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INTO THE
VOID
By Carl Smith
ARES #15 pp 53-60
STAR FRONTIERS: ALPHA DAWNTM
and STAR FRONTIERS: KNIGHTHAWKSTM are role-playing
rules of conquest and combat in outer space. Man and allied extraterrestrials
stand side by side to fight the menace of the dreaded Sathar.
The Sathar are an evil
and warlike race. Resembling giant, multi-legged worms, they have infiltrated
the United Planetary Federation (UPF). The Sathar's goal is to destroy
the UPF and all non-Sathar life forms, and they us traitors and the technology
of tomorrow to achieve it. Only a few adventurers and professionals stand
between the Sathar and the fate of the universe.
To play this game,
players need the original STAR FRONTIERS: ALPHA DAWN and the new STAR FRONTIERS:
KNIGHTHAWKS. Also needed are three 10-sided dice and scratchpaper. Beyond
that, add a little creativity and imaginative role-playing, and begin your
adventure in the future.
This mini-module is
meant for the referee. It is based on the short story, "Into the Void,"
in this issue. If you intend to play a character in this module, read no
further. (Sections meant to be read aloud are in
large type.)
The scenario begins
aboard a freighter, the United Planetary Federation's Prachil Star.
It is bound homeworld, carrying cargo from several galaxies. In one cargo
hold, it carries a precious burden: an experimental escape vessel prototype.
Because of the prototype's nature, several agents of the Pan-Galactic
Corporation (PGC) have been assigned to guard it while it is in transit.
Pirates have attacked
several ships in this area and the possibility exists that Sathar agents
would like to steal the experimental ship for its compact void drive system.
Members of the PGC
are to guard the vessel, see that it does not fall into unauthorized hands,
keep unauthorized personnel out of the cargo bay where it is stored, and
repulse anyone seeking to sabotage or steal the prototype.
Colonel Gaedynn is
commander of the PGC force aboard the Prachil Star. Other members
of the PGC are on board the freighter, but are not with the group at the
cargo bay. The adventurers have just reported for a four-hour shift of
duty.
CARGO BAY WHERE THE XV-1 IS STORED
The cargo bay is bare metal. A few common
tools lie on a work bench near the cargo doors. An emergency repair kit
for the hull of the freighter lies under the work bench. The XV-1 if the
only item in the cargo hold other than the tools and repair kit that is
not a molded part of the freighter's hull.
Above the door is a
speaker and the emergency light. In case of attack, or depressurization
of the outside corridor, the light and its accompanying alarm come on.
Using the speaker and the on-off switch, a person inside can communicate
with someone outside of the cargo bay without opening the cargo door.
A button on a panel
to the left of the cargo door controls the two-way speaker. Just below
that button are three other buttons which control the door. They read "Open",
"Close", and "Lock". Once locked, only a security card and thumbprint can
open the door from the outside. From inside, the door can be opened by
simply depressing the "Lock" button a second time. When the door is locked,
the "Lock" button is red. When unlocked, the button is unlit.
The XV-1 faces the
front of the Prachil Star. Its starboard airlock is next to the
outside bulkhead of the freighter. Anyone on the starboard side of the
XV-1 cannot see the cargo bay door.
The floor of the cargo
bay had mini-stanchious every ten feet. A safety line can be secured to
the stanchions for zero-gravity cargo. A player in a space suit can secure
his safety line to one of the stanchions by snapping it on for zero-gravity
repairs inside the cargo bay.
BATTLE IN THE CORRIDOR
Everyone has a duty station. Listed below are where the PCs can be stationed prior to the beginning of this encounter:
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Cpt. Llewellyn Hota Lea Violet (robot NPC) Dorf Gillimk Viyizzi Yoe Slard (NPC) Col. Gaedynn (NPC) |
Inside cargo bay doors Inside XV-1 Inside XV-1 By starboard airlock of XV-1 By starboard airlock of XV-1 By port airlock of XV-1 By port airlock of XV-1 In corridor outside cargo bay In corridor outside cargo bay |
SATHAR AND MERCENARY STATISTICS
All Sathar and mercenaries move at a standard
human rate. Specific Sathar statistics are: Str/Sta 45/45, Dex/Rs 35/35,
Int/Log 40/40, Per/Ldr 55/55, Im 4, Walk/Run/Hour 10m/30m/5km. All mercenaries
have the following statistics: Str/Sta 40/40, Dex/Rs 40/40, Int/Log 45/45,
Per/Ldr 40/40, Im 4, Walk/Run/Hour 10m/30m/5km.
Eight Sathar, each
armed with a laser rifle, are aboard the Prachil Star. Each Sathar
commands sex mercenaries (total 48). Three (of the six) are armed with
projectile rifles and pistols; one has a grenade launcher and a pistol,
and the other two have laser pistols and rifles. Each mercenary has three
magazines for each weapon. The mercenary with the grenade launcher has
four grenades. Two of the Sather-led groups have a heavy laser each. When
the PC foes into the hall, start the attack. Read the following to the
PCs:
The Prachil Star shudders and throbbing floorplates shake the cargo bay. The red light over the door of the cargo bay goes on, and an alarm begins whining - it's the battle alarm. A figure in a PGC uniform kneels in the corridor. Beside him lies another figure, an officer who is not moving. The figures are under fire from someone at the end of the corridor. There is a buzz, the metal of the cargo bulkhead glows, and then blackens. Several figures at the end of the corridor fire laser and projectile weapons.If the PC checked the two in PGC uniforms, he discovers that Col. Gaedynn lies dead at Sgt. Slard's feet. The Sathar down the hall are firing at Slard and the PC.
| Laser 10% | Gun 05% |
Every turn equals six seconds. For each
turn the PC and Slard remain in the hall, a mercenary joins the troops
firing at them. The first five have projectile weapons, and the sixth has
a laser, and this pattern is repeated as long as PCs stay in the corridor.
If Slard of any PC
is hit, they take a standard 1d10 of damage, because all weapons are set
on their lowest setting to minimize chances of damaging the XV-1.
Attackers keep coming
until Slard and the PC retreat to the door of the cargo bay. If anyone
stays in the corridor for more than two minutes, he comes under fire from
the corridor behind him. Sathar agents have worked their way behind the
PCs by way of the port cargo door corridor. Any shots fired by the five
Sathar attackers misses the first turn they sneak up behind the PCs. Thereafter,
those Sathar behind the PCs stand the same chance of hitting as the Sathar
in front of the PCs.
OVERALL LENGTH: 315m
CARGO POD LENGTH: 166m
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THE BATTLE IN THE CARGO BAY
Treat the cargo bay door as having 50 + 2d10 worth of structural points. The first turn after the PCs go inside the bay, the Sathar fire a grenade rifle at the cargo door. The grenade hits the wall beside the door, causing half its normal 8d10 damage to the door.
There is a loud, muffled explosion in the corridor. It sounds as if someone threw an explosive charge against the cargo door.On the third turn, the Sathar use a heavy laser on the door. It is set to use 20 Standard Energy Units (SEU) per shot/turn. A Sathar continues shooting the heavy laser at the door until the door is burned through. The first turn after the door is burned through, the hole is too hot to enter. It is cool enough not to burn through space suits on every turn thereafter.
The door then begins to get warm. The metal changes colors, glowing, sagging, and turning molten. A 24-inch hole appears.On the first turn the doors is burnt through, one Sathar mercenary may fire either laser or a projectile weapon through it per turn. Through the hole in the cargo door, the mercenaries can see only the port side of the XV-1.
PCs inside the XV-1 cannot see what is
going on outside unless they are in either the pilot of co-pilot/gunner's
seat. All PCs have some ship-handling skills, but Llewellyn is the best
pilot, followed by Yoe.
It takes one turn to
ready the XV-1's weapons, sublight, void, life support, and communication
systems. Using the console microphone, those inside can communicate with
Llewellyn (or any PC) who is wearing an exo-suit (s space suit) equipped
with an intercom.
Once someone takes
one of the two pilot's chairs, the others may choose any seat #3-7. Slard,
an NPC, automatically takes seat #8.
Once aboard, Slard
voices his uncertainty about the safety if the craft. He complains about
the risk they are taking in using an untested experimental vessel, and
how dangerous flying near the Sathar warships is once the XV-1 gets outside
the Prachil Star.
Whoever is in the pilot
or co-pilot's chair knows what is going on outside the XV-1. Tell that
PC (and he can inform the others):
You see the PCs outside the ship moving away from the cargo door. The cargo door appears to be melting.If the PCs switch on the vessel's power so its sensors can be used, they hear a PC say shots are being fired. Once the door has a hole melted through it, the sensors reveal life forms in the corridor outside the cargo bay.
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Locations on the XV-1 are numbered for
specific locations. General areas are simply referred to as forward, or
the passenger compartment; the airlock entry; or the rear section. The
key to the deck plan is:
Total Length: 22m |
DETAILED DESCRIPTION
Item #10, Captain's Control Console. On the console are tie-ins and screens for all computers. From this console are tie-ins and screens for all computers. From this console all interior airlocks and hatches can be locked, as well as all fired weapons and powered defenses. Radio communications outside the hull, to anyone in a space suit on the same band, sublight communication, and void communication originate with the radio here.
Item #17, Robotic Charging and Tie-in Computer. This unit allows Violet to tie-in directly with the XV-1's computers and to inform the crew the extent of any damage. The computer can also fix any damage to Violet requiring fourth level skills or less. violet has the equivalent of three power-packs, and they can be recharged from this unit.
Item #18, Medical and Exo-Scanner Computers. Using these computers, the crew can determine if any accessible asteroid can support human life. Also, the medical computers can identify damage to characters, and recommend treatment. The computer has the equivalent of 10 stimdose, a freezefield with a 2,000 SEU power pack, first aid, diagnosis, minor surgery, 10 anti-tox, communication interpretation, a built-in polyvox, 10 staydose, and 10 telol. It has a success rate of 20% in identifying/treating any life form which is not a PC.
ITEM #19, Exo-Suit and Weapons Storage Locker. Inside are five laser rifles each with three power packs; three laser pistols with a total of 30 power packs; a heavy laser with four power packs and tripod; four machetes; two vibroknives and power packs; three automatic rifles with three magazines each; three automatic pistols with three magazines each and 2,000 rounds of pistol ammunition in a box; six holoflares; eight all-weather coveralls with arctic inserts; and three exo-suits with helmets.
When the PCs use the XV-1 to exit the freighter,
they must do so at sublight drive speed. If they attempt to use void drive,
the void computer automatically cuts the void drive off. A second attempt
results in a flashing message from the computer:
ATTACK BY SATHAR FIGHTERS
Once outside the
hull of the freighter, the PCs are attacked by Sathar Fighters and a Sathar
Frigate. The Sathar ships fire bursts of increasing strength (10 SEU, 20
SEU, etc. . . .) until it is evident that the PCs do not intend to stop.
The Sathar may increase their power to 100 SEU once the XV-1 fires on one
of them and achieves a hit. After that happens, or when the PCs go into
void drive, the Sathar Frigate fires its last torpedo.
The torpedo hits the XV-1, but does negligible damage. It damages three
different areas of the XV-1 using the STAR FRONTIERS: KNIGHTHAWKSTM
Advanced Damage/Location Table. None of the damage is multiple. If the
d% indicates more than one hit in an area, roll again. If the void drive
is hit, it is damaged. If no die roll results in damage to the void drive,
assign damage there. The XV-1 does into the void one time, and thereafter
the void drive malfunctions as follows.
After the first void drive attempt any further trials will force the XV-1
to jump backward 10,000 km. The XV-1 may successfully jump into the void
as it fights the Sathar Fighters and Frigate the first time, and then it
takes void drive damage. Thereafter, any attempts to jump the void results
in the XV-1 going backward as outlined.
The XV-1 may take damage to the ammunition supply of its cannon. Treat
each 100 SEU as one shot. Under no circumstance is the XV-1 to have less
than two shots at the final scenario. Other ammunition may be destroyed,
as long as 200 SEU remain.
INTO THE VOID
The XV-1 has jumped into the void successfully. It now lies far away from the ships attacking the Prachil Star. The portion of space it occupies in known to all aboard the vessel.
A vast expanse of space lies ahead. The astrogation computers show that the ship has jumped across space into the void.If the PCs attempt to use the astrogation computers further, give them computer feedback that is gibberish. If the player's think to have the command console run a check on the XV-1's systems, reveal that they cannot fully access void drive, void communication, or astrogation.
With the equipment we have onboard, attempting to fix the computer is like trying to fix void drive with a screwdriver.Violet can diagnose what is wrong with the ship, if asked. She can also indicate what will happen if the PCs attempt to use the void drive, i.e., the XV-1 will jump backward up to 60,000 km. If asked to attempt to repair it, Violet answers:
I am one of the finest diagnostic medical robots available. I am not a surgical robot. I am not a robotic repair unit. The damaged circuit is in such a place on the panel that we would have to chance leaving the XV-1 a floating hulk, totally without power. The chances of such an operation succeeding with our limited repair facilities are 11 in 3,736, 941. The chances of compounding the damage with human error are prohibitive. It would be unwise to attempt repairs outside of a qualified and well-fitted repair facility.Aboard the XV-1, all computers, drives, and numbered areas have an access panel from both the interior and exterior of the ship. To attempt repairs on any of these computers or drives requires a tech Level 5 repairing machinery, and a robotics skill Level 6 altering mission, as well as Level 6 repairing computers.
SLARD, THE TRAITOR
Once the vessel has been explored, and the damage assessed, the NPC Slard begins having what the PCs may interpret as "second thoughts" about escaping the battle. He talks to them about how badly damaged the ship is, and how it might be wiser to seek an inhabited planet or habitable asteroid and send out a distress signal on all operating bands. Slard says:
I don't know how much damage this vessel can take. How do we know Violet's right? After all, it is primarily a medical robot - it might have made a mistake.If the PCs think Slard's assessment is correct, Slard plays along with them until a suitable asteroid is found. To find a habitable asteroid, roll 1d10 every turn. A result of 1 means an asteroid capable of supporting life has been located.
All right, listen to me. I am taking over command of this ship. We're going to turn her right around and go back where we came from. Nobody do anything foolish, and we'll all live a lot longer.If PCs accuse Slard of being a Sathar agent, he tells them the truth: The Sathar want the XV-1 because they heard rumors about how well it works. They want it to use its drive system and computers on kamikaze fighters for attacks on PGC ships, bases, and planets. Slard says:
What's a traitor? I see which was things are going, and I want to be on the winning side. A traitor becomes a hero when his side wins - he's only a traitor if his side loses. The Sathar pay well, and they aren't going to lose.Slard is alert. A player must have a reaction speed of better than 5 to catch Slard off-guard. If a PC with a reaction speed of 5 or less attempts to draw his weapon, Slard receives first shot at them.
ENCOUNTER WITH THE SATHAR FRIGATE
When the Frigate appears, the PCs notice a blip on their sensor screen. The Sathar vessel does not attack them at once. It prefers to take the XV-1 undamaged. Over the sublight intercom comes the message:
Surrender! You will be well treated. It is futile to resist. Further attempts at evasion will result in your vessel being destroyed. We offer you your lives.The offer, of course, is only a ploy to capture the XV-1. The PCs who surrender will be brainwashed and sent back to the UPF as saboteurs. Should any resist, they will be executed on the spot.
PLAYER CHARACTER STATISTICS
Capt. Dai Llewellyn: Str/Sta 50/50, Dex/Rs 55/55, Int/Log 50/50, Per/Ldr 65/70, Im 6. Left-handed human male. Armed with laser pistol, 9 mm service automatic (projectile) pistol, gyrojet pistol and a vibroknife. His skills are: Level 3 beam, projectile and gyrojet weapons, Level 2 thrown weapons, and martial arts; Level 2 operating machinery, detecting alarms, and Level 1 tracking and first aid. He has an albedo suit under his exo-suit (spacesuit).
Viyizzi: Str/Sta 25/25, Dex/Rs 65/65, Int/Log 45/45, Per/Ldr 60/60, Im 7. She is an ambidextrous Yazirian female, armed with a laser pistol, automatic pistol, and vibroknife. She wears an albedo suit, and has the following ability levels: Level 4 beam and projectile weapons; Level 3 deactivating alarms; Level 2 tracking, survival, and stealth.
Yoe: Str/Sta 60/60, Dex/Rs 55/55, Int/Log 40/40, Per/Ldr 50/50, Im 6. He is an overweight Yazirian male able to "glide" only on the lightest gravity planets, and is right-handed. He carries a laser pistol and a vibroknife, and wears an albedo suit. His experience levels are: Level 1 beam and projectile weapons; Level 2 setting charges, following directions; Level 3 operating machinery and repairing machinery.
Hota Lea: Str/Sta 55/55, Dex/Rs 50/50, Int/Log 70/75, Per/Ldr 40/40, Im 4. She is a right-handed human female. She carries a laser pistol and vibroknife and wears an albedo suit. Her experience levels are: Level 1 beam and projectile weapons; Level 2 bypassing security, manipulating programs; Level 3 operating computers, interfacing, and repairing computers; Level 4 repairing robots, altering functions, and altering mission.
Dorf: Str/Sta 55/55, Dex/Rs 45/45, Int/Log 35/35, Per/Ldr 50/50, Im 5. Dorf is a Dralasite who wears an albedo suit, carries a laser pistol and vobriknife, and has a permanent "arm/pseudopod" on his right side due to an accident in the Sathar Wars. His experience levels are: Level 1 beam and projectile weapons; Level 2 martial arts; Level 3 making tools/weapons, and empathy.
Gillimk: Str/Sta 45/45, Dex/Rs 45/45, Int/Log 40/40, Per/Ldr 45/45, Im 5. He is an ambidextrous Vruskan male who wears an albedo suit and carries a laser pistol and vibroknife. His experience levels are: Level 1 beam and projectile weapons; Level 2 operating machinery, repairing machinery; Level 3 first aid, controlling infection.
NON-PLAYER CHARACTER STATISTICS
Slard: Str/Sta 50/50, Dex/Rs 40/40, Int/Log 45/45, Per/Ldr 50/50, Im 4. He is a right-handed human male who wears an albedo suit. He is armed with a laser pistol, a vibroknife, a doze grenade, and a tangler grenade. His experience levels are: Level 1 thrown weapons; Level 2 beam and projectile weapons; Level 3 making tools/weapons.