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
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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
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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.
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