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GAMMA SECTION: PLANNED ENCOUNTERS 

These encounters appear in the order most parties are likely to experience while travelmg from the crash site to the Eleanor Moraes. You may, however, change the order and details of these encounters to fit the circumstances of your game. If the characters in your game are more numerous or powerful than the pregenerated characters, increase the number of creatures or make the encounters more frequent.

The PCs have a number of important problems to handle before they set out through the wilderness to the Moraes. When they set out, alien flora and fauna, unfamiliar terrain, accidents, delays, and the mutineer Bill Terry are all obstacles they must overcome. None of their resources can be wasted it they hope to recapture the Moraes.

Gamma .1

AT THE CRASH SITE: DIAGNOSIS AND TREATMENT OF CAPTAIN MARLBORO AND ENGINEER INNESTI

Captain Marlboro is seriously injured (-35 stamina points), but not beyond treatment. A successfully applied freeze field will preserve him until he can receive major surgery in the proper facilities on the ship.

The characters can also use a freeze field on Innesti (-15 stamina points). A shot of staydose followed by two shots of biocort in the next 24 hours will also preserve him.

The characters can carry Captain Marlboro and Innesti with them. However, doing so will slow them down and make them more vulnerable to animals.

The airship gondola is still airtight and offers strong bulkheads and effective locks and security systems. Marlboro and Innesti can therefore be left in the gondola and retrieved after the characters regain control of the Moraes.

If Innesti accompanies the party he will be extremely conscious of his injuries. The players should not exploit Captain Marlboro or Innesti in unreasonable ways.
 

DISTRESS SIGNALS

The only subspace radios in the expedition are aboard the Moraes and the satellites orbiting above the planet. The airship's radiophone is damaged beyond repair, so it can't be used to relay a message to the satellites' subspace radios. Terry controls the only other radiophones powerful enough to reach the satellites (the radios in the other airship, the lander module, the aircar, the explorer, and the Moraes itself).
 

THE SURVEY ROBOT

After the attack, Innesti deactivated the survey robot, No undestroyed or improvised equipment that can deactivate a robot by remote control is available to the PCs.

The PCs can control the survey robot with the hand controller stored in the gondola (See the Equipment List). If they do not specifically sever their robot's link with the Moraes, their robot will respond to the hand controller, but it will also respond to Terry's commands. Since he is currently not sending it orders, there is no immediate hint that Terry can regain control of the robot at will. When Terry notes the approach of the robot or the party on his sensors, he will attempt to take over the robot, intending to add it to his own defenses.

The robot's radio transmitter (computer link) is too weak to reach the satellites to relay a mayday. The robot normally transmits all sensor data to the Moraes' main computer Unless the robot's functions are specifically altered, Terry can eavesdrop on the party's progress. The computer-robot link is still active, but the robot is not a remote terminal. It can only transmit sensor data or radio signals, and cannot access the computer without the password.

The robot has limited power and range. It has enough power left to fly 950 km. or hover for 950 minutes, or any combination of both adding up to 950. An alarm on the hand controller warns when there are only 2 km. (or minutes) worth of power left in the battery. The robot's battery may be partially recharged from the power backpacks, providing an additional kilometer or minute of flight per SEU transferred to the robot's battery. (Power backpacks store 100 SEU)

The robot is not designed as a shuttlecraft. and a robot tech will judge such use as risky for both robot and cargo. Improvising a sling or frame to transport more than 50 kg causes a forced landing and damage within seconds of takeoff. Repair will take one hour.

The PCs may also hope to send the robot to observe or attack Terry at the Moraes. A robot technician or ships officer will know that Terry's two robots can destroy the party's robot. The Moraes' laser batteries will insure the robots loss. The best way to protect the robot and exploit its abilities is it keep it fairly close to the party.
 

THE MORAES' COMPUTERS

Terry activated a security program that denies computer access, commands, programming, or data retrievals of any kind without a new password. None of the PCs know or can guess the new password. The security program can be defeated only hy re-wiring the computer. The crew's computer techs are familiar with this security program and know that remote access the computer is impossible.
 

SALVAGING EQUIPMENT FROM THE AIR SHIP

Resourceful PCs may try to salvage materials from the airship, hoping to jury rig equipment for later use. Table 5 lists some useful devices that can be improvised from [sic] airship. You must determine the success If your players' salvage attempts.

If the players request information salvaging. ask them to list the things they are looking for. Then tell them what they find, using Table .5 as a guide. For example, if a PC with demolition skill looks for explosives, tell him about the fuel cartridges in the atmospheric study rockets aboard the airship. Anyone can suggest salvage strategies. but only characters with the appropriate skills and techkits can salvage and adapt equipment.

Make salvage skill checks secretly. If the roll is successful, tell the player that the adaptation appears effective. If the roll is 96-00, tell the player the adaptation appears successful even though it will fail when it is used. If the failed check is less than 96, tell the player that the adaptation is obviously unsuccessful.

Characters can make three attempts to salvage and adapt equipment. Each attempt to salvage or adapt equipment takes time. See Table 5 for time guidelines. A character with the appropriate skill can make an accurate estimate of the time needed for each task, even though the adaptation itself requires a skill check.

Don't give hints to your players about the kinds of adaptations that might be made. However, you may draw their attention to the types of materials available for salvage. Encourage your players to be creative!


TABLE 5. SALVAGING AND ADAPTING EQUIPMENT FROM THE AIRSHIP
Adaption and Maximum Number of Items Salvage Item Skill Needed And Modifier Salvage Time Adaptation Time
fragmentation grenade, impact only (20) fuel cartridges
demolition
0 min
20 min
incendiary engine fuel & food containers
demolition
5 mm
2 mm
smoke grenades, impact only (20) engine fuel, lubricant, & food containers
demolition
5 mm
5 mm
motion sensitive alarm (1) control system & 20 SEU power clip
technician
15 min
30 min
video alarm(2) control system & 20 SEU power clip
technician
15 min
30 min
infrared control system alarm (1) Infrared alarm & 20 SEU power clip
technician
15 min
30 min
radio decoy with remote trigger (1) control system& 20 SEU power -20 clip
technician
15 min
30 min
small helium balloon with 50 kg payload(2) flotation chamber fabric & emergency helium tanks
technician -20
15 min
15 min+15 mm set up
25m electrified fence, acts like stunstick (1) wire & 20 SEU power clip
technician
15 mm
15 min+15 mm set up
20 SEU power clips, not for weapons control power packs
technician
5 min
10 min

TIME SPENT AT THE CRASH SITE

It the PCs move quickly, and don't attempt to salvage material from the airship, they can set off by 10:30. Salvaging will delay them. Assess further time penalties for other delays (scouting the area, trying to repair the computer or modifying the robot, etc.).

Gamma .2

EXPERIMENTING WITH THE ROBOT HAND CONTROLLER

Direct the players to study the descriptions of the survey robot and hand controller in the Equipment List. The accompanying illustration will be helpful. Direct control of the robot confers advantages in combat and maneuver. However, hand controller operation requires practice or there is a chance of wrecking the robot. When guiding the robot with the hand controller, the operator must make a successful reaction speed check every hour or lose control of the robot. In combat, the operator must make a reaction check every turn.

If control is lost, the robot immediately loses ldl00 meters of altitude. In each following round the robot loses another ldl00 meters of altitude unless the operator makes a successful reaction speed check or returns the robot to automatic control. Two hours of work are needed to repair the damage from a crash.

For each hour of practice with the hand controller, the operator receives a +100/0 modifier to his chance to avoid a loss of control (up to a maximum of 95% a roll of 96-00 always results in a loss of control).

Practicing with the hand controller at low altitudes is likely to result in crashing the robot. When on joystick control, the robot receives a positive modifier of half the operator's reaction speed to its chance to hit per turn. When the operator is dodging instead of firing, subtract 20% from the basic chance to hit of hostile ranged weapons.

If the PCs want their robot to perform certain functions automatically, they must write out a specific mission and specific functions for the robot. Then a robotics expert must make the appropriate skill checks. You should judge the feasibility and usefulness of these specific procedures, and award appropriate modifiers to the robot's initiative and skill ratings. For exampIe, if the robot is programmed to evade contact with other flying craft, add a positive modifier to the robot's chance to avoid being spotted by another craft. Several routine tasks that might he assigned to the robot are listed below.

Aerial Survey: The PCs should specify what the robot is to look for and how it is to respond to what it discovers.


 

Gamma .3

DOG-LIKE CARNIVORES

MV 30 m; IM 5; RS 45; STA 100; ATT 40; DM 1d10

A pack of 10 creatures follows the PCs for an hour. The PCs hear the creatures followmg them, but they can't tell how many, since the creatures remain hidden in the thick undergrowth. Then the PCs catch occasional glimpses of hairless, wolf-sized animals.

High animal intelligence combined with instinctive caution impels these creatures to avoid contact until they study their prey and find an opportunity to attack. If the robot is used to scout, the sensors reveal no more than patterns of movement through the brush, though the size of the pack may be accurately estimated as ten. If the party uses the robot to flush or attack the creatures, they immediately disperse in panic. If none of the creatures are injured, they return to follow the party within minutes.

After an hour of stalking the party, the hairless, wolf-like beasts lunge from two sides into the middle of the group, emerging suddenly from cover and gaining surprise unless the party took special precautions.

These beasts are intelligent and effective hunters, but they are cowardly, and injured victims dash off into the woods making screeching noises like a parrot. At the end of each round, there is a 10% cumulative chance for each beast that fled that the others also turn tail and run. If a solitary PC ventures out into the woods to look for the beasts or to escape the melee, the beasts will immediately attack this more vulnerable target.

Gamma .4

RAT-LIKE OMNIVORES

MV 90 m; IM 7; RS 70; STA 5; ATT 30; DAM 1d5

These creatures will not deliberately attack creatures larger than themselves. They are scavengers and opportunists, not aggressive carnivore against scavengers. The beasts gnaw into anything that smells of food. They are so small and quiet that they may escape detection until after they cause considerable damage. If the PCs make periodic inspections of their supplies and bivouac units, they should discover the creatures before they damage the tents, and after only two packages of rations are ruined. Otherwise those on watch must make an intuition roll at -30% every 15 minutes to discover the pests. Every 15 minutes they go undetected, the creatures destroy 2d10 ration packages and cause 2d10 points of damage to a bivouac unit. After a bivouac unit receives its maximum damage, it collapses and wakes its occupants and alerts guards on duty. The creatures flee instantly if attacked, though if none are injured they return again in one hour.
 

Gamma .5

PATCH OF POISONOUS PLANTS

As the PCs push through the dense under- brush, one of their toxyrad indicators starts flashing a yellow warning light. A quick scan of the surroundings does not reveal any obvious poisonous substance.

Ahead of the party lies a patch of plants that give off an invisible, odorless poisonous substance that hangs above the plants. A qualified technician employs the vaporscanner, he can determine that the source is ahead of the party. It a technician uses the bioscanner to test samples of plant life, he can identify the poisonous plants. Unhappily, the plants look just like other common species of leafy shrubs found on Mahg Mar, and it is impossible to distinguish poisonous from harmless plants by sight.

The problem is to get around the patch of poisonous plants, and avoid running into other patches along the route. The PCs may choose to go straight through the plants, hoping that their breathers will filter out the poisonous substance. The breathers will not; characters take 10 points of damage every turn they remain in the poisonous plant patch. Patches are usually 100 x 100 meters in area. Alternatively, the PCs may go around the patch, using their toxyrad gauges to indicate the danger zone. Since the sensitive gauges register air-borne wisps of the poison, they must travel a round- about and uncertain route causing a thirty minute delay (15 minutes to walk around the patch and 15 minutes to define its edges with the gauges as they travel.

If a technician successfully employs his analyze ecosystems skill he notices that in the shelter of the poisonous shrubs grows a bright-red blossom, distinctly visible from a great distance. Wherever the party sees this red flower, they may infer the presence of the poisonous shrub. This knowledge reduces the delay to 15 minutes, and the party can steer clear of other poisonous patches in the future with no further delays. Without this technique of recognizing the poisonous plants, the PCs will be delayed by two more similar patches before they reach the Moraes.
 

Gamma .6

DESCENDING A CLIFF

Even if the PCs work carefully to take advantage of the terrain, they find themselves at the top of a cliff. Tell the players that it may be dangerous to proceed without lowering their gear down the cliff by rope.

The PCs can lower their gear with only a 15-minute delay. The real danger is that a character will have an accident. Each character should check for an accident as explained in Table 1 (use the steep slope chances). This chance takes into account the use of ropes. Scouting this cliff does not eliminate the chance of accidents, but does provide realistic estimates of the risks involved.

The PCs may use the robot or a scout to search for a way around the cliff. There is a safer route, but taking it involves backtracking and a 30 minute delay. Any character who makes a successful finding directions check can accurately estimate that delay. Tell characters who fail that finding directions check that there are too many factors to consider.
 

Gamma .7

ROBOT SURVEILLANCE

Terry's robot is traveling at an altitude of 1250 meters, 2 kilometers from the party. It can find the party from that altitude and distance because it knows the location of the crash and the inferred approximate heading at the party. The PCs have no chance to notice this surveillance unless they specifically mentioned keeping a lookout for such craft, or if they programmed the robot to automatically look for other aircraft. Terry shuttles his two remote robots back and forth to the Moraes for refueling, permitting him to maintain constant aerial surveillance of the party.

Terry's robot's mission is to "observe enemy and report; relay all sensor data:' "Enemy" is defined as the PCs and their robot. If it is attacked or approached within 2 kilometers by the enemy, Terry's robot reports to him, then retreats toward the Moraes. It maintains 2 kilometers from the enemy and awaits orders.

The PCs have no chance to lam or take control of the surveillance robot. Pursuit with the party's remote robot would be futile, since Terry's robot has a great altitude advantage and will run for the cover of the Moraes if approached. If the PCs impulsively insist on pursuit and attack, their robot and one of Terry's robots are destroyed in the resulting combat.

The only practical benefit gained from noticing Terry's robot surveillance is confirmation that Terry anticipates the PCs' approach and that he has the ability to attack them.
 

Gamma .8

MYSTERIOUS NOISE

This is an important form of encounter. On an alien planet there are thousands of unfamiliar and disturbing sounds that prey on the over-active imaginations of visitors

Handle this encounter just as though it were the prelude to a normal creature encounter. Describe a sudden movement In the bushes ahead, the sound of creatures pacing the party off in the brush to the left, or a glimpse of activity high overhead. The PCs may send their robot or scouts to investigate a noise, but they find nothing.
 

Gamma .9

ROBOT MALFUNCTION

Tell the players a warning buzzer on the hand controller goes off and the power indicator suddenly drops to zero! Just a minute ago the battery was fine! There are only two minutes of flight left to land the robot before it crashes.

The robot's emergency power override system mistakenly determined that the main power was almost gone, and switched automatically to emergency power. The operator has plenty of time to bring the robot down safely. However, there is an unfortunate rack of convenient clearings to set the craft down in. The operator has three choices. The player controlling the robot must choose one of these options quickly

  1. Let the robot select its own landing such
  2. Scout for acceptable landing spots on joystick control.
  3. Land in a marginally acceptable clearing visible 200 meters away.
  4. If the operator lets the robot seek a safe landing spot by itself, it selects a spot one kilometer away, roughly along the path chosen by the party. In this case there is no chance of a crash, and technicians can repair the malfunction when they reach the robot. The problem is very minor, and a modifier of +30 is appropriate for the repair roll.
If the operator searches on joystick control, he finds a safe landing spot one kilometer away along the party's travel route~the same spot the robot would have selected. Landing conditions and repairs are the same as described above.

A marginally acceptable landing spot lies 200 meters from the party. If the operator wants to land the robot there, he must use the joystick control and make a successful reaction speed check with appropriate modifiers for operator practice (see Gamma .2). If he has skill and practice with the robot, there is little risk in such a maneuver, and the party will not lose its aerial scout for a full kilometer. Repairs are the same as described above.

Gamma .10

THALIANS

MV l0m; IR 1; RS 10; STA 200; ATT 0; DAM 0

This encounter occurs when the party launches their rafts in a river for the first time, As a PC steps into the water, his leg is sucked into what looks like a long, almost transparent, tube of durable, jelly-like organic matter -- a Thalian. It draws the victims leg all the way to the hip.

This thalian is completely harmless. It is no more than a giant siphon, sucking in water and particles at one end and expelling them at the other. The character's leg is stuck in the tube, but not taking damage. There remains, however, the problem of freeing the character from the tube. The difficulty is finding solid footing -- impossible in the river bed. If the other characters rig a rope to a tree on the bank and tie it around the stuck character's waist, they can easily pull him loose (no skill or ability check necessary).

If someone tries to force the creature to let go by firing a weapon at it, the Thalian suddenly and violently heads for deep water. dragging the stuck character with it. The victim is dragged underwater a short distance away and must hold his breath until someone frees him or until the Thalian releases him.

Most of the party's weapons cannot affect the creature underwater (only melee weapons can). After the Thalian receives 30 points of damage, it reverses the direction of its siphon and forcefully expels the victim. Unless he is released, the victim remains stuck until he drowns. Characters can hold their breath for a number of turns equal to their stamina score divided by 5. Thereafter, they take 2d10 points of damage per turn until they can breathe normally.

Gamma .11

LOG JAM

A massive log-and-debris lam blocks the river. Removing the dam will cause at least a 30-minute delay; 200 points of structural damage must be expended to clear a route for the rafts. Clearing the the river by hand will take two hours. The easiest solution is to portage. With a 15 minute delay, the PCs can land and carry their rafts and gear beyond the blockage.

Gamma .12

GIANT CROCODILIAN

MV 60m; IR 6; RS 60; STA 200; ATT 60; DAM 4db (on land: MV 30m; IR 4; RS 40; ATT 40)

As the PCs cruise peacefully along the river, the lead raft is suddenly flipped high into the air and its contents dumped into the water. The crew of the raft discover themselves in the river with a giant crocodile-like creature. It flashes past one character as it opens its great jaws and clamps them onto the overturned raft.

Hunger and territorial instinct prompted the crocodilian's attack. It first attacks the rafts, which appear to be large, unfamiliar trespassers on his turf. After nipping each raft, it puzzles over the sudden appearance of the raft's passengers. The rafts are punctured and deflated, but in patchable condition,

If it is not attacked in the following five turns, the crocodilian decides to assert its territorial rights. It attacks the closest character still in the water If the characters all reach dry land, the croc scornfully sinks to the bottom of the river, content with its display of ferocity.

If the croc is wounded by a party member, it will attack the nearest target and continue to attack until slain. It will even come out of the water after victims on the bank, though it is much slower on land. The croc only takes half damage from lasers while it's underwater.

When the combat is resolved, either by the death or withdrawal of the creature, the Pcs may collect the damaged rafts and decide what to do. If they think of using either airship fabric or material from one of the bivouac units, they can patch the rafts and round up their gear in 15 minutes. Suggest repairing the rafts if the players don't think of it.

Gamma .13

DIVERGENT CHANNELS

The river divides into two similar channels. The party must choose a route. If the robot is surveying from the air, the left channel is clearly the preferable one. Taking the right channel results in a 30-minute delay as the characters drag their rafts and equipment through dense undergrowth. If the party lands and scouts ahead on foot, the delay is only 15 minutes.

Gamma .14

HERBIVORES

MV 60m; IM 5; RS 50; STA 150; AlT 50; DAM 3d10

A herd of 30 creatures is watering at the river (or a small pool, if the party is traveling cross country). Twenty females and young are in the water. Ten males are on the bank standing guard. A successful analyze ecosystems check suggests that these herbivores are unusually aggressive and combative. Their wicked horns and considerable bulk make them better fighters than runners.

If the party encounters them on dry land, the bulls charge immediately. If the party is rafting down the river, the cows and calves mill around in discomfort and confusion, mistaking the rafts for crocodilians. As the party approaches, they suddenly panic and stampede out of the water. The hulls then charge into the river after the rafts. The river is very shallow here, but even so, the bulls' attack, damage, and movement is halved because of the water.

The bulls attack and pursue instinctively to protect the herd. Even if the PCs detour or retreat, the bulls pursue them, causing delays.
 

Gamma .15

LARGE BIPEDAL CARNOSAUR

MV 60m; IM 5; RS 50; STA 175; ATT 65; DAM 4d10

As the party travels, they come across a half-eaten carcass, obviously ripped by large teeth and claws. The volume of flesh consumed suggests a large predator. Tracks indicate that the creature was bipedal with a balancing tail.

An analyze ecosystems check reveals that such large carnivores often are sensitive about territoriality and that there is a likelihood of ferocious aggression if the creatures perceive the PCs as competitors. A few minutes later, a large creature, built like a cross between a bipedal dinosaur and a giant wingless bird, suddenly smashes through the brush and emerges right in front of the party

Players should declare their characters' actions immediately. The creature stands directly before them, then roars and makes a series of half-charges, bringing it progressively closer and closer. If the PCs retreat in a quiet and orderly manner, the creature continues to half-charge and roar at them until they have retreated for ten turns. Then the creature turns and walks peacefully back into the brush, content to have asserted its dominance. If the party retreats wildl~ or if they attack the creature, it charges immediately, trumpeting loudly. In the turn after the charge, a second carnosaur (the mate) dashes from cover and joins the fight.

lithe party is on the river in rafts, the creature charges to the bank several times. If the PCs do not cross to the other side of the river, land, and retreat from sight within ten turns, the creature moves back a little, roars, and leaps out into the river after them. The creature can swim/scramble quickly enough to reach the rafts in one turn. At the end of that turn, a second creature dashes from the brush, hesitates for a turn on the bank, then follows her mate into the water after the PCs.

Gamma .16

FLUTTERBYE SWARM

MV Fast; IM 7; RS 70; STA 2; ATT Special; DAM Special

These locust-sized creatures are as colorful and striking as butterflies, and they fly about in great swarms. A swarm attacks the party. See the Alien Creatures Update File for information about their attacks.

If the characters act quickly, they can remove most of the creatures before taking much damage. The characters may also do what the other animals of Mahg Mar do- jump in the water. That instantly causes the larvae to lose their grip and go floating away from the victim.

Gamma .17

DANGEROUS RAPIDS

The PCs should notice that the river is becoming more and more rocky, narrow, and swift. Suddenly, they run into dangerous rapids. Every character without environment skills must make a reaction check. If at least one skilled person or one successful check is made per raft, there is no accident.

Characters with environmental skills who make a successful logic check should recognize that the river has run from a durable, stable rock bed into easily-eroded, unstable rock. They can expect a narrower, more rocky channel and possibly dangerous rapids and waterfalls.

Gamma .18

HIDDEN SNAG IN RIVER

A sharp branch from a submerged tree remains unnoticed beneath the water until the lead raft hits it. The raft is punctured and starts losing air. If that raft has two or more paddlers, at least two paddlers must make successful reaction speed checks. lf that raft has one paddler, he must make a successful reaction speed check at half his normal chance. If the checks fail, the raft sinks before it gets to the bank, and the passengers are surprised by jellbellies (see Gamma .19). The raft can be repaired with skill checks and a 15-minute delay. Remember that dunked equipment may also be damaged.

Gamma .19

JELLBELLY

MV 10m; IM 3; RS 30; STA 100; ATT 80; DAM 1D10; SA electrical shock stuns for as many turns as points of damage

Jellbellies will not be encountered unless the PCs are dunked during an accident or a jellybelly is stepped on as a PC gets out of a raft. Jellybellies lie in the water, floating with the current. Almost transparent, they are occasionally noticed as one is struck by a paddle. If a character bumps into one of these in the water or along the shore, he may be attacked and stunned (normal attack with special stun effects for as many turns as points of damage). Stunned characters in the water immediately begin to take 2d10 points of drowning damage per turn.

Gamma .20

TERRY TRIES TO REGAIN CONTROL OF THE PARTY'S ROBOT

Hoping that the PCs were foolish enough to leave their robot accessible to his con)mand, Terry cuts in on their robot's command channel and directs it to return to the Moraes. If the PCs did not properly alter their robot's mission and functions, it flies away at full speed, disregarding commands from any source other than the Moraes. If the PCs successfully revised their robot", mission to preclude tampering from he Moraes, Terry's attempt does not succeed, though the PCs will be aware of his futile efforts.

Gamma .21

THE WATERFALL

Tell the players the water is becoming rougher very quickly. Giant rocky spines stick up from the surface, threatening the rafts. The PCs hear a dull roar from not far ahead and see a faint plume of mist rising above the trees.

This isa warning to the PCs to get off the river to avoid a waterfall. They should move to the bank and prepare to portage past the danger (30-minute delay). If they fail to heed the warning immediately, they are carried through violent rapids just before the falls.

They should make reaction speed check to avoid an accident in the rapids. If two or more paddlers per raft fail their checks ( One check at half chance if there is only one paddler), the raft overturns and is swept over the falls, causing idle points of dam- age to each occupant and destroying the raft and any gear aboard. Such an accident causes at least 15 minute delay. Characters who are knocked unconscious suffer drowning damage.

Gamma .22

REMOTE ROBOT ATTACK

As Terry's initial self-confidence begins to erode, he decides to take the offensive. Unless special precautions have been taken, this first robot attack takes the party by surprise, approaching from the rear us. above tree-top level.

Terry's robot hovers 90 meters above the ground to take advantage of its heavy laser's superior range. The robot fires the heavy laser and automatic rifle at separate targets. It is ordered to attack the characters (rather than their robot) and to fire at the tightest concentration of party members, employing the rifle bursts to best effect.

The attacking robot's chances to hit per turn are listed below. These chances assume the PCs are in soft cover- Add additional modifiers if they are moving, prone, or dodging. There may also he other important factors. For example, if a character dives underwater, the robot's laser and rifle have a basic 50 % chance to hit, and their damage is halved.

HEAVY LASER: 40% (70% base, -10% hovering, - 10%+ soft cover, - 10% short range); Darnage 5d10 (maximum of 20 shots)

RIFLE: 50% (70% base, -10% hovering, 10%soft cover, -20% medium range, +20% firing a burst); Damage 5d10 + 1 d10 per target affected, distributed equally (maximum of 10 bursts)

the PCs may keep their own robot in the air for defense, but landing the robot and firing from a fixed position removes the penalty for firing while hovering, and also provides soft cover against stray bullets. Further, even if Terry redirects his attacks to the landed robot, it will be immune to most of the effects listed on the flying vehicle damage table. The party's robot receives a positive attack modifier of one-half its operator's reaction speed if it is on joystick control, even when landed.

If the PCs' robot is flying, its operator must make a successful reaction speed check each combat turn or lose control. (See Gamrna .2) There is no risk of loss of control if the robot is landed.

Treat robots as jetcopters for damage effects (Alpha Dawn Expanded Game Rules, p.33). Roll separately for the effect of each hit. If Terry's robot suffers any effects from the Flying Vehicle Damage Chart, he will purposely crash it to keep it out of the PCs' hands. These robots can take 150 structural points of damage before their weapons are disabled.

After ten turns, Terry recognizes the risk to his robot and orders it back to the Moraes for repair. Whether Terry loses a robot or not, he maintains a periodic robot surveillance on the party hereafter. (See Gamma .7)
 


Gamma .23

THE SECOND ROBOT ATTACK

Terry devised a more effective ambush with his second remote robot. He sent the robot to a small brush-covered island in the Water Gap. Situated in hard cover from attackers floating downriver, the robot camouflaged itself with its work arms. From the air it is only in soft cover. The robot has a direct line of sight to anything coming down the river for a distance of 1000 meters. It has ammunition for 20 5-SEU shots at the rafts. The rafts are presumed to be traveling at about 25 meters per turn, so they will be in range for 40 turns.

Terry's strategy is to hold his fire until the rafts ,ire within 500 meters (medium range), then fires 5 SEU shots each turn at the rafts for five turns. Thereafter he concentrates his fire on the party's remote robot, which will presumably attack his robot. (If the players have not established where their robot is, assume that it is hovering 100 meters above the rafts.)

Handle an attack from the PCs' robot against Terry's fixed robot as a tactical combat. Do not give the players more than one minute to consider their tactics each turn - Then they should give you the speed, path, and altitude of their robot and whether it will fire that turn.

The party is in a much more serious situation th,-in in the first robot attack. The PCs in the rafts are sitting ducks. None of their h,ind weapons are effective at this range, and they receive a -20% penalty for firing from a bouncing inflatable raft.

The PCs' robot may be low on ammunition. It is also firing on a target with hard cover until it is directly overhead or behind Terry's robot. However, Terry's robot cannot return fire to its rear. From that position, the party's robot can easily get favorable odds for destroying it. Another approach is to sacrifice their robot; crashing it into Terry's robot assures mutual destruction.

Terry's robot fires at the closest raft. If two or more rafts are equally close, randomly select the target for each shot. Then randomly select targets within each raft. Remember that the rafts and gear will take some of the damage. If the party is carrying explosives, a direct hit will set them off.

Terry's robot is well-hidden. If the PCs are using their robot to scout for ambushes, you must decide if it discovers this ambush.

If the PCs were traveling on the large river, but do not take their rafts through the Water Gap, Terry becomes suspicious because the rafts don't appear on schedule. He orders his robot to search the ridges and gap for the party moving on foot. If the party is clearly approaching on foot through the gap or over the ridges, Terry recalls the robot and uses it to ambush the party as it crosses the large river. If the party is already on Terry's side of the river, he sends his robot to attack their robot, attempting to ram and destroy it. If the PCs' robot is destroyed, Terry can use the aircar without fear of the robot's long range laser.

Gamma .24

A DESPERATE BLUFF

(See Map 3)

Depending on the results of the first two robot attacks, Terry may have one or two robots left to supplement this attack. For this attack, Terry programmed a utility robot to fly the aircar. The aircar and his remaining remote robots approach the party at high altitude as though on reconnaissance flight. Suddenly, they dive and attack, continuing to attack until they are destroyed. In order of priorities, Terry's objectives are:

  1. Ram the party's robot,
  2. Encourage the party's robot to waste its ammunition firing it at the aircar.
  3. Crash the aircar amidst the party members, hoping to crush or burn them in the resulting explosion
  4. Delay the party enough to permit him In finish his tasks on the Moraes.
If Terry still has operational survey robots, he directs them to attack the party's robot while the aircar tries to crash amidst the party members otherwise, the aircar's primary target is the party's robot.

Robot-piloting is unreliable and limited in effectiveness The aircar cannot maneuver defensively; it must follow a direct line to its target.

This final aerial attack takes place when the party is within one hex of the Moraes. Terry doesn't intentionally wait this long to attack; he simply can't get the robot to fly the aircar without lengthy preparations.

Terry's forces appear at a range of 1000 meters. The party automatically wins initi,tive because Terry's craft are flown by robots on remote control.

You must declare the intentions of the aircar and other robots (if Any) first each turn. Permit the players one minute to consider each turn's move. Then they must announce the speed, altitude, and heading of their remote robot. Carefully record each flying vehicle's altitude, speed, and flight direction. Then the players should declare their characters' actions.

Terry's robots and aircar can try to ram the party's robot. If they can occupy the same hex and altitude as the party's robot during Terry's initiative phase without using more than half of their movement, they have a 70% chance to ram. If the party's robot dodges and does not fire, the chance to ram is 50%. Anyone within 10 meters of a crash takes 3d10 points of damage from concussion and flying debris. 


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