environment indicator panels on 
either side of the inner hatch leading to 
the damaged tunnel (A2) are broken, and 
 

permanently read "Temperature 25; Pres- 
sure Normal; Oxygen Standard; Radiation 
Nil". As soon as this hatch is opened, the 
airlock's temperature and oxygen level 
will drop (to -55 and Nil). 

Since the pipes in the tunnel are broken 
(see area A2), the oxygen level in the 
airlock can only b restored by opening 
the hatch to the shuttle (with the tunnel 
hatch closed). The airlock will take 3 turns 
to warm up if the tunnel hatch is closed. 

A locker here contains: four chillsuits and 
four breathing masks (one of each for 
each race), four belt powerpacks and four 
oxygen tanks for the masks. 

A2. Tunnel 
Envt: T = -55; O = Nil; R = 0. 

The tunnel is illuminated only by red 
emergency lights. The main lighting 
panels have been destroyed by an ex- 
plosion in the fuel/oxygen lines, which 
has also blasted away the walls, and left a 
3-meter gap all round. This is spanned 
only by two power cables, half-a-meter 
apart, which ran under the floor. 

At this point the tunnel is crossing one of 
Jetsom's buoyancy bags and through the 
breach, the characters will be able to see 
the dome-like top of the bag above and 
the tapering base below. 

Characters may attempt to leap across 
the gap (see AD - page 20). Any characters 
who falls into the gas bag will drop and 
slide down to the atomic heaters at the 
bottom and die, but roping characters 
together, for example, will normally pre- 
vent this. 

Alternatively, characters may walk across 
the cables. The insulation on the cables is 
damaged, however, (a character with 
technician skill who examines them, has 
the same chance of noticing this as of 
repairing machinery) and any character 
touching either one will suffer 2d10 
points of electrical damage, unless pro- 
tected by a gauss screen. Characters 
touching both at once will suffer 6d10 
points of damage. 

The broken ends of the fuel lines to the 
shuttle dock can be seen clearly (a 
character with technician skill will auto- 
matically recognize them.) Before the 
shuttle can be refueled to leave, a section 
of pipe must be fitted across the gap in the 
fuel line. There is no suitable pipe in this 
 

tunnel or in the shuttle. Characters with 
technician skill have a normal chance of 
repairing the fuel line with the repairing 
machinery subskill if they use some of 
the piping from the store (F1). If they take 
piping from the other tunnel (D2) where 
the pipes are identical to the damaged 
ones, they will succeed automatically. 

A3. Foyer 
Envt: T = -10 (-55); O = Std (Nil); R = 0. 

The door into the foyer from the tunnel is 
a security door with a level 3 lock. The 
J/MN/IS (installation security) program 
has reprogrammed the door so that it 
cannot be opened with the passwords 
which the characters were given. The 
program will cause the automated wea- 
pons turret in the foyer to fire at the 
characters as soon as the door is opened. 

The temperature and oxygen concen- 
tration in the foyer will drop to the same 
levels as in the tunnel when the security 
door is opened. Both will be restored in 1 
minute if the door is closed. 

The walls, floor and ceiling of the foyer 
are scarred by random laser shots which 
the automated weapons turret on the far 
wall has fired since the Matrix infected 
the installation security program. 

Automated Weapons Turret: 
  MV Nil; IM 6; STA 120; ATT 60; DM 
  3d10 laser rifle + grenade launcher 
  (see below - ranges twice normal for 
  characters). 

The turret will fire two laser shots and 
one grenade each turn at randomly 
chosen targets. It locates its targets with 
sound sensors and infra-red beams, and 
can "see" along the entire length of the 
tunnel. The grenades it fires will be doze, 
tangler or smoke (chosen at random). The 
turret has 10 of each. They will be made 
useless if the turret is destroyed. 

Module B; Accommodation 

B1. Common Room 
Envt: T = -10; O = Std; R = 0. 

The only occupant of this room is a 
domestic duties robot. It is infected with 
the Matrix and has "tidied" the room to a  
ridiculous extent. It has arranged the fur- 
niture in a precise pattern, and has fed all 
objects in the room smaller than 20 centi- 
meters through its rubbish pulveriser. 
 

JETSOM PLATFORM (areas A1-B1)